// Discernment // Rustvalley Event Expert // Made by Ciaran // we do a little trolling. I haven't made an expert in a fucking year #base robot_giant.pop #base robot_standard.pop // >be me // >want to do cool thing like one down/some other halloween missions where gatebots use unusual effects instead of gatebot hats // >instead be too lazy to wanna do that for virtually every gatebot in the game + custom ones #base robot_gatebot.pop // :ujel: // SPAWN NAMES: // Main Area // spawnbot_mid0 // spawnbot_mid_slow0 // spawnbot_right0 // spawnbot_left0 // spawnbot_scattered0 // spawnbot_boss0 // Gate 1 // spawnbot_main1 // spawnbot_main_slow1 // the flanks™ // spawnbot_flank_1 (removed) // spawnbot_flank_2 (removed?) // spawnbot_sniper_tower // bruh, peep this one. like really, peep this one! // TANK SPAWNS // path_tank_1 = Spawns at left building // path_tank_alt = Spawns at middle area // MALLET TANK // tank_hammer = use for name or mallet won't attach // hammer_tank_spawn = fire on spawn // hammer_tank_dead = fire on death WaveSchedule { StartingCurrency 1600 RespawnWaveTime 4 CanBotsAttackWhileInSpawnRoom no Advanced 1 EventPopfile Halloween NoRomevisionCosmetics 1 TextPrintTime 0 BotsAreHumans 1 ForceHoliday 2 NoThrillerTaunt 1 // no more NoCritPumpkin 1 NoMissionInfo 1 // fixes false information ZombiesNoWave666 1 FastNPCUpdate 1 ForceRobotBleed 1 ItemBlacklist // prevent spellbooks from showing up (map has spells enabled by default and causes it to forcefully equip the spellbooks) { Classname "tf_weapon_spellbook" Name "Secret Diary" } PrecacheModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" PrecacheModel "models/bots/boss_bot/boss_tank_color.mdl" // hell-met moment PrecacheSound "w3_boss_spawn.mp3" FlagResetTime { Name "intel_classic" ResetTime 90 } PointTemplates { killcrumpkin // no. more. crumpkins! no. more. bullshit! no. more. giants bazinga-ing the whole team because they picked up a crumpkin! nooooooooooooo mooooooooooooooore abusing crumpkin drops! you're getting killed { NoFixup 1 trigger_brush { "origin" "636 2827 308" "targetname" "game_playerdie" "StartDisabled" "0" "OnUse" "tf_ammo_pack,Kill,0,-1" } } WHAT_IF_IT_WAS_PURPLE { OnSpawnOutput { Target "!activator" Action "color" Param "165 0 255" } } WHAT_IF_IT_WAS_BROWN { OnSpawnOutput { Target "!activator" Action "color" Param "193 151 113" } } WHAT_IF_IT_WAS_GREEN { OnSpawnOutput { Target "!activator" Action "color" Param "25 37 9" } } WHAT_IF_IT_WAS_ORANGE { OnSpawnOutput { Target "!activator" Action "color" Param "100 65 0" } } Distortion_Effect { OnSpawnOutput { Target "!activator" Action "addoutput" Param "renderfx 15" } } TitanSpawnShake { NoFixup 1 env_shake { "spawnflags" "1" "amplitude" "16" "duration" "12" "frequency" "40" "targetname" "shake_effect_titan" } } WhiteoutEffect { NoFixup 1 env_fade { "duration" "2" "holdtime" "1" "rendercolor" "255 255 255" "targetname" "whiteout_trigger" } } } SpawnTemplate "killcrumpkin" SpawnTemplate "TitanSpawnShake" SpawnTemplate "WhiteoutEffect" Templates { // MODULAR GATEBOT TEMPLATES // to be used with the sigsegv mod AddTemplate // GatebotScout { Class Scout Item "MvM GateBot Light Scout" 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 } RevertGateBotsBehavior { ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } } } } GatebotSoldier { Class Soldier Item "MvM GateBot Light Soldier" 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 } RevertGateBotsBehavior { ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } } } } GatebotPyro { Class Pyro Item "MvM GateBot Light Pyro" 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 } RevertGateBotsBehavior { ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } } } } GatebotDemoman { Class Demoman Item "MvM GateBot Light Demoman" 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 } RevertGateBotsBehavior { ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } } } } GatebotHeavy { Class Heavy Item "MvM GateBot Light Heavy" 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 } RevertGateBotsBehavior { ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } GatebotEngineer { Class Engineer Item "MvM GateBot Light Engineer" 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 } RevertGateBotsBehavior { ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Engineer" "item style override" 1 } } } } GatebotMedic { Class Medic Item "MvM GateBot Light Medic" 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 } RevertGateBotsBehavior { ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Medic" "item style override" 1 } } } } GatebotSpy { Class Spy Item "MvM GateBot Light Spy" 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 } RevertGateBotsBehavior { ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Spy" "item style override" 1 } } } } GatebotSniper { Class Sniper Item "MvM GateBot Light Sniper" 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 } RevertGateBotsBehavior { ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } } } } T_TFBot_Boss_HybridShifter // FINAL BOSS { Class Demoman Name "Morphing Menace" ClassIcon boss_morphing_menace SpawnTemplate "Distortion_Effect" Health 70000 Scale 1.9 ChangeAttributes { Delay 0 Repeats 0 IfHealthBelow 60000 Name "Sergeant_Crits_Form" } ChangeAttributes { Delay 0 Repeats 0 IfHealthBelow 50000 Name "Default" } ChangeAttributes { Delay 0 Repeats 0 IfHealthBelow 40000 Name "Sergeant_Crits_Form" } ChangeAttributes { Delay 0 Repeats 0 IfHealthBelow 30000 Name "Default" } ChangeAttributes { Delay 0 Repeats 0 IfHealthBelow 20000 Name "Sergeant_Crits_Form" } ChangeAttributes { Delay 0 Repeats 0 IfHealthBelow 10000 Name "Default" } EventChangeAttributes { Default // Major Bomber Form { Item "Prince Tavish's Crown" Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" UseCustomModel "models/player/demo.mdl" Item "Zombie Demo" Attributes MiniBoss Attributes UseBossHealthBar Item "Honest Halo" Skill Expert CustomEyeGlowColor "255 0 0" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Tag bot_giant ItemColor { ItemName "Honest Halo" Red 255 Green 0 Blue 0 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.2 "damage bonus" 1.5 "faster reload rate" 0.3 "clip size penalty" 3.0 "Projectile speed increased" 1.5 } CharacterAttributes { "move speed bonus" 0.3 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "voice pitch scale" 0 } } Sergeant_Crits_Form { Item "Tyrant's Helm" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" UseCustomModel "models/player/soldier.mdl" Item "Zombie Soldier" Attributes MiniBoss Attributes UseBossHealthBar Item "Honest Halo" Skill Expert Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemColor { ItemName "Honest Halo" Red 255 Green 0 Blue 0 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 "faster reload rate" 0.6 "fire rate bonus" 0.2 "clip size upgrade atomic" 7.0 "Projectile speed increased" 1.3 } CharacterAttributes { "move speed bonus" 0.3 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "voice pitch scale" 0 } } } } T_TFBoss_Captain_Punch_Soul_IReallyHopeThisShitDoesntCrashTheServer // W3 initial boss - reused from Barbaric Bloodshed (rip) { Class Heavyweapons Name "Captain Punch Soul" ClassIcon heavy_chief_soul SpawnTemplate "Distortion_Effect" Health 50000 Scale 1.9 ChangeAttributes { Delay 0 Repeats 0 IfHealthBelow 25000 Name "Phase2" } EventChangeAttributes { Default { Item "War Head" Attributes MiniBoss Attributes UseBossHealthBar Item "Honest Halo" StripItemSlot 0 StripItemSlot 1 Skill Expert CustomEyeGlowColor "255 0 0" Tag bot_giant UseMeleeThreatPrioritization 1 ItemColor { ItemName "Honest Halo" Red 255 Green 0 Blue 0 // T I K Y } ItemAttributes { ItemName "TF_WEAPON_FISTS" "fire rate bonus" 0.6 "damage bonus" 3 "critboost on kill" 3 "heal on kill" 3000 "melee range multiplier" 1.5 "melee bounds multiplier" 1.5 } Item "TF_WEAPON_SPELLBOOK" Spell { Delay 10 Cooldown 20 Type "Summon Skeletons" } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } Phase2 { Item "War Head" Attributes MiniBoss Attributes UseBossHealthBar Item "Honest Halo" StripItemSlot 0 StripItemSlot 1 Item "The Apparatchik's Apparel" Skill Expert Tag bot_giant UseMeleeThreatPrioritization 1 ItemModel { ItemName "The Apparatchik's Apparel" Model "models/bots/skeleton_sniper/skeleton_sniper.mdl" } ItemColor { ItemName "Honest Halo" Red 255 Green 0 Blue 0 } Item "TF_WEAPON_SPELLBOOK" Spell { Cooldown 6.9 Type "Teleport" } ItemAttributes { ItemName "TF_WEAPON_FISTS" "fire rate bonus" 0.6 "damage bonus" 3 "critboost on kill" 3 "heal on kill" 1000 "melee range multiplier" 1.5 "melee bounds multiplier" 1.5 } ItemAttributes { ItemName "The Apparatchik's Apparel" "item style override" 2 } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } } } T_TFBot_Heavyweapons_Soul_Melee // UNUSED - remnant of mvm_bloodlust gimmick mission (captain expurgation's home mission) { Class Heavyweapons ClassIcon heavy_fist_nys WeaponRestrictions MeleeOnly Skill Expert Name "Fragmented Soul" Item "Spine-Chilling Skull 2011 Style 3" SpawnTemplate "Distortion_Effect" CustomEyeGlowColor "255 0 0" ItemColor { ItemName "Spine-Chilling Skull 2011 Style 3" Red 255 Green 255 Blue 255 } } T_TFGateBot_Sniper_Huntsman_Event { Name "Skeletal Bowman" Class Sniper ClassIcon sniper_bow UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" DeathSound "misc/halloween/skeleton_break.wav" Scale 1.001 EventChangeAttributes { Default { Item "The Huntsman" Skill Hard Attributes IgnoreFlag BehaviorModifiers Push Attributes DisableDodge Tag nav_prefer_gate1_flank Tag bot_gatebot Skin 3 ItemAttributes { ItemName "The Huntsman" "damage bonus" 0.5 } ItemModel { ItemName "Zombie Sniper" Model "models/empty.mdl" } CharacterAttributes { "voice pitch scale" 0 } } RevertGateBotsBehavior { Item "The Huntsman" Skill Hard ItemAttributes { ItemName "The Huntsman" "damage bonus" 0.5 } ItemModel { ItemName "Zombie Sniper" Model "models/empty.mdl" } Skin 1 CharacterAttributes { "voice pitch scale" 0 } } } } T_TFGateBot_Sniper_Huntsman_Event_Crit { Name "Skeletal Bowman" Class Sniper ClassIcon sniper_bow UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" DeathSound "misc/halloween/skeleton_break.wav" EventChangeAttributes { Default { Item "The Huntsman" Skill Hard Attributes IgnoreFlag BehaviorModifiers Push Attributes DisableDodge Attributes AlwaysCrit Tag nav_prefer_gate1_flank Tag bot_gatebot Skin 3 ItemAttributes { ItemName "The Huntsman" "damage bonus" 0.5 } ItemModel { ItemName "Zombie Sniper" Model "models/empty.mdl" } CharacterAttributes { "voice pitch scale" 0 } } RevertGateBotsBehavior { Item "The Huntsman" Attributes AlwaysCrit Skill Hard ItemAttributes { ItemName "The Huntsman" "damage bonus" 0.5 } ItemModel { ItemName "Zombie Sniper" Model "models/empty.mdl" } Skin 1 CharacterAttributes { "voice pitch scale" 0 } } } } T_TFGatebot_Giant_Demoman // fuck valve for not having this already { Class Demoman Name "Giant Demoman" ClassIcon demo_spammer_giant Health 3300 EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Item "MvM GateBot Light Demoman" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } } } } T_TFBot_Giant_Heavyweapons_Shotgun_Rapidfire { Class Heavyweapons Name "Giant Rapid-Fire Shotgun Heavy" ClassIcon heavy_family_business_lite Skill Expert Health 5000 WeaponRestrictions SecondaryOnly MaxVisionRange 1200 Attributes MiniBoss Item "The Family Business" Item "Capone's Capper" ItemAttributes { ItemName "The Family Business" "Reload time decreased" -1 "bullets per shot bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Medic_Kritzkrieg_BigHeal { Class Medic Name "Kritzkrieg Medic" ClassIcon medic_kritz Attributes SpawnWithFullCharge Attributes IgnoreEnemies Item "The Kritzkrieg" Item "Titanium Tyrolean" ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 9999 "uber duration bonus" 9999 "heal rate bonus" 200 } CharacterAttributes { "bot medic uber health threshold" 690 } } Colonel_Barrage_Torture_CBT_For_Short // beefier and double damage Colonel that heals on hit instead of regenning passively { // throwback to my god awful mission I made for Transmission lmao Class Soldier Name "Healthy Colonel Barrage" ClassIcon soldier_barrage_heal Health 6000 Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes UseBossHealthBar Item "Das Naggenvatcher" Item "The Black Box" ItemAttributes { ItemName "The Black Box" "clip size upgrade atomic" 27.0 "damage bonus" 2.0 "heal on hit for rapidfire" 100 "hand scale" 1.15 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 6.9 "killstreak tier" 1 "paintkit_proto_def_index" 458 // applies Wrapped Reviver MK.II warpaint "set_item_texture_wear" 0.2 // sets to Factory New } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.01 "Projectile speed increased" 0.4 } } } CustomWeapon // (SHITPOST) dev room weapon and solo test weapon { Name "FUCK YOU (Dev Gun)" OriginalItemName "The Pomson 6000" "special item description" "We're gonna be talkin' about the PENIS! We'll be talkin' about the PENIS! Do you think that's funny, Butt-head?! Do you find it amusing that we'll be talkin' about the PENIS?! Yes, we're also gonna be talkin' about PENIS!" "custom item model" "models/player/heavy.mdl" "fire rate bonus" -1 "faster reload rate" -1 "clip size bonus" 420 "dmg penalty vs players" 6969 "energy weapon penetration" 1 "SPELL: set item tint RGB" "5" "projectile speed increased" 2 "mod projectile heat seek power" 690 "mod projectile heat aim error" 420 "dmg taken increased" 0.000001 "heal on kill" 690 } CustomWeapon // (SHITPOST) dev room weapon and solo test weapon { Name "FUCK YOU (Weak Dev Gun)" OriginalItemName "The Pomson 6000" "special item description" "We're gonna be talkin' about the PENIS! We'll be talkin' about the PENIS! Do you think that's funny, Butt-head?! Do you find it amusing that we'll be talkin' about the PENIS?! Yes, we're also gonna be talkin' about PENIS!" "custom item model" "models/player/heavy.mdl" "fire rate bonus" -1 "faster reload rate" -1 //"dmg penalty vs players" 6969 "energy weapon penetration" 1 "SPELL: set item tint RGB" "5" "projectile speed increased" 2 "mod projectile heat seek power" 690 "mod projectile heat aim error" 420 "dmg taken increased" 0.000001 "heal on kill" 690 } //ExtraLoadoutItems // Extra loadout items available after typing !missionitems in chat //{ // Engineer // { // Primary "FUCK YOU (Dev Gun)" // Primary "FUCK YOU (Weak Dev Gun)" // } //} Mission { Objective DestroySentries Where spawnbot_mid_slow0 Where spawnbot_main_slow1 InitialCooldown 35 CooldownTime 35 DesiredCount 1 SuppressSentryBusterModel 1 TFBot { Template T_TFBot_SentryBuster Attributes DisableDodge Tag bot_giant UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" DeathSound "misc/halloween/skeleton_break.wav" Name "Skeleton Buster" Item "The Crocodile Smile" Skin 1 ItemModel { ItemName "The Crocodile Smile" Model "models/workshop/player/items/demo/tw_sentrybuster/tw_sentrybuster.mdl" } CustomWeaponModel { Slot 2 Model "models\empty.mdl" } CharacterAttributes { "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "airblast vertical vulnerability multiplier" 0.01 "rage giving scale" 0.01 } } } Mission // W2 Spies { Objective Spy Where spawnbot_scattered0 Where spawnbot_main_slow1 InitialCooldown 45 CooldownTime 45 DesiredCount 2 BeginAtWave 2 RunForThisManyWaves 1 TFBot { Template T_TFBot_Spy UseHumanModel 2 } } Mission { Objective Sniper Where spawnbot_sniper_tower // COPIOUS AMOUNTS OF TROLLAGE InitialCooldown 69 CooldownTime 96 DesiredCount 1 BeginAtWave 4 RunForThisManyWaves 1 TFBot { Template T_TFBot_Sniper Attributes AlwaysCrit Name "Asshole Assassin" UseHumanModel 2 CharacterAttributes { "kill forces attacker to laugh" 1 } } } Wave { StartWaveOutput { Target wave_start_relay_expert Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target disable_spells Action Trigger } WaveSpawn { Name wave1a TotalCurrency 100 TotalCount 36 MaxActive 12 SpawnCount 3 WaitBeforeStarting 2.5 WaitBetweenSpawns 2.5 Where spawnbot_scattered0 Where spawnbot_main1 TFBot { Template T_TFGateBot_Sniper_Huntsman_Event } } WaveSpawn { Name wave1a TotalCurrency 100 TotalCount 12 MaxActive 5 SpawnCount 4 WaitBetweenSpawns 16 Where spawnbot_mid0 Where spawnbot_main1 Squad { TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored UseHumanModel 2 Tag bot_giant } TFBot { Template T_TFBot_Medic_BigHeal UseHumanModel 2 Name "Big-Heal Medic" } TFBot { Template T_TFBot_Medic_BigHeal UseHumanModel 2 Name "Big-Heal Medic" } TFBot { Template T_TFBot_Medic_BigHeal UseHumanModel 2 Name "Big-Heal Medic" } } } WaveSpawn { Name wave1b WaitForAllDead wave1a TotalCurrency 100 TotalCount 70 MaxActive 12 SpawnCount 1 WaitBetweenSpawns 1 Where spawnbot_scattered0 Where spawnbot_main1 RandomChoice { TFBot { Class Pyro UseHumanModel 2 Skill Easy } TFBot { Template T_TFBot_Demoman_Knight UseHumanModel 2 Attributes AlwaysCrit } } } WaveSpawn { Name wave1b WaitForAllDead wave1a TotalCurrency 150 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 16 Where spawnbot_left0 Where spawnbot_main_slow1 TFBot { Template T_TFGatebot_Giant_Demoman UseHumanModel 2 } } WaveSpawn { Name wave1b WaitForAllDead wave1a TotalCurrency 150 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 16 Where spawnbot_right0 Where spawnbot_main_slow1 TFBot { Template T_TFGatebot_Giant_Demoman UseHumanModel 2 } } WaveSpawn { Name wave1c_man WaitForAllDead wave1b TotalCurrency 100 TotalCount 20 MaxActive 6 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot_mid_slow0 Where spawnbot_main_slow1 Squad { TFBot { Template T_TFBot_Heavyweapons_Fist UseHumanModel 2 } TFBot { Template T_TFBot_Heavyweapons_Shotgun UseHumanModel 2 } TFBot { Template T_TFBot_Heavyweapons_Shotgun UseHumanModel 2 } TFBot { Template T_TFBot_Heavyweapons_Shotgun UseHumanModel 2 } TFBot { Template T_TFBot_Heavyweapons_Shotgun UseHumanModel 2 } } } WaveSpawn { Name wave1c_common WaitForAllDead wave1b TotalCurrency 100 TotalCount 46 MaxActive 10 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 2 Where spawnbot_scattered0 Where spawnbot_main1 TFBot { Template T_TFGateBot_Scout_Normal UseHumanModel 2 } } WaveSpawn { Name wave1c_giants WaitForAllDead wave1b TotalCurrency 400 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 15 Where spawnbot_mid_slow0 Where spawnbot_main1 Squad { TFBot { Template T_TFBot_Giant_Soldier UseHumanModel 2 Tag bot_giant Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_QuickUber UseHumanModel 2 } } } WaveSpawn { Name wave1_support WaitForAllSpawned wave1c_common Support 1 TotalCount 9 MaxActive 9 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 3 Where spawnbot_scattered0 Where spawnbot_main1 TFBot { Class Scout Skill Normal ClassIcon scout_giant UseHumanModel 2 } } WaveSpawn { Name wave1_support WaitForAllSpawned wave1c_common Support 1 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 2 Where spawnbot_main_slow1 Where spawnbot_main1 TFBot { Class Pyro Skill Easy ClassIcon pyro_giant UseHumanModel 2 } } WaveSpawn { Name wave1d WaitForAllDead wave1c_giants TotalCurrency 400 TotalCount 8 MaxActive 5 SpawnCount 4 Where spawnbot_mid0 Where spawnbot_main1 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons UseHumanModel 2 Tag bot_giant } TFBot { Template T_TFBot_Heavyweapons_Fist UseHumanModel 2 } TFBot { Template T_TFBot_Heavyweapons_Fist UseHumanModel 2 } TFBot { Template T_TFBot_Heavyweapons_Fist UseHumanModel 2 } } } } Wave { StartWaveOutput { Target wave_start_relay_expert Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target disable_spells Action Trigger } WaveSpawn { Name wave2a TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 18 Where spawnbot_left0 Where spawnbot_mid_slow0 TFBot { Template T_TFBot_Giant_Scout_Fast UseHumanModel 2 Tag bot_giant } } WaveSpawn { Name wave2a TotalCurrency 100 TotalCount 4 MaxActive 3 SpawnCount 2 WaitBetweenSpawns 30 Where spawnbot_mid0 Where spawnbot_main1 Squad { TFBot { Template T_TFGateBot_Giant_Pyro_AlwaysFire UseHumanModel 2 } TFBot { Template T_TFBot_Giant_Medic_Regen UseHumanModel 2 Tag bot_giant } } } WaveSpawn { Name wave2a TotalCurrency 50 TotalCount 36 MaxActive 12 SpawnCount 3 WaitBeforeStarting 6 WaitBetweenSpawns 3 Where spawnbot_scattered0 Where spawnbot_main_slow1 TFBot { Class Soldier UseHumanModel 2 Skill Hard } } WaveSpawn { Name wave2b WaitForAllDead wave2a TotalCurrency 50 TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 8 Where spawnbot_left0 Where spawnbot_main1 TFBot { Template T_TFGateBot_Heavy_IronFist UseHumanModel 2 } } WaveSpawn { Name wave2b WaitForAllDead wave2a TotalCurrency 50 TotalCount 28 MaxActive 10 SpawnCount 2 WaitBetweenSpawns 3 Where spawnbot_mid0 Where spawnbot_right0 Where spawnbot_main1 Squad { TFBot { Class Pyro Name "Dragon Pyro" Skill Easy ClassIcon pyro_dragon_fury_swordstone Item "The Dragon's Fury" Item "Pyromancer's Mask" MaxVisionRange 600 UseHumanModel 2 } TFBot { Template T_TFBot_Medic_BigHeal Name "Big-Heal Medic" UseHumanModel 2 } } } WaveSpawn { Name wave2_loltank TotalCurrency 50 WaitForAllDead wave2a TotalCount 1 SpawnCount 1 Tank { Name "loltank" Health 26900 Speed 69 StartingPathTrackNode "path_tank_1" SpawnTemplate "WHAT_IF_IT_WAS_PURPLE" Model "models/bots/boss_bot/boss_tank_color.mdl" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name wave2c WaitForAllDead wave2b TotalCurrency 200 TotalCount 32 MaxActive 12 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 3 Where spawnbot_scattered0 Where spawnbot_main1 Where spawnbot_main_slow1 RandomChoice { TFBot { Template T_TFGateBot_Soldier_Hard UseHumanModel 2 } TFBot { Template T_TFGateBot_Demoman_Hard UseHumanModel 2 } } } WaveSpawn // the gang™ is here { Name wave2c WaitForAllDead wave2b TotalCurrency 150 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 Where spawnbot_mid0 Where spawnbot_main1 TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun_Rapidfire UseHumanModel 2 Tag bot_giant } } WaveSpawn { Name wave2c WaitForAllDead wave2b TotalCurrency 150 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 Where spawnbot_left0 Where spawnbot_main_slow1 TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun_Rapidfire UseHumanModel 2 Tag bot_giant } } WaveSpawn { Name wave2c WaitForAllDead wave2b TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 Where spawnbot_right0 Where spawnbot_main_slow1 TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun_Rapidfire UseHumanModel 2 Tag bot_giant } } WaveSpawn { Name wave2d WaitForAllDead wave2c TotalCurrency 100 TotalCount 12 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 10 Where spawnbot_main1 Where spawnbot_mid0 TFBot { Template T_TFBot_Heavyweapons_Fist UseHumanModel 2 } } WaveSpawn { Name wave2d WaitForAllDead wave2c TotalCurrency 100 TotalCount 4 MaxActive 3 SpawnCount 2 WaitBeforeStarting 6.9 Where spawnbot_mid_slow0 Where spawnbot_main_slow1 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload UseHumanModel 2 Tag bot_giant Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Medic UseHumanModel 2 } } } WaveSpawn { Name wave2_finalsupport WaitForAllDead wave2c Support 1 TotalCount 69 MaxActive 12 SpawnCount 4 WaitBeforeStarting 4 WaitBetweenSpawns 4 Where spawnbot_scattered0 Where spawnbot_main_slow1 RandomChoice { TFBot { Class Demoman Skill Expert ClassIcon demo_giant UseHumanModel 2 } TFBot { Class Demoman Skill Expert ClassIcon demo_giant UseHumanModel 2 } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Attributes AlwaysCrit Name "Featherweight Champ" UseHumanModel 2 } } } } Wave { StartWaveOutput { Target wave_start_relay_expert Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target disable_spells Action Trigger } Explanation { Line "{red}The zombie forces have summoned the phantom of Captain Punch..." Line "{yellow}Be careful not to let it get too far with the bomb or else enemy Engineers will become a bigger threat!" } WaveSpawn { Name wave3a TotalCurrency 100 TotalCount 30 MaxActive 10 SpawnCount 2 WaitBetweenSpawns 3.5 Where spawnbot_mid0 Where spawnbot_main_slow1 Squad { TFBot { Template T_TFGateBot_Demo_Burst_Normal_Crit UseHumanModel 2 } TFBot { Template T_TFBot_Medic UseHumanModel 2 } } } WaveSpawn { Name wave3a TotalCurrency 100 TotalCount 42 MaxActive 10 SpawnCount 2 WaitBetweenSpawns 2 Where spawnbot_left0 Where spawnbot_right0 Where spawnbot_main1 TFBot { Template T_TFBot_Scout_Bonk WeaponRestrictions PrimaryOnly UseHumanModel 2 } } WaveSpawn { Name dummy1 Support Limited TotalCount 0 MaxActive 0 SpawnCount 0 WaitForAllSpawned wave3a StartWaveWarningSound "w3_boss_spawn.mp3" } WaveSpawn { Name dummy1 Support Limited TotalCount 0 MaxActive 0 SpawnCount 0 WaitForAllSpawned wave3a StartWaveWarningSound "w3_boss_spawn.mp3" } WaveSpawn { Name wave3b WaitForAllSpawned wave3a TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot_boss0 Where spawnbot_main_slow1 TFBot { Template T_TFBoss_Captain_Punch_Soul_IReallyHopeThisShitDoesntCrashTheServer } } WaveSpawn { Name wave3b WaitForAllSpawned wave3a TotalCurrency 100 TotalCount 30 MaxActive 12 SpawnCount 3 WaitBeforeStarting 4 Where spawnbot_scattered0 Where spawnbot_main1 TFBot { Template T_TFGateBot_Heavy_Normal UseHumanModel 2 } } WaveSpawn { Name wave3_supportengis Support 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitForAllDead wave3b WaitBeforeStarting 35 WaitBetweenSpawns 60 Where spawnbot_left0 Where spawnbot_main_slow1 Squad { TFBot { Class Engineer Name Engineer Skill Expert TeleportWhere spawnbot_scattered0 TeleportWhere spawnbot_main1 Health 500 UseHumanModel 2 } TFBot // let's do a LITTLE trolling. { Template T_TFBot_Medic ClassIcon medic_uber_giant // prevent icon stacking UseHumanModel 2 } } } WaveSpawn { Name wave3_support_gamers WaitForAllDead wave3b Support 1 TotalCurrency 400 TotalCount 100 MaxActive 12 SpawnCount 3 WaitBeforeStarting 6 WaitBetweenSpawns 4 Where spawnbot_scattered0 Where spawnbot_main1 RandomChoice { TFBot { Class Soldier UseHumanModel 2 Skill Expert } TFBot { Class Demoman UseHumanModel 2 Skill Expert } TFBot { Template T_TFBot_Pyro_Flaregun UseHumanModel 2 } } } WaveSpawn { Name wave3c WaitForAllDead wave3b TotalCurrency 400 TotalCount 12 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 10 Where spawnbot_mid_slow0 Where spawnbot_main_slow1 TFBot { Class Scout Name "Giant Soda Popper Scout" ClassIcon scout_pop_giant Skill Expert Health 1600 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "The Soda Popper" Item "The Bottle Cap" Tag bot_giant UseHumanModel 2 ItemAttributes { ItemName "The Bottle Cap" "item style override" 1 } ItemAttributes { ItemName "The Soda Popper" "fire rate penalty" 2.0 "bullets per shot bonus" 5 "damage penalty" 0.5 "reload time increased" 1.5 } CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } WaveSpawn { Name wave3_hahafuckyouheresmoretanks WaitForAllDead wave3b TotalCurrency 150 TotalCount 1 SpawnCount 1 WaitBeforeStarting 12 Tank { Name "tank1" Health 22500 Speed 65 StartingPathTrackNode "path_tank_alt" SpawnTemplate "WHAT_IF_IT_WAS_ORANGE" Model "models/bots/boss_bot/boss_tank_color.mdl" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name wave3_hahafuckyouheresmoretanks WaitForAllDead wave3b TotalCurrency 150 TotalCount 1 SpawnCount 1 WaitBeforeStarting 24 Tank { Name "tank1" Health 22500 Speed 65 StartingPathTrackNode "path_tank_1" SpawnTemplate "WHAT_IF_IT_WAS_GREEN" Model "models/bots/boss_bot/boss_tank_color.mdl" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name wave3_finalsupport_trollage WaitForAllDead wave3c Support 1 TotalCount 3 MaxActive 3 SpawnCount 3 Where spawnbot_scattered0 Where spawnbot_main1 TFBot { Template T_TFBot_Scout_Bonk UseHumanModel 2 ClassIcon scout_bonk_giant Attributes AlwaysCrit } } WaveSpawn { Name wave3d WaitForAllDead wave3c TotalCurrency 400 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 30 Where spawnbot_mid_slow0 Where spawnbot_main_slow1 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant Item "Tomislav" // no dmg bonus because accuracy with kritzkrieg is already brutal enough Item "Capone's Capper" UseHumanModel 2 } TFBot { Class Medic Name "Giant Kritzkrieg Medic" ClassIcon medic_kritz_giant Skill Expert Health 4500 Attributes SpawnWithFullCharge Attributes MiniBoss Attributes IgnoreEnemies Item "The Kritzkrieg" Item "Titanium Tyrolean" Tag bot_giant UseHumanModel 2 ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 9999 "uber duration bonus" 9999 "heal rate bonus" 70 } CharacterAttributes { "bot medic uber health threshold" 6900 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } } } } Wave { StartWaveOutput { Target wave_start_relay_expert Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target disable_spells Action Trigger } WaveSpawn { Name too_much_trolling! TotalCount 0 MaxActive 0 SpawnCount 0 Support Limited FirstSpawnWarningSound "ui/halloween_boss_summoned_fx.wav" FirstSpawnOutput { Target shake_effect_titan Action StartShake } } WaveSpawn { Name too_much_trolling! TotalCount 0 MaxActive 0 SpawnCount 0 Support Limited WaitBeforeStarting 7 FirstSpawnWarningSound "misc/halloween/gotohell.wav" FirstSpawnOutput { Target whiteout_trigger Action Fade } } WaveSpawn { Name too_much_trolling! TotalCount 0 MaxActive 0 SpawnCount 0 Support Limited WaitBeforeStarting 9 FirstSpawnOutput { Target purgatory_init Action Trigger } } WaveSpawn { Name wave4a TotalCurrency 150 TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot_mid0 Where spawnbot_main_slow1 TFBot { Template Colonel_Barrage_Torture_CBT_For_Short UseHumanModel 2 } } WaveSpawn { Name wave4a TotalCurrency 150 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 20 Where spawnbot_left0 Where spawnbot_main1 TFBot { Template T_TFGateBot_Giant_Heavyweapons_Deflector UseHumanModel 2 } } WaveSpawn { Name wave4a TotalCurrency 200 TotalCount 39 MaxActive 12 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 3.5 Where spawnbot_mid0 Where spawnbot_main1 TFBot { Template T_TFGateBot_Sniper_Huntsman_Event_Crit UseHumanModel 2 } } WaveSpawn { Name THATS_IT_IM_GETTING_ME_MALLET WaitForAllDead wave4a TotalCurrency 150 TotalCount 1 SpawnCount 1 FirstSpawnOutput { Target hammer_tank_spawn Action Trigger } Tank { Name "tank_hammer" Health 50000 ClassIcon tank_mallet Speed 60 SpawnTemplate "WHAT_IF_IT_WAS_BROWN" Model "models/bots/boss_bot/boss_tank_color.mdl" StartingPathTrackNode "path_tank_alt" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } OnKilledOutput { Target hammer_tank_dead Action Trigger } } } WaveSpawn { Name wave4b WaitForAllDead wave4a TotalCurrency 150 TotalCount 39 MaxActive 12 SpawnCount 3 WaitBeforeStarting 3 WaitBetweenSpawns 3 Where spawnbot_scattered0 Where spawnbot_main1 TFBot { Class Pyro Skill Expert // bye bye trolldiers UseHumanModel 2 } } WaveSpawn { Name wave4b WaitForAllDead wave4a TotalCurrency 150 TotalCount 4 MaxActive 3 SpawnCount 2 WaitBeforeStarting 11 WaitBetweenSpawns 21 Where spawnbot_mid_slow0 Where spawnbot_main_slow1 Squad { TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored Attributes AlwaysCrit UseHumanModel 2 } TFBot { Template T_TFBot_Giant_Medic_Regen // TOO MUCH TROLLING UseHumanModel 2 } } } WaveSpawn { Name wave4c_commons WaitForAllDead wave4b TotalCurrency 150 TotalCount 20 MaxActive 10 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 4 Where spawnbot_mid_slow0 Where spawnbot_main_slow1 Squad { TFBot { Template T_TFGateBot_Heavy_Normal_Crit UseHumanModel 2 } TFBot { Template T_TFBot_Medic UseHumanModel 2 } } } WaveSpawn { Name wave4c WaitForAllDead wave4b TotalCurrency 150 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_right0 Where spawnbot_main_slow1 Squad { TFBot { Template T_TFGateBot_Giant_Demo_Burst UseHumanModel 2 } TFBot { Template T_TFGateBot_Giant_Soldier_Extended_Concheror UseHumanModel 2 } } } WaveSpawn { Name wave4c WaitForAllDead wave4b TotalCurrency 150 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_left0 Where spawnbot_main1 TFBot { Class Pyro Name "Giant Dragon Pyro" ClassIcon pyro_dragon_fury_swordstone_giant Skill Expert Health 3000 MaxVisionRange 690 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit Item "The Dragon's Fury" Item "Pyromancer's Mask" Tag bot_giant UseHumanModel 2 CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } WaveSpawn { Name HAAAAAAAAAAAAAAAAAAAAAAAAAAANK WaitForAllDead wave4c TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 Where spawnbot_boss0 Where spawnbot_main_slow1 TFBot { Template T_TFBot_Boss_HybridShifter } } WaveSpawn { Name dummy2 Support Limited TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 12 WaitForAllDead wave4c FirstSpawnWarningSound "w3_boss_spawn.mp3" // fuck you I'm adding it twice } WaveSpawn { Name dummy2 Support Limited TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 12 WaitForAllDead wave4c FirstSpawnWarningSound "w3_boss_spawn.mp3" } WaveSpawn { Name wave4_finalsupport1 WaitForAllSpawned wave4c_commons Support 1 TotalCount 10 MaxActive 10 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 4 Where spawnbot_scattered0 Where spawnbot_main1 TFBot { Template T_TFBot_Scout_Sandman_FastCharge Attributes AlwaysCrit UseHumanModel 2 } } WaveSpawn { Name wave4_finalsupport2 WaitForAllDead wave4c_commons Support 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawnsAfterDeath 10 Where spawnbot_mid0 Where spawnbot_main1 TFBot { Template T_TFBot_Scout_Shortstop Attributes AlwaysCrit Skill Hard UseHumanModel 2 } } WaveSpawn { Name wave4_finalsupport3 WaitForAllDead wave4c_commons Support 1 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 12 WaitBetweenSpawns 12 Where spawnbot_left0 Where spawnbot_main_slow1 TFBot { Class Pyro Skill Expert UseHumanModel 2 ClassIcon pyro_giant } } } }