I'm really grateful that you are making these tutorials because most pac tutorials really are just really beginner stuff so Its really amazing that you're making these
well. you made me interested in TRUELY learning Pac3 with these videos. specifically just finished watching this one the one before it and the one you remade an old pac of yours.. it all has inspired me to try and learn but i've noticed theres little actual teaching videos.. i'll eventually get there if the next shiny thing does catch my attention. but hey! thanks for showing me the fun stuff you can do with PAC. definitively a new subscriber from me (sorry if my english is bad. im brazilian, and its 5 am for me.)
It's very cool to see someone making informative tutorials on cool-looking stuff in PAC3, rather than the billion tutorials that tell you how to place a sphere on your hand or something. I've always been interested in doing cool combat and movement stuff with PAC so it's nice that you're showing off how to do this sort of thing.
bit late, but thanks for the short tutorial! i'm going to use your' dash sample and use it to practice and fit it as my own. it'll be a great addition to my pac characters!
Hey would it be possible to have a tutorial on how to replace running animations(The idea of replacing default animations) and maybe the fake fps camera you mentioned with the other comment.
Can you make a community discord? It would be a lot of help attempting to develop further with a few people in there with more experience and especially having you in there would be important as you are the physical manifestation of Pac3, I saw the remade flame sword thing a few months ago, and ive just stared at it delaying my start to hopefully make something similar or different but at the same level. I idolize your skill and it would be amazing to have a small discord server filled with people showing others how too do what and helping expand on each others skill and see what comes out of it
Is it possible to make a backroom-like camera so that it can be picked up and viewed from its face like in a normal camera, but so that it is a model of the camera from behind the scenes and when the player dies, you can also switch to the view from the camera's face?
"combo system"? and the more information on this question is basicly if i get any input, for example mouse 1, it attacks, and if i do it again within a time frame, it continues with a different one to chain attack
If you want to play a different animation after pressing mouse1 again, you can make a pac command that is triggered upon pressing mouse1 again after a timerx window under your main event, that plays the next animation.
Use command events. After your first attack is done, you can use timerx to make a small window to execute a command, which will activate the corresponding command event.
The events that trigger my animations also trigger projectiles that have a low life-time. Those bullets did hit me; I still took full-damage. The deflect animations that play are only for cosmetic with no functionality.
When I create a Pac it only renders when I go in third person or have a camera part. I've heard that view model something or other can fix that but I'm unsure how to use them. How do you make your Pacs first person prospective?
Pacs are only able to render outside of first person. You can either revert your outfit group to a viewmodel group, which is kinda broken from what I’ve heard in the pac discord. Or you can do what I did and create a fake first person effect with the camera part, and attach it to your playermodel’s head.
Hi, so I would like to make an animation where I walk into a portal and my model disappears as soon as I enter said portal. But tbh I don't know what things I need to make it happen. (events, effects etc.)
hey! so i'm new to the pac thing. I got some questions to ask if you are willing! so first, is there any way to make a particle follow the hand? i'm trying to make a punching effect, and I want a smoke particle to follow the hand. another thing, is there any way to make a projectile spin like a tornado in place while inflicting damage? i've seen some youtube videos on the anime pac3s or something where they have a tornado as a projectile if it is one, or is it an animation? well either way, i hope you can answer these! im having alot of fun making pacs.
for particles to follow you, you can tick the ‘follow’ property within the particle itself. for the tornado projectile i am not really sure myself. regardless, you can get pretty creative with projectiles so maybe there are other ways to to do it.
@@jacoble4549 giving yourself more functional animated arms sounds pretty complex, but yes you can probably use custom models or already existing rigged models, or even attaching your own models
some questions on the moving character part. is there any way to activate it when a NPC tries to attack you? i'm trying to make my character dodge when someone attacks him, and im wondering if theres anything I need to know to activate this. is there also any way to make a particle short at first, but it gradually extends as well? or is it only possible with props? I know how to do it with props, so im wondering if its the same as particles?
to detect if your character has taken damage from anything, you can use a ‘health_lost’ event with an ‘above’ operator, and set the value to 1. particles can be stretched via altering the ‘start length’ and ‘end length’ values.
if im correct you can do anything but its time consuming so can i make doctor octopus tentacles with pac 3? like you can climb walls grab something and strike with these things is it possible?
okay so, how do you make a default custom animation? to elaborate, i'm trying to make a swing animation but i don't want it to just go back to something like idle_melee2, and also i want to be able to have multiple animations when i swing (like holding it down), im sorry if someone else has asked this already but i've been having trouble with it for a long while now
By default, having an unaltered frame will have your character at its default pose. If you don't want your character to go back to the default pose, then simply change up the last frame. Also I am not sure what you meant by having multiple animations. If you are talking about having multiple consecutive attacks for one button, then you can use custom pac commands and command events to 'queue' the next attack.
@@penguon4747 yeah, sorry i couldn't explain it better so basically, remember when you remade that pac? Idk why, but the way it actually tracked the character when it crouched before going up instead of the cam staying in its normal position, it's such a small detail that i wanna know how it was done. (Btw sorry i took long to respond i had school.)
@@MisterNuke Ah I see, that's because I am actually crouching, it's not part of the animation. The third-person addon I am using behaves that way; it ducks down with me. I really liked how it looked like I am charging up a jump so I implemented a +duck command right before I jump.
those animations played whenever it detected if i lost health they didn’t deflect anything though i’m not sure if that’s even possible, it just looked really cool
melee damage can be essentially replicated by using projectiles that have a really low life-time. make sure to set the velocity to a moderately low number, you wouldn't want a projectile that's trying to recreate melee to go as far as a bullet. there is also the new pac3 develop branch on the github page that is constantly being updated, this branch introduces a new form of dealing damage via preset hitbox shapes that you can use instead of traditional projectiles.
Having ‘affect children only’ unchecked will make the event affect everything around the event. Which includes the parent, the parent’s children, and the event’s children. Whereas having this setting checked will only affect the event’s children (hence the name). It doesn’t necessarily bug out anything if you don’t check it, but it is better to leave it on for what we’re doing here. It ultimately depends on what you need and what you’re trying to do.
find a youtube video that has these sounds, download the video via youtube to mp3 converter and then crop the audio file to your desired sounds. you can make a laser either with particles that are set with a really long stretch, or with a beam that has the end point set to your hitpos bone. for it to deal damage, you'll need to use projectiles.
that not works for me, on commands. help please. I put the button event, do everything copied, (it have a small cube not like on video, the orange one), i put command +forward with it as parent pressing r and... nothing.. what is that?
is there any possible way you could phase through npc while using this dash? i've tried the noclip property in the playermovement but it just seems to make me phase through the ground
I thought the noclip property would be a solution but I guess not. You can try decreasing your hitbox size in your entity properties so you're less likely to hit something when you dash, but other than that, I have no other solution.
@@penguon4747 Ah, thank you for replying. I actually saw this in another reply but only after I commented this, but thank you for doing it regardless. Do you happen to have a discord or anything so I can ask questions more directly and get opinions?
alright, so i need some help. the timerx event does work, but my particle isnt looping. whenever i press my button and wait for the timer that i set (4 seconds), the particle appears but it only lasts about a second before disappearing, and if i keep holding it my button the process repeats. been trying to find a fix for hours. your my only hope rn.
@@penguon4747 i followed the video, and used equal or above, and the parent is the button event, with my particles being the children of the timerx event
if you’re referring to double jumping, you can create that effect by having your gravity reversed to a really high number for a really short time to mimic a second jump
pacs won’t be able to load in first-person, no. but you can make a fake first-person effect if you attach a pac camera to your player’s head, that way your pac will load while having the pov of your player’s perspective.
Okay I have a solution for this, although it makes the dash look mors like a teleport, basically you make the timerx a really small value like 0.1 or smth then you go to the player movement max groumd speed and set it high like 750 or 1000 and withh it the run run speed or whatever you want ig
Think it was because I was using a bad version of pac3. Because now It works without any issues. It was a gmod thing not a pac3 thing maybe too? Idk But got it to work, now can use it as reference for making a homing attack for my sonic pac
@@penguon4747 Hey I have the same issue, I used the dropbox link and copied everything as well a couple times before. With the dropbox, the timerx for -forward doesn't work so you are stuck with the +forward until you put in console, and when I am just doing it myself I will set up the -forward timerx event and then it will not let the command work when I press R.
@@penguon4747 ok so I figured out with the dropbox link you have to hold r for a short second and not tap it or the timerx won't work, still haven't resolved the other one though.
So I'm trying to recreate the dashing mechanic, but yeah... Its not working. Nothing is happening when I press the assigned button. What am I doing wrong, because I am following the steps as careful as humanly possible
@@penguon4747 First, I'm sorry I just now replied to you, I didn't get a single notification from you. Second: I managed to get the button part to work however, the -forward string doesn't work at all. Its as if it doesn't even exist
Default noclip is its own movement; settings like run-speed and sprint-speed won't affect it. However, there is a noclip property inside of 'playermovement' if you want to phase through everything just like in noclip. If you just want to be able to fly, then use 'allow z velocity'.
@@penguon4747 I am trying to achieve flight that is easily controllable like noclip (if i am unable to use it) but also be able to do a dash mid-flight but the player movement controllers overide eachother and just drop me to the floor after the dash one disables
@@intellectualpotato If I recall, having multiple playermovements coincide with each other is not possible, since only one instance of playermovement will be active at a time. If you want to have a dash ability, you can use a proxy that affects run-speed or sprint-speed (have it start at a high value then decrease to a lower value). Then have an event parented to that proxy, so that proxy will activate when the event is active.
@@penguon4747 i am sorry for being very annoying, I cant seem to figure out how to let me move in the air as if i was flying and its just 0 gravity with no control
@@intellectualpotato Make sure you substantially increase both max air-speed and max ground-speed. Also increase air-friction so you’ll get a more noclip type of movement instead of a gliding type.
@@penguon4747 i did it exactly how you did, I figured out whe walking forward problem but the delay became a new problem and i couldn't figure out how you did it I tried zooming in but I have a shitty phone, I would use my PC but I don't got no wireless card or Ethernet so 😭😭
@@penguon4747 I try to put in the counter command but when I do the original command just stops working lol By original I mean the command where when I press r I walk forward
You don't. Maybe it's possible by putting a big physical projectile in front of yourself, or a big model with physics. But in my case, I just had those deflect animations play whenever I took damage; it's purely for cosmetic with no functionality.
do you take comissions? or am i able to buy the pacs? cuz i am honestly really interested, ive loved gmod since 2015 and play it to this day, could you by any chance dm me your discord name and #?
I'm really grateful that you are making these tutorials because most pac tutorials really are just really beginner stuff so Its really amazing that you're making these
You got me into Pac and now being able to learn how you make them is amazing!
Omori music made it 10x better lol. Also great cover on timerx, my pac knowledge is in its infancy, but your videos will help grow it!
well. you made me interested in TRUELY learning Pac3 with these videos. specifically just finished watching this one the one before it and the one you remade an old pac of yours.. it all has inspired me to try and learn but i've noticed theres little actual teaching videos.. i'll eventually get there if the next shiny thing does catch my attention. but hey! thanks for showing me the fun stuff you can do with PAC. definitively a new subscriber from me
(sorry if my english is bad. im brazilian, and its 5 am for me.)
Could never wrap my head around timers, this is awesome.
THATS WHY HES THE GOAT !!!!!
Goat? I am sorry, I don't get it.
@@imfullofsandwichesandimcom2301 THE GREATEST OF ALL TIME
@@ZeroTut0rials ohh, wow! Didn't get it at first, thank you!
It's very cool to see someone making informative tutorials on cool-looking stuff in PAC3, rather than the billion tutorials that tell you how to place a sphere on your hand or something. I've always been interested in doing cool combat and movement stuff with PAC so it's nice that you're showing off how to do this sort of thing.
Damn I love these tutorials. i wanna learn every BIT of that PAC3 stuff. Keep goin champ :))
Your content is so good, I hope you continue making these amazing pacs and videos (specially tutorials)
you are helping people with creating mods, can't wait to see what comes out of that
This is some insane stuff, i subscribed immediately after seeing these animations youve made, i hope there will be some new tutorials ❤❤
bit late, but thanks for the short tutorial! i'm going to use your' dash sample and use it to practice and fit it as my own. it'll be a great addition to my pac characters!
The most easiest tutorial ive never seen into my life
Tbh, katana in outro is cool
Hey would it be possible to have a tutorial on how to replace running animations(The idea of replacing default animations) and maybe the fake fps camera you mentioned with the other comment.
Oh nevermind! Found out about events! really excited to practicing and turning this into a hobby! Would like to see more tutorials from you!
how to make good animations? (some tips maybe) (also first)
Can you make a community discord? It would be a lot of help attempting to develop further with a few people in there with more experience and especially having you in there would be important as you are the physical manifestation of Pac3, I saw the remade flame sword thing a few months ago, and ive just stared at it delaying my start to hopefully make something similar or different but at the same level. I idolize your skill and it would be amazing to have a small discord server filled with people showing others how too do what and helping expand on each others skill and see what comes out of it
There is already a discord server for pac, with a good handful of people who are willing to help. You can visit the pac wiki to get an invite link.
@@penguon4747 Oh, okay. Ill check it out
Is it possible to make a backroom-like camera so that it can be picked up and viewed from its face like in a normal camera, but so that it is a model of the camera from behind the scenes and when the player dies, you can also switch to the view from the camera's face?
Now i just need some uncanny sprint animation 😂 to with this guide
please tell me how to get virgil pack you made, it looks nice af
Very good tutorial! Also, kudos for using Omori music :D
"combo system"? and the more information on this question is basicly if i get any input, for example mouse 1, it attacks, and if i do it again within a time frame, it continues with a different one to chain attack
If you want to play a different animation after pressing mouse1 again, you can make a pac command that is triggered upon pressing mouse1 again after a timerx window under your main event, that plays the next animation.
Tutorial on how to make multiple attack? Like a 2nd click plays a separate animation or whatever
Use command events. After your first attack is done, you can use timerx to make a small window to execute a command, which will activate the corresponding command event.
@@penguon4747 any tips on making the animations blend together? I use the pac3 animator so I'm not sure if you use the same
@@YaBoiESan Make the first frame of the second animation identical as the last frame of the first animation, then set that as the start.
@@penguon4747 ooooooh why didn't I think of that, thanks man
Is it possible for me to edit the idle animation with the crowbar? So I can use that as a sword basis?
we ongod need a video where he faces someone else with these kind of pacs
you are a genius
How do you make those animations that do damage?
And how in the last clip some bullets didn't hit you?
Anyway, I wait for the next tutorial
The events that trigger my animations also trigger projectiles that have a low life-time.
Those bullets did hit me; I still took full-damage. The deflect animations that play are only for cosmetic with no functionality.
@@penguon4747 that was, so fast, I didnt expect that
When I create a Pac it only renders when I go in third person or have a camera part. I've heard that view model something or other can fix that but I'm unsure how to use them. How do you make your Pacs first person prospective?
Pacs are only able to render outside of first person. You can either revert your outfit group to a viewmodel group, which is kinda broken from what I’ve heard in the pac discord. Or you can do what I did and create a fake first person effect with the camera part, and attach it to your playermodel’s head.
@@penguon4747 Makes sense, thank you.
@@penguon4747 how do i make the fake fp effect though?
NVM i found out lol, sorry for bothering you
Hi, so I would like to make an animation where I walk into a portal and my model disappears as soon as I enter said portal.
But tbh I don't know what things I need to make it happen. (events, effects etc.)
hey! so i'm new to the pac thing. I got some questions to ask if you are willing! so first, is there any way to make a particle follow the hand? i'm trying to make a punching effect, and I want a smoke particle to follow the hand. another thing, is there any way to make a projectile spin like a tornado in place while inflicting damage? i've seen some youtube videos on the anime pac3s or something where they have a tornado as a projectile if it is one, or is it an animation? well either way, i hope you can answer these! im having alot of fun making pacs.
for particles to follow you, you can tick the ‘follow’ property within the particle itself.
for the tornado projectile i am not really sure myself. regardless, you can get pretty creative with projectiles so maybe there are other ways to to do it.
@@penguon4747 thank you! one more question if you dont mind, any way to add multiple of your playermodels arms? or do they need to be custom models?
@@jacoble4549 giving yourself more functional animated arms sounds pretty complex, but yes you can probably use custom models or already existing rigged models, or even attaching your own models
Broo you are a pro
some questions on the moving character part. is there any way to activate it when a NPC tries to attack you? i'm trying to make my character dodge when someone attacks him, and im wondering if theres anything I need to know to activate this. is there also any way to make a particle short at first, but it gradually extends as well? or is it only possible with props? I know how to do it with props, so im wondering if its the same as particles?
to detect if your character has taken damage from anything, you can use a ‘health_lost’ event with an ‘above’ operator, and set the value to 1.
particles can be stretched via altering the ‘start length’ and ‘end length’ values.
if im correct you can do anything but its time consuming
so can i make doctor octopus tentacles with pac 3?
like you can climb walls grab something and strike with these things
is it possible?
it’s possible
i tried this and my character wouldnt stop walking forward i had to manually enter -forward in console
okay so, how do you make a default custom animation? to elaborate, i'm trying to make a swing animation but i don't want it to just go back to something like idle_melee2, and also i want to be able to have multiple animations when i swing (like holding it down), im sorry if someone else has asked this already but i've been having trouble with it for a long while now
By default, having an unaltered frame will have your character at its default pose. If you don't want your character to go back to the default pose, then simply change up the last frame. Also I am not sure what you meant by having multiple animations. If you are talking about having multiple consecutive attacks for one button, then you can use custom pac commands and command events to 'queue' the next attack.
If theres something i noticed is that the camera movement seems tk actually track your head, even in pac animations. How does that work?
Wdym tracks my head? Are you referring to one of my pacs?
@@penguon4747 yeah, sorry i couldn't explain it better so basically, remember when you remade that pac? Idk why, but the way it actually tracked the character when it crouched before going up instead of the cam staying in its normal position, it's such a small detail that i wanna know how it was done.
(Btw sorry i took long to respond i had school.)
@@MisterNuke Ah I see, that's because I am actually crouching, it's not part of the animation. The third-person addon I am using behaves that way; it ducks down with me.
I really liked how it looked like I am charging up a jump so I implemented a +duck command right before I jump.
huggee
edit: holy shit how did you make the outro pac?
can I buy the katana pac at the end?
how did you make the deflect bullets thing thats in the outro?
those animations played whenever it detected if i lost health
they didn’t deflect anything though i’m not sure if that’s even possible, it just looked really cool
what addons you use for the cool katana thingy and some pac3 pro tips pls i beg
i am only using pac3 for the firstperson katana
the only thing that doesn't use pac3 were the gore effects; that is a separate addon
Can you teach how to make slashes do damage? Ik it with projectiles but i still dont get how to make hitboxes for it
melee damage can be essentially replicated by using projectiles that have a really low life-time. make sure to set the velocity to a moderately low number, you wouldn't want a projectile that's trying to recreate melee to go as far as a bullet.
there is also the new pac3 develop branch on the github page that is constantly being updated, this branch introduces a new form of dealing damage via preset hitbox shapes that you can use instead of traditional projectiles.
also timerx must have effect children checked or it will bug out with reset on hide
Having ‘affect children only’ unchecked will make the event affect everything around the event. Which includes the parent, the parent’s children, and the event’s children. Whereas having this setting checked will only affect the event’s children (hence the name). It doesn’t necessarily bug out anything if you don’t check it, but it is better to leave it on for what we’re doing here. It ultimately depends on what you need and what you’re trying to do.
do you know how i can put roblox cube cavern sounds into my pac3? or how to make a damaging laser
find a youtube video that has these sounds, download the video via youtube to mp3 converter and then crop the audio file to your desired sounds.
you can make a laser either with particles that are set with a really long stretch, or with a beam that has the end point set to your hitpos bone. for it to deal damage, you'll need to use projectiles.
How do i make custom attacks in pac3, if you can help me please
how do i make grapling hooks?
that not works for me, on commands. help please. I put the button event, do everything copied, (it have a small cube not like on video, the orange one), i put command +forward with it as parent pressing r and... nothing.. what is that?
sorry for the late response, the command has to be the child of the event, not as the parent
is there any possible way you could phase through npc while using this dash? i've tried the noclip property in the playermovement but it just seems to make me phase through the ground
I thought the noclip property would be a solution but I guess not. You can try decreasing your hitbox size in your entity properties so you're less likely to hit something when you dash, but other than that, I have no other solution.
how does one make a separate item for themselves in pac to make stuff like dawnblade a reality?
can you elaborate on separate item?
the separate item being the "hands" item that was seen in your dawnblade video. in your 1 slot. how can you add a weapon slot via pac3?
@@penguon4747
The effect at the end where you seemed to block the bullets with the sword, does this actually work or not? And how did you do it?
I only made that effect for cosmetic whenever I take damage, I still take normal damage as it doesn't actually block bullets.
@@penguon4747 Ah, thank you for replying. I actually saw this in another reply but only after I commented this, but thank you for doing it regardless. Do you happen to have a discord or anything so I can ask questions more directly and get opinions?
@Persephone you can add me on discord: penguinii_
or you can visit the pac wiki and get an invite link to the pac discord
alright, so i need some help. the timerx event does work, but my particle isnt looping. whenever i press my button and wait for the timer that i set (4 seconds), the particle appears but it only lasts about a second before disappearing, and if i keep holding it my button the process repeats. been trying to find a fix for hours. your my only hope rn.
what operator did you set for your timerx? the events are probably parented in the wrong order
@@penguon4747 i followed the video, and used equal or above, and the parent is the button event, with my particles being the children of the timerx event
@@penguon4747 nevermind, I have fixed it! thanks, you were right the events were in the wrong order.
Please, make next tutorial
how to reflect bullets?(
Question, *how the hell do I even make those cool sword things?*
what are sword things
well, what I mean is like, your dawnblade or your Vergil pac that kind of stuff
@@chesky-621 Most likely a bunch of Proxies and particles maybe effects
what about things like extra jumps? do they work the same or no
if you’re referring to double jumping, you can create that effect by having your gravity reversed to a really high number for a really short time to mimic a second jump
how i can make the events do a loop?(example, I have a timerx and after a certain time I want it to be repeated)
You can parent the timerx to a regular ‘timer’ event, and set the duration to how often you want it to loop.
@@penguon4747 thank youuu
Can you upload his own pacs on the workshop?
more man plsease
How long did you make this pac
What's the sword mod at the end?
that is my sword pac
@@penguon4747 And you can make a guide for pac 3 on character animation and tying the bones of the sword to the hand ?
Is there a way to make a pac camera accurate for aiming?
not sure what you mean by camera accurate
is there any way for dash to work in the first person too?
pacs won’t be able to load in first-person, no. but you can make a fake first-person effect if you attach a pac camera to your player’s head, that way your pac will load while having the pov of your player’s perspective.
how do i make combat?
tried to use the dash, but unfortunately it keeps making me go forward and unable to stop moving from a command
You need to press R long enough so that -forward can be executed, try putting -forward in the console.
Okay I have a solution for this, although it makes the dash look mors like a teleport, basically you make the timerx a really small value like 0.1 or smth then you go to the player movement max groumd speed and set it high like 750 or 1000 and withh it the run run speed or whatever you want ig
Think it was because I was using a bad version of pac3. Because now It works without any issues.
It was a gmod thing not a pac3 thing maybe too? Idk
But got it to work, now can use it as reference for making a homing attack for my sonic pac
how to do find simple (key) in (key)???
get an event and set it to ‘button’
@@penguon4747 ty
tried using the dropbox link for the dash and it isnt working, is it something with binds?
what exactly does not work? are you not moving forward? or does it simply do nothing
@@penguon4747 Hey I have the same issue, I used the dropbox link and copied everything as well a couple times before. With the dropbox, the timerx for -forward doesn't work so you are stuck with the +forward until you put in console, and when I am just doing it myself I will set up the -forward timerx event and then it will not let the command work when I press R.
@@penguon4747 ok so I figured out with the dropbox link you have to hold r for a short second and not tap it or the timerx won't work, still haven't resolved the other one though.
im trying to get the dodge to work but it will not work at all please help
Add me on discord: penguinii_
how to make the cool animation
How did you see your pac in first person or was that an addon
I used the camera part and attached it to my head, which gave it a fake first person view.
So I'm trying to recreate the dashing mechanic, but yeah... Its not working. Nothing is happening when I press the assigned button. What am I doing wrong, because I am following the steps as careful as humanly possible
Add me on discord: penguinii_
and send me screenshots/recordings of your setup
@@penguon4747 First, I'm sorry I just now replied to you, I didn't get a single notification from you. Second: I managed to get the button part to work however, the -forward string doesn't work at all. Its as if it doesn't even exist
@Mathias4044 I found out what the problem a while ago and fixed it
how to do the pac 3
i need to know ;(
How did you make sword deal damage
I used projectiles that have big radius and low life-time.
Hello! im just wondering if there is a way to make this work in noclip? i want to be able to fly and do a very fast dash but noclip cancels it out
Default noclip is its own movement; settings like run-speed and sprint-speed won't affect it. However, there is a noclip property inside of 'playermovement' if you want to phase through everything just like in noclip. If you just want to be able to fly, then use 'allow z velocity'.
@@penguon4747 I am trying to achieve flight that is easily controllable like noclip (if i am unable to use it) but also be able to do a dash mid-flight but the player movement controllers overide eachother and just drop me to the floor after the dash one disables
@@intellectualpotato If I recall, having multiple playermovements coincide with each other is not possible, since only one instance of playermovement will be active at a time. If you want to have a dash ability, you can use a proxy that affects run-speed or sprint-speed (have it start at a high value then decrease to a lower value). Then have an event parented to that proxy, so that proxy will activate when the event is active.
@@penguon4747 i am sorry for being very annoying,
I cant seem to figure out how to let me move in the air as if i was flying and its just 0 gravity with no control
@@intellectualpotato Make sure you substantially increase both max air-speed and max ground-speed. Also increase air-friction so you’ll get a more noclip type of movement instead of a gliding type.
The forward command just aint working for me, i put everything in like you told me and it just didnt work when i tried.
are you executing the command while in thirdperson?
@@penguon4747 i did it exactly how you did, I figured out whe walking forward problem but the delay became a new problem and i couldn't figure out how you did it I tried zooming in but I have a shitty phone, I would use my PC but I don't got no wireless card or Ethernet so 😭😭
@@CherriClownz what's wrong with your delay? what is happening on your end?
@@penguon4747 I try to put in the counter command but when I do the original command just stops working lol
By original I mean the command where when I press r I walk forward
@@CherriClownz do your events have ‘affect children only’ checked?
hey how do you block bullets with pac?
You don't. Maybe it's possible by putting a big physical projectile in front of yourself, or a big model with physics. But in my case, I just had those deflect animations play whenever I took damage; it's purely for cosmetic with no functionality.
@@penguon4747 makes sense, I've tried both and nether work
How make bullet block?
I wasn’t blocking any bullets, those deflect animations simply played whenever I take damage.
How can I download
pls make this a real addon on the gmod workshop .
it is real
@@penguon4747 GIVE ME THE LINK I NEED IT!
hey what server do you play on
I play on cfc build/kill
@@penguon4747 noce
the download link says its deleted
Sorry about that, I updated the links and they should work now.
@@penguon4747 thanks mate
Please bro i want this addon
It’s pac3
sword pls
whats that swep?
there is no swep
@@penguon4747 no i mean the katana at the end of the vid! In 3:30
@@AzraelTheSaint1 that is one of my pacs
@@penguon4747 so wait. you can make pacs actually in first person now?! how long have i not been playing gmod to know that?
do you take comissions? or am i able to buy the pacs? cuz i am honestly really interested, ive loved gmod since 2015 and play it to this day, could you by any chance dm me your discord name and #?
My discord is penguinii_
Can i add you on discord
my discord is penguinii_