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[CS:GO] Set clients pose to prop_dynamic


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Indarello
Senior Member
Join Date: Nov 2015
Location: Russia
Old 03-24-2018 , 11:02   Re: [CS:GO] Set clients pose to prop_dynamic
Reply With Quote #11

this boots need bootsangle
not eyeangle
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SZOKOZ
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Join Date: Jan 2014
Old 03-26-2018 , 15:49   Re: [CS:GO] Set clients pose to prop_dynamic
Reply With Quote #12

You can only set the animation before spawning afaik like most dispatches of keyvalues. Rotate the m_vecAngles(might be m_angRotation) of the entity or dispatch angles keyvalue before spawning.
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Mitchell
~lick~
Join Date: Mar 2010
Old 03-26-2018 , 16:55   Re: [CS:GO] Set clients pose to prop_dynamic
Reply With Quote #13

Why not just parent bonemerge then unparent, thats how i would create prop_ragdolls with the same pose
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Indarello
Senior Member
Join Date: Nov 2015
Location: Russia
Old 03-27-2018 , 02:05   Re: [CS:GO] Set clients pose to prop_dynamic
Reply With Quote #14

Quote:
Originally Posted by Mitchell View Post
Why not just parent bonemerge then unparent, thats how i would create prop_ragdolls with the same pose
how to freeze prop in that pose?
and solid work only on spawn
Code:
#define EF_BONEMERGE                (1 << 0)
#define EF_PARENT_ANIMATES          (1 << 9)

new index = CreateEntityByName("prop_dynamic", -1);
if (0 < index)
{
	SetEntityModel(index, model[client]);
	DispatchSpawn(index);
	SetEntProp(index, Prop_Send, "m_fEffects", EF_BONEMERGE|EF_PARENT_ANIMATES);
	SetVariantString("!activator");
	AcceptEntityInput(index, "SetParent", client, index, 0);
	SetVariantString("primary");
	AcceptEntityInput(index, "SetParentAttachment", client, index, 0);
	DispatchKeyValue(index, "spawnflags", "16");
}
CreateTimer(0.01, entitytimer, index);
CreateTimer(1.0, entitytimer2, index);

public Action:entitytimer(Handle:timer, any:index)
{
	//how to freeze prop in this pose ?
}

public Action:entitytimer2(Handle:timer, any:index)
{
	SetEntProp(index, Prop_Send, "m_nSolidType", 6);         //why this work only when i create entity
}

Last edited by Indarello; 03-27-2018 at 04:32.
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Mitchell
~lick~
Join Date: Mar 2010
Old 03-27-2018 , 11:32   Re: [CS:GO] Set clients pose to prop_dynamic
Reply With Quote #15

try:
Code:
int index = CreateEntityByName("prop_physics_override");
if (index) {
    DispatchKeyValue(index, "model", model[client]);
    DispatchKeyValue(index, "spawnflags", "24"); //what ever flag 16 is + Motion Disabled flag
    DispatchSpawn(index);
    SetEntProp(index, Prop_Send, "m_fEffects", EF_BONEMERGE|EF_PARENT_ANIMATES);
    SetVariantString("!activator");
    AcceptEntityInput(index, "SetParent", client, client, 0);
    SetVariantString("primary");
    AcceptEntityInput(index, "SetParentAttachment", client, client, 0);
    AcceptEntityInput(index, "ClearParent");
}
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Indarello
Senior Member
Join Date: Nov 2015
Location: Russia
Old 03-27-2018 , 12:59   Re: [CS:GO] Set clients pose to prop_dynamic
Reply With Quote #16


Even if i add timer clearparent

I also tried:
Code:
public Action:entitytimer(Handle:timer, any:index)
{
	AcceptEntityInput(index, "Sleep");
	AcceptEntityInput(index, "DisableMotion");
	AcceptEntityInput(index, "DisableFloating");
	AcceptEntityInput(index, "SetParent", index, index, 0);
}
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Last edited by Indarello; 03-27-2018 at 13:10.
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Mitchell
~lick~
Join Date: Mar 2010
Old 03-27-2018 , 17:38   Re: [CS:GO] Set clients pose to prop_dynamic
Reply With Quote #17

Im not too sure what your code is but if you look at my customplayerskins plugin it literally does what you're wanting with parenting etc.
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Indarello
Senior Member
Join Date: Nov 2015
Location: Russia
Old 03-28-2018 , 04:38   Re: [CS:GO] Set clients pose to prop_dynamic
Reply With Quote #18

I dont see in your plugin unparenting or freeze entity, so it will be in same abcorigin untill round_end

Last edited by Indarello; 03-28-2018 at 04:41.
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