I found one bug in animations, a few models such as odessa still "T-pose" when jumping and changing weapons.
Would it be possible to set the default animation to the same animation bugbait has?
So, since all of these look like standard animations, can I just put the animation names in a swep (primary fire, etc.) with my NPC Anim Translate script on?
Basically
Instead of ACT_VM_HITCENTER, can I put in ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST and it'll play the animation if I have my NPC Animations on?
Sorry, it's 1:20 in the morning and I'm fucking tired.
So, when can we expect this update?
[QUOTE=Boba_Fett]So, when can we expect this update?[/QUOTE]
It is already a part in the beta SVN,
But the release date is unknown.
[QUOTE=XcoliahX]So, since all of these look like standard animations, can I just put the animation names in a swep (primary fire, etc.) with my NPC Anim Translate script on?
Basically
Instead of ACT_VM_HITCENTER, can I put in ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST and it'll play the animation if I have my NPC Animations on?
Sorry, it's 1:20 in the morning and I'm fucking tired.[/QUOTE]
No - "ACT_VM_" are for weapon view models, "ACT_(other stuff)" are (generally) for player models. I believe there's another way to play an _ATTACK_ animation on a weapon's holder, but I don't know it off the top of my head. Take a look at some of the base SWEPs - I think Garry put the relevant code in some of those.
Kicks to fill the melee arsenal to their fullest potential! :science:
[QUOTE=Gmod4ever]*ahem*[/QUOTE]
Whoops, missed that when strolling through :(
Anyway, some kicks would be great. Especially when playing around in [url=http://img135.imageshack.us/img135/7053/meleedojo0004pu4.jpg]my dojo map[/url].
Maybe I'm not doing it right, but "ACT_HL2MP_SIT" and "ACT_GMOD_SIT_ROLLERCOASTER" seem exactly the same as the default "sit" animation
I'm kind of confused. Are these in Gmod right now? Or is this a mod, and if it is how do I download it?
Also, how do I use these? Like, for a SWEP, how would I do the holdtype?
SWEP.HoldType = "ACT_HL2MP_IDLE_KNIFE" ?
Sorry, I just got up so I might sound really stupid right now
Are the range atacks meant to look like the player is looking down the sights? Because that's what I really need, so you can tell if a player is ironsighting.
[QUOTE=cheesy_lard]I'm kind of confused. Are these in Gmod right now? Or is this a mod, and if it is how do I download it?
Also, how do I use these? Like, for a SWEP, how would I do the holdtype?
SWEP.HoldType = "ACT_HL2MP_IDLE_KNIFE" ?
Sorry, I just got up so I might sound really stupid right now[/QUOTE]
No, look how hold types are defined in base SWEP.
Is there any performance loss by adding in tons of animations or is it a matter of you don't want to bother making them if only one or two people will find a use for it?
Shouldn't have any performance loss as long as the animations are not being called. Only thing it would do is increase the size of the animation file. (Which is global for all the characters as far as i know.)
Could we possibly get a eye to scope/iron sight animation?
I think we just ran out of ideas. :o
[QUOTE=Boba_Fett]I think we just ran out of ideas. :o[/QUOTE]
TF2 animations much?
EDIT : Or at least some correct attachment points so we can use the TF2 w_models.
Some melee kicks would rock seriously.
A scope animation? IE, lifting a weapon up to a align it with the eye.
Alright. I am back my trip up the coast, time for some Q n' A.
*greeting/wave
Good idea.
*Will the new animations work on custom models
It depends on the model. if it has been rigged correctly then yes they should
*a few models still "T-pose"
Those can be fixed very simply, It is a matter of finding them first.. almost all of them have been fixed.
* "ACT_HL2MP_SIT" and "ACT_GMOD_SIT_ROLLERCOASTER" the same?
Roller coaster is controlled by a pose param "vertical_velocity"
* player is looking down the sights?
Use the pose param "head_roll" the tilt the players head and look into the sights.
* Is there any performance loss by adding in tons of animations?
375kb/1024kp Dw, were good. NPC's use 718kb .. so were deffinately in the clear.
* Some correct attachment points so we can use the TF2 w_models. Cannot be done. The reverse is quite possible. I will convert the tf2 weapon models over at a later date.
* don't want to bother making them if only one or two people will find a use for it?
I am not going to fuss over singular use anims.
What about a pimp slap animation? (back hand)
[url]http://img213.imageshack.us/img213/897/pimpslap3ty.jpg[/url]
Pimp slapping may be useful.
Also, we obviously need the mandatory boogey dance animation (ala WoW and other MMORPGs that try to be cute).
[img]http://www.marioornelas.com/mr-t-dances2.gif[/img]
[QUOTE=TetaBonita]Pimp slapping may be useful.
Also, we obviously need the mandatory boogey dance animation (ala WoW and other MMORPGs that try to be cute).
[img]http://www.marioornelas.com/mr-t-dances2.gif[/img][/QUOTE]
Yes. This.
Could we have maybe a Noclip animation?
Flying standing up is a bit lame, maybe something like the Tf2 Scouts double jump animation.
[QUOTE=slayer3032]Could we have maybe a Noclip animation?
Flying standing up is a bit lame, maybe something like the Tf2 Scouts double jump animation.[/QUOTE]
Or a variation of the Superman pose.
[img]http://imagecache2.allposters.com/images/PE/877411.jpg[/img]
Hmm.. So there are a lot of requests. For a flying animation.
Alright, I will do a free fall pose and link it to "aim_pitch" That should be proficient.
Party! :4chan:
Sexy Party?
Ill set the animation up now, hopefully it can make the update.
An "Ah, shit." animation for when you "didn't mean" to punt the explosive barrel into the wooden house. In reality it may be good to get the point you're sorry about destroying that thing that some guy has been working on for all of his day.
Could you possibly change the starting weapons of the player?
The hl2 weapons aren't really fun any more.
Could you also add an unarmed or melee attack (using any gun)? Perhaps a key could be bound to a melee attack. Something like the combine soldier melee. It would be useful if you didn't have time to pull out a melee weapon.
[QUOTE=Boba_Fett]Could you possibly change the starting weapons of the player?
The hl2 weapons aren't really fun any more.
Could you also add an unarmed or melee attack (using any gun)? Perhaps a key could be bound to a melee attack. Something like the combine soldier melee. It would be useful if you didn't have time to pull out a melee weapon.[/QUOTE]
You want him to change the physgun model?
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