// Condemned Conflict by Tindall Berry // Night Sky Expert #base robot_giant.pop #base robot_standard.pop population { StartingCurrency 1300 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes Advanced 1 // Rafmod cvars BodyPartScaleSpeed 50 FixSetCustomModelInput 1 MaxSpectators 2 NoCritPumpkin 1 NoRomevisionCosmetics 1 NoThrillerTaunt 1 RobotLimit 24 SniperAllowHeadshots 1 TextPrintTime 0 // 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" // Sound precache PrecacheSound "weapons/china_lake_shoot.wav" PrecacheSound "weapons/sven_shotgun_shoot.wav" PrecacheSound "weapons/mp40_shoot.wav" PrecacheSound "weapons/supernailgun_shoot.wav" // Extra spawns ExtraSpawnPoint { Name "spawnbot_forward" TeamNum 3 X "-5635" Y "-800" Z "180" } ExtraSpawnPoint { Name "spawnbot_forward" TeamNum 3 X "-6020" Y "-800" Z "180" } ExtraSpawnPoint { Name "spawnbot_forward_right" TeamNum 3 X "-5635" Y "-800" Z "180" } ExtraSpawnPoint { Name "spawnbot_forward_left" TeamNum 3 X "-6020" Y "-800" Z "180" } // Custom weapons // Scout CustomWeapon // Scout Slug Scattergun (approved) { Name "Steel Slugger" OriginalItemName "The Back Scatter" "bullets per shot bonus" 0.1 "damage bonus HIDDEN" 8.33 "dmg pierces resists absorbs" 1 "can headshot" 1 "revolver use hit locations" 1 "closerange backattack minicrits" 0 "spread penalty" 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 (approved) { Name "Psychopath's Seeker" OriginalItemName "The Liberty Launcher" "clip size bonus" 2.5 "hidden primary max ammo bonus" 1.5 "fire rate bonus HIDDEN" 0.35 "projectile spread angle penalty" 10 "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" 0.5 "blast radius decreased" 0.75 "projectile speed increased" 1 "rocket jump damage reduction" 1 "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 "Atomic Anguish" OriginalItemName "The Black Box" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "maxammo primary reduced" 0.5 "fire rate penalty" 2.25 "projectile gravity" 800 "damage bonus HIDDEN" 2 "crits_become_minicrits" 1 "blast dmg to self increased" 1.8 "clip size penalty" 1 "health on radius damage" 0 "paintkit_proto_def_index" 218 // uranium "set_item_texture_wear" 0 // factory new "custom weapon fire sound" "=75|ambient/explosions/explode_1.wav" "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 (approved) { Name "Con-man's Compressor" OriginalItemName "The Degreaser" "damage penalty" 0.85 "weapon burn dmg reduced" 0.75 "airblast cost decreased" 0.25 "mult airblast refire time" 0.5 "airblast_pushback_disabled" 1 "single wep deploy time decreased" 1 "switch from wep deploy time decreased" 1 "airblast cost increased" 1 "paintkit_proto_def_index" 214 // neo tokyo "set_item_texture_wear" 0 // factory new "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 (approved) { Name "Burst of Brimstone" OriginalItemName "The Loch-n-Load" "clip size bonus" 1.5 "hidden primary max ammo bonus" 1.5 "fire rate bonus HIDDEN" 0.45 "projectile spread angle penalty" 2 "projectile speed increased" 1.5 "grenade explode on impact" 1 "Reload time increased HIDDEN" 0.8 "damage penalty" 0.7 "self dmg push force decreased" 0.3 "clip size penalty" 1 "sticky air burst mode" 0 "dmg bonus vs buildings" 1 "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 (approved) { Name "Bootleg Deflector" OriginalItemName "Deflector" "minigun spinup time increased" 1.25 "aiming movespeed increased" 1.35 "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 (approved) { Name "Soviet Slammer" OriginalItemName "The Family Business" "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 "mult dmg vs tanks" 0.5 "damage penalty" 1 "clip size bonus" 1 "fire rate bonus" 1 "custom weapon fire sound" "=75|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 (approved) { 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" "=70|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 (approved) { Name "Four Part Plan" OriginalItemName "The Blutsauger" "single wep deploy time increased" 1.35 "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 "heal on hit for rapidfire" 0 "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 (approved) { Name "Gunman's Gait" OriginalItemName "TTG Watch" "max health additive bonus" 50 "move speed bonus" 1.1 "dmg from ranged reduced" 0.8 "mult cloak meter consume rate" 101 "special item description" "Grants increased health, ranged damage resistance, and movement speed, but cloak drains instantly." "special item description 2" "Think you're hard, do ya?" } ExtraLoadoutItems { Scout { Primary "Steel Slugger" } Soldier { Primary "Psychopath's Seeker" Primary "Atomic Anguish" } 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 // Replaced by custom upgrade { Name "The Sandman" Upgrade "mark for death" MaxLevel 0 } DisallowUpgrade // Doesn't have a clip { Name "Atomic Anguish" Upgrade "clip size upgrade atomic" MaxLevel 0 } DisallowUpgrade // Airblast doesn't push enemies { Name "Con-man's Compressor" Upgrade "airblast pushback scale" MaxLevel 0 } DisallowUpgrade // Fire Rate and Burst Fire Module are mutually exclusive { Upgrade "fire rate bonus" MaxLevel 0 IfUpgradePresent { "force fire full clip" 1 } } DisallowUpgrade // Fire Rate and Burst Fire Module are mutually exclusive { Upgrade "force fire full clip" MaxLevel 0 IfUpgradePresent { "fire rate bonus" 1 } } DisallowUpgrade // Far too strong with fire rate { Name "Soviet Slammer" Upgrade "fire rate bonus" MaxLevel 0 } DisallowUpgrade // Third point of sentry firing speed doesn't work { Upgrade "engy sentry fire rate increased" MaxLevel 2 } DisallowUpgrade // Mark for death is enough { Name "Four Part Plan" Upgrade "mad milk syringes" MaxLevel 0 } DisallowUpgrade // Uber duration is kinda busted on the Vaccinator { Name "The Vaccinator" Upgrade "uber duration bonus" MaxLevel 1 } // Custom upgrades ExtendedUpgrades { NoFallDamage // scout - fall damage immunity (approved) { Name "Long Fall Boots" Description "Grants immunity to fall damage and 75% knockback resistance." AllowPlayerClass Scout PlayerUpgrade 1 Cost 150 Attribute "cancel falling damage" Increment 1 Cap 1 SecondaryAttributes { "damage force reduction" -0.75 } } HealthGainedBonus // scout - healing bonus from shortstop made passive (approved) { Name "Health Siphons" Description "Increases health gained from all sources, including money piles, by 25%." AllowPlayerClass Scout PlayerUpgrade 1 Cost 250 Attribute "healing received bonus" Increment 0.25 Cap 1.25 } JarateBat // scout - jarate bat for aoe mark (approved) { Name "Jarate-coated Bat" Description "Scout's melee weapons apply Jarate to multiple enemies at a once for 8 seconds." AllowPlayerClass Scout AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Fan O'War" } Cost 150 Attribute "melee cleave attack" Increment 1 Cap 1 SecondaryAttributes { "add cond on hit" 24 // jarate "add cond on hit duration" 8 "melee range multiplier" 0.5 "melee bounds multiplier" 0.3 } } JarateBat // scout - jarate bat for aoe mark - fan o'war version (approved) { Name "Jarate-coated Bat" Description "Scout's melee weapons apply Jarate to multiple enemies at a once for 8 seconds." AllowPlayerClass Scout AllowedWeapons { ItemName "The Fan O'War" } Cost 150 Attribute "melee cleave attack" Increment 1 Cap 1 SecondaryAttributes { "add cond on hit" 24 // jarate "add cond on hit duration" 8 "melee range multiplier" 0.5 "melee bounds multiplier" 0.3 "mark for death" -1 "damage penalty" 0.35 } } Charged // soldier - make rocket launchers function like charged soldiers (approved) { Name "Charged Module" Description "Rocket Launchers become crit boosted but have reduced fire rate and projectile speed and reload slower." 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 "Atomic Anguish" } Cost 800 Attribute "always crit" Increment 1 Cap 1 SecondaryAttributes { "fire rate penalty" 1 "Projectile speed decreased" -0.5 "Reload time increased" 0.35 } } BannerRadius // soldier - increase radius of all banners { Name "Bigger Banner" Description "Increases the range of all banners by 50% and increases their deploy and holster speed." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Buff Banner" ItemName "Festive Buff Banner" ItemName "The Battalion's Backup" ItemName "The Concheror" } Cost 200 Attribute "mod soldier buff range" Increment 0.5 Cap 1.5 SecondaryAttributes { "single wep deploy time decreased" -0.6 "switch from wep deploy time decreased" -0.45 } } CatchMoon // soldier - bison damage bonus with slower projectile and range { Name "Catchmoon Module" Description "Increases the damage of the Righteous Bison by 50%, allows it to ignite enemies, and deal 20% more damage to burning targets." 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 "damage bonus vs burning" 0.2 } } MaxHealthBonus // pyro - increase pyro max health (approved) { Name "Kevlar-lined Suit" Description "Increases Pyro's maximum health by 25 per point." AllowPlayerClass Pyro PlayerUpgrade 1 Cost 250 Attribute "max health additive bonus" Increment 25 Cap 50 } GiantBuster // pyro - increased reflected projectile speed and recovery time, increased flame thrower damage vs giants and tanks { Name "Intense Pressure" Description "Increases reflected projectile speed by 25%, flame damage to Giant Robots and Tanks by 15%, and airblast recovery time by 10% per point." AllowPlayerClass Pyro AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Phlogistinator" } Cost 300 Attribute "mult reflect velocity" Increment 0.25 Cap 2 SecondaryAttributes { "mult dmg vs giants" 0.15 "mult dmg vs tanks" 0.15 "mult airblast primary refire time" -0.1 } } BurstFire // demoman - make grenade launchers function like small burst fire demos (approved) { Name "Burst Fire Module" Description "Grenade Launchers fire their entire clip at once and reload slower. Ineffective with Fire Rate." AllowPlayerClass Demoman AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" ItemName "The Loose Cannon" ItemName "Burst of Brimstone" } Cost 800 Attribute "force fire full clip" Increment 1 Cap 1 SecondaryAttributes { "fire rate bonus HIDDEN" -0.99 "projectile spread angle penalty" 3 "Reload time increased" 0.65 } } MeleeCleave // demoman - add cleave to all sword type weapons (approved) { Name "Reinforced Blade" Description "Swords and axes can hit multiple enemies at once and have increased range." 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 200 Attribute "melee cleave attack" Increment 1 Cap 1 SecondaryAttributes { "melee range multiplier" 0.5 "melee bounds multiplier" 0.3 } } TankBuster // heavy - increased minigun damage vs tanks (approved) { Name "Anti-Tank Rounds" Description "Minigun damage to Tanks is increased by 25% per point." AllowPlayerClass HeavyWeapons AllowedWeapons { Slot "Primary" } Cost 400 Attribute "mult dmg vs tanks" Increment 0.25 Cap 1.5 } HeaterOverheat // heavy - heater ignites enemies and ring of fire damage bonus (approved) { Name "Intense Heat" Description "Huo-Long Heater's bullets can ignite enemies on hit and quadruples the ring of fire's damage." AllowPlayerClass HeavyWeapons AllowedWeapons { ItemName "The Huo Long Heatmaker" ItemName "Promo Huo Long Heatmaker" } Cost 500 Attribute "Set DamageType Ignite" Increment 1 Cap 1 SecondaryAttributes { "ring of fire while aiming" 36 } } MarkForDeath // heavy - revert gru to pre-jungle inferno version (approved) { 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 (approved) { Name "Bigger Shells" Description "Increases the damage of Engineer's primary weapons by 33% per point." AllowPlayerClass Engineer AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Widowmaker" } Cost 200 Attribute "damage bonus" Increment 0.33 Cap 1.99 } BuildingTele // engineer - allow picking up buildings from any range for metal (approved) { Name "Building Teleport Module" Description "Engineer's primary weapons can pick up buildings from any range for 150 metal." AllowPlayerClass Engineer AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Rescue Ranger" } Cost 250 Attribute "engineer building teleporting pickup" Increment 150 Cap 150 } RangerNoMark // engineer - increase rescue ranger healing and remove mark for death (approved) { Name "Improved Bolts" Description "Increases Rescue Ranger bolt healing by 33% and removes self mark while carrying buildings." AllowPlayerClass Engineer AllowedWeapons { ItemName "The Rescue Ranger" } Cost 200 Attribute "arrow heals buildings" Increment 20 Cap 80 SecondaryAttributes { "mark for death on building pickup" -1 } } BuildingMastery // engineer - boost sentry range and damage, dispenser heal rate, teleporter recharge rate and speed boost (approved) { Name "Building Mastery" Description "Increases Sentry Gun damage and range, Dispenser heal rate, and Teleporter recharge rate." AllowPlayerClass Engineer AllowedWeapons { Slot "Melee" } Cost 500 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 bolts (approved) { Name "Mad Milk Bolts" Description "Crossbow bolts apply Mad Milk to targets for 4 seconds." AllowPlayerClass Medic AllowedWeapons { ItemName "The Crusader's Crossbow" ItemName "Festive Crusader's Crossbow" } Cost 250 Attribute "add cond on hit duration" Increment 4 Cap 4 SecondaryAttributes { "add cond on hit" 27 // mad milk } } LongerBeam // medic - increase medi gun range (approved) { Name "Longer Healing Beam" Description "Medi Gun beam length increased 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 (approved) { Name "Repair Beam" Description "Medi Guns can heal Engineer buildings." AllowPlayerClass Medic AllowedWeapons { Slot "Secondary" } Cost 100 Attribute "medic machinery beam" Increment 4 Cap 4 } DamageConnected // sniper - add damage all connected via healing beams to bows and increase sniper max health (approved) { Name "Electrified Arrows" Description "Increases Sniper's maximum health by 25 and arrows deal damage to enemies connected via healing beams." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Huntsman" ItemName "Festive Huntsman" ItemName "The Fortified Compound" } Cost 350 Attribute "damage all connected" Increment 1 Cap 1 SecondaryAttributes { "max health additive bonus" 25 } } SleeperSplash // sniper - add jarate splash to sleeper headshots (approved) { Name "Pressurised Darts" Description "Headshots with the Sydney Sleeper coat nearby enemies with Jarate." AllowPlayerClass Sniper AllowedWeapons { ItemName "The Sydney Sleeper" } Cost 150 Attribute "radius sleeper" Increment 1 Cap 1 } RevolverDamage // spy - increase revolver damage (approved) { Name "Large Calibre" Description "Increases the damage of Spy's revolvers by 25% per point and increases Ambassador headshot damage by 15% per point." AllowPlayerClass Spy AllowedWeapons { Slot "Secondary" } Cost 200 Attribute "damage bonus" Increment 0.25 Cap 2 SecondaryAttributes { "headshot damage increase" 0.15 } } KeepDisguise // spy - revolver attacks do not break disguises (approved) { Name "Noise Dampeners" Description "Firing a revolver does not break your disguise." AllowPlayerClass Spy AllowedWeapons { Slot "Secondary" } Cost 500 Attribute "keep disguise on attack" Increment 1 Cap 1 } UberOnKill // spy - ubercharge on kill { Name "Sigil of Baphomet" Description "Knife kills grant 2 seconds of invulnerability." AllowPlayerClass Spy AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "Your Eternal Reward" ItemName "The Wanga Prick" } Cost 400 Attribute "add cond on kill duration" Increment 2 Cap 2 SecondaryAttributes { "add cond on kill" 5 // uber } } } // Point templates PointTemplates { 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_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,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Adrenaline Soldiers fire slowly at first and gain a boost at low health.,12,-1" } logic_case { "targetname" "case_overseer_w1c" // crits 50% / uber medics 50% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Watch those - they've got crits!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Crits heading your way!,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: On top of everything else they have crits.,0,-1" "OnCase04" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: That small one will make himself and his friend invulnerable if you don't take it out quickly.,0,-1" "OnCase05" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: If that Medic or his patient take enough damage they'll both become invulnerable.,0,-1" "OnCase06" "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 Engineers 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,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Veruc Engineers fire an automatic rifle with a spread of three bullets.,12,-1" "OnCase03" "player,$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 Engineers fire an automatic rifle with a spread of three bullets.,12,-1" } logic_case { "targetname" "case_overseer_w2d" // 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,$DisplayTextChat,{5885A2}Database {839FA3}: Badass Seeker Soldiers fire rockets that home in on where they aim.,12,-1" } logic_case { "targetname" "case_overseer_w4b" // crits 50% "OnCase01" "player,$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_w4d" // 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,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Good god these are tough bastards.,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w5a" // super scouts 100% "OnCase01" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Super Scouts incoming - they're speed demons!,0,-1" "OnCase02" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Those things are bloody fast!,0,-1" "OnCase03" "player,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: Incoming Super Scouts about to ring the doorbell!,0,-1" } logic_case { "targetname" "case_overseer_w5c" // 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" // 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_w5f" // 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,$DisplayTextChat,{EE82EE}The Overseer {FFB1C7}: A Tank has arrived on the field. Kindly destroy it with weapons fire.,0,-1" "OnCase04" "relay_null,Trigger,,0,-1" "OnCase05" "relay_null,Trigger,,0,-1" "OnCase06" "relay_null,Trigger,,0,-1" } logic_case { "targetname" "case_overseer_w5g" // giga burst fire soldiers 100% "OnCase01" "player,$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 "OverseerCallouts" Templates { T_TFBot_Tind_Scout // w1,3,5 { Class Scout Name "Scout" ClassIcon scout Skill Easy Health 125 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Item "Upgradeable TF_WEAPON_SCATTERGUN" } 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_DirectHit // w5 { Class Soldier Name "Direct Hit Soldier" ClassIcon soldier_directhit_lite Skill Normal Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Direct Hit" Item "Defiant Spartan" } T_TFBot_Tind_Soldier_Conch // w3 { Class Soldier Name "Conch Soldier" ClassIcon soldier_conch Skill Hard Health 200 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 } } 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" "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 "blast radius decreased" 0.65 } 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_hyper_lite 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 "The Liberty Launcher" Item "The Shellmet" ItemAttributes { ItemName "The Liberty Launcher" "clip size upgrade atomic" 7 "fire rate bonus" 0.2 "projectile spread angle penalty" 15 "projectile speed decreased" 0.65 "mod projectile heat seek power" 270 "mod projectile heat aim error" 270 "mod projectile heat follow crosshair" 1 "mod projectile heat aim time" 2 "faster reload rate" 0.3 "blast radius decreased" 0.75 "projectile speed increased" 1 "rocket jump damage reduction" 1 "custom weapon fire sound" "=80|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 // w1,2,5 { 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" Item "The Warsworn Helmet" 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_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 // w1,3,5 { 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" Item "The Warsworn Helmet" 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_Samurai // w1 { Class Demoman Name "Samurai Demoknight" ClassIcon demoknight_samurai Skill Hard Health 175 WeaponRestrictions MeleeOnly Item "Ali Baba's Wee Booties" Item "The Splendid Screen" Item "The Half-Zatoichi" Item "Demo Kabuto" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 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 "The Loch-n-Load" Item "Blast Defense" Item "The Juggernaut Jacket" ItemAttributes { ItemName "The Loch-n-Load" "clip size upgrade atomic" 6 "fire rate bonus" 0.1 "projectile spread angle penalty" 2 "Projectile speed increased" 1.2 "grenade explode on impact" 1 "faster reload rate" 0.65 "blast radius decreased" 0.5 "clip size penalty" 1 "sticky air burst mode" 0 "dmg bonus vs buildings" 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 Item "Upgradeable TF_WEAPON_MINIGUN" } 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 Heavy" ClassIcon heavy_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1500 Attributes MiniBoss Item "Upgradeable TF_WEAPON_MINIGUN" 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 } } 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 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 Family Business" Item "The Heavy Artillery Officer's Cap" ItemAttributes { ItemName "The Family Business" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "fire rate bonus" 0.3 "spread penalty" 1.5 "damage bonus" 1.16 "damage penalty" 1 "clip size bonus" 1 "custom weapon fire sound" "=80|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 Engineer" ClassIcon engineer_widowmaker_inf_nys Skill Hard Health 150 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 } T_TFBot_Tind_Engineer_Giant_Veruc // w2 { Class Engineer Name "Badass Veruc Engineer" 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" "=80|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 "head scale" 0.55 } Action FetchFlag } 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_Regen // w2,5 { Class Medic Name "Badass Regen Medic" ClassIcon medic_giant Skill Expert Health 4000 Attributes MiniBoss Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "The Surgeon's Stahlhelm" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 2 } ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "health regen" 50 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 } } T_TFBot_Tind_Sniper // w2,5 { Class Sniper Name "Sniper" ClassIcon sniper Skill Hard Health 125 MaxVisionRange 2000 Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "Upgradeable TF_WEAPON_CLUB" } T_TFBot_Tind_Sniper_Sleeper // w4 { Class Sniper Name "Sydney Sniper" ClassIcon sniper_sydneysleeper Skill Hard Health 125 MaxVisionRange 2000 Item "The Sydney Sleeper" Item "Upgradeable TF_WEAPON_CLUB" Item "Ol' Snaggletooth" } T_TFBot_Tind_Sniper_Bow // w2,4 { Class Sniper Name "Bowman" ClassIcon sniper_bow Skill Hard Health 150 WeaponRestrictions PrimaryOnly MaxVisionRange 2000 Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 } } 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" 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 // Skeleton Busters { Objective DestroySentries Where spawnbot_forward_right BeginAtWave 1 RunForThisManyWaves 5 InitialCooldown 30 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Tind_SentryBuster } } Mission // Wave 2 Snipers { Objective Sniper Where spawnbot_side BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 4 Sleeper Snipers { Objective Sniper Where spawnbot_side BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 15 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper_Sleeper } } Mission // Wave 5 Snipers { Objective Sniper Where spawnbot_side BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 60 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 40 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } ///////////////// //WAVES //POPFILE PAYOUT //START $1300 //DROP W1 $1050 / W2 $1000 / W3 $1250 / W4 $800 / W5 $1100 //START: $1300 / DROP: $5000 / TOTAL: $6500 / TOTAL PLUS BONUS: $6900 ///////////////// // WAVE 1/5 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 30 Demos, (90) // A2 - 36 Scouts, (70) // A1 - 3 Giant Dragon's Fury Pyros, (60) // B - 21 Pyros, (65) // B - 30 Soldiers, (90) // B - 3 Giant Adrenaline Soldiers, (75) // C1 - 6 Squads; 1 Crit Bushwacka Sniper, 1 Quick Uber Medic, (120) // C1 - 4 Giant Dragon's Fury Pyros, (80) // C2 - 15 Soldiers, (45) // C2 - 24 Pyros, (70) // D - 2 Squads; 1 Giant Adrenaline Soldier, 3 Quick Uber Medics, (200) // D Support - Samurai Demoknights, (85) // Total cash in this wave is $1050 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{EE82EE}The Overseer {FFB1C7}: Greetings, Mercenaries. I will be your mission control on this fine Hallow's Eve. I have also been approved to issue you new hardware available at any upgrade station." } WaveSpawn // A1 - 30 Demos { Name Wave1a1 TotalCurrency 90 TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot_forward TFBot { Template T_TFBot_Tind_Demoman } } WaveSpawn // A2 - 36 Scouts { Name Wave1a2 TotalCurrency 70 TotalCount 36 MaxActive 9 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 1 Where spawnbot_side 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 // B - 21 Pyros { Name Wave1b WaitForAllSpawned Wave1a2 TotalCurrency 65 TotalCount 21 MaxActive 9 SpawnCount 3 WaitBeforeStarting 12 WaitBetweenSpawns 6 Where spawnbot_forward TFBot { Template T_TFBot_Tind_Pyro } } WaveSpawn // B - 30 Soldiers { Name Wave1b WaitForAllSpawned Wave1a1 TotalCurrency 90 TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 8 WaitBetweenSpawns 3 Where spawnbot_side TFBot { Template T_TFBot_Tind_Soldier } } WaveSpawn // B - 3 Giant Adrenaline Soldiers { Name Wave1b WaitForAllSpawned Wave1a1 TotalCurrency 75 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 12 Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w1b Action PickRandom } TFBot { Template T_TFBot_Tind_Soldier_Giant_Adrenaline } } WaveSpawn // C1 - 6 Squads; 1 Crit Bushwacka Sniper, 1 Quick Uber Medic { Name Wave1c1 WaitForAllSpawned Wave1b TotalCurrency 120 TotalCount 12 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_forward_right 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 Wave1b 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 Soldiers { Name Wave1c2 WaitForAllSpawned Wave1b TotalCurrency 45 TotalCount 15 MaxActive 6 SpawnCount 3 WaitBeforeStarting 12 WaitBetweenSpawns 12 Where spawnbot_forward TFBot { Template T_TFBot_Tind_Soldier } } WaveSpawn // C2 - 24 Pyros { Name Wave1c2 WaitForAllSpawned Wave1b TotalCurrency 70 TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot_forward TFBot { Template T_TFBot_Tind_Pyro } } WaveSpawn // D - 2 Squads; 1 Giant Adrenaline Soldier, 3 Quick Uber Medics { Name Wave1d WaitForAllSpawned Wave1c1 TotalCurrency 200 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 12 WaitBetweenSpawns 18 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 - Samurai Demoknights { WaitForAllSpawned Wave1c2 TotalCurrency 85 TotalCount 28 MaxActive 8 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 8 Where spawnbot_forward Support 1 RandomSpawn 1 TFBot { Template T_TFBot_Tind_Demoman_Knight_Samurai } } } // WAVE 2/5 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 1 Squad; 1 Giant Heavy, 1 Giant Regen Medic, (150) // A - 24 Bowmen, (120) // B1 - 7 Giant Veruc Engineers, (140) // B2 - 25 Dragon's Fury Pyros, (125) // C1 - 18 Steel Gauntlets, (90) // C2 - 20 Bowmen, (100) // D - 1 Squad; 1 Giant Heavy, 1 Giant Regen Medic, (150) // D Support - Pyros, (125) // Sniper mission active // 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}: Be warned that the Snipers present from here on have the ability to headshot." } WaveSpawn // A - 1 Squad; 1 Giant Heavy, 1 Giant Regen Medic { Name Wave2a TotalCurrency 150 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 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_Regen } } } WaveSpawn // A - 24 Bowmen { Name Wave2a TotalCurrency 120 TotalCount 24 MaxActive 16 SpawnCount 8 WaitBeforeStarting 1 WaitBetweenSpawns 10 Where spawnbot_forward 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 125 TotalCount 25 MaxActive 10 SpawnCount 5 WaitBeforeStarting 14 WaitBetweenSpawns 6 Where spawnbot_forward RandomSpawn 1 TFBot { Template T_TFBot_Tind_Pyro_Fury } } WaveSpawn // C1 - 18 Steel Gauntlets { Name Wave2c1 WaitForAllSpawned Wave2b2 TotalCurrency 90 TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 7 Where spawnbot_forward TFBot { Template T_TFBot_Tind_Heavy_SteelFist } } WaveSpawn // C2 - 20 Bowmen { Name Wave2c2 WaitForAllSpawned Wave2b2 TotalCurrency 100 TotalCount 20 MaxActive 10 SpawnCount 2 WaitBeforeStarting 16 WaitBetweenSpawns 4 Where spawnbot_side TFBot { Template T_TFBot_Tind_Sniper_Bow } } WaveSpawn // D - 1 Squad; 1 Giant Heavy, 1 Giant Regen Medic { Name Wave2d WaitForAllSpawned Wave2c1 TotalCurrency 150 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 0 Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w2d Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Heavy_Giant } TFBot { Template T_TFBot_Tind_Medic_Giant_Regen } } } WaveSpawn // D Support - Pyros { WaitForAllSpawned Wave2c1 TotalCurrency 125 TotalCount 42 MaxActive 12 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 6 Where spawnbot_side Support 1 TFBot { Template T_TFBot_Tind_Pyro } } } // WAVE 3/5 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 1 Tank, (250) // A - 25 Conch Soldiers, (75) // B - 5 Giant Sandman Scouts, (50) // B - 40 Demos, (120) // C1 - 5 Squads; 1 Giant Brimstone Demo, 1 Uber Medic, (250) // C1 - 12 Squads; 1 Deflector Heavy, 1 Quick Uber Medic, (70) // C2 - 1 Tank, (225) // D - 3 Squads; 1 Giant Slammer Heavy, 1 Uber Medic, (150) // C Support - Scouts, (60) // Spy mission active // Total cash in this wave is $1250 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 1 Tank { Name Wave3a TotalCurrency 250 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 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 FirstSpawnOutput { Target case_overseer_w3b Action PickRandom } TFBot { Template T_TFBot_Tind_Scout_Giant_Sandman } } WaveSpawn // B - 40 Demos { Name Wave3b WaitForAllSpawned Wave3a TotalCurrency 120 TotalCount 40 MaxActive 12 SpawnCount 4 WaitBeforeStarting 6 WaitBetweenSpawns 4 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 250 TotalCount 10 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 18 Where spawnbot_forward_right 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 225 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 // C Support - Scouts { WaitForAllDead Wave3b TotalCurrency 60 TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 8 Where spawnbot_forward Support 1 TFBot { Template T_TFBot_Tind_Scout } } } // 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, (80) // 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, (240) // D - 27 Crit Pyros, (55) // D - 4 Giant Deflector Heavies, (80) // C Support - Crit Bowmen, (150) // 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 } 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_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 80 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 8 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_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 RandomSpawn 1 FirstSpawnOutput { Target case_overseer_w4b 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 TFBot { Template T_TFBot_Tind_Engineer_Veruc } } WaveSpawn // C - 4 Squads; 1 Giant Seeker Soldier, 2 Uber Medics { Name Wave4c WaitForAllSpawned Wave4b1 TotalCurrency 240 TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 13 WaitBetweenSpawns 13 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 - 27 Crit Pyros { Name Wave4d WaitForAllSpawned Wave4c TotalCurrency 55 TotalCount 27 MaxActive 9 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 3 Where spawnbot_forward TFBot { Template T_TFBot_Tind_Pyro_Crit } } WaveSpawn // D - 4 Giant Deflector Heavies { Name Wave4d WaitForAllSpawned Wave4c TotalCurrency 80 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 10 Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w4d Action PickRandom } TFBot { Template T_TFBot_Tind_Heavy_Giant_Deflector } } 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 Attributes AlwaysCrit } } } // WAVE 5/5 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 12 Super Scouts, (60) // B - 1 Tank, (175) // B - 24 Dragon's Fury Pyros, (50) // C - 2 Squads; 1 Giant Crit Dragon's Fury Pyro, 1 Giant Regen Medic, (100) // C - 18 Heavies, (55) // D - 22 Scouts, (45) // E - 2 Squads; 1 Giant Crit Brimstone Demo, 1 Giant Regen Medic, (100) // E - 28 Direct Hit Soldiers, (55) // F - Final Tank, (225) // F - 22 Scouts, (45) // G - 2 Squads; 1 Giant Crit Burst Fire Soldier, 1 Giant Regen Medic, (100) // G Support - Random Spawned Pyros, Crit Pyros, Demos, Crit Demos, (90) // 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 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 175 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Tank { Health 35000 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 Dragon's Fury Pyros { Name Wave5b WaitForAllSpawned Wave5a TotalCurrency 50 TotalCount 24 MaxActive 16 SpawnCount 12 WaitBeforeStarting 3 WaitBetweenSpawns 0 Where spawnbot_forward Where spawnbot_side RandomSpawn 1 TFBot { Template T_TFBot_Tind_Pyro_Fury } } WaveSpawn // C - 2 Squads; 1 Giant Crit Dragon's Fury Pyro, 1 Giant Regen Medic { Name Wave5c WaitForAllSpawned Wave5b TotalCurrency 100 TotalCount 4 MaxActive 3 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w5c Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Pyro_Giant_Fury Attributes AlwaysCrit } TFBot { Template T_TFBot_Tind_Medic_Giant_Regen } } } WaveSpawn // C - 18 Heavies { Name Wave5c WaitForAllSpawned Wave5b TotalCurrency 55 TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 4 Where spawnbot_side TFBot { Template T_TFBot_Tind_Heavy } } WaveSpawn // D - 22 Scouts { Name Wave5d WaitForAllSpawned Wave5c TotalCurrency 45 TotalCount 22 MaxActive 22 SpawnCount 11 WaitBeforeStarting 10 WaitBetweenSpawns 6 Where spawnbot_forward RandomSpawn 1 TFBot { Template T_TFBot_Tind_Scout Skill Normal } } WaveSpawn // E - 2 Squads; 1 Giant Crit Brimstone Demo, 1 Giant Regen Medic { Name Wave5e WaitForAllSpawned Wave5d TotalCurrency 100 TotalCount 4 MaxActive 3 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w5e Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant_Brimstone Attributes AlwaysCrit } TFBot { Template T_TFBot_Tind_Medic_Giant_Regen } } } WaveSpawn // E - 28 Direct Hit Soldiers { Name Wave5e WaitForAllSpawned Wave5d TotalCurrency 55 TotalCount 28 MaxActive 14 SpawnCount 7 WaitBeforeStarting 10 WaitBetweenSpawns 7 Where spawnbot_forward RandomSpawn 1 TFBot { Template T_TFBot_Tind_Soldier_DirectHit } } WaveSpawn // F - Final Tank { Name Wave5f WaitForAllSpawned Wave5e TotalCurrency 225 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 FirstSpawnOutput { Target case_overseer_w5f Action PickRandom } Tank { Health 38000 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 Scouts { Name Wave5f WaitForAllSpawned Wave5e TotalCurrency 45 TotalCount 22 MaxActive 22 SpawnCount 11 WaitBeforeStarting 10 WaitBetweenSpawns 6 Where spawnbot_forward RandomSpawn 1 TFBot { Template T_TFBot_Tind_Scout Skill Normal } } WaveSpawn // G - 2 Squads; 1 Giant Crit Burst Fire Soldier, 1 Giant Regen Medic { Name Wave5g WaitForAllSpawned Wave5f TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 30 Where spawnbot_forward_right FirstSpawnOutput { Target case_overseer_w5g Action PickRandom } Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_BurstFire } TFBot { Template T_TFBot_Tind_Medic_Giant_Regen } } } WaveSpawn // G Support - Random Spawned Pyros, Crit Pyros, Demos, Crit Demos { WaitForAllSpawned Wave5f TotalCurrency 90 TotalCount 44 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot_forward Support 1 RandomChoice { TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Pyro_Crit_Bigrock } TFBot { Template T_TFBot_Tind_Demoman } TFBot { Template T_TFBot_Tind_Demoman } TFBot { Template T_TFBot_Tind_Demoman_Crit_Bigrock } } } } } #base judge_restricts.pop