//thanks to all others who did stuff for me. i am ceo of clueless. //Make all the arrows red. Because. EntFire("bombpath_holograms*","color","255 50 50") //Chrstin told me how to do these. //Make the bomb into the Halloween Pass-Time JACK. EntFire("intel","setmodel","models/passtime/ball/passtime_ball_halloween.mdl") //PDA Expert helped here. EntFire("intel","setmodelscale",1.3) //Yoovy's mission "Boneworks", a 666 Medieval Intermediate on Mannworks inspired this btw. //Here: https://testing.potato.tf/tf/scripts/population/mvm_mannworks_int_boneworks.pop //function7 //lol just a changeattributes relay i prob could've put this in the pop but i don't care. //anyway thanks for brain for pointing me to dynamic disaster for this. //Seelpit's Icon Manipulator Script (SINS) used here btw. //THE only remainder of astral projection redux v1. I made/repurposed six goddamn functions before this and they're all obsolete now. function SpawnChangeAttributes() { IncludeScript("seel_ins",getroottable()) SpawnEntityFromTable("point_populator_interface" , { targetname = "pop_interface" }) SpawnEntityFromTable("logic_relay" , { targetname = "boss_changeattributes_relay" spawnflags = 2 "OnTrigger#1": "pop_interface,ChangeBotAttributes,Attr1,0.1,-1" "OnTrigger#2": "pop_interface,ChangeBotAttributes,Attr2,8.1,-1" "OnTrigger#3": "pop_interface,ChangeBotAttributes,Attr3,16.1,-1" "OnTrigger#4": "boss_changeattributes_relay,EnableRefire,,20,-1" "OnTrigger#5": "boss_changeattributes_relay,Trigger,,24.1,-1" //Icon Changing: "OnTrigger#6": "gamerules,CallScriptFunction,ChangeBossIconA,0.1,-1" //ent, action, param, delay, -1 "OnTrigger#7": "gamerules,CallScriptFunction,ChangeBossIconB,8.1,-1" "OnTrigger#8": "gamerules,CallScriptFunction,ChangeBossIconC,16.1,-1" }) //"pop_interfaceRunScriptCodeSINS.ChangeIconByTag("boss_soldier","soldier_burstfire")0-1" ::ChangeBossIconA <- function() { SINS.ChangeIconByTag("boss_soldier","soldier_infinite_blast",false) } ::ChangeBossIconB <- function() { SINS.ChangeIconByTag("boss_soldier","soldier_burstfire",false) } ::ChangeBossIconC <- function() { SINS.ChangeIconByTag("boss_soldier","soldier_spammer_burstfire",false) } //well since there's already a w7 specific function... don't mind if i do! //Royal's cool epic boss text SpawnEntityFromTable("game_text", { targetname = "top_text" message = "WRITHING MASS" x = -1 y = 0.4 spawnflags = 1 effect = 2 channel = 2 color = "255 255 255" fxtime = 0.2 fadeout = 1 holdtime = 5 }) SpawnEntityFromTable("game_text", { targetname = "bottom_text" message = "SOUL HIVE" x = -1 y = 0.45 spawnflags = 1 effect = 2 channel = 3 color = "255 255 255" fxtime = 0.2 fadeout = 1 holdtime = 4.8 }) } //function8 //literally just precaching models and sounds. Don't mind me. function Precache() { PrecacheSound("misc/halloween/skeleton_break.wav") //Will not play otherwise. PrecacheModel("models/bots/boss_bot/paintable_tank_v2/boss_tank.mdl") //Must be precached. PrecacheModel("models/bots/boss_bot/paintable_tank_v2/boss_tank_damage1.mdl") PrecacheModel("models/bots/boss_bot/paintable_tank_v2/boss_tank_damage2.mdl") PrecacheModel("models/bots/boss_bot/paintable_tank_v2/boss_tank_damage3.mdl") PrecacheModel("models/bots/boss_bot/paintable_tank_v2/tank_track_L.mdl") PrecacheModel("models/bots/boss_bot/paintable_tank_v2/tank_track_R.mdl") PrecacheModel("models/bots/boss_bot/paintable_tank_v2/bomb_mechanism.mdl") if(Entities.FindByName(null, "tankprecache") == null) //If these props exist don't spawn them in. { SpawnEntityGroupFromTable({ ModelA1 = { prop_dynamic = { model = "models/bots/boss_bot/paintable_tank_v2/boss_tank.mdl" targetname = "tankprecache" modelscale = "0.0" skin = "0" origin = "260 4600 -30" } } ModelB1 = { prop_dynamic = { model = "models/bots/boss_bot/paintable_tank_v2/boss_tank_damage1.mdl" targetname = "tankprecache" modelscale = "0.0" skin = "0" origin = "260 4600 -30" } } ModelC1 = { prop_dynamic = { model = "models/bots/boss_bot/paintable_tank_v2/boss_tank_damage2.mdl" targetname = "tankprecache" modelscale = "0.0" skin = "0" origin = "260 4600 -30" } } ModelD1 = { prop_dynamic = { model = "models/bots/boss_bot/paintable_tank_v2/boss_tank_damage3.mdl" targetname = "tankprecache" modelscale = "0.0" skin = "0" origin = "260 4600 -30" } } ModelA2 = { prop_dynamic = { model = "models/bots/boss_bot/paintable_tank_v2/boss_tank.mdl" targetname = "tankprecache" modelscale = "0.0" skin = "1" origin = "260 4600 -30" } } ModelB2 = { prop_dynamic = { model = "models/bots/boss_bot/paintable_tank_v2/boss_tank_damage1.mdl" targetname = "tankprecache" modelscale = "0.0" skin = "1" origin = "260 4600 -30" } } ModelC2 = { prop_dynamic = { model = "models/bots/boss_bot/paintable_tank_v2/boss_tank_damage2.mdl" targetname = "tankprecache" modelscale = "0.0" skin = "1" origin = "260 4600 -30" } } ModelD2 = { prop_dynamic = { model = "models/bots/boss_bot/paintable_tank_v2/boss_tank_damage3.mdl" targetname = "tankprecache" modelscale = "0.0" skin = "1" origin = "260 4600 -30" } } ModelE = { prop_dynamic = { model = "models/bots/boss_bot/paintable_tank_v2/tank_track_L.mdl" targetname = "tankprecache" modelscale = "0.0" origin = "260 4600 -30" } } ModelF = { prop_dynamic = { model = "models/bots/boss_bot/paintable_tank_v2/tank_track_R.mdl" targetname = "tankprecache" modelscale = "0.0" origin = "260 4600 -30" } } ModelG = { prop_dynamic = { model = "models/bots/boss_bot/paintable_tank_v2/bomb_mechanism.mdl" targetname = "tankprecache" modelscale = "0.0" origin = "260 4600 -30" } } }) } } //function9 //The Raveyard. function FinaleGraveyard() { PrecacheModel("models/props_manor/gravestone_02.mdl") PrecacheModel("models/props_manor/gravestone_01.mdl") PrecacheModel("models/props_manor/gravestone_04.mdl") PrecacheModel("models/props_manor/gravestone_07.mdl") SendGlobalGameEvent("show_annotation", { //add a pointer prewave, removed in the pop itself text = "Grave" lifetime = -1 worldPosX = 655 worldPosY = 515 worldPosZ = 284 id = 112 play_sound = "misc/null.wav" //655 515 284 }) SendGlobalGameEvent("show_annotation", { //add a pointer prewave, removed in the pop itself text = "Grave" lifetime = -1 worldPosX = -950 worldPosY = 1500 worldPosZ = 270 id = 113 play_sound = "misc/null.wav" //-950 1500 270 }) SendGlobalGameEvent("show_annotation", { //add a pointer prewave, removed in the pop itself text = "Skeletons will rise from graves!" lifetime = 15 //-1 worldPosX = 0 worldPosY = 1100 worldPosZ = -100 id = 111 play_sound = "misc/null.wav" //0 1100 100 }) SpawnEntityGroupFromTable({ Grave1 = { prop_dynamic = { model = "models/props_manor/gravestone_02.mdl" targetname = "Grave" origin = "-920 1535 208" angles = "0 90 0" disableshadows = "1" } } Grave2 = { prop_dynamic = { model = "models/props_manor/gravestone_01.mdl" targetname = "Grave" origin = "-990 1495 216" angles = "0 -45 -5" disableshadows = "1" } } Grave3 = { prop_dynamic = { model = "models/props_manor/gravestone_04.mdl" targetname = "Grave" modelscale = "0.7" origin = "626 454 210" angles = "0 135 0" disableshadows = "1" } } Grave4 = { prop_dynamic = { model = "models/props_manor/gravestone_07.mdl" targetname = "Grave" modelscale = "0.5" origin = "709 540 216" angles = "0 45 0" disableshadows = "1" } } }) }