• NPC Animations problem.
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I have a problem with BigBang's Animation script. Everymodel I use works, Expect for a set of custom ones made by a friend. (The rest of his custom models work.) [CODE]--Hey hey hey! It's fucking NPC animations version three! This time with no Rick Dark shit. --Credits to Azuisleet ( Original hook ), Entoros( Holdtype thing ), and well, me, Big Bang/F-Nox ( everything else ) local ply = LocalPlayer() --Override! Thanks Entoros! function _R.Weapon:GetHoldType() if self.HoldType then return tostring( self.HoldType ) end return "default" end --Weapons that are always aimed local AlwaysAimed = { "weapon_physgun", "weapon_physcannon", "weapon_frag", "weapon_slam", "weapon_rpg", "gmod_tool" } --Weapons that are never aimed local NeverAimed = { "hands" } function MakeUnAim( ply ) if ValidEntity( ply:GetActiveWeapon() ) then if( !ply:GetActiveWeapon():GetDTBool( 1 ) and !table.HasValue( AlwaysAimed, ply:GetActiveWeapon():GetClass()) ) then ply:SetNWBool( "aiming", false ) --ply:GetActiveWeapon():SendWeaponAnim( ACT_VM_HOLSTER ) if SERVER then ply:DrawViewModel( false ) end if( ply:GetActiveWeapon():IsValid() ) then ply:GetActiveWeapon():SetNWBool( "NPCAimed", false ); end else MakeAim( ply ) end end end function MakeAim( ply ) if ValidEntity( ply:GetActiveWeapon() ) then if !table.HasValue( NeverAimed, ply:GetActiveWeapon():GetClass() ) then ply:SetNWBool( "aiming", true ) if SERVER then ply:DrawViewModel( true ) end --ply:GetActiveWeapon():SendWeaponAnim( ACT_VM_DRAW ) ply:GetActiveWeapon():SetNWBool( "NPCAimed", true ); end end end local function HolsterToggle( ply ) if ply:GetNWBool( "SWEPHolstered", true ) then ply:SetNWBool( "SWEPHolstered", false ) else ply:SetNWBool( "SWEPHolstered", true ) end if( !ply:GetNWBool( "aiming", false ) ) then MakeAim( ply ); ply:SetNWBool( "forceaim", true ) else MakeUnAim( ply ); ply:SetNWBool( "forceaim", false ) end end concommand.Add( "eng_toggleholster", HolsterToggle ); local function NPCWeaponHook( ply, key ) --[[if key == IN_ATTACK or key == IN_ATTACK2 then MakeAim( ply ) timer.Create( ply:Nick() .. "weaponholster", 4, 1, function() if !ply:GetNWBool( "forceaim", false ) then if !ply:GetActiveWeapon():SetNWBool( "NPCAimed", false ) then MakeUnAim( ply ) end end end) else]]-- if( !timer.IsTimer( ply:Nick() .. "weaponholster" ) ) then timer.Create( ply:Nick() .. "weaponholster", 4, 1, function() if !ply:GetNWBool( "forceaim", false ) then if ply:GetActiveWeapon():IsValid() then if !ply:GetActiveWeapon():SetNWBool( "NPCAimed", false ) then MakeUnAim( ply ) end end end end) end end if key == IN_RUN then MakeUnAim( ply ) end hook.Add( "KeyPress", "NPCWeaponHook", NPCWeaponHook ) local Anims = {} Anims.Male = {} Anims.Male[ "models" ] = { "models/barney.mdl", "models/eli.mdl", "models/breen.mdl", "models/Gustavio/maleanimtree.mdl", "models/kleiner.mdl", "models/characters/gallaha.mdl", "models/Humans/Group01/fout_01.mdl", "models/Humans/Group01/fout_02.mdl", "models/Humans/Group01/fout_03.mdl", "models/Humans/Group01/fout_04.mdl", "models/Humans/Group01/fout_05.mdl", "models/Humans/Group01/fout_06.mdl", "models/Humans/Group01/fout_07.mdl", "models/Humans/Group01/fout_08.mdl", "models/Humans/Group01/fout_09.mdl", "models/WolfCitizen.mdl" } Anims.Male[ "default" ] = { [ "idle" ] = "ACT_IDLE", [ "walk" ] = "ACT_WALK", [ "run" ] = "ACT_RUN", [ "jump" ] = "ACT_JUMP", [ "land" ] = "ACT_LAND", [ "fly" ] = "ACT_GLIDE", [ "sit" ] = "ACT_BUSY_SIT_CHAIR", [ "sitground" ] = "ACT_BUSY_SIT_GROUND", [ "flinch" ] = { ["explosion"] = "ACT_GESTURE_FLINCH_BLAST" }, [ "crouch" ] = { [ "idle" ] = "ACT_COVER_LOW", [ "walk" ] = "ACT_WALK_CROUCH", [ "aimidle" ] = "ACT_RANGE_AIM_SMG1_LOW", [ "aimwalk" ] = "ACT_WALK_CROUCH_AIM_RIFLE" }, [ "aim" ] = { [ "idle" ] = "ACT_IDLE_AIM_RIFLE_STIMULATED", [ "walk" ] = "ACT_WALK_AIM_RIFLE_STIMULATED", [ "run" ] = "ACT_RUN_AIM_RIFLE_STIMULATED" } } Anims.Male[ "pistol" ] = { [ "idle" ] = "ACT_IDLE", [ "walk" ] = "ACT_WALK", [ "run" ] = "ACT_RUN", [ "crouch" ] = { [ "idle" ] = "ACT_COVER_LOW", [ "walk" ] = "ACT_WALK_CROUCH", [ "aimidle" ] = "ACT_RANGE_AIM_SMG1_LOW", [ "aimwalk" ] = "ACT_WALK_CROUCH_AIM_RIFLE" }, [ "aim" ] = { [ "idle" ] = "ACT_IDLE_AIM_RIFLE_STIMULATED", [ "walk" ] = "ACT_WALK_AIM_RIFLE_STIMULATED", [ "run" ] = "ACT_RUN_AIM_RIFLE_STIMULATED" }, ["fire"] = "ACT_GESTURE_RANGE_ATTACK_SMG1" } Anims.Male[ "rifle" ] = { [ "idle" ] = "ACT_IDLE_SMG1_RELAXED", [ "walk" ] = "ACT_WALK_RIFLE_RELAXED", [ "run" ] = "ACT_RUN_RIFLE_RELAXED", [ "crouch" ] = { [ "idle" ] = "ACT_COVER_LOW", [ "walk" ] = "ACT_WALK_CROUCH_RIFLE", [ "aimidle" ] = "ACT_RANGE_AIM_SMG1_LOW", [ "aimwalk" ] = "ACT_WALK_CROUCH_AIM_RIFLE" }, [ "aim" ] = { [ "idle" ] = "ACT_IDLE_AIM_RIFLE_STIMULATED", [ "walk" ] = "ACT_WALK_AIM_RIFLE_STIMULATED", [ "run" ] = "ACT_RUN_AIM_RIFLE_STIMULATED" }, ["fire"] = "ACT_GESTURE_RANGE_ATTACK_SMG1" } Anims.Male[ "melee" ] = { [ "idle" ] = "ACT_IDLE", [ "walk" ] = "ACT_WALK", [ "run" ] = "ACT_RUN", [ "crouch" ] = { [ "idle" ] = "ACT_COVER_LOW", [ "walk" ] = "ACT_WALK_CROUCH", [ "aimidle" ] = "ACT_COWER", [ "aimwalk" ] = "ACT_WALK_CROUCH_RIFLE" }, [ "aim" ] = { [ "idle" ] = "ACT_IDLE", [ "walk" ] = "ACT_WALK_AIM_RIFLE", [ "run" ] = "ACT_SPRINT" }, ["fire"] = "ACT_MELEE_ATTACK_SWING" } Anims.Male[ "grenade" ] = { [ "idle" ] = "ACT_IDLE", [ "walk" ] = "ACT_WALK", [ "run" ] = "ACT_RUN", [ "crouch" ] = { [ "idle" ] = "ACT_COVER_LOW", [ "walk" ] = "ACT_WALK_CROUCH", [ "aimidle" ] = "ACT_COVER_LOW", [ "aimwalk" ] = "ACT_WALK_CROUCH" }, [ "aim" ] = { [ "idle" ] = "ACT_IDLE", [ "walk" ] = "ACT_WALK", [ "run" ] = "ACT_RUN" } } Anims.Female = {} Anims.Female[ "models" ] = { "models/alyx.mdl", "models/Gustavio/femaleanimtree.mdl", "models/humans/Group01/drconnors.mdl" } Anims.Female[ "default" ] = { [ "idle" ] = "ACT_IDLE", [ "walk" ] = "ACT_WALK", [ "run" ] = "ACT_RUN", [ "jump" ] = "ACT_JUMP", [ "land" ] = "ACT_LAND", [ "fly" ] = "ACT_GLIDE", [ "sit" ] = "ACT_BUSY_SIT_CHAIR", [ "sitground" ] = "ACT_BUSY_SIT_GROUND", [ "flinch" ] = { ["explosion"] = "ACT_GESTURE_FLINCH_BLAST" }, [ "crouch" ] = { [ "idle" ] = "ACT_COVER_LOW", [ "walk" ] = "ACT_WALK_CROUCH", [ "aimidle" ] = "ACT_RANGE_AIM_SMG1_LOW", [ "aimwalk" ] =
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