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jivo last won the day on December 14 2024
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- Birthday 11/01/1999
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This is possible now! @snatcher
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That shouldn't be an issue, just a matter of adapting the script code a little bit to adapt to the new possible situations. For example, when holding the bow, the animations for the items can go to the right hand, since the bow only uses the left hand when held, and then I can lower the items when the player is firing an arrow.
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Hands and weapons at the same time are possible! Link to video It's not finished yet and it obviously implies that I had to change the source code a lot more than just adding some simple cvars, but I'm very happy that it's doable. And the best part is that it still uses the exact same unarmed script file that I was using in the previous versions of the mod, so it should still be compatible with everything I also changed the rotating GUI compass for a static one, since we can now use a real compass. Personally, I think that's awesome.
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Can't find the entity for some reason . The code below compares the current icon to see if it's equal to the one that is used when the lantern is on, and it works. However, it's dependent on the spawnarg key being "inv_icon_on", which is what is used in the default tdm_playertools_lantern.def file, so not an ideal solution. Is this something that FMs usually modify? if ($player1.getCurInvIcon() == $player1.getCurInvItemEntity().getKey("inv_icon_on")) { sys.println("ON"); } else { sys.println("OFF"); } EDIT: Nevermind, I figured out how to access the "lanternLight" entity. Works great.
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Can someone help me out with an issue I'm having? I added a cvar to tell when the lantern is toggled on or off but I'm trying to get rid of it because I think there's a way to tell purely through scripting. The tdm_playertools.script has an object called tdm_playertools_lantern which has a member entity called lanternLight. In that script, lanternLight is set to null if the lantern is off and not null otherwise. I want to access lanternLight from my unarmed script but I can't seem to figure out how. I've included the playetools script and tried to access the member entity by using "playertools_lantern.lanternLight" but it's always null, so I guess this is the wrong way to do it.
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Yes, they're attachments. In fact, there's a problem currently where the items can clip through walls due to being implemented this way, and I've been told the only way to avoid this is by using md5meshes. But like you say, it's not very practical to do it that way.
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First two items completed. The compass needle spins! Link to video: Lantern & Compass Finished
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That's how I imagine it. And I have the same opinion as @snatcher that it's a good visual indicator of being crouched. But that's down to personal preference of course, not everyone agrees on that.
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Ah, I see. Thank you for clarifying. This would be awesome to have but I don't know how to do it, since each weapon uses it's own md5mesh and I don't want to mess with those. Perhaps two meshes can be shown at the same time? I agree it's not really practical, I just thought it looked cool. I do intend to add a settings option to enable/disable the animations you don't want, as soon as I figure out how to do that
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Thanks for the feedback! Currently trying to make the needle spin
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It's not discouraging at all, I appreciate you taking the time to provide feedback . I'm trying to understand some of your points better. There's a priority order to what is shown on screen. From highest to lowest: 1) Weapon animations. If a "true" weapon is selected (like the blackjack, sword or bow), none of the animations that the mod adds are played. This applies if the player is standing or crouched. For example, if the player is holding the lantern while unarmed and then chooses the sword, the lantern will be put away and the sword gets unsheathed. With the sword out, leaning or having an item selected does not show the respective animations, just the original sword animations. 2) Item animations. If no "true" weapon is selected, meaning the current weapon is "unarmed", and the lantern or the compass are selected, it will show an animation holding the item. This applies if the player is standing or crouched, because it doesn't make much sense to me that the player would only hold the item while crouched. 3) Other animations (both hands in front, leaning, listening-at-door). These animations are played when the player is crouched and has no "true" weapon or item selected. The only exception is the listening-at-door animation which also plays when the player is standing, since I think it looks cool, but it still gets overridden by a weapon or item. This is the system that makes the most sense to me. That's the current behavior, as I indicated above, unless something isn't working properly. I saw that this is an issue in that post, but I can't make the items part of the mesh because It wouldn't be possible to switch between them, as far as I'm aware. I don't know if this issue is unavoidable and it's not a high priority fix at the moment. Can you clarify what you mean by disadvantage? The lantern is only shown if it is the currently selected item and a "true" weapon isn't selected (and same for the compass). Otherwise it still hangs in the hip regardless of being on or off and you can use the toggle lantern key like before.
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The original executable also causes that warning for me on a fresh game install. Either way, I'll make a public github repo. That way, people can check what was changed and compile the exe themselves if they want.
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Here's a version with animations for the lantern and the compass. Can anyone test it a bit, try to break the animations, give feedback, etc., before I update the moddb page? Regarding the lantern, I added glare particles to the glass part when it's on. Regarding the compass, I haven't had time to figure out how to make it actually rotate and the fingers on the hand look a bit terrifying atm. I'll try to improve this if possible. Lantern & Compass
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It's the original location. I don't think it's a good idea to change it and it looks convincing enough in my opinion. I'll upload this version soon for people to see what it looks like in-game, just ironing out some kinks in the script.
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Progress! https://streamable.com/xi80w5