/////////////////////////////////////////////////////////////////////////// // BEGIN POP FILE /////////////////////////////////////////////////////////////////////////// #base robot_giant.pop #base robot_standard.pop /////////////////////////////////////////////////////////////////////////// // - Zombies gain +100 hp per sub-wave // - Zombies gain +10% hp per wave // - Elite Zombies gain +25% hp per wave // - The number of zombies increase per wave and sub-wave /////////////////////////////////////////////////////////////////////////// //Made by Wacev //I made it to better understand Lua script //Also for fun :) WaveSchedule { StartingCurrency 500 RespawnWaveTime 666666 FixedRespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom Yes //EventPopfile Halloween LuaScriptFile "scripts/chateau_rc3.lua" BonusRatioHalf 1.95 //The ratio of collected cash required to be awarded 50 bonus credits. (default: 0.95) BonusRatioFull 2 //The ratio of collected cash required to be awarded 100 bonus credits. (default: 1) ExtendedUpgradesOnly 1 BotsAreHumans 1 BuybacksPerWave 0 BluHumanFlagCapture 1 BluHumanFlagPickup 1 DisplayRobotDeathNotice 1 ForceHoliday 2 ForceRobotBleed 1 FixedBuybacks 1 FixSetCustomModelInput 1 HealOnKillOverhealMelee 1 MaxSpeedLimit 1337 MaxSpectators 0 MinibossSentrySingleKill 1 NoJoinMidwave 1 NoReanimators 1 NoHolidayPickups 1 NoThrillerTaunt 1 NoRomevisionCosmetics 1 StandableHeads 1 TextPrintTime 0 WaveStartCountdown 3 StuckTimeMultiplier 3.5 AllowBotExtraSlots 1 SendBotsToSpectatorImmediately 1 RobotLimit 30 PrecacheSound "trespasser/de_shot1.wav" PrecacheSound "trespasser/mp40f1.wav" PrecacheSound "trespasser/sg-1.wav" PrecacheSound "lmg_shoot.wav" PrecacheSound "trespasser/dsclaw.wav" PrecacheSound "shadows\tank_death_01.mp3" PrecacheSound "shadows/thrown_projectile_hit_01.mp3" PrecacheSound "shadows/tank_punch_1.mp3" PrecacheModel "models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl" PrecacheModel "models/weapons/c_models/c_hmg/c_hmg.mdl" PrecacheModel "models/weapons/c_models/c_chains_of_command/c_chains_of_command.mdl" PrecacheModel "models/workshop/weapons/c_models/c_winger_distol/c_winger_distol.mdl" PrecacheModel "models\workshop\weapons\c_models\c_nailgun\c_nailgun.mdl" PrecacheModel "models\weapons\c_models\c_scopelessrifle\c_scopelessrifle.mdl" PrecacheModel "models\weapons\c_models\c_brief_negotiator\c_lmg.mdl" PrecacheModel "models\weapons\c_models\c_tgat\c_tgat.mdl" PrecacheModel "models\weapons\c_models\c_astral_assassin\c_astral_assassin.mdl" PrecacheModel "models\weapons\c_models\c_astral_assassin_projectile\c_astral_assassin_projectile.mdl" PrecacheModel "models\weapons\c_models\c_nitro\c_nitro.mdl" PrecacheModel "models/weapons/c_models/c_wee_willy/c_wee_willy.mdl" PrecacheModel "models/weapons/c_models/c_soldier_arms_rocketless.mdl" DisableSound "heavy_mvm_giant_robot01" DisableSound "heavy_mvm_giant_robot02" DisableSound "heavy_mvm_giant_robot03" DisableSound "heavy_mvm_giant_robot04" DisableSound "engineer_mvm_giant_robot01" DisableSound "engineer_mvm_giant_robot02" DisableSound "engineer_mvm_giant_robot03" DisableSound "soldier_mvm_giant_robot01" DisableSound "soldier_mvm_giant_robot02" DisableSound "soldier_mvm_giant_robot03" DisableSound "soldier_mvm_giant_robot04" DisableSound "medic_mvm_giant_robot01" DisableSound "medic_mvm_giant_robot02" DisableSound "medic_mvm_giant_robot03" DisableSound "music.mvm_end_last_wave" DisableSound "music.mvm_end_mid_wave" DisableSound "music.mvm_end_tank_wave" DisableSound "music.mvm_end_wave" DisableSound "music.mvm_lost_wave" DisableSound "music.mvm_start_last_wave" DisableSound "music.mvm_start_mid_wave" DisableSound "music.mvm_start_tank_wave" DisableSound "music.mvm_start_wave" DisableSound "Announcer.MVM_Get_To_Upgrade" DisableSound "Announcer.MVM_Spy_Alert" DisableSound "Announcer.mvm_spybot_death" DisableSound "Announcer.mvm_spybot_death_all" DisableSound "Announcer.MVM_First_Wave_Start" DisableSound "Announcer.MVM_Wave_Start" DisableSound "Announcer.MVM_Wave_End" DisableSound "Announcer.MVM_Wave_Lose" DisableSound "Announcer.MVM_Final_Wave_Start" DisableSound "Announcer.MVM_Final_Wave_End" DisableSound "Announcer.MVM_Robots_Planted" DisableSound "Announcer.MVM_All_Dead" DisableSound "Announcer.MVM_Sentry_Buster_Alert" DisableSound "Announcer.MVM_Sentry_Buster_Alert_Another" DisableSound "Announcer.MVM_General_Wave_Start" DisableSound "Announcer.MVM_Game_Over_Loss" DisableSound "Announcer.MVM_Tank_Planted" DisableSound "Announcer.MVM_Tank_Alert_Another" DisableSound "Announcer.MVM_Tank_Alert_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Halfway" DisableSound "Announcer.MVM_Tank_Alert_Halfway_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Near_Hatch" DisableSound "Announcer.MVM_Tank_Alert_Deploying" DisableSound "Announcer.MVM_Tank_Alert_Spawn" DisableSound "Announcer.MVM_Bomb_Alert_Entered" DisableSound "Announcer.MVM_Bomb_Alert_Near_Hatch" DisableSound "Announcer.MVM_Bomb_Alert_Deploying" DisableSound "Announcer.MVM_Bonus" DisableSound "Announcer.mvm_spybot_death" DisableSound "Announcer.mvm_spybot_death_all" DisableSound "Announcer.MVM_Spy_Alert" ExtraSpawnPoint //Copied from remedic { Name Espawn TeamNum 3 X "-3244.89" Y "2479.84" Z "-1213.82" } ExtraSpawnPoint //Copied from remedic { Name Dspawn TeamNum 3 X "-4197.7" Y "3606" Z "-1181" } ExtraSpawnPoint //Copied from remedic { Name Cspawn TeamNum 3 X "-1838.9" Y "4024.79" Z "-1021.82" } ExtraSpawnPoint //Copied from remedic { Name Bspawn TeamNum 3 X "-1307.61" Y "1377.36" Z "-1285.82" } ExtraSpawnPoint //Copied from remedic { Name Aspawn TeamNum 3 X "-4408.39" Y "914.5" Z "-1245.82" } ///////////////// //TEMPLATES ///////////////// PointTemplates { MissionName { logic_relay { "targetname" "name" "OnTrigger" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,Zombie Fortress,0,-1" } OnSpawnOutput { Target "name" Action "trigger" Delay 0 } } corelogic { NoFixup 1 logic_auto { "targetname" "mainrelay" //"OnMapSpawn" "func_nav_avoid,Kill,,0,-1" //"OnMapSpawn" "func_nav_prefer,Kill,,0,-1" "OnMapSpawn" "func_upgradestation,Enable,,0,-1" "OnMapSpawn" "forward_station,kill,,0,-1" "OnMapSpawn" "realtimer,trigger,,0.23,-1" "OnMapSpawn" "realtimer,trigger,,0.23,-1" //"OnMapSpawn" "training_annotation,kill,,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger func_upgradestation:Enable::0.2:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger navman:RecomputeBlockers:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger rs_red:kill:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger lose_relay:enable:0:-1" "OnMapSpawn" "wave_initB_relay,AddOutput,OnTrigger wave_change_inital_5:trigger::0.2:-1,0,-1" "OnMapSpawn" "wave_initC_relay,AddOutput,OnTrigger wave_change_inital_10:trigger::0.2:-1,0,-1" "OnMapSpawn" "wave_initD_relay,AddOutput,OnTrigger wave_change_inital_15:trigger::0.2:-1,0,-1" "OnMapSpawn" "wave_initE_relay,AddOutput,OnTrigger wave_change_inital_20:trigger::0.2:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger lose_relay:disable:0:-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger roundcounter:SetValueNoFire:0:0:-1" } tf_point_nav_interface { targetname navman } game_forcerespawn { targetname respawner } filter_activator_tfteam { targetname filter_red_backup teamnum 2 negated 0 // anyone who is red passes } filter_activator_tfteam { targetname filter_blu_backup teamnum 3 negated 0 // anyone who is red passes } } WaveNumber // where we at { NoFixup 1 logic_relay { "targetname" "wave_change" "OnTrigger" "respawner,ForceTeamRespawn,2,0,-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" } logic_relay { "targetname" "wave_change_inital_5" "OnTrigger" "respawner,ForceTeamRespawn,2,0,-1" "OnTrigger" "roundcounter,SetValueNoFire,5,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" } logic_relay { "targetname" "wave_change_inital_10" "OnTrigger" "respawner,ForceTeamRespawn,2,0,-1" "OnTrigger" "roundcounter,SetValueNoFire,10,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" } logic_relay { "targetname" "wave_change_inital_15" "OnTrigger" "respawner,ForceTeamRespawn,2,0,-1" "OnTrigger" "roundcounter,SetValueNoFire,15,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" } logic_relay { "targetname" "wave_change_inital_20" "OnTrigger" "respawner,ForceTeamRespawn,2,0,-1" "OnTrigger" "roundcounter,SetValueNoFire,20,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" } OnSpawnOutput { Target roundcounter Action SetValue Param 0 } game_text { "targetname" "roundtext" "color" "255 65 65" // 222 222 222 breaktime color "color2" "255 192 0" // scan color "fxtime" "2.5" // how "holdtime" "36000" "spawnflags" "1" "effect" 2 "channel" 1 "fadeout" 2.5 "x" "0.16" "y" "0.01" } math_counter { "targetname" "roundcounter" "max" "255" "outvalue" "roundformat,$setkey$case01,,0,-1" "OutValue" "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveCount,,0,-1" // test } logic_case { "targetname" "roundformat" "case16" "Wave %" // who knows, maybe this is how it works "ondefault" "roundtext,$setkey$message,,0,-1" "ondefault" "roundtext,display,0,0,-1" } logic_relay { "targetname" "realtimer" "spawnflags" "2" "ontrigger" "roundformat,$format,,0.01,-1" } } EnemyNumber // how many left { NoFixup 1 game_text { "targetname" "enemytext" "color" "1 115 30" "color2" "107 7 2" // scan color "holdtime" "36000" "fxtime" "2.5" // how "spawnflags" "1" "channel" 2 "effect" 2 "x" "0.16" "y" "0.05" // mess with later to find proper spot } math_counter { "targetname" "enemycounter" "startvalue" 0 "min" 0 "max" "50" "outvalue" "enemyformat,$setkey$case01,,0,-1" } logic_case { "targetname" "enemyformat" "case16" "% enemies" "ondefault" "enemytext,$setkey$message,,0,-1" "ondefault" "enemytext,display,0,0,-1" } logic_relay { "targetname" "relay_enemycount_add" "spawnflags" "2" "ontrigger" "enemyformat,$format,,0.05,-1" "ontrigger" "enemyformat,$format,,0.25,-1" "ontrigger" "enemycounter,add,1,,-1" } logic_relay { "targetname" "relay_enemycount_subtract" "spawnflags" "2" "ontrigger" "enemyformat,$format,,0.05,-1" "ontrigger" "enemyformat,$format,,0.25,-1" "ontrigger" "enemycounter,subtract,1,,-1" } logic_relay { "targetname" "relay_enemycount_reset" "spawnflags" "2" "ontrigger" "enemyformat,$format,,0.01,-1" "ontrigger" "enemycounter,setvalue,0,,-1" } } DeathPit_StuckKill { trigger_multiple { "origin" "-3280 2445 -2250" "mins" "-2000 -2000 -2000" "maxs" "2000 2000 200" "filtername" "filter_blu_backup" "spawnflags" "1" "OnStartTouch" "!activator,$suicide,,0,-1" } } PT_common { OnParentKilledOutput { Target "popscript" Action "$AddCashOnKillNormal" } } PT_elite { OnParentKilledOutput { Target "popscript" Action "$AddCashOnKillElite" } } PT_boss { OnParentKilledOutput { Target "popscript" Action "$AddCashOnKillElite" } } enemytracker { OnParentKilledOutput { Target relay_enemycount_subtract Action trigger } OnSpawnOutput { Target relay_enemycount_add Action trigger } } PT_cp { OnParentKilledOutput { Target "lose_relay" Action "Trigger" Delay "2" } OnParentKilledOutput { Target "popscript" Action "$AddCashOnKillElite" } } shaker { NoFixup 1 env_shake { "classname" "env_shake" "amplitude" "255" "duration" "1" "frequency" "255" "radius" "50000" "spawnflags" "5" "targetname" "shakeit" "origin" "0 0 0" } NoFixup 1 env_shake { "classname" "env_shake" "amplitude" "255" "duration" "3" "frequency" "255" "radius" "50000" "spawnflags" "5" "targetname" "shakeit2" "origin" "0 0 0" } } playertracker { OnParentKilledOutput { Target "lastcounter" Action "subtract" Param "1" } OnSpawnOutput { Target "lastcounter" Action "add" Param "1" } } LoseRelay { NoFixup 1 logic_relay { "targetname" "lose_relay" "OnTrigger" "bots_win,RoundWin,,0,-1" "StartDisabled" "1" } } //everything below this point is logic for powerups RestoreSpawner { NoFixup 1 env_entity_maker { targetname "Restore_spawner" EntityTemplate "RestoreDrop" } } RestoreDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_regen.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "respawner,ForceTeamRespawn,,-1" OnStartTouchAll "popscript,$ActivateRestore,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } GoldenZombiesSpawner { NoFixup 1 env_entity_maker { targetname "GoldenZombies_spawner" EntityTemplate "GoldenZombiesDrop" } } GoldenZombiesDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models/pickups/pickup_powerup_precision.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateGoldenZombies,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } WeakerZombiesSpawner { NoFixup 1 env_entity_maker { targetname "WeakerZombies_spawner" EntityTemplate "WeakerZombiesDrop" } } WeakerZombiesDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_strength.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateWeakerZombies,,-1" OnStartTouchAll "powerup_condition,enable,,0,-1" OnStartTouchAll "powerup_condition,disable,,20,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } trigger_add_tf_player_condition { "targetname" "powerup_condition" "condition" "12" "duration" "20" "filtername" "filter_blu_backup" "startdisabled" "1" "origin" "0 0 0" "mins" "-9999 -9999 -9999" "maxs" "9999 9999 9999" "spawnflags" "1" } } TeamResistanceSpawner { NoFixup 1 env_entity_maker { targetname "TeamResistance_spawner" EntityTemplate "TeamResistanceDrop" } } TeamResistanceDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_resistance.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateTeamResistance,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } LifeStealSpawner { NoFixup 1 env_entity_maker { targetname "LifeSteal_spawner" EntityTemplate "LifeStealDrop" } } LifeStealDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_vampire.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateLifeSteal,activator,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } SafeGuardSpawner { NoFixup 1 env_entity_maker { targetname "SafeGuard_spawner" EntityTemplate "SafeGuardDrop" } } SafeGuardDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_reflect.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateSafeGuard,activator,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } RetributionSpawner { NoFixup 1 env_entity_maker { targetname "Retribution_spawner" EntityTemplate "RetributionDrop" } } RetributionDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_crit.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateRetributiond,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } KnockoutSpawner { NoFixup 1 env_entity_maker { targetname "Knockout_spawner" EntityTemplate "KnockoutDrop" } } KnockoutDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_knockout.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "powerup_populator,PauseBotSpawning,,0,-1" OnStartTouchAll "powerup_stun,Enable,,0,-1" OnStartTouchAll "powerup_populator,UnpauseBotSpawning,,10,-1" OnStartTouchAll "powerup_stun,Disable,,0.1,-1" OnStartTouchAll "popscript,$ActivateKnockout,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } trigger_stun { stun_type 1 stun_effects 1 stun_duration 10 move_speed_reduction 1 trigger_delay 0 spawnflags 1 targetname "powerup_stun" startdisabled 1 filtername "filter_blu_backup" origin "0 0 0" mins "-15000 -15000 -15000" maxs "15000 15000 15000" } point_populator_interface { targetname "powerup_populator" } } } //SpawnTemplate MissionName SpawnTemplate corelogic SpawnTemplate shaker SpawnTemplate WaveNumber SpawnTemplate EnemyNumber SpawnTemplate LoseRelay SpawnTemplate DeathPit_StuckKill SpawnTemplate RestoreSpawner SpawnTemplate GoldenZombiesSpawner SpawnTemplate WeakerZombiesSpawner SpawnTemplate TeamResistanceSpawner SpawnTemplate LifeStealSpawner SpawnTemplate SafeGuardSpawner SpawnTemplate RetributionSpawner SpawnTemplate KnockoutSpawner PlayerSpawnTemplate { Name "playertracker" } Templates { T_TFZombie_Zombie_Basic1 { Class Scout ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Scout" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.5 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic2 { Class Soldier ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Soldier" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.83 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic3 { Class Pyro ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Pyro" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic4 { Class Demoman ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Demo" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.71 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic5 { Class Heavyweapons ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Heavy" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.86 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic6 { Class Engineer ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Engineer" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic7 { Class Medic ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Medic" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.62 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic8 { Class Sniper ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Sniper" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Brute { Class Heavyweapons ClassIcon heavy_zombie_lite_giant Health 1500 Name "Zombie Brute" Skill Expert WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Zombie Cleaver" Item "Zombie Heavy" Item "The Bolshevik Biker" Item "Die Regime-Panzerung" Item "Commando Elite" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Attributes MiniBoss CustomEyeGlowColor "40 180 40" Scale 1.35 Tag elite_zombie CharacterAttributes { "voice pitch scale" 0.35 "move speed bonus" 0.606 "cannot be sapped" 1 "crit kill will gib" 1 "addcond immunity" 43 "dmg from ranged reduced" 0.75 "dmg taken from crit reduced" 0.75 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Giant { Class Heavyweapons ClassIcon heavy_zombie_lite_giant Health 1800 Name "Zombie Giant" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Heavy" Item "Warhood" Item "The Tyurtlenek" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Attributes MiniBoss CustomEyeGlowColor "40 180 40" AdditionalStepSound "=80|player/footsteps/giant2.wav" Scale 1.75 Tag elite_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.35 "move speed bonus" 0.75 "cannot be sapped" 1 "crit kill will gib" 1 "addcond immunity" 43 "dmg from ranged reduced" 0.75 "dmg taken from crit reduced" 0.75 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Hulk { Class Heavy Skill Expert StripItemSlot 0 Name "Zombie Hulk" Health 65000 // final boss Attributes MiniBoss Attributes DisableDodge Attributes UseBossHealthBar Action Mobber StripItem "Zombie Heavy" UseMeleeThreatPrioritization 1 ClassIcon heavy_zombie_arm2_lite UseCustomModel "models\kirillian\infected\hank_v4.mdl" Skin 1 NoIdleSound 1 AdditionalStepSound "=80|player/footsteps/giant2.wav" DeathSound shadows\tank_death_01.mp3 Tag elite_zombie WeaponSwitch { Delay 1 Cooldown 30 Repeats 1 Type "Melee" } Sequence { Delay 0 Cooldown 18 Repeats 0 IfSeeTarget 0 Name "Throw_02" } Sequence { Delay 3.5 Cooldown 18 Repeats 0 IfSeeTarget 0 Name "Idle_Yell_short" } WeaponSwitch //Periodically switches weapon { Delay 0 //Time before the first weapon switch starts (Default: 10) Cooldown 18 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Type "Secondary" // Weapon slot, possible values: } WeaponSwitch //Periodically switches weapon { Delay 2.5 //Time before the first weapon switch starts (Default: 10) Cooldown 18 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Type "Melee" // Weapon slot, possible values: } ItemAttributes { ItemName TF_WEAPON_FISTS "provide on active" 1 "damage bonus" 2 "damage causes airblast" 1 "fire rate bonus" 2 "custom impact sound" shadows/tank_punch_1.mp3 "deploy time decreased" 3 "alt-fire disabled" 1 "stun on hit" 2 "stun on hit type" "panic" "stun on hit slow" 0.4 "melee range multiplier" 1.75 } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "provide on active" 1 "custom item model" models\props_forest\cliff_wall_09a.mdl "attachment name" "debris" "single wep deploy time increased" 1.5 "override projectile type" 2 "fire rate bonus" 20 "no_jump" 1 "reload full clip at once" 1 "faster reload rate" -0.8 "dmg pierces resists absorbs" 1 "custom projectile model" models\props_forest\cliff_wall_09a.mdl "damage bonus" 16.7 "custom impact sound" =100|shadows/thrown_projectile_hit_01.mp3 "custom weapon fire sound" misc/null.wav "projectile gravity" 150 "projectile speed increased" 1.45 "blast radius increased" 0.87 "custom kill icon" mailbox "damage causes airblast" 1 "stun on hit" 19.5 "stun on hit type" "bigbonk" "mod projectile heat seek power" 360 "mod projectile heat aim error" 180 "mod projectile heat aim time" 0.1 "mod projectile heat no predict target speed" 0 "penetrate teammates" 1 // throw through teammates "mult_player_movespeed_active" 0 // stop moving when throwing rocks! } CharacterAttributes { "voice pitch scale" 1 "cancel falling damage" 1 "override footstep sound set" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "mult stun resistance" 0 "dmg from ranged reduced" 0.65 "cannot be sapped" 1 "increased jump height" 1.7 "move speed bonus" 1.35 "dmg taken from crit reduced" 0.5 "addcond immunity" 43 "dmg from melee increased" 2 } SpawnTemplate { Name "PT_boss" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Hulk_b { Class Heavy Skill Expert StripItemSlot 0 Name "Zombie Hulk" Health 65000 // final boss Attributes MiniBoss Attributes DisableDodge Attributes UseBossHealthBar Action Mobber StripItem "Zombie Heavy" UseMeleeThreatPrioritization 1 ClassIcon heavy_zombie_arm2_lite UseCustomModel "models\kirillian\infected\hank_v4.mdl" Skin 1 NoIdleSound 1 AdditionalStepSound "=80|player/footsteps/giant2.wav" DeathSound shadows\tank_death_01.mp3 Tag elite_zombie DesiredAttackRange 700 WeaponSwitch { Delay 1 Cooldown 30 Repeats 1 Type "Melee" } Sequence { Delay 0 Cooldown 8 Repeats 0 IfSeeTarget 0 Name "Throw_02" } Sequence { Delay 3.5 Cooldown 8 Repeats 0 IfSeeTarget 0 Name "Idle_Yell_short" } WeaponSwitch //Periodically switches weapon { Delay 0 //Time before the first weapon switch starts (Default: 10) Cooldown 8 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Type "Secondary" // Weapon slot, possible values: } WeaponSwitch //Periodically switches weapon { Delay 2.5 //Time before the first weapon switch starts (Default: 10) Cooldown 8 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Type "Melee" // Weapon slot, possible values: } ItemAttributes { ItemName TF_WEAPON_FISTS "provide on active" 1 "damage bonus" 2 "damage causes airblast" 1 "fire rate bonus" 2 "custom impact sound" shadows/tank_punch_1.mp3 "deploy time decreased" 3 "alt-fire disabled" 1 "stun on hit" 4 "stun on hit type" "panic" "stun on hit slow" 0.4 "melee range multiplier" 1.75 } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "provide on active" 1 "custom item model" models\props_forest\cliff_wall_09a.mdl "attachment name" "debris" "single wep deploy time increased" 1.5 "override projectile type" 2 "fire rate bonus" 10 "no_jump" 1 "reload full clip at once" 1 "faster reload rate" -0.8 "dmg pierces resists absorbs" 1 "custom projectile model" models\props_forest\cliff_wall_09a.mdl "damage bonus" 16.7 "custom impact sound" =100|shadows/thrown_projectile_hit_01.mp3 "custom weapon fire sound" misc/null.wav "projectile gravity" 150 "projectile speed increased" 1.45 "blast radius increased" 0.87 "custom kill icon" mailbox "damage causes airblast" 1 "stun on hit" 12 "stun on hit type" "bigbonk" "mod projectile heat seek power" 360 "mod projectile heat aim error" 180 "mod projectile heat aim time" 0.1 "mod projectile heat no predict target speed" 0 "penetrate teammates" 1 // throw through teammates "mult_player_movespeed_active" 0 // stop moving when throwing rocks! } CharacterAttributes { "voice pitch scale" 1 "cancel falling damage" 1 "override footstep sound set" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "mult stun resistance" 0 "dmg from ranged reduced" 0.65 "cannot be sapped" 1 "increased jump height" 1.7 "move speed bonus" 1.35 "dmg taken from crit reduced" 0.5 "addcond immunity" 43 "dmg from melee increased" 2 } SpawnTemplate { Name "PT_boss" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Banner { Class Soldier ClassIcon heavy_zombie_lite Health 50 Name "Banner Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Soldier" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "The Concheror" Attributes SpawnWithFullCharge CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.83 "cannot be sapped" 1 "crit kill will gib" 1 "increase buff duration" 9 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Survivor_1 { Class Soldier ClassIcon heavy_zombie_breach_lite Health 400 Name "Zombified Survivor" Skill Hard Item "Scrap Shotgun" Item "Basic Pistol" Item "Zombie Soldier" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "Flakcatcher" Item "The Killer's Kit" Item "The Shellmet" CustomEyeGlowColor "40 180 40" UseBestWeapon 1 MaxVisionRange 1600 Tag elite_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.83 "cannot be sapped" 1 "damage penalty" 0.5 "fire rate penalty" 1.25 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Survivor_2 { Class Pyro ClassIcon heavy_zombie_breach_lite Health 400 Name "Zombified Survivor" Skill Hard Item "Homemade Flamethrower" Item "Basic SMG" Item "Zombie Pyro" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "Trickster's Turnout Gear" Item "A Head Full of Hot Air" CustomEyeGlowColor "40 180 40" UseBestWeapon 1 MaxVisionRange 1600 Tag elite_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.667 "cannot be sapped" 1 "damage penalty" 0.5 "fire rate penalty" 1.25 "airblast disabled" 1 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Survivor_3 { Class Soldier ClassIcon heavy_zombie_breach_lite Health 400 Name "Zombified Survivor" Skill Hard Item "Basic RPG" Item "Scrap Pistol" Item "Zombie Soldier" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "Flakcatcher" Item "The Killer's Kit" Item "The Shellmet" CustomEyeGlowColor "40 180 40" UseBestWeapon 1 MaxVisionRange 1600 Tag elite_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } ItemAttributes { ItemName "Basic RPG" "fire rate penalty" 1.5 "projectile gravity" 200 "Projectile speed decreased" 1.15 "damage bonus" 1.2 "clip size penalty" 0.25 "maxammo primary reduced" 0.25 "damage bonus HIDDEN" 1.5 } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.83 "cannot be sapped" 1 "damage penalty" 0.5 "fire rate penalty" 1.25 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Survivor_4 { Class Pyro ClassIcon heavy_zombie_breach_lite Health 400 Name "Zombified Survivor" Skill Hard Item "Flamethrower" Item "Scrap SMG" Item "Zombie Pyro" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "Trickster's Turnout Gear" Item "A Head Full of Hot Air" CustomEyeGlowColor "40 180 40" UseBestWeapon 1 MaxVisionRange 1600 Tag elite_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.667 "cannot be sapped" 1 "damage penalty" 0.5 "fire rate penalty" 1.25 "airblast disabled" 1 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Survivor_5 { Class Heavyweapons ClassIcon heavy_zombie_breach_lite Health 400 Name "Zombified Survivor" Skill Easy Item "Chain Gun" Item "Zombie Heavy" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "Die Regime-Panzerung" Item "The Eliminators Safeguard" CustomEyeGlowColor "40 180 40" WeaponRestrictions PrimaryOnly MaxVisionRange 1000 Tag elite_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.8 "cannot be sapped" 1 "damage penalty" 0.5 "fire rate penalty" 1.25 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Spitter { Class Pyro Skill Expert Health 250 Name "Spitter" StripItemSlot 0 Action Mobber ExtAttr IgnoreBuildings ClassIcon pyro_spitter Item "The Gas Passer" Item "TF_WEAPON_FISTS" Scale 1.1 Item "Zombie Pyro" Item "The Mucous Membrain" Item "The Grisly Gumbo" Action Mobber Attributes DisableDodge Attributes IgnoreFlag MaxVisionRange 1000 DesiredAttackRange 400 StripItemSlot 0 StripItemSlot 2 CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName "The Gas Passer" "provide on active" 1 "is invisible" 1 "move speed penalty" 0.5 "item_meter_charge_rate" 30 "weapon burn dmg increased" 1.25 "weapon burn time reduced" 0.5 "custom projectile model" models/weapons/w_models/w_drg_ball.mdl "cannot be sapped" 1 "no_jump" 1 } ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "move speed bonus" 0.7 "cancel falling damage" 1 "override footstep sound set" 0 "mult stun resistance" 0 "increased jump height" 1.3 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken from fire increased" 2 "dmg taken from blast increased" 1.5 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Plague { Class Sniper Classicon pyro_membrain_lite Name "Plague Zombie" Scale 1.1 Skill Expert Health 200 Action Mobber NoIdleSound 1 Attributes DisableDodge UseMeleeThreatPrioritization 1 Item "The Bat Outta Hell" Item "Conspiratorial Cut" Item "The Mucous Membrain" Item "Skinless Slashers" Item "The Biomech Backpack" Item "Zombie Sniper" StripItemSlot 0 StripItemSlot 1 ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "mannpower_plague" "custom hit sound" "trespasser/dsclaw.wav" "custom hit sound" misc/bonzo_vomit01.wav "add cond on hit" 112 "add cond on hit duration" -1 "is invisible" 1 "fire rate bonus" 1.25 "damage bonus" 0.77 } ItemAttributes { ItemName "The Biomech Backpack" "attach particle effect" 3043 } ItemColor { ItemName "The Mucous Membrain" Red 255 Green 0 Blue 255 } ItemColor { ItemName "Skinless Slashers" Red 255 Green 0 Blue 255 } ItemColor { ItemName "Zombie Sniper" Red 255 Green 0 Blue 255 } CharacterAttributes { "hand scale" 1.35 "move speed bonus" 0.667 "cancel falling damage" 1 } PainSound =65|ambient/levels/canals/toxic_slime_sizzle1.wav DeathSound misc/bonzo_vomit02.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Dodger { Class Scout ClassIcon scunter Health 200 Name "Dodger" Scale 1.3 Attributes IgnoreFlag Skill Easy WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Bonk! Atomic Punch" Item "Zombie Scout" Item "The Delinquent's Down Vest" Item "Head Hunter" Item "Blizzard Britches" Action Mobber CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" "add cond when active" 79 } ItemAttributes { ItemName "Bonk! Atomic Punch" "effect cond override" 6 } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "gesture speed increase" 0.6 "mult smack time" 1.4 "crit kill will gib" 1 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Leaper { Class Scout Classicon spy_facepeel_lite Name "Leaper" Scale 1.3 Skill Expert Health 400 Action Mobber NoIdleSound 1 Attributes DisableDodge Attributes IgnoreFlag WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 MaxVisionRange 500 Item "Zombie Scout" Item "Baseball Bill's Sports Shine" Item "The Master Mind" Item "Fuel Injector" Item "Facepeeler" Item "Employee Badge B" Item "The Bat Outta Hell" CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName "The Bat Outta Hell" "is invisible" 1 "damage bonus" 0.0025 "hit self on miss" 1 "apply look velocity on damage" 1000 "melee range multiplier" 0.0025 "melee bounds multiplier" 0.0025 "custom kill icon" "unarmed_combat" "custom hit sound" physics/flesh/flesh_squishy_impact_hard3.wav "remove damage type" 128 "special damage type" 1 "dmg taken mult from special damage type 1" 0.01 } ItemModel { ItemName "Employee Badge B" Model "models/workshop/player/items/scout/hwn2021_corpse_carrier/hwn2021_corpse_carrier.mdl" } FireWeapon { Delay 5 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } FireWeapon { Delay 5 Cooldown 0.25 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } CharacterAttributes { "dmg pierces resists absorbs" 1 "move speed bonus" 0.5 "stomp player damage" 12 "stomp building damage" 6 "stomp player force" 100 "stomp player time" 0.2 "increased air control" 100 "no double jump" 1 "head scale" 1.3 "mult stun resistance" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "crit kill will gib" 1 "gesture speed increase" 0 "voice pitch scale" 0.65 "override footstep sound set" 7 } PainSound =65|physics/body/body_medium_break2.wav DeathSound =80|npc/fast_zombie/fz_frenzy1.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Diver { Class Scout Classicon spy_facepeel_lite Name "Diving Zombie" Scale 1.2 Skill Expert Health 300 Action Mobber NoIdleSound 1 Attributes DisableDodge Attributes IgnoreFlag WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 MaxVisionRange 1250 Item "Zombie Scout" Item "Crazy Legs" Item "Claws And Infect" Item "Facepeeler" Item "The Bat Outta Hell" CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName "The Bat Outta Hell" "is invisible" 1 "damage bonus" 0.0025 "hit self on miss" 1 "apply look velocity on damage" 1650 "melee range multiplier" 0.0025 "melee bounds multiplier" 0.0025 "custom kill icon" "unarmed_combat" "custom hit sound" physics/flesh/flesh_squishy_impact_hard3.wav "remove damage type" 128 "special damage type" 1 "dmg taken mult from special damage type 1" 0.01 } FireWeapon { Delay 5.25 Cooldown 2.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } FireWeapon { Delay 5 Cooldown 2.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } CharacterAttributes { "dmg pierces resists absorbs" 1 "increased jump height" 4 "move speed bonus" 0.5 "stomp player damage" 12 "stomp building damage" 6 "stomp player force" 100 "stomp player time" 0.2 "increased air control" 100 "no double jump" 1 "head scale" 1.3 "mult stun resistance" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "cancel falling damage" 1 "mult smack time" 0 "gesture speed increase" 0 "voice pitch scale" 0.65 } PainSound =65|physics/body/body_medium_break2.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFBot_Controlpoint_Bot { Name "Control Point Bot" Class Scout ClassIcon hellmet_red Attributes UseBossHealthBar Attributes MiniBoss Attributes SuppressFire WeaponRestrictions MeleeOnly Item "The Holy Mackerel" Health 10000 //200 basic zombie swings Addcond { Index 43 Duration -1 } Addcond { Index 71 Duration -1 } CharacterAttributes { "move speed bonus" 0.0001337 "healing received penalty" 0.4 "addcond immunity" 112 "cancel falling damage" 1 } SpawnTemplate { Name "PT_cp" } } } ItemBlacklist { ItemSlot "Melee" ItemSlot "Secondary" ItemSlot "Primary" } ///////////////// //Custom Weapons ///////////////// CustomWeapon //Allows you to use an alias for items with custom attributes { /////////////////////////////////////////////////////////////////////////// //Zombie Weapons /////////////////////////////////////////////////////////////////////////// "Zombie Cleaver" // The name you would use in Item key in TFBot { OriginalItemName "Frying Pan" // The item used as a base "damage bonus" 1.5 "fire rate bonus" 0.75 "melee range multiplier" 1.25 "custom item model" "models\weapons\c_models\c_sd_cleaver\c_sd_cleaver.mdl" "custom hit sound" "physics\metal\sawblade_stick2.wav" } /////////////////////////////////////////////////////////////////////////// //Tier 1 /////////////////////////////////////////////////////////////////////////// "****TIER 1 WEAPONS****" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size bonus" 1.25 "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 0 } "Scrap Pistol" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 1 "damage bonus HIDDEN" 1.25 } "Scrap SMG" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "damage bonus HIDDEN" 1.25 } "Scrap Shield" // The name you would use in Item key in TFBot { OriginalItemName "The Tide Turner" "charge time decreased" -0.5 "charge impact damage decreased" 0.65 } "Homemade Grenade" // The name you would use in Item key in TFBot { OriginalItemName "Jarate" "special item description" "30 Second Cooldown" "custom item model" models\workshop\weapons\c_models\c_quadball\c_quadball_grenade.mdl "custom projectile model" models\workshop\weapons\c_models\c_quadball\c_quadball_grenade.mdl "override projectile type" 3 "fuse bonus" 1.5 "effect bar recharge rate increased" 1.5 "effect cond override" 12 "explosion particle" "rd_robot_explosion" "custom impact sound" "=150|ambient\explosions\explode_3.wav" "damage bonus HIDDEN" 16 } "Prototype Medigun" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "custom item model" "models/weapons/c_models/c_proto_medigun/c_proto_medigun.mdl" "heal rate penalty" 0.5 "ubercharge rate penalty" 0.5 "overheal decay penalty" 1.5 "damage bonus HIDDEN" 1.25 } "Scrap Shotgun" // The name you would use in Item key in TFBot { OriginalItemName "The Frontier Justice" "hidden primary max ammo bonus" 0.9375 "mod sentry killed revenge" 0 "damage bonus HIDDEN" 1.25 } "Scrap RPG" // The name you would use in Item key in TFBot { OriginalItemName "The Beggar's Bazooka" "fire rate bonus HIDDEN" 1 "fire rate penalty" 1.5 "damage penalty" 0.8 "auto fires full clip" 0 "can overload" 0 "projectile gravity" 600 "clip size penalty" 0.25 "Projectile speed decreased" 0.85 "maxammo primary reduced" 0.25 "damage bonus HIDDEN" 1.25 } "Scrap Needle Gun" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "clip size penalty" 0.5 "fire rate penalty" 1.45 "custom item model" "models/weapons/c_models/c_proto_syringegun/c_proto_syringegun.mdl" "damage bonus HIDDEN" 1.25 } "Homemade Flamethrower" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "flame_speed" 1500 "flame_lifetime" 0.4 "custom item model" "models/workshop/weapons/c_models/c_degreaser/c_degreaser.mdl" "damage bonus HIDDEN" 1.25 } "Peg Leg" { OriginalItemName "The Bootlegger" } "Fists" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_FISTS" "damage bonus HIDDEN" 0.54 } "Wooden Bat" // The name you would use in Item key in TFBot { OriginalItemName "The Sandman" "alt-fire disabled" 1 "damage bonus HIDDEN" 0.72 } "Golf Club" // The name you would use in Item key in TFBot { OriginalItemName "Nessie's Nine Iron" "alt-fire disabled" 1 "max health additive penalty" 0 "damage bonus HIDDEN" 0.54 } "Nailed Plank" { OriginalItemName "The Pain Train" "damage bonus HIDDEN" 0.54 "dmg taken from bullets increased" 1 "bleeding duration" 5 } "Wrench" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "damage bonus HIDDEN" 0.39 } /////////////////////////////////////////////////////////////////////////// //Tier 2 ////////////////////////////////////////////////////////////////////////// "****TIER 2 WEAPONS****" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size bonus" 1.25 "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 0 } "Basic Pistol" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size bonus" 1.25 "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 0 "damage bonus HIDDEN" 1.5 } "Basic SMG" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "damage bonus" 1.2 "fire rate bonus" 0.75 "Paintkit_proto_def_index" 403 "Set_item_texture_wear" 1 "damage bonus HIDDEN" 1.5 } "Wooden Shield" // The name you would use in Item key in TFBot { OriginalItemName "The Chargin' Targe" "max health additive bonus" 15 } "Frag Grenade" // The name you would use in Item key in TFBot { OriginalItemName "Jarate" "special item description" "30 Second Cooldown" "custom item model" models\workshop\weapons\c_models\c_quadball\c_quadball_grenade.mdl "custom projectile model" models\workshop\weapons\c_models\c_quadball\c_quadball_grenade.mdl "override projectile type" 3 "bleeding duration" 3 "mult bleeding dmg" 2.5 "effect bar recharge rate increased" 1.5 "effect cond override" 12 "explosion particle" "rd_robot_explosion" "custom impact sound" "=150|ambient\explosions\explode_3.wav" "damage bonus HIDDEN" 24 "damage bonus HIDDEN" 1.5 } "Medigun" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "heal rate penalty" 0.85 "ubercharge rate penalty" 0.6 "overheal decay penalty" 1.2 } "Energy Drink" // The name you would use in Item key in TFBot { OriginalItemName "Festive Bonk 2014" "effect cond override" 32 "mult effect duration" 1.25 "special item description" "Once Consumed: User gains speed buff!" } "Stickybomb Launcher" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "clip size penalty" 0.5 "damage penalty" 0.85 "max pipebombs decreased" -4 "damage bonus HIDDEN" 1.5 } "Cleaver" { OriginalItemName "The Flying Guillotine" "effect bar recharge rate increased" 1.8 "mult bleeding dmg" 2.5 "damage bonus HIDDEN" 1.5 } "Basic Shotgun" // The name you would use in Item key in TFBot { OriginalItemName "The Back Scatter" "spread penalty" 1 "clip size penalty" 1 "clip size bonus" 1.34 "closerange backattack minicrits" 0 "damage bonus HIDDEN" 1.5 } "Basic RPG" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate penalty" 1.5 "projectile gravity" 400 "Projectile speed decreased" 0.85 "damage bonus" 1.2 "clip size penalty" 0.25 "maxammo primary reduced" 0.25 "damage bonus HIDDEN" 1.5 } "Needle Gun" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 1.25 "damage bonus HIDDEN" 1.5 } "Flamethrower" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage bonus" 1.25 "weapon burn dmg increased" 2.5 "damage bonus HIDDEN" 1.5 } "Metal Boots" { OriginalItemName "The Bootlegger" "max health additive bonus" 40 "move speed bonus shield required" 1.2 } "Bow" { OriginalItemName "The Huntsman" "damage bonus HIDDEN" 1.5 } "Hunting Rifle" { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "alt-fire disabled" 1 "can headshot" 1 "headshot damage increase" 2 "custom item model" "models\weapons\c_models\c_scopelessrifle\c_scopelessrifle.mdl" "custom weapon fire sound" "=80|weapons\mp40_shoot.wav" "damage bonus HIDDEN" 1.5 } "Grenade Launcher" { OriginalItemName "The Loch-n-Load" "clip size penalty" 0.5 "Reload time increased" 1.3 "explosion particle" "rd_robot_explosion" "sticky air burst mode" 0 "grenade explode on impact" 1 "custom weapon fire sound" "=80|mvm\giant_demoman\giant_demoman_grenade_shoot.wav" "damage bonus HIDDEN" 1.5 } "Chain Gun" // The name you would use in Item key in TFBot { OriginalItemName "Iron Curtain" // The item used as a base "damage bonus" 2.0 "fire rate penalty" 2.5 "maxammo primary reduced" 0.5 "minigun spinup time increased" 2 "aiming movespeed decreased" 0.6 "damage bonus HIDDEN" 1.5 } "Boxing Gloves" // The name you would use in Item key in TFBot { OriginalItemName "The Killing Gloves of Boxing" "damage bonus HIDDEN" 1.5 } "Bonsaw" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "damage bonus HIDDEN" 1.5 } "Metal Bat" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_BAT" "damage bonus" 1.43 "damage bonus HIDDEN" 1.5 } "Cursed Sword" // The name you would use in Item key in TFBot { OriginalItemName "The Eyelander" "damage bonus" 1.39 "damage bonus HIDDEN" 1.5 } "Jagged Wrench" { OriginalItemName "The Jag" "damage bonus HIDDEN" 0.62 "damage bonus HIDDEN" 1.5 } "Fire Ax" { OriginalItemName "Upgradeable TF_WEAPON_FIREAXE" "bleeding duration" 5 "mult bleeding dmg" 2.5 "damage bonus HIDDEN" 1.5 } /////////////////////////////////////////////////////////////////////////// //Tier 3 /////////////////////////////////////////////////////////////////////////// "****TIER 3 WEAPONS****" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size bonus" 1.25 "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 0 } "Double Barrel Shotgun" // The name you would use in Item key in TFBot { OriginalItemName "The Force-a-Nature" // The item used as a base "damage bonus" 1.65 "bullets per shot bonus" 1.2 //"clip size penalty HIDDEN" 0.5 "Reload time increased" 1.25 "alt fire attack" 1 "alt fire attributes" "weapon spread bonus|1.4|fire full clip at once|1|dmg penalty vs players|1.5" "damage bonus HIDDEN" 1.75 } "The H.I.V.E. Launcher" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "custom item model" models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl "fire rate bonus" 0.25 "projectile gravity" 200 "Projectile speed increased" 1.15 "damage penalty" 0.8 "Blast radius decreased" 0.85 "clip size bonus" 2 "mini rockets" 1 "maxammo primary increased" 1.2 "damage bonus HIDDEN" 1.75 } "Nail Gun" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "use original class weapon animations" 1 "custom item model" "models\workshop\weapons\c_models\c_nailgun\c_nailgun.mdl" "custom projectile model" models\weapons\w_models\w_nail.mdl "damage bonus" 1.5 "maxammo primary increased" 1.667 "Reload time increased" 1.6 "clip size bonus" 1.25 "fire rate bonus" 0.75 "damage bonus HIDDEN" 1.75 } "Dragon's Breath" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage bonus" 2.0 "weapon burn dmg increased" 5 "flame_speed" 2000 "flame_spread_degree" 16 "damage bonus HIDDEN" 1.75 "custom item model" "models/weapons/c_models/c_flamethrower/c_backburner.mdl" } "Compound Bow" { OriginalItemName "The Fortified Compound" "Projectile speed increased" 1.35 "damage bonus" 1.65 "mult crit dmg" 1.5 "damage bonus HIDDEN" 1.75 } "Sniper Rifle" { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "damage bonus" 1.5 "damage bonus HIDDEN" 1.75 } "Multi-Grenade Launcher" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "clip size bonus" 1.5 "Reload time increased" 1.15 "fire rate bonus" 0.8 "damage bonus" 1.4 "explosion particle" "rd_robot_explosion" "maxammo primary increased" 1.125 "damage bonus HIDDEN" 1.75 } "Minigun" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" // The item used as a base "fire rate bonus" 0.6 "damage bonus" 1.85 "minigun spinup time increased" 1.4 "bullets per shot bonus" 0.5 "damage bonus HIDDEN" 1.75 } "N.R.G. Powered Bolts" // The name you would use in Item key in TFBot { OriginalItemName "The Rescue Ranger" // The item used as a base "Projectile speed increased" 1.4 "damage bonus" 2.5 "fire rate penalty" 1.6 "Reload time increased" 1.65 //"reload full clip at once" 1 "damage bonus HIDDEN" 1.75 } "LMG" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "fire rate bonus" 0.6 "clip size bonus" 1.6 "weapon spread bonus" 1.25 "maxammo secondary increased" 2.134 "damage bonus" 1.5 "Reload time increased" 1.6 "custom item model" "models\weapons\c_models\c_brief_negotiator\c_lmg.mdl" "custom weapon fire sound" "=80|lmg_shoot.wav" "damage bonus HIDDEN" 1.75 } "Hand Cannon" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size penalty" 0.667 "weapon spread bonus" 0.85 "damage bonus" 6.4 "fire rate penalty" 1.8 "Reload time increased" 1.5 "custom item model" "models/workshop/weapons/c_models/c_winger_distol/c_winger_distol.mdl" "custom weapon fire sound" "=90|trespasser/de_shot1.wav" "damage bonus HIDDEN" 1.75 } "Impact Grenade" // The name you would use in Item key in TFBot { OriginalItemName "Jarate" "special item description" "24 Second Cooldown" "custom item model" models\workshop\weapons\c_models\c_quadball\c_quadball_grenade.mdl "custom projectile model" models\weapons\w_models\w_grenade_grenadelauncher.mdl "override projectile type" 3 "grenade explode on impact" 1 "damage bonus" 1.5 "effect bar recharge rate increased" 1.2 "effect cond override" 12 "explosion particle" "rd_robot_explosion" "custom impact sound" "=150|ambient\explosions\explode_3.wav" "damage bonus HIDDEN" 24 } "Metal Shield" // The name you would use in Item key in TFBot { OriginalItemName "The Splendid Screen" "max health additive bonus" 25 "move speed bonus" 1.15 } "Quick-Fix" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "ubercharge rate penalty" 0.75 "overheal decay bonus" 0.9 "damage bonus HIDDEN" 1.75 } "Heal-A-Cola" // The name you would use in Item key in TFBot { OriginalItemName "Bonk! Atomic Punch" "effect cond override" 73 //ultraheal "effect bar recharge rate increased" 1.5 "special item description" "Once Consumed: Can heal user up to 200% HP! Recharges 50% slower." } "Spikeybomb Launcher" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb stick to enemies" 1 "clip size penalty" 0.75 "damage bonus" 1.35 "max pipebombs decreased" -4 "explosion particle" "rd_robot_explosion" "custom impact sound" "=150|ambient\explosions\explode_3.wav" "damage bonus HIDDEN" 1.75 } "Flare Gun" { OriginalItemName "The Flare Gun" "damage bonus" 2.5 "weapon burn dmg increased" 5 "maxammo secondary reduced" 0.5 "damage bonus HIDDEN" 1.75 } "Jump Pack" { OriginalItemName "The Thermal Thruster" "mult_item_meter_charge_rate" 1.5 } "Kukri" { OriginalItemName "Upgradeable TF_WEAPON_CLUB" "damage bonus" 2 "damage bonus HIDDEN" 1.75 } "Rejuv-saw" { OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "custom item model" "models/workshop/weapons/c_models/c_uberneedle/c_uberneedle.mdl" "damage bonus" 1.65 "heal on hit for rapidfire" 15 "heal on kill" 45 "damage bonus HIDDEN" 1.75 } "Spiky Wrench" { OriginalItemName "The Southern Hospitality" "damage bonus" 0.62 "fire rate bonus" 0.85 "dmg taken from fire increased" 1 "mult bleeding dmg" 2.5 "mult bleeding delay" 0.5 "damage bonus HIDDEN" 1.75 } "Long Sword" { OriginalItemName "The Eyelander" "damage bonus" 2.78 "melee range multiplier" 1.5 "custom item model" "models/workshop/weapons/c_models/c_claidheamohmor/c_claidheamohmor.mdl" "damage bonus HIDDEN" 1.75 } "Spiked Bat" { OriginalItemName "The Boston Basher" "damage bonus" 2.86 "hit self on miss" 0 "mult bleeding dmg" 2.5 "mult bleeding delay" 0.5 "damage bonus HIDDEN" 1.75 } /////////////////////////////////////////////////////////////////////////// //Tier 4 /////////////////////////////////////////////////////////////////////////// "****TIER 4 WEAPONS****" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size bonus" 1.25 "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 0 } "Auto Shotgun" { OriginalItemName "The Frontier Justice" "maxammo primary increased" 1.25 "mod sentry killed revenge" 0 "fire rate bonus" 0.4 "damage bonus" 2.5 "weapon spread bonus" 0.8 "clip size bonus" 3.33 "Reload time decreased" 0.85 "custom item model" models\weapons\c_models\c_tgat\c_tgat.mdl "custom weapon fire sound" "=80|weapons\family_business_shoot.wav" "damage bonus HIDDEN" 2 } "Laser Bazooka" { OriginalItemName "The Cow Mangler 5000" "damage bonus" 2.65 "Blast radius increased" 1.25 "clip size bonus upgrade" 1.5 "fire rate penalty" 1.2 "Reload time increased" 1.2 "weapon burn dmg increased" 12.5 "damage bonus HIDDEN" 2 } "Machinal Bow" { OriginalItemName "The Huntsman" "custom item model" models\weapons\c_models\c_astral_assassin\c_astral_assassin.mdl "custom projectile model" "models\weapons\c_models\c_astral_assassin_projectile\c_astral_assassin_projectile.mdl" "Projectile speed increased" 1.4 "damage bonus" 2.5 "mult crit dmg" 1.8 "bleeding duration" 5 "arrow mastery" 1 "fire rate penalty" 1.5 "maxammo primary reduced" 0.5 "mult bleeding dmg" 5 "mult bleeding delay" 0.5 "damage bonus HIDDEN" 2 } "50. Cal Sniper Rifle" { OriginalItemName "The AWPer Hand" "damage bonus" 2.5 "headshot damage increase" 1.5 "fire rate penalty" 1.4 "maxammo primary reduced" 0.8 "projectile penetration" 1 "damage bonus HIDDEN" 2 } "Particle Rifle" { OriginalItemName "The Pomson 6000" "mult projectile count" 10 "projectile spread angle penalty" 2 "special item description" "Fires 10 Particles at once." "special item description 2" "Each shots takes 50% energy." "special item description 3" "Particles can be fired early at the cost of going into negative energy." "Projectile speed increased" 1.75 "clip size bonus upgrade" 5 "dmg penalty vs players" 2 "Reload time decreased" 0.75 } "Combustor" { OriginalItemName "The Dragon's Fury" "crit vs burning players" 1 "damage bonus vs burning" 2 "weapon burn dmg increased" 10 "damage bonus HIDDEN" 2 } "Multi-Launcher" { OriginalItemName "The Iron Bomber" "mult projectile count" 5 "projectile spread angle penalty" 6 "fire rate bonus" 0.25 "damage bonus" 1.2 "Reload time increased" 1.4 "damage bonus HIDDEN" 2 } "The Cure" { OriginalItemName "The Crusader's Crossbow" "special item description" "Cures an enemy on hit." "add cond on hit" 43 "add cond on hit duration" 10 "add attributes on hit" "mult dmgtaken from melee|0.5" "special item description 2" "Crossbow Bolts can heal teammates" "damage penalty" 0.1 "maxammo primary reduced" 0.067 "damage bonus HIDDEN" 2 } "Ray Gun" // The name you would use in Item key in TFBot { OriginalItemName "The Righteous Bison" "clip size bonus upgrade" 3 "fire rate bonus" 0.1 "projectile spread angle penalty" 2 "dmg penalty vs players" 2 } "HMG" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "custom weapon fire sound" "=80|trespasser/mp40f1.wav" "custom item model" models/weapons/c_models/c_hmg/c_hmg.mdl "clip size bonus" 2.4 "maxammo secondary increased" 2.4 "damage bonus" 4 "projectile penetration heavy" 1 "damage bonus HIDDEN" 2 "fire rate penalty" 1.3 "Reload time increased" 1.5 "weapon spread bonus" 0.75 } "Incendiary Grenade" // The name you would use in Item key in TFBot { OriginalItemName "Mad Milk" "custom item model" models\weapons\c_models\c_nitro\c_nitro.mdl "custom projectile model" models\weapons\c_models\c_nitro\c_nitro.mdl "special item description" "20 Second Cooldown" "override projectile type" 3 "grenade explode on impact" 1 "Set DamageType Ignite" 1 "effect cond override" 12 "explosion particle" "rd_robot_explosion" "custom impact sound" "=120|spell_fireball_impact.wav" "damage bonus HIDDEN" 32 "weapon burn dmg increased" 12.5 } "Crit-a-Cola Deluxe" // The name you would use in Item key in TFBot { OriginalItemName "Crit-a-Cola" "effect cond override" 39 //full crits "effect bar recharge rate increased" 1.5 "special item description" "Once Consumed: user gains full crits! Recharges 50% slower." } "Minelayer" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "clip size bonus" 1.5 "max pipebombs increased" 6 "damage bonus" 3.2 "fire rate penalty" 1.4 "stickybomb charge rate" 0.5 "stickybomb_charge_damage_increase" 1.4 "Reload time increased" 1.5 "Blast radius increased" 1.35 "sticky arm time penalty" 0.6 "damage bonus HIDDEN" 2 "explosion particle" "rd_robot_explosion" "custom impact sound" "=150|ambient\explosions\explode_3.wav" "custom projectile model" "models/weapons/w_models/w_stickybomb3.mdl" "custom item model" "models/weapons/c_models/c_wee_willy/c_wee_willy.mdl" } "Smart Flare" { OriginalItemName "The Manmelter" "damage bonus" 4 "damage bonus HIDDEN" 2 "weapon burn dmg increased" 12.5 "maxammo secondary reduced" 0.5 "mod projectile heat seek power" 120 "mod projectile heat aim error" 80 "mod projectile heat no predict target speed" 1 "mod projectile heat aim time" 2 "fire rate bonus" 0.65 } "Reverse Medigun" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "paintkit_proto_def_index" 257 "set_item_texture_wear" 0 "medigun attack enemy" 4.5 "medigun particle" "passtime_beam" "ubercharge rate penalty" 0.8 "overheal decay bonus" 0.7 "heal rate bonus" 1.2 "stun on hit" 1 "stun on hit type" "panic" "stun on hit slow" 0.25 "stun on hit no giants" 1 } "Jetpack" { OriginalItemName "The Thermal Thruster" "mult_item_meter_charge_rate" 0.4 "thermal_thruster_air_launch" 1 } "Steel Fists" { OriginalItemName "Fists of Steel" "damage bonus" 2.5 "damage bonus HIDDEN" 2 } "Halberd" { OriginalItemName "The Scotsman's Skullcutter" "damage bonus" 4 "damage bonus HIDDEN" 2 "melee range multiplier" 1.7 "melee bounds multiplier" 1.3 "fire rate penalty" 1.3 } "Knife" { OriginalItemName "Upgradeable TF_WEAPON_KNIFE" "damage bonus" 2 "damage bonus HIDDEN" 2 "armor piercing" 50 //50% I think } "Candy Cane" { OriginalItemName "The Candy Cane" "damage bonus" 3 "damage bonus HIDDEN" 2 } "Bear Claws" { OriginalItemName "Upgradeable TF_WEAPON_FISTS" "custom item model" "models/workshop/weapons/c_models/c_bear_claw/c_bear_claw.mdl" "damage bonus" 2 "damage bonus HIDDEN" 2 "bleeding duration" 5 "mult bleeding dmg" 5 "mult bleeding delay" 0.4 } "General's Backpack" { OriginalItemName "The Battalion's Backup" "effect cond override" 23066 "increase buff duration" 1.5 "mod soldier buff range" 1.667 } } /////////////////////////////////////////////////////////////////////////// //ExtraLoadoutItems /////////////////////////////////////////////////////////////////////////// ExtraLoadoutItems // Extra loadout items available after typing !missionitems in chat { AllowEquipOutsideSpawn 1 /////////////////////////////////////////////////////////////////////////// //Tier 1 /////////////////////////////////////////////////////////////////////////// Primary // Extended syntax, Item slot to use { Item "****TIER 1 WEAPONS****" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 1 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Scrap Shotgun" Cost 100 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Scrap RPG" Cost 100 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Scrap Needle Gun" Cost 100 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Homemade Flamethrower" Cost 150 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Peg Leg" Cost 150 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Scrap Pistol" Cost 100 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Scrap SMG" Cost 100 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Homemade Grenade" Cost 150 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Scrap Shield" Cost 150 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Prototype Medigun" Cost 200 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Melee { Item "Golf Club" Cost 200 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Melee { Item "Wooden Bat" Cost 100 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Melee { Item "Nailed Plank" Cost 150 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Melee { Item "Wrench" Cost 100 AllowRefund 0 //Allow refunding of the weapon (default: 1) } /////////////////////////////////////////////////////////////////////////// //Tier 2 /////////////////////////////////////////////////////////////////////////// Primary // Extended syntax, Item slot to use { Item "****TIER 2 WEAPONS****" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Basic Shotgun" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Basic RPG" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Needle Gun" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Flamethrower" Cost 1300 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Metal Boots" Cost 1300 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Bow" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Hunting Rifle" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Grenade Launcher" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Chain Gun" Cost 1400 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Basic Pistol" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Basic SMG" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Frag Grenade" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Wooden Shield" Cost 1250 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Medigun" Cost 1500 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Energy Drink" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Stickybomb Launcher" Cost 1300 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Cleaver" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Melee { Item "Boxing Gloves" Cost 1300 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Melee { Item "Bowsaw" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Melee { Item "Metal Bat" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Melee { Item "Cursed Sword" Cost 1500 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Melee { Item "Fire Ax" Cost 1200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Melee { Item "Jagged Wrench" Cost 1300 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } /////////////////////////////////////////////////////////////////////////// //Tier 3 /////////////////////////////////////////////////////////////////////////// Primary // Extended syntax, Item slot to use { Item "****TIER 3 WEAPONS****" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Double Barrel Shotgun" Cost 3000 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "The H.I.V.E. Launcher" Cost 3100 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Nail Gun" Cost 3000 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Dragon's Breath" Cost 3100 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Compound Bow" Cost 3200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Sniper Rifle" Cost 3000 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Multi-Grenade Launcher" Cost 3400 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "Minigun" Cost 3100 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Primary // Extended syntax, Item slot to use { Item "N.R.G. Powered Bolts" Cost 3000 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "LMG" Cost 3000 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Hand Cannon" Cost 3000 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Impact Grenade" Cost 3100 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Metal Shield" Cost 3000 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Quick-Fix" Cost 3500 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Heal-A-Cola" Cost 3200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Spikeybomb Launcher" Cost 3200 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Flare Gun" Cost 3000 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Jump Pack" Cost 3000 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Melee // Extended syntax, Item slot to use { Item "Kukri" Cost 3000 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Melee // Extended syntax, Item slot to use { Item "Rejuv-saw" Cost 3500 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Melee // Extended syntax, Item slot to use { Item "Spiky Wrench" Cost 3000 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Melee // Extended syntax, Item slot to use { Item "Long Sword" Cost 3250 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } Melee // Extended syntax, Item slot to use { Item "Spiked Bat" Cost 3000 AllowRefund 0 //Allow refunding of the weapon (default: 1) AllowedMinWave 3 //The wave at which the weapon is enabled (default: 1) } /////////////////////////////////////////////////////////////////////////// //Tier 3 /////////////////////////////////////////////////////////////////////////// Primary { Item "****TIER 4 WEAPONS****" Cost 0 AllowRefund 0 AllowedMinWave 4 } Primary { Item "Auto Shotgun" Cost 6000 AllowRefund 0 AllowedMinWave 4 } Primary { Item "Laser Bazooka" Cost 6200 AllowRefund 0 AllowedMinWave 4 } Primary { Item "Machinal Bow" Cost 6400 AllowRefund 0 AllowedMinWave 4 } Primary { Item "50. Cal Sniper Rifle" Cost 6000 AllowRefund 0 AllowedMinWave 4 } Primary { Item "Particle Rifle" Cost 6500 AllowRefund 0 AllowedMinWave 4 } Primary { Item "Combustor" Cost 6000 AllowRefund 0 AllowedMinWave 4 } Primary { Item "Multi-Launcher" Cost 6000 AllowRefund 0 AllowedMinWave 4 } Primary { Item "The Cure" Cost 6400 AllowRefund 0 AllowedMinWave 4 } Secondary { Item "Ray Gun" Cost 6300 AllowRefund 0 AllowedMinWave 4 } Secondary { Item "HMG" Cost 6000 AllowRefund 0 AllowedMinWave 4 } Secondary { Item "Incendiary Grenade" Cost 6000 AllowRefund 0 AllowedMinWave 4 } Secondary { Item "Minelayer" Cost 6200 AllowRefund 0 AllowedMinWave 4 } Secondary { Item "Jetpack" Cost 6000 AllowRefund 0 AllowedMinWave 4 } Secondary { Item "Smart Flare" Cost 6100 AllowRefund 0 AllowedMinWave 4 } Secondary { Item "Reverse Medigun" Cost 6500 AllowRefund 0 AllowedMinWave 4 } Secondary { Item "Crit-A-Cola Deluxe" Cost 6200 AllowRefund 0 AllowedMinWave 4 } Melee { Item "Halberd" Cost 6500 AllowRefund 0 AllowedMinWave 4 } Melee { Item "Steel Fists" Cost 6000 AllowRefund 0 AllowedMinWave 4 } Melee { Item "Knife" Cost 6000 AllowRefund 0 AllowedMinWave 4 } Melee { Item "Candy Cane" Cost 6200 AllowRefund 0 AllowedMinWave 4 } Melee { Item "Bear Claws" Cost 6200 AllowRefund 0 AllowedMinWave 4 } Secondary { Item "General's Backpack" Cost 0 AllowRefund 0 Hidden 1 } } /////////////////////////////////////////////////////////////////////////// //Player And Item Attributes /////////////////////////////////////////////////////////////////////////// PlayerAttributes { "min respawn time" 666666 "always allow taunt" 1 "crit mod disabled" 0 "move accuracy mult" 1.33 "duck accuracy mult" 0.5 "midair accuracy mult" 2.0 "can headshot" 1 "use original class weapon animations" 1 soldier { "custom view model" "models/weapons/c_models/c_soldier_arms_rocketless.mdl" } } /////////////////////////////////////////////////////////////////////////// //Upgrades /////////////////////////////////////////////////////////////////////////// ExtendedUpgrades { perk_speeddemon { Name "Perk: Speed Demon" Description "+20% move speed, -45 health" Cap 1.2 Increment 0.2 Cost 0 PlayerUpgrade 1 AllowPlayerClass Scout Attribute "major move speed bonus" SecondaryAttributes { "max health additive penalty" -45 } DisallowedUpgrade { Upgrade perk_airscout Level 1 } } perk_airscout { Name "Perk: Air-Born" Description "+4 double jumps, no fall damage and minicrits while airborn, 15% slower and -100% accuracy while airborn" Cap 4 Increment 4 Cost 0 PlayerUpgrade 1 AllowPlayerClass Scout Attribute "air dash count" SecondaryAttributes { "move speed penalty" -0.15 "cancel falling damage" 1 } DisallowedUpgrade { Upgrade perk_speeddemon Level 1 } } perk_marksmen { Name "Perk: Marksmen" Description "+100% headshot damage, -50% bodyshot damage" Cap 5 Increment 4 Cost 0 PlayerUpgrade 1 AllowPlayerClass Soldier Attribute "mult crit dmg" SecondaryAttributes { "damage penalty" -0.5 } DisallowedUpgrade { Upgrade perk_general Level 1 } } perk_general { Name "Perk: General" Description "Gains backpack that provides team buffs, -20 hp and no secondary weapons" Cap -40 Increment -40 Cost 0 PlayerUpgrade 1 AllowPlayerClass Soldier Attribute "max health additive penalty" OnApply // Format: target,action,parameter,delay. { Output "!activator,$AwardAndGiveExtraItem,General's Backpack,0" } OnDowngrade // Output fired when the upgrade is being downgraded (undo upgrades or refund button). Format: target,action,parameter,delay. { Output "!activator,$StripExtraItem,General's Backpack,0" } DisallowedUpgrade { Upgrade perk_marksmen Level 1 } } perk_arsonist { Name "Perk: Arsonist" Description "+200% burn damage, no airblast and -40% damage to non burning enemies." Cap 2 Increment 1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Pyro Attribute "weapon burn dmg increased" SecondaryAttributes { "dmg penalty vs nonburning" -0.4 "airblast disabled" 1 "damage bonus vs burning" 1 } DisallowedUpgrade { Upgrade perk_selfairblast Level 1 } } perk_selfairblast { Name "Perk: Self-Blast" Description "Air blast now effects you, air blast doesn’t effect enemies and -20% damage" Cap 1 Increment 1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Pyro Attribute "airblast dashes" SecondaryAttributes { "airblast pushback scale" 0.4 "damage penalty" -0.2 } DisallowedUpgrade { Upgrade perk_arsonist Level 1 } } perk_explosives { Name "Perk: High-Explosives" Description " +30% blast radius and +80% more blast push force, -25 hp, +25% more self damage." Cap 1.3 Increment 0.3 Cost 0 PlayerUpgrade 1 AllowPlayerClass Demoman Attribute "Blast radius increased" SecondaryAttributes { "self dmg push force increased" 0.8 "damage blast push" 0.8 "blast dmg to self increased" 0.25 "max health additive penalty" -25 } DisallowedUpgrade { Upgrade perk_swordsmen Level 1 } } perk_swordsmen { Name "Perk: Swordsmen" Description "melee attacks hit all enemies in range and +20% move speed when a shield is equipped, weapons deploy 50% slower." Cap 1 Increment 1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Demoman Attribute "melee cleave attack" SecondaryAttributes { "move speed bonus shield required" 0.2 "deploy time increased" -0.5 } DisallowedUpgrade { Upgrade perk_explosives Level 1 } } perk_defensive { Name "Perk: Defensive Powerhouse" Description " +150 hp, -20% move speed and -25% max overheal" Cap 150 Increment 150 Cost 0 PlayerUpgrade 1 AllowPlayerClass Heavyweapons Attribute "SET BONUS: max health additive bonus" SecondaryAttributes { "move speed penalty" -0.2 "patient overheal penalty" -0.25 } DisallowedUpgrade { Upgrade perk_heavyweapons Level 1 } } perk_heavyweapons { Name "Perk: Heavyweapons" Description "+15% fire rate and +20% damage, -10% move speed" Cap 0.85 Increment -0.15 Cost 0 PlayerUpgrade 1 AllowPlayerClass Heavyweapons Attribute "fire rate bonus" SecondaryAttributes { "damage bonus" 0.2 "move speed penalty" -0.1 } DisallowedUpgrade { Upgrade perk_defensive Level 1 } } perk_quickdraw { Name "Perk: Quick Draw" Description "+40% weapon deploy speed, -15% damage" Cap 0.6 Increment -0.4 Cost 0 PlayerUpgrade 1 AllowPlayerClass Engineer Attribute "deploy time decreased" SecondaryAttributes { "damage penalty" -0.15 } DisallowedUpgrade { Upgrade perk_buildingspeed Level 1 } } perk_buildingspeed { Name "Perk: Build-A-Sentry" Description "+65% build speed and +100% upgrade rate, -25 hp and -20% building hp" Cap 0.35 Increment -0.65 Cost 0 PlayerUpgrade 1 AllowPlayerClass Engineer Attribute "build rate bonus" SecondaryAttributes { "upgrade rate decrease" 1 "max health additive penalty" -25 "engy building health bonus" -0.2 } DisallowedUpgrade { Upgrade perk_quickdraw Level 1 } } perk_rejuv { Name "Perk: Rejuvenator" Description "+8 hp on hit and +4 health regen, -15% fire rate and -15% damage" Cap 8 Increment 8 Cost 0 PlayerUpgrade 1 AllowPlayerClass Medic Attribute "heal on hit for rapidfire" SecondaryAttributes { "CARD: health regen" 4 "damage penalty" -0.15 "fire rate penalty" 0.15 } DisallowedUpgrade { Upgrade perk_bio Level 1 } } perk_bio { Name "Perk: Biohazard" Description "bullets deal 25 bleed damage for 4 seconds, -2 health regen" Cap 4 Increment 4 Cost 0 PlayerUpgrade 1 AllowPlayerClass Medic Attribute "bleeding duration" SecondaryAttributes { "health drain medic" -2 "mult bleeding dmg" 6.25 } DisallowedUpgrade { Upgrade perk_rejuv Level 1 } } perk_precision { Name "Perk: Elite Precision" Description "+25% accuracy and +100% Headshot damage, -25% weapon switch speed" Cap 2 Increment 1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Sniper Attribute "mult crit dmg" SecondaryAttributes { "weapon spread bonus" -0.25 "deploy time increased" 0.25 } DisallowedUpgrade { Upgrade perk_rubberarrow Level 1 } } perk_rubberarrow { Name "Perk: Rubber Arrows" Description "Arrows bounce off of enemies and walls, -30% damage and arrows disappear after 4 seconds" Cap 0.7 Increment -0.3 Cost 0 PlayerUpgrade 1 AllowPlayerClass Sniper Attribute "damage penalty" SecondaryAttributes { "projectile lifetime" 4 "grenade bounce speed" 0.8 "arrow target bounce speed" 0.8 "reset arrow hits on bounce" 1 } DisallowedUpgrade { Upgrade perk_precision Level 1 } } MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 20000 // Max 20000 upgrades on tier 1 2 10000 // Max 10000 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 12 // Min 12 upgrades on tier 1 to unlock tier 2 } upgrade_maxhp { Name "Upgrade: +25 max health" Cap 100 Increment 25 Cost 750 PlayerUpgrade 1 Attribute "max health additive bonus" } upgrade_hpregen { Name "Upgrade: +5 health regenerated" Cap 20 Increment 5 Cost 600 PlayerUpgrade 1 Attribute "health regen" } upgrade_speed { Name "Upgrade: +10% move speed" Cap 1.3 Increment 0.1 Cost 300 PlayerUpgrade 1 Attribute "move speed bonus" } upgrade_jump { Name "Upgrade: +15% jump height" Cap 1.6 Increment 0.15 Cost 300 PlayerUpgrade 1 Attribute "increased jump height" } upgrade_damage { Name "+25% damage" Cap 2.5 Increment 0.25 Cost 500 Tier 1 Attribute "CARD: damage bonus" AllowedWeapons //Jesus so many weapons please help me { ItemName "Scrap Shotgun" ItemName "Scrap RPG" ItemName "Scrap Needle Gun" ItemName "Homemade Flamethrower" ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Homemade Grenade" ItemName "Basic Shotgun" ItemName "Basic RPG" ItemName "Needle Gun" ItemName "Flamethrower" ItemName "Bow" ItemName "Grenade Launcher" ItemName "Chain Gun" ItemName "Hunting Rifle" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Frag Grenade" ItemName "Stickybomb Launcher" ItemName "Double Barrel Shotgun" ItemName "The H.I.V.E. Launcher" ItemName "Nail Gun" ItemName "Dragon's Breath" ItemName "Compound Bow" ItemName "Multi-Grenade Launcher" ItemName "Minigun" ItemName "N.R.G. Powered Bolts" ItemName "LMG" ItemName "Hand Cannon" ItemName "Sniper Rifle" ItemName "Impact Grenade" ItemName "Spikeybomb Launcher" ItemName "Flare Gun" ItemName "Auto Shotgun" ItemName "Laser Bazooka" ItemName "The Cure" ItemName "Combustor" ItemName "Machinal Bow" ItemName "Multi-Launcher" ItemName "50. Cal Sniper Rifle" ItemName "Particle Rifle" ItemName "HMG" ItemName "Ray Gun" ItemName "Incendiary Grenade" ItemName "Minelayer" ItemName "Smart Flare" Slot "Melee" } } upgrade_firerate { Name "+10% fire rate" Cap 0.4 Increment -0.1 Cost 200 Tier 1 Attribute "melee attack rate bonus" AllowedWeapons { ItemName "Scrap Shotgun" ItemName "Scrap RPG" ItemName "Scrap Needle Gun" ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Basic Shotgun" ItemName "Basic RPG" ItemName "Needle Gun" ItemName "Bow" ItemName "Grenade Launcher" ItemName "Chain Gun" ItemName "Hunting Rifle" ItemName "Sniper Rifle" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Stickybomb Launcher" ItemName "Double Barrel Shotgun" ItemName "The H.I.V.E. Launcher" ItemName "Nail Gun" ItemName "Compound Bow" ItemName "Multi-Grenade Launcher" ItemName "Minigun" ItemName "N.R.G. Powered Bolts" ItemName "LMG" ItemName "Hand Cannon" ItemName "Spikeybomb Launcher" ItemName "Flare Gun" ItemName "Auto Shotgun" ItemName "Laser Bazooka" ItemName "The Cure" ItemName "Machinal Bow" ItemName "Multi-Launcher" ItemName "50. Cal Sniper Rifle" ItemName "Particle Rifle" ItemName "HMG" ItemName "Ray Gun" ItemName "Minelayer" ItemName "Smart Flare" Slot "Melee" } } upgrade_reload { Name "+15% reload speed" Cap 0.25 Increment -0.15 Cost 300 Tier 1 Attribute "faster reload rate" AllowedWeapons { ItemName "Scrap Shotgun" ItemName "Scrap RPG" ItemName "Scrap Needle Gun" ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Basic Shotgun" ItemName "Sniper Rifle" ItemName "Basic RPG" ItemName "Needle Gun" ItemName "Bow" ItemName "Grenade Launcher" ItemName "Hunting Rifle" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Stickybomb Launcher" ItemName "Double Barrel Shotgun" ItemName "The H.I.V.E. Launcher" ItemName "Nail Gun" ItemName "Compound Bow" ItemName "Multi-Grenade Launcher" ItemName "N.R.G. Powered Bolts" ItemName "LMG" ItemName "Hand Cannon" ItemName "Spikeybomb Launcher" ItemName "Flare Gun" ItemName "Auto Shotgun" ItemName "Laser Bazooka" ItemName "The Cure" ItemName "Machinal Bow" ItemName "Multi-Launcher" ItemName "50. Cal Sniper Rifle" ItemName "Particle Rifle" ItemName "HMG" ItemName "Ray Gun" ItemName "Minelayer" } } upgrade_clipsize { Name "+25% clip size" Cap 3 Increment 0.25 Cost 350 Tier 1 Attribute "clip size bonus upgrade" AllowedWeapons { ItemName "Scrap Shotgun" ItemName "Scrap Needle Gun" ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Basic Shotgun" ItemName "Needle Gun" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Stickybomb Launcher" ItemName "Double Barrel Shotgun" ItemName "Nail Gun" ItemName "N.R.G. Powered Bolts" ItemName "LMG" ItemName "Hand Cannon" ItemName "Spikeybomb Launcher" ItemName "Auto Shotgun" ItemName "Laser Bazooka" ItemName "Particle Rifle" ItemName "HMG" ItemName "Ray Gun" ItemName "Minelayer" } } upgrade_ammosize_primary { Name "+25% reserve ammo" Cap 2.5 Increment 0.25 Cost 250 Tier 1 Attribute "hidden primary max ammo bonus" AllowedWeapons { ItemName "Scrap Shotgun" ItemName "Scrap RPG" ItemName "Scrap Needle Gun" ItemName "Homemade Flamethrower" ItemName "Sniper Rifle" ItemName "Basic Shotgun" ItemName "Basic RPG" ItemName "Needle Gun" ItemName "Flamethrower" ItemName "Bow" ItemName "Grenade Launcher" ItemName "Chain Gun" ItemName "Hunting Rifle" ItemName "Double Barrel Shotgun" ItemName "The H.I.V.E. Launcher" ItemName "Nail Gun" ItemName "Dragon's Breath" ItemName "Compound Bow" ItemName "Multi-Grenade Launcher" ItemName "Minigun" ItemName "N.R.G. Powered Bolts" ItemName "Auto Shotgun" ItemName "The Cure" ItemName "Machinal Bow" ItemName "Multi-Launcher" ItemName "50. Cal Sniper Rifle" } } upgrade_ammosize_secondary { Name "+25% reserve ammo" Cap 2.5 Increment 0.25 Cost 250 Tier 1 Attribute "hidden secondary max ammo penalty" AllowedWeapons { ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Stickybomb Launcher" ItemName "LMG" ItemName "Hand Cannon" ItemName "Spikeybomb Launcher" ItemName "Flare Gun" ItemName "HMG" ItemName "Minelayer" } } upgrade_penetration { Name "Bullet penetration" Cap 1 Increment 1 Cost 2000 Tier 1 Attribute "projectile penetration" AllowedWeapons { ItemName "Scrap Shotgun" ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Basic Shotgun" ItemName "Bow" ItemName "Chain Gun" ItemName "Hunting Rifle" ItemName "Sniper Rifle" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Double Barrel Shotgun" ItemName "Compound Bow" ItemName "Minigun" ItemName "LMG" ItemName "Hand Cannon" ItemName "Auto Shotgun" ItemName "Machinal Bow" ItemName "50. Cal Sniper Rifle" ItemName "HMG" } } upgrade_clipsize_atomic { Name "+2 clip size" Cap 8 Increment 2 Cost 400 Tier 1 Attribute "clip size upgrade atomic" AllowedWeapons { ItemName "Scrap RPG" ItemName "Basic RPG" ItemName "Grenade Launcher" ItemName "The H.I.V.E. Launcher" ItemName "Multi-Grenade Launcher" ItemName "Multi-Launcher" ItemName "The Cure" } } upgrade_blastradius { Name "+10% blast radius" Cap 1.5 Increment 0.1 Cost 400 Tier 1 Attribute "Blast radius increased" AllowedWeapons { ItemName "Scrap RPG" ItemName "Homemade Grenade" ItemName "Stickybomb Launcher" ItemName "Spikeybomb Launcher" ItemName "Minelayer" ItemName "Basic RPG" ItemName "Frag Grenade" ItemName "Grenade Launcher" ItemName "The H.I.V.E. Launcher" ItemName "Impact Grenade" ItemName "Multi-Grenade Launcher" ItemName "Multi-Launcher" ItemName "Incendiary Grenade" ItemName "Laser Bazooka" } } upgrade_hok { Name "+25 health on kill" Cap 200 Increment 25 Cost 300 Tier 1 Attribute "heal on kill" AllowedWeapons { Slot "Melee" } } upgrade_healrate { Name "+20% heal rate" Cap 3 Increment 0.2 Cost 500 Attribute "heal rate bonus" AllowedWeapons { ItemName "Prototype Medigun" ItemName "Quick-Fix" ItemName "Medigun" ItemName "Reverse Medigun" } } upgrade_healrange { Name "+25% heal range" Cap 2 Increment 0.25 Cost 350 Attribute "mult medigun range" AllowedWeapons { ItemName "Prototype Medigun" ItemName "Quick-Fix" ItemName "Medigun" ItemName "Reverse Medigun" } } upgrade_uberrate { Name "+20% ubercharge rate" Cap 2 Increment 0.20 Cost 500 Attribute "ubercharge rate bonus" AllowedWeapons { ItemName "Prototype Medigun" ItemName "Quick-Fix" ItemName "Medigun" ItemName "Reverse Medigun" } } upgrade_uberduration { Name "+1 second longer uber" Cap 7 Increment 1 Cost 400 Attribute "uber duration bonus" AllowedWeapons { ItemName "Prototype Medigun" ItemName "Quick-Fix" ItemName "Medigun" ItemName "Reverse Medigun" } } upgrade_airblastpush { Name "+25% airblast push force" Cap 2 Increment 0.25 Cost 400 Tier 1 Attribute "airblast pushback scale" AllowedWeapons { ItemName "Homemade Flamethrower" ItemName "Flamethrower" ItemName "Dragon's Breath" ItemName "Combustor" } } upgrade_sentrydamage { Name "+50% sentry damage" Cap 6 Increment 0.5 Cost 500 Tier 1 Attribute "engy sentry damage bonus" AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" } } upgrade_buildinghp { Name "+100% build hp" Cap 4 Increment 1 Cost 350 Tier 1 Attribute "engy building health bonus" AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" } } upgrade_dispenserrange { Name "+50% dispenser range" Cap 2.5 Increment 0.5 Cost 200 Tier 1 Attribute "engy dispenser radius increased" AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" } } upgrade_telespeedboost { Name "Speed boost on teleport" Cap 1 Increment 1 Cost 150 Tier 1 Attribute "mod teleporter speed boost" AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" } } upgrade_repairrate { Name "+50% repair rate" Cap 3 Increment 0.5 Cost 250 Tier 1 Attribute "Repair rate increased" AllowedWeapons { ItemName "Wrench" ItemName "Spiky Wrench" ItemName "Jagged Wrench" } } upgrade_airblastcost { Name "-25% airblast cost" Cap 0.25 Increment -0.25 Cost 350 Tier 1 Attribute "airblast cost decreased" AllowedWeapons { ItemName "Homemade Flamethrower" ItemName "Flamethrower" ItemName "Dragon's Breath" ItemName "Combustor" } } upgrade_airblastrefire { Name "+20% airblast fire rate" Cap 0.4 Increment -0.2 Cost 200 Tier 1 Attribute "mult airblast refire time" AllowedWeapons { ItemName "Homemade Flamethrower" ItemName "Flamethrower" ItemName "Dragon's Breath" // does not work on df aka combustor for some reason } } upgrade_ubercharge_shotguns { Name "übercharge" Cap 2 Increment 1 Cost 7500 Tier 2 Attribute "dmg penalty vs players" SecondaryAttributes { "bullets per shot bonus" 1 "reload time increased hidden" -0.5 "fire rate bonus HIDDEN" -0.15 } AllowedWeapons { ItemName "Scrap Shotgun" ItemName "Basic Shotgun" ItemName "Double Barrel Shotgun" ItemName "Auto Shotgun" } } upgrade_ubercharge_explosive { Name "übercharge" Cap 1.65 Increment 0.65 Cost 7500 Tier 2 Attribute "Projectile speed increased HIDDEN" SecondaryAttributes { "Blast radius increased" 0.5 "reload time increased hidden" -0.35 "fire rate bonus HIDDEN" -0.15 "rocket specialist" 1 "grenade bounce damage" 0.8 } AllowedWeapons { ItemName "Scrap RPG" ItemName "Homemade Grenade" ItemName "Basic RPG" ItemName "Grenade Launcher" ItemName "Frag Grenade" ItemName "Stickybomb Launcher" ItemName "The H.I.V.E. Launcher" ItemName "Multi-Grenade Launcher" ItemName "Impact Grenade" ItemName "Spikeybomb Launcher" ItemName "Laser Bazooka" ItemName "Multi-Launcher" ItemName "Incendiary Grenade" ItemName "Minelayer" } } upgrade_ubercharge_flame { Name "übercharge" Cap 0.5 Increment -0.5 Cost 7500 Tier 2 Attribute "mult afterburn delay" SecondaryAttributes { "damage bonus vs burning" 2.5 "weapon burn dmg increased" 15 "mod flamethrower back crit" 1 } AllowedWeapons { ItemName "Homemade Flamethrower" ItemName "Flamethrower" ItemName "Dragon's Breath" ItemName "Flare Gun" ItemName "Combustor" ItemName "Smart Flare" } } upgrade_ubercharge_melee { Name "übercharge" Cap 0.1 Increment 0.1 Cost 7500 Tier 2 Attribute "kill combo fire rate boost" SecondaryAttributes { "provide on active" 1 "melee range multiplier" 0.5 "critboost on kill" 1 "restore health on kill" 25 "dmg from ranged reduced" -0.4 } AllowedWeapons { Slot "Melee" } } upgrade_ubercharge_msic { Name "übercharge" Cap 0.75 Increment -0.25 Cost 7500 Tier 2 Attribute "reload time increased hidden" SecondaryAttributes { "fire rate bonus HIDDEN" -0.25 "dmg penalty vs players" 1.5 "dmg pierces resists absorbs" 1 "penetrate teammates" 1 } AllowedWeapons { ItemName "Scrap Needle Gun" ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Basic Shotgun" ItemName "Needle Gun" ItemName "Bow" ItemName "Chain Gun" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Nail Gun" ItemName "Compound Bow" ItemName "Minigun" ItemName "N.R.G. Powered Bolts" ItemName "LMG" ItemName "Hand Cannon" ItemName "The Cure" ItemName "Machinal Bow" ItemName "Particle Rifle" ItemName "HMG" ItemName "Ray Gun" } } } /////////////////////////////////////////////////////////////////////////// //Replace Weapons /////////////////////////////////////////////////////////////////////////// ItemReplacement // Replace Items { "Upgradeable TF_WEAPON_FISTS" // The replacement target item { ItemSlot "melee" } } ClassLimit //Limits the number of specified classes { Scout 1 Soldier 1 Pyro 1 Demoman 1 Heavyweapons 1 Engineer 1 Medic 1 Sniper 1 Spy 0 //too buggy and I can't fix it } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "damage bonus HIDDEN" 0.54 } ///////////////// //WAVES ///////////////// ///////////////// //START $800 ///////////////// /////////////////////////////////////////////////////////////////////////// //WAVE 1 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $1000 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutput { Target wave_initA_relay Action Trigger } RedTeamWipeCausesWaveLoss 1 CustomMaxWaveNumber 25 Explanation { Line "{red}***Red team loses if the point is captured or a team wipe occurs***" Line "{green}Time: 16 years after the events of Jungle Inferno" Line "{blue}Location: An old and abandoned mansion" Line "{yellow}Defend: Point A" } WaveSpawn { Name Wave1_a1 TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 3.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 } TFBot { Template T_TFZombie_Zombie_Basic2 } TFBot { Template T_TFZombie_Zombie_Basic3 } TFBot { Template T_TFZombie_Zombie_Basic4 } TFBot { Template T_TFZombie_Zombie_Basic5 } TFBot { Template T_TFZombie_Zombie_Basic6 } TFBot { Template T_TFZombie_Zombie_Basic7 } TFBot { Template T_TFZombie_Zombie_Basic8 } } } WaveSpawn { Name Wave1_a2 WaitForAllDead Wave1_a1 TotalCount 20 MaxActive 8 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 3.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 200 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 200 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 200 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 200 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 200 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 200 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 200 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 200 } } } WaveSpawn { Name Wave1_a2 WaitForAllDead Wave1_a1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 7.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 350 } } WaveSpawn { Name Wave1_a3 WaitForAllDead Wave1_a2 TotalCount 24 MaxActive 8 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 3.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 300 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 300 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 300 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 300 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 300 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 300 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 300 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 300 } } } WaveSpawn { Name Wave1_a3 WaitForAllDead Wave1_a2 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 7.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 450 } } WaveSpawn { Name Wave1_a3 WaitForAllDead Wave1_a2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 7.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 600 } } WaveSpawn { Name Wave1_a4 WaitForAllDead Wave1_a3 TotalCount 28 MaxActive 8 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 3.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 400 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 400 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 400 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 400 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 400 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 400 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 400 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 400 } } } WaveSpawn { Name Wave1_a4 WaitForAllDead Wave1_a3 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 7.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 550 } } WaveSpawn { Name Wave1_a4 WaitForAllDead Wave1_a3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 7.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 700 } } WaveSpawn { Name Wave1_a5 WaitForAllDead Wave1_a4 TotalCount 32 MaxActive 8 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 3.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 500 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 500 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 500 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 500 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 500 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 500 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 500 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 500 } } } WaveSpawn { Name Wave1_a5 WaitForAllDead Wave1_a4 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 7.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 650 } } WaveSpawn { Name Wave1_a5 WaitForAllDead Wave1_a4 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 7.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 800 } } WaveSpawn { Name Wave1_a5 WaitForAllDead Wave1_a4 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 600 } } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where Aspawn Support Limited TFBot { Template T_TFBot_Controlpoint_Bot } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutput { Target wave_initB_relay Action Trigger } RedTeamWipeCausesWaveLoss 1 CustomMaxWaveNumber 25 Explanation { Line "{yellow}Defend: Point B" } WaveSpawn { Name "initalize wave number" FirstSpawnOutput { Target wave_change_inital_5 Action Trigger } } WaveSpawn { Name Wave2_a1 TotalCount 36 MaxActive 10 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 3 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 650 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 650 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 650 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 650 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 650 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 650 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 650 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 650 } } } WaveSpawn { Name Wave2_a1 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 6.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 815 } } WaveSpawn { Name Wave2_a1 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 6.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 980 } } WaveSpawn { Name Wave2_a1 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3.5 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 760 } } WaveSpawn { Name Wave2_a2 WaitForAllDead Wave2_a1 TotalCount 40 MaxActive 10 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 3 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 750 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 750 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 750 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 750 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 750 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 750 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 750 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 750 } } } WaveSpawn { Name Wave2_a2 WaitForAllDead Wave2_a1 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 6.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 915 } } WaveSpawn { Name Wave2_a2 WaitForAllDead Wave2_a1 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 6.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 1080 } } WaveSpawn { Name Wave2_a2 WaitForAllDead Wave2_a1 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3.5 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 860 } } WaveSpawn { Name Wave2_a2 WaitForAllDead Wave2_a1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 14 WaitBetweenSpawns 12 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 860 } } WaveSpawn { Name Wave2_a3 WaitForAllDead Wave2_a2 TotalCount 44 MaxActive 10 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 3 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 850 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 850 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 850 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 850 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 850 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 850 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 850 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 850 } } } WaveSpawn { Name Wave2_a3 WaitForAllDead Wave2_a2 TotalCount 8 MaxActive 3 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 6.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 1015 } } WaveSpawn { Name Wave2_a3 WaitForAllDead Wave2_a2 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 6.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 1180 } } WaveSpawn { Name Wave2_a3 WaitForAllDead Wave2_a2 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3.5 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 960 } } WaveSpawn { Name Wave2_a3 WaitForAllDead Wave2_a2 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 14 WaitBetweenSpawns 12 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 960 } } WaveSpawn { Name Wave2_a4 WaitForAllDead Wave2_a3 TotalCount 48 MaxActive 10 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 3 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 950 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 950 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 950 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 950 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 950 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 950 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 950 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 950 } } } WaveSpawn { Name Wave2_a4 WaitForAllDead Wave2_a3 TotalCount 8 MaxActive 3 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 6.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 1115 } } WaveSpawn { Name Wave2_a4 WaitForAllDead Wave2_a3 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 6.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 1280 } } WaveSpawn { Name Wave2_a4 WaitForAllDead Wave2_a3 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3.5 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 1060 } } WaveSpawn { Name Wave2_a4 WaitForAllDead Wave2_a3 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 14 WaitBetweenSpawns 12 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 1060 } } WaveSpawn { Name Wave2_a4 WaitForAllDead Wave2_a3 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 17 WaitBetweenSpawns 16 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Diver Health 1190 } } WaveSpawn { Name Wave2_a5 WaitForAllDead Wave2_a4 TotalCount 50 MaxActive 10 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 3 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 1050 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 1050 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 1050 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 1050 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 1050 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 1050 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 1050 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 1050 } } } WaveSpawn { Name Wave2_a5 WaitForAllDead Wave2_a4 TotalCount 10 MaxActive 3 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 6.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 1215 } } WaveSpawn { Name Wave2_a5 WaitForAllDead Wave2_a4 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 6.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 1380 } } WaveSpawn { Name Wave2_a5 WaitForAllDead Wave2_a4 TotalCount 5 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3.5 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 1160 } } WaveSpawn { Name Wave2_a5 WaitForAllDead Wave2_a4 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 14 WaitBetweenSpawns 12 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 1160 } } WaveSpawn { Name Wave2_a5 WaitForAllDead Wave2_a4 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 17 WaitBetweenSpawns 16 TotalCurrency 0 Where spawnbot_abe Where spawnbot_ab RandomSpawn 1 TFBot { Template T_TFZombie_Diver Health 1290 } } WaveSpawn { Name Wave2_a5 WaitForAllDead Wave2_a4 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 20 TotalCurrency 0 Where spawnbot_abe Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 1875 } } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where Bspawn Support Limited TFBot { Template T_TFBot_Controlpoint_Bot } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutput { Target wave_initC_relay Action Trigger } RedTeamWipeCausesWaveLoss 1 CustomMaxWaveNumber 25 Explanation { Line "{yellow}Defend: Point C" } WaveSpawn { Name "initalize wave number" FirstSpawnOutput { Target wave_change_inital_10 Action Trigger } } WaveSpawn { Name Wave3_a1 TotalCount 50 MaxActive 12 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2.5 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 1255 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 1255 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 1255 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 1255 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 1255 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 1255 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 1255 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 1255 } } } WaveSpawn { Name Wave3_a1 TotalCount 12 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6.5 WaitBetweenSpawns 6 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 1437 //1337 hp without the +100 } } WaveSpawn { Name Wave3_a1 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10.5 WaitBetweenSpawns 6 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 1618 } } WaveSpawn { Name Wave3_a1 TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 1376 } } WaveSpawn { Name Wave3_a1 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 13.5 WaitBetweenSpawns 11.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 1376 } } WaveSpawn { Name Wave3_a1 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16.5 WaitBetweenSpawns 15.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Diver Health 1519 } } WaveSpawn { Name Wave3_a1 TotalCount 4 MaxActive 3 SpawnCount 2 WaitBeforeStarting 19 WaitBetweenSpawns 18 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 2156 } } WaveSpawn { Name Wave3_a2 WaitForAllDead Wave3_a1 TotalCount 50 MaxActive 12 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2.5 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 1355 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 1355 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 1355 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 1355 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 1355 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 1355 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 1355 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 1355 } } } WaveSpawn { Name Wave3_a2 WaitForAllDead Wave3_a1 TotalCount 12 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6.5 WaitBetweenSpawns 6 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 1537 } } WaveSpawn { Name Wave3_a2 WaitForAllDead Wave3_a1 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10.5 WaitBetweenSpawns 6 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 1718 } } WaveSpawn { Name Wave3_a2 WaitForAllDead Wave3_a1 TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 1476 } } WaveSpawn { Name Wave3_a2 WaitForAllDead Wave3_a1 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 13.5 WaitBetweenSpawns 11.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 1476 } } WaveSpawn { Name Wave3_a2 WaitForAllDead Wave3_a1 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16.5 WaitBetweenSpawns 15.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Diver Health 1619 } } WaveSpawn { Name Wave3_a2 WaitForAllDead Wave3_a1 TotalCount 4 MaxActive 3 SpawnCount 2 WaitBeforeStarting 19 WaitBetweenSpawns 18 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 2156 } } WaveSpawn { Name Wave3_a2 WaitForAllDead Wave3_a1 TotalCount 6 MaxActive 3 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 12 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 625 } TFBot { Template T_TFZombie_Survivor_2 Health 625 } TFBot { Template T_TFZombie_Survivor_3 Health 625 } TFBot { Template T_TFZombie_Survivor_4 Health 625 } TFBot { Template T_TFZombie_Survivor_5 Health 625 } } } WaveSpawn { Name Wave3_a3 WaitForAllDead Wave3_a2 TotalCount 55 MaxActive 12 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2.5 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 1455 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 1455 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 1455 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 1455 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 1455 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 1455 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 1455 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 1455 } } } WaveSpawn { Name Wave3_a3 WaitForAllDead Wave3_a2 TotalCount 12 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6.5 WaitBetweenSpawns 6 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 1637 } } WaveSpawn { Name Wave3_a3 WaitForAllDead Wave3_a2 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10.5 WaitBetweenSpawns 6 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 1818 } } WaveSpawn { Name Wave3_a3 WaitForAllDead Wave3_a2 TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 1576 } } WaveSpawn { Name Wave3_a3 WaitForAllDead Wave3_a2 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 13.5 WaitBetweenSpawns 11.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 1576 } } WaveSpawn { Name Wave3_a3 WaitForAllDead Wave3_a2 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16.5 WaitBetweenSpawns 15.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Diver Health 1719 } } WaveSpawn { Name Wave3_a3 WaitForAllDead Wave3_a2 TotalCount 4 MaxActive 3 SpawnCount 2 WaitBeforeStarting 19 WaitBetweenSpawns 18 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 2156 } } WaveSpawn { Name Wave3_a3 WaitForAllDead Wave3_a2 TotalCount 6 MaxActive 3 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 12 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 625 } TFBot { Template T_TFZombie_Survivor_2 Health 625 } TFBot { Template T_TFZombie_Survivor_3 Health 625 } TFBot { Template T_TFZombie_Survivor_4 Health 625 } TFBot { Template T_TFZombie_Survivor_5 Health 625 } } } WaveSpawn { Name Wave3_a4 WaitForAllDead Wave3_a3 TotalCount 55 MaxActive 12 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2.5 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 1555 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 1555 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 1555 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 1555 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 1555 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 1555 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 1555 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 1555 } } } WaveSpawn { Name Wave3_a4 WaitForAllDead Wave3_a3 TotalCount 12 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6.5 WaitBetweenSpawns 6 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 1737 } } WaveSpawn { Name Wave3_a4 WaitForAllDead Wave3_a3 TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10.5 WaitBetweenSpawns 6 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 1918 } } WaveSpawn { Name Wave3_a4 WaitForAllDead Wave3_a3 TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 1676 } } WaveSpawn { Name Wave3_a4 WaitForAllDead Wave3_a3 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 13.5 WaitBetweenSpawns 11.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 1676 } } WaveSpawn { Name Wave3_a4 WaitForAllDead Wave3_a3 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16.5 WaitBetweenSpawns 15.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Diver Health 1819 } } WaveSpawn { Name Wave3_a4 WaitForAllDead Wave3_a3 TotalCount 4 MaxActive 3 SpawnCount 2 WaitBeforeStarting 19 WaitBetweenSpawns 18 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 2156 } } WaveSpawn { Name Wave3_a4 WaitForAllDead Wave3_a3 TotalCount 6 MaxActive 3 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 12 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 625 } TFBot { Template T_TFZombie_Survivor_2 Health 625 } TFBot { Template T_TFZombie_Survivor_3 Health 625 } TFBot { Template T_TFZombie_Survivor_4 Health 625 } TFBot { Template T_TFZombie_Survivor_5 Health 625 } } } WaveSpawn { Name Wave3_a4 WaitForAllDead Wave3_a3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 20 TotalCurrency 0 Where spawnbot_cde Where spawnbot_c_hill Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Banner Health 1495 } } WaveSpawn { Name Wave3_a5 WaitForAllDead Wave3_a4 TotalCount 60 MaxActive 12 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2.5 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 1655 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 1655 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 1655 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 1655 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 1655 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 1655 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 1655 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 1655 } } } WaveSpawn { Name Wave3_a4 WaitForAllDead Wave3_a3 TotalCount 12 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6.5 WaitBetweenSpawns 6 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 1837 } } WaveSpawn { Name Wave3_a5 WaitForAllDead Wave3_a4 TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10.5 WaitBetweenSpawns 6 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 2018 } } WaveSpawn { Name Wave3_a5 WaitForAllDead Wave3_a4 TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 1776 } } WaveSpawn { Name Wave3_a5 WaitForAllDead Wave3_a4 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 13.5 WaitBetweenSpawns 11.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 1776 } } WaveSpawn { Name Wave3_a5 WaitForAllDead Wave3_a4 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16.5 WaitBetweenSpawns 15.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Diver Health 1919 } } WaveSpawn { Name Wave3_a5 WaitForAllDead Wave3_a4 TotalCount 6 MaxActive 3 SpawnCount 2 WaitBeforeStarting 19 WaitBetweenSpawns 18 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 2156 } } WaveSpawn { Name Wave3_a5 WaitForAllDead Wave3_a4 TotalCount 8 MaxActive 3 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 12 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 625 } TFBot { Template T_TFZombie_Survivor_2 Health 625 } TFBot { Template T_TFZombie_Survivor_3 Health 625 } TFBot { Template T_TFZombie_Survivor_4 Health 625 } TFBot { Template T_TFZombie_Survivor_5 Health 625 } } } WaveSpawn { Name Wave3_a5 WaitForAllDead Wave3_a4 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 20 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer Where spawnbot_c_hill RandomSpawn 1 TFBot { Template T_TFZombie_Banner Health 1595 } } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where Cspawn Support Limited TFBot { Template T_TFBot_Controlpoint_Bot } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutput { Target wave_initD_relay Action Trigger } //RedTeamWipeCausesWaveLoss 1 CustomMaxWaveNumber 25 Explanation { Line "{yellow}Defend: Point D" } WaveSpawn { Name "initalize wave number" FirstSpawnOutput { Target wave_change_inital_15 Action Trigger } } WaveSpawn { Name Wave4_a1 TotalCount 60 MaxActive 14 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 1921 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 1921 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 1921 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 1921 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 1921 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 1921 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 1921 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 1921 } } } WaveSpawn { Name Wave4_a1 TotalCount 12 MaxActive 5 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 5.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 2121 } } WaveSpawn { Name Wave4_a1 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 5.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 2320 } } WaveSpawn { Name Wave4_a1 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 2054 } } WaveSpawn { Name Wave4_a1 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 13 WaitBetweenSpawns 11 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 2054 } } WaveSpawn { Name Wave4_a1 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 18.5 WaitBetweenSpawns 17.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 2695 } } WaveSpawn { Name Wave4_a1 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 11.5 WaitBetweenSpawns 11.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 781 } TFBot { Template T_TFZombie_Survivor_2 Health 781 } TFBot { Template T_TFZombie_Survivor_3 Health 781 } TFBot { Template T_TFZombie_Survivor_4 Health 781 } TFBot { Template T_TFZombie_Survivor_5 Health 781 } } } WaveSpawn { Name Wave4_a1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 19.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Banner Health 1855 } } WaveSpawn { Name Wave4_a2 WaitForAllDead Wave4_a1 TotalCount 60 MaxActive 14 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 2021 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 2021 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 2021 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 2021 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 2021 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 2021 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 2021 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 2021 } } } WaveSpawn { Name Wave4_a2 WaitForAllDead Wave4_a1 TotalCount 12 MaxActive 5 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 5.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 2321 } } WaveSpawn { Name Wave4_a2 WaitForAllDead Wave4_a1 TotalCount 6 MaxActive 5 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 5.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 2420 } } WaveSpawn { Name Wave4_a2 WaitForAllDead Wave4_a1 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 2154 } } WaveSpawn { Name Wave4_a2 WaitForAllDead Wave4_a1 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 13 WaitBetweenSpawns 11 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 2154 } } WaveSpawn { Name Wave4_a2 WaitForAllDead Wave4_a1 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 18.5 WaitBetweenSpawns 17.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 2695 } } WaveSpawn { Name Wave4_a2 WaitForAllDead Wave4_a1 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 11.5 WaitBetweenSpawns 11.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 781 } TFBot { Template T_TFZombie_Survivor_2 Health 781 } TFBot { Template T_TFZombie_Survivor_3 Health 781 } TFBot { Template T_TFZombie_Survivor_4 Health 781 } TFBot { Template T_TFZombie_Survivor_5 Health 781 } } } WaveSpawn { Name Wave4_a2 WaitForAllDead Wave4_a1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 19.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Banner Health 1955 } } WaveSpawn { Name Wave4_a3 WaitForAllDead Wave4_a2 TotalCount 65 MaxActive 14 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 2121 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 2121 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 2121 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 2121 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 2121 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 2121 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 2121 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 2121 } } } WaveSpawn { Name Wave4_a3 WaitForAllDead Wave4_a2 TotalCount 12 MaxActive 5 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 5.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 2421 } } WaveSpawn { Name Wave4_a3 WaitForAllDead Wave4_a2 TotalCount 7 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 5.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 2520 } } WaveSpawn { Name Wave4_a3 WaitForAllDead Wave4_a2 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 2254 } } WaveSpawn { Name Wave4_a3 WaitForAllDead Wave4_a2 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 13 WaitBetweenSpawns 11 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 2254 } } WaveSpawn { Name Wave4_a3 WaitForAllDead Wave4_a2 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 18.5 WaitBetweenSpawns 17.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 2695 } } WaveSpawn { Name Wave4_a3 WaitForAllDead Wave4_a2 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 11.5 WaitBetweenSpawns 11.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 781 } TFBot { Template T_TFZombie_Survivor_2 Health 781 } TFBot { Template T_TFZombie_Survivor_3 Health 781 } TFBot { Template T_TFZombie_Survivor_4 Health 781 } TFBot { Template T_TFZombie_Survivor_5 Health 781 } } } WaveSpawn { Name Wave4_a3 WaitForAllDead Wave4_a2 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 19.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Banner Health 2055 } } WaveSpawn { Name Wave4_a3 WaitForAllDead Wave4_a2 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20.5 WaitBetweenSpawns 21.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Giant Health 3516 } } WaveSpawn { Name Wave4_a4 WaitForAllDead Wave4_a3 TotalCount 65 MaxActive 14 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 2221 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 2221 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 2221 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 2221 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 2221 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 2221 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 2221 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 2221 } } } WaveSpawn { Name Wave4_a4 WaitForAllDead Wave4_a3 TotalCount 12 MaxActive 5 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 5.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 2521 } } WaveSpawn { Name Wave4_a4 WaitForAllDead Wave4_a3 TotalCount 7 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 5.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 2620 } } WaveSpawn { Name Wave4_a4 WaitForAllDead Wave4_a3 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 2354 } } WaveSpawn { Name Wave4_a4 WaitForAllDead Wave4_a3 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 13 WaitBetweenSpawns 11 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 2354 } } WaveSpawn { Name Wave4_a4 WaitForAllDead Wave4_a3 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 18.5 WaitBetweenSpawns 17.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 2695 } } WaveSpawn { Name Wave4_a4 WaitForAllDead Wave4_a3 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 11.5 WaitBetweenSpawns 11.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 781 } TFBot { Template T_TFZombie_Survivor_2 Health 781 } TFBot { Template T_TFZombie_Survivor_3 Health 781 } TFBot { Template T_TFZombie_Survivor_4 Health 781 } TFBot { Template T_TFZombie_Survivor_5 Health 781 } } } WaveSpawn { Name Wave4_a4 WaitForAllDead Wave4_a3 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 19.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Banner Health 2155 } } WaveSpawn { Name Wave4_a4 WaitForAllDead Wave4_a3 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20.5 WaitBetweenSpawns 21.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Giant Health 3516 } } WaveSpawn { Name Wave4_a5 WaitForAllDead Wave4_a4 TotalCount 70 MaxActive 14 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 2321 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 2321 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 2321 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 2321 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 2321 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 2321 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 2321 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 2321 } } } WaveSpawn { Name Wave4_a5 WaitForAllDead Wave4_a4 TotalCount 12 MaxActive 5 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 5.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 2621 } } WaveSpawn { Name Wave4_a5 WaitForAllDead Wave4_a4 TotalCount 7 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 5.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 2720 } } WaveSpawn { Name Wave4_a5 WaitForAllDead Wave4_a4 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 2454 } } WaveSpawn { Name Wave4_a5 WaitForAllDead Wave4_a4 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 13 WaitBetweenSpawns 11 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 2454 } } WaveSpawn { Name Wave4_a5 WaitForAllDead Wave4_a4 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 18.5 WaitBetweenSpawns 17.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 2695 } } WaveSpawn { Name Wave4_a5 WaitForAllDead Wave4_a4 TotalCount 12 MaxActive 4 SpawnCount 2 WaitBeforeStarting 11.5 WaitBetweenSpawns 11.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 781 } TFBot { Template T_TFZombie_Survivor_2 Health 781 } TFBot { Template T_TFZombie_Survivor_3 Health 781 } TFBot { Template T_TFZombie_Survivor_4 Health 781 } TFBot { Template T_TFZombie_Survivor_5 Health 781 } } } WaveSpawn { Name Wave4_a5 WaitForAllDead Wave4_a4 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 19.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Banner Health 2255 } } WaveSpawn { Name Wave4_a5 WaitForAllDead Wave4_a4 TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20.5 WaitBetweenSpawns 21.5 TotalCurrency 0 Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Giant Health 3516 } } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where Dspawn Support Limited TFBot { Template T_TFBot_Controlpoint_Bot health 25000 //500 basic zombie hits, more than double hp to balance close spawns } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutput { Target wave_initE_relay Action Trigger } //RedTeamWipeCausesWaveLoss 1 CustomMaxWaveNumber 25 Explanation { Line "{yellow}Defend: Point E" } WaveSpawn { Name "initalize wave number" FirstSpawnOutput { Target wave_change_inital_20 Action Trigger } } WaveSpawn { Name Wave5_a1 TotalCount 70 MaxActive 16 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 1.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 2653 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 2653 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 2653 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 2653 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 2653 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 2653 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 2653 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 2653 } } } WaveSpawn { Name Wave5_a1 TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 5.5 WaitBetweenSpawns 5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 2983 } } WaveSpawn { Name Wave5_a1 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 9.5 WaitBetweenSpawns 5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 3501 } } WaveSpawn { Name Wave5_a1 TotalCount 6 MaxActive 4 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 2800 } } WaveSpawn { Name Wave5_a1 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 12.5 WaitBetweenSpawns 10.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 2800 } } WaveSpawn { Name Wave5_a1 TotalCount 10 MaxActive 5 SpawnCount 2 WaitBeforeStarting 18 WaitBetweenSpawns 17 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 3369 } } WaveSpawn { Name Wave5_a1 TotalCount 12 MaxActive 5 SpawnCount 2 WaitBeforeStarting 11.5 WaitBetweenSpawns 11.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 976 } TFBot { Template T_TFZombie_Survivor_2 Health 976 } TFBot { Template T_TFZombie_Survivor_3 Health 976 } TFBot { Template T_TFZombie_Survivor_4 Health 976 } TFBot { Template T_TFZombie_Survivor_5 Health 976 } } } WaveSpawn { Name Wave5_a1 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 19 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Banner Health 2581 } } WaveSpawn { Name Wave5_a1 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 21 TotalCurrency 0 Where spawnbot_abe RandomSpawn 1 TFBot { Template T_TFZombie_Giant Health 4395 } } WaveSpawn { Name Wave5_a2 WaitForAllDead Wave5_a1 TotalCount 70 MaxActive 16 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 1.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 2753 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 2753 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 2753 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 2753 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 2753 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 2753 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 2753 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 2753 } } } WaveSpawn { Name Wave5_a2 WaitForAllDead Wave5_a1 TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 5.5 WaitBetweenSpawns 5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 3083 } } WaveSpawn { Name Wave5_a2 WaitForAllDead Wave5_a1 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 9.5 WaitBetweenSpawns 5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 3601 } } WaveSpawn { Name Wave5_a2 WaitForAllDead Wave5_a1 TotalCount 6 MaxActive 4 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 2900 } } WaveSpawn { Name Wave5_a2 WaitForAllDead Wave5_a1 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 12.5 WaitBetweenSpawns 10.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 2900 } } WaveSpawn { Name Wave5_a2 WaitForAllDead Wave5_a1 TotalCount 10 MaxActive 5 SpawnCount 2 WaitBeforeStarting 18 WaitBetweenSpawns 17 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 3469 } } WaveSpawn { Name Wave5_a2 WaitForAllDead Wave5_a1 TotalCount 15 MaxActive 5 SpawnCount 2 WaitBeforeStarting 11 WaitBetweenSpawns 11 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 976 } TFBot { Template T_TFZombie_Survivor_2 Health 976 } TFBot { Template T_TFZombie_Survivor_3 Health 976 } TFBot { Template T_TFZombie_Survivor_4 Health 976 } TFBot { Template T_TFZombie_Survivor_5 Health 976 } } } WaveSpawn { Name Wave5_a2 WaitForAllDead Wave5_a1 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 19 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Banner Health 2681 } } WaveSpawn { Name Wave5_a2 WaitForAllDead Wave5_a1 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 21 TotalCurrency 0 Where spawnbot_abe RandomSpawn 1 TFBot { Template T_TFZombie_Giant Health 4395 } } WaveSpawn { Name Wave5_a3 WaitForAllDead Wave5_a2 TotalCount 75 MaxActive 16 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 1.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 2853 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 2853 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 2853 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 2853 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 2853 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 2853 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 2853 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 2853 } } } WaveSpawn { Name Wave5_a3 WaitForAllDead Wave5_a2 TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 5.5 WaitBetweenSpawns 5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 3183 } } WaveSpawn { Name Wave5_a3 WaitForAllDead Wave5_a2 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 9.5 WaitBetweenSpawns 5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 3701 } } WaveSpawn { Name Wave5_a3 WaitForAllDead Wave5_a2 TotalCount 6 MaxActive 4 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 3000 } } WaveSpawn { Name Wave5_a3 WaitForAllDead Wave5_a2 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 12.5 WaitBetweenSpawns 10.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 3000 } } WaveSpawn { Name Wave5_a3 WaitForAllDead Wave5_a2 TotalCount 10 MaxActive 5 SpawnCount 2 WaitBeforeStarting 18 WaitBetweenSpawns 17 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 3469 } } WaveSpawn { Name Wave5_a3 WaitForAllDead Wave5_a2 TotalCount 15 MaxActive 5 SpawnCount 2 WaitBeforeStarting 11 WaitBetweenSpawns 11 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 976 } TFBot { Template T_TFZombie_Survivor_2 Health 976 } TFBot { Template T_TFZombie_Survivor_3 Health 976 } TFBot { Template T_TFZombie_Survivor_4 Health 976 } TFBot { Template T_TFZombie_Survivor_5 Health 976 } } } WaveSpawn { Name Wave5_a3 WaitForAllDead Wave5_a2 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 19 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Banner Health 2781 } } WaveSpawn { Name Wave5_a3 WaitForAllDead Wave5_a2 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 21 TotalCurrency 0 Where spawnbot_abe RandomSpawn 1 TFBot { Template T_TFZombie_Giant Health 4395 } } WaveSpawn { Name Wave5_a4 WaitForAllDead Wave5_a3 TotalCount 75 MaxActive 16 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 1.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 2953 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 2953 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 2953 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 2953 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 2953 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 2953 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 2953 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 2953 } } } WaveSpawn { Name Wave5_a4 WaitForAllDead Wave5_a3 TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 5.5 WaitBetweenSpawns 5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 3283 } } WaveSpawn { Name Wave5_a4 WaitForAllDead Wave5_a3 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 9.5 WaitBetweenSpawns 5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 3801 } } WaveSpawn { Name Wave5_a4 WaitForAllDead Wave5_a3 TotalCount 6 MaxActive 4 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 3100 } } WaveSpawn { Name Wave5_a4 WaitForAllDead Wave5_a3 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 12.5 WaitBetweenSpawns 10.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 3100 } } WaveSpawn { Name Wave5_a4 WaitForAllDead Wave5_a3 TotalCount 12 MaxActive 5 SpawnCount 2 WaitBeforeStarting 18 WaitBetweenSpawns 17 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 3469 } } WaveSpawn { Name Wave5_a4 WaitForAllDead Wave5_a3 TotalCount 18 MaxActive 5 SpawnCount 2 WaitBeforeStarting 11 WaitBetweenSpawns 11 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 976 } TFBot { Template T_TFZombie_Survivor_2 Health 976 } TFBot { Template T_TFZombie_Survivor_3 Health 976 } TFBot { Template T_TFZombie_Survivor_4 Health 976 } TFBot { Template T_TFZombie_Survivor_5 Health 976 } } } WaveSpawn { Name Wave5_a4 WaitForAllDead Wave5_a3 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 19 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Banner Health 2881 } } WaveSpawn { Name Wave5_a4 WaitForAllDead Wave5_a3 TotalCount 7 MaxActive 3 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 21 TotalCurrency 0 Where spawnbot_abe RandomSpawn 1 TFBot { Template T_TFZombie_Giant Health 4395 } } WaveSpawn { Name Wave5_a5 WaitForAllDead Wave5_a4 TotalCount 75 MaxActive 16 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 1.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Zombie_Basic1 Health 3053 } TFBot { Template T_TFZombie_Zombie_Basic2 Health 3053 } TFBot { Template T_TFZombie_Zombie_Basic3 Health 3053 } TFBot { Template T_TFZombie_Zombie_Basic4 Health 3053 } TFBot { Template T_TFZombie_Zombie_Basic5 Health 3053 } TFBot { Template T_TFZombie_Zombie_Basic6 Health 3053 } TFBot { Template T_TFZombie_Zombie_Basic7 Health 3053 } TFBot { Template T_TFZombie_Zombie_Basic8 Health 3053 } } } WaveSpawn { Name Wave5_a5 WaitForAllDead Wave5_a4 TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 5.5 WaitBetweenSpawns 5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Spitter Health 3383 } } WaveSpawn { Name Wave5_a5 WaitForAllDead Wave5_a4 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 9.5 WaitBetweenSpawns 5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Leaper Health 3901 } } WaveSpawn { Name Wave5_a5 WaitForAllDead Wave5_a4 TotalCount 6 MaxActive 4 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Plague Health 3200 } } WaveSpawn { Name Wave5_a5 WaitForAllDead Wave5_a4 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 12.5 WaitBetweenSpawns 10.5 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Dodger Health 3200 } } WaveSpawn { Name Wave5_a5 WaitForAllDead Wave5_a4 TotalCount 12 MaxActive 5 SpawnCount 2 WaitBeforeStarting 18 WaitBetweenSpawns 17 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde RandomSpawn 1 TFBot { Template T_TFZombie_Brute Health 3469 } } WaveSpawn { Name Wave5_a5 WaitForAllDead Wave5_a4 TotalCount 18 MaxActive 5 SpawnCount 2 WaitBeforeStarting 11 WaitBetweenSpawns 11 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 RandomChoice { TFBot { Template T_TFZombie_Survivor_1 Health 976 } TFBot { Template T_TFZombie_Survivor_2 Health 976 } TFBot { Template T_TFZombie_Survivor_3 Health 976 } TFBot { Template T_TFZombie_Survivor_4 Health 976 } TFBot { Template T_TFZombie_Survivor_5 Health 976 } } } WaveSpawn { Name Wave5_a5 WaitForAllDead Wave5_a4 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 19 TotalCurrency 0 Where spawnbot_abe Where spawnbot_cde Where spawnbot_ce_sewer RandomSpawn 1 TFBot { Template T_TFZombie_Banner Health 2981 } } WaveSpawn { Name Wave5_a5 WaitForAllDead Wave5_a4 TotalCount 7 MaxActive 3 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 21 TotalCurrency 0 Where spawnbot_abe RandomSpawn 1 TFBot { Template T_TFZombie_Giant Health 4395 } } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where Espawn Support Limited TFBot { Template T_TFBot_Controlpoint_Bot health 25000 //500 basic zombie hits, more than double hp to balance close spawns } } } }