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[TF2] BURNBURNBURN (Unused anims) 1.4. GUN METTLE FIX


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Author
rowedahelicon
Senior Member
Join Date: Feb 2011
Location: The Internet
Plugin ID:
4493
Plugin Version:
1.4.
Plugin Category:
Fun Stuff
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Allows the use of the unused Pyro death animations
    Old 01-20-2015 , 03:28   [TF2] BURNBURNBURN (Unused anims) 1.4. GUN METTLE FIX
    Reply With Quote #1

    This is a finished version of 404's plugin which you can find at https://forums.alliedmods.net/showthread.php?p=2251258#post2251258, he gave me permission to start a thread for it on its own. Flaminsarge provided code from Randomizer in order to burn the animated models correctly, thank you for that.

    .|BURN BURN BURN|.
    A pyro fun time plugin.
    https://www.youtube.com/watch?v=cARP...ature=youtu.be




    What is it : This plugin will re-enable the use of the old unused burning death animations found in TF2. There is one for every class except the pyro.

    How to use it : Just install the smx and load it up! You're good as gold~

    Any cvars? : sm_burnanim 0/1 - enables the plugin.
    sm_sillydeaths 0/1 - enables the scout / demo anims.

    Bugs? : When the animation finishes, the model is removed then replaced with a ragdoll that gets burned up. This isn't the most fluid of animation cycles but it works. If anyone knows a better way of getting that worked out I'd love to see!

    I provided sm_sillydeaths as a way to block the anims for the scout and the demo, my players have mentioned they seem very distracting as they hop around like a taunt rather than they're dying.

    The code returns to errors and in testing has been crash free, but if you have any issues feel free to let me know!

    Feel free to fool around with it on my github : https://github.com/rowedahelicon/Burnburnburn

    History:

    1.1 : 22/1/2015

    -Added sm_burnanim_chance to count the chance of the animation running on death
    -Cleaned up the code work a bit
    -Added the Cow Mangler kills in (I had removed them before, I confused them for Phlog kills)
    -Made the final ragdolls bounce like normal valve custom animations

    1.3 : 8/8/2015
    -Fixed a particle problem caused by the GunMettle update


    1.4 : 9/8/2015
    -Added support for MVM, bots will not trigger the animation when playing in MVM.
    Attached Files
    File Type: sp Get Plugin or Get Source (TF2_BurnDeathAnims_clean.sp - 436 views - 10.5 KB)
    File Type: smx TF2_BurnDeathAnims_clean.smx (9.7 KB, 639 views)
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    Last edited by rowedahelicon; 08-09-2015 at 04:50.
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    Chdata
    Veteran Member
    Join Date: Aug 2012
    Location: Computer Chair, Illinois
    Old 01-20-2015 , 03:53   Re: [TF2] BURNBURNBURN (Unused anims) 1.0.
    Reply With Quote #2

    github is 404
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    rowedahelicon
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    Join Date: Feb 2011
    Location: The Internet
    Old 01-20-2015 , 04:00   Re: [TF2] BURNBURNBURN (Unused anims) 1.0.
    Reply With Quote #3

    Quote:
    Originally Posted by Chdata View Post
    github is 404
    fixed
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    rowedahelicon
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    Old 01-22-2015 , 06:32   Re: [TF2] BURNBURNBURN (Unused anims) 1.1.
    Reply With Quote #4

    Update

    Code:
    -Added sm_burnanim_chance to count the chance of the animation running on death
     -Cleaned up the code work a bit
     -Added the Cow Mangler kills in (I had removed them before, I confused them for Phlog kills)
     -Made the final ragdolls bounce like normal valve custom animations
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    Chdata
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    Join Date: Aug 2012
    Location: Computer Chair, Illinois
    Old 05-14-2015 , 13:57   Re: [TF2] BURNBURNBURN (Unused anims) 1.1.
    Reply With Quote #5

    Why is the .smx attached? Get Plugin seems to compile it fine? Is that file different?
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    xXDeathreusXx
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    Join Date: Mar 2013
    Location: pPlayer->GetOrigin();
    Old 08-07-2015 , 23:02   Re: [TF2] BURNBURNBURN (Unused anims) 1.1.
    Reply With Quote #6

    As of Gunmettle, seems the burn particles doesn't work, even with the latest randomizer data(Assuming that randomizer code uses the data)
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    Last edited by xXDeathreusXx; 08-07-2015 at 23:04.
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    rowedahelicon
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    Old 08-08-2015 , 02:46   Re: [TF2] BURNBURNBURN (Unused anims) 1.1.
    Reply With Quote #7

    Quote:
    Originally Posted by xXDeathreusXx View Post
    As of Gunmettle, seems the burn particles doesn't work, even with the latest randomizer data(Assuming that randomizer code uses the data)
    I've uploaded a new version, should be fixed! I had it working on two of my test servers, if there are any problems let me know!
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    xXDeathreusXx
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    Old 08-08-2015 , 15:12   Re: [TF2] BURNBURNBURN (Unused anims) 1.1.
    Reply With Quote #8

    Quote:
    Originally Posted by rowedahelicon View Post
    I've uploaded a new version, should be fixed! I had it working on two of my test servers, if there are any problems let me know!
    Attach the .smx since now the forums can't compile it
    Also, while I have your attention, you should make it detect if it's MvM and disable it for blue, I've seen a MvM server with it and you can't tell the bots are dead due to the animations

    I'll let you know if everything works now
    Edit: It does!
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    Last edited by xXDeathreusXx; 08-08-2015 at 17:26.
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    rowedahelicon
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    Old 08-09-2015 , 04:51   Re: [TF2] BURNBURNBURN (Unused anims) 1.1.
    Reply With Quote #9

    Quote:
    Originally Posted by xXDeathreusXx View Post
    Attach the .smx since now the forums can't compile it
    Also, while I have your attention, you should make it detect if it's MvM and disable it for blue, I've seen a MvM server with it and you can't tell the bots are dead due to the animations

    I'll let you know if everything works now
    Edit: It does!
    .smx attached, sorry it used to compile! And I've updated the code to have MVM support. I tested it out on my MVM server and it seems to work fine! Let me know if there are any problems!
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    Shadowysn
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    Join Date: Sep 2015
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    Old 01-31-2021 , 01:54   Re: [TF2] BURNBURNBURN (Unused anims) 1.4. GUN METTLE FIX
    Reply With Quote #10

    I added (unfinished) cosmetic functionality, converted the code to new syntax, and tweaked some things regarding how the death animation is handled. I also altered the velocity due to the annoying errors I get in the console about clamping the velocity values.
    I use a peculiar way of replicating the ragdoll after the animation finishes, because of instant respawn plugins.

    The ragdoll itself can't have it's skin and bodygroups set manually, so the default parts may conflict with the wearables.

    Unfortunately, when the ragdoll disappears on the client's end, the wearables will still persist and stay at where the person died.
    It's especially noticeable for people who use a config to disable ragdolls.

    This can be, in theory, remedied a bit via checking for the client's console commands for the ragdolls and then SetTransmit them out from being viewed by the client, but it can not be completely fixed due to how the 'fake' wearables work on the ragdoll.

    EDIT: Updated to Version 1.5.1
    - The ragdoll now removes itself after 15 seconds to try and prevent floating cosmetics happening on default TF2 ragdoll options
    - Fixed disguise wearables being applied to Spies on the death animation and ragdoll
    Attached Files
    File Type: sp Get Plugin or Get Source (TF2_BurnDeathAnims_clean.sp - 98 views - 18.6 KB)
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    Last edited by Shadowysn; 01-31-2021 at 04:57.
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