[TF2] Question on a map error for auto respawning bosses

Discussion in 'Mapping Questions & Discussion' started by ExiMaster, Oct 6, 2012.

  1. ExiMaster

    ExiMaster L1: Registered

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    Im working on a halloween update for my map and I wanted to add the bosses that respawn at the set time that I wanted it to using the entity_spawn_point and entity_spawn_manager. So I decompiled the map trade_monoculus because it had it setup and looked at it in hammer. Monoculus works and HHH works on that map but only Monoculus works on mine leaving me with this error for my map:

    "330/ - headless_hatman: UTIL_SetModel: not precached: models/bots/headless hatman.mdl"

    I run a source mod server and tried to use the map on that because it already had a "Spawn the Horsemann" plugin and "Be the Horsemann" plugin and they should have already pre-cached the model. So I am a little confused here...

    Also I looked at this: https://developer.valvesoftware.com/wiki/Precaching_Assets
    Is there some type of entity I place in the map and place text in it to PreCache the model I need for it to work?

    What do I need to do?
    All help greatly appreciated!
     
    Last edited: Oct 6, 2012
  2. henke37

    aa henke37

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    Just use a prop_dynamic.
     
  3. ExiMaster

    ExiMaster L1: Registered

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    Sorry but I have no professional experience with hammer at all. I only learn from the stuff I observe and sometimes I watch a video here and there but what do I do with the prop_dynamic?

    Do I set it's model to the HHH or something?
     
  4. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Not quite sure about this either, but it sounds like you will need a prop_dynamic of the HHH, and parent it to whatever represents the actual HHH.
     
  5. ExiMaster

    ExiMaster L1: Registered

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    I wouldn't even be able to use anything with the HHH anyways since nothing wants to precache about it. If tf_forced_holiday 2 when the map starts doesn't pre cache the HHH I don't know what will. But now im stuck at the point of where if I remove the HHH spawners it still wants to attempt to precache the HHH model in my map so basically my map is a waste of shit now because of it. Why does valve have to make everything so difficult? And I was always wondering whats even the point of this precaching stuff anyways. The HHH is in the game files so why isnt it loading at all?


    EDIT: Just on a side not just tried to re-open my map vmf when the HHH spawners were removed and it gave me the worst error any map maker could get, the dreaded invalid solids error where hammer just goes batshit insane and removes every object that isnt a brush entity so im never adding the HHH spawners again.
     
    Last edited: Oct 6, 2012
  6. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Well, that sucks.

    The main problem is that VALVe didn't intend anyone but themself to use the HHH :/
     
  7. ExiMaster

    ExiMaster L1: Registered

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    Well there had to be a way but im going to have to exclude the HHH off my map. I just don't get it how other map makers did it. But thanks for your responses anyways.
     
  8. Hell-met

    Hell-met L1: Registered

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    put a prop_dynamic for the horseman and another prop_dynamic for the axe anywhere in the map, then set both to "Disabled" and colisions to "Not Solid"

    they will be precached without holiday and the actual props won't show up or interact with anything

    repeat with monoculus, bombinocon and the eye rocket
     
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