Garry's Mod
Hands & Fists SWEP
Mostrando 21-30 de 33 aportaciones
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Actualización: 20 NOV 2021 a las 18:53

- Changed another part of the hiding process which now makes it fully compatible with VManip, fixing the previous "blinking" issues.

Actualización: 20 NOV 2021 a las 18:23

- Changed the way the viewmodel was hidden (from using a global, player function to simply stopping the idle animation from running while the fists are down and setting the final animation to one that is out of sight), which should resolve some bugs.

Actualización: 17 NOV 2021 a las 18:11

- Fixed a bug with the options where the 2 damage value sliders were given the same CVar to control. Oops... again.

Actualización: 17 NOV 2021 a las 18:08

- Mistakenly did a little bit of trolling which caused the entire options system to break because of a leaking string, which has been fixed. Oops!

Actualización: 17 NOV 2021 a las 18:00

- Overall stability improvements: Changed timer.Simple to an actual controllable timer, to improve stability. Polished the switching some more, so now players can switch off of the fists even in the middle of a switch event, and not have their gun go invisible because of it. This also fixes an issue if a save/map switch is done while the fists are raising/lowering.

- Fists can now deal random amounts of damage in between 2 values, which can be changed with options.

Actualización: 17 NOV 2021 a las 12:03

- CVars (settings) have been updated with help text, and will now be saved as a config. This means that once a setting is changed, it will stay that way.

- A new options menu so players don't have to use the console to change settings. It can be found under "Options" and "Fists/Hands".

Actualización: 17 NOV 2021 a las 6:32

Actualización: 17 NOV 2021 a las 5:06

- Replaced the old system of showing the viewmodel with a new one to fix the bugs created by it.

Actualización: 16 NOV 2021 a las 18:41

Actualización: 16 NOV 2021 a las 18:37

- Fixed a bug allowing the fists to be instantly raised after being lowered, resulting in the viewmodel not appearing as it should.