// Watermine Expert - Electrolysis made by Sergeant Table // "Overproductive Showdown", the final boss theme, made by GoodBobFR #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_gatebot.pop // // Starting Currency: 400 // // +----------+----------+----------+ // | Wave | Currency | A+ | // +----------+----------+----------+ // | Wave 1 | 600 | 700 | // | Wave 2 | 700 | 800 | // | Wave 3 | 700 | 800 | // | Wave 4 | 1000 | 1100 | // | Wave 5 | 700 | 800 | // | Wave 6 | 1000 | 1100 | // +----------+----------+----------+ // | Total | 4700 | 5300 | // +----------+----------+----------+ // quepereza { StartingCurrency 400 RespawnWaveTime 3 TextPrintTime 0 CanBotsAttackWhileInSpawnRoom no AddSentryBusterWhenDamageDealtExceeds 4000 PrecacheSound "woter.mp3" PrecacheSound "bossrushdemo.mp3" BodyPartScaleSpeed 14 Templates { T_TFGateBot_Giant_Scout_Fast { Class Scout Name "Super Scout" Name "Super Scout" ClassIcon scout_giant_fast Skill Easy Health 1200 EventChangeAttributes { Default { Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. Tag bot_giant Tag bot_prefer_conveyor_barrier BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Item "The Holy Mackerel" WeaponRestrictions MeleeOnly Attributes MiniBoss CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } RevertGateBotsBehavior { Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Tag bot_giant Item "MvM GateBot Light Scout" Item "The Holy Mackerel" Attributes AlwaysCrit WeaponRestrictions MeleeOnly Attributes MiniBoss ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } } T_TFGateBot_Heavy_IronFist_Airblast { Class Heavyweapons Name "Steel Gauntlet" ClassIcon heavy_steelfist Health 900 Scale 1.5 EventChangeAttributes { Default { Tag nav_front_flank_prefer // bots coming from the front flank will avoid the rock tunnel and take the flanking path. Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. Tag bot_prefer_conveyor_barrier BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "Fists of Steel" Item "MvM GateBot Light Heavy" WeaponRestrictions MeleeOnly Skill Expert } RevertGateBotsBehavior { Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Skill Expert Item "Fists of Steel" Item "The carl" Item "MvM GateBot Light Heavy" WeaponRestrictions MeleeOnly ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } ItemAttributes { ItemName "Fists of Steel" "damage causes airblast" 1 "damage bonus" 1.5 } } } } T_TFGateBot_Soldier_Shovel_Bitches { Class Soldier Name "how about you dig some bitches" ClassIcon soldier_shovel Health 200 EventChangeAttributes { Default { Tag nav_front_flank_prefer // bots coming from the front flank will avoid the rock tunnel and take the flanking path. Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 1.5 "cancel falling damage" 1 "torso scale" 0.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert WeaponRestrictions MeleeOnly Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. CharacterAttributes { "move speed bonus" 1.5 "cancel falling damage" 1 "torso scale" 0.5 } } } } T_TFGateBot_Soldier_Expert { Class Soldier EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Hard } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard } } } T_TFGateBot_Demoknight_hi { Class Demoman Name "hi" ClassIcon demoknight Skill Hard EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Hard WeaponRestrictions MeleeOnly CharacterAttributes { "cancel falling damage" 1 "charge time increased" 2 "mult charge turn control" 2 } ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } ItemAttributes { ItemName "The Claidheamohmor" "critboost on kill" 3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" CharacterAttributes { "cancel falling damage" 1 "charge time increased" 2 "mult charge turn control" 2 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Claidheamohmor" "critboost on kill" 3 } } } } T_TFGateBot_Soldier_Shotgun_Normal { Class Soldier ClassIcon heavy_shotgun EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Normal WeaponRestrictions SecondaryOnly } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal WeaponRestrictions SecondaryOnly } } } T_TFGateBot_Pyro_Shotgun_Normal { Class Pyro ClassIcon heavy_shotgun EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Skill Normal WeaponRestrictions SecondaryOnly } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Normal WeaponRestrictions SecondaryOnly } } } T_TFGateBot_Sniper_Huntsman_Spammer { Class Sniper Name "Bowman Rapid Fire" "scale" 1.5 Health 1200 ClassIcon sniper_bow_multi_penetrator_fix EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" Item "The Huntsman" Skill Hard Tag bot_giant ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } Item "The Huntsman" Skill Hard Tag bot_giant ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } } } T_TFGateBot_Sniper_Huntsman { Class Sniper Name "Bowman Rapid Fire" "scale" 1.5 Health 1200 ClassIcon sniper_bow_multi_penetrator_fix EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" Item "The Huntsman" Skill Hard Tag bot_giant ItemAttributes { ItemName "The Huntsman" "damage bonus" 0.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } Item "The Huntsman" Skill Hard Tag bot_giant ItemAttributes { ItemName "The Huntsman" "damage bonus" 0.5 } } } } T_TFGateBot_Soldier_Extended_Concheror { Class Soldier Name "Extended Buff Soldier" ClassIcon soldier_buff EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "The Concheror" CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "The Concheror" CharacterAttributes { "increase buff duration" 9.0 } } } } T_TFGateBot_Soldier_Extended_Buff_Banner { Class Soldier Name "Extended Buff Soldier" ClassIcon soldier_buff EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "The Buff Banner" CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "The Buff Banner" CharacterAttributes { "increase buff duration" 9.0 } } } } T_TFGateBot_Soldier_Extended_Battalion { Class Soldier Name "Extended Backup Soldier" ClassIcon soldier_backup EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "The Battalion's Backup" CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "The Battalion's Backup" CharacterAttributes { "increase buff duration" 9.0 } } } } T_TFGateBot_Giant_Demoman { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon demo_giant Health 3300 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Skill Expert ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Skill Expert ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } T_TFGateBot_Soldier_Larry { Class Soldier Name "Larry" ClassIcon soldier_gib_jumper_lite Health 10000 Autojumpmax 1 Autojumpmin 1 Action Mobber AlwaysGLow 1 WeaponSwitch { Type "Melee" MaxTargetRange 200 MinTargetRange 1 Delay 0.1 Repeats 0 Cooldown 0 IfSeeTarget 1 } WeaponSwitch { Type "Primary" MaxTargetRange 9999 MinTargetRange 301 Delay 0.1 Repeats 0 Cooldown 0 IfSeeTarget 1 } EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_giant BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Expert MaxVisionRange 1300 Attributes UseBossHealthBar Attributes Autojump Attributes DisableDodge ExtAttr IgnoreBuildings ItemAttributes { ItemName "tf_weapon_rocketlauncher" "override projectile type" 3 "fuse bonus" 0.295 "damage bonus" 0.5 "faster reload rate" 0.01 "fire rate bonus" 1.2 "clip size bonus" 5 "apply look velocity on damage" 1300 "apply z velocity on damage" 250 "Projectile speed increased HIDDEN" 2 "projectile no deflect" 1 } ItemAttributes { Itemname "the market gardener" "deploy time decreased" 0.01 "damage bonus" 1.5 "dmg bonus vs buildings" 5 } ItemAttributes { Itemname "The Mantreads" "increased air control" 4 } CharacterAttributes { "attach particle effect" 3042 "blast dmg to self increased" 0.2 "cancel falling damage" 1 "melee range multiplier" 2.5 "increased jump height" 0.9 "damage force reduction" 0.1 "dmg from ranged reduced" 0.85 "cannot be backstabbed" 1 } Item "the market gardener" Item "The Mantreads" } RevertGateBotsBehavior { Tag bot_giant Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert MaxVisionRange 1300 Attributes UseBossHealthBar Attributes Autojump Attributes DisableDodge ExtAttr IgnoreBuildings ItemAttributes { ItemName "tf_weapon_rocketlauncher" "override projectile type" 3 "fuse bonus" 0.295 "damage bonus" 0.5 "faster reload rate" 0.01 "fire rate bonus" 1.2 "clip size bonus" 5 "apply look velocity on damage" 1300 "apply z velocity on damage" 250 "Projectile speed increased HIDDEN" 2 "projectile no deflect" 1 } ItemAttributes { Itemname "the market gardener" "deploy time decreased" 0.01 "damage bonus" 1.5 "dmg bonus vs buildings" 5 } ItemAttributes { Itemname "The Mantreads" "increased air control" 4 } CharacterAttributes { "attach particle effect" 3042 "blast dmg to self increased" 0.2 "cancel falling damage" 1 "melee range multiplier" 2.5 "increased jump height" 0.9 "damage force reduction" 0.1 "dmg from ranged reduced" 0.85 "cannot be backstabbed" 1 } Item "the market gardener" Item "The Mantreads" } } } T_TFGateBot_Chargin_Demo { Class Demoman Name "Chargin' Demo" ClassIcon demo_targe_nys Health 300 Scale 1.4 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Hard Item "the loch-n-load" Item "the chargin' targe" } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Hard Item "the loch-n-load" Item "the chargin' targe" } } } T_TFGateBot_Medic_QuickUber { Class Medic Name "Uber Medic" ClassIcon medic_uber EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Medic" Skill Normal Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 0.1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Medic" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Medic" "item style override" 1 } Skill Normal Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 0.1 } } } } T_TFGateBot_Demoman_Samurai { Class Demoman Name "Samurai Demo" ClassIcon demoknight_samurai Health 650 Scale 1.3 AutoJumpMin 10 AutoJumpMax 10 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Expert Attributes SpawnWithFullCharge Item "The Half-Zatoichi" Item "The Splendid Screen" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } WeaponRestrictions MeleeOnly Attributes AirChargeOnly //Attributes AlwaysCrit Attributes AutoJump CharacterAttributes { "charge time increased" 2 "charge recharge rate increased" 7 "increased jump height" 2.3 "bot custom jump particle" 1 "damage bonus" 1.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Expert Attributes SpawnWithFullCharge Item "The Half-Zatoichi" Item "The Splendid Screen" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } Item "Demo Kabuto" WeaponRestrictions MeleeOnly Attributes AirChargeOnly //Attributes AlwaysCrit Attributes AutoJump CharacterAttributes { "charge time increased" 2 "charge recharge rate increased" 7 "increased jump height" 2.3 "bot custom jump particle" 1 "damage bonus" 1.5 } } } } T_TFGateBot_Demoman_Private_Bomber { Class Demoman Name "Private Bomber" ClassIcon demo_bomber Health 5000 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Expert Item "The King of Scotland Cape" WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.2 "faster reload rate" 0.3 "clip size penalty" 3.0 "Projectile speed increased" 1.5 } CharacterAttributes { "move speed bonus" 0.55 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "gesture speed increase" 5 "mod weapon blocks healing" 1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Expert Item "Prince Tavish's Crown" Item "The King of Scotland Cape" Item "The Bolted Bombardier" WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.2 "faster reload rate" 0.3 "clip size penalty" 3.0 "Projectile speed increased" 1.5 } CharacterAttributes { "move speed bonus" 0.55 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "gesture speed increase" 5 "mod weapon blocks healing" 1 } } } } T_TFGateBot_Soldier_Giga_Burst { Class Soldier Name "Giga Burst Fire Soldier" ClassIcon soldier_burstfire_hyper_lite Health 5000 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.9 "gesture speed increase" 5 "mod weapon blocks healing" 1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.9 "gesture speed increase" 5 "mod weapon blocks healing" 1 } } } } T_TFGateBot_Giant_Scout_Fast { Class Scout Name "Super Scout" ClassIcon scout_giant_fast Skill Easy Health 1200 EventChangeAttributes { Default { Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. Tag bot_giant BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Item "The Holy Mackerel" WeaponRestrictions MeleeOnly Attributes MiniBoss CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } RevertGateBotsBehavior { Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Tag bot_giant Item "MvM GateBot Light Scout" Item "The Holy Mackerel" Attributes AlwaysCrit WeaponRestrictions MeleeOnly Attributes MiniBoss ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } } // TEMPLATE ADD } CustomWeapon { "matateputa" { OriginalItemName "tf_weapon_rocketlauncher" "damage causes airblast" 10 "blast dmg to self increased" 0 "self dmg push force decreased" 0 "blast radius increased" 2.5 "damage bonus" 2 "dmg bonus vs buildings" 3 } "not_this_one" { OriginalItemName "the flare gun" "Projectile speed decreased" 0.15 "projectile trail particle" "eyeboss_projectile" "projectile spread angle penalty" 90 "mod projectile heat seek power" 90 "mod projectile heat aim error" 360 "mod projectile heat aim time" 2.5 "damage bonus" 3 } "no_you_cannot_have_this_weapon" { OriginalItemName "tf_weapon_rocketlauncher" "mult projectile scale" 0.4 "custom projectile size" 0.1 "projectile spread angle penalty" 55 "projectile gravity" 750 "projectile speed decreased" 0.55 "add damage type" 128 "remove damage type" 64 "blast radius decreased" 0.5 "damage bonus" 2 "set damagetype ignite" 8 "weapon burn dmg increased" 3 "blast dmg to self increased" 0 "self dmg push force decreased" 0 "mult dmg vs giants" 2.5 // You know if you manage to reflect "projectile trail particle" "manmelter_projectile_trail" "explosion particle" "rd_robot_explosion_smoke_linger" "custom projectile model" "models/props_coalmines/boulder3_medium.mdl" "custom weapon fire sound" "=55|weapons\rpg\rocketfire1.wav" "custom impact sound" "=75|weapons\explode4.wav" "no self effect" 1 } "no_you_cannot_have_this_weapon_either" { OriginalItemName "The Dragon's Fury" "custom weapon fire sound" "ambient\fireball.wav" "damage bonus" 2 } } PointTemplates { DrillTankV2 { NoFixup 1 info_target { "targetname" "repair_here" "origin" "0 0 0" } logic_relay { "targetname" "tank_drill" "onspawn" "!parent,addoutput,onuser4 @c@!self:fireuser1::0:-1,0,-1" } trigger_brush { "targetname" "drill_trap" "origin" "182 0 86" "mins" "0 -25 -50" "maxs" "50 25 30" "onuser1" "!self,disable,,0,-1" } trigger_multiple { "targetname" "drill_hurt" "origin" "182 0 86" "mins" "-50 -40 -50" "maxs" "50 40 50" "spawnflags" "1" "ontrigger" "driller,SetSpeed,25,0,-1" "ontrigger" "!activator,bleedplayer,1,0,-1" "ontrigger" "!activator,$takedamage,25,0,-1" "ontrigger" "!activator,$takedamage,25,0.25,-1" "ontrigger" "!activator,$takedamage,25,0.50,-1" "ontrigger" "!activator,$takedamage,25,0.75,-1" "ontrigger" "drill,Pitch,100,0,-1" "ontrigger" "drill2,Pitch,100,0.25,-1" "ontrigger" "drill3,Pitch,100,0.50,-1" "ontrigger" "drill4,Pitch,100,0.75,-1" "onendtouch" "driller,SetSpeed,75,0,-1" "wait" "0.1" "onuser1" "!self,disable,,0,-1" } ambient_generic { "targetname" "drill" "message" "ambient\grinder\grinderbot_01.wav" "health" "10" "pitch" "100" "pitchstart" "100" "radius" "5000" "spawnflags" "17" "sourceentityname" "!parent" "onuser1" "!self,stopsound,,0,-1" } ambient_generic { "targetname" "drill2" "message" "ambient\grinder\grinderbot_02.wav" "health" "10" "pitch" "100" "pitchstart" "100" "radius" "5000" "spawnflags" "17" "sourceentityname" "!parent" "onuser1" "!self,stopsound,,0,-1" } ambient_generic { "targetname" "drill3" "message" "ambient\grinder\grinderbot_03.wav" "health" "10" "pitch" "100" "pitchstart" "100" "radius" "5000" "spawnflags" "17" "sourceentityname" "!parent" "onuser1" "!self,stopsound,,0,-1" } ambient_generic { "targetname" "drill4" "message" "mvm\physics\robo_impact_hard_05.wav" "health" "10" "pitch" "100" "pitchstart" "100" "radius" "5000" "spawnflags" "17" "sourceentityname" "!parent" "onuser1" "!self,stopsound,,0,-1" } ambient_generic { "targetname" "drill_sound" "message" "ambient/sawblade.wav" "health" "10" "pitch" "60" "pitchstart" "60" "radius" "5000" "sourceentityname" "!parent" "onuser1" "!self,stopsound,,0,-1" } ambient_generic { "targetname" "drill_sound" "message" "ambient/sawblade.wav" "health" "10" "pitch" "60" "pitchstart" "60" "radius" "5000" "sourceentityname" "!parent" "onuser1" "!self,stopsound,,0,-1" } } MissionName { point_populator_interface { "targetname" "pop_interface" } logic_relay { "targetname" "name" "OnTrigger" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName, Gravel Electrolysis (Expert),0,-1" } OnSpawnOutput { Target "name" Action "trigger" Delay 0 } filter_activator_tfteam { "targetname" "redteam" "teamnum" "2" } filter_activator_tfteam { "targetname" "blueteam" "teamnum" "3" } } boss_dead_pyro { OnSpawnOutput { Target "pyrocosmetic*" Action "TurnOff" } OnParentKilledOutput { Target "cleanupbots" Action Enable } OnParentKilledOutput { Target "spawnbot*" Action disable } OnParentKilledOutput { Target "chief_pyro_down" Action "Enable" } OnParentKilledOutput { Target "tf_gamerules" Action "PlayVO" Param "vo\mvm\mght\pyro_mvm_m_helpme01.mp3" Delay "0.1" } OnParentKilledOutput { Target "blowthemf" Action "Enable" Delay 1.15 } OnParentKilledOutput { Target "pyrocosmetic" Action "TurnOn" } OnParentKilledOutput { Target "chief_pyro_down" Action "SetPlaybackRate" Param "0.5" Delay 1.3 } trigger_hurt { "targetname" "cleanupbots" "origin" "0 0 0" "mins" "-5000 -5000 -5000" //Trigger bounds, relative to origin "maxs" "5000 5000 5000" "damage" "3000000" "damagecap" "3000000" "damagemodel" "0" "damagetype" "16" "filtername" "blueteam" "nodmgforce" "1" "spawnflags" "1" "StartDisabled" "1" } prop_dynamic_ornament { "targetname" "pyrocosmetic" "model" "models/workshop/player/items/pyro/tw_pyrobot_armor/tw_pyrobot_armor.mdl" "solid" "0" "disablebonefollowers" "1" "disableshadows" "1" "skin" "1" "initialowner" "chief_pyro_down" } logic_timer { "targetname" "blowthemf" "OnTimer" "deezexplosions,pickrandomshuffle,,0,-1" "RefireTime" "0.23" "StartDisabled" "1" } logic_case { "targetname" "deezexplosions" "OnCase01" "generator_explosion,trigger,,0,-1" "OnCase02" "generator_explosion1,trigger,,0,-1" "OnCase03" "generator_explosion2,trigger,,0,-1" "OnCase04" "generator_explosion3,trigger,,0,-1" "OnCase05" "generator_explosion4,trigger,,0,-1" "OnCase06" "generator_explosion5,trigger,,0,-1" "OnCase07" "generator_explosion6,trigger,,0,-1" "OnCase08" "generator_explosion7,trigger,,0,-1" } logic_relay { "targetname" "generator_explosion" "OnTrigger" "explosion,start,,0,-1" "OnTrigger" "explosion,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,weapons\airstrike_small_explosion_01.wav,0,-1" } logic_relay { "targetname" "generator_explosion1" "OnTrigger" "explosion1,start,,0,-1" "OnTrigger" "explosion1,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,weapons\airstrike_small_explosion_02.wav,0,-1" } logic_relay { "targetname" "generator_explosion2" "OnTrigger" "explosion2,start,,0,-1" "OnTrigger" "explosion2,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,ambient\explosions\explode_7.wav,0,-1" } logic_relay { "targetname" "generator_explosion3" "OnTrigger" "explosion3,start,,0,-1" "OnTrigger" "explosion3,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,weapons\airstrike_small_explosion_03.wav,0,-1" } logic_relay { "targetname" "generator_explosion4" "OnTrigger" "explosion4,start,,0,-1" "OnTrigger" "explosion4,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,ambient\explosions\explode_3.wav,0,-1" } logic_relay { "targetname" "generator_explosion5" "OnTrigger" "explosion5,start,,0,-1" "OnTrigger" "explosion5,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,weapons\airstrike_small_explosion_02.wav,0,-1" } logic_relay { "targetname" "generator_explosion6" "OnTrigger" "explosion6,start,,0,-1" "OnTrigger" "explosion6,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,ambient\explosions\explode_7.wav,0,-1" } logic_relay { "targetname" "generator_explosion7" "OnTrigger" "explosion7,start,,0,-1" "OnTrigger" "explosion7,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,ambient\explosions\explode_4.wav,0,-1" } logic_relay { "targetname" "boom" "OnTrigger" "boomexplosion,start,,0,-1" "OnTrigger" "boomexplosion,stop,,0.1,-1" "OnTrigger" "player,$PlaySoundToSelf,items\cart_explode.wav,0,-1" } info_particle_system { "targetname" "explosion" "origin" "20 20 30" "angles" "0 0 0" "effect_name" "ExplosionCore_MidAir" } info_particle_system { "targetname" "explosion1" "origin" "0 0 110" "angles" "0 0 0" "effect_name" "ExplosionCore_MidAir" } info_particle_system { "targetname" "explosion2" "origin" "-30 0 70" "angles" "0 0 0" "effect_name" "ExplosionCore_MidAir" } info_particle_system { "targetname" "explosion3" "origin" "0 -20 60" "angles" "0 0 0" "effect_name" "ExplosionCore_MidAir" } info_particle_system { "targetname" "boomexplosion" "origin" "20 -20 90" "angles" "0 0 0" "effect_name" "hightower_explosion" } info_particle_system { "targetname" "explosion4" "origin" "0 20 60" "angles" "0 0 0" "effect_name" "ExplosionCore_MidAir" } info_particle_system { "targetname" "explosion5" "origin" "20 0 60" "angles" "0 0 0" "effect_name" "ExplosionCore_MidAir" } info_particle_system { "targetname" "explosion6" "origin" "0 0 60" "angles" "0 0 0" "effect_name" "ExplosionCore_MidAir" } info_particle_system { "targetname" "explosion7" "origin" "0 10 60" "angles" "0 0 0" "effect_name" "ExplosionCore_MidAir" } prop_dynamic { "targetname" "chief_pyro_down" "origin" "0 0 0" "angles" "0 0 0" "color" "255 255 255" "model" "models\bots\pyro_boss\bot_pyro_boss.mdl" "modelscale" "1.75" "defaultanim" "primary_death_headshot" "disablebonefollowers" "1" "OnAnimationBegun" "!self,SetPlaybackRate,0,,-1" "OnAnimationDone" "!self,SetPlaybackRate,0,,-1" "OnAnimationDone" "bossdeath1,trigger,0,-1" "OnAnimationDone" "!self,Kill,,0,-1" "OnAnimationDone" "blowthemf,disable,,0,-1" "startdisabled" "1" "skin" "1" } KeepAlive 1 logic_relay { "targetname" "bossdeath1" "OnTrigger" "boss_is_dead,Start,,0,-1" "OnTrigger" "boss_is_dead,Stop,,10,-1" "OnTrigger" "boss_is_dead1,Start,,0,-1" "OnTrigger" "boss_is_dead1,Stop,,10,-1" "OnTrigger" "shake_boss,StartShake,,0,-1" "ontrigger" "player,$playsoundtoself,npc/turret_floor/die.wav,0,-1" "ontrigger" "player,$playsoundtoself,mvm\mvm_tank_end.wav,0,-1" "ontrigger" "player,$playsoundtoself,mvm\mvm_tank_explode.wav,0,-1" } KeepAlive 1 info_particle_system { "targetname" "boss_is_dead" "origin" "0 0 0" "angles" "-90 0 0" "effect_name" "mvm_tank_destroy" } KeepAlive 1 info_particle_system { "targetname" "boss_is_dead1" "origin" "0 0 0" "angles" "-90 0 0" "effect_name" "rd_robot_explosion" } KeepAlive 1 env_shake { "spawnflags" "1" "amplitude" "16" "duration" "3" "frequency" "9" "targetname" "shake_boss" } } outtathepit { trigger_catapult { "targetname" "targe_push" "playerspeed" "1200" "physicsSpeed" "1200" "mins" "-500 -500 -80" "maxs" "500 500 80" "origin" "5068 2328 72" "applyAngularImpulse" "1" "entryAngleTolerance" "-1.0" "AirCtrlSupressionTime" "0.33" "onlyVelocityCheck" "0" "lowerthreshold" "0" "upperthreshold" "0.75" "useExactVelocity" "0" "spawnflags" "1" "launchTarget" "targe_target" "filtername" "blueteam" "OnCatapulted" "fuckno,trigger,,0,-1" } info_target { "targetname" "targe_target" "origin" "5451 2095 723" } trigger_catapult { "targetname" "targe_push_2" "playerspeed" "2500" "physicsSpeed" "2500" "mins" "-600 -600 -80" "maxs" "600 600 250" "origin" "5080 3670 0" "applyAngularImpulse" "1" "entryAngleTolerance" "-1.0" "AirCtrlSupressionTime" "0.33" "onlyVelocityCheck" "0" "lowerthreshold" "0" "upperthreshold" "0.75" "useExactVelocity" "1" "spawnflags" "1" "launchTarget" "targe_target_2" "filtername" "blueteam" "OnCatapulted" "fuckno,trigger,,0,-1" "OnCatapulted" "!activator,$takedamage,1000,0,-1" } info_target { "targetname" "targe_target_2" "origin" "4335 3405 2473" } } boss { OnSpawnOutput { Target "boss_intro" Action "trigger" Delay 13 } OnSpawnOutput { Target "upper_text" Action "Display" Delay 15.1 } OnSpawnOutput { Target "text_lower" Action "Display" Delay 16 } OnSpawnOutput { Target "muerte" Action $SetOwner Param "@p@boss_thingy" Delay 0 } logic_relay { "targetname" "justtodisable" "OnTrigger" "bossattacks,pickrandomshuffle,,0,-1" } logic_relay { "targetname" "justtodisable2" "OnTrigger" "bossattacks2,pickrandomshuffle,,0,-1" "startdisabled" "1" } logic_relay { "targetname" "phase2transition" "OnTrigger" "tf_gamerules,PlayVO,vo\mvm\mght\pyro_mvm_m_jeers02.mp3,0.4,-1" "OnTrigger" "tf_gamerules,PlayVO,vo\mvm\mght\pyro_mvm_m_paincrticialdeath03.mp3,1.8,-1" "OnTrigger" "tf_gamerules,PlayVO,vo\mvm\mght\pyro_mvm_m_jeers02.mp3,0.4,-1" "OnTrigger" "tf_gamerules,PlayVO,vo\mvm\mght\pyro_mvm_m_paincrticialdeath03.mp3,1.8,-1" "OnTrigger" "tf_gamerules,PlayVO,ambient\explosions\explode_3.wav,0,-1" "OnTrigger" "justtodisable,disable,,0,-1" "OnTrigger" "justtodisable2,enable,,8,-1" "OnTrigger" "justtodisable2,trigger,,10.1,-1" "OnTrigger" "pop_interface,ChangeBotAttributes,intermission,0,-1" "OnTrigger" "@p@boss_thingy,$AddPlayerAttribute,no_attack|1,0.2,-1" "OnTrigger" "@p@boss_thingy,$RemovePlayerAttribute,no_attack,10,-1" "OnTrigger" "@p@boss_thingy,$AddPlayerAttribute,move speed bonus|0.1,0.2,-1" "OnTrigger" "fuckno,trigger,,5,1" // "OnTrigger" "@p@boss_thingy,$PlaySequence,taunt_lollichop,1.5,-1" "OnTrigger" "bosspyroexplosion,start,,0,-1" "OnTrigger" "bosspyroexplosion,stop,,1,-1" } tf_point_weapon_mimic // the most rudest way to die from this shit { "targetname" "killyourself" "origin" "500 0 20" "angles" "270 0 0" "teamnum" "3" "$weaponname" "no_you_cannot_have_this_weapon" "$weaponnosound" "0" } tf_point_weapon_mimic // the most rudest way to die from this shit { "targetname" "muerte" "origin" "100 0 110" "angles" "0 0 0" "teamnum" "3" "$weaponname" "no_you_cannot_have_this_weapon_either" } tf_point_weapon_mimic // the most rudest way to die from this shit { "targetname" "destruccion" "origin" "0 0 150" "angles" "20 0 0" "teamnum" "3" "$weaponname" "not_this_one" } tf_point_weapon_mimic // the most rudest way to die from this shit { "targetname" "killyourse" "origin" "0 0 20" "angles" "90 0 0" "teamnum" "3" "$weaponname" "matateputa" } tf_point_weapon_mimic { "targetname" "killyourse" "spawnflags" "1" "angles" "0 0 0" "origin" "500 0 20" "teamnum" "3" "Crits" "0" "Damage" "300" "ModelScale" "1" "SpeedMax" "0" "SpeedMin" "0" "SplashRadius" "350" "SpreadAngle" "0" "WeaponType" "3" "OnUser4" "!self,DetonateStickies,,0.1,-1" } tf_point_weapon_mimic { "targetname" "killyourse" "spawnflags" "1" "angles" "0 0 0" "origin" "400 0 20" "teamnum" "3" "Crits" "0" "Damage" "300" "ModelScale" "1" "SpeedMax" "0" "SpeedMin" "0" "SplashRadius" "350" "SpreadAngle" "0" "WeaponType" "3" "OnUser4" "!self,DetonateStickies,,0.1,-1" } tf_point_weapon_mimic { "targetname" "killyourse" "spawnflags" "1" "angles" "0 0 0" "origin" "300 0 20" "teamnum" "3" "Crits" "0" "Damage" "300" "ModelScale" "1" "SpeedMax" "0" "SpeedMin" "0" "SplashRadius" "350" "SpreadAngle" "0" "WeaponType" "3" "OnUser4" "!self,DetonateStickies,,0.1,-1" } tf_point_weapon_mimic { "targetname" "killyourse" "spawnflags" "1" "angles" "0 0 0" "origin" "200 0 20" "teamnum" "3" "Crits" "0" "Damage" "300" "ModelScale" "1" "SpeedMax" "0" "SpeedMin" "0" "SplashRadius" "350" "SpreadAngle" "0" "WeaponType" "3" "OnUser4" "!self,DetonateStickies,,0.1,-1" } tf_point_weapon_mimic { "targetname" "killyourse" "spawnflags" "1" "angles" "0 0 0" "origin" "100 0 20" "teamnum" "3" "Crits" "0" "Damage" "300" "ModelScale" "1" "SpeedMax" "0" "SpeedMin" "0" "SplashRadius" "350" "SpreadAngle" "0" "WeaponType" "3" "OnUser4" "!self,DetonateStickies,,0.1,-1" } game_text { "origin" "1984 1984 99999" "targetname" "upper_text" "message" "WATERMINE SUPERVI- wait where the fuck am i" "x" "-1" "y" "0.4" "spawnflags" "1" "effect" "2" "channel" "2" "color" "255 255 255" "fxtime" "0.2" "fadeout" "1" //"fadein" "0" "holdtime" "5" } game_text { "origin" "1984 1984 99999" "targetname" "text_lower" "message" "john electrolysis" "x" "-1" "y" "0.45" "channel" "1" "spawnflags" "1" "color" "255 0 0" "fadein" "0.2" "fadeout" "1" "holdtime" "3.8" } env_shake { "amplitude" "3000" "duration" "3" "frequency" "100" "targetname" "abrawlissurelybrewing" } logic_relay { "targetname" "boss_intro" "OnTrigger" "tf_gamerules,PlayVO,mvm/giant_heavy/giant_heavy_entrance.wav,2.1,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm/giant_heavy/giant_heavy_entrance.wav,2.1,-1" "OnTrigger" "tf_gamerules,PlayVO,npc\combine_gunship\ping_patrol.wav,2.9,-1" "OnTrigger" "player,$DisplayTextChat,{yellow}///NOW PLAYING: OVERPRODUCTIVE SHOWDOWN BY GOODBOBFR///,3.25,-1" } logic_relay { "targetname" "axeattack" "OnTrigger" "abrawlissurelybrewing,startshake,,3,-1" "OnTrigger" "tf_gamerules,PlayVO,mvm/mvm_deploy_giant.wav,0.17,-1" "OnTrigger" "tf_gamerules,PlayVO,ambient\explosions\explode_7.wav,3,-1" "OnTrigger" "tf_gamerules,PlayVO,ambient\explosions\explode_7.wav,3,-1" "OnTrigger" "tf_gamerules,PlayVO,vo\mvm\mght\pyro_mvm_m_laugh_addl04.mp3,3.5,-1" "OnTrigger" "tf_gamerules,PlayVO,vo\mvm\mght\pyro_mvm_m_laugh_addl04.mp3,3.5,-1" "OnTrigger" "@p@boss_thingyRunScriptCodeself.AddCustomAttribute(`hand scale`,7,-1)0-1" "OnTrigger" "@p@boss_thingyRunScriptCodeself.AddCustomAttribute(`fire rate bonus`,10,-1)0-1" "OnTrigger" "@p@boss_thingyRunScriptCodeself.AddCustomAttribute(`gesture speed increase`,0.1,-1)0.2-1" "OnTrigger" "@p@boss_thingyRunScriptCodeself.AddCustomAttribute(`gesture speed increase`,0,-1)0.4-1" "OnTrigger" "@p@boss_thingyRunScriptCodeself.AddCustomAttribute(`move speed bonus`,0,-1)0-1" "OnTrigger" "@p@boss_thingyRunScriptCodeself.AddCustomAttribute(`move speed bonus`,0.55,-1)3-1" "OnTrigger" "@p@boss_thingyRunScriptCodeself.RemoveCustomAttribute(`hand scale`)3-1" "OnTrigger" "@p@boss_thingyRunScriptCodeself.RemoveCustomAttribute(`fire rate bonus`)3-1" "OnTrigger" "@p@boss_thingyRunScriptCodeself.RemoveCustomAttribute(`gesture speed increase`)2.8-1" "OnTrigger" "@p@boss_thingyRunScriptCodeself.RemoveCustomAttribute(`attach particle effect`)2.8-1" "OnTrigger" "@p@boss_thingyRunScriptCodeself.RemoveCustomAttribute(`attach particle effect`)5.8-1" "OnTrigger" "killyourse,fireonce,,3,-1" "OnTrigger" "killyourself,firemultiple,10,3,-1" } logic_timer { "targetname" "fireballtimer" "Ontimer" "tf_gamerules,PlayVO,vo\mvm\mght\taunts\pyro_mvm_m_taunts02.mp3,0.17,-1" "Ontimer" "tf_gamerules,PlayVO,vo\mvm\mght\taunts\pyro_mvm_m_taunts02.mp3,0.17,-1" "OnTimer" "muerte,fireonce,,1,-1" "OnTimer" "muerte,fireonce,,1.5,-1" "OnTimer" "muerte,fireonce,,2,-1" "OnTimer" "muerte,fireonce,,2.5,-1" "OnTimer" "muerte,fireonce,,3,-1" "RefireTime" "10" "StartDisabled" "1" } trigger_hurt { "targetname" "haha_boom_2" "origin" "0 0 0" "angles" "0 0 0" "mins" "-300 -300 -750" "maxs" "300 300 750" "damagetype" "64" "damage" "750" "StartDisabled" "1" "spawnflags" "64" "filtername" "redteam" } trigger_hurt { "targetname" "haha_boom" "origin" "0 0 0" "angles" "0 0 0" "mins" "-400 -400 -750" "maxs" "400 400 750" "damagetype" "64" "damage" "500" "StartDisabled" "1" "spawnflags" "64" "filtername" "redteam" } logic_relay { "targetname" "whatthefuckiswrongwithmewhydoesallmybossesendupwithabajillionlogicrelays" "OnTrigger" "tf_gamerules,PlayVO,vo\mvm\mght\pyro_mvm_m_autoonfire01.mp3,0,-1" "OnTrigger" "tf_gamerules,PlayVO,vo\mvm\mght\pyro_mvm_m_autoonfire01.mp3,0,-1" "OnTrigger" "tf_gamerules,PlayVO,misc\halloween\spell_meteor_impact.wav,2.7,-1" "OnTrigger" "haha_boom,enable,,2.7,-1" "OnTrigger" "haha_boom,disable,,2.71,-1" "OnTrigger" "bosspyroexplosion,start,,2.7,-1" "OnTrigger" "bosspyroexplosion,stop,,6,-1" "OnTrigger" "destruccion,firemultiple,35,2.7,-1" } info_particle_system { "targetname" "bosspyroexplosion" "origin" "0 0 20" "effect_name" "cinefx_goldrush" "start_active" "0" } logic_relay { "targetname" "fuckno" "OnTrigger" "@p@boss_thingy,$PlaySequence,taunt_flip_success_receiver,0.2,-1" "OnTrigger" "@p@boss_thingy,$AddPlayerAttribute,no_attack|1,0,-1" "OnTrigger" "@p@boss_thingy,$RemovePlayerAttribute,no_attack,5,-1" "OnTrigger" "@p@boss_thingy,$AddPlayerAttribute,move speed bonus|0.9,0,-1" "OnTrigger" "@p@boss_thingy,$AddPlayerAttribute,move speed bonus|0.5,2.7,-1" "OnTrigger" "tf_gamerules,PlayVO,vo\mvm\mght\pyro_mvm_m_laughevil04.mp3,0,-1" "OnTrigger" "tf_gamerules,PlayVO,vo\mvm\mght\pyro_mvm_m_laughevil04.mp3,0,-1" "OnTrigger" "tf_gamerules,PlayVO,ambient\explosions\explode_2.wav,2.7,-1" "OnTrigger" "bosspyroexplosion,start,,2.75,-1" "OnTrigger" "bosspyroexplosion,stop,,3,-1" "OnTrigger" "haha_boom,enable,,2.75,-1" "OnTrigger" "haha_boom,disable,,2.76,-1" } OnSpawnOutput { Target boss_thingy Action SetParent Param "!activator" Delay 0.05 } OnSpawnOutput { Target temporary_solution Action $SetOwner Param "@p@boss_thingy" Delay 2 } OnSpawnOutput { target rushstart Action Trigger } info_target { "TargetName" "boss_thingy" "origin" "0 0 0" } ambient_generic { "targetname" "bosstime" "health" "10" "pitch" "100" "spawnflags" "17" "message" "#bossrushdemo.mp3" } logic_relay { "targetname" "rushstart" "spawnflags" "2" "OnTrigger" "bosstime,PlaySound,,0.02,-1" "OnTrigger" "gametime,Trigger,,249,-1" } logic_relay { "targetname" "gametime" "spawnflags" "2" "OnTrigger" "bosstime,StopSound,,0.1,-1" "OnTrigger" "rushstart,Trigger,,0.2,-1" } logic_case { "targetname" "bossattacks" "OnCase01" "pop_interface,ChangeBotAttributes,attack1,0,-1" "OnCase02" "pop_interface,ChangeBotAttributes,attack2,0,-1" "OnCase03" "pop_interface,ChangeBotAttributes,attack3,0,-1" "OnCase04" "pop_interface,ChangeBotAttributes,specialattack,0,-1" "OnCase05" "pop_interface,ChangeBotAttributes,attack4,0,-1" "OnCase06" "pop_interface,ChangeBotAttributes,attack3b,0,-1" "OnCase07" "pop_interface,ChangeBotAttributes,attack2b,0,-1" "OnCase08" "pop_interface,ChangeBotAttributes,attack1b,0,-1" "OnCase09" "pop_interface,ChangeBotAttributes,attack5,0,-1" "OnCase10" "pop_interface,ChangeBotAttributes,specialattack,0,-1" "OnCase11" "pop_interface,ChangeBotAttributes,specialattack,0,-1" } logic_case { "targetname" "bossattacks2" "OnCase01" "pop_interface,ChangeBotAttributes,attack2,0,-1" "OnCase02" "pop_interface,ChangeBotAttributes,attack3,0,-1" "OnCase03" "pop_interface,ChangeBotAttributes,specialattack,0,-1" "OnCase04" "pop_interface,ChangeBotAttributes,attack4,0,-1" "OnCase05" "pop_interface,ChangeBotAttributes,attack3b,0,-1" "OnCase06" "pop_interface,ChangeBotAttributes,attack5,0,-1" "OnCase07" "pop_interface,ChangeBotAttributes,divingpyro,0,-1" "OnCase08" "pop_interface,ChangeBotAttributes,divingpyro,0,-1" "OnCase09" "pop_interface,ChangeBotAttributes,rainblowerexplosion,0,-1" "OnCase10" "pop_interface,ChangeBotAttributes,rainblowerexplosion,0,-1" } } } SpawnTemplate MissionName ExtraTankPath { Name blimp Node "5345 3554 -106" Node "4804 3629 800" Node "4558 3650 900" Node "3670 3541 1000" Node "2237 3622 1100" } Mission { Objective DestroySentries Where spawnbot_main Where spawnbot_gate01 Where spawnbot_gate01_dive_sentrybuster BeginAtWave 1 RunForThisManyWaves 7 InitialCooldown 30 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster CharacterAttributes { "rage giving scale" 0.1 } } } Mission { Objective Sniper Where spawnbot_front_random Where spawnbot_gate01_random BeginAtWave 1 RunForThisManyWaves 2 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Mission { Objective Spy Where spawnbot_front_random Where spawnbot_gate01_random BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Mission { Objective Sniper Where spawnbot_front_random Where spawnbot_gate01_random BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Mission { Objective Spy Where spawnbot_front_random Where spawnbot_gate01_random BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Mission { Objective Engineer Where spawnbot_front_random Where spawnbot_gate01_random BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 90 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn } } Mission { Objective Engineer Where spawnbot_front_random Where spawnbot_gate01_random BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 120 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Mission { Objective Engineer Where spawnbot_front_random Where spawnbot_gate01_random BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 90 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn } } Mission { Objective Engineer Where spawnbot_front_random Where spawnbot_gate01_random BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 60 DesiredCount 2 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Mission { Objective Spy InitialCooldown 20 Where spawnbot_main Where spawnbot_gate01 BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 35 DesiredCount 4 TFBot // Wanted to include the set with Burney's Boney Bonnet but it's Halloween only :( // Adding cosmectics will make it not use its "primary" :( // Attributes can't work on them even under CharacterAttributes UGH { Template T_TFBot_Spy Name "insomniac games' return" Skill Normal ClassIcon spy_pyro MaxVisionRange 800 Attributes SpawnWithFullCharge Item "The Backburner" CharacterAttributes { "hand scale" 1.5 "attach particle effect" 8 "killstreak tier" 1 } // ItemAttributes // { // ItemName "Pyro the Flamedeer" // "set item tint rgb" 8588760 // } // ItemAttributes // { // ItemName "Lurker's Leathers" // "set item tint rgb" 15913788 // } } } // WAVE 1 Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target a_route_relay Action Trigger } WaveSpawn { Name w1a TotalCurrency 150 TotalCount 20 MaxActive 20 SpawnCount 20 WaitBeforeStarting 5 WaitBetweenSpawns 0 Where spawnbot_flank Where spawnbot_gate01_flank TFBot { Template T_TFGateBot_Soldier_Shovel_Bitches } } WaveSpawn { Name w1aa TotalCurrency 150 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_main Where spawnbot_gate01 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber Health 200 } } } WaveSpawn { Name w1b WaitForAllSpawned w1aa TotalCurrency 100 TotalCount 30 MaxActive 12 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 3 Where spawnbot_main Where spawnbot_gate01 TFBot { Name "Scatter-Bonk Scout" Template T_TFBot_Scout_Bonk WeaponRestrictions PrimaryOnly Skill Normal } } WaveSpawn { Name w1ba WaitForAllSpawned w1aa TotalCurrency 50 TotalCount 15 MaxActive 10 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot_main Where spawnbot_gate01 TFBot { Template T_TFGateBot_Heavy_IronFist_Airblast ClassIcon heavy_steelfist_pusher Tag bot_giant } } WaveSpawn { Name w1bb WaitForAllDead w1aa TotalCurrency 100 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 27 Where spawnbot_main Where spawnbot_gate01 TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored Tag bot_giant } } WaveSpawn { WaitForAllSpawned w1b TotalCurrency 50 TotalCount 10 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 Support 1 Where spawnbot_flank Where spawnbot_gate01_flank TFBot { Class Soldier Skill Expert } } } // WAVE 2 Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target b_route_relay Action Trigger } WaveSpawn { Name w2a TotalCurrency 150 TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 18 Where spawnbot_main Where spawnbot_gate01 Squad { TFBot { Template T_TFGateBot_Giant_Demoman ClassIcon demo_spammer_giant } TFBot { Template T_TFGateBot_Soldier_Extended_Concheror Classicon soldier_banner_trio_lite } TFBot { Template T_TFGateBot_Soldier_Extended_Buff_Banner Classicon soldier_banner_trio_lite } TFBot { Template T_TFGateBot_Soldier_Extended_Battalion Classicon soldier_banner_trio_lite } } } WaveSpawn { Name w2aa TotalCurrency 50 TotalCount 70 MaxActive 14 SpawnCount 14 WaitBeforeStarting 3 WaitBetweenSpawns 10 Where spawnbot_flank Where spawnbot_gate01_flank TFBot { Item "The Claidheamohmor" Name "hi" Template T_TFGateBot_Demoknight_hi } } WaveSpawn { Name w2ab WaitForAllSpawned w2a TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 10 FirstSpawnWarningSound mvm\mvm_tank_start.wav Where spawnbot_main Where spawnbot_gate01 Tank { Health 35000 Name Tank Speed 75 StartingPathTrackNode "tank_path_front" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w2b WaitForAllDead w2a TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_main Where spawnbot_gate01 TFBot { Template T_TFBot_Giant_Soldier_Crit Tag bot_giant } } WaveSpawn { Name w2ba WaitForAllSpawned w2ab TotalCurrency 200 TotalCount 50 MaxActive 15 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_flank Where spawnbot_gate01_flank RandomChoice { TFBot { ClassIcon heavy_shotgun Template T_TFGateBot_Soldier_Shotgun_Normal } TFBot { ClassIcon heavy_shotgun Template T_TFGateBot_Heavyweapons_Shotgun } TFBot { ClassIcon heavy_shotgun Template T_TFGateBot_Pyro_Shotgun_Normal } TFBot { ClassIcon heavy_shotgun Template T_TFGateBot_Demoman_Hard } TFBot { ClassIcon heavy_shotgun Template T_TFGateBot_Demoman_Hard } } } } // WAVE 3 Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target a_route_relay Action Trigger } WaveSpawn { Name w3a TotalCurrency 150 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0.1 WaitBetweenSpawns 10 Where spawnbot_main Where spawnbot_gate01 Squad { TFBot { Name "I'm hungry" Template T_TFGateBot_Giant_Heavyweapons_HealOnKill Tag bot_gatebot Item "deflector" Item "officer's ushanka" Item "the apparatchik's apparel" CharacterAttributes { "fire input on kill" "tf_gamerules^PlayVO^vo/sandwicheat09.mp3" "fire input on kill" "tf_gamerules^PlayVO^vo/sandwicheat09.mp3" } } TFBot { Health 650 Name "Armored Uber Medic" Scale 1.4 Template T_TFBot_Medic_QuickUber ClassIcon medic_uber_armored CharacterAttributes { "bot medic uber health threshold" 200 } } TFBot { Health 650 Name "Armored Uber Medic" Scale 1.4 Template T_TFBot_Medic_QuickUber ClassIcon medic_uber_armored CharacterAttributes { "bot medic uber health threshold" 200 } } TFBot { Health 650 Name "Armored Uber Medic" Scale 1.4 Template T_TFBot_Medic_QuickUber ClassIcon medic_uber_armored CharacterAttributes { "bot medic uber health threshold" 200 } } TFBot { Health 650 Name "Armored Uber Medic" Scale 1.4 Template T_TFBot_Medic_QuickUber ClassIcon medic_uber_armored CharacterAttributes { "bot medic uber health threshold" 200 } } } } WaveSpawn { Name w3ab TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_main Where spawnbot_gate01 TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant } } WaveSpawn { Name w3b WaitForAllDead w3a TotalCurrency 100 TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot_flank Where spawnbot_gate01_flank TFBot { Template T_TFGateBot_Sniper_Huntsman_Spammer ClassIcon sniper_bow_multi_penetrator_fix Name "Rapid Fire Piercing Bowman" Tag bot_giant ItemAttributes { ItemName "The Huntsman" "projectile penetration" 1 "damage bonus" 0.7 } } } WaveSpawn { Name w3ba WaitForAllDead w3a TotalCurrency 50 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 18 Where spawnbot_main Where spawnbot_gate01 TFBot { Class Pyro Tag bot_giant ClassIcon pyro_dragon_fury_swordstone Name "Giant Furious Pyro" Skill Expert Health 3500 WeaponRestrictions PrimaryOnly Attributes MiniBoss MaxvisionRange 1000 Item "neptune's nightmare" Item "The Dragon's Fury" Attributes AlwaysCrit ItemAttributes { ItemName "The Dragon's Fury" "airblast disabled" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } WaveSpawn { Name w3aaa TotalCurrency 50 TotalCount 15 MaxActive 15 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 Where spawnbot_main Where spawnbot_gate01 Where spawnbot_flank Where spawnbot_gate01_flank RandomChoice { TFBot { Template T_TFBot_Soldier_RocketPush Skill Expert } TFBot { ClassIcon soldier_directhit_lite Health 200 Name "Direct Hit Soldier" Class Soldier Skill Expert Item "the direct hit" } } } WaveSpawn { Name w3bb WaitForAllDead w3aaa TotalCurrency 50 TotalCount 35 MaxActive 12 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 2.8 Where spawnbot_main Where spawnbot_gate01 RandomChoice { TFBot { Template T_TFBot_Soldier_RocketPush Skill Expert } TFBot { ClassIcon soldier_directhit_lite Health 200 Name "Direct Hit Soldier" Class Soldier Skill Expert Item "the direct hit" } } } WaveSpawn { Name w3c WaitForAllSpawned w3ba TotalCurrency 50 TotalCount 50 MaxActive 15 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 2.5 Support 1 Where spawnbot_main Where spawnbot_gate01 TFBot { Template T_TFBot_Soldier_RocketShotgun } } WaveSpawn { Name w3ca WaitForAllDead w3ba TotalCurrency 50 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 18 Where spawnbot_main Where spawnbot_gate01 TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant } } WaveSpawn { WaitForAllSpawned w3ca TotalCurrency 200 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0.7 Where spawnbot_main Where spawnbot_gate01 FirstSpawnWarningSound vo\mvm\mght\scout_mvm_m_domination13.mp3 TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant } } } // WAVE 4 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target b_route_relay Action Trigger } WaveSpawn { Name w4a TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot_main Where spawnbot_gate01 FirstSpawnWarningSound "misc\doomsday_lift_warning.wav" WaitBeforeStarting 10 WaitBetweenSpawns 10 Tank { Health 60000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_front" ClassIcon tank_drill_lite SpawnTemplate DrillTankV2 DisableBomb 1 Model { Default "models/watermine/drill_tank.mdl" Damage1 "models/watermine/drill_tank_damage1.mdl" Damage2 "models/watermine/drill_tank_damage2.mdl" Damage3 "models/watermine/drill_tank_damage3.mdl" } OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // Dummy { FirstSpawnWarningSound "vo\mvm\norm\soldier_mvm_dominationengineer03.mp3" WaitBeforeStarting 19 } WaveSpawn // Dummy { FirstSpawnWarningSound "vo\mvm\norm\soldier_mvm_directhittaunt04.mp3" WaitBeforeStarting 11 } WaveSpawn // Dummy { FirstSpawnWarningSound "vo\mvm\norm\soldier_mvm_directhittaunt02.mp3" WaitBeforeStarting 6 } WaveSpawn // Dummy { FirstSpawnWarningSound "vo\mvm\norm\soldier_mvm_dominationsniper13.mp3" } WaveSpawn { Name "w4aa" Where spawnbot_tanktunnel TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 100 FirstSpawnWarningSound music\hl2_song31.mp3 DoneWarningSound vo\mvm\norm\soldier_mvm_paincrticialdeath04.mp3 TFBot { Template T_TFGateBot_Soldier_Larry } } WaveSpawn { Name w4b TotalCurrency 50 TotalCount 30 MaxActive 12 SpawnCount 3 WaitBeforeStarting 35 WaitBetweenSpawns 6 Where spawnbot_flank Where spawnbot_gate01_flank TFBot { Template T_TFGateBot_Chargin_Demo } } WaveSpawn { Name w4ba WaitForAllDead w4aa TotalCurrency 200 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_main Where spawnbot_gate01 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } } WaveSpawn { Name w4c WaitForAllSpawned w4b TotalCurrency 50 TotalCount 30 MaxActive 10 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 Where spawnbot_main Where spawnbot_gate01_dive TFBot { Class Demoman ClassIcon demoknight_persian_nys Name "Persian Demoknight" Skill Hard Item "Ali Baba's Wee Booties" Item "The Splendid Screen" Item "The Persian Persuader" Item "Sultan's Ceremonial" MaxVisionRange 800 WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } ItemAttributes { ItemName "The Persian Persuader" "critboost on kill" 3 } } } WaveSpawn { Name w4ca WaitForAllDead w4b TotalCurrency 50 TotalCount 20 MaxActive 12 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 7 Where spawnbot_main Where spawnbot_gate01 Squad { TFBot { Template T_TFGateBot_Sniper_Huntsman Attributes "AlwaysCrit" } TFBot { Template T_TFGateBot_Medic_QuickUber } } } WaveSpawn { Name w4d WaitForAllDead w4ba TotalCurrency 50 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 18 Where spawnbot_main Where spawnbot_gate01 TFBot { Name "I'm very hungry" Template T_TFBot_Giant_Soldier_RocketShotgun Attributes "AlwaysCrit" Item "jumper's jeepcap" Item "fancy dress uniform" ItemAttributes { ItemName "the black box" "fire input on kill" "tf_gamerules^PlayVO^vo/sandwicheat09.mp3" "fire input on kill" "tf_gamerules^PlayVO^vo/sandwicheat09.mp3" } } } WaveSpawn { WaitForAllSpawned w4b TotalCurrency 50 TotalCount 10 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 7 Support 1 Where spawnbot_flank Where spawnbot_gate01_flank TFBot { Template T_TFBot_Scout_Bonk } } WaveSpawn { WaitForAllSpawned w4ca TotalCurrency 50 TotalCount 50 MaxActive 9 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 10 Support Limited Where spawnbot_main Where spawnbot_gate01 TFBot { Class Scout Skill Hard } } WaveSpawn { Name w4d WaitForAllDead w4ba TotalCurrency 250 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 40 Where spawnbot_main Where spawnbot_gate01 Tank { Health 52000 Name Tank Speed 75 StartingPathTrackNode "tank_path_front" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { WaitForAllSpawned w4ca TotalCurrency 0 TotalCount 22 MaxActive 9 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 4 Where spawnbot_flank Where spawnbot_gate01_flank Support 1 TFBot { ClassIcon soldier_bison_b Health 200 Name Bisoneer Class Soldier Skill easy Item "the righteous bison" WeaponRestrictions "SecondaryOnly" } } } //WAVE 5 Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target a_route_relay Action Trigger } WaveSpawn { TotalCurrency 450 TotalCount 10 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 22 FirstSpawnWarningSound #music/hl2_song20_submix0.mp3 Where spawnbot_main Where spawnbot_gate01 RandomChoice { Shuffle 1 TFBot { Health 5000 Template T_TFGateBot_Giant_Soldier_SlowBarrage CharacterAttributes { "gesture speed increase" 5 "mod weapon blocks healing" 1 } } TFBot { Health 5000 Template T_TFBot_Giant_Demoman Name "Giant Burst Spammer Demo" Classicon demo_burst_spammer_giant Attributes HoldFireUntilFullReload ItemAttributes { ItemName "tf_weapon_grenadelauncher" "faster reload rate" 0.45 "fire rate bonus" 0.07 "projectile spread angle penalty" 3 "Projectile speed increased" 1.5 } CharacterAttributes { "gesture speed increase" 5 "mod weapon blocks healing" 1 } } TFBot { Template T_TFGateBot_Soldier_Giga_Burst } TFBot { Template T_TFGateBot_Demoman_Private_Bomber } TFBot { Health 5000 Template T_TFGateBot_Giant_Soldier_Spammer Attributes AlwaysCrit CharacterAttributes { "gesture speed increase" 5 "mod weapon blocks healing" 1 } } } } WaveSpawn { TotalCurrency 20 TotalCount 20 MaxActive 6 SpawnCount 2 Where spawnbot_main Where spawnbot_gate01_flank WaitBeforeStarting 5 WaitBetweenSpawns 22 Support Limited TFBot { Template T_TFGateBot_Pyro_Normal Skill Easy Attributes "DisableDodge" Attributes AlwaysFireWeapon Attributes AlwaysCrit } } WaveSpawn { TotalCurrency 0 TotalCount 20 MaxActive 3 SpawnCount 1 Where spawnbot_main Where spawnbot_gate01 WaitBeforeStarting 50 WaitBetweenSpawns 15 Support Limited TFBot { Template T_TFBot_Medic_QuickUber } } WaveSpawn { Name kys TotalCurrency 20 TotalCount 40 MaxActive 20 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 0.4 Where spawnbot_main Where spawnbot_gate01_flank Support Limited TFBot { ClassIcon scout Health 125 Name Scout Class Scout Skill Hard } } WaveSpawn { WaitForAllDead kys TotalCurrency 80 TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0.1 Where spawnbot_flank Where spawnbot_gate01_flank Support Limited TFBot { Template T_TFBot_Demo_Burst Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon ItemAttributes { ItemName tf_weapon_grenadelauncher "clip size upgrade atomic" 2 } } } WaveSpawn { TotalCurrency 20 TotalCount 6 MaxActive 4 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 6 Where spawnbot_main Where spawnbot_gate01 Support Limited TFBot { Template T_TFGateBot_Demoman_Samurai } } WaveSpawn { TotalCurrency 50 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 40 Where spawnbot_main Where spawnbot_gate01 Tank { Health 23000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_front" ClassIcon tank_drill_lite SpawnTemplate DrillTankV2 DisableBomb 1 Model { Default "models/watermine/drill_tank.mdl" Damage1 "models/watermine/drill_tank_damage1.mdl" Damage2 "models/watermine/drill_tank_damage2.mdl" Damage3 "models/watermine/drill_tank_damage3.mdl" } OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 40 Where spawnbot_main Where spawnbot_gate01 Tank { Health 23000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_front" ClassIcon tank_drill_lite SpawnTemplate DrillTankV2 DisableBomb 1 Model { Default "models/watermine/drill_tank.mdl" Damage1 "models/watermine/drill_tank_damage1.mdl" Damage2 "models/watermine/drill_tank_damage2.mdl" Damage3 "models/watermine/drill_tank_damage3.mdl" } OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } FirstSpawnOutput { Target tank_enable_barrierpath_relay Action Trigger } } WaveSpawn { Name Noob1 Where spawnbot_main Where spawnbot_gate01_flank TotalCount 12 MaxActive 12 SpawnCount 2 WaitBeforeStarting 75 WaitBetweenSpawns 1.5 TotalCurrency 50 Support Limited TFBot { Class Pyro Skill Expert Name "Flare Pyro" WeaponRestrictions "SecondaryOnly" ClassIcon "pyro_flare_spammer" Item "The Flare Gun" Attributes AlwaysCrit Tag bot_prefer_conveyor_barrier ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.4 "Reload time decreased" 0.2 "Projectile speed increased" 1.5 } } } WaveSpawn { TotalCurrency 10 TotalCount 12 MaxActive 9 SpawnCount 3 WaitBeforeStarting 90 WaitBetweenSpawns 4 Where spawnbot_flank Where spawnbot_gate01 Support Limited TFBot { Template T_TFBot_Sniper_Huntsman Tag bot_prefer_conveyor_barrier } } WaveSpawn { WaitForAllSpawned Noob1 TotalCurrency 10 TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 7 WaitBetweenSpawns 5 Where spawnbot_main Where spawnbot_gate01 Support Limited TFBot { Template T_TFBot_Scout_Shortstop Tag bot_prefer_conveyor_barrier } } WaveSpawn { Name Noob TotalCurrency 50 TotalCount 12 MaxActive 12 SpawnCount 1 WaitBeforeStarting 140 WaitBetweenSpawns 0 Support Limited Where spawnbot_main Where spawnbot_gate01 TFBot { Template T_TFGateBot_Heavy_Hard Tag bot_prefer_conveyor_barrier } } WaveSpawn { WaitForAllDead Noob TotalCurrency 30 TotalCount 20 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_main Where spawnbot_gate01 Support Limited TFBot { ClassIcon pyro_dragon_fury_swordstone Name "Dragon's Fury Pyro" Class Pyro Skill Hard Item "The Dragon's Fury" MaxVisionRange 700 CharacterAttributes { "airblast disabled" 1 } } } WaveSpawn { WaitForAllDead Noob TotalCurrency 10 TotalCount 20 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_main Where spawnbot_gate01 Support Limited TFBot { Template T_TFBot_Soldier_Extended_Concheror } } WaveSpawn { FirstSpawnWarningSound #music/hl2_song20_submix4.mp3 WaitBeforeStarting 100 } } //WAVE 6 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target init_wave_relay_alt Action Trigger } SpawnTemplate outtathepit WaveSpawn { Name "getfucked" WaitForAllDead "" Where spawnbot_tanktunnel TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { SpawnTemplate boss SpawnTemplate boss_dead_pyro Template T_TFBot_Giant_Pyro ClassIcon pyro_fireaxe_lite_armored WeaponRestrictions MeleeOnly Attributes UseBossHealthBar UseMeleeThreatPrioritization 1 Health 120000 Tag bot_giant Tag bot_prefer_conveyor_barrier Tag bot_prefer_conveyor_barrierbreaker Skill Expert Action Mobber Action FetchFlag Name "john electrolysis" Item "Mining Light" Item "The Doe-Boy" UseHumanAnimations 1 AlwaysGlow 1 HeadRotateSpeed 2000 CharacterAttributes { "cancel falling damage" 1 "rage giving scale" 0.1 "charge time increased" 2 "damage force reduction" 0.1 "move speed bonus" 0.5 "cannot pick up intelligence" 1 } ItemAttributes { ItemName tf_weapon_fireaxe } Item "The Bird-Man of Aberdeen" ItemModel { ItemName "The Bird-Man of Aberdeen" Model "models/workshop/player/items/pyro/tw_pyrobot_armor/tw_pyrobot_armor.mdl" } ChangeAttributes { Delay 12 Repeats 1 Cooldown 25 Name "specialattack" } FireInput { Target "phase2transition" Action "trigger" Delay 0 Repeats 1 IfHealthBelow 60000 } EventChangeAttributes { intermission { AddCond {Index 51 Duration 4.5} Item "The Lollichop" WeaponRestrictions MeleeOnly CharacterAttributes { "gesture speed increase" 1.25 } Taunt //Taunt periodically { Delay 1.8 //Time before the first taunt starts (Default: 10) Cooldown 99 //Time between each taunt (Default: 10) Repeats 99 //How many times the bot should taunt in total (Default: 0 - Infinite) Duration 0.1 //Duration of a looping taunt (Default: 0.1) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) } FireInput { Target player Action $SetProp$m_iszClassIcon Param hyper_giant Delay 0 Cooldown 0 Repeats 1 } FireInput { Target player Action $PlaySoundToSelf Param "weapons\vaccinator_toggle.wav" Delay 0 Cooldown 999999 Repeats 420 } } attack1 { WeaponRestrictions MeleeOnly Attributes UseBossHealthBar Item "the axtinguisher" RingOfFire 15 FireInput { Target "justtodisable" Action "trigger" Delay 7 Repeats 99 } ItemAttributes { ItemName "the axtinguisher" "dmg bonus vs buildings" 3.4 "damage bonus" 2 } Addcond {Index 17 Delay 2 Duration 2} FireInput { Target player Action $SetProp$m_iszClassIcon Param pyro_axtinguish Delay 0 Cooldown 0 Repeats 1 } FireInput { Target player Action $PlaySoundToSelf Param "weapons\vaccinator_toggle.wav" Delay 0 Cooldown 999999 Repeats 420 } } attack1b { WeaponRestrictions MeleeOnly Attributes UseBossHealthBar Item "the axtinguisher" RingOfFire 15 Attributes Autojump FireInput { Target "justtodisable" Action "trigger" Delay 5 Repeats 99 } CharacterAttributes { "increased jump height" 3 "cancel falling damage" 1 "rage giving scale" 0.1 "charge time increased" 2 "damage force reduction" 252 "move speed bonus" 0.5 "cannot pick up intelligence" 1 } ItemAttributes { ItemName "the axtinguisher" "dmg bonus vs buildings" 3.4 "damage bonus" 2 } Addcond {Index 17 Delay 0.5 Duration 2} FireInput { Target player Action $SetProp$m_iszClassIcon Param pyro_axtinguish Delay 0 Cooldown 0 Repeats 1 } FireInput { Target player Action $PlaySoundToSelf Param "weapons\vaccinator_toggle.wav" Delay 0 Cooldown 999999 Repeats 420 } } attack2 { Item "the dragon's fury" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the dragon's fury" "set_item_texture_wear" 0.2 "damage bonus" 2 "mult_item_meter_charge_rate" 0.6 "dmg bonus vs buildings" 2.5 } CharacterAttributes { "cancel falling damage" 1 "rage giving scale" 0.1 "charge time increased" 2 "damage force reduction" 252 "move speed bonus" 0.5 "cannot pick up intelligence" 1 } FireInput { Target "justtodisable" Action "trigger" Delay 7 Repeats 99 IfHealthAbove 50000 } FireInput { Target "justtodisable2" Action "trigger" Delay 7 Repeats 99 IfHealthBelow 50000 } FireInput { Target player Action $SetProp$m_iszClassIcon Param pyro_dragon_fury Delay 0 Cooldown 0 Repeats 1 } FireInput { Target player Action $PlaySoundToSelf Param "weapons\vaccinator_toggle.wav" Delay 0 Cooldown 999999 Repeats 420 } } attack2b { Item "the dragon's fury" WeaponRestrictions PrimaryOnly VoiceCommand { Delay 0 Cooldown 5.8 Repeats 0 Type "Cheers" } AddAttribute { Item "the dragon's fury" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "no_attack" // Attribute name Value 1 // Attribute value Delay 0 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } RemoveAttribute { Item "the dragon's fury" // Item name from which remove the attribute, or Player for player attribute, or Active for active weapon Name "no_attack" // Attribute name Delay 2 //Delay before removing the attribute Cooldown 99 //Cooldown between removing attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously added) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } Taunt { Delay 0.1 Cooldown 10 Repeats 99 IfSeeTarget 0 } FireInput { Target player Action $SetProp$m_iszClassIcon Param pyro_dragon_fury_burstfire_swordstone Delay 0 Cooldown 0 Repeats 1 } CharacterAttributes { "cancel falling damage" 1 "rage giving scale" 0.1 "charge time increased" 2 "damage force reduction" 252 "move speed bonus" 0.5 "cannot pick up intelligence" 1 } ItemAttributes { ItemName "the dragon's fury" "set_item_texture_wear" 0.2 "paintkit_proto_def_index" 390 "damage bonus" 2 "mult_item_meter_charge_rate" 0.1 "dmg bonus vs buildings" 2 "gesture speed increase" 1.35 "attach particle effect" 701 } FireInput { Target "justtodisable" Action "trigger" Delay 3.5 Repeats 99 } FireInput { Target player Action $PlaySoundToSelf Param "weapons\vaccinator_toggle.wav" Delay 0 Cooldown 999999 Repeats 420 } } attack3b { Item "warbird_shotgun_redbear" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "warbird_shotgun_redbear" "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 0.1 "dmg bonus vs buildings" 2.5 "attach particle effect" 701 } CharacterAttributes { "cancel falling damage" 1 "rage giving scale" 0.1 "charge time increased" 2 "damage force reduction" 252 "move speed bonus" 0.5 "cannot pick up intelligence" 1 } FireInput { Target player Action $SetProp$m_iszClassIcon Param heavy_shotgun Delay 0 Cooldown 0 Repeats 1 } FireInput { Target "justtodisable" Action "trigger" Delay 7 Repeats 99 IfHealthAbove 50000 } FireInput { Target "justtodisable2" Action "trigger" Delay 7 Repeats 99 IfHealthBelow 50000 } FireInput { Target player Action $PlaySoundToSelf Param "weapons\vaccinator_toggle.wav" Delay 0 Cooldown 999999 Repeats 420 } } attack3 { Item "TF_WEAPON_SHOTGUN_PYRO" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PYRO" "fire rate bonus" 0.2 "faster reload rate" 0.4 "clip size bonus" 1.5 "dmg bonus vs buildings" 2.5 "hold fire until full reload" "1" } CharacterAttributes { "cancel falling damage" 1 "rage giving scale" 0.1 "charge time increased" 2 "damage force reduction" 252 "move speed bonus" 0.5 "cannot pick up intelligence" 1 } FireInput { Target "justtodisable" Action "trigger" Delay 7 Repeats 99 IfHealthAbove 50000 } FireInput { Target "justtodisable2" Action "trigger" Delay 7 Repeats 99 IfHealthBelow 50000 } FireInput { Target player Action $SetProp$m_iszClassIcon Param heavy_shotgun_burst Delay 0 Cooldown 0 Repeats 1 } FireInput { Target player Action $PlaySoundToSelf Param "weapons\vaccinator_toggle.wav" Delay 0 Cooldown 999999 Repeats 420 } } attack4 { WeaponRestrictions PrimaryOnly Item "Diamond Botkiller Flame Thrower Mk.I" ItemAttributes { ItemName "Diamond Botkiller Flame Thrower Mk.I" "dmg bonus vs buildings" 2.5 "damage bonus" 2 "set_item_texture_wear" 0.2 "weapon burn dmg increased" 2 "flame_drag" 4 "max_flame_reflection_count" 1000 "flame_reflect_on_collision" 1000 "flame_spread_degree" 5 "flame_up_speed" -25 } CharacterAttributes { "cancel falling damage" 1 "rage giving scale" 0.1 "charge time increased" 2 "damage force reduction" 252 "move speed bonus" 0.5 "cannot pick up intelligence" 1 } FireInput { Target "justtodisable" Action "trigger" Delay 7 Repeats 99 IfHealthAbove 50000 } FireInput { Target "justtodisable2" Action "trigger" Delay 7 Repeats 99 IfHealthBelow 50000 } FireInput { Target player Action $SetProp$m_iszClassIcon Param pyro_ricochet_nys_giant Delay 0 Cooldown 0 Repeats 1 } FireInput { Target player Action $PlaySoundToSelf Param "weapons\vaccinator_toggle.wav" Delay 0 Cooldown 999999 Repeats 420 } } attack5 { WeaponRestrictions SecondaryOnly Item "Festive Flare Gun" ItemAttributes { ItemName "Festive Flare Gun" "override projectile type extra" "spellfireball" "faster reload rate" 0.2 "dmg bonus vs buildings" 15 } FireInput { Target "justtodisable" Action "trigger" Delay 3 Repeats 99 IfHealthAbove 50000 } FireInput { Target "justtodisable2" Action "trigger" Delay 3 Repeats 99 IfHealthBelow 50000 } FireInput { Target player Action $SetProp$m_iszClassIcon Param pyro_flare_hyper_giant Delay 0 Cooldown 0 Repeats 1 } } specialattack { RingOfFire 50 Item tf_weapon_fireaxe ItemAttributes { ItemName tf_weapon_fireaxe } CharacterAttributes { "move speed bonus" 0.3 } AddAttribute { Item "tf_weapon_fireaxe" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "no_attack" // Attribute name Value 1 // Attribute value Delay 0 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } RemoveAttribute { Item "tf_weapon_fireaxe" // Item name from which remove the attribute, or Player for player attribute, or Active for active weapon Name "no_attack" // Attribute name Delay 1 //Delay before removing the attribute Cooldown 99 //Cooldown between removing attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously added) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } VoiceCommand { Delay 0 Cooldown 5.8 Repeats 1 Type "Cheers" } FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 5 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input 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) Duration 0.5 //How long should the button be pressed (Default: 0.1) Type "Melee" // Type of fire input, Possible values: } FireInput { Target "axeattack" Action "Trigger" Delay 1 Repeats 1 } FireInput { Target "justtodisable" Action "trigger" Delay 7 Repeats 99 IfHealthAbove 50000 } FireInput { Target "justtodisable2" Action "trigger" Delay 7 Repeats 99 IfHealthBelow 50000 } FireInput { Target player Action $SetProp$m_iszClassIcon Param pyro_fireaxe_lite_armored_giant Delay 0 Cooldown 0 Repeats 1 } FireInput { Target player Action $PlaySoundToSelf Param "weapons\vaccinator_toggle.wav" Delay 0 Cooldown 999999 Repeats 420 } } divingpyro { CharacterAttributes { "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0.1 } AddAttribute { Item "player" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Name "no_attack" // Attribute name Value 1 // Attribute value Delay 0 //Delay before adding the attribute Cooldown 99 //Cooldown between adding attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously removed) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } RemoveAttribute { Item "player" // Item name from which remove the attribute, or Player for player attribute, or Active for active weapon Name "no_attack" // Attribute name Delay 5 //Delay before removing the attribute Cooldown 99 //Cooldown between removing attributes Repeats 99 //How many times should the attribute be added (Matters only if it was previously added) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "fuckno" Action "Trigger" Delay 1 Repeats 1 } FireInput { Target "justtodisable" Action "trigger" Delay 6 Repeats 99 IfHealthAbove 50000 } FireInput { Target "justtodisable2" Action "trigger" Delay 6 Repeats 99 IfHealthBelow 50000 } FireInput { Target player Action $SetProp$m_iszClassIcon Param pyro_ranged Delay 0 Cooldown 0 Repeats 1 } } rainblowerexplosion { Item "The Rainblower" WeaponRestrictions PrimaryOnly CharacterAttributes { "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0.1 } Taunt //Taunt periodically { Delay 0.1 //Time before the first taunt starts (Default: 10) Cooldown 15 //Time between each taunt (Default: 10) Repeats 99 //How many times the bot should taunt in total (Default: 0 - Infinite) Duration 0.1 //Duration of a looping taunt (Default: 0.1) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) } FireInput { Target "whatthefuckiswrongwithmewhydoesallmybossesendupwithabajillionlogicrelays" Action "trigger" Delay 0.1 Repeats 99 } FireInput { Target "justtodisable" Action "trigger" Delay 5.1 Repeats 99 IfHealthAbove 50000 } FireInput { Target "justtodisable2" Action "trigger" Delay 5.1 Repeats 99 IfHealthBelow 50000 } FireInput { Target player Action $SetProp$m_iszClassIcon Param pyro_hyper Delay 0 Cooldown 0 Repeats 1 } FireInput { Target player Action $PlaySoundToSelf Param "weapons\vaccinator_toggle.wav" Delay 0 Cooldown 999999 Repeats 420 } } } } } WaveSpawn { TotalCurrency 400 TotalCount 99 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 7 Where spawnbot_main Where spawnbot_gate01_flank_tankbarrier Support 1 TFBot { Template T_TFGateBot_Heavy_IronFist_Airblast Attributes Aggressive CharacterAttributes { "rage giving scale" 0.3 } } } WaveSpawn { TotalCurrency 400 TotalCount 99 MaxActive 8 SpawnCount 4 WaitBeforeStarting 1 WaitBetweenSpawns 7 Where spawnbot_flank Where spawnbot_gate01_flank_tankbarrier Support 1 TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_prefer_conveyor_barrier } } WaveSpawn { Name w3ab TotalCurrency 200 TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawnsAfterDeath 20 Where spawnbot_main Where spawnbot_gate01 Support 1 TFBot { Template T_TFGateBot_Giant_Scout_Fast Tag bot_giant Attributes AlwaysCrit CharacterAttributes { "rage giving scale" 0.3 } } } WaveSpawn { WaitForAllDead "getfucked" WaitBeforeStarting 5 } } }