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[TF2] Monoculus Spawner


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DSGWhiteLight
Junior Member
Join Date: Jul 2012
Old 08-12-2012 , 20:08   Re: [TF2] Monoculus Spawner
Reply With Quote #191

Do you think it would be possible to freeze the monoculus in its place?
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Powerlord
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Join Date: Jun 2008
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Old 08-13-2012 , 08:44   Re: [TF2] Monoculus Spawner
Reply With Quote #192

Quote:
Originally Posted by FlaminSarge View Post
Powerlord, I've got a plugin that restores the old Eyeaduct behavior (for the underworld), and I'm attempting to figure out what happens to lock the control point when Monoculus spawns and unlock it when he despawns (without just doing it manually). Got any ideas?
Nope, I assumed there was a trigger_multiple (or two) to control it, but it seems like I didn't see any with promising names.

For Eyeaduct, I just let the Force Holidays plugin do its magic to handle it (it forces Halloween mode immediately on map change if a map is found in a specific map list; addons/sourcemod/configs/halloween_maps.txt from memory.)
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Sreaper
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Join Date: Nov 2009
Old 08-17-2012 , 16:47   Re: [TF2] Monoculus Spawner
Reply With Quote #193

The healthbar doesn't seem to be displaying anymore on this plugin.
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Horsedick
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Join Date: Sep 2011
Old 08-17-2012 , 17:02   Re: [TF2] Monoculus Spawner
Reply With Quote #194

Quote:
Originally Posted by Sreaper View Post
The healthbar doesn't seem to be displaying anymore on this plugin.

well doesn't appear to be displaying on any plugin that spawns him it seems as I run him on a timer plugin that I made and the bar just isn't showing up period. Valve changed something and I have no clue what.
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Powerlord
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Old 08-17-2012 , 20:23   Re: [TF2] Monoculus Spawner
Reply With Quote #195

Quote:
Originally Posted by Horsedick View Post
well doesn't appear to be displaying on any plugin that spawns him it seems as I run him on a timer plugin that I made and the bar just isn't showing up period. Valve changed something and I have no clue what.
When I have a free moment, I'll have to use Force Holidays on koth_viaduct_event to see if allowing Monoculus to appear on his own makes the healthbar appear.

And if it does, try to figure out why it's not working when plugins try to do it.
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Powerlord
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Old 08-17-2012 , 21:18   Re: [TF2] Monoculus Spawner
Reply With Quote #196

Confirmed: Monoculus's health bar isn't appearing even on koth_viaduct_event with Halloween mode on and allowing the game to naturally spawn him.
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KiR
Senior Member
Join Date: Nov 2011
Old 08-18-2012 , 11:36   Re: [TF2] Monoculus Spawner
Reply With Quote #197

After the upgrade is no longer seen living MONOCULUS.
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Grot
Member
Join Date: May 2012
Old 08-27-2012 , 10:55   Re: [TF2] Monoculus Spawner
Reply With Quote #198

Quote:
Originally Posted by DarthNinja View Post
I have a plugin partly finished that adds pretty much every feature I could think of for the horsemann (including selecting one from a menu, changing health values, and removing/slaying them).
It also has timed spawning from points or set locations, and vote spawning.

I'm planning to release a version that does all the same things for the Monoculus as well.

I have to fix a crash that happens if a menu is interrupted before I can release it though, and I haven't had time yet.
Any news/luck with this?
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C0nw0nk
Senior Member
Join Date: May 2011
Location: United Kingdom
Old 09-27-2012 , 06:37   Re: [TF2] Monoculus Spawner
Reply With Quote #199

Isit possible to have it respawn upon death in a set location ?

//Spawn location
http://forums.alliedmods.net/showpos...5&postcount=97

//vote boss
http://forums.alliedmods.net/showpos...1&postcount=40

Must be a method of checking death trigger by chat messedge maybe ?

Like the method barcardi used on detecting the [SM] chat prefix.
http://forums.alliedmods.net/showpos...29&postcount=8
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Last edited by C0nw0nk; 09-27-2012 at 07:15.
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Powerlord
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Old 09-27-2012 , 09:28   Re: [TF2] Monoculus Spawner
Reply With Quote #200

Quote:
Originally Posted by C0nw0nk View Post
Isit possible to have it respawn upon death in a set location ?

//Spawn location
http://forums.alliedmods.net/showpos...5&postcount=97
Ugh, that reminds me that I still haven't finished my plugin that makes bosses spawn on a currently active control point using the cvar settings for Monoculus/Horsemann.
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Last edited by Powerlord; 09-27-2012 at 09:28.
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