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[TF2] Merasmus Spawner - [v.1.5] - [8/04/2013]


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CuriousG
Senior Member
Join Date: Feb 2012
Old 12-10-2012 , 13:44   Re: [TF2] Merasmus Spawner (1.4.2) [11/2/2012]
Reply With Quote #101

Quote:
Originally Posted by Chaosxk View Post
I assume you used the fix that I uploaded?
Theres a conflict that I saw with the commands and the plugin.
Should be fine now, but since you said its still not working, ill recheck later tonight.
Yes it was using the "fixed" version. I haven't checked whether or not it worked works with the original if I type in sm_meras <health> since that's what makes it work for me. Without the health parameter, both plugins do the same thing.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 12-10-2012 , 18:09   Re: [TF2] Merasmus Spawner (1.4.2) [11/2/2012]
Reply With Quote #102

Okay, here's another version. Just so you know, i don't actually run anymore servers...so i can't actually test these. I plan or setting up one but after i finish my finals (next week). So if this doesn't work, i'll try it within the next few weeks.
Attached Files
File Type: smx merasmus.smx (13.6 KB, 142 views)
File Type: sp Get Plugin or Get Source (merasmus.sp - 306 views - 29.2 KB)
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CuriousG
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Join Date: Feb 2012
Old 12-10-2012 , 23:03   Re: [TF2] Merasmus Spawner (1.4.2) [11/2/2012]
Reply With Quote #103

Quote:
Originally Posted by Chaosxk View Post
Okay, here's another version. Just so you know, i don't actually run anymore servers...so i can't actually test these. I plan or setting up one but after i finish my finals (next week). So if this doesn't work, i'll try it within the next few weeks.
Just tested this with sm_meras and it works now. I didn't try sm_meras <health> but I assume that still works.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 12-11-2012 , 00:19   Re: [TF2] Merasmus Spawner (1.4.2) [11/2/2012]
Reply With Quote #104

Awesome, i'll push this fix to 1.4.3

Within next week i'll look into adding an automatic spawn starter if you specified the respawn cvar to 1.
So you don't need to type !merasmus to start the respawning everytime the map changes or server restarts.

Also if someone can upload the .cfg file for merasmus, that would be nice...accidentally deleted mines.
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Last edited by Chaosxk; 12-11-2012 at 00:30.
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CuriousG
Senior Member
Join Date: Feb 2012
Old 12-11-2012 , 01:51   Re: [TF2] Merasmus Spawner (1.4.2) [11/2/2012]
Reply With Quote #105

Quote:
Originally Posted by Chaosxk View Post
Awesome, i'll push this fix to 1.4.3

Within next week i'll look into adding an automatic spawn starter if you specified the respawn cvar to 1.
So you don't need to type !merasmus to start the respawning everytime the map changes or server restarts.

Also if someone can upload the .cfg file for merasmus, that would be nice...accidentally deleted mines.
Any chance you can add Monoculus and HHH so that everything is all in one nice plugin and just call it Boss Spawner? I like the idea of automatic autorespawning feature.
Attached Files
File Type: cfg merasmus.cfg (1.1 KB, 160 views)

Last edited by CuriousG; 12-11-2012 at 01:53.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 12-11-2012 , 20:17   Re: [TF2] Merasmus Spawner (1.4.2) [11/2/2012]
Reply With Quote #106

Quote:
Originally Posted by CuriousG View Post
Any chance you can add Monoculus and HHH so that everything is all in one nice plugin and just call it Boss Spawner? I like the idea of automatic autorespawning feature.
I would but then, http://forums.alliedmods.net/showthread.php?t=171664
and thanks for the .cfg.

1.4.3
- Fixed KillTimer bug during map change
- Fixed a conflict with the base health commands when no health arguments is specified
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Last edited by Chaosxk; 12-11-2012 at 20:19.
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CuriousG
Senior Member
Join Date: Feb 2012
Old 12-12-2012 , 02:33   Re: [TF2] Merasmus Spawner (1.4.2) [11/2/2012]
Reply With Quote #107

Quote:
Originally Posted by Chaosxk View Post
I would but then, http://forums.alliedmods.net/showthread.php?t=171664
and thanks for the .cfg.

1.4.3
- Fixed KillTimer bug during map change
- Fixed a conflict with the base health commands when no health arguments is specified
The difference is that the person made no attempt to improve the plugin which obviously you have with the coordinates system respawn and future autorespawn. Is there any way to add a random wheel effect once he is defeated?

Last edited by CuriousG; 12-12-2012 at 02:39.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 12-12-2012 , 13:26   Re: [TF2] Merasmus Spawner (1.4.3) [12/11/2012]
Reply With Quote #108

Yea, i'm not sure yet about adding Monoculus/HHH.

Spinning the wheel though might be nice to add, although i'm not sure if the effects might work because it might need some sort of logic entity. I'll check next week or so.
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Last edited by Chaosxk; 12-12-2012 at 13:30.
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Eyelanderules
Member
Join Date: Jul 2011
Old 12-16-2012 , 20:14   Re: [TF2] Merasmus Spawner (1.4.3) [12/11/2012]
Reply With Quote #109

Not sure if anyone posted this yet or not but on my server when you are turned into a bomb if you run up to merasmus you wont explode only go through him, anyway to fix? Or allow him to do his bomb attack.

Extra info: My custom map has everything that normally keeps merasmus working.
As it seems when i test it, merasmus seems to actually hide fine when i spawn merasmus but he only hides if i spawn him and spam like a valve rocket then theres like a 50% chance he will hide when hes at 0 health and when you find him he will die right away, but thats only give you spam him with 8018 valve rocket as soon as he spawns. Killing him in any other way he wont hide.

More Testing: As it seems if there are 2 merasmuses spawned at a time eather 1 or both hide like normal like on lakeside around about half health without spamming rockets when he is alive than hes normal but only if there are 2 merasmuses spawned at a time. I dont know why he works fine only if there are 2 merasmuses at a time. But the bomb not exploding still does not work.

Last edited by Eyelanderules; 12-17-2012 at 21:58.
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Exelero
New Member
Join Date: Dec 2012
Old 12-17-2012 , 05:41   Re: [TF2] Merasmus Spawner (1.4.3) [12/11/2012]
Reply With Quote #110

If round end while Merasmus alive the ato-spawn will not work in next round.

Sorry for my bad english
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