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FF2 Halloween bosses 2014


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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 08-28-2014 , 23:37   Halloween bosses 2014
Reply With Quote #1

Ravensbro made the models, I wrote the abilities.
2 are completed so far, here they are. They will need some testing/tuning.
Also, please let us know if they work on various versions of ff2. I use the 1.06 base.
The plugin is modular so, you should not have too much problem editing it anyways, or moving them to VSH.

Grey Alien
[IMG]http://s15.************/jwmtxekdn/grey_alien.png[/IMG]
Scout / hits people with his bat thing.
Alt-Fire: Charge Teleport, short cooldown, fast charge
Duck: Weigh down
Rage: Stun Sentrygun, Abduction:
  • Spawns random beams around him.
  • Players that touch the beams are stunned and levitated upward
  • Players take damage as they move upward, more the higher they go
  • Players that reach the top are dissolved (if map geometry permits)

Code:
"name"	"special_greyalien"

"arg1"	"20"		//Number of beams to spawn, too many will lag
"arg2"	"0.25"		//Time between beam spawns
"arg3"	"600.0"		//Max distance to spawn beams from the boss
"arg4"	"400.0"		//Initial push velocity (just needed to get them off the ground)
"arg5"	"12"		//Beam damage at max distance GREYALIEN_BEAM_LENGTH//GREYALIEN_BEAM_MAXS Z (1000.0)
"arg6"	"30"		//Beam push speed
"arg7"	"2.0"		//Beam stun time, will be reapplied every GREYALIEN_STUN_DELAY (1.0) seconds
"arg8"	"10.0"		//Beam lifetime (the particle lasts 10s)
"arg9"	"2"		//Blind duration upon rage
"arg10"	"0.95"		//Length of beam at which to slay the player outright (based on 1000 units)
Egypt Mummy
[IMG]http://s29.************/4oj9yf46f/egypt_mummy.png[/IMG]
Soldier, shovel.
Alt-Fire: Charge brave jump.
Duck: Weigh down
Rage: Stun Sentrygun, Stun, Amplify Curse:
  • Curse damage is increased for a short time
Passive: Curse of the Mummy:
  • Players are slowed when entering the boss's aura, effect based on proximity.
  • Players are damaged when entering the boss's aura, effect based on proximity.
  • Players are shrunk over time when entering the boss's aura.
  • After being shrunk to the maximum level, the boss can trample them.

Code:
"name" "special_mummy"
"arg1"	"800"		// Curse radius
"arg2"	"0.6"		// Minimum speed ratio
"arg3"	"0.005"		// Amount to shrink players each curse tick
"arg4"	"0.5"		// Minimum size players can get, at which point they can be stepped on
"arg5"	"0.0"		// Minimum damage the curse can do to a player
"arg6"	"6.0"		// Maximum damage the curse can do to a player
"arg7"	"0.3"		// Tick frequency of the curse (seconds)
"arg8"	"2.0"		// Maximum time possible between damage ticks
"arg9"	"10.0"		// Rage damage multiplier
"arg10"	"6.0"		// Duration of rage
Oogieboogieman
[IMG]http://s2.************/46mgzdwnt/oogieboogie.png[/IMG]
Medic (heavy robot animations), bonesaw.
Alt-Fire: Charge teleport.
Rage: Stun Sentrygun, Stun, Spawn stationary sawblade:
  • Spawns a non-solid saw prop where the boss is looking
  • Activates after a short time
  • Breakable by players
Reload: Throw sawblade:
  • Hits multiple players.
  • Does more damage depending on how fast it goes

Note, he requires smooth velocity gamedata offsets for the sawblade speed calculations to work, otherwise they will always do full damage regardless of velocity.

Code:
"name" "rage_oogieboogie"

"arg1" "1500"       // sawblade health
"arg2" "100.0"      // sawblade damage
"arg3" "0.5"        // sawblade rehit delay
"arg4" "60.0"       // sawblade lifetime
"arg5" "2.0"        // sawblade activation delay
"arg6" "3.0"        // sawblade bleed duration	

"name" "charge_oogieboogiesaw"

"buttonmode" "2"
"arg0" "2"
"arg1" "10"         // sawblade rage required to throw
"arg2" "5.0"        // sawblade charge rate
"arg3" "60.0"       // sawblade damage at maximum speed
"arg4" "1200.0"     // sawblade toss force
"arg5" "0.25"       // sawblade rehit delay
"arg6" "8.0"        // sawblade lifetime
"arg7" "100.0"      // sawblade minimum speed to damage a player
HL2 Fast Zombie
[IMG]http://s27.************/99iwxxmvn/zombie.png[/IMG]
Scout / basher, Normal health spread across 2 lives.
Alt-Fire: Brave jump.
Duck: Weigh down.
Loss of life: Stun, Sentry stun.
Rage: Stun Sentrygun, Zombie spawn:
  • Summons from his position, or at their spawn (randomly)
Passive: Zombie spawn:
  • Slain players are spawned where they die.
  • Respawned players may get stuck in nearby enemy players (kill them?) It's not really a problem I think.
  • All zombies have yellow-ish blood stuff.

You will probably have to adjust his weapon attributes as damage. I also suggest perhaps changing his knock back resistance, depending on how your server is set up.

Code:
"name"			"special_fastzombie"

"arg1" "1"								//class
"arg2" "models\freak_fortress_2\fast_zombie\fast_zombiev2.mdl"		//modelpath
"arg3" "3.0"	        						//Ratio	
"arg4" "tf_weapon_bat"	        					//Weapon classname
"arg5" "325"	        						//Weapon defindex
"arg6" " 1 ;  0.70 ;  68 ;  1 ;  6 ;  0.8 ; 107 ; 1.1 ; 137 ; 3 ; 551 ; 1"//Weapon attributes
"arg7" "2.0"    // uber time
"arg8" "2.0"    // heal time
"arg9" "10"     // min chatter time
"arg10" "20"    // max chatter time
Updated to v2: https://drive.google.com/file/d/0B5h...ew?usp=sharing
Added oogieboogieman, zombie, fixed some missing phy downloads and probably some missing default_abilities. Report any problems.
Attached Files
File Type: zip Halloween2014_v1.zip (1.93 MB, 447 views)
File Type: zip halloween_2014_v2.zip (2.67 MB, 1029 views)
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Last edited by friagram; 10-07-2014 at 23:53. Reason: Version 2 (4 bosses)
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Spyper
Senior Member
Join Date: Sep 2013
Old 08-29-2014 , 07:01   Re: Halloween bosses?
Reply With Quote #2

Skeleton King, Monoculus,Merasmus

Last edited by Spyper; 08-29-2014 at 20:31.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 08-30-2014 , 08:44   Re: Halloween bosses?
Reply With Quote #3

Quote:
Originally Posted by Spyper View Post
Skeleton King, Monoculus,Merasmus
Hmm, have already made merasmus for my own server some while ago. He's okay.
Not sure about monoculus, I have an idea that may make that work out.
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RavensBro
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Join Date: Sep 2009
Location: Wisonsin USA
Old 08-30-2014 , 10:14   Re: Halloween bosses?
Reply With Quote #4

Skeleton King came out awhile back.

https://forums.alliedmods.net/showpo...1&postcount=25
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Spyper
Senior Member
Join Date: Sep 2013
Old 08-30-2014 , 11:11   Re: Halloween bosses?
Reply With Quote #5

Skeleton king of tf2 merasmus must be resized
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 08-30-2014 , 19:47   Re: Halloween bosses?
Reply With Quote #6

Skeleton king is just the bot sniper skeleton scaled with a crown.
The merasmus model I modified is scaled by half.

You do not actually have to scale them, and can fix their hitboxes, but they are really big when equipped over players.
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Spyper
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Join Date: Sep 2013
Old 08-31-2014 , 07:48   Re: Halloween bosses?
Reply With Quote #7

Mini merasmus will more good, i think, will you release bosses ?
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 08-31-2014 , 10:01   Re: Halloween bosses?
Reply With Quote #8

I spose he would be appropriate for the theme
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Jug
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Join Date: Jul 2011
Old 09-03-2014 , 12:12   Re: Halloween bosses?
Reply With Quote #9

I for one would like to see an undead Redmond or Blutarch boss...maybe a duo?
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BBG_Theory
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Join Date: Oct 2010
Location: NC USA
Old 09-03-2014 , 14:00   Re: Halloween bosses?
Reply With Quote #10

@Jug
those models / bosses already have been released
https://forums.alliedmods.net/showthread.php?t=246980
, but no doubt friagram could do something amazing with them if he choose to

Last edited by BBG_Theory; 09-03-2014 at 14:01.
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