Proper animations for all weapons, even if the class isn't supposed to use it.
Team.Fortress.2_2023.03.05-03.01.mp4
Team.Fortress.2_2023.03.05-03.02.mp4
- Grab the latest release from the release page and unzip it in your sourcemod folder.
- Restart the server or type
sm plugins load TF2-ProperClassWeaponAnimations
in the console to load the plugin.
- sm_tf2-properclassweaponanimations_playermodelbonemerge: Whether or not you want to have the player's model ( what others see ) have proper animations for the unintended weapon. Note that this will create one more entity. DEFAULT: enabled ( 1 )
- Hiding the client's model hides all shadows emitted from them. Find a way to enable them.
- Weapon taunts work just fine. However, if you try to use a normal taunt that your class would be able to do while using an "unintended" weapon, the animation will just be the idle animation. It's an easy fix, tho
CTFPlayer::Taunt
doesn't get called for non-weapon taunts (??). - Fix the inspect animations for some weapons.
- When taunting, the player will use the voice lines from the weapon default's class. Make it use the real class' voice lines.
This plugin gets built by my other project SPDependy.