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InsideQC Forums • View topic - Fixing player animation for walls

Fixing player animation for walls

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Fixing player animation for walls

Postby Cobalt » Sun Feb 08, 2015 6:34 pm

Has there been a fix for this? The animation continues (player_run) even if we are moving and hit a wall. This probably is ok for underwater, but on land it would look better making player_stand activate.

I researched it a little and velocity_x and velocity_y are active so the qc will trigger the animations.

I remember thinking that .th_blocked would be the trigger called for this scenario, but was told its only for movetype_push.
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Re: Fixing player animation for walls

Postby Dr. Shadowborg » Sun Feb 08, 2015 11:43 pm

vlen(self.velocity) > 0 check perhaps? (add FL_ONGROUND check, for falling if you don't want quakeguy to pretend he's Luigi :P)
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Re: Fixing player animation for walls

Postby Cobalt » Mon Feb 09, 2015 12:36 am

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Re: Fixing player animation for walls

Postby gnounc » Mon Feb 09, 2015 4:39 am

Image
my
gnounc's
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Re: Fixing player animation for walls

Postby PrimalLove » Wed Feb 11, 2015 5:11 pm

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Re: Fixing player animation for walls

Postby Cobalt » Mon Feb 16, 2015 5:01 pm

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