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==Precache==
==Precache==


  PrecacheSound "weapons/rocket_directhit_shoot_crit.wav" [$SIGSEGV] //If your mission contains custom sounds that are used by pointtemplate entities or sound overrides, you must include those sounds with precachesound
  PrecacheSound "weapons/rocket_directhit_shoot_crit.wav" [$SIGSEGV]  
If your mission contains custom sounds that are used by pointtemplate entities or sound overrides, you must include those sounds with precachesound


  PrecacheScriptSound "Weapon_RPG.Single" [$SIGSEGV] //Sound script version of precache sound
  PrecacheScriptSound "Weapon_RPG.Single" [$SIGSEGV]  
Sound script version of precache sound


  PrecacheModel "models/props_soho/bookstand002.mdl" [$SIGSEGV] //Precaches model. This might be required in some circumstances, such as "custom projectile model" attribute, or prop with custom model
  PrecacheModel "models/props_soho/bookstand002.mdl" [$SIGSEGV]  
Precaches model. This might be required in some circumstances, such as "custom projectile model" attribute, or prop with custom model


  PrecacheSentenceFile "scripts/sentences.txt" [$SIGSEGV] //Precache sentence file
  PrecacheSentenceFile "scripts/sentences.txt" [$SIGSEGV]  
Precache sentence file


  PrecacheDecal "decals/tscorch" [$SIGSEGV] //Precache decal file
  PrecacheDecal "decals/tscorch" [$SIGSEGV]  
Precache decal file


  PrecacheGeneric "" [$SIGSEGV] //Precache generic file
  PrecacheGeneric "" [$SIGSEGV]  
Precache generic file


  PrecacheParticle "env_fire_large_smoke" [$SIGSEGV] //Precache particle
  PrecacheParticle "env_fire_large_smoke" [$SIGSEGV]  
Precache particle


Precaching helps to ensure that the content used in the mission will be loaded propely and downloaded to the clients
Precaching helps to ensure that the content used in the mission will be loaded propely and downloaded to the clients

Revision as of 06:02, 21 February 2022

Precache

PrecacheSound "weapons/rocket_directhit_shoot_crit.wav" [$SIGSEGV] 

If your mission contains custom sounds that are used by pointtemplate entities or sound overrides, you must include those sounds with precachesound

PrecacheScriptSound "Weapon_RPG.Single" [$SIGSEGV] 

Sound script version of precache sound

PrecacheModel "models/props_soho/bookstand002.mdl" [$SIGSEGV] 

Precaches model. This might be required in some circumstances, such as "custom projectile model" attribute, or prop with custom model

PrecacheSentenceFile "scripts/sentences.txt" [$SIGSEGV] 

Precache sentence file

PrecacheDecal "decals/tscorch" [$SIGSEGV] 

Precache decal file

PrecacheGeneric "" [$SIGSEGV] 

Precache generic file

PrecacheParticle "env_fire_large_smoke" [$SIGSEGV] 

Precache particle

Precaching helps to ensure that the content used in the mission will be loaded propely and downloaded to the clients

Halloween

ForceHoliday 2 [$SIGSEGV] //Enforces Halloween mode, but does not enable wave 666 and zombie bots
NoThrillerTaunt 1 [$SIGSEGV] // No thriller taunt in halloween (default: 0)
NoCritPumpkin 1 [$SIGSEGV] // No crit pumpkin on player death drop in halloween (default: 0)
NoHolidayPickups 1 [$SIGSEGV] // If set, pickups will remain with default models (default: 0)
ZombiesNoWave666 1 [$SIGSEGV] // If set to 1, the game will not display wave 666 when EventPopFile is set (default: 0)

BotsDropSpells 1 [$SIGSEGV] //If set, bots will drop spells
GiantsDropRareSpells 1 [$SIGSEGV] //If set, giants will drop rare spells rather than common
SpellDropRateCommon 0.5 [$SIGSEGV] //Drop chance for common spell books, from 0 to 1
SpellDropRateGiant 0.5 [$SIGSEGV] //Drop chance for rare spell books, from 0 to 1
SpellDropForBotsInTeam Blue [$SIGSEGV] // When set, drop spells only if bots are from Red/Blue team
SpellBookNormalRoll [$SIGSEGV] // Override spell roll. The value specifies how many spell charges to give. You can duplicate spells to increase their roll chance
{
	"Healing Aura" 3
	"Fireball" 3
	"Ball O' Bats" 2
	"Healing Aura" 3
	"Pumpkin MIRV" 1 
	"Superjump" 4
	"Invisibility" 2
	"Teleport" 4
	"Tesla Bolt" 3
	"Minify" 1
	"Meteor Shower" 5
	"Summon Monoculus" 1
	"Summon Skeletons" 4
}
SpellBookRareRoll [$SIGSEGV] // Override spell roll. The value specifies how many spell charges to give. You can duplicate spells to increase their roll chance
{
	"Healing Aura" 3
	"Fireball" 3
	"Ball O' Bats" 2
	"Healing Aura" 3
	"Pumpkin MIRV" 1 
	"Superjump" 4
	"Invisibility" 2
	"Teleport" 4
	"Tesla Bolt" 3
	"Minify" 1
	"Meteor Shower" 5
	"Summon Monoculus" 1
	"Summon Skeletons" 4
}

Reverse MvM

ReverseWinConditions 1 [$SIGSEGV] //Player team wins if bots deliver the bomb.
SetCreditTeam 3 [$SIGSEGV] //Sets which team can pickup money. Set to 3 to allow blu team to collect money instead
BluHumanFlagCapture 1 [$SIGSEGV] //Can blu humans capture the flag
BluHumanFlagPickup 1 [$SIGSEGV] //Can blu humans pickup flags
BluHumanInfiniteAmmo 0 [$SIGSEGV] //Enable infinite ammo for blu humans (default: 1)
BluHumanInfiniteCloak 1 [$SIGSEGV] //Enable infinite cloak for blu humans (default: 1)
AllowJoinTeamBlueMax 4 [$SIGSEGV] //How many players can join the blue team
AllowJoinTeamBlue 1 [$SIGSEGV] //If it is possible to join team blue
HumansMustJoinTeam blue [$SIGSEGV] //Set to blue to force players join the blu team
BluPlayersAreRobots 1 [$SIGSEGV] //If set, blu players use robot models
BotTeleportUberDuration 2 [$SIGSEGV] // How long should uber last for robots exiting engineer bot teleporter (default: 5)
BluHumanTeleportOnSpawn 1 [$SIGSEGV] // Should players get teleported to engineer bot teleport on spawn (default: 0)
BluHumanBotTeleporter 1 [$SIGSEGV] // Should player teleporters teleport players and bots on spawn (default: 0)

Miscellaneous

NoReanimators 1 [$SIGSEGV] //Disable reanimators
NoMvMDeathTune 1 [$SIGSEGV] //Disable distinctive sound played when a player is killed
SniperHideLasers 1 [$SIGSEGV] //If set, snipers will not display lasers when aiming
RemoveGrapplingHooks 1 [$SIGSEGV] //Grappling hooks are destroyed after specified amount of seconds
MedievalMode 1 [$SIGSEGV] //Players can only use melee weapons. Bots are not weapon restricted
GrapplingHook 1 [$SIGSEGV] //Enables grappling hook for a mission
SentryBusterFriendlyFire 0 [$SIGSEGV] //If set to 0, buster will not damage robots (default: 1)
BotPushaway 0 [$SIGSEGV] //Should bots push each other away (default: 1)
DisableSound "Weapon_Shotgun.Single" [$SIGSEGV] //Disable sound. Note that client side sounds cannot be disabled. Must use sound script unless there is only a raw version of the sound
RobotLimit 26 [$SIGSEGV] //Sets a robot limit. You can increase or decrease it, but increasing it will reduce max spectator and player count (you need to set MaxSpectators below 4) (default: 22)
EnableDominations 1 [$SIGSEGV] //Should enable player to bot dominations
SandmanStun 0 [$SIGSEGV] //Should the sandman ball stun players. 1 reverts the pre Jungle Inferno stun (default: 1)
SendBotsToSpectatorImmediately 1 [$SIGSEGV] //Should the bots be transferred to spectator team immediately after dying. Use this if your mission consists of lots of easy to kill enemies (default: 0)
MedigunShieldDamage 1 [$SIGSEGV] //If set to 1, bot medigun shields will damage players. Use "dmg penalty vs players" attribute to control damage dealt (default: 0)
StandableHeads 1 [$SIGSEGV] //If set, robots will not push the players of their heads (default: 0)
NoRomevisionCosmetics 1 [$SIGSEGV] //If set, robots will not wear romevision cosmetics unless forced to (default: 0)
BotsRandomCrit 1 [$SIGSEGV] //If set, robots will be able to deal random critical damage. Use "crit mod disabled" weapon attribute to control crit chance (default: 0)
AimTrackingIntervalMultiplier 3 [$SIGSEGV] // Scale of robot aim tracking interval (default: 1)
SniperAllowHeadshots 1 [$SIGSEGV] // If set, bot snipers can headshot (and amby spy) (default: 0)
ImprovedAirblast 1 [$SIGSEGV] // If set, bot pyros can deflect arrows grenades and stickybombs (default: 0)
NoSapUnownedBuildings 1 [$SIGSEGV] // If set, spies will not target unowned buildings (default: 0)
NoHolidayPickups 1 [$SIGSEGV] // If set, pickups will remain with default models (default: 0)
MaxSpectators 0 [$SIGSEGV] // Set max spectator count (default: infinite)
MaxRedPlayers 6 [$SIGSEGV] // Override max red player count (default: 6)
DisplayRobotDeathNotice 1 [$SIGSEGV] // If set, regular robot death is mentioned in the kill feed (default: 0)
TextPrintTime 7 [$SIGSEGV] // How fast a line from the wave description is displayed in the middle of the screen. Use 0 to disable (default: 4)
MaxSpeedLimit 521 [$SIGSEGV] // Max speed limit override. Values above 520 enchance giant scout movement. Values above 521 disable jumping on stuck (default: 520)
MaxEntitySpeed 10000 [$SIGSEGV] // Max entity speed limit override (default: 3500)
NoMissionInfo 0 [$SIGSEGV] // Disable !missioninfo command (default: 0)
MaxActiveSkeletons 999 [$SIGSEGV] // Max active skeletons at once (default: 30)
WaveStartCountdown 9 [$SIGSEGV] // Wave start countdown duration once all players are ready. Values below 10 disable announcer, values below 9 disable starting music (default: 10)
FastNPCUpdate 1 [$SIGSEGV] // If set to 1, NPCs such as halloween bosses will update every tick (default: 0)
NoJoinMidwave 1 [$SIGSEGV] // If set to 1, players that joined the server midwave cannot spawn, unless they buyback (default: 0)
ForceRobotBleed 1 [$SIGSEGV] // If set to 1, robots bleed (default: 0)
MinibossSentrySingleKill 1 [$SIGSEGV] // If set to 1, minibosses count as single kill for the sentry (default: 0)
BotHumansHaveRobotVoice 1 [$SIGSEGV] // If set to 1, bots with human models have robot voice (default: 0)
BotHumansHaveEyeGlow 1 [$SIGSEGV] // If set to 1, bots with human models have eye glow (default: 0)
CustomEyeParticle "eye_powerup_green_lvl_4" [$SIGSEGV] // Custom eye glow particle (default: "")
NoSkeletonSplit 1 [$SIGSEGV] // Do not split medium skeletons after death (default: 0)
StuckTimeMultiplier 1 [$SIGSEGV] // Multiplier of how fast the bot detects stuck. 3 means bot detect stuck 3 times faster than normal (staying for 4s in 100hu area) (default: 1)
NoCreditsVelocity 1 [$SIGSEGV] // If set credits spawn with no velocity (default: 0)
RestoreNegativeDamageHealing 1 [$SIGSEGV] // Allow negative damage to overheal (default: 0)
TurboPhysics 0 [$SIGSEGV] // Turn off to allow players interacting with physics objects like vehicles (default: 1)
CustomNavFile "mvm_bigrock_somecustomnav" [$SIGSEGV] // Custom nav file name

Upgrade Station

CustomUpgradesFile "mvm_upgrades_sigsegv_extra_v19.txt" [$SIGSEGV] //Custom upgrades file. File must be named mvm_upgrades_x.txt, then send to the server
DisableUpgradeStations 1 [$SIGSEGV] //Disable upgrade station
DisallowUpgrade "fire rate bonus" [$SIGSEGV] // Disallow upgrade. You can use the position on the upgrade list instead, starting from 1
UpgradeStationKeepWeapons 1 [$SIGSEGV] // Prevent upgrading from changing weapons to current loadout items (default: 0)
ExtendedUpgradesOnly 1 [$SIGSEGV] // Do not display regular upgrade menu, only show extended upgrades (default: 0)
RespecEnabled 0 [$SIGSEGV] //Set to 0 to disable refunds
RespecLimit 1 [$SIGSEGV] //How many times the player can use refunds

Cash

BonusRatioHalf 0.75 [$SIGSEGV] //The ratio of collected cash required to be awarded 50 bonus credits. (default: 0.95)
BonusRatioFull 0.8 [$SIGSEGV] //The ratio of collected cash required to be awarded 100 bonus credits. (default: 1)
FixedBuybacks 1 [$SIGSEGV] //If set, the player can only use a number of free buybacks, as specified in BuybacksPerWave
BuybacksPerWave 6 [$SIGSEGV] //How many buybacks can a player use, when FixedBuybacks is set to 1 (default: 0)
DeathPenalty 100 [$SIGSEGV] //Player will lose this many credits after dying

Bomb

FlagCarrierMovementPenalty 0.4 [$SIGSEGV] // Overrides flag carrier movement penalty (default: 0.5)
FlagEscortCountOffset 5 [$SIGSEGV] // Allow for this many additional flag escorts (default: 0)
AllowFlagCarrierToFight 1 [$SIGSEGV] // Allow bomb carrier to fight (default: 1)

Models and Animations

PlayerRobotsUsePlayerAnimation 1 [$SIGSEGV] //Use player animations instead of robot ones
FixSetCustomModelInput 1 [$SIGSEGV] //Fixes lack of player animations after firing setcustommodel input on player
BotsAreHumans 1 [$SIGSEGV] //Bots use human models by default. If set to 1, bots can't be sapped, if set to 2, they can
BodyPartScaleSpeed 2 [$SIGSEGV] //How fast do "head scale" "torso scale" "hand scale" attributes scale the bot body parts (default: 1)

Gameplay

ConchHealthOnHit 0.77 [$SIGSEGV] // Health on hit percentage for conch (default: 0.35)
MarkedForDeathLifetime 1 [$SIGSEGV] // Marked for death duration (default: 15)
VacNumCharges 16 [$SIGSEGV] // Number of charges for Vaccinator (default: 4)
DoubleDonkWindow 99 [$SIGSEGV] // Max time for double donk to register (default: 0.5)
ConchSpeedBoost 10 [$SIGSEGV] // Speed boost provided by the Conch, limited to 40% total speed increase (default: 105)
StealthDamageReduction 0.1 [$SIGSEGV] // Damage reduction provided by invis watch (default: 0.8)
HealOnKillOverhealMelee 1 [$SIGSEGV] // Heal on kill with melee weapons overheal (default: 1)

Movement

BunnyHop 1 [$SIGSEGV] // Allow bunnyhopping. 1 enables auto bhop. 2 disables auto bhop (default: 0)
Accelerate 100 [$SIGSEGV] // Acceleration rate (default: 10)
AirAccelerate 100 [$SIGSEGV] // Air Acceleration (turning) rate (default: 10)

Teleporters

BotTeleportUberDuration 2 [$SIGSEGV] // How long should uber last for robots exiting engineer bot teleporter (default: 5)
BotsUsePlayerTeleporters 0 [$SIGSEGV] // Should bots use player teleporter entrances (default: 1)