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


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Leonardo
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Join Date: Feb 2010
Location: 90's
Old 10-28-2012 , 15:57   Re: [TF2] Merasmus Spawner (1.1) [10/27/2012]
Reply With Quote #21

guess that because merasmus requires 4 info_target entities
or he's trying to hide/disguise
or idk

Last edited by Leonardo; 10-28-2012 at 15:59.
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CuriousG
Senior Member
Join Date: Feb 2012
Old 10-28-2012 , 16:31   Re: [TF2] Merasmus Spawner (1.1) [10/27/2012]
Reply With Quote #22

Quote:
50% of the time he works very well
50% of the time he doesnt.


i've installed him along with a bunch of other plugins.

if he's spawned alone he seems to be buged and not work as intended.
if i spawn a few horsemann first, he seems to act normal.

may or may not be related. dont know. sometimes it works, sometimes it doesnt.
He's not bugged. He's just angry you spawned him outside of koth_lakeside_event. And that jibberish he's speaking is just a lag spell.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 10-28-2012 , 17:43   Re: [TF2] Merasmus Spawner (1.2) [10/28/2012]
Reply With Quote #23

1.2
- Added the ability to have health args so you can specify the health of merasmus without relying on the stock commands that changes merasmus.
(Thanks to MasterOfTheXP)
- Attempted to fix the spam, when merasmus hits 1 hp or less, he is removed/deleted and an merasmus killed event is fired. (You probrobaly will not get an achievement for killing him but it's the best solution i found so far)

Tested on my idle server with no .nav files. You won't get the achievement compared to fighting it on koth_lakeside_event, but i guess you can just fight it for fun? It removes the edict and fires the death event so it shouldn't spam the particles. The spam on the sounds when he has 50% hp left is still there though on non .nav maps.
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Last edited by Chaosxk; 10-28-2012 at 17:45.
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C0nw0nk
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Join Date: May 2011
Location: United Kingdom
Old 10-28-2012 , 19:13   Re: [TF2] Merasmus Spawner (1.2) [10/28/2012]
Reply With Quote #24

Quote:
Originally Posted by Chaosxk View Post
1.2
- Added the ability to have health args so you can specify the health of merasmus without relying on the stock commands that changes merasmus.
(Thanks to MasterOfTheXP)
- Attempted to fix the spam, when merasmus hits 1 hp or less, he is removed/deleted and an merasmus killed event is fired. (You probrobaly will not get an achievement for killing him but it's the best solution i found so far)

Tested on my idle server with no .nav files. You won't get the achievement compared to fighting it on koth_lakeside_event, but i guess you can just fight it for fun? It removes the edict and fires the death event so it shouldn't spam the particles. The spam on the sounds when he has 50% hp left is still there though on non .nav maps.

Yay you managed to trigger the death event ?

Also are you using the set health cvar's i posted it would be easyer using what valve provide us than changing it through the plugin.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 10-28-2012 , 19:59   Re: [TF2] Merasmus Spawner (1.2) [10/28/2012]
Reply With Quote #25

Setting the health is set by the prop_data.

Without specifying health it would go to the default valves you mentions.

!meras would use the 3 commands you used to set the health

!meras 2000 will override those 3 commands and set it to 2000.
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_FR_Starfox64
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Join Date: Oct 2012
Old 10-29-2012 , 09:29   Re: [TF2] Merasmus Spawner (1.2) [10/28/2012]
Reply With Quote #26

When Bombinomicon turn you into a bomb we can't blow on Mersasmus.

The portal don't open when you kill him.
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umekemesik
Junior Member
Join Date: Jul 2012
Old 10-29-2012 , 19:54   Re: [TF2] Merasmus Spawner (1.2) [10/28/2012]
Reply With Quote #27

Quote:
Originally Posted by _FR_Starfox64 View Post
When Bombinomicon turn you into a bomb we can't blow on Mersasmus.

The portal don't open when you kill him.
Were you on the lakeside event map? If you are not on it, I do not think a portal will open unless you are on on a map that has loot island.

Now I would love to test it on eyeduct to see if it will go to any loot island that had monoculous.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 10-29-2012 , 21:38   Re: [TF2] Merasmus Spawner (1.3) [10/29/2012]
Reply With Quote #28

1.3
- Reworked the bar a bit to prevent Merasmus from freezing when he tries to turn in to a prop.
- The new rework also uses a remade health bar.
- Now needs SDKHooks to work (health bar)
- Added 2 cvars, sm_merasmus_respawn and sm_merasmus_timer which can be configured if you want Merasmus to respawn within a given time at the last location it was spawned at.
- Added sm_forcemeras to force Merasmus to spawn on the last location it spawned.
- Added 2 model precaching to prevent crashes.
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C0nw0nk
Senior Member
Join Date: May 2011
Location: United Kingdom
Old 10-29-2012 , 22:16   Re: [TF2] Merasmus Spawner (1.3) [10/29/2012]
Reply With Quote #29

If it helps you chaosxk I have upload my version as a attatchment to this post what allows you to specify a spawn point on the map rather than having to look to see where you want the merasmus to spawn.

To get your current position on any map use the console command "cl_showpos 1" and look at the XYZ coordinates

The CVAR's to set current position are automaticly added to your generated CFG file but here they are anyway.

Code:
sm_merasmus_xcoord "0.0" //x coordinate at which merasmus is summoned
sm_merasmus_ycoord "0.0" //y coordinate at which merasmus is summoned
sm_merasmus_zcoord "-700.0" //z coordinate at which merasmus is summoned
Attached Files
File Type: sp Get Plugin or Get Source (merasmus.sp - 341 views - 26.1 KB)
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 10-29-2012 , 23:01   Re: [TF2] Merasmus Spawner (1.3) [10/29/2012]
Reply With Quote #30

Thanks, just a note that if you use these coordinates it will spawn on same location regardless of where you look.
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