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-   -   [TF2] Horsemann Healthbar - 1.3.2, Updated 2012-08-16 (https://forums.alliedmods.net/showthread.php?t=188543)

Powerlord 06-27-2012 15:02

[TF2] Horsemann Healthbar - 1.3.2, Updated 2012-08-16
 
18 Attachment(s)
Requires:
SDKHooks

Did it ever bug you that Monoculus has a health bar while the Horseless Headless Horsemann doesn't? Especially since get an achievement for killing the HHH with melee weapons?

Well, worry no more!

Limitations:
  • Only the first Horsemann spawned controls the health bar.
    • If multiple Horsemann are present, killing the first one will cause the health bar to show the next one's health.
  • If any of Monoculus are present, the Horsemann (menn?) will not control the health bar. This is to avoid an issue where the two fight over control of the health bar, with it reflecting the health of the last one damaged. This fix will be rolled out to Freak Fortress 2 soon, as well.
  • Doesn't work with Be The Horsemann or any other plugin that changes players into the Horsemann.

There's only one cvar:
horsemann_healthbar_enabled - 0/1 - default 1 (enabled)

As far as I can tell, the healthbar correctly disappears when the boss is killed. Let me know if you see differently.

Edit: Expect this to be more useful if I can get Force Holidays to consistently spawn the Horsemann on cp_manor_event.

MasterOfTheXP 06-27-2012 20:26

Re: [TF2] Horsemann Healthbar
 
ffffff...yet another thing I was gonna release. I might as well just post my entire scripting folder.

...You probably did it better, though, mine was a little buggier than I expected.

Sreaper 06-27-2012 20:29

Re: [TF2] Horsemann Healthbar
 
Nice plugin. But when I used ent_remove_all headless_hatman the healthbar didn't leave.

Powerlord 06-27-2012 20:30

Re: [TF2] Horsemann Healthbar
 
Quote:

Originally Posted by Sreaper (Post 1737650)
Nice plugin. But when I used ent_remove_all headless_hatman the healthbar didn't leave.

Weird, I wonder if that doesn't trigger SDKHooks's OnEntityDestroyed.

Edit: Oh, wait, I don't actually set it to 0 if no entity is found in the destroy thing... fixing really quick.

Powerlord 06-27-2012 20:35

Re: [TF2] Horsemann Healthbar
 
Updated to 1.1 which hopefully fixes the issues where the entity is removed by means other than actually dying.

Sreaper 06-29-2012 03:06

Re: [TF2] Horsemann Healthbar
 
I tried setting horsemann_healthbar_enabled to 0 while the horseman was active but the health bar didn't disappear. I deleted the horseman after it didn't disappear thinking it needed a respawn to take affect but the health bar just stayed regardless of it being removed. I'm running the latest version.

Powerlord 06-29-2012 09:44

Re: [TF2] Horsemann Healthbar
 
4 Attachment(s)
Quote:

Originally Posted by Sreaper (Post 1738762)
I tried setting horsemann_healthbar_enabled to 0 while the horseman was active but the health bar didn't disappear. I deleted the horseman after it didn't disappear thinking it needed a respawn to take affect but the health bar just stayed regardless of it being removed. I'm running the latest version.

Yeah, I don't think I added the code to make it disappear if you disable the plugin while the Horsemann is still out. I'll fix that shortly.

Edit: And by shortly, I meant "less than 5 minutes". See attachment.

Powerlord 07-03-2012 10:31

Re: [TF2] Horsemann Healthbar - 1.2, Updated 2012-06-29
 
2 Attachment(s)
I spotted a typo that would cause the healthbar to track incorrectly if multiple Monoculus were spawned and one was killed. I used a - where I wanted an =. Whoops. Here's 1.2.1 which fixes that bug.

Powerlord 07-03-2012 10:49

Re: [TF2] Horsemann Healthbar - 1.2.1, Updated 2012-07-03
 
2 Attachment(s)
1.3.0 Released

Adds compatibility with the Freak Fortress 2 healthbar. Doesn't require any additional files to compile, though.

Powerlord 07-03-2012 20:46

Re: [TF2] Horsemann Healthbar - 1.3.0, Updated 2012-07-03
 
4 Attachment(s)
1.3.1 Released

Stops trying to recreate the healthbar class when TF2 destroys it on map end (it auto-creates it the next map).


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