Garry's Mod
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Extended Player Animations [xdR/DynaBase]
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Content Type: Addon
Addon Type: Effects
Addon Tags: Fun, Realism
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Публикуван на
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5.961 MB
22 ян. 2023 в 18:25
6 авг. 2024 в 7:34
4 бележки за промени ( преглед )

Абониране, за да се свали
Extended Player Animations [xdR/DynaBase]

Описание

An addon which adds a bunch more life to players, fixes some small issues, and expands on mod support. This addon is effectively an extension of my previous "Contextual Player Animations" addon, and then some.

YOU MUST HAVE EITHER DYNABASE OR xdR FOR THIS TO LOAD.
If you are using xdR, this occupies slot 42.
If you are using DynaBase, you have nothing to worry about.

Extended Player Animations
For those who don't like reading, here's a short list of what this addon does / offers:
  • Adds tons of new passive, automatic animations to gmod playermodels, supported by the Draconic Base's functionalities.
  • Fixes for a few base-game animations, such as the "1h shove" animation using the 2h animation instead of 1h, 2h shove having its IK disabled, and more.
  • A bunch of extra "pose_" sequences. These are a mix of animations brought in from Half-Life 2 as well as custom animations.
  • A whole load of new & custom animations (See "Animation Database" discussion post) for use by developers, including new melee attacks, gestures, etc.

For those who do like reading, this addon is the result of a lot of (mostly) custom animating & coding. It aims to enhance the existing Garry's Mod players by adding even more in-depth contextual animations / animation calls into the game through use of the Draconic Base's existing functionality. These extensions include stuff such as the player having little shuffle turning animations when looking far enough to the left/right, a new animation state for when a player is held by a barnacle, animations that play when a player switches to another weapon, and new "reaction" animations; such as being puked on by a barnacle, taking blast damage, etc.

This mod also adds a ton of new animations & activities for use by developers with common mod ideas in mind. These range from kicks & rolls to completely custom gestures of attacks, reloads, and etc. Please refer to the "Developer Info" discussion post for a complete list of these animations & their ACT enums.

Credits
  • Vuthakral
  • Valve; Half-Life 2, Team Fortress 2
  • Respawn Entertainment; Titanfall 1
(Exact authors of specific animations can be found in the discussions, within the animation database)


If you need immediate help with this addon, or just want to know what I'm working on or etc, then consider joining my Discord[discord.gg] server.
388 коментара
engin преди 13 часа 
can you add [FREE]MAN
Vuthakral  [автор] преди 14 часа 
I'm still sad that valve dropped animated png support on the workshop, the gman image used to turn his head to stare at the viewer when you inspected the image
engin преди 20 часа 
MAN
[G]MAN
[FREE]MAN
[HUNT DOWN THE FREE]MAN
Enviyon 18 авг. в 12:16 
okay i got it thanks
Vuthakral  [автор] 18 авг. в 10:31 
Like I literally just said those sounds aren't triggered in the footstep context, which is how the entire system works. They're just sounds emitted by the game when the player is moving on a ladder.
Enviyon 18 авг. в 9:51 
will you add support for ladder trigger sound for draconic base in the event surfaces, it's just strange that in the draconic base there are no sound events for the ladder
sorry for my english:missing:
Vuthakral  [автор] 18 авг. в 9:02 
Because when I last checked, ladders aren't triggered in footstep contexts.

I thought that's what you meant but wasn't sure since you commented it on this addon rather any anything more contextually relevant.
Enviyon 18 авг. в 3:15 
@Vuthakral
Enviyon 18 авг. в 3:14 
I do custom footstep on your base and ladder sounds doesn't plays when i test it out
Vuthakral  [автор] 18 авг. в 2:54 
@Schenker this sounds like the third person mod you're using is setting the players eye angles in such a way that they're likely being reset and then alerted every tick, causing the turning code to detect the angle difference and attempt to play the animation.

@Enviyon what?