How to get Merasmus into a map.

  • If you're asking a question make sure to set the thread type to be a question!

HT.SFM (Steam)

L1: Registered
Aug 29, 2015
15
0
Hi as part of a map I am making their is a feature I want merasmus to pop up after a while. I have looked in the lakeside event map and I can't find anything that would allow him to be spawned. If you happen to know or would like to help me on this map then please comment bellow :)
 
S

saph

Merasmus is a point entity, but you need to have a navigation (.nav) file for him to work. You want to include a boss_nav_prefer (which is a func_nav_prefer that allows him to teleport within the brush and will allow him to hide).
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Merasmus is a point entity, but you need to have a navigation (.nav) file for him to work. You want to include a boss_nav_prefer (which is a func_nav_prefer that allows him to teleport within the brush and will allow him to hide).

However, Merasmus seems to not be available by default, according to the wiki page. I've been searching the decompiled koth_lakeside_event, but I can't seem to find how to spawm Merasmus in the first place.
 
S

saph

However, Merasmus seems to not be available by default, according to the wiki page. I've been searching the decompiled koth_lakeside_event, but I can't seem to find how to spawm Merasmus in the first place.
I'm pretty sure it is not available. It might be the boss_start function, but I'm not really sure. I know you can use the ent_create command in-game, but spawning him trough the map requires info_targets. I haven't used him much, but I might be able to find a old file.
 

Tumby

aa
May 12, 2013
1,084
1,190
There are a few things about merasmus which only work on lakeside_event (aka ghost fort). His spawning as well as some of his attacks are hardcoded into the map.

The only things that can be replicated are:
Spawning Merasmus (requires his point entity "merasmus" as well as a point_template)
Having Merasmus kill people with his weapon thingy (happens automaticaly)
Merasmus starting to hide after taking certain % damage (requires nav mesh and the boss_nav_prefer mentioned before)
People getting bombheads (bombheads won't actually do shit from my experience)
People teleporting to certein places after he gets defeated (requires info_target entities with very specific names)

He will never start floating around in the middle of the map and throw bombs everywhere. Even when using all entities that could be required for it, it simply wont happen.

If you want him to be usable in hammer, download and install this fgd:
https://www.dropbox.com/s/axohlefk8ky4a45/halloween_bosses.fgd?dl=0

Place point entity "meramus"
Give targetname
Place point entity "point_template"
Give targetname and put in merasmus for "Template 1"
Make output somewhere that tells the point_template to "ForceSpawn"
 

HT.SFM (Steam)

L1: Registered
Aug 29, 2015
15
0
There are a few things about merasmus which only work on lakeside_event (aka ghost fort). His spawning as well as some of his attacks are hardcoded into the map.

The only things that can be replicated are:
Spawning Merasmus (requires his point entity "merasmus" as well as a point_template)
Having Merasmus kill people with his weapon thingy (happens automaticaly)
Merasmus starting to hide after taking certain % damage (requires nav mesh and the boss_nav_prefer mentioned before)
People getting bombheads (bombheads won't actually do shit from my experience)
People teleporting to certein places after he gets defeated (requires info_target entities with very specific names)

He will never start floating around in the middle of the map and throw bombs everywhere. Even when using all entities that could be required for it, it simply wont happen.

If you want him to be usable in hammer, download and install this fgd:
https://www.dropbox.com/s/axohlefk8ky4a45/halloween_bosses.fgd?dl=0

Place point entity "meramus"
Give targetname
Place point entity "point_template"
Give targetname and put in merasmus for "Template 1"
Make output somewhere that tells the point_template to "ForceSpawn"
Where would I put the file you gave me and would it work with the tf2 version of hammer (I am not using the source sdk one).
 

Tumby

aa
May 12, 2013
1,084
1,190
Literally nobody uses the source sdk one, so that question is redundant.

Copied from an installation.txt file I made for something else:

FGD FILES
Place anywhere. Preferably 'Team Fortress 2/tf/bin'.
Go in Hammer's options dialog.
Click the "Add" button.
Select the .fgd you want to install.
 

HT.SFM (Steam)

L1: Registered
Aug 29, 2015
15
0
I can use Merasmus but how would I set it so that he spawns every 4 minutes after a control point becomes available to capture?
 

HHHJr

L1: Registered
Aug 24, 2017
1
0
There are a few things about merasmus which only work on lakeside_event (aka ghost fort). His spawning as well as some of his attacks are hardcoded into the map.

The only things that can be replicated are:
Spawning Merasmus (requires his point entity "merasmus" as well as a point_template)
Having Merasmus kill people with his weapon thingy (happens automaticaly)
Merasmus starting to hide after taking certain % damage (requires nav mesh and the boss_nav_prefer mentioned before)
People getting bombheads (bombheads won't actually do shit from my experience)
People teleporting to certein places after he gets defeated (requires info_target entities with very specific names)

He will never start floating around in the middle of the map and throw bombs everywhere. Even when using all entities that could be required for it, it simply wont happen.

If you want him to be usable in hammer, download and install this fgd:
https://www.dropbox.com/s/axohlefk8ky4a45/halloween_bosses.fgd?dl=0

Place point entity "meramus"
Give targetname
Place point entity "point_template"
Give targetname and put in merasmus for "Template 1"
Make output somewhere that tells the point_template to "ForceSpawn"
Hi, im sorry im 2 years late but i managed to make merasmus fully(his behavior) work, is this anything new?
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
Hi, im sorry im 2 years late but i managed to make merasmus fully(his behavior) work, is this anything new?

Did you get him to float in a map and spawn tons of bombs as he does on lakeside?
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
I'm also sorry for forgetting about adding the simple method I used to spawn a partially-full Merasmus into the map; I was going to do it upon getting him to work. This was one of the threads I came across when searching for the solution, and although the VDW helped a little, it states a lot of false information and I'm planning to edit it.

So all that is needed is the "merasmus" and "point_template" entities.
  • "merasmus" isn't in Hammer by default and you don't need the .FGD provided by @Tumbolisu (which doesn't seem to work, btw). Simply spawn an existing entity and change it to "merasmus", which will clear all the parameters and you'll have to add a "targetname" KeyValue and give it a name in the "value" field - turn off StartEdit for so.
  • "point_template" - give it a name and add the merasmus entity's name to "Template 1", then simply add an output to a logic_relay or something to spawn Merasmus by giving the point_template an Input of "ForceSpawn".

If you want Merasmus to enable Truce mode, you'll need a tf_gamerules entity and give an Output to the logic_auto entity:
OnMapSpawn
tf_gamerules
SetMapForcedTruceDuringBossFight
1


You will also need a tf_logic_holiday entity set to "Halloween" as the Holiday theme; otherwise Truce will not work.


Note: there's currently a bug which causes Merasmus not to set you on fire when he uses his Alt-Fire. It also seems thatthe bug affects environmental afterburns (such as the ones from trigger_ignite), and I'm certain that it's all due to the latest (now fixed) exploit related to Pyro's flames damaging teammates when switching to Spectators, reborn once again in the December 21, 2016 (Smissmas 2016) update and fixed on January 16, 2017.
 

Tumby

aa
May 12, 2013
1,084
1,190
(which doesn't seem to work, btw)
Doesn't work? I just tested it and it works flawlessly:

hammer_2017-08-25_16-30-34.png


Did you actually install the FGD? I mean, maybe you simply didn't realize that you have to add the FGD under tools > options in the field "Game Data files".

hammer_2017-08-25_16-31-02.png




Also, here's the FGD again for anybody who wants it:
Code:
@PointClass base(Targetname,Parentname,Angles) studio("models/bots/headless_hatman.mdl") = headless_hatman : "It's the Horseless Headless Horseman! A NPC Boss enemy. Requires a Navigation Mesh to work."
[
]
@PointClass base(Targetname,Parentname,Angles) studio("models/props_halloween/halloween_demoeye.mdl") = eyeball_boss : "Invokum MONOCOLUS! A NPC Boss enemy. DOES NOT require a Navigation Mesh to work."
[
    teamnum(choices) : "Team" : 0 : "The team that Monocolus should be on. He is invincible on RED and BLU and will disappear after a few seconds." =
    [
        0 : "Blu"
        2 : "Red"
        5 : "Neutral"
    ]
]
@PointClass base(Targetname,Parentname,Angles) studio("models/bots/merasmus/merasmus.mdl") = merasmus : "Feel the terror of BOOKS! A NPC Boss enemy. May require a Navigation Mesh to work."
[
]
Copy that stuff into a new text file and save with the file extension ".fgd". Name of the file is irrelevant. Then, as shown above, add it to hammer. The order in which FGDs load somewhat matters, as they can override one another. It's best to keep the ABS-FGD at the top.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
I actually use similar method on Brimstone and Hellstone that MOCOLONI stated. The other that Tumbolisu said works too i think.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
Doesn't work? I just tested it and it works flawlessly:

hammer_2017-08-25_16-30-34.png


Did you actually install the FGD? I mean, maybe you simply didn't realize that you have to add the FGD under tools > options in the field "Game Data files".

hammer_2017-08-25_16-31-02.png




Also, here's the FGD again for anybody who wants it:
Code:
@PointClass base(Targetname,Parentname,Angles) studio("models/bots/headless_hatman.mdl") = headless_hatman : "It's the Horseless Headless Horseman! A NPC Boss enemy. Requires a Navigation Mesh to work."
[
]
@PointClass base(Targetname,Parentname,Angles) studio("models/props_halloween/halloween_demoeye.mdl") = eyeball_boss : "Invokum MONOCOLUS! A NPC Boss enemy. DOES NOT require a Navigation Mesh to work."
[
    teamnum(choices) : "Team" : 0 : "The team that Monocolus should be on. He is invincible on RED and BLU and will disappear after a few seconds." =
    [
        0 : "Blu"
        2 : "Red"
        5 : "Neutral"
    ]
]
@PointClass base(Targetname,Parentname,Angles) studio("models/bots/merasmus/merasmus.mdl") = merasmus : "Feel the terror of BOOKS! A NPC Boss enemy. May require a Navigation Mesh to work."
[
]
Copy that stuff into a new text file and save with the file extension ".fgd". Name of the file is irrelevant. Then, as shown above, add it to hammer. The order in which FGDs load somewhat matters, as they can override one another. It's best to keep the ABS-FGD at the top.
Yes, it was installed properly just like the other FGDs I use, but this one doesn't get recognized.
 

RiverTamSong

L1: Registered
Sep 18, 2021
8
0
Yes, it was installed properly just like the other FGDs I use, but this one doesn't get recognized.


Sorry I'm about 3 years late but I figured out why the Halloween bosses FGD wasn't working so the FGD needed @include "base.fgd" at the start its now working fine for me now
hammer_merasmus.png
Heres the new FGD code if anyone wants it PLEASE NOTE I ONLY ADDED 1 LINE OF CODE I DO NOT TAKE ANY CREDIT FOR THIS
Code:
@include "base.fgd"
@PointClass base(Targetname,Parentname,Angles) studio("models/bots/headless_hatman.mdl") = headless_hatman : "It's the Horseless Headless Horseman! A NPC Boss enemy. Requires a Navigation Mesh to work."
[
]
@PointClass base(Targetname, Parentname, Angles) studio("models/props_halloween/halloween_demoeye.mdl") = eyeball_boss : "Invokum MONOCOLUS! A NPC Boss enemy. DOES NOT require a Navigation Mesh to work."
[
    teamnum(choices) : "Team" : 0 : "The team that Monocolus should be on. He is invincible on RED and BLU and will disappear after a few seconds." =
    [
        0 : "Blu"
        2 : "Red"
        5 : "Neutral"
    ]
]
@PointClass base(Targetname,Parentname,Angles) studio("models/bots/merasmus/merasmus.mdl") = merasmus : "Feel the terror of BOOKS! A NPC Boss enemy. May require a Navigation Mesh to work."
[
]
Read the message @Tumby posted above for instructions on how to install it