//remedic but its actually reverse //collab between colonel and stardust //zombies need to aquire the n word pass so they can say the n word //but red has it //fuck red //they go get it #base robot_standard.pop #base robot_giant.pop //#base robot_stardust.pop // do we want my templates? WaveSchedule { StartingCurrency 1000 CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 5 // FixedRespawnWaveTime 1 // AddSentryBusterWhenDamageDealtExceeds 3000 // AddSentryBusterWhenKillCountExceeds 15 // Advanced 1 // EventPopfile Halloween ReverseWinConditions 1 AllowJoinTeamBlue 1 HumansMustJoinTeam Blue SetCreditTeam 3 SniperAllowHeadshots 1 SendBotsToSpectatorImmediately 1 FixedRespawnWaveTimeBlue 1 RespawnWaveTimeBlue 5 MaxSpectators 0 NoRomevisionCosmetics 1 RemoveBluVelocityLimit 1 NoBluHumanFootsteps 1 FixedBuybacks 1 BuybacksPerWave 0 SniperHideLasers 1 //BluHumanInfiniteAmmo 1 // do we want this RestoreNegativeDamageHealing 1 HealOnKillOverhealMelee 1 FlagCarrierMovementPenalty 1 NoRedBotsRandomCrit 1 FixHuntsmanDamageBonus 1 RobotLimit 26 ExtraBotSlotsNoDeathcam 0 EnemyTeamForReverse Red NoRedSniperBotHeadshots 1 ExtendedUpgradesOnly 1 ForceHoliday 2 PrecacheModel "models/props_mvm/mvm_upgrade_blu.mdl" PrecacheModel "models/props_mvm/reversemvm_redwall_352x256.mdl" PrecacheModel "models/props_mvm/reversemvm_redwall.mdl" ClassLimit { Heavyweapons 0 Medic 0 Sniper 0 Spy 0 Medic 6 Scout 0 Soldier 0 Pyro 0 Engineer 0 } ForceItem "Zombie Medic" ///////////////////////////////////////BALANCING //////////////////////////////////////////////////////// ItemAttributes //Adds attributes to specified item given to players { SimilarToItem "The Ubersaw" "add uber charge on hit" 0.1 "special item description" "Less uber per hit." } ///////////////////////////////////////EXTENDED UPGRADES (make them zombie themed or smth idk) //////////////////////////////////////////////////////// ExtendedUpgrades { HealthUpgrade { Name "+50 max health" Attribute "max health additive bonus" Cap 200 Increment 50 Cost 600 PlayerUpgrade 1 AllowPlayerClass Medic Description "+50 health" } VampireUpgrade { Name "Vampire" Attribute "bleeding duration" Cap 9 Increment 3 Cost 600 AllowPlayerClass Medic Description "Leech Life off of enemies." AllowedWeapons { Slot "melee" } DisallowedWeapons { Itemname "The Ubersaw" Itemname "Festive Ubersaw" } SecondaryAttributes { "heal on hit for slowfire" 5 } } DamageUpgrade { Name "Added Hunger" Attribute "damage bonus" Cap 1.6 Increment 0.2 Cost 300 AllowPlayerClass Medic Description "+20% damage bonus" AllowedWeapons { Slot "melee" Slot "Primary" } } CritUpgrade { Name "Anger Point" Attribute "speed_boost_on_kill" Cap 3 Increment 3 Cost 700 AllowPlayerClass Medic Description "Speed Boost and Minicrits on kill" SecondaryAttributes { "minicritboost on kill" 3 } AllowedWeapons { Slot "melee" } } } ///////////////////////////////////////POINT TEMPLATES //////////////////////////////////////////////////////// PointTemplates { //NOTES //Use init_wave_output to disable and enable logic core_logic { logic_auto { "targetname" "auto_setup" "OnMapSpawn" "func_respawnroomvisualizer*,Disable,,0,-1" "OnMapSpawn" "spawnbot*,Disable,,0,-1" "OnMapSpawn" "intel*,Disable,,0,-1" // "OnMapSpawn" "wave_start*,AddOutput,OnTrigger func_respawnroomvisualizer*:SetTeam:3:0:-1,0,-1" // // "OnMapSpawn" "wave_finish*,AddOutput,OnTrigger func_respawnroomvisualizer*:SetTeam:2:0:-1,0,-1" } } Point_A { NoFixup 1 //BLU spawn POINT A info_player_teamspawn { "angles" "0 90 0" "spawnflags" "511" "targetname" "blu_spawn" "TeamNum" "3" "origin" "-2872 -328 -1636" } //RED medic spawn point A info_player_teamspawn { "angles" "0 0 0" "spawnflags" "511" "targetname" "redmed_boss_pointA" "origin" "-4454 910 -1294.7" } //Upgrade station prop_dynamic { "angles" "0 90 0" "model" "models/props_mvm/mvm_upgrade_blu.mdl" "modelscale" "1.0" "skin" "0" "solid" "6" "spawnflags" "0" "origin" "-2880 -985 -1641" "targetname" "UpgradeStationPointA" } func_upgradestation { "mins" "-216 -237 -83" "maxs" "216 237 83" "origin" "-2880 -985 -1641" "parentname" "UpgradeStationPointA" } //Spawn Force Fields and Walls prop_dynamic { "angles" "0 90 0" "model" "models/props_mvm/reversemvm_redwall_352x256.mdl" "solid" "0" "spawnflags" "0" "targetname" "point_a_wall_spawn_prop" "origin" "-2569 -840 -1535" } func_forcefield { "origin" "-2570.5 -852 -1535" "StartDisabled" "0" "targetname" "point_a_wall_spawn" "TeamNum" "2" "mins" "-11 -159 -128" "maxs" "11 159 128" } prop_dynamic { "angles" "0 180 0" "model" "models/props_mvm/reversemvm_redwall_352x256.mdl" "modelscale" "1.0" "skin" "0" "solid" "0" "spawnflags" "0" "targetname" "point_a_wall_spawn_prop_2" "origin" "-3283 -701.286 -1619" } func_forcefield { "origin" "-3245 -690 -1526" "renderfx" "0" "rendermode" "0" "StartDisabled" "0" "targetname" "point_a_wall_spawn_2" "TeamNum" "2" "mins" "-159 -11 -128" "maxs" "159 11 128" } //ForceFields near point A func_forcefield { "origin" "-4409.45 1346.49 -1200" "rendermode" "0" "StartDisabled" "0" "targetname" "point_a_wall_point" "TeamNum" "2" "mins" "-159 -12 -128" "maxs" "159 12 128" } prop_dynamic { "angles" "0 180 0" "model" "models/props_mvm/reversemvm_redwall_352x256.mdl" "modelscale" "1.0" "skin" "0" "solid" "0" "spawnflags" "0" "targetname" "point_a_wall_point_prop" "origin" "-4409.45 1346.49 -1250" } func_forcefield { "origin" "-3724.8 843.15 -1271" "StartDisabled" "0" "targetname" "point_a_wall_point_2" "TeamNum" "2" "mins" "-11 -159 -128" "maxs" "11 159 128" } prop_dynamic { "angles" "0 90 0" "model" "models/props_mvm/reversemvm_redwall_352x256.mdl" "modelscale" "1.0" "skin" "0" "solid" "0" "spawnflags" "0" "targetname" "point_a_wall_point_prop" "origin" "-3724.8 843.15 -1340" } func_forcefield { "origin" "-3739.32 1231.7 -1088" "StartDisabled" "0" "targetname" "point_a_wall_point_2" "TeamNum" "2" "mins" "-11 -159 -128" "maxs" "11 159 128" } prop_dynamic { "angles" "0 90 0" "mindxlevel" "0" "model" "models/props_mvm/reversemvm_redwall.mdl" "solid" "0" "spawnflags" "0" "targetname" "wall2" "origin" "-3732 1236 -1162" } //Spawn ForceFields and its logic func_forcefield { "origin" "-3727 -601 -1569" "renderfx" "0" "rendermode" "0" "StartDisabled" "0" "targetname" "point_a_wall_deactive" "teamnum" "2" "mins" "-140 -90 -128" "maxs" "140 90 128" } prop_dynamic { "angles" "0 195 0" "model" "models/props_mvm/reversemvm_redwall_352x256.mdl" "skin" "0" "solid" "0" "spawnflags" "0" "targetname" "drop_wall" "origin" "-3657.82 -668.469 -1591" } logic_auto { "targetname" "wave1_setup" "OnMapSpawn" "wave_start*,AddOutput,OnTrigger drop_wall*:Disable::0:-1,0,-1" "OnMapSpawn" "wave_start*,AddOutput,OnTrigger point_a_wall_deactive*:SetTeam:3:0:-1,0,-1" "OnMapSpawn" "wave_finish*,AddOutput,OnTrigger drop_wall*:Enable::0:-1,0,-1" "OnMapSpawn" "wave_finish*,AddOutput,OnTrigger point_a_wall_deactive*:SetTeam:2:0:-1,0,-1" } } } SpawnTemplate core_logic SpawnTemplate Point_A Wave // Wave 1 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } WaveSpawn { Name "example" Where redmed_boss_pointA TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { ClassIcon medic_armored_lite Health 30000 Name "Chief Medic" Action fetchflag Scale 1.7 AlwaysGlow 1 Attributes UseBossHealthBar Class Medic Attributes Miniboss Skill Expert WeaponRestrictions MeleeOnly Item "the amputator" Item "modest metal pile of scrap" item "Coldfront Carapace" ItemAttributes { itemname "the amputator" "damage bonus" 1.25 "damage force reduction" 0.0001 "melee range multiplier" 1.25 "mult_health_fromhealers_penalty_active" "0.55" } CharacterAttributes { "dmg taken increased" 2 "not solid to players" 1 } Taunt //Taunt periodically { Delay 1 Cooldown 25 } AddCond { Name "TF_COND_REPROGRAMMED" } } } } }