• CakescriptG2 animation fix?
    19 replies, posted
Title says it all really. I think it's because of the new GMod update, but I'm not sure. All the animations are in a "T" shape, and it's fuck annoying. Anyone know how to fix this?
Yes, what's your steam profile, I'll add you and fix it.
What, you'll send me the fix?
I'll fix it for you, what's your steam profile.
Couldn't you just tell me here? I know it's completly rediculous but it sounds like you want to hack me... Seriously, just post if you know what the problem is here.
It may be problem with the models if they're in t-pose, if not try changing all the sweps to shared animations. Oh, and if the players don't have a swep equipped it will do that too.
I'm using the standard HL2 citizen models, and if changing them to shared animation fixes them, how do I do that?
In all the SWEP files in the entities/weapons folder. Find SWEP.HoldType and make sure it is shared (server and client). Just take it out of any "if SERVER then" statement.
Found this in the hands/shared.lua . This looks different. Anything I should be doing here? [PHP] function SWEP:Initialize() if (CLIENT) then return end self:SetWeaponHoldType("normal") end [/PHP] I reckon i should remove that... [php] if (CLIENT) then return end [/php] ...part right above.
Take out the "if (CLIENT) then return end".
Nope, still didn't work.
I'm pretty sure that animations.lua was outdated and a new version was posted on facepunch not so long ago. The cakescript's current animations.lua doesn't work because it uses old functions, there was new animation hooks added in a update before.
The recent update scrambled _E or the enumeration table, which is what the NPC Animations script uses. You need to find new values for each animation.
Make animations.lua and animation_tables.lua shared.
[QUOTE=Disseminate;23291081]The recent update scrambled _E or the enumeration table, which is what the NPC Animations script uses. You need to find new values for each animation.[/QUOTE] Typical I don't know the values, or what they represent. lol [QUOTE=Freze;23300693]Make animations.lua and animation_tables.lua shared.[/QUOTE] I'll try that, but from the other quote above, doesn't look like that's the case. EDIT: Nope. :( Who knows what those values are?
A-hah! Is this the solution?: [url]http://www.facepunch.com/showthread.php?t=936054[/url]
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Can anyone see where I'm going wrong here? Citizen animations are fine. Metro-police animations are a bit dodgey. Combine animations are... well... fucked up. I'm testing this in singleplayer. Do I need a server to test it correctly? [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 ) --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( not ply:GetActiveWeapon():IsValid() ) then return; end if( !ply:GetNWBool( "aiming", false ) ) then MakeAim( ply ); ply:SetNWBool( "forceaim", true ) else MakeUnAim( ply ); ply:SetNWBool( "forceaim", false ) end end concommand.Add( "rp_toggleholster", HolsterToggle ); concommand.Add( "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 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" } 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" } 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" ] = "ACT_WALK_CROUCH_AIM_RIFLE" }, [ "aim" ] = { [ "idle" ] = "ACT_IDLE", [ "walk" ] = "ACT_WALK_AIM_RIFLE", [ "run" ] = "ACT_SPRINT" } } Anims.Female[ "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" }, [ "reload" ] = "ACT_GESTURE_RELOAD_SMG1", ["fire"] = "ACT_GESTURE_RANGE_ATTACK_SMG1" } Anims.Female[ "rifle" ] = { [ "idle" ] = "ACT_IDL
So did somone solve this problem ?
Yeah.. In July.
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