Working on a new type of roleplaying, could use a modeller's help (With playermodels)

Okay, so, I am looking to make a new kind of roleplay, and it will, if succeeded, on a 40 slotter, it is a very original thing and won’t be another sci-fi or RLRP thing. It will be piracy roleplaying, using PVK and content like that, it is very possible, I could however use some help on turing a few ragdolls into playermodels, if someone is interested in helping me out, than please PM me, it shouldn’t be very difficult to do.

Aren’t the player models already in place in PVKII? Why don’t you just use those?

I didn’t know they would be compatible, I’ll try that.

I tried that - All animations are broken, is there anyone who’d like to help out? I’d appriciate it.

I Only know one way of which would have the animations working. Using cakescript. Lets say the model path is:


models/pvk/norm_knight.mdl

See if you go into animations.lua and look for lines 153-185 you would add the model after line 184. (See bottom on how to add it)
[lua]-- Fix for gmod 2008 by Botman.

– NPC Animations
– March 24, 2007
– Rick Darkaliono

NPC_ANIMS_ENABLED = true

–Weapons that are always aimed
AlwaysAimed =
{
“weapon_physgun”,
“weapon_physcannon”,
“weapon_frag”,
“weapon_slam”,
“weapon_rpg”,
“gmod_tool”
}

–Weapons that are never aimed
NeverAimed =
{
“hands”
}

–Weapons that can still be usable while not aimed
UsableHolstered =
{
}

function HolsterToggle( ply )

if( not NPC_ANIMS_ENABLED ) then return; end

if( not ply:GetActiveWeapon():IsValid() ) then
	return;
end

if( ply:GetNWInt( "holstered" ) == 1 ) then
	
	for j, l in pairs( NeverAimed ) do
		
		if( l == ply:GetActiveWeapon():GetClass() ) then
			return;
		end
		
	end

	MakeAim( ply );
else
	
	for j, l in pairs( AlwaysAimed ) do
		
		if( l == ply:GetActiveWeapon():GetClass() ) then
			return;
		end
		
	end
	
	MakeUnAim( ply );
end

end
concommand.Add( “rp_toggleholster”, HolsterToggle );
concommand.Add( “toggleholster”, HolsterToggle );

function MakeAim( ply )

if( not ply:GetActiveWeapon():GetTable().Invisible ) then
	ply:DrawViewModel( true );
	ply:DrawWorldModel( true );
else
	ply:DrawViewModel( false );
	ply:DrawWorldModel( false );
end

ply:GetActiveWeapon():SetNWBool( "NPCAimed", true );
ply:GetActiveWeapon():SetNextPrimaryFire( CurTime() );

ply:SetNWInt( "holstered", 0 );

end

function MakeUnAim( ply )

ply:DrawViewModel( false );

if( ply:GetActiveWeapon():IsValid() ) then
	ply:GetActiveWeapon():SetNWBool( "NPCAimed", false );
	
	local delay = true;
	
	for k, v in pairs( UsableHolstered ) do
		if( v == ply:GetActiveWeapon():GetClass() ) then
			delay = false;
		end
	end
	
	if( delay ) then
		ply:GetActiveWeapon():SetNextPrimaryFire( CurTime() + 999999 );
	end
	
	if( ply:GetActiveWeapon():GetNWBool( "ironsights" ) ) then
		ply:GetActiveWeapon():ToggleIronsight();
	end
end

ply:SetNWInt( "holstered", 1 );

end

function NPCPlayerThink()

if( not NPC_ANIMS_ENABLED ) then return; end

for k, v in pairs( player.GetAll() ) do

	if( not v:GetTable().NPCLastWeapon or not v:GetActiveWeapon():IsValid() or v:GetTable().NPCLastWeapon ~= v:GetActiveWeapon():GetClass() ) then

		MakeUnAim( v );
		
		v:GetTable().NPCLastWeapon = "";
		
		if( v:GetActiveWeapon():IsValid() ) then
		
			v:GetTable().NPCLastWeapon = v:GetActiveWeapon():GetClass();
		
			for j, l in pairs( AlwaysAimed ) do
			
				if( l == v:GetActiveWeapon():GetClass() and not v:GetActiveWeapon():GetNWBool( "NPCAimed" ) ) then
					MakeAim( v );
				end
			
			end
		
		end
		
	end

end

end
hook.Add( “Think”, “NPCPlayerThink”, NPCPlayerThink );

NPCAnim = { }

NPCAnim.CitizenMaleAnim = { }
NPCAnim.CitizenMaleModels =
{

        "models/humans/group01/male_01.mdl",
          "models/humans/group01/male_02.mdl",
          "models/humans/group01/male_03.mdl",
          "models/humans/group01/male_04.mdl",
          "models/humans/group01/male_06.mdl",
          "models/humans/group01/male_07.mdl",
          "models/humans/group01/male_08.mdl",
          "models/humans/group01/male_09.mdl",
          "models/humans/group02/male_01.mdl",
          "models/humans/group02/male_02.mdl",
          "models/humans/group02/male_03.mdl",
          "models/humans/group02/male_04.mdl",
          "models/humans/group02/male_06.mdl",
          "models/humans/group02/male_07.mdl",
          "models/humans/group02/male_08.mdl",
          "models/humans/group02/male_09.mdl",
          "models/humans/group03/male_01.mdl",
          "models/humans/group03/male_02.mdl",
          "models/humans/group03/male_03.mdl",
          "models/humans/group03/male_04.mdl",
          "models/humans/group03/male_06.mdl",
          "models/humans/group03/male_07.mdl",
          "models/humans/group03/male_08.mdl",
          "models/humans/group03/male_09.mdl",
          "models/humans/group03m/male_01.mdl",
          "models/humans/group03m/male_02.mdl",
          "models/humans/group03m/male_03.mdl",
          "models/humans/group03m/male_04.mdl",
          "models/humans/group03m/male_06.mdl",
          "models/humans/group03m/male_07.mdl",
          "models/humans/group03m/male_08.mdl",
          "models/humans/group03m/male_09.mdl"

}[/lua]
You would add the model after line 184 so it would look like this


"models/humans/group03m/male_09.mdl",
"models/pvk/norm_knight.mdl"

Notice the comma there.
So it would eventually look like this
[lua] “models/humans/group01/male_01.mdl”,
“models/humans/group01/male_02.mdl”,
“models/humans/group01/male_03.mdl”,
“models/humans/group01/male_04.mdl”,
“models/humans/group01/male_06.mdl”,
“models/humans/group01/male_07.mdl”,
“models/humans/group01/male_08.mdl”,
“models/humans/group01/male_09.mdl”,
“models/humans/group02/male_01.mdl”,
“models/humans/group02/male_02.mdl”,
“models/humans/group02/male_03.mdl”,
“models/humans/group02/male_04.mdl”,
“models/humans/group02/male_06.mdl”,
“models/humans/group02/male_07.mdl”,
“models/humans/group02/male_08.mdl”,
“models/humans/group02/male_09.mdl”,
“models/humans/group03/male_01.mdl”,
“models/humans/group03/male_02.mdl”,
“models/humans/group03/male_03.mdl”,
“models/humans/group03/male_04.mdl”,
“models/humans/group03/male_06.mdl”,
“models/humans/group03/male_07.mdl”,
“models/humans/group03/male_08.mdl”,
“models/humans/group03/male_09.mdl”,
“models/humans/group03m/male_01.mdl”,
“models/humans/group03m/male_02.mdl”,
“models/humans/group03m/male_03.mdl”,
“models/humans/group03m/male_04.mdl”,
“models/humans/group03m/male_06.mdl”,
“models/humans/group03m/male_07.mdl”,
“models/humans/group03m/male_08.mdl”,
“models/humans/group03m/male_09.mdl”,
“models/pvk/norm_knight.mdl”[/lua]

Hope this helped even if your not using cakescript, since this is the only explanation i have for this problem.

They need the MODELS animations set up correctly too, they don’t have any as far as I know, just the custom PVK ones.

Nevermind, I appriciate all the help, especially you, Steve, but turns out they got horrible rigging. So their asses are backwards >_<.