I have a "scripted" path_track boss set up with 6 attacks so far in my map. Originally, the boss was a prop_dynamic_override because I did not know that the base_boss entity could be used in its place, and allow for sentry targeting, demo grenade hits, bloodsprays when shot, and hit notification sounds. Now that I have the boss set up pretty well, I thought that it would be nice to see the boss have a healthbar for obvious reasons. I saw a boss on a map before, and it was also a map specific path_track boss, that had the Monoculus health bar. I was disappointed to find out the boss used SourceMod to make most of its attacks and healthbar work. Why make a map-specific boss use a specific SourceMod plugin to function properly? Anyway, after some googling, I came across the monster_resource entity, which to my knowledge, gives a boss the Monoculus healthbar. I am not sure exactly how this entity works, but I was wondering if there was a way to get it into a .fgd to use in Hammer, or to have spawned through an entity_spawn_manager and give my boss a healthbar or something. Is it possible? *Edit* - I also noticed that parenting the boss_base entity to the func_tracktrain floods the console with errors, although they don't seem to be important and don't cause performance issues. pushing entity (boss) that has parent (boss_train)! My question to this would be; if this boss were to be run on a public server, would the flood of errors cause the pings of players to shoot up? Would players with lower-spec computers receive FPS drops from the console error flooding?