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Ilmoita käännösongelmasta









Thank you! Your information is really helpful
local viewModel = NetProps.GetPropEntity(client, "m_hViewModel");
local armsDyn = SpawnEntityFromTable("prop_dynamic", {
model = "models/weapons/arms/v_arms_bill.mdl",
solid = 0,
origin = client.GetOrigin(),
});
DoEntFire( "!self", "SetParent", "!activator", 0, viewModel, armsDyn );
NetProps.SetPropInt(armsDyn, "m_MoveType", 0);
NetProps.SetPropInt(armsDyn, "m_fEffects", (1 << 0)|(1 << 7)|(1 << 9)); // EF_BONEMERGE|EF_BONEMERGE_FASTCULL|EF_PARENT_ANIMATES
Could you provide me with a script I can use as a reference?
I did use EF_BONEMERGE most prominently in the Survivor Death Animations script.
And yes, I tested before and you can attach prop models to the predicted_viewmodel entity so you can create fake arms and viewmodels, though the viewmodel FOV will not be respected and the fake viewmodel will clip through geometry. These problems are where I gave up on the fake viewmodel idea, but you could be able to do something with it.
to recreate the viewmodel using prop_dynamic, what should I do to sync movements of weapon model and viewmodel? Have you ever used EF_BONEMERGE?
Unfortunately not that I know of. The game ties rendering viewmodel to the game client, and the client decides it will only render the viewmodel strictly in first-person view. There's nothing found for VScript to force it to render the viewmodel in third-person.
Sorry for the unrelated question. Is it impossible for point_viewcontrol or camera related entities to render a viewmodel? I thought you might know a way.
Looks inside:
VSLib.
/\_/\
( o.o )
> ^ <