• NutScript - Nutty name, serious framework
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[QUOTE=imacc2009;44721630]Well today I updated NS to the latest version, I regret it. I've got two problems from it: 1. Normal models T-Pose when idle 2. The block plugins function is no longer working.[/QUOTE] I have T-Pose with the toolgun, and the new fists animation is just like the stunstick or crowbar, not really good looking.
[QUOTE=Captain Spark;44721662]I have T-Pose with the toolgun, and the new fists animation is just like the stunstick or crowbar, not really good looking.[/QUOTE] I'm guessing its because of Chessnut adding full playermodel support.
[QUOTE=Captain Spark;44721662]I have T-Pose with the toolgun, and the new fists animation is just like the stunstick or crowbar, not really good looking.[/QUOTE] What model are you using? [QUOTE=imacc2009;44721630] 1. Normal models T-Pose when idle[/QUOTE] What model are you using? Can't replicate. [QUOTE]2. The block plugins function is no longer working.[/QUOTE] Didn't change anything relating to block plugins.
You can change the animations to ones that will not cause the T-Pose yourself.
[QUOTE=Chessnut;44722102]What model are you using? What model are you using? Can't replicate. Didn't change anything relating to block plugins.[/QUOTE] The default models, overwrote my actual nutscript gamemode with the last updated one from the github, and then animations were different, let me check which ones exactly EDIT: Currently using models/humans/group01/male_01.mdl , had the same animation issues with male_07. Basically all models have a different punching animation, just like when you use the crowbar. [url]http://puu.sh/8zgP4.jpg[/url] [url]http://puu.sh/8zgQz.jpg[/url] and the toolgun puts into a T pose. [url]http://puu.sh/8zh2i.jpg[/url] and the idle animation with fists is weird aswell. [url]http://puu.sh/8zh92.jpg[/url]
Fixed this, update your framework.
[QUOTE=Chessnut;44722469]Fixed this, update your framework.[/QUOTE] That was quick, also, do you have any ideas why I cannot seem to modify the menu song?
What are you setting it to?
swsound/duel.wav EDIT: Using male_07(default models) and still a T pose on toolgun, sorry for necroposting :P
I think all pistol animations are TPosing. Idk why.
[QUOTE=Captain Spark;44722552]swsound/duel.wav EDIT: Using male_07(default models) and still a T pose on toolgun, sorry for necroposting :P[/QUOTE] Bump, still wondering why I cannot change the menu music to something else. EDIT: Music was fixed. Still T poses on the default models that I mentionned earlier.
Is there a simple way to customise wep_partdata depending on the model of the player ? I tried many things but i can't see to find a way
[CODE]function SCHEMA:GetDefaultInv(inventory, client, data) if (data.faction == FACTION_MAINTENANCE) then client:GiveFlag("1") end end[/CODE] Does anyone know why this wont work?
[QUOTE=imacc2009;44752449][CODE]function SCHEMA:GetDefaultInv(inventory, client, data) if (data.faction == FACTION_MAINTENANCE) then client:GiveFlag("1") end end[/CODE] Does anyone know why this wont work?[/QUOTE] Don't get me wrong on this; but what are you trying to do exactly? I'm not sure why you'd give someone a flag within that function.
[QUOTE=imacc2009;44752449][CODE]function SCHEMA:GetDefaultInv(inventory, client, data) local charData = {} if (data.faction == FACTION_MAINTENANCE) then charData.flags = "1" end data.chardata = von.serialize(charData) end[/CODE] ftfy Does anyone know why this wont work?[/QUOTE]
Thanks! [editline]8th May 2014[/editline] Sorry for double posting, but does NS have any way of detecting play time?
[QUOTE=Blazer232;44730230]I think all pistol animations are TPosing. Idk why.[/QUOTE] [img]http://i.imgur.com/oKsQavw.png[/img] Can't replicate.
[QUOTE=Chessnut;44758655]-image- Can't replicate.[/QUOTE] Yea the pistol animation seems to be borked. Hell, that's the smg animation if I am not mistaken.
Male citizens don't have pistol animations.
[QUOTE=Chessnut;44759317]Male citizens don't have pistol animations.[/QUOTE] Maybe you should just change all pistol animations to the revolver? All of them have the revolver animations since that's what the pistol animation used to be back in Gmod 12.
[QUOTE=Halokiller38;44759459]Maybe you should just change all pistol animations to the revolver? All of them have the revolver animations since that's what the pistol animation used to be back in Gmod 12.[/QUOTE] The male citizen NPC models do not have any pistol/revolve activities. [img]http://i.imgur.com/ZMJ2wTE.png[/img]
Yes, they do. Try this: [lua][ "revolver" ] = ACT_HL2MP_IDLE_REVOLVER,[/lua] I used this for my fallout weapons. [thumb]http://cloud-2.steampowered.com/ugc/487823914675619243/D1AE02001E0950CD6BDE634948EF3D893059F165/[/thumb] The full code is this. [lua]local ActIndex = { [ "pistol" ] = ACT_HL2MP_IDLE_PISTOL, [ "revolver" ] = ACT_HL2MP_IDLE_REVOLVER, [ "smg" ] = ACT_HL2MP_IDLE_SMG1, [ "grenade" ] = ACT_HL2MP_IDLE_GRENADE, [ "ar2" ] = ACT_HL2MP_IDLE_AR2, [ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN, [ "rpg" ] = ACT_HL2MP_IDLE_RPG, [ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN, [ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW, [ "melee" ] = ACT_HL2MP_IDLE_MELEE, [ "slam" ] = ACT_HL2MP_IDLE_SLAM, [ "normal" ] = ACT_HL2MP_IDLE, [ "fist" ] = ACT_HL2MP_IDLE_FIST, [ "melee2" ] = ACT_HL2MP_IDLE_MELEE2, [ "passive" ] = ACT_HL2MP_IDLE_PASSIVE, [ "knife" ] = ACT_HL2MP_IDLE_KNIFE } function SWEP:SetWeaponHoldType( t ) local index = ActIndex[ t ] if (index == nil) then Msg( "SWEP:SetWeaponHoldType - ActIndex[ \""..t.."\" ] isn't set! (defaulting to normal)\n" ) t = "normal" end self.ActivityTranslate = {} self.ActivityTranslate [ ACT_MP_STAND_IDLE ] = index self.ActivityTranslate [ ACT_MP_WALK ] = index+1 self.ActivityTranslate [ ACT_MP_RUN ] = index+2 self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = index+3 self.ActivityTranslate [ ACT_MP_CROUCHWALK ] = index+4 self.ActivityTranslate [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index+5 self.ActivityTranslate [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index+5 self.ActivityTranslate [ ACT_MP_RELOAD_STAND ] = index+6 self.ActivityTranslate [ ACT_MP_RELOAD_CROUCH ] = index+6 self.ActivityTranslate [ ACT_MP_JUMP ] = index+7 self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = index+8 if t == "normal" then self.ActivityTranslate [ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM end if t == "passive" then self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = ACT_HL2MP_CROUCH_IDLE end if t == "knife" || t == "melee2" then self.ActivityTranslate [ ACT_MP_CROUCH_IDLE ] = nil end self:SetupWeaponHoldTypeForAI( t ) self._InternalHoldType = t end[/lua]
I said [b]NPC[/b], not player models.
[QUOTE=Chessnut;44759922]I said [b]NPC[/b], not player models.[/QUOTE] Then I am at a lost. Thought it worked on NPCs as well.
Here you go, Simple IC Translator. [url]http://github.com/Chessnut/NSPlugins/tree/master/IC%20Translator[/url] I forgot to add Spanish, ew. But I can sure you can figure it out how to add it. [img]http://i.imgur.com/2OlrcO0.png[/img]
[QUOTE=Chessnut;44759317]Male citizens don't have pistol animations.[/QUOTE] if you're defining holding the pistol yes they do. i cant remember what its called walking, no, i dont think they dont. I'll get a screenshot when my gmod is fixed
If you're up to it, you should make a plugin that streams music from YouTube as a radio object type thing. I really like those sort of things.
[QUOTE=Boom Rainbow;44769784]If you're up to it, you should make a plugin that streams music from YouTube as a radio object type thing. I really like those sort of things.[/QUOTE] PlayX
Screenshot of eli shootp1 [img]http://puu.sh/8GKo3.jpgp[/img] Eli uses citizen animations, and hlmv wouldnt let me open model viewer traditionally so it was fuqd.
There aren't running/walking raised animations for pistols though.
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