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[TF2] Taunt 'em (v1.0.1, 06/23/2015)


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Author
Horsedick
AlliedModders Donor
Join Date: Sep 2011
Plugin ID:
4255
Plugin Version:
1.0.1
Plugin Category:
Fun Stuff
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    171 
    Plugin Description:
    Force special taunts on players.
    Old 06-28-2014 , 21:58   Re: [TF2] Taunt 'em
    Reply With Quote #1

    Too bad you can't force the pyro balloon taunt on another character
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    VoiDeD
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    Join Date: Mar 2009
    Location: Illinois, USA
    Old 06-29-2014 , 05:29   Re: [TF2] Taunt 'em
    Reply With Quote #2

    The taunt props are nothing more than tf_taunt_prop entities spawned on the server. They're neither bonemerged nor tempents.

    CTFPlayer::PlayTauntSceneFromItem should already be creating them for you, unless you're doing something wrong with the CEconItemView you're passing into it.
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    Last edited by VoiDeD; 06-29-2014 at 05:30.
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    friagram
    Veteran Member
    Join Date: Sep 2012
    Location: Silicon Valley
    Old 06-29-2014 , 07:26   Re: [TF2] Taunt 'em
    Reply With Quote #3

    Quote:
    Originally Posted by VoiDeD View Post
    The taunt props are nothing more than tf_taunt_prop entities spawned on the server. They're neither bonemerged nor tempents.

    CTFPlayer::PlayTauntSceneFromItem should already be creating them for you, unless you're doing something wrong with the CEconItemView you're passing into it.
    It does not create them here.
    Looks like each client can have one at a time. Iirc they used to be tf_wearables, and could be searched for and have their render color set.
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    pheadxdll
    AlliedModders Donor
    Join Date: Jun 2008
    Old 06-29-2014 , 12:52   Re: [TF2] Taunt 'em
    Reply With Quote #4

    Not all the taunts use tf_taunt_props (the shred alert guitar or the chicken bucket)

    All evidence points to them being client side: no TempEnts are sent and no entities are created. No idea why friagram is suggesting it's a prop_dynamic or TempEnt. Try this:

    Before you make someone taunt, set m_nActiveTauntSlot on the player. If you have a valid taunt equipped, it will use the taunt prop of whatever slot you set. So if you run the Deep Fried Desire taunt and set the active slot to (11-18 ) and equip the shred alert in the corresponding slot, the guitar will show instead of the bucket.

    How it works on the client: If you have a non-zero taunt slot, it replaces the model of the current weapon you are holding with a model from the schema designated by your taunt slot.
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    Last edited by pheadxdll; 06-29-2014 at 13:14.
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    VoiDeD
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    Join Date: Mar 2009
    Location: Illinois, USA
    Old 06-30-2014 , 03:35   Re: [TF2] Taunt 'em
    Reply With Quote #5

    Quote:
    Originally Posted by friagram View Post
    It does not create them here.



    ...?
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    Skyrider
    AMX Mod X Beta Tester
    Join Date: May 2005
    Location: Netherlands
    Old 06-30-2014 , 08:24   Re: [TF2] Taunt 'em
    Reply With Quote #6

    Is there any specific reason I'm getting this when loading the plugin?

    Quote:
    13:20:42 L 06/30/2014 - 07:20:41: [SM] Plugin encountered error 25: Call was aborted
    13:20:42 L 06/30/2014 - 07:20:41: [SM] Native "SetFailState" reported: Unable to initialize call to CTFPlayer:layTauntSceneFromItem. Wait patiently for a fix.
    13:20:42 L 06/30/2014 - 07:20:41: [SM] Displaying call stack trace for plugin "tf_tauntem.smx":
    13:20:42 L 06/30/2014 - 07:20:41: [SM] [0] Line 34, C:\sourcemod\tf_tauntem.sp::OnPluginStart()
    MetaMod:Source v1.10.1-devV, SourceMod v1.5.4-dev+1b9a3ff

    Installed the files correctly. Using latest TF2Items as well:

    Quote:
    [03] TF2Items (1.6.0): TF2 Item Modifier
    None of the commands are working, so the plugins hasn't loaded properly due to the errors.
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    Last edited by Skyrider; 06-30-2014 at 08:28.
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    friagram
    Veteran Member
    Join Date: Sep 2012
    Location: Silicon Valley
    Old 07-01-2014 , 08:32   Re: [TF2] Taunt 'em
    Reply With Quote #7

    Quote:
    Originally Posted by VoiDeD View Post
    ...?
    It's not creating anything.
    It seems like the client is just checking with whatever it's got from the item server about the other client, and then pulling out the prop for that taunt, as set by the active taunt slot.
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    Powerlord
    AlliedModders Donor
    Join Date: Jun 2008
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    Old 07-01-2014 , 09:26   Re: [TF2] Taunt 'em
    Reply With Quote #8

    Quote:
    Originally Posted by friagram View Post
    It's not creating anything.
    It seems like the client is just checking with whatever it's got from the item server about the other client, and then pulling out the prop for that taunt, as set by the active taunt slot.
    *eyes the CreateEntityByName("tf_taunt_prop", -1);*
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    TurretTheEpic
    Senior Member
    Join Date: Jul 2012
    Old 06-29-2014 , 14:16   Re: [TF2] Taunt 'em
    Reply With Quote #9

    "I'd suggest that you not make access to this plugin a donator feature or a pay-to-use feature, as it may prompt Valve to inhibit its functionality."
    In my Defense i dont have any way of doing donator or pay-to-use so
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    PCDrivers
    AlliedModders Donor
    Join Date: Feb 2013
    Location: Canary Islands
    Old 06-29-2014 , 17:12   Re: [TF2] Taunt 'em
    Reply With Quote #10

    I think it would be interesting to add also the taunts of the Set of objects, such as the Wolf (Demoman),
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