When Entering any sort of ship (first go) in third person you will be promted to a error and black screen with some having that the error, black screen or just the inability to start engines in third person. I have experienced all three and so have other people but by now i only experience the inability to start a ship in third person (wont drag the line in the circle) with some times getting the erorr message (Couldnt get the error message or black screen in the clip only not starting the ship)
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And lastly the Third Person issue also works with the skill machine in IQ bunks. You are unable to be in third person to check the skill machine as well as also being promoted saying "third Person is creating errors" which is the LUA File
Overall the third person is just messing up, these are only two i have found everyday which are annoying, who knows what else there is envolving the third person error
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The second issue I'm not sure if it can be fixed however I could always be wrong and we've had this issue for a long time now and SMT are aware of it hwoever I don't believe it's something we can fix. The quick and easy solution once again is to get out of third person.
You can always disable it using the command in console "weaponseats_toggle". New players do not have the command enabled so they should not get the bug. This is something we cannot disable automatically when entering a ship.
When I manage to enable thirdperson I only see the man with the white gas mask and suit. I have clicked C and selected the BlackRockShooter player model, but it still won't show. How do I make it show? If it's possible at all.
Hello everyone,
I am making a third person shooter with some friends and I have the gameplay working with shooting already implemented but the problem is I have the weapons shooting out of the forward vector of the weapon.
I want to incorporate Crosshairs that stay in the middle of the screen and have the weapons shoot towards that. I know I can do a ViewportttoRay to have the bullets shoot from the camera to the crosshairs like how Jason does it in this video
If I were to do this and try to visualize the bullet in game ( possibly with a line renderer), The raycast will then come from the camera and the linerenderer will then come from the camera too if I only try the viewporttoray. if I shoot from the viewport and visualize from the forward vector of the weapon, I dont think the two will match up (viewporttoray and visualization from the guns forward vector)
Yeah sounds about right. I already have a decent shooting mechanic where the bullets get a bullet spread the more you shoot. It works from both spots, the viewporttoray and the forward vector of the gun.
After reading what you said I was thinking of of shooting a raycast from the Viewporttoraycast with a reference to an endpoint and have another raycast shoot from the weapons forward vector and have them intersect depending on the distance.
There seems to be a bunch of code added in the orange box sdk that has TF stuff in it. Would it be possible to mimic TF2's third-person animation code to make HL2DM's third-person animation smooth? --Mflux 21:13, 23 Apr 2008 (PDT)
This article seems pretty irrelevant for the Orange Box version of the source engine. You can now enable sv_cheats and type 'thirdperson' and get all of this functionality. Perhaps this should be mentioned somewhere. Kflorence 14:32, 26 Feb 2008 (PST)
The third-person camera view player animations no longer works on the Orange Box version of the engine. I'm working on a fix, but it might take awhile. Nevermind, I'm dumb. Kflorence 13:09, 4 Mar 2008 (PST)
Just found the problem with the camera being placed to the right of the player. It seems that the mentioned fix doesn't work if you have already run your mod before. This is because the 90 degree value for cam_idealyaw gets saved to a config file. The config file can be found in Steam\SteamApps\SourceMods\MY_MOD_DIR\cfg\config.fcg. You can open it up and change
Probably not the right place for this, but I couldn't find any other suitable page.. I've successfully implemented third-person camera, and constructed an entity that can change the player model on the fly. But the player model won't do any animations, it just floats which is really annoying. Does anyone know how to make the player do some animations?--.freelancer 13:23, 29 Nov 2005 (PST)
Materials and models? You can treat it like it was a SP mod still by utilizing the hl2 base content... how are you doing animations in the player mdl? are you using the male_anim and female_anim or whatever it is...that will only work in MP coz that's what the file is in
With this tutorial, I borrowed the Eclipse player model. The jump animation works, as well as the IDLE animation. In the code there is a place where animations are defined... I didn't mess with it enough to see if I could get the run animation working. But you basically reference the animation in player.mdl. You could also head to the Eclipse forums and send them a PM; PM the programmer "Resforjen." He was the one who got the animations in and working. --SubKamran 07:10, 25 Feb 2006 (PST)
I tried to implement a third person camera that works just like the "free chase cam" known from many mods. "Free" means you can look around with the mouse, but the player model doesn't rotate to where you look at. I dug into all code related to player entities and camera movement. At some point the view angles of the player get synchronized with the angles of the player model, but I couldn't find it. :/ -- Koraktor
I'm working on a project which needs a camera that's not bound to any one player. I've just begun to dive into the code and the third-person camera is easy enough to get working, but I'm having trouble figuring out where to go from there. It appears that all the camera's calculations eventually wind up in m_vecCameraOffset, and the elements of m_vecCameraOffset represent the camera's pitch, yaw, and distance from player model respectively. Does that mean Source has no built-in system for a basic two-vector eye/target camera? And if I have to roll my own, where might I start? --Dphrygian 15:09, 1 Sep 2006 (PDT)
Im not personally confident enough to edit the article seeing as its only the second bit of HL2/C++ coding that Ive done in my life. Anyone fancy taking a look at the code and confirming this? --Poi 09:35, 28 Feb 2007 (PST)
It seems like it's a "one or the other" affair. If I switch the commented lines in the c_basecombatweapon.cpp file, then the weapon is drawn in third person, but transparency when the camera gets close to the player no longer works. Is there a fix for this? Can we have both?
Ive been having trouble finding out how to offset the camera so the effect makes the camera as if it was panned the the right of the player instead of focusing directly toward the origin of the eyes. How would I be able to accomplish the effect of a thirdperson over-the-shoulder camera as seen in Resident Evil 4 or Ghost Recon?
I'm doing a single-player mod. The tutorial mentions changing the player model to sorta "test" the work. How do you do that? --CharronSame here - can't find anything on changing the player model from the dummy model "models/player.mdl" to something else. --JanoschkaChange line 396 (SetModel("models/player.mdl");) to an other model (SetModel("models/alyx.mdl");) but first you need to precache them, i used hl2_client.cpp for precaching --Y@hOO
I was trying to implement this in a "from scratch" mod. I struggled with this code for a long time before I found the snippet that disables third person view if sv_cheats isn't enabled. I'm not sure what the best way to bypass that check is so I commented out the following code in in_camera.cpp
The muzzle flash doesnt work correctly because it plays the muzzle flash linked to the view model instead of the one linked to the world model. A cheap hack to get around this is to extract the w_smg1.mdl files with gcfscape and put them in your modfolder/models/weapons and rename them to v_smg1.mdl. alternativly use a different model like a prop so that it sets the place for bullets to come from (forgot the word lol) is set to the world model aswell, havnt tried this though. Of course this is only suitable for games which are only third person. I guess a long term solution would be to tell the engine not to render the view model when in third person mode. anyone got any ideas?
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