#base robot_giant.pop #base robot_standard.pop //Documentation Popfile //version b7 //Fixed games_close_relay and games_open_relay //Made by BigfootBeto for mvm_casino_city_b7c //https://steamcommunity.com/id/bigfootbeto/ ///// bot spawn names ////// // // spawnbot // spawnbot_center // spawnbot_left // spawnbot_right // // spawnbot_mission_sentrybuster // spawnbot_mission_sniper // spawnbot_mission_spy // // spawnbot_chips // ////////////////////////////// ////// relay names ///////// // // wave_start_relay // wave_finished_relay // // wave_start_relay_ironman // wave_finished_relay_ironman // // wave_start_relay_boss (identical to wave_start_relay) // wave_finished_relay_boss (identical to wave_finished_relay) // // games_open_relay // games_close_relay // // upgrade_break_start_relay // upgrade_break_finished_relay // // boss_spawn_relay // boss_spawn_relay_sentrytank // boss_dead_relay // boss_deploy_relay // // chips_add_1_relay // chips_add_3_relay // chips_add_5_relay // chips_add_10_relay // // //////////////////////////////////// ////// bot tag names ///////// // // chips_count_3 // chips_count_5 // chips_count_10 // chips_count_25 // // chips_boss // //////////////////////////////////// ////// tank path names ///////// // // tank_path_a_1 // tank_path_b_1 // // tank_path_sentrytank // //////////////////////////////////// // If you wish to manually add chips in-game use the following commands: // // sv_cheats 1 // ent_fire chips_override add # // // replace # with the number of chips you want // ( don't put anything at or above 999 or you risk crashing the game :P ) // WaveSchedule { StartingCurrency 1000 RespawnWaveTime 4 CanBotsAttackWhileInSpawnRoom no //WAVE 1 ///////////////////////////////////////////////////////////////// // // Simple Chipsbot Setup // /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 01chips: Spawns 1 chipsbot every 25 seconds. Each bot carries 1 chip. { Name "wave01chips" Where spawnbot_chips //VERY IMPORTANT. Otherwise the bot will spawn without the chips case. TotalCount 2 MaxActive 1 //There can be as many MaxActive at once as you like. However, more than 1 will cause the hud to be confused. SpawnCount 1 //DO NOT SPAWN MORE THAN ONE CHIPSBOT AT A TIME!! WaitBeforeStarting 25 //must spawn after first regular bot. Chips bot cannot be the first bot to spawn! WaitBetweenSpawns 25 //Allow a minimum of at least 3 seconds between spawns. TotalCurrency 0 //Currency is not recommended since the bots will drop chips instead. Support 1 //Not necessary, but provides infinite spawning TFBot { Template T_TFBot_Scout_Melee ClassIcon chip //the name of the custom hud icon Name "Chips Runner" //can be whatever name you like Item "MvM GateBot Light Scout" //make sure to use the correct hat for the class //the gatebot hat is not required, but it makes the bot more noticeable } } WaveSpawn //WAVE 01a: Scouts to spawn the bomb first { Name "wave01a" Where spawnbot TotalCount 10 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 //starts before chips bot WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Melee Health 15 } } } //WAVE 2 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // // Using Chipsbot Tags // ////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 02chips: Chipsbot using tags { Name "wave02chips" Where spawnbot_chips TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 20 TotalCurrency 0 //Support 1 RandomChoice //On Wave start, one of the following bots will be chosen to run during the wave { TFBot { Template T_TFBot_Scout_Melee ClassIcon chip Name "Bonus Chips Runner" Item "MvM GateBot Light Scout" Tag chips_count_3 //The dropped chips case will award 3 chips instead of 1. } TFBot { Template T_TFBot_Scout_Melee ClassIcon chip Name "Big Bonus Chips Runner" Item "MvM GateBot Light Scout" Tag chips_count_5 //The dropped chips case will award 5 chips instead of 1. } TFBot { Template T_TFBot_Scout_Melee ClassIcon chip Name "Bigger Bonus Chips Runner" Item "MvM GateBot Light Scout" Tag chips_count_10 //The dropped chips case will award 10 chips instead of 1. } TFBot { Template T_TFBot_Scout_Melee ClassIcon chip Name "Biggest Bonus Chips Runner" Item "MvM GateBot Light Scout" Tag chips_count_25 //The dropped chips case will award 25 chips instead of 1. } } } //CHIPS BOSS // (it's called a chips boss but really it's just a chips bot with urgency) // The chips bot will spawn like normal, however the pickup timer will be active on the bot. // If the bot is not killed before the timer runs out, the chips disappear. // If the bot is killed in time, the timer resets to normal pickup time. // // Note: The boss tag does not add chips. It only enables the timer functionality. WaveSpawn //WAVE 02chipsboss: Chipsbot boss { Name "wave02chipsboss" WaitForAllDead "wave02chips" //spawns after the first two chips bot die in this wave Where spawnbot_chips TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 0 TFBot { Template T_TFBot_Scout_Melee Scale 1.5 ClassIcon chip Name "Chips Boss" Item "MvM GateBot Light Scout" Tag chips_count_25 //The dropped chips case will award 25 chips instead of 1. Tag chips_boss //Enables the chips counter countdown } } WaveSpawn //WAVE 02a: Scouts to spawn the bomb first { Name "wave02a" Where spawnbot TotalCount 10 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Melee Health 15 } } } //WAVE 3 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // // Creating chips with relays // ////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput //Adds 1 chip when the wave loads { Target chips_add_1_relay //this can be swapped out with a different number chips relay Action Trigger } /////////////////////////////////////// The following don't work because only one DoneOutput can trigger at a time. // DoneOutput //Adds 19 chips when the wave ends // { // Target chips_add_1_relay // Action Trigger // } // DoneOutput // { // Target chips_add_3_relay // Action Trigger // } // DoneOutput // { // Target chips_add_5_relay // Action Trigger // } // DoneOutput // { // Target chips_add_10_relay // Action Trigger // } //////////////////////////////////////// WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 03a: Scouts { Name "wave03a" Where spawnbot TotalCount 10 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 100 //Regular bots can be used to add bonus chips. //However, there will be no visual indication such as the chips case that the bot has chips. FirstSpawnOutput { Target chips_add_1_relay Action Trigger } TFBot { Template T_TFBot_Scout_Melee Health 15 } } } //WAVE 4 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // // Sentry Tank Setup // // You can have as many sentry tanks spawned at the same as you want. // Given that there's some time between spawns so that they dont end up stacked. // // // If you wish to incoperate sentry tanks into your own map, a prefab is available // here: https://tf2maps.net/downloads/sentry-tank-prefab.7662/ // ////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 04tank: [SENTRY TANK] { Name "wave04tank" TotalCount 1 WaitBeforeStarting 15 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay_sentrytank //REQUIRED Action Trigger } Tank { Health 12500 //choose desired health Speed 75 //choose desired speed Name "tankboss_sentrytank" //REQUIRED StartingPathTrackNode "tank_path_sentrytank" //REQUIRED OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 04a: Scouts { Name "wave04a" Where spawnbot TotalCount 10 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Melee Health 15 } } } //WAVE 5 ///////////////////////////////////////////////////////////////// // // Ironman wave and casino games open/close relay usage // // // upgrade_break_start_relay - Opens the games AND enable the forward upgrade station // // games_open_relay - Only opens the casino games and not the forward upgrade station // // // // WARNING Avoid spawning chipsbots while the bomb is reset. // The bomb has priority over the chipscase, so the bomb // will teleport to the chipsbot before it has a chance to pick // up the chipscase. The chipscase will spawn anyway, and it // remain uncollected. Luckily the case will despawn automatically // if it is not picked up within 1 second. // /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_ironman //starts a wave with a bomb that resets after 60 seconds Action Trigger } DoneOutput { Target wave_finished_relay_ironman Action Trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 05chips: Spawns 1 chipsbot every 25 seconds. Each bot carries 1 chip. { Name "wave05chips" Where spawnbot_chips //VERY IMPORTANT TotalCount 2 MaxActive 2 //There can be as many MaxActive at once as you like. SpawnCount 1 //DO NOT SPAWN MORE THAN ONE CHIPSBOT AT A TIME WaitBeforeStarting 25 //must spawn after first regular bot. Chips bot cannot be the first bot to spawn! WaitBetweenSpawns 25 //Allow a minimum of at least 3 seconds between spawns. TotalCurrency 0 //Currency is not recommended since the bots will drop chips instead. Support 1 //Not necessary, but provides infinite spawning TFBot { Template T_TFBot_Scout_Melee ClassIcon chip //the name of the custom hud icon Name "Chips Runner" //can be whatever name you like Item "MvM GateBot Light Scout" //make sure to use the correct hat for the class } } WaveSpawn //WAVE 01a: Scouts to spawn the bomb first { Name "wave01a" Where spawnbot TotalCount 10 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Melee Health 15 } } //Opening the games: WaveSpawn //WAVE 05b: Heavy, when spawned, the casino games are OPENED { Name "wave05b" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 15 TotalCurrency 100 FirstSpawnOutput { Target games_open_relay //replace with upgrade_break_start_relay if you also want to enable the forward upgrade station Action Trigger } TFBot { Template T_TFBot_Heavyweapons_Fist } } //The games will remain open until they are force closed or until the next wave starts //TIP: The wave should be relatively calm or even paused to allow players to enjoy the games. //WARNING Watch the edict limit while the games are open. Do not spawn spammy enemies // because that could reach the edict limit while all 3 casino games are // active. // Check active edicts with the "status" command. There are only 2048 available // to use until the game crashes. //Closing the games: //Allow plenty of time before closing them or it will be jarring to players. WaveSpawn //WAVE 5c: Pyro, when spawned, the casino games are CLOSED { Name "wave05c" WaitForAllDead "wave05b" //spawns after heavy is killed Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 60 //spawns 60 seconds after heavy is killed WaitBetweenSpawns 15 TotalCurrency 100 FirstSpawnOutput { Target games_close_relay //replace with upgrade_break_finished_relay if you also want to disable the forward upgrade station Action Trigger } TFBot { Template T_TFBot_Pyro } } } }