// Terminal Lucidity by Tindall Berry // Bloodlust Intermediate #base robot_giant.pop #base robot_standard.pop population { StartingCurrency 900 RespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes // Rafmod cvars BodyPartScaleSpeed 50 FixSetCustomModelInput 1 NoCritPumpkin 1 NoRomevisionCosmetics 1 NoThrillerTaunt 1 TextPrintTime 0 UpgradeStationKeepWeapons 1 // Custom nav CustomNavFile "mvm_bloodlust_b6_tind" // Model precache PrecacheModel "models\weapons\c_models\c_entrenched_gun\c_scattergun.mdl" PrecacheModel "models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl" PrecacheModel "models\weapons\c_models\c_howitzer\c_lochnload.mdl" PrecacheModel "models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl" PrecacheModel "models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl" PrecacheModel "models\weapons\c_models\c_gupgun\c_leechgun.mdl" // Sound precache PrecacheSound "weapons/china_lake_shoot.wav" PrecacheSound "weapons/sven_shotgun_shoot.wav" PrecacheSound "weapons/mp40_shoot.wav" PrecacheSound "weapons/supernailgun_shoot.wav" // Custom weapons // Scout CustomWeapon // Scout Slug Scattergun { Name "Steel Slugger" OriginalItemName "The Back Scatter" "bullets per shot bonus" 0.1 "dmg penalty vs players" 8.33 "dmg pierces resists absorbs" 1 "can headshot" 1 "revolver use hit locations" 1 "closerange backattack minicrits" 0 "spread penalty" 1 "custom weapon fire sound" "=75|weapons/shotgun/shotgun_fire6.wav" "custom item model" "models\weapons\c_models\c_entrenched_gun\c_scattergun.mdl" "special item description" "Fires high damage slugs that deal critical damage on headshots." "special item description 2" "Doink!" } // Soldier CustomWeapon // Soldier Homing Rocket Launcher { Name "Psychopath's Seeker" OriginalItemName "The Liberty Launcher" "clip size bonus" 2.5 "hidden primary max ammo bonus" 1.5 "fire rate bonus HIDDEN" 0.35 "projectile spread angle penalty" 10 "projectile speed decreased" 0.65 "mod projectile heat seek power" 360 "mod projectile heat aim error" 360 "mod projectile heat follow crosshair" 1 "mod projectile heat aim time" 2 "Reload time increased" 3 "reload full clip at once" 1 "damage penalty" 0.5 "blast radius decreased" 0.75 "projectile speed increased" 1 "rocket jump damage reduction" 1 "custom weapon fire sound" "=75|weapons/grenade_launcher1.wav" "custom item model" "models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl" "special item description" "Launches a wide spread of low damage rockets that home in on the crosshair." "special item description 2" "If you run, you'll only die tired." } CustomWeapon // Soldier Nuke Launcher { Name "Atomic Anguish" OriginalItemName "The Black Box" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "maxammo primary reduced" 0.5 "fire rate penalty" 2.25 "projectile gravity" 800 "dmg penalty vs players" 2 "crits_become_minicrits" 1 "blast dmg to self increased" 1.8 "clip size penalty" 1 "health on radius damage" 0 "paintkit_proto_def_index" 218 // uranium "set_item_texture_wear" 0 // factory new "custom weapon fire sound" "=75|ambient/explosions/explode_1.wav" "special item description" "Launches high damage heavy rockets." "special item description 2" "This was not a good idea at any point in time." } // Pyro CustomWeapon // Pyro Airblast Flame Thrower { Name "Con-man's Compressor" OriginalItemName "The Degreaser" "damage penalty" 0.85 "weapon burn dmg reduced" 0.75 "airblast cost decreased" 0.25 "mult airblast refire time" 0.5 "airblast_pushback_disabled" 1 "single wep deploy time decreased" 1 "switch from wep deploy time decreased" 1 "airblast cost increased" 1 "paintkit_proto_def_index" 214 // neo tokyo "set_item_texture_wear" 0 // factory new "special item description" "Airblasts faster with a reduced cost but deals reduced flame damage." "special item description 2" "We're puttin' on a clinic!" } // Demoman CustomWeapon // Demoman Auto Grenade Launcher { Name "Burst of Brimstone" OriginalItemName "The Loch-n-Load" "clip size bonus" 1.5 "hidden primary max ammo bonus" 1.5 "fire rate bonus HIDDEN" 0.45 "projectile spread angle penalty" 2 "projectile speed increased" 1.5 "grenade explode on impact" 1 "Reload time increased HIDDEN" 0.8 "damage penalty" 0.7 "self dmg push force decreased" 0.3 "clip size penalty" 1 "sticky air burst mode" 0 "dmg bonus vs buildings" 1 "custom weapon fire sound" "=75|weapons/china_lake_shoot.wav" "custom item model" "models\weapons\c_models\c_howitzer\c_lochnload.mdl" "special item description" "Rapidly launches low damage grenades with a smaller explosion radius that explode on impact." "special item description 2" "Blammo!" } // Heavy CustomWeapon // Heavy Deflector { Name "Bootleg Deflector" OriginalItemName "Deflector" "minigun spinup time increased" 1.25 "aiming movespeed increased" 1.35 "spread penalty" 1.5 "attack projectiles" 1 "damage bonus" 1.1 "special item description" "Destroys projectiles in a wider spread and deals slightly more damage, but spins up slower." "special item description 2" "I hate metal!" } CustomWeapon // Heavy Auto Shotgun { Name "Soviet Slammer" OriginalItemName "The Family Business" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "maxammo secondary reduced" 0.75 "fire rate bonus HIDDEN" 0.4 "spread penalty" 2 "mult dmg vs tanks" 0.5 "damage penalty" 1 "clip size bonus" 1 "fire rate bonus" 1 "custom weapon fire sound" "=75|weapons/sven_shotgun_shoot.wav" "custom item model" "models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl" "special item description" "Fires inaccurate shells rather quickly." "special item description 2" "I am 100 metres from your location and approaching rapidly." } // Engineer CustomWeapon // Engineer Machine Gun { Name "Veruc" // Based on the Veruc from Borderlands 2 OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "single wep deploy time increased" 1.25 "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "fire rate bonus HIDDEN" 0.3 "bullets per shot bonus" 0.3 "spread penalty" 2 "damage bonus" 1.66 "custom weapon fire sound" "=70|weapons/mp40_shoot.wav" "custom item model" "models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl" "special item description" "Rapidly fires three bullets in a horizontal spread." "special item description 2" "I want that rifle, Daddy!" } // Medic CustomWeapon // Medic Burst Fire Syringe Gun { Name "Four Part Plan" OriginalItemName "The Blutsauger" "single wep deploy time increased" 1.35 "clip size penalty" 0.1 "maxammo primary reduced" 0.133 "fire rate bonus HIDDEN" 0.5 "damage bonus" 2 "no reduced damage rampup" 1 "mark for death" 1 "heal on hit for rapidfire" 0 "custom weapon fire sound" "=75|weapons/supernailgun_shoot.wav" "custom item model" "models\weapons\c_models\c_gupgun\c_leechgun.mdl" "special item description" "Rapidly fires high damage syringes that mark enemies for death." "special item description 2" "Part five: booby trap the stalemate button!" } // Spy CustomWeapon // Spy Disabled Invis Watch { Name "Gunman's Gait" OriginalItemName "TTG Watch" "max health additive bonus" 50 "move speed bonus" 1.1 "dmg from ranged reduced" 0.8 "mult cloak meter consume rate" 101 "special item description" "Grants increased health, ranged damage resistance, and movement speed, but disables cloak." "special item description 2" "Think you're hard, do ya?" } ExtraLoadoutItems { Scout { Primary "Steel Slugger" } Soldier { Primary "Psychopath's Seeker" Primary "Atomic Anguish" } Pyro { Primary "Con-man's Compressor" } Demoman { Primary "Burst of Brimstone" } HeavyWeapons { Primary "Bootleg Deflector" Secondary "Soviet Slammer" } Engineer { Primary "Veruc" } Medic { Primary "Four Part Plan" } Spy { PDA2 "Gunman's Gait" } } // Upgrade bans DisallowUpgrade "weapon burn time increased" // Afterburn duration doesn't work after Jungle Inferno //DisallowUpgrade "explode_on_ignite" // Explode on ignite is still busted DisallowUpgrade // Replaced by custom upgrade { Name "The Sandman" Upgrade "mark for death" MaxLevel 0 } DisallowUpgrade // Doesn't have a clip { Name "Atomic Anguish" Upgrade "clip size upgrade atomic" MaxLevel 0 } DisallowUpgrade // Airblast doesn't push enemies { Name "Con-man's Compressor" Upgrade "airblast pushback scale" MaxLevel 0 } DisallowUpgrade // Limit Clip Size if Burst Fire Module is purchased { Upgrade "clip size upgrade atomic" MaxLevel 1 IfUpgradePresent { "force fire full clip" 1 } } DisallowUpgrade // Disallow Burst Fire Module if Clip Size is upgraded too much { Upgrade "force fire full clip" MaxLevel 0 IfUpgradePresent { "clip size upgrade atomic" 2 } } DisallowUpgrade // Fire Rate and Burst Fire Module are mutually exclusive { Upgrade "fire rate bonus" MaxLevel 0 IfUpgradePresent { "force fire full clip" 1 } } DisallowUpgrade // Fire Rate and Burst Fire Module are mutually exclusive { Upgrade "force fire full clip" MaxLevel 0 IfUpgradePresent { "fire rate bonus" 1 } } DisallowUpgrade // Far too strong with fire rate { Name "Soviet Slammer" Upgrade "fire rate bonus" MaxLevel 0 } DisallowUpgrade { Upgrade "engy sentry fire rate increased" // Third point of sentry firing speed doesn't work MaxLevel 2 } DisallowUpgrade { Name "Four Part Plan" // Mark for death is enough Upgrade "mad milk syringes" MaxLevel 0 } DisallowUpgrade { Name "The Vaccinator" // Uber duration is kinda busted on the Vaccinator Upgrade "uber duration bonus" MaxLevel 1 } // Custom upgrades ExtendedUpgrades { MeleeResistance // all class - reduce damage taken from melee { Name "Stab Vest" Description "Increases resistance to melee damage by 20% per point." PlayerUpgrade 1 Cost 150 Attribute "mult dmgtaken from melee" Increment -0.2 Cap 0.4 } NoFallDamage // scout - fall damage immunity { Name "Long Fall Boots" Description "Grants immunity to fall damage and 75% knockback resistance." AllowPlayerClass Scout PlayerUpgrade 1 Cost 100 Attribute "cancel falling damage" Increment 1 Cap 1 SecondaryAttributes { "damage force reduction" -0.75 } } HealthGainedBonus // scout - healing bonus from shortstop made passive { Name "Health Siphons" Description "Increases health gained from all sources, including money piles, by 25%." AllowPlayerClass Scout PlayerUpgrade 1 Cost 250 Attribute "healing received bonus" Increment 0.25 Cap 1.25 } JarateBat // scout - jarate bat for aoe mark { Name "Jarate-coated Bat" Description "Scout's melee weapons apply Jarate to multiple enemies at a once for 8 seconds." AllowPlayerClass Scout AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Fan O'War" } Cost 150 Attribute "melee cleave attack" Increment 1 Cap 1 SecondaryAttributes { "add cond on hit" 24 // jarate "add cond on hit duration" 8 "melee range multiplier" 0.5 "melee bounds multiplier" 0.3 } } JarateBat // scout - jarate bat for aoe mark - fan o'war version { Name "Jarate-coated Bat" Description "Scout's melee weapons apply Jarate to multiple enemies at a once for 8 seconds." AllowPlayerClass Scout AllowedWeapons { ItemName "The Fan O'War" } Cost 150 Attribute "melee cleave attack" Increment 1 Cap 1 SecondaryAttributes { "add cond on hit" 24 // jarate "add cond on hit duration" 8 "melee range multiplier" 0.5 "melee bounds multiplier" 0.3 "mark for death" -1 "damage penalty" 0.35 } } Charged // soldier - make rocket launchers function like charged soldiers { Name "Charged Module" Description "Rocket Launchers become crit boosted but have reduced fire rate and projectile speed and reload slower." AllowPlayerClass Soldier AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Rocket Jumper" ItemName "The Cow Mangler 5000" ItemName "The Beggar's Bazooka" ItemName "The Air Strike" ItemName "Psychopath's Seeker" ItemName "Atomic Anguish" } Cost 800 Attribute "always crit" Increment 1 Cap 1 SecondaryAttributes { "fire rate penalty" 1 "Projectile speed decreased" -0.5 "Reload time increased" 0.35 } } BannerRadius // soldier - increase radius of all banners { Name "Bigger Banner" Description "Increases the range of all banners by 50% and increases their deploy and holster speed." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Battalion's Backup" ItemName "The Concheror" } Cost 200 Attribute "mod soldier buff range" Increment 0.5 Cap 1.5 SecondaryAttributes { "single wep deploy time decreased" -0.6 "switch from wep deploy time decreased" -0.45 } } CatchMoon // soldier - bison damage bonus with slower projectile and range { Name "Catchmoon Module" Description "Increases the damage of the Righteous Bison by 50%, allows it to ignite enemies, and deal 20% more damage to burning targets." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Righteous Bison" } Cost 500 Attribute "Set DamageType Ignite" Increment 1 Cap 1 SecondaryAttributes { "damage bonus" 0.5 "Projectile speed decreased" -0.35 "projectile lifetime" 0.8 "damage bonus vs burning" 0.2 } } MaxHealthBonus // pyro - increase pyro max health { Name "Kevlar-lined Suit" Description "Increases Pyro's maximum health by 25 per point." AllowPlayerClass Pyro PlayerUpgrade 1 Cost 250 Attribute "max health additive bonus" Increment 25 Cap 50 } GiantBuster // pyro - increased reflected projectile speed and recovery time, increased flame thrower damage vs giants and tanks { Name "Intense Pressure" Description "Increases reflected projectile speed by 25%, flame damage to Giant Robots and Tanks by 15%, and airblast recovery time by 10% per point." AllowPlayerClass Pyro AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Phlogistinator" } Cost 250 Attribute "mult reflect velocity" Increment 0.25 Cap 2 SecondaryAttributes { "mult dmg vs giants" 0.15 "mult dmg vs tanks" 0.15 "mult airblast primary refire time" -0.1 } } BurstFire // demoman - make grenade launchers function like small burst fire demos { Name "Burst Fire Module" Description "Grenade Launchers fire their entire clip at once and reload slower. Ineffective with Fire Rate." AllowPlayerClass Demoman AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Loose Cannon" ItemName "Burst of Brimstone" } Cost 800 Attribute "force fire full clip" Increment 1 Cap 1 SecondaryAttributes { "fire rate bonus HIDDEN" -0.99 "projectile spread angle penalty" 3 "Reload time increased" 0.65 } } MeleeCleave // demoman - add cleave to all sword type weapons { Name "Reinforced Blade" Description "Swords and axes can hit multiple enemies at once and have increased range." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Eyelander" ItemName "Festive Eyelander" ItemName "The Horseless Headless Horseman's Headtaker" ItemName "Nessie's Nine Iron" ItemName "The Scotsman's Skullcutter" ItemName "The Claidheamohmor" ItemName "The Half-Zatoichi" ItemName "The Persian Persuader" } Cost 200 Attribute "melee cleave attack" Increment 1 Cap 1 SecondaryAttributes { "melee range multiplier" 0.5 "melee bounds multiplier" 0.3 } } TankBuster // heavy - increased minigun damage vs tanks { Name "Anti-Tank Rounds" Description "Minigun damage to Tanks is increased by 25% per point." AllowPlayerClass HeavyWeapons AllowedWeapons { Slot "Primary" } Cost 400 Attribute "mult dmg vs tanks" Increment 0.25 Cap 1.5 } HeaterOverheat // heavy - heater ignites enemies and ring of fire damage bonus { Name "Intense Heat" Description "Huo-Long Heater's bullets can ignite enemies on hit and quadruples the ring of fire's damage." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Huo Long Heatmaker" ItemName "Promo Huo Long Heatmaker" } Cost 500 Attribute "Set DamageType Ignite" Increment 1 Cap 1 SecondaryAttributes { "ring of fire while aiming" 36 } } MarkForDeath // heavy - revert gru to pre-jungle inferno version { Name "Rewind Time" Description "Replaces the health drain of the Gloves of Running Urgently with self mark for death." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" } Cost 0 Attribute "self mark for death" Increment 1 Cap 1 SecondaryAttributes { "mod_maxhealth_drain_rate" -10 } } ShotgunDamage // engineer - increase shotgun damage { Name "Bigger Shells" Description "Increases the damage of Engineer's primary weapons by 33% per point." AllowPlayerClass Engineer AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Widowmaker" } Cost 200 Attribute "damage bonus" Increment 0.33 Cap 1.99 } BuildingTele // engineer - allow picking up buildings from any range for metal { Name "Building Teleport Module" Description "Engineer's primary weapons can pick up buildings from any range for 150 metal." AllowPlayerClass Engineer AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Rescue Ranger" } Cost 250 Attribute "engineer building teleporting pickup" Increment 150 Cap 150 } RangerNoMark // engineer - increase rescue ranger healing and remove mark for death { Name "Improved Bolts" Description "Increases Rescue Ranger bolt healing by 33% and removes self mark while carrying buildings." AllowPlayerClass Engineer AllowedWeapons { ItemName "The Rescue Ranger" } Cost 200 Attribute "arrow heals buildings" Increment 20 Cap 80 SecondaryAttributes { "mark for death on building pickup" -1 } } BuildingMastery // engineer - boost sentry range and damage, dispenser heal rate, teleporter recharge rate and speed boost { Name "Building Mastery" Description "Increases Sentry Gun damage and range, Dispenser heal rate, and Teleporter recharge rate." AllowPlayerClass Engineer AllowedWeapons { Slot "Melee" } Cost 500 Attribute "mod teleporter speed boost" Increment 1 Cap 1 SecondaryAttributes { "mult teleporter recharge rate" -0.5 "engy sentry damage bonus" 0.15 "engy sentry radius increased" 0.2 "mvm sentry ammo" 0.2 "mult dispenser rate" 0.4 } } MadMilkCrossbow // medic - mad milk crossbow bolt alt fire { Name "Mad Milk Bolts" Description "Crossbow bolts apply Mad Milk to targets for 4 seconds." AllowPlayerClass Medic AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } Cost 250 Attribute "add cond on hit duration" Increment 4 Cap 4 SecondaryAttributes { "add cond on hit" 27 // mad milk } } LongerBeam // medic - increase medi gun range { Name "Longer Healing Beam" Description "Medi Gun beam length increased by 25% per point." AllowPlayerClass Medic AllowedWeapons { Slot "Secondary" } Cost 100 Attribute "mult medigun range" Increment 0.25 Cap 2 } RepairBeam // medic - medi guns can heal buildings { Name "Repair Beam" Description "Medi Guns can heal Engineer buildings." AllowPlayerClass Medic AllowedWeapons { Slot "Secondary" } Cost 50 Attribute "medic machinery beam" Increment 4 Cap 4 } UberOnHit // medic - all bonesaws grant uber on hit { Name "Ubercharge Siphons" Description "All of Medic's non-Ubersaw melee weapons grant 15% Ubercharge on hit." AllowPlayerClass Medic AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Ubersaw" ItemName "Festive Ubersaw" } Cost 200 Attribute "add uber charge on hit" Increment 0.15 Cap 0.15 } DamageConnected // sniper - add damage all connected via healing beams to bows and increase sniper max health { Name "Electrified Arrows" Description "Increases Sniper's maximum health by 25 and arrows deal damage to enemies connected via healing beams." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Huntsman" ItemName "Festive Huntsman" ItemName "The Fortified Compound" } Cost 350 Attribute "damage all connected" Increment 1 Cap 1 SecondaryAttributes { "max health additive bonus" 25 } } SleeperSplash // sniper - add jarate splash to sleeper headshots { Name "Pressurised Darts" Description "Headshots with the Sydney Sleeper coat nearby enemies with Jarate." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Sydney Sleeper" } Cost 150 Attribute "radius sleeper" Increment 1 Cap 1 } RevolverDamage // spy - increase revolver damage { Name "Large Calibre" Description "Increases the damage of Spy's revolvers by 25% per point and increases Ambassador headshot damage by 15% per point." AllowPlayerClass Spy AllowedWeapons { Slot "Secondary" } Cost 200 Attribute "damage bonus" Increment 0.25 Cap 2 SecondaryAttributes { "headshot damage increase" 0.15 } } KeepDisguise // spy - revolver attacks do not break disguises { Name "Noise Dampeners" Description "Firing a revolver does not break your disguise." AllowPlayerClass Spy AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "The Enforcer" ItemName "The Diamondback" } Cost 500 Attribute "keep disguise on attack" Increment 1 Cap 1 } KeepDisguiseStrong // spy - enforcer/diamondback attacks do not break disguises but lower clip size and firing speed { Name "Noise Dampeners" Description "Firing the Enforcer or Diamondback does not break your disguise, but clip size is reduced by 50% and firing speed is reduced by 35%." AllowPlayerClass Spy AllowedWeapons { ItemName "The Enforcer" ItemName "The Diamondback" } Cost 500 Attribute "keep disguise on attack" Increment 1 Cap 1 SecondaryAttributes { "clip size penalty" -0.5 "fire rate penalty HIDDEN" 0.35 } } UberOnKill // spy - ubercharge on kill { Name "Sigil of Baphomet" Description "Knife kills grant 2 seconds of invulnerability." AllowPlayerClass Spy AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "Your Eternal Reward" ItemName "The Wanga Prick" } Cost 400 Attribute "add cond on kill duration" Increment 2 Cap 2 SecondaryAttributes { "add cond on kill" 5 // uber } } } // Point templates PointTemplates { OverseerCallouts { NoFixup 1 logic_relay { "targetname" "relay_null" "OnTrigger" "relay_null,Disable,,0,-1" "OnTrigger" "relay_null,Enable,,1,-1" } logic_case { "targetname" "case_overseer_w1a" // giant scouts 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: They're trying to snatch and run with the big one!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: These guys are all smash-and-grab.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Careful - that big one's going for a home run.,0,-1" } logic_case { "targetname" "case_overseer_w1b" // battle cry 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Drinks are on me tonight if you can pull this off.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: I'd be sweating this one if I was down there.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Here's a fresh batch of them!,0,-1" } logic_case { "targetname" "case_overseer_w2a" // tanks 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That big one is made of tough stuff. Give it hell!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Tanks can take a hell of a beating. Do not stop attacking!,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: A Tank has arrived on the field. Kindly destroy it with weapons fire.,0,-1" } logic_case { "targetname" "case_overseer_w2b" // giant heavies 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: They're bringing in the tough guys.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Confirming a Badass Heavy on the field.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Good god these are tough bastards.,0,-1" } logic_case { "targetname" "case_overseer_w3ac5b7a" // tanks 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That big one is made of tough stuff. Give it hell!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Tanks can take a hell of a beating. Do not stop attacking!,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: A Tank has arrived on the field. Kindly destroy it with weapons fire.,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w3b" // something new - giant brimstone demo "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: There's something new coming.,0,-1" "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: I've tucked that one into the Database.,8,-1" "OnCase01" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Brimstone Demomen fire a volley of grenades that explode on impact.,12,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Something new coming in.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Added robot information to Database.,8,-1" "OnCase02" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Brimstone Demomen fire a volley of grenades that explode on impact.,12,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Hang on - we haven't seen these before.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That one's tagged in the Database now.,8,-1" "OnCase03" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Brimstone Demomen fire a volley of grenades that explode on impact.,12,-1" } logic_case { "targetname" "case_overseer_w4a" // crits 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Watch those - they've got crits!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: The crits are coming.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Crits heading your way!,0,-1" "OnCase04" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: On top of everything else they have crits.,0,-1" } logic_case { "targetname" "case_overseer_w4b" // uber medics 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That small one will make himself and his friend invulnerable if you don't take it out quickly.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: If that Medic or his patient take enough damage they'll both become invulnerable.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Careful - that Medic isn't sitting there for fun.,0,-1" } logic_case { "targetname" "case_overseer_w4c7b" // battle cry 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Drinks are on me tonight if you can pull this off.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: I'd be sweating this one if I was down there.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Here's a fresh batch of them!,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w4d" // giant scouts 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: They're trying to snatch and run with the big one!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: These guys are all smash-and-grab.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Careful - that big one's going for a home run.,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w5a" // uber medics 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That small one will make himself and his friend invulnerable if you don't take it out quickly.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: If that Medic or his patient take enough damage they'll both become invulnerable.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Careful - that Medic isn't sitting there for fun.,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w5c" // something new - giant adrenaline soldier "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: There's something new coming.,0,-1" "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: I've tucked that one into the Database.,8,-1" "OnCase01" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Adrenaline Soldiers fire slowly at first and gain a boost at low health.,12,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Something new coming in.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Added robot information to Database.,8,-1" "OnCase02" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Adrenaline Soldiers fire slowly at first and gain a boost at low health.,12,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Hang on - we haven't seen these before.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That one's tagged in the Database now.,8,-1" "OnCase03" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Adrenaline Soldiers fire slowly at first and gain a boost at low health.,12,-1" } logic_case { "targetname" "case_overseer_w6a" // uber medics 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That small one will make himself and his friend invulnerable if you don't take it out quickly.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: If that Medic or his patient take enough damage they'll both become invulnerable.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Careful - that Medic isn't sitting there for fun.,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w6b" // something new - giant slammer heavy "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: There's something new coming.,0,-1" "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: I've tucked that one into the Database.,8,-1" "OnCase01" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Slammer Heavies carry an automatic shotgun that can put out a lot of damage.,12,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Something new coming in.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Added robot information to Database.,8,-1" "OnCase02" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Slammer Heavies carry an automatic shotgun that can put out a lot of damage.,12,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Hang on - we haven't seen these before.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That one's tagged in the Database now.,8,-1" "OnCase03" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Slammer Heavies carry an automatic shotgun that can put out a lot of damage.,12,-1" } logic_case { "targetname" "case_overseer_w6c7c" // crits 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Watch those - they've got crits!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: The crits are coming.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Crits heading your way!,0,-1" "OnCase04" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: On top of everything else they have crits.,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" "OnCase07" "relay_null,Trigger,,0,-1" "OnCase08" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w6d" // super scouts 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Super Scouts incoming - they're speed demons!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Those things are bloody fast!,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Incoming Super Scouts about to ring the doorbell!,0,-1" } logic_case { "targetname" "case_overseer_w7d" // giant heavies 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: They're bringing in the tough guys.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Confirming a Badass Heavy on the field.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Good god these are tough bastards.,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" } } } SpawnTemplate "OverseerCallouts" Templates { T_TFBot_Tind_Scout // w3,6,7 { Class Scout Name "Scout" ClassIcon scout Skill Easy Health 125 WeaponRestrictions PrimaryOnly MaxVisionRange 800 Item "Upgradeable TF_WEAPON_SCATTERGUN" } T_TFBot_Tind_Scout_FaN // w5 { Class Scout Name "Force-a-Nature Scout" ClassIcon scout_fan Skill Easy Health 125 WeaponRestrictions PrimaryOnly MaxVisionRange 600 Item "The Force-a-Nature" Item "The Fed-Fightin' Fedora" } T_TFBot_Tind_Scout_Melee // w1,4 { Class Scout Name "Bat Scout" ClassIcon scout_bat_nys Skill Hard Health 125 WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" } T_TFBot_Tind_Scout_Sandman // w4 { Class Scout Name "Minor League Scout" ClassIcon scout_stun Skill Hard Health 125 WeaponRestrictions MeleeOnly MaxVisionRange 800 Item "The Sandman" Item "Batter's Helmet" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.2 } } T_TFBot_Tind_Scout_Giant_Sandman // w1 { Class Scout Name "Major League Scout" ClassIcon scout_stun_giant Skill Expert Health 1600 WeaponRestrictions MeleeOnly MaxVisionRange 1000 Attributes MiniBoss Item "The Sandman" Item "Batter's Helmet" Item "MNC Mascot Outfit" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.1 } CharacterAttributes { "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 } } T_TFBot_Tind_Scout_Giant_Sandman_Armoured // w4 { Class Scout Name "Badass Armoured Scout" ClassIcon scout_stun_giant_armored Skill Expert Health 3000 WeaponRestrictions MeleeOnly MaxVisionRange 1000 Attributes MiniBoss Attributes AlwaysCrit Item "The Sandman" Item "Batter's Helmet" Item "EOTL_Demopants" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.1 } CharacterAttributes { "move speed bonus" 0.75 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 5 } } T_TFBot_Tind_Scout_Giant_Fast // w6 { Class Scout Name "Super Scout" ClassIcon scout_giant_fast Skill Expert Health 1200 WeaponRestrictions MeleeOnly Attributes MiniBoss Item "The Holy Mackerel" Item "Bonk Boy" CharacterAttributes { "move speed bonus" 1.3 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } T_TFBot_Tind_Soldier // w3,6 { Class Soldier Name "Soldier" ClassIcon soldier Skill Normal Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" } T_TFBot_Tind_Soldier_Mangler // w4 { Class Soldier Name "Cow Mangler Soldier" ClassIcon soldier_mangler Skill Normal Health 200 WeaponRestrictions PrimaryOnly Item "The Cow Mangler 5000" Item "The Virtual Viewfinder" ItemAttributes { ItemName "The Cow Mangler 5000" "faster reload rate" -0.8 } } T_TFBot_Tind_Soldier_Backup // w7 { Class Soldier Name "Backup Soldier" ClassIcon soldier_backup Skill Hard Health 200 Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Battalion's Backup" Item "Stainless Pot" ItemAttributes { ItemName "The Battalion's Backup" "increase buff duration" 420 "deploy time decreased" 0.67 } } T_TFBot_Tind_Soldier_Conch // w6 { Class Soldier Name "Conch Soldier" ClassIcon soldier_conch Skill Normal Health 200 Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Concheror" Item "Furious Fukaamigasa" ItemAttributes { ItemName "The Concheror" "increase buff duration" 420 "deploy time decreased" 0.67 } } T_TFBot_Tind_Soldier_Giant_Adrenaline // w5,7 { Class Soldier Name "Badass Adrenaline Soldier" ClassIcon soldier_crit Health 4000 Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit ChangeAttributes { Delay 0 IfHealthBelow 6000 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes { Delay 0 IfHealthBelow 2000 Repeats 1 Cooldown 999 Name "Adrenaline" } EventChangeAttributes { Default { Skill Expert WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Hellmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.8 "clip size penalty" 0.5 "Projectile speed decreased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Adrenaline { Skill Expert WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Hellmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.2 "faster reload rate" 0.4 "clip size upgrade atomic" 8 "Projectile speed decreased" 0.5 "blast radius decreased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } } T_TFBot_Tind_Soldier_Giant_Barrage // w4 { Class Soldier Name "Badass Barrage Soldier" ClassIcon soldier_barrage Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Soldier Drill Hat" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26 "faster reload rate" 0.3 "fire rate bonus" 0.2 "projectile spread angle penalty" 4 "Projectile speed decreased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Pyro // w4,5 { Class Pyro Name "Pyro" ClassIcon pyro Skill Easy Health 175 WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_FLAMETHROWER" } T_TFBot_Tind_Pyro_Fury // w7 { Class Pyro Name "Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_swordstone Skill Hard Health 175 WeaponRestrictions PrimaryOnly MaxVisionRange 600 Item "The Dragon's Fury" Item "Pyromancer's Mask" ItemAttributes { ItemName "The Dragon's Fury" "airblast disabled" 1 } } T_TFBot_Tind_Pyro_Flare // w1 { Class Pyro Name "Flare Pyro" ClassIcon pyro_flare Skill Normal Health 175 WeaponRestrictions SecondaryOnly Item "The Flare Gun" Item "The Hive Minder" } T_TFBot_Tind_Pyro_Giant // w1 { Class Pyro Name "Badass Pyro" ClassIcon pyro_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysFireWeapon Item "Upgradeable TF_WEAPON_FLAMETHROWER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_Tind_Pyro_Giant_Deflector // w7 { Class Pyro Name "Badass Deflector Pyro" ClassIcon pyro_reflect_daan_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "Upgradeable TF_WEAPON_FLAMETHROWER" Item "The U-Clank-A" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "airblast_destroy_projectile" 1 "mult airblast refire time" 0.01 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_Tind_Pyro_Giant_Detonator // w3 { Class Pyro Name "Badass Detonator Pyro" ClassIcon pyro_detonator_lite Skill Expert Health 3300 WeaponRestrictions SecondaryOnly Attributes MiniBoss Item "The Detonator" Item "Old Guadalajara" ItemAttributes { ItemName "The Detonator" "fire rate bonus" 0.3 "blast dmg to self increased" 0 "damage penalty" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_Tind_Demoman // w2,4 { Class Demoman Name "Demoman" ClassIcon demo Skill Normal Health 175 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } T_TFBot_Tind_Demoman_Knight // w5 { Class Demoman Name "Demoknight" ClassIcon demoknight Skill Hard Health 175 WeaponRestrictions MeleeOnly Item "The Chargin' Targe" Item "The Eyelander" Item "Prince Tavish's Crown" ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } } T_TFBot_Tind_Demoman_Knight_Samurai // w7 { Class Demoman Name "Samurai Demoknight" ClassIcon demoknight_samurai Skill Hard Health 175 WeaponRestrictions MeleeOnly Item "Ali Baba's Wee Booties" Item "The Splendid Screen" Item "The Half-Zatoichi" Item "Demo Kabuto" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } } T_TFBot_Tind_Demoman_Giant // w5 { Class Demoman Name "Badass Demoman" ClassIcon demo_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Demoman_Giant_Brimstone // w3 { Class Demoman Name "Badass Brimstone Demoman" ClassIcon demo_burst_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "The Loch-n-Load" Item "Blast Defense" Item "The Juggernaut Jacket" ItemAttributes { ItemName "The Loch-n-Load" "clip size upgrade atomic" 6 "fire rate bonus" 0.1 "projectile spread angle penalty" 2 "Projectile speed increased" 1.2 "grenade explode on impact" 1 "faster reload rate" 0.65 "blast radius decreased" 0.5 "clip size penalty" 1 "sticky air burst mode" 0 "dmg bonus vs buildings" 1 "custom weapon fire sound" "=75|weapons/china_lake_shoot.wav" "custom item model" "models\weapons\c_models\c_howitzer\c_lochnload.mdl" } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Demoman_Giant_Bomber // w6 { Class Demoman Name "Badass Bomber Demoman" ClassIcon demo_clusterbomb_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "The Iron Bomber" Item "Conjurer's Cowl" ItemAttributes { ItemName "The Iron Bomber" "faster reload rate" 0.4 "fire rate bonus" 0.15 "clip size upgrade atomic" 14 "projectile spread angle penalty" 5 "projectile speed decreased" 0.4 "no self blast dmg" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Heavy // w1,6 { Class Heavyweapons Name "Heavy" ClassIcon heavy Skill Easy Health 300 WeaponRestrictions PrimaryOnly MaxVisionRange 800 Item "Upgradeable TF_WEAPON_MINIGUN" } T_TFBot_Tind_Heavy_KGB // w6 { Class Heavyweapons Name "Heavyweight Champ" ClassIcon heavy_champ Skill Hard Health 300 WeaponRestrictions MeleeOnly Item "The Killing Gloves Of Boxing" Item "Pugilist's Protector" } T_TFBot_Tind_Heavy_SteelFist // w6 { Class Heavyweapons Name "Steel Gauntlet" ClassIcon heavy_gauntlet_nys Skill Hard Health 900 Scale 1.5 WeaponRestrictions MeleeOnly Item "Fists Of Steel" CharacterAttributes { "health regen" 1 } } T_TFBot_Tind_Heavy_Mittens // w2 { Class Heavyweapons Name "Mitten Heavy" ClassIcon heavy_mittens Skill Hard Health 125 WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "The Holiday Punch" Item "Point and Shoot" CharacterAttributes { "move speed bonus" 1.3 } } T_TFBot_Tind_Heavy_Giant_Heater // w2 { Class Heavyweapons Name "Badass Heater Heavy" ClassIcon heavy_heater_nys_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1000 Attributes MiniBoss Item "The Huo Long Heatmaker" Item "The Bunsen Brave" ItemAttributes { ItemName "The Huo Long Heatmaker" "damage penalty" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Heavy_Giant_Deflector // w7 { Class Heavyweapons Name "Badass Deflector Heavy" ClassIcon heavy_deflector Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1000 Attributes MiniBoss Item "Deflector" Item "The U-Clank-A" Item "Batter's Bracers" ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Heavy_Giant_Slammer // w6 { Class Heavyweapons Name "Badass Slammer Heavy" ClassIcon heavy_shotgun_spammer_pda Skill Expert Health 5000 WeaponRestrictions SecondaryOnly MaxVisionRange 1000 Attributes MiniBoss Item "The Family Business" Item "The Heavy Artillery Officer's Cap" ItemAttributes { ItemName "The Family Business" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "fire rate bonus" 0.3 "spread penalty" 1.5 "damage bonus" 1.16 "damage penalty" 1 "clip size bonus" 1 "custom weapon fire sound" "=80|weapons/sven_shotgun_shoot.wav" "custom item model" "models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl" } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Engineer_Widowmaker // w3 { Class Engineer Name "Widowmaker Engineer" ClassIcon engineer_widowmaker_nys Skill Easy Health 150 WeaponRestrictions PrimaryOnly MaxVisionRange 800 Item "The Widowmaker" Item "The Trencher's Topper" Action FetchFlag } T_TFBot_Tind_Medic_Uber_Quick // w5,6 { Class Medic Name "Quick Uber Medic" ClassIcon medic_uber Skill Hard Health 150 Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "Upgradeable TF_WEAPON_MEDIGUN" Item "Das Naggenvatcher" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 "heal rate bonus" 0.01 } } T_TFBot_Tind_Medic_QuickFix // w1,2 { Class Medic Name "Quick-Fix Medic" ClassIcon medic Skill Hard Health 150 Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "Medic's Mountain Cap" ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 } } T_TFBot_Tind_Medic_BigHeal // w4 { Class Medic Name "Big Heal Medic" ClassIcon medic Skill Hard Health 150 Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "The Combat Medic's Crusher Cap" ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 10 } } T_TFBot_Tind_Sniper // w3,4 { Class Sniper Name "Sniper" ClassIcon sniper Skill Hard Health 125 MaxVisionRange 1500 Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "Upgradeable TF_WEAPON_CLUB" } T_TFBot_Tind_Sniper_Sleeper // w6,7 { Class Sniper Name "Sydney Sniper" ClassIcon sniper_sydneysleeper Skill Hard Health 125 MaxVisionRange 1500 Item "The Sydney Sleeper" Item "Upgradeable TF_WEAPON_CLUB" Item "Ol' Snaggletooth" } T_TFBot_Tind_Sniper_Bow // w7 { Class Sniper Name "Bowman" ClassIcon sniper_bow Skill Hard Health 150 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 } } T_TFBot_Tind_Sniper_Bow_RapidFire // w5 { Class Sniper Name "Rapid Fire Bowman" ClassIcon sniper_bow_multi Skill Hard Health 600 Scale 1.35 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes AlwaysCrit Item "The Huntsman" Item "Larrikin Robin" ItemAttributes { ItemName "The Huntsman" "faster reload rate" 0.6 } CharacterAttributes { "health regen" 1 "head scale" 0.7 } } T_TFBot_Tind_Sniper_Giant_SMG // w4 { Class Sniper Name "Badass Rattler" ClassIcon sniper_smg_tind_giant Skill Expert Health 3000 WeaponRestrictions SecondaryOnly MaxVisionRange 1000 Attributes MiniBoss Item "Upgradeable TF_WEAPON_SMG" Item "Dec2014 Hunter_Ushanka" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SMG" "damage bonus" 1.25 "fire rate penalty" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 "head scale" 0.55 } UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 } T_TFBot_Tind_Spy // w2,5,7 { Class Spy Name "Spy" ClassIcon spy Skill Expert Health 125 Item "Upgradeable TF_WEAPON_REVOLVER" Item "Upgradeable TF_WEAPON_KNIFE" CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFBot_Tind_SentryBuster { Class Demoman Name "Skeleton Buster" ClassIcon sentry_buster Skill Expert Health 2500 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes IgnoreEnemies Attributes DisableDodge Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Snapped Pupil" CharacterAttributes { "move speed bonus" 1.85 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 7 "cannot be backstabbed" 1 } UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 ItemModel { ItemName "The Snapped Pupil" Model "models/workshop/player/items/demo/tw_sentrybuster/tw_sentrybuster.mdl" } } } Mission // Sentry Busters { Objective DestroySentries Where spawnbot_mission_sentrybuster BeginAtWave 1 RunForThisManyWaves 7 InitialCooldown 40 CooldownTime 40 DesiredCount 1 TFBot { Template T_TFBot_Tind_SentryBuster } } Mission // Wave 3 Snipers { Objective Sniper Where spawnbot BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 20 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 4 Snipers { Objective Sniper Where spawnbot BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 6 Sleeper Snipers { Objective Sniper Where spawnbot BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 15 CooldownTime 60 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper_Sleeper } } Mission // Wave 7 Sleeper Snipers { Objective Sniper Where spawnbot BeginAtWave 7 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper_Sleeper } } Mission // Wave 2 Spies { Objective Spy Where spawnbot BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 5 Spies { Objective Spy Where spawnbot BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 45 DesiredCount 3 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 7 Spies { Objective Spy Where spawnbot BeginAtWave 7 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } ///////////////// //WAVES //POPFILE PAYOUT //START $900 //DROP W1 $1100 / W2 $1250 / W3 $1300 / W4 $1050 / W5 $1500 / W6 $1100 / W7 $1200 //START: $900 / DROP: $8500 / TOTAL: $9400 / TOTAL PLUS BONUS: $10000 ///////////////// // WAVE 1/7 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 3 Giant Sandman Scouts, (150) // A - 3 Giant Pyros, (150) // B1 - 10 Heavies, (100) // B2 - 24 Flare Pyros, (120) // C - 2 Squads; 1 Giant Pyro, 2 Quick-Fix Medics, (300) // Support - Bat Scouts, (280) // Total cash in this wave is $1100 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{EE82EE}The Overseer {FFB1C7}: Greetings, Mercenaries. I will be your mission control on this fine Hallow's Eve. I have also been approved to issue you new hardware available at any upgrade station." } WaveSpawn // A - 3 Giant Sandman Scouts { Name Wave1a TotalCurrency 150 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 20 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w1a Action PickRandom } TFBot { Template T_TFBot_Tind_Scout_Giant_Sandman } } WaveSpawn // A - 3 Giant Pyros { Name Wave1a TotalCurrency 150 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 20 Where spawnbot_tank TFBot { Template T_TFBot_Tind_Pyro_Giant } } WaveSpawn // B1 - 10 Heavies { Name Wave1b1 WaitForAllSpawned Wave1a TotalCurrency 100 TotalCount 10 MaxActive 6 SpawnCount 5 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w1b Action PickRandom } TFBot { Template T_TFBot_Tind_Heavy } } WaveSpawn // B2 - 24 Flare Pyros { Name Wave1b2 WaitForAllSpawned Wave1a TotalCurrency 120 TotalCount 24 MaxActive 6 SpawnCount 3 WaitBeforeStarting 28 WaitBetweenSpawns 4 Where spawnbot_mission_spy TFBot { Template T_TFBot_Tind_Pyro_Flare } } WaveSpawn // C - 2 Squads; 1 Giant Pyro, 2 Quick-Fix Medics { Name Wave1c WaitForAllSpawned Wave1b1 TotalCurrency 300 TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 18 WaitBetweenSpawns 22 Where spawnbot_tank Squad { TFBot { Template T_TFBot_Tind_Pyro_Giant } TFBot { Template T_TFBot_Tind_Medic_QuickFix } TFBot { Template T_TFBot_Tind_Medic_QuickFix } } } WaveSpawn // Support - Bat Scouts { TotalCurrency 280 TotalCount 56 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_tank Support 1 TFBot { Template T_TFBot_Tind_Scout_Melee } } } // WAVE 2/7 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 1 Tank, (500) // A2 - 30 Demos, (150) // B - 3 Squads; 1 Giant Heater Heavy, 1 Quick-Fix Medic, (300) // Support - Mitten Heavies, (300) // Spy mission active // Total cash in this wave is $1250 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 1 Tank { Name Wave2a1 TotalCurrency 500 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnOutput { Target case_overseer_w2a Action PickRandom } Tank { Health 20000 Name "tankboss" Speed 75 StartingPathTrackNode tank_path_b_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // A2 - 30 Demos { Name Wave2a2 TotalCurrency 150 TotalCount 30 MaxActive 8 SpawnCount 5 WaitBeforeStarting 21 WaitBetweenSpawns 9 Where spawnbot_tank TFBot { Template T_TFBot_Tind_Demoman } } WaveSpawn // B - 3 Squads; 1 Giant Heater Heavy, 1 Quick-Fix Medic { Name Wave1b WaitForAllDead Wave2a1 WaitForAllSpawned Wave2a2 TotalCurrency 300 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 18 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w2b Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Heavy_Giant_Heater } TFBot { Template T_TFBot_Tind_Medic_QuickFix } } } WaveSpawn // Support - Mitten Heavies { TotalCurrency 300 TotalCount 60 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where spawnbot_mission_spy Support 1 TFBot { Template T_TFBot_Tind_Heavy_Mittens } } } // WAVE 3/7 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 55 Scouts, (220) // A - 1 Tank, (225) // B1 - 5 Giant Brimstone Demos, (250) // B2 - 4 Giant Detonator Pyros, (80) // C - 1 Tank, (275) // C - 18 Widowmaker Engineers, (90) // B Support - Soldiers, (160) // Sniper mission active // Total cash in this wave is $1300 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 55 Scouts { Name Wave3a TotalCurrency 220 TotalCount 55 MaxActive 15 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where spawnbot_mission_spy TFBot { Template T_TFBot_Tind_Scout } } WaveSpawn // A - 1 Tank { Name Wave3a TotalCurrency 225 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 FirstSpawnOutput { Target case_overseer_w3ac5b7a Action PickRandom } Tank { Health 16000 Name "tankboss" Speed 75 StartingPathTrackNode tank_path_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // B1 - 5 Giant Brimstone Demos { Name Wave3b1 WaitForAllSpawned Wave3a TotalCurrency 250 TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 30 Where spawnbot_mission_spy FirstSpawnOutput { Target case_overseer_w3b Action PickRandom } TFBot { Template T_TFBot_Tind_Demoman_Giant_Brimstone } } WaveSpawn // B2 - 4 Giant Detonator Pyros { Name Wave3b2 WaitForAllSpawned Wave3a TotalCurrency 80 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 24 WaitBetweenSpawns 20 Where spawnbot_tank TFBot { Template T_TFBot_Tind_Pyro_Giant_Detonator } } WaveSpawn // C - 1 Tank { Name Wave3c WaitForAllSpawned Wave3b2 TotalCurrency 275 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 FirstSpawnOutput { Target case_overseer_w3ac5b7a Action PickRandom } Tank { Health 15000 Name "tankboss" Speed 75 StartingPathTrackNode tank_path_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // C - 18 Widowmaker Engineers { Name Wave3c WaitForAllSpawned Wave3b2 TotalCurrency 90 TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 28 WaitBetweenSpawns 6 Where spawnbot_tank TFBot { Template T_TFBot_Tind_Engineer_Widowmaker } } WaveSpawn // C Support - Soldiers { WaitForAllSpawned Wave3a TotalCurrency 160 TotalCount 16 MaxActive 4 SpawnCount 2 WaitBeforeStarting 32 WaitBetweenSpawns 10 Where spawnbot_mission_spy Support 1 TFBot { Template T_TFBot_Tind_Soldier } } } // WAVE 4/7 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 72 Sandman Scouts, (215) // A2 - 1 Giant Crit Barrage Soldier, (50) // B - 4 Squads; 1 Giant SMG Sniper, 3 Quick Uber Medics, (240) // B - 25 Cow Mangler Soldiers, (100) // C - 8 Squads; 1 Pyro, 1 Big Heal Medic, (160) // D - 3 Giant Crit Armoured Scouts, (75) // C Support - Crit Bat Scouts, (75) // D Support - 27 Demos, (135) // Sniper mission active // Total cash in this wave is $1050 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 72 Sandman Scouts { Name Wave4a1 TotalCurrency 215 TotalCount 72 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot_tank TFBot { Template T_TFBot_Tind_Scout_Sandman } } WaveSpawn // A2 - 1 Giant Crit Barrage Soldier { Name Wave4a2 TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 0 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w4a Action PickRandom } TFBot { Template T_TFBot_Tind_Soldier_Giant_Barrage } } WaveSpawn // B - 4 Squads; 1 Giant SMG Sniper, 3 Quick Uber Medics { Name Wave4b WaitForAllDead Wave4a2 TotalCurrency 240 TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 3 WaitBetweenSpawns 16 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w4b Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Sniper_Giant_SMG } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // B - 25 Cow Mangler Soldiers { Name Wave4b WaitForAllDead Wave4a2 TotalCurrency 100 TotalCount 25 MaxActive 10 SpawnCount 5 WaitBeforeStarting 8 WaitBetweenSpawns 12 Where spawnbot_mission_spy TFBot { Template T_TFBot_Tind_Soldier_Mangler } } WaveSpawn // C - 8 Squads; 1 Pyro, 1 Big Heal Medic { Name Wave4c WaitForAllSpawned Wave4b TotalCurrency 160 TotalCount 16 MaxActive 10 SpawnCount 8 WaitBeforeStarting 11 WaitBetweenSpawns 0 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w4c7b Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Medic_BigHeal } } } WaveSpawn // D - 3 Giant Crit Armoured Scouts { Name Wave4d WaitForAllSpawned Wave4c TotalCurrency 75 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 13 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w4d Action PickRandom } TFBot { Template T_TFBot_Tind_Scout_Giant_Sandman_Armoured } } WaveSpawn // C Support - Crit Bat Scouts { WaitForAllSpawned Wave4a1 TotalCurrency 75 TotalCount 36 MaxActive 6 SpawnCount 4 WaitBeforeStarting 7 WaitBetweenSpawns 7 Where spawnbot_mission_spy Support 1 TFBot { Template T_TFBot_Tind_Scout_Melee Attributes AlwaysCrit } } WaveSpawn // D Support - 27 Demos { WaitForAllSpawned Wave4c TotalCurrency 135 TotalCount 27 MaxActive 9 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 6 Where spawnbot_tank Support Limited TFBot { Template T_TFBot_Tind_Demoman } } } // WAVE 5/7 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 36 Demoknights, (180) // A - 3 Squads; 1 Crit Rapid Fire Bowman, 1 Quick Uber Medic, (90) // B - 1 Tank, (250) // B - 44 Force-a-Nature Scouts, (130) // B - 3 Squads; 1 Giant Demo, 3 Quick Uber Medics, (240) // C - 1 Tank, (300) // C - 3 Giant Adrenaline Soldiers, (150) // C Support - Pyros, (160) // Spy mission active // Total cash in this wave is $1500 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 36 Demoknights { Name Wave5a TotalCurrency 180 TotalCount 36 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where spawnbot_tank TFBot { Template T_TFBot_Tind_Demoman_Knight } } WaveSpawn // A - 3 Squads; 1 Crit Rapid Fire Bowman, 1 Quick Uber Medic { Name Wave5a TotalCurrency 90 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 10 Where spawnbot_mission_spy FirstSpawnOutput { Target case_overseer_w5a Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Sniper_Bow_RapidFire } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // B - 1 Tank { Name Wave5b WaitForAllSpawned Wave5a TotalCurrency 250 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 FirstSpawnOutput { Target case_overseer_w3ac5b7a Action PickRandom } Tank { Health 18000 Name "tankboss" Speed 75 StartingPathTrackNode tank_path_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // B - 44 Force-a-Nature Scouts { Name Wave5b WaitForAllSpawned Wave5a TotalCurrency 130 TotalCount 44 MaxActive 12 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 4 Where spawnbot_mission_spy TFBot { Template T_TFBot_Tind_Scout_FaN } } WaveSpawn // B - 3 Squads; 1 Giant Demo, 3 Quick Uber Medics { Name Wave5b WaitForAllSpawned Wave5a TotalCurrency 240 TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot_tank Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // C - 1 Tank { Name Wave5c WaitForAllSpawned Wave5b TotalCurrency 300 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 Tank { Health 24000 Name "tankboss" Speed 75 StartingPathTrackNode tank_path_b_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // C - 3 Giant Adrenaline Soldiers { Name Wave5c WaitForAllSpawned Wave5b TotalCurrency 150 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 12 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w5c Action PickRandom } TFBot { Template T_TFBot_Tind_Soldier_Giant_Adrenaline } } WaveSpawn // C Support - Pyros { WaitForAllSpawned Wave5b TotalCurrency 160 TotalCount 32 MaxActive 8 SpawnCount 4 WaitBeforeStarting 24 WaitBetweenSpawns 7 Where spawnbot_mission_spy Support 1 TFBot { Template T_TFBot_Tind_Pyro } } } // WAVE 6/7 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 20 Steel Gauntlets, (200) // A - 7 Squads; 1 Soldier, 1 Quick Uber Medic, (70) // B - 4 Giant Slammer Heavies, (120) // B - 60 Scouts, (180) // C - 8 Crit Heavies, (40) // D - 3 Super Scouts, (60) // D - 3 Squads; 1 Giant Bomber Demo, 3 Quick Uber Medics, (240) // E - 2 Super Scouts, (40) // C Support - Squads; 1 Conch Soldier, 2 Heavyweight Champs, (150) // Sleeper Sniper mission active // Total cash in this wave is $1100 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 20 Steel Gauntlets { Name Wave6a TotalCurrency 200 TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_tank TFBot { Template T_TFBot_Tind_Heavy_SteelFist } } WaveSpawn // A - 7 Squads; 1 Soldier, 1 Quick Uber Medic { Name Wave6a TotalCurrency 70 TotalCount 14 MaxActive 6 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 7 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w6a Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Soldier } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // B - 4 Giant Slammer Heavies { Name Wave6b WaitForAllSpawned Wave6a TotalCurrency 120 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 13 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w6b Action PickRandom } TFBot { Template T_TFBot_Tind_Heavy_Giant_Slammer } } WaveSpawn // B - 60 Scouts { Name Wave6b WaitForAllSpawned Wave6a TotalCurrency 180 TotalCount 60 MaxActive 12 SpawnCount 6 WaitBeforeStarting 25 WaitBetweenSpawns 4 Where spawnbot_tank TFBot { Template T_TFBot_Tind_Scout } } WaveSpawn // C - 8 Crit Heavies { Name Wave6c WaitForAllSpawned Wave6b TotalCurrency 40 TotalCount 8 MaxActive 8 SpawnCount 8 WaitBeforeStarting 5 WaitBetweenSpawns 0 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w6c7c Action PickRandom } TFBot { Template T_TFBot_Tind_Heavy Attributes AlwaysCrit } } WaveSpawn // D - 3 Super Scouts { Name Wave6d WaitForAllSpawned Wave6c TotalCurrency 60 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 20 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w6d Action PickRandom } TFBot { Template T_TFBot_Tind_Scout_Giant_Fast } } WaveSpawn // D - 3 Squads; 1 Giant Bomber Demo, 3 Quick Uber Medics { Name Wave6d WaitForAllSpawned Wave6c TotalCurrency 240 TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 18 Where spawnbot_tank Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant_Bomber } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // E - 2 Super Scouts { Name Wave6e WaitForAllSpawned Wave6d TotalCurrency 40 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 0 Where spawnbot_tank TFBot { Template T_TFBot_Tind_Scout_Giant_Fast } } WaveSpawn // C Support - Squads; 1 Conch Soldier, 2 Heavyweight Champs { WaitForAllSpawned Wave6b TotalCurrency 150 TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 22 WaitBetweenSpawns 7 Where spawnbot_mission_spy Support 1 Squad { TFBot { Template T_TFBot_Tind_Soldier_Conch } TFBot { Template T_TFBot_Tind_Heavy_KGB } TFBot { Template T_TFBot_Tind_Heavy_KGB } } } } // WAVE 7/7 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 1 Tank, (225) // A - 30 Dragon's Fury Pyros, (150) // A - 4 Giant Adrenaline Soldiers, (80) // B1 - 28 Samurai Demoknights, (140) // B1 - 3 Giant Deflector Pyros, (60) // B2 - 8 Backup Soldiers, (40) // C - 4 Giant Adrenaline Soldiers, (80) // D - Final Tank, (275) // D - 3 Giant Deflector Heavies, (75) // C Support - Random Spawned Crit Scouts, Bowmen, (75) // Sleeper Sniper mission active // Spy mission active // Total cash in this wave is $1200 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 1 Tank { Name Wave7a TotalCurrency 225 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnOutput { Target case_overseer_w3ac5b7a Action PickRandom } Tank { Health 25000 Name "tankboss" Speed 75 StartingPathTrackNode tank_path_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // A - 30 Dragon's Fury Pyros { Name Wave7a TotalCurrency 150 TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 9 Where spawnbot_mission_spy TFBot { Template T_TFBot_Tind_Pyro_Fury } } WaveSpawn // A - 4 Giant Adrenaline Soldiers { Name Wave7a TotalCurrency 80 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 10 Where spawnbot_tank TFBot { Template T_TFBot_Tind_Soldier_Giant_Adrenaline } } WaveSpawn // B1 - 28 Samurai Demoknights { Name Wave7b1 WaitForAllSpawned Wave7a TotalCurrency 140 TotalCount 28 MaxActive 14 SpawnCount 7 WaitBeforeStarting 12 WaitBetweenSpawns 10 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w4c7b Action PickRandom } TFBot { Template T_TFBot_Tind_Demoman_Knight_Samurai } } WaveSpawn // B1 - 3 Giant Deflector Pyros { Name Wave7b1 WaitForAllSpawned Wave7a TotalCurrency 60 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 12 Where spawnbot_tank TFBot { Template T_TFBot_Tind_Pyro_Giant_Deflector } } WaveSpawn // B2 - 8 Backup Soldiers { Name Wave7b2 WaitForAllSpawned Wave7a TotalCurrency 40 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 4 Where spawnbot_mission_spy TFBot { Template T_TFBot_Tind_Soldier_Backup } } WaveSpawn // C - 4 Giant Adrenaline Soldiers { Name Wave7c WaitForAllSpawned Wave7b1 TotalCurrency 80 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 8 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w6c7c Action PickRandom } TFBot { Template T_TFBot_Tind_Soldier_Giant_Adrenaline } } WaveSpawn // D - Final Tank { Name Wave7d WaitForAllSpawned Wave7c TotalCurrency 275 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 0 Tank { Health 30000 Name "tankboss" Speed 75 Skin 1 StartingPathTrackNode tank_path_b_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // D - 3 Giant Deflector Heavies { Name Wave7d WaitForAllSpawned Wave7c TotalCurrency 75 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 26 WaitBetweenSpawns 9 Where spawnbot_tank FirstSpawnOutput { Target case_overseer_w7d Action PickRandom } TFBot { Template T_TFBot_Tind_Heavy_Giant_Deflector } } WaveSpawn // C Support - Random Spawned Crit Scouts, Bowmen { WaitForAllSpawned Wave7b1 TotalCurrency 75 TotalCount 38 MaxActive 10 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 2 Where spawnbot_mission_spy Support 1 RandomChoice { TFBot { Template T_TFBot_Tind_Scout Attributes AlwaysCrit } TFBot { Template T_TFBot_Tind_Sniper_Bow } TFBot { Template T_TFBot_Tind_Sniper_Bow } } } } }