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Robot animation fixes #3
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Robot animation fixes #3
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Great idea. This would allow for the players of servers with robot player models to use taunts with more than just the Engineer. |
Please fix conflicts. |
I'd suggest removing the Sentry Buster's and the boss Bots model changes and keeping just the regular bots in, that'd fix the conflicts and also would clean up the PR, as I can't see an use for the Buster or giant bots to have this. |
Conflicts fixed |
Seems good to me. The giants having human animations might have potential uses, I guess. |
Also can this repo be opted in hacktoberfest as well? |
@sigsegv-mvm would need to sign the CLA for this. As far as I'm aware he doesn't want to do that, but these could be potential fixes for the Ultimate TF2 Visual Fix Pack, which will have all its updates ported to TC2. That could be a good workaround, we would make the fixes in-house. |
Doaes he need to sign the CLA for this though? It's a one line change to each model, not really his. |
I make 1 letter change in words I need to sign, rules are rules! |
Well, he did a two-line change to each boss bot model, and he used the particular compile software that he used. I take your point, but it's better to still follow the rules. Better to have everything as legally unambiguous as possible for Valve to take this. |
This change makes MvM robots fallback to human animations if the robot lacks a human animation. This is done by adding
$includemodel "player/<class>_animations.mdl"
under$includemodel "bots/<class>/bot_<class>_animations.mdl"
in each bots QC file. Note that the engineer bot model already does this.