WaveSchedule { /// /// /// DISABLE SOUNDS /// /// /// DisableSound "MVM.BotStep" DisableSound "MVM.SentryBusterIntro" DisableSound "heavy_mvm_giant_robot01" DisableSound "heavy_mvm_giant_robot02" DisableSound "heavy_mvm_giant_robot03" DisableSound "heavy_mvm_giant_robot04" DisableSound "heavy_mvm_sentry_buster02" DisableSound "engineer_mvm_giant_robot01" DisableSound "engineer_mvm_giant_robot02" DisableSound "engineer_mvm_giant_robot03" DisableSound "engineer_mvm_sentry_buster02" DisableSound "soldier_mvm_giant_robot01" DisableSound "soldier_mvm_giant_robot02" DisableSound "soldier_mvm_giant_robot03" DisableSound "soldier_mvm_giant_robot04" DisableSound "soldier_mvm_sentry_buster02" DisableSound "music.mvm_start_last_wave" DisableSound "music.mvm_start_mid_wave" DisableSound "music.mvm_start_tank_wave" DisableSound "music.mvm_start_wave" DisableSound "MVM.AttackDefend.EnemyReturned" DisableSound "Announcer.MVM_Get_To_Upgrade" DisableSound "Announcer.MVM_First_Wave_Start" DisableSound "Announcer.MVM_Wave_Start" DisableSound "Announcer.MVM_Wave_End" DisableSound "Announcer.MVM_Wave_Lose" DisableSound "Announcer.MVM_Final_Wave_Start" DisableSound "Announcer.MVM_Final_Wave_End" DisableSound "Announcer.MVM_All_Dead" DisableSound "Announcer.MVM_General_Wave_Start" DisableSound "Announcer.MVM_Game_Over_Loss" DisableSound "Announcer.MVM_Bomb_Reset" DisableSound "Announcer.MVM_General_Destruction" DisableSound "Announcer.MVM_Tank_Alert_Spawn" DisableSound "Announcer.MVM_Tank_Alert_Another" DisableSound "Announcer.MVM_Tank_Alert_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Halfway" DisableSound "Announcer.MVM_Tank_Alert_Halfway_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Near_Hatch" DisableSound "Announcer.MVM_Tank_Alert_Deploying" ////// ////// ////// SURVIVOR WEAPONS ////// ////// ////// // CHANGES // // // Pistol (Effects Scout/Engineer) // ItemAttributes { ItemName "TF_WEAPON_PISTOL" "maxammo secondary increased" 2.08 "clip size penalty HIDDEN" 1.25 } // // Bat // ItemAttributes { ItemName "TF_WEAPON_BAT" "damage bonus HIDDEN" 1.15 } // // Shotgun (Effects Soldier, Pyro, Heavy, Engineer) // ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "maxammo secondary increased" 1.25 "clip size bonus" 1.25 } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PYRO" "maxammo secondary increased" 1.25 "clip size bonus" 1.25 } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "maxammo secondary increased" 1.25 "clip size bonus" 1.25 } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN" "maxammo secondary increased" 1.25 "clip size bonus" 1.25 } // END CHANGES // CustomWeapon { "Thirdperson Mode Scout" { OriginalItemName "Power Up Canteen (MvM)" "special item description" "Bug: Switching between 2 classes with third person enabled breaks it, just respawn and it should fix it." "custom item model" "models/empty.mdl" } "Thirdperson Mode Soldier" { OriginalItemName "Power Up Canteen (MvM)" "special item description" "Bug: Switching between 2 classes with third person enabled breaks it, just respawn and it should fix it." "custom item model" "models/empty.mdl" } "Thirdperson Mode Pyro" { OriginalItemName "Power Up Canteen (MvM)" "special item description" "Bug: Switching between 2 classes with third person enabled breaks it, just respawn and it should fix it." "custom item model" "models/empty.mdl" } "Thirdperson Mode Demoman" { OriginalItemName "Power Up Canteen (MvM)" "special item description" "Bug: Switching between 2 classes with third person enabled breaks it, just respawn and it should fix it." "custom item model" "models/empty.mdl" } "Thirdperson Mode Heavy" { OriginalItemName "Power Up Canteen (MvM)" "special item description" "Bug: Switching between 2 classes with third person enabled breaks it, just respawn and it should fix it." "custom item model" "models/empty.mdl" } "Thirdperson Mode Engineer" { OriginalItemName "Power Up Canteen (MvM)" "special item description" "Bug: Switching between 2 classes with third person enabled breaks it, just respawn and it should fix it." "custom item model" "models/empty.mdl" } "Thirdperson Mode Medic" { OriginalItemName "Power Up Canteen (MvM)" "special item description" "Bug: Switching between 2 classes with third person enabled breaks it, just respawn and it should fix it." "custom item model" "models/empty.mdl" } "Thirdperson Mode Sniper" { OriginalItemName "Power Up Canteen (MvM)" "special item description" "Bug: Switching between 2 classes with third person enabled breaks it, just respawn and it should fix it." "custom item model" "models/empty.mdl" } "Thirdperson Mode Spy" { OriginalItemName "Power Up Canteen (MvM)" "special item description" "Bug: Switching between 2 classes with third person enabled breaks it, just respawn and it should fix it." "custom item model" "models/empty.mdl" } //// //// //// SCOUT WEAPONS //// //// //// // // // SCOUT PRIMARIES // // // "Scattergun (Tier 1)" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" } "Boomstick (Tier 1)" { OriginalItemName "The Force-a-Nature" "reload time decreased" 0.85 //Ignore "scattergun has knockback" 0 "damage penalty" 1 } "Shortstop (Tier 2)" { OriginalItemName "The Shortstop" //Ignore "airblast vulnerability multiplier hidden" 1 "damage force increase hidden" 1 "reload time increased hidden" 1 } "Lever Action (Tier 2)" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "maxammo primary increased" 1.25 "reload time decreased" 0.8 "clip size bonus" 1.33 //Ignore "custom weapon fire sound" "=75|weapons/doom_scout_shotgun.wav" "custom item model" "models/workshop/weapons/c_models/c_pep_scattergun/c_pep_scattergun.mdl" } "Drummer (Tier 3)" { OriginalItemName "The Back Scatter" "maxammo primary increased" 1.5 "reload time decreased" 0.5 "clip size bonus" 2 "fire rate bonus" 0.8 "spread penalty" 1.7 "damage bonus" 1.2 //Ignore "closerange backattack minicrits" 0 "clip size penalty" 1 } // // // SCOUT SECONDARIES // // // "Pocket Pistol (Tier 1)" { OriginalItemName "Pretty Boy's Pocket Pistol" "maxammo secondary increased" 2.78 "clip size penalty HIDDEN" 1.67 "weapon spread bonus" 0.6 "damage bonus" 1.1 //Ignore "heal on hit for rapidfire" 0 "clip size penalty" 1 "fire rate bonus" 1 } "Winger (Tier 1)" { OriginalItemName "The Winger" "maxammo secondary increased" 2.78 "clip size penalty HIDDEN" 1.67 "reload time decreased" 0.85 "move speed bonus" 1.04 //Ignore "increased jump height from weapon" 1 "clip size penalty" 1 "provide on active" 1 "damage bonus" 1 } // // // SOLDIER PRIMARIES // // // "Rocket Launcher (Tier 3)" { OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" "projectile speed increased HIDDEN" 2 "hidden primary max ammo bonus" 0.75 "self dmg push force decreased" 0.25 "blast dmg to self increased" 1.25 "blast radius increased" 1.25 "reload time increased" 2 "clip size penalty" 0.25 "fire rate penalty" 2 "damage bonus" 2.5 //Ignore "custom weapon fire sound" "=80|mvm/giant_soldier/giant_soldier_rocket_shoot.wav" "custom impact sound" "=80|mvm/giant_soldier/giant_soldier_rocket_explode.wav" "no damage falloff" 1 } // // // SOLDIER SECONDARIES // // // "Buff Banner (Tier 1)" { OriginalItemName "The Buff Banner" } "Battalion's Backup (Tier 1)" { OriginalItemName "The Battalion's Backup" "max health additive bonus" 0 } // // // PYRO PRIMARIES // // // "Flamethrower (Tier 3)" { OriginalItemName "TF_WEAPON_FLAMETHROWER" "airblast disabled" 1 } // // // ENGINEER SECONDARIES // // // "Engineer Pocket Pistol (Tier 1)" { OriginalItemName "TF_WEAPON_PISTOL" "maxammo secondary increased" 2.775 "clip size penalty HIDDEN" 1.67 "weapon spread bonus" 0.6 "damage bonus" 1.1 //Ignore "custom weapon fire sound" "=75|weapons/doom_scout_pistol.wav" "custom item model" "models/workshop/weapons/c_models/c_pep_pistol/c_pep_pistol.mdl" } "Engineer Winger (Tier 1)" { OriginalItemName "TF_WEAPON_PISTOL" "clip size penalty HIDDEN" 1.67 "reload time decreased" 0.85 "move speed bonus" 1.04 //Ignore "custom weapon fire sound" "=75|weapons/winger_shoot.wav" "custom item model" "models/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol.mdl" "provide on active" 1 } } ExtraLoadOutItems { //// //// //// SCOUT WEAPONS //// //// //// Scout { action { Item "Thirdperson Mode Scout" } //Scout Starter Weapons Secondary { //Starter Weapon Item "TF_WEAPON_PISTOL" } Melee { //Starter Weapon Item "TF_WEAPON_BAT" } //Scout Tier 1 Weapons Secondary { //Tier 1 Weapon Item "Pocket Pistol (Tier 1)" AllowRefund 1 Cost 300 } Secondary { //Tier 1 Weapon Item "Winger (Tier 1)" AllowRefund 1 Cost 300 } Primary { //Tier 1 Weapon Item "Scattergun (Tier 1)" AllowRefund 1 Cost 400 } Primary { //Tier 1 Weapon Item "Boomstick (Tier 1)" AllowRefund 1 Cost 400 } //Scout Tier 2 Weapons Primary { //Tier 2 Weapon Item "Shortstop (Tier 2)" AllowRefund 1 Cost 600 } Primary { //Tier 2 Weapon Item "Lever Action (Tier 2)" AllowRefund 1 Cost 600 } //Scout Tier 3 Weapons Primary { //Tier 3 Weapon Item "Drummer (Tier 3)" AllowRefund 1 Cost 1000 } } //// //// //// Soldier WEAPONS //// //// //// Soldier { action { Item "Thirdperson Mode Soldier" } //Soldier Starter Weapons Secondary { //Starter Item "TF_WEAPON_SHOTGUN_SOLDIER" } Melee { //Starter Item "TF_WEAPON_SHOVEL" } //Soldier Tier 1 Weapons Secondary { //Tier 1 Weapon Item "Buff Banner (Tier 1)" Cost 400 } Secondary { //Tier 1 Weapon Item "Battalion's Backup (Tier 1)" Cost 400 } //Soldier Tier 3 Weapons Primary { Item "Rocket Launcher (Tier 3)" Cost 1000 } } //// //// //// Pyro WEAPONS //// //// //// Pyro { action { Item "Thirdperson Mode Pyro" } //Pyro Starter Weapons Secondary { //Starter Item "TF_WEAPON_SHOTGUN_PYRO" } Melee { //Starter Item "TF_WEAPON_FIREAXE" } //Tier 3 Weapons Primary { //Tier 3 Item "Flamethrower (Tier 3)" Cost 1000 } } Demoman { action { Item "Thirdperson Mode Demoman" } } Heavyweapons { action { Item "Thirdperson Mode Heavy" } } //// //// //// Engineer WEAPONS //// //// //// Engineer { action { Item "Thirdperson Mode Engineer" } //Engineer Starter Weapons Secondary { //Starter Weapon Item "TF_WEAPON_PISTOL" } Melee { //Starter Weapon Item "TF_WEAPON_WRENCH" } //Engineer Tier 1 Weapons Secondary { //Tier 1 Weapon Item "Engineer Pocket Pistol (Tier 1)" AllowRefund 1 Cost 300 } Secondary { //Tier 1 Weapon Item "Engineer Winger (Tier 1)" AllowRefund 1 Cost 300 } } Medic { action { Item "Thirdperson Mode Medic" } } Sniper { action { Item "Thirdperson Mode Sniper" } } Spy { action { Item "Thirdperson Mode Spy" } } } // // // WHITE LIST // // // ItemWhiteList { // //MISC Stuff // ItemSlot "taunt" ItemSlot "misc" ItemSlot "action" ItemSlot "utility" // //Scout Weapons // ItemName "TF_WEAPON_PISTOL" ItemName "TF_WEAPON_BAT" // //Soldier Weapons // ItemName "TF_WEAPON_SHOTGUN_SOLDIER" ItemName "TF_WEAPON_SHOVEL" // //Pyro Weapons // ItemName "TF_WEAPON_SHOTGUN_PYRO" ItemName "TF_WEAPON_FIREAXE" // //Demoman Weapons // ItemName "TF_WEAPON_BOTTLE" // //Heavy Weapons // ItemName "TF_WEAPON_SHOTGUN_HWG" ItemName "TF_WEAPON_FISTS" // //Engineer Weapons // ItemName "TF_WEAPON_PISTOL" ItemName "TF_WEAPON_WRENCH" // //Sniper Weapons // ItemName "TF_WEAPON_SMG" ItemName "TF_WEAPON_CLUB" // //Spy Weapons // ItemName "TF_WEAPON_REVOLVER" ItemName "TF_WEAPON_KNIFE" // //Medic Weapons // ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "TF_WEAPON_BONESAW" } //// //// //// WEAPON EMPOWERMENTS AND CLASS PERKS //// //// //// ExtendedUpgrades { // // STARTER WEAPONS // starterupgrade { Name "Upgrade Starter Weapon" Description "Increases the power of the weapon." Attribute "never craftable" SecondaryAttributes { "fire rate bonus" -0.05 "reload time decreased" -0.05 "damage bonus" 0.1 } Cap 5 Increment 1 Cost 100 AllowedWeapons { ItemName "TF_WEAPON_PISTOL" ItemName "TF_WEAPON_SHOTGUN_SOLDIER" ItemName "TF_WEAPON_SHOTGUN_PYRO" ItemName "TF_WEAPON_SHOTGUN_HWG" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "TF_WEAPON_SMG" ItemName "TF_WEAPON_REVOLVER" } } starterupgrademelee { Name "Upgrade Starter Weapon" Description "Increases the power of the weapon." Attribute "never craftable" SecondaryAttributes { "CARD: damage bonus" 0.1 "fire rate bonus" -0.05 } Cap 5 Increment 1 Cost 100 AllowedWeapons { ItemName "TF_WEAPON_BAT" ItemName "TF_WEAPON_SHOVEL" ItemName "TF_WEAPON_FIREAXE" ItemName "TF_WEAPON_BOTTLE" ItemName "TF_WEAPON_FISTS" ItemName "TF_WEAPON_WRENCH" ItemName "TF_WEAPON_BONESAW" ItemName "TF_WEAPON_CLUB" } } tier1upgrade_400cost { Name "Upgrade Tier 1 Weapon" Description "Increases the power of the weapon." Attribute "never craftable" SecondaryAttributes { "reload time increased HIDDEN" -0.05 "fire rate bonus HIDDEN" -0.05 "CARD: damage bonus" 0.1 } Cap 4 Increment 1 Cost 200 AllowedWeapons { ItemName "Scattergun (Tier 1)" ItemName "Boomstick (Tier 1)" } } tier1upgrade_600cost { Name "Upgrade Tier 1 Weapon" Description "Increases the power of the weapon." Attribute "never craftable" SecondaryAttributes { "reload time increased HIDDEN" -0.05 "fire rate bonus HIDDEN" -0.05 "CARD: damage bonus" 0.1 } Cap 4 Increment 1 Cost 300 AllowedWeapons { ItemName "Pocket Pistol (Tier 1)" ItemName "Winger (Tier 1)" ItemName "Engineer Pocket Pistol (Tier 1)" ItemName "Engineer Winger (Tier 1)" } } tier2upgrade_600cost { Name "Upgrade Tier 2 Weapon" Description "Increases the power of the weapon." Attribute "never craftable" SecondaryAttributes { "reload time increased HIDDEN" -0.05 "fire rate bonus HIDDEN" -0.05 "CARD: damage bonus" 0.1 } Cap 3 Increment 1 Cost 300 AllowedWeapons { ItemName "Shortstop (Tier 2)" ItemName "Lever Action (Tier 2)" } } tier3upgrade_1000cost { Name "Upgrade Tier 3 Weapon" Description "Increases the power of the weapon." Attribute "never craftable" SecondaryAttributes { "reload time increased HIDDEN" -0.05 "fire rate bonus HIDDEN" -0.05 "CARD: damage bonus" 0.1 } Cap 2 Increment 1 Cost 500 AllowedWeapons { ItemName "Drummer (Tier 3)" } } tier3upgrade_1000cost_flamethrower { Name "Upgrade Tier 3 Weapon" Description "Increases the power of the weapon." Attribute "never craftable" SecondaryAttributes { "CARD: damage bonus" 0.1 } Cap 2 Increment 1 Cost 500 AllowedWeapons { ItemName "Flamethrower (Tier 3)" } } tier3upgrade_1200cost { Name "Upgrade Tier 3 Weapon" Description "Increases the power of the weapon." Attribute "never craftable" SecondaryAttributes { "reload time increased HIDDEN" -0.05 "fire rate bonus HIDDEN" -0.05 "CARD: damage bonus" 0.1 } Cap 2 Increment 1 Cost 600 AllowedWeapons { ItemName "Rocket Launcher (Tier 3)" } } // // SCOUT PERKS // healthyphysique //Agile Assassin 1 { Name "Healthy Psyique" Description "Agile Assassin I: +25 Max health" Attribute "max health additive bonus" Cap 25 Increment 25 Cost 100 PlayerUpgrade 1 AllowPlayerClass Scout DisallowedUpgrade { Upgrade mobilerunner Level 1 } } mobilerunner //Hightail Gunner 1 { Name "Mobile Runner" Description "Hightail Gunner I: +15% Faster movement, +10% Increased jump height" Attribute "move speed bonus" SecondaryAttributes { "increased jump height" 0.1 } Cap 1.15 Increment 0.15 Cost 100 PlayerUpgrade 1 AllowPlayerClass Scout DisallowedUpgrade { Upgrade healthyphysique Level 1 } } backbreaker //Agile Assassin 2 { Name "Back Breaker" Description "Agile Assassin II: Minicrits when behind an Undead" Attribute "closerange backattack minicrits" Cap 1 Increment 1 Cost 200 PlayerUpgrade 1 AllowPlayerClass Scout DisallowedUpgrade { Upgrade suppressivehits Level 1 } } suppressivehits //Hightail Gunner 2 { Name "Suppressive Hits" Description "Hightail Gunner II: Undead when injured, slow down by 50% for 1.5 seconds unless shot again" Attribute "unlimited quantity hidden" SecondaryAttributes { "add attributes on hit" "CARD: move speed bonus|0.5|1.5" } Cap 1 Increment 1 Cost 200 PlayerUpgrade 1 AllowPlayerClass Scout DisallowedUpgrade { Upgrade backbreaker Level 1 } } ammobags //Agile Assassin 3 { Name "Ammo Bags" Description "Agile Assassin III: You carry +50% more ammo for all weapons" Attribute "maxammo primary increased" SecondaryAttributes { "maxammo secondary increased" 0.5 } Cap 1.5 Increment 0.5 Cost 300 PlayerUpgrade 1 AllowPlayerClass Scout DisallowedUpgrade { Upgrade steelnerves Level 1 } } steelnerves //Hightail Gunner 3 { Name "Steel Nerves" Description "Hightail Gunner III: You take 20% less damage" Attribute "dmg taken increased" Cap 0.8 Increment -0.2 Cost 300 PlayerUpgrade 1 AllowPlayerClass Scout DisallowedUpgrade { Upgrade ammobags Level 1 } } bullseye //Agile Assassin 4 { Name "Bullseye" Description "Agile Assassin IV: Weapons are 85% more accurate" Attribute "weapon spread bonus" Cap 0.15 Increment -0.85 Cost 400 PlayerUpgrade 1 AllowPlayerClass Scout DisallowedUpgrade { Upgrade shredder Level 1 } } shredder //Hightail Gunner 4 { Name "Shredder" Description "Hightail Gunner IV: Piercing rounds that deal 25% more damage after piercing an undead" Attribute "projectile penetration" SecondaryAttributes { "penetration damage penalty" 1.25 } Cap 6 Increment 6 Cost 400 PlayerUpgrade 1 AllowPlayerClass Scout DisallowedUpgrade { Upgrade bullseye Level 1 } } regenerativesupplements //Agile Assassin 5 { Name "Regenerative Supplements" Description "Agile Assassin V: You regain 2 health per second" Attribute "health regen" Cap 2 Increment 2 Cost 500 PlayerUpgrade 1 AllowPlayerClass Scout DisallowedUpgrade { Upgrade forceanature Level 1 } } forceanature //Hightail Gunner 5 { Name "Force of Nature" Description "Hightail Gunner V: +15% More damage for all weapons" Attribute "damage bonus" Cap 1.15 Increment 0.15 Cost 500 PlayerUpgrade 1 AllowPlayerClass Scout DisallowedUpgrade { Upgrade regenerativesupplements Level 1 } } // // SOLDIER PERKS // hardenedcombatant //War Veteran 1 { Name "Hardened Combatant" Description "War Veteran I: You take 20% less damage" Attribute "dmg taken increased" Cap 0.8 Increment -0.2 Cost 100 PlayerUpgrade 1 AllowPlayerClass Soldier DisallowedUpgrade { Upgrade moralsupport Level 1 } } moralsupport //Banner Bearer 1 { Name "Moral Support" Description "Banner Bearer I: Your banners last +30% longer." Attribute "increase buff duration" Cap 1.3 Increment 0.3 Cost 100 PlayerUpgrade 1 AllowPlayerClass Soldier DisallowedUpgrade { Upgrade hardenedcombatant Level 1 } } swifthands //War Veteran 2 { Name "Swift Hands" Description "War Veteran II: You reload weapons +15% faster" Attribute "reload time decreased" Cap 0.85 Increment -0.15 Cost 200 PlayerUpgrade 1 AllowPlayerClass Soldier DisallowedUpgrade { Upgrade enragedrocketeer Level 1 } } enragedrocketeer //Banner Bearer 2 { Name "Enraged Rocketeer" Description "Banner Bearer II: Damage dealt recharges banner +25% more than normal" Attribute "mod rage on hit bonus" Cap 25 Increment 25 Cost 200 PlayerUpgrade 1 AllowPlayerClass Soldier DisallowedUpgrade { Upgrade swifthands Level 1 } } heavyweighted //War Veteran 3 { Name "Heavy Weighted" Description "War Veteran III: Direct hits with Rockets deals 20% more damage" Attribute "mult dmg direct hit" Cap 1.2 Increment 0.2 Cost 300 PlayerUpgrade 1 AllowPlayerClass Soldier DisallowedUpgrade { Upgrade backbone Level 1 } } backbone //Banner Bearer 3 { Name "Back Bone" Description "Banner Bearer III: You have +20% more health" Attribute "max health additive bonus" Cap 25 Increment 25 Cost 300 PlayerUpgrade 1 AllowPlayerClass Soldier DisallowedUpgrade { Upgrade heavyweighted Level 1 } } lockedandloaded //War Veteran 4 { Name "Locked and Loaded" Description "War Veteran IV: You reload weapons +10% faster and carry +50% more ammo for all weapons" Attribute "maxammo primary increased" SecondaryAttributes { "reload time increased HIDDEN" -0.1 "maxammo secondary increased" 0.5 } Cap 1.5 Increment 0.5 Cost 400 PlayerUpgrade 1 AllowPlayerClass Soldier DisallowedUpgrade { Upgrade explosivecompounds Level 1 } } explosivecompounds //Banner Bearer 4 { Name "Explosive Compounds" Description "Banner Bearer IV: Rockets have a 75% larger explosion" Attribute "blast radius increased" Cap 1.75 Increment 0.75 Cost 400 PlayerUpgrade 1 AllowPlayerClass Soldier DisallowedUpgrade { Upgrade lockedandloaded Level 1 } } bunkerbuster //War Veteran 5 { Name "Bunker Buster" Description "War Veteran V: Pierce resistances that undead have" Attribute "dmg pierces resists absorbs" Cap 1 Increment 1 Cost 500 PlayerUpgrade 1 AllowPlayerClass Soldier DisallowedUpgrade { Upgrade bravehero Level 1 } } bravehero //Banner Bearer 5 { Name "Brave Hero" Description "Banner Bearer V: +100% Increased banner range" Attribute "never craftable" SecondaryAttributes { "mod soldier buff range" 1 } Cap 1 Increment 1 Cost 500 PlayerUpgrade 1 AllowPlayerClass Soldier DisallowedUpgrade { Upgrade bunkerbuster Level 1 } } // // PYRO PERKS // quickdraw //Muffled Mutilator 1 { Name "Quick Draw" Description "Muffled Mutilator I: Swap between weapons +50% faster" Attribute "single wep deploy time decreased" Cap 0.5 Increment -0.5 Cost 100 PlayerUpgrade 1 AllowPlayerClass Pyro DisallowedUpgrade { Upgrade burningsensation Level 1 } } burningsensation //Crazed Cremator 1 { Name "Burning Sensation" Description "Crazed Cremator I: +100% More afterburn damage" Attribute "weapon burn dmg increased" Cap 2 Increment 1 Cost 100 PlayerUpgrade 1 AllowPlayerClass Pyro DisallowedUpgrade { Upgrade quickdraw Level 1 } } handson //Muffled Mutilator 2 { Name "Hands On" Description "Muffled Mutilator II: +15% Faster fire and reload rate" Attribute "reload time decreased" SecondaryAttributes { "fire rate bonus" -0.15 } Cap 0.85 Increment -0.15 Cost 200 PlayerUpgrade 1 AllowPlayerClass Pyro DisallowedUpgrade { Upgrade staggeringflames Level 1 } } staggeringflames //Crazed Cremator 2 { Name "Staggering Flames" Description "Crazed Cremator II: Undead when injured, slow down by 50% for 0.5 seconds unless shot again" Attribute "unlimited quantity hidden" SecondaryAttributes { "add attributes on hit" "CARD: move speed bonus|0.5|0.5" } Cap 1 Increment 1 Cost 200 PlayerUpgrade 1 AllowPlayerClass Pyro DisallowedUpgrade { Upgrade handson Level 1 } } plentytospare //Muffled Mutilator 3 { Name "Plenty to Spare" Description "Muffled Mutilator III: You carry +50% more ammo for all weapons" Attribute "maxammo primary increased" SecondaryAttributes { "maxammo secondary increased" 0.5 } Cap 1.5 Increment 0.5 Cost 300 PlayerUpgrade 1 AllowPlayerClass Pyro DisallowedUpgrade { Upgrade gascoated Level 1 } } gascoated //Crazed Cremator 3 { Name "Gas Coated" Description "Crazed Cremator III: Any of your attacks will cover undead in gas, your afterburn damage is also increased by 100%" Attribute "never craftable" SecondaryAttributes { "weapon burn dmg increased" 1 "add cond on hit duration" 8 "add cond on hit" 123 } Cap 1 Increment 1 Cost 300 PlayerUpgrade 1 AllowPlayerClass Pyro DisallowedUpgrade { Upgrade plentytospare Level 1 } } mumblingabomination //Muffled Mutilator 4 { Name "Mumbling Abomination" Description "Muffled Mutilator IV: +2 Health regained when killing an undead" Attribute "heal on kill" Cap 2 Increment 2 Cost 400 PlayerUpgrade 1 AllowPlayerClass Pyro DisallowedUpgrade { Upgrade hellfire Level 1 } } hellfire //Crazed Cremator 4 { Name "Hellfire" Description "Crazed Cremator IV: Pierce resistances that undead have" Attribute "dmg pierces resists absorbs" SecondaryAttributes { "SPELL: halloween green flames" 1 } Cap 1 Increment 1 Cost 400 PlayerUpgrade 1 AllowPlayerClass Pyro DisallowedUpgrade { Upgrade mumblingabomination Level 1 } } blazeoffury //Muffled Mutilator 5 { Name "Blaze of Fury" Description "Muffled Mutilator V: +15% More damage for all weapons" Attribute "damage bonus" Cap 1.15 Increment 0.15 Cost 500 PlayerUpgrade 1 AllowPlayerClass Pyro DisallowedUpgrade { Upgrade firespreader Level 1 } } firespreader //Crazed Cremator 5 { Name "Fire Spreader" Description "Crazed Cremator V: +50% Increased flamethrower reach" Attribute "cannot trade" SecondaryAttributes { "flame_drag" -4.25 } Cap 1 Increment 1 Cost 500 PlayerUpgrade 1 AllowPlayerClass Pyro DisallowedUpgrade { Upgrade blazeoffury Level 1 } } } ////// ////// ////// GAMEPLAY CHANGES ////// ////// ////// DisplayRobotDeathNotice 1 StuckTimeMultiplier 2 BodyPartScaleSpeed 100 NoThrillerTaunt 0 NoCritPumpkin 1 ForceHoliday 2 ////// ////// ////// SURVIVOR CHANGES ////// ////// ////// PlayerAttributes { "min respawn time" 9999 Medic { "medic regen penalty" 10000000000 } } PlayerAddcond { Index 114 } //ExtendedUpgradesOnly 1 NoJoinMidwave 1 NoReanimators 1 BotPushaway 0 PlayerAttributes { "remove cond on hit" 66 "always allow taunt" 1 "crit mod disabled" 0 Scout { "max health additive penalty" -25 "move speed penalty" 0.8125 "no double jump" 1 } Soldier { "max health additive penalty" -75 "CARD: move speed bonus" 1.25 } Pyro { "max health additive penalty" -75 } Demoman { "max health additive penalty" -75 "CARD: move speed bonus" 1.072 } Heavyweapons { "max health additive penalty" -150 "move speed bonus" 1.304 } Engineer { "max health additive penalty" -25 "maxammo secondary reduced" 0.1803 } Medic { "max health additive penalty" -50 "move speed penalty" 0.938 } Sniper { "max health additive penalty" -25 } Spy { "max health additive penalty" -25 "move speed bonus" 1.016 } } // // // POINT TEMPLATES // // // PointTemplates { ThirdPerson { KeepAlive 1 OnSpawnOutput { Target !activator Action SetForcedTauntCam Param 1 } OnSpawnOutput { Target !activator Action $PlaySoundToSelf Param "misc/hologram_start.wav" } OnParentKilledOutput //kill players after the carrier was dead { Target "thirdperson_outro" Action "trigger" } logic_relay { "targetname" "thirdperson_outro" "OnTrigger" "!activator,SetForcedTauntCam,0,0,-1" "OnTrigger" "!activator,$PlaySoundToSelf,misc/hologram_stop.wav,0,-1" "OnTrigger" "!self,Kill,,0,-1" } } engineerwingerlogic { trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "Spawnflags" "1" "OnTrigger" "!activator,$AddPlayerAttribute,hidden secondary max ammo penalty|2.775,0,-1" } } Resupply_Logic { trigger_once { "Mins" "2 2 2" "Maxs" "2 2 2" "SpawnFlags" "1" "OnTrigger" "!activator,$regenerate,,0,-1" "OnTrigger" "!self,kill,,1,-1" } } infernal_color { OnSpawnOutput { Target "!activator" Action "color" Param "255 165 0" } } warlock_color { OnSpawnOutput { Target "!activator" Action "color" Param "160 160 255" } } dreadknight_color { OnSpawnOutput { Target "!activator" Action "color" Param "50 50 50" } } shade_color { OnSpawnOutput { Target "!activator" Action "color" Param "155 0 255" } } detonatorexplode { //Credit to Mystery Unknown One OnParentKilledOutput { Target "lebomb" Action "Detonate" } NoFixup 0 KeepAlive 1 tf_generic_bomb { "targetname" "lebomb" "model" "models/weapons/w_models/w_stickybomb2.mdl" "health" "10000000" "damage" "75" "radius" "300" "explode_particle" "asplode_hoodoo" "sound" "misc\halloween\spell_fireball_impact.wav" "modelscale" "0" "friendlyfire" "1" } env_shake { "amplitude" "16" "radius" "900" "duration" "3" "frequency" "40" "targetname" "screenshake" "spawnflags" "12" } logic_relay { "OnSpawn" "lebomb,addoutput,ondetonate screenshake:startshake::0:-1,0,-1" "OnSpawn" "lebomb,addoutput,ondetonate screenshake:kill::3:-1,0,-1" } } } PlayerSpawnTemplate { Name "Resupply_Logic" } PlayerItemEquipSpawnTemplate { Name "thirdperson" ItemName "Thirdperson Mode Scout" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "thirdperson" ItemName "Thirdperson Mode Soldier" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "thirdperson" ItemName "Thirdperson Mode Pyro" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "thirdperson" ItemName "Thirdperson Mode Demoman" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "thirdperson" ItemName "Thirdperson Mode Heavy" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "thirdperson" ItemName "Thirdperson Mode Engineer" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "thirdperson" ItemName "Thirdperson Mode Medic" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "thirdperson" ItemName "Thirdperson Mode Sniper" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "thirdperson" ItemName "Thirdperson Mode Spy" Origin "0 0 0" } PlayerItemEquipSpawnTemplate { Name "engineerwingerlogic" ItemName "Engineer Winger (Tier 1)" Origin "0 0 0" } // // // PESKY UNDEAD // // // Templates { // // // COMMONS // // // CadaverScout { //TFBot Class Scout Health 150 Scale 1 Name "Scout Cadaver" ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly CharacterAttributes { "cancel falling damage" 1 "move speed penalty" 0.75 "voice pitch scale" 0.5 "cannot be sapped" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 VoiceCommand { Type "Battle Cry" Delay 10 Cooldown 10 } //Weapons Item "The Bat Outta Hell" ItemAttributes { ItemName "The Bat Outta Hell" "damage bonus hidden" 0.15 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "The Bat Outta Hell" Model "models/empty.mdl" } //Cosmetics Item "Baseball Bill's Sports Shine" Item "Zombie Scout" } CadaverSoldier { //TFBot Class Soldier Health 250 Name "Soldier Cadaver" ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly CharacterAttributes { "cancel falling damage" 1 "move speed penalty" 0.75 "voice pitch scale" 0.5 "cannot be sapped" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 VoiceCommand { Type "Battle Cry" Delay 10 Cooldown 10 } //Weapons Item "The Bat Outta Hell" ItemAttributes { ItemName "The Bat Outta Hell" "damage bonus hidden" 0.11 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "The Bat Outta Hell" Model "models/empty.mdl" } //Cosmetics Item "Baseball Bill's Sports Shine" Item "Zombie Soldier" } CadaverPyro { //TFBot Class Pyro Health 225 Name "Pyro Cadaver" ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly CharacterAttributes { "cancel falling damage" 1 "move speed penalty" 0.75 "voice pitch scale" 0.5 "cannot be sapped" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 VoiceCommand { Type "Battle Cry" Delay 10 Cooldown 10 } //Weapons Item "The Lollichop" ItemAttributes { ItemName "The Lollichop" "damage bonus hidden" 0.11 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "The Lollichop" Model "models/workshop/weapons/c_models/c_unarmed_combat/c_unarmed_combat.mdl" } //Cosmetics Item "Zombie Pyro" } CadaverDemoman { //TFBot Class Demoman Health 225 Name "Demoman Cadaver" ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly CharacterAttributes { "cancel falling damage" 1 "move speed penalty" 0.75 "voice pitch scale" 0.5 "cannot be sapped" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 VoiceCommand { Type "Battle Cry" Delay 10 Cooldown 10 } //Weapons Item "The Bat Outta Hell" ItemAttributes { ItemName "The Bat Outta Hell" "damage bonus hidden" 0.11 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "The Bat Outta Hell" Model "models/empty.mdl" } //Cosmetics Item "Zombie Demo" } CadaverHeavy { //TFBot Item "Can Opener" Item "Soviet Stitch-Up" Item "Steel-Toed Stompers" ItemModel { ItemName "Can Opener" Model "models/empty.mdl" } ItemModel { ItemName "Soviet Stitch-Up" Model "models/empty.mdl" } ItemModel { ItemName "Steel-Toed Stompers" Model "models/empty.mdl" } Class Heavy Health 400 Name "Heavy Cadaver" ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly CharacterAttributes { "cancel falling damage" 1 "move speed penalty" 0.75 "voice pitch scale" 0.5 "cannot be sapped" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 VoiceCommand { Type "Battle Cry" Delay 10 Cooldown 10 } //Cosmetics Item "Zombie Heavy" //Weapons ItemAttributes { ItemName "TF_WEAPON_FISTS" "damage bonus hidden" 0.155 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } } CadaverEngineer { //TFBot Class Engineer Health 150 Name "Engineer Cadaver" ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly CharacterAttributes { "cancel falling damage" 1 "move speed penalty" 0.75 "voice pitch scale" 0.5 "cannot be sapped" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 VoiceCommand { Type "Battle Cry" Delay 10 Cooldown 10 } //Weapons Item "The Bat Outta Hell" ItemAttributes { ItemName "The Bat Outta Hell" "damage bonus hidden" 0.11 "fire rate penalty" 1.25 //Ignore "custom kill icon" "paintrain" } ItemModel { ItemName "The Bat Outta Hell" Model "models/workshop/weapons/c_models/c_paintrain/c_paintrain.mdl" } //Cosmetics Item "Zombie Engineer" } CadaverMedic { //TFBot Class Medic Health 200 Name "Medic Cadaver" ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly CharacterAttributes { "cancel falling damage" 1 "move speed penalty" 0.75 "voice pitch scale" 0.5 "cannot be sapped" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 VoiceCommand { Type "Battle Cry" Delay 10 Cooldown 10 } //Weapons Item "The Bat Outta Hell" ItemAttributes { ItemName "The Bat Outta Hell" "damage bonus hidden" 0.11 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "The Bat Outta Hell" Model "models/empty.mdl" } //Cosmetics Item "Zombie Medic" } CadaverSniper { //TFBot Class Sniper Health 150 Name "Sniper Cadaver" ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly CharacterAttributes { "cancel falling damage" 1 "move speed penalty" 0.75 "voice pitch scale" 0.5 "cannot be sapped" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 VoiceCommand { Type "Battle Cry" Delay 10 Cooldown 10 } //Weapons Item "Upgradeable TF_WEAPON_CLUB" ItemAttributes { ItemName "Upgradeable TF_WEAPON_CLUB" "damage bonus hidden" 0.11 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "Upgradeable TF_WEAPON_CLUB" Model "models/empty.mdl" } //Cosmetics Item "Baseball Bill's Sports Shine" Item "Zombie Sniper" } Remnant { //TFBot Class Sniper Scale 1.0001 Name "Remnant" ClassIcon dead_grn_lite WeaponRestrictions MeleeOnly DeathSound "=70|misc/halloween/skeleton_break.wav" CharacterAttributes { "SPELL: set Halloween footstep type" 7511618 "cancel falling damage" 1 "voice pitch scale" 0.3 "cannot be sapped" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 UseCustomModel "models/bots/skeleton_sniper_boss/skeleton_sniper_boss.mdl" UseHumanModel 1 Skin 2 VoiceCommand { Delay 10 Cooldown 10 Type "Cheers" } //Weapons ItemModel { ItemName "TF_WEAPON_CLUB" Model "models/empty.mdl" } ItemAttributes { ItemName "TF_WEAPON_CLUB" "damage bonus hidden" 0.13 "custom kill icon" "skull" } } Babybones { //TFBot Class Sniper Health 65 Scale 0.65 Name "Baby Bones" ClassIcon dead2_grn_lite WeaponRestrictions MeleeOnly DeathSound "=70|misc/halloween/skeleton_break.wav" CharacterAttributes { "SPELL: set Halloween footstep type" 7511618 "cancel falling damage" 1 "voice pitch scale" 2 "move speed bonus" 1.15 "cannot be sapped" 1 "head scale" 2.5 "always gib" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 UseCustomModel "models/bots/skeleton_sniper_boss/skeleton_sniper_boss.mdl" UseHumanModel 1 Skin 2 VoiceCommand { Delay 10 Cooldown 10 Type "Cheers" } //Weapons ItemModel { ItemName "TF_WEAPON_CLUB" Model "models/empty.mdl" } ItemAttributes { ItemName "TF_WEAPON_CLUB" "damage bonus hidden" 0.07 "custom kill icon" "skull" "fire rate bonus" 0.75 } } Ghoul { //TFBot Class Scout Health 225 Name "Ghoul" ClassIcon heavy_zombie_lite WeaponRestrictions MeleeOnly CharacterAttributes { "cancel falling damage" 1 "voice pitch scale" 0.5 "cannot be sapped" 1 } Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "0 255 0" UseHumanModel 1 VoiceCommand { Delay 10 Cooldown 10 Type "Battle Cry" } //Weapons Item "The Bat Outta Hell" ItemAttributes { ItemName "The Bat Outta Hell" "increased jump height" 1.2 "damage bonus hidden" 0.23 "fire rate bonus" 0.85 "heal on kill" 225 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "The Bat Outta Hell" Model "models/empty.mdl" } //Cosmetics Item "Head Hunter" Item "Claws and Infect" Item "Crazy Legs" } Archer { //TFBot Class Sniper Scale 1.0001 Name "Archer" ClassIcon sniper_bow CharacterAttributes { "SPELL: set Halloween footstep type" 7511618 "bombinomicon effect on death" 1 "cancel falling damage" 1 "voice pitch scale" 0.3 "cannot be sapped" 1 } Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "0 255 0" UseCustomModel "models/bots/skeleton_sniper_boss\skeleton_sniper_boss.mdl" UseHumanModel 1 Skin 2 VoiceCommand { Delay 10 Cooldown 10 Type "Battle cry" } //Weapons Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "dmg penalty vs players" 0.12 } ItemModel { ItemName "TF_WEAPON_CLUB" Model "models/empty.mdl" } ItemAttributes { ItemName "TF_WEAPON_CLUB" "damage bonus hidden" 0.13 "custom kill icon" "unarmed_combat" } //Cosmetics Item "Larrikin Robin" Item "The Toowoomba Tunic" } MilitaryCadaverSoldier { //TFBot Class Soldier Health 500 Name "Military Soldier Cadaver" ClassIcon heavy_zombie_breach_lite WeaponRestrictions MeleeOnly CharacterAttributes { "airblast vertical vulnerability multiplier" 0.25 "airblast vulnerability multiplier" 0.25 "damage force reduction" 0.25 "cancel falling damage" 1 "move speed penalty" 0.7 "voice pitch scale" 0.5 "cannot be sapped" 1 //RESISTANCES & VULNERABILITIES "dmg from melee increased" 1.2 //Vulner. "dmg from ranged reduced" 0.8 //Resist. } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 VoiceCommand { Delay 10 Cooldown 10 Type "Battle cry" } //Weapons Item "The Bat Outta Hell" ItemAttributes { ItemName "The Bat Outta Hell" "damage bonus hidden" 0.15 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "The Bat Outta Hell" Model "models/empty.mdl" } //Cosmetics Item "Zombie Soldier" Item "Breach and Bomb" Item "Veterans Attire" Item "EOTL_Coldfront Curbstompers" } MilitaryCadaverPyro { //TFBot Class Pyro Health 450 Name "Military Pyro Cadaver" ClassIcon heavy_zombie_breach_lite WeaponRestrictions MeleeOnly CharacterAttributes { "airblast vertical vulnerability multiplier" 0.25 "airblast vulnerability multiplier" 0.25 "damage force reduction" 0.25 "cancel falling damage" 1 "move speed penalty" 0.7 "voice pitch scale" 0.5 "cannot be sapped" 1 //RESISTANCES & VULNERABILITIES "dmg from melee increased" 1.2 //Vulner. "dmg from ranged reduced" 0.8 //Resist. } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 VoiceCommand { Delay 10 Cooldown 10 Type "Battle cry" } //Weapons Item "The Lollichop" ItemAttributes { ItemName "The Lollichop" "damage bonus hidden" 0.15 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "The Lollichop" Model "models/workshop/weapons/c_models/c_unarmed_combat/c_unarmed_combat.mdl" } //Cosmetics Item "Zombie Pyro" Item "Preventative Measure" Item "Wanderer's Wear" Item "Fireman's Essentials" Item "The Triclops" ItemAttributes { ItemName "The Triclops" "set item tint RGB" 2960676 } } MilitaryCadaverDemoman { //TFBot Class Demoman Health 450 Name "Military Demoman Cadaver" ClassIcon heavy_zombie_breach_lite WeaponRestrictions MeleeOnly CharacterAttributes { "airblast vertical vulnerability multiplier" 0.25 "airblast vulnerability multiplier" 0.25 "damage force reduction" 0.25 "cancel falling damage" 1 "move speed penalty" 0.7 "voice pitch scale" 0.5 "cannot be sapped" 1 //RESISTANCES & VULNERABILITIES "dmg from melee increased" 1.2 //Vulner. "dmg from ranged reduced" 0.8 //Resist. } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 VoiceCommand { Delay 10 Cooldown 10 Type "Battle cry" } //Weapons Item "The Bat Outta Hell" ItemAttributes { ItemName "The Bat Outta Hell" "damage bonus hidden" 0.15 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "The Bat Outta Hell" Model "models/empty.mdl" } //Cosmetics Item "Zombie Demo" Item "Blast Blocker" Item "Shin Shredders" Item "Hazard Headgear" ItemAttributes { ItemName "Hazard Headgear" "set item tint RGB" 2960676 } } MilitaryCadaverHeavy { Item "Can Opener" ItemAttributes { ItemName "Can Opener" "set item tint RGB" 2960676 } Item "Gone Commando" Item "Soviet Stitch-Up" Item "Steel-Toed Stompers" ItemModel { ItemName "Can Opener" Model "models/workshop/player/items/heavy/sbox2014_war_helmet/sbox2014_war_helmet.mdl" } ItemModel { ItemName "Soviet Stitch-Up" Model "models/workshop/player/items/heavy/sf14_heavy_robo_chest/sf14_heavy_robo_chest.mdl" } ItemModel { ItemName "Steel-Toed Stompers" Model "models/empty.mdl" } //TFBot Class Heavy Health 800 Name "Military Heavy Cadaver" ClassIcon heavy_zombie_breach_lite WeaponRestrictions MeleeOnly CharacterAttributes { "airblast vertical vulnerability multiplier" 0.25 "airblast vulnerability multiplier" 0.25 "damage force reduction" 0.25 "cancel falling damage" 1 "move speed penalty" 0.7 "voice pitch scale" 0.5 "cannot be sapped" 1 //RESISTANCES & VULNERABILITIES "dmg from melee increased" 1.2 //Vulner. "dmg from ranged reduced" 0.8 //Resist. } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 VoiceCommand { Delay 10 Cooldown 10 Type "Battle cry" } //Weapons Item "TF_WEAPON_FISTS" ItemAttributes { ItemName "TF_WEAPON_FISTS" "damage bonus hidden" 0.23 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } //Cosmetics Item "Zombie Heavy" } Cultist { //TFBot Class Soldier Health 300 Name "Cultist" ClassIcon medic_uber WeaponRestrictions MeleeOnly StripItemSlot 0 StripItemSlot 1 CharacterAttributes { "cancel falling damage" 1 "move speed penalty" 0.75 "voice pitch scale" 0.5 "cannot be sapped" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "255 255 255" UseHumanModel 1 VoiceCommand { Delay 10 Cooldown 10 Type "Battle cry" } //Weapons Item "The Freedom Staff" ItemAttributes { ItemName "The Freedom Staff" "damage bonus HIDDEN" 0.155 "fire rate penalty" 1.25 } Item "TF_WEAPON_SPELLBOOK" ItemAttributes { ItemName "TF_WEAPON_SPELLBOOK" "is_passive_weapon" 1 } Spell { Delay 0.25 Cooldown 0.25 IfHealthBelow 150 Repeats 2 Type "Healing Aura" } //Cosmetics Item "Zombie Soldier" Item "Supernatural Stalker" Item "Dead of Night" Item "The Crit Cloak" } Burningarcher { //TFBot Class Sniper Health 300 Scale 1.2 Name "Burning Archer" ClassIcon sniper_bow_fire_yoovy CharacterAttributes { "airblast vertical vulnerability multiplier" 0.75 "SPELL: set Halloween footstep type" 15185211 "airblast vulnerability multiplier" 0.75 "bombinomicon effect on death" 1 "damage force reduction" 0.25 "cancel falling damage" 1 "afterburn immunity" 1 "voice pitch scale" 0.3 "cannot be sapped" 1 //RESISTANCES & VULNERABILITIES "dmg taken from fire reduced" 0.85 //Resist. } Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "0 255 0" UseCustomModel "models/bots/skeleton_sniper_boss\skeleton_sniper_boss.mdl" UseHumanModel 1 Skin 3 VoiceCommand { Delay 10 Cooldown 10 Type "Battle cry" } //Weapons Item "The Fortified Compound" ItemAttributes { ItemName "The Fortified Compound" "projectile trail particle" "flaming_slap_2" "weapon burn dmg increased" 1.5 "attach particle effect" 13 "dmg penalty vs players" 0.12 "set damagetype ignite" 1 } //Cosmetics Item "dec2014 Torchers Tabard" Item "The Infernal Impaler" ItemAttributes { ItemName "The Infernal Impaler" "attach particle effect" 1 "set item tint RGB" 15185211 } ItemColor { ItemName "dec2014 Torchers Tabard" Red 235 Green 170 Blue 95 } } // // Specials // Dozer { //TFBot Class Demoman Health 600 scale 1.35 Name "Dozer" ClassIcon pyro_axtinguisher WeaponRestrictions MeleeOnly CharacterAttributes { "airblast vertical vulnerability multiplier" 0.75 "airblast vulnerability multiplier" 0.75 "damage force reduction" 0.25 "cancel falling damage" 1 "voice pitch scale" 0.5 "cannot be sapped" 1 "always gib" 1 //RESISTANCES & VULNERABILITIES "dmg taken from bullets reduced" 0.85 //Resist. "dmg taken from blast reduced" 0.85 //Resist. } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "255 0 0" UseHumanModel 1 Skin 5 VoiceCommand { Delay 10 Cooldown 10 Type "Battle cry" } //Weapons Item "The Chargin' Targe" ItemAttributes { ItemName "The Chargin' Targe" "dmg taken from bullets reduced" 0.85 "charge impact damage increased" 0.5 "dmg taken from crit reduced" 0.85 "attack not cancel charge" 1 "damage force reduction" 0.8 //Ignore "dmg taken from blast reduced" 1 "dmg taken from fire reduced" 1 "custom item model" "models/weapons/c_models/c_assault_battering_ram/c_assault_battering_ram.mdl" } Item "The Pain Train" ItemAttributes { ItemName "The Pain Train" "dmg taken from bullets increased" 1 "increase player capture value" 0 "damage bonus hidden" 0.18 "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" "fire rate penalty" 1.25 //Ignore "custom kill icon" "axtinguisher" } //Cosmetics StripItem "Zombie Demo" Item "Scotch Bonnet" Item "Supernatural Stalker" Item "Stunt Suit" Item "Archer's Sterling" ItemModel { ItemName "Archer's Sterling" Model "models/player/items/demo/demo_zombie.mdl" } } Infernal { //TFBot Class Sniper Health 650 Scale 1.35 Name "Infernal" ClassIcon dead_flame_lite WeaponRestrictions MeleeOnly CharacterAttributes { "airblast vertical vulnerability multiplier" 0.75 "SPELL: set Halloween footstep type" 15185211 "airblast vulnerability multiplier" 0.75 "damage force reduction" 0.25 "attach particle effect" 1 "cancel falling damage" 1 "afterburn immunity" 1 "voice pitch scale" 0.3 "cannot be sapped" 1 //RESISTANCES & VULNERABILITIES "dmg taken from fire reduced" 0.85 //Resist. } SpawnTemplate "infernal_color" Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 UseCustomModel "models\bots\skeleton_sniper_boss\skeleton_sniper_boss.mdl" UseHumanModel 1 Skin 3 VoiceCommand { Delay 10 Cooldown 10 Type "Battle cry" } //Weapons ItemModel { ItemName "TF_WEAPON_CLUB" Model "models/empty.mdl" } ItemAttributes { ItemName "TF_WEAPON_CLUB" "weapon burn dmg increased" 0.25 "set damagetype ignite" 1 "damage bonus hidden" 0.13 "custom kill icon" firedeath } //Cosmetics Item "The Dark Helm" Item "Bushi-Dou" Item "Iron Fist" } Wraith { //TFBot Class Spy MaxVisionRange 350 Health 500 Scale 1.3 Name "Wraith" ClassIcon soldier_hellmet_lite WeaponRestrictions MeleeOnly CharacterAttributes { "cancel falling damage" 1 "airblast vertical vulnerability multiplier" 0.75 "airblast vulnerability multiplier" 0.75 "damage force reduction" 0.25 "voice pitch scale" 0.3 "cannot be sapped" 1 "cannot disguise" 1 } AdditionalStepSound "=85|npc/zombie_poison/pz_left_foot1.wav" Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "200 200 200" DesiredAttackRange 75 MoveBehindEnemy 1 UseHumanModel 1 VoiceCommand { Delay 10 Cooldown 10 Type "Positive" } Addcond { Index 66 } Addcond { IfHealthBelow 500 Delay 3 Index 66 } Addcond { IfHealthBelow 400 Delay 2.75 Index 66 } Addcond { IfHealthBelow 300 Delay 2.5 Index 66 } Addcond { IfHealthBelow 200 Delay 2.25 Index 66 } Addcond { IfHealthBelow 100 Delay 2 Index 66 } //Weapons Item "The Gunboats" Item "The Sharp Dresser" //Cosmetics Item "Zombie Spy" Item "Big Steel Jaw of Summer Fun" Item "Escapist" Item "Night Vision Gawkers" ItemAttributes { ItemName "Night Vision Gawkers" "set item tint RGB" 2960676 } ItemModel { ItemName "The Gunboats" Model "models/workshop/player/items/soldier/hwn2015_hellmet/hwn2015_hellmet.mdl" } } Mutant { //TFBot Class Sniper Health 550 Scale 1.325 Name "Mutant" ClassIcon breadcrab_zombie StripItemSlot 0 CharacterAttributes { "cancel falling damage" 1 "airblast vertical vulnerability multiplier" 0.75 "airblast vulnerability multiplier" 0.75 "damage force reduction" 0.25 "voice pitch scale" 0.35 "mult bleeding dmg" 0.25 "cannot be sapped" 1 //RESISTANCES & VULNERABILITIES "dmg taken from fire increased" 1.15 //Vulner. "dmg taken from crit reduced" 0.8 //Resist. } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 UseBestWeapon 1 UseHumanModel 1 VoiceCommand { Delay 10 Cooldown 10 Type "Battle Cry" } //Weapons Item "The Self-Aware Beauty Mark" ItemAttributes { ItemName "The Self-Aware Beauty Mark" "effect bar recharge rate increased" 0.5 "custom projectile model" "models/weapons/c_models/c_breadmonster/c_breadmonster.mdl" } Item "Upgradeable TF_WEAPON_CLUB" ItemAttributes { ItemName "Upgradeable TF_WEAPON_CLUB" "damage bonus hidden" 0.13 "bleeding duration" 5 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "Upgradeable TF_WEAPON_CLUB" Model "models/empty.mdl" } //Cosmetics Item "Zombie Sniper" Item "Breadcrab" Item "The Hollowhead" Item "Bread Biter" Item "Skinless Slashers" Item "The Cammy Jammies" ItemModel { ItemName "The Cammy Jammies" Model "models/workshop/player/items/medic/jul13_heavy_defender/jul13_heavy_defender.mdl" } Item "The Lavish Labwear" Item "Loaf Loafers" } Detonator { //TFBot Class Pyro Health 500 Scale 1.3 Name "Detonator" ClassIcon dead_flame_lite WeaponRestrictions MeleeOnly CharacterAttributes { "cancel falling damage" 1 "airblast vertical vulnerability multiplier" 0.75 "airblast vulnerability multiplier" 0.75 "weapon burn dmg increased" 0.25 "damage force reduction" 0.25 "always allow taunt" 1 "move speed penalty" 0.75 "voice pitch scale" 0.5 "custom kill icon" firedeath "cannot be sapped" 1 "always gib" 1 //RESISTANCES & VULNERABILITIES "dmg taken from crit reduced" 0.85 //Resist. "dmg from melee increased" 0.8 //Vulner. } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 DeathSound "=100|player/fall_damage_dealt.wav" Skin 5 VoiceCommand { Delay 10 Cooldown 10 Type "Battle Cry" } ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 IfSeeTarget 0 IfHealthBelow 301 Name "Panic" } Taunt { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 85 Name "Taunt: Unleashed Rage" } EventChangeAttributes { Panic { Addcond { Index 22 } RingOfFire 1 CharacterAttributes { "set damagetype ignite" 1 "is suicide counter" 30 "move speed penalty" 0.95 } ItemAttributes { ItemName "The Pyrobotics Pack" "attach particle effect" 1 } } } //Weapons Item "The Lollichop" ItemAttributes { ItemName "The Lollichop" "damage bonus hidden" 0.155 "fire rate penalty" 1.25 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "The Lollichop" Model "models/workshop/weapons/c_models/c_unarmed_combat/c_unarmed_combat.mdl" } SpawnTemplate { Name "detonatorexplode" Origin "0 0 150" } //Cosmetics StripItem "Zombie Pyro" Item "The Gunboats" ItemModel { ItemName "The Gunboats" Model "models/player/items/pyro/pyro_zombie.mdl" } Item "Airtight Arsonist" Item "Preventative Measure" Item "The Pyrobotics Pack" } Rabid { //TFBot Item "Soviet Stitch-Up" Item "Steel-Toed Stompers" ItemModel { ItemName "Can Opener" Model "models/workshop/player/items/all_class/hw2013_the_manneater/hw2013_the_manneater_heavy.mdl" } ItemModel { ItemName "Soviet Stitch-Up" Model "models/empty.mdl" } ItemModel { ItemName "Steel-Toed Stompers" Model "models/empty.mdl" } Class Heavy Health 700 scale 1.4 Name "Rabid" ClassIcon heavy_zombie_arm2_lite WeaponRestrictions MeleeOnly CharacterAttributes { "airblast vertical vulnerability multiplier" 0.75 "airblast vulnerability multiplier" 0.75 "gesture speed increase" 1.25 "damage force reduction" 0.25 "always allow taunt" 1 "voice pitch scale" 0.5 "cannot be sapped" 1 "always gib" 1 //RESISTANCES & VULNERABILITIES "dmg taken from bullets reduced" 0.8 //Resist. "dmg taken from blast reduced" 0.8 //Resist. "dmg taken from crit reduced" 0.85 //Resist. "dmg from melee increased" 1.15 //Vulner. } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "190 200 120" UseHumanModel 1 Skin 5 VoiceCommand { Delay 10 Duration 10 Type "Battle Cry" } Taunt { Delay 0 Duration 0 Repeats 1 IfHealthBelow 500 } ChangeAttributes { Delay 1 Cooldown 0 Repeats 1 IfHealthBelow 500 Name "Angry" } Addcond { Index 26 IfHealthBelow 500 Duration 2.25 Delay 0 } EventChangeAttributes { Angry { ItemAttributes { ItemName "TF_WEAPON_FISTS" "fire rate bonus" 0.85 } ItemAttributes { ItemName "Can Opener" "attach particle effect" 9 } CharacterAttributes { "dmg taken increased" 0.8 "move speed bonus" 1.1 } } } //Cosmetics StripItem "Zombie Heavy" Item "The Gunboats" ItemModel { ItemName "The Gunboats" Model "models/player/items/heavy/heavy_zombie.mdl" } Item "Forgotten King's Pauldrons" Item "Can Opener" //Weapons ItemAttributes { ItemName "TF_WEAPON_FISTS" "damage bonus hidden" 0.155 } } Shade { //TFBot Class Sniper Health 500 Scale 1.3 Name "Shade" ClassIcon dead_purple_lite WeaponRestrictions MeleeOnly DeathSound "=70|misc/halloween/skeleton_break.wav" SpawnTemplate "shade_color" CharacterAttributes { "airblast vertical vulnerability multiplier" 0.75 "SPELL: set Halloween footstep type" 9961727 "airblast vulnerability multiplier" 0.75 "damage force reduction" 0.25 "cannot be headshot" 1 "voice pitch scale" 0 "move speed bonus" 1.1 "cannot be sapped" 1 "head scale" 0 "hand scale" 0 //RESISTANCES & VULNERABILITIES "dmg from melee increased" 1.25 //Vulner. } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 UseCustomModel "models\bots\skeleton_sniper_boss\skeleton_sniper_boss.mdl" UseHumanModel 1 Skin 1 //Weapons ItemModel { ItemName "TF_WEAPON_CLUB" Model "models/empty.mdl" } ItemAttributes { ItemName "TF_WEAPON_CLUB" "add cond on hit duration" 3 "add attributes on hit" "major move speed bonus|1.2|3" "damage bonus hidden" 0.03 "custom kill icon" "unarmed_combat" "stun on hit type" "ghost" "add cond on hit" 30 "stun on hit" 3 } //Cosmetics ItemModel { ItemName "Zombie Sniper" Model "models/empty.mdl" } Item "Spine-Chilling Skull" ItemAttributes { ItemName "Spine-Chilling Skull" "attach particle effect" 3043 } } Disturbed { //TFBot Class Medic Health 350 Scale 1.25 Name "Disturbed" ClassIcon medic_syringe WeaponRestrictions MeleeOnly CharacterAttributes { "airblast vertical vulnerability multiplier" 0.75 "airblast vulnerability multiplier" 0.75 "damage force reduction" 0.25 "voice pitch scale" 0.5 "cannot be sapped" 1 "always gib" 1 //RESISTANCES & VULNERABILITIES "dmg from melee increased" 1.25 //Vulner. } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "255 0 0" UseHumanModel 1 Skin 5 VoiceCommand { Delay 0 Cooldown 5 Repeats 0 Type "Positive" } Taunt { Delay 10 Cooldown 10 Repeats 0 Name "Laugh Taunt" IfNoTarget 1 IfHealthAbove 200 } //Weapons Item "The Ubersaw" ItemAttributes { ItemName "The Ubersaw" "add attributes on hit" "gesture speed increase|2|3" "crit forces victim to laugh" 1 "add uber charge on hit" 0 "damage bonus hidden" 0.045 "fire rate penalty" 1.25 "always crit" 1 //Ignore "custom item model" "models/weapons/c_models/c_hypodermic_injector/c_hypodermic_injector.mdl" "custom kill icon" "syringegun_medic" } //Cosmetics Item "Madmann's Muzzle" Item "Derangement Garment" StripItem "Zombie Medic" Item "The Gunboats" ItemModel { ItemName "The Gunboats" Model "models/player/items/medic/medic_zombie.mdl" } Item "Power Spike" ItemAttributes { ItemName "Power Spike" "item style override" 1 } } Zyborg { //TFBot Class Engineer Health 800 Scale 1.4 Name "Zyborg" ClassIcon engineer_shortcircuit_lite WeaponRestrictions SecondaryOnly CharacterAttributes { "airblast vertical vulnerability multiplier" 0.75 "airblast vulnerability multiplier" 0.75 "damage force reduction" 0.25 "move speed penalty" 0.65 "voice pitch scale" 0.5 "cannot be sapped" 1 "always gib" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 AimLeadProjectileSpeed 1 UseHumanModel 1 Skin 5 Voicecommand { Delay 10 Cooldown 10 Type "Battle Cry" } //Weapons Item "The Short Circuit" ItemAttributes { ItemName "The Short Circuit" "override projectile type" 13 "dmg penalty vs players" 0.05 "faster reload rate" -1 "fire rate penalty" 1.25 //Ignore "custom kill icon" "short_circuit" } //Cosmetics StripItem "Zombie Engineer" Item "Brain Interface" Item "Life Support System" Item "Iron Fist" Item "Iron Lung" Item "Arsonist Apparatus" Item "Roboot" Item "The Texas Half-Pants" ItemModel { ItemName "The Texas Half-Pants" Model "models/workshop/player/items/engineer/sum23_cranium_cooler/sum23_cranium_cooler.mdl" } Item "Big Steel Jaw of Summer Fun" ItemModel { ItemName "Big Steel Jaw of Summer Fun" Model "models/player/items/engineer/engineer_zombie.mdl" } } // // Giants // Brute { //TFBot Class Heavy Health 3000 Name "Brute" ClassIcon heavy_zombie_arm2_lite_giant Attributes MiniBoss WeaponRestrictions MeleeOnly CharacterAttributes { "airblast vertical vulnerability multiplier" 0.25 "airblast vulnerability multiplier" 0.25 "damage force reduction" 0.25 "cancel falling damage" 1 "move speed penalty" 0.85 "voice pitch scale" 0.5 "cannot be sapped" 1 "always gib" 1 //RESISTANCES & VULNERABILITIES "dmg taken from bullets reduced" 0.75 //Resist. "dmg taken from blast reduced" 1.25 //Resist. } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "255 0 0" UseHumanModel 1 Skin 5 DeathSound "=130|marrowmasher_brute_death.wav" AdditionalStepSound "=100|player/footsteps/giant2.wav" NoIdleSound 1 Voicecommand { Delay 10 Cooldown 10 Type "Battle Cry" } //Weapons Item "Upgradeable TF_WEAPON_FISTS" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "damage causes airblast" 1 "damage bonus hidden" 0.3 "fire rate penalty" 1.25 } //Cosmetics Item "Spine-Chilling Skull" Item "Big Steel Jaw of Summer Fun" Item "Bone-Cut Belt" Item "Road Block" StripItem "Zombie Heavy" Item "The Gunboats" ItemModel { ItemName "The Gunboats" Model "models/player/items/heavy/heavy_zombie.mdl" } } Husk { //TFBot Class Sniper Health 2800 Scale 1.6 Name "Husk" ClassIcon dead_grn_lite_giant WeaponRestrictions MeleeOnly Attributes MiniBoss CharacterAttributes { "airblast vertical vulnerability multiplier" 0.25 "SPELL: set Halloween footstep type" 5801378 "airblast vulnerability multiplier" 0.25 "damage force reduction" 0.25 "cancel falling damage" 1 "move speed penalty" 0.85 "voice pitch scale" 0.3 "cannot be sapped" 1 "head scale" 0.85 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 UseCustomModel "models/bots/skeleton_sniper_boss/skeleton_sniper_boss.mdl" UseHumanModel 1 Skin 2 DeathSound "=100|misc/halloween/skeleton_break.wav" AdditionalStepSound "=100|player/footsteps/giant2.wav" VoiceCommand { Delay 10 Cooldown 10 Type "Battle cry" } //Cosmetics Item "Bedouin Bandana" ItemAttributes { ItemName "Bedouin Bandana" "set item tint RGB" 7511618 } //Weapons ItemModel { ItemName "TF_WEAPON_CLUB" Model "models/empty.mdl" } ItemAttributes { ItemName "TF_WEAPON_CLUB" "damage bonus hidden" 0.16 "custom kill icon" "skull" } } Berserker { //TFBot Class Soldier Health 2700 Name "Berserker" ClassIcon heavy_zombie_arm2_lite_giant Attributes MiniBoss WeaponRestrictions MeleeOnly CharacterAttributes { "airblast vertical vulnerability multiplier" 0.25 "airblast vulnerability multiplier" 0.25 "gesture speed increase" 2 "damage force reduction" 0.25 "cancel falling damage" 1 "move speed penalty" 0.75 "voice pitch scale" 0.5 "cannot be sapped" 1 "always gib" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "255 0 0" UseHumanModel 1 DeathSound "=130|marrowmasher_brute_death.wav" AdditionalStepSound "=100|player/footsteps/giant2.wav" NoIdleSound 1 Skin 5 //Weapons Item "The Bat Outta Hell" ItemAttributes { ItemName "The Bat Outta Hell" "damage bonus hidden" 0.23 //Ignore "custom kill icon" "unarmed_combat" } ItemModel { ItemName "The Bat Outta Hell" Model "models/empty.mdl" } Addcond { Index 26 IfHealthBelow 2000 Duration 3 Delay 0 } Addcond { Index 72 IfHealthBelow 2000 Duration -1 } Addcond { Index 16 IfHealthBelow 2000 Duration -1 } Taunt { Name "Taunt: Unleashed Rage" IfHealthBelow 2000 Repeats 1 Delay 0 } //Cosmetics Item "Baseball Bill's Sports Shine" StripItem "Zombie Soldier" Item "Mad Mask" Item "Mad Lad" Item "The Killer's Kit" Item "The Gunboats" ItemModel { ItemName "The Gunboats" Model "models/player/items/soldier/soldier_zombie.mdl" } } Dreadknight { //TFBot Class Sniper Health 5000 Scale 1.75 Name "Dreadknight" ClassIcon demoknight WeaponRestrictions MeleeOnly Attributes MiniBoss SpawnTemplate "dreadknight_color" CharacterAttributes { "airblast vertical vulnerability multiplier" 0.25 "SPELL: set Halloween footstep type" 15132390 "airblast vulnerability multiplier" 0.25 "override footstep sound set" 7 "damage force reduction" 0.25 "cancel falling damage" 1 "move speed penalty" 0.5 "voice pitch scale" 0.2 "cannot be sapped" 1 "always gib" 1 } Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 UseCustomModel "models/bots/skeleton_sniper_boss\skeleton_sniper_boss.mdl" UseHumanModel 1 Skin 3 VoiceCommand { Delay 0 Cooldown 5 Repeats 0 Type "Battle cry" IfSeeTarget 1 } //Weapons Item "The Gunboats" Item "Prinny Machete" ItemAttributes { ItemName "Prinny Machete" "damage bonus hidden" 0.3 "custom kill icon" "sword" "is_a_sword" 1 } ItemModel { ItemName "Prinny Machete" Model "models/workshop/weapons/c_models/c_scout_sword/c_scout_sword.mdl" } //Cosmetics Item "dec2014 Armoured Appendages" Item "Bushi-Dou" Item "The Glasgow Great Helm" ItemModel { ItemName "The Gunboats" Model "models/workshop/player/items/all_class/sbox2014_armor_shoes/sbox2014_armor_shoes_scout.mdl" } ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 IfSeeTarget 0 IfHealthBelow 3000 Name "EnragedPhase" } Taunt { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 3000 Name "I see You Taunt" } AddCond { Index 26 IfHealthBelow 3000 Duration 3.5 } EventChangeAttributes { EnragedPhase { ItemAttributes { ItemName "Prinny Machete" "weapon burn dmg increased" 0.5 "set damagetype ignite" 1 "damage bonus hidden" 0.3 "custom kill icon" "lava_axe" "is_a_sword" 1 } ItemAttributes { ItemName "The Glasgow Great Helm" "attach particle effect" 13 } ItemModel { ItemName "Prinny Machete" Model "models/workshop/weapons/c_models/c_rift_fire_axe/c_rift_fire_axe.mdl" } CharacterAttributes { "airblast vertical vulnerability multiplier" 0.25 "SPELL: set Halloween footstep type" 13595446 "airblast vulnerability multiplier" 0.25 "bombinomicon effect on death" 1 "override footstep sound set" 7 "damage force reduction" 0.25 "move speed penalty" 0.7 "voice pitch scale" 0.2 "cannot be sapped" 1 "always gib" 1 } } } } Hammerhead { //TFBot Class Engineer Health 3500 Name "Hammerhead" ClassIcon pyro_homewrecker_lite Attributes MiniBoss WeaponRestrictions MeleeOnly CharacterAttributes { "airblast vertical vulnerability multiplier" 0.25 "airblast vulnerability multiplier" 0.25 "damage force reduction" 0.25 "cancel falling damage" 1 "move speed penalty" 0.65 "voice pitch scale" 0.5 "cannot be sapped" 1 "always gib" 1 } DeathSound "=130|marrowmasher_brute_death.wav" AdditionalStepSound "=100|player/footsteps/giant2.wav" Attributes DisableDodge Attributes IgnoreFlag Action Mobber UseMeleeThreatPrioritization 1 CustomEyeGlowColor "255 0 0" UseHumanModel 1 Skin 5 //Weapons Item "TF_WEAPON_WRENCH" ItemAttributes { ItemName "TF_WEAPON_WRENCH" "damage bonus hidden" 0.39 "fire rate penalty" 1.5 //Ignore "custom kill icon" "sledgehammer" } ItemModel { ItemName "TF_WEAPON_WRENCH" Model "models/workshop/weapons/c_models/c_sledgehammer/c_sledgehammer.mdl" } //Cosmetics Item "Hazard Handler" Item "Cargo Constructor" StripItem "Zombie Engineer" Item "The Gunboats" ItemModel { ItemName "The Gunboats" Model "models/player/items/engineer/engineer_zombie.mdl" } } } }