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


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moxie2020
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Join Date: Aug 2011
Old 12-29-2012 , 22:53   Re: [TF2] Merasmus Spawner (1.4.3) [12/11/2012]
Reply With Quote #121

Quote:
Originally Posted by Chaosxk View Post
Yes, those would be easy to add.

Just need to think if i should post this as a new plugin or an update to this current one.
Maybe its best just to update the HH plugin and just make a boss controller, since sourcemod is supposed to be modular???
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Chaosxk
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Old 12-29-2012 , 22:57   Re: [TF2] Merasmus Spawner (1.4.3) [12/11/2012]
Reply With Quote #122

Yep, that's what i was thinking. Probably better if i just update the HHH with these features.
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moxie2020
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Join Date: Aug 2011
Old 12-29-2012 , 23:52   Re: [TF2] Merasmus Spawner (1.4.3) [12/11/2012]
Reply With Quote #123

Quote:
Originally Posted by Chaosxk View Post
Yep, that's what i was thinking. Probably better if i just update the HHH with these features.
Is it possible to disable or extend the time the monoculus and merasmus are present? The most requests I get are for the bosses to stay like the HH.
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Chaosxk
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Old 12-29-2012 , 23:58   Re: [TF2] Merasmus Spawner (1.4.3) [12/11/2012]
Reply With Quote #124

Not possible, at least from my tests. Tried blocking the leave event but that only blocked the leave notification event.
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moxie2020
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Old 01-01-2013 , 23:09   Re: [TF2] Merasmus Spawner (1.4.3) [12/11/2012]
Reply With Quote #125

Quote:
Originally Posted by Chaosxk View Post
Not possible, at least from my tests. Tried blocking the leave event but that only blocked the leave notification event.
Any timeline for a HH plugin? If not I might take a stab at it.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 01-02-2013 , 08:54   Re: [TF2] Merasmus Spawner (1.4.3) [12/11/2012]
Reply With Quote #126

A day or two?
http://cloud.steampowered.com/ugc/93...574BC8CF542DD/
Would be posted on the HHH thread, not here.

Also some amusing model replacement for horseman
http://steamcommunity.com/sharedfile.../?id=101215048
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Last edited by Chaosxk; 01-02-2013 at 08:58.
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moxie2020
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Join Date: Aug 2011
Old 01-20-2013 , 18:34   Re: [TF2] Merasmus Spawner (1.4.3) [12/11/2012]
Reply With Quote #127

Quote:
Originally Posted by Chaosxk View Post
A day or two?
http://cloud.steampowered.com/ugc/93...574BC8CF542DD/
Would be posted on the HHH thread, not here.

Also some amusing model replacement for horseman
http://steamcommunity.com/sharedfile.../?id=101215048
Any word on HHH? I really need to be able to change his level and starting position. He is getting destroyed when the server is full.
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moxie2020
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Join Date: Aug 2011
Old 01-20-2013 , 18:37   Re: [TF2] Merasmus Spawner
Reply With Quote #128

Quote:
Originally Posted by C0nw0nk View Post
It needs allot of work also I changed his health by the following commands

sm_cvar tf_merasmus_health_base "1000"
sm_cvar tf_merasmus_health_per_player "1000"
sm_cvar tf_merasmus_health_regen_rate "0"

Why does the merasmus event not work either ?
http://wiki.alliedmods.net/Team_Fort...erasmus_killed

Are there similar commands for monoculus and HHH?
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Moshiko014
Senior Member
Join Date: Apr 2010
Old 01-26-2013 , 09:16   Re: [TF2] Merasmus Spawner (1.4.3) [12/11/2012]
Reply With Quote #129

when i spawn merasmus in my server he doesnt move. why?
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Sreaper
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Join Date: Nov 2009
Old 01-26-2013 , 13:50   Re: [TF2] Merasmus Spawner (1.4.3) [12/11/2012]
Reply With Quote #130

Quote:
Originally Posted by Moshiko014 View Post
when i spawn merasmus in my server he doesnt move. why?
The map you are playing on needs a navigation mesh loaded for bots to work.
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