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Could blocking have an option where its done viva a specific pose/position instead of a general angle?
We are making some fairly extensive changes. Hopefully this won't cause any problems...
1. changed the processing of melee attacks, making them more similar to crowber attacks. This allows VR melee attacks to react to mods that do special processing with crowber attacks.
(e.g. DrGBase SNPCs will now be normally frightened by VR melee attacks and will be able to guard against them).
2. removed ragdoll_pickup, as the load was too much and could easily be replaced by other mods related to VRpickup.
to run on vrmod, make sure you have steamvr opened and ready
open the console and type in "vrmod" then enter
I can't make this mod work. It's installed but i punch a npc but can't make any damage.
How do i run on Vrmod? I can only walk.
Where is the Weapons HUD? i can't find it on my game. So i can't change from phys gun to any weapon i used.
Thanks you.
I know that people want a mod for gmodVR to grab the wall and climb up.
But it's already made by an awesome guy who made a parkour mod. But the release is undecided.
I tried to make something similar myself, but it's so meh and advanced that I can't make it at all.
I've made about 6 failed ones that don't grab the wall and stop functioning, and I'm throwing them away.
Thank you.
We have referred to the specification that the attack power changes depending on the swing speed.
Multiple functions added.
1⃣. Added the ability to execute a specified convar when the hand is tilted to a specified angle.
2⃣. Added functionality to generate a specified convar when a fight occurs for each part.
3⃣. Added functionality to allow a cool time to be set when a melee attack hits, apart from the frequency of melee attacks.
All functions can be changed from the vrmod menu.
If you sprint and hit, that's gonna hurt :D
Feel free to use
util.AddNetworkString("VRMod_MeleeAttack")
... skipped
src[3] = net.ReadFloat()
local vel = net.ReadVector()
local player_speed = (ply:GetVelocity():Length()/100)
local fist_speed = (vel:Length()/2)
local damage = cv_meleeDamage:GetFloat()
local total = damage*(player_speed+fist_speed)
print("hit -")
print(total)
ply:LagCompensation(true)
ply:FireBullets(
{
Attacker = ply,
Damage = total,
Force = 1,
Num = 1,
Tracer = 0,
Dir = vel,
Src = src
}
)
Sorry, I rolled back because I accidentally updated something that was being adjusted.
I like the idea of executing commands by angling the weapon at a specific angle.
If I can solve the problem of the hand and weapon position being overridden by the melee weapon animation, I will try to create such a spec.
[TacRP] Brute Force Melee Pack
If you are using melee weapons from this mod,
1⃣. Add [Guard] to the weapon custom that opens with the +menu_context key (C key on the keyboard).
2⃣. Press the [secondary_attack] key while holding a melee weapon with Guard on VR (default setting, set to the A key on Oculus).
3⃣If the weapon is pointed in the direction of the enemy and there is enough stamina in the TacRP, the guard is established.
4⃣If it is difficult, change [Locomotion] to [HMD] from the VRMod menu, and the guard will be established regardless of the direction of the weapon as long as you are looking directly at the direction you want to guard when guarding.
(Even if you are using another melee weapon mod, as long as the weapon is capable of guarding, you can guard in a similar way.)