User:Upgrade/Toolbox/5
Animations (Headshot)
Note: Triggering these animations will result in a unique death scream by the class
Class | Death Animation |
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Scout | Stiffens up, arms at side. Falls backwards. |
Soldier | Straightens up slowly, helmet wobbles. Falls backwards. |
Pyro | Violent backflip |
Demoman | Legs together, hands protecting crotch |
Heavy | Cowering, hunched over |
Engineer | Spins before collapsing. |
Medic | Cowering, arms raised in surrender |
Sniper | Arms raised in surrender |
Spy | Facepalming |
www.youtube.com/watch?v=J89IADCVikA
Animations (Backstab)
Note: Triggering these animations will result in a unique death scream by the class
Class | Death Animation |
---|---|
Scout | Hunched over, sucking his thumb |
Soldier | Cowering, arms raised defensively |
Pyro | Tapping foot, disappointed |
Demoman | Legs together, hands protecting crotch |
Heavy | Cowering, hunched over |
Engineer | Cowering, hands raised in surrender |
Medic | Cowering, arms raised in surrender |
Sniper | Arms raised in surrender |
Spy | Facepalming |
http://www.youtube.com/watch?v=4kigNTSqQnA
Animations
Headshot
Dealing a fatal Headshot with any of the Sniper Rifles or the Ambassador will have a 1 in 4 chance of playing a unique death animation by the killed player. See Headshot for more details.
Backstab
Dealing a backstab with any of the Spy's knives will have a 1 in 4 chance of playing a unique death animation by the killed player. See Backstab for more details.
Melee weapons
Melee weapons have a special mechanic in which they only deal damage after the swinging animation is complete. To view the animation itself, please visit the respective weapon page demonstration video.
Note: The majority of multi-class weapons possess no unique critical swing animations except where noted below. These include the Frying Pan, Conscientious Objector, Freedom Staff, and Saxxy.
Upgrade/Toolbox | |
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Video Info | |
Released: | June 27th, 2012 |
Run time: | 2:32 |
Meet the Pyro video transcript
Transcript |
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[Meet the Pyro title card appears. Flames chars its surface exposing a lower body shot of the Pyro, Fire Axe in hand, walking slowly across a burnt wasteland as ominous music plays in the background. Cuts to a dimly-lit shot of the RED Heavy in a room with the blinds drawn.]
Heavy: "I fear no man. But that Thing..." [He looks around] Heavy: [In hushed tones] "It scares me." [Cut to an OS of the Pyro walking through a town composed of wooden structures. A BLU Engineer, rapidly closes the door to a building while a Scout frantically tries to get inside. Other members of the BLU team panic and try to get away. VO then cut to the Scout in the same interrogation room] Scout: [Flustered] "No, I. I ain't, I ain't talking about that freak. Alright? [Fiddles with microphone, anxious to get it off] Scout: [Stops as his head darts around.] "He's not here, is he? I wanna get this [bump] thing off." [He walks off, bumping into the camera which falls to the floor. Cut to the Pyro who kicks down to the door to a building, Flamethrower at the ready. A zoom shot into the nozzle of the Flamethrower as the whooshing gas of the pilot light is heard. Fade to the interrogation room. The Spy is exhaling the smoke from a cigarette] Spy: "One shudders to imagine what inhumane thoughts lie behind that mask." [Cut to a rear shot of the Pyro revving up his Flamethrower. Fire erupts from the nozzle. A standing shot showing the Pyro spewing flames into the air. The town is already up in flames. The Spy continues his VO as the shot switches to the Pyro's front, focusing up to his mask Spy: "What dreams of chronic, sustained cruelty." [Zoom into the lenses of the gas mask. Music rises then cuts off as the camera is plunged into darkness. Two circles of light appear and rush towards the camera. They are the eyeholes of the gasmask, viewed from the inside] [The Lovin' Spoonful's "Do You Believe in Magic" plays. It a view into the an ostentatiously happy, childish world as seen by the Pyro. Many things are noticeably different from reality. The Flamethrower is replaced with a musical instrument that spews bubbles. The gas tank on the back is a contraption with a Victrola-like horn. The Pyro laughs. It is a joyous world with sunshine, flowers, rainbows, and candy houses.] [Transition shot provided by a gently falling kitten. A BLU Heavy appears behind an enormous Sandvich. He is actually a cherub with winds and a diaper. The wings, however still cannot hold his weight and he falls with a squeaking sound. He is unharmed and smiles.] [Cut to the Pyro on a hill planted with giant lollipops. He lifts one and holds it victoriously over his head. The BLU Heavy seems delighted at the treat and runs as fast as his little legs will carry him. He trips comically, but soon catches up. The Pyro skips towards him, lollipop in hand.] [The Pyro pirouettes and leap into the air with the lollipop in both hands swinging it over his head. Immediate transition to reality, burning buildings are in the background. The music switches ominously. The lollipop is actually a Fire Axe and burrows into the BLU Heavy's head as he screams. Blood spatters fill the screen.] [Back in the Pyro's head, the BLU Heavy has the lollipop happily in his mouth. The Pyro is pleased, but notices something over his shoulder. It is the BLU Scout, flying quickly towards them. He lands cheerfully on the musical contraption. The Pyro holds a bubble wand and blows bubbles as the Scout giggles childishly.] [In reality, the Pyro holds the Scorch Shot. The shot has been fired and hits the BLU Scouts head as he falls slowly in pain.] [The cherub Scout merely somersaults backwards in the air, tickled by a sea of bubbles. Both he and the BLU Heavy play around. The Pyro notices the BLU Medic playing Peek-A-Boo in a large present, hiding under the lid. The Pyro exclaims and rushed forth to adjust the lid.] [Cut to the BLU Medic is trapped in a burning building. The Pyro secures the doors by shoving the Fire Axe between the handles.] BLU Medic: [Pokes his head from the door and tries to escape] "No!" [Shot behind the Pyro. He aims his flamethrower and adds additional fire to the inferno. The BLU Medic screams.] [Transition to the Pyro's world. He motions his hand for everyone to follow him. He skips along and meets other members of the BLU Team, all in cherub form. The BLU Spy and Engineer ride a magical stuffed unicorn. Even the Soldier seems pleased. The Pyro rides off into the distance spewing magical sparks from his musical contraption framed by his BLU friends. Fireworks and bubbles pop. The Demoman is particularly happy, his usual grenades on his vest replaced by milk bottles.] [An explosion forces the camera back to reality. Everything is in flames as members of the BLU team are tossed into the air. The BLU Demoman has a stricken look on his face.] Demoman: "I'm burnin'!" [He reaches for help. Cut to the BLU Scout running scared while a BLU Sniper crashed through one of the upstairs windows of a blazing building. He grunts and crawls to the leg of the Pyro. His glasses are askew.] Sniper: "Help!" [The Pyro is unresponsive. Then he lowers his Flamethrower. Cut to the gas mask where the flames are reflected in the lenses. The BLU Sniper screams. The Pyro cocks his head to the side, almost childishly] [Team Fortress 2 ending flourish music plays.] [Cut back to the Pyro's world, "Do You Believe in Magic?" still plays. It is dusk and the Pyro cheerfully walks away from the camera, contraption in hand. A pan out through a torn hole in a BLU Soldier's chest. A spine and various innards are still visible. He groans and falls, his helmet rolls along the ground. The camera backs off, following the helmet and showing the carnage. The town is ruined, burnt to a crisp. The BLU team share the same fate; either burned or chopped into parts. The BLU Heavy still has the Fire Axe embedded in his skull. The Axtinguisher is visible, holding the Sniper's hand in place at the wrist. Parts of buildings collapse.] Pyro: [whistles the first couple of bars to "Do You Believe in Magic?"] |
Gallery
The Pyro using the Scorch Shot on a Scout, as seen in the video.
See also
References
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The Red-Tape Recorder is a Sapper replacement for the Spy. It is a reel-to-reel tape recorder with three Chinese characters ("反炮塔") on the front printed on a worn, white label. In English, these characters can be translated as "Anti-Turret (Device)" or "Anti-Sentry (Device)". It also features two clamps that are deployed when used. The sole function of the Red-Tape Recorder is to destroy an Engineer's buildings. Should the player select the weapon and stand near an enemy structure, they will be able to see a white outline of the Red-Tape Recorder on the building, indicating that it is in range and can be sapped. Additionally, the tape reels will spin counter-clockwise. Pressing the primary fire key, default MOUSE1, will attach the weapon. Instead of damaging an enemy's buildings, the Red-Tape Recorder reverses the building process; any applicable upgrade animations are played in reverse, followed by the building packing itself up into a toolbox. As a result, this destroys the building and leaves the toolbox behind as a large ammo pickup. Destroying the Recorder will allow the building to reconstruct but not restore any lost levels, unless the building is in the middle of an upgrade animation, which will allow it to continue upgrading to the next level. A sapped building will cease to function; Sentry Guns will not fire, Dispensers will not heal or dispense ammo and Teleporters will not teleport. When applied to buildings, the Recorder will produce electrical sparks and one of five different sounds ranging from an electrical pulsation to sped-up voice clips. When the Red-Tape Recorder is attached to one end of a Teleporter, another is automatically placed on the other end of the Teleporter, if it exists. If the Spy is disguised, the disguise class will play a distinct, unique animation of placing the device on the building. Unlike the Spy's other weapons, using a Recorder will not cause him to lose his disguise. For each building the Spy player places a Recorder upon, a small window in their HUD will appear showing both the remaining health of the building sapped and the health of the Recorder on that building. Once the building is being sapped, the Engineer owner will be alerted to it in his HUD, and will automatically play a voice clip alerting nearby players of the building's predicament. Engineers can remove a Recorder with two hits from their melee weapon. When a Recorder is attacked, the Spy player will be notified by a similar alert in their HUD. If an Engineer removes a Recorder from a Teleporter, the Sapper at the other end is also removed. If another Engineer strikes the Recorder first, he can get an assist for the Recorder kill, and a Medic healing an Engineer can also score an assist in this way. Pyros equipped with the Homewrecker or the Maul can also destroy Recorders in one hit if they happen upon them. Enemies focused on removing Recorders may leave themselves open to a backstab or headshot, allowing the Spy or a teammate to distract and dispose of enemies in addition to the building in question. The Red-Tape Recorder has infinite ammunition and no discernible "cooldown" time; Recorders can be placed on a building faster than an Engineer can remove them, which guarantees the building will be destroyed if the Spy is not dealt with. This tactic takes significantly longer than with the default Sapper to ensure a building's destruction and seldom works if there are multiple players around. The Recorder breaks into four metal fragments upon removal. The fragments can then be picked up, each piece giving 3 metal. Sapped Sentry Guns only take half of the damage from the Spy who applied the Recorder: for example when shooting it with a Revolver. Dispensers and Teleporters are unaffected by this. This item was awarded in Genuine quality to players who pre-purchased Sleeping Dogs on Steam before August 14, 2012. The Red-Tape Recorder was later contributed to the Steam Workshop, at Valve's request.