#base robot_standard.pop #base robot_giant.pop #base robot_moonlight.pop ///How they did the money thing? i dunno. //Starting Cash: 900 //Wave 1 Total Cash: 850 + 100 || + 50 WaveSchedule { StartingCurrency 900 CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 8 Advanced 1 NoRomevisionCosmetics 1 FlagEscortCountOffset -2 WaveStartCountdown 5 TextPrintTime 0 LuaScriptFile "scripts\music_gimmick_logic.lua" PrecacheSound "sound/#snd_relax.mp3" PrecacheSound "sound/#bonk-mania.mp3" PrecacheSound "sound/musicshift.mp3" PrecacheSound "sound/ExplosivePercision.mp3" PointTemplates { Convoy { OnSpawnOutput{Target Player Action $DisplayTextHint Param "A group emerges from the building"} OnSpawnOutput{Target Player Action $DisplayTextChat Param "{9acdffA} Some Sort of Convoy: {fbeccb}Hello, Meatbags." Delay 5} OnSpawnOutput{Target Player Action $DisplayTextChat Param "{9acdffA} Some Sort of Convoy: {fbeccb}I would like to talk to you all about the great Soldier-Boy Bot." Delay 9} OnParentKilledOutput {Target Player Action $DisplayTextChat Param "{9acdffA} Some Sort of Convoy: {fbeccb}So Be It." } } soldierGimmick { OnSpawnOutput { Target "airsupply" Action SetParent Param "!activator" Delay 0.02 } logic_relay { "targetname" "jello" "OnTrigger" "player,$DisplayTextChat,if i was called then i would start dancing,0.02,1" "OnTrigger" "@p@airsupply,$ChangeAttributes,gimmickFit,0.02,1" "OnTrigger" "crateflair,$AddWeaponAttribute,custom projectile model|models/props_urban/urban_crate002.mdl,1,1" "OnTrigger" "crateflair,$AddWeaponAttribute,explosion particle|fireSmokeExplosion,1,1" "OnTrigger" "crateflair,$AddWeaponAttribute,custom projectile size|40,1,1" "OnTrigger" "crateflair,$AddWeaponAttribute, damage causes airblast|4,1,1" "OnTrigger" "@p@airsupply,$TauntFromItem,Taunt: Star-Spangled Strategy,9,1" "OnTrigger" "randomAirDrop,PickRandom,,12,1" "OnTrigger" "crateflair,FireOnce,,13.3,1" } logic_case { "targetname" "randomAirDrop" "OnCase03" "area_indicate_bots,Enable,,0,1" "OnCase03" "@p@airsupply,$ChangeAttributes,airdropBots,2,1" "OnCase03" "area_indicate_bots,Disable,,2,1" } prop_dynamic { "targetname" "area_indicate_bots" "model" "models/props_mvm/indicator/indicator_circle_long.mdl" "origin" "0 0 5" "Skin" "1" "modelscale" "2.9" "solid" "0" "defaultanim" "start" "disablebonefollowers" "1" "StartDisabled" "1" } tf_point_weapon_mimic { "targetname" "crateflair" "teamnum" "3" "damage" "1" "splashradius" "150" "origin" "20 -10 600" "angles" "90 0 0" "$weaponname" "The Air Strike" "$preventshootparent" "1" // "FireSound" "weapons/mortar/mortar_shell_incomming1.wav" } info_target { "targetname" "airsupply" "origin" "0 0 0" } OnSpawnOutput { Target crateflair Action "$SetOwner" Param "@p@boss_thingy" Delay 0.6 } } //POSSIBLE SOLDIER AIRDROPS airdropBackup { OnSpawnOutput { Target dispenser Action $SetFakeParent Param !activator Delay 0.05 } OnSpawnOutput { Target dispenser Action SetHealth Param 1200 Delay 0.05 } $tf_bot_spawn { "targetname" "airsupplyBot" "origin" "0 0 120" "=Template" "T_TFBot_Giant_Soldier" "=scale" "1.35" "=Health" "1000" "=Name" "Armored Soldier" "$onbotspawn" "airsupplyBot,$ClearFakeParent,!activator,0,-1" } obj_dispenser { "targetname" "dispenser" "teamnum" "3" "$fakeparentoffset" "-30 0 65" "$radiusmult" "3" "$ratemult" "2.5" "SolidToPlayer" "0" } } // soldierboy //ID { logic_relay { "targetname" "activate" "ontrigger" "player,$DisplayTextChat,Baby_Got_Back,0.02,1" "ontrigger" "jello,Trigger,,0.05,-1" } } backtoIntermission { logic_relay { "targetname" "wave_finished_relay" "spawnflags" "2" "OnTrigger" "bonktime,StopSound,,0.2,-1" "OnTrigger" "suddenstop,PlaySound,,0.2,-1" "OnTrigger" "manialooper,Disable,,0.2,-1" "OnTrigger" "manialoop,Disable,,0.2,-1" "OnTrigger" "proplooper,Disable,,0.2,-1" "OnTrigger" "propagandaloop,Disable,,0.2,-1" } } scoutbonkmusic { KeepAlive 1 OnSpawnOutput { Target nodehere Action show } OnSpawnOutput { Target nodehere1 Action show Delay 4 } OnSpawnOutput { Target nodehere2 Action show Delay 6 } training_annotation { "targetname" "nodehere" "display_text" "Now Playing: BONKS MANIA -By JermaScoutBot" "lifetime" "3" } training_annotation { "targetname" "nodehere1" "display_text" "Players Get a SPEED BOOST and 25 PERCENT FASTER RELOAD" "lifetime" "3" } training_annotation { "targetname" "nodehere2" "display_text" "But robots also get the SPEED BOOST" "lifetime" "3" } } //tracks snd_relax { //MUSIC SHIFT SFX ambient_generic { "targetname" "suddenstop" "message" "musicshift.mp3" "health" "10" "pitch" "100" "spawnflags" "17" } //Loopey logic_relay { "targetname" "relaxloop" "spawnflags" "2" "OnTrigger" "chillax,PlaySound,,0,-1" "OnTrigger" "musiclooper,Trigger,,151,-1" } //Loop handler logic_relay { "targetname" "musiclooper" "spawnflags" "2" "OnTrigger" "chillax,StopSound,,0.2,-1" "OnTrigger" "relaxloop,Trigger,,0.22,-1" } //Music itself -- SND_RELAX ambient_generic { "targetname" "chillax" "message" "#snd_relax.mp3" "health" "10" "pitch" "100" "spawnflags" "17" } //Music Stopper logic_relay { "targetname" "musicstop_snd_relax" "spawnflags" "2" "OnTrigger" "chillax,StopSound,,0.2,-1" "OnTrigger" "suddenstop,PlaySound,,0.2,-1" "OnTrigger" "musiclooper,Disable,,0.2,-1" "OnTrigger" "relaxlooper,Disable,,0.2,-1" } } bonkmania { OnSpawnOutput { Target manialoop Action Trigger Delay 0.4 } KeepAlive 1 //Loopey logic_relay { "targetname" "manialoop" "spawnflags" "2" "OnTrigger" "bonktime,PlaySound,,0,-1" "OnTrigger" "manialooper,Trigger,,105,-1" } //Loop handler logic_relay { "targetname" "manialooper" "spawnflags" "2" "OnTrigger" "bonktime,StopSound,,0.2,-1" "OnTrigger" "manialoop,Trigger,,0.22,-1" } //Music itself -- SND_RELAX ambient_generic { "targetname" "bonktime" "message" "#bonk-mania.mp3" "health" "10" "pitch" "100" "spawnflags" "17" } //Music Stopper logic_relay { "targetname" "musicstop_bonk_mania" "spawnflags" "2" "OnTrigger" "bonktime,StopSound,,0.2,-1" "OnTrigger" "suddenstop,PlaySound,,0.2,-1" "OnTrigger" "manialooper,Disable,,0.2,-1" "OnTrigger" "manialoop,Disable,,0.2,-1" } } propaganda { OnSpawnOutput { Target propagandaloop Action Trigger Delay 0.4 } KeepAlive 1 //Loopey logic_relay { "targetname" "propagandaloop" "spawnflags" "2" "OnTrigger" "prop,PlaySound,,0,-1" "OnTrigger" "proplooper,Trigger,,105,-1" } //Loop handler logic_relay { "targetname" "proplooper" "spawnflags" "2" "OnTrigger" "prop,StopSound,,0.2,-1" "OnTrigger" "propagandaloop,Trigger,,0.22,-1" } //Music itself -- SND_PROPAGANDA ambient_generic { "targetname" "prop" "message" "#explosivepercision.mp3" "health" "10" "pitch" "100" "spawnflags" "17" } //Music Stopper logic_relay { "targetname" "musicstop_propagandaloop" "spawnflags" "2" "OnTrigger" "prop,StopSound,,0.2,-1" "OnTrigger" "suddenstop,PlaySound,,0.2,-1" "OnTrigger" "proplooper,Disable,,0.2,-1" "OnTrigger" "propagandaloop,Disable,,0.2,-1" } } } // SpawnTemplate // { // Name stage // Origin "-2800 1960 -810" // Angles "7 -30 0" // } // SpawnTemplate // { // Name stage // Origin "-2788 2391 -810" // Angles "-7 30 0" // } SpawnTemplate { Name snd_relax Origin 0 0 0 } SpawnTemplate { Name backtoIntermission Origin 0 0 0 } Wave //wave 1 { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target relaxloop Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCount 30 MaxActive 8 SpawnCount 1 TotalCurrency 50 WaitBetweenSpawns 0.8 Where spawnbot TFBot { Template T_TFBot_Heavyweapons_Shotgun Skill Normal } } WaveSpawn { Name 1 TotalCount 2 MaxActive 1 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 10 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier Skill Easy } } WaveSpawn { WaitForAllDead 1 Name 2 TotalCount 60 MaxActive 12 SpawnCount 3 WaitBetweenSpawns 0.9 TotalCurrency 100 Where spawnbot RandomChoice { TFBot { Class Scout WeaponRestrictions PrimaryOnly Skill Easy } TFBot { Class Scout WeaponRestrictions SecondaryOnly Skill Easy } TFBot { Class Scout Attributes DisableDodge WeaponRestrictions MeleeOnly Skill Expert } } } WaveSpawn { WaitForAllDead 1 Name 2 TotalCount 12 MaxActive 3 SpawnCount 1 TotalCurrency 50 WaitBetweenSpawns 3.5 Where spawnbot TFBot { Class Pyro Attributes AlwaysFireWeapon Skill Easy } } WaveSpawn { WaitForAllDead 1 Name 2a TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 9 Where spawnbot TFBot { Template T_TFBot_Giant_Demoman Skill Easy } } WaveSpawn { WaitForAllDead 2a Name 2 TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 100 WaitBeforeStarting 3 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Demoman Skill Easy } TFBot { Template T_TFBot_Giant_Medic Skill Easy } } } WaveSpawn { StartWaveOutput { Target "musicstop_snd_relax" Action Trigger } Name musicShift1 WaitForAllDead 2 TotalCount 1 SpawnCount 1 where spawnbot WaitBeforeStarting 1 TFBot { Class Scout ClassIcon musicality_scout SpawnTemplate bonkmania Name "Its Bonk'in Time, Ready to flow?" SpawnTemplate scoutbonkmusic FireInput { Name popscript Action "$lightUpTheNight" Param 1 Repeats 1 Delay 0.02 } FireInput { Name popscript Action "$playersBuffed" Repeats 1 Delay 0.04 } FireInput { Name "!self" Action $suicide Repeats 1 Delay 0.06 } } } WaveSpawn { WaitForAllDead musicShift1 TotalCount 24 MaxActive 18 SpawnCount 6 WaitBeforeStarting 10 WaitBetweenSpawns 4.4 TotalCurrency 100 Where spawnbot TFBot { Class Soldier Skill Easy Item "The Liberty Launcher" Tag "partyStandard" } } WaveSpawn { Name 3 WaitForAllDead musicShift1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0.4 TotalCurrency 100 Where spawnbot TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun ClassIcon heavy_shotgun_giant Tag "partyGiant" } } WaveSpawn { Name 4 WaitForAllDead 3 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 1.2 TotalCurrency 50 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Pyro_DF Skill Easy Tag "partyGiant" } TFBot { Class Scout Name "Battalions Scout" Skill Normal ClassIcon scout_battalion Item "The Battalion's Backup" Attributes SpawnWithFullCharge Tag "partyStandard" CharacterAttributes{ "increase buff duration" 100 } } } } WaveSpawn { WaitForAllDead 3 TotalCount 13 MaxActive 13 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0.1 Where spawnbot TFBot { Template T_TFBot_Demoman_Knight Skill Easy Tag "partyStandard" } } WaveSpawn { Name 5 WaitForAllDead 4 TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 100 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons AimTrackingInterval 4 Skill Easy Tag "partyGiant" } TFBot { Template T_TFBot_Giant_Medic Name "Regular Giant Medic" Skill Easy } } } WaveSpawn { WaitForAllDead 3 TotalCount 6 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 1.3 Support 1 Where spawnbot RandomChoice { TFBot { Class Scout Name "Regular Scout" WeaponRestrictions PrimaryOnly Skill Easy } TFBot { Class Scout Action Mobber Name "Regular Scout" WeaponRestrictions SecondaryOnly Skill Easy } TFBot { Class Scout Name "Regular Scout" Action Mobber Attributes DisableDodge WeaponRestrictions MeleeOnly Skill Expert } } } WaveSpawn { WaitForAllDead 3 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBetweenSpawns 1 Support 1 Where spawnbot TFBot { Class Pyro Name "Regular Pyro" WeaponRestrictions PrimaryOnly Skill Easy } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target relaxloop Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name a1 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBetweenSpawns 0.9 TotalCurrency 10 Where spawnbot Squad { TFBot { Class Soldier ClassIcon soldier_head_nys Name "Convoy Fan-Bot" WeaponRestrictions PrimaryOnly Skill Easy SpawnTemplate Convoy CharacterAttributes { "no_attack" 1 "cannot pick up intelligence" 1 } FireInput { Name popscript Action "$lightUpTheNight" Param 1 Repeats 1 Delay 0.02 } InterruptAction { Target "-2514 2163 0" Duration 999 } } TFBot { Class Soldier ClassIcon soldier_head_nys Name "Guard Body" WeaponRestrictions SecondaryOnly Skill Easy CharacterAttributes { "no_attack" 1 "cannot pick up intelligence" 1 } } TFBot { Class Soldier ClassIcon soldier_head_nys Name "Gody Buard" Attributes DisableDodge WeaponRestrictions MeleeOnly Skill Expert CharacterAttributes { "no_attack" 1 "cannot pick up intelligence" 1 } } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.9 TotalCurrency 10 WaitForAllDead a1 StartWaveOutput { Target "musicstop_snd_relax" Action Trigger } Where spawnbot TFBot { Class Soldier SpawnTemplate propaganda FireInput { Name popscript Action "$lightUpTheNight" Param 2 Repeats 1 Delay 0.02 } FireInput { Name popscript Action "$playersBuffed" Repeats 1 Delay 0.04 } FireInput { Name "!self" Action $suicide Repeats 1 Delay 0.06 } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 999 WaitBetweenSpawns 999 TotalCurrency 10 Where spawnbot TFBot { Class Soldier } } } }