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报告翻译问题






Unfortunately, in first-person view, the shotgun sound effect plays twice almost every time a shot is fired and i can't see the laser effect of my own gun in third-person view.
Thanks for your information. Now I can confidently tackle more complex approaches.
I understand now. Unfortunately I know no method that can let you move the first-person camera around without moving the arms.
No worry, I had to think about the questions for a while as I was busy roped in for half the day to exercise.
You can set the rotation and position of the camera with SetOrigin and SetAngles , but this has to be done after SetParent and SetParentAttachment .
I might not understand the second question exactly, but you could use SetOrigin just by itself for the camera.
Do you know how to change the rotation and positon of a viewmodel camera in VScript?
Is there a way to copy only the position of a camera when attaching it, without copying its rotation? This is because 30 ticks per second is insufficient for the camera's movement.
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 )
> ^ <
i can't believe I forgot the most crucial feature of third-person shotgun fixes - the conflict with vslib
i will make sure to rectify that in the next update
Huh. Funny thing to break in the update.
I'll probably look into it and see if I can incorporate this into this mod.
I noticed as my weapons have custom sounds for incendiary, and the shotguns never played them.
First time I'm hearing about shotgun incendiary sounds having issues. What's the problem with it?
I didn't find that out until now, seems to have been buried.
Definitely does the same thing more-or-less, but with the exception that it set up a text command for other people to toggle the fix on/off on their end. My version keeps the fix enabled by default since it seemingly didn't affect the sound in first-person other than successfully playing it on third-person.
Never tested other people's perspectives on my version though, so until someone reports issues with it only time will tell whether I keep this listed or not.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3411840904