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FF2 Halloween bosses 2014


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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 10-01-2014 , 18:58   Re: Halloween bosses 2014
Reply With Quote #21

Uploaded the Grey Alien and Egypt Mummy bosses

Looks like I forgot the default_abilities thing in the alien, my ff2 no longer uses that so it was some last minute sloppiness on my part.

I'll upate the archive after people find more bugs.
Attached Files
File Type: cfg greyalien.cfg (3.1 KB, 132 views)
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Last edited by friagram; 10-01-2014 at 20:18.
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friagram
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Old 10-04-2014 , 00:40   Re: Halloween bosses 2014
Reply With Quote #22

Mostly finished the oogieboogieman, Had to redo his model a bit, he was a WIP that Raven was doing, but the leg animation needs a bit of work still
Anyways, he's got the ability to throw small sawblades with reload that costs some rage, and if he uses his rage he can spawn a large sawblade where he's looking. The large blades will persist for a long while until the team destroys them.

Raven is also finishing up the HL2 fast zombie.
I'm thinking he'll just run around stupid fast. When he rages, he'll throw out a bunch of headcrabs that will do damage if they hit you. If you die to them, you'll become a zombie minion with a headcrab where you became infected, so you can go kill your former teammates. Yeah, that might work out OK. Unfortunately TF2 doesn't support any kind of AI/Navless hostage type entity, so I can't make the headcrabs like, animate and walk towards players and hunt them down.. Too bad.

Edit: oogieboogieman is done, testing him now.

These bosses had some missing lines in the configs where .phy was not being downloaded. We'll work on getting everything together once we finish the set of 4.
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Last edited by friagram; 10-05-2014 at 04:00.
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Fearts
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Old 10-08-2014 , 00:31   Re: Halloween bosses 2014
Reply With Quote #23

In new fastzombie.cfg there is a number you need to switch from 1 to 2:

Code:
sound_ability"
{
        "1"     "npc\zombie\zombie_pain1.wav"
        "1"     "npc\zombie\zombie_pain4.wav"
}
to

Code:
sound_ability"
{
        "1"     "npc\zombie\zombie_pain1.wav"
        "2"     "npc\zombie\zombie_pain4.wav"
}
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Last edited by Fearts; 10-08-2014 at 00:31.
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friagram
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Old 10-08-2014 , 03:46   Re: Halloween bosses 2014
Reply With Quote #24

Oh right, updated to add the zombie and the oogieboogieman. Again, ravensbro did most of the model work and I did the scripts. I did some work on the boogieman to smooth out his legs, but they're still a nightmare due to their positioning and my broken exporter. Made him a halfway-decent normal map though. Ravensbro did some testing with the 1.09 version of FF2, since mine is based on 1.06 and really different. Everything seems to work though. You guys will want to configure the variables, and the weapons. I'm pretty sure the FF2 ontakedamage adds ridiculous amount of damage to players sometimes (bleeds, fire, weapons) resulting in the 200-400 dmg bumps.. so make sure that's not happening, or if it is.. scale down the damage). Generally I use SDKHooks_Takedamage to bypass this anyhow.

Also, fix that sound error in the zombie's file posted above.

Mummy trample forces suicide. Forgot to make a var for it, if you don't like that, comment out the FakeClientCommand in his SP.

Enjoy.

Edit: boss configs may be in the wong dir, just move them

Also, there's an ability that shouldn't be in there for zombie: rage_fog,
it's not included in the pack. You can safely remove this ability.
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Last edited by friagram; 10-12-2014 at 00:52.
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uNg0veRNab1e
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Old 10-12-2014 , 15:04   Re: Halloween bosses 2014
Reply With Quote #25

I think Oogieboogieman's rage could be really better if the rage will give to boss a charge (like this plugin https://forums.alliedmods.net/showthread.php?t=196823), which allows to spawn a saw when i want it, instead of spawning the saw instantly.
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Last edited by uNg0veRNab1e; 10-12-2014 at 15:09.
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friagram
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Old 10-13-2014 , 04:53   Re: Halloween bosses 2014
Reply With Quote #26

Quote:
Originally Posted by uNg0veRNab1e View Post
I think Oogieboogieman's rage could be really better if the rage will give to boss a charge (like this plugin https://forums.alliedmods.net/showthread.php?t=196823), which allows to spawn a saw when i want it, instead of spawning the saw instantly.
Well, he already has an ability to spawn saws whenever he wants.
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whiteskypony
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Old 01-03-2017 , 12:14   Re: Halloween bosses 2014
Reply With Quote #27

Seems like the "special_fastzombie" ability is broken whenever a boss with that ability kills someone they spawn invisible, got stuck in the place and has they cosmetics floating in the air.
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JuegosPablo
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Old 01-03-2017 , 12:40   Re: Halloween bosses 2014
Reply With Quote #28

Quote:
Originally Posted by whiteskypony View Post
Seems like the "special_fastzombie" ability is broken whenever a boss with that ability kills someone they spawn invisible, got stuck in the place and has they cosmetics floating in the air.
same bug of meeseeks?
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JuegosPablo
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Old 01-03-2017 , 13:38   Re: Halloween bosses 2014
Reply With Quote #29

Quote:
Originally Posted by whiteskypony View Post
Seems like the "special_fastzombie" ability is broken whenever a boss with that ability kills someone they spawn invisible, got stuck in the place and has they cosmetics floating in the air.


Like that?
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whiteskypony
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Old 01-03-2017 , 16:50   Re: Halloween bosses 2014
Reply With Quote #30

Yea exactly, they are stuck in place and can not move.
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