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[TF2] Pets


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Fearts
ferts of daeth
Join Date: Oct 2008
Old 01-18-2014 , 04:46   Re: [TF2] Pets
Reply With Quote #61

Does this require a .nav file to follow you around?

EDIT: Apparently not


But also is there a way to remove the hat and grenade that appear on the pet?

EDIT #2: NM Figured it out lol



I tried adding Saxton Hale as a boss to test with this config:

Code:
    {
        "models/player/saxton_hale/saxton_hale.mdl",
        1,
        1,
        "misc/halloween/skeletons/skelly_giant_01.wav",
        "misc/halloween/skeletons/skelly_giant_02.wav",
        "misc/halloween/skeletons/skelly_giant_03.wav",
        "saxton_hale/saxton_hale_132_kill_toy.wav",
        "misc/halloween/skeletons/skelly_giant_03.wav",
        "misc/halloween/skeletons/skelly_giant_01.wav",
        "misc/halloween/skeletons/skelly_giant_02.wav",
        "player/footsteps/giant1.wav",
        "player/footsteps/giant2.wav",
        "player/footsteps/giant1.wav",
        "stand_ITEM1",
        "Airwalk_MELEE",
        "a_jumpStart_melee",
        "taunt06",
        "spawn",
        "crouch_ITEM1",
        "Run_MELEE",
        "shake",
        "ghost_appearation",
        "ghost_appearation",
        "tf_projectile_cleaver",
        "models/empty.mdl",
        "head",
        "models/empty.mdl",
        "none",
        "none",
        "head",
        0.4,
        100,
        HEIGHT_GROUND,
    }
But for some reason the model becomes invisible when I'm not moving or taunting. Any idea why that might happen?

EDIT: I found it was the stand_ITEM1

Another big issue I found was people can spam crouch or attack and it will spam the sound clip. Maybe a timer on the sounds to prevent this sort of thing.

Also, invis for spy only works on the HHH and it doesn't make his head invis. Would be cool if you fixed this.
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Last edited by Fearts; 01-18-2014 at 06:14.
Fearts is offline
arthurdead
Senior Member
Join Date: Jul 2013
Old 01-18-2014 , 14:52   Re: [TF2] Pets
Reply With Quote #62

Update:
Now your Pet Disguise With You
New Anim Crouch Walk
Changed .inc
fixed spy bug
removed duck/attack sound
added sm_petwait
added sm_petfollow
arthurdead is offline
Fearts
ferts of daeth
Join Date: Oct 2008
Old 01-18-2014 , 21:41   Re: [TF2] Pets
Reply With Quote #63

Quote:
Originally Posted by arthurdead View Post
Update:
Now your Pet Disguise With You
New Anim Crouch Walk
Changed .inc
fixed spy bug
removed duck/attack sound
added sm_petwait
added sm_petfollow

I don't know what you did with this last fix but I wont be using it. You changed the .inc completely and it broke all the pets I had setup.
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arthurdead
Senior Member
Join Date: Jul 2013
Old 01-18-2014 , 21:50   Re: [TF2] Pets
Reply With Quote #64

Quote:
Originally Posted by Fearts View Post
I don't know what you did with this last fix but I wont be using it. You changed the .inc completely and it broke all the pets I had setup.
ok
arthurdead is offline
404UserNotFound
BANNED
Join Date: Dec 2011
Old 01-18-2014 , 22:39   Re: [TF2] Pets
Reply With Quote #65

Quote:
Originally Posted by Fearts View Post
I don't know what you did with this last fix but I wont be using it. You changed the .inc completely and it broke all the pets I had setup.
It's simple to update it. Just compare the enum to the petStocks and add in any missing fields (use the "do not remove" pet as a guide).

You mainly just have to add one new animation line (crouch-walk), remove the duck/attack sound lines and you're good.

Better yet, post your pets.inc code here, and myself or arthur can un-fuck it for you.

Also, arthur, the Resupply Locker event should also respawn the pet if the player has a pet. Right now, it just kills the pet.

Last edited by 404UserNotFound; 01-18-2014 at 23:45.
404UserNotFound is offline
Fearts
ferts of daeth
Join Date: Oct 2008
Old 01-19-2014 , 18:52   Re: [TF2] Pets
Reply With Quote #66

Quote:
Originally Posted by abrandnewday View Post
It's simple to update it. Just compare the enum to the petStocks and add in any missing fields (use the "do not remove" pet as a guide).

You mainly just have to add one new animation line (crouch-walk), remove the duck/attack sound lines and you're good.

Better yet, post your pets.inc code here, and myself or arthur can un-fuck it for you.

Also, arthur, the Resupply Locker event should also respawn the pet if the player has a pet. Right now, it just kills the pet.
Code:
// Define pet states
#define STATE_IDLE 1
#define STATE_WALKING 2
#define STATE_JUMPING 3
#define STATE_SPAWNING 4
#define STATE_TAUNTING 5
#define STATE_DUCKING 6
#define STATE_ATTACKING 7
#define STATE_STUN 8

// Define pet heights
#define HEIGHT_GROUND 1
#define HEIGHT_HOVER 2
#define HEIGHT_FLY 3

enum petContent
{
    String:iModel[PLATFORM_MAX_PATH],
    iSkin,
    iBodyGroup,
    String:iSoundGeneric[PLATFORM_MAX_PATH],
    String:iSoundJump[PLATFORM_MAX_PATH],
    String:iSoundTaunt[PLATFORM_MAX_PATH],
    String:iSoundSpawn[PLATFORM_MAX_PATH],
    String:iSoundDuck[PLATFORM_MAX_PATH],
    String:iSoundAttack[PLATFORM_MAX_PATH],
    String:iSoundStun[PLATFORM_MAX_PATH],
    String:iSoundFoot0[PLATFORM_MAX_PATH],
    String:iSoundFoot1[PLATFORM_MAX_PATH],
    String:iSoundFoot2[PLATFORM_MAX_PATH],
    String:iAnimIdle[PLATFORM_MAX_PATH],
    String:iAnimWalk[PLATFORM_MAX_PATH],
    String:iAnimJump[PLATFORM_MAX_PATH],
    String:iAnimTaunt[PLATFORM_MAX_PATH],
    String:iAnimSpawn[PLATFORM_MAX_PATH],
    String:iAnimDuck[PLATFORM_MAX_PATH],
    String:iAnimAttack[PLATFORM_MAX_PATH],
    String:iAnimStun[PLATFORM_MAX_PATH],
    String:iDeathParticle[PLATFORM_MAX_PATH],
    String:iSpawnParticle[PLATFORM_MAX_PATH],
    String:iProjectile[PLATFORM_MAX_PATH],
    String:iHat[PLATFORM_MAX_PATH],
    String:iHatBone[PLATFORM_MAX_PATH],
    String:iWep[PLATFORM_MAX_PATH],
    String:iWepBone[PLATFORM_MAX_PATH],
    String:iParticle[PLATFORM_MAX_PATH],
    String:iParBone[PLATFORM_MAX_PATH],
    Float:iModelSize,
    iPitch,
    iHeight,
};

stock petInfo[][petContent] = 
{
    {
        // Do not remove this. This counts as Pet Index 0.
        // You can also use this as a base for creating a new pet
        "models/empty.mdl",     // Model
        0,                         // Model - Skin
        0,                         // Model - Bodygroup
        "misc/null.wav",         // Sound: Idle
        "misc/null.wav",         // Sound: Jump
        "misc/null.wav",         // Sound: Taunt
        "misc/null.wav",         // Sound: Spawn
        "misc/null.wav",         // Sound: Crouch
        "misc/null.wav",         // Sound: Attack
        "misc/null.wav",         // Sound: Stunned
        "misc/null.wav",         // Sound: Footstep (1)
        "misc/null.wav",         // Sound: Footstep (2)
        "misc/null.wav",         // Sound: Footstep (3)
        "idle",                 // Animation: Idle
        "idle",                 // Animation: Walking
        "idle",                 // Animation: Jumping
        "idle",                 // Animation: Taunting
        "idle",                 // Animation: Spawning
        "idle",                 // Animation: Ducking
        "idle",                 // Animation: Attacking
        "idle",                 // Animation: Stunned
        "unknown",                 // Particle Effect - Death
        "unknown",                 // Particle Effect - Spawn
        "unknown",                 // Projectile
        "models/empty.mdl",     // Hat Model
        "none",                 // Hat Attachment Bone
        "models/empty.mdl",     // Weapon Model
        "none",                    // Weapon Attachment Bone
        "none",                    // Particle Effect
        "none",                    // Particle Effect Attachment Bone
        0.0,                    // Model Size
        0,                        // Sound Pitch
        0,                        // Height
    },
    {
        //
        "models/bots/skeleton_sniper/skeleton_sniper.mdl",
        2,
        1,
        "none",
        "none",
        "misc/halloween/skeletons/skelly_small_03.wav",
        "misc/halloween/spell_skeleton_horde_cast.wav",
        "none",
        "none",
        "misc/halloween/skeletons/skelly_small_22.wav",
        "player/footsteps/concrete1.wav",
        "player/footsteps/concrete2.wav",
        "player/footsteps/concrete3.wav",
        "stand_LOSER",
        "s_swimAlign_LOSER",
        "a_jumpstart_LOSER",
        "taunt06",
        "spawn06",
        "crouch_LOSER",
        "stand_MELEE",
        "PRIMARY_stun_middle",
        "ghost_appearation",
        "ghost_appearation",
        "tf_projectile_cleaver",
        "models/empty.mdl",
        "none",
        "models/empty.mdl",
        "none",
        "none",
        "head",
        0.5,
        100,
        HEIGHT_GROUND,
    },
    {
        "models/bots/headless_hatman.mdl",
        1,
        1,
        "none",
        "none",
        "misc/halloween/skeletons/skelly_giant_03.wav",
        "ui/halloween_boss_summoned.wav",
        "none",
        "none",
        "misc/halloween/skeletons/skelly_giant_02.wav",
        "player/footsteps/concrete1.wav",
        "player/footsteps/concrete2.wav",
        "player/footsteps/concrete3.wav",
        "stand_ITEM1",
        "Airwalk_MELEE",
        "a_jumpStart_melee",
        "taunt06",
        "spawn",
        "crouch_ITEM1",
        "Run_MELEE",
        "shake",
        "ghost_appearation",
        "ghost_appearation",
        "tf_projectile_cleaver",
        "models/empty.mdl",
        "none",
        "models/empty.mdl",
        "none",
        "none",
        "head",
        0.4,
        100,
        HEIGHT_GROUND,
    },
     {
        "models/headcrabblack.mdl",                 // Model
        1,                                             // Model - Skin
        1,                                             // Model - Bodygroup
        "none",                         // Sound: Idle
        "none",         // Sound: Jump
        "npc/headcrab_poison/ph_idle1.wav",         // Sound: Taunt
        "npc/headcrab_poison/ph_scream1.wav",         // Sound: Spawn
        "misc/null.wav",                             // Sound: Crouch
        "none",                         // Sound: Attack
        "npc/headcrab_poison/ph_hiss1.wav",         // Sound: Stunned
        "npc/headcrab_poison/ph_step1.wav",         // Sound: Footstep (1)
        "npc/headcrab_poison/ph_step2.wav",         // Sound: Footstep (2)
        "npc/headcrab_poison/ph_step3.wav",         // Sound: Footstep (3)
        "IdleSniff",                                 // Animation: Idle
        "Scurry",                                     // Animation: Walking
        "flinch1",                                     // Animation: Jumping
        "IdleSumo",                                 // Animation: Taunting
        "flinch",                                     // Animation: Spawning
        "Idle01",                                     // Animation: Ducking
        "Spitattack",                                 // Animation: Attacking
        "Die",                                         // Animation: Stunned
        "ghost_appearation",                         // Particle Effect - Death
        "ghost_appearation",                         // Particle Effect - Spawn
        "tf_projectile_cleaver",                     // Projectile
        "models/empty.mdl",                         // Hat Model
        "none",                                     // Hat Attachment Bone
        "models/empty.mdl",                         // Weapon Model
        "none",                                        // Weapon Attachment Bone
        "none",                                        // Particle Effect
        "none",                                        // Particle Effect Attachment Bone
        1.0,                                        // Model Size
        100,                                        // Sound Pitch
        HEIGHT_GROUND,                                // Height
        },
    {
        "models/player/saxton_hale/saxton_hale.mdl",
        1,
        1,
        "none",
        "none",
        "saxton_hale/saxton_hale_responce_rage4.wav",
        "saxton_hale/saxton_hale_responce_rage1.wav",
        "none",
        "none",
        "saxton_hale/saxton_hale_responce_rage3.wav",
        "player/footsteps/concrete1.wav",
        "player/footsteps/concrete2.wav",
        "player/footsteps/concrete3.wav",
        "stand_MELEE",
        "airwalk_MELEE_ALLCLASS",
        "a_jumpStart_melee",
        "taunt_dosido_dance",
        "spawn",
        "crouch_LOSER",
        "throw_fire",
        "shake",
        "ghost_appearation",
        "ghost_appearation",
        "tf_projectile_cleaver",
        "models/empty.mdl",
        "none",
        "models/empty.mdl",
        "none",
        "none",
        "head",
        0.4,
        100,
        HEIGHT_GROUND,
    },
    {
        "models/gman_high.mdl",
        1,
        1,
        "none",
        "none",
        "npc/ichthyosaur/snap.wav",
        "misc/halloween/spell_skeleton_horde_cast.wav",
        "none",
        "none",
        "misc/halloween/skeletons/skelly_small_22.wav",
        "player/footsteps/concrete1.wav",
        "player/footsteps/concrete2.wav",
        "player/footsteps/concrete3.wav",
        "idle",
        "run_all",
        "jump_holding_jump",
        "tiefidget",
        "spawn06",
        "crouchidlehide",
        "swing",
        "PRIMARY_stun_middle",
        "ghost_appearation",
        "ghost_appearation",
        "tf_projectile_cleaver",
        "models/empty.mdl",
        "none",
        "models/empty.mdl",
        "none",
        "none",
        "head",
        0.5,
        100,
        HEIGHT_GROUND,
    },
    {
        "models/dog.mdl",
        1,
        1,
        "none",
        "none",
        "npc/ichthyosaur/snap.wav",
        "misc/halloween/spell_skeleton_horde_cast.wav",
        "none",
        "none",
        "misc/halloween/skeletons/skelly_small_22.wav",
        "player/footsteps/concrete1.wav",
        "player/footsteps/concrete2.wav",
        "player/footsteps/concrete3.wav",
        "idle01",
        "Dog_intro",
        "RockHoist",
        "excitedpound",
        "spawn06",
        "airlockhold_alyx",
        "throw",
        "PRIMARY_stun_middle",
        "ghost_appearation",
        "ghost_appearation",
        "tf_projectile_cleaver",
        "models/empty.mdl",
        "none",
        "models/empty.mdl",
        "none",
        "none",
        "head",
        0.5,
        100,
        HEIGHT_GROUND,
    },
    {
        "models/vortigaunt_slave.mdl",
        1,
        1,
        "none",
        "none",
        "npc/ichthyosaur/snap.wav",
        "misc/halloween/spell_skeleton_horde_cast.wav",
        "none",
        "none",
        "misc/halloween/skeletons/skelly_small_22.wav",
        "player/footsteps/concrete1.wav",
        "player/footsteps/concrete2.wav",
        "player/footsteps/concrete3.wav",
        "idle01",
        "Run_all",
        "barnaclecrunch",
        "zapattack1",
        "spawn06",
        "sweep_idle",
        "MeleeHigh1",
        "PRIMARY_stun_middle",
        "ghost_appearation",
        "ghost_appearation",
        "tf_projectile_cleaver",
        "models/empty.mdl",
        "none",
        "models/empty.mdl",
        "none",
        "none",
        "head",
        0.5,
        100,
        HEIGHT_GROUND,
    }
};
Also, something is very wrong with this plugin. I added it to my server overnight and when I came back on in the morning there were pets all over the spawn rooms. Seems like the pets were randomly spawning on players.
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arthurdead
Senior Member
Join Date: Jul 2013
Old 01-19-2014 , 19:30   Re: [TF2] Pets
Reply With Quote #67

i only checked if it complies idk if the animations make sense

PHP Code:
#define STATE_IDLE 1
#define STATE_WALKING 2
#define STATE_JUMPING 3
#define STATE_SPAWNING 4
#define STATE_TAUNTING 5
#define STATE_DUCKING 6
#define STATE_ATTACKING 7
#define STATE_STUN 8
#define STATE_CROUCH_WALK 9

#define HEIGHT_GROUND 1
#define HEIGHT_HOVER 2
#define HEIGHT_FLY 3

enum petContent
{
    
String:iModel[PLATFORM_MAX_PATH],
    
String:iSkin[PLATFORM_MAX_PATH],
    
String:iBodyGroup[PLATFORM_MAX_PATH],
    
String:iSoundGeneric[PLATFORM_MAX_PATH],
    
String:iSoundJump[PLATFORM_MAX_PATH],
    
String:iSoundTaunt[PLATFORM_MAX_PATH],
    
String:iSoundSpawn[PLATFORM_MAX_PATH],
    
String:iSoundStun[PLATFORM_MAX_PATH],
    
String:iSoundFoot0[PLATFORM_MAX_PATH],
    
String:iSoundFoot1[PLATFORM_MAX_PATH],
    
String:iSoundFoot2[PLATFORM_MAX_PATH],
    
String:iAnimIdle[PLATFORM_MAX_PATH],
    
String:iAnimWalk[PLATFORM_MAX_PATH],
    
bool:HasJump,
    
String:iAnimJump[PLATFORM_MAX_PATH],
    
String:iAnimTaunt[PLATFORM_MAX_PATH],
    
String:iAnimDuck[PLATFORM_MAX_PATH],
    
String:iAnimAttack[PLATFORM_MAX_PATH],
    
String:iAnimStun[PLATFORM_MAX_PATH],
    
String:iAnimCrouchWalk[PLATFORM_MAX_PATH],
    
String:iDeathParticle[PLATFORM_MAX_PATH],
    
String:iSpawnParticle[PLATFORM_MAX_PATH],
    
bool:HasAttack,
    
String:iProjectile[PLATFORM_MAX_PATH],
    
bool:HasHat,
    
String:iHat[PLATFORM_MAX_PATH],
    
String:iHatBone[PLATFORM_MAX_PATH],
    
bool:HasWep,
    
String:iWep[PLATFORM_MAX_PATH],
    
String:iWepBone[PLATFORM_MAX_PATH],
    
bool:HasParticle,
    
String:iParticle[PLATFORM_MAX_PATH],
    
String:iParBone[PLATFORM_MAX_PATH],
    
Float:iModelSize,
    
iPitch,
    
iHeight,
};

stock petInfo[][petContent] = 
{
    {
        
"models/empty.mdl",
        
"0",
        
"0",
        
"misc/null.wav",
        
"misc/null.wav",
        
"misc/null.wav",
        
"misc/null.wav",
        
"misc/null.wav",
        
"misc/null.wav",
        
"misc/null.wav",
        
"misc/null.wav",
        
"idle",
        
"idle",
        
false,
        
"idle",
        
"idle",
        
"idle",
        
"idle",
        
"idle",
        
"idle",
        
"none",
        
"none",
        
false,
        
"none",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"none",
        
"none",
        
0.0,    
        
0,
        
0,
    },
     {
        
"models/bots/skeleton_sniper/skeleton_sniper.mdl",
        
"2",
        
"1",
        
"misc/null.wav",
        
"misc/null.wav",
        
"misc/halloween/skeletons/skelly_small_03.wav",
        
"misc/halloween/spell_skeleton_horde_cast.wav",
        
"misc/halloween/skeletons/skelly_small_22.wav",
        
"player/footsteps/concrete1.wav",
        
"player/footsteps/concrete2.wav",
        
"player/footsteps/concrete3.wav",
        
"stand_LOSER",
        
"s_swimAlign_LOSER",
        
true,
        
"a_jumpstart_LOSER",
        
"taunt06",
        
"crouch_LOSER",
        
"stand_MELEE",
        
"PRIMARY_stun_middle",
        
"s_swimAlign_LOSER",
        
"ghost_appearation",
        
"ghost_appearation",
        
true,
        
"tf_projectile_cleaver",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"none",
        
"head",
        
0.5,
        
100,
        
HEIGHT_GROUND,
    },
    {
        
"models/bots/headless_hatman.mdl",
        
"1",
        
"1",
        
"misc/null.wav",
        
"misc/null.wav",
        
"misc/halloween/skeletons/skelly_giant_03.wav",
        
"ui/halloween_boss_summoned.wav",
        
"misc/halloween/skeletons/skelly_giant_02.wav",
        
"player/footsteps/concrete1.wav",
        
"player/footsteps/concrete2.wav",
        
"player/footsteps/concrete3.wav",
        
"stand_ITEM1",
        
"Airwalk_MELEE",
        
true,
        
"a_jumpStart_melee",
        
"taunt06",
        
"crouch_ITEM1",
        
"Run_MELEE",
        
"shake",
        
"Airwalk_MELEE",
        
"ghost_appearation",
        
"ghost_appearation",
        
true,
        
"tf_projectile_cleaver",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"none",
        
"head",
        
0.4,
        
100,
        
HEIGHT_GROUND,
    },
    {
        
"models/headcrabblack.mdl",
        
"1",
        
"1",
        
"misc/null.wav",
        
"misc/null.wav",
        
"npc/headcrab_poison/ph_idle1.wav",
        
"npc/headcrab_poison/ph_scream1.wav",
        
"npc/headcrab_poison/ph_hiss1.wav",
        
"npc/headcrab_poison/ph_step1.wav",
        
"npc/headcrab_poison/ph_step2.wav",
        
"npc/headcrab_poison/ph_step3.wav",
        
"IdleSniff",
        
"Scurry",
        
true,
        
"flinch1",
        
"IdleSumo",
        
"Idle01",
        
"Spitattack",
        
"Die",
        
"Scurry",
        
"ghost_appearation",
        
"ghost_appearation",
        
true,
        
"tf_projectile_cleaver",
        
false,
        
"models/empty.mdl",
        
"none",    
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"none",
        
"none",
        
1.0,
        
100,
        
HEIGHT_GROUND,
    },
    {
        
"models/player/saxton_hale/saxton_hale.mdl",
        
"1",
        
"1",
        
"misc/null.wav",
        
"misc/null.wav",
        
"saxton_hale/saxton_hale_responce_rage4.wav",
        
"saxton_hale/saxton_hale_responce_rage1.wav",
        
"saxton_hale/saxton_hale_responce_rage3.wav",
        
"player/footsteps/concrete1.wav",
        
"player/footsteps/concrete2.wav",
        
"player/footsteps/concrete3.wav",
        
"stand_MELEE",
        
"airwalk_MELEE_ALLCLASS",
        
true,
        
"a_jumpStart_melee",
        
"taunt_dosido_dance",
        
"crouch_LOSER",
        
"throw_fire",
        
"shake",
        
"airwalk_MELEE_ALLCLASS",
        
"ghost_appearation",
        
"ghost_appearation",
        
true,
        
"tf_projectile_cleaver",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"none",
        
"head",
        
0.4,
        
100,
        
HEIGHT_GROUND,
     },
     {
        
"models/gman_high.mdl",
        
"1",
        
"1",
        
"misc/null.wav",
        
"misc/null.wav",
        
"npc/ichthyosaur/snap.wav",
        
"misc/halloween/spell_skeleton_horde_cast.wav",
        
"misc/halloween/skeletons/skelly_small_22.wav",
        
"player/footsteps/concrete1.wav",
        
"player/footsteps/concrete2.wav",
        
"player/footsteps/concrete3.wav",
        
"idle",
        
"run_all",
        
true,
        
"jump_holding_jump",
        
"tiefidget",
        
"crouchidlehide",
        
"swing",
        
"PRIMARY_stun_middle",
        
"crouchRUNALL1",
        
"ghost_appearation",
        
"ghost_appearation",
        
false,
        
"tf_projectile_cleaver",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"none",
        
"head",
        
0.5,
        
100,
        
HEIGHT_GROUND,
     },
     {
        
"models/dog.mdl",
        
"1",
        
"1",
        
"misc/null.wav",
        
"misc/null.wav",
        
"npc/ichthyosaur/snap.wav",
        
"misc/halloween/spell_skeleton_horde_cast.wav",
        
"misc/halloween/skeletons/skelly_small_22.wav",
        
"player/footsteps/concrete1.wav",
        
"player/footsteps/concrete2.wav",
        
"player/footsteps/concrete3.wav",
        
"idle01",
        
"Dog_intro",
        
true,
        
"RockHoist",
        
"excitedpound",
        
"airlockhold_alyx",
        
"throw",
        
"PRIMARY_stun_middle",
        
"alyxDog_Reunion_slumber",
        
"ghost_appearation",
        
"ghost_appearation",
        
true,
        
"tf_projectile_cleaver",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"none",
        
"head",
        
0.5,
        
100,
        
HEIGHT_GROUND,
     },
     {
        
"models/vortigaunt_slave.mdl",
        
"1",
        
"1",
        
"misc/null.wav",
        
"misc/null.wav",
        
"npc/ichthyosaur/snap.wav",
        
"misc/halloween/spell_skeleton_horde_cast.wav",
        
"misc/halloween/skeletons/skelly_small_22.wav",
        
"player/footsteps/concrete1.wav",
        
"player/footsteps/concrete2.wav",
        
"player/footsteps/concrete3.wav",
        
"idle01",
        
"Run_all",
        
true,
        
"barnaclecrunch",
        
"zapattack1",
        
"sweep_idle",
        
"MeleeHigh1",
        
"PRIMARY_stun_middle",
        
"Crouchidle",
        
"ghost_appearation",
        
"ghost_appearation",
        
true,
        
"tf_projectile_cleaver",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"models/empty.mdl",
        
"none",
        
false,
        
"none",
        
"head",
        
0.5,
        
100,
        
HEIGHT_GROUND,
     }
}; 
arthurdead is offline
TodesRitter
Junior Member
Join Date: Sep 2013
Old 01-20-2014 , 11:00   Re: [TF2] Pets
Reply With Quote #68

Nice job

Can you maybe add comments to the new inc file like Animation: Walking, Sound: Walking ...

Suggestion:
More location for pets.
Maybe pets with weapons.
Damage settings from weapons/projectile.
Auto aim.
TodesRitter is offline
Mr. Man
Veteran Member
Join Date: Mar 2011
Location: Huh?
Old 01-20-2014 , 16:26   Re: [TF2] Pets
Reply With Quote #69

Quote:
Originally Posted by TodesRitter View Post
Auto aim.
lolwut
Mr. Man is offline
404UserNotFound
BANNED
Join Date: Dec 2011
Old 01-20-2014 , 17:25   Re: [TF2] Pets
Reply With Quote #70

Quote:
Originally Posted by TodesRitter View Post
Can you maybe add comments to the new inc file like Animation: Walking, Sound: Walking.
I already did so. Look at pet #0 (the "do not remove" pet)

You can copy that one and paste it at the end (remove the "," after the last bracket) and then work off of it. I labelled that one.
404UserNotFound is offline
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