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[TF2] Toss Buildings


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reBane
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Join Date: May 2020
Old 06-13-2022 , 07:40   Re: [TF2] Toss Buildings
Reply With Quote #11

Next patch will break buildings if the trajectory passes through a playerclip, I'm currently working on some more inconsistencies when throwing buildings of different levels
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reBane
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Join Date: May 2020
Old 06-13-2022 , 08:59   Re: [TF2] Toss Buildings
Reply With Quote #12

Update to 22w24a
* Fixed buildings going up with the wrong level
* Prevent buildings from being tossed through player clips to prevent oob buildings

I know the first level building animation is not playing when re-throwing buildings, but I didn't figure out how to nicely play the sequence on the building and I don't think this is critical
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FlaminSarge
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Join Date: Jul 2010
Old 06-21-2022 , 07:53   Re: [TF2] Toss Buildings
Reply With Quote #13

Quote:
Originally Posted by TF2CutContentWiki View Post
Is this similar to that old video of either FlaminSarge's or Pelipoikas where he whips a teleporter into the air and it still teleports a person while flying through the air?
It is (the concept/impl is approx. the same), and reBane's done a solid job with this impl.

@reBane consider a phys_keepupright to coax buildings into staying upright when thrown, if needed.
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Last edited by FlaminSarge; 06-21-2022 at 07:55.
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reBane
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Join Date: May 2020
Old 06-23-2022 , 10:33   Re: [TF2] Toss Buildings
Reply With Quote #14

I kinda like the way they twirl around uncontrolled, had to laugh pretty hard the first time i noticed it, so I think I'm gonna keep it But thanks for the feedback.

Update to 22w25a:
* Buildings will now break in func_nobuild areas
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Sreaper
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Old 06-23-2022 , 17:42   Re: [TF2] Toss Buildings
Reply With Quote #15

Thank you reBane for continuing to refine this plugin over time. It's really nice.
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FlaminSarge
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Join Date: Jul 2010
Old 06-24-2022 , 03:44   Re: [TF2] Toss Buildings
Reply With Quote #16

Quote:
Originally Posted by reBane View Post
I kinda like the way they twirl around uncontrolled, had to laugh pretty hard the first time i noticed it, so I think I'm gonna keep it But thanks for the feedback.
Potentially a cvar, then. Will try to find my implementation, if you need it.
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All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
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You will be fed to javalia otherwise.
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Last edited by FlaminSarge; 06-24-2022 at 03:44.
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reBane
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Join Date: May 2020
Old 06-25-2022 , 06:25   Re: [TF2] Toss Buildings
Reply With Quote #17

Update to 22w25b
* Props are now kept upright if desired (set sm_toss_building_upright > 0)
* Also i think i forgot to mention sm_toss_building_breakoob previously. You can change that if you want to allow OOB exploration for example.

Quote:
Originally Posted by FlaminSarge View Post
Potentially a cvar, then. Will try to find my implementation, if you need it.
Hm, I'm creating a phys_keepupright per prop right now, idk if it could be simplified
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luki1412
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Join Date: Oct 2008
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Old 07-01-2022 , 07:40   Re: [TF2] Toss Buildings
Reply With Quote #18

There are a couple of issues:
- thrown buildings do not spawn extra metal on destruction if higher level. Its very easy to miss and get it destroyed and losing a lvl 3 sentry this isnt fun
- you can throw buildings into your enemies spawn room. even with sm_toss_building_breakoob on default settings. that is really bad with teleporters and sentries.
- buildings can be thrown into spaces where building is not allowed even on staircases and control points

I recorded these issues: https://youtu.be/UbaSx-kct8E
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reBane
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Old 07-02-2022 , 09:02   Re: [TF2] Toss Buildings
Reply With Quote #19

Update 22w26b
* Fixed breakoob filter acting inverse to specified filter
* Fixed buildings not breaking in opposite team spawn rooms

-----

Quote:
- thrown buildings do not spawn extra metal on destruction if higher level. Its very easy to miss and get it destroyed and losing a lvl 3 sentry this isnt fun
That's just how buildings break. They just don't drop more metal for higher levels. If you meant to suggest that it manipulate metal drops, i can look into that. Maybe with a multiplier cvar per level? open for suggestions.
Quote:
- you can throw buildings into your enemies spawn room. even with sm_toss_building_breakoob on default settings. that is really bad with teleporters and sentries.
Oops, that cvar parsed in reverse. Should be fixed now
Quote:
- buildings can be thrown into spaces where building is not allowed even on staircases and control points
Looks like TF2Utils TF2Util_IsPointInRespawnRoom only checks for the owner teams spawnroom...? fixed the issue by checking manually
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luki1412
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Old 07-03-2022 , 14:54   Re: [TF2] Toss Buildings
Reply With Quote #20

Quote:
Originally Posted by reBane View Post
Update 22w26b
* Fixed breakoob filter acting inverse to specified filter
* Fixed buildings not breaking in opposite team spawn rooms

-----


That's just how buildings break. They just don't drop more metal for higher levels. If you meant to suggest that it manipulate metal drops, i can look into that. Maybe with a multiplier cvar per level? open for suggestions.

Oops, that cvar parsed in reverse. Should be fixed now

Looks like TF2Utils TF2Util_IsPointInRespawnRoom only checks for the owner teams spawnroom...? fixed the issue by checking manually
I know thats the default but throwing your buildings isnt the default. Without the plugin, buildings dont randomly get destroyed. Just give the engie metal back. If you know how to spawn metal parts then spawn more or you can give them directly which is a one liner. Controlled by cvar.

Is there a way to fix the animation after the building lands? It is building but the animation does not play. The upgrade animations do play just not the first - lvl 1 building animation.

Extensions and plugins required in order to use your plugin should have a link to their forum threads. Makes it easier for people to install.

Great plugin
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