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FF2 [BOSS] MeeM


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neon_inferno
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Join Date: Jan 2013
Location: Somewhere in Australia
Old 08-17-2013 , 21:45   [BOSS] MeeM
Reply With Quote #1

MeeM

Created by Neon_Inferno

MeeM:
A Living Wooden Cut out of a Medic training prop.

Abilities
Superjump: alt-fire, look up and stand up.
Weigh-down: in midair, look down and crouch
Rage (low/mid range stun): taunt when the Rage Meter is full."
Background Music.

Video
http://www.youtube.com/watch?v=sfIguYePf_s

Download Link: http://rapidshare.com/files/906596927/MeeM.zip

Last edited by neon_inferno; 08-17-2013 at 21:47.
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VoiDeD
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Join Date: Mar 2009
Location: Illinois, USA
Old 08-18-2013 , 21:41   Re: [BOSS] MeeM
Reply With Quote #2

Uh?
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Huntereb
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Join Date: Jul 2012
Old 08-18-2013 , 23:43   Re: [BOSS] MeeM
Reply With Quote #3

Uh?
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 08-20-2013 , 13:30   Re: [BOSS] MeeM
Reply With Quote #4

This would maybe be redeemable if like minions were spawned as the cutouts but could not move, and all had the meem catchphrase. Boss should still be a medic though imo.
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Old 08-21-2013 , 16:14   Re: [BOSS] MeeM
Reply With Quote #5

Quote:
Originally Posted by friagram View Post
This would maybe be redeemable if like minions were spawned as the cutouts but could not move, and all had the meem catchphrase. Boss should still be a medic though imo.
Mine does that, but FF2 is so broken it spawns the models of other bosses instead. :/
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 08-22-2013 , 06:24   Re: [BOSS] MeeM
Reply With Quote #6

I noticed this today when i added seeldier in, so i rewrote the minion spawn rage to grab model, class, weapon, attribs, index, etc from cfg.

The old one was grabbing it from the bosses kvs, and while it should work, it was not. Mabye ther is some error with a boss config messing up the search, i dunno, didnt bither to check.
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RavensBro
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Join Date: Sep 2009
Location: Wisonsin USA
Old 08-22-2013 , 07:38   Re: [BOSS] MeeM
Reply With Quote #7

nice and it works good that way? if so why don't I see it here for the rest of us?

Last edited by RavensBro; 08-22-2013 at 14:33.
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Wliu
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Join Date: Apr 2013
Old 08-22-2013 , 09:10   Re: [BOSS] MeeM
Reply With Quote #8

friagram, could you possibly either put your new code here (just the part that you changed because I know where to look) or make a PR on Github?

I've been trying to figure out how to set custom models for spawns for the past few days now (and of course `changemodel` is totally unreadable)
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Last edited by Wliu; 08-22-2013 at 09:10.
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Huntereb
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Old 08-22-2013 , 11:56   Re: [BOSS] MeeM
Reply With Quote #9

Yes, please release if it's possible for you, I've been struggling with this issue for far too long.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 08-22-2013 , 22:46   Re: [BOSS] MeeM
Reply With Quote #10

Wait what?
Just get the model from the cfg instead of the kv using ff2getnativestring.

Setting a model is like 3 lines of code

Setvariantstring modelpath
Acceptentityinout client setcustommodel

Then set the netprop for if the model uses custom animations or not, and if it rotates, but these 3 lines are already here.

You can grab more args from the cfgs, like weapon classname, item def index, and weapon attribute string.
If you are maintaining the repo you should be able to manage this.

This was first for a custom boss I have that spawns a single clone of itself, so I wrote a new rage function that spawns some random amount of clones based on the ratio of alive players. I never used seeman or seeldier until a few days ago on my servers and noticed they were spawning incorrect models.

One thing i have noticed is that the model does not always get set on some players, but it seems to be certain players that have a problem each time. I'm going to try firing a short timer and setting the model again shortly after to see if that fixes it, but its not yet tested, i just threw it on my server to wait and see if anyone complains or if errors pop up.

There are other issues, and i do not know if it is my fault or not. Players do not get their class set back, and I don't know if the old function did this. It may also be due to my class balance plugin. Though, i could probably just force class anyways and it would rebalance the classes again on next round.

I will look into it once I get the classes handled, and players swapped back. Ill need to store the class and restore it on death or spawn. I will look at how the old one did it later.

Pretty sure that just setting the model path will fix it for you though, or just grabbing the model of the biss directly from his entity. If not, ill post what i come up with later if it works out properly.
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