[TF2] Unused Burning Death Animations
1 Attachment(s)
A plugin I've been working on for a little while. Uses the old High Five plugin as a base.
Essentially, I was trying to make it trigger when a player died but I've had trouble deciding on what exactly the prerequisites for it triggering would be. So I'm releasing it into the wild in hopes that someone here will take it and run with it and turn it into a functional plugin. Things that could be added Just some things I feel this needs. Up to you if you want to try to add it in or not.
Development Notes (Development notes also present in the source code) I used ZapStudio.net's frame calculator (specifically the "convert frames to time" portion set to 30FPS) to convert the # of frames into time. However, the animations got cut-off before they finished, so I had to increase the time until everything looked right. You may wish to utilize the sm_testanims command to perfect the taunt timing. Code:
Scout - "primary_death_burning" - 88 frames |
Re: [TF2] Unused Burning Death Animations
I'd like to not see you abandon this.
You can set the burning particle as well as the phlogistinator death effect in the same manner Pelipoika is setting the particles on the HHH. https://forums.alliedmods.net/showpo...&postcount=352 If you do continue this, please prevent jumping/attacking, check the person's model scale (resize players), as well as the taunt speed of the player so you can set those attributes on the prop accordingly. |
Re: [TF2] Unused Burning Death Animations
1 Attachment(s)
Quote:
Also I think that you need to use the name of the client to set it as a parent, and maybe parenting the prop to the client will solve the "on jump" problem? |
Re: [TF2] Unused Burning Death Animations
2 Attachment(s)
And here you go, tested and confirmed working on a few of my servers. Here's a crummy video for a headsup.
https://www.youtube.com/watch?v=cARP...ature=youtu.be Here's what I did. I cleaned up a lot of code, there were a few mistakes I noticed which I took care of. Stuff that was stopping the events from ever firing and such. Code:
if (!IsValidClient(victim)) Code:
if (!IsValidClient(attacker)){ return Plugin_Handled; } Code:
// Doesn't seem to work. Code:
// Burning, Burning Flare, Burning Arrow, Flare Pellet Code:
if (victimClass == TFClass_Pyro || !(GetEntityFlags(victim) & FL_ONGROUND)) //Will not fire if the victim is a pyro or died in the sky. http://i.imgur.com/0iEAUZ9.jpg The final bit is that when the animation ends, it is replaced with a new tf_ragdoll that immediately fizzles up the phlog ash effect! Code:
SetEntProp(Ent, Prop_Send, "m_bBecomeAsh", 1); So basically now... You die -> Original ragdoll killed -> New model -> Animation -> Model is killed -> New ragdoll -> bBecomeAsh -> new ragdoll killed. It's without errors, and so far tested it seems to be without problems. I would like to see a second opinion on the way the final ragdoll gets made, the animation doesn't have a graceful end so it's kind of weird to watch a ragdoll pop in out of existence at the end, but it does immediately burn up so it's not too big of an issue. |
Re: [TF2] Unused Burning Death Animations
Quote:
I have done so here : https://forums.alliedmods.net/showth...43#post2251343 I'd recommend everyone grab it from there as it is a more featured version. |
All times are GMT -4. The time now is 01:03. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.