Just this from sants1's plugins on his Github:
[t]http://i.imgur.com/W55MRL5.png[/t]
Both files inside the thirdperson folder.
[QUOTE=Blazer232;44615381]could you dudes take your shit to pm or steam or something[/QUOTE]
he added me and it got resolved.
[QUOTE=Boom Rainbow;44617423]I don't understand. What attitude did you think I had that required the hostility? Anyway, the perspective is completely messed up. When we used the plugin the third person view when looking forward is just inside the model. (Like I can see the combine's face.) Looking down isn't any good, and it's just broken in general. If you used it, you could see that it doesn't work properly. (That's why I didn't post any more information than I did.) I'll try to post some screenshots.
[t]http://i.imgur.com/2CzvsHE.jpg[/t]
[t]http://i.imgur.com/qJ59EnT.png[/t]
[t]http://i.imgur.com/HCiCF7X.jpg[/t]
I'd also like to add that when you're in first person and you activate a stunstick or something, it takes you into third person for that moment. I'm not sure if that's intentional or not but I don't think it should do that. :P[/QUOTE]
doesn't work with legs mod, sorry i was hostile, just pisses me off when people don't tell me what's wrong with stuff
--
because with legs, it tries to draw your legs + thirdperson, basically gives you a cluster fuck, the only reason it works with clockwork is because they do some weird shit that surprises me that it works
Ah, no worries then, but we're not using the legs mod for this.
[QUOTE=Boom Rainbow;44619716]Ah, no worries then, but we're not using the legs mod for this.[/QUOTE]
if you're running a local server, make sure the addon is uninstalled
[QUOTE=Boom Rainbow;44619716]Ah, no worries then, but we're not using the legs mod for this.[/QUOTE]
We've had this problem before in testing, we believe it is the legs from the script, and upon removing the legs it did work. Not entirely sure what is conflicting with the camera position and stuff..
[QUOTE=sants1;44619722]if you're running a local server, make sure the addon is uninstalled[/QUOTE]
Where would it be found? I don't think I have anything like that.
[QUOTE=Boom Rainbow;44619753]Where would it be found? I don't think I have anything like that.[/QUOTE]
see what you're subbed too in the workshop, you might of picked it up off another server
[QUOTE=sants1;44619763]see what you're subbed too in the workshop, you might of picked it up off another server[/QUOTE]
Hmm, the only thing I could find that is remotely relevant is the Nutscript content. I'll give it a shot though.
---
No changes really, I'm all out of ideas on where I might've picked it up. (I even tried deleting my content from spire. :P)
So do any of you have experience making SWeps? I'm trying to make a new MP7 on the m9k base but I can't get the ironsights right.
[QUOTE=Blazer232;44621922]So do any of you have experience making SWeps? I'm trying to make a new MP7 on the m9k base but I can't get the ironsights right.[/QUOTE]
Yes. I recommend using the swep construction kit. [url]http://www.facepunch.com/threads/showthread.php?t=1032378[/url]
[QUOTE=Chessnut;44609804]Demonstration of the cloud plugin:
[media]http://www.youtube.com/watch?v=bvlZLiZRgr8[/media][/QUOTE]
What a coincidence :wink:
[QUOTE=LennyPenny;44624245]What a coincidence :wink:[/QUOTE]
what are you referring to exactly, j/w
[URL="http://facepunch.com/showthread.php?t=1381547&p=44608862&viewfull=1#post44608862"]What I posted in WAYWO[/URL]
oh sweet, that looks really neato.
[QUOTE=Halokiller38;44622207]Yes. I recommend using the swep construction kit. [url]http://www.facepunch.com/threads/showthread.php?t=1032378[/url][/QUOTE]
I'll try this out, thanks.
[QUOTE=LennyPenny;44624245]What a coincidence :wink:[/QUOTE]
This is different as it is meant for people who have plugin collections to manage their own repos.
I am curious, because I am also soon releasing a similar system that I've been developing for a while now alongside a friend of mine who is developing the website for it. My system allows the downloading and installing of approved plugins (.zip files), with client-side content and even custom models, etc etc in-game. However, because of the nature of it (allowing custom models and such) it requires a restart to activate the plugin.
I am assuming that your Cloud Plugins service will only allow .lua files, and that plugins with client-side Lua are having the client-side Lua sent to the already playing clients once it's downloaded?
[QUOTE=Conna;44640402]I am curious, because I am also soon releasing a similar system that I've been developing for a while now alongside a friend of mine who is developing the website for it. My system allows the downloading and installing of approved plugins (.zip files), with client-side content and even custom models, etc etc in-game. However, because of the nature of it (allowing custom models and such) it requires a restart to activate the plugin.
I am assuming that your Cloud Plugins service will only allow .lua files, and that plugins with client-side Lua are having the client-side Lua sent to the already playing clients once it's downloaded?[/QUOTE]
My advice to you: start actually adding stuff to Clockwork. I don't even remember the last time you actually added something new to it. All you update is CloudAuth, and even that is surprisingly easy to bypass.
Downloading plugins directly from the server is cool and all, but you aren't actually adding stuff to the gamemode itself. There has been so much development for NS, while CW has remained stagnant for ages. The commits on the repo are nothing but small fixes and updates to CloudAuth. Focus on the actual gamemode for now...focus on the peripherals later.
Please don't try to start anything.
And Conna, since I don't use a binary module, it only supports lua files.
I'm just going to say that its not a case of which is better as they both have similar yet different purposes. Nutscripts cloud plugin is likely only just to allow plugins which are all in lua format so it doesn't need to be much more complex yet conna's seems to be more of an all round content manager via cloud which is equally as useful and interesting for its purpose.
Hello everyone. How to create a working clothes?
(To make the character's face changed on the model itself)
How to make clothes a BodyGroup?
[QUOTE=WaterStof;44646384]Hello everyone. How to create a working clothes?
(To make the character's face changed on the model itself)
How to make clothes a BodyGroup?[/QUOTE]
We have yet to solve this issue iirc.
The new third person plugin
[media]http://www.youtube.com/watch?v=8IWyF1afDf8&feature=youtu.be[/media]
[QUOTE=rebel1324;44659223]The new third person plugin
[/QUOTE]
This kind of reminds me of how fallout worked where you could hold the button to go third/first person and look at yourself.
Anyways, good work!
[QUOTE=rebel1324;44659223]The new third person plugin
[media]http://www.youtube.com/watch?v=8IWyF1afDf8&feature=youtu.be[/media][/QUOTE]
Can't wait until it's released! It looks great!
[B]The New Thirdperson[/B]
It supports FO3 Style Thirdperson and Classic Thirdperson. Easliy Adjustable! Get rid of [B][I][U]Fucking Chasecam[/U][/I][/B] from your server right now! It's ugly and fugly!
[URL="https://github.com/Chessnut/NSPlugins/tree/master/The%20New%20Thirdperson"]Get it now[/URL]
Yes!!! Love you rebel!
[QUOTE=BayLife;44643336]My advice to you: start actually adding stuff to Clockwork. I don't even remember the last time you actually added something new to it. All you update is CloudAuth, and even that is surprisingly easy to bypass.
Downloading plugins directly from the server is cool and all, but you aren't actually adding stuff to the gamemode itself. There has been so much development for NS, while CW has remained stagnant for ages. The commits on the repo are nothing but small fixes and updates to CloudAuth. Focus on the actual gamemode for now...focus on the peripherals later.[/QUOTE]
Well yes, when I get time I will be adding more to Clockwork, but having a full time job kind of takes most of my time up. I'm trying to add in stuff like the plugin downloading now. I'm also actively developing Severance now, and because of that, I'm having to do work on Clockwork as a direct result. The version of Clockwork I have locally is not the version on the GitHub, it's just that I'm not ready to push the changes I've made.
But yeah, Chessnut, that's understandable. Still very cool! I assume you're using some kind of file manifest? I'm curious as to your method of sending them to the client on-the-fly though!
Used php to generate a manifest based off the sub-directories:
[url]http://chessnut.info/plugins/[/url]
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