#base robot_giant.pop #base robot_standard.pop population { StartingCurrency 400 RespawnWaveTime 7 CanBotsAttackWhileInSpawnRoom no Advanced 1 PointTemplates //Init for sydney sleeper and bison { Jarate { KeepAlive 1 tf_projectile_jar { "origin" "0 0 0" "teamnum" "2" // 2 - Red team, 3 - Blu team } } Steroid { //KeepAlive 1 NoFixup 1 trigger_add_tf_player_condition { "condition" "72" "duration" "2.2" "filtername" "filter_red_team_nomedic" "origin" "0 0 0" "spawnflags" "1" "StartDisabled" "0" "targetname" "steroidbuff" "mins" "-2.5 -2.5 -2.5" //Trigger bounds, relative to origin "maxs" "2.5 2.5 2.5" } } Init { NoFixup 1 filter_tf_class { "tfclass" "5" "Negated" "1" "targetname" "filter_nomedic" } filter_multi { "Filter01" "filter_red_team" "Filter02" "filter_nomedic" "filtertype" "0" "Negated" "0" "targetname" "filter_red_team_nomedic" } } } SpawnTemplate "Init" //MaxEntitySpeed 199999 // Max entity speed limit override (default: 3500) PlayerShootTemplate //Jarate splash for sydney sleeper { Name Jarate //Name of the template Speed 3500 //Velocity of the spawned objects (Default: 1000) Spread 0 //Spread of the fired template entities. 0 - No spread, 0.1 - Beggar like spread, 1 - Very inaccurate (Default: 0) AttachToProjectile 0 //If set, the template is spawned as a child of the projectile being fired. Incompatible with overrideshoot ItemName "The Sydney Sleeper" //Can be specified to limit to a specific weapon } PlayerShootTemplate //Jarate splash for sydney sleeper { Name Steroid //Name of the template Speed 1 //Velocity of the spawned objects (Default: 1000) Spread 0 //Spread of the fired template entities. 0 - No spread, 0.1 - Beggar like spread, 1 - Very inaccurate (Default: 0) AttachToProjectile 1 //If set, the template is spawned as a child of the projectile being fired. Incompatible with overrideshoot ItemName "The Crusader's Crossbow" //Can be specified to limit to a specific weapon } /////////////////////////////// //SCOUT PRIMARIES /////////////////////////////// ItemAttributes //Overall buff, beats soda popper in DPS but not by that much. { ItemName "TF_WEAPON_SCATTERGUN" "damage bonus HIDDEN" 1.2 "fire rate bonus HIDDEN" 0.8 "reload time increased hidden" 0.8 "special item description" "Increased damage, reload and firing speed." } ItemAttributes //Removed slower reload speed, made more accurate to emphasize midrange scattergun. { ItemName "The Shortstop" "reload time increased hidden" 1 "weapon spread bonus" 0.6 "special item description" "Increased accuracy and reload speed" } ItemAttributes //Bigger shots { ItemName "The Force-a-Nature" "bullets per shot bonus" 1.8 "reload time increased hidden" 2 "scattergun has knockback" 0 "slow enemy on hit" 1.0 "special item description" "Significantly more bullets per shot, but takes longer to reload" } ItemAttributes //Beggar's scattergun { ItemName "Baby Face's Blaster" //"damage bonus HIDDEN" 1.2 "move speed penalty" 1 //"reload time increased hidden" 1.3 "can overload" 1 "auto fires when full" 1 "fire rate bonus HIDDEN" 0.5 "auto fires full clip" 1 "boost on damage" 0 "hype resets on jump" 0 "lose hype on take damage" 0 "special item description" "Removed original stats, now functions as the Scattergun equivalent of Beggar's Bazooka" } ItemAttributes //High risk high reward gun { ItemName "The Back Scatter" "damage bonus HIDDEN" 1.75 "spread penalty" 2.2 "special item description" "Very high damage, but very poor accuracy" } /////////////////////////////// //SCOUT SECONDARIES /////////////////////////////// //See engineer for pistol ItemAttributes //Spammable bonk { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" 0.35 "special item description" "Significantly increased recharge rate" } ItemAttributes //Long range damage option, cannot be upgraded { ItemName "The Flying Guillotine" "dmg penalty vs players" 10 //900 damage total "effect bar recharge rate increased" 3 //Nice try but this is not a dps main "cannot be upgraded" 1 "special item description" "High damage, but slow recharge" } ItemAttributes //Epic circle strafe { ItemName "The Winger" "speed_boost_on_hit" 10 "special item description" "Grants 10 seconds of speed boost on hit" } ItemAttributes //Self healing that is better than mad milk { ItemName "Pretty Boy's Pocket Pistol" "heal on hit for rapidfire" 150 //"reload time increased hidden" 1.5 "special item description" "Refills max health on hit. Cannot overheal." } /////////////////////////////// //SCOUT MELEES /////////////////////////////// ItemAttributes //Passive buff for hopeless weapons { ItemName "TF_WEAPON_BAT" "max health additive bonus" 25 "special item description" "Increased max health" } ItemAttributes //Cool stock reskin { ItemName "The Holy Mackerel" "max health additive bonus" 25 "special item description" "Increased max health" } ItemAttributes //fire resistanc { ItemName "Sun-on-a-Stick" "fire retardant" 1 "dmg taken from fire reduced" 0.35 "special item description" "Wearer cannot be set on fire, passive -65% fire damage reduction" } ItemAttributes //The funny moonshot + $500 mark { ItemName "The Sandman" "max health additive bonus" 30 //Counteracts the -15 max health "special item description" "Slightly increased max health" } ItemAttributes //More blast dmg taken is too punishing, other melees got buffed too { ItemName "The Candy Cane" "dmg taken from blast increased" 1 "special item description" "Removed blast dmg taken increased penalty" } ItemAttributes //Stun on hit, but one shots you if you miss { ItemName "The Boston Basher" "provide on active" 1 "dmg from melee increased" 100 "ragdolls become ash" 1 "add cond on hit" 71 "add cond on hit duration" 4 //"remove cond on hit" 5 "special item description" "Stuns on hit, but missing instantly kill the player" } ItemAttributes //Removed deploy speed penalty { ItemName "The Atomizer" "single wep deploy time increased" 1 "special item description" "Removed deploy speed penalty" } ItemAttributes //Cleaver melee edition { ItemName "The Wrap Assassin" "damage penalty" 0.14 //Counteracts the next attribute "dmg penalty vs players" 2.5 //Increases bleed damage and ball damage. "cannot be upgraded" 1 "special item description" "Increased damage" } /////////////////////////////// //SOLDIER PRIMARIES /////////////////////////////// ItemAttributes //Overall buff. About equal with beggar's when fully upgraded and makes up for the more expensive upgrade cost with accuracy. { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus HIDDEN" 1.3 "fire rate bonus HIDDEN" 0.7 "reload time increased hidden" 0.7 "special item description" "Increased damage, reload and firing speed" } ItemAttributes //Beats other RLs in direct damage, but is still direct shit. Cant make it beat sniper dps, sad. { ItemName "The Direct Hit" //"damage bonus" 1 "damage bonus HIDDEN" 2 "special item description" "Doubled damage" } ItemAttributes //Nuclear launcher because black box concept is garbage to begin with. { ItemName "The Black Box" "damage bonus HIDDEN" 6.5 "Blast radius increased" 1.75 "fire rate bonus HIDDEN" 11.5 "Projectile speed decreased" 0.3 //"use large smoke explosion" 1 "health on radius damage" 0 "projectile no deflect" 1 "special item description" "Nuclear launcher with large blast radius and damage, but very slow projectile speed and firing speed" } ItemAttributes //Already a popular weapon and i ran out of ideas for buffs :P { ItemName "The Air Strike" "damage penalty" 1 //Removed -15% damage penalty "special item description" "Removed damage penalty" } ItemAttributes //Ruthless short term dps with large clip(rivals heatmaker focus when maxed), but terrible once soldier runs out of clip { ItemName "The Liberty Launcher" //"damage penalty" 0.8 "clip size bonus" 8 "fire rate bonus HIDDEN" 0.46875 "reload time increased hidden" 1.15 "special item description" "Very rapid fire rate and large clip size." } ItemAttributes //AlwaysCrit launcher { ItemName "The Original" "critboost on kill" 2 "special item description" "Grants 2 seconds of critical hits on kill" } ItemAttributes //Buff duration is there to prevent it being too broken with buff banner { ItemName "The Cow Mangler 5000" "crits_become_minicrits" 0 "minicrits become crits" 1 "Blast radius increased" 1.4 "increase buff duration" 0.15 "special item description" "Minicrits become crits, increased blast radius, but banner duration is shortened." } ItemAttributes //the haha funny weapon { ItemName "Rocket Jumper" "fire rate bonus HIDDEN" 0.3 "reload time increased hidden" 0.3 "cancel falling damage" 1 "max health additive bonus" 1800 "special item description" "Increased reload and firing speed, +1800 max health, no fall damage." } /////////////////////////////// //SOLDIER SECONDARIES /////////////////////////////// ItemAttributes //Weapon for when primary runs out of clip. Doubt it would outclass banner but would pair well with black box i think. { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "damage bonus" 2 "fire rate bonus" 0.6 "weapon spread bonus" 0.5 "reload time increased hidden" 1.5 "special item description" "Increased damage, fire rate, accuracy, but reduced reload speed" } ItemAttributes //Each class can't have different reserve shooter stats so... (this is intended for pyro) { ItemName "The Reserve Shooter" "damage force reduction" 0.1 "airblast vertical vulnerability multiplier" 0.1 "special item description" "Significantly reduced knockback received from robot attacks." } ItemAttributes //Each class can't have different panic attack stats so... (this is intended for pyro/engineer) { ItemName "Panic Attack Shotgun" "move speed bonus" 1.1 "engy building health bonus" 1.25 "special item description" "Increased building health (engineer only) and movement speed" } ItemAttributes //More emphasis on team banner unlike concheror { ItemName "The Battalion's Backup" "mod soldier buff range" 2 "increase buff duration" 1.5 "special item description" "Increased buff duration and doubled buff range" } ItemAttributes //More emphasis on team banner unlike concheror. Max primary ammo bonus because why not { ItemName "The Buff Banner" "mod soldier buff range" 2 "maxammo primary increased" 1.4 "special item description" "Increased rocket launcher ammo and doubled buff range" } ItemAttributes //Debuff gun { ItemName "The Righteous Bison" "dmg pierces resists absorbs" 1 "bleeding duration" 5 "fire rate bonus HIDDEN" 1.5 "reload time increased hidden" 2 "dmg penalty vs players" 2 "damage penalty" 0.4 "cannot be upgraded" 1 "add cond on hit" 30 "add cond on hit duration" 6.5 "special item description" "Damage bleeds targets and marks them for death. However, reload and firing speed are slowed down" } ItemAttributes //Passive buff for hopeless weapons { ItemName "The Gunboats" "maxammo primary increased" 1.6 "max health additive bonus" 30 "health regen" 6 "rocket jump damage reduction" 0 "cancel falling damage" 1 "special item description" "Increased rocket launcher ammo, max health, and health regeneration. Take no self damage from blast jumps and take no fall damage" } ItemAttributes //Passive buff for hopeless weapons { ItemName "The Mantreads" "health regen" 4 "healing received bonus" 1.5 "health from packs increased" 1.5 "rocket jump damage reduction" 0 //"overheal from heal on kill" 1 "special item description" "Increased health regeneration, healing received, and take no self damage from blast jumps." } ItemAttributes //Passive buff for hopeless weapons { ItemName "The B.A.S.E. Jumper" "ammo regen" 1 "special item description" "Infinite rocket launcher ammo" } /////////////////////////////// //SOLDIER MELEES /////////////////////////////// ItemAttributes //Quick draw weapon { ItemName "TF_WEAPON_SHOVEL" "damage bonus" 2 "restore health on kill" 40 "single wep deploy time decreased" 0.60 "crit mod disabled" 1 "melee attack rate bonus" 1.5 "special item description" "Restore 40% base health on kill, deploy 40% faster, double damage, but reduced attack speed" } ItemAttributes //Tank buster equalizer is no longer a dream { ItemName "The Equalizer" "provide on active" 1 "damage bonus" 1.5 "dmg taken increased" 1.3 "melee attack rate bonus" 0.7 "special item description" "Increased attack rate and base damage. Receive more damage when this weapon is active." } ItemAttributes //Ammo regen. 10% bullet vuln remains. Obv dont use this with base jumper dummy { ItemName "The Pain Train" "ammo regen" 0.2 "special item description" "Regenerate 20% ammo every 5 seconds" } ItemAttributes //No need to dip $700 anymore. Also shared with demoman because all melee HoK upgrades overheal. Cleave is for demoknight. { ItemName "The Half-Zatoichi" "critboost on kill" 4 "melee cleave attack" 1 "special item description" "Melee attacks cleave, receive 4 seconds of critical hits on kill" } ItemAttributes //Delicious 1950 damage on a successful hit { ItemName "The Market Gardener" "provide on active" 1 "dmg taken increased" 1.3 //dont try to run in with this on the ground "damage bonus" 10 "fire rate penalty" 8 "single wep deploy time increased" 50 //dont try to run in with this on the ground "mult rocketjump deploy time" 0.02 //makes it only deployable on the air basically "special item description" "Can only be deployed airborne, receive more damage when active, very slow attack rate, but 10x damage." } /////////////////////////////// //PYRO PRIMARIES /////////////////////////////// ItemAttributes //Reflect lord, cannot push back bots. You run out of ammo fast if you hold M2 so git gud. { ItemName "TF_WEAPON_FLAMETHROWER" "airblast cost decreased" 0.5 "airblast_pushback_disabled" 1 "airblast_pushback_no_stun" 1 "airblast_pushback_no_viewpunch" 1 "mult airblast refire time" 0.1 "mult dmg vs tanks" 1.4 "special item description" "Increased airblast rate and reduced airblast cost" } ItemAttributes //Stock reskin { ItemName "The Nostromo Napalmer" "airblast cost decreased" 0.5 "airblast_pushback_disabled" 1 "airblast_pushback_no_stun" 1 "airblast_pushback_no_viewpunch" 1 "mult airblast refire time" 0.1 "mult dmg vs tanks" 1.4 "special item description" "Increased airblast rate and reduced airblast cost" } ItemAttributes //Stock reskin... almost. { ItemName "The Rainblower" "airblast_pushback_disabled" 1 "airblast_pushback_no_stun" 1 "airblast_pushback_no_viewpunch" 1 "mult airblast refire time" 0.1 "mult dmg vs tanks" 1.4 "special item description" "Increased airblast rate and reduced airblast cost" } ItemAttributes //Already a good weapon, just a wee bit of something to help compete with phlog. { ItemName "The Backburner" "airblast cost increased" "1" "mult dmg vs tanks" 1.25 "special item description" "Removed airblast cost penalty" } ItemAttributes //Emphasizes on corner peeking. { ItemName "The Dragon's Fury" "move speed bonus" 1.3 "mult dmg vs tanks" 1.25 "special item description" "Increased movement speed on wearer" } ItemAttributes //Ricochet flamer. Ricocheted flames do +200% more damage. { ItemName "The Degreaser" "flame_reflect_on_collision" 1 "max_flame_reflection_count" 2 "reflected_flame_dmg_reduction" 3 "mult dmg vs tanks" 1.75 "special item description" "Flames ricochet off surfaces. Ricocheted flames do triple damage" } /////////////////////////////// //PYRO SECONDARIES /////////////////////////////// ItemAttributes //Passive buff for hopeless weapons { ItemName "TF_WEAPON_SHOTGUN_PYRO" "max health additive bonus" 25 "special item description" "Increased max health" } //See soldier secondaries for panic attack and reserve shooter ItemAttributes //Sniper deletion service { ItemName "The Flare Gun" "weapon burn dmg increased" 8 "special item description" "Increased weapon burn damage" } ItemAttributes //Flare gun...? Idk screw scorch shot { ItemName "The Scorch Shot" "weapon burn dmg increased" 8 "special item description" "Increased weapon burn damage. Is identical to The Flare Gun" "mod flaregun fires pellets with knockback" 0 } ItemAttributes //Now deals respectable damage, but only as an initiator { ItemName "The Manmelter" "damage bonus" 10 "fire rate penalty" 4.4 "single wep deploy time increased" 1.2 "special item description" "Significantly increased damage but fires very slowly." } ItemAttributes //Very difficult to charge, but worth the pain { ItemName "The Gas Passer" "weapon burn dmg increased" 25 "mult_item_meter_charge_rate" 4 "special item description" "Increased time and damage required to charge, but does massive afterburn damage." } /////////////////////////////// //PYRO MELEES /////////////////////////////// ItemAttributes //Third degree reskin lol { ItemName "TF_WEAPON_FIREAXE" "damage bonus" 1.25 "damage all connected" 1 "special item description" "Increased damage and hits all targets connected via medic beams" } ItemAttributes //Third degree reskin lol { ItemName "The Lollichop" "damage bonus" 1.25 "damage all connected" 1 "special item description" "Increased damage and hits all targets connected via medic beams" } ItemAttributes //Now no longer pops medics { ItemName "The Third Degree" "damage bonus" 1.25 "special item description" "Increased damage" } ItemAttributes //KGB: Pyro edition { ItemName "The Axtinguisher" "damage penalty" 0.1 "crit vs burning players" 1 "damage bonus vs burning" 10 "critboost on kill" 5 "attack_minicrits_and_consumes_burning" "0" "special item description" "Deals very little damage against non-burning players. Grants 5 seconds of critical hits on kill" } ItemAttributes //Axtinguisher reskin { ItemName "The Postal Pummeler" "damage penalty" 0.1 "crit vs burning players" 1 "damage bonus vs burning" 10 "critboost on kill" 5 "attack_minicrits_and_consumes_burning" "0" "special item description" "Deals very little damage against non-burning players. Grants 5 seconds of critical hits on kill" } ItemAttributes //Fastest sapper remover in the west { ItemName "The Homewrecker" "single wep deploy time decreased" 0.1 "dmg penalty vs players" 0.375 "melee attack rate bonus" 0.5 "special item description" "Deploys instantly and hits fast" } ItemAttributes //Homewrecker reskin { ItemName "The Maul" "single wep deploy time decreased" 0.1 "dmg penalty vs players" 0.375 "melee attack rate bonus" 0.5 "special item description" "Deploys instantly and hits fast" } ItemAttributes //Passive buff for hopeless weapons. This one slightly extends flame thrower range { ItemName "Sharpened Volcano Fragment" "flame_drag" -1 "special item description" "Slightly increased flame thrower range" } ItemAttributes //Passive buff for hopeless weapons { ItemName "The Neon Annihilator" "health regen" 4 "special item description" "Increased health regeneration" } ItemAttributes //Passive buff for hopeless weapons { ItemName "The Hot Hand" "major increased jump height" 1.4 "special item description" "Increased jump height" } /////////////////////////////// //DEMOMAN PRIMARIES /////////////////////////////// ItemAttributes //Beggar's grenade launcher. Sort of. { ItemName "The Loch-N-Load" "reload time increased hidden" 1.45 //"Blast radius decreased" 1 "projectile spread angle penalty" 5 "auto fires full clip all at once" 1 "special item description" "Slow reload and inaccurate, but fires its entire clip at once" } ItemAttributes //No more griefing { ItemName "The Loose Cannon" "cannonball push back" 0 "damage bonus HIDDEN" 1.25 "special item description" "Cannonballs no longer push back robots but deal more damage." } //See soldier secondaries for base jumper /////////////////////////////// //DEMOMAN SECONDARIES /////////////////////////////// ItemAttributes //No more $300 demoknight tax, also becomes playable whenever fan scouts or blast soldiers exist { ItemName "The Chargin' Targe" "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "special item description" "Immune to knockback from robot attacks" } ItemAttributes //No more $300 demoknight tax, also becomes playable whenever fan scouts or blast soldiers exist { ItemName "The Tide Turner" "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "special item description" "Immune to knockback from robot attacks" } ItemAttributes //Ouchie bash damage in exchange for not being targe/tide. { ItemName "The Splendid Screen" "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "charge impact damage increased" 10 "special item description" "Immune to knockback from robot attacks. Also grants massive shield bash damage." } ItemAttributes //Ultimate sticky spammer launcher { ItemName "The Quickiebomb Launcher" "damage penalty" 1.25 "clip size penalty" 1 "stickybomb_charge_damage_increase" 2.25 "stickybomb fizzle time" 3 "special item description" "Removed clip size penalty, increased damage and damage bonus from charging stickies. However, stickies fizzle after 3 seconds undetonated." } ItemAttributes //The haha funny launcher { ItemName "Stickybomb Jumper" "max pipebombs decreased" 0 "fire rate bonus HIDDEN" 0.01 "reload time increased hidden" 0.05 "single wep deploy time decreased" 0.15 "switch from wep deploy time decreased" 0.15 "cancel falling damage" 1 "sticky arm time bonus" -0.4 "special item description" "Very fast in every aspect. Wearer does not take fall damage." } /////////////////////////////// //DEMOMAN MELEES /////////////////////////////// ItemAttributes //Passive buff for hopeless weapons { ItemName "TF_WEAPON_BOTTLE" "maxammo primary increased" 1.4 "maxammo secondary increased" 1.4 "special item description" "Increased weapon ammo" } ItemAttributes //Stock reskin { ItemName "The Scottish Handshake" "maxammo primary increased" 1.4 "maxammo secondary increased" 1.4 "special item description" "Increased weapon ammo" } ItemAttributes //Boom boom baby { ItemName "The Ullapool Caber" "provide on active" 1 "blast dmg to self increased" 0 "regenerate stickbomb" 1 "special item description" "Take no self blast damage from this weapon, regenerates itself instantly" } //See soldier melees for half-zatoichi ItemAttributes //The meta weapon that does not deserve any real buffs { ItemName "The Scotsman's Skullcutter" "melee cleave attack" 1 "special item description" "Melee attacks cleave" } ItemAttributes //Zoomer demo { ItemName "The Eyelander" "move speed bonus" 1.3 "heal on kill" 50 //Random stat change go!!!! "melee attack rate bonus" 0.9 //Random stat change go!!!! "melee cleave attack" 1 "special item description" "Increased movement speed on wearer, attack rate, health on kill. Melee attacks also cleave" } ItemAttributes //Eyelander reskin { ItemName "The Horseless Headless Horseman's Headtaker" "move speed bonus" 1.3 "heal on kill" 50 "melee attack rate bonus" 0.9 "melee cleave attack" 1 "special item description" "Increased movement speed on wearer, attack rate, health on kill. Melee attacks also cleave" } ItemAttributes //Eyelander reskin { ItemName "Nessie's Nine Iron" "move speed bonus" 1.3 "heal on kill" 50 "melee attack rate bonus" 0.9 "melee cleave attack" 1 "special item description" "Increased movement speed on wearer, attack rate, health on kill. Melee attacks also cleave" } ItemAttributes //Fresh new stats. Eats a ton of bots in one hit and mimics persian demo bot. { ItemName "The Persian Persuader" "ammo gives charge" 0 "charge meter on hit" 0 "melee range multiplier" 2.5 "charge impact damage increased" 1.5 "Attack not cancel charge" 1 //Doesn't work lol "mult charge turn control" 10 "maxammo primary reduced" 1 "maxammo secondary reduced" 1 "melee cleave attack" 1 "special item description" "Removed current stats. Grants huge melee attacks that cleave, full control on turning while charging as well as increased shield bash damage" } ItemAttributes //Hardcore demoknight gaming { ItemName "The Claidheamohmor" "damage bonus HIDDEN" 1.8 "dmg taken increased" 1.35 "melee cleave attack" 1 "special item description" "Increased damage vulnerability, but attacks do massive damage. Melee attacks also cleave" } /////////////////////////////// //HEAVY PRIMARIES /////////////////////////////// ItemAttributes //Reduced damage penalty { ItemName "Natascha" "damage penalty" 0.85 "special item description" "Reduced damage penalty" } ItemAttributes //Removed ammo penalty, increased dmg bonus vs burning { ItemName "The Huo Long Heatmaker" "uses ammo while aiming" 0 "damage bonus vs burning" 1.33 "special item description" "Being spun up no longer consumes ammo, and damage bonus vs burning players are increased" } ItemAttributes //Headshot minigun. Reduced fire rate even further to make up for it. { ItemName "Tomislav" "weapon spread bonus" 0.15 "fire rate penalty" 1.4 "can headshot" 1 "crit mod disabled" 1 "special item description" "Increased accuracy and can headshot, but reduced firing speed even further" } /////////////////////////////// //HEAVY SECONDARIES /////////////////////////////// ItemAttributes //Passive buff for hopeless weapons { ItemName "TF_WEAPON_SHOTGUN_HWG" "damage force reduction" 0.25 "airblast vertical vulnerability multiplier" 0.15 "special item description" "Receive less knockback from robot attacks" } //See soldier secondaries for panic attack ItemAttributes //Passive buff for hopeless weapons { ItemName "The Family Business" "dmg taken increased" 0.85 "special item description" "Receive less damage from robot attacks" } ItemAttributes //Passive version of the sandvich, can still be tossed to teammates { ItemName "The Buffalo Steak Sandvich" "health regen" 3 "special item description" "Increased passive health regeneration" } ItemAttributes //Quick snack { ItemName "The Second Banana" "single wep deploy time decreased" 0.35 "lunchbox healing decreased" 2.67 //With the gesture speed heavy only gets one bite. This makes it restore 200 health like og second banana does. "gesture speed increase" 4 "always allow taunt" 1 //Mid-air taunt "special item description" "Quick to deploy and consume, can be eaten mid-air" } /////////////////////////////// //HEAVY MELEES /////////////////////////////// ItemAttributes //Vertical GRU { ItemName "TF_WEAPON_FISTS" "provide on active" 1 "increased jump height" 1.75 "single wep deploy time decreased" 0.1 "switch from wep deploy time decreased" 0.1 "special item description" "Significantly increased jump height when active, instant deploy/holster" } ItemAttributes //Stock reskin { ItemName "Apoco-Fists" "provide on active" 1 "increased jump height" 1.75 "single wep deploy time decreased" 0.1 "switch from wep deploy time decreased" 0.1 "special item description" "Significantly increased jump height when active, instant deploy/holster" } ItemAttributes //KGB 2.0 { ItemName "The Eviction Notice" "speed_boost_on_kill" 60 "special item description" "Receive a full minute of speed boost on kill" } ItemAttributes //Tank buster weapon { ItemName "Warrior's Spirit" "melee attack rate bonus" 0.55 "special item description" "Increased attack speed" } ItemAttributes //Passive buff for hopeless weapons { ItemName "The Holiday Punch" "maxammo primary increased" 1.25 "special item description" "Increased minigun ammo" } /////////////////////////////// //ENGINEER PRIMARIES /////////////////////////////// ItemAttributes //Rewards being a macho man that doesnt use RR { ItemName "TF_WEAPON_SHOTGUN_PRIMARY" "dmg taken increased" 0.7 "engy building health bonus" 1.25 "special item description" "Reduced damage taken and increased building health" } //See soldier secondaries for panic attack ItemAttributes //Viable but expensive af, so here's something to help { ItemName "The Frontier Justice" "projectile penetration" 1 "faster reload rate" 0.6 "special item description" "Bullets penetrate enemies, faster reload rate" } ItemAttributes //Medicus Deletus { ItemName "The Pomson 6000" "energy weapon penetration" 1 "damage penalty" 0.25 //Tones down dps gain from the two attributes below "fire rate bonus HIDDEN" 0.5 "reload time increased hidden" 0.5 "subtract victim medigun charge on hit" 100 "special item description" "Projectile penetrates enemies, increased firing and reload speed, completely empties a medic-bot's ubercharge on hit" } /////////////////////////////// //ENGINEER SECONDARIES /////////////////////////////// ItemAttributes //Yay sentry damage! { ItemName "TF_WEAPON_PISTOL" "maxammo metal increased" 1.5 "minicritboost on kill" 8 "special item description" "Increased metal capacity, grants 8 seconds of mini-crits on kill" } ItemAttributes //Already has its place but will forever be situational. { ItemName "The Short Circuit" "maxammo metal increased" 1.25 "special item description" "Increased metal capacity" } /////////////////////////////// //ENGINEER MELEES /////////////////////////////// ItemAttributes //Hardcore engineer gaming { ItemName "The Southern Hospitality" "dmg taken increased" 2.5 "engy sentry damage bonus" 1.4 "special item description" "Increased sentry damage but significantly increased damage taken for the wearer" } ItemAttributes //Removed current horrible downsides in exchange for big teleporter recharge time. { ItemName "The Eureka Effect" "Construction rate decreased" 1 "metal_pickup_decreased" 1 "mult teleporter recharge rate" 1.5 "special item description" "Removed current penalties, teleporters recharge 1.5x slower" } ItemAttributes //Mad building spam. If other buildings go down go rebuild with massive bonuses. { ItemName "The Gunslinger" "melee attack rate bonus" 0.3 "Construction rate increased" 1.75 "Repair rate increased" 1.75 "engy disposable sentries" 3 "engineer sentry build rate multiplier" 4 "metal regen" 200 "engy building health bonus" 0.6 //Yes, this is a penalty. "special item description" "Fragile buildings, but builds and repairs very quickly and grants 200 metal every 5 seconds" } /////////////////////////////// //MEDIC PRIMARIES /////////////////////////////// ItemAttributes //Bot action resetter { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "add cond on hit" 71 "add cond on hit duration" 0.15 //"clip size penalty" 0.375 "faster reload rate" 3 "special item description" "Syringes stuns bots for a very short time. Has a very long reload time." } ItemAttributes //Self sustenance tool { ItemName "The Blutsauger" "provide on active" 1 "health drain" 0 "dmg taken increased" 0.5 "special item description" "Halved damage taken while active, removed penalty" } ItemAttributes //Steroid god { ItemName "The Crusader's Crossbow" "projectile penetration" 1 "special item description" "Hitting teammates grants them increased speed, attack rate, reload speed and infinite jumps for about 2 seconds" } /////////////////////////////// //MEDIC SECONDARIES /////////////////////////////// ItemAttributes //Perfectly viable but unfortunately not in the eyes of the public. Sad. { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 1.25 "special item description" "Increased ubercharge rate" } /////////////////////////////// //MEDIC MELEES /////////////////////////////// ItemAttributes //All melees have uber on hit. Stock aids with damage surfing and has nearly as much uber gain/second as ubersaw { ItemName "TF_WEAPON_BONESAW" "add uber charge on hit" 0.20 "increased air control" 3 "cancel falling damage" 1 "special item description" "Grants 20% uber on hit, wearer has full mid-air control and does not take fall damage" } ItemAttributes //Self regen tool { ItemName "The Amputator" "add uber charge on hit" 0.175 //"heal rate bonus" 3 //Doesn't work lol "health regen" 25 //"always allow taunt" 1 //Mid-air taunt "special item description" "Grants 17.5% uber on hit and +25 health regen while active" } ItemAttributes //Fresh new stats. Increased max hp but reduced healing from all sources. { ItemName "The Vita-Saw" "add uber charge on hit" 0.175 "ubercharge_preserved_on_spawn_max" 0 "max health additive penalty" 50 "healing received penalty" 0.75 "health from packs increased" 0.75 "special item description" "Grants 17.5% uber on hit increased max health but slightly reduced health received" } ItemAttributes //Gain free overheal by one shotting a spy or a lone bot that got to you { ItemName "The Solemn Vow" "add uber charge on hit" 0.175 "restore health on kill" 200 "damage bonus" 3 "fire rate penalty" 2.25 //Counteracts dps gain, dont even think about tank busting with this. "special item description" "Grants 17.5% uber on hit, tripled damage and kills refills and overheals the player. Attack speed is reduced to make up for the damage bonus" } /////////////////////////////// //SNIPER PRIMARIES /////////////////////////////// ItemAttributes //Beats heatmaker focus dps in hardscoping, but loses in quickscoping { ItemName "TF_WEAPON_SNIPERRIFLE" "damage bonus HIDDEN" 1.35 "special item description" "Increased damage" } ItemAttributes //Stock reskin { ItemName "The AWPer Hand" "damage bonus HIDDEN" 1.35 "special item description" "Increased damage" } ItemAttributes //Massive single target damage in exchange for well, no EH { ItemName "The Huntsman" "damage bonus HIDDEN" 1.6 "special item description" "Significantly increased damage" } ItemAttributes //Huntsman reskin { ItemName "The Fortified Compound" "damage bonus HIDDEN" 1.6 "special item description" "Significantly increased damage" } ItemAttributes //Can equal heatmaker focus dps in quickscoping, but you have to deal with timing headshot delay. { ItemName "The Bazaar Bargain" "reload time increased hidden" 0.65 "special item description" "Increased firing speed" } ItemAttributes //Ultimate hardscope rifle, guaranteed to take out overhealed ubermeds { ItemName "The Machina" "sniper full charge damage bonus" 2.5 "damage all connected" 1 "SRifle Charge rate decreased" 0.125 "mult sniper charge per sec with enemy under crosshair" 5 "sniper beep with enemy under crosshair" 1 "sniper aiming movespeed decreased" 0.25 "special item description" "Massive damage on full charge, hits all targets connected via medic beam, significantly reduced charge speed but looking at a robot increases its charge speed" } ItemAttributes //Machina reskin { ItemName "Shooting Star" "sniper full charge damage bonus" 2.5 "damage all connected" 1 "SRifle Charge rate decreased" 0.125 "mult sniper charge per sec with enemy under crosshair" 5 "sniper beep with enemy under crosshair" 1 "sniper aiming movespeed decreased" 0.25 "special item description" "Massive damage on full charge, hits all targets connected via medic beam, significantly reduced charge speed but looking at a robot increases its charge speed" } ItemAttributes //Supportive stock rifle, giving up +35% damage or other rifle's bonuses. { ItemName "The Sydney Sleeper" "sniper no headshots" 0 "radius sleeper" 1 //I dont think this works "projectile gravity" 0 "special item description" "Can headshot, throws a jarate on fire" } ItemAttributes //Penetration rifle { ItemName "The Classic" "SRifle Charge rate increased" 1.25 "damage penalty on bodyshot" 0.4 "sniper no headshot without full charge" 1 "penetration damage penalty" 3 "special item description" "Increased body shot penalty and charge rate, penetrated targets take 3x damage. This effect can stack" } /////////////////////////////// //SNIPER SECONDARIES /////////////////////////////// ItemAttributes //Passive buff for hopeless weapons { ItemName "TF_WEAPON_SMG" "maxammo primary increased" 1.4 "special item description" "Increased sniper rifle ammo" } ItemAttributes //Near instant recharge. Yes I know the funny bug exists { ItemName "The Razorback" "mult_item_meter_charge_rate" 0.04 "special item description" "Practically instant recharge" } ItemAttributes //Discount cozy camper focused on afterburn instead of flinches { ItemName "Darwin's Danger Shield" "health regen" 3 "special item description" "+3 health regenerated per second" } /////////////////////////////// //SNIPER MELEES /////////////////////////////// ItemAttributes //Kukri of Running Urgently { ItemName "TF_WEAPON_CLUB" "provide on active" 1 "move speed bonus" 1.25 "special item description" "Increased movement speed when active" } ItemAttributes //Quick spy removal service. { ItemName "The Tribalman's Shiv" "provide on active" 1 "damage penalty" 2 "fire rate penalty" 1.4 //No it does not outclass bushwacka on tank busting "single wep deploy time decreased" 0.5 "special item description" "Doubled damage and deploy speed, but reduced attack rate" } ItemAttributes //KGB 3.0: Sniper edition { ItemName "The Shahanshah" "dmg penalty while half alive" 0.01 "critboost on kill" 10 //Tank busting with crit sniper rifle does some damage "minicritboost on kill" 10 //If there are no tanks it boosts EH damage "special item description" "Grants 10 seconds of critboost and minicritboost on kill, but cannot deal damage when the player is above 50% health" } /////////////////////////////// //SPY PRIMARIES /////////////////////////////// ItemAttributes //Tank buster spy is no longer a meme, the DPS rivals carbinewhacka and even beats it when fully upgraded { ItemName "TF_WEAPON_REVOLVER" "damage bonus" 2 "special item description" "Doubled damage" } ItemAttributes //Stock reskin { ItemName "TTG Sam Revolver" "damage bonus" 2 "special item description" "Doubled damage" } ItemAttributes //Better short term tank busting dps, also medpicks with the damage bonus { ItemName "The Diamondback" "damage bonus" 1.5 "special item description" "Increased damage" } ItemAttributes //Lv 3 EH with slow firing speed, totally not stolen concept { ItemName "The Ambassador" "provide on active" 1 "explosive sniper shot" 3 "fire rate bonus HIDDEN" 1.5 "reload time increased hidden" 2 "dmg taken from bullets increased" 1.5 //Don't be out with this often "special item description" "While active, wearer receives 50% more damage from bullets. Fires and reloads much more slowly. Every headshot will this weapon causes a level 3 Explosive Headshot." } ItemAttributes //One shots razorback snipers and grants speed boost for intense circle stabbing { ItemName "The Enforcer" "damage bonus while disguised" 3 "speed_boost_on_hit" 7 "switch from wep deploy time decreased" 0.4 "special item description" "Tripled damage while disguised, grants 7 seconds of speed boost on hit, increased holster speed" } /////////////////////////////// //SPY SECONDARIES /////////////////////////////// ItemAttributes //Takes out buildings fast since red-tape recorder sappers on teleporters are ignored by engis { ItemName "TF_WEAPON_BUILDER_SPY" "sapper damage bonus" 2 "special item description" "Doubled sapper damage" } ItemAttributes //Stock reskin { ItemName "The Ap-Sap" "sapper damage bonus" 2 "special item description" "Doubled sapper damage" } ItemAttributes //Stock reskin { ItemName "The Bread Bite" "sapper damage bonus" 2 "special item description" "Doubled sapper damage" } /////////////////////////////// //SPY MELEES /////////////////////////////// ItemAttributes //The funny spycicle glitch is a thing and its unacceptable { ItemName "TF_WEAPON_KNIFE" "dmg taken from fire reduced" 0.8 "special item description" "Reduced damage taken from fire" } ItemAttributes //Stock reskin { ItemName "The Black Rose" "dmg taken from fire reduced" 0.8 "special item description" "Reduced damage taken from fire" } ItemAttributes //Stock reskin { ItemName "The Sharp Dresser" "dmg taken from fire reduced" 0.8 "special item description" "Reduced damage taken from fire" } /////////////////////////////// //SPY WATCHES /////////////////////////////// ItemAttributes //Dead ringer strong { ItemName "TF_WEAPON_INVIS" "max health additive bonus" 75 "special item description" "Significantly increased max health" } ItemAttributes //Stock reskin { ItemName "The Quackenbirdt" "max health additive bonus" 75 "special item description" "Significantly increased max health" } ItemAttributes //Stock reskin { ItemName "TTG Watch" "max health additive bonus" 75 "special item description" "Significantly increased max health" } ItemAttributes //Perform funny maneuvers with massive jump height { ItemName "The Cloak and Dagger" "increased jump height" 2 "cancel falling damage" 1 "max health additive bonus" 25 "special item description" "Increased max health and doubled jump height. Wearer also does not take fall damage" } /////////////////////////////// //END OF BAlANCE CHANGES. /////////////////////////////// Templates { T_TFBot_Medic_SlowRecharge_Quick { Class Medic Name "Uber Medic" ClassIcon medic_uber Skill Normal Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 0.25 "uber duration bonus" -3 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 5 } } T_TFBot_Giant_Heavyweapons_Natascha_Hatted { Class Heavyweapons Name "Giant Natascha Heavy" ClassIcon heavy_natascha_nys Item "Natascha" Item "Der Maschinensoldaten-Helm" Skill Expert Health 5000 WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "Natascha" "damage penalty" 1.125 //"minigun spinup time increased" 1 "spunup_damage_resistance" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Giant_Heavyweapons_BrassBeast_Hatted { Class Heavyweapons Name "Giant Brass Beast Heavy" ClassIcon heavy_brassbeast Item "The Brass Beast" Item "The Eliminators Safeguard" Skill Expert Health 5000 WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Brass Beast" "damage bonus" 2.25 "minigun spinup time increased" 3 "spunup_damage_resistance" 1 } ItemAttributes { ItemName "The Eliminators Safeguard" "set item tint RGB" 14727489 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Sniper_Hipfire { Class Sniper ClassIcon sniper_alwaysfire Name "Hipfire Sniper" Item "Shooter's Tin Topi" Item "The Machina" Skill Hard WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Machina" "sniper only fire zoomed" 0 "faster reload rate" 1.15 "damage bonus" 2 } } T_TFBot_Medic_Crossbow { Class Medic ClassIcon medic_crossbow Name "Crossbow Medic" Item "Titanium Tyrolean" Item "The Crusader's Crossbow" Skill Normal WeaponRestrictions PrimaryOnly //Action FetchFlag ItemAttributes { ItemName "The Crusader's Crossbow" "damage bonus" 1.5 "heal rate bonus" 3 "projectile penetration" 1 } } T_TFBot_Medic_Crossbow_Crit { Class Medic ClassIcon medic_crossbow Name "Crit Crossbow Medic" Item "Titanium Tyrolean" Item "The Crusader's Crossbow" Attributes AlwaysCrit Skill Expert WeaponRestrictions PrimaryOnly //Action FetchFlag ItemAttributes { ItemName "The Crusader's Crossbow" "damage bonus" 3 "reload time decreased" 0.5 "heal rate bonus" 3 "projectile penetration" 1 } } T_TFBot_Giant_Medic_Crossbow { Class Medic ClassIcon medic_crossbow Name "Giant Crossbow Medic" Item "Titanium Tyrolean" Item "The Crusader's Crossbow" Skill Expert Attributes MiniBoss Health 4500 WeaponRestrictions PrimaryOnly //Action FetchFlag ItemAttributes { ItemName "The Crusader's Crossbow" "damage bonus" 2 "Reload time decreased" 0.2 "heal rate bonus" 3 "projectile penetration" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "head scale" 0.679 } } T_TFBot_Medic_Syringe { Class Medic ClassIcon medic_syringe Name "Syringe Medic" Item "The Virus Doctor" Skill Normal WeaponRestrictions PrimaryOnly //Action FetchFlag ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 1.5 } } T_TFBot_Medic_Syringe_Crit { Class Medic ClassIcon medic_syringe Name "Crit Syringe Medic" Item "The Virus Doctor" Attributes "AlwaysCrit" Skill Expert WeaponRestrictions PrimaryOnly //Action FetchFlag ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 3 "fire rate bonus" 0.5 "clip size bonus" 2 } } T_TFBot_Giant_Medic_Syringe { Class Medic ClassIcon medic_syringe Name "Giant Syringe Medic" Item "The Virus Doctor" Attributes "MiniBoss" Health 4500 Skill Expert WeaponRestrictions PrimaryOnly //Action FetchFlag //AimLeadProjectileSpeed 1000 ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 2.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "head scale" 0.679 } } T_TFBot_Pyro_Jockey_Crit { Name "Crit Jockey Pyro" Class Pyro ClassIcon pyro_powerjack Skill Expert WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" Item "the powerjack" ItemAttributes { ItemName "the powerjack" "damage bonus" 1.5 "dmg bonus vs buildings" 2 "damage causes airblast" 1 } CharacterAttributes { "move speed bonus" 1.5 } Item "pyro's boron beanie" } T_TFBot_Sniper_Huntsman_Crit { Class Sniper Name "Crit Bowman" Skill Expert ClassIcon sniper_bow WeaponRestrictions PrimaryOnly Item "The Huntsman" Attributes "AlwaysCrit" ItemAttributes { ItemName "The Huntsman" "damage bonus" 1.6 "faster reload rate" 0.6 "Projectile speed increased" 2 } } T_TFBot_Pyro_Flaregun_Crit { Class Pyro Name "Crit Flare Pyro" Skill Expert ClassIcon pyro_flare Item "The Flare Gun" Attributes AlwaysCrit WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Flare Gun" "damage bonus" 2 "faster reload rate" 0.35 "Projectile speed increased" 1.5 } } T_TFBot_Stickybomber_Crit { Class Demoman Name "Crit Sticky Demoman" Classicon demo_sticky_daan // Custom icon Skill Expert WeaponRestrictions SecondaryOnly Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 // Fires nothing } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" 0.001 //Demo-bot will fire Stickybomb immediately "max pipebombs decreased" -7 // 1 Stickybomb on ground allowed, will explode when another is fired "projectile range increased" 0.65 // Prevents overshooting target "fire rate bonus" 0.75 "faster reload rate" -0.8 "damage bonus" 2 } } T_TFBot_Giant_Sniper_SMG { Class Sniper Name "Giant SMG Sniper" ClassIcon sniper_smg Item "Soldered Sensei" Skill Expert Health 3600 WeaponRestrictions SecondaryOnly Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_SMG" "damage bonus" 2.25 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 3 "head scale" 0.679 } } T_TFBot_Giant_Medic_High_Regen { Class Medic Name "Giant High Regen Medic" ClassIcon medic_superheal Skill Expert Health 4500 Item "The Quick-Fix" Item "The Surgeon's Stahlhelm" // WeaponRestrictions SecondaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 // pretty much disables ubercharge } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 // only works on mediguns that have this attribute ie quickfix "health regen" 150 } } T_TFBot_Giant_Medic_VaccinatorSwitch { Name "Giant Vaccinator Medic" Class Medic ClassIcon medic_vac_trio_nys Health 4500 ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 5 //Time before the first bot attribute change (Default: 10) Cooldown 15 //Time between each bot attribute change (Default: 10) Name "BlastVacc" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes { Delay 10 Cooldown 15 Name "FireVacc" } ChangeAttributes { Delay 15 Cooldown 15 Name "Default" } FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 1 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Duration 0.5 //How long should the button be pressed (Default: 0.1) Type "Secondary" // Type of fire input, Possible values: } EventChangeAttributes { Default { Skill Expert WeaponRestrictions SecondaryOnly Item "The Vaccinator" Attributes SpawnWithFullCharge Attributes MiniBoss Attributes VaccinatorBullets Attributes IgnoreEnemies ItemAttributes { ItemName "The Vaccinator" "heal rate bonus" 200 "medigun bullet resist deployed" 2 "medigun bullet resist passive" 2 "medigun charge is resists" 4 "uber duration bonus" 200 "ubercharge rate bonus" 200 "health regen" 100 } CharacterAttributes { "bot medic uber health threshold" 5500 } } BlastVacc { Skill Expert WeaponRestrictions SecondaryOnly Item "The Vaccinator" Attributes SpawnWithFullCharge Attributes MiniBoss Attributes VaccinatorBlast Attributes IgnoreEnemies ItemAttributes { ItemName "The Vaccinator" "heal rate bonus" 200 "medigun blast resist deployed" 2 "medigun blast resist passive" 2 "medigun charge is resists" 4 "uber duration bonus" 200 "ubercharge rate bonus" 200 "health regen" 100 } CharacterAttributes { "bot medic uber health threshold" 5500 } } FireVacc { Skill Expert WeaponRestrictions SecondaryOnly Item "The Vaccinator" Attributes SpawnWithFullCharge Attributes MiniBoss Attributes VaccinatorFire Attributes IgnoreEnemies ItemAttributes { ItemName "The Vaccinator" "heal rate bonus" 200 "medigun fire resist deployed" 2 "medigun fire resist passive" 2 "medigun charge is resists" 4 "uber duration bonus" 200 "ubercharge rate bonus" 200 "health regen" 100 } CharacterAttributes { "bot medic uber health threshold" 5500 } } } } T_TFBot_Giant_Demo_BurstFire { Class Demoman Name "Giant Burst Fire Demo" ClassIcon demo_burst_giant Health 3600 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit //AimLeadProjectileSpeed 1338 ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.4 //35% faster reload "fire rate bonus" 0.2 "clip size upgrade atomic" 7.0 "projectile spread angle penalty" 5 "Projectile speed increased" 1.1 "damage bonus" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 150 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 40 DesiredCount 3 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Mission { Objective Spy Where spawnbot BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 35 DesiredCount 4 TFBot { Template T_TFBot_Spy } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 20 CooldownTime 60 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Razorback } } Mission { Objective Engineer Where spawnbot BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Mission { Objective Spy Where spawnbot BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 20 CooldownTime 40 DesiredCount 3 TFBot { Template T_TFBot_Spy } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 60 DesiredCount 3 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Mission { Objective DestroySentries Where spawnbot BeginAtWave 1 RunForThisManyWaves 6 InitialCooldown 5 CooldownTime 27 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster } } Mission { Objective DestroySentries Where spawnbot BeginAtWave 7 RunForThisManyWaves 1 InitialCooldown 15 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 1b TotalCurrency 200 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 39 WaitBetweenSpawns 25 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_BrassBeast_Hatted Tag norampflank Tag nostairflank } } } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 18 MaxActive 9 SpawnCount 9 WaitBeforeStarting 15 WaitBetweenSpawns 15 Where spawnbot_mid RandomChoice { TFBot { Class Soldier Skill Easy Tag norampflank Tag nostairflank } TFBot { Class Soldier Skill Easy Tag norampflank Tag nostairflank } TFBot { Class Soldier Skill Easy Tag norampflank Tag nostairflank } TFBot { Class Soldier Skill Easy Tag norampflank Tag nostairflank } TFBot { Class Soldier Skill Easy Tag norampflank Tag nostairflank } TFBot { Class Soldier Skill Easy Tag norampflank } } } WaveSpawn { Name 1a TotalCurrency 200 TotalCount 12 MaxActive 6 SpawnCount 6 WaitBeforeStarting 40 WaitBetweenSpawns 15 Where spawnbot RandomChoice { TFBot { Class Soldier Skill Easy Tag norampflank Tag nostairflank } TFBot { Class Soldier Skill Easy Tag norampflank Tag nostairflank } TFBot { Class Soldier Skill Easy Tag norampflank Tag nostairflank } TFBot { Class Soldier Skill Easy Tag norampflank Tag nostairflank } TFBot { Class Soldier Skill Easy Tag norampflank Tag nostairflank } TFBot { Class Soldier Skill Normal Tag norampflank } } } WaveSpawn { Name 1a TotalCurrency 200 TotalCount 16 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { Template T_TFBot_Sniper_Hipfire Tag norampflank Tag nostairflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank Tag nostairflank } } } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 8 MaxActive 6 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { Template T_TFBot_Sniper_Hipfire Tag norampflank Tag nostairflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank Tag nostairflank } } } WaveSpawn { Name 1b TotalCurrency 100 TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 70 WaitBetweenSpawns 5 Where spawnbot_left Squad { TFBot { Template T_TFBot_Scout_Shortstop Tag norampflank Tag nostairflank } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { WaitForAllSpawned 2a Where spawnbot TotalCount 7 MaxActive 7 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 10 WaitBetweenSpawns 7 TFBot { Template T_TFBot_Giant_Scout_FAN Tag norampflank Tag nostairflank } } WaveSpawn { Name 2a TotalCurrency 100 TotalCount 24 MaxActive 12 SpawnCount 12 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot RandomChoice { TFBot { Class HeavyWeapons Skill Easy Tag norampflank Tag nostairflank } TFBot { Class HeavyWeapons Skill Easy Tag norampflank Tag nostairflank } TFBot { Class HeavyWeapons Skill Easy Tag norampflank Tag nostairflank } TFBot { Class HeavyWeapons Skill Easy } TFBot { Class HeavyWeapons Skill Normal Tag norampflank Tag nostairflank } TFBot { Class HeavyWeapons Skill Normal Tag norampflank Tag nostairflank } } } WaveSpawn { Name 2b WaitForAllSpawned 2a TotalCurrency 200 TotalCount 9 MaxActive 9 SpawnCount 9 WaitBeforeStarting 16 WaitBetweenSpawns 1 Where spawnbot_mid Where spawnbot_left Squad { TFBot { Template T_TFBot_Giant_Demo_BurstFire Tag norampflank Tag nostairflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } } } WaveSpawn { Name 2c WaitForAllDead 2b TotalCurrency 400 TotalCount 18 MaxActive 18 SpawnCount 9 WaitBeforeStarting 1 WaitBetweenSpawns 25 Where spawnbot_mid Where spawnbot_left Squad { TFBot { Template T_TFBot_Giant_Demo_BurstFire Tag norampflank Tag nostairflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } TFBot { Template T_TFBot_Medic_QuickUber Tag norampflank } } } WaveSpawn { WaitForAllDead 2a TotalCurrency 200 TotalCount 24 MaxActive 8 SpawnCount 2 WaitBeforeStarting 40 WaitBetweenSpawns 2 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Medic_Crossbow Skill Hard Tag norampflank Tag nostairflank BehaviorModifiers Push Tag nav_prefer_flank_left } TFBot { Template T_TFBot_Medic_Crossbow Skill Hard Tag norampflank Tag nostairflank BehaviorModifiers Push Tag nav_prefer_flank_right } TFBot { Template T_TFBot_Medic_Crossbow Skill Hard Tag norampflank Tag nostairflank BehaviorModifiers Push Tag nav_prefer_flank_high_left } TFBot { Template T_TFBot_Medic_Crossbow Skill Expert Tag norampflank BehaviorModifiers Push } TFBot { Template T_TFBot_Medic_Crossbow Skill Expert Tag norampflank BehaviorModifiers Push } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 3a TotalCurrency 125 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 60 Where spawnbot Tank { Health 35000 Name Tank Speed 75 StartingPathTrackNode boss_path_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 125 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 60 Where spawnbot Tank { Health 25000 Name Tank Speed 75 StartingPathTrackNode boss_path_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 3a TotalCurrency 100 TotalCount 50 MaxActive 10 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0.4 Where spawnbot RandomChoice { TFBot { Class Demoman Skill Easy Tag norampflank Tag nostairflank } TFBot { Class Demoman Skill Normal Tag norampflank Tag nostairflank } TFBot { Class Demoman Skill Hard Tag norampflank Tag nostairflank } TFBot { Class Demoman Skill Expert Tag norampflank Tag nostairflank } TFBot { Class Demoman Skill Easy } TFBot { Class Demoman Skill Normal } TFBot { Class Demoman Skill Hard } TFBot { Class Demoman Skill Expert } } } WaveSpawn { Name 3b TotalCurrency 400 TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 25 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Sniper_SMG Tag norampflank Tag nostairflank } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name 3b TotalCurrency 100 TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 45 WaitBetweenSpawns 4 Where spawnbot_mid Where spawnbot_left Squad { TFBot { Class Demoman Skill Expert Tag norampflank } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { TotalCurrency 50 TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 23 Support 1 Where spawnbot TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle Attributes IgnoreFlag } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Where spawnbot_hidden TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 0 WaitBetweenSpawns 60000 TotalCurrency 0 FirstSpawnOutput { Target aggressiveengienests_disable Action trigger } } WaveSpawn { TotalCurrency 200 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 60 Where spawnbot Squad { Tank { Health 20000 Name Tank Speed 75 StartingPathTrackNode boss_path_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { TotalCurrency 200 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 19 WaitBetweenSpawns 60 Where spawnbot Squad { Tank { Health 20000 Name Tank Speed 75 StartingPathTrackNode boss_path_short_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { TotalCurrency 200 TotalCount 16 MaxActive 16 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Scout_Fast Tag norampflank Tag nostairflank } } } WaveSpawn { Name 4a TotalCurrency 100 TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 20 WaitBetweenSpawns 13 Where spawnbot RandomChoice { TFBot { Skill Expert Template T_TFBot_Sniper_Huntsman Tag norampflank Tag nostairflank } TFBot { Skill Expert Template T_TFBot_Sniper_Huntsman Tag norampflank Tag nostairflank } TFBot { Skill Expert Template T_TFBot_Sniper_Huntsman Tag norampflank Tag nostairflank } TFBot { Skill Expert Template T_TFBot_Sniper_Huntsman Tag nav_prefer_flank_left BehaviorModifiers Push } TFBot { Skill Expert Template T_TFBot_Sniper_Huntsman Tag nav_prefer_flank_right BehaviorModifiers Push } TFBot { Skill Expert Template T_TFBot_Sniper_Huntsman Tag nav_prefer_flank_high_left BehaviorModifiers Push } } } WaveSpawn { Name 4a TotalCurrency 100 TotalCount 24 MaxActive 10 SpawnCount 5 WaitBeforeStarting 23 WaitBetweenSpawns 10 Where spawnbot RandomChoice { TFBot { Class Soldier Skill Expert Tag norampflank Tag nostairflank } TFBot { Class Soldier Skill Expert Tag norampflank } TFBot { Class Soldier Skill Expert Tag norampflank } TFBot { Class Soldier Skill Expert Tag nav_prefer_flank_left BehaviorModifiers Push } TFBot { Class Soldier Skill Expert Tag nav_prefer_flank_right BehaviorModifiers Push } TFBot { Class Soldier Skill Expert Tag nav_prefer_flank_high_left BehaviorModifiers Push } } } WaveSpawn { WaitForAllSpawned 4a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 14 Where spawnbot_mid TFBot { Template T_TFBot_Giant_Heavyweapons Tag nav_prefer_flank_right Tag nostairflank } } WaveSpawn { WaitForAllSpawned 4a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 17 WaitBetweenSpawns 14 Where spawnbot_left TFBot { Template T_TFBot_Giant_Heavyweapons Tag nav_prefer_flank_left Tag nostairflank } } WaveSpawn { WaitForAllSpawned 4a TotalCurrency 100 TotalCount 50 MaxActive 16 SpawnCount 8 WaitBeforeStarting 27 WaitBetweenSpawns 15 Support 1 Where spawnbot RandomChoice { TFBot { Class Scout Skill Normal Tag norampflank Tag nostairflank } TFBot { Class Scout Skill Hard Tag norampflank Tag nostairflank } TFBot { Class Scout Skill Normal Tag norampflank } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 300 TotalCount 110 MaxActive 11 SpawnCount 11 WaitBeforeStarting 0 WaitBetweenSpawns 9 Support 1 Where spawnbot TFBot { Template T_TFBot_Pyro_Jockey_Crit Tag norampflank Tag nostairflank } } WaveSpawn { TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 16 Where spawnbot_mid TFBot { Template T_TFBot_Giant_Medic_Crossbow Tag nav_prefer_flank_right BehaviorModifiers Push } } WaveSpawn { TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 16 Where spawnbot_left TFBot { Template T_TFBot_Giant_Medic_Crossbow Tag nav_prefer_flank_left BehaviorModifiers Push } } WaveSpawn { Name 5a TotalCurrency 100 TotalCount 20 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3.5 Where spawnbot TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn { TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 50 WaitBetweenSpawns 6 Where spawnbot Squad { ShouldPreserveSquad 1 TFBot { Template T_TFBot_Giant_Medic_Syringe Tag norampflank Tag nostairflank } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 1000 TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 25 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Tag norampflank Tag nostairflank } TFBot { Template T_TFBot_Giant_Medic_High_Regen } TFBot { Template T_TFBot_Soldier_Extended_Concheror } TFBot { Template T_TFBot_Soldier_Extended_Concheror } } } WaveSpawn { TotalCurrency 60 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 25 Where spawnbot TFBot { Template T_TFBot_Soldier_BurstFire Tag norampflank Tag nostairflank } } WaveSpawn { TotalCurrency 120 TotalCount 18 MaxActive 6 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 8 Where spawnbot_invasion TFBot { Template T_TFBot_Scout_Shortstop } } WaveSpawn { TotalCurrency 120 TotalCount 28 MaxActive 6 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_TFBot_Pyro_Flaregun_Crit Tag norampflank } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 300 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot LastSpawnOutput { Target tank_uber_start_relay Action trigger } Tank { Health 10000 Name tankboss_uber Speed 75 StartingPathTrackNode boss_path_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot_hidden TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 92 WaitBetweenSpawns 60000 TotalCurrency 0 FirstSpawnOutput { Target tank_uber_stop_relay Action trigger } } WaveSpawn { Name 7a TotalCurrency 288 TotalCount 24 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot TFBot { Template T_TFBot_Pyro_Flaregun_Crit Tag norampflank Tag nostairflank } } WaveSpawn { Name 7a TotalCurrency 288 TotalCount 24 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot TFBot { Template T_TFBot_Sniper_Huntsman_Crit Tag norampflank Tag nostairflank } } WaveSpawn { Name 7a TotalCurrency 252 TotalCount 20 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot TFBot { Template T_TFBot_Pyro_Jockey_Crit Tag norampflank Tag nostairflank } } WaveSpawn { Name 7a TotalCurrency 252 TotalCount 20 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot TFBot { Template T_TFBot_Stickybomber_Crit Tag norampflank Tag nostairflank } } WaveSpawn { Name 7a TotalCurrency 220 TotalCount 16 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot Squad { ShouldPreserveSquad 1 TFBot { Template T_TFBot_Medic_Crossbow_Crit Tag norampflank Tag nostairflank } } } WaveSpawn { WaitForAllSpawned 7a TotalCurrency 160 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 3 WaitBetweenSpawns 1 Where spawnbot Where spawnbot_mid Where spawnbot_left RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Giant_Scout_Fast Tag nav_prefer_flank_left } TFBot { Template T_TFBot_Giant_Scout_Fast Tag nav_prefer_flank_right } TFBot { Template T_TFBot_Giant_Scout_Fast Tag nav_prefer_flank_high_left } } } WaveSpawn { Name 7b WaitForAllDead 7a TotalCurrency 120 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 12 Where spawnbot TFBot { Template T_TFBot_Giant_Heavyweapons_BrassBeast_Hatted Tag norampflank Tag nostairflank } } WaveSpawn { Name 7b WaitForAllDead 7a TotalCurrency 120 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 12 Where spawnbot TFBot { Template T_TFBot_Giant_Heavyweapons_Natascha_Hatted Tag norampflank Tag nostairflank } } WaveSpawn { WaitForAllDead 7a TotalCurrency 200 TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 9 WaitBetweenSpawns 41 Where spawnbot_left Squad { TFBot { Template T_TFBot_Giant_Demo_BurstFire Tag norampflank Tag nostairflank } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name 7c WaitForAllSpawned 7b TotalCurrency 300 TotalCount 12 MaxActive 12 SpawnCount 4 WaitBeforeStarting 30 WaitBetweenSpawns 28 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Tag norampflank Tag nostairflank Tag nav_prefer_flank_right } TFBot { Template T_TFBot_Medic_SlowRecharge_Quick } TFBot { Template T_TFBot_Medic_SlowRecharge_Quick } TFBot { Template T_TFBot_Medic_SlowRecharge_Quick } } } WaveSpawn { Name 7c WaitForAllSpawned 7b TotalCurrency 200 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 44 WaitBetweenSpawns 28 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Tag norampflank Tag nostairflank Tag nav_prefer_flank_left } TFBot { Template T_TFBot_Medic_SlowRecharge_Quick } TFBot { Template T_TFBot_Medic_SlowRecharge_Quick } TFBot { Template T_TFBot_Medic_SlowRecharge_Quick } } } WaveSpawn { Name 7d WaitForAllSpawned 7b TotalCurrency 120 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 21 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Spammer BehaviorModifiers Push Tag nav_prefer_flank_left } } WaveSpawn { Name 7d WaitForAllSpawned 7b TotalCurrency 120 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 17 WaitBetweenSpawns 21 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Spammer BehaviorModifiers Push Tag nav_prefer_flank_right } } WaveSpawn { Name 7d WaitForAllSpawned 7b TotalCurrency 120 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 24 WaitBetweenSpawns 21 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Spammer BehaviorModifiers Push Tag nav_prefer_flank_high_left } } WaveSpawn { WaitForAllSpawned 7c TotalCurrency 440 TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 22 Where spawnbot Where spawnbot_mid Where spawnbot_left RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Giant_Scout_Fast Tag norampflank Tag nostairflank Tag nav_prefer_flank_left } TFBot { Template T_TFBot_Giant_Scout_Fast Tag norampflank Tag nostairflank Tag nav_prefer_flank_right } } } WaveSpawn { WaitForAllSpawned 7d TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 42 WaitBetweenSpawns 10 Where spawnbot Squad { Tank { Health 30000 Name Tank Speed 75 Skin 1 StartingPathTrackNode boss_path_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { WaitForAllSpawned 7d TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 49 WaitBetweenSpawns 10 Where spawnbot Squad { Tank { Health 30000 Name Tank Speed 75 Skin 1 StartingPathTrackNode boss_path_short_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } } }