// Condemned Conflict by Tindall Berry // Night Sky Expert // To-do list: // MISSION: // WEAPONS: // Rubbish Ravager - make on black box base + war paint // Con-man's Compressor - make on degreaser base + war paint // Gunman's Gait - disable cloak regen from packs // UPGRADES: // Scout - add 3 (fixed fire rate bonus on pocket pistol) // Soldier - add 2 // Pyro - add 2 // Demoman - add 3 (frag stickies, fixed fire rate bonus on scottish resistance) // Heavy - add 3 (fixed fire rate bonus on miniguns, fixed fire rate bonus on family business) // Engineer - add 2 (faster upgrade rate) // Medic - add 2 // Sniper - add 3 // Spy - add 4 #base robot_giant.pop #base robot_standard.pop population { StartingCurrency 1300 RespawnWaveTime 5 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes Advanced 1 // Rafmod cvars BodyPartScaleSpeed 50 BunnyHop 1 FixSetCustomModelInput 1 MaxSpectators 2 NoRomevisionCosmetics 1 NoThrillerTaunt 1 NoHolidayPickups 1 RobotLimit 24 SniperAllowHeadshots 1 TextPrintTime 0 UpgradeStationKeepWeapons 1 // Model precache PrecacheModel "models\weapons\c_models\c_entrenched_gun\c_scattergun.mdl" PrecacheModel "models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl" PrecacheModel "models\weapons\c_models\c_howitzer\c_lochnload.mdl" PrecacheModel "models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl" PrecacheModel "models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl" PrecacheModel "models\weapons\c_models\c_gupgun\c_leechgun.mdl" // Extra spawns //ExtraSpawnPoint //{ //Name "spawnbot_forward" //TeamNum 3 //X "-5580" //Y "-680" //Z "180" //} //ExtraSpawnPoint //{ //Name "spawnbot_forward" //TeamNum 3 //X "-6050" //Y "-680" //Z "180" //} //ExtraSpawnPoint //{ //Name "spawnbot_forward_right" //TeamNum 3 //X "-5590" //Y "-680" //Z "180" //} ExtraSpawnPoint { Name "spawnbot_forward_left" TeamNum 3 X "-6050" Y "-680" Z "180" } // Player attributes PlayerAttributes { "increased air control" 4 "overheal from heal on kill" 1 } // Weapon changes //ItemAttributes //{ //ItemName "Pretty Boy's Pocket Pistol" //"fire rate bonus" 0.8 //"special item description" "The Pretty Boy's Pocket Pistol's fire rate is slightly increased to work better with upgrades." //} ItemAttributes { ItemName "The Wrap Assassin" "effect bar recharge rate increased" 0.7 "special item description" "The Wrap Assassin's recharge rate is slightly increased to work better with upgrades." } //ItemAttributes //{ //ItemName "The Scottish Resistance" //"fire rate bonus" 0.7 //"special item description" "The Scottish Resistance's fire rate is slightly increased to work better with upgrades." //} ItemAttributes { ItemName "Festive Eyelander" "set turn to ice" 1 "special item description" "The Festive Eyelander will now freeze targets on kill. Cool!" } ItemAttributes { ItemName "The Scotsman's Skullcutter" "damage bonus" 1.25 "special item description" "The Scotsman's Skullcutter's damage bonus is slightly increased to work better with upgrades." } //ItemAttributes //{ //ItemName "The Family Business" //"fire rate bonus" 0.8 //"special item description" "The Family Business' fire rate is slightly increased to work better with upgrades." //} ItemAttributes { ItemName "The Vaccinator" "ubercharge rate bonus" 1.75 "special item description" "The Vaccinator's Ubercharge build rate bonus is slightly increased to work better with upgrades." } ItemAttributes { ItemName "TTG Sam Revolver" "crit on hard hit" 1 "special item description" "The Big Kill will now gib targets on kill. Splat!" } // Custom weapons // Scout CustomWeapon // Scout Slug Scattergun { Name "Steel Slugger" OriginalItemName "TF_WEAPON_SCATTERGUN" "clip size penalty" 0.67 "bullets per shot bonus" 0.1 "dmg penalty vs players" 7.5 "can headshot" 1 "revolver use hit locations" 1 "no damage falloff" 1 "custom weapon fire sound" "=75|weapons/shotgun/shotgun_fire6.wav" "custom item model" "models\weapons\c_models\c_entrenched_gun\c_scattergun.mdl" "special item description" "Fires high damage slugs that deal critical damage on headshots." "special item description 2" "Doink!" } // Soldier CustomWeapon // Soldier Homing Rocket Launcher { Name "Psychopath's Seeker" OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size bonus" 2.5 "hidden primary max ammo bonus" 1.5 "fire rate bonus HIDDEN" 0.2 "projectile spread angle penalty" 15 "projectile speed decreased" 0.65 "mod projectile heat seek power" 360 "mod projectile heat aim error" 360 "mod projectile heat follow crosshair" 1 "mod projectile heat aim time" 2 "Reload time increased" 3 "reload full clip at once" 1 "damage penalty" 0.6 "blast radius decreased" 0.75 "custom weapon fire sound" "=75|weapons/grenade_launcher1.wav" "custom item model" "models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl" "special item description" "Launches a wide spread of low damage rockets that home in on the crosshair." "special item description 2" "If you run, you'll only die tired." } CustomWeapon // Soldier Nuke Launcher { Name "Rubbish Ravager" OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "maxammo primary reduced" 0.4 "fire rate penalty" 3 "projectile gravity" 800 "dmg penalty vs players" 2.5 "crits_become_minicrits" 1 "blast dmg to self increased" 2.5 "custom weapon fire sound" "=75|ambient/explosions/explode_1.wav" //"custom item model" "models\weapons\c_models\c_danger_ranger\c_directhit.mdl" "special item description" "Launches high damage heavy rockets." "special item description 2" "This was not a good idea at any point in time." } // Pyro CustomWeapon // Pyro Airblast Flame Thrower { Name "Con-man's Compressor" OriginalItemName "TF_WEAPON_FLAMETHROWER" "damage penalty" 0.85 "weapon burn dmg reduced" 0.5 "airblast cost decreased" 0.25 "mult airblast refire time" 0.5 "mult reflect velocity" 1.5 "airblast_pushback_disabled" 1 //"custom item model" "models\weapons\c_models\c_compact_combustor\c_flamethrower.mdl" "special item description" "Airblasts faster with a reduced cost but deals reduced flame damage." "special item description 2" "We're puttin' on a clinic!" } // Demoman CustomWeapon // Demoman Auto Grenade Launcher { Name "Burst of Brimstone" OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "clip size bonus" 2 "hidden primary max ammo bonus" 1.5 "fire rate bonus HIDDEN" 0.3 "projectile spread angle penalty" 2 "projectile speed increased" 1.5 "grenade no spin" 1 "grenade explode on impact" 1 "Reload time increased HIDDEN" 0.8 "damage penalty" 0.65 "blast radius decreased" 0.75 "self dmg push force decreased" 0.5 "custom weapon fire sound" "=75|weapons/china_lake_shoot.wav" "custom item model" "models\weapons\c_models\c_howitzer\c_lochnload.mdl" "special item description" "Rapidly launches low damage grenades with a smaller explosion radius that explode on impact." "special item description 2" "Blammo!" } // Heavy CustomWeapon // Heavy Deflector { Name "Bootleg Deflector" OriginalItemName "Deflector" "minigun spinup time increased" 1.25 "spread penalty" 1.5 "attack projectiles" 1 "damage bonus" 1.1 "special item description" "Destroys projectiles in a wider spread and deals slightly more damage, but spins up slower." "special item description 2" "I hate metal!" } CustomWeapon // Heavy Auto Shotgun { Name "Soviet Slammer" OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "maxammo secondary reduced" 0.75 "fire rate bonus HIDDEN" 0.4 "spread penalty" 2 "custom weapon fire sound" "=70|weapons/sven_shotgun_shoot.wav" "custom item model" "models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl" "special item description" "Fires inaccurate shells rather quickly." "special item description 2" "I am 100 metres from your location and approaching rapidly." } // Engineer CustomWeapon // Engineer Machine Gun { Name "Veruc" // Based on the Veruc from Borderlands 2 OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "single wep deploy time increased" 1.25 "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "fire rate bonus HIDDEN" 0.3 "bullets per shot bonus" 0.3 "spread penalty" 2 "damage bonus" 1.66 "custom weapon fire sound" "=75|weapons/mp40_shoot.wav" "custom item model" "models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl" "special item description" "Rapidly fires three bullets in a horizontal spread." "special item description 2" "I want that rifle, Daddy!" } // Medic CustomWeapon // Medic Burst Fire Syringe Gun { Name "Four Part Plan" OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "clip size penalty" 0.1 "maxammo primary reduced" 0.133 "fire rate bonus HIDDEN" 0.5 "damage bonus" 2 "no reduced damage rampup" 1 "mark for death" 1 "custom weapon fire sound" "=75|weapons/supernailgun_shoot.wav" "custom item model" "models\weapons\c_models\c_gupgun\c_leechgun.mdl" "special item description" "Rapidly fires high damage syringes that mark enemies for death." "special item description 2" "Part five: booby trap the stalemate button!" } // Spy CustomWeapon // Spy Disabled Invis Watch { Name "Gunman's Gait" OriginalItemName "TF_WEAPON_INVIS" "max health additive bonus" 50 "move speed bonus" 1.1 "dmg from ranged reduced" 0.8 "mult cloak meter consume rate" 101 "cloak regen rate decreased" 0 "special item description" "Grants increased health, ranged damage resistance, and movement speed, but disables cloak." "special item description 2" "Think you're hard, do ya?" } ExtraLoadoutItems { Scout { Primary "Steel Slugger" } Soldier { Primary "Psychopath's Seeker" Primary "Rubbish Ravager" } Pyro { Primary "Con-man's Compressor" } Demoman { Primary "Burst of Brimstone" } HeavyWeapons { Primary "Bootleg Deflector" Secondary "Soviet Slammer" } Engineer { Primary "Veruc" } Medic { Primary "Four Part Plan" } Spy { PDA2 "Gunman's Gait" } } // Upgrade bans DisallowUpgrade "weapon burn time increased" // Afterburn duration doesn't work after Jungle Inferno //DisallowUpgrade "explode_on_ignite" // Explode on ignite is still busted DisallowUpgrade { Name "The Sandman" // Replaced by custom upgrade Upgrade "mark for death" MaxLevel 0 } DisallowUpgrade { Name "Con-man's Compressor" // Airblast doesn't push enemies Upgrade "airblast pushback scale" MaxLevel 0 } DisallowUpgrade { Upgrade "engy sentry fire rate increased" // Third point of sentry firing speed doesn't work MaxLevel 2 } DisallowUpgrade { Name "The Vaccinator" // Uber duration is kinda busted on the Vaccinator Upgrade "uber duration bonus" MaxLevel 1 } // Custom upgrades ExtendedUpgrades { MeleeResistance // all class - reduce damage taken from melee { Name "Stab Vest" Description "Reduces damage taken from melee attacks by 20% per point." PlayerUpgrade 1 Cost 200 Attribute "mult dmgtaken from melee" Increment -0.2 Cap 0.4 } HealthGainedBonus // scout - healing bonus from shortstop made passive { Name "Health Siphons" Description "Increases health gained from all sources, including money piles, by 20% per point." AllowPlayerClass Scout PlayerUpgrade 1 Cost 200 Attribute "healing received bonus" Increment 0.2 Cap 1.6 } JarateBat // scout - jarate bat for aoe mark { Name "Jarate-coated Bat" Description "Causes all Bats to apply Jarate to multiple enemies at a once for 8 seconds." AllowPlayerClass Scout AllowedWeapons { Slot "Melee" } Cost 500 Attribute "add cond on hit duration" Increment 8 Cap 8 SecondaryAttributes { "add cond on hit" 24 // jarate "melee cleave attack" 1 "melee range multiplier" 0.5 "melee bounds multiplier" 0.3 "mark for death" -1 } } Charged // soldier - make rocket launchers function like charged soldiers { Name "Charged Module" Description "Causes some Rocket Launchers to become crit boosted and fire slower with slower rockets." AllowPlayerClass Soldier AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Rocket Jumper" ItemName "The Cow Mangler 5000" ItemName "The Beggar's Bazooka" ItemName "The Air Strike" ItemName "Psychopath's Seeker" ItemName "Rubbish Ravager" } Cost 800 Attribute "always crit" Increment 1 Cap 1 SecondaryAttributes { "fire rate penalty" 1 "Projectile speed decreased" -0.5 } } BannerRadius // soldier - increase radius of all banners { Name "Bigger Banner" Description "Increases the range of all banners by 15% per point." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Battalion's Backup" ItemName "The Concheror" } Cost 150 Attribute "mod soldier buff range" Increment 0.15 Cap 1.6 } CatchMoon // soldier - bison damage bonus with slower projectile and range { Name "Catchmoon Module" Description "Overclocks the Righteous Bison, causing it to deal increased damage and ignite enemies." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Righteous Bison" } Cost 500 Attribute "Set DamageType Ignite" Increment 1 Cap 1 SecondaryAttributes { "damage bonus" 0.5 "Projectile speed decreased" -0.35 "projectile lifetime" 0.8 } } MaxHealthBonus // pyro - increase pyro max health { Name "Kevlar-lined Suit" Description "Increases the Pyro's maximum health by 25 per point." AllowPlayerClass Pyro PlayerUpgrade 1 Cost 400 Attribute "max health additive bonus" Increment 25 Cap 50 } GiantBuster // pyro - increased flame thrower damage vs giants { Name "Superheated Flames" Description "Increases flame damage to Giant Robots by 15% per point." AllowPlayerClass Pyro AllowedWeapons { Slot "Primary" } Cost 200 Attribute "mult dmg vs giants" Increment 0.15 Cap 1.45 } AirblastProjectileSpeed // pyro - increase reflected projectile speed { Name "Pressurised Airblast" Description "Increases reflected projectile speed by 25% per point." AllowPlayerClass Pyro AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Phlogistinator" } Cost 200 Attribute "mult reflect velocity" Increment 0.25 Cap 1.75 } BurstFire // demoman - make grenade launchers function like small burst fire demos { Name "Burst Fire Module" Description "Causes most Grenade Launchers to fire their entire clip at once. Ineffective with Fire Rate." AllowPlayerClass Demoman AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Loose Cannon" ItemName "Burst of Brimstone" } Cost 800 Attribute "projectile spread angle penalty" Increment 3 Cap 3 SecondaryAttributes { "fire rate bonus HIDDEN" -0.99 "force fire full clip" 1 } } MeleeCleave // demoman - add cleave to all sword type weapons { Name "Reinforced Blade" Description "Allows swords and axes to hit multiple enemies at once." AllowPlayerClass Demoman AllowedWeapons { ItemName "The Eyelander" ItemName "Festive Eyelander" ItemName "The Horseless Headless Horseman's Headtaker" ItemName "Nessie's Nine Iron" ItemName "The Scotsman's Skullcutter" ItemName "The Claidheamohmor" ItemName "The Half-Zatoichi" ItemName "The Persian Persuader" } Cost 400 Attribute "melee cleave attack" Increment 1 Cap 1 } TankBuster // heavy - increased minigun damage vs tanks { Name "Anti-Tank Rounds" Description "Improves the Minigun's rounds to deal an additional 50% damage to Tanks per point." AllowPlayerClass HeavyWeapons AllowedWeapons { Slot "Primary" } Cost 300 Attribute "mult dmg vs tanks" Increment 0.5 Cap 2 } MarkForDeath // heavy - revert gru to pre-jungle inferno version { Name "Rewind Time" Description "Replaces the health drain of the Gloves of Running Urgently with self mark for death." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "Gloves of Running Urgently" ItemName "Festive Gloves of Running Urgently" ItemName "The Bread Bite" } Cost 0 Attribute "self mark for death" Increment 1 Cap 1 SecondaryAttributes { "mod_maxhealth_drain_rate" -10 } } ShotgunDamage // engineer - increase shotgun damage { Name "Bigger Shells" Description "Increases the damage of most of Engineer's primary weapons by 33% per point." AllowPlayerClass Engineer AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Widowmaker" } Cost 400 Attribute "damage bonus" Increment 0.33 Cap 1.99 } CheaperBuildings // engineer - cheaper sentry and dispenser build cost { Name "Streamlined Buildings" Description "Reduces the building cost of Sentry Guns and Dispensers by 50%." AllowPlayerClass Engineer AllowedWeapons { Slot "Melee" } Cost 500 Attribute "mod sentry cost" Increment -0.5 Cap 1 SecondaryAttributes { "mod dispenser cost" -0.5 } } BuildingMastery // engineer - boost sentry range and damage, dispenser heal rate, teleporter recharge rate and speed boost { Name "Building Mastery" Description "Improves the capabilities of all of Engineer's buildings." AllowPlayerClass Engineer AllowedWeapons { Slot "Melee" } Cost 1000 Attribute "mod teleporter speed boost" Increment 1 Cap 1 SecondaryAttributes { "mult teleporter recharge rate" -0.5 "engy sentry damage bonus" 0.15 "engy sentry radius increased" 0.2 "mvm sentry ammo" 0.2 "mult dispenser rate" 0.4 } } MadMilkCrossbow // medic - mad milk crossbow bolt alt fire { Name "Mad Milk Crossbow" Description "Adds an alternate fire mode that fires a Mad Milk bolt. Recharges every 5 seconds." AllowPlayerClass Medic AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } Cost 300 Attribute "fires milk bolt" Increment 5 Cap 5 } LongerBeam // medic - increase medi gun range { Name "Longer Healing Beam" Description "Increases Medi Gun beam length by 25% per point." AllowPlayerClass Medic AllowedWeapons { Slot "Secondary" } Cost 150 Attribute "mult medigun range" Increment 0.25 Cap 2 } RepairBeam // medic - medi guns can heal buildings { Name "Repair Beam" Description "Allows all Medi Guns to heal Engineer buildings." AllowPlayerClass Medic AllowedWeapons { Slot "Secondary" } Cost 400 Attribute "medic machinery beam" Increment 1 Cap 1 } DamageConnected // sniper - add damage all connected via healing beams to bows and increase sniper max health { Name "Electrified Arrows" Description "Arrows deal damage to enemies connected via healing beams." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Huntsman" ItemName "Festive Huntsman" ItemName "The Fortified Compound" } Cost 500 Attribute "damage all connected" Increment 1 Cap 1 SecondaryAttributes { "max health additive bonus" 25 } } SleeperSplash // sniper - add jarate splash to sleeper headshots { Name "Pressurised Darts" Description "Causes headshots with the Sydney Sleeper to coat nearby enemies." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Sydney Sleeper" } Cost 150 Attribute "radius sleeper" Increment 1 Cap 1 } KeepDisguise // spy - revolver attacks do not break disguises { Name "Noise Dampeners" Description "Firing a revolver does not break your disguise." AllowPlayerClass Spy AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Maggie" } Cost 500 Attribute "keep disguise on attack" Increment 1 Cap 1 } } // Point templates PointTemplates { ShopKeepers { NoFixup 1 prop_dynamic { "model" "models/yunpolmodels/_282____gardevoir.mdl" "origin" "-1270 -2740 710" // red shop "angles" "0 180 0" "skin" "1" // shiny "modelscale" "1.4" "setbodygroup" "196" "solid" "0" "disableshadows" "1" } prop_dynamic { "model" "models/yunpolmodels/_282____gardevoir.mdl" "origin" "-4940 -2475 -122" // front shop "angles" "0 180 0" "modelscale" "1.2" "setbodygroup" "97" "solid" "0" "disableshadows" "1" } } OverseerCallouts { NoFixup 1 logic_relay { "targetname" "relay_null" "OnTrigger" "relay_null,Disable,,0,-1" "OnTrigger" "relay_null,Enable,,1,-1" } logic_case { "targetname" "case_overseer_w1a" // crits 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Watch those - they've got crits!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: The crits are coming.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Crits heading your way!,0,-1" "OnCase04" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: On top of everything else they have crits.,0,-1" } logic_case { "targetname" "case_overseer_w1b" // something new - giant adrenaline soldier "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: There's something new coming.,0,-1" "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: I've tucked that one into the Database.,8,-1" "OnCase01" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Adrenaline Soldiers fire slowly at first and gain a boost at low health.,12,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Something new coming in.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Added robot information to Database.,8,-1" "OnCase02" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Adrenaline Soldiers fire slowly at first and gain a boost at low health.,12,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Hang on - we haven't seen these before.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That one's tagged in the Database now.,8,-1" "OnCase03" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Adrenaline Soldiers fire slowly at first and gain a boost at low health.,12,-1" } logic_case { "targetname" "case_overseer_w1c" // uber medics 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That small one will make himself and his friend invulnerable if you don't take it out quickly.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: If that Medic or his patient take enough damage they'll both become invulnerable.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Careful - that Medic isn't sitting there for fun.,0,-1" } logic_case { "targetname" "case_overseer_w2a" // giant medics 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: He's protecting his buddy - take them both out!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Take out that Badass Medic so you can get at his patient.,0,-1" } logic_case { "targetname" "case_overseer_w2b" // something new - giant veruc engineer "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: There's something new coming.,0,-1" "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: I've tucked that one into the Database.,8,-1" "OnCase01" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Veruc Skeletons fire an automatic rifle with a spread of three bullets.,12,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Something new coming in.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Added robot information to Database.,8,-1" "OnCase02" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Veruc Skeletons fire an automatic rifle with a spread of three bullets.,12,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Hang on - we haven't seen these before.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That one's tagged in the Database now.,8,-1" "OnCase03" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Veruc Skeletons fire an automatic rifle with a spread of three bullets.,12,-1" } logic_case { "targetname" "case_overseer_w2c" // crits 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Watch those - they've got crits!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: The crits are coming.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Crits heading your way!,0,-1" "OnCase04" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: On top of everything else they have crits.,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" "OnCase07" "relay_null,Trigger,,0,-1" "OnCase08" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w2d4d" // giant heavies 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: They're bringing in the tough guys.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Confirming a Badass Heavy on the field.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Good god these are tough bastards.,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w3a" // tanks 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That big one is made of tough stuff. Give it hell!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Tanks can take a hell of a beating. Do not stop attacking!,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: A Tank has arrived on the field. Kindly destroy it with weapons fire.,0,-1" } logic_case { "targetname" "case_overseer_w3b" // giant scouts 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: They're trying to snatch and run with the big one!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: These guys are all smash-and-grab.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Careful - that big one's going for a home run.,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w3c1" // something new - giant brimstone demo "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: There's something new coming.,0,-1" "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: I've tucked that one into the Database.,8,-1" "OnCase01" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Brimstone Demomen fire a volley of grenades that explode on impact.,12,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Something new coming in.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Added robot information to Database.,8,-1" "OnCase02" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Brimstone Demomen fire a volley of grenades that explode on impact.,12,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Hang on - we haven't seen these before.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That one's tagged in the Database now.,8,-1" "OnCase03" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Brimstone Demomen fire a volley of grenades that explode on impact.,12,-1" } logic_case { "targetname" "case_overseer_w3c2" // tanks 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That big one is made of tough stuff. Give it hell!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Tanks can take a hell of a beating. Do not stop attacking!,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: A Tank has arrived on the field. Kindly destroy it with weapons fire.,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w3d" // something new - giant slammer heavy "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: There's something new coming.,0,-1" "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: I've tucked that one into the Database.,8,-1" "OnCase01" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Slammer Heavies carry an automatic shotgun that can put out a lot of damage.,12,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Something new coming in.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Added robot information to Database.,8,-1" "OnCase02" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Slammer Heavies carry an automatic shotgun that can put out a lot of damage.,12,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Hang on - we haven't seen these before.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That one's tagged in the Database now.,8,-1" "OnCase03" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Slammer Heavies carry an automatic shotgun that can put out a lot of damage.,12,-1" } logic_case { "targetname" "case_overseer_w4a" // something new - giant seeker soldier "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: There's something new coming.,0,-1" "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: I've tucked that one into the Database.,8,-1" "OnCase01" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Seeker Soldiers fire rockets that home in on where they aim.,12,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Something new coming in.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Added robot information to Database.,8,-1" "OnCase02" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Seeker Soldiers fire rockets that home in on where they aim.,12,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Hang on - we haven't seen these before.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That one's tagged in the Database now.,8,-1" "OnCase03" "player,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Seeker Soldiers fire rockets that home in on where they aim.,12,-1" } logic_case { "targetname" "case_overseer_w4b5b" // crits 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Watch those - they've got crits!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: The crits are coming.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Crits heading your way!,0,-1" "OnCase04" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: On top of everything else they have crits.,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" "OnCase07" "relay_null,Trigger,,0,-1" "OnCase08" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w4c" // uber medics 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That small one will make himself and his friend invulnerable if you don't take it out quickly.,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: If that Medic or his patient take enough damage they'll both become invulnerable.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Careful - that Medic isn't sitting there for fun.,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w5a" // super scouts 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Super Scouts incoming - they're speed demons!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Those things are bloody fast!,0,-1" } logic_case { "targetname" "case_overseer_w5d" // giant medics 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: He's protecting his buddy - take them both out!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Take out that Badass Medic so you can get at his patient.,0,-1" "OnCase03" "relay_null,Trigger,,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w5e" // tanks 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That big one is made of tough stuff. Give it hell!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Tanks can take a hell of a beating. Do not stop attacking!,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: A Tank has arrived on the field. Kindly destroy it with weapons fire.,0,-1" } logic_case { "targetname" "case_overseer_w5f" // giga burst fire soldiers 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: These guys don't mess about - steady now!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That big one will be able to blast you to bits before you can even blink.,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: I think Goliath is an adequate name for that big one.,0,-1" } } } SpawnTemplate "ShopKeepers" SpawnTemplate "OverseerCallouts" Templates { T_TFBot_Tind_Scout // w1,5 { Class Scout Name "Skeleton Scout" ClassIcon scout Skill Easy Health 125 Scale 1.01 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_SCATTERGUN" Item "The Robot Running Man" UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 } T_TFBot_Tind_Scout_FaN // w3 { Class Scout Name "Force-a-Nature Scout" ClassIcon scout_fan Skill Normal Health 125 WeaponRestrictions PrimaryOnly MaxVisionRange 600 Item "The Force-a-Nature" Item "The Fed-Fightin' Fedora" } T_TFBot_Tind_Scout_Giant_Sandman // w3 { Class Scout Name "Major League Scout" ClassIcon scout_stun_giant Skill Expert Health 1600 WeaponRestrictions MeleeOnly MaxVisionRange 1200 Attributes MiniBoss Item "The Sandman" Item "Batter's Helmet" Item "MNC Mascot Outfit" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.1 } CharacterAttributes { "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 } } T_TFBot_Tind_Scout_Giant_Fast // w5 { Class Scout Name "Super Scout" ClassIcon scout_giant_fast Skill Expert Health 1200 WeaponRestrictions MeleeOnly Attributes MiniBoss Item "The Holy Mackerel" Item "Bonk Boy" CharacterAttributes { "move speed bonus" 1.3 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } T_TFBot_Tind_Soldier // w1 { Class Soldier Name "Soldier" ClassIcon soldier Skill Normal Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" } T_TFBot_Tind_Soldier_Backup // w5 { Class Soldier Name "Backup Skeleton" ClassIcon soldier_backup Skill Hard Health 200 Scale 1.01 Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Battalion's Backup" Item "Stainless Pot" ItemAttributes { ItemName "The Battalion's Backup" "increase buff duration" 420 "deploy time decreased" 0.67 } UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 } T_TFBot_Tind_Soldier_Conch // w3 { Class Soldier Name "Conch Skeleton" ClassIcon soldier_conch Skill Hard Health 200 Scale 1.01 Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Concheror" Item "Furious Fukaamigasa" ItemAttributes { ItemName "The Concheror" "increase buff duration" 420 "deploy time decreased" 0.67 } UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 } T_TFBot_Tind_Soldier_Giant_Adrenaline // w1 { Class Soldier Name "Badass Adrenaline Soldier" ClassIcon soldier_crit Health 4000 Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit ChangeAttributes { Delay 0 IfHealthBelow 6000 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes { Delay 0 IfHealthBelow 2000 Repeats 1 Cooldown 999 Name "Adrenaline" } EventChangeAttributes { Default { Skill Expert WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Hellmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.2 "fire rate bonus" 0.8 "clip size penalty" 0.5 "Projectile speed decreased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Adrenaline { Skill Expert WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Hellmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.2 "faster reload rate" 0.4 "clip size upgrade atomic" 8 "Projectile speed decreased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } } T_TFBot_Tind_Soldier_Giant_BurstFire // w5 { Class Soldier Name "Goliath Burst Fire Soldier" ClassIcon soldier_burstfire Skill Expert Health 4200 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "warbird_rocketlauncher_warhawk" Item "Soldier Samurai Hat" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "set_item_texture_wear" 0 "attach particle effect" 704 "damage bonus" 2 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 6 "Projectile speed decreased" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_Seeker // w4 { Class Soldier Name "Badass Seeker Soldier" ClassIcon soldier_burstfire_homing_nys Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Shellmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 8 "faster reload rate" 0.3 "fire rate bonus" 0.2 "mod projectile heat seek power" 360 "mod projectile heat aim error" 360 "mod projectile heat follow crosshair" 1 "projectile speed decreased" 0.65 "projectile spread angle penalty" 15 "blast radius decreased" 0.75 "custom weapon fire sound" "=75|weapons/grenade_launcher1.wav" "custom item model" "models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl" } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } AimAt Body } T_TFBot_Tind_Pyro // w1,2 { Class Pyro Name "Pyro" ClassIcon pyro Skill Easy Health 175 WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_FLAMETHROWER" } T_TFBot_Tind_Pyro_Crit // w4 { Class Pyro Name "Pyro" ClassIcon pyro Skill Hard Health 175 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_FLAMETHROWER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "airblast disabled" 1 } } T_TFBot_Tind_Pyro_Crit_Bigrock // w5 { Class Pyro Name "Crit Pyro" ClassIcon pyro Skill Expert Health 175 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_FLAMETHROWER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage bonus" 1.5 "airblast disabled" 1 } } T_TFBot_Tind_Pyro_Fury // w2,5 { Class Pyro Name "Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_swordstone Skill Hard Health 175 WeaponRestrictions PrimaryOnly MaxVisionRange 600 Item "The Dragon's Fury" Item "Pyromancer's Mask" ItemAttributes { ItemName "The Dragon's Fury" "airblast disabled" 1 } } T_TFBot_Tind_Pyro_Giant_AirBlast // w2 { Class Pyro Name "Badass Airblast Pyro" ClassIcon pyro_reflect_daan_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_FLAMETHROWER" Item "Pyro Helm" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage penalty" 0.75 "airblast pushback scale" 1.5 "mult airblast refire time" 0.01 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_Tind_Pyro_Giant_Fury // w1,5 { Class Pyro Name "Badass Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_swordstone_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly MaxVisionRange 600 Attributes MiniBoss Item "The Dragon's Fury" Item "Pyromancer's Mask" ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 1.2 "airblast disabled" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_Tind_Demoman // w1,3 { Class Demoman Name "Demoman" ClassIcon demo Skill Normal Health 175 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } T_TFBot_Tind_Demoman_Crit_Bigrock // w5 { Class Demoman Name "Crit Demoman" ClassIcon demo Skill Expert Health 175 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "damage bonus" 1.5 "faster reload rate" -0.8 "Projectile speed increased" 2 } } T_TFBot_Tind_Demoman_BurstFire // w4 { Class Demoman Name "Burst Fire Demoman" ClassIcon demo_burst Skill Hard Health 175 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Loch-n-Load" Item "Scotch Bonnet" ItemAttributes { ItemName "The Loch-n-Load" "faster reload rate" 1.4 "fire rate bonus" 0.01 "projectile spread angle penalty" 3 "Projectile speed increased" 1 } } T_TFBot_Tind_Demoman_Knight // w1 { Class Demoman Name "Skeleton Knight" ClassIcon demoknight Skill Hard Health 175 Scale 1.01 WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "The Chargin' Targe" Item "The Eyelander" Item "Prince Tavish's Crown" ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 } T_TFBot_Tind_Demoman_Giant // w4 { Class Demoman Name "Badass Demoman" ClassIcon demo_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Demoman_Giant_Brimstone // w3,5 { Class Demoman Name "Badass Brimstone Demoman" ClassIcon demo_burst_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Blast Defense" Item "The Juggernaut Jacket" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.65 "fire rate bonus" 0.1 "clip size upgrade atomic" 6 "Projectile speed increased" 1.2 "blast radius decreased" 0.5 "projectile spread angle penalty" 2 "grenade no spin" 1 "grenade explode on impact" 1 "custom weapon fire sound" "=75|weapons/china_lake_shoot.wav" "custom item model" "models\weapons\c_models\c_howitzer\c_lochnload.mdl" } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Heavy // w5 { Class Heavyweapons Name "Heavy" ClassIcon heavy Skill Normal Health 300 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_MINIGUN" Item "Officer's Ushanka" } T_TFBot_Tind_Heavy_Deflector // w3 { Class Heavyweapons Name "Deflector Heavy" ClassIcon heavy_deflector Skill Easy Health 300 WeaponRestrictions PrimaryOnly MaxVisionRange 800 Item "Deflector" Item "The U-Clank-A" ItemAttributes { ItemName "Deflector" "attack projectiles" 1 } } T_TFBot_Tind_Heavy_SteelFist // w2 { Class Heavyweapons Name "Steel Gauntlet" ClassIcon heavy_gauntlet_nys Skill Hard Health 900 Scale 1.5 WeaponRestrictions MeleeOnly Item "Fists Of Steel" CharacterAttributes { "health regen" 1 } } T_TFBot_Tind_Heavy_Giant // w2 { Class Heavyweapons Name "Badass Skeleton Heavy" ClassIcon heavy_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1500 Attributes MiniBoss Item "Upgradeable TF_WEAPON_MINIGUN" Item "Officer's Ushanka" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 } T_TFBot_Tind_Heavy_Giant_Brass // w5 { Class Heavyweapons Name "Badass Brass Beast Heavy" ClassIcon heavy_brass_nys_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Item "The Brass Beast" Item "Big Chief" ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.8 "minigun spinup time increased" 1.25 "aiming movespeed decreased" 1 "spunup_damage_resistance" 1 "spread penalty" 1.35 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Heavy_Giant_Deflector // w4 { Class Heavyweapons Name "Badass Deflector Heavy" ClassIcon heavy_deflector Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Attributes AlwaysCrit Item "Deflector" Item "The U-Clank-A" Item "Batter's Bracers" ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Heavy_Giant_Slammer // w3 { Class Heavyweapons Name "Badass Slammer Heavy" ClassIcon heavy_shotgun_spammer_pda Skill Expert Health 5000 WeaponRestrictions SecondaryOnly MaxVisionRange 1000 Attributes MiniBoss Item "The Heavy Artillery Officer's Cap" ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "damage bonus" 1.2 "fire rate penalty" 0.3 "spread penalty" 1.5 "custom weapon fire sound" "=70|weapons/sven_shotgun_shoot.wav" "custom item model" "models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl" } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Engineer_Veruc // w4 { Class Engineer Name "Veruc Skeleton" ClassIcon engineer_widowmaker_inf_nys Skill Hard Health 150 Scale 1.01 WeaponRestrictions PrimaryOnly MaxVisionRange 800 Item "The Trencher's Topper" ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PRIMARY" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "damage bonus" 1.66 "fire rate penalty" 0.3 "bullets per shot bonus" 0.3 "spread penalty" 2 "custom weapon fire sound" "=75|weapons/mp40_shoot.wav" "custom item model" "models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl" } Action FetchFlag UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 } T_TFBot_Tind_Engineer_Giant_Veruc // w2 { Class Engineer Name "Badass Veruc Skeleton" ClassIcon engineer_widowmaker_inf_nys_giant Skill Expert Health 3000 WeaponRestrictions PrimaryOnly MaxVisionRange 1000 Attributes MiniBoss Item "The Trencher's Topper" ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PRIMARY" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "damage bonus" 2.5 "fire rate penalty" 0.3 "bullets per shot bonus" 0.3 "spread penalty" 2 "custom weapon fire sound" "=75|weapons/mp40_shoot.wav" "custom item model" "models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl" } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 } Action FetchFlag UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 } T_TFBot_Tind_Medic_Uber // w3,4 { Class Medic Name "Uber Medic" ClassIcon medic_uber Skill Hard Health 150 Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "Upgradeable TF_WEAPON_MEDIGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 2 "heal rate bonus" 3 } } T_TFBot_Tind_Medic_Uber_Quick // w1,3,4 { Class Medic Name "Quick Uber Medic" ClassIcon medic_uber Skill Hard Health 150 Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "Upgradeable TF_WEAPON_MEDIGUN" Item "Das Naggenvatcher" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 "heal rate bonus" 0.01 } } T_TFBot_Tind_Medic_Giant_QuickFix // w2,5 { Class Medic Name "Badass Quick Fix Skeleton" ClassIcon medic_giant Skill Expert Health 3000 Attributes MiniBoss Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "Medic's Mountain Cap" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 1.5 } ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "bot medic uber health threshold" 100 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 } UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 } T_TFBot_Tind_Sniper // w2,4,5 { Class Sniper Name "Skeleton Sniper" ClassIcon sniper Skill Hard Health 125 Scale 1.01 MaxVisionRange 2000 Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "Upgradeable TF_WEAPON_CLUB" Item "The Classy Capper" UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 } T_TFBot_Tind_Sniper_Bow // w2,4 { Class Sniper Name "Skeleton Archer" ClassIcon sniper_bow Skill Hard Health 150 Scale 1.01 WeaponRestrictions PrimaryOnly MaxVisionRange 2000 Attributes AlwaysCrit Item "The Huntsman" Item "Larrikin Robin" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 } UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 } T_TFBot_Tind_Sniper_Bushwacka // w1 { Class Sniper Name "Bushwacka Sniper" ClassIcon sniper_bushwacka Skill Hard Health 600 Scale 1.35 WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "The Bushwacka" Item "Ol' Snaggletooth" ItemAttributes { ItemName "The Bushwacka" "dmg taken increased" 1 } CharacterAttributes { "health regen" 1 "head scale" 0.7 } } T_TFBot_Tind_Spy // w3,5 { Class Spy Name "Spy" ClassIcon spy Skill Expert Health 125 Item "Upgradeable TF_WEAPON_REVOLVER" Item "Upgradeable TF_WEAPON_KNIFE" Item "Detective Noir" CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFBot_Tind_SentryBuster { Class Demoman Name "Skeleton Buster" ClassIcon sentry_buster Skill Expert Health 2500 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes IgnoreEnemies Attributes DisableDodge Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Snapped Pupil" CharacterAttributes { "move speed bonus" 1.85 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 7 "cannot be backstabbed" 1 } UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" UseHumanAnimations 1 ItemModel { ItemName "The Snapped Pupil" Model "models/workshop/player/items/demo/tw_sentrybuster/tw_sentrybuster.mdl" } } } Mission // Sentry Busters { Objective DestroySentries //Where spawnbot_forward_right Where spawnbot_forward_left BeginAtWave 1 RunForThisManyWaves 5 InitialCooldown 20 CooldownTime 20 DesiredCount 1 TFBot { Template T_TFBot_Tind_SentryBuster } } Mission // Wave 2 Snipers { Objective Sniper Where spawnbot_side BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 4 Snipers { Objective Sniper Where spawnbot_side BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 15 CooldownTime 45 DesiredCount 4 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 5 Snipers { Objective Sniper Where spawnbot_side BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 45 DesiredCount 4 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 3 Spies { Objective Spy Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 5 Spies { Objective Spy Where spawnbot_mission_spy BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 60 DesiredCount 4 TFBot { Template T_TFBot_Tind_Spy } } ///////////////// //WAVES //POPFILE PAYOUT //START $1300 //DROP W1 $1000 / W2 $900 / W3 $1100 / W4 $800 / W5 $1100 //START: $1300 / DROP: $4700 / TOTAL: $6200 / TOTAL PLUS BONUS: $6600 ///////////////// // WAVE 1/5 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 30 Soldiers, (90) // A2 - 24 Crit Scouts, (50) // A1 - 3 Giant Dragon's Fury Pyros, (60) // B1 - 21 Pyros, (65) // B2 - 3 Giant Adrenaline Soldiers, (60) // B2 - 30 Demos, (90) // C1 - 6 Squads; 1 Crit Bushwacka Sniper, 1 Quick Uber Medic, (120) // C1 - 4 Giant Dragon's Fury Pyros, (80) // C2 - 15 Demos, (45) // C2 - 24 Pyros, (70) // D - 2 Squads; 1 Giant Adrenaline Soldier, 3 Quick Uber Medics, (200) // D Support - Crit Demoknights, (70) // Total cash in this wave is $1000 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{EE82EE}The Overseer {FFB1C7}: Greetings, Mercenaries. It would appear that the Robots have summoned a horde of Skeletons to help them fight you. However, I have also been approved to issue you new hardware to help combat both parties." } WaveSpawn // A1 - 30 Soldiers { Name Wave1a1 TotalCurrency 90 TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 6 //Where spawnbot_forward_right Where spawnbot_forward_left TFBot { Template T_TFBot_Tind_Soldier } } WaveSpawn // A2 - 24 Crit Scouts { Name Wave1a2 TotalCurrency 50 TotalCount 24 MaxActive 8 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 8 Where spawnbot_side FirstSpawnOutput { Target case_overseer_w1a Action PickRandom } TFBot { Template T_TFBot_Tind_Scout } } WaveSpawn // A1 - 3 Giant Dragon's Fury Pyros { Name Wave1a1 TotalCurrency 60 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_forward_left TFBot { Template T_TFBot_Tind_Pyro_Giant_Fury } } WaveSpawn // B1 - 21 Pyros { Name Wave1b1 WaitForAllSpawned Wave1a2 TotalCurrency 65 TotalCount 21 MaxActive 9 SpawnCount 3 WaitBeforeStarting 12 WaitBetweenSpawns 6 //Where spawnbot_forward_right Where spawnbot_forward_left TFBot { Template T_TFBot_Tind_Pyro } } WaveSpawn // B2 - 3 Giant Adrenaline Soldiers { Name Wave1b2 WaitForAllSpawned Wave1a1 TotalCurrency 60 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 12 Where spawnbot_forward_left //Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w1b Action PickRandom } TFBot { Template T_TFBot_Tind_Soldier_Giant_Adrenaline } } WaveSpawn // B2 - 30 Demos { Name Wave1b2 WaitForAllDead Wave1a1 WaitForAllSpawned Wave1b1 TotalCurrency 90 TotalCount 30 MaxActive 12 SpawnCount 10 WaitBeforeStarting 8 WaitBetweenSpawns 8 Where spawnbot_side TFBot { Template T_TFBot_Tind_Demoman } } WaveSpawn // C1 - 6 Squads; 1 Crit Bushwacka Sniper, 1 Quick Uber Medic { Name Wave1c1 WaitForAllSpawned Wave1b2 TotalCurrency 120 TotalCount 12 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 //Where spawnbot_forward_right Where spawnbot_forward_left FirstSpawnOutput { Target case_overseer_w1c Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Sniper_Bushwacka } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // C1 - 4 Giant Dragon's Fury Pyros { Name Wave1c1 WaitForAllSpawned Wave1b2 TotalCurrency 80 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 18 Where spawnbot_forward_left TFBot { Template T_TFBot_Tind_Pyro_Giant_Fury } } WaveSpawn // C2 - 15 Demos { Name Wave1c2 WaitForAllSpawned Wave1b2 TotalCurrency 45 TotalCount 15 MaxActive 6 SpawnCount 3 WaitBeforeStarting 12 WaitBetweenSpawns 12 Where spawnbot_forward_left TFBot { Template T_TFBot_Tind_Demoman } } WaveSpawn // C2 - 24 Pyros { Name Wave1c2 WaitForAllSpawned Wave1b2 TotalCurrency 70 TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot_forward_left //Where spawnbot_forward_right TFBot { Template T_TFBot_Tind_Pyro } } WaveSpawn // D - 2 Squads; 1 Giant Adrenaline Soldier, 3 Quick Uber Medics { Name Wave1d WaitForAllDead Wave1c1 TotalCurrency 200 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_forward_left //Where spawnbot_forward_right Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_Adrenaline } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // D Support - Crit Demoknights { WaitForAllSpawned Wave1c2 TotalCurrency 70 TotalCount 35 MaxActive 10 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 10 //Where spawnbot_forward_right Where spawnbot_forward_left Support 1 RandomSpawn 1 TFBot { Template T_TFBot_Tind_Demoman_Knight } } } // WAVE 2/5 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 1 Squad; 1 Giant Heavy, 1 Giant Quick Fix Medic, (100) // A - 24 Crit Bowmen, (95) // B1 - 7 Giant Veruc Engineers, (140) // B2 - 25 Dragon's Fury Pyros, (100) // C - 18 Steel Gauntlets, (90) // C - 20 Crit Bowmen, (80) // D - 1 Squad; 1 Giant Heavy, 1 Giant Quick Fix Medic, (100) // D - 2 Giant Crit Airblast Pyros, (50) // D Support - Pyros, (145) // Sniper mission active // Total cash in this wave is $900 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{EE82EE}The Overseer {FFB1C7}: Be warned that the Skeleton Snipers present from here on have the ability to headshot, unlike their robotic counterparts." } WaveSpawn // A - 1 Squad; 1 Giant Heavy, 1 Giant Quick Fix Medic { Name Wave2a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_forward_left //Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w2a Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Heavy_Giant } TFBot { Template T_TFBot_Tind_Medic_Giant_QuickFix } } } WaveSpawn // A - 24 Crit Bowmen { Name Wave2a TotalCurrency 95 TotalCount 24 MaxActive 16 SpawnCount 8 WaitBeforeStarting 1 WaitBetweenSpawns 10 //Where spawnbot_forward_right Where spawnbot_forward_left RandomSpawn 1 TFBot { Template T_TFBot_Tind_Sniper_Bow } } WaveSpawn // B1 - 7 Giant Veruc Engineers { Name Wave2b1 WaitForAllSpawned Wave2a TotalCurrency 140 TotalCount 7 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 17 Where spawnbot_forward_left FirstSpawnOutput { Target case_overseer_w2b Action PickRandom } TFBot { Template T_TFBot_Tind_Engineer_Giant_Veruc } } WaveSpawn // B2 - 25 Dragon's Fury Pyros { Name Wave2b2 WaitForAllSpawned Wave2a TotalCurrency 100 TotalCount 25 MaxActive 10 SpawnCount 5 WaitBeforeStarting 14 WaitBetweenSpawns 6 //Where spawnbot_forward_right Where spawnbot_forward_left RandomSpawn 1 TFBot { Template T_TFBot_Tind_Pyro_Fury } } WaveSpawn // C - 18 Steel Gauntlets { Name Wave2c WaitForAllSpawned Wave2b2 TotalCurrency 90 TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 7 Where spawnbot_forward_left //Where spawnbot_forward_right TFBot { Template T_TFBot_Tind_Heavy_SteelFist } } WaveSpawn // C - 20 Crit Bowmen { Name Wave2c WaitForAllSpawned Wave2b2 TotalCurrency 80 TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 16 WaitBetweenSpawns 12 Where spawnbot_side FirstSpawnOutput { Target case_overseer_w2c Action PickRandom } TFBot { Template T_TFBot_Tind_Sniper_Bow } } WaveSpawn // D - 1 Squad; 1 Giant Heavy, 1 Giant Quick Fix Medic { Name Wave2d WaitForAllSpawned Wave2b1 WaitForAllDead Wave2c TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 0 Where spawnbot_forward_left //Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w2d4d Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Heavy_Giant } TFBot { Template T_TFBot_Tind_Medic_Giant_QuickFix } } } WaveSpawn // D - 2 Giant Crit Airblast Pyros { Name Wave2d WaitForAllSpawned Wave2b1 WaitForAllDead Wave2c TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 14 WaitBetweenSpawns 8 Where spawnbot_forward_left //Where spawnbot_forward_right TFBot { Template T_TFBot_Tind_Pyro_Giant_AirBlast } } WaveSpawn // D Support - Pyros { WaitForAllSpawned Wave2c TotalCurrency 145 TotalCount 48 MaxActive 6 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 0 Where spawnbot_side Support 1 TFBot { Template T_TFBot_Tind_Pyro } } } // WAVE 3/5 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 1 Tank, (175) // A - 25 Conch Soldiers, (75) // B - 5 Giant Sandman Scouts, (50) // B - 21 Demos, (65) // C1 - 5 Squads; 1 Giant Brimstone Demo, 1 Uber Medic, (200) // C1 - 12 Squads; 1 Deflector Heavy, 1 Quick Uber Medic, (70) // C2 - 1 Tank, (175) // D - 3 Squads; 1 Giant Slammer Heavy, 1 Uber Medic, (150) // D - 24 Demos, (70) // C Support - Force-a-Nature Scouts, (70) // Spy mission active // Total cash in this wave is $1100 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 1 Tank { Name Wave3a TotalCurrency 175 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnOutput { Target case_overseer_w3a Action PickRandom } Tank { Health 35000 Name "tankboss" Speed 75 StartingPathTrackNode tank_path_b OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // A - 25 Conch Soldiers { Name Wave3a TotalCurrency 75 TotalCount 25 MaxActive 15 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 6 //Where spawnbot_forward_right Where spawnbot_forward_left RandomSpawn 1 TFBot { Template T_TFBot_Tind_Soldier_Conch } } WaveSpawn // B - 5 Giant Sandman Scouts { Name Wave3b WaitForAllSpawned Wave3a TotalCurrency 50 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 12 Where spawnbot_forward_left //Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w3b Action PickRandom } TFBot { Template T_TFBot_Tind_Scout_Giant_Sandman } } WaveSpawn // B - 21 Demos { Name Wave3b WaitForAllSpawned Wave3a TotalCurrency 65 TotalCount 21 MaxActive 9 SpawnCount 3 WaitBeforeStarting 6 WaitBetweenSpawns 6 Where spawnbot_side TFBot { Template T_TFBot_Tind_Demoman Skill Hard } } WaveSpawn // C1 - 5 Squads; 1 Giant Brimstone Demo, 1 Uber Medic { Name Wave3c1 WaitForAllSpawned Wave3b TotalCurrency 200 TotalCount 10 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 18 Where spawnbot_forward_left FirstSpawnOutput { Target case_overseer_w3c1 Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant_Brimstone } TFBot { Template T_TFBot_Tind_Medic_Uber } } } WaveSpawn // C1 - 12 Squads; 1 Deflector Heavy, 1 Quick Uber Medic { Name Wave3c1 WaitForAllSpawned Wave3b TotalCurrency 70 TotalCount 24 MaxActive 8 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 6 Where spawnbot_side Squad { TFBot { Template T_TFBot_Tind_Heavy_Deflector } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // C2 - 1 Tank { Name Wave3c2 WaitForAllSpawned Wave3b TotalCurrency 175 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0 FirstSpawnOutput { Target case_overseer_w3c2 Action PickRandom } Tank { Health 25000 Name "tankboss" Speed 75 StartingPathTrackNode tank_path_a OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // D - 3 Squads; 1 Giant Slammer Heavy, 1 Uber Medic { Name Wave3d WaitForAllSpawned Wave3c1 TotalCurrency 150 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 18 Where spawnbot_forward_left FirstSpawnOutput { Target case_overseer_w3d Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Heavy_Giant_Slammer } TFBot { Template T_TFBot_Tind_Medic_Uber } } } WaveSpawn // D - 24 Demos { Name Wave3d WaitForAllSpawned Wave3c1 TotalCurrency 70 TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 7 Where spawnbot_side TFBot { Template T_TFBot_Tind_Demoman Skill Hard } } WaveSpawn // C Support - Force-a-Nature Scouts { WaitForAllDead Wave3b TotalCurrency 70 TotalCount 24 MaxActive 4 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 20 //Where spawnbot_forward_right Where spawnbot_forward_left Support 1 TFBot { Template T_TFBot_Tind_Scout_FaN } } } // WAVE 4/5 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 6 Squads; 1 Burst Fire Demo, 1 Quick Uber Medic, (25) // A1 - 6 Squads; 1 Burst Fire Demo, 1 Quick Uber Medic, (25) // A2 - 4 Giant Seeker Soldiers, (60) // B1 - 12 Giant Demos, (120) // B2 - 18 Crit Pyros, (35) // C - 30 Veruc Engineers, (90) // C - 4 Squads; 1 Giant Seeker Soldier, 2 Uber Medics, (180) // D - 4 Giant Crit Deflector Heavies, (60) // D - 27 Crit Pyros, (55) // C Support - Crit Bowmen, (150) // Sniper mission active // Total cash in this wave is $800 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 6 Squads; 1 Burst Fire Demo, 1 Quick Uber Medic { Name Wave4a1 TotalCurrency 25 TotalCount 12 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 //Where spawnbot_forward_right Where spawnbot_forward_left Squad { TFBot { Template T_TFBot_Tind_Demoman_BurstFire } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // A1 - 6 Squads; 1 Burst Fire Demo, 1 Quick Uber Medic { Name Wave4a1 TotalCurrency 25 TotalCount 12 MaxActive 8 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 2 Where spawnbot_side Squad { TFBot { Template T_TFBot_Tind_Demoman_BurstFire } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // A2 - 4 Giant Seeker Soldiers { Name Wave4a2 TotalCurrency 60 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 8 Where spawnbot_forward_left //Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w4a Action PickRandom } TFBot { Template T_TFBot_Tind_Soldier_Giant_Seeker } } WaveSpawn // B1 - 12 Giant Demos { Name Wave4b1 WaitForAllSpawned Wave4a1 TotalCurrency 120 TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 13 //Where spawnbot_forward_right Where spawnbot_forward_left TFBot { Template T_TFBot_Tind_Demoman_Giant } } WaveSpawn // B2 - 18 Crit Pyros { Name Wave4b2 WaitForAllSpawned Wave4a2 TotalCurrency 35 TotalCount 18 MaxActive 12 SpawnCount 9 WaitBeforeStarting 4 WaitBetweenSpawns 8 //Where spawnbot_forward_right Where spawnbot_forward_left RandomSpawn 1 FirstSpawnOutput { Target case_overseer_w4b5b Action PickRandom } TFBot { Template T_TFBot_Tind_Pyro_Crit } } WaveSpawn // C - 30 Veruc Engineers { Name Wave4c WaitForAllSpawned Wave4b1 TotalCurrency 90 TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 //Where spawnbot_forward_right Where spawnbot_forward_left TFBot { Template T_TFBot_Tind_Engineer_Veruc } } WaveSpawn // C - 4 Squads; 1 Giant Seeker Soldier, 2 Uber Medics { Name Wave4c WaitForAllSpawned Wave4b1 TotalCurrency 180 TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 13 WaitBetweenSpawns 13 Where spawnbot_forward_left //Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w4c Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_Seeker } TFBot { Template T_TFBot_Tind_Medic_Uber } TFBot { Template T_TFBot_Tind_Medic_Uber } } } WaveSpawn // D - 4 Giant Crit Deflector Heavies { Name Wave4d WaitForAllSpawned Wave4c TotalCurrency 60 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 5 Where spawnbot_forward_left FirstSpawnOutput { Target case_overseer_w2d4d Action PickRandom } TFBot { Template T_TFBot_Tind_Heavy_Giant_Deflector } } WaveSpawn // D - 27 Crit Pyros { Name Wave4d WaitForAllSpawned Wave4c TotalCurrency 55 TotalCount 27 MaxActive 9 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 3 //Where spawnbot_forward_right Where spawnbot_forward_left TFBot { Template T_TFBot_Tind_Pyro_Crit } } WaveSpawn // C Support - Crit Bowmen { WaitForAllSpawned Wave4b2 TotalCurrency 150 TotalCount 50 MaxActive 10 SpawnCount 5 WaitBeforeStarting 8 WaitBetweenSpawns 8 Where spawnbot_side Support 1 TFBot { Template T_TFBot_Tind_Sniper_Bow } } } // WAVE 5/5 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 12 Super Scouts, (60) // B - 1 Tank, (150) // B - 24 Backup Soldiers, (50) // C - 2 Squads; 1 Giant Crit Dragon's Fury Pyro, 1 Giant Quick Fix Medic, (100) // C - 18 Crit Heavies, (55) // D - 22 Crit Scouts, (45) // E - 2 Squads; 1 Giant Crit Brimstone Demo, 1 Giant Quick Fix Medic, (100) // E - 35 Dragon's Fury Pyros, (70) // F - Final Tank, (150) // F - 22 Crit Scouts, (45) // G - 2 Squads; 1 Giant Brass Beast Heavy, 1 Giant Quick Fix Medic, (100) // G - 1 Squad; 1 Giant Crit Burst Fire Soldier, 2 Giant Quick Fix Medics, (75) // G Support - Random Spawned Crit Pyros, Crit Demos, (100) // Sniper mission active // Spy mission active // Total cash in this wave is $1100 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 6 Super Scouts { Name Wave5a TotalCurrency 60 TotalCount 12 MaxActive 7 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 0 //Where spawnbot_forward_right Where spawnbot_forward_left RandomSpawn 1 FirstSpawnOutput { Target case_overseer_w5a Action PickRandom } TFBot { Template T_TFBot_Tind_Scout_Giant_Fast } } WaveSpawn // B - 1 Tank { Name Wave5b WaitForAllSpawned Wave5a TotalCurrency 150 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Tank { Health 40000 Name "tankboss" Speed 75 StartingPathTrackNode tank_path_a OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // B - 24 Backup Soldiers { Name Wave5b WaitForAllSpawned Wave5a TotalCurrency 50 TotalCount 24 MaxActive 16 SpawnCount 12 WaitBeforeStarting 3 WaitBetweenSpawns 0 //Where spawnbot_forward_right Where spawnbot_forward_left Where spawnbot_side RandomSpawn 1 TFBot { Template T_TFBot_Tind_Soldier_Backup } } WaveSpawn // C - 2 Squads; 1 Giant Crit Dragon's Fury Pyro, 1 Giant Quick Fix Medic { Name Wave5c WaitForAllSpawned Wave5b TotalCurrency 100 TotalCount 4 MaxActive 3 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot_forward_left //Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w4b5b Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Pyro_Giant_Fury Attributes AlwaysCrit } TFBot { Template T_TFBot_Tind_Medic_Giant_QuickFix } } } WaveSpawn // C - 18 Crit Heavies { Name Wave5c WaitForAllSpawned Wave5b TotalCurrency 55 TotalCount 18 MaxActive 12 SpawnCount 6 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot_side TFBot { Template T_TFBot_Tind_Heavy } } WaveSpawn // D - 22 Crit Scouts { Name Wave5d WaitForAllSpawned Wave5c TotalCurrency 45 TotalCount 22 MaxActive 22 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 0 //Where spawnbot_forward_right Where spawnbot_forward_left TFBot { Template T_TFBot_Tind_Scout Skill Hard } } WaveSpawn // E - 2 Squads; 1 Giant Crit Brimstone Demo, 1 Giant Quick Fix Medic { Name Wave5e WaitForAllDead Wave5d TotalCurrency 100 TotalCount 4 MaxActive 3 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 20 Where spawnbot_forward_left //Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w5d Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant_Brimstone Attributes AlwaysCrit } TFBot { Template T_TFBot_Tind_Medic_Giant_QuickFix } } } WaveSpawn // E - 35 Dragon's Fury Pyros { Name Wave5e WaitForAllDead Wave5d TotalCurrency 70 TotalCount 35 MaxActive 14 SpawnCount 7 WaitBeforeStarting 5 WaitBetweenSpawns 7 Where spawnbot_side TFBot { Template T_TFBot_Tind_Pyro_Fury } } WaveSpawn // F - Final Tank { Name Wave5f WaitForAllSpawned Wave5e TotalCurrency 150 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 FirstSpawnOutput { Target case_overseer_w5e Action PickRandom } Tank { Health 45000 Name "tankboss" Speed 75 Skin 1 StartingPathTrackNode tank_path_b OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // F - 22 Crit Scouts { Name Wave5f WaitForAllSpawned Wave5e TotalCurrency 45 TotalCount 22 MaxActive 22 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 0 //Where spawnbot_forward_right Where spawnbot_forward_left TFBot { Template T_TFBot_Tind_Scout Skill Hard } } WaveSpawn // G - 2 Squads; 1 Giant Brass Beast Heavy, 1 Giant Quick Fix Medic { Name Wave5g WaitForAllSpawned Wave5f TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_forward_left Squad { TFBot { Template T_TFBot_Tind_Heavy_Giant_Brass } TFBot { Template T_TFBot_Tind_Medic_Giant_QuickFix } } } WaveSpawn // G - 1 Squad; 1 Giant Crit Burst Fire Soldier, 2 Giant Quick Fix Medics { Name Wave5g WaitForAllSpawned Wave5f TotalCurrency 75 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 50 WaitBetweenSpawns 0 Where spawnbot_forward_left //Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w5f Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_BurstFire } TFBot { Template T_TFBot_Tind_Medic_Giant_QuickFix } TFBot { Template T_TFBot_Tind_Medic_Giant_QuickFix } } } WaveSpawn // G Support - Random Spawned Crit Pyros, Crit Demos { WaitForAllSpawned Wave5f TotalCurrency 100 TotalCount 32 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 7 //Where spawnbot_forward_right Where spawnbot_forward_left Support 1 RandomChoice { TFBot { Template T_TFBot_Tind_Pyro_Crit_Bigrock } TFBot { Template T_TFBot_Tind_Demoman_Crit_Bigrock } } } } }