Soldier, Pyro & Medic Bosses (1 Viewer)

Which of these seem likely to be added?

  • Chuck Greene

    Votes: 0 0.0%
  • Krieg The Psycho

    Votes: 1 6.3%
  • Nightmare Medic

    Votes: 8 50.0%
  • All of them

    Votes: 7 43.8%

  • Total voters
    16
Status
Not open for further replies.

KnotRed

New Member
Joined
Jan 5, 2018
Messages
11
There is a lack of Soldier, Pyro & Medic bosses in the FF2 servers [Individual4 scouts, 1 soldier, 1 pyro, 2 demoman, 4 heavy, 2 engineer, 5 sniper, 1 medic & 9 spy][Duo 1 demo/1soldier, 2 spys & 1 medic/1spy]

Soldier boss;

Chuck Greene (Created by Scooty Booty Sauce) | Download (26 MB)
"From the Dead Rising series"

Weapons: Multimelee (Homewrecker,Pain Train, Boston Basher, Half Zatochi) + Family Bussiness
His Zatoichi has been fitted to not be insta-killed or insta-kill other Zatoichi users
Successful kill changes his melee weapon

Can Super Jump with Alt-fire + Weighdown

all his melee weapons deal 195 damage, Family Business Shotgun secondary (Deals huge damage to players up close, but wider spread & long firing penalty)

His rage gives him an Iron Bomber with 3 shots, directly hitting players will deal 430 damage + Stuns Players & Sentries within a 7 meter radius [Short range stun, like Ass, Piss & Painis] (I'm only guessing the radius due to the config file not mentioning it)

Here is what is in his Config file

Code:
"character"
{
 
    "name"    "Chuck Greene"
    "class"    "3"
    "model"    "models\freak_fortress_2\chuckgreene\chuckgreene.mdl"
    "ragedamage"    "2800"
    "health_formula"    "(((773+n)*n)^1.04)"
    "maxspeed"    "315"
    "sound_block_vo" "1"

//Boss Description(s)
    "description_en"    "Boss Name - Chuck Greene\nBoss Info - Is From the Dead Rising series.\nSuper Jump: alt-fire, look up and stand up.\nWeigh-down: in midair, look down and crouch.\nRage (Gets a 3 shot grenade launcher that catches the RED's on fire + stun): Call medic or taunt when the rage meter is full.\nBut all good things come with cons, your shotgun takes a while to shoot, so be carefull!"

    "weapon1"
    {
    "name"    "tf_weapon_shovel"
    "index"    "154"
    "attributes"    "437 ; 1"
    "show"    "1"
    }
    "weapon2"
    {
    "name"    "tf_weapon_shotgun_hwg"
    "index"    "425"
    "attributes"    "36 ; 2.55 ; 3 ; 1.55 ; 5 ; 6.77 ; 436 ; 1 ; 1 ; 1.66 ; 112 ; 800 ; 78 ; 10000"
    "show"    "1"
    }
    "ability1"
    {
        "name"    "rage_stunsg"
        "arg1"    "6.5"
        "plugin_name"    "default_abilities"
    }
    "ability2"
    {
        "name"    "rage_preventtaunt"
        "plugin_name"    "default_abilities"
    }
    "ability3"
    {
        "name"    "charge_bravejump"
        "arg0"    "1"
        "arg1"    "2.5"
        "arg2"    "2.5"
        "arg3"    "1.3"
        "plugin_name"    "default_abilities"
    }
      "ability4"
    {
        "name" "rage_new_weapon"
        "arg0"    "0" // Ability slot
        "arg1"    "tf_weapon_215" // Weapon's classname
        "arg2"    "351" // Weapon's item definition index
        "arg3"    "2 ; 1.4 ; 99 ; 2.5 ; 209 ; 1 ; 97 ; 0.7 ; 6 ; 0.6 ; 25 ; 0.0" // Weapon's attributes
        "arg4"    "1" // Weapon's slot (0 = primary, 1 = secondary, 2 = melee, 3 = Build PDA/Disguise, 4 =Destruction PDA/Watch 5 = Builder
        "arg5"    "50" // Weapon's ammo (use this for clipless weapons)
        "arg6"    "1" // Force switch to this weapon
        //"arg7"    " " // Weapon's clip size (commented out because this is a clipless weapon)
        "plugin_name"    "special_noanims"
    }
         "ability5"
        {
        "name"          "special_multimelee"
        "arg1"            "325"  //Index for the first weapon
        "arg2"            "153"  //Index for the second weapon
        "arg3"            "357"  //Index for the third weapon
        "arg4"            "154"  //Index for the fourth weapon
        "arg5"            "tf_weapon_shovel" //classname
        "arg6"            "437 ; 1" //Attributes
        "plugin_name"   "M7_abilities"
        }
        "ability6"
    {
        "name" "rage_stun"
        "arg1"    "5.0"
        "plugin_name"    "default_abilities"
    }
    "sound_begin"
    {
        "1"    "freak_fortress_2\chuck_greene\intro1.mp3"
        "2"    "freak_fortress_2\chuck_greene\intro2.mp3"
        "3"    "freak_fortress_2\chuck_greene\intro3.mp3"
    }
    "sound_win"
    {
        "1"    "freak_fortress_2\chuck_greene\win1.wav"
        "2"    "freak_fortress_2\chuck_greene\win2.wav"
        "3"    "freak_fortress_2\chuck_greene\win3.wav"
    }
    "sound_lastman"
    {
        "1"    "freak_fortress_2\chuck_greene\pyro2.mp3"
    }
    "sound_death"
    {
        "1"    "freak_fortress_2\chuck_greene\death.mp3"
    }
    "sound_kspree"
    {
        "1"    "freak_fortress_2\chuck_greene\spree1.wav"
    }
    "sound_bgm"
    {
        "path1"    "freak_fortress_2\chuck_greene\bgm1.mp3"
        "time1"    "152"
        "path2"    "freak_fortress_2\chuck_greene\bgm2v2.mp3"
        "time2"    "212"
        "path3"    "freak_fortress_2\chuck_greene\bgm3v2.mp3"
        "time3"    "386"
                "path4"    "freak_fortress_2\chuck_greene\bgm4.mp3"
        "time4"    "226"
    }
    "sound_stabbed"
    {
        "1"    "freak_fortress_2\chuck_greene\stabbed1.wav"
        "2"    "freak_fortress_2\chuck_greene\stabbed2.wav"
    }
    "sound_ability"
    {
        "1"    "freak_fortress_2\chuck_greene\rage1.mp3"
        "2"    "freak_fortress_2\chuck_greene\rage2.mp3"
        "3"    "freak_fortress_2\chuck_greene\jump1.mp3"
        "slot3"    "1"
    }
      "sound_kill_pyro"
    {
        "1"    "freak_fortress_2\chuck_greene\pyro1.mp3"
        "2"    "freak_fortress_2\chuck_greene\pyro2.mp3"
    }
         "sound_kill_scout"
    {
        "1"    "freak_fortress_2\chuck_greene\scout.wav"
    }
    "sound_precache"
    {
        "1"    "freak_fortress_2\chuck_greene\bgm1.mp3"
        "2"    "freak_fortress_2\chuck_greene\bgm2v2.mp3"
        "3"    "freak_fortress_2\chuck_greene\bgm3v2.mp3"
                "4"    "freak_fortress_2\chuck_greene\bgm4.mp3"
    }
    
    "mod_download"
    {
        "1"    "models\freak_fortress_2\chuckgreene\chuckgreene"
    }

    "download"
    {
        "1"    "sound\freak_fortress_2\chuck_greene\intro1.mp3"
        "2"    "sound\freak_fortress_2\chuck_greene\intro2.mp3"
        "3"    "sound\freak_fortress_2\chuck_greene\intro3.mp3"
                "4"    "sound\freak_fortress_2\chuck_greene\scout.wav"
        "5"    "sound\freak_fortress_2\chuck_greene\win1.wav"
        "6"    "sound\freak_fortress_2\chuck_greene\win2.wav"
        "7"    "sound\freak_fortress_2\chuck_greene\win3.wav"
        "8"    "sound\freak_fortress_2\chuck_greene\death.mp3"
        "9"    "sound\freak_fortress_2\chuck_greene\spree1.wav"
        "10"    "sound\freak_fortress_2\chuck_greene\rage1.mp3"
        "11"    "sound\freak_fortress_2\chuck_greene\rage2.mp3"
        "12"    "sound\freak_fortress_2\chuck_greene\jump1.mp3"
        "13"    "sound\freak_fortress_2\chuck_greene\bgm1.mp3"
        "14"    "sound\freak_fortress_2\chuck_greene\bgm2v2.mp3"
        "15"    "sound\freak_fortress_2\chuck_greene\bgm3v2.mp3"
        "16"    "sound\freak_fortress_2\chuck_greene\stabbed1.wav"
        "17"    "sound\freak_fortress_2\chuck_greene\stabbed2.wav"
        "18"    "materials\freak_fortress_2\chuckgreene\eye.vmt"
        "19"    "materials\freak_fortress_2\chuckgreene\eye.vtf"
        "20"    "materials\freak_fortress_2\chuckgreene\eyeball_l.vmt"
        "21"    "materials\freak_fortress_2\chuckgreene\eyeball_l.vtf"
        "22"    "materials\freak_fortress_2\chuckgreene\eyeball_r.vmt"
        "23"    "materials\freak_fortress_2\chuckgreene\eyeball_r.vtf"
        "24"    "materials\freak_fortress_2\chuckgreene\hair.vmt"
        "25"    "materials\freak_fortress_2\chuckgreene\hair.vtf"
        "26"    "materials\freak_fortress_2\chuckgreene\hair_n.vtf"
        "27"    "materials\freak_fortress_2\chuckgreene\hands.vmt"
        "28"    "materials\freak_fortress_2\chuckgreene\hands.vtf"
        "29"    "materials\freak_fortress_2\chuckgreene\head.vmt"
        "30"    "materials\freak_fortress_2\chuckgreene\head.vtf"
        "31"    "materials\freak_fortress_2\chuckgreene\head_n.vtf"
        "32"    "materials\freak_fortress_2\chuckgreene\jacket.vmt"
        "33"    "materials\freak_fortress_2\chuckgreene\jacket.vtf"
        "34"    "materials\freak_fortress_2\chuckgreene\jacket_n.vtf"
        "35"    "materials\freak_fortress_2\chuckgreene\pants.vmt"
        "36"    "materials\freak_fortress_2\chuckgreene\pants.vtf"
        "37"    "materials\freak_fortress_2\chuckgreene\pants_n.vtf"
        "38"    "materials\freak_fortress_2\chuckgreene\phong.vtf"
        "39"    "materials\freak_fortress_2\chuckgreene\shirt.vmt"
        "40"    "materials\freak_fortress_2\chuckgreene\shirt.vtf"
        "41"    "materials\freak_fortress_2\chuckgreene\shirt_n.vtf"
        "42"    "materials\freak_fortress_2\chuckgreene\shoes.vmt"
        "43"    "materials\freak_fortress_2\chuckgreene\shoes.vtf"
        "44"    "materials\freak_fortress_2\chuckgreene\shoes_n.vtf"
        "45"    "materials\freak_fortress_2\chuckgreene\teeth.vmt"
        "46"    "materials\freak_fortress_2\chuckgreene\teeth.vtf"
                "47"    "models\freak_fortress_2\chuckgreene\chuckgreene.phy"
                "48"    "sound\freak_fortress_2\chuck_greene\pyro1.mp3"
        "49"    "sound\freak_fortress_2\chuck_greene\pyro2.mp3"
                "50"    "sound\freak_fortress_2\chuck_greene\bgm4.mp3"
    }
}


Requires Koshi's/SHADoW's move speed subplugin and M7's abilites to work correctly


Pyro Boss;

Krieg The Psycho (Boss made by Scooty Booty Sauce) |
Download (25.76 MB)
"NEVER STOP THE KILLING!! NEVER!!"



Melee weapon is axtinguisher, deals 195 damage to everything

He has a super jump, weighdown & a lunge ability
Lunge requires 25% rage to use, after use will be on a cooldown, also deals 199 damage to players

His rage is Flamethrower with 20 ammo + 10-15 seconds of Crits + Random Buffs + Mid-range stun to both players & sentries (760 hammer units)
Rage needed to get 100% "2150"

His Config; for some reason, he has 2 lives (IDK the reason why) config can be modified for balancing
Code:
"character"
{
 
    "name"    "Krieg the Psycho"
    "class"    "9"
    "model"    "models\freak_fortress_2\kreig\pyro.mdl"
    "ragedist"    "760"
    "ragedamage"    "2150"
    "health_formula"    "(((765+n)*n)^1.04)/2"
    "maxspeed"    "291"
    "lives"    "2"
    "sound_block_vo" "1"

    "description_en"    "Boss Name - The New Krieg the Psycho (Yes Scooty Booty Sauce has finally fixed this guy)\nBoss Info - ''It's time to go insane!''\nSuper Jump: alt-fire, look up and stand up.\nWeigh-down: in midair, look down and crouch.\nYou have a cloak, Use it to your advantage!\nRage (TIME TO GO INSANE [Random Resistance buff + Flame spitting + Mid-ranged Stun): taunt or call medic when the Rage Meter is full.\nLunge: When you have 25% rage or more, hit R to do a massive jump to get to anyone that stands in Krieg's way."


REQUIRES TFCONDITION, CUSTOM CLIPLESS WEAPONS, M7'S ABILITES, AND IMPROVED SAXTON TO WORK CORRECTLY


Medic Boss;

Nightmare Medic (FF2 boss made by M76030) | Click here to download Nightmare Medic
profile__nightmare_medic_by_xho3546-d5llrg8.jpg


His melee is a Persian Persuader, deals 195 damage to everything

for mobility he has can teleport to a random person, after teleporting you must wait 30 seconds till you can teleport again

his rage is Hellfire + Knockback Immunity
Hellfire - sets everyone around him on fire

damage taken to reach 100% "2000"

His Config info;
Code:
"character"
{
    "name"                    "Nightmare Medic"
    "class"                    "5"     
    "model"                    "models\freak_fortress_2\nightmaremedic_v2\nightmaremedic3.mdl"
    "ragedamage"            "2000"
    "sound_block_vo"        "1"
    "health_formula"        "((770+n)*n)^1.04"
 
    "description_en" "Nightmare Medic:\n''Dummkopfs!''\nTeleportation: alt-fire, look up and stand up.\nWeigh-down: in midair, look down and crouch.\nRage (Knockback Immunity + Hellfire): taunt when the Rage Meter is full."

Is depending on the following subplugins:
Phat Rages
TF Conditions
Dynamic Defaults

all of their Configs can be altered for balancing if they are currently OP in some players minds, I had to cut alot of the config files from this thread due to limited characters
 
Last edited by a moderator:
"Shining eyes cut in the middle of the hope" :rolleyes:
that's a song btw
 
whilst i like all the bosses my favorite one has to be nightmare medic but seriously. When is hank hill gonna be added i even posted ideas on one of your older post
 
Alright, so here are my opinions.

Chuck Greene:
Looks to me like a very wacky and fun boss to play as, that's for sure. Now, on the shotgun secondary.. reminds me of Zerstorer, except.. it's a hitscan weapon. Not sure how that would work, if it's available all the time. We'd just have to see.
Health formula could use a nerf in my opinion, as with this formula, a full server of players would make this boss have just over 27,000 HP. That would in theory let him have 8-9 rages over the span of his whole HP bar. For a boss that has weapons other than melee, it should be slightly nerfed.

Krieg:
I'm a fan of Borderlands games, but I'm going to be as objective as possible with this. I honestly think it's a good boss to add. The lunge ability seems interesting, his HP seems a bit high, but that's easy enough to change if necessary. Now, I have 2 questions about this boss.
- Does he gain the usual slow-motion, gaben-style instakill nonsense upon losing his first life?
- What's with the 'You have a cloak, Use it to your advantage!' line in the text provided?
Either of those would make this boss slightly too overpowered in my opinion.

Nightmare medic:
Right off the bat, I'm not a fan of bosses that teleport into you and gain a free kill that way. It's way too cheap, and and most of the time feels like just a matter of time before you get bodyblocked by a guy with 20k+ health and a hard-on. There's literally nothing you can do. HP of this boss seems high, the damage for full rage seems low, the teleport cooldown is very short. Knockback immunity is a huge power a boss could have, as for most classes that aren't soldier or pyro, knockback is the way to stay alive, especially against a boss that can teleport. I'm a bit iffy on this one. Doesn't seem to bring that much new to the table.

Good job on laying out the information, by the way.
 
Alright, so here are my opinions.

Chuck Greene:
Looks to me like a very wacky and fun boss to play as, that's for sure. Now, on the shotgun secondary.. reminds me of Zerstorer, except.. it's a hitscan weapon. Not sure how that would work, if it's available all the time. We'd just have to see.
Health formula could use a nerf in my opinion, as with this formula, a full server of players would make this boss have just over 27,000 HP. That would in theory let him have 8-9 rages over the span of his whole HP bar. For a boss that has weapons other than melee, it should be slightly nerfed.

Krieg:
I'm a fan of Borderlands games, but I'm going to be as objective as possible with this. I honestly think it's a good boss to add. The lunge ability seems interesting, his HP seems a bit high, but that's easy enough to change if necessary. Now, I have 2 questions about this boss.
- Does he gain the usual slow-motion, gaben-style instakill nonsense upon losing his first life?
- What's with the 'You have a cloak, Use it to your advantage!' line in the text provided?
Either of those would make this boss slightly too overpowered in my opinion.

Nightmare medic:
Right off the bat, I'm not a fan of bosses that teleport into you and gain a free kill that way. It's way too cheap, and and most of the time feels like just a matter of time before you get bodyblocked by a guy with 20k+ health and a hard-on. There's literally nothing you can do. HP of this boss seems high, the damage for full rage seems low, the teleport cooldown is very short. Knockback immunity is a huge power a boss could have, as for most classes that aren't soldier or pyro, knockback is the way to stay alive, especially against a boss that can teleport. I'm a bit iffy on this one. Doesn't seem to bring that much new to the table.

Good job on laying out the information, by the way.
Kreig is a pyro boss, he has no cloak option, the "You have cloak" was probably a messup on the creators part
as far as I know Krieg has no life loss ability, 1 life is all that is needed, I don't know why he has 2 in his files

Nightmare Medic doesn't teleport into a player, he teleports on top of a player, also if the amount need to achieve 100% rage is too low, as I stated in this thread, their configs can be altered for balancing reasons

the rest of Kreig's Config info;

"weapon1"
{
"name" "tf_weapon_sword"
"index" "38"
"attributes" "149 ; 15"
}

"ability1"
{
"name" "rage_stun"
"arg0" "0"
"arg1" "6"
"plugin_name" "default_abilities"
}
"ability2"
{
"name" "rage_preventtaunt"
"plugin_name" "default_abilities"
}
"ability3"
{
"name" "charge_bravejump"
"arg0" "1"
"arg1" "3.0"
"arg2" "5.0"
"arg3" "1.5"
"plugin_name" "default_abilities"
}
"ability4"
{
"name" "charge_weightdown"
"arg0" "3"
"plugin_name" "default_abilities"
}
"ability5"
{
"name" "saxton_lunge"
"arg2" "20.0" // cooldown between uses
"arg3" "20.0" // rage cost
"arg4" "1105.0" // velocity of charge
"arg5" "199.0" // damage dealt to any player it strikes. note that players can only be struck once per rage.
"arg6" "1" // 1 = destroys buildings, 0 = does nothing to them
"arg7" "200.0" // knockback intensity, added to the hale's own velocity so keep it low

// collision needs to be artificial since he needs to be able to mow through players
// so it's ahead of them to ensure he won't be stopped by obstacles
"arg8" "30.0" // collision cylinder distance from origin
"arg9" "95.0" // collision cylinder height
"arg10" "60.0" // collision cylinder radius

"arg11" "weapon/wrench_swing.wav" // rage sounds to play (up to three, semicolon separated)
"arg12" "scootff2/kriegfix/hit1.wav" // sound to play when hitting a target
"arg13" "taunt_headbutt_impact_stars" // effect to display when hitting a target

// below allows you to constrain the hale's pitch, since numerous people expressed concern
// about lunging straight up or down. it won't give an error, it'll just execute the move while overriding user's pitch
"arg14" "-45.0;45.0" // pitch min/max. if this is not set, there will be no constraints. values above abs(90) are useless

// error messages
"arg16" "Ability is on cooldown!"
"arg17" "Not enough rage! %.0f rage required."
"arg18" "Can't use in water!" // these sorts of charge abilities suck in water, so it's blocked entirely
"arg19" "Can't use during weighdown..... Yah fool!" // if hale has weighdown active, this error occurs

"plugin_name" "improved_saxton"
}
"ability6"
{
"name" "rage_tfcondition"
"arg1" "32 ; 10 ; 42 ; 5 ; 56 ; 15" // Boss Conditions (TFCond ; Duration)
"arg2" "15 ; 7" // Player Conditions (TFCond ; Duration)
"arg3" "285" // Distance
"plugin_name" "ff2_tfcond"
}
"ability7" (replace X with your last ability number, like if you already have 5 and added this, put 6 instead of X)
{
"name" "rage_flamethrower"
"arg1" "5" //index
"arg2" "20" //ammo
"arg3" "2 ; 7" //Attributes
"plugin_name" "m7_customizable"
}
"ability8"
{
"name" "rage_buffs"
"arg1" "-1" // Mode (-1=Random, 0=all buffs, 1=Minicrits, 2=Defense Buff, 3=Regen Buff, 4=Minicrits + Defense buff, 5=Minicrits + Regen Buff, 6=Defense + Regen Buff)
"arg2" "15" //Timer for the buffs

// Is this a normal E rage? or triggered from the ability management system?
"arg3" "0" // Trigger. 0 = E rage, 1 = triggered by ability management syste
"plugin_name" "M7_abilities"
}
"sound_begin"
{
"1" "scootff2\kriegfix\krieg_intro01.mp3"
"2" "scootff2\kriegfix\krieg_intro02.mp3"
"3" "scootff2\kriegfix\krieg_intro03.mp3"
"4" "scootff2\kriegfix\krieg_intro04.mp3"
"5" "scootff2\kriegfix\krieg_intro05.mp3"
"6" "scootff2\kriegfix\krieg_intro06.mp3"
"7" "scootff2\kriegfix\krieg_intro07.mp3"
}
"sound_win"
{
"1" "scootff2\kriegfix\krieg_win01.mp3"
"2" "scootff2\kriegfix\krieg_win02.mp3"
"3" "scootff2\kriegfix\krieg_win03.mp3"
}
"sound_lastman"
{
"1" "scootff2\kriegfix\krieg_lastman01.mp3"
"2" "scootff2\kriegfix\krieg_lastman02.mp3"
}
"sound_death"
{
"1" "scootff2\kriegfix\krieg_defeat01.mp3"
"2" "scootff2\kriegfix\krieg_defeat02.mp3"
"3" "scootff2\kriegfix\krieg_defeat03.mp3"
"4" "scootff2\kriegfix\krieg_defeat04.mp3"
}
"sound_hit"
{
"1" "scootff2\kriegfix\hit1.wav"
"2" "scootff2\kriegfix\hit2.wav"
"3" "scootff2\kriegfix\hit3.wav"
}
"sound_kspree"
{
"1" "scootff2\kriegfix\krieg_killspree01.mp3"
"2" "scootff2\kriegfix\krieg_killspree02.mp3"
"3" "scootff2\kriegfix\krieg_killspree03.mp3"
"4" "scootff2\kriegfix\krieg_killspree04.mp3"
}
"sound_kill_scout"
{
"1" "scootff2\kriegfix\krieg_kill_scout01.mp3"
"2" "scootff2\kriegfix\krieg_kill_scout02.mp3"
"3" "scootff2\kriegfix\krieg_kill_scout03.mp3"
}
"sound_kill_spy"
{
"1" "scootff2\kriegfix\krieg_kill_spy01.mp3"
"2" "scootff2\kriegfix\krieg_kill_spy02.mp3"

}
"sound_kill_pyro"
{
"1" "scootff2\kriegfix\krieg_kill_pyro01.mp3"
"2" "scootff2\kriegfix\krieg_kill_pyro02.mp3"
"3" "scootff2\kriegfix\krieg_kill_pyro03.mp3"
"4" "scootff2\kriegfix\krieg_kill_pyro04.mp3"
}
"sound_kill_sniper"
{
"1" "scootff2\kriegfix\krieg_kill_sniper01.mp3"
"2" "scootff2\kriegfix\krieg_kill_sniper02.mp3"
}
"sound_kill_demoman"
{
"1" "scootff2\kriegfix\krieg_kill_demoman01.mp3"
"2" "scootff2\kriegfix\krieg_kill_demoman02.mp3"
"3" "scootff2\kriegfix\krieg_kill_demoman03.mp3"
}
"sound_kill_medic"
{
"1" "scootff2\kriegfix\krieg_kill_medic01.mp3"
"2" "scootff2\kriegfix\krieg_kill_medic02.mp3"
}
"sound_kill_heavy"
{
"1" "scootff2\kriegfix\krieg_kill_heavy01.mp3"
"2" "scootff2\kriegfix\krieg_kill_heavy02.mp3"
}
"sound_bgm"
{
"path1" "scootff2\kriegfix\bgm1.mp3"
"time1" "178"
"path2" "scootff2\kriegfix\bgm2.mp3"
"time2" "238"
"path3" "scootff2\kriegfix\bgm3.mp3"
"time3" "207"
}
"sound_stabbed"
{
"1" "scootff2\kriegfix\krieg_stabbed01.mp3"
"2" "scootff2\kriegfix\krieg_stabbed02.mp3"
"3" "scootff2\kriegfix\krieg_stabbed03.mp3"
"4" "scootff2\kriegfix\krieg_stabbed04.mp3"
}
"sound_ability"
{
"1" "scootff2\kriegfix\krieg_rage01.mp3"
"2" "scootff2\kriegfix\krieg_rage02.mp3"
"3" "scootff2\kriegfix\krieg_rage03.mp3"
"4" "scootff2\kriegfix\krieg_rage04.mp3"
"5" "scootff2\kriegfix\krieg_rage05.mp3"
"6" "scootff2\kriegfix\krieg_rage06.mp3"
"7" "scootff2\kriegfix\krieg_rage07.mp3"
"8" "scootff2\kriegfix\krieg_jump01.mp3"
"slot8" "1"
"9" "scootff2\kriegfix\krieg_jump02.mp3"
"slot9" "1"
"10" "scootff2\kriegfix\krieg_jump03.mp3"
"slot10" "1"
"11" "scootff2\kriegfix\krieg_jump04.mp3"
"slot11" "1"
"12" "scootff2\kriegfix\krieg_jump05.mp3"
"slot12" "1"
}
"sound_precache"
{
"1" "scootff2\kriegfix\bgm1.mp3"
"2" "scootff2\kriegfix\bgm2.mp3"
"3" "scootff2\kriegfix\bgm3.mp3"
}

"mod_download"
{
"1" "models\freak_fortress_2\kreig\pyro"
}

"download"
{
"1" "sound\scootff2\kriegfix\krieg_intro01.mp3"
"2" "sound\scootff2\kriegfix\krieg_intro02.mp3"
"3" "sound\scootff2\kriegfix\krieg_intro03.mp3"
"4" "sound\scootff2\kriegfix\krieg_intro04.mp3"
"5" "sound\scootff2\kriegfix\krieg_intro05.mp3"
"6" "sound\scootff2\kriegfix\krieg_intro06.mp3"
"7" "sound\scootff2\kriegfix\krieg_intro07.mp3"
"8" "sound\scootff2\kriegfix\krieg_win01.mp3"
"9" "sound\scootff2\kriegfix\krieg_win02.mp3"
"10" "sound\scootff2\kriegfix\krieg_win03.mp3"
"11" "sound\scootff2\kriegfix\krieg_defeat01.mp3"
"12" "sound\scootff2\kriegfix\krieg_defeat02.mp3"
"13" "sound\scootff2\kriegfix\krieg_defeat03.mp3"
"14" "sound\scootff2\kriegfix\krieg_defeat04.mp3"
"15" "sound\scootff2\kriegfix\hit1.wav"
"16" "sound\scootff2\kriegfix\hit2.wav"
"17" "sound\scootff2\kriegfix\hit3.wav"
"18" "sound\scootff2\kriegfix\krieg_killspree01.mp3"
"19" "sound\scootff2\kriegfix\krieg_killspree02.mp3"
"20" "sound\scootff2\kriegfix\krieg_killspree03.mp3"
"21" "sound\scootff2\kriegfix\krieg_killspree04.mp3"
"22" "sound\scootff2\kriegfix\krieg_rage01.mp3"
"23" "sound\scootff2\kriegfix\krieg_rage02.mp3"
"24" "sound\scootff2\kriegfix\krieg_rage03.mp3"
"25" "sound\scootff2\kriegfix\krieg_rage04.mp3"
"26" "sound\scootff2\kriegfix\krieg_rage05.mp3"
"27" "sound\scootff2\kriegfix\krieg_rage06.mp3"
"28" "sound\scootff2\kriegfix\krieg_rage07.mp3"
"29" "sound\scootff2\kriegfix\krieg_jump01.mp3"
"30" "sound\scootff2\kriegfix\krieg_jump02.mp3"
"31" "sound\scootff2\kriegfix\krieg_jump03.mp3"
"32" "sound\scootff2\kriegfix\krieg_jump04.mp3"
"33" "sound\scootff2\kriegfix\krieg_jump05.mp3"
"34" "sound\scootff2\kriegfix\krieg_kill_demoman01.mp3"
"35" "sound\scootff2\kriegfix\krieg_kill_demoman02.mp3"
"36" "sound\scootff2\kriegfix\krieg_kill_demoman03.mp3"
"37" "sound\scootff2\kriegfix\krieg_kill_heavy01.mp3"
"38" "sound\scootff2\kriegfix\krieg_kill_heavy02.mp3"
"39" "sound\scootff2\kriegfix\krieg_kill_medic01.mp3"
"40" "sound\scootff2\kriegfix\krieg_kill_medic02.mp3"
"41" "sound\scootff2\kriegfix\krieg_kill_pyro01.mp3"
"42" "sound\scootff2\kriegfix\krieg_kill_pyro02.mp3"
"43" "sound\scootff2\kriegfix\krieg_kill_pyro03.mp3"
"44" "sound\scootff2\kriegfix\krieg_kill_pyro04.mp3"
"45" "sound\scootff2\kriegfix\krieg_kill_scout01.mp3"
"46" "sound\scootff2\kriegfix\krieg_kill_scout02.mp3"
"47" "sound\scootff2\kriegfix\krieg_kill_scout03.mp3"
"48" "sound\scootff2\kriegfix\krieg_kill_sniper01.mp3"
"49" "sound\scootff2\kriegfix\krieg_kill_sniper02.mp3"
"50" "sound\scootff2\kriegfix\krieg_kill_spy01.mp3"
"51" "sound\scootff2\kriegfix\krieg_kill_spy02.mp3"
"52" "sound\scootff2\kriegfix\bgm1.mp3"
"53" "sound\scootff2\kriegfix\bgm2.mp3"
"54" "sound\scootff2\kriegfix\bgm3.mp3"
"55" "sound\scootff2\kriegfix\krieg_stabbed01.mp3"
"56" "sound\scootff2\kriegfix\krieg_stabbed02.mp3"
"57" "sound\scootff2\kriegfix\krieg_stabbed03.mp3"
"58" "sound\scootff2\kriegfix\krieg_stabbed04.mp3"
"59" "materials\kustomfleetings\pyro\krieg\arms.vmt"
"60" "materials\kustomfleetings\pyro\krieg\arms.vtf"
"61" "materials\kustomfleetings\pyro\krieg\arms_blue.vmt"
"62" "materials\kustomfleetings\pyro\krieg\arms_blue.vtf"
"63" "materials\kustomfleetings\pyro\krieg\arms_blue_invun.vmt"
"64" "materials\kustomfleetings\pyro\krieg\arms_blue_invun.vtf"
"65" "materials\kustomfleetings\pyro\krieg\arms_bump.vtf"
"66" "materials\kustomfleetings\pyro\krieg\arms_invun.vmt"
"67" "materials\kustomfleetings\pyro\krieg\arms_invun.vtf"
"68" "materials\kustomfleetings\pyro\krieg\body.vmt"
"69" "materials\kustomfleetings\pyro\krieg\body.vtf"
"70" "materials\kustomfleetings\pyro\krieg\body_blue.vmt"
"71" "materials\kustomfleetings\pyro\krieg\body_blue.vtf"
"72" "materials\kustomfleetings\pyro\krieg\body_blue_invun.vmt"
"73" "materials\kustomfleetings\pyro\krieg\body_blue_invun.vtf"
"74" "materials\kustomfleetings\pyro\krieg\body_bump.vtf"
"75" "materials\kustomfleetings\pyro\krieg\body_invun.vtf"
"76" "materials\kustomfleetings\pyro\krieg\body_red_invun.vmt"
"77" "materials\kustomfleetings\pyro\krieg\face.vmt"
"78" "materials\kustomfleetings\pyro\krieg\face.vtf"
"79" "materials\kustomfleetings\pyro\krieg\face_blue.vmt"
"80" "materials\kustomfleetings\pyro\krieg\face_blue.vtf"
"81" "materials\kustomfleetings\pyro\krieg\face_blue_invun.vmt"
"82" "materials\kustomfleetings\pyro\krieg\face_blue_invun.vtf"
"83" "materials\kustomfleetings\pyro\krieg\face_bump.vtf"
"84" "materials\kustomfleetings\pyro\krieg\face_invun.vmt"
"85" "materials\kustomfleetings\pyro\krieg\face_invun.vtf"
"86" "materials\kustomfleetings\pyro\krieg\outline.vmt"
"87" "materials\kustomfleetings\pyro\krieg\outline.vtf"
"88" "materials\kustomfleetings\pyro\krieg\toonshade.vtf"
"89" "models\freak_fortress_2\kreig\pyro.phy"
}
}
 
The rest of Nightmare Medic's Config info;

"weapon1"
{
"name" "tf_weapon_sword"
"index" "404"
"attributes" "2025 ; 1"
}

"ability1"
{
"name" "dynamic_weighdown"

// slot is ignored
"arg1" "0" // 1 = disabled by default (can only be re-enabled in code)
"arg2" "0" // number of uses. set to 0 to be infinite.
"arg3" "1.0" // the hale's normal gravity. this will practically always be 1.0

// strings
"arg19" "You have used weighdown!"

"plugin_name" "ff2_dynamic_defaults"
}
"ability2"
{
"name" "dynamic_teleport"

// slot is not used
"arg1" "1.5" // charge time (fast)
"arg2" "30.0" // teleport cooldown. it's meant to be painful.
"arg3" "ghost_appearation" // teleport particle
"arg4" "0" // 1 = disabled by default, and can only be enabled in code
"arg5" "0" // uses remaining. set to zero for infinite.
"arg6" "10.0" // initial delay before use
"arg7" "100.0" // min damage before emergency teleport becomes available
"arg8" "1" // 1 = try teleporting above the target first, 0 = don't
"arg9" "1" // 1 = try teleporting to the side of the target first, 0 = don't (note that in rare cases the hale may end up falling when they teleport. this will only happen if the player is by a steep non-90 degree slope)
"arg10" "2.0" // duration of stun. can be zero.
"arg11" "0" // 1 = use RELOAD instead of ALT-FIRE
"arg12" "0" // 1 = teleport to same team as yourself
"arg13" "0" // 1 = teleport an enemy (or friend is arg12 is 1) to you

"arg17" "EMERGENCY TELEPORT! Look up, press and release ALT-FIRE." // emergency teleport message message
"arg18" "Teleport is not ready. %.1f seconds remaining." // cooldown message
"arg19" "Teleport is ready. %.0f percent charged." // charge message

"plugin_name" "ff2_dynamic_defaults"
}
"ability3"
{
"name" "rage_tfcondition"
"arg1" "28 ; 10" // Boss Conditions (TFCond ; Duration)
"plugin_name" "ff2_tfcond"
}
"ability4"
{
"name" "rage_preventtaunt"
"plugin_name" "default_abilities"
}
"ability5"
{
"name" "rage_stunsg"
"arg1" "7.0"
"plugin_name" "default_abilities"
}
"ability6"
{
"name" "rage_hellfire"
"arg1" "0" // Sound (0 = No flame sound. 1 = Play flame sound.)
"arg2" "20" // Damage (Amount of damage delivered by the initial fire blast.)
"arg3" "500" // Range (Radius of fire blast.)
"arg4" "2" // Afterburn Damage (Amount of damage delivered by afterburn.)
"arg5" "4" // Afterburn Duration (Duration of afterburn in seconds.)
"plugin_name" "ff2_phatrages"
}

"sound_begin"
{
"1" "freak_fortress_2\nightmare\nightmare_intro.mp3"
"2" "freak_fortress_2\nightmare\nightmare_intro2.mp3"
"3" "freak_fortress_2\nightmare\nightmare_intro3.mp3"
}
"sound_kspree"
{
"1" "freak_fortress_2\nightmare\nightmare_spree.mp3"
"2" "freak_fortress_2\nightmare\nightmare_spree2.mp3"
"3" "freak_fortress_2\nightmare\nightmare_spree3.mp3"
}
"sound_death"
{
"1" "freak_fortress_2\nightmare\nightmare_death.mp3"
"2" "freak_fortress_2\nightmare\nightmare_death2.mp3"
}
"sound_win"
{
"1" "freak_fortress_2\nightmare\nightmare_win.mp3"
"2" "freak_fortress_2\nightmare\nightmare_spree2.mp3"
}
"sound_ability"
{
"1" "freak_fortress_2\nightmare\nightmare_rage.mp3"
"2" "freak_fortress_2\nightmare\nightmare_rage2.mp3"
"3" "freak_fortress_2\nightmare\nightmare_teleport.mp3"
"slot3" "1"
}
"sound_stabbed"
{
"1" "freak_fortress_2\nightmare\nightmare_stab2.mp3"
"2" "freak_fortress_2\nightmare\nightmare_stab.mp3"
"3" "freak_fortress_2\nightmare\nightmare_stab3.mp3"
}
"sound_precache"
{
"1" "freak_fortress_2\nightmare\nightmare_theme.mp3"
}
"sound_bgm"
{
"path1" "freak_fortress_2\nightmare\nightmare_theme.mp3"
"time1" "144"
}
"sound_lastman"
{
"1" "freak_fortress_2\nightmare\nightmare_lastman.mp3"
"2" "freak_fortress_2\nightmare\nightmare_lastman2.mp3"
}
"mod_download"
{
"1" "models\freak_fortress_2\nightmaremedic_v2\nightmaremedic3"
}
"mat_download"
{
"1" "materials\freak_fortress_2\nightmaremedic_v2\c_demonedge"
"2" "materials\freak_fortress_2\nightmaremedic_v2\c_demonedge_blu"
"3" "materials\freak_fortress_2\nightmaremedic_v2\darken"
"4" "materials\freak_fortress_2\nightmaremedic_v2\medic_backpack_red"
"5" "materials\freak_fortress_2\nightmaremedic_v2\medic_mtg_red"
"6" "materials\freak_fortress_2\nightmaremedic_v2\medic_red"
"7" "materials\freak_fortress_2\nightmaremedic_v2\qc_glove"
"8" "materials\freak_fortress_2\nightmaremedic_v2\qc_glove_secondary"
"9" "materials\models\ninmem\medic\medic_backpack_blue"
"10" "materials\models\ninmem\medic\medic_backpack_red"
"11" "materials\models\ninmem\medic\medic_blue"
"12" "materials\models\ninmem\medic\medic_red"
}

"download"
{
"1" "sound\freak_fortress_2\nightmare\nightmare_intro.mp3"
"2" "sound\freak_fortress_2\nightmare\nightmare_intro2.mp3"
"3" "sound\freak_fortress_2\nightmare\nightmare_spree.mp3"
"4" "sound\freak_fortress_2\nightmare\nightmare_death.mp3"
"5" "sound\freak_fortress_2\nightmare\nightmare_win.mp3"
"6" "sound\freak_fortress_2\nightmare\nightmare_rage.mp3"
"7" "sound\freak_fortress_2\nightmare\nightmare_rage2.mp3"
"8" "sound\freak_fortress_2\nightmare\nightmare_stab.mp3"
"9" "sound\freak_fortress_2\nightmare\nightmare_stab2.mp3"
"10" "sound\freak_fortress_2\nightmare\nightmare_theme.mp3"
"11" "materials\freak_fortress_2\nightmaremedic_v2\c_demonedge_illumask.vtf"
"12" "materials\freak_fortress_2\nightmaremedic_v2\c_demonedge_normal.vtf"
"13" "models\freak_fortress_2\nightmaremedic_v2\nightmaremedic3.phy"
"14" "materials\freak_fortress_2\nightmaremedic_v2\eyeball_l.vmt"
"15" "materials\freak_fortress_2\nightmaremedic_v2\eyeball_r.vmt"
"16" "materials\freak_fortress_2\nightmaremedic_v2\Infected.vtf"
"17" "materials\freak_fortress_2\nightmaremedic_v2\medic_head.vtf"
"18" "materials\freak_fortress_2\nightmaremedic_v2\medic_head_red.vmt"
"19" "materials\models\ninmem\medic\eyeball_l.vmt"
"20" "materials\models\ninmem\medic\eyeball_r.vmt"
"21" "materials\models\ninmem\medic\medic_head_blue.vmt"
"22" "materials\models\ninmem\medic\medic_head_red.vmt"
"23" "materials\models\ninmem\shared\eye_lightwarp-sclera.vtf"
"24" "materials\models\ninmem\shared\eye-cornea.vtf"
"25" "materials\models\ninmem\shared\eye-cornea-sclera.vtf"
"26" "materials\models\ninmem\shared\eye-cornea-sclera-black.vtf"
"27" "materials\models\ninmem\shared\eye-reflection-cubemap-.vtf"
"28" "sound\freak_fortress_2\nightmare\nightmare_spree2.mp3"
"29" "sound\freak_fortress_2\nightmare\nightmare_stab3.mp3"
"30" "sound\freak_fortress_2\nightmare\nightmare_teleport.mp3"
"31" "sound\freak_fortress_2\nightmare\nightmare_lastman.mp3"
"32" "sound\freak_fortress_2\nightmare\nightmare_death2.mp3"
"33" "sound\freak_fortress_2\nightmare\nightmare_intro3.mp3"
"34" "sound\freak_fortress_2\nightmare\nightmare_lastman2.mp3"
"35" "sound\freak_fortress_2\nightmare\nightmare_spree3.mp3"
}
}
 
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