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Immersive First-Person

Положительные голоса69%2 136 голосов игроков
Подписчики6,2 тыс.6 244 в Steam Workshop
Размер файла3,45 КБЗагрузка через Steam
Обновление автора20 мар. 2013 г.Дата обновления материала
Immersive First-Person

Изображение 1 из 5. Материалы автора из Steam Workshop.

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О материале

«Immersive First-Person» — материал мастерской Garry’s Mod. Аддоны, карты, персонажи и инструменты для песочницы. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

Ever wanted a script that would enable full body awareness and immerse you in Garry's Mod? This is exactly what you're looking for! Scripts like these have been done numerous times, but I still wanted to give a shot at it myself.

Features:

  • completely client-side, which means that you can play with it on any server that allows clientside scripts
  • enables full body awareness
  • has multiple anti-clipping measures (that can be customized and turned off)
  • has a custom crosshair which can be customized
  • is toggle-able with a console variable
  • is customizable in the Spawn menu (Q > Utilities > IFPP)

Console variables; iv_status <default - 1> - set to 0 if you want to turn it off, or any value greater than 0 to turn it on. iv_viewsmooth <default - 0.2, maximum - 0.8> - view smoothing for the script when it's turned on, recommended value is the default one. iv_crosshair <default - 1, maximum - 1> - crosshair status. iv_znear <default - 0.4, maximum - 1> - near clipping value. iv_pitchlock <default - 1, maximum - 1> - pitch lock status. (view lock when looking down) iv_pitchlock_max <default - 65, maximum - 89> - pitch lock amount.

iv_in_r <default - 255, maximum - 255> - red amount for the inner part of the crosshair iv_in_g <default - 255, maximum - 255> - green amount for the inner part of the crosshair iv_in_b <default - 255, maximum - 255> - blue amount for the inner part of the crosshair iv_in_r <default - 150, maximum - 255> - transparency of the inner part of the crosshair

iv_out_r <default - 255, maximum - 255> - red amount for the outer part of the crosshair iv_out_g <default - 255, maximum - 255> - green amount for the outer part of the crosshair iv_out_b <default - 255, maximum - 255> - blue amount for the outer part of the crosshair iv_out_a <default - 125, maximum - 255> - transparency of the outer part of the crosshair

FAQ:

Q: When I turn the script on, I don't see my head on my shadow A: That is one of the anti-clipping measures. I have made the head really really small, to make sure that there is no clipping with the head.

Q: Sometimes when I walk up to a wall, my view goes back to standard first person view. A: That is also one of the anti-clipping measures. If I had removed this feature, and you walked up to a wall, you would see through the wall.

Q: There's this small cube-looking crosshair, what's it for? A: The default crosshair is just placed at the center of your screen. The cube-looking crosshair displays where you really aim.

Q: Does this work with PAC3? A: Yes.

Q: The models look like absolute ass. A: Nothing I can do about it, as HL2, CS:S and other models from Valve games were never meant to be used with a script like this.

Q: The flashlight is acting really weird when I use it with the script turned on. A: Again, nothing I can do about it. The flashlight ignores the viewmodel by default, but it doesn't ignore anything other than that, and since your own body is an obstacle, it will render the shadow as if it were against your body.

Credits: Kogitsune - helping me out in various ways, suggesting the viewsmooth feature

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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