#base robot_standard.pop #base robot_giant.pop //////////////////////////////custom enemies for the encounter mission/////////////////////////// WaveSchedule { PrecacheModel "models\workshop\player\items\all_class\dec18_bread_heads\dec18_bread_heads_soldier.mdl" PrecacheModel "models/bots/soldier/bot_soldier_gibby.mdl" Templates { bread_zombie_drip { Tag bread ClassIcon breadcrab_zombie Item "Bread Heads" Item "Bread Biter" Item "Breadcrab" Item "Loaf Loafers" } entrance_zombie1 { Class Scout Tag generic ClassIcon heavy_zombie_lite Name "Risen Corpse" Action Mobber WeaponRestrictions MeleeOnly Item "Zombie Scout" FastUpdate 1 PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" CharacterAttributes { "move speed bonus" 0.45 } AddCond{Name "TF_COND_REPROGRAMMED"} ItemAttributes { ItemName TF_WEAPON_BAT "is invisible" 1 } // InterruptAction // { // Name "kill" // Target ClosestPlayer // AimTarget ClosestPlayer // KillAimTarget 1 // WaitUntilDone 1 // Delay 3 // } } entrance_zombie2 { Class Medic Tag generic ClassIcon heavy_zombie_lite Name "Risen Corpse" Action Mobber WeaponRestrictions MeleeOnly Item "Zombie Medic" FastUpdate 1 PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" CharacterAttributes { "move speed bonus" 0.45 } AddCond{Name "TF_COND_REPROGRAMMED"} ItemAttributes { ItemName TF_WEAPON_BONESAW "is invisible" 1 } // InterruptAction // { // Name "kill" // Target ClosestPlayer // AimTarget ClosestPlayer // KillAimTarget 1 // WaitUntilDone 1 // Delay 3 // } } entrance_zombie3 { Class HeavyWeapons Tag generic ClassIcon heavy_zombie_lite Name "Risen Corpse" Action Mobber WeaponRestrictions MeleeOnly Item "The Conscientious Objector" Item "Zombie Heavy" FastUpdate 1 AdditionalStepSound "Zombie.Step" PainSound "Zombie.Owch" DeathSound "@physics/flesh/flesh_bloody_break.wav" CharacterAttributes { "move speed bonus" 0.45 } AddCond{Name "TF_COND_REPROGRAMMED"} ItemAttributes { ItemName "The Conscientious Objector" "is invisible" 1 } // InterruptAction // { // Name "kill" // Target ClosestPlayer // AimTarget ClosestPlayer // KillAimTarget 1 // WaitUntilDone 1 // Delay 3 // } } entrance_zombie4 { Class Soldier Tag generic ClassIcon heavy_zombie_lite Name "Risen Corpse" Action Mobber WeaponRestrictions MeleeOnly Item "Zombie Medic" FastUpdate 1 PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" CharacterAttributes { "move speed bonus" 0.45 } AddCond{Name "TF_COND_REPROGRAMMED"} ItemAttributes { ItemName TF_WEAPON_SHOVEL "is invisible" 1 } // InterruptAction // { // Name "kill" // Target ClosestPlayer // AimTarget ClosestPlayer // KillAimTarget 1 // WaitUntilDone 1 // Delay 3 // } } entrance_zombie5 { Class Engineer Tag generic ClassIcon heavy_zombie_lite Name "Risen Corpse" Action Mobber WeaponRestrictions MeleeOnly Item "Zombie Medic" FastUpdate 1 PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" CharacterAttributes { "move speed bonus" 0.45 } AddCond{Name "TF_COND_REPROGRAMMED"} ItemAttributes { ItemName TF_WEAPON_WRENCH "is invisible" 1 } // InterruptAction // { // Name "kill" // Target ClosestPlayer // AimTarget ClosestPlayer // KillAimTarget 1 // WaitUntilDone 1 // Delay 3 // } } special_entrance_zombie { Class Sniper Tag generic ClassIcon heavy_zombie_lite Action Mobber Name "Risen Corpse With Gun" WeaponRestrictions SecondaryOnly Item "Zombie Sniper" Item TF_WEAPON_SHOTGUN_SOLDIER Skill Easy FastUpdate 1 PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" CharacterAttributes { "move speed bonus" 0.45 } AddCond{Name "TF_COND_REPROGRAMMED"} // InterruptAction // { // Name "Got_you_on_my_sights" // Target ClosestPlayer // AimTarget ClosestPlayer // KillAimTarget 1 // WaitUntilDone 1 // Delay 10 // } } //Generics generic_zombie_1 { Class Scout Tag generic ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly Name "Risen Corpse" Item "The Freedom Staff" Item "Zombie Scout" Skill Easy Action Mobber PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 0.45 } ItemAttributes { ItemName "The Freedom Staff" "is invisible" 1 } } generic_zombie_2 { Class Soldier Tag generic ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly Name "Risen Corpse" Item "TF_WEAPON_FIREAXE" Item "Zombie Soldier" Skill Easy Action Mobber PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 0.45 } } generic_zombie_3 { Class Pyro Tag generic ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly Name "Risen Corpse" Item "The Conscientious Objector" Item "Zombie Pyro" Skill Easy Action Mobber PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 0.45 } } generic_zombie_4 { Class Demoman Tag generic ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly Name "Risen Corpse" Item "The Freedom Staff" Item "Zombie Demo" Skill Easy Action Mobber PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 0.45 } ItemAttributes { ItemName "The Freedom Staff" "is invisible" 1 } } generic_zombie_5 { Class HeavyWeapons Tag generic ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly Name "Risen Corpse" Item "Zombie Heavy" Skill Easy Action Mobber PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 0.45 } } generic_zombie_6 { Class Engineer Tag generic ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly Name "Risen Corpse" Item "Zombie Engineer" Item "The Freedom Staff" Skill Easy Action Mobber PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 0.45 } ItemAttributes { ItemName "The Freedom Staff" "is invisible" 1 } } generic_zombie_7 { Class Engineer Tag generic ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly Name "Risen Corpse" Item "Zombie Medic" Item "The Pain Train" Skill Easy Action Mobber PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 0.45 } ItemAttributes { ItemName "The Pain Train" "is invisible" 1 } } generic_zombie_8 { Class Sniper Tag generic ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly Name "Risen Corpse" Item "Zombie Sniper" Item "The Freedom Staff" Skill Easy Action Mobber PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 0.45 } ItemAttributes { ItemName "The Freedom Staff" "is invisible" 1 } } generic_zombie_9 { Class scout Tag generic ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly Name "Risen Corpse" Item "Zombie Spy" Item "TF_WEAPON_KNIFE" Skill Easy Action Mobber Skin 22 PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" UseCustomModel "models/player/spy.mdl" AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 0.35 } } ranged_zombie_1 { Class Engineer Tag generic ClassIcon heavy_zombie_lite WeaponRestrictions SecondaryOnly Name "Risen Corpse With a Gun" Item "Zombie Engineer" Skill Hard Action Mobber PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 0.45 } ItemAttributes { ItemName "TF_WEAPON_PISTOL" "fire rate penalty" 1.89 } } ranged_zombie_2 { Class Soldier Tag generic ClassIcon heavy_zombie_lite WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Name "Risen Corpse With a Gun" Item "Zombie Soldier" Skill Hard Action Mobber PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 0.45 } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "fire rate penalty" 1.89 } } ranged_zombie_3 { Class Scout Tag generic ClassIcon heavy_zombie_lite WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Name "Risen Corpse With a Gun" Item "Zombie Scout" Skill Hard Action Mobber PainSound "Zombie.Owch" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 0.45 } ItemAttributes { ItemName "TF_WEAPON_PISTOL" "fire rate penalty" 1.89 } } breadcrab_zombie { Class Scout Item "Zombie Scout" Health 100 AddTemplate bread_zombie_drip AddCond{Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "move speed bonus" 1.36 } } giant_breadcrab_soldier { Template T_TFBot_Giant_Soldier Item "upgradable TF_WEAPON_ROCKETLAUNCER" Skin 0 AddTemplate bread_zombie_drip ClassIcon Soldier WeaponRestrictions PrimaryOnly AddCond{Name "TF_COND_REPROGRAMMED" } ItemAttributes { ItemName "upgradable TF_WEAPON_ROCKETLAUNCER" "paintkit_proto_def_index" 243 "Projectile speed InCreased" 0.50 "bleeding duration" 5 "override projectile type extra" "breadmonster" } } } }