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[TF2] Horseless Headless Horsemann


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byteframe
Member
Join Date: Jul 2011
Location: Pitcairn Island
Old 01-21-2012 , 03:35   Re: [TF2] Horseless Headless Horsemann
Reply With Quote #201

Easy enough:

Code:
#pragma semicolon 1 
#include <sourcemod> 
#include <sdktools> 
 
#define PL_VERSION "1.1pdl" 
 
new Float:g_pos[3]; 
 
public Plugin:myinfo = 
{ 
    name = "[TF2] Horseless Headless Horsemann", 
    author = "Geit", 
    description = "Spawn Horseless Headless Horsemann where you're looking.", 
    version = PL_VERSION, 
    url = "http://www.sourcemod.net" 
} 

Spawn()
{
    new entity = FindEntityByClassname(-1, "headless_hatman");
    if(entity == -1)
    { 
        entity = CreateEntityByName("headless_hatman"); 
        if(IsValidEntity(entity)) 
        { 
            DispatchSpawn(entity); 
            // achievement_alpine_v2 (middle of the sandbox)
            g_pos[0] = 520.0; 
            g_pos[1] = 1650.0; 
            g_pos[2] = 60.0; 
            TeleportEntity(entity, g_pos, NULL_VECTOR, NULL_VECTOR);
        }
    }
}
 
public Action:Command_Spawn(client, args) 
{
    Spawn();
    return Plugin_Handled; 
}

public Action:Timer_Spawn(Handle:timer) 
{
    Spawn();
    return Plugin_Continue; 
}
 
public OnPluginStart() 
{ 
    CreateConVar("sm_horsemann_version", PL_VERSION, "Horsemann Spawner Version", FCVAR_PLUGIN|FCVAR_SPONLY|FCVAR_REPLICATED|FCVAR_NOTIFY); 
    RegAdminCmd("sm_horsemann", Command_Spawn, ADMFLAG_RCON);
    CreateTimer(240.0, Timer_Spawn, _, TIMER_REPEAT); 
} 
 
public OnMapStart() 
{ 
    PrecacheModel("models/bots/headless_hatman.mdl");  
    PrecacheModel("models/weapons/c_models/c_bigaxe/c_bigaxe.mdl"); 
    PrecacheSound("ui/halloween_boss_summon_rumble.wav"); 
    PrecacheSound("vo/halloween_boss/knight_alert.wav"); 
    PrecacheSound("vo/halloween_boss/knight_alert01.wav"); 
    PrecacheSound("vo/halloween_boss/knight_alert02.wav"); 
    PrecacheSound("vo/halloween_boss/knight_attack01.wav"); 
    PrecacheSound("vo/halloween_boss/knight_attack02.wav"); 
    PrecacheSound("vo/halloween_boss/knight_attack03.wav"); 
    PrecacheSound("vo/halloween_boss/knight_attack04.wav"); 
    PrecacheSound("vo/halloween_boss/knight_death01.wav"); 
    PrecacheSound("vo/halloween_boss/knight_death02.wav"); 
    PrecacheSound("vo/halloween_boss/knight_dying.wav"); 
    PrecacheSound("vo/halloween_boss/knight_laugh01.wav"); 
    PrecacheSound("vo/halloween_boss/knight_laugh02.wav"); 
    PrecacheSound("vo/halloween_boss/knight_laugh03.wav"); 
    PrecacheSound("vo/halloween_boss/knight_laugh04.wav"); 
    PrecacheSound("vo/halloween_boss/knight_pain01.wav"); 
    PrecacheSound("vo/halloween_boss/knight_pain02.wav"); 
    PrecacheSound("vo/halloween_boss/knight_pain03.wav"); 
    PrecacheSound("vo/halloween_boss/knight_spawn.wav"); 
    PrecacheSound("weapons/halloween_boss/knight_axe_hit.wav"); 
    PrecacheSound("weapons/halloween_boss/knight_axe_miss.wav"); 
}
byteframe is offline
Nixys
New Member
Join Date: Apr 2010
Old 03-01-2012 , 10:01   Re: [TF2] Horseless Headless Horsemann
Reply With Quote #202

@byteframe

I edited your HHH spawning position and now he spawns every 90 seconds on the second capture point on Mann Manor
EDIT:
Sorry, I didnt know about that.

EDIT2:
Also, I saw the HHH on this server (82.165.35.112:27016).
He spawns at round start on the first capture point.
If BLU captures the first, he'll spawn on the second one.
After he's defeated, he'll spawn again after 20-40 seconds.
I tried to contact the server admin but he's unavailable.
To change the spawning timer you need to have
sv_cheats 1 turned on, but this server doesn't.
Is this some plugin maybe?

Code:
#pragma semicolon 1 
#include <sourcemod> 
#include <sdktools> 
 
#define PL_VERSION "1.1pdl" 
 
new Float:g_pos[3]; 
 
public Plugin:myinfo = 
{ 
    name = "[TF2] Horseless Headless Horsemann", 
    author = "Geit", 
    description = "Spawn Horseless Headless Horsemann where you're looking.", 
    version = PL_VERSION, 
    url = "http://www.sourcemod.net" 
} 

Spawn()
{
    new entity = FindEntityByClassname(-1, "headless_hatman");
    if(entity == -1)
    { 
        entity = CreateEntityByName("headless_hatman"); 
        if(IsValidEntity(entity)) 
        { 
            DispatchSpawn(entity); 
            // cp_manor_event (second capture point)
            g_pos[0] = -922.773621;
            g_pos[1] = 3941.604492; 
            g_pos[2] = -1022.471130;
            TeleportEntity(entity, g_pos, NULL_VECTOR, NULL_VECTOR);
        }
    }
}
 
public Action:Command_Spawn(client, args) 
{
    Spawn();
    return Plugin_Handled; 
}

public Action:Timer_Spawn(Handle:timer) 
{
    Spawn();
    return Plugin_Continue; 
}
 
public OnPluginStart() 
{ 
    CreateConVar("sm_horsemann_version", PL_VERSION, "Horsemann Spawner Version", FCVAR_PLUGIN|FCVAR_SPONLY|FCVAR_REPLICATED|FCVAR_NOTIFY); 
    RegAdminCmd("sm_horsemann", Command_Spawn, ADMFLAG_RCON);
    CreateTimer(90.0, Timer_Spawn, _, TIMER_REPEAT); 
} 
 
public OnMapStart() 
{ 
    PrecacheModel("models/bots/headless_hatman.mdl");  
    PrecacheModel("models/weapons/c_models/c_bigaxe/c_bigaxe.mdl"); 
    PrecacheSound("ui/halloween_boss_summon_rumble.wav"); 
    PrecacheSound("vo/halloween_boss/knight_alert.wav"); 
    PrecacheSound("vo/halloween_boss/knight_alert01.wav"); 
    PrecacheSound("vo/halloween_boss/knight_alert02.wav"); 
    PrecacheSound("vo/halloween_boss/knight_attack01.wav"); 
    PrecacheSound("vo/halloween_boss/knight_attack02.wav"); 
    PrecacheSound("vo/halloween_boss/knight_attack03.wav"); 
    PrecacheSound("vo/halloween_boss/knight_attack04.wav"); 
    PrecacheSound("vo/halloween_boss/knight_death01.wav"); 
    PrecacheSound("vo/halloween_boss/knight_death02.wav"); 
    PrecacheSound("vo/halloween_boss/knight_dying.wav"); 
    PrecacheSound("vo/halloween_boss/knight_laugh01.wav"); 
    PrecacheSound("vo/halloween_boss/knight_laugh02.wav"); 
    PrecacheSound("vo/halloween_boss/knight_laugh03.wav"); 
    PrecacheSound("vo/halloween_boss/knight_laugh04.wav"); 
    PrecacheSound("vo/halloween_boss/knight_pain01.wav"); 
    PrecacheSound("vo/halloween_boss/knight_pain02.wav"); 
    PrecacheSound("vo/halloween_boss/knight_pain03.wav"); 
    PrecacheSound("vo/halloween_boss/knight_spawn.wav"); 
    PrecacheSound("weapons/halloween_boss/knight_axe_hit.wav"); 
    PrecacheSound("weapons/halloween_boss/knight_axe_miss.wav");
}


Last edited by Nixys; 03-02-2012 at 11:16.
Nixys is offline
DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 03-01-2012 , 17:56   Re: [TF2] Horseless Headless Horsemann
Reply With Quote #203

Quote:
Originally Posted by Nixys View Post
@byteframe

I edited your HHH spawning position and now he spawns every 90 seconds on the second capture point on Mann Manor
Don't post compiled plugins without the source code.
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11530
Veteran Member
Join Date: Sep 2011
Location: Underworld
Old 03-01-2012 , 20:36   Re: [TF2] Horseless Headless Horsemann
Reply With Quote #204

I'd like to see this implemented too please. I think it would make an interesting addition for our players when an admin isn't on.
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Geek_Loco
SourceMod Donor
Join Date: May 2009
Old 03-09-2012 , 03:26   Re: [TF2] Horseless Headless Horsemann
Reply With Quote #205

Quote:
Originally Posted by DarthNinja View Post
The proper way is to have the plugin read from/write to a kv file set up with locations and map names.
That way the server op can set where the HHH will spawn on each map (plus how often it spawns with another key).
You could even have several spawns per map and have the plugin pick one at random.

If enough people want this, I'll write it.
I and a few other admins that run servers that I help support would like this as well. Please do so if possible. We would much appreciate it.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 03-09-2012 , 09:43   Re: [TF2] Horseless Headless Horsemann
Reply With Quote #206

Quote:
Originally Posted by DarthNinja View Post
The proper way is to have the plugin read from/write to a kv file set up with locations and map names.
That way the server op can set where the HHH will spawn on each map (plus how often it spawns with another key).
You could even have several spawns per map and have the plugin pick one at random.

If enough people want this, I'll write it.
Hmm, this is kind of old, but...

Is it possible to have a progressive spawn, like you see on cp_manor_event during the normal holiday? i.e. the Horsemann spawns at the current active control point on CP maps?
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piSSta55
New Member
Join Date: Mar 2012
Old 03-09-2012 , 14:59   Re: [TF2] Horseless Headless Horsemann
Reply With Quote #207

hi ,I have the same problem i spawned Horsemann on cp_Orange3x all he do ,he stand on the second control point and chase players around the point ,
so I try a few different NAV file in the hope he will ignore the control points

Guys can you help me ? any kind of help will be nice
sry for my bad english
piSSta55 is offline
DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 03-11-2012 , 07:29   Re: [TF2] Horseless Headless Horsemann
Reply With Quote #208

Quote:
Originally Posted by Powerlord View Post
Hmm, this is kind of old, but...

Is it possible to have a progressive spawn, like you see on cp_manor_event during the normal holiday? i.e. the Horsemann spawns at the current active control point on CP maps?
That's pretty much what I was planning on, plus the keyvalues for non-CP maps.
I'll do some work on it once I back from out of town.
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lucasdidur
Senior Member
Join Date: Jan 2011
Location: Brazil
Old 03-29-2012 , 22:52   Re: [TF2] Horseless Headless Horsemann
Reply With Quote #209

How can I do to automatically spawn on a map of event? I still do not understand
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Crudcakes
New Member
Join Date: Apr 2012
Old 04-14-2012 , 01:09   Re: [TF2] Horseless Headless Horsemann
Reply With Quote #210

is there any way at all you can get this to work on a listen server or is that line completely dead?

also is the a way i could mod for the achievement hollOwned?
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