Quote:
Originally Posted by Sreaper
|
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
PHP Code:
new Handle:g_hSkeleKingIntros = INVALID_HANDLE;
new String:SOUND_SKELETONKING[9][64];
public OnPluginStart()
{
g_hSkeleKingIntros = CreateConVar("sm_bsd_skelekingintro", "1", "Play Redmond/Blutarch voice clips when the Skeleton King is spawned? [0/1] (0 = Disable, 1 = Enable)");
// Hooray for Skeleton King spawn sounds!
SOUND_SKELETONKING[0] = "vo/halloween_mann_brothers/sf13_blutarch_enemies10.wav";
SOUND_SKELETONKING[1] = "vo/halloween_mann_brothers/sf13_blutarch_enemies11.wav";
SOUND_SKELETONKING[2] = "vo/halloween_mann_brothers/sf13_blutarch_enemies12.wav";
SOUND_SKELETONKING[3] = "vo/halloween_mann_brothers/sf13_blutarch_enemies13.wav";
SOUND_SKELETONKING[4] = "vo/halloween_mann_brothers/sf13_blutarch_enemies13.wav";
SOUND_SKELETONKING[5] = "vo/halloween_mann_brothers/sf13_redmond_enemies05.wav";
SOUND_SKELETONKING[6] = "vo/halloween_mann_brothers/sf13_redmond_enemies06.wav";
SOUND_SKELETONKING[7] = "vo/halloween_mann_brothers/sf13_redmond_enemies07.wav";
SOUND_SKELETONKING[8] = "vo/halloween_mann_brothers/sf13_redmond_enemies08.wav";
}
public OnPluginStart()
{
PrecacheSkeletonKing();
}
// Command: Spawn Skeleton King
public Action:Command_SpawnSkeletonKing(client, args)
{
if(IsValidClient(client))
{
if(!SetTeleportEndPoint(client))
{
CReplyToCommand(client, "{unusual}[BOSS] {default}Could not find spawn point");
return Plugin_Handled;
}
if(GetEntityCount() >= GetMaxEntities()-32)
{
CReplyToCommand(client, "{unusual}[BOSS] {default}Too many entities have been spawned, reload the map.");
return Plugin_Handled;
}
new entity = CreateEntityByName("tf_zombie_spawner");
if(IsValidEntity(entity))
{
SetEntProp(entity, Prop_Data, "m_nSkeletonType", 1);
AcceptEntityInput(entity, "Enable");
// Intro voices by Redmond and Blutarch?
new introvoices = GetConVarInt(g_hSkeleKingIntros);
if(introvoices == 1)
{
EmitSoundToAll(SOUND_SKELETONKING[GetRandomInt(0, 8)], client, _, _, _, 1.0);
}
new displaymsg = GetConVarInt(g_hDisplayMsgs);
if(displaymsg == 1)
{
CReplyToCommand(client, "{unusual}[BOSS] {default}You've spawned the {unusual}Skeleton King!");
}
DispatchSpawn(entity);
CreateTimer(1.0, Timer_KillSpawner, entity);
g_pos[2] -= 10.0;
TeleportEntity(entity, g_pos, NULL_VECTOR, NULL_VECTOR);
LogAction(client, -1, "\"%L\" spawned boss: Skeleton King", client);
}
else
{
CReplyToCommand(client, "{unusual}[BOSS] {default}Couldn't spawn the {unusual}Skeleton King{default} for some reason.");
return Plugin_Handled;
}
}
return Plugin_Handled;
}
// Precache Skeleton King spawn sounds (Blutarch/Redmond voice lines)
PrecacheSkeletonKing()
{
PrecacheSound("vo/halloween_mann_brothers/sf13_blutarch_enemies10.wav", true);
PrecacheSound("vo/halloween_mann_brothers/sf13_blutarch_enemies11.wav", true);
PrecacheSound("vo/halloween_mann_brothers/sf13_blutarch_enemies12.wav", true);
PrecacheSound("vo/halloween_mann_brothers/sf13_blutarch_enemies13.wav", true);
PrecacheSound("vo/halloween_mann_brothers/sf13_blutarch_enemies15.wav", true);
PrecacheSound("vo/halloween_mann_brothers/sf13_redmond_enemies05.wav", true);
PrecacheSound("vo/halloween_mann_brothers/sf13_redmond_enemies06.wav", true);
PrecacheSound("vo/halloween_mann_brothers/sf13_redmond_enemies07.wav", true);
PrecacheSound("vo/halloween_mann_brothers/sf13_redmond_enemies08.wav", true);
}[/b]
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.