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


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Mercelo
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Join Date: Jan 2017
Old 02-28-2017 , 14:20   Re: [TF2] Custom Boss Spawner (v.5.0.2) [11/13/2016] ~ 13 new bosses!
Reply With Quote #321

Open bossspawner_boss.cfg from addons\sourcemod\configs directory and modify your changes to boss there.

Thanks !! ^_^
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404UserNotFound
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Old 03-09-2017 , 02:48   Re: [TF2] Custom Boss Spawner (v.5.0.2) [11/13/2016] ~ 13 new bosses!
Reply With Quote #322

Just saw this on Facepunch, I think it's from the beta branch of TF2:

Quote:
so i guess valve decided to add sounds that play globally for monoculusisisisisis
"eyeball_biglaugh" for when he spawns and "eyeball09" when he dies [when the notification pops up, which unlike the HHG/gargoyle the sound actually plays if you turn notifications off.]
Source (which includes the authors ideas which I like)

Keep this in mind I guess? New sounds will need to be precached for Monoculus.

Last edited by 404UserNotFound; 03-09-2017 at 02:48.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 03-09-2017 , 11:11   Re: [TF2] Custom Boss Spawner (v.5.0.2) [11/13/2016] ~ 13 new bosses!
Reply With Quote #323

Plugin doesn't even precache them anyways lol. Well it does precache the custom sounds you add but doesn't precache the model/materials/sound that's built into the bosses already.

IRC 2 years ago? I read somewhere that TF2 automatically precache the horseman/merasmus/monoculus/skeleton entities. But this was 2 years ago so i forget.
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Last edited by Chaosxk; 03-09-2017 at 11:11.
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404UserNotFound
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Old 03-09-2017 , 14:05   Re: [TF2] Custom Boss Spawner (v.5.0.2) [11/13/2016] ~ 13 new bosses!
Reply With Quote #324

Quote:
Originally Posted by Chaosxk View Post
Plugin doesn't even precache them anyways lol. Well it does precache the custom sounds you add but doesn't precache the model/materials/sound that's built into the bosses already.

IRC 2 years ago? I read somewhere that TF2 automatically precache the horseman/merasmus/monoculus/skeleton entities. But this was 2 years ago so i forget.
I thought this plugin did precache everything. That could explain the brief 3 second server freeze that happens when you spawn Merasmus.

Last edited by 404UserNotFound; 03-09-2017 at 14:06.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 03-09-2017 , 14:48   Re: [TF2] Custom Boss Spawner (v.5.0.2) [11/13/2016] ~ 13 new bosses!
Reply With Quote #325

The plugin used to precache a long time ago. It will always have a brief server freeze when you spawn Merasmus regardless if you manually precache or not (Merasmus has a shit ton of files to load).

I'm pretty sure it auto precache though, if it didn't your server would crash and the console would be spammed with something like "sound is late precached" etc.
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Blackglade
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Join Date: Jul 2012
Location: NYC
Old 03-12-2017 , 03:39   Re: [TF2] Custom Boss Spawner (v.5.0.2) [11/13/2016] ~ 13 new bosses!
Reply With Quote #326

Checking your source code for the most recent version... the convar sm_boss_enabled doesn't exist...
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Chaosxk
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Old 03-12-2017 , 14:07   Re: [TF2] Custom Boss Spawner (v.5.0.2) [11/13/2016] ~ 13 new bosses!
Reply With Quote #327

Quote:
Originally Posted by Blackglade View Post
Checking your source code for the most recent version... the convar sm_boss_enabled doesn't exist...
That was replaced a while ago with "Enabled" key in bossspawner_maps.cfg

https://github.com/xcalvinsz/bossspa...awner_maps.cfg
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twerkin
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Join Date: Nov 2013
Old 03-22-2017 , 22:39   Re: [TF2] Custom Boss Spawner (v.5.0.2) [11/13/2016] ~ 13 new bosses!
Reply With Quote #328

Download link for custom models is broken.
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Chaosxk
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Join Date: Aug 2010
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Old 03-22-2017 , 23:13   Re: [TF2] Custom Boss Spawner (v.5.0.2) [11/13/2016] ~ 13 new bosses!
Reply With Quote #329

Quote:
Originally Posted by twerkin View Post
Download link for custom models is broken.
Fixed.
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xF . Tick Tock Man
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Join Date: Feb 2015
Old 03-23-2017 , 16:17   Re: [TF2] Custom Boss Spawner (v.5.0.2) [11/13/2016] ~ 13 new bosses!
Reply With Quote #330

Why not just a have a simple cvar - sm_autospawn_boss <0-1>?

Trying to work with the min player bit is pain in the ass if you want to change it on the fly. For example just having the enable/disable option would allow you to add it to a menu function for admins without cvar access to be able to toggle it...

Just a thought.
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