#base robot_standard.pop #base robot_giant.pop #base overclock_cactus_general.pop /////////////////////////////////////////////////////////////////////////// // My hearts go out for you sinners: // // - asd417 > Made the map // - DrCactus > Overclocks // - Kevin Quinn > Composer of the interlude music // /////////////////////////////////////////////////////////////////////////// WaveSchedule { StartingCurrency 500 CanBotsAttackWhileInSpawnRoom no NoRomevisionCosmetics 1 WaveStartCountdown 5 NoCreditsVelocity 1 NoSkeletonSplit 1 MaxActiveSkeletons 999 EventPopFile Halloween ZombiesNoWave666 1 ForceHoliday 2 LuaScriptFile "scripts/luaphantasm.lua" PrecacheModel "models/player/items/taunts/bumpercar/parts/bumpercar.mdl" PrecacheModel "models/weapons/w_models/w_rocketbullet.mdl" PrecacheModel "models/props_vehicles/pirate_ship_large/pirate_ship_large.mdl" // does this actually exist on the server?? PrecacheModel "models/weapons/c_models/c_bmmh/c_bmmh.mdl" ExtendedUpgrades // kee { MaxUpgradesTier { 1 999 2 999 } MinUpgradesTier { 1 0 2 0 } // engi Engi_DispenserRate { Name "+50% dispenser health/ammo rate" Attribute "mult dispenser rate" Cap 3 Increment 0.5 Cost 200 AllowPlayerClass Engineer AllowedWeapons { Classname tf_weapon_pda_engineer_build } } } ExtraTankPath { Name "ghostship" Node "-448 -640 1104" Node "768 -640 1104" Node "1216 -192 1104" Node "1216 704 1104" Node "480 1440 1104" Node "-400 1440 1104" Node "-768 1072 1104" Node "-768 -320 1104" // loops from here to fake an infinite loops Node "-448 -640 1104" Node "768 -640 1104" Node "1216 -192 1104" Node "1216 704 1104" Node "480 1440 1104" Node "-400 1440 1104" Node "-768 1072 1104" Node "-768 -320 1104" } PointTemplates { corelogic { NoFixup 1 logic_auto { "origin" "0 0 0" "targetname" "mainrelay" "OnMapSpawn" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,Euphorial Phantasm (Advanced),0,-1" "OnMapSpawn" "tf_objective_resource,$SetClientProp$m_nMannVsMachineMaxWaveCount,15,0,-1" "OnMapSpawn" "fog_controller,SetStartDist,3000,0,-1" "OnMapSpawn" "fog_controller,SetEndDist,8500,0,-1" "OnMapSpawn" "fog_controller,SetColor,61 10 10,0,-1" // "OnMapSpawn" "gate_*,Kill,,-1" "OnMapSpawn" "hologram_*,Kill,,-1" "OnMapSpawn" "relay_activate_upgradestation,Trigger,,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger respawn_relay:Trigger:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger revive_button:Unlock:0:-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger revive_button:Lock:0:-1" } game_forcerespawn { targetname respawner } logic_relay // only for testing, never really use this { targetname respawn_relay "OnTrigger" "respawner,ForceTeamRespawn,2,0,-1" } tf_point_nav_interface { targetname navman } logic_relay { targetname wavebar_init_stage1 OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveCount,1,,-1" OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveClassFlags$2,0,,-1" OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveClassFlags$3,0,,-1" OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveClassFlags$4,0,,-1" // Round 2 OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveClassFlags$5,0,,-1" OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveClassFlags$6,0,,-1" // Round 3 OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveEnemyCount,83,,-1" // enemy count for Round 1 } logic_relay { targetname wavebar_init_stage2 OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveCount,2,,-1" OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveClassFlags$2,1,,-1" OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveClassFlags$3,8,,-1" OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveClassFlags$4,1,,-1" // Round 2 OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveEnemyCount,98,,-1" // enemy count for Round 2 } logic_relay { targetname wavebar_init_stage3 OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveCount,3,,-1" OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveClassFlags$5,1,,-1" OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveClassFlags$6,8,,-1" // Round 3 OnTrigger "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveEnemyCount,93,,-1" // enemy count for Round 3 } logic_relay { targetname interlude_relay OnTrigger "respawner,ForceTeamRespawn,2,0.7,-1" OnTrigger "relay_activate_upgradestation,Trigger,,-1" OnTrigger "interlude_song,PlaySound,,0,-1" OnTrigger "player,$DisplayTextCenter,We will hold a brief intermission. Please wait.,0,-1" OnTrigger "player,$DisplayTextCenter,The next round will begin in ten seconds!,15,-1" OnTrigger "player,$DisplayTextCenter,5...,25,-1" OnTrigger "player,$PlaySoundToSelf,#*phantasm/countdown.mp3,25,-1" OnTrigger "player,$DisplayTextCenter,4...,26,-1" OnTrigger "player,$PlaySoundToSelf,#*phantasm/countdown.mp3,26,-1" OnTrigger "player,$DisplayTextCenter,3...,27,-1" OnTrigger "player,$PlaySoundToSelf,#*phantasm/countdown.mp3,27,-1" OnTrigger "player,$DisplayTextCenter,2...,28,-1" OnTrigger "player,$PlaySoundToSelf,#*phantasm/countdown.mp3,28,-1" OnTrigger "player,$DisplayTextCenter,1...,29,-1" OnTrigger "player,$PlaySoundToSelf,#*phantasm/countdown.mp3,29,-1" OnTrigger "relay_deactivate_upgradestation,Trigger,,30,-1" } ambient_generic { health 10 message #*phantasm/interlude.mp3 radius 20 spawnflags 49 targetname interlude_song } // prop_dynamic // ladders at front // consider repositioning properly LATER when customnav gets introduced // { // model "models/props_medical/med_ladder001.mdl" // disableshadows 1 // solid 6 // angles "-52.5 0 0" // origin "-590 1344 134" // } // prop_dynamic // ladders at front // { // model "models/props_medical/med_ladder001.mdl" // disableshadows 1 // solid 6 // angles "-52.5 0 0" // origin "-590 1296 134" // } prop_dynamic // funky sky, move to its own pt later when finale comes around { model "models/props_viaduct_event/underworld_sky01.mdl" disableshadows 1 solid 0 renderfx 1 // start as renderfx 1, move to be solid when round starts angles "0 90 0" origin "-1216 719 444" targetname finale_skyprop } } roundcards { NoFixup 1 game_text { "origin" "444 444 444" "targetname" "upper_text_round1" "message" "ROUND 1:" "x" "-1" "y" "0.4" "spawnflags" "1" "effect" "2" "channel" "2" "color" "255 255 255" "fxtime" "0.2" "fadeout" "1" //"fadein" "0" "holdtime" "5" } game_text { "origin" "444 444 444" "targetname" "middle_text_round1" "message" "SEND IN THE CLOWNS" "x" "-1" "y" "0.45" "channel" "0" "spawnflags" "1" // "effect" "2" "color" "255 255 255" "fadein" "0.2" "fadeout" "1" "holdtime" "2" } logic_relay { targetname titlecard_round1 OnTrigger "upper_text_round1,Display,,-1" OnTrigger "middle_text_round1,Display,,3,-1" } game_text { "origin" "444 444 444" "targetname" "upper_text_round2" "message" "ROUND 2:" "x" "-1" "y" "0.4" "spawnflags" "1" "effect" "2" "channel" "2" "color" "255 255 255" "fxtime" "0.2" "fadeout" "1" //"fadein" "0" "holdtime" "5" } game_text { "origin" "444 444 444" "targetname" "middle_text_round2" "message" "THEY CALL HIM CRAZY LEGS" "x" "-1" "y" "0.45" "channel" "0" "spawnflags" "1" // "effect" "2" "color" "255 255 255" "fadein" "0.2" "fadeout" "1" "holdtime" "2" } logic_relay { targetname titlecard_round2 OnTrigger "upper_text_round2,Display,,-1" OnTrigger "middle_text_round2,Display,,3,-1" } game_text { "origin" "444 444 444" "targetname" "upper_text_round3" "message" "ROUND 3:" "x" "-1" "y" "0.4" "spawnflags" "1" "effect" "2" "channel" "2" "color" "255 255 255" "fxtime" "0.2" "fadeout" "1" //"fadein" "0" "holdtime" "5" } game_text { "origin" "444 444 444" "targetname" "middle_text_round3" "message" "DO YOU BELIEVE IN MAGIC?" "x" "-1" "y" "0.45" "channel" "0" "spawnflags" "1" // "effect" "2" "color" "255 255 255" "fadein" "0.2" "fadeout" "1" "holdtime" "2" } logic_relay { targetname titlecard_round3 OnTrigger "upper_text_round3,Display,,-1" OnTrigger "middle_text_round3,Display,,3,-1" } game_text { "origin" "444 444 444" "targetname" "upper_text_round4" "message" "ROUND 4:" "x" "-1" "y" "0.4" "spawnflags" "1" "effect" "2" "channel" "2" "color" "255 255 255" "fxtime" "0.2" "fadeout" "1" //"fadein" "0" "holdtime" "5" } game_text { "origin" "444 444 444" "targetname" "middle_text_round4" "message" "BOO! HAUNTED HILLS" "x" "-1" "y" "0.45" "channel" "0" "spawnflags" "1" // "effect" "2" "color" "255 255 255" "fadein" "0.2" "fadeout" "1" "holdtime" "2" } logic_relay { targetname titlecard_round4 OnTrigger "upper_text_round4,Display,,-1" OnTrigger "middle_text_round4,Display,,3,-1" } game_text { "origin" "444 444 444" "targetname" "upper_text_round5" "message" "ROUND 5:" "x" "-1" "y" "0.4" "spawnflags" "1" "effect" "2" "channel" "2" "color" "255 255 255" "fxtime" "0.2" "fadeout" "1" //"fadein" "0" "holdtime" "5" } game_text { "origin" "444 444 444" "targetname" "middle_text_round5" "message" "THE FREAK SHOW COMES TO FREAK OUT" "x" "-1" "y" "0.45" "channel" "0" "spawnflags" "1" // "effect" "2" "color" "255 255 255" "fadein" "0.2" "fadeout" "1" "holdtime" "2" } logic_relay { targetname titlecard_round5 OnTrigger "upper_text_round5,Display,,-1" OnTrigger "middle_text_round5,Display,,3,-1" } game_text { "origin" "444 444 444" "targetname" "upper_text_round6" "message" "ROUND 6:" "x" "-1" "y" "0.4" "spawnflags" "1" "effect" "2" "channel" "2" "color" "255 255 255" "fxtime" "0.2" "fadeout" "1" //"fadein" "0" "holdtime" "5" } game_text { "origin" "444 444 444" "targetname" "middle_text_round6" "message" "THE CAPTAIN AND HIS JOLLY ROGERS" "x" "-1" "y" "0.45" "channel" "0" "spawnflags" "1" // "effect" "2" "color" "255 255 255" "fadein" "0.2" "fadeout" "1" "holdtime" "2" } logic_relay { targetname titlecard_round6 OnTrigger "upper_text_round6,Display,,-1" OnTrigger "middle_text_round6,Display,,3,-1" } game_text { "origin" "444 444 444" "targetname" "bosscard_upper_dellz" "message" "THE MASTER OF THE ARCANE" "x" "-1" "y" "0.4" "spawnflags" "1" "effect" "2" "channel" "2" "color" "255 255 255" "fxtime" "0.2" "fadeout" "1" //"fadein" "0" "holdtime" "5" } game_text { "origin" "444 444 444" "targetname" "bosscard_middle_dellz" "message" "DELLZEBUB" "x" "-1" "y" "0.45" "channel" "0" "spawnflags" "1" // "effect" "2" "color" "255 255 255" "fadein" "0.2" "fadeout" "1" "holdtime" "4.5" } logic_relay { targetname titlecard_dellz OnTrigger "bosscard_upper_dellz,Display,,-1" OnTrigger "bosscard_middle_dellz,Display,,0.5,-1" } game_text { "origin" "444 444 444" "targetname" "bosscard_upper_pirateboss" "message" "DRUNKEST SAILOR ON THE CRIMSON SEA" "x" "-1" "y" "0.4" "spawnflags" "1" "effect" "2" "channel" "2" "color" "255 255 255" "fxtime" "0.2" "fadeout" "1" //"fadein" "0" "holdtime" "5" } game_text { "origin" "444 444 444" "targetname" "bosscard_middle_pirateboss" "message" "CAPTAIN SCRUMPBEARD" "x" "-1" "y" "0.45" "channel" "0" "spawnflags" "1" // "effect" "2" "color" "255 255 255" "fadein" "0.2" "fadeout" "1" "holdtime" "4.5" } logic_relay { targetname titlecard_pirateboss OnTrigger "bosscard_upper_pirateboss,Display,,-1" OnTrigger "bosscard_middle_pirateboss,Display,,0.5,-1" } func_button { origin "216 -2060 -498" mins "-12 -10 -6" maxs "24 10 6" rendermode 10 movedir "0 180 0" spawnflags 513 damagefilter filter_red speed 5 wait 20 sounds 3 targetname revive_button OnPressed "popscript,$revivelogic,!activator,0,-1" } } PlayerPT // do various things { OnSpawnOutput { Target "!parent" Action "$addcond" Param "129" } // OnSpawnOutput // doesn't exist or do something but left in case it MIGHT find use later?? // { // Target "hint_case" // Action "InValue" // Param "$$=!activator.m_iClass" // } // OnSpawnOutput // { // Target "!parent" // Action "$removecond" // Param "129" // Delay "2" // about as long as warp uber // } // OnSpawnOutput // does not exist either because the logic was RAW // { // Target "popscript" // Action "$respawnlogic" // } OnParentKilledOutput { Target "popscript" Action "$spawn_revive_marker" } } Revivemarker { NoFixup 1 trigger_multiple { targetname revive_trigger mins "-36 -36 -36" maxs "36 36 36" spawnflags 1 OnStartTouch "!activator,$DisplayTextCenter,Hold Action key to revive your teammate,0,-1" } OnParentKilledOutput { Target "revive_trigger" Action "DisableAndEndTouch" } } Iron_Lich_Cosmetics // HEDACT.WAV { //NoFixup 1 prop_dynamic // -15 0 0 angles when open { model "models/player/items/heavy/skull_horns_b.mdl" disableshadows 1 modelscale 2.95 solid 0 targetname lich_skull origin "-20 0 16" } prop_dynamic // 15 0 0 angles when open { model "models/player/items/heavy/big_jaw.mdl" disableshadows 1 modelscale 2.95 solid 0 //parentname lich_skull origin "-11 -0 16" // 22 -16 24 lefteye, 22 16 24 righteye } logic_timer { userandomtime 1 lowerrandombound 10 upperrandombound 15 targetname rider_timer "OnTimer" "player,$playsoundtoself,crush/HEDACT.wav,0,-1" } } Tornado // lich spell { // KeepAlive 1 OnParentKilledOutput // remove the particle effect { Target tornado_eff Action kill } trigger_hurt { damage 30 filtername filter_red nodmgforce 0 damagetype 4 origin "0 0 0" spawnflags 1 mins "-56 -56 -96" maxs "56 56 96" targetname tornado_eff } trigger_push { origin "0 0 0" pushdir "0 90 0" spawnflags 1 speed 192 filtername filter_red mins "-48 -48 -96" maxs "48 48 96" targetname tornado_eff } info_particle_system { targetname tornado_eff effect_name utaunt_tornado_parent_white start_active 1 } } Pirateboss_PT { NoFixup 1 logic_relay { "origin" "0 0 0" "targetname" "boss_setuprelay" "onspawn" "ghostship_train,startforward,,0,-1" "onspawn" "ghostship_appear,trigger,,0.4,-1" } logic_relay { "origin" "0 0 0" "targetname" "ghostship_appear" "onspawn" "ghostship_prop,setmodelscale,0.05,0.1,-1" "onspawn" "ghostship_prop,setmodelscale,0.1,0.2,-1" "onspawn" "ghostship_prop,setmodelscale,0.15,0.3,-1" "onspawn" "ghostship_prop,setmodelscale,0.2,0.4,-1" "onspawn" "ghostship_prop,setmodelscale,0.25,0.5,-1" "onspawn" "ghostship_prop,setmodelscale,0.3,0.6,-1" "onspawn" "ghostship_prop,setmodelscale,0.35,0.7,-1" "onspawn" "ghostship_prop,setmodelscale,0.4,0.8,-1" "onspawn" "ghostship_prop,setmodelscale,0.45,0.9,-1" "onspawn" "ghostship_prop,setmodelscale,0.5,1.0,-1" "onspawn" "ghostship_prop,setmodelscale,0.55,1.1,-1" "onspawn" "ghostship_prop,setmodelscale,0.6,1.2,-1" "onspawn" "ghostship_prop,setmodelscale,0.65,1.3,-1" "onspawn" "ghostship_prop,setmodelscale,0.7,1.4,-1" "onspawn" "ghostship_prop,setmodelscale,0.75,1.5,-1" "onspawn" "ghostship_prop,setmodelscale,0.8,1.6,-1" "onspawn" "ghostship_prop,setmodelscale,0.85,1.7,-1" "onspawn" "ghostship_prop,setmodelscale,0.9,1.8,-1" "onspawn" "ghostship_prop,setmodelscale,0.95,1.9,-1" "onspawn" "ghostship_prop,setmodelscale,1.0,2.0,-1" "onspawn" "ghostship_prop,setmodelscale,1.1,2.1,-1" "onspawn" "ghostship_prop,setmodelscale,1.2,2.2,-1" "onspawn" "ghostship_prop,setmodelscale,1.3,2.4,-1" } func_tracktrain { disableshadows 1 rendermode 10 spawnflags 512 speed 5 startspeed 30 // WHY IS MAX SPEED CALLED THIS INTERNALLY??? target ghostship_1 targetname ghostship_train origin "-448 -640 1104" mins "-16 -16 -16" maxs "16 16 16" } prop_dynamic { model "models/props_vehicles/pirate_ship_large/pirate_ship_large.mdl" disableshadows 1 modelscale 1 solid 0 defaultanim sail parentname ghostship_train targetname ghostship_prop rendercolor "163 58 58" origin "-448 -640 1104" "angles" "0 180 0" // for whatever reason the ship doesn't want to animate so winterbridge to the rescue } } } PlayerAttributes // keep for the time being in case it's used later { "min respawn time" 4444 Scout { "min respawn time" 4444 } // Engineer // { // "building max level" 1 // } } SpawnTemplate "corelogic" SpawnTemplate "roundcards" Templates { Clown_Pyro_Mallet { Class Pyro Skill Hard ClassIcon clown Name "Chuck Knockles" WeaponRestrictions MeleeOnly Action Mobber UseHumanModel 1 Item "Nose Candy" Item "Flavorful Baggies" Item "Bozo's Brogues" Item "pyrovision_goggles" ItemAttributes { ItemName TF_WEAPON_FIREAXE "custom item model" models\weapons\c_models\c_carnival_mallet\c_carnival_mallet.mdl } } Clown_Pyro_Slap { Class Pyro Skill Hard ClassIcon clown Name "Slapp Tickles" WeaponRestrictions MeleeOnly Action Mobber UseHumanModel 1 Item "Nose Candy" Item "Flavorful Baggies" Item "The Hot Hand" Item "Bozo's Brogues" Item "pyrovision_goggles" PainSound "=100|Pyro.LaughEvil03" DeathSound "=100|Pyro.LaughShort01" } Clown_Sniper { Class Sniper Skill Hard ClassIcon clown Name "All Smiles" WeaponRestrictions SecondaryOnly Action Mobber UseHumanModel 1 StripItemSlot 0 Item "Bozo's Bouffant" Item "Flavorful Baggies" Item "Jarate" Item "Bozo's Brogues" Item "pyrovision_goggles" PainSound =100|Sniper.LaughEvil01 DeathSound =100|Sniper.LaughShort03 ItemAttributes { ItemName Jarate "override projectile type extra" brick "custom projectile model" models\player\gibs\gibs_teeth.mdl "custom kill icon" mailbox "effect bar recharge rate increased" 0.1 } ItemAttributes { ItemName TF_WEAPON_CLUB "is invisible" 1 } } Clown_Heavy { Class Heavy Skill Hard ClassIcon clown WeaponRestrictions MeleeOnly Action Mobber Name "Honky Ruffleton" Item "Flavorful Baggies" Item "The Fire Tooth" Item "Madame Dixie" Item "Bozo's Brogues" Item "pyrovision_goggles" UseCustomModel "models/player/pyro.mdl" UseHumanAnimations 1 DeathSound "=100|phantasm/honk.mp3" CharacterAttributes { "voice pitch scale" 0 "override footstep sound set" 0 "always gib" 1 } } Clown_Bumper { Class Pyro Skill Hard ClassIcon clown WeaponRestrictions MeleeOnly Action Mobber UseHumanModel 1 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 Name "Bumpy" Item "Flavorful Baggies" Item "The Fire Tooth" Item "Madame Dixie" Item "pyrovision_goggles" AddCond { Name TF_COND_HALLOWEEN_KART } PainSound "=100|Pyro.LaughEvil03" DeathSound "=100|Pyro.LaughShort01" } Clown_BigMallet { Class Demoman Skill Hard ClassIcon mallet_lite WeaponRestrictions MeleeOnly Action Mobber UseHumanModel 1 Scale 1.4 Health 2100 Attributes MiniBoss Name "Big Top MacMallet" Item "Flavorful Baggies" Item "The Fire Tooth" Item "Madame Dixie" Item "The Giga-Mallet" PainSound "=100|Demoman.LaughShort05" DeathSound "=100|Demoman.LaughShort06" Item "Six Pack Abs" ItemAttributes // workaround to remove demo grenades { ItemName "Six Pack Abs" "is invisible" 1 } CharacterAttributes { "move speed bonus" 0.7 "override footstep sound set" 7 } } Boss_Crazylegs { Health 3200 Scale 1.9 Class Scout ClassIcon scout_giant Attributes MiniBoss // Attributes UseBossHealthBar Action Mobber WeaponRestrictions MeleeOnly Item "Blizzard Britches" Name "Crazy Legs" FireWeapon { Delay 5 Cooldown 20 Repeats 0 IfSeeTarget 1 Duration 0.2 Type "Jump" } ItemAttributes { ItemName TF_WEAPON_BAT "custom kill icon" mantreads } CharacterAttributes { "move speed bonus" 0.9 "torso scale" 0 "head scale" 3 "no_attack" 1 "increased jump height" 4 "cancel falling damage" 1 "increased air control" 3 "airblast vulnerability multiplier" 0.7 "voice pitch scale" 0 "override footstep sound set" 7 "stomp player damage" 100 "stomp building damage" 150 "stomp player time" 0.3 } } Magician_Bomber { Class Demoman Skill Normal ClassIcon spellbook_lite UseHumanModel 1 UseBestWeapon 1 Action Mobber StripItemSlot 0 StripItemSlot 1 Name "Bombagician" Item "The Tartantaloons" Item "The Tartan Shade" Item "TF_WEAPON_SPELLBOOK" Item "Necro Smasher" Item "Six Pack Abs" ItemAttributes { ItemName "Six Pack Abs" "is invisible" 1 } ItemAttributes { ItemName "Necro Smasher" "custom item model" models/workshop/player/items/all_class/secondrate_sorcery/secondrate_sorcery_demo.mdl "attachment name" "bread_hand_R" } Spell { Delay 5 Cooldown 5 Repeats 0 IfSeeTarget 1 Charges 1 Limit 5 Type "Pumpkin MIRV" } } Magician_Fireball { Class Pyro Skill Normal ClassIcon spellbook_lite UseHumanModel 1 StripItemSlot 0 Action Mobber Name "Torched Lighter" Item "The Seared Sorcerer" Item "dec2014 Pyromancer's Raiments" Item "TF_WEAPON_SPELLBOOK" Item "Necro Smasher" ItemAttributes { ItemName "Necro Smasher" "custom item model" models/workshop/player/items/all_class/secondrate_sorcery/secondrate_sorcery_demo.mdl "attachment name" "weapon_bone" } Spell { Delay 3.8 Cooldown 5 Repeats 0 IfSeeTarget 1 Charges 1 Limit 5 Type "Fireball" } } Magician_Healer { Class Medic Skill Hard ClassIcon spellbook_lite UseHumanModel 1 StripItemSlot 1 Name "Apothecary" Action Medic Item "Medical Monarch" Item "Victorian Villainy" Item "TF_WEAPON_SPELLBOOK" Item "The Crusader's Crossbow" AimAt Head ItemAttributes { ItemName "The Crusader's Crossbow" "can headshot" 1 } Spell { Delay 10 Cooldown 10 Repeats 0 Charges 1 Limit 5 Type "Healing Aura" } } Magician_Warper { Class Soldier Skill Normal ClassIcon spellbook_lite UseHumanModel 1 UseBestWeapon 1 Action Mobber Item "The Chaser" Item "Calamitous Cauldron" Item "TF_WEAPON_SPELLBOOK" Name "Tele-Doe" Spell { Delay 7 Cooldown 10 Repeats 0 Charges 3 IfSeeTarget 1 Limit 5 Type "Teleport" } } IronLich { SpawnTemplate "Iron_Lich_Cosmetics" ClassIcon special_magicskull Class Demoman Skill Hard Name "Skull Magician" Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload NoIdleSound 1 Action Mobber ExtAttr IgnoreBuildings Health 8000 Item "The Loose Cannon" Item "TF_WEAPON_SPELLBOOK" StripItem "Zombie Demo" Scale 1.2 UseCustomModel "models/empty.mdl" // no UseMeleeThreatPrioritization 1 RocketCustomModel "models/empty.mdl" DeathSound "crush/HEDDTH.wav" ShootTemplate { Name Tornado ItemName "The Loose Cannon" Speed 100 Offset "0 0 0" Angles "0 0 0" AttachToProjectile 1 // my parent is the rocket now Spread 0 } ItemAttributes { ItemName "The Loose Cannon" "fuse bonus" 6 "grenade launcher mortar mode" 0 "fire rate bonus" 6 "custom projectile model" models/weapons/w_models/w_drg_ball.mdl // probably needs an effect attached? "custom item model" "models/empty.mdl" "custom weapon fire sound" "crush/HEDAT3.wav" "mod weapon blocks healing" 1 } CharacterAttributes { "move speed bonus" 1.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "voice pitch scale" 0 "increased jump height" 1.5 } Spell { Delay 10 Cooldown 60 Repeats 0 Charges 2 Type "Ball O' Bats" } Spell { Delay 20 Cooldown 60 Repeats 0 Charges 1 Type "Healing Aura" } Spell { Delay 30 Cooldown 60 Repeats 0 Charges 3 Type "Fireball" } Spell { Delay 40 Cooldown 60 Repeats 0 Charges 1 Type "Superjump" } Spell { Delay 50 Cooldown 60 Repeats 0 Charges 1 Type "Meteor Shower" } FireWeapon { Delay 0.3 Cooldown 20 Repeats 0 Duration 0.6 Type "Jump" } AddCond { Name TF_COND_SWIMMING_CURSE Delay 0.2 } } Spooky_GHOST { Class Medic Health 666 Skill Easy Action Mobber WeaponRestrictions MeleeOnly UseCustomModel "models/props_halloween/ghost_no_hat.mdl" DeathSound Halloween.Haunted StripItem "Zombie Medic" Name "Clothed Spookie" AddCond { Name TF_COND_SWIMMING_CURSE Delay 0.1 } ItemAttributes { ItemName TF_WEAPON_BONESAW "custom impact sound" Halloween.GhostBoo "is invisible" 1 "fire rate bonus" 2 "add cond on hit" 77 "add cond on hit duration" 3 } FireWeapon { Delay 0.3 Cooldown 14 Repeats 0 Duration 0.6 Type "Jump" } CharacterAttributes { "increased jump height" 1.2 "dmg from ranged reduced" 0 "dmg from melee increased" 0 "dmg taken from fire reduced" 0 "ignored by enemy sentries" 1 "ignored by bots" 1 "cannot be backstabbed" 1 "voice pitch scale" 0 "increased air control" 8 "move speed bonus" 0.5 "not solid to players" 1 } } SkeletonNormie { Class Sniper Health 225 ClassIcon dead_lite WeaponRestrictions MeleeOnly Name "Skinny Spookie" Action Mobber UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" StripItem "Zombie Sniper" Skin 3 DeathSound Halloween.skeleton_break ItemAttributes { ItemName TF_WEAPON_CLUB "is invisible" 1 "voice pitch scale" 0 "fire rate bonus" 1.75 "always gib" 1 "dmg from melee increased" 2 } Sequence { Name spawn04 Cooldown 30 Delay 0 Repeats 1 } } SkeletonPunie { Class Sniper Health 100 ClassIcon dead_lite WeaponRestrictions MeleeOnly Name "Wee Spookie" Action Mobber Scale 0.6 UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" StripItem "Zombie Sniper" Skin 3 DeathSound Halloween.skeleton_break ItemAttributes { ItemName TF_WEAPON_CLUB "is invisible" 1 "voice pitch scale" 0 "fire rate bonus" 1.75 "always gib" 1 "dmg from melee increased" 2 "head scale" 1.3 "move speed bonus" 1.2 } Sequence { Name spawn04 Cooldown 30 Delay 0 Repeats 1 } } Boss_Gunner { Class Engineer Health 11000 Skill Expert Name "Tex and Willer" Item "The Firearm" Item "Necro Smasher" Item "Tiny Texan" Item "Shin Shredders" Item "The Trencher's Tunic" StripItem "Zombie Engineer" StripItemSlot 0 Scale 2 Skin 1 Attributes MiniBoss Action Mobber ItemAttributes { ItemName "Necro Smasher" "custom item model" "models\weapons\c_models\c_frearm\c_frearm.mdl" } ItemAttributes { ItemName "The Firearm" "clip size bonus" 5 "provide on active" 1 "move speed penalty" 0 "no_jump" 1 "passive reload" 1 "single wep deploy time decreased" 3 } EventChangeAttributes { Default { WeaponSwitch { Delay 0 Cooldown 60 Repeats 0 Type "Melee" } ChangeAttributes { Delay 10 Cooldown 1 Repeats 1 IfSeeTarget 1 Name "StartBlasting" } Taunt { Delay 8 Cooldown 15 Repeats 0 IfNoTarget 1 } } StartBlasting { WeaponSwitch { Delay 2 Cooldown 30 Repeats 0 Type "Secondary" } Sequence { Name taunt09 Cooldown 30 Delay 0 Repeats 0 } FireWeapon { Delay 2 Cooldown 20 Repeats 0 Duration 12 Type Primary } ChangeAttributes { Delay 10 Cooldown 1 Repeats 1 Name "Default" } } } ChangeAttributes { Delay 1 Cooldown 1 Repeats 1 Name "Default" } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "voice pitch scale" 0 } } Boss_Midget { Class Engineer Health 400 Skill Easy Name "Tex" Scale 0.2 Action Passive } Boss_Pirateboss { Class Demoman Health 55000 Skill Hard Name "Captain Scrumpbeard" Item "Cap'n Calamari" Item "Employee Badge A" Item "The Horsemann's Hand-Me-Down" Item "The Whiskey Bib" Item "The Persian Persuader" Item "The Loose Cannon" Action Mobber Attributes MiniBoss Attributes UseBossHealthBar NoIdleSound 1 Scale 2.5 Item "Six Pack Abs" FireInput { Target "titlecard_pirateboss" Action "trigger" Delay 0.4 Cooldown 0 Repeats 1 } ItemAttributes { ItemName "Six Pack Abs" "is invisible" 1 } ItemModel { ItemName "Employee Badge A" Model "models/workshop/player/items/demo/hw2013_blackguards_bicorn/hw2013_blackguards_bicorn.mdl" } EventChangeAttributes { Phase_1 { ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" -1 "mult projectile scale" 1.5 "mult projectile count" 3 "grenade bounce speed" 0.9 "fire rate bonus" 2 "projectile spread angle penalty" 6 } WeaponSwitch { Delay 20 Cooldown 50 Repeats 0 Type "Melee" } WeaponSwitch { Delay 35 Cooldown 50 Repeats 0 Type "Primary" } } Phase_2 { Item "The B.M.M.H" Item "The Loose Cannon" ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" -1 "mult projectile scale" 1.5 "fire rate bonus" 0.5 "faster reload rate" 1.25 "grenade bounce speed" 0.4 "clip size upgrade atomic" 8.0 "reload full clip at once" 1 "projectile spread angle penalty" 12 } Taunt { Delay 0 Cooldown 100 Repeats 0 Name "High Five Taunt" } WeaponSwitch { Delay 10 Cooldown 60 Repeats 0 Type "Secondary" } WeaponSwitch { Delay 30 Cooldown 60 Repeats 0 Type "Primary" } WeaponSwitch { Delay 50 Cooldown 60 Repeats 0 Type "Melee" } } } ItemAttributes { ItemName "The Persian Persuader" "provide on active" 1 "move speed penalty" 2.3 } ChangeAttributes { Delay 1 Cooldown 1 Repeats 1 Name "Phase_1" } ChangeAttributes { Delay 1 Cooldown 1 Repeats 1 IfSeeTarget 0 IfHealthBelow 53000 Name "Phase_2" } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "voice pitch scale" 0 } } } CustomWeapon { "The Firearm" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" // how do I call to set bodygroup on the player who equips this?? "custom item model" "models\weapons\c_models\c_frearm\c_frearm.mdl" "custom weapon fire sound" "=100|phantasm/chainarm_fire.mp3" "maxammo primary increased" 1.5 "provide on active" 1 "damage bonus HIDDEN" 1.2 "mod max primary clip override" 30 "fire rate bonus HIDDEN" 0.6 "custom kill icon" minigun } "The Bounce'n Blast" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "special item description" "Grenades gain speed and damage when bouncing off surfaces" "grenade bounce speed" 1.1 "grenade bounce damage" 0.5 "projectile speed decreased" 0.4 "fuse bonus" 1.2 "grenade no drag" 1 } "The Giga-Mallet" // of course the mallet returns, I just love this weapon even if some people hate it { OriginalItemName "The Horseless Headless Horseman's Headtaker" "damage bonus" 1.5 "dmg bonus vs buildings" 1.5 "fire rate bonus" 1.25 "melee cleave attack" 1 "critboost on kill" 2 // "apply z velocity on damage" -8000 "custom item model" "models\weapons\c_models\c_big_mallet\c_big_mallet.mdl" "custom kill icon" necro_smasher "melee range multiplier" 1.15 "add attributes on hit" "torso scale|0.5|-1|head scale|0.7|-1|voice pitch scale|1.15|-1" } "Showstopper" // massive bullets, ONLY USE WHEN A PART FORCE-EQUIPS IT!! { OriginalItemName "TTG Max Pistol" "use original class weapon animations" 1 "fire rate penalty" 1.4 "special item description" "Are we having fun yet?" "hand scale" 1.3 "cannot be upgraded" 1 "damage bonus HIDDEN" 4 "ammo regen" 2 "projectile spread angle penalty" 2 "override projectile type" 2 "projectile speed increased" 1.4 "mult projectile scale" 2 // I like my bullets like my women. BIG "projectile trail particle" ~bullet_distortion_trail "no self blast dmg" 2 "explosion particle" mvm_pow_pow "custom projectile model" "models/weapons/w_models/w_rocketbullet.mdl" "custom kill icon" samrevolver } "The B.M.M.H" // time to shake the ground { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" // intended as boss-only? "custom item model" "models/weapons/c_models/c_bmmh/c_bmmh.mdl" "custom weapon fire sound" "crush/hubby_shoot.wav" "clip size penalty" 0.1 "damage bonus" 1.5 "bullets per shot bonus" 1.5 "explosive bullets" 116 "fire rate penalty" 1.10 "blast dmg to self increased" 0.5 // lower self damage? "spread penalty" 1.33 } } ExtraLoadoutItems { // Engineer // { // Secondary "The Firearm" // } } ExtraSpawnPoint { Name "spawn_spyleton" TeamNum 3 X "-114" Y "930" Z "108" } ExtraSpawnPoint { Name "spawn_spyleton" TeamNum 3 X "723" Y "952" Z "209" } ExtraSpawnPoint { Name "spawn_spyleton" TeamNum 3 X "420" Y "654" Z "235" } ExtraSpawnPoint { Name "spawn_spyleton" TeamNum 3 X "-735" Y "1074" Z "172" } ExtraSpawnPoint { Name "spawn_spyleton" TeamNum 3 X "-735" Y "1074" Z "172" } ExtraSpawnPoint { Name "spawn_spyleton" TeamNum 3 X "-536" Y "1840" Z "142" } ExtraSpawnPoint { Name "spawn_bigboss" TeamNum 3 X "538" Y "-777" Z "124" } ///////////////////////////////////////////////////////////////////////////////////// // SwirlEvent Advanced (Euphorial Phantasm) // Cash given at start: $500 // Stage payouts: // $800 per Stage // // Max amount of money: $ // Max Amount without bonus: $ ///////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wavebar_init_stage1 Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes RedTeamWipeCausesWaveLoss 1 Explanation { Line "{yellow}Welcome to the greatest show unearthed!" Line "{yellow}Are you ready for some high-class entertainment?" } WaveSpawn // CLOWNS { Name round1_start Where spawnbot_main TotalCount 48 MaxActive 16 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 Totalcurrency 400 FirstSpawnOutput { Target titlecard_round1 Action Trigger } RandomChoice { TFBot { Template Clown_Pyro_Mallet } TFBot { Template Clown_Pyro_Slap } TFBot { Template Clown_Sniper } } } WaveSpawn { Name round1_b Where spawnbot_main TotalCount 21 MaxActive 15 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 3 WaitForAllSpawned "round1_start" Totalcurrency 200 TFBot { Template Clown_Heavy } } WaveSpawn { Name round1_c Where spawnbot_main TotalCount 14 MaxActive 14 SpawnCount 7 WaitBeforeStarting 0 WaitBetweenSpawns 5 WaitForAllDead "round1_b" Totalcurrency 200 DoneOutput { Target interlude_relay Action Trigger Delay 5 } Squad { NoFormation 1 TFBot { Template Clown_BigMallet } TFBot { Template Clown_Sniper } TFBot { Template Clown_Sniper } TFBot { Template Clown_Sniper } TFBot { Template Clown_Sniper } TFBot { Template Clown_Pyro_Slap } TFBot { Template Clown_Pyro_Slap } } } WaveSpawn // IT'S THE SCOUT ROUND { Name round2_start Where spawnbot_chief TotalCount 24 MaxActive 12 SpawnCount 3 WaitBeforeStarting 35 WaitBetweenSpawns 3 WaitForAllDead "round1_c" Totalcurrency 200 StartWaveOutput { Target wavebar_init_stage2 Action Trigger Delay 20 } FirstSpawnOutput { Target titlecard_round2 Action Trigger } TFBot { Class Scout Skill Normal UseHumanModel 1 UseBestWeapon 1 Action Mobber FireWeapon { Delay 0.2 Cooldown 0.6 Repeats 0 IfSeeTarget 1 // Duration 0.2 Type "Jump" } CharacterAttributes { "increased jump height" 1.3 "increased air control" 3 } } } WaveSpawn { Name round2_b Where spawnbot_chief TotalCount 24 MaxActive 12 SpawnCount 12 WaitBeforeStarting 0 WaitBetweenSpawns 0 WaitForAllDead "round2_start" Totalcurrency 200 TFBot { Class Scout Skill Normal UseHumanModel 1 WeaponRestrictions MeleeOnly Action Mobber } } WaveSpawn { Name round2_c Where spawn_bigboss TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 WaitForAllSpawned "round2_b" Totalcurrency 100 TFBot { Template Boss_Crazylegs UseHumanModel 1 BodyPartScaleSpeed 35 } } WaveSpawn { Name round2_d Where spawnbot_main TotalCount 48 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 WaitForAllDead "round2_c" Totalcurrency 200 RandomChoice { TFBot { Template T_TFBot_Scout_Sandman_FastCharge UseHumanModel 1 Action Mobber } TFBot { Template T_TFBot_Scout_Sandman_FastCharge UseHumanModel 1 Action Mobber } TFBot { Template T_TFBot_Scout_Sandman_FastCharge UseHumanModel 1 Action Mobber } TFBot { Class Scout Skill Normal UseHumanModel 1 UseBestWeapon 1 Action Mobber FireWeapon { Delay 0.2 Cooldown 0.6 Repeats 0 IfSeeTarget 1 // Duration 0.2 Type "Jump" } CharacterAttributes { "increased jump height" 1.3 "increased air control" 3 } } TFBot { Class Scout Skill Normal UseHumanModel 1 UseBestWeapon 1 Action Mobber FireWeapon { Delay 0.2 Cooldown 0.6 Repeats 0 IfSeeTarget 1 // Duration 0.2 Type "Jump" } CharacterAttributes { "increased jump height" 1.3 "increased air control" 3 } } } } WaveSpawn { Name round2_e Where spawn_bigboss TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 0 WaitForAllSpawned "round2_d" Totalcurrency 100 DoneOutput { Target interlude_relay Action Trigger Delay 5 } TFBot { Template Boss_Crazylegs UseHumanModel 1 BodyPartScaleSpeed 35 } } WaveSpawn // THE MAGICIANS { Name round3_start Where spawnbot_main TotalCount 24 MaxActive 8 SpawnCount 2 WaitBeforeStarting 35 WaitBetweenSpawns 1 WaitForAllDead "round2_e" Totalcurrency 100 StartWaveOutput { Target wavebar_init_stage3 Action Trigger Delay 20 } FirstSpawnOutput { Target titlecard_round3 Action Trigger } TFBot { Template Magician_Bomber } } WaveSpawn { Name round3_b Where spawnbot_main TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 3 WaitForAllSpawned "round3_start" Totalcurrency 100 TFBot { Template Magician_Fireball } } WaveSpawn { Name round3_c Where spawnbot_main TotalCount 48 MaxActive 15 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 4 WaitForAllSpawned "round3_b" Totalcurrency 300 RandomChoice { TFBot { Template Magician_Fireball } TFBot { Template Magician_Fireball } TFBot { Template Magician_Bomber } TFBot { Template Magician_Bomber } TFBot { Template Magician_Healer } TFBot { Template Magician_Healer } TFBot { Template Magician_Warper } } } WaveSpawn { Name round3_d Where spawn_bigboss TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 20 WaitForAllSpawned "round3_c" Totalcurrency 200 FirstSpawnWarningSound "crush/HEDSIT.wav" LastSpawnWarningSound "crush/HEDSIT.wav" TFBot { Template IronLich } } WaveSpawn { Name round3_e Where spawn_bigboss TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 WaitForAllSpawned "round3_d" Totalcurrency 100 FirstSpawnWarningSound "crush/HEDSIT.wav" TFBot { Template IronLich } } } Wave { CustomWaveNumber 4 SpawnTemplate "Pirateboss_PT" StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wavebar_init_stage4 Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { // Name round3_e Where spawn_bigboss TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 50 WaitForAllSpawned "round3_d" Totalcurrency 0 FirstSpawnOutput { Target titlecard_round4 Action Trigger } TFBot { Template Spooky_GHOST ClassIcon ghost_lite } } WaveSpawn { Name round4_a Where spawnbot_main TotalCount 64 MaxActive 18 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 2 WaitForAllSpawned "round3_d" Totalcurrency 200 RandomChoice { TFBot { Class Heavyweapons Skill Normal WeaponRestrictions MeleeOnly ClassIcon heavy_zombie_lite Action Mobber CharacterAttributes { "voice pitch scale" 0.3 } } TFBot { Class Heavyweapons Skill Normal WeaponRestrictions MeleeOnly ClassIcon heavy_zombie_lite Action Mobber CharacterAttributes { "voice pitch scale" 0.3 } } TFBot { Class Heavyweapons Skill Easy WeaponRestrictions MeleeOnly ClassIcon heavy_zombie_lite Action Mobber CharacterAttributes { "voice pitch scale" 0.3 } } TFBot { Template T_TFBot_Heavyweapons_Shotgun Skill Easy ClassIcon heavy_zombie_lite Action Mobber CharacterAttributes { "voice pitch scale" 0.3 } } TFBot { Template T_TFBot_Sniper_Huntsman Skill Easy ClassIcon heavy_zombie_lite Action Mobber CharacterAttributes { "voice pitch scale" 0.3 } } TFBot { Class Soldier Skill Easy WeaponRestrictions PrimaryOnly ClassIcon heavy_zombie_lite Action Mobber CharacterAttributes { "voice pitch scale" 0.3 } } } } WaveSpawn { Name round4_b Where spawn_spyleton TotalCount 96 MaxActive 21 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 1 WaitForAllSpawned "round4_a" Totalcurrency 200 FirstSpawnWarningSound Halloween.spell_skeleton_horde_rise RandomSpawn 1 TFBot { Template SkeletonNormie } } } }