#base robot_standard.pop #base robot_giant.pop // WAVE 1 - 0$ + B(100$) // ------------------- // TOTAL - 0$ + B(100$) WaveSchedule { StartingCurrency 30000 RespawnWaveTime 0 CanBotsAttackWhileInSpawnRoom no PrecacheModel "models/bots/sniper_boss/bot_sniper_boss.mdl" PrecacheModel "models/bots/sniper_boss/bot_sniper_boss_wire.mdl" //I want to know what this is PrecacheSound "vo/mvm/mght/taunts/sniper_mvm_m_taunts13.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_paincrticialdeath03.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_paincrticialdeath02.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_paincrticialdeath01.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_domination03.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_battlecry06.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_battlecry05.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_battlecry04.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_battlecry03.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_battlecry02.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_battlecry01.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award14.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award13.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award12.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award11.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award10.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award09.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award07.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award06.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award05.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award04.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award03.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award02.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_award01.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autoonfire03.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autoonfire02.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autoonfire01.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autodejectedtie03.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autodejectedtie02.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autodejectedtie01.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autocappedintelligence05.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autocappedintelligence04.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autocappedintelligence03.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autocappedintelligence02.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autocappedintelligence01.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autocappedcontrolpoint03.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autocappedcontrolpoint02.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_autocappedcontrolpoint01.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_activatecharge04.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_activatecharge03.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_activatecharge02.mp3" PrecacheSound "vo/mvm/mght/sniper_mvm_m_activatecharge01.mp3" Templates { } PointTemplates { } // WAVE 1 [$0] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // [$0] WaveSpawn { Name "wave01a" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 TFBot { Class Sniper //standard issue rapid fire projectile giant, the predictive properties of huntsman AI make this an interesting single target damage dealing threat Attributes Miniboss UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" Health 3300 Skill Expert Item "the huntsman" Name "Giant Rapid Fire Huntsman" ClassIcon sniper_bow_spammer_giant ItemAttributes { ItemName "the huntsman" "faster reload rate" -0.5 //gives draw speed, fire rate and just plain reload speed, giga jank } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 5 //snipers are lighter giants, I thought it would be fitting to use the gscout footsteps } } } // [$0] WaveSpawn { Name "wave01b" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 WaitForAllDead "wave01a" TFBot { Class Sniper //these guys are intended to function as a hitscan version of a gcharged soldier, crit damage delivered in a managable fashion Attributes Miniboss //due to their hitscan nature, they are innately stronger than the slow projectiles of the gcharged, be careful with sending a bunch of these dudes at once, players will melt UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" VoiceCommand //Periodacally uses voice commands { Delay 0 Cooldown 30 Repeats 0 IfSeeTarget 1 Type "Battle cry" // Type of voice command, Possible values: } Health 3300 Skill Expert Name "Giant Headshot Sniper" ClassIcon sniper_headshot Attributes AlwaysCrit Attributes AlwaysFireWeapon ItemAttributes { ItemName "TF_WEAPON_SNIPERRIFLE" "sniper aiming movespeed decreased" 1 "faster reload rate" 2.5 "no_jump" 1 } FireInput { Target !self Action $AddCond Param "1" Delay 0.1 Repeats 1337 Cooldown 0.1 } StripItemSlot 1 StripItemSlot 2 CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 5 //snipers are lighter giants, I thought it would be fitting to use the gscout footsteps } } } // [$0] WaveSpawn { Name "wave01c" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 WaitForAllDead "wave01b" TFBot //"No Anim - NO NOT USE" that is no longer the case with the amazing custom gsniper model! { Class Sniper //this dude would serve a similar role to a gpyro, an HP sponge with close range damage, however he also serves a support function Attributes Miniboss //ensure that you don't overuse jarate, it gets very annoying when players are coated in the stuff for 90% of the wave UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" VoiceCommand //Periodacally uses voice commands { Delay 0 Cooldown 30 Repeats 0 IfSeeTarget 1 Type "Battle cry" // Type of voice command, Possible values: } Health 3300 Skill Expert Name "Giant Jarate Bushwacka Sniper" ClassIcon sniper_jarate DesiredAttackRange 0 Item "Jarate" Item "Desert Marauder" Item "The Bushwacka" WeaponRestrictions MeleeOnly ItemAttributes //stats copied from the unused giant boxing heavy, that seems like a good reference for this sort of bot { ItemName "The Bushwacka" "fire rate bonus" 0.6 "damage bonus" 1.2 "speed_boost_on_kill" 5 } ItemAttributes { ItemName "Jarate" "is_passive_weapon" 1 } StripItemSlot 0 CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 5 //snipers are lighter giants, I thought it would be fitting to use the gscout footsteps "effect bar recharge rate increased" 0.5 "deploy time increased" 0.01 } } } // [$0] WaveSpawn { Name "wave01d" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 WaitForAllDead "wave01c" TFBot //a giant bot I've already seen that I want to put a unique twist on: he actually uses crikey! { Class Sniper //An objectively stronger SMG sniper, because of how hitscan bots operate he is effectively a slightly lower HP and DPS gheavy, use him as such Attributes Miniboss UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" Health 3300 Skill Hard //AI clocked down to not shred every team in existence Name "Giant Carbine Sniper" ClassIcon sniper_carbine_giant Item "the cleaner's carbine" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "the cleaner's carbine" "damage bonus" 1.2 //you've gotta be careful with hitscan damage bonuses, heavies usually get 1.5, but that'd be dangerous here with the minicrits } FireWeapon { Delay 0 Cooldown 5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Secondary" } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 5 //snipers are lighter giants, I thought it would be fitting to use the gscout footsteps } } } WaveSpawn { Name "wave01e" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 WaitForAllDead "wave01d" TFBot { Class Sniper //A weaker, more subdued SMG sniper for early wave rapid fire hitscan goodness Attributes Miniboss UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" Health 3300 Skill Hard //AI clocked down to not shred every team in existence Name "Giant SMG Sniper" ClassIcon sniper_smg_giant WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_SMG" "damage bonus" 1.2 //you've gotta be careful with hitscan damage bonuses } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 5 //snipers are lighter giants, I thought it would be fitting to use the gscout footsteps } } } // [$0] WaveSpawn { Name "wave01f" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 WaitForAllDead "wave01e" TFBot //this template takes some code from reverse_numerator, the 100 red snipers specifically, just control F "totalcount 100" and you'll find it { Class Sniper //these guys are an evolution of the original headshot sniper, they hit significantly harder, can penetrate targets, but reload slower Attributes Miniboss //use these dudes sparingly, I am pretty sure they have pushing power comparable to a gheavy without the range limitations. UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" Health 3300 Skill Expert Name "Giant Headshot Rail Sniper" Item "Corona Australis" ClassIcon sniper_headshot //make unique icon, fix it Item "the machina" Attributes AlwaysCrit Attributes AlwaysFireWeapon ItemAttributes { ItemName "the machina" "faster reload rate" 2.5 "damage bonus" 1.2 "sniper charge per sec" 1.5 "sniper aiming movespeed decreased" 1 "no_jump" 1 } FireInput { Target !self Action $AddCond Param "1" Delay 0.1 Repeats 1337 Cooldown 0.1 } StripItemSlot 1 StripItemSlot 2 CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 5 //snipers are lighter giants, I thought it would be fitting to use the gscout footsteps } } } // [$0] WaveSpawn { Name "wave01a" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 TFBot { Class Sniper //Multishots allow the gsniper to threaten people from multiple angles and cause issues for classes at point blank range, at the cost of firerate Attributes Miniboss UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" Health 3300 Skill Expert Item "The Fortified Compound" Name "Giant Multi Shot Bowman" ClassIcon sniper_bow_scatter_giant ItemAttributes { ItemName "The Fortified Compound" "arrow mastery" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 5 //snipers are lighter giants, I thought it would be fitting to use the gscout footsteps } } } } }