//mission by randomguy #base robot_standard.pop #base robot_giant.pop #base custom_weapons_randomguy.pop // - Tank HP is now printed in the chat. #base overclock_sif.pop // Yep, that's it. - SiF WaveSchedule_haharandomguyisafurry_colonthree { CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 2 StartingCurrency 6000 //5000 Advanced 1 AddSentryBusterWhenDamageDealtExceeds 4500 AddSentryBusterWhenKillCountExceeds 30 EventPopFile Halloween ForceHoliday 2 NoCritPumpkin 1 NoHolidayPickups 1 NoMissionInfo 1 // MaxRedPlayers 5 EngineerPushRange 0 NoRomevisionCosmetics 1 ImprovedAirblast 1 DisplayRobotDeathNotice 1 TextPrintTime 0 Templates { T_TFBot_Giant_Demo_Scatter //funny herp demomen { Class Demoman Name "Giant Burstier Fire Demo" ClassIcon demo_scatter Item "Scotch Bonnet" Health 3300 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon //so he isn't just dying without shooting 16 grenades Item "EOTL_demopants" //D E M O P A N T S ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.25 "fire rate bonus" -1 "clip size upgrade atomic" 12 "projectile spread angle penalty" 5 "Projectile speed increased" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Giant_Soldier_RocketRain //perfectly average. Thanks ulti! >3< { Class Soldier Name "Giant Rocket Rain Soldier" Skill Expert Health 4000 // 3800-4200 Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ClassIcon soldier_rocketrain Attributes MiniBoss Attributes HoldFireUntilFullReload Item "EOTL_demopants" //D E M O P A N T S ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 24 // 18-30 "faster reload rate" 0.25 // 0.18-0.25 "fire rate bonus" 0.02 // 0-0.1 "projectile spread angle penalty" 10 // 6-13 "projectile speed decreased" 0.55 // 0.4-0.65 // "damage penalty" 0.75 // 0.5-0.75 // "blast radius increased" 1.25 // 1.2-2 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 } } T_TFBot_Broken_Parts_Scout { Class Scout //ClassIcon scout_golden_lite Skill Expert Name "Crit Scout" Item "Upgradeable TF_WEAPON_SCATTERGUN" Attributes AlwaysCrit Item "EOTL_demopants" //D E M O P A N T S ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.6 "item style override" 1 "is australium item" 1 } } T_TFBot_Broken_Parts_Soldier { Class Soldier //ClassIcon soldier_golden_lite Skill Expert Name "Crit Soldier" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Attributes AlwaysCrit Item "EOTL_demopants" //D E M O P A N T S ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.6 "item style override" 1 "is australium item" 1 } } T_TFBot_Broken_Parts_Demoman { Class Demoman //ClassIcon demo_golden_lite Skill Expert Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Name "Crit Demoman" Attributes AlwaysCrit Item "EOTL_demopants" //D E M O P A N T S ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "Projectile speed increased" 2.0 "faster reload rate" -0.8 "damage bonus" 2.0 "item style override" 1 "is australium item" 1 } } T_TFBot_Broken_Parts_Heavy { Class Heavy ClassIcon heavy_crit //_golden_lite Skill Expert Item "Upgradeable TF_WEAPON_MINIGUN" Name "Crit Heavy" Attributes AlwaysCrit MaxVisionRange 1200 Item "EOTL_demopants" //D E M O P A N T S ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "damage bonus" 1.5 //2.0 "item style override" 1 "is australium item" 1 } } T_TFBot_Broken_Parts_Bowman { Class Sniper ClassIcon sniper_bow Skill Expert Name "Crit Bowman" Item "The Huntsman" Attributes AlwaysCrit Item "EOTL_demopants" //D E M O P A N T S ItemAttributes { ItemName "The Huntsman" "damage bonus" 1.5 //2.5 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } Mission { Objective DestroySentries Where spawnbot InitialCooldown 60 CooldownTime 60 BeginAtWave 1 RunForThisManyWaves 10 TFBot { Template T_TFBot_SentryBuster Item "EOTL_demopants" //D E M O P A N T S } } //WAVE 666 //////////CURRENCY trolling/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_1bomb_endurance_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutput //ensures bomb path is always set to the right side bomb path { Target gamerules Action RunScriptCode Param " local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Last Stand of Dead Men(Ni...)`) // NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Last Stand of Dead Men(Nightmare)`) } " } Explanation //Sigsegv mod-exclusive; displays a message before a wave starts { Line "{yellow}Mission by randomguy." } WaveSpawn { Where spawnbot TotalCount 666 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawnsAfterDeath 15 TotalCurrency 666 Support 1 TFBot { Template T_TFBot_Demoman_Knight Item "EOTL_demopants" //D E M O P A N T S } } WaveSpawn { Name stage1 Where spawnbot TotalCount 15 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier } } WaveSpawn { Name stage1 Where spawnbot TotalCount 48 //30 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 200 TFBot { Class Pyro } } WaveSpawn { Name stage1 TotalCount 2 SpawnCount 1 WaitBetweenSpawns 30 WaitBeforeStarting 10 TotalCurrency 400 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank with 30k HP inbound!`) " } LastSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank with 30k HP inbound!`) " } Tank { Health 30000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 5 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysCrit Attributes AlwaysFireWeapon } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 25 MaxActive 10 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Class HeavyWeapons } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot_left TotalCount 24 MaxActive 12 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 10 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Demoman //Attributes AlwaysCrit } } WaveSpawn { Name stage3 WaitForAllDead stage2 TotalCount 1 SpawnCount 1 TotalCurrency 400 WaitBeforeStarting 25 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank with 40k HP inbound!`) " } Tank { Health 45000 //50000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage4 WaitForAllDead stage3 Where spawnbot_left TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 15 TotalCurrency 250 TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn { Name stage4 WaitForAllDead stage3 Where spawnbot_left TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 15 TotalCurrency 250 TFBot { Template T_TFBot_Giant_HeavyWeapons } } WaveSpawn { Name stage4 WaitForAllDead stage3 Where spawnbot TotalCount 60 MaxActive 15 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 7 //5 TotalCurrency 200 TFBot { Class Pyro Skill Easy //Attributes AlwaysFireWeapon } } WaveSpawn { Name stage5 WaitForAllDead stage4 Where spawnbot TotalCount 1 //2 MaxActive 1 //2 SpawnCount 1 //2 WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_HeavyWeapons } //TFBot //{ //Template T_TFBot_Giant_Medic //} } } WaveSpawn { Name stage5 WaitForAllDead stage4 Where spawnbot TotalCount 30 MaxActive 20 SpawnCount 5 WaitBeforeStarting 10.5 WaitBetweenSpawns 3 TotalCurrency 200 TFBot { Template T_TFBot_Soldier_Extended_Concheror Item "The Direct Hit" Skill Expert } } WaveSpawn { Name stage6 WaitForAllSpawned stage5 TotalCount 2 SpawnCount 1 TotalCurrency 400 WaitBeforeStarting 15 //10 //5 WaitBetweenSpawns 30 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank with 40k HP inbound!`) " } LastSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank with 40k HP inbound!`) " } Tank { Health 40000 //45000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage6 WaitForAllSpawned stage5 Where spawnbot TotalCount 3 //6 MaxActive 3 //6 SpawnCount 1 //2 WaitBeforeStarting 10 //5 WaitBetweenSpawns 30 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Demo_Scatter //Attributes AlwaysCrit } //TFBot //{ //Template T_TFBot_Giant_Medic //} } } WaveSpawn { Name stage6 WaitForAllSpawned stage5 Where spawnbot TotalCount 3 //6 MaxActive 3 //6 SpawnCount 1 //2 WaitBeforeStarting 25 //20 WaitBetweenSpawns 30 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_HeavyWeapons //_Deflector //Attributes AlwaysCrit } //TFBot //{ //Template T_TFBot_Giant_Medic //} } } WaveSpawn { Name stage7 WaitForAllDead stage6 Where spawnbot_left TotalCount 24 MaxActive 9 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 15 //10 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Demo_Burst Attributes AlwaysCrit } } WaveSpawn { Name stage7 WaitForAllDead stage6 Where spawnbot_right TotalCount 8 MaxActive 5 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 15 //10 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier_RocketRain Attributes AlwaysCrit } } WaveSpawn { Name stage7 WaitForAllDead stage6 TotalCount 2 SpawnCount 1 TotalCurrency 400 WaitBeforeStarting 20 //15 WaitBetweenSpawns 45 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank with 50k HP inbound!`) " } Tank { Health 50000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage8 WaitForAllDead stage7 TotalCount 1 SpawnCount 1 TotalCurrency 200 WaitBeforeStarting 20 //15 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank with 65k HP inbound!`) " } Tank { Health 65000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage8 WaitForAllDead stage7 Where spawnbot_right TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 3 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_HeavyWeapons_Deflector //Attributes AlwaysCrit } } } WaveSpawn { Name stage8 WaitForAllDead stage7 Where spawnbot_left TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 3 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer //Attributes AlwaysCrit } } } WaveSpawn { Name stage9 WaitForAllDead stage8 Where spawnbot TotalCount 100 MaxActive 15 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 2 TotalCurrency 400 RandomChoice { TFBot { Template T_TFBot_Broken_Parts_Bowman ClassIcon tf2_lite } TFBot { Template T_TFBot_Broken_Parts_Demoman ClassIcon tf2_lite } TFBot { Template T_TFBot_Broken_Parts_Heavy ClassIcon tf2_lite } TFBot { Template T_TFBot_Broken_Parts_Scout ClassIcon tf2_lite } TFBot { Template T_TFBot_Broken_Parts_Soldier ClassIcon tf2_lite } } } WaveSpawn { Name stage9_tank WaitForAllDead stage8 TotalCount 1 SpawnCount 1 TotalCurrency 200 WaitBeforeStarting 5 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank with 60k HP inbound!`) " } Tank { Health 60000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage9_tank WaitForAllDead stage8 TotalCount 1 SpawnCount 1 TotalCurrency 200 WaitBeforeStarting 45 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank with 60k HP inbound!`) " } Tank { Health 60000 //70000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage9 WaitForAllDead stage9_tank Where spawnbot TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Demo_Scatter } } WaveSpawn { Name stage10 WaitForAllDead stage9 TotalCount 1 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 10 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank with 70k HP inbound!`) " } Tank { Health 70000 Speed 75 Name "tankboss" Skin 1 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage10 WaitForAllDead stage9 Where spawnbot TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 25 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_HeavyWeapons Attributes AlwaysCrit ClassIcon heavy_crit Item "EOTL_demopants" //D E M O P A N T S } TFBot { Template T_TFBot_Giant_Medic Item "EOTL_demopants" //D E M O P A N T S } } } } }