uTaunt – We need more taunts!
By default addon does not contain animations from Custom Taunt, you can install them individually, check out this collection: uTaunt
- High Performance – addon does not slow down your game and works fast.
- Simple – users have access to one small menu with all sequences.
- Extensibility – other developers can expand the list of available sequences.
- Reliable – all sequences are synchronized both on server and client, implemented work with network and PVS.
- Co-op Dances – addon supports creating co-dances, as an example we have 2 dances from MMD ( Custom Taunt ).
- Support – addon will receive all necessary patches and updates during the year.
- Modifiable – addon lets you replace its menu and individual playback control by other scripts.
- i – Open taunts menu (UI).
- Space – Stops the current sequence.
- utaunt – Performs the animation specified by the first argument.
- utaunts – Open/close UI.
- utaunt_stop – Stops taunt if active.
- utaunt_list – Outputs a list of all available animations for the current player with their duration.
- cl_utaunt_audio ( def. 1 ) <0/1> – Enables audio playback for taunts that support this feature.
- cl_utaunt_loop ( def. 0 ) <0/1> – Enables looping for all taunts.
- cl_utaunt_coop ( def. 1 ) <0/1> – If enabled player will automatically join/synchronize with dance of another player nearby.
- cl_utaunt_camera_mode ( def. 1 ) <0-2> – 0 = Simple third person, 1 = Third person attached to head, 2 = Eyes
- cl_utaunt_menu_auto_close ( def. 0 ) <0/1> – Automatically close the taunt menu when a taunt is selected.
- cl_utaunt_camera_distance ( def. 128 ) – Distance of the camera from the player.
- sv_utaunt_menu_key ( def. 19 ) <0-512> – Default key to open menu of unknown taunts, uses keys from https://wiki.facepunch.com/gmod/Enums/KEY
- sv_utaunt_coop_distance ( def. 512 ) <0-16384> – Minimum required distance to join in a co-op taunt.
- sv_utaunt_real_origin ( def. 0 ) <0/1> – Uses player’s real position instead of initial position at the end of taunt.
- sv_utaunt_allow_weapons ( def. 0 ) <0/1> – Allow players to hold weapons in their hands while taunting.
- sv_utaunt_allow_movement ( def. 0 ) <0/1> – Allow players to move while taunting.
- sv_utaunt_allow_attack ( def. 0 ) <0/1> – Allow players to attack while taunting.
- sv_utaunt_collisions ( def. 0 ) <0/1> – Allow players to collide with each other while taunting.
- sv_utaunt_audio_volume ( def. 1 ) <0-10> – Volume of taunts audio.
- sv_utaunt_audio_override ( def. "" ) – Overrides the audio of all taunts to the specified one. Leave it blank so it won’t be used.
- sv_utaunt_gamemode_override ( def. 0 ) <0/1> – Overrides gamemode taunt functions to allow players use taunts.
- sv_utaunt_camera_distance_min ( def. 16 ) <0-4096> – Minimum distance of taunt camera.
- sv_utaunt_camera_distance_max ( def. 1024 ) <0-4096> – Maximum distance of taunt camera.
For those who do not understand ( silly ) my addon by default without other addons has in list only those animations that are already in game and that was created as "taunts".
If i is already used by a different bind then uTaunt will not use it, you can either unbind i using "unbind i" or set it to another key using "bind key utaunts".
1. This may be due to a conflict with other addons that could replace animation base ( mmd and fortnite animations are made on xdReanimsBase ), also problem may be with your player model, game has several types of models basic are male, female and zombie ( yes zombie is a separate type ), some animations may not be supported by some models. You can also try to restart your game (this helps in most cases).
2. Custom Taunt is incompatible and should not be installed if xdReanimsBase is installed.
3. In case of problems with xdReanimsBase you can download it from workshop and extract it directly into your addons folder using Crowbar[github.com] or gmpublisher[github.com].
Yes. If you know how to port animations under Garry’s Mod player skeleton and want to do it you can contact me, I will help in integrating into my taunt controller ( it is much easier than it may seem ).
For that you need find a "real name" of taunt, you can find it by writing utaunt_list in your console and then you can create a binding as follows: bind k "utaunt gesture_wave"
Yes of course, uTaunt understands when a button is busy and won’t try to open menu if there is already a bind on that button, you probably need to change i key to a different one so here is an example with F6: bind f6 utaunts
Credits
Unknown Developer — Original Creator;
Gunter — Media Creator;
Erick_Maksimets — Ukrainian Translator;
BinBon — Turkish Translator.
Source Code: GitHub[github.com]