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[REQ] TF2 - Timer plugin for skeleton king


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Horsedick
AlliedModders Donor
Join Date: Sep 2011
Old 10-31-2013 , 19:25   [REQ] TF2 - Timer plugin for skeleton king
Reply With Quote #1

Would have XYZ cords to designate a starting spawn point from them but I just can't find the PreCacheModels or anything to set this up with what I've got now as for pre-build timers so can anyone help with this?

Thanks
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w1200441
Senior Member
Join Date: Dec 2011
Old 11-01-2013 , 02:00   Re: [REQ] TF2 - Timer plugin for skeleton king
Reply With Quote #2

Code:
	new zombie;
	zombie = CreateEntityByName("tf_zombie_spawner");
	if (IsValidEntity(zombie))
	{
		DispatchKeyValue(zombie, "targetname", "SkeletonKing");
		DispatchKeyValue(zombie, "origin", "X Y Z");
		DispatchKeyValue(zombie, "angles", "0 0 0");
		DispatchKeyValue(zombie, "zombie_lifetime", "0");
		DispatchKeyValue(zombie, "max_zombies", "1");
		DispatchKeyValue(zombie, "infinite_zombies", "1");
		DispatchKeyValue(zombie, "zombie_type", "1");
		DispatchSpawn(zombie);
		AcceptEntityInput(zombie, "Enable");
	}
Set infinite_zombies to 1 will make skeleton king respawn in origin after it die.
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Horsedick
AlliedModders Donor
Join Date: Sep 2011
Old 11-01-2013 , 08:53   Re: [REQ] TF2 - Timer plugin for skeleton king
Reply With Quote #3

Not what I'm looking for I don't think... the HHH has a PrecacheModel such as headless_hatman.mdl along with the c_bigaxe.mdl then has a bunch of PrecacheSounds... below I've got a CreateTimer(60.0, Time_Spawn); starting code which basically all I wanna do is reconfigure this or copy it then reconfigure to spawn the skeleton king on a timer.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 11-02-2013 , 18:05   Re: [REQ] TF2 - Timer plugin for skeleton king
Reply With Quote #4

I think the server precaches the bosses now automatically, atleast it does for skeletons ad monoculus, along with models/sounds.
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