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[TF2] Equipment manager 1.1.8 (05/22/10)


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scopesp
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Join Date: Jan 2009
Location: Munich
Old 07-27-2010 , 16:57   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1241

found something about jiggle

http://www.facepunch.com/showthread....3#post23664093

i get all my jiggle stuff working with this tut )

now only what we need are teamspecific ( blue have blue hats and red the red ones ) and not only red

Last edited by scopesp; 07-27-2010 at 18:49.
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eraserhead
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Old 07-28-2010 , 00:42   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1242

Scopesp, can you add me on steam i need some help with the jigglebones.
http://steamcommunity.com/profiles/76561198000960203

After i extracted the jigglebone data i suppose i have to add it in the qc file i got from cannonfodders mdl decompiler? But where do i add it? I tried adding it to the bottom of the file but when recompiling and testing the model did not seem to have jigglebones.
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scopesp
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Old 07-28-2010 , 08:33   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1243

drag and drop the orginal mdl file in jiggle_qcgen and u will get a qci file .. open in editor and there are the jiggles where u need put in qc file and then compile..
here some stuff with jiggle
http://www.fpsbanana.com/skins/85383
http://www.fpsbanana.com/skins/78883
http://www.fpsbanana.com/skins/81375
http://www.fpsbanana.com/skins/84773
http://www.fpsbanana.com/skins/85638
http://www.fpsbanana.com/skins/87338
ah yeah and wizard hat have jiggles to

Last edited by scopesp; 07-28-2010 at 08:45.
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eraserhead
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Old 07-28-2010 , 09:54   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1244

Hmm i don't know how to
Quote:
there are the jiggles where u need put in qc file and then compile
I did this:

Quote:
D:\>jiggle_qcgen.exe c_rocketboots_soldier.mdl
Jigglebone: prp_cape1 - is_flexible
Jigglebone: prp_cape2 - is_flexible
Jigglebone: prp_cape3 - is_flexible
Jigglebone: prp_cape4 - is_flexible
Jigglebone: prp_cape5 - is_flexible
Wrote c_rocketboots_soldier_jiggles.qci
I opened c_rocketboots_soldier_jiggles.qci which looks like this:

Quote:
$jigglebone "prp_cape1" {
is_flexible {
yaw_stiffness 50
yaw_damping 6
pitch_stiffness 100
pitch_damping 8
along_stiffness 100
along_damping 0
length 30
tip_mass 20
yaw_constraint 0 40
yaw_friction 0
angle_constraint 37
pitch_constraint -9 10
pitch_friction 0
pitch_bounce 0
}
}

$jigglebone "prp_cape2" {
is_flexible {
yaw_stiffness 50
yaw_damping 6
pitch_stiffness 100
pitch_damping 8
along_stiffness 100
along_damping 0
length 30
tip_mass 20
yaw_constraint 0 40
yaw_friction 0
angle_constraint 37
pitch_constraint -9 10
pitch_friction 0
pitch_bounce 0
}
}

$jigglebone "prp_cape3" {
is_flexible {
yaw_stiffness 50
yaw_damping 6
pitch_stiffness 100
pitch_damping 8
along_stiffness 100
along_damping 0
length 30
tip_mass 20
yaw_constraint 0 40
yaw_friction 0
angle_constraint 37
pitch_constraint -9 10
pitch_friction 0
pitch_bounce 0
}
}

$jigglebone "prp_cape4" {
is_flexible {
yaw_stiffness 50
yaw_damping 6
pitch_stiffness 100
pitch_damping 8
along_stiffness 100
along_damping 0
length 30
tip_mass 20
yaw_constraint 0 40
yaw_friction 0
angle_constraint 37
pitch_constraint -9 10
pitch_friction 0
pitch_bounce 0
}
}

$jigglebone "prp_cape5" {
is_flexible {
yaw_stiffness 50
yaw_damping 6
pitch_stiffness 100
pitch_damping 8
along_stiffness 100
along_damping 0
length 30
tip_mass 20
yaw_constraint 0 40
yaw_friction 0
angle_constraint 37
pitch_constraint -9 10
pitch_friction 0
pitch_bounce 0
}
}
And i copy pasted this in the bottom of the mdldecompiler.qc file like this:

Quote:
$cd "C:\Users\user\Documents\Prive\PULP\Plugins\E quipment manager\Raw files\raw cape solly"
$modelname "custom\items\cape_soldier_fixed2\cape_soldie r.mdl"
$model "Cape" "cape.smd"
$cdmaterials "models\items\cape_soldier\"
$texturegroup skinfamilies
{
{ "cape.vmt" }
{ "cape_blu.vmt" }
}
$hboxset "default"
$hbox 0 "bip_spine_3" -8.349 -6.006 -8.888 8.349 0.000 6.266
$hbox 0 "Bone01" 0.000 -9.651 -2.736 9.381 9.651 0.000
$hbox 0 "Bone02" 0.000 -12.686 -2.990 9.732 12.686 0.038
$hbox 0 "Bone03" 0.000 -16.035 -2.879 9.706 16.035 0.129
$hbox 0 "Bone04" 0.000 -18.296 -2.693 9.378 18.296 0.326
$hbox 0 "Bone05" 0.000 -18.508 -2.295 9.566 18.508 0.643
// Model uses material "cape.vmt"
// Model uses material "cape_blu.vmt"
$surfaceprop "default"
$illumposition 0 0 0 bip_spine_3
$sequence idle "idle" loop fps 30.00

$jigglebone "prp_cape1" {
is_flexible {
yaw_stiffness 50
yaw_damping 6
pitch_stiffness 100
pitch_damping 8
along_stiffness 100
along_damping 0
length 30
tip_mass 20
yaw_constraint 0 40
yaw_friction 0
angle_constraint 37
pitch_constraint -9 10
pitch_friction 0
pitch_bounce 0
}
}

$jigglebone "prp_cape2" {
is_flexible {
yaw_stiffness 50
yaw_damping 6
pitch_stiffness 100
pitch_damping 8
along_stiffness 100
along_damping 0
length 30
tip_mass 20
yaw_constraint 0 40
yaw_friction 0
angle_constraint 37
pitch_constraint -9 10
pitch_friction 0
pitch_bounce 0
}
}

$jigglebone "prp_cape3" {
is_flexible {
yaw_stiffness 50
yaw_damping 6
pitch_stiffness 100
pitch_damping 8
along_stiffness 100
along_damping 0
length 30
tip_mass 20
yaw_constraint 0 40
yaw_friction 0
angle_constraint 37
pitch_constraint -9 10
pitch_friction 0
pitch_bounce 0
}
}

$jigglebone "prp_cape4" {
is_flexible {
yaw_stiffness 50
yaw_damping 6
pitch_stiffness 100
pitch_damping 8
along_stiffness 100
along_damping 0
length 30
tip_mass 20
yaw_constraint 0 40
yaw_friction 0
angle_constraint 37
pitch_constraint -9 10
pitch_friction 0
pitch_bounce 0
}
}

$jigglebone "prp_cape5" {
is_flexible {
yaw_stiffness 50
yaw_damping 6
pitch_stiffness 100
pitch_damping 8
along_stiffness 100
along_damping 0
length 30
tip_mass 20
yaw_constraint 0 40
yaw_friction 0
angle_constraint 37
pitch_constraint -9 10
pitch_friction 0
pitch_bounce 0
}
}


and then compiled. Is that the correct procedure?
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scopesp
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Old 07-28-2010 , 11:38   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1245

thats right.. i added u already on steam under w33dskill
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jameless
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Join Date: Jan 2010
Old 07-30-2010 , 23:54   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1246

@Damizean: After staring at your code I see why the team color isn't showing properly to other players. When you make it so the player can see a hat using TF2_EquipWearable you assign m_iTeamNum and m_nSkin to the entity. But when you use Attachable_CreateAttachable to create the entity for everyone else to see you never assign it those properties thus forcing TF2 to pick a skin that may not be the client's color. I tried myself to figure out the syntax for adding these values to the entity but have failed to do so. I am just not familiar enough with the programming language to know the proper syntax to change these properties.

I apologize if you already knew this but I didn't see any post indicating that you did. I really hope this helps.
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jouva
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Join Date: Jan 2010
Old 07-31-2010 , 04:21   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1247

Damizean, you need this in your init code:

Code:
HookEvent("player_changeclass", Event_RemoveItem,  EventHookMode_Pre);
This will fix the issue I brought up here:

Quote:
Originally Posted by jouva View Post
Found a bug: When you change classes in spawn where "suicide after class change" is unchecked, world view still has the hat from the previous class even if it's not available for that class.

My guess is that it's related to Item_RetrieveSlotCookie only checking the current class. player_death unequips so a suicide before the class change unequips before the respawn.
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asherkin
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Join Date: Aug 2009
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Old 07-31-2010 , 07:21   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1248

Quote:
Originally Posted by jameless View Post
The reason this was removed is due to how voogru's fix worked. Setting the skin index will turn the model invisible again. Voogru is looking into the cause, but he's been rather busy lately.
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Damizean
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Join Date: Mar 2009
Old 07-31-2010 , 10:37   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1249

Quote:
Originally Posted by jameless View Post
@Damizean: After staring at your code I see why the team color isn't showing properly to other players. When you make it so the player can see a hat using TF2_EquipWearable you assign m_iTeamNum and m_nSkin to the entity. But when you use Attachable_CreateAttachable to create the entity for everyone else to see you never assign it those properties thus forcing TF2 to pick a skin that may not be the client's color. I tried myself to figure out the syntax for adding these values to the entity but have failed to do so. I am just not familiar enough with the programming language to know the proper syntax to change these properties.

I apologize if you already knew this but I didn't see any post indicating that you did. I really hope this helps.
It's as Asherkin said, changing either the flags or the skin index for the entity created by voogru's extension is not possible, as it'll make the model invisible again.

Code:
Damizean, you need this in your init code:

  	Code:
 	HookEvent("player_changeclass", Event_RemoveItem,  EventHookMode_Pre); 
 This will fix the issue I brought up here:
Thanks jouva, I'll put it in for the next release.
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eraserhead
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Old 07-31-2010 , 10:47   Re: [TF2] Equipment manager 1.1.8 (05/22/10)
Reply With Quote #1250

Hi Damizean,

Jameless started experimenting with the plugin after i had a chat with Voogru and he gave me this information:

Quote:
17:14 - {P} Eraserhead |SF|: im not talking about weapons but about hats, capes, etc
17:14 - {P} Eraserhead |SF|: for instance the soldier cape
17:14 - {P} Eraserhead |SF|: on red class it shows ok
17:14 - {P} Eraserhead |SF|: but on blu class it shows blue to ME but red to others
17:14 - {P} Eraserhead |SF|: when player dies, it turns blue
17:15 - {P} Eraserhead |SF|: i can show you
17:15 - Voogru: is this on an attached model
17:15 - {P} Eraserhead |SF|: yes
171 - {P} Eraserhead |SF|: any ideas?
17:42 - Voogru: the model that is being dropped
17:42 - Voogru: isnt the attached model
17:42 - Voogru: in the case of hats anyway
17:43 - Voogru: in order for it to be visible to it's owner when parented, it has to be a wearable item entity
17:43 - Voogru: when it's dropped the wearable item entity can still exist but the parent entity is deleted
17:43 - Voogru: or should be
17:43 - Voogru: however when the wearable item is dropped it can then be visible to everybody
17:44 - Voogru: so you need to manipulate the values on the wearable item
17:44 - Voogru: and the attachment
17:44 - Voogru: in the proper case the attachment should always be deleted immediately on death
I understand little of it since i'm not a coder. I don't know if this info adds another perspective on the case.
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