// this popfile is for testing my template concepts // // Helpful debug and console commands for developing MVM population scripts: // // sv_cheats 1 // Allows cheat commands. // god // Enables god mode for players. // nb_stop 1 // Stops all bots in place. // nb_blind 1 // Bots will not treat players as threats. // currency_give x // Give player x amount of game currency to be used on upgrades. // tf_populator_health_multiplier x.x // Multiplies health of enemy bots - example: tf_populator_health_multiplier 0.01 will set health of bots to 1% of normal. // tf_mvm_popfile abcd // Will load the .pop file of the specified name - example tf_mvm_popfile mvm_mapname_challenge2 will load mvm_mapname_challenge2.pop in the tf/scripts/population directory. // tf_mvm_jump_to_wave x // Will jump to the specified wave number of the current .pop file - example tf_mvm_jump_to_wave 6 will jump to wave 6. // tf_bot_flag_kill_on_touch 1 // When a bot picks up the flag, they die. // // templates #base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 30000 RespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom No Advanced 1 Templates { // SCOUT TEMPLATES // SOLDIER TEMPLATES // PYRO TEMPLATES // DEMO TEMPLATES // HEAVY TEMPLATES // ENGINEER TEMPLATES // MEDIC TEMPLATES // SNIPER TEMPLATES // SPY TEMPLATES } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn { Name w1a Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 0 FirstSpawnWarningSound "vo\mvm\mght\heavy_mvm_m_needdispenser01.mp3" TFBot { Class Heavyweapons Name "Chief Putt Dispenser" ClassIcon heavy_shotgun_penetrate_giant Skill Expert Health 5000 Item "The Rescue Ranger" WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Attributes UseBossHealthBar Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Rescue Ranger" "override projectile type" 8 // huntsman projectile "clip size penalty" 2.5 // fires 15 projectiles in a single burst "damage penalty" 0.5 "fire rate bonus" 0.001 "faster reload rate" 0.05 "projectile spread angle penalty" 5 "projectile penetration" 1 "sniper no headshots" 1 "auto fires full clip" 1 "auto fires when full" 1 "custom projectile model" "models\weapons\c_models\c_golfclub\c_golfclub.mdl" // replaces projectile model with nessie's nine iron } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "is_passive_weapon" 1 // shotgun animations "override projectile type" 21 // fires nothing "clip size penalty" 2.5 "fire rate bonus" 0.001 "faster reload rate" 0.05 "auto fires full clip" 1 "auto fires when full" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 7 "rage giving scale" 0.1 "increased jump height" 2 // jumps high when bodyblocked "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "boots falling stomp" 1 // instakill stomp } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // chief reverse blast soldier { Name w1a Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 FirstSpawnWarningSound "misc\happy_birthday_tf_05.wav" TFBot { Class Soldier Name "Greater Crater" ClassIcon soldier_libertylauncher_upsidedown Skill Expert WeaponRestrictions PrimaryOnly Health 32000 Item "Rocket Jumper" Item "The Mantreads" Item "The Marxman" Item "The Patriot Peak" Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ItemAttributes { ItemName "Rocket Jumper" "damage penalty" 0.45 "dmg bonus vs buildings" 5 "fire rate bonus" 0.2 "clip size upgrade atomic" 5 "faster reload rate" 0.31 "rocket specialist" 4 "projectile spread angle penalty" 4 "Projectile speed increased" 0.85 // 36% faster projectile speed with max rocket specialist "apply z velocity on damage" -651 // minimum fall velocity to cause fall dmg "cannot pick up intelligence" 0 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.31 "increased jump height" 2 // jumps high when bodyblocked "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "boots falling stomp" 1 // instakill stomp } } } } }