[QUOTE=Chad Mobile;22929927]Maybe something to make an entity rotatable by using it and moving the mouse. :v:[/QUOTE]
You can do that already, with a combination of the PlayerUse hook, umsgs, and the gui library.
Clientside ragdolls would be really awesome.
Also, something I've been wondering for a while, how hard would it be to make particle systems render in viewmodel space? In Team Fortress 2, if you look at the lightning crit effect, it renders over your viewmodel, and that's not possible in GMod right now because the particles are always rendered in world space. You can attach them to your viewmodel, but they will always render behind it.
[QUOTE=_Kilburn;22930624]
Also, something I've been wondering for a while, how hard would it be to make particle systems render in viewmodel space? In Team Fortress 2, if you look at the lightning crit effect, it renders over your viewmodel, and that's not possible in GMod right now because the particles are always rendered in world space. You can attach them to your viewmodel, but they will always render behind it.[/QUOTE]
[IMG_THUMB]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0645.jpg[/IMG_THUMB]
May or may not be working because of the "viewmodel effect" option I selected when I authored the particle effect but it does work. Here's the code I used on the client:
[code]
ParticleEffectAttach("scav_vm_vort",PATTACH_POINT_FOLLOW,self.Owner:GetViewModel(),attachmentid)[/code]
Calling emitter:Draw() would be nice. Doing this so you could choose where and when to draw it.
Also a way to make it you can choose the draw order based on a world position. Could be a model or 3d2d text or whatever. I'm not too sharp with drawing stuff though so that idea might be weird.
[QUOTE=Ghor;22931434][IMG_THUMB]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0645.jpg[/IMG_THUMB]
May or may not be working because of the "viewmodel effect" option I selected when I authored the particle effect but it does work. Here's the code I used on the client:
[code]
ParticleEffectAttach("scav_vm_vort",PATTACH_POINT_FOLLOW,self.Owner:GetViewModel(),attachmentid)[/code][/QUOTE]
Whoah, so there is an option for that inside of the particle effect itself. Maybe I used the wrong effect then, going to have a closer look at the TF2 particle effects.
[editline]09:15AM[/editline]
[QUOTE=CapsAdmin;22932100]Calling emitter:Draw() would be nice. Doing this so you could choose where and when to draw it.
Also a way to make it you can choose the draw order based on a world position. Could be a model or 3d2d text or whatever. I'm not too sharp with drawing stuff though so that idea might be weird.[/QUOTE]
Yeah, that would be really useful. Would be funny rendering particle systems in the HUD, or in a 3d2d screen. :v:
[QUOTE=whitespace;22920222]A function to draw a material partially, if there already is one please let me know.
Only way I can think of is to draw it in a panel and then set the panel's size and position so it will only draw a specific part of that material.[/QUOTE]
[b][url=http://wiki.garrysmod.com/?title=Surface.DrawPoly]Surface.DrawPoly [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b] ?
Nope, none of the critical weapon effects have "view model effect" set to 1. What the hell Valve, did they change the particle effect properties in real time or what. :ohdear:
Some hook to poll whether an entity should be created. I really don't want to use that error disabler module.
This is why I want that:
[code]Attempted to create unknown entity type weapon_sg552!
Can't init weapon_sg552
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_awp!
Can't init weapon_awp
Attempted to create unknown entity type weapon_awp!
Can't init weapon_awp
Attempted to create unknown entity type weapon_awp!
Can't init weapon_awp
Attempted to create unknown entity type weapon_g3sg1!
Can't init weapon_g3sg1
Attempted to create unknown entity type weapon_g3sg1!
Can't init weapon_g3sg1
Attempted to create unknown entity type weapon_g3sg1!
Can't init weapon_g3sg1
Attempted to create unknown entity type weapon_awp!
Can't init weapon_awp
Attempted to create unknown entity type weapon_awp!
Can't init weapon_awp
Attempted to create unknown entity type weapon_awp!
Can't init weapon_awp
Attempted to create unknown entity type weapon_g3sg1!
Can't init weapon_g3sg1
Attempted to create unknown entity type weapon_g3sg1!
Can't init weapon_g3sg1
Attempted to create unknown entity type weapon_g3sg1!
Can't init weapon_g3sg1[/code]
I could just create every css entity as a sent and then remove them on initialize but that's a stupid thing to do to just get rid of some errors.
Steam Community shouldn't open if you press SHIFT + TAB in a HTML-control with a textarea active.
[QUOTE=DarKSunrise;23024541]Steam Community shouldn't open if you press SHIFT + TAB in a HTML-control with a textarea active.[/QUOTE]
Dude, steam community even starts when a different program has the focus and you press shift+tab.
I have my gmod in window noborder mode, when I go to notepad++ and press shift tab, both notepad++ and gmod respond to it, it's not a gmod bug.
[QUOTE=whitespace;22974012]I could just create every css entity as a sent and then remove them on initialize but that's a stupid thing to do to just get rid of some errors.[/QUOTE]
[lua]
local disabled_ents = {
"weapon_sg552",
"weapon_hegrenade",
"weapon_awp",
"weapon_g3sg1"
}
for _,v in pairs(disabled_ents) do
scripted_ents.Register({
Type = "point",
Initialize = function(self)
self:Remove()
end
}, v, false)
end
[/lua]
It's rather short if you want to keep it simple. Although you're right, it's probably not the best solution.
Solution: change the combination ( I use SHIFT + F1 )
[editline]08:27AM[/editline]
[QUOTE=_Kilburn;23025279][lua]
local disabled_ents = {
"weapon_sg552",
"weapon_hegrenade",
"weapon_awp",
"weapon_g3sg1"
}
for _,v in pairs(disabled_ents) do
scripted_ents.Register({
Type = "point",
Initialize = function(self)
self:Remove()
end
}, v, false)
end
[/lua]
It's rather short if you want to keep it simple. Although you're right, it's probably not the best solution.[/QUOTE]
Thanks, didn't think of doing it like that. * starts to remove the weapon_* sent folders that do nothing *
[QUOTE=_Kilburn;22853098]A function for toggling IK on playermodels would really come in handy as well, because some of them just don't animate properly without it.[/QUOTE]
I kid you not, I have no idea what that is, but I just implemented it in my game.
[QUOTE=amcwatters;23029201]I kid you not, I have no idea what that is, but I just implemented it in my game.[/QUOTE]
IK = Inverse Kinematic [url]http://en.wikipedia.org/wiki/Inverse_kinematics[/url]
[QUOTE=amcwatters;23029201]I kid you not, I have no idea what that is, but I just implemented it in my game.[/QUOTE]
Big deal, it's just changing a boolean variable. Garry's just too busy to bother about that right now, even though I requested that multiple times.
[QUOTE=_Kilburn;23029421]Big deal, it's just changing a boolean variable. Garry's just too busy to bother about that right now, even though I requested that multiple times.[/QUOTE]
I hope he gets to it for you.
Which is it? Like the file?
[QUOTE=commander204;23036372]Which is it? Like the file?[/QUOTE]
src\game\client\hl2mp\c_hl2mp_player.cpp
[cpp]
C_HL2MP_Player::C_HL2MP_Player() : m_PlayerAnimState( this ), m_iv_angEyeAngles( "C_HL2MP_Player::m_iv_angEyeAngles" )
{
m_iIDEntIndex = 0;
m_iSpawnInterpCounterCache = 0;
m_angEyeAngles.Init();
AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
// this motherfucker down there
m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK;
m_blinkTimer.Invalidate();
m_pFlashlightBeam = NULL;
}
[/cpp]
[editline]10:07PM[/editline]
Also now that I think of it, does DrawModel take any kind of special parameters? Because the TF2 beta muzzleflashes don't render properly with it, only the refractive part is drawn (and it's almost invisible), the yellow inside doesn't render at all.
-whoops-
[QUOTE=whitespace;22974012]Some hook to poll whether an entity should be created. I really don't want to use that error disabler module.
This is why I want that:
[code]Attempted to create unknown entity type weapon_sg552!
Can't init weapon_sg552
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_hegrenade!
Can't init weapon_hegrenade
Attempted to create unknown entity type weapon_awp!
Can't init weapon_awp
Attempted to create unknown entity type weapon_awp!
Can't init weapon_awp
Attempted to create unknown entity type weapon_awp!
Can't init weapon_awp
Attempted to create unknown entity type weapon_g3sg1!
Can't init weapon_g3sg1
Attempted to create unknown entity type weapon_g3sg1!
Can't init weapon_g3sg1
Attempted to create unknown entity type weapon_g3sg1!
Can't init weapon_g3sg1
Attempted to create unknown entity type weapon_awp!
Can't init weapon_awp
Attempted to create unknown entity type weapon_awp!
Can't init weapon_awp
Attempted to create unknown entity type weapon_awp!
Can't init weapon_awp
Attempted to create unknown entity type weapon_g3sg1!
Can't init weapon_g3sg1
Attempted to create unknown entity type weapon_g3sg1!
Can't init weapon_g3sg1
Attempted to create unknown entity type weapon_g3sg1!
Can't init weapon_g3sg1[/code]
I could just create every css entity as a sent and then remove them on initialize but that's a stupid thing to do to just get rid of some errors.[/QUOTE]
garrysmod/garrysmod/cfg/autoexec.cfg
[lua]
con_filter_text_out "Attempted to create unknown entity type"
con_filter_enable 1
[/lua]
:buddy: [img]http://www.facepunch.com/fp/rating/heart.png[/img]
Also I've been always wondering why SNPCs don't have a clientside part. That's quite embarrassing.
[url=http://www.facepunch.com/showthread.php?p=23097471#post23097471]Nav mesh functions.[/url] I can't imagine what the G-Mod community would do with the same technology used for the Left 4 Dead infected and survivor bots.
Fog functions on the client that work.
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