


Grunt Mode that Replaces Attrition ( Will influnce other modes )
Versions between 1.5.0 - 1.5.3 is broken without nessie.tempfix
Please Add
+sv_max_props_multiplayer 200000
+sv_max_prop_data_dwords_multiplayer 300000
to startup args
You can use the function RegisterGruntModePlayerClass( string className, void functionref( entity ) classLoadoutFunction, bool isSpecialist ) to register your own classes
Score Events:
Start with player grunts and normal grunts
50: Spectres spawning
100: Reapers and Prowlers spawning
180: Reapers spawning
200: Gunships spawning
250: Titan and NPC pilots spawning
Player's Classes:
Assault Grunt: r97, archer and frag
Heavy Grunt: spitfire and archer
Rifleman Grunt: flatline, archer and frag
Shotgun Grunt: eva-8, archer and frag
Sniper Grunt: dmr, chargerifle and electric smoke
Engineer: l-star, thunderbolt and satchel, one turret in inventory
Specialist Grunt: car, mgl and firestar and two drones, press USE to call your drones
Shield Captain: r201, mgl and electric smoke, carrying a mobile particle wall
Shock Grunt: volt, thunderbolt and arc grenade, one arc trap in inventory
Spectre: mastiff, chargerifle and satchel, double jumping, no wallclimb
Sonar Pulser: alternator, archer and pulse blade
Ninja: no mainweapon, mgl and smoke launcher, regenerating kunai and shuriken
Beast King: no mainweapon, sword and prowlers, press USE to call your prowler
Jumper: devotion, mgl, one jumppad usage
Shifter: double-take, thunderbolt and arc grenade, one longer phaseshift usage