#base robot_standard.pop #base robot_giant.pop WaveSchedule { Startingcurrency 850 Respawnwavetime 3 Canbotsattackwhileinspawnroom no AllowBotExtraSlots 1 ExtraBotSlotsNoDeathcam 1 NoMvMDeathTune 1 //Disable distinctive sound played when a player is killed ReverseWinConditions 1 //Player team wins if bots deliver the bomb WaveStartCountdown 5 NoRedBotsRandomCrit 1 //If set, red robots will not be able to deal random critical damage. (default: 0) FixedBuybacks 1 //If set, the player can only use a number of free buybacks, as specified in BuybacksPerWave SniperHideLasers 1 BuybacksPerWave 0 //How many buybacks can a player use, when FixedBuybacks is set to 1 (default: 0) SniperAllowHeadshots 1 // If set, bot snipers can headshot (and amby spy) (default: 0) SentryBusterFriendlyFire 0 //If set to 0, buster will not damage robots (default: 1) FastNPCUpdate 1 // Bots react faster SendBotsToSpectatorImmediately 1 ForceRedMoney 1 PlayerRobotsUsePlayerAnimation 1 BluHumanTeleportOnSpawn 1 // Should players get teleported to engineer bot teleport on spawn (default: 0) PlayerMiniBossMinRespawnTime 30 //Minimal respawn time for miniboss players in seconds MaxRedPlayers 3 AllowBluPlayerReanimators 0 // Allow reanimators for BLU players (default: 0) BluHumanFlagCapture 0 //Can blu humans capture the flag BluHumanFlagPickup 0 //Can blu humans pickup flags BluPlayersAreRobots 1 //If set, blu players use robot models RedPlayersAreRobots 1 //If set, red players use robot models BluHumanInfiniteCloak 0 //Enable infinite cloak for blu humans (default: 1) AllowJoinTeamBlueMax 3 //How many players can join the blue team AllowJoinTeamBlue 1 //If it is possible to join team blue PrecacheModel "models\props_mvm\mvm_upgrade_blu.mdl" PrecacheSound "shogo_assault\nemesistheory_roseatmidnight.mp3" PrecacheSound "shogo_assault\hakita_versus.mp3" PrecacheSound "shogo_assault\mrmodez_theonlythingtheyfearisyou.mp3" PlayerAttributes //Player attributes appied for the whole mission { "crit mod disabled" 1 } ///WEAPONS CHANGES ItemAttributes { ItemName "The Boston Basher" "hit self on miss" 0 } ItemAttributes { ItemName "Three-Rune Blade" "hit self on miss" 0 } ItemAttributes { ItemName "The Flying Guillotine" "damage bonus" 2 "always crit" 1 } CustomWeapon { Name "Slug Rifle" OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "damage bonus" 1.3 "can headshot" 1 "fire rate penalty" 1.75 "clip size penalty" 0.8 "Reload time increased" 1.4 "weapon spread bonus" 0.5 "revolver use hit locations" 1 "crit kill will gib" 1 "custom weapon fire sound" "=80|weapons/shotgun/shotgun_fire6.wav" "custom item model" "models/weapons/c_models/c_rapidfire/c_rapidfire_1.mdl" } CustomWeapon { Name "Incendiary Rifle" OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" "weapon spread bonus" 0.5 "damage bonus" 1.15 "add cond on hit" 126 "fire rate penalty" 1.15 "clip size penalty" 0.5 "Set DamageType Ignite" 1 "minicrit vs burning player" 1 "custom weapon fire sound" "=80|weapons/flaregun/fire.wav" "custom item model" "models/weapons/c_models/c_the_bolshevik_bomber/c_the_bolshevik_bomber_1.mdl" } CustomWeapon { Name "Hand Cannon" OriginalItemName "TF_WEAPON_PISTOL" "can headshot" 1 "damage bonus" 3 "fire rate penalty" 2 "clip size penalty" 0.5 "dmg pierces resists absorbs" 1 "revolver use hit locations" 1 "hidden secondary max ammo penalty" 0.68 "custom weapon fire sound" "=80|trespasser/de_shot1.wav" "custom item model" "models/workshop/weapons/c_models/c_winger_distol/c_winger_distol.mdl" "use original class weapon animations" 1 } CustomWeapon { Name "Riot Rifle" OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "dmg pierces resists absorbs" 1 "attack projectiles" 2 "explosive bullets" 74 "bullets per shot bonus" 0.1 "fire rate penalty" 2.5 "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "hidden secondary max ammo penalty" 0.61 "crit kill will gib" 1 "no damage falloff" 1 "damage bonus" 16.7 "crits_become_minicrits" 1 "self dmg push force decreased" 0.25 "explosion particle" "rd_robot_explosion_smoke_linger" "custom weapon fire sound" "=80|trespasser/sg-1.wav" "custom item model" "models/weapons/c_models/c_chains_of_command/c_chains_of_command.mdl" } CustomWeapon { Name "Heavy Machine Gun" OriginalItemName "TF_WEAPON_SMG" "clip size bonus" 2 "Reload time increased" 2 "damage bonus" 1.5 "revolver use hit locations" 1 "maxammo secondary increased" 4 "custom weapon fire sound" "=80|trespasser/mp40f1.wav" "custom item model" models/weapons/c_models/c_hmg/c_hmg.mdl } CustomWeapon // W.A.S.P Launcher { Name "W.A.S.P Launcher" OriginalItemName "Upgradeable tf_weapon_rocketlauncher" "special item description" "[INFO]: Specialized Rocket Launcher that fires Rockets in a high-arc trajectory." "custom item model" "models\weapons\c_models\c_wasp_launcher\c_wasp_launcher_1.mdl" "projectile gravity" 750 "projectile speed increased" 1.5 "Blast radius increased" 1.25 //"damage penalty" 0.8 } CustomWeapon // Gamma Gazer { Name "Gamma Gazer" OriginalItemName "the c.a.p.p.e.r" "special item description" "[INFO]: Alt-Fire: Use 50 metal to pick up your targeted building from long range." "custom item model" "models\weapons\c_models\c_gamma_gazer\c_gamma_gazer.mdl" "engineer building teleporting pickup" 50 "mark for death on building pickup" 1 "fire rate penalty" 1.75 "CARD: damage bonus" 1.15 "weapon spread bonus" 0.3 "clip size penalty" 0.5 } CustomWeapon // Tokamak { Name "Tokamak" OriginalItemName "tomislav" "special item description" "[INFO]: Specialized Minigun that fires Atomic Projectile. Ignites Players on hit." "custom item model" "models/workshop/weapons/c_models/c_tokamak/c_tomislav.mdl" "custom wind up sound" "=60|tokamak_wind_up.wav" "custom wind down sound" "=60|tokamak_wind_down.wav" //"custom minigun spin sound" "=70|tokamak_spin.wav" "mod minigun can holster while spinning" 1 "fire rate penalty" 2.5 "override projectile type" 13 "energy weapon penetration" 0 "set damagetype ignite" 1 //"dmg penalty vs players" 0.75 // Doesn't work? "ragdolls plasma effect" 1 "centerfire projectile" 1 "projectile spread angle penalty" 3 "no crit boost" 1 "crits_become_minicrits" 1 //"minicrit vs burning player" 1 //"dmg penalty vs buildings" 0.2 "mult dmg vs tanks" 2 //"projectile penetration heavy" -6 // Oh yeah i can disable it on extended upgrades oops "custom kill icon" "firedeath" } CustomWeapon // Scrap Sentinel { Name "Scrap Sentinel" OriginalItemName "the jag" "special item description" "[INFO]: Specialized supportive Wrench with faster build rate and extra dispenser supply rate." "custom item model" "models\weapons\c_models\c_scrap_sentinel\c_spikewrench.mdl" "fire rate bonus" 1 "mult dispenser rate" 3 "dmg penalty vs buildings" 1 "Repair rate increased" 1.5 "build rate bonus" 0.75 //"engy sentry damage bonus" 0.75 // Washy why "Repair rate decreased" 1 "fire rate penalty" 1.25 "max health additive penalty" -25 "move speed penalty" 0.85 } CustomWeapon // Drunken Drive Loch-N-Load { Name "Drunken Drive" OriginalItemName "The Loch-n-Load" "special item description" "Provides 3 seconds of increased fire rate and reload speed on kill" // remove stats "dmg bonus vs buildings" 1.0 "Projectile speed increased" 1.0 "Blast radius decreased" 1.0 "sticky air burst mode" 0 // actual stats //"damage penalty" 0.85 "paintkit_proto_def_index" 214 "set_item_texture_wear" 0 "add cond on kill duration" 3 "add cond on kill" 9329 "fire rate bonus HIDDEN" 0.8 "clip size penalty" 0.5 "grenade no bounce" 1 "custom weapon fire sound" "=75|weapons/mortar/mortar_fire1.wav" } CustomWeapon { Name "The Spitfire" OriginalItemName "The Scorch Shot" "custom item model" "models/weapons/c_models/c_pilot_flaregun/c_pilot_flaregun.mdl" "special item description" "Flare gun with rocket rounds, ." "override projectile type" 2 "set damagetype ignite" 1 "mod flaregun fires pellets with knockback" 0 "mini rockets" 1 "damage bonus" 1.65 "projectile gravity" 600 "mult projectile count" 4 "projectile spread angle penalty" 3 "hand scale" 1.5 "faster reload rate" 1.5 "maxammo secondary increased" 0.5 } ExtraLoadoutItems { Scout { Secondary "Hand Cannon" } Soldier { Primary "W.A.S.P Launcher" Secondary "Slug Rifle" } HeavyWeapons { Primary "Tokamak" Secondary "Riot Rifle" } Demoman { Primary "Drunken Drive" } Engineer { Secondary "Hand Cannon" Secondary "Gamma Gazer" Melee "Scrap Sentinel" } Pyro { Secondary "The Spitfire" Secondary "Incendiary Rifle" } Sniper { Secondary "Heavy Machine Gun" } Medic { } Spy { Secondary "Hand Cannon" } } PointTemplates { music { NoFixup 1 ambient_generic { "targetname" "w1a_music" "message" "#shogo_assault\nemesistheory_roseatmidnight.mp3" "health" "10" "radius" "69420" "spawnflags" "49" } ambient_generic { "targetname" "w1b_music" "message" "#shogo_assault\hakita_versus.mp3" "health" "10" "radius" "69420" "spawnflags" "49" } ambient_generic { "targetname" "w1c_music" "message" "#shogo_assault\mrmodez_theonlythingtheyfearisyou.mp3" "health" "10" "radius" "69420" "spawnflags" "49" } logic_relay { "targetname" "nemesistheory_roseatmidnight" "OnTrigger" "w1a_music,PlaySound,,0,-1" } logic_relay { "targetname" "hakita_versus" "OnTrigger" "w1b_music,PlaySound,,0,-1" } logic_relay { "targetname" "mrmodez_theonlythingtheyfearisyou" "OnTrigger" "w1c_music,PlaySound,,0,-1" } } Station1 { prop_dynamic { "solid" "0" "model" "models/props_mvm/mvm_upgrade_blu.mdl" } func_upgradestation { "targetname" "station" "mins" "-128 -96 -96" "maxs" "128 96 96" "wait" "0" "effects" "0" } } Station2 { prop_dynamic { "solid" "0" "model" "models/props_mvm/mvm_upgrade_blu.mdl" } func_upgradestation { "targetname" "station" "mins" "-128 -96 -96" "maxs" "128 96 96" "wait" "0" "effects" "0" } } Blockade1 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall" "model" "models/props_coalmines/wood_fence_short_128.mdl" //keyvalue "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade2 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall2" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade3 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall3" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade4 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall4" "model" "models/props_coalmines/wood_fence_short_128.mdl" //keyvalue "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade5 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall5" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade6 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall6" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade7 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall7" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade8 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall8" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade9 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall9" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade10 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall10" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade11 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall11" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade12 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall12" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade13 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall13" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade14 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall14" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } Blockade15 //Template name { NoFixup 1 //Normally, each spawned template entity has added an unique suffix to it. Use NoFixup 1 to prevent such changes, which allows the entity to be used in outputs outside of template without wildcard character added to it prop_dynamic //Entity classname { "targetname" "bluwall15" "model" "models/props_coalmines/wood_fence_256.mdl" "solid" "6" //Physics collision model (0- No collision, 1 - BSP, 2 - Bounding box, 3 - Oriented bounding box, 6 - VPhysics)= "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0.0001" //-1 by default "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "spawnflags" "0" } } baseLogic { NoFixup 1 logic_auto { "origin" "0 0 0" "targetname" "mainrelay" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger bluwall1*:DisableCollision:0:-1,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger bluwall2*:DisableCollision:0:-1,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger bluwall3*:DisableCollision:0:-1,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger bluwall4*:DisableCollision:0:-1,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger bluwall5*:DisableCollision:0:-1,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger bluwall6*:DisableCollision:0:-1,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger bluwall7*:DisableCollision:0:-1,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger bluwall8*:DisableCollision:0:-1,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger bluwall9*:DisableCollision:0:-1,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger bluwall10*:DisableCollision:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger bluwall1*:EnableCollision:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger bluwall2*:EnableCollision:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger bluwall3*:EnableCollision:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger bluwall4*:EnableCollision:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger bluwall5*:EnableCollision:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger bluwall6*:EnableCollision:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger bluwall7*:EnableCollision:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger bluwall8*:EnableCollision:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger bluwall9*:EnableCollision:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger bluwall10*:EnableCollision:0:-1,0,-1" } } } SpawnTemplate music SpawnTemplate "baseLogic" SpawnTemplate //Spawn template once the mission loads { Name "Blockade1" Origin "130 581 438" //Position where to spawn the template Angles "0 0 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade2" Origin "-12 581 438" //Position where to spawn the template Angles "0 0 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade3" Origin "-246 582 438" //Position where to spawn the template Angles "0 0 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade4" Origin "-502 594 438" //Position where to spawn the template Angles "0 0 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade5" Origin "-587 550 438" //Position where to spawn the template Angles "0 90 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade6" Origin "-606 432 438" //Position where to spawn the template Angles "0 90 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade7" Origin "-606 284 438" //Position where to spawn the template Angles "0 90 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade8" Origin "-607 -2 438" //Position where to spawn the template Angles "0 90 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade9" Origin "-580 -964 360" //Position where to spawn the template Angles "0 90 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade10" Origin "-382 -2516 278" //Position where to spawn the template Angles "0 0 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade11" Origin "226 856 614" //Position where to spawn the template Angles "0 90 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade12" Origin "226 1052 614" //Position where to spawn the template Angles "0 90 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade13" Origin "226 1208 614" //Position where to spawn the template Angles "0 90 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade14" Origin "226 1454 614" //Position where to spawn the template Angles "0 90 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade15" Origin "226 1704 614" //Position where to spawn the template Angles "0 90 0" //Rotation } SpawnTemplate { Name "Station1" Origin "-977 960 339" Angles "0 359 0" } SpawnTemplate { Name "Station2" Origin "-178 -2245 200" Angles "0 270 0" } ExtendedUpgrades { criticalboost /// 100% crits { Name "Critical Boost module" // Name of the upgrade displayed on the menu Attribute "always crit" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 3000 // Cost of the upgrade per level Description "100% critical chance for all weapons. You can only purchase 1 module listed above" PlayerUpgrade 1 // Is the upgrade a player upgrade DisallowedUpgrade { Upgrade ammoregen // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } AllowPlayerClass Scout // Allow only specied classes if set AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Medic AllowPlayerClass Sniper AllowPlayerClass Spy } ammoregen /// Ammo-Regen for Reds I guess { Name "Ammo Regen module" // Name of the upgrade displayed on the menu Attribute "ammo regen" // The attribute name Cap 1 // Maximum amount of the attribute Increment 0.5 // Attribute increment value per level Cost 1000 // Cost of the upgrade per level Description "+50% ammo regenerate per 5 seconds. You can only purchase 1 module listed above" PlayerUpgrade 1 // Is the upgrade a player upgrade DisallowedUpgrade { Upgrade criticalboost // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } AllowPlayerClass Scout // Allow only specied classes if set AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Medic AllowPlayerClass Sniper AllowPlayerClass Spy } bigmed // Giant Medic { Name "Giant Conversion Module" Description "+4350 Max health, reduced movement speed." Attribute "max health additive bonus" Cap 4350 Increment 4350 Cost 500 AllowPlayerClass Medic PlayerUpgrade 1 SecondaryAttributes { "move speed penalty" -0.4 "voice pitch scale" -0.3 "health from packs decreased" -0.35 "is miniboss" 1 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } OnUpgrade { Output "!activator,$ForceRespawn,,1" } DisallowedUpgrade { upgrade MedicHp level 1 } } MedicHp { Name "Improved Resilience" Attribute "mult max health" Cap 1.6 Increment 0.6 Cost 350 description "+60% Max Health" PlayerUpgrade 1 AllowPlayerClass Medic DisallowedUpgrade { upgrade bigmed level 1 } } bigsolly // Giant Soldier { Name "Giant Conversion Module" Description "+3600 Max health, reduced movement speed." Attribute "max health additive bonus" Cap 3600 Increment 3600 Cost 500 AllowPlayerClass Soldier PlayerUpgrade 1 SecondaryAttributes { "move speed penalty" -0.43 "voice pitch scale" -0.3 "health from packs decreased" -0.35 "is miniboss" 1 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } OnUpgrade { Output "!activator,$ForceRespawn,,1" } DisallowedUpgrade { upgrade SoldierHp level 1 } } SoldierHp { Name "Well-oiled Killing Machine" Attribute "mult max health" Cap 1.3 Increment 0.1 Cost 250 description "+10% Max Health" PlayerUpgrade 1 AllowPlayerClass Soldier DisallowedUpgrade { upgrade bigsolly level 1 } } bigdemo // Giant Demo { Name "Giant Conversion Module" Description "+3125 Max health, reduced movement speed." Attribute "max health additive bonus" Cap 3125 Increment 3125 Cost 500 AllowPlayerClass Demoman PlayerUpgrade 1 SecondaryAttributes { "move speed penalty" -0.43 "voice pitch scale" -0.3 "health from packs decreased" -0.35 "is miniboss" 1 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } OnUpgrade { Output "!activator,$ForceRespawn,,1" } DisallowedUpgrade { upgrade DemoHp level 1 } } DemoHp { Name "Alchoholic Resistance" Attribute "mult max health" Cap 1.3 Increment 0.1 Cost 250 description "+10% Max Health" PlayerUpgrade 1 AllowPlayerClass Demoman DisallowedUpgrade { upgrade bigdemo level 1 } } bigheavy // Giant Heavy { Name "Giant Conversion Module" Description "+4700 Max health, reduced movement speed." Attribute "max health additive bonus" Cap 4700 Increment 4700 Cost 500 AllowPlayerClass Heavyweapons PlayerUpgrade 1 SecondaryAttributes { "move speed penalty" -0.48 "voice pitch scale" -0.3 "health from packs decreased" -0.35 "is miniboss" 1 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } OnUpgrade { Output "!activator,$ForceRespawn,,1" } DisallowedUpgrade { upgrade HeavyHp level 1 } } HeavyHp { Name "Soviet Steel" Attribute "mult max health" Cap 1.3 Increment 0.1 Cost 250 description "+10% Max Health" PlayerUpgrade 1 AllowPlayerClass HeavyWeapons DisallowedUpgrade { upgrade bigheavy level 1 } } bigengy // Giant Engie { Name "Giant Conversion Module" Description "+2250 Max health, reduced movement speed." Attribute "max health additive bonus" Cap 2250 Increment 2250 Cost 500 AllowPlayerClass Engineer PlayerUpgrade 1 SecondaryAttributes { "move speed penalty" -0.38 "voice pitch scale" -0.3 "health from packs decreased" -0.35 "is miniboss" 1 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } OnUpgrade { Output "!activator,$ForceRespawn,,1" } DisallowedUpgrade { upgrade EngiHp level 1 } } EngiHp { Name "Engineered Durability" Attribute "mult max health" Cap 1.3 Increment 0.1 Cost 250 description "+10% Max Health" PlayerUpgrade 1 AllowPlayerClass Engineer DisallowedUpgrade { upgrade bigengy level 1 } } } ExtraLoadoutItems { } ExtraSpawnPoint { StartDisabled 0 Name "redspawn_air1" // Spawn Red bots TeamNum 2 X "3648" Y "-1168" Z "1463" } ExtraSpawnPoint { StartDisabled 0 Name "redspawn" // Spawn Red bots TeamNum 2 X "6240" Y "-1292" Z "76" } Mission //Wave 1-3 Blue Snipers { Objective Sniper Where spawnbot_mission_sniper Where spawnbot_mission_sniper1 Initialcooldown 30 Cooldowntime 30 Desiredcount 2 Beginatwave 1 Runforthismanywaves 3 Tfbot { Template T_TFbot_Sniper Skill normal } } //WAVE 1/////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SentryGun // Spawn sentry gun (Final spawn) { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 420 Position { X 4869 Y -800 Z 7 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun (Final spawn) { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 420 Position { X 5660 Y -480 Z 7 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun (Final spawn) { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 420 Position { X 5507 Y -1315 Z 7 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 1150 Y -1368 Z 88 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 3086 Y -2622 Z 100 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 2182 Y -1737 Z 12 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 4389 Y -1267 Z 6 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 4553 Y -1184 Z 232 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 3877 Y 76 Z 135 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 4020 Y -805 Z 105 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 2618 Y -699 Z 130 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 2159 Y -79 Z 130 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X -316 Y -1021 Z -22 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 1866 Y -1431 Z 258 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 1786 Y -2565 Z 10 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 1108 Y 422 Z 179 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 293 Y -836 Z 6 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 150 Position { X 632 Y -619 Z -22 Pitch 0 Yaw 0 Roll 0 } } WaveSpawn { WaitBeforeStarting 2 FirstSpawnMessage "{2EFF00}« Now Playing « {FFFFFF} : {5100ff} Heaven Pierce Her - Versus {FFFFFF}" FirstSpawnOutput { Target hakita_versus Action Trigger } } WaveSpawn { TotalCurrency 200 TotalCount 30 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { ClassIcon spy_enforcer Health 125 Name "Enforcer Spy" Action FetchFlag Class Spy Skill Normal ItemAttributes { ItemName "the enforcer" "cannot disguise" 1 } Item "the enforcer" Item "fancy fedora" Item "rogue's col roule" } } } WaveSpawn { TotalCurrency 96 TotalCount 48 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Name "Large Shotgun Heavy" Where spawnbot Squad { TFBot { ClassIcon heavy_shotgun Health 550 Name "Large Shotgun Heavy" Class Heavy Skill Normal MaxVisionRange 1200 WeaponRestrictions SecondaryOnly Item "the u-clank-a" ItemAttributes { ItemName tf_weapon_shotgun_hwg "fire rate bonus" 0.75 "damage penalty" 1.1 "faster reload rate" 0.75 } CharacterAttributes { "move speed bonus" 0.85 } } } } WaveSpawn { TotalCurrency 40 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 WaitForAllDead "Large Shotgun Heavy" Where spawnbot Squad { TFBot { ClassIcon heavy_shotgun_burst Health 4500 Name "Giant Shotgun Heavy" Class HeavyWeapons Skill Expert MaxVisionRange 1200 WeaponRestrictions SecondaryOnly Tag "bot_giant" Attributes "MiniBoss" ItemAttributes { ItemName tf_weapon_shotgun_hwg "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 0.1 } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "attack projectiles" 1 "override footstep sound set" 2 } Item "the u-clank-a" } } } Wavespawn { Where spawnbot_main Totalcount 6 Spawncount 3 Maxactive 3 Waitforallspawned "Giant 2" Totalcurrency 150 Squad { Tfbot { Template T_TFBot_Giant_Soldier_Crit } Tfbot { Template T_TFBot_Medic_BigHeal } Tfbot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { TotalCurrency 120 TotalCount 60 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 6 Support 1 Where spawnbot Squad { TFBot { ClassIcon sniper_bow Health 125 Action Mobber Template T_TFBot_Sniper_Huntsman Item "larrikin robin" Item "dec2014 hunter_vest" ItemAttributes { ItemName "the huntsman" "damage bonus" 1 "fire rate bonus" 0.8 "faster reload rate" 0.8 } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } } } } WaveSpawn { TotalCurrency 80 TotalCount 8 MaxActive 4 SpawnCount 2 Name "Giant SMG Sniper" WaitBeforeStarting 10 WaitBetweenSpawns 25 Where spawnbot Squad { TFBot { ClassIcon sniper_smg_giant Health 3000 Name "Giant SMG Sniper" Class Sniper Skill Expert WeaponRestrictions SecondaryOnly Tag "bot_giant" Attributes "MiniBoss" ItemAttributes { ItemName tf_weapon_smg "clip size bonus" 3 "fire rate penalty" 1.25 "damage penalty" 0.8 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } Item "holy hunter" } } } Wavespawn //Red support { Where redspawn Totalcount 1 Spawncount 1 Waitbeforestarting 9999 Support 1 Tfbot { ClassIcon red2_lite Health 2000 Name "Scout" Class Scout Skill Normal AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } Item "larrikin robin" Item "The B.A.S.E. Jumper" } } Wavespawn //Red support { Where redspawn Totalcount 1 Spawncount 1 Waitbeforestarting 9999 Support 1 Tfbot { ClassIcon sentry_gun_red_nys Health 2000 Name "Scout" Class Scout Skill Normal AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } Item "larrikin robin" Item "The B.A.S.E. Jumper" } } Wavespawn //Red support { TotalCurrency 40 Where redspawn Totalcount 40 MaxActive 6 Spawncount 3 WaitBeforeStarting 0 WaitBetweenSpawns 10 Support Limited Tfbot { ClassIcon soldier Health 200 Name "Soldier" Class Soldier Skill Expert Action Mobber AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 "force distribute currency on death" 1 } } } Wavespawn //Red support { TotalCurrency 16 Where redspawn Totalcount 16 MaxActive 4 Spawncount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Support Limited Tfbot { ClassIcon soldier_mangler_fire Health 200 Name "Charged Cow Mangler Soldier" Class Soldier Skill Expert Action Sniper Item "the cow mangler 5000" ItemAttributes { ItemName "The Cow Mangler 5000" "faster reload rate" 0.01 // Allows the bot to almost always fire charged shots } AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 "force distribute currency on death" 1 } } } WaveSpawn { TotalCurrency 90 TotalCount 30 MaxActive 9 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 15 Support Limited Where redspawn_air1 Squad { TFBot { ClassIcon soldier_airstrike_para Health 200 Name "Air Strike Soldier" Class Soldier Skill Expert RocketJump 1 Attributes "HoldFireUntilFullReload" ItemAttributes { ItemName "the air strike" "faster reload rate" 0.15 "fire rate bonus" 0.7 "reload full clip at once" 1 "force fire full clip" 1 } ItemAttributes { ItemName "the b.a.s.e. jumper" "parachute redeploy" 1 } AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "damage bonus" 1.25 "no self blast dmg" 1 "collect currency on kill" 1 "cannot pick up intelligence" 1 "force distribute currency on death" 1 "parachute attribute" 1 "cancel falling damage" 1 } Item "the air strike" Item "the b.a.s.e. jumper" Item "the grenadier's softcap" Item "the deus specs" } } } Wavespawn //Blu support { Where redspawn_air1 Totalcount 1 Spawncount 1 Waitbeforestarting 9999 Support 1 Tfbot { ClassIcon blu2_lite Health 2000 Name "Scout" Class Scout Skill Normal AddCond { Name TF_COND_REPROGRAMMED } Item "larrikin robin" Item "The B.A.S.E. Jumper" } } WaveSpawn { TotalCurrency 180 TotalCount 36 MaxActive 6 SpawnCount 6 WaitForAllDead "Large Shotgun Heavy" WaitBeforeStarting 0 WaitBetweenSpawns 10 Name "SWAT2" Support Limited Where spawnbot Squad { TFBot { ClassIcon heavy_accurate Health 450 Name "Armored Heavy Gunner" Class Heavy UseCustomModel models/player/heavy.mdl Skill Expert BehaviorModifiers Push WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "tomislav" "fire rate bonus" 0.8 } CharacterAttributes { "health regen" 5 "move speed bonus" 0.65 "dmg taken from crit reduced" 0.4 "dmg taken from fire reduced" 0.4 "dmg taken from blast reduced" 0.4 "dmg taken from bullets reduced" 0.4 "increase buff duration" 2 "cannot be sapped" 1 "override footstep sound set" 0 } Item "tomislav" Item "the eliminators safeguard" Item "immobile suit" Item "the bruiser's bandanna" Item "eotl_sheavyshirt" Item "gone commando" } } } } //WAVE 2/////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SentryGun // Spawn sentry gun (Final spawn) { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 3 //Sentrygun level Health 680 Position { X 4869 Y -800 Z 7 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun (Final spawn) { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 3 //Sentrygun level Health 680 Position { X 5660 Y -480 Z 7 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun (Final spawn) { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 1 //Sentrygun level Health 420 Position { X 5507 Y -1315 Z 7 Pitch 0 Yaw 0 Roll 0 } } SentryGun // Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 2 //Sentrygun level Health 180 Position { X 1150 Y -1386 Z 95 Pitch 0 Yaw 0 Roll 0 } } Wavespawn { Where spawnbot_main Totalcount 6 Spawncount 3 Maxactive 3 Waitforallspawned "Giant 2" Totalcurrency 150 Squad { Tfbot { Template T_TFBot_Giant_Soldier_Crit } Tfbot { Template T_TFBot_Medic_BigHeal } Tfbot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { TotalCurrency 180 TotalCount 36 MaxActive 6 SpawnCount 6 WaitForAllDead "Large Shotgun Heavy" WaitBeforeStarting 0 WaitBetweenSpawns 10 Name "SWAT2" Support Limited Where spawnbot Squad { TFBot { ClassIcon heavy_accurate Health 450 Name "Armored Heavy Gunner" Class Heavy UseCustomModel models/player/heavy.mdl Skill Expert BehaviorModifiers Push WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "tomislav" "fire rate bonus" 0.8 } CharacterAttributes { "health regen" 5 "move speed bonus" 0.65 "dmg taken from crit reduced" 0.4 "dmg taken from fire reduced" 0.4 "dmg taken from blast reduced" 0.4 "dmg taken from bullets reduced" 0.4 "increase buff duration" 2 "cannot be sapped" 1 "override footstep sound set" 0.1 } Item "tomislav" Item "the eliminators safeguard" Item "immobile suit" Item "the bruiser's bandanna" Item "eotl_sheavyshirt" Item "gone commando" } } } Wavespawn //Red support { Where redspawn Totalcount 1 Spawncount 1 Waitbeforestarting 9999 Support 1 Tfbot { ClassIcon red2_lite Health 2000 Name "Scout" Class Scout Skill Normal AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } Item "larrikin robin" Item "The B.A.S.E. Jumper" } } Wavespawn //Red support { Where redspawn Totalcount 1 Spawncount 1 Waitbeforestarting 9999 Support 1 Tfbot { ClassIcon sentry_gun_red_nys Health 2000 Name "Scout" Class Scout Skill Normal AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } Item "larrikin robin" Item "The B.A.S.E. Jumper" } } Wavespawn //Red support { Where redspawn_air1 Totalcount 1 Spawncount 1 Waitbeforestarting 9999 Support 1 Tfbot { ClassIcon blu2_lite Health 2000 Name "Scout" Class Scout Skill Normal AddCond { Name TF_COND_REPROGRAMMED } Item "larrikin robin" Item "The B.A.S.E. Jumper" } } } }