//This file has been generated by http://mvm.tf //Copy this file in your tf/scripts/population folder #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop population { StartingCurrency 600 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no Templates { MVM_TF_Santa_Heavy { ClassIcon heavyweapons Health 300 Name "Santa Heavy" Class HeavyWeapons Skill Normal BehaviorModifiers Mobber WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" ItemAttributes { ItemName "the b.m.o.c." "attach particle effect" 30 "set item tint RGB" 12073019 } Item "the holiday punch" Item "the b.m.o.c." Item "the all-father" } } Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Mission { Objective DestroySentries Where spawnbot BeginAtWave 1 RunForThisManyWaves 4 InitialCooldown 30 CooldownTime 40 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster } } Mission { Objective Engineer Where spawnbot BeginAtWave 2 RunForThisManyWaves 2 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 123 TotalCurrency 200 TotalCount 45 MaxActive 15 SpawnCount 9 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Name Communist Template T_TFBot_Heavyweapons_Shotgun CharacterAttributes { "torso scale" 5 } Item "officer's ushanka" UseHumanModel 1 } TFBot { Name Communist Template T_TFBot_Heavyweapons_Heavyweight_Champ Item "officer's ushanka" UseHumanModel 1 } TFBot { Name "Steel Gauntlet communist" Template T_TFGateBot_Heavy_IronFist EventChangeAttributes { Default { Item "officer's ushanka" } RevertGateBotsBehavior { } } } } } WaveSpawn { TotalCurrency 400 TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 50 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Name "Russian Heavy" Template T_TFBot_Giant_Heavyweapons_Shotgun Attributes "UseBossHealthBar" CharacterAttributes { "head scale" 30 } ItemAttributes { ItemName "officer's ushanka" "attach particle effect" 60 "attach particle effect static" 60 } Item "officer's ushanka" UseHumanModel 1 } TFBot { Name "Giant Free to play medic" Template T_TFBot_Giant_Medic CharacterAttributes { "head scale" 80 } Item "ghostly gibus" Item "autogrant pyrovision goggles" UseHumanModel 1 } TFBot { Health 900 Name "Giant big head santa heavy" Skill Expert Template MVM_TF_Santa_Heavy Tag "bot_giant" CharacterAttributes { "head scale" 25 } UseHumanModel 1 } } } WaveSpawn { TotalCurrency 100 TotalCount 10 MaxActive 5 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Support 1 Where spawnbot_mission_sniper Squad { TFBot { Health 77 Skill Expert Template T_TFBot_Heavyweapons_Gnome CharacterAttributes { "head scale" 5 } } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 400 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Name UKRAINA Template T_TFGateBot_Sniper_Huntsman_Spammer_Crit EventChangeAttributes { Default { } RevertGateBotsBehavior { WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "honest halo" "item style override" 35 } CharacterAttributes { "head scale" 10 "hand scale" 30 } Item "honest halo" Item "seal mask" UseHumanModel 1 } } } } } WaveSpawn { TotalCurrency 700 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 10 Where spawnbot Squad { Tank { Health 50000 Name Tank Speed 20 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { TotalCurrency 100 TotalCount 40 MaxActive 16 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { ClassIcon heavyweapons Health 300 Name "Heavy weapons guy" Class HeavyWeapons Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName tf_weapon_minigun "damage bonus" 0.7 } Item "der maschinensoldaten-helm" } TFBot { ClassIcon soldier Health 200 Name "Heavy weapons soldier" Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Attributes "MiniBoss" Attributes "HoldFireUntilFullReload" ItemAttributes { ItemName "gold botkiller rocket launcher mk.ii" "move speed bonus" 0.5 "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.65 } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } Item "gold botkiller rocket launcher mk.ii" UseHumanModel 1 } } } WaveSpawn { TotalCurrency 400 TotalCount 5 MaxActive 5 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Support 1 Where spawnbot Squad { TFBot { Class Engineer Action FetchFlag //Overrides default bot AI. Possible values: //Default - Default action //FetchFlag - Uses generic bomb fetching AI, default action for most bots except Spy, Medic, Engineer or Mission bots //EscortFlag - As above, but ignores bot escort limit //PushToCapturePoint - Pushes to capture point (or hatch in MvM). Similar to BehaviorModfiers Push and its aliases. //Mobber - Chases down random player targets //Spy - Uses spy AI, teleports behind players, but does not use disguises or cloak. //Sniper - Uses mission sniper AI //SuicideBomber - Uses sentry buster AI, but targets players instead. Might crash servers //Idle - Sit in spawn and wait //Passive - Sit at spawn position, until an active threat is in vision Item "The Short Circuit" DesiredAttackRange 100 // 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 MoveBehindEnemy 1 // Should the bot try to get behind the target, similar to how the Spy bot behaves. Instead of 1 you can also specify custom distance at which the bot will start strafing around the target (default: 0) ExtAttr AlwaysFireWeaponAlt WeaponRestrictions SecondaryOnly CustomWeaponModel //Sets custom weapon model { Slot 1 //Valid loadout positions: //0 - LOADOUT_POSITION_PRIMARY //1 - LOADOUT_POSITION_SECONDARY //2 - LOADOUT_POSITION_MELEE //3 - LOADOUT_POSITION_UTILITY //4 - LOADOUT_POSITION_BUILDING //5 - LOADOUT_POSITION_PDA //6 - LOADOUT_POSITION_PDA2 Model "models/weapons/w_models/w_minigun.mdl" } UseHumanModel 1 //Use human model. If set to 1, the bot can't be sapped, if set to 2, it can UseMeleeThreatPrioritization 1 //Prefer players close to the bot } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 22 TotalCurrency 200 TotalCount 30 MaxActive 10 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { ClassIcon sniper_jarate Health 125 Name "Run Jarate" Class Sniper Skill Normal WeaponRestrictions SecondaryOnly Attributes "AlwaysFireWeapon" ItemAttributes { ItemName "jarate" "effect bar recharge rate increased" 0.0001 } Item "jarate" Item "potassium bonnett" UseHumanModel 1 } } } WaveSpawn { Name 22 TotalCurrency 400 TotalCount 34 MaxActive 10 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Health 200 Name PUSH Scale 0.9 Template T_TFGateBot_Heavy_IronFist_Airblast EventChangeAttributes { Default { BehaviorModifiers Push CharacterAttributes { "head scale" 50 } } RevertGateBotsBehavior { } } } TFBot { Template T_TFGateBot_Heavyweapons_Shotgun EventChangeAttributes { Default { } RevertGateBotsBehavior { } } } } } WaveSpawn { WaitForAllDead 22 TotalCurrency 400 TotalCount 20 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Demoman_Knight } } } WaveSpawn { WaitForAllDead 22 TotalCurrency 400 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Item "iron curtain" } TFBot { Name "Unusual guy" Template T_TFBot_Giant_Medic Item "gold botkiller medi gun mk.i" } } } WaveSpawn { WaitForAllDead 22 TotalCurrency 400 TotalCount 10 MaxActive 5 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Class Pyro ClassIcon merasmus Attributes TeleportToHint //Any bot can use teleporttohint SpawnTemplate "KillOnKill" NoCrouchButtonRelease 1 // Do not automatically release crouch button when the bot is on the ground FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 0.5 //How long should the button be pressed (Default: 0.1) Type "Secondary" // Type of fire input, Possible values: //Primary //Secondary //Special - MOUSE3 //Reload //Jump //Crouch - requires NoCrouchButtonRelease 1 in TFBot //Action //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } UseCustomModel "models/bots/merasmus/merasmus.mdl" //Use custom model UseHumanAnimations 1 // Use normal class animations instead of a bot / custom model ones RingOfFire 15 //Enable Ring of Fire from Huo Long Heater. Value is damage done by the ring } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 400 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { ClassIcon boss_bucketbrain Health 20000 Name "I'm drunk" Scale 2 Class Demoman Skill Expert WeaponRestrictions MeleeOnly Attributes "MiniBoss" Attributes "UseBossHealthBar" ItemAttributes { ItemName tf_weapon_bottle "fire rate bonus" 0.6 "damage bonus" 5 } CharacterAttributes { "move speed bonus" 0.4 "health regen" 250 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "head scale" 15 } Item "summer shades" } } } WaveSpawn { TotalCurrency 400 TotalCount 15 MaxActive 5 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_mission_sniper Squad { TFBot { ClassIcon clown_angry Health 300 Name "Mini capitan punch" Class HeavyWeapons Skill Normal WeaponRestrictions MeleeOnly Item "fists of steel" } } } WaveSpawn { TotalCurrency 400 TotalCount 10 MaxActive 5 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { ClassIcon sniper Health 125 Name "Not bowman" Class Sniper Skill Hard WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "festive huntsman" "damage bonus" 0.5 } Item "festive huntsman" Item "tf birthday hat 2011" } } } WaveSpawn { TotalCurrency 400 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_mission_sniper Squad { TFBot { Health 300 Template T_TFGateBot_Giant_Soldier_BurstFire_Crit EventChangeAttributes { Default { } RevertGateBotsBehavior { } } } } } WaveSpawn { TotalCurrency 400 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 50 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { ClassIcon barbara Health 4800 Name "Giant Super Charged Soldier" Template T_TFBot_Giant_Soldier_Crit ItemAttributes { ItemName "the original" "faster reload rate" 0.5 "fire rate bonus" 3 } } } } } } //This file has been generated by http://mvm.tf