


This is a whole mod pack, might cause issue when use together with some other mods or in other gamemodes, recommand run on dedicated servers!
If you're not on dedicated servers, please enable sv_cheats and do weapon_reparse in console before starting the gamemode, disable sv_cheats after weapon_reparse is done
Use the playlistvar aitdm_grunt_mode 1 to replace Attrition with GruntMode
Add Classic Rodeo Fix(Testing): Use the playlist var classic_rodeo 1 to enable (fake) TF|1 style rodeo
Please add
+sv_max_props_multiplayer 500000
+sv_max_prop_data_dwords_multiplayer 800000
to startup args, or the game might crash
Basic Gameplay:
Playlist Variable Settings
gruntmode_night_chance )gruntmode_auto_map 0 )grunt_player_protection 0 )gruntmode_weapon_carepackage 1 is enabled, care package will also give you a grenadier weaponcustom_air_accel_pilot to customize player's air acceleration if you want to disable their ability to slidehopUse the function GruntMode_RegisterPlayerClass( string className, void functionref( entity ) classLoadoutFunction, bool isSpecialist ) to register your own classes
Parameters:
-className: your new class' name, cannot be the same as any other classes
-loadoutFunction: how this class is given weapons, classMods and so on
-isSpecialist: whether killing this class will get extra scores
I recommand copy & paste and use the function SimpleClassLoadout() from _grunt_default_classes.gnut, you can also learn how to create a class from this file
Score Events:
Start with player grunts and normal grunts
0: Specialist grunts spawning
50: Spectres spawning
100: Stalkers and Prowlers spawning
180: Reapers can launch ticks spawning
200: Gunships spawning
250: Titans and NPC pilots spawning
Default Player 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, archer and electric smoke
Engineer: l-star, thunderbolt and satchel, one turret in inventory
Specialist Grunt: car, mgl and one drone(15s per respawn), press USE to call your drones
Shield Captain: r201, mgl and electric smoke, carrying a mobile particle wall
Shock Grunt: volt and thunderbolt, one arc trap in inventory
Spectre: mastiff, charge rifle, double jumping
Sonar Pulser: alternator, charge rifle and pulse blade
Jumper: devotion, mgl, one jumppad usage
Shifter: double-take, thunderbolt and arc grenade, one longer phaseshift usage
Ravenant: hemlok, charge rifle and satchel, super wallclimb, faster crouchwalk
Phase Walker: r101 and thunderbolt, one portal usage(portal destroys on death)
Heavy Sniper: kraber(anti-titan) and electric smoke
Runner: re45 with less damage falloff and mgl, octane stim(longer stim that costs health)
Path Builder: r97 and mgl, one zipline gun usage(zipline destroys on death)
Scout: g2 and archer, two grapple usage
Flyer: mozambique and charge rifle, passive jet pack
Assassin: suppressed wingman elite and charge rifle
I used/modified some scripts from following mods
Thanks to them giving me a chance to add more stuff into my mod!
Dinorush: Brute4
Moblin: Archon
The PeePeePooPoo Man: Flipside and Mutator Pack
uniboi: Impulse Grenade and Holosprays
Palomar: Phaseshift Rework
Legonzaur: Holoshift
v3.1.11
v3.1.10
Make reaper unable to melee rodeo player when they're targeting the titan
Add attachments for npc weapons
v3.1.9
Add NPC Gunship spawn
Add compatibility with Northstar v1.19.9
v3.1.8
v3.1.7
Update Special Thanks
Add back compatibility with PR#655
Make infantry with AT weapon don't running around when titan getting close
Remove npc specialist grunt spawn with stalkers
Balance npc specialist grunt weapons( buff elite-guard grunts and nerf sniper grunts )
Balance stalker weapons( buff epg, softball and nerf smr )
Increase the damage prowlers dealt to titans and reapers
Add dangerous area for npc titan( excluded player owned titans ) and reaper's drop spot
Make npcs don't target npc titans( excluded player owned titans ) in bubble shield
Make npc titan unable to melee rodeo player when they're targeting the titan
v3.1.6
Fix incorrect kill replay callsign display when killed by a npc
Fix a crash that may happen during intro spawn
v3.1.5
v3.1.4
Temporarily remove compatibility with PR#655 to make the mod able to compile at current version
Fix a client script error related with npc arcball weapons
v3.1.3
Use spawn waves for npc spawn to make it more stable
Use custom execution chooser for npcs
v3.1.2
v3.1.1
v3.1.0