//Expert Digital Assimilation //Made for fun //Rafmod super required //Made by Wacev //https://steamcommunity.com/profiles/76561198009331097/ /////////////////////////////////////////////////////////////////////////// // BEGIN POP FILE /////////////////////////////////////////////////////////////////////////// #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_gatebot2.pop #base robot_extras.pop #base robot_standard_red.pop #base robot_giant_red.pop #base robot_homing.pop #base rotating_shield.pop WaveSchedule { StartingCurrency 1500 CanBotsAttackWhileInSpawnRoom no RespawnWaveTimeBlue 6 FixedRespawnWaveTimeBlue 10 //DeathPenalty 50 LuaScriptFile "scripts/steep_rc3a_exp_rev.lua" ReverseWinConditions 1 AllowJoinTeamBlue 1 BluHumanInfiniteCloak 0 BluHumanInfiniteAmmo 0 HumansMustJoinTeam Blue SetCreditTeam 3 SniperAllowHeadshots 1 TextPrintTime 0 AllowBotExtraSlots 1 SendBotsToSpectatorImmediately 1 RobotLimit 40 //Blu bots hog the normal max limit AllowMultipleSappers 1 BotTeleportUberDuration 3 BluHumanTeleportOnSpawn 1 BluHumanBotTeleporter 1 FixHuntsmanDamageBonus 1 ExtraBotSlotsNoDeathcam 1 BotPushaway 1 //if set to "0" then uber medic stack up in one spot BluHumanFlagCapture 1 FlagCarrierMovementPenalty 1 BluHumanFlagPickup 1 BluPlayersAreRobots 1 AllowJoinTeamBlueMax 6 SniperHideLasers 1 MedigunShieldDamage 1 NoRomevisionCosmetics 1 FixedBuybacks 1 BuybacksPerWave 0 MaxSpeedLimit 750 ItemAttributes //doesnt screw you over { ClassName "tf_weapon_knife" //"provide on active" 1 "cannot pick up intelligence" 1 } ItemAttributes //experimental alt version { ItemName "The Short Circuit" "projectile acceleration" 1 "Projectile speed decreased" 0 } ItemAttributes { ItemName "The Wrangler" "disable wrangler shield" 1 } ItemAttributes { ItemName "The Gunslinger" "engy disposable sentries" 3 } ItemAttributes { ItemName "The Ubersaw" "add uber charge on hit" 0.1 } ItemAttributes { ItemName "The Vita-Saw" "max health additive penalty" 0 } PlayerAttributes { Scout { "custom view model" "models/weapons/c_models/c_scout_bot_arms.mdl" } Soldier { "custom view model" "models/weapons/c_models/c_soldier_bot_arms.mdl" } Demoman { "custom view model" "models/weapons/c_models/c_demo_bot_arms.mdl" } Pyro { "custom view model" "models/weapons/c_models/c_pyro_bot_arms.mdl" } Heavyweapons { "custom view model" "models/weapons/c_models/c_heavy_bot_arms.mdl" } Medic { "custom view model" "models/weapons/c_models/c_medic_bot_arms.mdl" } Sniper { "custom view model" "models/weapons/c_models/c_sniper_bot_arms.mdl" } Spy { "custom view model" "models/weapons/c_models/c_spy_bot_arms.mdl" } Engineer { "has pipboy build interface" 1 "max health additive bonus" 125 "Construction rate increased" 1.5 "custom view model" "models/weapons/c_models/c_engineer_bot_arms.mdl" } } ExtendedUpgrades { giant_upgrade_scout { Name "Giant Module Upgrade" Attribute "tag__summer2014" Description "Upgrades giant stats, read the green Additional Notes in chat for more info." Cap 4 Increment 1 PlayerUpgrade 1 AllowPlayerClass Scout cost 400 } giant_upgrade_scout_1 { Name "Next Upgrade" Description "Armor module: +300 hp." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass Scout Cost 0 DisallowedUpgrade { Upgrade "giant_upgrade_scout" Level 1 } ShowRequirements 0 } giant_upgrade_scout_2 { Name "Next Upgrade" Description "Jump module: +100% jump height, no fall damage." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass Scout Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_scout" Level 1 } DisallowedUpgrade { Upgrade "giant_upgrade_scout" Level 2 } ShowRequirements 0 } giant_upgrade_scout_3 { Name "Next Upgrade" Description "Burstfire module: Scatter guns now fire in deadly bursts." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass Scout Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_scout" Level 2 } DisallowedUpgrade { Upgrade "giant_upgrade_scout" Level 3 } ShowRequirements 0 } giant_upgrade_scout_4 { Name "Next Upgrade" Description "Speed module: +50% move speed." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass Scout Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_scout" Level 3 } DisallowedUpgrade { Upgrade "giant_upgrade_scout" Level 4 } ShowRequirements 0 } giant_upgrade_soldier { Name "Giant Module Upgrade" Attribute "tag__summer2014" Description "Upgrades giant stats, read the green Additional Notes in chat for more info." Cap 4 Increment 1 PlayerUpgrade 1 AllowPlayerClass soldier cost 400 } giant_upgrade_soldier_1 { Name "Next Upgrade" Description "Reload module: -50% reload time." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass soldier Cost 0 DisallowedUpgrade { Upgrade "giant_upgrade_soldier" Level 1 } ShowRequirements 0 } giant_upgrade_soldier_2 { Name "Next Upgrade" Description "Support module: +200% banner range." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass soldier Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_soldier" Level 1 } DisallowedUpgrade { Upgrade "giant_upgrade_soldier" Level 2 } ShowRequirements 0 } giant_upgrade_soldier_3 { Name "Next Upgrade" Description "Burstfire module: +60% fire rate, -25% rocket speed, +3 rocket spread degrees." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass soldier Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_soldier" Level 2 } DisallowedUpgrade { Upgrade "giant_upgrade_soldier" Level 3 } ShowRequirements 0 } giant_upgrade_soldier_4 { Name "Next Upgrade" Description "Clip size module: +400% clip size bonus, -30% reload time." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass soldier Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_soldier" Level 3 } DisallowedUpgrade { Upgrade "giant_upgrade_soldier" Level 4 } ShowRequirements 0 } giant_upgrade_pyro { Name "Giant Module Upgrade" Attribute "tag__summer2014" Description "Upgrades giant stats, read the green Additional Notes in chat for more info." Cap 4 Increment 1 PlayerUpgrade 1 AllowPlayerClass pyro cost 400 } giant_upgrade_pyro_1 { Name "Next Upgrade" Description "Armor module: +500 hp." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass pyro Cost 0 DisallowedUpgrade { Upgrade "giant_upgrade_pyro" Level 1 } ShowRequirements 0 } giant_upgrade_pyro_2 { Name "Next Upgrade" Description "F.L.A.M.E. module: +50% flame range, +100% damage bonus vs burning." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass pyro Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_pyro" Level 1 } DisallowedUpgrade { Upgrade "giant_upgrade_pyro" Level 2 } ShowRequirements 0 } giant_upgrade_pyro_3 { Name "Next Upgrade" Description "Speed module: +25% move speed." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass pyro Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_pyro" Level 2 } DisallowedUpgrade { Upgrade "giant_upgrade_pyro" Level 3 } ShowRequirements 0 } giant_upgrade_pyro_4 { Name "Next Upgrade" Description "Ghost module: While melee is out: gain a speed boost and cloak. However, you lose the ability to pick up the bomb." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass pyro Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_pyro" Level 3 } DisallowedUpgrade { Upgrade "giant_upgrade_pyro" Level 4 } ShowRequirements 0 } giant_upgrade_demoman { Name "Giant Module Upgrade" Attribute "tag__summer2014" Description "Upgrades giant stats, read the green Additional Notes in chat for more info." Cap 4 Increment 1 PlayerUpgrade 1 AllowPlayerClass demoman cost 400 } giant_upgrade_demoman_1 { Name "Next Upgrade" Description "Breach module: +50% blast radius, +25% damage." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass demoman Cost 0 DisallowedUpgrade { Upgrade "giant_upgrade_demoman" Level 1 } ShowRequirements 0 } giant_upgrade_demoman_2 { Name "Next Upgrade" Description "Reload module: -40% reload time." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass demoman Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_demoman" Level 1 } DisallowedUpgrade { Upgrade "giant_upgrade_demoman" Level 2 } ShowRequirements 0 } giant_upgrade_demoman_3 { Name "Next Upgrade" Description "Burstfire module: +75% fire rate, +100% clip size bonus." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass demoman Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_demoman" Level 2 } DisallowedUpgrade { Upgrade "giant_upgrade_demoman" Level 3 } ShowRequirements 0 } giant_upgrade_demoman_4 { Name "Next Upgrade" Description "Nuclear module: +100% primary damage and +50% blast radius, -200% primary fire rate and reload rate." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass demoman Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_demoman" Level 3 } DisallowedUpgrade { Upgrade "giant_upgrade_demoman" Level 4 } ShowRequirements 0 } giant_upgrade_heavyweapons { Name "Giant Module Upgrade" Attribute "tag__summer2014" Description "Upgrades giant stats, read the green Additional Notes in chat for more info." Cap 4 Increment 1 PlayerUpgrade 1 AllowPlayerClass heavyweapons cost 400 } giant_upgrade_heavyweapons_1 { Name "Next Upgrade" Description "Ammo module: +100% reserve ammo." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass heavyweapons Cost 0 DisallowedUpgrade { Upgrade "giant_upgrade_heavyweapons" Level 1 } ShowRequirements 0 } giant_upgrade_heavyweapons_2 { Name "Next Upgrade" Description "Armor module: +1000 hp." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass heavyweapons Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_heavyweapons" Level 1 } DisallowedUpgrade { Upgrade "giant_upgrade_heavyweapons" Level 2 } ShowRequirements 0 } giant_upgrade_heavyweapons_3 { Name "Next Upgrade" Description "Shotgun module: +250% bullets per shot on secondary and -25% spread on secondary." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass heavyweapons Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_heavyweapons" Level 2 } DisallowedUpgrade { Upgrade "giant_upgrade_heavyweapons" Level 3 } ShowRequirements 0 } giant_upgrade_heavyweapons_4 { Name "Next Upgrade" Description "Speed module: +30% move speed." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass heavyweapons Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_heavyweapons" Level 3 } DisallowedUpgrade { Upgrade "giant_upgrade_heavyweapons" Level 4 } ShowRequirements 0 } giant_upgrade_engineer { Name "Giant Module Upgrade" Attribute "tag__summer2014" Description "Upgrades giant stats, read the green Additional Notes in chat for more info." Cap 4 Increment 1 PlayerUpgrade 1 AllowPlayerClass engineer cost 400 } giant_upgrade_engineer_1 { Name "Next Upgrade" Description "Storage module: +150% metal capacity." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass engineer Cost 0 DisallowedUpgrade { Upgrade "giant_upgrade_engineer" Level 1 } ShowRequirements 0 } giant_upgrade_engineer_2 { Name "Next Upgrade" Description "Construction module: +50% building build rate and +100% upgrade rate." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass engineer Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_engineer" Level 1 } DisallowedUpgrade { Upgrade "giant_upgrade_engineer" Level 2 } ShowRequirements 0 } giant_upgrade_engineer_3 { Name "Next Upgrade" Description "Reactive armor module: +50% building health, +60% repair rate." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass engineer Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_engineer" Level 2 } DisallowedUpgrade { Upgrade "giant_upgrade_engineer" Level 3 } ShowRequirements 0 } giant_upgrade_engineer_4 { Name "Next Upgrade" Description "Support module: +100% dispenser rate and +50% dispenser range." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass engineer Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_engineer" Level 3 } DisallowedUpgrade { Upgrade "giant_upgrade_engineer" Level 4 } ShowRequirements 0 } giant_upgrade_medic { Name "Giant Module Upgrade" Attribute "tag__summer2014" Description "Upgrades giant stats, read the green Additional Notes in chat for more info." Cap 4 Increment 1 PlayerUpgrade 1 AllowPlayerClass medic cost 400 } giant_upgrade_medic_1 { Name "Next Upgrade" Description "Speed module: +15% move speed." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass medic Cost 0 DisallowedUpgrade { Upgrade "giant_upgrade_medic" Level 1 } ShowRequirements 0 } giant_upgrade_medic_2 { Name "Next Upgrade" Description "Overheal module: +100% overheal, overheal never decays." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass medic Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_medic" Level 1 } DisallowedUpgrade { Upgrade "giant_upgrade_medic" Level 2 } ShowRequirements 0 } giant_upgrade_medic_3 { Name "Next Upgrade" Description "Overdrive module: While healing: patient gains +20% fire rate, +20% reload speed, +25% damage." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass medic Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_medic" Level 2 } DisallowedUpgrade { Upgrade "giant_upgrade_medic" Level 3 } ShowRequirements 0 } giant_upgrade_medic_4 { Name "Next Upgrade" Description "Extended battery module: +100% shield duration, and +8 seconds of uber." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass medic Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_medic" Level 3 } DisallowedUpgrade { Upgrade "giant_upgrade_medic" Level 4 } ShowRequirements 0 } giant_upgrade_sniper { Name "Giant Module Upgrade" Attribute "tag__summer2014" Description "Upgrades giant stats, read the green Additional Notes in chat for more info." Cap 4 Increment 1 PlayerUpgrade 1 AllowPlayerClass sniper cost 400 } giant_upgrade_sniper_1 { Name "Next Upgrade" Description "Regen module: +50 hp regen." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass sniper Cost 0 DisallowedUpgrade { Upgrade "giant_upgrade_sniper" Level 1 } ShowRequirements 0 } giant_upgrade_sniper_2 { Name "Next Upgrade" Description "Headshot module: +150% headshot damage." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass sniper Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_sniper" Level 1 } DisallowedUpgrade { Upgrade "giant_upgrade_sniper" Level 2 } ShowRequirements 0 } giant_upgrade_sniper_3 { Name "Next Upgrade" Description "Regen module mk2: +25% ammo regen every 5 seconds." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass sniper Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_sniper" Level 2 } DisallowedUpgrade { Upgrade "giant_upgrade_sniper" Level 3 } ShowRequirements 0 } giant_upgrade_sniper_4 { Name "Next Upgrade" Description "Rescope module: +40% faster rescope speed and +50% charge speed." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass sniper Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_sniper" Level 3 } DisallowedUpgrade { Upgrade "giant_upgrade_sniper" Level 4 } ShowRequirements 0 } giant_upgrade_spy { Name "Giant Module Upgrade" Attribute "tag__summer2014" Description "Upgrades giant stats, read the green Additional Notes in chat for more info." Cap 4 Increment 1 PlayerUpgrade 1 AllowPlayerClass spy cost 400 } giant_upgrade_spy_1 { Name "Next Upgrade" Description "Cloak module: +60% cloak regen rate, +50% longer cloak duration." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass spy Cost 0 DisallowedUpgrade { Upgrade "giant_upgrade_spy" Level 1 } ShowRequirements 0 } giant_upgrade_spy_2 { Name "Next Upgrade" Description "Speed module: +25% move speed." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass spy Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_spy" Level 1 } DisallowedUpgrade { Upgrade "giant_upgrade_spy" Level 2 } ShowRequirements 0 } giant_upgrade_spy_3 { Name "Next Upgrade" Description "Armor module: +350 hp." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass spy Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_spy" Level 2 } DisallowedUpgrade { Upgrade "giant_upgrade_spy" Level 3 } ShowRequirements 0 } giant_upgrade_spy_4 { Name "Next Upgrade" Description "Anti-mat module: +100% knife damage." Attribute "medigun charge is crit boost" Cap 0 Increment 1 PlayerUpgrade 1 AllowPlayerClass spy Cost 0 RequiredUpgrade { Upgrade "giant_upgrade_spy" Level 3 } DisallowedUpgrade { Upgrade "giant_upgrade_spy" Level 4 } ShowRequirements 0 } } BuildingSpawnTemplate { Name W_Mobile_Upgrade_Station ItemName "Mobile Upgrade Station" BuildingType "Dispenser" } PrecacheModel "models/weapons/c_models/c_demo_bot_arms.mdl" PrecacheModel "models/weapons/c_models/c_pyro_bot_arms.mdl" PrecacheModel "models/weapons/c_models/c_soldier_bot_arms.mdl" PrecacheModel "models/weapons/c_models/c_scout_bot_arms.mdl" PrecacheModel "models/weapons/c_models/c_spy_bot_arms.mdl" PrecacheModel "models/weapons/c_models/c_heavy_bot_arms.mdl" PrecacheModel "models/weapons/c_models/c_medic_bot_arms.mdl" PrecacheModel "models/weapons/c_models/c_sniper_bot_arms.mdl" PrecacheModel "models/weapons/c_models/c_engineer_bot_arms.mdl" PrecacheModel "models/props_mvm/mvm_upgrade_blu" PrecacheModel "models/props_mvm/mvm_upgrade_blu_sign.mdl" PrecacheModel "models/props_mvm/robot_spawnpoint.mdl" PrecacheModel "models/props_frontline/tank_cart.mdl" PrecacheModel "models/mvm/barrier/barrier_oneway_red1.mdl" PrecacheModel "models/mvm/barrier/barrier_oneway_red2.mdl" PrecacheModel "models/mvm/barrier/barrier_spawn_blue1.mdl" PrecacheModel "models/hatch_shield.mdl" PrecacheModel "models/weapons/c_models/c_astral_assassin_projectile/c_astral_assassin_projectile.mdl" PrecacheModel "models/ctf2w/weapons/c_models/c_payoff/c_payoff.mdl" PrecacheModel "models/workshop/weapons/c_models/c_roughrider/c_pep_scattergun.mdl" PrecacheModel "models/weapons/c_models/c_chains_of_command/c_chains_of_command.mdl" PrecacheModel "models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl" PrecacheModel "models/weapons/c_models/c_wee_willy/c_wee_willy.mdl" PrecacheModel "models/weapons/c_models/c_airloch/c_airloch.mdl" PrecacheModel "models/weapons/c_models/c_assault_minigun/c_assault_minigun.mdl" PrecacheModel "models/weapons/c_models/c_astral_assassin/c_astral_assassin.mdl" PrecacheModel "models/weapons/c_models/c_bmmh/c_bmmh.mdl" PrecacheModel "models/weapons/c_models/c_calefactor/c_calefactor.mdl" PrecacheModel "models/weapons/c_models/c_clinical_trial/c_clinical_trial.mdl" PrecacheModel "models/workshop/weapons/c_models/c_essendon_eliminator/c_essendon_eliminator.mdl" PrecacheModel "models/weapons/c_models/c_firelauncher/c_firelauncher.mdl" PrecacheModel "models/weapons/c_models/c_gupgun/c_leechgun.mdl" PrecacheModel "models/weapons/c_models/c_handwarmer.mdl" PrecacheModel "models/weapons/c_models/c_howitzer/c_lochnload.mdl" PrecacheModel "models/weapons/c_models/c_lazygun.mdl" PrecacheModel "models/workshop/weapons/c_models/c_nailgun/c_nailgun.mdl" PrecacheModel "models/workshop/weapons/c_models/c_roughrider/c_pep_scattergun.mdl" PrecacheModel "models/workshop/weapons/c_models/c_tokamak/c_tomislav.mdl" PrecacheModel "models/weapons/c_models/c_m16/c_m16.mdl" PrecacheModel "models/weapons/c_models/c_nitro/c_nitro.mdl" PrecacheModel "models/weapons/c_models/c_scopelessrifle/c_scopelessrifle.mdl" PrecacheModel "models/weapons/c_models/c_sho_scattergun.mdl" PrecacheModel "models/weapons/c_models/c_six_point_shuriken/c_six_point_shuriken.mdl" PrecacheModel "models/weapons/c_models/c_tgat/c_tgat.mdl" PrecacheModel "models/weapons/c_models/c_tranquilizer/c_revolver.mdl" PrecacheModel "models/weapons/c_models/c_scrap_sentinel/c_spikewrench.mdl" PrecacheModel "models/workshop/weapons/c_models/c_browning/c_browning.mdl" PrecacheModel "models/weapons/c_models/c_assault_battering_ram/c_assault_battering_ram.mdl" PrecacheModel "models/weapons/c_models/c_lead_pipe/c_lead_pipe.mdl" PrecacheModel "models/weapons/c_models/c_ash_m/c_ash_m.mdl" PrecacheModel "models/weapons/c_models/c_death_blossom/c_death_blossom.mdl" PrecacheModel "models/bots/boss_bot/boss_tankred.mdl" PrecacheModel "models/bots/boss_bot/boss_tankred_damage1.mdl" PrecacheModel "models/bots/boss_bot/boss_tankred_damage2.mdl" PrecacheModel "models/bots/boss_bot/boss_tankred_damage3.mdl" PrecacheModel "models/bots/boss_bot/boss_tankred_part1_destruction.mdl" PrecacheModel "models/bots/boss_bot/tankred_track_l.mdl" PrecacheModel "models/bots/boss_bot/tankred_track_r.mdl" PrecacheModel "models/bots/boss_bot/boss_blimp_pure.mdl" PrecacheModel "models/weapons/c_models/c_blaze_blast/c_blaze_blast.mdl" PrecacheModel "models/props_mvm/reversemvm_steepbottomspawn.mdl" PrecacheModel "models/props_mvm/reversemvm_steeptopspawn.mdl" PrecacheModel "models/weapons/c_models/c_minigun/c_minigun_that_goes_on_the_bunker.mdl" DisableSound "Announcer.MVM_Game_Over_Loss" DisableSound "Announcer.MVM_Wave_Lose" DisableSound "music.mvm_lost_wave" PrecacheSound "magnum_shoot.wav" PrecacheSound "trespasser/sg-1.wav" PrecacheSound "fg42f1.wav" PrecacheSound "fg42_reload.wav" PrecacheSound "weapons/sven_shotgun_shoot.wav" PrecacheSound "weapons/mp40_shoot.wav" PrecacheSound "weapons/m16_shoot.wav" ExtraTankPath { Name "blimp_path_1" Node "622 2688 600" Node "2094 889 550" Node "3032 1095 550" Node "3369 -653 700" Node "3782 -1042 700" } ExtraTankPath { Name "blimp_path_2" //goes over the ground good for rocket blimps Node "1285 2711 0" Node "1687 -131 550" Node "3224 -36 450" Node "3314 -1068 450" } ExtraTankPath { Name "blimp_path_3" Node "5081 2691 0" Node "2285 136 400" Node "1922 -292 450" Node "3322 -841 600" } ExtraTankPath { Name "blimp_path_4" //goes over the ground good for rocket blimps and is very long path Node "-3649 -379 1275" Node "1492 -367 900" Node "3808 441 700" Node "3948 -953 700" } ExtraTankPath { Name "blimp_path_5" Node "258 2592 350" Node "1136 580 350" Node "3678 1219 450" Node "3678 -1305 550" } ExtraTankPath { Name "blimp_path_6" Node "4987 2742 100" Node "2528 199 300" Node "3954 -1347 1000" } ExtraTankPath { Name "blimp_path_7" //flank from behind Node "-1036 -3167 1500" Node "1737 -1032 500" Node "3116 -944 500" } PlayerShootTemplate { Name W_FireWall Offset "0 0 0" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Incendiary Grenade" } PointTemplates { W_FireWall { KeepAlive 1 OnParentKilledOutput { Target firewall_fire Action start } OnParentKilledOutput { Target firewall_fire Action stop Delay 10 } OnParentKilledOutput { Target firewall_damage_small Action enable } OnParentKilledOutput { Target firewall_damage_small Action disable Delay 10 } OnParentKilledOutput { Target firewall_damage_giant Action enable } OnParentKilledOutput { Target firewall_damage_giant Action disable Delay 10 } OnParentKilledOutput { Target firewall_damage_boss Action enable } OnParentKilledOutput { Target firewall_damage_boss Action disable Delay 10 } OnParentKilledOutput { Target firewall_fire Action kill Delay 10 } OnParentKilledOutput { Target firewall_damage_small Action kill Delay 10 } OnParentKilledOutput { Target firewall_damage_giant Action kill Delay 10 } OnParentKilledOutput { Target firewall_damage_boss Action kill Delay 10 } OnParentKilledOutput { Target filter_notblue Action kill Delay 10 } OnParentKilledOutput { Target bot_common_filter_1 Action kill Delay 10 } OnParentKilledOutput { Target bot_common_filter_2 Action kill Delay 10 } OnParentKilledOutput { Target bot_giant_filter Action kill Delay 10 } OnParentKilledOutput { Target bot_boss_filter Action kill Delay 10 } OnParentKilledOutput { Target filter_common_red Action kill Delay 10 } OnParentKilledOutput { Target filter_giant_red Action kill Delay 10 } OnParentKilledOutput { Target filter_boss_red Action kill Delay 10 } info_particle_system { targetname "firewall_fire" origin "0 0 16" start_active 0 effect_name lava_fireball_01 } info_particle_system { targetname "firewall_fire" origin "64 64 16" start_active 0 effect_name lava_fireball_01 } info_particle_system { targetname "firewall_fire" origin "-64 64 16" start_active 0 effect_name lava_fireball_01 } info_particle_system { targetname "firewall_fire" origin "-64 -64 16" start_active 0 effect_name lava_fireball_01 } info_particle_system { targetname "firewall_fire" origin "64 -64 16" start_active 0 effect_name lava_fireball_01 } filter_activator_tfteam { targetname filter_notblue teamnum 3 negated 1 } filter_tf_bot_has_tag { Negated 1 require_all_tags 1 tags bot_giant targetname bot_common_filter_1 } filter_tf_bot_has_tag { Negated 1 require_all_tags 1 tags bot_boss targetname bot_common_filter_2 } filter_tf_bot_has_tag { Negated 0 require_all_tags 1 tags bot_giant targetname bot_giant_filter } filter_tf_bot_has_tag { Negated 0 require_all_tags 1 tags bot_boss targetname bot_boss_filter } filter_multi { targetname filter_common_red Negated 0 FilterType 0 Filter01 filter_notblue Filter02 bot_common_filter_1 Filter03 bot_common_filter_2 } filter_multi { targetname filter_giant_red Negated 0 FilterType 0 Filter01 filter_notblue Filter02 bot_giant_filter } filter_multi { targetname filter_boss_red Negated 0 FilterType 0 Filter01 filter_notblue Filter02 bot_boss_filter } trigger_ignite { targetname "firewall_damage_small" origin "0 0 0" mins "-128 -128 -128" maxs "128 128 128" burn_duration 10 spawnflags 1 startdisabled 1 filtername filter_common_red damage_percent_per_second 50 ignite_particle_name dragons_fury_effect ignite_sound_name weapons\dragons_fury_impact_bonus_damage_hit.wav } trigger_ignite { targetname "firewall_damage_giant" origin "0 0 0" mins "-128 -128 -128" maxs "128 128 128" burn_duration 10 spawnflags 1 startdisabled 1 filtername filter_giant_red damage_percent_per_second 10 ignite_particle_name dragons_fury_effect ignite_sound_name weapons\dragons_fury_impact_bonus_damage_hit.wav } trigger_ignite { targetname "firewall_damage_boss" origin "0 0 0" mins "-128 -128 -128" maxs "128 128 128" burn_duration 10 spawnflags 1 startdisabled 1 filtername filter_boss_red damage_percent_per_second 3 ignite_particle_name dragons_fury_effect ignite_sound_name weapons\dragons_fury_impact_bonus_damage_hit.wav } } B_TimeOnKill { OnParentKilledOutput { Target minutehand Action add param 1 } OnParentKilledOutput { Target player Action $PlaySoundToSelf param "vo\announcer_time_added_enemy.mp3" } } MissionName { logic_relay { "targetname" "name" "OnTrigger" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,Exp Digital Assimilation,0,-1" } OnSpawnOutput { Target "name" Action "trigger" Delay 0 } } W_Mobile_Upgrade_Station { func_upgradestation { origin "0 0 0" mins "-64 -64 -64" maxs "64 64 64" } prop_dynamic { model "models/props_mvm/mvm_upgrade_sign.mdl" angles "-90 90 0" origin "0 0 68" DefaultAnim idle solid 0 modelscale 0.7 } } miscprops { prop_dynamic { "angles" "0 180 0" "model" "models/props_mvm/reversemvm_steepbottomspawn.mdl" "origin" "4475.5 368 -142" "disableshadows" "1" } prop_dynamic { "angles" "0 90 0" "model" "models/props_mvm/reversemvm_steeptopspawn.mdl" "origin" "4471 -1122.5 143.5" "disableshadows" "1" } } extrapickups { NoFixup 1 item_ammopack_full { "classname" "item_ammopack_full" "origin" "2960 -514 -255" } NoFixup 1 item_healthkit_medium { "classname" "item_healthkit_medium" "origin" "3264 611 -447" } } corelogic { NoFixup 1 logic_auto //holy shit this is a lot { "origin" "0 0 0" "targetname" "mainrelay" "OnMapSpawn" "blimp_bomb_explode,Stop,,0,-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger spawnbarrier*:Disable:0:-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger navman:RecomputeBlockers:0:-1" "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger minutehand:SetValue:9:0:-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger spawnbarrier*:Enable:0:-1" "OnMapSpawn" "cap_master,SetCapLayoutCustomPositionY,999,0,-1" "OnMapSpawn" "cap_master,RoundSpawn,,0,-1" "OnMapSpawn" "func_nav_prefer,Kill,,0,-1" "OnMapSpawn" "func_nav_avoid,Kill,,0,-1" "OnMapSpawn" "intel,Enable,,0,-1" } tf_point_nav_interface { targetname navman } logic_relay { "origin" "0 0 0" "targetname" "wave_start_relay_first" "OnTrigger" "shield_bomb_round_counter,SetValue,1,0,-1" "OnTrigger" "wave_start_relay,Trigger,,0,-1" "OnTrigger" "arenabarrierA*,Enable,,0,-1" "OnTrigger" "arenabarrierB,Disable,,0,-1" "OnTrigger" "arena1*,Disable,,0,-1" "OnTrigger" "arena2*,Disable,,0,-1" "OnTrigger" "arena3_spawn,Disable,,0,-1" "OnTrigger" "cap_master,SetCapLayoutCustomPositionY,999,0,-1" "OnTrigger" "cap_master,SetCapLayoutCustomPositionX,0.4,0,-1" } logic_relay { "origin" "0 0 0" "targetname" "wave_start_relay_second" "OnTrigger" "arenabarrierB_hatch2,Disable,,0,-1" "OnTrigger" "wave_start_relay,Trigger,,0,-1" "OnTrigger" "shield_bomb_round_counter,SetValue,2,0,-1" "OnTrigger" "arenabarrierA*,Enable,,0,-1" "OnTrigger" "arenabarrierB,Disable,,0,-1" "OnTrigger" "cap_master,SetCapLayoutCustomPositionY,999,0,-1" } logic_relay { "origin" "0 0 0" "targetname" "wave_start_relay_third" "OnTrigger" "arenabarrierB_hatch*,Disable,,0,-1" "OnTrigger" "arenabarrierB,Enable,,0,-1" "OnTrigger" "arenabarrierA*,Enable,,0,-1" "OnTrigger" "wave_start_relay,Trigger,,0,-1" "OnTrigger" "shield_bomb_round_counter,SetValue,3,0,-1" "OnTrigger" "minutehand,SetValue,13,0.1,-1" "OnTrigger" "cap_master,SetCapLayoutCustomPositionY,999,0,-1" "OnTrigger" "cap_master,SetCapLayoutCustomPositionX,0.3,0,-1" } logic_relay { "origin" "0 0 0" "targetname" "wave_initalize" "OnTrigger" "cap_master,SetCapLayoutCustomPositionY,999,0,-1" "OnTrigger" "cap_master,RoundSpawn,,0.1,-1" } logic_relay { "origin" "0 0 0" "targetname" "arena1_barriers_all_disable" "OnTrigger" "arenabarrierA*,Disable,,0,-1" } logic_relay { "targetname" "loserelay" "ontrigger" "bots_win_red,RoundWin,,2,-1" "onspawn" "wave_finish*,addoutput,ontrigger loserelay:cancelpending::0:-1,0,-1" "onspawn" "wave_finish*,addoutput,ontrigger realtimer:cancelpending::0:-1,0,-1" } logic_relay { "targetname" "loserelay_blimp" "ontrigger" "bots_win_red,RoundWin,,2,-1" "OnTrigger" "blimp_bomb_explode,Start,,0,-1" "OnTrigger" "blimp_bomb_explode2,Start,,0.3,-1" "OnTrigger" "blimp_bomb_explode3,Start,,0.5,-1" "OnTrigger" "blimp_bomb_explode4,Start,,0.8,-1" "OnTrigger" "blimp_explode_sound,PlaySound,,0,-1" } game_round_win { "teamnum" "2" "targetname" "bots_win_red" "force_map_reset" "1" } env_shake { "id" "3" "classname" "env_shake" "amplitude" "255" "duration" "1" "frequency" "255" "radius" "50000" "spawnflags" "5" "targetname" "shakeit" "origin" "-189.888 17.0933 65" } env_shake { "id" "3" "classname" "env_shake" "amplitude" "255" "duration" "3" "frequency" "255" "radius" "50000" "spawnflags" "5" "targetname" "shakeit2" "origin" "-189.888 17.0933 65" } filter_tf_bot_has_tag { "Negated" "Allow entities that match criteria" "require_all_tags" "1" "tags" "bot_blu" "targetname" "filter_bot" } logic_relay { "targetname" "unblockhatch" "OnSpawn" "capturezone_blue,Disable,,0,-1" "OnTrigger" "capturezone_blue,Enable,,0,-1" "OnTrigger" "arenabarrierB_capturezone,Disable,,0.1,-1" } } autoblimpcollision { logic_relay { "onspawn" "scalecounter,setvalue,1.3,0,-1" "onspawn" "!parent,$getkey$skin,blimp|skin|0,0,-1" "onspawn" "!parent,addoutput,onuser4 @c@!self:fireuser1::0:-1,0.01,-1" "onspawn" "!parent,$getprop$m_flModelScale,scalecounter|multiply|1,0.01,-1" "onspawn" "!parent,$getprop$m_flModelScale,blimp|$setprop$m_flModelScale|1,0.01,-1" "onspawn" "scalecounter,getvalue,,0.02,-1" } math_counter { "targetname" "scalecounter" "ongetvalue" "!parent,$setprop$m_flModelScale,,0,-1" } prop_dynamic { "targetname" "blimp" "model" "models/bots/boss_bot/boss_blimp_pure.mdl" "defaultanim" "movement" "onuser1" "!self,setanimation,deploy,0,-1" "onuser1" "!self,setplaybackrate,0,8,-1" } } blimp_explode { info_particle_system { "targetname" "blimp_bomb_explode2" "origin" "3936 -1349 64" "angles" "0 90 0" "start_active" "0" "effect_name" "mvm_hatch_destroy" "render_in_front" "1" } info_particle_system { "targetname" "blimp_bomb_explode" "origin" "3936 -1349 64" "angles" "0 90 0" "start_active" "0" "effect_name" "mvm_tank_destroy" "render_in_front" "1" } info_particle_system { "targetname" "blimp_bomb_explode2" "origin" "3501 -1358 64" "angles" "135 0" "start_active" "0" "effect_name" "mvm_tank_destroy" "render_in_front" "1" } info_particle_system { "targetname" "blimp_bomb_explode2" "origin" "4232 -1238 403" "angles" "-30 135 0" "start_active" "0" "effect_name" "fireSmoke_collumn_mvmAcres" "render_in_front" "1" } info_particle_system { "targetname" "blimp_bomb_explode3" "origin" "4374 -908 204" "angles" "-20 90 0" "start_active" "0" "effect_name" "mvm_tank_destroy" "render_in_front" "1" } info_particle_system { "targetname" "blimp_bomb_explode3" "origin" "3775 -1391 270" "angles" "45 180 0" "start_active" "0" "effect_name" "fireSmoke_collumn_mvmAcres" "render_in_front" "1" } info_particle_system { "targetname" "blimp_bomb_explode4" "origin" "3694 -1173 64" "angles" "0 90 0" "start_active" "0" "effect_name" "mvm_tank_destroy" "render_in_front" "1" } info_particle_system { "targetname" "blimp_bomb_explode4" "origin" "3694 -1173 64" "angles" "0 90 0" "start_active" "0" "effect_name" "mvm_hatch_destroy" "render_in_front" "1" } info_particle_system { "targetname" "blimp_bomb_explode4" "origin" "3334 -703 424" "angles" "30 135 0" "start_active" "0" "effect_name" "fireSmoke_collumn_mvmAcres" "render_in_front" "1" } info_particle_system { "targetname" "blimp_bomb_explode2" "origin" "4047 -1277 422" "angles" "0 90 0" "start_active" "0" "effect_name" "mvm_tank_destroy" "render_in_front" "1" } info_particle_system { "targetname" "blimp_bomb_explode" "origin" "4047 -1277 422" "angles" "0 90 0" "start_active" "0" "effect_name" "mvm_hatch_destroy" "render_in_front" "1" } info_particle_system { "targetname" "blimp_bomb_explode" "origin" "4134 -863 192" "angles" "0 90 0" "start_active" "0" "effect_name" "fireSmoke_collumn_mvmAcres" "render_in_front" "1" } ambient_generic { "targetname" "blimp_explode_sound" "message" "MVM.BombExplodes" "origin" "0 0 0" "volstart" "0" "spinup" "0" "spindown" "0" "spawnflags" "33" "radius" "99999" "preset" "0" "pitchstart" "100" "pitch" "100" "lfotype" "0" "lforate" "0" "lfomodvol" "0" "lfomodpitch" "0" "health" "10" "fadeoutsecs" "0" "fadeinsecs" "0" "cspinup" "0" } } annotations { NoFixup 1 training_annotation { "targetname" "escort_hint" "display_text" "Escort the VIP to win!" "lifetime" "10" "origin" "1439 -2294 -200" } } rocketblimp //Extra rotating { func_rotating { "targetname" "rocketrotate" "origin" "-8 0 18" "mins" "-8 -8 -8" "maxs" "8 8 8" "fanfriction" "100" "maxspeed" "90" "rendermode" "10" "spawnflags" "65" } func_rotating { "targetname" "rocketrotate2" "origin" "-8 0 18" "mins" "-8 -8 -8" "maxs" "8 8 8" "fanfriction" "100" "maxspeed" "90" "rendermode" "10" "spawnflags" "67" } prop_dynamic { "targetname" "rocketprop" "origin" "48 0 46" "angles" "45 0 180" "modelscale" "0.75" "model" "models/props_frontline/tank_turret.mdl" "skin" "1" "parentname" "rocketrotate" } tf_glow { "target" "rocketprop" "glowcolor" "255 175 175 210" } tf_point_weapon_mimic { "targetname" "rocketshoot" "origin" "50 0 -86" "angles" "45 0 0" "damage" "95" "firesound" "weapons/airstrike_fire_01.wav" "modeloverride" "models/weapons/w_models/w_rocket_airstrike/w_rocket_airstrike.mdl" "modelscale" "1" "speedmax" "770" "speedmin" "770" "splashradius" "146" "spreadangle" "5" "teamnum" "2" "parentname" "rocketrotate" } prop_dynamic { "targetname" "rocketprop" "origin" "0 0 60" "angles" "7 0 180" "modelscale" "0.75" "model" "models/props_frontline/tank_turret.mdl" "skin" "1" "parentname" "rocketrotate2" } tf_point_weapon_mimic { "targetname" "rocketshoot" "origin" "125 0 -60" "angles" "7 0 0" "damage" "95" "firesound" "weapons/airstrike_fire_01.wav" "modeloverride" "models/weapons/w_models/w_rocket_airstrike/w_rocket_airstrike.mdl" "modelscale" "1" "speedmax" "770" "speedmin" "770" "splashradius" "146" "spreadangle" "5" "teamnum" "2" "parentname" "rocketrotate2" } prop_dynamic { "targetname" "rocketprop" "origin" "90 0 15" "angles" "90 0 180" "modelscale" "0.75" "model" "models/props_frontline/tank_turret.mdl" "skin" "1" } tf_point_weapon_mimic { "targetname" "rocketshoot" "origin" "20 0 -130" "angles" "90 0 0" "damage" "95" "firesound" "weapons/airstrike_fire_01.wav" "modeloverride" "models/weapons/w_models/w_rocket_airstrike/w_rocket_airstrike.mdl" "modelscale" "1" "speedmax" "770" "speedmin" "770" "splashradius" "146" "spreadangle" "5" "teamnum" "2" } ambient_generic { "targetname" "rocketsound" "health" "10" "message" "weapons/airstrike_fire_01.wav" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "48" "origin" "50 0 -56" "parentname" "rocketrotate" } ambient_generic { "targetname" "rocketsound" "health" "10" "message" "weapons/airstrike_fire_01.wav" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "48" "origin" "50 0 -56" "parentname" "rocketrotate" } logic_timer { "targetname" "rockettimer" "refiretime" "0.5" "OnTimer" "rocketshoot,fireonce,,0,-1" "OnTimer" "rocketsound,playsound,,0,-1" } logic_relay { "OnSpawn" "tank_boss,addoutput,OnHealthBelow20Percent rtf_relay:trigger::0:-1,0,-1" } logic_relay { "targetname" "rtf_relay" "OnTrigger" "rockettimer,RefireTime,0.25,0,-1" } } station { NoFixup 1 func_upgradestation { "mins" "-150 -100 0" "maxs" "150 100 100" "solid" "0" } prop_dynamic { "targetname" "upgradestation" "angles" "0 0 0" "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "-1" "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "model" "models/props_mvm/mvm_upgrade_blu.mdl" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "0" "spawnflags" "0" "origin" "0 0 0" } func_upgradestation { "mins" "-150 -100 0" "maxs" "150 100 100" "parentname" "upgradestation" } prop_dynamic { "targetname" "shopcollision" "angles" "0 -90 0" "DisableBoneFollowers" "1" "disablereceiveshadows" "1" "model" "models/props_vehicles/train_flatcar_container.mdl" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "-1" "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "0" "renderfx" "0" "rendermode" "10" "SetBodyGroup" "0" "skin" "0" "CollisionGroup" "5" "solid" "6" "spawnflags" "0" "StartDisabled" "0" "origin" "0 0 0" } } barriers_front { NoFixup 1 func_forcefield { "disablereceiveshadows" "0" "origin" "3584 -736 124" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "targetname" "spawnbarrierA1" "mins" "-272 -8 -230" "maxs" "272 8 2400" "StartDisabled" "0" } func_forcefield { "disablereceiveshadows" "0" "origin" "3048 -736 124" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "targetname" "spawnbarrierA1" "mins" "-272 -8 -230" "maxs" "272 8 2400" "StartDisabled" "0" } func_forcefield { "disablereceiveshadows" "0" "origin" "3720 640 -140" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "targetname" "spawnbarrierA1" "mins" "-8 -272 -230" "maxs" "8 272 2400" "StartDisabled" "0" } prop_dynamic { "targetname" "spawnbarrierA" "angles" "0 270 0" "model" "models/mvm/barrier/barrier_spawn_blue1.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "origin" "3584 -744 124" } prop_dynamic { "targetname" "spawnbarrierA" "angles" "0 270 0" "model" "models/mvm/barrier/barrier_spawn_blue1.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "origin" "3048 -744 124" } prop_dynamic { "targetname" "spawnbarrierA" "angles" "0 0 0" "model" "models/mvm/barrier/barrier_spawn_blue1.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "origin" "3720 632 -140" } } barriers_arena1 { func_forcefield { "disablereceiveshadows" "0" "origin" "576 -2064 0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "targetname" "arenabarrierA_cave" "mins" "-192 -8 -230" "maxs" "192 8 230" "StartDisabled" "0" } func_forcefield { "disablereceiveshadows" "0" "origin" "48 -1504 0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "targetname" "arenabarrierA_house" "mins" "-8 -192 -230" "maxs" "8 192 230" "StartDisabled" "0" } func_forcefield { "disablereceiveshadows" "0" "origin" "48 -1888 240" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "targetname" "arenabarrierA_house" "mins" "-8 -192 -230" "maxs" "8 192 230" "StartDisabled" "0" } func_forcefield { "disablereceiveshadows" "0" "origin" "32 -944 160" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "targetname" "arenabarrierA_hillside" "mins" "-8 -224 -230" "maxs" "8 224 2400" "StartDisabled" "0" } func_forcefield { "disablereceiveshadows" "0" "origin" "32 -496 -32" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "targetname" "arenabarrierA_hillside" "mins" "-8 -224 -230" "maxs" "8 224 2400" "StartDisabled" "0" } prop_dynamic { "targetname" "arenabarrierA_cave" "angles" "0 0 0" "model" "models/mvm/barrier/barrier_oneway_red1.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "origin" "576 -2064 0" } prop_dynamic { "targetname" "arenabarrierA_house" "angles" "0 270 0" "model" "models/mvm/barrier/barrier_oneway_red1.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "origin" "48 -1504 0" } prop_dynamic { "targetname" "arenabarrierA_house" "angles" "0 270 0" "model" "models/mvm/barrier/barrier_oneway_red1.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "origin" "48 -1888 240" } prop_dynamic { "targetname" "arenabarrierA_hillside" "angles" "0 270 0" "model" "models/mvm/barrier/barrier_oneway_red2.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "origin" "32 -944 -32" } prop_dynamic { "targetname" "arenabarrierA_hillside" "angles" "0 270 0" "model" "models/mvm/barrier/barrier_oneway_red2.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "origin" "32 -496 -32" } } barriers_arena2 { func_forcefield { "disablereceiveshadows" "0" "origin" "-1936 -1568 546" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "targetname" "arenabarrierB" "mins" "-8 -224 -230" "maxs" "8 224 2400" "StartDisabled" "0" } prop_dynamic { "targetname" "arenabarrierB" "angles" "0 270 0" "model" "models/mvm/barrier/barrier_oneway_red2.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "origin" "-1936 -1568 546" } func_forcefield { "disablereceiveshadows" "0" "origin" "-1936 -1120 290" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "targetname" "arenabarrierB" "mins" "-8 -224 -230" "maxs" "8 224 2400" "StartDisabled" "0" } prop_dynamic { "targetname" "arenabarrierB" "angles" "0 270 0" "model" "models/mvm/barrier/barrier_oneway_red2.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "origin" "-1936 -1120 546" } prop_dynamic { "targetname" "arenabarrierB" "angles" "0 90 180" "model" "models/mvm/barrier/barrier_oneway_red2.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "origin" "-1936 -1120 90" } func_forcefield { "disablereceiveshadows" "0" "origin" "-1872 -2240 432" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "targetname" "arenabarrierB" "mins" "-8 -192 -230" "maxs" "8 192 2400" "StartDisabled" "0" } prop_dynamic { "targetname" "arenabarrierB" "angles" "0 270 0" "model" "models/mvm/barrier/barrier_oneway_red1.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "origin" "-1872 -2240 432" } } barriers_hatch { prop_dynamic { "targetname" "arenabarrierB_hatch1" "angles" "0 0 0" "model" "models/hatch_shield.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "modelscale" 1.5 "origin" "-3264 -1856 0" } prop_dynamic { "targetname" "arenabarrierB_hatch2" "angles" "0 0 0" "model" "models/hatch_shield.mdl" "disableshadows" "1" "skin" "0" "solid" "0" "StartDisabled" "0" "modelscale" 2 "origin" "-3264 -1856 0" } func_capturezone { "targetname" "arenabarrierB_capturezone" "origin" "-3264 -1856 0" "mins" "-300, -300, 0" "maxs" "300, 300, 50" "TeamNum" 3 "OnCapture" "bots_win,RoundWin,,0,-1" "OnCapture" "shield_bomb_explode,Start,,0,-1" "OnCapture" "shield_bomb_relay,Trigger,,0,-1" } logic_relay { "targetname" "shield_bomb_relay" "OnTrigger" "pit_explosion_wav,playsound,,0,-1" "OnTrigger" "shakeit2,startshake,,0,-1" "OnTrigger" "hatch_explo_kill_players,enable,,0,-1" "OnTrigger" "hatch_magnet_pit,enable,,0,-1" "OnTrigger" "shield_bomb_round_counter,GetValue,,0,-1" "OnTrigger" "hatch_explo_kill_players,disable,,0.5,-1" } math_counter { "targetname" "shield_bomb_round_counter" "max" 3 "startvalue" 1 "OnGetValue" "shield_bomb_remover,InValue,,0,-1" "OnHitMax" "!self,GetValue,,0,-1" } logic_case { "targetname" "shield_bomb_remover" "Case01" 1 "Case02" 2 "Case03" 3 "OnCase01" "arenabarrierB_hatch2,disable,,0,-1" "OnCase01" "arenabarrierB_hatch2,disable,,0,-1" "OnCase02" "arenabarrierB_hatch1,disable,,0,-1" "OnCase03" "arenabarrierB_hatch2,disable,,0,-1" "OnCase03" "arenabarrierB_hatch1,disable,,0,-1" "OnCase03" "arenabarrierB_capturezone,disable,,0,-1" } info_particle_system { "targetname" "shield_bomb_explode" "origin" "-3256 -1631 0" "angles" "0 90 0" "start_active" "0" "effect_name" "mvm_hatch_destroy" "render_in_front" "1" } info_particle_system { "targetname" "shield_bomb_explode" "origin" "-3256 -1631 0" "angles" "0 90 0" "start_active" "0" "effect_name" "fireSmoke_collumn_mvmAcres" "render_in_front" "1" } } capturepoint_wave1 //copied from mvm_robotfactory_b21_rev_adv_short_circuit_execution because I couldn't get it to work { ambient_generic { "health" "10" "message" "vo\announcer_security_alert.mp3" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "0 0 0" "targetname" "alert" } ambient_generic { "health" "10" "message" "vo\announcer_security_alert.mp3" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "0 0 0" "targetname" "alert" } info_target { targetname "target_bunker" origin "1567 -1035 -133" } info_target { targetname "target_point_1" origin "1216 -1920 0" } info_target { targetname "target_cave_1" origin "317 -2944 -64" } info_target { targetname "target_cave_2" origin "-832 -3007 0" } trigger_multiple { origin "0 0 0" maxs "9999 9999 9999" mins "-9999 -9999 -9999" spawnflags 1 filtername bot_blu targetname force_attack_bunker OnStartTouch "!activator,$ChangeAttributes,Default,0,-1" } trigger_multiple { origin "0 0 0" maxs "9999 9999 9999" mins "-9999 -9999 -9999" spawnflags 1 startdisabled 1 filtername bot_blu targetname force_cap OnStartTouch "!activator,$ChangeAttributes,Cap,0,-1" } trigger_multiple { origin "0 0 0" maxs "9999 9999 9999" mins "-9999 -9999 -9999" spawnflags 1 startdisabled 1 filtername bot_blu targetname force_go_into_cave //robits rather ram their faces into the house's barrier than go into the cavev. OnStartTouch "!activator,$ChangeAttributes,Assault,0,-1" } prop_dynamic { "targetname" "arenaA_capturepoint_prop" "angles" "0 0 0" "model" "models/props_gameplay/cap_point_base.mdl" "skin" "0" "solid" "6" "StartDisabled" 0 "modelscale" 1 "origin" "1216 -1920 0" } trigger_capture_area { "targetname" "arenaA_capturepoint_zone" "area_cap_point" "arenaA_capturepoint_point" "area_time_to_cap" "10" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "StartDisabled" "1" "team_cancap_2" "1" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "1" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "origin" "1224 -1920 0" "mins" "-120 -112 -0" "maxs" "120 112 256" "spawnflags" 1 "OnCapTeam2" "arenaA_capturepoint_point,SetOwner,3,0,-1" "OnCapTeam2" "arenaA_capturepoint_prop,Skin,2,0,-1" "OnCapTeam2" "arenaA_capturepoint_zone,Disable,0,-1" "OnCapTeam2" "arenabarrierA_cave,Disable,,0,-1" "OnCapTeam2" "arena1*,Enable,,1,-1" "OnCapTeam2" "popscript,$WaveOneChatText,,0,-1" "OnCapTeam2" "arena2_shack,Enable,,2.5,-1" "OnCapTeam2" "arena2_top,Enable,,2.5,-1" "OnCapTeam2" "arena3_spawn,Enable,,8,-1" "OnCapTeam2" "alert,playsound,,0,-1" "OnCapTeam2" "force_cap,disable,,0,-1" "OnCapTeam2" "force_go_into_cave,enable,,0,-1" } team_control_point { "targetname" "arenaA_capturepoint_point" "point_default_owner" "2" //this is the team that the control point will spawn in, set this number to 0 for neutral, 2 for red, 3 for blu "point_group" "0" "point_index" "0" //if you plan on having multiple control points at once, you must give each one a unique "point_index", spawning more than 8 control points on the map will crash the server "point_printname" "Force Field Emergeny Override" //how convenient "point_start_locked" "0" "point_warn_on_cap" "0" "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" "spawnflags" "20" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" //this is the image shown on the hud icon "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" //this is the model of the hologram that appears above the control point "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_3_0" "arenaA_capturepoint_point" //if you want to create a sequence of control points similar to an attack/defense map, this keyvalue determines the order in which they can be captured "team_previouspoint_2_0" "arenaA_capturepoint_point" //it represents the names of the previous control points that must be owned by blu team before this point can be unlocked, if this is the first control point on the map, it must refer to itself or else it will be locked "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "1216 -1920 0" } OnSpawnOutput //very important to keep this output otherwise the control point will not function { Target arenaA_capturepoint_zone Action SetControlPoint Param arenaA_capturepoint_point } OnSpawnOutput { Target cap_master Action RoundSpawn } team_control_point_master //throws harmless errors in chat and console { "classname" "team_control_point_master" "cpm_restrict_team_cap_win" "1" "custom_position_x" "0.4" "custom_position_y" "-1" "partial_cap_points_rate" "0" "caplayout" "5 4, 3 1, 0 2" //DONT TOUCH IDFK HOW THIS WORKS, IT SHOULDNT BUT IT DOES "play_all_rounds" "0" "score_style" "0" "StartDisabled" "0" "switch_teams" "0" "targetname" "cap_master" "team_base_icon_2" "sprites/obj_icons/icon_base_red" "team_base_icon_3" "sprites/obj_icons/icon_base_blu" } } capturepoints_wave5 // { prop_dynamic { "targetname" "cap_prop_1" "angles" "0 0 0" "model" "models/props_gameplay/cap_point_base.mdl" "skin" "1" "solid" "6" "StartDisabled" 0 "modelscale" 1 "origin" "1413 -120 -255" } trigger_capture_area { "targetname" "cap_zone_1" "area_cap_point" "cap_point_1" "area_time_to_cap" "8" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "StartDisabled" "1" "team_cancap_2" "1" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "1" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "origin" "1413 -120 -255" "mins" "-128 -128 -0" "maxs" "128 128 256" "spawnflags" 1 "OnCapTeam2" "cap_point_1,SetOwner,3,0,-1" "OnCapTeam2" "cap_prop_1,Skin,2,0,-1" "OnCapTeam2" "wave5_cp_math,Add,1,0,-1" "OnCapTeam1" "cap_point_1,SetOwner,2,0,-1" "OnCapTeam1" "cap_prop_1,Skin,1,0,-1" "OnCapTeam1" "wave5_cp_math,Subtract,1,0,-1" } team_control_point { "targetname" "cap_point_1" "point_default_owner" "2" //this is the team that the control point will spawn in, set this number to 0 for neutral, 2 for red, 3 for blu "point_group" "0" "point_index" "1" //if you plan on having multiple control points at once, you must give each one a unique "point_index", spawning more than 8 control points on the map will crash the server "point_printname" "Point A" //how convenient "point_start_locked" "0" "point_warn_on_cap" "0" "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" "spawnflags" "4" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" //this is the image shown on the hud icon "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" //this is the model of the hologram that appears above the control point "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_3_0" "cap_point_1" //if you want to create a sequence of control points similar to an attack/defense map, this keyvalue determines the order in which they can be captured "team_previouspoint_2_0" "cap_point_1" //it represents the names of the previous control points that must be owned by blu team before this point can be unlocked, if this is the first control point on the map, it must refer to itself or else it will be locked "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "1413 -120 -255" } info_target { targetname "target_point_1" origin "1413 -120 -255" } prop_dynamic { "targetname" "cap_prop_2" "angles" "0 0 0" "model" "models/props_gameplay/cap_point_base.mdl" "skin" "1" "solid" "6" "StartDisabled" 0 "modelscale" 1 "origin" "-198 -507 -256" } trigger_capture_area { "targetname" "cap_zone_2" "area_cap_point" "cap_point_2" "area_time_to_cap" "8" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "StartDisabled" "1" "team_cancap_2" "1" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "1" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "origin" "-198 -507 -256" "mins" "-128 -128 -0" "maxs" "128 128 256" "spawnflags" 1 "OnCapTeam2" "cap_point_2,SetOwner,3,0,-1" "OnCapTeam2" "cap_prop_2,Skin,2,0,-1" "OnCapTeam2" "wave5_cp_math,Add,1,0,-1" "OnCapTeam1" "cap_point_2,SetOwner,2,0,-1" "OnCapTeam1" "cap_prop_2,Skin,1,0,-1" "OnCapTeam1" "wave5_cp_math,Subtract,1,0,-1" } team_control_point { "targetname" "cap_point_2" "point_default_owner" "2" //this is the team that the control point will spawn in, set this number to 0 for neutral, 2 for red, 3 for blu "point_group" "0" "point_index" "2" //if you plan on having multiple control points at once, you must give each one a unique "point_index", spawning more than 8 control points on the map will crash the server "point_printname" "Point B" //how convenient "point_start_locked" "0" "point_warn_on_cap" "0" "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" "spawnflags" "4" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" //this is the image shown on the hud icon "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" //this is the model of the hologram that appears above the control point "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_3_0" "cap_point_2" //if you want to create a sequence of control points similar to an attack/defense map, this keyvalue determines the order in which they can be captured "team_previouspoint_2_0" "cap_point_2" //it represents the names of the previous control points that must be owned by blu team before this point can be unlocked, if this is the first control point on the map, it must refer to itself or else it will be locked "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "-198 -507 -256" } info_target { targetname "target_point_2" origin "-198 -507 -256" } prop_dynamic { "targetname" "cap_prop_3" "angles" "0 0 0" "model" "models/props_gameplay/cap_point_base.mdl" "skin" "1" "solid" "6" "StartDisabled" 0 "modelscale" 1 "origin" "1216 -1920 0" } trigger_capture_area { "targetname" "cap_zone_3" "area_cap_point" "cap_point_3" "area_time_to_cap" "8" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "StartDisabled" "1" "team_cancap_2" "1" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "1" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "origin" "1216 -1920 0" "mins" "-128 -128 -0" "maxs" "128 128 256" "spawnflags" 1 "OnCapTeam2" "cap_point_3,SetOwner,3,0,-1" "OnCapTeam2" "cap_prop_3,Skin,2,0,-1" "OnCapTeam2" "wave5_cp_math,Add,1,0,-1" "OnCapTeam1" "cap_point_3,SetOwner,2,0,-1" "OnCapTeam1" "cap_prop_3,Skin,1,0,-1" "OnCapTeam1" "wave5_cp_math,Subtract,1,0,-1" } team_control_point { "targetname" "cap_point_3" "point_default_owner" "2" //this is the team that the control point will spawn in, set this number to 0 for neutral, 2 for red, 3 for blu "point_group" "0" "point_index" "3" //if you plan on having multiple control points at once, you must give each one a unique "point_index", spawning more than 8 control points on the map will crash the server "point_printname" "Point C" //how convenient "point_start_locked" "0" "point_warn_on_cap" "0" "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" "spawnflags" "4" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" //this is the image shown on the hud icon "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" //this is the model of the hologram that appears above the control point "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_3_0" "cap_point_3" //if you want to create a sequence of control points similar to an attack/defense map, this keyvalue determines the order in which they can be captured "team_previouspoint_2_0" "cap_point_3" //it represents the names of the previous control points that must be owned by blu team before this point can be unlocked, if this is the first control point on the map, it must refer to itself or else it will be locked "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "1216 -1920 0" } info_target { targetname "target_point_3" origin "1216 -1920 0" } prop_dynamic { "targetname" "cap_prop_4" "angles" "0 0 0" "model" "models/props_gameplay/cap_point_base.mdl" "skin" "1" "solid" "6" "StartDisabled" 0 "modelscale" 1 "origin" "-494 -2999 192" } trigger_capture_area { "targetname" "cap_zone_4" "area_cap_point" "cap_point_4" "area_time_to_cap" "8" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "StartDisabled" "1" "team_cancap_2" "1" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "1" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "origin" "-494 -2999 192" "mins" "-128 -128 -0" "maxs" "128 128 256" "spawnflags" 1 "OnCapTeam2" "cap_point_4,SetOwner,3,0,-1" "OnCapTeam2" "cap_prop_4,Skin,2,0,-1" "OnCapTeam2" "wave5_cp_math,Add,1,0,-1" "OnCapTeam1" "cap_point_4,SetOwner,2,0,-1" "OnCapTeam1" "cap_prop_4,Skin,1,0,-1" "OnCapTeam1" "wave5_cp_math,Subtract,1,0,-1" } team_control_point { "targetname" "cap_point_4" "point_default_owner" "2" //this is the team that the control point will spawn in, set this number to 0 for neutral, 2 for red, 3 for blu "point_group" "0" "point_index" "4" //if you plan on having multiple control points at once, you must give each one a unique "point_index", spawning more than 8 control points on the map will crash the server "point_printname" "Point D" //how convenient "point_start_locked" "0" "point_warn_on_cap" "0" "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" "spawnflags" "4" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" //this is the image shown on the hud icon "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" //this is the model of the hologram that appears above the control point "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_3_0" "cap_point_4" //if you want to create a sequence of control points similar to an attack/defense map, this keyvalue determines the order in which they can be captured "team_previouspoint_2_0" "cap_point_4" //it represents the names of the previous control points that must be owned by blu team before this point can be unlocked, if this is the first control point on the map, it must refer to itself or else it will be locked "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "-494 -2999 192" } info_target { targetname "target_point_4" origin "-494 -2999 192" } prop_dynamic { "targetname" "cap_prop_5" "angles" "0 0 0" "model" "models/props_gameplay/cap_point_base.mdl" "skin" "1" "solid" "6" "StartDisabled" 0 "modelscale" 1 "origin" "-1600 -1569 64" } trigger_capture_area { "targetname" "cap_zone_5" "area_cap_point" "cap_point_5" "area_time_to_cap" "5" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "StartDisabled" "1" "team_cancap_2" "1" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "1" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "origin" "-1600 -1569 64" "mins" "-128 -128 -0" "maxs" "128 128 256" "spawnflags" 1 "OnCapTeam2" "cap_point_5,SetOwner,3,0,-1" "OnCapTeam2" "cap_prop_5,Skin,2,0,-1" "OnCapTeam2" "wave5_cp_math,Add,1,0,-1" "OnCapTeam1" "cap_point_5,SetOwner,2,0,-1" "OnCapTeam1" "cap_prop_5,Skin,1,0,-1" "OnCapTeam1" "wave5_cp_math,Subtract,1,0,-1" } team_control_point { "targetname" "cap_point_5" "point_default_owner" "2" //this is the team that the control point will spawn in, set this number to 0 for neutral, 2 for red, 3 for blu "point_group" "0" "point_index" "5" //if you plan on having multiple control points at once, you must give each one a unique "point_index", spawning more than 8 control points on the map will crash the server "point_printname" "Point E" //how convenient "point_start_locked" "0" "point_warn_on_cap" "0" "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" "spawnflags" "4" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" //this is the image shown on the hud icon "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" //this is the model of the hologram that appears above the control point "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_3_0" "cap_point_5" //if you want to create a sequence of control points similar to an attack/defense map, this keyvalue determines the order in which they can be captured "team_previouspoint_2_0" "cap_point_5" //it represents the names of the previous control points that must be owned by blu team before this point can be unlocked, if this is the first control point on the map, it must refer to itself or else it will be locked "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "-1600 -1569 64" } info_target { targetname "target_point_5" origin "-1600 -1569 64" } math_counter { "targetname" "wave5_cp_math" "max" 5 "min" 0 "OnHitMax" "cap_point*,SetLocked,1,0,-1" "OnHitMax" "cap_zone*,Disable,,0,-1" "OnHitMax" "arenabarrierB,Disable,,0,-1" "OnHitMax" "arena2*,Disable,,0,-1" "OnHitMax" "arena1*,Disable,,0,-1" "OnHitMax" "arena3_spawn,Enable,,0,-1" "OnHitMax" "!self,Disable,,0.1,-1" "OnHitMax" "func_flagdetectionzone,Enable,,0.1,-1" } logic_relay { "targetname" "cap_zone_enable_all" "OnTrigger" "cap_zone*,Enable,,0,-1" } OnSpawnOutput //very important to keep this output otherwise the control point will not function { Target cap_zone_1 Action SetControlPoint Param cap_point_1 } OnSpawnOutput //very important to keep this output otherwise the control point will not function { Target cap_zone_2 Action SetControlPoint Param cap_point_2 } OnSpawnOutput //very important to keep this output otherwise the control point will not function { Target cap_zone_3 Action SetControlPoint Param cap_point_3 } OnSpawnOutput //very important to keep this output otherwise the control point will not function { Target cap_zone_4 Action SetControlPoint Param cap_point_4 } OnSpawnOutput //very important to keep this output otherwise the control point will not function { Target cap_zone_5 Action SetControlPoint Param cap_point_5 } OnSpawnOutput { Target cap_master Action RoundSpawn } team_control_point_master //throws harmless errors in chat and console { "classname" "team_control_point_master" "cpm_restrict_team_cap_win" "1" "custom_position_x" "0.3" "custom_position_y" "-1" "partial_cap_points_rate" "0" "caplayout" "5 4, 3 1, 0 2" //DONT TOUCH IDFK HOW THIS WORKS, IT SHOULDNT BUT IT DOES "play_all_rounds" "0" "score_style" "0" "StartDisabled" "0" "switch_teams" "0" "targetname" "cap_master" "team_base_icon_2" "sprites/obj_icons/icon_base_red" "team_base_icon_3" "sprites/obj_icons/icon_base_blu" } } bot_spawns { prop_dynamic { "angles" "0 45 0" "model" "models/props_mvm/robot_spawnpoint.mdl" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "disableshadows" "1" "targetname" "arena1_shack" "origin" "1047 -1150 -63" } prop_dynamic { "angles" "0 180 0" "model" "models/props_mvm/robot_spawnpoint.mdl" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "disableshadows" "1" "targetname" "arena1_hill" "origin" "2572 -1166 -191" } prop_dynamic { "angles" "0 0 0" "model" "models/props_mvm/robot_spawnpoint.mdl" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "disableshadows" "1" "targetname" "arena1_cave" "origin" "-75 -2385 192" } prop_dynamic { "angles" "0 0 0" "model" "models/props_mvm/robot_spawnpoint.mdl" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "disableshadows" "1" "targetname" "arena1_cave_far" "origin" "-1295 -2863 128" } prop_dynamic { "angles" "0 -45 0" "model" "models/props_mvm/robot_spawnpoint.mdl" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "disableshadows" "1" "targetname" "arena1_house" "origin" "-324 -1389 128" } prop_dynamic { "angles" "0 180 0" "model" "models/props_mvm/robot_spawnpoint.mdl" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "disableshadows" "1" "targetname" "arena1_hillside" "origin" "-500 -1479 -122" } prop_dynamic { "angles" "0 -45 0" "model" "models/props_mvm/robot_spawnpoint.mdl" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "disableshadows" "1" "targetname" "arena2_top" "origin" "-2007 -2084 320" } prop_dynamic { "angles" "0 90 0" "model" "models/props_mvm/robot_spawnpoint.mdl" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "disableshadows" "1" "targetname" "arena2_shack" "origin" "-1286 -1203 64" } prop_dynamic { "angles" "0 90 0" "model" "models/props_mvm/robot_spawnpoint.mdl" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "disableshadows" "1" "targetname" "arena3_boss" "origin" "-3200 -1150 0" } } p_glowhead { NoFixup 1 prop_dynamic { "targetname" "glowhead" "model" "models/props_mvm/reversemvm_redbot_wall.mdl" "rendercolor" "255 255 255" "modelscale" "1" "solid" "0" "angles" "0 0 0" "origin" "0 0 64" "disableshadows" "1" "modelscale" "1.5" } } p_glowhead2 { NoFixup 1 prop_dynamic { "targetname" "glowhead" "model" "models/props_mvm/reversemvm_redbot_wall.mdl" "rendercolor" "255 255 255" "modelscale" "1" "solid" "0" "angles" "0 0 0" "origin" "0 0 64" "disableshadows" "1" "modelscale" "1.25" } } p_glowhead3 { NoFixup 1 prop_dynamic { "targetname" "glowhead" "model" "models/props_mvm/reversemvm_redbot_wall.mdl" "rendercolor" "255 255 255" "modelscale" "1" "solid" "0" "angles" "0 0 0" "origin" "0 0 64" "disableshadows" "1" "modelscale" "1.0" } } bunker_kill_fx { NoFixup 1 info_particle_system { "targetname" "bunk_explode" "origin" "1567 -1035 -133" "angles" "0 90 0" "start_active" "0" "effect_name" "mvm_tank_destroy" "render_in_front" "1" } NoFixup 1 info_particle_system { "targetname" "bunk_explode" "origin" "1567 -1035 -133" "angles" "0 90 0" "start_active" "0" "effect_name" "fireSmoke_collumn_mvmAcres" "render_in_front" "1" } NoFixup 1 ambient_generic { "health" "10" "message" "Cart.Explode" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "bunk_explosion" } NoFixup 1 ambient_generic { "health" "10" "message" "Cart.Explode" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "bunk_explosion" } NoFixup 1 ambient_generic { "health" "10" "message" "RD.BotDeathExplosion" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "bunk_explosion" } } bunker_logic { KeepAlive 1 OnParentKilledOutput { Target "bunk_explode" Action "Stop" Delay 0 } OnParentKilledOutput { Target "bunk_explode" Action "Start" Delay 0.1 } OnParentKilledOutput { Target "bunk_explosion" Action "PlaySound" Delay 0.1 } } battery { prop_dynamic { "targetname" "battery_base" "model" "models/props_combine/combine_generator01.mdl" "rendercolor" "255 255 255" "modelscale" "1" "solid" "0" "angles" "0 180 0" "origin" "0 0 100" "disableshadows" "0" "modelscale" "1.0" } prop_dynamic { "targetname" "battery_base" "model" "models/props_combine/combine_generator01.mdl" "rendercolor" "255 255 255" "modelscale" "1" "solid" "0" "angles" "0 0 0" "origin" "0 0 100" "disableshadows" "0" "modelscale" "1.0" } prop_dynamic { "targetname" "battery_orb" "model" "models/props_combine/breentp_rings.mdl" "rendercolor" "255 255 255" "modelscale" "1" "solid" "0" "angles" "0 0 0" "origin" "0 0 256" "disableshadows" "1" "defaultanim" "idle" "modelscale" "1.0" } } dentonate_bomb { NoFixup 1 info_particle_system { "targetname" "bomb_explode" "origin" "4196 138 -313" "angles" "0 90 0" "start_active" "0" "effect_name" "hightower_explosion" "render_in_front" "1" } NoFixup 1 info_particle_system { "targetname" "bomb_explode" "origin" "4196 138 -313" "angles" "0 90 0" "start_active" "0" "effect_name" "fireSmoke_collumn_mvmAcres" "render_in_front" "1" } NoFixup 1 ambient_generic { "health" "10" "message" "Cart.Explode" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "bomb_explosion" } logic_relay { "targetname" "bomb_explode_relay" "OnTrigger" "popscript,$BombExplode,,0,-1" "OnTrigger" "popscript,$WaveThreeChatText,,0.1,1" "OnTrigger" "bomb_explode,Start,,0,-1" "OnTrigger" "bomb_explode,Stop,,0.1,-1" "OnTrigger" "bomb_explosion,PlaySound,,0,-1" "OnTrigger" "Intel,ForceResetSilent,,0.1,-1" "OnTrigger" "boss_spawn_seq,Trigger,,6,-1" //Troggers "OnSpawn" "func_flagdetectionzone,AddOutput,OnStartTouchFlag bomb_explode_relay:trigger::5:-1,0,-1" "OnSpawn" "func_flagdetectionzone,Disable,,0,-1" } logic_relay { targetname "disable_bomb_explode_zone" OnTrigger "func_flagdetectionzone,disable,,0,-1" } OnSpawnOutput { Target "bomb_explode" Action "setparent" Param "intel" } } boss_seq { path_track { "targetname" "boss_pod_path_01" "target" "boss_pod_path_02" "orientationtype" 0 "origin" "-3200 -1150 3000" "angles" "90 0 0" } path_track { "targetname" "boss_pod_path_02" "orientationtype" 0 "origin" "-3200 -1150 0" "angles" "90 0 0" "OnPass" "boss_pod,Disable,,0.5,-1" "OnPass" "boss_speak_nofail,PlaySound,,1,-1" "OnPass" "boss_speak_attack,PlaySound,,4,-1" "OnPass" "boss_speak_laugh,PlaySound,,6,-1" } func_tracktrain { "targetname" "boss_pod_mover" "origin" "-3200 -1150 3000" "mins" "128 128 128" "maxs" "128 128 128" "target" "boss_pod_path_01" "startspeed" 1500 "speed" 0 "velocitytype" 0 "orientationtype" 0 "spawnflags" 530 } prop_dynamic { "targetname" "boss_pod" "parentname" "boss_pod_mover" "model" "models\props_combine\headcrabcannister01a.mdl" "rendercolor" "255 255 255" "modelscale" "1" "skin" 2 "startdisabled" 1 "solid" "6" "angles" "90 0 0" "origin" "-3200 -1150 3000" "disableshadows" "1" "modelscale" "1.9" } ambient_generic { "health" "10" "message" "npc\env_headcrabcanister\launch.wav" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "boss_pod_sound" } ambient_generic { "health" "10" "message" "npc\env_headcrabcanister\incoming.wav" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "boss_pod_near" } ambient_generic { "health" "10" "message" "npc\env_headcrabcanister\explosion.wav" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "boss_pod_hit" } ambient_generic { "health" "10" "message" "vo\mvm\mght\soldier_mvm_m_autodejectedtie02.mp3" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "boss_speak_nofail" } ambient_generic { "health" "10" "message" "vo\mvm\mght\soldier_mvm_m_battlecry03.mp3" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "boss_speak_attack" } ambient_generic { "health" "10" "message" "vo\mvm\mght\soldier_mvm_m_battlecry06.mp3" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "boss_speak_laugh" } ambient_generic { "health" "10" "message" "vo\mvm\mght\soldier_mvm_m_autodejectedtie02.mp3" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "boss_speak_nofail" } ambient_generic { "health" "10" "message" "vo\mvm\mght\soldier_mvm_m_battlecry03.mp3" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "boss_speak_attack" } ambient_generic { "health" "10" "message" "vo\mvm\mght\soldier_mvm_m_battlecry06.mp3" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "boss_speak_laugh" } ambient_generic { "health" "10" "message" "ambient\alarms\doomsday_lift_alarm.wav" "pitch" "100" "pitchstart" "100" "radius" "10000" "spawnflags" "33" "origin" "1567 -1035 -133" "targetname" "boss_alert" } logic_relay { "targetname" "boss_spawn_seq" "OnTrigger" "boss_warning_timer,Enable,,0,-1" "OnTrigger" "boss_spawn_seq,Disable,,0,-1" "OnTrigger" "popscript,$stun_players,,0,-1" "OnTrigger" "boss_warning_timer,RefireTime,0.25,1.5,-1" "OnTrigger" "boss_warning_timer,RefireTime,0.1,3,-1" "OnTrigger" "boss_warning_timer,Disable,,6,-1" "OnTrigger" "boss_spawn_warning,Disable,,7,-1" "OnTrigger" "arena3_bosses,Enable,,10,-1" "OnTrigger" "boss_alert,PlaySound,,0,-1" "OnTrigger" "boss_alert,PlaySound,,2,-1" "OnTrigger" "boss_alert,PlaySound,,4,-1" "OnTrigger" "boss_pod_sound,PlaySound,,2,-1" "OnTrigger" "boss_pod_near,PlaySound,,3,-1" "OnTrigger" "boss_pod_hit,PlaySound,,4,-1" "OnTrigger" "boss_pod_mover,StartForward,,2,-1" "OnTrigger" "boss_pod,Enable,,2,-1" "OnTrigger" "fade,fade,,3.5,-1" "OnTrigger" "fade2,fade,,10,-1" "OnSpawn" "arena3_bosses,Disable,,0,-1" "OnSpawn" "arena3_boss,Disable,,0,-1" } logic_timer { "targetname" "boss_warning_timer" "spawnflags" 1 "startdisabled" 1 "refiretime" "0.5" "OnTimerLow" "boss_spawn_warning,Enable,,0,-1" "OnTimerHigh" "boss_spawn_warning,Disable,,0,-1" } env_fade { "targetname" "fade" "angles" "0 0 0" "duration" "0.5" "rendercolor" "255 255 255" "spawnflags" "8" } env_fade { "targetname" "fade2" "angles" "0 0 0" "duration" "1" "rendercolor" "255 255 255" "spawnflags" "1" } prop_dynamic { "targetname" "boss_spawn_warning" "model" "models\props_mvm\robot_spawnpoint_warning.mdl" "rendercolor" "255 255 255" "modelscale" "1" "skin" 2 "startdisabled" 1 "solid" "0" "angles" "0 0 0" "origin" "-3200 -1150 0" "disableshadows" "1" "modelscale" "1.0" } } textualtimer { OnSpawnOutput { Param 9 // change the value for minutes Target minutehand Action SetValue } OnSpawnOutput { Param 60 // change the value for seconds Target secondhand Action SetValue } logic_relay { "targetname" "loserelay_timer" "startdisabled" "1" "ontrigger" "bots_win_red,RoundWin,,2,-1" "ontrigger" "realtimer,cancelpending,,2,-1" "onspawn" "wave_start_relay_*,addoutput,ontrigger realtimer:trigger::0:-1,0,-1" "onspawn" "wave_finish*,addoutput,ontrigger realtimer:cancelpending::0:-1,0,-1" "onspawn" "wave_finish*,addoutput,ontrigger loserelay_timer:cancelpending::0:-1,0,-1" } NoFixup 1 math_counter { "targetname" "minutehand" "max" "9999" "outvalue" "timerformat,$setkey$case01,,0,-1" "outvalue" "onecompare,setvaluecompare,,0,-1" "outvalue" "onecompare,disable,,0.1,-1" "onhitmin" "loserelay_timer,enable,,1,-1" } math_counter { "targetname" "secondhand" "max" "60" "outvalue" "timerformat,$setkey$case02,,0,-1" "outvalue" "zerocompare,setvaluecompare,,0,-1" "onhitmin" "loserelay_timer,trigger,,0,-1" "onhitmin" "!self,setvalue,60,1,-1" "onhitmin" "minutehand,subtract,1,1,-1" } logic_compare { "targetname" "zerocompare" "comparevalue" "9" "onequalto" "timerformat,$setkey$case16,%:0%,0,-1" "ongreaterthan" "timerformat,$setkey$case16,%:%,0,-1" } logic_compare { "targetname" "onecompare" "startdisabled" 0 "comparevalue" "0" "onequalto" "popscript,$LowTimeRandom,,0,-1" } logic_case { "targetname" "timerformat" "case16" "%:%" "ondefault" "timertext,$setkey$message,,0,-1" "ondefault" "timertext,display,0,0,-1" } game_text { "targetname" "timertext" "color" "65 155 255" "holdtime" "2" "spawnflags" "1" "x" "0.6" "y" "0.97" } logic_relay { "targetname" "realtimer" "spawnflags" "2" "ontrigger" "timerformat,$format,,0.01,-1" "ontrigger" "secondhand,subtract,1,0,-1" "ontrigger" "!self,trigger,,1,-1" } } } ///////////////// //Spawn Points ///////////////// ExtraSpawnPoint { Name "arena1_shack" TeamNum 2 X "1025" Y "-1341" Z "-63" } ExtraSpawnPoint { Name "arena1_hill" TeamNum 2 X "2630" Y "-1086" Z "-193" } ExtraSpawnPoint { Name "arena1_cave" TeamNum 2 X "-197" Y "-2524" Z "192" } ExtraSpawnPoint { Name "arena1_cave_far" TeamNum 2 X "-1295" Y "-2863" Z "128" } ExtraSpawnPoint { Name "arena1_house" TeamNum 2 X "-277" Y "-1346" Z "128" } ExtraSpawnPoint { Name "arena1_hillside" TeamNum 2 X "-500" Y "-1479" Z "-122" } ExtraSpawnPoint { Name "arena2_top" TeamNum 2 X "-2044" Y "-1993" Z "320" } ExtraSpawnPoint { Name "arena2_shack" TeamNum 2 X "-1346" Y "-1347" Z "64" } ExtraSpawnPoint { Name "arena3_spawn" TeamNum 2 X "-3065" Y "-2606" Z "128" } ExtraSpawnPoint { Name "arena3_spawn" TeamNum 2 X "-3165" Y "-2606" Z "128" } ExtraSpawnPoint { Name "arena3_bosses" TeamNum 2 X "-3200" Y "-1150" Z "0" } ExtraSpawnPoint { Name "battery_spawn1" TeamNum 2 X "471" Y "-2945" Z "-63" } ExtraSpawnPoint { Name "battery_spawn2" TeamNum 2 X "-201" Y "-829" Z "-63" } ExtraSpawnPoint { Name "battery_spawn3" TeamNum 2 X "3922" Y "-508" Z "-254" } ExtraSpawnPoint { Name "battery_spawn4" TeamNum 2 X "1025" Y "-1341" Z "-63" } ExtraSpawnPoint { Name "battery_spawn5" TeamNum 2 X "1403" Y "-104" Z "-255" } ExtraSpawnPoint { Name "spawnbot_bunkergun" TeamNum 2 X "1567" Y "-1035" Z "-133" } ///////////////// //TEMPLATES ///////////////// SpawnTemplate "corelogic" SpawnTemplate "miscprops" SpawnTemplate "extrapickups" SpawnTemplate "MissionName" SpawnTemplate "bot_spawns" SpawnTemplate "barriers_front" SpawnTemplate "barriers_arena1" SpawnTemplate "barriers_arena2" SpawnTemplate "blimp_explode" SpawnTemplate "textualtimer" SpawnTemplate "barriers_hatch" SpawnTemplate "bunker_kill_fx" //SpawnTemplate "capturepoint_wave1" //spawn it in wave 1 //SpawnTemplate "capturepoints_wave5" //spawn it in wave 5 SpawnTemplate { Name "station" "origin" "4054 -1050 64" "angles" "0 270 0" } SpawnTemplate { Name "station" "origin" "4017 132 -319" "angles" "0 0 0" } Templates { T_TFBot_Red_Pyro_Dragon_Fury { Class Pyro Name "Dragon's Fury Pyro" ClassIcon pyro_dragon_fury Skill Hard WeaponRestrictions PrimaryOnly Action Mobber Item "The Dragon's Fury" AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "crit mod disabled hidden" 0 } } T_TFBot_Red_Giant_Pyro_Dragon_Fury { Class Pyro Name "Giant Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_giant Health 3000 Skill Expert WeaponRestrictions PrimaryOnly Attributes "MiniBoss" Item "The Dragon's Fury" Action Mobber AddCond { Name TF_COND_REPROGRAMMED } Tag bot_giant ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 2.0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "crit mod disabled hidden" 0 } } T_TFBot_Red_Pyro_Phlog { Class Pyro ClassIcon pyro_phlog Skill Hard WeaponRestrictions PrimaryOnly Attributes SpawnWithFullCharge Item "The Phlogistinator" Action Mobber AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "crit mod disabled hidden" 0 } ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 } } T_TFBot_Red_Giant_Pyro_Phlog { Class Pyro ClassIcon pyro_phlog_giant Name "Giant Pyro" Skill Expert Health 3000 WeaponRestrictions PrimaryOnly Attributes SpawnWithFullCharge Attributes "MiniBoss" Item "The Phlogistinator" Action Mobber AddCond { Name TF_COND_REPROGRAMMED } Tag bot_giant ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "crit mod disabled hidden" 0 } } T_TFBot_Red_Pyro_Fast { Class Pyro Name "Fuel Injected Pyro" ClassIcon pyro_fast Skill Hard WeaponRestrictions PrimaryOnly AddCond { Name TF_COND_REPROGRAMMED } Action Mobber CharacterAttributes { "crit mod disabled hidden" 0 "move speed bonus" 1.25 } ItemAttributes { ItemName TF_WEAPON_FLAMETHROWER "airblast disabled" 1 "damage penalty" 0.8 } } T_TFBot_red_giant_soldier_homing_spammer { ClassIcon soldier_homing_spammer_nys Name "Giant Homing Soldier" MaxVisionRange 2000 Template T_TFBot_Giant_Soldier_Spammer AddCond { Name TF_COND_REPROGRAMMED } Tag bot_giant Action Mobber ItemAttributes { ItemName tf_weapon_rocketlauncher "mod projectile heat seek power" 75 "mod projectile heat aim error" 90 "mod projectile heat aim time" 10 "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed increased" 0.65 "mod projectile heat no predict target speed" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "crit mod disabled hidden" 1 } } T_TFBot_red_giant_soldier_homing { ClassIcon soldier_homing_spammer_nys Name "Giant Homing Soldier" MaxVisionRange 2000 Template T_TFBot_Giant_Soldier AddCond { Name TF_COND_REPROGRAMMED } Tag bot_giant Action Mobber ItemAttributes { ItemName tf_weapon_rocketlauncher "mod projectile heat seek power" 125 "mod projectile heat aim error" 125 "mod projectile heat aim time" 10 "mod projectile heat no predict target speed" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "crit mod disabled hidden" 1 } } T_TFBot_red_sticky_demo { ClassIcon demo_sticky_red_daan Health 175 Name "Sticky Demo" Class Demoman Skill Hard WeaponRestrictions SecondaryOnly Item "The Quickiebomb Launcher" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 7 "fire rate bonus" 1337 "faster reload rate" 1337 } ItemAttributes { ItemName "The Quickiebomb Launcher" "Projectile range decreased" 0.35 "stickybomb charge rate" 0.01 "projectile spread angle penalty" 10 "damage bonus" 0.75 "faster reload rate" -0.8 "max pipebombs decreased" -7 "stickies detonate stickies" 0 "fire rate bonus" 0.8 } CharacterAttributes { "blast dmg to self increased" 0 "crit mod disabled hidden" 0 } } T_TFBot_Red_Heavyweapons { Class Heavyweapons Skill Hard AddCond { Name TF_COND_REPROGRAMMED } Action Mobber CharacterAttributes { "crit mod disabled hidden" 0 } } T_TFBot_Red_Pyro_Back_Burner { Class Pyro Name "BackBurner Pyro" ClassIcon pyro_backburner_red_nys Skill Easy WeaponRestrictions PrimaryOnly AddCond { Name TF_COND_REPROGRAMMED } Item "The Backburner" Action Mobber CharacterAttributes { "crit mod disabled hidden" 0 } } T_TFBot_Red_Engie_Battle { ClassIcon engineer_widowmaker_nys Health 125 Name "Battle Engineer" Class Engineer Skill Expert AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "crit mod disabled hidden" 0 } WeaponRestrictions PrimaryOnly Action Mobber Item "The Gunslinger" Item "The Widowmaker" } T_TFBot_red_giant_kritz_medic { ClassIcon medic_kritz_giant Health 4500 Name "Giant Kritz Medic" Class Medic Skill Expert Attributes "MiniBoss" Attributes AlwaysCrit AddCond { Name TF_COND_REPROGRAMMED } Tag bot_giant Action Mobber ItemAttributes { ItemName tf_weapon_syringegun_medic "damage penalty" 0.1 } ItemAttributes { ItemName "the kritzkrieg" "ubercharge rate bonus" 200 "bot medic uber health threshold" 4501 "uber duration bonus" 100 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "bot medic uber health threshold" 4501 "heal rate bonus" 200.0 } Item "the kritzkrieg" } T_TFBot_red_giant_sticky_demo_burst { ClassIcon demo_sticky_red_burst_daan Health 3300 Name "Giant Sticky Demo" Class Demoman Skill Expert WeaponRestrictions SecondaryOnly Attributes "MiniBoss" Attributes SuppressFire Item "The Quickiebomb Launcher" AddCond { Name TF_COND_REPROGRAMMED } Tag bot_giant Action Mobber ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 7 "fire rate bonus" 1337 "faster reload rate" 1337 } ItemAttributes { ItemName "The Quickiebomb Launcher" "Projectile range decreased" 0.5 "fire rate bonus" 0.01 "clip size upgrade atomic" 16 "stickybomb charge rate" 0.01 "projectile spread angle penalty" 10 "damage bonus" 0.5 "faster reload rate" -0.8 "max pipebombs increased" 12 "stickies detonate stickies" 0 } FireWeapon //Periodically fires weapon { Delay 0 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 1 //How many times should bot use the fire input 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) Duration 0.92 //How long should the button be pressed (Default: 0.1) Type "Primary" // Type of fire input, Possible values: //Primary //Secondary //Special - MOUSE3 //Reload //Jump //Crouch - requires NoCrouchButtonRelease 1 in TFBot //Action } FireWeapon //Periodically fires weapon { Delay 2 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 1 //How many times should bot use the fire input in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 0.8 //How long should the button be pressed (Default: 0.1) Type "Secondary" // Type of fire input, Possible values: //Primary //Secondary //Special - MOUSE3 //Reload //Jump //Crouch - requires NoCrouchButtonRelease 1 in TFBot //Action } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "blast dmg to self increased" 0 "crit mod disabled hidden" 0 } } T_TFBot_giant_soldier_homing_spammer { ClassIcon soldier_homing_spammer_nys Name "Giant Homing Soldier" MaxVisionRange 2000 Template T_TFBot_Giant_Soldier_Spammer ItemAttributes { ItemName tf_weapon_rocketlauncher "mod projectile heat seek power" 75 "mod projectile heat aim error" 90 "mod projectile heat aim time" 10 "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed increased" 0.65 "mod projectile heat no predict target speed" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "crit mod disabled hidden" 0 } } T_TFBot_soldier_homing { ClassIcon soldier_homing_nys Class Soldier Name "Homing Soldier" Attributes HoldFireUntilFullReload Skill Hard Action Mobber ItemAttributes { ItemName tf_weapon_rocketlauncher "mod projectile heat seek power" 75 "mod projectile heat aim error" 125 "mod projectile heat aim time" 2 "mod projectile heat no predict target speed" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 } } T_TFBot_red_soldier_homing { ClassIcon soldier_homing_nys Class Soldier Name "Homing Soldier" Attributes HoldFireUntilFullReload Skill Hard AddCond { Name TF_COND_REPROGRAMMED } Action Mobber ItemAttributes { ItemName tf_weapon_rocketlauncher "mod projectile heat seek power" 75 "mod projectile heat aim error" 125 "mod projectile heat aim time" 2 "mod projectile heat no predict target speed" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "crit mod disabled hidden" 0 } } T_TFBot_red_soldier_direct_hit_homing { ClassIcon soldier_homing_direct Class Soldier Name "Homing Direct Hit Soldier" Attributes HoldFireUntilFullReload Skill Hard AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Item "The Direct Hit" ItemAttributes { ItemName "The Direct Hit" "mod projectile heat seek power" 75 "mod projectile heat aim error" 90 "mod projectile heat aim time" 2 "mod projectile heat no predict target speed" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 "crit mod disabled hidden" 0 } } T_TFBot_red_giant_soldier_homing_barrage { ClassIcon soldier_barrage_homing_nys Name "Giant Homing Soldier" Template T_TFBot_Giant_Soldier_SlowBarrage AddCond { Name TF_COND_REPROGRAMMED } Tag bot_giant Action Mobber ItemAttributes { ItemName tf_weapon_rocketlauncher "mod projectile heat seek power" 110 "mod projectile heat aim error" 150 "mod projectile heat aim time" 10 "mod projectile heat aim time" 5 "mod projectile heat no predict target speed" 1 "clip size upgrade atomic" 26.0 "faster reload rate" 0.18 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "Projectile speed increased" 0.4 "projectile trail particle" eyeboss_projectile "add cond when active" 36 } CharacterAttributes { "health regen" 40 "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "Projectile speed increased" 0.4 "crit mod disabled hidden" 0 } } T_TFBot_Soldier_Burstfire_Armored { Class Soldier ClassIcon soldier_burstfire_armored_yoovy Name "Armored Burst Soldier" Skill Hard Health 800 Scale 1.2 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Shogun's Shoulder Guard" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 2.0 "Projectile speed increased" 0.65 } CharacterAttributes { "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "move speed bonus" 0.8 } } T_TFBot_Red_Giant_Heavyweapons_Fist { Class Heavyweapons Name "Giant Steel Gauntlet" Skill Expert ClassIcon heavy_steelfist_giant Health 5000 Attributes MiniBoss WeaponRestrictions MeleeOnly AddCond { Name TF_COND_REPROGRAMMED } Tag bot_giant Action Mobber CharacterAttributes { "crit mod disabled hidden" 0 } Item "Fists of Steel" ItemAttributes { ItemName "Fists of Steel" "fire rate bonus" 0.6 "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Boss_Hatamoto { Class Soldier ClassIcon boss_soldier2 Skill Expert Name "Hatamoto" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Health 50000 Scale 1.9 Item "The Concheror" Attributes MiniBoss Attributes SpawnWithFullCharge Attributes UseBossHealthBar Tag bot_boss WeaponRestrictions MeleeOnly Item "Soldier Samurai Hat" Item "The Shogun's Shoulder Guard" Item "The Menpo" UseMeleeThreatPrioritization 1 SpawnTemplate B_TimeOnKill ExtAttr IgnoreBuildings ExtAttr IgnoreBots ItemAttributes { ItemName "TF_WEAPON_SHOVEL" "custom item model" "models\weapons\c_models\c_shogun_katana\c_shogun_katana_soldier.mdl" "fire rate bonus" 0.6 "damage bonus" 1.25 "critboost on kill" 1 "custom hit sound" "=80|weapons\samurai\tf_katana_slice_02.wav" "custom weapon fire sound" "=80|weapons\samurai\tf_katana_05.wav" "is_a_sword" 1 "melee range multiplier" 1.4 "melee bounds multiplier" 1.55 "restore health on kill" 10 } CharacterAttributes { "crit mod disabled hidden" 0 "move speed bonus" 0.65 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "increase buff duration" 100 "rage giving scale" 0.1 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "cancel falling damage" 1 } } T_TFBot_Boss_Steel_Battalion { Class Soldier Skill Expert Name "Steel Battalion" ClassIcon boss_soldier3 AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Health 35000 Scale 1.9 Item "The Battalion's Backup" Attributes MiniBoss Attributes SpawnWithFullCharge Attributes UseBossHealthBar Tag bot_boss Attributes HoldFireUntilFullReload Item "The Grenadier's Softcap" Item "Fancy Dress Uniform" Item "The Killer's Kit" Item "The Black Box" WeaponRestrictions PrimaryOnly SpawnTemplate B_TimeOnKill ItemAttributes { ItemName "The Black Box" "mult projectile count" 4 "fire rate bonus" 0.75 "clip size upgrade atomic" 3 "damage bonus" 0.8 "projectile spread angle penalty" 5 } CharacterAttributes { "crit mod disabled hidden" 0 "move speed bonus" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "increase buff duration" 100 "rage giving scale" 0.1 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "cancel falling damage" 1 } } T_TFBot_Boss_Sargent_Buffs { Class Soldier Skill Expert Name "Sargent Buffs" ClassIcon boss_soldier1 AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Health 45000 Scale 1.9 Item "The Buff Banner" Attributes MiniBoss Attributes SpawnWithFullCharge Attributes UseBossHealthBar Tag bot_boss Attributes HoldFireUntilFullReload Item "Lord Cockswain's Pith Helmet" Item "Lord Cockswain's Novelty Mutton Chops and Pipe" Item "The Original" WeaponRestrictions PrimaryOnly SpawnTemplate B_TimeOnKill ItemAttributes { ItemName "The Original" "fire rate bonus" 3 "reload time decreased" -0.8 "damage bonus" 2.5 "Blast radius increased" 1.65 "use large smoke explosion" 1 "Projectile speed decreased" 0.75 "mod projectile heat seek power" 180 "mod projectile heat aim error" 180 "mod projectile heat aim time" 0.1 "mod projectile heat no predict target speed" 0 } CharacterAttributes { "crit mod disabled hidden" 0 "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "increase buff duration" 100 "rage giving scale" 0.1 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "cancel falling damage" 1 } } T_TFBot_Backup_Droid_Scout { Class Scout Skill Hard Name "Backup Droid" Item "MvM GateBot Light Scout" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber UseBestWeapon 1 Item "Tesla Shotgun" Item "Nail Gun" CharacterAttributes { "crit mod disabled hidden" 0 } } T_TFBot_Backup_Droid_Soldier { Class Soldier Skill Hard Name "Backup Droid" Item "MvM GateBot Light Soldier" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber UseBestWeapon 1 Item "The Stinger" Item "Blunderbuss" CharacterAttributes { "crit mod disabled hidden" 0 } } T_TFBot_Backup_Droid_Pyro { Class Pyro Skill Hard Name "Backup Droid" Item "MvM GateBot Light Pyro" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber UseBestWeapon 1 Item "Plasma Thrower" Item "Fireburst Shotgun Pyro" CharacterAttributes { "crit mod disabled hidden" 0 } } T_TFBot_Backup_Droid_Demoman { Class Demoman Skill Hard Name "Backup Droid" Item "MvM GateBot Light Demoman" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Item "Bolshevik Bomber" Item "Full Metal Shield" CharacterAttributes { "crit mod disabled hidden" 0 } } T_TFBot_Backup_Droid_Heavy { Class HeavyWeapons Skill Hard Name "Backup Droid" Item "MvM GateBot Light Heavy" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber UseBestWeapon 1 Item "Tokamak" Item "Blunderbuss Heavy" CharacterAttributes { "crit mod disabled hidden" 0 } } T_TFBot_Backup_Droid_Medic { Class Medic Skill Hard Name "Backup Droid" Item "MvM GateBot Light Medic" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber WeaponRestrictions PrimaryOnly Item "DNA Distributor" CharacterAttributes { "crit mod disabled hidden" 0 } } T_TFBot_Backup_Droid_Sniper { Class Sniper Skill Hard Name "Backup Droid" Item "MvM GateBot Light Sniper" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber UseBestWeapon 1 Item "Astral Assassin" Item "EMP" CharacterAttributes { "crit mod disabled hidden" 0 } } T_TFBot_Security_Droid_1 { Class Soldier Skill Hard Name "Security Droid" Item "MvM GateBot Light Soldier" ClassIcon support_gatebot Health 100 AddCond { Name TF_COND_REPROGRAMMED } Action Mobber ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.6 } CharacterAttributes { "move speed bonus" 1.5 "cannot be sapped" 1 "crit mod disabled hidden" 0 } } T_TFBot_Security_Droid_2 { Class Demoman Skill Hard Name "Security Droid" Item "MvM GateBot Light Demoman" Health 100 ClassIcon support_gatebot AddCond { Name TF_COND_REPROGRAMMED } Action Mobber ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "Projectile speed increased" 1.5 "faster reload rate" -0.8 } CharacterAttributes { "move speed bonus" 1.5 "cannot be sapped" 1 "crit mod disabled hidden" 0 } } T_TFBot_Security_Droid_3 { Class HeavyWeapons Skill Hard Name "Security Droid" Item "MvM GateBot Light Heavy" Health 100 ClassIcon support_gatebot AddCond { Name TF_COND_REPROGRAMMED } Action Mobber CharacterAttributes { "move speed bonus" 1.5 "cannot be sapped" 1 "crit mod disabled hidden" 0 } } T_TFBot_Battery { Class Soldier Skill Expert Name "Battery Pack" SpawnTemplate battery ClassIcon core_red UseCustomModel "models/empty.mdl" Attributes MiniBoss ExtAttr IgnoreBuildings ExtAttr IgnorePlayers DeathSound "=100|Weapon_CowMangler.SingleCharged" PainSound "common/null.wav" Health 5000 Attributes UseBossHealthBar Tag bot_boss Attributes IgnoreFlag AddCond 43 CharacterAttributes { "move speed bonus" 0.0000025 "no_jump" 1 "no_duck" 1 "no_attack" 1 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "damage force reduction" 0 "cannot be backstabbed" 1 "cannot be headshot" 1 "voice pitch scale" 0 } CustomWeaponModel { Slot 0 Model "models/empty.mdl" } } T_TFBot_Bunker { Class Heavyweapons Scale 2.1 Name "Bunker Cannon" ClassIcon bunker_lite Skill Expert Health 10000 Item "Overclocked Machine Cannon" Attributes MiniBoss Attributes DisableDodge Attributes IgnoreFlag Attributes UseBossHealthBar MaxVisionRange 10000 Item "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" AimTrackingInterval 0.01 WeaponRestrictions PrimaryOnly Tag bot_boss ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "override projectile type" 13 "Projectile speed increased HIDDEN" 0.2083 "custom projectile size" 8 "custom weapon fire sound" "npc/strider/charging.wav" "projectile sound" "npc/strider/fire.wav" "custom weapon reload sound" "buttons/combine_button_locked.wav" "custom impact sound" "weapons/mortar/mortar_explode1.wav" "custom hit sound" "ambient/machines/thumper_shutdown1.wav" "projectile trail particle" "critical_rocket_red" "centerfire projectile" 1 "clip size penalty" 0.167 "fire rate penalty" 27.5 "stickies detonate stickies" 1 "disable buildings on hit" 12 "energy weapon no deflect" 1 "projectile no deflect" 1 "projectile explode on destroy" 1 "projectile explode time" 10 //"reload time increased" 5 "fire rate bonus with reduced health" 0.1 "ignores other projectiles" 1 "passive reload" 1 "add cond on hit" 1984306 //sap, radio stun, mark "add cond on hit duration" 6 "mod projectile heat seek power" 70 "mod projectile heat aim error" 360 "mod projectile heat aim time" 10 "mod projectile heat no predict target speed" 1 "custom kill icon" "obj_attachment_sapper" "is_passive_weapon" 1 } CharacterAttributes { "move speed bonus" 0.0000025 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "damage force reduction" 0 //"damage penalty" 0.7 "voice pitch scale" 0 "crit mod disabled" 0 "no_jump" 1 "no_duck" 1 "cannot be backstabbed" 1 "cannot be headshot" 1 "cannot be sapped" 1 "self dmg push force decreased" 0 "blast dmg to self increased" 0 "health from packs increased" 0 "cancel falling damage" 1 "minigun spinup time decreased" 0.1 "dmg taken mult from special damage type 1" 2 "stomp player damage" 5 "stomp player force" 300 "stomp building damage" 10 } StripItemSlot 1 StripItemSlot 2 AddCond { Name TF_COND_REPROGRAMMED } UseCustomModel "models/props_doomsday/rocket_socket_doomsday.mdl" CustomWeaponModel { Slot 0 Model "models/weapons/c_models/c_minigun/c_minigun_that_goes_on_the_bunker.mdl" } SpawnTemplate bunker_logic } } ///////////////// //MISSIONS ///////////////// /////////////////////////////////////////////////////////////////////////// //SENTRY BUSTER MISSIONS /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// //SNIPER MISSIONS /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// //SPY MISSIONS /////////////////////////////////////////////////////////////////////////// ///////////////// //WAVES ///////////////// //Templates ///////////////// ///////////////// //Giant Templates ///////////////// CustomWeapon //Allows you to use an alias for items with custom attributes { "The Pepper Gun" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "custom weapon fire sound" "=80|trespasser/sg-1.wav" "custom item model" models/workshop/weapons/c_models/c_roughrider/c_pep_scattergun.mdl "damage penalty" 0.8 "weapon spread bonus" 0.75 } "Wired Funds" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "custom item model" models/ctf2w/weapons/c_models/c_payoff/c_payoff.mdl "provide on active" 1 "clip size penalty" 0.66 "fire rate penalty" 1.2 "damage penalty" 0.8 "collect currency on kill" 1 "health from credits" 50 "mult credit collect range" 1.25 "special item description" "On Active: credit collect range is increased, money from credits is increased." } "Nail Gun" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "use original class weapon animations" 1 "custom item model" models/workshop/weapons/c_models/c_nailgun/c_nailgun.mdl "custom projectile model" models/weapons/w_models/w_nail.mdl "damage bonus" 1.5 "hidden secondary max ammo penalty" 5.56 "Reload time increased" 1.25 "clip size penalty HIDDEN" 2.083 "override projectile type" 5 "custom kill icon" "syringegun_medic" "fire rate bonus HIDDEN" 0.6 "cannot be upgraded" 1 } "Tesla Shotgun" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" // The item used as a base "custom item model" models/weapons/c_models/c_sho_scattergun.mdl "custom weapon fire sound" "=42|ambient/energy/zap3.wav" "cannot be upgraded" 1 "damage bonus" 1.5 "mult dmg vs tanks" 0.5 "bullets per shot bonus" 2 "clip size penalty HIDDEN" 0.66 "fire rate penalty" 1.5 "Reload time increased" 2 "explosive bullets" 72 "explosion particle" ExplosionCore_sapperdestroyed "explosion particle on direct hit" ExplosionCore_sapperdestroyed "crit vs wet players" 1 "reload full clip at once" 1 "custom weapon reload sound" "=40|ambient/energy/zap5.wav" "spread penalty" 1.3 "self dmg push force decreased" 0.01 "blast dmg to self increased" 8 "cannot be upgraded" 1 "maxammo primary increased" 1.25 } "Shuriken" //is that a freakin ninja star? { OriginalItemName "The Flying Guillotine" "custom weapon fire sound" "=80|weapons/iceaxe/iceaxe_swing1.wav" "custom item model" models/weapons/c_models/c_six_point_shuriken/c_six_point_shuriken.mdl "custom projectile model" models/weapons/c_models/c_six_point_shuriken/c_six_point_shuriken.mdl "damage bonus" 1.5 "bleeding duration" 15 "mult bleeding delay" 0.6 "cannot be upgraded" 1 "effect bar recharge rate increased" 2 "special item description" "-100% recharge rate" } "Laser Pistol" { OriginalItemName "The C.A.P.P.E.R" "custom item model" models/weapons/c_models/c_lazygun.mdl "damage bonus" 1.25 "projectile penetration" 1 "weapon spread bonus" 0.75 "clip size penalty" 0.66 "reload time increased" 1.2 "maxammo secondary increased" 1.11 } "Laser Pistol Engineer" { OriginalItemName "The C.A.P.P.E.R" "custom item model" models/weapons/c_models/c_lazygun.mdl "damage bonus" 1.25 "projectile penetration" 1 "weapon spread bonus" 0.75 "clip size penalty" 0.66 "reload time increased" 1.2 } "Plasma Thrower" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "custom item model" models/weapons/c_models/c_ash_m/c_ash_m.mdl "damage bonus" 1.75 "weapon burn dmg increased" 1.5 "flame_speed" 1500 "flame_up_speed" 0 "flame_lifetime" 0.4 "airblast disabled" 1 "lunchbox adds minicrits" 1 "flame life penalty" 0.5 //visual only } "Deflector Blast" { OriginalItemName "warbird_flamethrower_warhawk" "airblast_destroy_projectile" 1 "airblast_pushback_disabled" 1 "airblast_pushback_no_stun" 1 "mult airblast refire time" 0.75 "airblast cost scale hidden" 0.75 "special item description" "Airblast now destroys in-flight projectiles" "special item description 2" "Airblast only affects projectiles" "special item description 3" "Airblast is also cheaper and happens more often" } "The Afterburner" { OriginalItemName "The Detonator" "custom item model" "models/weapons/c_models/c_blaze_blast/c_blaze_blast.mdl" "damage bonus" 1.5 "weapon burn dmg increased" 5 "weapon burn time increased" 2 "faster reload rate" 1.5 "cannot be upgraded" 1 } "Incendiary Grenade" { OriginalItemName "Mad Milk" "custom item model" models/weapons/c_models/c_nitro/c_nitro.mdl "custom projectile model" models/weapons/c_models/c_nitro/c_nitro.mdl "use original class weapon animations" 1 "override projectile type" 3 "cannot be upgraded" 1 "item style override" 0 "special item description" "30 Second Cooldown" "special item description 2" "On Explode: Leave a pile of flames that'll melt any enemy that touches it." "effect bar recharge rate increased" 1.5 //"Set DamageType Ignite" 1 //"weapon burn time increased" 10 "fuse bonus" 0.8 "effect cond override" 12 "Blast radius increased" 1.25 "explosion particle" "heavy_ring_of_fire_fp" "explosion particle on direct hit" "heavy_ring_of_fire_fp" "custom impact sound" "=100|ambient/fire/gascan_ignite1.wav" "Projectile speed increased" 1.8 } "The H.I.V.E." // Harmoniously Integrated Vanguard Engineers, Thanks chat GPT { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.3 "cannot be upgraded" 1 "mini rockets" 1 "mod projectile heat seek power" 90 "mod projectile heat aim error" 75 "mod projectile heat aim time" 5 "mod projectile heat no predict target speed" 1 "custom impact sound" "ambient/explosions/explode_5.wav" "custom item model" models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl "Blast radius decreased" 0.75 "damage penalty" 0.75 "clip size bonus" 2 "projectile trail particle" eyeboss_projectile "maxammo primary increased" 2 } "The Stinger" // { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate penalty" 1.5 "mod mini-crit airborne" 1 "reload time increased" 1.5 "cannot be upgraded" 1 "custom impact sound" "ambient/explosions/explode_4.wav" "custom item model" models/weapons/c_models/c_wasp_launcher/c_wasp_launcher_1.mdl "Blast radius increased" 1.25 "damage bonus" 1.5 "no damage falloff" 1 "Projectile speed increased" 1.4 "clip size penalty" 0.25 "self dmg push force increased" 2 "damage blast push" 3 "blast dmg to self increased" 2.5 "mult dmg vs tanks" 1.5 "special damage type" 1 "maxammo primary reduced" 0.5 } "Incendiary Launcher" // { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "cannot be upgraded" 1 "fire rate penalty" 1.33 "mod max primary clip override" -1 "mod no reload DISPLAY ONLY" 1 "custom impact sound" "misc/halloween/spell_fireball_impact.wav" "custom weapon fire sound" "=80|ambient/fire/gascan_ignite1.wav" "custom item model" models/weapons/c_models/c_firelauncher/c_firelauncher.mdl "override projectile type extra" "spellfireball" "projectile gravity" 300 "damage penalty" 0.75 "no self blast dmg" 1 "weapon burn dmg increased" 0.75 } "Paratrooper Rifle" { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "special item description" "Crits while airborne; has a built-in parachute" "bullets per shot bonus" 0.1 "clip size bonus" 3.3 "damage bonus hidden" 8.3 //8.3 "fire rate bonus" 0.3 "reload full clip at once" 1 "reload time increased" 6 "parachute attribute" 1 "no damage falloff" 1 "parachute redeploy" 1 "mod crit while airborne" 1 "mult crit dmg" 0.666 "maxammo secondary increased" 1.875 "custom weapon fire sound" "=80|fg42f1.wav" "custom weapon reload sound" "=80|fg42_reload.wav" "custom item model" "models/weapons/c_models/c_chains_of_command/c_chains_of_command.mdl" } "Mine Layer" // { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "fire rate penalty" 2 "reload time increased" 1.4 "cannot be upgraded" 1 "custom impact sound" "ambient/explosions/explode_3.wav" "custom projectile model" "models/weapons/w_models/w_stickybomb3.mdl" "custom item model" "models/weapons/c_models/c_wee_willy/c_wee_willy.mdl" "Blast radius increased" 1.5 "damage bonus" 1.5 "mult dmg vs giants" 2 "mult dmg vs tanks" 3 "Projectile range decreased" 0.65 "max pipebombs decreased" -6 "clip size penalty" 0.25 "self dmg push force increased" 2 "damage blast push" 3 "blast dmg to self increased" 2.5 "special damage type" 1 } "Howitzer" // { OriginalItemName "The Loch-n-Load" "fire rate penalty" 2 "reload time increased" 2 "cannot be upgraded" 1 "explosion particle" "fireSmokeExplosion" "custom impact sound" "ambient/explosions/explode_9.wav" "custom weapon fire sound" "ambient/explosions/explode_4.wav" "custom item model" "models/weapons/c_models/c_howitzer/c_lochnload.mdl" "Blast radius increased" 1.5 "damage bonus" 2 "mult dmg vs giants" 2 "mult dmg vs tanks" 3 "Projectile speed increased" 1.5 "clip size penalty" 0.25 "self dmg push force increased" 2 "damage blast push" 3 "blast dmg to self increased" 4 "sticky air burst mode" 0 "grenade explode on impact" 1 "special damage type" 1 "maxammo primary reduced" 0.75 } "Full Metal Shield" // { OriginalItemName "The Chargin' Targe" "custom item model" models/weapons/c_models/c_airloch/c_airloch.mdl "move speed penalty" 0.85 "charge recharge rate increased" 0.75 "charge time decreased" -0.5 "charge impact damage increased" 2.7 "dmg taken from fire reduced" 0.75 "dmg taken from bullets reduced" 0.6 "dmg taken from blast reduced" 0.5 "mult dmgtaken from melee" 0.75 } "Battering Ram" // { OriginalItemName "The Chargin' Targe" "custom item model" models/weapons/c_models/c_assault_battering_ram/c_assault_battering_ram.mdl "charge recharge rate increased" 1.65 "mult charge turn control" 3 "charge time increased" 0.5 "dmg taken from fire reduced" 0.9 "dmg taken from blast reduced" 0.9 "effect add attributes" "displace touched enemies|65" } "Bolshevik Bomber" // { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.4 "reload time decreased" 0.7 "cannot be upgraded" 1 "custom impact sound" "weapons/air_burster_explode2.wav" "paintkit_proto_def_index" 411 "set_item_texture_wear" 0 "Blast radius decreased" 0.8 "damage penalty" 0.75 "projectile spread angle penalty" 4 "clip size bonus" 1.5 "grenade explode on impact" 1 "Projectile speed decreased" 0.7 "grenade no spin" 1 "maxammo primary increased" 1.5 } "Toxic Hail" // { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate penalty" 2.5 "energy weapon no deflect" 1 "projectile no deflect" 1 "reload time increased" 3 "reload full clip at once" 1 "cannot be upgraded" 1 "custom impact sound" "=80|weapons/bugbait/bugbait_impact3.wav" "paintkit_proto_def_index" 255 "set_item_texture_wear" 0 "Blast radius decreased" 0.8 "damage penalty" 0.4 "projectile spread angle penalty" 8 "projectile trail particle" "bread_gloves_goop" "explosion particle" "breadjar_impact" "clip size penalty" 0.5 "bleeding duration" 6 "grenade no spin" 1 "dmg penalty vs buildings" 0.4 "Projectile speed decreased" 0.7 "mult projectile count" 4 "custom projectile model" "models/weapons/w_bugbait.mdl" "mod projectile heat seek power" 60 "mod projectile heat aim error" 45 "mod projectile heat aim time" 2.5 "mod projectile heat no predict target speed" 0 "maxammo primary reduced" 0.5 } "Blunderbuss" { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "custom weapon fire sound" "=80|weapons/sven_shotgun_shoot.wav" "custom item model" models/weapons/c_models/c_bmmh/c_bmmh.mdl "damage bonus" 2.25 "clip size penalty" 0.16 "spread penalty" 1.65 "fire rate penalty" 1.5 "single wep deploy time decreased" 0.6 "passive reload" 1 "maxammo secondary reduced" 0.375 } "Blunderbuss Heavy" { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "custom weapon fire sound" "=80|weapons/sven_shotgun_shoot.wav" "custom item model" models/weapons/c_models/c_bmmh/c_bmmh.mdl "damage bonus" 2.25 "clip size penalty" 0.16 "spread penalty" 1.65 "fire rate penalty" 1.5 "single wep deploy time decreased" 0.6 "passive reload" 1 "maxammo secondary reduced" 0.375 } "Blunderbuss Pyro" { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" "custom weapon fire sound" "=80|weapons/sven_shotgun_shoot.wav" "custom item model" models/weapons/c_models/c_bmmh/c_bmmh.mdl "damage bonus" 2.25 "clip size penalty" 0.16 "spread penalty" 1.65 "fire rate penalty" 1.5 "single wep deploy time decreased" 0.6 "passive reload" 1 "maxammo secondary reduced" 0.375 } "Blunderbuss Engineer" { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "custom weapon fire sound" "=80|weapons/sven_shotgun_shoot.wav" "custom item model" models/weapons/c_models/c_bmmh/c_bmmh.mdl "damage bonus" 2.25 "clip size penalty" 0.16 "spread penalty" 1.65 "fire rate penalty" 1.5 "single wep deploy time decreased" 0.6 "passive reload" 1 "maxammo primary reduced" 0.375 } "Fireburst Shotgun" { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "custom weapon fire sound" "=100|ambient/fire/gascan_ignite1.wav" "custom item model" models/weapons/c_models/c_calefactor/c_calefactor.mdl "damage penalty" 0.8 "weapon burn dmg reduced" 0.75 "clip size penalty" 0.66 "fire rate bonus" 0.6 "burst fire count" -4 "Set DamageType Ignite" 1 "maxammo secondary increased" 1.25 } "Fireburst Shotgun Heavy" { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "custom weapon fire sound" "=100|ambient/fire/gascan_ignite1.wav" "custom item model" models/weapons/c_models/c_calefactor/c_calefactor.mdl "damage penalty" 0.8 "weapon burn dmg reduced" 0.75 "clip size penalty" 0.66 "fire rate bonus" 0.6 "burst fire count" -4 "Set DamageType Ignite" 1 "maxammo secondary increased" 1.25 } "Fireburst Shotgun Pyro" { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" "custom weapon fire sound" "=100|ambient/fire/gascan_ignite1.wav" "custom item model" models/weapons/c_models/c_calefactor/c_calefactor.mdl "damage penalty" 0.8 "weapon burn dmg reduced" 0.75 "clip size penalty" 0.66 "fire rate bonus" 0.6 "burst fire count" -4 "Set DamageType Ignite" 1 "maxammo secondary increased" 1.25 } "Fireburst Shotgun Engineer" { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "custom weapon fire sound" "=100|ambient/fire/gascan_ignite1.wav" "custom item model" models/weapons/c_models/c_calefactor/c_calefactor.mdl "damage penalty" 0.8 "weapon burn dmg reduced" 0.75 "clip size penalty" 0.66 "fire rate bonus" 0.6 "burst fire count" -4 "Set DamageType Ignite" 1 "maxammo primary increased" 1.25 } "Browning M1917" { OriginalItemName "Tomislav" "custom item model" models/workshop/weapons/c_models/c_browning/c_browning.mdl "custom wind down sound" "=80|weapons/minigun_wind_down.wav" "minigun no spin sounds" 1 "damage bonus" 1.5 "weapon spread bonus" 0.65 "minigun spinup time increased" 1.5 "minigun spinup time decreased" 1 "aiming movespeed decreased" 0.75 "cannot be upgraded" 1 } "Overclocked Machine Cannon" { OriginalItemName "The Brass Beast" "custom item model" models/weapons/c_models/c_assault_minigun/c_assault_minigun.mdl "cannot be upgraded" 1 "damage bonus HIDDEN" 5 "mult dmg vs giants" 1.5 "fire rate penalty" 1.65 "weapon spread bonus" 0.45 "bullets per shot bonus" 0.25 "explosive bullets" 74 "dmg pierces resists absorbs" 1 "mult dmg vs tanks" 1.5 "explosion particle" "rd_robot_explosion_smoke_linger" "special damage type" 1 "maxammo primary reduced" 0.5 } "Tokamak" { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "custom item model" models/workshop/weapons/c_models/c_tokamak/c_tomislav.mdl "cannot be upgraded" 1 "fire rate penalty" 2 "minigun spinup time increased" 2.5 "aiming movespeed decreased" 0.5 "override projectile type extra" "mechanicalarmorb" "projectile spread angle penalty" 3 "projectile speed increased" 1.65 "maxammo primary reduced" 0.25 } "Lead Pipe" { OriginalItemName "Frying Pan" "custom item model" models/weapons/c_models/c_lead_pipe/c_lead_pipe.mdl "damage bonus" 1.75 "fire rate penalty" 1.5 "melee range multiplier" 1.2 "stun on damage" 36 } "DNA Distributor" { OriginalItemName "The Blutsauger" "custom item model" models/weapons/c_models/c_clinical_trial/c_clinical_trial.mdl "cannot be upgraded" 1 "add attributes on hit" "major move speed bonus|0.5|0.5" "self add attributes on hit" "major move speed bonus|0.75|0.5" "mad milk syringes" 1 "bleeding duration" 4 "health drain medic" 0 "special item description" "On Hit: Slows enemies and leeches their hp" "special item description 2" "On Hit: Slow yourself" } "Burst Trial" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "custom item model" models/weapons/c_models/c_gupgun/c_leechgun.mdl "cannot be upgraded" 1 "fire rate bonus" 0.75 "damage bonus" 2.5 "burst fire count" 4 "Reload time decreased" 0.75 "burst fire rate mult" 3 //"auto fires full clip all at once" 1 //"auto fires full clip penalty" 1 "clip size penalty" 0.3 "maxammo primary reduced" 0.8 } "The Overdoser" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "paintkit_proto_def_index" 257 "set_item_texture_wear" 0 "overheal bonus" 2.5 "overheal decay disabled" 0.00000025 "heal rate bonus" 1.5 "overheal fill rate reduced" 0.5 "ubercharge overheal rate penalty" 0.5 "ubercharge rate penalty" 0.25 "medigun particle" "passtime_beam" "medigun charge is megaheal" 2 //Items_game.txt used this, idk what it means } "The Moskito" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "paintkit_proto_def_index" 214 "set_item_texture_wear" 0 "medigun attack enemy" 2 "medigun self drain" 0.35 "medigun charge is megaheal" 2 "heal on hit for rapidfire" 3 "medigun particle enemy" "~spell_lightningball_parent_rope_blue" } "The Eliminator" { OriginalItemName "The Hitman's Heatmaker" "custom item model" models/workshop/weapons/c_models/c_essendon_eliminator/c_essendon_eliminator.mdl "cannot be upgraded" 1 "headshot damage increase" 1.5 "mult dmg vs giants" 1.5 "damage penalty on bodyshot" 0.5 "crit kill will gib" 1 "maxammo primary increased" 1.6 } "EMP" { OriginalItemName "Jarate" "custom item model" models/workshop/weapons/c_models/c_quadball/c_quadball_grenade.mdl "custom projectile model" models/workshop/weapons/c_models/c_quadball/c_quadball_grenade.mdl "override projectile type" 3 "cannot be upgraded" 1 "special item description" "30 Second Cooldown" "special item description 2" "On Hit: Stuns and Marks Enemies." "fuse bonus" 0.8 "add attributes on hit" "major move speed bonus|0.5|7" "effect bar recharge rate increased" 1.5 "effect cond override" 12 "add cond on hit" 7751 "add cond on hit duration" 7 "Blast radius increased" 1.5 "explosion particle" ExplosionCore_sapperdestroyed "custom impact sound" "=100|npc/assassin/ball_zap1.wav" "Projectile speed increased" 1.8 "disable buildings on hit" 7 } "Astral Assassin" { OriginalItemName "The Huntsman" "custom item model" models/weapons/c_models/c_astral_assassin/c_astral_assassin.mdl "custom projectile model" "models/weapons/c_models/c_astral_assassin_projectile/c_astral_assassin_projectile.mdl" "projectile trail particle" eyeboss_projectile "cannot be upgraded" 1 "damage bonus" 2 "fire rate penalty" 1.75 "projectile penetration" 1 "sniper no headshots" 1 "cannot headshot" 1 "mod projectile heat seek power" 150 "mod projectile heat aim error" 75 "mod projectile heat aim time" 5 "mod projectile heat no predict target speed" 1 "projectile acceleration" 7500 "projectile acceleration time" 2 "projectile acceleration start time" 2 "Projectile speed decreased" 0.05 "projectile gravity native" 0.01 "maxammo primary reduced" 0.5 } "Hunting Rifle" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "alt-fire disabled" 1 "can headshot" 1 "headshot damage increase" 2 "damage bonus" 2 "custom item model" "models/weapons/c_models/c_scopelessrifle/c_scopelessrifle.mdl" "custom weapon fire sound" "=80|weapons/mp40_shoot.wav" "mult dmg vs tanks" 2 } "Assault Rifle" { OriginalItemName "Upgradeable TF_WEAPON_SMG" "custom item model" models/weapons/c_models/c_m16/c_m16.mdl "custom weapon fire sound" "=80|weapons/m16_shoot.wav" "cannot be upgraded" 1 "clip size bonus" 1.28 "damage bonus" 1.4 "fire rate penalty" 1.2 "Reload time increased" 1.6 "weapon spread bonus" 0.75 "hidden secondary max ammo penalty" 1.707 } "Healing Pack" { OriginalItemName "The Gunboats" "health regen" 25 "max health additive bonus" 25 "cannot be upgraded" 1 } "Auto Shotgun" { OriginalItemName "The Widowmaker" "fire rate bonus" 0.4 "bullets per shot bonus" 0.5 "weapon spread bonus" 0.75 "add onhit addammo" 120 "mod ammo per shot" 20 "custom item model" models/weapons/c_models/c_tgat/c_tgat.mdl "custom weapon fire sound" "=80|weapons/family_business_shoot.wav" } "Pulse Pistol" { OriginalItemName "The C.A.P.P.E.R" "custom item model" models/weapons/c_models/c_handwarmer.mdl "override projectile type" 13 "centerfire projectile" 1 "clip size bonus" 1.33 "fire rate penalty" 1.2 "Reload time increased" 1.4 "Set DamageType Ignite" 1 "dmg penalty vs players" 0.65 "weapon burn dmg increased" 2 "projectile spread angle penalty" 3 "cannot be upgraded" 1 "maxammo secondary reduced" 0.4 } "Texan Fixup" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "custom item model" models/weapons/c_models/c_scrap_sentinel/c_spikewrench.mdl "fire rate penalty" 1.33 "Repair rate increased" 1.5 "Construction rate decreased" 0.5 } "Mobile Upgrade Station" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "mult dispenser rate" 0.1 "has pipboy build interface" -1 "cannot pick up buildings" 1 "special item description" "Replaces dispenser with mobile upgrade station." } "Tranquilizer" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "clip size penalty" 0.16 "Reload time increased" 1.5 "fire rate penalty" 1.25 "override projectile type" 5 "custom kill icon" "syringegun_medic" "mark for death" 1 "slow enemy on hit" 1 "slow enemy on hit major" 6 "custom weapon fire sound" "=80|weapons/pistol/pistol_fire2.wav" "custom item model" "models/weapons/c_models/c_tranquilizer/c_revolver.mdl" "damage penalty" 0.65 "cannot be upgraded" 1 } "Blossoming Death" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "bullets per shot bonus" 3 "clip size penalty" 0.5 "Reload time increased" 1.5 "fire rate penalty" 1.6 "custom weapon fire sound" "=80|magnum_shoot.wav" "custom item model" "models/weapons/c_models/c_death_blossom/c_death_blossom.mdl" "damage bonus" 1.3 "spread penalty" 1.4 "cannot be upgraded" 1 "mult dmg vs tanks" 2 } "The Sneak Attack" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "custom item model" "models/weapons/c_models/c_snub_nose/c_snub_nose.mdl" "clip size penalty" 0.5 "fire rate penalty" 1.60 "reload time increased" 1.5 "cannot be upgraded" 1 "keep disguise on attack" 1 "maxammo secondary reduced" 0.5 } "Sap Attack" { OriginalItemName "The Snack Attack" "effect cond override" 100 "cannot be upgraded" 1 "robo sapper" 2 "sapper damage bonus" 2 "special item description" "Sapped robots take 110 damage per second while sapped!" } "A.P. Sap" //Advanced Prediction Sapper { OriginalItemName "The Ap-Sap" "effect cond override" 30 "cannot be upgraded" 1 "robo sapper" 2 "special item description" "Mark Robots for death and decrease their damage by 70%!" "effect add attributes" "damage penalty|0.3" } "The Anti-Sapper" { OriginalItemName "Festive Sapper" "effect cond override" 50 "cannot be upgraded" 1 "robo sapper" 3 "sapper damage penalty" 0.001 "sapper sap allies" 1 "special item description" "Sap allies to give them +25% speed and damage." "effect add attributes" "damage penalty|1.25|fire rate penalty|0.75|reload time increased|0.75|major move speed bonus|1.25" } "Distract and Sabotage" { OriginalItemName "The Dead Ringer" "cloak_consume_on_feign_death_activate" 1 "set cloak is feign death" 0 "effect cond override" 57 "effect add attributes" "no_attack|1|increase player capture value|-1|damage force reduction|0.3" "cannot be upgraded" 1 "mult cloak meter consume rate" 1.5 "mult cloak meter regen rate" 2 "special item description" "Become invincible to distract enemies!" } } ExtraLoadoutItems // Extra loadout items available after typing !missionitems in chat { AllowEquipOutsideSpawn 0 // Allow equipping items outside spawn Scout { Primary // Extended syntax, Item slot to use { Item "The Pepper Gun" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Wired Funds" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Tesla Shotgun" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Nail Gun" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Laser Pistol" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Shuriken" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } } Soldier { Primary // Extended syntax, Item slot to use { Item "The H.I.V.E." Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "The Stinger" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Incendiary Launcher" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Blunderbuss" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Paratrooper Rifle" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Fireburst Shotgun" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } } Pyro { Primary // Extended syntax, Item slot to use { Item "Plasma Thrower" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Deflector Blast" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Incendiary Grenade" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Blunderbuss Pyro" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Fireburst Shotgun Pyro" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "The Afterburner" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } } Demoman { Primary // Extended syntax, Item slot to use { Item "Howitzer" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Bolshevik Bomber" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Toxic Hail" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Mine Layer" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Full Metal Shield" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Battering Ram" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } } HeavyWeapons { Primary // Extended syntax, Item slot to use { Item "Browning M1917" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Tokamak" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Overclocked Machine Cannon" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Blunderbuss Heavy" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Fireburst Shotgun Heavy" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Melee { Item "Lead Pipe" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } } Engineer { Primary // Extended syntax, Item slot to use { Item "Blunderbuss Engineer" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Fireburst Shotgun Engineer" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Auto Shotgun" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Healing Pack" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Laser Pistol Engineer" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Pulse Pistol" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Melee // Extended syntax, Item slot to use { Item "Texan Fixup" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Melee // Extended syntax, Item slot to use { Item "Mobile Upgrade Station" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } } Medic { Primary // Extended syntax, Item slot to use { Item "DNA Distributor" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Burst Trial" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "The Overdoser" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "The Moskito" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } } Sniper { Primary // Extended syntax, Item slot to use { Item "The Eliminator" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Hunting Rifle" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Primary // Extended syntax, Item slot to use { Item "Astral Assassin" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Assault Rifle" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "EMP" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } } Spy { Secondary // Extended syntax, Item slot to use { Item "Tranquilizer" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "Blossoming Death" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Secondary // Extended syntax, Item slot to use { Item "The Sneak Attack" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Building // Extended syntax, Item slot to use { Item "Sap Attack" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Building // Extended syntax, Item slot to use { Item "A.P. Sap" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } Building // Extended syntax, Item slot to use { Item "The Anti-Sapper" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } PDA2 // Extended syntax, Item slot to use { Item "Distract and Sabotage" Cost 0 AllowRefund 0 //Allow refunding of the weapon (default: 1) } } } ///////////////// //START $600 //DROP W1 $700 / W2 $800 / W3 $ / W4 $ / W5 $ / W6 $ / W7 $ //START: $600 / DROP: $ / TOTAL: $ / TOTAL PLUS BONUS: $ ///////////////// //WAVE 1 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $1200 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target wave_initalize Action Trigger } StartWaveOutput { Target wave_start_relay_first Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{green}Boot Sequence Initiated" Line "{green}Squad ID: K-L64z2" Line "{green}Perks: {yellow}Upgradeable,{green} {blue}Experimental AI,{green} {red}Giant Module{green}" //Yes, I did just call the player an "experimental AI" Line "{green}Mission Objective: Destroy Hillside Base" Line "{green}Additional Notes: You can become {blue}giants{green} on death. Pre-game giants {red}DO NOT{green} carry over into the wave. Only {yellow}one{green} giant can be active at a time" Line "{green}" Line "{e1eafa}Gray mann{fbeccb} : Alright, we have arrived at the base. And it seems there is a bunker gun. Great." Line "{e1eafa}Gray mann{fbeccb} : You’ll have to destroy the bunker gun and go to the force field; the boot system should have already told you our plan." } SentryGun { Position { X "-3025" Y "-1381" Z "128" Pitch "0.00" Yaw "90.00" Roll "0.00" } TeamNum 2 Level 3 } SentryGun { Position { X "-3492" Y "-1536" Z "192" Pitch "0.00" Yaw "0.00" Roll "0.00" } TeamNum 2 Level 3 } SpawnTemplate capturepoint_wave1 WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Crit_A_Cola_Scout ClassIcon red2_lite } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Crit_A_Cola_Scout ClassIcon sentry_gun_lvl3_red_lite } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Red_ScorchShot } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Red_Scout_Scattergun_SlowFire } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Crit_A_Cola_Scout ClassIcon blu2_lite } } WaveSpawn { TotalCurrency 0 TotalCount 40 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 9 Where spawnbot Support 1 TFBot { Template T_TFBot_Heavyweapons_Shotgun Tag bot_blu InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_bunker" Delay 0.1 Repeats 1 Cooldown 10 Duration 9999 Distance 64 StopCurrentInterruptAction 1 } EventChangeAttributes { Default { Tag bot_blu InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_bunker" Delay 0.1 Repeats 1 Cooldown 10 Duration 9999 Distance 64 StopCurrentInterruptAction 1 } } Cap { Tag bot_blu InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_1" Delay 0.1 Repeats 1 Cooldown 10 Duration 9999 Distance 64 StopCurrentInterruptAction 1 } } Assault { Tag bot_blu InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_cave_1" Delay 0.1 Repeats 1 Cooldown 10 Duration 0 Distance 64 StopCurrentInterruptAction 1 WaitUntilDone 1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_cave_2" Delay 0.1 Repeats 1 Cooldown 10 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } } } } } WaveSpawn { TotalCurrency 0 TotalCount 40 MaxActive 5 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot Support 1 TFBot { Class Demoman Skill Normal Action EscortFlag InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_bunker" Delay 0.1 Repeats 1 Cooldown 10 Duration 9999 Distance 64 StopCurrentInterruptAction 1 } EventChangeAttributes { Default { Tag bot_blu InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_bunker" Delay 0.1 Repeats 1 Cooldown 10 Duration 9999 Distance 64 StopCurrentInterruptAction 1 } CharacterAttributes { "cannot pick up intelligence" 1 } } Cap { Tag bot_blu InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_1" Delay 0.1 Repeats 1 Cooldown 10 Duration 9999 Distance 64 StopCurrentInterruptAction 1 } CharacterAttributes { "cannot pick up intelligence" 1 } } Assault { Tag bot_blu InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_cave_1" Delay 0.1 Repeats 1 Cooldown 10 Duration 0 Distance 64 StopCurrentInterruptAction 1 WaitUntilDone 1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_cave_2" Delay 0.1 Repeats 1 Cooldown 10 Duration 0 Distance 64 AddToQueue 1 WaitUntilDone 1 } CharacterAttributes { "cannot pick up intelligence" 1 } } } } } WaveSpawn { Name w1_a TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_bunkergun TFBot { Template T_TFBot_Bunker } } WaveSpawn { WaitForAllDead w1_a TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 2 WaitBetweenSpawns 0 Where spawnbot_bunkergun Support limited FirstSpawnMessage "{e1eafa}Gray mann{fbeccb} : Perfect. Now since we don’t want to alert the {red}administrator{fbeccb} of our plan, we are going to have to be quick." FirstSpawnOutput { Target "cap_master" Action "SetCapLayoutCustomPositionY" Param "-1" } } WaveSpawn { WaitForAllDead w1_a TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 5 WaitBetweenSpawns 0 Where spawnbot_bunkergun Support limited FirstSpawnMessage "{e1eafa}Gray mann{fbeccb} : There should be a {blue}Control Point{fbeccb}. Capture it to lower the force field." FirstSpawnOutput { Target "arenaA_capturepoint_zone" Action "Enable" } } WaveSpawn { WaitForAllDead w1_a WaitBeforeStarting 5 FirstSpawnOutput { Target "force_attack_bunker" Action "disable" } DoneOutput { Target "force_cap" Action "enable" } } WaveSpawn { Name w1_b WaitForAllSpawned w1_a TotalCurrency 150 TotalCount 15 MaxActive 10 SpawnCount 5 WaitBeforeStarting 4 WaitBetweenSpawns 6 Where arena1_house TFBot { Template T_TFBot_Red_Demo_Burst } } WaveSpawn { Name w1_d WaitForAllSpawned w1_a TotalCurrency 100 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 16 WaitBetweenSpawns 4 Where arena1_cave Squad { TFBot { Template T_TFBot_Red_Giant_Soldier Tag bot_giant } TFBot { Template T_TFBot_Red_Soldier_RocketPush } TFBot { Template T_TFBot_Red_Soldier_RocketPush } TFBot { Template T_TFBot_Red_Soldier_RocketPush } TFBot { Template T_TFBot_Red_Soldier_RocketPush } } } WaveSpawn { Name w1_d WaitForAllSpawned w1_a TotalCurrency 200 TotalCount 40 MaxActive 9 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 2 Where arena1_cave_far TFBot { Template T_TFBot_Red_Engie_Battle } } WaveSpawn { Name w1_e WaitForAllSpawned w1_a TotalCurrency 150 TotalCount 50 MaxActive 10 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 4 Where arena3_spawn TFBot { Template T_TFBot_Red_Heavyweapons_Gnome Health 60 } } WaveSpawn { Name w1_c2 WaitForAllSpawned w1_a TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where arena1_cave_far Squad { TFBot { Template T_TFBot_Red_Giant_Soldier_SlowBarrage Attributes AlwaysCrit Action Mobber Tag bot_giant CharacterAttributes { "health regen" 40 "move speed bonus" 0.0001337 "health from packs decreased" 0.01 "voice pitch scale" 0 "damage bonus" 1.5 "damage force reduction" 0 "crit mod disabled hidden" 0 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "Projectile speed increased" 0.4 } } TFBot { Template T_TFBot_Red_Medic_QuickUber } TFBot { Template T_TFBot_Red_Medic_QuickUber } TFBot { Template T_TFBot_Red_Medic_QuickUber } } } WaveSpawn { Name w1_f WaitForAllSpawned w1_a TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 16 WaitBetweenSpawns 4 Where arena3_bosses Squad { TFBot { Template T_TFBot_Red_Giant_Heavyweapons_Natascha ClassIcon heavy_natascha_nys_giant //Attributes AlwaysCrit Action Mobber Tag bot_giant CharacterAttributes { "move speed bonus" 0.0001337 //reject robot, embrace turret "health from packs decreased" 0.01 "voice pitch scale" 0 "damage force reduction" 0 "crit mod disabled hidden" 0 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } TFBot { Template T_TFBot_Red_Medic_QuickUber } TFBot { Template T_TFBot_Red_Medic_QuickUber } TFBot { Template T_TFBot_Red_Medic_QuickUber } } } WaveSpawn { Name w1_g WaitForAllDead w1_d TotalCurrency 300 TotalCount 60 MaxActive 16 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 3 Where arena3_spawn Randomchoice { TFBot { Template T_TFBot_Red_Scout_Bonk } TFBot { Template T_TFBot_Red_Demoman_Knight } TFBot { Template T_TFBot_Red_Soldier_RocketShotgun } } } WaveSpawn { Name w1_f WaitForAllDead w1_e TotalCurrency 0 TotalCount 5000 MaxActive 6 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 3 Where arena3_spawn TFBot { Template T_TFBot_Red_ScorchShot ClassIcon red2_lite } } WaveSpawn { Name w1_f WaitForAllDead w1_e TotalCurrency 0 TotalCount 5000 MaxActive 5 SpawnCount 1 WaitBeforeStarting 9 WaitBetweenSpawns 8 Where arena3_spawn TFBot { Template T_TFBot_Red_Scout_Scattergun_SlowFire ClassIcon red2_lite } } } //WAVE 2 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $1800 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target wave_initalize Action Trigger } StartWaveOutput { Target wave_start_relay_second Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{e1eafa}Gray mann{fbeccb} : Since you robots alert the on-site security bots, you’ll have to kill them." Line "{e1eafa}Gray mann{fbeccb} : You’ll also have to destroy the {yellow}battery packs{fbeccb} that keep the force field enabled." } SentryGun { Position { X "-3025" Y "-1381" Z "128" Pitch "0.00" Yaw "90.00" Roll "0.00" } TeamNum 2 Level 3 } SentryGun { Position { X "-3492" Y "-1536" Z "192" Pitch "0.00" Yaw "0.00" Roll "0.00" } TeamNum 2 Level 3 } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Crit_A_Cola_Scout ClassIcon red2_lite } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Crit_A_Cola_Scout ClassIcon sentry_gun_lvl3_red_lite } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Red_Pyro_Flaregun } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Crit_A_Cola_Scout ClassIcon blu2_lite } } WaveSpawn { TotalCurrency 0 TotalCount 50 MaxActive 5 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Crit_A_Cola_Scout } } WaveSpawn { TotalCurrency 0 TotalCount 50 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawnsAfterDeath 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Soldier_Burstfire_Armored } } WaveSpawn { Name w2_battery TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where battery_spawn1 TFBot { Template T_TFBot_Battery } } WaveSpawn { Name w2_battery TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where battery_spawn2 TFBot { Template T_TFBot_Battery } } WaveSpawn { Name w2_battery TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where battery_spawn3 TFBot { Template T_TFBot_Battery } } WaveSpawn { Name w2_battery TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where battery_spawn4 TFBot { Template T_TFBot_Battery } } WaveSpawn { Name w2_battery TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where battery_spawn5 TFBot { Template T_TFBot_Battery } } WaveSpawn { Name w2_heavies TotalCurrency 110 TotalCount 20 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where arena1_shack TFBot { Template T_TFBot_Red_Heavyweapons } } WaveSpawn { Name w2_task_check TotalCurrency 240 TotalCount 35 MaxActive 8 SpawnCount 4 WaitBeforeStarting 6 WaitBetweenSpawns 3 Where arena1_house TFBot { Template T_TFBot_Red_Scout_Wrap_Assassin ClassIcon scout_wrap_red } } WaveSpawn { Name w2_giant_soldiers TotalCurrency 200 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawnsAfterDeath 5 Where arena1_cave_far TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer Tag bot_giant } } WaveSpawn { Name w2_task_check WaitForAllDead w2_heavies TotalCurrency 120 TotalCount 30 MaxActive 8 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 7 Where arena1_hillside TFBot { Template T_TFBot_Red_Heavyweapons_Shotgun } } WaveSpawn { Name w2_task_check WaitForAllDead w2_giant_soldiers TotalCurrency 90 TotalCount 15 MaxActive 5 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 1 Where arena1_cave TFBot { Template T_TFBot_Red_Heavyweapons_Fist Tag bot_giant } } WaveSpawn { WaitForAllDead w2_battery TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 2 WaitBetweenSpawns 0 Where spawnbot_bunkergun Support limited StartWaveMessage "{e1eafa}Gray mann{fbeccb} : Finally! Now go deploy the {blue}bomb{fbeccb}!" StartWaveOutput //don’t ask why I have to use this one, FirstSpawnOutput doesn't work for some ungodly reason { Target "arena1_barriers_all_disable" Action "Trigger" } } WaveSpawn { Name w2_battery_dead WaitForAllDead w2_battery TotalCurrency 200 TotalCount 8 MaxActive 4 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawnsAfterDeath 10 Where arena2_top Squad { TFBot { Template T_TFBot_Red_Giant_Heavyweapons_Fist Tag bot_giant } TFBot { Template T_TFBot_Red_Medic_QuickUber } TFBot { Template T_TFBot_Red_Medic_QuickUber } TFBot { Template T_TFBot_Red_Medic_QuickUber } } } WaveSpawn { Name w2_battery_dead WaitForAllDead w2_battery TotalCurrency 240 TotalCount 60 MaxActive 10 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 12 Where arena2_shack Squad { TFBot { Template T_TFBot_Red_Soldier_Extended_Battalion } TFBot { Template T_TFBot_Red_Soldier } TFBot { Template T_TFBot_Red_Soldier } TFBot { Template T_TFBot_Red_Soldier } TFBot { Template T_TFBot_Red_Soldier } } } WaveSpawn { Name w2_bots_all_spawned_pyros WaitForAllSpawned w2_task_check TotalCurrency 100 TotalCount 32 MaxActive 6 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 5 Where arena2_shack TFBot { Template T_TFBot_Red_Pyro } } WaveSpawn { Name w2_bots_all_spawned_scouts WaitForAllSpawned w2_task_check TotalCurrency 200 TotalCount 40 MaxActive 8 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 8 Where arena3_spawn TFBot { Template T_TFBot_Red_Scout } } WaveSpawn { Name w2_heavy_fists_uber WaitForAllDead w2_bots_all_spawned_pyros TotalCurrency 300 TotalCount 24 MaxActive 6 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 16 Where arena2_top Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Fist } TFBot { Template T_TFBot_Red_Medic_QuickUber } } } WaveSpawn { TotalCurrency 0 TotalCount 5000 MaxActive 5 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 5 Where arena3_spawn TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ ClassIcon red2_lite } } WaveSpawn { TotalCurrency 0 TotalCount 5000 MaxActive 4 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 4 Where arena3_spawn TFBot { Template T_TFBot_Red_Pyro_Flaregun ClassIcon red2_lite } } } //WAVE 3 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $2000 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes InitWaveOutput { Target wave_initalize Action Trigger } StartWaveOutput { Target wave_start_relay_third Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SpawnTemplate capturepoints_wave5 SpawnTemplate dentonate_bomb SpawnTemplate boss_seq Explanation { Line "{e1eafa}Gray mann{fbeccb} : Finally, now we can destroy the hillside base." } SentryGun { Position { X "-3025" Y "-1381" Z "128" Pitch "0.00" Yaw "90.00" Roll "0.00" } TeamNum 2 Level 3 } SentryGun { Position { X "-3492" Y "-1536" Z "192" Pitch "0.00" Yaw "0.00" Roll "0.00" } TeamNum 2 Level 3 } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Crit_A_Cola_Scout ClassIcon red2_lite } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Crit_A_Cola_Scout ClassIcon sentry_gun_lvl3_red_lite } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Red_Scout } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Red_Pyro_Dragon_Fury } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Red_Demo_Burst } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Red_Sniper_Huntsman_Jarate } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Red_Pyro_Back_Burner } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Red_Heavyweapons } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Red_Giant_Scout_FAN Tag bot_giant ClassIcon scout_fan_supportgiant } } WaveSpawn { TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 99999 WaitBetweenSpawns 4 Where spawnbot Support 1 TFBot { Template T_TFBot_Crit_A_Cola_Scout ClassIcon blu2_lite } } WaveSpawn { TotalCurrency 0 TotalCount 40 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 9 Where spawnbot Support 1 RandomChoice { TFBot { Template T_TFBot_Scout_Shortstop Skill hard Attributes AlwaysCrit } TFBot { Template T_TFBot_Scout_Shortstop Skill hard Attributes AlwaysCrit } TFBot { Template T_TFBot_Scout_Shortstop Skill hard Attributes AlwaysCrit InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_5" Delay 0.1 Repeats 1 Cooldown 10 Duration 30 Distance 50 AddToQueue 1 } } } } WaveSpawn { TotalCurrency 0 TotalCount 40 MaxActive 5 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot Support 1 RandomChoice { TFBot { Template T_TFBot_soldier_homing } TFBot { Template T_TFBot_soldier_homing } TFBot { Template T_TFBot_soldier_homing InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_2" Delay 0.1 Repeats 1 Cooldown 10 Duration 30 Distance 50 AddToQueue 1 } } } } WaveSpawn { TotalCurrency 0 TotalCount 40 MaxActive 3 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot Support 1 RandomChoice { TFBot { Class Pyro Skill Expert Name "Long Range Pyro" ClassIcon pyro_fast_scroob //normal pyro_fast is blurry ItemAttributes { ItemName TF_WEAPON_FLAMETHROWER "flame_speed" 3000 } } TFBot { Class Pyro Skill Expert Name "Long Range Pyro" ClassIcon pyro_fast_scroob //normal pyro_fast is blurry ItemAttributes { ItemName TF_WEAPON_FLAMETHROWER "flame_speed" 3000 } } TFBot { Class Pyro Skill Expert Name "Long Range Pyro" ClassIcon pyro_fast_scroob //normal pyro_fast is blurry InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_4" Delay 0.1 Repeats 1 Cooldown 10 Duration 30 Distance 50 AddToQueue 1 } ItemAttributes { ItemName TF_WEAPON_FLAMETHROWER "flame_speed" 3000 } } } } WaveSpawn { Name "w3_blimp_a" MaxActive 1 TotalCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 0 TotalCurrency 50 FirstSpawnMessage "{e1eafa}Gray mann{fbeccb} : What in the..." FirstSpawnMessage "{e1eafa}Gray mann{fbeccb} : {red}DESTROY THE BLIMPS{fbeccb}, AND FAST!" Tank { Health 10000 Speed 75 DisableSmokestack 1 Classicon blimp2_red_lite TeamNum 2 Skin 0 MaxTurnRate 25 Model "models/empty.mdl" Gravity 0 NoCrushDamage 1 DisableTracks 1 DisableChildModels 1 EngineLoopSound "npc/combine_gunship/dropship_engine_distant_loop1.wav" PingSound "npc/combine_gunship/ping_search.wav" SpawnTemplate autoblimpcollision Name "tankboss" StartingPathTrackNode "blimp_path_1_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target loserelay_blimp Action Trigger } } } WaveSpawn { Name "w3_blimp_a" MaxActive 1 TotalCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 0 TotalCurrency 50 Tank { Health 10000 Speed 75 DisableSmokestack 1 Classicon blimp2_red_lite TeamNum 2 Skin 0 MaxTurnRate 25 Model "models/empty.mdl" Gravity 0 NoCrushDamage 1 DisableTracks 1 DisableChildModels 1 EngineLoopSound "npc/combine_gunship/dropship_engine_distant_loop1.wav" PingSound "npc/combine_gunship/ping_search.wav" SpawnTemplate autoblimpcollision Name "tankboss" StartingPathTrackNode "blimp_path_3_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target loserelay_blimp Action Trigger } } } WaveSpawn { Name "w3_blimp_a" MaxActive 1 TotalCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 0 TotalCurrency 50 Tank { Health 10000 Speed 75 DisableSmokestack 1 Classicon blimp2_red_lite TeamNum 2 Skin 0 MaxTurnRate 25 Model "models/empty.mdl" Gravity 0 NoCrushDamage 1 DisableTracks 1 DisableChildModels 1 EngineLoopSound "npc/combine_gunship/dropship_engine_distant_loop1.wav" PingSound "npc/combine_gunship/ping_search.wav" SpawnTemplate autoblimpcollision Name "tankboss" StartingPathTrackNode "blimp_path_5_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target loserelay_blimp Action Trigger } } } WaveSpawn { Name "w3_blimp_a" MaxActive 1 TotalCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 50 Tank { Health 10000 Speed 75 DisableSmokestack 1 Classicon blimp2_red_lite TeamNum 2 Skin 0 MaxTurnRate 25 Model "models/empty.mdl" Gravity 0 NoCrushDamage 1 DisableTracks 1 DisableChildModels 1 EngineLoopSound "npc/combine_gunship/dropship_engine_distant_loop1.wav" PingSound "npc/combine_gunship/ping_search.wav" SpawnTemplate autoblimpcollision Name "tankboss" StartingPathTrackNode "blimp_path_6_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target loserelay_blimp Action Trigger } } } WaveSpawn { Name "w3_blimp_b" MaxActive 1 TotalCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 0 TotalCurrency 50 Tank { Health 10000 Speed 75 DisableSmokestack 1 Classicon blimp2_red_rocket_lite_2 TeamNum 2 Skin 0 MaxTurnRate 25 Model "models/empty.mdl" Gravity 0 NoCrushDamage 1 DisableTracks 1 DisableChildModels 1 EngineLoopSound "npc/combine_gunship/dropship_engine_distant_loop1.wav" PingSound "npc/combine_gunship/ping_search.wav" SpawnTemplate autoblimpcollision SpawnTemplate rocketblimp Name "tankboss" StartingPathTrackNode "blimp_path_4_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target loserelay_blimp Action Trigger } } } WaveSpawn { Name "w3_blimp_c" MaxActive 1 TotalCount 1 WaitBeforeStarting 32 WaitBetweenSpawns 0 TotalCurrency 50 Tank { Health 10000 Speed 100 DisableSmokestack 1 Classicon blimp2_red_lite TeamNum 2 Skin 0 MaxTurnRate 40 Model "models/empty.mdl" Gravity 0 NoCrushDamage 1 DisableTracks 1 DisableChildModels 1 EngineLoopSound "npc/combine_gunship/dropship_engine_distant_loop1.wav" PingSound "npc/combine_gunship/ping_search.wav" SpawnTemplate autoblimpcollision Name "tankboss" StartingPathTrackNode "blimp_path_7_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target loserelay_blimp Action Trigger } } } WaveSpawn { Name "w3_blimp_d" WaitForAllDead "w3_blimp_b" MaxActive 1 TotalCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 0 TotalCurrency 50 Tank { Health 10000 Speed 75 DisableSmokestack 1 Classicon blimp2_red_rocket_lite_2 TeamNum 2 Skin 0 MaxTurnRate 25 Model "models/empty.mdl" Gravity 0 NoCrushDamage 1 DisableTracks 1 DisableChildModels 1 EngineLoopSound "npc/combine_gunship/dropship_engine_distant_loop1.wav" PingSound "npc/combine_gunship/ping_search.wav" SpawnTemplate autoblimpcollision SpawnTemplate rocketblimp Name "tankboss" StartingPathTrackNode "blimp_path_2_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target loserelay_blimp Action Trigger } } } WaveSpawn { Name "w3_blimp_d" WaitForAllDead "w3_blimp_c" MaxActive 1 TotalCount 1 WaitBeforeStarting 13 WaitBetweenSpawns 0 TotalCurrency 50 Tank { Health 10000 Speed 75 DisableSmokestack 1 Classicon blimp2_red_lite TeamNum 2 Skin 0 MaxTurnRate 25 Model "models/empty.mdl" Gravity 0 NoCrushDamage 1 DisableTracks 1 DisableChildModels 1 EngineLoopSound "npc/combine_gunship/dropship_engine_distant_loop1.wav" PingSound "npc/combine_gunship/ping_search.wav" SpawnTemplate autoblimpcollision Name "tankboss" StartingPathTrackNode "blimp_path_3_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target loserelay_blimp Action Trigger } } } WaveSpawn { Name "w3_blimp_d" WaitForAllDead "w3_blimp_c" MaxActive 1 TotalCount 1 WaitBeforeStarting 17 WaitBetweenSpawns 0 TotalCurrency 50 Tank { Health 10000 Speed 75 DisableSmokestack 1 Classicon blimp2_red_lite TeamNum 2 Skin 0 MaxTurnRate 25 Model "models/empty.mdl" Gravity 0 NoCrushDamage 1 DisableTracks 1 DisableChildModels 1 EngineLoopSound "npc/combine_gunship/dropship_engine_distant_loop1.wav" PingSound "npc/combine_gunship/ping_search.wav" SpawnTemplate autoblimpcollision Name "tankboss" StartingPathTrackNode "blimp_path_5_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target loserelay_blimp Action Trigger } } } WaveSpawn { Name "w3_blimp_d" WaitForAllDead "w3_blimp_c" MaxActive 1 TotalCount 1 WaitBeforeStarting 23 WaitBetweenSpawns 0 TotalCurrency 50 Tank { Health 10000 Speed 75 DisableSmokestack 1 Classicon blimp2_red_lite TeamNum 2 Skin 0 MaxTurnRate 25 Model "models/empty.mdl" Gravity 0 NoCrushDamage 1 DisableTracks 1 DisableChildModels 1 EngineLoopSound "npc/combine_gunship/dropship_engine_distant_loop1.wav" PingSound "npc/combine_gunship/ping_search.wav" SpawnTemplate autoblimpcollision Name "tankboss" StartingPathTrackNode "blimp_path_6_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target loserelay_blimp Action Trigger } } } WaveSpawn { WaitForAllDead w3_blimp_d TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 3 WaitBetweenSpawns 0 Where spawnbot_bunkergun Support limited StartWaveMessage "{e1eafa}Gray mann{fbeccb} : Oh, are you kidding me?" StartWaveMessage "{e1eafa}Gray mann{fbeccb} : They’ve got another force field up by the hatch." FirstSpawnMessage "{e1eafa}Gray mann{fbeccb} : You’ll have to capture five {blue}control points{fbeccb} to disable it!." StartWaveOutput { Target "arena1_barriers_all_disable" Action "Trigger" } FirstSpawnOutput { Target "cap_master" Action "SetCapLayoutCustomPositionY" Param "-1" } DoneOutput { Target "cap_zone_enable_all" Action "Trigger" } } WaveSpawn { WaitForAllDead w3_blimp_d TotalCurrency 250 TotalCount 1250 MaxActive 5 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 5 Where arena2_top RandomChoice { TFBot { Template T_TFBot_Red_Scout Classicon red2_lite InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_5" Delay 0.1 Repeats 1 Cooldown 10 Duration 30 Distance 50 AddToQueue 1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_2" Delay 0.1 Repeats 1 Cooldown 10 Duration 30 Distance 50 AddToQueue 1 } } TFBot { Template T_TFBot_Red_Scout Classicon red2_lite InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_5" Delay 0.1 Repeats 1 Cooldown 10 Duration 30 Distance 50 AddToQueue 1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_4" Delay 0.1 Repeats 1 Cooldown 10 Duration 30 Distance 50 AddToQueue 1 } } } } WaveSpawn { WaitForAllDead w3_blimp_d TotalCurrency 250 TotalCount 1250 MaxActive 4 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 6.5 Where arena2_shack TFBot { Template T_TFBot_Red_Pyro_Dragon_Fury Classicon red2_lite } } WaveSpawn { WaitForAllDead w3_blimp_d TotalCurrency 250 TotalCount 1500 MaxActive 4 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 3 Where arena3_spawn RandomChoice { TFBot { Template T_TFBot_Red_Pyro_Back_Burner Classicon red2_lite InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_5" Delay 0.1 Repeats 1 Cooldown 10 Duration 9999 Distance 50 AddToQueue 1 } } TFBot { Template T_TFBot_Red_Heavyweapons Classicon red2_lite InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_5" Delay 0.1 Repeats 1 Cooldown 10 Duration 9999 Distance 50 AddToQueue 1 } } } } WaveSpawn { WaitForAllDead w3_blimp_d TotalCurrency 250 TotalCount 1250 MaxActive 6 SpawnCount 4 WaitBeforeStarting 12 WaitBetweenSpawns 4 Where arena1_cave_far RandomChoice { TFBot { Template T_TFBot_Red_Demo_Burst Classicon red2_lite } TFBot { Template T_TFBot_Red_Demo_Burst Classicon red2_lite } TFBot { Template T_TFBot_Red_Demo_Burst Classicon red2_lite InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_4" Delay 0.1 Repeats 1 Cooldown 10 Duration 30 Distance 50 AddToQueue 1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_3" Delay 0.1 Repeats 1 Cooldown 10 Duration 30 Distance 50 AddToQueue 1 } } } } WaveSpawn { WaitForAllDead w3_blimp_d TotalCurrency 250 TotalCount 1250 MaxActive 6 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 4 Where arena2_shack RandomChoice { TFBot { Template T_TFBot_Red_Sniper_Huntsman_Jarate Classicon red2_lite } TFBot { Template T_TFBot_Red_Sniper_Huntsman_Jarate Classicon red2_lite } TFBot { Template T_TFBot_Red_Sniper_Huntsman_Jarate Classicon red2_lite InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_2" Delay 0.1 Repeats 1 Cooldown 10 Duration 30 Distance 50 AddToQueue 1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_3" Delay 0.1 Repeats 1 Cooldown 10 Duration 30 Distance 50 AddToQueue 1 } } } } WaveSpawn { WaitForAllDead w3_blimp_d TotalCurrency 0 TotalCount 10000 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawnsAfterDeath 15 Where arena2_top RandomChoice { TFBot { Template T_TFBot_Red_Giant_Scout_FAN Tag bot_giant Classicon red2_lite_giant } TFBot { Template T_TFBot_Red_Giant_Scout_FAN Tag bot_giant Classicon red2_lite_giant InterruptAction // Stop current bot ai and force the bot to move to a location { Target "target_point_1" Delay 0.1 Repeats 1 Cooldown 10 Duration 30 Distance 50 AddToQueue 1 } } } } WaveSpawn { Name w3 TotalCurrency 150 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 0 Where arena3_bosses RandomChoice { Squad { TFBot { Template T_TFBot_Boss_Sargent_Buffs } } } } WaveSpawn { Name w3 TotalCurrency 150 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 0 Where arena3_bosses RandomChoice { Squad { TFBot { Template T_TFBot_Boss_Steel_Battalion } } } } WaveSpawn { Name w3 TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 0 Where arena3_bosses RandomChoice { Squad { TFBot { Template T_TFBot_Boss_Hatamoto } } } } WaveSpawn { WaitForAllSpawned w3 TotalCurrency 0 TotalCount 1250 MaxActive 4 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 7 Where arena3_spawn TFBot { Template T_TFBot_Red_Scout Classicon red2_lite } } WaveSpawn { WaitForAllSpawned w3 TotalCurrency 0 TotalCount 1250 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 6 Where arena3_spawn TFBot { Template T_TFBot_Red_Pyro_Dragon_Fury Classicon red2_lite } } WaveSpawn { WaitForAllSpawned w3 TotalCurrency 0 TotalCount 1250 MaxActive 4 SpawnCount 3 WaitBeforeStarting 12 WaitBetweenSpawns 6 Where arena3_spawn TFBot { Template T_TFBot_Red_Demo_Burst Classicon red2_lite } } WaveSpawn { WaitForAllSpawned w3 TotalCurrency 0 TotalCount 1250 MaxActive 4 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 6 Where arena3_spawn TFBot { Template T_TFBot_Red_Sniper_Huntsman_Jarate Classicon red2_lite } } WaveSpawn { WaitForAllDead w3 TotalCurrency 0 TotalCount 0 MaxActive 0 SpawnCount 0 WaitBeforeStarting 3 WaitBetweenSpawns 0 Where spawnbot_bunkergun Support limited StartWaveMessage "{green}////////////////////////////////////////////" StartWaveMessage "{green}Intercom Connection Restored" StartWaveMessage "{green}////////////////////////////////////////////" FirstSpawnMessage "{e1eafa}Gray mann{fbeccb} : Excellent! The anti-bomb defense systems are offline!" FirstSpawnMessage "{e1eafa}Gray mann{fbeccb} : Well, what are you waiting for? Deploy the damn {blue}bomb{fbeccb}!" DoneOutput { Target "disable_bomb_explode_zone" Action "Trigger" } FirstSpawnOutput { Target "unblockhatch" Action "Trigger" } } } }