Other players as real MSC characters
GameCharacter clones a MSC human (bodymesh + skeleton, no scripts, physics or animation), puts it into its bind pose, aligns and scales it, and drives the bones every frame from the joint points of the existing MSCO figure (hip, knee, ankle, shoulder, elbow, hand, head pitch, torso lean) by rotating each limb from its rest direction. Limb bones are picked geometrically, so bone naming conventions do not matter. Variant per player id; console 'model classic|game' switches, the MSCO figure is the automatic fallback. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -21,6 +21,7 @@ namespace MSCO
|
||||
"fps [on|off] - show the frames per second (toggle)\n" +
|
||||
"/admin - admin menu (kick / ban / teleport / cheats)\n" +
|
||||
"vehicles | rig - debug info about vehicles / player models\n" +
|
||||
"model [game|classic] - other players as MSC characters or the MSCO figure\n" +
|
||||
"vars <filter> - synced vehicle values, e.g. vars oil (debug)\n" +
|
||||
"debug - toggle sync debug output\n" +
|
||||
"clear - clear this console";
|
||||
@@ -127,6 +128,13 @@ namespace MSCO
|
||||
case "rig":
|
||||
foreach (string line in mp.DescribeRigs()) print(line);
|
||||
break;
|
||||
case "model":
|
||||
// Mitspieler als echte MSC-Menschen ("game") oder als MSCO-Figur ("classic")
|
||||
if (args.Length > 1) RemotePlayer.UseGameModels = args[1].ToLower() != "classic";
|
||||
else RemotePlayer.UseGameModels = !RemotePlayer.UseGameModels;
|
||||
mp.RebuildAvatars();
|
||||
print("Player models: " + (RemotePlayer.UseGameModels ? "MSC characters (model classic = MSCO figure)" : "MSCO figure (model game = MSC characters)"));
|
||||
break;
|
||||
case "vehicles":
|
||||
foreach (string line in mp.DescribeVehicles()) print(line);
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user