I remember, a while back, I saw a thread called "Realistic First person" or something like that. CapsAdmin posted a lua script that attaches your camera to your playermodel's eyes. Since the search is down, I can't find the thread. So, could somebody post the lua? Thanks in advance
This?
[QUOTE=CapsAdmin;15686892][lua]AddCSLuaFile("autorun/cam_eyeattachment.lua")
if CLIENT then
CreateClientConVar("cam_eyeattachment_fov", 90)
hook.Add("CalcView", "cam_eyeattachment",
function(Player, Position, Angles, FOV)
if Player:GetNWInt("Cam_EyeAttachmentToggle") < 1 then return end
Player:DrawModel()
local Angles = Player:GetAimVector():Normalize():Angle()
local Position = Player:GetAttachment(Player:LookupAttachment("eyes")).Pos
FOV = GetConVar("cam_eyeattachment_fov"):GetFloat()
return GAMEMODE:CalcView(Player, Position, Angles, FOV)
end)
end
if SERVER then
function CamEyeAttachment(Player)
if Player:GetNetworkedInt("Cam_EyeAttachmentToggle") == 1 then
CamEyeAttachmentDisable(Player)
else
CamEyeAttachmentEnable(Player)
end
end
concommand.Add("cam_attacheyes", CamEyeAttachment)
function CamEyeAttachmentEnable(Player)
if Player:GetNetworkedInt("Cam_EyeAttachmentToggle") == 1 then return end
local Entity = ents.Create("prop_dynamic")
Entity:SetModel("models/props_lab/huladoll.mdl")
Entity:Spawn()
Entity:DrawShadow(false)
Entity:SetMoveType(MOVETYPE_NONE)
Entity:SetNotSolid(true)
Entity:SetPos(Player:GetPos())
Entity:SetParent(Player)
Entity:SetColor(0,0,0,0)
Player:SetViewEntity(Entity)
Player:SetNetworkedInt("Cam_EyeAttachmentToggle", 1)
end
function CamEyeAttachmentDisable(Player)
if Player:GetNetworkedInt("Cam_EyeAttachmentToggle") == 0 then return end
local Entity = Player:GetViewEntity()
Player:SetNetworkedInt("Cam_EyeAttachmentToggle", 0)
Player:SetViewEntity(Player)
Entity:Remove()
end
end[/lua]
Looks like crap, but oh well.
goes in autorun/cam_eyeattachment.lua
[B]filename is important[/B]
[img_thumb]http://errur.com/i/images/9929_wireconstruct_sounds0024.jpg[/img_thumb]
[/QUOTE]
Sorry, you need to Log In to post a reply to this thread.