WaveSchedule { StartingCurrency 20000 RespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom no MaxSpeedLimit 12345 PrecacheModel "models\bots\merasmus\merasmus.mdl" PrecacheModel "models/weapons/w_models/w_drg_ball.mdl" LuaScriptFile "scripts/boss_spells.lua" ExtraSpawnPoint //Adds spawn points on specified location { Name "spawnsex" TeamNum 3 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "-1282.67" Y "-1.58" Z "-126.97" } //ForceItem "TF_WEAPON_SPELLBOOK" PointTemplates { SkeletonTeleporter { NoFixup 1 trigger_teleport { "OnStartTouch" "teleporter_text,Display,,0,-1" "targetname" "skeleton_teleporter" "filtername" "skeleton_filter" "target" "skeleton_target" "spawnflags" "1" "mins" "-200 -200 -200" "maxs" "200 200 200" "origin" "-1282.67 -1.58 -126.97" //whatever the origin of the next bot phases spawn is } filter_tf_bot_has_tag { "targetname" "skeleton_filter" "Negated" "Allow entities that match criteria" "require_all_tags" "1" "tags" "skeleton" } } SkeletonTarget { NoFixup 1 info_target { "targetname" "skeleton_target" "origin" "0 0 0" "angles" "0 90 0" } } CerebusStatue { NoFixup 1 prop_dynamic { "targetname" "cerebus_statue" "origin" "0 0 0" //put this where the cerebus will spawn "angles" "0 0 0" "model" "models\soldier_statue\soldier_statue.mdl" } ambient_generic { "targetname" "sound_statue_break" "message" "ambient\grinder\grinderbot_03.wav" "health" "10" "spawnflags" "32" "origin" "0 0 0" } logic_relay { "targetname" "statue_break" "OnTrigger" "sound_statue_break,PlaySound,,0,-1" "OnTrigger" "cerebus_statue,Disable,,O,-1" } } CerebusStomp { NoFixup 1 env_shake { "targetname" "stomp" "spawnflags" "0" //Change to 0 if you don't want players in the air being shaked. "radius" "7000" //Do your magic. "frequency" "200" "duration" "0.5" "amplitude" "12" //How strong the shake is. "origin" "0 0 37.5" //The center of the sphere should line up with the center of the hurtbox. } ambient_generic { "targetname" "sound_laugh" "message" "vo\demoman_laughevil05.mp3" "health" "10" "spawnflags" "32" "origin" "0 0 0" } ambient_generic { "targetname" "sound_stomp" "message" "ambient/explosions/explode_1.wav" "health" "10" "spawnflags" "32" "origin" "0 0 0" } info_particle_system { "targetname" "stomp_particle" "effect_name" "hammer_impact_button" "flag_as_weather" "0" "start_active" "0" } trigger_hurt { "targetname" "stomper_hurter" "damage" "30" //edit this value to change the damage of the stomp "damagetype" "1" "StartDisabled" "0" "origin" "0 0 0" "mins" "-100 -100 -100" "maxs" "100 100 100" } logic_relay { "targetname" "timer_enable" "OnTrigger" "stomp_timer,Enable,,8.5,-1" } logic_timer { "targetname" "stomp_timer" "RefireTime" "10" "spawnflags" "0" "UseRandomTime" "0" "StartDisabled" "1" "OnTimer" "sound_laugh,PlaySound,,0,-1" "OnTimer" "sound_stomp,PlaySound,,1,-1" "OnTimer" "stomper_hurter,Toggle,,1,-1" "OnTimer" "stomper_hurter,Toggle,,1.25,-1" "OnTimer" "stomp,StartShake,,1,-1" "OnTimer" "stomp,StopShake,,1.5,-1" "OnTimer" "stomp_particle,Start,,1,-1" "OnTimer" "stomp_particle,Stop,,4,-1" } } CerebusEnrage { logic_relay { "targetname" "enrage_trigger1" "OnTrigger" "!activator,$AddPlayerAttribute,fire rate bonus|2.5|0,0.01,-1" "OnTrigger" "!activator,$AddPlayerAttribute,charge recharge rate increased|4|0,0.01,-1" } logic_relay { "targetname" "enrage_trigger2" "OnTrigger" "!activator,$AddPlayerAttribute,fire rate bonus|2.5|0,0.01,-1" "OnTrigger" "!activator,$AddPlayerAttribute,charge recharge rate increased|4|0,0.01,-1" } } SpellsGenerator { OnSpawnOutput { Target "popscript" Action "$SpellGenerator" Delay 12 Param "20" // chance for a rare spell roll, common spell roll is 100 minus sent value (i.e if rare is 33%, common is 67%) } } } Templates { T_TFBot_Cerbeus { Class Soldier Skill Expert Health 1 //put it whatever you see fit Attributes MiniBoss Attributes UseBossHealthBar Name "Cerebus, Guardian of Hell" WeaponRestrictions MeleeOnly Item "tf_weapon_grenadelauncher" Item "The Chargin' Targe" ItemAttributes { ItemName "tf_weapon_grenadelauncher" "grenade explode on impact" 1 "projectile speed increased" 2 "override projectile type" 17 "is_passive_weapon" 1 //this controls the power of the orb but not it's firing rate, do not edit fire rate here } ItemAttributes { ItemName "tf_weapon_shovel" "is invisible" 1 "fire rate bonus" 4 //this controls the firing rate of the cerebus, adjust it to your liking "damage bonus" 0.01 } ItemAttributes { ItemName "The Chargin' Targe" "charge time increased" -1 "charge recharge rate increased" 2.4 } FireInput { Target "timer_enable" Action "Trigger" Delay 0 Cooldown 0 Repeats 1 } FireInput { Target "statue_break" Action "Trigger" Delay 0 Cooldown 0 Repeats 1 } ChangeAttributes { Delay 0 Cooldown 10 Name "Speed" } ChangeAttributes { Delay 8 Cooldown 10 Name "NoSpeed" } EventChangeAttributes //this exists so he stops to stomp yes? yes ok die { Speed { CharacterAttributes { "move speed bonus" 0.5 } } NoSpeed { WeaponRestrictions MeleeOnly Attributes SuppressFire CharacterAttributes { "move speed bonus" 0.01 } } } } T_TFBot_Mindflayer { Class Soldier Skill Expert Health 1 //put it whatever you see fit Attributes MiniBoss Attributes UseBossHealthBar Item "TF_WEAPON_SPELLBOOK" ItemAttributes { ItemName "TF_WEAPON_SPELLBOOK" "is_passive_weapon" 1 } Spell { Delay 6 Cooldown 6 Repeats 0 IfSeeTarget 0 Charges 1 Limit 1 Type "Teleport" } CharacterAttributes { "move speed bonus" 0.5 } ChangeAttributes { Delay 0 Cooldown 15 Name "Spread" } ChangeAttributes { Delay 10 Cooldown 15 Name "Laser" } EventChangeAttributes { Spread { WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "tf_weapon_rocketlauncher" "mult projectile count" 5 "fire rate bonus" 4.5 "faster reload rate" -0.4 "projectile speed increased" 0.1 "projectile spread angle penalty" 30 "mod projectile heat seek power" 75 "mod projectile heat aim error" 90 "mod projectile heat aim time" 3 "projectile acceleration" 1500 "projectile acceleration time" 2 } } Laser { WeaponRestrictions SecondaryOnly Item "The Righteous Bison" ItemAttributes { ItemName "The Righteous Bison" "faster reload rate" -0.4 "fire rate bonus" 0.1 "damage bonus" 0.75 } } } } T_TFBot_Sniper_Boss3 { Class Sniper Health 40000 Skill Expert ClassIcon boss_merasmus_strapped Name "Merasmus With A Gun" UseCustomModel "models\bots\merasmus\merasmus.mdl" Action Mobber UseHumanModel 1 UseHumanAnimations 1 Skin 0 Item "TF_WEAPON_SPELLBOOK" SpawnTemplate "SpellsGenerator" Attributes MiniBoss Attributes UseBossHealthBar Attributes AlwaysFireWeapon ChangeAttributes { Delay 0 Cooldown 18 Name "SMG" } ChangeAttributes { Delay 6 Cooldown 18 Name "SniperRifle" } ChangeAttributes { Delay 12 Cooldown 18 Name "Magic" } FireWeapon { Delay 1 Cooldown 1 Type "Action" } ItemAttributes { ItemName "TF_WEAPON_CLUB" "is invisible" 1 } CharacterAttributes { "move speed bonus" 0.3 "hand scale" 2 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0 "cancel falling damage" 1 } EventChangeAttributes { SMG { WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "tf_weapon_smg" "clip size bonus" 10 "fire rate bonus" 0.6 "fire rate bonus with reduced health" 0.25 "faster reload rate" 1.5 "damage bonus" 2 "spread penalty" 1.7 } ItemAttributes { ItemName "TF_WEAPON_SPELLBOOK" "is_passive_weapon" 0 } //ItemAttributes //{ // ItemName "tf_weapon_rocketlauncher" // "is_passive_weapon" 0 //} } SniperRifle { WeaponRestrictions PrimaryOnly Item "The Machina" ItemAttributes { ItemName "The Machina" "sniper only fire zoomed" 0 "faster reload rate" 0.5 } } Magic { WeaponRestrictions MeleeOnly ItemAttributes { ItemName "TF_WEAPON_SPELLBOOK" "is_passive_weapon" 1 } //Item "tf_weapon_rocketlauncher" //ItemAttributes //{ // ItemName "tf_weapon_rocketlauncher" // "projectile trail particle" "spell_fireball_small_red" // "custom projectile model" "models/weapons/w_models/w_drg_ball.mdl" // "projectile speed increased" 0.4 // "projectile spread angle penalty" 20 // "mod projectile heat seek power" 35 // "mod projectile heat aim error" 90 // "mod projectile heat aim time" 4 // "Set DamageType Ignite" 1 // "mult projectile count" 20 // "damage bonus" 0.75 // "faster reload rate" -0.4 // "fire rate bonus" 6 // "is_passive_weapon" 1 // "is invisible" 1 //} } } } } Wave { Explanation { Line "{FF0000}The boss will have multiple phases." Line "{FF0000}Phases will progress if you exhaust his healthbar." } StartWaveOutput // Output which occurs at moment the wave begins. { Target wave_start_relay // Name of the entity in the map to target. Action Trigger // Input to give the targeted entity. } DoneOutput // Output which occurrs at moment the wave is completed. { Target wave_finished_relay // Name of the entity in the map to target. Action Trigger // Input to give the targeted entity. } WaveSpawn { Name wavesex Where spawnsex TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 6 TotalCurrency 20 TFBot { Template T_TFBot_Sniper_Boss3 } } } Wave { StartWaveOutput // Output which occurs at moment the wave begins. { Target wave_start_relay // Name of the entity in the map to target. Action Trigger // Input to give the targeted entity. } DoneOutput // Output which occurrs at moment the wave is completed. { Target wave_finished_relay // Name of the entity in the map to target. Action Trigger // Input to give the targeted entity. } WaveSpawn { Where spawnsex TotalCount 10 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 100 TotalCurrency 20 TFBot { Class Soldier Health 10000 Attributes SuppressFire Attributes MiniBoss Scale 1.01 CharacterAttributes { "health regen" -1 "increased jump height" 0.001 "health from healers increased" 10 "move speed bonus" 0.001 } } } } }