Raised This Month: $ Target: $400
 0% 

[TF2] Custom Boss Spawner (v.5.0.2) [11/13/2016]


Post New Thread Reply   
 
Thread Tools Display Modes
LiMaaa
AlliedModders Donor
Join Date: Oct 2010
Location: Behind You
Old 10-21-2015 , 03:38   Re: [TF2] Custom Boss Spawner (v.4.3.1) [10/5/2015] - Time for HATS!
Reply With Quote #211

Some issues / changes I have found with Boss Spawner:

1. Even though I have set the health parameters the bosses spawn with their default health eg: 3000. No additional HP is added per player on my server. I have checked my cfg's and they all seem fine, i will post them below anyway. No errors generated.

2. Please add a cfg feature to remove hud elements, The countdown till next boss for me is pointless as well as the HP : 3000 when a boss spawns, I don't see the need for HUD HP element when you have the HP Bar. We run other hud elements so disabling hud elements on this plugin would be a blessing. I could manually alter the plugin to remove the hud params, but i think its a feature others may want as well.

3. When you kill Monoculus a Halloween book appears, jumping into or touching this book will teleport you into the roof of the map where you are stuck or must kill yourself. Could you implement a teleport location cfg option for the monoculus book where we can set the x y z location a player is teleported too upon touching the book?

Please let me know if and/or when you can make these changes, if soon i will wait, but i want this running correctly in time for Halloween so if you are too busy let me know and i will make the changes myself.

Thanks.

Running on Linux:
Code:
 Metamod:Source version 1.10.6

  [01] SourceMod (1.7.3-dev+5258) by AlliedModders LLC
  [03] TF2 Tools (1.7.3-dev+5258) by AlliedModders LLC
  [02] TF2Items (1.6.0) by Asherkin & AzuiSleet & Damizean
  [04] SDK Hooks (1.7.3-dev+5258) by AlliedModders LLC
  [05] SDK Tools (1.7.3-dev+5258) by AlliedModders LLC
  [06] SteamTools (0.9.1+7202836) by Asher "asherkin" Baker
  [07] Connect (1.2.0) by Asher "asherkin" Baker
  [08] SteamWorks Extension (1.1) by Kyle Sanderson
bossspawner_boss.cfg
Code:
"Custom Boss Spawner"
{
	"Horseman" { //Boss name, do not have replicate names (Also used for command spawning, ex. !horseman)
		"Type"		"headless_hatman"												//There are 4 types, headless_hatman/eyeball_boss/merasmus/tf_zombie
		"HP Base"	"3000"															//Base health to start with
		"HP Scale"	"1000"															//Adds extra health per person
		"Lifetime"	"300"															//How long before boss is removed, in seconds
		"WeaponModel"	"models/weapons/c_models/c_big_mallet/c_big_mallet.mdl"		//Changes the weapon model (Note: This attribute only works for horseman)
		"Size"		"1.0"															//How big should boss be?					
		"HatModel"	"models/player/items/all_class/ghostly_gibus_demo.mdl"			//location of hat model
		"HatSize"	"3.0"				//hat size, does not scale if player manually spawns it with their own size
		"HatPosFix"	"-15.0"				//Some hat models spawn over the boss head, lower it by lowering this value
		"Position"	"1083,-799,-319"		//Custom location of boss spawn position, if unspecified will use the position in bossspawner_maps.cfg
		"Damage"	"500.0"				//amount of damage the boss will do, default is 100.0 when unspecified
	}
	"Monoculus" {
		"Type"		"eyeball_boss"
		"HP Base"	"3000"
		"HP Scale"	"1000"
		"Lifetime"	"300"
		"Size"		"1.0"
		//"HatModel"	"models/player/items/heavy/heavy_big_chief.mdl"
		//"HatSize"	"3.0"
		//"HatPosFix"	"-15.0"
		"Position"	"1083,-799,-319"		//Custom location of boss spawn position, if unspecified will use the position in bossspawner_maps.cfg
		"IntroSound"	"ui/halloween_boss_summoned_fx.wav" //Plays an intro sound when boss is spawned, like models, custom sounds must be put into the download server using a different plugin
		"DeathSound"	"ui/halloween_boss_defeated_fx.wav" //Plays a sound when boss is killed
		"Damage"	"30.0"
	}
	"Merasmus" {
		"Type"		"merasmus"
		"HP Base"	"3000"
		"HP Scale"	"1000"
		"Lifetime"	"300"
		"Size"		"1.0"
		"Position"	"1083,-799,-319"		//Custom location of boss spawn position, if unspecified will use the position in bossspawner_maps.cfg
		"IntroSound"	"misc/halloween/merasmus_appear.wav"
		"Damage"	"50.0"
	}
	"Skeleton_King" {
		"Type"		"tf_zombie"
		"HP Base"	"3000"
		"HP Scale"	"1000"
		"Lifetime"	"300"
		"Size"		"2.0"
		"HatModel"	"models/player/items/demo/crown.mdl"
		"HatPosFix"	"-20.0"
		"HatSize"	"1.3"
		"Position"	"1083,-799,-319"		//Custom location of boss spawn position, if unspecified will use the position in bossspawner_maps.cfg
		"Color"		"green"
		"Gnome"		"0"
		"Damage"	"100.0"
	}
	"Skeleton_Horde" {
		"Type"		"tf_zombie"
		"HP Base"	"200"
		"HP Scale"	"10"
		"Size"		"1.0"
		"Glow"		"No"
		"Position"	"1083,-799,-319"		//Custom location of boss spawn position, if unspecified will use the position in bossspawner_maps.cfg
		"Horde"		"15" //Total amount of skeletons to spawn (This attribute only works for type:tf_zombie)
		"Color"		"Random" //Changes color of skeletons from ("blue,red,green,yellow") (This attribute only works for type:tf_zombie)
		"Gnome"		"1"
		"Lifetime"	"300"
		"Damage"	"20.0"
	}
	//These are unusued and are used for example, download chaos_bosspack to use these bosses
	//"King"
	//{
	//	"Model"			"models/freak_fortress_2/skeleton_king/skeleton_king_model.mdl"	//Changes the boss model
	//	"Type"			"headless_hatman"
	//	"HP Base"		"3000"
	//	"HP Scale"		"1000"
	//	"WeaponModel"	"Invisible" //Some models already have a weapon already attached to model, so you want the weapon model to be invisible
	//	"Size"			"2.0"
	//	"Glow"			"Yes" //Set whether or not boss to glow
	//	"PosFix"		"300.0" //Some models may cause boss to spawn underneath, increase this value to increase height of spawn
	//	"Lifetime"		"300"
	//	"IntroSound"	"misc/halloween/merasmus_appear.wav"
	//	"Damage"		"500.0"
	//}
	//"Warhammer"
	//{
	//	"Model"			"models/freak_fortress_2/warhammer/marine_demoman2.mdl"
	//	"Type"			"headless_hatman"
	//	"HP Base"		"3000"
	//	"HP Scale"		"1000"
	//	"Size"			"2.0"
	//	"Glow"			"Yes"
	//	"WeaponModel"	"models/weapons/c_models/c_big_mallet/c_big_mallet.mdl"
	//	"PosFix"		"300.0"
	//	"Lifetime"		"300"
	//	"Damage"		"500.0"
	//}
}
__________________
>>> Hiring SourcePawn, Node.js, SteamAPI DEVS <<<
Feel free to add me on steam or PM me on the forums.
Endless Gamers Community
http://endlessgamers.com

Last edited by LiMaaa; 10-21-2015 at 03:42.
LiMaaa is offline
fiala06
AlliedModders Donor
Join Date: Mar 2009
Location: Eugene, OR
Old 10-21-2015 , 09:24   Re: [TF2] Custom Boss Spawner (v.4.3.1) [10/5/2015] - Time for HATS!
Reply With Quote #212

Quote:
Originally Posted by AdRianaLiMaaa View Post
3. When you kill Monoculus a Halloween book appears, jumping into or touching this book will teleport you into the roof of the map where you are stuck or must kill yourself. Could you implement a teleport location cfg option for the monoculus book where we can set the x y z location a player is teleported too upon touching the book?

Please let me know if and/or when you can make these changes, if soon i will wait, but i want this running correctly in time for Halloween so if you are too busy let me know and i will make the changes myself.
in bossspawner_maps.cfg there is a line for the telelocation

Code:
"TeleportPosition"	"0.0,0.0,0.0"	//The xyz coordinate seperated by commas which indicate location player is teleported when monoculus/merasmus is killed



Lately it turns out this plugin is the cause of random crashes on my server Once I've removed it my server stays online until it restart around midnight. I'm going on 4 days of no crashes since its been disabled.
__________________

Last edited by fiala06; 10-21-2015 at 09:27.
fiala06 is offline
Chaosxk
Veteran Member
Join Date: Aug 2010
Location: Westeros
Old 10-21-2015 , 14:43   Re: [TF2] Custom Boss Spawner (v.4.3.1) [10/5/2015] - Time for HATS!
Reply With Quote #213

@1 I will take a look at the health scaling
@2 Can be added easily, will be done next version
Also i plan to update the plugin for halloween where i assume there will be a new boss

@fiala06
Try a different sourcemod build, i remember i had to use 3 different sourcemod builds until the crash stopped for me.
__________________
Chaosxk is offline
LiMaaa
AlliedModders Donor
Join Date: Oct 2010
Location: Behind You
Old 10-29-2015 , 01:43   Re: [TF2] Custom Boss Spawner (v.4.3.1) [10/5/2015] - Time for HATS!
Reply With Quote #214

Quote:
Originally Posted by Chaosxk View Post
@1 I will take a look at the health scaling
@2 Can be added easily, will be done next version
Also i plan to update the plugin for halloween where i assume there will be a new boss

@fiala06
Try a different sourcemod build, i remember i had to use 3 different sourcemod builds until the crash stopped for me.
Heyo, Thanks for the responses. So it appears the Halloween update is out, and unfortunately no new boss from what I can see.

I wanted to ask if you have started making the changes and if so when you are releasing the next version? I appreciate any info, thanks!
__________________
>>> Hiring SourcePawn, Node.js, SteamAPI DEVS <<<
Feel free to add me on steam or PM me on the forums.
Endless Gamers Community
http://endlessgamers.com

Last edited by LiMaaa; 10-29-2015 at 01:46.
LiMaaa is offline
Chaosxk
Veteran Member
Join Date: Aug 2010
Location: Westeros
Old 10-29-2015 , 19:33   Re: [TF2] Custom Boss Spawner (v.4.3.1) [10/5/2015] - Time for HATS!
Reply With Quote #215

First year without a boss...
Anyways i've been trying to fix this bug and have been unsuccessful in fixing it yet. My plan is to release it on halloween but depends whether i can fix this bug before then.
__________________
Chaosxk is offline
mysty
Member
Join Date: Oct 2015
Location: FUCK OFF
Old 11-12-2015 , 06:39   Re: [TF2] Custom Boss Spawner (v.4.3.1) [10/5/2015] - Time for HATS!
Reply With Quote #216

how do i uh enable the notification when they spawn? like the usual notification that appears on the left of the screen when a boss appears.
mysty is offline
Wormy
Senior Member
Join Date: Jan 2013
Location: 2fort
Old 11-17-2015 , 09:49   Re: [TF2] Custom Boss Spawner (v.4.3.1) [10/5/2015] - Time for HATS!
Reply With Quote #217

Is it possible to disable the "Boss: xxx seconds" counter for when the next boss will spawn? Do I have to recompile the plugin and edit that line out?

edit: Ended up commenting out some lines and then recompile, seems to have done the trick.
__________________

Last edited by Wormy; 11-22-2015 at 05:48.
Wormy is offline
Randommagic
Senior Member
Join Date: Jun 2014
Location: -
Old 01-13-2016 , 23:02   Re: [TF2] Custom Boss Spawner (v.4.3.1) [10/5/2015] - Time for HATS!
Reply With Quote #218

It seems that hitbox scaling is not working well?
I've set my horseman size to 10, and it does spawns very well with big ass size, but the hitbox's still in it original size.

It does work however if the boss's size is less then 1.0, or the boss's merasmus.


--------------------------------------------

No, ignore ^ these.

It seems hitbox scaling doesn't work if the boss spawns with hat model.
__________________

Last edited by Randommagic; 01-13-2016 at 23:12.
Randommagic is offline
UBMarc
New Member
Join Date: Jan 2016
Old 01-18-2016 , 22:51   Re: [TF2] Custom Boss Spawner (v.4.3.1) [10/5/2015] - Time for HATS!
Reply With Quote #219

Hello,
I was able to get plugin installed and working well. I decided I wanted more so I extracted the extra boss pack and copied the config over. Whenever I spawn one of the custom bosses, I get a big 3D ERROR that runs around killing things. Any ideas?
UBMarc is offline
DeathMaster
AlliedModders Donor
Join Date: Mar 2009
Old 01-24-2016 , 19:36   Re: [TF2] Custom Boss Spawner (v.4.3.1) [10/5/2015] - Time for HATS!
Reply With Quote #220

Lately iv noticed anytime someone joins or disconnects when the boss is present he is slain.
DeathMaster is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 13:01.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode