Garry's Mod

Garry's Mod

1,690 évaluations
Extended Player Animations [xdR/DynaBase]
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Type de contenu: Addon
Type d'addon: Effets
Mots-clés d'addon: Divertissement, Réalisme
Taille du fichier
Publié le
Mis à jour le
5.961 MB
22 janv. 2023 à 18h25
6 aout à 7h34
4 notes de changement ( voir )

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Extended Player Animations [xdR/DynaBase]

Dans 1 collection faite par Vuthakral
Draconian Realms Sandbox Content
8 objets
Description

An addon which adds a bunch more life to players, fixes some small issues, and expands on mod support. This addon is effectively an extension of my previous "Contextual Player Animations" addon, and then some.

YOU MUST HAVE EITHER DYNABASE OR xdR FOR THIS TO LOAD.
If you are using xdR, this occupies slot 42.
If you are using DynaBase, you have nothing to worry about.

Extended Player Animations
For those who don't like reading, here's a short list of what this addon does / offers:
  • Adds tons of new passive, automatic animations to gmod playermodels, supported by the Draconic Base's functionalities.
  • Fixes for a few base-game animations, such as the "1h shove" animation using the 2h animation instead of 1h, 2h shove having its IK disabled, and more.
  • A bunch of extra "pose_" sequences. These are a mix of animations brought in from Half-Life 2 as well as custom animations.
  • A whole load of new & custom animations (See "Animation Database" discussion post) for use by developers, including new melee attacks, gestures, etc.

For those who do like reading, this addon is the result of a lot of (mostly) custom animating & coding. It aims to enhance the existing Garry's Mod players by adding even more in-depth contextual animations / animation calls into the game through use of the Draconic Base's existing functionality. These extensions include stuff such as the player having little shuffle turning animations when looking far enough to the left/right, a new animation state for when a player is held by a barnacle, animations that play when a player switches to another weapon, and new "reaction" animations; such as being puked on by a barnacle, taking blast damage, etc.

This mod also adds a ton of new animations & activities for use by developers with common mod ideas in mind. These range from kicks & rolls to completely custom gestures of attacks, reloads, and etc. Please refer to the "Developer Info" discussion post for a complete list of these animations & their ACT enums.

Credits
  • Vuthakral
  • Valve; Half-Life 2, Team Fortress 2
  • Respawn Entertainment; Titanfall 1
(Exact authors of specific animations can be found in the discussions, within the animation database)


If you need immediate help with this addon, or just want to know what I'm working on or etc, then consider joining my Discord[discord.gg] server.
337 commentaires
Non OSHA Compliant Toaster 8 nov. à 13h38 
How do you get some of the picture animations like the sitting animations on picture 5-7?
Vuthakral  [créateur] 29 oct. à 6h48 
I'm not sure how they would, but can you link those two addons so I can test this and possibly just fix the issue itself?
Jonathan 28 oct. à 20h35 
Would be nice if there's an option to disable some animations. The Standing/Crouching Turn animations are kinda causing some issues with some custom thirdperson cameras. Particularly View Extension and XDE Thirdperson.
Vuthakral  [créateur] 5 oct. à 5h52 
It's linked in the description and the addon requirements
readyplayer 4 oct. à 15h36 
can someone link dyna base cant find exact one
SilkMoth 28 sept. à 5h55 
nvm found it. To event you need to add bone, select pelvis and then move to the chair
SilkMoth 28 sept. à 5h47 
anyway to fix this? i dont know how to make them stop floating above chairs and vechicles https://imgur.com/a/ZbfoYvz
Enviyon 18 sept. à 9h28 
Okay i got it
Thanks bro!
Vuthakral  [créateur] 18 sept. à 8h03 
After looking into this I don't see any reason it shouldn't be working, but I can confirm it doesn't. I did some digging into ArcCW's code and see it's using some custom user command modifications, so I'll talk to Arctic and see if maybe he has any idea what's making it slip past weapon swap detection.