#base robot_standard.pop #base robot_giant.pop #base robot_gatebot.pop WaveSchedule { StartingCurrency 299 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no CustomWeapon { Name "NewHoliday" OriginalItemName "Apoco-Fists" "provide on active" 1 "move speed bonus" 1.3 "health drain" -6 "set turn to ice" 1 "custom kill icon" "holiday_punch" "custom item model" "models\workshop\weapons\c_models\c_xms_gloves\c_xms_gloves_ushanka.mdl" } CustomWeapon { Name "FakeFrontier" OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "cannot be upgraded" 1 "always crit" 1 "clip size penalty" 0.5 "crit kill will gib" 1 "custom kill icon" "frontier_kill" //"custom weapon fire sound" "Weapon_FrontierJustice.SingleCrit" //"custom item model" "models/weapons/c_models/c_frontierjustice/c_frontierjustice.mdl" } CustomWeapon { Name "NewShotgun1" OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "cannot be upgraded" 1 "can headshot" 1 "dmg pierces resists absorbs" 1 "weapon spread bonus" 0.5 "revolver use hit locations" 1 "mark for death" 1 "crit kill will gib" 1 //"custom weapon fire sound" "=80|weapons\shotgun\shotgun_fire6.wav" //"custom item model" "models\weapons\c_models\c_rapidfire\c_rapidfire_1.mdl" } CustomWeapon { Name "NewShotgun2" OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" "cannot be upgraded" 1 "dmg pierces resists absorbs" 1 "weapon spread bonus" 0.5 "add cond on hit" 126 "Set DamageType Ignite" 1 "minicrit vs burning player" 1 //"custom weapon fire sound" "=80|weapons\flaregun\fire.wav" //"custom item model" "models\weapons\c_models\c_the_bolshevik_bomber\c_the_bolshevik_bomber_1.mdl" } CustomWeapon { Name "Deagle" OriginalItemName "TF_WEAPON_PISTOL" "cannot be upgraded" 1 "can headshot" 1 "damage bonus" 3 "fire rate penalty" 2 "clip size penalty" 0.5 "dmg pierces resists absorbs" 1 "revolver use hit locations" 1 "weapon spread bonus" 0.5 "hidden secondary max ammo penalty" 0.68 //"custom weapon fire sound" "=80|trespasser/de_shot1.wav" //"custom item model" "models\workshop\weapons\c_models\c_winger_distol\c_winger_distol.mdl" } CustomWeapon { Name "Rifle" OriginalItemName "TF_WEAPON_SMG" "cannot be upgraded" 1 "clip size bonus" 2 "Reload time increased" 2.5 "damage bonus" 1.5 "dmg pierces resists absorbs" 1 "revolver use hit locations" 1 "maxammo secondary increased" 2 //"custom weapon fire sound" "=80|trespasser/mp40f1.wav" //"custom item model" models\weapons\c_models\c_hmg\c_hmg.mdl } CustomWeapon { Name "NeedleShotgun" OriginalItemName "tf_weapon_syringegun_medic" "maxammo primary reduced" 0.8 "fire rate bonus" 0.001 "clip size penalty" 0.14 "projectile spread angle penalty" 3 "auto fires full clip" 1 //"custom weapon fire sound" "=50|Weapon_Shotgun.Single" //"custom item model" "models/workshop/weapons/c_models/c_trenchgun/c_trenchgun.mdl" } ItemReplacement // easter egg { "Deagle" { Name "TTG Max Pistol" } } ItemReplacement // easter egg { "Deagle" { Name "TTG Max Pistol - Poker Night" } } ItemReplacement // easter egg { "Rifle" { Name "Festive SMG 2014" } } ItemReplacement //easter egg { "The Reserve Shooter" { Name "The Giger Counter" } } ItemReplacement // easter egg { "Pretty Boy's Pocket Pistol" { Name "The Wrangler" } } ItemReplacement // easter egg { "The Family Business" { Name "Festive Wrangler" } } ItemReplacement // v1 gru { "NewHoliday" { Name "Apoco-Fists" } } ItemReplacement // needler { "NeedleShotgun" { Name "The Overdose" } } ExtraLoadoutItems { Scout { Secondary "Deagle" } Engineer { Secondary "Deagle" } HeavyWeapons { Melee "NewHoliday" } Sniper { Secondary "Rifle" } } ItemAttributes //test { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "always crit" 1 } ItemAttributes { ItemName "The Gas Passer" "weapon burn dmg increased" 87.5 "weapon burn time reduced" 0.01 "remove cond on hit" 22 } Templates { T_TFBot_DustShotSniper { Class Sniper Skill Normal Scale 1 WeaponRestrictions PrimaryOnly Action FetchFlag Attributes AlwaysFireWeapon Item "Upgradeable TF_WEAPON_SNIPERRIFLE" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" //"faster reload rate" 0.25 "bullets per shot bonus" 10 "spread penalty" 1453 "damage penalty" 0.1 } } } // MISSION: Sentry Buster Mission { Objective DestroySentries Where spawnbot CooldownTime 30 TFBot { Template T_TFBot_SentryBuster } } Wave { InitWaveOutput { Target wave_setup_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "sw2" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 3 TFBot { Template T_TFBot_DustShotSniper } } } } fff