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[TF2] Custom Boss Spawner (v.5.0.2) [11/13/2016]


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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 06-20-2013 , 14:36   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #21

If I ever figure out how to determine which control points are unlocked (you can tell when they unlock, but not when they lock again which messes up 5cp, a/d cp, pl, and plr maps), I'd consider rewriting this plugin to use it.

Edit: Also, the order of configs executing on map change is:
server.cfg
[map].cfg
sourcemod.cfg
[plugin].cfg

You CAN remove cvars from plugin configs to make said cvar usable in a map config or server.cfg
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Last edited by Powerlord; 06-20-2013 at 14:39.
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Scipizoa
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Old 06-20-2013 , 14:47   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #22

yea i figured that
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341464
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Join Date: Dec 2010
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Old 07-01-2013 , 09:09   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #23

Is there any way for you to add a cvar that defines how many people are needed to spawn them?
And default set at 0?
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 07-01-2013 , 14:54   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #24

Quote:
Originally Posted by 341464 View Post
Is there any way for you to add a cvar that defines how many people are needed to spawn them?
And default set at 0?
Sure, why not.
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Trosty
Member
Join Date: Oct 2011
Location: Romania
Old 07-01-2013 , 17:00   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #25

i have some bugs with this plugin:

- first spawn after change map he spawn 2 bosses together
- i run a single map and after some time the boss don't appears but it hear a strange sound
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 07-01-2013 , 18:21   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #26

Quote:
Originally Posted by Trosty View Post
i have some bugs with this plugin:

- first spawn after change map he spawn 2 bosses together
- i run a single map and after some time the boss don't appears but it hear a strange sound
Thanks i will look into it.

For the second problem with the strange sounds, have you tried placing him somewhere else?
Could be a problem with the boss clipping with floor and spawning underground.
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MaloModo
Veteran Member
Join Date: Aug 2008
Old 08-20-2013 , 12:22   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #27

I have a request as well plz . The cvar of min players sounds good but also how about either/or cvar(s) to vote for spawn and/or min time b/w forceboss on top of the all ready option to set spawning time cycle. So like 6/10 vote to spawn or you must wait 90 secs before forcing boss spawn again.

Thanks
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Windroid
Member
Join Date: Mar 2013
Old 08-27-2013 , 03:54   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #28

can you add zombies spawn please,using the zombies spawner to play tower defence would be awesome!

Last edited by Windroid; 08-27-2013 at 03:58.
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 08-28-2013 , 17:51   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #29

Maybe, i'm somewhat done. Just need to fix the HUD time display.

@MaloModo, i'll think about it but making a vote system.
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machede
Member
Join Date: Nov 2011
Location: Italia
Old 08-29-2013 , 06:05   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #30

L 08/29/2013 - 11:58:40: SourceMod error session started
L 08/29/2013 - 11:58:40: Info (map "cp_orange_Rx8_v1") (file "errors_20130829.log")
L 08/29/2013 - 11:58:40: [SM] Native "KillTimer" reported: Invalid timer handle 3f3701ee (error 1)
L 08/29/2013 - 11:58:40: [SM] Displaying call stack trace for plugin "bossspawner.smx":
L 08/29/2013 - 11:58:40: [SM] [0] Line 552, bossspawner.sp::ClearTimer()
L 08/29/2013 - 11:58:40: [SM] [1] Line 170, bossspawner.sp::cvarChange()
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