Hey i have been looking into making just an idle NPC etc... After setting the model of the NPC i found that they T-Pose, all of them do.
I have never really played around with NPCs and bots so i am not sure what i am really doing xD.
Init.lua
function ENT:Initialize()
self:SetModel( "models/player/breen.mdl" )
self:SetHullType( HULL_HUMAN );
self:SetHullSizeNormal();
self:SetSolid( SOLID_BBOX )
self:SetMoveType( MOVETYPE_NONE )
self:CapabilitiesAdd( CAP_ANIMATEDFACE )
self:CapabilitiesAdd( CAP_TURN_HEAD )
self:SetMaxYawSpeed( 90 )
end
Shared.lua
ENT.Base = "base_ai"
ENT.Type = "ai"
ENT.PrintName = "Contractor"
ENT.Author = "Chadness Everdeen"
ENT.Contact = "" //fill in these if you want it to be in the spawn menu
ENT.Purpose = ""
ENT.Instructions = ""
ENT.AutomaticFrameAdvance = true
ENT.Spawnable = true
/*---------------------------------------------------------
Name: OnRemove
Desc: Called just before entity is deleted
---------------------------------------------------------*/
function ENT:OnRemove()
end
/*---------------------------------------------------------
Name: PhysicsCollide
Desc: Called when physics collides. The table contains
data on the collision
---------------------------------------------------------*/
function ENT:PhysicsCollide( data, physobj )
end
/*---------------------------------------------------------
Name: PhysicsUpdate
Desc: Called to update the physics .. or something.
---------------------------------------------------------*/
function ENT:PhysicsUpdate( physobj )
end
/*---------------------------------------------------------
Name: SetAutomaticFrameAdvance
Desc: If you're not using animation you should turn this
off - it will save lots of bandwidth.
---------------------------------------------------------*/
function ENT:SetAutomaticFrameAdvance( bUsingAnim )
self.AutomaticFrameAdvance = bUsingAnim
end
https://files.facepunch.com/forum/upload/310084/ec7ba949-27f7-4438-a6b3-fe819814ff93/TPose.png
I believe that's a playermodel not an NPC model
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