1. Post #1521
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    animation:
    fixed sequence list for gmod 12
    removed Sequence (just type the number in SequenceName)
    should not animate when hidden

    added full bright to entity (ops)
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  2. Post #1522
    TheSmartass's Avatar
    January 2010
    1,131 Posts
    You really should write up some instructions somewhere.

    I like how simplistic things are for the most part, but being faced with options that you don't what to do with can be quite daunting.
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  3. Post #1523
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    implemented prop protection support (hopefully) for setting the owner of an outfit

    right click owner name for world selection

    Edited:

    You really should write up some instructions somewhere.

    I like how simplistic things are for the most part, but being faced with options that you don't what to do with can be quite daunting.
    I think I want to do this later. (??)
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  4. Post #1524
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    To be more clear about owner name. If you right click it will select the entity you select in world "literally", but this is an entity id which is different the next time you play, so it's only for selecting a specific entity.

    When you set the owner name it searches through all you own matching the name you set and selects the best one it could find. It also searches again when entities are created and removed so you can attach to bolts and rockets you're shooting.

    It looks for the following names in order:

    predefined name (currently only "self", "active weapon" and "active vehicle" work)
    class name (such as grenade, bolt, airboat, jeep, etc)
    entity name (can be nicknames for players)
    model name (melon, barrel, junk, etc)

    All of them tries to match the owner name in simple partial mode first, and if that doesn't work it tries to look for a string pattern instead.
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  5. Post #1525
    Gold Member
    Combine 177's Avatar
    February 2008
    10,911 Posts
    First of all I am using Gmod Beta.

    But is menu on left lower corner supposed to be that unbearable and why is it giving lua errors when I try to use this pretty fancy bone selection, which I just found out by accident.
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  6. Post #1526
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    Yeah when you right click the properties you get world selection of bones or color picker.

    I need to make it so you can find out on your own, because people try pac3 and are all dissapointed that they have to type everything manually in.

    I can't do anything about the font thing I think. Same with error spam. It's just gmod 13 being broken. It worked better an update back.
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  7. Post #1527
    Gold Member
    Combine 177's Avatar
    February 2008
    10,911 Posts
    Is there anyway to bonemerger prop's 'bip neck' to player's neck?
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  8. Post #1528
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    Is there anyway to bonemerger prop's 'bip neck' to player's neck?
    what
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  9. Post #1529
    Gold Member
    Combine 177's Avatar
    February 2008
    10,911 Posts
    For example that Last Breath gas mask has its own bones bip head, bip neck and bip snipe 4.
    I am just asking is there way to manually bonemerge bip head to player's head bone and bip heck to player's neck bone and so one.

    Instead of being able to bonemerge head bone to head bone only.
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  10. Post #1530
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    For example that Last Breath gas mask has its own bones bip head, bip neck and bip snipe 4.
    I am just asking is there way to manually bonemerge bip head to player's head bone and bip heck to player's neck bone and so one.

    Instead of being able to bonemerge head bone to head bone only.
    There's no way to do this. It's a feature I might implement.

    Bonemerge merges all bones that have identical names to player bones. It's a source engine function so I can't change its behavior. The only way to do so is to make my own bonemerge function in lua.
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  11. Post #1531

    July 2012
    1 Posts
    do you remember me?
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  12. Post #1532
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    improved/fixed light
    improved removing of parts and errors related to null parts
    fixed loading languages in singleplayer
    made it so parts draw at player origin instead of map origin if no bone is specified
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  13. Post #1533
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    improved converting of pac2 outfits
    added "overall size" to the model part

    -

    To convert PAC2 outfits to PAC3, you just simply wear them in pac2 and type "pac_convert_pac2_config" in console.

    It's not completely done yet, but it's going better than I expected so far.
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  14. Post #1534
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    added "fix origin"
    massively improved pac2 to pac3 conversion

    there's one issues that I can't solve which are that some clips have an inverted clipping angle

    you might need to fix some stuff but converting should work pretty good at the moment
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  15. Post #1535
    Skerion's Avatar
    November 2010
    2,826 Posts
    Sorry if this has been mentioned before, but which folder can you find the outfits you saved? I can't seem to find them in the PAC3 addon folder, for some reason.
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  16. Post #1536
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    garrysmod/data/pac3
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  17. Post #1537
    Gold Member
    Combine 177's Avatar
    February 2008
    10,911 Posts
    garrysmod/data/pac3
    In Gmod 13 it doesn't seem to save at all.
    Or then it is because I have PAC3 in addons which aren't supported anymore.
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  18. Post #1538
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    In Gmod 13 it doesn't seem to save at all.
    Or then it is because I have PAC3 in addons which aren't supported anymore.
    It's because gmod 13's file system has changed and won't automatically create the pac3 folder in data. You have to create it yourself.

    There is a way but I've been lazy and not looked into it.
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  19. Post #1539
    Gold Member
    Combine 177's Avatar
    February 2008
    10,911 Posts
    What does CTRL+S and CTRL+D do?
    I keep accidentaly using them all the time.
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  20. Post #1540
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    What does CTRL+S and CTRL+D do?
    I keep accidentaly using them all the time.
    saves and submits

    I've tried to make it so it doesn't work if you're flying around, but I should really change those keys to something else anyway.
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  21. Post #1541
    TheSmartass's Avatar
    January 2010
    1,131 Posts
    So the entity option seems to pick and choose whether or not it wants to work properly for me.

    When it works, bones move relative to each other, the player scales fine and I can wear it.

    When it doesn't, it's the opposite. None of those two features work and when I try to wear it, it just returns this error:

    Code:
    Player [1][TheSmartass]	 submitted outfit to 	Player [1][TheSmartass]
    [addons\pac3\lua\pac3\core\server\init.lua:141] attempt to index field 'self' (a nil value)	
    CheckSubmitPart	addons\pac3\lua\pac3\core\server\init.lua:141
    handle_data	addons\pac3\lua\pac3\core\server\init.lua:183
    func	addons\pac3\lua\pac3\core\server\init.lua:197
    unknown	lua\includes\modules\net.lua:26
    I have no idea what it is I did to get to work those few times though.

    Edited:

    Just to clarify, I am using GM13 and the entity is in a group belonging to 'self'.
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  22. Post #1542
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    sorry wearing on server is broke and i'm trying to fix it

    by looking at the code i dunno why it worked at all
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  23. Post #1543
    TheSmartass's Avatar
    January 2010
    1,131 Posts
    This happened to me on singleplayer.

    Oh and now the load function is broken.
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  24. Post #1544
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    after lots of coffee and carefully testing on my dedicated server with my laptop, wearing on multiplayer should work again

    Edited:

    fixed cloning error
    changed save shortcut to ctrl m
    changed wear shortcut to ctrl n
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  25. Post #1545

    July 2012
    36 Posts
    Nice job man, good work.
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  26. Post #1546
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    trail:
    - removed color (didn't work properly anyway)
    - added start and end color
    - added start and end alpha
    - added spacing
    - added end size
    - added stretch texture

    fixed animation event
    fixed initial camera position aiming at someone else
    fixed overall size on entity not working on wear
    fixed laggy weapons and/or double player
    fixed rare error where it would make all parts always draw at the player origin

    cleaned up material list by removing sprites that have black borders, renders glitchy and hud sprites
    also added some useful materials for models taken from tf2

    -

    the following animation events are valid

    attack primary
    swim
    flinch rightleg
    flinch leftarm
    flinch head
    cancel
    attack secondary
    flinch rightarm
    jump
    snap yaw
    attack grenade
    custom
    cancel reload
    reload loop
    custom gesture sequence
    custom sequence
    spawn
    doublejump
    flinch leftleg
    flinch chest
    die
    reload end
    reload
    custom gesture
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  27. Post #1547
    Skerion's Avatar
    November 2010
    2,826 Posts
    Sometimes, when I'm on a map that has lots of entities (gm_welovelearning, for example) and I want to select something like a ragdoll or such for an owner, the "selection mode" will end up closing and I'll get this error.

    Hook 'pac_draw_select' Failed: [@addons\pac3\lua\pac3\pace\select.lua:139] Tried to use a NULL entity!
    I don't know anything about LUA, but isn't there some way you can optimize the select.lua file so that selection will work properly in all maps?
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  28. Post #1548
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    That should never happen. I've gotten it myself a few times but it makes no sense, so I thought it maybe we were doing something wrong on our server.

    I'll put in a valid check which would "fix" this, but I'm curious as to why ents.GetAll() would ever return a null entity.
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  29. Post #1549
    Best Gamemode Ever
    Deadman123's Avatar
    July 2011
    1,593 Posts
    I wanna be CapsAdmin when I grow up.
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  30. Post #1550
    Blitzoreo's Avatar
    June 2012
    283 Posts
    Is there any way so I can make ALL "Bones" be 0 Size?
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  31. Post #1551
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    here's a changelog that i haven't mentioned

    improved the tree populating so it doesn't freeze on loads of parts
    optimization! (2x fps again!) I think pac3 should be faster than pac2 now even
    changed default model to hoverball instead of melon
    made bones actually work in clip planes. (I added a compatible fix which would make it work like it previously did if no bone is specified. it only works if the bone does not exist so if you tried to change it and it looks worng now just change it to blank)

    added savable tree collapsing to outfit
    added min max pitch (randomizes between them) to sound
    added random operator to sound path so you can do "ambient/mysound[1,3].wav" which would turn [1,3] into a random whole number between 1 and 3
    added clip planes to entity
    added hide entity to entity (just use this instead of alpha 0 or hacky materials, player color 0 doesn't work yet anyway)
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  32. Post #1552
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    I've updated the OP with info about PAC3.

    I will probably end up making a new thread for PAC3 later.
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  33. Post #1553
    Gold Member
    Combine 177's Avatar
    February 2008
    10,911 Posts
    I've updated the OP with info about PAC3.

    I will probably end up making a new thread for PAC3 later.
    What about uploading it to wrokshop?
    But then again it would get raped by confused people.
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  34. Post #1554
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    What about uploading it to wrokshop?
    But then again it would get raped by confused people.
    I'd upload it to the workshop when gmod 13 is released since it won't work for the current gmod.
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  35. Post #1555
    Skerion's Avatar
    November 2010
    2,826 Posts
    If you end up using more than one clip for an entity, it ends up clipping the entire world.

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  36. Post #1556
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    If you end up using more than one clip for an entity, it ends up clipping the entire world.

    [/URL]
    that's weird

    I added something experimental earlier which allows you to use a model as entity instead. Try to tick "entity owner" on a model part and use that instead of the entity part.
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  37. Post #1557
    Insano-Man's Avatar
    July 2009
    15 Posts
    I was happy to see the inclusion of the PAC2 conversion option, but I'm not so sure it's working right. I don't know if it's my outfit, addon combination, or what, but attempting to use the conversion process on this:



    Spits out this error:
    Code:
     [pac3]Think : [@pac3\core\client\parts\entity.lua:290] Tried to use a NULL entity!
    And gives me this:



    I'm also not quite sure PAC3 is even working correctly for me as attempting to select or even right-click parts is difficult at best. However, that's the only error I've gotten and PAC2 seems to be working just as fine as the day I installed it.

    Am I doing something wrong here?
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  38. Post #1558
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    I was happy to see the inclusion of the PAC2 conversion option, but I'm not so sure it's working right. I don't know if it's my outfit, addon combination, or what, but attempting to use the conversion process on this:



    Spits out this error:
    Code:
     [pac3]Think : [@pac3\core\client\parts\entity.lua:290] Tried to use a NULL entity!
    And gives me this:



    I'm also not quite sure PAC3 is even working correctly for me as attempting to select or even right-click parts is difficult at best. However, that's the only error I've gotten and PAC2 seems to be working just as fine as the day I installed it.

    Am I doing something wrong here?
    PAC2 had a ton of issues in the beginning as well.

    Since you're getting the error the conversion halts. I've committed an attempted fix. Report back if it works please.

    Edited:

    If you end up using more than one clip for an entity, it ends up clipping the entire world.
    fixed
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  39. Post #1559
    Insano-Man's Avatar
    July 2009
    15 Posts
    PAC2 had a ton of issues in the beginning as well.

    Since you're getting the error the conversion halts. I've committed an attempted fix. Report back if it works please.
    Your fix did indeed work. Much appreciated, sir.
    It wasn't exact, as the clip plane came out reversed, the weapon class parts vanished, and there was a bit of error spam in the console - possibly related to the weapon class parts, but I'm not quite sure - but, Hell, I ain't complaining. The quick response is likewise appreciated.

    For completeness' sake, here are the errors I recieved, should they be helpful at all. The only two parts that seem to have vanished were two weapon props on the outfit's back that I had set with weapon class functions.
    Code:
    static_prop cannot be found on 'Player [1][Ian "Bonegeddon" Mann]'
    __INVALIDBONE__ cannot be found on 'Player [1][Ian "Bonegeddon" Mann]'
    __INVALIDBONE__ cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    ValveBiped.Cod cannot be found on 'Player [1][Ian "Bonegeddon" Mann]'
    __INVALIDBONE__ cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine2 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    head cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine2 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    head cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    static_prop cannot be found on 'Player [1][Ian "Bonegeddon" Mann]'
    __INVALIDBONE__ cannot be found on 'Player [1][Ian "Bonegeddon" Mann]'
    __INVALIDBONE__ cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    ValveBiped.Cod cannot be found on 'Player [1][Ian "Bonegeddon" Mann]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine2 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    head cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine2 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    head cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    __INVALIDBONE__ cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine2 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    head cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine2 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    head cannot be found on 'Entity [-1][class C_PhysPropClientside]'
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  40. Post #1560
    CapsAdmin's Avatar
    August 2005
    3,950 Posts
    Your fix did indeed work. Much appreciated, sir.
    It wasn't exact, as the clip plane came out reversed, the weapon class parts vanished, and there was a bit of error spam in the console - possibly related to the weapon class parts, but I'm not quite sure - but, Hell, I ain't complaining. The quick response is likewise appreciated.

    For completeness' sake, here are the errors I recieved, should they be helpful at all. The only two parts that seem to have vanished were two weapon props on the outfit's back that I had set with weapon class functions.
    Code:
    static_prop cannot be found on 'Player [1][Ian "Bonegeddon" Mann]'
    __INVALIDBONE__ cannot be found on 'Player [1][Ian "Bonegeddon" Mann]'
    __INVALIDBONE__ cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    ValveBiped.Cod cannot be found on 'Player [1][Ian "Bonegeddon" Mann]'
    __INVALIDBONE__ cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine2 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    head cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine2 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    head cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    static_prop cannot be found on 'Player [1][Ian "Bonegeddon" Mann]'
    __INVALIDBONE__ cannot be found on 'Player [1][Ian "Bonegeddon" Mann]'
    __INVALIDBONE__ cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    ValveBiped.Cod cannot be found on 'Player [1][Ian "Bonegeddon" Mann]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine2 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    head cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine2 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    head cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    __INVALIDBONE__ cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine4 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine2 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    head cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    valvebiped.bip01_spine2 cannot be found on 'Entity [-1][class C_PhysPropClientside]'
    head cannot be found on 'Entity [-1][class C_PhysPropClientside]'

    Weapon class should appear as "event"

    I'm printing those warnings in the console when PAC3 can't find a bone to use on an entity. Does your outfit use a lot of bone merged ragdolls? If you examine the warnings, do they make sense to you? ('Entity [-1][class C_PhysPropClientside]' is a model part) I can imagine a lot of parts going to the bottom of the player.
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