1. Post #41
    I'M AN AUSSIE FAGGOT
    HyperTails's Avatar
    December 2008
    26,037 Posts
    I expected another shitty model replacement.
    This was a great change of pace. :golfclap:

  2. Post #42
    ClockworkBeast's Avatar
    April 2011
    12 Posts
    What a pity! :"((

  3. Post #43
    DesumThePanda's Avatar
    January 2010
    9,770 Posts
    Twas bored.
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  4. Post #44
    Xeno1224's Avatar
    December 2009
    54 Posts
    Actually, giving it the ability to "consume" or carry other rag dolls with its mouth doesn't seem all that bad of an idea, ya know?

  5. Post #45
    Gold Member
    RR_Raptor65's Avatar
    February 2006
    3,249 Posts
    It's not possible due to engine limitations. The source engine can't support enough bones to allow for such a thing and doesn't allow for concave physics objects.

  6. Post #46
    Gold Member
    teh pirate's Avatar
    March 2009
    5,305 Posts
    It's not possible due to engine limitations. The source engine can't support enough bones to allow for such a thing and doesn't allow for concave physics objects.
    An SNPC could have an animation for grabbing humanoid NPCs and parent a spine bone to the lower jaw

  7. Post #47
    Gold Member
    RR_Raptor65's Avatar
    February 2006
    3,249 Posts
    I don't do LUA. If a programmer wants to make an SNPC I'm quite willing to supply a modified model to suit their needs.

  8. Post #48
    Gold Member
    highvoltage's Avatar
    May 2009
    1,775 Posts
    http://www.garrysmod.org/downloads/?a=view&id=99863
    The T-Rex SNPC can eat/carry other NPCs.

  9. Post #49
    Gold Member
    teh pirate's Avatar
    March 2009
    5,305 Posts
    I don't do LUA. If a programmer wants to make an SNPC I'm quite willing to supply a modified model to suit their needs.
    Mhm, I'm aware of that. I was pointing out a solution to a problem.

    Edited:

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  10. Post #50

    February 2012
    11 Posts
    I have a problem with the allo, When i place the allo as an NPC it has a very messed up tail. It looks like it has no bones or anything, But when i kill it or place a ragdoll, its tail becomes normal But its legs and arms are... well, i dont know how to describe it but its....."twitchy". Is there anyway i can fix this?

  11. Post #51
    Gold Member
    RR_Raptor65's Avatar
    February 2006
    3,249 Posts
    Your computer probably just can't keep up fast enough, jigglebones stop working properly when the computer slows down.

    That or you're playing on a Source engine version older than Episode 1, the model won't work properly on anything older than Episode 1 but I've only tested it on Episode 2.

  12. Post #52

    February 2012
    11 Posts
    What do you mean episode 1? my laptop isnt really slow, it desnt lag at ALL or anything.

  13. Post #53

    July 2013
    13 Posts
    there is a glitch that happens when the npc moves backwards, the tail goes halfways trough the ground
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  14. Post #54
    Gold Member
    RR_Raptor65's Avatar
    February 2006
    3,249 Posts
    This is because the tail is a giant jigglebone, it's procedural and has no animation on it at all, it moves depending on how the Allosaurus moves and turns in the game. The tail misbehaving while walking backwards was a compromise, but what I should have done was created the backward walk differently, the other option was to disable the backward walk entirely, which I didn't do to keep the AI working as well as possible.

    In any case this won't be receiving any updates as I am currently working with Project Crynosaurs.

  15. Post #55

    July 2013
    13 Posts
    i actually realised that the tail was a huge jigglebone a long time ago ... why do you keep telling it ? it's obvious anyways, even in the old forum the tail on the animations dosen't move

  16. Post #56

    July 2013
    13 Posts
    The source model with the most advanced jigglebone of all time...
    Aaaaaaand garry borke it...
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