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Thread: Syntax of Bone and Bone names.

  1. #1
    Wire Amateur no_one's Avatar
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    Default Syntax of Bone and Bone names.

    Well if you haven't updated in the past week, we now have "bones."

    Wire Expression2 - GMod Wiki

    Anyway, lets say I want to find the position of a bone on a Target:entity. Would I put in

    [highlight=e2]Target:bone(head)os()
    #or
    Target:bone():head()os()
    #or
    Target:head()os()
    #or any other combination
    #?[/highlight]

    The wiki does not give an answer and I think I am doing it wrong with my E2 code.
    Also, what are all the names of the bones?
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    Wiremod Helper Lyinginbedmon's Avatar
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    Default Re: Syntax of Bone and Bone names.

    There aren't any, they're numeric. And they're different between ragdolls as well.

    Basically they're a way of manipulating certain parts of the ragdoll, but there's nothing to say which part outside of testing.

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    Wire Sofaking ShadowBrain's Avatar
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    Default Re: Syntax of Bone and Bone names.

    Target:bone(10):pos()
    bone 10 is the head bone in hl2 ragdolls, its diffrent in zombie,css and tf2 ragdolls though, i should make a diagram showing css ragdolls, zombies and tf2 ragdolls once...
    ill pm it to you when i did

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    Wire Sofaking oenmaster's Avatar
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    Default Re: Syntax of Bone and Bone names.

    well .... what are the numbers of all the bones if bin asking for some time now and no one is giving me a good answer

  5. #5
    Wire Amateur no_one's Avatar
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    Default Re: Syntax of Bone and Bone names.

    Well, I'm just looking for the bones of Half-Life player skeletons; and Shadow Brain, that would be very nice.

    Because target finding is good an all, but it only targets the feet and adding the inverse tanget of 45/player distance to elevation seems to get a little off at long ranges. So if I were to get a vector from their lower chest or upper abdomen, then I would have the best chance for a direct hit at high distances.
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  6. #6
    No u Divran's Avatar
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    Default Re: Syntax of Bone and Bone names.

    Quote Originally Posted by no_one View Post
    Well, I'm just looking for the bones of Half-Life player skeletons; and Shadow Brain, that would be very nice.

    Because target finding is good an all, but it only targets the feet and adding the inverse tanget of 45/player distance to elevation seems to get a little off at long ranges. So if I were to get a vector from their lower chest or upper abdomen, then I would have the best chance for a direct hit at high distances.
    Target = Ply:shootPos() <- Headshot
    Target = Ply:shootPos() - vec(0,0,30) <- Stomach.
    At least I think so. But I am unsure wether or not shootpos gives the coordinates of the target's eyes, or the gun.
    If it gives the coordinates of the gun, it isn't hard to change that either.
    Target = Ply:shootPos() + vec(0,0,10)
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  7. #7
    Wire Noob Pnut's Avatar
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    Default Re: Syntax of Bone and Bone names.

    I use bones quite frequently, and It really is a guessing game with most ragdolls, maybe I should make an E2 to slap on a ragdoll that cycles through the bones to show what numbers they are through lights or coloring.

  8. #8
    Wire Sofaking ShadowBrain's Avatar
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    Default Re: Syntax of Bone and Bone names.

    well i made a simple chip some time ago that outputs the bone numbers so i could know which bones were where, its quite a simple chip, i just forgot what was in it atm ._.
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  9. #9
    Wiremod Helper Lyinginbedmon's Avatar
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    Default Re: Syntax of Bone and Bone names.

    Have you checked the Expression 2 data folder?

    In theory assuming a somewhat regular bone structure and humanoid shape, you could make a chip that assigns the bones identities based on their relational distance and positioning from eachother.

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