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I tried to keep non-functional gestures out of the mod due to how animations can't simply be sourced as raw files, they have to be compiled in with the weapon model. This would mean compiling a lot of gestures and making a UI for them, on top of that. If the surrender had a functional gameplay element or there were a way to just run the animation without doing it from the weapon model I would be inclined to revisit it.
It works in sandbox, but pocket features aren't available because those rely on DarkRP's inventory implementation. Door locking should work, but ownership may not.
I believe there should be localization strings in the addon, and it should auto-detect them if a file is present for them -- if you would like to coordinate a proper translation (credited) add me and we can figure that out.
Knocking should already be implemented on the "keys" mode if the server hasn't disabled it in darkrp.
It's in the menu pictured in the screenshots as "Shove".
1. LookupSequence - [C]:-1
2. SwitchTo - lua/weapons/weapon_awesome_hands/shared.lua:601
3. SwitchHandMode - lua/weapons/weapon_awesome_hands/shared.lua:687
4. unknown - lua/weapons/weapon_awesome_hands/shared.lua:637
By default m1 & m2 (as well as R) are correct buttons but you have to be in the correct gamemode for certain features to function. You should always be able to hit reload once and begin punching.
i was able to carry a cube 8x8x8 in over a kilometer!
I'll inform you if it ever happens again which I hope it doesn't.
Also thank you very much for the fast fix!
@Wazkee Thank you! :)
@Nara latest update also adds cvars for just about everything, let me know if I missed something.
mechanical hands
are the ruler of everything
AAHHHH
ruler of everything
AAAHHH
i'm the ruler of everything
in the end
yeah I wanted to get rid of the text and add some other indication or at least a cvar for it sometime soon.
Hands.
Hands?
HAANNNDSSSS?!?!
Hands!!!
Hands??
Hands...