//Hello travler I hope your day is going well :) //Revamped version of an old test mission made into an actual mission //Inspired by trespasser //Made by Wacev #FixTF2 //Server Crash Count: 9 (most were because of rafmod breaking randomly) #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop WaveSchedule { StartingCurrency 600 RespawnWaveTime 20 FixedRespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom Yes EventPopfile Halloween BonusRatioHalf 1 //The ratio of collected cash required to be awarded 50 bonus credits. (default: 0.95) BonusRatioFull 1.5 //The ratio of collected cash required to be awarded 100 bonus credits. (default: 1) BotsAreHumans 1 BotHumansHaveRobotVoice 1 BluHumanFlagCapture 0 BluHumanFlagPickup 0 DisplayRobotDeathNotice 1 ForceHoliday 2 ForceRobotBleed 1 MaxSpeedLimit 1337 MaxSpectators 0 MinibossSentrySingleKill 1 NoJoinMidwave 1 NoReanimators 1 NoHolidayPickups 1 NoThrillerTaunt 1 NoRomevisionCosmetics 1 RobotLimit 26 StandableHeads 1 SniperAllowHeadshots 1 TextPrintTime 0 WaveStartCountdown 3 StuckTimeMultiplier 3.5 FastNPCUpdate 1 NoCreditsVelocity 1 //LoseTime 15 LoseTime 5 CustomUpgradesFile "mvm_upgrades_exp_dead_zone.txt" LuaScriptFile "scripts/ghost_town_dead_zone.lua" PrecacheSound "trespasser/de_shot1.wav" PrecacheSound "bolshevikbomber_fire.wav" PrecacheSound "weapons\sven_shotgun_shoot.wav" PrecacheSound "50kvolt_fire.wav" PrecacheSound "auto_shotgun_fire_1.wav" PrecacheSound "lmg_shoot.wav" PrecacheSound "lmg_reload.wav" PrecacheSound "magnum_shoot.wav" PrecacheSound "trespasser\mp40f1.wav" PrecacheSound "crush\hubby_shoot.wav" PrecacheSound "automaticassault_fire.wav" PrecacheSound "ultimatum_fire.wav" PrecacheSound "ultimatum_explode.wav" PrecacheSound "denominator/chain_wind_up.wav" PrecacheSound "denominator/chain_wind_down.wav" PrecacheSound "denominator/chainsaw1.wav" PrecacheSound "antipathy\sniper_shoot.wav" PrecacheModel "models/weapons/c_models/c_chains_of_command/c_chains_of_command.mdl" PrecacheModel "models\weapons\c_models\c_steel_battalion\c_steel_battalion.mdl" PrecacheModel "models\weapons\c_models\c_bmmh\c_bmmh.mdl" PrecacheModel "models\weapons\c_models\c_50k_volt\c_pro_smg.mdl" PrecacheModel "models\weapons\c_models\c_aa12\c_aa12.mdl" PrecacheModel "models\weapons\c_models\c_brief_negotiator\c_lmg.mdl" PrecacheModel "models\weapons\c_models\c_demo_glock\c_demo_glock.mdl" PrecacheModel "models\weapons\c_models\c_blackybomb_launcher\c_blackybomb_launcher.mdl" PrecacheModel "models\weapons\c_models\c_assault_battering_ram\c_assault_battering_ram.mdl" PrecacheModel "models\weapons\c_models\c_deagle\c_deagle.mdl" PrecacheModel "models\workshop\weapons\c_models\c_nailgun\c_nailgun.mdl" PrecacheModel "models\weapons\c_models\c_blaze_blast\c_blaze_blast.mdl" PrecacheModel "models\weapons\c_models\c_flaregun_pyro_volt\c_flaregun_pyro.mdl" PrecacheModel "models\weapons\c_models\c_ultimatum_flaregun\c_ultimatum_flaregun.mdl" PrecacheModel "models\weapons\c_models\c_tranquilizer\c_revolver.mdl" PrecacheModel "models\weapons\c_models\c_death_blossom\c_death_blossom.mdl" PrecacheModel "models\weapons\c_models\c_clinical_trial\c_clinical_trial.mdl" PrecacheModel "models\weapons\c_models\c_mp40\c_mp40.mdl" PrecacheModel "models\bots\skeleton_sniper\skeleton_sniper_fixed.mdl" PrecacheModel "models\weapons\c_models\c_leverslugger.mdl" PrecacheModel "models\weapons\c_models\c_doom_db.mdl" PrecacheModel "models\weapons\c_models\c_packer.mdl" PrecacheModel "models\weapons\c_models\c_follower\c_rocketlauncher.mdl" PrecacheModel "models\weapons\c_models\c_wasp_launcher\c_wasp_launcher_1.mdl" PrecacheModel "models\weapons\c_models\c_hornetnest\c_atom_launcher.mdl" PrecacheModel "models\weapons\c_models\c_ultimatum\c_ultimatum.mdl" PrecacheModel "models\workshop\weapons\c_models\c_lochnload-horizontal\c_lochnload-horizontal.mdl" PrecacheModel "models\weapons\c_models\c_brew_blaster\c_grenadelauncher.mdl" PrecacheModel "models/weapons/c_models/c_w_chainsaw/c_w_chainsaw.mdl" PrecacheModel "models\weapons\c_models\c_maxine\c_maxine.mdl" PrecacheModel "models\weapons\c_models\c_cerberus\c_minigun.mdl" PrecacheModel "models/weapons/c_models/c_pigeon_medigun/c_pigeon_medigun.mdl" PrecacheModel "models\weapons\c_models\c_brainyrifle\c_brainyrifle.mdl" PrecacheModel "models\weapons\c_models\c_gune\c_gune.mdl" PrecacheModel "models\weapons\c_models\c_astral_assassin\c_astral_assassin.mdl" PrecacheModel "models\weapons\c_models\c_astral_assassin_projectile\c_astral_assassin_projectile.mdl" PrecacheModel "models\weapons\c_models\c_bastard_backguard\c_bastard_backguard.mdl" PrecacheModel "models\weapons\c_models\c_carvedcutter\c_carvedcutter.mdl" PrecacheModel "models\weapons\c_models\c_angel_blade\c_angel_blade.mdl" DisableSound "heavy_mvm_giant_robot01" DisableSound "heavy_mvm_giant_robot02" DisableSound "heavy_mvm_giant_robot03" DisableSound "heavy_mvm_giant_robot04" DisableSound "engineer_mvm_giant_robot01" DisableSound "engineer_mvm_giant_robot02" DisableSound "engineer_mvm_giant_robot03" DisableSound "soldier_mvm_giant_robot01" DisableSound "soldier_mvm_giant_robot02" DisableSound "soldier_mvm_giant_robot03" DisableSound "soldier_mvm_giant_robot04" DisableSound "medic_mvm_giant_robot01" DisableSound "medic_mvm_giant_robot02" DisableSound "medic_mvm_giant_robot03" DisableSound "music.mvm_end_last_wave" DisableSound "music.mvm_end_mid_wave" DisableSound "music.mvm_end_tank_wave" DisableSound "music.mvm_end_wave" DisableSound "music.mvm_lost_wave" DisableSound "music.mvm_start_last_wave" DisableSound "music.mvm_start_mid_wave" DisableSound "music.mvm_start_tank_wave" DisableSound "music.mvm_start_wave" DisableSound "Announcer.MVM_Get_To_Upgrade" DisableSound "Announcer.MVM_Spy_Alert" DisableSound "Announcer.mvm_spybot_death" DisableSound "Announcer.mvm_spybot_death_all" DisableSound "Announcer.MVM_First_Wave_Start" DisableSound "Announcer.MVM_Wave_Start" DisableSound "Announcer.MVM_Wave_End" DisableSound "Announcer.MVM_Wave_Lose" DisableSound "Announcer.MVM_Final_Wave_Start" DisableSound "Announcer.MVM_Final_Wave_End" DisableSound "Announcer.MVM_Robots_Planted" DisableSound "Announcer.MVM_All_Dead" DisableSound "Announcer.MVM_Sentry_Buster_Alert" DisableSound "Announcer.MVM_Sentry_Buster_Alert_Another" DisableSound "Announcer.MVM_General_Wave_Start" DisableSound "Announcer.MVM_Game_Over_Loss" DisableSound "Announcer.MVM_Tank_Planted" DisableSound "Announcer.MVM_Tank_Alert_Another" DisableSound "Announcer.MVM_Tank_Alert_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Halfway" DisableSound "Announcer.MVM_Tank_Alert_Halfway_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Near_Hatch" DisableSound "Announcer.MVM_Tank_Alert_Deploying" DisableSound "Announcer.MVM_Tank_Alert_Spawn" DisableSound "Announcer.MVM_Bomb_Alert_Entered" DisableSound "Announcer.MVM_Bomb_Alert_Near_Hatch" DisableSound "Announcer.MVM_Bomb_Alert_Deploying" DisableSound "Announcer.MVM_Bonus" DisableSound "Announcer.mvm_spybot_death" DisableSound "Announcer.mvm_spybot_death_all" DisableSound "Announcer.MVM_Spy_Alert" ExtraSpawnPoint { Name "spawnbot_control_point" TeamNum 3 X "0" Y "34" Z "672" } ExtraSpawnPoint { Name "spawnbot_tunnel" TeamNum 3 X "62" Y "2880" Z "192" } ExtraSpawnPoint { Name "spawnbot_redspawn" TeamNum 3 X "-453" Y "-2568" Z "512" } ExtraSpawnPoint { Name "spawnbot_redspawn" TeamNum 3 X "451" Y "-2552" Z "512" } ExtraSpawnPoint { Name "spawnbot_military" TeamNum 3 X "0" Y "-2563" Z "512" } ExtraSpawnPoint { Name "spawnbot_military_2" TeamNum 3 X "-40" Y "-2563" Z "512" } ExtraSpawnPoint { Name "spawnbot_military_3" TeamNum 3 X "40" Y "-2563" Z "512" } ClassLimit { Scout 2 Soldier 2 Pyro 2 Demoman 2 HeavyWeapons 2 Engineer 2 Medic 2 Sniper 2 Spy 2 } OverrideSounds { "MVM.PlayerDied" "npc/stalker/go_alert2.wav" "MVM.GiantHeavyExplodes" "misc/null.wav" "MVM.GiantCommonExplodes" "misc/null.wav" "Building_Sentrygun.Alert" "misc/null.wav" "Weapon_General.CritPower" "misc/null.wav" "Regenerate.Touch" "misc/null.wav" "Samurai.Conch" "misc/null.wav" "Powerup.PickUpPlagueInfected" "misc/null.wav" "Powerup.PickUpPlagueInfectedLoop" "misc/null.wav" "Powerup.PickUpPlague" "misc/null.wav" "BumperCar.SpeedBoostStart" "misc/null.wav" "BumperCar.SpeedBoostStop" "items/medshot4.wav" } //////////////////////////////////////////////////////////// PlayerAttributes { "always allow taunt" 1 "crit mod disabled" 0 "penetrate teammates" 1 Pyro { "airblast disabled" 1 "damage penalty" 0.75 } Engineer { "mvm sentry ammo" 0.75 "engy sentry fire rate increased" 2 "mult teleporter recharge rate" 0.25 "building max level" 1 "mod teleporter speed boost" 1 "hidden secondary max ammo penalty" 0.18 } Heavyweapons { "maxammo primary reduced" 0.75 } } ItemAttributes //Adds attributes to specified item given to players { ItemName "The Mantreads" "max health additive penalty" -50 "move speed bonus" 1.25 } ItemAttributes //Adds attributes to specified item given to players { ItemName "The Gunboats" "max health additive bonus" 50 "move speed penalty" 0.85 } ItemAttributes //Adds attributes to specified item given to players { ItemName "The Candy Cane" "mult dmgtaken from melee" 1.5 "damage bonus HIDDEN" 1.538 } ItemAttributes { ItemName "The Ullapool Caber" "regenerate stickbomb" 1 "damage bonus" 1.5 "damage bonus HIDDEN" 1.538 } ItemAttributes //Adds attributes to specified item given to players { ItemName "The Gunslinger" "mod sentry cost" 1.3 "damage bonus HIDDEN" 1.538 } ItemAttributes { ItemName "The Amputator" "mod_maxhealth_drain_rate" 25 "self mark for death" 1 "damage bonus HIDDEN" 1.538 } ItemAttributes { ItemName "The Ubersaw" "add uber charge on hit" 0.1 "damage bonus HIDDEN" 1.538 } ItemAttributes { ItemName "The Diamondback" "crit_dmg_falloff" 1 } ItemAttributes { ItemSlot "Melee" "damage bonus HIDDEN" 1.538 } DisallowUpgrade { Upgrade "projectile penetration" MaxLevel "-1" ItemName "Nail Gun" } DisallowUpgrade { Upgrade "projectile penetration" MaxLevel "-1" ItemName "The Cure" } DisallowUpgrade { Upgrade "projectile penetration" MaxLevel "-1" ItemName "Pulse SMG" } DisallowUpgrade { Upgrade "projectile penetration" MaxLevel "-1" ItemName "Paralysis Injection" } DisallowUpgrade { Upgrade "projectile penetration heavy" MaxLevel "-1" ItemName "Zombiesaw" } DisallowUpgrade { Upgrade "projectile penetration" MaxLevel "-1" ItemName "Astral Assassin" } DisallowUpgrade { Upgrade "generate rage on damage" MaxLevel "-1" ItemName "Zombiesaw" } DisallowUpgrade { Upgrade "damage bonus" MaxLevel "-1" ItemName "Baseball Launcher" } DisallowUpgrade { Upgrade "SRifle Charge rate increased" MaxLevel "-1" ItemName "Combiner Rifle" } //////////////////////////////////////////////////////////// PointTemplates { MissionName { logic_relay { "targetname" "name" "OnTrigger" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,EXP Apocalyptic Dead Zone,0,-1" } OnSpawnOutput { Target "name" Action "trigger" Delay 0 } } corelogic { NoFixup 1 logic_auto { "OnMapSpawn" "door1_door,kill,,0,-1" "OnMapSpawn" "door2_door,kill,,0,-1" "OnMapSpawn" "redrespawnroom*,SetInactive,,0,-1" "OnMapSpawn" "shopgear,setattached,shopkeeper,0,-1" "OnMapSpawn" "shopgear,setlightingorigin,shopkeeper,0,-1" "OnMapSpawn" "shopkeeper,enable,,0,-1" "OnMapSpawn" "shopgear,enable,,0,-1" "OnMapSpawn" "func_nav_avoid,disable,,0,-1" "OnMapSpawn" "func_nav_prefer,disable,,0,-1" "OnMapSpawn" "bombpath_holograms*,disable,,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger respawn_relay:trigger::0:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger teleport2:enable::0:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger teleport3:enable::0:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger fencedoor:enable::0:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger fencedoor2:enable::0:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger avoid_underbridge:enable::0:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger lose_relay:disable:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger laststand_disable:trigger:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger shopkeeper:disable:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger shopgear:disable:0:-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger respawn_relay:trigger::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger teleport2:disable::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger teleport3:disable::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger fencedoor:disable::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger fencedoor2:disable::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger avoid_underbridge:enable::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger lose_relay:disable:0:-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger laststand_disable:trigger:0:-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger shopkeeper:enable:0:-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger shopgear:enable:0:-1" } logic_relay { targetname respawn_break "OnTrigger" "redspawn_barrier_prop_b,SetAnimation,mannworksR,0,-1" "OnTrigger" "redspawn_barrier_prop_a,SetAnimation,mannworksL,0,-1" "OnTrigger" "redspawn_barrier_prop_b,SetAnimation,mannworksR_sink,4,-1" "OnTrigger" "redspawn_barrier_prop_a,SetAnimation,mannworksL_sink,4,-1" "OnTrigger" "redspawn_barrier_prop_a,kill,,7,-1" "OnTrigger" "redspawn_barrier_prop_b,kill,,7,-1" "OnTrigger" "redspawn_barrier_forcefield_a1,disable,,0,-1" "OnTrigger" "redspawn_barrier_forcefield_b1,disable,,0,-1" "OnTrigger" "redspawn_barrier_forcefield_a,enable,,0,-1" "OnTrigger" "redspawn_barrier_forcefield_b,enable,,0,-1" "OnTrigger" "redspawn_break_fx,start,,0,-1" "OnTrigger" "tank_bust_sound,playsound,,0,-1" } game_forcerespawn { "targetname" "respawner" } info_target { targetname "zombie_cp_target" origin "0 34 672" } info_target { targetname "zombie_tp_target" origin "67 2813 223" } info_target { targetname "rescue_target" origin "-4 -2575 536" } trigger_teleport { targetname "mineshaft_teleport" origin "64 4328 913" mins "-320 -1304 -560" maxs "320 1304 560" spawnflags 1 target "spawnbot_tunnel" } filter_activator_team { "targetname" "filter_blue" "filterteam" 3 } func_nav_avoid { targetname "avoid_underbridge" origin "1024 -544 616" mins "-192 -160 -152" maxs "192 160 104" TeamNum 3 tags "tag_zombie" } func_nav_avoid { targetname "avoid_underbridge" origin "-952 -520 584" mins "-296 -152 -136" maxs "312 152 136" TeamNum 3 tags "tag_zombie" } filter_multi { targetname "filter_red_nosurvivors" "filter01" "filter_redteam" "filter02" "filter_nosurvivor" } filter_tf_bot_has_tag { negated "1" require_all_tags "1" tags "bot_survivor" targetname "filter_nosurvivor" } } Player_Tracker { OnSpawnOutput { Target "ply_alive_counter" Action "Add" Param 1 } OnParentKilledOutput { Target "ply_alive_counter" Action "Subtract" Param 1 } OnSpawnOutput { Target "cap_counter_alive" Action "Add" Param 1 } OnParentKilledOutput { Target "cap_counter_alive" Action "Subtract" Param 1 } } LastStand_Logic { training_annotation { "targetname" "sign_laststand" "display_text" "Last Stand. Don't die now..." "lifetime" "5" "origin" "0 34 672" } trigger_multiple { "targetname" "laststand_rush" "origin" "0 0 0" "mins" "-9999 -9999 -9999" "maxs" "9999 9999 9999" "StartDisabled" "1" "spawnflags" "1" "filtername" "filter_blue" "OnStartTouch" "!activator,$AddPlayerAttribute,major move speed bonus|1.25,0,-1" "OnStartTouch" "!activator,$AddPlayerAttribute,SPELL: set Halloween footstep type|1,0,-1" } math_counter { targetname "ply_alive_counter" min 0 max 6 OnHitMin "lose_relay,trigger,,0,-1" OutValue "ply_alive_compare,SetValueCompare,,0,-1" OnGetValue "ply_alive_compare,SetValueCompare,,0,-1" } logic_compare { targetname ply_alive_compare CompareValue 1 InitialValue 0 OnEqualTo "laststand_buff_enable,trigger,,0,-1" OnNotEqualTo "laststand_buff_timer,disable,,0,-1" } logic_relay { targetname "laststand_enable" OnTrigger "lose_relay,enable,,0.1,-1" OnTrigger "respawner,ForceTeamRespawn,2,0,-1" OnTrigger "popscript,$noRespawnTimer,,0.1,-1" OnTrigger "ply_alive_counter,GetValue,,0.1,-1" OnTrigger "laststand_rush,enable,,0,-1" OnTrigger "laststand_buff_enable,enable,,0,-1" OnTrigger "sign_laststand,show,,0.1,-1" OnTrigger "avoid_underbridge,disable,,0,-1" } logic_relay { targetname "laststand_disable" OnTrigger "popscript,$normalRespawnTimer,,0,-1" OnTrigger "laststand_rush,disable,,0,-1" OnTrigger "laststand_enable,disable,,0,-1" OnTrigger "laststand_buff_enable,disable,,0,-1" OnTrigger "laststand_buff_timer,disable,,0.1,-1" OnTrigger "laststand_enable,enable,,2.5,-1" } logic_relay { targetname "laststand_buff_enable" startdisabled 1 OnTrigger "laststand_buff_timer,enable,,0,-1" } game_forcerespawn { targetname respawner } trigger_add_tf_player_condition { targetname "laststand_buff" startdisabled 1 condition 16 //minicrits duration 2 spawnflags 1 filtername filter_red_nosurvivors origin "0 0 0" mins "-9999 -9999 -9999" maxs "9999 9999 9999" } logic_timer { targetname "laststand_buff_timer" refiretime 1 startdisabled 1 ontimer "laststand_buff,enable,,0,-1" ontimer "laststand_buff,disable,,0.5,-1" } } Rescue { NoFixup 1 prop_dynamic { targetname "rescue_pickup" startdisabled 1 model "models\props_vehicles\pickup03.mdl" origin "-17 -2988 524" angles "0 51.5 0" solid 0 disableshadows 1 } trigger_multiple { targetname "rescue_win_zone" origin "-4 -2575 512" mins "-128 -128 -128" maxs "128 128 128" spawnflags 1 startdisabled 1 OnStartTouch "cap_counter,add,1,0,-1" OnEndTouch "cap_counter,subtract,1,0,-1" filtername "filter_red_nosurvivors" } prop_dynamic { targetname "rescue_win_holo" model "models\props_gameplay\cap_square_256.mdl" disableshadows 1 origin "-4 -2575 512" skin "1" solid "0" startdisabled 1 } ambient_generic { targetname "rescue_win_sound" message "music\hl2_song28.mp3" origin "0 0 0" volstart 10 spinup 0 spindown 0 spawnflags 17 radius 99999 preset 0 pitchstart 100 pitch 100 lfotype 0 lforate 0 lfomodvol 0 lfomodpitch 0 health 10 fadeoutsecs 0 fadeinsecs 0 cspinup 0 } ambient_generic { targetname "rescue_win_sound" message "music\hl2_song28.mp3" origin "0 0 0" volstart 10 spinup 0 spindown 0 spawnflags 17 radius 99999 preset 0 pitchstart 100 pitch 100 lfotype 0 lforate 0 lfomodvol 0 lfomodpitch 0 health 10 fadeoutsecs 0 fadeinsecs 0 cspinup 0 } math_counter { targetname "cap_counter_alive" max 7 startvalue 0 outvalue "cap_counter_compare,SetCompareValue,,0,-1" outvalue "cap_counter_compare,Compare,,0.1,-1" } math_counter { targetname "cap_counter" max 7 startvalue 0 outvalue "cap_counter_compare,SetValueCompare,,0,-1" } logic_compare { targetname "cap_counter_compare" comparevalue 7 ongreaterthan "cap_counter_relay,Trigger,,0,-1" onequalto "cap_counter_relay,Trigger,,0,-1" } logic_relay { targetname "cap_counter_relay" startdisabled 1 OnTrigger "win_red,RoundWin,,7.5,-1" OnTrigger "fade,fade,,0,-1" OnTrigger "fade2,fade,,1,-1" OnTrigger "fade,fade,,7,-1" OnTrigger "fade2,fade,,8,-1" OnTrigger "camera,$EnableAll,,1,-1" OnTrigger "camera,$DisableAll,,8,-1" OnTrigger "rescue_win_zone,disable,,0,-1" OnTrigger "rescue_win_sound,PlaySound,,2,-1" OnTrigger "lose_relay,Disable,,0,-1" OnTrigger "camera_mover,startforward,,1,-1" } game_round_win { teamnum "2" targetname "win_red" force_map_reset 0 switch_teams 0 } point_viewcontrol { acceleration 0 deceleration 0 interpolatepositiontoplayer 0 spawnflags 0 speed 0 wait 10 targetname camera parentname camera_mover origin "-0 -1941 748" angles "20 -90 0" } env_fade { targetname "fade" duration 1 rendercolor "0 0 0" spawnflags 8 } env_fade { targetname "fade2" duration 1 rendercolor "0 0 0" spawnflags 1 } logic_relay { targetname "rescue_relay" OnTrigger "rescue_pickup,enable,,0,-1" OnTrigger "rescue_win_zone,enable,,0,-1" OnTrigger "rescue_win_holo,enable,,0,-1" OnTrigger "cap_counter_relay,enable,,0,-1" OnTrigger "sign_rescue,show,,0,-1" OnTrigger "!player,$ChangeAttributes,Escape,1,-1" OnTrigger "player,$ChangeAttributes,Escape,1,-1" } OnSpawnOutput { Target "camera_mover" Action "Disable" } path_track { "targetname" "camera_path_01" "target" "camera_path_02" "orientationtype" 0 "origin" "-0 -1941 748" "speed" 50 "angles" "0 150 0" "OnPass" "camera_mover,Stop,,0,-1" } path_track { "targetname" "camera_path_02" "orientationtype" 0 "origin" "-12 -812 1181" "OnPass" "camera_mover,Stop,,0,-1" "angles" "0 150 0" "speed" 300 } func_tracktrain { "targetname" "camera_mover" "origin" "-0 -1941 748" "mins" "-1 -1 -1" "maxs" "1 1 1" "target" "camera_path_01" "startspeed" 0 "speed" 1000 "velocitytype" 2 "orientationtype" 0 "spawnflags" 131 } } RandomWood { logic_timer { targetname "woodbreak_random_timer" UseRandomTime 1 LowerRandomBound 0.5 UpperRandomBound 2 StartDisabled 1 OnTimer "woodbreak_random_case,pickrandom,,0,-1" } logic_case { targetname "woodbreak_random_case" OnCase01 "woodbreak_random_sd1,playsound,,0,-1" OnCase02 "woodbreak_random_sd2,playsound,,0,-1" OnCase03 "woodbreak_random_sd3,playsound,,0,-1" OnCase04 "woodbreak_random_sd4,playsound,,0,-1" OnCase05 "woodbreak_random_sd5,playsound,,0,-1" OnCase06 "woodbreak_random_sd6,playsound,,0,-1" } ambient_generic { targetname "woodbreak_random_sd1" message "physics\wood\wood_panel_impact_hard1.wav" origin "0 0 0" volstart 10 spinup 0 spindown 0 spawnflags 49 radius 99999 preset 0 pitchstart 100 pitch 100 lfotype 0 lforate 0 lfomodvol 0 lfomodpitch 0 health 10 fadeoutsecs 0 fadeinsecs 0 cspinup 0 } ambient_generic { targetname "woodbreak_random_sd2" message "physics\wood\wood_plank_break1.wav" origin "0 0 0" volstart 10 spinup 0 spindown 0 spawnflags 49 radius 99999 preset 0 pitchstart 100 pitch 100 lfotype 0 lforate 0 lfomodvol 0 lfomodpitch 0 health 10 fadeoutsecs 0 fadeinsecs 0 cspinup 0 } ambient_generic { targetname "woodbreak_random_sd3" message "physics\wood\wood_plank_break2.wav" origin "0 0 0" volstart 10 spinup 0 spindown 0 spawnflags 49 radius 99999 preset 0 pitchstart 100 pitch 100 lfotype 0 lforate 0 lfomodvol 0 lfomodpitch 0 health 10 fadeoutsecs 0 fadeinsecs 0 cspinup 0 } ambient_generic { targetname "woodbreak_random_sd4" message "physics\wood\wood_plank_break3.wav" origin "0 0 0" volstart 10 spinup 0 spindown 0 spawnflags 49 radius 99999 preset 0 pitchstart 100 pitch 100 lfotype 0 lforate 0 lfomodvol 0 lfomodpitch 0 health 10 fadeoutsecs 0 fadeinsecs 0 cspinup 0 } ambient_generic { targetname "woodbreak_random_sd5" message "physics\wood\wood_plank_break4.wav" origin "0 0 0" volstart 10 spinup 0 spindown 0 spawnflags 49 radius 99999 preset 0 pitchstart 100 pitch 100 lfotype 0 lforate 0 lfomodvol 0 lfomodpitch 0 health 10 fadeoutsecs 0 fadeinsecs 0 cspinup 0 } ambient_generic { targetname "woodbreak_random_sd6" message "physics\wood\wood_furniture_break1.wav" origin "0 0 0" volstart 10 spinup 0 spindown 0 spawnflags 49 radius 99999 preset 0 pitchstart 100 pitch 100 lfotype 0 lforate 0 lfomodvol 0 lfomodpitch 0 health 10 fadeoutsecs 0 fadeinsecs 0 cspinup 0 } } Annotations { training_annotation { "targetname" "sign_shop" "display_text" "The shop is open after every wave." "lifetime" "5" "origin" "-503 181 574" } training_annotation { "targetname" "sign_cp" "display_text" "Protect the control point bot." "lifetime" "5" "origin" "0 34 672" } training_annotation { "targetname" "sign_slowdown" "display_text" "Don’t venture astray." "lifetime" "5" "origin" "40 1616 595" } training_annotation { "targetname" "sign_slowdown" "display_text" "Don’t venture astray." "lifetime" "5" "origin" "0 -1927 807" } training_annotation { "targetname" "sign_horde" "display_text" "The horde is coming… prepare." "lifetime" "5" "origin" "49 3009 306" } training_annotation { "targetname" "sign_rescue" "display_text" "Rescue has arrived!" "lifetime" "15" "origin" "-4 -2575 536" } logic_relay { targetname "sign_relay" OnTrigger "sign_shop,show,,0,-1" OnTrigger "sign_cp,show,,5,-1" OnTrigger "sign_slowdown,show,,10,-1" OnTrigger "sign_horde,show,,15,-1" } } LoseRelay { NoFixup 1 logic_relay { "targetname" "lose_relay" "OnTrigger" "bots_win,RoundWin,,2,-1" //"OnTrigger" "respawner,ForceTeamRespawn,2,2,-1" "StartDisabled" "1" } } Upgrade_Station { NoFixup 1 logic_case { } func_forcefield { "origin" "-400 350 475" "mins" "-75 -65 -1" "maxs" "150 10 75" "TeamNum" "1" "StartDisabled" "0" } func_upgradestation { "origin" "-400 350 475" "mins" "-75 -75 -1" "maxs" "150 10 75" } prop_dynamic { "model" "models\props_mvm\mvm_upgrade_center.mdl" "origin" "-356 370 455" "angles" "0 -90 0" "solid" "6" "disableshadows" "1" } prop_dynamic { "model" "models\props_mvm\mvm_upgrade_tools.mdl" "origin" "-356 370 455" "angles" "0 -90 0" "solid" "6" "disableshadows" "1" } prop_dynamic { "model" "models\props_mining\support_wall001a.mdl" "origin" "-204.3 350 420" "angles" "0 -15 0" "solid" "6" "disableshadows" "1" } prop_dynamic { "targetname" "shopkeeper" "DefaultAnim" "competitive_loserstate_idle" "origin" "-263 338 459" "angles" "0 -90 0" "DisableBoneFollowers" "1" "disablereceiveshadows" "0" "disableshadows" "1" "MaxAnimTime" "10" "MinAnimTime" "5" "SetBodyGroup" "1" "model" "models/player/engineer.mdl" } prop_dynamic_ornament { "targetname" "shopgear" "classname" "prop_dynamic_ornament" "DisableBoneFollowers" "1" "disableshadows" "1" "solid" "0" "spawnflags" "256" "initialowner" "shopkeeper" "model" "models\workshop\player\items\engineer\hwn2015_western_beard\hwn2015_western_beard.mdl" } prop_dynamic_ornament { "targetname" "shopgear" "classname" "prop_dynamic_ornament" "DisableBoneFollowers" "1" "disableshadows" "1" "solid" "0" "spawnflags" "256" "initialowner" "shopkeeper" "model" "models\workshop\player\items\all_class\fwk_cowboyhat\fwk_cowboyhat_engineer.mdl" } prop_dynamic_ornament { "targetname" "shopgear" "classname" "prop_dynamic_ornament" "DisableBoneFollowers" "1" "disableshadows" "1" "solid" "0" "spawnflags" "256" "initialowner" "shopkeeper" "model" "models\workshop\player\items\engineer\xms2013_dogfighter_jacket\xms2013_dogfighter_jacket.mdl" } prop_dynamic_ornament { "targetname" "shopgear" "classname" "prop_dynamic_ornament" "DisableBoneFollowers" "1" "disableshadows" "1" "solid" "0" "spawnflags" "256" "model" "models\workshop\player\items\all_class\cc_summer2015_support_spurs\cc_summer2015_support_spurs_engineer.mdl" } prop_dynamic_ornament { "targetname" "shopgear" "classname" "prop_dynamic_ornament" "DisableBoneFollowers" "1" "disableshadows" "1" "solid" "0" "spawnflags" "256" "initialowner" "shopkeeper" "model" "models\workshop\player\items\engineer\dec15_winter_backup\dec15_winter_backup.mdl" } prop_dynamic { "model" "models\props_soho\door002.mdl" "origin" "-267 366 510" "angles" "0 0 0" "solid" "6" } } redspawn_barriers { prop_dynamic { origin "367 -2563 450" angles "0 270 0" model models/props_mvm/wood_boards_mannworks.mdl solid 0 StartDisabled 0 targetname "redspawn_barrier_prop_a" defaultanim "idle" DisableBoneFollowers 1 disableshadows 1 } prop_dynamic { origin "-367 -2563 450" angles "0 90 0" model models/props_mvm/wood_boards_mannworks.mdl solid 0 StartDisabled 0 targetname "redspawn_barrier_prop_b" defaultanim "idle" DisableBoneFollowers 1 disableshadows 1 } func_forcefield { targetname redspawn_barrier_forcefield_a1 origin "367 -2563 626" mins "-17 -175 -113" maxs "17 175 113" StartDisabled 0 TeamNum 1 } func_forcefield { targetname redspawn_barrier_forcefield_b1 origin "-367 -2563 626" mins "-17 -175 -113" maxs "17 175 113" StartDisabled 0 TeamNum 1 } func_forcefield { targetname redspawn_barrier_forcefield_a origin "367 -2563 626" mins "-17 -175 -113" maxs "17 175 113" StartDisabled 0 TeamNum 3 } func_forcefield { targetname redspawn_barrier_forcefield_b origin "-367 -2563 626" mins "-17 -175 -113" maxs "17 175 113" StartDisabled 0 TeamNum 3 } info_particle_system { origin "367 -2563 626" angles "0 180 0" effect_name mvm_wood_boards_destroy targetname redspawn_break_fx } info_particle_system { origin "-367 -2563 626" angles "0 0 0" effect_name mvm_wood_boards_destroy targetname redspawn_break_fx } } shop_kickout { NoFixup 1 trigger_teleport { "targetname" "teleport2" "mins" "-165 -100 -30" "maxs" "165 280 150" "origin" "0 200 458" "spawnflags" "1" "StartDisabled" "1" "target" "info_tele2" filtername "filter_redteam" } trigger_teleport { "targetname" "teleport3" "mins" "-95 -80 -50" "maxs" "250 150 140" "origin" "-400 200 474" "spawnflags" "1" "StartDisabled" "1" "target" "info_tele2" filtername "filter_redteam" } prop_dynamic { "targetname" "fencedoor" "model" "models/props_coalmines/wood_fence_short_128.mdl" "origin" "-500 215 590" "angles" "0 90 0" "solid" "0" "spawnflags" "0" startdisabled 0 disableshadows 1 } prop_dynamic { "targetname" "window" "model" "models/props_coalmines/wood_fence_short_256.mdl" "origin" "128 504 600" "angles" "0 0 0" "solid" "6" "spawnflags" "0" startdisabled 0 disableshadows 1 } func_forcefield { "targetname" "fencedoor2" "origin" "-500 215 590" "mins" "-11 -65 -200" "maxs" "11 15 10" "StartDisabled" "0" "TeamNum" "1" } func_nobuild { "targetname" "fencedoor2" "origin" "-500 215 590" "mins" "-90 -100 -200" "maxs" "90 50 10" } info_teleport_destination { "targetname" "info_tele2" "origin" "-550 180 473" "angles" "0 180 0" } } shop_teleport2 { NoFixup 1 trigger_teleport { "targetname" "teleporter" "mins" "-200 -500 -150" "maxs" "200 500 150" "origin" "850 -3000 600" "spawnflags" "1" "StartDisabled" "0" "target" "info_tele" filtername "filter_redteam" } trigger_teleport { "targetname" "teleporter" "mins" "-200 -500 -150" "maxs" "200 500 150" "origin" "-850 -3000 600" "spawnflags" "1" "StartDisabled" "0" "target" "info_tele" filtername "filter_redteam" } info_teleport_destination { "targetname" "info_tele" "origin" "0 300 458" "angles" "0 0 0" } prop_dynamic { "targetname" "locker_model" "model" "models/props_gameplay/resupply_locker.mdl" "solid" "6" "angles" "0 0 0" "disableshadows" "1" "origin" "-159 430 448" } func_regenerate { "associatedmodel" "locker_model" "TeamNum" "2" "origin" "0 300 500" "mins" "-170 -185 -100" "maxs" "170 185 100" } } Slowers //don't venture astray { NoFixup 1 trigger_stun //front { stun_type 0 stun_effects 0 stun_duration 1.5 trigger_delay 0.5 move_speed_reduction 0.67 origin "32 2144 424" mins "-864 -928 -256" maxs "864 928 256" spawnflags 1 filtername "filter_redteam" } trigger_stun //hatch { stun_type 0 stun_effects 0 stun_duration 1.5 trigger_delay 0.5 move_speed_reduction 0.67 origin "-32 -2176 416" mins "-1376 -832 -224" maxs "1376 832 224" spawnflags 1 filtername "filter_redteam" } } Pushers //copied from coaltown engineers vs zombies so that I don't have to find the god spots { NoFixup 1 trigger_push //stupid doorway where giants get stuck { "origin" "339 -580 736" "mins" "-1 -4 -2" "maxs" "1 4 2" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 90 0" "speed" "310" } prop_dynamic { "model" "models\props_farm\scenes\bananana_peel.mdl" "disableshadows" "1" "origin" "339 -580 736" } trigger_push //fence edge, well known god spot { "origin" "1320 -112 781" "mins" "-2 -110 -10" "maxs" "2 110 10" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 -180 0" "speed" "400" } trigger_push //fence edge, well known god spot { "origin" "1320 -874 749" "mins" "-2 -120 -10" "maxs" "2 120 10" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 -180 0" "speed" "400" } trigger_push //fence on west side wall near spawn { "origin" "620 15 670" "mins" "-100 -10 -10" "maxs" "100 10 10" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 -90 0" "speed" "400" } // trigger_push //side top wall // { // "origin" "505 200 780" // "mins" "-7 -103 -2" // "maxs" "7 103 2" // "spawnflags" "1" // "StartDisabled" "0" // "pushdir" "0 180 0" // "speed" "110" // } trigger_push //center top wall { "origin" "0 505 796" "mins" "-110 -8 -2" "maxs" "110 8 2" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 -90 0" "speed" "200" } trigger_push //left fence on T-split { "origin" "-265 1030 600" "mins" "-9 -130 -2" "maxs" "9 130 2" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 180 0" "speed" "110" } trigger_push //frame near old spawn { "origin" "0 -2392 773" "mins" "-190 -9 -2" "maxs" "190 9 2" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 -90 0" "speed" "400" } trigger_push //right fence near old spawn { "origin" "685 -2075 565" "mins" "-125 -9 -2" "maxs" "125 9 2" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 90 0" "speed" "200" } //trigger_push //left fence on platforn //{ // "origin" "-1090 400 812" // "mins" "-11 -100 -2" // "maxs" "11 100 2" // "spawnflags" "1" // "StartDisabled" "0" // "pushdir" "0 180 0" // "speed" "300" //} trigger_push { "origin" "-850 -1650 940" "mins" "-80 -5 -2" "maxs" "80 5 2" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 90 0" "speed" "400" } trigger_push //big fence in front of the hatch { "origin" "0 -1337 530" "mins" "-260 -12 -4" "maxs" "387 1 4" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 -90 0" "speed" "300" } trigger_push //behind planks on the roof { "origin" "-500 0 690" "mins" "-12 -70 -2" "maxs" "12 100 2" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 180 0" "speed" "300" } trigger_push //big box near pit { "origin" "-700 -450 620" "mins" "-50 -50 -20" "maxs" "60 65 2" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 -90 0" "speed" "400" } trigger_push //cheese fence front { "origin" "400 1126 580" "mins" "-20 -25 -2" "maxs" "50 45 70" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 0 0" "speed" "125" } trigger_push //doubler to make sure { "origin" "396 1044 580" "mins" "-20 -25 -2" "maxs" "50 45 70" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 0 0" "speed" "125" } trigger_push //cheese fence back { "origin" "-561 -1777 529" "mins" "-20 -25 -2" "maxs" "50 45 70" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 270 0" "speed" "300" } trigger_push //doppelganger { "origin" "-687 -1777 529" "mins" "-20 -25 -2" "maxs" "50 45 70" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 90 0" "speed" "200" } trigger_push //doppelcloner { "origin" "-743 -1777 529" "mins" "-20 -25 -2" "maxs" "50 45 70" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 90 0" "speed" "300" } trigger_push //box on front { "origin" "-250 425 550" "mins" "-20 -25 -2" "maxs" "50 45 70" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 90 0" "speed" "400" } trigger_push //fence on the right platform { "origin" "830 800 580" "mins" "-2 -40 -2" "maxs" "8 140 4" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 180 0" "speed" "400" } trigger_push { "origin" "840 800 664" "mins" "-8 -40 -2" "maxs" "10 140 2" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 0 0" "speed" "400" } trigger_push { "origin" "858 738 580" "mins" "-2 -2 -2" "maxs" "12 12 4" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 -45 0" "speed" "300" } trigger_push { "origin" "902 689 580" "mins" "-8 -2 -2" "maxs" "12 12 4" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 -45 0" "speed" "300" } trigger_push { "origin" "881 714 580" "mins" "-8 -2 -2" "maxs" "12 12 4" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 -45 0" "speed" "300" } trigger_push //door frame on the top right building near old spawn { "origin" "1500 -1750 912" "mins" "-134 -1 -2" "maxs" "100 1 2" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 -90 0" "speed" "300" } trigger_push { "origin" "1240 -2000 940" "mins" "-1 -160 -2" "maxs" "1 130 2" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 0 0" "speed" "300" } trigger_push //door frame of shag { "origin" "-850 760 627" "mins" "-90 -1 -2" "maxs" "75 1 2" "spawnflags" "1" "StartDisabled" "0" "pushdir" "0 -90 0" "speed" "300" } } PT_cp { OnParentKilledOutput { Target "laststand_enable" Action "Trigger" Delay "2" } } PT_shopkeeper { OnSpawnOutput { Target "laststand_enable" Action "Enable" Delay "1" } OnSpawnOutput { Target "laststand_enable" Action "Trigger" Delay "1" } OnSpawnOutput { Target "cap_counter_alive" Action "Add" Param 1 Delay 1 } OnParentKilledOutput { Target "cap_counter_alive" Action "Subtract" Param 1 Delay 1 } OnSpawnOutput { Target "player" Action "$ChangeAttributes" Param "Defend" Delay "1" } } p_smallmedkit { NoFixup 1 item_healthkit_small { "classname" "item_healthkit_small" } } p_smallmedkitskin { NoFixup 1 item_healthkit_small { "classname" "item_healthkit_small" "powerup_model" "models/items/medkit_small_bday.mdl" } } p_mediumkit { NoFixup 1 item_healthkit_medium { "classname" "item_healthkit_medium" } } p_fullkit { NoFixup 1 item_healthpack_full { "classname" "item_healthkit_full" "disableshadows" "0" } } p_smallammo { NoFixup 1 item_ammopack_small { "classname" "item_ammopack_small" "disableshadows" "0" } } p_smallammoskin { NoFixup 1 item_ammopack_small { "powerup_model" "models/weapons/w_models/w_rocket.mdl" "disableshadows" "0" } } p_mediumammo { NoFixup 1 item_ammopack_medium { "classname" "item_ammopack_medium" "disableshadows" "0" } } p_fullammo { NoFixup 1 item_ammopack_full { "classname" "item_ammopack_full" "disableshadows" "0" } } p_beam { NoFixup 1 prop_dynamic { "targetname" "beam" "classname" "prop_dynamic" "model" "models/props_farm/wood_pile.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" } } p_box { NoFixup 1 prop_dynamic { "targetname" "box" "classname" "prop_dynamic" "model" "models/props_manor/cardboard_box_set_01.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "1" "solid" "6" "spawnflags" "0" } } p_bookcase { NoFixup 1 prop_dynamic { "targetname" "bookcase" "classname" "prop_dynamic" "model" "models/props_manor/bookcase_132_03.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "1" "solid" "6" "spawnflags" "0" } } p_bookcase2 { NoFixup 1 prop_dynamic { "targetname" "bookcase" "classname" "prop_dynamic" "model" "models/props_manor/bookcase_132_02.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "1" "solid" "6" "spawnflags" "0" } } p_bookcase3 { NoFixup 1 prop_dynamic { "targetname" "bookcase" "classname" "prop_dynamic" "model" "models/props_manor/bookcase_132_01.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "1" "solid" "6" "spawnflags" "0" } } p_barrel { NoFixup 1 prop_dynamic { "classname" "prop_dynamic" "model" "models/props_medical/beer_barrels.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" } trigger_push { "origin" "0 0 0" "mins" "-32 -76 0" "maxs" "32 76 138" "spawnflags" "1" "StartDisabled" "0" "pushdir" "-35 90 0" "speed" "400" } } p_barrel_rotated { NoFixup 1 prop_dynamic { "classname" "prop_dynamic" "model" "models/props_medical/beer_barrels.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" } trigger_push { "origin" "0 0 0" "mins" "-76 -32 0" "maxs" "76 32 138" "spawnflags" "1" "StartDisabled" "0" "pushdir" "-35 90 0" "speed" "400" } } p_table { NoFixup 1 prop_dynamic { "classname" "prop_dynamic" "model" "models\props_manor\table_03.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" } } p_sofa { NoFixup 1 prop_dynamic { "classname" "prop_dynamic" "model" "models\props_manor\couch_01.mdl" "disableshadows" "0" "modelscale" "1" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" } } p_rug { NoFixup 1 prop_dynamic { "classname" "prop_dynamic" "model" "models\props_manor\ornate_rug_01.mdl" "disableshadows" "1" "modelscale" "0.6" "SetBodyGroup" "0" "skin" "0" "solid" "0" "spawnflags" "0" } } p_rug2 { NoFixup 1 prop_dynamic { "classname" "prop_dynamic" "model" "models\props_manor\ornate_rug_01.mdl" "disableshadows" "1" "modelscale" "0.4" "SetBodyGroup" "0" "skin" "0" "solid" "0" "spawnflags" "0" } } p_painting1 { NoFixup 1 prop_dynamic { "classname" "prop_dynamic" "model" "models\props_manor\painting_02.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "0" "solid" "0" "spawnflags" "0" } } p_painting2 { NoFixup 1 prop_dynamic { "classname" "prop_dynamic" "model" "models\props_manor\painting_04.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "0" "solid" "0" "spawnflags" "0" } } p_painting3 { NoFixup 1 prop_dynamic { "classname" "prop_dynamic" "model" "models\props_manor\painting_06.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "0" "solid" "0" "spawnflags" "0" } } p_painting4 { NoFixup 1 prop_dynamic { "classname" "prop_dynamic" "model" "models\props_manor\painting_03.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "0" "solid" "0" "spawnflags" "0" } } p_crate { NoFixup 1 prop_dynamic { "targetname" "crate" "classname" "prop_dynamic" "model" "models/props_2fort/miningcrate001.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" "minhealthdmg" 9999 } } p_cratesmall { NoFixup 1 prop_dynamic { "classname" "prop_dynamic" "model" "models/props_2fort/miningcrate002.mdl" "disableshadows" "1" "modelscale" "1" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" "minhealthdmg" 9999 } } PKSpawner { NoFixup 1 env_entity_maker { targetname "PK_fx_spawner" EntityTemplate "PK_fx" } } PK_fx { info_particle_system { effect_name merasmus_object_spawn targetname pk_particle start_active 1 origin "0 0 16" } logic_relay { "OnSpawn" "pk_particle,Start,,0,-1" "OnSpawn" "pk_particle,Kill,,0.1,-1" "OnSpawn" "!self,Kill,,0.2,-1" } } PKSpawnermini { NoFixup 1 env_entity_maker { targetname "PK_fx_spawner_mini" EntityTemplate "PK_fx_mini" } } PK_fx_mini { info_particle_system { effect_name ghost_appearation targetname pk_particle_mini start_active 1 origin "0 0 16" } logic_relay { "OnSpawn" "pk_particle_mini,Start,,0,-1" "OnSpawn" "pk_particle_mini,Kill,,0.1,-1" "OnSpawn" "!self,Kill,,0.2,-1" } } } //////////////////////////////////////////////////////////// SpawnTemplate MissionName SpawnTemplate Pushers SpawnTemplate Slowers SpawnTemplate Upgrade_Station SpawnTemplate corelogic SpawnTemplate LastStand_Logic SpawnTemplate RandomWood SpawnTemplate Annotations SpawnTemplate LoseRelay SpawnTemplate redspawn_barriers SpawnTemplate shop_kickout SpawnTemplate shop_teleport2 SpawnTemplate PKSpawner SpawnTemplate PKSpawnermini SpawnTemplate Rescue PlayerSpawnTemplate { Name "Player_Tracker" } SpawnTemplate { Name p_rug2 origin "26 342 448" angles "0 0 0" } SpawnTemplate { Name p_rug origin "1463 -505 736" angles "0 -90 0" } SpawnTemplate { Name p_sofa origin "0 468 448" angles "0 270 0" } SpawnTemplate { Name p_bookcase3 origin "-379 100 464" angles "0 90 0" } SpawnTemplate { Name p_painting3 origin "175 294 543" angles "0 180 0" } SpawnTemplate { Name p_box origin "-127 462 672" angles "0 0 0" } SpawnTemplate { Name p_box origin "-1034 -1732 640" angles "0 0 0" } SpawnTemplate { Name p_box origin "-569 -385 736" angles "0 0 0" } SpawnTemplate { Name p_barrel origin "592 -762 736" angles "0 180 0" } SpawnTemplate { Name p_barrel origin "-592 -763 736" angles "0 0 0" } SpawnTemplate { Name p_barrel_rotated origin "331 410 419" angles "0 90 0" } SpawnTemplate { Name p_rug origin "0 34 672" angles "0 0 0" } SpawnTemplate { Name p_rug origin "-1159 -1918 640" angles "0 90 0" } SpawnTemplate { Name p_beam origin "-866 -1725 640" angles "0 90 0" } SpawnTemplate { Name p_beam origin "-781 962 464" angles "0 0 0" } SpawnTemplate { Name p_beam origin "-703 -511 736" angles "0 0 0" } SpawnTemplate { Name p_table origin "443 192 672" angles "0 180 0" } SpawnTemplate { Name p_smallammo origin "443 192 700" angles "0 180 0" } SpawnTemplate { Name p_smallammo origin "443 224 700" angles "0 180 0" } SpawnTemplate { Name p_smallammo origin "443 160 700" angles "0 180 0" } SpawnTemplate { Name p_table origin "-338 1566 496" angles "0 180 0" } SpawnTemplate { Name p_smallmedkit origin "-338 1566 524" angles "0 180 0" } SpawnTemplate { Name p_smallmedkit origin "-338 1598 524" angles "0 180 0" } SpawnTemplate { Name p_smallmedkit origin "-338 1534 524" angles "0 180 0" } SpawnTemplate { Name p_table origin "-1342 284 640" angles "0 90 0" } SpawnTemplate { Name p_mediumammo origin "-1374 284 668" angles "0 90 0" } SpawnTemplate { Name p_mediumkit origin "-1310 284 668" angles "0 90 0" } SpawnTemplate { Name p_crate origin "-233 -340 736" angles "0 90 0" } SpawnTemplate { Name p_crate origin "-1176 265 640" angles "0 90 0" } SpawnTemplate { Name p_crate origin "845 -1984 704" angles "0 0 0" } SpawnTemplate { Name p_cratesmall origin "-292 -345 736" angles "0 90 0" } SpawnTemplate { Name p_cratesmall origin "-702 -518 512" angles "0 90 0" } SpawnTemplate { Name p_table origin "1338 -1840 704" angles "0 -45 0" } SpawnTemplate { Name p_smallammo origin "1319 -1859 735" angles "0 -45 0" } SpawnTemplate { Name p_smallmedkit origin "1356 -1823 735" angles "0 -45 0" } SpawnTemplate { Name p_table origin "174 -375 752" angles "72.5 130 0" } SpawnTemplate { Name p_table origin "-1140 390 656" angles "72.5 -26 0" } SpawnTemplate { Name p_table origin "1304 -1523 721" angles "72.5 115 0" } ////////////////////////////////////////// ////////////////////////// // Blacklisted Items // ////////////////////////// ////////////////////////// // Templates // ////////////////////////// Templates { T_TFBot_Controlpoint_Bot { Name "Control Point Bot" Class Scout ClassIcon hellmet_red Attributes UseBossHealthBar Attributes MiniBoss Attributes SuppressFire WeaponRestrictions MeleeOnly StripItem "Zombie Scout" UseCustomModel models\bots\scout_boss\bot_scout_boss.mdl Item "The Holy Mackerel" Health 10000 //200 basic zombie swings Addcond { Index 43 Duration -1 } Addcond { Index 71 Duration -1 } CharacterAttributes { "move speed bonus" 0.0001337 "healing received penalty" 0.001 "addcond immunity" 112 "cancel falling damage" 1 "crit mod disabled" 0 } SpawnTemplate { Name "PT_cp" } } T_TFBot_Shopkeeper { Class Engineer ClassIcon engineer_cowboy Name "Shopkeeper" //Attributes UseBossHealthBar Attributes MiniBoss Attributes HoldFireUntilFullReload Skill Expert Scale 1.0 Health 750 //15 basic zombie hits StripItem "Zombie Engineer" Item "Winter Backup" Item "Support Spurs" Item "The Dogfighter" Item "The Hat With No Name" Item "El Patron" Item "Riot Rifle Engineer" UseCustomModel "models/player/engineer.mdl" Action Idle AlwaysGlow 1 Skin 0 //no zombie skin DesiredAttackRange 512 DeathSound "vo\engineer_paincrticialdeath06.mp3" ItemAttributes { ItemName "Riot Rifle Engineer" "fire rate bonus" 0.6 "Reload time decreased" 0.4 "clip size bonus upgrade" 3 "heal on kill" 100 //50 health on kill "projectile penetration" 1 "custom item model" models\weapons\c_models\c_chains_of_command\c_chains_of_command.mdl "damage bonus" 1.4 "damage bonus HIDDEN" 2.5 //so he can kill zombies "bullets per shot bonus" 0.5 "clip size bonus" 1.66 "custom weapon fire sound" "=80|weapons\family_business_shoot.wav" } CharacterAttributes { "healing received penalty" 0.5 "health regen" 20 //10 health regen "addcond immunity" 112 "cancel falling damage" 1 "crit mod disabled" 0 "dmg from melee increased" 0.4 "dmg taken from fire reduced" 0.4 "dmg taken from crit reduced" 0.4 "dmg taken from blast reduced" 0.4 } addcond { index 43 duration -1 } VoiceCommand //Periodically uses voice commands { Delay 0.5 //Time before the first voice command starts (Default: 10) Cooldown 25 //Time between each voice command (Default: 10) Repeats 2 //How many times should bot use the voice command in total (Default: 0 - Infinite) IfHealthBelow 300 Type "Help" //Type of voice command. Possible values: } VoiceCommand //Periodically uses voice commands { Delay 0.1 //Time before the first voice command starts (Default: 10) Cooldown 25 //Time between each voice command (Default: 10) Repeats 2 //How many times should bot use the voice command in total (Default: 0 - Infinite) IfHealthBelow 150 Type "Medic" //Type of voice command. Possible values: } SpawnTemplate { Name "PT_shopkeeper" } EventChangeAttributes { Defend { InterruptAction { Target "zombie_cp_target" Repeats 0 Cooldown 5 WaitUntilDone 1 Distance 50 } } Escape { InterruptAction { Target "rescue_target" Repeats 0 Cooldown 1 WaitUntilDone 1 } } } } T_TFBot_Survivor_1 { Class Sniper ClassIcon engineer_smash Name "Survivor" Attributes MiniBoss Skill Expert Scale 1.0 Health 1000 //20 basic zombie hits StripItem "Zombie Sniper" Item "The Scoper's Smoke" Item "The Triggerman's Tacticals" Item "Hunting Cloak" Item "Brim-Full Of Bullets" Item "AA-11" WeaponRestrictions SecondaryOnly Action Passive Skin 0 //no zombie skin Tag bot_survivor DesiredAttackRange 512 ItemAttributes { ItemName "AA-11" "custom weapon fire sound" "=80|auto_shotgun_fire_1.wav" "custom item model" models\weapons\c_models\c_aa12\c_aa12.mdl "clip size penalty" 0.32 "clip size bonus upgrade" 2.0 "maxammo secondary reduced" 0.43 "fire rate penalty" 1.4 "Reload time increased" 1.25 "bullets per shot bonus" 5 "damage bonus" 1.35 "spread penalty" 1.65 } CharacterAttributes { "healing received penalty" 0.5 "health regen" 500 //250 health regen "addcond immunity" 112 "cancel falling damage" 1 "crit mod disabled" 0 "damage bonus HIDDEN" 2.5 "mult dmg vs giants" 2.0 } addcond { index 43 duration -1 } InterruptAction { Target "rescue_target" Repeats 0 Cooldown 5 WaitUntilDone 1 Distance 96 } } T_TFBot_Survivor_2 { Class Scout ClassIcon engineer_smash Name "Survivor" Attributes MiniBoss Skill Expert Scale 1.0 Health 1000 //20 basic zombie hits StripItem "Zombie Scout" Item "Fortunate Son" Item "Fuel Injector" Item "Flak Jack" Item "Transparent Trousers" Item "Deagle" WeaponRestrictions SecondaryOnly Action Passive DesiredAttackRange 1024 Skin 0 //no zombie skin AimAt Head Tag bot_survivor ItemAttributes { ItemName "Deagle" "custom item model" models\weapons\c_models\c_deagle\c_deagle.mdl "custom weapon fire sound" "=80|trespasser/de_shot1.wav" "damage bonus" 4.0 "can headshot" 1 "weapon spread bonus" 0.4 "fire rate penalty" 1.75 "Reload time increased" 1.0 "clip size penalty" 0.58 } CharacterAttributes { "healing received penalty" 0.5 "health regen" 500 //250 health regen "addcond immunity" 112 "cancel falling damage" 1 "crit mod disabled" 0 "crit vs burning players" 1 "crit vs non burning players" 1 "damage bonus HIDDEN" 1.5 "mult dmg vs giants" 1.5 } addcond { index 43 duration -1 } InterruptAction { Target "rescue_target" Repeats 0 Cooldown 2.5 WaitUntilDone 1 Distance 96 } } T_TFBot_Survivor_3 { Class Soldier ClassIcon engineer_smash Name "Survivor" Attributes MiniBoss //Attributes AlwaysFireWeapon Skill Expert Scale 1.0 Health 1000 //20 basic zombie hits StripItem "Zombie Soldier" Item "The Killer's Kit" Item "Antarctic Parka" Item "The Shellmet" Item "The Cuban Bristle Crisis" Item "Stinger" Item "The Battalion's Backup" WeaponRestrictions PrimaryOnly Action Idle Skin 0 //no zombie skin DesiredAttackRange 1024 Tag bot_survivor ItemAttributes { ItemName "Stinger" "fire rate penalty" 1.25 "mod mini-crit airborne" 1 "reload time increased" 1.25 "custom impact sound" "ambient\explosions\explode_4.wav" "custom item model" models\weapons\c_models\c_wasp_launcher\c_wasp_launcher_1.mdl "Blast radius increased" 1.25 "damage bonus" 1.5 "no damage falloff" 1 "Projectile speed increased" 1.4 "clip size penalty" 0.25 "self dmg push force increased" 1 "damage blast push" 3 "blast dmg to self increased" 1 "mult dmg vs giants" 1.5 } ItemAttributes { ItemName "The Battalion's Backup" "deploy time increased" 0.25 } CharacterAttributes { "healing received penalty" 0.5 "health regen" 500 //250 health regen "addcond immunity" 112 "cancel falling damage" 1 "crit mod disabled" 0 "damage bonus HIDDEN" 2.5 "mult dmg vs giants" 2.0 } addcond { index 43 duration -1 } InterruptAction { Target "rescue_target" Repeats 0 Cooldown 4 WaitUntilDone 1 Distance 96 } } T_TFBot_Shopkeeper_Infected { Class Engineer ClassIcon engineer_cowboy Name "Zombie Shopkeeper" Attributes MiniBoss Attributes HoldFireUntilFullReload Skill Expert Scale 1.0 Health 750 Item "Winter Backup" Item "Support Spurs" Item "The Dogfighter" Item "The Hat With No Name" Item "El Patron" Item "Riot Rifle Engineer" Action Mobber DesiredAttackRange 512 ItemAttributes { ItemName "Riot Rifle Engineer" "fire rate bonus" 0.6 "Reload time decreased" 0.4 "clip size bonus upgrade" 3 "projectile penetration" 1 "custom item model" models\weapons\c_models\c_chains_of_command\c_chains_of_command.mdl "damage bonus" 1.4 "bullets per shot bonus" 0.5 "clip size bonus" 1.66 "custom weapon fire sound" "=80|weapons\family_business_shoot.wav" } CharacterAttributes { "addcond immunity" 112 "cancel falling damage" 1 "voice pitch scale" 0.5 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "dmg from melee increased" 0.4 "dmg taken from fire reduced" 0.4 "dmg taken from crit reduced" 0.4 "dmg taken from blast reduced" 0.4 "move speed bonus" 0.67 } } T_TFBot_ZombieScout { Class Scout ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Action Mobber Tag tag_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.5 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieSoldier { Class Soldier ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Action Mobber Tag tag_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.83 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombiePyro { Class Pyro ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Action Mobber Tag tag_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.67 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieDemo { Class Demoman ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Action Mobber Tag tag_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.71 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieHeavy { Class Heavyweapons ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Action Mobber Tag tag_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.86 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieEngie { Class Engineer ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Action Mobber Tag tag_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.67 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieMedic { Class Medic ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Action Mobber Tag tag_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.62 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieSniper { Class Sniper ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Action Mobber Tag tag_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.67 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieScoutBleed1 { Class Scout ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Sword" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.375 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieSoldierBleed1 { Class Soldier ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Sword" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 1.25 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.625 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombiePyroBleed1 { Class Pyro ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Sword" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.5 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieDemoBleed1 { Class Demoman ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Sword" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.53 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieHeavyBleed1 { Class Heavyweapons ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Sword" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.64 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieEngieBleed1 { Class Engineer ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Sword" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.5 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieMedicBleed1 { Class Medic ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Sword" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.46 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieSniperBleed1 { Class Sniper ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Sword" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.5 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieScoutBleed2 { Class Scout ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Bat" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.375 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieSoldierBleed2 { Class Soldier ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Bat" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 1.25 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.625 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombiePyroBleed2 { Class Pyro ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Bat" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.5 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieDemoBleed2 { Class Demoman ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Bat" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.53 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieHeavyBleed2 { Class Heavyweapons ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Bat" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.64 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieEngieBleed2 { Class Engineer ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Bat" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.5 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieMedicBleed2 { Class Medic ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Bat" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.46 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieSniperBleed2 { Class Sniper ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Bat" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.5 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieScoutBleed3 { Class Scout ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Axe" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.375 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieSoldierBleed3 { Class Soldier ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Axe" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 1.25 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.625 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombiePyroBleed3 { Class Pyro ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Axe" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.5 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieDemoBleed3 { Class Demoman ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Axe" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.53 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieHeavyBleed3 { Class Heavyweapons ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Axe" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.64 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieEngieBleed3 { Class Engineer ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Axe" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.5 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieMedicBleed3 { Class Medic ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Axe" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.46 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieSniperBleed3 { Class Sniper ClassIcon heavy_zombie_lite Health 200 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Bleed Axe" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.5 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Giant_StunZombie { Class Pyro ClassIcon heavy_zombie_arm2_lite Health 2000 Name "Zombie Brute" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes MiniBoss Item "Stun Club" Item "The Person in the Iron Mask" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.5 "cannot be sapped" 1 "damage force reduction" 0.65 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Giant_Brute { Class Heavyweapons ClassIcon heavy_zombie_arm2_lite Health 4000 Name "Zombie Brute" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes MiniBoss Item "Cleaver" Item "Mad Mask" Item "The Bolshevik Biker" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.58 "cannot be sapped" 1 "damage force reduction" 0.65 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Giant_Brute_Bat { Class Heavyweapons ClassIcon heavy_zombie_arm2_lite Health 4000 Name "Zombie Brute" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes MiniBoss Item "Wooden Bat" Item "Mad Mask" Item "The Bolshevik Biker" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.58 "cannot be sapped" 1 "damage force reduction" 0.65 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Giant_Brute_Bleed1 { Class Heavyweapons ClassIcon heavy_zombie_arm2_lite Health 4000 Name "Zombie Brute" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes MiniBoss Item "Bleed Sword" Item "Mad Mask" Item "The Bolshevik Biker" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.43 "cannot be sapped" 1 "damage force reduction" 0.65 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Giant_Brute_Bleed2 { Class Heavyweapons ClassIcon heavy_zombie_arm2_lite Health 4000 Name "Zombie Brute" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes MiniBoss Item "Bleed Bat" Item "Mad Mask" Item "The Bolshevik Biker" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.43 "cannot be sapped" 1 "damage force reduction" 0.65 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Giant_Brute_Bleed3 { Class Heavyweapons ClassIcon heavy_zombie_arm2_lite Health 4000 Name "Zombie Brute" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes MiniBoss Item "Bleed Axe" Item "Mad Mask" Item "The Bolshevik Biker" Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.43 "cannot be sapped" 1 "damage force reduction" 0.65 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Banner { Class Soldier ClassIcon heavy_zombie_lite Health 350 Name "Banner Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "The Concheror" Attributes SpawnWithFullCharge Action Mobber Tag tag_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "fire rate bonus" 1.25 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.83 "increase buff duration" 1337 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Giant_Banner { Class Soldier ClassIcon heavy_zombie_arm2_lite Health 2600 Name "Banner Brute" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes MiniBoss Item "Wooden Bat" Item "The Concheror" Item "Honcho's Headgear" Action Mobber Tag tag_zombie Attributes SpawnWithFullCharge ItemAttributes { ItemName TF_WEAPON_FISTS "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "fire rate bonus" 1.25 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.625 "increase buff duration" 1337 "cannot be sapped" 1 "damage force reduction" 0.65 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieArmored { Class Heavyweapons ClassIcon heavy_zombie_breach_lite Health 750 Name "Armored Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Die Regime-Panzerung" Item "The Eliminators Safeguard" "Scale" 1.25 Action Mobber Tag tag_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "dmg taken from blast reduced" 0.6 "dmg taken from fire reduced" 0.6 "dmg taken from bullets reduced" 0.6 "mult dmgtaken from melee" 0.6 "fire rate bonus" 1.25 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.68 "cannot be sapped" 1 "addcond immunity" 87 "addcond immunity" 43 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Giant_ZombieArmored { Class Heavyweapons ClassIcon heavy_zombie_breach_lite_giant Health 5500 Name "Armored Zombie Brute" Skill Hard Attributes MiniBoss WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Wooden Bat" Item "Die Regime-Panzerung" Item "The Eliminators Safeguard" "Scale" 1.75 Action Mobber Tag tag_zombie ItemAttributes { ItemName "Wooden Bat" "damage bonus" 1.15 "fire rate bonus" 0.9 "melee range multiplier" 1.15 "dmg taken from blast reduced" 0.6 "dmg taken from fire reduced" 0.6 "dmg taken from bullets reduced" 0.6 "mult dmgtaken from melee" 0.6 "custom item model" "models\weapons\c_models\c_wooden_bat\c_wooden_bat.mdl" "custom hit sound" "physics\wood\wood_plank_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.48 "cannot be sapped" 1 "addcond immunity" 87 "addcond immunity" 43 "damage force reduction" 0.25 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Giant_ZombieArmored_Cleaver { Class Heavyweapons ClassIcon heavy_zombie_breach_lite_giant Health 5500 Name "Armored Zombie Brute" Skill Hard Attributes MiniBoss WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Cleaver" Item "Die Regime-Panzerung" Item "The Eliminators Safeguard" "Scale" 1.75 Action Mobber Tag tag_zombie ItemAttributes { ItemName "Cleaver" "damage bonus" 1.5 "fire rate bonus" 0.75 "melee range multiplier" 1.25 "dmg taken from blast reduced" 0.6 "dmg taken from fire reduced" 0.6 "dmg taken from bullets reduced" 0.6 "custom item model" "models\weapons\c_models\c_sd_cleaver\c_sd_cleaver.mdl" "custom hit sound" "physics\metal\sawblade_stick2.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.48 "cannot be sapped" 1 "addcond immunity" 87 "addcond immunity" 43 "damage force reduction" 0.25 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Giant_ZombieArmored_Axe { Class Heavyweapons ClassIcon heavy_zombie_breach_lite_giant Health 5500 Name "Armored Zombie Brute" Skill Hard Attributes MiniBoss WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Axe" Item "Die Regime-Panzerung" Item "The Eliminators Safeguard" "Scale" 1.75 Action Mobber Tag tag_zombie CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.48 "cannot be sapped" 1 "addcond immunity" 87 "addcond immunity" 43 "damage force reduction" 0.25 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieSpitter { Class Engineer ClassIcon caustic Health 400 Name "Spitting Zombie" Skill Hard WeaponRestrictions SecondaryOnly Item "Spit Thrower" "Scale" 1.2 MaxVisionRange 1500 Action Mobber Tag tag_zombie Item "Buzz Killer" ExtAttr IgnoreBuildings CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.68 "cannot be sapped" 1 } DamageAppliesCond { Name TF_COND_HALLOWEEN_KART_DASH Duration 1 } DamageAppliesCond { Name TF_COND_URINE Duration 1 } DamageAppliesCond { Name TF_COND_HEALING_DEBUFF Duration 5 } DamageAppliesCond { Name TF_COND_NOHEALINGDAMAGEBUFF Duration 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieFire // Zombie Q { Class Pyro ClassIcon dead_flame_lite Health 350 Name "Zombie Fire" Skill Hard WeaponRestrictions PrimaryOnly Action Mobber Tag tag_zombie Item "Pyromancer's Mask" Item "The Spectralnaut" Attributes AlwaysFireWeapon ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 1.25 "flame_speed" 200 "flame_lifetime" 0.2 "flame_spread_degree" 359 "lunchbox adds minicrits" 1 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "is invisible" 1 } ItemAttributes { ItemName "Pyromancer's Mask" "attach particle effect" 13 } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.83 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieExplode // Suicide Zombie { Class Demoman ClassIcon dead_glow2_lite Health 650 Name "Suicide Zombie" Skill Hard Item "The Ullapool Caber" WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Action Mobber Tag tag_zombie DesiredAttackRange 48 "Scale" 1.3 ItemAttributes { ItemName "The Ullapool Caber" "damage bonus" 2.4 "dmg bonus vs buildings" 1.5 "bombinomicon effect on death" 1 "blast dmg to self increased" 30000 "dmg taken from blast reduced" 0.6 "dmg taken from fire reduced" 0.6 "dmg taken from bullets reduced" 0.6 "is invisible" 1 } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "bombinomicon effect on death" 1 "move speed bonus" 0.6 "cannot be sapped" 1 "gesture speed increase" 2 "mult smack time" 0 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_ZombieFast { Class Scout ClassIcon heavy_zombie_lite Health 150 Name "Fast Zombie" Skill Hard Item "TF_WEAPON_FISTS" WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Action Mobber Tag tag_zombie ItemAttributes { ItemName "TF_WEAPON_FISTS" "damage bonus" 0.3 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "fire rate bonus" 0.5 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.75 "cannot be sapped" 1 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Skeleton { Class Pyro ClassIcon dead_blu_lite Health 125 Name "Combo Skeleton" Skill Hard Skin 1 WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes DisableDodge Action Mobber Tag tag_zombie Item "Brigade Helm" Item "Trickster's Turnout Gear" Item "Medi-Mask" ExtAttr IgnoreBuildings UseCustomModel "models\bots\skeleton_sniper\skeleton_sniper.mdl" ItemAttributes { ItemName "TF_WEAPON_FIREAXE" "damage bonus" 0.3 "fire rate bonus" 1.4 "custom kill icon" "skull_tf" "minicrits become crits" 1 "heal on hit for rapidfire" 25 "slow enemy on hit major" 2 "add cond on hit" 24 "add cond on hit duration" 2 "mult crit dmg" 1.5 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.3 "dmg taken from bullets reduced" 0.75 "afterburn immunity" 1 "is invisible" 1 "custom hit sound" "physics\body\body_medium_impact_hard4.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.8 "cannot be sapped" 1 "override footstep sound set" 0 "cancel falling damage" 1 "cannot be backstabbed" 1 "addcond immunity" 87 "addcond immunity" 43 "crit kill will gib" 1 } DeathSound "misc\halloween\skeleton_break.wav" } T_TFBot_SkeletonBleed { Class Pyro ClassIcon dead_red_lite Health 125 Name "Bleeding Skeleton" Skill Hard Skin 0 WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes DisableDodge Item "The Head Hedge" Item "Attack Packs" Action Mobber Tag tag_zombie UseCustomModel "models\bots\skeleton_sniper\skeleton_sniper.mdl" ExtAttr IgnoreBuildings ItemAttributes { ItemName "TF_WEAPON_FIREAXE" "damage bonus" 0.3 "custom kill icon" "skull_tf" "fire rate bonus" 1.4 "bleeding duration" 10 "mult bleeding delay" 0.5 "mult bleeding dmg" 2 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.3 "dmg taken from bullets reduced" 0.75 "afterburn immunity" 1 "is invisible" 1 "custom hit sound" "physics\body\body_medium_impact_hard4.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.8 "cannot be sapped" 1 "override footstep sound set" 0 "cancel falling damage" 1 "cannot be backstabbed" 1 "addcond immunity" 87 "addcond immunity" 43 "crit kill will gib" 1 } DeathSound "misc\halloween\skeleton_break.wav" } T_TFBot_SkeletonDire { Class Pyro ClassIcon dead_purple_lite Health 125 Name "Dire Skeleton" Skill Hard Skin 4 WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes DisableDodge Action Mobber Tag tag_zombie Item "The Law" Item "dec2014 engineer_detectiveradio" Item "Bandit's Boots" UseCustomModel "models\bots\skeleton_sniper\skeleton_sniper_fixed.mdl" ExtAttr IgnoreBuildings ItemAttributes { ItemName "TF_WEAPON_FIREAXE" "damage bonus" 0.4 "custom kill icon" "skull_tf" "fire rate bonus" 0.65 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.3 "dmg taken from bullets reduced" 0.75 "afterburn immunity" 1 "is invisible" 1 "custom hit sound" "physics\body\body_medium_impact_hard4.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.8 "cannot be sapped" 1 "override footstep sound set" 0 "cancel falling damage" 1 "cannot be backstabbed" 1 "addcond immunity" 87 "addcond immunity" 43 "crit kill will gib" 1 } DeathSound "misc\halloween\skeleton_break.wav" Addcond { Index 32 Duration -1 } } T_TFBot_SkeletonAmalgamation { Class Pyro ClassIcon dead_grn_lite Health 125 Name "Amalgamation Skeleton" Skill Hard Skin 2 WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes DisableDodge Action Mobber Tag tag_zombie Item "Brigade Helm" Item "Trickster's Turnout Gear" Item "Medi-Mask" ExtAttr IgnoreBuildings UseCustomModel "models\bots\skeleton_sniper\skeleton_sniper.mdl" ItemAttributes { ItemName "TF_WEAPON_FIREAXE" "damage bonus" 0.3 "custom kill icon" "skull_tf" "slow enemy on hit major" 1 "add cond on hit" 24 "add cond on hit duration" 1 "bleeding duration" 10 "mult bleeding delay" 0.5 "mult bleeding dmg" 2 "mult crit dmg" 1.5 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.3 "dmg taken from bullets reduced" 0.75 "afterburn immunity" 1 "is invisible" 1 "custom hit sound" "physics\body\body_medium_impact_hard4.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.8 "cannot be sapped" 1 "override footstep sound set" 0 "cancel falling damage" 1 "cannot be backstabbed" 1 "addcond immunity" 87 "addcond immunity" 43 "crit kill will gib" 1 } DeathSound "misc\halloween\skeleton_break.wav" Addcond { Index 32 Duration -1 } } T_TFBot_Giant_Skeleton { Class Pyro ClassIcon dead_blu_lite_giant Health 1050 Skin 1 Name "Skeleton" Skill Hard Attributes MiniBoss WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes DisableDodge Action Mobber Tag tag_zombie Item "Brigade Helm" Item "Trickster's Turnout Gear" Item "Medi-Mask" UseCustomModel "models\bots\skeleton_sniper\skeleton_sniper.mdl" ExtAttr IgnoreBuildings ItemAttributes { ItemName "TF_WEAPON_FIREAXE" "damage bonus" 0.5 "custom kill icon" "skull_tf" "fire rate bonus" 1.3 "minicrits become crits" 1 "heal on hit for rapidfire" 25 "slow enemy on hit major" 3 "add cond on hit" 24 "add cond on hit duration" 3 "mult crit dmg" 1.75 "dmg taken from blast reduced" 0.6 "dmg taken from fire reduced" 0.255 "dmg taken from bullets reduced" 0.6 "afterburn immunity" 1 "is invisible" 1 "custom hit sound" "physics\body\body_medium_impact_hard4.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.8 "cannot be sapped" 1 "override footstep sound set" 0 "cancel falling damage" 1 "cannot be backstabbed" 1 "addcond immunity" 87 "addcond immunity" 43 "crit kill will gib" 1 "damage force reduction" 0.65 } DeathSound "misc\halloween\skeleton_break.wav" } T_TFBot_Skeleton_Boss { Class Pyro ClassIcon dead_king_lite Health 6000 Name "Skeleton King" Skill Hard Skin 3 Attributes MiniBoss Attributes UseBossHealthBar "Scale" 1.9 WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Attributes DisableDodge Item "The Head Hedge" Item "Attack Packs" Action Mobber Tag tag_zombie UseCustomModel "models\bots\skeleton_sniper\skeleton_sniper.mdl" ExtAttr IgnoreBuildings ItemAttributes { ItemName "TF_WEAPON_FIREAXE" "damage bonus" 0.75 "custom kill icon" "skull_tf" "fire rate bonus" 1.15 "heal on hit for rapidfire" 50 "slow enemy on hit major" 1 "add cond on hit" 24 "add cond on hit duration" 1 "mult crit dmg" 2 "bleeding duration" 7.5 "dmg taken from blast reduced" 0.5 "dmg taken from fire reduced" 0.225 "dmg taken from bullets reduced" 0.5 "afterburn immunity" 1 "is invisible" 1 "custom hit sound" "physics\body\body_medium_impact_hard4.wav" } CharacterAttributes { "voice pitch scale" 0.5 "damage force reduction" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.7 "cannot be sapped" 1 "override footstep sound set" 0 "cancel falling damage" 1 "cannot be backstabbed" 1 "addcond immunity" 87 "addcond immunity" 43 "addcond immunity" 112 "crit kill will gib" 1 } Addcond { Index 32 Duration -1 } DeathSound "misc\halloween\skeleton_break.wav" } T_TFBot_ZombieChomper { Class Sniper ClassIcon spy_facepeel_lite Health 400 Name "Zombie Chomper" Skill Hard "Scale" 1.2 Item "TF_WEAPON_FISTS" Item "Facepeeler" WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Action Mobber Tag tag_zombie ItemAttributes { ItemName "TF_WEAPON_FISTS" "damage bonus" 1.85 "melee range multiplier" 1.4 "fire rate bonus" 2.8 "dmg taken from blast reduced" 0.65 "dmg taken from fire reduced" 0.65 "dmg taken from bullets reduced" 0.65 "custom hit sound" "physics\flesh\flesh_bloody_break.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.62 "cannot be sapped" 1 "damage force reduction" 0.65 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Giant_ZombieChomper { Class Sniper ClassIcon spy_facepeel_giant_lite Health 2800 Name "Giant Zombie Chomper" Skill Hard "Scale" 1.75 Attributes MiniBoss Item "TF_WEAPON_FISTS" Item "Facepeeler" WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Action Mobber Tag tag_zombie ItemAttributes { ItemName "TF_WEAPON_FISTS" "damage bonus" 2.15 "fire rate bonus" 2.4 "melee range multiplier" 1.8 "dmg taken from blast reduced" 0.5 "dmg taken from fire reduced" 0.5 "dmg taken from bullets reduced" 0.5 "custom hit sound" "physics\flesh\flesh_bloody_break.wav" } CharacterAttributes { "voice pitch scale" 0.5 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.5 "cannot be sapped" 1 "addcond immunity" 87 "damage force reduction" 0.35 } DeathSound "=900|physics\body\body_medium_break3.wav" PainSound "=450|physics\body\body_medium_impact_hard5.wav" } T_TFBot_Boss_Eye_Of_DOOM { Class Soldier ClassIcon heavy_psychic Health 8500 Name "Psychic Beam" Skill Expert "Scale" 1.75 Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Item "The Righteous Bison" Item "MONOCULUS!" WeaponRestrictions SecondaryOnly Action Mobber Tag tag_zombie ItemAttributes { ItemName "The Righteous Bison" "is invisible" 1 "fire rate bonus" 0.05 "no damage falloff" 1 "dmg penalty vs players" 0.35 "Projectile speed increased" 2.5 "Reload time decreased" 0.3 "auto fires full clip" 1 "force fire full clip" 1 "mod projectile heat seek power" 360 "mod projectile heat aim error" 180 "mod projectile heat no predict target speed" 0 "projectile trail particle" eyeboss_projectile "clip size bonus upgrade" 25 } CharacterAttributes { "voice pitch scale" 0.8 "afterburn immunity" 1 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "SPELL: set Halloween footstep type" 0 "move speed bonus" 0.6 "cannot be sapped" 1 "addcond immunity" 87 "addcond immunity" 43 "addcond immunity" 112 "dmg taken from blast reduced" 0.5 "dmg taken from fire reduced" 0.5 "dmg taken from bullets reduced" 0.5 } DeathSound "vo\halloween_boss\knight_dying.mp3" PainSound "vo\halloween_eyeball\eyeball_boss_pain01.mp3" } T_TFBot_Boss_Chomper { Class Sniper ClassIcon boss_eoc_phase2 Health 14000 Name "Mega Chomper" Skill Expert "Scale" 1.6 MaxVisionRange 400 Attributes MiniBoss Attributes UseBossHealthBar Item "TF_WEAPON_FISTS" Item "The Short Circuit" StripItem "Zombie Sniper" UseCustomModel "models\props_halloween\halloween_demoeye.mdl" UseHumanAnimations 1 WeaponRestrictions SecondaryOnly Action Mobber Tag tag_zombie ExtAttr IgnoreBots //so it doesn't one shot the control point bot DesiredAttackRange 100 ItemAttributes { ItemName "TF_WEAPON_FISTS" "damage bonus" 99999 "fire rate bonus" 0.3 "melee range multiplier" 0.4 "is_passive_weapon" 1 "slow enemy on hit major" 2.5 "dmg taken from blast reduced" 0.5 "dmg taken from fire reduced" 0.5 "dmg taken from bullets reduced" 0.5 "apply look velocity on damage" 1200 "apply z velocity on damage" 800 "custom hit sound" "physics\flesh\flesh_bloody_break.wav" } ItemAttributes { ItemName "The Short Circuit" "damage bonus" 0.01 "custom hit sound" "=80|npc\barnacle\barnacle_tongue_pull2.wav" "custom weapon fire sound" "=80|npc\barnacle\barnacle_pull3.wav" "fire rate bonus" 0.4 "slow enemy on hit major" 1 "apply z velocity on damage" -200 "apply look velocity on damage" -600 "addcond immunity" 87 "addcond immunity" 43 "addcond immunity" 112 "cancel falling damage" 1 } CharacterAttributes { "voice pitch scale" 0.8 "afterburn immunity" 1 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "SPELL: set Halloween footstep type" 0 "cannot be sapped" 1 } DeathSound "vo\halloween_boss\knight_dying.mp3" //PainSound "vo\halloween_eyeball\eyeball_mad02.mp3" } T_WaveSpawn_ZombieBasic_Squad //wavespawn template because yes, you can do that { TotalCurrency 0 //HideIcon 1 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_ZombieDemo } TFBot { Template T_TFBot_ZombieHeavy } TFBot { Template T_TFBot_ZombieScout } TFBot { Template T_TFBot_ZombieSoldier } TFBot { Template T_TFBot_ZombiePyro } TFBot { Template T_TFBot_ZombieSniper } TFBot { Template T_TFBot_ZombieEngie } TFBot { Template T_TFBot_ZombieMedic } TFBot { Template T_TFBot_ZombieDemo InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieHeavy InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieScout InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieSoldier InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombiePyro InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieSniper InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieEngie InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieMedic InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } T_WaveSpawn_ZombieBleed_Squad //48 tfbots, wavespawn template saving the day { TotalCurrency 0 //HideIcon 1 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_ZombieDemoBleed1 } TFBot { Template T_TFBot_ZombieHeavyBleed1 } TFBot { Template T_TFBot_ZombieScoutBleed1 } TFBot { Template T_TFBot_ZombieSoldierBleed1 } TFBot { Template T_TFBot_ZombiePyroBleed1 } TFBot { Template T_TFBot_ZombieSniperBleed1 } TFBot { Template T_TFBot_ZombieEngieBleed1 } TFBot { Template T_TFBot_ZombieMedicBleed1 } TFBot { Template T_TFBot_ZombieDemoBleed2 } TFBot { Template T_TFBot_ZombieHeavyBleed2 } TFBot { Template T_TFBot_ZombieScoutBleed2 } TFBot { Template T_TFBot_ZombieSoldierBleed2 } TFBot { Template T_TFBot_ZombiePyroBleed2 } TFBot { Template T_TFBot_ZombieSniperBleed2 } TFBot { Template T_TFBot_ZombieEngieBleed2 } TFBot { Template T_TFBot_ZombieMedicBleed2 } TFBot { Template T_TFBot_ZombieDemoBleed3 } TFBot { Template T_TFBot_ZombieHeavyBleed3 } TFBot { Template T_TFBot_ZombieScoutBleed3 } TFBot { Template T_TFBot_ZombieSoldierBleed3 } TFBot { Template T_TFBot_ZombiePyroBleed3 } TFBot { Template T_TFBot_ZombieSniperBleed3 } TFBot { Template T_TFBot_ZombieEngieBleed3 } TFBot { Template T_TFBot_ZombieMedicBleed3 } TFBot { Template T_TFBot_ZombieDemoBleed1 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieHeavyBleed1 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieScoutBleed1 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieSoldierBleed1 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombiePyroBleed1 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieSniperBleed1 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieEngieBleed1 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieMedicBleed1 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieDemoBleed2 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieHeavyBleed2 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieScoutBleed2 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieSoldierBleed2 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombiePyroBleed2 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieSniperBleed2 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieEngieBleed2 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieMedicBleed2 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieDemoBleed3 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieHeavyBleed3 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieScoutBleed3 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieSoldierBleed3 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombiePyroBleed3 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieSniperBleed3 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieEngieBleed3 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieMedicBleed3 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } } CustomWeapon //Allows you to use an alias for items with custom attributes { ////////////////////////// // Zombie Weapons // ////////////////////////// "Stun Club" // The name you would use in Item key in TFBot { OriginalItemName "The Ham Shank" // The item used as a base "stun on hit" 3 "stun on hit type" bonk "damage bonus" 0.35 "fire rate bonus" 3.5 "melee range multiplier" 1.5 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "custom item model" "models\weapons\c_models\c_sledgehammer\c_sledgehammer.mdl" "custom hit sound" "physics\metal\metal_barrel_impact_hard6.wav" } "Cleaver" // The name you would use in Item key in TFBot { OriginalItemName "Frying Pan" // The item used as a base "damage bonus" 1.5 "fire rate bonus" 0.75 "melee range multiplier" 1.25 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "custom item model" "models\weapons\c_models\c_sd_cleaver\c_sd_cleaver.mdl" "custom hit sound" "physics\metal\sawblade_stick2.wav" } "Axe" // The name you would use in Item key in TFBot { OriginalItemName "Frying Pan" // The item used as a base "damage bonus" 2 "fire rate bonus" 1.25 "melee range multiplier" 1.4 "dmg taken from blast reduced" 0.6 "dmg taken from fire reduced" 0.6 "dmg taken from bullets reduced" 0.6 "mult dmgtaken from melee" 0.6 "custom item model" "models/weapons/w_models/w_fireaxe.mdl" "custom hit sound" "weapons\blade_slice_2.wav" } "Wooden Bat" // The name you would use in Item key in TFBot { OriginalItemName "Prinny Machete" // The item used as a base "damage bonus" 1.15 "fire rate bonus" 0.9 "melee range multiplier" 1.3 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "custom item model" "models\weapons\c_models\c_wooden_bat\c_wooden_bat.mdl" "custom hit sound" "physics\wood\wood_plank_impact_hard3.wav" } "Bleed Sword" // The name you would use in Item key in TFBot { OriginalItemName "Prinny Machete" // The item used as a base "fire rate bonus" 1.5 "damage bonus" 0.5 "melee range multiplier" 1.5 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "bleeding duration" 6 "custom item model" "models/weapons/c_models/c_scout_sword/c_scout_sword.mdl" "custom hit sound" "trespasser/SKELT03.mp3" "mult bleeding delay" 0.5 "mult bleeding dmg" 0.5 } "Bleed Bat" // The name you would use in Item key in TFBot { OriginalItemName "Prinny Machete" // The item used as a base "damage bonus" 0.4 "fire rate bonus" 1.1 "melee range multiplier" 1.4 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "bleeding duration" 15 "custom item model" "models/weapons/c_models/c_boston_basher/c_boston_basher.mdl" "custom hit sound" "trespasser/SKELT03.mp3" "mult bleeding delay" 0.5 "mult bleeding dmg" 0.5 } "Bleed Axe" // The name you would use in Item key in TFBot { OriginalItemName "Prinny Machete" // The item used as a base "damage bonus" 0.6 "fire rate bonus" 1.9 "melee range multiplier" 1.3 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "bleeding duration" 15 "custom item model" "models/weapons/c_models/c_pickaxe/c_pickaxe_s2.mdl" "custom hit sound" "trespasser/SKELT03.mp3" "mult bleeding delay" 0.5 "mult bleeding dmg" 0.5 } "Spit Thrower" // The name you would use in Item key in TFBot { OriginalItemName "The Flare Gun" // The item used as a base "fire rate bonus" 1.75 "Reload time decreased" 1.75 "Projectile speed increased" 0.35 "slow enemy on hit major" 1 "bleeding duration" 7.5 "mult bleeding dmg" 0.25 "is invisible" 1 "projectile lifetime" 5 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.75 "custom hit sound" "trespasser/SKELT03.mp3" "custom weapon fire sound" "=80|weapons\bugbait\bugbait_squeeze3.wav" "custom impact sound" "=80|weapons\bugbait\bugbait_impact3.wav" } ////////////////////////// // Player Weapons // ////////////////////////// "Riot Rifle Heavy" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" // The item used as a base "custom item model" models\weapons\c_models\c_chains_of_command\c_chains_of_command.mdl "damage bonus" 1.4 "bullets per shot bonus" 0.5 "clip size bonus" 1.66 "custom weapon fire sound" "=80|weapons\family_business_shoot.wav" } "Riot Rifle Soldier" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" // The item used as a base "custom item model" models\weapons\c_models\c_chains_of_command\c_chains_of_command.mdl "damage bonus" 1.4 "bullets per shot bonus" 0.5 "clip size bonus" 1.66 "custom weapon fire sound" "=80|weapons\family_business_shoot.wav" } "Riot Rifle Pyro" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" // The item used as a base "custom item model" models\weapons\c_models\c_chains_of_command\c_chains_of_command.mdl "damage bonus" 1.4 "bullets per shot bonus" 0.5 "clip size bonus" 1.66 "custom weapon fire sound" "=80|weapons\family_business_shoot.wav" } "Riot Rifle Engineer" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" // The item used as a base "custom item model" models\weapons\c_models\c_chains_of_command\c_chains_of_command.mdl "damage bonus" 1.4 "bullets per shot bonus" 0.5 "clip size bonus" 1.66 "custom weapon fire sound" "=80|weapons\family_business_shoot.wav" } "Steel Slugger Heavy" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" // The item used as a base "custom item model" models\weapons\c_models\c_steel_battalion\c_steel_battalion.mdl "damage bonus" 10 "maxammo secondary increased" 1.31 "bullets per shot bonus" 0.1 "clip size penalty" 0.66 "Reload time increased" 1.2 "custom weapon fire sound" "=80|bolshevikbomber_fire.wav" } "Steel Slugger Soldier" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" // The item used as a base "custom item model" models\weapons\c_models\c_steel_battalion\c_steel_battalion.mdl "damage bonus" 10 "maxammo secondary increased" 1.31 "bullets per shot bonus" 0.1 "clip size penalty" 0.66 "Reload time increased" 1.2 "custom weapon fire sound" "=80|bolshevikbomber_fire.wav" } "Steel Slugger Pyro" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" // The item used as a base "custom item model" models\weapons\c_models\c_steel_battalion\c_steel_battalion.mdl "damage bonus" 10 "maxammo secondary increased" 1.31 "bullets per shot bonus" 0.1 "clip size penalty" 0.66 "Reload time increased" 1.2 "custom weapon fire sound" "=80|bolshevikbomber_fire.wav" } "Steel Slugger Engineer" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" // The item used as a base "custom item model" models\weapons\c_models\c_steel_battalion\c_steel_battalion.mdl "damage bonus" 10 "maxammo primary increased" 1.31 "bullets per shot bonus" 0.1 "clip size penalty" 0.66 "Reload time increased" 1.2 "custom weapon fire sound" "=80|bolshevikbomber_fire.wav" } "Blunderbuss Soldier" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "custom weapon fire sound" "=80|weapons\sven_shotgun_shoot.wav" "custom item model" models\weapons\c_models\c_bmmh\c_bmmh.mdl "single wep deploy time decreased" 0.4 "maxammo secondary reduced" 0.5 "passive reload" 1 "bullets per shot bonus" 1.5 "clip size penalty" 0.16 "Reload time increased" 1.5 } "Blunderbuss Heavy" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "custom weapon fire sound" "=80|weapons\sven_shotgun_shoot.wav" "custom item model" models\weapons\c_models\c_bmmh\c_bmmh.mdl "single wep deploy time decreased" 0.4 "maxammo secondary reduced" 0.5 "passive reload" 1 "bullets per shot bonus" 1.5 "clip size penalty" 0.16 "Reload time increased" 1.5 } "Blunderbuss Pyro" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" "custom weapon fire sound" "=80|weapons\sven_shotgun_shoot.wav" "custom item model" models\weapons\c_models\c_bmmh\c_bmmh.mdl "single wep deploy time decreased" 0.4 "maxammo secondary reduced" 0.5 "passive reload" 1 "bullets per shot bonus" 1.5 "clip size penalty" 0.16 "Reload time increased" 1.5 } "Blunderbuss Engineer" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "custom weapon fire sound" "=80|weapons\sven_shotgun_shoot.wav" "custom item model" models\weapons\c_models\c_bmmh\c_bmmh.mdl "single wep deploy time decreased" 0.4 "maxammo primary reduced" 0.5 "passive reload" 1 "bullets per shot bonus" 1.5 "clip size penalty" 0.16 "fire rate penalty" 1.75 } "Pulse SMG" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "custom weapon fire sound" "=80|50kvolt_fire.wav" "custom item model" models\weapons\c_models\c_50k_volt\c_pro_smg.mdl "clip size penalty" 0.4 "fire rate penalty" 2.15 "Reload time increased" 1.65 "override projectile type" 13 "dmg penalty vs players" 0.675 "no damage falloff" 1 "particle color rgb" 16422400 //18181178 "mult crit dmg" 1.5 } "AA-11" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "custom weapon fire sound" "=80|auto_shotgun_fire_1.wav" "custom item model" models\weapons\c_models\c_aa12\c_aa12.mdl "clip size penalty" 0.32 "maxammo secondary reduced" 0.43 "fire rate penalty" 1.4 "Reload time increased" 1.75 "bullets per shot bonus" 5 "damage bonus" 1.35 "spread penalty" 1.65 //"cannot be upgraded" 1 } "LMG" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "custom weapon fire sound" "=80|lmg_shoot.wav" "custom item model" models\weapons\c_models\c_brief_negotiator\c_lmg.mdl "fire rate bonus" 0.75 "Reload time decreased" 0.7 "damage penalty" 0.75 "custom weapon reload sound" "=80|lmg_reload.wav" } "Glock" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "custom item model" models\weapons\c_models\c_demo_glock\c_demo_glock.mdl "custom weapon fire sound" "=80|weapons\doom_scout_pistol.wav" "override projectile type" 1 "stickybomb charge rate" 0.01 "damage penalty" 0.2 "fire rate bonus HIDDEN" 0.6 "reload full clip at once" 1 "Reload time increased" 2.5 "force damage falloff" 1 "no reduced damage rampup" 1 "clip size bonus" 2.25 "maxammo secondary increased" 3 } "Black Bomb" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "custom item model" models\weapons\c_models\c_blackybomb_launcher\c_blackybomb_launcher.mdl "Reload time increased" 1.33 "health on radius damage" 20 "clip size penalty" 0.75 "custom projectile model" models\weapons\w_models\w_stickybomb3.mdl } "Riot Shield" { OriginalItemName "The Chargin' Targe" "dmg taken from fire reduced" 1 "dmg taken from blast reduced" 1 "custom item model" models\weapons\c_models\c_assault_battering_ram\c_assault_battering_ram.mdl "charge time decreased" -1.5 "move speed bonus" 1.15 } "Deagle" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "custom item model" models\weapons\c_models\c_deagle\c_deagle.mdl "custom weapon fire sound" "=80|trespasser/de_shot1.wav" "damage bonus" 3.0 "can headshot" 1 "fire rate penalty" 2.15 "Reload time increased" 1.4 "clip size penalty" 0.58 } "Luger" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "custom item model" models\weapons\c_models\c_ttg_max_gun\c_ttg_max_gun.mdl "damage bonus" 1.25 "fire rate bonus" 0.65 "Reload time increased" 1.5 "clip size penalty" 0.83 } "Nail Gun" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "custom item model" models\workshop\weapons\c_models\c_nailgun\c_nailgun.mdl "custom projectile model" models\weapons\w_models\w_nail.mdl "damage penalty" 0.66 "maxammo secondary increased" 2.23 "Reload time increased" 1.5 "clip size bonus" 3.34 "override projectile type" 5 "custom kill icon" "syringegun_medic" } "Afterburner" { OriginalItemName "The Flare Gun" "custom item model" models\weapons\c_models\c_blaze_blast\c_blaze_blast.mdl "weapon burn dmg increased" 5 "damage penalty" 0.5 "faster reload rate" 1.4 } "Phase Blaster" { OriginalItemName "The Flare Gun" "custom item model" models\weapons\c_models\c_flaregun_pyro_volt\c_flaregun_pyro.mdl "override projectile type" 13 "energy weapon penetration" 1 //"Projectile speed increased HIDDEN" 1.4 "Set DamageType Ignite" 1 "noclip projectiles" 1 "dmg penalty vs players" 2 "flare no crit burning" 1 "projectile lifetime" 3 } "Flare Launcher" { OriginalItemName "The Flare Gun" "custom item model" models\weapons\c_models\c_ultimatum_flaregun\c_ultimatum_flaregun.mdl "Projectile speed increased" 1.5 "damage bonus" 1.5 "weapon burn dmg increased" 1.25 "faster reload rate" 1.4 } "Paralysis Injection" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "custom item model" models\weapons\c_models\c_tranquilizer\c_revolver.mdl "add cond on hit" 87 "add cond on hit duration" 5 "clip size penalty" 0.16 "Reload time increased" 1.75 "fire rate penalty" 1.5 "override projectile type" 5 "custom kill icon" "syringegun_medic" "damage penalty" 0.65 "maxammo secondary reduced" 0.25 "special item description" "Paralyze an enemy preventing them from doing anything for 5 seconds" "special item description 2" "Armored zombies, boss zombies, and skeletons cannot be paralyzed" } "Big Killer" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "custom item model" models\weapons\c_models\c_ttg_sam_gun\c_ttg_sam_gun.mdl "Reload time increased" 1.5 "fire rate penalty" 1.75 "can headshot" 1 "damage bonus" 1.45 } "Death Rose" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "custom item model" models\weapons\c_models\c_death_blossom\c_death_blossom.mdl "custom weapon fire sound" "=80|magnum_shoot.wav" "Reload time increased" 1.65 "fire rate penalty" 1.5 "bullets per shot bonus" 3 "damage bonus" 1.15 "mod ammo per shot" 3 } "Milky Syringes" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "custom item model" models\weapons\c_models\c_clinical_trial\c_clinical_trial.mdl "mad milk syringes" 1 "damage penalty" 0.65 "fire rate penalty" 1.25 } "Medical Practice 40" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "custom item model" models\weapons\c_models\c_mp40\c_mp40.mdl "custom weapon fire sound" "=80|trespasser\mp40f1.wav" "override projectile type" 1 "sniper fires tracer" 1 "fire rate penalty" 2 "reload time increased" 2 "damage bonus" 3 "penetrate teammates" 1 "mod ammo per shot" 4 } "The Cure" { OriginalItemName "The Crusader's Crossbow" "special item description" "Cures any enemy on hit." "special item description 2" "Armored and boss zombies are immune to the cure." "special item description 3" "Crossbow Bolts can heal teammates" "add cond on hit" 43 "add cond on hit duration" 15 "damage penalty" 0.1 "maxammo primary reduced" 0.067 } "Lever Action" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "custom item model" models\weapons\c_models\c_leverslugger.mdl "custom weapon fire sound" "=80|crush\hubby_shoot.wav" "damage bonus" 1.25 "spread penalty" 1.3 "fire rate penalty" 1.25 "clip size penalty" 0.67 } "Explosive Slugs" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "custom item model" models\weapons\c_models\c_packer.mdl "custom weapon fire sound" "=80|automaticassault_fire.wav" "damage penalty" 0.9 "damage bonus HIDDEN" 15 "bullets per shot bonus" 0.1 "fire rate penalty" 1.5 "explosive bullets" 96 "explosion particle" "rd_robot_explosion" "explosion particle on direct hit" "rd_robot_explosion" } "Double Barrel" { OriginalItemName "The Force-a-Nature" "custom item model" models\weapons\c_models\c_doom_db.mdl "custom weapon fire sound" "=80|weapons\shotgun\shotgun_dbl_fire.wav" "damage bonus" 1.5 "weapon spread bonus" 0.6 "bullets per shot bonus" 1 "fire rate penalty" 2 "fire rate bonus" 1 "reload time increased" 1.45 "scattergun knockback mult" 1.4 } "Laser Tracking RPG" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "custom item model" models\weapons\c_models\c_follower\c_rocketlauncher.mdl "custom weapon fire sound" "=80|weapons\stinger_fire1.wav" "mod projectile heat seek power" 180 "mod projectile heat aim error" 360 "mod projectile heat aim time" 1337 "mod projectile heat follow crosshair" 1 "damage penalty" 0.8 "reload time increased" 1.65 "fire rate penalty" 1.65 "clip size penalty" 0.25 "no damage falloff" 1 } "Stinger" // { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate penalty" 1.5 "mod mini-crit airborne" 1 "reload time increased" 1.5 "custom impact sound" "ambient\explosions\explode_4.wav" "custom item model" models\weapons\c_models\c_wasp_launcher\c_wasp_launcher_1.mdl "Blast radius increased" 1.25 "damage bonus" 1.5 "no damage falloff" 1 "Projectile speed increased" 1.4 "clip size penalty" 0.25 "self dmg push force increased" 2 "damage blast push" 3 "blast dmg to self increased" 2.5 "mult dmg vs giants" 1.5 } "Mirco Missiles" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "custom item model" models\weapons\c_models\c_hornetnest\c_atom_launcher.mdl "custom impact sound" "=80|weapons\airstrike_small_explosion_02.wav" "mini rockets" 1 "clip size bonus" 2.0 "maxammo primary increased" 1.2 "fire rate bonus" 0.4 "damage penalty" 0.8 "Blast radius decreased" 0.8 } "Incendiary Grenade Launcher" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "custom item model" models\weapons\c_models\c_ultimatum\c_ultimatum.mdl "custom weapon fire sound" "=80|ultimatum_fire.wav" "custom impact sound" "=80|ultimatum_explode.wav" "clip size penalty" 0.25 "fire rate penalty" 1.5 "reload time increased" 1.5 "mult projectile scale" 1.2 "damage penalty" 0.5 "blast radius increased" 1.3 "Set DamageType Ignite" 1 "Projectile speed increased" 2.0 "grenade no spin" 1 } "Two For One" { OriginalItemName "The Loch-n-Load" "custom item model" models\workshop\weapons\c_models\c_lochnload-horizontal\c_lochnload-horizontal.mdl "mult projectile count" 2 "sticky air burst mode" 0 "mod ammo per shot" 2 "clip size penalty" 0.5 "projectile spread angle penalty" 3 } "Brewery Blastaway" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "custom item model" models\weapons\c_models\c_brew_blaster\c_grenadelauncher.mdl //"damage causes airblast" 1 "damage blast push" 3 "self dmg push force increased" 2 "Projectile speed increased" 1.5 "fire rate penalty" 1.4 "damage bonus" 1.2 "maxammo primary reduced" 0.5 "special item description" "Grenades launch enemies on hit" } "Baseball Launcher" { OriginalItemName "The Loose Cannon" "override projectile type extra" "stunball" "grenade launcher mortar mode" 0 "special item description" "Baseballs :D" } "Zombiesaw" { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "provide on active" 1 "custom item model" models/weapons/c_models/c_w_chainsaw/c_w_chainsaw.mdl "custom weapon fire sound" "=58|denominator/chainsaw1.wav" "custom minigun spin sound" "common/null.wav" "custom wind up sound" "=58|denominator/chain_wind_up.wav" "custom wind down sound" "=58|denominator/chain_wind_down.wav" "custom hit sound" "=80|Flesh.BulletImpact" "max bullet range" 128 "special item description" "128 hammer unit range (normal melee weapons have 48 hammer unit range)." "fire rate bonus HIDDEN" 0.5 "weapon spread bonus" 0.01 "bullets per shot bonus" 0.25 "damage bonus" 2.5 "move speed bonus" 1.25 "aiming movespeed increased" 1.4 "projectile penetration" 1 "single wep holster time increased" 2.5 "custom kill icon" "saw_kill" } "Gatling Gun" { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "custom item model" models\weapons\c_models\c_maxine\c_maxine.mdl "provide on active" 1 "move speed penalty" 0.75 "minigun spinup time increased" 2 "aiming movespeed increased" 2.1 "fire rate penalty" 1.5 } "Triple Barreled Destruction" { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "custom item model" models\weapons\c_models\c_cerberus\c_minigun.mdl "fire rate bonus" 0.33 "bullets per shot bonus" 3 "maxammo primary reduced" 0.5 "damage penalty" 0.6 "reduced damage rampup" 1 "cannot be upgraded" 1 "minigun spinup time increased" 2 "aiming movespeed decreased" 0.5 "single wep deploy time increased" 2.0 } "Overdriver" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "Paintkit_proto_def_index" 255 //Helldriver "Set_item_texture_wear" 0 "medigun passive attributes" "CARD: move speed bonus|1.25" "ubercharge rate penalty" 0.75 "special item description" "+25% move speed to patient while healing" } "Overhealer" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "paintkit_proto_def_index" 257 "set_item_texture_wear" 0 "overheal bonus" 2.5 "overheal decay disabled" 0.00000025 "heal rate bonus" 1.5 "overheal fill rate reduced" 0.5 "ubercharge overheal rate penalty" 0.5 "ubercharge rate penalty" 0.25 "medigun particle" "passtime_beam" } "Overextender" //broken rn because rafmod big dumb { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "custom item model" models/weapons/c_models/c_pigeon_medigun/c_pigeon_medigun.mdl "mult medigun range" 2.0 "heal rate penalty" 0.6 } "Explosive Rifle" { OriginalItemName "The AWPer Hand" "custom item model" models\weapons\c_models\c_brainyrifle\c_brainyrifle.mdl "fire rate penalty" 1.5 "explosive bullets" 147 "SRifle Charge rate decreased" 0.6 "crits_become_minicrits" 1 "fire input on attack" "!activator^RunScriptCode^self.ViewPunch(QAngle(-4,-3,0))" } "Combiner Rifle" { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "custom item model" models\weapons\c_models\c_gune\c_gune.mdl "custom weapon fire sound" "=80|antipathy\sniper_shoot.wav" "mod ammo per shot" 5 "CARD: damage bonus" 5 //"fire rate penalty" 3 "faster reload rate" 2.5 "SRifle Charge rate decreased" 0.001 "fire input on attack" "!activator^RunScriptCode^self.ViewPunch(QAngle(-12.5,-10,0))" } "Astral Assassin" { OriginalItemName "The Huntsman" "custom item model" models\weapons\c_models\c_astral_assassin\c_astral_assassin.mdl "custom projectile model" models\weapons\c_models\c_astral_assassin_projectile\c_astral_assassin_projectile.mdl "arrow mastery" 2 "fire rate penalty" 1.5 "damage penalty" 0.75 } "Combat Knife" { OriginalItemName "Upgradeable TF_WEAPON_KNIFE" "custom item model" models\weapons\c_models\c_bastard_backguard\c_bastard_backguard.mdl "mult crit dmg" 0.1 //no more insta kill backstabs "armor piercing" 200 //cancel out mult crit dmg "fire rate bonus" 0.75 "melee range multiplier" 1.33 "speed_boost_on_hit" 1 "special item description" "+33% melee range" } "Plagued Cadaver" { OriginalItemName "Upgradeable TF_WEAPON_KNIFE" "custom item model" models\weapons\c_models\c_carvedcutter\c_carvedcutter.mdl "special item description" "On backstab: nearby enemies are infected with the plague." "special item description 2" "On backstab: lose 50% of your health." "special item description 3" "Boss zombies are immune to the plague" "fire input on hit" "popscript^$plagueKnife^" "max health additive penalty" -25 "fire rate penalty" 1.5 "single wep holster time increased" 2 "single wep deploy time increased" 2 } "Blunt Blade" { OriginalItemName "Upgradeable TF_WEAPON_KNIFE" "custom item model" models\weapons\c_models\c_angel_blade\c_angel_blade.mdl "melee range multiplier" 1.67 "damage penalty" 0.5 "damage causes airblast" 1 "apply z velocity on damage" 250 "apply look velocity on damage" 750 "stun on hit" 3 //"stun on hit no giants" 0 "stun on hit type" movement "stun on hit slow" 0.67 "special item description" "Oh hit: send enemies flying" "special item description 2" "+67% melee range" } } ExtraLoadoutItems // Extra loadout items available after typing !missionitems in chat { AllowEquipOutsideSpawn 1 Scout { Primary { Item "Lever Action" Cost 300 AllowRefund 1 } Primary { Item "Double Barrel" Cost 600 AllowRefund 1 } Primary { Item "Explosive Slugs" Cost 900 AllowRefund 1 } Secondary { Item "Deagle" Cost 750 AllowRefund 1 } Secondary { Item "Luger" Cost 400 AllowRefund 1 } Secondary { Item "Nail Gun" Cost 200 AllowRefund 1 } } Soldier { Primary // Extended syntax, Item slot to use { Item "Laser Tracking RPG" Cost 500 AllowRefund 1 } Primary // Extended syntax, Item slot to use { Item "Stinger" Cost 800 AllowRefund 1 } Primary // Extended syntax, Item slot to use { Item "Mirco Missiles" Cost 400 AllowRefund 1 } Secondary // Extended syntax, Item slot to use { Item "Riot Rifle Soldier" Cost 200 AllowRefund 1 } Secondary // Extended syntax, Item slot to use { Item "Steel Slugger Soldier" Cost 250 AllowRefund 1 } Secondary // Extended syntax, Item slot to use { Item "Blunderbuss Soldier" Cost 400 AllowRefund 1 } } Pyro { Secondary // Extended syntax, Item slot to use { Item "Riot Rifle Pyro" Cost 200 AllowRefund 1 } Secondary // Extended syntax, Item slot to use { Item "Steel Slugger Pyro" Cost 250 AllowRefund 1 } Secondary // Extended syntax, Item slot to use { Item "Blunderbuss Pyro" Cost 400 AllowRefund 1 } Secondary // Extended syntax, Item slot to use { Item "Afterburner" Cost 200 AllowRefund 1 } Secondary // Extended syntax, Item slot to use { Item "Phase Blaster" Cost 600 AllowRefund 1 } Secondary // Extended syntax, Item slot to use { Item "Flare Launcher" Cost 400 AllowRefund 1 } } Demoman { Primary { Item "Baseball Launcher" Cost 150 AllowRefund 1 } Primary { Item "Incendiary Grenade Launcher" Cost 250 AllowRefund 1 } Primary { Item "Two For One" Cost 400 AllowRefund 1 } Primary { Item "Brewery Blastaway" Cost 600 AllowRefund 1 } Secondary { Item "Glock" Cost 150 AllowRefund 1 } Secondary { Item "Black Bomb" Cost 500 AllowRefund 1 } Secondary { Item "Riot Shield" Cost 200 AllowRefund 1 } } Heavyweapons { Primary // Extended syntax, Item slot to use { Item "Zombiesaw" Cost 800 AllowRefund 1 } Primary // Extended syntax, Item slot to use { Item "Gatling Gun" Cost 600 AllowRefund 1 } Primary // Extended syntax, Item slot to use { Item "Triple Barreled Destruction" Cost 1500 AllowRefund 1 } Secondary // Extended syntax, Item slot to use { Item "Riot Rifle Heavy" Cost 200 AllowRefund 1 } Secondary // Extended syntax, Item slot to use { Item "Steel Slugger Heavy" Cost 250 AllowRefund 1 } Secondary // Extended syntax, Item slot to use { Item "Blunderbuss Heavy" Cost 400 AllowRefund 1 } } Engineer { Primary // Extended syntax, Item slot to use { Item "Riot Rifle Engineer" Cost 200 AllowRefund 1 } Primary // Extended syntax, Item slot to use { Item "Steel Slugger Engineer" Cost 250 AllowRefund 1 } Primary // Extended syntax, Item slot to use { Item "Blunderbuss Engineer" Cost 400 AllowRefund 1 } Secondary { Item "Deagle" Cost 750 AllowRefund 1 } Secondary { Item "Luger" Cost 400 AllowRefund 1 } Secondary { Item "Nail Gun" Cost 200 AllowRefund 1 } } Medic { Primary { Item "Milky Syringes" Cost 250 AllowRefund 1 } Primary { Item "Medical Practice 40" Cost 750 AllowRefund 1 } Primary { Item "The Cure" Cost 1500 AllowRefund 1 } Secondary { Item "Overextender" Cost 200 AllowRefund 1 } Secondary { Item "Overhealer" Cost 400 AllowRefund 1 } Secondary { Item "Overdriver" Cost 600 AllowRefund 1 } } Sniper { Primary { Item "Explosive Rifle" Cost 500 AllowRefund 1 } Primary { Item "Combiner Rifle" Cost 800 AllowRefund 1 } Primary { Item "Astral Assassin" Cost 1000 AllowRefund 1 } Secondary { Item "Pulse SMG" Cost 900 AllowRefund 1 } Secondary { Item "AA-11" Cost 600 AllowRefund 1 } Secondary { Item "LMG" Cost 250 AllowRefund 1 } } Spy { Secondary { Item "Paralysis Injection" Cost 800 AllowRefund 1 } Secondary { Item "Big Killer" Cost 400 AllowRefund 1 } Secondary { Item "Death Rose" Cost 600 AllowRefund 1 } Melee { Item "Combat Knife" Cost 250 AllowRefund 1 } Melee { Item "Plagued Cadaver" Cost 1000 AllowRefund 1 } Melee { Item "Blunt Blade" Cost 500 AllowRefund 1 } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : Take whatever you need, I got more than you can count." Line "{2EFF00}Shopkeeper{FFFFFF} : Also, I would say you got this but *chuckles* I ain't no liar." } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_control_point Support Limited TFBot { Template T_TFBot_Controlpoint_Bot } } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad Name "Wave1_a1" TotalCount 40 MaxActive 20 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 1 Where spawnbot_tunnel } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad Name "Wave1_a1" TotalCount 10 MaxActive 10 SpawnCount 10 WaitBeforeStarting 30 WaitBetweenSpawns 1 Where spawnbot_tunnel } WaveSpawn { WaitBeforeStarting 0 FirstSpawnOutput { Target "sign_relay" Action "trigger" } } WaveSpawn { WaitBeforeStarting 15 FirstSpawnOutput { Target "woodbreak_random_timer" Action "enable" } } WaveSpawn { WaitBeforeStarting 20 FirstSpawnOutput { Target "woodbreak_random_timer" Action "LowerRandomBound" Param "0.4" } } WaveSpawn { WaitBeforeStarting 20 FirstSpawnOutput { Target "woodbreak_random_timer" Action "UpperRandomBound" Param "1.6" } } WaveSpawn { WaitBeforeStarting 24 FirstSpawnOutput { Target "woodbreak_random_timer" Action "LowerRandomBound" Param "0.3" } } WaveSpawn { WaitBeforeStarting 24 FirstSpawnOutput { Target "woodbreak_random_timer" Action "UpperRandomBound" Param "1.2" } } WaveSpawn { WaitBeforeStarting 27 FirstSpawnOutput { Target "woodbreak_random_timer" Action "LowerRandomBound" Param "0.2" } } WaveSpawn { WaitBeforeStarting 27 FirstSpawnOutput { Target "woodbreak_random_timer" Action "UpperRandomBound" Param "0.8" } } WaveSpawn { WaitBeforeStarting 29 FirstSpawnOutput { Target "woodbreak_random_timer" Action "LowerRandomBound" Param "0.1" } } WaveSpawn { WaitBeforeStarting 29 FirstSpawnOutput { Target "woodbreak_random_timer" Action "UpperRandomBound" Param "0.4" } } WaveSpawn { WaitBeforeStarting 30 FirstSpawnOutput { Target "woodbreak_random_timer" Action "Disable" } } WaveSpawn { WaitBeforeStarting 30 FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad Name Wave1_b1 WaitForAllSpawned Wave1_a1 TotalCount 50 MaxActive 12 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 4 Where spawnbot_tunnel } WaveSpawn { TotalCurrency 200 Name Wave1_b2 WaitForAllSpawned Wave1_a1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 40 Where spawnbot_tunnel //HideIcon 1 RandomChoice { TFBot { Template T_TFBot_Giant_Brute_Bat } TFBot { Template T_TFBot_Giant_Brute_Bat InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { TotalCurrency 50 Name Wave1_c1 WaitForAllSpawned Wave1_b2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 40 Where spawnbot_tunnel //HideIcon 1 RandomChoice { TFBot { Template T_TFBot_Giant_Brute_Bat } TFBot { Template T_TFBot_Giant_Brute_Bat InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad Name Wave1_c1 WaitForAllDead Wave1_b1 TotalCount 50 MaxActive 15 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 1 Where spawnbot_tunnel } WaveSpawn { TotalCurrency 50 Name Wave1_c2 WaitForAllDead Wave1_b1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 40 Where spawnbot_tunnel //HideIcon 1 RandomChoice { TFBot { Template T_TFBot_Giant_Brute } TFBot { Template T_TFBot_Giant_Brute InterruptAction // Stop current bot ai and force the bot to move to a location { Target "" AimTarget "Control Point Bot" KillAimTarget 1 Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : I’m surprised you're still in one piece, well, mostly that is." Line "{2EFF00}Shopkeeper{FFFFFF} : Anyway, watch out for them hammer brutes, they’ll give you a mean concussion." } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_control_point Support Limited FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } TFBot { Template T_TFBot_Controlpoint_Bot } } WaveSpawn { TotalCurrency 100 Name Wave2_a1 TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 30 Where spawnbot_giant //HideIcon 1 Squad { NoWaitForFormation 1 TFBot { Template T_TFBot_Giant_Brute_Bat } TFBot { Template T_TFBot_ZombieEngie } TFBot { Template T_TFBot_ZombieDemo } TFBot { Template T_TFBot_ZombieScout } TFBot { Template T_TFBot_ZombieMedic } } } WaveSpawn { TotalCurrency 150 Name Wave2_a1 TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 25 Where spawnbot_tunnel //HideIcon 1 RandomChoice { TFBot { Template T_TFBot_Giant_Brute_Bat } TFBot { Template T_TFBot_Giant_Brute_Bat InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_Brute } TFBot { Template T_TFBot_Giant_Brute InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad Name Wave2_b1 WaitForAllDead Wave2_a1 TotalCount 100 MaxActive 16 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 3 Where spawnbot_tunnel } WaveSpawn { TotalCurrency 50 Name Wave2_b2 WaitForAllDead Wave2_a1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 25 Where spawnbot_tunnel //HideIcon 1 RandomChoice { TFBot { Template T_TFBot_Giant_StunZombie } TFBot { Template T_TFBot_Giant_StunZombie InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { TotalCurrency 75 Name Wave2_c1 WaitForAllSpawned Wave2_b2 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot_tunnel //HideIcon 1 RandomChoice { TFBot { Template T_TFBot_Giant_StunZombie } TFBot { Template T_TFBot_Giant_StunZombie InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { TotalCurrency 75 Name Wave2_c1 WaitForAllSpawned Wave2_b2 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 35 Where spawnbot_tunnel //HideIcon 1 RandomChoice { TFBot { Template T_TFBot_Giant_Brute_Bat } TFBot { Template T_TFBot_Giant_Brute_Bat InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_Brute } TFBot { Template T_TFBot_Giant_Brute InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } RedTeamWipeCausesWaveLoss 0 Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : Seems these zombies have gotten some weapons on them." Line "{2EFF00}Shopkeeper{FFFFFF} : Make sure you don’t bleed out from ‘em." } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_control_point Support Limited FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } TFBot { Template T_TFBot_Controlpoint_Bot } } WaveSpawn { Template T_WaveSpawn_ZombieBleed_Squad Name Wave3_a1 TotalCount 75 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_tunnel //HideIcon 1 } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad Name Wave3_a2 TotalCount 50 MaxActive 12 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 2 Where spawnbot_tunnel //HideIcon 1 } WaveSpawn { Template T_WaveSpawn_ZombieBleed_Squad Name Wave3_b1 WaitForAllSpawned Wave3_a1 TotalCount 50 MaxActive 15 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_tunnel //HideIcon 1 } WaveSpawn { TotalCurrency 100 Name Wave3_b1 WaitForAllSpawned Wave3_a1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 35 Where spawnbot_tunnel //HideIcon 1 RandomChoice { TFBot { Template T_TFBot_Giant_Brute_Bleed1 } TFBot { Template T_TFBot_Giant_Brute_Bleed1 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_Brute_Bleed2 } TFBot { Template T_TFBot_Giant_Brute_Bleed2 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_Brute_Bleed3 } TFBot { Template T_TFBot_Giant_Brute_Bleed3 InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { TotalCurrency 0 Name Wave3_c1 WaitForAllDead Wave3_b1 TotalCount 50 MaxActive 20 SpawnCount 5 WaitBeforeStarting 8 WaitBetweenSpawns 4 Where spawnbot_tunnel //HideIcon 1 Squad { NoWaitForFormation 1 TFBot { Template T_TFBot_Banner InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieDemo InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombiePyro InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieScout InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_ZombieHeavy InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { Template T_WaveSpawn_ZombieBleed_Squad Name Wave3_d1 WaitForAllSpawned Wave3_c1 TotalCount 100 MaxActive 16 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 1.5 Where spawnbot_tunnel //HideIcon 1 } WaveSpawn { TotalCurrency 0 Name Wave3_d2 WaitForAllSpawned Wave3_c1 TotalCount 25 MaxActive 5 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 4 Where spawnbot_tunnel //HideIcon 1 RandomChoice { TFBot { Template T_TFBot_Banner InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Banner } } } WaveSpawn { TotalCurrency 100 Name Wave3_e1 WaitForAllSpawned Wave3_d2 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 16 Where spawnbot_tunnel //HideIcon 1 TFBot { Template T_TFBot_Giant_StunZombie } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } RedTeamWipeCausesWaveLoss 0 Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : I just found this old busted up radio. I think it still works." Line "{2EFF00}Shopkeeper{FFFFFF} : I’m going to try and radio rescue, until then, try to stay in at most two pieces." } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_control_point Support Limited FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } TFBot { Template T_TFBot_Controlpoint_Bot } } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad Name Wave4_a1 TotalCount 100 MaxActive 18 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_giant //HideIcon 1 } WaveSpawn { TotalCurrency 450 Name Wave4_a2 TotalCount 9 MaxActive 6 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 16 Where spawnbot_tunnel //HideIcon 1 Squad { NoWaitForFormation 1 TFBot { Template T_TFBot_Giant_StunZombie } TFBot { Template T_TFBot_Giant_Brute_Bleed2 } TFBot { Template T_TFBot_Giant_Brute_Bleed3 } } } WaveSpawn { Template T_WaveSpawn_ZombieBleed_Squad Name Wave4_b1 WaitForAllSpawned Wave4_a1 TotalCount 60 MaxActive 20 SpawnCount 5 WaitBeforeStarting 4 WaitBetweenSpawns 4 Where spawnbot_giant //HideIcon 1 } WaveSpawn { TotalCurrency 100 Name Wave4_b1 WaitForAllSpawned Wave4_a2 TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 12 WaitBetweenSpawns 0.5 Where spawnbot_tunnel //HideIcon 1 Squad { NoWaitForFormation 1 TFBot { Template T_TFBot_Giant_Brute } TFBot { Template T_TFBot_Banner } TFBot { Template T_TFBot_Banner } TFBot { Template T_TFBot_Banner } TFBot { Template T_TFBot_Banner } } } WaveSpawn { TotalCurrency 0 Name Wave4_c1 WaitForAllDead Wave4_b1 TotalCount 25 MaxActive 25 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 0.5 Where spawnbot_tunnel //HideIcon 1 TFBot { Template T_TFBot_ZombieFast } } WaveSpawn { TotalCurrency 0 Name Wave4_d1 WaitForAllSpawned Wave4_c1 TotalCount 45 MaxActive 12 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 2 Where spawnbot_giant //HideIcon 1 TFBot { Template T_TFBot_ZombieFast } } WaveSpawn { TotalCurrency 0 Name Wave4_d1 WaitForAllSpawned Wave4_c1 TotalCount 10 MaxActive 10 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 4 Where spawnbot_tunnel //HideIcon 1 TFBot { Template T_TFBot_Banner } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } RedTeamWipeCausesWaveLoss 0 Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : I reckon you better prepare your asses for this one, ‘cause it ain’t lookin pretty." } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_control_point Support Limited FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } TFBot { Template T_TFBot_Controlpoint_Bot } } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad Name Wave5_a1 TotalCount 100 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_tunnel Support 1 //HideIcon 1 } WaveSpawn { Template T_WaveSpawn_ZombieBleed_Squad Name Wave5_a2 TotalCount 40 MaxActive 15 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 4 Where spawnbot_tunnel //HideIcon 1 } WaveSpawn { TotalCurrency 0 Name Wave5_a3 TotalCount 30 MaxActive 12 SpawnCount 3 WaitBeforeStarting 18 WaitBetweenSpawns 2 Where spawnbot_tunnel //HideIcon 1 TFBot { Template T_TFBot_ZombieFast } } WaveSpawn { TotalCurrency 150 Name Wave5_b1 WaitForAllDead Wave5_a2 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 12.5 Where spawnbot_tunnel //HideIcon 1 TFBot { Template T_TFBot_Giant_Brute } } WaveSpawn { TotalCurrency 0 Name Wave5_b1 WaitForAllDead Wave5_a2 TotalCount 25 MaxActive 16 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 1 Where spawnbot_giant //HideIcon 1 TFBot { Template T_TFBot_ZombieArmored } } WaveSpawn { TotalCurrency 0 Name Wave5_b2 WaitForAllSpawned Wave5_a3 TotalCount 25 MaxActive 12 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 6 Where spawnbot_tunnel //HideIcon 1 TFBot { Template T_TFBot_Banner } } WaveSpawn { TotalCurrency 0 Name Wave5_c1 WaitForAllSpawned Wave5_b1 TotalCount 30 MaxActive 6 SpawnCount 2 WaitBeforeStarting 18 WaitBetweenSpawns 3 Where spawnbot_tunnel //HideIcon 1 Support 1 TFBot { Template T_TFBot_ZombieFast } } WaveSpawn { TotalCurrency 100 Name Wave5_c1 WaitForAllDead Wave5_b1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 30 Where spawnbot_tunnel //HideIcon 1 RandomChoice { TFBot { Template T_TFBot_Giant_ZombieArmored } TFBot { Template T_TFBot_Giant_ZombieArmored_Cleaver } TFBot { Template T_TFBot_Giant_ZombieArmored InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_ZombieArmored_Cleaver InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { TotalCurrency 50 Name Wave5_c1 WaitForAllDead Wave5_b1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 30 Where spawnbot_tunnel //HideIcon 1 TFBot { Template T_TFBot_Giant_ZombieArmored_Axe } } WaveSpawn { TotalCurrency 0 Name Wave5_c2 WaitForAllSpawned Wave5_b2 TotalCount 75 MaxActive 10 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot_tunnel //HideIcon 1 Support 1 Squad { NoWaitForFormation 1 TFBot { Template T_TFBot_Banner } TFBot { Template T_TFBot_ZombieEngieBleed1 } TFBot { Template T_TFBot_ZombieSoldierBleed3 } TFBot { Template T_TFBot_ZombieSniperBleed1 } TFBot { Template T_TFBot_ZombiePyroBleed2 } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } RedTeamWipeCausesWaveLoss 0 Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : I managed to get a response from the radio, rescue is coming." Line "{2EFF00}Shopkeeper{FFFFFF} : But on to other news, it seems skeletons have arrived." Line "{2EFF00}Shopkeeper{FFFFFF} : Here’s some advice about them, don’t get cornered or mobbed. They may be more frail, but they will quickly kill anything that gets too close." } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_control_point Support Limited FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } TFBot { Template T_TFBot_Controlpoint_Bot } } WaveSpawn { TotalCurrency 0 Name Wave6_a1 TotalCount 50 MaxActive 25 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_tunnel //HideIcon 1 TFBot { Template T_TFBot_Skeleton } } WaveSpawn { WaitForAllDead Wave6_a1 WaitBeforeStarting 1 FirstSpawnOutput { Target "woodbreak_random_timer" Action "enable" } } WaveSpawn { WaitForAllDead Wave6_a1 WaitBeforeStarting 1 FirstSpawnOutput { Target "woodbreak_random_timer" Action "LowerRandomBound" Param "0.2" } } WaveSpawn { WaitForAllDead Wave6_a1 WaitBeforeStarting 1 FirstSpawnOutput { Target "woodbreak_random_timer" Action "UpperRandomBound" Param "0.8" } } WaveSpawn { WaitForAllDead Wave6_a1 WaitBeforeStarting 3 FirstSpawnOutput { Target "woodbreak_random_timer" Action "LowerRandomBound" Param "0.1" } } WaveSpawn { WaitForAllDead Wave6_a1 WaitBeforeStarting 3 FirstSpawnOutput { Target "woodbreak_random_timer" Action "UpperRandomBound" Param "0.4" } } WaveSpawn { WaitForAllDead Wave6_a1 WaitBeforeStarting 5 FirstSpawnOutput { Target "woodbreak_random_timer" Action "Disable" } } WaveSpawn { WaitForAllDead Wave6_a1 WaitBeforeStarting 5 FirstSpawnOutput { Target "respawn_break" Action "trigger" } } WaveSpawn { TotalCurrency 0 Name Wave6_b1 WaitForAllDead Wave6_a1 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 2 WaitBetweenSpawns 1 Where spawnbot_redspawn //HideIcon 1 TFBot { Template T_TFBot_SkeletonBleed } } WaveSpawn { TotalCurrency 0 Name Wave6_b1 WaitForAllDead Wave6_a1 TotalCount 45 MaxActive 10 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 2 Where spawnbot_redspawn //HideIcon 1 TFBot { Template T_TFBot_SkeletonBleed } } WaveSpawn { Template T_WaveSpawn_ZombieBleed_Squad Name Wave6_b2 WaitForAllDead Wave6_a1 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 2 WaitBetweenSpawns 4 Where spawnbot_redspawn //HideIcon 1 } WaveSpawn { Template T_WaveSpawn_ZombieBleed_Squad Name Wave6_b2 WaitForAllDead Wave6_a1 TotalCount 45 MaxActive 10 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 1 Where spawnbot_redspawn //HideIcon 1 } WaveSpawn { TotalCurrency 0 Name Wave6_c1 WaitForAllSpawned Wave6_b1 TotalCount 50 MaxActive 8 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 2 Where spawnbot_redspawn //HideIcon 1 TFBot { Template T_TFBot_SkeletonBleed } } WaveSpawn { TotalCurrency 0 Name Wave6_c2 WaitForAllSpawned Wave6_b1 TotalCount 50 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 Where spawnbot_tunnel //HideIcon 1 TFBot { Template T_TFBot_SkeletonDire } } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad Name Wave6_d1 WaitForAllSpawned Wave6_c2 TotalCount 60 MaxActive 12 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 1 Where spawnbot_tunnel //HideIcon 1 } WaveSpawn { TotalCurrency 100 Name Wave6_d1 WaitForAllSpawned Wave6_c2 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot_redspawn //HideIcon 1 RandomChoice { TFBot { Template T_TFBot_Giant_ZombieArmored } TFBot { Template T_TFBot_Giant_ZombieArmored_Cleaver } TFBot { Template T_TFBot_Giant_ZombieArmored InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_ZombieArmored_Cleaver InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { Template T_WaveSpawn_ZombieBleed_Squad Name Wave6_d1 WaitForAllDead Wave6_c1 TotalCount 40 MaxActive 15 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 Where spawnbot_redspawn //HideIcon 1 } WaveSpawn { TotalCurrency 150 Name Wave6_d1 WaitForAllSpawned Wave6_c1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 15 Where spawnbot_redspawn //HideIcon 1 TFBot { Template T_TFBot_Giant_Banner } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } RedTeamWipeCausesWaveLoss 0 Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : Do ya smell that pardner? That is the smell of a spitter." Line "{2EFF00}Shopkeeper{FFFFFF} : Now, in case you’ve never run into the spitter before, here's a summary: they spit slow projectiles at you, they will make you bleed, slip around and just generally bad stuff." } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_control_point Support Limited FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } LastSpawnOutput { Target "respawn_break" Action "trigger" } TFBot { Template T_TFBot_Controlpoint_Bot } } WaveSpawn { TotalCurrency 0 Name Wave7_a1 TotalCount 30 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieArmored } } WaveSpawn { TotalCurrency 0 Name Wave7_a2 TotalCount 80 MaxActive 14 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_tunnel TFBot { Template T_TFBot_SkeletonBleed } } WaveSpawn { TotalCurrency 0 Name Wave7_a3 TotalCount 20 MaxActive 9 SpawnCount 3 WaitBeforeStarting 6 WaitBetweenSpawns 5 Where spawnbot_tunnel TFBot { Template T_TFBot_ZombieSpitter } } WaveSpawn { TotalCurrency 150 Name Wave7_b1 WaitForAllSpawned Wave7_a1 TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 18 Where spawnbot_redspawn Squad { NoWaitForFormation 1 TFBot { Template T_TFBot_Giant_StunZombie } TFBot { Template T_TFBot_Banner } TFBot { Template T_TFBot_Banner } TFBot { Template T_TFBot_Banner } } } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad Name Wave7_b2 WaitForAllSpawned Wave7_a2 TotalCount 100 MaxActive 15 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 Where spawnbot_tunnel } WaveSpawn { TotalCurrency 200 Name Wave7_b3 WaitForAllSpawned Wave7_a2 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 20 Where spawnbot_tunnel RandomChoice { TFBot { Template T_TFBot_Giant_Brute } TFBot { Template T_TFBot_Giant_Brute_Bat } TFBot { Template T_TFBot_Giant_Brute InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_Brute_Bat InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { TotalCurrency 200 Name Wave7_b3 WaitForAllSpawned Wave7_a2 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 20 Where spawnbot_redspawn RandomChoice { TFBot { Template T_TFBot_Giant_Brute } TFBot { Template T_TFBot_Giant_Brute_Bat } TFBot { Template T_TFBot_Giant_Brute InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_Brute_Bat InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { TotalCurrency 0 Name Wave7_c1 WaitForAllDead Wave7_b1 TotalCount 75 MaxActive 15 SpawnCount 3 WaitBeforeStarting 2 WaitBetweenSpawns 2 Where spawnbot_redspawn TFBot { Template T_TFBot_Skeleton } } WaveSpawn { TotalCurrency 0 Name Wave7_c1 WaitForAllDead Wave7_b1 TotalCount 30 MaxActive 8 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot_redspawn TFBot { Template T_TFBot_Banner } } WaveSpawn { TotalCurrency 150 Name Wave7_c2 WaitForAllDead Wave7_b3 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 20 Where spawnbot_tunnel RandomChoice { TFBot { Template T_TFBot_Giant_ZombieArmored } TFBot { Template T_TFBot_Giant_ZombieArmored_Cleaver } TFBot { Template T_TFBot_Giant_ZombieArmored_Axe } TFBot { Template T_TFBot_Giant_ZombieArmored InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_ZombieArmored_Cleaver InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_ZombieArmored_Axe InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { TotalCurrency 0 Name Wave7_c1 WaitForAllDead Wave7_b3 TotalCount 30 MaxActive 16 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 7 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieSpitter } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } RedTeamWipeCausesWaveLoss 0 Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : I just got a heads up about some incoming fire and exploding zombies." Line "{2EFF00}Shopkeeper{FFFFFF} : Now, I’ve personally seen just one of them zombies destroy an entire building." Line "{2EFF00}Shopkeeper{FFFFFF} : My best advice, kill them quick or avoid them. You don’t want one sneaking up on you." } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_control_point Support Limited FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } LastSpawnOutput { Target "respawn_break" Action "trigger" } TFBot { Template T_TFBot_Controlpoint_Bot } } WaveSpawn { TotalCurrency 0 Name Wave8_a1 TotalCount 25 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieSpitter } } WaveSpawn { TotalCurrency 0 Name Wave8_a2 TotalCount 50 MaxActive 16 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_tunnel TFBot { Template T_TFBot_ZombieFire } } WaveSpawn { TotalCurrency 0 Name Wave8_a3 TotalCount 75 MaxActive 10 SpawnCount 5 WaitBeforeStarting 8 WaitBetweenSpawns 6 Where spawnbot_tunnel TFBot { Template T_TFBot_SkeletonDire } } WaveSpawn { TotalCurrency 0 Name Wave8_b1 WaitForAllSpawned Wave8_a1 TotalCount 15 MaxActive 6 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 3 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieExplode } } WaveSpawn { TotalCurrency 250 Name Wave8_b2 WaitForAllSpawned Wave8_a2 TotalCount 5 MaxActive 4 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 20 Where spawnbot_redspawn TFBot { Template T_TFBot_Giant_Banner } } WaveSpawn { TotalCurrency 0 Name Wave8_b3 WaitForAllSpawned Wave8_a3 TotalCount 30 MaxActive 15 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 5 Where spawnbot_tunnel TFBot { Template T_TFBot_ZombieSpitter } } WaveSpawn { TotalCurrency 300 Name Wave8_b4 WaitForAllSpawned Wave8_a3 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 7.5 WaitBetweenSpawns 16 Where spawnbot_tunnel TFBot { Template T_TFBot_Giant_Skeleton } } WaveSpawn { TotalCurrency 0 Name Wave8_c1 WaitForAllSpawned Wave8_b1 TotalCount 10 MaxActive 8 SpawnCount 2 WaitBeforeStarting 7.5 WaitBetweenSpawns 6 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieExplode } } WaveSpawn { TotalCurrency 0 Name Wave8_c2 WaitForAllSpawned Wave8_b1 TotalCount 20 MaxActive 9 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 5 Where spawnbot_redspawn TFBot { Template T_TFBot_Banner } } WaveSpawn { TotalCurrency 0 Name Wave8_c3 WaitForAllSpawned Wave8_b3 TotalCount 40 MaxActive 15 SpawnCount 5 WaitBeforeStarting 8 WaitBetweenSpawns 4 Where spawnbot_redspawn Squad { TFBot { Template T_TFBot_ZombieSpitter } TFBot { Template T_TFBot_ZombieArmored } TFBot { Template T_TFBot_ZombieArmored } TFBot { Template T_TFBot_ZombieArmored } TFBot { Template T_TFBot_ZombieArmored } } } WaveSpawn { TotalCurrency 0 Name Wave8_c4 WaitForAllSpawned Wave8_b3 TotalCount 36 MaxActive 12 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 2 Where spawnbot_redspawn Squad { NoWaitForFormation 1 TFBot { Template T_TFBot_ZombieExplode } TFBot { Template T_TFBot_ZombieFire } TFBot { Template T_TFBot_ZombieFire } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } RedTeamWipeCausesWaveLoss 0 Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : Well, ain’t that a miracle. I’ve got news that the last of the skeletons are on their way." Line "{2EFF00}Shopkeeper{FFFFFF} : Now, you’ll have to watch out for the skeleton king, but he’s not so bad compared to the other ones…" Line "{2EFF00}Shopkeeper{FFFFFF} : In fact, I feel like I’ll give you a 10% chance of defeating him, don’t ask what it is for the rest of the zombies." } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_control_point Support Limited FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } LastSpawnOutput { Target "respawn_break" Action "trigger" } TFBot { Template T_TFBot_Controlpoint_Bot } } WaveSpawn { TotalCurrency 0 TotalCount 30 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 Support 1 RandomSpawn 1 Where spawnbot_redspawn Where spawnbot_tunnel RandomChoice { TFBot { Template T_TFBot_Skeleton } TFBot { Template T_TFBot_SkeletonBleed } TFBot { Template T_TFBot_SkeletonDire } } } WaveSpawn { TotalCurrency 0 Name Wave9_a1 TotalCount 20 MaxActive 9 SpawnCount 3 WaitBeforeStarting 16 WaitBetweenSpawns 4 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieExplode } } WaveSpawn { TotalCurrency 250 Name Wave9_b1 WaitForAllDead Wave9_a1 TotalCount 5 MaxActive 4 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 15 Where spawnbot_tunnel TFBot { Template T_TFBot_Giant_Skeleton } } WaveSpawn { TotalCurrency 0 Name Wave9_b2 WaitForAllSpawned Wave9_a1 TotalCount 40 MaxActive 12 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 3 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieSpitter } } WaveSpawn { TotalCurrency 0 Name Wave9_c1 WaitForAllSpawned Wave9_b1 TotalCount 100 MaxActive 17 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 0.5 Where spawnbot_giant TFBot { Template T_TFBot_ZombieFire } } WaveSpawn { TotalCurrency 0 Name Wave9_c1 WaitForAllSpawned Wave9_b1 TotalCount 20 MaxActive 5 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 5 Where spawnbot_tunnel Where spawnbot_redspawn TFBot { Template T_TFBot_Banner } } WaveSpawn { TotalCurrency 0 Name Wave9_c1 WaitForAllDead Wave9_b2 TotalCount 35 MaxActive 9 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 2 Where spawnbot_tunnel TFBot { Template T_TFBot_SkeletonAmalgamation } } WaveSpawn { TotalCurrency 500 Name Wave9_d1 WaitForAllDead Wave9_c1 TotalCount 10 MaxActive 8 SpawnCount 1 WaitBeforeStarting 7.5 WaitBetweenSpawns 12 Where spawnbot_tunnel TFBot { Template T_TFBot_Giant_Skeleton } } WaveSpawn { TotalCurrency 250 Name Wave9_d1 WaitForAllDead Wave9_c1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 12 Where spawnbot_tunnel TFBot { Template T_TFBot_Skeleton_Boss } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } RedTeamWipeCausesWaveLoss 0 Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : Okay, I know I said rescue is on the way, and it is. I just got confirmation that they are heading our way now!" Line "{2EFF00}Shopkeeper{FFFFFF} : Until then, don’t get eaten by them chomper zombies." } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_control_point Support Limited FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } LastSpawnOutput { Target "respawn_break" Action "trigger" } TFBot { Template T_TFBot_Controlpoint_Bot } } WaveSpawn { TotalCurrency 0 Name Wave10_a1 TotalCount 40 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_tunnel TFBot { Template T_TFBot_ZombieChomper } } WaveSpawn { Template T_WaveSpawn_ZombieBleed_Squad Name Wave10_a2 TotalCount 60 MaxActive 12 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 1.5 Where spawnbot_redspawn } WaveSpawn { TotalCurrency 0 Name Wave10_b1 WaitForAllSpawned Wave10_a1 TotalCount 25 MaxActive 6 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 5 Where spawnbot_tunnel TFBot { Template T_TFBot_Banner } } WaveSpawn { TotalCurrency 0 Name Wave10_b2 WaitForAllSpawned Wave10_a1 TotalCount 40 MaxActive 10 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 5 Where spawnbot_tunnel TFBot { Template T_TFBot_ZombieExplode } } WaveSpawn { TotalCurrency 0 Name Wave10_b3 WaitForAllSpawned Wave10_a2 TotalCount 30 MaxActive 15 SpawnCount 5 WaitBeforeStarting 4 WaitBetweenSpawns 8 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieSpitter } } WaveSpawn { TotalCurrency 0 Name Wave10_b4 WaitForAllSpawned Wave10_a2 TotalCount 50 MaxActive 18 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 2 Where spawnbot_tunnel TFBot { Template T_TFBot_ZombieFast } } WaveSpawn { TotalCurrency 0 Name Wave10_c1 WaitForAllSpawned Wave10_b2 TotalCount 30 MaxActive 16 SpawnCount 4 WaitBeforeStarting 4 WaitBetweenSpawns 2 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieChomper } } WaveSpawn { TotalCurrency 200 Name Wave10_c2 WaitForAllSpawned Wave10_b3 TotalCount 20 MaxActive 15 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 25 Where spawnbot_redspawn Squad { NoWaitForFormation 1 TFBot { Template T_TFBot_Giant_ZombieArmored_Axe } TFBot { Template T_TFBot_Banner } TFBot { Template T_TFBot_Banner } TFBot { Template T_TFBot_Banner } TFBot { Template T_TFBot_Banner } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } RedTeamWipeCausesWaveLoss 0 Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : I’m impressed you’re in as few pieces as you are!" Line "{2EFF00}Shopkeeper{FFFFFF} : Now, I reckon you ready up because from what I heard, the zombies don’t show any sign of slowing down." } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_control_point Support Limited FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } LastSpawnOutput { Target "respawn_break" Action "trigger" } TFBot { Template T_TFBot_Controlpoint_Bot } } WaveSpawn { TotalCurrency 300 Name Wave11_a1 TotalCount 6 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 12 Where spawnbot_redspawn TFBot { Template T_TFBot_Giant_ZombieChomper } } WaveSpawn { TotalCurrency 0 Name Wave11_a2 TotalCount 40 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 12 Where spawnbot_redspawn Where spawnbot_tunnel RandomSpawn 1 TFBot { Template T_TFBot_Banner } } WaveSpawn { TotalCurrency 0 Name Wave11_a3 TotalCount 25 MaxActive 10 SpawnCount 3 WaitBeforeStarting 14 WaitBetweenSpawns 4 Where spawnbot_redspawn Where spawnbot_tunnel RandomSpawn 1 TFBot { Template T_TFBot_ZombieArmored } } WaveSpawn { TotalCurrency 250 Name Wave11_a4 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 25 Where spawnbot_tunnel TFBot { Template T_TFBot_Giant_StunZombie } } WaveSpawn { TotalCurrency 0 Name Wave11_b1 WaitForAllSpawned Wave11_a1 TotalCount 50 MaxActive 15 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0.5 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieChomper } } WaveSpawn { TotalCurrency 0 Name Wave11_b2 WaitForAllSpawned Wave11_a1 TotalCount 40 MaxActive 15 SpawnCount 6 WaitBeforeStarting 4 WaitBetweenSpawns 5 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieFire } } WaveSpawn { TotalCurrency 0 Name Wave11_b3 WaitForAllSpawned Wave11_a4 TotalCount 30 MaxActive 10 SpawnCount 2 WaitBeforeStarting 6.5 WaitBetweenSpawns 1 Where spawnbot_tunnel TFBot { Template T_TFBot_ZombieSpitter } } WaveSpawn { TotalCurrency 0 Name Wave11_b3 WaitForAllSpawned Wave11_a4 TotalCount 30 MaxActive 15 SpawnCount 3 WaitBeforeStarting 12.5 WaitBetweenSpawns 3 Where spawnbot_tunnel Squad { NoWaitForFormation 1 TFBot { Template T_TFBot_ZombieExplode } TFBot { Template T_TFBot_ZombieExplode } TFBot { Template T_TFBot_Banner } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } RedTeamWipeCausesWaveLoss 0 Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : Ah hell, just got information that the mega chomper zombie is coming." Line "{2EFF00}Shopkeeper{FFFFFF} : I wish y'all good luck, because you’ll need it." } WaveSpawn { Name cp_bot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot_control_point Support Limited FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } LastSpawnOutput { Target "respawn_break" Action "trigger" } TFBot { Template T_TFBot_Controlpoint_Bot } } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad TotalCount 60 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 Support 1 Where spawnbot_redspawn } WaveSpawn { TotalCurrency 0 Name Wave12_a1 TotalCount 40 MaxActive 12 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 1 Where spawnbot_tunnel TFBot { Template T_TFBot_ZombieChomper } } WaveSpawn { TotalCurrency 200 Name Wave12_a2 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 20 Where spawnbot_redspawn RandomChoice { TFBot { Template T_TFBot_Giant_ZombieArmored } TFBot { Template T_TFBot_Giant_ZombieArmored_Cleaver } TFBot { Template T_TFBot_Giant_ZombieArmored_Axe } TFBot { Template T_TFBot_Giant_ZombieArmored InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_ZombieArmored_Cleaver InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_ZombieArmored_Axe InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { TotalCurrency 0 WaitForAllSpawned Wave12_a1 TotalCount 40 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot_tunnel Support 1 TFBot { Template T_TFBot_ZombieChomper } } WaveSpawn { TotalCurrency 0 Name Wave12_b1 WaitForAllDead Wave12_a2 TotalCount 65 MaxActive 20 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 0.5 Where spawnbot_tunnel Where spawnbot_redspawn RandomSpawn 1 TFBot { Template T_TFBot_ZombieExplode } } WaveSpawn { TotalCurrency 200 Name Wave12_c1 WaitForAllSpawned Wave12_b1 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 7.5 WaitBetweenSpawns 15 Where spawnbot_tunnel TFBot { Template T_TFBot_Giant_ZombieChomper } } WaveSpawn { TotalCurrency 0 Name Wave12_c2 WaitForAllDead Wave12_b1 TotalCount 35 MaxActive 7 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 1 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieSpitter } } WaveSpawn { TotalCurrency 200 Name Wave12_c2 WaitForAllDead Wave12_b1 TotalCount 16 MaxActive 12 SpawnCount 4 WaitBeforeStarting 7.5 WaitBetweenSpawns 15 Where spawnbot_redspawn Squad { TFBot { Template T_TFBot_Giant_Brute_Bleed3 } TFBot { Template T_TFBot_Banner ClassIcon heavy_zombie_lite_giant } TFBot { Template T_TFBot_Banner ClassIcon heavy_zombie_lite_giant } TFBot { Template T_TFBot_Banner ClassIcon heavy_zombie_lite_giant } } } WaveSpawn { TotalCurrency 0 WaitForAllSpawned Wave12_c1 TotalCount 60 MaxActive 6 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot_redspawn Where spawnbot_tunnel Support 1 TFBot { Template T_TFBot_ZombieFire } } WaveSpawn { TotalCurrency 250 Name Wave12_d1 WaitForAllDead Wave12_c2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 6 Where spawnbot_tunnel TFBot { Template T_TFBot_Boss_Chomper } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } RedTeamWipeCausesWaveLoss 0 Explanation { Line "{2EFF00}Shopkeeper{FFFFFF} : Great news y’all, rescue is coming!" Line "{2EFF00}Shopkeeper{FFFFFF} : And don’t think I’ll be staying back here. I want to get out of this shit show as soon as possible!" Line "{yellow}***There will be no control point bot this wave!***" } WaveSpawn { TotalCurrency 0 WaitForAllSpawned Wave13_f1 TotalCount 3 SpawnCount 3 MaxActive 3 WaitBeforeStarting 100 WaitBetweenSpawns 2 Where spawnbot_military Where spawnbot_military_2 Where spawnbot_military_3 FirstSpawnOutput { Target "rescue_relay" Action "Trigger" } HideIcon 1 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Survivor_1 } TFBot { Template T_TFBot_Survivor_2 } TFBot { Template T_TFBot_Survivor_3 } } } WaveSpawn { TotalCurrency 0 Name Wave13_shopkeeper TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_control_point Support Limited FirstSpawnOutput { Target "tank_bust_relay" Action "trigger" } LastSpawnOutput { Target "respawn_break" Action "trigger" } TFBot { Template T_TFBot_Shopkeeper } } WaveSpawn { TotalCurrency 0 WaitForAllDead Wave13_shopkeeper TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_control_point HideIcon 1 TFBot { Template T_TFBot_Shopkeeper_Infected } } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad Name Wave13_a1 TotalCount 150 MaxActive 16 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_tunnel } WaveSpawn { TotalCurrency 0 Name Wave13_a2 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 20 Where spawnbot_redspawn RandomChoice { TFBot { Template T_TFBot_Giant_Brute_Bat } TFBot { Template T_TFBot_Giant_Brute_Bat InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } TFBot { Template T_TFBot_Giant_Brute } TFBot { Template T_TFBot_Giant_Brute InterruptAction // Stop current bot ai and force the bot to move to a location { Target "zombie_cp_target" Name "kill" AlwaysLook 1 Delay 1 Repeats 1 WaitUntilDone 1 Distance 50 } } } } WaveSpawn { Template T_WaveSpawn_ZombieBleed_Squad Name Wave13_b1 WaitForAllSpawned Wave13_a1 TotalCount 75 MaxActive 15 SpawnCount 5 WaitBeforeStarting 4 WaitBetweenSpawns 3 Where spawnbot_tunnel } WaveSpawn { TotalCurrency 0 Name Wave13_b2 WaitForAllSpawned Wave13_a2 TotalCount 20 MaxActive 10 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 2 Where spawnbot_tunnel TFBot { Template T_TFBot_ZombieExplode } } WaveSpawn { TotalCurrency 0 Name Wave13_b3 WaitForAllSpawned Wave13_a2 TotalCount 30 MaxActive 12 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 2 Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieFire } } WaveSpawn { Template T_WaveSpawn_ZombieBasic_Squad Name Wave13_c1 WaitForAllSpawned Wave13_b1 TotalCount 75 MaxActive 6 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 4 Where spawnbot_tunnel Support 1 } WaveSpawn { TotalCurrency 0 Name Wave13_c2 WaitForAllSpawned Wave13_b2 TotalCount 20 MaxActive 15 SpawnCount 5 WaitBeforeStarting 12.5 WaitBetweenSpawns 20 Where spawnbot_redspawn Squad { TFBot { Template T_TFBot_Giant_StunZombie } TFBot { Template T_TFBot_Banner } TFBot { Template T_TFBot_Banner } TFBot { Template T_TFBot_ZombieSpitter } TFBot { Template T_TFBot_ZombieSpitter } } } WaveSpawn { TotalCurrency 0 Name Wave13_c3 WaitForAllSpawned Wave13_b3 TotalCount 24 MaxActive 12 SpawnCount 6 WaitBeforeStarting 10 WaitBetweenSpawns 4 Where spawnbot_tunnel TFBot { Template T_TFBot_ZombieSpitter } } WaveSpawn { TotalCurrency 0 Name Wave13_d1 WaitForAllSpawned Wave13_c2 TotalCount 24 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot_tunnel Support 1 TFBot { Template T_TFBot_ZombieSpitter } } WaveSpawn { TotalCurrency 0 Name Wave13_d2 WaitForAllSpawned Wave13_c3 TotalCount 50 MaxActive 16 SpawnCount 1 WaitBeforeStarting 12.5 WaitBetweenSpawns 0.5 Where spawnbot_tunnel Where spawnbot_redspawn TFBot { Template T_TFBot_ZombieChomper } } WaveSpawn { TotalCurrency 0 Name Wave13_e1 WaitForAllSpawned Wave13_d2 TotalCount 50 MaxActive 3 SpawnCount 1 WaitBeforeStarting 12.5 WaitBetweenSpawns 8 Where spawnbot_tunnel Where spawnbot_redspawn Support 1 TFBot { Template T_TFBot_ZombieExplode } } WaveSpawn { TotalCurrency 0 Name Wave13_f1 WaitForAllSpawned Wave13_b1 WaitBeforeStarting 0 Support 1 } WaveSpawn { TotalCurrency 0 Name Wave13_f1 WaitForAllSpawned Wave13_c2 WaitBeforeStarting 0 Support 1 } WaveSpawn { TotalCurrency 0 Name Wave13_f1 WaitForAllSpawned Wave13_d2 WaitBeforeStarting 0 Support 1 } WaveSpawn { TotalCurrency 0 Name Wave13_g1 WaitForAllSpawned Wave13_f1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 8 Where spawnbot_tunnel TFBot { Template T_TFBot_Boss_Eye_Of_DOOM } } } }