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[TF2] Horsemann Healthbar - 1.3.2, Updated 2012-08-16


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Sreaper
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Join Date: Nov 2009
Old 07-04-2012 , 17:44   Re: [TF2] Horsemann Healthbar - 1.3.1, Updated 2012-07-03
Reply With Quote #11

Thanks for this awesome plugin!
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Powerlord
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Old 08-16-2012 , 14:33   Re: [TF2] Horsemann Healthbar - 1.3.1, Updated 2012-07-03
Reply With Quote #12

I noticed this plugin wasn't working before the update and I've heard that the boss healthbars used by any plugins aren't working after the update.
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Last edited by Powerlord; 08-16-2012 at 14:38.
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Powerlord
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Old 08-16-2012 , 14:52   Re: [TF2] Horsemann Healthbar - 1.3.1, Updated 2012-07-03
Reply With Quote #13

I made some minor modications and dubbed it 1.3.2, but I don't know if it fixes the problem.

I realized that I never dispatched the new healthbar entity this plugin created if the game didn't have one on map start.
Attached Files
File Type: sp Get Plugin or Get Source (horsemann_healthbar.sp - 622 views - 4.7 KB)
File Type: smx horsemann_healthbar.smx (4.5 KB, 286 views)
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Last edited by Powerlord; 08-16-2012 at 14:54.
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Sreaper
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Old 08-17-2012 , 16:32   Re: [TF2] Horsemann Healthbar - 1.3.2, Updated 2012-08-16
Reply With Quote #14

Powerlord: I updated my server plugin to use the version you posted in the post above this one.

The healthbar doesn't seem to be displaying. I checked to make sure the plugin was updated and that the cvar was enabled. I also did a map change to refresh the plugin. (Assuming I don't need to do a server restart to get this plugin to work.)
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Powerlord
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Old 08-18-2012 , 00:06   Re: [TF2] Horsemann Healthbar - 1.3.2, Updated 2012-08-16
Reply With Quote #15

Quote:
Originally Posted by Sreaper View Post
Powerlord: I updated my server plugin to use the version you posted in the post above this one.

The healthbar doesn't seem to be displaying. I checked to make sure the plugin was updated and that the cvar was enabled. I also did a map change to refresh the plugin. (Assuming I don't need to do a server restart to get this plugin to work.)
Valve broke the Monoculus health bar. It doesn't even display when Monoculus spawns. Unfortunately, this plugin (and FF2) use the monster_resource entity just like Monoculus does.

Now, we know the MvM tank health bar works, so I'm wondering what exactly that's doing...
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RavensBro
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Old 09-01-2012 , 09:56   Re: [TF2] Horsemann Healthbar - 1.3.2, Updated 2012-08-16
Reply With Quote #16

I'm not sure they broke it on puppose like you think they did from what i can see all they did was add more bosses in the file. this is how it was
"Resource/UI/HudBossHealth.res"
{
"BorderImage"
{
"ControlName" "ImagePanel"
"fieldName" "BorderImage"
"xpos" "0"
"ypos" "0"
"zpos" "5"
"wide" "200"
"tall" "50"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"image" "../hud/halloween_bar_surround"
"scaleImage" "1"
}

"HealthBarPanel"
{
"ControlName" "EditablePanel"
"fieldName" "HealthBarPanel"
"xpos" "15"
"ypos" "16"
"zpos" "4"
"wide" "168"
"tall" "18"
"visible" "1"
"enabled" "1"

"BarImage"
{
"ControlName" "ImagePanel"
"fieldName" "BarImage"
"xpos" "0"
"ypos" "0"
"zpos" "5"
"wide" "168"
"tall" "18"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"image" "../hud/halloween_bar"
"scaleImage" "1"
}
}
"StunMeter"
{
"ControlName" "ContinuousProgressBar"
"fieldName" "StunMeter"
"font" "Default"
"xpos" "50"
"ypos" "19"
"zpos" "2"
"wide" "100"
"tall" "8"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"textAlignment" "Left"
"dulltext" "0"
"brighttext" "0"
"fgcolor_override" "255 255 0 255"
"bgcolor_override" "50 0 0 255"
}
}

now it is like this

"Resource/UI/HudBossHealth.res"
{
"BorderImage"
{
"ControlName" "ImagePanel"
"fieldName" "BorderImage"
"xpos" "0"
"ypos" "0"
"zpos" "5"
"wide" "200"
"tall" "50"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"image" "../hud/halloween_bar_surround"
"scaleImage" "1"
}

"HealthBarPanel"
{
"ControlName" "EditablePanel"
"fieldName" "HealthBarPanel"
"xpos" "15"
"ypos" "16"
"zpos" "4"
"wide" "168"
"tall" "18"
"visible" "1"
"enabled" "1"

"BarImage"
{
"ControlName" "ImagePanel"
"fieldName" "BarImage"
"xpos" "0"
"ypos" "0"
"zpos" "5"
"wide" "168"
"tall" "18"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"image" "../hud/halloween_bar"
"scaleImage" "1"
}
}

"HealthBarPanel2"
{
"ControlName" "EditablePanel"
"fieldName" "HealthBarPanel2"
"xpos" "15"
"ypos" "16"
"zpos" "4"
"wide" "168"
"tall" "18"
"visible" "0"
"enabled" "1"

"BarImage"
{
"ControlName" "ImagePanel"
"fieldName" "BarImage"
"xpos" "0"
"ypos" "0"
"zpos" "5"
"wide" "168"
"tall" "18"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"image" "../hud/halloween_bar"
"scaleImage" "1"
}
}

"HealthBarPanel3"
{
"ControlName" "EditablePanel"
"fieldName" "HealthBarPanel3"
"xpos" "15"
"ypos" "16"
"zpos" "4"
"wide" "168"
"tall" "18"
"visible" "0"
"enabled" "1"

"BarImage"
{
"ControlName" "ImagePanel"
"fieldName" "BarImage"
"xpos" "0"
"ypos" "0"
"zpos" "5"
"wide" "168"
"tall" "18"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"image" "../hud/halloween_bar"
"scaleImage" "1"
}
}

"HealthBarPanel4"
{
"ControlName" "EditablePanel"
"fieldName" "HealthBarPanel4"
"xpos" "15"
"ypos" "16"
"zpos" "4"
"wide" "168"
"tall" "18"
"visible" "0"
"enabled" "1"

"BarImage"
{
"ControlName" "ImagePanel"
"fieldName" "BarImage"
"xpos" "0"
"ypos" "0"
"zpos" "5"
"wide" "168"
"tall" "18"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"tabPosition" "0"
"image" "../hud/halloween_bar"
"scaleImage" "1"
}
}
}

so then i look in the models folder then in bots the old way just had a gib folder and the headless_hatman files now from the last mvm update in that same folder they added 6 more boss folders and the headless_hatman i feel the script just needs to be written differnt for it to be read right. plus i took a look at that one tank plugin someone made so i try'd it out and when you spawn the tank it has the "../hud/halloween_bar" instead of the bar for the tank so that is kinda weird i guess that is why i am thinking the script just needs to match the way they have it set up in the folders to work right. or am i not thinking right on this>?
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Powerlord
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Old 09-01-2012 , 10:03   Re: [TF2] Horsemann Healthbar - 1.3.2, Updated 2012-08-16
Reply With Quote #17

Quote:
Originally Posted by RavensBro View Post
I'm not sure they broke it on puppose like you think they did from what i can see all they did was add more bosses in the file. this is how it was

so then i look in the models folder then in bots the old way just had a gib folder and the headless_hatman files now from the last mvm update in that same folder they added 6 more boss folders and the headless_hatman i feel the script just needs to be written differnt for it to be read right. plus i took a look at that one tank plugin someone made so i try'd it out and when you spawn the tank it has the "../hud/halloween_bar" instead of the bar for the tank so that is kinda weird i guess that is why i am thinking the script just needs to match the way they have it set up in the folders to work right. or am i not thinking right on this>?
No, they didn't break it intentionally, but it clearly isn't working like it used to. It used to be updating the health value of the monster_resource entity (which always exists as entity MaxClients + 8 (32 on a 24 players server), according to my testing) would display the healthbar and setting the health value to 0 on it would make it vanish.

It's also not spawning at all on koth_viaduct_event when Monoculus auto-spawns if you have Halloween mode on, which means it's broken for Monoculus.

This means that before, this wasn't a server-controller VGUI panel, but rather one that the client spawned while watching specific entity values. I can't say about how it works now; I have to do some testing on the tank boss to find out.
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Last edited by Powerlord; 07-16-2013 at 14:09.
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Powerlord
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Old 09-06-2012 , 09:52   Re: [TF2] Horsemann Healthbar - 1.3.2, Updated 2012-08-16
Reply With Quote #18

As of Tuesday's update, this plugin appears to be working correctly again. \o/
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jacek2144
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Join Date: Jun 2011
Old 10-30-2012 , 19:30   Re: [TF2] Horsemann Healthbar - 1.3.2, Updated 2012-08-16
Reply With Quote #19

is this possible to change healthbar texture to other .vtf file?
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KyleS
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Old 10-30-2012 , 19:59   Re: [TF2] Horsemann Healthbar - 1.3.2, Updated 2012-08-16
Reply With Quote #20

You should really be using EntIndexToEntRef and EntRefToEntIndex instead of storing the index globally.
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