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[L4D2] Fixing body_yaw when incapped? / Set pose parameters?


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cravenge
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Old 01-23-2020 , 00:00   Re: [L4D2] Fixing body_yaw when incapped? / Set pose parameters?
Reply With Quote #11

I think the missing key here is the attachment of the clone to the parent. Look at Silvers' Incapped Crawling with Animation plugin's source code, what he did there to create a crawl clone might solve the incorrect angles issue in this one.

Last edited by cravenge; 01-23-2020 at 00:00.
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Shadowysn
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Old 01-23-2020 , 02:17   Re: [L4D2] Fixing body_yaw when incapped? / Set pose parameters?
Reply With Quote #12

Quote:
Originally Posted by cravenge View Post
I think the missing key here is the attachment of the clone to the parent. Look at Silvers' Incapped Crawling with Animation plugin's source code, what he did there to create a crawl clone might solve the incorrect angles issue in this one.
Nope, I don't think it'll work here.


Parented the dummy to the 'bleedout' attachment, this is what happens.


Another image for good measure.
Imgur post for these images

Even with replicating how Silvers does it, the dummy props used here aren't exactly solvable with a parent to an attachment on the player, it's always replicating the player's animations on-the-fly while Silvers just had to do one looping animation.

I thought about using the MaintainOffset version of SetParentAttachment, but discarded that idea as it maintains offsets so the angles aren't gonna be changed, and that there is not a single static attachment on the models.
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Last edited by Shadowysn; 01-23-2020 at 02:28.
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cravenge
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Old 01-23-2020 , 02:57   Re: [L4D2] Fixing body_yaw when incapped? / Set pose parameters?
Reply With Quote #13

Did you also include the proper origin and angle coordinates for the clone after parenting it to the bleedout attachment? I think I remember the earlier versions of Silvers' plugin where both the player and the clone could be seen at the same time and they were in the same place after the player started crawling.
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andi67
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Old 01-23-2020 , 05:50   Re: [L4D2] Fixing body_yaw when incapped? / Set pose parameters?
Reply With Quote #14

Bonemerge tried?
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cravenge
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Old 01-23-2020 , 06:57   Re: [L4D2] Fixing body_yaw when incapped? / Set pose parameters?
Reply With Quote #15

Hmm, I'm not sure but this is DHooks doable(?).
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andi67
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Old 01-23-2020 , 07:15   Re: [L4D2] Fixing body_yaw when incapped? / Set pose parameters?
Reply With Quote #16

You can look at this https://forums.alliedmods.net/showthread.php?p=2140384 and pickup what you need.....
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Shadowysn
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Old 01-23-2020 , 07:20   Re: [L4D2] Fixing body_yaw when incapped? / Set pose parameters?
Reply With Quote #17

Quote:
Originally Posted by cravenge View Post
Did you also include the proper origin and angle coordinates for the clone after parenting it to the bleedout attachment? I think I remember the earlier versions of Silvers' plugin where both the player and the clone could be seen at the same time and they were in the same place after the player started crawling.
Well, I'm using TeleportEntity and the clone's angles are actually set to the client's angles if the clone isn't parented, so the parenting is currently the problem.

Quote:
Originally Posted by andi67 View Post
Bonemerge tried?
Quote:
Originally Posted by andi67 View Post
You can look at this https://forums.alliedmods.net/showthread.php?p=2140384 and pickup what you need.....
Pose parameters have no effect when set on the bonemerged models themselves.

Quote:
Originally Posted by cravenge View Post
Hmm, I'm not sure but this is DHooks doable(?).
I guess it could be, something like CTerrorPlayer::SetPoseParameters or some other holy grail, but more than likely it could be handled client-side, thus destroying any chances of fixing it on the player's actual model.
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Last edited by Shadowysn; 01-23-2020 at 07:29.
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cravenge
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Old 01-23-2020 , 07:38   Re: [L4D2] Fixing body_yaw when incapped? / Set pose parameters?
Reply With Quote #18

Quote:
Originally Posted by Shadowysn View Post
Well, I'm using TeleportEntity and the clone's angles are actually set to the client's angles if the clone isn't parented, so the parenting is currently the problem.
I meant using the origin and angles from Silvers' plugin.

SetParent -> SetParentAttachment -> TeleportEntity

Last edited by cravenge; 01-23-2020 at 07:40.
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Shadowysn
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Old 01-23-2020 , 21:03   Re: [L4D2] Fixing body_yaw when incapped? / Set pose parameters?
Reply With Quote #19

Quote:
Originally Posted by cravenge View Post
I meant using the origin and angles from Silvers' plugin.

SetParent -> SetParentAttachment -> TeleportEntity
Well...


Works when they're incapped, even if they're a bit offset, but...


Not so for when they initially collapse.
Imgur post
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cravenge
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Old 01-24-2020 , 09:07   Re: [L4D2] Fixing body_yaw when incapped? / Set pose parameters?
Reply With Quote #20

I just saw the source code of the plugin included in this post. I have to admit that it's a bit messy but you don't need the "player_incapacitated" event. All you have to do is apply the PostThinkPost hook on clients in OnClientPutInServer and do the cloning stuff there.

Last edited by cravenge; 01-24-2020 at 09:22.
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