Team Fortress 2

Team Fortress 2

Fixed robots animations
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12 Jun, 2023 @ 9:22pm
2 Jul, 2023 @ 6:19pm
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Description
Have you ever wondered why in some community servers that have the robot plugin you can't move with the Conga? Or how did got taunt killed by that Heavy that clearly was doing any taunt but the Showdown taunt?

This submission aims to fix those situations.

UPDATE: V2: More fixes and Sentry Buster fix

  • Bots now fall back to normal players' sequences/taunts if they don't have a custom one.
    [**] Bots now can use all taunts added after the MvM Update. This fix was inspired in a mod made by sigsegv.
    [**] Bots now can crouch, do gestures, eat sandviches and some other things I already forgot.
    [**] Commented (that means removed) several sequences that uses repetitive animation files. This occurs with the taunts of all classes. For example, the Scout bot only has 1 robotic taunt for the primary weapons that repeats for every remaining weapon and some other taunts (secondary, melee, Sandman taunt, etc). Now these taunts will use the default taunts (Scouts will now play the Sandman taunt instead of the robotic primary weapon taunt).

  • Commented (that means removed) several animations that are simply broken or redundant. This includes:
    [**] Demo bot's "primary" (sticky launchers) animations.
    [**] Sniper bot's "item2" (bows) animations. Only the fire and reload animations are broken, but I disabled everything because otherwise it would look weird.
    [**] Scout bot's "secondary" and "item1" (the Mad Milk) animations. These were just human animations without the breathing anim (thanks for the info Shounic)
    [**] Scout bot's "airwalk_primary". Coulnd't fix this one so I just disabled it
    [**] All classes' melee_allclass animations. These were just human animations but some of them used "melee" instead of "melee_allclass"

  • Added a different FPS (animation frames, not screen frames) option for some sequences that didn't match the correct intervals.
    [**] Slowed down the Fencing taunt of the Spy bot to match the actual attack interval.
    [**] Sped up the attack animations of: Heavy boss melee, Demo melee, Pyro melee, to match the actual attack interval (0.8 s).

  • Other fixes/changes:
    [**] Fixed sequence "taunt05" (Heavy eating sandvich) using "blendlayer layer_taunt04" instead of "blendlayer layer_taunt05" in bot_heavy and bot_heavy_boss.
    [**] Fixed Scout bot's "airwalk_melee" using the layer "Primary_aimmatrix_idle". Also, fixed the bat floating in the air.
    [**] The Demobot now can do the Caber taunt instead of the Sentry Buster taunt.
    [**] Related to the previous one: The Sentry Buster now has its own animations instead of reusing bot_demo_animations. The new anims are just a copy of the demobot ones but with the buster taunt (taunt04).

    Medic bot's model and animations are a complete mess. I don't think I'll fix them. The task is very complex because it requires entire new animations and rigging.

    The Engibot has its own submission. It didn't really needed to be separate but whatever.

    Also, I have some planned features:
    - Add bodygroups. This is very likely to occur.
    - Fix grenades and the Sniper bot hat not detaching. Should be fixed by fixing 1
    - Reenable the Huntsman animations?