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1
Bloodlines Modding / Re: Modding Questions
« Last post by tarulu on Today at 04:35:22 am »

Quote
It goes to "item_type" "weapon_firearm".
That doesn't work, it hides the weapon but you can still attack with it.
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After some hours playing around i made some progress, but i ran into a big problem now and i am not sure what is causing it. i use Give command to give myself claws and weapons, if i give myself claws i can use it but if i give myself another weapon,equip and then i try to use claws that doesn't work. meaning if i change my weapon from claws to any weapon then i can't come back to it.however i can change to any other weapon from other weapons just fine.
I think this happened when i actually was trying to run console commands from a script that was provided in mod guide(i was trying to allow my Pc to use(using "use command") the claws from python file). at the same time i added a timer to map using text editor. i removed both but problem still exists, maybe because my map changes using map command or something similar. using it on other maps also didn't solve the problem, i have also noticed that suddenly i got a lot of errors in console.even from vamputil which i am not using(for example gives a error about getpos() function or unhideplus and etc).
note:since i can't solve the problem i am beginning to think if this problem was there from the first place, and i just didn't notice it? i am not sure because maybe i didn't try to  revert back to claws after giving myself a weapon.
So i can't test anything further because of this, but perhaps someone can do some tests, if this claw problem is only on my part, maybe carrying bodies can actually work(presuming we can use,"use" command from console)


For testing, if anyone has the time:I have added these to my sm_pawnshop_1(also attached the file):
Code: [Select]
{
"classname" "logic_timer"
"StartDisabled" "0"
 "UseRandomTime" "0"
 "RefireTime" "1.0"
"OnTimer" ",,,0,-1,Carry.Drops(),"
 "origin" "-1750.000 -2420 145"
}


{
"classname" "prop_ragdoll"
"model" "models/character/npc/unique/Downtown/Headless_Corpse/headless_corpse.mdl"
"targetname" "victim"
"StartHidden" "0"
"demo_sequence" "None"
"skin" "0"
"disableshadows" "1"
"npc_transparent" "1"
"spawnflags" "32"
"crossfade_skin_time" "2.0"
"physdamagescale" "1"
"angles" "0 0 0"
"origin" "-1780.000 -2520 145"
}
{
"classname" "phys_constraint"
"targetname" "victim_constraint"
"attach1" "victim"
"forcelimit" "0"
"torquelimit" "0"
"spawnflags" "0"
"StartHidden" "0"
"origin" "-1770.000 -2520 145"
}


To autoexec.cfg:
Code: [Select]
alias foo "import Carry"
alias doo "Carry.Carrys()"
And to config.cfg
Code: [Select]
bind "g" "doo"In game console first use "foo" then g button should work.
If you pickup the body and you are not using "item_w_claws_protean5" then body should be released.
note:This might only work with a nossi, that was my test pc with no fists.
My game broke when I was testing this, and trying to force player to use "item_w_claws_protean5" when the body is picked up.
I apologize for horrible coding, bad var names and values that don't do anything yet.This was only my second script in bloodlines, so bare with me.
2
Off Topic / Re: Whatever happened to Chris Avellone?
« Last post by Talyn82 on April 18, 2021, 11:20:24 pm »
We have gone off topic, we already know of the scandal (true or false it is), I was wondering of the next part of this story. Whatever happened to him. But we know even less about it. We'll have to wait for further news....


He's been canceled, shunned, ostracized from the community.  No publisher/developer would ever hire him again unless they want to be canceled too.  His career is effectively over and no amount of apologizing will appease the mob.  The mob are sharks and Avellone is the bloody corpse thrown into the ocean for them to feed upon.
3
Bloodlines Tech Support / Re: Unofficial Patch 10.8 released!
« Last post by thewarsend on April 18, 2021, 11:13:12 pm »
Go ahead and try, but I don't see how we could do it when the animations are wrong.
We can correct the animation, it only needs to move forward a bit. DDLullu said there is a way to do it, but I am still trying to figure out how.

Certainly, and there are tons of other unused things. But we can't reasonable restore everything!
I mean, of course we can't restore everything there is to restore, but some of the unused content could be used to spice things up a little, otherwise it would be a waste.
There are many animations, ranging from watching TV to swimming. I was wondering why there isn't a natural sitting animation, but turns out there is, it is just unused. There are animations for NPC's playing poker, using pinball, coin machines, etc. Interesting really.

What do you mean by that? Can you please give me the exact values for this? I'm fed up redoing what you already did ;).
Well, to be fair you deal with this stuff way better than I do, so I never thought you needed it.

Sadly I only did it to see if it would work and didn't keep the settings I used for it. All I remember is, if "interesting_place" touches the table, it just doesn't function, but since the seat itself isn't really solid, you can place inside it and edit min/max bounds to make it work. End result wasn't perfect because I was only trying to see how it would work, but it didn't block the player's movement much.
I will pinpoint the exact values and placement and get back to you. I can send you a vmf file and you can copy my setting from there. :)

Thanks, I will include them in the next Up version :)!
As always, it is my pleasure! :)

It only seems as if the red car with the trunk does not accept decals.
Original red car with the trunk (the one made by Troika) didn't accept decals either. I am not certain why that is and I am not sure how to fix it.
4
Bloodlines Modding / Re: Modding Questions
« Last post by Wesp5 on April 18, 2021, 11:01:36 pm »
Where does hidden hidden go?
It goes to "item_type" "weapon_firearm".

5
Bloodlines Modding / Re: Modding Questions
« Last post by tarulu on April 18, 2021, 10:34:47 pm »
No, but i think it should be a weapon item in order to make it work, but only assuming if i change it to some other item type, that will disable the first person force function. i am not familiar with items files so i am not sure if this was what you meant.
And you can check for if pc has item but then you have to remove and add it again each time you want to run "pick it up body function" and then the info bar message will show up.
If it's a weapon item you can use HasWeaponEquipped and that's what i am going for at the moment. so i used the original item_claws not the tubes to make it happen.
Where does hidden hidden go?
Code: [Select]
WeaponData
{
   // Weapon data is loaded by both the Game and Client DLLs.
   "viewmodel"   "models/weapons/w_null.mdl"
   "playermodel"   "models/weapons/w_null.mdl"
   "wieldmodel_f"   "models/weapons/claw/wield/w_f_claws.mdl"
   "wieldmodel_m"   "models/weapons/claw/wield/w_m_claws.mdl"
   "anim_prefix"   "claw"






   "impact_snd_group"   "fist"


   "bucket"      "0"
   "bucket_position"   "1"


   "camera_class"      "force_1st"
   "weight"      "10"
   "item_flags"   "0"
   "item_type"      "weapon_firearm"
   "item_worth"   "0"
   "sound_group"   "Claws"
   "equip_mask"   "ClawedForm"


   "is_visible_in_hud"   "1"


   "BitFlag_CantBeLast"   "1"


   "knockback_chance"   "0"

6
Bloodlines Modding / Re: Modding Questions
« Last post by Wesp5 on April 18, 2021, 10:20:50 pm »
As for the other problem, do you have any idea how can i disable the attack animation of the weapon so i can still use it as a first person weapon but i can't attack with it?
Have you tried setting it to "hidden hidden" or some other non-weapon item type?
7
Bloodlines Tech Support / Re: Unofficial Patch 10.8 released!
« Last post by Wesp5 on April 18, 2021, 09:53:20 pm »
I am not saying it important, but it would have been nice if we could restore it.
Go ahead and try, but I don't see how we could do it when the animations are wrong.

Quote
In fact, it looks like there are quite a few unused animations.
Certainly, and there are tons of other unused things. But we can't reasonable restore everything!

Quote
To get around this issue you need to edit minimum and maximum bounds of the interesting place so it will not matter where you place it. After you edit that, model will be sitting further inside the booth (near the window side), but that shouldn't be an issue.
What do you mean by that? Can you please give me the exact values for this? I'm fed up redoing what you already did ;).
 
Quote
It took me all day but they are finally finished! :)
Thanks, I will include them in the next Up version :)! It only seems as if the red car with the trunk does not accept decals.
8
Bloodlines Modding / Re: Modding Questions
« Last post by Barabbah on April 18, 2021, 08:59:42 pm »
Quote
If fact it's from the library quest
Was is it important?i can't remember.


Without it you can't proceed (IIRC)
9
Bloodlines Modding / Re: Modding Questions
« Last post by tarulu on April 18, 2021, 07:37:57 pm »
Quote
There is a command to force that in the item file:     "camera_class"        "force_1st"
Thanks that worked.As for the other problem, do you have any idea how can i disable the attack animation of the weapon so i can still use it as a first person weapon but i can't attack with it?
Quote
If fact it's from the library quest
Was is it important?i can't remember.

10
Bloodlines Tech Support / Re: Unofficial Patch 10.8 released!
« Last post by thewarsend on April 18, 2021, 07:22:56 pm »
Barstools are not important, the animation is used elsewhere already, like with the male blood doll or Ricky in Chinatown.
Those two must be using only one part of the animation, there are three parts. (into, idle and exit.) There is also an alternate sitting animation.
I am not saying it important, but it would have been nice if we could restore it.

In fact, it looks like there are quite a few unused animations. Some available animations are not even mentioned in the interestingplacetypelist.txt. As far as I know many of them were never used.

P.S.: I have placed some people at the diner now, but there is a big issue: the invisible interesting places block the way!
I completely forgot about that. I still can't understand why devs had to make interesting_place's into solid objects.
To get around this issue you need to edit minimum and maximum bounds of the interesting place so it will not matter where you place it. After you edit that, model will be sitting further inside the booth (near the window side), but that shouldn't be an issue.

Your improved cars, how are they coming along with the fixed tool? ;)
It took me all day but they are finally finished! :)

 Please find it below:
https://filebin.net/7jihv2bf7obelunr
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