Quote:
can you give me a quick example on how you used ent_animatefrom?


Code:
ENTITY* anmsource;
action AnmSource_Model() //apply to model with animations
{
 anmsource = me;
}
action Model_NoAnims()
{
 while(!anmsource) wait(1);
 while(1)
 {
  my.skill1 += time_step;
  ent_animatefrom(me, anmsource, "idle", my.skill1, ANM_CYCLE)
  wait(1);
 }
}



Quote:
Like ent_animate, but loads the bones animation from a separate entity. This way entities can share bones animation scenes.


Edit:
@lemming
Did u set the passable flag of the attached "bodyparts" ? Might save some frames...
greets

Last edited by rayp; 11/26/12 08:03.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;