//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 400 RespawnWaveTime 7 Advanced 1 BotsAreHumans 2 NoRomevisionCosmetics 1 WaveStartCountdown 1 ///Important precaching PrecacheModel "models/rcat/rcat_level2.mdl" PrecacheSound "sound\weapons\grenade_launcher_shoot.wav" CustomWeapon { "barrage" { OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" "mod projectile heat seek power" 360 "mod projectile heat aim start time" 1.5 "mod projectile heat aim time" 2.1 "projectile acceleration start time" 2 "mod projectile heat aim error" 360 "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 { Helicopter { //Base Helicopter stuff OnSpawnOutput { Target loopback Action Trigger } OnSpawnOutput { Target player Action $PlaySoundToSelf Param "misc\doomsday_lift_warning.wav" } OnSpawnOutput { Target helihealth Action "$StopParticleEffects" } //Important Gunner Weaponry Set Up Prep Time shenanigans OnSpawnOutput { Target barrage_of_doom Action Trigger Delay 5 } prop_dynamic //Model of the copter but i still have to understand how to use FaceEntity { "targetname" "helicoptermodel" "model" "models/props_frontline/helicopter_windows.mdl" "DefaultAnim" "fly_idle" "angles" "20 0 0" "skin" "1" "origin" "0 0 500" "solid" "0" } tank_boss //Boss Health and Hitbox { "targetname" "helihealth" "health" "5000" // "model" "models/props_frontline/helicopter_windows.mdl" // "effects" "32" "origin" "0 0 0" "$OnKilled" "helicopterdeath,trigger,,0,-1" } info_particle_system { "targetname" "flair" "effect_name" "teleporter_mvm_bot_red_persist" "start_active" "1" } logic_relay //This is to glue the damn hitbox to the dover copter { "targetname" "loopback" "spawnflags" "2" "onspawn" "@c@helihealth,disable,,0,1" //TO DISABLE TANK CHILD MODELS "onspawn" "helicoptermodel,$SetSolid,0,0.4,1" "ontrigger" "helihealth,$SetFakeParent,helicoptermodel,0.2,1" "ontrigger" "helihealth,$StopParticleEffects,,0,-1" "ontrigger" "loopback,Trigger,,0.02,-1" } logic_relay //so sad... it dies { "targetname" "helicopterdeath" "ontrigger" "!parent,$suicide,,0,-1" } //The Helicopter in this scenario fits to be more supportive... but will have a weak barrage attack just to fuck with the players :3 //filter for blue team // filter_activator_tfteam // { // "targetname" "blubuff" // "TeamNum" "3" // "Negated" "0" // } //BARRAGE OF DOOOOOM tf_point_weapon_mimic { "targetname" "barrage" "origin" "0 0 700" "angles" "-50 0 0" "$firetime" "0.04" "$weaponname" "barrage" } logic_relay { "targetname" "barrage_of_doom" "spawnflags" "2" "ontrigger" "barrage,$StartFiring,,0,-1" "ontrigger" "barrage,$StopFiring,,1.8,-1" "ontrigger" "rebarrage,trigger,,20,-1" } logic_relay //for some reason !self dont work...ddadassd { "targetname" "rebarrage" "ontrigger" "barrage_of_doom,trigger,,0,-1" } } } //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 { Name 1 TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 100 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Name "Helicopter" SpawnTemplate Helicopter Class Soldier ClassIcon helicopter_blue_nys Health 999 Skill Expert AimTrackingInterval 5 Attributes MiniBoss Attributes DisableDodge Attributes SuppressFire ExtAttr IgnoreBuildings WeaponRestrictions PrimaryOnly UseCustomModel "models/empty.mdl" Scale 0.3 Tag bot_giant InterruptAction { Target ClosestPlayer Distance 600 Delay 1 Duration 9999 } AddCond { Index 52 } AddCond { Index 64 //not targeted by red bot } CustomWeaponModel { Slot 0 Model "models/empty.mdl" } CustomWeaponModel { Slot 1 Model "models/empty.mdl" } CustomWeaponModel { Slot 2 Model "models/empty.mdl" } CharacterAttributes { "not solid to players" 1 "voice pitch scale" 0 "move speed bonus" 0.8 "no_jump" 1 "damage force reduction" 0.001 "airblast pushback scale" 0.0001 "airblast vertical pushback scale" 0.0001 "dmg from ranged reduced" 0 "dmg from melee increased" 0 "cannot be backstabbed" 1 "cannot pick up intelligence" 1 "crit mod disabled" 0 } } } } //} } }