// mission by randomguy #base robot_standard.pop #base robot_giant.pop #base robot_gatebot.pop #base robot_randomguy_new.pop WaveSchedule { CanBotsAttackWhileInSpawnRoom No RespawnWaveTime 2 StartingCurrency 1200 Advanced 0 AddSentryBusterWhenDamageDealtExceeds 3500 AddSentryBusterWhenKillCountExceeds 20 TextPrintTime 0 // for boss CustomNavFile mvm_crown_rc1_unfucked // PACKED NAV!!! HERETIC!!! PointTemplates // for boss { boss_healerdead { OnParentKilledOutPut { Target phase2_init_relay Action Trigger } logic_relay { targetname ionlyexisttobekilledsadface } } } Templates { GateBotDisableDodge // AndDontKillYourself { // Only used for indev due to 90% of the impact being pre-gate. // ^ and this only works pre-gate... unless the bot spawns post-gate. // There's probably some esoteric lua/vscript magic to just do this instead of remaking each template. Don't care. FireInput { Target !self Action RunScriptCode Param self.AddBotAttribute(Constants.FTFBotAttributeType.DISABLE_DODGE) // Or use 16 as value // Param self.AddBotAttribute(Constants.FTFBotAttributeType.IGNORE_ENEMIES) Delay -1 } // EventChangeAttributes // { // Default // { // Attributes DisableDodge // CharacterAttributes // { // "rocket jump damage reduction" 0 // "cancel falling damage" 1 // } // } // RevertGateBotsBehavior // { // Attributes DisableDodge // CharacterAttributes // { // "rocket jump damage reduction" 0 // "cancel falling damage" 1 // } // } // } } // Genuinely mad this didn't work with rafmod's AddTemplate // Seelpit came up with another solution, which half-works which is good enough for testing. GateBoss_1 { Class Soldier ClassIcon soldier_sergeant_crits_blast Health 35000 // 40000 Name "Major Tosser" EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The Liberty Launcher" Item "Tyrant's Helm" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes UseBossHealthBar Attributes DisableDodge Tag bot_giant ItemAttributes { ItemName "Tyrant's Helm" "Set item tint rgb" 15185211 } ItemAttributes { ItemName "The Liberty Launcher" "damage blast push" 3 "damage penalty" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 16 "faster reload rate" 0.25 "Blast radius increased" 1.2 "projectile spread angle penalty" 5 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.5 // Bazooks suggestion // 0.15 "cancel falling damage" 1 } } RevertGateBotsBehavior { Item "The Liberty Launcher" Item "Tyrant's Helm" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes UseBossHealthBar Attributes DisableDodge Tag bot_giant ItemAttributes { ItemName "The Liberty Launcher" "damage blast push" 3 "damage penalty" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 16 "faster reload rate" 0.25 "Blast radius increased" 1.2 "projectile spread angle penalty" 5 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.5 // Bazooks suggestion // 0.15 "cancel falling damage" 1 } } } } T_TFGateBot_Scout_Easy { Class Scout EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Easy MaxVisionRange 700 ItemAttributes { ItemName TF_WEAPON_SCATTERGUN "damage penalty" 0.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } ItemAttributes { ItemName TF_WEAPON_SCATTERGUN "damage penalty" 0.5 } Skill Easy MaxVisionRange 700 } } } T_TFGateBot_Giant_Soldier_Crit // Super slow crit rocket flight speed, fires one at a time, gatebot boi { Class Soldier Name "Giant Charged Soldier" ClassIcon soldier_crit Health 3800 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag bot_giant Item "MvM GateBot Light Soldier" Skill Normal Item "The Original" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Item "MvM GateBot Light Soldier" Skill Normal Item "The Original" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.4 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } } T_TFBot_Scout_Crit_Cola { Class Scout ClassIcon scout_cola_nys Skill Easy Item Crit-a-Cola WeaponRestrictions PrimaryOnly ItemAttributes { ItemName Crit-a-Cola "deploy time increased" .5 "effect bar recharge rate increased" 0.001 } } T_TFBot_Scout_Crit_Cola_Melee { Class Scout ClassIcon scout_cola_nys Skill Expert Item Crit-a-Cola WeaponRestrictions MeleeOnly ItemAttributes { ItemName Crit-a-Cola "deploy time increased" .5 "effect bar recharge rate increased" 0.001 } } T_TFGateBot_Scout_FAN_Stock { Class Scout ClassIcon scout_fan EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Easy Item "The Force-a-Nature" } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Easy Item "The Force-a-Nature" } } } T_TFGateBot_Giant_Scout_Fast { Class Scout Name "Super Scout" ClassIcon scout_giant_fast Health 1200 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "Bonk Boy" Item "The Holy Mackerel" Item "MvM GateBot Light Scout" Tag bot_giant Skill Expert Attributes MiniBoss WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } RevertGateBotsBehavior { Item "Bonk Boy" Item "The Holy Mackerel" Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Tag bot_giant Skill Expert Attributes MiniBoss WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } } T_TFGateBot_Scout_Melee { Class Scout ClassIcon scout_bat_nys EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Expert WeaponRestrictions MeleeOnly } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Expert WeaponRestrictions MeleeOnly } } } T_TFGateBot_Soldier_RocketShotgun_Buff { Class Soldier // ClassIcon soldier_banner_trio_heal ClassIcon soldier_blackbox_buff_lite Name "Black Buff Soldier" EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Black Box" Item "The Buff Banner" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Black Box" "damage bonus" 0.45 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 0.9 "blast radius increased" 1.25 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 } CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" .5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Black Box" Item "The Buff Banner" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Black Box" "damage bonus" 0.45 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 0.9 "blast radius increased" 1.25 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 } CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" .5 } } } } T_TFGateBot_Soldier_RocketShotgun_Battalion { Class Soldier // ClassIcon soldier_banner_trio_heal Name "Black Battalion Soldier" EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Black Box" Item "The Battalion's Backup" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Black Box" "damage bonus" 0.45 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 0.9 "blast radius increased" 1.25 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 } CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" .5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Black Box" Item "The Battalion's Backup" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Black Box" "damage bonus" 0.45 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 0.9 "blast radius increased" 1.25 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 } CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" .5 } } } } T_TFGateBot_Soldier_RocketShotgun_Conch { Class Soldier // ClassIcon soldier_banner_trio_heal ClassIcon soldier_blackbox_conch_lite Name "Black Concheror Soldier" EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Black Box" Item "The Concheror" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Black Box" "damage bonus" 0.45 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 0.9 "blast radius increased" 1.25 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 } CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" .5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Black Box" Item "The Concheror" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Black Box" "damage bonus" 0.45 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 0.9 "blast radius increased" 1.25 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 } CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" .5 } } } } T_TFGateBot_Sniper_Huntsman { Class Sniper Name Bowman ClassIcon sniper_bow EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" Item "The Huntsman" WeaponRestrictions PrimaryOnly Skill Hard Item "The Huntsman" // Item "Rifleman's Regalia" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } // Didn't work for some reason. Shrug. WeaponRestrictions PrimaryOnly Skill Hard Item "The Huntsman" // Item "Rifleman's Regalia" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 } } } } T_TFGateBot_Pyro_AlwaysFire { Class Pyro EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Attributes AlwaysFireWeapon Skill Easy } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Attributes AlwaysFireWeapon Skill Easy } } } T_TFGateBot_Sniper_Huntsman_Spammer { Class Sniper Name "Rapid Fire Bowman" scale 1.5 Health 1200 ClassIcon sniper_bow_multi EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" Item "The Huntsman" // Item "Rifleman's Regalia" Skill Hard Tag bot_giant ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } Item "The Huntsman" // Item "Rifleman's Regalia" Skill Hard Tag bot_giant ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } } } T_TFGateBot_Soldier_Extended_Buff_Normal { Class Soldier Name "Extended Buff Soldier" ClassIcon soldier_buff EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The Buff Banner" Item "MvM GateBot Light Soldier" Skill Normal Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 // not fixed by the canteen crasher team :^) } } RevertGateBotsBehavior { Item "The Buff Banner" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } } } T_TFGateBot_Giant_Demo { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon demo_spammer Health 3300 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Tag bot_giant WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName TF_WEAPON_GRENADELAUNCHER "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName TF_WEAPON_GRENADELAUNCHER "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } T_TFGateBot_Soldier_Extended_Concheror_Hard { Class Soldier Name "Extended Conch Soldier" ClassIcon soldier_conch EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The Concheror" Item "MvM GateBot Light Soldier" Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Concheror" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } } } T_TFGateBot_Soldier_Extended_Buff_Hard { Class Soldier Name "Extended Buff Soldier" ClassIcon soldier_buff EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The Buff Banner" Item "MvM GateBot Light Soldier" Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Buff Banner" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } } } T_TFBot_Medic_Kritz_Armor // Apparently I had this in blackout and... nowhere else? WTF????? { Class Medic ClassIcon medic_kritz_armored_lite Name "Armored Kritzkrieg Medic" Health 750 Scale 1.5 Skill Expert Attributes SpawnWithFullCharge Attributes IgnoreEnemies Tag bot_squad_member Item "The Kritzkrieg" Item "The U-clank-a" Tag bot_squad_member ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 150 "uber duration bonus" 150 "heal rate bonus" 420 } CharacterAttributes { "bot medic uber health threshold" 800 } } T_TFGateBot_Demoman_Normal_Loch { Class Demoman Name Loch-N-Demo ClassIcon demo_loch_nys EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Normal Item "The Loch-n-Load" } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Normal Item "The Loch-n-Load" } } } T_TFGateBot_Giant_Soldier_RocketPush_Fix { Class Soldier ClassIcon soldier_libertylauncher_giant Health 3800 Name "Giant Blast Soldier" EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The Liberty Launcher" Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage bonus" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 5 "faster reload rate" 0.2 "Blast radius decreased" 1.2 "projectile spread angle penalty" 4 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 } } RevertGateBotsBehavior { Item "Dr's Dapper Topper" Item "The Liberty Launcher" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage bonus" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 5 "faster reload rate" 0.2 "Blast radius decreased" 1.2 "projectile spread angle penalty" 4 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 } } } } } // Wave 3 Spies Mission { Objective Spy Where spawnbot_main_0 Where spawnbot_main_1 BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 InitialCooldown 60 TFBot { Template T_TFBot_Spy } } // Wave 5 Spies Mission { Objective Spy Where spawnbot_main_0 Where spawnbot_main_1 BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 25 DesiredCount 3 InitialCooldown 75 TFBot { Template T_TFBot_Spy } } // Wave 3 Sentry Engies Mission { Objective Engineer InitialCooldown 55 Where spawnbot_left_0 Where spawnbot_left_1 BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle } } Mission { Objective Engineer Where spawnbot_main_0 Where spawnbot_main_1 BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 90 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn } } Mission { Objective DestroySentries Where spawnbot_main_0 Where spawnbot_main_1 InitialCooldown 10 CooldownTime 45 BeginAtWave 1 RunForThisManyWaves 10 TFBot { Template T_TFBot_SentryBuster } } // // Starting Currency: 1200 // // +----------+----------+----------+ // | Wave | Currency | A+ | // +----------+----------+----------+ // | Wave 1 | 800 | 900 | // | Wave 2 | 750 | 850 | // | Wave 3 | 850 | 950 | // | Wave 4 | 1200 | 1300 | // | Wave 5 | 900 | 1000 | // | Wave 6 | 1050 | 1150 | // +----------+----------+----------+ // | Total | 5550 | 6150 | // +----------+----------+----------+ // // WAVE 1 //////////CURRENCY 800/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_notimer Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutPut { Target wave_start_relay_notimer Action RunScriptCode Param " IncludeScript(`mvm_crown_changes_randomguy`) " } WaveSpawn { Name stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3.5 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFGateBot_Soldier_Normal // _Easy AddTemplate GateBotDisableDodge } } WaveSpawn { Name stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3.5 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFGateBot_Scout_Easy AddTemplate GateBotDisableDodge } } WaveSpawn { Name stage1_g Where spawnbot_left_0 // spawnbot_main_0 Where spawnbot_left_1 // spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 // 20 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFGateBot_Giant_Soldier_Crit AddTemplate GateBotDisableDodge } } WaveSpawn { // Name stage3 Name stage2 // WaitForAllDead stage2_g // ^ fat whoops here, made the wave better though so it stays. WaitForAllDead stage1_g Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 9 MaxActive 6 SpawnCount 3 WaitBeforeStarting 5 // 35 // 30 // 10 WaitBetweenSpawns 13 TotalCurrency 300 Squad { TFBot { Class Demoman ClassIcon demoknight_giant Name "Giant Demoknight" Skill Expert Health 3300 Item "Prince Tavish's Crown" Item "The Eyelander" Item "Ali Baba's Wee Booties" Item "The King of Scotland Cape" WeaponRestrictions MeleeOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Eyelander" "critboost on kill" 10 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } TFBot { Class Soldier Name "Charged Soldier" ClassIcon soldier_crit_giant Skill Normal Item "The Original" Attributes AlwaysCrit ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate penalty" 2 "Projectile speed decreased" 0.5 } } TFBot { Class Soldier Name "Charged Soldier" ClassIcon soldier_crit_giant Skill Normal Item "The Original" Attributes AlwaysCrit ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate penalty" 2 "Projectile speed decreased" 0.5 } } } } WaveSpawn { Name stage2a WaitForAllSpawned stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 54 // 36 MaxActive 18 SpawnCount 9 WaitBeforeStarting 15 WaitBetweenSpawns 10 TotalCurrency 100 RandomSpawn 1 Support Limited TFBot { Template T_TFBot_Scout_Crit_Cola_Melee Name "Invis-a-Cola Scout" ClassIcon scout_d // Placeholder. MaxVisionRange 250 ItemAttributes { ItemName Crit-a-Cola "effect cond override" 66 // Like the hidden thingy. Invis but revealed on attack. "mult effect duration" 1.5 "effect bar recharge rate increased" 0.75 // 0.5 } CharacterAttributes { "force distribute currency on death" 1 // Because they're invisible and suck to track. } } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 Where spawnbot_flank_0 Where spawnbot_main_1 TotalCount 2 // 8 MaxActive 2 // 8 // 7 SpawnCount 1 // 4 WaitBeforeStarting 15 WaitBetweenSpawns 15 // 10 TotalCurrency 100 Squad { TFBot { // Template T_TFBot_Giant_HeavyWeapons // Getty made this bot btw, I modified it a bit Name "Giant Winter-Bitten Heavy" // "Giant Burst Shotgun Heavy" Class Heavyweapons ClassIcon heavy_shotgun_burst_lite Skill Expert Health 5000 Attributes MiniBoss MaxVisionRange 1000 WeaponRestrictions SecondaryOnly Item "The Team Captain" Tag bot_giant ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "fire rate bonus" 0.2 "bullets per shot bonus" 3.33 "damage penalty" 0.33 "faster reload rate" 0.67 "auto fires when full" 1 "auto fires full clip" 1 // "killstreak tier" 2 // "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0.3 // 15 "airblast vulnerability multiplier" 0.3 // 15 "override footstep sound set" 2 } } // TFBot // { // Template T_TFBot_Medic_Bigheal_Improved // } // TFBot // { // Template T_TFBot_Medic_Bigheal_Improved // } // TFBot // { // Template T_TFBot_Medic_Bigheal_Improved // } } } // WaveSpawn // { // Name support // WaitForAllSpawned stage2 // Where spawnbot_main_0 // Where spawnbot_main_1 // TotalCount 36 // MaxActive 18 // SpawnCount 9 // WaitBeforeStarting 10 // WaitBetweenSpawns 10 // Support 1 // RandomSpawn 1 // TFBot // { // Template T_TFBot_Scout_Melee_Improved // } // } } // WAVE 2 //////////CURRENCY 750/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_notimer Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutPut { Target wave_start_relay_notimer Action RunScriptCode Param " IncludeScript(`mvm_crown_changes_randomguy`) " } WaveSpawn { Name stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 32 MaxActive 16 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFGateBot_Scout_FAN_Stock AddTemplate GateBotDisableDodge } } WaveSpawn { Name stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFGateBot_Giant_Scout_Fast AddTemplate GateBotDisableDodge } } WaveSpawn { Name stage1 Where spawnbot_flank_0 Where spawnbot_main_1 TotalCount 1 // 2 MaxActive 1 // 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 25 // 50 TFBot { Template T_TFGateBot_Giant_Soldier_RocketPush_Fix AddTemplate GateBotDisableDodge } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_tank_0 // flank_0 Where spawnbot_main_1 // flank_1 TotalCount 24 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 100 RandomSpawn 1 TFBot { Class Demoman Skill Normal Item "The Loch-n-Load" Name Loch-N-Demo ClassIcon demo_loch_nys } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_flank_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 TotalCurrency 25 TFBot { Template T_TFGateBot_Giant_Soldier_RocketPush_Fix AddTemplate GateBotDisableDodge } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_left_0 Where spawnbot_flank_1 TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFGateBot_Demoman_Normal_Loch // T_TFGateBot_Demoman_Normal AddTemplate GateBotDisableDodge } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_RocketPush Tag bot_giant } } WaveSpawn { Name stage3a WaitForAllDead stage2 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 50 // 40 MaxActive 20 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 200 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Scout_Melee_Improved // T_TFGateBot_Scout_Melee } TFBot { Template T_TFBot_Scout_Melee_Improved } TFBot { Template T_TFBot_Scout_Melee_Improved } // TFBot // { // Template T_TFBot_Scout_Melee_Improved // } TFBot { // Class Scout // Skill Easy // Normal Class Demoman Skill Normal Item "The Loch-n-Load" Name Loch-N-Demo ClassIcon demo_loch_nys } TFBot { // Class Scout // Skill Easy // Normal Class Demoman Skill Normal Item "The Loch-n-Load" Name Loch-N-Demo ClassIcon demo_loch_nys } } } // WaveSpawn // { // Name support // WaitForAllSpawned stage3a // Where spawnbot_all_0 // Where spawnbot_all_1 // TotalCount 36 // MaxActive 12 // SpawnCount 3 // WaitBeforeStarting 10 // WaitBetweenSpawns 3 // Support 1 // RandomSpawn 1 // TFBot // { // Template T_TFBot_Demoman_Knight // } // } WaveSpawn { Name stage4 WaitForAllSpawned stage3 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_HeavyWeapons // _ShotGun Tag bot_giant } } } // WAVE 3 //////////CURRENCY 750/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_notimer Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutPut { Target wave_start_relay_notimer Action RunScriptCode Param " IncludeScript(`mvm_crown_changes_randomguy`) ClientPrint(null,3,`\x0790EE90The forest rumbles...`) ClientPrint(null,3,`\x0790EE90The Giant Phlog Pyros will \x07FF1234pop in response to damage!\x0790EE90 They will not self-uber in the process.`) ::RemovePhlogUbercharge <- { //Made with help from ficool2, fellen and Seelpit. Cleanup = function() //Delete this when we're done. { delete ::RemovePhlogUbercharge } OnGameEvent_recalculate_holidays = function(_) { if (GetRoundState() == 3) Cleanup() } OnGameEvent_mvm_wave_complete = function(_) { Cleanup() } function CheckUberTag(hBot) { if (!hBot.HasBotTag(`bot_phloggers`)) return //ClientPrint(null, 3, `Bot found with proper tag! Applying think...`) hBot.ValidateScriptScope() hBot.GetScriptScope().UnUberOnUberThink <- UnUberOnUberThink AddThinkToEnt(hBot, `UnUberOnUberThink`) } function OnGameEvent_post_inventory_application(params) { local TF_BOT_TYPE = 1337 local hBot = GetPlayerFromUserID(params.userid) if (!hBot.IsBotOfType(TF_BOT_TYPE)) return //ClientPrint(null,3,`Post inventory application executing.`) EntFireByHandle(hBot, `RunScriptCode`, `RemovePhlogUbercharge.CheckUberTag(self)`, -1, null, null) } UnUberOnUberThink = function() { self.RemoveCond(52); //Cond 52 is phlog taunt. if (NetProps.GetPropInt(self, `m_lifeState`) != 0) { //ClientPrint(null,3,`Bot with tag died! Removing think...`) AddThinkToEnt(self, null); NetProps.SetPropString(self, `m_iszScriptThinkFunction`, ``); } return 0.1; } } __CollectGameEventCallbacks(RemovePhlogUbercharge) " } WaveSpawn { Name stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 24 // 39 MaxActive 12 // 18 SpawnCount 6 // 13 WaitBeforeStarting 0 WaitBetweenSpawns 10 // 5 TotalCurrency 200 RandomChoice { Shuffle 1 TFBot { Template T_TFGateBot_Soldier_RocketShotgun_Buff // Normal AddTemplate GateBotDisableDodge } // TFBot // { // Template T_TFGateBot_Soldier_RocketShotgun_Battalion // Normal // AddTemplate GateBotDisableDodge // } TFBot { Template T_TFGateBot_Soldier_RocketShotgun_Conch // Normal AddTemplate GateBotDisableDodge } } } WaveSpawn { Name stage1_2 // WaitForAllSpawned stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 2 // 1 MaxActive 2 // 1 SpawnCount 1 WaitBeforeStarting 0 // 10 WaitBetweenSpawns 20 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFGateBot_Giant_Soldier_Spammer_Reload // _RocketShotgun Name "Giant Burst Fire Soldier" // iirc the name given is wrong AddTemplate GateBotDisableDodge } } WaveSpawn { Name stage2 WaitForAllDead stage1_2 WaitForAllSpawned stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 25 MaxActive 10 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 18 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant } TFBot { Template T_TFBot_Pyro_FlareGun Name "Rapid Flare Pyro" ClassIcon pyro_flare_spammer ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.5 // 0.2 "Reload time decreased" 0.5 // 0.2 } } TFBot { Template T_TFBot_Pyro_FlareGun Name "Rapid Flare Pyro" ClassIcon pyro_flare_spammer ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.5 // 0.2 "Reload time decreased" 0.5 // 0.2 } } TFBot { Template T_TFBot_Pyro_FlareGun Name "Rapid Flare Pyro" ClassIcon pyro_flare_spammer ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.5 // 0.2 "Reload time decreased" 0.5 // 0.2 } } TFBot { Template T_TFBot_Pyro_FlareGun Name "Rapid Flare Pyro" ClassIcon pyro_flare_spammer ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.5 // 0.2 "Reload time decreased" 0.5 // 0.2 } } } } WaveSpawn // WHY ARE THESE GUYS SO GOOD? { Name stage2 WaitForAllDead stage1_2 WaitForAllSpawned stage1 Where spawnbot_left_0 Where spawnbot_left_1 TotalCount 20 MaxActive 10 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 9 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Sniper_Huntsman AddTemplate GateBotDisableDodge } TFBot { // Template T_TFGateBot_Pyro_AlwaysFire // AddTemplate GateBotDisableDodge Template T_TFBot_Medic_QuickUber } } } // Bro these things stink. // moved to mission supp // WaveSpawn // { // Name stage2_spies // WaitForAllDead stage1_2 // Where spawnbot_main_0 // Where spawnbot_main_1 // TotalCount 10 // MaxActive 5 // SpawnCount 1 // WaitBeforeStarting 5 // WaitBetweenSpawns 5 // Support Limited // TFBot // { // Template T_TFBot_Spy // Attributes IgnoreFlag // } // } // WaveSpawn // { // Name stage2_engineer // WaitForAllDead stage1_2 // Where spawnbot_main_0 // Where spawnbot_main_1 // TotalCount 2 // MaxActive 2 // SpawnCount 1 // WaitBeforeStarting 20 // WaitBetweenSpawns 30 // Support Limited // TFBot // { // Template T_TFBot_Engineer_Sentry_Battle // Attributes IgnoreFlag // } // } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 6 // 3 // 4 MaxActive 6 // 3 // 4 SpawnCount 2 // 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 200 Squad { TFBot { // Template T_TFBot_Giant_Scout_Baseball_Armored Template T_TFBot_Giant_Pyro Name "Giant Phlog Pyro" Item "The Phlogistinator" ClassIcon pyro_phlog_v2 Attributes SpawnWithFullCharge Tag bot_phloggers FireWeapon // Periodically fires weapon { Delay 1 // 2.5 // Time before the first fire input starts (Default: 10) Cooldown 5 // 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 0.1 // How long should the button be pressed (Default: 0.1) IfHealthBelow 2500 // 2000 Type Secondary // Type of fire input. } // on sig servers, use the above code to pop phlog. // on vanilla servers, do it on circumstances you would airblast. ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 // tricks bot into m2ing on proj's "airblast disabled" 1 // disables this behaviour on rafmod "increase buff duration" 2 // 2.5 // "gesture speed increase" 1.5 } Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name support WaitForAllDead stage2 Where spawnbot_all_0 Where spawnbot_all_1 TotalCount 100 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 // 3 RandomSpawn 1 Support 1 TotalCurrency 100 RandomChoice { Shuffle 1 TFBot { Class Pyro Skill Easy // Attributes AlwaysFireWeapon } TFBot { Class Demoman Skill Normal // Attributes AlwaysFireWeapon } } } } // WAVE 4 //////////CURRENCY 1200/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_notimer Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutPut { Target wave_start_relay_notimer Action RunScriptCode Param " IncludeScript(`mvm_crown_changes_randomguy`) " } WaveSpawn { Name tank TotalCount 1 SpawnCount 1 TotalCurrency 100 Tank { Health 20000 Speed 75 Name tankboss Skin 0 StartingPathTrackNode tank_path_1 // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 18 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 260 RandomSpawn 1 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Heater AddTemplate GateBotDisableDodge } TFBot { Template T_TFBot_Medic_QuickUber // _SlowCharge } TFBot { Template T_TFBot_Medic_QuickUber // _SlowCharge } TFBot { Template T_TFGateBot_Pyro_AlwaysFire AddTemplate GateBotDisableDodge } TFBot { Template T_TFGateBot_Sniper_Huntsman_Spammer AddTemplate GateBotDisableDodge } TFBot { Template T_TFGateBot_Sniper_Huntsman_Spammer AddTemplate GateBotDisableDodge } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_left_0 Where spawnbot_main_1 TotalCount 7 MaxActive 7 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 70 RandomSpawn 1 TFBot { Template T_TFGateBot_Sniper_Huntsman_Spammer AddTemplate GateBotDisableDodge } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_left_0 Where spawnbot_main_1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 120 TFBot { Template T_TFGateBot_Giant_Soldier_Spammer_Reload Name "Giant Burst Fire Soldier" // iirc the name given is wrong AddTemplate GateBotDisableDodge } } WaveSpawn { // Name stage2 WaitForAllDead stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 42 // 49 MaxActive 14 SpawnCount 7 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 200 RandomSpawn 1 TFBot { Template T_TFBot_HeavyWeapons_ShotGun } } // WaveSpawn // { // Name stage2 // WaitForAllDead stage1 // Where spawnbot_main_0 // Where spawnbot_main_1 // TotalCount 7 // MaxActive 3 // SpawnCount 1 // WaitBeforeStarting 0 // WaitBetweenSpawns 10 // TotalCurrency 50 // RandomSpawn 1 // TFBot // { // Template T_TFBot_Soldier_Extended_Battalion // } // } WaveSpawn { Name tank WaitForAllDead stage2 // Spawned stage3_g TotalCount 1 SpawnCount 1 WaitBeforeStarting 3 TotalCurrency 100 Tank { Health 25000 // 35000 Speed 75 Name tankboss Skin 1 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode tank_path_1 // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage3_g WaitForAllDead stage2 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 6 // 10 // 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 90 Squad { TFBot { // Template T_TFBot_Giant_Soldier_Spammer Template T_TFBot_Giant_Soldier_Crit Name "Giant Charged Rapid Fire Solly" ClassIcon soldier_crit_spammer ItemAttributes { ItemName "The Original" "faster reload rate" 0 "fire rate bonus" 0.65 "Projectile speed increased" 0.5 "no self blast dmg" 2 } // spanner switchup bot lolololol Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber // _SlowCharge } } } WaveSpawn { Name stage3_g2 WaitForAllSpawned stage3_g Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 20 TotalCurrency 60 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload ClassIcon soldier_directhit_spammer Item "The Direct Hit" ItemAttributes { ItemName "The Direct Hit" "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.80 } Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber // _SlowCharge } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot_all_0 Where spawnbot_all_1 TotalCount 56 // 49 // 63 MaxActive 14 SpawnCount 7 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 150 TFBot { Template T_TFBot_Scout_Crit_Cola Name "Invis-a-Cola Scout" ClassIcon scout_d // Placeholder. MaxVisionRange 600 ItemAttributes { ItemName Crit-a-Cola "effect cond override" 66 // Like the hidden thingy. Invis but revealed on attack. "mult effect duration" 1.5 "effect bar recharge rate increased" 0.75 // 0.5 } CharacterAttributes { "force distribute currency on death" 1 // Because they're invisible and suck to track. } } } WaveSpawn { Name support WaitForAllDead stage3 // stage3_g Where spawnbot_flank_0 Where spawnbot_left_1 TotalCount 40 MaxActive 15 SpawnCount 5 WaitBeforeStarting 0 // 10 WaitBetweenSpawns 5 TotalCurrency 50 Support 1 TFBot { Class Demoman Skill Normal } } } // WAVE 5 //////////CURRENCY 900/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_notimer Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutPut { Target wave_start_relay_notimer Action RunScriptCode Param " IncludeScript(`mvm_crown_changes_randomguy`) " } WaveSpawn { Name stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 18 MaxActive 6 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 4 TotalCurrency 60 RandomSpawn 1 TFBot { Template T_TFGateBot_Soldier_Extended_Concheror_Hard // Normal AddTemplate GateBotDisableDodge // ClassIcon banner_conch_backup // banner_buff_conch // soldier_banner_trio } } WaveSpawn { Name stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 18 MaxActive 6 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 4 TotalCurrency 60 RandomSpawn 1 TFBot { Template T_TFGateBot_Soldier_Hard // _Extended_Battalion_Hard // Buff_Hard // Normal AddTemplate GateBotDisableDodge // ClassIcon banner_conch_backup // banner_buff_conch // soldier_banner_trio } } WaveSpawn { Name stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 18 MaxActive 6 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 4 TotalCurrency 60 RandomSpawn 1 TFBot { Template T_TFGateBot_Soldier_Hard // Extended_Battalion_Hard AddTemplate GateBotDisableDodge } } WaveSpawn { Name stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 14 TotalCurrency 120 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored // T_TFGateBot_Giant_Scout_Baseball_Armored Tag bot_giant } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_all_0 Where spawnbot_all_1 TotalCount 64 MaxActive 16 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 240 RandomSpawn 1 TFBot { Template T_TFBot_Scout_Bonk WeaponRestrictions PrimaryOnly Skill Easy ClassIcon scout_bonk_scatter } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 8 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 160 RandomSpawn 1 TFBot { Template T_TFGateBot_Giant_Demo AddTemplate GateBotDisableDodge } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 6 // 10 MaxActive 4 // 6 // 10 SpawnCount 3 // 5 WaitBeforeStarting 0 WaitBetweenSpawns 10 // 30 TotalCurrency 120 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Tag bot_giant } TFBot { Template T_TFBot_Medic_Kritz_Armor // T_TFBot_Medic_Kritz } TFBot { Template T_TFBot_Medic_Kritz_Armor // T_TFBot_Medic_Kritz } // TFBot // { // Template T_TFBot_Medic_Bigheal_Improved // } // TFBot // { // Template T_TFBot_Medic_Bigheal_Improved // } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot_all_0 Where spawnbot_all_1 TotalCount 80 MaxActive 12 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 6 Support 1 TotalCurrency 80 TFBot { Class Heavy Skill Easy } } } // WAVE 6 //////////CURRENCY 1050/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_notimer Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } InitWaveOutPut { Target wave_start_relay_notimer Action RunScriptCode Param " IncludeScript(`mvm_crown_changes_randomguy`) " } WaveSpawn { Name stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 249 TFBot { Template GateBoss_1 } } WaveSpawn { Name golfing // WaitForAllDead stage1 Where spawnbot_all_0 Where spawnbot_all_1 TotalCount 64 MaxActive 16 SpawnCount 8 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 280 RandomSpawn 1 TFBot { ClassIcon demoknight_nineiron Name "Golfer Demo" Class Demoman Skill Expert WeaponRestrictions MeleeOnly ItemAttributes { ItemName "nessie's nine iron" "apply z velocity on damage" 600 } Item "the chargin' targe" Item "nessie's nine iron" Item "glengarry bonnet" // Attributes AlwaysCrit } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 8 // 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 8 // 10 // 15 TotalCurrency 120 RandomSpawn 1 TFBot { // Template T_TFBot_Giant_Pyro_Flare_Spammer Class Pyro Name "Giant Flare Pyro" ClassIcon pyro_flare_giant Skill Expert Health 3000 Item "The Flare Gun" Item "Old Guadalajara" WeaponRestrictions SecondaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.0 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 6 } } } WaveSpawn { // Name stage2 WaitForAllDead stage1 Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCount 12 MaxActive 4 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 8 // 10 TotalCurrency 60 TFBot { // Template T_TFBot_Heavy_Plasma ClassIcon heavy_atomic_v2 Skill Normal Name "Jumbo Plasma Heavy" Class HeavyWeapons // Item "the bubble pipe" Item "the mk 50" Health 900 Scale 1.5 // Attributes AlwaysCrit // too strong ItemAttributes { ItemName tf_weapon_minigun "attach particle effect" 704 "override projectile type" 13 "energy weapon penetration" 1 } } } WaveSpawn { Name support WaitForAllDead golfing Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCount 200 MaxActive 4 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 4 TotalCurrency 200 Support 1 // Limited TFBot { //// Template T_TFBot_Heavy_Plasma // ClassIcon heavy_atomic_v2 // Skill Normal // Name "Plasma Heavy" // Class HeavyWeapons //// Item "the bubble pipe" // Item "the mk 50" // ItemAttributes // { // ItemName tf_weapon_minigun // "attach particle effect" 704 // "override projectile type" 13 // "energy weapon penetration" 1 // } Template T_TFBot_HeavyWeapons_ShotGun } } WaveSpawn { Name support WaitForAllDead golfing Where spawnbot_left_0 Where spawnbot_left_1 TotalCount 200 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 4 TotalCurrency 200 Support 1 // Limited TFBot { Class Soldier Skill Hard } } WaveSpawn { Name support WaitForAllDead golfing Where spawnbot_all_0 Where spawnbot_all_1 TotalCount 200 MaxActive 4 // 8 SpawnCount 2 // 4 WaitBeforeStarting 15 WaitBetweenSpawns 4 TotalCurrency 200 Support 1 // Limited TFBot { Template T_TFBot_Pyro_FlareGun Name "Rapid Flare Pyro" ClassIcon pyro_flare_spammer ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.2 "Reload time decreased" 0.2 } } } // WaveSpawn // { // Name support_2 // WaitForAllDead support // Where spawnbot_all_0 // Where spawnbot_all_1 // TotalCount 69 // MaxActive 16 // SpawnCount 4 // WaitBeforeStarting 0 // WaitBetweenSpawns 4 // RandomSpawn 1 // Support 1 // RandomChoice // { // TFBot // { // Template T_TFBot_Scout_Crit_Cola // Skill Expert // } // TFBot // { // Template T_TFBot_Scout_Crit_Cola // Skill Expert // } // TFBot // { // Template T_TFBot_Scout_Crit_Cola // Skill Expert // } // TFBot // { // Template T_TFBot_Scout_Crit_Cola // Skill Expert // } // TFBot // { // Class Scout // Skill Easy // Attributes AlwaysCrit // } // } // } WaveSpawn { Name stage3 WaitForAllSpawned stage2 // Dead stage2 Where spawnbot_flank_0 Where spawnbot_main_1 TotalCount 3 // 2 MaxActive 3 // 2 SpawnCount 1 WaitBeforeStarting 15 // 0 // 45 WaitBetweenSpawns 15 TotalCurrency 91 TFBot { Template T_TFBot_Giant_HeavyWeapons_Deflector Tag bot_giant } } // Made into a better bossand given its own wave. // WaveSpawn // { // Name stage4 // WaitForAllSpawned stage3 // Where spawnbot_left_0 // Where spawnbot_main_1 // TotalCount 2 // MaxActive 2 // SpawnCount 2 // WaitBeforeStarting 15 // WaitBetweenSpawns 0 // TotalCurrency 190 // RandomSpawn 1 // Squad // { // ShouldPreserveSquad 1 // TFBot // { // Template T_TFBot_Giant_Medic_Regen // Health 20000 // WeaponRestrictions PrimaryOnly // ClassIcon medic_blutsauger_lite // Name "Plague Bringer" // Item "The Blutsauger" // Item "Grimm Hatte" // Attributes UseBossHealthBar // Tag bot_giant // ItemAttributes // { // ItemName "The Blutsauger" // "damage bonus" 1.5 // "mark for death" 1 // "bleeding duration" 6 // "fire rate bonus" 0.6 // "reload time decreased" 0.4 // "dmg bonus vs buildings" 3 // haha engineer you are gone // } // CharacterAttributes // { //// "health regen" -20 // "move speed bonus" 0.4 // bro was 2fast2quick // } // } // TFBot // { // Template T_TFBot_Giant_Medic_Regen // Tag bot_giant // WeaponRestrictions SecondaryOnly // CharacterAttributes // { // "health regen" 0 // } // } // } // } } // WAVE 7 //////////CURRENCY ???/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_notimer Action Trigger } DoneOutput { Target wave_start_relay_notimer Action RunScriptCode Param " EntFire(`logic_rela*`,`CancelPending`) // cancel all pending relay bs. " } InitWaveOutPut { Target wave_start_relay_notimer Action RunScriptCode Param " IncludeScript(`mvm_crown_changes_randomguy`) IncludeScript(`seel_ins`) //S.I.N.S by Seelpit. //ATTACKING BOSS: SpawnEntityFromTable(`logic_relay` , { targetname = `phase2_init_relay` spawnflags = 2 `OnTrigger#1`: `pop_interface,ChangeBotAttributes,Phase2Entry,-1,-1` //ent, action, param, delay, -1 `OnTrigger#2`: `tf_gamerules,PlayVO,vo/mvm/norm/taunts/medic_mvm_taunts01.mp3,0.25,-1` `OnTrigger#3`: `tf_gamerules,PlayVO,vo/mvm/norm/taunts/medic_mvm_taunts01.mp3,0.25,-1` `OnTrigger#4`: `wave_start_relay,CallScriptFunction,ChangeBossIconC,-1,-1` `OnTrigger#5`: `wave_start_relay,CallScriptFunction,ChangeBossIconD,4.3,-1` `OnTrigger#6`: `wave_start_relay,CallScriptFunction,ChangeBossIconC,32.5,-1` //Bit of forewarning for the enrage. `OnTrigger#7`: `phase2_rush_relay,Trigger,,34.5,-1` }) SpawnEntityFromTable(`logic_relay` , { targetname = `phase2_rush_relay` spawnflags = 2 `OnTrigger#1`: `phase2_init_relay,CancelPending,,-1,-1` //ent, action, param, delay, -1 `OnTrigger#2`: `pop_interface,ChangeBotAttributes,Phase2OffensiveRush,-1,-1` //ent, action, param, delay, -1 `OnTrigger#3`: `tf_gamerules,PlayVO,vo/mvm/norm/taunts/medic_mvm_taunts12.mp3,0.5,-1` `OnTrigger#4`: `tf_gamerules,PlayVO,vo/mvm/norm/taunts/medic_mvm_taunts12.mp3,0.5,-1` //`OnTrigger#5`: `tf_gamerules,PlayVO,=35|mvm/mvm_used_powerup.wav,-1,-1` `OnTrigger#5`: `player,$PlaySoundToSelf,=35|mvm/mvm_used_powerup.wav,-1,-1` //rafmod syntax stuff to lower volume `OnTrigger#6`: `wave_start_relay,CallScriptFunction,ChangeBossIconF,-1,-1` `OnTrigger#7`: `pop_interface,ChangeBotAttributes,Phase2,15,-1` //ent, action, param, delay, -1 `OnTrigger#8`: `tf_gamerules,PlayVO,vo/mvm/norm/taunts/medic_mvm_taunts02.mp3,15.25,-1` `OnTrigger#9`: `tf_gamerules,PlayVO,vo/mvm/norm/taunts/medic_mvm_taunts02.mp3,15.25,-1` `OnTrigger#10`: `wave_start_relay,CallScriptFunction,ChangeBossIconC,12,-1` //lil bit of a warning before reverting form. `OnTrigger#11`: `wave_start_relay,CallScriptFunction,ChangeBossIconD,15,-1` `OnTrigger#12`: `phase2_rush_relay,Kill,,2,-1` //ent, action, param, delay, -1 }) ::ChangeBossIconC <- function() { SINS.ChangeIconByTag(`boss_medic_attacker`,`hyper`,true) } ::ChangeBossIconD <- function() { SINS.ChangeIconByTag(`boss_medic_attacker`,`soldier_burstfire`,true) } ::ChangeBossIconF <- function() { SINS.ChangeIconByTag(`boss_medic_attacker`,`medic_jug_ubersaw_bleed`,true) } " } // Removed code from healer boss, archived here for revival: // HEALER BOSS: // SpawnEntityFromTable(`logic_case` , { // targetname = `medic_boss_first_phase_case` ////spawnflags = 2 // `OnCase01#1`: `medic_boss_healer_kritz_relay,Trigger,,-1,-1` //ent, action, param, delay, -1 // `OnCase02#2`: `medic_boss_healer_uber_relay,Trigger,,-1,-1` // }) // ::ChangeBossIconA <- function() // { // SINS.ChangeIconByTag(`boss_medic_healer`,`medic_kritz`,true) // } // ::ChangeBossIconB <- function() // { // SINS.ChangeIconByTag(`boss_medic_healer`,`medic_uber`,true) // } // SpawnEntityFromTable(`logic_relay` , { // targetname = `medic_boss_healer_kritz_relay` ////spawnflags = 2 // `OnTrigger#1`: `wave_start_relay,CallScriptFunction,ChangeBossIconA,-1,-1` //ent, action, param, delay, -1 // `OnTrigger#2`: `pop_interface,ChangeBotAttributes,Kritz,-1,-1` // }) // SpawnEntityFromTable(`logic_relay` , { // targetname = `medic_boss_healer_uber_relay` ////spawnflags = 2 // `OnTrigger#1`: `wave_start_relay,CallScriptFunction,ChangeBossIconB,-1,-1` //ent, action, param, delay, -1 // `OnTrigger#2`: `pop_interface,ChangeBotAttributes,Uber,-1,-1` // }) // having it in the runscriptcode caused errors somehow lol WaveSpawn { Name stage1 Where spawnbot_tank_0 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Squad { ShouldPreserveSquad 1 TFBot { Template T_TFBot_Giant_Medic_Regen Health 30000 // 25000 // 15000 WeaponRestrictions PrimaryOnly ClassIcon medic_blutsauger_lite Name "Plague Bringer" Item "The Blutsauger" Item "Grimm Hatte" Attributes UseBossHealthBar Tag bot_giant Tag boss_medic_attacker Action FetchFlag // Go for flag. ItemAttributes { ItemName "The Blutsauger" "bleeding duration" 3 "fire rate bonus" 0.6 "reload time decreased" 0.4 } CharacterAttributes { "move speed bonus" 0.35 "rage giving scale" 0.5 // Bazooks suggestion // 0.15 "always allow taunt" 1 } EventChangeAttributes { // Unecessary now. // Kritz // BUGFIX: No flicker when kritz phase. // { // FireInput // Fix the healer's uber leaking to this bot. // { // Target !self // Entity name to use // Action $Removecond // Input to fire // Param 8 // Delay 0.2 // Delay before firing the input // Repeats 1 // How many times should the input be fired // } // FireInput // Fix the healer's uber leaking to this bot. // { // Target !self // Entity name to use // Action $Removecond // Input to fire // Param 5 // Delay 0.2 // Delay before firing the input // Repeats 1 // How many times should the input be fired // } // } Phase2Entry { // Beginning transitory stuff. Mostly visuals. // TODO WHEN SEEL FIXES HER SCRIPT: change icon of boss to soldier_burstfire_hyper_lite, then to just soldier_burstfire afterwards Taunt // Taunt periodically { Delay 0 // Time before the first taunt starts (Default: 10) Repeats 1 // How many times the bot should taunt in total (Default: 0 - Infinite) } AddCond // Adds conditions to bots { Name TF_COND_INVULNERABLE_USER_BUFF // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond Duration 4.3 // Duration of the condition effect (Default: -1 - infinite duration) } ChangeAttributes // Periodically changes bot attributes, defined in EventChangeAttributes { Delay 4.3 // Time before the first bot attribute change (Default: 10) Repeats 1 // How many times should bot change attributes in total (Default: 0 - Infinite) Name Phase2 // Name of the bot attributes listed in EventChangeAttributes } CharacterAttributes { "health regen" 2000 // recover some lost HP if you tried to kill both at once. no_attack 1 no_jump 1 no_duck 1 "move speed bonus" 0 } } Phase2 { // Now onto actual weapon changes. ItemAttributes { ItemName "The Blutsauger" "damage bonus" 6 // 1.5 "override projectile type" 2 // Rockets, I think. "bleeding duration" 0 "fire rate bonus" 1 // 0.6 "reload time decreased" 2.5 // 0.4 "custom item model" models/weapons/c_models/c_rocketlauncher/c_rocketlauncher.mdl // Look like rocket launcher. } ActionOverride FetchFlag CharacterAttributes { "health regen" 0 "move speed bonus" 0.4 "cannot pick up intelligence" 0 no_attack 0 no_jump 0 no_duck 0 } FireInput // HP threshold for the enrage. { Target phase2_rush_relay // Entity name to use Action Trigger // Input to fire Repeats 1 // How many times should the input be fired Delay 0 IfHealthBelow 10000 } } Phase2OffensiveRush { WeaponRestrictions MeleeOnly Item "The Ubersaw" ActionOverride Mobber AlwaysGlow 1 ItemAttributes { ItemName "The Ubersaw" "fire rate penalty" 1 "bleeding duration" 2 "melee attack rate bonus" 0.6 // "always crit" 1 "weapon always gib" 1 "dmg bonus vs buildings" 150 // 5 // haha engineer you are gone "dmg pierces resists absorbs" 1 // haha wrangler you are also gone "melee range multiplier" 1.2 "mult bleeding delay" 0.05 "damage bonus" 0.01 "heal on kill" 1000 // 500 // might be a bit low but it IS int. } CharacterAttributes { "move speed bonus" 1 "health regen" 150 "cannot pick up intelligence" 1 } Message // Thanks Moonlight Menace for faking something like this beforehand. { Name "{blue}Plague Bringer {FFFFFF}has used their {9BBF4D}ENRAGE {FFFFFF}Power Up Module!" Delay 0 Repeats 1 } AddCond // No longer immunity. Just resistance. { Name TF_COND_DEFENSEBUFF_NO_CRIT_BLOCK // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond Delay 0.1 Duration 14.9 // Duration of the condition effect (Default: -1 - infinite duration) } AddCond // Stun after enrage. { Name TF_COND_MVM_BOT_STUN_RADIOWAVE // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond Delay 14 Duration 6 // Duration of the condition effect (Default: -1 - infinite duration) } ClientCommand // Executes client commands, also known as console commands { Name dropitem // Name of the client command. } // Please work ;~; // it worked :) } } } TFBot { Template T_TFBot_Giant_Medic // _Regen Health 17000 // 12000 // 15000 // 9000 Tag bot_giant // Tag boss_medic_healer WeaponRestrictions SecondaryOnly Attributes UseBossHealthBar Attributes IgnoreEnemies ClassIcon medic_kritz2_armored_lite_flash // medic_uberkritzsplit Name "Giga-Armored Kritz Flashing Medic" // Real name pending. SpawnTemplate boss_healerdead Item "Upgradeable TF_WEAPON_MEDIGUN" AlwaysGlow 1 Item "The Kritzkrieg" ExtAttr MedicLookAtThreats // Just so spy doesn't giga omega cheese it. CharacterAttributes { "health regen" 0 "move speed bonus" 2 "heal rate bonus" 15 // Lowered severely so you can target the pocket too for a faster kill overall. "rage giving scale" 0.5 // Bazooks suggestion // 0.15 "bot medic uber health threshold" 123456 "displace touched enemies" 1 // EXPERIMENTAL. } ItemAttributes { ItemName "The Kritzkrieg" "uber duration bonus" -3 // 5 seconds of kritz "ubercharge rate bonus" 16 // Charge back in ~5 seconds. } // Honestly kinda sad to cut all this from the boss but it's just better this way tbh. // FireInput // { // Target medic_boss_first_phase_case // Entity name to use // Action PickRandom // Input to fire // Delay 5 // Delay before firing the input // Repeats 1 // How many times should the input be fired // } // EventChangeAttributes // { // Uber // { // FireInput // { // Target medic_boss_healer_kritz_relay // Entity name to use // Action Trigger // Input to fire // Delay 5 // Delay before firing the input // Repeats 1 // How many times should the input be fired // } // CharacterAttributes // ItemAttributes // { //// ItemName "Upgradeable TF_WEAPON_MEDIGUN" // "medigun charge is crit boost" 0 // "uber duration bonus" -99 // "bot medic uber health threshold" 12345 // "ubercharge rate bonus" 1234 // } // } // Kritz // { // FireInput // { // Target medic_boss_healer_uber_relay // Entity name to use // Action Trigger // Input to fire // Delay 5 // Delay before firing the input // Repeats 1 // How many times should the input be fired // } //// Item "The Kritzkrieg" // CharacterAttributes // ItemAttributes // { //// ItemName "Upgradeable TF_WEAPON_MEDIGUN" // "The Kritzkrieg" // "medigun charge is crit boost" 1 // "uber duration bonus" -99 // "bot medic uber health threshold" 12345 // "ubercharge rate bonus" 1234 // } // } // } } } } WaveSpawn { Name supports Where spawnbot_all_0 Where spawnbot_all_1 TotalCount 200 MaxActive 12 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 4 TotalCurrency 200 Support 1 // Limited RandomChoice { Shuffle 1 NextSpawnerClone 5 TFBot { Template T_TFBot_Pyro_FlareGun } NextSpawnerClone 4 TFBot { Class Pyro } TFBot { Class Pyro Attributes AlwaysFireWeapon } } } WaveSpawn { Where spawnbot_tank_0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 Support 1 RandomChoice { Squad { TFBot { Class Scout ClassIcon medic_kritz Name "Icon for DL" } } } } WaveSpawn { Where spawnbot_tank_0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 Support 1 RandomChoice { Squad { TFBot { Class Scout ClassIcon medic_uber Name "Icon for DL" } } } } WaveSpawn { Where spawnbot_tank_0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 Support 1 RandomChoice { Squad { TFBot { Class Scout ClassIcon hyper // soldier_hyper_lite Name "Icon for DL" } } } } WaveSpawn { Where spawnbot_tank_0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 Support 1 RandomChoice { Squad { TFBot { Class Scout ClassIcon soldier_burstfire Name "Icon for DL" } } } } WaveSpawn { Where spawnbot_tank_0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 Support 1 RandomChoice { Squad { TFBot { Class Scout ClassIcon medic_jug_ubersaw_bleed Name "Icon for DL" } } } } } // end testwave }