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-   -   [TF2] Boss Spawns (https://forums.alliedmods.net/showthread.php?t=243964)

Drixevel 07-12-2014 02:25

[TF2] Boss Spawns
 
Boss Spawns

Description:
Boss Spawns is a plugin for Team Fortress 2 which allows server operators/developers to manage, create & destroy bosses anywhere on the map. You can spawn the Horseman, Monoculus, Merasmus, Skeletons & variance of them all. You can set size, outline, color & more, feel free to check out upcoming features below for details.

Credits:
  • abrandnewday for making his plugin. He said he wanted to quit working on it so I picked it up to add features to it to help me build plugins in the future. (LINK)

ConVars:
You can find the latest ConVars Here!

Commands:
You can find the latest Admin Commands Here!

Instructions: (NOTE: YOU MUST COMPILE NAVIGATION MESHES FOR ALL MAPS USED FOR SOME BOSSES TO WORK! Read More)
  1. Download the plugin file (SMX) and drop it into your 'plugins' folder.
  2. Download the translation file (TXT) and place it in your 'translations' folder.
  3. Change the map. (no seriously, change the map)... or type 'sm plugins load BossSpawns' if you want.
  4. ???
  5. Overly used joke is overly used.

Compilation Instructions:
  1. Download the source file (SP) & the include (INC) and place them in their respective locations in the scripting folder.
  2. Download the latest copy of 'More Colors' & 'AutoExecConfig' and place them into your includes folder.
  3. Compile the SP file using the compiler. Drag the SMX into your plugins folder.

Code Repository | Download | Report Bugs | Donate

Drixevel 07-12-2014 02:28

Re: [TF2] Boss Spawns [1.0.0]
 
Natives (Updated as of 1.0.8)
Code:

/**
 * Spawns a Hatman on the map. (Horsemann)
 *
 * @param client                Client spawning the boss. (0 = Console)
 * @param X                                Float value for X parameter of spawn location.
 * @param Y                                Float value for Y parameter of spawn location.
 * @param Z                                Float value for Z parameter of spawn location.
 * @param scale                Float value for the scale of the boss.
 * @param glow                        True if boss should glow, false if not.
 * @param spew                True if to log, reply & show activity, false otherwise.
 *
 * @return                                True if spawned successfully, false otherwise.
 * @error                                Invalid client or fields.
 */
native bool:TF2_SpawnHatman(client, Float:X = 0.0, Float:Y = 0.0, Float:Z = 0.0, Float:scale = 1.0, bool:glow = false, bool:spew = true);

/**
 * Spawns an Eyeboss on the map. (Monoculus)
 *
 * @param client                Client spawning the boss. (0 = Console)
 * @param X                                Float value for X parameter of spawn location.
 * @param Y                                Float value for Y parameter of spawn location.
 * @param Z                                Float value for Z parameter of spawn location.
 * @param scale                Float value for the scale of the boss.
 * @param glow                        True if boss should glow, false if not.
 * @param spew                True if to log, reply & show activity, false otherwise.
 * @param type                        Type of Eyeboss: (0 = Normal, 1 = Red, 2 = Blue)
 *
 * @return                                True if spawned successfully, false otherwise.
 * @error                                Invalid client or fields.
 */
native bool:TF2_SpawnEyeboss(client, Float:X = 0.0, Float:Y = 0.0, Float:Z = 0.0, Float:scale = 1.0, bool:glow = false, bool:spew = true, type = 0);

/**
 * Spawns Merasmus on the map.
 *
 * @param client                Client spawning the boss. (0 = Console)
 * @param X                                Float value for X parameter of spawn location.
 * @param Y                                Float value for Y parameter of spawn location.
 * @param Z                                Float value for Z parameter of spawn location.
 * @param scale                Float value for the scale of the boss.
 * @param glow                        True if boss should glow, false if not.
 * @param spew                True if to log, reply & show activity, false otherwise.
 *
 * @return                                True if spawned successfully, false otherwise.
 * @error                                Invalid client or fields.
 */
native bool:TF2_SpawnMerasmus(client, Float:X = 0.0, Float:Y = 0.0, Float:Z = 0.0, Float:scale = 1.0, bool:glow = false, bool:spew = true);

/**
 * Spawns a Skeleton on the map.
 *
 * @param client                Client spawning the boss. (0 = Console)
 * @param X                                Float value for X parameter of spawn location.
 * @param Y                                Float value for Y parameter of spawn location.
 * @param Z                                Float value for Z parameter of spawn location.
 * @param scale                Float value for the scale of the boss.
 * @param glow                        True if boss should glow, false if not.
 * @param spew                True if to log, reply & show activity, false otherwise.
 * @param type                        Type of Skeleton: (0 = Green, 1 = Red, 2 = Blue)
 *
 * @return                                True if spawned successfully, false otherwise.
 * @error                                Invalid client or fields.
 */
native bool:TF2_SpawnSkeleton(client, Float:X = 0.0, Float:Y = 0.0, Float:Z = 0.0, Float:scale = 1.0, bool:glow = false, bool:spew = true, type = 0);

/**
 * Spawns the Skeleton King on the map.
 *
 * @param client                Client spawning the boss. (0 = Console)
 * @param X                                Float value for X parameter of spawn location.
 * @param Y                                Float value for Y parameter of spawn location.
 * @param Z                                Float value for Z parameter of spawn location.
 * @param glow                        True if boss should glow, false if not.
 * @param spew                True if to log, reply & show activity, false otherwise.
 *
 * @return                                True if spawned successfully, false otherwise.
 * @error                                Invalid client or fields.
 */
native bool:TF2_SpawnSkeletonKing(client, Float:X = 0.0, Float:Y = 0.0, Float:Z = 0.0, bool:glow = false, bool:spew = true);

/**
 * Spawns the Ghost on the map.
 *
 * @param client                Client spawning the boss. (0 = Console)
 * @param X                                Float value for X parameter of spawn location.
 * @param Y                                Float value for Y parameter of spawn location.
 * @param Z                                Float value for Z parameter of spawn location.
 * @param glow                        True if boss should glow, false if not.
 * @param spew                True if to log, reply & show activity, false otherwise.
 *
 * @return                                True if spawned successfully, false otherwise.
 * @error                                Invalid client or fields.
 */
native bool:TF2_SpawnGhost(client, Float:X = 0.0, Float:Y = 0.0, Float:Z = 0.0, bool:glow = false, bool:spew = true);


Sreaper 07-12-2014 02:28

Re: [TF2] Boss Spawns [1.0.0]
 
Quote:

Originally Posted by r3dw3r3w0lf (Post 2166209)
fdsfadsfas

Duplicate functionality. https://forums.alliedmods.net/showthread.php?t=220913

Drixevel 07-12-2014 02:32

Re: [TF2] Boss Spawns [1.0.0]
 
Quote:

Originally Posted by Sreaper (Post 2166210)

https://forums.alliedmods.net/showpo...&postcount=257

You really shouldn't jump on bandwagons so quickly.

EDIT: I'll be updating the natives in the include tomorrow to take advantage of setting glow on bosses. Most of the features such as hit box scaling, slaying of The Skeleton King & health bars (for the most part) are working. I'll be expanding/fixing/finishing the rest throughout the next couple of days.

404UserNotFound 07-12-2014 04:49

Re: [TF2] Boss Spawns [1.0.0]
 
Quote:

Originally Posted by Sreaper (Post 2166210)

I gave up on updating mine due to time constraints. I work 12hr shifts at a pipe threading factory (for more info and/or my schedule, please view http://www.steamcommunity.com/id/404UserNotFound) Yes I am coming clean somewhat as well by posting my Steam profile. I am not "my friend, 404". I am not "plugin developer for UNF Gaming" (half a lie, I am technically the plugin dev, but I'm not a separate person from the owner of UNFG, 404) I am 404. Due to prior "issues" back in 2010 I had come back here under "abrandnewday". I thought nobody knew who I really was....turns out FlaminSarge and Psychonic figured it out 2 weeks after I registered. It's a long story that I won't go into yet, as I have to leave for work now, but now you all know why I gave up on updating Boss Spawner Deluxe, and why it takes me so god damn long to push out updates to what I make.

R3dw3r3wolf is the new "owner" of this plugin as he staked his claim to it when I publicly gave away future development of mine.

Ohhh also, R3d, I never did release this bit that I had added into the plugin:

Skeleton King - Redmond/Blutarch announcements on spawn
Spoiler


I had also set up outlines as convars because I couldn't figure out how to do them as parameters in commands (or I did, but forgot about it).

Feel free to toss that code in, as I never did when I still updated this.

Pelipoika 07-12-2014 05:10

Re: [TF2] Boss Spawns [1.0.0]
 
Quote:

Originally Posted by abrandnewday (Post 2166293)
http://www.steamcommunity.com/id/404UserNotFound) Yes I am coming clean somewhat as well by posting my Steam profile. I am not "my friend, 404". I am not "plugin developer for UNF Gaming" (half a lie, I am technically the plugin dev, but I'm not a separate person from the owner of UNFG, 404) I am 404. Due to prior "issues" back in 2010 I had come back here under "abrandnewday". I thought nobody knew who I really was....turns out FlaminSarge and Psychonic figured it out 2 weeks after I registered. It's a long story that I won't go into yet, as I have to leave for work now, but now you all know why I gave up on updating Boss Spawner Deluxe, and why it takes me so god damn long to push out updates to what I make.

I thought that was quite obivious?
I can go into detail for you

Drixevel 07-12-2014 10:23

Re: [TF2] Boss Spawns [1.0.0]
 
Quote:

Originally Posted by abrandnewday (Post 2166293)
I gave up on updating mine due to time constraints. I work 12hr shifts at a pipe threading factory (for more info and/or my schedule, please view http://www.steamcommunity.com/id/404UserNotFound) Yes I am coming clean somewhat as well by posting my Steam profile. I am not "my friend, 404". I am not "plugin developer for UNF Gaming" (half a lie, I am technically the plugin dev, but I'm not a separate person from the owner of UNFG, 404) I am 404. Due to prior "issues" back in 2010 I had come back here under "abrandnewday". I thought nobody knew who I really was....turns out FlaminSarge and Psychonic figured it out 2 weeks after I registered. It's a long story that I won't go into yet, as I have to leave for work now, but now you all know why I gave up on updating Boss Spawner Deluxe, and why it takes me so god damn long to push out updates to what I make.

R3dw3r3wolf is the new "owner" of this plugin as he staked his claim to it when I publicly gave away future development of mine.

Ohhh also, R3d, I never did release this bit that I had added into the plugin:

Skeleton King - Redmond/Blutarch announcements on spawn
Spoiler


I had also set up outlines as convars because I couldn't figure out how to do them as parameters in commands (or I did, but forgot about it).

Feel free to toss that code in, as I never did when I still updated this.

There's a backstory with this? interesting. Thanks for the code, I'll implement it whenever I have the chance. Also, I'm working on adding a new ConVar so you can have glows enabled/disabled by default and there's a parameter option now if you would like to use it.

EA: sm_hatman 1.5 1 (sm_hatman <scale> <glow 0/1>)

robotortoise 07-12-2014 14:10

Re: [TF2] Boss Spawns [1.0.0]
 
Quote:

Originally Posted by abrandnewday (Post 2166293)
I gave up on updating mine due to time constraints. I work 12hr shifts at a pipe threading factory (for more info and/or my schedule, please view http://www.steamcommunity.com/id/404UserNotFound) Yes I am coming clean somewhat as well by posting my Steam profile. I am not "my friend, 404". I am not "plugin developer for UNF Gaming" (half a lie, I am technically the plugin dev, but I'm not a separate person from the owner of UNFG, 404) I am 404. Due to prior "issues" back in 2010 I had come back here under "abrandnewday". I thought nobody knew who I really was....turns out FlaminSarge and Psychonic figured it out 2 weeks after I registered. It's a long story that I won't go into yet, as I have to leave for work now, but now you all know why I gave up on updating Boss Spawner Deluxe, and why it takes me so god damn long to push out updates to what I make.

Huh. Interesting!

Well uh....hope you don't get banned again. You make some great stuff.

And I really like your Steam Profile background! :)

robotortoise 07-12-2014 14:12

Re: [TF2] Boss Spawns [1.0.0]
 
So here's some features I'm hoping for this plugin:

1. Hitbox rescaling with size scaling

2. Custom model/animation support (I want to make Merasmus conga, or wear a hat)

3. An option to toggle the "BOSS_NAME_HERE HAS APPEARED!" message and music, or possibly edit the text?

Drixevel 07-12-2014 15:50

Re: [TF2] Boss Spawns [1.0.0]
 
Quote:

Originally Posted by robotortoise (Post 2166503)
So here's some features I'm hoping for this plugin:

1. Hitbox rescaling with size scaling

2. Custom model/animation support (I want to make Merasmus conga, or wear a hat)

3. An option to toggle the "BOSS_NAME_HERE HAS APPEARED!" message and music, or possibly edit the text?

1. Should be there, I didn't make it though or test it much so test it.

2. (maybe) I'll probably add custom models but hat models, maybe. (I realize it's possible)

3. Sure.


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