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How do I make a wearable item?

Discussion in 'Development' started by sparkz, Nov 22, 2014.

  1. sparkz

    sparkz FUCK! Clockwork Customer

    Eg. A helmet that fits onto your model.

    Please help?

    Making a schema about ██████ and need this before I request a dev key.
     
  2. duck

    duck Phant0m Legend

  3. sparkz

    sparkz FUCK! Clockwork Customer

    I don't think that helps...

    A good example is lets say, you have a citizen uniform but want to keep that uniform AND you want to put a helmet on yourself. Basically I am talking about the equivalent to PAC in Clockwork.

    I've seen it before...
     
  4. duck

    duck Phant0m Legend

    Sounds like you're talking about bodygroups and skins. Gr4Ss has a plugin for bodygroups in his thread.
     
  5. sparkz

    sparkz FUCK! Clockwork Customer

    Thanks, I'll check it out.
     
  6. NightAngel

    NightAngel Fuck off Lev

    You will be waiting a very, very long time.

    OT

    Also, unless you have models that support bodygroups, this won't really be possible. You'd need a helmet model at least, but your best bet is bodygroups.
     
  7. sparkz

    sparkz FUCK! Clockwork Customer

    I have the models, that's not the problem.

    edit:

    Nevermind, I'll try something else.
     
  8. Crater

    Crater Hostell Roleplay

    I'm fairly certain that you can use attachment points (similarly to how weapons use attachment points) if you use the accessory item base. It's located inside of clockwork/framework/items, and has a few different functions that you could use to make a helmet or something similar (such as setting a certain armor value via OnWearAccessory when it's equipped).

    As far as I know, it uses the regular item model as the model for the attachment, then you can use the following to adjust it:

    ITEM.attachmentBone = "ValveBiped.Bip01_Head1"; -- the bone it attaches to, you can find the bones for your model(s) by opening them in the SDK model viewer (there's a few other ways too, including PAC)
    ITEM.attachmentOffsetAngles = Angle(pitch, yaw, roll); -- feel free to correct me if those are in the wrong order, these are all numbers btw
    ITEM.attachmentOffsetVector = Vector(x, y, z); -- these are also all numbers, x and y being longitudinal/latitudinal axes and z being vertical

    and there's also

    ITEM.attachmentModelScale = Vector(x, y, z);

    I've never seen attachmentModelScale used in practice, but in theory it should scale the model, with Vector(1, 1, 1) being default size.

    If the Clockwork accessory base is somehow broken (I haven't tested it, nor have I seen it used), Gr4sS's "equipable item" base should work as a more feature-rich and hopefully working replacement.
     

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