headless_hatman?

Elec0

L1: Registered
Jun 19, 2010
15
3
I do not know if it works with the gift, I don't think so, though.
Put headless_hatman in 'Entity to spawn' in the entity_spawn_manager. Although both the point and manager aren't actually in Hammer, so you'll have to add the values manually.
Look at the cp_manor_event to see how Valve does it.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Not at all. Multiple times I have seen multiple people get the achievement and metal, which means it's not the killing blow. (this includes the time I got mine, two others did as well that kill)

Same; how you get awarded this seems completely arbitrary, or there's a handicap to increase the chances of people getting it, as 1 achievement per kill, whilst also only being related to a melee, and the player not already having got the achievement, over 4 days, isn't a lot of potential players getting it. Regardless of the amount of servers running it.

My experience:

Melee and survive - didn't work
Deal unreasonable amount of damage to it - didn't work


How i did get it though was meleeing it, dying then shortly after someone else got the killing blow, 2 or 3 of us got the achievement.

So there must be some kinda damage count or last X melee hits???
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
I wouldn't be surprised if all the framework for supporting the Horsemann was very closely tied to allowing gifts to spawn: I suspect gifts spawn based on the same waypoint/navmesh data the Horsemann uses, which is why you can find them on things like narrow stairways.
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
One of my friends is having a real hard time with the "Gored" achievement too. Dunno how I managed it on my first try though, just ran up and whacked him once before he died. I was in the chatspam after he died though (I.E. [insert name here] has killed the Horseless Headless Horsemann), maybe that has something to do with it.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Some rules: you have to melee him, you have to melee him recently, dying resets it.
 

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
If you want to fight the headless horseman any time on Mann Manor, for achievements or otherwise, you could try this in the console:

bind <key> "sv_cheats 1;tf_halloween_force_boss_spawn;sv_cheats 0"

Obviously, replace "<key>" with your desired key, then press that key whenever you want the boss to appear.
For some reason, doing it that way doesn't cause the game to register that cheats were turned on, so you can still get the achievements with it. It's fun to use in bot matches. :p
 

sniprpenguin

L6: Sharp Member
Mar 14, 2008
266
258
If you want to fight the headless horseman any time on Mann Manor, for achievements or otherwise, you could try this in the console:

bind <key> "sv_cheats 1;tf_halloween_force_boss_spawn;sv_cheats 0"

Obviously, replace "<key>" with your desired key, then press that key whenever you want the boss to appear.
For some reason, doing it that way doesn't cause the game to register that cheats were turned on, so you can still get the achievements with it. It's fun to use in bot matches. :p

This also works on maps with .nav files built into them. Lo and behold what science hath wrought:

GLADIMNOTIT.jpg


WHATHASSCIENCEDONE.jpg
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
If you want to fight the headless horseman any time on Mann Manor, for achievements or otherwise, you could try this in the console


I'd hoped to keep this under my hat until much later, but the cat is out of the bag so I may as well make it less painful/lopsided for players. This worked pre-update:

Code:
sv_cheats 1;
bot -team red;
bot -team blue;
wait 100;
tf_halloween_bot_health_base 1;
tf_halloween_bot_health_per_player 1;
tf_halloween_force_boss_spawn; 
wait 500;
sv_cheats 0;
retry;

The bots make sure the map-state doesn't get reset if you disconnect. The waiting makes sure he completes spawning with the newer health variables. The retry is to make sure achievements work.

Walk up. Hit with fish. Revel in finally getting that damn achievement after hundreds of deaths and "WTF!?" moments of frustration.
 

BeaverKing

L1: Registered
Jun 13, 2010
11
2
I don't know if anyone has brought it up yet, but...
I stumbled across a command the other day while i was modifying my server (disabled the minimum play requirement for the horseman to spawn and lowered the respawn time from 8 minutes to 2)

tf_forced_holiday

I have't experimented with this command yet, but.. Set to 0 by default, apparently changing this cvar to a value of 2 will force Halloween mode and a value of 3 will force Birthday. *shrugs*

I haven't looked into experimenting with any of this stuff so I don't know about the .nav mesh or if this command could even make it possible for the Horseman to spawn on other maps, but... It's worth a shot. Figured I'd post about it in case you guys haven't found it or heard about it yet...
 

tyler

aa
Sep 11, 2013
5,102
4,621
If that's real, and it allows Halloween after Halloween, I imagine it'll be patched soon.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
If that's real, and it allows Halloween after Halloween, I imagine it'll be patched soon.
There's probably no need: People can "force" themselves to get the achievements, but the externally-controlled item-tracking system simply won't give them anything.
 

Hell-met

L1: Registered
Oct 30, 2010
43
9
I noticed the official cp_manor horseman has a deathcam, a spectator cam and is vulnerable to pyro flames.

A spawned horseman has none of these. Can anyone figure out how/why?
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
I bet something about the normal set-up does extra entity stuff. Perhaps it even parents an info_observer_point to the horsemann.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Said spectator cam might already exist in the map, and is relocated and attached when the HHH spawns.
(Although unlikely, but could explain why it's not present when force spawned)
 

hhhmapper

L1: Registered
Nov 1, 2010
8
0
well, ive made a map that can SPAWN the hhh and still get the items and 'cheevos (achievments) to do this do as follows.

1.) go into your map in hammer
2.) spawn a entity, give it the name headless_hatman
3.) no worries if it shows an obsolete, it will work.
4.) give it a new key value, the key "targetname" and the value "headless_hatman"
5.) save, do the rest of your mapping magic and compile.
6.) on the map starting (it might lag/ take a while to load) you will receive the message "the horseless headless horsemann has appeared!"
there ya go! if your just aiming for the achievments, put him in a pit about his height (twice the playerstart's height) and he cant hit you or climb out.
ill look for a way to spawn the present too, shouldnt be too hard.

AND NOTE! the entity refers to the hatmann with one 'n', not two.
 

static2601

L2: Junior Member
Nov 4, 2010
79
4
you can spawn the hhh with cheats on and with the command ent_create headless_hatman. ther is also a plugin that allows you to spawn it with out cheats, http://forums.alliedmods.net/showthread.php?t=141720&highlight=horseman . there is also a better plugin to vote for him to spawn, http://forums.alliedmods.net/showthread.php?t=141720&highlight=horseman&page=6. it works fine on all maps ive tryed, you just need to nav_generate to create the navigation mesh for it to run around on.
speaking of nav_generate, i have a problem with a map i created that wont run the nav_generate command, it acts like its generating it then restarts the map but doesnt work. is their something i need to add in the map to fix this? thanks