// mission by randomguy #base robot_standard.pop #base robot_giant.pop #base robot_randomguy_new.pop #base custom_medieval_randomguy.pop #base robot_gatebot_modular_disabledodge.pop WaveSchedule { CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 3 StartingCurrency 400 Advanced 1 FixedRespawnWaveTime Yes AddSentryBusterWhenDamageDealtExceeds 3000 AddSentryBusterWhenKillCountExceeds 15 // UseOriginalAnimsForUnintendedClassWeapons 1 // Use original weapon animations when given to unintended class (default: 0) SpawnTemplate { Name ExplanationSign origin "3470 3063 1216" angles "0 315 0" } // SpawnTemplate // { // Name Winterbridge_Sentry_Fix_GateB // } // SpawnTemplate // { // Name Winterbridge_Sentry_Fix_GateMain // } Templates { Skeleton_Modular { UseCustomModel models/bots/skeleton_sniper/skeleton_sniper.mdl // Use custom model DeathSound misc/halloween/skeleton_break.wav UseHumanAnimations 1 NoIdleSound 1 Item "The Gunboats" CharacterAttributes { "voice pitch scale" 0 } } Skeleton_Gatebot_Modular { NoIdleSound 1 // Must be outside. EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Attributes DisableDodge UseCustomModel models/bots/skeleton_sniper/skeleton_sniper.mdl // Use custom model DeathSound misc/halloween/skeleton_break.wav UseHumanAnimations 1 Item "The Gunboats" Item "Computron 5000" // Gatebot hat, because for some godforsaken reason, Skin is refusing to comply. // Skin 3 // Yellow CharacterAttributes { "voice pitch scale" 0 } } RevertGateBotsBehavior { UseCustomModel models/bots/skeleton_sniper/skeleton_sniper.mdl // Use custom model DeathSound misc/halloween/skeleton_break.wav UseHumanAnimations 1 Item "The Gunboats" // Skin 1 // Blue ItemModel { ItemName "Computron 5000" Model models/empty.mdl } CharacterAttributes { "voice pitch scale" 0 } } } } } PointTemplates { SpookyPortal { NoFixUp 1 training_annotation { targetname first_vortex_hint display_text ??? lifetime 5 origin "6720 3500 900" } info_target { targetname spawnbot_astralprojectingrn_A2B // origin "6720 3112 993" origin "6720 3540 870" } info_particle_system { // origin "6720 3112 993" origin "6720 3500 900" targetname skeleton_vortex_particle_A effect_name eyeboss_tp_vortex start_active 0 } ambient_generic { // origin "6720 3112 993" origin "6720 3500 900" targetname skeleton_vortex_sound_A message misc\halloween_eyeball\vortex_eyeball_moved.wav health 10 // this is volume from 0 (silent) to 10 (normal) pitch 100 // radius 600 spawnflags 49 } logic_relay { targetname skeleton_vortex_open_relay_A OnTrigger skeleton_vortex_particle_A,Start OnTrigger skeleton_vortex_sound_A,PlaySound } logic_relay { targetname skeleton_vortex_close_relay_A OnTrigger skeleton_vortex_particle_A,Stop } info_target { targetname spawnbot_astralprojectingrn_MAIN2B // origin "5024 5376 801" origin "5024 5700 650" } info_particle_system { // origin "5024 5376 801" origin "5024 5700 650" targetname skeleton_vortex_particle_MAIN effect_name eyeboss_tp_vortex start_active 0 } ambient_generic { // origin "5024 5376 801" origin "5024 5700 650" targetname skeleton_vortex_sound_MAIN message misc\halloween_eyeball\vortex_eyeball_moved.wav health 10 // this is volume from 0 (silent) to 10 (normal) pitch 100 // radius 600 spawnflags 49 } logic_relay { targetname skeleton_vortex_open_relay_MAIN OnTrigger skeleton_vortex_particle_MAIN,Start OnTrigger skeleton_vortex_sound_MAIN,PlaySound } logic_relay { targetname skeleton_vortex_close_relay_MAIN OnTrigger skeleton_vortex_particle_MAIN,Stop } } } SpawnTemplate { Name SpookyPortal origin "0 0 0" } Mission { Objective Spy InitialCooldown 15 // Where spawnbot BeginAtWave 0 RunForThisManyWaves 1 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Mission { Objective Sniper // Where spawnbot_mission_sniper BeginAtWave 0 RunForThisManyWaves 1 InitialCooldown 25 CooldownTime 40 DesiredCount 1 TFBot { Template T_TFBot_Sniper } } // SPAWNS: // A: // spawnbot_gate01 // spawnbot_gate01_right // spawnbot_gate01_invasion // spawnbot_gate01_left (comes from next area) // B: // spawnbot_gate02 // spawnbot_gate02_left // spawnbot_gate02_invasion // spawnbot_gate02_right (comes from next area) // MAIN: // spawnbot_main // spawnbot_main_left // spawnbot_main_right // spawnbot_main_invasion // TANKS: // boss_path_21 is probably a decent one if used when B // boss_path_f1 inside gate A // boss_path_1 is at main // WAVE 1 //////////CURRENCY 000/////////////////////////////////// Wave { InitWaveOutPut { Target wave_initb_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot_gate01 Where spawnbot_gate02 TotalCount 5 // 1 MaxActive 5 // 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 25 // 6 TotalCurrency 100 RandomSpawn 0 TFBot { Template T_TFBot_Giant_Demoman // AddTemplate Skeleton_Modular AddTemplate Skeleton_Gatebot_Modular // ClassIcon dead_lite // Name Skeleton // Class Sniper // Scale 1.001 // Health 175 // WeaponRestrictions MeleeOnly // UseCustomModel models/bots/skeleton_sniper/skeleton_sniper.mdl // DeathSound misc/halloween/skeleton_break.wav // EventChangeAttributes // { // Default // { // Skin 3 // Skill Normal // Attributes IgnoreFlag // BehaviorModifiers Push // Attributes DisableDodge // Tag nav_prefer_gate1_flank // Tag bot_gatebot // ItemAttributes // { // ItemName tf_weapon_club // "custom kill icon" spellbook_skeleton // "is invisible" 1 // } // CharacterAttributes // { // "bombinomicon effect on death" 1 // "voice pitch scale" 0 // } // ItemModel // { // ItemName "Zombie Sniper" // Model models/empty.mdl // } // } // RevertGateBotsBehavior // { // Skill Normal // WeaponRestrictions MeleeOnly // Skin 1 // ItemAttributes // { // ItemName tf_weapon_club // "custom kill icon" spellbook_skeleton // "is invisible" 1 // } // CharacterAttributes // { // "bombinomicon effect on death" 1 // "voice pitch scale" 0 // } // ItemModel // { // ItemName "Zombie Sniper" // Model models/empty.mdl // } // } // } FireInput { Target !self // targets the bot this is on Action $TeleportToEntity Cooldown 9999 Delay 0 Param spawnbot_astralprojectingrn_A2B // name of an info_target } } StartWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`skeleton_vortex_open_relay_A`,`Trigger`) EntFire(`first_vortex_hint`,`Show`) " } } } Wave { } Wave { } }