Waveschedule { Startingcurrency 30000 ForceHoliday 2 Nothrillertaunt 1 RespawnWaveTime 0 ExtendedUpgradesOnly 1 Templates { Damage_Sponge { Class Heavyweapons Name "W.A.L.L." Skill Expert Attributes "Miniboss" Classicon heavy_wall WeaponRestrictions MeleeOnly Health 10000 Maxvisionrange 1 Item "The Purity Fist" Item "Bone-Cut Belt" Item "Steel-Toed Stompers" Item "Der Maschinensoldaten-Helm" Item "Employee Badge A" ItemAttributes { Itemname "TF_WEAPON_FISTS" "fire rate bonus" 9999 } ItemModel { ItemName "Employee Badge A" Model "models/workshop/player/items/heavy/sbox2014_war_helmet_s1/sbox2014_war_helmet_s1.mdl" } Itemattributes { Itemname "The Purity Fist" // "attach particle effect" 3042 } CharacterAttributes { //"dmg taken from fire reduced" 0.25 //"dmg taken from blast reduced" 0.25 //"dmg taken from bullets reduced" 0.25 "move speed bonus" 0.2 //"damage force reduction" 0 //"airblast vulnerability multiplier" 0 "override footstep sound set" 2 "health regen" 1000 "no_jump" 1 "rage giving scale" 20 //"attach particle effect" 3042 } } } ExtraSpawnPoint { Name "spawnbot_overbridge" TeamNum 3 X -9.56 Y -1184.45 Z 600 } CustomWeapon { "Old Scattergun" { OriginalItemName "craftsmann_scattergun_backcountryblaster" "damage penalty" .75 "fire rate penalty" 1.25 "reload time increased" 1.25 "maxammo primary reduced" 0.75 "clip size penalty" 0.75 "bullets per shot bonus" .75 "set_item_texture_wear" 1 "special item description" "I mean, at least you have a weapon..." } "Standard Issue Scattergun" { OriginalItemName "tf_weapon_scattergun" "special item description" "Standard Issue for the Standard Man" } "Polished Scattergun" { OriginalItemName "tf_weapon_scattergun" "special item description" "Nice and clean, it handles better than it did before." "damage bonus" 1.2 "fire rate bonus" .85 "reload time decreased" .80 "maxammo primary increased" 1.25 "clip size bonus" 1.1 "paintkit_proto_def_index" 412 "set_item_texture_wear" 0 } "Upgraded Scattergun" { OriginalItemName "tf_weapon_scattergun" "special item description" "With upgraded parts, comes upgraded power" "damage bonus" 1.5 "fire rate bonus" 0.6 "reload time decreased" 0.6 "maxammo primary increased" 1.5 "clip size bonus" 1.5 "set_item_texture_wear" 0 "paintkit_proto_def_index" 411 "bullets per shot bonus" 1.2 "weapon spread bonus" .9 "deploy time decreased" 0.8 } "Military Grade Scattergun" { OriginalItemName "tf_weapon_scattergun" "special item description" "While 'Military Grade' usually means something is built quickly and cheaply, this one isn't!" "damage bonus" 2 "fire rate bonus" 0.45 "reload time decreased" 0.45 "maxammo primary increased" 2 "clip size bonus" 2 "set_item_texture_wear" 0 "paintkit_proto_def_index" 420 "bullets per shot bonus" 1.5 "weapon spread bonus" .75 "deploy time decreased" 0.5 } "Illegally Modified Scatter Gun" { OriginalItemName "tf_weapon_scattergun" "special item description" "With some...less than legal modifications...you now have this beauty of a gun" "damage bonus" 3.25 "fire rate bonus" 0.2 "reload time decreased" 0.2 "maxammo primary increased" 3 "clip size bonus" 3 "set_item_texture_wear" 0 "paintkit_proto_def_index" 413 "bullets per shot bonus" 2 "weapon spread bonus" .5 "deploy time decreased" 0.33 } "Double Barrel Shotgun" { OriginalItemName "The Force-a-Nature" "damage bonus" 1.75 "bullets per shot bonus" 1.5 "spread penalty" 1.5 "reload time increased" 1.5 "max bullet range" 500 "crit_dmg_falloff" 1 "special item description" "This is my BOOMSTICK!!" } "Triple Barrel Shotgun" { OriginalItemName "The Force-a-Nature" "damage bonus" 2.25 "bullets per shot bonus" 1.75 "spread penalty" 2 "reload time increased" 2.25 "clip size bonus" 1.5 "fire rate bonus" .75 "maxammo primary reduced" 0.75 "max bullet range" 400 "crit_dmg_falloff" 1 "special item description" "A third barrel for an extra little surprise" } "Quadruple Barrel Shotgun" { OriginalItemName "Festive Force-a-Nature" "damage bonus" 3.5 "bullets per shot bonus" 2.5 "spread penalty" 2.5 "reload time increased" 3 "clip size bonus" 2 "damage causes airblast" 1 "fire rate bonus" .9 "maxammo primary reduced" 0.5 "max bullet range" 250 "crit_dmg_falloff" 1 "special item description" "We saw you liked double barrels, so we double barreled your double barrel!" } "The Octo-Barrel" { OriginalItemName "The Force-a-Nature" "is australium item" 1 "item style override" 1 "damage bonus" 5 "bullets per shot bonus" 5 "spread penalty" 3 "reload time increased" 7.5 "clip size bonus" 4 "fire rate penalty" 4 "damage causes airblast" 1 "set damagetype ignite" 1 "airblast pushback scale" 7 "maxammo primary reduced" 0.25 "max bullet range" 250 "crit_dmg_falloff" 1 "special item description" "At what point does a shotgun have too many barrels?" } "The Super Shotgun" { OriginalItemName "The Force-a-Nature" "damage bonus" 11 "bullets per shot bonus" 11 "spread penalty" 2 "maxammo primary reduced" .25 "reload time increased" 2 "max bullet range" 250 "crit_dmg_falloff" 1 "special item description" "From the pits of hell, the slayer's shotgun has been found." } "Old Rocketlauncher" { OriginalItemName "craftsmann_rocketlauncher_americanpastoral" "damage penalty" .75 "fire rate penalty" 1.25 "reload time increased" 1.25 "maxammo primary reduced" 0.75 "clip size penalty" 0.75 "projectile spread angle penalty" 3 "projectile speed increased" .75 "set_item_texture_wear" 1 "special item description" "It barely stays together, let alone fire rockets..." } } ExtendedUpgrades { upgrade { Name "Return to the factory" Attribute "cannot trade" Cap 1 Increment 1 Cost 400 AllowPlayerClass Scout Description "Send this piece of junk back where it came from and hope for something better" RequiredWeapons { Itemname "Old Scattergun" } AllowedWeapons { Itemname "Old Scattergun" } Onupgrade { Output "!activator,$AwardAndGiveExtraItem,Standard Issue Scattergun,0" Output "!activator,$displaytextchat,Having had enough of having to fight robots with a piece of barely functioning scrap metal...,0" Output "!activator,$displaytextchat,...you send it back to the factory and redeem the lifetime warrenty it apparently had.,0" } } upgrade { Name "Polish and Shine" Attribute "cannot trade" Cap 1 Increment 1 Cost 800 AllowPlayerClass Scout Description "Clean up your gun to make it better than ever before!" RequiredWeapons { Itemname "Standard Issue Scattergun" } AllowedWeapons { Itemname "Standard Issue Scattergun" } Onupgrade { Output "!activator,$AwardAndGiveExtraItem,Polished Scattergun,0" } } upgrade { Name "Buy better parts" Attribute "cannot trade" Cap 1 Increment 1 Cost 1500 AllowPlayerClass Scout Description "Go to the store to buy some upgrades for your gun" RequiredWeapons { Itemname "Polished Scattergun" } AllowedWeapons { Itemname "Polished Scattergun" } Onupgrade { Output "!activator,$AwardAndGiveExtraItem,Upgraded Scattergun,0" } } upgrade { Name "'Borrow' from the military" Attribute "cannot trade" Cap 1 Increment 1 Cost 3000 AllowPlayerClass Scout Description "I'm not stealing! I'm just...borrowing forever!" RequiredWeapons { Itemname "Upgraded Scattergun" } AllowedWeapons { Itemname "Upgraded Scattergun" } Onupgrade { Output "!activator,$AwardAndGiveExtraItem,Military Grade Scattergun,0" } } upgrade { Name "Black Market Modifications" Attribute "cannot trade" Cap 1 Increment 1 Cost 5000 AllowPlayerClass Scout Description "Turns out there's a guy who knows a guy who knows a guy who knows a guy who knows a guy who knows this guy's cousin" RequiredWeapons { Itemname "Military Grade Scattergun" } AllowedWeapons { Itemname "Military Grade Scattergun" } Onupgrade { Output "!activator,$AwardAndGiveExtraItem,Illigally Modified Scattergun,0" } } upgrade { Name "Double Barrels" Attribute "cannot trade" Cap 1 Increment 1 Cost 800 AllowPlayerClass Scout Description "Double the barrels, double the fun!" RequiredWeapons { Itemname "Standard Issue Scattergun" } AllowedWeapons { Itemname "Standard Issue Scattergun" } Onupgrade { Output "!activator,$AwardAndGiveExtraItem,Double Barrel Shotgun,0" } } upgrade { Name "Another Barrel" Attribute "cannot trade" Cap 1 Increment 1 Cost 1500 AllowPlayerClass Scout Description "Add a third barrel because why not!" RequiredWeapons { Itemname "Double Barrel Shotgun" } AllowedWeapons { Itemname "Double Barrel Shotgun" } Onupgrade { Output "!activator,$AwardAndGiveExtraItem,Triple Barrel Shotgun,0" } } upgrade { Name "Yet Another Barrel" Attribute "cannot trade" Cap 1 Increment 1 Cost 3000 AllowPlayerClass Scout Description "Ok it might be time to calm down now..." RequiredWeapons { Itemname "Triple Barrel Shotgun" } AllowedWeapons { Itemname "Triple Barrel Shotgun" } Onupgrade { Output "!activator,$AwardAndGiveExtraItem,Quadruple Barrel Shotgun,0" } } upgrade { Name "Even More Barrels" Attribute "cannot trade" Cap 1 Increment 1 Cost 5000 AllowPlayerClass Scout Description "At this point you're just compensating" RequiredWeapons { Itemname "Quadruple Barrel Shotgun" } AllowedWeapons { Itemname "Quadruple Barrel Shotgun" } Onupgrade { Output "!activator,$AwardAndGiveExtraItem,The Octo-Barrel,0" } } upgrade { Name "Eternal Damnation" Attribute "cannot trade" Cap 1 Increment 1 Cost 5000 AllowPlayerClass Scout Description "Let's go slay some robots." RequiredWeapons { Itemname "The Octo-Barrel" } AllowedWeapons { Itemname "The Octo-Barrel" } Onupgrade { Output "!activator,$AwardAndGiveExtraItem,The Super Shotgun,0" } } } ExtraLoadoutItems { AllowEquipOutsideSpawn 1 Scout { Primary { Item "Old Scattergun" Cost 12 } Primary { Item "Standard Issue Scattergun" Hidden 1 } Primary { Item "Polished Scattergun" Hidden 1 } Primary { Item "Upgraded Scattergun" Hidden 1 } Primary { Item "Military Grade Scattergun" Hidden 1 } Primary { Item "Illigally Modified Scattergun" Hidden 1 } Primary { Item "Double Barrel Shotgun" Hidden 1 } Primary { Item "Triple Barrel Shotgun" Hidden 1 } Primary { Item "Quadruple Barrel Shotgun" Hidden 1 } Primary { Item "The Octo-Barrel" Hidden 1 } Primary { Item "The Super Shotgun" Hidden 1 } } Soldier { Primary { Item "Old Rocketlauncher" Cost 12 } } } ItemBlacklist { ItemSlot "primary" ItemSlot "secondary" ItemSlot "melee" } Wave { StartWaveOutput { Target wave_start_relay_boss Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Wavespawn { Where spawnbot_overbridge TotalCount 3 Spawncount 1 Maxactive 1 WaitBeforeStarting 0 Waitbetweenspawns 10 Tfbot { Template Damage_Sponge Action Mobber } } } }