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[TF2] High Five


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λlsnana(H λ l f l i f e)
Member
Join Date: Jun 2010
Old 01-18-2011 , 08:12   Re: [TF2] High Five
Reply With Quote #21

Can you make a cvar that when you high five it doesnt fail. Becuase i kept getting pissed that i allways get the fail one. I nerver get the Real highfive. Thanks.

Or you can make a vid how to make a What to press.And how not to get The fail
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scopesp
Senior Member
Join Date: Jan 2009
Location: Munich
Old 01-18-2011 , 10:51   Re: [TF2] High Five
Reply With Quote #22

nice one

thanks
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Geit
Senior Member
Join Date: Oct 2009
Location: Home
Old 01-18-2011 , 18:56   Re: [TF2] High Five
Reply With Quote #23

Quote:
Originally Posted by λlsnana(H λ l f l i f e) View Post
Can you make a cvar that when you high five it doesnt fail. Becuase i kept getting pissed that i allways get the fail one. I nerver get the Real highfive. Thanks.

Or you can make a vid how to make a What to press.And how not to get The fail
The animations look silly if you go much beyond the bounds that are hard-coded in - To get a failed hit you must be further than 52 units and closer than 76 (IIRC). To get a successful hit you must be between 60 and 68 units away from the player. There is no randomness in this really, only your skill in lining up the two participants.
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Hal Jordan
Junior Member
Join Date: Nov 2010
Location: Chicago
Old 01-25-2011 , 23:03   Re: [TF2] High Five
Reply With Quote #24

Added this to my server, it runs just fine. It's also terribly amusing to see two Medics high five each other since they're so darn serious about it.

Nice work, Geit.
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wasder
Senior Member
Join Date: Oct 2009
Location: That country
Old 02-11-2011 , 17:13   Re: [TF2] High Five
Reply With Quote #25

Really great work. Players like it.
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WhyDee
Junior Member
Join Date: Mar 2011
Old 04-02-2011 , 10:04   Re: [TF2] High Five
Reply With Quote #26

what's the command to enable hi5ing an enemy?

sm_cvar sm_high_five_enemy
etc
doesnt work (via console)
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 04-03-2011 , 19:46   Re: [TF2] High Five
Reply With Quote #27

I swap around models and weapons on my server, and if I swap a soldier, to, say, a spy model, the high five animation seems to break and OnAnimationDone never seems to go through (it makes a reference spy model sit there, I assume this is because for sniper, spy, and heavy, the name of the animation is different). Maybe have a timer at 5.0 seconds that kills any latent model after the taunt is finished?
PHP Code:
...     SetVariantString("OnAnimationDone !self:KillHierarchy::0.0:1");
        
AcceptEntityInput(Model"AddOutput");
        
CreateTimer(5.0Timer_KillModelEntIndexToEntRef(Model), TIMER_FLAG_NO_MAPCHANGE);
        
g_ClientTauntEntity[client] = Model;
}
public 
Action:Timer_KillModel(Handle:timerany:entref)
{
    new 
Model EntRefToEntIndex(entref);
    if (
IsValidEntity(Model))
    {
        
AcceptEntityInput(Model"KillHierarchy");
    }

Would this fix it?

I see it does it anyway on death, though, but then, if a client did this more than once, there would be several models sitting around, and only the latest one created would be killed.
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Last edited by FlaminSarge; 04-03-2011 at 20:01.
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Adjo
Member
Join Date: Dec 2009
Location: UK
Old 05-06-2011 , 15:02   Re: [TF2] High Five
Reply With Quote #28

Can anyone else confirm this is broken with the latest update?

When people high-five, a civillian rag doll is left behind: http://images.dcsrvdls.com/arena_watchtower0001.png
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 05-06-2011 , 15:49   Re: [TF2] High Five
Reply With Quote #29

Quote:
Originally Posted by Adjo View Post
Can anyone else confirm this is broken with the latest update?

When people high-five, a civillian rag doll is left behind: http://images.dcsrvdls.com/arena_watchtower0001.png
I was about to report the exact same thing:
http://i.imgur.com/yjSXl.jpg
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MjrNuT
SourceMod Donor
Join Date: Feb 2008
Location: Under the Beaming CA Sun
Old 05-06-2011 , 19:31   Re: [TF2] High Five
Reply With Quote #30

I confirm the same issue. Hopefully this is patchable.

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