Ok now I have broken down my script and tyring to get just the blend function to work when he starts and stops moving, can anyone help me with this?
Code:
//walking withOut the sword in hand state
	while(1)
	{
		
		//default state
		if(my.STATE == 0)
		{
				//rotate player with the left and right keys
			my.pan += (key_cul-key_cur)*5* time_step;
			my.ANIMATION += 2 *time_step;
		  ent_animate(me,"idleSWA",my.ANIMATION,ANM_CYCLE);
			
		}
		//the run state without the sword in hand
		if(my.STATE ==1)
		{
			//rotate player with the left and right keys
			my.pan += (key_cul-key_cur)*5* time_step;

			//move the entity forward
			var distance = 25 *time_step;
			c_move(me,vector(distance,0,0),NULL,GLIDE);
			
			ent_blend("runWS",25,45);
			//animate the player
			my.ANIMATION += 15 * time_step;
			ent_animate(me,"runWS",my.ANIMATION,ANM_CYCLE);
			
			// adjust entity to the ground height, using a downwards trace
			c_trace(my.x,vector(my.x,my.y,my.z-1000),IGNORE_ME | IGNORE_PASSABLE);
			my.z = hit.z - vFeet.z; // always place player's feet on the ground
				
		}
		if((key_cuu == 1)&& my.STATE == 0)
		{
			my.ANIMATION = 0;
			my.STATE = 1;
		}
		else if((!key_cuu)&& my.STATE == 1)
		{

			if(my.ANIMATION > 100)
			{
				ent_blend("idleSWA",5.5,50);
				
			}
			my.STATE = 0;
		}



It just seem not to blend correctly.

Last edited by Tman; 02/10/10 16:29.