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[TF2] Monoculus Spawner


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Terkhen
New Member
Join Date: Oct 2011
Old 10-29-2011 , 20:00   Re: [TF2] Monoculus Spawner
Reply With Quote #41

I'm sorry for being such a big trouble... Don't worry, it won't happen again
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imoda
Member
Join Date: Apr 2010
Old 10-29-2011 , 20:21   Re: [TF2] Monoculus Spawner
Reply With Quote #42

Anyone else having the problem where it spawns three of them at once?
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spike1976
New Member
Join Date: Sep 2011
Old 10-29-2011 , 23:21   Re: [TF2] Monoculus Spawner
Reply With Quote #43

I have had 8 at once only problem i had was lag.. I've had 3 eyes and 3 HHH no problem.

Is there any way to set local so this and HHH can be spawned on server automatically with Server Crontab?
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Last edited by spike1976; 10-29-2011 at 23:24.
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clad
Senior Member
Join Date: Oct 2006
Old 10-30-2011 , 00:32   Re: [TF2] Monoculus Spawner
Reply With Quote #44

This is a cool plugin, ty.

Also like to mention (incase anyone else wonders why)
I have noticed on some maps he will spawn, but just sits there and looks around.
I'm not 100% sure about this, but i think it has do do with if there are cams in the map. i tested on cp_orange_x3 , and then with other custom maps i know have cams.

Also if you spawn Monoculus on the edge of spawn (maybe within a func_nobuild) or it may have been do to the door size.
The server would crash.
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Last edited by clad; 10-30-2011 at 00:42.
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Skyrider
AMX Mod X Beta Tester
Join Date: May 2005
Location: Netherlands
Old 10-30-2011 , 05:23   Re: [TF2] Monoculus Spawner
Reply With Quote #45

Quote:
Originally Posted by FlaminSarge View Post
Skyrider:
PHP Code:
    Cvar_Eyeboss_AllowPublic CreateConVar("sm_eyeboss_allowvoting""0""Allow public Monoculus voting?(1/0 = yes/no)"_true0.0true1.0); 
Before, that "_" wasn't there. The one I posted right above fixes that, so you'll need to delete your plugin.voteeyeboss.cfg file from tf/cfg/sourcemod.

It's working for me, so I don't see why the "max" displaying as "0" should be a problem if I'm still able to set the cvar to "1" (which I am).

Oh, I figured it out. You forgot to restart the server after you updated the plugin. Hence the convar's min/max boundaries didn't change from the original broken version that I posted on page 1.

In other news, I'm finally going to put a stop to these idiots that use the command from rcon:
YOU MUST BE A CLIENT THAT IS IN-GAME AND HAS ACCESS TO THE COMMAND IN ORDER TO SPAWN A HORSEMANN. USING IT IN RCON WILL NOT WORK, AS IT NEEDS A VALID CLIENT TO FIND THE SPOT TO SPAWN IT AT.

I also made the code for the cvars shorter.

THE COMMAND FOR VOTING IS !voteeye OR !voteeyeboss
Ahhh, that explains a lot, thanks! I didn't wanted to restart the server as there were tons of people in it already. But now I know the cause, I appreciate it .
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JoBarfCreepy
Member
Join Date: Feb 2011
Location: Denmark
Old 10-30-2011 , 17:22   Re: [TF2] Monoculus Spawner
Reply With Quote #46

Great, this gives me slight hope that there will be a BE MONOCULUS! plugin in the future. Doing so might be hard, though, as it is an airborne enemy. The eye could run around randomly, but be player controlled? Like, ey' gunship.
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 10-30-2011 , 17:30   Re: [TF2] Monoculus Spawner
Reply With Quote #47

Quote:
Originally Posted by zxc20033 View Post
when Leaving the underworld i don't got crit/speed/uber boost
also when got in loot island,no achievement
None of that is related to the plugin.

Quote:
Originally Posted by clad View Post
This is a cool plugin, ty.

Also like to mention (incase anyone else wonders why)
I have noticed on some maps he will spawn, but just sits there and looks around.
I'm not 100% sure about this, but i think it has do do with if there are cams in the map. i tested on cp_orange_x3 , and then with other custom maps i know have cams.

Also if you spawn Monoculus on the edge of spawn (maybe within a func_nobuild) or it may have been do to the door size.
The server would crash.
The map needs to have a nav file.
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clad
Senior Member
Join Date: Oct 2006
Old 10-30-2011 , 20:12   Re: [TF2] Monoculus Spawner
Reply With Quote #48

that is what i thought as well since it's based off the horsemann plugin, but that could not have been the issue.
i have the horsemann plugin on there also and he run with the nav that is on there.
The only other thing i could think of is maybe the nav has to be re-created from last years ?

Also i seen the post getting ppl to understand the command has to be run from in game and not used by rcon.
Since the eyeboss and horsemann are spawned where the admin is looking,
could you create a cvar to allow it to be used with rcon provided cord's are set with it ?

//would spawn 2 eyebosses at those locations in the map.
//admin would need to join the map and get locations prior to using in Rcon (aka- HLSW)
sm_eyeboss "123,456,789 321,654,987"



EDITED:

I just did some testing, it's not just a nav that it run on i guess.
i created a new nav, and then loaded eyeboss. he just sits there looking around and doing his animations, but no shooting.
I then looked over at the console and seen this.

L 10/30/2011 - 20:515: HALLOWEEN: eyeball_spawn (max_health 8000) (player_count 1) Can't compute incursion distances from the Red spawn room(s). Bots will perform poorly. This is caused by either a missing func_respawnroom, or missing info_player_teamspawn entities within the func_respawnroom. Can't compute incursion distances from the Blue spawn room(s). Bots will perform poorly. This is caused by either a missing func_respawnroom, or missing info_player_teamspawn entities within the func_respawnroom.

The map does not have func_respawnroom, so i tried on another version of the same map that does have func_respawnroom's. still the eyeboss will not shoot.
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Last edited by clad; 10-30-2011 at 21:02.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 10-31-2011 , 11:40   Re: [TF2] Monoculus Spawner
Reply With Quote #49

Your notes on the first page say that this will work on any map, but wouldn't that be wrong since the boss models aren't being precached?

Edit: If anything, your plugin will fail spectacularly after the Halloween event is over, since the model used for this boss are part of props_halloween:
PHP Code:
        PrecacheModel("models/props_halloween/halloween_demoeye.mdl");
        
PrecacheModel("models/props_halloween/eyeball_projectile.mdl");
        
PrecacheSound("ui/halloween_eyeball_summon_rumble.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball01.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball02.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball03.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball04.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball05.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball06.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball07.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball08.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball09.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball10.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball11.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball_biglaugh01.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball_boss_pain01.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball_laugh01.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball_laugh02.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball_laugh03.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball_mad01.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball_mad02.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball_mad03.wav");
        
PrecacheSound("vo/halloween_eyeball/eyeball_teleport.wav"); 
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Last edited by Powerlord; 10-31-2011 at 11:55.
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duydangle
Senior Member
Join Date: May 2010
Old 10-31-2011 , 12:23   Re: [TF2] Monoculus Spawner
Reply With Quote #50

Can anyone make an auto-respawn plugin?

Last edited by duydangle; 10-31-2011 at 12:24.
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