View Full Version : [CODE] Adding a new KeyCommand to a animation

05-31-2003, 11:08 PM
Hello again.

Wondering about adding a new KeyCommand like "Shift" or "CTRL".

There is an animation in "animation.cfg" I want to enable in gameplay.

BOTH_HOP_B 8068 13 -1 20
BOTH_HOP_F 8081 14 -1 20
BOTH_HOP_L 8095 16 -1 20
BOTH_HOP_R 8111 17 -1 20

It's a small sidestep/shuffle. Torso is in the regular "Arms on your side as in normal standing still" pose while you skip a step left/right/back/forward.

I would like to add a new "Hold+Direction" key.
Like Shift and CTRL can be used with Walk/Run and Crouch.
I'd like to add a new key that can be mapped so that when hold+direction will call the above animation to execute on the LEGS part, not the torso. Thus I can in a saber stance shuffle to evade while holding my saber ready.

Is this possible?
Any help appreciated.

Be good.

06-01-2003, 11:17 AM
Yes, it's possible. Just declare a new button, and work at the bg_pmove.c code to implement it.

06-02-2003, 06:22 PM
uh, I'm pretty sure you can't define a new button without the engine source code. It's due to the way the engine indirectly passes data to the qvm code.

06-03-2003, 12:06 PM
No new buttons are permitted
Actual buttons that is.
Feel free to define some button, but you will have to set it based on the existing input, not on something new that you want to use.

Sorry :/

06-03-2003, 12:32 PM

Thank you all for your input and help.

Kudos all around :D


06-05-2003, 03:32 AM
Woah, do I see a banner on Wudan's post? :)