#base robot_giant.pop #base robot_standard.pop #base robot_custom_weapons.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 #base overclock_cactus_scout.pop #base overclock_cactus_soldier.pop #base overclock_cactus_demo.pop #base overclock_cactus_pyro.pop #base overclock_cactus_heavy.pop #base overclock_cactus_engineer.pop #base overclock_cactus_medic.pop WaveSchedule { // f you want to lookup custom item/character attributes, scroll to the bottom of the file // Output fired when the mission is unloaded or reloaded. Might be useful in specific circumstances. Delay must be set to -1 for the output to be fired before another mission loads MissionUnloadOutput { Target "player" Action "$displaytextchat" Param "Reload" Delay -1 } //PrecacheParticle "eye_powerup_green_lvl_2" StartingCurrency 500 RespawnWaveTime 1 MaxRedPlayers 7 // Override max red player count (default: 6) RobotLimit 80 AllowBotExtraSlots 1 SendBotsToSpectatorImmediately 1 NPCLagCompensation 1 //MaxSpectators 2 //EventPopFile Halloween //ZombiesNoWave666 1 // If set to 1, the game will not display wave 666 when EventPopFile is set (default: 0) SendBotsToSpectatorImmediately 1 ForceItem // required for Unethical Device { Medic { Item "Basic Spellbook" } } CustomWeapon { OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" } CustomWeapon // tf_zombie spawner for medic { Name "Unethical Device" OriginalItemName "TF_WEAPON_SYRINGEGUN_MEDIC" //remove stats "health on radius damage" 0 "clip size penalty" 1 //remove stats "special item description" "Summon up to 6 friendly skeletons" "override projectile type extra" "spellspawnhorde" "no primary ammo from dispensers while active" 1 "attach particle effect" 702 "mod max primary clip override" 20 "hidden primary max ammo bonus" 20 "cannot be upgraded" 1 "crit mod disabled" 0 "paintkit_proto_def_index" 243 "set_item_texture_wear" 0 "custom weapon fire sound" "=80|weapons/irifle/irifle_fire2.wav" "projectile sound" "=80|items/powerup_pickup_plague_infected.wav" "projectile trail particle" "superrare_greenenergy" //"use original class weapon animations" 1 //"use original class player animations" 1 } NoSapUnownedBuildings 1 RedPlayersAreRobots 1 PlayerRobotsUsePlayerAnimation 1 AllowJoinTeamBlueMax 3 //How many players can join the blue team AllowJoinTeamBlue 1 NoBluHumanFootsteps 1 BluHumanFlagPickup 1 AllowBombBuffsForPlayerCarriers 1 AllowCivilianClass 1 LoseTime 1 MaxActiveSkeletons 100 //ScriptSoundOverrides "scripts/egh_sound_overrides2.txt" CustomScriptSounds { "Dropship" // Example { "channel" "CHAN_STATIC" "volume" "1" "pitch" "100" "soundlevel" "SNDLVL_150dB" "wave" ")npc/combine_gunship/dropship_engine_distant_loop1.wav" } } HandModelOverride // Overwrite first person arms models { //Scout "models/weapons/c_models/c_soldier_arms.mdl" Civilian "models/weapons/c_models/c_soldier_arms.mdl" } ItemAttributes { classname "TF_WEAPON_SMG" "alt fire attributes" "override projectile type|3|projectile speed increased|1000|fire rate bonus|12|grenade explode on impact|1|damage bonus|12|custom projectile model|models\weapons\ar2_grenade.mdl|custom impact sound|weapons\explode4.wav|custom weapon fire sound|weapons\ar2\ar2_altfire.wav|mod ammo per shot|25|mod max primary clip override|-1" "alt fire attack" 1 } ExtraTankPath // Tank path A { Name "somecustom" Node "816 584 200" Node "-1087 650 300" Node "-1126 -574 100" Node "968 -575 400" } PointTemplates { SpellDropInit { OnSpawnOutput { target !activator action "addoutput" param "$ondeath spellcase,PickRandom,,-1" } logic_case { targetname "spellcase" OnCase01 "SpellDropCommon,ForceSpawnAtEntityOrigin,!parent,-1" OnCase02 "SpellDropCommon,ForceSpawnAtEntityOrigin,!parent,-1" OnCase03 "SpellDropCommon,ForceSpawnAtEntityOrigin,!parent,-1" OnCase04 "SpellDropRare,ForceSpawnAtEntityOrigin,!parent,-1" OnCase05 "" OnCase06 "" OnCase07 "" OnCase08 "" OnCase09 "" OnCase10 "" OnCase11 "" OnCase12 "" OnCase13 "" OnCase14 "" OnCase15 "" OnCase16 "" } } SpellDropRare { KeepAlive 1 tf_spell_pickup { "automaterialize" 0 "tier" 1 } } SpellDropCommon { KeepAlive 1 tf_spell_pickup { "automaterialize" 0 "tier" 0 } } p_yeet { NoFixUp 1 OnSpawnOutput { Target filtertest Action $TestEntity } func_forcefield { "origin" "-1155 0 -107" "mins" "-82.5 -41 -20.5" "maxs" "82.5 41 20.5" "TeamNum" "3" "targetname" "desk_barrier" "StartDisabled" "0" } filter_base { "targetname" "filtertest" "onpass" "player,$DisplayTextChat,abc,3" } OnSpawnOutput { Target item_teamflag Action addoutput param "$onbombupgradelevel1 player:$displaytextchat:lvl1" } OnSpawnOutput { Target item_teamflag Action addoutput param "$onbombupgradelevel2 player:$displaytextchat:lvl2" } OnSpawnOutput { Target item_teamflag Action addoutput param "$onbombupgradelevel3 player:$displaytextchat:lvl3" } OnSpawnOutput { Target item_teamflag Action addoutput param "$onpickup !activator:$displaytextchat:pickup" } OnSpawnOutput { Target item_teamflag Action addoutput param "$ondrop !activator:$displaytextchat:drop" } OnSpawnOutput { Target item_teamflag Action $setvar$disablebuffs param "1" } } StunProtectBomb { OnSpawnOutput { Target "item_teamflag" Action "Addoutput" Param "OnPickup @p@!self:$AddPlayerAttribute:airblast vertical vulnerability multiplier|0"} OnSpawnOutput { Target "item_teamflag" Action "Addoutput" Param "OnPickup @p@!self:$AddPlayerAttribute:airblast vulnerability multiplier|0"} OnSpawnOutput { Target "item_teamflag" Action "Addoutput" Param "OnPickup @p@!self:$AddPlayerAttribute:damage force increase hidden|0"} OnSpawnOutput { Target "item_teamflag" Action "Addoutput" Param "OnPickup @p@!self:$AddPlayerAttribute:mult stun resistance|0"} } ArrowRain { OnSpawnOutput { Target arrow_launcher Action $SetOwner Param !activator //!activator is the projectile for templates in ShootTemplate with AttachToProjectile 1 Delay 0.1 } OnSpawnOutput { Target arrow_launcher Action $StartFiring Delay 0.1 } tf_point_weapon_mimic { "targetname" "arrow_launcher" "origin" "0 0 0" "angles" "-90 0 0" "$weaponname" "Arrow Launcher" "$firetime" 0.1 } } BlockLOS { filter_base { "targetname" "fa" "negated" "0" } filter_tf_class { targetname "my_filter" tfclass 1 OnPass "player,$suicide,,5.0,-1" OnFail "!self,$CancelPending,,0,-1" } } Mimic { OnSpawnOutput { Target arrow_launcher Action $SetOwner Param !activator //!activator is the projectile for templates in ShootTemplate with AttachToProjectile 1 Delay 0.1 } OnSpawnOutput { Target arrow_launcher Action FireOnce Delay 0.1 } tf_point_weapon_mimic { "targetname" "arrow_launcher" "origin" "0 0 0" "angles" "-90 0 0" "$weaponname" "Arrow Launcher" "$firetime" 0.1 } $tf_bot { "=Class" "heavy" "$spawnlimit" "5" "$spawnlimitaction" "specoldest" "origin" "0 0 100" "teamnum" "2" } } } PlayerShootTemplate //Shoot defined point template. Template is spawned at player position in looking direction, forward velocity being applied to spawned entities { Name Mimic //Name of the template Speed 1000 // elocity of the spawned objects (Default: 1000) Offset "0 0 0" //Offset from the player shooting position (Default: 0 0 0) Angles "0 0 0" //Shooting angle offset (Default: 0 0 0) OverrideShoot 0 // top default projectile from being spawned (Default: 0) Spread 0.1 //Spread of the fired template entities. 0 - No spread, 0.1 - Beggar like spread, 1 - ery inaccurate (Default: 0) AttachToProjectile 1 // f set, the template is spawned as a child of the projectile being fired. ncompatible with overrideshoot //ItemName "The Black Box" //Can be specified to limit to a specific Ś Classname "TF_WEAPON_ROCKETLAUNCHER" //Alternativiely use a weapon classname } SpawnTemplate BlockLOS // Enables extended upgrades displayed on the left of upgrade gui as SourceMod menu. This allows for more than 8 upgrades per weapon, with custom weapon rules ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } critresistancereforge { Name "+30% Crit Resistance" Description "Take 30% less damage from crits." Attribute "dmg taken from crit reduced" Cap 0.1 Increment -0.3 Cost 150 PlayerUpgrade 1 DisallowedUpgrade { Upgrade critimmunereforge Level 1 } } critimmunereforge { Name "Crit Immunity" Description "100% Resistance to Crits." Attribute "dmg taken from crit reduced" Cap 0 Increment -1 Cost 500 AllowedWeapons { ItemName "The Razorback" } AllowPlayerClass Sniper DisallowedUpgrade { Upgrade critresistancereforge Level 1 } } upgrade { Name "+25 max health" // Name of the upgrade displayed on the menu Attribute "max health additive bonus" // The attribute name Cap 200 // Maximum amount of the attribute Increment 25 // Attribute increment value per level Cost 200 // Cost of the upgrade per level AllowedWeapons { ItemName "The Rescue Ranger" } // RequiredWeapons // The player must have these items equipped for the upgrade to work //{ // ItemName "The Wrangler" //} // RequiredWeaponsString "You need wrangler equipped" // The requirement text displayed if the player does not have the required items equipped // ForceUpgradeSlot 1 // When upgraded, upgrade weapon on this slot instead of the selected weapon. Use -1 to upgrade the player instead // UIGroup 2 // UIGroup 2 - Canteens // Tier 1 // Marks the upgrade as tieried. Tiered upgrades on the same level share special exclusivity rules, and one can only be bought if an upgrade of previous tier is bought beforehand } upgrade { Name "+25 max health" // Name of the upgrade displayed on the menu Attribute "max health additive bonus" // The attribute name Cap 200 // Maximum amount of the attribute Increment 25 // Attribute increment value per level Cost 200 // Cost of the upgrade per level PlayerUpgrade 1 // RequiredWeapons // The player must have these items equipped for the upgrade to work //{ // ItemName "The Wrangler" //} // RequiredWeaponsString "You need wrangler equipped" // The requirement text displayed if the player does not have the required items equipped // ForceUpgradeSlot 1 // When upgraded, upgrade weapon on this slot instead of the selected weapon. Use -1 to upgrade the player instead // UIGroup 2 // UIGroup 2 - Canteens // Tier 1 // Marks the upgrade as tieried. Tiered upgrades on the same level share special exclusivity rules, and one can only be bought if an upgrade of previous tier is bought beforehand } upgrade { Name "+25 max dd" // Name of the upgrade displayed on the menu Attribute "max health additive bonus" // The attribute name Cap 200 // Maximum amount of the attribute Increment 25 // Attribute increment value per level Cost 200 // Cost of the upgrade per level PlayerUpgrade 1 // RequiredWeapons // The player must have these items equipped for the upgrade to work //{ // ItemName "The Wrangler" //} // RequiredWeaponsString "You need wrangler equipped" // The requirement text displayed if the player does not have the required items equipped // ForceUpgradeSlot 1 // When upgraded, upgrade weapon on this slot instead of the selected weapon. Use -1 to upgrade the player instead // UIGroup 2 // UIGroup 2 - Canteens // Tier 1 // Marks the upgrade as tieried. Tiered upgrades on the same level share special exclusivity rules, and one can only be bought if an upgrade of previous tier is bought beforehand } Milk { Name "Unstable Overclock: Spicy Milk" Attribute "max health additive bonus" Cap 1 Increment 1 Cost 0 Description "(i)Replaces milk effect with a high damage fireball" Tier 1 SecondaryAttributes { "override projectile type extra" "spellfireball" "special item description" "Replaces milk effect with a high damage fireball" "custom kill icon" "firedeath" } OnDowngrade { Output "player,$displaytextchat,lol" Output "on_canteen_empty,Trigger,,0" } AllowedWeapons { ItemName "Mad Milk" } } // } } SpawnTemplate StunProtectBomb SpawnTemplate p_yeet LuaScript " function TextOnKill(_, activator) activator:RunScriptCode('Say(self,`text text`,false)') end function OnWaveStart() print('lol') local particle = ents.CreateWithKeys('info_particle_system', { ['angles'] = Vector(0, 0, 0), ['origin'] = Vector(0, 0, 0), ['effect_name'] = 'stomp_text', ['flag_as_weather'] = '0', ['start_active'] = '1', ['targetname'] = 'test', }); end AddGlobalCallback('OnWaveStart', function() print('lol2') end) -- AddGlobalCallback('OnGameTick', function() print('lol3') end) -- Called when the wave spawns bot at location, can be used to override spawn position AddGlobalCallback('GetWaveSpawnLocation', function (name) print('GetWaveSpawnLocation', name) if name == 'spawnbot' then return SPAWN_LOCATION_TELEPORTER, Vector(484, 623, -100) end end) function GetWaveSpawnLocation(name) print('GetWaveSpawnLocation', name) if name == 'spawnbot' then return SPAWN_LOCATION_TELEPORTER, Vector(484, 623, -200) end end function OnPlayerConnected(player) player:AddCallback(ON_DAMAGE_RECEIVED_PRE, function(ent, damage) if ent:InCond(TF_COND_BLEEDING) and IsValid(damage.Weapon) and damage.Weapon:GetItemName() == 'My Bleeding Item' then damage.CritType = 2 return true end return false end) end " Templates { GiantZombieSniper { Class Sniper Skill Expert Health 2500 Attributes MiniBoss MaxVisionRange 512 Tag bot_giant Item "Zombie Sniper" CharacterAttributes { "voice pitch scale" 0.5 "move speed penalty" 0.5 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "cancel falling damage" 1 } } T_TFBot_Giant_Sniper_Huntsman_Piss { AddTemplate GiantZombieSniper Name "Giant Piss Huntsman Sniper" ClassIcon sniper_bow MaxVisionRange 2048 WeaponRestrictions PrimaryOnly Item "The Huntsman" DamageAppliesCond { Name "TF_COND_URINE" Duration 2 } } T_TFBot_Medic_Vaccinator_Bullet { Name "Vaccinator Medic (Bullet)" Class Medic Skill Expert ClassIcon medic_bullet WeaponRestrictions SecondaryOnly Attributes SpawnWithFullCharge Attributes VaccinatorBullets Attributes BulletImmune ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "lunchbox adds minicrits" 3 "heal rate bonus" 10 "medigun bullet resist deployed" 2 "medigun bullet resist passive" 2 "medigun charge is resists" 3 "ubercharge rate bonus" 200 } CharacterAttributes { "uber duration bonus" 1 "bot medic uber health threshold" 444 } CharacterAttributes { "damage bonus" 10 } } } ItemAttributes { SimilarToItem "The Fortified Compound" "damage bonus" 3 } ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.5 "custom item model" "fff.mdl" } CustomWeapon //Allows you to use an alias for items with custom attributes { "sww" { OriginalItemName "TF_weapon_pistol" "set damagetype ignite" 1 "custom weapon fire sound" "Weapon_Soda_Popper.Single" } "My Custom Item3" { OriginalItemName "The Flare Gun" "custom hit sound" "=50|ambient_mp3/sawblade_impact1.mp3" } "My Custom Item2" // 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" } "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 } "firebombs" { OriginalItemName "tf_weapon_pipebomblauncher" "set damagetype ignite" 1 "max pipebombs increased" 32 "explosion particle" "heavy_ring_of_fire_fp" "projectile spread angle penalty" 20 "sticky arm time penalty" 5.2 "damage causes airblast" 1 "weapon burn time reduced" 0.5 "weapon burn dmg increased" 2 "blast radius decreased" 0.8 "projectile range decreased" 0.35 "damage penalty" 0.2 "mult dmg vs giants" 2 } } CustomWeapon { Name "The Fantôme" OriginalItemName "Upgradeable TF_WEAPON_INVIS" "special item description" "Phase through walls; -50% duration; no cloak regen" "not solid to players" 1 "effect cond override" 30 //"add attributes when active" "no clip|1" "effect add attributes" "no clip|1" "custom item model" "models\weapons\v_models\v_lefantome.mdl" "mult cloak meter regen rate" 0 "cloak consume rate increased" 2 } PlayerAttributes { Scout { "addcond immunity" 43 } } CustomWeapon { "Big" { OriginalItemName TF_WEAPON_SHOTGUN_PRIMARY "bullets per shot bonus" 100 } "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 "paintkit_proto_def_index" 215 "set_item_texture_wear" 0 } // "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 "max health additive bonus" 100 } "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 } "Special Revolver" { OriginalItemName "TF_WEAPON_REVOLVER" "custom view model" "a" } "Special Shotgun" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "use original class weapon animations" 1 } } ForceItem { //Civilian //{ // Item "TF_WEAPON_ROCKETLAUNCHER" //} } 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_MINIGUN } Primary { Item TF_WEAPON_SCATTERGUN Cost 50 } Primary { Item "The Force-a-Nature" Cost 3333 } Primary { Item "The Shortstop" } Primary { Item "The Punch Packer" } Secondary { Item "The Ray Gun" } Secondary { Item TF_WEAPON_SMG } Secondary { Item TF_WEAPON_PIPEBOMBLAUNCHER } Primary { Item "Special Shotgun" } } Soldier { Secondary { Item "Double Barrel" Hidden 1 } Secondary { Item TF_WEAPON_SHOTGUN_HWG 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 } } Civilian { Secondary { Item "The Cleaner's Carbine" } } Pyro { Secondary { Item "My Custom Item3" } 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_SHOTGUN_HWG 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 { Building { Item "The Ap-Sap" } Primary { Item "The B.M.M.H" } 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 } Secondary { Item "Special Revolver" } PDA2 { Item "The Fantôme" } } Misc2 { Item "Explosive Mind" } Item "TF_WEAPON_SCATTERGUN" Taunt { Item "Taunt: Burstchester" } } 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" "stomp_text" } 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" } } Smh { OnSpawnOutput { Target fire_mimic_sticky Action $SetOwner Param !activator } OnSpawnOutput { Target firebomb_relay Action Trigger Delay 15 } ambient_generic { "targetname" "stickytank_shoot_sound_crit" "health" "10" "message" "weapons/stickybomblauncher_shoot_crit.wav" "pitch" "100" "pitchstart" "100" "radius" "5000" "spawnflags" "48" "origin" "64 0 224" } logic_relay { "targetname" "firebomb_relay" "spawnflags" "2" "OnTrigger" "fire_mimic_sticky,FireOnce,,0,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.1,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.1,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.2,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.2,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.3,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.3,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.4,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.4,-1" "OnTrigger" "fire_mimic_sticky,FireMultiple,4,0.5,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.5,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.6,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.6,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.7,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.7,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.8,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.8,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.9,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.1,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.1,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.2,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.2,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.3,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.3,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.4,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.4,-1" "OnTrigger" "fire_mimic_sticky,FireMultiple,4,0.5,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.5,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.6,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.6,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.7,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.7,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.8,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.8,-1" "OnTrigger" "fire_mimic_sticky,FireOnce,,0.9,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.9,-1" //"OnTrigger" "player,$DisplayTextChat,stickieslaunch,0,-1" "OnTrigger" "!self,Trigger,,20,-1" "OnTrigger" "fire_mimic_sticky,DetonateStickies,,7,-1" "OnTrigger" "fire_mimic_sticky,DetonateStickies,,7.1,-1" "OnTrigger" "fire_mimic_sticky,DetonateStickies,,7.2,-1" } OnSpawnOutput { Target fire_mimic_sticky Action $SetOwner Param !activator } tf_point_weapon_mimic { "angles" "-76 0 0" "Crits" "0" "Damage" "50" "ModelScale" "1" "WeaponType" "3" "SpeedMax" "755" "SpeedMin" "755" "teamnum" "3" "SplashRadius" "78" "SpreadAngle" "30" "targetname" "fire_mimic_sticky" "origin" "-43.3588 8 263.19" "$preventshootparent" "1" "$weaponname" "firebombs" } } } CustomWeapon { "Arrow Launcher" { OriginalItemName "The Huntsman" "projectile penetration" 1 "Projectile speed increased" 0.25 //"projectile gravity" 1200 "projectile spread angle penalty" 2 "grenade bounce speed" 1 } } // 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 // 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 "test" StartDisabled 1 TeamNum 3 // 2 - Red team 3 - Robots X "-2067" Y "-159" Z "214" } ExtraSpawnPoint //Adds spawn points on specified location { Name "test1" StartDisabled 1 TeamNum 3 // 2 - Red team 3 - Robots X "-2067" Y "-159" Z "214" } ExtraSpawnPoint //Adds spawn points on specified location { Name "test2" StartDisabled 0 TeamNum 3 // 2 - Red team 3 - Robots X "-2067" Y "-159" Z "214" } // 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, keletonSmall, 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 50 MaxActive 11 SpawnCount 11 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { AimAt Feet 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 "attachment name" "head" } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "is_passive_weapon" 1 "reload time decreased" 0.5 "fire rate bonus" 0.5 "attachment name" "head" } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "RandomEnemy" AimTarget "RandomEnemy" KillAimTarget 1 // Attack aim target (Default: 0) Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 1 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 10 // How long should the ai be interrupted WaitUntilDone 1 // If set, duration timer only starts when the bot moves to the target location or the aim target is killed (Default: 0) Distance 500 } Addcond { Name TF_COND_TELEPORTED } } } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 50 MaxActive 11 SpawnCount 11 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { AimAt Feet Class Medic Action Mobber Skill Expert WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon StripItemSlot 1 Item "Explosive Mind" 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 "attachment name" "head" } ItemAttributes { ItemName "Explosive Mind" "attachment name" "head" "attachment scale" "10" } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "is_passive_weapon" 1 "reload time decreased" 0.5 "fire rate bonus" 111 "attachment name" "head" "attachment scale" "10" } UseCustomModel "models/player/scout.mdl" UseHumanAnimations 1 // ChangeAttributes // { // Delay 3 // Cooldown 10 // Repeats 1 // Name "Backburner" // } // EventChangeAttributes // { // Backburner // { // Item "TF_WEAPON_SHOTGUN_PRIMARY" // ItemAttributes // { // ItemName "TF_WEAPON_SHOTGUN_PRIMARY" // //"is_passive_weapon" 1 // //"fire rate bonus" 111 // "reload time decreased" 0.01 // "attachment name" "head" // } // } // } } } } 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 { AimAt Feet Class Medic //Action Mobber Skill Expert WeaponRestrictions PrimaryOnly 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 } ChangeAttributes { Delay 3 Cooldown 10 Repeats 1 Name "Backburner" } EventChangeAttributes { Backburner { Skill Expert } } } } 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 } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where { relative behind MaxDistance 4000 } WaitBeforeStarting 0.1 WaitBetweenSpawns 1.2 TotalCount 15 MaxActive 1 SpawnCount 1 RandomSpawn 1 TFBot { Class Scout WeaponRestrictions MeleeOnly } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 1.2 TotalCount 22 MaxActive 22 SpawnCount 22 RandomSpawn 1 TFBot { UseHumanModel 1 Action Idle Class Scout WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where { relative behind MaxDistance 4000 } WaitBeforeStarting 0.1 WaitBetweenSpawns 1.2 TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 TFBot { Class Engineer CharacterAttributes { "engy sentry fire rate increased" 10 "engy sentry damage bonus" 0.1 } } } WaveSpawn { Name "testB" Where { relative behind MaxDistance 4000 } WaitBeforeStarting 111 WaitBetweenSpawns 1.2 TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 TFBot { Class Scout } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where spawnbot WaitBeforeStarting 1 WaitBetweenSpawns 1.2 TotalCount 240 MaxActive 240 SpawnCount 240 RandomSpawn 1 TFBot { Class Spy } } } Wave { WaveSpawn { Name "wave02B" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Class Medic Skill Expert WeaponRestrictions PrimaryOnly } } } Wave { WaveSpawn { Name "wave02B" Where spawnbot TotalCount 22 MaxActive 22 SpawnCount 22 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Template T_TFBot_Medic_Vaccinator_Bullet Class Medic Skill Expert WeaponRestrictions PrimaryOnly Item "Explosive Mind" Attributes IgnoreEnemies Action Mobber } } } Wave { WaveSpawn { Name "wave02B" Where spawnbot TotalCount 22 MaxActive 22 SpawnCount 22 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Class Scout WeaponRestrictions MeleeOnly Attributes AlwaysFireWeapon ItemAttributes { ItemName "TF_WEAPON_BAT" airblast_destroy_projectile 1 "melee airblast" 1 } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Template ABC } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 12 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Class Soldier Item "The Air Strike" ItemAttributes { ItemName "The Air Strike" "paintkit_proto_def_index" 297 "set_item_texture_wear" 0.2 } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn // Tank (200) { Name "W2_02" Where spawnbot WaitBeforeStarting 0 TotalCount 1 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } RandomChoice { Tank { Health 35000 Speed 75 Name "tankdrill" Classicon tank_drill_lite StartingPathTrackNode "tank_path_a_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } Tank { Health 35000 Speed 75 Name "sticky_tank" StartingPathTrackNode "tank_path_a_1" Classicon tank_sticky_hellmet OnKilledOutput { Target boss_kill_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { Name w4_2_vacc Where spawnbot TotalCount 4 TotalCurrency 40 MaxActive 4 Squad { ShouldPreserveSquad 1 TFBot { Template T_TFBot_Giant_Heavyweapons Skill Easy MaxVisionRange 250 UseMeleeThreatPrioritization 1 ExtAttr AlwaysFireWeaponAlt Item "tomislav" Item "capone's capper" CharacterAttributes { "damage bonus" 1.5 } } TFBot { Class Medic ClassIcon medic_vac_trio_nys Health 4500 Name "Giant Bulletproof Medic" Attributes MiniBoss AddCond {Index 52} Skill Expert CustomWeaponModel { Slot 1 Model "models/workshop/weapons/c_models/c_medigun_defense/c_medigun_defense.mdl" } ItemAttributes { ItemName "tf_weapon_syringegun_medic" "provide on active" 1 "override projectile type" 7 "projectile lifetime" 0.02 "custom weapon fire sound" "=0.0025|misc/null.wav" "health regen" -500000 "is suicide counter" 4400 "single wep deploy time increased" 10 } ItemAttributes { ItemName "tf_weapon_medigun" "heal rate penalty" 0.0025 "lunchbox adds minicrits" 3 "medigun bullet resist passive" 0.9975 "medigun blast resist passive" 0.9975 "medigun fire resist passive" 0.9975 "medigun bullet resist deployed" 0.9975 "medigun blast resist passive" 0.9975 "medigun fire resist passive" 0.9975 "alt-fire disabled" 1 "ubercharge rate bonus" 0.0025 } CharacterAttributes { "head scale" 0.58 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } TFBot { Class Medic ClassIcon medic_vac_trio_nys Health 4500 Name "Giant Blastproof Medic" Attributes MiniBoss AddCond {Index 52} Skill Expert Attributes VaccinatorBlast // CustomWeaponModel // { // Slot 1 // Model "models/workshop/weapons/c_models/c_medigun_defense/c_medigun_defense.mdl" // } ItemAttributes { ItemName "tf_weapon_syringegun_medic" "provide on active" 1 "override projectile type" 7 "projectile lifetime" 0.02 "custom weapon fire sound" "=0.0025|misc/null.wav" "health regen" -500000 "is suicide counter" 4400 "single wep deploy time increased" 10 } ItemAttributes { ItemName "tf_weapon_medigun" "heal rate penalty" 0.0025 "lunchbox adds minicrits" 3 "medigun bullet resist passive" 0.9975 "medigun blast resist passive" 0.9975 "medigun fire resist passive" 0.9975 "medigun bullet resist deployed" 0.9975 "medigun blast resist passive" 0.9975 "medigun fire resist passive" 0.9975 "alt-fire disabled" 1 "ubercharge rate bonus" 0.0025 } CharacterAttributes { "head scale" 0.58 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } TFBot { Class Medic ClassIcon medic_vac_trio_nys Health 4500 Name "Giant Fireproof Medic" Attributes MiniBoss AddCond {Index 52} Skill Expert Attributes VaccinatorFire CustomWeaponModel { Slot 1 Model "models/workshop/weapons/c_models/c_medigun_defense/c_medigun_defense.mdl" } ItemAttributes { ItemName "tf_weapon_syringegun_medic" "provide on active" 1 "override projectile type" 7 "projectile lifetime" 0.02 "custom weapon fire sound" "=0.0025|misc/null.wav" "health regen" -500000 "is suicide counter" 4400 "single wep deploy time increased" 10 } ItemAttributes { ItemName "tf_weapon_medigun" "heal rate penalty" 0.0025 "lunchbox adds minicrits" 3 "medigun bullet resist passive" 0.9975 "medigun blast resist passive" 0.9975 "medigun fire resist passive" 0.9975 "medigun bullet resist deployed" 0.9975 "medigun blast resist passive" 0.9975 "medigun fire resist passive" 0.9975 "alt-fire disabled" 1 "ubercharge rate bonus" 0.0025 } CharacterAttributes { "head scale" 0.58 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } TFBot { Class Medic ClassIcon medic_vac_trio_nys Health 4500 Name "Giant Fireproof Medic" Attributes MiniBoss AddCond {Index 52} Skill Expert Attributes VaccinatorFire CustomWeaponModel { Slot 1 Model "models/workshop/weapons/c_models/c_medigun_defense/c_medigun_defense.mdl" } ItemAttributes { ItemName "tf_weapon_syringegun_medic" "provide on active" 1 "override projectile type" 7 "projectile lifetime" 0.02 "custom weapon fire sound" "=0.0025|misc/null.wav" "health regen" -500000 "is suicide counter" 4400 "single wep deploy time increased" 10 } ItemAttributes { ItemName "tf_weapon_medigun" "heal rate penalty" 0.0025 "lunchbox adds minicrits" 3 "medigun bullet resist passive" 0.9975 "medigun blast resist passive" 0.9975 "medigun fire resist passive" 0.9975 "medigun bullet resist deployed" 0.9975 "medigun blast resist passive" 0.9975 "medigun fire resist passive" 0.9975 "alt-fire disabled" 1 "ubercharge rate bonus" 0.0025 } CharacterAttributes { "head scale" 0.58 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 Squad { TFBot { Name DDD Class soldier attributes IgnoreEnemies CharacterAttributes { "move speed bonus" 0.001 } } TFBot { Name EEE Class soldier attributes IgnoreEnemies CharacterAttributes { "move speed bonus" 0.001 } } TFBot { Name FFF Class soldier attributes IgnoreEnemies CharacterAttributes { "move speed bonus" 0.001 } } NoFormation 1 } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Class Scout Scale 1.5 } } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { SpawnTemplate ArrowRain Class Scout Scale 1.5 } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 22 MaxActive 22 SpawnCount 22 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Class Heavy Scale 1.5 Attributes AutoJump AutoJumpMax 1 AutoJumpMin 1 CharacterAttributes { "minigun full movement" 1 } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 Squad { TFBot { Class Scout Skill Easy CharacterAttributes { "override world animations slot" 3 } } TFBot { Class Medic Skill Expert Health 10000 Attributes MiniBoss ExtAttr MedicLookAtThreats CharacterAttributes { "override world animations slot" 3 } } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Class Spy Skill Expert } } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Class Engineer AddCond { Name TF_COND_REPROGRAMMED } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 22 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 100 TotalCurrency 4440 TFBot { Class Heavy Skill Easy InterruptAction // Stop current bot ai and force the bot to move to a location { Target "965 904 -127" Delay 1 // Time before the first task starts. Must be above 0, or it will not execute (Default: 10) Repeats 1 // How many times should bot do the task in total (Default: 0 - Infinite) Cooldown 3 //Time between each task (Default: 10) Duration 10 // How long should the ai be interrupted WaitUntilDone 1 // If set, duration timer only starts when the bot moves to the target location or the aim target is killed (Default: 0) } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 22 WaitBeforeStarting 0.1 WaitBetweenSpawns 100 TotalCurrency 4440 TFBot { Class Demoman Skill easy WeaponSwitch //Periodically switches weapon { Delay 0.1 //Time before the first weapon switch starts (Default: 10) Cooldown 0.1 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) //IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Type "Melee" // Weapon slot, possible values: //Primary //Secondary //Melee MaxTargetRange 150 } WeaponSwitch //Periodically switches weapon { Delay 0.1 //Time before the first weapon switch starts (Default: 10) Cooldown 0.1 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) //IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Type "Primary" // Weapon slot, possible values: //Primary //Secondary //Melee MinTargetRange 200 } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn // Tank (200) { Name "W2_02" Where spawnbot WaitBeforeStarting 0 TotalCount 1 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankdrill" StartingPathTrackNode "tank_path_a_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 1.2 TotalCount 2 MaxActive 2 SpawnCount 2 RandomSpawn 1 Squad { TFBot { Class Scout } TFBot { Class Scout action medic } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 0.01 TotalCount 80 MaxActive 80 SpawnCount 1 RandomSpawn 1 TFBot { Class Scout WeaponRestrictions PrimaryOnly Attributes IgnoreFlag Attributes IgnoreEnemies UseHumanAnimations 1 } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 0.01 TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Sniper_Huntsman_Piss } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 0.01 TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 TFBot { Class Scout WeaponRestrictions PrimaryOnly SeeThroughWalls 1 // See enemies through walls FOV 360 CharacterAttributes { "move speed bonus" 0.1 } } } }Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 0.01 TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Heavyweapons Health 50000 } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 0.01 TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 TFBot { Class Scout CharacterAttributes { "damage bonus" 0 } Item TF_WEAPON_GRAPPLINGHOOK } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 0.01 TotalCount 400 MaxActive 1 SpawnCount 1 RandomSpawn 1 RandomChoice { NextSpawnerClone 3 TFBot { Class Scout CharacterAttributes { "damage bonus" 0 } Item TF_WEAPON_GRAPPLINGHOOK } TFBot { Class Soldier CharacterAttributes { "damage bonus" 0 } Item TF_WEAPON_GRAPPLINGHOOK } Shuffle 1 } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 0.01 TotalCount 100 MaxActive 10 SpawnCount 10 RandomSpawn 1 TFBot { Class Spy // ClassIcon tf2_lite // Name "Player" // Item "The Diamondback" // Item "The Black Rose" // Item "The Ap-Sap" //UseHumanModel 1 // AddCond // { // Index 43 // } // AddCond // { // Index 57 // Duration 1.5 // } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where test Where test1 Where test2 WaitBeforeStarting 0.1 WaitBetweenSpawns 0.01 TotalCount 100 MaxActive 1 SpawnCount 1 TFBot { Class Medic } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn // Tank (200) { Name "W2_02" Where spawnbot WaitBeforeStarting 0 TotalCount 1 TotalCurrency 10000 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 1 Speed 75 Name "tankdrill" StartingPathTrackNode "tank_path_a_1" EngineLoopSound "Dropship" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "testB" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 0.01 TotalCount 100 MaxActive 60 SpawnCount 60 TFBot { Class Scout Item TF_WEAPON_SYRINGEGUN_MEDIC Skill Expert action Mobber NoPushaway 1 CharacterAttributes { "damage bonus" 0.03 } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "bot" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 0.01 TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 100 TFBot { Class Soldier action Mobber Skill Expert Health 10000 CharacterAttributes { "damage bonus" 0.03 } HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.7 TurnPower 70 MaxAimError 200 } ExtAttr IgnoreNPC Attributes DisableDodge } } // WaveSpawn // { // Name "skel" // Where spawnbot // WaitBeforeStarting 0.1 // WaitBetweenSpawns 0.01 // TotalCount 100 // MaxActive 80 // SpawnCount 80 // HalloweenBoss // HalloweenBoss spawner. Spawns a boss // { // BossType SkeletonNormal // Boss type: MONOCULUS, Merasmus, HHH, SkeletonSmall, SkeletonNormal, SkeletonKing. Skeletons default limit is 30 active at once unless modified by MaxActiveSkeletons // TeamNum 2 // Team number for Monoculus (2 - red, 3 - blu, 5 - neutral) (Default: 5) // } // } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "bot" Where spawnbot WaitBeforeStarting 0.1 WaitBetweenSpawns 0.01 TotalCount 10 MaxActive 1 SpawnCount 1 TotalCurrency 100 TFBot { Class Sniper Skill Easy Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "arrow ignite" 1 } } } // WaveSpawn // { // Name "skel" // Where spawnbot // WaitBeforeStarting 0.1 // WaitBetweenSpawns 0.01 // TotalCount 100 // MaxActive 80 // SpawnCount 80 // HalloweenBoss // HalloweenBoss spawner. Spawns a boss // { // BossType SkeletonNormal // Boss type: MONOCULUS, Merasmus, HHH, SkeletonSmall, SkeletonNormal, SkeletonKing. Skeletons default limit is 30 active at once unless modified by MaxActiveSkeletons // TeamNum 2 // Team number for Monoculus (2 - red, 3 - blu, 5 - neutral) (Default: 5) // } // } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn // Red Tank { Name b3_2 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 Tank { Health 26000 Speed 750 Teamnum 2 Skin 0 StartingPathTrackNode "somecustom_1" //StartingPathTrackNode "tank_path_a_1" Gravity 0 DisableSmokestack 1 DisableTracks 1 ReplaceModelCollisions 1 DisableChildModels 1 OnBombDroppedOutput { Target "nuke_thingy" Action Trigger } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Class Scout WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" "0.01" } } } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Class Spy CharacterAttributes { "dmg penalty vs players" 0 } } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Class Demoman WeaponRestrictions SecondaryOnly KeepAwayRadius 400 } } } Wave { InitWaveOutput { Target intel Action enable } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 10 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 HalloweenBoss { BossType SkeletonNormal ClassIcon Soldier // ClassIcon to use SpawnTemplate SpellDropInit FastUpdate 1 } } } Wave { InitWaveOutput { Target intel Action RunScriptCode Param " self.AcceptInput(`enable`, ``, null, null) ClientPrint(null, Constants.EHudNotify.HUD_PRINTTALK, `InitWaveOutput`) local ent = SpawnEntityFromTable(`handle_test`, {}) ent.ValidateScriptScope() ent.GetScriptScope().foo <- function() { ClientPrint(null, Constants.EHudNotify.HUD_PRINTTALK, `Thinking...`) } AddThinkToEnt(ent, `foo`) " } WaveSpawn { Name "wave02B" Where spawnbot TotalCount 80 MaxActive 80 SpawnCount 80 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 4440 TFBot { Class Demoman WeaponRestrictions MeleeOnly Action Mobber KeepAwayRadius 400 } } } }