DynamicReanimators { //FixedBuybacks 1 //BuybacksPerWave 6 PrecacheModel "models/bots/bot_worker/bot_worker_powercore.mdl" // FYI trigger_hurt entities deletes reanimators // revive takes longer depending on the number of times the dead player has been revied ExtendedUpgrades { dynamicReanimatorUpgradeExplanation { Name "Dynamic Reanimators" Attribute "revive" Cap 0 Increment 0 Cost 0 PlayerUpgrade 1 Description "Revive your allies by attacking the reanimator device. Closer attacks are more effective" } } PointTemplates { DynamicReanimatorSetup { OnSpawnOutput { Target bignet Action RunScriptCode //Param "IncludeScript(`textualtimer_v3`, getroottable())" Param "IncludeScript(`reanimator_logic`, getroottable())" Delay 1 } // OnSpawnOutput // { // Target bignet // Action RunScriptCode // //Param "IncludeScript(`textualtimer_v3`, getroottable())" // Param "ClientPrint(null,3,`sanitycheck`)" // } env_entity_maker { "targetname" "dynamicReanimatorMaker" "entitytemplate" "DynamicReanimator" "$autoparent" 1 // for use with ForceSpawnAtEntityOrigin } } DynamicReanimatorExplanation { OnSpawnOutput { Target bignet Action RunScriptCode //Param "IncludeScript(`textualtimer_v3`, getroottable())" Param "ClientPrint(null,3,`\x07FEEF07 This mission uses Dynamic Reanimators: Revive your allies by attacking the reanimator device. Closer attacks are more effective`)" } } DynamicReanimator { KeepAlive 1 RemoveIfKilled "reanimatorHitbox" OnSpawnOutput { Target "reanimatorHitbox" Action "RunScriptCode" Param "DynamicReanimators.SetupReanimator(activator, self)" Delay 0.2 } point_push { "targetname" "reanimatorDisplace" "parentname" "reanimatorHitbox" "radius" "80" "magnitude" "150" "innerradius" "70" "startdisabled" 0 "spawnflags" 8 "origin" "0 0 0" } prop_dynamic { "targetname" "reanimatorVisual" "parentname" "reanimatorHitbox" "model" "models/bots/bot_worker/bot_worker_powercore.mdl" "skin" "0" "origin" "0 0 30" "angles" "0 0 0" "modelscale" "1.5" "solid" "0" "rendermode" "1" "renderfx" "8" "renderamt" "0" "rendercolor" "255 255 255" "disableshadows" "1" "DefaultAnim" "idle" "collisiongroup" "1" } tf_glow { "targetname" "reanimatorGlow" "parentname" "reanimatorHitbox" "GlowColor" "255 0 0 200" "target" "reanimatorVisual" "startdisabled" "0" } // base_boss //$bot_npc // { // "targetname" "reanimatorHitbox" // "parentname" "" // "rendermode" "10" // "teamnum" "3" // "deatheffecttype" "none" // "$hurtsound" "misc/null.wav" // "$deathsound" "misc/null.wav" // "$disableshoot" "1" // "collisiongroup" "1" // try group 23 // "solid" "6" // "health" "99999" // "max_health" "99999" // "DisableShadows" "1" // //"defaultupgrade" "2" // //"damagefilter" "filter_is_red" // //"$notsolidtoplayers" "1" // } $bot_npc //$bot_npc { "targetname" "reanimatorHitbox" "parentname" "" "rendermode" "10" "teamnum" "3" "deatheffecttype" "none" "$hurtsound" "misc/null.wav" "$deathsound" "misc/null.wav" "$disableshoot" "1" "collisiongroup" "1" // try group 23 "solid" "6" "health" "99999" "max_health" "99999" "DisableShadows" "1" //"defaultupgrade" "2" //"damagefilter" "filter_is_red" //"$notsolidtoplayers" "1" } // obj_sentrygun //$bot_npc // { // "targetname" "reanimatorHitbox" // "parentname" "" // "rendermode" "10" // "teamnum" "3" // // "deatheffecttype" "none" // // "$hurtsound" "misc/null.wav" // // "$deathsound" "misc/null.wav" // // "$disableshoot" "1" // "collisiongroup" "1" // try group 23 // "solid" "6" // "health" "99999" // "max_health" "99999" // "DisableShadows" "1" // "defaultupgrade" "2" // "damagefilter" "filter_is_red" // //"$notsolidtoplayers" "1" // } // OnSpawnOutput // { // Target "reanimatorHitbox" // Action "$SetOwner" // Param "!activator" // Delay 0.0 // } // OnSpawnOutput // { // Target "reanimatorHitbox" // Action "disable" // Delay 0.0 // } OnSpawnOutput { Target "reanimatorHitbox" Action "$SetMaxHealth" Param 9999 Delay 0.0 } OnSpawnOutput { Target "reanimatorHitbox" Action "$setprop$m_bloodColor" Param 3 Delay 0.0 } OnSpawnOutput { Target "reanimatorHitbox" Action "$setprop$m_CollisionGroup" Param 1 Delay 0.0 } OnSpawnOutput { Target "reanimatorHitbox" Action "$setprop$m_CollisionGroup" Param 0 Delay 1.0 } OnSpawnOutput { Target "reanimatorDisplace" Action "kill" Delay 1.0 } } } //SpawnTemplate DynamicReanimatorSetup }