[QUOTE=Robotboy655;48832642]:words:[/QUOTE]
This is probably a really stupid question that has been asked a million times before but is there any official way of custom making animations/sequences with the Lua API in Garry's Mod (I'm not sure if its actually called GLua or what)?
I cant imagine it would be practical or feasible to implement and I probably wont be able to help if it was considered but the idea is nice.
[QUOTE=meharryp;48833155]Someone will find a way to complain about this update breaking GMod though.[/QUOTE]
pls fix soon i want to play gangwarsrp
[QUOTE=G4MB!T;48833169]This is probably a really stupid question that has been asked a million times before but is there any official way of custom making animations/sequences with the Lua API in Garry's Mod (I'm not sure if its actually called GLua or what)?
I cant imagine it would be practical or feasible to implement and I probably wont be able to help if it was considered but the idea is nice.[/QUOTE]
You can move bones and models on your own if you like doing that kinda thing.
[QUOTE=code_gs;48833183]pls fix soon i want to play gangwarsrp[/QUOTE]
What????
[QUOTE=G4MB!T;48833169]This is probably a really stupid question that has been asked a million times before but is there any official way of custom making animations/sequences with the Lua API in Garry's Mod (I'm not sure if its actually called GLua or what)?
I cant imagine it would be practical or feasible to implement and I probably wont be able to help if it was considered but the idea is nice.[/QUOTE]
No.
[editline]5th October 2015[/editline]
[QUOTE=G4MB!T;48831465]I'm having problems with [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Vehicle/IsEngineEnabled]Vehicle:IsEngineEnabled[/url] always returning true even when [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Vehicle/EnableEngine]Vehicle:EnableEngine[/url] is called with [B]false[/B].
[t]http://i.imgur.com/6HqICBn.png[/t]
Also, I'm not sure if this next part is an actual issue or not, but when [url=http://wiki.garrysmod.com/page/Vehicle/EnableEngine]Vehicle:EnableEngine[/url] is set to false while the vehicle is running, the vehicle does not turn off.
Oh, and another issue: When [url=http://wiki.garrysmod.com/page/Vehicle/EnableEngine]Vehicle:EnableEngine[/url] is set to false, then calling [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Vehicle/StartEngine]Vehicle:StartEngine[/url] with true still starts the vehicle.
EDIT: I have not tested this on the dev version. If anyone else is having a similar problem I will test it on the dev branch.[/QUOTE]
I have tested it, and it seems that if a player in the vehicle, or if he enters the vehicle, the "Engine Enabled" is automatically set to true.
No idea why, and it is probably will be impossible to change that because all of the physics is unreachable for GMod.
[QUOTE=Robotboy655;48832642]GMod player models are based on HL2:DM player models as far as I know, that means that they may, or may not have animations from other Source Engine games. I have seen people do prone before, with animations, so I am assuming that prone animations exist in GMod player models, but there will not be any new animations if they don't already exist.
The one way I have been thinking about to add new custom animations to player models is to ship a custom invisible player model and bonemerge the normal player model onto that invisible one, while the invisible one will have all the custom animations, but this again has its drawbacks breaking mods that rely on GetModel returning proper model. It could be worked around by detouring Entity.GetModel, but then again, it is hacks on hacks.[/QUOTE]
[url]https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/public/studio_virtualmodel.cpp#L81[/url]
I haven't got a clue how Source uses this struct but I imagine every entity has a virtualmodel_t struct on it. Couldn't you have a Lua binding for this on entities? Then in OnEntityCreated, addon devs could call it and append custom sequences, attachments, etc...
Assuming something like that would even work. Somehow I imagine it'll just break absolutely everything.
[code]
* Fixed RPG sound spam #2
* Added input.LookupKeyBinding ( int key_enum ) - clientside
* input.LookupBinding() now has a second parameter - exact
* net.ReadData no longer tries to read 0-length or negative length data
* Added system.IsWindowed() - clientside
* Updated the "No DirectX redistrib" message
* Added maps/*_particles.txt for HL2:EP2 maps[/code]
Latest changes
[editline]5th October 2015[/editline]
[code]
input.LookupBinding( "+use" ) => e
input.LookupBinding( "use" ) => e
input.LookupBinding( "+use", true ) => e
input.LookupBinding( "use", true ) => *empty string*
[/code]
[QUOTE=Robotboy655;48834933][code]
* Fixed RPG sound spam #2
* Added input.LookupKeyBinding ( int key_enum ) - clientside
* input.LookupBinding() now has a second parameter - exact
* net.ReadData no longer tries to read 0-length or negative length data
* Added system.IsWindowed() - clientside
* Updated the "No DirectX redistrib" message
* Added maps/*_particles.txt for HL2:EP2 maps[/code]
Latest changes
[editline]5th October 2015[/editline]
[code]
input.LookupBinding( "+use" ) => e
input.LookupBinding( "use" ) => e
input.LookupBinding( "+use", true ) => e
input.LookupBinding( "use", true ) => *empty string*
[/code][/QUOTE]
Was the update released or something? Me and few other people got a update?
[QUOTE=vrej;48835511]Was the update released or something? Me and few other people got a update?[/QUOTE]
[QUOTE=Robotboy655;48832770]DirectX redistributable was added to be automatically run when you first launch the game.[/QUOTE]
Why is the Write/ReadTable optimization not merged yet? I swear to god this is brough up every month, yet you have no good reason as to why it's not been merged into the game yet.
Would it be possible to get the cheat flag removed from the gravgun convars since Gmod isn't HL2 singleplayer?
[code]
"physcannon_minforce" = "700"
game cheat replicated
"physcannon_maxforce" = "1500"
game cheat replicated
"physcannon_maxmass" = "1500" ( def. "250" )
game cheat replicated
"physcannon_tracelength" = "100" ( def. "250" )
game cheat replicated
"physcannon_chargetime" = "2"
game cheat replicated
"physcannon_pullforce" = "10000" ( def. "4000" )
game cheat replicated
"physcannon_cone" = "0.97"
game cheat replicated
"physcannon_ball_cone" = "0.997"
game cheat replicated
[/code]
We have these wonderful physgun convars which are quite useful but we can't modify the gravgun similarly.
[code]
"physgun_maxAngular" = "5000"
game
"physgun_maxAngularDamping" = "10000"
game
"physgun_maxSpeed" = "5000"
game
"physgun_maxSpeedDamping" = "10000"
game
"physgun_DampingFactor" = "0.8"
game
"physgun_teleportDistance" = "0"
game
"physgun_timeToArrive" = "0.05"
game
"physgun_timeToArriveRagdoll" = "0.1"
game
[/code]
[url]https://github.com/Facepunch/garrysmod-requests/issues/571[/url]
There's a bunch of really fun to play with commands which customize the built in HL2 weapons as well, I'm sure many have the cheats flag applied to them as well that could definitely be removed being that the server controls them.
I feel like I've said this about 10 times already, but:
I still want there to be a way for traces to hit clientside entities (that were spawned with ents.CreateClientProp or ClientsideModel or ClientsideRagdoll).
I've tried adding physics objects (which return nil if created clientside and cannot be created serverside as it's a CLIENTSIDE ENTITY) and I've tried MASK_ALL, but nothing seems to work and I need something like this for a project (I need a DModelPanel to tell me where my cursor is pressing on the model in it as a vector)!
[QUOTE=MPan1;48838599]I feel like I've said this about 10 times already, but:
I still want there to be a way for traces to hit clientside entities (that were spawned with ents.CreateClientProp or ClientsideModel or ClientsideRagdoll).[/QUOTE]
I need this as well.
Is there also any way that we could get better voice codecs just like in CS:GO? Or has it been already told that it's not possible and I'm a complete retard for not seeing it?
[QUOTE=Tenrys;48841834]Is there also any way that we could get better voice codecs just like in CS:GO? Or has it been already told that it's not possible and I'm a complete retard for not seeing it?[/QUOTE]
We cannot simply import anything from CS:GO because we do not have its source code.
And besides, there are licensing issues that might arise.
I tried to use the codec, it has some similar function calls but not working ... (What a surprise)
I didn't literally mean to use codecs that CS:GO uses, just replace the existing one GMod has by some better one. I do know it's not that easy, even though I don't know anything about codecs.
[QUOTE=Robotboy655;48841913]We cannot simply import anything from CS:GO because we do not have its source code.
And besides, there are licensing issues that might arise.[/QUOTE]
The CS:GO uses CELT/OPUS of which both are quite free codecs, so most likely one only needs a license from Valve to use their implementation if you don't want to reimplement the encoder/decoder interface.
See: [url]http://opus-codec.org/license/[/url]
-snip this is a joke for another time-
[QUOTE=code_gs;48832627]I'm referring to the animations that are attached to enums like ACT_DOD_WHATEVER; I've seen you mention before that GMod is based on HL2:DM, thus it "inherits" the animations from it while ones from DOD and other Source games won't work. I'll make a request, though for the specific enums; thank you![/QUOTE]
So it turns out in m/f/z_anm, only HL2:DM animations exist. HOWEVER, adding new animations would only require the recompile of those files and not all player models. It seems that animation files from other games are supported, however, their activity/sequence IDs are all jumbled up from the implemented enums (ex. a stock DoD:S player model using dod_player_shared):
[video=youtube;O4mu6e7CKTU]https://www.youtube.com/watch?v=O4mu6e7CKTU[/video]
So really, custom animations can be accessed by sending your own animation file and playermodels to clients, but it's finicky with base TranslateActivity code and would require a lot of rewrites. It would be better to instead just recompile the animation files everytime new animations are desired to be added as opposed to the invisible player model solution.
Could we have a proper way to do prone instead of having to use hacky code?
[code]
Removed the 20 character addon name limit for engine.GetAddons()
Added new TF2 map icons and a few L4D1 map icons
GitHub:
Added new TF2 map prefixes
Fixed Singleplayer crash with Light Tool
Updated Bouncy Ball & NetworkVar dupe support
Community:
Optimized menu map retrieval
Removed old test file
Fixed utf8.codes to abide to Lua 5.3's implementation
Fixed utf8.force dying on empty input
Fixed GM:AddDeathNotice's incorrect internal parameter naming
Clamped physgun color to above 0[/code]
Latest changes.
Did physgun colors get nerfed? You used to be able to get so many sick physgun colors from playing with the cl_weaponcolor cvar or whatever it is.
[QUOTE=Tenrys;48853101]Did physgun colors get nerfed? You used to be able to get so many sick physgun colors from playing with the cl_weaponcolor cvar or whatever it is.[/QUOTE]
Are you saying you can't anymore?
[QUOTE=Robotboy655;48853109]Are you saying you can't anymore?[/QUOTE]
negative values were fun :(
[QUOTE=xaviergmail;48853119]negative values were fun :([/QUOTE]
[img]http://i.imgur.com/BfkNNyW.png[/img]
They are not blocked.
[QUOTE=Robotboy655;48853109]Are you saying you can't anymore?[/QUOTE]
I think you can still make those sick colors but the choice'll be a little more restricted, since the values are now clamped. Negative values gave different results mixed with positive values, compared to just positive values. It's hard to explain, but it looked cool. Did they do any harm for the cvar values to be clamped anyway?
Technically they aren't clamped, it's just that a value of 0 won't work anymore.
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