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Model Fun


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Sreaper
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Join Date: Nov 2009
Old 05-17-2010 , 00:47   Re: Model Fun
Reply With Quote #141

Quote:
Originally Posted by Arg! View Post
As if voogru read my thoughts - https://forums.alliedmods.net/showpo...9&postcount=32

seems im ok to release it....that is once ive worked out how to get it attached to the right spot.
Awesome! Any chance while your working on it, you could possibly add a permanent particle command like you have with sm_phat? Same idea, just with particles.

Last edited by Sreaper; 05-17-2010 at 00:54.
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flud
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Join Date: Jun 2009
Location: Latvija
Old 05-20-2010 , 11:08   Re: Model Fun
Reply With Quote #142

i don't get how to remove hat from player ?
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scopesp
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Join Date: Jan 2009
Location: Munich
Old 05-20-2010 , 12:48   Re: Model Fun
Reply With Quote #143

sm_hat "name" 0 // !hat "name" 0
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Arg!
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Join Date: Jul 2008
Location: Australia
Old 05-20-2010 , 18:32   Re: Model Fun
Reply With Quote #144

Quote:
Originally Posted by Sreaper View Post
Awesome! Any chance while your working on it, you could possibly add a permanent particle command like you have with sm_phat? Same idea, just with particles.
check this post out. https://forums.alliedmods.net/showpo...&postcount=129

i dont think i ever got any feedback on it so if u could provide some id appreciate it.
Particles work differently to models, or at least, the entites that are actuall attached. Some particles stay even if you attempt to remove them, some only stay as long as their 'animation' lasts for. So using the remember_phats plugin will only work well if you pick the right particle.
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Sreaper
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Old 05-21-2010 , 13:13   Re: Model Fun
Reply With Quote #145

Quote:
Originally Posted by Arg! View Post
check this post out. https://forums.alliedmods.net/showpo...&postcount=129

i dont think i ever got any feedback on it so if u could provide some id appreciate it.
Particles work differently to models, or at least, the entites that are actuall attached. Some particles stay even if you attempt to remove them, some only stay as long as their 'animation' lasts for. So using the remember_phats plugin will only work well if you pick the right particle.

Yeah, that's exactly what I was looking for! I think it's great. I know what you mean by particles being stuck on certain players. But that can easily be solved by just removing using sm_permphat_off, then all they should need to do is rejoin right? But yeah, seriously, I do think it's a great addition. Would you mind adding that in there when you release the next version that incorperates voogrus attachment extension?

As for the L4D2 particles, i'll try to get them to you today.
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ScubaSteve3465
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Join Date: Dec 2004
Old 05-21-2010 , 15:09   Re: Model Fun
Reply With Quote #146

Voogru already replied to ur post Arg! and told u how to fix ur "middle of the player model" problem lol but i will repost it here for you just in case. ;)

PHP Code:
SetEntProp(iModelProp_Data"m_fEffects"GetEntProp(iModelProp_Data"m_fEffects") & ~EF_BONEMERGE); 
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psychonic

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Join Date: May 2008
Old 05-21-2010 , 15:14   Re: Model Fun
Reply With Quote #147

Quote:
Originally Posted by ScubaSteve3465 View Post
Voogru already replied to ur post ... but i will repost it here for you just in case. ;)

PHP Code:
SetEntProp(iModelProp_Data"m_fEffects"GetEntProp(iModelProp_Data"m_fEffects") & ~EF_BONEMERGE); 
Referring to me as Voogru? I'll take that as a compliment
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ScubaSteve3465
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Join Date: Dec 2004
Old 05-21-2010 , 21:32   Re: Model Fun
Reply With Quote #148

oops apologies my good man
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Arg!
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Join Date: Jul 2008
Location: Australia
Old 05-21-2010 , 21:38   Re: Model Fun
Reply With Quote #149

yes yes, i know everyones getting impatient waiting for me to update it.
I havent forgotton.
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Arg!
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Location: Australia
Old 05-22-2010 , 03:39   Re: Model Fun
Reply With Quote #150

Lil update, ive spent the past few hours nutting out the issues and ive got it pretty good. Not as good as it was before but still not too bad.
Ill have a release soon, hopefully in the next hour or so.
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