Quote: "As Harry said, you just needs to set them up properly, the two main causes of the death animation not working are ..
1. Ragdoll not disabled in the FPE, ragdoll = 0
and
2. csi_unarmed1 and csi_unarmed2 being left blank, no idea why but these need to have a number range added to them, even if it's a number range outside the range of animations you have (ie if your animations go from 1 to 1000, then 1001 to 1200 etc), otherwise it defaults to bouncing between the last and first frame of the animation set instead of using the deah animation."
I understood what harry was saying, the other problems I was asking about was the IDLE and the leg twitching problem.
Although, I'm not sure exactly which parts of the script from fastzombie.lua to tear out and which parts to put back in. I only halfway understand lua. I can read what the script is saying for the most part but I end up crashing the script when I modify it so I'm doing something wrong. From one I'm reading this is the part of harry's script that controls the death:
if state[e] ~= "dead" then
PlaySound(e,1)
StopAnimation(e)
AIEntityStop(e)
CharacterControlLimbo(e)
state[e] = "dead"
remove_delay[e] = GetTimer(e) + remove_delay_init
else
CollisionOff(e)
ModulateSpeed(e,die_speed)
if g_Entity[e]['animating'] == 0 and hit[e] < 2 then
CharacterControlLimbo(e)
RotateToPlayer(e)
SetAnimation(4)
hit[e] = 2
PlayAnimation(e)
g_Entity[e]['animating'] = 1
end
if GetAnimationFrame(e) >= 820 and GetTimer(e) >= remove_delay[e] then
Hide(e)
Destroy(e)
end
end
I'm not sure how to place it in the other script and what to take out . I'd tried using harry's script directly and changing his animation numbers to my own. All the animations seemed to actually work but the model stretched all over the place and made him look like the deformed praying mantis. And also he walked but wouldn't move.