Garry's Mod

Garry's Mod

VR Core
19 kommentarer
fox gunner 1. juni 2023 kl. 16:46 
can you use this mod for posing for rage doll model?:d4_science:
Secret Ingredient (Chives) 28. apr. 2023 kl. 19:08 
I'm running into an issue when sitting in a chair where the hand positions given are offset in the wrong direction by 90 degrees. Is there a GitHub I can submit code changes to?
kinny 20. jan. 2023 kl. 14:59 
is this client side?
MAXIDE 27. dec. 2022 kl. 15:28 
steam vr?
Vurv 12. okt. 2022 kl. 13:33 
No, the issue is returning lua tables in functions that return a "vector" or "angle" e2 type. For example the vrLeftHandPos returns a "vector" e2 type, but might be returning a lua table of three numbers instead of the Vector userdata type.

If it is returning the userdata then there's nothing to change and you're fine
Iron Roadkill  [ophavsmand] 15. sep. 2022 kl. 19:08 
Thanks for letting me know. I no longer am actively maintaining this though but, I am returning arrays instead of tables so hopefully it wont break?
Vurv 6. sep. 2022 kl. 0:24 
This is a notice that some functionality this extension will likely be broken by wiremod/wire#2399 if you don't convert your ``e2function``s to return proper ``Vector`` and ``Angle`` userdata rather than tables of three numbers.

This is a copy pasted message, I cba to download the addon and check myself if it does contain use of these.
damnp 8. mar. 2022 kl. 10:47 
how the do the script
s1ugcat 31. dec. 2021 kl. 22:56 
hey if you could add a function that returns the players' HMD position and angle that would be rad
Nakkitsunami 12. maj 2021 kl. 1:39 
@rappy, those should be forward and back etc listed above, they work for car controls, also @Iron Roadkill, could you add the hands as entities so stuff like vrRightHandEntity:toWorld(vec(0,0,0)) could be used for example
Rappy 8. maj 2021 kl. 20:51 
does this core have up down left and right for the thumb pad?
Emily 14. apr. 2021 kl. 15:51 
Hey, i have been trying to learn how to use this for a while now and decided to ask for help in here. is it possible for you(author) to enter contact with me and help me with my issues in private?
Rhy_Breλd 1. nov. 2020 kl. 9:05 
nice
Captain Redbelly 25. sep. 2020 kl. 11:52 
Is there a way to make some kind of joystick with this?
Octo 7. aug. 2020 kl. 20:16 
Thanks! Can't wait to get started on my list of projects that will be using this
Iron Roadkill  [ophavsmand] 6. aug. 2020 kl. 9:29 
Sorry to hear about your issues @Octo, I have not tested on a WMR headset, however on index and vive (and I think occulus) the following occurs

Primary fire returns whether or not you are clicking the trigger on your primary hand

Primary fire 2 returns the anmmount of trigger squeeze on your primary hand (from 0-1)

With regards to grabbing I use the finger angles to dertimine grab so you dont have to squeeze the controller too hard and accidentally grab a physics object.

In the next update I will have the regular grab also cause vrRight/LeftGrab() to return 1

[FG] Shark_vil 4. aug. 2020 kl. 10:25 
Imposible...
Octo 3. aug. 2020 kl. 13:52 
Nevermind, after a little tweaking I found the issue. with WMR devices, the triggers register as Primary Fire and Primary Fire 2 (sometimes simultaneously) and the left hand trigger does nothing. At least by default settings this core doesn't recognize Right grab or Left grab with WMR controllers
Octo 3. aug. 2020 kl. 13:40 
When I tried using this with a WMR headset it didn't seem to respond to any of the functions in my own E2 or by trying the one you posted here. It doesn't give me any errors or anything to show you about what's going wrong, it just doesn't do anything. I made sure the extension was enabled and even had holograms attached to me hand positions just to make sure they were in the right place.
Also a side note, the vrTurret() function uses the vrTurbo()'s description in the E2 Helper menu