Major Update Speculation V5: Somewhere over the rainbow
8,830 replies, posted
[QUOTE=Simski;36831667]I really wish they would give the killtaunt to Neo's bottle, since it fits that bottle perfectly, especially with the description in mind. I also wish they would fix his bottle not breaking >:C[/QUOTE]
If they're not going to fix the shattering, at least having a distinct taunt would be nifty. Especially since it would avoid any issues of the item floating in the Demoman's hand once shattered.
I'm sure that I'm not alone when I say that I'd rather that it just have completely fresh stats or something, but I digress.
so how can we get those afterburn anims used.
They look 100% ready to go. Copy some code from the Backstab anims and we're good to go.
[QUOTE=Demon!;36830851]Reposting this for the new page, have these been posted yet?[/QUOTE]
Looks like when in The Sims.A sim burns to death
Engineer's animation is kind of weird lol.
Having those hands back and forth
[QUOTE=ned_ballad;36832160]so how can we get those afterburn anims used.
They look 100% ready to go. Copy some code from the Backstab anims and we're good to go.[/QUOTE]
I don't know, they seem a bit off, especially engineer and medic.
[QUOTE=Demon!;36830851]Reposting this for the new page, have these been posted yet?[/QUOTE]
A lot of the animations make them look like they're drunk
some dont make sense as burning animations like the medics
[QUOTE=Demon!;36830851]Reposting this for the new page, have these been posted yet?[/QUOTE]
Were did they get footage of me dancing?
[QUOTE=Demon!;36830851]Reposting this for the new page, have these been posted yet?[/QUOTE]
Those fire death animations are so ridiculous.
i like it.
I hope wearing the soldier robot set gives a small chance to fool enemy robots into thinking you're one of them.
combine these with the phlog.
oh god yes.
[QUOTE=Metaru;36833913]combine these with the phlog.
oh god yes.[/QUOTE]
But the phlog vaporises?
So anyone kind of notice that the Sticky Jumper is quickly becoming more unique than the Scottish Resistance?
Unique sounds on impact, unique jumping sounds, and if schema 2.0 gets in, unique muzzle (totally not because this is one of my favorite weapons, nope).
The ScotRes has a taunt... and not much else.
I can instantly tell it's a sticky jumper from the "bloop... CLANG" that the firing + hitting the ground makes, versus the "bloop... plop..." that normal stickies make. Also the jumping sound is super easy to hear, you know when a Demoman is flying, there's no mistaking that WOOOOOOOSSSHHHH... CRUNCH OWW! sound.
ScotRes needs a unique hitting the ground sound, at bear minimum. A unique explosion sound would go a long ways also
[QUOTE=hogofwar;36833923]But the phlog vaporises?[/QUOTE]
if these are triggered by afterburn kill, then the animation ends with the ragdoll vaporized.
[QUOTE=ned_ballad;36834120]So anyone kind of notice that the Sticky Jumper is quickly becoming more unique than the Scottish Resistance?
Unique sounds on impact
ScotRes needs a unique hitting the ground sound[/QUOTE]
these are merely the surface property of the vmt file. It's not a unique attribute, statistic or code line.
I am 99% sure you could do it yourself.
find the scores sticky vmt file, slap
[QUOTE]"$surfaceprop" "flesh"[/QUOTE]
in it and you should hear squishy sounds on impact.
[QUOTE=Hell-met;36834441]these are merely the surface property of the vmt file. It's not a unique attribute, statistic or code line.
I am 99% sure you could do it yourself.
find the scores vmt file, slap
in it and you should hear squishy sounds on impact.[/QUOTE]
Pretty sure "surfaceprop" is a qc command, not a vmt one.
[QUOTE=Metaru;36834152]if these are triggered by afterburn kill, then the animation ends with the ragdoll vaporized.[/QUOTE]
Or ragdoll doing the animation while vaporizing
[QUOTE=Demon!;36834554]Pretty sure "surfaceprop" is a qc command, not a vmt one.[/QUOTE]
It's both
[QUOTE=Jetamo;36831412]Testinglol, I found all those lines ages ago.
[url]http://pastebin.com/CQbpLq1L[/url][/QUOTE]
Everybody found them already. They aren't new. I found them when they did came out. I didn't go and post about it.
Wow, finally some new Medic lines.
The Demoman's burning animations, coupled with the Bombinomicon, will be somewhat hilarious. Can't wait to see these ingame.
[QUOTE=SLBros.;36831252]Either these are from MvM, an upcoming weapon, or an unreleased weapon from the Pyromania Update (thus they went unused).
But the Medic one is too...uh, different to be played when dying from afterburn.
Also the Soldier one looks like it's from Meet The Pyro.[/QUOTE]
Keep in mind the player would have been running for health or water at this point, so the animation would be a character engulfed in flames, suddenly stopping short. The Medic pausing, feeling for a pulse, and dropping dead makes sense in that aspect, I think.
Also! pleaseohplease let there be medic domination lines
e: does anyone else interpret ThatCreepyPryo's avatar as an irritated spelling correction?
What if we get lines for dominating robots?
TINY ROBOT BABY IS NO MATCH FOR BULLET
[QUOTE=Demon!;36830803]How late am I on this?[/QUOTE]
The Soldier one reminds me of Planet of the Apes
[QUOTE=Kapellmeister;36836551]What if we get lines for dominating robots?
TINY ROBOT BABY IS NO MATCH FOR BULLET[/QUOTE]
I fear no man. I also fear no toys.
[QUOTE=Hell-met;36834441]these are merely the surface property of the vmt file. It's not a unique attribute, statistic or code line.[/QUOTE]
still a unique sound over the scotres, doesn't matter how the sound is applied.
I was just looking over how increased melee range is handled (for the demos swords). Wow, that is an awkward way to deal with it.
The increased melee range is part of the base sword item type (it's in the ctx), and the note that the weapon has an increased melee range is part of the item description (which is why it shows up in white and is almost as reliably present as the item server).
Incidentally, the text on the eyelander and the UHHH about the curse is also added through their descriptions. Someone forgot that for the nine-iron, which is why it looks like a pure downside weapon.
Man, that is absolutely terrible.
I suppose I could have added the Headtaker's description to the Golf Club. Kind of forgot and it might be too late now.
[QUOTE=Jorori;36836853]The Soldier one reminds me of Planet of the Apes[/QUOTE]
The Soldier one is probably parody to movie Platoon
Rewriting the attribute listings for the swords would be a fairly large undertaking in its own right. You'd have a new ctx, a new attribute, a new description for an existing attribute, and a couple weapon description edits in tf_english.
Not something I'd advise throwing in last minute.
Oh, and you'd throw out the katana ctx entirely, which as far as I can tell, exists for the sole purpose of having a sword type weapon without the range boost.
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