/////////////////////////////////////////////////////////////////////////// // BEGIN POP FILE /////////////////////////////////////////////////////////////////////////// #base robot_giant.pop #base robot_standard.pop #base robot_extras.pop #base robot_scifi.pop #base robot_homing.pop //#base testing_restriction.pop // spawnbot names: // spawnbot, spawnbot_upper (side), spawnbot_boss (wormhole; needs wormhole enabled to work!!!) // spawnbot_mission_sniper (side), spawnbot_mission_sentrybuster (both spawns) // Relays: // wormhole_start_relay (opens wormhole), pit_open_relay (opens pit) // pit_close_relay (closes pit), wormhole_end_relay (removes wormhole) // boss_deploy_relay (explodes hatch) // Tanks need to follow tank_path_a_1 and be named tankboss /////////////////////////////////////////////////// // UPDATE 5 CHANGE LOG // //  // GENERAL // //  // * Buffed, nerfed, or reworked about half of the custom weapons // * Removed ground slam due to crashes // * Added boost safety // * Optimize some code // // WAVE 1 // // // * Remade wave 1 // // WAVE 2 // // // * Reduced tank hp by 8k, 32k -> 24k // * Made stun soldiers regular soldiers // // WAVE 6// // // * Made giant shield qfix medics into normal giant qfix medics // /////////////////////////////////////////////////// WaveSchedule { StartingCurrency 650 RespawnWaveTime 5 CanBotsAttackWhileInSpawnRoom no NoRomevisionCosmetics 1 SentryHintBombForwardRange 1000 // How far in front of the bomb the engineer can teleport in (default: 0) SentryHintBombBackwardRange 2000 // How far behind the bomb the engineer can teleport in (default: 3000) SentryHintMinDistanceFromBomb 650 // How far the engineer spot must be behind the bomb (default: 1300) Precachemodel "models/props_mvm/reversemvm_whitewall_512x320.mdl" PrecacheModel "models/bots/boss_bot/boss_tank_ubered.mdl" PrecacheSound "scifi_final_boss_music.mp3" DisallowUpgrade { Upgrade "increased jump height" MaxLevel "-1" } PlayerAddCond { Index 84 } ExtraSpawnPoint { Name "spawnbot_wave_3_5" TeamNum 3 X "473" Y "-603" Z "-478" } ExtraSpawnPoint { Name "spawnbot_wave_6" TeamNum 3 X "2271" Y "-385" Z "-511" } ExtraSpawnPoint { Name "spawnbot_upper_wave_6" TeamNum 3 X "3897" Y "-1515" Z "-127" } //ForceItem "the bubble pipe" ForceItem "Captain Space Mann" ///////////////// //TEMPLATES ///////////////// Templates { T_TFBot_Pyro_Detonator { Class Pyro Name "Cyberpunk Detonator Pyro" Skill Normal ClassIcon pyro_detonator_lite Item "The Detonator" Item "Arsonist Apparatus" Item "Moccasin Machinery" Item "Old Guadalajara" WeaponRestrictions SecondaryOnly } T_TFBot_Giant_Pyro_Flare_Burst { Class Pyro Name "Giant Cyberpunk Burst Flare" ClassIcon pyro_flare_burst_nys Skill Expert Attributes Miniboss Item "The Flare Gun" Item "Arsonist Apparatus" Item "Moccasin Machinery" WeaponRestrictions SecondaryOnly Health 3800 AimAt Head ItemAttributes { ItemName "The Flare Gun" "burst fire count" 9 "burst fire rate mult" 10 "fire rate bonus" 0.1 "projectile speed increased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } T_TFbot_Giant_Burst_Charged_Soldier { ClassIcon soldier_crit_burstfire Template T_TFBot_Giant_Soldier_Crit Attributes HoldFireUntilFullReload Name "Giant Cosmic BurstCharged Solly" ItemAttributes { ItemName "The Original" "faster reload rate" 1.2 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.5 } } T_TFbot_Giant_Barrage_Battalion_Soldier { ClassIcon soldier_barrage_backup Template T_TFBot_Giant_Soldier_Extended_Battalion ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 } CharacterAttributes { "health regen" 40 "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "Projectile speed increased" 0.4 "increase buff duration" 9 "mod soldier buff range" 1.75 } } T_TFBot_Giant_Heavyweapons_HealOnKill_V2 //the valve version sucks, remade { Class Heavyweapons Name "Giant Heal-on-Kill Heavy" ClassIcon heavy_deflector_healonkill Skill Expert Item "The Tungsten Toque" Item "Deflector" Health 5000 MaxVisionRange 1600 WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 "attack projectiles" 2 "heal on kill" 5000 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFbot_Giant_Rapid_Conch_Soldier { ClassIcon soldier_rapid_conch Template T_TFBot_Giant_Soldier_Extended_Concheror ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed increased" 0.65 "mod soldier buff range" 1.75 } } T_TFBot_Wave_End_Delayer { Class Scout Classicon scout_bat Skill Hard WeaponRestrictions MeleeOnly Attributes IgnoreFlag CharacterAttributes { "move speed bonus" 0.0001337 } FireInput { Target "!activator" Action "$Suicide" Delay 7.5 Repeats 1 } Message { Name "{green}System: Restoration 100% complete, lifting security lockdown on sector(s) G and Outside Doors." Delay 7.4 Cooldown 3 Repeats 1 IfSeeTarget 0 } } T_TFBot_Engineer_Repairman { Class Engineer Skill expert Health 250 Name "Repair Drone" ClassIcon engineer_heal WeaponRestrictions MeleeOnly Action Mobber Attributes AlwaysFireWeapon ExtAttr IgnoreRealPlayers ExtAttr IgnoreBuildings AlwaysGlow 1 Scale 1 Tag bot_repair ItemAttributes { ItemName "TF_WEAPON_WRENCH" "damage penalty" -10 //heals 650 hp "allow friendly fire" 1 "melee cleave attack" 1 } CharacterAttributes { "addcond immunity" "71" "patient overheal penalty" 0 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "Boss_Heal_Node" AimTarget "Boss_Heal_Node" Name "heal_boss" AlwaysLook 1 Delay 0.1 Repeats 0 Cooldown 10.1 Duration 10 Distance 0 // How close should bot move to the target (Default: 0) } } T_TFBot_Support_Scout //supportive drones { Class Scout Skill Expert ClassIcon random_lite Attributes Miniboss Scale 1 ExtAttr IgnoreBuildings ExtAttr IgnoreRealPlayers Name "Bomb Runner Drone" WeaponRestrictions MeleeOnly Item "MvM GateBot Light Scout" CharacterAttributes { "rage giving scale" 0.1 } } T_TFBot_Support_Sniper { Class Sniper Skill Expert ClassIcon random_lite Attributes AlwaysFireWeapon Name "Shielder Drone" WeaponRestrictions SecondaryOnly Item "Shield Grenade" Item "MvM GateBot Light Sniper" ShootTemplate { Name W_Shield_4Way_Grenade Offset "0 0 16" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Shield Grenade" } CharacterAttributes { "rage giving scale" 0.1 } } T_TFBot_Support_Medic { Class Medic Skill Expert ClassIcon random_lite Name "Enhancer Drone" Item "BioTech Syringe Gun" Item "Artificial Enhancer" Item "MvM GateBot Light Medic" CharacterAttributes { "rage giving scale" 0.1 } } T_TFBot_Support_Heavy { Class HeavyWeapons Skill Expert ClassIcon random_lite Attributes HoldFireUntilFullReload ExtAttr IgnoreBuildings ExtAttr IgnoreRealPlayers WeaponRestrictions MeleeOnly Name "Tank Drone" Item "Fists of Steel" Item "MvM GateBot Light Heavy" Scale 1.5 Health 900 CharacterAttributes { "rage giving scale" 0.1 } } T_TFBot_Support_Demoman { Class Demoman Skill Expert ClassIcon random_lite Attributes IgnoreFlag Name "Displacement Drone" Item "The Loose Cannon" Item "MvM GateBot Light Demoman" Action Mobber ItemAttributes { ItemName "The Loose Cannon" "damage penalty" 0.4 "grenade launcher mortar mode" 0 "Reload time decreased" -0.8 "fire rate penalty" 3 "damage causes airblast" 1 "blast radius increased" 1.2 "grenade explode on impact" 1 "stun on hit" 1 "stun on hit type" movement "stun on hit slow" 0.6 } CharacterAttributes { "rage giving scale" 0.1 } } T_TFBot_Murder_Soldier //murderous drones { Class Soldier Skill Expert ClassIcon random_lite Attributes HoldFireUntilFullReload Attributes IgnoreFlag Name "Rocketeer Drone" Item "Ray Gun" Item "A.T.T.S. Rocket Launcher Bot" Item "The Equalizer" Item "MvM GateBot Light Soldier" Action Mobber DesiredAttackRange 750 Action Mobber CharacterAttributes { "passive reload" 1 "deploy time decreased" 0.2 } //UseBestWeapon 2.0 WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 1 Repeats 0 IfSeeTarget 1 Type "Primary" MinTargetRange 400 } WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 1 Repeats 0 IfSeeTarget 1 Type "Secondary" MaxTargetRange 400 MinTargetRange 128 } WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 1 Repeats 0 IfSeeTarget 1 Type "Melee" MaxTargetRange 128 } CharacterAttributes { "rage giving scale" 0.1 } } T_TFBot_Murder_Pyro { Class Pyro Skill Expert ClassIcon random_lite Attributes IgnoreFlag Name "Arsonist Drone" Item "The Incinerator" Item "Dark Matter Flare Gun" Item "Gamma Melter" Item "MvM GateBot Light Pyro" Action Mobber //UseBestWeapon 2.0 WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 1 Repeats 0 IfSeeTarget 1 Type "Primary" MaxTargetRange 400 } WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 1 Repeats 0 IfSeeTarget 1 Type "Secondary" MinTargetRange 650 } CharacterAttributes { "rage giving scale" 0.1 "deploy time decreased" 0.2 } } T_TFBot_Murder_Demoman { Class Demoman Skill Expert ClassIcon random_lite Attributes IgnoreFlag Name "Melee Drone" Item "The Bootlegger" Item "Energy Shield" Item "Energy Ax Bot" Item "MvM GateBot Light Demoman" Action Mobber CharacterAttributes { "rage giving scale" 0.1 } } T_TFBot_Murder_Sniper { Class Sniper Skill Expert ClassIcon random_lite Attributes IgnoreFlag Name "Sniping Drone" Item "Condensed Plasma Rifle Bot" Item "M84 Suppressed" Item "MvM GateBot Light Sniper" Action Sniper WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 1 Repeats 0 IfSeeTarget 1 Type "Primary" MinTargetRange 750 } WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 1 Repeats 0 IfSeeTarget 1 Type "Secondary" MaxTargetRange 500 } CharacterAttributes { "passive reload" 1 "deploy time decreased" 0.2 "rage giving scale" 0.1 } } T_TFBot_Giant_Uber_Controller //ubercharge battalion ubercharge controller { Class Engineer Skill Expert ClassIcon vex_engineer_battery_giant Attributes Miniboss Attributes UseBossHealthBar Name "Ubercharge Controller" WeaponRestrictions SecondaryOnly Item "The Wrangler" Item "Lo-Fi Longwave" Item "Hazardous Environment Vest" Item "Iron Fist" Health 20000 Action Mobber AlwaysGlow 1 //AimLeadProjectileSpeed 1200 SpawnTemplate //Spawn custom player template { Name "R_Sentry" Bone "bip_hand_L" //bone name where the template should be attached to //Some bone names are listed here: //bip_head //bip_spine_2 - used by flag //bip_hand_L //bip_hand_R //weapoon_bone_R //weapoon_bone_L //bip_foot_L //bip_foot_R } FireWeapon { Delay 0.1 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0.1 Type "Primary" } CharacterAttributes { "airblast vertical vulnerability multiplier" 0.65 "override footstep sound set" 7 "damage force reduction" 0.65 "move speed bonus" 0.5 "head scale" 0.75 "addcond immunity" "43|71" "cancel falling damage" 1 "rage giving scale" 0.1 } } T_TFBot_Engineer_Shield_Cheif //boss for (EXP) Event Horizon { Class Engineer Skill expert Health 200000 Attributes Miniboss Attributes UseBossHealthBar Name "Technological Master Engineer" ClassIcon engineer_boss_borg Item "Wavefinder" Item "Iron Lung" Item "The Purity Fist" Item "Shield Generator Blue" Action Mobber Scale 2.1 Tag bot_superboss StripItem "TF_WEAPON_PDA_ENGINEER_BUILD" StripItem "TF_WEAPON_PDA_ENGINEER_DESTROY" ShootTemplate { Name W_Shield_4Way_Grenade Offset "0 0 16" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Shield Grenade" } CharacterAttributes { "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 7 "move speed bonus" 0.5 "head scale" 0.4 "rage giving scale" 0.1 "addcond immunity" "43|71" "penetrate teammates" 1 "dmg taken from crit reduced" 0.8 "dmg taken mult from special damage type 1" 0.5 "cancel falling damage" 1 "engy building health bonus" 10 "destroy buildings on death" 1 "buildings cannot be sapped" 1 "dmg from melee increased" 2.5 } SpawnTemplate "B_Sentry_Hat" SpawnTemplate "B_Tesla_Backpack" SpawnTemplate "B_Target_For_Healing" SpawnTemplate "B_Engie_Die" ChangeAttributes { Delay 0.1 Cooldown 100 Repeats 0 IfSeeTarget 0 Name "Beam_Rifle" } ChangeAttributes { Delay 15 Cooldown 100 Repeats 0 IfSeeTarget 0 Name "Shield_Grenade" } ChangeAttributes //to hopefully allow shield grenade to recharge { Delay 25 Cooldown 100 Repeats 0 IfSeeTarget 0 Name "Beam_Rifle" } ChangeAttributes { Delay 30 Cooldown 100 Repeats 0 IfSeeTarget 0 Name "Dark_Pistol" } ChangeAttributes { Delay 50 Cooldown 100 Repeats 0 IfSeeTarget 0 Name "Lightning_Rifle" } ChangeAttributes { Delay 65 Cooldown 100 Repeats 0 IfSeeTarget 0 Name "Gamma_Melter" } ChangeAttributes { Delay 77.5 Cooldown 100 Repeats 0 IfSeeTarget 0 Name "Wrangler" } FireInput { Target "tesla_partial_dmg" Action "trigger" Delay 0 Cooldown 1 Repeats 1 IfHealthBelow 150001 } FireInput { Target "tesla_severe_dmg" Action "trigger" Delay 0 Cooldown 1 Repeats 1 IfHealthBelow 100001 } FireInput { Target "tesla_critical_dmg" Action "trigger" Delay 0 Cooldown 1 Repeats 1 IfHealthBelow 50001 } Message { Name "{fa3200}Damage detected, deploying support drones; teleported to safety" Delay 0 Cooldown 3 Repeats 1 IfSeeTarget 0 IfHealthBelow 150001 } Message { Name "{fa3200}Severe damage detected, deploying repairment drones; teleported to safety" Delay 0 Cooldown 3 Repeats 1 IfSeeTarget 0 IfHealthBelow 100001 } Message { Name "{fa3200}Critical damage detected, deploying ubercharge battalion; teleported to safety" Delay 0 Cooldown 3 Repeats 1 IfSeeTarget 0 IfHealthBelow 50001 } Message { Name "{red}System: Restoration 23% complete, lifting security lockdown on sector(s) F." Delay 8 Cooldown 3 Repeats 1 IfSeeTarget 0 IfHealthBelow 150001 } Message { Name "{fc6f03}System: Restoration 47% complete, lifting security lockdown on sector(s) B, EL, EU." Delay 6 Cooldown 3 Repeats 1 IfSeeTarget 0 IfHealthBelow 100001 } Message { Name "{fcb103}System: Restoration 83% complete, lifting security lockdown on sector(s) C, DL, DU." Delay 4 Cooldown 3 Repeats 1 IfSeeTarget 0 IfHealthBelow 50001 } EventChangeAttributes { Beam_Rifle { Skill expert Attributes Miniboss Attributes UseBossHealthBar //WeaponRestrictions PrimaryOnly Item "Beam Rifle Boss" Item "Wavefinder" Item "Iron Lung" Item "The Purity Fist" Item "Shield Generator Blue" Item "Shield Grenade" StripItem "TF_WEAPON_PDA_ENGINEER_BUILD" StripItem "TF_WEAPON_PDA_ENGINEER_DESTROY" StripItem "TF_WEAPON_BUILDER" WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 0.1 Repeats 1 IfSeeTarget 0 Duration 0.1 Type "Primary" } } Shield_Grenade { Skill expert Attributes Miniboss Attributes UseBossHealthBar //WeaponRestrictions SecondaryOnly Item "Shield Grenade" Item "Wavefinder" Item "Iron Lung" Item "The Purity Fist" Item "Shield Generator Blue" StripItem "TF_WEAPON_PDA_ENGINEER_BUILD" StripItem "TF_WEAPON_PDA_ENGINEER_DESTROY" StripItem "TF_WEAPON_BUILDER" ItemAttributes { ItemName "Shield Grenade" "is_passive_weapon" 1 } WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 0.1 Repeats 1 IfSeeTarget 0 Duration 0.1 Type "Primary" } } Dark_Pistol { Skill expert Attributes Miniboss Attributes UseBossHealthBar //WeaponRestrictions SecondaryOnly Item "Dark Energy Pistol" Item "Wavefinder" Item "Iron Lung" Item "The Purity Fist" Item "Shield Generator Blue" StripItem "TF_WEAPON_PDA_ENGINEER_BUILD" StripItem "TF_WEAPON_PDA_ENGINEER_DESTROY" StripItem "TF_WEAPON_BUILDER" ItemAttributes { ItemName "Dark Energy Pistol" "fire rate bonus" 0.6 "clip size bonus upgrade" 2 "dmg penalty vs players" 1 } WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 0.1 Repeats 1 IfSeeTarget 0 Duration 0.1 Type "Secondary" } } Lightning_Rifle { Skill expert Attributes Miniboss Attributes UseBossHealthBar //WeaponRestrictions PrimaryOnly Item "Lightning Rifle" Item "Wavefinder" Item "Iron Lung" Item "The Purity Fist" Item "Shield Generator Blue" Item "Shield Grenade" StripItem "TF_WEAPON_PDA_ENGINEER_BUILD" StripItem "TF_WEAPON_PDA_ENGINEER_BUILD" StripItem "TF_WEAPON_BUILDER" ItemAttributes { ItemName "Lightning Rifle" "fire rate bonus" 0.2 "damage bonus" 1.5 } WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 0.1 Repeats 1 IfSeeTarget 0 Duration 0.1 Type "Primary" } FireWeapon { Delay 0.1 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0.1 Type "Primary" } } Gamma_Melter { Skill expert Attributes Miniboss Attributes UseBossHealthBar //WeaponRestrictions MeleeOnly Item "Wavefinder" Item "Iron Lung" Item "The Purity Fist" Item "Gamma Melter" Item "Shield Grenade" StripItem "TF_WEAPON_PDA_ENGINEER_BUILD" StripItem "TF_WEAPON_PDA_ENGINEER_DESTROY" StripItem "TF_WEAPON_BUILDER" WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 0.1 Repeats 1 IfSeeTarget 0 Duration 0.1 Type "Melee" } ItemAttributes { ItemName "Gamma Melter" "move speed bonus" 2.5 "dmg taken increased" 1 "fire rate penalty" 1 "melee range multiplier" 1.7 "melee bounds multiplier" 1.3 } } Short_Circuit { Skill expert Attributes Miniboss Attributes UseBossHealthBar WeaponRestrictions SecondaryOnly Item "Wavefinder" Item "Iron Lung" Item "The Purity Fist" Item "The Short Circuit" StripItem "TF_WEAPON_PDA_ENGINEER_BUILD" StripItem "TF_WEAPON_PDA_ENGINEER_DESTROY" StripItem "TF_WEAPON_BUILDER" FireWeapon { Delay 0.1 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0.1 Type "Secondary" } } Wrangler { Skill expert Attributes Miniboss Attributes UseBossHealthBar //WeaponRestrictions SecondaryOnly Item "The Giger Counter" Item "Wavefinder" Item "Iron Lung" Item "The Purity Fist" Item "Shield Generator Blue" StripItem "TF_WEAPON_PDA_ENGINEER_BUILD" StripItem "TF_WEAPON_PDA_ENGINEER_DESTROY" StripItem "TF_WEAPON_BUILDER" WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 0.1 Repeats 1 IfSeeTarget 0 Duration 0.1 Type "Secondary" } ItemAttributes { ItemName "The Giger Counter" "move speed bonus" 0.8 } FireWeapon { Delay 0.1 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0.1 Type "Primary" } } } } } ///////////////// //POINT TEMPLATES ///////////////// PointTemplates { Mission_Name { logic_relay { "targetname" "name" "OnTrigger" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,(EXP) Event Horizon,0,-1" } OnSpawnOutput { Target "name" Action "trigger" Delay 0 } } Pit_Logic { logic_relay { targetname "wave_start_relay_no_pit" "OnTrigger" "pit_close_relay,trigger,,0,-1" "OnTrigger" "wave_start_relay,trigger,,0,-1" } logic_relay { targetname "wave_finished_relay_reset_pit" "OnTrigger" "pit_open_relay,trigger,,0,-1" "OnTrigger" "wave_finished_relay,trigger,,0,-1" } } Sector_Notify { logic_auto { OnMapSpawn "wave_start_relay,AddOutput,OnTrigger sector_notify:disable:0:-1,0,-1" OnMapSpawn "wave_finished_relay,AddOutput,OnTrigger sector_notify:enable:0:-1,0,-1" } trigger_multiple { targetname "sector_notify" spawnflags 1 wait 0 origin "4576 960 128" mins "-992 -1088 -256" maxs "992 1800 320" OnStartTouch "!activator,$DisplayTextCenter,Entering: Sector A,0,-1" } trigger_multiple { targetname "sector_notify" spawnflags 1 wait 0 origin "4032 -576 128" mins "-448 -448 -320" maxs "448 448 320" OnStartTouch "!activator,$DisplayTextCenter,Entering: Sector B,0,-1" } trigger_multiple { targetname "sector_notify" spawnflags 1 wait 0 origin "4032 -1472 0" mins "-448 -448 -448" maxs "448 448 448" OnStartTouch "!activator,$DisplayTextCenter,Entering: Sector C,0,-1" } trigger_multiple { targetname "sector_notify" spawnflags 1 wait 0 origin "2656 -1344 0" mins "-928 -576 -184" maxs "928 576 192" OnStartTouch "!activator,$DisplayTextCenter,Entering: Sector DU,0,-1" } trigger_multiple { targetname "sector_notify" spawnflags 1 wait 0 origin "2944 -1376 -384" mins "-640 -544 -192" maxs "640 544 128" OnStartTouch "!activator,$DisplayTextCenter,Entering: Sector DL,0,-1" } trigger_multiple { targetname "sector_notify" spawnflags 1 wait 0 origin "3040 -224 -32" mins "-480 -544 -160" maxs "480 544 160" OnStartTouch "!activator,$DisplayTextCenter,Entering: Sector EU,0,-1" } trigger_multiple { targetname "sector_notify" spawnflags 1 wait 0 origin "3552 -192 -320" mins "-928 -576 -128" maxs "928 576 128" OnStartTouch "!activator,$DisplayTextCenter,Entering: Sector EL,0,-1" } trigger_multiple { targetname "sector_notify" spawnflags 1 wait 0 origin "2816 544 32" mins "-704 -224 -96" maxs "704 224 96" OnStartTouch "!activator,$DisplayTextCenter,Entering: Sector F,0,-1" } trigger_multiple { targetname "sector_notify" spawnflags 1 wait 0 origin "64 32 -320" mins "-192 -224 -64" maxs "192 224 64" OnStartTouch "!activator,$DisplayTextCenter,Entering: Sector H,0,-1" } trigger_multiple { targetname "sector_notify" spawnflags 1 wait 0 origin "576 -1440 -256" mins "-320 -288 -128" maxs "320 288 128" OnStartTouch "!activator,$DisplayTextCenter,Entering: Sector G,0,-1" } } Tele_Des { info_teleport_destination { angles "0 270 0" origin "4096 2304 33" targetname "tele_to_spawn" } } Sector_Barriers { NoFixup 1 //Sector A //Sector B prop_dynamic { targetname "Sector_B_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "4272 -1032 -32" angles "0 0 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_B_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "4272 -1032 -32" angles "0 180 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_B_Barrier_Zone" disablereceiveshadows 0 origin "4272 -1032 -32" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-256 -1 -160" maxs "256 1 160" StartDisabled 1 } func_nobuild { targetname "Sector_B_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "4272 -1032 -32" mins "-256 -72 -160" maxs "256 72 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_B_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3632 -136 -16" angles "0 0 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_B_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3632 -136 -16" angles "0 180 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_B_Barrier_Zone" disablereceiveshadows 0 origin "3632 -136 -16" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-256 -1 -160" maxs "256 1 160" StartDisabled 1 } func_nobuild { targetname "Sector_B_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3632 -136 -16" mins "-256 -72 -160" maxs "256 72 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic //copy for sector EU { targetname "Sector_B_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3558 -600 -16" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic //copy for sector EU { targetname "Sector_B_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3558 -600 -16" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield //copy for sector EU { targetname "Sector_B_Barrier_Zone" disablereceiveshadows 0 origin "3558 -600 -16" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_B_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3558 -600 -16" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_B_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "4520 -392 -80" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_B_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "4520 -392 -80" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_B_Barrier_Zone" disablereceiveshadows 0 origin "4520 -392 -80" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_B_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "4520 -392 -80" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { DefaultAnim running model models/buildables/teleporter_light.mdl startdisabled 1 targetname "Sector_B_Escape" origin "3611 -979 -192" } trigger_teleport { filtername filter_red targetname "Sector_B_Escape_TP" startdisabled 1 origin "3611 -979 -172" mins "-16 -16 -20" maxs "16 16 20" spawnflags 1 target "tele_to_spawn" } info_particle_system { targetname "Sector_B_Escape_Glow" effect_name teleporter_red_entrance_level3 origin "3611 -979 -192" } info_particle_system { targetname "Sector_B_Escape_Glow" effect_name teleporter_red_charged_level3 origin "3611 -979 -192" } logic_relay { targetname "Sector_B_GhostMode" OnTrigger "Sector_B_Barrier,Skin,1,0,-1" OnTrigger "Sector_B_Barrier,Enable,,0,-1" OnTrigger "Sector_B_Escape,Enable,,0,-1" OnTrigger "Sector_B_Escape_TP,Enable,,0,-1" OnTrigger "Sector_B_Escape_Glow,Start,,0,-1" OnTrigger "Sector_B_Barrier_Zone,Disable,,0,-1" } logic_relay { targetname "Sector_B_LockDown" OnTrigger "Sector_B_Barrier,Skin,0,0,-1" OnTrigger "Sector_B_Barrier,Enable,,0,-1" OnTrigger "Sector_B_Barrier_Zone,Enable,,0,-1" OnTrigger "Sector_B_Tax_Collector,Enable,,0,-1" OnTrigger "Sector_B_Escape,Enable,,0,-1" OnTrigger "Sector_B_Escape_TP,Enable,,0,-1" OnTrigger "Sector_B_Escape_Glow,Start,,0,-1" } trigger_hurt { origin "4032 -576 128" mins "-448 -448 -320" maxs "448 448 320" startdisabled 1 damage 0 targetname "Sector_B_Tax_Collector" } //Sector C prop_dynamic { targetname "Sector_C_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3576 -1208 -320" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_C_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3576 -1208 -320" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_C_Barrier_Zone" disablereceiveshadows 0 origin "3576 -1208 -320" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_C_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3576 -1208 -320" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_C_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3576 -1640 -24" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_C_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3576 -1640 -24" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_C_Barrier_Zone" disablereceiveshadows 0 origin "3576 -1640 -24" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_C_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3576 -1640 -24" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_C_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "4272 -1032 -32" angles "0 0 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_C_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "4272 -1032 -32" angles "0 180 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_C_Barrier_Zone" disablereceiveshadows 0 origin "4272 -1032 -32" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-256 -1 -160" maxs "256 1 160" StartDisabled 1 } func_nobuild { targetname "Sector_C_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "4272 -1032 -32" mins "-256 -72 -160" maxs "256 72 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { DefaultAnim running model models/buildables/teleporter_light.mdl startdisabled 1 targetname "Sector_C_Escape" origin "4004 -1736 -112" } trigger_teleport { filtername filter_red targetname "Sector_C_Escape_TP" startdisabled 1 origin "4004 -1736 -92" mins "-16 -16 -20" maxs "16 16 20" spawnflags 1 target "tele_to_spawn" } info_particle_system { targetname "Sector_C_Escape_Glow" effect_name teleporter_red_entrance_level3 origin "4004 -1736 -112" } info_particle_system { targetname "Sector_C_Escape_Glow" effect_name teleporter_red_charged_level3 origin "4004 -1736 -112" } logic_relay { targetname "Sector_C_GhostMode" OnTrigger "Sector_C_Barrier,Skin,1,0,-1" OnTrigger "Sector_C_Barrier,Enable,,0,-1" OnTrigger "Sector_C_Escape,Enable,,0,-1" OnTrigger "Sector_C_Escape_TP,Enable,,0,-1" OnTrigger "Sector_C_Escape_Glow,Start,,0,-1" OnTrigger "Sector_C_Barrier_Zone,Disable,,0,-1" } logic_relay { targetname "Sector_C_LockDown" OnTrigger "Sector_C_Barrier,Skin,0,0,-1" OnTrigger "Sector_C_Barrier,Enable,,0,-1" OnTrigger "Sector_C_Barrier_Zone,Enable,,0,-1" OnTrigger "Sector_C_Tax_Collector,Enable,,0,-1" OnTrigger "Sector_C_Escape,Enable,,0,-1" OnTrigger "Sector_C_Escape_TP,Enable,,0,-1" OnTrigger "Sector_C_Escape_Glow,Start,,0,-1" } trigger_hurt { origin "4032 -1472 0" mins "-448 -448 -448" maxs "448 448 448" startdisabled 1 damage 0 targetname "Sector_C_Tax_Collector" } //Sector DU prop_dynamic { targetname "Sector_DU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3128 -784 -32" angles "0 0 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_DU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3128 -784 -32" angles "0 180 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_DU_Barrier_Zone" disablereceiveshadows 0 origin "3128 -784 -32" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-256 -1 -160" maxs "256 1 160" StartDisabled 1 } func_nobuild { targetname "Sector_DU_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3128 -784 -32" mins "-256 -72 -160" maxs "256 72 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_DU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "1792 -792 -88" angles "0 0 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_DU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "1792 -792 -88" angles "0 180 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_DU_Barrier_Zone" disablereceiveshadows 0 origin "1792 -792 -88" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-256 -1 -160" maxs "256 1 160" StartDisabled 1 } func_nobuild { targetname "Sector_DU_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "1792 -792 -88" mins "-256 -72 -160" maxs "256 72 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_DU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3576 -1640 -24" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_DU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3576 -1640 -24" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_DU_Barrier_Zone" disablereceiveshadows 0 origin "3576 -1640 -24" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_DU_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3576 -1640 -24" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_DU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3176 -1312 -132" angles "0 270 90" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_DU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3176 -1312 -132" angles "0 90 -90" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_DU_Barrier_Zone" disablereceiveshadows 0 origin "3176 -1312 -132" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-160 -256 -1" maxs "160 256 1" StartDisabled 1 } func_nobuild { targetname "Sector_DU_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3176 -1312 -132" mins "-160 -256 -16" maxs "160 256 16" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_DU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2968 -1312 -132" angles "0 90 90" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_DU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2968 -1312 -132" angles "0 270 -90" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_DU_Barrier_Zone" disablereceiveshadows 0 origin "2968 -1312 -132" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-160 -256 -1" maxs "160 256 1" StartDisabled 1 } func_nobuild { targetname "Sector_DU_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2968 -1312 -132" mins "-160 -256 -16" maxs "160 256 16" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { DefaultAnim running model models/buildables/teleporter_light.mdl startdisabled 1 targetname "Sector_DU_Escape" origin "2680 -1934 -128" } trigger_teleport { filtername filter_red targetname "Sector_DU_Escape_TP" startdisabled 1 origin "2680 -1934 -108" mins "-16 -16 -20" maxs "16 16 20" spawnflags 1 target "tele_to_spawn" } info_particle_system { targetname "Sector_DU_Escape_Glow" effect_name teleporter_red_entrance_level3 origin "2680 -1934 -128" } info_particle_system { targetname "Sector_DU_Escape_Glow" effect_name teleporter_red_charged_level3 origin "2680 -1934 -128" } logic_relay { targetname "Sector_DU_GhostMode" OnTrigger "Sector_DU_Barrier,Skin,1,0,-1" OnTrigger "Sector_DU_Barrier,Enable,,0,-1" OnTrigger "Sector_DU_Escape,Enable,,0,-1" OnTrigger "Sector_DU_Escape_TP,Enable,,0,-1" OnTrigger "Sector_DU_Escape_Glow,Start,,0,-1" OnTrigger "Sector_DU_Barrier_Zone,Disable,,0,-1" } logic_relay { targetname "Sector_DU_LockDown" OnTrigger "Sector_DU_Barrier,Skin,0,0,-1" OnTrigger "Sector_DU_Barrier,Enable,,0,-1" OnTrigger "Sector_DU_Barrier_Zone,Enable,,0,-1" OnTrigger "Sector_DU_Tax_Collector,Enable,,0,-1" OnTrigger "Sector_DU_Escape,Enable,,0,-1" OnTrigger "Sector_DU_Escape_TP,Enable,,0,-1" OnTrigger "Sector_DU_Escape_Glow,Start,,0,-1" } trigger_hurt { origin "2556 -1376 -12" mins "-928 -608 -204" maxs "928 608 240" startdisabled 1 damage 0 targetname "Sector_DU_Tax_Collector" } //Sector DL prop_dynamic { targetname "Sector_DL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2458 -970 -384" angles "0 45 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_DL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2458 -970 -384" angles "0 225 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "2320 -1104 -344" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-16 -16 -104" maxs "16 16 104" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2320 -1104 -344" mins "-64 -64 -104" maxs "64 64 104" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "2352 -1072 -344" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-16 -16 -104" maxs "16 16 104" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2352 -1072 -344" mins "-64 -64 -104" maxs "64 64 104" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "2384 -1040 -344" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-16 -16 -104" maxs "16 16 104" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2384 -1040 -344" mins "-64 -64 -104" maxs "64 64 104" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "2416 -1008 -344" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-16 -16 -104" maxs "16 16 104" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2416 -1008 -344" mins "-64 -64 -104" maxs "64 64 104" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "2448 -976 -344" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-16 -16 -104" maxs "16 16 104" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2448 -976 -344" mins "-64 -64 -104" maxs "64 64 104" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "2480 -944 -344" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-16 -16 -104" maxs "16 16 104" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2480 -944 -344" mins "-64 -64 -104" maxs "64 64 104" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "2512 -912 -344" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-16 -16 -104" maxs "16 16 104" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2512 -912 -344" mins "-64 -64 -104" maxs "64 64 104" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "2544 -880 -344" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-16 -16 -104" maxs "16 16 104" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2544 -880 -344" mins "-64 -64 -104" maxs "64 64 104" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "2576 -848 -344" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-16 -16 -104" maxs "16 16 104" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2576 -848 -344" mins "-64 -64 -104" maxs "64 64 104" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "2608 -816 -344" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-16 -16 -104" maxs "16 16 104" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2608 -816 -344" mins "-64 -64 -104" maxs "64 64 104" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_DL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2792 -784 -384" angles "0 0 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_DL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2792 -784 -384" angles "0 180 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "2792 -784 -384" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-256 -1 -160" maxs "256 1 160" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2792 -784 -384" mins "-256 -72 -160" maxs "256 72 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_DL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3576 -1208 -320" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_DL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3576 -1208 -320" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "3576 -1208 -320" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3576 -1208 -320" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_DL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3176 -1312 -190" angles "0 270 90" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_DL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3176 -1312 -190" angles "0 90 -90" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "3176 -1312 -190" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-160 -256 -1" maxs "160 256 1" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3176 -1312 -190" mins "-160 -256 -16" maxs "160 256 16" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_DL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2968 -1312 -190" angles "0 90 90" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_DL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2968 -1312 -190" angles "0 270 -90" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_DL_Barrier_Zone" disablereceiveshadows 0 origin "2968 -1312 -190" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-160 -256 -1" maxs "160 256 1" StartDisabled 1 } func_nobuild { targetname "Sector_DL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2968 -1312 -190" mins "-160 -256 -16" maxs "160 256 16" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { DefaultAnim running model models/buildables/teleporter_light.mdl startdisabled 1 targetname "Sector_DL_Escape" origin "3053 -845 -448" } trigger_teleport { filtername filter_red targetname "Sector_DL_Escape_TP" startdisabled 1 origin "3053 -845 -428" mins "-16 -16 -20" maxs "16 16 20" spawnflags 1 target "tele_to_spawn" } info_particle_system { targetname "Sector_DL_Escape_Glow" effect_name teleporter_red_entrance_level3 origin "3053 -845 -448" } info_particle_system { targetname "Sector_DL_Escape_Glow" effect_name teleporter_red_charged_level3 origin "3053 -845 -448" } logic_relay { targetname "Sector_DL_GhostMode" OnTrigger "Sector_DL_Barrier,Skin,1,0,-1" OnTrigger "Sector_DL_Barrier,Enable,,0,-1" OnTrigger "Sector_DL_Escape,Enable,,0,-1" OnTrigger "Sector_DL_Escape_TP,Enable,,0,-1" OnTrigger "Sector_DL_Escape_Glow,Start,,0,-1" OnTrigger "Sector_DL_Barrier_Zone,Disable,,0,-1" } logic_relay { targetname "Sector_DL_LockDown" OnTrigger "Sector_DL_Barrier,Skin,0,0,-1" OnTrigger "Sector_DL_Barrier,Enable,,0,-1" OnTrigger "Sector_DL_Barrier_Zone,Enable,,0,-1" OnTrigger "Sector_DL_Tax_Collector,Enable,,0,-1" OnTrigger "Sector_DL_Escape,Enable,,0,-1" OnTrigger "Sector_DL_Escape_TP,Enable,,0,-1" OnTrigger "Sector_DL_Escape_Glow,Start,,0,-1" } trigger_hurt { origin "2944 -1367 -384" mins "-640 -544 -192" maxs "640 544 192" startdisabled 1 damage 0 targetname "Sector_DL_Tax_Collector" } //Sector EU prop_dynamic { targetname "Sector_EU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3558 -600 -16" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_EU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3558 -600 -16" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_EU_Barrier_Zone" disablereceiveshadows 0 origin "3558 -600 -16" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_EU_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3558 -600 -16" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_EU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3128 -784 -32" angles "0 0 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_EU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3128 -784 -32" angles "0 180 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_EU_Barrier_Zone" disablereceiveshadows 0 origin "3128 -784 -32" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-256 -1 -160" maxs "256 1 160" StartDisabled 1 } func_nobuild { targetname "Sector_EU_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3128 -784 -32" mins "-256 -72 -160" maxs "256 72 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_EU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2560 -520 -16" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_EU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2560 -520 -16" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_EU_Barrier_Zone" disablereceiveshadows 0 origin "2560 -520 -16" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_EU_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2560 -520 -16" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_EU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2560 -8 -16" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_EU_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2560 -8 -16" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_EU_Barrier_Zone" disablereceiveshadows 0 origin "2560 -8 -16" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_EU_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2560 -8 -16" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { DefaultAnim running model models/buildables/teleporter_light.mdl startdisabled 1 targetname "Sector_EU_Escape" origin "2619 -171 -176" } trigger_teleport { filtername filter_red targetname "Sector_EU_Escape_TP" startdisabled 1 origin "2619 -171 -156" mins "-16 -16 -20" maxs "16 16 20" spawnflags 1 target "tele_to_spawn" } info_particle_system { targetname "Sector_EU_Escape_Glow" effect_name teleporter_red_entrance_level3 origin "2619 -171 -176" } info_particle_system { targetname "Sector_EU_Escape_Glow" effect_name teleporter_red_charged_level3 origin "2619 -171 -176" } logic_relay { targetname "Sector_EU_GhostMode" OnTrigger "Sector_EU_Barrier,Skin,1,0,-1" OnTrigger "Sector_EU_Barrier,Enable,,0,-1" OnTrigger "Sector_EU_Escape,Enable,,0,-1" OnTrigger "Sector_EU_Escape_TP,Enable,,0,-1" OnTrigger "Sector_EU_Escape_Glow,Start,,0,-1" OnTrigger "Sector_EU_Barrier_Zone,Disable,,0,-1" } logic_relay { targetname "Sector_EU_LockDown" OnTrigger "Sector_EU_Barrier,Skin,0,0,-1" OnTrigger "Sector_EU_Barrier,Enable,,0,-1" OnTrigger "Sector_EU_Barrier_Zone,Enable,,0,-1" OnTrigger "Sector_EU_Tax_Collector,Enable,,0,-1" OnTrigger "Sector_EU_Escape,Enable,,0,-1" OnTrigger "Sector_EU_Escape_TP,Enable,,0,-1" OnTrigger "Sector_EU_Escape_Glow,Start,,0,-1" } trigger_hurt { origin "3040 -224 -32" mins "-480 -544 -160" maxs "480 544 160" startdisabled 1 damage 0 targetname "Sector_EU_Tax_Collector" } //Sector El prop_dynamic { targetname "Sector_EL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3584 128 -352" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_EL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3584 128 -352" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_EL_Barrier_Zone" disablereceiveshadows 0 origin "3584 128 -352" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_EL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3584 128 -352" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_EL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2632 -512 -352" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_EL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2632 -512 -352" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_EL_Barrier_Zone" disablereceiveshadows 0 origin "2632 -512 -352" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_EL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2632 -512 -352" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_EL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2632 -128 -352" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_EL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2632 -128 -352" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_EL_Barrier_Zone" disablereceiveshadows 0 origin "2632 -128 -352" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_EL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2632 -128 -352" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_EL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2792 -784 -384" angles "0 0 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_EL_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2792 -784 -384" angles "0 180 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_EL_Barrier_Zone" disablereceiveshadows 0 origin "2792 -784 -384" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-256 -1 -160" maxs "256 1 160" StartDisabled 1 } func_nobuild { targetname "Sector_EL_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2792 -784 -384" mins "-256 -72 -160" maxs "256 72 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { DefaultAnim running model models/buildables/teleporter_light.mdl startdisabled 1 targetname "Sector_EL_Escape" origin "3376 336 -448" } trigger_teleport { filtername filter_red targetname "Sector_EL_Escape_TP" startdisabled 1 origin "3376 336 -428" mins "-16 -16 -20" maxs "16 16 20" spawnflags 1 target "tele_to_spawn" } info_particle_system { targetname "Sector_EL_Escape_Glow" effect_name teleporter_red_entrance_level3 origin "3376 336 -448" } info_particle_system { targetname "Sector_EL_Escape_Glow" effect_name teleporter_red_charged_level3 origin "3376 336 -448" } prop_dynamic { DefaultAnim running model models/buildables/teleporter_light.mdl startdisabled 1 targetname "Sector_EL_Escape" origin "1520 -1462 -448" } trigger_teleport { filtername filter_red targetname "Sector_EL_Escape_TP" startdisabled 1 origin "1520 -1462 -428" mins "-16 -16 -20" maxs "16 16 20" spawnflags 1 target "tele_to_spawn" } info_particle_system { targetname "Sector_EL_Escape_Glow" effect_name teleporter_red_entrance_level3 origin "1520 -1462 -448" } info_particle_system { targetname "Sector_EL_Escape_Glow" effect_name teleporter_red_charged_level3 origin "1520 -1462 -448" } logic_relay { targetname "Sector_EL_GhostMode" OnTrigger "Sector_EL_Barrier,Skin,1,0,-1" OnTrigger "Sector_EL_Barrier,Enable,,0,-1" OnTrigger "Sector_EL_Escape,Enable,,0,-1" OnTrigger "Sector_EL_Escape_TP,Enable,,0,-1" OnTrigger "Sector_EL_Escape_Glow,Start,,0,-1" OnTrigger "Sector_EL_Barrier_Zone,Disable,,0,-1" } logic_relay { targetname "Sector_EL_LockDown" OnTrigger "Sector_EL_Barrier,Skin,0,0,-1" OnTrigger "Sector_EL_Barrier,Enable,,0,-1" OnTrigger "Sector_EL_Barrier_Zone,Enable,,0,-1" OnTrigger "Sector_EL_Tax_Collector,Enable,,0,-1" OnTrigger "Sector_EL_Escape,Enable,,0,-1" OnTrigger "Sector_EL_Escape_TP,Enable,,0,-1" OnTrigger "Sector_EL_Escape_Glow,Start,,0,-1" } trigger_hurt { origin "3224 -192 -360" mins "-1256 -566 -168" maxs "1256 566 168" startdisabled 1 damage 0 targetname "Sector_EL_Tax_Collector" } //Sector F prop_dynamic { targetname "Sector_F_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2312 336 -16" angles "0 0 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_F_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "2312 336 -16" angles "0 180 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_F_Barrier_Zone" disablereceiveshadows 0 origin "2312 336 -16" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-256 -1 -160" maxs "256 1 160" StartDisabled 1 } func_nobuild { targetname "Sector_F_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "2312 336 -16" mins "-256 -72 -160" maxs "256 72 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_F_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3552 584 -16" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_F_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "3552 584 -16" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_F_Barrier_Zone" disablereceiveshadows 0 origin "3552 584 -16" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_F_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "3552 584 -16" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { DefaultAnim running model models/buildables/teleporter_light.mdl startdisabled 1 targetname "Sector_F_Escape" origin "2732 435 -64" } trigger_teleport { filtername filter_red targetname "Sector_F_Escape_TP" startdisabled 1 origin "2732 435 -44" mins "-16 -16 -20" maxs "16 16 20" spawnflags 1 target "tele_to_spawn" } info_particle_system { targetname "Sector_F_Escape_Glow" effect_name teleporter_red_entrance_level3 origin "2732 435 -64" } info_particle_system { targetname "Sector_F_Escape_Glow" effect_name teleporter_red_charged_level3 origin "2732 435 -64" } logic_relay { targetname "Sector_F_GhostMode" OnTrigger "Sector_F_Barrier,Skin,1,0,-1" OnTrigger "Sector_F_Barrier,Enable,,0,-1" OnTrigger "Sector_F_Escape,Enable,,0,-1" OnTrigger "Sector_F_Escape_TP,Enable,,0,-1" OnTrigger "Sector_F_Escape_Glow,Start,,0,-1" OnTrigger "Sector_F_Barrier_Zone,Disable,,0,-1" } logic_relay { targetname "Sector_F_LockDown" OnTrigger "Sector_F_Barrier,Skin,0,0,-1" OnTrigger "Sector_F_Barrier,Enable,,0,-1" OnTrigger "Sector_F_Barrier_Zone,Enable,,0,-1" OnTrigger "Sector_F_Tax_Collector,Enable,,0,-1" OnTrigger "Sector_F_Escape,Enable,,0,-1" OnTrigger "Sector_F_Escape_TP,Enable,,0,-1" OnTrigger "Sector_F_Escape_Glow,Start,,0,-1" } trigger_hurt { origin "2816 544 32" mins "-704 -224 -96" maxs "704 224 96" startdisabled 1 damage 0 targetname "Sector_F_Tax_Collector" } //Sector G prop_dynamic { targetname "Sector_G_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "888 -1424 -312" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_G_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "888 -1424 -312" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_G_Barrier_Zone" disablereceiveshadows 0 origin "888 -1424 -312" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_G_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "888 -1424 -312" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_G_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "360 -1136 -312" angles "0 0 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_G_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "360 -1136 -312" angles "0 180 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_G_Barrier_Zone" disablereceiveshadows 0 origin "360 -1136 -312" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-256 -1 -160" maxs "256 1 160" StartDisabled 1 } func_nobuild { targetname "Sector_G_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "360 -1136 -312" mins "-256 -72 -160" maxs "256 72 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { DefaultAnim running model models/buildables/teleporter_light.mdl startdisabled 1 targetname "Sector_G_Escape" origin "383 -1532 -352" } trigger_teleport { filtername filter_red targetname "Sector_G_Escape_TP" startdisabled 1 origin "383 -1532 -332" mins "-16 -16 -20" maxs "16 16 20" spawnflags 1 target "tele_to_spawn" } info_particle_system { targetname "Sector_G_Escape_Glow" effect_name teleporter_red_entrance_level3 origin "383 -1532 -352" } info_particle_system { targetname "Sector_G_Escape_Glow" effect_name teleporter_red_charged_level3 origin "383 -1532 -352" } logic_relay { targetname "Sector_G_GhostMode" OnTrigger "Sector_G_Barrier,Skin,1,0,-1" OnTrigger "Sector_G_Barrier,Enable,,0,-1" OnTrigger "Sector_G_Escape,Enable,,0,-1" OnTrigger "Sector_G_Escape_TP,Enable,,0,-1" OnTrigger "Sector_G_Escape_Glow,Start,,0,-1" OnTrigger "Sector_G_Barrier_Zone,Disable,,0,-1" } logic_relay { targetname "Sector_G_LockDown" OnTrigger "Sector_G_Barrier,Skin,0,0,-1" OnTrigger "Sector_G_Barrier,Enable,,0,-1" OnTrigger "Sector_G_Barrier_Zone,Enable,,0,-1" OnTrigger "Sector_G_Escape_Glow,Start,,0,-1" OnTrigger "Sector_G_Escape,Enable,,0,-1" OnTrigger "Sector_G_Escape_TP,Enable,,0,-1" } //Inside -> Outside doors prop_dynamic { targetname "Sector_H_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "1680 -528 -176" angles "0 90 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_H_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "1680 -528 -176" angles "0 270 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_H_Barrier_Zone" disablereceiveshadows 0 origin "1680 -528 -176" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -256 -160" maxs "1 256 160" StartDisabled 1 } func_nobuild { targetname "Sector_H_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "1680 -528 -176" mins "-72 -256 -160" maxs "72 256 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_H_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "1168 -784 -344" angles "0 0 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_H_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "1168 -784 -344" angles "0 180 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_H_Barrier_Zone" disablereceiveshadows 0 origin "1168 -784 -344" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-256 -1 -160" maxs "256 1 160" StartDisabled 1 } func_nobuild { targetname "Sector_H_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "1168 -784 -344" mins "-256 -72 -160" maxs "256 72 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { targetname "Sector_H_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "360 -1136 -312" angles "0 0 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } prop_dynamic { targetname "Sector_H_Barrier" model "models/props_mvm/reversemvm_whitewall_512x320.mdl" rendermode 1 rendercolor "59 170 255" renderamt 200 origin "360 -1136 -312" angles "0 180 0" modelscale 1 startdisabled 1 disableshadows 1 solid 0 } func_forcefield { targetname "Sector_H_Barrier_Zone" disablereceiveshadows 0 origin "360 -1136 -312" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-256 -1 -160" maxs "256 1 160" StartDisabled 1 } func_nobuild { targetname "Sector_H_Barrier_Zone" TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "360 -1136 -312" mins "-256 -72 -160" maxs "256 72 160" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 StartDisabled 1 } prop_dynamic { DefaultAnim running model models/buildables/teleporter_light.mdl startdisabled 1 targetname "Sector_H_Escape" origin "-8 176 -416" } trigger_teleport { filtername filter_red targetname "Sector_H_Escape_TP" startdisabled 1 origin "-8 176 -396" mins "-16 -16 -20" maxs "16 16 20" spawnflags 1 target "tele_to_spawn" } info_particle_system { targetname "Sector_H_Escape_Glow" effect_name teleporter_red_entrance_level3 origin "-8 176 -416" } info_particle_system { targetname "Sector_H_Escape_Glow" effect_name teleporter_red_charged_level3 origin "-8 176 -416" } logic_relay { targetname "Sector_H_GhostMode" OnTrigger "Sector_H_Barrier,Skin,1,0,-1" OnTrigger "Sector_H_Barrier,Enable,,0,-1" OnTrigger "Sector_H_Barrier_Zone,Disable,,0,-1" OnTrigger "Sector_H_Escape,enable,,0,-1" OnTrigger "Sector_H_Escape_TP,enable,,0,-1" OnTrigger "Sector_H_Escape_Glow,Start,,0,-1" } logic_relay { targetname "Sector_H_LockDown" OnTrigger "Sector_H_Barrier,Skin,0,0,-1" OnTrigger "Sector_H_Barrier,Enable,,0,-1" OnTrigger "Sector_H_Barrier_Zone,Enable,,0,-1" OnTrigger "Sector_H_Tax_Collector,Enable,,0,-1" OnTrigger "Sector_H_Escape,enable,,0,-1" OnTrigger "Sector_H_Escape_TP,enable,,0,-1" OnTrigger "Sector_H_Escape_Glow,Start,,0,-1" } trigger_hurt { origin "-124 -216 -368" mins "-1012 -1448 -200" maxs "1012 1448 200" startdisabled 1 damage 0 targetname "Sector_H_Tax_Collector" } trigger_hurt { origin "1276 -240 -316" mins "-388 -512 -148" maxs "388 512 148" startdisabled 1 damage 0 targetname "Sector_H_Tax_Collector" } } Custom_Bomb_Path_Controls //allows me to specify which path for which wave //how to use: put InitWaveOutput and as the target put one of the four relays listed //feel free to copy this PT if you want to { logic_auto { OnMapSpawn "bombpath_choose_relay,kill,,0,-1" OnMapSpawn "bombpath_choose_1_case,kill,,0,-1" } logic_relay { targetname "bombpath_choose_lower_left_relay" OnTrigger "bombpath_arrows_clear_relay,trigger,,0.1,-1" OnTrigger "bombpath_clearall_relay,trigger,,0.1,-1" OnTrigger "bombpath_lower_left_relay,trigger,,0.5,-1" } logic_relay { targetname "bombpath_choose_lower_right_relay" OnTrigger "bombpath_arrows_clear_relay,trigger,,0.1,-1" OnTrigger "bombpath_clearall_relay,trigger,,0.1,-1" OnTrigger "bombpath_lower_right_relay,trigger,,0.5,-1" } logic_relay { targetname "bombpath_choose_upper_left_relay" OnTrigger "bombpath_arrows_clear_relay,trigger,,0.1,-1" OnTrigger "bombpath_clearall_relay,trigger,,0.1,-1" OnTrigger "bombpath_upper_left_relay,trigger,,0.5,-1" } logic_relay { targetname "bombpath_choose_upper_right_relay" OnTrigger "bombpath_arrows_clear_relay,trigger,,0.1,-1" OnTrigger "bombpath_clearall_relay,trigger,,0.1,-1" OnTrigger "bombpath_upper_right_relay,trigger,,0.5,-1" } logic_relay { targetname "bombpath_choose_combo_relay" OnTrigger "bombpath_arrows_clear_relay,trigger,,0.1,-1" OnTrigger "bombpath_clearall_relay,trigger,,0.1,-1" OnTrigger "bombpath_upper_right_relay,trigger,,0.5,-1" OnTrigger "bombpath_lower_left_relay,trigger,,0.5,-1" } } Crazy_Logic_Shit { training_annotation { targetname "wave_2_text" display_text "[WARNING] The outside will be fully sealed off on wave start! [WARNING]" lifetime 20 origin "1168 -784 -344" } training_annotation { targetname "wave_2_text" display_text "Escape teleporter deployed; one way only!" lifetime 20 origin "-8 176 -384" } logic_relay { targetname "wave_2_init_relay" OnTrigger "bombpath_choose_upper_right_relay,trigger,,0,-1" OnTrigger "Sector_G_GhostMode,trigger,,0,-1" OnTrigger "Sector_H_GhostMode,trigger,,0,-1" OnTrigger "wave_2_text,show,,0,-1" } logic_relay { targetname "wave_2_start_relay" OnTrigger "wave_start_relay,trigger,,0,-1" OnTrigger "Sector_G_LockDown,trigger,,0,-1" OnTrigger "Sector_H_LockDown,trigger,,0,-1" } logic_relay { targetname "wave_3_init_relay" OnTrigger "bombpath_choose_upper_left_relay,trigger,,0,-1" OnTrigger "Sector_G_LockDown,trigger,,0,-1" OnTrigger "Sector_H_LockDown,trigger,,0,-1" OnTrigger "Sector_C_GhostMode,trigger,,0,-1" OnTrigger "Sector_F_GhostMode,trigger,,0,-1" } logic_relay { targetname "wave_3_start_relay" OnTrigger "wave_start_relay,trigger,,0,-1" OnTrigger "Sector_G_LockDown,trigger,,0,-1" OnTrigger "Sector_H_LockDown,trigger,,0,-1" OnTrigger "Sector_C_LockDown,trigger,,0,-1" OnTrigger "Sector_F_LockDown,trigger,,0,-1" } logic_relay { targetname "wave_4_init_relay" OnTrigger "bombpath_choose_lower_right_relay,trigger,,0,-1" OnTrigger "Sector_B_GhostMode,trigger,,0,-1" OnTrigger "Sector_DL_GhostMode,trigger,,0,-1" OnTrigger "Sector_G_LockDown,trigger,,0,-1" OnTrigger "Sector_H_LockDown,trigger,,0,-1" OnTrigger "Sector_C_LockDown,trigger,,0,-1" OnTrigger "Sector_F_LockDown,trigger,,0,-1" } logic_relay { targetname "wave_4_start_relay" OnTrigger "wave_start_relay,trigger,,0,-1" OnTrigger "Sector_B_LockDown,trigger,,0,-1" OnTrigger "Sector_DL_LockDown,trigger,,0,-1" OnTrigger "Sector_G_LockDown,trigger,,0,-1" OnTrigger "Sector_H_LockDown,trigger,,0,-1" OnTrigger "Sector_C_LockDown,trigger,,0,-1" OnTrigger "Sector_F_LockDown,trigger,,0,-1" } logic_relay { targetname "wave_5_init_relay" OnTrigger "bombpath_choose_lower_left_relay,trigger,,0,-1" OnTrigger "Sector_B_LockDown,trigger,,0,-1" OnTrigger "Sector_DL_LockDown,trigger,,0,-1" OnTrigger "Sector_DU_GhostMode,trigger,,0,-1" OnTrigger "Sector_EU_GhostMode,trigger,,0,-1" OnTrigger "Sector_G_LockDown,trigger,,0,-1" OnTrigger "Sector_H_LockDown,trigger,,0,-1" OnTrigger "Sector_C_LockDown,trigger,,0,-1" OnTrigger "Sector_F_LockDown,trigger,,0,-1" } logic_relay { targetname "wave_5_start_relay" OnTrigger "wave_start_relay,trigger,,0,-1" OnTrigger "Sector_B_LockDown,trigger,,0,-1" OnTrigger "Sector_DL_LockDown,trigger,,0,-1" OnTrigger "Sector_DU_LockDown,trigger,,0,-1" OnTrigger "Sector_EU_LockDown,trigger,,0,-1" OnTrigger "Sector_G_LockDown,trigger,,0,-1" OnTrigger "Sector_H_LockDown,trigger,,0,-1" OnTrigger "Sector_C_LockDown,trigger,,0,-1" OnTrigger "Sector_F_LockDown,trigger,,0,-1" } logic_relay { targetname "wave_6_init_relay" OnTrigger "bombpath_choose_combo_relay,trigger,,0,-1" OnTrigger "Sector_B_LockDown,trigger,,0,-1" OnTrigger "Sector_DL_LockDown,trigger,,0,-1" OnTrigger "Sector_DU_LockDown,trigger,,0,-1" OnTrigger "Sector_EU_LockDown,trigger,,0,-1" OnTrigger "Sector_EL_LockDown,trigger,,0,-1" OnTrigger "Sector_G_LockDown,trigger,,0,-1" OnTrigger "Sector_H_LockDown,trigger,,0,-1" OnTrigger "Sector_C_LockDown,trigger,,0,-1" OnTrigger "Sector_F_LockDown,trigger,,0,-1" } logic_relay { targetname "wave_6_start_relay" OnTrigger "wave_start_relay,trigger,,0,-1" OnTrigger "Sector_B_LockDown,trigger,,0,-1" OnTrigger "Sector_DL_LockDown,trigger,,0,-1" OnTrigger "Sector_DU_LockDown,trigger,,0,-1" OnTrigger "Sector_EU_LockDown,trigger,,0,-1" OnTrigger "Sector_EL_LockDown,trigger,,0,-1" OnTrigger "Sector_G_LockDown,trigger,,0,-1" OnTrigger "Sector_H_LockDown,trigger,,0,-1" OnTrigger "Sector_C_LockDown,trigger,,0,-1" OnTrigger "Sector_F_LockDown,trigger,,0,-1" } logic_relay { targetname "wave_7_init_relay" OnTrigger "bombpath_choose_lower_left_relay,trigger,,0,-1" OnTrigger "Sector_B_LockDown,trigger,,0,-1" OnTrigger "Sector_DL_LockDown,trigger,,0,-1" OnTrigger "Sector_DU_LockDown,trigger,,0,-1" OnTrigger "Sector_EU_LockDown,trigger,,0,-1" OnTrigger "Sector_EL_LockDown,trigger,,0,-1" OnTrigger "Sector_G_LockDown,trigger,,0,-1" OnTrigger "Sector_H_LockDown,trigger,,0,-1" OnTrigger "Sector_C_LockDown,trigger,,0,-1" OnTrigger "Sector_F_LockDown,trigger,,0,-1" } logic_relay { targetname "wave_7_start_relay" OnTrigger "wave_start_relay_no_pit,trigger,,0,-1" OnTrigger "boss_music_start,trigger,,0,-1" OnTrigger "spawnbot,disable,,0,-1" OnTrigger "spawnbot_upper,disable,,0,-1" OnTrigger "spawnbot_boss,disable,,0,-1" OnTrigger "Sector_B_LockDown,trigger,,0,-1" OnTrigger "Sector_DL_LockDown,trigger,,0,-1" OnTrigger "Sector_DU_LockDown,trigger,,0,-1" OnTrigger "Sector_EU_LockDown,trigger,,0,-1" OnTrigger "Sector_EL_LockDown,trigger,,0,-1" OnTrigger "Sector_G_LockDown,trigger,,0,-1" OnTrigger "Sector_H_LockDown,trigger,,0,-1" OnTrigger "Sector_C_LockDown,trigger,,0,-1" OnTrigger "Sector_F_LockDown,trigger,,0,-1" } } EngiNodes // Spawns custom engineer spots for the map. copied from spacepost adv lunar madness { NoFixup 1 // near flank spawn. bot_hint_engineer_nest { "targetname" "engineer_hint1" "origin" "-889 44 -423" "angles" "0 -50 0" } bot_hint_sentrygun { "targetname" "engineer_hint1" "origin" "-725 -205 -415" "angles" "0 -50 0" } bot_hint_teleporter_exit { "targetname" "engineer_hint1" "origin" "-889 44 -423" "angles" "0 -90 0" } // near the gas tanks at front bot_hint_engineer_nest { "targetname" "engineer_hint2" "origin" "459 -697 -479" "angles" "0 65 0" } bot_hint_sentrygun { "targetname" "engineer_hint2" "origin" "580 -401 -481" "angles" "0 65 0" } bot_hint_teleporter_exit { "targetname" "engineer_hint2" "origin" "459 -697 -479" "angles" "0 90 0" } // top path, some kinda observation room. bot_hint_engineer_nest { "targetname" "engineer_hint4" "origin" "1864 -1029 -223" "angles" "0 -40 0" } bot_hint_sentrygun { "targetname" "engineer_hint4" "origin" "1999 -1111 -223" "angles" "0 -40 0" } bot_hint_teleporter_exit { "targetname" "engineer_hint4" "origin" "1864 -1029 -223" "angles" "0 0 0" } // bottom path, below said room. bot_hint_engineer_nest { "targetname" "engineer_hint3" "origin" "1828 -1171 -511" "angles" "0 45 0" } bot_hint_sentrygun { "targetname" "engineer_hint3" "origin" "1975 -1022 -511" "angles" "0 45 0" } bot_hint_teleporter_exit { "targetname" "engineer_hint3" "origin" "1828 -1171 -511" "angles" "0 0 0" } // top path, the lil computer room seen next to hatch. bot_hint_engineer_nest { "targetname" "engineer_hint6" "origin" "4266 -277 -127" "angles" "0 180 0" } bot_hint_sentrygun { "targetname" "engineer_hint6" "origin" "4041 -277 -127" "angles" "0 180 0" } bot_hint_teleporter_exit { "targetname" "engineer_hint6" "origin" "4266 -277 -127" "angles" "0 0 0" } // bottom path, the ramp seen next to hatch. bot_hint_engineer_nest { "targetname" "engineer_hint5" "origin" "3841 -37 -447" "angles" "0 33 0" } bot_hint_sentrygun { "targetname" "engineer_hint5" "origin" "4004 49 -447" "angles" "0 33 0" } bot_hint_teleporter_exit { "targetname" "engineer_hint5" "origin" "3841 -37 -447" "angles" "0 0 0" } // make engineer bots somewhat obey the paths logic_auto { "origin" "0 0 0" "targetname" "engineer_hint_relay_extension" // Top path. "OnMapSpawn" "bombpath_upper_left_relay,AddOutput,OnTrigger engineer_hint5:Disable:0:-1,0,-1" "OnMapSpawn" "bombpath_upper_left_relay,AddOutput,OnTrigger engineer_hint3:Disable:0:-1,0,-1" "OnMapSpawn" "bombpath_upper_right_relay,AddOutput,OnTrigger engineer_hint5:Disable:0:-1,0,-1" "OnMapSpawn" "bombpath_upper_right_relay,AddOutput,OnTrigger engineer_hint3:Disable:0:-1,0,-1" // Bottom path. "OnMapSpawn" "bombpath_lower_left_relay,AddOutput,OnTrigger engineer_hint4:Disable:0:-1,0,-1" "OnMapSpawn" "bombpath_lower_left_relay,AddOutput,OnTrigger engineer_hint6:Disable:0:-1,0,-1" "OnMapSpawn" "bombpath_lower_right_relay,AddOutput,OnTrigger engineer_hint4:Disable:0:-1,0,-1" "OnMapSpawn" "bombpath_lower_right_relay,AddOutput,OnTrigger engineer_hint6:Disable:0:-1,0,-1" // Re-enable hints. "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger engineer_hint*:Enable:0:-1,0,-1" } } B_Sentry_Hat { OnSpawnOutput { Target "sentry" Action "setbuilder" Param "!activator" Delay 0.00 } obj_sentrygun { targetname sentry origin "0 0 150" angles "0 180 0" teamnum 3 spawnflags 74 $cannotbesapped 1 $attributeoverride 1 $rangemult 0.001 $damagemult 3 SolidToPlayer 0 defaultupgrade 0 } } B_Tesla_Backpack { NoFixup 1 prop_dynamic { targetname "Tesla_Backpack" model "models/props_spytech/raygun003.mdl" origin "-20 0 77" angles "-70.5 0 0" modelscale 0.4 startdisabled 0 solid 0 } point_tesla { targetname "tesla_backpack_tesla" origin "-41 0 224" beamcount_max 8 beamcount_min 4 lifetime_max 0.1 lifetime_min 0.1 m_Color "255 255 255" m_flRadius 224 m_SoundName "DoSpark" texture "sprites/physbeam.vmt" thick_max 5 thick_min 3 } logic_timer { targetname "tesla_backpack_timer" refiretime 0.1 OnTimer "tesla_backpack_tesla,DoSpark,,0,-1" OnTimer "popscript,$BossSpark,,0,-1" } ambient_generic { health 10 message "ambient\levels\labs\electric_explosion5.wav" radius 1024 spawnflags 49 targetname "tesla_partial_dmg_sfx" } ambient_generic { health 10 message "ambient\levels\labs\electric_explosion5.wav" radius 1024 spawnflags 49 targetname "tesla_partial_dmg_sfx" } ambient_generic { health 10 message "MVM.Robot_Teleporter_Deliver" radius 1024 spawnflags 49 targetname "tesla_partial_dmg_sfx" } ambient_generic { health 10 message "ambient\levels\labs\electric_explosion1.wav" radius 1024 spawnflags 49 targetname "tesla_severe_dmg_sfx" } ambient_generic { health 10 message "ambient\levels\labs\electric_explosion1.wav" radius 1024 spawnflags 49 targetname "tesla_severe_dmg_sfx" } ambient_generic { health 10 message "MVM.Robot_Teleporter_Deliver" radius 1024 spawnflags 49 targetname "tesla_severe_dmg_sfx" } ambient_generic { health 10 message "ambient\levels\labs\electric_explosion4.wav" radius 1024 spawnflags 49 targetname "tesla_critical_dmg_sfx" } ambient_generic { health 10 message "ambient\levels\labs\electric_explosion4.wav" radius 1024 spawnflags 49 targetname "tesla_critical_dmg_sfx" } ambient_generic { health 10 message "MVM.Robot_Teleporter_Deliver" radius 1024 spawnflags 49 targetname "tesla_critical_dmg_sfx" } game_text { targetname "tesla_partial_dmg_text" x -1 y 0.2 effect 2 color "250 50 0" color2 "250 50 0" fadein 0.01 fxtime 0.01 fadeout 0.5 holdtime 5 channel 4 spawnflags 1 message "Damage detected, deploying support drones; teleported to safety" } game_text { targetname "tesla_severe_dmg_text" x -1 y 0.2 effect 2 color "250 50 0" color2 "250 50 0" fadein 0.01 fxtime 0.01 fadeout 0.5 holdtime 5 channel 4 spawnflags 1 message "Severe damage detected, deploying repairment drones; teleported to safety" } game_text { targetname "tesla_critical_dmg_text" x -1 y 0.2 effect 2 color "250 50 0" color2 "250 50 0" fadein 0.01 fxtime 0.01 fadeout 0.5 holdtime 5 channel 4 spawnflags 1 message "Critical damage detected, deploying ubercharge battalion; teleported to safety" } env_shake { targetname "tesla_damaged_shake" spawnflags 5 amplitude 8 duration 3 frequency 40 } logic_relay { targetname "tesla_partial_dmg" OnTrigger "Sector_F_Barrier*,disable,,0,-1" OnTrigger "Sector_F_Tax_Collector*,disable,,0,-1" OnTrigger "spawnbot,enable,,5,-1" OnTrigger "tesla_damaged_shake,StartShake,,0,-1" OnTrigger "tesla_partial_dmg_text,Display,,0,-1" OnTrigger "tesla_partial_dmg_sfx,playsound,,0,-1" OnTrigger "tesla_backpack_timer,RefireTime,0,0,-1" OnTrigger "tesla_backpack_timer,RefireTime,0.1,0.2,-1" OnTrigger "tesla_backpack_timer,RefireTime,0.15,0.4,-1" OnTrigger "tesla_backpack_timer,RefireTime,0.25,0.6,-1" OnTrigger "tesla_backpack_timer,disable,,0.8,-1" OnTrigger "!activator,$stun,7,0,-1" OnTrigger "popscript,$bossTpFX,activator,0,-1" OnTrigger "!activator,$SetLocalOrigin,3895 -682 -190,0.01,-1" OnTrigger "popscript,$bossTpFX,activator,0.1,-1" OnTrigger "!activator,$AddPlayerAttribute,dmg taken increased|0.5,0,-1" OnTrigger "!activator,$AddPlayerAttribute,dmg taken increased|1,7,-1" OnTrigger "!activator,$AddPlayerAttribute,damage bonus|1.25,0,-1" OnTrigger "tesla_backpack_timer,enable,,7,-1" OnTrigger "tesla_backpack_timer,RefireTime,0.25,7,-1" } logic_relay { targetname "tesla_severe_dmg" OnTrigger "Sector_B_Barrier*,disable,,0,-1" OnTrigger "Sector_B_Tax_Collector*,disable,,0,-1" OnTrigger "Sector_EL_Barrier*,disable,,0,-1" OnTrigger "Sector_EL_Tax_Collector*,disable,,0,-1" OnTrigger "Sector_EU_Barrier*,disable,,0,-1" OnTrigger "Sector_EU_Tax_Collector*,disable,,0,-1" OnTrigger "spawnbot_boss,enable,,5,-1" OnTrigger "tesla_damaged_shake,StartShake,,0,-1" OnTrigger "tesla_severe_dmg_text,Display,,0,-1" OnTrigger "tesla_severe_dmg_sfx,playsound,,0,-1" OnTrigger "tesla_backpack_timer,RefireTime,0,0,-1" OnTrigger "tesla_backpack_timer,RefireTime,0.1,0.3,-1" OnTrigger "tesla_backpack_timer,RefireTime,0.15,0.45,-1" OnTrigger "tesla_backpack_timer,RefireTime,0.25,0.75,-1" OnTrigger "tesla_backpack_timer,disable,,0.8,-1" OnTrigger "!activator,$stun,5,0,-1" OnTrigger "popscript,$bossTpFX,activator,0,-1" OnTrigger "!activator,$SetLocalOrigin,3071 -1319 -439,0.01,-1" OnTrigger "popscript,$bossTpFX,activator,0.1,-1" OnTrigger "!activator,$AddPlayerAttribute,dmg taken increased|0.5,0,-1" OnTrigger "!activator,$AddPlayerAttribute,dmg taken increased|1,5,-1" OnTrigger "!activator,$AddPlayerAttribute,damage bonus|1.5,0,-1" OnTrigger "tesla_backpack_timer,enable,,5,-1" OnTrigger "tesla_backpack_timer,RefireTime,0.4,5,-1" } logic_relay { targetname "tesla_critical_dmg" OnTrigger "Sector_C_Barrier*,disable,,0,-1" OnTrigger "Sector_C_Tax_Collector*,disable,,0,-1" OnTrigger "Sector_DL_Barrier*,disable,,0,-1" OnTrigger "Sector_DL_Tax_Collector*,disable,,0,-1" OnTrigger "Sector_DU_Barrier*,disable,,0,-1" OnTrigger "Sector_DU_Tax_Collector*,disable,,0,-1" OnTrigger "kill_repairers,enable,,0,-1" OnTrigger "spawnbot_upper,enable,,5,-1" OnTrigger "tesla_damaged_shake,StartShake,,0,-1" OnTrigger "tesla_critical_dmg_text,Display,,0,-1" OnTrigger "tesla_critical_dmg_sfx,playsound,,0,-1" OnTrigger "tesla_backpack_timer,RefireTime,0,0,-1" OnTrigger "tesla_backpack_timer,RefireTime,0.1,0.4,-1" OnTrigger "tesla_backpack_timer,RefireTime,0.15,0.65,-1" OnTrigger "tesla_backpack_timer,RefireTime,0.25,1,-1" OnTrigger "tesla_backpack_timer,disable,,0.8,-1" OnTrigger "!activator,$stun,3,0,-1" OnTrigger "popscript,$bossTpFX,activator,0,-1" OnTrigger "!activator,$SetLocalOrigin,64 24 -223,0.01,-1" OnTrigger "popscript,$bossTpFX,activator,0.1,-1" OnTrigger "!activator,$AddPlayerAttribute,dmg taken increased|0.5,0,-1" OnTrigger "!activator,$AddPlayerAttribute,damage bonus|1.75,0,-1" OnTrigger "tesla_backpack_timer,enable,,3,-1" OnTrigger "tesla_backpack_timer,RefireTime,0.65,3,-1" } } B_Tele_Fx_Spawner { NoFixup 1 env_entity_maker { targetname "FX_Tele_spawner" EntityTemplate "B_Tele" } } B_Ubercharge_Zone { NoFixup 1 filter_tf_bot_has_tag { "Negated" "Allow entities that match criteria" "require_all_tags" "1" "tags" "bot_superboss" "targetname" "filter_bot" } filter_tf_bot_has_tag { "Negated" "Allow entities that match criteria" "require_all_tags" "1" "tags" "bot_repair" "targetname" "filter_repairer" } trigger_multiple { targetname "kill_repairers" filtername "filter_repairer" wait 0 startdisabled 1 "origin" "-1212 -928 -356" "mins" "-9000 -9000 -9000" "maxs" "9000 9000 9000" spawnflags 1 OnStartTouch "!activator,$suicide,,0,-1" } trigger_add_tf_player_condition { "targetname" "bot_add_ubercharge" "startdisabled" "1" "condition" "57" "duration" "99999" "spawnflags" "1" "origin" "-1212 -928 -356" "mins" "-9000 -9000 -9000" "maxs" "9000 9000 9000" "filtername" "filter_bot" } trigger_remove_tf_player_condition { "targetname" "bot_remove_ubercharge" "startdisabled" "1" "condition" "57" "spawnflags" "1" "origin" "0 0 0" "mins" "-20000 -20000 -20000" "maxs" "20000 20000 20000" "filtername" "filter_bot" } logic_relay { targetname "start_ubercharge" OnTrigger "bot_add_ubercharge,enable,,0.1,-1" OnTrigger "bot_remove_ubercharge,disable,,0,-1" } logic_relay { targetname "end_ubercharge" OnTrigger "bot_add_ubercharge,disable,,0,-1" OnTrigger "kill_repairers,disable,,0,-1" OnTrigger "bot_remove_ubercharge,enable,,0.1,-1" } } B_Music { ambient_generic { health 10 message "#scifi_final_boss_music.mp3" radius 1024 spawnflags 17 targetname "final_boss_music" } logic_timer { targetname "boss_music_timer" refiretime 347 startdisabled 1 OnTimer "final_boss_music,stopsound,,0,-1" OnTimer "final_boss_music,playsound,,0.1,-1" } logic_relay { targetname "boss_music_start" OnTrigger "final_boss_music,playsound,,0,-1" OnTrigger "boss_music_timer,enable,,0,-1" } logic_relay { targetname "boss_music_stop" OnTrigger "final_boss_music,fadeout,3,0,-1" OnTrigger "boss_music_timer,disable,,0,-1" } } B_Tele { info_particle_system { targetname "Engie_Tele_FX" origin "0 0 0" angles "0 0 0" effect_name hammer_lock_vanish01 start_active 1 } } B_Teleport_Target { info_target { targetname "Boss_TP_Stun_1" origin "3895 -682 -190" } info_target { targetname "Boss_TP_Stun_2" origin "3071 -1319 -439" } info_target { targetname "Boss_TP_Stun_3" origin "64 24 -223" } } B_Target_For_Healing { NoFixup 1 info_target { targetname "Boss_Heal_Node" } } B_Engie_Die { NoFixUp 1 KeepAlive 1 //first anim shit info_particle_system { targetname "Engie_Die_Anim1_Shock" origin "-24 0 96" angles "0 0 0" effect_name drg_cow_explosioncore_charged_blue } ambient_generic { health 10 message "ambient\levels\labs\electric_explosion2.wav" radius 1024 spawnflags 49 targetname "Engie_Die_Anim1_SFX" } ambient_generic { health 10 message "ambient\levels\labs\electric_explosion2.wav" radius 1024 spawnflags 49 targetname "Engie_Die_Anim1_SFX" } ambient_generic { health 10 message "vo\mvm\norm\engineer_mvm_paincriticaldeath05.mp3" radius 1024 spawnflags 49 targetname "Engie_Die_Anim1_SFX" } ambient_generic { health 10 message "vo\mvm\norm\engineer_mvm_paincriticaldeath05.mp3" radius 1024 spawnflags 49 targetname "Engie_Die_Anim1_SFX" } env_fade { targetname "Engie_Die_Anim1_Fadeout" duration 2 rendercolor "255 255 255" spawnflags 8 } env_fade { targetname "Engie_Die_Anim1_Fadein" duration 2 rendercolor "255 255 255" spawnflags 1 } env_shake { targetname "Engie_Die_Anim1_Shake" spawnflags 5 amplitude 6 duration 3 frequency 40 } //second anim shit info_particle_system { targetname "Engie_Die_Anim2_Explosion" origin "56 -24 64" angles "0 0 0" effect_name fireSmokeExplosion_track } info_particle_system { targetname "Engie_Die_Anim2_Explosion" origin "56 -24 64" angles "0 0 0" effect_name hightower_explosion } ambient_generic { health 10 message "misc\rd_robot_explosion01.wav" radius 1024 spawnflags 49 targetname "Engie_Die_Anim2_SFX" } ambient_generic { health 10 message "misc\rd_robot_explosion01.wav" radius 1024 spawnflags 49 targetname "Engie_Die_Anim2_SFX" } ambient_generic { health 10 message "npc\combine_gunship\gunship_explode2.wav" radius 1024 spawnflags 49 targetname "Engie_Die_Anim2_SFX" } env_shake { targetname "Engie_Die_Anim2_Shake" spawnflags 5 amplitude 12 duration 1 frequency 40 } //main logic logic_relay { targetname "Engie_Death_Relay" //first anim; dieviolent //second anim; PRIMARY_death_backstab OnTrigger "Engie_Death_Anim,enable,,0,-1" OnTrigger "Engie_Death_Anim,SetPlaybackRate,0.6,0,-1" OnTrigger "Engie_Death_Anim,SetAnimation,dieviolent,0,-1" OnTrigger "Engie_Die_Anim1_Shock,Start,,0,-1" OnTrigger "Engie_Die_Anim1_Shake,StartShake,,0,1" OnTrigger "Engie_Die_Anim1_SFX,PlaySound,,0,-1" OnTrigger "Engie_Die_Anim1_Fadeout,Fade,,1,-1" OnTrigger "kill_repairers,enable,,0,-1" OnTrigger "spawnbot_boss,disable,,0,-1" //onspawn stuff to make shit work onspawn "Engie_Death_Cosmetics,setattached,Engie_Death_Anim,0,-1" onspawn "Engie_Death_Cosmetics,disable,,0.2,-1" onspawn "Engie_Death_Cosmetics,disable,,0.1,-1" onspawn "Engie_Death_Cosmetics,disable,,0,-1" onspawn "Engie_Death_Cosmetics,setlightingorigin,Engie_Death_Anim,0,-1" onspawn "Engie_Death_Anim,disable,,0,-1" onspawn "Engie_Death_Anim,SetPlaybackRate,0,0,-1" } logic_relay { targetname "Engie_Die_Anim1_Relay" OnTrigger "!self,disable,,0,-1" OnTrigger "Engie_Die_Anim2_Relay,enable,,0,-1" OnTrigger "Engie_Die_Anim1_Fadein,Fade,,0,1" OnTrigger "Engie_Die_Anim1_Shake,StartShake,,0,1" OnTrigger "Engie_Death_Anim,SetPlaybackRate,0.6,0,1" OnTrigger "Engie_Death_Anim,SetAnimation,PRIMARY_death_backstab,0,1" OnTrigger "Engie_Die_Anim2_Relay,enable,,0.1,1" } logic_relay { targetname "Engie_Die_Anim2_Relay" startdisabled 1 OnTrigger "!self,disable,,0,-1" OnTrigger "Engie_Die_Anim1_Relay,enable,,0,-1" OnTrigger "Engie_Death_Anim,disable,,0,-1" OnTrigger "Engie_Die_Anim2_Shake,StartShake,,0,1" OnTrigger "Engie_Death_Cosmetics,disable,,0,-1" OnTrigger "Engie_Die_Anim2_Explosion,Start,,0,-1" OnTrigger "Engie_Die_Anim2_SFX,PlaySound,,0,-1" OnTrigger "Sector_G_Barrier*,disable,,0,-1" OnTrigger "Sector_H_Barrier*,disable,,0,-1" } prop_dynamic //total anim lenght: ~5.5 seconds { targetname "Engie_Death_Anim" model "models/bots/engineer/bot_engineer.mdl" origin "0 0 0" modelscale 2.1 startdisabled 1 solid 0 Skin 1 OnAnimationBegun "!self,enable,,0,-1" OnAnimationBegun "Engie_Death_Cosmetics,enable,,0,-1" OnAnimationDone "Engie_Die_Anim1_Relay,Trigger,,0,-1" OnAnimationDone "Engie_Die_Anim2_Relay,Trigger,,0,-1" } //misc prop_dynamic_ornament { targetname "Engie_Death_Cosmetics" DisableBoneFollowers 1 disableshadows 1 startdisabled 1 solid 0 spawnflags 256 Skin 1 initialowner "Engie_Death_Anim" model "models/workshop/player/items/engineer/hwn2020_wavefinder/hwn2020_wavefinder.mdl" } prop_dynamic_ornament { targetname "Engie_Death_Cosmetics" DisableBoneFollowers 1 disableshadows 1 startdisabled 1 Skin 1 solid 0 spawnflags 256 initialowner "Engie_Death_Anim" model "models/workshop/player/items/engineer/hwn2015_iron_lung/hwn2015_iron_lung.mdl" } prop_dynamic_ornament { targetname "Engie_Death_Cosmetics" DisableBoneFollowers 1 disableshadows 1 startdisabled 1 solid 0 spawnflags 256 initialowner "Engie_Death_Anim" model "models/workshop_partner/player/items/heavy/dex_sarifarm/dex_sarifarm.mdl" } OnParentKilledOutput { Target "Engie_Death_Relay" Action "Trigger" Delay 0.01 } OnParentKilledOutput { Target "item_teamflag" Action "ForceResetSilent" Delay 0.01 } } R_Sentry { OnSpawnOutput { Target "sentry" Action "setbuilder" Param "!activator" Delay 0.00 } obj_sentrygun { targetname sentry origin "0 0 0" angles "0 180 0" teamnum 3 spawnflags 74 $cannotbesapped 1 $attributeoverride 1 $rangemult 0.001 $damagemult 1.5 //$bulletweapon "Dark Energy Pistol" SolidToPlayer 0 defaultupgrade 0 } } T_Uber_Tank //uber tank functions copied from mobo and were changed { NoFixup 1 logic_relay //relay that disables damage to tanks named "ubertank" { targetname "tank_uber_on" OnTrigger "ubertank,SetDamageFilter,filter_uber,0,-1" OnTrigger "ubertank,SetSpeed,50,0,-1" OnTrigger "start_ubercharge,trigger,,0,-1" OnTrigger "spawnbot_boss,disable,,0,-1" } logic_relay // relay that enables damage to tanks named "ubertank" { targetname "tank_uber_off" OnTrigger "ubertank,SetDamageFilter,filter_red,0,-1" OnTrigger "ubertank,Skin,1,0,-1" OnTrigger "ubertank,SetSpeed,75,0,-1" OnTrigger "end_ubercharge,trigger,,0,-1" OnTrigger "spawnbot_boss,enable,,0,-1" } filter_activator_name { filtername "uber_tank_filter" "Negated" "0" "targetname" "filter_uber" } } } SpawnTemplate Mission_Name SpawnTemplate Pit_Logic SpawnTemplate Sector_Notify SpawnTemplate Tele_Des SpawnTemplate Sector_Barriers SpawnTemplate Custom_Bomb_Path_Controls SpawnTemplate Crazy_Logic_Shit SpawnTemplate EngiNodes Spawntemplate B_Tele_Fx_Spawner Spawntemplate B_Teleport_Target Spawntemplate T_Uber_Tank Spawntemplate B_Ubercharge_Zone Spawntemplate B_Music ///////////////// //MISSIONS ///////////////// /////////////////////////////////////////////////////////////////////////// //SENTRY BUSTER MISSIONS /////////////////////////////////////////////////////////////////////////// Mission // Sentry Busters - all { Objective DestroySentries InitialCooldown 20 Where spawnbot_mission_sentrybuster BeginAtWave 1 RunForThisManyWaves 8 CooldownTime 20 TFBot { Template T_TFBot_SentryBuster } } /////////////////////////////////////////////////////////////////////////// //SNIPER MISSIONS /////////////////////////////////////////////////////////////////////////// Mission // Sniper - wave 4-5 { Objective SNIPER InitialCooldown 80 Where spawnbot_mission_sniper BeginAtWave 4 RunForThisManyWaves 2 CooldownTime 50 DesiredCount 3 TFBot { Template T_TFBot_Piercing_Sniper Name "Astral AP Sniper" Item "Hawk eyed hunter" } } /////////////////////////////////////////////////////////////////////////// //SPY MISSIONS /////////////////////////////////////////////////////////////////////////// Mission // Spy - wave 2 { Objective SPY InitialCooldown 20 Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 5 TFBot { Template T_TFBot_Spy Name "Android Spy" Item "The upgrade" Item "The Lurking Legionnaire" Item "Batter's bracers" } } Mission // Spy - wave 6 { Objective SPY InitialCooldown 70 Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 4 TFBot { Template T_TFBot_Spy Name "Android Injector Spy" Item "Poison Injector Spy" Item "The upgrade" Item "The Lurking Legionnaire" Item "Batter's bracers" } } /////////////////////////////////////////////////////////////////////////// //ENGINEER MISSIONS /////////////////////////////////////////////////////////////////////////// Mission // Engineer - wave 1-3 { Objective Engineer InitialCooldown 60 Where spawnbot_mission_sniper BeginAtWave 1 RunForThisManyWaves 3 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_engie_gunslinger_telein TeleportWhere spawnbot TeleportWhere spawnbot_upper TeleportWhere spawnbot_wave_3_5 Name "Mecha Gunslinger Engineer" Item "The Virtual Reality Headset" Item "Iron lung" Item "Roboot" } } Mission // Engineer - wave 4-5 { Objective Engineer InitialCooldown 30 Where spawnbot_mission_sniper BeginAtWave 4 RunForThisManyWaves 2 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn TeleportWhere spawnbot_wave_3_5 Name "Mecha Engineer" Item "The Virtual Reality Headset" Item "Iron lung" Item "Roboot" } } Mission // Engineer - wave 6 { Objective Engineer InitialCooldown 30 Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_Armored_Engineer_Sentry_Teleporter Name "Armored Mecha Engineer" Item "The Virtual Reality Headset" Item "Iron lung" Item "Roboot" } } ///////////////// //WAVES ///////////////// ///////////////// //START $900 //DROP W1 $950 / W2 $850 / W3 $1050 / W4 $1100 / W5 $1200 / W6 $1250 / W7 $0 //START: $0 / DROP: $6400 / TOTAL: $6400 / TOTAL PLUS BONUS: $7100 ///////////////// //WAVE 1 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $950 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_choose_lower_left_relay Action Trigger } Explanation { Line "{green}Press {yellow}special attack key (default mouse 3){green} while in the air to use the {blue}boost pack." Line "{green}Each class's boost pack recharges at different rates." Line "{green}Boost is canceled upon hitting anything." Line "{yellow}Upgrade boost pack at the upgrade station! {green}Close the main upgrade menu to do so." Line "" Line "{yellow}Any scifi themed weapons deal 25% more damage, custom weapons deal 50% more damage!" } WaveSpawn { Name w1_a1 TotalCurrency 60 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Fast Name "Giant Intergalactic Super Scout" Item "The Bolt Boy" } } WaveSpawn { Name w1_a2 TotalCurrency 80 TotalCount 40 MaxActive 16 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Name "Interstellar Boxing Heavy" Item "The Virtual Viewfinder" } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Name "Interstellar Boxing Heavy" Item "The Virtual Viewfinder" } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Name "Interstellar Gru Heavy" Item "The Virtual Viewfinder" } } } WaveSpawn { Name w1_b1 WaitForAllSpawned w1_a1 TotalCurrency 20 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 30 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Fast Name "Giant Intergalactic Super Scout" Item "The Bolt Boy" } } WaveSpawn { Name w1_b2 WaitForAllSpawned w1_a1 TotalCurrency 120 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 20 Where spawnbot TFBot { Template T_TFbot_Giant_Burst_Charged_Soldier Item "The Cross-Comm Crash Helmet" } } WaveSpawn { Name w1_b3 WaitForAllSpawned w1_a2 TotalCurrency 70 TotalCount 35 MaxActive 15 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 3 Where spawnbot TFBot { Template T_TFBot_Scout_Melee Name "Intergalactic Batsaber Scout" Item "The Bolt Boy" Item "Batsaber" ClassIcon scout_batsaber_nys } } WaveSpawn { Name w1_c1 WaitForAllSpawned w1_b3 TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 30 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Fast Name "Giant Intergalactic Super Scout" Item "The Bolt Boy" } } WaveSpawn { Name w1_c2 WaitForAllSpawned w1_b3 TotalCurrency 80 TotalCount 40 MaxActive 16 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 2 Where spawnbot RandomChoice { Shuffle 1 TFBot { Template T_TFBot_demoman_pirate Name "Quantum Loose Cannon Demo" Item "Eyeborg" } TFBot { Template T_TFBot_demoman_loch Name "Quantum Loch-n-Load Demo" Item "Eyeborg" } } } WaveSpawn { Name w1_c3 WaitForAllSpawned w1_b3 TotalCurrency 30 TotalCount 16 MaxActive 15 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 2.5 Where spawnbot TFBot { Class Scout Name "Intergalactic Scout" Item "The Bolt Boy" Skill Normal } } WaveSpawn { Name w1_d2 WaitForAllDead w1_c1 TotalCurrency 150 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 1 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Fast Name "Giant Intergalactic Super Scout" Item "The Bolt Boy" } } WaveSpawn { Name w1_d2 WaitForAllSpawned w1_c2 TotalCurrency 130 TotalCount 30 MaxActive 15 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 2 Where spawnbot support 1 RandomChoice { TFBot { Class Pyro Skill easy Attributes AlwaysFireWeapon Name "Cyberpunk Fast Pyro" Item "Arsonist Apparatus" Item "Moccasin Machinery" ClassIcon pyro_fast CharacterAttributes { "move speed bonus" 1.2 } } TFBot { Template T_TFBot_Pyro_Flaregun Name "Cyberpunk Flare Pyro" Item "Arsonist Apparatus" Item "Moccasin Machinery" } TFBot { Class Soldier Skill Normal Name "Cosmic Soldier" Item "Cross-Comm Crash Helmet" } } } } //WAVE 2 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $850 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_2_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_2_init_relay Action Trigger } Explanation { Line "{green}Press {yellow}special attack key (default mouse 3){green} while in the air to use the {blue}boost pack." Line "{green}Each class's boost pack recharges at different rates." Line "{green}Boost is canceled upon hitting anything." Line "{yellow}Upgrade boost pack at the upgrade station! {green}Close the main upgrade menu to do so." Line "" Line "{yellow}Any scifi themed weapons deal 25% more damage, custom weapons deal 50% more damage!" Line "" Line "{red}Warning: Unknown error found on line 1337 of security_systems.nut" Line "{red}System: Defaulting to engaged security force fields on sector(s) G and Outside Doors." } WaveSpawn { Name w2_a1 TotalCurrency 150 TotalCount 20 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 12 Where spawnbot TFBot { Template T_TFBot_Scout_Shortstop Name "Intergalactic Shortstop Scout" Item "The Bolt Boy" } } WaveSpawn { Name w2_a2 TotalCurrency 150 TotalCount 24 MaxActive 12 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 4 Where spawnbot TFBot { Class Soldier Skill Normal Name "Cosmic Soldier" Item "The Cross-Comm Crash Helmet" } } WaveSpawn { Name w2_b1 WaitForAllSpawned w2_a2 TotalCurrency 120 TotalCount 24 MaxActive 20 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 3 Where spawnbot_upper Squad { TFBot { Class Soldier Skill Normal Name "Cosmic Soldier" Item "The Cross-Comm Crash Helmet" } TFBot { Template T_TFBot_Medic_QuickUber Name "Cyborg Quick Uber Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" } } } WaveSpawn { Name w2_c1 WaitForAllSpawned w2_b1 TotalCurrency 80 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 Tank { Health 24000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_a_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w2_c2 WaitForAllSpawned w2_b1 TotalCurrency 200 TotalCount 16 MaxActive 12 SpawnCount 4 WaitBeforeStarting 16 WaitBetweenSpawns 22.5 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Name "Giant Cosmic Barrage Soldier" Item "The Cross-Comm Crash Helmet" } TFBot { Template T_TFBot_Medic_QuickUber Name "Cyborg Quick Uber Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" } TFBot { Template T_TFBot_Medic_QuickUber Name "Cyborg Quick Uber Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" } TFBot { Template T_TFBot_Medic_QuickUber Name "Cyborg Quick Uber Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" } } } WaveSpawn { Name w2_c3 WaitForAllSpawned w2_b1 TotalCurrency 150 TotalCount 50 MaxActive 15 SpawnCount 3 WaitBeforeStarting 7.5 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Demoman_Knight Name "Quantum Demoknight" Item "Eyeborg" Attributes AlwaysCrit } } } //WAVE 3 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $1050 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_3_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_3_init_relay Action Trigger } Explanation { Line "{green}Press {yellow}special attack key (default mouse 3){green} while in the air to use the {blue}boost pack." Line "{green}Each class's boost pack recharges at different rates." Line "{green}Boost is canceled upon hitting anything." Line "{yellow}Upgrade boost pack at the upgrade station! {green}Close the main upgrade menu to do so." Line "" Line "{yellow}Any scifi themed weapons deal 25% more damage, custom weapons deal 50% more damage!" Line "" Line "{red}Warning: Unknown error found on line 2718 of security_systems.nut" Line "{red}System: Defaulting to engaged security force fields on sector(s) C, F, G and Outside Doors." } WaveSpawn { Name w3_ac1 TotalCurrency 200 TotalCount 75 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Soldier_Extended_Battalion Item "The Cross-Comm Crash Helmet" Name "Extended Cosmic Backup Soldier" Addcond { Index 51 Duration 7.5 } Addcond { Index 32 Duration 7.5 } } } WaveSpawn { Name w3_a2 TotalCurrency 100 TotalCount 24 MaxActive 12 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 4 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Pyro_Dragon_Fury Item "Arsonist Apparatus" Item "Moccasin Machinery" Name "Cyberpunk Fury Pyro" Attributes AlwaysFireWeapon Addcond { Index 51 Duration 5 } Addcond { Index 32 Duration 5 } } } WaveSpawn { Name w3_b1 WaitForAllSpawned w3_a2 TotalCurrency 100 TotalCount 24 MaxActive 12 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 3 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Scout_Gamma Addcond { Index 51 Duration 5 } Addcond { Index 32 Duration 5 } } } WaveSpawn { Name w3_b1 WaitForAllSpawned w3_a2 TotalCurrency 75 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12.5 WaitBetweenSpawns 20 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Giant_Demo_Scatter Name "Giant Quantum Scatter Demoman" Item "Eyeborg" Addcond { Index 51 Duration 5 } Addcond { Index 32 Duration 5 } } } WaveSpawn { Name w3_ac1 WaitForAllSpawned w3_b1 TotalCurrency 100 TotalCount 12 MaxActive 12 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 3 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Heavy_Astral Addcond { Index 51 Duration 5 } Addcond { Index 32 Duration 5 } } } WaveSpawn { Name w3_d1 WaitForAllSpawned w3_ac1 TotalCurrency 120 TotalCount 50 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner Item "The Cross-Comm Crash Helmet" Name "Extended Cosmic Buff Soldier" Addcond { Index 51 Duration 7.5 } Addcond { Index 32 Duration 7.5 } } } WaveSpawn { Name w3_d2 WaitForAllSpawned w3_ac1 TotalCurrency 75 TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 6 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Heavy_IronFist_Airblast Attributes AlwaysCrit ClassIcon heavy_steelfist_nys_pusher Name "Interstellar Steel Pusher Heavy" Item "The Virtual Viewfinder" Addcond { Index 51 Duration 5 } Addcond { Index 32 Duration 5 } } } WaveSpawn { Name w3_e3 WaitForAllSpawned w3_ac1 TotalCurrency 80 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 25 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Giant_Soldier_RocketShotgun Name "Giant Cosmic Healing Soldier" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } Addcond { Index 32 Duration 5 } } } WaveSpawn { Name w3_e1 WaitForAllSpawned w3_d1 TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Giant_Scout_FAN Name "Giant Intergalactic Super Scout" Item "The Bolt Boy" Addcond { Index 51 Duration 5 } Addcond { Index 32 Duration 5 } } } WaveSpawn { Name w3_e1 WaitForAllSpawned w3_d1 TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12.5 WaitBetweenSpawns 15 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Giant_Heavyweapons Name "Giant Interstellar Heavy" Item "The Virtual Viewfinder" Addcond { Index 51 Duration 5 } Addcond { Index 32 Duration 5 } } } WaveSpawn { Name w3_e2 WaitForAllSpawned w3_d1 TotalCurrency 50 TotalCount 24 MaxActive 12 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 3 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Soldier_Extended_Concheror Item "The Cross-Comm Crash Helmet" Name "Extended Cosmic Conch Soldier" Addcond { Index 51 Duration 7.5 } Addcond { Index 32 Duration 7.5 } } } } //WAVE 4 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $1100 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_4_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_4_init_relay Action Trigger } Explanation { Line "{green}Press {yellow}special attack key (default mouse 3){green} while in the air to use the {blue}boost pack." Line "{green}Each class's boost pack recharges at different rates." Line "{green}Boost is canceled upon hitting anything." Line "{yellow}Upgrade boost pack at the upgrade station! {green}Close the main upgrade menu to do so." Line "" Line "{yellow}Any scifi themed weapons deal 25% more damage, custom weapons deal 50% more damage!" Line "" Line "{red}Warning: Unknown error found on line 3141 of security_systems.nut" Line "{red}System: Defaulting to engaged security force fields on sector(s) B, C, DL, F, G and Outside Doors." } WaveSpawn { Name w4_a1 TotalCurrency 120 TotalCount 40 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Scout_Soda_Popper Name "Intergalactic Popper Scout" Item "The Bolt Boy" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w4_a2 TotalCurrency 60 TotalCount 32 MaxActive 9 SpawnCount 3 WaitBeforeStarting 6 WaitBetweenSpawns 5 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Sniper_Pulse_SMG Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w4_a3 TotalCurrency 80 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Giant_Demo_Burst_Infinite Name "Giant Quantum Infina-Burst Demo" Item "Eyeborg" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w4_b1 WaitForAllSpawned w4_a1 TotalCurrency 80 TotalCount 40 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 2 Where spawnbot_wave_3_5 Support 1 TFBot { Template T_TFBot_Scout_Bonk Name "Cosmic Bonk! Scout" Attributes AlwaysCrit Item "The Bolt Boy" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w4_b2 WaitForAllSpawned w4_a3 TotalCurrency 150 TotalCount 32 MaxActive 20 SpawnCount 8 WaitBeforeStarting 10 WaitBetweenSpawns 17.5 Where spawnbot_wave_3_5 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_HealOnKill_V2 Name "Giant Interstellar HoK Heavy" Item "The Virtual Viewfinder" Attributes AlwaysCrit Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Medic_QuickUber Name "Cyborg Quick Uber Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Medic_QuickUber Name "Cyborg Quick Uber Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Medic_QuickUber Name "Cyborg Quick Uber Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Sniper_Pulse_SMG Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Sniper_Pulse_SMG Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Sniper_Pulse_SMG Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Sniper_Pulse_SMG Addcond { Index 51 Duration 5 } } } } WaveSpawn { Name w4_c1 WaitForAllSpawned w4_b2 TotalCurrency 200 TotalCount 60 MaxActive 20 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0.5 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Pyro_Phlog Name "Cyberpunk Phlog Pyro" Item "Arsonist Apparatus" Item "Moccasin Machinery" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w4_c2 WaitForAllSpawned w4_b2 TotalCurrency 60 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Tank { Health 32000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_a_63" //tank_path_a_33 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w4_d1 WaitForAllSpawned w4_c1 TotalCurrency 150 TotalCount 36 MaxActive 10 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 2 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_soldier_spammer_normal Name "Cosmic Rapid Fire Soldier" Item "The Cross-Comm Crash Helmet" Skill Normal ItemAttributes { ItemName tf_weapon_rocketlauncher "fire rate bonus" 0.5 "faster reload rate" -0.8 } Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w4_d2 WaitForAllSpawned w4_c1 TotalCurrency 100 TotalCount 30 MaxActive 10 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 2 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_bison_soldier Name "Cosmic Bison Soldier" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w4_d3 WaitForAllSpawned w4_c1 TotalCurrency 100 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 15 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Giant_Scout_Bonk Name "Giant Intergalactic Bonk! Scout" Item "The Bolt Boy" Addcond { Index 51 Duration 5 } } } } //WAVE 5 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $1200 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_5_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_5_init_relay Action Trigger } Explanation { Line "{green}Press {yellow}special attack key (default mouse 3){green} while in the air to use the {blue}boost pack." Line "{green}Each class's boost pack recharges at different rates." Line "{green}Boost is canceled upon hitting anything." Line "{yellow}Upgrade boost pack at the upgrade station! {green}Close the main upgrade menu to do so." Line "" Line "{yellow}Any scifi themed weapons deal 25% more damage, custom weapons deal 50% more damage!" Line "" Line "{red}Warning: Unknown error found on line 6626 of security_systems.nut" Line "{red}System: Defaulting to engaged security force fields on sector(s) B, C, DL, DU, EU, F, G and Outside Doors." } WaveSpawn { Name w5_a1 TotalCurrency 100 TotalCount 48 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_wave_3_5 Squad { TFBot { Template T_TFBot_direct_hit_soldier Name "Cosmic DH Soldier" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Medic_QuickUber Name "Cyborg Quick Uber Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" Addcond { Index 51 Duration 5 } } } } WaveSpawn { Name w5_a2 TotalCurrency 100 TotalCount 40 MaxActive 8 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 4 Where spawnbot_wave_3_5 Squad { TFBot { Template T_TFBot_Sniper_Pulse_SMG Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_kritz_medic Name "Cyborg Kritz Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" Addcond { Index 51 Duration 5 } } } } WaveSpawn { Name w5_b1 WaitForAllSpawned w5_a1 TotalCurrency 60 TotalCount 30 MaxActive 8 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 2.5 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Heavy_Astral Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w5_b2 WaitForAllSpawned w5_a2 TotalCurrency 120 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_giant_soldier_homing_blackbox Name "Giant Homing Cosmic BB Soldier" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w5_c1 WaitForAllSpawned w5_b1 TotalCurrency 80 TotalCount 40 MaxActive 16 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 4 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Burst_Shotgun_Soldier Name "Cosmic Burst Shotgun Soldier" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w5_c2 WaitForAllDead w5_b2 TotalCurrency 150 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 20 Tank { Health 30000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_a_63" //tank_path_a_33 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w5_c3 WaitForAllSpawned w5_b2 TotalCurrency 55 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Giant_Demo_Penetrator Addcond { Index 51 Duration 5 } } } WaveSpawn { WaitForAllDead w5_b2 TotalCurrency 100 TotalCount 32 MaxActive 6 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 6 Where spawnbot_wave_3_5 Support 1 TFBot { Template T_TFBot_pistol_healing_scout Name "Intergalactic Healing Pistol Scout" Item "The Bolt Boy" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w5_d1 WaitForAllDead w5_c2 TotalCurrency 50 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 25 Where spawnbot_wave_3_5 TFBot { Template T_TFbot_Giant_Barrage_Battalion_Soldier Name "Giant Cosmic Barrge Battalion" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w5_d2 WaitForAllDead w5_c2 TotalCurrency 60 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 25 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_giant_soldier_homing_blackbox Name "Giant Homing Cosmic BB Soldier" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } } } WaveSpawn { WaitForAllSpawned w5_d1 TotalCurrency 100 TotalCount 64 MaxActive 5 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 7.5 Where spawnbot_wave_3_5 Support 1 RandomChoice { TFBot { Class Pyro Attributes AlwaysFireWeapon Name "Cyberpunk Fury Pyro" Item "Arsonist Apparatus" Item "Moccasin Machinery" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner Name "Extended Cosmic Buff Soldier" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Heavyweapons_Fist Name "Interstellar Gauntlet Heavy" Item "The Virtual Viewfinder" ClassIcon heavy_steelfist_nys Addcond { Index 51 Duration 5 } } } } WaveSpawn { Name w5_e1 WaitForAllSpawned w5_d2 TotalCurrency 120 TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot_wave_3_5 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Name "Giant Interstellar Deflector Heavy" Item "The Virtual Viewfinder" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Giant_Medic Name "Giant Cyborg Qfix Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" Addcond { Index 51 Duration 5 } } } } WaveSpawn { Name w5_e2 WaitForAllSpawned w5_d2 TotalCurrency 55 TotalCount 6 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot_wave_3_5 TFBot { Template T_TFBot_Giant_Demo_Penetrator Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w5_e3 WaitForAllSpawned w5_d2 TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 0 Tank { Health 38000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_a_63" //tank_path_a_33 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } //WAVE 6 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $1250 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_6_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_6_init_relay Action Trigger } Explanation { Line "{green}Press {yellow}special attack key (default mouse 3){green} while in the air to use the {blue}boost pack." Line "{green}Each class's boost pack recharges at different rates." Line "{green}Boost is canceled upon hitting anything." Line "{yellow}Upgrade boost pack at the upgrade station! {green}Close the main upgrade menu to do so." Line "" Line "{yellow}Any scifi themed weapons deal 25% more damage, custom weapons deal 50% more damage!" Line "" Line "{red}Warning: Fatal error found at line 7136 of security_systems.nut" Line "{red}System: Defaulting to engaged security force fields on all sectors and Outside Doors." } WaveSpawn { Name w6_a1 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 20 Tank { Health 45000 Speed 75 StartingPathTrackNode "tank_path_a_33" Name "tankboss" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w6_b1 WaitForAllDead w6_a1 TotalCurrency 120 TotalCount 32 MaxActive 7 SpawnCount 1 WaitBeforeStarting 2.5 WaitBetweenSpawns 3 Where spawnbot_wave_6 TFBot { Template T_TFBot_Heavy_Astral Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w6_b2 WaitForAllDead w6_a1 TotalCurrency 150 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 27.5 Where spawnbot_wave_6 Squad { TFBot { Template T_TFbot_Giant_Rapid_Conch_Soldier Name "Giant Cosmic Rapid Conch Soldier" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Giant_Medic Name "Giant Cyborg Qfix Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" Addcond { Index 51 Duration 5 } } } } WaveSpawn { Name w6_c1 WaitForAllSpawned w6_b1 TotalCurrency 100 TotalCount 30 MaxActive 12 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 6 Where spawnbot_wave_6 TFBot { Class Soldier Skill Hard Name "Cosmic Soldier" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w6_c2 WaitForAllSpawned w6_b2 TotalCurrency 80 TotalCount 25 MaxActive 15 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 8 Where spawnbot_upper_wave_6 TFBot { Template T_TFBot_Pyro_Back_Burner Name "Cyberpunk Backburner Pyro" Item "Arsonist Apparatus" Item "Moccasin Machinery" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w6_c3 WaitForAllSpawned w6_b2 TotalCurrency 50 TotalCount 20 MaxActive 5 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 12.5 Where spawnbot_wave_6 Where spawnbot_upper_wave_6 TFBot { Template T_TFBot_Heavy_IronFist_Airblast Attributes AlwaysCrit ClassIcon heavy_steelfist_nys_pusher Name "Interstellar Steel Pusher Heavy" Item "The Virtual Viewfinder" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w6_d1 WaitForAllSpawned w6_c1 TotalCurrency 60 TotalCount 24 MaxActive 6 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 2.5 Where spawnbot_wave_6 TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner Skill Hard Name "Extended Cosmic Buff Soldier" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w6_d2 WaitForAllSpawned w6_c2 TotalCurrency 120 TotalCount 28 MaxActive 14 SpawnCount 7 WaitBeforeStarting 12.5 WaitBetweenSpawns 10 Where spawnbot_upper_wave_6 Squad { TFBot { Template T_TFBot_Sniper_Huntsman_Spammer Name "Rapid Astral Bowman" Item "Hawk eyed hunter" ClassIcon sniper_bow_multi Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Shield_Kritz_Medic Name "Cyborg Shield Kritz Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Airblast_Pyro Name "Cyberpunk Airblast Pyro" Item "Arsonist Apparatus" Item "Moccasin Machinery" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Airblast_Pyro Name "Cyberpunk Airblast Pyro" Item "Arsonist Apparatus" Item "Moccasin Machinery" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Airblast_Pyro Name "Cyberpunk Airblast Pyro" Item "Arsonist Apparatus" Item "Moccasin Machinery" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Airblast_Pyro Name "Cyberpunk Airblast Pyro" Item "Arsonist Apparatus" Item "Moccasin Machinery" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Airblast_Pyro Name "Cyberpunk Airblast Pyro" Item "Arsonist Apparatus" Item "Moccasin Machinery" Addcond { Index 51 Duration 5 } } } } WaveSpawn { Name w6_d3 WaitForAllSpawned w6_c2 TotalCurrency 60 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 25 Where spawnbot_wave_6 Squad { TFBot { Template T_TFBot_Giant_Heavy_Laser Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_giant_kritz_medic Name "Giant Cyborg Kritz Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" Addcond { Index 51 Duration 5 } } } } WaveSpawn { WaitForAllSpawned w6_d2 TotalCurrency 60 TotalCount 32 MaxActive 8 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 6 Where spawnbot_wave_6 Where spawnbot_wave_6 Where spawnbot_upper_wave_6 Support 1 TFBot { Template T_TFBot_Pyro_Dragon_Fury Item "Arsonist Apparatus" Item "Moccasin Machinery" Name "Cyberpunk Fury Pyro" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w6_e1 WaitForAllSpawned w6_d3 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 20 Tank { Health 35000 Speed 75 StartingPathTrackNode "tank_path_a_33" Name "tankboss" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w6_e2 WaitForAllSpawned w6_d3 TotalCurrency 50 TotalCount 5 MaxActive 4 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 Where spawnbot_wave_6 TFBot { Template T_TFBot_Giant_Scout_Bonk Name "Giant Intergalactic Bonk! Scout" Item "The Bolt Boy" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w6_f1 WaitForAllDead w6_e1 TotalCurrency 50 TotalCount 35 MaxActive 15 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 15 Where spawnbot_upper_wave_6 TFBot { Class Soldier Skill Hard Name "Cosmic Soldier" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } } } WaveSpawn { Name w6_f2 WaitForAllSpawned w6_e2 TotalCurrency 100 TotalCount 8 MaxActive 6 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 30 Where spawnbot_upper_wave_6 Squad { TFBot { Template T_TFBot_giant_soldier_homing_barrage Name "Giant Cosmic Homing Barrage Soldier" Item "The Cross-Comm Crash Helmet" Addcond { Index 51 Duration 5 } } TFBot { Template T_TFBot_Giant_Medic Name "Giant Cyborg Qfix Medic" Item "Platinum pickelhaube" Item "Practitioner's Processing Mask" Addcond { Index 51 Duration 5 } } } } WaveSpawn { WaitForAllSpawned w6_e2 TotalCurrency 50 TotalCount 32 MaxActive 4 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 6 Where spawnbot_wave_6 Where spawnbot_wave_6 Where spawnbot_upper_wave_6 Support 1 TFBot { Template T_TFBot_Scout_Bonk Name "Cosmic Bonk! Scout" Attributes AlwaysCrit Item "The Bolt Boy" Addcond { Index 51 Duration 5 } } } } //WAVE 7 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $0 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_7_start_relay Action Trigger } DoneOutput { Target wave_finished_relay_reset_pit Action Trigger } InitWaveOutput { Target wave_7_init_relay Action Trigger } Explanation { Line "{green}Press {yellow}special attack key (default mouse 3){green} while in the air to use the {blue}boost pack." Line "{green}Each class's boost pack recharges at different rates." Line "{green}Boost is canceled upon hitting anything." Line "{yellow}Upgrade boost pack at the upgrade station! {green}Close the main upgrade menu to do so." Line "" Line "{yellow}Any scifi themed weapons deal 25% more damage, custom weapons deal 50% more damage!" Line "" Line "{red}Warning: Fatal error found at line NaN of security_systems.nut" Line "{red}System: Restoring to old security_systems_19810626.nut build of security_systems.nut" Line "" Line "This wave contains music, change the music volume bar in settings to control the volume." } WaveSpawn { Name w7_BOSS TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_wave_6 FirstSpawnMessage "{yellow}Now playing:{red} Mechanical Rhythm{yellow} from {Green}Xenoblade Chronicles: Definitive Edition" DoneOutput { Target "boss_music_stop" Action "trigger" } TFBot { Template T_TFBot_Engineer_Shield_Cheif } } WaveSpawn { Name Boss_Phase_2 TotalCurrency 0 TotalCount 100 MaxActive 12 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 2 Where spawnbot Support 1 RandomChoice { TFBot { Template T_TFBot_Support_Scout Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Support_Sniper Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Support_Medic Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Support_Demoman Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Support_Scout Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Support_Sniper Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Support_Medic Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Support_Demoman Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Murder_Soldier Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Support_Heavy Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Murder_Pyro Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Murder_Demoman Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Murder_Soldier Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Support_Heavy Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Murder_Pyro Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Murder_Demoman Addcond { Index 32 Duration 10 } } TFBot { Template T_TFBot_Murder_Sniper //can sometimes hog bot slots Addcond { Index 32 Duration 10 } } } } WaveSpawn { Name Boss_Phase_3 TotalCurrency 0 TotalCount 100 MaxActive 5 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 6 Where spawnbot_boss Support 1 TFBot { Template T_TFBot_Engineer_Repairman Addcond { Index 32 Duration 10 } } } WaveSpawn { Name Boss_Phase_4 TotalCurrency 0 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 0 Where spawnbot_upper Support Limited DoneWarningSound player/invulnerable_off.wav DoneOutput { Target tank_uber_off Action Trigger } TFBot { Template T_TFBot_Giant_Uber_Controller Addcond { Index 32 Duration 20 } } } WaveSpawn { WaitForAllSpawned Boss_Phase_4 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnWarningSound player/invulnerable_on.wav FirstSpawnOutput { Target tank_uber_on Action Trigger Delay 0.01 } Tank { Health 40000 Speed 50 Skin 2 Classicon tank_uber_lite Name "ubertank" Model "models/bots/boss_bot/boss_tank_ubered.mdl" StartingPathTrackNode "tank_path_a_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w7_end_delay Waitforalldead w7_BOSS TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot HideIcon 1 TFBot { Template T_TFBot_Wave_End_Delayer } } } }