diff --git a/script.lua b/script.lua index d21cd51..cc75344 100644 --- a/script.lua +++ b/script.lua @@ -607,6 +607,7 @@ end function animateMTail(val) local chest_rot = 3 local period=2*math.pi + local amplitude_multiplier=1 -- TODO vanilla model manipulation broke, add chestplate model -- armor_model.CHESTPLATE:setRot(vec( -wave(val, period, math.rad(3)), 0, 0 )) -- this makes it work with partial vanilla @@ -614,18 +615,20 @@ function animateMTail(val) -- vanilla_model.JACKET:setRot(vec( -wave(val, period, math.rad(3)), 0, 0 )) if player:getVehicle() then + period=4*math.pi + amplitude_multiplier=0.33 TAIL_BONES[1]:setRot(vec(85,0,0)) else resetAngles(model.Body) - model.Body:setRot(vec( wave(val, period, 3), 0, 0 )) - model.Body.LeggingsTopTrimF:setRot(vec( wave(val-1, period, 4), 0, 0 )) - model.Body.LeggingsTopTrimB:setRot(vec( wave(val-1, period, 4), 0, 0 )) - TAIL_BONES[1]:setRot(vec( wave(val-1, period, 7), 0, 0 )) + model.Body:setRot(vec( wave(val, period, 3*amplitude_multiplier), 0, 0 )) + model.Body.LeggingsTopTrimF:setRot(vec( wave(val-1, period, 4*amplitude_multiplier), 0, 0 )) + model.Body.LeggingsTopTrimB:setRot(vec( wave(val-1, period, 4*amplitude_multiplier), 0, 0 )) + TAIL_BONES[1]:setRot(vec( wave(val-1, period, 7*amplitude_multiplier), 0, 0 )) end - TAIL_BONES[2]:setRot(vec( wave(val-2, period, 8), 0, 0 )) - TAIL_BONES[3]:setRot(vec( wave(val-3, period, 12), 0, 0 )) - TAIL_BONES[4]:setRot(vec( wave(val-4, period, 15), 0, 0 )) + TAIL_BONES[2]:setRot(vec( wave(val-2, period, 8*amplitude_multiplier), 0, 0 )) + TAIL_BONES[3]:setRot(vec( wave(val-3, period, 12*amplitude_multiplier), 0, 0 )) + TAIL_BONES[4]:setRot(vec( wave(val-4, period, 15*amplitude_multiplier), 0, 0 )) end tail_original_rot={} for k, v in ipairs(REG_TAIL_BONES) do