#base robot_giant.pop #base robot_standard.pop //- WaveSchedule { NoRomevisionCosmetics 1 Templates { ScoutTemplate1 { Class Engineer Action FetchFlag ExtAttr AlwaysFireWeaponAlt //Always use secondary fire Taunt //Taunt periodically { Delay 10 //Time before the first taunt starts (Default: 10) Cooldown 1 //Time between each taunt (Default: 10) Repeats 1 //How many times the bot should taunt in total (Default: 0 - Infinite) Duration 5 //Duration of a looping taunt (Default: 0.1) // Name "Taunt: Kazotsky Kick" //If set, uses this item taunt instead of default IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 100 //When set, the task activates only when the bot health is above specified value } VoiceCommand //Periodacally uses voice commands { Delay 8 //Time before the first voice command starts (Default: 10) Cooldown 5 //Time between each voice command (Default: 10) Repeats 55 //How many times should bot use the voice command in total (Default: 0 - Infinite) //IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) //IfHealthBelow 0 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value Type "Medic" // Type of voice command, Possible values: //Medic //Help //Go //Move up //Left //Right //Yes //No //Activate Charge //Charge Ready //Incoming //Spy //Thanks //Jeers //Battle cry //Cheers //Sentry here //Dispenser here //Teleporter here //Good job //Sentry ahead //Positive //Negative //Nice shot } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 10 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 800 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes { Delay 6 Cooldown 10 Repeats 1 IfHealthBelow 900 //When set, the task activates only when the bot health is below specified value Name "Attr2" } NoBombUpgrades 1 //If set, the bomb carrier will not upgrade over time PainSound "=70|GoldPipe_MissionIntro.mp3" //Override pain sound. The value after = is sound level in DB, applicable for all custom mission sounds DeathSound "GoldPipe_MissionIntro.mp3" //Override death sound. Health 1000 } ScoutTemplate2 { Skill Hard CharacterAttributes { "fire rate bonus" 0.25 "move speed bonus" 2 "SET BONUS: Special dsp" 134 "hand scale" 0 } //WeaponRestrictions PDAOnly Item "MvM GateBot Light Engineer" Attributes AlwaysFireWeapon WeaponRestrictions PDAOnly //Added PDAOnly (forces )and BuildingOnly ClientCommand // Executes client commands { Name "build 0" // Name of the client command, notable examples: // "build 0/1/2/3" - Build dispenser / teleporter entrance / sentry / teleporter exit // "destroy 0/1/2/3" - Destroy dispenser / teleporter entrance / sentry / teleporter exit Delay 1 //Time before the first execution of the task (Default: 10) Cooldown 5 //Time between each execution of the task (Default: 10) Repeats 12 //How many times should the task be executed in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default: 0 - Always activate) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value } // You now can place attributes outside of EventChangeAttributes and they will apply to every EventChangeAttributes inside. You can also use EventChangeAttributes outside of template EventChangeAttributes //Most TFBot custom attributes can apply here, with exception of: // ForceRomeVision, SuppressTimedFetchFlag, SpawnTemplate, DropWeapon { Attr1 { ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Engineer" "item style override" 0 "torso scale" 10 } } Attr2 { ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Engineer" "item style override" 1 } CharacterAttributes { "move speed bonus" 0.5 "head scale" 0.5 } ExtAttr TargetStickies //The bot will target stickies. } } Skin 4 // Force the bot to use specified model skin } TankTemplate { ClassIcon special_blimp //Use custom icon for a tank } } Mission // sentry buster { Objective DestroySentries InitialCooldown 20 Where spawnbot BeginAtWave 1 RunForThisManyWaves 9 CooldownTime 40 SuppressSentryBusterModel 1 // Disable sentry buster model TFBot { Template T_TFBot_SentryBuster } } Mission { Objective Engineer InitialCooldown 1 Where spawnbot BeginAtWave 1 RunForThisManyWaves 8 CooldownTime 2 DesiredCount 3 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter Item "The Wrangler" HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.25 // Multiplier of rocket speed. 1 for default speed TurnPower 90 //How fast should the rocket rotate to face the target= MaxAimError 360 //Max angle between rocket and the target } ExtAttr BuildDispenserAsTeleporter //Builds dispenser instead of teleporter CharacterAttributes { "engy dispenser radius increased" 40 } } } Mission { Objective Engineer InitialCooldown 2 Where spawnbot BeginAtWave 1 RunForThisManyWaves 8 CooldownTime 2 DesiredCount 3 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter ExtAttr BuildDispenserAsSentryGun //Builds dispenser instead of sentry gun CharacterAttributes { "engy dispenser radius increased" 40 } } } SpawnTemplate //Spawn template once the mission loads { Name "Blockade" Origin "1050 4410 472" //Position where to spawn the template Angles "0 85 0" //Rotation } SpawnTemplate //spawn template once mission starts { Name "Sentry" Origin "0 -1000 500" } } // CUSTOM ATTRIBUTES // if set to 1, the user cannot deploy parachutes // "parachute disabled" 1 // Secondary attack: crossbow fires milk bolt. Regenerates every x seconds // "fires milk bolt" 1 // The bot with the attribute distributes its currency on death, like with sniper kills // "force distribute currency on death" 1 // Melee weapon attacks all enemies in range // "melee cleave attack" 1 // Special mode for revolver: each hit reduces damage, up to x times. Likely does not work // "extra damage on hit penalty" 1 // "extra damage on hit" 1 // Grants the players speed buff for 4 seconds after leaving teleporter // "mod teleporter speed boost" 1 // Turns the victim ragdoll to ice // "set turn to ice" 1 // Can player breathe underwater // "can breathe under water" 1 // If set to 1 player cannon swim // "cannot swim" 1 // If set to 1 player can swim at full class speed // "swimming mastery" 1 // If set to 1 player move his teleporter with double tapped movement keys. Does not work // "ability doubletap teleport" 1 // A worse version of damage piercing since it only ignores battalion backup 35% reduction. Does not work? // "mod ignore resists absorbs" 1 // Players with this attribute are granted more points for kills but lose points after death // "scoreboard minigame" 1 // Is the player immune to wet statuses like jarate or mad milk // "wet immunity" 1 // Huntsman: reduces shoot time 40%/70%, same functionality as faster reload rate but limited to 2 points // Sniper rifle: reduces zoom time 40%/70% (like reload rate does). increases charge rate 50%/200%, but actually 100% due to the cap // "ability master sniper" 2 // Last revolver shot in the clip is critical // "last shot crits" 1 // Keep disguise after attacking. Revolver only // "keep disguise on attack" 1 // On hit ally: heal your teammate for x health, draining your own health // "add give health to teammate on hit" 75 // Can switch to other weapons while spinning minigun //"mod minigun can holster while spinning" 1 // Probably does nothing, otherwise it adds time required for the sapper to activate // "sapper deploy time" 1 // On kill: gives x% fire rate bonus, stacks up to 3 times. Killing different class clears the combo // "kill combo fire rate boost" 0.1 // Healh and ammo dispenser rate // "mult dispenser rate" 2 // Sentry max ammo multiplier // "mvm sentry ammo" 2 // Sentry is 20% smaller. 33% less health, 25% less metal required to upgrade // "build small sentries" 1 // Teleporter recharge duration multiplier // "mult teleporter recharge rate" 1 // As spy, disguise as dispenser when crouching // "disguise as dispenser on crouch" 1 // On hit, as a medic, with "ubercharge ammo" syringegun: transfer x% of the used uber to the enemy medic // "ubercharge transfer" 34 // Uses ubercharge as ammo. 100 for full uber use. Syringegun (not crossbow) only // "ubercharge ammo" 10 // On death: x% chance of being immediately revived at spawn with 1 health // "teleport instead of die" 0.5 // Flare and rocket homing seek power in degrees per second // "mod projectile heat seek power" 360 // Rocket max error in aim in degrees // "mod projectile heat aim error" 90 // Damage vs same class multipler // "mult dmg vs same class" 2 // On take damage: x% chance of gaining invicibility for 3 seconds // "uber on damage taken" 1 // Damage taken from melee multipier // "mult dmgtaken from melee" 0.3 // Player is crit boosted when below x% health. // "mult crit when health is below percent" 0.5 // Penetrated players receive only x% damage. Bullets only. Can be damage bonus despite the name // "penetration damage penalty" 0.5 // Player is pushed x units and speed boosted when firing flamethrower. Limited by ground move speed // "firing forward pull" 1000 // x% soldier buff range bonus // "mod soldier buff range" 1.7 // Deploy speed bonus when rocket jumping // "mult rocketjump deploy time" 0.4 // Fire rate multiplier when not rocket jumping // "mul nonrocketjump attackrate" 0.5 // On hit: refire time * (x/60) % chance for aoe heal for 1s (24 hp healed total). use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s // "aoe heal chance" 80 // On hit: refire time * (x/60) % chance for crit boost for 3s. use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s // "crits on damage" 80 // On hit: refire time * (x/60) % chance for stun for 3s. use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s // "stun on damage" 80 // On hit: refire time * (x/60) % chance for 100 hu blast that stuns players for 2 seconds and applies bleed. use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s // "aoe blast on damage" 80 // Grants up to x% damage bonus based on current health. Only for melee weapons // "mult dmg with reduced health" 2 // Multiplier of how fast can pyro use primary fire again after airblasting // "mult airblast primary refire time" 4 // Spin up time for flamethrowers in seconds // "mod flamethrower spinup time" 2.4 // Player pushback cone scale. Might not work after JI // "mult airblast cone scale" 1.8 // Combination of flamethrower flags, used to limit airblast functionality. You have to add those numbers to enable specific functions (by default all are enabled): // 1 - If airblast should push players // 2 - If airblast can put out afterburn // 4 - If airblast can reflect projectiles // 8 - If airblast can stun players // 16 - If airblast disrupts player aim // "airblast functionality flags" 9 // airblast pushes players towards the pyro. Does not work? // "reverse airblast" 1 // airblast pushes the pyro himself rather than others // "airblast dashes" 1 // Sniper rifle charge rate when looking at the enemy. Still subject to the 200% charge rate limit // "mult sniper charge per sec with enemy under crosshair" 2 // Beeps when the sniper is looking at the enemy while charging, if set to 1 // "sniper beep with enemy under crosshair" 1 // On building hit: Disable for x seconds // "disable buildings on hit" 4 // Regenerates caber on use // "regenerate stickbomb" 1 // Melee smack time multiplier (0.2s default) // "mult smack time" 4 // If set to 1, enables healing buildings as medic. increases building healing rate by 10% for each point // "medic machinery beam" 1 // Shoots additional 2 arrows per level // "arrow mastery" 1 // Custom item model name // "custom item model" // Custom weapon fire sound. Does not work for the weapon owner // "custom weapon fire sound" // Bullets explode in x radius on hit (147 is rocket launcher radius) // "explosive bullets" 100 // Projectile model scale multipier // "mult projectile scale" 2 // Fire multiple projectiles at once // "mult projectile count" 4 // Projectile trail particle name // "projectile trail particle" // Explosion particle name // "explosion particle" // Restores sydney sleeper explosion on headshot // "radius sleeper" 1 // Bot with this attribute cannot be affected by the sapper // "cannot be sapped" 1 // Item tint color // "item color rgb" 223424 // Is item invisible // "is invisible" 1 // Cannot taunt // "cannot taunt" 1 // Rocket acceleration in hu/s^2 // "projectile acceleration" 500 // The player is miniboss // "is miniboss" 1 // Player model scale // "model scale" 1 // Player upgrade possibility // "cannot upgrade" 1 // Minimal respawn time in seconds // "min respawn time" 4 // Weapon always crits // "always crit" 1 // Sentry rocket fire rate // "mult firerocket rate" 1 // Building max level limit // "building max level" 1 // Allows for faster sentry fire rate, up to 66 shots per second // "sentry rapid fire" 1 // Dealing damage with weapon does not increase crit rate // "dont count damage towards crit rate" 1 // Set damage rampup to 20% // "reduced damage rampup" 1 // Set damage rampup to 50% // "no reduced damage rampup" 1 // Force damage rampup and falloff // "force damage falloff" 1 // No damage rampup and falloff // "no damage falloff" 1 // Weapon can headshot. Hitscan only // "can headshot" 1 // Building tint color // "building color rgb" 23424 // Building scale. Values above 1.17 make it difficult for players to build on uneven ground // "building scale" 1.54 // Stun slow multiplier. 0 to be fully stun slow immune // "mult stun resistance" 0 // Allow to deal friendly fire damage // "allow friendly fire" 1 // Receive friendly fire from teammates // "receive friendly fire" 1 // Weapon Cannot headshot // "cannot headshot" 1 // Crit damage multiplier // "mult crit dmg" 1.54 // Cannot be headshot. Hitscan only // "cannot be headshot" 1 // Use this model attachment instead of bonemerging. If the name is empty, it will follow player origin instead. // Common attachments for robot models: head, eye_1, flag. Some bot models also have eye_2, partyhat. Demo & soldier additionally contain foot_L and foot_R // Common attachments for player models: head, eyes, flag, partyhat, bread_face, bread_head, effect_hand_L, effect_hand_R, bread_hand_r, bread_hand_l, bread_butt, bread_heel_l, foot_L, foot_R // "attachment name" "head" // Item offset from the attachment origin // "attachment offset" "4 2 44" // Rotation for attached items // "attachment angles" "25 25 0" // Model scale for attached items // "attachment scale" 1.5 // For how long should the projectile home in // "mod projectile heat aim time" 1.75 // Projectile gravity in hu/s^2 // "projectile gravity" 600 // For how long should the projectile accelerate // "projectile acceleration time" 2.55 // Grenades explode on impact // "grenade explode on impact" 1 // Projectile lifetime in seconds // "projectile lifetime" 52 // The player is not solid to other players // "not solid to players" 1 // If set, the player takes this amount of damage per second, ignores uber, does not apply damage force // "is suicide counter" 1 // Always allow the player to taunt, even midair // "always allow taunt" 1 // Reflected projectile speed multiplier // "mult reflect velocity" 1 // Use custom kill icon. Icons are defined in scripts/mod_textures.txt in tf_misc_dir.vpk // "custom kill icon" "armageddon" // Homing projectiles follow crosshair // "mod projectile heat follow crosshair" 1 // Weapon cannot be upgraded // "cannot be upgraded" 1 // Projectile cannot be deflected // "projectile no deflect" 1 // Time before projectile starts accelerating // "projectile acceleration start time" 1 // Player gravity multiplier when ballon head condition (TF_COND_BALLOON_HEAD). 0 is for regular gravity // "player gravity ballon head" 12 // Damage multiplier vs giants // "mult dmg vs giants" 2.5 // Damage multiplier vs tanks // "mult dmg vs tanks" 2.5 // Damage multiplier vs npc excluding tanks and player bots // "mult dmg vs npc" 2.5 // Custom sound played when a player victim is hit with the weapon // "custom hit sound" "fdfdf" // Custom sound played when a rocket / projectile / bullet hits something // "custom impact sound" "fdfdf" // Custom weapon reload sound // "custom weapon reload sound" "fdfdf" // No explosion particles and sounds // "no explosion particles" 1 // Special version of override projectile type that adds more projectile types: // "mechanicalarmorb" - Short circuit orb // "override projectile type extra" "mechanicalarmorb" // Deal additional damage based on fraction of target current health // "dmg current health" 0.34 // Deal additional damage based on fraction of target max health // "dmg max health" 0.34 // Deal additional damage based on fraction of target missing health // "dmg missing health" 0.34 // Player cannot be teleported // "cannot be teleported" 1 // Medigun range multiplier // "mult medigun range" 1.5 // Penetration limit for projectiles // "projectile penetration limit" 3 // Max targets affected by explosives and flamethrowers // "max aoe targets" 4 // Add condtion to the target on hit. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536 // "add cond on hit" 56 // Add condtion on hit duration // "add cond on hit duration" 4 // Remove condition from target on hit. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536 // "remove cond on hit" 57 // Add damage type to the attack // "add damage type" 1 // Remove damage type from the attack // "remove damage type" 1 // Sets a special damage type to a range from 1-3 // "special damage type" 1 // Damage taken multiplier from weapons with special damage type 1 // "dmg taken mult from special damage type 1" 4 // Damage taken multiplier from weapons with special damage type 2 // "dmg taken mult from special damage type 2" 4 // Damage taken multiplier from weapons with special damage type 3 // "dmg taken mult from special damage type 3" 4 // Effect duration multiplier on drinks, jars // "mult effect duration" 3 // Effect condtion override on drinks, jars, ubers and many other effects // "effect cond override" 24 // Add condition to self on hit target. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536 // "self add cond on hit" 54 // Add condition to self on hit target duration // "self add cond on hit duration" 3 // Add condition on kill. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536 // "add cond on kill" 57 // Add condition on kill duration. // "add cond on kill duration" 10 // Item description // "special item description" "item description" // Flag carrier move speed multipier // "mult flag carrier move speed" 0.66 // On kill healing can overheal // "overheal from heal on kill" 1 // Fire input on hit targets. The player is the activator. The format is ^^. If omitted, default param is damage received. !projectile is the projectile entity // "fire input on hit" "!self^SetHealth^0" // Restrict input on hit to specified targetname or classname. Wildcards are allowed // "fire input on hit name restrict" "player" // Grenades and arrows bounce off walls, retaining x% of speed after each bounce // "grenade bounce speed" 0.8 // Grenades explode on direct hits even if the grenade already touched a wall, dealing x% additional damage // "grenade bounce damage" 0.3 // Gravity for arrows and flares. 0 is default gravity. For grenades and stickybombs, any value will disable gravity // "projectile gravity native" 0.4 // No drag for grenades and stickybombs // "grenade no drag" 1 // Stickybombs stick to enemies // "stickybomb stick to enemies" 1 // Stickybombs do not stick to ground // "stickybomb no stick" 1 // Bots killed by the weapon drop red money // "collect currency on kill" 1 // Force applied to enemy players when touching them. 260 is the minimum amount to knock players up // "stomp player force" 270 // Damage applied to enemies when touching them // "stomp player damage" 100 // Projectiles reflected by this weapon keep their original team // "reflect keep team" 1 // Custom minigun wind up sound. Does not override default sound // "custom wind up sound" "sound.wave" // Custom minigun wind down sound. Does not override default sound // "custom wind down sound" "sound.wave" // If set to 1, reflected projectiles aim towards the pyro // "reflect magnet" 1 // Stay after hitting resupply cabinet or upgrading, if the weapon in the inventory in the slot is different // "stay after regenerate" 1 // Custom minigun spin sound. The sound will not loop unless its made to loop // "custom minigun spin sound" "sound.wav" // Time between stomp damage and push // "stomp player time" 0.1 // If set to any value other than 0, sets custom arrow kill time after hitting something // "arrow hit kill time" 0.3 // Custom projectile hitbox size // "custom projectile size" 30 // Sentry cost multiplier // "mod sentry cost" 1.25 // Dispenser cost multiplier // "mod dispenser cost" 1.25 // Bullets and projectiles penetrate teammates // "penetrate teammates" 1 // Add condition when weapon is active. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536 // "add cond when active" 11 // Step height multiplier (x * 18hu) // "mult step height" 10 // Ignore player clip brushes // "ignore player clip" 1 // Allow bunny hopping. 1 - auto bhop. 2 - manual bhop // "allow bunny hop" 1 // Fire input on killed targets. The player is the activator. The format is ^^. If omitted, default param is damage received. !projectile is the projectile entity // "fire input on kill" "!self^SetHealth^0" // Restrict input on killed to specified targetname. Wildcards are allowed // "fire input on kill name restrict" "player" // Fire entire clip at once // "fire full clip at once" 1 // Reload full clip at once // "reload full clip at once" 1 // Adds a condition when the weapon is active // "add cond when active" 56 // Milk, mark, jarate received duration multiplier // "mult debuff duration" 2 // Damage dealt to enemy buildings on touch // "stomp building damage" 125 // Sound played when the projectile is fired // "projectile sound" "sound.wav" // Fire this many rounds in a burst. If negative, forces to fire this many rounds even if attack button is not pressed // "burst fire count" 3 // Fire rate multiplier between bursts // "burst fire rate mult" 2 // Accuracy multiplier, continous attacking increases/decreases accuracy up to specified value over the duration of "continous accuracy time" attribute. Overwrites "spread penalty" attribute // "continous accuracy mult" 3 // How long in seconds should the weapon be fired continously to reach full "continous accuracy mult" value // "continous accuracy time" 1 // Accuracy multiplier when ducking. Overwrites "spread penalty" attribute // "duck accuracy mult" 0.5 // Accuracy multiplier when moving. Overwrites "spread penalty" attribute // "move accuracy mult" 2 // Automatically fire full clip // "force fire full clip" 1