;ze_arid_lands_of_king_theba_b1_0 -- Stripper fixes -- Last Updated May 17th, 2024 ;Thanks to NiDE for helping with testing the map before and after Stripper changes were made. ;Extra comment -- If your server has a hitmarkers plugin of sorts, please disable it as this map uses custom overlays of its own and will cause flickering. ;------------------ ; General Stuff ;------------------ ;Spawns an extra radar template to reset the effects of Jammer in case a template radar isn't in the map at the moment Jammer is used. modify: { match: { "targetname" "item_radar_jammer_filter" } insert: { "OnPass" "template_radar_maker,ForceSpawnAtEntityOrigin,item_radar_jammer_button,8.05,-1" } } ;Enables bhop every round due to Stripper config disabling it at parts modify: { match: { "classname" "logic_auto" } insert: { "OnNewGame" "main_console,FireUser3,,2,1" "OnNewGame" "main_console,Command,sv_airaccelerate 16,2,1" } } ;------------------ ; Stage 1 ;------------------ ;------------------ ; Oasis ;------------------ ;Increases the time the zombie tp stays active for in the sewer section modify: { match: { "targetname" "s1_oasis_hold3_break_tp" } replace: { "spawnflags" "1" } } modify: { match: { "targetname" "s1_oasis_hold3_trigger" } delete: { "OnTrigger" "s1_oasis_hold3_break_tp,Kill,,30,1" } insert: { "OnTrigger" "s1_oasis_hold3_break_tp,Kill,,31,1" } } ;Adds a push trigger that I meant to add before but forgor skull emoji add: { "model" "*80" "targetname" "s1_oasis_hold7_push_zm" "StartDisabled" "1" "speed" "450" "spawnflags" "1" "pushdir" "0 135 0" "origin" "2400 -1520 768" "filtername" "main_filter_zombies" "alternateticksfix" "0" "classname" "trigger_push" } modify: { match: { "targetname" "s1_oasis_hold7_trigger" } insert: { "OnTrigger" "s1_oasis_hold7_push_zm,Enable,,32,1" "OnTrigger" "s1_oasis_hold7_push_zm,Kill,,38,1" } } ;------------------ ; Alley of the Sphinxes ;------------------ ;Disables bhop when humans get teleported to the canyon area modify: { match: { "targetname" "s1_aos_hold1_push" } insert: { "OnStartTouch" "main_console,FireUser2,,0,1" } } ;Shortens the first hold time in the canyon area to 20 seconds from 25 filter: { "targetname" "s1_aos_hold1_relay" } add: { "origin" "-8000 10400 -2880" "targetname" "s1_aos_hold1_relay" "StartDisabled" "0" "spawnflags" "0" "classname" "logic_relay" "hammerid" "114379" "OnTrigger" "c4_maker,ForceSpawnAtEntityOrigin,!caller,5,1" "OnTrigger" "item_detonator_template,ForceSpawn,,18,1" "OnTrigger" "c4_prop*,Kill,,20,1" "OnTrigger" "explosion_huge_maker,ForceSpawnAtEntityOrigin,!caller,20,1" "OnTrigger" "s1_aos_hold1_break,Break,,20,1" "OnTrigger" "s1_aos_hold1_prop,Kill,,20,1" "OnTrigger" "s1_music_aos_peace,FireUser2,,20,1" "OnTrigger" "!self,Kill,,20.08,1" "OnTrigger" "s1_music_aos_medium,FireUser1,,22,1" "OnTrigger" "main_console,Command,say **[A.M.I.G.O.] Look! There's a clean water stream up ahead**,23,1" "OnTrigger" "main_console,Command,say **[A.M.I.G.O.] Aren't we lucky? This one's running down in the direction we're headed to**,27,1" "OnTrigger" "main_console,Command,say **[A.M.I.G.O.] Let's not take it down all the way though -- My readings also point out a dead end further ahead**,31,1" "OnTrigger" "s1_aos_hold1_tp,Enable,,45,1" } ;Filters out the prop_dynamics used in the Detonator item and replaces them with an info_teleport_destination entity filter: { "classname" "prop_dynamic" "targetname" "item_detonator_exp_spawner_l" } filter: { "classname" "prop_dynamic" "targetname" "item_detonator_exp_spawner_r" } add: { "origin" "-7456 8576 -2016" "targetname" "item_detonator_exp_spawner_l" "parentname" "item_detonator_prop" "angles" "0 270 0" "classname" "info_teleport_destination" "OnUser1" "explosion_huge_maker,ForceSpawnAtEntityOrigin,!caller,0.05,1" } add: { "origin" "-8480 8576 -2016" "targetname" "item_detonator_exp_spawner_r" "parentname" "item_detonator_prop" "angles" "0 270 0" "classname" "info_teleport_destination" "OnUser1" "explosion_huge_maker,ForceSpawnAtEntityOrigin,!caller,0.05,1" } ;Adds a new breakable at the river hold as there's a gap there where humans can currently bug through -- Thanks to Hobgoblin for reporting add: { "model" "*157" "targetname" "s1_aos_hold2_break" "spawnobject" "0" "spawnflags" "1" "rendermode" "0" "renderfx" "0" "rendercolor" "255 255 255" "renderamt" "255" "propdata" "0" "pressuredelay" "0" "physdamagescale" "1.0" "PerformanceMode" "0" "origin" "1408 5136 -3520" "nodamageforces" "0" "minhealthdmg" "0" "material" "8" "health" "0" "gibdir" "0 0 0" "explosion" "0" "ExplodeRadius" "0" "explodemagnitude" "0" "ExplodeDamage" "0" "disableshadows" "1" "disablereceiveshadows" "1" "classname" "func_breakable" "hammerid" "122376" } ;Increases the hold time by 10 seconds at the waterfall / bridge part so zombies have a chance to catch up filter: { "targetname" "s1_aos_hold3_relay" } add: { "origin" "-6240 3136 -4800" "targetname" "s1_aos_hold3_relay" "StartDisabled" "0" "spawnflags" "0" "classname" "logic_relay" "hammerid" "143516" "OnTrigger" "c4_maker,ForceSpawnAtEntityOrigin,!caller,5,1" "OnTrigger" "s1_aos_hold4_pfx_spawner,Trigger,,21.08,1" "OnTrigger" "c4_prop*,Kill,,25,1" "OnTrigger" "explosion_huge_maker,ForceSpawnAtEntityOrigin,!caller,25,1" "OnTrigger" "s1_aos_hold3_break,Break,,25,1" "OnTrigger" "s1_aos_hold3_prop,Kill,,25,1" "OnTrigger" "!self,Kill,,25.08,1" } ;------------------ ; Dunes ;------------------ ;Moves the ZM td further back and the fog trigger with it as they spawn too close to humans modify: { match: { "origin" "11136 -14656 -10143" "targetname" "s1_dunes_hold1_td_zm" } replace: { "origin" "11136 -15168 -10180" } } modify: { match: { "targetname" "s1_dunes_hold1_fog_zm" } replace: { "origin" "11136 -15168 -10080" } insert: { "OnStartTouch" "main_console,Command,sv_airaccelerate 10,3,1" } } ;Adds a clone of the zm trigger at the Dunes section to apply fog to humans as it's currently not long enough to cover both TPs add: { "model" "*174" "targetname" "s1_dunes_hold1_fog_human_alt" "wait" "1" "StartDisabled" "0" "origin" "11136 -15168 -10080" "spawnflags" "1" "filtername" "main_filter_humans" "classname" "trigger_multiple" "OnStartTouch" "!activator,SetFogController,main_fog_humans,0,-1" } ;Lowers the zombie health nerfs even more to accommodate for high zombie numbers modify: { match: { "targetname" "s1_dunes_hold1_nerf" } delete: { "OnStartTouch" "!activator,AddOutput,health 1250,0,-1" } insert: { "OnStartTouch" "!activator,AddOutput,health 350,0,-1" "OnEndTouch" "!activator,AddOutput,health 350,0,-1" } } modify: { match: { "targetname" "s1_dunes_hold3_nerf" } delete: { "OnStartTouch" "!activator,AddOutput,health 3000,0,-1" } insert: { "OnStartTouch" "!activator,AddOutput,health 2500,0,-1" "OnEndTouch" "!activator,AddOutput,health 2500,0,-1" } } ;Moves zombie teleports everytime humans get to a new hold so they can spawn closer every time modify: { match: { "targetname" "s1_dunes_hold2_trigger" } insert: { "OnTrigger" "s1_dunes_hold1_fog_zm,AddOutput,OnStartTouch !activator:AddOutput:origin 11136 -8288 -10176:0.02:-1,0,1" } } modify: { match: { "targetname" "s1_dunes_hold3_trigger" } insert: { "OnTrigger" "s1_dunes_hold1_fog_zm,AddOutput,OnStartTouch !activator:AddOutput:origin 11136 -5344 -10176:0.04:-1,0,1" "OnTrigger" "s1_dunes_hold3_nerf,AddOutput,OnEndTouch !activator:AddOutput:health 500:0.05:-1,18.05,1" } } ;Changes some outputs on Dunes to apply fades only once modify: { match: { "targetname" "s1_aos_hold5_fade" } delete: { "OnStartTouch" "s1_fade_to_dunes,Fade,,0,-1" } insert: { "OnStartTouch" "s1_fade_to_dunes,Fade,,0,1" } } modify: { match: { "targetname" "s1_dunes_run_trigger" } delete: { "OnStartTouch" "s1_fade_to_dunes,Fade,,2,-1" } insert: { "OnStartTouch" "s1_fade_to_dunes,Fade,,2,1" } } ;Reenables proper bhop settings after the Dunes fog section modify: { match: { "targetname" "s1_dunes_outside_trigger" } insert: { "OnStartTouch" "!self,FireUser1,,0,1" "OnStartTouch" "main_console,FireUser3,,2,1" "OnStartTouch" "main_console,Command,sv_airaccelerate 16,2,1" } } ;Applies the nuke_ignore filter in the teleport after the funny to ensure everyone gets it modify: { match: { "targetname" "s1_post_end_tp_humans" } insert: { "OnStartTouch" "!activator,SetDamageFilter,nuke_ignore,0,-1" } }