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[L4D2] help fix the firstperson attachment position and angle when survivor is limp


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little_froy
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Join Date: May 2021
Old 10-21-2021 , 11:39   [L4D2] help fix the firstperson attachment position and angle when survivor is limp
Reply With Quote #1

i desgin to create a attachment and show whether the owner is on firstperson.
once the owner is limp, the position and angle will skewing when look at firstperson.



i need some help to make the attachment look the same whether the owner is limp ...
code is able to find at
https://forums.alliedmods.net/showthread.php?p=2755232
also upload and post the core.
Code:
void set_attach_model(int client, int entity)
{
    if(Infor[client].Has_melee == true)
    {
        char model[PLATFORM_MAX_PATH];
        int melee = create_weapon("weapon_melee", Infor[client].Melee_name);
        if(get_useable_weapon_type(melee) == TYPE_MELEE)
        {
            GetEntPropString(melee, Prop_Data, "m_ModelName", model, PLATFORM_MAX_PATH);
            SetEntityModel(entity, model);
        }
        if(melee > 0 && IsValidEntity(melee))
        {
            RemoveEdict(melee);
        }
    }
    else if(Infor[client].Has_chainsaw == true)
    {
        SetEntityModel(entity, MODEL_W_CHAINSAW);
    }
}

void teleport_attach(int entity)
{
    char model[PLATFORM_MAX_PATH];
    GetEntPropString(entity, Prop_Data, "m_ModelName", model, PLATFORM_MAX_PATH);
    if(strcmp(model, MODEL_W_CHAINSAW) == 0)
    {
        TeleportEntity(entity, O_pos_chainsaw, O_ang_chainsaw, NULL_VECTOR);
    }
    else
    {
        TeleportEntity(entity, O_pos_melee, O_ang_melee, NULL_VECTOR);
    }
}

void add_attach(int client)
{
    if(Infor[client].Attach_ref == 0)
    {
        int entity = CreateEntityByName("prop_dynamic_override");
        if(is_prop_dynamic(entity, true))
        {
            set_attach_model(client, entity);
            DispatchSpawn(entity);
            ActivateEntity(entity);
            SetVariantString("!activator");
            AcceptEntityInput(entity, "SetParent", client);
            SetVariantString("medkit");
            AcceptEntityInput(entity, "SetParentAttachment", entity);
            AcceptEntityInput(entity, "TurnOn");
            AcceptEntityInput(entity, "DisableShadow");
            AcceptEntityInput(entity, "DisableCollision");
            SetEntProp(entity, Prop_Send, "m_noGhostCollision", 1, 1);
            SetEntProp(entity, Prop_Data, "m_CollisionGroup", 0x0004);
            SetEntPropVector(entity, Prop_Send, "m_vecMins", view_as<float>({0.0, 0.0, 0.0}));
            SetEntPropVector(entity, Prop_Send, "m_vecMaxs", view_as<float>({0.0, 0.0, 0.0}));
            teleport_attach(entity);
            SetEntProp(entity, Prop_Data, "m_iEFlags", 0);
            SDKHook(entity, SDKHook_SetTransmit, set_transmit);
            Infor[client].Attach_ref = EntIndexToEntRef(entity);
            Attach_owner[entity] = client;
        }
    }
}
----------------------------------------------
the reason cause the skewing is, when survivor is limp, the model and animation will change.
haven't found a good way fix if still keep to design to show it on firstperson.
Attached Files
File Type: sp Get Plugin or Get Source (quick_pistol.sp - 26 views - 29.6 KB)

Last edited by little_froy; 10-22-2021 at 03:40.
little_froy is offline
Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 10-21-2021 , 12:09   Re: [L4D2] help fix the firstperson attachment position and angle when survivor is li
Reply With Quote #2

I couldn't understand what you need.
If is something related to only show on third/first person you can check the Legs plugin from Lux which has some rules whether display or not
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 10-21-2021 , 13:09   Re: [L4D2] help fix the firstperson attachment position and angle when survivor is li
Reply With Quote #3

Problem maybe is, when you do all things in same code sequence.
It need little delay between create entity and teleport+attach entity.
Either with timer 0.1 sec or try request next frame.
Bacardi is offline
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