// Stranded - Mountainhouse Solo Mission // Zombie gimmick. WaveSchedule { StartingCurrency 500 NoReanimators 1 NoMvMDeathTune 1 BotPushaway 0 RobotLimit 27 MaxRedPlayers 1 MaxSpeedLimit 521 WaveStartCountdown 0 ZombiesNoWave666 1 ForceRobotBleed 1 NoRomevisionCosmetics 1 MinibossSentrySingleKill 1 NoSkeletonSplit 1 ForceHoliday 2 BotHumansHaveEyeGlow 1 ExtendedUpgrades { DamageBonusShotguns { Name "+25% Damage Bonus" Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 400 AllowedWeapons { slot "Primary" } } DamageBonusSecondaries { Name "+25% Damage Bonus" Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 250 AllowedWeapons { slot "Secondary" } } DamageBonusMelees { Name "+25% Damage Bonus" Attribute "CARD: damage bonus" Cap 2 Increment 0.25 Cost 300 AllowedWeapons { slot "Melee" } } } SpawnTemplate Shakers PointTemplates { Shakers { NoFixup 1 env_shake { "targetname" "shakersmall_long" "amplitude" "5" "spawnflags" "5" "duration" "3" "frequency" "255" "radius" "9999" "origin" "0 0 0" } env_shake { "targetname" "shakersmall_short" "amplitude" "5" "spawnflags" "5" "duration" "1" "frequency" "255" "radius" "9999" "origin" "0 0 0" } env_shake { "targetname" "shakermedium_long" "amplitude" "10" "spawnflags" "5" "duration" "3" "frequency" "255" "radius" "9999" "origin" "0 0 0" } env_shake { "targetname" "shakermedium_short" "amplitude" "10" "spawnflags" "5" "duration" "1" "frequency" "255" "radius" "9999" "origin" "0 0 0" } env_shake { "targetname" "shakerbig_long" "amplitude" "20" "spawnflags" "5" "duration" "3" "frequency" "255" "radius" "9999" "origin" "0 0 0" } env_shake { "targetname" "shakerbig_short" "amplitude" "20" "spawnflags" "5" "duration" "1" "frequency" "255" "radius" "9999" "origin" "0 0 0" } } } PlayerAttributes //Player attributes appied for the whole mission { Engineer { "max health additive bonus" 150 // allows you to take more risks "engy sentry fire rate increased" 2.5 // slows down your sentry fire rate "mult firerocket rate" 3.5 // ditto //"can headshot" 1 // enable headshotting on all guns that are hitscan, very cool "collect currency on kill" 1 "engy building health bonus" 0.5 // make stuff less tanky "crit mod disabled" 0 "maxammo secondary reduced" 0.4 "move speed penalty" 0.75 "move accuracy mult" 1.75 "duck accuracy mult" 0.5 "penetration damage penalty" 0.5 } } ItemAttributes // slugs, has full crit dmg { Classname tf_weapon_sentry_revenge "special item description" "Loaded up with slug shots, better for longer ranges." "weapon spread bonus" 0.25 "bullets per shot bonus" 0.1 "damage bonus" 9.17 "can headshot" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "can headshot" 1 "mult crit dmg" 0.695 // shotguns are strong "crit_dmg_falloff" 1 } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PRIMARY" "can headshot" 1 "mult crit dmg" 0.695 // shotguns are strong "crit_dmg_falloff" 1 } ItemAttributes { ItemName "Panic Attack Shotgun" "can headshot" 1 "mult crit dmg" 0.695 // shotguns are strong "crit_dmg_falloff" 1 } ItemAttributes { ItemName "The Widowmaker" "special item description" "This thing has gotten all rusty, still should be useful." "fire rate penalty" 1.25 "penetration damage penalty" 0.75 "cannot headshot" 1 // note } ItemAttributes { ItemName "The Pomson 6000" "special item description" "Had to overclock this thing to make use of it, projects enough force to cause a small explosion." "weapon spread bonus" 0 "bullets per shot bonus" 0.1 "damage bonus" 8 "explosive bullets" 64 "fire rate penalty" 1.75 "sniper fires tracer" 1 "override projectile type" 1 "cannot headshot" 1 // note } ItemAttributes { ItemName "The Rescue Ranger" "special item description" "This lil thing will help out with the somewhat damaged sentry parts, making it shoot faster." "damage penalty" 0.25 "fire rate penalty" 0.75 "engy sentry fire rate increased" 0.75 "mult firerocket rate" 0.5 } ItemAttributes { Classname tf_weapon_pistol "can headshot" 1 } ItemAttributes { ItemName "The Short Circuit" "special item description" "Puts up a high damaging force-field, I shouldn't even bother using its primary function." "damage bonus" 2 "mod projectile heat seek power" 360 "mod projectile heat aim time" 5 "fire rate penalty" 5 "cannot headshot" 1 // note } ItemAttributes { ItemName "The Eureka Effect" "special item description" "Another thing I had to overclock, gives me a good old critboost on kill." "critboost on kill" 2 "damage penalty" 0.75 } ItemAttributes { ItemName "The Southern Hospitality" "speed_boost_on_hit" 1 "speed_boost_on_kill" 3 } ItemAttributes { ItemName "TF_WEAPON_WRENCH" "damage bonus" 1.25 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_WRENCH" "damage bonus" 1.25 } ItemAttributes { ItemName "Silver Botkiller Wrench Mk.I" "damage bonus" 1.25 } ItemAttributes { ItemName "Gold Botkiller Wrench Mk.I" "damage bonus" 1.25 } ItemAttributes { ItemName "Rust Botkiller Wrench Mk.I" "damage bonus" 1.25 } ItemAttributes { ItemName "Blood Botkiller Wrench Mk.I" "damage bonus" 1.25 } ItemAttributes { ItemName "Carbonado Botkiller Wrench Mk.I" "damage bonus" 1.25 } ItemAttributes { ItemName "Diamond Botkiller Wrench Mk.I" "damage bonus" 1.25 } ItemAttributes { ItemName "Silver Botkiller Wrench Mk.II" "damage bonus" 1.25 } ItemAttributes { ItemName "Gold Botkiller Wrench Mk.II" "damage bonus" 1.25 } ItemAttributes // easter egg { ItemName "Golden Wrench" "damage bonus" 5 "fire rate penalty" 2.5 "max health additive bonus" -175 } ItemBlacklist //Disallows using specified weapons below { Classname "tf_weapon_laser_pointer" } CustomWeapon //Allows you to use an alias for items with custom attributes { "Makeshift Flare Gun" // The name you would use in Item key in TFBot { OriginalItemName "pyroland_pistol_shottohell" // The item used as a base "special item description" "Should come in handy against some of the zombies." "fire rate penalty" 2 "Reload time increased" 1.25 "damage bonus" 1.67 "override projectile type" 6 "clip size penalty" 0.2 "maxammo secondary reduced" 0.25 "set_item_texture_wear" 0 // squeaky clean warpaint "Set DamageType Ignite" 1 //"custom item model" "models/workshop/weapons/c_models/c_snub_nose/c_snub_nose.mdl" "custom weapon fire sound" "=75|weapons/flaregun_shoot.wav" "custom weapon reload sound" "weapons/flaregun_worldreload.wav" } "Assault Rifle" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" // The item used as a base "special item description" "Picked this off some dead guy, hopefully he won't mind too much." "fire rate penalty" 0.35 "Reload time increased" 3.0 "can headshot" 1 "dmg pierces resists absorbs" 1 // help out with the dmg "bullets per shot bonus" 0.25 "custom kill icon" "the_classic" "clip size bonus" 6.7 "maxammo primary reduced" 4.7 "reload full clip at once" 1 "custom item model" "models/weapons/c_models/c_tfc_sniperrifle/c_tfc_sniperrifle.mdl" "custom weapon fire sound" "=75|weapons/smg1/smg1_fire1.wav" "custom weapon reload sound" "weapons/smg1/smg1_reload.wav" } } ExtraLoadoutItems // Extra loadout items available after typing !missionitems in chat { Engineer { Primary "Assault Rifle" Secondary "Makeshift Flare Gun" } } ClassLimit //Limits the number of specified classes { Heavyweapons 0 Heavy 0 Medic 0 Sniper 0 Scout 0 Soldier 0 Pyro 0 Demoman 0 Spy 0 } DisableSound "music.mvm_end_last_wave" DisableSound "music.mvm_end_mid_wave" DisableSound "music.mvm_end_tank_wave" DisableSound "music.mvm_end_wave" DisableSound "music.mvm_lost_wave" DisableSound "music.mvm_start_last_wave" DisableSound "music.mvm_start_mid_wave" DisableSound "music.mvm_start_tank_wave" DisableSound "music.mvm_start_wave" DisableSound "Announcer.MVM_Get_To_Upgrade" Templates { T_Zombie1 { Class Soldier health 150 Name "Infected" Skill Normal Classicon dead WeaponRestrictions MeleeOnly Action Mobber Attributes DisableDodge CustomEyeGlowColor "0 0 0" CustomWeaponModel { Slot 2 Model "models/empty.mdl" } UseHumanModel 1 Item "Zombie Soldier" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 100 "override footstep sound set" 0 "cancel falling damage" 1 "damage bonus" 0.5 "bleeding duration" 2 "fire rate penalty" 1.2 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound physics/body/body_medium_break2.wav } T_Zombie2 { Class Scout health 150 Name "Infected" Item "Unarmed Combat" Item "Baseball Bill's Sports Shine" Skill Normal Classicon dead Action Mobber Attributes DisableDodge UseHumanModel 1 Item "Zombie Scout" WeaponRestrictions MeleeOnly CustomEyeGlowColor "0 0 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 100 "override footstep sound set" 0 "cancel falling damage" 1 "damage bonus" 0.5 "bleeding duration" 2 "fire rate penalty" 1.2 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound physics/body/body_medium_break3.wav } T_Zombie3 { Class Pyro health 150 Name "Infected" Skill Normal Classicon dead Action Mobber Attributes DisableDodge CustomWeaponModel { Slot 2 Model "models/empty.mdl" } UseHumanModel 1 Item "Zombie Pyro" Item "The Bat Outta Hell" WeaponRestrictions MeleeOnly CustomEyeGlowColor "0 0 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 100 "override footstep sound set" 0 "cancel falling damage" 1 "damage bonus" 0.5 "bleeding duration" 2 "fire rate penalty" 1.2 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound physics/body/body_medium_break4.wav } T_Zombie4 { Class Demoman health 150 Name "Infected" Skill Normal Classicon dead Action Mobber Attributes DisableDodge CustomWeaponModel { Slot 2 Model "models/empty.mdl" } UseHumanModel 1 Item "Zombie Demo" WeaponRestrictions MeleeOnly CustomEyeGlowColor "0 0 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 100 "override footstep sound set" 0 "cancel falling damage" 1 "damage bonus" 0.5 "bleeding duration" 2 "fire rate penalty" 1.2 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound physics/body/body_medium_break2.wav } T_Zombie5 { Class HeavyWeapons health 150 Name "Infected" Skill Normal Classicon dead Action Mobber WeaponRestrictions MeleeOnly UseHumanModel 1 Item "Zombie Heavy" Attributes DisableDodge CustomEyeGlowColor "0 0 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 100 "override footstep sound set" 0 "cancel falling damage" 1 "damage bonus" 0.5 "bleeding duration" 2 "fire rate penalty" 1.2 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound physics/body/body_medium_break3.wav } T_Zombie6 { Class Medic health 150 Name "Infected" Skill Normal Classicon dead Action Mobber WeaponRestrictions MeleeOnly CustomWeaponModel { Slot 2 Model "models/empty.mdl" } UseHumanModel 1 Item "Zombie Medic" Attributes DisableDodge Action Mobber CustomEyeGlowColor "0 0 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 100 "override footstep sound set" 0 "cancel falling damage" 1 "damage bonus" 0.5 "bleeding duration" 2 "fire rate penalty" 1.2 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound physics/body/body_medium_break4.wav } T_Zombie7 { Class Sniper health 150 Name "Infected" Skill Normal Item "Ritzy Rick's Hair Fixative" Classicon dead UseHumanModel 1 Item "Zombie Sniper" Action Mobber Attributes DisableDodge CustomWeaponModel { Slot 2 Model "models/empty.mdl" } WeaponRestrictions MeleeOnly CustomEyeGlowColor "0 0 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 100 "override footstep sound set" 0 "cancel falling damage" 1 "damage bonus" 0.5 "bleeding duration" 2 "fire rate penalty" 1.2 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound physics/body/body_medium_break2.wav } T_Zombie8 { Class Engineer health 150 Name "Infected" Skill Normal Item "Texas Slim's Dome Shine" UseHumanModel 1 Item "Zombie Engineer" Classicon dead Action Mobber CustomWeaponModel { Slot 2 Model "models/empty.mdl" } WeaponRestrictions MeleeOnly Attributes DisableDodge Action Mobber CustomEyeGlowColor "0 0 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 100 "override footstep sound set" 0 "cancel falling damage" 1 "damage bonus" 0.5 "bleeding duration" 2 "fire rate penalty" 1.2 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound physics/body/body_medium_break3.wav } T_Zombie_Armored1 { Class HeavyWeapons health 300 Name "Armored Infected" Skill Normal Classicon dead Action Mobber WeaponRestrictions MeleeOnly UseHumanModel 1 Item "Zombie Heavy" Item "Combat Slacks" Item "Forgotten King's Pauldrons" Item "The Hellmet" Attributes DisableDodge CustomEyeGlowColor "255 102 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 150 "override footstep sound set" 0 "cancel falling damage" 1 "bleeding duration" 2 "fire rate penalty" 1.2 "dmg from ranged reduced" 0.6 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } PainSound =80|physics/metal/metal_sheet_impact_bullet2.wav DeathSound physics/body/body_medium_break3.wav } T_Zombie_Armored2 { Class Medic health 300 Name "Armored Infected" Skill Normal Classicon dead Action Mobber WeaponRestrictions MeleeOnly UseHumanModel 1 Item "Zombie Medic" Item "Das Metalmeatencasen" Item "The Dead Head" Item "The Hellmet" Item "Prinny Machete" Attributes DisableDodge CustomEyeGlowColor "255 102 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 150 "override footstep sound set" 0 "cancel falling damage" 1 "bleeding duration" 2 "fire rate penalty" 1.2 "dmg from ranged reduced" 0.6 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } PainSound =80|physics/metal/metal_sheet_impact_bullet2.wav DeathSound physics/body/body_medium_break4.wav } T_Zombie_Armored3 { Class Soldier health 300 Name "Armored Infected" Skill Normal Classicon dead Action Mobber WeaponRestrictions MeleeOnly UseHumanModel 1 Item "Zombie Soldier" Item "Iron Lung" Item "Shin Shredders" Item "The Juggernaut Jacket" Item "Blast Defense" Attributes DisableDodge CustomEyeGlowColor "255 102 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.5 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 150 "override footstep sound set" 0 "cancel falling damage" 1 "bleeding duration" 2 "fire rate penalty" 1.2 "dmg from ranged reduced" 0.6 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } PainSound =80|physics/metal/metal_sheet_impact_bullet2.wav DeathSound physics/body/body_medium_break2.wav } T_Zombie_BigGuy { Class HeavyWeapons health 600 Scale 1.15 Name "Heavy Infected" Skill Normal Classicon dead Action Mobber WeaponRestrictions MeleeOnly UseHumanModel 1 Item "Zombie Heavy" Item "Calamitous Cauldron" Item "Bone-Cut Belt" Attributes DisableDodge CustomEyeGlowColor "0 0 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.45 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 100 "override footstep sound set" 0 "cancel falling damage" 1 "damage bonus" 1.25 "melee range multiplier" 1.25 "bleeding duration" 2 "fire rate penalty" 1.2 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound npc/zombie/zo_attack2.wav } T_Zombie_BigGuy_Armored { Class HeavyWeapons health 1200 Scale 1.15 Name "Heavily Armored Infected" Skill Normal Classicon dead Action Mobber WeaponRestrictions MeleeOnly UseHumanModel 1 Item "Zombie Heavy" Item "Combat Slacks" Item "Forgotten King's Pauldrons" Item "Big Steel Jaw of Summer Fun" Item "The Hellmet" Attributes DisableDodge CustomEyeGlowColor "0 0 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.45 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 100 "override footstep sound set" 0 "cancel falling damage" 1 "damage bonus" 1.25 "melee range multiplier" 1.25 "bleeding duration" 2 "fire rate penalty" 1.2 "cannot be headshot" 1 "dmg from ranged reduced" 0.6 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } PainSound =80|physics/metal/metal_sheet_impact_bullet1.wav DeathSound npc/zombie/zo_attack2.wav } T_Zombie_Bread { Class HeavyWeapons health 400 Name "Rotting Bread" Skill Normal Classicon breadcrab_zombie Action Mobber WeaponRestrictions MeleeOnly UseHumanModel 1 Item "Zombie Heavy" Item "The Bread Bite" Item "Bread Biter" Item "Breadcrab" Attributes DisableDodge CustomEyeGlowColor "255 0 0" ItemAttributes { ItemName "The Bread Bite" "custom hit sound" "npc/headcrab/headbite.wav" "damage bonus" 1.5 "bleeding duration" 4 "melee range multiplier" 1.33 "mult_player_movespeed_active" 1 "mod_maxhealth_drain_rate" 0 } CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.75 "voice pitch scale" 0 "damage force reduction" 0 "override footstep sound set" 0 "dmg taken from fire increased" 3 "cancel falling damage" 1 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound npc/zombie/zo_pain6.wav } T_Zombie_Bread_Horde_Leader { Class HeavyWeapons health 900 Scale 1.15 Name "Rotten Horde Leader" Skill Hard Classicon breadcrab_zombie Action Mobber WeaponRestrictions MeleeOnly UseHumanModel 1 Item "Zombie Heavy" Item "The Bread Bite" Item "Bread Biter" Item "Breadcrab" Item "Bone-Cut Belt" Item "The Gunboats" Attributes DisableDodge CustomEyeGlowColor "255 0 0" ItemAttributes { ItemName "The Bread Bite" "custom hit sound" "npc/headcrab/headbite.wav" "damage bonus" 1.65 "bleeding duration" 4 "fire rate bonus" 0.8 "melee range multiplier" 1.33 "mult_player_movespeed_active" 1 "mod_maxhealth_drain_rate" 0 } CharacterAttributes { "crit kill will gib" 1 "voice pitch scale" 0 "damage force reduction" 0 "override footstep sound set" 0 "dmg taken from fire increased" 3 "cancel falling damage" 1 "gesture speed increase" 0.85 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound npc/zombie/zo_pain4.wav } T_Zombie_Bread_Jumper { Class Scout health 275 Name "Rotting Bread" Skill Normal Classicon breadcrab_zombie Action Mobber WeaponRestrictions MeleeOnly UseHumanModel 1 Item "Zombie Scout" Item "The Bat Outta Hell" Item "Bread Biter" Item "Breadcrab" Attributes DisableDodge ExtAttr IgnoreBuildings CustomEyeGlowColor "255 0 0" FireWeapon { Delay 5 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } FireWeapon { Delay 5 Cooldown 2 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } ItemAttributes { ItemName "The Bat Outta Hell" "custom hit sound" "npc/headcrab/headbite.wav" "damage bonus" 0.0001 "custom kill icon" "unarmed_combat" "bleeding duration" 4 "melee range multiplier" 1.33 "special damage type" 1 "dmg taken mult from special damage type 1" 0.01 } CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.75 "voice pitch scale" 0 "damage force reduction" 0 "override footstep sound set" 0 "cancel falling damage" 1 "gesture speed increase" 0 "increased jump height" 2 "dmg taken from fire increased" 3 "stomp player force" 60 "stomp player damage" 25 "stomp building damage" 5 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound npc/zombie/zombie_voice_idle5.wav } T_Zombie_Feral { Class Soldier Name "Feral" Health 125 ClassIcon heavy_warrior Skill Expert WeaponRestrictions MeleeOnly UseHumanModel 1 StripItemSlot 0 StripItemSlot 1 Action Mobber Attributes DisableDodge Item "Zombie Soldier" Item "Warrior's Spirit" Item "Loaf Loafers" Item "Bone-Cut Belt" Item "Bread Biter" Item "Racc Mann" ItemAttributes { ItemName "Warrior's Spirit" "custom hit sound" "physics\body\body_medium_break4.wav" "dmg penalty vs players" 1.75 // we do a little increased bleed damage "fire rate bonus" 0.7 "dmg taken increased" 1.0 "damage bonus" 1.0 "bleeding duration" 3 } ItemAttributes { ItemName "Racc Mann" "set item tint RGB" 8519682 } CharacterAttributes { "cancel falling damage" 1 "voice pitch scale" 0 "gesture speed increase" 1.5 "mult stun resistance" 0.5 "damage force reduction" 0.5 "dmg taken from fire increased" 3 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.5 "increased jump height" 1.5 } DeathSound "npc/fast_zombie/wake1.wav" } T_Zombie_Skeleton_Summoner { Class Medic Scale 1.25 Health 650 Classicon spellbook_lite Action Mobber Name "Bonetosser" Item "Vampiric Vesture" Item "Combat Slacks" Item "Forgotten King's Restless Head" Item "Halloween Spellbook" StripItemSlot 0 StripItemSlot 1 CustomEyeGlowColor "0 0 0" CustomWeaponModel { Slot 2 Model "models/empty.mdl" } Spell //Gives specified spell to bots. { Delay 0 //Time before the first spell charges are given (Default: 10) Cooldown 10 //Time between each spell changes (Default: 10) Repeats 5 //How many times should spell charges be given in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default: 0 - Always activate) Charges 1 //How many spell charges to give every time the spell is given (Default: 1) Limit 1 //How many spell charges the bot can store (Default: Same as charges given) Type "Summon Skeletons" //Spell name. Possible values: } CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.75 "voice pitch scale" 0 "damage force reduction" 0 "heal on kill" 150 "override footstep sound set" 0 "cancel falling damage" 1 "fire rate penalty" 1.2 "dmg from ranged reduced" 0.6 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } PainSound =70|physics/flesh/flesh_bloody_impact_hard1.wav DeathSound misc/halloween/skeleton_break.wav } T_Zombie_Wisp_Boss { Class Pyro health 15000 Name "Wisp Lord" Skill Normal Classicon ghost_lite Action Mobber Attributes DisableDodge Attributes MiniBoss Attributes UseBossHealthBar UseHumanModel 1 Item "The Manneater" Item "The Bonedolier" Item "Apparition's Aspect" Item "Bushi-Dou" Item "Shin Shredders" Item "dec2014 Armoured Appendages" Item "The Bat Outta Hell" CustomWeaponModel { Slot 2 Model "models/empty.mdl" } WeaponRestrictions MeleeOnly CustomEyeGlowColor "0 0 0" CharacterAttributes { "crit kill will gib" 1 "move speed bonus" 0.4 "voice pitch scale" 0 "damage force reduction" 0 "override footstep sound set" 0 "cancel falling damage" 1 "damage bonus" 2 "melee range multiplier" 1.5 "damage causes airblast" 1 "fire rate penalty" 1.2 "gesture speed increase" 0.65 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } PainSound =75|physics/metal/metal_sheet_impact_bullet1.wav DeathSound npc/combine_gunship/gunship_moan.wav } T_Zombie_Wisp_Spawned { Class Soldier Health 50 Name "Wisp" Skill Hard Scale 1.01 Classicon hellmet_blank CustomWeaponModel { Slot 2 Model "models/empty.mdl" } ExtAttr IgnoreBuildings Attributes DisableDodge CharacterAttributes { "move speed bonus" 0.75 "voice pitch scale" 0 "damage force reduction" 0 "override footstep sound set" 0 "cancel falling damage" 1 "damage bonus" 0.33 "damage causes airblast" 1 "increased jump height" 0.25 "dmg taken increased" 0 "fire rate penalty" 1.5 "health regen" -10 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } DeathSound vo/halloween_boo5.mp3 } } Wave { RedTeamWipeCausesWaveLoss 1 SoundLoop { "ambient\levels\citadel\citadel_drone_loop1.wav" 50 "ambient\levels\citadel\citadel_drone_loop2.wav" 20 "ambient\levels\citadel\citadel_drone_loop3.wav" 15 "ambient\levels\citadel\citadel_drone_loop4.wav" 8 "ambient\levels\citadel\citadel_drone_loop5.wav" 7 "ambient\levels\citadel\citadel_drone_loop6.wav" 7 } Explanation //Dispayed once the wave is initialized { Line "{73ECFF}You are {red}STRANDED." Line "{73ECFF}Outlive the zombie onslaught, {red}or become a part of it." } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { WaitBeforeStarting 5 StartWaveOutput { Target shakermedium_long Action StartShake } FirstSpawnOutput { Target shakermedium_long Action StartShake } FirstSpawnMessage "{73ECFF}The sounds of many footsteps alert you..." FirstSpawnWarningSound "ambient\atmosphere\cave_hit3.wav" } WaveSpawn { Name "wave0" TotalCount 30 MaxActive 20 SpawnCount 1 Where spawnbot WaitBeforeStarting 10 WaitBetweenSpawns 0.2 FirstSpawnWarningSound "ambient\atmosphere\cave_hit1.wav" StartWaveWarningSound "ambient\atmosphere\cave_hit5.wav" RandomChoice { TFBot { Template T_Zombie1 } TFBot { Template T_Zombie2 } TFBot { Template T_Zombie3 } TFBot { Template T_Zombie4 } TFBot { Template T_Zombie5 } TFBot { Template T_Zombie6 } TFBot { Template T_Zombie7 } TFBot { Template T_Zombie8 } } } WaveSpawn { Name "wave01" TotalCount 15 MaxActive 5 SpawnCount 1 Where spawnbot WaitBeforeStarting 10 WaitBetweenSpawns 0.5 WaitForAllSpawned "wave0" RandomChoice { TFBot { Template T_Zombie_Armored1 } TFBot { Template T_Zombie_Armored2 } TFBot { Template T_Zombie_Armored3 } } } WaveSpawn { Name "wave01" TotalCount 25 MaxActive 24 SpawnCount 1 Where spawnbot WaitBetweenSpawns 0.2 WaitForAllSpawned "wave0" RandomChoice { TFBot { Template T_Zombie1 } TFBot { Template T_Zombie2 } TFBot { Template T_Zombie3 } TFBot { Template T_Zombie4 } TFBot { Template T_Zombie5 } TFBot { Template T_Zombie6 } TFBot { Template T_Zombie7 } TFBot { Template T_Zombie8 } } } WaveSpawn { Name "wave02" TotalCount 10 MaxActive 5 SpawnCount 1 Where spawnbot WaitBetweenSpawns 0.25 WaitBeforeStarting 15 WaitForAllSpawned "wave01" FirstSpawnWarningSound "ambient\atmosphere\cave_hit4.wav" TFBot { Template T_Zombie_BigGuy } } WaveSpawn { Name "wave02" TotalCount 10 MaxActive 10 SpawnCount 1 Where spawnbot WaitBeforeStarting 5 WaitBetweenSpawns 0.5 WaitForAllSpawned "wave01" RandomChoice { TFBot { Template T_Zombie1 } TFBot { Template T_Zombie2 } TFBot { Template T_Zombie3 } TFBot { Template T_Zombie4 } TFBot { Template T_Zombie5 } TFBot { Template T_Zombie6 } TFBot { Template T_Zombie7 } TFBot { Template T_Zombie8 } } } WaveSpawn { Name "wave02" TotalCount 10 MaxActive 10 SpawnCount 1 Where spawnbot WaitBetweenSpawns 0.5 WaitForAllSpawned "wave01" RandomChoice { TFBot { Template T_Zombie_Armored1 } TFBot { Template T_Zombie_Armored2 } TFBot { Template T_Zombie_Armored3 } } } WaveSpawn { Name "wave03" TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot WaitBeforeStarting 15 WaitBetweenSpawns 1 WaitForAllSpawned "wave02" FirstSpawnOutput { Target shakermedium_short Action StartShake } FirstSpawnWarningSound "npc\zombie\zo_attack1.wav" TotalCurrency 1000 TFBot { Template T_Zombie_BigGuy_Armored Attributes UseBossHealthBar } } WaveSpawn { WaitForAllDead "wave03" WaitBeforeStarting 5 FirstSpawnOutput { Target shakersmall_short Action StartShake } FirstSpawnMessage "{73ECFF}You have survived... {red}For now..." FirstSpawnWarningSound "ambient\machines\thumper_hit.wav" } WaveSpawn { WaitForAllDead "wave03" WaitBeforeStarting 10 FirstSpawnOutput { Target shakersmall_short Action StartShake } FirstSpawnMessage "{73ECFF}Prepare for another attack while you can." FirstSpawnWarningSound "ambient\machines\thumper_hit.wav" } WaveSpawn { Name "wave2start" WaitForAllDead "wave03" WaitBeforeStarting 40 FirstSpawnOutput { Target shakersmall_short Action StartShake } FirstSpawnMessage "{73ECFF}Here they come!" FirstSpawnWarningSound "ambient\machines\thumper_hit.wav" } WaveSpawn { Name "wave04" TotalCount 25 MaxActive 15 SpawnCount 1 Where spawnbot FirstSpawnOutput { Target shakermedium_long Action StartShake } WaitBeforeStarting 10 WaitBetweenSpawns 0.2 WaitForAllSpawned "wave2start" FirstSpawnWarningSound "ambient\levels\prison\inside_battle_zombie2.wav" TFBot { Template T_Zombie_Bread } } WaveSpawn { Name "wave05" TotalCount 40 MaxActive 10 SpawnCount 2 Where spawnbot WaitBetweenSpawns 3 WaitForAllSpawned "wave04" TFBot { Template T_Zombie_Bread_Jumper } } WaveSpawn { Name "wave05" TotalCount 25 MaxActive 15 SpawnCount 5 Where spawnbot WaitBeforeStarting 30 WaitBetweenSpawns 5 WaitForAllSpawned "wave04" TFBot { Template T_Zombie_Bread } } WaveSpawn { Name "wave05" TotalCount 15 MaxActive 5 SpawnCount 1 Where spawnbot FirstSpawnOutput { Target shakermedium_long Action StartShake } FirstSpawnWarningSound "ambient\levels\prison\inside_battle_antlion2.wav" WaitBeforeStarting 30 WaitBetweenSpawns 5 WaitForAllSpawned "wave04" TFBot { Template T_Zombie_Bread_Horde_Leader } } WaveSpawn { WaitForAllDead "wave05" WaitBeforeStarting 10 FirstSpawnOutput { Target shakersmall_short Action StartShake } FirstSpawnMessage "{red}The nature has mutated." FirstSpawnWarningSound "ambient\machines\thumper_hit.wav" } WaveSpawn { WaitForAllDead "wave05" WaitBeforeStarting 15 FirstSpawnWarningSound "#music\hl2_song6.mp3" } WaveSpawn { Name "wave06" TotalCount 60 MaxActive 20 SpawnCount 1 Where spawnbot FirstSpawnOutput { Target shakermedium_long Action StartShake } WaitForAllDead "wave05" WaitBeforeStarting 15 FirstSpawnWarningSound "npc/fast_zombie/fz_alert_far1.wav" TotalCurrency 1000 TFBot { Template T_Zombie_Feral } } } }