#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_chiefoutpost.pop #base robot_endlessoutpost.pop WaveSchedule { StartingCurrency 120000 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes ForceHoliday 2 //Enforces Halloween mode, but does not enable wave 666 and zombie bots BotsDropSpells 0 //If set, bots will drop spells and enables spell indicator on hud SpellsEnabled 1 //If set, bots will drop spells and enables spell indicator on hud GiantsDropRareSpells 1 //If set, giants will drop rare spells rather than common SpellDropRateCommon 0.1 //Drop chance for common spell books, from 0 to 1 SpellDropRateGiant 0.2 //Drop chance for rare spell books, from 0 to 1 WaveStartCountdown 3 RobotLimit 88 //Sets a robot limit. You can increase or decrease it, but increasing it will reduce max spectator and player count (you need to set MaxSpectators below 5). 26 is maximum value to keep 6 players active (default: 22) // BluPlayersAreRobots 1 //If set, blu players use robot models // BotsAreHumans 2 // PlayerRobotsUsePlayerAnimation 1 //Use player animations instead of robot ones // BotHumansHaveRobotVoice 0 // If set to 1, bots with human models have robot voice (default: 0) // BotHumansHaveEyeGlow 0 // If set to 1, bots with human models have eye glow (default: 0) // NoRomevisionCosmetics 0 //If set, robots will not wear romevision cosmetics unless forced to (default: 0) PrecacheModel "models/saxtron/bot_saxtron_v2.mdl" //Precaches model. This might be required in some circumstances, such as "custom projectile model" attribute, or prop with custom model PrecacheSound "saxtron_h413_responce_fail2.wav" PrecacheSound "saxtron_h413_responce_start5.wav" PrecacheSound "tank_punch_1.mp3" PrecacheSound "saxtron_footsteps.wav" PlayerAttributes //Player attributes appied for the whole mission { Demoman //Attributes limited to soldier only { "model scale" 2.75 "damage bonus" 10 "fire rate penalty" 4 "reload time decreased" -0.4 "projectile spread angle penalty" 4 "Projectile speed increased" 0.8 "grenade launcher mortar mode" 0 "max health additive bonus" 80000 "move speed bonus" 0.45 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.00000000000000001 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0000000000000000001 "cancel falling damage" 1 "grenade no drag" 1 "stickybomb charge rate" 0.001 "max pipebombs decreased" 7 "mult projectile scale" 2 "no self blast dmg" 1 "energy weapon no deflect" 1 "use large smoke explosion" 1 "Blast radius increased" 2.1 "custom impact sound" "MVM.SentryBusterExplode" "is miniboss" 1 PlayerAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "TF_COND_MVM_BOT_STUN_RADIOWAVE" // Condition to apply. Delay 0 // Delay before the condition activates (Default: 0) Duration 5 // Duration of the condition effect (Default: -1 - infinite duration) } PlayerAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "TF_COND_INVULNERABLE" // Condition to apply. Delay 0 // Delay before the condition activates (Default: 0) Duration 6 // Duration of the condition effect (Default: -1 - infinite duration) } AddAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "Damage bonus" // Attribute name Item "The Loose Cannon" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Value 40000 // Attribute value Delay 4 //Delay before adding the attribute Cooldown 0 //Cooldown between adding attributes Repeats 0 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "auto fires full clip" // Attribute name Item "The Loose Cannon" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Value 1 // Attribute value Delay 4 //Delay before adding the attribute Cooldown 0 //Cooldown between adding attributes Repeats 0 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "fire rate bonus" // Attribute name Item "The Loose Cannon" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Value 0.1 // Attribute value Delay 4 //Delay before adding the attribute Cooldown 0 //Cooldown between adding attributes Repeats 0 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "reload time decreased" // Attribute name Item "The Loose Cannon" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Value 0.75 // Attribute value Delay 4 //Delay before adding the attribute Cooldown 0 //Cooldown between adding attributes Repeats 0 //How many times should the attribute be added (Matters only if it was previously removed) } RemoveAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "fire rate penalty" // Attribute name Item "The Loose Cannon" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Value 4 // Attribute value Delay 0 //Delay before adding the attribute Cooldown 0 //Cooldown between adding attributes Repeats 0 //How many times should the attribute be added (Matters only if it was previously removed) } } } ReverseWinConditions 1 //Player team wins if bots deliver the bomb. BluHumanFlagCapture 1 //Can blu humans capture the flag BluHumanFlagPickup 1 //Can blu humans pickup flags BluHumanInfiniteAmmo 1 //Enable infinite ammo for blu humans (default: 1) BluHumanInfiniteCloak 1 //Enable infinite cloak for blu humans (default: 1) AllowJoinTeamBlueMax 5 //How many players can join the blue team AllowJoinTeamBlue 1 //If it is possible to join team blue BluPlayersAreRobots 1 //If set, blu players use robot models ExtraSpawnPoint //Adds spawn points on specified location // XYZ is in order for cl_showpos { Name "testspawn1" // StartDisabled 1 // If the spawn point starts disabled (Default: 0) TeamNum 3 // 2 - Red Team - Robots. If you are adding spawn for reprogramed robots, use team 3 X "4" Y "-2550" Z "580" } ExtraTankPath //Adds tank path to follow { Name "blimp_mid" //name of the starting path node prefix. First tank node name would be name_1 Node "0 5500 650" Node "0 4100 800" //note XYZ coordinates. First node is the starting point Node "0 3600 900" Node "0 900 770" Node "0 -570 650" Node "0 -1020 645" Node "0 -1210 645" } ExtraTankPath //Adds tank path to follow { Name "blimp_boss" //name of the starting path node prefix. First tank node name would be name_1 Node "0 5500 1650" Node "0 4900 1800" //note XYZ coordinates. First node is the starting point Node "0 3600 1900" Node "0 900 1770" Node "0 -100 1650" Node "0 -400 1645" Node "0 -875 1645" } Mission // sentry buster - wave 1-6 { Objective DestroySentries InitialCooldown 45 Where testspawn1 BeginAtWave 1 RunForThisManyWaves 2 CooldownTime 45 TFBot { Template T_TFBot_SentryBuster } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes //Wave 01 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 01a: 30 total, 10 active, BFB Scout { Name "wave01" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 50 TFBot { Class Heavy Action Mobber Scale 2 Health 500 ClassIcon saxtron_hale_nys WeaponRestrictions MeleeOnly Attributes MiniBoss Skill Expert Name "Saxtron" DesiredAttackRange 200 // How close to the target the bot should want to move when trying to attack. For melee weapons, default is 100. For other weapons except sniper rifles - 500 UseCustomModel "models/saxtron/bot_saxtron_v2.mdl" ExtAttr JumpStomp //Try to jump over and stomp obstracles AdditionalStepSound "saxtron_footsteps.wav" // Additional custom step sound. Does not remove the original step sound CharacterAttributes { "move speed bonus" 2 "damage bonus" 3 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "rage giving scale" 0.1 "increased jump height" 3 "damage causes airblast" 1 "mod_air_control_blast_jump" 200 "is_a_sword" 1 "custom impact sound" "tank_punch_1.mp3" } DeathSound "=300|saxtron_h413_responce_fail2.wav" } } } }