Help with eyeboss

Discussion in 'Mapping Questions & Discussion' started by killjoy64, Jul 16, 2017.

  1. killjoy64

    killjoy64 L1: Registered

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    Good morning all!

    I have been having alot of problems with the eyeboss in a map im trying to make. I have it set that everytime this one control point is captured, eyeboss spawns. Everything works except when he spawns, he is in a spell version of himself (example here) after he spawns, he almost always spawns blue, and then disappears after a couple seconds.

    How would i get him to spawn his actual form (example here)
    Thank you in advance for anyone trying to help
     
  2. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Turn off smartedit and add a key named "teamnum" with a value of 5.
     
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  3. killjoy64

    killjoy64 L1: Registered

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    What would i put that for?

    I followed this tutorial, it has the entities i used. or do i put that in the prop_dynamic with the eyeboss model?
     
  4. Dr. Orange

    Dr. Orange L6: Sharp Member

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    You put the keyvalues in the eyeball_boss entity you use as the template.
     
  5. ics

    aa ics http://ics-base.net

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    How are you exactly trying to trigger it to be awoken?

    For example this is how i do it in my maps:

    Create eyeball_boss entity. It doesnt exist by default, so you get odd looking view. You need to add few values to it:

    Key: targetname
    Value: eye_spawn
    Click Add

    Then add one more:

    Key: teamnum
    Value: 5
    Click Add


    Create point_template and name it eyeball_spawn and to Template1 you put eye_spawn.


    Create logic_relay and name it relay_eyeball. To that output, you put "OnTrigger eyeball_spawn ForceSpawn" to their respective slots (My Output, Target Entity, Target input)

    What happens here is, on trigger, your logic_relay will spawn point_template called eye_spawn and it spawns from the eyeball_boss entity location. So, make sure you trigger the logic_relay on point capture for this to work.

    Also, i'm not sure if this is still required but you may need to add somewhere 2 entities, prop_dynamic models/props_halloween/halloween_demoeye.mdl and prop_dynamic models/props_halloween/eyeball_projectile.mdl - make sure they start disabled and place them anywhere on your map to cache the models up.
     
  6. killjoy64

    killjoy64 L1: Registered

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    So i did what Dr.Orange said and added key teamnum at value 5 and it worked!!

    I have eyeboss spawn when a point is captured. only problem is that he does not leave, the chat says monoculus is leaving in 10 seconds.

    but after 10 seconds he does not leave, and i have the point set to reset every couple min (to have monoculus spawn every now and then.)
     
  7. ics

    aa ics http://ics-base.net

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    Create navigation mesh and it will leave.

    EDIT

    sv_cheats 1, nav_edit 1, nav_mark_walkable to anywhere in map, then nav_generate.
     
  8. killjoy64

    killjoy64 L1: Registered

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    oh okay, i will run the map and let you know how it goes
     
  9. killjoy64

    killjoy64 L1: Registered

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    so i type nav_generate in console when the map loads, it reloads the map but there isnt anything when i type nav_edit 1
    Console output below

    Code:
    Generating Navigation Mesh...
    Sampling walkable space...
    Creating navigation areas from sampled data...
    Connecting navigation areas...
    Merging navigation areas...
    Finding hiding spots...DONE
    Finding encounter spots...DONE
    Finding sniper spots...DONE
    Computing mesh visibility...
    Optimizing mesh visibility...
    NavMesh Visibility List Lengths:  min = 6, avg = 6, max = 6
    Computing mesh visibility...DONE
    Finding earliest occupy times...DONE
    Start custom...
    Post custom...
    Custom game-specific analysis...DONE
    Generation complete!  0.1 seconds elapsed.
    

    EDIT

    I didnt see your edit there, it works now!!! Thank you all for your help
     
    Last edited: Jul 16, 2017