• The Player Appearance Customiser 2 - Wear Props, Effects , Sprites and much more
    1,968 replies, posted
  • Avatar of noobcake
  • another idea for an event, player model it is defined in the player group itself however, to avoid tedium of various sorts with existing configurations also, you'll want to create a bone under the part, attach it to the head, and edit the scale of the bone (set it to 0) [del]and thanks caps, your fix worked[/del] it works until you create a configuration as long as you don't have an outfit loaded, external edits to color and material work fine here's an idea: only set the color and material once, when the config is loaded leave them alone after that
  • Avatar of NovaProspekt
  • Huh...still getting it headless. Should the model I'm not shrinking be linked to a different bone? Or, would it be possible for you to tell me how you did it?
  • Avatar of CapsAdmin
  • events: removed primary_ammo_empty removed secondary_ammo_empty added primary_ammo_equals added secondary_ammo_equals added primary_ammo_above added secondary_ammo_above added in_vehicle added model_equals added model_find - i can't add health because health it isn't networked
  • Avatar of noobcake
  • what about my suggestion for the color/material override [editline]5th June 2012[/editline] how do model_find and model_equals work
  • Avatar of CapsAdmin
  • [QUOTE=noobcake;36205994]what about my suggestion for the color/material override [editline]5th June 2012[/editline] how do model_find and model_equals work[/QUOTE] model_find can partially match the model you want to match (like weapon class), equal needs to be completely accurate This is confusing though and I will probably remove equal or find a better way. I was in a hurry and implemented this on my way out. [editline]5th June 2012[/editline] added brightness color is now 0-255 fixed color panel not updating properties fixed color alpha and material for both gmod 12 and 13, but scale does still not work in gmod 13
  • Avatar of noobcake
  • [URL="http://steamcommunity.com/id/MrBix/screenshot/541803165984795568"]this[/URL] happens when you apply [del]an old[/del] any configuration in the new update
  • Avatar of CapsAdmin
  • [QUOTE=noobcake;36213470][URL="http://steamcommunity.com/id/MrBix/screenshot/541803165984795568"]this[/URL] happens when you apply [del]an old[/del] any configuration in the new update[/QUOTE] I can't replicate this. According to code it should only happen to the player part. I've committed an attempted fix.
  • Avatar of noobcake
  • as a test i saved a completely blank player part then loaded it, and i got that bug going to test the fix now [editline]5th June 2012[/editline] now, parts don't draw at all bones do but not models but the material bug is fixed and the color/material override bug is still present i'm having issues combining events i'm trying to make it so if my velocity while on the ground exceeds 500 then show the part the arguments for the velocity event are 500, and inverted, while the ground event appears to completely override the velocity event
  • Avatar of CapsAdmin
  • fixed player part being overridden by other player parts you should now be able to see existing outfits when you join set owner updates on server [editline]8th June 2012[/editline] [QUOTE=noobcake;36217351] i'm having issues combining events i'm trying to make it so if my velocity while on the ground exceeds 500 then show the part the arguments for the velocity event are 500, and inverted, while the ground event appears to completely override the velocity event[/QUOTE] made it so events themselves can be triggered by events so you can chain them - Have on_ground on a part and create a velocity event parented to on_ground. Make both of them inverted.
  • Avatar of noobcake
  • hide weapon class is broken now [editline]7th June 2012[/editline] idea for an event: has_weapon
  • Avatar of noobcake
  • great i also found a fix for my color override bug instead of using a player part, i used a group part, and loaded my old configs onto it worked like a charm so you can stop losing sleep over that if you were to begin with, if not then carry on as you were [editline]8th June 2012[/editline] that is, so long as i'm not wielding a weapon with attached parts [editline]8th June 2012[/editline] when any kind of model is being drawn, it starts overriding colors and materials again [editline]8th June 2012[/editline] events applied to a group part affect all models beneath it, but not bones
  • Avatar of noobcake
  • it would appear you've broken events [URL="http://steamcommunity.com/id/MrBix/screenshot/541803706099860427"]entirely[/URL]
  • Avatar of CapsAdmin
  • I can't reproduce your issues. It's like you have some files that are outdated and some files that aren't. I didn't touch events in the last commit, and parts seem to be drawing fine with no material or color override issues.
  • Avatar of noobcake
  • material/color override being on the player, as set by a custom lua script created by me, is what is being overridden i'll try re-updating later, i don't know what happened
  • Avatar of CapsAdmin
  • this will most likely break stuff that used weapon class and events before this update! added command part (works on the localplayer only) / experimental added sound part moved weapon class to events changed how events work argument editor for events (very wip) operators added for events renamed and removed some events to suit the way it works now events added: has weapon timer sequence name animation event
  • Avatar of CapsAdmin
  • [QUOTE=noobcake;36274062]what does the command part do[/QUOTE] Runs a command on the owner when the part is shown. It will only work for yourself. You can't execute commands on others with your outfit. It was mostly intended for use with weapon class to control your weapon if needed. It's experimental, along with the sound part (which plays sound when the part is shown). I might remove them in the future.
  • Avatar of CapsAdmin
  • nearly doubled FPS if no parts are in the editor, it will create a group called "my outfit" if no parts are selected when opening the editor, it will select the first part found view is reset when the editor is opened added shortcuts: ctrl s to save current outfit (saves root part of whatever part with its name) ctrl d to wear current outfit (wears root part of whatever part) improved part highlighting fixed part name not updating in tree on load the editor will auto select last part created removed player part added entity part to replace player (works on non players too) added icons for sound and command
  • Avatar of Rainbowmaker
  • all the features i've wanted for pac2 are in pac3,so i downloaded it,i knew how to use pac2,i mastered it but.... I have no clue how to use pac3 :suicide:
  • Avatar of death_blade_420
  • i love how things are coming along with PAC 3, unfortunately i find it a bit complicated, even though i am a somewhat pro PAC2 user.
  • Avatar of CapsAdmin
  • added aimpart (part behaves like eye angles on another part) fixed effects [editline]11th June 2012[/editline] [QUOTE=death_blade_420;36290740]i love how things are coming along with PAC 3, unfortunately i find it a bit complicated, even though i am a somewhat pro PAC2 user.[/QUOTE] It should be very easy once you know how it works. And from what I've seen it doesn't take that long to find out. When was the last time you tried it? Can you be more specific about how it's hard to use?
  • Avatar of death_blade_420
  • well maybe i am just over thinking it, is there a defined hierarchy? i just find my self overwhelmed by the amount of options there are available and i am not sure of exactly what does what. also im not sure about how the events work either.