Robot animation fixes

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Updates

Version 3d
  • Fixed pyro and pyro_boss models not compiling due to bone-related issues (oops)
  • Fixed bad paths to user_animations model files
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2y
Version 3c
  • Fixed Valve using wrong invuln textures on spybot model
  • Added spybot skins for disguise masks
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2y

Enables animations that are otherwise missing for the robot models

The MvM robot models are lacking many animations that are not normally used by robots in MvM, or which have been added to the game more recently than the Mann vs Machine Update.

This mod changes the robot models so that if they are missing a particular animation, they will fall back to the regular human animation for their class, instead of having no animation at all.

The engineer bot model already does this (apparently due to Valve being too lazy to give the engiebot a full set of custom robot animations). My mod just extends the same "fallback to human animation" behavior to the rest of the robot models.

This mod works for all classes, giant and non-giant (including the Sentry Buster). And it will continue to work in the future, even for animations that haven't been added to the game yet, because each model file simply _references_ the file with the human animations, rather than copying any of its contents.

This mod also integrates my Sentry Buster model fixes mod, which fixes the missing uber and jarate effects on the Sentry Buster model.

Video demonstration of this mod in action

Note about sv_pure

------------------

This mod **will not work** on sv_pure servers (including Valve servers). It will only work on servers that don't enforce sv_pure on the files that are modified.

How I made this

---------------

I decompiled the bot model files with the Crowbar tool. Then I made a very simple addition to the main QC file. I'll show an example here with the non-giant soldier model.

bot_soldier.qc (before):

$includemodel "bots/soldier/bot_soldier_animations.mdl"

bot_soldier.qc (after):

$includemodel "bots/soldier/bot_soldier_animations.mdl"

$includemodel "player/soldier_animations.mdl"

For giants, I made them fallback to the non-giant bot animations first, and then fallback to the human animations. It might not make much of a difference, but I believe there are a few animations that are missing in the giant bot models but present in the non-giant bot models.

bot_soldier_boss.qc (before):

$includemodel "bots/soldier_boss/bot_soldier_boss_animations.mdl"

bot_soldier_boss.qc (after):

$includemodel "bots/soldier_boss/bot_soldier_boss_animations.mdl"

$includemodel "bots/soldier/bot_soldier_animations.mdl"

$includemodel "player/soldier_animations.mdl"

After making this small modification, I recompiled the model files with Crowbar.

Download

Posts

  • 9dEdited 9d
    [.GFG.] avatar
    [.GFG.] Offline
    Member Joined 9d
    This mod is wonderful. Makes MvM much more appealing (At least for Bonk Scouts.) Only wish is the taunt bones (For things like Victory Lap or Digeridrongo) existed. And the fact that a Human Sniper hand is visible on Sniper-bots.
    Bananite
  • 5mo
    Envy Homunculus avatar
    Member Joined 1y
    191 points Ranked 18200th
    Where to put it?
    Bananite
  • 8mo
    PyBroBot avatar
    PyBroBot Offline
    Member Joined 8y
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    So in addition to finding ALL the bugs, you make mods too?

    Is there anything you don't do, sigsegv?
    どうもありがとう, パイブロボット!
  • 1y
    JUANLOLX avatar
    JUANLOLX Offline
    Member Joined 1y
    Plis need make the next taunts and taunt kill :

    Medic-Meet the medic (Taunt)-And The taunt kill of ubersaw

    Heavy-taunt kill-Pootis Pow

    Scout:Taunt kill with the bat

    Demoman:Taunt kill with the Sword

    Spy:Taunt BoxTrot box buged 

    Taunt for all class : conga as a robot is immobile fixed plis




    PLIS FIXED ALL OF THIS TAUNTS  PLIS 

    • Agree x 1
    Bananite
  • 2y
    sigsegv avatar
    sigsegv Offline
    Member Joined 2y
    557 points Ranked 7836th
    > **Posted by dooki51**
    >
    > One thing I don't understand is, on a regular server without this mod, a person who does the conga as a robot is immobile. If I put in this mod and do the same thing, would it crash my game?

    I very much doubt it would crash your game.
    Bananite
  • 2y
    dooki51 avatar
    dooki51 Offline
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    One thing I don't understand is, on a regular server without this mod, a person who does the conga as a robot is immobile. If I put in this mod and do the same thing, would it crash my game?

    10/10

    Bananite
  • 2y
    > **Posted by LookMLG34566**
    >
    > > **Posted by Zwip-Zwap Zapony**
    > >
    > > > **Posted by OMFG435656**
    > > >
    > > > Could you fix the weapon taunts?
    > >
    > > What do you mean? They work, they're just using animations intended for different weapons. And for that, blame VALVe.
    > >
    > > Edit: Well, this assumption is based on the standard Mann Versus Machine robots, not this mod.
    >
    >
    > Can you just make a skin that makes all robot animations to human ones
    > also when robots do conga and kazotsky kick with this they don't move

    This is most likely because of the fact that Robots don't really have the animation by default, and this is only a reskin for the robots, so they never really move with this mod.
    • Agree x 1
    JanTran
  • 2y
    ducklife9000 avatar
    ducklife9000 avatar Offline
    Member Joined 4y
    937 points Ranked 4974th
    Very useful on servers with !robot plugin although lacking robotic movement (yes I know you only copied but maybe update it?)

    6.8/10

    • Agree x 1
    Happy VACaction ;)
  • 2y
    sigsegv avatar
    sigsegv Offline
    Member Joined 2y
    557 points Ranked 7836th
    Today I realized that I made a mistake on previous versions of this mod. The hitbox definitions were getting reset to automatic defaults when I decompiled and recompiled the MDL files. I've fixed this in the latest version.

    Part of the blame falls on the Crowbar tool for automatically commenting out lines that it thinks are unimportant, which happens to include the hitbox definitions. And part of the blame goes on me for not checking the hitboxes in the model viewer.

    Fortunately, the hitboxes being mis-defined wouldn't make any noticeable difference to you unless the VPK happened to be installed on the _server_ you were playing on; in practice, this pretty much means that the only way you would notice something was screwy is if you started a local server from the TF2 main menu (a listen server).

    I had the model files installed on a dedicated server I was running (I wanted to see if it would be possible to automatically use the modified models without clients having to download them separately). And then I noticed that it was impossible to headshot bots. Eventually I turned on r_drawentities 3 and realized that every hitbox had its hitgroup set to 0 (hitgroup 1 is used on the head hitbox for headshot detection), and that the sizes weren't quite right as well. D'oh.
    • Win x 1
    Bananite
  • 2y
    ##datman## avatar
    ##datman## Offline
    Member Joined 2y
    691 points Ranked 6509th
    > **Posted by Gam3rfreak1290**
    >
    > My guess is this works with the Enhanced Bots skin?

    Actually yes but that has robots with human animations
    STAAAAAAPH avatar
    Mantra
    STAAAAAAPH

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Credits

Authors
sigsegv
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FissionMetroid101
Red Sentry Buster texture

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Member Joined 2y
557 points Ranked 7836th

sigsegv
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Category

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Animations icon
Animations
Super-category
Robots icon
Robots

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Posts
25
Views
27,387
Downloads
9,513
Date Added
2y
Date Modified
26d
Date Updated
2y
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