Make your own bosses, change their models/size/health/duration/glow/hats and more!
You can have auto-spawning bosses OR spawn them wherever your looking at!
Dependency:
Quote:
- Sourcemod 1.8+
- Metamod 1.10+
- morecolors.inc to compile
Installation:
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Download the LATEST .7z file and read the README.TXT file for instructions.
Commands:
Spoiler
sm_forcevote - Start a vote, this is the same as !forceboss if sm_boss_mode was set to 2
sm_voteboss - Start a vote, needs a minimum amount of percentage from sm_boss_vote cvar
sm_getcoords - Prints out the coordinates of your position
sm_forceboss <bossname> - Forces a auto-spawning boss to spawn early, leave out the bossname will spawn the next boss in rotation
sm_fb - Does the same as sm_forceboss, just easier to type
sm_spawnboss - Opens a menu to spawn a boss.
sm_sb - Does the same as sm_spawnboss, just easier to type
sm_slayboss - Forces all bosses to die
sm_<bossname> <health> <size> <R,G,B,A> - Spawns a boss where your looking at (R,G,B,A MUST HAVE ',' when you type the command)
- bossname - The name of boss in bossspawner_boss.cfg
- health - health of boss
- size - size of boss
- R,G,B,A - Red,Green,Blue,Alpha each between 0-255. Controls the colors of the glow. Higher alpha = more bright color, 0 alpha = invisible glow/off (You can look up RGB color values on google)
Example: !horseman 1000 2 255,0,255,255 (Horseman spawns with 1000 HP, double size, and will glow purple)
Overrides for sm_<bossname> can be set with sm_boss_override, the default is b Admin_Generic
Convars:
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sm_boss_version - Plugin Version - Do not change
sm_boss_mode - Spawn Mode (0 - Random, 1 - Ordered, 2 - Vote)
sm_boss_interval - How many seconds until a new boss is spawned
sm_boss_minplayers - How many players are needed before enabling auto-spawning?
sm_boss_hud_x - X coordinate of HUD display (0.0-1.0) (Default 0.05)
sm_boss_hud_y - Y coordinate of HUD display (0.0-1.0) (Default 0.05)
sm_healthbar_type - [0:None | 1:HUDBar | 2:HUDText | 3:Both]
sm_boss_vote - Percentage needed to start a vote [0-100]
Attribute info:
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PHP Code:
Enabled - This will enable the plugin on this map.
Values = [1 OR 0]
Position X - X coordinate for auto-spawning.
Values: [Float]
Position Y - Y coordinate for auto-spawning.
Values: [Float]
Position Z - Z coordinate for auto-spawning.
Values: [Float]
TeleportPosition - Coordinates for treasure island from merasmus/monoculus death.
Values: [Float,Float,Float]
Type - Type of boss to spawn
Values: [headless_hatman, merasmus, monoculus, tf_zombir]
HP Base - Starting Base HP
Values: [Positive Integer]
Restriction: [NONE]
HP Scale - Scale HP per player on server
Values: [Positive Integer]
Restriction: [NONE]
Lifetime - How long does boss stay on before leaving?
Values: [Positive Integer]
Restriction: [NONE]
Model - Directory of the bosses model
Values: [String location]
Restriction: [NONE]
WeaponModel - Directory of the weapon model
Values: [String location OR Invisible]
Restriction: [headless_hatman]
HatModel - Directory of the hat model
Values: [String location]
Restriction: [NONE]
HatPosFix - Some hat models may be above the bosses head, lower this value to put the hat lower
Value: [Float]
Restriction: [NONE]
HatSize - Size of the hat
Value: [Float]
Restriction: [NONE]
Damage - Damage the boss will do per hit
Value: [Float]
Restriction: [NONE]
Size - Size of the boss
Values: [Float]
Restriction: [NONE]
Glow - Set boss to glow
Values: [0-255 0-255 0-255 0-255] RGBA values (Red Green Blue Alpha)
Restriction: [NONE]
Position - Custom boss spawning location used for auto-spawning (This will override the position location at bossspawner_maps.cfg for this boss only)
Values: [Float,Float,Float]
Restriction: [NONE]
Horde - Amount of skeletons to spawned (Note: Boss healthbar will be disabled if this is set to greater than 1)
Values: [Integer]
Restriction: [tf_zombie]
Color - Color of the skeleton that spawns
Values: [red,blue,green,yellow,random]
Restriction: [tf_zombie]
Gnome - Sets whether or not tf_zombie will spawn mini-gnome skeletons on death
Values: [1 OR 0]
PosFix - Sometimes different models may make the boss teleport underground, increase this value if that happens
Values: [Float]
Restriction: [NONE]
IntroSound - Plays sound when boss spawns
Values: [String location]
Restriction: [NONE]
DeathSound - Plays sound when boss dies
Values: [String location]
Restriction: [NONE]
Custom bosses: (Requires extra download of chaos_bosspack.7z, link below)
- King
- Warhammer
- Pacman
- MsPacMan
- Donkey Kong
- Evil Homer
- Freddy Kreuger
- Garfield
- Grinch
- Gumby
- Shrek
- Jason
- Luigi
- Mario
- Rayman
- Stewie
If you want to get more models go to this link
Thanks to RavensBro for providing these models.
Setting up download server for custom models/sounds:
Spoiler
To use bossspawner_downloads.cfg:
Add foldier location like this: (USE forward slash "/" not back slash "\")
models/tf2/mymodels
Example:
If you have files such as: sound/tf2/boss/spawn.wav and sound/tf2/boss/death.wav
1. Open bossspawner_downloads.cfg
2. Add in 1 line: sound/tf2/boss
If you have more files from different folders just add the folder directory and go to next line
You can download chaos_bossspawner.7z pack for examples.
Getting position values:
Spoiler
1. Stand on a position where you want bosses to spawn
2. Type !getcoords
3. Copy coordinate values printed to you
4. Paste it to bossspawner_maps.cfg
5. Optional: If you want a specific boss to spawn elsewhere, set the key "Position" for the boss in bossspawner_boss.cfg
6. Reload plugin
7. Profit???
How do disable auto-spawning and use !<bossname>?
Spoiler
If you want to only use command spawning (!horseman, !monoculus, !merasmus, !skeleton_king, !skeleton_horde),
just set sm_boss_minplayers to 34 or higher. Player count will never exceed 34 so it will never be on.
Now you can spawn your boss with !<bossname>
What the heck, bosses aren't moving!
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In your server generate the navigation mesh
1. Type sv_cheats 1
2. Type nav_generate and let it finish
3. Type sv_cheats 0
4. Repeat for each map
5. Profit???
Changelog:
Spoiler
Code:
v.5.0.2
- Fixed skeleton dispatching wrong blood color and spawning them on wrong team
- Added new glow colors to menu, orange, navy, pink, aquamarine, peachpuff, white
v.5.0.1
- Fixed HUD text and bar not disappearing when bosses die
v.5.0
- Fixed custom models causing bosses to stop moving and attacking (Uses bonemerge)
- Glow colors can be changed through spawn menu or through bossspawner_boss.cfg (spawn menu will override the config) or through command
Spawn menu - colored glows (Red Green Blue Yellow Purple Cyan Orange Pink Black)
Config - colored glows from RGB - Alpha values("0-255 0-255 0-255 0-255")(E.G "255 0 0 255" will make Red, "0 255 0 255" will make Green, "0 0 255 255" will make Blue)
Command - colored glows from RGB - !<bossname> <health> <size> <R,G,B,A> where RGBA values vary from 0-255, Example: !horseman 1000 1 255,0,255,255 (horseman will spawn with 1000 hp with purple glow)
- Changed sm_boss_vote as a percentage between 0-100 instead of amount of players
- May have fixed a call stack trace error on OnEntityDestroyed()
- Updated bossspawner_boss.cfg - Added colors and modified King and Warhammer "PosFix" values from 300 to 5 so it doesn't spawn way over than it should
- Removed bossspawner_vanilla.cfg - No longer supporting
- Updated the README.txt file instructions to be clearer
New default bosses: (Bosses that do not require any model/material downloads)
- Demobot
- Heavybot
- Pyrobot
- Scoutbot
- Soldierbot
- Spybot
- Sniperbot
- Medicbot
- Engineerbot
- Tank
- Ghost
- Sentrybuster
- Botkiller
v.4.5 BETA
- Fixed bug where auto-spawning bosses would stop after the first boss dies
- Updated timers syntax
- Added voting
- sm_boss_vote determines min votes needed to start a boss vote
- sm_forcevote is an admin command to force start a vote for next boss
- sm_voteboss is public command to start a boss vote, minimum votes needed is from sm_boss_vote
- sm_boss_mode has a new option to set to 2 which will start a vote when countdown ends instead of random/ordered
- Fixed some small bugs with ent-refs typos
- Fixed bug where !slayboss during boss countdown would stop timer
v.4.4.2 -
Fixed crashing problem with convar changing version number
Removed !forceboss restriction to 1 boss, you can now spawn multiple bosses with that command
v.4.4.1 -
Fixed a bug where bosses that die normally then trying to use the command !fb would say boss is already spawned
Fixed a bug where manual spawned bosses would get killed on on player disconnecting
Bosses will no longer get force removed by plugin when players disconnect below the treshold: sm_boss_minplayers (only timers will stop)
Fixed sm_boss_minplayer if statements not working properly due to improper int/float comparison
Changed OnClientDisconnect to OnClientDisconenct_Post to fix client count which was off by 1
SDKUnhook on client disconnect post
v.4.4 -
Added -
Added Cvar:sm_healthbar_type to change healthbar display type: 0-off 1-hudbar 2-hudtext 3-both
Changes -
Changed the way data is stored, now uses arraylists and datapacks instead of saving in entity itself
Changed more code into object-oriented
Changed !sb and !spawnboss, can now be used while spectating (Note: Boss will spawn directly on player that you are spectating)
Changes !slayboss command will now only reply back to player and not to all players
Removed -
Removed command:sm_reloadbossconfig, just reload plugin which is better to do
Blocks the message "player has killed horseman/merasmus/monoculus" when boss dies
Fixes -
Fixed a bug when slaying a boss then spawning another would say the boss is still active
Fixed a bug where all info_target entities were getting removed by this plugin causing some map functions to break
Fixed a big where console would say spawn_boss_alt not found: was a typo and changed to spawn_loot_alt
Fixed a bug where DeathSound key would not play properly on multiple boss spawns: now uses datapacks as references
Fixed a bug where healthbar would not work properly on multiple bosses
Improved healthbar carry over to another boss when one of them dies
Fixed a bug where healthbar would show negative values when dying
Fixed a bug where health/scale/size/glow was not working properly even though it was defined in .cfg file
Fixed a bug with players disconnecting would cause auto-spawned bosses to break
Fixed a bug with hitbox not scaling properly (Note: Some models do not scale 1:1 with the hitboxes)
Fixed a memory leak on data timers
Others -
Fixed some small typos in code
Cleaned up useless comments
v.4.3.1 -
- Fixed sm_reloadbossconfigs causing console-spawned bosses to spawn more than one depending on how many times you reloaded or map changes
- Fixed the built-in downloader for this plugin having directory problems with linux file system
- Fixed a small memory leak with the download handles
- Fixed a bug where all bosses would be killed off if one of the bosses remove timer was triggered
- Fixed a bug where the remove timer would overlap to the next spawned boss
- Fixed a bug where DeathSound would not play if more than 1 boss was active
- Fixed a bug where "horseman has left due to boredom" is printed on next boss
v. 4.3 -
Added:
- Bosses can now equip hats
- Added new key: Gnome [0-Off : 1-On] [Restriction: tf_zombie] Spawns mini-gnome skeletons when skeleton/skeleton king dies
- Added new HUD display over the healthbar to display exact value of boss health
- sm_spawn command is replaced by !spawnboss and !sb, both opens a menu to spawn boss where the player looks at
- Added override (sm_boss_override) to override boss spawn flag (!horseman, !monoculus, ... etc)
- Added command !fb which does the same as !forceboss
- Added value: "none" to key "IntroSound" and "DeathSound" which will not play any sound
- Added keys: "HatPosFix" and "HatSize" and "Damage" to bossspawner_boss.cfg
- Added built-in downloader/precacher (bossspawner_downloads.cfg)
Changed:
- Plugin has been changed to use the new API/Syntax
- Bosses can now be spawned using !<bossname> <health> <size> <glow>
- Skeleton King hitbox can now resize to scale
- Changed the way the plugin keeps track of bosses index to be more readable/efficient
- Bosses spawned by command will now run under a remove time (key: lifetime)
- Plugin will now error out if there is a space in bosses name, replace spaces with _.
- When boss spawn message is printed, it will replace _ in the name with a space. (E.G Name:The_Horseman -> The Horseman has spawned)
Removed:
- sm_spawn command has been removed
- tf_skeleton_spawner type has been removed, replaced with tf_zombie
Fixed:
- Fixed issue with sm_reloadconfigs not reloading the configs properly
- Fixed issue where boss death sound may play the wrong sound
- Fixed issue where message will say boss has left although the boss already died
- Fixed issue where tf_zombie would die from colliding with payload cart
Known Issues:
- When tf_skeleton with a hat attacks you while standing still, his hat model may freeze until he starts moving
- eyeball_boss can die from collision from a payload cart, most of time in air so it doesn't matter too much
- Hat size and offset does not change if player manually spawns a boss with a different size from the config (e.g !horseman 1000 5 1 : Horseman size is 5 but default size in boss config is 1, if this boss has a hat the hat won't resize)
Known Bugs:
Spoiler
Code:
- Horseman axe will NOT glow
- Merasmus will tend to randomly change color from green to normal
- Monoculus can no longer have model replacement due to some complications
- Botkiller and Ghost can not be resized
- When tf_skeleton with a hat attacks you while standing still, his hat model may freeze until he starts moving
- eyeball_boss can die from collision from a payload cart, most of time in air so it doesn't matter too much
- Hat size and offset does not change if player manually spawns a boss with a different size from the config (e.g !horseman 1000 5 1 : Horseman size is 5 but default size in boss config is 1, if this boss has a hat the hat won't resize)
Credit:
Code:
-Geit for horseman spawner
-DarthNinja for monoculus spawner
-Powerlord for his health bar code
-SoulSharD for weapon model replacement
-r3dw3r3w0lf for resize hitbox code
-RavensBro for his site and models
-abrandnewday for his vanilla config
Seems to work well, though would be nice to have level up for the horseman added
I know the Merasmus & eye boss has it ..
just saying but nice work
p.s
I have this on MvM server by the way works well
for you lots out there that will ask will it run on them..
salsav91
06-12-2013 20:43
Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Love the plugin but would like to recommend something. Perhaps have a ad alert system for chat. Like after the boss is killed inform players that he will return in *depending on what time is set* minutes. If that cant work then maybe a warning system, like 2 minutes before the boss spawns the players will be alerted via chat or HUD.
Rads
06-12-2013 20:46
Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
I take it you don't you have this installed .? being that it has this in it :/
salsav91
06-12-2013 20:47
Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Quote:
Originally Posted by Rads
(Post 1969388)
I take it you don't you have this installed .? being that it has this in it :/
I have it installed and set working perfectly.. I dont get any warning about bosses though.
Rads
06-12-2013 20:49
Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
it comes up with in chat up on killing the boss it will say he will return in 600*
this is from the cfg file
// How many seconds until the next boss spawns?
// -
// Default: "600"
sm_boss_interval "600"
salsav91
06-12-2013 20:55
Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Quote:
Originally Posted by Rads
(Post 1969390)
it comes up with in chat up on killing the boss it will say he will return in 600*
this is from the cfg file
// How many seconds until the next boss spawns?
// -
// Default: "600"
sm_boss_interval "600"
weird.. doesnt show that on mine.. Does it work if you have "tidy chat" mod?
Rads
06-12-2013 21:00
Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Yeah it will work with that.. that don't stop it from coming up I have run as well and it shows
salsav91
06-12-2013 21:03
Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Quote:
Originally Posted by Rads
(Post 1969396)
Yeah it will work with that..
Odd.. Well is there an early warning system to inform people before the boss spawns? If not that would be neat.
Edit: Till then I will check my logs for possible errors.
Rads
06-12-2013 21:09
Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
warning system before the boss spawns = No
just when you kill him it comes up in chat that's all
may have to wait for Chaosxk see if he has any come back on this