Garry's Mod

Garry's Mod

71 ratings
[VRMod]PickupBeam-Foregripsystem
   
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Content Type: Addon
Addon Type: Tool
Addon Tags: Fun, Roleplay, Realism
File Size
Posted
Updated
45.674 KB
20 Feb, 2024 @ 7:06pm
14 May @ 3:34am
74 Change Notes ( view )

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[VRMod]PickupBeam-Foregripsystem

In 1 collection by Pescorr
Available in VRMod
94 items
Description
GmodVR Foregrip & Beam Pickup Extension
This addon adds the following new features to Garry's Mod VR:

Foregrip Mode(SemiOffcial Only)
Beam Pickup

These features can be finely customized through the following ConVars:
Foregrip Mode related:

vrmod_Foregripmode_range (default: 13) - Foregrip detection range
vrmod_Foregripmode_key_leftprimary (default: 1) - Left hand main button behavior (0:Off, 1:Hold, 2:Toggle)
vrmod_Foregripmode_key_leftgrab (default: 0) - Left hand grab button behavior (0:Off, 1:Hold, 2:Toggle)
vrmod_Foregripmode_enable (default: 1) - Enable/disable foregrip mode

Beam Pickup related:

vrmod_pickup_beam_enable (default: 1) - Enable/disable beam pickup
vrmod_pickup_beamrange (default: 100) - Maximum beam length
vrmod_pickup_beamrange02 (default: 30) - Pickup range
vrmod_pickup_weight (default: 100) - Maximum weight for pickup
vrmod_pickup_beam_damage_enable (default: 1) - Enable/disable beam damage(Beam damage for pickup site designation of ragdoll)
vrmod_pickup_beam_damage (default: 0.0001) - Amount of beam damage(Beam damage for pickup site designation of ragdoll)


Entity Teleport related:

vrmod_test_entteleport_range (default: 50) - Teleportation range

All these settings can be easily changed from the newly added "VRGrip&Pickup" tab in the VRMod menu. They can be adjusted in real-time within the game, allowing you to find the optimal settings that suit your preferences.
13 Comments
Astroids 10 May @ 11:00am 
How to fix being unable to drop any item that was picked up with the beam? They're stuck on my hands even after dying ingame
Pescorr  [author] 29 Sep, 2024 @ 7:18am 
@videogame edward:
Yesterday I added the ability to adjust how much of the right and left hand movement is reflected in the sight when holding the foregrip, by pitch, roll, and yaw. (I am updating vrmod-semioffcial to add this functionality.)
I really want to isolate the foregrip functionality from the heart of the vrmod and make it standalone, but it is quite difficult to do so.
Pescorr  [author] 29 Sep, 2024 @ 7:11am 
@videogame edward:
In fact, the foregrip processing is performed in the part enclosed by the comments “gripmode start” to “gripmode end” in “vrmod.lua”, the lua file at the center of gmodvr-semioffcial, and this mod calls the processing in that part. This mod only performs the process of calling that part.
--
Originally, this foregrip was integrated as one of the functions of vrmod-semioffcial, but because there seemed to be a bug that left the foregrip held for some reason in some playing environments, or the left hand spinning around when used with ArcVR, For those people, we have left the foregrip processing in the vrmod itself and released this mod to call that function.
videogame edward 28 Sep, 2024 @ 2:07pm 
Did some more testing. I can't find in the script where this mod calculates the angle, but it behaves drastically differently from ArcVR. With this mod, my rear hand only controls the position with no rotation, and my front hand only controls the rotation with no position, and the rotation is highly sensitive.

Is there any way to change the configuration of this? Or could you help me find where this is handled in the script so that I may tweak it myself? Ideally, I'd like this foregrip to control identically to ArcVR, but I'm not sure how hard that would be.
videogame edward 23 Sep, 2024 @ 7:45pm 
Incredible work with the foregrip system, I can't believe how close we are to two-handing any SWEP, but I have to agree with Macgyverthehero 3 comments below me.

The ability to disable certain rotational axes would be extremely helpful. Right now, any rotation of my left hand is extremely sensitive and makes the foregrip system unusable. Extra cvars for left hand rotational sensitivity would be really helpful.
Pescorr  [author] 4 Sep, 2024 @ 10:39pm 
2024-09-05
1.There was a bug that prevented the ArcVR mags from being picked up by the “VR Magazine” in this mod. Since it is not likely to be easily fixed, we are temporarily removing the VR magazine from this mod and releasing it as a separate mod.
epicplayer40 17 May, 2024 @ 8:22am 
Has lua errors in the thumbnail 9/10
Macgyverthehero 28 Apr, 2024 @ 6:26pm 
Hey, got to try this out with a couple ARC9 weapon packs. I like that it brings the left hand onto weapons like how it normally would be on desktop, though it feels weird (as a right-handed user.)that much of the aiming motion is heavily controlled by the left hand.

Could some motions like twisting & aiming be kept or toggle-able to the right/dominant hand? It would make using this add-on more comfortable. How handing dual-handed ArcVR weapons would be a good example of what forgripping should feel like.
YongLi 10 Mar, 2024 @ 7:57pm 
really cool addon, keep it up:cozybethesda:
Pescorr  [author] 7 Mar, 2024 @ 3:46am 
@Macgyverthehero:
Thank you for your report. And sorry about that. I meant to write an explanation once I adjusted the lua a bit more, but completely forgot.

You are right, I have added a description for this mod.

Also, here is the mod used in the gif.

[ArcCW] Apex Legends SWEPs
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2813902415&searchtext=arccw+apex