• Worldmodel Bodygroups Broken.
    3 replies, posted
I'm not really sure how to even explain this bug, so here's a video and my code. [video=youtube;CLymgSMcWao]https://www.youtube.com/watch?v=CLymgSMcWao&feature=youtu.be[/video] Code [lua] function SWEP:DrawWorldModel() if CLIENT then self:DrawModel() self:SetBodygroup(1,self.ShieldGroup) if IsValid(self.Owner) && self.Owner:LookupBone("ValveBiped.Bip01_R_Finger1") != nil then self.Owner:ManipulateBoneAngles( self.Owner:LookupBone("ValveBiped.Bip01_R_Finger1"), Angle(-10,-40,0) ) end if IsValid(self.Owner) && self.Owner:LookupBone("ValveBiped.Bip01_R_Finger11") != nil then self.Owner:ManipulateBoneAngles( self.Owner:LookupBone("ValveBiped.Bip01_R_Finger11"), Angle(0,-65,0) ) end if IsValid(self.Owner) && self.Owner:LookupBone("ValveBiped.Bip01_L_Finger1") != nil then self.Owner:ManipulateBoneAngles( self.Owner:LookupBone("ValveBiped.Bip01_L_Finger1"), Angle(-10,-20,0) ) end if IsValid(self.Owner) && self.Owner:LookupBone("ValveBiped.Bip01_L_Finger11") != nil then self.Owner:ManipulateBoneAngles( self.Owner:LookupBone("ValveBiped.Bip01_L_Finger11"), Angle(0,-35,0) ) end if IsValid(self.Owner) && self.Owner:LookupBone("ValveBiped.Bip01_L_Hand") != nil then self.Owner:ManipulateBoneAngles( self.Owner:LookupBone("ValveBiped.Bip01_L_Hand"), Angle(0,-30,0) ) end end end [/lua]
I had the same bug a while back. IIRC, it's because of occlusion near the world origin and is map side.
Any way to fix it?
[QUOTE=buu342;50767434]Any way to fix it?[/QUOTE] I think I remember creating a prop with no collision and parenting it to the player, but it's been a while so I may be wrong.
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