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HoloAnim on TF2 sentry #29
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Probably something in the holoAnim function causing it. |
One of these functions perhaps. https://github.com/wiremod/wire-extras/blob/master/lua/entities/gmod_wire_expression2/core/custom/holoanim.lua#L27 |
To properly work, the gesture functionality must be used instead. http://wiki.garrysmod.com/page/Entity/AddGestureSequence |
Been working on this very briefly, but it seems that even with using For reference, I modified lines 37-40 in the holoanim.lua as shown: local gesture = Holo.ent:AddLayeredSequence(Animation, 1)
Holo.ent:SetLayerCycle(gesture, math.Clamp(Frame,0,1))
Holo.ent:SetLayerPlaybackRate(gesture, math.Clamp(Rate,0,12)) @thegrb93 You seem to be very knowledgeable in GLua - any ideas? |
There's a glua addon for Tf2 turrets that I read the code from. I'd suggest looking at that to see how it's done. |
I can't seem to find anything like that addon you mentioned despite a fair amount of digging - most addons I can find are just based off a generic standing turret NPC base and just have a remodel or visual change or whatever. I had a quick look at Valve's own turret code, and whilst that is in CPP, the basic functionality is that it uses |
Enabling the fire animation not only flips the holo by 90 degrees, but also resets the facing set by holoSetPose, which makes it basicly pointless to use.
(This affects all 3 levels of the sentry, but not all animations)
Is this something that can be fixed here, or is it how the model gets read by GMod? In TF2 it obviously works.
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