Ugh... To prevent more necro-bumps about this: not all ragdolls are rigged on the skeleton of Source engine, so they can't all use the NPCs animations. It's a matter of luck. You can't change that, only its author can.
CAUTION: This STool, when used in conjunction with the ragdoll inflator, is pants-shittingly funny.
By inflating an NPC until it could no longer be inflated, and then changing the model and repeating the process, a friend and I were eventually able to conjure up this.
[IMG]http://screenshot.xfire.com/screenshot/large/96e81acbf721f1ea12e69b249514466207e38030.jpg[/IMG]
This was, at one point, a metro-cop.
To grasp the scale of how large this head was, a metro-cop is standing in the lower left hand corner of the screen, immediately above the health indicator.
Hi LPine.
Why are you not taking reference from this code from the wire_facer it take also the world model but your one is not morph with world model.
I really need to change Sent model with stool in game. You are my last hope :) I hate all most defaut prop on preset. (like wheel is too big, too small etc...)
But also I know it exist another way to change prop_physics with console like
[code] wire_facer model " model " [/code]
Thanks
[lua]TOOL.Category = "Wire - Physics"
TOOL.Name = "Facer"
TOOL.Command = nil
TOOL.ConfigName = ""
TOOL.ClientConVar[ "model" ] = "models/props_vehicles/carparts_wheel01a.mdl"
if ( CLIENT ) then
language.Add( "Tool_wire_facer_name", "Facer (Wire)" )
language.Add( "Tool_wire_facer_desc", "Spawns a Facer" )
language.Add( "Tool_wire_facer_0", "Primary: Create Facer. Secondary: Get Model" )
language.Add( "WireDatafacerTool_facer", "Facer:" )
language.Add( "sboxlimit_wire_facers", "You've hit facers limit!" )
language.Add( "undone_Wire facer", "Undone Wire Facer" )
end
if (SERVER) then
CreateConVar('sbox_maxwire_facers', 20)
end
cleanup.Register( "wire_facers" )
function TOOL:LeftClick( trace )
if (!trace.HitPos) then return false end
if (trace.Entity:IsPlayer()) then return false end
if ( CLIENT ) then return true end
local ply = self:GetOwner()
if ( trace.Entity:IsValid() && trace.Entity:GetClass() == "gmod_wire_facer" && trace.Entity:GetTable().pl == ply ) then
return true
end
if ( !self:GetSWEP():CheckLimit( "wire_facers" ) ) then return false end
local Ang = trace.HitNormal:Angle()
Ang.pitch = Ang.pitch + 90
local Model = self:GetClientInfo( "model" )
local wire_facer = MakeWirefacer( ply, Model, trace.HitPos, Ang )
local min = wire_facer:OBBMins()
wire_facer:SetPos( trace.HitPos - trace.HitNormal * min.z )
undo.Create("Wire facer")
undo.AddEntity( wire_facer )
undo.SetPlayer( ply )
undo.Finish()
ply:AddCleanup( "wire_facers", wire_facer )
return true
end
function TOOL:RightClick( trace )
if CLIENT and trace.Entity:IsValid() then return true end
if not trace.Entity:IsValid() then return end
local model = trace.Entity:GetModel()
self:GetOwner():ConCommand("wire_facer_model "..model);
return true;
end
if (SERVER) then
function MakeWirefacer( pl, Model, Pos, Ang )
if ( !pl:CheckLimit( "wire_facers" ) ) then return false end
local wire_facer = ents.Create( "gmod_wire_facer" )
if (!wire_facer:IsValid()) then return false end
wire_facer:SetAngles(Ang)
wire_facer:SetPos(Pos)
wire_facer:SetModel(Model)
wire_facer:Spawn()
wire_facer:GetTable():SetPlayer( pl )
local ttable = {
pl = pl
}
table.Merge(wire_facer:GetTable(), ttable )
pl:AddCount( "wire_facers", wire_facer )
return wire_facer
end
duplicator.RegisterEntityClass("gmod_wire_facer", MakeWirefacer, "Model", "Pos", "Ang", "Vel", "aVel", "frozen")
end
function TOOL:Think()
end
function TOOL.BuildCPanel(panel)
panel:AddControl("Header", { Text = "#Tool_wire_facer_name", Description = "#Tool_wire_facer_desc" })
end
[/lua]
i know this is UBER LATE
but... i was reading through this... and theirs something bout conna
me and my brother constantly get in fights with him on the server OLG that we play
hes about....13...a complete dickhole
and he banned my brother...who used to be an admin (were supers now)
disregard anything conna ever says
This is really good for movies, thanks
Warning, this can fuck up when using Pods.
I made a headcrab pod which looked awesome in thirdperson view (someone else) but clientside it made the screen give off that world transparency glitch... thing view.
-snip-
Hey, I have a question. I thought the player model thingy was gonna be awesome, but when I changed my player model, even when I changed it to the civilian, I had no walk animations or anything.
-snip-
funny thread...
people give me shit for adding "-MadDog" to pages in the wiki, and these two bitch for pages about 2 lines of code.
well well... i've seen a video that showed how you copyed a ragdoll model, applied it to a NPC
and the NPC was animated with all the shit the original model has.
However, if I want to change the NPC model it just uses the T-Pose.
Am I doing something wrong or is this supposed to be like that?
[QUOTE=BloodYScar;17848834]well well... i've seen a video that showed how you copyed a ragdoll model, applied it to a NPC
and the NPC was animated with all the shit the original model has.
However, if I want to change the NPC model it just uses the T-Pose.
Am I doing something wrong or is this supposed to be like that?[/QUOTE]
It needs to have animations. If you are using a custom model it will NOT WORK(unless it is animated for citizens, combines, etc)!
Make a Skeleton Manipulator, so you can make NPCs walk/attack like others
This is like, 2 years old...Read post dates.
Sorry, you need to Log In to post a reply to this thread.