//A demonic endurance mission that gets harder as it goes... And its in expert WHAT?!?!?!? #base robot_giant.pop #base robot_moonlight.pop #base robot_standard.pop devilishactofviolence //WaveSchedule { StartingCurrency 13500 RespawnWaveTime 7 Advanced 1 NoRomevisionCosmetics 1 WaveStartCountdown 1 ///Important precaching PrecacheModel "models/rcat/rcat_level2.mdl" PrecacheModel "models/props_mvm/indicator/indicator_circle_long.mdl" PrecacheSound "sound\weapons\grenade_launcher_shoot.wav" LuaScriptFile "scripts\music_gimmick_logic.lua" CustomWeapon { "barrage" { OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" "mod projectile heat seek power" 40 "mod projectile heat aim start time" 1.5 "mod projectile heat aim time" 3.1 "projectile acceleration start time" 2 "projectile acceleration" 3000 "projectile spread angle penalty" 40 "Projectile speed decreased" 0.35 "projectile gravity" 50 "custom weapon fire sound" "=90|weapons\flare_detonator_launch.wav" "projectile trail particle" "halloween_rockettrail" } } PointTemplates { gimmickID { OnSpawnOutput { Target "boi" Action SetParent Param "!activator" Delay 0.05 } info_target { "targetname" "boi" "origin" 0 0 0 } } indicatorcheck { OnSpawnOutput { Target "wewo" Action Enable } prop_dynamic { "targetname" "wewo" "model" "models/props_mvm/indicator/indicator_circle_long.mdl" "Skin" "1" "modelscale" "2.3" "solid" "0" "defaultanim" "start" "disablebonefollowers" "1" "StartDisabled" "1" } } lightUpTheNight { OnSpawnOutput { Target popscript Action "$lightUpTheNight" } } //GIMMICK TESTS soldierboy_gimmick { logic_relay { "targetname" "activation" "ontrigger" "player,$$DisplayTextChat,Baby Got Back,,0.02,-1" "ontrigger" "@f@boi@info_target,$ChangeAttributes,gimmickActivation,,0.02,-1" } } // soldierboy_spawntherobot_huzzah { OnSpawnOutput { Target "@p@boi" Action "$TauntFromItem" Param "Taunt: Star-Spangled Strategy" Repeats 1 Delay 1 } OnSpawnOutput { Target "area_indicate" Action Enable Delay 4 } // // NoFixup 1 prop_dynamic { "targetname" "area_indicate" "model" "models/props_mvm/indicator/indicator_circle_long.mdl" "origin" "125 0 5" "Skin" "1" "modelscale" "2.9" "solid" "0" "defaultanim" "start" "disablebonefollowers" "1" "StartDisabled" "1" } } } SpawnTemplate { Name "indicatorcheck" Origin "2168 -14 192" } //The Evil Elves need dripping out yknow //Wave 1 of evil smissmas Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } //These are to be thought as one! //{ WaveSpawn { TotalCount 12 MaxActive 5 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 3.5 Where spawnbot RandomChoice { TFBot { Class Scout tag gimmick tag partyStandard UseHumanAnimations 1 CharacterAttributes { "no_attack" 1 } } TFBot { Class Soldier tag gimmick tag partyStandard UseHumanAnimations 1 CharacterAttributes { "no_attack" 1 } } TFBot { Class Pyro tag gimmick tag partyStandard UseHumanAnimations 1 CharacterAttributes { "no_attack" 1 } } TFBot { Class Demoman tag gimmick tag partyStandard UseHumanAnimations 1 CharacterAttributes { "no_attack" 1 } } TFBot { Class HeavyWeapons tag gimmick tag partyStandard UseHumanAnimations 1 CharacterAttributes { "no_attack" 1 } } TFBot { Class Engineer Action Mobber tag gimmick tag partyStandard UseHumanAnimations 1 CharacterAttributes { "no_attack" 1 } } } } WaveSpawn { TotalCount 0 MaxActive 3 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 13 WaitBetweenSpawns 8 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Giant_Soldier Skill Easy Name "Giant Soldier" tag partyGiant // SpawnTemplate lightUpTheNight CharacterAttributes { "no_attack" 1 } } } } WaveSpawn { Name 1 TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 3 WaitBetweenSpawns 10 Where spawnbot TFBot { Class Heavy CharacterAttributes { "no_attack" 1 } Tag DJ FireInput { Name popscript Action "$lightUpTheNight" Param 2 Repeats 1 Delay 0.02 } } } WaveSpawn { waitforalldead 1 TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot TFBot { Class Soldier CharacterAttributes { "no_attack" 1 } } } } wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } //These are to be thought as one! //{ WaveSpawn { TotalCount 12 MaxActive 5 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 3.5 Where spawnbot RandomChoice { TFBot { Class Scout tag partyStandard CharacterAttributes { "no_attack" 1 } } TFBot { Class Soldier tag partyStandard CharacterAttributes { "no_attack" 1 } } TFBot { Class Pyro tag partyStandard CharacterAttributes { "no_attack" 1 } } TFBot { Class Demoman tag partyStandard CharacterAttributes { "no_attack" 1 } } TFBot { Class HeavyWeapons tag partyStandard CharacterAttributes { "no_attack" 1 } } TFBot { Class Engineer Action Mobber tag partyStandard CharacterAttributes { "no_attack" 1 } } } } WaveSpawn { TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 5.5 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier UseHumanAnimations 1 tag Gimmick SpawnTemplate gimmickID CharacterAttributes { "no_attack" 1 } EventChangeAttributes { "gimmickActivation" { FireInput { Target soldierboy_spawntherobot_huzzah Action ForceSpawnAtEntityOrigin Param "!activator" Delay 0.50 } } } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 4 WaitBetweenSpawns 5 Where spawnbot TFBot { Class Scout UseHumanAnimations 1 Action Passive CharacterAttributes { "no_attack" 1 } SpawnTemplate soldierboy_gimmick FireInput { Target player Action "$DisplayTextChat" Param "im loosing it" Delay 0.02 } FireInput { Target "activation" Action Trigger Delay 0.5 } } } } }