A SourceMod plugin for Team Fortress 2 that removes (some) restrictions on when/where players can taunt.
Taunt Anywhere exposes the following console elements:
sv_tauntanywhere_allow_already_taunting (def. 0
- Allow players to taunt while they are already taunting. Some taunt combos will cause players to continue vocalizing until they respawn.sv_tauntanywhere_allow_cloaked_spies (def. 0)
- Allow Spies to taunt while cloaked.sv_tauntanywhere_allow_disguised_spies (def. 0)
- Allow Spies to taunt while disguised.sv_tauntanywhere_allow_grappled_to_player (def. 0)
- Allow players to taunt while grappled onto another player.sv_tauntanywhere_allow_in_halloween_kart (def. 0)
- Allow players to taunt while in a Halloween go-kart.sv_tauntanywhere_allow_underwater (def. 0)
- Allow players to initiate taunts underwater. Impliessv_tauntanywhere_disable_water_taunt_cancellation = 1
.sv_tauntanywhere_disable_water_taunt_cancellation (def. 0)
- Disable taunts being cancelled when players enter water.sv_tauntanywhere_allow_all (def. 0)
- Remove all restrictions on taunting. Effectively the same as enabling all above CVars.
Taunt Anywhere is released under version 3 of the GNU Affero General Public License. For more info, see LICENSE.md
.
Currently only works on servers hosted on Linux machines. (which are the majority, so w/e)
Servers running a SourceMod version <1.11.6820 will need to manually install DHooks.
- Look into adding an option to allow moving during all taunts. (
CTFPlayer::CanMoveDuringTaunt()
?) - Taunt UI doesn't appear in normally un-tauntable scenarios because client code uses own impl. of IsAllowedToTaunt(). Try to find a workaround.