// Gold and Grit by Tindall Berry and Ultimaximus // Akure Advanced #base overclocks_tindall.pop population { StartingCurrency 400 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes Advanced 1 // Rafmod cvars BodyPartScaleSpeed 50 FixSetCustomModelInput 1 NoRomevisionCosmetics 1 RobotLimit 24 TextPrintTime 0 UpgradeStationKeepWeapons 1 // Custom nav CustomNavFile "mvm_akure_rc1a_unfucked" // Fixes stuck spots, also fixes spawnbot dropdown for Giant Medics thanks to Whurr // Model precache PrecacheModel "models\weapons\c_models\c_entrenched_gun\c_scattergun.mdl" PrecacheModel "models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl" PrecacheModel "models\weapons\c_models\c_howitzer\c_lochnload.mdl" PrecacheModel "models\weapons\w_bugbait.mdl" PrecacheModel "models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl" PrecacheModel "models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl" PrecacheModel "models\weapons\c_models\c_gupgun\c_leechgun.mdl" PrecacheModel "models\props_lakeside_event\bomb_temp.mdl" // Sound precache PrecacheSound "weapons/china_lake_shoot.wav" PrecacheSound "weapons/sven_shotgun_shoot.wav" PrecacheSound "weapons/mp40_shoot.wav" PrecacheSound "weapons/supernailgun_shoot.wav" PrecacheSound "music/dmdokuro_fly_of_beelzebub.mp3" PrecacheSound "terraria/gunshot.wav" PrecacheSound "terraria/mourning_spine.wav" PrecacheSound "terraria/shotgun_blast.wav" // Custom weapons // Scout CustomWeapon // Scout Slug Scattergun { Name "Steel Slugger" OriginalItemName "The Back Scatter" "bullets per shot bonus" 0.1 "damage bonus HIDDEN" 8.33 "dmg pierces resists absorbs" 1 "can headshot" 1 "revolver use hit locations" 1 "closerange backattack minicrits" 0 "spread penalty" 1 "custom weapon fire sound" "=75|weapons/shotgun/shotgun_fire6.wav" "custom item model" "models\weapons\c_models\c_entrenched_gun\c_scattergun.mdl" "special item description" "Fires high damage slugs that deal critical damage on headshots." "special item description 2" "Doink!" } // Soldier CustomWeapon // Soldier Homing Rocket Launcher { Name "Psychopath's Seeker" OriginalItemName "The Liberty Launcher" "clip size bonus" 2.5 "hidden primary max ammo bonus" 1.5 "fire rate bonus HIDDEN" 0.35 "projectile spread angle penalty" 10 "projectile speed decreased" 0.65 "mod projectile heat seek power" 360 "mod projectile heat aim error" 360 "mod projectile heat follow crosshair" 1 "mod projectile heat aim time" 2 "Reload time increased" 3 "reload full clip at once" 1 "damage penalty" 0.5 "blast radius decreased" 0.75 "projectile speed increased" 1 "rocket jump damage reduction" 1 "custom weapon fire sound" "=75|weapons/grenade_launcher1.wav" "custom item model" "models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl" "special item description" "Launches a wide spread of low damage rockets that home in on the crosshair." "special item description 2" "If you run, you'll only die tired." } CustomWeapon // Soldier Nuke Launcher { Name "Atomic Anguish" OriginalItemName "The Black Box" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "maxammo primary reduced" 0.5 "fire rate penalty" 2.25 "projectile gravity" 800 "dmg penalty vs players" 2 "crits_become_minicrits" 1 "blast dmg to self increased" 1.8 "clip size penalty" 1 "health on radius damage" 0 "paintkit_proto_def_index" 218 // uranium "set_item_texture_wear" 0 // factory new "custom weapon fire sound" "=75|ambient/explosions/explode_1.wav" "special item description" "Launches high damage heavy rockets." "special item description 2" "This was not a good idea at any point in time." } // Pyro CustomWeapon // Pyro Airblast Flame Thrower { Name "Con-man's Compressor" OriginalItemName "The Degreaser" "damage penalty" 0.85 "weapon burn dmg reduced" 0.75 "airblast cost decreased" 0.25 "mult airblast refire time" 0.5 "airblast_pushback_disabled" 1 "single wep deploy time decreased" 1 "switch from wep deploy time decreased" 1 "airblast cost increased" 1 "paintkit_proto_def_index" 214 // neo tokyo "set_item_texture_wear" 0 // factory new "special item description" "Airblasts faster with a reduced cost but deals reduced flame damage." "special item description 2" "We're puttin' on a clinic!" } // Demoman CustomWeapon // Demoman Auto Grenade Launcher { Name "Burst of Brimstone" OriginalItemName "The Loch-n-Load" "clip size bonus" 1.5 "hidden primary max ammo bonus" 1.5 "fire rate bonus HIDDEN" 0.45 "projectile spread angle penalty" 2 "projectile speed increased" 1.5 "grenade explode on impact" 1 "Reload time increased HIDDEN" 0.8 "damage penalty" 0.7 "self dmg push force decreased" 0.3 "clip size penalty" 1 "sticky air burst mode" 0 "dmg bonus vs buildings" 1 "custom weapon fire sound" "=75|weapons/china_lake_shoot.wav" "custom item model" "models\weapons\c_models\c_howitzer\c_lochnload.mdl" "special item description" "Rapidly launches low damage grenades with a smaller explosion radius that explode on impact." "special item description 2" "Blammo!" } CustomWeapon // Demoman Toxic Grenade Launcher { Name "Toxic Torid" OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "clip size bonus" 1.5 "maxammo primary reduced" 0.75 "fire rate penalty" 1.3 "projectile speed decreased" 0.8 "damage penalty" 0.75 "mult dmg vs tanks" 1.6 "bleeding duration" 4 "mult bleeding dmg" 2.5 "slow enemy on hit major" 2 "grenade explode on impact" 1 "self dmg push force decreased" 0.65 "paintkit_proto_def_index" 243 // tumour toasted "set_item_texture_wear" 0 // factory new "custom weapon fire sound" "=75|npc/antlion_grub/squashed.wav" "custom impact sound" "=75|weapons/bugbait/bugbait_impact1.wav" "custom projectile model" "models\weapons\w_bugbait.mdl" "explosion particle" "merasmus_bomb_explosion" "custom kill icon" "purgatory" "special item description" "Launches toxic bombs that slow enemies and deal heavy damage over time." "special item description 2" "Smelly, smelly gas!" } // Heavy CustomWeapon // Heavy Deflector { Name "Bootleg Deflector" OriginalItemName "Deflector" "minigun spinup time increased" 1.25 "aiming movespeed increased" 1.35 "spread penalty" 1.5 "attack projectiles" 1 "damage bonus" 1.1 "special item description" "Destroys projectiles in a wider spread and deals slightly more damage, but spins up slower." "special item description 2" "I hate metal!" } CustomWeapon // Homing Rocket Minigun { Name "Bludger's Barrage" OriginalItemName "Tomislav" "max health additive penalty" -50 "maxammo primary reduced" 0.75 "override projectile type" 2 "fire rate penalty" 1.4 "damage bonus" 2 "mult dmg vs tanks" 3 "Projectile speed decreased" 0.6 "projectile spread angle penalty" 10 "mod projectile heat seek power" 360 "mod projectile heat aim error" 360 "mod projectile heat follow crosshair" 1 "mod projectile heat aim time" 2 "self dmg push force decreased" 0.01 "no self blast dmg" 2 "minigun spinup time decreased" 1 "weapon spread bonus" 1 "paintkit_proto_def_index" 217 // bomber soul "set_item_texture_wear" 0 // factory new "projectile trail particle" "~tranq_distortion_trail" "custom kill icon" "merasmus_zap" "special item description" "Fires homing rockets in a wide spread that converge on the crosshair." "special item description 2" "I have one question for you: EXPLOSIONS?!" } CustomWeapon // Heavy Auto Shotgun { Name "Soviet Slammer" OriginalItemName "The Family Business" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "maxammo secondary reduced" 0.75 "fire rate bonus HIDDEN" 0.4 "spread penalty" 2 "mult dmg vs tanks" 0.5 "damage penalty" 1 "clip size bonus" 1 "fire rate bonus" 1 "custom weapon fire sound" "=55|weapons/sven_shotgun_shoot.wav" "custom item model" "models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl" "special item description" "Fires inaccurate shells rather quickly." "special item description 2" "I am 100 metres from your location and approaching rapidly." } // Engineer CustomWeapon // Engineer Machine Gun { Name "Veruc" OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "single wep deploy time increased" 1.25 "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "fire rate bonus HIDDEN" 0.3 "bullets per shot bonus" 0.3 "spread penalty" 2 "damage bonus" 1.66 "custom weapon fire sound" "=55|weapons/mp40_shoot.wav" "custom item model" "models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl" "special item description" "Rapidly fires three bullets in a horizontal spread." "special item description 2" "I want that rifle, Daddy!" } // Medic CustomWeapon // Medic Burst Fire Syringe Gun { Name "Four Part Plan" OriginalItemName "The Blutsauger" "add cond on hit" 24 // jarate "add cond on hit duration" 7 "single wep deploy time increased" 1.35 "clip size penalty" 0.1 "maxammo primary reduced" 0.133 "fire rate bonus HIDDEN" 0.5 "damage bonus" 2 "no reduced damage rampup" 1 "heal on hit for rapidfire" 0 "custom weapon fire sound" "=75|weapons/supernailgun_shoot.wav" "custom item model" "models\weapons\c_models\c_gupgun\c_leechgun.mdl" "special item description" "Rapidly fires high damage syringes that coat enemies with Jarate." "special item description 2" "Part five: booby trap the stalemate button!" } // Spy CustomWeapon // Spy Multi-shot Revolver { Name "Maggie" // Based on the Maggie from Borderlands 2 OriginalItemName "TF_WEAPON_REVOLVER" "clip size penalty" 0.34 "maxammo secondary reduced" 0.5 "fire rate penalty" 1.8 "bullets per shot bonus" 6 "spread penalty" 4 "damage penalty" 0.4 "paintkit_proto_def_index" 263 // death deluxe "set_item_texture_wear" 0 // factory new "custom weapon fire sound" "=75|weapons/357_fire2.wav" "special item description" "Fires six bullets in a wide spread." "special item description 2" "Monty's wife don't take no guff." } ExtraLoadoutItems { Scout { Primary "Steel Slugger" } Soldier { Primary "Psychopath's Seeker" Primary "Atomic Anguish" } Pyro { Primary "Con-man's Compressor" } Demoman { Primary "Burst of Brimstone" Primary "Toxic Torid" } HeavyWeapons { Primary "Bootleg Deflector" Primary "Bludger's Barrage" Secondary "Soviet Slammer" } Engineer { Primary "Veruc" } Medic { Primary "Four Part Plan" } Spy { Secondary "Maggie" } } // Upgrade bans DisallowUpgrade { Name "Rocket Jumper" Upgrade "clip size upgrade atomic" MaxLevel 0 } DisallowUpgrade { Name "Rocket Jumper" Upgrade "faster reload rate" MaxLevel 0 } DisallowUpgrade { Name "Atomic Anguish" Upgrade "clip size upgrade atomic" MaxLevel 0 } DisallowUpgrade { Name "Con-man's Compressor" Upgrade "airblast pushback scale" MaxLevel 0 } DisallowUpgrade { Name "Stickybomb Jumper" Upgrade "clip size bonus upgrade" MaxLevel 0 } DisallowUpgrade { Name "Stickybomb Jumper" Upgrade "faster reload rate" MaxLevel 0 } DisallowUpgrade { Name "Bludger's Barrage" Upgrade "projectile penetration heavy" MaxLevel 0 } DisallowUpgrade { Name "Bludger's Barrage" Upgrade "attack projectiles" MaxLevel 0 } DisallowUpgrade { Name "Bludger's Barrage" Upgrade "generate rage on damage" MaxLevel 0 } DisallowUpgrade { Name "Soviet Slammer" Upgrade "fire rate bonus" MaxLevel 0 } DisallowUpgrade { Upgrade "engy sentry fire rate increased" MaxLevel 2 } DisallowUpgrade { Name "Four Part Plan" Upgrade "mad milk syringes" MaxLevel 0 } DisallowUpgrade { Name "The Vaccinator" Upgrade "uber duration bonus" MaxLevel 1 } // Point templates PointTemplates { TeleporterDoor { NoFixup 1 logic_relay { "OnSpawn" "wave_start_relay,AddOutput,OnTrigger glowfadeout:Trigger:::,," "OnSpawn" "wave_start_relay,AddOutput,OnTrigger spawnteleport:Disable:::,," "OnSpawn" "wave_finished_relay,AddOutput,OnTrigger glowfadein:Trigger:::,," "OnSpawn" "wave_finished_relay,AddOutput,OnTrigger spawnteleport:Enable::0.25:,," "OnSpawn" "@bb-1800 -1600 -200 -1400 2800 0@trigger_multiple,$SetData$m_hFilter,filter_redteam,," // Fixes incorrect filtername on spawn doors, $SetKey$filtername doesn't work } prop_dynamic { "targetname" "spawndoor" "parentname" "rotationpoint" "model" "models/props_soho/door002.mdl" "disableshadows" "1" "origin" "-1860 1856 -136" // Spawn "angles" "0 180 0" } prop_dynamic { "parentname" "spawndoor" "model" "models/props_soho/door002.mdl" "disableshadows" "1" "origin" "-1860 1859 -136" } trigger_hurt { "targetname" "doorkill" "parentname" "spawndoor" "damage" "10000" "damagetype" "1" // Crush "origin" "-1860 1858 -136" "mins" "-28 -3 -56" "maxs" "28 3 56" "spawnflags" "1" "startdisabled" "1" } func_door_rotating { "targetname" "rotationpoint" "distance" "-90" "speed" "450" "noise1" "DoorSound.Null" "noise2" "DoorSound.Null" "origin" "-1858 1859 -192" "spawnflags" "64" // Rotate on X axis } prop_dynamic { "targetname" "doorglow" "parentname" "spawndoor" "model" "models/props_viaduct_event/door_glow_mesh.mdl" "modelscale" "0.5" "rendermode" "1" // Enable transparency "rendercolor" "240 215 215" "disableshadows" "1" "origin" "-1860 1858 -120" "angles" "0 180 0" } prop_dynamic // Two glows to obscure cutoff { "targetname" "doorglow" "parentname" "spawndoor" "model" "models/props_viaduct_event/door_glow_mesh.mdl" "modelscale" "0.5" "rendermode" "1" "rendercolor" "240 215 215" "disableshadows" "1" "origin" "-1860 1858 -155" "angles" "0 0 180" } prop_dynamic // Glows for back side { "targetname" "doorglow" "parentname" "spawndoor" "model" "models/props_viaduct_event/door_glow_mesh.mdl" "modelscale" "0.5" "rendermode" "1" "rendercolor" "240 215 215" "disableshadows" "1" "origin" "-1860 1857 -120" } prop_dynamic { "targetname" "doorglow" "parentname" "spawndoor" "model" "models/props_viaduct_event/door_glow_mesh.mdl" "modelscale" "0.5" "rendermode" "1" "rendercolor" "240 215 215" "disableshadows" "1" "origin" "-1860 1857 -155" "angles" "0 180 180" } prop_dynamic { "model" "models/props_soho/door002.mdl" "disableshadows" "1" "origin" "-704 -1056 -360" // Front "angles" "0 180 0" } point_teleport { "targetname" "frontdoor" "target" "!activator" "origin" "-704 -1030 -415.97" "angles" "0 90 0" } trigger_multiple { "targetname" "spawnteleport" "origin" "-1860 1871 -184" "mins" "-32 -15 -8" "maxs" "32 15 8" "spawnflags" "1" // Apply to players "OnStartTouch" "rng1,PickRandom,,," } math_counter { "targetname" "opacityamt" "startvalue" "255" "min" "0" "max" "255" "OutValue" "doorglow,Alpha,,," "OnHitMin" "glowfadeout,CancelPending,,," "OnHitMax" "glowfadein,CancelPending,,," } logic_relay { "targetname" "glowfadeout" "OnTrigger" "opacityamt,Subtract,14,," "OnTrigger" "!self,Trigger,,0.02," // Ticks are 0.015s, 0.02 will fire every other tick "spawnflags" "2" // Allow fast retrigger } logic_relay { "targetname" "glowfadein" "OnTrigger" "opacityamt,Add,14,," "OnTrigger" "!self,Trigger,,0.02," "spawnflags" "2" } ambient_generic { "targetname" "doorsfx" "message" "doors/generic_door_open.wav" "health" "10" // Volume "radius" "1600" "origin" "-704 -1056 -348" "spawnflags" "48" // Start silent, is not looped } } KillerDoor { NoFixup 1 trigger_hurt { "targetname" "floorkill" "damage" "10000" "damagetype" "1" "origin" "-1860 1906 -184" "mins" "-23 -50 -8" "maxs" "23 50 8" "spawnflags" "1" "startdisabled" "1" } phys_ragdollmagnet { "targetname" "doorkill" "radius" "100" "force" "-75000" "origin" "-1860 1856 -136" "startdisabled" "1" } ambient_generic { "targetname" "doorkillsfx" "message" "ambient_mp3/rottenburg/tunneldoor_closed_quiet.mp3" "health" "10" "radius" "1600" "origin" "-1860 1856 -136" "spawnflags" "48" } logic_case { "targetname" "rng1" "OnCase01" "doorteleport,Trigger,,," "OnCase02" "doorteleport,Trigger,,," "OnCase03" "doorteleport,Trigger,,," "OnCase04" "doorteleport,Trigger,,," "OnCase05" "doorteleport,Trigger,,," "OnCase06" "doorteleport,Trigger,,," "OnCase08" "doorteleport,Trigger,,," "OnCase09" "doorteleport,Trigger,,," "OnCase10" "rng2,PickRandom,,," } logic_case { "targetname" "rng2" "OnCase01" "doorteleport,Trigger,,," "OnCase02" "doorteleport,Trigger,,," "OnCase03" "doorteleport,Trigger,,," "OnCase04" "doorteleport,Trigger,,," "OnCase05" "doorteleport,Trigger,,," "OnCase06" "doorteleport,Trigger,,," "OnCase07" "doorteleport,Trigger,,," "OnCase08" "doorteleport,Trigger,,," "OnCase09" "doorteleport,Trigger,,," "OnCase10" "doorslam,Trigger,,," // 1/100 chance to activate } logic_relay { "targetname" "doorteleport" "OnTrigger" "frontdoor,Teleport,,," "OnTrigger" "doorsfx,PlaySound,,0.1," "OnTrigger" "@bb-753 -1057 -416 -657 -977 -392@obj_teleporter,RemoveHealth,864,0.1," // Destroy teleporters in front of door so players don't get stuck in them } logic_relay { "targetname" "doorslam" "OnTrigger" "rotationpoint,Open,,," "OnTrigger" "doorkill,Enable,,0.05," "OnTrigger" "floorkill,Enable,,0.1," "OnTrigger" "doorkill,Disable,,0.6," "OnTrigger" "floorkill,Disable,,0.6," "OnTrigger" "doorkillsfx,PlaySound,1,," } } MedicFixer { trigger_push // point_push can't be filtered, can't test LOS due to a rock near dropdown which limits size, and will make small robots walk like they're drunk { "filtername" "giantmedic_filter" "pushdir" "0 -45 0" "speed" "100" "origin" "-1800 25 -242" // Robot diagonal dropdown area "mins" "-75 -75 -50" "maxs" "75 75 50" "spawnflags" "1" } trigger_push { "filtername" "giantmedic_filter" "pushdir" "0 -45 0" "speed" "100" "origin" "-1726 100 -242" "mins" "-75 -75 -50" "maxs" "75 75 50" "spawnflags" "1" } trigger_push { "filtername" "giantmedic_filter" "pushdir" "0 -45 0" "speed" "100" "origin" "-1651 175 -242" "mins" "-75 -75 -50" "maxs" "75 75 50" "spawnflags" "1" } trigger_push { "filtername" "giantmedic_filter" "pushdir" "0 -45 0" "speed" "100" "origin" "-1575 250 -242" "mins" "-75 -75 -50" "maxs" "75 75 50" "spawnflags" "1" } trigger_push { "filtername" "giantmedic_filter" "pushdir" "0 -45 0" "speed" "100" "origin" "-1497 325 -242" "mins" "-75 -75 -50" "maxs" "75 75 50" "spawnflags" "1" } trigger_push { "filtername" "giantmedic_filter" "speed" "100" "origin" "-1920 -464 -242" "mins" "-75 -210 -50" "maxs" "75 210 50" "spawnflags" "1" } filter_tf_bot_has_tag { "targetname" "giantmedic_filter" "tags" "bot_giant_medic" } } PlaguebringerLogic { NoFixup 1 logic_relay { "targetname" "relay_pbg_warnings" "OnTrigger" "timer_pbg_warning1,Enable,,11,-1" "OnTrigger" "timer_pbg_warning2,Enable,,3,-1" "OnTrigger" "timer_pbg_warning3,Enable,,9,-1" } logic_relay { "targetname" "relay_pbg_spawned" "OnTrigger" "player,$DisplayTextChat,{AF4BFF}The Plaguebringer Goliath has awoken!,0,-1" "OnTrigger" "player,$DisplayTextChat,{9AFF9A}Now Playing: {FFD800}Fly of Beelzebub - DM DOKORO,3,-1" "OnTrigger" "music_fly_of_beelzebub,PlaySound,,0,-1" } logic_relay { "targetname" "relay_pbg_killed" "OnTrigger" "player,$DisplayTextChat,{AF4BFF}The Plaguebringer Goliath has been defeated!,0,-1" "OnTrigger" "music_fly_of_beelzebub,FadeOut,5,0,-1" "OnTrigger" "timer_pbg_warning1,Disable,,0,-1" "OnTrigger" "timer_pbg_warning2,Disable,,0,-1" "OnTrigger" "timer_pbg_warning3,Disable,,0,-1" } ambient_generic { "targetname" "music_fly_of_beelzebub" "message" "#music/dmdokuro_fly_of_beelzebub.mp3" "health" "5" "spawnflags" "17" } ambient_generic { "targetname" "music_fly_of_beelzebub" "message" "#music/dmdokuro_fly_of_beelzebub.mp3" "health" "5" "spawnflags" "17" } logic_timer { "targetname" "timer_pbg_warning1" "refiretime" "12" "OnTimer" "sound_pbg1,PlaySound,,0,-1" "StartDisabled" "1" } logic_timer { "targetname" "timer_pbg_warning2" "refiretime" "12" "OnTimer" "sound_pbg2,PlaySound,,0,-1" "StartDisabled" "1" } logic_timer { "targetname" "timer_pbg_warning3" "refiretime" "12" "OnTimer" "sound_pbg3,PlaySound,,0,-1" "StartDisabled" "1" } ambient_generic { "targetname" "sound_pbg1" "message" "misc/doomsday_lift_warning.wav" "health" "8" "spawnflags" "49" } ambient_generic { "targetname" "sound_pbg1" "message" "misc/doomsday_lift_warning.wav" "health" "8" "spawnflags" "49" } ambient_generic { "targetname" "sound_pbg2" "message" "items/powerup_pickup_haste.wav" "health" "8" "spawnflags" "49" } ambient_generic { "targetname" "sound_pbg2" "message" "items/powerup_pickup_haste.wav" "health" "8" "spawnflags" "49" } ambient_generic { "targetname" "sound_pbg3" "message" "items/bomb_warning.wav" "health" "8" "spawnflags" "49" } ambient_generic { "targetname" "sound_pbg3" "message" "items/bomb_warning.wav" "health" "8" "spawnflags" "49" } } } Templates { T_TFBot_Tind_Scout // w1,5 { Class Scout Name "Scout" ClassIcon scout Skill Easy Health 125 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Item "Upgradeable TF_WEAPON_SCATTERGUN" } T_TFBot_Tind_Scout_Shortstop // w1 { Class Scout Name "Shortstop Scout" ClassIcon scout_shortstop Skill Easy Health 450 Scale 1.35 WeaponRestrictions PrimaryOnly MaxVisionRange 1500 Item "The Shortstop" Item "The Milkman" CharacterAttributes { "health regen" 1 } } T_TFBot_Tind_Scout_Bonk // w5 { Class Scout Name "Bonk Scout" ClassIcon scout_bonk_nys Skill Hard Health 125 WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "Bonk! Atomic Punch" Item "Upgradeable TF_WEAPON_BAT" Item "Bonk Helm" ItemAttributes { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" 0.8 "deploy time decreased" 0.67 } } T_TFBot_Tind_Scout_Melee // w2 { Class Scout Name "Bat Scout" ClassIcon scout_bat_nys Skill Hard Health 125 WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_BAT" } T_TFBot_Tind_Scout_Giant_Sandman // w7 { Class Scout Name "Major League Scout" ClassIcon scout_stun_giant Skill Expert Health 1600 WeaponRestrictions MeleeOnly MaxVisionRange 1200 Attributes MiniBoss Item "The Sandman" Item "Batter's Helmet" Item "MNC Mascot Outfit" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.1 "max health additive penalty" 0 // Fixes overheal particles } CharacterAttributes { "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 } } T_TFBot_Tind_Scout_Giant_Sandman_Armoured // w5 { Class Scout Name "Giant Armoured Scout" ClassIcon scout_stun_giant_armored Skill Expert Health 3000 WeaponRestrictions MeleeOnly MaxVisionRange 1200 Attributes MiniBoss Attributes AlwaysCrit Item "The Sandman" Item "Batter's Helmet" Item "EOTL_Demopants" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.1 "max health additive penalty" 0 // Fixes overheal particles } CharacterAttributes { "move speed bonus" 0.75 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 5 } } T_TFBot_Tind_Scout_Giant_Fast // w3 { Class Scout Name "Super Scout" ClassIcon scout_giant_fast Skill Expert Health 1200 WeaponRestrictions MeleeOnly Attributes MiniBoss Item "The Holy Mackerel" Item "Bonk Boy" CharacterAttributes { "move speed bonus" 1.3 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } T_TFBot_Tind_Soldier // w1,3,6,8 { Class Soldier Name "Soldier" ClassIcon soldier Skill Normal Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" } T_TFBot_Tind_Soldier_Charged // w7 { Class Soldier Name "Charged Soldier" ClassIcon soldier_crit Skill Hard Health 200 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Slo-Poke" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate penalty" 2 "Projectile speed decreased" 0.5 "Blast radius decreased" 0.65 } } T_TFBot_Tind_Soldier_Giant_RapidFire // w2 { Class Soldier Name "Giant Rapid Fire Soldier" ClassIcon soldier_spammer Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Doe-Boy" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed decreased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_BurstFire // w7 { Class Soldier Name "Giant Burst Fire Soldier" ClassIcon soldier_burstfire_hyper_lite Skill Expert Health 4200 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "warbird_rocketlauncher_warhawk" Item "Soldier Samurai Hat" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "set_item_texture_wear" 0 "attach particle effect" 704 "damage bonus" 2 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 6 "Projectile speed decreased" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_BurstFire_Light // w3 { Class Soldier Name "Giant Burst Fire Soldier" ClassIcon soldier_burstfire Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Doe-Boy" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.4 "fire rate bonus" 0.1 "Projectile speed decreased" 0.65 "clip size upgrade atomic" 6 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_Seeker // w5 { Class Soldier Name "Giant Seeker Soldier" ClassIcon soldier_burstfire_homing_nys Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "The Liberty Launcher" Item "The Shellmet" ItemAttributes { ItemName "The Liberty Launcher" "clip size upgrade atomic" 7 "fire rate bonus" 0.2 "projectile spread angle penalty" 15 "projectile speed decreased" 0.65 "mod projectile heat seek power" 180 "mod projectile heat aim error" 180 "mod projectile heat follow crosshair" 1 "mod projectile heat aim time" 2 "faster reload rate" 0.3 "blast radius decreased" 0.75 "projectile speed increased" 1 "rocket jump damage reduction" 1 "custom weapon fire sound" "=80|weapons/grenade_launcher1.wav" "custom item model" "models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl" } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } RocketCustomParticle "eyeboss_projectile" AimAt Body } T_TFBot_Tind_Soldier_Giant_Buff // w6 { Class Soldier Name "Giant Buff Soldier" ClassIcon soldier_buff_giant Skill Expert Health 4000 Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Buff Banner" Item "Chieftain's Challenge" ItemAttributes { ItemName "The Buff Banner" "increase buff duration" 420 "deploy time decreased" 0.67 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_Conch // w6 { Class Soldier Name "Giant Conch Soldier" ClassIcon soldier_conch_giant Skill Expert Health 4000 Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Concheror" Item "Furious Fukaamigasa" ItemAttributes { ItemName "The Concheror" "increase buff duration" 420 "deploy time decreased" 0.67 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Pyro // w1,3,6 { Class Pyro Name "Pyro" ClassIcon pyro Skill Easy Health 175 WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_FLAMETHROWER" } T_TFBot_Tind_Pyro_Giant_Fury // w4,7 { Class Pyro Name "Giant Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_swordstone_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly MaxVisionRange 600 Attributes MiniBoss Item "The Dragon's Fury" Item "Pyromancer's Mask" ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 1.2 "airblast disabled" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_Tind_Demoman // w4 { Class Demoman Name "Demoman" ClassIcon demo Skill Normal Health 175 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } T_TFBot_Tind_Demoman_Brimstone // w3 { Class Demoman Name "Brimstone Demoman" ClassIcon demo_burst Skill Normal Health 175 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Loch-n-Load" Item "Blast Defense" Item "The Juggernaut Jacket" ItemAttributes { ItemName "The Loch-n-Load" "damage penalty" 0.5 "clip size upgrade atomic" 2 "fire rate bonus" 0.45 "projectile spread angle penalty" 2 "grenade explode on impact" 1 "faster reload rate" 0.8 "blast radius decreased" 0.5 "clip size penalty" 1 "sticky air burst mode" 0 "dmg bonus vs buildings" 1 "Projectile speed increased" 1 "custom weapon fire sound" "=70|weapons/china_lake_shoot.wav" "custom item model" "models\weapons\c_models\c_howitzer\c_lochnload.mdl" } } T_TFBot_Tind_Demoman_Giant // w1,2 { Class Demoman Name "Giant Demoman" ClassIcon demo_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Demoman_Giant_RapidFire // w6 { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon demo_spammer_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Tavish Degroot Experience" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.75 "faster reload rate" -0.8 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Demoman_Giant_BurstFire // w4,8 { Class Demoman Name "Giant Burst Fire Demoman" ClassIcon demo_burst_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Scotch Bonnet" Item "The Juggernaut Jacket" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 8 "Projectile speed increased" 1.2 "projectile spread angle penalty" 3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Heavy // w4,6,7,8 { Class Heavyweapons Name "Heavy" ClassIcon heavy Skill Easy Health 300 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Item "Upgradeable TF_WEAPON_MINIGUN" } T_TFBot_Tind_Heavy_Shotgun // w2 { Class Heavyweapons Name "Shotgun Heavy" ClassIcon heavy_shotgun Skill Easy Health 300 WeaponRestrictions SecondaryOnly MaxVisionRange 1200 Item "Copper's Hard Top" ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "faster reload rate" -0.8 "bullets per shot bonus" 3 "damage penalty" 0.33 "fire rate penalty" 2.5 } } T_TFBot_Tind_Heavy_KGB // w2 { Class Heavyweapons Name "Punchie" ClassIcon heavy_champ Skill Hard Health 300 WeaponRestrictions MeleeOnly Item "The Killing Gloves Of Boxing" Item "Pugilist's Protector" } T_TFBot_Tind_Heavy_SteelFist // w5 { Class Heavyweapons Name "Steel Gauntlet" ClassIcon heavy_gauntlet_nys Skill Hard Health 900 Scale 1.5 WeaponRestrictions MeleeOnly Item "Fists Of Steel" CharacterAttributes { "health regen" 1 } } T_TFBot_Tind_Heavy_Giant // w2,5 { Class Heavyweapons Name "Giant Heavy" ClassIcon heavy_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1500 Attributes MiniBoss Item "Upgradeable TF_WEAPON_MINIGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Heavy_Giant_Brass // w6 { Class Heavyweapons Name "Giant Brass Beast Heavy" ClassIcon heavy_brass_nys_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Item "The Brass Beast" Item "Big Chief" ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.8 "minigun spinup time increased" 1.25 "aiming movespeed decreased" 1 "spunup_damage_resistance" 1 "spread penalty" 1.35 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Engineer_Teleport // w1,3,4,6,7 { Class Engineer Name "Engineer" ClassIcon engineer Skill Expert Health 500 Attributes TeleportToHint Item "Upgradeable TF_WEAPON_WRENCH" ItemAttributes { ItemName "Upgradeable TF_WEAPON_WRENCH" "damage bonus" 21 } CharacterAttributes { "health regen" 1 "cannot pick up intelligence" 1 } } T_TFBot_Tind_Engineer_Widowmaker // w3 { Class Engineer Name "Widowmaker Engineer" ClassIcon engineer_widowmaker_nys Skill Easy Health 150 WeaponRestrictions PrimaryOnly MaxVisionRange 800 Item "The Widowmaker" Item "The Trencher's Topper" Action FetchFlag } T_TFBot_Tind_Medic_Uber // w2,7 { Class Medic Name "Uber Medic" ClassIcon medic_uber Skill Hard Health 150 Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "Upgradeable TF_WEAPON_MEDIGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 2 "heal rate bonus" 3 } } T_TFBot_Tind_Medic_Uber_Quick // w2,4,5,7 { Class Medic Name "Quick Uber Medic" ClassIcon medic_uber Skill Hard Health 150 Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "Upgradeable TF_WEAPON_MEDIGUN" Item "Das Naggenvatcher" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 "heal rate bonus" 0.01 } } T_TFBot_Tind_Medic_QuickFix // w6 { Class Medic Name "Quick-Fix Medic" ClassIcon medic Skill Hard Health 150 Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "Medic's Mountain Cap" ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 2 "heal rate bonus" 5 } } T_TFBot_Tind_Medic_BigHeal // w8 { Class Medic Name "Big Heal Medic" ClassIcon medic Skill Hard Health 150 Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "The Combat Medic's Crusher Cap" ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 10 } } T_TFBot_Tind_Medic_Giant_Kritzkrieg // w5 { Class Medic Name "Giant Kritzkrieg Medic" ClassIcon medic_kritz_giant Skill Expert Health 3000 Tag bot_giant_medic Attributes MiniBoss Attributes SpawnWithFullCharge Attributes DisableDodge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Kritzkrieg" Item "The Weather Master" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 1.5 } ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 100 "uber duration bonus" 200 "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "bot medic uber health threshold" 5000 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 } } T_TFBot_Tind_Medic_Giant_QuickFix // w2 { Class Medic Name "Giant Quick-Fix Medic" ClassIcon medic_giant Skill Expert Health 3000 Tag bot_giant_medic Attributes MiniBoss Attributes SpawnWithFullCharge Attributes DisableDodge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "Medic's Mountain Cap" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 1.5 } ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 } } T_TFBot_Tind_Medic_Giant_Regen // w6 { Class Medic Name "Giant Regen Medic" ClassIcon medic_giant Skill Expert Health 4000 Tag bot_giant_medic Attributes MiniBoss Attributes DisableDodge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "The Surgeon's Stahlhelm" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 2 } ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "health regen" 50 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 } } T_TFBot_Tind_Sniper // w2,4,5,8 { Class Sniper Name "Sniper" ClassIcon sniper Skill Hard Health 125 MaxVisionRange 2000 Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "Upgradeable TF_WEAPON_CLUB" } T_TFBot_Tind_Sniper_Sleeper // w6 { Class Sniper Name "Sydney Sniper" ClassIcon sniper_sydneysleeper Skill Hard Health 125 MaxVisionRange 2000 Item "The Sydney Sleeper" Item "Upgradeable TF_WEAPON_CLUB" Item "Ol' Snaggletooth" } T_TFBot_Tind_Sniper_Bow // w4,6 { Class Sniper Name "Bowman" ClassIcon sniper_bow Skill Normal Health 150 WeaponRestrictions PrimaryOnly MaxVisionRange 2000 Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 } } T_TFBot_Tind_Sniper_Carbine // w5,7 { Class Sniper Name "Carbine Sniper" ClassIcon sniper_carbine Skill Easy Health 150 WeaponRestrictions SecondaryOnly MaxVisionRange 1500 Item "The Cleaner's Carbine" Item "Dec2014 Hunter_Ushanka" } T_TFBot_Tind_Spy // w1,2,5,7 { Class Spy Name "Spy" ClassIcon spy Skill Expert Health 125 Item "Upgradeable TF_WEAPON_REVOLVER" Item "Upgradeable TF_WEAPON_KNIFE" CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFBot_Tind_Soldier_Chief_PlaguebringerGoliath // w8 { Class Soldier Name "Plaguebringer Goliath" ClassIcon boss_plaguebringer_goliath Health 88750 Attributes MiniBoss Attributes UseBossHealthBar Attributes IgnoreFlag Action Mobber AlwaysGlow 1 ChangeAttributes { Name "Charge" Delay 0 Cooldown 12 } ChangeAttributes { Name "RapidFire" Delay 4 Cooldown 12 } ChangeAttributes { Name "Nuke" Delay 10 Cooldown 12 } EventChangeAttributes { Default // Allows vanilla compatibility { Skill Expert Attributes MiniBoss Attributes UseBossHealthBar Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Bumble Beenie" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "bleeding duration" 4 "fire rate bonus" 0.35 "faster reload rate" -0.8 "Projectile speed decreased" 0.65 "mod weapon blocks healing" 1 "attach particle effect" 3041 // emerald allurement } ItemAttributes { ItemName "Bumble Beenie" "set item tint RGB" 7511618 // indubitably green "attach particle effect" 3041 // emerald allurement } CharacterAttributes { "rage giving scale" 0.05 "move speed bonus" 0.6 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 3 "cancel falling damage" 1 "voice pitch scale" 0 "dmg taken increased" 1.5 "cannot pick up intelligence" 1 } } Charge { Skill Expert WeaponRestrictions MeleeOnly Attributes AlwaysFireWeapon Item "The Black Box" Item "Panic Attack Shotgun" Item "Frying Pan" Item "Bumble Beenie" ItemAttributes { ItemName "The Black Box" "is_passive_weapon" 1 "single wep deploy time increased" 1.8 "damage penalty" 0.5 "fire rate bonus" 0.5 "faster reload rate" -0.8 "Projectile speed decreased" 0.35 "projectile spread angle penalty" 45 "mod projectile heat seek power" 180 "mod projectile heat aim error" 180 "mod projectile heat aim time" 2 "mod projectile heat no predict target speed" 1 "custom weapon fire sound" "=140|terraria/gunshot.wav" } ItemAttributes { ItemName "Panic Attack Shotgun" "is_passive_weapon" 0 } ItemAttributes { ItemName "Frying Pan" "fire rate bonus" 0.6 "mod weapon blocks healing" 1 "attach particle effect" 3043 // spellbound aspect } ItemAttributes { ItemName "Bumble Beenie" "set item tint RGB" 7511618 // indubitably green "attach particle effect" 3043 // spellbound aspect } CharacterAttributes { "rage giving scale" 0.05 "move speed bonus" 0.6 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 3 "cancel falling damage" 1 "voice pitch scale" 0 "dmg taken increased" 1.5 "mult stun resistance" 0 } Sequence { Name "Run_MELEE" Delay 0.1 Cooldown 0.48 } RocketCustomParticle "eyeboss_projectile" } RapidFire { Skill Expert WeaponRestrictions PrimaryOnly Attributes DisableDodge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Panic Attack Shotgun" Item "Bumble Beenie" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "single wep deploy time increased" 1.8 "bleeding duration" 4 "fire rate bonus" 0.35 "faster reload rate" -0.8 "Projectile speed decreased" 0.8 "mod weapon blocks healing" 1 "attach particle effect" 3041 // emerald allurement "custom weapon fire sound" "=140|terraria/mourning_spine.wav" } ItemAttributes { ItemName "Panic Attack Shotgun" "is_passive_weapon" 1 "override projectile type" 2 "damage penalty" 1 "damage bonus" 30 "blast radius decreased" 0.4 "faster reload rate" -0.8 "Projectile speed decreased" 0.01 "projectile lifetime" 8 "projectile no deflect" 1 "custom weapon fire sound" "=5|weapons/bugbait/bugbait_impact1.wav" "custom projectile model" "models\props_lakeside_event\bomb_temp.mdl" "custom kill icon" "merasmus_grenade" } ItemAttributes { ItemName "Bumble Beenie" "set item tint RGB" 7511618 // indubitably green "attach particle effect" 3041 // emerald allurement } CharacterAttributes { "rage giving scale" 0.05 "move speed bonus" 0.6 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 3 "cancel falling damage" 1 "voice pitch scale" 0 "dmg taken increased" 1.5 "mult stun resistance" 0 } } Nuke { Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Original" Item "Panic Attack Shotgun" Item "Bumble Beenie" ItemAttributes { ItemName "The Original" "single wep deploy time increased" 2.5 "damage bonus" 5 "blast radius increased" 1.5 "clip size penalty" 0.25 "faster reload rate" 5 "Projectile speed decreased" 0.2 "projectile spread angle penalty" 4 "mod weapon blocks healing" 1 "attach particle effect" 3042 // pyrophoric personality "custom weapon fire sound" "=140|terraria/shotgun_blast.wav" "custom kill icon" "purgatory" } ItemAttributes { ItemName "Panic Attack Shotgun" "is_passive_weapon" 0 } ItemAttributes { ItemName "Bumble Beenie" "set item tint RGB" 7511618 // indubitably green "attach particle effect" 3042 // pyrophoric personality } CharacterAttributes { "rage giving scale" 0.05 "move speed bonus" 0.01 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 3 "cancel falling damage" 1 "voice pitch scale" 0 "dmg taken increased" 2.5 "mult stun resistance" 0 } } } } T_TFBot_Tind_SentryBuster { Class Demoman Name "Sentry Buster" ClassIcon sentry_buster Skill Expert Health 2500 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes IgnoreEnemies Attributes DisableDodge Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" CharacterAttributes { "move speed bonus" 1.85 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 7 "cannot be backstabbed" 1 } } } SpawnTemplate "TeleporterDoor" SpawnTemplate "KillerDoor" SpawnTemplate "MedicFixer" Mission // Sentry Busters { Objective DestroySentries Where spawnbot BeginAtWave 1 RunForThisManyWaves 8 InitialCooldown 30 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Tind_SentryBuster } } Mission // Wave 2 Snipers { Objective Sniper Where spawnbot_building BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 4 Snipers { Objective Sniper Where spawnbot_building BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 5 Snipers { Objective Sniper Where spawnbot_building BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 6 Sydney Snipers { Objective Sniper Where spawnbot_building BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 45 DesiredCount 4 TFBot { Template T_TFBot_Tind_Sniper_Sleeper } } Mission // Wave 8 Snipers { Objective Sniper Where spawnbot_building BeginAtWave 8 RunForThisManyWaves 1 InitialCooldown 12 CooldownTime 30 DesiredCount 3 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 1 Spies { Objective Spy Where spawnbot_building BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 2 Spies { Objective Spy Where spawnbot_building BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 5 Spies { Objective Spy Where spawnbot_building BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 7 Spies { Objective Spy Where spawnbot_building BeginAtWave 7 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 1 Engineers { Objective Engineer Where spawnbot_building BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 75 CooldownTime 75 DesiredCount 1 TFBot { Template T_TFBot_Tind_Engineer_Teleport TeleportWhere spawnbot TeleportWhere spawnbot_flank TeleportWhere spawnbot_right } } Mission // Waves 3 and 4 Engineers { Objective Engineer Where spawnbot_building BeginAtWave 3 RunForThisManyWaves 2 InitialCooldown 60 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Tind_Engineer_Teleport TeleportWhere spawnbot TeleportWhere spawnbot_flank TeleportWhere spawnbot_right } } Mission // Waves 6 and 7 Engineers { Objective Engineer Where spawnbot_building BeginAtWave 6 RunForThisManyWaves 2 InitialCooldown 45 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_Tind_Engineer_Teleport TeleportWhere spawnbot TeleportWhere spawnbot_flank TeleportWhere spawnbot_right } } ///////////////// //WAVES //POPFILE PAYOUT //START $400 //DROP W1 $750 / W2 $700 / W3 $550 / W4 $650 / W5 $800 / W6 $750 / W7 $1000 / W8 $500 //START: $400 / DROP: $5700 / TOTAL: $6100 / TOTAL PLUS BONUS: $6800 ///////////////// // WAVE 1/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 30 Pyros, (60) // A2 - 10 Shortstop Scouts, (100) // A2 - 3 Squads; 1 Giant Demo, 4 Pyros, (300) // B1 - 40 Scouts, (120) // B2 - 14 Soldiers, (70) // C - 1 Squad; 1 Giant Demo, 4 Pyros, (100) // Spy mission active // Engineer mission active // Total cash in this wave is $750 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 30 Pyros { Name Wave1a1 TotalCurrency 60 TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot TFBot { Template T_TFBot_Tind_Pyro } } WaveSpawn // A2 - 10 Shortstop Scouts { Name Wave1a2 TotalCurrency 100 TotalCount 10 MaxActive 4 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 24 Where spawnbot TFBot { Template T_TFBot_Tind_Scout_Shortstop } } WaveSpawn // A2 - 3 Squads; 1 Giant Demo, 4 Pyros { Name Wave1a2 TotalCurrency 300 TotalCount 15 MaxActive 10 SpawnCount 5 WaitBeforeStarting 30 WaitBetweenSpawns 32 Where spawnbot_flank Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant } TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Pyro } } } WaveSpawn // B1 - 40 Scouts { Name Wave1b1 WaitForAllSpawned Wave1a1 TotalCurrency 120 TotalCount 40 MaxActive 12 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot TFBot { Template T_TFBot_Tind_Scout } } WaveSpawn // B2 - 14 Soldiers { Name Wave1b2 WaitForAllSpawned Wave1a1 TotalCurrency 70 TotalCount 14 MaxActive 7 SpawnCount 7 WaitBeforeStarting 20 WaitBetweenSpawns 12 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Soldier } } WaveSpawn // C - 1 Squad; 1 Giant Demo, 4 Pyros { Name Wave1c WaitForAllSpawned Wave1b2 TotalCurrency 100 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 8 WaitBetweenSpawns 0 Where spawnbot_right Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant } TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Pyro } } } } // WAVE 2/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 1 Squad; 1 Giant Rapid Fire Soldier, 1 Giant Quick-Fix Medic, (60) // B - 30 Crit Bat Scouts, (180) // B - 2 Giant Heavies, (60) // C - 2 Squads; 1 Giant Demo, 1 Uber Medic, (60) // C - 2 Squads; 1 Giant Demo, 3 Quick Uber Medics, (160) // A Support - Random Spawned Shotgun Heavies, Heavyweight Champs, (45) // C Support - Random Spawned Shotgun Heavies, Heavyweight Champs, (135) // Sniper mission active // Spy mission active // Total cash in this wave is $700 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 1 Squad; 1 Giant Rapid Fire Soldier, 1 Giant Quick-Fix Medic { Name Wave2a1 TotalCurrency 60 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_RapidFire } TFBot { Template T_TFBot_Tind_Medic_Giant_QuickFix } } } WaveSpawn // B - 30 Crit Bat Scouts { Name Wave2b WaitForAllDead Wave2a1 WaitForAllSpawned Wave2a2 TotalCurrency 180 TotalCount 30 MaxActive 12 SpawnCount 6 WaitBeforeStarting 2 WaitBetweenSpawns 12 Where spawnbot RandomSpawn 1 TFBot { Template T_TFBot_Tind_Scout_Melee } } WaveSpawn // B - 2 Giant Heavies { Name Wave2b WaitForAllDead Wave2a1 WaitForAllSpawned Wave2a2 TotalCurrency 60 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 30 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Heavy_Giant } } WaveSpawn // C - 2 Squads; 1 Giant Demo, 1 Uber Medic { Name Wave2c WaitForAllSpawned Wave2b TotalCurrency 60 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 16 WaitBetweenSpawns 21 Where spawnbot_right Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant } TFBot { Template T_TFBot_Tind_Medic_Uber } } } WaveSpawn // C - 2 Squads; 1 Giant Demo, 3 Quick Uber Medics { Name Wave2c WaitForAllSpawned Wave2b TotalCurrency 160 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 18 WaitBetweenSpawns 24 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // A Support - Random Spawned Shotgun Heavies, Heavyweight Champs { Name Wave2a2 TotalCurrency 45 TotalCount 15 MaxActive 6 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 5 Where spawnbot Support Limited RandomChoice { TFBot { Template T_TFBot_Tind_Heavy_Shotgun } TFBot { Template T_TFBot_Tind_Heavy_KGB } TFBot { Template T_TFBot_Tind_Heavy_KGB } TFBot { Template T_TFBot_Tind_Heavy_KGB } } } WaveSpawn // C Support - Random Spawned Shotgun Heavies, Heavyweight Champs { WaitForAllSpawned Wave2b TotalCurrency 135 TotalCount 45 MaxActive 9 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0.5 Where spawnbot Where spawnbot_right Support 1 RandomChoice { TFBot { Template T_TFBot_Tind_Heavy_Shotgun } TFBot { Template T_TFBot_Tind_Heavy_KGB } } } } // WAVE 3/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 2 Super Scouts, (30) // A - 12 Brimstone Demos, (60) // B - 1 Tank, (100) // B - 27 Pyros, (135) // B - 3 Super Scouts, (45) // C - 3 Giant Burst Fire Soldiers, (60) // C Support - Random Spawned Soldiers, Widowmaker Engineers, (120) // Engineer mission active // Total cash in this wave is $550 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 2 Super Scouts { Name Wave3a TotalCurrency 30 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot TFBot { Template T_TFBot_Tind_Scout_Giant_Fast } } WaveSpawn // A - 12 Brimstone Demos { Name Wave3a TotalCurrency 60 TotalCount 12 MaxActive 12 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.5 Where spawnbot TFBot { Template T_TFBot_Tind_Demoman_Brimstone } } WaveSpawn // B - 1 Tank { Name Wave3b WaitForAllSpawned Wave3a TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 0 FirstSpawnWarningSound "#mvm/mvm_tank_start.wav" // Not built into the map Tank { Health 30000 Name "Tank" Speed 75 StartingPathTrackNode tank_path_left_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // B - 27 Pyros { Name Wave3b WaitForAllSpawned Wave3a TotalCurrency 135 TotalCount 27 MaxActive 9 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 5 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Pyro } } WaveSpawn // B - 3 Super Scouts { Name Wave3b WaitForAllSpawned Wave3a TotalCurrency 45 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot TFBot { Template T_TFBot_Tind_Scout_Giant_Fast } } WaveSpawn // C - 3 Giant Burst Fire Soldiers { Name Wave3c WaitForAllSpawned Wave3b TotalCurrency 60 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 Where spawnbot TFBot { Template T_TFBot_Tind_Soldier_Giant_BurstFire_Light } } WaveSpawn // C Support - Random Spawned Soldiers, Widowmaker Engineers { WaitForAllSpawned Wave3b TotalCurrency 120 TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 9 Where spawnbot RandomSpawn 1 Support 1 RandomChoice { TFBot { Template T_TFBot_Tind_Soldier } TFBot { Template T_TFBot_Tind_Soldier } TFBot { Template T_TFBot_Tind_Engineer_Widowmaker } TFBot { Template T_TFBot_Tind_Engineer_Widowmaker } TFBot { Template T_TFBot_Tind_Engineer_Widowmaker } } } } // WAVE 4/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 1 Tank, (200) // A2 - 24 Crit Bowmen, (50) // B1 - 5 Squads; 1 Giant Burst Fire Demo, 1 Quick Uber Medic, (150) // B2 - 20 Heavies, (100) // B3 - 1 Squad; 1 Giant Crit Dragon's Fury Pyro, 4 Quick Uber Medics, (100) // B Support - Demos, (50) // Sniper mission active // Engineer mission active // Total cash in this wave is $650 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 1 Tank { Name Wave4a1 TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnWarningSound "#mvm/mvm_tank_start.wav" Tank { Health 36000 Name "Tank" Speed 75 StartingPathTrackNode tank_path_left_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // A2 - 24 Crit Bowmen { Name Wave4a2 TotalCurrency 50 TotalCount 24 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where spawnbot TFBot { Template T_TFBot_Tind_Sniper_Bow Attributes AlwaysCrit } } WaveSpawn // B1 - 5 Squads; 1 Giant Burst Fire Demo, 1 Quick Uber Medic { Name Wave4b1 WaitForAllSpawned Wave4a2 TotalCurrency 150 TotalCount 10 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant_BurstFire } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // B2 - 20 Heavies { Name Wave4b2 WaitForAllSpawned Wave4a2 TotalCurrency 100 TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 6 WaitBetweenSpawns 8 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Heavy } } WaveSpawn // B3 - 1 Squad; 1 Giant Crit Dragon's Fury Pyro, 4 Quick Uber Medics { Name Wave4b3 WaitForAllDead Wave4a1 TotalCurrency 100 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 7 WaitBetweenSpawns 0 Where spawnbot_right Squad { TFBot { Template T_TFBot_Tind_Pyro_Giant_Fury Attributes AlwaysCrit } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // B Support - Demos { WaitForAllSpawned Wave4b2 TotalCurrency 50 TotalCount 24 MaxActive 6 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 6 Where spawnbot Support 1 TFBot { Template T_TFBot_Tind_Demoman } } } // WAVE 5/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 1 Squad; 1 Giant Seeker Soldier, 1 Giant Kritzkrieg Medic, (100) // A - 30 Carbine Snipers, (90) // B1 - 13 Squads; 1 Steel Gauntlet, 1 Quick Uber Medic, (130) // B2 - 40 Scouts, (120) // B3 - 4 Giant Crit Armoured Scouts, (100) // C - 3 Giant Heavies, (90) // C Support - Crit Bonk Scouts, (170) // Sniper mission active // Spy mission active // Total cash in this wave is $800 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 1 Squad; 1 Giant Seeker Soldier, 1 Giant Kritzkrieg Medic { Name Wave5a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_Seeker } TFBot { Template T_TFBot_Tind_Medic_Giant_Kritzkrieg } } } WaveSpawn // A - 30 Carbine Snipers { Name Wave5a TotalCurrency 90 TotalCount 30 MaxActive 18 SpawnCount 6 WaitBeforeStarting 2 WaitBetweenSpawns 5 Where spawnbot RandomSpawn 1 TFBot { Template T_TFBot_Tind_Sniper_Carbine } } WaveSpawn // B1 - 13 Squads; 1 Steel Gauntlet, 1 Quick Uber Medic { Name Wave5b1 WaitForAllSpawned Wave5a TotalCurrency 130 TotalCount 26 MaxActive 8 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Heavy_SteelFist } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // B2 - 40 Scouts { Name Wave5b2 WaitForAllSpawned Wave5a TotalCurrency 120 TotalCount 40 MaxActive 12 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 5 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Scout } } WaveSpawn // B3 - 4 Giant Crit Armoured Scouts { Name Wave5b3 WaitForAllSpawned Wave5a TotalCurrency 100 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 12 Where spawnbot TFBot { Template T_TFBot_Tind_Scout_Giant_Sandman_Armoured } } WaveSpawn // C - 3 Giant Heavies { Name Wave5c WaitForAllSpawned Wave5b3 TotalCurrency 90 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 Where spawnbot_right TFBot { Template T_TFBot_Tind_Heavy_Giant } } WaveSpawn // C Support - Crit Bonk Scouts { WaitForAllSpawned Wave5b2 TotalCurrency 170 TotalCount 44 MaxActive 8 SpawnCount 4 WaitBeforeStarting 6 WaitBetweenSpawns 4 Where spawnbot_flank Support 1 TFBot { Template T_TFBot_Tind_Scout_Bonk } } } // WAVE 6/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 3 Squads; 1 Giant Crit Rapid Fire Demo, 1 Giant Regen Medic, (120) // A - 40 Bowmen (120) // B1 - 18 Heavies, (60) // B1 - 30 Pyros, (90) // B2 - 1 Squad; 1 Giant Conch Soldier, 1 Giant Regen Medic, (50) // B2 - 1 Squad; 1 Giant Buff Soldier, 1 Giant Regen Medic, (50) // C - 2 Giant Brass Beast Heavies, (50) // C Support - Soldiers, (160) // C Support - Quick-Fix Medics, (50) // Sydney Sniper mission active // Engineer mission active // Total cash in this wave is $750 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 3 Squads; 1 Giant Crit Rapid Fire Demo, 1 Giant Regen Medic { Name Wave6a TotalCurrency 120 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant_RapidFire } TFBot { Template T_TFBot_Tind_Medic_Giant_Regen } } } WaveSpawn // A - 40 Bowmen { Name Wave6a TotalCurrency 120 TotalCount 40 MaxActive 10 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 2 Where spawnbot TFBot { Template T_TFBot_Tind_Sniper_Bow Skill Hard } } WaveSpawn // B1 - 18 Heavies { Name Wave6b1 WaitForAllSpawned Wave6a TotalCurrency 60 TotalCount 18 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 8 Where spawnbot TFBot { Template T_TFBot_Tind_Heavy } } WaveSpawn // B1 - 30 Pyros { Name Wave6b1 WaitForAllSpawned Wave6a TotalCurrency 90 TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 5 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Pyro } } WaveSpawn // B2 - 1 Squad; 1 Giant Conch Soldier, 1 Giant Regen Medic { Name Wave6b2 WaitForAllSpawned Wave6a TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 0 Where spawnbot_flank Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_Conch } TFBot { Template T_TFBot_Tind_Medic_Giant_Regen } } } WaveSpawn // B2 - 1 Squad; 1 Giant Buff Soldier, 1 Giant Regen Medic { Name Wave6b2 WaitForAllSpawned Wave6a TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 34 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_Buff } TFBot { Template T_TFBot_Tind_Medic_Giant_Regen } } } WaveSpawn // C - 2 Giant Brass Beast Heavies { Name Wave6c WaitForAllSpawned Wave6b2 TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 20 Where spawnbot_right TFBot { Template T_TFBot_Tind_Heavy_Giant_Brass } } WaveSpawn // C Support - Soldiers { WaitForAllSpawned Wave6b1 TotalCurrency 160 TotalCount 81 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 2.5 Where spawnbot Support 1 TFBot { Template T_TFBot_Tind_Soldier } } WaveSpawn // C Support - Quick-Fix Medics { WaitForAllDead Wave6b1 TotalCurrency 50 TotalCount 24 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Support 1 TFBot { Template T_TFBot_Tind_Medic_QuickFix } } } // WAVE 7/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 1 Tank, (125) // A2 - 10 Giant Sandman Scouts, (100) // A2 - 20 Heavies, (100) // B - 32 Charged Soldiers, (95) // B - 8 Squads; 1 Heavy, 1 Quick Uber Medic, (80) // B - 5 Giant Dragon's Fury Pyros, (75) // C - Final Tank, (175) // C - 3 Squads; 1 Giant Crit Burst Fire Soldier, 1 Uber Medic, (150) // C Support - Carbine Snipers, (100) // Spy mission active // Engineer mission active // Total cash in this wave is $1050 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 1 Tank { Name Wave7a1 TotalCurrency 125 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnWarningSound "#mvm/mvm_tank_start.wav" Tank { Health 30000 Name "Tank" Speed 75 StartingPathTrackNode tank_path_left_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // A2 - 10 Giant Sandman Scouts { Name Wave7a2 TotalCurrency 100 TotalCount 10 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 8 Where spawnbot TFBot { Template T_TFBot_Tind_Scout_Giant_Sandman } } WaveSpawn // A2 - 20 Heavies { Name Wave7a2 TotalCurrency 100 TotalCount 20 MaxActive 12 SpawnCount 4 WaitBeforeStarting 3 WaitBetweenSpawns 7 Where spawnbot TFBot { Template T_TFBot_Tind_Heavy } } WaveSpawn // B - 32 Charged Soldiers { Name Wave7b WaitForAllSpawned Wave7a2 TotalCurrency 95 TotalCount 32 MaxActive 12 SpawnCount 4 WaitBeforeStarting 12 WaitBetweenSpawns 6 Where spawnbot TFBot { Template T_TFBot_Tind_Soldier_Charged } } WaveSpawn // B - 8 Squads; 1 Heavy, 1 Quick Uber Medic { Name Wave7b WaitForAllSpawned Wave7a2 TotalCurrency 80 TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 18 WaitBetweenSpawns 4 Where spawnbot_flank Squad { TFBot { Template T_TFBot_Tind_Heavy } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // B - 5 Giant Dragon's Fury Pyros { Name Wave7b WaitForAllSpawned Wave7a2 TotalCurrency 75 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 9 Where spawnbot TFBot { Template T_TFBot_Tind_Pyro_Giant_Fury } } WaveSpawn // C - Final Tank { Name Wave7c WaitForAllSpawned Wave7b TotalCurrency 175 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnWarningSound "#mvm/mvm_tank_start.wav" Tank { Health 27000 Name "Tank" Speed 75 Skin 1 StartingPathTrackNode tank_path_left_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // C - 3 Squads; 1 Giant Crit Burst Fire Soldier, 1 Uber Medic { Name Wave7c WaitForAllSpawned Wave7b TotalCurrency 150 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot_right Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_BurstFire } TFBot { Template T_TFBot_Tind_Medic_Uber } } } WaveSpawn // C Support - Carbine Snipers { WaitForAllSpawned Wave7b TotalCurrency 100 TotalCount 49 MaxActive 14 SpawnCount 7 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot_right Support 1 TFBot { Template T_TFBot_Tind_Sniper_Carbine } } } // WAVE 8/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Plaguebringer Goliath, (0) // Support - Giant Burst Fire Demos, (300) // Support - Random Spawned Plague Soldiers, Plague Heavies, (100) // Support - Big Heal Medics, (100) // Plague Sniper mission active // Total cash in this wave is $500 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SpawnTemplate "PlaguebringerLogic" Explanation { Line "{00FF00}A plague has befallen the area." } WaveSpawn // Plaguebringer Goliath { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 Where spawnbot FirstSpawnOutput { Target relay_pbg_spawned Action Trigger } DoneOutput { Target relay_pbg_killed Action Trigger } TFBot { Template T_TFBot_Tind_Soldier_Chief_PlaguebringerGoliath } } WaveSpawn // Support - Giant Burst Fire Demos { TotalCurrency 300 TotalCount 15 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawnsAfterDeath 4 Where spawnbot Support 1 FirstSpawnOutput { Target relay_pbg_warnings Action Trigger } TFBot { Template T_TFBot_Tind_Demoman_Giant_BurstFire } } WaveSpawn // Support - Random Spawned Soldiers, Heavies { TotalCurrency 100 TotalCount 32 MaxActive 6 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot_flank Support 1 RandomChoice { TFBot { Template T_TFBot_Tind_Soldier Skill Hard } TFBot { Template T_TFBot_Tind_Heavy } } } WaveSpawn // Support - Big Heal Medics { TotalCurrency 100 TotalCount 25 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 6 Where spawnbot_right Support 1 TFBot { Template T_TFBot_Tind_Medic_BigHeal } } } }