#base robot_giant.pop #base robot_standard.pop #base robot_zilloy_standard.pop // #base zilloy_test_ignore.pop population { StartingCurrency 4000 RespawnWaveTime 6 CanBotsAttackWhileInSpawnRoom no //MaxSpeedLimit 3120 NoThrillerTaunt 1 AllowBotExtraSlots 1 // Allows you to set RobotLimit up to 57 bots instead of 26. Experimental. Must be placed before RobotLimit. Bots will prefer normal slots by default unless the TFBot has the PreferExtraSlots 1 key. Map reload recommended after change (default: 0) ExtraBotSlotsNoDeathcam 1 // If bots in extra slots kill a player, the bot name in deathcam with display as ERRORNAME. If you don't like that you can turn deathcam off (default: 0) RobotLimit 57 AllowUpgradesForUnintendedClassWeapons 0 PrecacheSound "mvm/giant_heavy_chainsaw/giant_heavy_backup_gunfire.wav" PrecacheSound "mvm/mght/soldier_mvm_m_battlescream05.mp3" // PlayerAttributes // { // "move speed bonus" 2 // Demoman // { // "self dmg push force increased" "5" // "cancel falling damage" 1 // "boots falling stomp" 1 // } // "max health additive bonus" 1000 // } LuaScript { Script "local AMMO_COST = 5 local COOLDOWN = 1 local function getEyeAngles(player) local pitch = player['m_angEyeAngles[0]'] local yaw = player['m_angEyeAngles[1]'] return Vector(pitch, yaw, 0) end local function weaponMimic(properties, positional) local mimic = ents.CreateWithKeys('tf_point_weapon_mimic', properties) mimic:SetAbsOrigin(positional.Origin) mimic:SetAbsAngles(positional.Angles) return mimic end local cooldowns = {} local function blast(activator) local weapon = activator.m_hActiveWeapon if weapon.m_iClassname ~= 'tf_weapon_rocketlauncher' then return end local awesomeMagicNumberToGetPrimaryClip = 1 -- I love magic numbers local clip = activator.m_iAmmo[awesomeMagicNumberToGetPrimaryClip] if clip < AMMO_COST then return end local handle = activator:GetHandleIndex() if cooldowns[handle] then if CurTime() < cooldowns[handle] then return end end cooldowns[handle] = CurTime() + COOLDOWN activator.m_iAmmo[awesomeMagicNumberToGetPrimaryClip - 1] = clip - AMMO_COST local eyeAngle = getEyeAngles(activator) local mimic = weaponMimic({ -- these are probably irrelevant TeamNum = activator.m_iTeamNum, ['$weaponname'] = 'devastator_alt' }, { Origin = activator:GetAbsOrigin() + Vector(5, 0, 64), Angles = eyeAngle, }) weapon:SetAttributeValue('no_attack', 1) timer.Simple(1.0, function() weapon:SetAttributeValue('no_attack', nil) end) -- play airblast sequence for _, viewmodel in pairs(ents.FindAllByClass('tf_viewmodel')) do if viewmodel.m_hOwner == activator then viewmodel.m_nSequence = 1 break end end mimic['$SetOwner'](mimic,activator) mimic:FireOnce() mimic:Remove() end function DevastatorAlt(_, activator) local callbacks = {} local handle = activator:GetHandleIndex() local held = false local function stopHeld() if not held then return end timer.Stop(held) held = false end local function removeCallbacks() stopHeld() for _, id in pairs(callbacks) do activator:RemoveCallback(id) end if not IsValid(activator) then return end if cooldowns[handle] then cooldowns[handle] = nil end end callbacks.onPress = activator:AddCallback(ON_KEY_PRESSED, function(_, key) if held then return end if key ~= IN_ATTACK2 then return end blast(activator) held = timer.Create(0.1, blast, 0, activator) end) callbacks.onRelease = activator:AddCallback(ON_KEY_RELEASED, function(_, key) if key ~= IN_ATTACK2 then return end stopHeld() end) callbacks.onDeath = activator:AddCallback(ON_DEATH, function() removeCallbacks() end) callbacks.onSpawn = activator:AddCallback(ON_SPAWN, function() removeCallbacks() end) end" } CustomWeapon //Allows you to use an alias for items with custom attributes { "Beam Shotgun" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SCATTERGUN" // The item used as a base "damage bonus HIDDEN" 3 "special item description" "+200% damage bonus" "bullets per shot bonus" 0.5 "weapon spread bonus" 0.8 "crit mod disabled" 0 "fire rate penalty" 1.6 "mod max primary clip override" -1 "hidden primary max ammo bonus" 0.621 "sniper fires tracer" 1 "scattergun no reload single" 1 "mod no reload DISPLAY ONLY" 1 "custom item model" "models/weapons/c_models/c_drg_pomson/c_drg_pomson.mdl" "custom weapon fire sound" "Weapon_Pomson.Single" "custom kill icon" "pomson" } "Scout's Rifle" { OriginalItemName "TF_WEAPON_SCATTERGUN" "damage bonus HIDDEN" 4 "no damage falloff" 1 "bullets per shot bonus" 0.1 "crit mod disabled" 0 "fire rate bonus" 0.25 "reload time increased hidden" 8 "clip size bonus upgrade" 8.3334 "scattergun no reload single" 1 "hidden primary max ammo bonus" 4.6875 "weapon spread bonus" 0.1 "custom item model" "models/weapons/c_models/c_pep_scattergun.mdl" "custom weapon fire sound" "Weapon_Brawler_Blaster.Single" "custom kill icon" "pep_brawlerblaster" } "Homing RocketLauncher" { OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" "mod projectile heat seek power" 120 //"fire rate bonus" 1.5 "projectile trail particle" "eyeboss_projectile" //"Projectile speed increased" 0.75 //"custom item model" "models/workshop/weapons/c_models/c_atom_launcher/c_atom_launcher.mdl" } "Coal Cannon" { OriginalItemName "the iron bomber" "cannot be upgraded" 1 "mult projectile count" 4 "ignores other projectiles" 1 "Set DamageType Ignite" 1 "crits_become_minicrits" 1 "minicrit vs burning player" 1 "mod max primary clip override" -1 "mod no reload DISPLAY ONLY" 1 "damage penalty" 0.2 "Projectile speed increased" 1.8 "projectile spread angle penalty" 2 "hidden primary max ammo bonus" 1.875 "projectile lifetime" 0.45 "override projectile type" 6 "mult projectile scale" 0.5 "projectile gravity native" 0.001 "crit mod disabled" 0 "custom kill icon" "iron_bomber" "custom item model" "models/workshop/weapons/c_models/c_quadball/c_quadball.mdl" //"projectile trail particle" "flaregun_trail_red" } "Super Hammer" { OriginalItemName "tf_weapon_fireaxe" "fire input on hit" "shakeit^startshake^0" "custom item model" "models/weapons/c_models/c_sledgehammer/c_sledgehammer.mdl" "mult smack time" 1.4 "is_a_sword" 1 "melee cleave attack" 1 "provide on active" 1 "hand scale" 1.5 "fire rate penalty" 1.75 "custom kill icon" "sledgehammer" "slow enemy on hit major" 3 "crit mod disabled" 0 "damage bonus" 1.4 } "Laser part 1" { OriginalItemName "deflector" "fire rate bonus" 0.5 "damage bonus" 3 "weapon spread bonus" 0.01 "minigun spinup time decreased" 0.01 "sniper fires tracer" 1 "bullets per shot bonus" 0.25 "alt-fire disabled" 1 } "Laser part 2" { OriginalItemName "tf_weapon_smg" "is_passive_weapon" 1 "override projectile type" 27 "faster reload rate" 0.185 "fire rate bonus" 0.5 "auto fires full clip" 1 "clip size bonus" 4 "maxammo secondary reduced" 0.03125 "maxammo secondary reduced" 100.03125 } "Bouncy Milk" { OriginalItemName "Mad Milk" "grenade bounce speed" 0.8 "override projectile type" 3 "custom projectile model" "models/workshop/weapons/c_models/c_madmilk/c_madmilk.mdl" "custom impact sound" "weapons\jar_explode.wav" "explosion particle" peejar_impact_milk "add cond on hit" 27 "add cond on hit duration" 10 // "mult projectile count" 8 // "projectile spread angle penalty" 2 "fuse bonus" 2 "grenade bounce damage" 0.001 "Blast radius increased" 1.5 } "Multi-Bouncy Milk" { OriginalItemName "Mad Milk" "grenade bounce speed" 0.8 "override projectile type" 3 "custom projectile model" "models/workshop/weapons/c_models/c_madmilk/c_madmilk.mdl" "custom impact sound" "weapons\jar_explode.wav" "explosion particle" peejar_impact_milk "add cond on hit" 27 "add cond on hit duration" 10 "mult projectile count" 8 "projectile spread angle penalty" 3 "fuse bonus" 2 "grenade bounce damage" 0.001 "Blast radius increased" 1.5 } "Mega-Bouncy Milk" { OriginalItemName "Mad Milk" "grenade bounce speed" 1.3 "override projectile type" 3 "custom projectile model" "models/workshop/weapons/c_models/c_madmilk/c_madmilk.mdl" "custom impact sound" "weapons\jar_explode.wav" "explosion particle" peejar_impact_milk "add cond on hit" 27 "add cond on hit duration" 10 // "mult projectile count" 8 // "projectile spread angle penalty" 2 "fuse bonus" 2 "grenade bounce damage" 0.001 "Blast radius increased" 1.5 } "Sentry Test - Shotgun" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "sentry bullet weapon" "Sentry-Shotgun" "sentry rocket weapon" "Sentry-RocketShotgun" "engy sentry radius increased" 0.6 } "Sentry-Shotgun" { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "damage penalty" 0.5 } "Sentry-RocketShotgun" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "override projectile type" 2 "mini rockets" 1 "projectile spread angle penalty" 3 "Projectile speed increased" 1.5 "damage penalty" 0.25 "mult projectile scale" 0.75 "mult projectile count" 6 "ignores other projectiles" 1 } "Sentry Test - Sniper" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "sentry bullet weapon" "The Machina" "engy sentry radius increased" 2 "engy sentry fire rate increased" 4 } "Sentry Test - Repair" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "sentry bullet weapon" "Sentry-RescueRanger" "sentry rocket weapon" "Sentry-GrenadeShotgun" } "Sentry-RescueRanger" { OriginalItemName "The Rescue Ranger" "damage penalty" 0.35 } "Sentry-GrenadeShotgun" { OriginalItemName "the iron bomber" "mult projectile count" 8 "damage penalty" 0.25 "Projectile speed increased" 1.5 "projectile spread angle penalty" 3 "mult projectile scale" 0.85 } "Sentry Test - RocketL S" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "sentry bullet weapon" "Sentry-RocketL" "sentry rocket weapon" "Sentry-Homing" "engy sentry fire rate increased" 3 } "Sentry-RocketL" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage penalty" 0.65 "mult projectile scale" 0.85 } "Sentry-Homing" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage penalty" 1.5 "mod projectile heat seek power" 120 "projectile trail particle" "eyeboss_projectile" } "Sentry Test - Energy" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "sentry bullet weapon" "the pomson 6000" "sentry rocket weapon" "the cow mangler 5000" } "Sentry Test - Silly" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "sentry bullet weapon" "Sentry-Balls" "sentry rocket weapon" "Sentry-DragonSuper" "engy sentry radius increased" 0.5 } "Sentry-Balls" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "override projectile type extra" "stunball" } "Sentry-DragonSuper" { OriginalItemName "The Dragon's Fury" "damage bonus HIDDEN" 20 } "Sentry Test - Explosive" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "sentry bullet weapon" "Sentry-Lochn" "sentry rocket weapon" "Sentry-RocketCloud" "engy sentry radius increased" 0.85 "dmg taken mult from special damage type 1" 0.02 } "Sentry-Lochn" { OriginalItemName "the loch-n-load" "damage penalty" 0.2 "mult projectile scale" 0.85 } "Sentry-RocketCloud" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod projectile heat no predict target speed" 1 "Projectile speed increased" 0.15 "mod projectile heat seek power" 720 "mod projectile heat aim error" 360 "projectile acceleration" 4000 "mod projectile heat aim time" 1 "projectile acceleration time" 0.5 "projectile acceleration start time" 1 "damage penalty" 0.15 "projectile spread angle penalty" 120 "mini rockets" 1 "mult projectile scale" 0.7 "mult projectile count" 30 "ignores other projectiles" 1 "special damage type" 1 } "Classic RPG" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "Projectile speed decreased" 0.95 "damage bonus HIDDEN" 1.35 "special item description" "+35% damage bonus" "projectile gravity" 400 "clip size penalty" 0.25 "Reload time increased" 1.15 "special item description 2" "Rockets follows an arc" } "Slowing RPG" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage bonus HIDDEN" 1.35 "special item description" "+35% damage bonus" "projectile gravity" 200 "clip size penalty" 0.25 "Reload time increased" 1.15 "special item description 2" "Rockets follows an arc" "Projectile speed decreased" 0.75 "projectile acceleration time" 3.75 "projectile acceleration" -220 "custom weapon reload sound" items\ammo_pickup.mp3 } "Rocket Hail" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage penalty" 0.65 "clip size penalty" 0.25 "Reload time increased" 2 "special item description" "Rockets follows an arc" "fire rate penalty" 5 "maxammo primary reduced" 0.25 "crit mod disabled" 0 "Projectile speed decreased" 0.75 "projectile acceleration time" 3.75 "projectile acceleration" -220 "self dmg push force decreased" 0.035 "blast dmg to self increased" 0.05 "projectile gravity" 200 "ignores other projectiles" 1 "mult projectile count" 30 "projectile spread angle penalty" 20 } "Bouncy Balling" { OriginalItemName "the iron bomber" "grenade bounce speed" 1.4 "mult projectile count" 3 "fuse bonus" 5 "Projectile speed decreased" 0.7 "projectile spread angle penalty" 13 "grenade bounce damage" -0.2 "grenade no drag" 1 "clip size bonus" 0.25 "faster reload rate" 1.25 } "Trick Shooter" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "Projectile speed increased" 1.25 "damage penalty" 0.5 "grenade bounce speed" 1 "grenade bounce damage" 2.4 "fuse bonus" 0.75 "mult dmg vs airborne" 2 "mod mini-crit airborne" 1 "grenade no spin" 1 "special item description" "Deals more damage on airshots and after bounce" } "Bottled Bread" { OriginalItemName "The Self-Aware Beauty Mark" "effect bar recharge rate increased" 0 "override projectile type" 8 "custom projectile model" "models\weapons\w_models\w_breadmonster\w_breadmonster.mdl" "projectile penetration" 1 "mod projectile heat seek power" 30 "mod projectile heat no predict target speed" 1 "projectile lifetime" 5 "grenade bounce speed" 0.8 "fire rate bonus" 4 "damage bonus" 8 "mult projectile scale" 4 "custom projectile size" 0.2 "dmg pierces resists absorbs" 1 "Projectile speed increased" 0.7 } "Napalm Flare" { OriginalItemName "The Detonator" "damage penalty" 1 "damage bonus" 2 "override projectile type" 2 "Set DamageType Ignite" 1 "Projectile speed increased" 1.4 } "Cursed Flamethrower" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "attach particle effect" 125 "mark for death" 1 "flame_reflect_on_collision" 100 "flame_drag" 5 "flame_up_speed" 50 "flame_speed" 3200 "flame_spread_degree" 1.5 "damage penalty" 0.75 "special item description" "Long range flame that can bounce of walls" } "Gauss Cannon" { OriginalItemName "the iron bomber" "override projectile type" 1 "sniper fires tracer HIDDEN" 1 "shot penetrate all players" 1 "damage bonus HIDDEN" 1.5 "special item description" "+50% damage bonus" "dmg penalty vs buildings" 0.5 "clip size penalty" 0.25 "Reload time increased" 1.5 "special item description 2" "This weapon is affected by damage fallof" } "Iternal Destroyer" { OriginalItemName "the loch-n-load" "faster reload rate" 0.75 "fire rate bonus" 2 "override projectile type" 18 "Projectile speed increased" 3 "damage penalty" 0.0125 "dmg penalty vs players" 4 "bleeding duration" 3.5 "damage bonus" 1 //no damage bonus upgrades } "Baseball Dispenser" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/weapons/w_models/w_baseball.mdl" "damage penalty" 0.45 "clip size bonus" 1.5 "blast radius increased" 0.1 "no self blast dmg" 1 "fuse bonus" 5 "mod stun waist high airborne" 1 "Reload time decreased" 0.5 "fire rate bonus HIDDEN" 0.5 "special item description" "+50% faster fire rate" "blast dmg to self increased" 0 "self dmg push force increased" 0 "dmg pierces resists absorbs" 1 "grenade damage reduction on world contact" 0 } "Artillery cannon" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "override projectile type" 2 "Projectile speed increased" 3 "damage bonus HIDDEN" 1.25 "special item description" "+25% damage bonus" "fire rate penalty" 2 "Reload time increased" 1.65 "Blast radius increased" 1.2 "projectile gravity" 500 "clip size penalty" 0.25 } "Burst of Business" { OriginalItemName "The Family Business" "faster reload rate" 0.5 "fire rate bonus" 0.1 "clip size bonus" 3.3334 "damage bonus" 0.65 "maxammo secondary reduced" 1.875 } "Super Shotgun" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "Reload time increased" 4 "fire rate penalty" 2 "damage bonus" 10 "override projectile type" 2 "clip size penalty" 0.1666 "projectile spread angle penalty" 3 "Projectile speed increased" 1.33 "ignores other projectiles" 1 "mult projectile count" 6 "maxammo secondary reduced" 0.125 "custom item model" "models/weapons/c_models/c_reserve_shooter/c_reserve_shooter.mdl" "custom weapon fire sound" "Weapon_Reserve_Shooter.Single" "custom kill icon" "reserve_shooter" } "Uber Laser" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" // "damage bonus HIDDEN" 0.01 // "dmg penalty vs players" 400 // "dmg penalty vs buildings" 401 "damage bonus" 9 "no damage falloff" 1 "override projectile type" 1 "sniper fires tracer" 1 "clip size penalty" 0.025 "faster reload rate" 0 "fire rate penalty" 5 "ubercharge ammo" 3 } "HL2RPG" { OriginalItemName "The Liberty Launcher" "Projectile speed increased HIDDEN" 0.001 "damage penalty" 1 "mod mini-crit airborne" 1 "projectile acceleration" 9000 "projectile acceleration time" 0.2 "projectile acceleration start time" 0.1 "penetrate teammates" 1 "mod projectile heat follow crosshair" 1 "mod projectile heat seek power" 270 "mod projectile heat aim time" 15 "clip size penalty" 0.2 "mini rockets" 1 "mult projectile scale" 1.15 "custom weapon fire sound" "=80|weapons\rpg\rocketfire1.wav" "custom impact sound" "=80|weapons\explode5.wav" } "Hoverbomb" { OriginalItemName "the original" "penetrate teammates" 1 "mod projectile heat seek power" 300 "mult projectile scale" 1.15 "projectile gravity" -400 "damage bonus HIDDEN" 1.5 "special item description" "+50% damage bonus" "rocket specialist" 1 // "special item description 2" "Prioritizes targeting the back line" "special item description 3" "Pojectile may go wild" "projectile acceleration" 1800 "projectile acceleration start time" 2 "mod projectile heat aim time" 2.5 "mod projectile heat follow crosshair" 1 "Projectile speed decreased" 0.45 } "Dragon Breath" { OriginalItemName "the huo long heatmaker" "damage bonus HIDDEN" 1.5 "projectile no deflect" 1 "damage penalty" 1 "damage bonus vs burning" 1 "crits_become_minicrits" 1 "fire rate bonus HIDDEN" 0.33 "hidden primary max ammo bonus" 3 "Projectile speed increased HIDDEN" 2 "projectile spread angle penalty" 5 "override projectile type" 6 "crit mod disabled" 0 "projectile lifetime" 0.18 "projectile trail particle" spell_fireball_small_red "custom kill icon" "long_heatmaker" "dmg bonus while half dead" 1.3 "projectile penetration heavy" -3 } "Heavy Artillery" { OriginalItemName "The Classic" "damage bonus HIDDEN" 1.5 "hidden primary max ammo bonus" 1.2 "override projectile type" 2 "projectile gravity" 200 "crit mod disabled" 0 "Projectile speed increased" 1.25 "projectile no deflect" 1 "alt-fire disabled" 1 "penetrate teammates" 1 "blast dmg to self increased" 50 "sniper charge per sec" 1.5 "damage penalty on bodyshot" 1 "custom impact sound" "=94|weapons\explode2.wav" "explosion particle" "rd_robot_explosion" "custom item model" "models/workshop/weapons/c_models/c_tomislav/c_tomislav.mdl" "special item description" "Hold fire button to tripple the damage" } "Heavy Rocket Weapons" { OriginalItemName "iron curtain" "override projectile type" 2 "fire rate penalty" 2 "damage bonus HIDDEN" 4 "damage bonus" 1.5 "projectile spread angle penalty" 1.5 "blast dmg to self increased" 3 "penetrate teammates" 1 "projectile gravity" 200 "maxammo primary reduced" 0.5 "projectile penetration heavy" -3 } "Light Rocket Weapons" { OriginalItemName "iron curtain" "override projectile type" 2 "projectile spread angle penalty" 4 "Blast radius decreased" 0.7 "mini rockets" 1 "penetrate teammates" 1 "Projectile speed increased" 1.65 "mult projectile scale" 0.8 "ignores other projectiles" 1 "mult projectile count" 4 "projectile gravity" 800 "projectile penetration heavy" -3 "explosion particle" "taunt_demo_nuke_explosion_streaks" } "The Devastator" { OriginalItemName "The Black Box" "mod max primary clip override" -1 "health on radius damage" 0 "damage bonus HIDDEN" 1.2 "special item description" "+20% damage bonus" "fire rate penalty" 1.5 "special item description 2" "Alt fire: Fires stronger rocket for the cost of 5 ammo" } "devastator_alt" { OriginalItemName "tf_weapon_rocketlauncher" "damage bonus" 5 "projectile gravity" 200 "Blast radius increased" 1.6 "custom impact sound" "=94|weapons\explode2.wav" "explosion particle" "rd_robot_explosion" } "Professional Hunting Bow" { OriginalItemName "the fortified compound" "CARD: damage bonus" 2.5 // "fire rate bonus" 0.6 // "Projectile speed increased" 1.3 // "bleeding duration" 2 // "maxammo primary increased" 2.5 "arrow snap to next target radius" 800 "reset arrow hits on bounce" 1 "projectile gravity native" 0.1 //"cannot be upgraded" 1 "killstreak tier" 1 "special item description" "Used by Mechanical Human Hunter." } } PlayerItemEquipSpawnTemplate { Name "Devastator" ItemName "The Devastator" } PointTemplates { Devastator { OnSpawnOutput { Target "popscript" Action "$DevastatorAlt" } OnSpawnOutput { Target "!activator" Action "$Regenerate" Delay 0 } } p_shake { NoFixup 1 env_shake { "amplitude" "255" "duration" "1" "frequency" "255" "radius" "50000" "spawnflags" "5" "targetname" "shakeit" } } Engineer_Metal_Manipulation { NoFixup 1 logic_relay { "targetname" "setmetal_100" "OnTrigger" "realplayer*,$setprop$m_iAmmo$3,100,0,-1" } logic_relay { "targetname" "setmetal_99" "OnTrigger" "realplayer*,$setprop$m_iAmmo$3,99,0,-1" } logic_relay { "targetname" "setmetal_200" "OnTrigger" "realplayer*,$setprop$m_iAmmo$3,200,0,-1" } logic_relay { "targetname" "metal_funny" "OnTrigger" "setmetal_100,Trigger,0,0,-1" "OnTrigger" "setmetal_99,Trigger,0,0.5,-1" "OnTrigger" "setmetal_100,Trigger,0,1,-1" "OnTrigger" "setmetal_99,Trigger,0,1.5,-1" "OnTrigger" "setmetal_200,Trigger,0,2,-1" "OnTrigger" "setmetal_100,Trigger,0,3,-1" } } PlayerNamer { OnSpawnOutput { Target !activator Action AddOutput Param "targetname realplayer" } } } SpawnTemplate p_shake SpawnTemplate Engineer_Metal_Manipulation PlayerSpawnTemplate PlayerNamer ExtraLoadoutItems { Scout { Primary "Beam Shotgun" Primary "Scout's Rifle" Secondary "Bouncy Milk" Secondary "Multi-Bouncy Milk" Secondary "Mega-Bouncy Milk" } Soldier { Primary "Homing RocketLauncher" Primary "Classic RPG" Primary "Slowing RPG" Primary "Rocket Hail" Primary "HL2RPG" Primary "Hoverbomb" Primary "The Devastator" } Pyro { Primary "Cursed Flamethrower" Secondary "Napalm Flare" Melee "Super Hammer" } Demoman { Primary "Coal Cannon" Primary "Bouncy Balling" Primary "Trick Shooter" Primary "Gauss Cannon" Primary "Iternal Destroyer" Primary "Baseball Dispenser" Primary "Artillery Cannon" } HeavyWeapons { // Primary "Laser part 1" // Secondary "Laser part 2" Primary "Dragon Breath" Primary "Heavy Artillery" Primary "Heavy Rocket Weapons" // Primary "Light Rocket Weapons" //disabled due to projectile overflow Secondary "Burst of Business" Secondary "Super Shotgun" } Engineer { Melee "Sentry Test - Shotgun" Melee "Sentry Test - Sniper" Melee "Sentry Test - Repair" Melee "Sentry Test - RocketL S" Melee "Sentry Test - Energy" Melee "Sentry Test - Silly" Melee "Sentry Test - Explosive" } Medic { Primary "Uber Laser" } Sniper { Primary "Professional Hunting Bow" Secondary "Bottled Bread" } } DisallowUpgrade { Upgrade "rocket specialist" MaxLevel 0 CheckAllSlots 1 ItemName "Rocket Hail" } DisallowUpgrade { Upgrade "rocket specialist" MaxLevel 0 CheckAllSlots 1 ItemName "Slowing RPG" } ItemAttributes //Adds attributes to specified item given to players { ItemName "stickybomb jumper" "reload time decreased" 0.001 "fire rate bonus" 0.0001 "stickybomb charge rate" "0.00001" "max pipebombs increased" "8" } ItemAttributes { ItemName "the original" "Projectile speed increased" 0.5 "faster reload rate" 7.5 "clip size bonus" 0.25 "always crit" 1 "mod projectile heat follow crosshair" 1 "mod projectile heat seek power" 120 "projectile lifetime" 10 "custom weapon reload sound" items\ammo_pickup.wav } // LuaScriptFile "scripts/shortcircuit_airblast.lua" // CustomWeapon // { // "PROJECTILE_SHORTCIRCUIT_ORB" // used by shortcituit_airblast.lua to spawn orb // { // OriginalItemName "The Iron Bomber" // "override projectile type extra" "mechanicalarmorb" // } // } // PointTemplates // { // CircuitBlast // { // OnSpawnOutput // { // Target "popscript" // Action "$CircuitBlast" // } // } // } // PlayerItemEquipSpawnTemplate // { // Name "CircuitBlast" // ItemName "The Phlogistinator" // } ExtraSpawnPoint { Name "spawnalt" TeamNum 3 X "0" Y "50" Z "682" } ExtraSpawnPoint { Name "spawnalt_giant" TeamNum 3 X "-400" Y "50" Z "682" } ExtraSpawnPoint { Name "spawnbomb" TeamNum 3 X "1263" Y "-2340" Z "488" } ExtraSpawnPoint { Name "spawnbot_righthere" TeamNum 3 X "64" Y "2800" Z "200" } ExtraTankPath //Adds tank path to follow { Name "funnytank" //name of the starting path node prefix. First tank node name would be name_1 Node "1468 892 586" // note XYZ coordinates. First node is the starting point Node "1468 455 586" Node "645 479 431" Node "368 740 426" Node "-62 794 426" Node "-779 460 458" Node "-837 -204 462" Node "-9 -188 682" Node "9 251 682" Node "-506 241 690" Node "-928 241 459" Node "-926 172 458" Node "-292 191 474" Node "-4 185 458" } ExtendedUpgrades { // homingrockets // { // Name "Homing rockets" // Attribute "mod projectile heat seek power" // Cap 20 // Increment 5 // Cost 400 // AllowPlayerClass Soldier // AllowedWeapons // { // Slot Primary // } // SecondaryAttributes // { // "mod projectile heat aim error" 10 // } // } ecolaser { Name "Economic Laser" Description "Gain 1% of Uber on hit per upgrade lvl" Attribute "add uber charge on hit" Cap 0.02 Increment 0.01 Cost 700 AllowedWeapons { ItemName "Uber Laser" } } } Mission // sentry buster { Objective DestroySentries InitialCooldown 5 Where spawnbot BeginAtWave 1 RunForThisManyWaves 6 CooldownTime 20 TFBot { Template T_TFBot_SentryBuster } } Mission // Sniper - wave 1 { Objective Sniper InitialCooldown 80 Where spawnbot_mission_sniper BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 40 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Sniper - wave 2 { Objective Sniper InitialCooldown 70 Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Sniper - wave 4 - Sydney Sleeper { Objective Sniper InitialCooldown 30 Where spawnbot_mission_sniper BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 5 DesiredCount 6 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Mission // Sniper - wave 6 - Sydney Sleeper { Objective Sniper InitialCooldown 30 Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 5 DesiredCount 4 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Mission // Spy - wave 3 { Objective Spy InitialCooldown 50 Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 4 TFBot { Class Spy Skill Expert Name Spy } } Mission // Spy - wave 5 { Objective Spy InitialCooldown 30 Where spawnbot_mission_spy BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 4 TFBot { Class Spy Skill Expert Name Spy } } //WAVE 1 //Currency 800 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { Explanation { Line "{yellow}Alot of custom weapons are avaiable for pick up at upgrade station" Line "{yellow}All classes except spy have custom weapon" Line "{green}First 6 waves are exact copies of {blue}coaltown_advanced2" Line "{green}afterwards a dps test waves will await" } CustomWaveNumber 1 CustomMaxWaveNumber 6 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes // Sniper mission - 2 active WaveSpawn //WAVE 01a: 45 total, 6 Active, scout { Name "wave01a" Where spawnbot TotalCount 45 MaxActive 5 SpawnCount 5 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 250 TFBot { Class Scout Skill Easy WeaponRestrictions MeleeOnly Attributes AlwaysCrit } } WaveSpawn //WAVE 01b: 20 total, 4 active, pyro { Name "wave01b" Where spawnbot TotalCount 20 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 10 WaitBeforeStarting 10 TotalCurrency 200 TFBot { Class Pyro Skill Easy } } WaveSpawn //WAVE 01c: 32 total, 8 active, soldier { Name "wave01c" Where spawnbot TotalCount 32 MaxActive 8 SpawnCount 8 WaitBetweenSpawns 20 WaitBeforeStarting 25 TotalCurrency 250 TFBot { Class Soldier Skill Easy } } WaveSpawn //WAVE 01d: 8 total, 8 active, heavyweapons + medic { Name "wave01d" WaitForAllSpawned "wave01b" Where spawnbot TotalCount 16 MaxActive 12 SpawnCount 4 WaitBetweenSpawns 20 WaitBeforeStarting 10 TotalCurrency 100 Squad { TFBot { Class Heavyweapons Skill Easy } TFBot { Template T_TFBot_Medic_QuickUber } } } } //WAVE 2 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { CustomWaveNumber 2 CustomMaxWaveNumber 6 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes // Sniper mission - 2 active WaveSpawn //WAVE 02a: 22 total, 22 active, Scout { Name "wave02a" Where spawnbot TotalCount 22 MaxActive 22 SpawnCount 11 WaitBetweenSpawns 5 WaitBeforeStarting 0 TotalCurrency 200 RandomChoice { TFBot { Class Scout Skill Easy } TFBot { Class Scout Skill Easy } TFBot { Class Scout Skill Easy WeaponRestrictions MeleeOnly } } } WaveSpawn //WAVE 02b: 32 total, 16 Active, Squad (Buff Banner Soldier + 2 medics + 5 heavyweaons) WAITFORSPAWN 02a { Name "wave02b" WaitForAllSpawned "wave02a" Where spawnbot TotalCount 32 MaxActive 16 SpawnCount 8 WaitBetweenSpawns 15 WaitBeforeStarting 0 TotalCurrency 350 Squad { TFBot { Template T_TFBot_Soldier_Buff_Banner } TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 02c: [GIANT] 2 total, 2 active, Soldier (slow crit) WAITFORSPAWN 02a { Name "wave02c" WaitForAllSpawned "wave02a" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 25 WaitBeforeStarting 30 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn //WAVE 02d: 10 total, 2 active, Demoman (demoknight) { Name "wave02d" Where spawnbot TotalCount 20 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 0 WaitBeforeStarting 70 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Demoman_Knight } } } //WAVE 3 //Currency 800 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { CustomWaveNumber 3 CustomMaxWaveNumber 6 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes // Spy mission - 4 active WaveSpawn //WAVE 03a: 8 total, 8 active, Soldier + medic (first push) { Name "wave03a" Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 2 WaitBetweenSpawns 5 WaitBeforeStarting 0 TotalCurrency 100 Squad { TFBot { Class Soldier Skill Hard } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 03b: [GIANT] 4 total, 4 active, Demoknight { Name "wave03b" Where spawnbot_giant TotalCount 4 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 30 WaitBeforeStarting 35 TotalCurrency 300 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish } } WaveSpawn //WAVE 03c: 16 total, 16 active, Soldier + medic (maintain) { Name "wave03c" WaitForAllSpawned "wave03a" Where spawnbot TotalCount 16 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 20 WaitBeforeStarting 5 TotalCurrency 300 Squad { TFBot { Class Soldier Skill Hard } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 03d: 24 total, 12 active, Scouts (bonk, melee only) WAITFOR 03c { Name "wave03d" WaitForAllSpawned "wave03c" Where spawnbot TotalCount 24 MaxActive 12 SpawnCount 12 WaitBetweenSpawns 30 WaitBeforeStarting 0 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Bonk } } } //WAVE 4 //Currency 800 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { CustomWaveNumber 4 CustomMaxWaveNumber 6 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes // Sniper mission - 4 active (Sydney Sleeper) WaveSpawn //WAVE 04a: 40 total, 15 active, Heavyweapons { Name "wave04a" Where spawnbot TotalCount 40 MaxActive 15 SpawnCount 5 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 500 Squad { TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 04b: [TANK] { Name "wave04b" TotalCount 1 WaitBeforeStarting 0 TotalCurrency 300 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } //WAVE 5 //Currency 1600 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { CustomWaveNumber 5 CustomMaxWaveNumber 6 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes // Spy mission - 4 active WaveSpawn //WAVE 05a: 32 total, 4 Active, scout { Name "wave05a" Where spawnbot TotalCount 32 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 300 TFBot { Class Scout Skill Easy } } WaveSpawn //WAVE 05b: [GIANT] 18 total, 14 active, Heavyweapons + Soldiers + medics { Name "wave05b" Where spawnbot TotalCount 18 MaxActive 9 SpawnCount 9 WaitBetweenSpawns 0 WaitBeforeStarting 10 TotalCurrency 400 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Class Soldier Skill Hard } TFBot { Class Soldier Skill Hard } TFBot { Class Soldier Skill Hard } TFBot { Class Soldier Skill Hard } TFBot { Class Soldier Skill Hard } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 05c: [GIANT] 2(4) total, 2(4) Active, Slow Crit Soldier + medic (path main_right) WAITFORSPAWNED 05b { Name "wave05c" WaitForAllSpawned "wave05b" Where spawnbot_giant TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 60 WaitBeforeStarting 10 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit Tag special_main_right BehaviorModifiers push } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 05d: [GIANT] 2(4) total, 2(4) Active, Slow Crit Soldier + medic (path main_left) WAITFORSPAWNED 05b { Name "wave05d" WaitForAllSpawned "wave05b" Where spawnbot_giant TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 60 WaitBeforeStarting 20 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit Tag special_main_left BehaviorModifiers push } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 05e: 16 total, 16 Active, scout (flank high right and high left) { Name "wave05e" WaitForAllSpawned "wave05a" Where spawnbot TotalCount 16 MaxActive 16 SpawnCount 16 WaitBetweenSpawns 0 WaitBeforeStarting 15 TotalCurrency 300 RandomChoice { TFBot { Class Scout Skill Hard Tag nav_prefer_flank_right BehaviorModifiers push } TFBot { Class Scout Skill Hard Tag nav_prefer_flank_left BehaviorModifiers push } } } } //WAVE 6 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { CustomWaveNumber 6 CustomMaxWaveNumber 6 StartWaveOutput { Target wave_start_relay Action Trigger } Checkpoint Yes // Sniper mission - 4 active (Sydney Sleeper) WaveSpawn //WAVE 06a: [TANK] { Name "wave06a" TotalCount 1 WaitBeforeStarting 0 TotalCurrency 150 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 30000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 06b: 20 total, 10 Active, soldier { Name "wave06bc" Where spawnbot TotalCount 20 MaxActive 10 SpawnCount 10 WaitBetweenSpawns 0 WaitBeforeStarting 10 TotalCurrency 100 TFBot { Class Soldier Skill Hard } } WaveSpawn //WAVE 06c: 12 total, 6 Active, heavyweapons { Name "wave06bc" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 6 WaitBetweenSpawns 0 WaitBeforeStarting 15 TotalCurrency 100 TFBot { Class Heavyweapons Skill Hard } } WaveSpawn //WAVE 06d: [GIANT] 1(4) total, 1(4) Active, heavyweapons (deflector, path main_right) + 6 medics WAITFORDEAD 06bc { Name "wave06de" WaitForAllDead "wave06bc" Where spawnbot_giant TotalCount 4 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Tag special_main_right BehaviorModifiers push } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 06e: [GIANT] 1(4) total, 1(4) Active, heavyweapons (deflector, path main_left) + 6 medics WAITFORDEAD 06bc { Name "wave06de" WaitForAllDead "wave06bc" Where spawnbot_giant TotalCount 4 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 40 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Tag special_main_left BehaviorModifiers push } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 06f: [TANK] WAITFORSPAWNED 06de { Name "wave06f" WaitForAllSpawned "wave06de" TotalCount 1 WaitBeforeStarting 20 TotalCurrency 150 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 20000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 06g: 36 total, 18 Active, soldier WAITFORSPAWNED 06f { Name "wave06gh" WaitForAllSpawned "wave06f" Where spawnbot TotalCount 36 MaxActive 18 SpawnCount 9 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 0 Squad { TFBot { Class Soldier Skill Hard } TFBot { Class Soldier Skill Hard } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 06h: 24 total, 8 Active, scout WAITFORSPAWNED 06f (flank high right and high left) { Name "wave06gh" WaitForAllSpawned "wave06f" Where spawnbot TotalCount 24 MaxActive 8 SpawnCount 8 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 0 RandomChoice { TFBot { Class Scout Skill Hard Tag nav_prefer_flank_right BehaviorModifiers push } TFBot { Class Scout Skill Hard Tag nav_prefer_flank_left BehaviorModifiers push } } } WaveSpawn //WAVE 06i: [FINAL TANK] WAITFORSPAWNED 06gh { Name "wave06i" WaitForAllSpawned "wave06gh" TotalCount 1 WaitBeforeStarting 0 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 20000 Speed 75 Name "tankboss" Skin 1 StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name wave06i WaitForAllDead wave06gh } WaveSpawn { WaitForAllDead wave06i TotalCurrency 10000 TotalCount 1 Where spawnbot HideIcon 1 TFBot { Class Scout Health 1 Scale 0.01 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 Attributes IgnoreFlag Attributes IgnoreEnemies CharacterAttributes { "is suicide counter" 2 } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { WaitBeforeStarting 1 FirstSpawnOutput { Target metal_funny Action Trigger } } WaveSpawn { Name start_the_flood TotalCount 1 SpawnCount 1 Where spawnbot_righthere Support Limited TFBot { Name "Release The Horde" Class Heavy Health 100 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 Attributes IgnoreFlag CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 "no_duck" 1 } } } WaveSpawn { WaitForAllDead start_the_flood TotalCount 69 MaxActive 10 SpawnCount 1 Where spawnbot_giant Support 1 WaitBetweenSpawns 1.5 TFBot { Template T_TFBot_HeavyWeapons_HeavyWeight_Champ StripItemSlot 0 StripItemSlot 1 Action Mobber } } WaveSpawn { Name f2p_attack TotalCurrency 1 TotalCount 1 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 0 Support 1 Where spawnbot_righthere TFBot { Name "Giant Heavy" Class Heavy Health 5000 Attributes MiniBoss Tag bot_giant StripItemSlot 0 StripItemSlot 1 Attributes IgnoreFlag Attributes IgnoreEnemies CharacterAttributes { "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "no_jump" 1 "no_duck" 1 } } } WaveSpawn { Name f2p_attack TotalCount 1 SpawnCount 1 Where spawnbomb TFBot { Name "Bomb Holder (Kill to proceed)" Class Heavy Health 20000 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 Attributes IgnoreFlag CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 "no_duck" 1 "cannot be backstabbed" 1 "damage force reduction" 0.001 "airblast vulnerability multiplier" 0.001 } } } WaveSpawn { Name f2p_attack TotalCurrency 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 0 Support 1 Where spawnalt TFBot { Name "Heavy" Class Heavy Health 300 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 Attributes IgnoreFlag CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 "no_duck" 1 } } } WaveSpawn { Name f2p_attack TotalCurrency 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 0 Support 1 Where spawnalt_giant TFBot { Name "Giant Heavy" Class Heavy Health 5000 Attributes MiniBoss Tag bot_giant StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 Attributes IgnoreFlag CharacterAttributes { "move speed bonus" 0.001 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "no_jump" 1 "no_duck" 1 } } } } Wave { CustomWaveNumber 420 CustomMaxWaveNumber 0 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name f2p_attack TotalCurrency 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbomb TFBot { Name "Bomb Holder (Kill to proceed)" Class Heavy Health 20000 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 NoBombUpgrades 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 "no_duck" 1 "cannot be backstabbed" 1 "damage force reduction" 0.001 "airblast vulnerability multiplier" 0.001 } } } WaveSpawn { TotalCurrency 0 TotalCount 99 MaxActive 10 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 1 Support 1 Where spawnbot_giant TFBot { Class Engineer Action Mobber UseHumanModel 1 Item "the original" HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 1 TurnPower 90 MaxAimError 360 //AimTime 1 //Acceleration 1000 //AccelerationTime 0.1 //AccelerationStartTime 1 //Gravity 355 //FollowCrosshair 1 } ItemAttributes { ItemName "the original" } CharacterAttributes { "cancel falling damage" 1 "boots falling stomp" 1 } } } WaveSpawn { TotalCurrency 0 TotalCount 99 MaxActive 10 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 1 Support 1 Where spawnalt TFBot { Class Sniper Action Sniper AimAt Head Skill Expert AddCond { Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "cancel falling damage" 1 "boots falling stomp" 1 } } } } Wave { CustomWaveNumber 6 CustomMaxWaveNumber 5 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name f2p_attack TotalCurrency 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbomb TFBot { Name "Bomb Holder (Kill to proceed)" Class Heavy Health 20000 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 NoBombUpgrades 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 "no_duck" 1 "cannot be backstabbed" 1 "damage force reduction" 0.001 "airblast vulnerability multiplier" 0.001 } } } WaveSpawn { TotalCurrency 0 TotalCount 999 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0.1 WaitBetweenSpawns 60 Where spawnbot Support 1 TFBot { ClassIcon soldier Health 200 Name Soldier Class Soldier Skill Expert FastUpdate 1 Action Mobber Item "the equalizer" WeaponRestrictions MeleeOnly MaxVisionRange 150 Taunt { Delay 0.25 Cooldown 0.1 Repeats 9 IfSeeTarget 1 } CharacterAttributes { "no_jump" 1 "no_duck" 1 } } } WaveSpawn { TotalCurrency 0 TotalCount 999 MaxActive 12 SpawnCount 4 WaitBeforeStarting 10.1 WaitBetweenSpawns 60 Where spawnbot Support 1 TFBot { Class Demoman Skill Expert FastUpdate 1 Action Mobber Attributes SuppressFire NoPushaway 1 Taunt { Delay 13 Cooldown 2 Repeats 0 } CharacterAttributes { "no_jump" 1 "no_duck" 1 } } } WaveSpawn { TotalCurrency 0 TotalCount 999 MaxActive 4 SpawnCount 4 WaitBeforeStarting 20.1 WaitBetweenSpawns 60 Where spawnbot Support 1 TFBot { Class HeavyWeapons Skill Expert FastUpdate 1 Action Mobber Attributes SuppressFire NoPushaway 1 WeaponRestrictions MeleeOnly UseHumanModel 1 MaxVisionRange 500 ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "is_passive_weapon" 1 } Taunt { Delay 0 Cooldown 3 Repeats 0 IfSeeTarget 1 } CharacterAttributes { "no_jump" 1 "no_duck" 1 } } } WaveSpawn { TotalCurrency 0 TotalCount 999 MaxActive 4 SpawnCount 4 WaitBeforeStarting 30.1 WaitBetweenSpawns 60 Where spawnbot Support 1 TFBot { Class Pyro Skill Expert FastUpdate 1 Action Mobber WeaponRestrictions MeleeOnly Item "Super Hammer" CharacterAttributes { "no_jump" 1 "no_duck" 1 } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name f2p_attack TotalCurrency 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbomb TFBot { Name "Bomb Holder" Class Heavy Health 20000 StripItemSlot 0 StripItemSlot 1 StripItemSlot 2 NoBombUpgrades 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 "no_duck" 1 "cannot be backstabbed" 1 "damage force reduction" 0.001 "airblast vulnerability multiplier" 0.001 } } } WaveSpawn { TotalCount 1000 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 0.3 Where spawnbot TFBot { Class Scout StripItemSlot 0 StripItemSlot 1 WeaponRestrictions MeleeOnly Item "Frying Pan" Action Mobber NoBombUpgrades 1 CharacterAttributes { "damage penalty" 0.03 } } } } }