#base robot_giant.pop #base robot_standard.pop population { StartingCurrency 500 RespawnWaveTime 5 CanBotsAttackWhileInSpawnRoom no TextPrintTime 0 WaveStartCountdown 5 ZombiesNoWave666 1 ForceHoliday 2 NoThrillerTaunt 1 NoCritPumpkin 1 NoRomevisionCosmetics 1 DisableSound "Announcer.MVM_All_Dead" DisableSound "Announcer.MVM_Bonus" DisableSound "Announcer.MVM_Bomb_Alert_Entered" DisableSound "Announcer.MVM_Bomb_Reset" DisableSound "Announcer.MVM_Final_Wave_End" DisableSound "Announcer.MVM_Final_Wave_Start" DisableSound "Announcer.MVM_First_Wave_Start" DisableSound "Announcer.MVM_Get_To_Upgrade" DisableSound "Announcer.MVM_Robots_Planted" DisableSound "Announcer.MVM_Tank_Alert_Another" DisableSound "Announcer.MVM_Tank_Alert_Halfway" DisableSound "Announcer.MVM_Tank_Alert_Halfway_Multiple" DisableSound "Announcer.MVM_Wave_End" DisableSound "Announcer.MVM_Wave_Lose" DisableSound "Announcer.MVM_Wave_Start" DisableSound "music.mvm_end_mid_wave" DisableSound "music.mvm_end_tank_wave" DisableSound "music.mvm_end_wave" DisableSound "music.mvm_start_last_wave" DisableSound "music.mvm_start_mid_wave" DisableSound "music.mvm_start_tank_wave" DisableSound "music.mvm_start_wave" DisableSound "Game.YourTeamWon" PrecacheSound "mvm/6_am.wav" PrecacheSound "trespasser_v2/pistol_pew.wav" PrecacheGeneric "materials/hud/leaderboard_class_spy_butter_knife.vtf" PrecacheModel "models/weapons/c_models/c_pistol_whisper/c_pistol_whisper.mdl" OverrideSounds { "music.mvm_end_last_wave" "mvm/6_am.wav" "vo/mvm_bomb_back01.mp3" "misc/null.wav" "vo/mvm_bomb_back02.mp3" "misc/null.wav" } PointTemplates { MiscStuff { NoFixup 1 logic_auto { "targetname" "the_logic_auto" "OnMapSpawn" "house_health,Disable" "OnMapSpawn" "robots_win,AddOutput,OnRoundWin house_medium_health:Disable:0:-1,0,-1" "OnMapSpawn" "engineer_nest_left,Disable" } trigger_hurt //A Trigger that auto-collects the money that the timer bot drops { "targetname" "cash_collect_trig" "damage" "0" "damagecap" "0" "damagemodel" "0" "nodmgforce" "0" "damagetype" "0" "origin" "1.5 1021 137.5" "spawnflags" "1" } item_healthkit_medium { "targetname" "house_medium_health" "angles" "0 0 0" "AutoMaterialize" "1" "fademindist" "-1" "TeamNum" "2" "fademaxdist" "0" "origin" "-98 109 181" } item_healthkit_medium { "targetname" "house_medium_health" "angles" "0 0 0" "AutoMaterialize" "1" "fademindist" "-1" "TeamNum" "2" "fademaxdist" "0" "origin" "126 76 140" } } NightStartMessages { NoFixup 1 logic_relay { "targetname" "night_1_message" "OnTrigger" "!player,$displaytextcenter,Night 1,0,-1" } logic_relay { "targetname" "night_2_message" "OnTrigger" "!player,$displaytextcenter,Night 2,0,-1" } logic_relay { "targetname" "night_3_message" "OnTrigger" "!player,$displaytextcenter,Night 3,0,-1" } logic_relay { "targetname" "night_4_message" "OnTrigger" "!player,$displaytextcenter,Night 4,0,-1" } logic_relay { "targetname" "night_5_message" "OnTrigger" "!player,$displaytextcenter,Night 5,0,-1" } logic_relay { "targetname" "night_6_message" "OnTrigger" "!player,$displaytextcenter,Night Memes,0,-1" } } } SpawnTemplate "MiscStuff" SpawnTemplate "NightStartMessages" Templates { T_TFClock_Night_1 { ClassIcon timer_lite Health 100 Name "Night 1" Class Scout Skill Expert Attributes "IgnoreFlag" Attributes "UseBossHealthBar" WeaponRestrictions "MeleeOnly" CharacterAttributes { "health regen" -1 "move speed penalty" 0.001 "increased jump height" 0.1 } } T_TFClock_Night_2 { ClassIcon timer_lite Health 200 Name "Night 2" Class Scout Skill Expert Attributes "IgnoreFlag" Attributes "UseBossHealthBar" WeaponRestrictions "MeleeOnly" CharacterAttributes { "health regen" -1 "move speed penalty" 0.001 "increased jump height" 0.1 } } T_TFClock_Night_3 { ClassIcon timer_lite Health 300 Name "Night 3" Class Scout Skill Expert Attributes "IgnoreFlag" Attributes "UseBossHealthBar" WeaponRestrictions "MeleeOnly" CharacterAttributes { "health regen" -1 "move speed penalty" 0.001 "increased jump height" 0.1 } } T_TFClock_Night_4 { ClassIcon timer_lite Health 400 Name "Night 4" Class Scout Skill Expert Attributes "IgnoreFlag" Attributes "UseBossHealthBar" WeaponRestrictions "MeleeOnly" CharacterAttributes { "health regen" -1 "move speed penalty" 0.001 "increased jump height" 0.1 } } T_TFClock_Night_5 { ClassIcon timer_lite Health 500 Name "Night 5" Class Scout Skill Expert Attributes "IgnoreFlag" Attributes "UseBossHealthBar" WeaponRestrictions "MeleeOnly" CharacterAttributes { "health regen" -1 "move speed penalty" 0.001 "increased jump height" 0.1 } } T_TFClock_Night_6 //Meme Wave { ClassIcon timer_lite Health 1000 Name "Night Meme Mode" Class Scout Skill Expert Attributes "IgnoreFlag" Attributes "UseBossHealthBar" WeaponRestrictions "MeleeOnly" CharacterAttributes { "health regen" -1 "move speed penalty" 0.001 "increased jump height" 0.1 } } T_TFANIMATRONIC_Scout { ClassIcon scout_bat Health 100 Name "Bat Scout" Class Scout Skill Expert WeaponRestrictions "MeleeOnly" UseHumanModel 1 AlwaysGlow 1 CharacterAttributes { "move speed penalty" 0.5 } } T_TFANIMATRONIC_Soldier { ClassIcon soldier_shovel Health 100 Name "Shovel Scout" Class Soldier Skill Expert WeaponRestrictions "MeleeOnly" UseHumanModel 1 AlwaysGlow 1 CharacterAttributes { "move speed penalty" 0.5 } } T_TFANIMATRONIC_Pyro { ClassIcon pyro_fireaxe Health 100 Name "Fireaxe Pyro" Class Scout Skill Expert WeaponRestrictions "MeleeOnly" UseHumanModel 1 AlwaysGlow 1 CharacterAttributes { "move speed penalty" 0.5 } } T_TFANIMATRONIC_Demoman { ClassIcon demoknight_bottle_lite Health 100 Name "Bottle Demoman" Class Demoman Skill Expert WeaponRestrictions "MeleeOnly" UseHumanModel 1 AlwaysGlow 1 CharacterAttributes { "move speed penalty" 0.5 } } T_TFANIMATRONIC_Heavy { ClassIcon heavy_fist Health 100 Name "Fist Heavy" Class Heavy Skill Expert WeaponRestrictions "MeleeOnly" UseHumanModel 1 AlwaysGlow 1 CharacterAttributes { "move speed penalty" 0.5 } } T_TFANIMATRONIC_Engineer { ClassIcon engineer_wrench_sif Health 100 Name "Wrench Engineer" Class Engineer Skill Expert WeaponRestrictions "MeleeOnly" UseHumanModel 1 AlwaysGlow 1 CharacterAttributes { "move speed penalty" 0.5 } } T_TFANIMATRONIC_Medic { ClassIcon medic_battle Health 100 Name "Bonesaw Medic" Class Medic Skill Expert WeaponRestrictions "MeleeOnly" UseHumanModel 1 AlwaysGlow 1 CharacterAttributes { "move speed penalty" 0.5 } } T_TFANIMATRONIC_Sniper { ClassIcon sniper_kukri Health 100 Name "Kukri Sniper" Class Medic Skill Expert WeaponRestrictions "MeleeOnly" UseHumanModel 1 AlwaysGlow 1 CharacterAttributes { "move speed penalty" 0.5 } } T_TFANIMATRONIC_Spy { ClassIcon spy_butter_knife Health 100 Name "Knife Spy" Class Medic Skill Expert WeaponRestrictions "MeleeOnly" UseHumanModel 1 AlwaysGlow 1 CharacterAttributes { "move speed penalty" 0.5 "cannot disguise" 1 } } } CustomWeapon { Name "The Wrench" "OriginalItemName" "TF_WEAPON_WRENCH" "building max level" 1 } CustomWeapon { Name "The Silencer" "OriginalItemName" "TF_WEAPON_PISTOL" "can headshot" 1 "custom weapon fire sound" "trespasser_v2/pistol_pew.wav" "custom item model" "models/weapons/c_models/c_pistol_whisper/c_pistol_whisper.mdl" } CustomWeapon { Name "The Silencer" "OriginalItemName" "TF_WEAPON_PISTOL_SCOUT" "can headshot" 1 "custom weapon fire sound" "trespasser_v2/pistol_pew.wav" "custom item model" "models/weapons/c_models/c_pistol_whisper/c_pistol_whisper.mdl" } ExtraLoadoutItems { AllowEquipOutsideSpawn 1 Scout { Secondary "The Silencer" } Engineer { Secondary "The Silencer" } } ItemReplacement { "The Wrench" { Name "TF_WEAPON_WRENCH" Name "The Jag" Name "The Eureka Effect" Name "The Southern Hospitality" Name "Golden Wrench" Name "Festive Wrench 2011" Name "Blood Botkiller Wrench Mk.I" Name "Carbonado Botkiller Wrench Mk.I" Name "Diamond Botkiller Wrench Mk.I" Name "Gold Botkiller Wrench Mk.I" Name "Silver Botkiller Wrench Mk.I" Name "Silver Botkiller Wrench Mk.II" } } ItemBlacklist { Name "Necro Smasher" Name "Prinny Machete" } Wave { WaitWhenDone 16 Checkpoint Yes CustomWaveNumber 1 CustomMaxWaveNumber 5 StartWaveOutput { Target night_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{FBECCB}Good luck trying to survive {red}5 Nights" Line "{blue}Cash Bonuses will be given after every night" } WaveSpawn { TotalCurrency 500 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_timer FirstSpawnOutput { Target night_1_message Action Trigger } Squad { TFBot { Template T_TFClock_Night_1 } } } WaveSpawn { TotalCurrency 0 TotalCount 999 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_right Support Infinite Squad { TFBot { Template T_TFANIMATRONIC_Scout } } } WaveSpawn { TotalCurrency 0 TotalCount 999 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 6 Where spawnbot_left Support Infinite Squad { TFBot { Template T_TFANIMATRONIC_Soldier } } } } }