#base robot_giant.pop #base robot_standard.pop #base conga_weapons_v3.pop //Mission by Conga Dispenser and Sergeant Table population { StartingCurrency 800 BodyPartScaleSpeed 99 RespawnWaveTime 4 CanBotsAttackWhileInSpawnRoom no AddSentryBusterWhenDamageDealtExceeds 3000 AddSentryBusterWhenKillCountExceeds 10 TextPrintTime 0 PrecacheModel "models\bots\soldier_boss\bot_soldier_boss_gibby.mdl" PrecacheModel "models/buildables/amplifier_test/amplifier.mdl" PrecacheSound "vs_architect.mp3" PrecacheSound "woter.mp3" PrecacheSound "major_shocks.wav" PrecacheSound "finalphase.mp3" PrecacheSound "burnedatthestake.mp3" PrecacheSound "planned_obsolescence_death.mp3" PrecacheParticle "steam_train" PrecacheParticle "env_rain_512x1792" PrecacheParticle "env_rain_001" PrecacheParticle "env_rain_512" ExtendedUpgradesOnly 1 ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 1 //T1 max of 1 } // buildcans // { // Name "Building Canteen" // Name of the upgrade displayed on the menu // Attribute "building instant upgrade" // The attribute name // Cap 3 // Maximum amount of the attribute // Increment 1 // Attribute increment value per level // Cost 50 // Cost of the upgrade per level // PlayerUpgrade 1 // AllowPlayerClass Engineer // Description "+1 Building Canteen" // } upgrade { Name "Vitality Booster" // Name of the upgrade displayed on the menu Attribute "mult max health" // The attribute name Cap 2 // Maximum amount of the attribute Increment 0.2 // Attribute increment value per level Cost 250 // Cost of the upgrade per level PlayerUpgrade 1 Description "+20% Max health, +10% Fire rate" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "fire rate bonus" -0.1 } } upgrade2 { Name "Drug Injection" // Name of the upgrade displayed on the menu Attribute "Reload time decreased" // The attribute name Cap 0.05 // Maximum amount of the attribute Increment -0.19 // Attribute increment value per level Cost 250 // Cost of the upgrade per level PlayerUpgrade 1 Description "+19% Reload speed" } upgrade23 { Name "Swap-o-matic" // Name of the upgrade displayed on the menu Attribute "deploy time decreased" // The attribute name Cap 0.01 // Maximum amount of the attribute Increment -0.99 // Attribute increment value per level Cost 250 // Cost of the upgrade per level PlayerUpgrade 1 Description "+Near-instant deploy and holster speeds, +5% Fire rate" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "switch from wep deploy time decreased" -0.99 "fire rate bonus" -0.05 } } upgrade22 { Name "Health Nuts" // Name of the upgrade displayed on the menu Attribute "overheal bonus" // The attribute name Cap 1.75 // Maximum amount of the attribute Increment 0.15 // Attribute increment value per level Cost 250 // Cost of the upgrade per level PlayerUpgrade 1 Description "+20 Health on kill, +15% Maximum overheal" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "heal on kill" 20 } } upgrade23 { Name "Nut Nuts" // Name of the upgrade displayed on the menu Attribute "overheal from heal on kill" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 250 // Cost of the upgrade per level PlayerUpgrade 1 Description "+10 Health on kill, +Enables overheal gain from health on kill" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "heal on kill" 10 } RequiredUpgrade { Upgrade "upgrade22" // Name of the upgrade, as specified in the outer block } } upgrade11 { Name "Texan Backpack" // Name of the upgrade displayed on the menu Attribute "maxammo metal increased" // The attribute name Cap 3 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 250 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Engineer Description "+100% Metal capacity" } upgrade17 { Name "Catalyst" // Name of the upgrade displayed on the menu Attribute "weapon burn dmg increased" // The attribute name Cap 3 // Maximum amount of the attribute Increment 0.5 // Attribute increment value per level Cost 250 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Pyro Description "+50% Burn damage" } rspec { Name "Rocket Specialist" // Name of the upgrade displayed on the menu Attribute "rocket specialist" // The attribute name Cap 4 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 250 // Cost of the upgrade per level AllowPlayerClass Soldier Description "+1 Tick of Rocket Specialist" AllowedWeapons // Restricts upgrade to specified weapons { Slot "Primary" } } upgrade3 { Name "Gun Polish" // Name of the upgrade displayed on the menu Attribute "damage penalty" // The attribute name Cap 3 // Maximum amount of the attribute Increment 0.2 // Attribute increment value per level Cost 375 // Cost of the upgrade per level PlayerUpgrade 1 Description "+20% Extra damage" } upgrade4 { Name "Clip Upsizer" // Name of the upgrade displayed on the menu Attribute "clip size penalty" // The attribute name Cap 3 // Maximum amount of the attribute Increment 0.5 // Attribute increment value per level Cost 375 // Cost of the upgrade per level PlayerUpgrade 1 Description "+50% Clip size" } upgrade5 { Name "Serrated Weapons" // Name of the upgrade displayed on the menu Attribute "bleeding duration" // The attribute name Cap 9 // Maximum amount of the attribute Increment 3 // Attribute increment value per level Cost 375 // Cost of the upgrade per level PlayerUpgrade 1 Description "+3s Bleed on hit, +50% Bleed damage" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult bleeding dmg" 0.5 } } upgrade7 { Name "All-in-1 Resist Pack" // Name of the upgrade displayed on the menu Attribute "dmg taken increased" // The attribute name Cap 0.25 // Maximum amount of the attribute Increment -0.15 // Attribute increment value per level Cost 375 // Cost of the upgrade per level PlayerUpgrade 1 Description "+15% Damage Resistance" } upgrade8 { Name "Smart Explosives" // Name of the upgrade displayed on the menu Attribute "mult explosion radius direct hit" // The attribute name Cap 2.05 // Maximum amount of the attribute Increment 0.35 // Attribute increment value per level Cost 375 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Soldier AllowPlayerClass Demoman Description "+35% Explosion radius on direct hits, +5% Damage" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus" 0.05 } } upgrade19 { Name "Happy Triggers" // Name of the upgrade displayed on the menu Attribute "maxammo primary increased" // The attribute name Cap 4 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 375 // Cost of the upgrade per level PlayerUpgrade 1 Description "+100% Ammo capacity, +5% Damage" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "maxammo secondary increased" 1 "damage bonus" 0.05 } } upgrade20 { Name "Armor Penetration" // Name of the upgrade displayed on the menu Attribute "armor piercing" // The attribute name Cap 80 // Maximum amount of the attribute Increment 20 // Attribute increment value per level Cost 375 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Spy Description "+1 Tick of Armor Penetration" } upgrade24 { Name "Healing Mastery" // Name of the upgrade displayed on the menu Attribute "healing mastery" // The attribute name Cap 4 // Maximum amount of the attribute Increment 2 // Attribute increment value per level Cost 375 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Medic ForceUpgradeSlot 1 Description "+2 Ticks of Healing Mastery" } upgrade25 { Name "Overheal Expert" // Name of the upgrade displayed on the menu Attribute "overheal expert" // The attribute name Cap 4 // Maximum amount of the attribute Increment 2 // Attribute increment value per level Cost 375 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Medic ForceUpgradeSlot 1 Description "+2 Ticks of Overheal Expert" } upgrade12 { Name "Exercise VHS" // Name of the upgrade displayed on the menu Attribute "move speed bonus" // The attribute name Cap 1.5 // Maximum amount of the attribute Increment 0.25 // Attribute increment value per level Cost 375 // Cost of the upgrade per level PlayerUpgrade 1 Description "+25% move speed, +30% Jump height" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "increased jump height" 0.3 } } upgrade18 { Name "Heavier Construction" // Name of the upgrade displayed on the menu Attribute "engy building health bonus" // The attribute name Cap 3 // Maximum amount of the attribute Increment 0.75 // Attribute increment value per level Cost 375 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Engineer Description "+75% Building health, +50% Dispenser Range, +10% Sentry damage" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "engy dispenser radius increased" 0.5 "engy sentry damage bonus" 0.1 } } upgrade6 { Name "Sharpened Serration" // Name of the upgrade displayed on the menu Attribute "mult bleeding delay" // The attribute name Cap 0.4 // Maximum amount of the attribute Increment -0.2 // Attribute increment value per level Cost 550 // Cost of the upgrade per level PlayerUpgrade 1 Description "-20% Bleed damage delay" RequiredUpgrade { Upgrade "upgrade5" // Name of the upgrade, as specified in the outer block Level 3 // Minimum level after which the upgrade becomes enabled (Default: 1) } } upgrade9 { Name "Packed Shells" // Name of the upgrade displayed on the menu Attribute "bullets per shot bonus" // The attribute name Cap 2 // Maximum amount of the attribute Increment 0.2 // Attribute increment value per level Cost 550 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Engineer AllowPlayerClass Sniper AllowPlayerClass Spy Description "+20% Bullets per shot" } upgrade10 { Name "Packed Shells" // Name of the upgrade displayed on the menu Attribute "bullets per shot bonus" // The attribute name Cap 5 // Maximum amount of the attribute Increment 0.1 // Attribute increment value per level Cost 550 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Heavyweapons Description "+10% Bullets per shot" } upgrade13 { Name "Tanker Rounds" // Name of the upgrade displayed on the menu Attribute "dmg current health" // The attribute name Cap 0.015 // Maximum amount of the attribute Increment 0.005 // Attribute increment value per level Cost 850 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Engineer AllowPlayerClass Sniper AllowPlayerClass Spy Description "+Deal 0.5% current enemy health as damage" } upgrade14 { Name "Tanker Rounds" // Name of the upgrade displayed on the menu Attribute "dmg current health" // The attribute name Cap 0.0075 // Maximum amount of the attribute Increment 0.0025 // Attribute increment value per level Cost 850 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Heavyweapons Description "+Deal 0.25% current enemy health as damage" } upgrade15 { Name "Twin Shot" // Name of the upgrade displayed on the menu Attribute "mult projectile count" // The attribute name Cap 2 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 850 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Medic AllowPlayerClass Sniper Description "+1 projectile count, -50% Damage, -1 projectile angle spread" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus" -0.5 "projectile spread angle penalty" 1 } } upgrade16 { Name "Quad Shot" // Name of the upgrade displayed on the menu Attribute "mult projectile count" // The attribute name Cap 4 // Maximum amount of the attribute Increment 2 // Attribute increment value per level Cost 850 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Medic AllowPlayerClass Sniper Description "+2 projectile count, -30% MORE Damage, -3 projectile angle spread" RequiredUpgrade { Upgrade "upgrade15" // Name of the upgrade, as specified in the outer block } SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus" -0.8 "projectile spread angle penalty" 3 } } upgrade21 { Name "Big Ol' Fatty" // Name of the upgrade displayed on the menu Attribute "Reload time increased" // The attribute name Cap 4 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 850 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Demoman AllowPlayerClass Engineer AllowPlayerClass Medic AllowPlayerClass Sniper Description "+80% Damage, -100% Longer reload time" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage bonus" 0.8 } } upgrade25 { Name "Ubercharge Extender" // Name of the upgrade displayed on the menu Attribute "uber duration bonus" // The attribute name Cap 8 // Maximum amount of the attribute Increment 4 // Attribute increment value per level Cost 850 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Medic Description "+4s Uber Duration" } penalty1 { Name "Penalty Module - Skull" // Name of the upgrade displayed on the menu Attribute "add cond when active" // The attribute name Cap 30 // Maximum amount of the attribute Increment 30 // Attribute increment value per level Cost -550 // Cost of the upgrade per level PlayerUpgrade 1 Description "-Constantly marked for death" } penalty2 { Name "Penalty Module - Sloth" // Name of the upgrade displayed on the menu Attribute "move speed penalty" // The attribute name Cap 0.6 // Maximum amount of the attribute Increment -0.3 // Attribute increment value per level Cost -550 // Cost of the upgrade per level PlayerUpgrade 1 Description "-30% movement speed" } penalty3 { Name "Penalty Module - Regulation" // Name of the upgrade displayed on the menu Attribute "maxammo primary reduced" // The attribute name Cap 0.25 // Maximum amount of the attribute Increment -0.75 // Attribute increment value per level Cost -550 // Cost of the upgrade per level PlayerUpgrade 1 Description "-75% ammo capacity" SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "maxammo secondary reduced" 0.75 } } } CustomWeapon { "no_you_cannot_have_this_weapon" { OriginalItemName "tf_weapon_rocketlauncher" "projectile spread angle penalty" 35 "projectile gravity" 750 "projectile speed decreased" 0.55 "ignores other projectiles" 1 "damage bonus" 1.5 "blast dmg to self increased" 0 "self dmg push force decreased" 0 "mult dmg vs giants" 2.5 // You know if you manage to reflect "projectile trail particle" "manmelter_projectile_trail" "explosion particle" "rd_robot_explosion_smoke_linger" "no self effect" 1 } } Mission { Objective DestroySentries Where spawnbot BeginAtWave 1 RunForThisManyWaves 6 InitialCooldown 30 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster } } Mission { Objective Spy Where spawnbot BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Mission { Objective Spy Where spawnbot BeginAtWave 4 RunForThisManyWaves 2 InitialCooldown 30 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Spy } } // Mission // { // Objective Sniper // Where spawnbot // BeginAtWave 4 // RunForThisManyWaves 1 // InitialCooldown 30 // CooldownTime 25 // DesiredCount 2 // TFBot // { // Template T_TFBot_Sniper // } // } Mission { Objective Engineer Where spawnbot BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Mission { Objective Spy Where spawnbot BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Spy } } PointTemplates { MissionName { point_populator_interface { "targetname" "pop_interface" } filter_tf_bot_has_tag { "targetname" "bosstag" "Negated" "1" "require_all_tags" "1" "tags" "boss_bot" } filter_tf_bot_has_tag { "targetname" "backuptag" "tags" "bossbackup" } filter_activator_class { "targetname" "filter_is_not_player" "Negated" "1" "filterclass" "player" } filter_activator_class { "targetname" "filter_is_player" "Negated" "0" "filterclass" "player" } filter_activator_tfteam { "targetname" "filter_is_blue" "Negated" "0" "TeamNum" "3" } filter_activator_tfteam { "targetname" "filter_is_red" "Negated" "0" "TeamNum" "2" } filter_multi { "targetname" "is_boss" "Negated" "1" "FilterType" "0" "Filter01" "bosstag" } filter_multi { "targetname" "filter_is_red_player" "Negated" "0" "FilterType" "0" //and "Filter01" "filter_is_red" "Filter02" "filter_is_player" } filter_tf_condition { "targetname" "_filter_is_not_ubered" "Negated" "1" "condition" "5" //medigun uber } filter_tf_condition { "targetname" "_filter_is_not_ubered2" "Negated" "1" "condition" "52" //canteen uber } filter_tf_condition { "targetname" "_filter_is_not_ubered3" "Negated" "1" "condition" "51" //hidden uber } filter_tf_condition { "targetname" "_filter_is_not_ubered4" "Negated" "1" "condition" "57" //WoF uber } filter_multi { // is red player, AND is NOT ubered "targetname" "filter_is_red_not_ubered" "Negated" "0" "FilterType" "0" //and "Filter01" "filter_is_red" "Filter02" "_filter_is_not_ubered" "Filter03" "_filter_is_not_ubered2" "Filter04" "_filter_is_not_ubered3" "Filter05" "_filter_is_not_ubered4" "Filter06" "filter_is_player" } filter_multi { "targetname" "filter_not_ubered" "Negated" "0" "FilterType" "0" "Filter01" "_filter_is_not_ubered" "Filter02" "_filter_is_not_ubered2" "Filter03" "_filter_is_not_ubered3" "Filter04" "_filter_is_not_ubered4" "Filter05" "filter_is_player" } } scatter_rockets_base { RemoveIfKilled "location" KeepAlive 1 OnParentKilledOutput { Target mimicname Action "firemultiple" Param 10 Delay 0.1 } OnParentKilledOutput { Target location Action Kill Delay 0.2 } OnParentKilledOutput { Target "mimicname" Action "$setkey$angles" Param "270 0 0" Delay 0 } OnSpawnOutput { Target "mimicname" Action "$SetOwner" Param "!activator" Delay 0 } tf_point_weapon_mimic { "targetname" "mimicname" "origin" "0 0 25" "angles" "0 0 0" "teamnum" "3" "$weaponname" "no_you_cannot_have_this_weapon" } } bossdeathanimation { OnSpawnOutput { Target "tf_gamerules" Action "PLayVO" Param "burnedatthestake.mp3" Delay 3 } OnSpawnOutput { Target "deezexplosions" Action "pickrandomshuffle" Delay 0 } OnSpawnOutput { Target "bosstime2" Action "FadeOut" Param 5 Delay 0 } OnSpawnOutput { Target "deezexplosions" Action "pickrandomshuffle" Delay 1 } OnSpawnOutput { Target "deezexplosions" Action "pickrandomshuffle" Delay 2 } OnSpawnOutput { Target "deezexplosions" Action "pickrandomshuffle" Delay 2.3 } OnSpawnOutput { Target "blowthemf" Action "enable" Delay 3 } OnSpawnOutput { Target "finalboss_defeat" Action "enable" Delay 0 } OnSpawnOutput { Target "finalboss_defeat" Action "SetPlaybackRate" Param 0.0001 Delay 0.1 } OnSpawnOutput { Target "finalboss_defeat" Action "SetPlaybackRate" Param 0.35 Delay 3 } OnSpawnOutput { Target "finalboss_defeat" Action "SetPlaybackRate" Param 5 Delay 8.5 } OnSpawnOutput { Target "boss_is_dead" Action "Start" Delay 3 } OnSpawnOutput { Target "finalboss_defeat" Action "SetAnimation" Param "dieviolent" Delay 2.9 } // OnParentKilledOutput // { // Target "boss_about_to_blow" // Action "start" // Delay 3 // } // OnParentKilledOutput // { // Target "finalboss_defeat" // Action "SetPlaybackRate" // Param "1.5" // Delay 6 // } logic_timer { "targetname" "blowthemf" "OnTimer" "deezexplosions,pickrandomshuffle,,0,-1" "RefireTime" "0.27" "StartDisabled" "1" } logic_case { "targetname" "deezexplosions" "OnCase01" "generator_explosion,trigger,,0,-1" "OnCase02" "generator_explosion1,trigger,,0,-1" "OnCase03" "generator_explosion2,trigger,,0,-1" "OnCase04" "generator_explosion3,trigger,,0,-1" "OnCase05" "generator_explosion4,trigger,,0,-1" "OnCase06" "generator_explosion5,trigger,,0,-1" "OnCase07" "generator_explosion6,trigger,,0,-1" "OnCase08" "generator_explosion7,trigger,,0,-1" } logic_relay { "targetname" "generator_explosion" "OnTrigger" "explosion,start,,0,-1" "OnTrigger" "explosion,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,=50|weapons\airstrike_small_explosion_01.wav,0,-1" } logic_relay { "targetname" "generator_explosion1" "OnTrigger" "explosion1,start,,0,-1" "OnTrigger" "explosion1,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,=50|weapons\airstrike_small_explosion_02.wav,0,-1" } logic_relay { "targetname" "generator_explosion2" "OnTrigger" "explosion2,start,,0,-1" "OnTrigger" "explosion2,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,=50|ambient\explosions\explode_7.wav,0,-1" } logic_relay { "targetname" "generator_explosion3" "OnTrigger" "explosion3,start,,0,-1" "OnTrigger" "explosion3,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,=50|weapons\airstrike_small_explosion_03.wav,0,-1" } logic_relay { "targetname" "generator_explosion4" "OnTrigger" "explosion4,start,,0,-1" "OnTrigger" "explosion4,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,=50|ambient\explosions\explode_3.wav,0,-1" } logic_relay { "targetname" "generator_explosion5" "OnTrigger" "explosion5,start,,0,-1" "OnTrigger" "explosion5,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,=50|weapons\airstrike_small_explosion_02.wav,0,-1" } logic_relay { "targetname" "generator_explosion6" "OnTrigger" "explosion6,start,,0,-1" "OnTrigger" "explosion6,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,=50|ambient\explosions\explode_7.wav,0,-1" } logic_relay { "targetname" "generator_explosion7" "OnTrigger" "explosion7,start,,0,-1" "OnTrigger" "explosion7,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,=50|ambient\explosions\explode_4.wav,0,-1" } info_particle_system { "targetname" "explosion" "origin" "20 20 30" "angles" "0 0 0" "effect_name" "rd_robot_explosion" } info_particle_system { "targetname" "explosion1" "origin" "0 0 110" "angles" "0 0 0" "effect_name" "rd_robot_explosion" } info_particle_system { "targetname" "explosion2" "origin" "-30 0 70" "angles" "0 0 0" "effect_name" "rd_robot_explosion" } info_particle_system { "targetname" "explosion3" "origin" "0 -20 60" "angles" "0 0 0" "effect_name" "rd_robot_explosion" } info_particle_system { "targetname" "boomexplosion" "origin" "20 -20 90" "angles" "0 0 0" "effect_name" "hightower_explosion" } info_particle_system { "targetname" "explosion4" "origin" "0 20 60" "angles" "0 0 0" "effect_name" "rd_robot_explosion" } info_particle_system { "targetname" "explosion5" "origin" "20 0 50" "angles" "0 0 0" "effect_name" "rd_robot_explosion" } info_particle_system { "targetname" "explosion6" "origin" "0 0 30" "angles" "0 0 0" "effect_name" "rd_robot_explosion" } info_particle_system { "targetname" "explosion7" "origin" "0 10 50" "angles" "0 0 0" "effect_name" "rd_robot_explosion" } info_particle_system { "targetname" "boss_is_dead" "origin" "0 0 120" "angles" "-90 0 0" "effect_name" "charge_up" } KeepAlive 1 info_particle_system { "targetname" "boss_is_dead1" "origin" "0 0 70" "angles" "-90 0 0" "effect_name" "mvm_tank_destroy" } info_particle_system { "targetname" "boss_is_dead1" "origin" "0 0 120" "angles" "-90 0 0" "effect_name" "hammer_bell_ring_shockwave" } prop_dynamic { "targetname" "finalboss_defeat" "origin" "0 0 0" "angles" "0 0 0" "color" "255 255 255" "model" "models\bots\soldier_boss\bot_soldier_boss_gibby.mdl" "modelscale" "1.8" "defaultanim" "primary_death_burning" "disablebonefollowers" "1" "OnAnimationDone" "!self,SetPlaybackRate,0,-1,-1" "OnAnimationDone" "bossdeath1,trigger,-1,-1" "OnAnimationDone" "!self,Kill,,-1,-1" "OnAnimationDone" "blowthemf,disable,,-1,-1" "OnAnimationDone" "boss_is_dead1,start,,-1,-1" "OnAnimationDone" "tf_gamerules,PlayVO,planned_obsolescence_death.mp3,-1,-1" "startdisabled" "1" "skin" "1" } } bossattachments { KeepAlive 1 OnParentKilledOutput { Target "bossdeathanimation" Action "ForceSpawnAtEntityOrigin" Param "boss_thingy" } OnSpawnOutput { Target boss_thingy Action SetParent Param "!activator" Delay 0.05 } OnSpawnOutput { Target temporary_solution Action $SetOwner Param "@p@boss_thingy" Delay 2 } KeepAlive 1 info_target { "TargetName" "boss_thingy" "origin" "0 0 0" } logic_relay { "targetname" "bossattack_trigger" "OnTrigger" "bossattacksforfinale,pickrandomshuffle,,0,-1" "startdisabled" "1" "spawnflags" "2" } logic_relay { "targetname" "attackchooser" "OnTrigger" "choosephase1,trigger,,0,-1" "OnTrigger" "choosephase2,trigger,,0,-1" } logic_relay { "targetname" "choosephase1" "OnTrigger" "phase1,PickRandomShuffle,,0,-1" "spawnflags" "2" "startdisabled" "1" } logic_relay { "targetname" "choosephase2" "OnTrigger" "phase2,PickRandomShuffle,,0,-1" "spawnflags" "2" "startdisabled" "1" } logic_case { "targetname" "phase1" "OnCase01" "pop_interface,ChangeBotAttributes,specialattackjump,0.0,-1" "OnCase02" "pop_interface,ChangeBotAttributes,normalcritrapid,0.0,-1" "OnCase03" "pop_interface,ChangeBotAttributes,loosecannonscatter,0.0,-1" "OnCase04" "pop_interface,ChangeBotAttributes,sucknblow,0.0,-1" "OnCase05" "pop_interface,ChangeBotAttributes,loosecannonscatter,0.0,-1" } logic_case { "targetname" "phase2" "OnCase01" "pop_interface,ChangeBotAttributes,prehastycommons,0.0,-1" "OnCase02" "pop_interface,ChangeBotAttributes,healingshotgunrapid,0.0,-1" "OnCase03" "pop_interface,ChangeBotAttributes,nuker,0.0,-1" "OnCase04" "pop_interface,ChangeBotAttributes,loosecannonscatter,0.0,-1" "OnCase05" "pop_interface,ChangeBotAttributes,nuker,0.0,-1" "OnCase06" "pop_interface,ChangeBotAttributes,sucknblow,0.0,-1" } logic_case { "targetname" "bossattacksforfinale" "OnCase01" "pop_interface,ChangeBotAttributes,nukermultiple,0,-1" "OnCase02" "pop_interface,ChangeBotAttributes,healingshotgunrapid,0,-1" "OnCase03" "pop_interface,ChangeBotAttributes,specialattackjump2,0,-1" "OnCase04" "pop_interface,ChangeBotAttributes,spiralrocketattackofdoom,0,-1" "OnCase05" "pop_interface,ChangeBotAttributes,totheskiesandairstrike,0,-1" "OnCase06" "pop_interface,ChangeBotAttributes,jumpingintothewater,0,-1" } logic_relay { "targetname" "jumpattack" "OnTrigger" "!activator,$PlaySequence,taunt_zoomin_broom_exit,0,-1" "OnTrigger" "!activator,$PlaySequence,run_PRIMARY,1,-1" "OnTrigger" "jumpattackdust*,start,,0.8,-1" "OnTrigger" "jumpattackdust*,stop,,1,-1" "OnTrigger" "jumpattacksfx*,playsound,,0.8,-1" "OnTrigger" "jumpattacksfx*,stopsound,,1,-1" "OnTrigger" "shake_boss,startshake,,0.8,-1" "OnTrigger" "byeeeee,enable,,0.8,-1" "OnTrigger" "byeeeee,disable,,0.81,-1" "OnTrigger" "!activatorRunScriptCodelocal hWeapon = self.GetActiveWeapon(); if(hWeapon) hWeapon.EnableDraw()1.1-1" } logic_relay { "targetname" "watersplashes" "OnTrigger" "water,start,,0,-1" "OnTrigger" "agua,start,,0.1,-1" "OnTrigger" "water3,start,,0.1,-1" "OnTrigger" "water4,start,,0.2,-1" "OnTrigger" "water5,start,,0.3,-1" "OnTrigger" "water6,start,,0.4,-1" "OnTrigger" "water7,start,,0.5,-1" "OnTrigger" "water8,start,,0.6,-1" "OnTrigger" "water*,stop,,2,-1" "OnTrigger" "agua,stop,,3,-1" "ontrigger" "isogyou,start,,0.5,-1" "ontrigger" "isogyou,stop,,12.5,-1" // "OnTrigger" "tf_gamerules,playvo,woter.mp3,0,-1" "OnTrigger" "playerrunscriptcodeScreenShake(self.GetOrigin(), 5, 8, 1, 50000, 0, true)0-1" "OnTrigger" "playerrunscriptcodeScreenFade(null, 64, 119, 158, 50, 0.6, 0.1, 1)0.1-1" "OnTrigger" "player,SetScriptOverlayMaterial,effects/water_warp,0.4,-1" "OnTrigger" "player,SetScriptOverlayMaterial,,15.5,-1" "OnTrigger" "player,$AddCond,27,0.1,-1" "OnTrigger" "player,$RemoveCond,27,15.5,-1" } info_particle_system { "targetname" "water" "origin" "0 0 200" "angles" "-180 0 0" "effect_name" "waterfall_bottommist" "start_active" "0" } info_particle_system { "targetname" "water" "origin" "0 200 200" "angles" "-180 0 0" "effect_name" "waterfall_bottommist" "start_active" "0" } info_particle_system { "targetname" "water" "origin" "0 -200 200" "angles" "-180 0 0" "effect_name" "waterfall_bottommist" "start_active" "0" } info_particle_system { "targetname" "agua" "origin" "0 0 300" "angles" "0 0 0" "effect_name" "waterfall_bottommist" "start_active" "0" } info_particle_system { "targetname" "agua" "origin" "0 150 300" "angles" "0 0 0" "effect_name" "waterfall_bottommist" "start_active" "0" } info_particle_system { "targetname" "agua" "origin" "0 -150 300" "angles" "0 0 0" "effect_name" "waterfall_bottommist" "start_active" "0" } info_particle_system { "targetname" "water3" "origin" "0 0 100" "angles" "-180 0 0" "effect_name" "env_rain_512" "start_active" "0" } info_particle_system { "targetname" "water4" "origin" "0 0 170" "angles" "-180 0 0" "effect_name" "env_rain_001" "start_active" "0" } info_particle_system { "targetname" "water4" "origin" "0 0 170" "angles" "-180 -40 0" "effect_name" "env_rain_001" "start_active" "0" } info_particle_system { "targetname" "water4" "origin" "0 0 170" "angles" "-180 40 0" "effect_name" "env_rain_001" "start_active" "0" } info_particle_system { "targetname" "water5" "origin" "0 0 240" "angles" "-180 0 0" "effect_name" "env_rain_512" "start_active" "0" } info_particle_system { "targetname" "water6" "origin" "0 0 310" "angles" "-180 0 0" "effect_name" "env_rain_001" "start_active" "0" } info_particle_system { "targetname" "water7" "origin" "0 0 380" "angles" "-180 0 0" "effect_name" "env_rain_512" "start_active" "0" } info_particle_system { "targetname" "water8" "origin" "0 0 450" "angles" "-180 0 0" "effect_name" "env_rain_001" "start_active" "0" } info_particle_system { "targetname" "water8" "origin" "0 0 900" "angles" "0 0 0" "effect_name" "env_rain_512" "start_active" "0" } info_particle_system { "targetname" "jumpattackdust" "origin" "0 0 0" "effect_name" "hammer_impact_button" "start_active" "0" } info_particle_system { "targetname" "jumpattackdust" "origin" "0 0 0" "effect_name" "hammer_impact_button_dust2" "start_active" "0" } ambient_generic { "targetname" "jumpattacksfx" "message" "ambient\explosions\explode_4.wav" "health" "10" "pitch" "100" "radius" "6000" "spawnflags" "32" "origin" "0 0 100" } ambient_generic { "targetname" "jumpattacksfx" "message" "ambient\explosions\explode_4.wav" "health" "10" "pitch" "100" "radius" "6000" "spawnflags" "32" "origin" "0 0 100" } trigger_apply_impulse { "targetname" "byeeeee" "origin" "0 0 0" "maxs" "1200 1200 400" "mins" "-1200 -1200 -0" "spawnflags" "1" "filtername" "filter_is_red_player" "force" "1000" "impulse_dir" "262 10 0" "StartDisabled" "1" "OnStartTouch" "!activatorRunScriptCodeself.ApplyAbsVelocityImpulse(Vector(0,0,1300))0-1" "OnStartTouch" "!activatorRunScriptCodeself.AddCustomAttribute(`increased air control`,4,-1)0-1" "OnStartTouch" "!activatorRunScriptCodeself.RemoveCustomAttribute(`increased air control`)7-1" "OnStartTouch" "!activator,$AddCond,80,1,-1" "OnStartTouch" "!activator,$AddCond,125,1,-1" "OnStartTouch" "!activator,$RemoveCond,125,7,-1" } point_push { "targetname" "suck" "spawnflags" "9" "origin" "0 0 0" "StartDisabled" "1" "radius" "1224" "magnitude" "-100" "filtername" "filter_is_red_player" } point_push { "targetname" "suck" "spawnflags" "9" "origin" "0 0 0" "StartDisabled" "1" "radius" "256" "magnitude" "-196" "filtername" "filter_is_red_player" } trigger_remove_tf_player_condition { "targetname" "readyingthebackup" "filtername" "backuptag" "condition" "87" "mins" "-256 -256 -256" "maxs" "256 256 256" "spawnflags" "1" } trigger_hurt { "targetname" "jumpcatapult" "filtername" "filter_is_red_not_ubered" "StartDisabled" "1" "mins" "-320 -320 -320" "maxs" "320 320 320" "damage" "250" "damagetype" "64" "spawnflags" "1" } point_push { "targetname" "blow" "spawnflags" "9" "origin" "0 0 256" "StartDisabled" "1" "radius" "256" "magnitude" "512" "filtername" "filter_is_red_player" } trigger_catapult { "targetname" "jumpcatapult" "filtername" "filter_is_red_player" "StartDisabled" "1" "mins" "-128 -128 -64" "maxs" "128 128 64" "playerSpeed" "512" "launchDirection" "-90 0 0" "spawnflags" "1" } info_target { "targetname" "teleporttarget" "origin" "0 0 128" } trigger_stun { "move_speed_reduction" "0" "origin" "0 0 0" "spawnflags" "1" "StartDisabled" "1" "filtername" "filter_is_blue" "stun_duration" "5" "stun_effects" "0" "stun_type" "1" "targetname" "callateputa" "trigger_delay" "0" "mins" "-117 -99 -140" "maxs" "117 99 140" } } itscalledflairsir { prop_dynamic { "targetname" "meganoob" "model" "models/workshop/player/items/soldier/taunt_rocket_jockey/taunt_rocket_jockey.mdl" "angles" "0 90 0" "origin" "0 0 -24" "disableshadows" "1" } } ubergeneratortutorial_template { RemoveIfKilled "uber_generating_for_boss" OnSpawnOutput { Target "tf_gamerules" Action "PLayVO" Param "ambient\machines\thumper_startup1.wav" } OnSpawnOutput { Target "heylook" Action "Show" Delay 0 } OnSpawnOutput { Target "uber_generating_for_boss" Action "Sethealth" Param 2000 // Fuck you 6k hp // 864, It's too tanky : } OnSpawnOutput { Target "uber_generating_for_boss" Action "$setmodeloverride" Param "models/buildables/amplifier_test/amplifier.mdl" } obj_dispenser { "targetname" "uber_generating_for_boss" "origin" "969 -198 -383" "teamnum" "3" "SolidToPlayer" "0" "defaultupgrade" "1" "$attributeoverride" 1 //"$radiusmult" 3 "OnDestroyed" "bignet,RunScriptCode,TextualTimer.Set(120),0,1" "OnDestroyed" "tf_gamerules,PlayVO,vo\announcer_time_added.mp3,0,-1" // "OnDestroyed" "@p@boss_thingy,$TakeDamage,5000,0.1,1" "OnDestroyed" "@p@boss_thingy,$RemoveCond,73,0.1,1" "OnDestroyed" "@p@boss_thingy,$RemoveCond,51,0,1" "OnDestroyed" "@p@boss_thingy,$RemoveCond,7,0.1,1" "OnDestroyed" "callateputa,enable,,0.1,1" "OnDestroyed" "callateputa,disable,,0.2,1" "OnDestroyed" "tf_gamerules,PlayVO,ambient\machines\thumper_shutdown1.wav,0.1,1" "OnDestroyed" "@p@boss_thingyRunScriptCodeself.AddCustomAttribute(`gesture speed increase`,1,-1)0-1" "OnDestroyed" "choosephase1,enable,,6,1" "OnDestroyed" "tf_gamerules,PlayVO,player\invulnerable_off.wav,0,-1" "OnDestroyed" "phase1,PickRandomShuffle,,7,-1" } training_annotation { "targetname" "heylook" "display_text" "Destroy the Uber Generators to Prevent It From Healing" "lifetime" "8" "origin" "969 -198 -365" } info_particle_system { "targetname" "beam" "origin" "969 -198 -383" "effect_name" "teleporter_mvm_bot_persist" "start_active" "1" } } ubergeneratortutorial_template_2 { RemoveIfKilled "uber_generating_for_boss" OnSpawnOutput { target boss_hint action Show } training_annotation { "targetname" "boss_hint" "display_text" "Uber Generator!" "lifetime" "8" "origin" "0 0 0" } OnSpawnOutput { Target "tf_gamerules" Action "PLayVO" Param "mvm\mvm_tele_deliver.wav" } OnParentKilledOutput { Target flag_glow Action Enable Delay 1 } OnSpawnOutput { Target "uber_generating_for_boss" Action "Sethealth" Param 2000 // Fuck you 6k hp // 864, It's too tanky : } OnSpawnOutput { Target "uber_generating_for_boss" Action "$setmodeloverride" Param "models/buildables/amplifier_test/amplifier.mdl" } tf_glow { "GlowColor" "0 176 199 255" "target" "uber_generating_for_boss" "targetname" "flag_glow" "startdisabled" "1" } obj_dispenser { "targetname" "uber_generating_for_boss" "origin" "0 0 0" "teamnum" "3" "SolidToPlayer" "0" "defaultupgrade" "1" "$attributeoverride" 1 //"$radiusmult" 3 "OnDestroyed" "ubergen2,Add,1,0,1" "OnDestroyed" "tf_gamerules,PlayVO,ambient\machines\thumper_shutdown1.wav,0.1,1" } info_particle_system { "targetname" "beam" "origin" "0 0 0" "effect_name" "teleporter_mvm_bot_persist" "start_active" "1" } } bosswavelogic { OnSpawnOutput { Target bignet Action RunScriptCode Param " IncludeScript(`textualtimer_v3`, getroottable()) TextualTimer.SetParams({ minutes = 1 seconds = 0 x = -1 y = 0.77 color = `0 255 555` relayname = `redlose_relay` text_prepend = `FACTORY RESET: ` automatic = false }) " } OnSpawnOutput { Target "trigger_hurt*" Action "AddOutput" Param "targetname todisable" Delay 0.5 } OnSpawnOutput { Target "hhhhhhh" Action "Trigger" Delay 1 } logic_relay { "targetname" "hhhhhhh" "OnTrigger" "pop_interface,$PauseWavespawn,disableformidboss,0,-1" "OnTrigger" "pop_interface,$PauseWavespawn,forthesplashattack,0,-1" "OnTrigger" "pop_interface,$PauseWavespawn,disablefor_ubergenerator,0,-1" "OnTrigger" "player,SetScriptOverlayMaterial,,0,-1" } OnSpawnOutput { Target "hatch_hurt*" Action "kill" Delay 0 } info_target { "targetname" "mightspawn" "origin" "3828 -856 0" } info_target { "targetname" "mightspawn2" "origin" "4878 -631 0" } info_target { "targetname" "mightspawn3" "origin" "4601 -1622 128" } info_target { "targetname" "mightspawn4" "origin" "2082 -780 -127" } info_target { "targetname" "mightspawn5" "origin" "2803 -2291 128" } info_target { "targetname" "mightspawn6" "origin" "3622 -3176 0" } logic_case { "targetname" "randomizedspawnsforgenerators" "OnCase01" "ubergeneratortutorial_template_2,ForceSpawnAtEntityOrigin,mightspawn,0.0,-1" "OnCase02" "ubergeneratortutorial_template_2,ForceSpawnAtEntityOrigin,mightspawn2,0.0,-1" "OnCase03" "ubergeneratortutorial_template_2,ForceSpawnAtEntityOrigin,mightspawn3,0.0,-1" "OnCase04" "ubergeneratortutorial_template_2,ForceSpawnAtEntityOrigin,mightspawn4,0.0,-1" "OnCase05" "ubergeneratortutorial_template_2,ForceSpawnAtEntityOrigin,mightspawn5,0.0,-1" "OnCase06" "ubergeneratortutorial_template_2,ForceSpawnAtEntityOrigin,mightspawn6,0.0,-1" } logic_case { "targetname" "randomizedspawnsforgenerators_final" "OnCase01" "ubergeneratortutorial_template_2,ForceSpawnAtEntityOrigin,mightspawn,0.0,-1" "OnCase02" "ubergeneratortutorial_template_2,ForceSpawnAtEntityOrigin,mightspawn2,0.0,-1" "OnCase03" "ubergeneratortutorial_template_2,ForceSpawnAtEntityOrigin,mightspawn3,0.0,-1" "OnCase04" "ubergeneratortutorial_template_2,ForceSpawnAtEntityOrigin,mightspawn4,0.0,-1" "OnCase05" "ubergeneratortutorial_template_2,ForceSpawnAtEntityOrigin,mightspawn5,0.0,-1" "OnCase06" "ubergeneratortutorial_template_2,ForceSpawnAtEntityOrigin,mightspawn6,0.0,-1" } math_counter { "targetname" "ubergen2" "startvalue" "0" //Probably defaults to 0, but still. "min" "0" "max" "3" //Whatever value you desire "OnHitMax" "ubergen2,SetValue,0,2,-1" "OnHitMax" "ubergen2,SetHitMax,5,2,-1" "OnHitMax" "bignet,RunScriptCode,TextualTimer.Set(150),0,1" "OnHitMax" "tf_gamerules,PlayVO,player\invulnerable_off.wav,0,-1" "OnHitMax" "tf_gamerules,PlayVO,vo\announcer_time_added.mp3,0,-1" "OnHitMax" "@p@boss_thingy,$TakeDamage,5000,0.1,-1" "OnHitMax" "@p@boss_thingy,$RemoveCond,73,0.1,-1" "OnHitMax" "@p@boss_thingy,$RemoveCond,51,0,-1" "OnHitMax" "@p@boss_thingy,$RemoveCond,7,0.1,-1" "OnHitMax" "callateputa,enable,,0.1,-1" "OnHitMax" "callateputa,disable,,0.2,-1" "OnHitMax" "@p@boss_thingyRunScriptCodeself.AddCustomAttribute(`gesture speed increase`,1,-1)0-1" "OnHitMax" "choosephase2,enable,,7,1" "OnHitMax" "choosephase2,trigger,,7.1,1" "OnHitMax" "choosephase1,disable,,7,1" "OnHitMax" "pop_interface,ChangeBotAttributes,prehastycommons,7,1" "OnHitMax" "enabler,trigger,,0,-1" "OnHitMax" "enabler,enable,,0.1,-1" "OnHitMax" "pop_interface,$PauseWavespawn,disablefor_ubergenerator,0,-1" } logic_relay { "targetname" "enabler" "OnTrigger" "bossattack_trigger,enable,,6,-1" "OnTrigger" "choosephase2,disable,,6,1" "OnTrigger" "pop_interface,ChangeBotAttributes,jumpingintothewater,6.1,-1" "OnTrigger" "bosstime2,playsound,,6.1,-1" "OnTrigger" "tf_gamerules,playvo,major_shocks.wav,2,-1" "OnTrigger" "tf_gamerules,playvo,ambient\alarms\razortrain_horn1.wav,4,-1" "OnTrigger" "tf_gamerules,playvo,major_shocks.wav,2,-1" "OnTrigger" "tf_gamerules,playvo,ambient\alarms\razortrain_horn1.wav,4,-1" "OnTrigger" "bignet,RunScriptCode,TextualTimer.Set(120),0,-1" "OnTrigger" "tf_gamerules,PlayVO,vo\announcer_time_added.mp3,0,-1" "startdisabled" "1" "spawnflags" "2" } logic_relay //Should probably change a few of the sounds so it's not just the same as electrolysis { "targetname" "boss_intro" "OnTrigger" "tf_gamerules,PlayVO,mvm/giant_heavy/giant_heavy_entrance.wav,2.1,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm/giant_heavy/giant_heavy_entrance.wav,2.1,-1" "OnTrigger" "tf_gamerules,PlayVO,npc/combine_gunship/ping_patrol.wav,2.9,-1" "OnTrigger" "bignet,RunScriptCode,TextualTimer.Start(),10,1" "OnTrigger" "tf_gamerules,PlayVO,Announcer.RoundEnds60seconds,10,1" } ambient_generic { "targetname" "bosstime" "health" "8" "pitch" "100" "spawnflags" "17" "message" "#vs_architect.mp3" } ambient_generic { "targetname" "bosstime2" "health" "8" "pitch" "100" "spawnflags" "17" "message" "#finalphase.mp3" } game_text { "origin" "1984 1984 9999" "targetname" "upper_text" "message" "INCARNATION OF A TAMPERED LIFE CYCLE" "x" "-1" "y" "0.4" "spawnflags" "1" "effect" "2" "channel" "2" "color" "255 255 255" "fxtime" "0.2" "fadeout" "1" //"fadein" "0" "holdtime" "5" } game_text { "origin" "1208 2036 9999" "targetname" "text_lower" "message" "PLANNED OBSOLESCENCE" "x" "-1" "y" "0.45" "channel" "1" "spawnflags" "1" "color" "155 155 255" "fadein" "0.2" "fadeout" "1" "holdtime" "3.8" } logic_case { "targetname" "RandomAttackChooser" "OnCase01" "SuckNBlow,Trigger,,0,-1" "OnCase02" "pop_interface,ChangeBotAttributes,IncreasingRocketBarrage,0,-1" "OnCase03" "CritRapidPhase,Trigger,,0,-1" "OnCase04" "ShotgunPhase,Trigger,,0,-1" } logic_relay { "targetname" "StartTheFight" //"OnTrigger" "RandomAttackChooser,PickRandomShuffle,,16,-1" "OnTrigger" "hescomingtotickleyou,start,,0,1" "OnTrigger" "tf_gamerules,playvo,mvm\mvm_tele_deliver.wav,1,1" "OnTrigger" "hescomingtotickleyou2,start,,1,1" "OnTrigger" "tf_gamerules,playvo,mvm\mvm_tele_deliver.wav,2,1" "OnTrigger" "hescomingtotickleyou3,start,,2,1" "OnTrigger" "tf_gamerules,playvo,mvm\mvm_tele_deliver.wav,3,1" "OnTrigger" "hescomingtotickleyou4,start,,3,1" "OnTrigger" "tf_gamerules,playvo,mvm\mvm_tele_deliver.wav,4,1" "OnTrigger" "hescomingtotickleyou5,start,,4,1" "OnTrigger" "tf_gamerules,playvo,mvm\mvm_tele_deliver.wav,5,1" "OnTrigger" "hescomingtotickleyou6,start,,5,1" "OnTrigger" "tf_gamerules,playvo,major_shocks.wav,6,-1" "OnTrigger" "tf_gamerules,playvo,major_shocks.wav,6,-1" "OnTrigger" "playerrunscriptcodeScreenFade(null, 255, 255, 255, 128, 0.5, 0.1, 1)6-1" "OnTrigger" "goofyvortex*,kill,,6.1,1" "OnTrigger" "hescomingtotickleyou*,kill,,6.1,1" "OnTrigger" "boss_intro,Trigger,,4,-1" "OnTrigger" "bosstime,playsound,,0,-1" "OnTrigger" "upper_text,Display,,6,-1" "OnTrigger" "text_lower,Display,,8.1,-1" } info_particle_system { "targetname" "goofyvortex" "origin" "1030 348 -184" "effect_name" "eyeboss_tp_vortex" "start_active" "1" } info_particle_system { "targetname" "goofyvortex" "origin" "1030 348 -184" "effect_name" "eyeboss_doorway_vortex" "start_active" "1" } info_particle_system { "targetname" "hescomingtotickleyou" "effect_name" "teleporter_mvm_bot_persist_core" "flag_as_weather" "0" "start_active" "0" "origin" "1030 348 -184" "angles" "-90 0 0" } info_particle_system { "targetname" "hescomingtotickleyou2" "effect_name" "teleporter_mvm_bot_persist_core" "flag_as_weather" "0" "start_active" "0" "origin" "1030 348 -184" "angles" "-45 270 0" } info_particle_system { "targetname" "hescomingtotickleyou3" "effect_name" "teleporter_mvm_bot_persist_core" "flag_as_weather" "0" "start_active" "0" "origin" "1030 348 -184" "angles" "36 178 163" } info_particle_system { "targetname" "hescomingtotickleyou4" "effect_name" "teleporter_mvm_bot_persist_core" "flag_as_weather" "0" "start_active" "0" "origin" "1030 348 -184" "angles" "36 313 163" } info_particle_system { "targetname" "hescomingtotickleyou5" "effect_name" "teleporter_mvm_bot_persist_core" "flag_as_weather" "0" "start_active" "0" "origin" "1030 348 -184" "angles" "-15 180 105" } info_particle_system { "targetname" "hescomingtotickleyou6" "effect_name" "teleporter_mvm_bot_persist_core" "flag_as_weather" "0" "start_active" "0" "origin" "1030 348 -184" "angles" "11 -75 0" } logic_relay { "targetname" "SuckNBlow" //"OnTrigger" "pop_interface,ChangeBotAttributes,SuckNBlow,0,-1" //"OnTrigger" "RandomAttackChooser,PickRandomShuffle,,4.6,-1" "OnTrigger" "suck,Enable,,0.5,-1" "OnTrigger" "blow,Enable,,4.6,-1" "OnTrigger" "blow,Disable,,4.7,-1" "OnTrigger" "suck,Disable,,4.5,-1" "OnTrigger" "jumpcatapult,Enable,,4.5,-1" "OnTrigger" "jumpcatapult,Disable,,4.6,-1" } // logic_relay // { // "targetname" "HastySummoning" // "OnTrigger" "pop_interface,ChangeBotAttributes,HastySummons,0,-1" // "OnTrigger" "RandomAttackChooser,PickRandomShuffle,,6,-1" // "OnTrigger" "backupteleporting,Enable,,3,-1" // "OnTrigger" "backupteleporting,Disable,,3.1,-1" // } trigger_teleport { "targetname" "backupteleporting" "StartDisabled" "1" "target" "teleporttarget" "filtername" "backuptag" "origin" "1380 -1024 -240" "mins" "-1200 0 0" "maxs" "0 350 256" "spawnflags" "1" } } trainwarningtemplate { logic_timer { "targetname" "mannpower_kill" "RefireTime" "0.01" "spawnflags" "0" "UseRandomTime" "0" "OnTimer" "item_powerup_rune,kill,,0,-1" } logic_relay { "targetname" "incomingpathswitch_right" "OnTrigger" "bombpath_holograms_clear_relay,trigger,,0,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm\mvm_cpoint_klaxon.wav,0,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm\mvm_cpoint_klaxon.wav,1,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm\mvm_cpoint_klaxon.wav,2,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm\mvm_cpoint_klaxon.wav,3,-1" "OnTrigger" "bombpath_2_relay,trigger,,4.5,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm\mvm_warning.wav,4.5,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm\mvm_warning.wav,4.5,-1" "OnTrigger" "bobchangeBITCH,display,,4.5,-1" "OnTrigger" "bobchangeBITCH,display,,7.5,-1" "OnTrigger" "bobchangeBITCH,display,,10.5,-1" "OnTrigger" "bobchangeBITCH,display,,13.5,-1" "OnTrigger" "bombpath_holograms_clear_relay,trigger,,25,-1" } logic_relay { "targetname" "incomingpathswitch_left" "OnTrigger" "bombpath_holograms_clear_relay,trigger,,0,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm\mvm_cpoint_klaxon.wav,0,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm\mvm_cpoint_klaxon.wav,1,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm\mvm_cpoint_klaxon.wav,2,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm\mvm_cpoint_klaxon.wav,3,-1" "OnTrigger" "bombpath_1_relay,trigger,,4.5,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm\mvm_warning.wav,4.5,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm\mvm_warning.wav,4.5,-1" "OnTrigger" "bobchangeBITCH,display,,4.5,-1" "OnTrigger" "bobchangeBITCH,display,,7.5,-1" "OnTrigger" "bobchangeBITCH,display,,10.5,-1" "OnTrigger" "bobchangeBITCH,display,,13.5,-1" "OnTrigger" "bombpath_holograms_clear_relay,trigger,,25,-1" } info_particle_system { "targetname" "isogyou" "parentname" "" "origin" "5179 -1469 678" "effect_name" "env_rain_001" "start_active" "0" } info_particle_system { "targetname" "isogyou" "parentname" "" "origin" "3196 -1468 671" "effect_name" "env_rain_001" "start_active" "0" } info_particle_system { "targetname" "isogyou" "parentname" "" "origin" "4092 -1487 698" "effect_name" "env_rain_001" "start_active" "0" } game_text_tf // ditto { "background" 1 "display_to_team" 2 "icon" "ico_build" "message" "The bomb path has changed!" "targetname" "bobchangeBITCH" } logic_relay { "targetname" "TrainWarn" "OnTrigger" "warningoftrainspawn,PlaySound,,0,-1" "OnTrigger" "warningoftrainspawn2,PlaySound,,8,-1" "OnTrigger" "warningoftrainspawn2,fadeout,5,10,-1" "OnTrigger" "warningoftrainspawn*,StopSound,,13,-1" } logic_relay { "targetname" "TrainWarnFaster" "OnTrigger" "warningoftrainspawn,PlaySound,,0,-1" "OnTrigger" "warningoftrainspawn,fadeout,2,3,-1" "OnTrigger" "warningoftrainspawn2,PlaySound,,4,-1" "OnTrigger" "warningoftrainspawn2,fadeout,4,3,-1" "OnTrigger" "warningoftrainspawn*,StopSound,,7.1,-1" } ambient_generic { "targetname" "warningoftrainspawn" "health" "10" "pitch" "100" "spawnflags" "17" "message" "ambient/alarms/train_horn_distant1.wav" } ambient_generic { "targetname" "warningoftrainspawn" "health" "10" "pitch" "100" "spawnflags" "17" "message" "ambient/alarms/train_horn_distant1.wav" } ambient_generic { "targetname" "warningoftrainspawn2" "health" "10" "pitch" "100" "spawnflags" "17" "message" "ambient\alarms\train_horn2.wav" } ambient_generic { "targetname" "warningoftrainspawn2" "health" "10" "pitch" "100" "spawnflags" "17" "message" "ambient\alarms\train_horn2.wav" } } } SpawnTemplate MissionName SpawnTemplate trainwarningtemplate Templates { BigFunnyBossMan { Class Soldier Name "Planned Obsolescence" ClassIcon soldier_gib_lite_giant Skill Expert Health 1200000 Scale 1.8 Attributes "MiniBoss" Attributes "UseBossHealthBar" WeaponRestrictions MeleeOnly Attributes SpawnWithFullCharge AlwaysGLow 1 UseMeleeThreatPrioritization 1 UseCustomModel "models\bots\soldier_boss\bot_soldier_boss_gibby.mdl" SpawnTemplate bossattachments CharacterAttributes { "move speed bonus" 0.55 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.3 "rage giving scale" 0.2 "override footstep sound set" 2 "cancel falling damage" 1 // "cannot pick up intelligence" 1 } WeaponResist { "TF_WEAPON_MINIGUN" 0.7 } FireInput { Target "!self" Action "$SetLocalOrigin" Param "1030 348 -184" Delay -1 Cooldown 99999 } FireInput //shake { Target "!self" Action "runscriptcode" Param "ScreenShake(self.GetOrigin(), 3, 8, 0.5, 750, 0, true)" Delay -1 Cooldown 0.5 Repeats 0 } // FireInput // { // Target "StartTheFight" // Action Trigger // Delay 0 // Cooldown 0 // Repeats 1 // } ChangeAttributes { Name increasingrocketbarrage Delay 0 Repeats 1 Cooldown 9999 } ChangeAttributes { Name ubergeneratortutorial Delay 0 Repeats 1 Cooldown 9999 IfHealthBelow 1100000 } ChangeAttributes { Name ubergeneratortutorial_serious Delay 0 Repeats 1 Cooldown 9999 IfHealthBelow 800000 } ChangeAttributes { Name ubergeneratortutorial_final Delay 0 Repeats 1 Cooldown 9999 IfHealthBelow 400000 } EventChangeAttributes { ubergeneratortutorial_final { FireInput { Target "pop_interface" Action "$ResumeWavespawn" Param "disablefor_ubergenerator" Delay 0 Repeats 1 } FireInput { Target "randomizedspawnsforgenerators_final" Action "PickRandomShuffle" Delay 3 Repeats 5 Cooldown 1 } FireInput { Target "tf_gamerules" Action "PLayVO" Param "vo\mvm\mght\soldier_mvm_m_cheers05.mp3" Delay 1 Repeats 1 Cooldown 999999 } CharacterAttributes { "no_jump" 1 "no_attack" 1 "move speed bonus" 0.001 "taunt attack time mult" 5 "healing received bonus" 14 } Taunt //Taunt periodically { Delay 0.1 //Time before the first taunt starts (Default: 10) Cooldown 999999 //Time between each taunt (Default: 10) Repeats 0 //How many times the bot should taunt in total (Default: 0 - Infinite) Duration 99999 //Duration of a looping taunt (Default: 0.1) Name "Taunt: Cheers!" //If set, uses this item taunt instead of default } AddAttribute { Item "player" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "gesture speed increase" // Attribute name Value 0 // Attribute value Delay 0 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute { Item "player" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "gesture speed increase" // Attribute name Value 1 // Attribute value Delay 0.2 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute { Item "player" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "gesture speed increase" // Attribute name Value 0 // Attribute value Delay 3.2 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) } AddCond { Index 51 Delay 2 } AddCond { Index 73 Delay 2 } AddCond { Index 7 Delay 3 Duration 99 } } ubergeneratortutorial_serious { FireInput { Target "pop_interface" Action "$ResumeWavespawn" Param "disablefor_ubergenerator" Delay 0 Repeats 1 } FireInput { Target "randomizedspawnsforgenerators" Action "PickRandomShuffle" Delay 3 Repeats 3 Cooldown 1 } FireInput { Target "tf_gamerules" Action "PLayVO" Param "vo\mvm\mght\soldier_mvm_m_cheers05.mp3" Delay 1 Repeats 1 Cooldown 999999 } CharacterAttributes { "no_jump" 1 "no_attack" 1 "move speed bonus" 0.001 "taunt attack time mult" 5 "healing received bonus" 11 } Taunt //Taunt periodically { Delay 0.1 //Time before the first taunt starts (Default: 10) Cooldown 999999 //Time between each taunt (Default: 10) Repeats 0 //How many times the bot should taunt in total (Default: 0 - Infinite) Duration 99999 //Duration of a looping taunt (Default: 0.1) Name "Taunt: Cheers!" //If set, uses this item taunt instead of default } AddAttribute { Item "player" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "gesture speed increase" // Attribute name Value 0 // Attribute value Delay 0 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute { Item "player" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "gesture speed increase" // Attribute name Value 1 // Attribute value Delay 0.2 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute { Item "player" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "gesture speed increase" // Attribute name Value 0 // Attribute value Delay 3.2 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) } AddCond { Index 51 Delay 2 } AddCond { Index 73 Delay 2 } AddCond { Index 7 Delay 3 Duration 99 } } ubergeneratortutorial { FireInput { Target "ubergeneratortutorial_template" Action "ForceSpawn" Delay 3 Repeats 1 Cooldown 999999 } FireInput { Target "tf_gamerules" Action "PLayVO" Param "vo\mvm\mght\soldier_mvm_m_cheers05.mp3" Delay 1 Repeats 1 Cooldown 999999 } CharacterAttributes { "no_jump" 1 "no_attack" 1 "move speed bonus" 0.001 "taunt attack time mult" 5 "healing received bonus" 8 } Taunt //Taunt periodically { Delay 0.1 //Time before the first taunt starts (Default: 10) Cooldown 999999 //Time between each taunt (Default: 10) Repeats 0 //How many times the bot should taunt in total (Default: 0 - Infinite) Duration 99999 //Duration of a looping taunt (Default: 0.1) Name "Taunt: Cheers!" //If set, uses this item taunt instead of default } AddAttribute { Item "player" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "gesture speed increase" // Attribute name Value 0 // Attribute value Delay 0 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute { Item "player" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "gesture speed increase" // Attribute name Value 1 // Attribute value Delay 0.2 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute { Item "player" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "gesture speed increase" // Attribute name Value 0 // Attribute value Delay 3.2 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) } AddCond { Index 51 Delay 2 } AddCond { Index 73 Delay 2 } AddCond { Index 7 Delay 3 Duration 99 } } specialattackjump { WeaponRestrictions PrimaryOnly Item "the direct hit" AimAt Feet FireInput { Target player Action $SetProp$m_iszClassIcon Param soldier_homing_direct_burst_giant Delay 0 Cooldown 0 Repeats 1 } ItemAttributes { ItemName "the direct hit" "spread angle pattern" "0 25 0|25 0 0|0 -25 0|-25 0 0|0 0 0" "mult projectile count" 5 "ignores other projectiles" 1 "projectile speed decreased" 0.3 "mod projectile heat seek power" 60 "mod projectile heat aim error" 360 "mod projectile heat aim time" 0.9 "projectile trail particle" "halloween_rockettrail" "faster reload rate" -1 "fire rate bonus" 1.35 } AddCond { Index 36 Duration 10 } AddAttribute { Item "player" Name "no_jump" Value 1 Delay 0 Cooldown 20 } AddAttribute { Item "player" Name "no_attack" Value 1 Delay 0 Cooldown 20 } AddAttribute { Item "player" Name "no_attack" Value 0 Delay 5 Cooldown 20 } FireInput { Target "player" Action "$playsoundtoself" Param "vo\mvm\mght\soldier_mvm_m_laughlong01.mp3" Delay 0 Repeats 1 Cooldown 99 } FireInput { Target "player" Action "$playsoundtoself" Param "vo\mvm\mght\soldier_mvm_m_laughlong01.mp3" Delay 0 Repeats 1 Cooldown 99 } FireInput { Target "!self" Action "$PlaySequence" Param "taunt_unleashed_rage_soldier" Delay 0 Repeats 1 Cooldown 99 } FireInput { Target "jumpattack" Action "Trigger" Delay 2.5 Repeats 1 Cooldown 99 } FireInput { Target "attackchooser" Action "Trigger" Delay 12 Repeats 0 Cooldown 12.1 } FireInput { Target "bossattack_trigger" Action "Trigger" Delay 10 Repeats 0 Cooldown 12.1 } } jumpingintothewater { WeaponRestrictions MeleeOnly Item "The Neon Annihilator" CharacterAttributes { "displace touched enemies" 1 "move speed bonus" 3 "mult stun resistance" 0 } FireInput { Target player Action $SetProp$m_iszClassIcon Param pyro_neon_giant Delay 0 Cooldown 0 Repeats 1 } InterruptAction { Target "3529 -1509 -126" Duration 0.1 Delay 0.1 Cooldown 1 Repeats 1 WaitUntilDone 1 Distance 50 OnDoneChangeAttributes jumpingintothewaternow } } jumpingintothewaternow { Item "The Neon Annihilator" WeaponRestrictions MeleeOnly AddCond { Index 130 Duration 8 } AddCond { Index 51 Duration 8 } FireInput { Target "pop_interface" Action "$ResumeWavespawn" Param "forthesplashattack" Delay 4.5 Repeats 1 } FireInput { Target "TrainWarnFaster" Action "Trigger" Delay 0 Repeats 1 } CharacterAttributes { "no_attack" 1 "cancel falling damage" 1 "move speed bonus" 0.0001 "dmg from melee increased" 0.5 "dmg from ranged reduced" 0.3 "mult stun resistance" 0 "displace touched enemies" 1 } FireInput { Target "tf_gamerules" Action "playvo" Param "mvm/mvm_deploy_giant.wav" Delay 0 Repeats 1 Cooldown 99 } FireInput { Target "tf_gamerules" Action "playvo" Param "vo\mvm\mght\soldier_mvm_m_directhittaunt02.mp3" Delay 0 Repeats 1 Cooldown 99 } FireInput { // this makes the bot move forward in the air Target "watersplashes" Action "trigger" Delay 3.4 Repeats 1 Cooldown 99 } FireInput { Target "tf_gamerules" Action "playvo" Param "woter.mp3" Delay 3.1 Repeats 1 Cooldown 99 } FireInput { // this makes the bot move forward in the air Target "!self" Action "RunScriptCode" Param "self.ApplyAbsVelocityImpulse(Vector(0,-175,1300))" Delay 0.73 Repeats 1 Cooldown 99 } FireInput { // this makes the bot move forward in the air Target "todisable" Action "disable" Delay 3 Repeats 1 Cooldown 99 } FireInput { // this makes the bot move forward in the air Target "todisable" Action "disable" Delay 6.5 Repeats 1 Cooldown 99 } FireInput { Target "!self" Action "$PlaySequence" Param "primary_fall_stomp_A" Delay 2.15 Repeats 1 Cooldown 99 } FireInput { Target "!self" Action "$PlaySequence" Param "taunt_flip_success_receiver" Delay 0 Repeats 1 Cooldown 99 } FireInput { Target "!self" Action "$PlaySequence" Param "taunt_flip_success_receiver" Delay 4.5 Repeats 1 Cooldown 99 } FireInput { // this makes the bot move forward in the air Target "!self" Action "RunScriptCode" Param "self.ApplyAbsVelocityImpulse(Vector(0,700,2000))" Delay 5.2 Repeats 1 Cooldown 99 } FireInput { Target "!self" Action "$PlaySequence" Param "run_melee" Delay 7.6 Repeats 1 Cooldown 7.7 } ChangeAttributes { Name "cantbelieveihavetodothis" Delay 8 Repeats 1 Cooldown 8.1 } FireInput { Target "pop_interface" Action "$PauseWavespawn" Param "forthesplashattack" Delay 4.9 Repeats 1 } } cantbelieveihavetodothis { WeaponRestrictions MeleeOnly Item "The Neon Annihilator" CharacterAttributes { "displace touched enemies" 1 "move speed bonus" 0.8 "melee range multiplier" 1.75 } FireInput { Target "attackchooser" Action "Trigger" Delay 10 Repeats 0 Cooldown 10.1 } FireInput { Target "bossattack_trigger" Action "Trigger" Delay 9 Repeats 0 Cooldown 10.1 } } loosecannonscatter { Item "The Loose Cannon" WeaponRestrictions PrimaryOnly FireInput { Target player Action $SetProp$m_iszClassIcon Param soldier_airstrike Delay 0.1 Cooldown 0 Repeats 1 } FireInput { Target "attackchooser" Action "Trigger" Delay 10 Repeats 0 Cooldown 10.1 } FireInput { Target "bossattack_trigger" Action "Trigger" Delay 8 Repeats 0 Cooldown 10.1 } ItemAttributes { ItemName "The Loose Cannon" "hand scale" 2.0 "fire rate bonus" 2.75 "faster reload rate" -1 "grenade launcher mortar mode" 0 "mult projectile scale" 2.15 "damage bonus" 2 "Blast radius increased" 2 "projectile no deflect" 1 "custom item model" "models/workshop/weapons/c_models/c_blackbox/c_blackbox.mdl" } ShootTemplate { Name scatter_rockets_base AttachToProjectile 1 ItemName "The Loose Cannon" } } sucknblow { Item "tf_weapon_shovel" WeaponRestrictions MeleeOnly FireInput { Target "SuckNBlow" Action "trigger" Delay 0.1 } Taunt //Taunt periodically { Delay 0.1 //Time before the first taunt starts (Default: 10) Cooldown 0 //Time between each taunt (Default: 10) Repeats 0 //How many times the bot should taunt in total (Default: 0 - Infinite) Duration 1 //Duration of a looping taunt (Default: 0.1) Name "Taunt: Can It!" //If set, uses this item taunt instead of default } FireInput { Target player Action $SetProp$m_iszClassIcon Param trash_meme Delay 0.1 Cooldown 0 Repeats 1 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.0 "airblast vulnerability multiplier" 0. "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.2 "override footstep sound set" 2 // "cannot pick up intelligence" 1 "dmg from melee increased" 0.5 } FireInput { Target "bossattack_trigger" Action "Trigger" Delay 5 Repeats 0 Cooldown 5.1 } FireInput { Target "attackchooser" Action "Trigger" Delay 5 Repeats 0 Cooldown 5.1 } } prehastycommons { Item "tf_weapon_shovel" WeaponRestrictions MeleeOnly CharacterAttributes { "displace touched enemies" 1 "move speed bonus" 2 "mult stun resistance" 0 } InterruptAction { Target "2379 -509 -255" Duration 0.1 Delay 0.1 Cooldown 1 Repeats 1 WaitUntilDone 1 Distance 25 OnDoneChangeAttributes hastysummons } } hastysummons { Item "TF_WEAPON_ROCKETLAUNCHER" Item "The Concheror" WeaponRestrictions PrimaryOnly FireInput { Target player Action $SetProp$m_iszClassIcon Param soldier_conch_burstfire_yoovy Delay 0 Cooldown 0 Repeats 1 } FireInput { Target "attackchooser" Action "Trigger" Delay 20 Repeats 0 Cooldown 20.1 } WeaponSwitch { Delay 0 Cooldown 99 Repeats 1 Type "Secondary" } WeaponSwitch { Delay 7 Cooldown 99 Repeats 1 Type "Primary" } FireInput { Target "pop_interface" Action "$ResumeWavespawn" Param "disableformidboss" Delay 4.8 Repeats 1 } FireInput { Target "pop_interface" Action "$PauseWavespawn" Param "disableformidboss" Delay 5.1 Repeats 1 } FireInput { Target "TrainWarnFaster" Action "trigger" Delay 0 Cooldown 0 Repeats 1 } Taunt //Taunt periodically { Delay 4 //Time before the first taunt starts (Default: 10) Cooldown 99 //Time between each taunt (Default: 10) Repeats 1 //How many times the bot should taunt in total (Default: 0 - Infinite) Duration 4 //Duration of a looping taunt (Default: 0.1) Name "Taunt: Star-Spangled Strategy" //If set, uses this item taunt instead of default } RemoveAttribute { Item "player" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "no_attack" // Attribute name Delay 7 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute { Item "player" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "move speed bonus" // Attribute name Value 0.5 // Attribute value Delay 7 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 } CharacterAttributes { "move speed bonus" 0.0001 "rage giving scale" 0.2 "damage force reduction" 0.0 "airblast vulnerability multiplier" 0.0 "airblast vertical vulnerability multiplier" 0.0 "override footstep sound set" 2 // "cannot pick up intelligence" 1 "dmg from melee increased" 0.5 "dmg from ranged reduced" 0.3 "no_jump" 1 "hold fire until full reload" 1 "displace touched enemies" 1 "increase buff duration" 9 } } IncreasingRocketBarrage { WeaponRestrictions PrimaryOnly FireInput { Target player Action $SetProp$m_iszClassIcon Param soldier_rocketrain_giant Delay 0 Cooldown 0 Repeats 1 } Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "spread angle pattern" "0 10 0|10 0 0|0 -10 0|-10 0 0|-5 5 0|-5 -5 0|5 5 0|5 -5 0|5 5 0|5 -5 0|-5 -5 0|-5 5 0|10 -10 0|10 10 0|-10 10 0|-10 -10 0" "projectile speed decreased" 0.6 "paintkit_proto_def_index" 431 //Blackout "clip size upgrade atomic" 26 "set_item_texture_wear" 0 "mult projectile count" 8 "ignores other projectiles" 1 "faster reload rate" 0.65 "fire rate bonus" 1.2 } FireInput { Target "attackchooser" Action "Trigger" Delay 9 Repeats 0 Cooldown 9.1 } FireInput { Target "bossattack_trigger" Action "Trigger" Delay 8 Repeats 0 Cooldown 9.1 } } normalcritrapid { Item "The Liberty Launcher" WeaponRestrictions PrimaryOnly FireInput { Target player Action $SetProp$m_iszClassIcon Param soldier_spammer Delay 0 Cooldown 0 Repeats 1 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.3 "rage giving scale" 0.2 "override footstep sound set" 2 "Projectile speed increased HIDDEN" 0.6 // "cannot pick up intelligence" 1 "fire rate penalty" 0.2 "Reload time decreased" 0.2 "clip size bonus" 0.25 "dmg from melee increased" 1 "damage bonus" 1.5 } FireInput { Target "attackchooser" Action "Trigger" Delay 7 Repeats 0 Cooldown 7.1 } FireInput { Target "bossattack_trigger" Action "Trigger" Delay 6.5 Repeats 0 Cooldown 7.1 } } healingshotgunrapid { Item "tf_weapon_shotgun_soldier" WeaponRestrictions SecondaryOnly FireInput { Target player Action $SetProp$m_iszClassIcon Param heavy_shotgun_burst_lite Delay 0 Cooldown 0 Repeats 1 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.3 "rage giving scale" 0.2 "override footstep sound set" 2 // "cannot pick up intelligence" 1 "fire rate penalty" 0.1 "Reload time decreased" 0.10 "clip size bonus" 2 "hold fire until full reload" 1 "dmg from melee increased" 1 } FireInput { Target "attackchooser" Action "Trigger" Delay 8 Repeats 0 Cooldown 8.1 } FireInput { Target "bossattack_trigger" Action "Trigger" Delay 7 Repeats 0 Cooldown 8.1 } } nuker { Item "The Black Box" WeaponRestrictions PrimaryOnly FireInput { Target player Action $SetProp$m_iszClassIcon Param soldier_nuke2 Delay 0 Cooldown 0 Repeats 1 } ItemAttributes { ItemName "The Black Box" "damage bonus" 3 "damage causes airblast" 1 "fire rate bonus" 2.5 "use large smoke explosion" 1 "blast radius increased" 2 "clip size penalty" 0.25 "faster reload rate" -1 "Projectile speed increased" 0.7 // "custom projectile model" "custom impact sound" "misc/doomsday_missile_explosion.wav" "projectile trail particle" "spell_fireball_small_red" "explosion particle" "mvm_hatch_destroy" "hand scale" 1.7 "custom kill icon" "megaton" // "mult projectile scale" 1.5 } ShootTemplate { Name itscalledflairsir OriginalItemName "The Black Box" AttachToProjectile 1 } FireInput { Target "attackchooser" Action "Trigger" Delay 8 Repeats 0 Cooldown 8.1 } FireInput { Target "bossattack_trigger" Action "Trigger" Delay 7 Repeats 0 Cooldown 8.1 } } spiralrocketattackofdoom { WeaponRestrictions PrimaryOnly FireInput { Target player Action $SetProp$m_iszClassIcon Param soldier_rocketrain_giant Delay 0 Cooldown 0 Repeats 1 } FireInput { Target "player" Action "$playsoundtoself" Param "vo\mvm\mght\soldier_mvm_m_directhittaunt04.mp3" Delay 0 Repeats 1 Cooldown 99 } FireInput { Target "player" Action "$playsoundtoself" Param "vo\mvm\mght\soldier_mvm_m_directhittaunt04.mp3" Delay 0 Repeats 1 Cooldown 99 } Item "TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "projectile spread angle penalty" 5 "projectile speed decreased" 0.6 // "projectile spread angle penalty" 5 "faster reload rate" -1 "damage bonus" 1.2 "faster reload rate" -0.5 "fire rate bonus" 0.1 } FireInput { Target "bossattack_trigger" Action "Trigger" Delay 6 Repeats 0 Cooldown 9.1 } } nukermultiple { AimOffset "0 0 700" Item "The Black Box" Attributes SuppressFire WeaponRestrictions PrimaryOnly FireInput { Target player Action $SetProp$m_iszClassIcon Param soldier_nuke2 Delay 0 Cooldown 0 Repeats 1 } FireInput { Target "player" Action "$playsoundtoself" Param "vo\mvm\mght\soldier_mvm_m_autodejectedtie02.mp3" Delay 0 Repeats 1 Cooldown 99 } FireInput { Target "player" Action "$playsoundtoself" Param "vo\mvm\mght\soldier_mvm_m_autodejectedtie02.mp3" Delay 0 Repeats 1 Cooldown 99 } FireWeapon //Periodically fires weapon { Delay 2.5 //Time before the first fire input starts (Default: 10) Cooldown 1 //Time between each fire input (Default: 10) Repeats 5 //How many times should bot use the fire input in total (Default: 0 - Infinite) Duration 0.1 //How long should the button be pressed (Default: 0.1) Type "Primary" } ItemAttributes { ItemName "The Black Box" "damage bonus" 3 "damage causes airblast" 1 "fire rate bonus" 0.5 "use large smoke explosion" 1 "projectile gravity" 900 "blast radius increased" 2 "clip size penalty" 0.25 "faster reload rate" -1 "Projectile speed increased" 0.7 // "custom projectile model" "custom impact sound" "misc/doomsday_missile_explosion.wav" "projectile trail particle" "spell_fireball_small_red" "projectile sound" "weapons/mortar/mortar_shell_incomming1.wav" "explosion particle" "mvm_hatch_destroy" "hand scale" 1.7 "custom kill icon" "megaton" // "mult projectile scale" 1.5 } ShootTemplate { Name itscalledflairsir OriginalItemName "The Black Box" AttachToProjectile 1 } FireInput { Target "bossattack_trigger" Action "Trigger" Delay 8 Repeats 0 Cooldown 8.1 } } specialattackjump2 { WeaponRestrictions PrimaryOnly Item "the direct hit" Attributes SuppressFire AimAt Feet FireInput { Target player Action $SetProp$m_iszClassIcon Param soldier_homing_direct_burst_giant Delay 0 Cooldown 0 Repeats 1 } FireWeapon //Periodically fires weapon { Delay 4.5 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 3 //How many times should bot use the fire input in total (Default: 0 - Infinite) Duration 0.1 //How long should the button be pressed (Default: 0.1) Type "Primary" } FireInput { Target "player" Action "$playsoundtoself" Param "vo\mvm\mght\soldier_mvm_m_battlecry05.mp3" Delay 0 Repeats 1 Cooldown 99 } FireInput { Target "player" Action "$playsoundtoself" Param "vo\mvm\mght\soldier_mvm_m_battlecry05.mp3" Delay 0 Repeats 1 Cooldown 99 } ItemAttributes { ItemName "the direct hit" "spread angle pattern" "0 25 0|25 0 0|0 -25 0|-25 0 0|0 0 0|15 15 0|15 0 0|0 -15 0|-15 15 0|" "mult projectile count" 9 "ignores other projectiles" 1 "projectile speed decreased" 0.3 "mod projectile heat seek power" 60 "mod projectile heat aim error" 360 "mod projectile heat aim time" 0.9 "projectile trail particle" "halloween_rockettrail" "faster reload rate" -1 "fire rate bonus" 1.35 } AddCond { Index 36 Duration 10 } AddAttribute { Item "player" Name "no_jump" Value 1 Delay 0 Cooldown 20 } FireInput { Target "!self" Action "$PlaySequence" Param "taunt_unleashed_rage_soldier" Delay 0 Repeats 1 Cooldown 99 } FireInput { Target "jumpattack" Action "Trigger" Delay 2.5 Repeats 3 Cooldown 3 } FireInput { Target "bossattack_trigger" Action "Trigger" Delay 12 Repeats 0 Cooldown 12.1 } } totheskiesandairstrike { Item "The Original" WeaponRestrictions PrimaryOnly Attributes SuppressFire FireWeapon //Periodically fires weapon { Delay 2.8 //Time before the first fire input starts (Default: 10) Cooldown 4 //Time between each fire input (Default: 10) Repeats 3 //How many times should bot use the fire input in total (Default: 0 - Infinite) Duration 0.15 //How long should the button be pressed (Default: 0.1) Type "Primary" } FireInput { // this makes the bot move forward in the air Target "!self" Action "RunScriptCode" Param "self.ApplyAbsVelocityImpulse(Vector(0,0,1300))" Delay 2 Repeats 3 Cooldown 4 } VoiceCommand { Delay 1.7 Cooldown 99 Repeats 1 Type "Cheers" } FireInput { // this makes the bot move forward in the air Target "player" Action "$PlaySoundToSelf" Param "=140|misc\halloween\spell_meteor_cast.wav" Delay 2 Repeats 3 Cooldown 4 } FireInput { Target "player" Action "$playsoundtoself" Param "vo\mvm\mght\taunts\soldier_mvm_m_taunts05.mp3" Delay 0 Repeats 1 Cooldown 99 } FireInput { Target "player" Action "$playsoundtoself" Param "vo\mvm\mght\taunts\soldier_mvm_m_taunts05.mp3" Delay 0 Repeats 1 Cooldown 99 } HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.1 TurnPower 360 MaxAimError 360 AimTime 2.5 Acceleration 9999 AccelerationTime 9999 AccelerationStartTime 2.5 } ItemAttributes { ItemName "The Original" "add cond when active" 36 "clip size upgrade atomic" 12 "fire rate bonus" 0.001 "damage bonus" 0.7 "faster reload rate" -1 "projectile spread angle penalty" 180 "ignores other projectiles" 1 "projectile trail particle" "halloween_rockettrail" "projectile no deflect" 1 } FireInput { Target "bossattack_trigger" Action "Trigger" Delay 12 Repeats 0 Cooldown 12.1 } } } } GiantHeavyDeflector { Class Heavyweapons Name "Giant Deflector Heavy" ClassIcon heavy_deflector Skill Expert Health 5000 Scale 1.8 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "The U-clank-a" CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.9 "override footstep sound set" 2 "damage bonus" 1.2 "attack projectiles" 2 } } GiantUberMedic { Class Medic Name "Giant Uber Medic" ClassIcon medic_uber_giant Skill Expert Health 4500 Attributes SpawnWithFullCharge WeaponRestrictions SecondaryOnly Attributes MiniBoss CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 // only works on mediguns that have this attribute ie quickfix "bot medic uber health threshold" 1000 "bot medic uber deploy delay duration" 2 } } GiantKritzMedic { Class Medic Name "Giant Kritz Medic" ClassIcon medic_kritz Skill Expert Health 4500 Attributes SpawnWithFullCharge WeaponRestrictions SecondaryOnly Attributes MiniBoss Item "The Kritzkrieg" CharacterAttributes { "uber duration bonus" 999.0 "move speed bonus" 0.5 "damage force reduction" 0.6 "bot medic uber health threshold" 100000 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 // only works on mediguns that have this attribute ie quickfix } } GiantShieldMedic { Class Medic Name "Giant Shield Medic" ClassIcon medic_shield_lite Skill Expert Health 4500 Attributes SpawnWithFullCharge WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes ProjectileShield Attributes SpawnWithFullCharge FireWeapon { 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 "Special" } CharacterAttributes { "bot medic uber deploy delay duration" 999999 "generate rage on heal" 2 "heal rate bonus" 2 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 // only works on mediguns that have this attribute ie quickfix "increase buff duration" 999.0 } } GiantBisonRapid { Class Soldier Skill Expert Health 3800 ClassIcon soldier_bison_rapidfire Attributes "MiniBoss" Name "Giant Rapidfire Bison Soldier" WeaponRestrictions SecondaryOnly Item "The Righteous Bison" CharacterAttributes { "fire rate bonus" 0.1 "reload time decreased" 0.1 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } GiantPyroFury { Class Pyro Skill Expert Health 3800 ClassIcon Pyro_dragon_fury Attributes "MiniBoss" Name "Giant Dragon's Fury Pyro" WeaponRestrictions PrimaryOnly Item "The Dragon's Fury" CharacterAttributes { "fire rate bonus" 0.8 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } ConchScout { Class Scout Health 125 ClassIcon scout_conch_lite Name "Concheror Bat Scout" Item "The Concheror" Attributes "SpawnWithFullCharge" Skill Hard } ConchMinigiant { Template T_TFBot_Soldier_Extended_Concheror ClassIcon soldier_armored_conch Skill Hard Scale 1.4 Health 600 } DHMinigiant { Class Soldier Name "Direct Hit Soldier" Item "The Direct Hit" ClassIcon soldier_dh_lite_armored Skill Hard Scale 1.4 Health 600 } ShotgunMinigiant { Template T_TFBot_Heavyweapons_Shotgun WeaponRestrictions SecondaryOnly ClassIcon heavy_shotgun_armored Scale 1.4 Health 900 } ILovePersia { Class Demoman ClassIcon demoknight_persian_nys Name "Very Persuasive" Skill Hard Item "Ali Baba's Wee Booties" Item "The Splendid Screen" Item "The Persian Persuader" Item "Sultan's Ceremonial" MaxVisionRange 800 WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } ItemAttributes { ItemName "The Persian Persuader" "critboost on kill" 3 } } GigaburstNoCrit { Class Soldier Name "Giant Burst Fire Soldier" Health 4200 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.9 } ClassIcon soldier_burstfire_hyper_lite } GiantDemoBurstTrapper { Template T_TFBot_Giant_Demo_RapidFire ClassIcon demo_burst Health 15000 Scale 1.8 Attributes UseBossHealthBar Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon Name "Giant Roller Trap Demoman" // Taunt //Taunt periodically // { // Delay 1 //Time before the first taunt starts (Default: 10) // Cooldown 9 //Time between each taunt (Default: 10) // Repeats 0 //How many times the bot should taunt in total (Default: 0 - Infinite) // } CharacterAttributes { "no self blast dmg" 1 "gesture speed increase" 0.5 "mult projectile count" 4 "mult projectile scale" 2 "projectile spread angle penalty" 10 "clip size bonus" 0.25 "fire rate bonus" 0.0001 "Reload time increased" 2.55 "Projectile speed decreased" 0.5 "fuse bonus" 2 "Blast radius increased" 1.65 "damage bonus" 2.5 "mult dmg direct hit" 0.33 "no_jump" 1 "airblast vulnerability multiplier" 0.1 "damage force reduction" 0.1 "rage giving scale" 0.2 } } GiantHasteHeavyMiniboss { Template T_TFBot_Giant_Heavyweapons ClassIcon heavy_hyper Health 25000 Scale 1.8 Attributes UseBossHealthBar Attributes MiniBoss WeaponRestrictions MeleeOnly Name "Private Mannpower" ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0 //Time before the first bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) Name "FistHaste" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0 //Time before the first bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 19000 //When set, the task activates only when the bot health is below specified value Name "ShotgunHaste" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0 //Time before the first bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 11000 //When set, the task activates only when the bot health is below specified value Name "MinigunHaste" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes { FistHaste { Item "The Killing Gloves of Boxing" WeaponRestrictions MeleeOnly Addcond { Index 103 } FireInput { Target "tf_gamerules" Action "PlayVO" Param "items\powerup_pickup_knockout.wav" Delay 3 Cooldown 9999 } CharacterAttributes { "move speed bonus" 0.5 "rage giving scale" 0.2 } } ShotgunHaste { Item "The Family Business" WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Addcond { Index 91 } CharacterAttributes { "move speed bonus" 0.325 "rage giving scale" 0.2 } FireInput { Target "tf_gamerules" Action "PlayVO" Param "items\powerup_pickup_haste.wav" Delay 0 Cooldown 9999 } } MinigunHaste { WeaponRestrictions PrimaryOnly Addcond { Index 94 } FireInput { Target "tf_gamerules" Action "PlayVO" Param "items\powerup_pickup_vampire.wav" Delay 0 Cooldown 9999 } FireInput { Target "!self" Action "$RemoveCond" Param "91" Delay 0 Cooldown 9999 } CharacterAttributes { "move speed bonus" 0.25 "rage giving scale" 0.2 } } } } } Wave //WAVE 1 - CASH 700 { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target bombpath_2_relay Action Trigger Delay 1 } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name Main1a TotalCurrency 66 TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 14 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Pyro WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload ClassIcon heavy_shotgun Tag giant } } WaveSpawn { Name "" WaitForAllDead "" Where spawnbot_aggr Where spawnbot_right Where spawnbot TotalCount 40 MaxActive 40 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Scout_Melee ClassIcon scout_bat_nys } } WaveSpawn { Name Main1c TotalCurrency 50 TotalCount 21 MaxActive 9 SpawnCount 3 Where spawnbot Where spawnbot Where spawnbot_right WaitBeforeStarting 10 WaitBetweenSpawns 6 RandomSpawn 1 TFBot { Template T_TFBot_Demoman Skill Hard } } WaveSpawn { WaitForAllSpawned Main2b Name Main3 TotalCurrency 75 TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot WaitBeforeStarting 20 WaitBetweenSpawns 14 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier Tag giant } } WaveSpawn { WaitForAllSpawned Main3 Name Main2 TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot WaitBeforeStarting 20 WaitBetweenSpawns 18 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Boxing_Heavy Tag giant Item "Fists of Steel" Name "Giant Steel Gauntlet" ClassIcon heavy_steelfist } } // WaveSpawn // { // WaitForAllSpawned Main1b // Name Main2b // TotalCurrency 100 // TotalCount 15 // MaxActive 9 // SpawnCount 1 // Where spawnbot // Where spawnbot // Where spawnbot_right // Where spawnbot_aggr // WaitBeforeStarting 20 // WaitBetweenSpawns 3 // RandomSpawn 1 // TFBot // { // Class Heavyweapons // Name "Heavy" // Skill Easy // } // } WaveSpawn { WaitForAllSpawned Main1a Name Main2ba TotalCurrency 175 TotalCount 18 MaxActive 8 SpawnCount 1 Where spawnbot WaitBeforeStarting 15 WaitBetweenSpawns 1 RandomSpawn 1 TFBot { Class Soldier WeaponRestrictions PrimaryOnly } } WaveSpawn { WaitForAllSpawned Main2 Name Main3b TotalCurrency 75 TotalCount 20 MaxActive 8 SpawnCount 2 Where spawnbot Where spawnbot Where spawnbot_right WaitBeforeStarting 10 WaitBetweenSpawns 4 RandomSpawn 1 Support 1 TFBot { Class Scout WeaponRestrictions PrimaryOnly Skill easy // ClassIcon scout_pistol_nys // Name "Pistol Scout" } } WaveSpawn { WaitForAllSpawned Main2 Name Main3b TotalCurrency 109 TotalCount 18 MaxActive 6 SpawnCount 3 Where spawnbot Where spawnbot Where spawnbot_aggr WaitBeforeStarting 10 WaitBetweenSpawns 10 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Demoman_Knight ClassIcon pyro_homewrecker_lite_armored Name "Chargin' Mace" Item "The Homewrecker" Item "The Tide Turner" Health 300 Scale 1.3 CharacterAttributes { "dmg pierces resists absorbs" 1 "charge time increased" 2 } } } } Wave //WAVE 2 - CASH 700 { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target bombpath_1_relay Action Trigger Delay 1 } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name Main1 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 30 RandomSpawn 1 TFBot { Template GiantDemoBurstTrapper Tag giant } FirstSpawnOutput { Target TrainWarn Action Trigger } } // WaveSpawn // { // Name Main1b // TotalCurrency 100 // TotalCount 6 // MaxActive 4 // SpawnCount 2 // Where spawnbot // WaitBeforeStarting 1 // WaitBetweenSpawns 8 // RandomSpawn 1 // TFBot // { // Template T_TFBot_Sniper_Huntsman // } // } WaveSpawn { Name Main1b TotalCurrency 100 TotalCount 20 MaxActive 8 SpawnCount 2 Where spawnbot WaitBeforeStarting 1 WaitBetweenSpawns 3 RandomSpawn 1 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Name "Featherweight Champ" Item "The Holiday Punch" ClassIcon heavy_mittens Attributes AlwaysCrit Tag flank Tag giant CharacterAttributes { "cancel falling damage" 1 } } } WaveSpawn { Name Main1b TotalCurrency 100 TotalCount 12 MaxActive 10 SpawnCount 6 Where spawnbot_train WaitBeforeStarting 8 WaitBetweenSpawns 8 RandomSpawn 1 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Name "Featherweight Champ" Item "The Holiday Punch" ClassIcon heavy_mittens Attributes AlwaysCrit Tag flank CharacterAttributes { "cancel falling damage" 1 } } } WaveSpawn { WaitForAllDead Main1 Name Main2 TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 8 RandomSpawn 1 Tank { Health 16000 StartingPathTrackNode boss_path_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } FirstSpawnOutput { Target tank_hologram_left_enable_relay Action Trigger } DoneOutput { Target tank_hologram_disable_relay Action Trigger } } WaveSpawn { WaitForAllDead Main1 WaitForAllSpawned Main1b Name Main2b TotalCurrency 100 TotalCount 30 MaxActive 12 SpawnCount 4 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 6 RandomSpawn 1 Support limited Squad { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } TFBot { Template T_TFBot_Medic_BigHeal WeaponRestrictions SecondaryOnly } } } WaveSpawn { WaitForAllDead Main1 WaitForAllSpawned Main1b Name Main2b TotalCurrency 100 TotalCount 20 MaxActive 6 SpawnCount 2 Where spawnbot Where spawnbot_right WaitBeforeStarting 0 WaitBetweenSpawns 6 RandomSpawn 1 Support 1 TFBot { Class Scout Name "Scout" WeaponRestrictions PrimaryOnly Skill Easy Tag flank } } WaveSpawn { WaitForAllDead Main1 WaitForAllSpawned Main1b Name Main2b TotalCurrency 0 TotalCount 20 MaxActive 8 SpawnCount 4 Where spawnbot Where spawnbot_right WaitBeforeStarting 15 WaitBetweenSpawns 8 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Pyro_Flaregun } } WaveSpawn { WaitForAllDead Main1 WaitForAllSpawned Main1b Name Main3b TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 14 RandomSpawn 1 TFBot { Class Pyro Tag giant ClassIcon pyro_dragon_fury_swordstone Name "Giant Furious Pyro" Skill Expert Health 3500 WeaponRestrictions PrimaryOnly Attributes MiniBoss MaxvisionRange 1000 Item "neptune's nightmare" Item "The Dragon's Fury" ItemAttributes { ItemName "The Dragon's Fury" "airblast disabled" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } } Wave // Wave 3 - CASH 700 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_1_relay Action Trigger Delay 1 } WaveSpawn { Name "w3a" WaitForAllDead "" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Tag giant } } WaveSpawn { Name "w3a" WaitForAllDead "" Where spawnbot_aggr TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 0.1 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Tag giant } } WaveSpawn { Name "w3a" WaitForAllDead "" Where spawnbot_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 0.1 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Tag giant } } WaveSpawn { Name "w3b" WaitForAllDead "" Where spawnbot_right Where spawnbot Where spawnbot_aggr TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 10 TotalCurrency 75 TFBot { Health 3000 ClassIcon scout_armored_pda_giant Name "Giant Armoured Scout" Template T_TFBot_Giant_Scout Item "B-ankh!" Skill Normal Tag giant CharacterAttributes { "override footstep sound set" 5 "move speed penalty" 0.65 } } } WaveSpawn { Name "w3b" WaitForAllDead "w3a" Where spawnbot_aggr Where spawnbot_right TotalCount 40 MaxActive 20 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 4.5 TotalCurrency 75 TFBot { Class Demoman } } WaveSpawn { WaitForAllSpawned "w3b" Name "w3ba" TotalCurrency 25 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 0 Tank { Health 19000 StartingPathTrackNode boss_path_2 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } FirstSpawnOutput { Target tank_hologram_right_enable_relay Action Trigger } DoneOutput { Target tank_hologram_disable_relay Action Trigger } } WaveSpawn { Name "w3bb" WaitForAllSpawned "w3ba" Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Tag giant } } WaveSpawn { Name "w3bb" WaitForAllSpawned "w3ba" Where spawnbot TotalCount 50 MaxActive 16 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 150 RandomChoice { Shuffle 1 TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } TFBot { Class Demoman Skill Expert ClassIcon demo_loch_nys Item "the loch-n-load" Item "Hazard Headgear" } TFBot { ClassIcon soldier_directhit_lite Health 200 Name "Direct Hit Soldier" Class Soldier Skill Expert Item "the direct hit" } TFBot { Class Demoman Skill Expert ClassIcon demo_loch_nys Item "the loch-n-load" Item "Hazard Headgear" } TFBot { ClassIcon soldier_directhit_lite Health 200 Name "Direct Hit Soldier" Class Soldier Skill Expert Item "the direct hit" } TFBot { ClassIcon soldier_directhit_lite Health 200 Name "Direct Hit Soldier" Class Soldier Skill Expert Item "the direct hit" } TFBot { Class Demoman Skill Expert ClassIcon demo_loch_nys Item "the loch-n-load" Item "Hazard Headgear" } } } WaveSpawn { Name "" WaitForAllSpawned "boss" Where spawnbot_aggr Where spawnbot_right TotalCount 99 MaxActive 10 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 9 Support 1 TotalCurrency 50 TFBot { Template T_TFBot_Heavy_IronFist_Airblast ClassIcon heavy_steelfist_pusher } } WaveSpawn { Name "" WaitForAllSpawned "boss" Where spawnbot TotalCount 9 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Support 1 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Scout ClassIcon scout_bat_nys Name "Giant Bat Scout" WeaponRestrictions MeleeOnly Tag giant } } WaveSpawn { WaitForAllSpawned "w3bb" Name "boss" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 22 WaitBetweenSpawns 0 TotalCurrency 125 FirstSpawnWarningSound mvm/giant_heavy/giant_heavy_entrance.wav LastSpawnWarningSound vo\mvm\norm\soldier_mvm_laughevil02.mp3 DoneWarningSound vo\mvm\norm\soldier_mvm_paincrticialdeath04.mp3 TFBot { ClassIcon soldier_gib_jumper_lite Class Soldier Name "barry" Health 4000 Attributes UseBossHealthBar Skill Expert MaxVisionRange 1300 Attributes Autojump Attributes DisableDodge ExtAttr IgnoreBuildings Autojumpmax 1 Autojumpmin 1 Action Mobber AlwaysGLow 1 WeaponSwitch { Type "Melee" MaxTargetRange 200 MinTargetRange 1 Delay 0.1 Repeats 0 Cooldown 0 IfSeeTarget 1 } WeaponSwitch { Type "Primary" MaxTargetRange 9999 MinTargetRange 301 Delay 0.1 Repeats 0 Cooldown 0 IfSeeTarget 1 } ItemAttributes { ItemName "tf_weapon_rocketlauncher" "override projectile type" 3 "fuse bonus" 0.295 "damage bonus" 1 "faster reload rate" 0.01 "fire rate bonus" 1.2 "clip size bonus" 5 "apply look velocity on damage" 1300 "apply z velocity on damage" 250 "Projectile speed increased HIDDEN" 2 "projectile no deflect" 1 } ItemAttributes { Itemname "the market gardener" "deploy time decreased" 0.01 "damage bonus" 1.5 "dmg bonus vs buildings" 5 } ItemAttributes { Itemname "The Mantreads" "increased air control" 4 } CharacterAttributes { "attach particle effect" 3042 "blast dmg to self increased" 0.2 "cancel falling damage" 1 "melee range multiplier" 2.5 "increased jump height" 0.9 "damage force reduction" 0.1 //"dmg from ranged reduced" 0.85 "cannot be backstabbed" 1 } Item "the market gardener" Item "The Mantreads" } FirstSpawnOutput { Target TrainWarn Action Trigger Delay 1 } } WaveSpawn { WaitForAllSpawned "w3bb" Name "boss" Where spawnbot_train TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 31 WaitBetweenSpawns 0 TotalCurrency 125 FirstSpawnWarningSound mvm/giant_heavy/giant_heavy_entrance.wav LastSpawnWarningSound vo\mvm\norm\soldier_mvm_laughevil01.mp3 DoneWarningSound vo\mvm\norm\soldier_mvm_paincrticialdeath04.mp3 TFBot { ClassIcon soldier_gib_jumper_lite Class Soldier Name "harry" Health 4000 Attributes UseBossHealthBar Skill Expert MaxVisionRange 1300 Attributes Autojump Attributes DisableDodge ExtAttr IgnoreBuildings Autojumpmax 1 Autojumpmin 1 Action Mobber AlwaysGLow 1 WeaponSwitch { Type "Melee" MaxTargetRange 200 MinTargetRange 1 Delay 0.1 Repeats 0 Cooldown 0 IfSeeTarget 1 } WeaponSwitch { Type "Primary" MaxTargetRange 9999 MinTargetRange 301 Delay 0.1 Repeats 0 Cooldown 0 IfSeeTarget 1 } ItemAttributes { ItemName "tf_weapon_rocketlauncher" "override projectile type" 3 "fuse bonus" 0.295 "damage bonus" 1 "faster reload rate" 0.01 "fire rate bonus" 1.2 "clip size bonus" 5 "apply look velocity on damage" 1300 "apply z velocity on damage" 250 "Projectile speed increased HIDDEN" 2 "projectile no deflect" 1 } ItemAttributes { Itemname "the market gardener" "deploy time decreased" 0.01 "damage bonus" 1.5 "dmg bonus vs buildings" 5 } ItemAttributes { Itemname "The Mantreads" "increased air control" 4 } CharacterAttributes { "attach particle effect" 3042 "blast dmg to self increased" 0.2 "cancel falling damage" 1 "melee range multiplier" 2.5 "increased jump height" 0.9 "damage force reduction" 0.1 // "dmg from ranged reduced" 0.85 "cannot be backstabbed" 1 } Item "the market gardener" Item "The Mantreads" } } } Wave //WAVE 4 - CASH 700 { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target bombpath_2_relay Action Trigger Delay 1 } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name Main1 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 0 RandomSpawn 1 FirstSpawnWarningSound mvm/giant_heavy/giant_heavy_entrance.wav TFBot { Template GiantHasteHeavyMiniboss Tag giant } } WaveSpawn { Name Main1b TotalCurrency 100 TotalCount 40 MaxActive 20 SpawnCount 5 Where spawnbot Where spawnbot_right WaitBeforeStarting 2 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Item "The Concheror" Attributes SpawnWithFullCharge ClassIcon heavy_champ_conch2 Name "Extended Conch Punchie" Attributes AlwaysCrit CharacterAttributes { "increase buff duration" 141.0 } } } WaveSpawn { WaitForAllDead Main1 Name Main2 TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 1 Where spawnbot Where spawnbot_aggr Where spawnbot_right WaitBeforeStarting 0 WaitBetweenSpawns 13 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored Tag giant } } WaveSpawn { WaitForAllSpawned Main1b Name Main2b TotalCurrency 50 TotalCount 20 MaxActive 10 SpawnCount 4 Where spawnbot WaitBeforeStarting 8 WaitBetweenSpawns 6 RandomSpawn 1 TFBot { Class Heavyweapons Skill Easy Name "Heavy" } } WaveSpawn { WaitForAllSpawned Main2b Name Main2ba TotalCurrency 50 TotalCount 12 MaxActive 6 SpawnCount 2 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 7 RandomSpawn 1 Squad { TFBot { Class Soldier Skill Hard ClassIcon soldier_burstfire_armored_yoovy Health 900 Name "Armored Burst Fire Soldier" Scale 1.4 Attributes HoldFireUntilFullReload NoBombUpgrades 1 ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.7 "fire rate bonus" 0.2 "clip size upgrade atomic" 2.0 "projectile speed increased" 0.6 } CharacterAttributes { "head scale" 0.7 } } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { WaitForAllSpawned Main2 Name Main3 TotalCurrency 200 TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 15 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Heavyweapons Tag giant } } WaveSpawn { WaitForAllSpawned Main2 Name Main3b TotalCurrency 100 TotalCount 30 MaxActive 10 SpawnCount 2 Where spawnbot WaitBeforeStarting 20 WaitBetweenSpawns 4 RandomSpawn 1 Support 1 TFBot { Name "Beggar's Soldier" Class Soldier Skill Hard Item "The Beggar's Bazooka" ClassIcon soldier_bazooka Tag flank ItemAttributes { ItemName "The Beggar's Bazooka" "can overload" 0 "auto fires full clip" 1 "reload time increased hidden" 1 "faster reload rate" 0.6 } } } } Wave //WAVE 5 - CASH 700 { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target bombpath_2_relay Action Trigger Delay 1 } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name Main1a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 1 Where spawnbot WaitBeforeStarting 10 WaitBetweenSpawns 26 RandomSpawn 1 Tank { Health 25000 StartingPathTrackNode boss_path_2 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } FirstSpawnOutput { Target tank_hologram_right_enable_relay Action Trigger } DoneOutput { Target tank_hologram_disable_relay Action Trigger } } WaveSpawn { Name Main1 TotalCurrency 20 TotalCount 15 MaxActive 15 SpawnCount 5 Where spawnbot Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 18 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Tag giant } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name Main1b TotalCurrency 100 TotalCount 40 MaxActive 13 SpawnCount 5 Where spawnbot Where spawnbot Where spawnbot_right WaitBeforeStarting 0.1 WaitBetweenSpawns 7 RandomSpawn 1 TFBot { Template T_TFBot_Heavyweapons_Shotgun } } WaveSpawn { WaitForAllDead Main1 Name Main2 TotalCurrency 100 TotalCount 6 MaxActive 6 SpawnCount 2 Where spawnbot_aggr WaitBeforeStarting 0 WaitBetweenSpawns 15 RandomSpawn 1 Squad { NoFormation 1 TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun ClassIcon heavy_shotgun_giant } TFBot { Template T_TFBot_Giant_Demoman ClassIcon demo_spammer_giant } } } WaveSpawn { WaitForAllDead Main1 Name Main2b TotalCurrency 100 TotalCount 32 MaxActive 12 SpawnCount 4 Where spawnbot Where spawnbot Where spawnbot_aggr Where spawnbot_right WaitBeforeStarting 10 WaitBetweenSpawns 6 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Sniper_Huntsman Attributes AlwaysCrit } TFBot { Template T_TFBot_Demo_Burst Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon ItemAttributes { ItemName tf_weapon_grenadelauncher "clip size upgrade atomic" 2 } } Shuffle 1 } } WaveSpawn { WaitForAllSpawned Main2 Name Main3 TotalCurrency 90 TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot WaitBeforeStarting 15 WaitBetweenSpawns 15 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_HealOnKill Item "Deflector" Item "The Tungsten Toque" Attributes UseBossHealthBar Name "Giant Heal-On-Kill Deflector" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } TFBot { Class Medic Name "Armored BigHeal Shield Medic" Skill Expert ClassIcon medic_quickfix_armored_shield WeaponRestrictions SecondaryOnly Attributes SpawnWithFullCharge Attributes ProjectileShield Attributes IgnoreEnemies Health 650 Scale 1.5 Item "titanium tyrolean" FireWeapon { Delay 4 //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 "Special" } ItemAttributes { ItemName tf_weapon_medigun "ubercharge rate penalty" -3 "generate rage on heal" 2 "increase buff duration" 999 "heal rate bonus" 10 } CharacterAttributes { "bot medic uber health threshold" 999 "bot medic uber deploy delay duration" 9999 "mod soldier buff type" 5 "deploy time increased" 1.34 } } } } WaveSpawn { Name "" WaitForAllSpawned "Main3" Where spawnbot_aggr Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 90 TFBot { Class Demoman Name "Major Barrage" Skill Expert ClassIcon demo_scatter_giant Health 4000 Attributes HoldFireUntilFullReload Attributes MiniBoss WeaponRestrictions PrimaryOnly Item "Scotch Bonnet" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "clip size upgrade atomic" 41.0 "damage bonus" 0.7 "fire rate bonus" 0.15 "Projectile speed increased" 0.88 "projectile spread angle penalty" 2.33 "faster reload rate" 0.09 "heal on hit for rapidfire" 3 "fuse bonus" 0.85 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } WaveSpawn { WaitForAllSpawned Main2b Name Main3b TotalCurrency 100 TotalCount 30 MaxActive 18 SpawnCount 4 Where spawnbot Where spawnbot Where spawnbot_right WaitBeforeStarting 5 WaitBetweenSpawns 4 RandomSpawn 1 Support 1 RandomChoice { NextSpawnerClone 4 TFBot { Template T_TFBot_Pyro Skill Easy } TFBot { Template T_TFBot_Pyro Skill Easy Tag flank } Shuffle 1 } } } Wave // Wave # { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_2_relay Action Trigger Delay 1 } Explanation { Line "{yellow}There seems to be something going on with the holograms..." } WaveSpawn { Name "w6a" WaitForAllDead "" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name "w6a" WaitForAllDead "" Where spawnbot_right Where spawnbot Where spawnbot_aggr TotalCount 20 MaxActive 15 SpawnCount 5 WaitBeforeStarting 8 WaitBetweenSpawns 9 TotalCurrency 50 Squad { TFBot { Health 3800 Name "Giant Widowmaker Engineer" Scale 1.7 ClassIcon engineer_widowmaker_nys_giant Class Engineer Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 900 Attributes "MiniBoss" Action FetchFlag Item "the widowmaker" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "voice pitch scale" 0 } } TFBot { Template T_TFBot_Soldier_Extended_Concheror } TFBot { Template T_TFBot_Soldier_Extended_Concheror } TFBot { Template T_TFBot_Soldier_Extended_Concheror } TFBot { Template T_TFBot_Soldier_Extended_Concheror } } DoneOutput { Target "incomingpathswitch_left" Action Trigger } } WaveSpawn { Name "" WaitForAllDead "" Where spawnbot Where spawnbot_right TotalCount 35 MaxActive 15 SpawnCount 5 WaitBeforeStarting 4.1 WaitBetweenSpawns 6.5 TotalCurrency 50 RandomChoice { NextSpawnerClone 45 TFBot { Template T_TFBot_Demoman_Knight ClassIcon pyro_homewrecker_lite_armored Name "Jumping n' Chargin' Mace" Item "The Homewrecker" Item "The Chargin' Targe" Health 450 Scale 1.3 Attributes AirChargeOnly Attributes AutoJump AutoJumpMin 7 AutoJumpMax 7 ItemAttributes { ItemName "The Chargin' Targe" "Attack not cancel charge" 1 } CharacterAttributes { "dmg pierces resists absorbs" 1 "charge time increased" 2 "charge recharge rate increased" 7 "increased jump height" 2.3 "bot custom jump particle" 1 } } TFBot { Template T_TFBot_Demoman_Knight ClassIcon pyro_homewrecker_lite_armored Name "Kill People with Hammers" Item "The Homewrecker" Item "The Chargin' Targe" Health 450 Scale 1.3 Attributes AirChargeOnly Attributes AutoJump AutoJumpMin 7 AutoJumpMax 7 ItemAttributes { ItemName "The Chargin' Targe" "Attack not cancel charge" 1 } CharacterAttributes { "dmg pierces resists absorbs" 1 "charge time increased" 2 "charge recharge rate increased" 7 "increased jump height" 2.3 "bot custom jump particle" 1 } } } } WaveSpawn { Name "w6b" WaitForAllDead "w6a" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 5.5 WaitBetweenSpawns 0 FirstSpawnWarningSound "music/hl1_song17.mp3" TotalCurrency 50 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name "w6b" WaitForAllDead "w6a" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 30 TotalCurrency 50 Squad { TFBot // Thank you so much Yoovy, this template is sick { Class Soldier Health 4200 Name "Giant Rocket Spreader" ClassIcon soldier_rocketrain_giant Attributes HoldFireUntilFullReload Attributes MiniBoss Tag bot_giant CharacterAttributes { "airblast vertical vulnerability multiplier" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 5 "damage force reduction" 0.1 "move speed penalty" 0.5 "killstreak tier" 1 } //Weapons Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "spread angle pattern" "0 0 0|0 10 0|0 20 0|0 30 0|0 40 0|0 50 0|0 40 0|0 30 0|0 20 0|0 10 0|0 0 0|0 -10 0|0 -20 0|0 -30 0|0 -40 0|0 -50 0|0 -40 0|0 -30 0|0 -20 0|0 -10 0|0 0 0" "projectile speed decreased" 0.5 "paintkit_proto_def_index" 431 //Blackout "clip size upgrade atomic" 26 "set_item_texture_wear" 0 "faster reload rate" 0.15 "fire rate bonus" 0.05f } //Cosmetics Item "The Team Captain" Item "Fancy Dress Uniform" } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn // Tank # HP { Name "w6b" WaitForAllDead "w6a" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 50 Tank { Name "tankboss" StartingPathTrackNode "boss_path_1" Health 20000 Speed 75 Skin 0 OnKilledOutput {} OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } FirstSpawnOutput { Target tank_hologram_left_enable_relay Action Trigger } DoneOutput { Target tank_hologram_disable_relay Action Trigger } } WaveSpawn // Dummy { WaitForAllDead "w6b" FirstSpawnOutput { Target "incomingpathswitch_right" Action Trigger } } WaveSpawn { Name "w6bsupp" WaitForAllDead "w6a" Where spawnbot_aggr Where spawnbot_right TotalCount 40 MaxActive 16 SpawnCount 6 WaitBeforeStarting 10 WaitBetweenSpawns 7 TotalCurrency 50 TFBot { Class Scout Skill Hard } } WaveSpawn { Name "" WaitForAllDead "w6a" Where spawnbot_right TotalCount 12 MaxActive 12 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 18 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Sniper_Huntsman_Spammer ClassIcon sniper_bow_multi } TFBot { Class Pyro Skill Expert Attributes AlwaysFireWeapon } TFBot { Class Pyro Skill Expert Attributes AlwaysFireWeapon } } } WaveSpawn { Name "w6cs" WaitForAllDead "w6b" Where spawnbot Where spawnbot_aggr Where spawnbot_right TotalCount 10 MaxActive 6 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 2.5 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name "" WaitForAllDead "w6cs" Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 Support Limited TotalCurrency 50 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter ClassIcon engineer_battle TeleportWhere spawnbot_aggr TeleportWhere spawnbot_right } } WaveSpawn // Tank # HP { Name "" WaitForAllDead "w6b" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 25 Tank { Name "tankboss" StartingPathTrackNode "boss_path_2" Health 30000 Speed 75 Skin 0 OnKilledOutput {} OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } FirstSpawnOutput { Target tank_hologram_left_enable_relay Action Trigger } } WaveSpawn // Tank # HP { Name "" WaitForAllDead "w6b" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 25 Tank { Name "tankboss" StartingPathTrackNode "boss_path_1" Health 20000 Speed 75 Skin 1 OnKilledOutput {} OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } FirstSpawnOutput { Target tank_hologram_right_enable_relay Action Trigger } DoneOutput { Target tank_hologram_disable_relay Action Trigger } } WaveSpawn { Name "w6ca" WaitForAllDead "w6b" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Class Demoman Name "Giant Burst Fire Sticky Demo" ClassIcon demo_sticky_burst_giant Skill Expert Health 3800 Item "Bomb Beanie" Attributes HoldFireUntilFullReload Attributes MiniBoss WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "Bomb Beanie" "set item tint rgb" 6535423 } ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 //"clip size bonus" 2 } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" 0.0001 "faster reload rate" 0.4 "fire rate bonus" 0.01 "Projectile range increased" 0.4 "projectile spread angle penalty" 5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } WaveSpawn { Name "w6csupp" WaitForAllDead "w6b" Where spawnbot_right TotalCount 18 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Sniper_Huntsman_Spammer ClassIcon sniper_bow_multi } TFBot { Class Pyro Skill Expert Attributes AlwaysFireWeapon } TFBot { Class Pyro Skill Expert Attributes AlwaysFireWeapon } } } WaveSpawn { Name "" WaitForAllDead "w6csupp" Where spawnbot_aggr TotalCount 30 MaxActive 15 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 7 Support limited TotalCurrency 50 TFBot { ClassIcon soldier_bison Health 200 Name "Bison Soldier" Class Soldier Skill Expert Item "the righteous bison" WeaponRestrictions "SecondaryOnly" } } WaveSpawn { Name "" WaitForAllDead "w6ca" Where spawnbot_aggr TotalCount 30 MaxActive 15 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 7 Support limited TotalCurrency 50 TFBot { ClassIcon pyro_dragon_fury_swordstone Name "Dragon's Fury Pyro" Class Pyro Skill Easy Item "The Dragon's Fury" MaxVisionRange 700 CharacterAttributes { "airblast disabled" 1 } } } } Wave //WAVE 6 - CASH 700 { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`bosswavelogic`,`forcespawn`) EntFire(`bombpath_1_relay`,`trigger`) " Delay 0.5 } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // Dummy { WaitBeforeStarting 0 FirstSpawnOutput { Target "StartTheFight" Action "Trigger" } } WaveSpawn { Support 1 Squad { TFBot { ClassIcon soldier_homing_direct_burst_giant } TFBot { ClassIcon pyro_neon_giant } TFBot { ClassIcon soldier_airstrike } TFBot { ClassIcon trash_meme } TFBot { ClassIcon soldier_conch_burstfire_yoovy } TFBot { ClassIcon soldier_rocketrain_giant } TFBot { ClassIcon heavy_shotgun_burst_lite } TFBot { ClassIcon soldier_nuke2 } } } WaveSpawn { Name Main1 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot Where spawnbot WaitBeforeStarting 6 WaitBetweenSpawns 5 RandomSpawn 1 TFBot { Template BigFunnyBossMan // Tag giant Tag boss_bot Action Mobber } DoneOutput { Target "bignet" Action "RunScriptCode" Param "TextualTimer.Pause()" } } WaveSpawn { WaitForAllDead "Main1" WaitBeforeStarting 0 FirstSpawnOutput { Target "pop_interface" Action $KillWavespawn Param "disablefor_ubergenerator" Delay 0 } } WaveSpawn { WaitForAllDead "Main1" WaitBeforeStarting 0 FirstSpawnOutput { Target "pop_interface" Action $KillWavespawn Param "disableformidboss" Delay 0 } } WaveSpawn { WaitForAllDead "Main1" WaitBeforeStarting 0 FirstSpawnOutput { Target "pop_interface" Action $KillWavespawn Param "forthesplashattack" Delay 0 } } WaveSpawn { WaitForAllDead "Main1" WaitBeforeStarting 11 FirstSpawnOutput { Target "pop_interface" Action $FinishWave Delay 0 } } WaveSpawn { Name "disableformidboss" WaitForAllDead "" Where spawnbot_train TotalCount 10 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 TotalCurrency 50 RandomChoice { TFBot { Template T_TFBot_Soldier_Extended_Concheror Action Mobber } TFBot { Template T_TFBot_Demoman_Knight ClassIcon pyro_homewrecker_lite_armored Name "Chargin' Mace" Item "The Homewrecker" Item "The Tide Turner" Health 300 Scale 1.3 Action Mobber CharacterAttributes { "dmg pierces resists absorbs" 1 "charge time increased" 2 } } } } WaveSpawn { Name "forthesplashattack" WaitForAllDead "" Where spawnbot_train TotalCount 30 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 TotalCurrency 50 TFBot { Class Pyro Name "Armored Neon Annihilator" WeaponRestrictions MeleeOnly Health 300 Scale 1.3 Item "The Neon Annihilator" ClassIcon pyro_neon Action Mobber } } WaveSpawn { Name "disablefor_ubergenerator" WaitForAllDead "" Where spawnbot_aggr TotalCount 50 MaxActive 22 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.4 Support 1 TotalCurrency 400 RandomChoice { Shuffle 1 TFBot { Template T_TFBot_Sniper_Huntsman Action Mobber } TFBot { Class Soldier Action Mobber } TFBot { Template T_TFBot_Sniper_Huntsman Action Mobber } TFBot { Class Soldier Action Mobber } TFBot { Template T_TFBot_Heavy_IronFist_Airblast Action Mobber } TFBot { Template T_TFBot_Scout_Shortstop Action Mobber } } } // WaveSpawn // { // Name Main1 // TotalCurrency 100 // TotalCount 6 // MaxActive 2 // SpawnCount 2 // Where spawnbot_aggr // WaitBeforeStarting 25 // WaitBetweenSpawns 0 // RandomSpawn 1 // Support 1 // TFBot // { // Template T_TFBot_Giant_Scout_Fast // Health 1800 // Tag bossbackup // Tag giant // Attributes AlwaysCrit // Action Mobber // Addcond // { // Index 87 // } // } // } // WaveSpawn // { // Name Main1 // TotalCurrency 100 // TotalCount 3 // MaxActive 1 // SpawnCount 1 // Where spawnbot_aggr // WaitBeforeStarting 25 // WaitBetweenSpawns 0 // RandomSpawn 1 // Support 1 // TFBot // { // Template T_TFBot_Giant_Scout_FAN // Tag bossbackup // Tag giant // Attributes AlwaysCrit // Action Mobber // Addcond // { // Index 87 // } // } // } // WaveSpawn // { // Name Main1 // TotalCurrency 200 // TotalCount 45 // MaxActive 9 // SpawnCount 3 // Where spawnbot // Where spawnbot // Where spawnbot_right // WaitBeforeStarting 0 // WaitBetweenSpawns 6 // RandomSpawn 1 // Support 1 // RandomChoice // { // NextSpawnerClone 2 // TFBot // { // Template T_TFBot_Demo_Burst // Skill Easy // } // NextSpawnerClone 2 // TFBot // { // Template T_TFBot_Demo_Burst // Skill Hard // } // TFBot // { // Template T_TFBot_Demo_Burst // Tag flank // Skill Easy // } // TFBot // { // Template T_TFBot_Demo_Burst // Tag flank // Skill Hard // } // } // } // WaveSpawn // { // Name Main1 // TotalCurrency 200 // TotalCount 15 // MaxActive 3 // SpawnCount 1 // Where spawnbot // WaitBeforeStarting 0 // WaitBetweenSpawns 6 // RandomSpawn 1 // Support 1 // TFBot // { // Template ShotgunMinigiant // } // } } }