#base robot_giant.pop #base robot_standard.pop // #base robot_spidertank.pop // #base robot_gatebot_modular.pop // #base robot_tank_vac.pop // #base robot_tank_turret.pop // #base robot_tank_small_turret.pop // #base robot_tank_ghost_move.pop // #base robot_sigsegv_reloaded.pop WaveSchedule { // f you want to lookup custom item/character attributes, scroll to the bottom of the file //PrecacheParticle "eye_powerup_green_lvl_2" StartingCurrency 666 RespawnWaveTime 1 MaxRedPlayers 1 // Override max red player count (default: 6) CustomWeapon //Allows you to use an alias for items with custom attributes { "My Custom Item" // The name you would use in Item key in TFBot { OriginalItemName "The Iron Bomber" // The item used as a base "fire rate bonus" 0.1 // Attributes "damage bonus" 4 "custom item model" "models/workshop/weapons/c_models/c_blackbox/c_blackbox_xmas.mdl" "custom weapon fire sound" "Weapon_Soda_Popper.Single" } "Rayslick" // The name you would use in Item key in TFBot { OriginalItemName "The Conscientious Objector" // The item used as a base "custom texture lo" "4.96704961615804963e-32n" "custom texture hi" "8.23836940293570411e-31n" } "The Dragon's Fury2" // The name you would use in Item key in TFBot { OriginalItemName "The Dragon's Fury" // The item used as a base } } CustomWeapon { "The B.M.M.H" { OriginalItemName TF_WEAPON_SHOTGUN_PRIMARY "custom item model" "models\weapons\c_models\c_bmmh\c_bmmh.mdl" "custom weapon fire sound" "=80|shadows/hubby_shoot.mp3" "provide on active" 1 "clip size penalty" 0.5 "damage bonus HIDDEN" 9 "explosive bullets" 116 "fire rate penalty" 1.25 "blast dmg to self increased" 0.1 // lower self damage? "spread penalty" 1.33 "self dmg push force decreased" 0 "can headshot" -1 } // "The Firearm" // { // OriginalItemName "TF_WEAPON_PISTOL" // use pt to toggle proper bodygroup? // "custom item model" "models\weapons\c_models\c_frearm\c_frearm.mdl" // "custom weapon fire sound" Weapon_WidowMaker.Single // "maxammo primary increased" 1.5 // "provide on active" 1 // "damage bonus HIDDEN" 5 // "mod max primary clip override" 30 // "fire rate bonus HIDDEN" 0.85 // "can headshot" 1 // } "Double Barrel" { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" // secondary weapon "custom item model" "models/weapons/c_models/c_shotfun/c_shotfun.mdl" "custom weapon fire sound" "Weapon_Scatter_Gun_Double.Single" "custom weapon reload sound" "Weapon_DoubleBarrel.TubeClose" "fire full clip at once" 1 "reload full clip at once" 1 "damage bonus HIDDEN" 4 "mod max primary clip override" 2 "reload time increased" 1.5 "custom kill icon" force_a_nature "weapon spread bonus" 1.2 "can headshot" 1 } "The Ray Gun" { OriginalItemName "The C.A.P.P.E.R" "damage bonus HIDDEN" 13 "explosive bullets" 116 "fire rate penalty" 1.5 "mod max primary clip override" 20 "blast dmg to self increased" 0.1 "self dmg push force decreased" 0 "can headshot" -1 } "Beam Rifle" { OriginalItemName TF_WEAPON_SHOTGUN_HWG "bullets per shot bonus" 0.5 "custom item model" "models/workshop/weapons/c_models/c_drg_pomson/c_drg_pomson.mdl" "custom weapon fire sound" "Weapon_ShootingStar.SingleCharged" "custom kill icon" pomson "sniper fires tracer" 1 "fire rate bonus HIDDEN" 2 "projectile penetration heavy" 1 "reload full clip at once" 1 "reload time increased" 1.65 "damage bonus HIDDEN" 11 "mod max primary clip override" 5 "ragdolls become ash" 1 "can headshot" -1 } "Tactigatling" { OriginalItemName TF_WEAPON_SHOTGUN_HWG "bullets per shot bonus" 1.25 "custom item model" "models\weapons\c_models\c_tgat\c_tgat.mdl" "fire rate bonus HIDDEN" 0.8 "reload time increased" 1 "damage bonus HIDDEN" 4 "mod max primary clip override" 9 "burst fire count" -3 "burst fire rate mult" 2.5 "weapon spread bonus" 1.3 "can headshot" 1 } "Das Maschinenpistole" { OriginalItemName TF_WEAPON_SYRINGEGUN_MEDIC "override projectile type" 1 // bullet "damage bonus HIDDEN" 4.5 "fire rate bonus HIDDEN" 1.1 "custom item model" "models\weapons\c_models\c_mp40\c_mp40.mdl" "custom weapon fire sound" Weapon_SMG.Single // maybe this won't be fucking loud!! "custom kill icon" smg "mod max primary clip override" 15 "hidden primary max ammo bonus" 0.5 "health drain medic" -3 "can headshot" 1 } "The Punch Packer" // beggars scattergun { OriginalItemName "TF_WEAPON_SCATTERGUN" "custom item model" "models\weapons\c_models\c_packer.mdl" "reload time increased hidden" 0.75 "panic_attack" 1 "damage bonus HIDDEN" 4 "fire rate bonus HIDDEN" 0.5 "mod max primary clip override" 4 "auto fires full clip" 1 "mult_spread_scales_consecutive" 1 } "Primary SMG" { OriginalItemName "TF_WEAPON_SCATTERGUN" // the one item that doesn't refpose spy "custom item model" "models/weapons/c_models/c_smg/c_smg.mdl" "custom weapon reload sound" "Weapon_Revolver.WorldReload" "bullets per shot bonus" 0.05 "custom kill icon" smg "bullets per shot bonus" 0.25 "fire rate bonus HIDDEN" 0.25 "reload time increased" 1.5 "weapon spread bonus" 0 "reload full clip at once" 1 "mod max primary clip override" 25 "damage bonus HIDDEN" 3 // single pellet only, so needs a bit more damage } // spy-only weapons because spy is built different "Primary Revolver" { OriginalItemName "The Shortstop" // the one item that doesn't refpose spy "custom item model" "models/weapons/c_models/c_revolver/c_revolver.mdl" "custom weapon fire sound" "Weapon_Revolver.Single" "custom weapon reload sound" "Weapon_Revolver.WorldReload" "bullets per shot bonus" 0.25 "fire rate bonus HIDDEN" 1.5 "mod max primary clip override" 6 "custom kill icon" revolver "damage bonus HIDDEN" 9 // single pellet only, so needs a bit more damage } "Secondary Revolver" // default weapon because spy is really fucking weird { OriginalItemName "TF_WEAPON_PISTOL" // the other item that doesn't refpose spy "custom item model" "models/weapons/c_models/c_revolver/c_revolver.mdl" "custom weapon fire sound" "Weapon_Revolver.Single" "custom weapon reload sound" "Weapon_Revolver.WorldReload" "custom kill icon" revolver "fire rate bonus HIDDEN" 2.7 "mod max primary clip override" 6 "stay after regenerate" 1 "damage bonus HIDDEN" 6.5 // single pellet only, so needs a bit more damage } "Primary Ambassador" { OriginalItemName "The Shortstop" // the one item that doesn't refpose spy "custom item model" "models/weapons/c_models/c_ambassador/c_ambassador.mdl" "custom weapon fire sound" "Weapon_Ambassador.Single" "custom weapon reload sound" "Weapon_Revolver.WorldReload" "custom kill icon" ambassador "bullets per shot bonus" 0.25 "fire rate bonus HIDDEN" 2 "mod max primary clip override" 6 "damage bonus HIDDEN" 12 // single pellet only, so needs a bit more damage } "Big Iron" { OriginalItemName "The Shortstop" // the one item that doesn't refpose spy "custom item model" "models/workshop/weapons/c_models/c_ttg_sam_gun/c_ttg_sam_gun.mdl" "custom weapon fire sound" "Weapon_Revolver.Single" "custom weapon reload sound" "Weapon_Revolver.WorldReload" "custom kill icon" samrevolver "bullets per shot bonus" 0.25 "fire rate bonus HIDDEN" 0.9 "mod max primary clip override" 12 "damage bonus HIDDEN" 9.5 // single pellet only, so needs a bit more damage } "BRAINS" { OriginalItemName "Necro Smasher" "damage bonus HIDDEN" 0.77 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "custom kill icon" unarmed_combat } // uberweapons // generic "Thunder Gun" // box only { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "custom item model" "models\weapons\c_models\c_drg_phlogistinator\c_drg_phlogistinator.mdl" "custom weapon fire sound" "=80|shadows/thundergun_fire.mp3" "special item description" "Fires a lethal charge of electricity" "attach particle effect" 3045 "fire rate bonus HIDDEN" 2.5 "reload time increased" -1 "max bullet range" 12 "maxammo secondary reduced" 0.4 "custom kill icon" phlogistinator "clip size penalty" 0.35 "can headshot" -1 "cannot be upgraded" 1 } "Great Gatsby" // pistol { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "damage bonus" 5 "maxammo secondary increased" 2.5 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "The Pinch Hitter" // Shortstop { OriginalItemName "The Shortstop" "damage bonus" 5 "mod max primary clip override" 12 "maxammo primary increased" 4 "fire rate bonus" 0.3 "faster reload rate" 0.6 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "The Gut Wrecker" // double barrel { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" // secondary weapon "custom item model" "models/weapons/c_models/c_shotfun/c_shotfun.mdl" "custom weapon fire sound" "Weapon_Scatter_Gun_Double.Single" "custom weapon reload sound" "Weapon_DoubleBarrel.TubeClose" "fire full clip at once" 1 "reload full clip at once" 1 "damage bonus" 5 "bullets per shot bonus" 2 "fire rate bonus" 0.8 "mod max primary clip override" 2 "maxammo secondary increased" 1.5 "reload time increased" 1.5 "custom kill icon" force_a_nature "weapon spread bonus" 1.2 "can headshot" 1 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } // scout "Boston Handshake" // scattergun { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 6 "bullets per shot bonus" 2 "fire rate bonus" 0.6 "faster reload rate" 0.75 "maxammo primary increased" 2 "cannot be upgraded" 1 } "Super Shotgun" // Fan/Soda { OriginalItemName "The Force-a-Nature" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 6 "bullets per shot bonus" 1.5 "fire rate bonus" 0.8 "faster reload rate" 0.8 "fire full clip at once" 1 "maxammo primary increased" 2 "cannot be upgraded" 1 } // soldier "Earth Shaker" // rocket { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 "damage bonus" 7.5 "fire rate bonus" 0.6 "faster reload rate" -0.8 "maxammo primary increased" 3 "blast dmg to self increased" 0.25 "custom weapon fire sound" MVM.GiantSoldierRocketShoot // "custom impact sound" MVM.GiantSoldierRocketExplode } "Mule Kick" // shotgun { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 4 "bullets per shot bonus" 2 "fire rate bonus" 1.3 "faster reload rate" 0.75 "apply z velocity on damage" 112 "apply look velocity on damage" 256 "maxammo secondary increased" 2.5 "cannot be upgraded" 1 } // pyro "Inferno Cannon" // DF { OriginalItemName "The Dragon's Fury" "attach particle effect" 2 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 8 "maxammo primary increased" 1.25 "cannot be upgraded" 1 } "Face Melter" // flamethrower { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 3 "dmg penalty vs players" 3 "maxammo primary increased" 2.5 "cannot be upgraded" 1 } "Burning Love" // shotgun { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" // normal one is engineer-only but THIS ONE is multiclass???? "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "damage bonus" 2 "dmg penalty vs players" 3 "bullets per shot bonus" 1.5 "fire rate bonus" 0.8 "faster reload rate" 0.75 "maxammo secondary increased" 2.5 "Set DamageType Ignite" 1 "damage bonus vs burning" 3 "cannot be upgraded" 1 } // demo "The Fat Boy" // grenadelauncher { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "clip size penalty" 0.2 "grenade explode on impact" 1 "damage bonus" 16 "fire rate bonus" 2.5 "dmg falloff decreased" 0.5 "maxammo primary reduced" 0.4 "explosion particle" hightower_explosion "custom projectile model" "models\weapons\w_models\w_atomball_blu.mdl" // nice "custom impact sound" "misc/doomsday_missile_explosion.wav" "penetrate teammates" 1 "Blast radius increased" 2 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "The Cactus Blast" // stickies { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "damage bonus" 9 "maxammo secondary increased" 3 "Blast radius increased" 1.5 "fire rate bonus" 0.15 "stickybomb stick to enemies" 1 "penetrate teammates" 1 "projectile spread angle penalty" 5 "faster reload rate" 0.65 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } // heavy "Death Machine" // minigun { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "damage bonus" 1.5 "bullets per shot bonus" 2 "maxammo primary increased" 2.5 "paintkit_proto_def_index" 296 "aiming movespeed decreased" 2 "penetrate teammates" 1 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "The Grand Slam" // shotgun { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "fire rate bonus" 2.5 "bullets per shot bonus" 10 "paintkit_proto_def_index" 296 "maxammo secondary increased" 2 "penetrate teammates" 1 "damage bonus" 1.5 "reload full clip at once" 1 "set_item_texture_wear" 0 "cannot be upgraded" 1 } // engineer "Dell-OROM's Lament" // shotgun { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" "models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl" "special item description" "Cannot headshot" "override projectile type" 1 "sniper fires tracer" 1 "damage bonus" 8 "bullets per shot bonus" 3 "penetrate teammates" 1 "projectile penetration heavy" 1 "fire rate bonus" 2 "faster reload rate" -1 "can headshot" -1 "ragdolls plasma effect" 1 "custom weapon fire sound" "=80|weapons/cow_mangler_explosion_charge_04.wav" } // medic "DNA Rejuvenator" // syringe gun { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "special item description" "Invasively resurrects a Zombie" "special item description 2" "Target dies after 5 seconds" "maxammo primary reduced" 0.2 "clip size penalty" 0.5 "fire rate penalty" 3 "damage penalty" 0.1 "fire input on hit" "popscript^$rejuvenatorHit^" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot upgrade" 1 "special damage type" 1 "penetrate teammates" 1 } "Durchbohren" // crossbow? { "damage bonus" 13 "special item description" "Piercing enemies grants extra damage" "clip size upgrade atomic" 5 "projectile penetration" 1 "fire rate bonus" 0.2 "penetration damage penalty" 1.25 "custom item model" "models/workshop/weapons/c_models/c_crusaders_crossbow/c_crusaders_crossbow_xmas.mdl" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 "reload full clip at once" 1 } // sniper "The Love Tap" // sniper rifle { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "damage bonus" 5 "projectile penetration heavy" 2 "headshot damage increase" 3 "maxammo primary increased" 1.5 "SRifle Charge rate increased" 3 "penetrate teammates" 1 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "The Bristleback" // compound bow { OriginalItemName "The Huntsman" "dmg penalty vs players" 8 "arrow mastery" 3 "maxammo primary increased" 1.5 "projectile penetration" 1 "penetrate teammates" 1 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } // spy "Sally" // you are given both of the two here when either is 'maxed' { OriginalItemName "The Shortstop" // the one item that doesn't refpose spy "custom item model" "models/weapons/c_models/c_revolver/c_revolver.mdl" "custom weapon fire sound" "Weapon_Revolver.Single" "custom weapon reload sound" "Weapon_Revolver.WorldReload" "bullets per shot bonus" 0.25 "mod max primary clip override" 12 "maxammo primary increased" 2.5 "custom kill icon" revolver "damage bonus" 15 "override projectile type" 2 "projectile speed increased" 2 "blast dmg to self increased" 0.1 "projectile trail particle" bullet_distortion_trail "custom projectile model" "models/weapons/w_models/w_rocketbullet.mdl" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "Mustang" { OriginalItemName "TF_WEAPON_PISTOL" // the other item that doesn't refpose spy "custom item model" "models/weapons/c_models/c_revolver/c_revolver.mdl" "custom weapon fire sound" "Weapon_Revolver.Single" "custom weapon reload sound" "Weapon_Revolver.WorldReload" "custom kill icon" revolver "fire rate bonus HIDDEN" 2 "mod max primary clip override" 12 "maxammo secondary increased" 2.5 "damage bonus" 15 "override projectile type" 2 "projectile speed increased" 2 "blast dmg to self increased" 0.1 "projectile trail particle" bullet_distortion_trail "custom projectile model" "models/weapons/w_models/w_rocketbullet.mdl" "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } "Kingpin" { OriginalItemName "The Shortstop" // the one item that doesn't refpose spy "custom item model" "models/weapons/c_models/c_ambassador/c_ambassador_xmas.mdl" "custom weapon fire sound" "Weapon_Ambassador.Single" "custom weapon reload sound" "Weapon_Revolver.WorldReload" "custom kill icon" ambassador "bullets per shot bonus" 0.25 "maxammo primary increased" 2.5 "fire rate bonus HIDDEN" 1.5 "mod max primary clip override" 12 "damage bonus" 20 // single pellet only, so needs a bit more damage "headshot damage increase" 6 "paintkit_proto_def_index" 296 "set_item_texture_wear" 0 "cannot be upgraded" 1 } } ExtraLoadoutItems // in here so the dumpster can call them into your pockets { // AllowEquipOutsideSpawn 1 // needs this to work since bauernhof has no spawn Scout { Primary { Item TF_WEAPON_SCATTERGUN Hidden 1 // no you can't actually get the gun } Primary { Item "The Force-a-Nature" Hidden 1 } Primary { Item "The Shortstop" Hidden 1 } Primary { Item "The Punch Packer" Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Secondary { Item TF_WEAPON_SMG Hidden 1 } Secondary { Item TF_WEAPON_PIPEBOMBLAUNCHER Hidden 1 } } Soldier { Secondary { Item "Double Barrel" Hidden 1 } Secondary { Item TF_WEAPON_SMG Hidden 1 } Primary { Item TF_WEAPON_ROCKETLAUNCHER Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Secondary { Item "Tactigatling" Hidden 1 } Secondary { Item "Beam Rifle" Hidden 1 } Secondary { Item "The Cleaner's Carbine" Hidden 1 } } Pyro { Primary { Item TF_WEAPON_FLAMETHROWER Hidden 1 } Secondary { Item "Double Barrel" Hidden 1 } Secondary { Item TF_WEAPON_SMG Hidden 1 } Primary { Item "The Dragon's Fury" Hidden 1 } Primary { Item "The Dragon's Fury2" Hidden 1 } Primary { Item TF_WEAPON_MINIGUN Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Secondary { Item "Tactigatling" Hidden 1 } Secondary { Item "Thunder Gun" Hidden 1 } } Demoman { Secondary { Item TF_WEAPON_SHOTGUN_PYRO Hidden 1 } Secondary { Item "Double Barrel" Hidden 1 } Secondary { Item TF_WEAPON_SMG Hidden 1 } Secondary { Item TF_WEAPON_PIPEBOMBLAUNCHER Hidden 1 } Secondary { Item "Tactigatling" Hidden 1 } Primary { Item "Beam Rifle" Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } } Heavyweapons { Secondary { Item "Double Barrel" Hidden 1 } Secondary { Item TF_WEAPON_SMG Hidden 1 } Primary { Item TF_WEAPON_FLAMETHROWER Hidden 1 } Primary { Item TF_WEAPON_MINIGUN Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Secondary { Item "Beam Rifle" Hidden 1 } Secondary { Item "Tactigatling" Hidden 1 } Secondary { Item "Thunder Gun" Hidden 1 } } Engineer { Primary { Item "The B.M.M.H" Hidden 1 } Secondary { Item TF_WEAPON_SMG Hidden 1 } Primary { Item TF_WEAPON_SHOTGUN_PRIMARY Hidden 1 } Primary { Item TF_WEAPON_SCATTERGUN Hidden 1 } Primary { Item "The Nostromo Napalmer" Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Primary { Item "The Punch Packer" Hidden 1 } } Medic { Primary { Item TF_WEAPON_SCATTERGUN Hidden 1 } Primary { Item TF_WEAPON_FLAMETHROWER Hidden 1 } Primary { Item "The Punch Packer" Hidden 1 } Primary { Item "Primary SMG" Hidden 1 } Primary { Item "The Crusader's Crossbow" Hidden 1 } Primary { Item "The Black Box" Hidden 1 } Primary { Item "Das Maschinenpistole" Hidden 1 } } Sniper { Secondary { Item TF_WEAPON_SHOTGUN_PYRO Hidden 1 } Primary { Item TF_WEAPON_SCATTERGUN Hidden 1 } Secondary { Item "Double Barrel" Hidden 1 } Primary { Item TF_WEAPON_PIPEBOMBLAUNCHER Hidden 1 } Primary { Item "The Crusader's Crossbow" Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } Secondary { Item "Beam Rifle" Hidden 1 } Secondary { Item "The Punch Packer" Hidden 1 } Secondary { Item "The Cleaner's Carbine" Hidden 1 } } Spy { Secondary { Item TF_WEAPON_SMG Hidden 1 } Secondary { Item TF_WEAPON_PISTOL Hidden 1 } Primary { Item "Primary Ambassador" Hidden 1 } Primary { Item "Big Iron" Hidden 1 } Secondary { Item TF_WEAPON_SHOTGUN_PYRO Hidden 1 } Secondary { Item "The Winger" Hidden 1 } Secondary { Item "The Ray Gun" Hidden 1 } } } PointTemplates { PoisonArea_Target { NoFixUp 1 point_teleport { "targetname" "poisonarea_targeta" } } PoisonArea { OnSpawnOutput { Target poisonarea Action Kill Delay 2.5 } OnSpawnOutput { Target poisonarea Action Kill Delay 2.5 } OnSpawnOutput { Target poisonarea_hurt Action Kill Delay 2.5 } OnSpawnOutput { Target poisonarea Action Start Delay 0.01 } info_particle_system { "targetname" "poisonarea" "start_active" 1 "effect_name" "utaunt_bubbles_glow_purple_parent" } trigger_add_tf_player_condition { "targetname" "poisonarea_hurt" "origin" "0 0 0" "condition" "112" "duration" "20" "filtername" "filter_redteam" "spawnflags" "64" "mins" "-80 -80 -64" "maxs" "80 80 96" } } } LuaScript " -- Called when a player or bot joins the game. Also called once for every player that joined before the mission began function OnPlayerConnected(player) player:AddCallback(ON_KEY_PRESSED, function(ent, key) if key == IN_ATTACK then local r = util.Trace({start = ent, mask = MASK_SHOT, collisiongroup = 24}) print('Player key press '..tostring(ent)..' '..key..' '..tostring(r.Hit)..' '..tostring(r.HitPos)) local disp = Entity('obj_dispenser') disp:SetAbsOrigin(r.HitPos) end end) end " // ExtraLoadoutItems // Extra loadout items available after typing !missionitems in chat // { // //AllowEquipOutsideSpawn 1 // Allow equipping items outside spawn // Soldier // Player Class // { // Secondary "The Reserve Shooter" // Item slot and name // Primary // Extended syntax, Item slot to use // { // Item "My Custom Item" // Item name, custom weapon names are available // Cost 100 // The cost of the weapon (default: 0) // AllowedMinWave 1 //The wave at which the weapon is enabled (default: 1) // AllowedMaxWave 55 //The max wave at which the weapon is enabled (default: infinite) // AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 // } // } // Head "The Cat's Pajamas" // All class item // } // //EventPopfile halloween WaveStartCountdown 1 // BotPushaway 0 // BotsAreHumans 1 // ForceHoliday 2 RobotLimit 26 // SendBotsToSpectatorImmediately 1 //Should the bots be transferred to spectator team immediately after dying. Use this if your mission consists of lots of easy to kill enemies (default: 0) // BotHumansHaveEyeGlow 1 // f set to 1, bot humans have eye glow (default: 0) // //Custom yeParticle "eye_powerup_green_lvl_4" // Custom eye glow particle (default: "") // //ForceRobotBleed 1 // f set to 1, robots bleed (default: 0) // Templates // { // T_TFBot_Giant_Heavy_Lunchweight // { // Template T_TFBot_Giant_Heavyweapons // WeaponRestrictions MeleeOnly // ClassIcon heavy_sandvich_nys // SpawnTemplate Sandvich_Heavy // } // } // PointTemplates // { // Sandvich_Heavy // { // NoFixup 1 // logic_relay // { // "targetname" "fists_to_sandvich" // } // } // } // ExtraSpawnPoint //Adds spawn points on specified location // { // Name "spawnfuck" // TeamNum 3 // 2 - Red team 3 - Robots // X "-750" // Y "0" // Z "-100" // } // ExtraSpawnPoint //Adds spawn points on specified location // { // Name "spawnfuck2" // TeamNum 3 // 2 - Red team 3 - Robots // X "-750" // Y "-200" // Z "-100" // } // ExtraSpawnPoint //Adds spawn points on specified location // { // Name "spawnfuck3" // TeamNum 3 // 2 - Red team 3 - Robots // X "-750" // Y "-600" // Z "-100" // } // PointTemplates // { // ThunderTarget // { // info_target // { // "targetname" "target_thunder" // "origin" "0 0 20" //just in case it'll clip into the floor or something // } // } // Disp // { // OnSpawnOutput { Target "disp" Action "kill"} // obj_dispenser // { // targetname "disp" // } // } // Case // { // OnSpawnOutput // { // Target "casetest" // Action " Format" // Delay 1 // } // logic_case // { // "targetname" "casetest" // "case16" "You have % out of % coins left. % %% done" // Formatter string // "case01" "6" //First argument // "case02" "12" // econd argument // "case03" "50" //Third argument // "ondefault" "player, DisplayTextCenter,,0,-1" // } // } // ScatterRocket // { // OnSpawnOutput // { // Target "shoot" Action "firemultiple" Param "$$=!activator.m_hOwnerEntity.shootcount" Delay "0.45" // } // OnSpawnOutput // { // Target "shoot" Action "$inheritowner" Param "!activator" Delay "0" // } // OnSpawnOutput // { // Target "!activator" Action "kill" Param "" Delay "0.45" // } // tf_point_weapon_mimic // { // "targetname" "shoot" // "speedmin" "1200" // "speedmax" "2400" // "WeaponType" "0" // "SplashRadius" "150" // "Damage" "90" // "teamnum" "3" // "spreadangle" "18" // "Crits" "0" // } // } // ClusterBombInit // { // OnSpawnOutput { Target "templ" Action "$setvar$ParamRecurse" Param "$$=!activator.m_hThrower.recurse" Delay "0" } // OnSpawnOutput { Target "templ" Action "ForceSpawnAtEntityOrigin" Param "!activator" Delay "0" } // env_entity_maker // { // "targetname" "templ" // "EntityTemplate" "ClusterBomb" // "$autoparent" "1" // "$paramcount" "6" // } // } // ClusterBomb // { // KeepAlive 1 // OnParentKilledOutput { Target "shootGrenade1" Action "$moverelative" Param "0 0 10" Delay "0" } // OnParentKilledOutput { Target "shootGrenade1" Action "addoutput" Param "angles -10 0 0" Delay "0" } // OnParentKilledOutput { Target "grenadeCompareCount" Action "subtract" Param "1" Delay "0" } // OnParentKilledOutput { Target "shootGrenade1" Action "kill" Delay "0.12" } // OnParentKilledOutput { Target "grenadeMaker" Action "kill" Delay "0.12" } // OnParentKilledOutput { Target "grenadeCompare" Action "kill" Delay "0.12" } // OnParentKilledOutput { Target "grenadeCompareCount" Action "kill" Delay "0.12" } // OnSpawnOutput { Target "shootGrenade1" Action "$setowner" Param "$$=!activator.m_hThrower" Delay "0" } // OnSpawnOutput { Target "grenadeMaker" Action "$setvar$ParamRecurse" Param "$$=$recurse$-1" Delay "0" } // OnSpawnOutput { Target "grenadeMaker" Action "$setvar$ParamCount" Param "$$=$count$-1" Delay "0" } // OnSpawnOutput { Target "shootGrenade1" Action "$addweaponattribute" param "projectile speed increased|0.5"} // math_counter // { // "targetname" "grenadeCompareCount" // "startvalue" "$Count$" // "max" "$Count$" // "min" "0" // "outvalue" "shootGrenade1,$RotateRelative,$$='0 '..360/$Count$..' 0'" // "outvalue" "shootGrenade1,fireonce,,0.01" // "outvalue" "!self,subtract,1,0.01" // "onhitmin" "!self,kill,,0.00" // } // logic_compare // { // "targetname" "grenadeCompare" // "comparevalue" "0" // "ongreaterthan" "grenadeMaker,ForceSpawnAtEntityOrigin,!activator" // } // env_entity_maker // { // "targetname" "grenadeMaker" // "EntityTemplate" "ClusterBomb" // "$ParamRecurse" "$Recurse$" // "$autoparent" "1" // } // tf_point_weapon_mimic // { // "targetname" "shootGrenade1" // "teamnum" "3" // "Crits" "0" // "$weaponname" "The Iron Bomber" // "modeloverride" "models/weapons/w_models/w_grenade_grenadelauncher.mdl" // "$onfire" "grenadeCompare,SetValueCompare,$$=$recurse$-1" // "$weaponnosound" "1" // } // } // } // SpawnTemplate Case // SpawnTemplate // { // Name "ThunderTarget" // Origin "651 -2 -127" // } // Wave // { // StartWaveOutput // { // Target wave_start_relay // Action Trigger // } // DoneOutput // { // Target wave_finished_relay // Action trigger // } // WaitWhenDone 65 // Checkpoint Yes // WaveSpawn //WAVE 03a: 56 total, 8 active, Demoman // { // Name "wave01a" // Where spawnfuck // TotalCount 999 // MaxActive 1 // SpawnCount 1 // WaitBeforeStarting 0 // WaitBetweenSpawns 0.1 // TotalCurrency 0 // TFBot // { // Class Medic // Attributes IgnoreEnemies // Health 99999 // Action Idle // } // } // WaveSpawn //WAVE 03a: 56 total, 8 active, Demoman // { // Name "wave01a" // Where spawnfuck2 // TotalCount 999 // MaxActive 29 // SpawnCount 29 // WaitBeforeStarting 0 // WaitBetweenSpawns 0.1 // TotalCurrency 0 // RandomChoice // { // TFBot // { // Class Medic // Skill Easy // Attributes IgnoreEnemies // Attributes DisableDodge // Action Idle // } // TFBot // { // Class Scout // Skill Normal // Attributes IgnoreEnemies // Attributes DisableDodge // Action Idle // } // TFBot // { // Class Soldier // Skill Hard // Attributes IgnoreEnemies // Attributes DisableDodge // Action Idle // } // TFBot // { // Class Pyro // Skill Expert // Attributes IgnoreEnemies // Attributes DisableDodge // Action Idle // } // TFBot // { // Class Engineer // Skill easy // Attributes IgnoreEnemies // Attributes DisableDodge // Action Idle // } // TFBot // { // Class Sniper // Skill Normal // Attributes IgnoreEnemies // Attributes DisableDodge // Action Idle // } // TFBot // { // Class Spy // Skill Hard // Attributes IgnoreEnemies // Attributes DisableDodge // Action Idle // } // TFBot // { // Class Heavy // Skill Expert // Attributes IgnoreEnemies // Attributes DisableDodge // Action Idle // } // TFBot // { // Class Demoman // Skill Hard // Attributes IgnoreEnemies // Attributes DisableDodge // Action Idle // } // } // } // WaveSpawn //WAVE 03a: 56 total, 8 active, Demoman // { // Name "wave01a" // Where spawnfuck3 // TotalCount 999 // MaxActive 1 // SpawnCount 1 // WaitBeforeStarting 0 // WaitBetweenSpawns 0.1 // TotalCurrency 0 // TFBot // { // Class Spy // Health 150 // Action FetchFlag // Attributes IgnoreFlag // Attributes IgnoreEnemies // Attributes SpawnWithFullCharge // FireWeapon //Periodically fires weapon // { // Delay 1 //Time before the first fire input starts (Default: 10) // Cooldown 10 //Time between each fire input (Default: 10) // Duration 5 //How long should the button be pressed (Default: 0.1) // Type "Crouch" // } // CharacterAttributes // { // "move speed bonus" 0.001 // } // } // } // } // Wave // { // WaveSpawn // { // Name "wave01a" // TotalCount 1 // WaitBeforeStarting 0 // FirstSpawnOutput // { // Target boss_spawn_relay // Action Trigger // } // Tank // { // Health 1000 // Speed 150 // Name "tankboss" // StartingPathTrackNode "tank_path_a_1" // Template SpiderTank // OnKilledOutput // { // Target boss_dead_relay // Action Trigger // } // OnBombDroppedOutput // { // Target boss_deploy_relay // Action Trigger // } // } // } // } // Wave // { // WaveSpawn //WAVE 03a: 56 total, 8 active, Demoman // { // Name "wave01a" // Where spawnbot // TotalCount 12 // WaitBeforeStarting 0 // TFBot // { // Template T_TFBot_Demoman_Knight // AddTemplate GatebotDemoman // SpawnTemplate SpiderTank // } // } // } // Wave // { // WaveSpawn // { // TotalCount 1 // WaitBeforeStarting 0 // Tank // { // Health 15000 // Name Tank1 // Speed 75 // StartingPathTrackNode tank_path_a_1 // Template "TankVacMelee" // OnKilledOutput // { // Target boss_dead_relay // Action Trigger // } // OnBombDroppedOutput // { // Target boss_deploy_relay // Action Trigger // } // } // } // WaveSpawn // { // TotalCount 1 // WaitBeforeStarting 3 // Tank // { // Health 15000 // Name Tank2 // Speed 75 // StartingPathTrackNode tank_path_a_1 // Template "TankVacBullet" // OnKilledOutput // { // Target boss_dead_relay // Action Trigger // } // OnBombDroppedOutput // { // Target boss_deploy_relay // Action Trigger // } // } // } // WaveSpawn // { // TotalCount 1 // WaitBeforeStarting 6 // Tank // { // Health 15000 // Name Tank3 // Speed 75 // StartingPathTrackNode tank_path_a_1 // Template "TankVacBlast" // OnKilledOutput // { // Target boss_dead_relay // Action Trigger // } // OnBombDroppedOutput // { // Target boss_deploy_relay // Action Trigger // } // } // } // WaveSpawn // { // TotalCount 1 // WaitBeforeStarting 9 // Tank // { // Health 15000 // Name Tank4 // Speed 75 // StartingPathTrackNode tank_path_a_1 // Template "TankVacFire" // OnKilledOutput // { // Target boss_dead_relay // Action Trigger // } // OnBombDroppedOutput // { // Target boss_deploy_relay // Action Trigger // } // } // } // } // Wave // { // WaveSpawn // { // TotalCount 1 // WaitBeforeStarting 0 // Tank // { // Health 15000 // Name Tank1 // Speed 75 // StartingPathTrackNode tank_path_a_1 // Template "TankTurret" // OnKilledOutput // { // Target boss_dead_relay // Action Trigger // } // OnBombDroppedOutput // { // Target boss_deploy_relay // Action Trigger // } // } // } // } // Wave // { // WaveSpawn // { // TotalCount 1 // WaitBeforeStarting 0 // Tank // { // Health 15000 // Name Tank1 // Speed 100 // StartingPathTrackNode tank_path_a_1 // Template "SmallTankTurret" // OnKilledOutput // { // Target boss_dead_relay // Action Trigger // } // OnBombDroppedOutput // { // Target boss_deploy_relay // Action Trigger // } // } // } // WaveSpawn // { // TotalCount 1 // WaitBeforeStarting 3 // Tank // { // Health 15000 // Name Tank1 // Speed 100 // StartingPathTrackNode tank_path_a_1 // Template "SmallTankTurretCrit" // OnKilledOutput // { // Target boss_dead_relay // Action Trigger // } // OnBombDroppedOutput // { // Target boss_deploy_relay // Action Trigger // } // } // } // WaveSpawn // { // TotalCount 1 // WaitBeforeStarting 6 // Tank // { // Health 15000 // Name Tank1 // Speed 100 // StartingPathTrackNode tank_path_a_1 // Template "SmallTankTurretJarate" // OnKilledOutput // { // Target boss_dead_relay // Action Trigger // } // OnBombDroppedOutput // { // Target boss_deploy_relay // Action Trigger // } // } // } // } // Wave // { // WaveSpawn // { // TotalCount 1 // WaitBeforeStarting 0 // Tank // { // Health 15000 // Name Tank1 // Speed 100 // StartingPathTrackNode tank_path_a_1 // Template TankGhostMove // OnKilledOutput // { // Target boss_dead_relay // Action Trigger // } // OnBombDroppedOutput // { // Target boss_deploy_relay // Action Trigger // } // } // } // } // Wave // { // WaveSpawn //WAVE 03a: 56 total, 8 active, Demoman // { // Name "wave01a" // Where spawnbot // TotalCount 1 // WaitBeforeStarting 0 // TFBot // { // Template Boss_Merasmus_Stationary // } // } // } // Wave // { // WaveSpawn //WAVE 03a: 56 total, 8 active, Demoman // { // Name "wave01a" // Where spawnbot // TotalCount 1 // WaitBeforeStarting 0 // // TFBot // // { // // Class Soldier // // Item "The hort Circuit" // // WeaponRestrictions SecondaryOnly // // ExtAttr AlwaysFireWeaponAlt // // InterruptAction // top current bot ai and force the bot to move to a location // // { // // Target "1675 628 -126" // // // Target "targetent" // Entity / bot / class name as an alternative. Also: Random nemy, ClosestPlayer // // // AimTarget "targetent" // Entity / bot / class name as an alternative. Also: Random nemy, ClosestPlayer // // // KillAimTarget 1 // Attack aim target (Default: 0) // // Delay 1 // Time before the first task starts (Default: 10) // // Repeats 1 // How many times should bot do the task in total (Default: 0 - nfinite) // // Cooldown 3 //Time between each task (Default: 10) // // Duration 10 // How long should the ai be interrupted // // WaitUntilDone 1 // f set, duration timer only starts when the bot moves to the target location or the aim target is killed (Default: 0) // // OnDoneChangeAttributes "Action2" // When the task is done, switch to this EventChangeAttributes // // } // // SprayFile "materials/hud/leaderboard_class_dispenser.vtf" // Spray file used for the spray attribute // // Spray // // { // // Delay 12 //Time before the first task starts (Default: 10) // // Repeats 10 //How many times should bot do the task in total (Default: 0 - nfinite) // // Cooldown 10 //Time between each task (Default: 10) // // } // // EventChangeAttributes // // { // // Action2 // // { // // InterruptAction // // { // // Delay 1 //Time before the first fire input starts (Default: 10) // // Repeats 1 //How many times should bot use the fire input in total (Default: 0 - nfinite) // // Target "1336 -395 -126" // // } // // } // // } // // } // HalloweenBoss // HalloweenBoss spawner. pawns a boss // { // IsCrit 1 // hows icon as critical (Default: 0) // IsMiniBoss 1 // hows icon as mini boss (Default: 1) // ClassIcon Soldier // ClassIcon to use // FastUpdate 1 // Should do updates every tick (Default: 0) // BossType HHH // Boss type: MONOCULUS, Merasmus, HHH, keleton mall, keletonNormal, keletonKing. keletons default limit is 30 active at once unless modified by MaxActive keletons // SpawnCurrencyPack 1 // f set, the boss will drop money on death. Otherwise its distributed automatically (Default: 1) // TeamNum 5 // Team number for Monoculus (2 - red, 3 - blu, 5 - neutral) (Default: 5) // Health 11111 // Boss health, 0 means default health (Default: 0) // Lifetime 55 // Boss lifetime for Monoculus, Merasmus and skeletons in seconds (Default: infinite) // Speed 0 // Overrides boss move speed // // Origin "0 100 0" // f set, spawns boss at the specified position rather than at where location // SpreadRadius "200 200 0" // Randomly spreads halloween boss in x y z coordinates // StickToGround 6000 // tick spawned boss to ground, as long as its up to x units above the ground // // SpawnAtEntity "entity" // f set, spawns boss at the entity location instead of where location // SpawnTemplate "WeaponMimic" // pawn PointTemplate at entity // } // } // } // Wave // { // WaveSpawn // { // Name "wave01a" // Where spawnbot // TotalCount 1 // MaxActive 1 // SpawnCount 1 // WaitBeforeStarting 0 // WaitBetweenSpawns 0.1 // TotalCurrency 15 // TFBot // { // Name "Rocket Prism" // Class Soldier // Health 28000 // ClassIcon soldier_giant // Attributes MiniBoss // Scale 1.9 // Skill Expert // Action Mobber // Attributes UseBossHealthBar // ExtAttr IgnoreNPC // ShootTemplate // { // Name ScatterRocket // AttachToProjectile 1 // ItemName "TF_WEAPON_ROCKETLAUNCHER" // } // FireInput { Target "!activator" Action "$setvar$shootcount" Param 2 Delay 0 Repeats 1 } // FireInput { Target "!activator" Action "$setvar$shootcount" Param 3 Delay 0 Repeats 1 IfHealthBelow 21000 } // FireInput { Target "!activator" Action "$setvar$shootcount" Param 4 Delay 0 Repeats 1 IfHealthBelow 14000 } // FireInput { Target "!activator" Action "$setvar$shootcount" Param 5 Delay 0 Repeats 1 IfHealthBelow 7000 } // AddAttribute { Item "TF_WEAPON_ROCKETLAUNCHER" Name "dmg max health" Value "0.4" Delay 0 Repeats 1 IfHealthBelow 21000 } // AddAttribute { Item "TF_WEAPON_ROCKETLAUNCHER" Name "dmg max health" Value "0.6" Delay 0 Repeats 1 IfHealthBelow 14000 } // AddAttribute { Item "TF_WEAPON_ROCKETLAUNCHER" Name "dmg max health" Value "0.8" Delay 0 Repeats 1 IfHealthBelow 7000 } // Attributes HoldFireUntilFullReload // ItemAttributes // { // ItemName "TF_WEAPON_ROCKETLAUNCHER" // "clip size bonus" 0.5 // "dmg max health" 0.2 // "mult dmg vs tanks" 0.01 // "projectile speed decreased" 0.4 // "custom projectile model" "models/buildables/sentry3_rockets.mdl" // "projectile no deflect" 1 // } // ItemAttributes // { // ItemName "TF_WEAPON_SHOTGUN_SOLDIER" // "clip size bonus" 1.5 // "fire rate bonus" 0.25 // "reload time decreased" 0.2 // } // WeaponSwitch // { // Delay 10 //Time before the first weapon switch starts (Default: 10) // Cooldown 20 //Time between each weapon switch (Default: 10) // Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) // Type "Secondary" // Weapon slot, possible values: // } // WeaponSwitch // { // Delay 16 //Time before the first weapon switch starts (Default: 10) // Cooldown 20 //Time between each weapon switch (Default: 10) // Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) // Type "Primary" // Weapon slot, possible values: // } // CharacterAttributes // { // "move speed bonus" 0.5 // "damage force reduction" 0.1 // "airblast vulnerability multiplier" 0.1 // "override footstep sound set" 4 // "dmg taken from self reduced" 0 // } // } // } // } // Wave // { // WaveSpawn // { // Name "wave02e" // Where spawnbot // //WaitForAllDead "WaveWaitPart2" // TotalCount 1 // MaxActive 1 // SpawnCount 1 // WaitBeforeStarting 0 // WaitBetweenSpawns 0.1 // TotalCurrency 15 // TFBot // { // Name "Cluster Bomber" // Class Demoman // Health 36000 // ClassIcon demo_giant // Attributes MiniBoss // Scale 1.9 // Skill Expert // Attributes UseBossHealthBar // ExtAttr IgnoreNPC // Action Mobber // Item "The Loose Cannon" // AimAt Head // AimOffset "0 0 10" // AimLeadProjectileSpeed 1 // FireInput { Target "!activator" Action "$setvar$recurse" Param 1 Delay 0 Repeats 1} // FireInput { Target "!activator" Action "$setvar$recurse" Param 2 Delay 0 Repeats 1 IfHealthBelow 24000} // FireInput { Target "!activator" Action "$setvar$recurse" Param 3 Delay 0 Repeats 1 IfHealthBelow 10000} // AddAttribute { Item "The Loose Cannon" Name "fire rate bonus" Value 6 Delay 0 Repeats 1 IfHealthBelow 24000} // AddAttribute { Item "The Loose Cannon" Name "fire rate bonus" Value 8.5 Delay 0 Repeats 1 IfHealthBelow 10000} // ShootTemplate // { // Name ClusterBombInit // AttachToProjectile 1 // ItemName "The Loose Cannon" // } // ItemAttributes // { // ItemName "The Loose Cannon" // "grenade launcher mortar mode" -1 // "fuse bonus" 1 // "grenade no bounce" 1 // "damage bonus" 1.5 // "mult projectile scale" 1.5 // "fire rate bonus" 3.5 // "reload time decreased" 0 // "projectile no deflect" 1 // } // CharacterAttributes // { // "move speed bonus" 0.5 // "damage force reduction" 0 // "airblast vulnerability multiplier" 0 // "override footstep sound set" 4 // } // } // } // } // Wave // { // InitWaveOutput // { // Target intel // Action enable // } // WaveSpawn // { // Name "wave02A" // Where spawnbot // //WaitForAllDead "WaveWaitPart2" // TotalCount 1 // MaxActive 1 // SpawnCount 1 // WaitBeforeStarting 12 // WaitBetweenSpawns 0.1 // TotalCurrency 15 // PointTemplate // { // Name "Disp" // } // } // WaveSpawn // { // Name "wave02B" // Where spawnbot // WaitForAllDead "wave02A" // TotalCount 1 // MaxActive 1 // SpawnCount 1 // WaitBeforeStarting 4 // WaitBetweenSpawns 0.1 // TotalCurrency 15 // TFBot // { // class soldier // } // } // } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 13 MaxActive 13 SpawnCount 13 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 15 TFBot { Class Medic Action Mobber Skill Expert WeaponRestrictions MeleeOnly Attributes AlwaysFireWeapon StripItemSlot 1 CustomEyeParticle "eye_powerup_green_lvl_2" //CustomEyeParticle "eye_powerup_green_lvl_2" ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "is_passive_weapon" 1 //"fire rate bonus" 111 "reload time decreased" 0.01 } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "is_passive_weapon" 1 "reload time decreased" 0.5 "fire rate bonus" 0.5 } } } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 13 MaxActive 13 SpawnCount 13 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 15 TFBot { Class Medic Action Mobber Skill Expert WeaponRestrictions MeleeOnly Attributes AlwaysFireWeapon StripItemSlot 1 CustomEyeParticle "eye_powerup_green_lvl_2" //CustomEyeParticle "eye_powerup_green_lvl_2" ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "is_passive_weapon" 1 //"fire rate bonus" 111 "reload time decreased" 0.01 } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "is_passive_weapon" 1 "reload time decreased" 0.5 "fire rate bonus" 111 } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 888 WaitBetweenSpawns 0.1 TotalCurrency 15 TFBot { Class Medic //Action Mobber Skill Expert WeaponRestrictions MeleeOnly Attributes AlwaysFireWeapon StripItemSlot 1 CustomEyeParticle "eye_powerup_green_lvl_2" //CustomEyeParticle "eye_powerup_green_lvl_2" ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "is_passive_weapon" 1 //"fire rate bonus" 111 "reload time decreased" 0.01 } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "is_passive_weapon" 1 "reload time decreased" 0.5 "fire rate bonus" 111 } } } WaveSpawn { Name "Spawner" WaitBeforeStarting 5 WaitBetweenSpawns 5 Support 1 PointTemplate { Name "PoisonArea" SpawnAtEntity "poisonarea_targeta" Angles "0 0 0" ClassIcon powerup_plague_lite } } WaveSpawn { Name "testB" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 1.2 TotalCount 15 MaxActive 1 SpawnCount 1 Support 1 TFBot { Class Scout WeaponRestrictions MeleeOnly Action Mobber Attributes SuppressFire SpawnTemplate PoisonArea_Target } } } }