//This file has been generated by http://mvm.tf //Copy this file in your tf/scripts/population folder #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop population { CustomUpgradesFile "mvm_upgrades_kinest_autumnull.txt" StartingCurrency 400 RespawnWaveTime 3 FixedRespawnWaveTime Yes CanBotsAttackWhileInSpawnRoom no Templates { } 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 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 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" ClassLimit { Scout 2 Soldier 2 Pyro 2 Demoman 2 HeavyWeapons 2 Engineer 2 Medic 2 Sniper 2 Spy 2 } //DisableSound "heavy_mvm_giant_robot01" PointTemplates { spacemaster_stuff { logic_relay { "targetname" "overlay_command_relay" "OnTrigger" "Spacemaster,Target,1906.36,694.49,-43.97" "StartDisabled" "1" } logic_relay { "targetname" "boss_dead" "OnTrigger" "overlay_command_relay,Enable,,~,0,-1" "StartDisabled" "0" } } } PointTemplates { baseLogic { NoFixup 1 logic_auto { "origin" "0 0 0" "targetname" "mainrelay" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger bluwall*: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_finished_relay*,AddOutput,OnTrigger bluwall*: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" } } } PointTemplates { Teleporter1 { NoFixup 1 trigger_teleport { "origin" "0 0 0" "mins" "-100 -100 -100" "maxs" "100 100 100" "spawnflags" "1" "StartDisabled" "0" "filtername" "filter_bot_haha" "target" "spawnbot" "targetname" "teleportbluplayersbacktospawn" } filter_tf_bot_has_tag { "targetname" "filter_bot_haha" "Negated" "1" "require_all_tags" "1" "tags" "bot_haha" } } } PointTemplates { Teleporter2 { NoFixup 1 trigger_teleport { "origin" "0 0 0" "mins" "-100 -100 -100" "maxs" "100 100 100" "spawnflags" "1" "StartDisabled" "0" "filtername" "filter_bot_haha" "target" "spawnbot" "targetname" "teleportbluplayersbacktospawn" } filter_tf_bot_has_tag { "targetname" "filter_bot_haha" "Negated" "1" "require_all_tags" "1" "tags" "bot_haha" } } } PointTemplates { Station { prop_dynamic { "model" "models/props_mvm/mvm_upgrade_blu.mdl" "solid" "0" } func_upgradestation { "effects" "0" "targetname" "station" "wait" "0" "mins" "-164 -164 -60" "maxs" "164 164 60" } } Station2 { prop_dynamic { "model" "models/props_mvm/mvm_upgrade_blu.mdl" "solid" "0" } func_upgradestation { "effects" "0" "targetname" "station" "wait" "0" "mins" "-164 -164 -60" "maxs" "164 164 60" } } Station3 { prop_dynamic { "model" "models/props_mvm/mvm_upgrade_blu.mdl" "solid" "0" } func_upgradestation { "effects" "0" "targetname" "station" "wait" "0" "mins" "-164 -164 -60" "maxs" "164 164 60" } } Blockade //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" } } SentryTank { OnSpawnOutput //make teleporter non solid, otherwise the bots might get stuck on it { Target "tp" Action "addoutput" Param "solid 0" Delay 5 } obj_sentrygun { "targetname" "l" "origin" "100 70 80" "SolidToPlayer" "0" "teamnum" "3" } obj_sentrygun { "targetname" "l" "origin" "-110 70 60" "SolidToPlayer" "0" "teamnum" "3" } obj_sentrygun { "targetname" "l" "origin" "100 -70 80" "SolidToPlayer" "0" "teamnum" "3" } obj_sentrygun { "targetname" "l" "origin" "-110 -70 60" "SolidToPlayer" "0" "teamnum" "3" } } annotations { NoFixup 1 training_annotation { "targetname" "hint_gen" "display_text" "The Generals have appeared!" "lifetime" "15" "origin" "1910 688 -43.97" } } } ItemBlacklist //Disallows using specified weapons below { Classname "tf_powerup_bottle" Name "tf_powerup_bottle" } ItemAttributes //Adds attributes to specified item given to players { ItemName "The Ullapool Caber" "damage bonus" 1.3 "blast dmg to self increased" 0.25 "regenerate stickbomb" 1 "crit kill will gib" 1 "Blast radius increased" 1.25 "patient overheal penalty" 0.5 "kill refills meter" 0.5 } ItemAttributes //Adds attributes to specified item given to players { ItemName "Sharpened Volcano Fragment" "melee range multiplier" 3 "damage bonus vs burning" 2.25 "damage penalty" 1 "dmg penalty vs nonburning" 0.25 "self mark for death" 1 "crit mod disabled" 0 "speed_boost_on_kill" 3 "single wep deploy time decreased" 0.5 "melee cleave attack" 1 "attach particle effect" 13 } ItemAttributes //Adds attributes to specified item given to players { ItemName "The Ubersaw" "add uber charge on hit" 0.1 } ItemAttributes //Adds attributes to specified item given to players { ItemName "Festive Ubersaw" "add uber charge on hit" 0.1 } ItemAttributes //Adds attributes to specified item given to players { ItemName "The Sandvich" "lunchbox healing decreased" 0.5 } ItemAttributes //Adds attributes to specified item given to players { ItemName "The Robo-Sandvich" "lunchbox healing decreased" 0.5 } ItemAttributes //Adds attributes to specified item given to players { ItemName "The Festive Sandvich" "lunchbox healing decreased" 0.5 } ItemAttributes //Adds attributes to specified item given to players { ItemName "The Second Banana" "lunchbox healing decreased" 0.42 } CustomWeapon { Name "Lotto Pan" OriginalItemName "Gold Frying Pan" "damage bonus" 6 "fire rate penalty" 2 "hit self on miss" 1 "crit mod disabled" 0 "crits_become_minicrits" 1 } CustomWeapon { Name "Mann-conomy 2010 GRU" OriginalItemName "Apoco-Fists" "provide on active" 1 "move speed bonus" 1.3 "health drain" -6 "set turn to ice" 1 "killstreak tier" 2 "custom kill icon" "holiday_punch" "custom item model" "models\workshop\weapons\c_models\c_xms_gloves\c_xms_gloves_ushanka.mdl" } CustomWeapon { Name "Special - Super Scout" OriginalItemName "The Holy Mackerel" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 550 "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "maxammo primary reduced" 0 "maxammo secondary reduced" 0 } CustomWeapon { Name "Special - Giant Scout" OriginalItemName tf_weapon_scattergun "is miniboss" 1 "cannot be backstabbed" 1 "move speed bonus" 1.25 "max health additive bonus" 950 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 } CustomWeapon { Name "Special - Giant Jumping Sandman" OriginalItemName "The Sandman" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 565 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "maxammo primary reduced" 0 "maxammo secondary reduced" 0 "always crit" 1 "damage bonus" 2 "effect bar recharge rate increased" 0.05 "no double jump" 1 "head scale" 1.5 "increased jump height" 2 "cancel falling damage" 1 } CustomWeapon { Name "Special - Armored Sandman Scout" OriginalItemName "The Sandman" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 2365 "move speed penalty" 0.75 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "maxammo primary reduced" 0 "maxammo secondary reduced" 0 "always crit" 1 "effect bar recharge rate increased" 0.05 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Soldier" OriginalItemName tf_weapon_rocketlauncher "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 3600 "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Black Box Soldier" OriginalItemName "The Black Box" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 3600 "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "projectile speed increased" 0.9 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "damage bonus" 0.45 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 1.6 "blast radius increased" 1.25 "projectile spread angle penalty" 4 "heal on hit for rapidfire" 1000 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Burst Fire Soldier" OriginalItemName tf_weapon_rocketlauncher "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 3600 "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 5 "projectile speed increased" 0.65 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Charged Soldier" OriginalItemName "The Original" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 3600 "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "faster reload rate" 0.2 "fire rate bonus" 2 "projectile speed increased" 0.5 "always crit" 1 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Rapid Fire Soldier" OriginalItemName tf_weapon_rocketlauncher "is miniboss" 1 "faster reload rate" -0.8 "fire rate bonus" 0.5 "cannot be backstabbed" 1 "max health additive bonus" 3600 "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "projectile speed increased" 0.65 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Premium - Sergeant Crits" OriginalItemName tf_weapon_rocketlauncher "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 59800 "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "health regen" 250 "fire rate bonus" 0.6 "damage bonus" 1.5 "faster reload rate" 0.6 "clip size upgrade atomic" 7 "projectile speed increased" 1.3 "always crit" 1 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Pyro" OriginalItemName tf_weapon_flamethrower "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 2725 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Fury Pyro" OriginalItemName "the dragon's fury" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 2725 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Phlog Pyro" OriginalItemName "The Phlogistinator" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 2725 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "gesture speed increase" 1.7 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Airblast Pyro" OriginalItemName "The Degreaser" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 2725 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "damage bonus" 0.05 "fire rate bonus" 1 "airblast pushback scale" 5 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Flare Pyro" OriginalItemName "The Detonator" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 2725 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "maxammo primary reduced" 0 "maxammo secondary reduced" 3 "fire rate bonus" 0.3 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Demoman" OriginalItemName tf_weapon_grenadelauncher "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 3125 "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "maxammo primary reduced" 3 "maxammo secondary reduced" 0 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Rapid Fire Demoman" OriginalItemName tf_weapon_grenadelauncher "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 3125 "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "maxammo primary reduced" 3 "maxammo secondary reduced" 0 "faster reload rate" -0.4 "fire rate bonus" 0.75 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Burst Fire Demoman" OriginalItemName tf_weapon_grenadelauncher "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 3125 "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "faster reload rate" 0.65 "fire rate bonus" 0.1 "clip size upgrade atomic" 7.0 "projectile spread angle penalty" 5 "projectile speed increased" 1.1 "maxammo primary reduced" 3 "maxammo secondary reduced" 0 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Heavy" OriginalItemName "Iron Curtain" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 4700 "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Brass Beast Heavy" OriginalItemName "The Brass Beast" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 4700 "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "damage bonus" 1.5 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Natascha Heavy" OriginalItemName "Natascha" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 4700 "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "damage bonus" 1.5 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Tomislav Heavy" OriginalItemName "Tomislav" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 4700 "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "damage bonus" 1.5 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Shotgun Heavy" OriginalItemName tf_weapon_shotgun_hwg "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 4700 "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "maxammo primary reduced" 0 "maxammo secondary reduced" 2 "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 0.1 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Deflector Heavy" OriginalItemName tf_weapon_minigun "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 4700 "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 "damage bonus" 1.5 "attack projectiles" 1 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Medic" OriginalItemName tf_weapon_medigun "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 4350 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "maxammo primary reduced" 0 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Quick Uber Medic" OriginalItemName tf_weapon_medigun "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 4350 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "maxammo primary reduced" 0 "ubercharge rate bonus" 5 "uber duration bonus" -3 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Quick-Fix Medic" OriginalItemName "The Quick-Fix" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 4350 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "maxammo primary reduced" 0 "heal rate bonus" 200 "cannot be upgraded" 1 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Giant Kritzkrieg Medic" OriginalItemName "The Kritzkrieg" "is miniboss" 1 "cannot be backstabbed" 1 "max health additive bonus" 4350 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "maxammo primary reduced" 0 "no_jump" 1 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 } CustomWeapon { Name "Special - Rapid Fire Bowman" OriginalItemName "The Huntsman" "max health additive bonus" 1075 "move speed bonus" 0.85 "head scale" 0.7 "model scale" 1.5 "fire rate bonus" 0.6 "maxammo primary reduced" 2 "maxammo secondary reduced" 0 } CustomWeapon { Name "test" OriginalItemName tf_weapon_scattergun "dmg taken from blast reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from fire reduced" 0.25 "dmg taken from crit reduced" 0.1 "move speed bonus" 1.3 "health regen" 10 "increased jump height" 1.3 "damage bonus" 2 "clip size bonus" 3 "projectile penetration" 1 "fire rate bonus" 0.6 "Reload time decreased" 0.4 "heal on kill" 100 } CustomWeapon { Name "FakeFrontier" OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "always crit" 1 "clip size penalty" 0.5 "crit kill will gib" 1 "increase player capture value" 2 "custom kill icon" "frontier_kill" "killstreak tier" 2 "custom weapon fire sound" "Weapon_FrontierJustice.SingleCrit" "custom item model" "models/weapons/c_models/c_frontierjustice/c_frontierjustice.mdl" } CustomWeapon { Name "Slug Rifle" OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "can headshot" 1 "weapon spread bonus" 0.5 "revolver use hit locations" 1 "mark for death" 1 "crit kill will gib" 1 "killstreak tier" 2 "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 "add cond on hit" 126 "Set DamageType Ignite" 1 "minicrit vs burning player" 1 "killstreak tier" 2 "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 "Skill 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 "killstreak tier" 2 "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" } 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" 2 "killstreak tier" 2 "custom weapon fire sound" "=80|trespasser/mp40f1.wav" "custom item model" models\weapons\c_models\c_hmg\c_hmg.mdl } CustomWeapon { Name "Riot Rifle" OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "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 "killstreak tier" 2 "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 "NeedleShotgun" OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "maxammo primary reduced" 0.8 "fire rate bonus" 0.001 "clip size penalty" 0.14 "projectile spread angle penalty" 3 "auto fires full clip" 1 "maxammo primary reduced" 0.48 "custom item model" "models/workshop/weapons/c_models/c_trenchgun/c_trenchgun.mdl" } CustomWeapon { Name "Bludgeoner" OriginalItemName "TF_WEAPON_BAT" "is_a_sword" 1 "fire rate bonus" 1.6 "damage bonus" 1.857 "killstreak tier" 2 "custom kill icon" "nessieclub" "custom hit sound" "weapons\bat_baseball_hit_world2.wav" "custom item model" "models/workshop/weapons/c_models/c_golfclub/c_golfclub.mdl" } CustomWeapon { Name "Big Game Blaster" OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size bonus" 2.5 "hidden primary max ammo bonus" 2.5 "fire rate bonus HIDDEN" 0.2 "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 "killstreak tier" 2 "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" "You think you got what it takes to shoot all the ducks down?" } CustomWeapon { Name "Ravaging Tide" OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "fire rate penalty" 3 "projectile gravity" 800 "dmg penalty vs players" 2.5 "crits_become_minicrits" 1 "blast dmg to self increased" 2.5 "killstreak tier" 2 "custom weapon fire sound" "=75|ambient/explosions/explode_1.wav" //"custom item model" "models\weapons\c_models\c_danger_ranger\c_directhit.mdl" "special item description" "Launches high damage heavy rockets." "special item description 2" "Now we are all sons of bitches." } CustomWeapon { Name "Veruc" // Based on the Veruc from Borderlands 2 OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "single wep deploy time increased" 0.45 "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "fire rate bonus HIDDEN" 0.3 "clip size penalty" 2.2 "bullets per shot bonus" 2 "mark for death" 1 "damage bonus" 3 "killstreak tier" 2 "critboost on kill" 9999 "max health additive bonus" 10000 "cannot be backstabbed" 1 "medigun bullet resist passive" 100 "medigun blast resist passive" 100 "medigun fire resist passive" 100 "move speed bonus" 3 "maxammo primary increased" 5 "custom weapon fire sound" "=75|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 bullets in a great spread and marks them." "special item description 2" "Goin' to downtown just with everybody!" } CustomWeapon { Name "Plan B" OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "fire rate bonus HIDDEN" 1.3 "damage bonus" 4 "no reduced damage rampup" 1 "mark for death" 1 "killstreak tier" 2 "add uber charge on hit" 0.01 "clip size penalty" 0.62 "health drain" -3 "Reload time increased" 1.5 "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 mark enemies for death." "special item description 2" "If you can't outheal it, out damage it." } CustomWeapon { Name "Russian Outlet" OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "fire rate bonus HIDDEN" 2.4 "damage bonus" 5.4 "speed boost when active" 2 "killstreak tier" 2 "bullets per shot bonus" 2 "custom weapon fire sound" "=70|weapons/sven_shotgun_shoot.wav" "custom item model" "models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl" "special item description" "Fires high damage shells rather quickly." "special item description 2" "I'm in your WALLS." } ExtraLoadoutItems { Scout { Primary { Item "Special - Giant Scout" Cost 1200 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee { Item "Special - Giant Jumping Sandman" Cost 1200 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee { Item "Special - Armored Sandman Scout" Cost 1200 // The cost of the weapon (default: 0) AllowedMinWave 2 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee { Item "Special - Super Scout" Cost 1000 // The cost of the weapon (default: 0) AllowedMinWave 2 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee { Item "Lotto Pan" Cost 500 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } } Soldier { Primary { Item "Special - Giant Burst Fire Soldier" Cost 3000 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Black Box Soldier" Cost 3000 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Rapid Fire Soldier" Cost 3000 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Charged Soldier" Cost 2200 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Soldier" Cost 2000 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Big Game Blaster" Cost 1000 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Ravaging Tide" Cost 400 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee { Item "Lotto Pan" Cost 500 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } } Demoman { Primary { Item "Special - Giant Burst Fire Demoman" Cost 2000 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Rapid Fire Demoman" Cost 2000 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Demoman" Cost 1200 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee { Item "Lotto Pan" Cost 500 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } } Pyro { Primary { Item "Special - Giant Phlog Pyro" Cost 2000 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Fury Pyro" Cost 2000 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Airblast Pyro" Cost 1200 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Pyro" Cost 1200 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Secondary { Item "Special - Giant Flare Pyro" Cost 1200 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee { Item "Lotto Pan" Cost 500 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } } HeavyWeapons { Primary { Item "Special - Giant Brass Beast Heavy" Cost 3000 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Deflector Heavy" Cost 3000 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Secondary { Item "Special - Giant Shotgun Heavy" Cost 2200 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Tomislav Heavy" Cost 2200 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Natascha Heavy" Cost 2200 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Special - Giant Heavy" Cost 2200 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Secondary { Item "Russian Outlet" Cost 100 AllowRefund 1 "speed boost when active" 2 } Melee { Item "Lotto Pan" Cost 500 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee "Mann-conomy 2010 GRU" } Engineer { Melee { Item "Lotto Pan" Cost 500 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } } Medic { Secondary { Item "Special - Giant Quick-Fix Medic" Cost 4500 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Secondary { Item "Special - Giant Quick Uber Medic" Cost 3000 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Secondary { Item "Special - Giant Kritzkrieg Medic" Cost 2200 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Secondary { Item "Special - Giant Medic" Cost 2000 // The cost of the weapon (default: 0) AllowedMinWave 3 AllowRefund 1 //Allow refunding of the weapon (default: 1) } Primary { Item "Plan B" Cost 250 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee { Item "Lotto Pan" Cost 500 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } } Sniper { Primary { Item "Special - Rapid Fire Bowman" Cost 400 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee { Item "Lotto Pan" Cost 500 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } criticalboost { 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) } DisallowedUpgrade { Upgrade minicritboost // 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 } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } minicritboost { Name "Mini-crit Boost On Kill module" // Name of the upgrade displayed on the menu Attribute "minicritboost on kill" // The attribute name Cap 4 // Maximum amount of the attribute Increment 4 // Attribute increment value per level Cost 1000 // Cost of the upgrade per level Description "+4 seconds of mini-crit boost on kill. 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) } 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 } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } ammoregen { 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) } DisallowedUpgrade { Upgrade minicritboost // 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 } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } extendedbuff { Name "Extended Buff module" // Name of the upgrade displayed on the menu Attribute "increase buff duration" // The attribute name Cap 3 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 400 // Cost of the upgrade per level Description "+100% buff duration" AllowPlayerClass Soldier AllowedWeapons // Restricts upgrade to specified weapons { Classname tf_weapon_buff_item // Classname of the weapon } } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } multiarrows { Name "Multi Arrows module" // Name of the upgrade displayed on the menu Attribute "arrow mastery" // The attribute name Cap 2 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 400 // Cost of the upgrade per level Description "Shoots additional 2 arrows per level" AllowPlayerClass Sniper AllowedWeapons // Restricts upgrade to specified weapons { Classname tf_weapon_compound_bow // Classname of the weapon } } } SpawnTemplate "baseLogic" SpawnTemplate "annotations" SpawnTemplate { Name "Teleporter1" Origin "-3360 -3712 -150.97" Delay 5 //Delay before spawning after the wave has started } SpawnTemplate { Name "Teleporter2" Origin "-6112 -4464 -299.97" Delay 5 //Delay before spawning after the wave has started } SpawnTemplate { Name "Station" Origin "-3841.59 -3544.42 -210.97" Angles "0 90 0.00" } SpawnTemplate { Name "Station2" Origin "-4031 -2712 -30" Angles "0 -90 0.00" } SpawnTemplate { Name "Station3" Origin "-3621 -3361 -30" Angles "0 0 0.00" } SpawnTemplate //Spawn template once the mission loads { Name "Blockade" Origin "-3740 -3158 -70" //Position where to spawn the template Angles "0 0 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade2" Origin "-3879 -2840 100" //Position where to spawn the template Angles "0 90 0" //Rotation } SpawnTemplate //Spawn template once the mission loads { Name "Blockade3" Origin "-3245 -3142 100" //Position where to spawn the template Angles "0 0 0" //Rotation } PlayerAttributes //Player attributes appied for the whole mission { Scout { "max health additive bonus" 525 "model scale" 1.4 "head scale" 0.7 "move speed penalty" 0.75 "health regen" 5 } Pyro { "max health additive bonus" 100 } Engineer { "max health additive bonus" 125 } "collect currency on kill" 1 } FlagResetTime //Overrides default bomb reset time { Name "intel" //Name of flag entity on the map ResetTime 45 } ExtraSpawnPoint //Adds spawn points on specified location { Name "spawnred" StartDisabled 0 // If the spawn point starts disabled (Default: 0) TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "2507.03" Y "690.63" Z "-14.97" } ExtraSpawnPoint //Adds spawn points on specified location { Name "genred" StartDisabled 0 // If the spawn point starts disabled (Default: 0) TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "1655" Y "49" Z "-45.73" } ExtraSpawnPoint //Adds spawn points on specified location { Name "genblu" StartDisabled 0 // If the spawn point starts disabled (Default: 0) TeamNum 2 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "-3260" Y "-2633" Z "-116.97" } Wave // ===================================================== Wave 1 ===================================================== { WaitWhenDone 65 Checkpoint Yes Explanation { Line "{yellow}Join BLU team by typing *jointeam blue* on console." Line "{yellow}Buyback is disabled so no pay to win." Line "{red}RED: You have reanimators enabled." Line "{red}RED objective: Defend the hatch until the timer runs out." Line "{blue}BLU: You have unlimited ammo but can't pick up health kits." Line "{blue}BLU objective: Excort your robots and deliver the bomb before the timer runs out." } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SentryGun //Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 2 //Sentrygun level Health 888888 Position { X 2767 Y 346 Z -80 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 888888 Position { X 2869 Y 1132 Z -80 Pitch 0 Yaw 0 Roll 0 } } WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 14 Where spawnred Support 1 Squad { TFBot { ClassIcon demo Health 175 Name Demoman Class Demoman Skill Normal AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } ItemAttributes { ItemName "lo-fi longwave" "attach particle effect" 11 } Item "lo-fi longwave" } } } WaveSpawn { TotalCurrency 100 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 40 WaitBetweenSpawns 19 Where spawnred Support 1 Squad { TFBot { ClassIcon soldier Health 200 Name Soldier Class Soldier Skill Normal Action Mobber AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } } } } WaveSpawn { TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 130 WaitBetweenSpawns 25 Where spawnred Support 1 Squad { TFBot { ClassIcon spy Health 175 Name Spy Class Spy Skill Normal AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 100 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where spawnbot Support 1 Squad { TFBot { ClassIcon scout Health 125 Name Scout Class Scout Skill Normal CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn { TotalCurrency 0 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 30 WaitBetweenSpawns 8 Where spawnbot Support 1 Squad { TFBot { ClassIcon pyro_jug_volcanofrag Health 275 Name "Volcano Fragment Pyro" Class Pyro Skill Normal WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" Item "sharpened volcano fragment" CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn { TotalCurrency 0 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 15 Where spawnbot Support 1 Squad { TFBot { ClassIcon soldier_bison Health 200 Name "Bison Soldier" Class Soldier Skill Normal WeaponRestrictions SecondaryOnly Item "the righteous bison" CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn { TotalCurrency 200 TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 70 WaitBetweenSpawns 20 Where spawnbot Support 1 Squad { TFBot { ClassIcon heavy Health 300 Name "Heavy" Class HeavyWeapons Skill Normal CharacterAttributes { "collect currency on kill" 1 } } TFBot { Template T_TFBot_Medic_QuickFix CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn // Timer Icon { Name "timerbot" TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 1 Where spawnred Squad { TFBot { ClassIcon timer_lite Health 2000 Name Traveller Class Scout Skill Normal WeaponRestrictions PrimaryOnly Attributes "SuppressFire" Attributes "UseBossHealthBar" Item "the scattergun" Item "Blizzard Britches" Item "Wipe Out Wraps" Item "Dillinger's Duffel" Item "MK 50" ItemAttributes { ItemName tf_weapon_scattergun "mod weapon blocks healing" 1 } AddCond { Name TF_COND_REPROGRAMMED } AddCond { Name "TF_COND_BULLET_IMMUNE" Duration -1 } AddCond { Name "TF_COND_BLAST_IMMUNE" Duration -1 } AddCond { Name "TF_COND_FIRE_IMMUNE" Duration -1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "2889.76 671.83 -4.97" // Move target location Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 0 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 9999 // How long should the ai be interrupted } CharacterAttributes { "health regen" -5 } } } } } Wave // ===================================================== Wave 2 ===================================================== { WaitWhenDone 65 Checkpoint Yes Explanation { Line "{yellow}Find and kill the other team's General to spawn Giants for your team." Line "{red}RED: It would seem that the enemy is growing stronger and are bringing out more fierce attack battalions." Line "{blue}BLU: We will crush your FUTILE RESISTANCE. Robots are our FUTURE as they are our MASTERS!" } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SentryGun //Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 2 //Sentrygun level Health 888888 Position { X 2767 Y 346 Z -80 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 888888 Position { X 2869 Y 1132 Z -80 Pitch 0 Yaw 0 Roll 0 } } WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // Red General { Name "generalred" TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 1 Where genred Support Limited FirstSpawnOutput { Target hint_gen Action Show } Squad { TFBot { ClassIcon chief_captain_soldier_red_nys Health 1300 Name "RED General" Class Soldier Skill Normal WeaponRestrictions MeleeOnly Attributes "SuppressFire" Attributes "AlwaysCrit" Attributes "UseBossHealthBar" ItemAttributes { ItemName "the team captain" "attach particle effect" 13 } Item "the disciplinary action" Item "the razorback" Item "the team captain" ItemAttributes { ItemName tf_weapon_rocketlauncher "mod weapon blocks healing" 1 } AddCond { Name TF_COND_REPROGRAMMED } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "1655 49 -45.73" // Move target location Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 0 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 9999 // How long should the ai be interrupted } CharacterAttributes { "health regen" 25 "cannot pick up intelligence" 1 } AddCond { Name "TF_COND_TEAM_GLOWS" Duration -1 } } } } WaveSpawn { TotalCurrency 200 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 20 Where spawnred Support 1 Squad { TFBot { ClassIcon heavy_steelfist_pusher Health 600 Name "Fists of Steel Heavy" Scale 1.4 Class HeavyWeapons Skill Normal WeaponRestrictions MeleeOnly Item "fists of steel" Item "lo-fi longwave" ItemAttributes { ItemName "fists of steel" "damage causes airblast" 1 "damage bonus" 1.5 } AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } ItemAttributes { ItemName "lo-fi longwave" "attach particle effect" 11 } } } } WaveSpawn { TotalCurrency 200 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 19 WaitBetweenSpawns 15 Where spawnred Support 1 Squad { TFBot { ClassIcon sniper_carbine Health 125 Name "Carbine Sniper" Class Sniper Skill Normal Action Mobber WeaponRestrictions SecondaryOnly Item "the cleaner's carbine" ExtAttr AlwaysFireWeaponAlt AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } } } } WaveSpawn { TotalCurrency 200 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 60 WaitBetweenSpawns 20 Where spawnred Support 1 Squad { TFBot { ClassIcon pyro_airblast_ranged Health 175 Name "Airblast Pyro" Class Pyro Skill Normal Action Mobber ItemAttributes { ItemName "the degreaser" "fire rate bonus" 1 "airblast pushback scale" 5 } Item "the degreaser" AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } } } } WaveSpawn { WaitForAllDead generalblu TotalCurrency 0 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 50 Where spawnred Support 1 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun Action Mobber AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } } TFBot { ClassIcon medic_blast Health 3300 Name "Giant Blast Resist Medic" Scale 1.4 Class Medic Skill Normal Attributes "SpawnWithFullCharge" Attributes "MiniBoss" CharacterAttributes { "ubercharge rate bonus" 75 "medigun charge is resists" 4 "heal rate bonus" 1 "medigun blast resist passive" 1 "medigun blast resist deployed" 1 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "collect currency on kill" 1 "cannot pick up intelligence" 1 } Item "the vaccinator" AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // BLU General { Name "generalblu" TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 1 Where genblu Support Limited Squad { TFBot { ClassIcon chief_captain_soldier_blue_nys Health 1300 Name "BLU General" Class Soldier Skill Normal WeaponRestrictions MeleeOnly Attributes "SuppressFire" Attributes "AlwaysCrit" Attributes "UseBossHealthBar" ItemAttributes { ItemName "the team captain" "attach particle effect" 13 } Item "the disciplinary action" Item "the team captain" Item "the razorback" ItemAttributes { ItemName tf_weapon_rocketlauncher "mod weapon blocks healing" 1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "-3260 -2633 -116.97" // Move target location Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 0 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 9999 // How long should the ai be interrupted } CharacterAttributes { "health regen" 25 "cannot pick up intelligence" 1 } AddCond { Name "TF_COND_TEAM_GLOWS" Duration -1 } } } } WaveSpawn { TotalCurrency 100 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 9 Where spawnbot Support 1 Squad { TFBot { ClassIcon soldier_infinite_mangler Health 200 Name "Rapid Fire Mangler Soldier" Class Soldier Skill Normal ItemAttributes { ItemName "the cow mangler 5000" "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed decreased" 0.15 } Item "the cow mangler 5000" CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn { TotalCurrency 100 TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 14 WaitBetweenSpawns 7 Where spawnbot Support 1 Squad { TFBot { ClassIcon scout_winger_accu Health 125 Name "Accurate Winger Scout" Class Scout Skill Expert WeaponRestrictions SecondaryOnly Item "the winger" CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn { TotalCurrency 200 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 31 WaitBetweenSpawns 15 Where spawnbot Support 1 Squad { TFBot { ClassIcon sniper_jarate_bushwacka Name "Bushwacka Combo Sniper" Health 370 Scale 1.4 Class Sniper Skill Normal WeaponRestrictions SecondaryOnly StripItemSlot 0 //If set, weapon in specified slot is stripped Item "jarate" Item "the bushwacka" Item "conspiratorial cut" Item "skinless slashers" CharacterAttributes { "collect currency on kill" 1 } } TFBot { Template T_TFBot_Medic_Vaccinator_Bullet ClassIcon medic_bullet Attributes "SpawnWithFullCharge" Item "the vaccinator" } } } WaveSpawn { TotalCurrency 200 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 8 Where spawnbot Support 1 Squad { TFBot { ClassIcon scout_milk Health 125 Name "Mad Milk Scout" Class Scout Skill Normal WeaponRestrictions SecondaryOnly StripItemSlot 1 StripItemSlot 3 ItemAttributes { ItemName "mad milk" "effect bar recharge rate increased" 0.1 } Item "mad milk" CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn { WaitForAllDead generalred TotalCurrency 0 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 50 Where spawnbot Support 1 Squad { TFBot { Template T_TFBot_Giant_Demo_Burst ClassIcon demo_burst CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn // Timer Icon { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 1 Where spawnred Squad { TFBot { ClassIcon timer_lite Health 2000 Name Traveller Class Scout Skill Normal WeaponRestrictions PrimaryOnly Attributes "SuppressFire" Attributes "UseBossHealthBar" Item "the scattergun" Item "Blizzard Britches" Item "Wipe Out Wraps" Item "Dillinger's Duffel" Item "MK 50" ItemAttributes { ItemName tf_weapon_scattergun "mod weapon blocks healing" 1 } AddCond { Name TF_COND_REPROGRAMMED } AddCond { Name "TF_COND_BULLET_IMMUNE" Duration -1 } AddCond { Name "TF_COND_BLAST_IMMUNE" Duration -1 } AddCond { Name "TF_COND_FIRE_IMMUNE" Duration -1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "2889.76 671.83 -4.97" // Move target location Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 0 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 9999 // How long should the ai be interrupted } CharacterAttributes { "health regen" -5 "cannot pick up intelligence" 1 } } } } } Wave // ===================================================== Wave 3 ===================================================== { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{yellow}!!You can now purchase Giant modules from Upgrade Station!!" Line "{yellow}Giant players can't be backstabbed but they will take longer to respawn." Line "{red}RED giant players have increased ammo capacity." Line "{blu}BLU giant players can utilize subclasses loadouts due to no ammo capacity restriction." } SentryGun //Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 2 //Sentrygun level Health 888888 Position { X 2767 Y 346 Z -80 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 888888 Position { X 2869 Y 1132 Z -80 Pitch 0 Yaw 0 Roll 0 } } WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 300 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 1 WaitBetweenSpawns 12 Where spawnred Support 1 Squad { TFBot { ClassIcon soldier_directhit_battalion Health 200 Name "Extended Battalion D. Hit Soldier" Class Soldier Skill Hard CharacterAttributes { "increase buff duration" 9.0 "cannot pick up intelligence" 1 } Item "the direct hit" Item "the battalion's backup" AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn { TotalCurrency 300 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 62 WaitBetweenSpawns 27 Where spawnred Support 1 Squad { TFBot { ClassIcon heavy Health 300 Name "Heavy" Class HeavyWeapons Skill Normal CharacterAttributes { "cannot pick up intelligence" 1 } AddCond { Name TF_COND_REPROGRAMMED } } TFBot { ClassIcon medic_kritz_red Health 150 Name Medic Class Medic Skill Normal Attributes "SpawnWithFullCharge" CharacterAttributes { "uber duration bonus" 9999 "cannot pick up intelligence" 1 } Item "the kritzkrieg" FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 1 //How long should the button be pressed (Default: 0.1) Type "Secondary" // Type of fire input, Possible values: //Primary //Secondary //Special - MOUSE3 //Reload //Jump //Crouch - requires NoCrouchButtonRelease 1 in TFBot //Action IfHealthAbove 100 } AddCond { Name TF_COND_REPROGRAMMED } } TFBot { Template T_TFBot_Giant_Major_League Attributes "AlwaysCrit" CharacterAttributes { "cannot pick up intelligence" 1 } AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn { TotalCurrency 300 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 183 WaitBetweenSpawns 110 Where spawnred Support 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_RocketPush CharacterAttributes { "cannot pick up intelligence" 1 } AddCond { Name TF_COND_REPROGRAMMED } } TFBot { Template T_TFBot_Medic_BigHeal ClassIcon medic_regen CharacterAttributes { "cannot pick up intelligence" 1 } AddCond { Name TF_COND_REPROGRAMMED } } TFBot { ClassIcon medic_kritz_red Health 150 Name Medic Class Medic Skill Normal Attributes "SpawnWithFullCharge" CharacterAttributes { "uber duration bonus" 9999 "cannot pick up intelligence" 1 } Item "the kritzkrieg" FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 1 //How long should the button be pressed (Default: 0.1) Type "Secondary" // Type of fire input, Possible values: //Primary //Secondary //Special - MOUSE3 //Reload //Jump //Crouch - requires NoCrouchButtonRelease 1 in TFBot //Action IfHealthAbove 100 } AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 300 TotalCount 5 MaxActive 5 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot Support 1 Squad { TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn { TotalCurrency 300 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 24 Where spawnbot Support 1 Squad { TFBot { ClassIcon heavy_champ Health 5000 Name "Champion Heavy" Class HeavyWeapons Skill Normal WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" Attributes "MiniBoss" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "collect currency on kill" 1 } Item "the killing gloves of boxing" } } } WaveSpawn { TotalCurrency 300 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 54 WaitBetweenSpawns 4 Where spawnbot Support 1 Squad { TFBot { ClassIcon pyro_dragon_fury Health 175 Name "Dragon's Fury Pyro" Class Pyro Skill Hard Attributes "AlwaysFireWeapon" CharacterAttributes { "collect currency on kill" 1 } Item "the dragon's fury" } } } WaveSpawn { TotalCurrency 300 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 60 WaitBetweenSpawns 80 Where spawnbot Support 1 Squad { TFBot { Template T_TFBot_Engineer_Sentry_Teleporter ClassIcon teleporterfix Health 250 Name "Engineer" Class Engineer Skill Normal CharacterAttributes { "engy building health bonus" 3 "collect currency on kill" 1 } Item "the widowmaker" } } } WaveSpawn { TotalCurrency 0 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 120 WaitBetweenSpawns 65 Where spawnbot Support 1 Squad { TFBot { ClassIcon spy_saharan Health 125 Name "Saharan Spy" Class Spy Skill Hard Attributes "IgnoreFlag" CharacterAttributes { "cloak regen rate increased" 0.2 "collect currency on kill" 1 } Item "l'etranger" Item "your eternal reward" Item "the dead ringer" Item "le party phantom" Item "the familiar fez" } } } WaveSpawn { TotalCurrency 300 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 160 WaitBetweenSpawns 120 Where spawnbot Support 1 Squad { TFBot { Name "Rapid Fire Sticky Demo" ClassIcon demo_sticky_spammer_daan Skill Expert Item "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "sticky arm time bonus" 0.01 "stickybomb charge rate" 10 "faster reload rate" 0.01 "max pipebombs decreased" 2 } } } } WaveSpawn { TotalCurrency 300 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 170 WaitBetweenSpawns 10 Where spawnbot Support Limited Squad { Tank { Health 20000 Name Tank Speed 75 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn // Timer Icon { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 1 Where spawnred Squad { TFBot { ClassIcon timer_lite Health 2000 Name Traveller Class Scout Skill Normal WeaponRestrictions PrimaryOnly Attributes "SuppressFire" Attributes "UseBossHealthBar" Item "the scattergun" Item "Blizzard Britches" Item "Wipe Out Wraps" Item "Dillinger's Duffel" Item "MK 50" ItemAttributes { ItemName tf_weapon_scattergun "mod weapon blocks healing" 1 } AddCond { Name TF_COND_REPROGRAMMED } AddCond { Name "TF_COND_BULLET_IMMUNE" Duration -1 } AddCond { Name "TF_COND_BLAST_IMMUNE" Duration -1 } AddCond { Name "TF_COND_FIRE_IMMUNE" Duration -1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "2889.76 671.83 -4.97" // Move target location Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 0 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 9999 // How long should the ai be interrupted } CharacterAttributes { "health regen" -5 "cannot pick up intelligence" 1 } } } } } Wave // ===================================================== Wave 4 ===================================================== { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SentryGun //Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 2 //Sentrygun level Health 888888 Position { X 2767 Y 346 Z -80 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 888888 Position { X 2869 Y 1132 Z -80 Pitch 0 Yaw 0 Roll 0 } } SentryGun //Spawn sentry gun { TeamNum 2 // red hatch sentry Delay 0 //Delay before spawning, after starting the wave Level 3 //Sentrygun level Health 800 Position { X 1869 Y 1018 Z -125 Pitch 0 Yaw 0 Roll 0 } } SentryGun //Spawn sentry gun { TeamNum 2 // red hatch sentry Delay 0 //Delay before spawning, after starting the wave Level 3 //Sentrygun level Health 800 Position { X 1891 Y 335 Z -125 Pitch 0 Yaw 0 Roll 0 } } SentryGun //Spawn sentry gun { TeamNum 2 // red hatch sentry Delay 0 //Delay before spawning, after starting the wave Level 3 //Sentrygun level Health 800 Position { X 2231 Y 685 Z -125 Pitch 0 Yaw 0 Roll 0 } } SentryGun //Spawn sentry gun { TeamNum 2 // red hatch sentry Delay 0 //Delay before spawning, after starting the wave Level 3 //Sentrygun level Health 800 Position { X 1559 Y 688 Z -125 Pitch 0 Yaw 0 Roll 0 } } WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // RED Sentry Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon sentry_gun_lvl3_red_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // RED Phlog Boss { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 1 Where spawnred Support Limited Squad { TFBot { ClassIcon pyro_phlog_titan Health 20000 Name "Spacemaster" Class Pyro Skill Expert Attributes "AlwaysCrit" Attributes "MiniBoss" Attributes "UseBossHealthBar" Attributes "AlwaysFireWeapon" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "collect currency on kill" 1 "health regen" 50 "cannot pick up intelligence" 1 } Item "the phlogistinator" Item "The Mishap Mercenary" Item "The Space Diver" Item "The Pyrotechnic Tote" ItemAttributes { ItemName "the phlogistinator" "damage bonus" 2.5 "mod weapon blocks healing" 1 } ItemAttributes { ItemName "The Mishap Mercenary" "attach particle effect" 122 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "tankboss" // Move target location AimTarget "tankboss" Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 1 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 45 // How long should the ai be interrupted WaitUntilDone 1 OnDoneChangeAttributes "DefendHatch" } EventChangeAttributes { DefendHatch { InterruptAction { Delay 1 Repeats 0 Target "1906.36 694.49 -43.97" Duration 9999 } } } AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn // RED Phlog Minions { TotalCurrency 0 TotalCount 50 MaxActive 3 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 12 Where spawnred Support Limited Squad { TFBot { ClassIcon vex_pyro_phlogistinator_giant Health 275 Name "Spaceminion" Class Pyro Skill Expert //Attributes "AlwaysCrit" ExtAttr AlwaysFireWeaponAlt CharacterAttributes { "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "collect currency on kill" 1 "cannot pick up intelligence" 1 } Item "the phlogistinator" Item "The Mishap Mercenary" Item "The Space Diver" Item "The Pyrotechnic Tote" InterruptAction // Stop current bot ai and force the bot to move to a location { Target "Spacemaster" // Move target location Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 1 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 2 // How long should the ai be interrupted } AddCond { Name TF_COND_REPROGRAMMED } AddCond { Name TF_COND_REGENONDAMAGEBUFF } } } } WaveSpawn // RED Combat Engineer { WaitForAllDead sentrytank TotalCurrency 300 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 Where spawnred Support 1 Squad { TFBot { ClassIcon engineer_widowmaker_shield_nys Health 4000 Name "Spacegineer" Class Engineer Skill Expert Attributes "MiniBoss" Attributes "UseBossHealthBar" Attributes "AlwaysCrit" Action Mobber CharacterAttributes { "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "collect currency on kill" 1 "fire rate bonus" 4 "restore health on kill" 1000 "cannot pick up intelligence" 1 } Item "the widowmaker" ItemAttributes { ItemName "the widowmaker" "collect currency on kill" 1 } AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn { WaitForAllDead sentrytank TotalCurrency 300 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 120 Where spawnred Support 1 Squad { TFBot { ClassIcon heavy_natascha_nys Name "Natascha Heavy" Health 5000 Name "Natascha Heavy" Class HeavyWeapons Skill Normal MaxVisionRange 1200 Attributes "MiniBoss" Item "natascha" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "collect currency on kill" 1 "cannot pick up intelligence" 1 } AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 120 WaitBetweenSpawns 30 Where spawnred Support 1 Squad { TFBot { Template T_TFBot_SentryBuster ClassIcon sentry_buster_red Action SuicideBomber UseBusterModel 1 Name "Bot Buster" CharacterAttributes { "collect currency on kill" 1 "cannot pick up intelligence" 1 } AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 300 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot Support 1 Squad { TFBot { Template T_TFBot_Sniper_Huntsman Name "Multi Arrows Bowman" ClassIcon sniper_bow_multi Health 650 Scale 1.3 CharacterAttributes { "collect currency on kill" 1 } ItemAttributes { ItemName "the huntsman" "arrow mastery" 2 } } } } WaveSpawn { TotalCurrency 400 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 60 WaitBetweenSpawns 10 Where spawnbot Support 1 Squad { TFBot { ClassIcon spy_ambassador_headshot Health 125 Name "Amby Headshot Spy" Class Spy Skill Hard Item "the ambassador" Action Mobber AimAt Head StripItemSlot 2 StripItemSlot 4 WeaponRestrictions PrimaryOnly CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn { WaitForAllDead sentrytank TotalCurrency 300 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 120 Where spawnbot Support 1 Squad { TFBot { ClassIcon soldier_banner_trio_lite Template T_TFBot_Giant_Soldier_Extended_Concheror CharacterAttributes { "collect currency on kill" 1 } } TFBot { ClassIcon soldier_banner_trio_lite Template T_TFBot_Giant_Soldier_Extended_Buff_Banner CharacterAttributes { "collect currency on kill" 1 } } TFBot { ClassIcon soldier_banner_trio_lite Template T_TFBot_Giant_Soldier_Extended_Battalion CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn { WaitForAllDead sentrytank TotalCurrency 300 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 20 Where spawnbot Support 1 Squad { TFBot { Template T_TFBot_Giant_Scout_Fast ItemAttributes { ItemName "the holy mackerel" "effect bar recharge rate increased" 0.25 } CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn { Name sentrytank Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 300 Support Limited FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 40000 Speed 75 Name "tankboss" //StartingPathTrackNode "tankpath1_1" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } SpawnTemplate "SentryTank" //Spawn custom tank template DisableSmokestack 1 //Disable smoke particles Scale 0.75 //Scale the tank ClassIcon tank_sentry //Use custom icon for a tank IsMiniBoss 0 //Set to 0 to disable red iconicon outline PingSound "weapons/rocket_directhit_shoot_crit.wav" //Tank ping sound override StartSound "GoldPipe_MissionIntro.mp3" //Tank spawn sound DeploySound "GoldPipe_MissionIntro.mp3" //Tank deploy sound EngineLoopSound "Weapon_Minigun.Fire" //Tank engine sound override, will only loop if the sound was made to be looping. OffsetZ 0 RotatePitch 0 // If tank should change its pitch rotation (Default: 1) CritImmune 0 // If set, the tank is immune to crits (Default: 0) TriggerDestroyBuildingFix 1 // Fixes trigger entities destroying buildings on touch if parented to the tank (Default: 0) NoCrushDamage 0 // Tanks cannot crush players (Default: 0) SolidToBrushes 1 // Tank is solid to brush entities (Default: 0) NoScreenShake 1 // Disable screen shake (Default: 0) } } WaveSpawn { Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 200 WaitBetweenSpawns 1 TotalCurrency 300 Support Limited FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 20000 Speed 75 Name "tankboss1" //StartingPathTrackNode "tankpath1_1" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } SpawnTemplate "SentryTank" //Spawn custom tank template DisableSmokestack 1 //Disable smoke particles Scale 0.75 //Scale the tank ClassIcon tank_sentry //Use custom icon for a tank IsMiniBoss 0 //Set to 0 to disable red iconicon outline PingSound "weapons/rocket_directhit_shoot_crit.wav" //Tank ping sound override StartSound "GoldPipe_MissionIntro.mp3" //Tank spawn sound DeploySound "GoldPipe_MissionIntro.mp3" //Tank deploy sound EngineLoopSound "Weapon_Minigun.Fire" //Tank engine sound override, will only loop if the sound was made to be looping. OffsetZ 0 RotatePitch 0 // If tank should change its pitch rotation (Default: 1) CritImmune 0 // If set, the tank is immune to crits (Default: 0) TriggerDestroyBuildingFix 1 // Fixes trigger entities destroying buildings on touch if parented to the tank (Default: 0) NoCrushDamage 0 // Tanks cannot crush players (Default: 0) SolidToBrushes 1 // Tank is solid to brush entities (Default: 0) NoScreenShake 1 // Disable screen shake (Default: 0) } } WaveSpawn // Timer Icon { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 1 Where spawnred Squad { TFBot { ClassIcon timer_lite Health 2000 Name Traveller Class Scout Skill Normal WeaponRestrictions PrimaryOnly Attributes "SuppressFire" Attributes "UseBossHealthBar" Item "the scattergun" Item "Blizzard Britches" Item "Wipe Out Wraps" Item "Dillinger's Duffel" Item "MK 50" ItemAttributes { ItemName tf_weapon_scattergun "mod weapon blocks healing" 1 } AddCond { Name TF_COND_REPROGRAMMED } AddCond { Name "TF_COND_BULLET_IMMUNE" Duration -1 } AddCond { Name "TF_COND_BLAST_IMMUNE" Duration -1 } AddCond { Name "TF_COND_FIRE_IMMUNE" Duration -1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "2889.76 671.83 -4.97" // Move target location Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 0 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 9999 // How long should the ai be interrupted } CharacterAttributes { "health regen" -5 "cannot pick up intelligence" 1 } } } } } Wave // ===================================================== Wave 5 ===================================================== { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SentryGun //Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 2 //Sentrygun level Health 888888 Position { X 2767 Y 346 Z -80 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 888888 Position { X 2869 Y 1132 Z -80 Pitch 0 Yaw 0 Roll 0 } } WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // Scout { TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 17 Where spawnred Support 1 Squad { TFBot { ClassIcon tf2_lite Health 125 AutoJumpMin 10 AutoJumpMax 10 Name "ThatScunt47" Class Scout Skill Expert Item "festive scattergun 2011" Item "mad milk" Action Mobber StripItemSlot 2 //If set, weapon in specified slot is stripped UseHumanModel 1 //Use human model. If set to 1, the bot can't be sapped, if set to 2, it can ItemAttributes { ItemName "festive scattergun 2011" "killstreak tier" 2 "is australium item" 1 "item style override" 1 } ItemAttributes { ItemName "mad milk" "effect bar recharge rate increased" 0.4 "applies snare effect" 0.7 } CharacterAttributes { "dmg taken from blast reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from fire reduced" 0.25 "dmg taken from crit reduced" 0.1 "move speed bonus" 1.3 "health regen" 10 "increased jump height" 1.3 "damage bonus" 2 "clip size bonus" 3 "projectile penetration" 1 "fire rate bonus" 0.6 "Reload time decreased" 0.4 "heal on kill" 100 "collect currency on kill" 1 "cannot pick up intelligence" 1 } WeaponSwitch //Periodically switches weapon { Cooldown 10 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) Type "Secondary" IfHealthBelow 110 //When set, the task activates only when the bot health is below specified value } FireWeapon //Periodically fires weapon { Delay 4 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) //IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 1 //How long should the button be pressed (Default: 0.1) Type "Jump" // Type of fire input, Possible values: //Primary //Secondary //Special - MOUSE3 //Reload //Jump //Crouch - requires NoCrouchButtonRelease 1 in TFBot //Action } AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn // Soldier { TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 17 Where spawnred Support 1 Squad { TFBot { ClassIcon tf2_lite Health 200 AutoJumpMin 10 AutoJumpMax 10 Name "AmericaWins_FFS #SaveTF2" Class Soldier Skill Expert Action Mobber RocketJump 2 //Enables rocket jumping. Type RocketJump 2 to only rocket jump when the clip is full Item "festive black box" Item "the battalion's backup" Item "the escape plan" UseHumanModel 1 //Use human model. If set to 1, the bot can't be sapped, if set to 2, it can ItemAttributes { ItemName "festive black box" "killstreak tier" 2 "is australium item" 1 "item style override" 1 "SPELL: Halloween pumpkin explosions" 1 } ItemAttributes { ItemName "the battalion's backup" "increase buff duration" 1.5 } CharacterAttributes { "dmg taken from blast reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from fire reduced" 0.25 "dmg taken from crit reduced" 0.1 "move speed bonus" 1.3 "health regen" 10 "increased jump height" 1.3 "damage bonus" 2 "rocket specialist" 1 "clip size bonus" 3 "fire rate bonus" 0.6 "Reload time decreased" 0.4 "heal on kill" 100 "collect currency on kill" 1 "cannot pick up intelligence" 1 } FireWeapon //Periodically fires weapon { Delay 6 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) //IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 1 //How long should the button be pressed (Default: 0.1) Type "Jump" // Type of fire input, Possible values: //Primary //Secondary //Special - MOUSE3 //Reload //Jump //Crouch - requires NoCrouchButtonRelease 1 in TFBot //Action } AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn // Pyro { TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 17 Where spawnred Support 1 Squad { TFBot { ClassIcon tf2_lite Health 175 AutoJumpMin 10 AutoJumpMax 10 Name "CutieGirlyOwO" Class Pyro Skill Expert Action Mobber Item "The Gas Passer" Item "festive flamethrower 2011" Item "the third degree" UseHumanModel 1 //Use human model. If set to 1, the bot can't be sapped, if set to 2, it can ItemAttributes { ItemName "festive flamethrower 2011" "killstreak tier" 2 "is australium item" 1 "item style override" 1 "SPELL: Halloween green flames" 1 } ItemAttributes { ItemName "The Gas Passer" "explode_on_ignite" 1 "effect bar recharge rate increased" 0.4 } CharacterAttributes { "dmg taken from blast reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from fire reduced" 0.25 "dmg taken from crit reduced" 0.1 "move speed bonus" 1.3 "health regen" 10 "increased jump height" 1.3 "damage bonus" 2 "heal on kill" 100 "airblast pushback scale" 2 "collect currency on kill" 1 "cannot pick up intelligence" 1 } WeaponSwitch //Periodically switches weapon { Cooldown 10 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) Type "Secondary" IfHealthBelow 165 //When set, the task activates only when the bot health is below specified value } FireWeapon //Periodically fires weapon { Delay 6 //Time before the first fire input starts (Default: 10) Cooldown 5 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) //IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 1 //How long should the button be pressed (Default: 0.1) Type "Jump" // Type of fire input, Possible values: //Primary //Secondary //Special - MOUSE3 //Reload //Jump //Crouch - requires NoCrouchButtonRelease 1 in TFBot //Action } AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn // Demo { TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 17 Where spawnred Support 1 Squad { TFBot { ClassIcon tf2_lite Health 175 AutoJumpMin 10 AutoJumpMax 10 Name "KaBoomUrDed" Class Demoman Skill Expert Action Mobber Item "festive grenade launcher" Item "festive targe 2014" Item "the half-zatoichi" UseHumanModel 1 //Use human model. If set to 1, the bot can't be sapped, if set to 2, it can ItemAttributes { ItemName "festive grenade launcher" "killstreak tier" 2 "is australium item" 1 "item style override" 1 } ItemAttributes { ItemName "festive targe 2014" "charge recharge rate increased" 4 "damage force reduction" 0.1 } CharacterAttributes { "dmg taken from blast reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from fire reduced" 0.25 "dmg taken from crit reduced" 0.1 "move speed bonus" 1.3 "health regen" 10 "increased jump height" 1.3 "damage bonus" 1.8 "clip size bonus" 3 "fire rate bonus" 0.6 "Reload time decreased" 0.4 "Projectile speed increased" 2 "heal on kill" 100 "collect currency on kill" 1 "cannot pick up intelligence" 1 } WeaponSwitch //Periodically switches weapon { Cooldown 1 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) Type "Melee" IfHealthBelow 125 //When set, the task activates only when the bot health is below specified value } WeaponSwitch //Periodically switches weapon { Cooldown 1 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) Type "Primary" IfHealthAbove 125 //When set, the task activates only when the bot health is below specified value } FireWeapon //Periodically fires weapon { Delay 8 //Time before the first fire input starts (Default: 10) Cooldown 4 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) //IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 1 //How long should the button be pressed (Default: 0.1) Type "Jump" // Type of fire input, Possible values: //Primary //Secondary //Special - MOUSE3 //Reload //Jump //Crouch - requires NoCrouchButtonRelease 1 in TFBot //Action } AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn // Heavy + Medic { TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 9 WaitBetweenSpawns 17 Where spawnred Support 1 Squad { TFBot { ClassIcon tf2_lite Health 300 AutoJumpMin 10 AutoJumpMax 10 Name "HoovyGamingTF2" Class Heavy Skill Expert Action Mobber WeaponRestrictions PrimaryOnly Item "the brass beast" UseHumanModel 1 //Use human model. If set to 1, the bot can't be sapped, if set to 2, it can ItemAttributes { ItemName "the brass beast" "killstreak tier" 2 } CharacterAttributes { "dmg taken from blast reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from fire reduced" 0.25 "dmg taken from crit reduced" 0.1 "move speed bonus" 1.3 "health regen" 10 "increased jump height" 1.3 "fire rate bonus" 0.6 "heal on kill" 100 "collect currency on kill" 1 "cannot pick up intelligence" 1 } NoCrouchButtonRelease 1 // Do not automatically release crouch button when the bot is on the ground FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 10 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 7 //How long should the button be pressed (Default: 0.1) Type "Crouch" // Type of fire input, Possible values: //Primary //Secondary //Special - MOUSE3 //Reload //Jump //Crouch - requires NoCrouchButtonRelease 1 in TFBot //Action } AddCond { Name TF_COND_REPROGRAMMED } } TFBot { ClassIcon tf2_lite Health 150 AutoJumpMin 10 AutoJumpMax 10 Name "MeEmMeMe" Class Medic Skill Expert Item "the quick-fix" Item "the ubersaw" Item "Battery Canteens" UseHumanModel 1 //Use human model. If set to 1, the bot can't be sapped, if set to 2, it can ExtAttr SuppressCanteenUse //If set, the bot will not automatically activate canteens when looking at the enemy ItemAttributes { ItemName "Battery Canteens" "critboost" 1 "powerup charges" 3 } ItemAttributes { ItemName tf_weapon_syringegun_medic "mad milk syringes" 1 } ItemAttributes { ItemName "the quick-fix" "healing mastery" 4 "canteen specialist" 3 "uber duration bonus" 6 "generate rage on heal" 2 "ubercharge rate bonus" 2 "overheal expert" 4 } CharacterAttributes { "dmg taken from blast reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from fire reduced" 0.25 "dmg taken from crit reduced" 0.1 "move speed bonus" 1.3 "health regen" 10 "increased jump height" 1.3 "fire rate bonus" 0.6 "heal on kill" 100 "collect currency on kill" 1 "cannot pick up intelligence" 1 } NoCrouchButtonRelease 1 // Do not automatically release crouch button when the bot is on the ground FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 10 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 1 //How long should the button be pressed (Default: 0.1) Type "Action" // Type of fire input, Possible values: //Primary //Secondary //Special - MOUSE3 //Reload //Jump //Crouch - requires NoCrouchButtonRelease 1 in TFBot //Action } FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 1 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) //IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 10 //How long should the button be pressed (Default: 0.1) Type "Special" // Type of fire input, Possible values: //Primary //Secondary //Special - MOUSE3 //Reload //Jump //Crouch - requires NoCrouchButtonRelease 1 in TFBot //Action } AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn { TotalCurrency 400 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 120 WaitBetweenSpawns 60 Where spawnred Support 1 Squad { TFBot { Template T_TFBot_Engineer_Sentry_Teleporter ClassIcon engineer_telein ExtAttr BuildDispenserAsTeleporter //Builds dispenser instead of teleporter CharacterAttributes { "engy dispenser radius increased" 3 "engy building health bonus" 4 "allowed build types" 1 } Item "the jag" AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 400 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 9 Where spawnbot Support 1 Squad { TFBot { ClassIcon pyro_scorch_spammer Health 175 Name "Scorch Spam Pyro" Class Pyro Skill Normal WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "the scorch shot" "Reload time decreased" 0.1 "fire rate bonus" 0.4 } CharacterAttributes { "collect currency on kill" 1 } Item "the scorch shot" } } } WaveSpawn { TotalCurrency 400 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 36 WaitBetweenSpawns 19 Where spawnbot Support 1 Squad { TFBot { Template T_TFBot_Demoman_Samurai CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn { TotalCurrency 0 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 43 WaitBetweenSpawns 30 Where spawnbot Support 1 Squad { TFBot { Template T_TFGateBot_Sniper_Huntsman_Spammer_Crit ClassIcon sniper_bow_spammer } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { TotalCurrency 400 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 52 WaitBetweenSpawns 28 Where spawnbot Support 1 Squad { TFBot { Template T_TFBot_Scout_Shortstop Name "Bonk Shortstop Scout" ClassIcon scout_bonk_bullet_nys Attributes "AlwaysCrit" Item "bonk! atomic punch" CharacterAttributes { "collect currency on kill" 1 } AddCond { Name "TF_COND_BULLET_IMMUNE" Duration 15 } } } } WaveSpawn { TotalCurrency 400 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 60 WaitBetweenSpawns 120 Where spawnbot Support 1 Squad { TFBot { Class Soldier Name "Giga Burst Fire Soldier" ClassIcon soldier_burstfire_hyper_giant Health 4200 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Attributes SpawnWithFullCharge Item "Armored Authority" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" 0.2 "fire rate bonus" 0.2 "clip size upgrade atomic" 28.0 "projectile spread angle penalty" 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 "Projectile speed increased" 0.9 "collect currency on kill" 1 } } TFBot { Template T_TFBot_Giant_Medic_Regen CharacterAttributes { "collect currency on kill" 1 } } } } WaveSpawn { TotalCurrency 400 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 360 WaitBetweenSpawns 60 Where spawnbot Support 1 Squad { TFBot { ClassIcon heavy_accurate_lite Health 5000 Name "Tomislav Heavy" Class HeavyWeapons Skill Hard MaxVisionRange 1200 Attributes "MiniBoss" Item "tomislav" ItemAttributes { ItemName "tomislav" "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "collect currency on kill" 1 } } } } WaveSpawn { TotalCurrency 400 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 170 WaitBetweenSpawns 100 Where spawnbot Support 1 Squad { TFBot { ClassIcon demo_explode Health 7000 Name "Minor Sir Nukesalot" Class Demoman Skill Expert WeaponRestrictions PrimaryOnly Attributes "AlwaysCrit" Attributes "MiniBoss" Attributes "HoldFireUntilFullReload" Attributes "AlwaysFireWeapon" ItemAttributes { ItemName "the loose cannon" "grenade launcher mortar mode" 0 "faster reload rate" 1.8 "fire rate bonus" 2 "clip size penalty" 0.5 "Projectile speed increased" 0.8 "projectile spread angle penalty" 5 "damage bonus" 7 "damage causes airblast" 1 "blast radius increased" 1.2 "use large smoke explosion" 1 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 "collect currency on kill" 1 } Item "the loose cannon" Item "the liquor locker" Item "the buccaneer's bicorne" } } } WaveSpawn // Timer Icon { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 1 Where spawnred Squad { TFBot { ClassIcon timer_lite Health 2000 Name Traveller Class Scout Skill Normal WeaponRestrictions PrimaryOnly Attributes "SuppressFire" Attributes "UseBossHealthBar" Item "the scattergun" Item "Blizzard Britches" Item "Wipe Out Wraps" Item "Dillinger's Duffel" Item "MK 50" ItemAttributes { ItemName tf_weapon_scattergun "mod weapon blocks healing" 1 } AddCond { Name TF_COND_REPROGRAMMED } AddCond { Name "TF_COND_BULLET_IMMUNE" Duration -1 } AddCond { Name "TF_COND_BLAST_IMMUNE" Duration -1 } AddCond { Name "TF_COND_FIRE_IMMUNE" Duration -1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "2889.76 671.83 -4.97" // Move target location Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 0 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 9999 // How long should the ai be interrupted } CharacterAttributes { "health regen" -5 "cannot pick up intelligence" 1 } } } } } Wave // ===================================================== Wave 6 ===================================================== { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SentryGun //Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 2 //Sentrygun level Health 888888 Position { X 2767 Y 346 Z -80 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 888888 Position { X 2869 Y 1132 Z -80 Pitch 0 Yaw 0 Roll 0 } } WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 0 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 1 WaitBetweenSpawns 1 Where spawnred Support Limited Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Attributes "AlwaysCrit" Health 12000 ClassIcon heavy_armored_giant Action Mobber AddCond { Name TF_COND_REPROGRAMMED } } TFBot { Template T_TFBot_Giant_Heavyweapons Attributes "AlwaysCrit" Health 12000 ClassIcon heavy_brass_omega Action Mobber Item "the brass beast" AddCond { Name TF_COND_REPROGRAMMED } } TFBot { Template T_TFBot_Giant_Heavyweapons Attributes "AlwaysCrit" Health 12000 ClassIcon heavy_tomislav_titan Action Mobber Item "tomislav" AddCond { Name TF_COND_REPROGRAMMED } } TFBot { Template T_TFBot_Giant_Heavyweapons Attributes "AlwaysCrit" Health 12000 ClassIcon heavy_armored_natasha_mort Action Mobber Item "natascha" AddCond { Name TF_COND_REPROGRAMMED } } TFBot { Template T_TFBot_Giant_Heavyweapons Attributes "AlwaysCrit" Health 12000 ClassIcon heavy_heater_titan Action Mobber Item "the huo long heatmaker" AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { Name "boss1" TotalCurrency 500 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot Support Limited Squad { TFBot { Template T_TFBot_Chief_Gauntlet Attributes "AlwaysCrit" Attributes "UseBossHealthBar" ItemAttributes { ItemName "war head" "attach particle effect" 32 } } } } WaveSpawn { Name "boss2" WaitForAllDead boss1 TotalCurrency 500 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot Support Limited Squad { TFBot { Template T_TFBot_Chief_Soldier_SlowCrit Attributes "AlwaysCrit" Attributes "UseBossHealthBar" } } } WaveSpawn { WaitForAllDead boss2 TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot Support Limited Squad { TFBot { Template T_TFBot_Giant_Metalbeard Attributes "AlwaysCrit" Attributes "UseBossHealthBar" } } } WaveSpawn // Timer Icon { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 1 Where spawnred Squad { TFBot { ClassIcon timer_lite Health 2000 Name Traveller Class Scout Skill Normal WeaponRestrictions PrimaryOnly Attributes "SuppressFire" Attributes "UseBossHealthBar" Item "the scattergun" Item "Blizzard Britches" Item "Wipe Out Wraps" Item "Dillinger's Duffel" Item "MK 50" ItemAttributes { ItemName tf_weapon_scattergun "mod weapon blocks healing" 1 } AddCond { Name TF_COND_REPROGRAMMED } AddCond { Name "TF_COND_BULLET_IMMUNE" Duration -1 } AddCond { Name "TF_COND_BLAST_IMMUNE" Duration -1 } AddCond { Name "TF_COND_FIRE_IMMUNE" Duration -1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "2889.76 671.83 -4.97" // Move target location Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 0 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 9999 // How long should the ai be interrupted } CharacterAttributes { "health regen" -5 "cannot pick up intelligence" 1 } } } } } Wave // ===================================================== Wave 7 ===================================================== { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SentryGun //Spawn sentry gun { TeamNum 2 // red sentry Delay 0 //Delay before spawning, after starting the wave Level 2 //Sentrygun level Health 888888 Position { X 2767 Y 346 Z -80 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 888888 Position { X 2869 Y 1132 Z -80 Pitch 0 Yaw 0 Roll 0 } } WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // Timer Icon { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 1 Where spawnred Squad { TFBot { ClassIcon timer_lite Health 1200 Name Traveller Class Scout Skill Normal WeaponRestrictions PrimaryOnly Attributes "SuppressFire" Attributes "UseBossHealthBar" Item "the scattergun" Item "Blizzard Britches" Item "Wipe Out Wraps" Item "Dillinger's Duffel" Item "MK 50" ItemAttributes { ItemName tf_weapon_scattergun "mod weapon blocks healing" 1 } AddCond { Name TF_COND_REPROGRAMMED } AddCond { Name "TF_COND_BULLET_IMMUNE" Duration -1 } AddCond { Name "TF_COND_BLAST_IMMUNE" Duration -1 } AddCond { Name "TF_COND_FIRE_IMMUNE" Duration -1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "2889.76 671.83 -4.97" // Move target location Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 0 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 9999 // How long should the ai be interrupted } CharacterAttributes { "health regen" -5 "cannot pick up intelligence" 1 } } } } } } //This file has been generated by http://mvm.tf