Left 4 Dead 2

Left 4 Dead 2

Fixed L4D2 Special Infected Animations + Generic Flinches
181 条留言
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 11 月 16 日 上午 11:40 
Understood, I'll try another one I found that is actually a VScript!
Despair  [作者] 11 月 16 日 上午 11:07 
Ah, well the an XDR mod will just replace his jump with the pounce, I am pretty sure there are sourcemod and or vscripts out there that will make the pounce animation play when he is actually near you and actively trying to ride you, as opposed to replacing his jump animation.
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 11 月 16 日 上午 9:11 
I think it's because it's xdr..
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 11 月 16 日 上午 9:11 
There's a mod that restored it but seems to be incompatible with this one, they both cancel eachother out.
Despair  [作者] 11 月 15 日 下午 6:24 
Well, there's no way to "add" it besides a vscript or a sourcemod plugin, but if you have a vscript or a sourcemod plugin that makes it play at some point then this mod will support it since I've included all the animations that exist by default.
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 11 月 15 日 下午 1:11 
Do you have any plans to add the unused Jockey pounce animation? Or would that be TOO different of a thing from Vanilla?
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 10 月 30 日 下午 5:20 
Thank you SO much for thisss!!! This is definitely a great middleground, it's not too fast or awkward, it feels like an official fix! It's not too off-timed either, it's great! Yeah, The Spitter's timing worked wonders!
whyme 10 月 30 日 下午 2:08 
Glad those little arm animations are back, always liked them more than his default jiggly arm. Thanks for the update.
Despair  [作者] 10 月 30 日 上午 2:24 
The Spitter's timing is undoubtably the best middle ground here but I'll be honest even the Spitter's melee appears to slow IMO if you're paying close attention.
I don't really think it's practical to have all the SI visually follow through and reach the target of their melee swings in a tenth of a second though. which is about the time it takes for a hit to register after their melee animation begins.
Despair  [作者] 10 月 30 日 上午 2:24 
Alrighty, the mod has been updated, the Charger's arm during the melee now reaches his centre front by about the same time as the Spitter's.
The timings on the Charger's melee animation was probably the most consistent of the L4D2 Special Infected with the original L4D1 SI though by default honestly.
Most of the L4D1 SI don't even have the arms fully wound back by the time a hit registers, I think the only reason people notice it so prominently on the Charger is because his arm is huge and in your face, and possibly because his windup to punch is a bit longer than the L4D1 SI, but his arm comes down at roughly the same (frame 20) time that the L4D1 SI do.
The Jockey's melee is very fast though, it looks the best no doubt, but naturally he is small and his animations are all very fast looking, I did re-time the Charger's melee to match with the Jockey's but it looked way too fast and unnatural.
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 10 月 28 日 上午 6:18 
Hooray! Thank you! I look forward to it!
Despair  [作者] 10 月 28 日 上午 6:11 
Alright, since demand is clearly there I'll look into re-timing the Charger's melee claw.
I'll look into the little arm not animating on the pummel too, not sure what I may have done to cause that to change.
ᴍ ᴀ ʀ ᴋ ʏ [ITA] 10 月 27 日 上午 6:43 
Could you pretty please add the quicker Charger hit animation to this? They aren't compatible and I feel like mixed together they'd make for the definitive Charger fix, the delay in the animation is definitely noticeable, despite what you said..
whyme 10 月 25 日 下午 3:13 
Extremely minor nitpick, but the Charger’s left arm doesn’t actually clench into a fist during the pummeling animation anymore. It used to in one of the earlier versions of the mod, but at some point it was changed. Any chance you could fix that?
Despair  [作者] 10 月 25 日 上午 4:09 
Yeah, if there was a way to somehow notify people of that I would but I guess I could have made a comment here, but yeah just pick one of the ragdoll mods and everything should work as it always has.
If anyone does have any new issues though, let me know.
Pluvillion 10 月 25 日 上午 1:41 
Ah, the ragdoll files were added two hours ago.
Pluvillion 10 月 25 日 上午 1:34 
This mod was last updated last year but funny enough the ragdolls not working only appeared like... this morning. How on Earth is that even possible?
zee 10 月 22 日 下午 3:07 
xdr version?
Jeremessiah 8 月 11 日 下午 3:09 
hey, can you make the unified spitter skeleton compatible with the spitter ragdoll constraints fix please?
Despair  [作者] 5 月 9 日 下午 11:42 
Yeah you gotta sail the seven seas for the bro.
DeadMeat 5 月 9 日 下午 5:11 
Honestly I would take a crack at trying this on 3ds Max, but the amount of personal info it wants from me is ludicrous.
Despair  [作者] 5 月 9 日 下午 1:14 
Sorry bro, I don't use Blender either. I could tell you in 3ds Max.
Even then though, if you don't know at least some of the intricacies of the software a lot of it's not gonna make sense.
DeadMeat 5 月 9 日 上午 10:27 
How would I go about this in blender?
Despair  [作者] 4 月 17 日 上午 4:43 
Sorry, if you haven't made a mod before it's hard to get into the deeper nuances.
You basically just need to "re-rig" any existing mod for say the Charger to the skeleton that my Charger mod uses though.
The "re-rigging" part though is really just transferring the skin to my skeleton however.
How you go about doing that depends on what software you intend to use.
DeadMeat 4 月 16 日 下午 5:00 
Could you possibly be a bit more in depth, or recommend me a guide/tutorial that could help?
DeadMeat 4 月 15 日 下午 8:26 
I honestly have no clue how to do any of this.
Despair  [作者] 4 月 15 日 下午 5:11 
No guide. But assuming you know the basics of making a mod, you, basically just need to make the existing SI skeleton's bones children of the new skeleton's bones.
So the old thigh bone becomes a child of the new thigh bone, etc, etc.
Then you compile it and collapse those old bones during the compiling process.
The Jockey is the exception, you'll need to collapse the rigging from the old bones to the new bones before compiling because the Jockey still includes the old skeleton.
DeadMeat 4 月 15 日 下午 4:58 
Is there a guide to help me put the L4D1 SI on the modified skeleton myself?
Despair  [作者] 3 月 26 日 上午 1:34 
If the author so chooses to put them on the modified skeleton I created it could be compatible, otherwise, if it does not use the modified skeleton I created, it is not compatible.
₮Ø₱ 3 月 26 日 上午 12:37 
Despair  [作者] 1 月 27 日 上午 8:35 
No, it's impossible because you can't use IK on the original L4D2 Speical Infected models, that is the entire reason that I had to rotate the bones and create my own skeleton.
This mod exists for that reason.
Theoretically it is possible, but because IK will not work properly you will have the hands and feet sliding away/disconnecting from the ground or their grip, every time they flinch.
If you want remodels to work with this, just ask the model creator to port it to this skeleton, or do it yourself, it's much easier.
Bunslinger 1 月 26 日 上午 7:50 
Would it be possible to just have the generic flinches converted to XDR (slot 50) like this? https://steamcommunity.yuanyoumao.com/workshop/filedetails/?id=3362369283

I tried to do it myself but unfortunately the unified skeleton is actually making everything nearly impossible/incompatible, I'm asking to have the flinch animations on the original skeletons for XDR so they're compatible with remodels, and to have them on slot 50 so they can work with the XDR charger/jockey/spitter animation fixes done by xdshot
Despair  [作者] 2024 年 8 月 11 日 下午 12:10 
Ah yeah that makes sense then, you should still be able to use that, of course the effects wouldn't apply to this mod, but if you load that mod beneath this one.
Big Boss 2024 年 8 月 11 日 上午 11:58 
Actually i think the ragdoll might have been also cause by my "L4D1 style ragdoll repulsion" addon which affects special infected, so it might have an invisible conflict with your mod. So yeah you're right not broken im sorry for not checking properly before commenting.

And yeah the rochelle thing is a shame but ohwell not the end of the world.
Despair  [作者] 2024 年 8 月 11 日 上午 11:55 
The ragdolls do work, you need to let the mod fully initialize before you go in game though.
You can't sub to this mid session either, you'll need to fully restart your game, let your addons finish initalizing, and then finally go in game.

As for the Jockey's ass sinking on Ro, yeah that is an issue, it's just one of those bizzare game bugs that is a total non issue on the original skeletons, I'm not sure I can fix that unfortunately but it is an existing issue, yes.
Big Boss 2024 年 8 月 11 日 上午 10:01 
i do really like these, but jockeys animation with Rochelle seems broken and ragdolls don't work with these SI, atleast for me
DeadMeat 2024 年 3 月 14 日 上午 11:19 
Also you should really consider adding something like this.
DeadMeat 2024 年 3 月 14 日 上午 11:09 
What happens when a map uses a custom SI model that doesn't use the skeletons?
⛥ItzRokki⛥ 2024 年 2 月 23 日 上午 6:42 
spitter t-poses on death for some reason
Stokeling9701 2024 年 1 月 18 日 下午 10:05 
ah ok ty
Despair  [作者] 2024 年 1 月 18 日 下午 9:55 
Oh are you trying to use the Arcana SI with the requirements for this mod?
This mod is the animation base, and the requirements for this mod are only required if you don't have the Arcana SI mod.
Stokeling9701 2024 年 1 月 18 日 上午 9:36 
why are the requirements incompatible
Pluvillion 2024 年 1 月 4 日 上午 2:31 
Ah. I see.
Despair  [作者] 2024 年 1 月 3 日 下午 11:39 
If the host has this mod then the "fix" will be applied on their end as well, as far as I know it's impossible to ever have clients de-sync in L4D2.
Pluvillion 2024 年 1 月 3 日 下午 10:32 
Would the October update break how Chargers pound non-Coach survivors for other players if hosting locally? Or is it cosmetic-only?
Cre-mate 2023 年 10 月 28 日 下午 11:58 
Understandable
Despair  [作者] 2023 年 10 月 28 日 下午 11:23 
@Cre-mate, I'm not so sure that's something that's "fixable" on an aniamtion level, it's just the way animations blend in L4D2, it's just more noticeable with the Jockey than with the other SI or survivors because the Jockey has such an exaggerated run cycle.
Cre-mate 2023 年 10 月 28 日 上午 6:42 
Could you fix Jockey's legs transition from standing to running making it smooth?
madapucker 2023 年 10 月 13 日 上午 4:20 
the charger creasing his kicks tho
Bitz 2023 年 9 月 12 日 下午 3:17 
You oughta edit the delay of the charger's attack to be faster so the animation is accurate to when you get actually hit by it ingame.

Also @pr3d4tor just use this https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2344663029