// This file has been generated by http://mvm.tf // This version is vanilla compactible! // Subtle Machination // Pseudomachination B2 // Adv Made by SiF -- https://steamcommunity.com/id/SiFWolfy // Originally Made for 2024 GG2 / HH3 // //Different spawnbots //spawnbot_left //spawnbot_right //spawnbot_boss, spawnbot_random #base robot_giant.pop #base robot_standard.pop #base robot_sif.pop //#base weapon_sif.pop // THIS CAUSES CRASHES on POPWAVEBAR, BE WARY! //#base sif_restricts.pop // i hate all of you tbh //#base judge_restrict.pop // actually no, i'll let the cracked SGP testers to run this with 4 ppl. //#base overclock_sif.pop // for ltr // CTRL+F "@" to jump between waves. // dont read my shitty codes ill cry qwq // Dependecies: // blimp_lite.nut // global_paratank_lite // SpecialThanks to ... // Athazar & Sharky for being patient enough to repeatedly test :3 // Signalmax (creating metro) // Lite (tank scripts and vscript help) SiFWolf_Rawr_awa_awa // :33 { StartingCurrency 800 // 884 // 1200 // 600 // 400 CanBotsAttackWhileInSpawnRoom Yes // No // :Ujel: RespawnWaveTime 4 Advanced 1 AddSentryBusterWhenKillCountExceeds 22 AddSentryBusterWhenDamageDealtExceeds 1200 // RAFradek //SentryBusterFriendlyFire 0 //SendBotsToSpectatorImmediately 1 //NoMissionInfo 1 MaxRedPlayers 5 //EngineerPushRange 0 NoRomevisionCosmetics 1 //ImprovedAirblast 1 DisplayRobotDeathNotice 1 //TextPrintTime 0 //UpgradeStationKeepWeapons 1 //PrecacheModel "models/bots/boss_bot/boss_tank_ubered.mdl" //PrecacheModel "models/props_mvm/robot_hologram_color.mdl" //PrecacheModel "models/props_tumb/mvm/tank_shield.mdl" ClassLimit // I had to do this, because randoms ruins everything. { // Scout 2 Demoman 1 Medic 0 // 1 Sniper 0 Spy 1 } // @TEMPLATE Templates { // @Buster T_SentryBuster_Reinforced { Class Demoman Skill Expert ClassIcon sentry_buster Name "Sentry Buster" Health 4000 Item "The Ullapool Caber" WeaponRestrictions MeleeOnly Attributes MiniBoss Attributes IgnoreEnemies // Only target sentry Attributes DisableDodge CharacterAttributes { "move speed bonus" 1.5 "dmg from ranged reduced" 0.25 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0 "override footstep sound set" 7 // "cannot be backstabbed" 1 // "cannot be sapped" 1 // "cannot be headshot" 1 "rage giving scale" 0.5 "cannot be backstabbed" 1 "killstreak tier" 1 } } T_Scout_Quick { Class Scout Name "Quick Scout" Skill Hard Health 625 Item "Das Metalmeatencasen" Scale 1.4 ClassIcon scout_fast // Item "The Shortstop" Item "Unarmed Combat" WeaponRestrictions MeleeOnly Item "Batter's Beak" Item "Fowl Fists" Item "Talon Trotters" CharacterAttributes { "damage bonus" 1.2 "head scale" 0.7 "move speed bonus" 1.2 "effect bar recharge rate increased" 0.75 "damage force reduction" 0 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.5 "increase buff duration" 9.0 "deploy time increased" 0.5 } } T_Scout_Quick_Nailgun { Template T_Scout_Quick Health 325 // 621 ClassIcon scout_fast Name "Nailgun Scout" Item "The Shortstop" Item "Pretty Boy's Pocket Pistol" Item "The Atomizer" // WeaponRestrictions PrimaryOnly WeaponRestrictions SecondaryOnly MaxVisionRange 600 Item "Engineer Welding Mask" Item "Das Metalmeatencasen" ItemAttributes { ItemName "The Shortstop" "override projectile type" 27 // Fires Nothing } ItemAttributes { ItemName "Pretty Boy's Pocket Pistol" "override projectile type" 5 // nail "fire rate bonus" 0.5 "clip size bonus" 3.4 // 40 again // "is_passive_weapon" 1 } CharacterAttributes { //"no double jump" 1 "increased jump height" 0.7 "damage bonus" 2 // 30-40-ish pointblank } } T_Scout_Quick_Mallet { Template T_Scout_Quick Health 200 // 325 // 621 ClassIcon scout_fast Name "Wrecker Scout" Item "Unarmed Combat" WeaponRestrictions MeleeOnly Item "Engineer Welding Mask" Item "Das Metalmeatencasen" ItemAttributes { ItemName "Unarmed Combat" "custom item model" "models/weapons/c_models/c_carnival_mallet/c_carnival_mallet.mdl" "fire rate bonus" 0.34 "dmg pierces resists absorbs" 1 "dmg bonus vs buildings" 6 "dmg penalty vs players" 0.5 "hand scale" 2 "mult dmg vs tanks" 6 } } T_Scout_SodaPopper { Class Scout Skill Normal ClassIcon scout_pop Name "Soda Pop Scout" Item "The Soda Popper" Item "The Atomizer" MaxVisionRange 500 ItemAttributes { ItemName "The Soda Popper" "fire rate bonus" 0.001 } } T_Scout_SodaPopper_OCA { Class Scout Skill Easy ClassIcon scout_pop Name "Soda Pop Scout" Item "The Soda Popper" Item "The Atomizer" MaxVisionRange 500 Attributes AutoJump AutoJumpMin 5 AutoJumpMax 10 ItemAttributes { ItemName "The Soda Popper" "fire rate bonus" 0.001 "crits_become_minicrits" 1 } CharacterAttributes { "crit vs burning players" 1 "crit vs non burning players" 1 } } T_Scout_MiniCrit { Class Scout Skill Hard ClassIcon scout_cola Name "Cola! Scout" Item "Crit-a-Cola" Item "The Backwards Ballcap" Item "The Caffeine Cooler" Item "Baby Face's Blaster" Item "Unarmed Combat" CharacterAttributes { "increased jump height" 1.5 "move speed bonus" 1.1 "kill forces attacker to laugh" 1 "gesture speed increase" 0.66 } ItemAttributes { ItemName "Baby Face's Blaster" "lose hype on take damage" 0 "speed_boost_on_hit" 2 "weapon spread bonus" 2 "fixed_shot_pattern" 1 "self add attributes on hit" "move speed bonus|1.2|99|no_jump|1|99" // QOL. Botrot agreed to this as well ngl } ItemAttributes { ItemName "Crit-a-Cola" "effect bar recharge rate increased" -2 "deploy time increased" .5 "increase buff duration" 9.0 "mod_mark_attacker_for_death" 0 } } T_Scout_Phase { Class Scout Skill Hard ClassIcon scout_bonk Name "Bonk! Scout" Item "Bonk! Atomic Punch" Item "Bonk Helm" CharacterAttributes { "increased jump height" 1.3 "move speed bonus" 1.25 } ItemAttributes { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" 0.5 "deploy time increased" 1.5 "damage force reduction" 0.7 } } T_Scout_Phase_Slow { Class Scout Skill Hard ClassIcon scout_bonk_scatter Name "Bonk! Scout" Item "Bonk! Atomic Punch" Item "Bonk Helm" CharacterAttributes { "increased jump height" 1.3 "move speed bonus" 1.25 } ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "fire rate bonus" 1.5 } ItemAttributes { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" 0.5 "deploy time increased" 1.5 "damage force reduction" 0.7 } } T_Scout_Phase_Popper { Class Scout Skill Hard ClassIcon scout_bonk_scatter_nys Name "Bonk! Scout" Item "Bonk! Atomic Punch" Item "Bonk Helm" Item "The Soda Popper" CharacterAttributes { "increased jump height" 1.3 "move speed bonus" 1.25 } ItemAttributes { ItemName "The Soda Popper" "fire rate bonus" 0.001 } ItemAttributes { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" 0.5 "deploy time increased" 1.5 "damage force reduction" 0.7 } } T_Scout_Milk { Class Scout Skill Expert MaxVisionRange 600 ClassIcon scout_milk Name "Milkman Scout" Item "Mad Milk" Item "The Milkman" WeaponRestrictions SecondaryOnly Attributes AlwaysFireWeapon ItemAttributes { ItemName "Mad Milk" "effect bar recharge rate increased" -2 "fire rate penalty" 1.5 } } T_Scout_Gunbai { ClassIcon scout_fanowar Name "Marking Scout" Class Scout Skill Expert WeaponRestrictions MeleeOnly Item "The Fan o'War" } T_Scout_Sandman { Class Scout Skill Hard ClassIcon scout_stun //_spammer Name "Minor League Scout" Item "The Sandman" Item "The Backwards Ballcap" Item "MNC Mascot Outfit" WeaponRestrictions MeleeOnly Attributes DisableDodge ItemAttributes { ItemName "the sandman" "effect bar recharge rate increased" 0.4 "mark for death" 1 } } T_Soldier_DirectHit { Class Soldier Skill Hard ClassIcon soldier_directhit_lite Name "Direct Hit Soldier" Item "The Direct Hit" Item "Defiant Spartan" Item "Fancy Dress Uniform" ItemAttributes { ItemName "The Direct Hit" "fire rate bonus" 0.5 } CharacterAttributes { "kill forces attacker to laugh" 1 } } T_Soldier_Directhit_Bluff { Template T_Soldier_DirectHit ItemAttributes { ItemName "The Direct Hit" "dmg penalty vs players" 0.5 "fire rate bonus" 0.5 } } T_Soldier_Buff { Class Soldier Skill Hard ClassIcon soldier_buff Name "Ext. Buff Soldier" Item "The Buff Banner" Item "Veterans Attire" Item "Exquisite Rack" Item "Gentle Manne's Service Medal" Attributes SpawnWithFullCharge CharacterAttributes { "deploy time increased" 0.5 // Fixed it! "increase buff duration" 9.0 "force distribute currency on death" 1 } } T_Soldier_Buff_OCA { Template T_Soldier_Buff ClassIcon soldier_crit_banner_sif Name "Ext. Amp Soldier" Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.5 "crits_become_minicrits" 1 "item style override" 1 "is australium item" 1 "attach particle effect" 702 // Isotope Weapon Unu } } T_Soldier_Concheror { Class Soldier Skill Hard ClassIcon soldier_conch Name "Ext. Conch Soldier" Item "The Concheror" Item "Veterans Attire" Item "Chieftain's Challenge" Attributes SpawnWithFullCharge CharacterAttributes { "deploy time increased" 0.5 // Fixed it! "increase buff duration" 9.0 "force distribute currency on death" 1 } } // SiF: noob medic, go make a guide that says; // do not play medic in mvm or high tour will kick me // how tf did you die to a no-splash EXP AI soldier with a shield?? T_Soldier_DirectHit_OCA { Template T_Soldier_DirectHit Skill Expert Name "Peacebreaker Soldier" Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Direct Hit" "attach particle effect" 704 // Energy Orb Weapon Unu "fire rate bonus" 0.5 "clip size upgrade atomic" 0.5 "faster reload rate" 6 // 3 // 6.64s reload "ragdolls plasma effect" 1 // vaporize target on kill //"ragdolls become ash" 1 // incinerate target into ash, similar to phlog. //"crit kill will gib" 1 // regardless of health, target will be gibbed on death //"rocket specialist" 1 // no fall-off. "Blast radius increased" 0.2 // since this is here, I wanted to say that if you literally ran at this, it is your fault. "fire input on kill" "!activator^$TauntFromItem^Taunt: The Fubar Fanfare" } CharacterAttributes { "kill forces attacker to laugh" 0 } } T_Soldier_Bison { Name "Bison Soldier" Class Soldier Skill Hard ClassIcon soldier_bison WeaponRestrictions SecondaryOnly Item "The Righteous Bison" ItemAttributes { ItemName "The Righteous Bison" "damage bonus" 1.5 "dmg bonus vs buildings" 5 "Projectile speed decreased" 0.65 "set item tint RGB" 14025328 // Pink-ish } } T_Soldier_Bison_Heal { Name "Leech Bison Soldier" Class Soldier Skill Hard ClassIcon soldier_bison WeaponRestrictions SecondaryOnly Item "The Righteous Bison" ItemAttributes { ItemName "The Righteous Bison" "damage bonus" 0.34 "heal on hit for rapidfire" 20 "dmg bonus vs buildings" 5 "Projectile speed decreased" 0.65 "set item tint RGB" 14504 // Dark Blue } } T_Soldier_Bison_Bleed { Name "Caustic Bison Soldier" Class Soldier Skill Hard ClassIcon soldier_bison WeaponRestrictions SecondaryOnly Item "The Righteous Bison" ItemAttributes { ItemName "The Righteous Bison" "damage bonus" 0.34 "dmg bonus vs buildings" 5 "Projectile speed decreased" 0.65 "bleeding duration" 5 "set item tint rgb" 7511618 "attach particle effect" 702 } } T_Soldier_Bison_Buff { Name "Bison Soldier" Class Soldier Skill Hard ClassIcon soldier_bison WeaponRestrictions SecondaryOnly Item "The Righteous Bison" Item "Exquisite Rack" Item "The Buff Banner" ItemAttributes { ItemName "The Righteous Bison" "damage bonus" 1.5 "dmg bonus vs buildings" 5 "Projectile speed decreased" 0.65 "set item tint RGB" 14025328 // Pink-ish } CharacterAttributes { "deploy time increased" .5 // Fixed it! "increase buff duration" 9.0 } } T_Soldier_Bison_Conch { Name "Bison Soldier" Class Soldier Skill Hard ClassIcon soldier_bison WeaponRestrictions SecondaryOnly Item "The Righteous Bison" Item "The Concheror" Item "Chieftain's Challenge" ItemAttributes { ItemName "The Righteous Bison" "damage bonus" 1.5 "dmg bonus vs buildings" 5 "Projectile speed decreased" 0.65 "set item tint RGB" 14504 // Dark Blue } CharacterAttributes { "deploy time increased" .5 // Fixed it! "increase buff duration" 9.0 } } T_Soldier_Bison_Backup { Name "Bison Soldier" Class Soldier Skill Hard ClassIcon soldier_bison WeaponRestrictions SecondaryOnly Item "The Righteous Bison" Item "The Concheror" Item "The Grenadier's Softcap" ItemAttributes { ItemName "The Righteous Bison" "damage bonus" 1.5 "dmg bonus vs buildings" 5 "Projectile speed decreased" 0.65 "set item tint RGB" 14504 // Dark Blue } CharacterAttributes { "deploy time increased" .5 // Fixed it! "increase buff duration" 9.0 } } T_Soldier_Bison_Spammer { Name "Rapid Bison Soldier" Class Soldier Skill Hard ClassIcon soldier_bison_spammer WeaponRestrictions SecondaryOnly Item "The Righteous Bison" ItemAttributes { ItemName "The Righteous Bison" "damage bonus" 1.5 "fire rate bonus" 0.6 "reload time decreased" -0.8 "dmg bonus vs buildings" 5 "Projectile speed decreased" 0.65 } } T_Soldier_Bison_OCA { Name "Eviscerator Bison Soldier" Class Soldier Skill Hard ClassIcon soldier_bison WeaponRestrictions SecondaryOnly Item "The Righteous Bison" ItemAttributes { ItemName "The Righteous Bison" "damage bonus" 2 "dmg bonus vs buildings" 5 "fire rate bonus" 0.6 "Projectile speed decreased" 0.65 "set item tint RGB" 14504 // Dark Blue } } T_Soldier_Bison_OCB { Name "Tractor Bison Soldier" Class Soldier Skill Hard ClassIcon soldier_bison WeaponRestrictions SecondaryOnly Item "The Righteous Bison" ItemAttributes { ItemName "The Righteous Bison" "damage bonus" 2.5 "dmg bonus vs buildings" 5 "fire rate bonus" 0.6 "Projectile speed decreased" 1.2 "set item tint RGB" 10178454 // Pale Purple-ish? "apply z velocity on damage" 300 "mark for death" 1 // "set damagetype ignite" 1 "Projectile speed increased" 0.75 "mod projectile heat seek power" 999 "mod projectile heat aim error" 999 } } T_Soldier_Pickax { Class Soldier Skill Hard ClassIcon soldier_escapeplan Name "Equalizer Soldier" WeaponRestrictions MeleeOnly Item "The Escape Plan" Item "Mining Light" Item "Merc's Pride Scarf" ItemAttributes { ItemName "The Escape Plan" "damage bonus" 1.9 // default damage is 65 "move speed bonus" 1.2 "self mark for death" 1 "mod shovel speed boost" 1 "special taunt" -1 // I don't want them to kamikaze "blast dmg to self increased" -1 "self dmg push force decreased" 0 } CharacterAttributes { "kill forces attacker to laugh" 1 "mod weapon blocks healing" 1 } } T_Soldier_Pickax_Backup { Template T_Soldier_Pickax ClassIcon soldier_escape_backup Name "Ext. Backup Escape Soldier" Item "The Battalion's Backup" Item "The Patriot's Pouches" Attributes SpawnWithFullCharge CharacterAttributes { "deploy time increased" 0.5 // Fixed it! "increase buff duration" 9.0 "force distribute currency on death" 1 } } T_Soldier_Pickax_Buff { Template T_Soldier_Pickax ClassIcon soldier_escape_buff Name "Ext. Buff Escape Soldier" Item "Exquisite Rack" Item "Coldsnap Coat" Item "The Buff Banner" Attributes SpawnWithFullCharge CharacterAttributes { "deploy time increased" 0.5 // Fixed it! "increase buff duration" 9.0 "force distribute currency on death" 1 } } T_Soldier_Pickax_Conch { Template T_Soldier_Pickax ClassIcon soldier_escape_conch Name "Ext. Conch Escape Soldier" Item "The Concheror" Item "Veterans Attire" Item "Chieftain's Challenge" Attributes SpawnWithFullCharge CharacterAttributes { "deploy time increased" 0.5 // Fixed it! "increase buff duration" 9.0 "force distribute currency on death" 1 } } T_Pyro_Airblast { Class Pyro Skill Expert ClassIcon pyro_reflect_daan Name "Airblast Pyro" Item "Powerhouse_flamethrower_turbinetorcher" Item "Traffic Cone" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Powerhouse_flamethrower_turbinetorcher" "mult airblast refire time" 0.8 "airblast pushback scale" 4 "airblast_pushback_disabled" 0 "airblast_give_teammate_speed_boost" 1 "weapon burn dmg reduced" 0.1 "weapon burn time reduced" 0.1 } } T_Pyro_Afterburn { Class Pyro Skill Expert ClassIcon pyro_gascann Name "Afterburn Pyro" Item "The Nostromo Napalmer" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Nostromo Napalmer" "airblast disabled" 1 "SPELL: Halloween green flames" 1 "weapon burn dmg increased" 2.5 } } T_Pyro_Airblast_OCA { Class Pyro Skill Expert ClassIcon pyro_reflect_daan Name "Wavesucker Pyro" Item "The Degreaser" Item "Traffic Cone" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Degreaser" "mult airblast refire time" 0.25 "airblast pushback scale" 2 "airblast_pushback_disabled" 1 "airblast_destroy_projectile" 1 "dmg penalty vs players" 0.34 "weapon burn dmg reduced" 0.34 "damage causes airblast" 1 "apply z velocity on damage" -200 "apply look velocity on damage" -100 "flame_spread_degree" 2.0 } CharacterAttributes { "dmg from ranged reduced" 1.33 "dmg from melee increased" 1.33 "speed_boost_on_hit" 5 } } T_Pyro_Backburn { Class Pyro Skill Hard ClassIcon pyro_backburner_nys Name "Backburn Pyro" Item "The Backburner" Item "Firewall Helmet" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Backburner" "airblast disabled" 1 "flame_speed" 1750 } CharacterAttributes { "speed_boost_on_kill" 5 } } // this is a reference, uh huh. // Interrobang: you need to add pyros with furry cosmetics // that are retardedly op to your mission :3 // >ok ;3c T_Pyro_Gas { Class Pyro Skill Hard ClassIcon pyro_gascann Name "Igniter Pyro" Item "The Nostromo Napalmer" Item "The Gas Passer" Item "The Powerjack" Item "The Rusty Reaper" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Rusty Reaper" "attach particle effect" 38 // Cloudy Moon } ItemAttributes { ItemName "The Nostromo Napalmer" "airblast disabled" 1 "weapon burn dmg reduced" 0.1 "weapon burn time reduced" 0.1 } ItemAttributes { ItemName "The Gas Passer" "item_meter_charge_rate" 15 "fire rate penalty" 5 "weapon burn dmg increased" 3 "weapon burn time increased" 0.001 "dmg penalty vs players" 5 "item_meter_damage_for_full_charge" 250 } ItemAttributes { ItemName "The Powerjack" "force weapon switch" 1 } CharacterAttributes { "kill forces attacker to laugh" 1 "mod weapon blocks healing" 1 "fire input on kill" "!activator^$TauntFromItem^Taunt: Cremator's Condolences" "force distribute currency on death" 1 } } T_Pyro_Fury { Skill Hard Class Pyro ClassIcon pyro_dragon_fury_swordstone Name "Dragon Pyro" MaxVisionRange 800 Item "The Dragon's Fury" Item "Pyromancer's Mask" //Item "Cauterizer's Caudal Appendage" Item "Abhorrent Appendages" WeaponRestrictions PrimaryOnly } T_Pyro_Fury_Heal { Skill Hard Class Pyro ClassIcon pyro_dragon_fury_heal Name "Dragon Pyro" MaxVisionRange 800 Item "The Dragon's Fury" // Item "Burny's Boney Bonnet" Item "The Head Prize" Item "Cauterizer's Caudal Appendage" Item "Abhorrent Appendages" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Dragon's Fury" "heal on hit for rapidfire" 30 "damage penalty" 0.5 } } T_Pyro_Detonator { Class Pyro Skill Expert ClassIcon pyro_detonator_lite Name "Detonator Pyro" WeaponRestrictions SecondaryOnly Item "The Detonator" Item "Madame Dixie" ItemAttributes { ItemName "The Detonator" "fire rate bonus" 0.3 "minicritboost on kill" 4 } CharacterAttributes { "dmg penalty vs players" 0.5 } } T_Pyro_Scorch_Atomic { Class Pyro Skill Expert ClassIcon pyro_scorch_atomic Name "Scorch Pyro" WeaponRestrictions SecondaryOnly Item "The Scorch Shot" Item "Blazing bull" // Item "The Head Prize" Item "Cauterizer's Caudal Appendage" ItemAttributes { ItemName "The Scorch Shot" "mod flaregun fires pellets with knockback" 0 "minicrit vs burning player" 0 "minicritboost on kill" 4 "fire rate bonus" 0.3 } CharacterAttributes { "Blast radius increased" 5 // 621 "dmg penalty vs players" 0.1 "weapon burn dmg increased" 0.1 } } T_Pyro_Flare { Class Pyro Skill Expert ClassIcon pyro_flare Name "Flare Pyro" WeaponRestrictions SecondaryOnly Item "The Flare Gun" Item "Pyro's Boron Beanie" ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.3 } CharacterAttributes { "dmg penalty vs nonburning" 0.5 } } T_Pyro_Flare_Heal { Template T_Pyro_Flare ClassIcon pyro_flareheal Name "Heal Flare Pyro" Item "The U-clank-a" Item "Summer Shades" ItemAttributes { ItemName "The Flare Gun" "faster reload rate" 0.5 "heal on hit for slowfire" 90 "damage penalty" 0.5 } } T_Pyro_Flare_Mark { Template T_Pyro_Flare ClassIcon pyro_flare_mark_lite Name "Heal Flare Pyro" Item "Firewall Helmet" ItemAttributes { ItemName "The Flare Gun" "faster reload rate" 0.34 "mark for death" 1 "damage penalty" 0.34 "dmg penalty vs nonburning" 0.5 } } T_Pyro_Flare_RapidFire { Template T_Pyro_Flare ClassIcon pyro_flare_spammer Name "Rapid Flare Pyro" Item "The Sub Zero Suit" ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.33 "faster reload rate" 0.5 } CharacterAttributes { "Projectile speed increased" 1.3 } } T_Pyro_Gas_Explode { Template T_Pyro_Gas ClassIcon pyro_gascann_explode Name "Napalmer Pyro" Item "The Degreaser" // Item "The Head Prize" ItemAttributes { ItemName "The Rusty Reaper" // "set item tint RGB" 15185211 //gold "set item tint RGB" 12073019 //red "head scale" 1.28 "dmg taken increased" 1.5 } ItemAttributes { ItemName "The Degreaser" "airblast disabled" 1 "weapon burn dmg reduced" 0.1 "weapon burn time increased" 0.001 "airblast pushback scale" 4 } ItemAttributes { ItemName "The Gas Passer" "explode_on_ignite" 1 // :3 "dmg penalty vs players" 0.22 // do 100 dmg. Rounding's weird } } T_Pyro_Neon { Class Pyro Skill Expert ClassIcon pyro_neon Name "Pyroshark" Item "The Neon Annihilator" Item "The Cranial Carcharodon" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Cranial Carcharodon" "attach particle effect" 19 // Circling Heart } CharacterAttributes { "move speed bonus" 1.25 } CharacterAttributes { "kill forces attacker to laugh" 1 "mod weapon blocks healing" 1 "fire input on kill" "!activator^$TauntFromItem^Taunt: Cremator's Condolences" "force distribute currency on death" 1 } } T_Pyro_Powerjack { Class Pyro Skill Hard ClassIcon pyro_powerjack Name "Powerjack Pyro" Item "The Powerjack" Item "The Person in the Iron Mask" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Powerjack" "move speed bonus" 1.2 // I hate ROUNDING GRRRRRR! "dmg taken increased" 1.2 "provide on active" 0 } } T_Pyro_Powerjack_OCA { Template T_Pyro_PowerJack ClassIcon pyro_powerjack_heal Name "Heal-on-Hit Pyro" ItemAttributes { ItemName "The Powerjack" "heal on kill" 175 "heal on hit for rapidfire" 32 "dmg taken increased" 1.3 "move speed bonus" 1.2 "health drain" -2 } } T_Demoman_Burst { Class Demoman Skill Expert ClassIcon demo_burst Name "Burst Fire Demo" Item "Scotch Bonnet" WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 1.75 "fire rate bonus" 0.05 "clip size penalty" 0.5 "projectile spread angle penalty" 3 } CharacterAttributes { "damage bonus" 0.8 "Projectile speed increased" 1 "Blast radius decreased" 0.8 } } T_Soldier_BlackBox { Class Soldier Skill Hard ClassIcon soldier_blackbox Name "Heal Box Soldier" Item "The Grenadier's Softcap" Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Black Box" "damage penalty" 0.33 "fire rate bonus" 0.66 "faster reload rate" 0.9 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 80 } CharacterAttributes { "blast radius increased" 1.25 } } T_Demoman_Burst_Heal { Template T_Demoman_Burst Skill Hard ClassIcon demo_burst_healonkill Name "Burst Heal Demo" Item "Scotch Bonnet" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "clip size penalty" 0.5 "damage penalty" 0.5 // 0.33 "grenade no bounce" 1 "grenade no spin" 1 "grenade explode on impact" 1 // "custom projectile model" "models/weapons/w_models/w_rocket.mdl" "heal on hit for rapidfire" 80 "dmg pierces resists absorbs" 1 } CharacterAttributes { "blast radius increased" 1.25 } } T_Demoman_Loch { Class Demoman Skill Hard Name "Loch Demo" ClassIcon demo_lochnload_sif Item "The Loch-n-Load" Attributes HoldFireUntilFullReload CharacterAttributes { "kill forces attacker to laugh" 1 "mod weapon blocks healing" 1 } } T_Demoman_Loch_OCA { Template T_Demoman_Loch Name "Ordinance Demo" Skill Expert Item "Sober Stuntman" Item "The Hurt Locher" Item "eotl_demopants" ItemAttributes { ItemName "The Loch-n-Load" "damage bonus HIDDEN" 1.2 "Reload time increased" 6 "clip size upgrade atomic" 0.5 "fire rate bonus" 0.5 } CharacterAttributes { "dmg bonus vs buildings" 5 "Projectile speed increased" 1.5 "Blast radius decreased" 0.2 "dmg pierces resists absorbs" 1 } } T_Demoman_Loch_Burst { Class Demoman Skill Hard Name "Burst Loch Demo" ClassIcon demo_lochnload_sif Item "The Loch-n-Load" Item "Scotch Bonnet" Item "The Hurt Locher" Item "eotl_demopants" WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Loch-n-Load" "faster reload rate" 3 "fire rate bonus" 0.05 "clip size penalty" 0.5 "projectile spread angle penalty" 3 } CharacterAttributes { "damage bonus" 1.5 "dmg bonus vs buildings" 1 "Projectile speed increased" 1.2 "Blast radius decreased" 0.8 } } T_Demoman_Loch_RapidFire { Class Demoman Skill Hard ClassIcon demo_lochnload_spammer_sif Name "Rapid Loch Demo" Item "The Loch-n-Load" Item "Hustler's Hallmark" Item "The Hurt Locher" Item "eotl_demopants" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Loch-n-Load" "fire rate bonus" 0.5 "faster reload rate" -0.8 } CharacterAttributes { "dmg bonus vs buildings" 1 "Projectile speed increased" 1.2 "Blast radius decreased" 0.8 } } // This Demo does the same thing as the samurai, but they don't jump T_Demoknight_Zato { Class Demoman Skill Expert Name "Shogun Demo" Scale 1.3 Health 325 ClassIcon demoknight_samurai Item "Ali Baba's Wee Booties" Item "The Half-Zatoichi" Item "The Splendid Screen" Item "Demo Kabuto" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Half-Zatoichi" "critboost on kill" 3 } ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } CharacterAttributes { "charge time increased" 2.5 "charge recharge rate increased" 7 "damage bonus" 1.5 "fire rate bonus" 2.5 } } T_Demoknight_Samurai { Class Demoman Name "Samurai Demo" Scale 1.3 ClassIcon demoknight_samurai Skill Expert Health 650 Item "Demo Kabuto" Item "The Half-Zatoichi" Item "The Splendid Screen" WeaponRestrictions MeleeOnly Attributes AirChargeOnly Attributes DisableDodge // Attributes AutoJump // AutoJumpMin 10 // AutoJumpMax 10 ItemAttributes { ItemName "The Half-Zatoichi" "critboost on kill" 3 } ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } CharacterAttributes { "charge time increased" 2 "charge recharge rate increased" 7 "increased jump height" 2.3 "bot custom jump particle" 1 "fire rate bonus" 2.5 "cancel falling damage" 1 "damage force reduction" 0.5 "increased air control" 4 "damage bonus" 1.5 } } T_Soldier_Shotgun { Class Soldier ClassIcon heavy_shotgun Name "Shotgun Soldier" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName TF_WEAPON_SHOTGUN_SOLDIER "damage penalty" 0.6 "fire rate bonus" 2.5 "bullets per shot bonus" 5 "faster reload rate" 0.5 } } T_Soldier_Shotgun_OCA { Class Soldier ClassIcon heavy_shotgun Name "Defacer Soldier" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName TF_WEAPON_SHOTGUN_SOLDIER "slow enemy on hit major" 2 "damage penalty" 0.2 "bullets per shot bonus" 2.5 "faster reload rate" 0.75 "fire rate bonus HIDDEN" 0.5 } } T_Pyro_Shotgun { Class Pyro ClassIcon heavy_shotgun Name "Shotgun Pyro" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName TF_WEAPON_SHOTGUN_PYRO "damage penalty" 0.6 "fire rate bonus" 2.5 "bullets per shot bonus" 5 "faster reload rate" 0.5 } } T_Pyro_Shotgun_OCA { Class Pyro ClassIcon heavy_shotgun Name "Calefactor Pyro" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName TF_WEAPON_SHOTGUN_PYRO "damage bonus vs burning" 1.66 "dmg penalty vs nonburning" 0.34 "bullets per shot bonus" 2.5 "faster reload rate" 0.5 "crit vs burning players" 1 "crits_become_minicrits" 1 } } T_Heavy_Shotgun { Class Heavyweapons ClassIcon heavy_shotgun Name "Shotgun Heavy" Item "The Purity Fist" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "faster reload rate" 0.1 "fire rate bonus" 2.5 "bullets per shot bonus" 2.5 "damage bonus" 0.33 } } T_Heavy_Shotgun_Burst { Class Heavyweapons ClassIcon heavy_shotgun_burst_lite Name "Burst Shotgun Heavy" Item "The Purity Fist" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "faster reload rate" 0.75 "fire rate bonus" 0.5 "fire rate bonus with reduced health" 0.4 "bullets per shot bonus" 2.5 "damage bonus" 0.33 } } T_Engineer_Shotgun_Widowmaker_Spammer { Class Engineer Skill Normal ClassIcon engineer_widowmaker_nys Name "Widowmaker Engineer" Health 150 Item "The Widowmaker" Item "The Gunslinger" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Widowmaker" "fire rate bonus" 0.6 "spread penalty" 0.75 } } T_Engineer_Shotgun_FrontierJustice { Class Engineer Skill Normal ClassIcon engineer_frontierjustice Name "Ambush Engineer" Health 150 Item "The Frontier Justice" Item "Texas Ten Gallon" Item "The Gunslinger" Item "The Tools of the Trade" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Widowmaker" "mod sentry killed revenge" 0 "lose revenge crits on death DISPLAY ONLY" 0 "crit from behind" 1 "bullets per shot bonus" 2.5 "weapon spread bonus" 0.6 "fire rate bonus" 0.8 "dmg taken from crit reduced" 2.5 } } // This heavy will become aggressive if it is injured T_Heavy_Claws_Champ { Class Heavyweapons Skill Hard Name "Maul Champ" ClassIcon heavy_warrior_sif WeaponRestrictions MeleeOnly Item "Warrior's Spirit" Item "Big Chief" ItemAttributes { ItemName "Warrior's Spirit" "damage bonus" 1.5 "critboost on kill" 5 } CharacterAttributes { "move speed bonus" 1.1 "dmg taken increased" 1 "heal on kill" 0 } ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 160 Name "killsyoucutely_uwu" } EventChangeAttributes { killsyoucutely_uwu { CustomEyeGlowColor "255 95 31" Attributes DisableDodge ActionOverride Mobber ItemColor { ItemName "Warrior's Spirit" Red 255 Green 95 Blue 31 } CharacterAttributes { "cannot pick up intelligence" 1 "move speed bonus" 1.4 } } } } T_Heavy_Claws_Gauntlet { Class Heavyweapons Skill Hard Name "Maul Gauntlet" Health 900 Scale 1.4 Attributes DisableDodge ClassIcon heavy_warrior_sif WeaponRestrictions MeleeOnly Item "Warrior's Spirit" Item "Big Chief" ItemAttributes { ItemName "Warrior's Spirit" "damage bonus" 1.5 "critboost on kill" 5 } CharacterAttributes { "dmg taken increased" 1 "heal on kill" 0 "move speed bonus" 0.6 "damage force reduction" 0 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 2 "mod shovel speed boost" 2 "health regen" 1 } ItemColor { ItemName "Warrior's Spirit" Red 255 Green 95 Blue 31 } } // Gauntlet ver of above yip yup // it angy T_Heavy_Claws_Gauntlet_Rager { Class Heavyweapons Skill Hard Name "Maul Gauntlet" Health 900 Scale 1.4 Attributes DisableDodge ClassIcon heavy_warrior_sif WeaponRestrictions MeleeOnly Item "Warrior's Spirit" Item "Big Chief" ItemAttributes { ItemName "Warrior's Spirit" "damage bonus" 1.5 "critboost on kill" 5 } CharacterAttributes { "dmg taken increased" 1 "heal on kill" 0 "move speed bonus" 0.8 "damage force reduction" 0 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 2 "health regen" 1 } ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 500 Name "killsyoucutely_uwu" } EventChangeAttributes { killsyoucutely_uwu { CustomEyeGlowColor "255 95 31" Attributes DisableDodge ActionOverride Mobber ItemColor { ItemName "Warrior's Spirit" Red 255 Green 95 Blue 31 } CharacterAttributes { "cannot pick up intelligence" 1 "move speed bonus" 1.4 } } } } T_Heavy_Brass { Class HeavyWeapons Skill Normal ClassIcon heavy_brass_nys Name "Brass Heavy" Item "The Brass Beast" Item "Big Chief" ItemAttributes { ItemName "the brass beast" "turn to gold" 1 "fire rate bonus" 0.75 "minigun spinup time increased" 2 "aiming movespeed decreased" 1 } } T_Heavy_Deflector { Class Heavyweapons Skill Normal ClassIcon heavy_deflector_normal Name "Deflector Heavy" MaxVisionRange 600 Item "Deflector" Item "The U-Clank-a" Item "Graybanns" ItemAttributes { ItemName deflector "attack projectiles" 1 } CharacterAttributes { "damage bonus" 0.8 "projectile penetration" 4 } } T_Heavy_HuoLong { Class Heavyweapons Skill Normal ClassIcon heavy_heater Name "Red Dragon Heavy" Item "The Huo Long Heatmaker" Item "The Bunsen Brave" ItemAttributes { ItemName "The Huo Long Heatmaker" "ragdolls become ash" 1 "ring of fire while aiming" 25 "dmg penalty vs nonburning" 0.66 } CharacterAttributes { "dmg bonus vs buildings" 0.5 } } T_Heavy_Ludmilla { Class Heavyweapons Skill Easy ClassIcon heavy_healonkill Name "Ludmilla Heavy" Item "Iron Curtain" Item "The Heavy Artillery Officer's Cap" ItemAttributes { ItemName "Iron Curtain" "heal on hit for rapidfire" 8 "damage penalty" 0.66 "patient overheal penalty" 0.2 "health from healers reduced" 0.5 } CharacterAttributes { // "patient overheal penalty" 0.2 "health from healers reduced" 0.5 } } T_Heavy_Natascha { Class Heavyweapons Skill Easy ClassIcon heavy_natascha_slow Name "Natascha Heavy" MaxVisionRange 800 Item "Natascha" ItemAttributes { ItemName natascha "slow enemy on hit major" 3 "slow enemy on hit" 0 } CharacterAttributes { "damage penalty" 0.66 "dmg bonus vs buildings" 0.5 } } T_Heavy_Penetrator { Class Heavyweapons Skill Normal ClassIcon heavy_penetrate Name "Penet. Heavy" Item "Heavy Do-rag" Item "Big Steel Jaw of Summer Fun" Item "Iron Curtain" Item "Graybanns" ItemAttributes { ItemName "Iron Curtain" "projectile penetration" 4 } } T_Heavy_Tomislav { Class Heavyweapons ClassIcon heavy_accurate_lite Skill Normal Name "Tomislav Heavy" Item "Capone's Capper" Item "Tomislav" MaxVisionRange 3000 ItemAttributes { ItemName "tomislav" "weapon spread bonus" 0.5 "aiming movespeed increased" 1.25 "ragdolls plasma effect" 1 "force damage falloff" 1 "reduced damage rampup" 1 } CharacterAttributes { "speed_boost_on_kill" 5 "damage penalty" 0.8 } } T_Heavy_BBattery { Class Heavyweapons ClassIcon heavy_brass_penetrate Skill Easy Name "Battery Heavy" Item "The Brass Beast" Item "Road Rage" MaxVisionRange 900 ItemAttributes { ItemName "the brass beast" // "turn to gold" 1 "damage bonus" 1.5 "minigun spinup time increased" 1.5 "aiming movespeed decreased" 0.1 "self add attributes on hit" "damage bonus hidden|0.2|5|no_jump|1|5" "damage force reduction" 0.1 "dmg taken from crit reduced" 0.5 "airblast vulnerability multiplier" 0.1 "weapon spread bonus" 1.2 "spunup_damage_resistance" 1 "patient overheal penalty" -0.66 } } // This heavy gains damage bonus and fire rate when they are low on HP T_Heavy_EnrageAA { Class Heavyweapons ClassIcon heavy_brass_nys Skill Normal Name "Assault Cannon Heavy" Item "Upgradeable TF_WEAPON_MINIGUN" Item "Ol' Reliable" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "fire rate bonus" 0.8 "fire rate bonus with reduced health" 0.7 "damage bonus HIDDEN" 0.7 "accuracy scales damage" 1 "spread penalty" 2.5 "continous accuracy mult" 3 "continous accuracy time" 4 } } T_Heavy_Firestarter { Class Heavyweapons Skill Normal ClassIcon heavy_heater Name "Firestarter Heavy" Item "The Huo Long Heatmaker" Item "The Bunsen Brave" ItemAttributes { ItemName "The Huo Long Heatmaker" "ragdolls become ash" 1 "ring of fire while aiming" 25 "dmg penalty vs nonburning" 0.66 "ring of fire while aiming" 36 "uses ammo while aiming" 2 "Set DamageType Ignite" 1 "weapon burn dmg increased" 2.5 } CharacterAttributes { "dmg bonus vs buildings" 0.5 "damage penalty" 0.66 } } T_Heavy_Flare { Class Heavyweapons Skill Easy ClassIcon heavy_heater Name "Flare Rain Heavy" Item "The Huo Long Heatmaker" Item "The Bunsen Brave" ItemAttributes { ItemName "The Huo Long Heatmaker" "ragdolls become ash" 1 "override projectile type" 6 "centerfire projectile" 1 "damage penalty" 1 "ring of fire while aiming" 2 "Set DamageType Ignite" 1 "weapon burn dmg increased" 2.5 } ItemAttributes { ItemName "the bunsen brave" "set item tint rgb" 16711778 // Blue } CharacterAttributes { "dmg bonus vs buildings" 0.1 "dmg penalty vs nonburning" 0.66 "damage bonus vs burning" 2 "damage penalty" 0.66 } } T_Heavy_Ludmilla { Class Heavyweapons Skill Easy ClassIcon heavy_healonkill Name "Ludmilla Heavy" Item "Iron Curtain" Item "The Heavy Artillery Officer's Cap" ItemAttributes { ItemName "Iron Curtain" "heal on hit for rapidfire" 8 "damage penalty" 0.66 "patient overheal penalty" 0.2 "health from healers reduced" 0.5 } CharacterAttributes { // "patient overheal penalty" 0.2 "health from healers reduced" 0.5 } } T_Heavy_Nail { Class Heavyweapons Skill Easy ClassIcon heavy_healonkill Name "Nailgun Heavy" Item "Tomislav" Item "The Hellmet" Item "Big Steel Jaw of Summer Fun" AimAt Head AimLeadProjectileSpeed 1000 AimOffset "0 0 20" ItemAttributes { ItemName "Tomislav" // "mult projectile count" 3 "custom kill icon" "syringegun_medic" "weapon always gib" 1 "damage bonus" 4 // multishot projectile feels bullshit to fight. Here's my fix. "override projectile type" 5 "dmg bonus vs buildings" 2 // I have no idea about what that gryphon said when they want to nail your stuff. "fire rate bonus" 0.5 } } T_Heavy_Penetrator { Class Heavyweapons Skill Normal ClassIcon heavy_penetrate Name "Penet. Heavy" Item "Heavy Do-rag" Item "Big Steel Jaw of Summer Fun" Item "Iron Curtain" ItemAttributes { ItemName "Iron Curtain" "projectile penetration" 4 } } T_Heavy_UnnaturalSelector { Class Heavyweapons ClassIcon heavy_accurate_lite Skill Easy Name "New Heavy" Item "Ghastly Gibus 2010" Item "Tomislav" MaxVisionRange 3000 ItemAttributes { ItemName "tomislav" "weapon spread bonus" 0.1 "damage penalty" 0.34 "aiming movespeed increased" 1.25 "ragdolls plasma effect" 1 } CharacterAttributes { "speed_boost_on_kill" 5 } } T_Heavy_Vacuum { Class Heavyweapons Skill Easy Health 250 ClassIcon heavy_fast2 Name "Vacuulator Heavy" Item "Natascha" Item "The Sinner's Shade" ItemAttributes { ItemName "Natascha" "slow enemy on hit" 0 "damage penalty" 0.25 "speed_boost_on_hit" 4 } CharacterAttributes { "max health additive penalty" -50 } } T_Heavy_Steel_Champ { Class Heavyweapons Name "Steelweight Champ" Skill Hard ClassIcon heavy_steelfist Item "Fists of Steel" Attributes DisableDodge WeaponRestrictions MeleeOnly CharacterAttributes { // "kill forces attacker to laugh" 1 } "fire input on kill" "!activator^$TauntFromItem^Taunt: The Proletariat Showoff" "increase buff duration" 9.0 "deploy time increased" 0.5 } } T_r_Heavy_Steel_Champ { Class Heavyweapons Name "Alloyweight Champ" Skill Hard Item "Fists of Steel" ClassIcon heavy_steelfist_nys WeaponRestrictions MeleeOnly // RAFradek ItemColor { ItemName "Fists Of Steel" Red 0 Green 255 Blue 255 } ItemAttributes { ItemName "Fists of Steel" "set item tint rgb" 10092543 } ItemAttributes { ItemName "Fists of Steel" "dmg from ranged reduced" 0.4 "dmg from melee increased" 4 "dmg taken from blast reduced" 1.5 "dmg taken from crit reduced" 1.5 "attach particle effect" 702 // Isotope Weapon Unu } CharacterAttributes { // "kill forces attacker to laugh" 1 } "fire input on kill" "!activator^$TauntFromItem^Taunt: The Proletariat Showoff" } } T_r_Heavy_Steel_Gauntlet { Template T_r_Heavy_Steel_Champ Name "Alloy Gauntlet" Health 900 Scale 1.4 Attributes DisableDodge CharacterAttributes { "move speed bonus" 0.8 "damage force reduction" 0 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 2 "health regen" 1 } } T_r_Heavy_Steel_Gauntlet_Pusher { Template T_r_Heavy_Steel_Gauntlet Name "Alloy Pusher" CharacterAttributes { "damage causes airblast" 1 "damage bonus" 1.25 } } T_Engineer_Artillery { Class Engineer Skill Normal ClassIcon engineer_eureka_sif Name "Eureka Engineer" Item "Defragmenting Hard Hat 17%" Item "Underminer's Overcoat" Item "The Eureka Effect" Health 650 Attributes IgnoreFlag // TeleportWhere spawnbot StripItemSlot 0 // ExtAttr BuildDispenserAsTeleporter // ExtAttr BuildDispenserAsSentryGun ClientCommand { Name "eureka_teleport 1" Delay 0.05 Cooldown 30 IfHealthBelow 150 } AimTrackingInterval 0.05 CustomEyeParticle killstreak_t7_lvl2 ItemAttributes { ItemName "Defragmenting Hard Hat 17%" "attach particle effect" 38 // Cloudy Moon } ItemAttributes { ItemName "TF_WEAPON_BUILDER" "rocket specialist" 1 "voice pitch scale" 0 "sentry bullet weapon" "TF_WEAPON_ROCKETLAUNCHER" "engy sentry fire rate increased" 4 "engy building health bonus" 2 "health regen" 1 } } T_Medic_Blutsauger_Milk { Class Medic Skill Expert // Vanilla doesn't have AimLead D: ClassIcon medic_syringe_milk2 //ClassIcon medic_syringe Name "Battle Medic" Item "The Blutsauger" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Blutsauger" "damage bonus" 1.5 "fire rate bonus" 0.2 "faster reload rate" -1 "mad milk syringes" 1 } } T_Medic_Crossbow_Milk { Class Medic Skill Hard ClassIcon medic_crossbow_milk Name "Milk Crossbow Medic" Item "The Crusader's Crossbow" //Item "Berliner's Bucket Helm" MaxVisionRange 1000 WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Crusader's Crossbow" "fire rate bonus" 1.5 "faster reload rate" 2.5 "mad milk syringes" 1 } CharacterAttributes { "damage penalty" 0.5 // 18 damage "Projectile speed increased" 1.4 } } T_Medic_Crossbow_Penetration { Class Medic Skill Hard ClassIcon medic_crossbow_milk Name "Dartfly Medic" Item "The Crusader's Crossbow" Item "Hundekopf" MaxVisionRange 1000 WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Crusader's Crossbow" "fire rate bonus" 1.5 "faster reload rate" 2.5 "bleeding duration" 4 "override projectile type" 18 // Ranger bolt "projectile penetration" 1 } CharacterAttributes { //"damage penalty" 1.5 // 57 damage-- it stays at 34, but bleeds for 10 in span of 4s "Projectile speed increased" 2.5 "kill forces attacker to laugh" 1 "dmg penalty vs players" 2.5 // Bleed for 10 } } T_Medic_Kritz { Class Medic Skill Hard Name "Uber Medic" ClassIcon medic_kritz Item "The Crusader's Crossbow" Item "The Ubersaw" Item "Blighted Beak" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Kritzkrieg" "heal rate bonus" 0 "uber duration bonus" 621 "ubercharge rate bonus" 15 } ItemAttributes { ItemName "The Crusader's Crossbow" "damage penalty" 1.5 "Reload time increased" 0.5 "Projectile speed increased" 0.5 "killstreak tier" 1 } ItemAttributes { ItemName "The Ubersaw" "critboost on kill" 5 "speed_boost_on_kill" 5 } CharacterAttributes { "bot medic uber health threshold" 621 "mod weapon blocks healing" 1 "health from healers reduced" 0.2 "patient overheal penalty" 0 "healing received penalty" 0.01 "killstreak tier" 1 "kill forces attacker to laugh" 1 } } T_Medic_Kritzkrieg_Blink { Template T_Medic_Kritz Item "Lo-Fi Longwave" Item "Blighted Beak" Name "Flicker-Kritz Medic" ClassIcon medic_kritz_flash ItemAttributes { ItemName "The Kritzkrieg" "uber duration bonus" -2 "ubercharge rate bonus" 12.3 } } T_Medic_Uber { Class Medic Skill Hard Health 130 Name "Uber Medic" ClassIcon medic_uber Item "The Overdose" Item "The Ubersaw" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Overdose" "provide on active" 1 "damage penalty" 1.5 "fire rate bonus" 0.6 "faster reload rate" 2.5 "mad milk syringes" 1 "move speed bonus" 1.2 } ItemAttributes { ItemName "The Ubersaw" "critboost on kill" 5 "speed_boost_on_kill" 5 } CharacterAttributes { "bot medic uber health threshold" 50 "bot medic uber deploy delay duration" 1 "health from healers reduced" 0.2 "patient overheal penalty" 0 "healing received penalty" 0.01 "mod weapon blocks healing" 1 "kill forces attacker to laugh" 1 } } T_Medic_QuickFix_Heal { Class Medic Skill Hard ClassIcon medic Name "Quick-Heal Medic" Item "The Quick-Fix" Item "The Overdose" Item "The Ubersaw" ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.1 "uber duration bonus" -8 "overheal penalty" 0 } ItemAttributes { ItemName "The Overdose" "provide on active" 1 "damage penalty" 1.5 "fire rate bonus" 0.6 "faster reload rate" 2.5 "mad milk syringes" 1 "move speed bonus" 1.2 } ItemAttributes { ItemName "The Ubersaw" "critboost on kill" 5 "speed_boost_on_kill" 5 } CharacterAttributes { "bot medic uber health threshold" 50 "bot medic uber deploy delay duration" 1 "health from healers reduced" 0.2 "patient overheal penalty" 0 "healing received penalty" 0.01 "mod weapon blocks healing" 1 } } T_Medic_QuickFix_Heal_Big { Template T_Medic_Uber ClassIcon medic_pop Name "Big-Heal Medic" Item "The Quick-Fix" Item "The Surgeon's Stahlhelm" Item "Hazardous Environment Vest" StripItemSlot 0 ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.1 "uber duration bonus" -8 "overheal penalty" 0.25 } } //This medic ubers for 0s. T_Medic_Uber_Placebo { Template T_Medic_Uber Item "Vintage Tyrolean" Item "Bunnyhopper's Ballistics Vest" Name "Faux-Uber Medic" ItemAttributes { ItemName "The Overdose" "can headshot" 1 "damage penalty" 1.15 "mark for death" 1 } ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 0.001 "uber duration bonus" -9 "killstreak tier" 1 "addcond immunity" 5 } } // This medic ubers for 1.5s repeatedly T_Medic_Uber_Flicker { Template T_Medic_Uber Item "Prussian Pickelhaube" Item "Practitioner's Processing Mask" Name "Flicker-Uber Medic" ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 12.3 // 3s without uber "uber duration bonus" -6 "killstreak tier" 1 } CharacterAttributes { "bot medic uber health threshold" 621 "bot medic uber deploy delay duration" 2 } } // This medic ubers for 2.5s T_Medic_Uber_Short { Template T_Medic_Uber // Item "Vintage Tyrolean" // Item "Bunnyhopper's Ballistics Vest" Name "Short-Uber Medic" StripItemSlot 0 ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 0.001 "uber duration bonus" -6 "killstreak tier" 1 } } //This medic ubers for 5s and will aggressively attack. T_Medic_Uber_Quick { Template T_Medic_Uber Item "Vintage Tyrolean" // Item "Bunnyhopper's Ballistics Vest" Name "Quick-Uber Medic" StripItemSlot 0 // Primary is removed. It will attack with ubersaw ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 "killstreak tier" 1 } } //This medic ubers for 5s, but it will run away. T_Medic_Uber_QuickB { Template T_Medic_Uber Item "Vintage Tyrolean" // Item "Bunnyhopper's Ballistics Vest" Name "Quick-Uber Medic" StripItemSlot 2 // Melee is removed. It will attempt to flee with the bomb Attributes IgnoreEnemies ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 "killstreak tier" 1 } } //This medic ubers for 14s T_Medic_Uber_Long { Template T_Medic_Uber Item "Das Ubersternmann" // Item "Bunnyhopper's Ballistics Vest" Name "Quick-Uber Medic" StripItemSlot 0 ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 2 "uber duration bonus" 6 "killstreak tier" 1 } } T_Medic_Vacci_Bullet { Template T_Medic_Kritz //ClassIcon medic_bullet ClassIcon medic_vacc_trio Name "Bulletproof Medic" Item "The Vaccinator" // Item "Das Ubersternmann" // hat // Item "The Weather Master" Item "Berlin Brain Bowl" Item "Vitals Vest" // Item "Bunnyhopper's Ballistics Vest" // this stretches Attributes SpawnWithFullCharge //Attributes VaccinatorBullets ItemAttributes { ItemName "The Vaccinator" "medigun charge is resists" 3 "medigun bullet resist passive" 0.5 "medigun bullet resist deployed" 0.66 } CharacterAttributes { "bot medic uber health threshold" 621 "voice pitch scale" 0 "mod weapon blocks healing" 1 // "ubercharge rate bonus" 15 // 2.3s recharge "ubercharge rate bonus" 621 "heal rate bonus" 0 "dmg from melee increased" 4 } } T_Medic_Vacci_Blast { Template T_Medic ClassIcon medic_blast //ClassIcon medic_vacc_trio Name "Blastproof Medic" Item "The Vaccinator" Item "Das Metalmeatencasen" Item "Das Naggenvatcher" Attributes SpawnWithFullCharge //Attributes VaccinatorBlast ItemAttributes { ItemName "The Vaccinator" "medigun charge is resists" 4 "medigun blast resist passive" 0.5 "medigun blast resist deployed" 0.5 "ubercharge rate bonus" 50 } CharacterAttributes { "bot medic uber health threshold" 621 "voice pitch scale" 0 "mod weapon blocks healing" 1 "ubercharge rate bonus" 15 // 2.3s recharge "heal rate bonus" 0 "dmg from melee increased" 4 } } T_Medic_Vacci_Fire { Template T_Medic ClassIcon medic_fire //ClassIcon medic_vacc_trio Name "Fireproof Medic" Item "The Vaccinator" Item "Coldfront Carapace" Item "Physician's Protector" Attributes SpawnWithFullCharge //Attributes VaccinatorFire ItemAttributes { ItemName "The Vaccinator" "medigun charge is resists" 5 "medigun fire resist passive" 0.5 "medigun fire resist deployed" 0.5 "ubercharge rate bonus" 50 } CharacterAttributes { "bot medic uber health threshold" 621 "voice pitch scale" 0 "mod weapon blocks healing" 1 "ubercharge rate bonus" 15 // 2.3s recharge "heal rate bonus" 0 "dmg from melee increased" 4 } } T_Sniper_Classic { Class Sniper Skill Expert ClassIcon sniper Name "Classic Sniper" MaxVisionRange 800 Attributes AlwaysFireWeapon WeaponRestrictions PrimaryOnly Item "The Classic" Item "The Wet Works" Item "The Conspicuous Camouflage" Item "The Cammy Jammies" ItemAttributes { ItemName "The Classic" "damage bonus" 2.0 "sniper crit no scope" 1 "sniper no headshot without full charge" 0 "sniper no headshots" 0 "sniper full charge damage bonus" 2.0 } ItemAttributes { ItemName "TF_WEAPON_SMG" "is_passive_weapon" 1 "fire rate penalty" 10 "reload time increased hidden" 1.5 "damage bonus" 5.2 // exactly 150 "crit kill will gib" 1 "crit vs burning players" 1 "crit vs non burning players" 1 // "custom kill icon" classic "sniper fires tracer" 1 // "crits_become_minicrits" 1 } CharacterAttributes { "move speed penalty" 1.2 } FireWeapon { Delay 4 Cooldown 0.2 Duration 0.1 IfSeeTarget 1 Type Primary } } T_Sniper_Bow { Class Sniper Name "Bowman" Skill Normal ClassIcon sniper_bow WeaponRestrictions PrimaryOnly Item "The Huntsman" Item "Archer's Sterling" Item "Guilden Guardian" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.75 } } T_Sniper_A_Bowman { Class Sniper Name "Rapid Fire Bowman" Skill Hard ClassIcon sniper_bow_multi WeaponRestrictions PrimaryOnly Item "The Huntsman" Item "Merc's Pride Scarf" Health 1250 Scale 1.5 ItemAttributes { ItemName "The Merc's Muffler" "set item tint RGB" 15132390 // Abundange of Tinge. White } ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 } CharacterAttributes { "killstreak tier" 1 "voice pitch scale" 0 "head scale" 0.7 "move speed bonus" 0.9 "damage force reduction" 0 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.5 "increase buff duration" 9.0 "deploy time increased" 0.5 "health regen" 1 } } T_Sniper_A_Bowman_Bleed { Template T_Sniper_A_Bowman Name "Rapid Fire Barbed Bowman" ClassIcon sniper_bow_multi_bleed Item "The Huntsman" Item "Randolph the Blood-Nosed Caribou" ItemAttributes { ItemName "Randolph the Blood-Nosed Caribou" "attach particle effect" 43 // Knifestorm! } ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.8 "bleeding duration" 5 } } T_Sniper_Bowman_Bleed { Template T_Sniper_Bow Name "Barbed Bowman" ClassIcon sniper_bow_bleed Item "Randolph the Blood-Nosed Caribou" Item "The Triggerman's Tacticals" ItemAttributes { ItemName "Randolph the Blood-Nosed Caribou" "attach particle effect" 43 // Knifestorm! } ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.8 "bleeding duration" 5 } } T_Sniper_Bowman_Penetrate { Template T_Sniper_Bow Name "Penet Bowman" ClassIcon sniper_bow_bleed Item "Head Prize" Item "The Snow Scoper" ItemAttributes { ItemName "The Head Prize" "set item tint RGB" 8289918 // Gray "attach particle effect" 59 // Aces High } ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.8 "bleeding duration" 5 "projectile penetration" 1 } } T_Sniper_A_Bowman_Nerfed { Template T_Sniper_A_Bowman Name "Rapid Fire Pincushion Bowman" ClassIcon sniper_bow_multi ItemAttributes { ItemName "The Huntsman" "dmg penalty vs players" 0.15 // 26 dmg arrow "dmg pierces resists absorbs" 1 } CharacterAttributes { "dmg bonus vs buildings" 1.5 "crit does no damage" 1 } } T_Sniper_Bowman_Nerfed { Template T_Sniper_Bow Name "Pincushion Bowman" ItemAttributes { ItemName "The Huntsman" "dmg penalty vs players" 0.15 // 26 dmg arrow "dmg pierces resists absorbs" 1 } CharacterAttributes { "dmg bonus vs buildings" 1.5 "crit does no damage" 1 } } T_Sniper_A_Bowman_Burn { Template T_Sniper_A_Bowman Name "Rapid Fire Pyre Bowman" ClassIcon sniper_bow_multi_ignite Item "The Fruit Shoot" Item "Summer Shades" ItemAttributes { ItemName "The Huntsman" "dmg penalty vs players" 0.65 "Set DamageType Ignite" 1 } CharacterAttributes { "dmg bonus vs buildings" 1.5 "crit does no damage" 1 } } T_Sniper_Bowman_Burn { Template T_Sniper_Bow Name "Pyre Bowman" Item "The Fruit Shoot" Item "Summer Shades" ItemAttributes { ItemName "The Huntsman" "dmg penalty vs players" 0.65 "Set DamageType Ignite" 1 } CharacterAttributes { "dmg bonus vs buildings" 1.5 "crit does no damage" 1 } } T_Sniper_Carbine_MiniCrit { Class Sniper Skill Easy ClassIcon sniper_carbine Name "Carbine Sniper" Item "The Cleaner's Carbine" Item "The Snow Scoper" MaxVisionRange 600 WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "the cleaner's carbine" "critboost on kill" 5 "self add cond on kill" 78 "self add cond on hit duration" 99 "item style override" 1 //australium skin "maxammo primary increased" 3 "no primary ammo from dispensers while active" 1 } CharacterAttributes { "weapon spread bonus" 1.4 "crit vs burning players" 1 "crit vs non burning players" 1 "crits_become_minicrits" 1 "kill forces attacker to laugh" 1 } } T_Sniper_CarbineB { Class Sniper Skill Normal ClassIcon sniper_carbine Name "Carbine Sniper" Item "The Cleaner's Carbine" Item "Starduster" MaxVisionRange 900 WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "the cleaner's carbine" "speed_boost_on_hit" 3 "weapon spread bonus" 0.5 "item style override" 1 //australium skin "maxammo primary increased" 3 "no primary ammo from dispensers while active" 1 } CharacterAttributes { "damage bonus" 2 "kill forces attacker to laugh" 1 } } T_Sniper_CarbineC { Class Sniper Skill Normal ClassIcon sniper_carbine Name "Carbine Sniper" Item "The Cleaner's Carbine" Item "The Bushwacka" Item "The Bare Necessities" StripItemSlot 0 // WeaponRestrictions MeleeOnly ItemAttributes { ItemName "the cleaner's carbine" "effect cond override" 41 "self add cond on kill" 41 "self add cond on hit duration" 99 } ItemAttributes { ItemName "the cleaner's carbine" "add cond when active" 41 } CharacterAttributes { "weapon spread bonus" 0.5 "kill forces attacker to laugh" 1 } } T_Sniper_Bushwack { Class Sniper Skill Hard ClassIcon sniper_bushwacka Name "Bushwack Sniper" WeaponRestrictions MeleeOnly Item "Darwin's Danger Shield" Item "Crocodile Mun-Dee" Item "The Bushwacka" } T_Sniper_Bushwack_Crocostyle { Class Sniper Skill Hard ClassIcon sniper_bushwacka Name "Croc-o-wack Sniper" WeaponRestrictions MeleeOnly Item "Darwin's Danger Shield" Item "Ol' Snaggletooth" Item "The Bushwacka" CharacterAttributes { "afterburn immunity" 0 // "SET BONUS: no death from headshots" 1 "dmg taken from bullets reduced" 0.8 "dmg taken from blast reduced" 0.85 "dmg taken from bullets increased" 1.2 "max health additive bonus" 25 } } T_Spy_Tranq { Class Spy Name "Tranq Spy" Skill Easy ClassIcon spy_revolver_mark_lite // spy Item "Night Vision Gawkers" Item "The Bruiser's Bandanna" PreferClass Sniper AddCond { Index 66 Delay 0.3 } ItemAttributes { ItemName "TF_WEAPON_REVOLVER" "fire rate bonus" 0.4 "override projectile type" 5 "mark for death" 1 "slow enemy on hit major" 3 } CharacterAttributes { "cannot disguise" 1 "cannot pick up intelligence" 1 } } T_Spy_YER_Saharan { Class Spy Skill Expert ClassIcon spy Health 100 Name "Saharan Spy" Item "L'etranger" // Item "The Dead Ringer" Item "Your Eternal Reward" Item "The Familiar Fez" ItemAttributes { ItemName "Your Eternal Reward" "fire rate bonus" 0.6 // "max health additive penalty" 0 // "max health additive bonus" 175 // Overheal all the way to 300 "self add attributes on kill" "ignored by bots|1|6|afterburn immunity|1|6" "self add attributes on hit" "ignored by sentry|1|3" "add cloak on kill" 30 "speed_boost_on_kill" 5 "critboost on kill" 3 "killstreak tier" 1 } CharacterAttributes { "move speed bonus" 1.3 // :3 "voice pitch scale" 0 "disguise speed penalty" -4 "gesture speed increase" 0.01 "cannot pick up intelligence" 1 "dmg taken from fire reduced" 1.66 } } T_Giant_Scout { Class Scout Name "Giant Scout" ClassIcon scout_fast Skill Hard Health 1600 Attributes MiniBoss Attributes DisableDodge MaxVisionRange 1600 Tag bot_giant UseMeleeThreatPrioritization 1 CharacterAttributes { "killstreak tier" 1 "cancel falling damage" 1 "damage bonus" 1.5 "move speed bonus" 1.3 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "override footstep sound set" 5 "self dmg push force decreased" 0 "increase buff duration" 9.0 "deploy time increased" 0.5 } } T_Giant_Scout_ForceANature { Template T_Giant_Scout MaxVisionRange 850 ClassIcon scout_fan Name "Super Force-a-Nature Scout" Item "The Force-a-Nature" Item "The Bolt Boy" Item "Flipped Trilby" Attributes DisableDodge Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Force-a-Nature" "fire rate bonus" .001 "bullets per shot bonus" 3 "faster reload rate" 1.7 "scattergun has knockback" 5 "scattergun knockback mult" 0 // "weapon spread bonus" 0.4 "killstreak tier" 1 } CharacterAttributes { "damage penalty" 0.15 "damage force reduction" 0.3 "move speed bonus" 0.9 "cancel falling damage" 1 "increased jump height" 1.3 "air dash count" 1 } } T_Giant_Soldier { Class Soldier Name "Giant Soldier" ClassIcon soldier_giant Skill Expert Health 4000 Attributes MiniBoss Attributes DisableDodge Tag bot_giant UseMeleeThreatPrioritization 1 CharacterAttributes { "killstreak tier" 1 "cancel falling damage" 1 "damage bonus" 1.5 "move speed penalty" 0.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "override footstep sound set" 3 "self dmg push force decreased" 0 "no self blast dmg" 1 "additional step sound" "MVM.GiantSoldierStep" "increase buff duration" 9.0 "deploy time increased" 0.5 } } T_Giant_Soldier_Spammer_Barrage { Template T_Giant_Soldier Name "Colonel Rainmaker" ClassIcon soldier_barrage Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" -1 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "killstreak tier" 1 } CharacterAttributes { "health regen" 40 "move speed bonus" 0.5 "damage bonus" 1.5 "blast dmg to self increased" 0 } } T_Giant_Soldier_Bazooka_CTap { Template T_Giant_Soldier ClassIcon soldier_bazooka Name "Giant Bazooka Soldier" Item "The Beggar's Bazooka" Attributes HoldFireUntilFullReload WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Beggar's Bazooka" "auto fires full clip" 0 "can overload" 0 "faster reload rate" 0.25 // "rocket specialist" 1 // "clip size penalty" 4 "clip size upgrade atomic" 0.1 // 1, It tap-fires "projectile spread angle penalty" 5 "killstreak tier" 1 "item style override" 1 //australium skin "maxammo primary increased" 3 "no primary ammo from dispensers while active" 1 } CharacterAttributes { "Projectile speed increased" 0.8 "Blast radius decreased" 1.2 } } T_Giant_Soldier_Bazooka_Conch { Template T_Giant_Soldier Item "The Beggar's Bazooka" Attributes HoldFireUntilFullReload WeaponRestrictions PrimaryOnly Name "Lieutenant Beggar Conch" ClassIcon soldier_bazooka_conch_seel Attributes SpawnWithFullCharge Item "The Concheror" Item "The Escape Plan" Item "The Head Prize" ItemAttributes { ItemName "The Head Prize" "set item tint RGB" 8289918 // Gray "attach particle effect" 59 // Aces High } ItemAttributes { ItemName "The Beggar's Bazooka" "auto fires full clip" 0 "can overload" 0 "faster reload rate" 0.25 "clip size upgrade atomic" 4 "SPELL: Halloween pumpkin explosions" 1 "killstreak tier" 1 "item style override" 1 //australium skin "maxammo primary increased" 3 "no primary ammo from dispensers while active" 1 } ItemAttributes { ItemName "The Escape Plan" "damage bonus" 1.9 // default damage is 65 "move speed bonus" 1.2 "self mark for death" 1 "mod shovel speed boost" 1 "special taunt" -1 // I don't want them to kamikaze "blast dmg to self increased" -1 "self dmg push force decreased" 0 } CharacterAttributes { "projectile spread angle penalty" 2 "Projectile speed increased" 0.8 "Blast radius decreased" 1.2 "deploy time increased" .5 // Fixed it! "increase buff duration" 9.0 "heal on hit for slowfire" 150 } } T_Giant_Soldier_Bazooka_ConchTap { Template T_Giant_Soldier ClassIcon soldier_bazooka_conch_seel Item "The Beggar's Bazooka" Attributes HoldFireUntilFullReload WeaponRestrictions PrimaryOnly Name "Lieutenant Beggar Conch" Attributes SpawnWithFullCharge Item "The Concheror" Item "The Escape Plan" Item "The Head Prize" ItemAttributes { ItemName "The Head Prize" "attach particle effect" 59 // Aces H } ItemAttributes { ItemName "The Beggar's Bazooka" "auto fires full clip" 1 "can overload" 0 "faster reload rate" 0.25 // "rocket specialist" 1 // "clip size penalty" 4 "clip size penalty" 0.1 // 1, It tap-fires "projectile spread angle penalty" 5 "killstreak tier" 1 "item style override" 1 //australium skin "maxammo primary increased" 3 "no primary ammo from dispensers while active" 1 } ItemAttributes { ItemName "The Escape Plan" "damage bonus" 1.9 // default damage is 65 "move speed bonus" 1.2 "self mark for death" 1 "mod shovel speed boost" 1 "special taunt" -1 // I don't want them to kamikaze "blast dmg to self increased" -1 "self dmg push force decreased" 0 } CharacterAttributes { "Projectile speed increased" 0.8 "Blast radius decreased" 1.2 "deploy time increased" .5 // Fixed it! "increase buff duration" 9.0 "heal on hit for slowfire" 150 } } T_Giant_Soldier_Charged { Template T_Giant_Soldier Skill Normal ClassIcon soldier_crit Name "Giant Charged Soldier" Item "Tyrant's Helm" Item "The Original" Tag bot_giant ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.4 "mod max primary clip override" -1 // this is my QoL idea after learning a lot from attribs "maxammo primary increased" 3 "no primary ammo from dispensers while active" 1 "killstreak tier" 1 } CharacterAttributes { "self dmg push force decreased" 0 "no self blast dmg" 1 } } T_Giant_Soldier_Charged_Mangler { Template T_Giant_Soldier Skill Normal ClassIcon soldier_charged_mangler_v2 Name "Giant Charged Soldier" Item "Tyrant's Helm" Item "Jupiter Jumpers" // Item "Cross-Comm Crash Helmet" Item "The Cow Mangler 5000" // Tag bot_giant ItemAttributes { ItemName "The Cow Mangler 5000" "dmg penalty vs players" 2 "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.4 // "mod max primary clip override" -1 // this apparently crashes tf2? what? // "disable buildings on hit" 4 "attach particle effect" 702 // Isotope Weapon Unu "killstreak tier" 1 } CharacterAttributes { "self dmg push force decreased" 0 "no self blast dmg" 1 } } T_Giant_Soldier_Burst_Hyper { Template T_Giant_Soldier ClassIcon soldier_burstfire_hyper_lite Name "Giant Hyper Burst Soldier" Item "Armored Authority" Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 3 "faster reload rate" 0.5 "fire rate bonus" 0.2 "clip size upgrade atomic" 6 "item style override" 1 "is australium item" 1 "attach particle effect" 702 // Isotope Weapon Unu "killstreak tier" 1 } CharacterAttributes { "Projectile speed increased" 0.4 // 0.66 "no self blast dmg" 1 "dmg taken from crit reduced" 0.75 } } T_Giant_Soldier_Spammer { Template T_Giant_Soldier Name "Giant Rapid Fire Soldier" ClassIcon soldier_spammer Item "The Lucky Shot" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "damage bonus" 1.25 "mod max primary clip override" -1 // this is my QoL idea after learning a lot from attribs "killstreak tier" 1 } } T_Giant_Soldier_Spammer_Conch { Template T_Giant_Soldier_Spammer Name "Giant Ext. Conch Soldier" ClassIcon soldier_conch_spammer_giant Item "Chieftain's Challenge" Item "The Concheror" Item "Chieftain's Challenge" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "mod max primary clip override" -1 // this is my QoL idea after learning a lot from attribs "heal on hit for rapidfire" 150 "killstreak tier" 1 } CharacterAttributes { "deploy time increased" .5 // Fixed it! "increase buff duration" 9.0 } } T_Giant_Soldier_Pickax { Template T_Giant_Soldier ClassIcon soldier_escapeplan Name "Giant Escapist Soldier" Item "Mining Light" Item "Armored Authority" Item "The Escape Plan" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Escape Plan" "damage bonus" 1.9 // default damage is 65 "self mark for death" 1 "mod shovel speed boost" 1 "special taunt" -1 // I don't want them to kamikaze "blast dmg to self increased" -1 "self dmg push force decreased" 0 } CharacterAttributes { "move speed bonus" 1.2 "no self blast dmg" 1 "dmg taken from crit reduced" 0.75 } } T_Giant_Pyro { Class Pyro Name "Giant Pyro" ClassIcon pyro_giant Skill Expert // Health 3000 Health 3300 // gettysburg suggestion Attributes MiniBoss Attributes DisableDodge MaxVisionRange 900 Tag bot_giant UseMeleeThreatPrioritization 1 PreferClass Medic PreferClass Soldier CharacterAttributes { "killstreak tier" 1 "cancel falling damage" 1 "move speed bonus" 0.5 "damage bonus" 1.25 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "override footstep sound set" 6 "self dmg push force decreased" 0 "increase buff duration" 9.0 "deploy time increased" 0.5 "additional step sound" "MVM.GiantPyroStep" } } T_Giant_Pyro_Airblast { Template T_Giant_Pyro ClassIcon pyro_reflect_daan Name "Giant Airblast Pyro" Item "Powerhouse_flamethrower_turbinetorcher" Item "Traffic Cone" //Item "Firewall Helmet" ItemAttributes { ItemName "Powerhouse_flamethrower_turbinetorcher" "damage bonus" 1.5 // D: "airblast pushback scale" 2 "flame_drag" 15 "flame life bonus" 0.5 "flame_up_speed" -30 // forwards "killstreak tier" 1 } CharacterAttributes { "airblast_put_out_teammate_disabled" 1 "weapon burn dmg reduced" 0.1 "weapon burn time reduced" 0.1 "speed_boost_on_kill" 5 } } T_Giant_Pyro_Afterburn { Template T_Giant_Pyro ClassIcon pyro_gascann Name "Giant Afterburn Pyro" Item "The Nostromo Napalmer" Item "Firewall Helmet" Item "Firebrand" ItemAttributes { ItemName "The Nostromo Napalmer" "airblast disabled" 1 "mod flamethrower back crit" 1 "flame_spread_degree" 25 "flame_drag" 6.3 // 25% longer flame "SPELL: Halloween green flames" 1 "killstreak tier" 1 } CharacterAttributes { "damage bonus" 1.5 // :3 "weapon burn dmg increased" 6 "weapon burn time increased" 8 "airblast_put_out_teammate_disabled" 1 "speed_boost_on_kill" 5 } } T_Giant_Pyro_Dragon { Template T_Giant_Pyro ClassIcon pyro_dragon_fury_swordstone Name "Giant Dragon Pyro" Item "The Dragon's Fury" Item "Abhorrent Appendages" MaxVisionRange 690 ItemAttributes { ItemName "The Dragon's Fury" "dmg penalty vs nonburning" 0.5 "killstreak tier" 1 } CharacterAttributes { "airblast disabled" 0 "minicrit vs burning player" 1 "speed_boost_on_kill" 5 } } T_Giant_Pyro_Dragon_RapidFire { Template T_Giant_Pyro_Dragon ClassIcon pyro_dragon_fury_swordstone_spammer Name "Giant Rapid Derg Pyro" Item "Fire Breather" Item "Cauterizer's Caudal Appendage" Item "Abhorrent Appendages" MaxVisionRange 621 ItemAttributes { ItemName "The Dragon's Fury" "mult_item_meter_charge_rate" 0.5 "dmg penalty vs nonburning" 0.5 "killstreak tier" 1 } } T_Giant_Pyro_Dragon_Heal { Template T_Giant_Pyro_Dragon ClassIcon pyro_dragon_fury_heal Name "Giant Rapid Derg Pyro" Item "Breadcrab" Item "Bread Biter" Item "Loaf Loafers" MaxVisionRange 621 ItemAttributes { ItemName "The Dragon's Fury" "damage penalty" 0.33 "mult_item_meter_charge_rate" 0.5 "dmg penalty vs nonburning" 0.5 "heal on hit for rapidfire" 621 // 300 "weapon burn dmg reduced" 0.75 "killstreak tier" 1 } } T_Giant_Pyro_Phlog { Template T_Giant_Pyro Name "Giant Phlogistinator Pyro" ClassIcon pyro_ricochet_nys Item "The Phlogistinator" Item "the moonman backpack" Item "the bubble pipe" Item "Sub Zero Suit" Attributes SpawnWithFullCharge Taunt { Delay 0.05 Cooldown 6.21 Repeats 1 IfSeeTarget 1 IfHealthBelow 1550 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}Stargazing Phlogistinator Pyro{reset} is about to gain {9BBF4D}CRITS!" Delay 0 Cooldown 99999 Repeats 0 IfHealthBelow 1550 } ItemAttributes { ItemName "The Phlogistinator" "damage bonus" 1.25 // :3c "Increase buff duration" 6211 // Phlog never runs out "killstreak tier" 1 "airblast disabled" 0 } CharacterAttributes { "mult airblast refire time" 0.05 "speed_boost_on_kill" 5 "gesture speed increase" 1.5 } } T_Giant_Pyro_Ricochet { Template T_Giant_Pyro Name "Giant Long Flame Pyro" ClassIcon pyro_ricochet_nys Item "The Phlogistinator" Item "The Electric Escorter" Item "Firebrand" ItemAttributes { ItemName "The Phlogistinator" "damage bonus" 1.25 // :3 "flame_drag" 4.2 // 50% longer. Default is 8.5 "max_flame_reflection_count" 1000 "flame_reflect_on_collision" 1000 "flame_up_speed" -25 // flame goes down and bounces "flame_spread_degree" 1 "flame_lifetime" 0.6 "SPELL: Halloween green flames" 1 "killstreak tier" 1 "airblast disabled" 0 // This makes them taunt } CharacterAttributes { "mult airblast refire time" 0.05 "speed_boost_on_kill" 5 "gesture speed increase" 0.5 } Taunt // In the case they haven't taunted { Delay 0.05 Cooldown 621 Repeats 0 IfSeeTarget 1 IfHealthBelow 1550 } } T_Giant_Demoman { Class Demoman Name "Giant Demoman" ClassIcon demo_giant Skill Expert Health 3500 // Why is it 3300? // Health 3300 Attributes MiniBoss Attributes DisableDodge Tag bot_giant PreferClass Heavy PreferClass Demoman CharacterAttributes { "killstreak tier" 1 "cancel falling damage" 1 "move speed bonus" 0.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "override footstep sound set" 4 "self dmg push force decreased" 0 "no self blast dmg" 1 "increase buff duration" 9.0 "deploy time increased" 0.5 "additional step sound" "MVM.GiantDemomanStep" } } T_Giant_Demoman_Spammer { Template T_Giant_Demoman Name "Giant Rapid Fire Demo" Item "Glengarry Bonnet" Item "The Juggernaut Jacket" ClassIcon demo_spammer Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 "mod max primary clip override" -1 // this is my QoL idea after learning a lot from attribs "damage bonus" 1.2 "killstreak tier" 1 "item style override" 1 //australium skin "maxammo primary increased" 3 "no primary ammo from dispensers while active" 1 } CharacterAttributes { "Projectile speed increased" 0.8 "Blast radius increased" 1.4 } } T_Giant_Demoman_Barrage { Template T_Giant_Demoman Name "Giant Clusterer Demo" Item "Stunt Suit" ClassIcon demo_burst Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.2 "fire rate bonus" 0.2 "clip size upgrade atomic" 8 // 16 "projectile spread angle penalty" 2 "Projectile speed increased" 1.5 "damage penalty" 0.6 "killstreak tier" 1 } CharacterAttributes { "no self blast dmg" 1 "blast radius increased" 1.75 } } T_Giant_Demoman_Burst { Template T_Giant_Demoman Name "Giant Burst Demo" Item "The Juggernaut Jacket" ClassIcon demo_burst Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.5 // 50% faster reload "fire rate bonus" 0.01 "clip size upgrade atomic" 4 "projectile spread angle penalty" 2 "Projectile speed increased" 1.3 "damage penalty" 0.8 "killstreak tier" 1 } CharacterAttributes { "no self blast dmg" 1 } } T_Giant_Heavy { Class Heavyweapons Name "Giant Heavy" ClassIcon heavy_giant Skill Expert Health 5000 Attributes MiniBoss Attributes DisableDodge MaxVisionRange 1200 Tag bot_giant UseMeleeThreatPrioritization 1 PreferClass Demoman CharacterAttributes { "killstreak tier" 1 "cancel falling damage" 1 "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "override footstep sound set" 2 "self dmg push force decreased" 0 "increase buff duration" 9.0 "deploy time increased" 0.5 "additional step sound" "MVM.GiantHeavyStep" } } T_Giant_Heavy_Laugh { Template T_Giant_Heavy Name "Super Heavy Mittens" ClassIcon heavy_mittens Item "The All-Father" Item "Pestering Jester" Item "The Gift Bringer" Item "Shin Shredders" Item "The Holiday Punch" WeaponRestrictions MeleeOnly MaxVisionRange 900 ItemAttributes { ItemName "The Holiday Punch" "fire rate bonus" 0.6 "damage bonus" 1.5 "melee cleave attack" 1 "killstreak tier" 1 } CharacterAttributes { "add jingle to footsteps" 1 "allow friendly fire" 1 "receive friendly fire" 1 "alt-fire disabled" 1 "gesture speed increase" 1.4 "dmg pierces resists absorbs" 1 } } T_Giant_Heavy_Steel { Template T_Giant_Heavy Name "Super Steelfist Heavy" ClassIcon heavy_steelfist_giant Item "Fists of Steel" WeaponRestrictions MeleeOnly MaxVisionRange 1200 Scale 1.6 ItemAttributes { ItemName "Fists of Steel" "fire rate bonus" 1.6 // 1.2 "damage bonus" 1.2 "melee airblast" 1 "killstreak tier" 1 } CharacterAttributes { "allow friendly fire" 1 "receive friendly fire" 1 "alt-fire disabled" 1 "move speed bonus" 0.3 } } T_Giant_Heavy_Steel2 { Template T_Giant_Heavy Name "Super Steelfist Heavy" ClassIcon heavy_steelfist_giant Item "Fists of Steel" WeaponRestrictions MeleeOnly MaxVisionRange 1200 Scale 1.6 ItemAttributes { ItemName "Fists of Steel" "fire rate bonus" 1.6 // 1.2 "damage bonus" 1.2 "melee airblast" 1 "killstreak tier" 1 } CharacterAttributes { "allow friendly fire" 1 "receive friendly fire" 1 "alt-fire disabled" 1 } ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 2500 Name "boopsyouwithsteelhammers_owo" } AddAttribute { Item "Fists of Steel" Name "always crit" Value 1 Delay 0 Cooldown 1 Repeats 0 IfHealthBelow 1001 } EventChangeAttributes { boopsyouwithsteelhammers_owo { CustomEyeGlowColor "255 95 31" Attributes DisableDodge ActionOverride Mobber ItemColor { ItemName "Fists of Steel" Red 255 Green 95 Blue 31 } ItemAttributes { ItemName "Fists of Steel" "attach particle effect" 13 "fire rate bonus" 0.6 "damage bonus" 1.5 "melee cleave attack" 1 "melee airblast" 1 "dmg penalty vs buildings" 3 "killstreak tier" 1 } CharacterAttributes { "cannot pick up intelligence" 1 "move speed bonus" 0.2 // 0.8 } } } } T_Giant_Heavy_Brass { Template T_Giant_Heavy Name "Giant Brass Beast Heavy" ClassIcon heavy_heater Item "Mad Mask" Item "The Brass Beast" ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.7 "dmg penalty vs nonburning" 0.5 "damage bonus vs burning" 1.5 "killstreak tier" 1 } } T_Giant_Heavy_Enrage { Template T_Giant_Heavy Name "Giant Penetrator Heavy" ClassIcon heavy_giant MaxVisionRange 900 Item "Iron Curtain" Item "The Eliminators Safeguard" // "Heavy Hair" Item "Security Shades" DropWeapon 1 ItemAttributes { ItemName "Iron Curtain" "damage bonus" 1.5 "accuracy scales damage" 1.2 "fire rate bonus" 0.8 "fire rate bonus with reduced health" 0.7 "spread penalty" 2 "mult_spread_scales_consecutive" 1 "patient overheal penalty" 0 "killstreak tier" 1 } } T_Giant_Heavy_HuoLong { Template T_Giant_Heavy Name "Giant Red Dragon Heavy" ClassIcon heavy_heater Item "The Bunsen Brave" Item "The Huo Long Heatmaker" ItemAttributes { ItemName "The Huo Long Heatmaker" "accuracy scales damage" 1.5 "ragdolls become ash" 1 "ring of fire while aiming" 50 // "set damagetype ignite" 1 "damage penalty" 1 "dmg penalty vs nonburning" 0.5 "damage bonus vs burning" 1.5 "killstreak tier" 1 } } T_Giant_Heavy_Shotgun { Template T_Giant_Heavy Name "Giant Shotgun Heavy" ClassIcon heavy_shotgun MaxVisionRange 750 WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 0.1 "projectile penetration" 1 "attack projectiles" 1 // force ability to shoot down projectiles "killstreak tier" 1 } } T_Giant_Heavy_Shotgun_Burst { Template T_Giant_Heavy_Shotgun Name "Giant Burst Shotgun Heavy" ClassIcon heavy_shotgun_burst_lite MaxVisionRange 900 Item "Capone's Capper" Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 0.1 "projectile penetration" 1 "attack projectiles" 1 // force ability to shoot down projectiles "killstreak tier" 1 } } T_Giant_Heavy_Shotgun_HOK { Template T_Giant_Heavy_Shotgun Name "Giant Shotgun Healvy" ClassIcon heavy_shotgun_healonkill ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "heal on kill" 5000 "killstreak tier" 1 } } T_Giant_Heavy_Laugh_SiF { Template T_Giant_Heavy Name "Super Heavy Mittens" ClassIcon heavy_mittens Item "Hundekopf" Item "Immobile Suit" Item "Shin Shredders" Item "The Holiday Punch" WeaponRestrictions MeleeOnly MaxVisionRange 700 ItemAttributes { ItemName "The Holiday Punch" "fire rate bonus" 0.6 "damage bonus" 1.5 "melee cleave attack" 1 "killstreak tier" 1 } CharacterAttributes { "add jingle to footsteps" 1 "allow friendly fire" 1 "receive friendly fire" 1 "alt-fire disabled" 1 "gesture speed increase" 1.4 "dmg pierces resists absorbs" 1 "taunt attack after end" 1 "taunt attack time mult" 1.2 } Taunt { Delay 5 Cooldown 8 IfSeeTarget 1 } } T_Giant_Sniper { Class Sniper Skill Expert Health 3250 Attributes MiniBoss Attributes DisableDodge Tag bot_giant PreferClass Demoman CharacterAttributes { "cancel falling damage" 1 "move speed bonus" 0.6 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "override footstep sound set" 7 "self dmg push force decreased" 0 "head scale" 0.8 "increase buff duration" 9.0 "deploy time increased" 0.5 } } T_Giant_Medic { Class Medic Name "Giant Medic" ClassIcon medic_giant Skill Expert Health 4500 Item "The Overdose" // WeaponRestrictions SecondaryOnly Attributes MiniBoss // Attributes IgnoreEnemies Attributes IgnoreFlag // Attributes SpawnWithFullCharge Tag bot_giant ItemAttributes { ItemName "The Overdose" "damage penalty" 1.5 "fire rate bonus" 0.6 "faster reload rate" 2.5 "mad milk syringes" 1 } ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 200 } CharacterAttributes { "killstreak tier" 1 "cancel falling damage" 1 "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "override footstep sound set" 2 "self dmg push force decreased" 0 "increase buff duration" 9.0 "deploy time increased" 0.5 "health regen" 40 } } T_Giant_Medic_Kritz { Template T_Giant_Medic ClassIcon medic_kritz_giant Name "Giant Kritzshield Medic" Item "The Kritzkrieg" Item "Blighted Beak" Item "Bunnyhopper's Ballistics Vest" Attributes SpawnWithFullCharge Attributes IgnoreEnemies Attributes IgnoreFlag ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 100 "uber duration bonus" 621 "heal rate bonus" 1 } CharacterAttributes { "health regen" 40 "bot medic uber health threshold" 62169 } } T_Giant_Medic_QuickFix_Pop { Template T_Giant_Medic ClassIcon medic_pop_giant Name "Giant Quick-Pop Medic" Item "The Quick-Fix" Item "The Surgeon's Stahlhelm" Item "The Vascular Vestment" Attributes SpawnWithFullCharge Attributes IgnoreFlag ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 200 } CharacterAttributes { "health regen" 40 "bot medic uber health threshold" 1500 "bot medic uber deploy delay duration" 5 } } T_Giant_Medic_QuickFix_Delayed { Template T_Giant_Medic ClassIcon medic_pop_giant Name "Giant Quick-Pop Medic" Item "The Quick-Fix" Item "The Surgeon's Stahlhelm" Item "The Vascular Vestment" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 200 } CharacterAttributes { "bot medic uber health threshold" 1500 "bot medic uber deploy delay duration" 4 } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}Giant Quick-Pop Medic{reset} is about to {9BBF4D}UBER!" Delay 0 Cooldown 99999 Repeats 0 IfHealthBelow 1500 } } // These giant medics blocks 80% of the dmg, but weak to melee T_Giant_Medic_Vacci_Fire { Template T_Giant_Medic ClassIcon medic_fire Name "Giant Fireproof Medic" Item "The Vaccinator" Item "Das Metalmeatencasen" Item "Das Naggenvatcher" Item "The Merc's Muffler" Attributes SpawnWithFullCharge WeaponRestrictions SecondaryOnly ExtAttr MedicLookAtThreats ItemAttributes { ItemName "The Merc's Muffler" "set item tint RGB" 15132390 // Abundange of Tinge. White } ItemAttributes { ItemName "The Vaccinator" "medigun charge is resists" 4 "medigun blast resist passive" 0.5 "medigun blast resist deployed" 0.9 "ubercharge rate bonus" 50 "heal rate bonus" 0 "mod weapon blocks healing" 1 "dmg from melee increased" 3.0 } CharacterAttributes { "health regen" 40 "bot medic uber health threshold" 621621 "bot medic uber deploy delay duration" 1 "voice pitch scale" 0 } } T_Giant_Medic_Vacci_Blast { Template T_Giant_Medic ClassIcon medic_blast Name "Giant Blastproof Medic" Item "The Vaccinator" Item "Coldfront Carapace" Item "Physician's Protector" Item "The Merc's Muffler" Attributes SpawnWithFullCharge WeaponRestrictions SecondaryOnly ExtAttr MedicLookAtThreats ItemAttributes { ItemName "The Merc's Muffler" "set item tint RGB" 15132390 // Abundange of Tinge. White } ItemAttributes { ItemName "The Vaccinator" "medigun charge is resists" 5 "medigun fire resist passive" 0.5 "medigun fire resist deployed" 0.9 "ubercharge rate bonus" 50 "heal rate bonus" 0 "mod weapon blocks healing" 1 "dmg from melee increased" 3.0 } CharacterAttributes { "health regen" 40 "bot medic uber health threshold" 621621 "bot medic uber deploy delay duration" 1 "voice pitch scale" 0 } } T_Giant_Medic_Vacci_Bullet { Template T_Giant_Medic ClassIcon medic_bullet Name "Giant Bulletproof Medic" Item "The Vaccinator" Item "The Weather Master" Item "Bunnyhopper's Ballistics Vest" Item "The Merc's Muffler" Attributes SpawnWithFullCharge WeaponRestrictions SecondaryOnly ExtAttr MedicLookAtThreats ItemAttributes { ItemName "The Merc's Muffler" "set item tint RGB" 15132390 // Abundange of Tinge. White } ItemAttributes { ItemName "The Vaccinator" "medigun charge is resists" 3 "medigun bullet resist passive" 0.5 "medigun bullet resist deployed" 0.5 "ubercharge rate bonus" 50 "heal rate bonus" 0 "mod weapon blocks healing" 1 "dmg from melee increased" 3.0 } CharacterAttributes { "health regen" 40 "bot medic uber health threshold" 621621 "bot medic uber deploy delay duration" 1 "voice pitch scale" 0 } } T_Giant_Sniper_Urine { Template T_Giant_Sniper Health 1250 Name "Super Jarate Sniper" ClassIcon sniper_jarate Item "Jarate" Item "The Bushwacka" Item "Desert Marauder" // Marauder belt // doesn't work, we use this one. Gosh darn valve refusing to finish their stupid anim Item "The Jarmaments" WeaponRestrictions SecondaryOnly Attributes AlwaysFireWeapon CharacterAttributes { "effect bar recharge rate increased" -2 "fire rate penalty" 5 "move speed bonus" 0.8 // 1.2 } } T_Giant_Sniper { Class Sniper Skill Expert Health 3250 Attributes MiniBoss Attributes DisableDodge CharacterAttributes { "cancel falling damage" 1 "move speed bonus" 0.6 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "override footstep sound set" 7 "self dmg push force decreased" 0 "head scale" 0.8 "increase buff duration" 9.0 "deploy time increased" 0.5 } } } // @MISSIONS // Wave 1: Smol Buster Mission { Where spawnbot_left Objective DestroySentries // SeekAndDestroy InitialCooldown 8 // 621 CooldownTime 15 DesiredCount 1 BeginAtWave 1 RunForThisManyWaves 1 TFBot { Template T_SentryBuster_Reinforced Attributes SuppressFire Name "Smol Buster" Scale 1.5 // 1 // Name "Small Buster" // STRING_JOKENAME Health 1621 // 1250 // 621 // haha CharacterAttributes { "dmg from melee increased" 0.25 "move speed bonus" 1.25 "voice pitch scale" 4 } } } // Wave 1: Engineer Mission { Where spawnbot_left Objective Engineer InitialCooldown 30 CooldownTime 9999 DesiredCount 5 BeginAtWave 1 RunForThisManyWaves 1 // ty braindog! TFBot { Class Engineer Name "Gunsling Engineer" ClassIcon Engineer Skill Expert Health 10 Item "The Gunslinger" Attributes AlwaysFireWeapon CharacterAttributes { "cannot pick up intelligence" 1 "engineer sentry build rate multiplier" 621 "move speed bonus" 420 "engy building health bonus" 0.5 "dmg from ranged reduced" 0 "dmg from melee increased" 0 } ItemAttributes { ItemName "The Gunslinger" "health drain" -10 } } } // Wave 1: Engineer Mission { Where spawnbot_left Objective Engineer InitialCooldown 180 CooldownTime 60 DesiredCount 1 BeginAtWave 1 RunForThisManyWaves 1 TFBot { Template T_Engineer_Artillery Name "Nightblind Artillery Engineer" ClassIcon Engineer // ExtAttr BuildDispenserAsSentryGun TeleportWhere spawnbot_left TeleportWhere spawnbot_right } } // Wave 01: Gun Spy Mission { Where Behind Objective Spy InitialCooldown 90 CooldownTime 45 DesiredCount 2 BeginAtWave 1 RunForThisManyWaves 1 TFBot { Template T_Spy_Tranq } } // Wave 2-6 Buster Mission { Where spawnbot_left Objective DestroySentries // SeekAndDestroy InitialCooldown 30 CooldownTime 45 DesiredCount 1 BeginAtWave 2 RunForThisManyWaves 5 TFBot { Template T_SentryBuster_Reinforced // Name "Action SuicideBomber" Name "Blind Sacrificial" Attributes SuppressFire CharacterAttributes { "dmg from melee increased" 0.25 "move speed bonus" 1.25 "voice pitch scale" 4 } } } // Wave 02: Classic Sniper Mission { Where spawnbot_left Objective Sniper InitialCooldown 30 CooldownTime 45 DesiredCount 1 BeginAtWave 2 RunForThisManyWaves 1 RandomChoice { RandomChoice { TFBot { Template T_Sniper_Classic Name "Nightblind Sniper" } } } } // Wave 03: YER Spy Mission { Where Behind Objective Spy InitialCooldown 45 CooldownTime 60 DesiredCount 1 // 6 BeginAtWave 3 RunForThisManyWaves 1 TFBot { Template T_Spy_YER_Saharan // Name "hi bro" // Name "Wildling" Name "Bracken" ClassIcon spy // spy_revolver_mark_lite NoCrouchButtonRelease 1 CharacterAttributes { "dmg taken from fire increased" 1.2 "crits_become_minicrits" 1 "damage penalty" 0.2 "dmg from melee increased" 1.75 "move speed bonus" 1.3 "sapper damage penalty" 0.1 "sapper health bonus" 2 } ItemAttributes { ItemName "The Familiar Fez" "attach particle effect" 38 // Cloudy Moon } // RAFradek // Faking player actions FireWeapon { Delay 10 Cooldown 3 Duration 1.5 Repeats 99 Type "Crouch" } FireWeapon { Delay 3 Cooldown 3 IfSeeTarget 0 Type "Jump" } // VoiceCommand // { // Delay 5 // Cooldown 30 // IfSeeTarget 1 // Type "Thanks" // } // VoiceCommand // { // Delay 15 // Cooldown 5 // IfSeeTarget 1 // Type "Nice Shot" // } // VoiceCommand // { // Delay 0 // Cooldown 3 // IfSeeTarget 1 // IfHealthBelow 100 // Type "Medic" // } } } // Wave 03: Airblast Pyro Mission { Where spawnbot_left Objective Sniper InitialCooldown 60 CooldownTime 45 DesiredCount 1 BeginAtWave 3 RunForThisManyWaves 1 RandomChoice { RandomChoice { TFBot { Template T_Pyro_Airblast ExtAttr AlwaysFireWeaponAlt Name "Blind Idle Pyro" // Name "Hyper Airblast Pyro" // Name "FPS Destroyer Pyro" // @STRING_JOKENAME // ClassIcon pyro_gascann_explode // ClassIcon soldier_jumper_rj_sif CharacterAttributes { "airblast_give_teammate_speed_boost" 1 "dmg from melee increased" 1.75 "airblast_pushback_disabled" 1 "SPELL: Halloween green flames" 1 "airblast_deflect_projectiles_disabled" 1 "health drain" -6 } } } } } // Wave 04: Machina Sniper Mission { Where spawnbot_left Objective Sniper InitialCooldown 60 CooldownTime 180 DesiredCount 1 BeginAtWave 4 RunForThisManyWaves 1 TFBot { Template T_Giant_Sniper Skill Expert Name "Bullseye Barett" Health 1250 Scale 1.35 Item "The Bruiser's Bandanna" Item "Hawk Eyed Hunter" Item "Starduster" Item "Shooting Star" ItemAttributes { ItemName "Shooting Star" "sniper full charge damage bonus" 7.21 "damage bonus HIDDEN" 2 // lol "sniper charge per sec" 5 "Reload time increased" 2 "killstreak tier" 1 // "custom kill icon" "headshot" } ItemAttributes { itemName "TF_weapon_club" "damage causes airblast" 1 //his legs knock you back "killstreak tier" 1 } CharacterAttributes { "move speed bonus" 0.5 "hand scale" 1.25 "projectile penetration" 1 "dmg bonus vs buildings" 1.5 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "airblast vertical vulnerability multiplier" 0.01 } } } // Wave 05: RocketRain Soldier Mission { Where spawnbot_right Objective Sniper InitialCooldown 180 CooldownTime 621 DesiredCount 1 BeginAtWave 5 RunForThisManyWaves 1 RandomChoice { RandomChoice { TFBot { Template T_Giant_Soldier_Burst_Hyper Skill Expert Name "Old Bird" Health 40000 Scale 1.7 MaxVisionRange 200 //Attributes AutoJump //Attributes Parachute Attributes AlwaysCrit // AutoJumpMin 15 // AutoJumpMax 15 Item "The B.A.S.E. Jumper" Item "Armored Authority" Item "Fancy Dress Uniform" Item "The Escape Plan" Item "The Mantreads" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage causes airblast" 1 "clip size bonus" 12 "fire rate bonus" 0.2 "Projectile speed increased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "no self blast dmg" 1 "cancel falling damage" 1 "increased jump height" 6 "hand scale" 1.3 "boots falling stomp" 1 "health regen" 200 } } } } } // Wave 06: Circuit Engi Mission { Where Behind Objective Spy InitialCooldown 20 CooldownTime 9999 DesiredCount 2 BeginAtWave 6 RunForThisManyWaves 1 TFBot { Class Engineer Name "Short Circuit Engineer" ClassIcon engineer_shortcircuit_lite ItemAttributes { ItemName "The Pomson 6000" "override projectile type" 27 } ItemAttributes { ItemName "The Short Circuit" "is_passive_weapon" 1 "hand scale" 0 } } } // Wave 06: Gun Spy Mission { Where Behind Objective Spy InitialCooldown 5 CooldownTime 99999 DesiredCount 6 BeginAtWave 6 RunForThisManyWaves 1 TFBot { Template T_Spy_Tranq Name "Spy has a GUN" ClassIcon spy } } // @Wave 1 Wave { WaitWhenDone 65 Checkpoint Yes Sound "Announcer.IncomingMob" StartWaveOutput { Target wave_start_endurance_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // RAFradek // Explanation // { // Line "{white}== SL.LUA INFO ==" // Line "{green}+Tank Health and Bot Action will be announced in the chat." // Line "{green}+Giant Robots credit carry capacity increased." // Line "{green}+RobotMayDropWeaponOnDeath == 1" // Line "{red}-RageFromBuster == 0; BusterFriendlyFire == 0" // Line "{red}-Robots are allowed to equip overclocks." // Line "{yellow}Wave 1/7" // Line "{white}Robot Identity templates tampered. Bodygroup: Head." // Line "{white}= RETURN =" // } WaveSpawn { Name Intro_4Mann WaitBeforeStarting 2 // FirstSpawnWarningSound "vo/halloween_merasmus/hall2015_fightmeras_01.mp3" // Here's a contract I'd like to call.. your DEATH! // FirstSpawnWarningSound "vo\mvm\norm\soldier_mvm_incoming01.mp3" // Incoming! // FirstSpawnWarningSound "vo\mvm\norm\soldier_mvm_go01.mp3" // Go go! Charge! FirstSpawnWarningSound "vo\mvm\mght\heavy_mvm_m_sandwichtaunt05.mp3" // FirstSpawnWarningSound "vo\mvm\norm\heavy_mvm_specialweapon01.mp3" // My fists are made out of steel! } InitWaveOutput { // Target wave_init_relay // Don't do anything on this map // Action Trigger // ClientPrint color = x08AARRGGBB in HEX. AA = Alpha Chann // I want you to know how long this took me to // Figure out myself. // Honestly don't look for hints in here, besides for metro stuff. I want to kill myself from vscript. Target gamerules Action RunScriptCode Param " SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2. EntFire(`nav_prefer_flank_right`, `Kill`); EntFire(`nav_prefer_flank_left`, `Kill`); EntFire(`func_upgradestation`, `enable`); // EntFire(`bombpath_clearall_relay`,`Trigger`,null,0.78) // EntFire(`bombpath_arrows_clear_relay`,`Trigger`,null,0.78) // EntFire(`bombpath_right`,`Trigger`,null,0.9) EntFire(`bombpath_clearall_relay`,`Trigger`,null,0.78) EntFire(`bombpath_arrows_clear_relay`,`Trigger`,null,0.78) EntFire(`bombpath_left`,`Trigger`,null,0.9) // // ClientPrint(null,3,`\x07FF1234Happy Halloween mortals,`) // ClientPrint(null,3,`\x07FF1234Merasmus has cursed your weapons for a worse sidegrade!`) ClientPrint(null,3,`Pseudomachination v.b11 by SiF`) Convars.SetValue(`tf_airblast_cray_lose_footing_duration`, 0); // No more airblast Convars.SetValue(`tf_airblast_cray_power`, 150); Convars.SetValue(`tf_bot_taunt_victim_chance`, 100); Convars.SetValue(`tf_bot_pyro_always_reflect`, 1); // Convars.SetValue(`tf_bot_pyro_shove_away_range`, 1000); // This procs phlog Convars.SetValue(`tf_forced_holiday`, 2); // halloween Convars.SetValue(`tf_bot_fetch_lost_flag_time`, 66); // Trying to fix spies grabbing the bomb. Why are they so stupid Convars.SetValue(`tf_bot_melee_attack_abandon_range`, 250); // Giant Snipers are baited onto tunnels and got stuck. ha. // Convars.SetValue(`tf_use_fixed_weaponspreads`, 1); // if (ent) // { // NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Pseudomachination (Advanced)`) // } " } WaveSpawn { Name yia0 // WaitForAllSpawned yia0 WaitBeforeStarting 4 TotalCurrency 1 TotalCount 1 SpawnCount 1 MaxActive 1 Where spawnbot_left FirstSpawnWarningSound "vo\mvm\norm\heavy_mvm_specialweapon01.mp3" // My fists are made out of steel! TFBot { Template T_r_Heavy_Steel_Gauntlet_Pusher Name "Overclocked Steel Gauntlet" Scale 1.5 Health 900 ItemAttributes { ItemName "Fists of Steel" "dmg from ranged reduced" 0 // 0.5 "dmg from melee increased" 4 "dmg taken from crit reduced" 1.5 "attach particle effect" 702 // Isotope Weapon Unu } } FirstSpawnOutput { Target gamerules Action RunScriptCode Param " // ClientPrint(null,3,`\x08FFFFFFFFUnexpected Template mismatch.`); // ClientPrint(null,3,`Bot Identity: S_Heavy_Ironfist`); ClientPrint(null,3,`\x08FFFFFFFFBot Template identity: S_Heavy_Ironfist tampered.`); ClientPrint(null,3,`Unknown Parameter ... OverClockA_RangeResist`); " } } WaveSpawn { Name yia1s WaitForAllDead yia0 WaitBeforeStarting 20 WaitBetweenSpawns 1 TotalCurrency 0 TotalCount 1 SpawnCount 1 MaxActive 1 Where spawnbot_left FirstSpawnWarningSound "vo/announcer_mvm_engbots_arrive01.mp3" TFBot { Template T_r_Heavy_Steel_Gauntlet_Pusher Name "Nightblind Alloy Gauntlet" Scale 1.5 Health 900 ItemAttributes { ItemName "Fists of Steel" "dmg from ranged reduced" 0 // 0.5 "dmg from melee increased" 4 "dmg taken from crit reduced" 1.5 "attach particle effect" 702 // Isotope Weapon Unu } } } WaveSpawn { Name yia1s WaitForAllDead yia0 WaitBeforeStarting 4 WaitBetweenSpawns 9 TotalCurrency 49 TotalCount 20 SpawnCount 2 MaxActive 6 Where spawnbot_left Squad { ShouldPreserveSquad 1 TFBot { Template T_r_Heavy_Steel_Gauntlet_Pusher Name "Nightblind Alloy Gauntlet" } TFBot { Template T_Medic_QuickFix_Heal Name "Nightblind QuickHeal Medic" Classicon medic } } } WaveSpawn { Name yia1 WaitForAllDead yia0 WaitBeforeStarting 1.5 WaitBetweenSpawns 5 // 6 TotalCurrency 100 TotalCount 18 // 30 SpawnCount 6 MaxActive 12 Where spawnbot_left Squad { NoFormation 1 NoWaitForFormation 1 TFBot { Template T_Pyro_Gas Name "Nightblind Pyroshark" ClassIcon pyro_neon_gascann } TFBot { Template T_Pyro_Neon Name "Nightblind Pyroshark" ClassIcon pyro_neon_gascann } } FirstSpawnOutput { Target gamerules Action RunScriptCode Param " SpawnEntityFromTable(`training_annotation` , { targetname = `sif_annot` display_text = ` GIANT reinforcement ARRIVES in 4 minutes.` lifetime = `15` origin = `-2259 2688 432` } ) EntFire(`sif_annot`, `show`) EntFire(`sif_annot`, `kill`, ``, 12) " } } WaveSpawn { Name yia2s WaitForAllDead yia1 WaitBeforeStarting 12 WaitBetweenSpawns 10 TotalCurrency 0 TotalCount 6 SpawnCount 1 MaxActive 4 Where spawnbot_boss RandomChoice { TFBot { Template T_Pyro_Gas_Explode Name "Nightblind Gambler" Item "The Special Eyes" Item "Ghastly Gibus" ClassIcon pyro_neon_gascann } TFBot { Template T_Pyro_Gas_Explode Name "Nightblind Fool" Item "The Special Eyes" Item "Ghastly Gibus" ClassIcon pyro_neon_gascann } TFBot { Template T_Pyro_Gas_Explode Name "Nightblind Napalmer" Item "The Special Eyes" Item "Ghastly Gibus" ClassIcon pyro_neon_gascann } } } WaveSpawn { Name yia2 WaitForAllDead yia1 WaitBeforeStarting 4 WaitBetweenSpawns 3 TotalCurrency 100 TotalCount 32 SpawnCount 6 // 4 // 8 MaxActive 12 // 16 Where spawnbot_left Squad { TFBot { Template T_Soldier_Pickax_Conch Name "Nightblind Escapist" ClassIcon banner_buff_conch } TFBot { Template T_Soldier_Pickax_Buff Name "Nightblind Escapist" ClassIcon banner_buff_conch } // TFBot { Template T_r_Heavy_Steel_Champ Name "Nightblind Alloy Champ" } TFBot { Template T_r_Heavy_Steel_Champ Name "Nightblind Alloy Champ" } } } WaveSpawn { Name yia3 WaitForAllDead yia2 WaitBeforeStarting 8 WaitBetweenSpawns 1 TotalCurrency 200 TotalCount 20 SpawnCount 2 MaxActive 14 // 22 Where spawnbot_left FirstSpawnWarningSound "vo\mvm\norm\taunts\soldier_mvm_taunts15.mp3" // Surrender NOW, maggots and you will not be harmed! RandomChoice { TFBot { Template T_Soldier_DirectHit_OCA Name "Nightblind Soldier" Attributes AlwaysCrit Attributes AlwaysFireWeapon MaxVisionRange 10 } TFBot { Template T_Soldier_DirectHit_OCA Name "Nightblind Soldier" Attributes AlwaysCrit Attributes AlwaysFireWeapon MaxVisionRange 10 } TFBot { Template T_Soldier_DirectHit_OCA Name "Nightblind Soldier" Attributes AlwaysCrit Attributes AlwaysFireWeapon MaxVisionRange 10 } TFBot { Template T_Soldier_DirectHit_Bluff Name "Nightblind Soldier" Attributes AlwaysCrit Attributes AlwaysFireWeapon } TFBot { Template T_Soldier_DirectHit_OCA Name "Nightblind Soldier" Attributes AlwaysCrit Attributes IgnoreEnemies } } } WaveSpawn { Name yia4 WaitForAllSpawned yia3 WaitBeforeStarting 1 WaitBetweenSpawns 2.5 // 1 // 5 TotalCurrency 100 TotalCount 22 // 20 // 10 SpawnCount 2 MaxActive 8 Where spawnbot_left RandomChoice { TFBot { Template T_Demoman_Loch Skill Hard Name "Nightblind Demo" MaxVisionRange 900 } TFBot { Template T_Demoman_Loch_OCA Skill Hard Name "Nightblind Demo" MaxVisionRange 900 } TFBot { Template T_Demoman_Loch_Burst Skill Easy Name "Nightblind Demo" Attributes AlwaysFireWeapon } } } WaveSpawn { Name yia4 WaitForAllSpawned yia3 WaitBeforeStarting 1 WaitBetweenSpawns 4 TotalCurrency 100 TotalCount 18 // 24 // 10 SpawnCount 3 MaxActive 9 Where spawnbot_right Squad { TFBot { Template T_Heavy_Ludmilla Name "Nightblind Ludmil Heavy" MaxVisionRange 650 ClassIcon heavy_healonkill Item "Weight Room Warmer" } TFBot { Template T_Medic_QuickFix_Heal Name "Nightblind Medic" Classicon medic } TFBot { Template T_Medic_QuickFix_Heal Name "Nightblind Medic" Classicon medic } } } // I asked raf // AimTrackingInterval 0.05 = Basically expert. You can't do negative. // Anything higher than 1 is dumber than Easy. // This was done to mimic CS' stupid "Fair" difficulty bots that sprays and miss. WaveSpawn { Name yia5 WaitForAllSpawned yia4 WaitBeforeStarting 1 WaitBetweenSpawns 8 TotalCurrency 50 TotalCount 16 SpawnCount 8 MaxActive 9 Where spawnbot_right RandomChoice { TFBot { Template T_Heavy_Ludmilla Skill Easy Name "Nightblind Ludmil Heavy" MaxVisionRange 650 ClassIcon heavy_healonkill Item "Weight Room Warmer" AimTrackingInterval 1.1 FOV 30 SeeThroughWalls 1 } TFBot { Template T_Heavy_Ludmilla Skill Easy Name "Nightblind Ludmil Heavy" MaxVisionRange 650 ClassIcon heavy_healonkill Item "Weight Room Warmer" AimTrackingInterval 1.2 FOV 30 SeeThroughWalls 1 } TFBot { Template T_Heavy_Ludmilla Skill Easy Name "Nightblind Ludmil Heavy" MaxVisionRange 650 ClassIcon heavy_healonkill Item "Weight Room Warmer" AimTrackingInterval 1.2 FOV 30 SeeThroughWalls 1 } TFBot { Template T_Heavy_Penetrator Skill Easy Name "Nightblind Ludmil Heavy" MaxVisionRange 650 ClassIcon heavy_healonkill Item "Weight Room Warmer" AimTrackingInterval 1.3 FOV 30 SeeThroughWalls 1 } TFBot { Template T_Heavy_Brass Skill Hard Name "Nightblind Brass Heavy" MaxVisionRange 650 ClassIcon heavy_healonkill Item "Weight Room Warmer" } } } // Support Wave 1 WaveSpawn { Name yia3s WaitForAllSpawned yia2s // yia3 WaitBeforeStarting 30 // 20 // 5 WaitBetweenSpawns 9 // 16 TotalCurrency 100 TotalCount 20 SpawnCount 1 MaxActive 4 Where spawnbot_left Support 1 TFBot { Class Scout Name "Nightblind Batter" Skill Easy WeaponRestrictions MeleeOnly Attributes AlwaysCrit ClassIcon scout_bat_nys Item "Weight Room Warmer" } } WaveSpawn { Name yia3s TotalCurrency 0 TotalCount 621 SpawnCount 1 MaxActive 2 Where spawnbot_right WaitForAllSpawned yia1 WaitBeforeStarting 240 WaitBetweenSpawns 26 Support Limited FirstSpawnWarningSound "mvm/giant_heavy/giant_heavy_entrance.wav" FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`Something big this way comes..`) " } RandomChoice { // 1/10 to say "SiF Just wanted to say Alo!" TFBot { Template T_Giant_Heavy_Laugh Attributes AlwaysCrit Name "Super Murder Mittens" Item "dec2014 heavy_parka" } TFBot { Template T_Giant_Heavy_Laugh Attributes AlwaysCrit Name "Super Murder Mittens" Item "dec2014 heavy_parka" } TFBot { Template T_Giant_Heavy_Laugh Attributes AlwaysCrit Name "Super Murder Mittens" Item "dec2014 heavy_parka" } TFBot { Template T_Giant_Heavy_Laugh Attributes AlwaysCrit Name "Super Murder Mittens" Item "dec2014 heavy_parka" } TFBot { Template T_Giant_Heavy_Laugh Attributes AlwaysCrit Name "Super Murder Mittens" Item "dec2014 heavy_parka" } TFBot { Template T_Giant_Heavy_Laugh Attributes AlwaysCrit Name "Super Cuddly Gremlin" Item "dec2014 heavy_parka" } TFBot { Template T_Giant_Heavy_Laugh Attributes AlwaysCrit Name "Super Cuddly Gremlin" Item "dec2014 heavy_parka" } TFBot { Template T_Giant_Heavy_Laugh Attributes AlwaysCrit Name "Super Cuddly Gremlin" Item "dec2014 heavy_parka" } TFBot { Template T_Giant_Heavy_Laugh Attributes AlwaysCrit Name "Super Cuddly Gremlin" Item "dec2014 heavy_parka" } TFBot { Template T_Giant_Heavy_Laugh_SiF Attributes AlwaysCrit Name "SiF's Cold Greetings" Item "Heavy Heating" } } } } // wave 1 // @Wave 2 Wave { WaitWhenDone 65 Checkpoint Yes Sound "Announcer.IncomingMob" StartWaveOutput { Target wave_start_endurance_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target gamerules Action RunScriptCode Param " SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2. " } WaveSpawn { Name era0 TotalCurrency 60 TotalCount 3 SpawnCount 3 MaxActive 3 Where spawnbot_left WaitBeforeStarting 1 WaitBetweenSpawns 22 Squad { TFBot { Template T_Giant_Sniper_Urine Name "Bodyblock Check" Item "The Snow Scoper" } TFBot { Template T_Medic_Uber_Placebo Name "Nightblind Uber Medic" Item "The Chronoscarf" } TFBot { Template T_Medic_Uber_Short Name "Nightblind Uber Medic" Item "The Chronoscarf" } } } WaveSpawn { Name era1 TotalCurrency 240 TotalCount 8 SpawnCount 2 // 4 MaxActive 8 Where spawnbot_left // WaitForAllSpawned era0 WaitBeforeStarting 3 // 6 // 8 // 2 WaitBetweenSpawns 11 // 22 // FirstSpawnWarningSound "mvm/giant_pyro/giant_pyro_flamethrower_start.wav" // LastSpawnWarningSound "mvm/giant_pyro/giant_pyro_flamethrower_start.wav" Squad { TFBot { Template T_Giant_Pyro_Ricochet Attributes AlwaysFireWeapon Name "Stargazing Phlogiston Pyro" ClassIcon pyro_phlog_v2 } TFBot { Template T_Medic_Uber_Short Name "Nightblind Uber Medic" Item "The Chronoscarf" ClassIcon medic_uber } } } //WaveSpawn { // Name era1s // TotalCurrency 0 // 30 // TotalCount 0 // 24 // SpawnCount 8 // MaxActive 4 // Where spawnbot_right // left // WaitForAllSpawned era0 // WaitBeforeStarting 11 // WaitBetweenSpawns 1 // RandomChoice { // TFBot { Template T_Pyro_Flare Name "Nightblind Signal Pyro" ClassIcon pyro_flare } // TFBot { Template T_Pyro_Flare_Heal Name "Nightblind Signaler Pyro" ClassIcon pyro_flare_mark_lite } // TFBot { Template T_Pyro_Flare_Mark Name "Nightblind Signaler Pyro" ClassIcon pyro_flare_mark_lite } // TFBot { Template T_Pyro_Flare_Mark Name "Nightblind Signaler Pyro" ClassIcon pyro_flare_mark_lite } // } // } // Randomchoice spawner can't spawn two bots from same spawner at once // this is incredibly dum! WaveSpawn { Name era1s TotalCurrency 30 // 30 TotalCount 5 // 6 // 8 SpawnCount 1 MaxActive 4 // 4 Where spawnbot_left WaitForAllSpawned era0 WaitBeforeStarting 8 WaitBetweenSpawns 8 // RandomChoice { // Squad { // TFBot { Template T_Pyro_Fury Name "Nightblind Dragon" ClassIcon pyro_dragon_fury_swordstone } // TFBot { Template T_Pyro_Flare Name "Nightblind Signal Pyro" ClassIcon pyro_flare } // TFBot { Template T_Pyro_Flare Name "Nightblind Signal Pyro" ClassIcon pyro_flare } // TFBot { Template T_Pyro_Fury_Heal Name "Nightblind Fox Dragon" ClassIcon pyro_dragon_fury_swordstone } TFBot { Template T_Sniper_A_Bowman_Burn Name "Elite Pyre Archer" Item "The Cozy Camper" ClassIcon sniper_bow_multi_bleed } // } } WaveSpawn { Name era1s TotalCurrency 30 TotalCount 30 // 36 SpawnCount 2 // 3 // 4 MaxActive 6 // 12 Where spawnbot_right WaitForAllSpawned era0 WaitBeforeStarting 0 WaitBetweenSpawns 5 // RandomChoice { Squad { ShouldPreserveSquad 1 TFBot { Template T_Pyro_Fury Name "Nightblind Dragon" ClassIcon pyro_dragon_fury_swordstone } // TFBot { Template T_Pyro_Fury Name "Nightblind Dragon" ClassIcon pyro_dragon_fury_swordstone } // TFBot { Template T_Pyro_Flare Name "Nightblind Signal Pyro" ClassIcon pyro_flare } // TFBot { Template T_Pyro_Flare Name "Nightblind Signal Pyro" ClassIcon pyro_flare } TFBot { Template T_Pyro_Fury_Heal Name "Nightblind Dragon" ClassIcon pyro_dragon_fury_swordstone } } } WaveSpawn { Name era2 TotalCurrency 120 TotalCount 4 SpawnCount 2 MaxActive 2 Where spawnbot_right WaitForAllDead era1 WaitBeforeStarting 2 WaitBetweenSpawns 20 Squad { ShouldPreserveSquad 1 TFBot { Template T_Giant_Demoman_Burst Name "Major Bombardier" Health 3500 ClassIcon demo_scatter } TFBot { Template T_Giant_Demoman_Barrage Name "Major Cluster" Health 3850 ClassIcon demo_scatter } // TFBot { Template T_Giant_Demoman_Spammer Name "Stargazing Demo" } // TFBot { Template T_Giant_Sniper_Urine Name "Cold Urine Tosser" Health 625 Scale 1.2 Item "The Snow Scoper" } // CharacterAttributes { "dmg taken increased" 1.5 } } // TFBot { Template T_Giant_Sniper_Urine Name "Cold Urine Tosser" Health 625 Scale 1.2 Item "The Snow Scoper" } // CharacterAttributes { "dmg taken increased" 1.5 } } TFBot { Template T_Giant_Sniper_Urine Name "Cold Urine Tosser" Health 625 Scale 1.2 Item "The Snow Scoper" } // CharacterAttributes { "dmg taken increased" 1.5 } } // TFBot { Template T_Giant_Sniper_Urine Name "Cold Urine Tosser" Health 625 Scale 1.2 Item "The Snow Scoper" } // CharacterAttributes { "dmg taken increased" 1.5 } } } } WaveSpawn { Name era2s TotalCurrency 30 // 40 TotalCount 30 SpawnCount 5 MaxActive 12 // 10 Where spawnbot_left WaitForAllSpawned era1 // era2 WaitBeforeStarting 1 WaitBetweenSpawns 5 // 3 Squad { ShouldPreserveSquad 1 // TFBot { Template T_Heavy_Claws_Champ Name "Nightblind Mauler" } // TFBot { Template T_Medic_Uber_Short Name "Nightblind Uber Medic" Item "The Chronoscarf" } TFBot { Template T_Pyro_PowerJack_OCA Name "Jackhammer Pyro" } TFBot { Template T_Scout_Minicrit Name "Blaster Scout" ClassIcon scout_cola_scatter MaxVisionRange 650 Item "Weight Room Warmer" } TFBot { Template T_Scout_Minicrit Name "Blaster Scout" ClassIcon scout_cola_scatter MaxVisionRange 650 Item "Weight Room Warmer" } TFBot { Template T_Scout_Minicrit Name "Blaster Scout" ClassIcon scout_cola_scatter MaxVisionRange 650 Item "Weight Room Warmer" } TFBot { Template T_Scout_Minicrit Name "Blaster Scout" WeaponRestrictions MeleeOnly ClassIcon scout_cola_scatter MaxVisionRange 1600 Item "Weight Room Warmer" } } } /// TANK 1 ///// WaveSpawn { Name era3 TotalCurrency 0 TotalCount 1 Where spawnbot_boss WaitForAllSpawned era2 WaitBeforeStarting 0 WaitBetweenSpawns 0 // Support Limited FirstSpawnWarningSound "misc/cp_harbor_blue_whistle.wav" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } LastSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFIncoming Tank with 10000 health!`) // ClientPrint(null,3,`\x0799CCFFcurrTank.movespeed = 60`) " } Tank { Health 10621 Name tank ClassIcon tank Speed 85 // 75 Skin 0 StartingPathTrackNode "boss_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } /// Tank Over /// WaveSpawn { Name era3s TotalCurrency 50 // 40 TotalCount 12 SpawnCount 3 MaxActive 6 Where spawnbot_left WaitForAllSpawned era3 WaitBeforeStarting 0 WaitBetweenSpawns 15 // 22 Squad { ShouldPreserveSquad 1 TFBot { Template T_Sniper_A_Bowman_Bleed Name "Elite Serrated Archer" Item "The Cozy Camper" ClassIcon sniper_bow_multi_bleed } TFBot { Template T_Medic_Uber_Quick Name "Nightblind Uber Medic" Item "The Chronoscarf" } TFBot { Template T_Medic_Uber_QuickB Name "Nightblind Uber Medic" Item "The Chronoscarf" } } } WaveSpawn { Name era4 TotalCurrency 50 TotalCount 3 SpawnCount 1 MaxActive 3 Where spawnbot_left WaitForAllSpawned era3 WaitBeforeStarting 22 WaitBetweenSpawns 4 TFBot { Template T_Giant_Sniper_Urine Name "Refreshment Tosser" Item "The Snow Scoper" } } WaveSpawn { Name era4 TotalCurrency 200 TotalCount 9 // 10 SpawnCount 9 MaxActive 9 Where spawnbot_right WaitForAllDead era3 WaitBeforeStarting 18 WaitBetweenSpawns 0 Squad { ShouldPreserveSquad 1 TFBot { Template T_Giant_Heavy_HuoLong Name "Stargazing Dragon Heavy" } TFBot { Template T_Medic_Uber_Short Name "Nightblind Uber Medic" Item "The Chronoscarf" } TFBot { Template T_Medic_Uber_Quick Name "Nightblind Uber Medic" Item "The Chronoscarf" } TFBot { Template T_Medic_Uber_Quick Name "Nightblind Uber Medic" Item "The Chronoscarf" } // TFBot { Template T_Medic_Uber_Quick Name "Nightblind Uber Medic" Item "The Chronoscarf" } TFBot { Template T_Medic_Uber_Quick Name "Nightblind Uber Medic" Item "The Chronoscarf" } TFBot { Template T_Medic_Uber_QuickB Name "Nightblind Uber Medic" Item "The Chronoscarf" } TFBot { Template T_Medic_Uber_QuickB Name "Nightblind Uber Medic" Item "The Chronoscarf" } TFBot { Template T_Medic_Uber_QuickB Name "Nightblind Uber Medic" Item "The Chronoscarf" } TFBot { Template T_Medic_Uber_QuickB Name "Nightblind Uber Medic" Item "The Chronoscarf" } TFBot { Template T_Medic_Uber_Long Name "Nightblind Uber Medic" Item "The Chronoscarf" } } } WaveSpawn { Name era4s TotalCurrency 45 TotalCount 621 SpawnCount 4 MaxActive 8 Support 1 Where spawnbot_left WaitForAllDead era3 // era4 WaitBeforeStarting 12 WaitBetweenSpawns 12 // 6 RandomChoice { TFBot { Template T_Pyro_Scorch_Atomic Name "Nightblind Scorcher" ClassIcon pyro_detonator_lite } TFBot { Template T_Pyro_Scorch_Atomic Name "Nightblind Scorcher" ClassIcon pyro_detonator_lite } TFBot { Template T_Pyro_Scorch_Atomic Name "Nightblind Scorcher" ClassIcon pyro_detonator_lite } TFBot { Template T_Pyro_Detonator Name "Nightblind Scorcher" ClassIcon pyro_detonator_lite } TFBot { Template T_Pyro_Detonator Name "Nightblind Scorcher" ClassIcon pyro_detonator_lite } } } WaveSpawn { Name era4s TotalCurrency 45 TotalCount 621 SpawnCount 4 MaxActive 12 Support 1 Where spawnbot_left WaitForAllSpawned era3 // era4 WaitBeforeStarting 40 WaitBetweenSpawns 6 RandomChoice { // 3/10 Carbine TFBot { Template T_Sniper_Carbine_MiniCrit Name "Nightblind Driveby" Attributes AlwaysFireWeapon ClassIcon sniper_carbine } TFBot { Template T_Sniper_CarbineB Name "Nightblind Driveby" ClassIcon sniper_carbine } // TFBot { Template T_Sniper_CarbineC Name "Nightblind Driveby" ClassIcon sniper_carbine } TFBot { Template T_Sniper_Bushwack_Crocostyle Name "Nightblind Driveby" ClassIcon sniper_carbine } // 6/10 Scorch + Detonator // TFBot { Template T_Pyro_Scorch_Atomic Name "Nightblind Scorcher" ClassIcon pyro_detonator_lite } // TFBot { Template T_Pyro_Scorch_Atomic Name "Nightblind Scorcher" ClassIcon pyro_detonator_lite } // TFBot { Template T_Pyro_Scorch_Atomic Name "Nightblind Scorcher" ClassIcon pyro_detonator_lite } // TFBot { Template T_Pyro_Scorch_Atomic Name "Nightblind Scorcher" ClassIcon pyro_detonator_lite } // TFBot { Template T_Pyro_Scorch_Atomic Name "Nightblind Scorcher" ClassIcon pyro_detonator_lite } // TFBot { Template T_Pyro_Detonator Name "Nightblind Scorcher" ClassIcon pyro_detonator_lite } // TFBot { Template T_Pyro_Detonator Name "Nightblind Scorcher" ClassIcon pyro_detonator_lite } } } } // wave 2 // @Wave 3 Wave { WaitWhenDone 65 Checkpoint Yes Sound "Announcer.IncomingMob" StartWaveOutput { Target wave_start_endurance_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target gamerules Action RunScriptCode Param " SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2. EntFire(`nav_prefer_flank_right`, `Kill`); EntFire(`nav_prefer_flank_left`, `Kill`); EntFire(`func_upgradestation`, `enable`); EntFire(`bombpath_clearall_relay`,`Trigger`,null,0.78) EntFire(`bombpath_arrows_clear_relay`,`Trigger`,null,0.78) EntFire(`bombpath_right`,`Trigger`,null,0.9) // IncludeScript(`tankextensions_main`, getroottable()) IncludeScript(`tankextensions/vactank`, getroottable()) IncludeScript(`tankextensions/chewchewtank`, getroottable()) TankExt.StartingPathNames([ `boss_path_1` ]) " } WaveSpawn { Name sana1 TotalCurrency 120 TotalCount 3 // 2 SpawnCount 3 MaxActive 3 Where spawnbot_left WaitBeforeStarting 1 WaitBetweenSpawns 3 Squad { ShouldPreserveSquad 1 TFBot { Template T_Giant_Heavy_Steel Name "Creature of Steel" Health 15000 Attributes UseBossHealthBar MaxVisionRange 600 } TFBot { Template T_Giant_Medic_QuickFix_Pop Name "Giant Overhealer Medic" ClassIcon medic_overheal_pop } TFBot { Template T_Giant_Medic_QuickFix_Pop Name "Giant Overhealer Medic" ClassIcon medic_overheal_pop } } } /// TANK 1 ///// WaveSpawn { Name santank1 TotalCurrency 100 TotalCount 1 Where spawnbot_boss WaitBeforeStarting 2 // Support Limited FirstSpawnWarningSound "ambient/alarms/razortrain_horn1.wav" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 8000 Name chewchewtank // lite told me I can't change this name ClassIcon tank // speed Speed 75 // 90 Skin 0 StartingPathTrackNode "boss_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } /// TANK 2 ///// WaveSpawn { Name santank1 TotalCurrency 50 TotalCount 1 Where spawnbot_boss WaitBeforeStarting 6 // Support Limited FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Multiple" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 12500 Name tankboss1 ClassIcon tank // speed Speed 75 // 90 Skin 0 StartingPathTrackNode "boss_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } /// TANK 2 ///// WaveSpawn { Name santank1 TotalCurrency 50 TotalCount 1 Where spawnbot_boss WaitBeforeStarting 9 // Support Limited FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Multiple" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 12500 Name tankboss1 ClassIcon tank // speed Speed 75 // 90 Skin 0 StartingPathTrackNode "boss_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { WaitBeforeStarting 2.5 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFIncoming Tank Train with 33000 health!`) // ClientPrint(null,3,`\x0799CCFFcurrTank.movespeed = 75`) " } } WaveSpawn { Name sana1s TotalCurrency 10 TotalCount 4 SpawnCount 4 MaxActive 4 Where spawnbot_left WaitBeforeStarting 25 // 15 WaitBetweenSpawns 0 Squad { NoFormation 1 // TFBot { Template T_Demoman_LooseCannon_Push MaxVisionRange 500 Name "Nightblind Cannonknight" ClassIcon soldier_and_demo } // TFBot { Template T_Scout_Quick_Mallet Name "Nightblind Wrecker" Health 125 Scale 1 ClassIcon scout_homewrecker } TFBot { Template T_Scout_Quick Name "Nightblind Idler" Health 125 Scale 1 ClassIcon scout_fast } TFBot { Template T_Demoman_Burst_Heal MaxVisionRange 800 Name "Nightblind Pill Popper Demo" ClassIcon demo_burst_healonkill } TFBot { Template T_Demoman_Burst_Heal MaxVisionRange 800 Name "Nightblind Pill Popper Demo" ClassIcon demo_burst_healonkill } TFBot { Template T_Soldier_Concheror Name "Ext. Conch Soldier" ClassIcon soldier_conch } // TFBot { Template T_Soldier_BlackBox MaxVisionRange 800 Name "Nightblind Heal Volley Soldier" ClassIcon soldier_blackbox } } } WaveSpawn { Name sana2 TotalCurrency 30 TotalCount 22 SpawnCount 2 MaxActive 10 Where spawnbot_left WaitForAllDead sana1 WaitBeforeStarting 5 // 9 WaitBetweenSpawns 1 Squad { TFBot { Template T_Demoman_Burst_Heal MaxVisionRange 800 Name "Pill Popper Demo" ClassIcon demo_burst_healonkill } TFBot { Template T_Medic_Vacci_Bullet Name "Bulletproof Medic" ClassIcon medic_bullet } } } WaveSpawn { Name sana2 TotalCurrency 30 TotalCount 30 // 40 // 20 SpawnCount 4 MaxActive 8 Where spawnbot_right WaitForAllDead santank1 WaitBeforeStarting 6 WaitBetweenSpawns 1 Support Limited RandomChoice { TFBot { Template T_Pyro_Airblast Name "Nightblind Pyro" MaxVisionRange 450 ClassIcon pyro_reflect_daan } TFBot { Template T_Pyro_Backburn Name "Nightblind Pyro" BehaviourModifier Push Attributes IgnoreFlag ClassIcon pyro_reflect_daan } // TFBot { Template T_Pyro_Backburn Name "Nightblind Pyro" Skill Easy Attributes AlwaysFireWeapon ClassIcon pyro_reflect_daan } // TFBot { Template T_Pyro_Backburn Name "Nightblind Pyro" Skill Easy Attributes AlwaysFireWeapon ClassIcon pyro_reflect_daan } TFBot { Template T_Pyro_Backburn Name "Nightblind Pyro" Skill Expert Attributes AlwaysFireWeapon ClassIcon pyro_reflect_daan } } } WaveSpawn { Name sana3 TotalCurrency 50 TotalCount 48 // 48 // 64 SpawnCount 12 MaxActive 12 // 16 Where spawnbot_left WaitForAllDead sana2 WaitBeforeStarting 4 WaitBetweenSpawns 6 Squad { NoFormation 1 TFBot { Template T_Demoman_Burst Name "Pill Popper Demo" ClassIcon demo_burst_healonkill } TFBot { Template T_Soldier_Concheror Name "Ext. Conch Soldier" ClassIcon soldier_conch } TFBot { Template T_Soldier_Concheror Name "Ext. Conch Soldier" ClassIcon soldier_conch } TFBot { Template T_Soldier_Concheror Name "Ext. Conch Soldier" ClassIcon soldier_conch } // // TFBot { Template T_Soldier_BlackBox Name "Heal Volley Soldier" ClassIcon soldier_blackbox } // TFBot { Template T_Soldier_BlackBox Name "Heal Volley Soldier" ClassIcon soldier_blackbox } // TFBot { Template T_Soldier_BlackBox Name "Heal Volley Soldier" ClassIcon soldier_blackbox } } } WaveSpawn { Name sana3s TotalCurrency 0 TotalCount 6 // 14 // 16 SpawnCount 1 MaxActive 4 Where spawnbot_left WaitForAllDead sana2 // sana5 WaitBeforeStarting 12 WaitBetweenSpawns 2 TFBot { Template T_Scout_Quick Health 375 Name "Scoutlets" Attributes IgnoreEnemies Attributes AlwaysFireWeapon } } WaveSpawn { Name sana5 TotalCurrency 200 TotalCount 6 SpawnCount 2 MaxActive 4 Where spawnbot_left WaitForAllSpawned sana3 WaitBeforeStarting 12 WaitBetweenSpawns 11 // 22 Squad { TFBot { Template T_Giant_Soldier_Charged_Mangler Name "Stargazing Supercharged Soldier" Attributes AlwaysCrit } TFBot { Template T_Giant_Pyro_Afterburn Name "Stargazing Afterburn Pyro" Attributes AlwaysFireWeapon } } } WaveSpawn { Name sana4s TotalCurrency 40 TotalCount 40 SpawnCount 10 // 4 MaxActive 12 // 10 Where spawnbot_left WaitForAllSpawned sana3 WaitBeforeStarting 5 WaitBetweenSpawns 12 // 4 Randomchoice { // Squad { NoFormation 1 TFBot { Template T_Scout_SodaPopper Skill Easy Name "Nightblind Damage Scout" MaxVisionRange 800 Item "Weight Room Warmer" } TFBot { Template T_Scout_SodaPopper Skill Easy Name "Nightblind Damage Scout" MaxVisionRange 800 Item "Weight Room Warmer" } TFBot { Template T_Scout_SodaPopper Skill Normal Name "Nightblind Damage Scout" MaxVisionRange 800 Item "Weight Room Warmer" } TFBot { Template T_Scout_SodaPopper_OCA Skill Hard Name "Nightblind Damage Scout" MaxVisionRange 800 Item "Weight Room Warmer" } } } WaveSpawn { Name sana6 TotalCurrency 120 TotalCount 3 SpawnCount 3 // 4 MaxActive 3 // 4 Where spawnbot_left WaitForAllDead sana5 WaitBeforeStarting 5 WaitBetweenSpawns 4 Squad { ShouldPreserveSquad 0 TFBot { Template T_Giant_Soldier_Burst_Hyper Health 6400 Name "Stargazing Hyper Volley Soldier" } TFBot { Template T_Giant_Medic_QuickFix_Pop Name "Giant Overhealer Medic" ClassIcon medic_overheal_pop } // TFBot { Template T_Soldier_Concheror Name "Ext. Conch Soldier" ClassIcon soldier_conch } TFBot { Template T_Soldier_Concheror Name "Ext. Conch Soldier" ClassIcon soldier_conch } // TFBot { Template T_Soldier_BlackBox MaxVisionRange 800 Name "Nightblind Heal Volley Soldier" ClassIcon soldier_blackbox } // TFBot { Template T_Soldier_BlackBox MaxVisionRange 800 Name "Nightblind Heal Volley Soldier" ClassIcon soldier_blackbox } } } WaveSpawn { Name sana7 TotalCurrency 0 TotalCount 8 // 14 // 16 SpawnCount 1 MaxActive 8 Where spawnbot_left WaitForAllDead santank2 // sana5 WaitBeforeStarting 1 WaitBetweenSpawns 2 // Squad { Randomchoice { TFBot { Template T_Scout_Quick Name "Maybe-Super Scout" Attributes IgnoreEnemies Attributes AlwaysFireWeapon } TFBot { Template T_Scout_Quick Name "Maybe-Super Scout" Attributes IgnoreEnemies Attributes AlwaysFireWeapon } TFBot { Template T_Scout_Quick Name "Maybe-Super Scout" Attributes IgnoreEnemies Attributes AlwaysFireWeapon } TFBot { Template T_Scout_Quick Name "Maybe-Super Scout" Attributes IgnoreEnemies Attributes AlwaysFireWeapon } TFBot { Template T_Scout_Quick Name "Oh no, not AGAIN!" Attributes IgnoreEnemies Attributes AlwaysFireWeapon } // TFBot { Template T_Scout_Quick Name "Nightblind Wrecker" // AlwaysGlow 1 // Attributes IgnoreEnemies Attributes AlwaysFireWeapon } // } } } WaveSpawn { Name sana5s TotalCurrency 50 TotalCount 621 SpawnCount 1 MaxActive 7 Support 1 Where spawnbot_left WaitForAllDead sana6 WaitBeforeStarting 15 WaitBetweenSpawns 2 RandomChoice { TFBot { Class Heavyweapons Name "Nightblind Heavy" Skill Easy Health 300 Item "Weight Room Warmer" ClassIcon heavy } TFBot { Class Heavyweapons Name "Nightblind Heavy" Skill Easy Health 300 Item "Weight Room Warmer" ClassIcon heavy } TFBot { Class Heavyweapons Name "Nightblind Heavy" Skill Easy Health 300 Item "Weight Room Warmer" ClassIcon heavy } TFBot { Class Heavyweapons Name "Nightblind Heavy" Skill Easy Health 300 Item "Weight Room Warmer" ClassIcon heavy } TFBot { Template T_Heavy_Brass Name "Nightblind Heavy" Skill Hard Health 350 Item "Weight Room Warmer" ClassIcon heavy } TFBot { Template T_Heavy_Deflector Name "Nightblind Heavy" Skill Easy Health 300 Item "Weight Room Warmer" ClassIcon heavy } // TFBot { Template T_Heavy_HuoLong Name "Nightblind Heavy" Skill Normal Health 300 Item "Weight Room Warmer" ClassIcon heavy } // TFBot { Template T_Heavy_Natascha Name "Nightblind Heavy" Skill Normal Health 300 Item "Weight Room Warmer" ClassIcon heavy } // TFBot { Template T_Heavy_Tomislav Name "Nightblind Heavy" Skill Normal Health 300 Item "Weight Room Warmer" ClassIcon heavy } // Fake OC wielding Players // TFBot { Template T_Heavy_BBattery Name "Nightblind Heavy" Skill Normal Health 300 Item "Weight Room Warmer" ClassIcon heavy } // TFBot { Template T_Heavy_EnrageAA Name "Nightblind Heavy" Skill Normal Health 300 Item "Weight Room Warmer" ClassIcon heavy } // TFBot { Template T_Heavy_Firestarter Name "Nightblind Heavy" Skill Normal Health 300 Item "Weight Room Warmer" ClassIcon heavy } // TFBot { Template T_Heavy_Flare Name "Nightblind Heavy" Skill Normal Health 300 Item "Weight Room Warmer" ClassIcon heavy } // TFBot { Template T_Heavy_Ludmilla Name "Nightblind Heavy" Skill Normal Health 300 Item "Weight Room Warmer" ClassIcon heavy } // TFBot { Template T_Heavy_Nail Name "Nightblind Heavy" Skill Normal Health 300 Item "Weight Room Warmer" ClassIcon heavy } TFBot { Template T_Heavy_Penetrator Name "Nightblind Heavy" Skill Easy Health 300 Item "Weight Room Warmer" ClassIcon heavy } TFBot { Template T_Heavy_UnnaturalSelector Name "Nightblind Heavy" Skill Hard Health 300 Item "Weight Room Warmer" ClassIcon heavy } // TFBot { Template T_Heavy_Vacuum Name "Nightblind Heavy" Skill Normal Health 300 Item "Weight Room Warmer" ClassIcon heavy } } } /// TANK 4 ///// WaveSpawn { Name santank2 TotalCurrency 50 TotalCount 1 Where spawnbot_boss WaitForAllDead sana6 WaitBeforeStarting 4 WaitBetweenSpawns 1 // Support Limited FirstSpawnWarningSound "Announcer.MVM_Tank_Alert_Spawn" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } LastSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFIncoming Tank with 22000 health!`) // ClientPrint(null,3,`\x0799CCFFcurrTank.movespeed = 75`) " } Tank { Health 22500 Name tankboss1 ClassIcon tank // speed Speed 60 Skin 0 StartingPathTrackNode "boss_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } ///// TANK 4 OVER ///// } // wave 3 // @Wave 4 Wave { WaitWhenDone 65 Checkpoint Yes Sound "Announcer.IncomingMob" StartWaveOutput { Target wave_start_endurance_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target gamerules Action RunScriptCode Param " SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2. IncludeScript(`tankextensions_main`, getroottable()) IncludeScript(`tankextensions/vactank`, getroottable()) IncludeScript(`tankextensions/ubertank`, getroottable()) TankExt.StartingPathNames([ `boss_path_1` ]) " } /// TANK 1 ///// WaveSpawn { Name sia3 TotalCurrency 100 TotalCount 1 Where spawnbot_boss WaitForAllSpawned sia1 WaitBeforeStarting 5 WaitBetweenSpawns 0 FirstSpawnWarningSound player\invulnerable_on.wav FirstSpawnOutput { Target boss_spawn_relay Action Trigger } LastSpawnOutput { Target gamerules Action RunScriptCode Param " SpawnEntityFromTable(`training_annotation` , { targetname = `sif_annot` display_text = ` Destroy ALL Active GIANT Heavies to deplete Tank's UBER!` lifetime = `6` origin = `-2259 2688 432` } ) EntFire(`sif_annot`, `show`) EntFire(`sif_annot`, `kill`, ``, 12) " } Tank { Health 5000 Name "ubertank|1|45" ClassIcon tank_uber_lite // speed Speed 75 Skin 2 // Model "models/bots/boss_bot/boss_tank_ubered.mdl" StartingPathTrackNode "boss_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { WaitBeforeStarting 5 WaitForAllSpawned sia1 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFUber Tank with 8k HP inbound!`) ClientPrint(null,3,`\x0799CCFFcurrTank.movespeed = 75`) " } } WaveSpawn { Name sia1 TotalCurrency 40 TotalCount 3 SpawnCount 1 MaxActive 2 Where spawnbot_left WaitBeforeStarting 0 // 18 // 1 WaitBetweenSpawns 15 TFBot { Template T_Giant_Soldier_Pickax Name "Sergeant Desperation" } DoneOutput { Target gamerules Action RunScriptCode Param " SpawnEntityFromTable(`training_annotation` , { targetname = `sif_annot` display_text = ` Disabled! ` lifetime = `6` origin = `-2259 2688 432` } ) EntFire(`sif_annot`, `show`) EntFire(`sif_annot`, `kill`, ``, 12) EntFire("ubertank*", "CallScriptFunction", "ToggleUber") " } } WaveSpawn { Name sia1s TotalCurrency 30 TotalCount 42 // 21 SpawnCount 6 // 3 MaxActive 9 Where spawnbot_left WaitBeforeStarting 5 WaitBetweenSpawns 8 // 4 Support Limited FirstSpawnWarningSound "vo\mvm\norm\soldier_mvm_go01.mp3" // Go go! Charge! RandomChoice { TFBot { Template T_Soldier_Shotgun Name "Nightblind Hunter" Skill Easy MaxVisionRange 600 Item "Mining Light" } TFBot { Template T_Soldier_Shotgun_OCA Name "Nightblind Hunter" Skill Easy MaxVisionRange 600 Item "Mining Light" } TFBot { Template T_Pyro_Shotgun Name "Nightblind Blotter" Skill Easy MaxVisionRange 600 Item "Mining Light" } TFBot { Template T_Pyro_Shotgun_OCA Name "Nightblind Blotter" Skill Easy MaxVisionRange 600 Item "Mining Light" } TFBot { Template T_Heavy_Shotgun Name "Nightblind Gunner" Skill Easy MaxVisionRange 600 Item "Lo-Fi Longwave" } TFBot { Template T_Heavy_Shotgun_Burst Name "Nightblind Gunner" Skill Easy MaxVisionRange 600 Item "Lo-Fi Longwave" ClassIcon heavy_shotgun } TFBot { Template T_Heavy_Shotgun Name "Nightblind Gunner" Skill Easy MaxVisionRange 600 Item "Lo-Fi Longwave" } TFBot { Template T_Heavy_Shotgun_Burst Name "Nightblind Gunner" Skill Easy MaxVisionRange 600 Item "Lo-Fi Longwave" ClassIcon heavy_shotgun } TFBot { Template T_Heavy_Shotgun Name "Nightblind Gunner" Skill Easy MaxVisionRange 600 Item "Lo-Fi Longwave" } TFBot { Template T_Heavy_Shotgun_Burst Name "Nightblind Gunner" Skill Easy MaxVisionRange 600 Item "Lo-Fi Longwave" ClassIcon heavy_shotgun } } } WaveSpawn { Name sia1s TotalCurrency 30 TotalCount 15 // 30 SpawnCount 3 MaxActive 9 Where spawnbot_right WaitBeforeStarting 5 WaitBetweenSpawns 4 Support Limited FirstSpawnWarningSound "vo\mvm\norm\soldier_mvm_go01.mp3" // Go go! Charge! Squad { TFBot { Template T_Heavy_Claws_Gauntlet Name "Nightblind Mauler"} // TFBot { Template T_Heavy_Claws_Gauntlet_Rager Name "Nightblind Mauler" } TFBot { Template T_Engineer_Shotgun_Widowmaker_Spammer Name "Nightblind Scrapmaker" Skill Hard MaxVisionRange 600 Item "Mining Light" ClassIcon heavy_shotgun } TFBot { Template T_Engineer_Shotgun_FrontierJustice Name "Nightblind Scrapmaker" Skill Expert MaxVisionRange 600 Item "Mining Light" ClassIcon heavy_shotgun } } FirstSpawnOutput { Target gamerules Action RunScriptCode Param " ClientPrint(null,3,`\x08FFFFFFFFBot Template identity: S_Heavy_ClawFist identified.`); ClientPrint(null,3,`Tried to add Attribute "BecomeAggressiveWhenHurt"`); " } } WaveSpawn { Name sia2 TotalCurrency 200 TotalCount 2 SpawnCount 2 MaxActive 2 Where spawnbot_right WaitForAllSpawned sia1 WaitBeforeStarting 8 WaitBetweenSpawns 22 Squad { //TFBot { Template T_Giant_Heavy_Shotgun_HOK Name "VERY Hungry Healvy" } TFBot { Template T_Giant_Heavy_Shotgun_HOK Name "Waiter, more randoms pls!" Item "Lo-Fi Longwave" } TFBot { Template T_Giant_Soldier_Bazooka_Conch Health 4200 Name "It's SO Over" } } } WaveSpawn { Name sia2s TotalCurrency 50 TotalCount 3 SpawnCount 3 MaxActive 3 Where spawnbot_right WaitForAllSpawned sia1 WaitBeforeStarting 20 WaitBetweenSpawns 0 Squad { TFBot { Template T_Giant_Soldier_Bazooka_Conch Health 4200 Name "Sergeant Rainer" } TFBot { Template T_Medic_QuickFix_Heal Name "Nightblind BigHeal Medic" ClassIcon medic_pop } TFBot { Template T_Medic_QuickFix_Heal Name "Nightblind BigHeal Medic" ClassIcon medic_pop } } } /// TANK 2 ///// WaveSpawn { Name sia3 TotalCurrency 50 TotalCount 1 Where spawnbot_boss WaitForAllSpawned sia2 WaitBeforeStarting 10 WaitBetweenSpawns 0 FirstSpawnWarningSound player\invulnerable_on.wav FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 8000 Name "ubertank|1|60" ClassIcon tank_uber_lite // speed Speed 60 Skin 2 // Model "models/bots/boss_bot/boss_tank_ubered.mdl" StartingPathTrackNode "boss_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { WaitBeforeStarting 5 WaitForAllSpawned sia4 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFUber Tank with 8k HP inbound!`) // ClientPrint(null,3,`\x0799CCFFcurrTank.movespeed = 60`) " } // LastSpawnOutPut { // Target tank_uber_on // Action Trigger // } } ///// TANK 2 OVER ///// WaveSpawn { Name sia4 TotalCurrency 100 TotalCount 4 SpawnCount 4 MaxActive 4 Where spawnbot_left WaitForAllDead sia2 WaitBeforeStarting 8 WaitBetweenSpawns 0 Squad { ShouldPreserveSquad 0 TFBot { Template T_Giant_Heavy_Enrage Name "Stargazing Heavy" Skill Normal Item "Weight Room Warmer" ClassIcon heavy } TFBot { Template T_Giant_Medic_Vacci_Fire Name "Stargazing Fireproof Cycler" ClassIcon medic_vac_trio_nys } TFBot { Template T_Medic_QuickFix_Heal Name "Nightblind BigHeal Medic" ClassIcon medic_pop } TFBot { Template T_Medic_QuickFix_Heal_Big Name "Nightblind BigHeal Medic" ClassIcon medic_pop } } } WaveSpawn { Name sia4s TotalCurrency 100 TotalCount 621 SpawnCount 4 // 2 MaxActive 8 // 14 Where spawnbot_left WaitForAllDead sia2 WaitBeforeStarting 15 WaitBetweenSpawns 12 // 2 Support 1 Randomchoice { TFBot { Template T_Soldier_Bison Name "Nightblind Beamer" Skill Easy Attributes AlwaysFireWeapon ClassIcon soldier_bison } TFBot { Template T_Soldier_Bison_OCA Name "Nightblind Beamer" Skill Hard ClassIcon soldier_bison } // TFBot { Template T_Soldier_Bison_OCB Name "Nightblind Beamer" Skill Hard ClassIcon soldier_bison } TFBot { Template T_Soldier_Bison_Spammer Name "Nightblind Beamer" Skill Easy Attributes AlwaysFireWeapon ClassIcon soldier_bison } TFBot { Template T_Soldier_Bison_Buff Name "Nightblind Beamer" Skill Hard ClassIcon soldier_bison } TFBot { Template T_Soldier_Bison_Conch Name "Nightblind Beamer" Skill Hard ClassIcon soldier_bison } TFBot { Template T_Soldier_Bison_Heal Name "Nightblind Beamer" Skill Hard ClassIcon soldier_bison } TFBot { Template T_Soldier_Bison_Bleed Name "Waterfront Caustic Beamer" Skill Expert ClassIcon soldier_bison } } } WaveSpawn { Name sia5 TotalCurrency 100 TotalCount 4 SpawnCount 4 MaxActive 4 Where spawnbot_left WaitForAllDead sia4 WaitBeforeStarting 15 WaitBetweenSpawns 0 Squad { ShouldPreserveSquad 0 TFBot { Template T_Giant_Heavy_HuoLong Name "Stargazing Heavy" Skill Hard Item "Weight Room Warmer" ClassIcon heavy } TFBot { Template T_Giant_Medic_Vacci_Blast Name "Stargazing Blastproof Cycler" ClassIcon medic_vac_trio_nys } TFBot { Template T_Medic_QuickFix_Heal Name "Nightblind BigHeal Medic" ClassIcon medic_pop } TFBot { Template T_Medic_QuickFix_Heal_Big Name "Nightblind BigHeal Medic" ClassIcon medic_pop } } } WaveSpawn { Name sia6 TotalCurrency 100 TotalCount 4 SpawnCount 4 MaxActive 4 Where spawnbot_left WaitForAllDead sia5 WaitBeforeStarting 15 WaitBetweenSpawns 0 Squad { ShouldPreserveSquad 0 TFBot { Template T_Giant_Heavy_Brass Name "Stargazing Heavy" Skill Expert Item "Weight Room Warmer" ClassIcon heavy } TFBot { Template T_Giant_Medic_Vacci_Bullet Name "Stargazing Bulletproof Cycler" ClassIcon medic_vac_trio_nys } TFBot { Template T_Medic_QuickFix_Heal Name "Nightblind BigHeal Medic" ClassIcon medic_pop } TFBot { Template T_Medic_QuickFix_Heal_Big Name "Nightblind BigHeal Medic" ClassIcon medic_pop } } } WaveSpawn { Name sia5s TotalCurrency 0 TotalCount 4 SpawnCount 1 MaxActive 1 Where spawnbot_right WaitForAllDead sia5 WaitBeforeStarting 2 WaitBetweenSpawns 1 Randomchoice { TFBot { Template T_Demoknight_Zato Name "Samurai Jumpscare" Health 325 } TFBot { Template T_Demoknight_Samurai Name "Samurai Jumpscare" } TFBot { Template T_Demoknight_Samurai Name "Samurai Jumpscare" } } } } // wave 4 // @Wave 5 Wave { WaitWhenDone 65 Checkpoint Yes Sound "Announcer.IncomingMob" StartWaveOutput { Target wave_start_endurance_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target gamerules Action RunScriptCode Param " SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2. IncludeScript(`tankextensions_main`, getroottable()) IncludeScript(`tankextensions/vactank`, getroottable()) IncludeScript(`tankextensions/ubertank`, getroottable()) TankExt.StartingPathNames([ `boss_path_1` ]) " } WaveSpawn { Name wua1 TotalCurrency 0 TotalCount 12 SpawnCount 4 // 1 MaxActive 8 // 4 Where spawnbot_right WaitBeforeStarting 2 WaitBetweenSpawns 1 // 2 Support Limited RandomChoice { TFBot { Template T_Pyro_Afterburn Name "Nightblind Afterburn Pyro" Attributes AlwaysCrit Attributes AlwaysFireWeapon ClassIcon pyro_gascann } TFBot { Template T_Pyro_Backburn Name "Nightblind Afterburn Pyro" Attributes AlwaysCrit Attributes AlwaysFireWeapon ClassIcon pyro_gascann } TFBot { Template T_Pyro_Airblast_OCA Name "Nightblind Afterburn Pyro" Attributes AlwaysCrit Attributes AlwaysFireWeapon ClassIcon pyro_gascann } TFBot { Class Pyro Name "Nightblind Pyro" Attributes AlwaysCrit Attributes AlwaysFireWeapon ClassIcon pyro_gascann } } } WaveSpawn { Name wua2 TotalCurrency 20 TotalCount 20 SpawnCount 8 MaxActive 4 Where spawnbot_left WaitForAllDead wua1 WaitBeforeStarting 2 WaitBetweenSpawns 6 Support Limited // Squad { TFBot { Template T_Soldier_Concheror Name "Nightblind Soldier" Attributes AlwaysCrit } // TFBot { Class Soldier Name "Nightblind Soldier" ClassIcon scout_fanowar_milk } // TFBot { Class Soldier Name "Nightblind Soldier" ClassIcon scout_fanowar_milk Item "The Buff Banner" Item "Exquisite Rack" // CharacterAttributes { "deploy time increased" 0.5 "increase buff duration" 9.0 } // } // TFBot { Class Soldier Name "Nightblind Soldier" ClassIcon scout_fanowar_milk Item "The Battalion's Backup" Item "The Grenadier's Softcap" // CharacterAttributes { "deploy time increased" 0.5 "increase buff duration" 9.0 } // } // } } // WaveSpawn { // Name wua1s // TotalCurrency 100 // TotalCount 2 // SpawnCount 1 // MaxActive 2 // Where spawnbot_left // WaitBeforeStarting 10 // 15 // WaitBetweenSpawns 12 // Squad { // TFBot { Template T_Giant_Scout_ForceANature Name "Stargazing Cannon Scout" ClassIcon scout_jumping_fan Attributes AutoJump AutoJumpMin 8 AutoJumpMax 8 CharacterAttributes { "minicrits become crits" 1 } } // } // } // WaveSpawn { // Name wua2 // TotalCurrency 60 // TotalCount 6 // SpawnCount 4 // MaxActive 2 // Where spawnbot_rand // WaitForAllDead wua1 // WaitBeforeStarting 8 // WaitBetweenSpawns 4 // Squad { // TFBot { Template T_Heavy_Deflector Name "Nightblind Heavy" Skill Easy CharacterAttributes { "minicrits become crits" 1 } } // TFBot { Template T_Soldier_Buff_OCA Name "Nightblind Amplifier Soldier" Skill Normal } // } // } WaveSpawn { Name wua3 TotalCurrency 10 TotalCount 28 // 14 SpawnCount 4 // 2 MaxActive 8 // 4 Where spawnbot_left WaitForAllDead wua2 WaitBeforeStarting 6 WaitBetweenSpawns 4 Squad { TFBot { Template T_Heavy_Deflector Name "Blind Weapons Guy" MaxVisionRange 900 Skill Easy CharacterAttributes { "minicrits become crits" 1 } } TFBot { Template T_Medic_Vacci_Bullet Name "Nightblind Bulletproof Medic" ClassIcon medic_vac_duo_bb } TFBot { Template T_Soldier_Buff_OCA Name "Nightblind Amplifier Soldier" Skill Normal } TFBot { Template T_Medic_Vacci_Blast Name "Nightblind Blastproof Medic" ClassIcon medic_vac_duo_bb } } } // WaveSpawn { // Name wua3 // TotalCurrency 10 // TotalCount 14 // SpawnCount 2 // MaxActive 4 // Where spawnbot_rand // WaitForAllSpawned wua2 // WaitBeforeStarting 6 // WaitBetweenSpawns 4 // Squad { // TFBot { Template T_Soldier_Buff_OCA Name "Nightblind Amplifier Soldier" Skill Normal } // TFBot { Template T_Medic_Vacci_Blast Name "Nightblind Blastproof Medic" ClassIcon medic_vac_duo_bb } // } // } WaveSpawn { Name wua2 TotalCurrency 60 TotalCount 30 SpawnCount 1 MaxActive 15 Where spawnbot_right WaitForAllDead wua1 WaitBeforeStarting 6 WaitBetweenSpawns 0.5 // RandomChoice { // TFBot { Template T_Scout_Phase Name "Nightblind Bonk Scout" Skill Easy WeaponRestrictions MeleeOnly Attributes AlwaysCrit Attributes AlwaysFireWeapon ClassIcon scout_bonk_scatter } TFBot { Template T_Scout_Phase_Slow Name "Nightblind Scatter Bonk Scout" Skill Easy Attributes AlwaysCrit ClassIcon scout_bonk_scatter } // TFBot { Template T_Scout_Phase_Popper Name "Nightblind Bonk Scout" Skill Hard Attributes AlwaysCrit ClassIcon scout_bonk_scatter } // } } WaveSpawn { Name wua4 TotalCurrency 200 TotalCount 4 SpawnCount 2 MaxActive 4 Where spawnbot_right WaitForAllSpawned wua3 WaitBeforeStarting 8 WaitBetweenSpawns 20 Squad { // TFBot { Template T_Giant_Soldier_Blast_Conch Name "Stargazing Bazinga Soldier" Skill Normal } TFBot { Template T_Giant_Soldier_Spammer_Conch Name "Stargazing Bazinga Soldier" Skill Normal ClassIcon soldier_infinite_heal } TFBot { Template T_Giant_Pyro_Airblast Name "Stargazing Bazinga Pyro" Skill Expert MaxVisionRange 600 Attributes AlwaysCrit } } } WaveSpawn { Name wua4s TotalCurrency 100 TotalCount 3 SpawnCount 1 MaxActive 3 Where spawnbot_left WaitForAllSpawned wua4 WaitBeforeStarting 10 WaitBetweenSpawns 4 Squad { TFBot { Template T_Giant_Scout_ForceANature Name "Stargazing Cannon Scout" ClassIcon scout_jumping_fan CharacterAttributes { "minicrits become crits" 1 } } } } WaveSpawn { Name wua5 TotalCurrency 260 TotalCount 6 // 3 SpawnCount 2 // 1 MaxActive 4 // 2 Where spawnbot_boss WaitForAllDead wua4s WaitBeforeStarting 4 WaitBetweenSpawns 10 Squad { TFBot { Template T_Giant_Pyro_Dragon_Heal Name "Stargazing Toaster Pyro" CharacterAttributes { "minicrits become crits" 1 } } TFBot { Template T_Soldier_Buff_OCA Name "Nightblind Amplifier Soldier" Skill Normal } } } WaveSpawn { Name wua5 TotalCurrency 20 TotalCount 20 SpawnCount 4 MaxActive 8 Where spawnbot_boss WaitForAllDead wua4s WaitBeforeStarting 3 WaitBetweenSpawns 2 RandomChoice { TFBot { Template T_Heavy_Deflector Name "Blind Weapons Guy" MaxVisionRange 900 Skill Easy CharacterAttributes { "minicrits become crits" 1 } } TFBot { Template T_Heavy_Deflector Name "Blind Weapons Guy" MaxVisionRange 900 Skill Easy CharacterAttributes { "minicrits become crits" 1 } } TFBot { Template T_Heavy_Deflector Name "Blind Weapons Guy" MaxVisionRange 900 Skill Easy CharacterAttributes { "minicrits become crits" 1 } } TFBot { Template T_Heavy_Penetrator Name "Blind Weapons Guy" Skill Hard Attributes AlwaysFireWeapon ClassIcon heavy_deflector_normal CharacterAttributes { "minicrits become crits" 1 } } } } WaveSpawn { Name wua5s TotalCurrency 60 TotalCount 30 SpawnCount 4 MaxActive 12 Where spawnbot_left WaitForAllDead wua4s WaitBeforeStarting 3 WaitBetweenSpawns 2 Support Limited RandomChoice { TFBot { Template T_Sniper_Bowman_Bleed Name "Nightblind Barbed Bowman" ClassIcon sniper_bow_bleed_penetrator Attributes AlwaysCrit } TFBot { Template T_Sniper_Bowman_Penetrate Name "Nightblind Serrated Bowman" ClassIcon sniper_bow_bleed_penetrator Attributes AlwaysCrit } } } WaveSpawn { Name wua6 TotalCurrency 1000 TotalCount 2 SpawnCount 2 MaxActive 2 Where spawnbot_right WaitForAllDead wua5 WaitBeforeStarting 4 WaitBetweenSpawns 10 Squad { TFBot { Template T_Giant_Soldier_Spammer_Barrage Name "Colonel Rainmaker" ClassIcon soldier_barrage_infinite Health 8400 Attributes UseBossHealthBar} TFBot { Template T_Giant_Medic_Kritz Name "Stargazing Booster Medic" ClassIcon medic_kritz_giant } // TFBot { Template T_Giant_Medic Name "Stargazing Kritz Medic" ClassIcon medic_kritz_giant } } } WaveSpawn { Name wua6s TotalCurrency 100 TotalCount 621 SpawnCount 1 MaxActive 4 Where spawnbot_left WaitForAllDead wua5 WaitBeforeStarting 30 WaitBetweenSpawns 2 Support 1 Randomchoice { TFBot { Template T_Scout_Gunbai Name "Nightblind Idle Shambler" ClassIcon scout_fanowar_milk } TFBot { Template T_Scout_Sandman Name "Nightblind Idle Shambler" ClassIcon scout_fanowar_milk } TFBot { Template T_Scout_Milk Name "Nightblind Idle Shambler" ClassIcon scout_fanowar_milk } } } } // wave 5 // @Wave 6 Wave { WaitWhenDone 65 Checkpoint Yes Sound "Announcer.IncomingMob" StartWaveOutput { Target wave_start_endurance_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target gamerules Action RunScriptCode Param " SetSkyboxTexture (`sky_nightfall_01`) // Thanks ficool2. IncludeScript(`tankextensions_main`, getroottable()) IncludeScript(`tankextensions/vactank`, getroottable()) IncludeScript(`tankextensions/ubertank`, getroottable()) TankExt.StartingPathNames([ `boss_path_1` ]) " } WaveSpawn { Name liua1 TotalCurrency 170 TotalCount 1 SpawnCount 1 MaxActive 1 Where spawnbot_left WaitBeforeStarting 0 WaitBetweenSpawns 2 TFBot { Class Pyro ClassIcon pyro_detonator_lite Name "Zenith of Robotkind" Skill Expert Health 30000 // Attributes AlwaysCrit Attributes MiniBoss Attributes UseBossHealthBar Attributes Parachute Attributes "AutoJump" AutoJumpMin 20 AutoJumpMax 30 WeaponRestrictions SecondaryOnly Item "The Buff Banner" Item "The Detonator" Item "The Powerjack" // Item "The Team Captain" Item "Batter's Beak" Item "Big Steel Jaw of Summer Fun" Item "Das Metalmeatencasen" // Item "Veterans Attire" Item "Fallen Angel" // Item "The Head Prize" Item "Shin Shredders" Item "Abhorrent Appendages" Item "The Biomech Backpack" ItemAttributes { ItemName "tf_weapon_flamethrower" // "is_passive_weapon" 1 "flame_lifetime" 0.5 "flame_drag" 14 "airblast pushback scale" 5 "flame_reflect_on_collision" 3 "lunchbox adds minicrits" 2 "weapon burn dmg increased" 4 "airblast disabled" 1 "killstreak tier" 1 "minicritboost on kill" 20 } ItemAttributes { ItemName "The Detonator" "override projectile type" 13 "faster reload rate" 0.3 "fire rate bonus" 0.4 "set item tint rgb" 5958185 "killstreak tier" 1 "Set DamageType Ignite" 1 "weapon burn dmg increased" 4 "minicritboost on kill" 20 "minicrits become crits" 1 "damage all connected" 1 "energy weapon penetration" 1 // "projectile spread angle penalty" 20 "Projectile speed decreased" 0.3 "ragdolls become ash" 1 "energy weapon no hurt building" 0 "fire rate bonus with reduced health" 1 "attach particle effect" 704 } CharacterAttributes { "move speed bonus" 0.2 "health regen" 100 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "boots falling stomp" 1 "hand scale" 1.8 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0 "rage giving scale" 0.5 "increased jump height" 3.2069 "increase buff duration" 9 } } } WaveSpawn { Name liua1s TotalCurrency 150 TotalCount 621 SpawnCount 2 MaxActive 4 Where spawnbot_left WaitBeforeStarting 8 WaitBetweenSpawns 12 Support 1 Randomchoice { TFBot { Template T_Medic_Kritz Name "Blind Booster Medic" } TFBot { Template T_Medic_QuickFix_Heal_Big Name "Blind BigHeal Medic" } TFBot { Template T_Medic_QuickFix_Heal_Big Name "Blind BigHeal Medic" } } } // if they didn't speedrun the boss: WaveSpawn { Name liua2s TotalCurrency 150 TotalCount 621 SpawnCount 4 MaxActive 10 Where spawnbot_right WaitBeforeStarting 15 WaitBetweenSpawns 10 Support 1 Randomchoice { TFBot { Template T_Medic_Blutsauger_Milk Name "Blutsauger Medic" } TFBot { Template T_Medic_Crossbow_Milk Name "Crossbow Medic" } TFBot { Template T_Medic_Crossbow_Penetration Name "Dartfly Medic" } TFBot { Template T_Demoman_Burst_Heal Name "Pill Popper Demo" } } } WaveSpawn { Name liua2s TotalCurrency 150 TotalCount 621 SpawnCount 4 MaxActive 10 Where spawnbot_right WaitBeforeStarting 45 WaitBetweenSpawns 15 Support 1 Randomchoice { TFBot { Template T_Engineer_Shotgun_FrontierJustice Name "Vengeful Engi" ClassIcon Engineer } TFBot { Template T_Engineer_Shotgun_Widowmaker_Spammer Name "Scrapmaker Engi" ClassIcon Engineer } TFBot { Template T_Engineer_Shotgun_Widowmaker Name "Widowmaker Engi" ClassIcon Engineer } // TFBot { Template T_Engineer_ShortCircuit Name "Circuit Engi" } TFBot { Template T_Engineer_Pomson Name "Pomson Engi" ClassIcon Engineer } TFBot { Template T_Engineer_Pomson_OCA Name "Coil Engi" ClassIcon Engineer } TFBot { Template T_Engineer_Pomson Name "Rebooter Engi" ClassIcon Engineer } TFBot { Template T_Engineer_Ranger_Burst Name "Ranger Engi" ClassIcon Engineer } TFBot { Template T_Engineer_Ranger_OCA Name "Rebooter Engi" ClassIcon Engineer } TFBot { Template T_Engineer_Ranger_OCB Name "Screwdriver Engi" ClassIcon Engineer } TFBot { Template T_Engineer_Ranger_OCC Name "High Noon Engi" ClassIcon Engineer } } } WaveSpawn { Where spawnbot_boss TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 621621 Support 1 RandomChoice { Squad { TFBot { Class Pyro ClassIcon headprize_lite Name "fastdl icon uwu" } } } } } // wave 6 } // // This file has been generated by http://mvm.tf // Just kidding, we're doin http://dergwulf.tf, hecc you :3c