//Nightsky Nightmare, by Seelpit //Advanced difficulty //For Silent Sky - "event" variation, aka Night Sky //A spooky advanced that utilizes a little bit of sigmod for some funky bots! //Main gimmicks: //- RED Bots //- FireWeapon //- Portals //- Teleporter Tank //Themed waves: //- Nautical Nightmares (FireWeapon) //- Demonic Demolition //- Pestilence Panic //- Bloodstained Bashing (blood botkiller bots!) //- Void Virulence //- Honeycoated Horrors (the obligatory bee wave) // spawnbot - spawn bots in carrier // spawnbot_mission_sentrybuster - main carrier // spawnbot_mission_spy - main carrier // spawnbot_mission_engineer - side thing // spawnbot_mission_sniper - one spawn near carrier and another on side thing. // spawnbot_side - spawns bots in side thing // spawnbot_alt - spawn bots on main spawn, closer to the drop. mostly a relic from alpha which is still used for some reason. // spawnbot_airdrop0 // spawnbot_airdrop1 // spawnbot_airdrop2 // spawnbot_invasion - uses every available land spawn // infinite limited spawns - controlled by relays! // spawnbot_alt_limited_a // spawnbot_alt_limited_b // spawnbot_alt_limited_c // spawnbot_alt_limited_d // spawnbot_side_limited_a // spawnbot_side_limited_b // spawnbot_side_limited_c // spawnbot_side_limited_d // spawnbot_airdrop0_limited_a // spawnbot_airdrop0_limited_b // spawnbot_airdrop0_limited_c // spawnbot_airdrop0_limited_d // spawnbot_airdrop1_limited_a // spawnbot_airdrop1_limited_b // spawnbot_airdrop1_limited_c // spawnbot_airdrop1_limited_d // spawnbot_airdrop2_limited_a // spawnbot_airdrop2_limited_b // spawnbot_airdrop2_limited_c // spawnbot_airdrop2_limited_d // suggested tank name: "tank" - otherwise they won't blow up on bomb deployment. ("droptank0" for tank_path_drop0_a / tank_path_drop0_b and "droptank1" for tank_path_drop1) // vac tanks: "tank_blast" (blast resistance) "tank_fire" (fire resistance) "tank_bullet" (bullet resistance) - only 1 vac tank of given type can exist. (so like, can't have 2 bullet vacs. but you can have all 3 different things out at once.) // tank pathes: tank_path_a (left side, past scaffold); tank_path_b (right side, through blu building); // tank_path_air_bombrandom - must be used AFTER dropbomb_coords_stop_relay or else game might crash because those thing don't exist unless spawned by their respective relay. // tank_path_drop0_a; tank_path_drop0_b; - spawns parachuting tanks that go down on ground, land after ~18 seconds and go on a/b path for usual tanks. // tank_path_drop1; - spawns parachuting tank close to hatch, that lands in ~16 seconds and proceeds to go towards the hatch. // It's best to have only 1 tank parachuting at the same time on drop0 or drop1. For reference, check the mission. // tank_path_bullet_start_a tank_path_fire_start_a tank_path_blast_start_a - tank path a but used for vac tank spawns. please spawn tanks with names that match the path // tank_path_bullet_start_b tank_path_fire_start_b tank_path_blast_start_b - tank path b but used for vac tank spawns. please spawn tanks with names that match the path //"portal thing is wof_plane2.mdl and the sky aura is vortex_lakeside.mdl" //cool rising ghosts: "models/props_viaduct_event/ghost_cards01.mdl" //Spooky eyes in tunnel of tank //Map properties: //skybox sky_triage_01 | NEW: sky_harvest_night_01 //light_environment stats: //brightness or light 248 197 139 400 | NEW: 133 101 159 275 //ambient 153 159 187 200 | NEW: 114 100 151 57 //sunSpreadAngle 5 | NEW: 3 //pitch yaw roll 0 317 0 //pitch -32 //skybox_camera stats: //fogcolor 155 114 92 | NEW: 96 66 94 // fogcolor2 91 71 79 | ditto // fogdir 1 0 0 | ditto // scale 16 | ditto // fogblend 0 | ditto // use_angles 0 | ditto //brightnessHdr -1 -1 -1 1 //brightnessScaleHdr 1 //ambientHdr -1 -1 -1 1 //ambientScaleHdr 1 #base robot_standard.pop #base robot_giant.pop popuwashyon { StartingCurrency 1200 //A solid amount, really. Ha now more RespawnWaveTime 3 FixedRespawnWaveTime 1 //Feels better...probably ForceHoliday 2 EventPopfile Halloween //Disable halloween mode ZombiesNoWave666 1 Advanced 1 ExtraSpawnPoint { Name "vortexspawn" TeamNum 3 X "-5974" Y "-1270" Z "1524" } ExtraSpawnPoint { Name "swirlspawn" TeamNum 3 X "-5914" Y "-2270" Z "100" } //I blatantly took these from Ground Zero, gotem ExtraSpawnPoint //Adds spawn points on specified location { Name "spawnbot_reprogrammed" // Spawns just outside of RED door on a fancy hatch. the jackpot TeamNum 3 X "-1315" Y "-3074.0" Z "770.0" } ExtraTankPath // Blimp spawn { Name "tank_path_blimp" Node "-5268 569 1000" Node "-5723 522 1000" Node "-5982 121 1000" Node "-5982 -3173 1000" Node "-5214 -3908 1000" Node "-3298 -3908 1000" Node "-2450 -3120 1000" } PointTemplates { Vortex { NoFixUp 1 hightower_teleport_vortex { targetname "vortex" StartDisabled 1 Lifetime 10 } } UnuVortex { info_particle_system { "effect_name" "unusual_universe_swirl" "start_active" "1" "origin" "0 0 0" "angles" "0 0 0" } } SwirlyFull { NoFixUp 1 info_particle_system { "targetname" "swirly" "effect_name" "utaunt_portalswirl_purple_parent" "start_active" "1" "lifetime" "6" "origin" "0 0 0" "angles" "0 0 0" } } SwirlyPortal { info_particle_system { "effect_name" "utaunt_portalswirl_purple_vortex" "start_active" "1" "lifetime" "6" "origin" "0 0 0" "angles" "0 0 0" } } SwirlyAlt { info_particle_system { "effect_name" "utaunt_hellswirl" "start_active" "1" "origin" "0 0 0" "angles" "0 0 0" } } VortexSky { prop_dynamic { "model" "models/props_lakeside_event/vortex_lakeside.mdl" "solid" "0" "disableshadows" "1" "modelscale" "5" "rendercolor" "134 80 172" //Unusual | color! R G B A, and Alpha defaults to 255 :> } } GhostsSky { prop_dynamic { "model" "models/props_viaduct_event/ghost_cards01.mdl" "solid" "0" "disableshadows" "1" "modelscale" "5" "rendercolor" "134 80 172" //Unusual | color! R G B A, and Alpha defaults to 255 :> } } VortexSkyPortal { prop_dynamic { "model" "models/props_lakeside_event/wof_plane2.mdl" "solid" "0" "disableshadows" "1" } } tanktp //teleporting tank { NoFixup 1 point_teleport { "targetname" "teleporty" "origin" "-3936 -1792 328" //locate where to teleport to; this is node 43 "angles" "0 -90 0" "spawnflags" "0" "target" "tank" //What entity to teleport } } VortexBloodStart //red vortex for teleporting tank - start location { prop_dynamic { "targetname" "bloodvortexStartA" "model" "models/props_lakeside_event/wof_plane2.mdl" "angles" "0 0 90" "solid" "0" "disableshadows" "1" "modelscale" "0.65" "rendercolor" "170 0 0" //Collector's } prop_dynamic { "targetname" "bloodvortexStartB" "model" "models/props_lakeside_event/wof_plane2.mdl" "angles" "0 0 270" "solid" "0" "disableshadows" "1" "modelscale" "0.65" "rendercolor" "170 0 0" //Collector's } } VortexBloodEnd //red vortex for teleporting tank - target location { prop_dynamic { "targetname" "bloodvortexEndA" "model" "models/props_lakeside_event/wof_plane2.mdl" "angles" "0 0 90" "solid" "0" "disableshadows" "1" "modelscale" "0.65" "rendercolor" "170 0 0" //Collector's } prop_dynamic { "targetname" "bloodvortexEndB" "model" "models/props_lakeside_event/wof_plane2.mdl" "angles" "0 0 270" "solid" "0" "disableshadows" "1" "modelscale" "0.65" "rendercolor" "170 0 0" //Collector's } } //Props 'n stuff spookeyes { prop_dynamic { "model" "models/props_manor/spooky_eyes_01.mdl" "DefaultAnim" "look" "maxanimtime" "10" "minanimtime" "5" "renderamt" "255" "solid" "0" "disableshadows" "1" } } pumpkin1 { prop_dynamic { "origin" "0 0 -15" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mixdxlevel" "0" "model" "models\props_halloween\pumpkin_01.mdl" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" "StartDisabled" "0" } } pumpkin2 { prop_dynamic { "origin" "0 0 -15" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mixdxlevel" "0" "model" "models\props_halloween\pumpkin_02.mdl" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" "StartDisabled" "0" } } pumpkin3 { prop_dynamic { "origin" "0 0 -20" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mixdxlevel" "0" "model" "models\props_halloween\pumpkin_03.mdl" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" "StartDisabled" "0" } } //Pumpkin w light jackolantern { prop_dynamic { "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mixdxlevel" "0" "model" "models\props_halloween\jackolantern_01.mdl" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" "StartDisabled" "0" } } jackolantern2 { prop_dynamic { "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mixdxlevel" "0" "model" "models\props_halloween\jackolantern_02.mdl" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" "StartDisabled" "0" } } //Candles halloween_candle { prop_dynamic { "model" "models/props_halloween/candle.mdl" "fadescale" "1" "lightmapresolutionx" "32" "lightmapresolutiony" "32" "maxdxlevel" "0" "mindxlevel" "0" "solid" "0" "disableshadows" "1" } } halloween_candle2 { prop_dynamic { "model" "models/props_halloween/candle_cluster.mdl" "fadescale" "1" "lightmapresolutionx" "32" "lightmapresolutiony" "32" "maxdxlevel" "0" "mindxlevel" "0" "solid" "0" "disableshadows" "1" } } //Coffin coffin { prop_dynamic { "model" "models/props_viaduct_event/coffin_simple_closed.mdl" "fadescale" "1" "lightmapresolutionx" "32" "lightmapresolutiony" "32" "maxdxlevel" "0" "mindxlevel" "0" "solid" "6" "disableshadows" "0" } } //Easter egg EngineerProp { prop_dynamic { "model" "models/props_training/target_engineer.mdl" "solid" "0" "disableshadows" "1" } } DemoEyeHat { prop_dynamic { "model" "models/player/items/all_class/haunted_eyeball_hat_demo.mdl" "solid" 0 "disableshadows" 1 } } } // SpawnTemplate // { // Name "Cow" // Origin "-1619 -2757 769" // Angles "0 45 0" // } //Vortex SpawnTemplate { Name "VortexSky" Origin "2020 3880 2200" } // SpawnTemplate // { // Name "VortexSkyPortal" // Origin "2020 3880 2270" // Angles "0 0 90" // } ////// Props ////// //Angle: Z+ = clockwise, when towards 0 0 0!! //Eyes SpawnTemplate { Name "spookeyes" Origin "-5646 -271 -34" Angles "0 -90 0" } SpawnTemplate { Name "spookeyes" Origin "-5191 -1777 -26" Angles "0 90 0" } //Pumpkin SpawnTemplate { Name "pumpkin1" Origin "-4952 -1100 148" Angles "0 -150 0" } //Pumpkin w light SpawnTemplate { Name "jackolantern" Origin "-2054 -3960 666" Angles "0 60 0" } SpawnTemplate //outside house, left of hatch { Name "jackolantern" Origin "-3302 -4045 512" Angles "0 45 0" } SpawnTemplate //under rising platform { Name "jackolantern" Origin "-4458 -1900 148" Angles "0 -134 0" } SpawnTemplate { Name "jackolantern2" //upper stairwell, right house Origin "-3610 -1374 544" Angles "0 -125 0" } //Candles SpawnTemplate //grate out of spawn { Name "halloween_candle" Origin "-1940 -3975 670" } SpawnTemplate //spawnroom { Name "halloween_candle2" Origin "-1322 -2768 746" Angles "0 0 0" } SpawnTemplate //middle triple kit room { Name "halloween_candle2" Origin "-4174 -3216 485" Angles "0 0 0" } SpawnTemplate //room left of hatch { Name "halloween_candle" Origin "-3375 -4047 612" } SpawnTemplate //scaffold { Name "halloween_candle" Origin "-4125 -3800 342" Angles "0 0 15" } SpawnTemplate //door @ entrance left building { Name "halloween_candle" Origin "-4580 -3723 135" Angles "0 0 -15" } SpawnTemplate //roof @ exit left path { Name "halloween_candle2" Origin "-3742 -4468 367" Angles "-28 0 0" } SpawnTemplate //right house kits { Name "halloween_candle" Origin "-4208 -2240 320" Angles "0 0 0" } SpawnTemplate //right house entrance { Name "halloween_candle2" Origin "-4234 -1377 320" Angles "0 0 0" } //Coffin SpawnTemplate //spawnroom { Name "coffin" Origin "-1695 -2016 678" Angles "-28 -5 0" } //eng-ineer SpawnTemplate { Name "EngineerProp" Origin "-5075 -4450 410" Angles "0 103 -22" } //eye see SpawnTemplate { Name "DemoEyeHat" Origin "-6784 -1151 204" Angles "-1 0 0" } //W1 busters Mission { Objective DestroySentries Where spawnbot DesiredCount 1 InitialCooldown 15 CooldownTime 75 BeginAtWave 1 RunForThisManyWaves 1 TFBot { Template T_TFBot_SentryBuster Attributes IgnoreEnemies Attributes DisableDodge Name "Walking Naval Mine" CharacterAttributes { "damage force reduction" 0 } } } // Wave 1 // from: Doom at dusk and Ancestral Assault // Subwave 1: Tank, Gru scouts and Demoman Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "Wave1_ATank" WaitBeforeStarting 0 TotalCount 1 TotalCurrency 200 Tank { Name "tank" Health 15000 Speed 75 StartingPathTrackNode "tank_path_a" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave1_Atank" TotalCurrency 50 TotalCount 24 MaxActive 9 SpawnCount 3 Where spawnbot WaitBetweenSpawns 4 WaitBeforeStarting 10 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast } } WaveSpawn { Name wave1_ADemoTank TotalCurrency 150 TotalCount 20 MaxActive 10 SpawnCount 5 Where spawnbot WaitBeforeStarting 10 WaitBetweenSpawns 5 Squad { TFBot { Template T_TFBot_Giant_Demoman } TFBot { Class Pyro ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 0.5 } } TFBot { Class Pyro ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 0.5 } } TFBot { Class Pyro ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "airblast disabled" 1 "damage bonus" 0.5 } } TFBot { Class Pyro ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "airblast disabled" 1 "damage bonus" 0.5 } } } } WaveSpawn { Name wave1_BSoldier Waitforalldead "wave1_ADemoTank" TotalCurrency 150 TotalCount 24 MaxActive 9 SpawnCount 3 Where spawnbot WaitBeforeStarting 5 WaitBetweenSpawns 10 TFBot { Class Scout } } WaveSpawn { Name wave1_BSoldier Waitforalldead "wave1_ADemoTank" TotalCurrency 150 TotalCount 6 MaxActive 6 SpawnCount 3 Where spawnbot WaitBeforeStarting 5 WaitBetweenSpawns 10 Squad { TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner } TFBot { Class Soldier } TFBot { Class Soldier } } } WaveSpawn { Name wave1_BSoldier Waitforalldead "wave1_ADemoTank" TotalCurrency 150 TotalCount 9 MaxActive 9 SpawnCount 3 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 10 Squad { TFBot { Class Soldier ClassIcon soldier_rocketrain Item "The Beggar's Bazooka" Name "Penta-Rocket Beggar Soldier" Skill Expert Health 3800 Attributes MiniBoss WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Beggar's Bazooka" "fire rate bonus" 0.3 "clip size upgrade atomic" 2 "faster reload rate" 0.9 "blast radius increased" 1.25 "blast radius decreased" 1 "projectile spread angle penalty" 6 "can overload" 0 "auto fires full clip" 0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } TFBot { Class Soldier } TFBot { Class Soldier } } } WaveSpawn { Name "Wave1_BTank" Waitforallspawned "wave1_BSoldier" WaitBeforeStarting 10 TotalCount 1 TotalCurrency 200 Tank { Name "tank" Health 15000 Speed 75 StartingPathTrackNode "tank_path_a" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } }