So I've heard alot of fuss about this thing that can scale players and stuff down to make it seem as if really big maps are nearly endless and even bigger. Does anyone know if this thing is released and/or if there is a thread somewhere about it?
Sorry If it is in the wrong section but it is a request for the source of this thing which is 90% likely to be Lua, therefore it [i]SHOULD[/i] go into this section :v:
[url]http://www.garrysmod.org/downloads/?a=view&id=84054[/url] . Maybe this one?
[QUOTE=superstepa;19913569][url]http://www.garrysmod.org/downloads/?a=view&id=84054[/url] . Maybe this one?[/QUOTE]
Nah, the thing I'm looking for isn't a STool, it's a Lua script that would basically auto load at server startup or something like that. I've heard it mentioned alot of times in the Map Pimpage threads and got rather interested in it.
So anyone have anything on this? It would be great for many mappers to have this.
See my post below.
Untested.
[QUOTE=blackops7799;19944973]
Untested.[/QUOTE]
Thanks, I'll see if I can get that working somehow then.
If that works, spacebuild just got a whole load more fun.
Ahh okay. I just tested it and it didn't work.
Here's a working version.
[lua]if SERVER then
AddCSLuaFile( "autorun/sh_playerscale.lua" )
local PlayerScale = CreateConVar( "sv_playerscale", "1", FCVAR_REPLICATED + FCVAR_NOTIFY + FCVAR_ARCHIVE )
hook.Add( "PlayerSpawn", "ResizeDem", function( ply )
local scale = PlayerScale:GetFloat()
ply:SetHull( Vector( -16 * scale, -16 * scale, 0 ), Vector( 16 * scale, 16 * scale, 72 * scale ) )
ply:SetHullDuck( Vector( -16 * scale, -16 * scale, 0 ), Vector( 16 * scale, 16 * scale, 36 * scale ) )
ply:SetViewOffset( Vector( 0, 0, 64 * scale ) )
ply:SetViewOffsetDucked( Vector( 0, 0, 28 * scale ) )
ply.ModelScale = scale
umsg.Start( "PlayerScale:SetScale" )
umsg.Entity( ply )
umsg.Float( scale )
umsg.End( )
end )
elseif CLIENT then
usermessage.Hook( "PlayerScale:SetScale", function( um )
local ply = um:ReadEntity( )
local scale = um:ReadFloat( )
if !ply.ModelScale or ( ply.ModelScale != scale ) then
ply:SetHull( Vector( -16 * scale, -16 * scale, 0 ), Vector( 16 * scale, 16 * scale, 72 * scale ) )
ply:SetHullDuck( Vector( -16 * scale, -16 * scale, 0 ), Vector( 16 * scale, 16 * scale, 36 * scale ) )
ply:SetViewOffset( Vector( 0, 0, 64 * scale ) )
ply:SetViewOffsetDucked( Vector( 0, 0, 28 * scale ) )
ply.ModelScale = scale
end
end )
hook.Add("RenderScreenspaceEffects","PlayerScale.RenderScreenspaceEffects", function()
for k,v in pairs( player.GetAll() ) do
if v and v.ModelScale then
v:SetModelScale( Vector( v.ModelScale, v.ModelScale, v.ModelScale ) )
end
end
end )
end[/lua]
Now do one that auto sizes all props, npcs, entities and vehicles unless someone wants to recreate everything in 1/16th scale... :/
[QUOTE=mr_fj;20040828]Now do one that auto sizes all props, npcs, entities and vehicles unless someone wants to recreate everything in 1/16th scale... :/[/QUOTE]
It is not actually possible to do it to entities - they have to be created at that size, apparently.
I think it would be really great to scale everything down, just wondering if it would work with something's/player's phys box and not just it's model.
Notes:
It would also require speed to be scaled down aswell(you dont want a small jeep that seems like it is extremely fast lol).
Also requires scaling of effects such as the phys gun beam(dont want a huge ass beam coming out of a player).
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