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Custom animations/taunts for TF2


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Marverlous
Senior Member
Join Date: May 2013
Old 04-01-2014 , 23:26   Custom animations/taunts for TF2
Reply With Quote #1

We already have custom model plugin (Be the Robot, etc,) why not a plugin that work similarly but replace custom animations/taunt instead of models?
Especially with taunt that are already in the games file such as THIS?
That would be awesome! You would be awesome!
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Last edited by Marverlous; 04-01-2014 at 23:27.
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WildCard65
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Join Date: Aug 2013
Location: Canada
Old 04-02-2014 , 11:28   Re: Custom animations/taunts for TF2
Reply With Quote #2

I think taunts are part of the model files.
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Dr. Greg House
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Join Date: Jun 2010
Old 04-02-2014 , 11:50   Re: Custom animations/taunts for TF2
Reply With Quote #3

^
|
This
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Mitchell
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Join Date: Mar 2010
Old 04-02-2014 , 12:07   Re: Custom animations/taunts for TF2
Reply With Quote #4

Plus their scripted sequence files are pretty much client side if i can remember.
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Dr. Greg House
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Old 04-02-2014 , 12:11   Re: Custom animations/taunts for TF2
Reply With Quote #5

I don't know if character models are different in this regard, however custom models can have animations, and you can play those sequences directly. Theoretically if named correctly they should be picked and played accordingly.
But I can't say the same for facial animations.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 04-03-2014 , 11:16   Re: Custom animations/taunts for TF2
Reply With Quote #6

Its very easy to add in custom taunts into models. Just make sure they use the same amount of frames as the one you are replacing, or change the timescale to match it.. Then add the animation into the model, and the blend layer, overwriting say, "taunt2." If it's first, the valve sequence/animation following in the include will be ignored. Just grab the qc from the SDK if you need an example, and can hide weapons, play sounds, etc.
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Konkey Dong
Junior Member
Join Date: Feb 2013
Old 04-04-2014 , 07:02   Re: Custom animations/taunts for TF2
Reply With Quote #7

Well you can play any player animation within the model with the hidden cheat command mp_playanimation <sequence name>

And considering the old high-five plugin I suppose it shouldn't be too hard to implement the unused ones.
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Mitchell
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Join Date: Mar 2010
Old 04-04-2014 , 12:13   Re: Custom animations/taunts for TF2
Reply With Quote #8

Quote:
Originally Posted by Konkey Dong View Post
Well you can play any player animation within the model with the hidden cheat command mp_playanimation <sequence name>

And considering the old high-five plugin I suppose it shouldn't be too hard to implement the unused ones.
that should only be used if you are testing a model, and dont have plugins, the others you can play with a plugin's help.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 04-04-2014 , 13:05   Re: Custom animations/taunts for TF2
Reply With Quote #9

You can spawn instance scripted scenes
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