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Wiremod character anim enums dont match the animations in pac3 #3152

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raven1934 opened this issue Oct 21, 2024 · 2 comments
Open

Wiremod character anim enums dont match the animations in pac3 #3152

raven1934 opened this issue Oct 21, 2024 · 2 comments
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@raven1934
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Hey, I got a small e2 that utilizes some holoAnimations to make simple movement to characters such as kleiner, I had the animations work but few gmod updates back this became broken as the same indexes and names don't seem to work for same animations as before but result in t-posing. I'd imagine the enum values are now out of place as the chip can still animate characters but when I look for certain animation from pac3 and try to use its string value as the lookup value for the animation it results in entirely different animation to play... I can paste example stuff if needed, but this should be semi-easy to replicate by anyone who has past used holos with model set to any character, I've also limited the use to the animations that are marked to work under all npcs specifically, and it did work in past and I've not changed the code since then.

Hope someone here has better idea what is broken, and thanks.

@Denneisk
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I can't seem to replicate this issue. Do you have an example for this?

@raven1934
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raven1934 commented Feb 2, 2025

Hey, sorry for the long duration on answer, I basically engaged with different stuff in projects and forgot this. But I had this chip with silly characters running after you. And basically before the animations worked just fine but after I think a certain recent gmod update it has stopped working for me atleast. Heres the extremely crude version I tested to see if it's working... this is supposed to be a running animation that loops, but its not working. And I checked other anims too and they all seem to be somehow not working right. If the animations seem right for you it may be a server issue, but timing-wise it seems to overlap with like gmod update and i recall someone saying there was some changes to how source handles animations or something... Sadly I can't pinpoint the event much better than this.

@name AnimChecker
@inputs 
@outputs 
@persist Index:number
@strict

if(first())
{
    Index=1
    
    holoCreate(1)
    holoModel(1,"models/kleiner.mdl")
    #holoAnim(1,"run_all_panicked")
    holoAnim(1,Index)
}

Index=max(Index+(owner():keyPressed("up")&&changed(owner():keyPressed("up")))-(owner():keyPressed("down")&&changed(owner():keyPressed("down"))),0)

if(changed(Index))
{
    print(Index)
    holoAnim(1,Index)
}

#487
#497
#500

runOnTick(1)

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