Garry's Mod

Garry's Mod

VR Core
19 Comments
fox gunner 1 Jun, 2023 @ 4:46pm 
can you use this mod for posing for rage doll model?:d4_science:
The ATM from Breaking Bad 28 Apr, 2023 @ 7:08pm 
I'm running into an issue when sitting in a chair where the hand positions given are offset in the wrong direction by 90 degrees. Is there a GitHub I can submit code changes to?
kinny 20 Jan, 2023 @ 2:59pm 
is this client side?
MAXIDE 27 Dec, 2022 @ 3:28pm 
steam vr?
Vurv 12 Oct, 2022 @ 1:33pm 
No, the issue is returning lua tables in functions that return a "vector" or "angle" e2 type. For example the vrLeftHandPos returns a "vector" e2 type, but might be returning a lua table of three numbers instead of the Vector userdata type.

If it is returning the userdata then there's nothing to change and you're fine
Iron Roadkill  [author] 15 Sep, 2022 @ 7:08pm 
Thanks for letting me know. I no longer am actively maintaining this though but, I am returning arrays instead of tables so hopefully it wont break?
Vurv 6 Sep, 2022 @ 12:24am 
This is a notice that some functionality this extension will likely be broken by wiremod/wire#2399 if you don't convert your ``e2function``s to return proper ``Vector`` and ``Angle`` userdata rather than tables of three numbers.

This is a copy pasted message, I cba to download the addon and check myself if it does contain use of these.
damnp 8 Mar, 2022 @ 10:47am 
how the do the script
s1ugcat 31 Dec, 2021 @ 10:56pm 
hey if you could add a function that returns the players' HMD position and angle that would be rad
Nakkitsunami 12 May, 2021 @ 1:39am 
@rappy, those should be forward and back etc listed above, they work for car controls, also @Iron Roadkill, could you add the hands as entities so stuff like vrRightHandEntity:toWorld(vec(0,0,0)) could be used for example
Rappy 8 May, 2021 @ 8:51pm 
does this core have up down left and right for the thumb pad?
EmilyTheSkulldog 14 Apr, 2021 @ 3:51pm 
Hey, i have been trying to learn how to use this for a while now and decided to ask for help in here. is it possible for you(author) to enter contact with me and help me with my issues in private?
Rhy_Breλd 1 Nov, 2020 @ 9:05am 
nice
Captain Redbelly 25 Sep, 2020 @ 11:52am 
Is there a way to make some kind of joystick with this?
Octo 7 Aug, 2020 @ 8:16pm 
Thanks! Can't wait to get started on my list of projects that will be using this
Iron Roadkill  [author] 6 Aug, 2020 @ 9:29am 
Sorry to hear about your issues @Octo, I have not tested on a WMR headset, however on index and vive (and I think occulus) the following occurs

Primary fire returns whether or not you are clicking the trigger on your primary hand

Primary fire 2 returns the anmmount of trigger squeeze on your primary hand (from 0-1)

With regards to grabbing I use the finger angles to dertimine grab so you dont have to squeeze the controller too hard and accidentally grab a physics object.

In the next update I will have the regular grab also cause vrRight/LeftGrab() to return 1

[FG] Shark_vil 4 Aug, 2020 @ 10:25am 
Imposible...
Octo 3 Aug, 2020 @ 1:52pm 
Nevermind, after a little tweaking I found the issue. with WMR devices, the triggers register as Primary Fire and Primary Fire 2 (sometimes simultaneously) and the left hand trigger does nothing. At least by default settings this core doesn't recognize Right grab or Left grab with WMR controllers
Octo 3 Aug, 2020 @ 1:40pm 
When I tried using this with a WMR headset it didn't seem to respond to any of the functions in my own E2 or by trying the one you posted here. It doesn't give me any errors or anything to show you about what's going wrong, it just doesn't do anything. I made sure the extension was enabled and even had holograms attached to me hand positions just to make sure they were in the right place.
Also a side note, the vrTurret() function uses the vrTurbo()'s description in the E2 Helper menu