Quote:
Originally Posted by 1337norway
This would not be possible as there's no functions in the source engine to do such a thing that will be clientside predicted. You would have to recompile the models with the new animations and override the clients existing models. This isn't possible without exploits and is really hacky. The only other thing you can do is recompile the orginal models (after decompiling with something like Crowbar) and include the new animation.s Then set the clients model to this new custom model. Playing the animation on a cs player entity would be complicated as it utilizes animation layer netprops which are transmited to clients. Your best bet would be to make the player invisible when they are supposed to run this animation and spawn a new prop dynamic, running the SetAnimation function. However this will not have animation blending effect and will have the client pop to a default position. It becomes very complicated and janky to do something like this from within the source engine from a server side dedicated plugin.
|
Is it possible to change the users playermodel on command? Such as going from a default playermodel to a model (that has an animset of the custom animation on autoplay = always doing custom animation), and switch back to the default model?
I have the prop_dynamic, but it looks half-baked. If the user has a bomb and wishes to do the custom animation w/ prop_dynamic, bomb disappears/goes invisible alongside the original model. If I do the playermodel change/skin changer, the bomb doesn't disappear but rather goes in the hand of the playermodel (if you get what I mean).