Stop That Tank (VScript Gamemode)

Stop That Tank (VScript Gamemode) 1.1.0.2

fixed bugs and temperately disabled the tank kill counter
-Fixed a bug where the Tank would not spawn.
-Added a delay for Tank spawning.
-Updated viewmodels & viewmodel animations for all robots & weapons. (Special thanks to trigger_hurt for these!)
-Added custom class portraits & 2D HUD portraits for all robots except Engineer. (Engi's coming soon, we promise!)
-Updated the final control point capture (bomb site) to happen inside the radius of the control point itself. (Simply move the final control point into the middle of the bomb hatch if you want the player to go into the hatch upon capping.)
-Added a new entities vmf file, this should help with creating new STT maps.
-Fixed a bug where the Bomb wouldn't reset to the correct point.
-Fixed a bug where small robots couldn't capture the points with a bomb holder.
The first major update to Stop That Tank VScript since it's release in February!

-Overhauled the entire test map (stt_example) to better suit the gamemode, show off various changes, & make it easier for modders to test their own content.
-Added custom Spy disguises so Spies can now disguise as Blu robots! This will make disguises for the Red team much more powerful and useful. This will also affect footsteps, hitsounds, & voice lines.
-Added custom boss health bars for the Tank & Giant Robot Bosses. This should make it easier to tell how much health both of these enemies have.
-Added in giant robot powerups & boosts similar to Mann VS Machine's (15 secs = Battalion's Backup effect, shared with teammates in a 512 HU radius), (45 secs = HP regeneration for giant, 45/s & lowers upon taking damage similar to Medic's medibeam w/ fire), (90 secs = Full crits for giant), (180 secs = Concheror effect, shared with teammates in a 512 HU radius).
-Added in HUD elements packed into the map to illustrate the timing for the robot powerups & boots.
-Completely reworked the Tank behavior from the ground up (Extreme thanks to Sprinkles for this). This should allow for things such as custom tank models, multi-stage maps, better adjusted health, & updated HUD elements.
-Updated the Payload HUD for the Tank to illustrate that it is in fact a Tank and not a Payload Bomb. This should also better illustrate where it is in relation to the control points.
-New giant transformations for Heavy, Pyro, & Scout.
-Giants now explode upon death, emitting the giant death smoke particle & robot gibs.
-Backstabs on giants will now deal a portion of their health & stun the Spy's knife similar to the Razorback.
-Taunt props now correctly scale to the size of Giant Robot Bosses.​
Updated the Entities.VMF file to include all gamemode entities & logic.
-Set the Tank spawning delay to be on a per map basis (check README for info)
-Added a flag that changes the HUD type from Payload to CP when the Tank is destroyed & Bomb is deployed
-Fixed a bug with the bomb carrier not able to cap a point once the bomb had been dropped prior to being picked up by the player
-Updated Giant spawns to have buffs based on Mann VS Machine buff timer (15secs = Backup effect, 45 seconds = regenerative health, 90 seconds = crits, 180 seconds = concheror effect.)
-Added a new section to the README file to better explain giant mechanics & loadouts
-Fixed Control Points to now work properly when a Tank or bomb-holding player captures them (Woo-hoo!)
-Various other fixes
-Fixed Spy lines to play without delay as a robot
-Fixed plays keeping giant health & ammo on round reset
-Fixed loop and giant sounds playing on round reset
-Various other bug fixes
-All tank & bomb capture points are now required to cap before the bomb can be deployed at the hatch
Fixed viewmodels & tank not appearing and precaching.