• Using a playermodel for a SNPC (no animations)
    4 replies, posted
I wanted to do a SCP-178 mod for a while, and I saw this amazing playermodel so I decided to use it to create a SNPC. https://steamcommunity.com/sharedfiles/filedetails/?id=1334262096&searchtext=178 I tried to convert it to a NPC model to use it, but sadly I couldn't. My SNPC works wonderfully with compatible models, but this one isn't so the SNPC doesn't move. So I was wondering if you guys could me help to find a way to use it. // Created by Crowbar 0.56 $modelname "scp178_e_unity_p.mdl" $bodygroup "studio" { studio "scp178_e_unity_p_unity_scp_178_1_reference.smd" } $surfaceprop "flesh" $contents "solid" $illumposition 2.111 -0.543 36.028 $cdmaterials "models\jq\178e\" $cbox 0 0 0 0 0 0 $bbox -145.34 -41.717 -10.497 127.365 53.918 61.221 $definebone "ValveBiped.Bip01_Pelvis" "" -0.506022 7.3922 33.400921 0 0 89.999983 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01_Pelvis" 0.281569 5.762817 1.017948 4.943996 89.999928 89.999983 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 6.554256 2.573823 0.224449 0 -1.674985 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 3.108864 3.530681 -0.000003 -0.000229 5.748715 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2" 1.657097 4.525081 -0.000005 0.000344 11.120481 0.000057 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Neck1" "ValveBiped.Bip01_Spine4" 4.465378 6.40425 0.000005 -0.000057 22.946098 179.999856 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_Head1" "ValveBiped.Bip01_Neck1" 3.593708 0.000042 0.000002 0 23.296121 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4" 2.431274 0.928811 -4.139034 73.71214 168.61848 -95.596729 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 4.013982 -0.585705 -0.057395 -0.463065 -33.623857 93.934541 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 8.924751 9.092024 2.124729 -0.000007 -3.459174 0.000459 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 8.552046 -7.333179 7.791885 16.006087 -17.003555 -148.878277 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger3" "ValveBiped.Bip01_R_Hand" 5.420848 -2.458019 -4.51063 59.79205 -113.43245 -77.691545 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger31" "ValveBiped.Bip01_R_Finger3" 1.947933 -0.510302 1.747318 18.011151 -6.521918 10.76937 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger32" "ValveBiped.Bip01_R_Finger31" 0.610449 -1.102222 0.67679 19.100523 -3.235435 23.443602 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand" 4.504717 -2.488941 -5.305641 53.525714 -50.303739 -18.345373 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2" 2.35251 -1.097862 0.62246 24.524365 -18.227156 5.342195 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21" 0.518257 -1.510123 0.331532 8.63058 -8.686667 7.661361 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand" 3.462564 -2.750299 -6.035255 33.746705 -37.174883 -1.941817 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1" 1.698978 -0.639967 -0.366153 20.547465 -21.602915 -2.723678 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11" 0.33033 -1.073622 0.185794 7.98634 -13.108016 3.437283 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand" 0.343326 -3.114634 -4.126143 17.999567 82.850093 -172.379073 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0" -0.109999 1.024195 1.297741 -5.113994 -2.858886 -12.533904 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01" -0.01428 0.661093 -0.065565 -20.978392 3.233661 -21.739275 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4" 2.033348 1.00076 3.552161 -73.712085 168.61934 91.48031 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 5.138718 -0.259823 0.00672 2.738682 -33.528228 -90.505157 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 12.633223 2.948694 -3.15464 0 -3.459118 -0.000459 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 11.394538 -6.524405 -8.008345 -28.601762 20.170812 175.298555 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger3" "ValveBiped.Bip01_L_Hand" 3.082412 0.178531 5.579268 -37.91605 -66.54292 51.496017 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger31" "ValveBiped.Bip01_L_Finger3" 2.245759 0.313426 0.050781 -25.4572 -14.328417 0.311227 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger32" "ValveBiped.Bip01_L_Finger31" 1.305304 -0.38237 -0.621883 -35.989708 -15.312186 -12.408609 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand" 1.961287 -0.051204 5.605789 -26.913321 -26.647982 38.185525 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2" 1.915565 0.263761 1.396557 -34.449145 -25.711137 8.609261 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21" 1.729182 -0.478816 0.276929 -19.923344 -13.047971 2.615778 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand" 0.827706 -0.644532 5.952223 -15.884973 -13.548278 26.537001 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1" 1.083447 0.264692 1.695131 -27.344753 -20.183587 20.441302 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11" 0.937353 -0.183828 0.543814 -21.451251 -14.924177 7.488556 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand" -0.974374 -2.169365 2.753757 -33.178652 95.599877 152.370197 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0" 0.317176 0.490859 -1.295853 10.119514 1.983236 13.298462 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01" 0.328437 0.638164 -0.884144 26.346147 13.818204 23.079196 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis" -4.095326 -1.468981 0.740015 2.970672 -90.29935 -90.000099 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh" 14.486692 -4.274762 -2.938991 0.000057 1.959516 0.000229 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf" 13.820807 8.843832 -3.177616 2.336408 -61.401147 2.212018 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot" 3.877848 1.466132 0.293201 -0.168908 -33.481816 -4.659693 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis" 4.625022 -1.308304 0.027021 2.970672 -89.700841 -90.000099 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh" 11.938232 -10.257689 5.297115 0 1.958656 0 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf" 14.420601 2.52554 2.00261 -2.336464 -61.399713 -1.599183 0 0 0 0 0 0 $definebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot" 5.369006 -0.323956 0.532903 -0.169022 -33.482107 -0.418431 0 0 0 0 0 0 $sectionframes 30 230 $poseparameter "move_y" -1 1 loop 0 $poseparameter "move_x" -1 1 loop 0 $sequence "ragdoll" { "scp178_e_unity_p_anims\ragdoll.smd" activity "ACT_DIERAGDOLL" 1 fadein 0.2 fadeout 0.2 fps 30 } $sequence "idle_all_01" { "scp178_e_unity_p_anims\idle_all_01.smd" fadein 0.2 fadeout 0.2 fps 30 loop } $sequence "idle" { "scp178_e_unity_p_anims\idle.smd" activity "ACT_HL2MP_IDLE" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $sequence "idle_crouch" { "scp178_e_unity_p_anims\idle_crouch.smd" activity "ACT_HL2MP_IDLE_CROUCH" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $sequence "idle_swim" { "scp178_e_unity_p_anims\idle_swim.smd" activity "ACT_HL2MP_SWIM_IDLE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $sequence "swim" { "scp178_e_unity_p_anims\swim.smd" activity "ACT_HL2MP_SWIM" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $sequence "sit" { "scp178_e_unity_p_anims\sit.smd" activity "ACT_HL2MP_SIT" 1 fadein 0.2 fadeout 0.2 fps 30 } $sequence "menu_walk" { "scp178_e_unity_p_anims\menu_walk.smd" fadein 0.2 fadeout 0.2 fps 35 loop } $sequence "run_all_01" { "scp178_e_unity_p_anims\run_all_01.smd" "scp178_e_unity_p_anims\run_all_01_2.smd" "scp178_e_unity_p_anims\run_all_01_3.smd" "scp178_e_unity_p_anims\run_all_01_4.smd" "scp178_e_unity_p_anims\run_all_01_5.smd" "scp178_e_unity_p_anims\run_all_01_6.smd" "scp178_e_unity_p_anims\run_all_01_7.smd" "scp178_e_unity_p_anims\run_all_01_8.smd" "scp178_e_unity_p_anims\run_all_01_9.smd" activity "ACT_HL2MP_RUN" 1 blend "move_y" -1 1 blend "move_x" 1 -1 fadein 0.2 fadeout 0.2 node "running" fps 20 loop } $sequence "cwalk_all" { "scp178_e_unity_p_anims\cwalk_all.smd" "scp178_e_unity_p_anims\cwalk_all_2.smd" "scp178_e_unity_p_anims\cwalk_all_3.smd" "scp178_e_unity_p_anims\cwalk_all_4.smd" "scp178_e_unity_p_anims\cwalk_all_5.smd" "scp178_e_unity_p_anims\cwalk_all_6.smd" "scp178_e_unity_p_anims\cwalk_all_7.smd" "scp178_e_unity_p_anims\cwalk_all_8.smd" "scp178_e_unity_p_anims\cwalk_all_9.smd" activity "ACT_HL2MP_WALK_CROUCH" 1 blend "move_y" -1 1 blend "move_x" 1 -1 fadein 0.2 fadeout 0.2 fps 25 loop } $sequence "walk_all" { "scp178_e_unity_p_anims\walk_all.smd" "scp178_e_unity_p_anims\walk_all_2.smd" "scp178_e_unity_p_anims\walk_all_3.smd" "scp178_e_unity_p_anims\walk_all_4.smd" "scp178_e_unity_p_anims\walk_all_5.smd" "scp178_e_unity_p_anims\walk_all_6.smd" "scp178_e_unity_p_anims\walk_all_7.smd" "scp178_e_unity_p_anims\walk_all_8.smd" "scp178_e_unity_p_anims\walk_all_9.smd" activity "ACT_HL2MP_WALK" 1 blend "move_y" -1 1 blend "move_x" 1 -1 fadein 0.2 fadeout 0.2 fps 35 loop } $sequence "idle_KNIFE" { "scp178_e_unity_p_anims\idle_KNIFE.smd" activity "ACT_HL2MP_IDLE_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $sequence "idle_Crouch_KNIFE" { "scp178_e_unity_p_anims\idle_Crouch_KNIFE.smd" activity "ACT_HL2MP_IDLE_CROUCH_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $sequence "idle_Swim_KNIFE" { "scp178_e_unity_p_anims\idle_Swim_KNIFE.smd" activity "ACT_HL2MP_SWIM_IDLE_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $sequence "swim_KNIFE" { "scp178_e_unity_p_anims\swim_KNIFE.smd" activity "ACT_HL2MP_SWIM_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $sequence "run_KNIFE" { "scp178_e_unity_p_anims\run_KNIFE.smd" activity "ACT_HL2MP_RUN_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 20 loop } $sequence "crouch_KNIFE" { "scp178_e_unity_p_anims\crouch_KNIFE.smd" activity "ACT_HL2MP_WALK_CROUCH_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 25 loop } $sequence "walk_KNIFE" { "scp178_e_unity_p_anims\walk_KNIFE.smd" activity "ACT_HL2MP_WALK_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 35 loop } $sequence "sit_knife" { "scp178_e_unity_p_anims\sit_knife.smd" activity "ACT_HL2MP_SIT_KNIFE" 1 fadein 0.2 fadeout 0.2 fps 30 } $sequence "idle_MELEE" { "scp178_e_unity_p_anims\idle_MELEE.smd" activity "ACT_HL2MP_IDLE_MELEE" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $sequence "idle_Crouch_MELEE" { "scp178_e_unity_p_anims\idle_Crouch_MELEE.smd" activity "ACT_HL2MP_IDLE_CROUCH_MELEE" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $sequence "idle_Swim_MELEE" { "scp178_e_unity_p_anims\idle_Swim_MELEE.smd" activity "ACT_HL2MP_SWIM_IDLE_MELEE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $sequence "swim_MELEE" { "scp178_e_unity_p_anims\swim_MELEE.smd" activity "ACT_HL2MP_SWIM_MELEE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $sequence "run_MELEE" { "scp178_e_unity_p_anims\run_MELEE.smd" activity "ACT_HL2MP_RUN_MELEE" 1 fadein 0.2 fadeout 0.2 fps 20 loop } $sequence "crouch_MELEE" { "scp178_e_unity_p_anims\crouch_MELEE.smd" activity "ACT_HL2MP_WALK_CROUCH_MELEE" 1 fadein 0.2 fadeout 0.2 fps 25 loop } $sequence "walk_MELEE" { "scp178_e_unity_p_anims\walk_MELEE.smd" activity "ACT_HL2MP_WALK_MELEE" 1 fadein 0.2 fadeout 0.2 fps 35 loop } $sequence "sit_melee" { "scp178_e_unity_p_anims\sit_melee.smd" activity "ACT_HL2MP_SIT_MELEE" 1 fadein 0.2 fadeout 0.2 fps 30 } $sequence "idle_MELEE2" { "scp178_e_unity_p_anims\idle_MELEE2.smd" activity "ACT_HL2MP_IDLE_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $sequence "idle_Crouch_MELEE2" { "scp178_e_unity_p_anims\idle_Crouch_MELEE2.smd" activity "ACT_HL2MP_IDLE_CROUCH_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $sequence "idle_Swim_MELEE2" { "scp178_e_unity_p_anims\idle_Swim_MELEE2.smd" activity "ACT_HL2MP_SWIM_IDLE_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $sequence "swim_MELEE2" { "scp178_e_unity_p_anims\swim_MELEE2.smd" activity "ACT_HL2MP_SWIM_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $sequence "run_MELEE2" { "scp178_e_unity_p_anims\run_MELEE2.smd" activity "ACT_HL2MP_RUN_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 20 loop } $sequence "crouch_MELEE2" { "scp178_e_unity_p_anims\crouch_MELEE2.smd" activity "ACT_HL2MP_WALK_CROUCH_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 25 loop } $sequence "walk_MELEE2" { "scp178_e_unity_p_anims\walk_MELEE2.smd" activity "ACT_HL2MP_WALK_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 35 loop } $sequence "sit_melee2" { "scp178_e_unity_p_anims\sit_melee2.smd" activity "ACT_HL2MP_SIT_MELEE2" 1 fadein 0.2 fadeout 0.2 fps 30 } $sequence "idle_PASSIVE" { "scp178_e_unity_p_anims\idle_PASSIVE.smd" activity "ACT_HL2MP_IDLE_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $sequence "idle_Crouch_PASSIVE" { "scp178_e_unity_p_anims\idle_Crouch_PASSIVE.smd" activity "ACT_HL2MP_IDLE_CROUCH_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 30 loop } $sequence "idle_Swim_PASSIVE" { "scp178_e_unity_p_anims\idle_Swim_PASSIVE.smd" activity "ACT_HL2MP_SWIM_IDLE_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $sequence "swim_PASSIVE" { "scp178_e_unity_p_anims\swim_PASSIVE.smd" activity "ACT_HL2MP_SWIM_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 15 loop } $sequence "run_PASSIVE" { "scp178_e_unity_p_anims\run_PASSIVE.smd" activity "ACT_HL2MP_RUN_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 20 loop } $sequence "crouch_PASSIVE" { "scp178_e_unity_p_anims\crouch_PASSIVE.smd" activity "ACT_HL2MP_WALK_CROUCH_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 25 loop } $sequence "walk_PASSIVE" { "scp178_e_unity_p_anims\walk_PASSIVE.smd" activity "ACT_HL2MP_WALK_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 35 loop } $sequence "sit_passive" { "scp178_e_unity_p_anims\sit_passive.smd" activity "ACT_HL2MP_SIT_PASSIVE" 1 fadein 0.2 fadeout 0.2 fps 30 } $collisionjoints "scp178_e_unity_p_physics.smd" { $mass 0 $inertia 10 $damping 0.01 $rotdamping 1.5 $rootbone "valvebiped.bip01_pelvis" $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -12 8 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 -8 0 $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -70 -32 0 $jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 53 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -12 12 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0 $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -46 26 0 $jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 46 0 $jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -25 6 0 $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0 $jointconstrain "ValveBiped.Bip01_Spine2" x limit -19 23 0 $jointconstrain "ValveBiped.Bip01_Spine2" y limit -1 1 0 $jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 19 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -30 30 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -95 84 0 $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -86 26 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 30 0 $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -149 4 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -39 39 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -21 30 0 $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 23 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -35 4 0 $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 84 0 $jointconstrain "ValveBiped.Bip01_R_Hand" y limit 0 0 0 $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0 $jointconstrain "ValveBiped.Bip01_Head1" x limit -35 32 0 $jointconstrain "ValveBiped.Bip01_Head1" y limit -26 12 0 $jointconstrain "ValveBiped.Bip01_Head1" z limit -15 23 0 $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -113 6 0 $jointconstrain "ValveBiped.Bip01_L_Hand" y limit -1 -1 0 $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 28 0 $jointconstrain "ValveBiped.Bip01_L_Foot" x limit 0 1 0 $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0 $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0 $jointcollide "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_Pelvis" } This is the .qc file
Considering this is already a player model you don't really have to recompile it to be an NPC model, just make the ACTs on the npc code match that of the model
I tried using ENT:SetSequence, ENT:SetMovementSequence, ENT:ResetSequence, ENT:SetMovementActicity but for some reason most of them did nothing. ENT:SetSequence starts the walking animation but it ends midway then stops. Do you have an idea why ?
Those functions are for NPCs and are superseded once used in an npc. What you need is StartActivity. Have a look here for an example of how to get it rolling: https://wiki.garrysmod.com/page/NextBot_NPC_Creation
I also tried creating a custom schedule but that doesn't seem to work either. I can set it to play the correct animation but it still doesn't move. This is the server-side code: AddCSLuaFile('cl_init.lua') AddCSLuaFile('shared.lua') include('shared.lua') resource.AddFile("materials/entities/drg_scp178_1.png") --[[local schdWander = ai_schedule.New("SCP-178-1 Wander") schdWander:EngTask("TASK_GET_PATH_TO_RANDOM_NODE", 128) schdWander:EngTask("TASK_RUN_PATH", 0) schdWander:EngTask("TASK_WAIT_FOR_MOVEMENT", 0) schdWander:AddTask("PlaySequence", {Name = "walk_all", Speed = 2}) schdWander:AddTask("PlaySequence", {Name = "idle", Speed = 1})]] function ENT:Initialize()   self:SetModel("models/jq/178e/scp178_e_unity_p.mdl")   --self:SetModel("models/Kleiner.mdl")   if GetConVar("scp178_1_physics"):GetBool() then     self:SetHullType(HULL_LARGE)     self:SetHullSizeNormal()     self:SetSolid(SOLID_BBOX)   end   self:SetMoveType(MOVETYPE_STEP)   self:CapabilitiesAdd(CAP_MOVE_GROUND)   self:SetCollisionGroup(COLLISION_GROUP_WORLD)   self:SetHealth(1)   self:SetSchedule(SCHED_IDLE_WANDER) end function ENT:Think()   local focusRange = ents.FindInSphere(self:GetPos(), GetConVar("scp178_1_detection_range"):GetInt())   for _, ent in pairs(focusRange) do     if CanFocus(ent) then       Focus(ent)     end   end   local killRange = ents.FindInSphere(self:GetPos() + Vector(0, 0, 52), GetConVar("scp178_1_attack_range"):GetInt())   for _, ent in pairs(killRange) do     if CanAttack(ent) then       Attack(ent, self)     end   end end --[[function ENT:SelectSchedule() self:StartSchedule(schdWander) end]] function ENT:OnTakeDamage(dmgInfo)   local ent = dmgInfo:GetAttacker()   if not IgnoreEnt(ent) and   ent:GetNWBool("Wearing178") then     Focus(ent)   end end function IgnoreEnt(ent)   return not ent:IsPlayer() or   GetConVar("ai_ignoreplayers"):GetBool() end function CanFocus(ent)   return not IgnoreEnt(ent) and   (ent:GetNWBool("TargetedBy178") or   GetConVar("scp178_1_attack_all"):GetBool()) end function CanAttack(ent)   return not IgnoreEnt(ent) and   (ent:GetNWBool("Wearing178") or   ent:GetNWBool("TargetedBy178") or   GetConVar("scp178_1_attack_all"):GetBool()) end function Focus(ent)   local scps = ents.FindInSphere(ent:GetPos(), GetConVar("scp178_1_help_range"):GetInt())   ent:SetNWBool("TargetedBy178", true)   for _, scp in pairs(scps) do     if scp:GetClass() == "drg_scp178_1" then       scp:SetTarget(ent)       scp:SetSchedule(SCHED_TARGET_CHASE)     end   end end function Attack(ent, attacker)   if ent:IsPlayer() and not ent:Alive() then     return   end   if not ent:GetNWBool("Cooldown178") then     ent:SetNWBool("TargetedBy178", true)     attacker:EmitSound("scp178/damage.ogg")     ent:TakeDamage(GetConVar("scp178_1_damage"):GetInt(), attacker)     ent:SetNWBool("Cooldown178", true)     ent:ViewPunch(Angle(math.random(0, 20), math.random(0, 20), math.random(-10, 10)))     timer.Simple("0.25", function()       ent:SetNWBool("Cooldown178", false)     end)   end end
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