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[wOS] Animation Extension - Base (Full Version)

[h1]IF YOU ARE USING THE DYNABASE, ONLY SUBSCRIBE TO THE LUA ONLY VERSION OF THIS ADDON![/h1] [h1]THIS IS REQUIRED FOR ANY wOS EXTENSIONS TO WORK![/h1] [b]DO NOT REUPLOAD THIS BASE SOME EXTENSIONS MAY STOP WORKING IN THE FUTURE[/b] [b]DO NOT REUPLOAD THIS BASE SOME EXTENSIONS MAY STOP WORKING IN THE FUTURE[/b] [b]DO NOT REUPLOAD THIS BASE SOME EXTENSIONS MAY STOP WORKING IN THE FUTURE[/b] [b]DO NOT REUPLOAD THIS BASE SOME EXTENSIONS MAY STOP WORKING IN THE FUTURE[/b] The concept is simple but a little ambitious. As it stands, integrating animations into all player models globally requires someone to $IncludeModel them into the default m/f/z_anm.mdl files. Due to many different people wanted to integrate different animations, this leads to a lot of overwriting and compatability issues. The hopes of this animation extension system is to have all these integrations work together and let the client/server decide which ones they want to do at any given time. As long as the animation base is mounted, clients can enable/disable animation extension files in their GMod to change what animations are integrated. It will also eliminate the issue of clients having to restart their GMod after subscribing to one of the integrated animations. At the moment the system works by $IncludeModel 'ing extension slots. I have added some official integrations that I use for my addons. They do not take up any slots and are externally applied. You can find them in [url=http://steamcommunity.com/workshop/filedetails/?id=848978803]this collection[/url]. If you'd like me to include your model into the collection please make a thread here and I'll have a look. [u]For Clients[/u] Once you subscribe to this addon, make sure you unsubscribe from any other integrated animation addon. From there, go into Garry's Mod and let it download. Once it completes, enable it and restart the game. You can now enjoy using the animation system. There is a new context menu widget next to the player model button that will allow you to view the animations of your current model. You can use this to see what other animations you have, and get the names of the sequences. This animation viewer will also allow you to see more than the hardcoded limit of animations that can be listed in the "Edit Icon" entry of the spawn icons. [u]For Developers[/u] If you'd like to integrate your animations with the animation base it's very simple. Compile the animations as seperate models, and compile a new model that $IncludeModel's those files. The new model must be named after one of the extension slots. You can choose the number yourself. The QC entries are as follows: $modelname player/wiltos/anim_extension_modX.mdl // Where X is a number from 1 to 20 $IncludeModel "YOUR ANIMATION MODEL PATH HERE" Example QC: $modelname player/wiltos/anim_extension_mod5.mdl // The extension name $IncludeModel "player/dod_player_shared.mdl" // Includes all shared DOD:S Player animations The register to check if the base installed in any of your addon is a simple table check as such: [code] wOS.AnimExtension.Mounted[ "Base" ] [/code] You may also do GENDER SPECIFIC inclusions using the following: $modelname player/wiltos/anim_extension_GENDERLETTER_modX.mdl // Where X is a number from 1 to 20, GENDERLETTER is either f, m, or z $IncludeModel "YOUR ANIMATION MODEL PATH HERE" [u]Closing Remarks[/u] If you encounter any bugs or want any particular integrated animations officially supported, making a thread on this workshop page is the way to go. I hope we can get this whole thing off the ground at least until there's some method of $IncludeModel 'ing animations through lua [h1]Keep up to date with wiltOS Technologies by joining [url=http://steamcommunity.com/groups/wiltoscommunity]our Community Steam group![/url][/h1]