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


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Mr. Man
Veteran Member
Join Date: Mar 2011
Location: Huh?
Old 08-29-2013 , 10:13   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #31

Ever since the chemistry set update, the HHH that spawns with this plugin is invisible client side.
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machede
Member
Join Date: Nov 2011
Location: Italia
Old 08-29-2013 , 12:22   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #32

Quote:
Originally Posted by Mr. Man View Post
Ever since the chemistry set update, the HHH that spawns with this plugin is invisible client side.
on my server you can see hhh
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machede
Member
Join Date: Nov 2011
Location: Italia
Old 08-29-2013 , 12:23   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #33

MONOCULUS does not attack, do not shoot, can only look on
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Chaosxk
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Join Date: Aug 2010
Location: Westeros
Old 08-30-2013 , 01:08   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #34

Quote:
Originally Posted by machede View Post
MONOCULUS does not attack, do not shoot, can only look on
Do you have a navigation mesh for your map? (nav_generate)

Quote:
Originally Posted by Mr. Man View Post
Ever since the chemistry set update, the HHH that spawns with this plugin is invisible client side.
Does this happen with the original horseman plugin?
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Last edited by Chaosxk; 08-30-2013 at 01:08.
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machede
Member
Join Date: Nov 2011
Location: Italia
Old 08-30-2013 , 07:13   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #35

sure, nav file exists.
MONOCULUS moves, does not attack players with missiles.
merasmus and hhh everything ok
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Chaosxk
Veteran Member
Join Date: Aug 2010
Location: Westeros
Old 09-01-2013 , 01:03   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #36

Try using the original monoculus plugin and spawn it. This plugin doesn't change anything with monoculus except health and outline.
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404UserNotFound
BANNED
Join Date: Dec 2011
Old 09-01-2013 , 14:12   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #37

Funny, they work on my server, and on the server that I develop plugins for.

EDIT: Whoops, thought this was the thread for my boss spawner plugin xD

Last edited by 404UserNotFound; 09-01-2013 at 14:13.
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Delfy
Member
Join Date: Jul 2013
Old 09-20-2013 , 13:11   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #38

How can i use it at dustbowl? 3 stages....
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Delfy
Member
Join Date: Jul 2013
Old 09-21-2013 , 06:16   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #39

Also can someone make plguin like this, but spawning tf_zombie's?
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clad
Senior Member
Join Date: Oct 2006
Old 09-24-2013 , 18:02   Re: [TF2] Automatic Halloween Boss Spawner [v1.0]
Reply With Quote #40

Quote:
Originally Posted by Chaosxk View Post
Do you have a navigation mesh for your map? (nav_generate)



Does this happen with the original horseman plugin?
I have the same issue and i created the nav file also.

I noticed this in the console on a map change.
Code:
L 09/24/2013 - 16:42:40: [SM] Native "KillTimer" reported: Invalid timer handle 19000ba (error 1)
L 09/24/2013 - 16:42:40: [SM] Displaying call stack trace for plugin "bossspawner.smx":
L 09/24/2013 - 16:42:40: [SM]   [0]  Line 552, bossspawner.sp::ClearTimer()
L 09/24/2013 - 16:42:40: [SM]   [1]  Line 170, bossspawner.sp::cvarChange()
Attempted to create unknown entity type ai_network_build_helper!
Late precache of models/player.mdl
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