Alistaire has written
Tutorial: Bosses
There are many kinds of "bossfights", but they actually are all "fake" because you just fight a breakable block or some turrets. It's not possible to make a huge monster sprite without Lua.
> Method #1
- Make a long hallway.
- Create some trigger_move's at the beginning of the hallway, triggering "start".
- Make a trigger_once and call it "start", make it trigger "boss".
- Create as much trigger_once's as the X width of the hallway, and call them "boss", "boss2", "boss3".. etc.
Make:
- "boss" trigger "monster"
- "boss2" trigger "monster, monster2"
- "boss3" trigger "monster2, monster3"
- Etc. etc. etc.
- Create a trigger_delay for every trigger_once you've already made, and call them "boss", "boss2", etc.
Make:
- "boss" trigger "wall" after 1 second
- "boss2" trigger "wall, wall2" after 1 second
- "boss3" trigger "wall2, wall3" after 1 second
- Etc. etc. etc.
- Now place some dynwalls. Call the first row of them "wall", next "wall2" etc.
- Finally, place sprites as high as the hallway at every dynwall row. Call them "monster", "monster2", etc.
This method is used at the Escape del Virus map. It's very easy and fast, but you can't "kill" the "monster" yet.
> Method #2
- Create an Env_Breakable and make it trigger "dead".
- Place turrets close to the breakable.
- Place explosions in range of the turrets, and call them "dead". They must be able to kill a turret in 1 explosion.
- Place a sprite (monster, tank) over the turrets and breakable. Call it "dead".
This might be even easier, tough it's fairly good. You just shoot at the turrets to make the breakable appear, then shoot it till it breaks, and explosions will appear. This method is used in my CSP_Checkpoints maps (unfinished).
> Method #3
- Create a spawnpoint for terrorists/counter-terrorists/whatever team is the evil one.
- Place overpowered items close to the spawn, which will only spawn once.
- You might want to create some kind of hallway with a botnode so the enemy gets the items. That way you'll even need:
- A botnode called "botnode"
- A trigger_move close to it, so the bot stops moving when it's passed/close to the botnode. It must trigger "stop"
- A trigger_once called "stop", triggering "botnode".
This way you can lead enemies to a very strong arsenal, so they are hard to beat. You could also build a dynwall chamber around him, so he won't escape till it's time to kill his enemies.
Hope this helps