#base robot_standard.pop #base robot_giant.pop #base robot_typicalcolors_weapons.pop WaveSchedule { StartingCurrency 10000 CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 5 AddSentryBusterWhenDamageDealtExceeds 3000 AddSentryBusterWhenKillCountExceeds 15 Advanced 1 CustomWeapon { "AK-48" // M16A1 { OriginalItemName "TF_WEAPON_SMG" "fire rate bonus" 0.9 "damage bonus" 2.25 "Reload time increased" 2.5 "maxammo secondary increased" 3.14 "weapon spread bonus" 0.75 "damage bonus HIDDEN" 2 "clip size bonus" 2 "custom weapon fire sound" "weapons/ak74_shoot.wav" "custom item model" "models/weapons/c_models/c_ak47/c_mmg.mdl" } "Head Splitter Soldier" // Mega Destoryer { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "clip size bonus" 1.5 "damage bonus" 11 "revolver use hit locations" 1 "can headshot" 1 "no damage falloff" 1 "weapon spread bonus" 0.1 "damage penalty on bodyshot" 0.75 "decapitate type" 1 "damage bonus HIDDEN" 2 "custom item model" "models/weapons/c_models/c_spas12_v2/c_spas12_v2.mdl" } "Head Splitter Pyro" { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" "clip size bonus" 1.5 "damage bonus" 11 "revolver use hit locations" 1 "can headshot" 1 "no damage falloff" 1 "weapon spread bonus" 0.1 "damage penalty on bodyshot" 0.75 "damage bonus HIDDEN" 2 "custom item model" "models/weapons/c_models/c_spas12_v2/c_spas12_v2.mdl" } "Head Splitter Engineer" { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "clip size bonus" 1.5 "damage bonus" 11 "revolver use hit locations" 1 "can headshot" 1 "no damage falloff" 1 "weapon spread bonus" 0.1 "damage penalty on bodyshot" 0.75 "decapitate type" 1 "damage bonus HIDDEN" 2 "custom item model" "models/weapons/c_models/c_spas12_v2/c_spas12_v2.mdl" } "The Cluster Bomber" // Celtic Cluster { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "damage bonus HIDDEN" 3.5 "clip size penalty" 0.25 "Blast radius increased" 1.2 "mult projectile count" 6 "Reload time increased" 2 "projectile spread angle penalty" 4 "rocket jump damage reduction" 1.3 "grenade explode on impact" 1 "damage bonus HIDDEN" 3 "custom item model" "models/weapons/c_models/c_iron_boarder/c_iron_boarder.mdl" } "Wet Warfare" // Ultimatum { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "damage bonus HIDDEN" 6 "add cond on hit" 6936 "add cond on hit duration" 12 "dmg penalty vs players" 0.8 "Blast radius decreased" 0.5 "damage bonus HIDDEN" 3.5 "custom item model" "models/weapons/c_models/c_ultimatum/c_ultimatum.mdl" "special item description" "Jarates/Mad Milks targets for 12 seconds" } "Automatic Peacemaker" // The Portable Ordnance { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "weapon spread bonus" 0.1 "minigun no spin sounds" 1 "mod minigun can holster while spinning" 1 "bullets per shot bonus" 0.4 "damage bonus" 5 "damage bonus HIDDEN" 2 "custom wind up sound" "misc/null.wav" "custom wind down sound" "misc/null.wav" "custom weapon fire sound" "weapons/peacemaker_shoot.wav" } "Injuste" // Infltrator's Favorite { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "damage bonus" 2.5 "mark for death" 1 "crit mod disabled" -1 "bullets per shot bonus" 3 "damage bonus HIDDEN" 2 "custom item model" "models/weapons/c_models/c_death_blossom/c_death_blossom.mdl" } "Horse Harraser 999" // Mule Mauler 600 { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "energy weapon no ammo" 1 "energy weapon no hurt building" 1 "fire rate penalty" 1.2 "bullets per shot bonus" 0.4 "sniper fires tracer" 1 "damage bonus hidden" 15 "weapon spread bonus" 0.6 "mod max primary clip override" -1 "mod no reload DISPLAY ONLY" 1 "damage bonus HIDDEN" 2 } "The Boomstick" // The Stormbringer { OriginalItemName "The Flare Gun" "damage bonus HIDDEN" 2 "override projectile type" 1 "bullets per shot bonus" 8 "Reload time increased" 2 "fire rate penalty" 1.25 "reload time increased hidden" 2 "force damage falloff" 1 "damage bonus HIDDEN" 2 "special item description" "Fires incendiary rounds." "custom weapon fire sound" "weapons/stormbringer_shoot.wav" "custom item model" "models/weapons/c_models/c_stormbringer/c_stormbringer.mdl" } } ExtendedUpgrades { WU_PaP_T3_M16A1 { Name "Überweapon Upgrade" Attribute "damage bonus HIDDEN" Increment 1 Cap 2 Cost 5000 AllowedWeapons { ItemName "M16A1" ItemName "M16A1 Sniper" } OnApply { Output "!activator,$giveitem,AK-48,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_MegaDestroy_Soldier { Name "Überweapon Upgrade" Attribute "damage bonus HIDDEN" Increment 1 Cap 2 Cost 5000 AllowedWeapons { ItemName "Mega Destoryer Soldier" } OnApply { Output "!activator,$giveitem,Head Splitter Soldier,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_MegaDestroy_Pyro { Name "Überweapon Upgrade" Attribute "damage bonus HIDDEN" Increment 1 Cap 2 Cost 5000 AllowedWeapons { ItemName "Mega Destoryer Pyro" } OnApply { Output "!activator,$giveitem,Head Splitter Pyro,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_MegaDestroy_Engi { Name "Überweapon Upgrade" Attribute "damage bonus HIDDEN" Increment 1 Cap 2 Cost 5000 AllowedWeapons { ItemName "Mega Destoryer Engineer" } OnApply { Output "!activator,$giveitem,Head Splitter Engineer,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_ClusterBomb { Name "Überweapon Upgrade" Attribute "damage bonus HIDDEN" Increment 1 Cap 2 Cost 5000 AllowedWeapons { ItemName "Celtic Cluster" } OnApply { Output "!activator,$giveitem,The Cluster Bomber,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Ultimatum { Name "Überweapon Upgrade" Attribute "damage bonus HIDDEN" Increment 1 Cap 2 Cost 5000 AllowedWeapons { ItemName "The Ultimatum" } OnApply { Output "!activator,$giveitem,Wet Warfare,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_PortableOrdnance { Name "Überweapon Upgrade" Attribute "damage bonus HIDDEN" Increment 1 Cap 2 Cost 5000 AllowedWeapons { ItemName "The Portable Ordnance" } OnApply { Output "!activator,$giveitem,Automatic Peacemaker,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Infltrator { Name "Überweapon Upgrade" Attribute "damage bonus HIDDEN" Increment 1 Cap 2 Cost 5000 AllowedWeapons { ItemName "Infltrator's Favorite" } OnApply { Output "!activator,$giveitem,Injuste,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_MuleMaluer { Name "Überweapon Upgrade" Attribute "damage bonus HIDDEN" Increment 1 Cap 2 Cost 5000 AllowedWeapons { ItemName "Mule Mauler 600" } OnApply { Output "!activator,$giveitem,Horse Harraser 999,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } WU_PaP_T3_Stormbringer { Name "Überweapon Upgrade" Attribute "damage bonus HIDDEN" Increment 1 Cap 2 Cost 5000 AllowedWeapons { ItemName "The Stormbringer" } OnApply { Output "!activator,$giveitem,The Boomstick,0" Output "!activator,speakresponseconcept,TLK_MVM_LOOT_ULTRARARE,0,-1" } } } Templates {} Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "This is a test mission. So do not expect any robots to spawn. (You automatically win)" } } }