I've noticed during a duck jump a player is positioned up 36 units. This is because there's no aerial step height, so player position is instead compensated upon ducking. This happens in other source games, the difference here is that it's abrupt and a lot more noticeable. I've been wanting to patch this out with lua, but without a hook to override this sort of thing before anything else is processed, I don't really think it's possible. I've tried displacing the player 36 units upon leaving the ground, but you can see frames before the adjustment. Plus other clear artifacts and side-effects of changing the position. Is circumvention for this sort of thing possible in this engine's current state?
I've had to work with this before, this is how valve does crouch jumping. When you crouch when in mid air your torso stays in the same position while your legs start to bend and reach the intended height. In every valve game the position of a player is where his feet are, when someone crouch jumps the position will still fix itself to where the feet are so it follows the animation perfectly to make it look like you're not changing position while it does. This is how players can crouch jump so easily in valve games, it's like it cuts your legs so they don't get in the way while moving mid air. The only way I've found to fix this is to set the HullDuck (http://wiki.garrysmod.com/page/Player/SetHullDuck) to be the same as a player's normal Hull (Player/GetHull), but this comes at the cost of losing the ability to crouch jump and as far as I know there's no other way to fix it.
I don't have an issue with duck-jumping, just how it's handled in Garry's Mod. In other valve games it does not look abrupt and noticeable in animation. Here the duck-jump is an instantaneous displacement without transition.
With any normal model using the valve biped the animation is seamless. It happens when you use the proportion trick making a playermodel or you change the scale of a normal one. If it happens to every playermodel you have then there's something wrong.
It isn't - crouch jumping causes the entire player model to move upward. This is due to the engine moving up players during crouch jumping to reach high jumps that require it. I believe later source games use an animation trick to make it look seamless, but you'll find the same problem in Source games EP2 and prior.
Yeah I did mention all of that in the previous comment. As far as I know there's no way to fix it without removing the ability to crouch jump or doing some animation hacks that I'm not aware of.
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