#base robot_giant.pop #base robot_standard.pop #base scoutairdash.pop WaveSchedule { StartingCurrency 50 RedPlayersAreRobots 1 NoRomevisionCosmetics 1 ForceHoliday 2 TextPrintTime 1 FixedRespawnWaveTime Yes BodyPartScaleSpeed 10 FixedRespawnWaveTime 1 BotPushaway 0 CanBotsAttackWhileInSpawnRoom no ExtendedUpgradesOnly 1 BonusRatioHalf 2 //The ratio of collected cash required to be awarded 50 bonus credits. (default: 0.95) BonusRatioFull 2 //The ratio of collected cash required to be awarded 100 bonus credits. (default: 1) ClassLimit //Limits the number of specified classes { Medic 0 Soldier 0 Spy 0 Engineer 0 Pyro 0 Demoman 0 Sniper 0 Heavyweapons 0 } DisableSound "heavy_mvm_giant_robot01" //awesome thanks hellmet 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" PointTemplates { RandomColors //Template name { logic_case //Entity classname { "targetname" "random_color_case" "oncase06" "!activator,Color,255 200 0,0,-1" } } } PlayerAttributes //Player attributes appied for the whole mission { "move speed bonus" 1.3 "cancel falling damage" 1 "min respawn time" 25 "ammo regen" 1 "max health additive penalty" -25 "deploy time decreased" 0.67 "crit mod disabled" 0 "hidden primary max ammo bonus" 2 "passive reload" 1 "kb fall min velocity" 500 // The radius of the fall knockback. 230 by default "kb fall radius" 200 // Small robot stun time of the fall knockback. 5 by default "kb fall stun time" 0.1 // Fall knockback force. 300 by default "kb fall force" 150 // Fall knockback damage. 50 by default "kb fall damage" 65 "hidden secondary max ammo penalty" 2 "increased jump height" 1.2 "collect currency on kill" 1 "damage bonus" 2 soldier { "max health additive bonus" -199 } pyro { "max health additive bonus" -174 } demoman { "max health additive bonus" -174 } heavyweapons { "max health additive bonus" -299 } engineer { "max health additive bonus" -124 "engy sentry damage bonus" 0 } sniper { "max health additive bonus" -124 } medic { "max health additive bonus" -149 } } ItemWhitelist //Only allows to use specified weapons below { Name "TF_WEAPON_BAT" Name "TF_WEAPON_PIPEBOMBLAUNCHER" NAME "TF_WEAPON_GRENADELAUNCHER" NAME "The Rescue Ranger" NAME "TF_WEAPON_SMG" NAME "TTG Sam Revolver" NAME "The Pomson 6000" NAME "the machina" NAME "The Righteous Bison" NAME "The Ullapool Caber" NAME "The Candy Cane" Name "TF_WEAPON_BOTTLE" } ExtraSpawnPoint //Adds spawn points on specified location { Name AWESOMESPAWN TeamNum 3 X "-2516.66" Y "576.46" Z "-350.97" } ExtraSpawnPoint //Adds spawn points on specified location { Name FLESHP TeamNum 3 X "-3485" Y "-21.09" Z "3970.15" } PlayerAddCond //Player conditions applied for the whole mission { index 29 } ItemAttributes { Itemname "TF_WEAPON_Bat" "custom item model" "models/empty.mdl" "custom kill icon" "fists" "melee airblast" 2 "damage bonus" 0.6666 "always crit" 1 "melee grants protection" 0.3 "melee range multiplier" 2 "fire rate bonus" 3 "special item description" "Capable of parrying attacks and projectiles." } CustomWeapon //Allows you to use an alias for items with custom attributes { "Judgment Cut End" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "custom item model" "models/workshop_partner/weapons/c_models/c_shogun_katana/c_shogun_katana.mdl" "custom weapon fire sound" "Weapon_BatSaber.HitWorld" "custom projectile model" "models/empty.mdl" "mult projectile scale" 0.1 "mult dmg vs giants" 2 "add cond when active" 16 "mult projectile count" 10 "faster reload rate" 5 "dmg penalty vs players" 0.25 "hidden primary max ammo bonus" 10 "projectile spread angle penalty" 360 "Blast radius increased" 6.66 "clip size penalty" 0.25 "explosion particle" "ExplosionCore_sapperdestroyed" "fuse bonus" 4.5 "custom kill icon" "demokatana" "projectile trail particle" "teleported_mvm_bot" "Projectile speed increased" 0.1 "projectile gravity native" 0.4 "stomp player damage" 65 "single wep holster time increased" 7.66 "single wep deploy time increased" 7.66 "stomp player time" 1 "heal on kill" 1 "move speed bonus" 0.75 "dmg penalty vs players" 0.5 } "Blaster" { OriginalItemName "TF_WEAPON_SMG" "special item description" "Shoots explosive bullets, but has slow reloads." "custom kill icon" "pistol" "clip size bonus" 0.5 "dmg penalty vs players" 0.5 "fire rate penalty" 2 "faster reload rate" 2.5 "explosive bullets" 150 "blast dmg to self increased" 0 "damage bonus" 2.67 "custom item model" "models/weapons/c_models/c_pistol/c_pistol.mdl" } "Painful Piercer" { OriginalItemName "TF_WEAPON_SMG" "special item description" "Shoots high-damage hitscan piercing shots." "special item description 2" "Causes bleed and penetrated bullets deal triple damage." "special item description 3" "Ignore all enemy resistances." "penetration damage penalty" 3 "projectile penetration" 1 "fire rate bonus" 2 "dmg penalty vs players" 0.5 "clip size bonus" 0.5 "weapon spread bonus" 0.5 "faster reload rate" 1.5 "dmg pierces resists absorbs" 1 "bleeding duration" 1 "custom item model" "models/workshop/weapons/c_models/c_ttg_max_gun/c_ttg_max_gun.mdl" "damage bonus" 2.67 } "Scatter Shotgun" { OriginalItemName "The Frontier Justice" "special item description" "Shoots many pellets at once, and gives more health on hit." "damage bonus" 0.95 "custom kill icon" "shotgun_soldier" "heal on hit for rapidfire" 10 "dmg penalty vs players" 0.5 "weapon spread bonus" 0.9 "faster reload rate" 0.8 "custom item model" "models/workshop_partner/weapons/c_models/c_dex_shotgun/c_dex_shotgun.mdl" } "Grenade Bomber" { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "special item description" "Launches 3 grenades that travels fast and explodes on impact." "Projectile speed increased" 1.3 "mult projectile count" 2 "dmg penalty vs players" 0.5 "custom item model" "models/weapons/c_models/c_double_barrel.mdl" "clip size bonus" 0.25 "faster reload rate" 1.25 "fire rate bonus" 1.25 "deploy time decreased" 1.5 "projectile spread angle penalty" 3 "blast dmg to self increased" 0 "damage bonus" 0.75 "grenade explode on impact" 1 } "Laser Beamer" { OriginalItemName "The Frontier Justice" "special item description" "Burst fire laser rifle that light enemies on fire." "special item description 2" "Also makes you slightly resist fire." "set damagetype ignite" 1 "override projectile type" 13 "dmg taken from fire reduced" 0.75 "projectile spread angle penalty" 2 "mult projectile count" 3 "dmg penalty vs players" 0.5 "faster reload rate" 0.8 "clip size bonus" 0.66 "Projectile speed increased" 2 "energy weapon no deflect" 1 "custom kill icon" "pomson" "custom item model" "models/workshop/weapons/c_models/c_drg_pomson/c_drg_pomson.mdl" "custom weapon fire sound" "Weapon_Pomson.Single" } "Pocket Railgun" { OriginalItemName "The Frontier Justice" "special item description" "Small railgun that does good damage. Always does mini-crits." "special item description 2" "Rewards more health on hit and reloads slower." "damage bonus" 25 "custom item model" "models/workshop_partner/weapons/c_models/c_dex_sniperrifle/c_dex_sniperrifle.mdl" "custom weapon fire sound" "Weapon_SniperRailgun_Large.Single" "faster reload rate" 3 "fire rate bonus" 3 "bullets per shot bonus" 0.1111 "projectile penetration" 1 "deploy time decreased" 1.85 "dmg penalty vs players" 0.5 "add cond when active" 16 "clip size bonus" 0.16666666 "sniper fires tracer" 1 "custom kill icon" "machina" "heal on hit for rapidfire" 5 } "Chaingun" { "special item description" "Machine gun that gives you more fire rate the more you kill a single class." "special item description 2" "Also comes with slight penetration." "projectile penetration heavy" 1 OriginalItemName "TF_WEAPON_SMG" "weapon spread bonus" 2 "custom item model" "models/workshop/weapons/c_models/c_gatling_gun/c_gatling_gun.mdl" "custom kill icon" "minigun" "maxammo secondary increased" 10 "dmg penalty vs players" 0.5 "clip size bonus" 3.5 "hand scale" 0.75 "kill combo fire rate boost" 0.33 } "Stun Shock" { "special item description" "Laser blast that do good damage and slows enemies down." "projectile spread angle penalty" 5 "override projectile type" 2 "faster reload rate" 3 "fire rate bonus" 3 "deploy time decreased" 1.85 "slow enemy on hit major" 2 "damage bonus" 15 "Blast radius increased" 2 "dmg penalty vs players" 0.5 "clip size bonus" 0.04 OriginalItemName "TF_WEAPON_SMG" "custom item model" "models/workshop/weapons/c_models/c_drg_righteousbison/c_drg_righteousbison.mdl" "custom weapon fire sound" "Weapon_Bison.Single" "projectile trail particle" "drg_cow_rockettrail_charged" "custom kill icon" "righteous_bison" } "Explosive Punch" { OriginalItemName "The Ullapool Caber" "custom item model" "models/empty.mdl" "custom kill icon" "fists" "Blast radius increased" 1.5 "damage bonus" 1.5 "dmg penalty vs players" 0.25 "regenerate stickbomb" 1 "melee range multiplier" 1.5 "blast dmg to self increased" 0 "fire rate bonus" 2.5 "no self blast dmg" 1 "deploy time decreased" 0.5 "special item description" "A simple explosive punch." } } ExtraLoadoutItems // Extra loadout items available after typing !missionitems in chat { AllowEquipOutsideSpawn 1 // Allow equipping items outside spawn Scout // Player Class { Secondary { Item "Blaster" AllowedMinWave 1 //The wave at which the weapon is enabled (default: 1) } Secondary { Item "Painful Piercer" AllowedMinWave 1 //The wave at which the weapon is enabled (default: 1) } Primary { Item "Scatter Shotgun" AllowedMinWave 2 //The wave at which the weapon is enabled (default: 1) } Primary { item "Grenade Bomber" AllowedMinWave 2 } Melee { Item "Killing Blow" AllowedMinWave 4 } Melee { Item "Siphoner" AllowedMinWave 4 } Primary { item "Laser Beamer" AllowedMinWave 3 } Primary { item "Pocket Railgun" AllowedMinWave 3 } Melee { Item "Explosive Punch" AllowedMinWave 4 } Secondary { item "Chaingun" AllowedMinWave 5 } Secondary { item "Stun Shock" AllowedMinWave 5 } primary // Extended syntax, Item slot to use { Item "Judgment Cut End" // Item name, custom weapon names are available Cost 876 AllowedMinWave 6 } } } SpawnTemplate "RandomColors" //WAVE 1 //Currency SIX SIX SIX /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target area1_init_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses Explanation //Dispayed once the wave is initialized { Line "{red} HUMANITY IS PROBABLY DEAD" Line "{red} MONEY IS FUEL" Line "{red} HELL COULD BE FULL" Line "{green} SLOW RESPAWNS" Line "{green} BUYBACK TO GET BACK INTO THE FIGHT" Line "{blue} ALT-FIRE TO AIR-DASH, DEFAULT MELEE CAN REFLECT PROJECTILES" Line "{blue} GRAB WEAPONS AT UPGRADESTATION" } WaveSpawn //WAVE 01a: 27 total, 9 active, Scout (melee only) { Name 11 Where spawnbot_1_north Where spawnbot_1_northeast Where spawnbot_1_northwest Where spawnbot_1_east Where spawnbot_1_west Where spawnbot_1_southeast Where spawnbot_1_southwest TotalCount 27 MaxActive 6 SpawnCount 6 WaitBeforeStarting 4 WaitBetweenSpawns 7 TotalCurrency 27 TFBot { Class Heavy name "Foul" Attributes IgnoreFlag Attributes disabledodge Action MOBBER classicon static Skill Expert WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 } UseHumanModel 1 item "zombie heavy" } } WaveSpawn //WAVE 01b: 20 total, 5 active, Pyro { Name 11 Where spawnbot_1_north Where spawnbot_1_northeast Where spawnbot_1_northwest Where spawnbot_1_east Where spawnbot_1_west Where spawnbot_1_southeast Where spawnbot_1_southwest TotalCount 20 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 20 RandomChoice { TFBot { Class Pyro Skill easy name "Corpse" Attributes disabledodge Attributes IgnoreFlag classicon static Action MOBBER UseHumanModel 1 WeaponRestrictions MeleeOnly item "zombie pyro" } TFBot { Class Pyro Skill Expert name "Corpse" Attributes IgnoreFlag Attributes disabledodge Action MOBBER classicon static WeaponRestrictions MeleeOnly Item "The Scorch shot" UseHumanModel 1 item "zombie pyro" } } } WaveSpawn { Name "s1a1_mob" Where spawnbot_1_north Where spawnbot_1_northeast Where spawnbot_1_northwest Where spawnbot_1_east Where spawnbot_1_west Where spawnbot_1_southeast Where spawnbot_1_southwest TotalCount 6 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 1 TotalCurrency 60 TFBot { Class soldier Name "Husk" Attributes holdfireuntilfullreload Attributes IgnoreFlag Action MOBBER Attributes disabledodge classicon static CharacterAttributes { "fire rate bonus" 0.33 "damage bonus" 0.9 } UseHumanModel 1 item "zombie soldier" } } WaveSpawn { Where spawnbot_1_north Where spawnbot_1_northeast Where spawnbot_1_northwest Where spawnbot_1_east Where spawnbot_1_west Where spawnbot_1_southeast Where spawnbot_1_southwest TotalCount 14 MaxActive 7 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 1 TotalCurrency 14 Waitforalldead "s1a1_mob" RandomChoice { TFBot { Class heavy Name "Foul Steel" health 450 Attributes IgnoreFlag Attributes disabledodge WeaponRestrictions MeleeOnly Action MOBBER classicon static scale 1.3 CharacterAttributes { "move speed bonus" 1.65 } Item "Fists of Steel" UseHumanModel 1 item "zombie heavy" } TFBot { class demoman name "Sentry" skill normal Attributes holdfireuntilfullreload CharacterAttributes { "grenade explode on impact" 1 "faster reload rate" 0.5 "damage bonus" 0.5 } Action MOBBER Attributes IgnoreFlag classicon static Attributes disabledodge UseHumanModel 1 item "zombie demo" } } } WaveSpawn { Waitforalldead "s1a1_mob" Where spawnbot_1_north Where spawnbot_1_northeast Where spawnbot_1_northwest Where spawnbot_1_east Where spawnbot_1_west Where spawnbot_1_southeast Where spawnbot_1_southwest TotalCount 1 Spawncount 1 name cumfart WaitBeforeStarting 25 totalcurrency 100 TFBot { Class sniper Health 6000 Attributes Usebosshealthbar Scale 1.8 name "Malicious Dude" Action MOBBER Attributes IgnoreFlag UseHumanModel 1 classicon static item "zombie sniper" Skill Normal Attributes Miniboss Attributes disabledodge Attributes AlwaysFireWeapon Item "TF_WEAPON_SMG" Item "tf_weapon_sniperrifle" FastUpdate 1 CharacterAttributes { "move speed bonus" 0.33 "head scale" 5 } ChangeAttributes { Delay 0 Cooldown 12 Name "Burst" } ChangeAttributes { Delay 6 Cooldown 12 Name "Laser" } EventChangeAttributes { Burst { WeaponRestrictions SecondaryOnly ItemAttributes { Itemname "TF_WEAPON_SMG" "fire rate penalty" 1.33 "faster reload rate" 0.6 "damage bonus" 2 "override projectile type" 2 "Blast radius decreased" 0.66 "clip size bonus" 0.24 } } Laser { WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "tf_weapon_sniperrifle" "deploy time increased" 3 "sniper fires tracer HIDDEN" 1 "explosive bullets" 147 "damage bonus" 0.5 } } } } } WaveSpawn { Waitforalldead "s1a1_mob" Where spawnbot_1_north Where spawnbot_1_northeast Where spawnbot_1_northwest Where spawnbot_1_east Where spawnbot_1_west Where spawnbot_1_southeast Where spawnbot_1_southwest TotalCount 33 Spawncount 2 maxactive 14 WaitBetweenSpawns 1 totalcurrency 33 TFBot { Class Scout skill hard Attributes disabledodge WeaponRestrictions MeleeOnly Action MOBBER Attributes IgnoreFlag classicon static CharacterAttributes { "move speed bonus" 2 } UseHumanModel 1 item "zombie scout" } } WaveSpawn { Waitforalldead cumfart Where spawnbot_1_north Where spawnbot_1_northeast Where spawnbot_1_northwest Where spawnbot_1_east Where spawnbot_1_west Where spawnbot_1_southeast Where spawnbot_1_southwest TotalCount 42 Spawncount 3 maxactive 18 WaitBetweenSpawns 1 totalcurrency 42 TFBot { Class Scout skill easy name "Striker" Attributes disabledodge WeaponRestrictions MeleeOnly Action MOBBER classicon static Attributes IgnoreFlag Item "The Sandman" CharacterAttributes { "move speed bonus" 2 "effect bar recharge rate increased" 3 } UseHumanModel 1 item "zombie scout" } } WaveSpawn { Waitforalldead cumfart name shit Where spawnbot_1_north Where spawnbot_1_northeast Where spawnbot_1_northwest Where spawnbot_1_east Where spawnbot_1_west Where spawnbot_1_southeast Where spawnbot_1_southwest TotalCount 1 Spawncount 1 maxactive 1 WaitBetweenSpawns 1 totalcurrency 100 TFBot { Template T_TFBot_Giant_Heavyweapons skill easy name "Big Gunner" Attributes disabledodge Action MOBBER Attributes IgnoreFlag classicon static UseHumanModel 1 item "zombie heavy" } } WaveSpawn { Waitforalldead cumfart Where spawnbot_1_north Where spawnbot_1_northeast Where spawnbot_1_northwest Where spawnbot_1_east Where spawnbot_1_west Where spawnbot_1_southeast Where spawnbot_1_southwest TotalCount 1 Spawncount 1 maxactive 1 WaitBetweenSpawns 1 totalcurrency 15 TFBot { Class Pyro skill easy name "Corpse" Attributes disabledodge WeaponRestrictions MeleeOnly Action MOBBER Attributes IgnoreFlag classicon static UseHumanModel 1 item "zombie pyro" } } WaveSpawn { Waitforalldead shit Where spawnbot_1_north Where spawnbot_1_northeast Where spawnbot_1_northwest Where spawnbot_1_east Where spawnbot_1_west Where spawnbot_1_southeast Where spawnbot_1_southwest TotalCount 2 Spawncount 1 WaitBetweenSpawns 1 totalcurrency 50 TFBot { Class sniper Health 6000 Attributes Usebosshealthbar Scale 1.8 name "Malicious Dude" Action MOBBER classicon static Attributes IgnoreFlag UseHumanModel 1 item "zombie sniper" Skill Normal Attributes Miniboss Attributes disabledodge Attributes AlwaysFireWeapon Item "TF_WEAPON_SMG" Item "tf_weapon_sniperrifle" FastUpdate 1 CharacterAttributes { "move speed bonus" 0.33 "head scale" 5 } ChangeAttributes { Delay 0 Cooldown 12 Name "Burst" } ChangeAttributes { Delay 6 Cooldown 12 Name "Laser" } EventChangeAttributes { Burst { WeaponRestrictions SecondaryOnly ItemAttributes { Itemname "TF_WEAPON_SMG" "fire rate penalty" 1.33 "faster reload rate" 0.6 "damage bonus" 2 "override projectile type" 2 "Blast radius decreased" 0.66 "clip size bonus" 0.24 } } Laser { WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "tf_weapon_sniperrifle" "deploy time increased" 3 "sniper fires tracer HIDDEN" 1 "explosive bullets" 147 "damage bonus" 0.5 } } } } } } Wave { InitWaveOutput { Target area2_init_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses WaveSpawn { name SWORDINT Where spawnbot_2_northeast Where spawnbot_2_northwest Where spawnbot_2_east Where spawnbot_2_west Where spawnbot_2_southeast Where spawnbot_2_southwest TotalCount 3 Spawncount 1 WaitBetweenSpawns 8 totalcurrency 30 TFBot { Class sniper Health 6000 Attributes Usebosshealthbar Scale 1.8 name "Malicious Dude" Action MOBBER Attributes IgnoreFlag classicon static UseHumanModel 1 item "zombie sniper" Skill Normal Attributes Miniboss Attributes disabledodge Attributes AlwaysFireWeapon Item "TF_WEAPON_SMG" Item "tf_weapon_sniperrifle" FastUpdate 1 CharacterAttributes { "move speed bonus" 0.33 "head scale" 5 } ChangeAttributes { Delay 0 Cooldown 12 Name "Burst" } ChangeAttributes { Delay 6 Cooldown 12 Name "Laser" } EventChangeAttributes { Burst { WeaponRestrictions SecondaryOnly ItemAttributes { Itemname "TF_WEAPON_SMG" "fire rate penalty" 1.33 "faster reload rate" 0.6 "damage bonus" 2 "override projectile type" 2 "Blast radius decreased" 0.66 "clip size bonus" 0.24 } } Laser { WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "tf_weapon_sniperrifle" "deploy time increased" 3 "sniper fires tracer HIDDEN" 1 "explosive bullets" 147 "damage bonus" 0.5 } } } } } WaveSpawn { Where spawnbot_2_northeast Where spawnbot_2_northwest Where spawnbot_2_east Where spawnbot_2_west Where spawnbot_2_southeast Where spawnbot_2_southwest TotalCount 30 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 10 Support Limited RandomChoice { TFBot { Class soldier Name "Husk" Attributes holdfireuntilfullreload Attributes IgnoreFlag Action MOBBER classicon static skill hard Attributes disabledodge CharacterAttributes { "fire rate bonus" 0.33 "damage bonus" 0.9 } UseHumanModel 1 item "zombie soldier" } TFBot { Class Heavy name "Foul" Attributes IgnoreFlag Attributes disabledodge classicon static Action MOBBER Skill Expert WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 } UseHumanModel 1 item "zombie heavy" } TFBot { Class Heavy name "Foul" Attributes IgnoreFlag Attributes disabledodge Action MOBBER Skill Expert WeaponRestrictions MeleeOnly classicon static CharacterAttributes { "move speed bonus" 2 } UseHumanModel 1 item "zombie heavy" } TFBot { Class Heavy name "Foul" Attributes IgnoreFlag Attributes disabledodge Action MOBBER classicon static Skill Expert WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 } UseHumanModel 1 item "zombie heavy" } TFBot { Class Heavy name "Foul" Attributes IgnoreFlag Attributes disabledodge Action MOBBER Skill Expert classicon static WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 } UseHumanModel 1 item "zombie heavy" } TFBot { Class Heavy name "Foul" Attributes IgnoreFlag Attributes disabledodge Action MOBBER classicon static Skill Expert WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 } UseHumanModel 1 item "zombie heavy" } TFBot { Class Heavy name "Foul" Attributes IgnoreFlag Attributes disabledodge Action MOBBER Skill Expert WeaponRestrictions MeleeOnly classicon static CharacterAttributes { "move speed bonus" 2 } UseHumanModel 1 item "zombie heavy" } TFBot { Class Heavy name "Foul" Attributes IgnoreFlag Attributes disabledodge Action MOBBER classicon static Skill Expert WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 } UseHumanModel 1 item "zombie heavy" } TFBot { Class Heavy name "Foul" Attributes IgnoreFlag Attributes disabledodge Action MOBBER classicon static Skill Expert WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 } UseHumanModel 1 item "zombie heavy" } TFBot { Class Heavy name "Foul" Attributes IgnoreFlag Attributes disabledodge Action MOBBER classicon static Skill Expert WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 } UseHumanModel 1 item "zombie heavy" } } } WaveSpawn { Where spawnbot_2_northeast Where spawnbot_2_northwest Where spawnbot_2_east Where spawnbot_2_west Where spawnbot_2_southeast Where spawnbot_2_southwest TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 name 32 WaitBetweenSpawns 0 TotalCurrency 10 Waitforalldead SWORDINT TFBot { Class Demoman Name "Sword Machine" WeaponRestrictions MeleeOnly Attributes Miniboss Health 6000 Attributes Usebosshealthbar ExtAttr AlwaysFireWeaponAlt Skill expert FireInput { Target "random_color_case*" //Entity name to use Action "PickRandom" //Input to fire Param "" //Parameter to use Delay 0 //Delay before firing the input Cooldown 1 //Cooldown between firing the input Repeats 0 //How many times should the input be fired } Action MOBBER Attributes IgnoreFlag classicon static Attributes disabledodge Item "The Splendid Screen" item "The Claidheamohmor" item "Ali Baba's Wee Booties" CharacterAttributes { "health drain" -1 } ItemAttributes { Itemname "The Splendid Screen" "full charge turn control" 50 } Item "Computron 5000" EventChangeAttributes { Attr1 { ItemAttributes { Itemname "The Claidheamohmor" "attach particle effect" 702 } CharacterAttributes { "move speed bonus" 0.85 "Attack not cancel charge" 1 "charge meter on hit" 0.15 "damage bonus" 0.25 "charge recharge rate increased" 0.75 } } Attr2 { ItemAttributes { Itemname "The Claidheamohmor" "bleeding duration" 1 "attach particle effect" 3083 } CharacterAttributes { "move speed bonus" 0.87 "Attack not cancel charge" 1 "charge meter on hit" 0.2 "charge recharge rate increased" 0.7 "fire rate bonus" 0.85 "damage bonus" 0.25 "melee range multiplier" 1.1 "attach particle effect" 3083 } } } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 10099 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 4000 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } } } WaveSpawn { Where spawnbot_2_northeast Where spawnbot_2_northwest Where spawnbot_2_east Where spawnbot_2_west Where spawnbot_2_southeast Where spawnbot_2_southwest TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 10 Waitforalldead 32 TFBot { Class Demoman Name "Frosty Sword Machine" WeaponRestrictions MeleeOnly Attributes Miniboss Health 3000 scale 1.5 Attributes Usebosshealthbar ExtAttr AlwaysFireWeaponAlt Skill expert Action MOBBER Attributes IgnoreFlag classicon static Attributes disabledodge Item "Festive Targe 2014" item "The Claidheamohmor" item "Ali Baba's Wee Booties" CharacterAttributes { "health drain" -1 } EventChangeAttributes { Attr1 { ItemAttributes { Itemname "The Claidheamohmor" "slow enemy on hit major" 4 "set turn to ice" 1 "attach particle effect" 3084 } CharacterAttributes { "move speed bonus" 0.7 "damage bonus" 0.25 "charge meter on hit" 0.1 "charge recharge rate increased" 1.67 } } Attr2 { ItemAttributes { Itemname "The Claidheamohmor" "slow enemy on hit major" 4 "set turn to ice" 1 "attach particle effect" 3084 } CharacterAttributes { "move speed bonus" 0.85 "charge meter on hit" 1 "damage bonus" 0.3 "fire rate bonus" 0.6 "attach particle effect" 3084 } } } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 7000 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 1500 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } } } WaveSpawn { Where spawnbot_2_northeast Where spawnbot_2_northwest Where spawnbot_2_east Where spawnbot_2_west Where spawnbot_2_southeast Where spawnbot_2_southwest TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 10 Waitforalldead 32 TFBot { Class Demoman Name "Fiery Sword Machine" WeaponRestrictions MeleeOnly Attributes Miniboss Health 3000 scale 1.5 Attributes Usebosshealthbar ExtAttr AlwaysFireWeaponAlt Skill expert Action MOBBER skin 0 Attributes IgnoreFlag classicon static Attributes disabledodge Item "The tide turner" item "The Claidheamohmor" item "Ali Baba's Wee Booties" CharacterAttributes { "health drain" -1 "fire retardant" 1 } ItemAttributes { Itemname "The tide turner" "full charge turn control" 50 } EventChangeAttributes { Attr1 { ItemAttributes { Itemname "The Claidheamohmor" "set damagetype ignite" 1 "weapon burn dmg increased" 1.2 "attach particle effect" 3042 } CharacterAttributes { "move speed bonus" 0.65 "Attack not cancel charge" 1 "charge meter on hit" 0.1 "damage bonus" 0.4 "charge recharge rate increased" 1.67 } } Attr2 { ItemAttributes { Itemname "The Claidheamohmor" "set damagetype ignite" 1 "weapon burn dmg increased" 1.2 "attach particle effect" 3042 } CharacterAttributes { "move speed bonus" 0.7 "Attack not cancel charge" 1 "charge meter on hit" 0.35 "damage bonus" 0.5 "melee range multiplier" 1.1 "attach particle effect" 3042 } RingOfFire 15 } } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 7000 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 1500 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } } } } Wave { InitWaveOutput { Target area3_init_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses WaveSpawn { name 31 Where spawnbot_3_northeast Where spawnbot_3_northwest Where spawnbot_3_east Where spawnbot_3_west Where spawnbot_3_southeast Where spawnbot_3_southwest TotalCount 30 MaxActive 15 SpawnCount 1 WaitBetweenSpawns 1 TotalCurrency 10 TFBot { Class pyro skill expert Action MOBBER WeaponRestrictions MeleeOnly name "Cancerous Mammal" classicon static Item "TF_WEAPON_BAT" ItemAttributes { Itemname "TF_WEAPON_Bat" "custom item model" "models/empty.mdl" "custom kill icon" "fists" "bleeding duration" 2 "damage bonus" 2 "fire rate penalty" 2 "move speed bonus" 0.9 } UseHumanModel 1 Item "Zombie pyro" Item "The Head Prize" ItemAttributes { Itemname "The Head Prize" "set item tint RGB" 3329330 } } } WaveSpawn { name 31 Where spawnbot_3_northeast Where spawnbot_3_northwest Where spawnbot_3_east Where spawnbot_3_west Where spawnbot_3_southeast Where spawnbot_3_southwest TotalCount 3 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 20 TotalCurrency 10 TFBot { Class Demoman item "The iron bomber" Attributes Miniboss Attributes IgnoreFlag Action MOBBER skill expert Health 3333 classicon static scale 1.7 name "Minelayer" ItemAttributes { ItemName "The iron bomber" "mult projectile count" 20 "hidden primary max ammo bonus" 10 "projectile spread angle penalty" 360 "fire rate bonus" 7 "hand scale" 0 "move speed bonus" 0.5 "clip size penalty" 0.25 "fuse bonus" 3 "Projectile speed increased" 0.5 } } } WaveSpawn { name 32 Where spawnbot_3_northeast Where spawnbot_3_northwest Where spawnbot_3_east Where spawnbot_3_west Where spawnbot_3_southeast Where spawnbot_3_southwest TotalCount 16 MaxActive 8 SpawnCount 1 WaitBetweenSpawns 1 Waitforalldead 31 TotalCurrency 10 TFBot { Class Heavy Skill hard classicon static Action MOBBER Health 400 Scale 1.2 Attributes IgnoreFlag WeaponRestrictions SecondaryOnly name "Enforcer" CharacterAttributes { "damage bonus" 0.85 } EventChangeAttributes { MORB { WeaponRestrictions MeleeOnly ItemAttributes { ItemName "TF_WEAPON_FISTS" "move speed bonus" 2 "damage bonus" 1.25 } } } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 200 //When set, the task activates only when the bot health is below specified value Name "MORB" // Name of the bot attributes listed in EventChangeAttributes } } } WaveSpawn { Where spawnbot_3_northeast Where spawnbot_3_northwest Where spawnbot_3_east Where spawnbot_3_west Where spawnbot_3_southeast Where spawnbot_3_southwest TotalCount 5 MaxActive 1 SpawnCount 1 Support Limited TotalCurrency 10 TFBot { Class Medic Name "Regenerator" Skill Expert Attributes IgnoreFlag UseHumanModel 1 Item "Zombie Medic" CharacterAttributes { "health regen" 5 } } } WaveSpawn { name 32 Where spawnbot_3_northeast Where spawnbot_3_northwest Where spawnbot_3_east Where spawnbot_3_west Where spawnbot_3_southeast Where spawnbot_3_southwest TotalCount 2 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 20 Waitforalldead 31 TotalCurrency 10 TFBot { Template T_TFBot_Giant_Boxing_Heavy Action MOBBER Attributes IgnoreFlag UseHumanModel 1 classicon static Item "Zombie Heavy" Item "Gloves of Running Urgently MvM" Name "Super Foul" CharacterAttributes { "move speed bonus" 1.1 "fire rate bonus" 0.8 "damage bonus" 1.1 } } } WaveSpawn { name V1 Where spawnbot_3_northeast Where spawnbot_3_northwest Where spawnbot_3_east Where spawnbot_3_west Where spawnbot_3_southeast Where spawnbot_3_southwest TotalCount 22 MaxActive 22 SpawnCount 1 WaitBetweenSpawns 1 Waitforalldead 32 TotalCurrency 10 RandomChoice { TFBot { Class Pyro Name "Streetflamer" Attributes AlwaysFireWeapon Skill Hard Action MOBBER classicon static } TFBot { Class Pyro Name "Streetflamer" Skill normal Action MOBBER classicon static } TFBot { Class Pyro Name "Streetflamer" Skill normal classicon static Action MOBBER } TFBot { Class Pyro Name "Streetflamer" Skill easy Action MOBBER classicon static } } } WaveSpawn { FirstSpawnWarningSound "vehicles/v8/vehicle_impact_heavy2.wav" Where spawnbot_3_northeast Where spawnbot_3_northwest Where spawnbot_3_east Where spawnbot_3_west Where spawnbot_3_southeast Where spawnbot_3_southwest TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 Waitforalldead V1 TFBot { Class scout name "Version One" Attributes AutoJump AutoJumpMin 3 AutoJumpMax 3 skill hard Action MOBBER Attributes Miniboss Attributes Usebosshealthbar classicon static Health 10000 Attributes IgnoreFlag Scale 1.2 CharacterAttributes { "move speed bonus" 1.5 "health drain" -1 "increased jump height" 1.4 "increased air control" 25 "dmg taken increased" 0.85 "heal on hit for slowfire" 10 "damage bonus" 0.65 } EventChangeAttributes { PP { WeaponRestrictions SecondaryOnly Item "Painful Piercer" } MM { WeaponRestrictions SecondaryOnly Item "Blaster" } SS { WeaponRestrictions PrimaryOnly Item "Scatter Shotgun" } GB { WeaponRestrictions PrimaryOnly Item "Grenade bomber" } PR { WeaponRestrictions PrimaryOnly Item "Pocket Railgun" CharacterAttributes { "damage penalty" 0.5 } } LB { WeaponRestrictions PrimaryOnly Item "Laser Beamer" CharacterAttributes { "damage penalty" 0.35 } } } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 9999 Name "PP" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 8500 Name "MM" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 7000 Name "SS" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 5500 Name "GB" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 4000 Name "PR" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 2500 Name "LB" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } } } } Wave { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target area4_init_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 0 WaitBetweenSpawns 60 Where spawnbot_4_south TFBot { class demoman usehumanmodel 1 item "zombie demo" scale 2 Action MOBBER Attributes Miniboss Health 3333 classicon static Name "Black Hole Fella" Attributes AlwaysFireWeapon WeaponRestrictions MeleeOnly CharacterAttributes { "attach particle effect" 3030 "increased jump height" 0.0001 } ItemAttributes { Itemname "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.85 "is_passive_weapon" 1 "faster reload rate" 0.1 "apply look velocity on damage" -100 "damage bonus" 0.01 "custom item model" "models/empty.mdl" "Projectile speed increased" 0.1 "blast radius increased" 666 "fuse bonus" 0.000001 } ItemAttributes { ItemName "tf_weapon_bottle" "fire rate bonus" 0.7 "increased jump height" 10 "custom kill icon" "fists" } } } WaveSpawn { Name COURT_OF_LE_CORPSE TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.01 Where spawnbot_4_north Squad { TFBot { ClassIcon static Health 25000 skill expert class demoman name "Corpse of King Demos" Scale 11 UseMeleeThreatPrioritization 1 Action MOBBER Item "Zombie demo" CharacterAttributes { "damage bonus" 0.5 "cancel falling damage" 1 "dmg taken increased" 0.9 } classicon static item "The Ullapool Caber" WeaponRestrictions MeleeOnly UseHumanModel 1 Attributes Usebosshealthbar Attributes Miniboss Attributes AlwaysFireWeapon ItemAttributes { ItemName "the Ullapool Caber" "regenerate stickbomb" 1 "fire rate bonus" 1 "hand scale" 1.5 "move speed bonus" 0.15 "melee range multiplier" 999 "custom kill icon" "fists" "apply z velocity on damage" 150 "damage bonus" 0.35 } EventChangeAttributes { Phase2 { item "The Ullapool Caber" WeaponRestrictions MeleeOnly UseHumanModel 1 Attributes Usebosshealthbar Attributes Miniboss Attributes AlwaysFireWeapon ItemAttributes { ItemName "the Ullapool Caber" "regenerate stickbomb" 1 "fire rate bonus" 1 "hand scale" 1.5 "dmg taken increased" 5 "move speed bonus" 0.35 "melee range multiplier" 999 "custom kill icon" "fists" "apply z velocity on damage" 150 "damage bonus" 0.35 } item "Eye-see-you" item "TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "custom item model" "models/empty.mdl" "clip size bonus" 0.25 "is_passive_weapon" 1 "Projectile speed increased" 1.35 "projectile spread angle penalty" 3 "override projectile type" 13 "mult projectile count" 5 "fire rate bonus" 0.85 "faster reload rate" 0.1 } } Phase2_part2 { item "The Ullapool Caber" WeaponRestrictions MeleeOnly UseHumanModel 1 Attributes Usebosshealthbar Attributes Miniboss Attributes AlwaysFireWeapon ItemAttributes { ItemName "the Ullapool Caber" "regenerate stickbomb" 1 "fire rate bonus" 1 "hand scale" 1.5 "dmg taken increased" 5 "move speed bonus" 0.35 "melee range multiplier" 999 "custom kill icon" "fists" "apply z velocity on damage" 150 "damage bonus" 0.35 } item "Eye-see-you" HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.5 // Multiplier of rocket speed. 1 for default speed TurnPower 40 //How fast should the rocket rotate to face the target= MaxAimError 120 //Max angle between rocket and the target } item "The original" ItemAttributes { ItemName "The original" "custom item model" "models/empty.mdl" "projectile spread angle penalty" 1 "is_passive_weapon" 1 "fire rate bonus" 0.5 "faster reload rate" 0.33 } } } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { IfHealthBelow 25000 Name "Phase2_part2" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 20 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { IfHealthBelow 25000 Name "Phase2" Delay 10 //Time before the first bot attribute change (Default: 10) Cooldown 20 //Time between each bot attribute change (Default: 10) } } } } } Wave { InitWaveOutput { Target area5_init_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses WaveSpawn { name 51 Where spawnbot_5_north Where spawnbot_5_northeast Where spawnbot_5_northwest Where spawnbot_5_east Where spawnbot_5_west Where spawnbot_5_southeast Where spawnbot_5_southwest TotalCount 30 MaxActive 10 SpawnCount 1 WaitBetweenSpawns 1 TotalCurrency 10 RandomChoice { TFBot { Class demoman Action MOBBER Name "Power" classicon static skill expert UseHumanModel 1 WeaponRestrictions MeleeOnly Item "the eyelander" item "wings of purity" CharacterAttributes { "move speed bonus" 1.1 } } TFBot { Class Medic Action MOBBER Skill hard name "Principality" classicon static UseHumanModel 1 WeaponRestrictions PrimaryOnly Item "The Pomson 6000" item "wings of purity" ItemAttributes { itemname "the Pomson 6000" "set item tint RGB" 15185211 "faster reload rate" 0.5 } CharacterAttributes { "damage bonus" 0.33 } } } } WaveSpawn { Where spawnbot_5_north Where spawnbot_5_northeast Where spawnbot_5_northwest Where spawnbot_5_east Where spawnbot_5_west Where spawnbot_5_southeast Where spawnbot_5_southwest TotalCount 6 TotalCurrency 10 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 10 WaitBeforeStarting 5 TFBot { Class Soldier name "Dominion" skill hard health 600 scale 1.4 Action MOBBER usehumanmodel 1 item "the original" classicon static ItemAttributes { itemname "the original" "override projectile type extra" "mechanicalarmorb" "fire rate bonus" 3 "faster reload rate" 0.1 "move speed bonus" 0.7 } item "wings of purity" } } WaveSpawn { Where spawnbot_5_north Where spawnbot_5_northeast Where spawnbot_5_northwest Where spawnbot_5_east Where spawnbot_5_west Where spawnbot_5_southeast Where spawnbot_5_southwest TotalCount 2 MaxActive 1 TotalCurrency 5 name 51 WaitBeforeStarting 15 SpawnCount 1 TFBot { Class Heavy skill expert name "Metatron" item "wings of purity" scale 1.8 classicon static health 7500 Attributes Miniboss WeaponRestrictions SecondaryOnly attributes AlwaysFireWeapon Action MOBBER item "The Righteous Bison" ItemAttributes { ItemName "The Righteous Bison" "mult projectile count" 30 "projectile spread angle penalty" 360 "set item tint RGB" 15185211 "faster reload rate" 0.1 "fire rate bonus" 3 "attach particle effect" 17 } ItemAttributes { ItemName "TF_WEAPON_FISTS" "attach particle effect" 17 "is_passive_weapon" 1 } CharacterAttributes { "move speed bonus" 0.7 "damage bonus" 1.35 } } } WaveSpawn { Where spawnbot_5_north Where spawnbot_5_northeast Where spawnbot_5_northwest Where spawnbot_5_east Where spawnbot_5_west Where spawnbot_5_southeast Where spawnbot_5_southwest TotalCount 1 MaxActive 1 Waitforalldead 51 SpawnCount 1 TFBot { Class Soldier Skill Expert Health 20000 Attributes AutoJump AutoJumpMin 3 AutoJumpMax 3 classicon static Attributes Usebosshealthbar UseHumanModel 1 Attributes miniboss scale 1.3 Item "Brass Bucket" AlwaysGlow 1 Item "wings of purity" WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon UseMeleeThreatPrioritization 1 Action MOBBER name "Uriel, not the judge of hell" CharacterAttributes { "move speed bonus" 1.33 "cancel falling damage" 1 "fire retardant" 1 "health drain" -1 "dmg taken from fire reduced" 0.1 } ItemAttributes { Itemname "TF_WEAPON_ROCKETLAUNCHER" "custom item model" "models/workshop_partner/weapons/c_models/c_shogun_katana/c_shogun_katana.mdl" "attach particle effect" 2 } item "The Half-Zatoichi" ItemAttributes { itemname "The Half-Zatoichi" "set damagetype ignite" 1 "fire rate bonus" 0.9 "is_passive_weapon" 1 "increased jump height" 1.15 "restore health on kill" 1 "apply look velocity on damage" 1666 "apply z velocity on damage" 100 "hit self on miss" 1 "honorbound" 0 } EventChangeAttributes { BEHOLD_THEPOWWER { ItemAttributes { "custom item model" "models/workshop_partner/weapons/c_models/c_shogun_katana/c_shogun_katana.mdl" "attach particle effect" 2 itemname "TF_WEAPON_ROCKETLAUNCHER" "projectile acceleration" 6666 "projectile acceleration time" 1 "Projectile speed increased" 0.1 "fire rate bonus" 0.2 "faster reload rate" 0.1 "projectile acceleration start time" 2 } ItemAttributes { itemname "The Half-Zatoichi" "set damagetype ignite" 1 "is_passive_weapon" 1 "fire rate bonus" 0.8 "increased jump height" 1.15 "restore health on kill" 1 "apply look velocity on damage" 1666 "apply z velocity on damage" 100 "hit self on miss" 1 "honorbound" 0 } } REND_YOU_APART { ItemAttributes { "custom item model" "models/workshop_partner/weapons/c_models/c_shogun_katana/c_shogun_katana.mdl" "attach particle effect" 2 itemname "TF_WEAPON_ROCKETLAUNCHER" "override projectile type" 13 "set item tint RGB" 15185211 "Projectile speed increased" 1.25 "projectile spread angle penalty" 360 "fire rate bonus" 0.5 "faster reload rate" 0.1 "mult projectile count" 5 } ItemAttributes { itemname "The Half-Zatoichi" "set damagetype ignite" 1 "is_passive_weapon" 1 "fire rate bonus" 0.7 "increased jump height" 1.15 "restore health on kill" 2 "damage bonus" 0.75 "apply look velocity on damage" 2000 "apply z velocity on damage" 100 "hit self on miss" 1 "honorbound" 0 } } INSIGNIFICANT_FUCK { ItemAttributes { "custom item model" "models/workshop_partner/weapons/c_models/c_shogun_katana/c_shogun_katana.mdl" "attach particle effect" 2 itemname "TF_WEAPON_ROCKETLAUNCHER" "projectile spread angle penalty" 360 "fire rate bonus" 2.33333 "damage bonus" 0.75 "faster reload rate" 0.1 "mod projectile heat seek power" 45 "Projectile speed increased" 0.9 "projectile lifetime" 5 "mult projectile count" 10 "mod projectile heat follow crosshair" 1 "set damagetype ignite" 1 "projectile trail particle" "superrare_burning1" } ItemAttributes { itemname "The Half-Zatoichi" "set damagetype ignite" 1 "fire rate bonus" 0.6 "is_passive_weapon" 1 "increased jump height" 1.15 "restore health on kill" 2 "apply look velocity on damage" 2333 "apply z velocity on damage" 150 "hit self on miss" 1 "damage bonus" 0.6 "honorbound" 0 } } THIS_IS_NOT_OVER { ItemAttributes { "custom item model" "models/workshop_partner/weapons/c_models/c_shogun_katana/c_shogun_katana.mdl" "attach particle effect" 2 itemname "TF_WEAPON_ROCKETLAUNCHER" "projectile spread angle penalty" 360 "fire rate bonus" 0.5 "mod projectile heat seek power" 233 "projectile lifetime" 10 "faster reload rate" 0.1 "damage bonus" 0.55 "Projectile speed increased" 0.9 "mod projectile heat follow crosshair" 1 "set damagetype ignite" 1 "mult projectile count" 3 "projectile trail particle" "superrare_burning2" } CharacterAttributes { "dmg taken increased" 0.75 "move speed bonus" 1.5 "attach particle effect" 3083 } ItemAttributes { itemname "The Half-Zatoichi" "set damagetype ignite" 1 "fire rate bonus" 0.5 "is_passive_weapon" 1 "damage bonus" 0.65 "increased jump height" 1.15 "restore health on kill" 3 "apply look velocity on damage" 1666 "apply z velocity on damage" 100 "hit self on miss" 1 "honorbound" 0 } } } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 20000 Name "BEHOLD_THEPOWWER" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 15000 Name "REND_YOU_APART" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 10000 Name "INSIGNIFICANT_FUCK" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 5000 Name "THIS_IS_NOT_OVER" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } } } } Wave { InitWaveOutput { Target area6_init_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses WaveSpawn { Where FLESHP TotalCount 2 maxactive 2 SpawnCount 1 Support Limited WaitBetweenSpawns 60 TFBot { class demoman usehumanmodel 1 item "zombie demo" scale 2 Action MOBBER Attributes Miniboss Health 3333 classicon static Name "Black Hole Fella" Attributes AlwaysFireWeapon CharacterAttributes { "attach particle effect" 3030 "move speed bonus" 0.35 } ItemAttributes { Itemname "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.7 "faster reload rate" 0.1 "apply look velocity on damage" -200 "damage bonus" 0.01 "Projectile speed increased" 0.1 "blast radius increased" 666 "fuse bonus" 0.000001 } ItemAttributes { ItemName "tf_weapon_bottle" "is_passive_weapon" 1 "fire rate bonus" 0.7 "increased jump height" 10 "custom item model" "models/empty.mdl" "custom kill icon" "fists" } } } WaveSpawn { Where FLESHP TotalCount 35 maxactive 5 SpawnCount 5 Support Limited TFBot { item "MONOCULUS!" Class sniper Action MOBBER usehumanmodel 1 classicon static name "Minions" WeaponRestrictions SecondaryOnly Scale 1.3 item "zombie sniper" CharacterAttributes { "torso scale" 0 "hand scale" 0 "fire rate bonus" 2 "Always crit" 1 "damage bonus" 0.2 "move speed bonus" 0.6 } } } WaveSpawn { Where FLESHP TotalCount 2 maxactive 2 SpawnCount 1 WaitBetweenSpawns 10 TFBot { Action MOBBER classicon static NAME "Fresh Prohibition" Health 100 skill hard UseHumanModel 1 classicon static class soldier Scale 2.33 RingOfFire 1 UseCustomModel "models/workshop/weapons/c_models/c_dumpster_device/c_dumpster_device.mdl" CharacterAttributes { "move speed bonus" 0.00001 "increased jump height" 0.00001 "receive friendly fire" 1 "dmg taken increased" 0.001 "hand scale" 0.1 } WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_BOTTLE" 2000000 "tf_weapon_cannon" 2000000 } EventChangeAttributes { FLESH_PRISON_SPAM_1 { Item "TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { itemname "TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.2 "faster reload rate" 0.1 "mini rockets" 0 "damage bonus" 0.33 } } FLESH_PRISON_SPAM_2 { Item "The air strike" Attributes holdfireuntilfullreload ItemAttributes { "fire rate bonus" 0.01 itemname "the air strike" "faster reload rate" 0.2 "clip size bonus" 3 "mini rockets" 0 "damage bonus" 0.15 "projectile spread angle penalty" 10 "Projectile speed increased" 0.66 } } FLESH_PRISON_SPAM_3 { Item "The original" Attributes holdfireuntilfullreload ItemAttributes { "fire rate bonus" 0.01 Itemname "the original" "mini rockets" 1 "faster reload rate" 0.2 "clip size bonus" 1.25 "damage bonus" 0.33 "projectile spread angle penalty" 100 "Projectile speed increased" 0.5 "mod projectile heat follow crosshair" 1 "mod projectile heat seek power" 90 } HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.5 // Multiplier of rocket speed. 1 for default speed TurnPower 40 //How fast should the rocket rotate to face the target= MaxAimError 120 //Max angle between rocket and the target } } } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Name "FLESH_PRISON_SPAM_1" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 30 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Name "FLESH_PRISON_SPAM_2" Delay 10 //Time before the first bot attribute change (Default: 10) Cooldown 30 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Name "FLESH_PRISON_SPAM_3" Delay 20 //Time before the first bot attribute change (Default: 10) Cooldown 30 //Time between each bot attribute change (Default: 10) } } } WaveSpawn { Where FLESHP name FLESHPRISON TotalCount 1 maxactive 1 TFBot { Name "Fresh Prohibition" Health 40000 skill hard Attributes Usebosshealthbar UseMeleeThreatPrioritization 1 Attributes miniboss usehumanmodel 1 classicon static Action MOBBER classicon static item "TF_WEAPON_SMG" Class Pyro Scale 5.5 item "zombie pyro" item "Wandering Wraith" CharacterAttributes { "torso scale" 0 "head scale" 5 "hand scale" 0 "health regen" 50 "move speed bonus" 0.00001 "increased jump height" 0.00001 "custom kill icon" "armageddon" } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 40000 Name "FC_P1" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 30000 Name "FCP2" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 20000 Name "FCP3" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 10000 Name "FCP4" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } EventChangeAttributes { FC_P1 { item "The original" Attributes holdfireuntilfullreload ItemAttributes { itemname "the original" "fire rate bonus" 0.1 "stomp player time" 0.1 "stomp player damage" 10 "faster reload rate" 0.1 "clip size bonus" 3 "damage bonus" 0.33 "mult projectile scale" 0.1 "Projectile speed increased" 0.75 "projectile spread angle penalty" 1 "Blast radius increased" 0.66 } } FCP2 { AimTrackingInterval 0.04 item "The iron bomber" ItemAttributes { ItemName "The iron bomber" "damage bonus" 0.3 "clip size bonus" 0.25 "faster reload rate" 0.1 "fire rate bonus" 0.1 "mult projectile count" 3 "projectile spread angle penalty" 180 } ItemAttributes { ItemName "TF_WEAPON_SMG" "fire rate bonus" 10 "override projectile type" 2 "mult projectile scale" 0.1 "is_passive_weapon" 1 "projectile trail particle" "drg_cow_rockettrail_charged_blue" "damage bonus" 3 "always crit" 1 "Blast radius increased" 1.25 } } FCP3 { item "TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { itemname "TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.2 "stomp player time" 0.1 "stomp player damage" 10 "faster reload rate" 0.35 "clip size bonus" 2.5 "damage bonus" 0.3 "mult projectile scale" 0.1 "projectile spread angle penalty" 2 "Projectile speed increased" 0.5 "Blast radius increased" 0.66 "mod projectile heat seek power" 45 "projectile lifetime" 10 "mod projectile heat follow crosshair" 1 } ItemAttributes { ItemName "TF_WEAPON_SMG" "override projectile type" 2 "mult projectile scale" 0.1 "is_passive_weapon" 1 "weapon spread bonus" 0.1 "projectile trail particle" "drg_cow_rockettrail_charged_blue" "damage bonus" 2 "projectile spread angle penalty" 360 "always crit" 1 "Blast radius increased" 1.1 } } FCP4 { AimTrackingInterval 0.055 AimAt Feet item "The machina" item "The scorch shot" Attributes AlwaysFireWeapon ItemAttributes { itemname "The Machina" "stomp player time" 0.1 "stomp player damage" 10 "fire rate bonus" 0.7 "damage bonus" 0.4 "faster reload rate" 0.7 "sniper only fire zoomed" 0 "explosive bullets" 300 } ItemAttributes { ItemName "The scorch shot" "damage bonus" 0.15 "projectile spread angle penalty" 360 "faster reload rate" 0.3 "fire rate bonus" 0.3 "is_passive_weapon" 1 "mod projectile heat seek power" 120 "Projectile speed increased" 0.75 "projectile lifetime" 9 "mod projectile heat follow crosshair" 1 } } } } } WaveSpawn { Where FLESHP Waitforalldead FLESHPRISON TotalCount 1 maxactive 1 WaitBeforeStarting 0 FirstSpawnMessage "holy crap its the man" TFBot { name "Demos Prime" classicon static class Demoman UseHumanModel 1 skill expert AlwaysGlow 1 UseMeleeThreatPrioritization 1 Action MOBBER Item "Zombie demo" classicon static item "Prince Tavish's Crown" health 10000 Attributes AutoJump Attributes Miniboss AutoJumpMin 1 AutoJumpMax 1 item "The Loose Cannon" scale 1.35 WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon Attributes Usebosshealthbar CharacterAttributes { "attach particle effect" 3084 "cancel falling damage" 1 "move speed bonus" 1.5 "allow friendly fire" 1 "dmg taken increased" 0.9 } EventChangeAttributes { THY_END_IS_NOW { item "The Loose Cannon" ItemAttributes { ItemName "tf_weapon_bottle" "is_passive_weapon" 1 "hit self on miss" 1 "fire rate bonus" 0.7 "melee range multiplier" 1.66666 "increased jump height" 1.2 "custom item model" "models/empty.mdl" "custom kill icon" "fists" "apply look velocity on damage" 6666 "apply z velocity on damage" 100 } WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_BOTTLE" 0.01 "tf_weapon_cannon" 0.01 } ItemAttributes { ItemName "The Loose Cannon" "custom item model" "models/empty.mdl" "clip size bonus" 0.25 "allow friendly fire" 1 "grenade launcher mortar mode" 0 "Projectile speed increased" 0.1 "projectile gravity native" 0.4 "explosion particle" "drg_cow_explosioncore_charged_blue" "custom projectile model" "models/empty.mdl" "fire rate bonus" 0.7 "damage bonus" 0.75 "faster reload rate" 0.1 "fuse bonus" 0.0001 "apply look velocity on damage" 20 "Blast radius increased" 2.25 } } PREPARE_THYSELF { Item "The original" ItemAttributes { ItemName "tf_weapon_bottle" "is_passive_weapon" 1 "hit self on miss" 1 "fire rate bonus" 0.7 "melee range multiplier" 1.66666 "increased jump height" 10 "custom item model" "models/empty.mdl" "custom kill icon" "fists" } WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_BOTTLE" 0.01 "tf_weapon_cannon" 0.01 } ItemAttributes { ItemName "The original" "custom item model" "models/empty.mdl" "clip size bonus" 0.25 "Projectile speed increased" 1.5 "explosion particle" "drg_cow_explosioncore_charged_blue" "fire rate bonus" 2 "projectile trail particle" "drg_cow_rockettrail_charged_blue" "faster reload rate" 0.1 "always crit" 1 "damage bonus" 0.25 "Blast radius increased" 2 "kb fall min velocity" 500 // The radius of the fall knockback. 230 by default "kb fall radius" 200 // Small robot stun time of the fall knockback. 5 by default "kb fall stun time" 0.01 // Fall knockback force. 300 by default "kb fall force" 300 // Fall knockback damage. 50 by default "kb fall damage" 20 } } } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 10001 Name "THY_END_IS_NOW" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 9000 Name "PREPARE_THYSELF" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 9000 Name "THY_END_IS_NOW" Delay 5 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 8000 Name "PREPARE_THYSELF" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 8000 Name "THY_END_IS_NOW" Delay 5 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 7000 Name "PREPARE_THYSELF" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 7000 Name "THY_END_IS_NOW" Delay 5 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 6000 Name "PREPARE_THYSELF" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 6000 Name "THY_END_IS_NOW" Delay 5 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 5000 Name "PREPARE_THYSELF" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 5000 Name "THY_END_IS_NOW" Delay 5 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 4000 Name "PREPARE_THYSELF" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 4000 Name "THY_END_IS_NOW" Delay 5 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 3000 Name "PREPARE_THYSELF" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 3000 Name "THY_END_IS_NOW" Delay 5 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 2000 Name "PREPARE_THYSELF" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 2000 Name "THY_END_IS_NOW" Delay 5 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 1000 Name "PREPARE_THYSELF" Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Repeats 1 IfHealthBelow 1000 Name "THY_END_IS_NOW" Delay 5 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) } } } } }