Vort Anim Fix by Zaubermuffin

Status
Not open for further replies.

Church

Zealot
Joined
Nov 19, 2014
Messages
0
Reaction score
0
I regret not speaking with Zaubermuffin before posting this but he is the one who discovered this, full credit goes to him.


lua_run_cl Player(380).acttbl = 3
 
Two things, first, that doesn't fix all players, just #380.

If you want it fixed for all vortigaunts, use
Code:
lua_run_cl for k,v in pairs(player.GetAll()) do if string.find(v:GetModel(), 'vort') then v.acttbl=3 end end

Second, it's not a fix, it's merely using the COTA animation table instead of the citizen one. Some animations will still bug, but the idle animation is fixed. walking and running seems to work fine as well.

If you want a longterm-fix, add another animation table. Perhaps the RDAs can ask at tocarno.org if they fix the script - after all, they developed it.
 
It's all up to the RDAs to put an end to JesusVort!
 
Apparently you need to invest some time to write a table for vorts instead of just doing this dirty hack.
 
Why not just grab the animation tables I made for TS2?
 
Aren't those using the numbers instead of the enumerations and therefore might be broken again?
 
I will learn to script one day, and I will come back to this thread, and say "I know that now."
 
gamingcow said:
I will learn to script one day, and I will come back to this thread, and say "I know that now."

And knowing is half the battle.

GIJoe.jpg


But on a serious note, this is good. Soon we can send Jesusvort back to the pit from whence it came.
 
I wrote a table for it like a month ago, but never gave it to TnB because I forgot.
 
See? People care enough about vorts to see them stand proper.
 
Implying TS2 will ever make it to HL2.
 
Status
Not open for further replies.

Users who are viewing this thread