#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop population { StartingCurrency 150 RespawnWaveTime 999 FixedRespawnWaveTime Yes CanBotsAttackWhileInSpawnRoom no ExtendedUpgradesOnly 1 ForceHoliday 2 NoHolidayPickups 1 BonusRatioHalf 2 BotPushaway 0 NoRomevisionCosmetics 1 BonusRatioFull 2 WaveStartCountdown 0 BotHumansHaveEyeGlow 1 PrecacheModel "models/workshop/player/items/soldier/taunt_rocket_jockey/taunt_rocket_jockey.mdl" ItemAttributes //Adds attributes to specified item given to players { ItemName "The Overdose" "clip size bonus" 1.5 "add cond on kill" 29 "add cond on kill duration" 1 "special item description" "+50% clip size; 2s of conch buff on kill" } ItemAttributes //Adds attributes to specified item given to players { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "minicritboost on kill" 1 } ItemAttributes //Adds attributes to specified item given to players { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "minicritboost on kill" 1 } ItemAttributes //Adds attributes to specified item given to players { ItemName "Festive Ubersaw" "add uber charge on hit" 0.1 "special item description" "Less uber per hit" } ItemAttributes //Adds attributes to specified item given to players { ItemName "The Ubersaw" "add uber charge on hit" 0.1 "special item description" "Less uber per hit" } ItemAttributes //Adds attributes to specified item given to players { ItemName "The Blutsauger" "dmg penalty vs players" 0.7 "health drain" -4 "special item description" "Base regen and damage is decreased" } ClassLimit //Limits the number of specified classes { Heavyweapons 0 Scout 0 Soldier 0 Spy 0 Engineer 0 Pyro 0 Demoman 0 Sniper 0 } PointTemplates { Rename_Player { OnSpawnOutput { Target "!activator" Action "AddOutput" Param "targetname red_player" Delay 0 } } Resupply { NoFixup 1 prop_dynamic { "targetname" "locker_model" "model" "models/props_gameplay/resupply_locker.mdl" "solid" "6" "origin" "-3232.2 1648.0 -1300.0" "angles" "0 90 0" "disableshadows" "1" } func_regenerate { "targetname" "locker_regenerate" "associatedmodel" "locker_model" "TeamNum" "2" "origin" "-3232.2 1648.0 -1300.0" "mins" "0 -48 0" "maxs" "40 48 128" "OnStartTouchAll" "locker_model,SetAnimation,open,0,-1" "OnEndTouchAll" "locker_model,SetAnimation,close,0,-1" } } nuke { prop_dynamic { "modelscale" "2.5" "model" "models/workshop/player/items/soldier/taunt_rocket_jockey/taunt_rocket_jockey.mdl" "solid" "0" "spawnflags" "0" "StartDisabled" "0" } } RespawnRoom { NoFixup 1 logic_auto { "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger locker_model:Disable::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger locker_model:Enable::0:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger locker_model:DisableCollision::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger locker_model:EnableCollision::0:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger locker_regenerate:Disable::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger locker_regenerate:Enable::0:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger le_respawnroom:Disable::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger le_respawnroom:Enable::0.1:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger red_player:$ForceRespawnDead::0:-1,0,-1" } trigger_multiple { "targetname" "le_respawnroom" "origin" "0 0 0" "spawnflags" "1" "solid" "0" "mins" "-10000 -10000 -10000" "maxs" "10000 10000 10000" "OnEndTouch" "!activator,$ForceRespawnDead,0.1,-1" } // func_respawnroom //doesn't work lo // { // "targetname" "le_respawnroom" // "origin" "0 0 0" // "spawnflags" "1" // "mins" "-10000 -10000 -10000" // "maxs" "10000 10000 10000" // "StartDisabled" "1" // "TeamNum" "2" //red // } } Teleported_Particle { OnSpawnOutput { Target "teleported" Action "Kill" Delay 1 } info_particle_system { "origin" "0 0 0" "targetname" "teleported" "effect_name" "eb_tp_player_rope" "flag_as_weather" "0" "start_active" "1" } } FunnyPitTeleport { filter_activator_tfteam { "targetname" "filter_is_red" "Negated" "0" "TeamNum" "2" } filter_activator_tfteam { "targetname" "filter_is_blu" "Negated" "0" "TeamNum" "3" } info_target { "targetname" "coolkids_area" "origin" "-3631.54 2468.23 -1186" "angles" "0 0 0" } trigger_teleport { "targetname" "idiot-proof_trigger" "origin" "-3280 2200 -7440" "mins" "-4864 -5328 -192" "maxs" "4864 5328 192" "spawnflags" "1" "filtername" "filter_is_red" "target" "coolkids_area" "OnStartTouch" "teleported_particle_maker,FireUser1,,0,-1" } trigger_hurt { "targetname" "trolley" "origin" "-3280 2200 -7460" "mins" "-4864 -5328 -192" "maxs" "4864 5328 192" "solid" "0" "spawnflags" "1" "damage" "99999" "filtername" "filter_is_blu" } info_particle_system { "origin" "-3265.5 2507.4 -7440" "targetname" "vortex" "effect_name" "eb_tp_vortex01" "flag_as_weather" "0" "start_active" "1" } env_entity_maker { "targetname" "teleported_particle_maker" "EntityTemplate" "Teleported_Particle" "PostSpawnDirection" "0 0 0" "PostSpawnDirectionVariance" "0" "PostSpawnInheritAngles" "0" "PostSpawnSpeed" "0" "spawnflags" "0" "OnUser1" "!self,ForceSpawnAtEntityOrigin,coolkids_area,0,-1" } } TeleChain_Start { NoFixup 1 KeepAlive 1 info_target { "targetname" "tele_chain_location" } } TeleChain_Continue { KeepAlive 1 OnSpawnOutput { Target "!activator" Action "$TeleportToEntity" Param "tele_chain_location" Delay 0.05 } OnSpawnOutput { Target "tele_chain_location" Action "SetParent" Param "!activator" Delay 0.1 } OnSpawnOutput { Target "tele_chain_location" Action "$SetLocalOrigin" Param "0 0 0" Delay 0.1 } } TeleChain_End { OnSpawnOutput { Target "!activator" Action "$TeleportToEntity" Param "tele_chain_location" Delay 0.05 } OnSpawnOutput { Target "tele_chain_location" Action "Kill" Delay 0.1 } } LoseRelay { NoFixup 1 logic_relay { "targetname" "lose_relay" "OnTrigger" "bots_win,RoundWin,,0,-1" } } ReprogramFire { NoFixup 1 OnSpawnOutput { Target "reprogram_handler" Action "FireUser1" Delay 0 } } Reprogram_Handler { NoFixup 1 filter_tf_condition { "targetname" "filter_is_set_to_be_senttogulag" "Negated" "0" "require_all_tags" "1" "condition" "121" } filter_tf_bot_has_tag { "targetname" "filter_can_reprogram" "Negated" "1" "require_all_tags" "1" "tags" "no_reprogram" } filter_multi //main filter { "targetname" "filter_reprogram_main" "Negated" "0" "FilterType" "0" "Filter01" "filter_is_set_to_be_senttogulag" "Filter02" "filter_can_reprogram" "OnPass" "!activator,$RemoveCond,121,0,-1" "OnPass" "!activator,$AddCond,43,0,-1" "OnPass" "!activator,$RemoveCond,43,5,-1" //edit delay (number after 43) to edit reprogram duration } trigger_multiple { "targetname" "reprogram_handler" "origin" "0 0 0" "mins" "-10000.0 -10000.0 -10000.0" "maxs" "10000.0 10000.0 10000.0" "spawnflags" "1" "StartDisabled" "1" //"filtername" "filter_reprogram_main" "OnStartTouch" "filter_reprogram_main,TestActivator,!activator,0,-1" "OnUser1" "!self,Enable,,0,-1" "OnUser1" "!self,Disable,,0.1,-1" } } Monoculus_Spawn_Locations { NoFixup 1 info_target { "targetname" "monoculus_B" "origin" "-2266.0 691.4 -1500.4" } } Monoculus_Spawn_At_Point_B { OnSpawnOutput { Target "!activator" Action "$TeleportToEntity" Param "monoculus_B" Delay 0 } } Monoculus_Base_Init { NoFixup 1 OnSpawnOutput { Target "!activator" Action "AddOutput" Param "targetname monoculus_bot" Delay 0 } // OnSpawnOutput // { // Target "!activator" // Action "AddOutput" // Param "gravity -0.00001" // Delay 0 // } // OnParentKilledOutput // { // Target "!activator" // Action "AddOutput" // Param "gravity 1" // Delay 0 // } info_target { "targetname" "monoculushitbox_position" "origin" "0 0 450" } info_target { "targetname" "monoculusmodel_position" "origin" "0 0 430" } } Monoculus_Shooter_Init { OnSpawnOutput { Target "!activator" Action "AddOutput" Param "targetname monoculus_bot" Delay 0 } OnSpawnOutput { Target "monoculus_model" Action "FireUser1" Delay 1 } OnSpawnOutput { Target "monoculus_relay" Action "FireUser1" Delay 0 } logic_relay { "targetname" "monoculus_relay" "OnUser1" "!activator,$TeleportToEntity,monoculusmodel_position,0,-1" "OnUser1" "!self,FireUser1,,0.01,-1" } //model prop_dynamic { "targetname" "monoculus_model" "model" "models/props_halloween/halloween_demoeye.mdl" "origin" "0 0 5" "angles" "30 0 0" "DefaultAnim" "general_noise" "solid" "0" "OnUser1" "!self,SetAnimation,firing3,0,-1" "OnUser1" "!self,FireUser1,,6,-1" } //glow tf_glow { "GlowColor" "134 80 172 255" "Mode" "0" "target" "monoculus_model" } //particle info_particle_system { //"parentname" "monoculus_model" "origin" "0 0 5" "targetname" "monoculus_aura" "effect_name" "eyeboss_aura_grumpy" "flag_as_weather" "0" "start_active" "1" } } Monoculus_Tank_Init { OnSpawnOutput { Target "monoculus_relay" Action "FireUser1" Delay 0 } OnParentKilledOutput { Target "monoculus_bot" Action "SetHealth" Param "0" Delay 0 } OnParentKilledOutput { Target "monoculus_bot" Action "AddOutput" Param "targetname " Delay 0.1 } logic_relay { "targetname" "monoculus_relay" "OnUser1" "!activator,$TeleportToEntity,monoculushitbox_position,0,-1" "OnUser1" "!self,FireUser1,,0.01,-1" } } Monoculus_Death_Init { KeepAlive 1 OnParentKilledOutput { Target "monoculus_death_effect" Action "FireUser1" Delay 0 } // OnParentKilledOutput // { // Target "monoculus_bot" // Action "AddOutput" // Param "gravity 1" // Delay 0 // } info_particle_system { "targetname" "monoculus_death_effect" "effect_name" "eyeboss_death" "flag_as_weather" "0" "start_active" "0" "OnUser1" "!self,Start,,0,-1" "OnUser1" "!self,Kill,,5,-1" //cleanup } } } PlayerSpawnTemplate { Name Rename_Player Origin "0 0 0" } SpawnTemplate "Reprogram_Handler" SpawnTemplate "LoseRelay" SpawnTemplate FunnyPitTeleport SpawnTemplate Resupply SpawnTemplate RespawnRoom PlayerShootTemplate { Name ReprogramFire Speed 0 } ExtraSpawnPoint //Adds spawn points on specified location { Name Espawn TeamNum 3 X "-3244.89" Y "2479.84" Z "-1213.82" } ExtraSpawnPoint //Adds spawn points on specified location { Name Dspawn TeamNum 3 X "-4197.7" Y "3606" Z "-1181" } ExtraSpawnPoint //Adds spawn points on specified location { Name Cspawn TeamNum 3 X "-1838.9" Y "4024.79" Z "-1021.82" } ExtraSpawnPoint //Adds spawn points on specified location { Name Bspawn TeamNum 3 X "-1307.61" Y "1377.36" Z "-1285.82" } ExtraSpawnPoint //Adds spawn points on specified location { Name Aspawn TeamNum 3 X "-4408.39" Y "914.5" Z "-1245.82" } ExtraSpawnPoint //Adds spawn points on specified location { Name hills TeamNum 3 X "-1831.76" Y "2773.66" Z "-992.57" } ExtendedUpgrades { rocketcrossbow { Name "Rapidfire Crossbow" Attribute "faster reload rate" Cap 0.1 Increment -0.9 Cost 100 description "Reduced damage, instant reload" AllowedWeapons // Restricts upgrade to specified weapons { Slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Blutsauger" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" } SecondaryAttributes { "damage bonus HIDDEN" -0.3 } DisallowedUpgrade { Upgrade pierce Level 1 } } pierce { Name "Piercing Bolts" Attribute "projectile penetration" Cap 1 Increment 1 Cost 150 description "Projectiles pierce enemies and does more damage" AllowedWeapons { slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Blutsauger" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" } SecondaryAttributes { "damage bonus HIDDEN" 0.5 } DisallowedUpgrade { Upgrade rocketcrossbow Level 1 } } upgrade { Name "Marking Arrow" Attribute "mark for death" Cap 1 Increment 1 Cost 150 description "Mark enemy for death" AllowedWeapons { slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Blutsauger" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" } } upgrade { Name "Stronger Projectiles" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 50 description "+25% damage bonus" AllowedWeapons // Restricts upgrade to specified weapons { Slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Blutsauger" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" } } upgrade { Name "Clip Size Upgrade" Attribute "clip size upgrade atomic" Cap 4 Increment 1 Cost 50 description "+1 clip size" AllowedWeapons // Restricts upgrade to specified weapons { Slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Blutsauger" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" } } upgrade { Name "Protective Gear" Attribute "max health additive bonus" Cap 350 Increment 35 description "+35 Max health" Cost 50 playerupgrade 1 } upgrade { Name "Adrenaline Injection" Attribute "fire rate bonus" Cap 0.7 Increment -0.15 description "+15% fire rate and movespeed bonus" Cost 100 playerupgrade 1 SecondaryAttributes { "move speed bonus" 0.15 } } uberlaser { Name "Uber Raygun" Attribute "sniper fires tracer" Cap 1 Increment 1 description "Fire deadly beams at the cost of using 1% uber per shot" Cost 150 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Blutsauger" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" } SecondaryAttributes { "override projectile type" 1 "damage bonus HIDDEN" 5 "ubercharge ammo" 1 "fire rate bonus HIDDEN" 4 "attach particle effect" 92 "projectile penetration" 1 "ragdolls become ash" 1 } DisallowedUpgrade { Upgrade syringemaster Level 1 } } syringemaster { Name "Super Syringes" Attribute "attach particle effect" Cap 13 Increment 13 description "Shoots extremely fast explosive syringes" Cost 300 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Blutsauger" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" } SecondaryAttributes { "explosive bullets" 147 "damage bonus HIDDEN" 1.5 "override projectile type" 1 "fire rate bonus HIDDEN" 1.25 "maxammo primary reduced" -0.6 "clip size penalty" -0.75 "Reload time increased" 0.5 } DisallowedUpgrade { Upgrade uberlaser Level 1 } } upgrade { Name "Medigun Range" Attribute "mult medigun range" Cap 2 Increment 0.25 description "+25% medigun range" Cost 50 AllowedWeapons // Restricts upgrade to specified weapons { slot "secondary" } } upgrade { Name "Projectile Shield" Attribute "generate rage on heal" Cap 1 Increment 1 Cost 600 AllowedWeapons // Restricts upgrade to specified weapons { slot "secondary" } } upgrade { Name "Sharper Syringes" Attribute "damage bonus" Cap 2.5 Increment 0.15 description "+15% damage bonus" Cost 50 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Blutsauger" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" } } acid { Name "Acid Syringes" Attribute "bleeding duration" Cap 15 Increment 15 description "More damage and melts zombies" Cost 150 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Blutsauger" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" } SecondaryAttributes { "damage bonus HIDDEN" 0.2 } DisallowedUpgrade { Upgrade gas Level 1 } } gas { Name "Gas Syringes" Attribute "Set DamageType Ignite" Cap 1 Increment 1 description "Burns target and does more damage" Cost 150 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Blutsauger" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" } SecondaryAttributes { "damage bonus HIDDEN" 0.2 } DisallowedUpgrade { Upgrade acid Level 1 } } vaccine { Name "Antidote Injector" Attribute "add cond on hit" Cap 121 //don't change cond Increment 121 Cost 100 description "High chance of converting zombies for 5 seconds" AllowedWeapons // Restricts upgrade to specified weapons { Slot "Melee" } SecondaryAttributes { "add cond on hit duration" 5 "fire rate bonus" -0.05 } DisallowedUpgrade { Upgrade piercemelee Level 1 } } upgrade { Name "Phlogiston Igniter Melee" Attribute "crit vs burning players" Cap 1 Increment 1 description "Crit vs burning players" Cost 25 AllowedWeapons // Restricts upgrade to specified weapons { Slot "Melee" } } piercemelee { Name "Melee Master" Attribute "damage bonus" Cap 1.25 Increment 0.25 description "Melee does more damage, you take less melee damage with melee out" Cost 150 AllowedWeapons // Restricts upgrade to specified weapons { Slot "Melee" } SecondaryAttributes { "dmg from melee increased" -0.25 } DisallowedUpgrade { Upgrade vaccine Level 1 } } upgrade { Name "Longer Arm" Attribute "melee range multiplier" Cap 2 Increment 0.5 description "Longer melee range and tiny bit more damage" Cost 50 AllowedWeapons // Restricts upgrade to specified weapons { Slot "Melee" } SecondaryAttributes { "damage bonus HIDDEN" 0.1 } } upgrade { Name "Berserker" Attribute "mult dmg with reduced health" Cap 2.5 Increment 1.5 description "Up to +150% melee damage based on current health" Cost 150 AllowedWeapons // Restricts upgrade to specified weapons { Slot "Melee" } } upgrade { Name "Heal On Kill" Attribute "heal on kill" Cap 100 Increment 25 description "+25hp on kill" Cost 25 AllowedWeapons // Restricts upgrade to specified weapons { Slot "Melee" } } } Templates { T_TFBot_Monoculus_Base { Name "MONOCULUS!" Class Soldier Action Mobber Skill Expert Attributes SuppressFire UseCustomModel "models/empty.mdl" Scale 0.0001 AddCond { Index 52 } CustomWeaponModel { Slot 0 Model "models/empty.mdl" } CustomWeaponModel { Slot 1 Model "models/empty.mdl" } CustomWeaponModel { Slot 2 Model "models/empty.mdl" } CharacterAttributes { "not solid to players" 1 "move speed bonus" 0.5 "no_jump" 1 "dmg from ranged reduced" 0 "dmg from melee increased" 0 "cannot be backstabbed" 1 "cannot pick up intelligence" 1 } } T_TFBot_Monoculus_Shoot { Name "MONOCULUS!" Class Soldier Action Mobber Skill Expert Attributes SuppressFire UseCustomModel "models/empty.mdl" Scale 0.0001 MaxVisionRange 100000 AlwaysGlow 1 // HomingRockets // { // IgnoreDisguisedSpies 1 // IgnoreStealthedSpies 1 // TurnPower 500 // AimTime 1 // RocketSpeed 0.5 // } RocketCustomModel "models/props_halloween/eyeball_projectile.mdl" RocketCustomParticle "eyeboss_projectile" AddCond { Index 52 } CustomWeaponModel { Slot 0 Model "models/empty.mdl" } CustomWeaponModel { Slot 1 Model "models/empty.mdl" } CustomWeaponModel { Slot 2 Model "models/empty.mdl" } FireWeapon { Delay 1 Cooldown 6 Duration 1 Type "Primary" } ItemAttributes { ItemName tf_weapon_rocketlauncher "custom kill icon" "eyeball_rocket" "mod max primary clip override" -1 "fire rate bonus" 0.5 "projectile speed decreased" 0.75 "damage bonus" 1.5 } CharacterAttributes { "not solid to players" 1 "move speed bonus" 0.5 "no_jump" 1 "dmg from ranged reduced" 0 "dmg from melee increased" 0 "cannot be backstabbed" 1 "cannot pick up intelligence" 1 } } } PlayerAttributes //Player attributes appied for the whole mission { "cannot be backstabbed" 1 scout { "max health additive bonus" -124 } soldier { "max health additive bonus" -199 } pyro { "max health additive bonus" -174 } demoman { "max health additive bonus" -174 } heavyweapons { "max health additive bonus" -299 } engineer { "max health additive bonus" -124 } sniper { "max health additive bonus" -124 } } SpawnTemplate Monoculus_Spawn_Locations ExtraSpawnPoint { Name "monoculus_spawn_B" TeamNum 3 X "-2314.0" Y "676.0" Z "-1548.7" } Wave { RedTeamWipeCausesWaveLoss 1 InitWaveOutput { Target wave_initE_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}I know we are enemies, but you must assist me in creating this cure." Line "{blue}I'll whip up a temporary antidote you can use to make zombies fight each other." Line "{blue}You can get those on your melees from my special upgrade stations." Line "{blue}There are also special upgrades for primaries." Line "{blue}Also, there's no respawn rooms here. There is no reviving besides reanimators." Line "{blue}You can only change weapons at the resupply locker at E." } WaveSpawn { TotalCount 1 name cureguy MaxActive 1 SpawnCount 1 FirstSpawnMessage "{blue}If I die, we lose. If you all die, I'll be helpless. So don't die!" Support Limited Where Espawn TFBot { ClassIcon medic_armored_lite Health 30000 Name "Chief Medic" Action fetchflag Scale 1.7 item "Coldfront Carapace" Attributes UseBossHealthBar Class Medic Attributes Miniboss Skill Expert WeaponRestrictions MeleeOnly Item "the amputator" Item "modest metal pile of scrap" ItemAttributes { itemname "the amputator" "damage bonus" 1.25 "damage force reduction" 0.0001 "melee range multiplier" 1.25 } CharacterAttributes { "dmg taken increased" 2 "not solid to players" 1 } Taunt //Taunt periodically { Delay 1 Cooldown 15 } AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" Delay 0.1 } } } WaveSpawn { TotalCount 1 Waitforalldead cureguy MaxActive 1 SpawnCount 1 Support Limited Where Espawn FirstSpawnOutput { Target "lose_relay" Action "Trigger" } Squad { Randomchoice { TFBot { Class Scout Action mobber name "you lose lol" } } } } WaveSpawn { TotalCurrency 0 name 11 TotalCount 24 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe Randomchoice { TFBot { ClassIcon heavy_fist_nys Name Zombie Class HeavyWeapons Skill Hard Usehumanmodel 1 Item "Zombie Heavy" Action Mobber WeaponRestrictions MeleeOnly } TFBot { ClassIcon heavy_fist_nys Name Zombie Class Demoman Skill Hard Usehumanmodel 1 Item "Zombie demo" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_bottle" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_fist_nys Name Zombie Class Scout Skill Hard Usehumanmodel 1 Item "Zombie Scout" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_Bat" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_fist_nys Name Zombie Class Soldier Skill Hard Usehumanmodel 1 Item "Zombie Soldier" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } } } } WaveSpawn { TotalCurrency 0 name 12 Waitforalldead 11 TotalCount 16 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_ce_sewer TFBot { Class Pyro Classicon pyro_thirddegree Name "Third Degree Zombie" Skill Expert Action mobber Usehumanmodel 1 Item "Zombie Pyro" WeaponRestrictions MeleeOnly Item "The Third Degree" CharacterAttributes { "damage bonus" 0.4 } } } WaveSpawn { TotalCurrency 0 name 12 Waitforalldead 11 TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { ClassIcon heavy_steelfist Name "Iron Zombie" Usehumanmodel 1 item "zombie heavy" Class Heavyweapons Action mobber Skill normal WeaponRestrictions MeleeOnly Item "fists of steel" Item "war head" } } WaveSpawn { TotalCurrency 0 name 13 Waitforalldead 12 TotalCount 18 MaxActive 18 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { ClassIcon scout_wrap_lite class Scout Usehumanmodel 1 item "zombie scout" name "Bleed Scout" Action mobber Skill Expert WeaponRestrictions MeleeOnly Item "the wrap assassin" FireWeapon //Periodically fires weapon { Cooldown 1 IfSeeTarget 1 Type "Secondary" } } } WaveSpawn { TotalCurrency 0 name 14 Waitforalldead 13 TotalCount 30 MaxActive 20 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where hills Randomchoice { TFBot { Class Soldier classicon soldier_pickaxe_dual Skill hard Name "Pickaxe Zombie" Action mobber WeaponRestrictions MeleeOnly Item "the equalizer" Usehumanmodel 1 Item "Zombie soldier" } TFBot { Class Soldier classicon soldier_pickaxe_dual Skill hard Name "Pickaxe Zombie" WeaponRestrictions MeleeOnly Usehumanmodel 1 Item "Zombie soldier" Action mobber Item "the escape plan" } } } WaveSpawn { TotalCurrency 0 name 15 Waitforalldead 14 TotalCount 32 MaxActive 16 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe Randomchoice { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Usehumanmodel 1 Action mobber Item "Zombie heavy" Name "Brawler Zombie" } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Usehumanmodel 1 Action mobber Item "Zombie heavy" Name "Brawler Zombie" } } } WaveSpawn { TotalCurrency 0 name 15 Waitforalldead 14 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot_cde TFBot { Template T_TFBot_Scout_Sandman Action mobber Item "Zombie scout" Usehumanmodel 1 Name "Baseball Zombie" } } WaveSpawn { TotalCurrency 0 name 16 Waitforalldead 15 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 8 Where spawnbot_abe TFBot { template T_TFBOT_SCOUT_BONK skill hard name "Bonk Zombie" Usehumanmodel 1 item "zombie scout" action mobber } } WaveSpawn { TotalCurrency 0 Waitforallspawned 16 name 17 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot_abe TFBot { Classicon demoknight_skullcutter_lite Class Demoman tag no_reprogram Health 3300 Attributes Miniboss Name "Executioner Zombie" WeaponRestrictions MeleeOnly Item "the scotsman's skullcutter" Item "mask of the shaman" Usehumanmodel 1 Action Mobber Item "Zombie Demo" CharacterAttributes { "move speed bonus" 0.5 "minicritboost on kill" 3 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "damage force reduction" 0.0001 } } } WaveSpawn { TotalCurrency 0 Waitforallspawned 17 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 11 Where spawnbot_abe TFBot { Classicon demoknight_skullcutter_lite Class Demoman Attributes Miniboss Name "Executioner Zombie" Health 3300 Usehumanmodel 1 Item "Zombie Demo" Action Mobber WeaponRestrictions MeleeOnly Item "the scotsman's skullcutter" Item "mask of the shaman" tag no_reprogram CharacterAttributes { "move speed bonus" 0.55 "minicritboost on kill" 3 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "damage force reduction" 0.0001 } } } WaveSpawn { TotalCurrency 0 Waitforallspawned 17 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_abe TFBot { template T_TFBOT_SCOUT_BONK skill hard name "Bonk Zombie" Usehumanmodel 1 item "zombie scout" action mobber } } WaveSpawn { TotalCurrency 0 name 19 Waitforallspawned 17 TotalCount 20 MaxActive 10 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Template T_TFBot_Scout_Sandman Action mobber Item "Zombie scout" Usehumanmodel 1 Name "Baseball Zombie" } } WaveSpawn { TotalCurrency 0 WaitforallDead 17 TotalCount 8 name 18 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_ce_sewer TFBot { ClassIcon heavy_steelfist Name "Iron Zombie" Usehumanmodel 1 item "zombie heavy" Class Heavyweapons Action mobber Skill normal WeaponRestrictions MeleeOnly Item "fists of steel" Item "war head" } } WaveSpawn { TotalCurrency 0 Waitforallspawned 18 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { Template T_TFBot_Giant_Boxing_Heavy Name "Giant Brawler Zombie" Usehumanmodel 1 item "zombie heavy" tag no_reprogram CharacterAttributes { "voice pitch scale" 0.5 } } } WaveSpawn { TotalCurrency 150 Waitforalldead 19 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { Template T_TFBot_Giant_Boxing_Heavy Name "Giant Brawler Zombie" Usehumanmodel 1 item "zombie heavy" tag no_reprogram CharacterAttributes { "voice pitch scale" 0.5 } } } WaveSpawn { TotalCurrency 0 waitforalldead 19 TotalCount 11 MaxActive 11 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe Randomchoice { TFBot { ClassIcon heavy_fist_nys Name Zombie Class HeavyWeapons Skill Hard Usehumanmodel 1 Item "Zombie Heavy" Action Mobber WeaponRestrictions MeleeOnly } TFBot { ClassIcon heavy_fist_nys Name Zombie Class Demoman Skill Hard Usehumanmodel 1 Item "Zombie demo" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_bottle" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_fist_nys Name Zombie Class Scout Skill Hard Usehumanmodel 1 Item "Zombie Scout" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_Bat" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_fist_nys Name Zombie Class Soldier Skill Hard Usehumanmodel 1 Item "Zombie Soldier" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } } } } } Wave { RedTeamWipeCausesWaveLoss 1 InitWaveOutput { Target wave_initD_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}Good work! You've wiped out half of the zombies inside the mansion!" Line "{blue}Come to point D." Line "{blue}I want to capture a live test subject for the cure." Line "{blue}Oh and another thing, there are more special infected nearby." Line "{blue}Watch out." } WaveSpawn { TotalCount 1 name cureguy MaxActive 1 SpawnCount 1 Support Limited Where Dspawn TFBot { ClassIcon medic_armored_lite Health 30000 Name "Chief Medic" Action fetchflag item "Coldfront Carapace" Scale 1.7 Attributes UseBossHealthBar Class Medic Attributes Miniboss Skill Expert WeaponRestrictions MeleeOnly Item "the amputator" Item "modest metal pile of scrap" CharacterAttributes { "dmg taken increased" 2 "not solid to players" 1 } ItemAttributes { itemname "the amputator" "damage bonus" 1.25 "damage force reduction" 0.0001 "melee range multiplier" 1.25 "dmg taken from blast increased" 1.35 } Taunt //Taunt periodically { Delay 1 Cooldown 20 } AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" Delay 0.1 } } } WaveSpawn { TotalCount 1 Waitforalldead cureguy MaxActive 1 SpawnCount 1 Support Limited Where Dspawn FirstSpawnOutput { Target "lose_relay" Action "Trigger" } Squad { Randomchoice { TFBot { Class Scout Action mobber name "you lose lol" } } } } WaveSpawn { TotalCurrency 0 TotalCount 8 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Class demoman name "Exploding Zombie" Item "the iron bomber" Item "Breadcrab" Skill hard scale 1.4 MaxVisionRange 169 Usehumanmodel 1 item "zombie demo" Action mobber tag nav_path_d_left WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the iron bomber" "blast dmg to self increased" 30 "explosion particle" skull_island_explosion "fuse bonus" 0.0001 "Blast radius increased" 2 "damage bonus" 2 "Set DamageType Ignite" 1 "Projectile speed decreased" 0.0001 } ItemAttributes { ItemName "Breadcrab" "attach particle effect" 14 } CharacterAttributes { "hand scale" 0 "torso scale" 0 "head scale" 2 "move speed bonus" 0.7 } } } WaveSpawn { TotalCurrency 0 TotalCount 15 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_abe TFBot { ClassIcon pyro_backscratcher_lite Usehumanmodel 1 item "zombie Pyro" Action mobber Name "Farmer Zombie" Class Pyro Skill hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName "the back scratcher" "fire rate penalty" 1.25 } Item "the back scratcher" Item "fear monger" } } WaveSpawn { TotalCurrency 0 name 21 TotalCount 10 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_abe TFBot { ClassIcon pyro_fireaxe_lite Usehumanmodel 1 item "zombie Pyro" Action mobber Name "Firefighter Zombie" Class Pyro Skill hard WeaponRestrictions MeleeOnly } } WaveSpawn { TotalCurrency 0 name 22 waitforalldead 21 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_abe TFBot { ClassIcon heavy_steelfist Name "Steel Gauntlet" Usehumanmodel 1 item "zombie heavy" Class Heavyweapons Action mobber tag no_reprogram Skill expert WeaponRestrictions MeleeOnly Item "fists of steel" health 900 scale 1.4 } } WaveSpawn { TotalCurrency 0 name 22 waitforalldead 21 TotalCount 20 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { ClassIcon scout_threerune_daan Usehumanmodel 1 Item "zombie scout" Action mobber Name "Knight Zombie" Class Scout Skill Normal WeaponRestrictions MeleeOnly Item "three-rune blade" Item "herald's helm" } } WaveSpawn { TotalCurrency 0 name 23 waitforalldead 22 TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_cde TFBot { ClassIcon heavy_warrior Name "Claw Zombie" Class HeavyWeapons Skill Normal Action Mobber Usehumanmodel 1 tag nav_path_d_dropdown_left item "zombie heavy" WeaponRestrictions MeleeOnly Item "warrior's spirit" } } WaveSpawn { TotalCurrency 0 TotalCount 4 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 1 WaitBeforeStarting 60 Where spawnbot_cde TFBot { Name "Super Zombie" Template T_TFBot_Giant_Scout_Fast Usehumanmodel 1 tag no_reprogram item "zombie scout" action mobber CharacterAttributes { "voice pitch scale" 0.5 } } } WaveSpawn { TotalCurrency 0 name 23 waitforalldead 22 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_cde TFBot { ClassIcon soldier_conch_only Name "Concheror Zombie" Class soldier Skill Normal Action Mobber WeaponRestrictions MeleeOnly Usehumanmodel 1 item "zombie soldier" ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } AddCond //Adds conditions to bots { Name "TF_COND_REGENONDAMAGEBUFF" } } } WaveSpawn { TotalCurrency 0 name 24 waitforalldead 23 TotalCount 20 MaxActive 19 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { ClassIcon medic_battle Name "Sawblade Zombie" Class Medic Skill expert Usehumanmodel 1 item "zombie medic" Action Mobber tag nav_path_d_front_railing WeaponRestrictions MeleeOnly CharacterAttributes { "bleeding duration" 2 } } } WaveSpawn { TotalCurrency 0 name 24 waitforalldead 23 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 17 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored name "Giant Baseball Zombie" tag no_reprogram Usehumanmodel 1 item "zombie scout" tag nav_path_d_dropdown_left action mobber CharacterAttributes { "voice pitch scale" 0.5 } } } WaveSpawn { TotalCurrency 0 waitforalldead 23 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { Name "Super Zombie" Template T_TFBot_Giant_Scout_Fast Usehumanmodel 1 tag no_reprogram item "zombie scout" action mobber CharacterAttributes { "voice pitch scale" 0.5 } } } WaveSpawn { TotalCurrency 0 name 25 waitforalldead 24 TotalCount 10 MaxActive 10 SpawnCount 1 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { ClassIcon pyro Name "Fiery Zombie" Class Heavyweapons WeaponRestrictions MeleeOnly Usehumanmodel 1 item "zombie heavy" RingOfFire 3 Action mobber Skill Expert Item "the bunsen brave" } } WaveSpawn { TotalCurrency 0 waitforalldead 24 TotalCount 5 MaxActive 5 SpawnCount 1 WaitBetweenSpawns 2 Where spawnbot_abe TFBot { ClassIcon soldier_conch_only Name "Concheror Zombie" Class soldier Usehumanmodel 1 item "zombie soldier" Skill Expert Action Mobber tag nav_path_d_front_railing WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } AddCond //Adds conditions to bots { Name "TF_COND_REGENONDAMAGEBUFF" } } } WaveSpawn { TotalCurrency 0 name 26 waitforalldead 25 TotalCount 18 MaxActive 18 SpawnCount 1 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Usehumanmodel 1 Action mobber Item "Zombie heavy" Name "Brawler Zombie" } } WaveSpawn { TotalCurrency 0 waitforalldead 25 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Name "Super Zombie" Template T_TFBot_Giant_Scout_Fast Usehumanmodel 1 tag no_reprogram item "zombie scout" action mobber CharacterAttributes { "voice pitch scale" 0.5 } } } WaveSpawn { TotalCurrency 0 waitforalldead 26 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored name "Giant Baseball Zombie" tag no_reprogram Usehumanmodel 1 item "zombie scout" tag nav_path_d_dropdown_left action mobber CharacterAttributes { "voice pitch scale" 0.5 } } } WaveSpawn { TotalCurrency 0 waitforalldead 26 TotalCount 15 MaxActive 15 SpawnCount 1 WaitBetweenSpawns 2 Where spawnbot_cde TFBot { Class demoman name "Exploding Zombie" Item "the iron bomber" tag no_reprogram Item "Breadcrab" Skill hard scale 1.4 MaxVisionRange 169 Usehumanmodel 1 item "zombie demo" Action mobber tag nav_path_d_left WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the iron bomber" "blast dmg to self increased" 30 "explosion particle" skull_island_explosion "fuse bonus" 0.0001 "Blast radius increased" 2 "damage bonus" 2 "Set DamageType Ignite" 1 "Projectile speed decreased" 0.0001 } ItemAttributes { ItemName "Breadcrab" "attach particle effect" 14 } CharacterAttributes { "hand scale" 0 "torso scale" 0 "head scale" 2 "move speed bonus" 0.7 } } } WaveSpawn { TotalCurrency 150 waitforalldead 26 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 16 Where spawnbot_cde TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored name "Giant Baseball Zombie" tag no_reprogram Usehumanmodel 1 item "zombie scout" tag nav_path_d_dropdown_left action mobber CharacterAttributes { "voice pitch scale" 0.5 } } } } Wave { RedTeamWipeCausesWaveLoss 1 InitWaveOutput { Target wave_initC_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}I've detected a special kind of mutated zombie..." Line "{blue}It will regenerate after being killed." Line "{blue}It'll be a good live subject..." Line "{blue}However, you'll have to weaken it." Line "{green}10 {blue}times. Kill it {green}10 {blue}times." Line "{blue}It'll be neutralized after 10 deaths." Line "{blue}I will mark its location and outline it. Good luck." } WaveSpawn { TotalCount 25 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot_cde TFBot { Class Demoman Classicon pyro_axtinguish Name "Brutal Beheader" Skill Expert Action mobber scale 1.35 health 700 Usehumanmodel 1 Item "Zombie demo" tag no_reprogram item "the Person in the Iron Mask" WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_bottle" "custom kill icon" "axtinguisher" } CustomWeaponModel //Sets custom weapon model { Slot 2 Model "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes { "move speed bonus" 0.75 "damage bonus" 1.5 "fire rate bonus" 1.55 } } } WaveSpawn { MaxActive 10 SpawnCount 2 Support 1 WaitBeforeStarting 0 WaitBetweenSpawns 9 Where spawnbot_ce_sewer Randomchoice { TFBot { ClassIcon heavy_zombie_lite Name Zombie Class HeavyWeapons Skill Hard Usehumanmodel 1 Item "Zombie Heavy" Action Mobber WeaponRestrictions MeleeOnly } TFBot { ClassIcon heavy_zombie_lite Name Zombie Class Demoman Skill Hard Usehumanmodel 1 Item "Zombie demo" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_bottle" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_zombie_lite Name Zombie Class Scout Skill Hard Usehumanmodel 1 Item "Zombie Scout" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_Bat" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_zombie_lite Name Zombie Class Soldier Skill Hard Usehumanmodel 1 Item "Zombie Soldier" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } } TFBot { classicon heavy_zombie_lite Name "Concheror Zombie" Class soldier Skill Normal Action Mobber WeaponRestrictions MeleeOnly Usehumanmodel 1 item "zombie soldier" ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } AddCond //Adds conditions to bots { Name "TF_COND_REGENONDAMAGEBUFF" } } TFBot { classicon heavy_zombie_lite Usehumanmodel 1 item "zombie Pyro" Action mobber Name "Farmer Zombie" Class Pyro Skill hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName "the back scratcher" "fire rate penalty" 1.1 } Item "the back scratcher" Item "fear monger" } TFBot { classicon heavy_zombie_lite Name "Iron Zombie" Usehumanmodel 1 item "zombie heavy" Class Heavyweapons Action mobber Skill normal WeaponRestrictions MeleeOnly Item "fists of steel" Item "war head" } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Usehumanmodel 1 Action mobber classicon heavy_zombie_lite Item "Zombie heavy" Name "Brawler Zombie" } TFBot { Template T_TFBot_Scout_Sandman Action mobber Item "Zombie scout" Usehumanmodel 1 Name "Baseball Zombie" classicon heavy_zombie_lite } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Usehumanmodel 1 Action mobber classicon heavy_zombie_lite Item "Zombie heavy" Name "Brawler Zombie" } } } WaveSpawn { MaxActive 2 SpawnCount 2 Support 1 WaitBeforeStarting 2 Where hills Randomchoice { TFBot { ClassIcon heavy_zombie_lite Name Zombie Class HeavyWeapons Skill Hard Usehumanmodel 1 Item "Zombie Heavy" Action Mobber WeaponRestrictions MeleeOnly } TFBot { ClassIcon heavy_zombie_lite Name Zombie Class Demoman Skill Hard Usehumanmodel 1 Item "Zombie demo" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_bottle" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_zombie_lite Name Zombie Class Scout Skill Hard Usehumanmodel 1 Item "Zombie Scout" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_Bat" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_zombie_lite Name Zombie Class Soldier Skill Hard Usehumanmodel 1 Item "Zombie Soldier" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } } TFBot { classicon heavy_zombie_lite Name "Concheror Zombie" Class soldier Skill Normal Action Mobber WeaponRestrictions MeleeOnly Usehumanmodel 1 item "zombie soldier" ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } AddCond //Adds conditions to bots { Name "TF_COND_REGENONDAMAGEBUFF" } } TFBot { classicon heavy_zombie_lite Usehumanmodel 1 item "zombie Pyro" Action mobber Name "Farmer Zombie" Class Pyro Skill hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName "the back scratcher" "fire rate penalty" 1.1 } Item "the back scratcher" Item "fear monger" } TFBot { classicon heavy_zombie_lite Name "Iron Zombie" Usehumanmodel 1 item "zombie heavy" Class Heavyweapons Action mobber Skill normal WeaponRestrictions MeleeOnly Item "fists of steel" Item "war head" } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Usehumanmodel 1 Action mobber classicon heavy_zombie_lite Item "Zombie heavy" Name "Brawler Zombie" } TFBot { Template T_TFBot_Scout_Sandman Action mobber Item "Zombie scout" Usehumanmodel 1 Name "Baseball Zombie" classicon heavy_zombie_lite } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Usehumanmodel 1 Action mobber classicon heavy_zombie_lite Item "Zombie heavy" Name "Brawler Zombie" } } } WaveSpawn { TotalCurrency 0 name 31 TotalCount 1 MaxActive 1 SpawnCount 1 Support Limited WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_cde Randomchoice { Squad { TFBot { SpawnTemplate "TeleChain_Start" class heavy scale 1.45 health 4800 AlwaysGlow 1 tag no_reprogram classicon heavy_zombie_lite action mobber skill hard name "Mutating Regenerator" Usehumanmodel 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 25 "move speed bonus" 0.9 } Item "The Sinner's Shade" WeaponRestrictions MeleeOnly } } } } WaveSpawn { TotalCurrency 0 name 32a waitforalldead 31 TotalCount 4 MaxActive 1 SpawnCount 1 Support Limited WaitBeforeStarting 5 WaitBetweenSpawnsAfterDeath 7 Where spawnbot_cde Randomchoice { TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.4 health 4550 classicon heavy_zombie_lite action mobber attributes miniboss skill hard AlwaysGlow 1 tag no_reprogram name "Mutating Regenerator" Usehumanmodel 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 25 "not solid to players" 1 "move speed bonus" 0.8 } Item "The Sinner's Shade" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.4 health 4000 classicon heavy_zombie_lite action mobber Attributes miniboss skill hard name "Mutating Regenerator" Usehumanmodel 1 tag no_reprogram AlwaysGlow 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 1 "move speed bonus" 1.1 "not solid to players" 1 } Item "The Aztec Aggressor" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.4 health 3700 classicon heavy_zombie_lite action mobber skill hard name "Mutating Regenerator" Usehumanmodel 1 AlwaysGlow 1 ITem "zombie heavy" tag no_reprogram Attributes Miniboss CharacterAttributes { "Health regen" 30 "move speed bonus" 0.5 "not solid to players" 1 "damage bonus" 1.5 "fire rate bonus" 0.9 } Item "Mannvich" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.3 AlwaysGlow 1 health 3500 Attributes Miniboss classicon heavy_zombie_lite action mobber skill hard name "Mutating Regenerator" Usehumanmodel 1 ITem "zombie heavy" tag no_reprogram CharacterAttributes { "Health regen" 10 "move speed bonus" 0.6 "hand scale" 0 "not solid to players" 1 "damage bonus" 0.2 "head scale" 0.1 } ItemAttributes { Itemname "tf_weapon_grenadelauncher" "bleeding duration" 2 "grenade explode on impact" 1 "custom projectile model" "models/workshop/player/items/pyro/hw2013_the_glob/hw2013_the_glob.mdl" } Item "The Glob" Item "tf_weapon_grenadelauncher" } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.4 AlwaysGlow 1 health 3700 classicon heavy_zombie_lite action mobber skill hard tag no_reprogram name "Mutating Regenerator" Usehumanmodel 1 ITem "zombie heavy" Attributes miniboss RingOfFire 15 CharacterAttributes { "Health regen" 1 "move speed bonus" 0.4 "fire rate bonus" 1.2 "not solid to players" 1 } Item "Hard-Headed Hardwar" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.4 health 3800 classicon heavy_zombie_lite action mobber skill hard AlwaysGlow 1 name "Mutating Regenerator" Attributes miniboss Usehumanmodel 1 tag no_reprogram forceromevision 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 1 "move speed bonus" 0.5 "not solid to players" 1 } ITem "fists of steel" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.4 health 3800 classicon heavy_zombie_lite action mobber skill hard name "Mutating Regenerator" Usehumanmodel 1 AlwaysGlow 1 Attributes miniboss ITem "zombie heavy" tag no_reprogram CharacterAttributes { "Health regen" 1 "move speed bonus" 0.5 "fire rate bonus" 0.6 "not solid to players" 1 } Item "Starboard Crusader" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.3 health 4000 classicon heavy_zombie_lite action mobber skill hard AlwaysGlow 1 name "Failed Regenerator" Attributes miniboss Usehumanmodel 1 tag no_reprogram ITem "zombie heavy" CharacterAttributes { "Health regen" 1 "not solid to players" 1 "torso scale" 0.1 } WeaponRestrictions MeleeOnly } } } WaveSpawn { TotalCurrency 0 name 32 waitforalldead 32a TotalCount 4 MaxActive 1 SpawnCount 1 Support Limited WaitBeforeStarting 5 WaitBetweenSpawnsAfterDeath 7 FirstSpawnMessage "{blue}You're halfway there. Keep going." Where spawnbot_cde Randomchoice { TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.4 health 3550 classicon heavy_zombie_lite action mobber attributes miniboss skill hard AlwaysGlow 1 tag no_reprogram name "Mutating Regenerator" Usehumanmodel 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 25 "not solid to players" 1 "move speed bonus" 0.8 } Item "The Sinner's Shade" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.4 health 4000 classicon heavy_zombie_lite action mobber Attributes miniboss skill hard name "Mutating Regenerator" Usehumanmodel 1 tag no_reprogram AlwaysGlow 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 1 "move speed bonus" 1.1 "not solid to players" 1 } Item "The Aztec Aggressor" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.4 health 3700 classicon heavy_zombie_lite action mobber skill hard name "Mutating Regenerator" Usehumanmodel 1 AlwaysGlow 1 ITem "zombie heavy" tag no_reprogram Attributes Miniboss CharacterAttributes { "Health regen" 30 "move speed bonus" 0.5 "not solid to players" 1 "damage bonus" 1.5 "fire rate bonus" 0.9 } Item "Mannvich" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.3 AlwaysGlow 1 health 3500 Attributes Miniboss classicon heavy_zombie_lite action mobber skill hard name "Mutating Regenerator" Usehumanmodel 1 ITem "zombie heavy" tag no_reprogram CharacterAttributes { "Health regen" 10 "move speed bonus" 0.6 "hand scale" 0 "not solid to players" 1 "damage bonus" 0.2 "head scale" 0.1 } ItemAttributes { Itemname "tf_weapon_grenadelauncher" "bleeding duration" 2 "grenade explode on impact" 1 "custom projectile model" "models/workshop/player/items/pyro/hw2013_the_glob/hw2013_the_glob.mdl" } Item "The Glob" Item "tf_weapon_grenadelauncher" } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.4 AlwaysGlow 1 health 4500 classicon heavy_zombie_lite action mobber skill hard tag no_reprogram name "Mutating Regenerator" Usehumanmodel 1 ITem "zombie heavy" Attributes miniboss RingOfFire 15 CharacterAttributes { "Health regen" 1 "move speed bonus" 0.4 "fire rate bonus" 1.2 "not solid to players" 1 } Item "Hard-Headed Hardwar" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.4 health 3800 classicon heavy_zombie_lite action mobber skill hard AlwaysGlow 1 name "Mutating Regenerator" Attributes miniboss Usehumanmodel 1 tag no_reprogram forceromevision 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 1 "move speed bonus" 0.5 "not solid to players" 1 } ITem "fists of steel" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.4 health 3400 classicon heavy_zombie_lite action mobber skill hard name "Mutating Regenerator" Usehumanmodel 1 AlwaysGlow 1 Attributes miniboss ITem "zombie heavy" tag no_reprogram CharacterAttributes { "Health regen" 1 "move speed bonus" 0.5 "fire rate bonus" 0.6 "not solid to players" 1 } Item "Starboard Crusader" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.3 health 3500 classicon heavy_zombie_lite action mobber skill hard AlwaysGlow 1 name "Failed Regenerator" Attributes miniboss Usehumanmodel 1 tag no_reprogram ITem "zombie heavy" CharacterAttributes { "Health regen" 1 "not solid to players" 1 "torso scale" 0.1 } WeaponRestrictions MeleeOnly } } } WaveSpawn { TotalCurrency 150 name 33 waitforalldead 32 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 FirstSpawnMessage "{blue}That's the last one. Good." Where spawnbot_cde TFBot { SpawnTemplate "TeleChain_End" class heavy classicon powerup_regen_lite WeaponRestrictions meleeonly action mobber skill hard Attributes miniboss scale 1.4 AlwaysGlow 1 health 5000 name "Weakened Regenerator" Usehumanmodel 1 ITem "zombie heavy" tag no_reprogram CharacterAttributes { "not solid to players" 1 } } } WaveSpawn { TotalCount 1 name cureguy MaxActive 1 SpawnCount 1 Support Limited Where Cspawn TFBot { ClassIcon medic_armored_lite Health 30000 Name "Chief Medic" Action fetchflag Scale 1.7 item "Coldfront Carapace" Attributes UseBossHealthBar Class Medic Attributes Miniboss Skill Expert Item "the amputator" Item "modest metal pile of scrap" CharacterAttributes { "damage force reduction" 0.0001 "damage bonus" 2 "not solid to players" 1 "dmg taken increased" 2 "dmg taken from blast increased" 2 } AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" Delay 0.1 } } } WaveSpawn { TotalCount 1 Waitforalldead cureguy MaxActive 1 SpawnCount 1 Support Limited Where Espawn FirstSpawnOutput { Target "lose_relay" Action "Trigger" } Squad { Randomchoice { TFBot { Class Scout Action mobber name "you lose lol" } } } } } Wave { RedTeamWipeCausesWaveLoss 1 InitWaveOutput { Target wave_initB_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}There are more mutated zombies spotted in point B." Line "{blue}They are getting smarter.... using tools, machines.." Line "{blue}Some even changed into something else...." Line "{blue}I can't work with these things running around the back." Line "{blue}I also want to know the cause of these rapid mutations..." } WaveSpawn { TotalCount 1 name cureguy MaxActive 1 SpawnCount 1 Support Limited Where Bspawn TFBot { ClassIcon medic_armored_lite Health 30000 Name "Chief Medic" Action fetchflag item "Coldfront Carapace" Scale 1.7 Attributes UseBossHealthBar Class Medic Attributes Miniboss Skill Expert Item "modest metal pile of scrap" CharacterAttributes { "damage force reduction" 0.0001 "damage bonus" 2 "not solid to players" 1 "dmg taken increased" 2.5 } AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" Delay 0.1 } } } WaveSpawn { TotalCount 1 Waitforalldead cureguy MaxActive 1 SpawnCount 1 Support Limited Where Espawn FirstSpawnOutput { Target "lose_relay" Action "Trigger" } Squad { Randomchoice { TFBot { Class Scout Action mobber name "you lose lol" } } } } WaveSpawn { TotalCurrency 0 name a TotalCount 1 MaxActive 1 SpawnCount 1 Support Limited WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_ab Randomchoice { Squad { TFBot { Class Soldier classicon scout tag no_reprogram Skill Expert WeaponRestrictions MeleeOnly Scale 1.2 health 2000 action mobber Attributes disabledodge Name "Rocket Trojan" CharacterAttributes { "damage bonus" 0 "health regen" 1 "torso scale" 1 "head scale" 0 "fire rate bonus" 99 "hand scale" 0 "move speed bonus" 1.1 } SpawnTemplate "TeleChain_Start" SpawnTemplate //Spawn custom player template { Name "nuke" Angles "0 0 0" //Shooting angle offset (Default: 0 0 0) Bone "bip_head" //bone name where the template should be attached to //Some bone names are listed here: //bip_head //bip_spine_2 - used by flag //bip_hand_L //bip_hand_R //weapoon_bone_R //weapoon_bone_L //bip_foot_L //bip_foot_R } } } } } WaveSpawn { TotalCurrency 0 name b waitforalldead a TotalCount 1 MaxActive 1 SpawnCount 1 Support Limited Where spawnbot_ab Randomchoice { Squad { TFBot { Class demoman name "Rocket Explosion" Item "the iron bomber" tag no_reprogram Skill hard scale 1.6 health 5000 Attributes Alwaysfireweapon Action mobber SpawnTemplate "TeleChain_Continue" UseCustomModel "models/workshop/player/items/soldier/taunt_rocket_jockey/taunt_rocket_jockey.mdl" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the iron bomber" "blast dmg to self increased" 999 "use large smoke explosion" 1 "fuse bonus" 0.0001 "Blast radius increased" 2.5 "damage bonus" 3 "Set DamageType Ignite" 1 "is invisible" 1 "Projectile speed decreased" 0.0001 } CharacterAttributes { "move speed bonus" 0.001 } } } } } WaveSpawn { TotalCurrency 0 name c waitforalldead b TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot_ab TFBot { SpawnTemplate "TeleChain_End" class Soldier WeaponRestrictions meleeonly action mobber skill hard Attributes miniboss Attributes disabledodge Attributes UseBossHealthBar scale 1.4 health 12000 name "Sergeant Trojan" Usehumanmodel 1 ITem "Prinny Machete" Item "Zombie soldier" tag no_reprogram CharacterAttributes { "not solid to players" 1 "fire rate bonus" 0.85 "move speed bonus" 0.8 "damage bonus" 1.5 } Item "Hazard Headgear" Item "the Diplomat" } } WaveSpawn { TotalCurrency 0 name 41 TotalCount 12 MaxActive 12 SpawnCount 3 WaitBetweenSpawns 6 Where spawnbot_ab TFBot { ClassIcon demoman_charger Name "Linebreaker Zombie" Class Demoman Skill Expert Usehumanmodel 1 Item "Zombie demo" Item "Backbreaker's Skullcracker" Item "Backbreaker's Guards" Action Mobber Item "The Chargin' Targe" WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_bottle" "is invisible" 1 "Attack not cancel charge" 1 "custom kill icon" "fists" } } } WaveSpawn { TotalCurrency 0 name 42 waitforallspawned 41 TotalCount 12 MaxActive 12 SpawnCount 1 WaitBetweenSpawns 2 Where spawnbot_abe TFBot { ClassIcon pyro_slowdown Item "the glob" Class Pyro Skill Expert Usehumanmodel 1 Action Mobber Name "Acid Burn Glob" item "memory maker" WeaponRestrictions MeleeOnly ItemAttributes { Itemname "memory maker" "is invisible" 1 "slow enemy on hit major" 5 "bleeding duration" 5 "custom kill icon" "fists" } } } WaveSpawn { TotalCurrency 0 waitforalldead 42 TotalCount 15 MaxActive 5 SpawnCount 5 Where spawnbot_ab TFBot { Class spy Action mobber name "Illusion Zombie" WeaponRestrictions MeleeOnly Usehumanmodel 1 Item "Zombie Spy" tag nav_path_b_left AddCond { Name TF_COND_STEALTHED_USER_BUFF_FADING } } } WaveSpawn { TotalCurrency 0 name 43 waitforalldead 42 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 8 Where spawnbot_ab TFbot { Class sniper classicon demoknight item "Mr. Mundee's Wild Ride" Name "Emu Horseman" WeaponRestrictions MeleeOnly skill expert health 3000 Action mobber tag nav_path_b_right_stairs tag no_reprogram Usehumanmodel 1 Item "zombie sniper" Attributes miniboss Attributes Alwaysfireweapon Item "Bedouin Bandana" CharacterAttributes { "move speed bonus" 0.8 "melee range multiplier" 1.5 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 } Item "The Scottish Handshake" ItemAttributes { ItemName "The Scottish Handshake" "damage bonus" 1.15 "custom kill icon" "sword" } CustomWeaponModel //Sets custom weapon model { Slot 2 Model "models/weapons/c_models/c_claymore/c_claymore.mdl" } } } WaveSpawn { TotalCurrency 0 waitforalldead 43 name 44a TotalCount 16 MaxActive 8 SpawnCount 2 WaitBetweenSpawns 4 Where spawnbot_ab Squad { TFBot { Class Heavy classicon crossguard_lite name "Sign-wielding Zombie" WeaponRestrictions MeleeOnly Scale 1.2 health 400 Item "The Crossing Guard" Action mobber CharacterAttributes { "fire rate bonus" 3 "damage bonus" 2 "move speed bonus" 0.85 } usehumanmodel 1 Item "zombie heavy" } TFBot { template T_TFBot_MEdic_bigheal WeaponRestrictions SecondaryOnly Action mobber usehumanmodel 1 Item "zombie medic" name "Healer Zombie" } } } WaveSpawn { TotalCurrency 0 waitforalldead 44 TotalCount 12 MaxActive 12 SpawnCount 1 WaitBetweenSpawns 3 Where hills TFBot { ClassIcon demoman_charger Name "Linebreaker Zombie" Class Demoman Skill Expert Usehumanmodel 1 Item "Zombie demo" Item "Backbreaker's Skullcracker" Item "Backbreaker's Guards" Action Mobber Item "The Chargin' Targe" WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_bottle" "is invisible" 1 "Attack not cancel charge" 1 "custom kill icon" "fists" } } } WaveSpawn { TotalCurrency 0 waitforalldead 44a name 44 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 10 WaitBeforeStarting 2 Where spawnbot_ab TFBot { Class Medic Name "Adaptor" ClassIcon medic_uber_invert Skill Expert Health 4500 Attributes MiniBoss Attributes UseBossHealthBar usehumanmodel 1 item "Vitals Vest" Action Mobber item "zombie medic" tag no_reprogram item "memory maker" item "Self-Care" WeaponRestrictions MeleeOnly ItemAttributes { Itemname "memory maker" "is invisible" 1 "custom kill icon" "fists" } CharacterAttributes { "move speed bonus" 0.65 "mult dmg with reduced health" 1.5 "uber on damage taken" 0.1 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } WaveSpawn { TotalCurrency 0 waitforalldead 44a name 44 TotalCount 30 MaxActive 10 SpawnCount 1 WaitBetweenSpawns 1 Where spawnbot_ab TFBot { Class Medic Name "Protective Hazmat Suit Zombie" Skill Expert classicon medic_shield item "zombie medic" usehumanmodel 1 item "Das Hazmattenhatten" tag nav_path_b_left WeaponRestrictions MeleeOnly item "memory maker" item "Das Hazmattenhatten" ItemAttributes { Itemname "memory maker" "is invisible" 1 "custom kill icon" "fists" } CharacterAttributes { "dmg taken increased" 0.75 "damage bonus" 0.75 "move speed bonus" 0.85 "fire rate bonus" 1.14 } } } WaveSpawn { TotalCurrency 0 waitforalldead 44a TotalCount 16 MaxActive 4 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 3 Where spawnbot_abe TFBot { Class demoman Name "Zap Zombie" Skill Expert MaxVisionRange 160 classicon engineer_shortcircuit_lite item "Flatliner" scale 1.2 health 450 usehumanmodel 1 item "zombie demo" Item "The Short Circuit" WeaponRestrictions SecondaryOnly Action Mobber Attributes Alwaysfireweapon CharacterAttributes { "damage bonus" 1.25 "move speed bonus" 0.9 } } } WaveSpawn { TotalCurrency 0 name 45 Waitforalldead 44 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot_ab TFBot { Class Pyro Classicon pyro_thirddegree Name "Giant Third Degree Zombie" Skill Expert Attributes Miniboss Health 3000 Action mobber tag no_reprogram Usehumanmodel 1 Item "Zombie Pyro" WeaponRestrictions MeleeOnly Item "The Third Degree" CharacterAttributes { "damage bonus" 0.45 "voice pitch scale" 0.5 "move speed bonus" 0.5 } } } WaveSpawn { TotalCurrency 0 name a1 waitforalldead 44 TotalCount 1 MaxActive 1 SpawnCount 1 Support Limited WaitBeforeStarting 25 WaitBetweenSpawns 2 Where spawnbot_ab Randomchoice { Squad { TFBot { Class Soldier classicon scout tag nav_path_b_left tag no_reprogram Skill Expert WeaponRestrictions MeleeOnly Scale 1.2 action mobber health 2000 Attributes disabledodge Name "Rocket Trojan" CharacterAttributes { "damage bonus" 0 "health regen" 1 "torso scale" 1 "head scale" 0 "fire rate bonus" 99 "move speed bonus" 1.25 "hand scale" 0 } SpawnTemplate "TeleChain_Start" SpawnTemplate //Spawn custom player template { Name "nuke" Angles "0 0 0" //Shooting angle offset (Default: 0 0 0) Bone "bip_head" //bone name where the template should be attached to //Some bone names are listed here: //bip_head //bip_spine_2 - used by flag //bip_hand_L //bip_hand_R //weapoon_bone_R //weapoon_bone_L //bip_foot_L //bip_foot_R } } } } } WaveSpawn { TotalCurrency 0 name b1 waitforalldead a1 TotalCount 1 MaxActive 1 SpawnCount 1 Support Limited Where spawnbot_ab Randomchoice { Squad { TFBot { Class demoman name "Rocket Explosion" Item "the iron bomber" tag no_reprogram Skill hard scale 1.6 health 5000 Attributes Alwaysfireweapon Action mobber SpawnTemplate "TeleChain_Continue" UseCustomModel "models/workshop/player/items/soldier/taunt_rocket_jockey/taunt_rocket_jockey.mdl" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the iron bomber" "blast dmg to self increased" 999 "use large smoke explosion" 1 "fuse bonus" 0.0001 "Blast radius increased" 2.5 "damage bonus" 3 "Set DamageType Ignite" 1 "is invisible" 1 "Projectile speed decreased" 0.0001 } CharacterAttributes { "move speed bonus" 0.001 } } } } } WaveSpawn { TotalCurrency 150 name c1 waitforalldead b1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 Where spawnbot_ab TFBot { SpawnTemplate "TeleChain_End" class Soldier WeaponRestrictions meleeonly action mobber skill hard Attributes miniboss Attributes UseBossHealthBar Attributes disabledodge scale 1.4 health 15000 name "Sergeant Trojan" Usehumanmodel 1 ITem "Prinny Machete" Item "Zombie soldier" tag no_reprogram CharacterAttributes { "not solid to players" 1 "fire rate bonus" 0.85 "move speed bonus" 0.8 "damage bonus" 1.5 } Item "Hazard Headgear" Item "the Diplomat" } } WaveSpawn { TotalCurrency 0 waitforalldead 44 TotalCount 20 MaxActive 20 SpawnCount 1 WaitBetweenSpawns 5 Where spawnbot_abe TFBot { Class Heavy classicon crossguard_lite name "Sign-wielding Zombie" WeaponRestrictions MeleeOnly Scale 1.2 health 400 Item "The Crossing Guard" Action mobber CharacterAttributes { "fire rate bonus" 3 "damage bonus" 2 "move speed bonus" 0.85 } usehumanmodel 1 Item "zombie heavy" } } WaveSpawn { TotalCurrency 0 waitforalldead 43 TotalCount 15 MaxActive 5 SpawnCount 5 Where spawnbot_abe TFBot { Class spy Action mobber name "Illusion Zombie" WeaponRestrictions MeleeOnly Usehumanmodel 1 Item "Zombie Spy" AddCond { Name TF_COND_STEALTHED_USER_BUFF_FADING } } } WaveSpawn { Where monoculus_spawn_B TotalCount 1 waitforalldead c1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 0 Tank { SpawnTemplate "Monoculus_Tank_Init" SpawnTemplate "Monoculus_Death_Init" Health 10000 Speed 75 //irrelvant Scale 0.8 DisableSmokestack 1 Classicon boss_eyeball MaxTurnRate 25 Model "models/empty.mdl" StartSound "ui/halloween_boss_summoned.wav" PingSound "misc/null.wav" EngineLoopSound "misc/null.wav" Gravity 0 DisableTracks 1 DisableChildModels 1 Name "tankboss" //StartingPathTrackNode "monoculus_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where monoculus_spawn_B TotalCount 1 waitforalldead c1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 0 Support Limited RandomChoice { RandomChoice { TFBot { SpawnTemplate "Monoculus_Base_Init" Template T_TFBot_Monoculus_Base tag no_reprogram } } } } WaveSpawn { Where monoculus_spawn_B waitforalldead c1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 0 Support Limited RandomChoice { RandomChoice { TFBot { SpawnTemplate "Monoculus_Shooter_Init" Template T_TFBot_Monoculus_Shoot } } } } } Wave { RedTeamWipeCausesWaveLoss 1 InitWaveOutput { Target wave_initA_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}The cure is close to being finished." Line "{blue}I'm trying to contact a carrier tank to give us a ride out of here...." Line "{blue}Yet my signals aren't reaching anything." Line "{blue}Something more sinister is lurking around at A." Line "{blue}We'll have to destroy it." } WaveSpawn { TotalCount 1 name cureguy MaxActive 1 SpawnCount 1 Support Limited Where Aspawn TFBot { ClassIcon medic_armored_lite Health 30000 Name "Chief Medic" Action fetchflag item "Coldfront Carapace" Scale 1.7 Attributes UseBossHealthBar Class Medic Attributes Miniboss Skill Expert Item "modest metal pile of scrap" CharacterAttributes { "damage force reduction" 0.0001 "damage bonus" 2 "not solid to players" 1 "dmg taken increased" 2.5 } AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" Delay 0.1 } } } WaveSpawn { TotalCount 1 Waitforalldead cureguy MaxActive 1 SpawnCount 1 Support Limited Where Dspawn FirstSpawnOutput { Target "lose_relay" Action "Trigger" } Squad { Randomchoice { TFBot { Class Scout Action mobber name "you lose lol" } } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot_ab TFBot { ClassIcon heavy_champ_elec Health 20000 UseMeleeThreatPrioritization 1 //Prefer players close to the bot MaxVisionRange 200 Name "Electrichamp" Action mobber item "The Sightliner" tag no_reprogram tag nav_path_a_main item "Veterans Attire" item "Zombie heavy" item "tf_weapon_grenadelauncher" Item "apoco-fists" WeaponRestrictions PrimaryOnly Scale 1.75 skin 5 Attributes UseBossHealthBar Class Heavy Attributes Miniboss Skill Expert usehumanmodel 1 Attributes UseBossHealthBar ItemAttributes { itemname "The Sightliner" "set item tint RGB " 15185211 } ItemAttributes { itemname "Veterans Attire" "attach particle effect" 56 } ItemAttributes { Itemname "apoco-fists" "is_passive_weapon" 1 } ItemAttributes { itemname "tf_weapon_grenadelauncher" "is invisible" 1 "custom kill icon" "obj_attachment_sapper" "damage bonus" 0.5 "faster reload rate" 0.1 "fire rate bonus" 2 "projectile speed increased" 1.5 "custom projectile model" "models/empty.mdl" "grenade explode on impact" 1 "Set DamageType Ignite" 1 "explosion particle" wrenchmotron_teleport_beam } CharacterAttributes { "damage force reduction" 0.0001 "move speed bonus" 0.6 "not solid to players" 1 "voice pitch scale" 0.3 "health regen" 1 "dmg taken increased" 1 "hand scale" 0.7 } } } WaveSpawn { TotalCount 15 name 51 MaxActive 15 SpawnCount 1 WaitBetweenSpawns 3 Where spawnbot_ab TFbot { classicon scout_sunstick_swordstone class scout name "Sun Stick Zombie" usehumanmodel 1 skill easy action mobber item "Sun-on-a-Stick" WeaponRestrictions MeleeOnly item "zombie scout" CharacterAttributes { "move speed bonus" 0.8 "damage bonus" 0.7 } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBetweenSpawns 4 Where spawnbot_ab TFbot { Template T_TFbot_sniper_huntsman usehumanmodel 1 Item "Zombie sniper" Action mobber name "Bow Zombie" } } WaveSpawn { TotalCount 12 name 52 waitforalldead 51 MaxActive 12 SpawnCount 2 WaitBetweenSpawns 4 Where spawnbot_ab Squad { TFbot { class Engineer name "Crusher" usehumanmodel 1 skill expert health 450 scale 1.25 action mobber tag no_reprogram Attributes Alwayscrit item "apoco-fists" WeaponRestrictions MeleeOnly ItemAttributes { Itemname "apoco-fists" "custom kill icon" "building_carried_destroyed" } CustomWeaponModel //Sets custom weapon model { Slot 2 Model "models/weapons/c_models/c_toolbox/c_toolbox.mdl" } item "zombie engineer" CharacterAttributes { "move speed bonus" 0.5 "damage bonus" 0.8 "melee range multiplier" 1 "fire rate bonus" 2.5 } } TFBot { Template T_TFbot_Medic_quickuber usehumanmodel 1 name "Uber Zombie" item "zombie medic" } } } WaveSpawn { TotalCount 1 MaxActive 1 waitforalldead 52 name 53a SpawnCount 1 WaitBetweenSpawns 4 Where spawnbot_ab TFbot { Class spy action mobber classicon spy_multi name "Divider" Scale 1.8 WeaponRestrictions MeleeOnly Usehumanmodel 1 tag nav_path_a_main Item "zombie spy" Attributes miniboss Health 3000 tag no_reprogram SpawnTemplate "TeleChain_Start" CharacterAttributes { "cannot disguise" 1 "move speed bonus" 0.4 } } } WaveSpawn { TotalCount 2 MaxActive 2 waitforalldead 53a name 53b SpawnCount 2 Support Limited Where spawnbot_ab Squad { RandomChoice { TFbot { Class spy action mobber name "Divider" Scale 1.5 Item "zombie spy" classicon scout usehumanmodel 1 tag no_reprogram WeaponRestrictions MeleeOnly Health 1200 SpawnTemplate "TeleChain_Continue" CharacterAttributes { "cannot disguise" 1 "move speed bonus" 0.6 } } } } } WaveSpawn { TotalCount 4 MaxActive 4 waitforalldead 53b SpawnCount 4 name 53 Support Limited Where spawnbot_ab Squad { RandomChoice { TFbot { Class spy action mobber classicon scout name "Divider" Scale 1.2 Item "zombie spy" WeaponRestrictions MeleeOnly usehumanmodel 1 tag no_reprogram Health 500 SpawnTemplate "TeleChain_End" CharacterAttributes { "cannot disguise" 1 "move speed bonus" 0.85 } } } } } WaveSpawn { TotalCount 12 MaxActive 12 waitforallspawned 53a name 53 SpawnCount 1 WaitBetweenSpawns 4 WaitBeforeStarting 1 Where spawnbot_ab TFbot { Class Soldier Usehumanmodel 1 Item "Zombie soldier" name "Speed Booster Zombie" WeaponRestrictions MeleeOnly item "roaming roman" Attributes Alwaysfireweapon classicon soldier_disciplinary Scale 1 item "The Disciplinary Action" } } WaveSpawn { TotalCount 8 MaxActive 8 waitforalldead 53 name 54 SpawnCount 1 WaitBetweenSpawns 4 Where spawnbot_ab TFBot { Class scout name "Foggy Zombie" Scale 1.5 classicon scout_d Health 375 Skill easy item "Fuel Injector" Usehumanmodel 1 Item "Zombie Scout" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_Bat" "is invisible" 1 "custom kill icon" "fists" } CharacterAttributes { "move speed bonus" 0.6 "attach particle effect" 3026 } AddCond //Adds conditions to bots { Name "TF_COND_OBSCURED_SMOKE" Delay 0.1 } } } WaveSpawn { TotalCount 18 MaxActive 12 waitforalldead 53 name 54 SpawnCount 1 WaitBetweenSpawns 2 Where spawnbot_ab RandomChoice { TFBot { Class medic name "Bullet Resis Zombie" Usehumanmodel 1 Action Mobber classicon medic_vacc_trio WeaponRestrictions MeleeOnly item "zombie medic" item "memory maker" ItemAttributes { Itemname "memory maker" "is invisible" 1 "custom kill icon" "fists" } CharacterAttributes { "dmg taken from bullets reduced" 0.5 } AddCond //Adds conditions to bots { Name "TF_COND_MEDIGUN_UBER_BULLET_RESIST" Delay 0.1 } } TFBot { Class medic Action Mobber name "Blast Resis Zombie" Usehumanmodel 1 WeaponRestrictions MeleeOnly classicon medic_vacc_trio item "zombie medic" item "memory maker" ItemAttributes { Itemname "memory maker" "is invisible" 1 "custom kill icon" "fists" } CharacterAttributes { "dmg taken from blast reduced" 0.5 } AddCond //Adds conditions to bots { Name "TF_COND_MEDIGUN_UBER_BLAST_RESIST" Delay 0.1 } } TFBot { Class medic name "Fire Resis Zombie" Usehumanmodel 1 WeaponRestrictions MeleeOnly classicon medic_vacc_trio item "zombie medic" item "memory maker" Action Mobber ItemAttributes { Itemname "memory maker" "is invisible" 1 "custom kill icon" "fists" } ChangeAttributes { "dmg taken from fire reduced" 0.5 } AddCond //Adds conditions to bots { Name "TF_COND_MEDIGUN_UBER_FIRE_RESIST" Delay 0.1 } } } } WaveSpawn { TotalCount 12 MaxActive 12 waitforallDead 54 name 55 SpawnCount 1 WaitBetweenSpawns 4 Where spawnbot_ab TFbot { Class Medic name "Battle Healer" classicon medic_jug_amputator Usehumanmodel 1 Item "Zombie medic" Action Mobber Item "Vitals Vest" WeaponRestrictions MeleeOnly Scale 1 Item "the amputator" ItemAttributes { itemname "the amputator" "heal on hit for slowfire" 50 } } } WaveSpawn { TotalCount 1 MaxActive 1 waitforalldead 54 name 55a SpawnCount 1 WaitBetweenSpawns 4 Where spawnbot_ab TFbot { Class spy action mobber classicon spy_multi name "Divider" Scale 1.8 WeaponRestrictions MeleeOnly Usehumanmodel 1 Item "zombie spy" Attributes miniboss tag nav_path_a_main Health 3000 tag no_reprogram SpawnTemplate "TeleChain_Start" CharacterAttributes { "cannot disguise" 1 "move speed bonus" 0.4 } } } WaveSpawn { TotalCount 2 MaxActive 2 waitforalldead 55a name 55b SpawnCount 2 Support Limited Where spawnbot_ab Squad { RandomChoice { TFbot { Class spy action mobber name "Divider" Scale 1.5 classicon scout Item "zombie spy" usehumanmodel 1 tag no_reprogram WeaponRestrictions MeleeOnly Health 1200 SpawnTemplate "TeleChain_Continue" CharacterAttributes { "cannot disguise" 1 "move speed bonus" 0.6 } } } } } WaveSpawn { TotalCount 4 MaxActive 4 waitforalldead 55b SpawnCount 4 name 55c Support Limited Where spawnbot_ab Squad { RandomChoice { TFbot { Class spy action mobber name "Divider" Scale 1.2 classicon scout Item "zombie spy" WeaponRestrictions MeleeOnly usehumanmodel 1 tag no_reprogram Health 500 SpawnTemplate "TeleChain_End" CharacterAttributes { "cannot disguise" 1 "move speed bonus" 0.85 } } } } } WaveSpawn { TotalCount 2 MaxActive 2 name w5bosssupport waitforalldead 55c SpawnCount 2 Where spawnbot_ab TFBot { ClassIcon heavy_champ_elec Health 5000 MaxVisionRange 200 Name "Bolt Brawler" Action mobber tag no_reprogram tag nav_path_a_main item "Veterans Attire" item "Zombie heavy" UseMeleeThreatPrioritization 1 //Prefer players close to the bot item "tf_weapon_grenadelauncher" Item "apoco-fists" WeaponRestrictions PrimaryOnly Scale 1.6 skin 5 Class Heavy Attributes Miniboss Skill Expert usehumanmodel 1 ItemAttributes { itemname "Veterans Attire" "attach particle effect" 56 } ItemAttributes { Itemname "apoco-fists" "is_passive_weapon" 1 } ItemAttributes { itemname "tf_weapon_grenadelauncher" "is invisible" 1 "custom kill icon" "obj_attachment_sapper" "damage bonus" 0.3 "faster reload rate" 0.1 "fire rate bonus" 2 "projectile speed increased" 1.5 "custom projectile model" "models/empty.mdl" "grenade explode on impact" 1 "Set DamageType Ignite" 1 "explosion particle" wrenchmotron_teleport_beam } CharacterAttributes { "damage force reduction" 0.0001 "move speed bonus" 0.5 "not solid to players" 1 "voice pitch scale" 0.3 "health regen" 1 "dmg taken increased" 1 "hand scale" 0.7 } } } WaveSpawn { TotalCount 2 MaxActive 6 waitforallDead w5bosssupport SpawnCount 1 WaitBetweenSpawns 4 Support 1 Where spawnbot_ab TFBot { Template T_TFbot_sniper_huntsman usehumanmodel 1 Item "Zombie sniper" Action mobber name "Bow Zombie" } } WaveSpawn { TotalCount 1 MaxActive 1 waitforalldead 55c SpawnCount 1 WaitBeforeStarting 3 Where spawnbot_ab TFBot { ClassIcon soldier_freeze_atomic WeaponRestrictions Meleeonly UseMeleeThreatPrioritization 1 //Prefer players close to the bot FireWeapon //Periodically fires weapon { Delay 1 Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 999 Type "Primary" } CharacterAttributes { "move speed bonus" 0.35 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "clip size upgrade atomic" -1 "damage bonus" 0.4 } Health 20000 Scale 1.75 Action Mobber tag no_reprogram tag nav_path_a_main UseHumanModel 1 Name "Radio Waver" item "tf_weapon_rocketlauncher" Class Soldier Attributes miniboss Skill Expert Item "wavefinder" item "blast blocker" Item "Zombie soldier" skin 5 Item "The Half-Zatoichi" ItemAttributes { ItemName "The Half-Zatoichi" "honorbound" 0 "damage bonus" 0.33 "custom kill icon" "cow_mangler" "restore health on kill" 1 } Attributes holdfireuntilfullreload ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 3 //Time before the first bot attribute change (Default: 10) Cooldown 5 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes { Delay 6 Cooldown 5 Repeats 0 Name "Attr2" } EventChangeAttributes { Attr1 { ItemAttributes { ItemName "tf_weapon_rocketlauncher" "faster reload rate" 0.85 "projectile trail particle" drg_cow_rockettrail_normal_blue "fire rate bonus" 0.0001 "is_passive_weapon" 1 "Blast radius increased" 0.1 "custom projectile model" "models/empty.mdl" "projectile spread angle penalty" 20 } CustomWeaponModel //Sets custom weapon model { Slot 3 Model "models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl" } HomingRockets { IgnoreDisguisedSpies 1 // Default: 1 IgnoreStealthedSpies 1 // Default: 1 RocketSpeed 0.5 TurnPower 10 //How fast should the rocket rotate to face the target (Default: 10) AimTime 1 //How long should the rocket be aiming (Default: 9999)) } } Attr2 { ItemAttributes { ItemName "tf_weapon_rocketlauncher" "faster reload rate" 0.8 "fire rate bonus" 0.0001 "Blast radius increased" 0.1 "custom projectile model" "models/empty.mdl" "projectile trail particle" drg_cow_rockettrail_normal_blue "is_passive_weapon" 1 "projectile speed increased" 0.4 "projectile spread angle penalty" 5 } CustomWeaponModel //Sets custom weapon model { Slot 1 Model "models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl" } } } } } } }