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


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C0nw0nk
Senior Member
Join Date: May 2011
Location: United Kingdom
Old 10-30-2012 , 06:11   Re: [TF2] Merasmus Spawner (1.3) [10/29/2012]
Reply With Quote #31

Quote:
Originally Posted by Chaosxk View Post
Thanks, just a note that if you use these coordinates it will spawn on same location regardless of where you look.

Well its useful for me since usualy when i spawn any kind of boss they end up inside of me also with the command you added

Code:
- 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.
It is useful since you don't have to connect to the server to get merasmus to spawn in the first place to create the initial location He will spawn in the set location and spawn upon a timer.
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dave_with_beer_bottle
Senior Member
Join Date: Jul 2009
Old 10-30-2012 , 09:36   Re: [TF2] Merasmus Spawner (1.3) [10/29/2012]
Reply With Quote #32

running it on not Halloween maps have the timer set, he spawns just fine automatically, but he defeat himself right away - so basically he spawns and he is killed the same second he spawns, no one even shoots at him at all
sever is linux
Code:
L 10/30/2012 - 08:12:56: [SM] Native "FindEntityByClassname" reported: Entity 912 is not valid
L 10/30/2012 - 08:12:56: [SM] Displaying call stack trace for plugin "merasmus.smx":
L 10/30/2012 - 08:12:56: [SM]   [0]  Line 177, merasmus.sp::OnGameFrame()
L 10/30/2012 - 08:30:57: [SM] Native "FindEntityByClassname" reported: Entity 922 is not valid
L 10/30/2012 - 08:30:57: [SM] Displaying call stack trace for plugin "merasmus.smx":
L 10/30/2012 - 08:30:57: [SM]   [0]  Line 177, merasmus.sp::OnGameFrame()
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 10-30-2012 , 09:59   Re: [TF2] Merasmus Spawner (1.3) [10/29/2012]
Reply With Quote #33

Oops forgot about him
on Halloween map.

Also don't use sm_forcemeras if there was no location he was spawned last or he will die instantly.


On another note, I used valves rocket launcher which seems to hurt him enough that it doesn't spam the crap out of you when he dies.
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Last edited by Chaosxk; 10-30-2012 at 10:44.
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blablubde
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Join Date: Sep 2010
Old 10-30-2012 , 13:33   Re: [TF2] Merasmus Spawner (1.3) [10/29/2012]
Reply With Quote #34

no achievement more after we've killed him and also no book (Bombinomicon prop)?
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 10-30-2012 , 14:45   Re: [TF2] Merasmus Spawner (1.3) [10/29/2012]
Reply With Quote #35

From the changelog:
Quote:
- 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)
I'll try to find another way to do it other than killing off his entity, but for now this will do.
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Last edited by Chaosxk; 10-30-2012 at 14:46.
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Skyrider
AMX Mod X Beta Tester
Join Date: May 2005
Location: Netherlands
Old 10-30-2012 , 15:11   Re: [TF2] Merasmus Spawner (1.3) [10/29/2012]
Reply With Quote #36

Quote:
20:10:47 "sm_merasmus_respawn" = "1.0" min. 0.000000 max. 1.000000
I thought default was 0? :p
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 10-30-2012 , 16:03   Re: [TF2] Merasmus Spawner (1.3) [10/29/2012]
Reply With Quote #37

Whoops, I made it default on my servers and forgot to change it.

Changed the default to 1 i guess...

Quote:
1.3.1
- Fixed the errors spammed from ongameframe
- Merasmus no longer spawns using !forcemeras if there was no know location set
edit: give me a few to reupload

edit2: uploaded on front page
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Last edited by Chaosxk; 10-30-2012 at 18:49.
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TheDOO
Member
Join Date: Nov 2007
Old 10-30-2012 , 20:48   Re: [TF2] Merasmus Spawner (1.3) [10/29/2012]
Reply With Quote #38

Quote:
Originally Posted by Chaosxk View Post
Whoops, I made it default on my servers and forgot to change it.

Changed the default to 1 i guess...



edit: give me a few to reupload

edit2: uploaded on front page
Did you upload the new .sp? Still get ongameframe spam and version says 1.3.
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blablubde
Member
Join Date: Sep 2010
Old 10-31-2012 , 12:09   Re: [TF2] Merasmus Spawner (1.3) [10/29/2012]
Reply With Quote #39

Quote:
Originally Posted by Chaosxk View Post
From the changelog:


I'll try to find another way to do it other than killing off his entity, but for now this will do.

my bad.
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Chaosxk
Veteran Member
Join Date: Aug 2010
Location: Westeros
Old 10-31-2012 , 17:22   Re: [TF2] Merasmus Spawner (1.3.2) [10/31/2012]
Reply With Quote #40

Yea i forgot to rename the version.

Also it was apparently still giving errors. Have an update to fix that.
Apparently i can't use RemoveEdict() when it's trying to find merasmus
Instead of using RemoveEdict, it uses AcceptEntityInput("kill");

1.3.2
- This time it fixes the call stack error on both ongameframe and slaymeras
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