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