#base robot_giant.pop #base robot_standard.pop #base robot_standard_red.pop #base robot_giant_red.pop #base robot_extras_revamped.pop //made by wacev //not termination act 2&3 //ImmaBoss.vmf //:3 WaveSchedule { StartingCurrency 2000 RespawnWaveTimeBlue 1337666 PlayerMiniBossMinRespawnTime 1337666 ReverseWinConditions 1 AllowJoinTeamBlue 1 BluHumanInfiniteCloak 0 BluHumanInfiniteAmmo 0 HumansMustJoinTeam Blue SetCreditTeam 3 SniperAllowHeadshots 1 SendBotsToSpectatorImmediately 1 BluHumanFlagCapture 1 FlagCarrierMovementPenalty 1 BluHumanFlagPickup 1 BluPlayersAreRobots 1 AllowJoinTeamBlueMax 6 BotHumansHaveEyeGlow 0 AllowBotExtraSlots 1 RobotLimit 40 TextPrintTime 0 WaveStartCountdown 5 BotsRandomCrit 0 MedigunShieldDamage 1 NoReanimators 1 LuaScriptFile "scripts/robotfactory_rev.lua" LuaScriptFile "scripts/wacev_expanded_lib.lua" CustomScriptSounds { "EMP.Sound1" { "channel" "CHAN_WEAPON" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_80dB" "wave" ")ambient/levels/labs/electric_explosion3.wav" } "EMP.Sound2" { "channel" "CHAN_WEAPON" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_80dB" "wave" ")ambient/levels/labs/electric_explosion1.wav" } "EMP.Sound3" { "channel" "CHAN_BODY" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_70dB" "wave" ")ambient/levels/labs/electric_explosion5.wav" } } PlayerAttributes { "min respawn time" 1337666 } ExtraTankPath //testing { Name "drill_tank" //name of the starting path node prefix. First tank node name would be name_1 Node "2111 -384 112" Node "1600 -384 112" Node "1520 -352 112" Node "1448 -264 112" Node "1368 -136 112" //Node 5 Node "1216 64 112" Node "1152 216 112" Node "1088 352 112" Node "976 504 112" Node "800 592 112" //Node 10 Node "640 624 112" Node "384 640 112" Node "216 704 112" Node "80 832 112" Node "-64 1008 112" //Node 15 Node "-320 1328 24" Node "-416 1280 24" Node "-528 1296 24" Node "-1264 1392 -128" Node "-1392 1376 -128" //Node 20 Node "-1504 1296 -128" Node "-1584 1184 -128" Node "-1684 1056 -128" Node "-1680 816 -128" Node "-1712 448 -128" //Node 25 Node "-1712 -80 -128" Node "-1696 -704 64" Node "-1680 -1008 64" Node "-1584 -1168 64" Node "-1424 -1280 64" //Node 30 Node "-1232 -1280 64" Node "-820 -1280 70" //Node 32 - Slow down the tank to a crawl to allow it to 'drill.' Node "-724 -1280 70" //Node 33 - This is where the tank should break through the first door. Node "716 -1280 70" //Node 34 - Slow down the tank to a crawl to allow it to 'drill.' Node "812 -1280 70" //Node 35 - This is where the tank should break through the second door. Node "1424 -1280 70" Node "1476 -1192 70" Node "1450 -980 70" //Node 38 - Haha! Tank go drill! Node "1450 -932 70" //Node 39 - Concrete wall go bye-bye Node "1450 -856 70" //Node 40 - Slow down for second wall Node "1450 -664 70" //Node 41 - Concrete wall go bye-bye Node "1456 -404 70" //From here, most of these node locations are from the actual map itself // Node 40 Node "1446 -304 70" Node "1417 -208 70" Node "1370 -120 70" Node "1306 -42 70" Node "1184 80 70" //Node 45 Node "1104 328 70" Node "1104 536 70" //Node 36 - Tank will slow down to a stop and the wave will end. Node "1104 700 70" } ExtraTankPath { Name "drill_tank_wave_3" Node "1104 624 128" // drill_tank_wave_3_1 Node "1008 496 128" // drill_tank_wave_3_2 Node "992 304 128" // drill_tank_wave_3_3 Node "1104 160 128" // drill_tank_wave_3_4 Node "1296 -16 128" // drill_tank_wave_3_5 Node "1424 -128 128" // drill_tank_wave_3_6 Node "1456 -240 128" // drill_tank_wave_3_7 Node "1456 -496 128" // drill_tank_wave_3_8 Node "1472 -1056 48" // drill_tank_wave_3_9 Node "1472 -1136 48" // drill_tank_wave_3_10 Node "1488 -1200 48" // drill_tank_wave_3_11 Node "1552 -1248 48" // drill_tank_wave_3_12 Node "1632 -1280 48" // drill_tank_wave_3_13 Node "1680 -1280 48" // drill_tank_wave_3_14 Node "1872 -1280 48" // drill_tank_wave_3_15 Node "1984 -1296 48" // drill_tank_wave_3_16 Node "2048 -1312 48" // drill_tank_wave_3_17 Node "2112 -1344 48" // drill_tank_wave_3_18 Node "2208 -1408 48" // drill_tank_wave_3_19 Node "2304 -1488 48" // drill_tank_wave_3_20 Node "2368 -1552 48" // drill_tank_wave_3_21 Node "2464 -1664 48" // drill_tank_wave_3_22 Node "2528 -1760 48" // drill_tank_wave_3_23 Node "2576 -1904 48" // drill_tank_wave_3_24 Node "2576 -2096 48" // drill_tank_wave_3_25 Node "2544 -2272 48" // drill_tank_wave_3_26 Node "2480 -2448 48" // drill_tank_wave_3_27 Node "2368 -2576 48" // drill_tank_wave_3_28 Node "2240 -2688 48" // drill_tank_wave_3_29 Node "2096 -2752 48" // drill_tank_wave_3_30 Node "1952 -2784 48" // drill_tank_wave_3_31 Node "1792 -2800 48" // drill_tank_wave_3_32 Node "1776 -2800 48" // drill_tank_wave_3_33 Node "1696 -2800 48" // drill_tank_wave_3_34 Node "1632 -2768 48" // drill_tank_wave_3_35 Node "1584 -2720 48" // drill_tank_wave_3_36 Node "1552 -2656 48" // drill_tank_wave_3_37 Node "1488 -2592 48" // drill_tank_wave_3_38 Node "1408 -2576 48" // drill_tank_wave_3_39 Node "1296 -2576 48" // drill_tank_wave_3_40 Node "1184 -2592 48" // drill_tank_wave_3_41 Node "1136 -2640 48" // drill_tank_wave_3_42 Node "1120 -2752 48" // drill_tank_wave_3_43 Node "1120 -2944 48" // drill_tank_wave_3_44 Node "1152 -3024 48" // drill_tank_wave_3_45 Node "1184 -3072 48" // drill_tank_wave_3_46 Node "1216 -3136 48" // drill_tank_wave_3_47 Node "1232 -3248 48" // drill_tank_wave_3_48 Node "1232 -3312 64" // drill_tank_wave_3_49 Node "1232 -3392 80" // drill_tank_wave_3_50 Node "1216 -3728 96" // drill_tank_wave_3_52 } PrecacheModel "models\props_mvm\robot_spawnpoint.mdl" PrecacheModel "models/props_mvm/reversemvm_redwall_640x300.mdl" PrecacheModel "models/props_mvm/reversemvm_redwall_256x288.mdl" PrecacheModel "models\weapons\c_models\c_subjugated_saboteur\c_subjugated_saboteur.mdl" PrecacheModel "models/weapons/c_models/c_gamma_gazer/c_gamma_gazer.mdl" PrecacheModel "models/weapons/c_models/c_solar_carbonizer/c_solar_carbonizer.mdl" PrecacheModel "models/weapons/c_models/c_calefactor/c_calefactor.mdl" PrecacheModel "models/weapons/c_models/c_essendon_eliminator/c_essendon_eliminator.mdl" PrecacheModel "models/weapons/c_models/c_ghosty_drink/c_ghosty_drink.mdl" PrecacheModel "models/weapons/c_models/c_smg_g36/c_smg_g36.mdl" PrecacheModel "models/bots/soldier/goliatron2022_v3.mdl" PrecacheModel "models/weapons/w_models/w_wasp_launcher_rocket.mdl" PrecacheModel "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" PrecacheModel "models/weapons/c_models/c_bmmh/c_bmmh.mdl" PrecacheModel "models/weapons/c_models/c_doublepump/c_doublepump.mdl" PrecacheModel "models/workshop/weapons/c_models/c_mac_smg/c_mac_smg.mdl" PrecacheModel "models/weapons/c_models/c_tranquilizer/c_revolver.mdl" PrecacheModel "models/weapons/c_models/c_pointwhite/c_pointwhite.mdl" PrecacheModel "models/weapons/c_models/c_shotgun_limit/c_shotgun.mdl" PrecacheModel "models/workshop/weapons/c_models/c_sshockgun/c_sshockgun.mdl" PrecacheModel "models/ctf2w/weapons/c_models/c_transmission/c_transmission.mdl" PrecacheModel "models/weapons/c_models/c_baton/c_baton.mdl" PrecacheModel "models/weapons/c_models/c_mjolnir/c_mjolnir.mdl" PrecacheModel "models/weapons/c_models/c_steel_battalion/c_steel_battalion.mdl" PrecacheModel "models/weapons/c_models/c_laserbow/c_laserbow_nocull.mdl" PrecacheModel "models/weapons/c_models/c_astral_assassin_projectile/c_astral_assassin_projectile" PrecacheModel "models/buildables/mini_dispenser.mdl" PrecacheModel "models/buildables/mini_dispenser_blueprint.mdl" PrecacheModel "models/buildables/mini_dispenser_light.mdl" PrecacheModel "models/buildables/mini_teleporter.mdl" PrecacheModel "models/buildables/mini_teleporter_blueprint_enter.mdl" PrecacheModel "models/buildables/mini_teleporter_blueprint_exit.mdl" PrecacheModel "models/buildables/mini_teleporter_light.mdl" PrecacheSound "calefactor_fire.mp3" PrecacheSound "bigmac_fire.mp3" PrecacheSound "VLVX_song22.mp3" PrecacheSound "VLVX_song24b.mp3" PrecacheSound "black_powder_shoot.wav" DisableSound "Announcer.MVM_Game_Over_Loss" DisableSound "Announcer.MVM_Wave_Lose" DisableSound "music.mvm_lost_wave" CustomScriptSounds { "Player.TeleSpawn" { "channel" "CHAN_AUTO" "volume" "0.5" "pitch" "100" "soundlevel" "SNDLVL_120dB" "wave" ")mvm\mvm_tele_deliver.wav" } } PointTemplates { VScript_Loader { OnSpawnOutput { Target bignet Action runscriptcode Param " IncludeScript(`tankextensions_main`, getroottable()) " } } corelogic { NoFixup 1 func_upgradestation //copied from adv_short_circuit_execution { "origin" "-1542.27 3686.73 182.69" "mins" "-50 -108 -80" "maxs" "50 108 80" } logic_relay // Blue Lose Relay { "targetname" "blue_lose_relay" "OnTrigger" "blue_lose,RoundWin,,0,-1" } game_round_win // Blue Lose Condition { "TeamNum" "2" "targetname" "blue_lose" "switch_teams" "0" "force_map_reset" "1" "classname" "game_round_win" } logic_relay // Blue Win Relay { "targetname" "blue_win_relay" "OnTrigger" "blue_win,RoundWin,,0,-1" } game_round_win // Blue Win Condition { "TeamNum" "3" "targetname" "blue_win" "switch_teams" "0" "force_map_reset" "1" "classname" "game_round_win" } team_control_point_master //throws harmless errors in chat and console { "classname" "team_control_point_master" "cpm_restrict_team_cap_win" "1" "custom_position_x" "0.4" "custom_position_y" "-1" "partial_cap_points_rate" "0" "caplayout" "0 1" "play_all_rounds" "0" "score_style" "0" "StartDisabled" "0" "switch_teams" "0" "targetname" "cap_master" "team_base_icon_2" "sprites/obj_icons/icon_base_red" "team_base_icon_3" "sprites/obj_icons/icon_base_blu" } point_populator_interface //this can do a lot of cool stuff like stopping unlimited support wavespawn with $FinishWavespawn or kill all active enemies from a wavespawn with $KillWavespawn //this can also stop wavespawn spawning with $PauseWavespawn and resume it with $ResumeWavespawn, this also doesn't take up bot slots :D { targetname "interface" } tf_point_nav_interface { targetname navman } logic_relay { targetname wave_start_relay_w1 OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: In a few seconds the doors will open.`)0-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Scans indicatate that there are 6 \x07FF3F3Fguard bots.`)3-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: If they are alerted to your presence, the \x07FF3F3CCommand Control\x01 will call in backup.`)7-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: I will tell the next step once they are dead.`)12-1" OnTrigger "door_front_r,open,,16,-1" OnTrigger "door_front_l,open,,16,-1" } logic_relay { targetname wave_start_relay_w2 OnTrigger "bridge_flank_door_a_unlock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_b_unlock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_c_unlock_relay,trigger,,0,-1" OnTrigger "A_route_wall_3_break_relay,trigger,,0,-1" } logic_relay { targetname wave_start_relay_w3 OnTrigger "bridge_flank_door_a_unlock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_b_unlock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_c_unlock_relay,trigger,,0,-1" OnTrigger "A_route_wall_2_break_relay,trigger,,0,-1" OnTrigger "A_route_wall_3_break_relay,trigger,,0,-1" OnTrigger "A_route_wall_4_break_relay,trigger,,0,-1" OnTrigger "fake_drill_tank,disable,,0,-1" OnTrigger "fake_drill_tank,$HideToAll,,0,-1" OnTrigger "fake_drill_tank,$SetCollisionFilter,,0,-1" OnTrigger "fake_drill_tank,$SetLocalOrigin,0 0 0,0,-1" OnTrigger "@c@fake_drill_tank,disable,,0,-1" OnTrigger "@c@fake_drill_tank,$HideToAll,,0,-1" OnTrigger "@c@fake_drill_tank,$SetCollisionFilter,,0,-1" } logic_relay { targetname wave_start_relay_w4 OnTrigger "spawn_door_main_trigger,disable,,0,-1" OnTrigger "spawn_door_side_trigger,disable,,0,-1" OnTrigger "A_route_spawnroom,SetTeam,2,0,-1" } logic_relay { targetname "wave_init_w1_relay" OnTrigger "container_lift_lower_relay,AddOutput,OnTrigger arena1_kill_counter:add:12:0:-1,0,-1" OnTrigger "a2_door_lock_relay,trigger,,0,-1" OnTrigger "a1_door_lock_relay,trigger,,0,-1" OnTrigger "b1_wall_fix_relay,trigger,,1,-1" OnTrigger "c1_wall_fix_relay,trigger,,1,-1" OnTrigger "b1_door_lock_relay,trigger,,2,-1" OnTrigger "c1_door_lock_relay,trigger,,2,-1" OnTrigger "container_lift_raise_relay,trigger,,0,-1" OnTrigger "carrier_lift_raise_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_a_lock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_b_lock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_c_lock_relay,trigger,,0,-1" OnTrigger "a_route_wall_2_fix_relay,trigger,,0,-1" OnTrigger "a_route_wall_3_fix_relay,trigger,,0,-1" OnTrigger "a_route_wall_4_fix_relay,trigger,,0,-1" OnTrigger "hatch_shortcut_a_break_relay,trigger,,0,-1" OnTrigger "hatch_shortcut_b_fix_relay,trigger,,0,-1" OnTrigger "door_front_r,close,,0,-1" OnTrigger "door_front_l,close,,0,-1" OnTrigger "jumppad_slideing_door,lock,,0,-1" OnTrigger "jumppad_eyeris_door_unlocked,disable,,0,-1" OnTrigger "jumppad_eyeris_door_locked,enable,,0,-1" OnTrigger "jumppad_eyeris_door_locked,$SetLocalOrigin,-1422 256 44,0,-1" //old origin is -1421 256 44 OnTrigger "container_lift_lower_relay,AddOutput,OnTrigger interface:$ResumeWavespawn:Alerted:30:-1,0,-1" OnTrigger "container_lift_lower_relay,AddOutput,OnTrigger spawnbot_left:enable::30:-1,0,-1" OnTrigger "container_lift_lower_relay,AddOutput,OnTrigger !self:disable::0:-1,0,-1" OnTrigger "spawnbot_A_route_giant,disable,,0,-1" OnTrigger "cap_master,SetCapLayoutCustomPositionY,999,0,-1" OnTrigger "w2_tp_zone,disable,0,0,-1" OnTrigger "control_room_upgradestation_fix,disable,0,0,-1" OnTrigger "persistent_cp_prop,disable,0,0,-1" } logic_relay { targetname "wave_init_w2_relay" OnTrigger "a2_door_lock_relay,trigger,,0,-1" OnTrigger "a1_door_lock_relay,trigger,,0,-1" OnTrigger "b1_wall_fix_relay,trigger,,1,-1" OnTrigger "c1_wall_fix_relay,trigger,,1,-1" OnTrigger "b1_door_lock_relay,trigger,,2,-1" OnTrigger "c1_door_lock_relay,trigger,,2,-1" OnTrigger "cylindrical_upgrades_deploy_relay,trigger,,2,-1" OnTrigger "container_lift_raise_relay,trigger,,0,-1" OnTrigger "carrier_lift_raise_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_a_lock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_b_lock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_c_lock_relay,trigger,,0,-1" OnTrigger "a_route_wall_2_fix_relay,trigger,,0,-1" OnTrigger "a_route_wall_3_fix_relay,trigger,,0,-1" OnTrigger "a_route_wall_4_fix_relay,trigger,,0,-1" OnTrigger "hatch_shortcut_a_break_relay,trigger,,0,-1" OnTrigger "hatch_shortcut_b_fix_relay,trigger,,0,-1" OnTrigger "door_front_r,close,,0,-1" OnTrigger "door_front_l,close,,0,-1" OnTrigger "jumppad_slideing_door,unlock,,0,-1" OnTrigger "jumppad_eyeris_door_unlocked,enable,,0,-1" OnTrigger "jumppad_eyeris_door_locked,disable,,0,-1" OnTrigger "jumppad_eyeris_door_locked,$SetLocalOrigin,-1421 256 44,0,-1" OnTrigger "cap_master,SetCapLayoutCustomPositionY,999,0,-1" OnTrigger "w2_tp_zone,enable,,0,-1" OnTrigger "persistent_cp_prop,enable,,0,-1" //OnTrigger "control_room_upgradestation_fix,enable,,12,-1" OnTrigger "drill_tank_32,AddOutput,OnPass drill_tank:SetSpeed:1.5:0:-1,0,-1" OnTrigger "drill_tank_32,AddOutput,OnPass B1_wall_drill_relay:Trigger::0:-1,0,-1" OnTrigger "drill_tank_32,AddOutput,OnPass b1_wall_destroy_animation:$setkey$renderfx:5:72:-1,0,-1" OnTrigger "drill_tank_33,AddOutput,OnPass drill_tank:SetSpeed:75:0:-1,0,-1" OnTrigger "drill_tank_34,AddOutput,OnPass drill_tank:SetSpeed:1.5:0:-1,0,-1" OnTrigger "drill_tank_34,AddOutput,OnPass C1_wall_drill_relay:Trigger::0:-1,0,-1" OnTrigger "drill_tank_34,AddOutput,OnPass c1_wall_destroy_animation:$setkey$renderfx:5:72:-1,0,-1" OnTrigger "drill_tank_35,AddOutput,OnPass drill_tank:SetSpeed:75:0:-1,0,-1" OnTrigger "drill_tank_38,AddOutput,OnPass drill_tank:SetSpeed:2:0:-1,0,-1" OnTrigger "drill_tank_38,AddOutput,OnPass A_route_wall_2_drill_relay:Trigger::0:-1,0,-1" OnTrigger "drill_tank_39,AddOutput,OnPass drill_tank:SetSpeed:75:0:-1,0,-1" OnTrigger "drill_tank_40,AddOutput,OnPass drill_tank:SetSpeed:5:0:-1,0,-1" OnTrigger "drill_tank_41,AddOutput,OnPass drill_tank:SetSpeed:75:0:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:70:0:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:65:0.2:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:60:0.4:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:55:0.6:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:50:0.8:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:45:1:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:40:1.2:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:35:1.4:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:30:1.6:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:25:1.8:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:20:2:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:15:2.2:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:10:2.4:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:5:2.6:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:0:2.8:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:0:2.8:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass interface:$FinishWave:0:3.5:-1,0,-1" OnTrigger "C1_wall_break_relay,AddOutput,OnTrigger barrier_c1_door:disable::0:-1,0,-1" } logic_relay { targetname "wave_init_w3_relay" OnTrigger "a2_door_unlock_relay,trigger,,0,-1" OnTrigger "a1_door_unlock_relay,trigger,,0,-1" OnTrigger "b1_wall_break_relay,trigger,,1,-1" OnTrigger "c1_wall_break_relay,trigger,,1,-1" OnTrigger "container_lift_raise_relay,trigger,,0,-1" OnTrigger "carrier_lift_raise_relay,trigger,,0,-1" OnTrigger "cylindrical_upgrades_deploy_relay,trigger,,2,-1" OnTrigger "bridge_flank_door_a_lock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_b_lock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_c_lock_relay,trigger,,0,-1" OnTrigger "a_route_wall_2_fix_relay,trigger,,0,-1" OnTrigger "a_route_wall_3_fix_relay,trigger,,0,-1" OnTrigger "a_route_wall_4_fix_relay,trigger,,0,-1" OnTrigger "hatch_shortcut_a_break_relay,trigger,,0,-1" OnTrigger "hatch_shortcut_b_fix_relay,trigger,,0,-1" OnTrigger "door_front_r,close,,0,-1" OnTrigger "door_front_l,close,,0,-1" OnTrigger "jumppad_slideing_door,unlock,,0,-1" OnTrigger "jumppad_eyeris_door_unlocked,enable,,0,-1" OnTrigger "jumppad_eyeris_door_locked,disable,,0,-1" OnTrigger "jumppad_eyeris_door_locked,$SetLocalOrigin,-1421 256 44,0,-1" OnTrigger "cap_master,SetCapLayoutCustomPositionY,999,0,-1" OnTrigger "w2_tp_zone,enable,,0,-1" OnTrigger "persistent_cp_prop,enable,,0,-1" //OnTrigger "control_room_upgradestation_fix,enable,,12,-1" OnTrigger "drill_tank_wave_3_38,AddOutput,OnPass Boss_Intro:trigger::0:-1,0,-1" OnTrigger "drill_tank_wave_3_49,AddOutput,OnPass !activator:SetSpeed:3:0:-1,0,-1" OnTrigger "drill_tank_wave_3_49,AddOutput,OnPass drill_speak_*:disable::0:-1,0,-1" OnTrigger "drill_tank_wave_3_49,AddOutput,OnPass tank_killed:disable::0:-1,0,-1" OnTrigger "fake_drill_tank,enable,,0,-1" OnTrigger "fake_drill_tank,$ShowToAll,,0,-1" OnTrigger "fake_drill_tank,$SetCollisionFilter,,0,-1" OnTrigger "fake_drill_tank,$SetLocalOrigin,1104.03 624.209 80.0312,0,-1" OnTrigger "@c@fake_drill_tank,enable,,0,-1" OnTrigger "@c@fake_drill_tank,$ShowToAll,,0,-1" OnTrigger "@c@fake_drill_tank,$SetCollisionFilter,,0,-1" } logic_relay { targetname "wave_init_w4_relay" OnTrigger "a2_door_unlock_relay,trigger,,0,-1" OnTrigger "a1_door_unlock_relay,trigger,,0,-1" OnTrigger "b1_wall_break_relay,trigger,,1,-1" OnTrigger "c1_wall_break_relay,trigger,,1,-1" OnTrigger "cylindrical_upgrades_deploy_relay,trigger,,2,-1" OnTrigger "carrier_door_front,SetAnimation,idle,0,-1" OnTrigger "carrier_door_middle,SetAnimation,open,0,-1" OnTrigger "carrier_door_trigger,disable,,0,-1" OnTrigger "container_lift_lower_relay,trigger,,0,-1" OnTrigger "carrier_lift_raise_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_a_lock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_b_lock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_c_lock_relay,trigger,,0,-1" OnTrigger "a_route_wall_2_break_relay,trigger,,0,-1" OnTrigger "a_route_wall_3_break_relay,trigger,,0,-1" OnTrigger "a_route_wall_4_break_relay,trigger,,0,-1" OnTrigger "hatch_shortcut_a_break_relay,trigger,,0,-1" OnTrigger "hatch_shortcut_b_fix_relay,trigger,,0,-1" OnTrigger "door_front_r,close,,0,-1" OnTrigger "door_front_l,close,,0,-1" OnTrigger "jumppad_slideing_door,unlock,,0,-1" OnTrigger "jumppad_eyeris_door_unlocked,enable,,0,-1" OnTrigger "jumppad_eyeris_door_locked,disable,,0,-1" OnTrigger "jumppad_eyeris_door_locked,$SetLocalOrigin,-1421 256 44,0,-1" OnTrigger "cap_master,SetCapLayoutCustomPositionY,999,0,-1" OnTrigger "w4_tp_zone,enable,,0,-1" OnTrigger "persistent_cp_prop,enable,,0,-1" //OnTrigger "red_spawn_security_door,close,,0,-1" OnTrigger "red_spawn_normal,SetInactive,,0,-1" OnTrigger "spawn_door_main_visuliser,kill,,0,-1" OnTrigger "spawn_door_side_visuliser,kill,,0,-1" OnTrigger "fake_drill_tank,kill,,1,-1" OnTrigger "@c@fake_drill_tank,kill,,1,-1" //OnTrigger "spawn_door_main,kill,,0,-1" } logic_relay { targetname "wave_init_encore_relay" OnTrigger "container_lift_lower_relay,AddOutput,OnTrigger arena1_kill_counter:add:12:0:-1,0,-1" OnTrigger "a2_door_lock_relay,trigger,,0,-1" OnTrigger "a1_door_lock_relay,trigger,,0,-1" OnTrigger "b1_wall_fix_relay,trigger,,1,-1" OnTrigger "c1_wall_fix_relay,trigger,,1,-1" OnTrigger "b1_door_lock_relay,trigger,,2,-1" OnTrigger "c1_door_lock_relay,trigger,,2,-1" OnTrigger "container_lift_raise_relay,trigger,,0,-1" OnTrigger "carrier_lift_raise_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_a_lock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_b_lock_relay,trigger,,0,-1" OnTrigger "bridge_flank_door_c_lock_relay,trigger,,0,-1" OnTrigger "a_route_wall_2_fix_relay,trigger,,0,-1" OnTrigger "a_route_wall_3_fix_relay,trigger,,0,-1" OnTrigger "a_route_wall_4_fix_relay,trigger,,0,-1" OnTrigger "hatch_shortcut_a_break_relay,trigger,,0,-1" OnTrigger "hatch_shortcut_b_fix_relay,trigger,,0,-1" OnTrigger "door_front_r,close,,0,-1" OnTrigger "door_front_l,close,,0,-1" OnTrigger "jumppad_slideing_door,lock,,0,-1" OnTrigger "jumppad_eyeris_door_unlocked,disable,,0,-1" OnTrigger "jumppad_eyeris_door_locked,enable,,0,-1" OnTrigger "jumppad_eyeris_door_locked,$SetLocalOrigin,-1422 256 44,0,-1" //old origin is -1421 256 44 OnTrigger "container_lift_lower_relay,AddOutput,OnTrigger interface:$ResumeWavespawn:Alerted:30:-1,0,-1" OnTrigger "container_lift_lower_relay,AddOutput,OnTrigger spawnbot_left:enable::30:-1,0,-1" OnTrigger "container_lift_lower_relay,AddOutput,OnTrigger !self:disable::0:-1,0,-1" OnTrigger "spawnbot_A_route_giant,disable,,0,-1" OnTrigger "cap_master,SetCapLayoutCustomPositionY,999,0,-1" OnTrigger "w2_tp_zone,disable,0,0,-1" OnTrigger "control_room_upgradestation_fix,disable,0,0,-1" OnTrigger "persistent_cp_prop,disable,0,0,-1" OnTrigger "drill_tank_32,AddOutput,OnPass drill_tank:SetSpeed:1.5:0:-1,0,-1" OnTrigger "drill_tank_32,AddOutput,OnPass B1_wall_drill_relay:Trigger::0:-1,0,-1" OnTrigger "drill_tank_32,AddOutput,OnPass b1_wall_destroy_animation:$setkey$renderfx:5:72:-1,0,-1" OnTrigger "drill_tank_33,AddOutput,OnPass drill_tank:SetSpeed:75:0:-1,0,-1" OnTrigger "drill_tank_34,AddOutput,OnPass drill_tank:SetSpeed:1.5:0:-1,0,-1" OnTrigger "drill_tank_34,AddOutput,OnPass C1_wall_drill_relay:Trigger::0:-1,0,-1" OnTrigger "drill_tank_34,AddOutput,OnPass c1_wall_destroy_animation:$setkey$renderfx:5:72:-1,0,-1" OnTrigger "drill_tank_35,AddOutput,OnPass drill_tank:SetSpeed:75:0:-1,0,-1" OnTrigger "drill_tank_38,AddOutput,OnPass drill_tank:SetSpeed:2:0:-1,0,-1" OnTrigger "drill_tank_38,AddOutput,OnPass A_route_wall_2_drill_relay:Trigger::0:-1,0,-1" OnTrigger "drill_tank_39,AddOutput,OnPass drill_tank:SetSpeed:75:0:-1,0,-1" OnTrigger "drill_tank_40,AddOutput,OnPass drill_tank:SetSpeed:5:0:-1,0,-1" OnTrigger "drill_tank_41,AddOutput,OnPass drill_tank:SetSpeed:75:0:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:70:0:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:65:0.2:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:60:0.4:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:55:0.6:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:50:0.8:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:45:1:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:40:1.2:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:35:1.4:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:30:1.6:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:25:1.8:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:20:2:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:15:2.2:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:10:2.4:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:5:2.6:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:0:2.8:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass drill_tank:SetSpeed:0:2.8:-1,0,-1" OnTrigger "drill_tank_49,AddOutput,OnPass interface:$FinishWave:0:3.5:-1,0,-1" OnTrigger "C1_wall_break_relay,AddOutput,OnTrigger barrier_c1_door:disable::0:-1,0,-1" } logic_relay { targetname wave_start_relay_encore OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: In a few seconds the doors will open.`)0-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Scans indicatate that there are 6 \x07FF3F3Fguard bots.`)3-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: If they are alerted to your presence, the \x07FF3F3CCommand Control\x01 will call in backup.`)7-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: I will tell the next step once they are dead.`)12-1" OnTrigger "door_front_r,open,,16,-1" OnTrigger "door_front_l,open,,16,-1" } logic_auto //Shared { OnMapSpawn "tube_bot_model,$SetModel,models/bots/heavy_boss/bot_heavy_gray_boss.mdl,0,-1" OnMapSpawn "bot_spawnroom_left,SetTeam,5,0,-1" OnMapSpawn "bot_spawnroom_left,SetInactive,,0,-1" OnMapSpawn "spawn_visualiser_left,kill,,0,-1" OnMapSpawn "bot_spawnroom_left_tank,SetTeam,2,0,-1" OnMapSpawn "red_spawn_point_rev_spawnroom,SetInactive,,0,-1" OnMapSpawn "bot_spawnroom_right,SetInactive,,0,-1" OnMapSpawn "bot_spawnroom_right_tank,SetTeam,2,0,-1" OnMapSpawn "b2_spawnroom,SetTeam,2,0,-1" OnMapSpawn "A_route_giant_respawn_room,SetTeam,2,0,-1" OnMapSpawn "red_spawn_point_normal,SetTeam,3,0,-1" OnMapSpawn "navman,RecomputeBlockers,,1,-1" OnMapSpawn "navman,RecomputeBlockers,,2,-1" OnMapSpawn "navman,RecomputeBlockers,,3,-1" OnMapSpawn "container_lift_siren_sound,Volume,0,1,-1" OnMapSpawn "carrier_lift_siren_sound,Volume,0,1,-1" OnMapSpawn "bomb,disable,,1,-1" OnMapSpawn "bomb_reset,disable,,1,-1" OnMapSpawn "vanila_red_hatch_flag_detect_zone,kill,,0,-1" OnMapSpawn "func_capturezone,kill,,0,-1" OnMapSpawn "monorail_path_*,kill,,0,-1" OnMapSpawn "tank_path*,kill,,0,-1" } filter_activator_class { targetname "filter_not_tank" filterclass drill_tank Negated 1 } trigger_multiple { origin "400 1680 128" mins "-96 -96 -120" maxs "96 96 120" spawnflags 1 filtername blue_team_filter startdisabled 1 targetname "w2_tp_zone" OnStartTouch "!activator,$SetLocalOrigin,640 0 340,0,-1" OnStartTouch "!activator,$PlaySound,Player.TeleSpawn,0.015,-1" OnStartTouch "popscript,$PlayerSpawn,activator,0.015,-1" } trigger_multiple { origin "400 1680 128" mins "-96 -96 -120" maxs "96 96 120" spawnflags 1 filtername blue_team_filter startdisabled 1 targetname "w4_tp_zone" OnStartTouch "!activator,$SetLocalOrigin,1248 -3862 34,0,-1" OnStartTouch "!activator,$PlaySound,Player.TeleSpawn,0.015,-1" OnStartTouch "popscript,$PlayerSpawn,activator,0.015,-1" } // func_upgradestation // { // targetname "control_room_upgradestation_fix" // origin "604 -666 315" // mins "-55 -55 -40" // maxs "55 55 92" // } } Resup { prop_dynamic { targetname "locker" model "models/props_gameplay/resupply_locker.mdl" solid 0 angles "0 180 0" origin "1044 -322 336" disableshadows 1 } func_regenerate { origin "1044 -322 336" mins "-48 -64 -80" maxs "48 64 80" TeamNum 3 associatedmodel "locker" targetname "Resupply_Zone" } prop_dynamic { targetname "locker2" model "models/props_gameplay/resupply_locker.mdl" solid 0 angles "0 180 0" origin "2063 -4051 80" disableshadows 1 } func_regenerate { origin "2063 -4051 80" mins "-48 -64 -80" maxs "48 64 80" TeamNum 3 associatedmodel "locker2" targetname "Resupply_Zone2" } } FakeDrill { NoFixup 1 OnSpawnOutput { Target "fake_drill_tank" Action $HideToAll } OnSpawnOutput { Target "@c@fake_drill_tank" Action $HideToAll } prop_dynamic { model models/watermine/drill_tank.mdl targetname "fake_drill_tank" skin 3 angles "0 90 0" //solid 2 OnAnimationDone "!self,SetAnimation,idle,0,1" } prop_dynamic { model models/bots/boss_bot/tank_track_l.mdl parentname "fake_drill_tank" angles "0 90 0" origin "-56 -28 0" } prop_dynamic { model models/bots/boss_bot/tank_track_r.mdl parentname "fake_drill_tank" angles "0 90 0" origin "56 -28 0" } prop_dynamic { model "models/watermine/drill_tank_dispenser.mdl" origin "0 2 44" angles "0 90 0" solid 0 parentname "fake_drill_tank" } func_forcefield { parentname "fake_drill_tank" targetname "fake_drill_collide" TeamNum 5 origin "0 -16 80" mins "-96 -96 -76" maxs "96 96 76" } } Guard_Bot_Logic { OnSpawnOutput { Target arena1_kill_counter Action add param 1 } OnParentKilledOutput { Target arena1_kill_counter Action subtract param 1 } } Support_Bot_Logic { OnParentKilledOutput { Target arena1_kill_counter Action subtract param 1 } } Wave1_Stuff { NoFixup 1 trigger_multiple { origin "0 0 64" mins "-512 -384 -64" maxs "512 384 64" spawnflags 1 filtername blue_team_filter OnStartTouch "A2_door_unlock_relay,trigger,,0,-1" OnEndTouchAll "A2_door_lock_relay,trigger,,1.5,-1" } math_counter { min 0 max 20 targetname arena1_kill_counter OnHitMin "ply_break_wall,trigger,,2,1" } logic_relay { targetname "ply_break_wall" OnTrigger "breakable_wall,sethealth,5000,0,-1" OnTrigger "wall_glow,enable,,3,-1" OnTrigger "YouDontHaveGlowDumbass,show,,3,-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Perfect. Now, if my memory is correct, destroying the marked wall will lead directly into the \x0799CCFFcontrol room`)1-1" } training_annotation { origin "592 640 160" display_text "shoot this wall to break it" lifetime 10 targetname "YouDontHaveGlowDumbass" } func_breakable { origin "464 624 168" mins "-64 -192 -168" maxs "64 192 168" health 5000000 material 4 Spawnflags 2048 targetname "breakable_wall" OnBreak "A_route_wall_3_break_relay,trigger,,0,-1" OnBreak "Wall_Explode_Particle,Start,,0,-1" OnBreak "Wall_Gas_Particle,Start,,0.25,-1" OnBreak "Wall_Flame_Particle,Start,,0.25,-1" OnBreak "Wall_Flame_Sound,PlaySound,,0.25,-1" OnBreak "Wall_Gas_Sound,PlaySound,,0.25,-1" OnBreak "Wall_Exp_Sound,PlaySound,,0,-1" OnBreak "Wall_Exp_Flash,Fade,,0,-1" OnBreak "Wall_Exp_Shake,StartShake,,0,-1" OnBreak "wall_glow,disable,,0,-1" OnBreak "YouDontHaveGlowDumbass,hide,,0,-1" OnBreak "cap_master,SetCapLayoutCustomPositionY,-1,0,-1" } info_particle_system { targetname "Wall_Explode_Particle" angles "0 180 0" effect_name hightower_explosion start_active 0 origin "632 616 184" } info_particle_system { targetname "Wall_Explode_Particle" angles "0 180 0" effect_name fluidSmokeExpl_ring_mvm start_active 0 origin "632 632 184" } info_particle_system { targetname "Wall_Gas_Particle" angles "14.1519 28.4376 7.54234" effect_name steam_plume start_active 0 origin "574 798 144" } info_particle_system { targetname "Wall_Gas_Particle" angles "-17.8366 268.409 8.41202" effect_name steam_plume start_active 0 origin "597 837 144" } info_particle_system { targetname "Wall_Flame_Particle" angles "-40.867 23.1659 6.76204" effect_name flamethrower_giant_mvm start_active 0 origin "537 529 184" } info_particle_system { targetname "Wall_Flame_Particle" angles "-23.571 326.94 14.5894" effect_name cauldron_flamethrower start_active 0 origin "536 512 184" } info_particle_system { targetname "Wall_Flame_Particle" angles "-43.5699 12.9796 -11.7243" effect_name cauldron_flamethrower start_active 0 origin "567 458 129" } ambient_generic { targetname Wall_Flame_Sound spawnflags 16 message "weapons/flame_thrower_bb_loop.wav" health 10 origin "565 468 164" radius 400 } ambient_generic { targetname Wall_Gas_Sound spawnflags 16 message "ambient/gas/steam2.wav" health 10 origin "565 816 164" radius 400 } ambient_generic { targetname Wall_Gas_Sound spawnflags 16 message "ambient/gas/steam2.wav" health 10 origin "565 816 164" radius 400 } ambient_generic { targetname Wall_Exp_Sound spawnflags 49 message "ambient\explosions\exp4.wav" health 10 origin "565 816 164" radius 2000 } ambient_generic { targetname Wall_Exp_Sound spawnflags 49 message "ambient\explosions\exp2.wav" health 10 origin "565 816 164" radius 2000 } ambient_generic { targetname Wall_Exp_Sound spawnflags 49 message "ambient\explosions\explode_5.wav" health 10 origin "565 816 164" radius 2000 } env_fade { spawnflags 1 targetname Wall_Exp_Flash rendercolor "247 232 188" renderamt 150 holdtime 0 duration 2.5 } env_shake { targetname Wall_Exp_Shake amplitude 16 duration 5 frequency 1 spawnflags 29 } Logic_Relay { targetname "alert_relay" OnTrigger "@f@red_team_filter@player,$ChangeAttributes,Damaged,0,-1" OnTrigger "!self,Disable,,1,-1" } //copied from mvm_robotfactory_b21_rev_adv_short_circuit_execution because I couldn't get it to work prop_dynamic { "targetname" "capturepoint_prop" "angles" "0 0 0" "model" "models/props_gameplay/cap_point_base.mdl" "skin" "1" "solid" "6" "StartDisabled" 0 "modelscale" 1 "origin" "640 0 337" } trigger_capture_area { "targetname" "capturepoint_zone" "area_cap_point" "capturepoint_point" "area_time_to_cap" "20" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "team_cancap_2" "1" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "1" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "origin" "640 0 337" "mins" "-120 -112 -0" "maxs" "120 112 256" "spawnflags" 1 "OnCapTeam2" "capturepoint_point,SetOwner,3,0,-1" "OnCapTeam2" "capturepoint_prop,Skin,2,0,-1" "OnCapTeam2" "capturepoint_zone,Disable,,0,-1" "OnCapTeam2" "interface,$ResumeWavespawn,w1_end,0,-1" } team_control_point { "targetname" "capturepoint_point" "point_default_owner" "2" //this is the team that the control point will spawn in, set this number to 0 for neutral, 2 for red, 3 for blu "point_group" "0" "point_index" "0" //if you plan on having multiple control points at once, you must give each one a unique "point_index", spawning more than 8 control points on the map will crash the server "point_printname" "Control Room" "point_start_locked" "1" "point_warn_on_cap" "0" "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" "spawnflags" "20" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" //this is the image shown on the hud icon "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" //this is the model of the hologram that appears above the control point "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_3_0" "capturepoint_point" //if you want to create a sequence of control points similar to an attack/defense map, this keyvalue determines the order in which they can be captured "team_previouspoint_2_0" "capturepoint_point" //it represents the names of the previous control points that must be owned by blu team before this point can be unlocked, if this is the first control point on the map, it must refer to itself or else it will be locked "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "640 0 337" } OnSpawnOutput //very important to keep this output otherwise the control point will not function { Target capturepoint_zone Action SetControlPoint Param capturepoint_point } OnSpawnOutput { Target cap_master Action RoundSpawn } } Wave2_Stuff { NoFixup 1 trigger_multiple { origin "0 0 64" mins "-512 -384 -64" maxs "512 384 64" spawnflags 1 filtername blue_team_filter OnStartTouch "A2_door_unlock_relay,trigger,,0,-1" OnEndTouchAll "A2_door_lock_relay,trigger,,1.5,-1" } logic_auto { OnMapSpawn "Break_Wall_Siren,Volume,0,0.1,-1" } logic_relay { targetname "Break_Controlroom_Wall" OnTrigger "A_route_wall_4_break_relay,Trigger,,0,-1" OnTrigger "Break_Wall_Particle,Start,,0,-1" OnTrigger "Break_Wall_Sound,PlaySound,,0,-1" OnTrigger "Break_Wall_Shake,StartShake,,0,-1" OnTrigger "Break_Wall_Flash,Fade,,0,-1" OnTrigger "Break_Wall_Siren,Volume,10,1,-1" OnTrigger "Break_Wall_Siren,PlaySound,,1.1,-1" } info_particle_system { targetname "Break_Wall_Particle" origin "250 -645 256" effect_name hightower_explosion start_active 0 } info_particle_system { targetname "Break_Wall_Particle" origin "200 -645 256" angles "0 180 90" effect_name fluidSmokeExpl_ring_mvm start_active 0 } ambient_generic { targetname Break_Wall_Sound spawnflags 49 message "ambient\explosions\exp4.wav" health 10 origin "326 -645 256" radius 2000 } ambient_generic { targetname Break_Wall_Sound spawnflags 49 message "ambient\explosions\exp2.wav" health 10 origin "326 -645 256" radius 2000 } ambient_generic { targetname Break_Wall_Sound spawnflags 49 message "ambient\explosions\explode_2.wav" health 10 origin "326 -645 256" } ambient_generic { targetname Break_Wall_Sound spawnflags 49 message "ambient\explosions\explode_2.wav" health 10 origin "326 -645 256" } ambient_generic { targetname Break_Wall_Sound spawnflags 49 message "ambient\explosions\explode_3.wav" health 10 origin "326 -645 256" } env_fade { spawnflags 1 targetname Break_Wall_Flash rendercolor "247 232 188" renderamt 150 holdtime 0 duration 2.5 } env_shake { targetname Break_Wall_Shake amplitude 16 duration 5 frequency 1 spawnflags 29 } ambient_generic { targetname Break_Wall_Siren spawnflags 16 message "ambient/alarms/alarm_citizen_loop1.wav" health 10 fadeinsecs 1 fadeoutsecs 0.2 origin "132 -1280 432" radius 10000 } ambient_generic { targetname Break_Wall_Siren spawnflags 16 message "ambient/alarms/alarm_citizen_loop1.wav" health 10 fadeinsecs 1 fadeoutsecs 0.2 origin "132 -1280 432" radius 10000 } ambient_generic { targetname Break_Wall_Siren spawnflags 16 message "ambient/alarms/alarm_citizen_loop1.wav" health 10 fadeinsecs 1 fadeoutsecs 0.2 origin "132 -1280 432" radius 5000 } ambient_generic { targetname Break_Wall_Siren spawnflags 16 message "ambient/alarms/alarm_citizen_loop1.wav" health 10 fadeinsecs 1 fadeoutsecs 0.2 origin "1280 -2816 432" radius 10000 } ambient_generic { targetname Break_Wall_Siren spawnflags 16 message "ambient/alarms/alarm_citizen_loop1.wav" health 10 fadeinsecs 1 fadeoutsecs 0.2 origin "1280 -2816 432" radius 10000 } ambient_generic { targetname Break_Wall_Siren spawnflags 16 message "ambient/alarms/alarm_citizen_loop1.wav" health 10 fadeinsecs 1 fadeoutsecs 0.2 origin "1280 -2816 432" radius 5000 } trigger_hurt { targetname "tax_collector" origin "1312 -3264 80" mins "-1568 -832 -208" maxs "1568 832 208" damage 0 } } Wave3_Stuff { NoFixup 1 logic_relay { targetname tank_killed OnTrigger "popscript,$DefeatTank,,0.5,-1" OnTrigger "Boss_Intro,CancelPending,,0.5,-1" } trigger_multiple { filtername red_team_filter wait 0 spawnflags 1 origin "-528 -2752 -528" maxs "1680 1408 176" mins "-1680 -1408 -256" OnStartTouch "!activator,$TakeDamage,1000,0,-1" OnStartTouch "!activator,$SetLocalOrigin,1269 -2805 128,0.01,-1" OnStartTouch "!activator,$AddCond,6 15,0.01,-1" OnStartTouch "Boss_Lava_TP,start,,0,-1" OnStartTouch "Boss_Lava_TP,stop,,1,-1" OnStartTouch "player,$PlaySoundToSelf,mvm\mvm_tele_deliver.wav,0,-1" OnStartTouch "player,$PlaySoundToSelf,mvm\mvm_tele_deliver.wav,0,-1" OnStartTouch "playerRunScriptCodeScreenFade(self, 250, 200, 200, 200, 0.25, 0, 1)0-1" } logic_relay { Targetname w3_ending_relay OnTrigger "w3_ending_particle,start,,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_2.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_2.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_3.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_3.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_8.wav,0,-1" OnTrigger "interface,$ResumeWavespawn,w3_end,1.5,-1" } info_particle_system { targetname "w3_ending_particle" origin "1232 -3472 176" angles "0 90 0" effect_name hightower_explosion start_active 0 } info_particle_system { targetname "w3_ending_particle" origin "1232 -3472 176" angles "0 90 0" effect_name fluidSmokeExpl_ring_mvm start_active 0 } info_particle_system { targetname "w3_ending_particle" origin "1412 -3524 176" angles "0 45 0" effect_name hightower_explosion start_active 0 } info_particle_system { targetname "w3_ending_particle" origin "1412 -3524 176" angles "0 45 0" effect_name fluidSmokeExpl_ring_mvm start_active 0 } info_particle_system { targetname "w3_ending_particle" origin "1052 -3524 176" angles "0 135 0" effect_name hightower_explosion start_active 0 } info_particle_system { targetname "w3_ending_particle" origin "1052 -3524 176" angles "0 135 0" effect_name fluidSmokeExpl_ring_mvm start_active 0 } logic_relay { targetname Boss_Intro OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07FF3F3FSecurity \x01: WARNING: AUSTRALIUM IS UNDER ATTACK`)0-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07FF3F3FSecurity \x01: THREAT LEVEL ANALYSIS [MAXIMUM]`)5-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07FF3F3FSecurity \x01: DEPLOYING [MAXIMUM] LEVEL SECURITY ROBOT`)10-1" OnTrigger "interface,$ResumeWavespawn,Boss,15,-1" OnTrigger "playerRunScriptCodeScreenFade(self, 250, 200, 200, 200, 0.25, 0, 1)15-1" OnTrigger "Boss_Intro_TP,start,,15,-1" OnTrigger "player,$PlaySoundToSelf,mvm\mvm_tele_deliver.wav,15,-1" OnTrigger "player,$PlaySoundToSelf,mvm\mvm_tele_deliver.wav,15,-1" } info_particle_system { targetname Boss_Intro_TP start_active 0 effect_name teleportedin_red origin "1269 -2805 2" } info_particle_system { targetname Boss_Intro_TP start_active 0 effect_name teleported_red origin "1269 -2805 2" } info_particle_system { targetname Boss_Intro_TP start_active 0 effect_name wrenchmotron_teleport_beam origin "1269 -2805 2" } info_particle_system { targetname Boss_Lava_TP start_active 0 effect_name teleportedin_red origin "1269 -2805 128" } info_particle_system { targetname Boss_Lava_TP start_active 0 effect_name teleported_red origin "1269 -2805 128" } info_particle_system { targetname Boss_Lava_TP start_active 0 effect_name wrenchmotron_teleport_beam origin "1269 -2805 128" } ambient_generic { targetname Boss_Phase_1_Music spawnflags 49 message "#music\HL2_song29.mp3" //Apprehension And Evasion health 10 fadeoutsecs 1 } ambient_generic { targetname Boss_Phase_2_Music spawnflags 49 message "#VLVX_song22.mp3" //Vortal Combat health 10 fadeinsecs 1 fadeoutsecs 1 } ambient_generic { targetname Boss_Phase_3_Music spawnflags 49 message "#VLVX_song24b.mp3" //Last Legs health 10 fadeinsecs 1 fadeoutsecs 1 } ambient_generic { targetname Boss_Phase_1_Music spawnflags 49 message "#music\HL2_song29.mp3" //Apprehension And Evasion health 10 fadeoutsecs 1 } ambient_generic { targetname Boss_Phase_2_Music spawnflags 49 message "#VLVX_song22.mp3" //Vortal Combat health 10 fadeinsecs 1 fadeoutsecs 1 } ambient_generic { targetname Boss_Phase_3_Music spawnflags 49 message "#VLVX_song24b.mp3" //Last Legs health 10 fadeinsecs 1 fadeoutsecs 1 } ambient_generic { targetname Boss_Phase_1_Music spawnflags 49 message "#music\HL2_song29.mp3" //Apprehension And Evasion health 10 fadeoutsecs 1 } logic_relay { targetname Boss_Phase_1_Start OnTrigger "Boss_Phase_1_Music,playsound,,0,-1" } logic_relay { targetname Boss_Phase_2_Start OnTrigger "Boss_Phase_1_Music,volume,0,0,-1" OnTrigger "Boss_Phase_2_Music,playsound,,0,-1" } logic_relay { targetname Boss_Phase_3_Start OnTrigger "Boss_Phase_2_Music,volume,0,0,-1" OnTrigger "Boss_Phase_3_Music,playsound,,0,-1" OnTrigger "Boss_Phase_3_Music,stopsound,,128,-1" OnTrigger "Boss_Phase_3_Music,playsound,,128.5,-1" } } protect_logic { OnParentKilledOutput { Target defeat_protection_failed Action Trigger Delay 3 } } Wave4_Stuff { NoFixup 1 logic_relay { targetname "security_lockdown" OnTrigger "red_spawn_security_door,close,,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\rottenburg\tunneldoor_open.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\rottenburg\tunneldoor_closed_loud.wav,1.44,-1" } logic_relay { targetname "security_lockdown_undo" OnTrigger "red_spawn_security_door,open,,0,-1" OnTrigger "spawn_door_main,kill,,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\rottenburg\tunneldoor_open.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\rottenburg\tunneldoor_open_complete.wav,1.44,-1" OnTrigger "spawn_door_side_trigger,enable,,0,-1" } logic_relay { targetname "defeat_protection_failed" OnTrigger "player$DisplayTextCenterDefeat, Giant demoman was killed0-1" OnTrigger "player$DisplayTextChatDefeat, Giant demoman was killed0-1" OnTrigger "blue_lose_relaytrigger0-1" OnTrigger "player,$PlaySoundToSelf,music/mvm_lost_wave.wav,0,-1" } logic_relay { targetname "win_relay" OnTrigger "cap_square,disable,,0,-1" OnTrigger "cap_zone,disable,,0,-1" OnTrigger "fake_tele_trigger,kill,,20,-1" OnTrigger "fake_tele_glow,stop,,20,-1" OnTrigger "fake_tele_glow,kill,,20.01,-1" OnTrigger "fake_tele_sound,Volume,0,20.01,-1" OnTrigger "fake_tele,SetAnimation,idle,20,-1" OnTrigger "fake_tele,SetBodyGroup,0,20,-1" OnTrigger "australium_ending_1,show,,0,-1" OnTrigger "australium_ending_2,show,,5,-1" OnTrigger "australium_ending_3,show,,10,-1" OnTrigger "australium_ending_4,show,,15,-1" OnTrigger "australium_ending_5,show,,20,-1" OnTrigger "carrier_door_front,SetAnimation,door_close,22.5,-1" OnTrigger "carrier_door_front,SetAnimation,idle,29,-1" OnTrigger "carrier_lift_raise_relay,trigger,,30,-1" OnTrigger "ending_fade,fade,,35,-1" OnTrigger "@f@blue_team_filter@player,$AddCond,5,35,-1" OnTrigger "@f@blue_team_filter@player,$AddCond,87,35,-1" OnTrigger "blue_win_relay,trigger,,37,-1" } env_fade { spawnflags 8 targetname ending_fade rendercolor "0 0 0" renderamt 255 holdtime 0 duration 1.5 } logic_relay { targetname "detonated_wall" OnTrigger "detonated_wall_counter,add,1,0,-1" } info_particle_system { targetname "detonated_wall_exp_large" origin "1440 -4768 80" start_active 0 effect_name hightower_explosion } info_particle_system { targetname "detonated_wall_exp_small" origin "1440 -4768 80" start_active 0 effect_name rd_robot_explosion } info_particle_system { targetname "detonated_wall_exp_small" origin "1584 -4768 80" start_active 0 effect_name rd_robot_explosion } info_particle_system { targetname "detonated_wall_exp_small" origin "1296 -4768 80" start_active 0 effect_name rd_robot_explosion } info_particle_system { targetname "detonated_wall_exp_large" origin "1440 -4752 80" start_active 0 effect_name fluidSmokeExpl_ring_mvm } math_counter { targetname "detonated_wall_counter" min 0 max 10 OutValue "detonated_wall_case,InValue,,0,-1" OutValue "detonated_wall_random_snd,PickRandom,,0,-1" } ambient_generic { targetname "detonated_wall_sound_1" spawnflags 48 message "ambient\explosions\explode_1.wav" health 10 origin "1440 -4768 160" radius 4000 } ambient_generic { targetname "detonated_wall_sound_1" spawnflags 48 message "ambient\explosions\explode_1.wav" health 10 origin "1440 -4768 160" radius 4000 } ambient_generic { targetname "detonated_wall_sound_2" spawnflags 48 message "ambient\explosions\explode_2.wav" health 10 origin "1440 -4768 160" radius 4000 } ambient_generic { targetname "detonated_wall_sound_2" spawnflags 48 message "ambient\explosions\explode_2.wav" health 10 origin "1440 -4768 160" radius 4000 } ambient_generic { targetname "detonated_wall_sound_3" spawnflags 48 message "ambient\explosions\explode_3.wav" health 10 origin "1440 -4768 160" radius 4000 } ambient_generic { targetname "detonated_wall_sound_3" spawnflags 48 message "ambient\explosions\explode_3.wav" health 10 origin "1440 -4768 160" radius 4000 } ambient_generic { targetname "detonated_wall_sound_4" spawnflags 48 message "ambient\explosions\explode_5.wav" health 10 origin "1440 -4768 160" radius 4000 } ambient_generic { targetname "detonated_wall_sound_4" spawnflags 48 message "ambient\explosions\explode_5.wav" health 10 origin "1440 -4768 160" radius 4000 } logic_case { targetname "detonated_wall_case" Case01 1 Case02 2 Case03 3 Case04 4 Case05 5 Case06 6 Case07 7 Case08 8 Case09 9 Case10 10 OnCase01 "detonated_wall_exp_small,start,,0,-1" OnCase01 "detonated_wall_exp_small,stop,,1,-1" OnCase01 "detonated_wall_random_snd,PickRandom,,0,-1" OnCase03 "vault_door_screen,kill,,0,-1" OnCase03 "detonated_wall_exp_small,start,,0,-1" OnCase03 "detonated_wall_exp_large,start,,0,-1" OnCase03 "detonated_wall_exp_small,stop,,1,-1" OnCase03 "detonated_wall_exp_large,stop,,1,-1" OnCase03 "detonated_wall_random_snd,PickRandom,,0,-1" OnCase06 "detonated_wall_exp_small,start,,0,-1" OnCase06 "detonated_wall_exp_small,stop,,1,-1" OnCase06 "detonated_wall_random_snd,PickRandom,,0,-1" OnCase09 "detonated_wall_exp_small,start,,0,-1" OnCase09 "detonated_wall_exp_small,stop,,1,-1" OnCase09 "detonated_wall_random_snd,PickRandom,,0,-1" OnCase10 "vault_door,kill,,0,-1" OnCase10 "vault_door_blocker,kill,,0,-1" OnCase10 "detonated_wall_exp_small,start,,0,-1" OnCase10 "detonated_wall_exp_large,start,,0,-1" OnCase10 "detonated_wall_exp_small,stop,,1,-1" OnCase10 "detonated_wall_exp_large,stop,,1,-1" OnCase10 "detonated_wall_random_snd,PickRandom,,0,-1" OnCase10 "player,$SetProp$m_bUseBossHealthBar,0,0,-1" OnCase10 "defeat_protection_failed,disable,,0,-1" OnCase10 "australium_tut_1,show,,1,-1" OnCase10 "australium_tut_2,show,,11,-1" OnCase10 "carrier_lift_lower_relay,trigger,,11,-1" OnCase10 "carrier_door_front,SetAnimation,door_open,38,-1" OnCase10 "australium_tut_3,show,,44,-1" OnCase10 "cap_square,enable,,36,-1" OnCase10 "cap_zone,enable,,36,-1" OnCase10 "interface,$ResumeWavespawn,engie_tele_spawn,75,-1" } logic_case { targetname "detonated_wall_random_snd" OnCase01 "detonated_wall_sound_1,playsound,,0,-1" OnCase02 "detonated_wall_sound_2,playsound,,0,-1" OnCase03 "detonated_wall_sound_3,playsound,,0,-1" OnCase04 "detonated_wall_sound_4,playsound,,0,-1" } item_teamflag { targetname "1" flag_model "models\props_doomsday\australium_container.mdl" origin "1574 -5039 64" returntime 10 teamnum 2 ShotClockMode 1 trail_effect 3 OnPickup "australium_pile_1,disable,,0,-1" OnReturn "australium_pile_1,enable,,0.1,-1" } item_teamflag { targetname "2" flag_model "models\props_doomsday\australium_container.mdl" origin "1511 -5173 64" returntime 10 teamnum 2 ShotClockMode 1 trail_effect 3 OnPickup "australium_pile_2,disable,,0,-1" OnReturn "australium_pile_2,enable,,0.1,-1" } item_teamflag { targetname "3" flag_model "models\props_doomsday\australium_container.mdl" origin "1367 -5173 64" returntime 10 teamnum 2 ShotClockMode 1 trail_effect 3 OnPickup "australium_pile_3,disable,,0,-1" OnReturn "australium_pile_3,enable,,0.1,-1" } item_teamflag { targetname "4" flag_model "models\props_doomsday\australium_container.mdl" origin "1290 -5039 64" returntime 10 teamnum 2 ShotClockMode 1 trail_effect 3 OnPickup "australium_pile_4,disable,,0,-1" OnReturn "australium_pile_4,enable,,0.1,-1" } math_counter { targetname "australium_cap_counter" min 0 max 4 OutValue "australium_compare,InValue,,0,-1" OnHitMax "win_relay,trigger,,2,-1" } logic_case { targetname australium_compare Case01 1 Case02 2 Case03 3 Case04 4 OnCase01 "australium_collected_1,enable,,0,-1" OnCase02 "australium_collected_2,enable,,0,-1" OnCase03 "australium_collected_3,enable,,0,-1" OnCase04 "australium_collected_4,enable,,0,-1" } prop_dynamic { model "models\props_doomsday\australium_container.mdl" startdisabled 1 targetname "australium_collected_1" origin "-953 3780 212" angles "0 90 0" skin 2 } prop_dynamic { model "models\props_doomsday\australium_container.mdl" startdisabled 1 targetname "australium_collected_2" origin "-953 3716 212" angles "0 90 0" skin 2 } prop_dynamic { model "models\props_doomsday\australium_container.mdl" startdisabled 1 targetname "australium_collected_3" origin "-953 3652 212" angles "0 90 0" skin 2 } prop_dynamic { model "models\props_doomsday\australium_container.mdl" startdisabled 1 targetname "australium_collected_4" origin "-953 3588 212" angles "0 90 0" skin 2 } prop_dynamic { model "models\props_gameplay\cap_square_256.mdl" disableshadows 1 origin "-1313 3692 194" skin 2 solid 0 targetname cap_square startdisabled 1 } training_annotation { origin "1440 -5032 128" display_text "The vault is open! Grab some australium!" lifetime 10 targetname "australium_tut_1" } training_annotation { origin "-1313 3692 194" display_text "Gray Mann is sending the carrier down." lifetime 10 targetname "australium_tut_2" } training_annotation { origin "-1313 3692 194" display_text "Bring the australium to here!" lifetime 10 targetname "australium_tut_3" } training_annotation { origin "-1313 3692 194" display_text "All australium has been collected!" lifetime 5 targetname "australium_ending_1" } training_annotation { origin "-1313 3692 194" display_text "The carrier will be sent up in 15 seconds!" lifetime 5 targetname "australium_ending_2" } training_annotation { origin "-1313 3692 194" display_text "The carrier will be sent up in 10 seconds!" lifetime 5 targetname "australium_ending_3" } training_annotation { origin "-1313 3692 194" display_text "The carrier will be sent up in 5 seconds!" lifetime 5 targetname "australium_ending_4" } training_annotation { origin "-1313 3692 194" display_text "The carrier is being sent up!" lifetime 5 targetname "australium_ending_5" } func_flagdetectionzone { targetname cap_zone mins "-128 -128 -32" maxs "128 128 32" origin "-1313 3692 194" OnStartTouchFlag "australium_cap_counter,add,1,0,-1" OnStartTouchFlag "popscript,$DisableFlag,,0,-1" startdisabled 1 } logic_relay { targetname seq_build_tele OnTrigger "fake_tele_build,enable,,0,-1" OnTrigger "fake_tele_build,SetPlaybackRate,0.33,0,-1" OnTrigger "fake_tele_build,SetAnimation,build,0,-1" OnTrigger "!self,disable,,0.1,-1" } prop_dynamic { targetname fake_tele_build origin "-1712 2048 -64" angles "0 300 0" startdisabled 1 disableshadows 1 skin 1 model models/buildables/teleporter.mdl OnAnimationDone "!self,disable,,0.1,-1" OnAnimationDone "fake_tele,enable,,0.1,-1" OnAnimationDone "fake_tele_trigger,enable,,0.1,-1" OnAnimationDone "fake_tele_glow,start,,0.1,-1" OnAnimationDone "fake_tele_sound,playsound,,0.1,-1" } prop_dynamic { targetname fake_tele origin "-1712 2048 -64" angles "0 300 0" startdisabled 1 DefaultAnim running SetBodyGroup 1 skin 1 disableshadows 1 model models/buildables/teleporter_light.mdl } info_particle_system { targetname fake_tele_glow origin "-1712 2048 -64" start_active 0 effect_name teleporter_blue_charged_level3 } info_particle_system { targetname fake_tele_glow origin "-1712 2048 -64" start_active 0 effect_name teleporter_blue_entrance_level3 } info_particle_system { targetname fake_tele_glow origin "-1712 2048 -64" start_active 0 effect_name teleporter_mvm_bot_persist } ambient_generic { targetname fake_tele_sound spawnflags 49 message "mvm/mvm_tele_activate.wav" health 10 } ambient_generic { targetname fake_tele_sound spawnflags 49 message "mvm/mvm_tele_activate.wav" health 10 } ambient_generic { targetname fake_tele_sound spawnflags 16 message "Building_Teleporter.SpinLevel3" health 10 origin "-1712 2048 -48" } trigger_multiple { origin "-1712 2048 -48" mins "-8 -8 -8" maxs "8 8 8" filtername blue_team_filter wait 0 spawnflags 1 startdisabled 1 targetname "fake_tele_trigger" OnStartTouch "!activator,$SetLocalOrigin,-1278 3114 178,0,-1" OnStartTouch "!activator,$PlaySound,Player.TeleSpawn,0.015,-1" OnStartTouch "popscript,$PlayerSpawn,activator,0.015,-1" } } Persistent_Props { NoFixup 1 prop_dynamic { angles "0 0 0" model models/props_gameplay/cap_point_base.mdl skin 2 solid 0 StartDisabled 1 origin "640 0 337" targetname "persistent_cp_prop" } } Encore_Stuff { NoFixup 1 trigger_multiple { origin "0 0 64" mins "-512 -384 -64" maxs "512 384 64" spawnflags 1 filtername blue_team_filter OnStartTouch "A2_door_unlock_relay,trigger,,0,-1" OnEndTouchAll "A2_door_lock_relay,trigger,,1.5,-1" } math_counter { min 0 max 20 targetname arena1_kill_counter OnHitMin "ply_break_wall,trigger,,2,1" } logic_relay { targetname "ply_break_wall" OnTrigger "breakable_wall,sethealth,5000,0,-1" OnTrigger "wall_glow,enable,,3,-1" OnTrigger "YouDontHaveGlowDumbass,show,,3,-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Perfect. Now, if my memory is correct, destroying the marked wall will lead directly into the \x0799CCFFcontrol room`)1-1" } training_annotation { origin "592 640 160" display_text "shoot this wall to break it" lifetime 10 targetname "YouDontHaveGlowDumbass" } func_breakable { origin "464 624 168" mins "-64 -192 -168" maxs "64 192 168" health 5000000 material 4 Spawnflags 2048 targetname "breakable_wall" OnBreak "A_route_wall_3_break_relay,trigger,,0,-1" OnBreak "Wall_Explode_Particle,Start,,0,-1" OnBreak "Wall_Gas_Particle,Start,,0.25,-1" OnBreak "Wall_Flame_Particle,Start,,0.25,-1" OnBreak "Wall_Flame_Sound,PlaySound,,0.25,-1" OnBreak "Wall_Gas_Sound,PlaySound,,0.25,-1" OnBreak "Wall_Exp_Sound,PlaySound,,0,-1" OnBreak "Wall_Exp_Flash,Fade,,0,-1" OnBreak "Wall_Exp_Shake,StartShake,,0,-1" OnBreak "wall_glow,disable,,0,-1" OnBreak "YouDontHaveGlowDumbass,hide,,0,-1" OnBreak "cap_master,SetCapLayoutCustomPositionY,-1,0,-1" } info_particle_system { targetname "Wall_Explode_Particle" angles "0 180 0" effect_name hightower_explosion start_active 0 origin "632 616 184" } info_particle_system { targetname "Wall_Explode_Particle" angles "0 180 0" effect_name fluidSmokeExpl_ring_mvm start_active 0 origin "632 632 184" } info_particle_system { targetname "Wall_Gas_Particle" angles "14.1519 28.4376 7.54234" effect_name steam_plume start_active 0 origin "574 798 144" } info_particle_system { targetname "Wall_Gas_Particle" angles "-17.8366 268.409 8.41202" effect_name steam_plume start_active 0 origin "597 837 144" } info_particle_system { targetname "Wall_Flame_Particle" angles "-40.867 23.1659 6.76204" effect_name flamethrower_giant_mvm start_active 0 origin "537 529 184" } info_particle_system { targetname "Wall_Flame_Particle" angles "-23.571 326.94 14.5894" effect_name cauldron_flamethrower start_active 0 origin "536 512 184" } info_particle_system { targetname "Wall_Flame_Particle" angles "-43.5699 12.9796 -11.7243" effect_name cauldron_flamethrower start_active 0 origin "567 458 129" } ambient_generic { targetname Wall_Flame_Sound spawnflags 16 message "weapons/flame_thrower_bb_loop.wav" health 10 origin "565 468 164" radius 400 } ambient_generic { targetname Wall_Gas_Sound spawnflags 16 message "ambient/gas/steam2.wav" health 10 origin "565 816 164" radius 400 } ambient_generic { targetname Wall_Gas_Sound spawnflags 16 message "ambient/gas/steam2.wav" health 10 origin "565 816 164" radius 400 } ambient_generic { targetname Wall_Exp_Sound spawnflags 49 message "ambient\explosions\exp4.wav" health 10 origin "565 816 164" radius 2000 } ambient_generic { targetname Wall_Exp_Sound spawnflags 49 message "ambient\explosions\exp2.wav" health 10 origin "565 816 164" radius 2000 } ambient_generic { targetname Wall_Exp_Sound spawnflags 49 message "ambient\explosions\explode_5.wav" health 10 origin "565 816 164" radius 2000 } env_fade { spawnflags 1 targetname Wall_Exp_Flash rendercolor "247 232 188" renderamt 150 holdtime 0 duration 2.5 } env_shake { targetname Wall_Exp_Shake amplitude 16 duration 5 frequency 1 spawnflags 29 } Logic_Relay { targetname "alert_relay" OnTrigger "@f@red_team_filter@player,$ChangeAttributes,Damaged,0,-1" OnTrigger "!self,Disable,,1,-1" } //copied from mvm_robotfactory_b21_rev_adv_short_circuit_execution because I couldn't get it to work prop_dynamic { "targetname" "capturepoint_prop" "angles" "0 0 0" "model" "models/props_gameplay/cap_point_base.mdl" "skin" "1" "solid" "6" "StartDisabled" 0 "modelscale" 1 "origin" "640 0 337" } trigger_capture_area { "targetname" "capturepoint_zone" "area_cap_point" "capturepoint_point" "area_time_to_cap" "20" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "team_cancap_2" "1" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "1" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "origin" "640 0 337" "mins" "-120 -112 -0" "maxs" "120 112 256" "spawnflags" 1 "OnCapTeam2" "capturepoint_point,SetOwner,3,0,-1" "OnCapTeam2" "capturepoint_prop,Skin,2,0,-1" "OnCapTeam2" "capturepoint_zone,Disable,,0,-1" "OnCapTeam2" "interface,$ResumeWavespawn,w1_end,0,-1" } team_control_point { "targetname" "capturepoint_point" "point_default_owner" "2" //this is the team that the control point will spawn in, set this number to 0 for neutral, 2 for red, 3 for blu "point_group" "0" "point_index" "1" //if you plan on having multiple control points at once, you must give each one a unique "point_index", spawning more than 8 control points on the map will crash the server "point_printname" "Control Room" "point_start_locked" "1" "point_warn_on_cap" "0" "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" "spawnflags" "20" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" //this is the image shown on the hud icon "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" //this is the model of the hologram that appears above the control point "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_3_0" "capturepoint_point" //if you want to create a sequence of control points similar to an attack/defense map, this keyvalue determines the order in which they can be captured "team_previouspoint_2_0" "capturepoint_point" //it represents the names of the previous control points that must be owned by blu team before this point can be unlocked, if this is the first control point on the map, it must refer to itself or else it will be locked "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "640 0 337" } OnSpawnOutput //very important to keep this output otherwise the control point will not function { Target capturepoint_zone Action SetControlPoint Param capturepoint_point } OnSpawnOutput { Target cap_master Action RoundSpawn } logic_auto { OnMapSpawn "Break_Wall_Siren,Volume,0,0.1,-1" } logic_relay { targetname "Break_Controlroom_Wall" OnTrigger "A_route_wall_4_break_relay,Trigger,,0,-1" OnTrigger "Break_Wall_Particle,Start,,0,-1" OnTrigger "Break_Wall_Sound,PlaySound,,0,-1" OnTrigger "Break_Wall_Shake,StartShake,,0,-1" OnTrigger "Break_Wall_Flash,Fade,,0,-1" OnTrigger "Break_Wall_Siren,Volume,10,1,-1" OnTrigger "Break_Wall_Siren,PlaySound,,1.1,-1" } info_particle_system { targetname "Break_Wall_Particle" origin "250 -645 256" effect_name hightower_explosion start_active 0 } info_particle_system { targetname "Break_Wall_Particle" origin "200 -645 256" angles "0 180 90" effect_name fluidSmokeExpl_ring_mvm start_active 0 } ambient_generic { targetname Break_Wall_Sound spawnflags 49 message "ambient\explosions\exp4.wav" health 10 origin "326 -645 256" radius 2000 } ambient_generic { targetname Break_Wall_Sound spawnflags 49 message "ambient\explosions\exp2.wav" health 10 origin "326 -645 256" radius 2000 } ambient_generic { targetname Break_Wall_Sound spawnflags 49 message "ambient\explosions\explode_2.wav" health 10 origin "326 -645 256" } ambient_generic { targetname Break_Wall_Sound spawnflags 49 message "ambient\explosions\explode_2.wav" health 10 origin "326 -645 256" } ambient_generic { targetname Break_Wall_Sound spawnflags 49 message "ambient\explosions\explode_3.wav" health 10 origin "326 -645 256" } env_fade { spawnflags 1 targetname Break_Wall_Flash rendercolor "247 232 188" renderamt 150 holdtime 0 duration 2.5 } env_shake { targetname Break_Wall_Shake amplitude 16 duration 5 frequency 1 spawnflags 29 } ambient_generic { targetname Break_Wall_Siren spawnflags 16 message "ambient/alarms/alarm_citizen_loop1.wav" health 10 fadeinsecs 1 fadeoutsecs 0.2 origin "132 -1280 432" radius 10000 } ambient_generic { targetname Break_Wall_Siren spawnflags 16 message "ambient/alarms/alarm_citizen_loop1.wav" health 10 fadeinsecs 1 fadeoutsecs 0.2 origin "132 -1280 432" radius 10000 } ambient_generic { targetname Break_Wall_Siren spawnflags 16 message "ambient/alarms/alarm_citizen_loop1.wav" health 10 fadeinsecs 1 fadeoutsecs 0.2 origin "132 -1280 432" radius 5000 } ambient_generic { targetname Break_Wall_Siren spawnflags 16 message "ambient/alarms/alarm_citizen_loop1.wav" health 10 fadeinsecs 1 fadeoutsecs 0.2 origin "1280 -2816 432" radius 10000 } ambient_generic { targetname Break_Wall_Siren spawnflags 16 message "ambient/alarms/alarm_citizen_loop1.wav" health 10 fadeinsecs 1 fadeoutsecs 0.2 origin "1280 -2816 432" radius 10000 } ambient_generic { targetname Break_Wall_Siren spawnflags 16 message "ambient/alarms/alarm_citizen_loop1.wav" health 10 fadeinsecs 1 fadeoutsecs 0.2 origin "1280 -2816 432" radius 5000 } trigger_hurt { targetname "tax_collector" origin "1312 -3264 80" mins "-1568 -832 -208" maxs "1568 832 208" damage 0 } } Barriers { //lava pit prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 0 0" origin "-952 -1472 152" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 180 0" origin "-952 -1472 152" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 0 0" origin "-1592 -1472 152" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 180 0" origin "-1592 -1472 152" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 0 0" origin "-2232 -1472 152" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 180 0" origin "-2232 -1472 152" solid 0 } func_forcefield { TeamNum 2 origin "-1600 -1472 152" mins "-960 -4 -150" maxs "960 4 500" } //right of crossroads toward hatch prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 0 0" origin "336 -2432 152" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 180 0" origin "336 -2432 152" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 90 0" origin "16 -2752 152" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 -90 0" origin "16 -2752 152" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 90 0" origin "16 -3392 152" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 -90 0" origin "16 -3392 152" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 270 -180" origin "16 -2752 -144" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 90 -180" origin "16 -2752 -144" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 270 -180" origin "16 -3392 -144" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 90 -180" origin "16 -3392 -144" solid 0 } func_forcefield { TeamNum 2 origin "336 -2432 152" mins "-320 -4 -150" maxs "320 4 500" } func_forcefield { TeamNum 2 origin "16 -3072 4" mins "-4 -640 -500" maxs "4 640 750" } } Barriers_C1_C2 { NoFixup 1 //gap by c1 door prop_dynamic { model models/props_mvm/reversemvm_redwall_256x288.mdl angles "0 90 0" origin "896 -1000 248" solid 0 targetname "barrier_c1_door" } prop_dynamic { model models/props_mvm/reversemvm_redwall_256x288.mdl angles "0 -90 0" origin "896 -1000 248" solid 0 targetname "barrier_c1_door" } func_forcefield { TeamNum 2 origin "896 -1000 248" mins "-4 -128 -144" maxs "4 128 144" targetname "barrier_c1_door" } //c2 door prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 90 0" origin "1664 -1104 136" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 -90 0" origin "1664 -1104 136" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 270 180" origin "1664 -1232 496" solid 0 } prop_dynamic { model models/props_mvm/reversemvm_redwall_640x300.mdl angles "0 90 180" origin "1664 -1232 496" solid 0 } func_forcefield { TeamNum 2 origin "1664 -1168 316" mins "-4 -384 -330" maxs "4 384 330" } } sergeant_wasp_passive { NoFixup 1 tf_point_weapon_mimic { origin "0 -32 128" angles "-60 300 0" targetname "passive_attack" Crits 0 $firetime 1 $weaponname "Sergeant Passive Weapon" teamnum 2 } tf_point_weapon_mimic { origin "0 -16 112" angles "-30 300 0" targetname "passive_attack" Crits 0 $firetime 1 $weaponname "Sergeant Passive Weapon" teamnum 2 } tf_point_weapon_mimic { origin "0 32 128" angles "-60 60 0" targetname "passive_attack" Crits 0 $firetime 1 $weaponname "Sergeant Passive Weapon" teamnum 2 } tf_point_weapon_mimic { origin "0 16 112" angles "-30 60 0" targetname "passive_attack" Crits 0 $firetime 1 $weaponname "Sergeant Passive Weapon" teamnum 2 } tf_point_weapon_mimic { origin "0 -32 128" angles "-30 300 0" targetname "passive_attack_airborne" Crits 0 $firetime 1 $weaponname "Sergeant Passive Weapon" teamnum 2 } tf_point_weapon_mimic { origin "0 -16 112" angles "0 300 0" targetname "passive_attack_airborne" Crits 0 $firetime 1 $weaponname "Sergeant Passive Weapon" teamnum 2 } tf_point_weapon_mimic { origin "0 32 128" angles "-30 60 0" targetname "passive_attack_airborne" Crits 0 $firetime 1 $weaponname "Sergeant Passive Weapon" teamnum 2 } tf_point_weapon_mimic { origin "0 16 112" angles "0 60 0" targetname "passive_attack_airborne" Crits 0 $firetime 1 $weaponname "Sergeant Passive Weapon" teamnum 2 } logic_timer { RefireTime 0.75 startdisabled 1 targetname "passive_attack_timer" OnTimer "passive_attack,FireOnce,,0,-1" } logic_timer { RefireTime 1 startdisabled 1 targetname "passive_attack_timer_airborne" OnTimer "passive_attack_airborne,FireOnce,,0,-1" } logic_relay { targetname Attack_3_relay OnTrigger "!activator,$TauntFromItem,Taunt: Unleashed Rage,0,-1" OnTrigger "passive_attack_timer,Enable,,0,-1" OnTrigger "passive_attack_timer,FireTimer,,0,-1" OnTrigger "passive_attack_timer,RefireTime,0.5,3,-1" OnTrigger "passive_attack_timer,RefireTime,0.25,6,-1" OnTrigger "passive_attack_timer,RefireTime,0.15,9,-1" OnTrigger "passive_attack_timer,disable,,10,-1" OnTrigger "passive_attack_timer,RefireTime,0.75,10.1,-1" OnTrigger "passive_attack_timer,ResetTimer,,10.2,-1" } logic_relay { targetname Attack_10_relay OnTrigger "passive_attack_timer_airborne,Enable,,0,-1" } } sergeant_reverse_rocket { KeepAlive 1 tf_point_weapon_mimic { origin "0 0 0" angles "-10 180 0" targetname "reverse_rock" Crits 0 SpreadAngle 30 $firetime 1 $weaponname "Sergeant Reverse Rocket" teamnum 2 } OnParentKilledOutput { Target reverse_rock Action FireMultiple Param 5 } OnParentKilledOutput { Target reverse_rock Action Kill Delay 1 } } sergeant_forward_rocket { KeepAlive 1 tf_point_weapon_mimic { origin "0 0 0" angles "-10 0 0" targetname "forward_rock" Crits 0 SpreadAngle 30 $firetime 1 $weaponname "Sergeant Forward Rocket" teamnum 2 } prop_dynamic { targetname "forward_rocket_warning" angles "90 0 0" model "models/props_mvm/indicator/indicator_circle_long.mdl" skin 0 disableshadows 1 origin "32 0 0" } OnSpawnOutput { Target forward_rocket_warning Action SetAnimation Param "start" } OnParentKilledOutput { Target forward_rock Action FireMultiple Param 3 } OnParentKilledOutput { Target forward_rocket_warning Action SetAnimation Param "end" Delay 0.5 } OnParentKilledOutput { Target forward_rocket_warning Action Kill Delay 1 } OnParentKilledOutput { Target forward_rock Action Kill Delay 1 } } sergeant_wasp_anim { KeepAlive 1 NoFixup 1 info_particle_system { origin "0 16 96" targetname sergeant_damage_state_1 effect_name rd_robot_explosion start_active 0 } info_particle_system { origin "0 16 48" targetname sergeant_damage_state_2 effect_name rd_robot_explosion start_active 0 } info_particle_system { origin "0 -16 136" targetname sergeant_damage_state_2 effect_name rd_robot_explosion start_active 0 } info_particle_system { origin "0 -16 16" targetname sergeant_damage_state_3 effect_name rd_robot_explosion start_active 0 } info_particle_system { origin "0 -16 120" targetname sergeant_damage_state_3 effect_name rd_robot_explosion start_active 0 } info_particle_system { origin "0 0 88" targetname sergeant_damage_state_3 effect_name rd_robot_explosion start_active 0 } info_particle_system { origin "0 0 88" targetname sergeant_damage_state_3 effect_name fluidSmokeExpl_ring start_active 0 } info_particle_system { origin "48 0 0" targetname sergeant_tele effect_name teleported_red start_active 0 } info_particle_system { origin "48 0 0" targetname sergeant_tele effect_name wrenchmotron_teleport_beam start_active 0 } prop_dynamic { targetname sergeant_fake_anim origin "0 0 0" model "models/bots/soldier/goliatron2022_v3.mdl" skin 2 modelscale 2 startdisabled 1 } prop_dynamic { targetname sergeant_fake_anim_ghost origin "0 0 0" model "models/bots/soldier/goliatron2022_v3.mdl" skin 2 modelscale 2 startdisabled 1 rendermode 1 renderamt 0 rendercolor "250 150 150" } OnSpawnOutput { Target sergeant_fake_anim_ghost Action SetAnimation Delay 0.1 Param "taunt_mourning_mercs_soldier" } OnSpawnOutput { Target sergeant_fake_anim_ghost Action SetPlaybackRate Param 0.0 } logic_timer { targetname "ghost_fade_timer" refiretime 0.015 //every tick startdisabled 1 OnTimer "ghost_fade_counter,subtract,6,0,-1" } math_counter { targetname "ghost_fade_counter" max 200 min 0 startvalue 200 OutValue "sergeant_fake_anim_ghost,$SetKey$renderamt,,0,-1" OnHitMin "ghost_fade_timer,disable,,0,-1" } OnSpawnOutput { Target sergeant_fake_anim Action SetPlaybackRate Param 0.0 } OnSpawnOutput { Target sergeant_fake_anim Action SetAnimation Delay 0.1 Param "taunt_mourning_mercs_soldier" } OnParentKilledOutput { Target sergeant_death_relay Action Trigger } logic_relay { targetname sergeant_damage_1 OnTrigger "Boss_Phase_2_Start,trigger,,0,-1" OnTrigger "sergeant_damage_state_1,start,,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_1.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_5.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_5.wav,0,-1" } logic_relay { targetname sergeant_damage_2 OnTrigger "sergeant_damage_state_2,start,,0,-1" OnTrigger "Boss_Phase_3_Start,trigger,,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_1.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_1.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_7.wav,0,-1" } logic_relay { targetname sergeant_death_relay OnTrigger "Boss_Phase_3_Music,volume,0,0.1,-1" OnTrigger "Boss_Phase_3_Start,CancelPending,,0,-1" OnTrigger "sergeant_damage_state_3,start,,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_2.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_2.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,ambient\explosions\explode_3.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,mvm\mvm_tele_deliver.wav,15,-1" OnTrigger "player,$PlaySoundToSelf,mvm\mvm_tele_deliver.wav,15,-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07FF3F3FSecurity \x01: WARNING: CRITICAL DAMAGE DETECTED`)5-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07FF3F3FSecurity \x01: SUBMITTING TELEPORT REQUEST TICKET`)10-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07FF3F3FSecurity \x01: ERROR: ON-SITE SECURITY ROBOTS HAVE BEEN DEPLETED`)20-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07FF3F3FSecurity \x01: SUBMITTING BACKUP REQUEST TICKET`)25-1" OnTrigger "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: I'm sending another Giant Burst Demoman to break open the doors.`)30-1" OnTrigger "sergeant_fake_anim,enable,,0,-1" OnTrigger "sergeant_fake_anim,SetPlaybackRate,1,0,-1" OnTrigger "sergeant_fake_anim,SetPlaybackRate,0,1,-1" OnTrigger "sergeant_fake_anim_ghost,enable,,0,-1" OnTrigger "sergeant_fake_anim_ghost,SetPlaybackRate,1,0,-1" OnTrigger "sergeant_fake_anim_ghost,SetPlaybackRate,0,1,-1" OnTrigger "sergeant_fake_anim,kill,,15,-1" OnTrigger "ghost_fade_timer,enable,,15,-1" OnTrigger "sergeant_tele,start,,15,-1" OnTrigger "playerRunScriptCodeScreenFade(self, 250, 200, 200, 200, 0.25, 0, 1)15-1" OnTrigger "interface,$ResumeWavespawn,ending_seq_wavespawn,30,-1" OnTrigger "sergeant_damage_*,kill,,30,-1" OnTrigger "sergeant_tele,kill,,30,-1" OnTrigger "sergeant_fake_anim_ghost,kill,,30,-1" OnTrigger "ghost_fade_*,kill,,30,-1" OnTrigger "!self,kill,,30,-1" } } DrillTank_SpeakLogic { NoFixup 1 logic_case { Targetname "drill_case_80" OnCase01 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Remember: Defend the drill tank!`)0-1" OnCase02 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Defend the drill tank!`)0-1" OnCase03 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: They are attacking the drill tank!`)0-1" OnCase04 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: The drill tank has received damage!`)0-1" } logic_case { Targetname "drill_case_60" OnCase01 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Do you robots not hear me? Defend the drill tank!`)0-1" OnCase02 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: The drill tank has taken heavy damage. Defend it!`)0-1" OnCase03 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Those robots are attacking my drill tank. Kill them!`)0-1" OnCase04 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: If that drill take dies then we all lose. Defend it!`)0-1" } logic_case { Targetname "drill_case_40" OnCase01 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Will you moron bots DEFEND THE DRILL TANK!`)0-1" OnCase02 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Can anyone defend the drill tank!`)0-1" OnCase03 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Please tell me there is a giant Engineer to repair the drill tank!`)0-1" OnCase04 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Yoohoo! Defend the drill tank!`)0-1" } logic_case { Targetname "drill_case_20" OnCase01 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: DEFEND THE GODDAMN DRILL TANK!`)0-1" OnCase02 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: THE DRILL TANK IS ALMOST DEAD! DEFEND IT!`)0-1" OnCase03 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: WILL YOU GOOD FOR NOTHING ROBOTS DEFEND THE DRILL TANK!`)0-1" OnCase04 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: IF THAT DRILL TANK DIES THEN ALL OF YOU WILL BE SMELTED DOWN!`)0-1" } logic_case { Targetname "drill_case_0" OnCase01 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: NOOOOO!`)0-1" OnCase02 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: GOD FUCKING DAMNIT!`)0-1" OnCase03 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: GREAT WORK YOU IDIOTIC ROBOTS!`)0-1" OnCase04 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: You robots really can't do a simple task.`)0-1" } logic_case { Targetname "drill_case_major_heal_90" //called when healing the drill tank from under 60 up to 90 startdisabled 1 OnCase01 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Great work repairing the drill tank.`)0-1" OnCase02 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Thank you for defending my drill tank.`)0-1" OnCase03 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: At least one of you robots knows what to do.`)0-1" } logic_case { Targetname "drill_case_major_heal_70" //called when healing the drill tank from under 40 up to 70 startdisabled 1 OnCase01 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Keep that up and maybe you'll win.`)0-1" OnCase02 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Excellent!`)0-1" OnCase03 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Good, keep my drill tank healthy.`)0-1" } logic_case { Targetname "drill_case_major_heal_50" //called when healing the drill tank from under 20 up to 50 startdisabled 1 OnCase01 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: I'm impressed, you managed to defend the drill tank for once.`)0-1" OnCase02 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Keep repairing the drill tank, still a lot more to go!`)0-1" OnCase03 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Keep defending the drill tank!`)0-1" } logic_case { Targetname "drill_case_major_heal_30" //called when healing the drill tank from under 10 up to 30 startdisabled 1 OnCase01 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: If you idiotic robots manage to keep the drill tank alive then maybe I won't smelt you.`)0-1" OnCase02 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Keep repairing the drill tank!`)0-1" OnCase03 "playerRunScriptCodeClientPrint(self,3,`\x07cff7fcGray Mann \x01: Don't let that happen again!`)0-1" } logic_relay { Targetname "drill_speak_80" OnTrigger "drill_case_80,disable,,0.1,-1" OnTrigger "drill_case_80,PickRandom,,0,-1" } logic_relay { Targetname "drill_speak_60" OnTrigger "drill_case_60,disable,,0.1,-1" OnTrigger "drill_case_60,PickRandom,,0,-1" } logic_relay { Targetname "drill_speak_40" OnTrigger "drill_case_40,disable,,0.1,-1" OnTrigger "drill_case_40,PickRandom,,0,-1" } logic_relay { Targetname "drill_speak_20" OnTrigger "drill_case_20,disable,,0.1,-1" OnTrigger "drill_case_20,PickRandom,,0,-1" } logic_relay { Targetname "drill_speak_0" OnTrigger "drill_case_0,PickRandom,,0,-1" } logic_relay { Targetname "drill_enable_speak_90" OnTrigger "drill_case_80,enable,,0,-1" } logic_relay { Targetname "drill_enable_speak_70" OnTrigger "drill_case_60,enable,,0,-1" } logic_relay { Targetname "drill_enable_speak_50" OnTrigger "drill_case_40,enable,,0,-1" } logic_relay { Targetname "drill_enable_speak_30" OnTrigger "drill_case_20,enable,,0,-1" } } DrillTank_Stuff { OnSpawnOutput { Target drill_tank Action AddOutput Param "OnHealthBelow90Percent drill_enable_speak_90:trigger::0:-1" } OnSpawnOutput { Target drill_tank Action AddOutput Param "OnHealthBelow80Percent drill_speak_80:trigger::0:-1" } OnSpawnOutput { Target drill_tank Action AddOutput Param "OnHealthBelow70Percent drill_enable_speak_70:trigger::0:-1" } OnSpawnOutput { Target drill_tank Action AddOutput Param "OnHealthBelow60Percent drill_speak_60:trigger::0:-1" } OnSpawnOutput { Target drill_tank Action AddOutput Param "OnHealthBelow50Percent drill_enable_speak_50:trigger::0:-1" } OnSpawnOutput { Target drill_tank Action AddOutput Param "OnHealthBelow40Percent drill_speak_40:trigger::0:-1" } OnSpawnOutput { Target drill_tank Action AddOutput Param "OnHealthBelow30Percent drill_enable_speak_30:trigger::0:-1" } OnSpawnOutput { Target drill_tank Action AddOutput Param "OnHealthBelow20Percent drill_speak_20:trigger::0:-1" } OnSpawnOutput { Target drill_tank Action AddOutput Param "OnHealthBelow10Percent drill_enable_speak_10:trigger::0:-1" } OnSpawnOutput { Target drill_tank Action AddOutput Param "OnKilled drill_speak_0:trigger::0:-1" } OnSpawnOutput { Target drill_tank_49 Action AddOutput Param "OnPass drill_hurt:disable::0:-1" } OnSpawnOutput { Target drill_tank_49 Action AddOutput Param "OnPass fake_drill_tank:$SetLocalOrigin:1104.06 624.149 80.0312:3.1:-1" //Param "OnPass player:$DisplayTextChat:$$=!activator.m_vecOrigin:3.1:-1" //debug } OnSpawnOutput { Target drill_tank_49 Action AddOutput Param "OnPass fake_drill_tank:enable::3:-1" } OnSpawnOutput { Target drill_tank_49 Action AddOutput Param "OnPass fake_drill_tank:$ShowToAll::3:-1" } OnSpawnOutput { Target drill_tank_49 Action AddOutput Param "OnPass @c@fake_drill_tank:$ShowToAll::3:-1" } OnSpawnOutput { Target drill_tank_49 Action AddOutput Param "OnPass @c@fake_drill_tank:$SetCollisionFilter::3:-1" } OnSpawnOutput { Target drill_tank_49 Action AddOutput Param "OnPass fake_drill_tank:SetAnimation:stop_movement:3:-1" } OnSpawnOutput { Target drill_tank_49 Action AddOutput Param "OnPass !activator:kill::3.2:-1" } dispenser_touch_trigger { targetname "drill_dispenserzone" mins "-128 -128 -128" maxs "128 128 128" origin "-180 0 92" } mapobj_cart_dispenser { targetname "drill_dispensertarget" TeamNum 3 touch_trigger "drill_dispenserzone" origin "-114 -25 148" } prop_dynamic { model "models/watermine/drill_tank_dispenser.mdl" origin "2 0 44" solid 0 } trigger_multiple { targetname "drill_hurt" origin "182 0 86" mins "-50 -40 -50" maxs "50 40 50" spawnflags 1 //OnStartTouch "drill_tank,SetSpeed,25,0,-1" OnStartTouch "!activator,bleedplayer,10,0,-1" OnStartTouch "!activator,$takedamage,25,0,-1" OnStartTouch "!activator,$takedamage,25,0.1,-1" OnStartTouch "!activator,$takedamage,25,0.2,-1" OnStartTouch "!activator,$takedamage,25,0.3,-1" OnStartTouch "!activator,$takedamage,25,0.4,-1" OnStartTouch "!activator,$takedamage,25,0.5,-1" OnStartTouch "!activator,$takedamage,25,0.6,-1" OnStartTouch "!activator,$takedamage,25,0.7,-1" OnStartTouch "!activator,$takedamage,25,0.8,-1" OnStartTouch "!activator,$takedamage,25,0.9,-1" OnStartTouch "!activator,$takedamage,25,1,-1" OnStartTouch "!activator,$takedamage,25,1.1,-1" OnStartTouch "!activator,$takedamage,25,1.2,-1" OnStartTouch "!activator,$takedamage,25,1.3,-1" OnStartTouch "!activator,$takedamage,25,1.4,-1" OnStartTouch "!activator,$takedamage,25,1.5,-1" OnStartTouch "!activator,$takedamage,25,1.6,-1" OnStartTouch "!activator,$takedamage,25,1.7,-1" OnStartTouch "!activator,$takedamage,25,1.8,-1" OnStartTouch "!activator,$takedamage,25,1.9,-1" OnStartTouch "!activator,$takedamage,25,2,-1" OnStartTouch "!activator,$takedamage,25,2.1,-1" OnStartTouch "!activator,$takedamage,25,2.2,-1" OnStartTouch "!activator,$takedamage,25,2.3,-1" OnStartTouch "!activator,$takedamage,25,2.4,-1" OnStartTouch "!activator,$takedamage,25,2.5,-1" OnStartTouch "!activator,$takedamage,25,2.6,-1" OnStartTouch "!activator,$takedamage,25,2.7,-1" OnStartTouch "!activator,$takedamage,25,2.8,-1" OnStartTouch "!activator,$takedamage,25,2.9,-1" OnStartTouch "!activator,$takedamage,25,3,-1" OnStartTouch "!activator,$takedamage,25,3.1,-1" OnStartTouch "!activator,$takedamage,25,3.2,-1" OnStartTouch "!activator,$takedamage,25,3.3,-1" OnStartTouch "!activator,$takedamage,25,3.4,-1" OnStartTouch "!activator,$takedamage,25,3.5,-1" OnStartTouch "!activator,$takedamage,25,3.6,-1" OnStartTouch "!activator,$takedamage,25,3.7,-1" OnStartTouch "!activator,$takedamage,25,3.8,-1" OnStartTouch "!activator,$takedamage,25,3.9,-1" OnStartTouch "!activator,$takedamage,25,4,-1" OnStartTouch "!activator,$takedamage,25,4.1,-1" OnStartTouch "!activator,$takedamage,25,4.2,-1" OnStartTouch "!activator,$takedamage,25,4.3,-1" OnStartTouch "!activator,$takedamage,25,4.4,-1" OnStartTouch "!activator,$takedamage,25,4.5,-1" OnStartTouch "!activator,$takedamage,25,4.6,-1" OnStartTouch "!activator,$takedamage,25,4.7,-1" OnStartTouch "!activator,$takedamage,25,4.8,-1" OnStartTouch "!activator,$takedamage,25,4.9,-1" OnStartTouch "!activator,$takedamage,25,5,-1" OnStartTouch "drill,Pitch,100,0,-1" OnStartTouch "drill2,Pitch,100,0.25,-1" OnStartTouch "drill3,Pitch,100,0.50,-1" OnStartTouch "drill4,Pitch,100,0.75,-1" //OnEndTouchAll "drill_tank,SetSpeed,75,0,-1" OnEndTouchAll "!self,$CancelPending,,0.01,-1" wait 0.1 onuser1 "!self,disable,,0,-1" } } player_spawn { OnSpawnOutput { Target !activator Action "$SetLocalOrigin" Param "401 1673 35" Delay 0.03 } OnSpawnOutput { Target !activator Action "$AddCond" Param "32 10" } OnSpawnOutput { Target !activator Action "$AddCond" Param "6 10" } OnSpawnOutput { Target !activator Action "$AddCond" Param "57 5" } } ImmortalBuilding { OnSpawnOutput { Target "@p@!self" Action "RunScriptCode" Param "NetProps.SetPropInt(self, `m_takedamage`, 0)" Delay 0.01 } OnSpawnOutput { Target "!self" Action "RunScriptCode" Param "NetProps.SetPropInt(self, `m_takedamage`, 0)" Delay 0.01 } } DroneSentry { OnSpawnOutput { Target "!activator" Action SetSolidToPlayer Param "0" Delay 0.1 } OnSpawnOutput { Target "!activator" Action "$SetModelOverride" Param "models/rcat/rcat_level2.mdl" Delay 0.1 } OnSpawnOutput { Target "!activator" Action "$SetProp$m_nSkin" Param 1 Delay 0.1 } OnSpawnOutput { Target "!activator" Action "RunScriptCode" Param "EntFire(`popscript`, `$Drone`, self, -1, self)" Delay 0.2 } } DispenserBubble { entity_medigun_shield { origin "192 0 0" angles "0 0 0" Spawnflags 1 teamnum 3 skin 1 targetname "shield_1" $OnDamageBlocked "damage_tracker,SetValueNoFire,,0,-1" $OnDamageBlocked "damage_tracker,Divide,2,0.01,-1" } entity_medigun_shield { origin "0 192 0" angles "0 90 0" Spawnflags 1 teamnum 3 skin 1 targetname "shield_2" $OnDamageBlocked "damage_tracker,SetValueNoFire,,0,-1" $OnDamageBlocked "damage_tracker,Divide,2,0.01,-1" } entity_medigun_shield { origin "-192 0 0" angles "0 180 0" Spawnflags 1 teamnum 3 skin 1 targetname "shield_3" $OnDamageBlocked "damage_tracker,SetValueNoFire,,0,-1" $OnDamageBlocked "damage_tracker,Divide,2,0.01,-1" } entity_medigun_shield { origin "0 -192 0" angles "0 270 0" Spawnflags 1 teamnum 3 skin 1 targetname "shield_4" $OnDamageBlocked "damage_tracker,SetValueNoFire,,0,-1" $OnDamageBlocked "damage_tracker,Divide,2,0.01,-1" } info_particle_system { origin "0 0 32" angles "0 0 0" start_active 1 effect_name medicgun_beam_blue cpoint1 shield_1 } info_particle_system { origin "0 0 32" angles "0 90 0" start_active 1 effect_name medicgun_beam_blue cpoint1 shield_2 } info_particle_system { origin "0 0 32" angles "0 180 0" start_active 1 effect_name medicgun_beam_blue cpoint1 shield_3 } info_particle_system { origin "0 0 32" angles "0 270 0" start_active 1 effect_name medicgun_beam_blue cpoint1 shield_4 } math_counter { min 0 max 0 targetname "damage_tracker" OutValue "popscript,$DispShieldHurt,,0,-1" } } MiniTele_Fix { OnSpawnOutput { Target "!activator" Action "$SetProp$m_nSkin" Param 1 Delay 0.1 } } hammer_proj { prop_dynamic { model "models/weapons/c_models/c_mjolnir/c_mjolnir.mdl" solid 0 } } JBSpawner { NoFixup 1 env_entity_maker { targetname "JB_fx_spawner" EntityTemplate "JB_fx" } } JB_fx { info_particle_system { effect_name mvm_loot_explosion targetname mg_particle start_active 1 origin "0 0 64" } } } SpawnTemplate corelogic SpawnTemplate VScript_Loader SpawnTemplate Persistent_Props SpawnTemplate Resup SpawnTemplate FakeDrill SpawnTemplate DrillTank_SpeakLogic SpawnTemplate JBSpawner PlayerSpawnTemplate //Spawn custom player template { Name "player_spawn" } BuildingSpawnTemplate { Name ImmortalBuilding ItemName "Immortal Wrench" BuildingType "Sentry" AllowBots 1 } BuildingSpawnTemplate { Name DroneSentry ItemName "Drone Controller" BuildingType "Sentry" AllowBots 0 } BuildingSpawnTemplate { Name DroneSentry ItemName "Drone Controller" BuildingType "Disposable Sentry" AllowBots 0 } BuildingSpawnTemplate { Name DispenserBubble ItemName "Shield Projector" BuildingType "Dispenser" AllowBots 0 } BuildingSpawnTemplate { Name MiniTele_Fix ItemName "Mini PDA" BuildingType "Teleporter Entry" AllowBots 0 } BuildingSpawnTemplate { Name MiniTele_Fix ItemName "Mini PDA" BuildingType "Teleporter Exit" AllowBots 0 } ExtraSpawnPoint { Name "red_test_spawn" TeamNum 3 X "-1580" Y "-1200" Z "0" } PlayerShootTemplate { Name hammer_proj Offset "0 0 0" Angles "0 180 0" Spread 0 AttachToProjectile 1 ItemName "Hammer Proj" } PlayerShootTemplate { Name sergeant_reverse_rocket Offset "-8 0 0" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Sergeant Reverse Main" } PlayerShootTemplate { Name sergeant_forward_rocket Offset "-8 0 0" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Sergeant Forward Main" } CustomWeapon //Allows you to use an alias for items with custom attributes { "Immortal Wrench" { OriginalItemName TF_WEAPON_WRENCH "destroy buildings on death" 1 } "Sergeant Passive Weapon" { OriginalItemName TF_WEAPON_ROCKETLAUNCHER "damage penalty" 0.5 "mod projectile heat seek power" 90 "mod projectile heat aim error" 1100 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0 "mod projectile heat aim time" 1.5 "projectile speed decreased" 0.25 "projectile acceleration" 1100 "projectile acceleration start time" 0.5 "projectile acceleration time" 0.5 "ignores other projectiles" 1 "custom projectile model" models/weapons/w_models/w_wasp_launcher_rocket.mdl "projectile trail particle" eyeboss_projectile "custom weapon fire sound" MVM.GiantSoldierRocketShoot } "Sergeant Reverse Main" { OriginalItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "custom projectile model" models/weapons/w_models/w_wasp_launcher_rocket.mdl "mod max primary clip override" -1 } "Sergeant Forward Main" { OriginalItemName "Blood Botkiller Rocket Launcher Mk.I" "custom projectile model" models/weapons/w_models/w_wasp_launcher_rocket.mdl "custom weapon fire sound" MVM.GiantSoldierRocketShoot "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "clip size upgrade atomic" 36 "fire rate bonus" 0.1 "reload time decreased" 0.1 "projectile speed decreased" 0.25 "ignores other projectiles" 1 "projectile spread angle penalty" 10 "mod projectile heat seek power" 50 "mod projectile heat aim error" 50 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "projectile acceleration" -550 "projectile acceleration time" 0.5 "projectile acceleration start time" 2 "projectile detonate time" 5 "force fire full clip" 1 } "Sergeant Lock on Single" { OriginalItemName TF_WEAPON_ROCKETLAUNCHER "custom projectile model" models/weapons/w_models/w_wasp_launcher_rocket.mdl "custom weapon fire sound" MVM.GiantSoldierRocketShoot "projectile speed decreased" 0.05 "damage bonus" 3 "ignores other projectiles" 1 "projectile acceleration" 22500 "projectile acceleration time" 0.25 "projectile acceleration start time" 3 } "Sergeant Reverse Rocket" { OriginalItemName TF_WEAPON_ROCKETLAUNCHER "damage penalty" 0.6 "mod projectile heat seek power" 45 "mod projectile heat aim error" 180 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0 "mod projectile heat aim time" 0.5 "projectile speed increased" 1.25 "projectile detonate time" 0.5 "ignores other projectiles" 1 "projectile spread angle penalty" 20 "custom projectile model" models/weapons/w_models/w_wasp_launcher_rocket.mdl "projectile trail particle" eyeboss_projectile "custom weapon fire sound" MVM.GiantSoldierRocketShoot } "Sergeant Forward Rocket" { OriginalItemName TF_WEAPON_ROCKETLAUNCHER "damage penalty" 0.4 "mod projectile heat seek power" 45 "mod projectile heat aim error" 180 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0 "mod projectile heat aim time" 0.5 "projectile detonate time" 0.5 "ignores other projectiles" 1 "projectile spread angle penalty" 20 "custom projectile model" models/weapons/w_models/w_wasp_launcher_rocket.mdl "projectile trail particle" eyeboss_projectile "custom weapon fire sound" MVM.GiantSoldierRocketShoot } "[Giant] Basic Scattergun" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" } "[Giant] Ultra Force-A-Nature" { OriginalItemName "The Force-A-Nature" "cannot be upgraded" 1 "bullets per shot bonus" 2 "fire rate bonus" 0.5 "reload time increased" 1.5 "scattergun knockback mult" 9 "damage penalty" 1 "weapon spread bonus" 0.4 "fire rate bonus" 0.9 } "[Giant] Hyper Baseballer" { OriginalItemName "The Sandman" "cannot be upgraded" 1 "effect bar recharge rate increased" 0.2 "maxammo grenades1 increased" 5 "max health additive penalty" 0 "mark for death" 1 } "[Giant] Energy Drink" { OriginalItemName "Bonk! Atomic Punch" "provide on active" 1 "cannot be upgraded" 1 "mult effect duration" 1.25 "fire input on taunt" "!caller^$AddCond^32 12" "special item description" "gives user a speedboost and bonk effect when used" } "[Giant] Soda Breaker" { OriginalItemName "The Soda Popper" //Damascus & Mahogany "paintkit_proto_def_index" 234 "set_item_texture_wear" 0 "fire rate bonus" 1 "reload time decreased" 1 "bullets per shot bonus" 1.3 "effect cond override" "12" "fire input on effect" "popscript^$EMPBlast^" "fire input on hit" "popscript^$AddHype^" "special item description" "Hype now causes an EMP that stuns nearby enemies for 15 seconds | Bosses are not stunned" "special item description 2" "Hype has a 15 second cooldown once activated" "special item description 3" "65% Slower hype gain" } "Scouting Drink" { OriginalItemName "Bonk! Atomic Punch" "effect cond override" 64 "effect add attributes" "no_attack|1" "special item description" "Bonk is replaced with cloak | User cannot attack while cloaked" "custom item model" models/weapons/c_models/c_ghosty_drink/c_ghosty_drink.mdl } "Mac 10 " { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "custom item model" models/workshop/weapons/c_models/c_mac_smg/c_mac_smg.mdl "clip size bonus" 3.33 "fire rate bonus" 0.5 "damage penalty" 0.75 "hidden secondary max ammo penalty" 5.556 } "[Giant] Basic Rocket Launcher" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" } "[Giant] Rapid Fire Rocket Launcher" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "cannot be upgraded" 1 "fire rate bonus" 0.5 "mod max primary clip override" -1 "Projectile speed decreased" 0.65 "maxammo primary increased" 1.5 "mod no reload DISPLAY ONLY" 1 } "[Giant] Healing Rocket Launcher" { OriginalItemName "The Black Box" "cannot be upgraded" 1 "damage penalty" 0.33 "fire rate penalty" 3 "mult projectile count" 4 "ignores other projectiles" 1 "reload time increased" 1.25 "health on radius damage" 500 "projectile spread angle penalty" 5 "maxammo primary reduced" 0.6 "Projectile speed decreased" 0.75 "reload time increased" 1.5 } "[Giant] Barrage Rocket Launcher" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "cannot be upgraded" 1 "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "maxammo primary increased" 6 "Projectile speed decreased" 0.35 "damage penalty" 0.65 } "[Giant] Chieftain Banner" { OriginalItemName "The Buff Banner" "cannot be upgraded" 1 "rage receive scale" 0.25 "increase buff duration" 3 "mod soldier buff range" 2 "effect cond override" 1907216 "special item description" "Banner effect is all three banners" } "[Giant] Basic Flame Thrower" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" } "[Giant] Reflect Flame Thrower" { OriginalItemName "The Degreaser" "cannot be upgraded" 1 "flame_reflect_on_collision" 1 "flame_speed" 4000 "flame_lifetime" 0.8 "flame_drag" 5 "special item description" "Flames travel farther and bounce off walls" } "[Giant] Flare Spammer" { OriginalItemName "The Flare Gun" "cannot be upgraded" 1 "faster reload rate" 0.4 "fire rate bonus" 0.6 "damage bonus" 2 "maxammo secondary increased" 2 "projectile speed decreased" 0.65 } "[Giant] Magnetic Flame Thrower" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "cannot be upgraded" 1 "provide on active" 1 "special item description" "Flames pull in enemies | No afterburn | Longer range" "weapon burn dmg reduced" 0 "weapon burn time reduced" 0 "stun on hit" 1 "stun on hit type" movement "stun on hit slow" 1 "apply look velocity on damage" -100 "apply z velocity on damage" -20 "flame_drag" 5 "damage penalty" 0.75 "mult dmg before distance" 2 "mult dmg before distance specify" 200 "mod flamethrower spinup time" 0.5 "move speed penalty" 0.8 } "Deflect n' Burn" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "special item description" "Destroys rockets instead of reflecting them | faster airblast speed | faster airblast recovery speed" "airblast_destroy_projectile" 1 "airblast cost decreased" 0.5 "mult airblast refire time" 0.75 "mult airblast primary refire time" 0.5 "paintkit_proto_def_index" 241 "set_item_texture_wear" 0.75 } "Windup Flame Thrower" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "flame_drag" 5 "weapon burn dmg reduced" 0.5 "mod flamethrower spinup time" 0.5 "special item description" "Longer range but has to wind up" "paintkit_proto_def_index" 205 "set_item_texture_wear" 1 } "Ash Carbonizer" //Ass Maker { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "custom item model" models/weapons/c_models/c_solar_carbonizer/c_solar_carbonizer.mdl "airblast disabled" 1 "speed_boost_on_hit" 1 "CARD: damage bonus" 1.25 "lunchbox adds minicrits" 1 "crit mod disabled" 0 "fire input on kill" "popscript^$AddCarbon^" "special item description" "On kill: fills Carbon meter" "special item description 2" "Right click at any point to use Carbon meter" "special item description 3" "Carbon meter grants minicrits" "ragdolls become ash" 1 } "Calefactor" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" models/weapons/c_models/c_calefactor/c_calefactor.mdl "clip size penalty" 0.67 "alt fire attack" 1 "alt fire attributes" "fire input on attack|popscript^$FireBallLaunch^|bullets per shot bonus|0" "special item description" "Right click to launch a short range fire ball at the cost of 8 reserve ammo" "special item description 2" "Alt fire deals fire damage" "minicrit vs burning player" 1 } "Fake Fireball" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "custom projectile model" "models/weapons/w_models/w_rocketbullet.mdl" "projectile trail particle" ~spell_fireball_small_blue "explosion particle" bombinomicon_burningdebris_halloween "explosion particle on direct hit" bombinomicon_burningdebris_halloween "mult projectile scale" 0.01 "projectile speed decreased" 1 "set damagetype ignite" 1 "no damage falloff" 1 "dmg falloff decreased" 0.5 "custom weapon fire sound" Halloween.spell_fireball_cast "custom impact sound" Halloween.spell_fireball_impact "energy weapon no deflect" 1 "damage bonus" 1.11 "damage penalty" 0.65 "add damage type" 8 "remove damage type" 64 "custom damage type override" 70 //https://developer.valvesoftware.com/wiki/Team_Fortress_2/Scripting/Script_Functions/Constants#ETFDmgCustom "projectile detonate time" 0.5 } "Baton" { OriginalItemName "The Pain Train" "dmg taken from bullets increased" 1 "increase player capture value" 0 "stun on hit" 2 "stun on hit type" movement "stun on hit slow" 0.66 "stun on hit no giants" 1 "damage blast push" 2 "single wep deploy time decreased" 0.75 "single wep holster time increased" 1.5 "damage penalty" 0.8 "special item description" "On Hit: Push enemies away from you" "custom item model" models/weapons/c_models/c_baton/c_baton.mdl } "Cyclops of Thunder" { OriginalItemName "The Persian Persuader" "maxammo primary reduced" 1 "maxammo secondary reduced" 1 "ammo gives charge" 0 "charge meter on hit" 0 "custom item model" models/weapons/c_models/c_mjolnir/c_mjolnir.mdl "always crit" 1 "special item description" "On Hit: Cause an explosion that sends enemies up into the air | Hits while airborne are stronger." "special item description 2" "Alt-Fire: Throw the hammer. Does NOT crit." "special item description 3" "The thrown hammer follows where you aim and deals extra damage on direct hit and minicrits airborne targets." "special item description 4" "The thrown hammer follows has a large blast radius if it hits a solid object, but a small blast radius on direct hit." "provide on active" 1 "damage penalty" 0.4615 "fire rate penalty" 1.25 "move speed penalty" 0.8 "add cond on hit" 12 "add cond on hit duration" 1.5 "apply z velocity on damage" 600 "apply look velocity on damage" -250 "mult dmg while midair" 1.25 "fire rate penalty" 1.5 "custom kill icon" sledgehammer "fire input on hit" "popscript^$ThunderHit^" "alt fire attack" 2 "alt fire attributes" "mult smack time|0|CARD: damage bonus|0|fire input on attack|popscript^$ThunderThrow^" } "Hammer Proj" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "custom projectile model" models/weapons/w_models/w_rocketbullet.mdl "mod projectile heat seek power" 720 "mod projectile heat aim error" 360 "mod projectile heat aim time" 10 "mod projectile heat follow crosshair" 1 "projectile speed increased" 1.5 "projectile trail particle" ~ghost_glow "explosion particle" drg_cow_explosioncore_charged_blue "explosion particle on direct hit" drg_cow_explosioncore_normal_blue "mult dmg direct hit" 1.5 "mult explosion radius direct hit" 0.25 "blast radius increased" 1.25 "damage blast push" 3 "custom projectile size" 8 "no damage falloff" 1 "mod mini-crit airborne" 1 "minicrit on cond" 12 "custom kill icon" sledgehammer } "[Giant] Basic Grenade Launcher" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" } "[Giant] Rapid Fire Grenade Launcher" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "cannot be upgraded" 1 "fire rate bonus" 0.75 "mod max primary clip override" -1 "maxammo primary increased" 1.5 "mod no reload DISPLAY ONLY" 1 } "[Giant] Cluster Fire Grenade Launcher" { OriginalItemName "The Iron Bomber" "cannot be upgraded" 1 "auto fires full clip all at once" 1 "hold fire until full reload" 1 "faster reload rate" 0.75 "projectile spread angle penalty" 15 "clip size upgrade atomic" 10 "fuse bonus" 7.5 "damage bonus" 1.5 "damage penalty" 0.25 "grenade bounce damage" 4 //normal pipe damage "maxammo primary increased" 1.75 } "[Giant] Burst Fire Sticky Launcher" { OriginalItemName "The Quickiebomb Launcher" "cannot be upgraded" 1 "Projectile range decreased" 0.5 "fire rate bonus" 0.01 "clip size bonus" 5 "stickybomb charge rate" 0.01 "projectile spread angle penalty" 10 "damage bonus" 0.5 "faster reload rate" 0.4 "max pipebombs increased" 12 "stickies detonate stickies" 0 "maxammo secondary increased" 1.67 "sticky arm time penalty" 1.2 } "[Giant] Hit n' Run" { OriginalItemName "The Chargin' Targe" "cannot be upgraded" 1 "charge time increased" 1 "mult charge turn control" 3 "charge recharge rate increased" 3.5 "charge impact damage increased" 3 } "Sub Sandvich" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" models/weapons/c_models/c_shotgun_limit/c_shotgun.mdl "special item description" "On Kill: Heal yourself and nearby teammates" "clip size penalty" 0.67 "reload time decreased" 0.85 "fire input on kill" "popscript^$RadialHeal^" "throwable damage" 192 //radius "throwable healing" 50 //health } "Unlikely Ally" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" models/workshop/weapons/c_models/c_sshockgun/c_sshockgun.mdl "mod medic healed damage bonus" 1.33 "reload time decreased while healed" 0.67 "fire rate penalty" 1.2 "maxammo secondary reduced" 0.75 } "Cardiac Arrest" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" models/weapons/c_models/c_steel_battalion/c_steel_battalion.mdl "clip size penalty" 0.67 "provide on active" 1 "health from packs increased" 1.334 "dmg taken increased" 1.25 } "[Giant] Basic Minigun" { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "cannot be upgraded" 1 "damage bonus" 1.5 "maxammo primary increased" 2.5 "weapon spread bonus" 0.8 } "[Giant] Deflector Minigun" { OriginalItemName "Deflector" "cannot be upgraded" 1 "damage bonus" 1.5 "attack projectiles" 2 "maxammo primary increased" 2.5 "weapon spread bonus" 0.8 } "[Giant] Ultra Shotgun" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "cannot be upgraded" 1 "faster reload rate" 0.1 "fire rate penalty" 2.5 "bullets per shot bonus" 5 "damage penalty" 0.85 } "[Giant] Burst Fire Shotgun" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "cannot be upgraded" 1 "clip size bonus" 2 "fire rate bonus" 0.33 "bullets per shot bonus" 3 "damage penalty" 0.7 "reload time increased" 1.15 "maxammo secondary increased" 1.5 "hold fire until full reload" 1 } "[Giant] Gloves of Boxing Quickly" { OriginalItemName "the killing gloves of boxing" "cannot be upgraded" 1 "fire rate bonus" 0.6 "damage bonus" 1.2 "critboost on kill" 8 } "Drone Controller" { OriginalItemName "The Gunslinger" "max health additive bonus" 0 "Construction rate decreased" 0 "engineer sentry build rate multiplier" 1.7 "sentry rapid fire" 1 "special item description" "Replaces sentry with a drone, custom drone upgrades. Drone is tied to the ''Drone Controller'' weapon." "special item description 2" "Press Reload while hold melee, or Special Attack + Reload for other weapons, to switch targeting modes." "special item description 3" "Wrangler support | Each targeting mode works differently for the wrangler" } "Texan Ten Gallon" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" models/weapons/c_models/c_doublepump/c_doublepump.mdl "clip size penalty" 0.33 "fire rate bonus" 0.5 "damage bonus" 1.2 "reload time increased" 1.15 "fire input on kill" "popscript^$RepairAllBuildings^10" "special item description" "On Kill: Repair all of your buildings for 10% of their max hp" } "Gamma Gazer" { OriginalItemName "The C.A.P.P.E.R" "custom item model" models/weapons/c_models/c_gamma_gazer/c_gamma_gazer.mdl "engineer building teleporting pickup" 50 "building max level" 2 "weapon spread bonus" 0.65 "damage bonus bullet vs sentry target" 1.67 "damage penalty" 0.75 } "Mac 10" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "custom item model" models/workshop/weapons/c_models/c_mac_smg/c_mac_smg.mdl "clip size bonus" 3.33 "fire rate bonus" 0.5 "damage penalty" 0.75 } "Control Override" { OriginalItemName "The Giger Counter" "disable wrangler shield" 1 "special item description" "Take manual control over your Sentry Gun." "special item description 2" "Sentry deals 25% more damage while wrangled." "special item description 3" "Sentry's rocket fire rate is increased by 50% while wrangled." "provide on active" 1 "engy sentry damage bonus" 1.25 "mult firerocket rate" 0.5 } "Mini PDA" { OriginalItemName "TF_WEAPON_PDA_ENGINEER_BUILD" "has pipboy build interface" 1 "special item description" "Builds mini dispensers and teleporters. Mini buildings build faster and act faster but have less hp" "build rate bonus" 0.4 "engineer sentry build rate multiplier" 0.4 //sentrygun "mvm sentry ammo" 1.25 "mult sentry rocket ammo" 1.25 //dispenser "custom dispenser model" models/buildables/mini_dispenser "mult dispenser rate" 1.25 "mod dispenser cost" -0.25 "engy dispenser radius increased" 1.25 //teleporter "custom teleporter model" models/buildables/mini_teleporter "mult teleporter recharge rate" 0.75 "mod teleporter speed boost" 1 "mod teleporter cost" 0.75 } "Shield Projector" { OriginalItemName "TF_WEAPON_PDA_ENGINEER_BUILD" "special item description" "Replaces dispenser with a shield generator." "special item description 2" "Damage done to the shields is halved and given to the dispenser." "cannot pick up buildings" 1 "mult dispenser rate" 0 "engy dispenser radius increased" 0 "mod dispenser cost" -0.25 } "Body Armor" { OriginalItemName "Ali Baba's Wee Booties" "max health additive bonus" 100 "dmg taken increased" 0.8 "move speed penalty" 0.90 "custom item model" "models/workshop/player/items/engineer/tw_engineerbot_armor/tw_engineerbot_armor.mdl" } "Helmet" { OriginalItemName "The Razorback" "max health additive bonus" 25 "dmg taken increased" 0.95 "move speed penalty" 0.95 "custom item model" "models/workshop/player/items/engineer/tw_engineerbot_helmet/tw_engineerbot_helmet.mdl" } "Texan Fixup" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "fire input on attack" "popscript^$RepairTeammates^" } "[Giant] Steel Defense" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "engy building health bonus" 1.5 "Repair rate increased" 1.25 } "[Giant] Beam Rifle" { OriginalItemName "The Pomson 6000" "custom item model" models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl "mod no reload DISPLAY ONLY" 1 "reload time increased hidden" -1 "reload full clip at once" 1 "projectile speed increased" 1.35 "projectile radius damage" 15 "projectile radius damage time" 0.1 "projectile radius damage radius" 150 "special item description" "Projectiles damage nearby enemies" } "[Giant] Seek and Destroy" //So I haveth a Laser Pointere { OriginalItemName "TF_WEAPON_PDA_ENGINEER_BUILD" "special item description" "On Wear: Wearer's sentry now shoots homing rockets that follows the nearest enemy and has rocket specialist" "mod projectile heat seek power" 120 "mod projectile heat aim error" 90 "mod projectile heat no predict target speed" 1 "mod projectile heat aim time" 10 "rocket specialist" 2 } "Restoration" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "overheal penalty" 0.5 "uber duration bonus" -8 "ubercharge rate penalty" 0.67 "special item description" "Ubercharge gives the patient and yourself +1 life." "Wrench index" 2 } "[Giant] Uber Heal" { OriginalItemName "The Quick-Fix" "cannot be upgraded" 1 "heal rate bonus" 5 "special item description" "Heals giants x2.5 faster" } "[Giant] Basic Medigun" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "special item description" "Heals giants x2.5 faster" } "[Giant] Kritzkrieg" { OriginalItemName "The Kritzkrieg" "special item description" "Heals giants x2.5 faster" } "[Giant] Vaccinator" { OriginalItemName "The Vaccinator" "medigun bullet resist passive" 0.4 "medigun bullet resist deployed" 0.95 "medigun blast resist passive" 0.4 "medigun blast resist deployed" 0.95 "medigun fire resist passive" 0.4 "medigun fire resist deployed" 0.95 "special item description" "Heals giants x2.5 faster | Increased passive and uber resistances" } "[Giant] Projector" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "custom item model" models/ctf2w/weapons/c_models/c_transmission/c_transmission.mdl "dmg penalty vs players" 5 "increase buff duration" 1.33 "generate rage on heal" 2 "special item description" "Heals giants x2.5 faster" "special item description 2" "+400% Shield damage" "special item description 3" "+33% Shield duration" } "[Giant] Eliminator" { OriginalItemName "The Hitman's Heatmaker" "cannot be upgraded" 1 "rage on kill" 0 "rage on assists" 0 "damage bonus" 2 "headshot damage increase" 1.1112 "sniper full charge damage bonus" 2 "damage penalty on bodyshot" 0.25 "sniper penetrate players when charged" 1 "maxammo primary reduced" 0.4 "fire rate penalty" 1.5 "special item description" "Focus is disabled" "custom item model" models/weapons/c_models/c_essendon_eliminator/c_essendon_eliminator.mdl } "Assault Rifle" { OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "maxammo primary reduced" 0.64 "CARD: damage bonus" 1.25 "add spread" 0.04 "special item description" "This weapon has bullet spread" "custom weapon fire sound" =80|bigmac_fire.mp3 "override projectile type" 1 "custom item model" models/weapons/c_models/c_smg_g36/c_smg_g36.mdl } "Explosive Bow" { OriginalItemName "The Huntsman" "custom item model" models/weapons/c_models/c_laserbow/c_laserbow_nocull.mdl "custom projectile model" models/weapons/c_models/c_astral_assassin_projectile/c_astral_assassin_projectile.mdl "special item description" "On hit: create an explosion." "special item description 2" "Explosion power and blast radius scales with damage done." "fire input on hit" "popscript^$ExplosiveBow^" "fire input on hit name restrict" player "cannot headshot" 1 "sniper no headshots" 0 "no self blast dmg" 2 } "Tranquilizer" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "custom weapon fire sound" "=80|weapons/pistol/pistol_fire2.wav" "custom item model" "models/weapons/c_models/c_tranquilizer/c_revolver.mdl" "clip size penalty" 0.16 "Reload time increased" 1.5 "fire rate penalty" 1.25 "override projectile type" 5 "custom kill icon" "syringegun_medic" "cannot be upgraded" 1 "mark for death" 1 "stun on hit" 3 "stun on hit no giants" 1 "stun on hit type" movement "stun on hit slow" 1 "special item description" "Immobilizes any non giant for 3 seconds." } "Black Powder" // Remeber: You only have one shot! { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "custom item model" models/weapons/c_models/c_pointwhite/c_pointwhite.mdl "custom weapon fire sound" =80|black_powder_shoot.wav "clip size penalty" 0.16 "explosive bullets" 150 "projectile penetration" 1 "penetration damage penalty" 1.5 "add damage per target" 0.1 "reload time increased" 1.33 "fire rate penalty" 1.25 } "A.P. Sap" { OriginalItemName "The Ap-Sap" "effect cond override" 30 "special item description" "Mark Robots for death and decrease their damage by 70%!" "effect add attributes" "damage penalty|0.3" } "The Re-coder" { OriginalItemName "Upgradeable TF_WEAPON_BUILDER_SPY" "custom item model" models\weapons\c_models\c_subjugated_saboteur\c_subjugated_saboteur.mdl "effect cond override" 7 //"fire input on effect" "!caller^$AddCond^43 10" "fire input on effect" "popscript^$Recode^" "sapper damage penalty" 0.2 "special item description" "On Sap Robot: Convert robot into an ally for 10 seconds, scales with Robo Sapper upgrade. Giants are converted for less time." "special item description 2" "Converted robots seek out enemies and will be stunned for 3 seconds at the end of the duration." "special item description 3" "Bosses cannot be converted." } "[Giant] Electromagnetic Injector" { OriginalItemName "Upgradeable TF_WEAPON_BUILDER_SPY" "effect cond override" 18226 "fire input on effect" "!caller^$Stun^5" "Cannot Be Upgraded" 1 "special item description" "Sapper now stuns giants" "special item description 2" "Electromagnetic Sapper interferes with the bot's radio signals." } "[Giant] Corrupter" { OriginalItemName "The Snack Attack" "effect cond override" 7 "special item description" "On Sap Robot: Infect the enemy" "special item description 2" "Infected enemies explode on death, dealing some damage." "special item description 3" "The explosion also infects nearby enemies." "fire input on effect" "popscript^$InfectSapper^" } "Drone Rocket Pod" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mini rockets" 1 "damage penalty" 0.22 // 20 base dmg "blast radius decreased" 0.8 "projectile trail particle" ~rockettrail_airstrike } "Drone Laser" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "sniper fires tracer" 1 "damage penalty" 0.8 // 32 base dmg "custom weapon fire sound" Weapon_ShootingStar.SingleCharged "no damage falloff" 1 } "Drone Flame" { OriginalItemName "The Dragon's Fury" "damage penalty" 0.6 // ~16 base dmg, ~50 consecutive } } ExtraLoadoutItems // Extra loadout items available after typing !missionitems in chat { AllowEquipOutsideSpawn 1 Scout { Secondary{ Item "Scouting Drink" Cost 0 AllowRefund 1 } Secondary{ Item "Mac 10 " Cost 0 AllowRefund 1 } Primary{ Item "[Giant] Basic Scattergun" Cost 500 AllowRefund 1 } Primary{ Item "[Giant] Ultra Force-A-Nature" Cost 1000 AllowRefund 1 } Primary{ Item "[Giant] Soda Breaker" Cost 2000 AllowRefund 1 } Secondary{ Item "[Giant] Energy Drink" Cost 500 AllowRefund 1 } Melee{ Item "[Giant] Hyper Baseballer" Cost 750 AllowRefund 1 } } Soldier { Primary{ Item "[Giant] Basic Rocket Launcher" Cost 500 AllowRefund 1 } Primary{ Item "[Giant] Rapid Fire Rocket Launcher" Cost 1500 AllowRefund 1 } Primary{ Item "[Giant] Healing Rocket Launcher" Cost 2500 AllowRefund 1 } Primary{ Item "[Giant] Barrage Rocket Launcher" Cost 3000 AllowRefund 1 } Secondary{ Item "[Giant] Chieftain Banner" Cost 750 AllowRefund 1 } } Pyro { Primary{ Item "Ash Carbonizer" Cost 250 AllowRefund 1 } Primary{ Item "Deflect n' Burn" Cost 0 AllowRefund 1 } Primary{ Item "Windup Flame Thrower" Cost 0 AllowRefund 1 } Secondary{ Item "Calefactor" Cost 200 AllowRefund 1 } Primary{ Item "[Giant] Basic Flame Thrower" Cost 500 AllowRefund 1 } Primary{ Item "[Giant] Reflect Flame Thrower" Cost 1000 AllowRefund 1 } Primary{ Item "[Giant] Magnetic Flame Thrower" Cost 2000 AllowRefund 1 } Secondary{ Item "[Giant] Flare Spammer" Cost 1500 AllowRefund 1 } } Demoman { Melee{ Item "Baton" Cost 0 AllowRefund 1 } //Deer Dance intensifies Melee{ Item "Cyclops of Thunder" Cost 1000 AllowRefund 1 } Primary{ Item "[Giant] Basic Grenade Launcher" Cost 500 AllowRefund 1 } Primary{ Item "[Giant] Rapid Fire Grenade Launcher" Cost 1500 AllowRefund 1 } Primary{ Item "[Giant] Cluster Fire Grenade Launcher" Cost 2500 AllowRefund 1 } Secondary{ Item "[Giant] Hit n' Run" Cost 1250 AllowRefund 1 } Secondary{ Item "[Giant] Burst Fire Sticky Launcher" Cost 3000 AllowRefund 1 } } HeavyWeapons { Secondary{ Item "Sub Sandvich" Cost 0 AllowRefund 1 } Secondary{ Item "Unlikely Ally" Cost 0 AllowRefund 1 } Secondary{ Item "Cardiac Arrest" Cost 0 AllowRefund 1 } Primary{ Item "[Giant] Basic Minigun" Cost 500 AllowRefund 1 } Primary{ Item "[Giant] Deflector Minigun" Cost 1000 AllowRefund 1 } Secondary{ Item "[Giant] Ultra Shotgun" Cost 1500 AllowRefund 1 } Secondary{ Item "[Giant] Burst Fire Shotgun" Cost 2500 AllowRefund 1 } Melee{ Item "[Giant] Gloves of Boxing Quickly" Cost 500 AllowRefund 1 } } Engineer { Primary{ Item "Body Armor" Cost 600 AllowRefund 1 } Primary{ Item "Texan Ten Gallon" Cost 0 AllowRefund 1 } Secondary{ Item "Helmet" Cost 150 AllowRefund 1 } Secondary{ Item "Gamma Gazer" Cost 200 AllowRefund 1 } Secondary{ Item "Mac 10" Cost 0 AllowRefund 1 } Secondary{ Item "Control Override" Cost 0 AllowRefund 1 } Melee{ Item "Drone Controller" Cost 0 AllowRefund 1 } Melee{ Item "Texan Fixup" Cost 0 AllowRefund 1 } PDA{ Item "Mini PDA" Cost 0 AllowRefund 1 } PDA{ Item "Shield Projector" Cost 0 AllowRefund 1 } Primary{ Item "[Giant] Beam Rifle" Cost 1000 AllowRefund 1 } Melee{ Item "[Giant] Steel Defense" Cost 500 AllowRefund 1 } PDA{ Item "[Giant] Seek and Destroy" Cost 500 AllowRefund 1 } } Medic { Secondary{ Item "Restoration" Cost 500 AllowRefund 1 } Secondary{ Item "[Giant] Basic Medigun" Cost 500 AllowRefund 1 } Secondary{ Item "[Giant] Kritzkrieg" Cost 750 AllowRefund 1 } Secondary{ Item "[Giant] Vaccinator" Cost 1500 AllowRefund 1 } Secondary{ Item "[Giant] Projector" Cost 2000 AllowRefund 1 } Secondary{ Item "[Giant] Uber Heal" Cost 2500 AllowRefund 1 } } Sniper { Primary{ Item "Assault Rifle" Cost 0 AllowRefund 1 } Primary{ Item "Explosive Bow" Cost 0 AllowRefund 1 } Primary{ Item "[Giant] Eliminator" Cost 750 AllowRefund 1 } } Spy { Secondary{ Item "Tranquilizer" Cost 0 AllowRefund 1 } Secondary{ Item "Black Powder" Cost 0 AllowRefund 1 } Building{ Item "A.P. Sap" Cost 0 AllowRefund 1 } Building{ Item "The Re-coder" Cost 750 AllowRefund 1 } Building{ Item "[Giant] Electromagnetic Injector" Cost 500 AllowRefund 1 } Building{ Item "[Giant] Corrupter" Cost 750 AllowRefund 1 } } } DisallowUpgrade //Advanced syntax { Upgrade "robo sapper" MaxLevel -1 ItemName "[Giant] Corrupter" } DisallowUpgrade //Advanced syntax { Upgrade "bleeding duration" MaxLevel -1 ItemName "Explosive Bow" } DisallowUpgrade //Advanced syntax { Upgrade "projectile penetration" MaxLevel -1 ItemName "Explosive Bow" } ExtendedUpgrades { Drone_Speed { Name "+25% Drone Speed" Attribute "throwable fire speed" Cap 2 Increment 0.25 Cost 100 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "Drone Controller" } } Drone_Ammo { Name "+25% Drone Ammo" Attribute "mvm sentry ammo" Cap 2 Increment 0.25 Cost 250 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "Drone Controller" } } Drone_Health { Name "+100% Drone Health" Attribute "throwable healing" Cap 4 Increment 1 Cost 100 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "Drone Controller" } } Drone_Wep_Rocket { Name "Rocket Pods" Attribute "Wrench index" Description "Replaces bullet attack with rockets" Cap 1 Increment 1 Cost 750 Tier 1 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "Drone Controller" } SecondaryAttributes { "sentry bullet weapon" "Drone Rocket Pod" } } Drone_Wep_Laser { Name "Photon Energy Converter" Attribute "purchased" Description "Replaces bullet attack with high damaging lasers" Cap 1 Increment 1 Cost 750 Tier 1 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "Drone Controller" } SecondaryAttributes { "sentry bullet weapon" "Drone Laser" } } Drone_Wep_Flame { Name "Flame Thrower" Attribute "taunt is highfive" Description "Replaces bullet attack with close range fire" Cap 1 Increment 1 Cost 750 Tier 1 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "Drone Controller" } SecondaryAttributes { "sentry bullet weapon" "Drone Flame" } } Sleeper_Headshot { Name "Jarate Explosion" Attribute "radius sleeper" Description "Causes a jarate explosion on full charge bodyshot or headshot, +2 seconds of maximum jarate" Cap 1 Increment 1 Cost 200 Tier 1 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Sydney Sleeper" } SecondaryAttributes { "jarate duration" 2 } } Infector_BlastRadius { Name "+15% Blast Radius" Attribute "Blast radius increased" Cap 1.6 Increment 0.15 Cost 300 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "[Giant] Corrupter" } } Infector_BlastDamage { Name "+25% Damage Bonus" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 400 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "[Giant] Corrupter" } } } Templates { Sig_Red_Base { AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "crit mod disabled hidden" 0 } Action Mobber Skill Hard } T_TFBot_Red_Heavyweapons { Class Heavyweapons Skill Hard AddCond { Name TF_COND_REPROGRAMMED } Action Mobber CharacterAttributes { "crit mod disabled hidden" 0 } } T_TFBot_Giant_Red_Guard_1 { AddTemplate Sig_Red_Base SpawnTemplate Guard_Bot_Logic Class Engineer Skill Expert Action Passive Attributes Miniboss Attributes SuppressFire //ExtAttr AlwaysFireWeaponAlt Item "The Short Circuit" WeaponRestrictions SecondaryOnly Health 2400 Name "Command Control" MaxVisionRange 1000 ClassIcon engineer_shortcircuit_spammer_giant FireInput { Target !self Action $SetLocalOrigin Param "-1735 2085 -63" Delay 0.1 } ChangeAttributes { Delay 0.1 Repeats 1 IfHealthBelow 2399 Name "Damaged" } EventChangeAttributes { Default { InterruptAction { Target "-2338 3495 234" AimTarget "-2338 3495 234" KillAimTarget 1 AlwaysLook 1 Delay 0.1 Repeats 0 Cooldown 0.1 Duration 0.1 Distance 0 // How close should bot move to the target (Default: 0) AddToQueue 0 } FireInput { Target container_lift_lower_relay Action Trigger Delay 0.1 Repeats 1 IfSeeTarget 1 } FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 IfSeeTarget 1 } } Damaged { InterruptAction { AimTarget "-1779 2183 -19" Delay 0.1 Repeats 1 Cooldown 0.1 Duration 2 Distance 16 AddToQueue 0 } FireInput { Target container_lift_lower_relay Action Trigger Delay 2 Repeats 1 } FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 } MaxVisionRange -1 FireWeapon { Delay 0.1 Cooldown 0.1 Repeats 0 Duration 0.1 Type "Secondary" IfSeeTarget 1 } } } CharacterAttributes { "airblast vertical vulnerability multiplier" 0.65 "override footstep sound set" 7 "damage force reduction" 0.65 "move speed bonus" 0.001 "no_jump" 1 "head scale" 0.75 "fire rate bonus" 0.65 } } T_TFBot_Giant_Red_Guard_2 { AddTemplate Sig_Red_Base SpawnTemplate Guard_Bot_Logic Class Soldier Skill Expert Action Passive Attributes Miniboss Attributes HoldFireUntilFullReload WeaponRestrictions PrimaryOnly Health 3800 Name "Overseer" MaxVisionRange 1000 ClassIcon soldier_burstfire_homing_giant ItemAttributes { ItemName tf_weapon_rocketlauncher "mod projectile heat seek power" 150 "mod projectile heat aim error" 120 "mod projectile heat aim time" 10 "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.65 "mod projectile heat no predict target speed" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 } FireInput { Target !self Action $SetLocalOrigin Param "-1657 253 192" Delay 0.1 Repeats 1 } ChangeAttributes { Delay 0.1 Repeats 1 IfHealthBelow 3799 Name "Damaged" } EventChangeAttributes { Default { InterruptAction { Target "-1657 253 192" Delay 0.1 Repeats 0 Cooldown 40 Duration 2.5 Distance 24 // How close should bot move to the target (Default: 0) AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1328 255 192" Delay 10 Repeats 0 Cooldown 40 Duration 2.5 Distance 24 // How close should bot move to the target (Default: 0) AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1056 -1295 0" Delay 20 Repeats 0 Cooldown 40 Duration 2.5 Distance 24 // How close should bot move to the target (Default: 0) AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1328 255 192" Delay 30 Repeats 0 Cooldown 40 Duration 2.5 Distance 24 // How close should bot move to the target (Default: 0) AddToQueue 1 WaitUntilDone 1 } FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 IfSeeTarget 1 } } Damaged { FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 } MaxVisionRange -1 ActionOverride Mobber } } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 } } T_TFBot_Giant_Red_Guard_3 { AddTemplate Sig_Red_Base SpawnTemplate Guard_Bot_Logic Class HeavyWeapons Skill Expert Action Passive Attributes Miniboss Attributes HoldFireUntilFullReload WeaponRestrictions PrimaryOnly Health 5000 Name "General Gatling" MaxVisionRange 1000 ClassIcon heavy_giant ItemAttributes { ItemName TF_WEAPON_MINIGUN "damage bonus" 1.5 "weapon spread bonus" 0.8 } FireInput { Target !self Action $SetLocalOrigin Param "-1 503 0" Delay 0.1 Repeats 1 } ChangeAttributes { Delay 0.1 Repeats 1 IfHealthBelow 4999 Name "Damaged" } EventChangeAttributes { Default { InterruptAction { Target "-1720 238 -191" Delay 0.1 Repeats 0 Cooldown 20 Duration 0 Distance 24 // How close should bot move to the target (Default: 0) AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1 503 0" Delay 10 Repeats 0 Cooldown 20 Duration 0 Distance 24 // How close should bot move to the target (Default: 0) AddToQueue 1 WaitUntilDone 1 } FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 IfSeeTarget 1 } } Damaged { FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 } MaxVisionRange -1 ActionOverride Mobber } } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Giant_Red_Guard_4 { AddTemplate Sig_Red_Base Class Engineer Skill Expert Action Mobber Attributes Miniboss Attributes SuppressFire Attributes UseBossHealthBar //ExtAttr AlwaysFireWeaponAlt Item "The Short Circuit" Item "The Master Mind" Item "Iron Lung" Item "Pip-Boy" Item "Life Support System" Item "Roboot" Item "Contaminated Carryall" Item "Delldozer" WeaponRestrictions SecondaryOnly Health 2400 Name "Factory Controller" MaxVisionRange 1000 ClassIcon engineer_shortcircuit_spammer_giant AddCond { Index 70 } ItemAttributes { ItemName "Delldozer" "item style override" 2 } ItemAttributes { ItemName "The Short Circuit" "fire rate bonus" 0.65 "damage causes airblast" 1 "stun on hit" 0.25 "stun on hit type" movement "stun on hit slow" 1 } FireInput { Target !self Action $SetLocalOrigin Param "596 -683 260" Delay 0.1 } FireInput { Target !self Action $AddCond Param "57 20" Delay 0.1 Repeats 1 IfHealthBelow 1800 } FireInput { Target player Action $PlaySoundToSelf Param "vo\mvm\norm\engineer_mvm_helpme02.mp3" Delay 0.1 Repeats 1 IfHealthBelow 1800 } FireInput { Target player Action $PlaySoundToSelf Param "mvm\giant_heavy\giant_heavy_entrance.wav" Delay 1.5 Repeats 1 IfHealthBelow 1800 } FireInput { Target player Action $PlaySoundToSelf Param "vo\mvm\norm\engineer_mvm_laughlong01.mp3" Delay 1.5 Repeats 1 IfHealthBelow 1800 } FireInput { Target player Action $PlaySoundToSelf Param "vo\mvm\mght\taunts\soldier_mvm_m_taunts05.mp3" Delay 6 Repeats 1 IfHealthBelow 1800 } FireInput { Target player Action $PlaySoundToSelf Param "vo\mvm\mght\taunts\soldier_mvm_m_taunts03.mp3" Delay 11 Repeats 1 IfHealthBelow 1800 } FireInput { Target player Action $PlaySoundToSelf Param "vo\mvm\mght\taunts\soldier_mvm_m_taunts01.mp3" Delay 13.5 Repeats 1 IfHealthBelow 1800 } FireInput { Target player Action $PlaySoundToSelf Param "vo\mvm\mght\soldier_mvm_m_laughevil01.mp3" Delay 14.5 Repeats 1 IfHealthBelow 1800 } FireInput { Target spawnbot_A_route_giant Action Enable Delay 14.5 Repeats 1 IfHealthBelow 1800 } FireWeapon { Delay 0.1 Cooldown 0.1 Repeats 0 Duration 0.1 Type "Secondary" IfSeeTarget 1 } CharacterAttributes { "airblast vertical vulnerability multiplier" 0.65 "override footstep sound set" 7 "damage force reduction" 0.65 "move speed bonus" 0.001 "no_jump" 1 "head scale" 0.75 } } T_TFBot_Giant_Red_Guard_5 { AddTemplate Sig_Red_Base Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Name "Corporal Rockets" ClassIcon soldier_barrage_homing_nys Health 30000 Scale 2.1 Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "Tyrantium Helmet" Item "Bone-Cut Belt" Item "Iron Fist" Item "Delldozer" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 21 "faster reload rate" 0.1 "fire rate bonus" 0.05 "projectile spread angle penalty" 60 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "blast radius decreased" 0.3 "mult dmg vs giants" 2 "stun on hit" 0.2 "stun on hit type" movement "stun on hit slow" 1 "stun on hit no giants" 0 } HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.1 TurnPower 225 MaxAimError 360 AimTime 2 AimStartTime 0.5 Acceleration 22500 AccelerationTime 0.25 AccelerationStartTime 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } InterruptAction { Target "1403 751 80" Delay 0.1 Repeats 1 Duration 0 Distance 24 // How close should bot move to the target (Default: 0) WaitUntilDone 1 } } T_TFBot_Red_Guard_1 { AddTemplate Sig_Red_Base SpawnTemplate Guard_Bot_Logic Class Sniper Skill Expert Action Mobber WeaponRestrictions PrimaryOnly MaxVisionRange -1 //ClassIcon red2_lite FireInput { Target !self Action $SetLocalOrigin Param "-1679 -92 -191" Delay 0.1 Repeats 1 } ChangeAttributes { Delay 0.1 Repeats 1 IfHealthBelow 125 Name "Damaged" } FireWeapon { Delay 1 Repeats 1 Type "Secondary" } FireWeapon { Delay 2.5 Repeats 0 CoolDown 5 IfSeeTarget 1 Type "Primary" } EventChangeAttributes { Default { FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 IfSeeTarget 1 } } Damaged { FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 } } } CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } } T_TFBot_Red_Guard_2 { AddTemplate Sig_Red_Base SpawnTemplate Guard_Bot_Logic Class Pyro Skill Expert Action Mobber WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon MaxVisionRange 500 //ClassIcon red2_lite FireInput { Target !self Action $SetLocalOrigin Param "-1672 1968 -63" Delay 0.1 Repeats 1 } ChangeAttributes { Delay 0.1 Repeats 1 IfHealthBelow 175 Name "Damaged" } EventChangeAttributes { Default { InterruptAction { AimTarget "392 1084 800" Delay 0.1 Repeats 0 Cooldown 4.1 Duration 1 Distance 24 // How close should bot move to the target (Default: 0) } InterruptAction { AimTarget "-1499 1510 -191" Delay 1.1 Repeats 0 Cooldown 4.1 Duration 1 Distance 24 // How close should bot move to the target (Default: 0) } InterruptAction { AimTarget "-2355 1417 240" Delay 2.1 Repeats 0 Cooldown 4.1 Duration 1 Distance 24 // How close should bot move to the target (Default: 0) } InterruptAction { AimTarget "-1499 1510 -191" Delay 3.1 Repeats 0 Cooldown 4.1 Duration 1 Distance 24 // How close should bot move to the target (Default: 0) } FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 IfSeeTarget 1 } } Damaged { FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 } MaxVisionRange -1 } } CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } } T_TFBot_Red_Guard_3 { AddTemplate Sig_Red_Base SpawnTemplate Guard_Bot_Logic Class Pyro Skill Expert Action Mobber WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon MaxVisionRange 500 //ClassIcon red2_lite FireInput { Target !self Action $SetLocalOrigin Param "-1491 1524 -191" Delay 0.1 Repeats 1 } ChangeAttributes { Delay 0.1 Repeats 1 IfHealthBelow 175 Name "Damaged" } EventChangeAttributes { Default { InterruptAction { Target "-1349 1646 -191" Delay 0.1 Repeats 1 Cooldown 2 Duration 0 Distance 24 // How close should bot move to the target (Default: 0) AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes Point2 } FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 IfSeeTarget 1 } } Point2 { InterruptAction { Target "-1960 1880 -191" Delay 0.1 Repeats 1 Cooldown 2 Duration 0 Distance 24 // How close should bot move to the target (Default: 0) AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes Point3 } FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 IfSeeTarget 1 } } Point3 { InterruptAction { Target "-1461 2424 -191" Delay 0.1 Repeats 1 Cooldown 2 Duration 0 Distance 24 // How close should bot move to the target (Default: 0) AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes Default } FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 IfSeeTarget 1 } } Damaged { FireInput { Target popscript Action $Alerted Delay -1 Repeats 1 } MaxVisionRange -1 } } } T_TFBot_Red_Guard_4 { AddTemplate Sig_Red_Base Class Soldier Skill Expert Action Mobber WeaponRestrictions PrimaryOnly MaxVisionRange -1 //ClassIcon red2_lite FOV 360 InterruptAction { Target "971 -231 340" Delay 1 Repeats 0 Cooldown 1 Duration 1 Distance 64 // How close should bot move to the target (Default: 0) } InterruptAction { AimTarget "863 603 80" Delay 1 Repeats 0 Cooldown 10 Duration 1 Distance 24 // How close should bot move to the target (Default: 0) } FireInput { Target !self Action $SetLocalOrigin Param "971 -231 340" Delay 0.1 Repeats 1 } } T_TFBot_Red_Guard_5 { AddTemplate Sig_Red_Base Class Soldier Skill Expert Action Mobber WeaponRestrictions PrimaryOnly MaxVisionRange -1 //ClassIcon red2_lite FOV 360 InterruptAction { Target "838 -71 340" Delay 1 Repeats 0 Cooldown 1 Duration 1 Distance 64 // How close should bot move to the target (Default: 0) } InterruptAction { AimTarget "863 603 80" Delay 1 Repeats 0 Cooldown 10 Duration 1 Distance 24 // How close should bot move to the target (Default: 0) } FireInput { Target !self Action $SetLocalOrigin Param "838 -71 340" Delay 0.1 Repeats 1 } } T_TFBot_Red_Guard_6 { AddTemplate Sig_Red_Base Class Demoman Skill Expert Action Mobber WeaponRestrictions PrimaryOnly MaxVisionRange -1 //ClassIcon red2_lite FOV 360 InterruptAction { Target "1418 605 84" Delay 1 Repeats 0 Cooldown 1 Duration 1 Distance 24 // How close should bot move to the target (Default: 0) } InterruptAction { AimTarget "863 603 80" Delay 1 Repeats 0 Cooldown 10 Duration 1 Distance 24 // How close should bot move to the target (Default: 0) } FireInput { Target !self Action $SetLocalOrigin Param "1418 605 84" Delay 0.1 Repeats 1 } } T_TFBot_Red_Guard_7 { AddTemplate Sig_Red_Base Class Demoman Skill Expert Action Mobber WeaponRestrictions PrimaryOnly MaxVisionRange -1 //ClassIcon red2_lite FOV 360 InterruptAction { Target "1457 -220 84" Delay 1 Repeats 0 Cooldown 1 Duration 1 Distance 256 // How close should bot move to the target (Default: 0) } InterruptAction { AimTarget "863 603 80" Delay 1 Repeats 0 Cooldown 10 Duration 1 Distance 24 // How close should bot move to the target (Default: 0) } FireInput { Target !self Action $SetLocalOrigin Param "1457 -220 84" Delay 0.1 Repeats 1 } } T_TFBot_Dummy_1 { Class Soldier AddTemplate Sig_Red_Base ClassIcon soldier_barrage_homing_nys_giant } T_TFBot_Dummy_2 { Class Soldier AddTemplate Sig_Red_Base ClassIcon soldier_bazooka_homing_nys_giant } T_TFBot_Dummy_3 { Class Soldier AddTemplate Sig_Red_Base ClassIcon soldier_rocketrain_homing_nys_giant } T_TFBot_Dummy_4 { Class Soldier AddTemplate Sig_Red_Base ClassIcon soldier_rocketwall_giant } T_TFBot_Dummy_5 { Class Soldier AddTemplate Sig_Red_Base ClassIcon soldier_rocketrain } T_TFBot_Dummy_6 { Class Soldier AddTemplate Sig_Red_Base ClassIcon soldier_hyper_lite } T_TFBot_Dummy_7 { Class Soldier AddTemplate Sig_Red_Base ClassIcon soldier_rocketrain_homing_hyper_giant } T_TFBot_Dummy_8 { Class Soldier AddTemplate Sig_Red_Base ClassIcon soldier_rocketrain_hyper_giant } T_TFBot_Dummy_9 { Class Soldier AddTemplate Sig_Red_Base ClassIcon soldier_barrage_homing_hyper } T_TFBot_Dummy_10 { Class Soldier AddTemplate Sig_Red_Base ClassIcon soldier_rocketrain_heat } T_TFBot_Red_Giant_Sergeant_Wasps { AddTemplate Sig_Red_Base UseCustomModel "models/bots/soldier/goliatron2022_v3.mdl" Class Soldier ClassIcon soldier_barrage_homing_hyper Health 150000 //150k Name "Sergeant Wasps" Skill Expert Scale 2 AddCond { Index 5 Duration 26 } AddCond { Index 6 Duration 60 } Item "Tyrantium Helmet" Item "Pip-Boy" Item "Delldozer" Item "Bone-Cut Belt" Item "The Bolted Bombardier" Item "The Jupiter Jumpers" Item "Blood Botkiller Rocket Launcher Mk.I" Action Mobber Attributes Miniboss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload SpawnTemplate sergeant_wasp_anim SpawnTemplate sergeant_wasp_passive WeaponResist { "TF_WEAPON_MINIGUN" 0.6 "tf_weapon_compound_bow" 0.6 "tf_weapon_knife" 0.75 } ChangeAttributes { Delay 0.1 Repeats 1 Name "Intro" } FireInput { Delay 0 Repeats 1 Target !self Action $SetLocalOrigin Param "1269 -2805 2" } Message { Name "{red}Sergeant Wasps{reset} : {cff7fc}Gray Mann{reset}, we meet again." Repeats 1 Delay 5.5 } Message { Name "{red}Sergeant Wasps{reset} : Bet you weren't expecting to see me here." Repeats 1 Delay 8.5 } Message { Name "{cff7fc}Gray Mann{reset} : Oh no.." Repeats 1 Delay 12 } Message { Name "{red}Sergeant Wasps{reset} : Trying to reclaim the {fcba03}australium{reset}, aren't we?" Repeats 1 Delay 15 } Message { Name "{red}Sergeant Wasps{reset} : Well, unfortunately for you. I can't let that happen." Repeats 1 Delay 19 } Message { Name "{cff7fc}Gray Mann{reset} : ROBOTS!" Repeats 1 Delay 23 } Message { Name "{cff7fc}Gray Mann{reset} : Murder him!" Repeats 1 Delay 24.5 } Message { Name "{cff7fc}Gray Mann{reset} : I'll be trying to find a way in." Repeats 1 Delay 28 } FireInput { Delay 26 Repeats 1 Target popscript Action $ImABoss } FireInput { Delay 26 Repeats 1 Target Boss_Phase_1_Start Action Trigger } Message { Name "{red}Sergeant Wasps{reset} : I see more weaponry is needed." Repeats 1 Delay 0.1 IfHealthBelow 112500 } FireInput { Repeats 1 Delay 0.1 IfHealthBelow 112500 Target popscript Action $NextPhase } FireInput { Repeats 1 Delay 0.1 IfHealthBelow 112500 Target sergeant_damage_1 Action trigger } Message { Name "{red}Sergeant Wasps{reset} : You robots will learn to regret that." Repeats 1 Delay 0.1 IfHealthBelow 49500 } Message { Name "{red}Sergeant Wasps{reset} : Engaging overclock mode!" Repeats 1 Delay 4 IfHealthBelow 49500 } FireInput { Repeats 1 Delay 0.1 IfHealthBelow 49500 Target popscript Action $NextPhase } FireInput { Repeats 1 Delay 0.1 IfHealthBelow 49500 Target sergeant_damage_2 Action trigger } ShootTemplate { Name sergeant_reverse_rocket Offset "-8 0 0" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Sergeant Reverse Main" } ShootTemplate { Name sergeant_forward_rocket Offset "-8 0 0" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Sergeant Forward Main" } // Phase 1: // [Attack] Homing rocket barrage. // DONE Attack_1 // [Attack] He shoots rockets that lock on with prediction then accelerate rapidly. // DONE Attack_2 // [Attack] He stops in place and taunts, launching rockets from his back at an increasing rate. // DONE Attack_3 // [Attack] Shotgun like rocket barrages. // DONE Attack_4 // [Attack] He flies around and shoots rockets down for above. // DONE Attack_5 // [Attack] A rocket that shoots a group of homing rockets on impact. // DONE Attack_6 // // Phase 2: // He begins to combine attacks like using back rocket launchers while hovering // [Attack] He shoots a wall of rockets that lock on without prediction then accelerate rapidly. // DONE Attack_7 // [Improvment] Rocket Lock-on attack is now a three round burst of 4 lock-on barrages. The three bursts happen quickly and then there is a pause. // DONE Attack_8 // [Attack] Homing rockets that slow down and then explode on a delay. // DONE Attack_9 // [Improvment] Back Rocket Launchers while hovering. // DONE Attack_10 // // Phase 3: // He becomes enraged and attacks more often, time between attacks are much shorter. // [Attack] He targets random people within his LoS and creates a target behind them. He then shoots rockets at all of the targets that rapidly accelerate. // DONE Attack_11 // [Improvment] He now uses the reverse rocket attack while hoving on top of the back rocket launchers. // DONE Attack_12 // [Improvment] Homing rockets that slow down and then explode on a delay. Rockets now explode and shoot a group of rockets in front them. // DONE Attack_13 // [Imrpovment] Lock-on barrage with prediction shoots like shotgun barrage // DONE Attack_14 EventChangeAttributes { Intro { Item "Blood Botkiller Rocket Launcher Mk.I" WeaponRestrictions PrimaryOnly Attributes SuppressFire ExtAttr IgnorePlayers ExtAttr IgnoreBuildings ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "clip size upgrade atomic" 26 "fire rate bonus" 0.04 "reload time decreased" 0.15 "blast radius decreased" 1.5 "projectile speed decreased" 0.5 "ignores other projectiles" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "mult dmg vs tanks" 6 "force fire full clip" 1 } InterruptAction { AimTarget "1236 -3472 75" Delay 0.5 Duration 2 Repeats 1 Distance 0 WaitUntilDone 1 AddToQueue 1 } FireWeapon { Repeats 1 Duration 0.1 Delay 1 Type "Primary" } InterruptAction { AimTarget ClosestPlayer Delay 1 Duration 1 Repeats 0 Cooldown 1 WaitUntilDone 1 AddToQueue 1 } } Attack_1 { Item "Blood Botkiller Rocket Launcher Mk.I" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "clip size upgrade atomic" 26 "fire rate bonus" 0.05 "reload time decreased" 0.15 "damage penalty" 0.8 "blast radius decreased" 0.4 "projectile speed decreased" 0.5 "ignores other projectiles" 1 "mod projectile heat seek power" 50 "mod projectile heat aim error" 50 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "force fire full clip" 1 } } Attack_2 { Item "Blood Botkiller Rocket Launcher Mk.I" WeaponRestrictions PrimaryOnly AimLeadProjectileSpeed 1250 ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "reload time decreased" -0.8 "projectile speed decreased" 0.1 "ignores other projectiles" 1 "projectile no deflect" 1 "mod projectile heat seek power" 3600 "mod projectile heat aim error" 360 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "mod projectile heat aim time" 1 "mod projectile heat follow crosshair" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "projectile spread angle penalty" 25 "projectile acceleration" 22500 "projectile acceleration time" 0.25 "projectile acceleration start time" 1.5 "fire full clip at once" 1 "reload full clip at once" 1 } } Attack_3 { Item "Blood Botkiller Rocket Launcher Mk.I" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "no_attack" 1 "gesture speed increase" 0.5 "always allow taunt" 1 "use robot voice" 1 "no_jump" 1 } FireInput { Target Attack_3_relay Action Trigger Delay 1 Cooldown 12.5 } } Attack_4 { Item "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" "models/weapons/c_models/c_bmmh/c_bmmh.mdl" "override projectile type" 2 "projectile speed decreased" 0.65 "damage bonus HIDDEN" 15 "fire rate bonus" 0.4 "reload time decreased" 0.6 "damage penalty" 0.67 "mult projectile count" 6 "projectile spread angle penalty" 6 "hold fire until full reload" 1 "ignores other projectiles" 1 } } Attack_5 { Item "Blood Botkiller Rocket Launcher Mk.I" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "increased air control" 5 "fire rate bonus" 0.2 "clip size upgrade atomic" 8 "reload time decreased" 0.6 "projectile spread angle penalty" 4 } FireInput { Target popscript Action $ToggleJetpack Delay 1 Repeats 1 Param 280 } } Attack_6 { Item "Sergeant Reverse Main" WeaponRestrictions PrimaryOnly AimAt Head } Attack_7 { Item "Blood Botkiller Rocket Launcher Mk.I" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "fire rate penalty" 1.5 "reload time decreased" -0.8 "projectile speed decreased" 0.07 "ignores other projectiles" 1 "projectile no deflect" 1 "clip size upgrade atomic" 20 "mod projectile heat seek power" 3600 "mod projectile heat aim error" 360 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "mod projectile heat aim time" 1 "mod projectile heat follow crosshair" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "projectile spread angle penalty" 33 "projectile acceleration" 22500 "projectile acceleration time" 0.25 "projectile acceleration start time" 2 "fire full clip at once" 1 "reload full clip at once" 1 } } Attack_8 { Item "Blood Botkiller Rocket Launcher Mk.I" WeaponRestrictions PrimaryOnly AimLeadProjectileSpeed 1250 ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "reload time decreased" -0.8 "projectile speed decreased" 0.1 "ignores other projectiles" 1 "projectile no deflect" 1 "mod max primary clip override" -1 "mod projectile heat seek power" 3600 "mod projectile heat aim error" 360 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "mod projectile heat aim time" 1 "mod projectile heat follow crosshair" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "projectile spread angle penalty" 25 "projectile acceleration" 22500 "projectile acceleration time" 0.25 "projectile acceleration start time" 1.5 "mult projectile count" 4 "burst fire count" 3 "burst fire rate mult" 3 "fire rate bonus" 0.5 } } Attack_9 { Item "Blood Botkiller Rocket Launcher Mk.I" WeaponRestrictions PrimaryOnly AimAt Head ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "clip size upgrade atomic" 36 "fire rate bonus" 0.1 "reload time decreased" 0.1 "projectile speed decreased" 0.5 "ignores other projectiles" 1 "projectile spread angle penalty" 10 "mod projectile heat seek power" 50 "mod projectile heat aim error" 50 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "projectile acceleration" -1100 "projectile acceleration time" 0.5 "projectile acceleration start time" 1 "projectile detonate time" 5 "force fire full clip" 1 } } Attack_10 { Item "Blood Botkiller Rocket Launcher Mk.I" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "increased air control" 5 "fire rate bonus" 0.2 "clip size upgrade atomic" 8 "reload time decreased" 0.6 "projectile spread angle penalty" 4 } FireInput { Target popscript Action $ToggleJetpack Delay 1 Repeats 1 Param 280 } FireInput { Target Attack_10_relay Action Trigger Delay 1 Repeats 1 } } Attack_11 { Item "Blood Botkiller Rocket Launcher Mk.I" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "no_attack" 1 "always crit" 1 } FireInput { Target popscript Action $DelayedAttack Delay 0.1 Repeats 0 Cooldown 0.05 } } Attack_12 { Item "Sergeant Reverse Main" WeaponRestrictions PrimaryOnly AimAt Head ItemAttributes { ItemName "Sergeant Reverse Main" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "increased air control" 5 "fire rate bonus" 0.2 "clip size upgrade atomic" 8 "mod max primary clip override" 1 "reload time decreased" 0.35 "projectile spread angle penalty" 4 } FireInput { Target popscript Action $ToggleJetpack Delay 1 Repeats 1 Param 280 } FireInput { Target Attack_10_relay Action Trigger Delay 1 Repeats 1 } } Attack_13 { Item "Sergeant Forward Main" WeaponRestrictions PrimaryOnly } Attack_14 { Item "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" WeaponRestrictions SecondaryOnly AimLeadProjectileSpeed 1250 ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" "models/weapons/c_models/c_bmmh/c_bmmh.mdl" "override projectile type" 2 "damage bonus HIDDEN" 15 "fire rate bonus" 0.4 "reload time decreased" 0.6 "projectile speed decreased" 0.1 "projectile no deflect" 1 "mod projectile heat seek power" 3600 "mod projectile heat aim error" 360 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "mod projectile heat aim time" 1 "mod projectile heat follow crosshair" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "projectile spread angle penalty" 25 "projectile acceleration" 22500 "projectile acceleration time" 0.25 "projectile acceleration start time" 1.5 "mult projectile count" 6 "projectile spread angle penalty" 6 "hold fire until full reload" 1 "ignores other projectiles" 1 } } Attack_15 { Item "Blood Botkiller Rocket Launcher Mk.I" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "clip size upgrade atomic" 26 "fire rate bonus" 0.05 "reload time decreased" 0.1 "damage penalty" 0.8 "blast radius decreased" 0.75 "projectile speed decreased" 0.5 "ignores other projectiles" 1 "mod projectile heat seek power" 50 "mod projectile heat aim error" 50 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "force fire full clip" 1 } } Attack_16 { Item "Blood Botkiller Rocket Launcher Mk.I" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Blood Botkiller Rocket Launcher Mk.I" "custom item model" "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" "reload time decreased" -0.8 "projectile speed decreased" 0.07 "ignores other projectiles" 1 "projectile no deflect" 1 "clip size upgrade atomic" 20 "mod projectile heat seek power" 3600 "mod projectile heat aim error" 360 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "mod projectile heat aim time" 1 "mod projectile heat follow crosshair" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "projectile spread angle penalty" 33 "projectile acceleration" 22500 "projectile acceleration time" 0.25 "projectile acceleration start time" 2 "fire full clip at once" 1 "reload full clip at once" 1 } } } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 7 "blast dmg to self increased" 0.001 "purchased" 1 "custom projectile model" "models/weapons/w_models/w_wasp_launcher_rocket.mdl" "cancel falling damage" 1 "no_duck" 1 "rage giving scale" 0.1 } } } Wave { SpawnTemplate Wave1_Stuff SpawnTemplate Barriers CustomMaxWaveNumber 4 StartWaveOutput { Target wave_start_relay_w1 Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_init_w1_relay Action Trigger } Explanation { Line "{yellow}Objective: Reclaim australium from the hidden vault" Line "{yellow}Sub Objective: Clear LZ and break into the control room to allow the deployment of the {blue}Drill Tank" Line "{yellow}Notes: {cff7fc}Gray Mann{yellow} will supply you with additional information on each Sub Objective" Line "{green}Tip: Giant weapons are found in the shop, only weapons with [Giant] in the name make you a giant. Giants respawn much slower" } WaveSpawn { TotalCount 18 MaxActive 18 SpawnCount 18 WaitBetweenSpawns 1 WaitBeforeStarting 15 TotalCurrency 0 Where red_test_spawn RandomChoice { Shuffle 1 //just to streamline the process. less wavespawns TFBot{ Template T_TFBot_Red_Guard_1 } TFBot{ Template T_TFBot_Red_Guard_2 } TFBot{ Template T_TFBot_Red_Guard_3 } TFBot{ Template T_TFBot_Giant_Red_Guard_1 } TFBot{ Template T_TFBot_Giant_Red_Guard_2 } TFBot{ Template T_TFBot_Giant_Red_Guard_3 } TFBot{ Template T_TFBot_Red_Guard_4 } TFBot{ Template T_TFBot_Red_Guard_4 } TFBot{ Template T_TFBot_Red_Guard_5 } TFBot{ Template T_TFBot_Red_Guard_5 } TFBot{ Template T_TFBot_Red_Guard_6 } TFBot{ Template T_TFBot_Red_Guard_6 } TFBot{ Template T_TFBot_Red_Guard_6 } TFBot{ Template T_TFBot_Red_Guard_6 } TFBot{ Template T_TFBot_Red_Guard_7 } TFBot{ Template T_TFBot_Red_Guard_7 } TFBot{ Template T_TFBot_Red_Guard_7 } TFBot{ Template T_TFBot_Red_Guard_7 } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 1 TotalCurrency 500 Where red_test_spawn TFBot{ Template T_TFBot_Giant_Red_Guard_4 } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 1 TotalCurrency 400 Where spawnbot_A_route_giant Name W1_Boss TFBot{ Template T_TFBot_Giant_Red_Guard_5 } } WaveSpawn { WaitForAllDead W1_Boss FirstSpawnMessage "{cff7fc}Gray Mann{reset} : Well done. Now capture the control room control point!" } WaveSpawn { Name Alerted TotalCount 12 MaxActive 12 SpawnCount 12 WaitBetweenSpawns 1 TotalCurrency 0 Where spawnbot_left StartDisabled 1 Support limited RandomChoice { Shuffle 1 //just to streamline the process. less wavespawns TFBot { Template T_TFBot_Red_Soldier_Extended_Battalion ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Soldier_Extended_Concheror ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Soldier_Extended_Buff_Banner ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Soldier_Rocket_Spec AddTemplate Sig_Red_Base ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Soldier_Rocket_Spec AddTemplate Sig_Red_Base ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Heavyweapons ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Heavyweapons ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Heavyweapons ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Demo_Burst ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Demo_Burst ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Giant_Scout_Backscatter AddTemplate Sig_Red_Base ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Giant_Soldier_RocketShotgun ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } } } WaveSpawn { Name w1_end StartDisabled 1 TotalCount 1 SpawnCount 1 MaxActive 1 Where red_test_spawn HideIcon 1 TFBot { Class Scout FireInput { Repeats 1 Delay 0.015 Target !self Action $Suicide } } } } Wave { SpawnTemplate Barriers SpawnTemplate Barriers_C1_C2 SpawnTemplate Wave2_Stuff CustomMaxWaveNumber 4 StartWaveOutput { Target wave_start_relay_w2 Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_init_w2_relay Action Trigger } Explanation { Line "{yellow}Objective: Reclaim australium from the hidden vault" Line "{yellow}Sub Objective: Escort the {blue}Drill Tank{yellow} to get further into the facility" Line "{yellow}Notes: {cff7fc}Gray Mann{yellow} will supply you with additional information on each Sub Objective" Line "{green}Tip: Giant Engineers can repair the {blue}Drill Tank{green} with their wrenches" } WaveSpawn { WaitBeforeStarting 694201337 Where red_spawn_point_normal TotalCount 1 SpawnCount 1 MaxActive 1 Support Limited TFBot { Class Scout ClassIcon red2_lite } } WaveSpawn { WaitBeforeStarting 694201337 Where red_spawn_point_normal TotalCount 1 SpawnCount 1 MaxActive 1 Support Limited TFBot { Class Scout ClassIcon heavy_shotgun_red } } WaveSpawn { WaitBeforeStarting 694201337 Where red_spawn_point_normal TotalCount 1 SpawnCount 1 MaxActive 1 Support Limited TFBot { Class Scout ClassIcon pyro_flare_red } } WaveSpawn { WaitBeforeStarting 694201337 Where red_spawn_point_normal TotalCount 1 SpawnCount 1 MaxActive 1 Support Limited TFBot { Class Scout ClassIcon pyro } } WaveSpawn { WaitBeforeStarting 694201337 Where red_spawn_point_normal TotalCount 1 SpawnCount 1 MaxActive 1 Support Limited TFBot { Class Scout ClassIcon demo } } WaveSpawn { WaitBeforeStarting 694201337 Where red_spawn_point_normal TotalCount 1 SpawnCount 1 MaxActive 1 Support Limited TFBot { Class Scout ClassIcon blu2_lite } } WaveSpawn { WaitBeforeStarting 0 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : Listen up! I will be deploying a drill tank." } WaveSpawn { WaitBeforeStarting 4 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : Your job is to escourt it so that it can drill a hole into the B1 and C1 doors." } WaveSpawn { WaitBeforeStarting 10 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : The tank will also drill a hole in the wall next to the C1 door." } WaveSpawn { WaitBeforeStarting 15 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : I have no doubts that {red}they{reset} know we are here." } WaveSpawn { WaitBeforeStarting 20 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : Once the drill tank makes it past the B1 door, I will open a shortcut for you." } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 TotalCurrency 0 Tank { StartingPathTrackNode drill_tank_1 Health 30000 Skin 3 SpawnTemplate DrillTank_Stuff ClassIcon tank_drill_lite Name drill_tank DisableBomb 1 //causes clipping issues DisableSmokestack 1 OnKilledOutput { Target popscript Action $DefeatTank } Model //Set custom model on tank. Will spit harmless errors on client console if the model does not have enough sequences { Default "models/watermine/drill_tank.mdl" Damage1 "models/watermine/drill_tank_damage1.mdl" Damage2 "models/watermine/drill_tank_damage2.mdl" Damage3 "models/watermine/drill_tank_damage3.mdl" } } } WaveSpawn { WaitBeforeStarting 40 FirstSpawnMessage "{red}Security{reset} : DRILL TANK DETECTED IN [FACTORY A1]" } WaveSpawn { WaitBeforeStarting 45 FirstSpawnMessage "{red}Security{reset} : THREAT LEVEL ANALYSIS: [MODERATELY HIGH]" } WaveSpawn { WaitBeforeStarting 50 FirstSpawnMessage "{red}Security{reset} : DEPLOYING [MODERATE] LEVEL SECURITY ROBOTS" } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 20 MaxActive 16 SpawnCount 2 WaitBeforeStarting 55 WaitBetweenSpawns 3 TotalCurrency 120 Where spawnbot_left_tank TFBot { Template T_TFBot_Scout_Pistol_Pep AddTemplate Sig_Red_Base InterruptAction { Target "-2236 1837 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1552 1464 -191" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 16 MaxActive 10 SpawnCount 4 WaitBeforeStarting 65 WaitBetweenSpawns 7 TotalCurrency 100 Where spawnbot_right_tank TFBot { Template T_TFBot_Soldier_Beggars AddTemplate Sig_Red_Base InterruptAction { Target "-930 2295 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1552 1464 -191" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 36 MaxActive 12 SpawnCount 2 WaitBeforeStarting 90 WaitBetweenSpawns 4 TotalCurrency 140 Where spawnbot_B2 TFBot { Template T_TFBot_Red_Sniper_Huntsman InterruptAction { Target "-1728 -1289 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 16 MaxActive 6 SpawnCount 1 WaitBeforeStarting 95 WaitBetweenSpawns 3 TotalCurrency 70 Where spawnbot_right_tank TFBot { Template T_TFBot_Red_Heavyweapons_Gnome ExtAttr IgnoreNPC InterruptAction { Target "-930 2295 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1552 1464 -191" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1728 -1289 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 16 MaxActive 6 SpawnCount 1 WaitBeforeStarting 95 WaitBetweenSpawns 3 TotalCurrency 70 Where spawnbot_left_tank TFBot { Template T_TFBot_Red_Heavyweapons_Gnome InterruptAction { Target "-2236 1837 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1552 1464 -191" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1728 -1289 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 100 WaitBetweenSpawns 20 TotalCurrency 100 Where spawnbot_right_tank TFBot { Template T_TFBot_Red_Giant_Demo_RapidFire InterruptAction { Target "-2236 1837 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1552 1464 -191" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1728 -1289 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 12 MaxActive 12 SpawnCount 1 WaitBeforeStarting 150 WaitBetweenSpawns 2 TotalCurrency 100 Where red_spawn_point_normal TFBot { Template T_TFBot_Soldier_Bison AddTemplate Sig_Red_Base InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" AimTarget "-637 -1285 97" Delay 1.5 Repeats 0 Duration 1 Cooldown 2 Distance 32 AddToQueue 1 } } } WaveSpawn { WaitBeforeStarting 170 FirstSpawnOutput { Target cylindrical_upgrades_retract_relay Action trigger } } WaveSpawn { WaitBeforeStarting 195 FirstSpawnMessage "{red}Security{reset} : WARNING: STRUCTURAL COLLAPSE DETECTED" } WaveSpawn { WaitBeforeStarting 200 FirstSpawnMessage "{red}Security{reset} : INCREASING SECURITY ROBOT LEVEL" } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 32 MaxActive 12 SpawnCount 2 WaitBeforeStarting 200 WaitBetweenSpawns 3 TotalCurrency 100 Where red_spawn_point_normal TFBot { Class Scout AddTemplate Sig_Red_Base InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 210 WaitBetweenSpawns 3 TotalCurrency 75 Where red_spawn_point_normal Squad { TFBot { Template T_TFBot_Red_Giant_Soldier_SlowBarrage AddTemplate Sig_Red_Base InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Medic_BigHeal } TFBot { Template T_TFBot_Red_Medic_BigHeal } TFBot { Template T_TFBot_Red_Medic_BigHeal } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 250 WaitBetweenSpawns 3 TotalCurrency 125 Where red_spawn_point_normal TFBot { Template T_TFBot_Red_Soldier_BurstFire ClassIcon soldier_burstfire_hyper_lite AddTemplate Sig_Red_Base PreferClass Demoman InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { WaitBeforeStarting 205 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : I opened a shortcut by the upgrade station in the control room." } WaveSpawn { WaitBeforeStarting 210 FirstSpawnMessage "{red}Security{reset} : WARNING: MAJOR BLAST DETECTED IN [FACTORY A1]" } WaveSpawn { WaitBeforeStarting 215 FirstSpawnMessage "{red}Security{reset} : UPDATED THREAT LEVEL ANALYSIS: [SEVERE]" } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 183 WaitBetweenSpawns 3 TotalCurrency 0 Support Limited Where spawnbot_A_route TFBot { Template T_TFBot_Giant_Demo_Sticky_Bomb_Burst PreferClass Soldier CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "blast dmg to self increased" 0 "cannot pick up intelligence" 1 "health from healers increased" 2.5 } EventChangeAttributes { Default { InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "548 -756 256" Delay 1 Repeats 1 Duration 3 Distance 256 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "Break_Wall" } } Break_Wall { InterruptAction { Target "548 -756 256" AimTarget "305 -692 357" Delay 0.5 Repeats 0 Duration 1 Cooldown 1 Distance 64 AddToQueue 1 WaitUntilDone 1 } FireWeapon //Periodically fires weapon { Delay 3 Repeats 1 Duration 0.92 Type "Primary" } FireWeapon //Periodically fires weapon { Delay 5 Repeats 1 Duration 0.5 Type "Secondary" } FireInput { Delay 5 Repeats 1 Target "Break_Controlroom_Wall" Action "Trigger" } ChangeAttributes { Delay 6 Repeats 1 Name "Attack" } } Attack { InterruptAction { Target "150 -640 256" AimTarget "-383 -720 202" Delay 0.1 Repeats 1 Duration 0 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "298 -1034 256" AimTarget "258 -1804 0" Delay 0.25 Repeats 1 Duration 1 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "298 -1034 256" Delay 0.5 Repeats 0 Duration 1 Cooldown 1 Distance 32 AddToQueue 1 } } } } } WaveSpawn { TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 200 WaitBetweenSpawns 3 TotalCurrency 0 Support 1 Where spawnbot_A_route TFBot { Class Soldier Skill Normal Tag giant CharacterAttributes { "cannot pick up intelligence" 1 } InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "548 -756 256" Delay 1 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "150 -640 256" AimTarget "258 -1804 0" Delay 1.5 Repeats 1 Duration 0 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "298 -1034 256" AimTarget "258 -1804 0" Delay 2 Repeats 1 Duration 0 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "drill_tank" Delay 2.5 Repeats 0 Duration 1 Cooldown 1 Distance 384 AddToQueue 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 9 MaxActive 9 SpawnCount 3 WaitBeforeStarting 280 WaitBetweenSpawns 15 TotalCurrency 200 Where red_spawn_point_normal Squad { TFBot { Template T_TFBot_Giant_Pyro_Dragon_Fury AddTemplate Sig_Red_Base ExtAttr IgnoreBuildings InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "drill_tank" Delay 1 Repeats 1 Duration 3 Distance 384 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Medic_BigHeal } TFBot { Template T_TFBot_Red_Medic_BigHeal } } } WaveSpawn { Name Support_Fast TotalCount 100 MaxActive 16 SpawnCount 4 WaitBeforeStarting 250 WaitBetweenSpawns 5 TotalCurrency 100 Where red_spawn_point_normal RandomChoice { TFBot { Template T_TFBot_Red_Demoman ClassIcon red2_lite InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Pyro_Expert_Flare ClassIcon red2_lite InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "drill_tank" Delay 1 Repeats 1 Duration 3 Distance 384 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Heavyweapons_Shotgun ClassIcon red2_lite InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } } WaveSpawn { Name Support_Slow WaitForAllSpawned Support_Fast TotalCount 99899 MaxActive 8 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 5 TotalCurrency 0 Where red_spawn_point_normal RandomChoice { TFBot { Template T_TFBot_Red_Demoman ClassIcon red2_lite InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Pyro_Expert_Flare ClassIcon red2_lite InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "drill_tank" Delay 1 Repeats 1 Duration 3 Distance 384 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Heavyweapons_Shotgun ClassIcon red2_lite InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } } } Wave { SpawnTemplate Barriers SpawnTemplate Wave3_Stuff CustomMaxWaveNumber 4 StartWaveOutput { Target wave_start_relay_w3 Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_init_w3_relay Action Trigger } Explanation { Line "{yellow}Objective: Reclaim australium from the hidden vault" Line "{yellow}Sub Objective: Escort the {blue}Drill Tank {yellow} to the enemy spawn to gain access to the vault" Line "{yellow}Notes: {cff7fc}Gray Mann{yellow} will supply you with additional information on each Sub Objective" Line "{green}Tip: The {red}Engineer Bots{green} will manually build a sentry and dispenser over time" } WaveSpawn { Name "ending_seq_wavespawn" TotalCount 100 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.25 TotalCurrency 0 Support 1 Where spawnbot_A_route StartDisabled 1 TFBot { Tag giant Template T_TFBot_Giant_Demo_Sticky_Bomb_Burst PreferClass Soldier CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "blast dmg to self increased" 0 "cannot pick up intelligence" 1 "health from healers increased" 2.5 "allow friendly fire" 1 "max pipebombs increased" 12 } FireInput { Delay 0 Repeats 1 Target !self Action $SetLocalOrigin Param "3306 -1647 283" } EventChangeAttributes { Default { InterruptAction { Target "2841 -1835 224" Delay 0.5 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "1650 -2693 0" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "1228 -3158 0" AimTarget "1229 -3472 130" Delay 1.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "Break_Glass" } } Break_Glass { InterruptAction { Target "1228 -3158 0" AimTarget "1229 -3472 130" Delay 0 Repeats 0 Duration 1 Cooldown 1 Distance 128 AddToQueue 1 } FireWeapon { Delay 3 Repeats 1 Duration 0.92 Type "Primary" } FireWeapon { Delay 5 Repeats 1 Duration 0.5 Type "Secondary" } FireInput { Delay 5 Target w3_ending_relay Action Trigger Repeats 1 } } } } } WaveSpawn { Name "w3_end" StartDisabled 1 TotalCount 1 SpawnCount 1 MaxActive 1 Where red_test_spawn HideIcon 1 TFBot { Class Scout FireInput { Repeats 1 Delay 0.015 Target !self Action $Suicide } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 Where red_spawn_point_normal TFBot { Class Engineer AddTemplate Sig_Red_Base Skill Expert StripItemSlot 0 StripItemSlot 1 Health 500 Action Passive NoCrouchButtonRelease 1 ExtAttr IgnorePlayers ExtAttr IgnoreNPC ExtAttr IgnoreBuildings FireInput { Delay 0 Repeats 1 Target !self Action $SetLocalOrigin Param "3306 -1647 283" } CharacterAttributes { "Construction rate increased" 2 "Repair rate increased" 2 "upgrade rate decrease" 2 "engy building health bonus" 3 "engy dispenser radius increased" 4 } EventChangeAttributes { Default { ClientCommand { Name "build 2" Delay 0 Repeats 1 } InterruptAction { Target "2960 -1942 229" AimTarget "1762 -1104 66" Delay 0.5 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "CrouchWalk" } } CrouchWalk { ClientCommand { Name "build 2" Delay 0 Repeats 1 } InterruptAction { Target "2785 -1806 224" AimTarget "1762 -1104 66" Delay 0.5 Repeats 1 Duration 1 Distance 16 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "Build" } FireWeapon { Delay 0.5 Cooldown 0.5 Repeats 0 Duration 0.5 Type "Crouch" } } Build { ClientCommand { Name "build 2" Delay 0 Repeats 1 } FireWeapon { Delay 0 Cooldown 1 Repeats 0 Duration 1 Type "Crouch" } FireWeapon { Delay 0.5 Cooldown 0.5 Repeats 1 Duration 0.5 Type "Primary" } InterruptAction { Target "2785 -1806 224" AimTarget "1762 -1104 66" Delay 0.1 Repeats 1 Duration 1 CoolDown 1 Distance 16 AddToQueue 1 } ClientCommand { Name "build 0" Delay 1 Repeats 1 } InterruptAction { Target "2785 -1806 224" AimTarget "3048 -2461 294" Delay 1 Repeats 1 Duration 1 CoolDown 1 Distance 16 AddToQueue 1 WaitUntilDone 1 } FireWeapon { Delay 2 Cooldown 0.5 Repeats 0 Duration 0.5 Type "Primary" } InterruptAction { Target "2785 -1806 224" AimTarget "1762 -1104 66" Delay 2.5 Repeats 0 Duration 4 CoolDown 1 Distance 16 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "2785 -1806 224" AimTarget "3048 -2461 294" Delay 3 Repeats 0 Duration 2 CoolDown 1 Distance 16 AddToQueue 1 WaitUntilDone 1 } } } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 Where red_spawn_point_normal TFBot { Class Engineer AddTemplate Sig_Red_Base Skill Expert StripItemSlot 0 StripItemSlot 1 Health 500 Action Passive NoCrouchButtonRelease 1 ExtAttr IgnorePlayers ExtAttr IgnoreNPC ExtAttr IgnoreBuildings FireInput { Delay 0 Repeats 1 Target !self Action $SetLocalOrigin Param "3306 -1647 283" } CharacterAttributes { "Construction rate increased" 2 "Repair rate increased" 2 "upgrade rate decrease" 2 "engy building health bonus" 3 "engy dispenser radius increased" 4 } EventChangeAttributes { Default { ClientCommand { Name "build 2" Delay 0 Repeats 1 } InterruptAction { Target "2574 -1907 224" AimTarget "1762 -1104 66" Delay 0.5 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "CrouchWalk" } } CrouchWalk { ClientCommand { Name "build 2" Delay 0 Repeats 1 } InterruptAction { Target "2393 -1936 224" AimTarget "1918 -837 290" Delay 0.5 Repeats 1 Duration 1 Distance 16 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "Build" } FireWeapon { Delay 0.5 Cooldown 0.5 Repeats 0 Duration 0.5 Type "Crouch" } } Build { ClientCommand { Name "build 2" Delay 0 Repeats 1 } FireWeapon { Delay 0 Cooldown 1 Repeats 0 Duration 1 Type "Crouch" } FireWeapon { Delay 0.5 Cooldown 0.5 Repeats 1 Duration 0.5 Type "Primary" } InterruptAction { Target "2393 -1936 224" AimTarget "1918 -837 290" Delay 0.1 Repeats 1 Duration 1 CoolDown 1 Distance 16 AddToQueue 1 } ClientCommand { Name "build 0" Delay 1 Repeats 1 } InterruptAction { Target "2393 -1936 224" AimTarget "2813 -2843 286" Delay 1 Repeats 1 Duration 1 CoolDown 1 Distance 16 AddToQueue 1 WaitUntilDone 1 } FireWeapon { Delay 2 Cooldown 0.5 Repeats 0 Duration 0.5 Type "Primary" } InterruptAction { Target "2393 -1936 224" AimTarget "1918 -837 290" Delay 2.5 Repeats 0 Duration 4 CoolDown 1 Distance 16 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "2393 -1936 224" AimTarget "2813 -2843 286" Delay 3 Repeats 0 Duration 2 CoolDown 1 Distance 16 AddToQueue 1 WaitUntilDone 1 } } } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 Where red_spawn_point_normal TFBot { Class Engineer AddTemplate Sig_Red_Base Skill Expert StripItemSlot 0 StripItemSlot 1 Health 500 Action Passive NoCrouchButtonRelease 1 ExtAttr IgnorePlayers ExtAttr IgnoreNPC ExtAttr IgnoreBuildings FireInput { Delay 0 Repeats 1 Target !self Action $SetLocalOrigin Param "2118 -3601 76" } CharacterAttributes { "Construction rate increased" 2 "Repair rate increased" 2 "upgrade rate decrease" 2 "engy building health bonus" 3 "engy dispenser radius increased" 4 } EventChangeAttributes { Default { ClientCommand { Name "build 2" Delay 0 Repeats 1 } InterruptAction { Target "2395 -3022 184" AimTarget "1701 -3102 8" Delay 0.5 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "2021 -3065 68" AimTarget "1701 -3102 8" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "CrouchWalk" } } CrouchWalk { ClientCommand { Name "build 2" Delay 0 Repeats 1 } InterruptAction { Target "1771 -3101 12" AimTarget "995 -2428 18" Delay 0.5 Repeats 1 Duration 1 Distance 16 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "Build" } FireWeapon { Delay 0.5 Cooldown 0.5 Repeats 0 Duration 0.5 Type "Crouch" } } Build { ClientCommand { Name "build 2" Delay 0 Repeats 1 } FireWeapon { Delay 0 Cooldown 1 Repeats 0 Duration 1 Type "Crouch" } FireWeapon { Delay 0.5 Cooldown 0.5 Repeats 1 Duration 0.5 Type "Primary" } InterruptAction { Target "1771 -3101 12" AimTarget "995 -2428 18" Delay 0.1 Repeats 1 Duration 1 CoolDown 1 Distance 16 AddToQueue 1 } ClientCommand { Name "build 0" Delay 1 Repeats 1 } InterruptAction { Target "1771 -3101 12" AimTarget "1575 -3967 38" Delay 1 Repeats 1 Duration 1 CoolDown 1 Distance 16 AddToQueue 1 WaitUntilDone 1 } FireWeapon { Delay 2 Cooldown 0.5 Repeats 0 Duration 0.5 Type "Primary" } InterruptAction { Target "1771 -3101 12" AimTarget "995 -2428 18" Delay 2.5 Repeats 0 Duration 4 CoolDown 1 Distance 16 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "1771 -3101 12" AimTarget "1575 -3967 38" Delay 3 Repeats 0 Duration 2 CoolDown 1 Distance 16 AddToQueue 1 WaitUntilDone 1 } } } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 Where red_spawn_point_normal TFBot { Class Engineer AddTemplate Sig_Red_Base Skill Expert StripItemSlot 0 StripItemSlot 1 Health 500 Action Passive NoCrouchButtonRelease 1 ExtAttr IgnorePlayers ExtAttr IgnoreNPC ExtAttr IgnoreBuildings CharacterAttributes { "Construction rate increased" 2 "Repair rate increased" 2 "upgrade rate decrease" 2 "engy building health bonus" 3 "engy dispenser radius increased" 4 } EventChangeAttributes { Default { ClientCommand { Name "build 2" Delay 0 Repeats 1 } InterruptAction { Target "1233 -3253 0" AimTarget "1197 -2365 123" Delay 0.5 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "894 -2968 0" AimTarget "1299 -2427 0" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "CrouchWalk" } } CrouchWalk { ClientCommand { Name "build 2" Delay 0 Repeats 1 } InterruptAction { Target "962 -2739 0" AimTarget "2493 -2690 7" Delay 0.5 Repeats 1 Duration 1 Distance 16 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "Build" } FireWeapon { Delay 0.5 Cooldown 0.5 Repeats 0 Duration 0.5 Type "Crouch" } } Build { ClientCommand { Name "build 2" Delay 0 Repeats 1 } FireWeapon { Delay 0 Cooldown 1 Repeats 0 Duration 1 Type "Crouch" } FireWeapon { Delay 0.5 Cooldown 0.5 Repeats 1 Duration 0.5 Type "Primary" } InterruptAction { Target "962 -2739 0" AimTarget "2493 -2690 7" Delay 0.1 Repeats 1 Duration 1 CoolDown 1 Distance 16 AddToQueue 1 } ClientCommand { Name "build 0" Delay 1 Repeats 1 } InterruptAction { Target "962 -2739 0" AimTarget "892 -2652 0" Delay 1 Repeats 1 Duration 1 CoolDown 1 Distance 16 AddToQueue 1 WaitUntilDone 1 } FireWeapon { Delay 2 Cooldown 0.5 Repeats 0 Duration 0.5 Type "Primary" } InterruptAction { Target "962 -2739 0" AimTarget "2493 -2690 7" Delay 2.5 Repeats 0 Duration 4 CoolDown 1 Distance 16 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "962 -2739 0" AimTarget "892 -2652 0" Delay 3 Repeats 0 Duration 2 CoolDown 1 Distance 16 AddToQueue 1 WaitUntilDone 1 } } } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 TotalCurrency 0 Tank { StartingPathTrackNode drill_tank_wave_3_1 Health 10000 Skin 3 SpawnTemplate DrillTank_Stuff ClassIcon tank_drill_lite Name drill_tank DisableBomb 1 //causes clipping issues DisableSmokestack 1 OnKilledOutput { Target tank_killed Action Trigger } Model //Set custom model on tank. Will spit harmless errors on client console if the model does not have enough sequences { Default "models/watermine/drill_tank.mdl" Damage1 "models/watermine/drill_tank_damage1.mdl" Damage2 "models/watermine/drill_tank_damage2.mdl" Damage3 "models/watermine/drill_tank_damage3.mdl" } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 TotalCurrency 333 Where red_spawn_point_normal TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer_Reload AddTemplate Sig_Red_Base FireInput { Target !self Action $SetLocalOrigin Param "2631 -2477 226" Repeats 1 Delay 0 } InterruptAction { Target "2631 -2477 226" Delay 0.5 Repeats 0 Duration 1 Cooldown 1 Distance 24 } } } WaveSpawn { TotalCount 28 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 167 Where red_spawn_point_normal TFBot { Template T_TFBot_Soldier_Direct AddTemplate Sig_Red_Base FireInput { Target !self Action $SetLocalOrigin Param "2333 -1589 0" Repeats 1 Delay 0 } InterruptAction { Target "1459 -1114 0" Delay 0.5 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "1425 -498 80" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { TotalCount 16 MaxActive 16 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 250 Where red_spawn_point_normal TFBot { Template T_TFBot_Red_Demo_Burst AddTemplate Sig_Red_Base FireInput { Target !self Action $SetLocalOrigin Param "1482 -2823 2" Repeats 1 Delay 0 } InterruptAction { Target "1482 -2823 2" Delay 0.5 Repeats 0 Duration 1 Cooldown 1 Distance 128 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 TotalCurrency 250 Where red_spawn_point_normal HideIcon 1 StartDisabled 1 Name "Boss" TFBot { Template T_TFBot_Red_Giant_Sergeant_Wasps } } } Wave { SpawnTemplate Barriers SpawnTemplate Wave4_Stuff CustomMaxWaveNumber 4 StartWaveOutput { Target wave_start_relay_w4 Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_init_w4_relay Action Trigger } Explanation { Line "{yellow}Objective: Reclaim australium from the hidden vault" Line "{yellow}Sub Objective: Defend the {blue}Giant Burst Sticky Demo{yellow} then pick up australium and bring it to the carrier flag ship" Line "{yellow}Notes: {cff7fc}Gray Mann{yellow} will supply you with additional information on each Sub Objective" Line "{green}Tip: The australium reset timer does NOT reset when it is picked up." } WaveSpawn { WaitBeforeStarting 0 FirstSpawnMessage "{red}Security{reset} : WARNING: DETECTED INTRUDERS NEAR AUSTRALIUM VAULT" } WaveSpawn { WaitBeforeStarting 5 FirstSpawnMessage "{red}Security{reset} : ENGAGING SECURITY LOCKDOWN ON RED SPAWN" FirstSpawnOutput { Target security_lockdown Action trigger } } WaveSpawn { WaitBeforeStarting 8 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : Shit! This has all gone to hell!" } WaveSpawn { WaitBeforeStarting 12 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : Okay, new plan." } WaveSpawn { WaitBeforeStarting 14 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : You robots will have to defend the {blue}Giant Burst Sticky Demo{reset}." } WaveSpawn { WaitBeforeStarting 19 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : Once he gets the vault open, you'll then have to pick up the australium and bring it to the carrier." } WaveSpawn { WaitBeforeStarting 26 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : The carrier will be on the other side of the base, near the elavators where you started." } WaveSpawn { WaitBeforeStarting 31 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : I will have an engineer build a teleport as quickly as possible, but it will take some time." } WaveSpawn { WaitBeforeStarting 37 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : If you can make it into the carrier without the teleport, that's great." } WaveSpawn { WaitBeforeStarting 42 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : As for now, set up any defense you can." } WaveSpawn { WaitBeforeStarting 50 FirstSpawnMessage "{red}Security{reset} : DISENGAGING LOCKDOWN IN 10 SECONDS" } WaveSpawn { WaitBeforeStarting 55 FirstSpawnMessage "{red}Security{reset} : DISENGAGING LOCKDOWN IN 5 SECONDS" } WaveSpawn { WaitBeforeStarting 57 FirstSpawnMessage "{red}Security{reset} : 3" } WaveSpawn { WaitBeforeStarting 58 FirstSpawnMessage "{red}Security{reset} : 2" } WaveSpawn { WaitBeforeStarting 59 FirstSpawnMessage "{red}Security{reset} : 1" } WaveSpawn { WaitBeforeStarting 60 FirstSpawnMessage "{red}Security{reset} : SECURITY LOCKDOWN DISENGAGED" FirstSpawnOutput { Target security_lockdown_undo Action trigger } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 50 WaitBetweenSpawns 0.25 TotalCurrency 0 Where spawnbot_A_route TFBot { Tag giant Template T_TFBot_Giant_Demo_Sticky_Bomb_Burst Attributes UseBossHealthBar SpawnTemplate protect_logic CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "blast dmg to self increased" 0 "cannot pick up intelligence" 1 "health from healers increased" 2.5 "allow friendly fire" 1 "max pipebombs increased" 16 "blast dmg to self increased" 0.001 "self dmg push force decreased" 0.001 "mult dmg vs giants" 3 } FireInput { Delay 0 Repeats 1 Target !self Action $SetLocalOrigin Param "1245 -3855 34" } EventChangeAttributes { Default { InterruptAction { Target "1225 -4384 56" Delay 0.5 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "1428 -4644 56" AimTarget "1438 -4799 162" Delay 1 Repeats 1 Duration 3 Distance 64 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "Start_Holdout" } } Start_Holdout { InterruptAction { Target "1428 -4644 56" AimTarget "1438 -4799 162" Delay 1 Repeats 51 Duration 1 Cooldown 1 Distance 64 AddToQueue 1 } FireWeapon { Delay 2 Duration 1 Cooldown 6 Repeats 10 Type "Primary" } FireWeapon { Delay 5 Duration 1 Cooldown 6 Repeats 10 Type "Secondary" } FireInput { Delay 4.5 Cooldown 6 Repeats 10 Target detonated_wall Action trigger } } } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0.25 TotalCurrency 0 Where spawnbot_B2 TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage AddTemplate Sig_Red_Base FireInput { Target !self Action $SetLocalOrigin Param "519 -1328 2" Delay 0.1 Repeats 1 } InterruptAction { Target "195 -1789 0" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "1197 -3009 0" AimTarget "1225 -3480 102" Delay 1 Repeats 40 Duration 1 Cooldown 1 Distance 64 AddToQueue 1 } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0.25 TotalCurrency 0 Where spawnbot_B2 TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector AddTemplate Sig_Red_Base MaxVisionRange -1 FireInput { Target !self Action $SetLocalOrigin Param "1895 -1228 2" Delay 0.1 Repeats 1 } InterruptAction { Target "2517 -1889 0" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "1197 -3009 0" AimTarget "1225 -3480 102" Delay 1 Repeats 25 Duration 1 Cooldown 1 Distance 256 AddToQueue 1 } } } WaveSpawn { TotalCount 20 MaxActive 20 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 1 TotalCurrency 0 Where spawnbot_B2 TFBot { Template T_TFBot_Demoman_Knight AddTemplate Sig_Red_Base FireInput { Target !self Action $SetLocalOrigin Param "1895 -1228 2" Delay 0.1 Repeats 1 } InterruptAction { Target "2517 -1889 0" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "1197 -3009 0" AimTarget "1225 -3480 102" Delay 1 Repeats 1 Duration 42 Distance 256 AddToQueue 1 } } } WaveSpawn { TotalCount 16 MaxActive 16 SpawnCount 2 WaitBeforeStarting 24 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_B2 TFBot { Template T_TFBot_Demoman AddTemplate Sig_Red_Base FireInput { Target !self Action $SetLocalOrigin Param "519 -1328 2" Delay 0.1 Repeats 1 } InterruptAction { Target "195 -1789 0" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "1197 -3009 0" AimTarget "1225 -3480 102" Delay 1 Repeats 0 Duration 1 Cooldown 1 Distance 64 AddToQueue 1 } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawnsAfterDeath 5 TotalCurrency 0 Where spawnbot_right Support 1 Name "engie_tele_spawn" StartDisabled 1 TFBot { Class Engineer Skill Expert StripItemSlot 0 StripItemSlot 1 Health 500 Action Passive NoCrouchButtonRelease 1 Item "Immortal Wrench" ExtAttr IgnorePlayers ExtAttr IgnoreNPC ExtAttr IgnoreBuildings EventChangeAttributes { Default { ClientCommand { Name "build 2" Delay 0 Repeats 1 } InterruptAction { Target "-1671 1921 -63" AimTarget "-1311 1072 -91" Delay 0.5 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "CrouchWalk" } } CrouchWalk { FireInput { Target seq_build_tele Action Trigger Repeats 1 Delay 1 } ClientCommand { Name "build 2" Delay 0 Repeats 1 } InterruptAction { Target "-1573 1690 -168" AimTarget "-1311 1072 -91" Delay 0.5 Repeats 1 Duration 1 Distance 16 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "Build" } FireWeapon { Delay 0.5 Cooldown 0.5 Repeats 0 Duration 0.5 Type "Crouch" } } Build { ClientCommand { Name "build 2" Delay 0 Repeats 1 } FireWeapon { Delay 0 Cooldown 1 Repeats 0 Duration 1 Type "Crouch" } FireWeapon { Delay 0.5 Cooldown 0.5 Repeats 0 Duration 0.5 Type "Primary" } InterruptAction { Target "-1573 1690 -168" AimTarget "-1311 1072 -91" Delay 0.1 Repeats 0 Duration 1 CoolDown 1 Distance 16 AddToQueue 1 } } } } } WaveSpawn { Name w4_end StartDisabled 1 TotalCount 1 SpawnCount 1 MaxActive 1 Where red_test_spawn HideIcon 1 TFBot { Class Scout FireInput { Repeats 1 Delay 0.015 Target !self Action $Suicide } } } //Weak spawns WaveSpawn { TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_B2 Support 1 RandomChoice { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-1728 -1289 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-1728 -1289 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Scout_Sandman_FastCharge AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-1728 -1289 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Scout_Pistol AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-1728 -1289 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } } WaveSpawn { TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_A_route Support 1 RandomChoice { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Scout_Sandman_FastCharge AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Scout_Pistol AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } } WaveSpawn { TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 90 WaitBetweenSpawns 3 TotalCurrency 0 Where spawnbot_B2 Support 1 RandomSpawn 1 RandomChoice { TFBot { Class Scout AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-1728 -1289 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Demoman_Knight AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-1728 -1289 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Pyro_Expert_Flare AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-1728 -1289 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } } WaveSpawn { TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 90 WaitBetweenSpawns 3 TotalCurrency 0 Where spawnbot_left Support 1 RandomSpawn 1 RandomChoice { TFBot { Class Scout AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Demoman_Knight AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Pyro_Expert_Flare AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } } } //Moderate Spawns WaveSpawn { TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 120 WaitBetweenSpawns 5 TotalCurrency 0 Where spawnbot_B2 Support 1 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Red_Soldier AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-1728 -1289 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Sniper_Huntsman_Smg AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-1728 -1289 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } } WaveSpawn { TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 150 WaitBetweenSpawns 15 TotalCurrency 0 Where spawnbot_right_tank Support 1 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Red_Demoman_Samurai AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-2236 1837 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Sniper_Huntsman_Spammer AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-2236 1837 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Heavyweapons_Fist AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-2236 1837 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 180 WaitBetweenSpawnsAfterDeath 5 TotalCurrency 0 Where spawnbot_left_tank Support 1 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Red_Giant_Demo_RapidFire AddTemplate Sig_Red_Base ClassIcon red2_lite_giant InterruptAction { Target "-2236 1837 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Giant_Scout AddTemplate Sig_Red_Base ClassIcon red2_lite_giant InterruptAction { Target "-2236 1837 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } } //Strong Spawns WaveSpawn { TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 220 WaitBetweenSpawns 6 TotalCurrency 0 Where spawnbot_A_route Support 1 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Pyro_Dragon_Fury AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Demoman AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } } WaveSpawn { TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 240 WaitBetweenSpawns 4 TotalCurrency 0 Where spawnbot_left Support 1 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Red_Heavyweapons AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Soldier_RocketShotgun AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 280 WaitBetweenSpawnsAfterDeath 10 TotalCurrency 0 Where spawnbot_left Support 1 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer_Reload AddTemplate Sig_Red_Base ClassIcon red2_lite_giant InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Giant_Heavyweapons_Shotgun AddTemplate Sig_Red_Base ClassIcon red2_lite_giant InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Giant_DemoMan_PrinceTavish AddTemplate Sig_Red_Base ClassIcon red2_lite_giant InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } } } //Extreme Spawns WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 360 WaitBetweenSpawnsAfterDeath 15 TotalCurrency 0 Where spawnbot_left Support 1 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Red_Soldier_BurstFire AddTemplate Sig_Red_Base ClassIcon red2_lite_giant InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Giant_Soldier_RocketShotgun AddTemplate Sig_Red_Base ClassIcon red2_lite_giant InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Giant_Heavyweapons_Deflector AddTemplate Sig_Red_Base ClassIcon red2_lite_giant InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } } } WaveSpawn { TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 360 WaitBetweenSpawns 8 TotalCurrency 0 Where spawnbot_A_route Support 1 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Red_Soldier_Extended_Battalion AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Soldier_Extended_Concheror AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Soldier_Extended_Buff_Banner AddTemplate Sig_Red_Base ClassIcon red2_lite InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } } } //ENCORE Wave { SpawnTemplate Encore_Stuff SpawnTemplate Barriers SpawnTemplate Barriers_C1_C2 StartWaveOutput { Target wave_start_relay_encore Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_init_encore_relay Action Trigger } Explanation { Line "{yellow}Objective: Reclaim australium from the hidden vault" Line "{yellow}Sub Objective: Clear LZ and break into the control room to allow the deployment of the {blue}Drill Tank" Line "{yellow}Notes: {cff7fc}Gray Mann{yellow} will supply you with additional information on each Sub Objective" Line "{green}Tip: Welcome to {red}Encore Mode!{green} You must beat all 4 waves in one attempt. {red}Lives do NOT reset." } WaveSpawn { TotalCount 18 MaxActive 18 SpawnCount 18 WaitBetweenSpawns 1 WaitBeforeStarting 15 TotalCurrency 0 Where red_test_spawn RandomChoice { Shuffle 1 //just to streamline the process. less wavespawns TFBot{ Template T_TFBot_Red_Guard_1 } TFBot{ Template T_TFBot_Red_Guard_2 } TFBot{ Template T_TFBot_Red_Guard_3 } TFBot{ Template T_TFBot_Giant_Red_Guard_1 } TFBot{ Template T_TFBot_Giant_Red_Guard_2 } TFBot{ Template T_TFBot_Giant_Red_Guard_3 } TFBot{ Template T_TFBot_Red_Guard_4 } TFBot{ Template T_TFBot_Red_Guard_4 } TFBot{ Template T_TFBot_Red_Guard_5 } TFBot{ Template T_TFBot_Red_Guard_5 } TFBot{ Template T_TFBot_Red_Guard_6 } TFBot{ Template T_TFBot_Red_Guard_6 } TFBot{ Template T_TFBot_Red_Guard_6 } TFBot{ Template T_TFBot_Red_Guard_6 } TFBot{ Template T_TFBot_Red_Guard_7 } TFBot{ Template T_TFBot_Red_Guard_7 } TFBot{ Template T_TFBot_Red_Guard_7 } TFBot{ Template T_TFBot_Red_Guard_7 } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 1 TotalCurrency 500 Where red_test_spawn TFBot{ Template T_TFBot_Giant_Red_Guard_4 } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 1 TotalCurrency 400 Where spawnbot_A_route_giant Name W1_Boss TFBot{ Template T_TFBot_Giant_Red_Guard_5 } } WaveSpawn { WaitForAllDead W1_Boss FirstSpawnMessage "{cff7fc}Gray Mann{reset} : Well done. Now capture the control room control point!" } WaveSpawn { Name Alerted TotalCount 12 MaxActive 12 SpawnCount 12 WaitBetweenSpawns 1 TotalCurrency 0 Where spawnbot_left StartDisabled 1 Support limited RandomChoice { Shuffle 1 //just to streamline the process. less wavespawns TFBot { Template T_TFBot_Red_Soldier_Extended_Battalion ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Soldier_Extended_Concheror ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Soldier_Extended_Buff_Banner ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Soldier_Rocket_Spec AddTemplate Sig_Red_Base ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Soldier_Rocket_Spec AddTemplate Sig_Red_Base ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Heavyweapons ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Heavyweapons ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Heavyweapons ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Demo_Burst ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Demo_Burst ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Giant_Scout_Backscatter AddTemplate Sig_Red_Base ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Giant_Soldier_RocketShotgun ClassIcon red2_lite_giant SpawnTemplate Support_Bot_Logic InterruptAction { Target "-2683 2621 -128" Delay 0.5 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-2166 1869 -191" Delay 1 Repeats 1 Duration 0 Distance 128 AddToQueue 1 WaitUntilDone 1 } } } } WaveSpawn { Name w1_end StartDisabled 1 TotalCount 1 SpawnCount 1 MaxActive 1 Where red_test_spawn HideIcon 1 TFBot { Class Scout FireInput { Repeats 1 Delay 0.015 Target !self Action $Suicide } } } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 0 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : Listen up! I will be deploying a drill tank." } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 4 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : Your job is to escourt it so that it can drill a hole into the B1 and C1 doors." } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 10 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : The tank will also drill a hole in the wall next to the C1 door." } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 15 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : I have no doubts that {red}they{reset} know we are here." } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 20 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : Once the drill tank makes it past the B1 door, I will open a shortcut for you." } WaveSpawn { WaitForAllDead w1_end TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 TotalCurrency 0 Tank { StartingPathTrackNode drill_tank_1 Health 30000 Skin 3 SpawnTemplate DrillTank_Stuff ClassIcon tank_drill_lite Name drill_tank DisableBomb 1 //causes clipping issues DisableSmokestack 1 OnKilledOutput { Target popscript Action $DefeatTank } Model //Set custom model on tank. Will spit harmless errors on client console if the model does not have enough sequences { Default "models/watermine/drill_tank.mdl" Damage1 "models/watermine/drill_tank_damage1.mdl" Damage2 "models/watermine/drill_tank_damage2.mdl" Damage3 "models/watermine/drill_tank_damage3.mdl" } } } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 40 FirstSpawnMessage "{red}Security{reset} : DRILL TANK DETECTED IN [FACTORY A1]" } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 45 FirstSpawnMessage "{red}Security{reset} : THREAT LEVEL ANALYSIS: [MODERATELY HIGH]" } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 50 FirstSpawnMessage "{red}Security{reset} : DEPLOYING [MODERATE] LEVEL SECURITY ROBOTS" } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 20 MaxActive 16 SpawnCount 2 WaitBeforeStarting 55 WaitBetweenSpawns 3 TotalCurrency 120 Where spawnbot_left_tank TFBot { Template T_TFBot_Scout_Pistol_Pep AddTemplate Sig_Red_Base InterruptAction { Target "-2236 1837 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1552 1464 -191" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 16 MaxActive 10 SpawnCount 4 WaitBeforeStarting 65 WaitBetweenSpawns 7 TotalCurrency 100 Where spawnbot_right_tank TFBot { Template T_TFBot_Soldier_Beggars AddTemplate Sig_Red_Base InterruptAction { Target "-930 2295 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1552 1464 -191" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 36 MaxActive 12 SpawnCount 2 WaitBeforeStarting 90 WaitBetweenSpawns 4 TotalCurrency 140 Where spawnbot_B2 TFBot { Template T_TFBot_Red_Sniper_Huntsman InterruptAction { Target "-1728 -1289 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 16 MaxActive 6 SpawnCount 1 WaitBeforeStarting 95 WaitBetweenSpawns 3 TotalCurrency 70 Where spawnbot_right_tank TFBot { Template T_TFBot_Red_Heavyweapons_Gnome ExtAttr IgnoreNPC InterruptAction { Target "-930 2295 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1552 1464 -191" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1728 -1289 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 16 MaxActive 6 SpawnCount 1 WaitBeforeStarting 95 WaitBetweenSpawns 3 TotalCurrency 70 Where spawnbot_left_tank TFBot { Template T_TFBot_Red_Heavyweapons_Gnome InterruptAction { Target "-2236 1837 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1552 1464 -191" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1728 -1289 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 100 WaitBetweenSpawns 20 TotalCurrency 100 Where spawnbot_right_tank TFBot { Template T_TFBot_Red_Giant_Demo_RapidFire InterruptAction { Target "-2236 1837 -191" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1552 1464 -191" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-1728 -1289 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 12 MaxActive 12 SpawnCount 1 WaitBeforeStarting 150 WaitBetweenSpawns 2 TotalCurrency 100 Where red_spawn_point_normal TFBot { Template T_TFBot_Soldier_Bison AddTemplate Sig_Red_Base InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" AimTarget "-637 -1285 97" Delay 1.5 Repeats 0 Duration 1 Cooldown 2 Distance 32 AddToQueue 1 } } } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 170 FirstSpawnOutput { Target cylindrical_upgrades_retract_relay Action trigger } } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 195 FirstSpawnMessage "{red}Security{reset} : WARNING: STRUCTURAL COLLAPSE DETECTED" } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 200 FirstSpawnMessage "{red}Security{reset} : INCREASING SECURITY ROBOT LEVEL" } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 32 MaxActive 12 SpawnCount 2 WaitBeforeStarting 200 WaitBetweenSpawns 3 TotalCurrency 100 Where red_spawn_point_normal TFBot { Class Scout AddTemplate Sig_Red_Base InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 210 WaitBetweenSpawns 3 TotalCurrency 75 Where red_spawn_point_normal Squad { TFBot { Template T_TFBot_Red_Giant_Soldier_SlowBarrage AddTemplate Sig_Red_Base InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Medic_BigHeal } TFBot { Template T_TFBot_Red_Medic_BigHeal } TFBot { Template T_TFBot_Red_Medic_BigHeal } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 250 WaitBetweenSpawns 3 TotalCurrency 125 Where red_spawn_point_normal TFBot { Template T_TFBot_Red_Soldier_BurstFire ClassIcon soldier_burstfire_hyper_lite AddTemplate Sig_Red_Base PreferClass Demoman InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 205 FirstSpawnMessage "{cff7fc}Gray Mann{reset} : I opened a shortcut by the upgrade station in the control room." } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 210 FirstSpawnMessage "{red}Security{reset} : WARNING: MAJOR BLAST DETECTED IN [FACTORY A1]" } WaveSpawn { WaitForAllDead w1_end WaitBeforeStarting 215 FirstSpawnMessage "{red}Security{reset} : UPDATED THREAT LEVEL ANALYSIS: [SEVERE]" } WaveSpawn { WaitForAllDead w1_end TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 183 WaitBetweenSpawns 3 TotalCurrency 0 Support Limited Where spawnbot_A_route TFBot { Template T_TFBot_Giant_Demo_Sticky_Bomb_Burst PreferClass Soldier CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "blast dmg to self increased" 0 "cannot pick up intelligence" 1 "health from healers increased" 2.5 } EventChangeAttributes { Default { InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "548 -756 256" Delay 1 Repeats 1 Duration 3 Distance 256 AddToQueue 1 WaitUntilDone 1 OnDoneChangeAttributes "Break_Wall" } } Break_Wall { InterruptAction { Target "548 -756 256" AimTarget "305 -692 357" Delay 0.5 Repeats 0 Duration 1 Cooldown 1 Distance 64 AddToQueue 1 WaitUntilDone 1 } FireWeapon //Periodically fires weapon { Delay 3 Repeats 1 Duration 0.92 Type "Primary" } FireWeapon //Periodically fires weapon { Delay 5 Repeats 1 Duration 0.5 Type "Secondary" } FireInput { Delay 5 Repeats 1 Target "Break_Controlroom_Wall" Action "Trigger" } ChangeAttributes { Delay 6 Repeats 1 Name "Attack" } } Attack { InterruptAction { Target "150 -640 256" AimTarget "-383 -720 202" Delay 0.1 Repeats 1 Duration 0 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "298 -1034 256" AimTarget "258 -1804 0" Delay 0.25 Repeats 1 Duration 1 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "298 -1034 256" Delay 0.5 Repeats 0 Duration 1 Cooldown 1 Distance 32 AddToQueue 1 } } } } } WaveSpawn { WaitForAllDead w1_end TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 200 WaitBetweenSpawns 3 TotalCurrency 0 Support 1 Where spawnbot_A_route TFBot { Class Soldier Skill Normal Tag giant CharacterAttributes { "cannot pick up intelligence" 1 } InterruptAction { Target "1479 -411 80" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "548 -756 256" Delay 1 Repeats 1 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "150 -640 256" AimTarget "258 -1804 0" Delay 1.5 Repeats 1 Duration 0 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "298 -1034 256" AimTarget "258 -1804 0" Delay 2 Repeats 1 Duration 0 Distance 32 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "drill_tank" Delay 2.5 Repeats 0 Duration 1 Cooldown 1 Distance 384 AddToQueue 1 } } } WaveSpawn { Name Bots WaitForAllDead w1_end TotalCount 9 MaxActive 9 SpawnCount 3 WaitBeforeStarting 280 WaitBetweenSpawns 15 TotalCurrency 200 Where red_spawn_point_normal Squad { TFBot { Template T_TFBot_Giant_Pyro_Dragon_Fury AddTemplate Sig_Red_Base ExtAttr IgnoreBuildings InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "drill_tank" Delay 1 Repeats 1 Duration 3 Distance 384 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Medic_BigHeal } TFBot { Template T_TFBot_Red_Medic_BigHeal } } } WaveSpawn { Name Support_Fast WaitForAllDead w1_end TotalCount 100 MaxActive 16 SpawnCount 4 WaitBeforeStarting 250 WaitBetweenSpawns 5 TotalCurrency 100 Where red_spawn_point_normal RandomChoice { TFBot { Template T_TFBot_Red_Demoman ClassIcon red2_lite InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Pyro_Expert_Flare ClassIcon red2_lite InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "drill_tank" Delay 1 Repeats 1 Duration 3 Distance 384 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Heavyweapons_Shotgun ClassIcon red2_lite InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } } WaveSpawn { Name Support_Slow WaitForAllSpawned Support_Fast TotalCount 99899 MaxActive 8 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 5 TotalCurrency 0 Where red_spawn_point_normal RandomChoice { TFBot { Template T_TFBot_Red_Demoman ClassIcon red2_lite InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Pyro_Expert_Flare ClassIcon red2_lite InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "drill_tank" Delay 1 Repeats 1 Duration 3 Distance 384 AddToQueue 1 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Heavyweapons_Shotgun ClassIcon red2_lite InterruptAction { Target "1226 -3221 0" Delay 0.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "240 -2605 0" Delay 1 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } InterruptAction { Target "-186 -1252 0" Delay 1.5 Repeats 1 Duration 0 Distance 256 AddToQueue 1 WaitUntilDone 1 } } } } } }