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[L4D2] Incapped Crawling with Animation (2.9) [11-Dec-2022]


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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 02-07-2018 , 10:42   Re: [L4D2] Incapped Crawling with Animation (1.33) [25-Jun-2017]
Reply With Quote #191

I don't think it's possible to detect custom addons and model replacements, to change the anim number accordingly.
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TomDaBomb
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Old 02-08-2018 , 12:50   Re: [L4D2] Incapped Crawling with Animation (1.33) [25-Jun-2017]
Reply With Quote #192

gotcha yeah i didnt think it would be, thats alright it still works good for single player to install in your own game, or on a server for the players that have custom models that dont change the survivors animations & gestures, or dont have custom models of course
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Newbie_Sexy
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Join Date: Aug 2016
Location: Vietnam
Old 06-17-2018 , 13:13   Re: [L4D2] Incapped Crawling with Animation (1.40) [05-May-2018]
Reply With Quote #193

This plugin will be more wonderful if we can do both crawling & shooting at the same time
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KasperH
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Join Date: Apr 2016
Location: Hungary
Old 06-18-2018 , 09:23   Re: [L4D2] Incapped Crawling with Animation (1.40) [05-May-2018]
Reply With Quote #194

Added Hungarian.
Attached Files
File Type: txt incappedcrawling.phrases.txt (162 Bytes, 277 views)
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MasterMind420
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Old 07-23-2018 , 13:49   Re: [L4D2] Incapped Crawling with Animation (1.40) [05-May-2018]
Reply With Quote #195

Code:
//LMC
	if(bLMC_Available)
	{
		int iEntity;
		iEntity = LMC_GetClientOverlayModel(client);
		if(iEntity > MaxClients && IsValidEntity(iEntity))
		{
			SetEntityRenderMode(client, RENDER_NONE);
			SetEntityRenderMode(clone, RENDER_NONE);
			SetVariantString("!activator");
			AcceptEntityInput(iEntity, "Detach");

			SetVariantString("!activator");
			AcceptEntityInput(iEntity, "SetAttached", clone);
		}
THIS -->	else
		{
			// Make Survivor Invisible
			SetEntityRenderMode(client, RENDER_NONE);
		}
	}
	else
	{
		// Make Survivor Invisible
		SetEntityRenderMode(client, RENDER_NONE);
	}
	//LMC
Just wanted to give u a heads up silvers...line 809 is missing the else section for lmc support.
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Silvers
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Old 07-23-2018 , 20:00   Re: [L4D2] Incapped Crawling with Animation (1.40) [05-May-2018]
Reply With Quote #196

Quote:
Originally Posted by MasterMind420 View Post
Just wanted to give u a heads up silvers...line 809 is missing the else section for lmc support.
Oh wow thanks, I guess this explains the double model I've been seeing haha.
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MasterMind420
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Old 07-23-2018 , 20:34   Re: [L4D2] Incapped Crawling with Animation (1.40) [05-May-2018]
Reply With Quote #197

Quote:
Originally Posted by Silvers View Post
Oh wow thanks, I guess this explains the double model I've been seeing haha.
Yah np...i noticed that too an decided to investigate.
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MasterMind420
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Old 08-15-2018 , 16:49   Re: [L4D2] Incapped Crawling with Animation (1.42) [08-Aug-2018]
Reply With Quote #198

While spectating other players i'm noticing its showing the original model as well as the clone as if RENDER_NONE isn't on the client...I may try to fix it if you don't get around to it first, I spectate quite often on my server.
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Lux
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Join Date: Jan 2015
Location: Cat
Old 08-15-2018 , 17:30   Re: [L4D2] Incapped Crawling with Animation (1.42) [08-Aug-2018]
Reply With Quote #199

Only seemed to show the model when in thirdpersonshoulder anything else did not show.
I fixed the problem for me with incapcrawling with thirdpersonshoulder
https://forums.alliedmods.net/showpo...&postcount=169

I have no clue when thirdpersonshoulder effects LMC in anything regarding Rendermode however the fix i did worked somehow

I have noidea
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Shadowysn
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Join Date: Sep 2015
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Old 11-19-2019 , 07:46   Re: [L4D2] Incapped Crawling with Animation (1.42) [08-Aug-2018]
Reply With Quote #200

Do you think you can replace prop_dynamic with commentary_dummy?

commentary_dummy is the entity used in the developer commentary for showcasing some models, like the survivors. I think it should function almost similarly to a non-colliding prop_dynamic.

They don't have the crazy-face problem with the survivors, and I think you can set a keyvalue and AcceptEntityInput on it by string so you don't have to use sequence numbers.
(also prop_dynamic can already be forced an animation by string, using the DefaultAnim keyvalue and SetAnimation.)

They can only play a looped animation, but since the crawling loops until the prop is deleted it should be no problem.

Also, strange - commentary_dummy is listed as CBaseCombatCharacter according to the datamaps.

EDIT: Attached below is a (hastily-made) version that uses commentary_dummy instead of prop_dynamic. All I had to change besides the entity name was how the animation would be set.
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_incapped_crawling.sp - 305 views - 30.3 KB)
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Last edited by Shadowysn; 11-23-2019 at 02:50.
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