//This file has been generated by http://mvm.tf // Copy this file in your tf/scripts/population folder // Just kidding, we're doin http://dergwulf.tf, hecc you :3 #base robot_giant.pop #base robot_standard.pop #base robot_sif.pop //#base weapon_sif.pop //#base sif_restrics.pop #base overclock_sif.pop // #base judge_restricts.pop // Nevermind, it is retarded. //This file has been generated by http://mvm.tf // btw ty to CiaranDerg, lite and AriOwl for help with testing // Foetoefoolery B1 // Adv Made by SiF -- https://steamcommunity.com/id/SiFWolfy // Map (Metro) by Signalmax // Made for the first time as a rework of Frigid Citadel. // 2024 HH3 // Icons by // liteflame -- Custom handdrawn triple banner, trios, minis, and shields // oh yah, thanks for showing me how to animate hypers, lite! // NotYourSagittarius (nys) -- Mostly vanilla Icon mashupppp // daaN -- Sticky Icon // Yoovy, eyes, seelpit, and me (SiF). // ..I made my own hyper with the help of lite, but ye, that's pretty much it! // T_Equip_Cola T_Equip_Bonk T_Banner_Batt T_Banner_Buff T_Banner_Conch // T_Equip_Chargin T_Equip_Targe T_Equip_Tide T_Equip_Turner T_Equip_Splendid T_Equip_Screen // T_Equip_Camper T_Equip_Darwin T_Equip_Darwin_Old // Remember when Darwin used to block bullet dmg, so you won't die from HS? // T_Equip_Razorback // No overheal, slow move speed // T_Giant_Scout T_Giant_Soldier T_Giant_Pyro T_Giant_Demoman // T_Giant_Heavy T_Giant_Engineer T_Giant_Medic T_Giant_Sniper T_Giant_Spy // Read the notes on the top of said file // to call my templates for your own use. // Yuh, nyways, Have fun. >w< // Chrstn sent me this. wtf does these spawn mean, // where are the relays CHRSTNNNNNN >:c // spawnbot spawnbot_left spawnbot_right spawnbot_flank spawnbot_flank_left spawnbot_invasion spawnbot_flank_right SiFWolf_Rawr_awa_awa // :33 { StartingCurrency 400 CanBotsAttackWhileInSpawnRoom Yes // Thanks randomguy, this is a yes neowo :3 //Yes -- Disabled, uhh cancer. Glad this is the default. RespawnWaveTime 4 Advanced 1 AddSentryBusterWhenKillCountExceeds 12 // 15 AddSentryBusterWhenDamageDealtExceeds 1000 // 1200 NoMissionInfo 1 MaxRedPlayers 4 EngineerPushRange 0 NoRomevisionCosmetics 1 ImprovedAirblast 1 DisplayRobotDeathNotice 1 TextPrintTime 0 // PrecacheSound "GoldPipe_MissionIntro.mp3" PrecacheSound "meme/sif_monsterswithin" PrecacheSound "meme/sif_swampfever_intro" PrecacheSound "meme/sif_swampfever_finale" PrecacheSound "meme/sif_swampfever_rescue" PrecacheSound "dnmeme/tank" PrecacheModel "models/kirillian/infected/hank_v4.mdl" ClassLimit { // Scout 1 // Soldier 2 // Pyro 1 // Demoman 1 // Heavy 2 Engineer 1 // Medic 0 // Sniper 0 // Spy 0 } PointTemplates { BossTitleCardLogic // Royal script again { OnSpawnOutput { Target tf_objective_resource Action $SetClientProp$m_iszMvMPopfileName Param "Foetor (Benign)" Delay 0.01 } game_text { "targetname" "titletext_1" "message" "CAUTION" "x" "-1" "y" "0.45" "spawnflags" "1" "channel" "2" "color" "255 255 255" "fadein" "0.5" "fadeout" "1" "holdtime" "4" } game_text { "targetname" "titletext_2" "message" "DEATH MEANS WAVE LOSS!" "x" "-1" "y" "0.5" "channel" "4" "spawnflags" "1" "color" "255 255 255" "fadein" "0.5" "fadeout" "1" "holdtime" "3.8" } logic_relay { "targetname" "w5_boss_title_relay" "OnTrigger" "titletext_1,Display,,0.1,-1" "OnTrigger" "titletext_2,Display,,1,-1" } } // ty to sntr for base AtomRocket { prop_dynamic { model "models/workshop/player/items/soldier/taunt_rocket_jockey/taunt_rocket_jockey.mdl" angles "0 90 0" origin "0 0 -24" skin 1 disableshadows 1 } } // ML stuff, idk I stole this one. DeleteMannPowOnGround { NoFixup 1 logic_timer { "targetname" "mannpower_kill" "RefireTime" "0.01" "spawnflags" "0" "UseRandomTime" "0" "OnTimer" "item_powerup_rune,kill,,0,-1" } } Ambient_Musik // Geez, I hate you juj for making me do this :c // How the heck did you lost on an int // Are you fucking trolling { NoFixup 1 logic_relay { "targetname" "ambient_musik1" "ontrigger" "bossmusic1,playsound,,0,-1" } ambient_generic { "targetname" "bossmusic1" "message" "meme/sif_swampfever_intro.wav" "health" "10" "pitch" "100" "spawnflags" "17" } } Ambient_Musik2 { NoFixup 1 logic_relay { "targetname" "ambient_musik2" "ontrigger" "bossmusic2,playsound,,0,-1" } ambient_generic { "targetname" "bossmusic2" "message" "meme/sif_tank.mp3" "health" "10" "pitch" "100" "spawnflags" "17" } } Ambient_Musik3 { NoFixup 1 logic_relay { "targetname" "ambient_musik3" "ontrigger" "bossmusic3,playsound,,0,-1" } ambient_generic { "targetname" "bossmusic3" "message" "meme/sif_swampfever_rescue.wav" "health" "10" "pitch" "100" "spawnflags" "17" } } Trigger_Finale { NoFixUp 1 game_round_win { "origin" "0 0 0" "targetname" "bots_win_red" "teamnum" "2" "classname" "game_round_win" "switch_teams" "0" "force_map_reset" "1" } logic_relay { "origin" "0 0 0" "targetname" "red_wins" "OnTrigger" "bots_win_red,RoundWin,,0,-1" } logic_relay { "targetname" "red_win_relay" "OnTrigger" "bots_win_red,RoundWin,,0,-1" // Trigger round win "OnTrigger" "tf_gamerules,EndGame,,0,-1" // End the game "OnTrigger" "red_win_relay,Disable,,0,-1" // Disable itself after triggering } env_fade { "targetname" "nuke_flash" "duration" "0.5" "rendercolor" "155 155 155" "renderamt" "50" "spawnflags" "0" } logic_relay { "targetname" "killeveryone" "spawnflags" "1" "filtername" "filter_blu_team" "OnTrigger" "filter_blu_team,Kill,,0.01,-1" } // logic_timer // { // "targetname" "end_game_timer" // "refiretime" "1" // Set to 1 second delay // "OnTimer" "bots_win_red,RoundWin,,0,-1" // "OnTimer" "tf_gamerules,EndGame,,0,-1" // } trigger_multiple { "origin" "0 0 0" "spawnflags" "1" "mins" "-6969 -6969 -6969" "maxs" "6969 6969 6969" "classname" "trigger_multiple" "filtername" "blu_filter" "OnStartTouch" "blu_damage_relay,Trigger,,0,-1" } trigger_hurt { "targetname" "afkslay" //also deals with late joiners // "filtername" "blu_filter" "filtername" "filter_bluteam" "StartDisabled" "1" "damage" "621621" "damagetype" "1" "nodmgforce" "1" "origin" "0 0 0" "spawnflags" "3" "mins" "-6969 -6969 -6969" "maxs" "6969 6969 6969" } logic_relay { "targetname" "trigger_kill_blu" "OnTrigger" "afkslay,Enable,,0,-1" // Enable the hurt trigger // "OnTrigger" "tf_gamerules,EndGame,,0,-1" } filter_activator_tfteam { "targetname" "filter_bluteam" "team" "3" "Negated" "0" } } Decor { // NoFixup 1 // prop_dynamic // { // "model" "models/props_gameplay/cap_point_base.mdl" // "targetname" "cap_area" // "solid" "6" // "skin" "0" //set this number to 0 for neutral, 1 for red, 2 for blu // "origin" "579.45 -248 575" // "spawnflags" "0" // "StartDisabled" "0" // } prop_dynamic { "targetname" "locker_model" "model" "models/props_gameplay/resupply_locker.mdl" "solid" "6" "angles" "0 0 0" "disableshadows" "1" } func_regenerate { "targetname" "regenerate" "associatedmodel" "locker_model" "TeamNum" "2" "mins" "0 -48 0" "maxs" "40 0 128" "OnStartTouchAll" "locker_model,SetAnimation,open,0,-1" "OnEndTouchAll" "locker_model,SetAnimation,close,0,-1" } } // ty to Braindawg for base. // ..and umm ficool2 again for the dms help EscapeW5ControlPointLogic { NoFixup 1 // So Capture Point have three diff elements // The trigger that enables the HUD elem, the progress, and the output itself. // Thus, if you want to place them- you need to PT stuff manually. // Haha, This gimmick is fun. // Edit Post_rc1: I lied. I want to die. :3c // This is way more tedious than making messages and annotations. // These are basically Hammer terms. // Besides class names that I explain here, you can err name them whatever. Since you'll be the one calling the PT // trigger_capture_area = the brush area that details who could cap and how big the area is. // team_control_point = the logic itself. What the default is, also btw you don't need to PT a prop. // Default logic is Cap = game round win. Do trigger RoundSpawn if you want to postpone that. // Team 2 = RED // Team 3 = BLU // things are omitted, 0 = spec, 1 = neutral prop_dynamic { "model" "models/props_gameplay/cap_point_base.mdl" "targetname" "cap_control" "solid" "6" "skin" "0" //set this number to 0 for neutral, 1 for red, 2 for blu "origin" "579.45 -248 575" "spawnflags" "0" "StartDisabled" "0" } trigger_capture_area { "area_cap_point" "cap_point" "area_time_to_cap" "5" // "15" // Req value is halved in sec. "StartDisabled" "0" "spawnflags" "1" "targetname" "cap_area" // This is just target, unless you are making multiple CP, keep it. "team_cancap_2" "1" // Can Red cap? Set it to 1 if YES "team_cancap_3" "0" // Can Blu cap? "team_numcap_2" "1" // How many RED needed to do so? "team_numcap_3" "621" // -||- Blu needed to cap? "team_spawn_2" "0" // These are just triggers output if the cap is touched, ignore "team_spawn_3" "0" "team_startcap_2" "1" // How many RED needed to start the CAP "team_startcap_3" "621" // -||- Blu needed to start CAP // These are default values, don't umm.. worry about it. "mins" "-275 -275 -175" "maxs" "500 175 175" "origin" "579.45 -248 644" "OnCapTeam2" "boss_deploy_relay,Trigger,,5,-1" "OnCapTeam2" "cap_point,SetTeam,3,0,-1" // "OnCapTeam2" "red_wins,Trigger,,0,-1" // "OnCapTeam2" "bots_win_red,RoundWin,,0,-1" // "OnCapTeam2" "tf_gamerules,EndGame,,0,-1" // "OnCapTeam2" "end_game_timer,Enable,,0,-1" // "OnCapTeam2" "red_win_relay,Trigger,,1,-1" "OnCapTeam2" "afkslay,Enable,,30,-1" "OnCapTeam2" "trigger_kill_blu,Trigger,,0,-1" "OnCapTeam2" "tf_gamerules,EndGame,,0,-1" "OnCapTeam2" "tf_gamerules,playvo,vo/announcer_victory.mp3,30,-1" //"OnCapTeam1" "cap_base,Skin,1,0,-1" //set the first number to 0 for neutral, 1 for red, 2 for blu } team_control_point { "point_default_owner" "0" // 0 = neut, 2 is red, 3 is blu "point_group" "0" "point_index" "0" // This is the cap point ID. Do NOT have more than 8. It crash. Trust the wolf. "point_printname" "the ESCAPE HELI!" // This will be printed on killfeed "point_start_locked" "0" // Cond stuff if you want to script the CP to be on if X Y is met "point_warn_on_cap" "0" // This plays the voice below when you step on it "point_warn_sound" "misc/null.wav" // "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" // 0 = static, 1 = Cap reverts if no one steps on it "spawnflags" "4" // 1 = N/A, 4 = KOTH "targetname" "cap_point" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu_mannhattan" "team_model_0" "models/effects/cappoint_hologram.mdl" "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" // "team_model_0" "models/props_gameplay/cap_square_512.mdl" // "team_model_2" "models/props_gameplay/cap_square_512.mdl" // "team_model_3" "models/props_gameplay/cap_square_512.mdl" // "team_previouspoint_3_0" "cap_point" "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "579.45 -248 580" } team_control_point_master { "cpm_restrict_team_cap_win" "1" // Does the team win if CP is capped? "custom_position_x" "2" // This is hud thing. "caplayout" "2,0 1" // "custom_position_y" "0.91" "partial_cap_points_rate" "0" "play_all_rounds" "0" // Does the round end if that happened? "score_style" "0" "switch_teams" "0" // Team switch after a cap? "targetname" "cap_master" "team_base_icon_2" "sprites/obj_icons/icon_base_red" "team_base_icon_3" "sprites/obj_icons/icon_base_blu" } OnSpawnOutput { Target cap_area Action SetControlPoint Param cap_point Delay 0.1 } OnSpawnOutput { Target cap_master Action RoundSpawn } OnSpawnOutput { Target cap_point Action SetTeam Param 0 } OnSpawnOutput { Target cap_point Action SetUnlockTime Delay 0.1 } } } SpawnTemplate { Name "Decor" Origin "4133 430 545" Angles "0 300 0" } // SpawnTemplate "EscapeW5ControlPointLogic" SpawnTemplate DeleteMannPowOnGround SpawnTemplate BossTitleCardLogic SpawnTemplate "Ambient_Musik" SpawnTemplate "Ambient_Musik2" SpawnTemplate "Ambient_Musik3" // SpawnTemplate Trigger_Finale ItemBlacklist // Weapons are not equippable on RED { Name "Zombie Scout" Name "Zombie Pyro" Name "Zombie Soldier" Name "Zombie Heavy" Name "Zombie Demo" Name "Zombie Engineer" Name "Zombie Medic" Name "Zombie Spy" Name "Zombie Sniper" } DisallowUpgrade { Upgrade "generate rage on damage" ClassName "tf_weapon_minigun" } ItemAttributes { ItemName "The Loose Cannon" "override projectile type" 3 // non-knockback proj "custom projectile model" "models\weapons\w_models\w_cannonball.mdl" "grenade launcher mortar mode" 0 } ItemAttributes { ItemName "The Ambassador" "crit_dmg_falloff" 0 // Undo that } ItemAttributes { ItemName "The Scorch Shot" // No "mod flaregun fires pellets with knockback" 1 // detonator proj } ItemAttributes { SimilarToItem "TF_WEAPON_FLAMETHROWER" "airblast functionality flags" 6 // airblast pushback is now removed } ExtraLoadoutItems { Scout { // Primary "Full Spectrum" Primary "Light Nailgun" // Primary "Blast-a-Nature" Primary "Public's Enemy" Primary "Recon Ambusher" // Melee // { // Item "Reflector Mitt" // Melee deflects projectiles back // Cost 600 // } } // Scout set. Soldier { // Primary "Burst-Heal Box" // _v2 " // Primary "Peacebreaker" // Primary // { // Item "Rapid Contravention" // Cost 1100 // } Primary "Rainmaker Barrage" Primary "Red Glare" // Primary "Supplicant Bazooka" // Secondary // { // Item "Trench Defense" // Fires +500% more pellets per shot, fires slower. // Cost 400 // } // Secondary "Hurried Surge" // Banner gives Haste and knockback resist // Secondary "Rally Cloak" // Stealth // useless // Secondary "Volley Rally" // Banner gives Precision and weakness to rival you shot. // Secondary "Power Dominance" // Banner gives Precision and weakness to rival you shot. // Secondary "Unfriendly Broadcast" // Banner gives Precision and weakness to rival you shot. // Secondary "Means of Sabotage" // Banner turns you to BLU and allow friendly fire // Melee "Split Equalizer" // Pickaxe gains speed and damage when you are hurt. // Melee // { // Item "Sable's Demise" // Katana allows you to deflect projectiles and mitigate minor damage. // Cost 600 // } // Melee // { // Item "Excelsior Jumper" // Gardener deals increased damage towards healed rivals. Instantly swap weapons. // Cost 600 // } } // Soldier set. Pyro { // Primary "Ext. Imblazer" // Primary "Ext. CRISPR" // Primary "Afterburner" // Primary "Cauterizer" Primary "Conductor" Primary "Cryoburner" // Primary "Pushover" // Primary "Nu Long" // Primary "Wavesucker" // Secondary "Flare Jumper" // Flare deals no self damage. // Secondary // { // Item "Spitfire" // Flare deals 50% more damage and increases projectile speed. // Cost 400 // } // Secondary // { // Item "Calefactor" // Pellet crits burning, less clipsize. // Cost 400 // } // Melee // { // Item "Sealbreaker" // Burning rival hit with said melee takes full crits. Altho if they aren't burning, nothing happens. // Cost 400 // Old axtinguisher // } } // Pyro set. Demoman { // Primary "Paratrooper Safeguard" // Primary // { // Item "Atomic Kiloton" // Cost 400 // } // Primary "Cyclop PunchR" Primary "Iron Stompers" // Primary "Ultimatum" // Primary "Precursor" // Primary // { // Item "Steel Bowler" // Fires slower, detonates in a large radius. // Cost 400 // } // Secondary "Big Mann" // Secondary "Highland Fling" Secondary "Overloader" // Secondary "Quickiespam Launcher" // Secondary "Sticky Sweeper" Secondary "Heraldic Targe" // Higher resist, but cannot deal bash // Secondary "Tide Changer" // Full turn control and mobility bonus // Secondary "Window Basher" // Higher bash damage, no resist boost easier to knock around // Melee // { // Item "Sable's Demise" // Katana allows you to deflect projectiles and mitigate minor damage. // Cost 600 // } // Melee // { // Item "Defuser Ordinance" // Caber regenerates and deal more damage.. airborne. // Cost 600 // } // Melee // { // Item "Headslicer" // Reverse eyelander. Gain damage on kill. // Cost 600 // } } HeavyWeapons { Primary "Assault Cannon" Primary "Bulletproof Battery" // Primary "Firestarter" // Primary "Ludmilla" // Primary "Pelagicelsus" // Primary "Mini-Deflector" // Primary "Heavy Nailgun" // Primary "Deathray Goliathon 9000" // Primary "Precise Unnatural-Selector" // Primary "H-AA Thundergun" // Secondary // { // Item "Trench Defense" // Fires +500% more pellets per shot, fires slower. // Cost 400 // } Secondary { Item "Heavy Shotgun" // Fires +500% more pellets per shot, fires slower. Cost 400 } // Secondary // { // Item "Trench Defense" // More pellets are fired in a wide pattern, reloads similarly to beggar. // Cost 400 // } // Melee "Alloyweight Gloves" Melee "Lightweight Gloves" // Melee "Apocoweight Gloves" } Engineer { // Primary "Second Ammendment" // Explosive shell. // Primary "Second Cauterizer" // Fire shell. // Primary "Calefactor" // Crit vs burning. // Primary "Shell Shocker" // Shot destroys sapper. // Primary "Vengeful Legacy" // Shot crits from behind. You die from getting crit'd as well. Primary "High Noon" // Revolver reloads manually and grants both the user and rival minicrit. // Primary "SAE Sabo-66" // Laser pistol drains rivals charges and deal high damage. Primary "Trench Defense" // More pellets are fired in a wide pattern, reloads similarly to beggar. // Secondary "Emancipation Barrier" // Projectile no longer moves. Gain bonus bonus health. // Secondary "Signal Pointer" // Projectile no longer moves. Gain bonus bonus health. Melee "Overbite" // Lv2 sentry with increased damage, reduced range and slow build // Melee "Poor Reassurance" // You bleed, they take crit. // Melee "Quantum Effect" // Built altillery sentry that seldoms fire // Melee "Pretty Darn Quick (PDQ)" // Sentry deals less damage, but repairs very fast. Melee "Brute Force" // Build 4 more minisentries, all other buildings are 50% more efficient and cheaper. } Medic { // Primary // { // Item "Die Epidemiewerfer" // Needle heals nearby on hit, akin to amputator // Cost 600 // } Primary { Item "Geneva Suggestion" // Needle minicrits enemies. Less damage. Cost 600 } // Primary // { // Item "Super Dartflygun" // On Headshot, apply Plague. Projectile homes and bounces. // Cost 600 // } Secondary "Flicker Medigun" // Quick Short Uber // Secondary "Blitzkrieg" // Minicrits. Secondary "Provisioner" // Haste, Restore ammo Secondary "Die Malpractice" // Vampiric. Reverse Heal. // Secondary { Item "Overhealer" } // Overheals, no uber // Secondary { Item "Kingmaker" } // Grants temporary mann-power buff // Melee "Surgical Precision" // Steal opposing medic's uber on stab. } Sniper { // Primary { Item "Hangabout" } // Sniper explodes on headshot instead of dealing EH. Primary { Item "Particle Bow" // Bow that fires mangler projectiles that splits and bounces. Cost 400 } // Secondary // { // Item "Non-Negotiator" // SMG that causes EH bleed and slows on headshot. // Cost 600 // } } Spy { Secondary { Item "Malware Injector" } // Revolver cripples target PDA2 { Item "Bloodied Getaway" } // Invis Watch that Ignores Aggro, but grants no resist Secondary { Item "Traitor's Quickdraw" // Revolver headshots and damage neearby targets. Cost 400 } } } Mission { Objective DestroySentries Where Behind Where spawnbot_invasion BeginAtWave 1 RunForThisManyWaves 6 InitialCooldown 20 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster_Jarate Attributes SuppressFire Name "Mud Buster" Health 4000 Item "The Self-Aware Beauty Mark" WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Self-Aware Beauty Mark" "effect bar recharge rate increased" -2 "fire rate penalty" 2.5 } CharacterAttributes { "head scale" 2.3 "hand scale" 0 } } } // Wave 01: Hyper Fake Sniper Mission { Where spawnbot_left Objective Sniper InitialCooldown 20 CooldownTime 45 DesiredCount 2 BeginAtWave 1 RunForThisManyWaves 1 TFBot { Template T_TFBot_Sniper_Headshot Attributes IgnoreEnemies // Name "Hyper Sniper" Name "Birdwatcher" // ClassIcon sniper_heatmaker_spammer_sif ClassIcon sniper_alwaysfire // Item "The Machina" Item "Avian Amante" MaxVisionRange 1 Attributes AlwaysCrit Attributes AlwaysFireWeapon ItemAttributes { ItemName "The AWPer Hand" // "sniper only fire zoomed" 1 "damage penalty" 0 } } } // Wave 02: Special Infected Mission { Where spawnbot_flank_left Where spawnbot_flank_right Objective Sniper InitialCooldown 20 CooldownTime 45 DesiredCount 2 BeginAtWave 2 RunForThisManyWaves 1 RandomChoice { RandomChoice { TFBot { Template T_TFBot_Pyro_Gas_Explode_Piss Skill Expert Name "Spitter" ClassIcon Breadcrab_zombie Item "The Razorback" ItemAttributes { ItemName "The Gas Passer" "is invisible" 1 } } TFBot { Template T_TFBot_Demoman_RapidFire Action Sniper Skill Normal Name "Lobber" Item "The Jarmaments" ClassIcon Breadcrab_zombie Item "The Razorback" UseHumanAnimations 1 CharacterAttributes { "dmg penalty vs players" 0.01 "grenade explode on impact" 1 "add cond on hit" 24 "add cond on hit duration" 5 "custom projectile model" "models/weapons/c_models/urinejar.mdl" "fire input on kill" "!activator^$TauntFromItem^Taunt: Scotsmann's Stagger" } } TFBot { Template T_TFBot_Sniper_Razorback_Sydney Skill Expert Name "Docker" ClassIcon Breadcrab_zombie Item "The Razorback" ItemAttributes { ItemName "The Sydney Sleeper" "applies snare effect" 0.99 "sniper charge per sec" 621 "damage bonus" 0.01 } } TFBot { Template T_TFBot_Sniper_Classic Skill Normal Name "Stinger" ClassIcon Breadcrab_zombie Item "The Razorback" ItemAttributes { ItemName "TF_WEAPON_SMG" "slow enemy on hit major" 2 } } } } } // Wave 05: Loch Sniper Mission { Where spawnbot_left Objective Sniper InitialCooldown 75 CooldownTime 45 DesiredCount 2 BeginAtWave 5 RunForThisManyWaves 1 TFBot { Template T_TFBot_Demoman_Loch_Burst Name "Regurgitating Mortar" ClassIcon demo_lochnload_sif Item "Sucker Slug" MaxVisionRange 900 Attributes AlwaysCrit ItemAttributes { ItemName "The Loch-n-Load" "faster reload rate" 3 "fire rate bonus" 0.05 "clip size penalty" 0.5 "projectile spread angle penalty" 3 } } } // Wave 01: Hyper Spy Mission { Where spawnbot_left Objective Spy InitialCooldown 45 CooldownTime 45 DesiredCount 6 BeginAtWave 1 RunForThisManyWaves 1 TFBot { Template T_TFBot_Spy_Tranquil Name "Sea Observer" // StripItemSlot 5 StripItemSlot 6 StripItem "TF_WEAPON_BUILDER_SPY" Attributes AlwaysCrit Attributes IgnoreEnemies ClassIcon spy_revolver_mark_lite // spy_hyper CharacterAttributes { "fire rate bonus" 0 "dmg penalty vs players" 0 "cannot disguise" 1 } } } // Wave 03: Freddy Mission { Where spawnbot_flank_left Objective Spy InitialCooldown 99999 CooldownTime 30 // 45 DesiredCount 0 BeginAtWave 3 RunForThisManyWaves 1 RandomChoice { RandomChoice { TFbot { Template T_TFBot_Giant_HeavyBox_Maul Name "Freddy Fivebear" Health 19840 ClassIcon heavy_warrior_sif Scale 1.2 Item "The Bear Necessities" Item "Mad Mask" // Attributes AlwaysFireWeapon Action Mobber // ExtAttr IgnoreBots ExtAttr IgnoreNPC ExtAttr IgnoreBuildings Addcond {Name tf_cond_reprogrammed_neutral} FireInput { Target !self Action $SetClientProp$m_iTeamNum Param "3" Delay -1 } CharacterAttributes { "no_jump" 1 "mult dmg vs tanks" 0 // "dmg from ranged reduced" 0.5 "dmg from melee increased" 3 "ignored by enemy sentries" 1 "ignored by bots" 1 "voice pitch scale" 0.8 "cannot pick up intelligence" 1 "damage bonus" 1988 "airblast vulnerability multiplier" 2.5 "airblast vertical vulnerability multiplier" 2.5 "self add attributes on hit" "move speed bonus|0.1|19831" "add attributes on kill" "move speed bonus|0.1|19831" "critboost on kill" 1988 "ragdolls become ash" 1 "allow friendly fire" 1 "mult dmg friendly fire" 0.5 "force distribute currency on death" 1 } } } } } // Wave 04: Hyper Spy Mission { Where spawnbot_left Objective Spy InitialCooldown 30 CooldownTime 45 DesiredCount 2 BeginAtWave 4 RunForThisManyWaves 1 TFBot { Template T_TFBot_Spy_Tranquil Name "Sea Observer" StripItem "TF_WEAPON_BUILDER_SPY" Attributes AlwaysCrit Attributes IgnoreEnemies ClassIcon spy_revolver_mark_lite // spy_hyper CharacterAttributes { "fire rate bonus" 0 "dmg penalty vs players" 0 "cannot disguise" 1 } } } // Wave 05: Tranq Spy // Mission { // Where spawnbot_flank_left // Where spawnbot_flank_right // Objective Spy // InitialCooldown 40 // CooldownTime 35 // DesiredCount 2 // BeginAtWave 5 // RunForThisManyWaves 1 // TFBot { // Template T_TFBot_Spy_Tranquil // Name "Tranq Spy" // StripItemSlot 6 // StripItem "TF_WEAPON_BUILDER_SPY" // Attributes AlwaysCrit // Attributes AlwaysFireWeapon // ClassIcon spy_revolver_mark_lite // CharacterAttributes { // "fire rate bonus" 0.8 // "dmg penalty vs players" 0.1 // } // } // } Templates { T_Zombie_Garg { Template T_TFBot_Giant_HeavyBox_Maul ClassIcon heavy_hyper UseMeleeThreatPrioritization 1 Item "The Homewrecker" Health 8000 Attributes DisableDodge Action Mobber ExtAttr IgnoreBuildings StripItemSlot 0 // Prim ItemAttributes { ItemName "The Homewrecker" "damage bonus" 1.66 "melee range multiplier" 0.85 "melee bounds multiplier" 0.85 "fire rate bonus" 2 "deploy time decreased" 3 "damage causes airblast" 1 "apply z velocity on damage" 266 "apply look velocity on damage" 1337 "melee range multiplier" 1.75 "melee bounds multiplier" 1.75 "mod shovel speed boost" 1 "alt-fire disabled" 1 } CustomWeaponModel { Slot 2 Model "models/workshop/weapons/c_models/c_crossing_guard/c_crossing_guard.mdl" } CharacterAttributes { "no_duck" 1 "move speed bonus" 0.66 "alt-fire disabled" 1 "dmg bonus vs buildings" 621 "cancel falling damage" 1 "cannot be sapped" 1 "crit kill will gib" 1 "gesture speed increase" 1.5 "voice pitch scale" 0 "dmg taken increased" 0.5 "dmg taken from crit reduced" 0.5 } // Time for ass Changeattrib yayy WeaponSwitch { Delay 1 Cooldown 20 Repeats 0 Type "Melee" } } T_Scout_Haru { Template T_TFBot_Giant_Scout_Pistol_Accurate Health 18750 // 20000 // 12500 Skill Normal // lol exp AI killed everyone. Haru is just that good. // Action Mobber Attributes UseBossHealthBar Name "FKF_Hare" Scale 1.2 ExtAttr IgnoreBuildings Item "Max's Severed Head" Item "The Horrific Head of Hare" UseHumanAnimations 1 AimAt Head ItemAttributes { ItemName "TF_WEAPON_PISTOL_SCOUT" "custom kill icon" "headshot" "fire input on kill" "!activator^$TauntFromItem^Taunt: The Killer Signature" } CharacterAttributes { "move speed bonus" 0.66 "dmg from ranged reduced" 1.6 "cannot pick up intelligence" 1 } FireWeapon { Delay 5 Cooldown 2 // 0.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } FireWeapon { Delay 5 Cooldown 1.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } ClassIcon tf2_lite FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Hare{reset} (Scout) has connected" Delay 0 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Hare{reset}'s Passive {99CCFF}Move Faster (+20% AGI){reset} is active" Delay 2 Cooldown 99999 Repeats 0 } // FireInput // { // Target player // Action $DisplayTextChat // Param "{99CCFF}FVF_Hare{reset}: Ready to lose? Catch me if you can!" // Delay 2 // Cooldown 99999 // Repeats 0 // } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Hare{reset} used {99CCFF}Eagle Deagl" Delay 4 Cooldown 99999 Repeats 0 } // FireInput // { // Target player // Action $DisplayTextChat // Param "{99CCFF}FVF_Hare{reset} used {99CCFF}Steel Bullets (+20% DMG)" // Delay 4 // Cooldown 99999 // Repeats 0 // } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Hare{reset} used {99CCFF}Berserk! (DEAL/TAKE +60%)" Delay 5 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Hare{reset} used {red}Silence; For the next 15s, you CANNOT use crit/uber canteens!" Delay 45 // 30 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Hare{reset}: Ugh, OKAY. Now, you're just showing off." Delay 0.01 Repeats 1 IfHealthBelow 15000 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Hare{reset} used {99CCFF}Blast-a-Nature" Delay 0.05 Repeats 1 IfHealthBelow 5000 // 2500 } // FireInput // { // Target player // Action $DisplayTextChat // Param "{99CCFF}FVF_Hare{reset} used {99CCFF}Energy Drink (+30% AGI, -20% SPREAD + FAST RELOAD)" // Delay 15 // Repeats 1 // IfHealthBelow 2500 // } // FireInput // { // Target player // Action $DisplayTextChat // Param "{99CCFF}FVF_Hare{reset}: Sssshit, my cards are such a scam." // Delay 2 // Repeats 1 // IfHealthBelow 1200 // } ChangeAttributes { Delay 0.01 Repeats 0 IfSeeTarget 0 Name "FvFHare_Phase2" IfHealthBelow 5000 IfHealthAbove 2500 } ChangeAttributes { Delay 0.01 Repeats 0 IfSeeTarget 0 Name "FvFHare_Phase3" IfHealthBelow 1200 } EventChangeAttributes { FvFHare_Phase2 { Item "The Force-a-Nature" Item "Max's Severed Head" Item "The Horrific Head of Hare" WeaponRestrictions PrimaryOnly ExtAttr IgnoreBuildings ItemAttributes { ItemName "The Force-a-Nature" "fire rate bonus" .001 "bullets per shot bonus" 0.9 "faster reload rate" 1.7 "scattergun knockback mult" 7 "weapon spread bonus" 0.4 "damage penalty" 0.15 "killstreak tier" 1 } CharacterAttributes { "move speed bonus" 1.2 "dmg from ranged reduced" 1.6 } } FvFHare_Phase3 { Item "The Force-a-Nature" Item "Max's Severed Head" Item "The Horrific Head of Hare" WeaponRestrictions PrimaryOnly ExtAttr IgnoreBuildings ActionOverride FetchFlag CharacterAttributes { "move speed bonus" 1.2 "cannot pick up intelligence" 0 "dmg from ranged reduced" 1 } } } } // Haru T_Soldier_Stevie { Template T_TFBot_Giant_Soldier_DirectHit_RapidFire Health 30000 // 20000 // 12500 Skill Expert // Action Mobber Attributes UseBossHealthBar Name "FKF_Gull" Scale 1.2 ExtAttr IgnoreBuildings Item "The Freedom Feathers" Item "The Reserve Shooter" Item "Antarctic Parka" UseHumanAnimations 1 AimAt Feet // SpawnTemplate "ReserveCombo" ItemAttributes { ItemName "The Direct Hit" "faster reload rate" 0.5 "ragdolls plasma effect" 1 "Blast radius increased" 0.2 "item style override" 1 "is australium item" 1 "fire input on kill" "!activator^$TauntFromItem^Taunt: Can It!" "damage bonus" 1.75 "add cond on hit" 80 // Forced to parachute "add cond on hit duration" 5 "attach particle effect" 702 // Isotope Weapon Unu } CharacterAttributes { "move speed bonus" 0.5 } FireWeapon { Delay 5 Cooldown 2 // 0.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } Taunt { Delay 2 Cooldown 2 Repeats 0 IfSeeTarget 0 IfHealthBelow 8000 } FireWeapon { Delay 5 Cooldown 5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } ClassIcon tf2_lite FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Eagl{reset} (Soldier) has connected" Delay 0 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Eagl{reset}'s Passive {99CCFF}War Veteran (+50% DMG){reset} is active" Delay 2 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Eagl{reset} used {99CCFF}Direct-Red Glare" Delay 4 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Eagl{reset} used {99CCFF}Quick Reload" Delay 1 Cooldown 99999 IfHealthBelow 15000 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Eagl{reset}: [Squawk!] Get out o' me way, would ya?" Delay 0.05 Cooldown 99999 IfHealthBelow 15000 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Eagl{reset}: Ack! Enough. I see y'all no fun for me." Delay 0.05 Cooldown 99999 IfHealthBelow 8000 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Eagl{reset} used {99CCFF}Reverse Shooter" Delay 0.05 Repeats 1 IfHealthBelow 10000 // 2500 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Eagl{reset} used {red}Expose Brain" Delay 10 Repeats 1 IfHealthBelow 12000 // 2500 } ChangeAttributes { Delay 0.01 Repeats 0 IfSeeTarget 0 Name "FvFEagle_Phase2" IfHealthBelow 15000 IfHealthAbove 11000 } ChangeAttributes { Delay 0.01 Repeats 0 IfSeeTarget 1 Name "FvFEagle_Phase3" IfHealthBelow 8000 } EventChangeAttributes { FvFEagle_Phase2 { Skill Expert UseHumanAnimations 1 AimAt Feet Item "The B.A.S.E. Jumper" AimAt Head FireWeapon { Delay 5 Cooldown 10 // 0.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } ItemAttributes { ItemName "The Direct Hit" "faster reload rate" -0.8 "ragdolls plasma effect" 1 "Blast radius increased" 0.2 "item style override" 1 "is australium item" 1 "fire input on kill" "!activator^$TauntFromItem^Taunt: Can It!" "damage bonus" 2 "add cond on hit" 80 // Forced to parachute "add cond on hit duration" 5 } CharacterAttributes { "increased jump height" 2.2 "move speed bonus" 0.7 "dmg from ranged reduced" 1.6 } } FvFEagle_Phase3 { // RocketJump 1 AimTrackingInterval 0 ActionOverride Mobber // StripItemSlot 1 // StripItemSlot 3 // StripItem "The Direct Hit" WeaponRestrictions MeleeOnly Attributes Parachute Skill Expert Item "The Reserve Shooter" Item "The Escape Plan" ItemAttributes { ItemName "The Direct Hit" "override projectile type" 1 "faster reload rate" -0.8 "ragdolls plasma effect" 1 "Blast radius increased" 0.2 "item style override" 1 "is australium item" 1 "fire input on kill" "!activator^$TauntFromItem^Taunt: Can It!" "damage bonus" 2 "add cond on hit" 80 // Forced to parachute "add cond on hit duration" 5 } ItemAttributes { ItemName "The Reserve Shooter" // ItemName TF_WEAPON_SHOTGUN_SOLDIER "fire rate bonus" 0.66 "bullets per shot bonus" 4 "damage penalty" 0.5 "faster reload rate" 0.1 "attack projectiles" 1 "clip size penalty" 0.66 "mod mini-crit airborne" 1 "single wep deploy time decreased" 0.8 "mult rocketjump deploy time" 0.34 "rocketjump attackrate bonus" -0.5 // "fire input on kill" "!activator^$TauntFromItem^Taunt: Can It!" "mark for death" 1 "mod crit while airborne" 1 "weapon spread bonus" 0.34 "custom kill icon" "headshot" "is_passive_weapon" 1 "stomp player damage" 10 "stomp player force" 300 "stomp player time" 0.1 "passive reload" 1 "parachute attribute" 1 } CharacterAttributes { "increased jump height" 1 "move speed bonus" 0.5 "cannot pick up intelligence" 1 "mult crit when health is below percent" 0.2 "mult crit dmg" 2 "dmg pierces resists absorbs" 1 "no self blast dmg" 0 "blast dmg to self increased" 622 "Blast radius decreased" 2.5 } } } } // Stevie T_Pyro_Manokitt { Template T_Giant_Pyro Health 22500 // 20000 // 12500 Skill Expert // Action Mobber Attributes UseBossHealthBar Name "FKF_Kitt" Scale 1.2 ExtAttr IgnoreBuildings Item "The Cute Suit" Item "Festive Backburner 2014" Item "The Flare Gun" Item "The Festive Axtinguisher" Item "Head Prize" UseHumanAnimations 1 UseMeleeThreatPrioritization 1 WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "Head Prize" "set item tint RGB" 15132390 // Abundange of Tinge. White } ItemAttributes { ItemName "Festive Backburner 2014" "dmg penalty vs players" 1.2 "set turn to ice" 1 "slow enemy on hit" 0.75 "firing forward pull" 200 "attach particle effect" 703 // Cool } ItemAttributes { ItemName "The Flare Gun" "faster reload rate" 0.50 "heal on hit for slowfire" 90 "dmg penalty vs nonburning" 0.1 "damage bonus vs burning" 1.5 "fire input on hit" "combo_sec_to_melee^Trigger^" "set turn to ice" 1 "attach particle effect" 703 // Cool } CharacterAttributes { "move speed bonus" 0.4 "deploy time decreased" 0.01 "cannot pick up intelligence" 0 "dmg taken from blast reduced" 1.33 "dmg taken from fire reduced" 0.2 "heal on hit for slowfire" 8 } FireWeapon { Delay 5 Cooldown 5 // 0.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } FireWeapon { Delay 2 Cooldown 5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Secondary" } FireWeapon { Delay 6 Cooldown 2 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } ClassIcon tf2_lite FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Kitt{reset} (Pyro) has connected" Delay 0 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Kitt{reset}'s Passive {99CCFF}Flame Eater (50% of Flame DMG is returned as HP){reset} is active" Delay 2 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Kitt{reset} used {99CCFF}Flaregun" Delay 4 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Kitt{reset} used {99CCFF}Cryoburner" Delay 3 Cooldown 99999 IfHealthBelow 18000 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Kitt{reset} used {99CCFF}Quick Draw" Delay 1 Cooldown 99999 IfHealthBelow 18000 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Kitt{reset}: ..." Delay 0.05 Cooldown 99999 IfHealthBelow 18000 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Kitt{reset} used {99CCFF}Withstand! (Cannot be knocked)" Delay 0.05 Repeats 1 IfHealthBelow 12500 } ChangeAttributes { Delay 0.01 Repeats 0 IfSeeTarget 0 Name "FvFKitt_Phase2" IfHealthBelow 18000 } ChangeAttributes { Delay 0.01 Repeats 0 IfSeeTarget 1 Name "FvFKitt_Phase3" IfHealthBelow 5000 } EventChangeAttributes { FvFKitt_Phase2 { UseBestWeapon 1 UseMeleeThreatPrioritization 1 UseHumanAnimations 1 AimAt Feet WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Head Prize" "set item tint RGB" 15132390 // Abundange of Tinge. White } ItemAttributes { ItemName "Festive Backburner 2014" "dmg penalty vs players" 1.4 "set turn to ice" 1 "slow enemy on hit" 0.75 "firing forward pull" 200 "attach particle effect" 703 // Cool } ItemAttributes { ItemName "The Flare Gun" "faster reload rate" 0.50 "heal on hit for slowfire" 90 "dmg penalty vs nonburning" 0.1 "damage bonus vs burning" 1.5 "fire input on hit" "switch_prim_to_secondary^Trigger^" "set turn to ice" 1 "attach particle effect" 703 // Cool } CharacterAttributes { "move speed bonus" 0.4 "deploy time decreased" 0.01 "cannot pick up intelligence" 0 "dmg taken from blast reduced" 1.33 "dmg taken from fire reduced" 0.5 "heal on hit for slowfire" 8 "airblast vulnerability multiplier" 4 "airblast vertical vulnerability multiplier" 0 "damage force reduction" 0 // KnockbackRage immune } } FvFKitt_Phase3 { AimTrackingInterval 0 ActionOverride FetchFlag AimLeadProjectileSpeed 1 WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon Skill Expert Item "The Cute Suit" Item "Festive Backburner 2014" Item "The Flare Gun" Item "The Festive Axtinguisher" Item "Head Prize" ItemAttributes { ItemName "Head Prize" "set item tint RGB" 15132390 // Abundange of Tinge. White } ItemAttributes { ItemName "Festive Backburner 2014" "dmg penalty vs players" 1.5 "set turn to ice" 1 "slow enemy on hit" 0.75 "firing forward pull" 200 "attach particle effect" 703 // Cool } ItemAttributes { ItemName "The Flare Gun" "faster reload rate" 0.25 "heal on hit for slowfire" 90 "dmg penalty vs nonburning" 0.1 "damage bonus vs burning" 1.5 "set turn to ice" 1 "is_passive_weapon" 1 "fire input on hit" "switch_sec_to_melee^Trigger^" "attach particle effect" 703 // Cool } CharacterAttributes { "increased jump height" 2.3 "move speed bonus" 0.35 "cannot pick up intelligence" 0 "move speed bonus" 0.66 "deploy time decreased" 0.01 "cannot pick up intelligence" 0 "dmg taken from blast reduced" 1.33 "dmg taken from fire reduced" 0.5 "heal on hit for slowfire" 8 "airblast vulnerability multiplier" 4 "airblast vertical vulnerability multiplier" 0 "damage force reduction" 0 // KnockbackRage immune } } } } // Kitt T_Demo_Lars { Template T_TFBot_Giant_Demoman_Atomic Health 22500 // 20000 // 12500 Skill Expert // Action Mobber Attributes UseBossHealthBar Name "FKF_Lars" Scale 1.2 Item "Sub Zero Suit" Item "Blastphomet" UseHumanAnimations 1 PreferClass Sniper CharacterAttributes { "move speed bonus" 0.4 "dmg taken from blast reduced" 0.66 } FireWeapon { Delay 5 Cooldown 5 // 0.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } FireWeapon { Delay 6 Cooldown 2 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } ClassIcon tf2_lite FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Lars{reset} (Demo) has connected" Delay 0 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Lars{reset}'s Passive {99CCFF}Thick Skinned (-33% BLAST DMG Res){reset} is active" Delay 2 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Lars{reset} used {99CCFF}Atomic Kiloton" Delay 4 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Lars{reset} used {99CCFF}Big Explosion" Delay 1 Cooldown 99999 IfHealthBelow 15000 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Lars{reset} used {red}[Trick Card]" Delay 0.05 Repeats 1 IfHealthBelow 20000 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FVF_Lars{reset} used {red}SELF DESTRUCT!" Delay 0.05 Repeats 1 IfHealthBelow 8000 } // ChangeAttributes // { // Delay 0.01 // Repeats 0 // IfSeeTarget 0 // Name "FvFLars_Phase2" /// IfHealthBelow 15000 // } AddAttribute { Item "The Loch-n-Load" Name "blast radius increased" Value 2.5 Delay 0 Cooldown 1 Repeats 1 IfHealthBelow 15000 } ChangeAttributes { Delay 0.01 Repeats 0 IfSeeTarget 1 Name "FvFLars_Phase3" IfHealthBelow 8000 } EventChangeAttributes { FvFLars_Phase3 { Skill Expert WeaponRestrictions MeleeOnly Item "The Chargin' Targe" Item "The Ullapool Caber" Item "The Loose Cannon" ItemAttributes { ItemName "The Loose Cannon" "clip size upgrade atomic" 0.25 "faster reload rate" 11 "damage penalty" 6 "Blast radius increased" 5 "blast dmg to self increased" 621621 "reduced_healing_from_medics" 0 "use large smoke explosion" 1 "auto fires full clip" 0 "auto fires when full" 0 "add cond when active" 36 "is_passive_weapon" 1 "custom projectile model" "models/workshop/weapons/c_models/c_caber/c_caber.mdl" "custom kill icon" "ullapool_caber" "killstreak tier" 1 } ItemAttributes { ItemName "The Chargin' Targe" "Attack not cancel charge" 1 "charge impact damage increased" 4 "move speed bonus" 0.8 } ItemAttributes { ItemName "The Ullapool Caber" "damage bonus" 6 "damage causes airblast" 1 "Blast radius increased" 621 "blast dmg to self increased" 621621 "reduced_healing_from_medics" 0 "use large smoke explosion" 1 "bombinomicon effect on death" 1 "custom projectile model" "models/workshop/weapons/c_models/c_caber/c_caber.mdl" "custom kill icon" "ullapool_caber" "killstreak tier" 1 } CharacterAttributes { "move speed bonus" 0.6 "no self blast dmg" 0 } } } } // Lars T_Heavy_Myk { Template T_TFBot_Giant_Heavy_Enrage Health 20000 // 12500 Skill Hard // Action Mobber Attributes UseBossHealthBar Name "FKF_Robin" Scale 1.2 Item "The Chicken Kiev" Item "The Brass Beast" Item "Heavy Heating" Item "Ol' Reliable" Item "Battery Canteens" UseHumanAnimations 1 UseMeleeThreatPrioritization 1 ExtAttr SuppressCanteenUse ItemAttributes { ItemName "The Brass Beast" "accuracy scales damage" 1.5 "fire rate bonus" 0.8 "fire rate bonus with reduced health" 0.7 "damage bonus" 1.7 "turn to gold" 1 "spread penalty" 2 "continous accuracy mult" 0.5 "continous accuracy time" 4 "mult_spread_scales_consecutive" 1 "killstreak tier" 1 } ItemAttributes { ItemName "Battery Canteens" "critboost" 1 "powerup charges" 2 } FireWeapon { Delay 0 Repeats 1 IfSeeTarget 1 IfHealthBelow 5000 Type "Action" } CharacterAttributes { "move speed bonus" 0.3 } FireWeapon { Delay 5 Cooldown 5 // 0.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } FireWeapon { Delay 6 Cooldown 2 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } ClassIcon tf2_lite FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FKF_Robin{reset} (Heavy) has connected" Delay 0 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FKF_Robin{reset}'s Passive {99CCFF}Brass Lover (Starts with AA-Brass Minigun){reset} is active" Delay 2 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FKF_Robin{reset} used {99CCFF}Vampire Bullets" Delay 1 Cooldown 99999 IfHealthBelow 15000 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FKF_Robin{reset} used {99CCFF}Painkiller" Delay 1 Cooldown 99999 IfHealthBelow 5000 Repeats 0 } AddAttribute { Item "The Brass Beast" Name "heal on hit for rapidfire" Value 30 Delay 0 Cooldown 9999 Repeats 1 IfHealthBelow 15000 } AddAttribute { Item "The Brass Beast" Name "dmg from ranged reduced" Value 0.2 Delay 0.5 Cooldown 9999 Repeats 1 IfHealthBelow 5000 } RemoveAttribute { Item "The Brass Beast" Name "dmg from ranged reduced" Delay 8 Cooldown 9999 Repeats 1 IfHealthBelow 5000 } ChangeAttributes { Delay 0.01 Repeats 0 IfSeeTarget 1 Name "FvFRobin_Phase2" IfHealthBelow 5000 } EventChangeAttributes { FvFRobin_Phase2 { Skill Normal Item "The Chicken Kiev" Item "The Brass Beast" Item "Heavy Heating" Item "Ol' Reliable" Item "Battery Canteens" UseHumanAnimations 1 UseMeleeThreatPrioritization 1 ExtAttr SuppressCanteenUse ItemAttributes { ItemName "The Brass Beast" "accuracy scales damage" 1.5 "fire rate bonus" 0.8 "fire rate bonus with reduced health" 0.7 "damage bonus" 1.7 "turn to gold" 1 "spread penalty" 2 "continous accuracy mult" 0.5 "continous accuracy time" 4 "mult_spread_scales_consecutive" 1 "killstreak tier" 1 } ItemAttributes { ItemName "Battery Canteens" "critboost" 1 "powerup charges" 2 } CharacterAttributes { "move speed bonus" 0.6 "no self blast dmg" 0 } FireWeapon { Delay 0 Repeats 1 IfSeeTarget 1 IfHealthBelow 5000 Type "Action" } } } } // Robin T_Engi_Bach { Template T_Giant_Engineer Health 22500 // 12500 Skill Hard Action FetchFlag Attributes UseBossHealthBar Name "FKF_Tortoise" Scale 1.2 Item "Dell in the Shell" Item "Iron Fist" Item "The Texas Half-Pants" Item "Mining Light" Item "The Rescue Ranger" Item "TF_WEAPON_SPELLBOOK" WeaponRestrictions PrimaryOnly UseHumanAnimations 1 UseMeleeThreatPrioritization 1 ItemAttributes { ItemName "The Rescue Ranger" "custom item model" "models/workshop/weapons/c_models/c_ttg_sam_gun/c_ttg_sam_gun.mdl" "custom projectile model" "models/weapons/w_models/w_rocketbullet.mdl" "mult projectile scale" 0.8 "damage bonus" 1.2 // 1.5 "repair health to metal ratio DISPLAY ONLY" 0.5 "mult dmg vs giants" 0.5 "dmg penalty vs buildings" 0.25 "projectile lifetime" 1.5 "projectile penetration" 1 "grenade bounce damage" 1.5 "no damage falloff" 1 "grenade bounce speed" 1.25 "reset arrow hits on bounce" 1 "add attributes on kill" "minicrits become crits|1|10" "self add attributes on hit" "self mark for death|1|10" "add attributes on hit" "self mark for death|1|10|minicrit on cond|36|15" "clip size penalty" 1 "add cond on hit" 36 // Hype glow "minicrit on cond" 36 "add cond when active" 70 "self add cond on hit" 16 // Minicrit "custom kill icon" "rescue_ranger_reflect" "killstreak tier" 1 } Spell { Delay 0.05 Cooldown 15 IfSeeTarget 1 Charges 20 Type "Teleport" IfHealthBelow 15000 } Spell { Delay 0.05 Cooldown 15 IfSeeTarget 1 Charges 2 Type "Teleport" IfHealthBelow 8000 } CharacterAttributes { "move speed bonus" 0.4 } FireWeapon { Delay 5 Cooldown 5 // 0.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } FireWeapon { Delay 6 Cooldown 2 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } ClassIcon tf2_lite FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FKF_Turtle{reset} (Engineer) has connected" Delay 0 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FKF_Turtle{reset}'s Passive {99CCFF}Underdog (+DMG When under 30% HP){reset} is active" Delay 2 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FKF_Turtle{reset} used {99CCFF}High Noon" Delay 4 Cooldown 99999 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FKF_Turtle{reset} used {99CCFF}Teleport Bomb" Delay 1 Cooldown 99999 IfHealthBelow 15000 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FKF_Turtle{reset} used {99CCFF}Profane Card (Conjure Cards from Graveyard)" Delay 1 Cooldown 99999 IfHealthBelow 8000 Repeats 0 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FKF_Turtle{reset} used {99CCFF}Teleport Bomb" Delay 1 Cooldown 15 IfHealthBelow 8000 Repeats 1 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}FKF_Turtle{reset} used {red}No MORE Jump! (On Hit)" Delay 1 Cooldown 99999 IfHealthBelow 12000 Repeats 0 } ChangeAttributes { Delay 0.01 Repeats 0 IfSeeTarget 1 Name "FvFTurtle_Phase2" IfHealthBelow 12000 } EventChangeAttributes { FvFTurtle_Phase2 { Skill Expert Item "Dell in the Shell" Item "Iron Fist" Item "The Texas Half-Pants" Item "Mining Light" Item "The Rescue Ranger" Item "TF_WEAPON_SPELLBOOK" WeaponRestrictions PrimaryOnly UseHumanAnimations 1 UseMeleeThreatPrioritization 1 ItemAttributes { ItemName "The Rescue Ranger" "custom item model" "models/workshop/weapons/c_models/c_ttg_sam_gun/c_ttg_sam_gun.mdl" "custom projectile model" "models/weapons/w_models/w_rocketbullet.mdl" "mult projectile scale" 0.8 "damage bonus" 0.8 // 1.5 "repair health to metal ratio DISPLAY ONLY" 0.5 "mult dmg vs giants" 0.5 "dmg penalty vs buildings" 0.25 "projectile lifetime" 1.5 "projectile penetration" 1 "grenade bounce damage" 2.5 "no damage falloff" 1 "grenade bounce speed" 1.25 "reset arrow hits on bounce" 1 "add attributes on kill" "minicrits become crits|1|10" "self add attributes on hit" "self mark for death|1|10" "add attributes on hit" "self mark for death|1|10|minicrit on cond|36|15" "clip size penalty" 1 "add cond on hit" 36 // Hype glow "minicrit on cond" 36 "add cond when active" 70 "self add cond on hit" 16 // Minicrit "custom kill icon" "rescue_ranger_reflect" "add attributes on hit" "no_jump|1|5" "killstreak tier" 1 } CharacterAttributes { "move speed bonus" 0.5 "no self blast dmg" 0 } } } } // Bach } // Wave 1 / 6 (800) Wave { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target gamerules Action RunScriptCode Param " // OBSOLETE WEEEEE ClientPrint(null,3,`\x08FFFF00FFTrust your instincts.`) // CURRENTLY ACTIVE Message // awawawawaawaawawaawa SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2. // what am I going to do without you- check undocumented valve wiki for 3h? NetProps.SetPropInt(resource, `m_nMannVsMachineWaveCount`, 1) NetProps.SetPropInt(resource, `m_nMannVsMachineMaxWaveCount`, 5) // EntFire(`func_upgradestation`, `enable`); // Christn why is this not working Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); // No more airblast Convars.SetValue(`tf_airblast_cray_power`, 150); Convars.SetValue(`tf_bot_taunt_victim_chance`, 0); " } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name yia1 TotalCurrency 0 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot_flank_right FirstSpawnWarningSound "#music/mvm_start_wave.wav" FirstSpawnOutput { Target gamerules Action RunScriptCode Param " SpawnEntityFromTable(`training_annotation` , { targetname = `sif_annot` display_text = `Tranq Spies will enable friendly fire for marked players.` lifetime = `15` origin = `755 490 600` } ) EntFire(`sif_annot`, `show`) EntFire(`sif_annot`, `kill`, ``, 5) " } Squad { TFBot { Template T_TFBot_Spy_Tranquil Name "Sea Observer" StripItem "TF_WEAPON_BUILDER_SPY" Action FetchFlag Attributes AlwaysCrit ClassIcon spy_revolver_mark_lite // spy_hyper CharacterAttributes { "fire rate bonus" 0.5 "dmg penalty vs players" 0 "cannot disguise" 1 } } TFBot { Template T_TFBot_Spy_Tranquil Name "Sea Observer" StripItem "TF_WEAPON_BUILDER_SPY" Action FetchFlag Attributes AlwaysCrit ClassIcon spy_revolver_mark_lite // spy_hyper CharacterAttributes { "fire rate bonus" 0.5 "dmg penalty vs players" 0 "cannot disguise" 1 } } } } WaveSpawn { Name yia2 TotalCurrency 100 TotalCount 1 // 2 MaxActive 1 // 2 SpawnCount 1 // 2 WaitBeforeStarting 12 WaitBetweenSpawns 8 Where spawnbot FirstSpawnWarningSound "vo\mvm\mght\soldier_mvm_m_autodejectedtie02.mp3" // I will NOT tolerate failure on my TEAM! Squad { TFBot { Template T_TFBot_Giant_Soldier_Bazooka_Hyper ClassIcon soldier_burstfire_hyper_lite Item "The Escape Plan" // Just watch out. Don't feed it crits. Item "Mining Light" Name "Major Depression" Health 40000 // 12000 // 20000 MaxVisionRange 800 Attributes UseBossHealthBar // Attributes AlwaysCrit UseHumanAnimations 1 HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.34 TurnPower 0 MaxAimError 0 AimTime 2.2 Acceleration 0.34 AccelerationTime 2 AccelerationStartTime 2 } Taunt { Delay 2 Cooldown 2 Repeats 0 IfSeeTarget 1 IfHealthBelow 36000 // 32000 // IfHealthBelow 4000 } EventChangeAttributes { ohwowimsosad { ActionOverride Mobber UseHumanAnimations 1 MaxVisionRange 900 WeaponRestrictions MeleeOnly Item "The Escape Plan" CharacterAttributes { "no self blast dmg" 0 } ItemAttributes { ItemName "The Beggar's Bazooka" "is_passive_weapon" 1 "faster reload rate" 1.2 "auto fires full clip" 1 "can overload" 1 "blast dmg to self increased" 622 // 151 } ItemAttributes { ItemName "The Escape Plan" "damage bonus" 1.9 // default damage is 65 "move speed bonus" 1.2 "self mark for death" 1 "move speed bonus" 0 "mod shovel speed boost" 1 "blast dmg to self increased" 622 // "special taunt" -1 // I don't want them to kamikaze } } } ChangeAttributes { Delay 0.05 Repeats 0 Name "ohwowimsosad" IfHealthBelow 36000 } ItemAttributes { ItemName "The Beggar's Bazooka" "damage bonus" 0.1 "auto fires full clip" 0 "can overload" 1 // They will suicide, due to how beggar's work "faster reload rate" 0.5 "clip size penalty" 0.75 "subtract victim cloak on hit" 20 "reveal cloaked victim on hit" 1 "subtract victim medigun charge on hit" 5 "killstreak tier" 1 } CharacterAttributes { // "blast dmg to self increased" 622 // 151 // "Blast radius increased" 101 "Projectile speed increased" 0.2 } } // Ends this bot. // TFBot { Template T_TFBot_Medic_Kritzkrieg_Rapid } } } WaveSpawn { Name yia1 TotalCurrency 32 TotalCount 16 MaxActive 12 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 3 // 2 Where spawnbot Where spawnbot_right Where spawnbot_left RandomChoice { TFBot { Template T_TFBot_Scout_Sword // T_TFBot_Scout_ThreeRune ClassIcon scout_bat_nys // Name "Hyper Scout Knight" // Name "Scoutknight" // Name "Incubating Scout" Name "Cabin Boy" // Name "Mutating Scout" // Name "Suicidalknight" ItemAttributes { ItemName "Three-Rune Blade" "hit self on miss" 0 // 0 "fire rate bonus" 3.22 } } TFBot { Template T_Scout WeaponRestrictions MeleeOnly Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } } TFBot { Template T_Scout WeaponRestrictions MeleeOnly Name "Cabin Boy" Item "The Holy Mackerel" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } } TFBot { Template T_TFBot_Scout_Arm Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } } // TFBot { Template T_TFBot_Scout_Atomizer_Jumping Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } } // TFBot { Template T_TFBot_Scout_Batsaber Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } } // TFBot { Template T_TFBot_Scout_Basher Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } } // TFBot { Template T_TFBot_Scout_Sword Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } } TFBot { Template T_TFBot_Scout_Gunbai Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } } // TFBot { Template T_TFBot_Scout_Sandman_Marks Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } } // TFBot { Template T_TFBot_Scout_SunOnStick_Ignite Name "Cabin Boy" ClassIcon scout_bat_nys Attributes AlwaysCrit CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 } } } } WaveSpawn { Name yia3 TotalCurrency 88 TotalCount 24 // 44 // 60 // 72 MaxActive 10 // 20 SpawnCount 2 // 3 WaitBeforeStarting 5 WaitBetweenSpawns 3 // 1.5 WaitForAllDead yia1 Where spawnbot Where spawnbot_right Where spawnbot_left RandomChoice { TFBot { Template T_Scout WeaponRestrictions MeleeOnly Name "Cabin Boy" ClassIcon scout_bat_nys CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } } TFBot { Template T_Scout WeaponRestrictions MeleeOnly Name "Cabin Boy" Item "The Holy Mackerel" ClassIcon scout_bat_nys CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } } TFBot { Template T_TFBot_Scout_Arm Name "Cabin Boy" ClassIcon scout_bat_nys CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } } TFBot { Template T_TFBot_Scout_Atomizer_Jumping Name "Cabin Boy" ClassIcon scout_bat_nys CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } } TFBot { Template T_TFBot_Scout_Batsaber Name "Cabin Boy" ClassIcon scout_bat_nys CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } } TFBot { Template T_TFBot_Scout_Basher Name "Cabin Boy" ClassIcon scout_bat_nys CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } } TFBot { Template T_TFBot_Scout_Gunbai Name "Cabin Boy" ClassIcon scout_bat_nys CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } } TFBot { Template T_TFBot_Scout_Sandman_Marks Name "Cabin Boy" ClassIcon scout_bat_nys CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } } TFBot { Template T_TFBot_Scout_SunOnStick_Ignite Name "Cabin Boy" ClassIcon scout_bat_nys CharacterAttributes { "crits_become_minicrits" 1 "damage penalty" 0.34 } } } } WaveSpawn { Name yia3 TotalCurrency 30 TotalCount 30 // 72 MaxActive 20 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 3 // 1.5 WaitForAllDead yia1 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Scout_Shortstop_Regular Name "Cabin Boy" ClassIcon scout WeaponRestrictions MeleeOnly Skill Easy MaxVisionRange 1 CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 "damage penalty" 0.34 } } TFBot { Template T_TFBot_Scout_Blaster_PublicEnemy Name "Cabin Boy" ClassIcon scout WeaponRestrictions MeleeOnly Skill Easy MaxVisionRange 1 CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 "damage penalty" 0.34 } EventChangeAttributes { UnstableMutation { ActionOverride Mobber MaxVisionRange 450 WeaponRestrictions PrimaryOnly CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 0 "damage penalty" 0.34 } } } ChangeAttributes { Delay 15 Repeats 0 Name UnstableMutation } } TFBot { Template T_TFBot_Scout_Blaster_PublicEnemy Name "Cabin Boy" ClassIcon scout WeaponRestrictions MeleeOnly Skill Easy MaxVisionRange 1 CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 "damage penalty" 0.34 } EventChangeAttributes { UnstableMutation { ActionOverride Mobber MaxVisionRange 450 WeaponRestrictions PrimaryOnly CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 0 "damage penalty" 0.34 } } } ChangeAttributes { Delay 15 Repeats 0 Name UnstableMutation } } TFBot { Template T_TFBot_Scout_SodaPopper Name "Cabin Boy" ClassIcon scout WeaponRestrictions MeleeOnly Skill Easy Attributes AlwaysFireWeapon MaxVisionRange 1 CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 "damage penalty" 0.34 } EventChangeAttributes { UnstableMutation { ActionOverride Mobber MaxVisionRange 450 WeaponRestrictions PrimaryOnly CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 0 "damage penalty" 0.34 } } } ChangeAttributes { Delay 15 Repeats 0 Name UnstableMutation } } TFBot { Template T_TFBot_Scout_ForceANature Name "Cabin Boy" ClassIcon scout WeaponRestrictions MeleeOnly Skill Easy Attributes AlwaysFireWeapon MaxVisionRange 1 CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 1 "damage penalty" 0.34 } EventChangeAttributes { UnstableMutation { ActionOverride Mobber MaxVisionRange 450 WeaponRestrictions PrimaryOnly CharacterAttributes { "crits_become_minicrits" 1 "crit does no damage" 0 "damage penalty" 0.34 } } } ChangeAttributes { Delay 15 Repeats 0 Name UnstableMutation } } TFBot { Template T_Scout Name "Cabin Boy" Skill Easy Attributes AlwaysFireWeapon MaxVisionRange 1 ClassIcon scout CharacterAttributes { "crits_become_minicrits" 1 } } TFBot { Template T_Scout Name "Cabin Boy" Attributes IgnoreEnemies Skill Easy Attributes AlwaysFireWeapon ClassIcon scout} TFBot { Template T_Scout Name "Cabin Boy" Skill Expert ClassIcon scout ItemAttributes { ItemName TF_WEAPON_SCATTERGUN "override projectile type" 29 // blank. This projectile doesn't work on hitscan "clip size penalty" 0.1 } } } } WaveSpawn { Name yia6s TotalCurrency 2 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 // 5 WaitBetweenSpawns 6 WaitForAllSpawned yia2 Where spawnbot_left Squad { TFBot { Class Scout Item "Three-Rune Blade" Name "Scout, where was the 1$?" Health 1 ClassIcon Scout WeaponRestrictions MeleeOnly ItemAttributes { ItemName "Three-Rune Blade" "hit self on miss" 1 "active health degen" 42 "move speed bonus" 0.5 } } TFBot { Class Scout Item "Three-Rune Blade" Name "Kick Scout he missed 1$" ClassIcon Scout Health 1 WeaponRestrictions MeleeOnly ItemAttributes { ItemName "Three-Rune Blade" "hit self on miss" 1 "active health degen" 42 "move speed bonus" 0.5 } } } } WaveSpawn { Name yia3 TotalCurrency 100 TotalCount 2 // 4 // 4 MaxActive 1 // 2 SpawnCount 1 // 2 WaitBeforeStarting 15 WaitBetweenSpawns 15 WaitForAllSpawned yia2 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_Burst_Suspend // T_TFBot_Giant_Soldier_Jumper_Burst Name "Giant Slow Burst Soldier" Item "The Liberty Launcher" Item "Jumper's Jeepcap" // Name "Sgt. Hyper Clueless Soldier" ClassIcon soldier_burstfire_hyper_lite // Attributes AlwaysCrit ItemAttributes { ItemName "The Liberty Launcher" "clip size upgrade atomic" 0.75 "killstreak tier" 1 "projectile trail particle" "halloween_rockettrail" } CharacterAttributes { "dmg bonus vs buildings" 0.1 "dmg penalty vs players" 0.25 "crits_become_minicrits" 1 } } // TFBot { Template T_TFBot_Medic_Kritzkrieg_Rapid } } } WaveSpawn { Name yia4s TotalCurrency 0 TotalCount 621 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 5 WaitForAllDead yia3 Where spawnbot_flank_left Support Limited TFBot { Template T_TFBot_Medic_Battle_Needle_HealonHit Name "Leech Sprayer" Skill Easy } } WaveSpawn { Name yia4 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 35 WaitBetweenSpawns 0 WaitForAllDead yia2 Where spawnbot Squad { TFBot { Template T_Giant_Heavy // Template T_TFBot_Giant_HeavyBox_Fast Item "Iron Curtain" Name "Giant Ludmilla Heavy" Item "The Battalion's Backup" ClassIcon heavy_healonkill // _backup_lite Health 5000 // 5000 // Attributes UseBossHealthBar // Attributes AlwaysCrit Skill Easy MaxVisionRange 1 ItemAttributes { ItemName "Iron Curtain" // "override projectile type" 2 // Rocket // "mult projectile scale" 0.75 // "custom projectile model" "models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl" // "projectile no deflect" 1 // "ignores other projectiles" 1 "heal on hit for rapidfire" 25 // 200 "damage penalty" 0.25 // 0.5 // "blast radius increased" 0.25 // "rocket specialist" 2 } CharacterAttributes { "move speed bonus" 0.6 "dmg taken increased" 1.5 // "mod_maxhealth_drain_rate" 200 "mod_maxhealth_drain_rate" -200 // "crit does no damage" 1 "no_jump" 1 } // FireInput // { // Target player // Action $DisplayTextChat // Param "{99CCFF}[Giant Intent - Self Buff] {reset}STSpire Mode Shifting.." // Delay 3 // Cooldown 99999 // Repeats 0 // IfHealthBelow 7500 // } } // TFBot { Template T_TFBot_Medic_Kritzkrieg_Blink ClassIcon medic_kritz } // TFBot { Template T_TFBot_Medic_Kritzkrieg_Blink ClassIcon medic_kritz } } } ///// TANK 1 ///// WaveSpawn { Name tank1 WaitForAllDead yia2 TotalCurrency 1298 // 998 // 1999 // 99 // These money vanish if you don't kill the tank :3 TotalCount 1 // Where spawnbot_boss WaitBeforeStarting 15 FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 10000 // 22000 // 25000 Name tankboss ClassIcon tank //speed Speed 50 // 75 Skin 0 StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } // OnBombDroppedOutput { Target tankboss Action Kill } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { WaitForAllSpawned tank1 WaitBeforeStarting 0.05 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFMud Tank with 10k HP inbound!`) " } } WaveSpawn { WaitForAllSpawned tank1 WaitBeforeStarting 0.05 FirstSpawnWarningSound "#mvm/mvm_tank_start.wav" FirstSpawnOutput { Target tankboss Action "setmodelscale" Param "0.5" } } ///// TANK 1 OVER ///// } // Wave 1 done. // Wave 2 / 6 (800) Wave { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target gamerules Action RunScriptCode Param " SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2. // OBSOLETE WEEEEE ClientPrint(null,3,`\x08FFFF00FFRuin has come to consume what's left of our swamp.`) ClientPrint(null,3,`\x08FFFF00FThey are in the waters.`) // ClientPrint(null,3,`.`) // ClientPrint(null,3,`Developer mode is enabled. Psst headshot is enabled for this wave.`) // ClientPrint(null,3,`Director State will be printed in the chat.`) // CURRENTLY ACTIVE Message // awawawawaawaawawaawa NetProps.SetPropInt(resource, `m_nMannVsMachineWaveCount`, 2) NetProps.SetPropInt(resource, `m_nMannVsMachineMaxWaveCount`, 5) // EntFire(`func_upgradestation`, `enable`); // Christn why is this not working Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); // No more airblast Convars.SetValue(`tf_airblast_cray_power`, 150); Convars.SetValue(`tf_bot_taunt_victim_chance`, 0); " } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } PlayerAttributes { "can headshot" 1 "revolver use hit locations" 1 } WaveSpawn { Name era1 WaitBeforeStarting 0.05 // FirstSpawnWarningSound "insertmusichere" // FirstSpawnWarningSound "meme/sif_swampfever_intro.wav" FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x08FFFF00FF[Music] Now Playing: Died on the Bayou (L4D2 Swamp Fever) - Mike Morasky`) " } } WaveSpawn { Name era1 WaitBeforeStarting 0.05 FirstSpawnOutput { Target ambient_musik1 Action Trigger } } WaveSpawn { Name era0 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 5 Support Limited Where spawnbot_flank_right TFBot { Template T_TFBot_Heavy_Apoco_Champ Name "Infected" Item "Breadcrab" ClassIcon heavy_apocofist CharacterAttributes { "damage penalty" 0.25 "slow enemy on hit major" 2 "crit from behind" 1 } } FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " // ClientPrint(null,3,`Director Tempo: BUILD_UP`) // ClientPrint(null,3,`Common: 30/120`) // ClientPrint(null,3,`Next WFAS Timer: 30s or team too stressed out [Horde is repeatedly killed up-close].`) // ClientPrint(null,3,`Pending mob size: 30.`) // ClientPrint(null,3,`...`) // ClientPrint(null,3,`The Team has left safe area.`) // ClientPrint(null,3,`Curr. Threat: Common, Wanderer. RNG Boss.`) " } } WaveSpawn { Name era0 TotalCurrency 60 TotalCount 21 MaxActive 15 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 2 Where spawnbot_left Where spawnbot Where spawnbot_right Support Limited TFBot { Template T_TFBot_Heavy_Apoco_Champ Name "Infected" Item "Breadcrab" ClassIcon heavy_apocofist CharacterAttributes { "damage penalty" 0.25 "slow enemy on hit major" 2 "crit from behind" 1 } } LastSpawnOutput { Target wave_start_relay Action RunScriptCode Param " // ClientPrint(null,3,`Director Tempo: SUSTAIN_PEAK`) " } } WaveSpawn { Name era1 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 28 WaitBetweenSpawns 2 Where spawnbot FirstSpawnWarningSound "ambient/halloween/female_scream_01.wav" Support Limited TFBot { Template T_TFBot_Giant_Sniper_Piss Scale 1 Health 450 Name "Screamer" Item "Breadcrab" ClassIcon heavy_apocofist CharacterAttributes { "move speed bonus" 0.5 } } } // WaveSpawn { // Name eras // TotalCurrency 0 // TotalCount 4 // MaxActive 1 // SpawnCount 1 // WaitBeforeStarting 0 // WaitBetweenSpawns 5 // Where Behind // Support Limited // RandomChoice { // RandomChoice { // TFBot { Template T_TFBot_Heavy_Apoco_Champ // Name "Common Infected" // ClassIcon heavy_apocofist // CharacterAttributes { // "active health degen" -25 // Preventing clogging spawns // } // This is also supposed to mimic L4D // } // Cleaning up bots outside the play area. // } // } // } WaveSpawn { Name eras2 TotalCurrency 0 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 20 WaitForAllSpawned era1 Where spawnbot Support Limited TFBot { Template T_TFBot_Giant_Pyro_Phlog ClassIcon Breadcrab_zombie Scale 1.4 Health 3000 Name "Witch Pyro" Item "The Crone's Dome" MaxVisionRange 250 VoiceCommand { Delay 2 Cooldown 5 Repeats 0 Type "Help" } Taunt { Delay 0.05 Cooldown 6.21 Repeats 1 IfSeeTarget 0 IfHealthBelow 2750 } FireWeapon { Delay 5 Cooldown 3 Repeats 1 IfSeeTarget 1 Duration 0.5 Type "Secondary" } FireWeapon { Delay 5 Cooldown 3 Repeats 1 IfSeeTarget 0 Duration 0.5 Type "Secondary" IfHealthBelow 2550 } // FireInput // { // Target player // Action $DisplayTextChat // Param "{99CCFF}Witch Pyro{reset}: Grr.. someone shot me." // Delay 3 // Cooldown 99999 // Repeats 0 // IfHealthBelow 1150 // } CharacterAttributes { // "dmg taken from crit increased" 3 // Simulating headshot. "ignored by enemy sentries" 1 "cannot pick up intelligence" 0 "damage bonus" 0.5 } ItemAttributes { ItemName "The Crone's Dome" "set item tint RGB" 16738740 // Pink in HEX } EventChangeAttributes { Angy { ActionOverride Mobber MaxVisionRange 900 Attributes AlwaysFireWeapon Attributes AlwaysCrit } } ChangeAttributes { Delay 2 Repeats 0 Name "Angy" IfHealthBelow 550 } } // FirstSpawnOutput // { // Target gamerules // Action RunScriptCode // Param // " // SpawnEntityFromTable(`training_annotation` , { // targetname = `sif_annot` // display_text = `Wrangle your gun, that's a Witch Pyro.` // lifetime = `15` // origin = `-292 52 704.33` // } // ) // EntFire(`sif_annot`, `show`) // EntFire(`sif_annot`, `kill`, ``, 8) // // ClientPrint(null,3,`Reminder: Witch gets upset if you touch, damage, or linger near them.`) // ClientPrint(null,3,`Don't startle her. LEAVE her alone.`) // " // } } WaveSpawn { Name era2 WaitForAllSpawned era1 WaitBeforeStarting 10 /// FirstSpawnWarningSound "misc/cp_harbor_blue_whistle.wav" FirstSpawnWarningSound "herecomesthehorde" FirstSpawnOutput { Target gamerules Action RunScriptCode Param " SpawnEntityFromTable(`training_annotation` , { targetname = `sif_annot` display_text = `<!> The Screamer alerted THEM..` lifetime = `15` origin = `-292 52 704.33` } ) EntFire(`sif_annot`, `show`) EntFire(`sif_annot`, `kill`, ``, 8) // ClientPrint(null,3,`Director Tempo: PEAK (30s)`) // ClientPrint(null,3,`Pending mob size: 60`) // ClientPrint(null,3,`Pending Special count: 6. Max 2 dupe.`) // ClientPrint(null,3,`...`) // ClientPrint(null,3,`Curr. Threat: Common, 3 Specials.`) // ClientPrint(null,3,`...`) // ClientPrint(null,3,`Hunter, Humper; PreferWhere = Behind, Anywhere.`) // ClientPrint(null,3,`Boomer, Charger; PreferWhere = Ahead, Close`) // ClientPrint(null,3,`Smoker, Spitter; PreferWhere = Above.`) " } } // WaveSpawn { // Name SPECIAL_ABOVE // So uhh Where = above doesn't work in MvM? // TotalCurrency 0 // TotalCount 8 // MaxActive 1 // SpawnCount 1 // WaitBeforeStarting 45 // WaitBetweenSpawns 30 // WaitForAllSpawned eras2 // Where Above // Support Limited // RandomChoice { // } // } WaveSpawn { Name SPECIAL_AHEAD TotalCurrency 0 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 45 // 30 WaitForAllSpawned eras2 Where spawnbot_flank_left Where spawnbot_flank_right Support Limited RandomChoice { TFBot { Template T_TFBot_Giant_Demoknight_Bash Name "Charger" Health 650 Scale 1.2 ClassIcon Breadcrab_zombie } TFBot { Template T_TFBot_Giant_Demoknight_Bash Name "Bruiser" Health 650 Scale 1.2 ClassIcon Breadcrab_zombie CharacterAttributes { "damage causes airblast" 1 "damage penalty" 0.01 "apply z velocity on damage" 250 } } TFBot { Template T_TFBot_Giant_Pyro_Gas_Explode_Piss Name "Boomer" Health 600 Scale 1.2 ClassIcon Breadcrab_zombie } } } WaveSpawn { Name SPECIAL_BEHIND TotalCurrency 0 TotalCount 8 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 45 // 30 WaitForAllSpawned eras2 Where Behind Support Limited RandomChoice { TFBot { Template T_TFBot_Demoknight_Caber_Atomic Name "Boomer" MaxVisionRange 10 Item "The Loose Cannon" ClassIcon Breadcrab_zombie ItemAttributes { ItemName "The Loose Cannon" "damage bonus" 0.01 "blast dmg to self increased" 621621 "use large smoke explosion" 1 "damage causes airblast" 1 "apply z velocity on damage" 300 } CharacterAttributes { "damage bonus" 0.01 "blast dmg to self increased" 621621 "use large smoke explosion" 1 "damage causes airblast" 1 "apply z velocity on damage" 300 } } TFBot { Template T_TFBot_Giant_Scout_Atomizer Name "Hunter" Health 250 // 650 Scale 1.2 ClassIcon Breadcrab_zombie MoveBehindEnemy 1 Action Mobber Spell // Ah yes, literally cheating. { Delay 20 Cooldown 20 Type "Teleport" } } } } WaveSpawn { Name era2 WaitForAllSpawned era1 TotalCurrency 110 // 48 TotalCount 51 // 48 MaxActive 6 // 9 SpawnCount 3 WaitBeforeStarting 25 WaitBetweenSpawns 2.5 Where spawnbot_left Where spawnbot Where spawnbot_right RandomChoice { Shuffle 1 TFBot { Template T_TFBot_Scout_Shortstop_Regular // ClassIcon scout_shortstop_milky_alt ClassIcon scout_milk // Name "Mud Worker" Health 125 Name "Wetman" Item "The Data Mining Light" WeaponRestrictions MeleeOnly Item "The Fan o'War" ItemAttributes { ItemName "Mad Milk" "is_passive_weapon" 1 } } TFBot { Template T_TFBot_Scout_Milk // ClassIcon scout_shortstop_milky_alt ClassIcon scout_milk Name "Wetman" Health 50 Item "The Data Mining Light" CharacterAttributes { "torso scale" 0.1 "hand scale" 0.1 } } TFBot { Template T_TFBot_Scout_Milk // ClassIcon scout_shortstop_milky_alt ClassIcon scout_milk Name "Wetman" Health 50 Item "The Data Mining Light" CharacterAttributes { "torso scale" 0.1 "hand scale" 0.1 } } TFBot { Template T_TFBot_Pyro_Gas_Explode // ClassIcon pyro_gascann_explode ClassIcon pyro_neon_gascann Name "Oilman" Health 100 Item "The Data Mining Light" Item "The Neon Annihilator" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Gas Passer" "is_passive_weapon" 1 } } TFBot { Template T_TFBot_Pyro_Gas_Explode // ClassIcon pyro_gascann_explode ClassIcon pyro_neon_gascann Name "Oilman" Health 100 Item "The Data Mining Light" Item "The Neon Annihilator" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Gas Passer" "is_passive_weapon" 1 } } } } WaveSpawn { Name era2 WaitForAllSpawned era1 TotalCurrency 30 TotalCount 30 MaxActive 6 SpawnCount 3 WaitBeforeStarting 32 WaitBetweenSpawns 6 Where spawnbot_flank_right Where spawnbot_right TFBot { Template T_TFBot_Sniper_Piss Item "Breadcrab" Name "Mudman" Health 60 WeaponRestrictions MeleeOnly ClassIcon sniper_jarate_bushwacka ItemAttributes { Itemname "jarate" "is_passive_weapon" 1 } CharacterAttributes { "torso scale" 0.1 "dmg bonus vs buildings" 2 "hand scale" 0.1 } } } WaveSpawn { Name era3 WaitForAllSpawned era1 TotalCurrency 0 TotalCount 72 // 42 MaxActive 8 SpawnCount 2 WaitBeforeStarting 42 WaitBetweenSpawns 1 // 0 Where spawnbot_invasion Support Limited TFBot { Template T_TFBot_Heavy_Apoco_Champ Name "Infected" Item "Breadcrab" ClassIcon heavy_apocofist CharacterAttributes { "damage penalty" 0.25 "slow enemy on hit major" 2 "crit from behind" 1 } } } WaveSpawn { Name era4 WaitForAllSpawned era1 TotalCurrency 200 TotalCount 3 // 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 25 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Mangler_RapidFire // Name "Giant Fallen Mangler" Name "Fallen Mangled Mangler" Scale 1.4 ItemAttributes { ItemName "The Cow Mangler 5000" "fire rate bonus" 0.5 "faster reload rate" -1.2 "minicrit on cond" 5|24|27|86|1|9|15|22|25|123 // Wet etc "killstreak tier" 1 } CharacterAttributes { "damage bonus" 0.34 } } LastSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`Director Tempo: RELAX`) // ClientPrint(null,3,`Attempting to stop all spawns.`) // ClientPrint(null,3,`...`) // ClientPrint(null,3,`Remain.. Specials. Wanderer.`) " } } WaveSpawn { Name era5 WaitForAllDead era4 TotalCurrency 200 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 15 Where spawnbot DoneOutput { Target bossmusic1 Action RunScriptCode Param " // EntFire(`player`, `RunScriptCode`, `if (!IsPlayerABot(self)) self.StopSound(`meme/sif_swampfever_intro`)`) StopAmbientSoundOn(`meme/sif_swampfever_intro`, self) " } TFBot { Template T_TFBot_Giant_HeavyBox Name "Marsh Keeper" Item "Buccaneer's Bicorne" Item "EOTL_sheavyshirt" // Hunter Heavy // ClassIcon heavy_hyper // UseCustomModel "models\kirillian\infected\hank_v4.mdl" // StripItem "Zombie Heavy" // NoIdleSound 1 // AdditionalStepSound "=80|player/footsteps/giant2.wav" } } WaveSpawn { Name era5 WaitForAllDead era4 TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 50 WaitBetweenSpawns 0 Where spawnbot_flank_left FirstSpawnWarningSound "meme/sif_tank.mp3" FirstSpawnOutput { Target ambient_musik2 Action Trigger } TFBot { Template T_Zombie_Garg Name "Tank" ClassIcon heavy_zombie_arm1_lite UseCustomModel "models\kirillian\infected\hank_v4.mdl" StripItem "Zombie Heavy" NoIdleSound 1 AdditionalStepSound "=80|player/footsteps/giant2.wav" } FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x08FFFF00FF[Music] Now Playing: Tank!)`) " } } WaveSpawn { Name STOPSOUND WaitForAllDead era5 WaitBeforeStarting 1 WaitBetweenSpawns 0 DoneOutput { Target bossmusic2 Action RunScriptCode Param " // EntFire(`player`, `RunScriptCode`, `if (!IsPlayerABot(self)) self.StopSound(`meme/sif_swampfever_intro`)`) StopAmbientSoundOn(`meme/sif_tank`, self) " } } WaveSpawn { Name SPECIAL_LAST WaitForAllDead era4 TotalCurrency 0 TotalCount 69 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 15 // 30 WaitForAllSpawned eras2 Where Behind Where spawnbot_flank_left Where spawnbot_flank_right Support Limited RandomChoice { TFBot { Template T_TFBot_Demoknight_Caber_Atomic Name "Boomer" MaxVisionRange 10 Item "The Loose Cannon" ClassIcon Breadcrab_zombie ItemAttributes { ItemName "The Loose Cannon" "damage bonus" 0.01 "blast dmg to self increased" 621621 "use large smoke explosion" 1 "damage causes airblast" 1 "apply z velocity on damage" 300 } CharacterAttributes { "damage bonus" 0.01 "blast dmg to self increased" 621621 "use large smoke explosion" 1 "damage causes airblast" 1 "apply z velocity on damage" 300 } } TFBot { Template T_TFBot_Giant_Demoknight_Bash Name "Charger" Health 650 Scale 1.2 ClassIcon Breadcrab_zombie } TFBot { Template T_TFBot_Giant_Demoknight_Bash Name "Bruiser" Health 650 Scale 1.2 ClassIcon Breadcrab_zombie CharacterAttributes { "damage causes airblast" 1 "damage penalty" 0.01 "apply z velocity on damage" 250 } } TFBot { Template T_TFBot_Giant_Pyro_Gas_Explode_Piss Name "Boomer" Health 600 Scale 1.2 ClassIcon Breadcrab_zombie } TFBot { Template T_TFBot_Pyro_Gas_Explode_Piss Skill Expert Name "Spitter" ClassIcon Breadcrab_zombie Item "The Razorback" ItemAttributes { ItemName "The Gas Passer" "is invisible" 1 "fire input on kill" "!activator^$TauntFromItem^Conga Taunt" } } TFBot { Template T_TFBot_Demoman_RapidFire Action Sniper Skill Normal Name "Lobber" Item "The Jarmaments" ClassIcon Breadcrab_zombie Item "The Razorback" UseHumanAnimations 1 CharacterAttributes { "dmg penalty vs players" 0.01 "grenade explode on impact" 1 "add cond on hit" 24 "add cond on hit duration" 5 "custom projectile model" "models/weapons/c_models/urinejar.mdl" "fire input on kill" "!activator^$TauntFromItem^Taunt: Scotsmann's Stagger" } } TFBot { Template T_TFBot_Sniper_Razorback_Sydney Action Sniper Skill Expert Name "Docker" ClassIcon Breadcrab_zombie Item "The Razorback" ItemAttributes { ItemName "The Sydney Sleeper" "applies snare effect" 0.99 "sniper charge per sec" 621 "damage bonus" 0.01 "fire input on kill" "!activator^$TauntFromItem^Conga Taunt" } } TFBot { Template T_TFBot_Sniper_Classic Action Sniper Skill Normal Name "Stinger" ClassIcon Breadcrab_zombie Item "The Razorback" ItemAttributes { ItemName "TF_WEAPON_SMG" "slow enemy on hit major" 2 "fire input on kill" "!activator^$TauntFromItem^Conga Taunt" } } } } // } // Wave 2 Done. // Wave 3 / 6 (900) Wave { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target gamerules Action RunScriptCode Param " SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2. ClientPrint(null,3,`\x08FFFF00FFThe robots do get a little bit quirky at night.`) NetProps.SetPropInt(resource, `m_nMannVsMachineWaveCount`, 3) NetProps.SetPropInt(resource, `m_nMannVsMachineMaxWaveCount`, 5) // EntFire(`func_upgradestation`, `enable`); // Christn why is this not working Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); Convars.SetValue(`tf_airblast_cray_power`, 150); Convars.SetValue(`tf_bot_taunt_victim_chance`, 0); " } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "san_Oh_no_its_feddy" WaitBeforeStarting 59 FirstSpawnWarningSound "meme/sif_fnaf_overture" // FirstSpawnOutput { // Target wave_start_relay // Action RunScriptCode // Param // " // ClientPrint(null,3,`..is that FAZBEAR? ur ur ur urr urr?`) // " // } } WaveSpawn { Name sana1 TotalCurrency 25 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 6 Where spawnbot_flank_right TFBot { Template T_TFBot_Giant_Scout_Cane ClassIcon scout_fast // Name "It's so Shrimple REALLY" // Name "On GOD's weakest diff spike fr" // Name "Warning: Diff Spike" Name "This isn't INT anymore wtf" Health 1200 } } WaveSpawn { Name FreddyFivebear TotalCurrency 0 TotalCount 621 MaxActive 1 SpawnCount 1 WaitForAllDead sana2 WaitBeforeStarting 5 WaitBetweenSpawns 90 Where spawnbot_flank_left Support Limited FirstSpawnOutput { Target gamerules Action RunScriptCode Param " SpawnEntityFromTable(`training_annotation` , { targetname = `sif_annot` display_text = `Freddy will slowly creep up to jumpscare you. Keep an eye on them.` lifetime = `15` origin = `433 -1367 600` } ) EntFire(`sif_annot`, `show`) EntFire(`sif_annot`, `kill`, ``, 5) " } RandomChoice { RandomChoice { TFbot { Template T_TFBot_Giant_HeavyBox_Maul AlwaysGlow 1 Name "Freddy Fivebear" Health 19840 ClassIcon heavy_warrior_sif Scale 0.5 Item "The Bear Necessities" Item "Mad Mask" // Attributes AlwaysFireWeapon Action Mobber // ExtAttr IgnoreBots ExtAttr IgnoreNPC ExtAttr IgnoreBuildings Addcond {Name tf_cond_reprogrammed_neutral} AddAttribute { Item"Warrior's Spirit" Name "move speed bonus" Delay 10 Value "0.1" } FireInput { Target !self Action $SetClientProp$m_iTeamNum Param "3" Delay -1 } CharacterAttributes { "no_jump" 1 "mult dmg vs tanks" 0 // "dmg from ranged reduced" 0.5 "dmg from melee increased" 3 "ignored by enemy sentries" 1 "ignored by bots" 1 "voice pitch scale" 0.8 "cannot pick up intelligence" 1 "damage bonus" 1988 "airblast vulnerability multiplier" 2.5 "airblast vertical vulnerability multiplier" 2.5 "self add attributes on hit" "move speed bonus|0.1|19831" "add attributes on kill" "move speed bonus|0.1|19831" "critboost on kill" 1988 "ragdolls become ash" 1 "allow friendly fire" 1 "mult dmg friendly fire" 0.5 "force distribute currency on death" 1 } } } } } WaveSpawn { Name sana2 TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 4 Where spawnbot_right RandomChoice { TFBot { Template T_TFBot_Giant_Scout_Atomizer ClassIcon scout_fast Health 1200 } TFBot { Template T_TFBot_Giant_Scout_Basher ClassIcon scout_fast Health 1200 } TFBot { Template T_TFBot_Giant_Scout_Cane ClassIcon scout_fast Health 1200 } TFBot { Template T_TFBot_Giant_Scout_Gunbai ClassIcon scout_fast Health 1200 } TFBot { Template T_TFBot_Giant_Scout_SunOnStick ClassIcon scout_fast Health 1200 } TFBot { Template T_TFBot_Giant_Scout_Wrap ClassIcon scout_fast Health 1200 } } } WaveSpawn { Name sana2s WaitForAllDead sana1 TotalCurrency 0 TotalCount 20 MaxActive 15 SpawnCount 5 WaitForAllDead sana1 WaitBeforeStarting 15 WaitBetweenSpawns 6 Where spawnbot_right Where spawnbot_left Support Limited RandomChoice { RandomChoice { TFbot { Template T_TFBot_Heavy_Laugh_Champ Health 66 // Name "Mitten Champ" Name "Cuddly Mittens" // STRING_JOKENAME ClassIcon heavy_warrior_sif Action Mobber Attributes AlwaysCrit } } } } WaveSpawn { WaitBeforeStarting 99999 Support Limited TFbot { Template T_TFBot_Heavy_Laugh_Champ ClassIcon heavy_warrior_sif } } WaveSpawn { Name sana2 TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllDead sana1 WaitBeforeStarting 2 WaitBetweenSpawns 6 Where spawnbot TFBot { Template T_TFBot_Giant_Sniper_Carbine AlwaysGlow 1 Health 12500 // 25000 ClassIcon sniper_carbine_blast Name "Private Electroshock" // MaxVisionRange 850 Attributes UseBossHealthBar ItemAttributes { ItemName "The Cleaner's Carbine" "critboost on kill" 0 // "damage causes airblast" 1 // "apply z velocity on damage" -500 // -621 // "apply look velocity on damage" -1250 "slow enemy on hit major" 3 "add attributes on hit" "auto fires when full|1|5|damage bonus hidden|1.5|15|no_jump|1|5|attach particle effect|3044|15" // reload time increased hidden|4|5| "minicrit on cond" 5|24|27|86|1|9|15|22|25|123 "add cond on hit" 16 "add cond on hit duration" 10 "attach particle effect" 702 // Isotope Weapon Unu //"attach particle effect" 3089 // Marigold Ritual (Blue) } CharacterAttributes { "clip size bonus" 621 "damage bonus" 0.1 "move speed bonus" 0.6 "weapon spread bonus" 0.25 "attach particle effect" 3044 // Electroshock "crit vs wet players" 1 } } // TFBot { Template T_TFBot_Giant_Demoman_Cannon_Push // Name "Admiral Phosphorus" // // Name "Giant Phosphorus Demo" // Scale 1.7 // Health 8000 // Attributes UseBossHealthBar // ItemAttributes { // ItemName "The Loose Cannon" // "clip size upgrade atomic" 8 // 0.75 // Hey Nukesalot, check this out // "use large smoke explosion" 1 // Everyone is effing blind! // "damage penalty" 0.1 // // "faster reload rate" 5 // Nerf! // // "killstreak tier" 1 // } // ChangeAttributes // Default // { // Delay 0.01 // Repeats 1 // Name "ThinkFastDupid" // IfHealthBelow 4000 // } // ChangeAttributes // Default // { // Delay 0.01 // Repeats 0 // Name "KaboomMoron" // IfHealthBelow 2000 // } // Taunt // { // Delay 3 // Cooldown 6.21 // Repeats 0 // IfSeeTarget 0 // IfHealthBelow 1500 // } // EventChangeAttributes // { // ThinkFastDupid { // WeaponRestrictions MeleeOnly // Item "The Ullapool Caber" // ItemAttributes { // ItemName "The Loose Cannon" // "clip size upgrade atomic" 0.25 // "faster reload rate" 11 // // "damage penalty" 0.1 // "Blast radius increased" 5 // "blast dmg to self increased" 1.69 // "reduced_healing_from_medics" 0 // "use large smoke explosion" 1 // "auto fires full clip" 0 // "auto fires when full" 0 // "add cond when active" 36 // "is_passive_weapon" 1 // "custom projectile model" "models/workshop/weapons/c_models/c_caber/c_caber.mdl" /// "custom kill icon" "ullapool_caber" // // "killstreak tier" 1 // } // CharacterAttributes { // "move speed bonus" 0.6 // "no self blast dmg" 0 // } // } // // KaboomMoron { // WeaponRestrictions MeleeOnly // Item "The Ullapool Caber" // ItemAttributes { // ItemName "The Ullapool Caber" // // "damage bonus" 0.1 // "damage causes airblast" 1 // "Blast radius increased" 621 // "blast dmg to self increased" 621621 // "reduced_healing_from_medics" 0 // "use large smoke explosion" 1 // "bombinomicon effect on death" 1 // // "custom projectile model" "models/workshop/weapons/c_models/c_caber/c_caber.mdl" /// "custom kill icon" "ullapool_caber" // // "killstreak tier" 1 // } // CharacterAttributes { // "move speed bonus" 0.75 // "no self blast dmg" 0 // } // } // } // } DoneOutput { Target wave_start_relay Action RunScriptCode Param " // ScreenFade(null,0,0,0,200,2,4,1) // Target, R, G. B, Alpha, Fadein, Duration, typ // ScreenShake(Vector(-5610 -2270 -80),300,400,4,99999,0,true) " } } WaveSpawn { WaitForAllDead sana2 WaitBeforeStarting 1 // DoneMessage "{99CCFF}Bullet-Resistant Medic{reset}: Erm, what the sigma?" // FirstSpawnOutput { // Target wave_start_relay // Action RunScriptCode // Param // " // ClientPrint(null,3,`\x0799CCFFFast Tank with 3k (3000) HP inbound!`) // " // } } WaveSpawn { WaitForAllDead sana2 WaitBeforeStarting 8 // 3.5 // DoneMessage "{99CCFF}Giant Rapid-Fire Demo{reset}: Well, at least it wasn't Freddy Fazbear." } // WaveSpawn { // WaitForAllDead sana2 // WaitBeforeStarting 8 // DoneMessage "{99CCFF}Giant Rapid-Fire Demo{reset}: Because if it was Freddy Fivebear." // } // WaveSpawn { // WaitForAllDead sana2 // WaitBeforeStarting 12 // DoneMessage "{99CCFF}Giant Rapid-Fire Demo{reset}: ..he would-" // } // WaveSpawn { // WaitForAllDead sana2 // WaitBeforeStarting 15.5 // DoneMessage "{99CCFF}Giant Rapid-Fire Demo{reset}: ..he-" // FirstSpawnOutput // { // Target gamerules // Action RunScriptCode // Param // " // SpawnEntityFromTable(`training_annotation` , { // targetname = `sif_annot` // display_text = `Hur hurr hur hur Hurr. [Play Toreador -- Commit to the gag.]` // lifetime = `6` // origin = `-2889 2055 404` // } // ) // EntFire(`sif_annot`, `show`) // EntFire(`sif_annot`, `kill`, ``, 12) // " // } // } // WaveSpawn { // WaitForAllDead sana2 // WaitBeforeStarting 19 // DoneMessage "{99CCFF}Giant Rapid-Fire Demo{reset}: reenact where William After made a gre- blu-" // } // WaveSpawn { // WaitForAllDead sana2 // WaitBeforeStarting 23 // DoneMessage "{99CCFF}Giant Rapid-Fire Demo{reset}: no.. yellow Freakbear and 83 Bite happened." // } // WaveSpawn { // Name sana2s // TotalCurrency 0 // TotalCount 1 // MaxActive 1 // SpawnCount 1 // WaitForAllDead sana2 // WaitBeforeStarting 2 // WaitBetweenSpawns 6 // Where spawnbot_flank_left // Support Limited // EventChangeAttributes // { // Action2 // { // ActionOverride Mobber // He's out to kill you. // } // // } // } // } WaveSpawn { Name sanb1 TotalCurrency 36 TotalCount 18 // 10 MaxActive 6 SpawnCount 2 WaitForAllDead sana2 WaitBeforeStarting 21 WaitBetweenSpawns 8 // 10 Where spawnbot_left Squad { TFBot { Template T_TFBot_Pyro_Dragon Name "Dwagon Pyro" Skill Normal } TFBot { Template T_TFBot_Medic_Vacci_Bullet Name "Bullet-Resistant Medic" // ClassIcon medic_vacc_trio ClassIcon medic_vac_duo_bb ItemAttributes { ItemName "The Vaccinator" "medigun bullet resist passive" 0.5 // 0.66 "medigun bullet resist deployed" 0.34 } CharacterAttributes { "dmg from melee increased" 3 } } } } WaveSpawn { Name sanb1 TotalCurrency 36 TotalCount 18 // 10 MaxActive 6 SpawnCount 2 WaitForAllDead sana2 WaitBeforeStarting 24 WaitBetweenSpawns 9 Where spawnbot Squad { TFBot { Template T_TFBot_Pyro_Dragon Name "Dwagon Pyro" Skill Normal } TFBot { Template T_TFBot_Medic_Vacci_Blast Name "Blast-Resistant Medic" // ClassIcon medic_vacc_trio ClassIcon medic_vac_duo_bb ItemAttributes { ItemName "The Vaccinator" "medigun bullet resist passive" 0.5 // 0.66 "medigun bullet resist deployed" 0.34 } CharacterAttributes { "dmg from melee increased" 3 } } } FirstSpawnOutput { Target gamerules Action RunScriptCode Param " ClientPrint(null,3,`Vaccinator Bots are hard countered by melee.`) " } } // WaveSpawn { // Name sanb1 // TotalCurrency 24 // TotalCount 4 // MaxActive 4 // SpawnCount 2 // WaitForAllDead sana2 // WaitBeforeStarting 27 // WaitBetweenSpawns 6 // Where spawnbot_right // Squad { // TFBot { // Template T_TFBot_Pyro_Dragon // Name "Dwagon Pyro" // Skill Normal // } // TFBot { // Template T_TFBot_Medic_Vacci_Fire // Name "Fire-Resistant Medic" // ClassIcon medic_vacc_trio // CharacterAttributes { // "dmg from melee increased" 3 // } // } // } // FirstSpawnOutput { // Target wave_start_relay // Action RunScriptCode // Param // " // ClientPrint(null,3,`Survive until 6 AM.`) // " // } // } ///// TANK 1 ///// WaveSpawn { Name tank1 WaitForAllDead sana2 WaitBeforeStarting 15 TotalCurrency 128 TotalCount 1 // Where spawnbot_boss WaitBeforeStarting 10 FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 10000 // 20000 Name tankboss ClassIcon tank //speed Speed 75 // 1m on this map Skin 0 StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { WaitForAllSpawned tank1 WaitBeforeStarting 0.05 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFMud Tank with 10k HP inbound!`) // 20k originally " } } WaveSpawn { WaitForAllSpawned tank1 WaitBeforeStarting 0.05 FirstSpawnWarningSound "#mvm/mvm_tank_start.wav" FirstSpawnOutput { Target tankboss Action "setmodelscale" Param "0.5" } } WaveSpawn { WaitForAllSpawned tank1 WaitBeforeStarting 15 FirstSpawnOutput { Target tankboss Action "setSpeed" Param "75" } } ///// TANK 1 OVER ///// // WaveSpawn { // Name YOU_WON // WaitForAllDead tank2 // OnKilledOutput { Target robots_lose Action RoundWin } // } ///// TANK 2 ///// WaveSpawn { Name tank2 WaitForAllDead tank1 WaitBeforeStarting 30 TotalCurrency 125 TotalCount 1 // Where spawnbot_boss WaitBeforeStarting 10 FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 20000 // 10000 Name tankboss ClassIcon tank //speed Speed 75 // 1m on this map Skin 0 StartingPathTrackNode "boss_path_b1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { WaitForAllSpawned tank2 WaitBeforeStarting 0.05 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFMud Tank with 20k HP inbound!`) " } } WaveSpawn { // WaitForAllSpawned tank2 WaitForAllDead tank1 WaitBeforeStarting 31 FirstSpawnWarningSound "#mvm/mvm_tank_start.wav" FirstSpawnOutput { Target tankboss Action "setmodelscale" Param "0.5" } } ///// TANK 2 OVER ///// WaveSpawn { Name tank2 TotalCurrency 300 TotalCount 4 // 2 MaxActive 4 // 2 SpawnCount 2 // 1 WaitForAllDead tank1 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Charged_Burst Name "Five Nights at Crit Spam" ItemAttributes { ItemName "The Original" "faster reload rate" 0.6 "fire rate bonus" 0.2 "Projectile speed increased" 0.2 "killstreak tier" 1 } } TFBot { Template T_TFBot_Medic_Kritzkrieg_Blink ClassIcon medic_kritz } // TFBot { // Template T_TFBot_Giant_Demoman_RapidFire // Name "Giant Ultimatum Demo" // Item "The Jarmaments" // ItemAttributes { // ItemName "TF_WEAPON_GRENADELAUNCHER" // "grenade explode on impact" 1 // "dmg penalty vs players" 0.34 // 0.66 // "add cond on hit" 24 // "add cond on hit duration" 5 // "custom projectile model" "models/weapons/c_models/urinejar.mdl" // } // } } } WaveSpawn { Name sanb2 TotalCurrency 0 TotalCount 90 MaxActive 10 SpawnCount 4 WaitForAllDead tank1 // tank2 WaitBeforeStarting 4 WaitBetweenSpawns 5 Where spawnbot Where spawnbot_left Where spawnbot_right Where spawnbot_flank_right Support Limited RandomChoice { RandomChoice { TFBot { Template T_TFBot_Heavy_Maul_Champ Name "T_Heavy_Maul" Health 150 CharacterAttributes { "head scale" 0 } } TFBot { Template T_TFBot_Heavy_Maul_Champ Name "Maulweight Champ" Health 150} TFBot { Template T_TFBot_Heavy_Maul_Champ Name "Maulweight Champ" Health 150} TFBot { Template T_TFBot_Heavy_Maul_Champ Name "Maulweight Champ" Health 150} TFBot { Template T_TFBot_Heavy_Laugh_Champ Name "Laughweight Champ" Health 150} } } } WaveSpawn { WaitForAllDead tank2 DoneOutput { Target wave_start_relay Action RunScriptCode Param " // ClientPrint(null,3,`\x07FF0000It is possible that a parsing error had occurred. Check console for details.`) // ClientPrint(null,3,`\x07FFFF00It is possible that a parsing error had occurred. Check console for details.`) // ClientPrint(null,3,`\x07FFFFFFIt is possible that a parsing error had occurred. Check console for details.`) // ClientPrint(null,3,`\x0700FFFFIt is possible that a parsing error had occurred. Check console for details.`) // ClientPrint(null,3,`\x0700FFFFIt is possible that a parsing error had occurred. Check console for details.`) // ClientPrint(null,3,`\x070000FFIt is possible that a parsing error had occurred. Check console for details.`) // ClientPrint(null,3,`\x07000000It is possible that a parsing error had occurred. Check console for details.`) // ClientPrint(null,3,`\x07621621It is possible that a parsing error had occurred. Check console for details.`) " } } } // Wave 3 Done. // Wave 4 / 6 (1000) Wave { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target gamerules Action RunScriptCode Param " SetSkyboxTexture (`sky_halloween`) // Thanks ficool2. ClientPrint(null,3,`\x08FFFF00FFSomething went wrong with this wave.`) ClientPrint(null,3,`\x08FFFF00FFWhat the heck, did you do?`) NetProps.SetPropInt(resource, `m_nMannVsMachineWaveCount`, 4) NetProps.SetPropInt(resource, `m_nMannVsMachineMaxWaveCount`, 5) // EntFire(`func_upgradestation`, `enable`); // Christn why is this not working Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); Convars.SetValue(`tf_airblast_cray_power`, 150); Convars.SetValue(`tf_bot_taunt_victim_chance`, 0); " } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { WaitBeforeStarting 2 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " // ClientPrint(null,3,`Some files are missing on the server, check console for details.`) / ClientPrint(null,3,`It is possible that a parsing error had occurred. Check console for details.`) " } } WaveSpawn { WaitBeforeStarting 3 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`Unable to parse mvm_bogland_rc8_benign_foetor_sif1arc1.`) // ClientPrint(null,3,`It is possible that a parsing error had occurred. Check console for details.`) " } } WaveSpawn { WaitBeforeStarting 4 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`Attempting to load mvm_bogland_rc8_kaizo_foetor_rc1.`) " } } // WaveSpawn { // WaitBeforeStarting 9 // FirstSpawnOutput { // Target wave_start_relay // Action RunScriptCode // Param // " // ClientPrint(null,3,`Mankind is Dead.`) // " // } // } // WaveSpawn { // WaitBeforeStarting 10 // FirstSpawnOutput { // Target wave_start_relay // Action RunScriptCode // Param // " // ClientPrint(null,3,`Blood is Fuel.`) // " // } // } WaveSpawn { WaitBeforeStarting 15 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " // ClientPrint(null,3,`This cold, dark world shall bring you no salvation.`) " } } WaveSpawn { Name sia2 TotalCurrency 500 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 35 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Giant_Scout_Sandman Health 2500 ClassIcon scout_stun_giant_armored Name "Pointless DPS Requirement" CharacterAttributes { "dmg taken increased" 1.5 "move speed bonus" 0.66 } } TFBot { Template T_TFBot_Giant_Scout_Sandman Health 2500 ClassIcon scout_stun_giant_armored Name "Pointless DPS Requirement" CharacterAttributes { "dmg taken increased" 1.5 "move speed bonus" 0.66 } } TFBot { Template T_TFBot_Giant_Scout_Sandman Health 2500 ClassIcon scout_stun_giant_armored Name "Pointless DPS Requirement" CharacterAttributes { "dmg taken increased" 1.5 "move speed bonus" 0.66 } ItemAttributes { ItemName "the sandman" "mark for death" 1 } } } } WaveSpawn { Name sia2 TotalCurrency 450 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 22 WaitBetweenSpawns 25 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Push_RapidFire Name "Giant Red Glare Soldier" ClassIcon soldier_blast_spammer // Name "Medic Obliterator Device" // STRING_JOKENAME ItemAttributes { ItemName "The Liberty Launcher" "damage bonus" 0.7 "Projectile speed increased" 1.2 // 1.8 "fire rate bonus" 0.75 "Reload time increased" 11 // 6 // 4 //10s reload "projectile gravity" 450 "mark for death" 1 "add cond on hit" 80 // Forced to parachute "add cond on hit duration" 5 } CharacterAttributes { "mod mini-crit airborne" 1 "minicrits become crits" 1 "apply z velocity on damage" 500 "apply look velocity on damage" -200 } } } WaveSpawn { Name sia1 TotalCurrency 20 TotalCount 20 MaxActive 10 SpawnCount 10 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot_right RandomChoice { TFBot { Template T_TFBot_Soldier_DirectHit Name "Peacebreaker Soldier" Skill Hard ClassIcon soldier_and_demo ItemAttributes { ItemName "The Direct Hit" "fire rate bonus" 0.5 "faster reload rate" 3 // 6.64s reload "ragdolls plasma effect" 1 "attach particle effect" 3083 // golden glimmer "Blast radius increased" 0.2 // since this is here, I wanted to say that if you literally ran at this, it is your fault. } } // TFBot { Template T_Soldier // Name "Lesser Soldier" // Item "The Liberty Launcher" // Item "Jumper's Jeepcap" } // TFBot { Template T_TFBot_Soldier_DirectHit Name "Ext. Backup Direct Hit Soldier" Skill Easy ClassIcon soldier_and_demo } TFBot { Template T_TFBot_Soldier_Mortar Name "Spliced Demoman" Skill Easy ClassIcon soldier_and_demo } } } WaveSpawn { Name sia1 TotalCurrency 8 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 8 Where spawnbot TFBot { Template T_TFBot_Demoman_Sticky_Burst // Attributes AlwaysCrit Name "Burst Sticky Demo" ClassIcon soldier_and_demo //ClassIcon demo_fast2 } } WaveSpawn { Name sia1 TotalCurrency 32 TotalCount 32 MaxActive 6 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot_left // TFBot { Template T_TFBot_Demoman_Charged // TFBot { Template T_TFBot_Demoman_Loch_Burst // TFBot { Template T_TFBot_Demoman_Burst_Hyper Skill Hard TFBot { Template T_TFBot_Demoman_Mortar Name "Spliced Soldier" Skill Hard ClassIcon soldier_and_demo // Attributes AlwaysCrit // ClassIcon demo_fast2 CharacterAttributes { "damage bonus" 1 } } // Name "Hyper Burst Demo" } } WaveSpawn { Name sia2 TotalCurrency 0 TotalCount 0 MaxActive 8 SpawnCount 4 WaitForAllDead sia1 WaitBeforeStarting 12 WaitBetweenSpawns 4 Where spawnbot_flank_right TFBot { Template T_TFBot_Heavy_Tomislav_Reversed Skill Easy } } WaveSpawn { Name sia2 TotalCurrency 40 TotalCount 32 MaxActive 16 SpawnCount 8 WaitForAllDead sia1 WaitBeforeStarting 15 WaitBetweenSpawns 2.5 Where spawnbot_flank_left Squad { TFBot { Template T_TFBot_Engineer_Battle_Frontier Skill Easy Action Mobber ClassIcon engineer_frontierjustice} TFBot { Template T_TFBot_Engineer_Battle_Frontier_Reversed Skill Hard Action Mobber ClassIcon engineer_frontierjustice } } } WaveSpawn { Name sia2s TotalCurrency 0 TotalCount 10 MaxActive 10 // 8 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 2 Where spawnbot_flank_left Where spawnbot_flank_right WaitForAllDead sia1 // TFBot { Template T_TFBot_Soldier_DirectHit Name "Ext. Backup Direct Hit Soldier" Skill Easy ClassIcon soldier_and_demo } TFBot { Template T_TFBot_Soldier_Mortar Name "Spliced Demo" Skill Easy ClassIcon soldier_and_demo } } // Actual FvF Miniboss uwu~ // ty to people @FriendsvFriends for helping me with ideas. // <3 AveryYeen WaveSpawn { Name sia3 TotalCurrency 450 TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllDead sia2 WaitBeforeStarting 8 WaitBetweenSpawns 8 Where spawnbot FirstSpawnWarningSound "items/powerup_pickup_resistance.wav" RandomChoice { TFBot { Template T_Scout_Haru } // Scout A // Deagle + Blast-a-Nature; Cocky -- Ignores Bomb, takes double dmg TFBot { Template T_Soldier_Stevie } // Soldier A // DH + Reserv; Takes less damage, Ignores Sentry and Highest DPS TFBot { Template T_Pyro_Manokitt } // Pyro A // Frostburn + RF_Maul; Weak to Blast type TFBot { Template T_Demo_Lars } // Demoman A // Atom Launcher + Overloader; Massive self dmg and Will Suicide on Low HP // TFBot { Template T_Heavy_Myk } // Heavy A // AA-Cannon + Ludmilla; Ignores Far targets, Bad at tracking TFBot { Template T_Engi_Bach } // Engi A // HighNoon + Emancipator ShortCircuit; Starts off weak // TFBot { Template T_Medic_Dale } // Medic A // Dartgun + Invis ; Fur Weak to fire. // TFBot { Template T_Sniper_Newt } // Sniper A // SMG + Classic-Rifle // TFBot { Template T_Spy_Amante } // Spy A // TFBot { Template T_Scout_Mulligan } // Scout B // Copies your idle scout loadout. // TFBot { Template T_Soldier_Donn } // Soldier B // Red Glare + Equalizer; More health! // TFBot { Template T_Pyro_QT } // Pyro B // Volcanic + Airblast; Weak to Explosive and Minicrit // TFBot { Template T_Demo_Sable } // Demo B // Katana; Weak to ranged attack, will attempt to block both bullet and explosion // TFBot { Template T_Heavy_Dooper } // Heavy B // Fist of Steel + Firestarter Huolong; Takes 60% more damage by default. // TFBot { Template T_Engi_Klustr } // Engi B // Gungslinger + Widowmaker; If no minisentry is alive, deals 80% less damage // TFBot { Template T_Medic_Jawhara } // Medic B // Reverse Medigun + Surg Precision; All damage taken is doubled, but crit immune. // TFBot { Template T_Sniper_Owl } // Sniper B // Huntsman + Jarate // Weak to melee damage and elec-energy type weapons. // TFBot { Template T_Spy_FKF } // Sy B // Easter Egg. TF2 x100 Knife // Weak to getting airblasted and launched. } } WaveSpawn { Name Siaro WaitForAllDead sia3 WaitBeforeStarting 2 DoneOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`FvF_unconnected left the game (Client Kicked. Reason: Wrong videogame.)`) " } } WaveSpawn { Name sia1s TotalCurrency 0 TotalCount 621 MaxActive 5 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 9 Support Limited Where spawnbot Where spawnbot_right RandomChoice { // Pre-nerf Degreaser -- Pushover TFBot { Template T_TFBot_Pyro_Airblast_NoPush Skill Hard Name "Pushover Pyro" ClassIcon pyro_reflect_hyper_lite } TFBot { Template T_Pyro Attributes AlwaysFireWeapon Skill Easy Name "Pushover Pyro" ClassIcon pyro_reflect_hyper_lite } TFBot { Template T_TFBot_Pyro_Airblast_Hyper Skill Hard Name "Airblast Pyro" ClassIcon pyro_reflect_hyper_lite ItemAttributes { ItemName "Powerhouse_flamethrower_turbinetorcher" "airblast_deflect_projectiles_disabled" 1 } } // Reverse Degreaser -- Wavesucker. Cut weapon. TFBot { Template T_TFBot_Pyro_Airblast_Reversed Skill Expert Name "Wavesucker Pyro" ClassIcon pyro_reflect_hyper_lite } } } WaveSpawn { Name sia1s2 TotalCurrency 0 TotalCount 621 MaxActive 8 SpawnCount 2 WaitForAllSpawned sia3 WaitBeforeStarting 35 WaitBetweenSpawns 8 Support Limited Where spawnbot Where spawnbot_right RandomChoice { TFBot { Template T_Pyro Skill Hard Name "Golfing Pyro" ClassIcon pyro_reflect_hyper_lite ExtAttr AlwaysFireWeaponAlt ItemAttributes { ItemName "Powerhouse_flamethrower_turbinetorcher" "airblast_deflect_projectiles_disabled" 1 } } TFBot { Template T_Pyro Skill Hard Name "Golfing Pyro" ClassIcon pyro_reflect_hyper_lite ExtAttr AlwaysFireWeaponAlt ItemAttributes { ItemName "Powerhouse_flamethrower_turbinetorcher" "airblast_deflect_projectiles_disabled" 1 } } TFBot { Template T_TFBot_Pyro_Dragon Name "Dwagon Pyro" Skill Hard ClassIcon pyro_reflect_hyper_lite } } } } // Wave 4 Done. // Wave 5 / 6 (1000) Wave { WaitWhenDone 65 Checkpoint Yes // RedTeamWipeCausesWaveLoss 1 InitWaveOutput { Target gamerules Action RunScriptCode Param " SetSkyboxTexture (`sky_halloween`) // Thanks ficool2. ClientPrint(null,3,`\x08FFFF00FFThe robots have grown sentient. You really SHOULD leave.`) ClientPrint(null,3,`\x08FFFF00FFOnly cure to FOETOR is DEATH.`) ClientPrint(null,3,`CAUTION: If everyone is DEAD, the wave is considered a loss.`) // EntFire(`func_upgradestation`, `enable`); // Christn why is this not working Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); Convars.SetValue(`tf_airblast_cray_power`, 150); Convars.SetValue(`tf_bot_taunt_victim_chance`, 0); " } // SpawnTemplate "EscapeW5ControlPointLogic" StartWaveOutput { Target wave_start_relay Action Trigger } // FlagResetTime // { // Name "intel" // ResetTime 15 // } DoneOutput { Target wave_finished_relay Action Trigger } PlayerAttributes { "can headshot" 1 "revolver use hit locations" 1 } SpawnTemplate "Decor" WaveSpawn { WaitBeforeStarting 1 DoneMessage "{EEEEEE}????{reset}: Thanks for the help." } WaveSpawn { WaitBeforeStarting 3 DoneMessage "{EEEEEE}????{reset}: We don't need any of you anymore." } WaveSpawn { WaitBeforeStarting 6 FirstSpawnWarningSound "misc/cp_harbor_blue_whistle.wav" FirstSpawnOutput { Target gamerules Action RunScriptCode Param " SpawnEntityFromTable(`training_annotation` , { targetname = `sif_annot` display_text = `<!> The Ferry tolls.. Defend yourselves!` lifetime = `8` origin = `-292 52 704.33` } ) EntFire(`sif_annot`, `show`) EntFire(`sif_annot`, `kill`, ``, 8) ClientPrint(null,3,`Current Goal:`) ClientPrint(null,3,`Survive through the crescendo for long enough.`) " } } WaveSpawn { Name era1 WaitBeforeStarting 8 // FirstSpawnWarningSound "insertmusichere" FirstSpawnWarningSound "meme/sif_swampfever_finale.wav" FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x08FFFF00FF[Music] Now Playing: Your Own Funeral (Cresc Hold- Finale)`) " } } WaveSpawn { Name wua1 TotalCurrency 20 TotalCount 20 MaxActive 12 SpawnCount 4 WaitBeforeStarting 13 WaitBetweenSpawns 3 Where spawnbot // Where spawnbot_right RandomChoice { TFBot { Template T_TFBot_Scout_Cleaver Name "Flesh Monger" Item "Parasite Hat" ClassIcon scout_cleaver } TFBot { Template T_TFBot_Scout_Sword Name "Flesh Flenser" Item "Parasite Hat" ClassIcon scout_cleaver ItemAttributes { ItemName "Three-Rune Blade" "custom item model" "models/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver.mdl" } } } } WaveSpawn { Name wua1s TotalCurrency 60 TotalCount 20 // 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 8.5 WaitBetweenSpawns 25 Where spawnbot Where spawnbot_left Where spawnbot_right RandomChoice { TFBot { Template T_TFBot_Heavy_Steel_Gauntlet_Reversed Name "Alloy Docker" ClassIcon heavy_steelfist_nys} TFBot { Template T_TFBot_Heavy_Steel_Gauntlet_Reversed Name "Alloy Docker" ClassIcon heavy_steelfist_nys} TFBot { Template T_TFBot_Heavy_Steel_Gauntlet_Reversed Name "Alloy Docker" ClassIcon heavy_steelfist_nys} TFBot { Template T_TFBot_Heavy_Steel_Gauntlet_Reversed_Pusher Name "Alloy Docker" ClassIcon heavy_steelfist_nys} } } WaveSpawn { Name wua1 TotalCurrency 200 TotalCount 6 // 4 MaxActive 3 // 2 SpawnCount 3 // 2 WaitBeforeStarting 8 WaitBetweenSpawns 25 Where spawnbot Squad { // TFBot { Template T_TFBot_Giant_Heavy_Shotgun_Burst Name "Private Fusilier" } TFBot { Template T_TFBot_Giant_Pyro_Dragon Name "Giant Swamp Immolationist" } TFBot { Template T_TFBot_Giant_Medic_QuickFix_Heal ClassIcon medic Name "Giant Regen Medic" } TFBot { Template T_TFBot_Medic_QuickFix_BigHeal Name "Marsh Altar" ClassIcon medic_critcanteen Item "Battery Canteens" Action FetchFlag ItemAttributes { ItemName "Battery Canteens" "critboost" 1 "powerup charges" 1 } } } } WaveSpawn { Name wua2 TotalCurrency 108 TotalCount 4 MaxActive 4 SpawnCount 4 WaitForAllSpawned wua1 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot_left Where spawnbot_right LastSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`Director Tempo: RELAX`) " } Squad { // TFBot { Template T_TFBot_Giant_Heavy_Shotgun_Burst Name "Private Fusilier" } TFBot { Template T_TFBot_Giant_Engineer_Widowmaker Action FetchFlag Name "Giant Bullet Carver" } // TFBot { Template T_TFBot_Medic_Kritzkrieg_Rapid Name "Giant Regen Medic" } // TFBot { Template T_TFBot_Medic_Uber_Blink Name "Cabin Keeper" } TFBot { Template T_TFBot_Medic_QuickFix_BigHeal Name "Marsh Altar" ClassIcon medic_critcanteen Item "Battery Canteens" Action FetchFlag ItemAttributes { ItemName "Battery Canteens" "critboost" 1 "powerup charges" 1 } } } } WaveSpawn { Name wua2 TotalCurrency 32 TotalCount 16 MaxActive 16 SpawnCount 4 WaitForAllDead wua1 WaitBeforeStarting 15 WaitBetweenSpawns 0 Where spawnbot_left Where spawnbot_right Support Limited RandomChoice { TFBot { Template T_TFBot_Medic_Battle_Crossbow_Burst_Penetrate ClassIcon medic_crossbow_burst Action FetchFlag CharacterAttributes { "damage penalty" 0.5 } } TFBot { Template T_TFBot_Medic_Battle_Crossbow_Burst_Penetrate ClassIcon medic_crossbow_burst Action FetchFlag CharacterAttributes { "damage penalty" 0.5 } } TFBot { Template T_TFBot_Medic_Battle_Crossbow_Burst_Penetrate ClassIcon medic_crossbow_burst Action FetchFlag CharacterAttributes { "damage penalty" 0.5 } } TFBot { Template T_TFBot_Medic_Battle_Crossbow_Burst_Penetrate ClassIcon medic_crossbow_burst Action FetchFlag CharacterAttributes { "damage penalty" 0.5 } } TFBot { Template T_TFBot_Medic_Battle_Crossbow_Dartgun Action FetchFlag Scale 1.2 Health 150 // 300 ItemAttributes { ItemName "The Crusader's Crossbow" "minicrit on cond" 5|24|27|86|1|9|15|22|25|123 "add attributes on hit" "effect immunity|1|3|wet immunity|1|3" } Name "Chiruwurgeon" Item "Hundekopf" ClassIcon medic_crossbow_burst } } FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " // ClientPrint(null,3,`Director Tempo: BUILD_UP`) " } } WaveSpawn { Name wua3 TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllSpawned wua2 WaitBeforeStarting 20 WaitBetweenSpawns 5 Where spawnbot_flank_right FirstSpawnWarningSound "dnmeme/tank" TFBot { Template T_Zombie_Garg Name "Tank" UseCustomModel "models\kirillian\infected\hank_v4.mdl" ClassIcon heavy_zombie_arm1_lite StripItem "Zombie Heavy" NoIdleSound 1 AdditionalStepSound "=80|player/footsteps/giant2.wav" // Health 12000 Health 5000 CharacterAttributes { "attach particle effect" 3130 "move speed bonus" 0.6 "add attributes on hit" "auto fires when full|1|5|damage bonus hidden|1.5|15|no_jump|1|5|attach particle effect|3044|15" } // Cremation } FirstSpawnOutput { Target ambient_musik3 Action Trigger } } WaveSpawn { Name wua3 TotalCurrency 150 TotalCount 2 // 4 MaxActive 2 SpawnCount 1 WaitForAllDead wua2 WaitBeforeStarting 25 // 40 WaitBetweenSpawns 5 // 15 Where spawnbot_flank_left Where spawnbot_flank_right TFBot { Template T_Zombie_Garg Action Mobber Name "Tank" UseCustomModel "models\kirillian\infected\hank_v4.mdl" ClassIcon heavy_zombie_arm1_lite StripItem "Zombie Heavy" NoIdleSound 1 AdditionalStepSound "=80|player/footsteps/giant2.wav" // Health 12000 Health 5000 CharacterAttributes { "attach particle effect" 3130 "move speed bonus" 0.6 "add attributes on hit" "auto fires when full|1|5|damage bonus hidden|1.5|15|no_jump|1|5|attach particle effect|3044|15" } // Cremation } // FirstSpawnOutput { // Target wave_start_relay // Action RunScriptCode // Param // " // // " // } } WaveSpawn { Name wub3s TotalCurrency 0 TotalCount 621 MaxActive 9 SpawnCount 6 // 2 // WaitForAllDead wua1 // wua2 // wub2 WaitBeforeStarting 50 // 5 WaitBetweenSpawns 4 // 6 Where spawnbot_left Where spawnbot Where spawnbot_right Support Limited RandomChoice { // TFBot { Template T_TFBot_Soldier_Bazooka_Conch Action Mobber Name "Mud Soldier" } TFBot { Template T_TFBot_Heavy_Apoco_Champ Action Mobber Name "Mud Infected" } } } WaveSpawn { Name wua3s TotalCurrency 0 TotalCount 621 MaxActive 12 SpawnCount 6 WaitForAllSpawned wua2 WaitBeforeStarting 12 WaitBetweenSpawns 8 Where spawnbot_left Where spawnbot_invasion Where spawnbot_right Support Limited RandomChoice { TFBot { Template T_TFBot_Demoman_Loch_Burst UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" Action Mobber Name "Fallen Demo" ClassIcon soldier_bazooka_conch_seel } TFBot { Template T_TFBot_Demoman_Loch_Burst UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" Action Mobber Name "Fallen Demo" ClassIcon soldier_bazooka_conch_seel } TFBot { Template T_TFBot_Soldier_Bazooka_Conch UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" Action Mobber Name "Fallen Soldier" } TFBot { Template T_TFBot_Sniper_Bowman_Penetrate UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" Action Mobber Name "Fallen Arbalist" } TFBot { Template T_TFBot_Medic_Ubersaw_Bleed Item Hundekopf ClassIcon medic_crossbow_burst Name "Rabid Gander" Action FetchFlag } TFBot { Template T_TFBot_Heavy_Apoco_Champ Action Mobber Name "Mud Infected" } } FirstSpawnOutput { Target intel Action ForceResetSilent } } WaveSpawn { Name FINALE WaitForAllDead wua3 WaitBeforeStarting 5 FirstSpawnWarningSound "meme/sif_monsterswithin" DoneOutput { Target wave_start_relay Action RunScriptCode Param " ScreenFade(null,0,0,0,255,2,4,1) // Target, R, G. B, Alpha, Fadein, Duration, typ // ScreenShake(Vector(-5610 -2270 -80),300,400,4,99999,0,true) Convars.SetValue(`tf_bot_kill`, all); ClientPrint(null,3,`REDs have escaped.`) " } } WaveSpawn { Name FINALE WaitForAllDead wua3 WaitBeforeStarting 5 DoneOutput { Target bossmusic3 Action RunScriptCode Param " // EntFire(`player`, `RunScriptCode`, `if (!IsPlayerABot(self)) self.StopSound(`meme/sif_swampfever_intro`)`) StopAmbientSoundOn(`meme/sif_swampfever_finale`, self) " } } } // Wave 5 Done. } // Fellas, ints are boring amirite // -SiF //This file has been generated by http://mvm.tfs