Sorry for my earlier post but really... I cant afford Garry's mod now so I'll have to use a pirated version.
Anyways I got the add-on from an odd Russian website but it gives me this:
Hook 'Legs:Render' Failed: autorun/cl_legs.lua:34: attempt to call method 'ShouldDrawLocalPlayer' (a nil value)
Hook 'Legs:UpdateAnimation' Failed: autorun/cl_legs.lua:179: attempt to call method 'GetHoldType' (a nil value)
If you can help me please do so... If you hate me ban me. I ain't going to use this account much but help would be appreciated.
[editline]13th June 2012[/editline]
Ooh yea I found a way for your legs to have a shadow. Type this in the console:
cl_drawownshadow 1
It makes a map shadow but doesn't have a dynamic shadow
casting from an env_projectedtexture entity and doesn't show your weapon's shadow.
[highlight](User was permabanned for this post ("Pirated Gmod" - Orkel))[/highlight]
Your pirated copy is outdated and doesn't have several lua functions that this addon uses. You gotta buy the real version.
[QUOTE=Rfl4222;36313045]Sorry for my earlier post but really... I cant afford Garry's mod now so I'll have to use a pirated version.
Anyways I got the add-on from an odd Russian website but it gives me this:
Hook 'Legs:Render' Failed: autorun/cl_legs.lua:34: attempt to call method 'ShouldDrawLocalPlayer' (a nil value)
Hook 'Legs:UpdateAnimation' Failed: autorun/cl_legs.lua:179: attempt to call method 'GetHoldType' (a nil value)
If you can help me please do so... If you hate me ban me. I ain't going to use this account much but help would be appreciated.
[editline]13th June 2012[/editline]
Ooh yea I found a way for your legs to have a shadow. Type this in the console:
cl_drawownshadow 1
It makes a map shadow but doesn't have a dynamic shadow
casting from an env_projectedtexture entity and doesn't show your weapon's shadow.[/QUOTE]
Why the hell do you can't afford yourself a legal copy of Gary's Mod? It just costs 10 bucks. 10 fucking bucks!
Go get a job you lazy person. Srsly.
[IMG]http://i2.kym-cdn.com/entries/icons/original/000/005/545/OpoQQ.jpg[/IMG]
EDIT: You can find such jobs outdoors.
[highlight](User was banned for this post ("Meme image reply" - Orkel))[/highlight]
Don't be assholes. The fucking economy in fucking this place.
[QUOTE=Rfl4222;36319131]Don't be assholes. The fucking economy in fucking this place.[/QUOTE]
It's not like 10 dollars is fucking expensive, you could get that just by begging for a week or two.
[QUOTE=Rinfect;36327745]Just get dirty and ripped up clothes and a cup and people will feel sorry for you and give you money since your a young hobo.[/QUOTE]
Or just ask a friend and then pay him/her back?
Is the 2.4.1 Legs mod Broke or is this the new version? :S It seems like its glitching for me on the new version, Legs glitched through the floor and only can see my shoulder
Not entirely sure, but this addon isn't supported by the developer anymore I believe.
You can change this line:
[lua]Legs.RenderColor.r, Legs.RenderColor.g, Legs.RenderColor.b, Legs.RenderColor.a = LocalPlayer():GetColor()[/lua]
to:
[lua]Legs.RenderColor = LocalPlayer():GetColor()[/lua]
then comment out all the render.*Clip* functions. It will work, but animations are fucked still (I don't know how to fix that).
im downloading that
[editline]7th November 2014[/editline]
gmod 13 is on steam
[editline]7th November 2014[/editline]
now im not buy gmod 13 steam im download gbombs 4 and gbombs 5 and 3
[highlight](User was banned for this post ("Incoherent/dumb bump" - NiandraLades))[/highlight]
why do people never check the dates :v:
and also, here is what people want. This code is from F2S: Classic, which you can find [URL="http://facepunch.com/showthread.php?t=1343411"]here[/URL].
[B]shared[/B]
[CODE]
function GM:UpdateAnimation( ply, vel, seq )
if CLIENT then self:LegsAnimation( ply, vel, seq ) end
local v2d = vel:Length2D()
local rate = 1
if v2d > 0.5 then rate = v2d / seq end
ply:SetPlaybackRate( math.min( rate, 2 ) )
return self.BaseClass.UpdateAnimation( self, ply, vel, seq )
end
[/CODE]
[B]client[/B]
[CODE]
f2s_legs = CreateConVar( 'f2s_legs', 1 )
function GM:RenderScreenspaceEffects()
local ply = LocalPlayer()
if not ply:Alive() then return end
self:Legs_Render( ply )
end
function GM:Legs_UpdateBones( mdl, tbl )
for i = 0, mdl:GetBoneCount() do
mdl:ManipulateBoneScale( i, Vector( 1, 1, 1 ) )
mdl:ManipulateBonePosition( i, Vector() )
end
for _, v in pairs( tbl ) do
local i = mdl:LookupBone( v )
if i then
mdl:ManipulateBoneScale( i, Vector() )
mdl:ManipulateBonePosition( i, Vector( -10, -10, 0 ) )
end
end
end
function GM:Legs_Render( ply )
if not IsValid( ply ) then return end
if not ply:IsPlayer() then return end
if not f2s_legs:GetBool() then return end
if IsValid( ply.Legs ) then
if ply:Alive() and not IsValid( ply:GetObserverTarget() ) and ply.Legs:GetModel() == ply:GetModel() then
local pos = ply:GetPos()
local ang = Angle( 0, ply:EyeAngles().y, 0 )
if ply:InVehicle() then
local veh = ply:GetVehicle()
ang = veh:GetAngles()
ang:RotateAroundAxis( ang:Up(), 90 )
if veh:GetModel() == 'models/vehicle.mdl' then
pos = pos + ang:Up() * 5 - ang:Forward() * 6
end
else
local rad = math.rad( ang.y )
pos.x = pos.x + math.cos( rad ) * FORWARD_OFFSET
pos.y = pos.y + math.sin( rad ) * FORWARD_OFFSET
if ply:GetGroundEntity() == NULL then
if ply:KeyDown( IN_DUCK ) then
pos.z = pos.z - 36
end
end
end
local dest = ply:GetNWBool( 'sliding' ) and 1 or 0
ply.Legs.Sliding = ply.Legs.Sliding or 0
ply.Legs.Sliding = math.Approach( ply.Legs.Sliding, dest, ( ply.Legs.Sliding - dest ) * FrameTime() * 10 )
if ply.Legs.Sliding > 0 then
ang:RotateAroundAxis( ang:Right(), ply.Legs.Sliding * 80 )
pos = pos - ang:Up() * 68 * ply.Legs.Sliding + ang:Forward() * 20 * ply.Legs.Sliding
end
cam.Start3D( EyePos(), EyeAngles() )
ply.Legs:SetRenderOrigin( pos )
ply.Legs:SetRenderAngles( ang )
ply.Legs:SetupBones()
ply.Legs:DrawModel()
cam.End3D()
elseif IsValid( ply.Legs ) then
ply.Legs:Remove()
end
elseif IsValid( ply ) and ply:Alive() then
ply.Legs = ClientsideModel( ply:GetModel(), RENDERGROUP_OPAQUE )
ply.Legs:SetNoDraw( true )
ply.Legs.NextBreath = 0
ply.Legs.LastTick = 0
self:Legs_UpdateBones( ply.Legs, bones.default )
end
end
function GM:LegsAnimation( ply, vel, seq )
if IsValid( ply ) and ply:IsPlayer() and IsValid( ply.Legs ) then
local vel = ply:GetVelocity():Length2D()
local pbr = 1
if vel > 0.5 then
if seq < 0.001 then
pbr = 0.01
else
pbr = vel / seq
pbr = math.Clamp( pbr, 0.01, 10 )
end
end
ply.Legs:SetPlaybackRate( pbr )
local plyseq = ply:GetNWBool( 'sliding' ) and ply:LookupSequence( 'idle_passive' ) or ply:GetSequence()
if ply.Legs:GetSequence() ~= plyseq then
ply.Legs:ResetSequence( plyseq )
end
ply.Legs:FrameAdvance( CurTime() - ply.Legs.LastTick )
ply.Legs.LastTick = CurTime()
if ply.Legs.NextBreath < CurTime() then
ply.Legs.NextBreath = CurTime() + 1.95 / 0.5
ply.Legs:SetPoseParameter( 'breathing', 0.5 )
end
ply.Legs:SetPoseParameter( 'move_x', ply:GetPoseParameter( 'move_x' ) * 2 - 1 )
ply.Legs:SetPoseParameter( 'move_y', ply:GetPoseParameter( 'move_y' ) * 2 - 1 )
ply.Legs:SetPoseParameter( 'move_yaw', ply:GetPoseParameter( 'move_yaw' ) * 360 - 180 )
ply.Legs:SetPoseParameter( 'body_yaw', ply:GetPoseParameter( 'body_yaw' ) * 180 - 90 )
ply.Legs:SetPoseParameter( 'spine_yaw', ply:GetPoseParameter( 'spine_yaw' ) * 180 - 90 )
if ply:InVehicle() then
ply.Legs:SetPoseParameter( 'vehicle_steer', ply:GetVehicle():GetPoseParameter( 'vehicle_steer' ) * 2 - 1 )
if not ply.Legs.BonesUpdate_Veh then
ply.Legs.BonesUpdate_Veh = true
self:Legs_UpdateBones( ply.Legs, bones.vehicle )
end
elseif ply.Legs.BonesUpdate_Veh then
ply.Legs.BonesUpdate_Veh = false
self:Legs_UpdateBones( ply.Legs, bones.default )
end
end
end
concommand.Add( 'f2s_forcelegsreset', function( ply ) ply.Legs = nil end )
[/CODE]
[QUOTE=blackops7799;24371231][b]SVN:[/b] [url]http://gmodlegs.googlecode.com/svn/trunk/[/url]
[url=http://www.garrysmod.org/downloads/?a=view&id=110052][img]http://www.garrysmod.org/img/?t=dll&id=110052[/img][/url]
[img_thumb]http://s3.garrysmod.org/img/dl/110001_1.jpg[/img_thumb][img_thumb]http://s3.garrysmod.org/img/dl/110001_2.jpg[/img_thumb]
This is an update to my very old legs mod. ( version 1.7 )
The best part is they are now completely client-sided. Theres not much else to say.
[release][b]Changelog[/b]
[b]2.4 Fixes[/b]
- Removed arm for melee holdtype, it just did not look good in many cases, mainly because they don't animate while attacking
- Made legs move forward as you look up, looks as if you are bending over to look down or something. It's definitly an improvement.
* Added option to revert to use the old mode. ( cl_legs_leanmode 0 will revert to the old way )
- Moved the legs forward a small amount
- Corrected vehicle pose parameter value ( This just adjusts where the arms are at on the steering wheel )
- Fixed ducking in air making the legs z position move up. This is determined by the size of the players ducked hull and there is no way to get it
- Added two global functions for third party modification
* ShouldDrawLegs() -- Will return if the legs should be rendered for that frame
* GetLocalPlayersLegs() -- Will return the leg entity if visible, if not visible it returns local player
- Fixed legs drawing while spectating another entity ( Example: Catdaemon's shuttle )
[b]2.3 Fixes[/b]
-Fixed animations on models in multiplayer, was caused by attempting to get the valid player models too early in the load
[b]2.2 Fixes[/b]
-Fixed cases of error models when the players model was not in "models/player/"
-Clipped legs model at location of the players eye. This should prevent you from seeing the legs model while looking up
-Added SharpEye support
*Should look normal while in use with SharpEye
*The models "breathing" pose parameter will be adjusted according to the SharpEyes level of stamina
-Added addon icon for extensions menu
[b]2.1[/b]
-Legs will no longer be rendered while using the thirdperson command
[b]2.0 Fixes[/b]
-Legs 100% clientside
-Legs show hands depending on weapon holdtype
-Works with latest GMod
-No longer "lag" behind while turning
-Two ConVars to enable/disable
*cl_legs 1|0 ( Enable/Disable the rendering of the legs clientside )
*cl_legs_vehicle 1|0 ( Enable/Disable the rendering of legs while in a vehicle clientside )
[/release][/QUOTE]
are go gonna finish the portal gun you were making a long time ago
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