/////////////////////////////////////////////////////////////////////////// // BEGIN POP FILE /////////////////////////////////////////////////////////////////////////// #base robot_giant.pop #base robot_standard.pop //Made by Wacev //I made it to better understand Lua script //Also for fun :) WaveSchedule { StartingCurrency 1000 RespawnWaveTime 666666 FixedRespawnWaveTime 1 //EventPopfile Halloween LuaScriptFile "scripts/zombie_underworld.lua" BonusRatioHalf 1.95 //The ratio of collected cash required to be awarded 50 bonus credits. (default: 0.95) BonusRatioFull 2 //The ratio of collected cash required to be awarded 100 bonus credits. (default: 1) ExtendedUpgradesOnly 1 BotsAreHumans 1 BuybacksPerWave 0 BluHumanFlagCapture 1 BluHumanFlagPickup 1 DisplayRobotDeathNotice 1 ForceHoliday 2 ForceRobotBleed 1 FixedBuybacks 1 FixSetCustomModelInput 1 HealOnKillOverhealMelee 1 MaxSpeedLimit 1337 MaxSpectators 0 MinibossSentrySingleKill 1 NoJoinMidwave 1 NoReanimators 1 NoHolidayPickups 1 NoThrillerTaunt 1 NoRomevisionCosmetics 1 StandableHeads 1 TextPrintTime 0 WaveStartCountdown 3 StuckTimeMultiplier 3.5 AllowBotExtraSlots 1 SendBotsToSpectatorImmediately 1 RobotLimit 40 RespecEnabled 1 SniperAllowHeadshots 1 SandmanStun 1 PrecacheSound "trespasser/de_shot1.wav" PrecacheSound "trespasser/mp40f1.wav" PrecacheSound "trespasser/sg-1.wav" PrecacheSound "lmg_shoot.wav" PrecacheSound "trespasser/dsclaw.wav" PrecacheSound "shadows\tank_death_01.mp3" PrecacheSound "shadows/thrown_projectile_hit_01.mp3" PrecacheSound "shadows/tank_punch_1.mp3" PrecacheSound "shadows/charger_death.mp3" PrecacheSound "trespasser/skelt03.mp3" PrecacheSound "shadows\hubby_shoot.mp3" PrecacheSound "mobocracy/fg42_reload.wav" PrecacheSound "mobocracy/fg42f1.wav" PrecacheModel "models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl" PrecacheModel "models/weapons/c_models/c_hmg/c_hmg.mdl" PrecacheModel "models/weapons/c_models/c_chains_of_command/c_chains_of_command.mdl" PrecacheModel "models/workshop/weapons/c_models/c_winger_distol/c_winger_distol.mdl" PrecacheModel "models\workshop\weapons\c_models\c_nailgun\c_nailgun.mdl" PrecacheModel "models\weapons\c_models\c_scopelessrifle\c_scopelessrifle.mdl" PrecacheModel "models\weapons\c_models\c_brief_negotiator\c_lmg.mdl" PrecacheModel "models\weapons\c_models\c_tgat\c_tgat.mdl" PrecacheModel "models\weapons\c_models\c_astral_assassin\c_astral_assassin.mdl" PrecacheModel "models\weapons\c_models\c_astral_assassin_projectile\c_astral_assassin_projectile.mdl" PrecacheModel "models\weapons\c_models\c_nitro\c_nitro.mdl" PrecacheModel "models/weapons/c_models/c_wee_willy/c_wee_willy.mdl" PrecacheModel "models/weapons/c_models/c_soldier_arms_rocketless.mdl" PrecacheModel "models\weapons\c_models\c_condjar2\ammodrain.mdl" PrecacheModel "models\weapons\c_models\c_oil_can\c_oil_can.mdl" PrecacheModel "models/props_frontline/tank_animated.mdl" PrecacheModel "models/bots/soldier/bot_soldier_gray.mdl" PrecacheModel "models/bots/heavy/bot_heavy_gray.mdl" PrecacheModel "models/bots/scout/bot_scout_gray.mdl" PrecacheModel "models/bots/soldier_boss/bot_soldier_boss_gibby.mdl" PrecacheModel "models/props_misc/vending_machine_01.mdl" PrecacheModel "models/props_mvm/indicator/indicator_circle.mdl" PrecacheModel "models/rcat/rcat_level2.mdl" PrecacheModel "models/weapons/c_models/c_airloch/c_airloch.mdl" PrecacheModel "models/weapons/c_models/c_brainyrifle/c_brainyrifle.mdl" PrecacheModel "models/weapons/c_models/c_assault_minigun/c_assault_minigun.mdl" PrecacheModel "models/props_mvm/reversemvm_whitewall_176x152.mdl" PrecacheModel "models/props_mvm/reversemvm_whitewall_256x288.mdl" PrecacheModel "models/weapons/w_models/w_wasp_launcher_rocket.mdl" PrecacheModel "models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl" PrecacheModel "models/weapons/c_models/c_assault_battering_ram/c_assault_battering_ram.mdl" PrecacheModel "models/weapons/c_models/c_baton/c_baton.mdl" PrecacheGeneric "spybase_storm.raw" DisableSound "heavy_mvm_giant_robot01" DisableSound "heavy_mvm_giant_robot02" DisableSound "heavy_mvm_giant_robot03" DisableSound "heavy_mvm_giant_robot04" DisableSound "engineer_mvm_giant_robot01" DisableSound "engineer_mvm_giant_robot02" DisableSound "engineer_mvm_giant_robot03" DisableSound "soldier_mvm_giant_robot01" DisableSound "soldier_mvm_giant_robot02" DisableSound "soldier_mvm_giant_robot03" DisableSound "soldier_mvm_giant_robot04" DisableSound "medic_mvm_giant_robot01" DisableSound "medic_mvm_giant_robot02" DisableSound "medic_mvm_giant_robot03" DisableSound "music.mvm_end_last_wave" DisableSound "music.mvm_end_mid_wave" DisableSound "music.mvm_end_tank_wave" DisableSound "music.mvm_end_wave" DisableSound "music.mvm_lost_wave" DisableSound "music.mvm_start_last_wave" DisableSound "music.mvm_start_mid_wave" DisableSound "music.mvm_start_tank_wave" DisableSound "music.mvm_start_wave" DisableSound "Announcer.MVM_Get_To_Upgrade" DisableSound "Announcer.MVM_Spy_Alert" DisableSound "Announcer.mvm_spybot_death" DisableSound "Announcer.mvm_spybot_death_all" DisableSound "Announcer.MVM_First_Wave_Start" DisableSound "Announcer.MVM_Wave_Start" DisableSound "Announcer.MVM_Wave_End" DisableSound "Announcer.MVM_Wave_Lose" DisableSound "Announcer.MVM_Final_Wave_Start" DisableSound "Announcer.MVM_Final_Wave_End" DisableSound "Announcer.MVM_Robots_Planted" DisableSound "Announcer.MVM_All_Dead" DisableSound "Announcer.MVM_Sentry_Buster_Alert" DisableSound "Announcer.MVM_Sentry_Buster_Alert_Another" DisableSound "Announcer.MVM_General_Wave_Start" DisableSound "Announcer.MVM_Game_Over_Loss" DisableSound "Announcer.MVM_Tank_Planted" DisableSound "Announcer.MVM_Tank_Alert_Another" DisableSound "Announcer.MVM_Tank_Alert_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Halfway" DisableSound "Announcer.MVM_Tank_Alert_Halfway_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Near_Hatch" DisableSound "Announcer.MVM_Tank_Alert_Deploying" DisableSound "Announcer.MVM_Tank_Alert_Spawn" DisableSound "Announcer.MVM_Bomb_Alert_Entered" DisableSound "Announcer.MVM_Bomb_Alert_Near_Hatch" DisableSound "Announcer.MVM_Bomb_Alert_Deploying" DisableSound "Announcer.MVM_Bonus" DisableSound "Announcer.mvm_spybot_death" DisableSound "Announcer.mvm_spybot_death_all" DisableSound "Announcer.MVM_Spy_Alert" ExtraSpawnPoint { Name "spawnbot_brownnugget" TeamNum 3 X "-1164" Y "1796" Z "216" } ExtraSpawnPoint { Name "spawnbot_brownnugget" TeamNum 3 X "-1164" Y "1796" Z "216" } ExtraSpawnPoint { Name "spawnbot_brownnugget" TeamNum 3 X "-1164" Y "1796" Z "216" } ExtraSpawnPoint { Name "spawnbot_mineshaft" TeamNum 3 X "1453" Y "3921" Z "32" } ExtraSpawnPoint { Name "spawnbot_mineshaft" TeamNum 3 X "1453" Y "3921" Z "32" } ExtraSpawnPoint { Name "spawnbot_mineshaft" TeamNum 3 X "1453" Y "3921" Z "32" } ExtraSpawnPoint { Name "spawnbot_survivors" TeamNum 3 X "649" Y "3886" Z "-180" } CustomScriptSounds { "Shockgun.Shoot" { "channel" "CHAN_WEAPON" "volume" "1" "pitch" "75,125" "soundlevel" "SNDLVL_94dB" "rndwave" { "wave" ")ambient/energy/weld1.wav" "wave" ")ambient/energy/weld2.wav" } } "TankRider.Hurt" { "channel" "CHAN_ITEM" "volume" "1" "pitch" "95,105" "soundlevel" "SNDLVL_NONE" "rndwave" { "wave" "physics/metal/metal_sheet_impact_bullet1.wav" "wave" "physics/metal/metal_sheet_impact_bullet2.wav" } } } ///////////////// //TEMPLATES ///////////////// PointTemplates { MissionName { logic_relay { "targetname" "name" "OnTrigger" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,ADV Zombie City,0,-1" } OnSpawnOutput { Target "name" Action "trigger" Delay 0 } } vending_machines { prop_dynamic { model "models/props_misc/vending_machine_01.mdl" angles "0 180 0" origin "-64 3952 -103" solid 6 } prop_dynamic { model "models/weapons/c_models/c_frontierjustice/c_frontierjustice.mdl" angles "-30 180 0" origin "-52 3964 -20" } prop_dynamic { model "models/items/currencypack_medium.mdl" angles "0 180 0" origin "-64 3948 -8" renderfx 16 //hologram } trigger_multiple { targetname "interact_vending_t1_cash" origin "-64 3968 -52" mins "-32 -32 -50" maxs "32 32 50" spawnflags 1 filtername filter_red_backup wait 0 } prop_dynamic { model "models/props_misc/vending_machine_01.mdl" angles "0 0 0" origin "640 4312 -171" solid 6 } prop_dynamic { model "models/weapons/c_models/c_frontierjustice/c_frontierjustice.mdl" angles "-30 0 0" origin "628 4300 -88" } prop_dynamic { model "models/items/crystal_ball_pickup.mdl" angles "0 0 0" origin "640 4312 -96" renderfx 16 //hologram } trigger_multiple { targetname "interact_vending_t1_tokens" origin "640 4296 -120" mins "-32 -32 -50" maxs "32 32 50" spawnflags 1 filtername filter_red_backup wait 0 } prop_dynamic { model "models/props_misc/vending_machine_01.mdl" angles "0 90 0" origin "1193 2151 161" solid 6 } prop_dynamic { model "models/weapons/c_models/c_grenadelauncher/c_grenadelauncher.mdl" modelscale 1 angles "-30 90 0" origin "1205 2140 244" } prop_dynamic { model "models/items/currencypack_medium.mdl" angles "0 90 0" origin "1189 2151 256" renderfx 16 //hologram } trigger_multiple { targetname "interact_vending_t2_cash" origin "1208 2152 212" mins "-32 -32 -50" maxs "32 32 50" spawnflags 1 filtername filter_red_backup wait 0 } prop_dynamic { model "models/props_misc/vending_machine_01.mdl" angles "0 90 0" origin "-733 2087 217" solid 6 } prop_dynamic { model "models/weapons/c_models/c_grenadelauncher/c_grenadelauncher.mdl" modelscale 1 angles "-30 90 0" origin "-721 2075 300" } prop_dynamic { model "models/items/crystal_ball_pickup.mdl" angles "0 90 0" origin "-733 2087 292" renderfx 16 //hologram } trigger_multiple { targetname "interact_vending_t2_tokens" origin "-716 2088 268" mins "-32 -32 -50" maxs "32 32 50" spawnflags 1 filtername filter_red_backup wait 0 } prop_dynamic { model "models/props_misc/vending_machine_01.mdl" angles "0 90 0" origin "1968 552 21" solid 6 } prop_dynamic { model "models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl" modelscale 1.2 angles "75 90 0" origin "1980 560 108" } prop_dynamic { model "models/items/currencypack_medium.mdl" angles "0 90 0" origin "1968 552 116" renderfx 16 //hologram } trigger_multiple { targetname "interact_vending_t3_cash" origin "1984 552 72" mins "-32 -32 -50" maxs "32 32 50" spawnflags 1 filtername filter_red_backup wait 0 } prop_dynamic { model "models/props_misc/vending_machine_01.mdl" angles "0 180 0" origin "61 -33 28" solid 6 } prop_dynamic { model "models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl" modelscale 1.2 angles "75 180 0" origin "52 -21 116" } prop_dynamic { model "models/items/crystal_ball_pickup.mdl" angles "0 180 0" origin "61 -33 104" renderfx 16 //hologram } trigger_multiple { targetname "interact_vending_t3_tokens" origin "61 -17 78" mins "-32 -32 -50" maxs "32 32 50" spawnflags 1 filtername filter_red_backup wait 0 } prop_dynamic { model "models/props_misc/vending_machine_01.mdl" angles "0 90 0" origin "-524 -1396 145" solid 6 } prop_dynamic { model "models/weapons/c_models/c_drg_pomson/c_drg_pomson.mdl" modelscale 1.2 angles "-15 90 0" origin "-512 -1404 224" } prop_dynamic { model "models/items/currencypack_medium.mdl" angles "0 90 0" origin "-524 -1396 240" renderfx 16 //hologram } trigger_multiple { targetname "interact_vending_t4_cash" origin "-508 -1396 194" mins "-32 -32 -50" maxs "32 32 50" spawnflags 1 filtername filter_red_backup wait 0 } prop_dynamic { model "models/props_misc/vending_machine_01.mdl" angles "0 180 0" origin "1364 -1848 96" solid 6 } prop_dynamic { model "models/weapons/c_models/c_drg_pomson/c_drg_pomson.mdl" modelscale 1.2 angles "-15 180 0" origin "1372 -1836 176" } prop_dynamic { model "models/items/crystal_ball_pickup.mdl" angles "0 180 0" origin "1364 -1848 172" renderfx 16 //hologram } trigger_multiple { targetname "interact_vending_t4_tokens" origin "1364 -1832 146" mins "-32 -32 -50" maxs "32 32 50" spawnflags 1 filtername filter_red_backup wait 0 } } item_grapple { OnSpawnOutput { Target !activator Action RunScriptCode Param "Zombies.GrapplingHook.call(this)" } } corelogic { NoFixup 1 logic_auto { "targetname" "mainrelay" "OnMapSpawn" "func_nav_avoid,Kill,,0,-1" "OnMapSpawn" "func_nav_prefer,Kill,,0,-1" "OnMapSpawn" "func_nav_prerequisite,Kill,,0,-1" "OnMapSpawn" "bot_hint_engineer_nest,Kill,,0,-1" "OnMapSpawn" "func_upgradestation,Enable,,0,-1" "OnMapSpawn" "forward_station,kill,,0,-1" "OnMapSpawn" "realtimer,trigger,,0.23,-1" "OnMapSpawn" "realtimer,trigger,,0.23,-1" "OnMapSpawn" "func_capturezone,kill,,0,-1" "OnMapSpawn" "bombpath_holograms_all,kill,,0,-1" "OnMapSpawn" "bombpath_holograms_left,kill,,0,-1" "OnMapSpawn" "bombpath_holograms_right,kill,,0,-1" "OnMapSpawn" "door1_door,kill,,0,-1" "OnMapSpawn" "door2_door,kill,,0,-1" "OnMapSpawn" "trigger_teleport,disable,,0,-1" "OnMapSpawn" "spawnbot*,enable,,0,-1" "OnMapSpawn" "redboys_door,Kill,,0,-1" "OnMapSpawn" "team_control_point_master,SetCapLayoutCustomPositionY,999,0,-1" //"OnMapSpawn" "training_annotation,kill,,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger func_upgradestation:Enable::0.2:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger navman:RecomputeBlockers::0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger red_respawnroom:SetInactive::0:-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger roundcounter:SetValueNoFire:0:0:-1" } tf_point_nav_interface { targetname navman } game_forcerespawn { targetname respawner } OnSpawnOutput { Target bignet Action RunScriptCode Param "IncludeScript(`zombie_underworld`)" } filter_activator_tfteam { targetname filter_red_backup teamnum 2 negated 0 // anyone who is red passes } filter_activator_tfteam { targetname filter_blu_backup teamnum 3 negated 0 // anyone who is red passes } func_regenerate { origin "-116 4648 -48" mins "-44 -120 -55" maxs "44 120 55" TeamNum 2 associatedmodel "locker" } func_forcefield { origin "1092 4632 -128" mins "-44 -120 -55" maxs "44 120 55" TeamNum 5 renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 disablereceiveshadows 0 } prop_dynamic { targetname "locker" model "models/props_gameplay/resupply_locker.mdl" solid 0 angles "0 90 0" origin "640 4448 -183" disableshadows 1 } trigger_multiple { origin "1024 -2560 -32" mins "-112 -384 -112" maxs "112 384 112" filtername filter_blu_backup wait 0 } point_populator_interface //this can do a lot of cool stuff like stopping unlimited support wavespawn with $FinishWavespawn or kill all active enemies from a wavespawn with $KillWavespawn //this can also stop wavespawn spawning with $PauseWavespawn and resume it with $ResumeWavespawn, this also doesn't take up bot slots :D { targetname "interface" } } Trader { logic_auto { OnMapSpawn "shopgear,setattached,shopkeeper,0,-1" OnMapSpawn "shopgear,setlightingorigin,shopkeeper,0,-1" } prop_dynamic { targetname shopkeeper DefaultAnim competitive_loserstate_idle DisableBoneFollowers 1 //very important never leave this out disablereceiveshadows 1 disableshadows 1 model models/player/heavy.mdl angles "0 180 0" origin "1128 4664 -180" lightingorigin shopkeeper_light_origin } prop_dynamic_ornament { targetname shopgear DisableBoneFollowers 1 disableshadows 1 disablereceiveshadows 1 spawnflags 256 initialowner shopkeeper lightingorigin shopkeeper_light_origin origin "1023 4647 -164" model models/workshop/player/items/heavy/hw2013_orcish_outburst/hw2013_orcish_outburst.mdl } prop_dynamic_ornament { targetname shopgear DisableBoneFollowers 1 disableshadows 1 disablereceiveshadows 1 spawnflags 256 initialowner shopkeeper lightingorigin shopkeeper_light_origin origin "1023 4647 -164" model models/player/items/heavy/hwn_heavy_misc1.mdl } prop_dynamic_ornament { targetname shopgear DisableBoneFollowers 1 disableshadows 1 disablereceiveshadows 1 spawnflags 256 initialowner shopkeeper lightingorigin shopkeeper_light_origin origin "1023 4647 -164" model models/workshop/player/items/heavy/sbox2014_rat_stompers/sbox2014_rat_stompers.mdl } prop_dynamic_ornament { targetname shopgear DisableBoneFollowers 1 disableshadows 1 disablereceiveshadows 1 spawnflags 256 initialowner shopkeeper lightingorigin shopkeeper_light_origin origin "1023 4647 -164" model models/player/items/heavy/hwn_heavy_hat.mdl } prop_dynamic_ornament { targetname shopgear DisableBoneFollowers 1 disableshadows 1 disablereceiveshadows 1 spawnflags 256 initialowner shopkeeper lightingorigin shopkeeper_light_origin origin "1023 4647 -164" model models/workshop/player/items/heavy/jul13_border_armor/jul13_border_armor.mdl } info_target { targetname "shopkeeper_light_origin" origin "1023 4647 -164" } trigger_multiple { spawnflags 1 filtername filter_red_backup origin "1092 4632 -128" mins "-48 -120 -55" maxs "48 120 55" wait 0 targetname "interact_trader" } } ForceFields { prop_dynamic { solid 6 origin "-968 1640 292" angles "0 180 0" rendermode 1 rendercolor "0 255 36" renderamt 150 model models/props_mvm/reversemvm_whitewall_176x152.mdl } prop_dynamic { solid 6 origin "-968 1640 292" angles "0 0 0" rendermode 1 rendercolor "0 255 36" renderamt 150 model models/props_mvm/reversemvm_whitewall_176x152.mdl } func_forcefield { disablereceiveshadows 0 origin "-968 1640 292" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-88 -1 -128" maxs "88 1 128" } func_nobuild { TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "-968 1640 292" mins "-88 -72 -128" maxs "88 72 128" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 } prop_dynamic { solid 6 origin "-720 1804 292" angles "0 -90 0" rendermode 1 rendercolor "0 255 36" renderamt 150 model models/props_mvm/reversemvm_whitewall_176x152.mdl } prop_dynamic { solid 6 origin "-720 1804 292" angles "0 90 0" rendermode 1 rendercolor "0 255 36" renderamt 150 model models/props_mvm/reversemvm_whitewall_176x152.mdl } func_forcefield { disablereceiveshadows 0 origin "-720 1804 292" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -88 -128" maxs "1 88 128" } func_nobuild { TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "-720 1804 292" mins "-72 -88 -128" maxs "72 88 128" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 } prop_dynamic { solid 6 origin "1496 3928 88" angles "0 90 0" rendermode 1 rendercolor "0 255 36" renderamt 150 model models/props_mvm/reversemvm_whitewall_176x152.mdl } func_forcefield { disablereceiveshadows 0 origin "1496 3928 88" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -88 -128" maxs "1 88 128" } func_nobuild { TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "1496 3928 88" mins "-72 -88 -128" maxs "72 88 128" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 } prop_dynamic { solid 6 origin "392 1468 256" angles "0 90 0" rendermode 1 rendercolor "255 255 255" renderamt 150 model models/props_mvm/reversemvm_whitewall_256x288.mdl } prop_dynamic { solid 6 origin "392 1468 256" angles "0 -90 0" rendermode 1 rendercolor "255 255 255" renderamt 150 model models/props_mvm/reversemvm_whitewall_256x288.mdl } func_forcefield { disablereceiveshadows 0 origin "392 1468 256" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -128 -144" maxs "1 128 144" } func_nobuild { TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "392 1468 256" mins "-72 -128 -144" maxs "72 128 144" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 } prop_dynamic { solid 6 origin "792 1468 256" angles "0 90 0" rendermode 1 rendercolor "255 255 255" renderamt 150 model models/props_mvm/reversemvm_whitewall_256x288.mdl } prop_dynamic { solid 6 origin "792 1468 256" angles "0 -90 0" rendermode 1 rendercolor "255 255 255" renderamt 150 model models/props_mvm/reversemvm_whitewall_256x288.mdl } func_forcefield { disablereceiveshadows 0 origin "792 1468 256" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -128 -144" maxs "1 128 144" } func_nobuild { TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "792 1468 256" mins "-72 -128 -144" maxs "72 128 144" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 } prop_dynamic { solid 6 origin "864 936 256" angles "0 90 0" rendermode 1 rendercolor "255 255 255" renderamt 150 model models/props_mvm/reversemvm_whitewall_256x288.mdl } prop_dynamic { solid 6 origin "864 936 256" angles "0 -90 0" rendermode 1 rendercolor "255 255 255" renderamt 150 model models/props_mvm/reversemvm_whitewall_256x288.mdl } func_forcefield { disablereceiveshadows 0 origin "864 936 256" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -128 -144" maxs "1 128 144" } func_nobuild { TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "864 936 256" mins "-72 -128 -144" maxs "72 128 144" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 } prop_dynamic { solid 6 origin "312 936 256" angles "0 90 0" rendermode 1 rendercolor "255 255 255" renderamt 150 model models/props_mvm/reversemvm_whitewall_256x288.mdl } prop_dynamic { solid 6 origin "312 936 256" angles "0 -90 0" rendermode 1 rendercolor "255 255 255" renderamt 150 model models/props_mvm/reversemvm_whitewall_256x288.mdl } func_forcefield { disablereceiveshadows 0 origin "312 936 256" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-1 -128 -144" maxs "1 128 144" } func_nobuild { TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "312 936 256" mins "-128 -88 -144" maxs "128 88 144" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 } prop_dynamic { solid 6 origin "592 1592 256" angles "0 0 0" rendermode 1 rendercolor "255 255 255" renderamt 150 model models/props_mvm/reversemvm_whitewall_256x288.mdl } prop_dynamic { solid 6 origin "592 1592 256" angles "0 180 0" rendermode 1 rendercolor "255 255 255" renderamt 150 model models/props_mvm/reversemvm_whitewall_256x288.mdl } func_forcefield { disablereceiveshadows 0 origin "592 1592 256" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 TeamNum 3 mins "-128 -1 -144" maxs "128 1 144" } func_nobuild { TeamNum 2 AllowSentry 0 AllowDispenser 0 AllowTeleporters 0 DestroyBuildings 1 disablereceiveshadows 0 origin "592 1592 256" mins "-128 -72 -144" maxs "128 72 144" renderamt 255 rendercolor "255 255 255" renderfx 0 rendermode 10 } } WaveNumber // where we at { NoFixup 1 logic_relay { "targetname" "wave_change" "OnTrigger" "respawner,ForceTeamRespawn,2,0.015,-1" "OnTrigger" "roundcounter,add,1,0,-1" "OnTrigger" "realtimer,trigger,,0,-1" "OnTrigger" "realtimer,trigger,,0.23,-1" "OnTrigger" "popscript,$Event,,0,-1" "OnTrigger" "popscript,$WaveEndChecks,,0,-1" } OnSpawnOutput { Target roundcounter Action SetValue Param 0 } game_text { "targetname" "roundtext" "color" "255 65 65" // 222 222 222 breaktime color "color2" "255 192 0" // scan color "fxtime" "2.5" // how "holdtime" "36000" "spawnflags" "1" "effect" 2 "channel" 1 "fadeout" 2.5 "x" "0.16" "y" "0.01" } math_counter { "targetname" "roundcounter" "max" "255" "outvalue" "roundformat,$setkey$case01,,0,-1" "OutValue" "tf_objective_resource,$SetClientProp$m_nMannVsMachineWaveCount,,0,-1" // test } logic_case { "targetname" "roundformat" "case16" "Wave %" // who knows, maybe this is how it works "ondefault" "roundtext,$setkey$message,,0,-1" "ondefault" "roundtext,display,0,0,-1" } logic_relay { "targetname" "realtimer" "spawnflags" "2" "ontrigger" "roundformat,$format,,0.01,-1" } } EnemyNumber // how many left { NoFixup 1 game_text { "targetname" "enemytext" "color" "1 115 30" "color2" "107 7 2" // scan color "holdtime" "36000" "fxtime" "2.5" // how "spawnflags" "1" "channel" 2 "effect" 2 "x" "0.16" "y" "0.05" // mess with later to find proper spot } math_counter { "targetname" "enemycounter" "startvalue" 0 "min" 0 "max" "50" "outvalue" "enemyformat,$setkey$case01,,0,-1" } logic_case { "targetname" "enemyformat" "case16" "% enemies" "ondefault" "enemytext,$setkey$message,,0,-1" "ondefault" "enemytext,display,0,0,-1" } logic_relay { "targetname" "relay_enemycount_add" "spawnflags" "2" "ontrigger" "enemyformat,$format,,0.05,-1" "ontrigger" "enemyformat,$format,,0.25,-1" "ontrigger" "enemycounter,add,1,,-1" } logic_relay { "targetname" "relay_enemycount_subtract" "spawnflags" "2" "ontrigger" "enemyformat,$format,,0.05,-1" "ontrigger" "enemyformat,$format,,0.25,-1" "ontrigger" "enemycounter,subtract,1,,-1" } logic_relay { "targetname" "relay_enemycount_reset" "spawnflags" "2" "ontrigger" "enemyformat,$format,,0.01,-1" "ontrigger" "enemycounter,setvalue,0,,-1" } } Tank_Zombie { KeepAlive 1 prop_dynamic { "targetname" "tank_base" "model" "models/props_frontline/tank_animated.mdl" "rendercolor" "255 255 255" "modelscale" "1" "solid" "0" "angles" "0 0 0" "origin" "0 0 0" "disableshadows" "0" "modelscale" "1" "skin" 2 "defaultanim" "move_fast" } prop_dynamic { "targetname" "tank_soldier" "model" "models/player/hwm/soldier.mdl" "rendercolor" "255 255 255" "modelscale" "1" "solid" "0" "angles" "0 0 0" "origin" "18 1 130" "disableshadows" "0" "modelscale" "1" "skin" 1 "defaultanim" "kart_idle" } prop_dynamic { "targetname" "tank_explode" "model" "models/props_frontline/tank_animated.mdl" "rendercolor" "255 255 255" "modelscale" "1" "solid" "0" "angles" "0 0 0" "origin" "0 0 0" "disableshadows" "0" "modelscale" "1" "defaultanim" "explode" "startdisabled" 1 "skin" 2 "OnAnimationDone" "!self,Kill,,0,-1" "OnAnimationDone" "death_explode_1,Kill,,0,-1" "OnAnimationDone" "death_explode_2,Kill,,0,-1" "OnAnimationDone" "death_explode_3,Kill,,0,-1" "OnAnimationDone" "death_explode_4,Kill,,0,-1" "OnAnimationDone" "death_explode_5,Kill,,0,-1" } info_particle_system { effect_name ExplosionCore_MidAir targetname death_explode_1 parentname tank_explode start_active 0 origin "64 -64 64" } info_particle_system { effect_name ExplosionCore_MidAir targetname death_explode_2 parentname tank_explode start_active 0 origin "-80 0 112" } info_particle_system { effect_name ExplosionCore_MidAir targetname death_explode_3 parentname tank_explode start_active 0 origin "96 64 32" } info_particle_system { effect_name ExplosionCore_MidAir targetname death_explode_4 parentname tank_explode start_active 0 origin "-80 48 64" } info_particle_system { effect_name ExplosionCore_MidAir targetname death_explode_4 parentname tank_explode start_active 0 origin "-64 -48 64" } info_particle_system { effect_name fireSmoke_Collumn_mvmAcres targetname death_explode_5 parentname tank_explode start_active 0 origin "0 0 272" } info_particle_system { effect_name rd_robot_explosion targetname death_explode_5 parentname tank_explode start_active 0 origin "0 0 128" } info_particle_system { effect_name rd_robot_explosion targetname death_explode_5 parentname tank_explode start_active 0 origin "0 0 128" } info_particle_system { effect_name env_sawblood targetname death_explode_5 parentname tank_explode start_active 0 origin "0 0 128" } info_particle_system { effect_name bonzo_vomit2_red targetname death_explode_5 parentname tank_explode start_active 0 origin "0 0 64" angles "-90 0 0" } info_particle_system { effect_name bonzo_vomit2_red targetname death_explode_5 parentname tank_explode start_active 0 origin "0 0 64" angles "-90 0 0" } info_particle_system { effect_name bonzo_vomit2_red targetname death_explode_5 parentname tank_explode start_active 0 origin "0 0 64" angles "-90 0 0" } OnSpawnOutput { Target "tank_explode" Action "SetPlaybackRate" Param 0 Delay 0.01 } OnParentKilledOutput { Target "tank_explode" Action "SetPlaybackRate" Param 0.5 Delay 0.02 } OnParentKilledOutput { Target "tank_explode" Action "SetPlaybackRate" Param 1 Delay 2.02 } OnParentKilledOutput { Target "tank_explode" Action "SetPlaybackRate" Param 0.5 Delay 2.27 } OnParentKilledOutput { Target "death_explode_1" Action "Start" Delay 0.02 } OnParentKilledOutput { Target "death_explode_2" Action "Start" Delay 0.52 } OnParentKilledOutput { Target "death_explode_3" Action "Start" Delay 1.02 } OnParentKilledOutput { Target "death_explode_4" Action "Start" Delay 1.52 } OnParentKilledOutput { Target "death_explode_5" Action "Start" Delay 2.02 } OnParentKilledOutput { Target "tank_explode" Action "$PlaySound" Delay 2.02 Param =95|mvm\giant_common\giant_common_explodes_02.wav } OnParentKilledOutput { Target "tank_explode" Action "$PlaySound" Delay 2.02 Param =95|mvm\giant_common\giant_common_explodes_01.wav } OnParentKilledOutput { Target "tank_explode" Action "$PlaySound" Delay 2.02 Param =100|ambient\explosions\explode_6.wav } OnParentKilledOutput { Target "tank_explode" Action "$PlaySound" Delay 0.02 Param =80|weapons\explode1.wav } OnParentKilledOutput { Target "tank_explode" Action "$PlaySound" Delay 0.52 Param =80|weapons\explode3.wav } OnParentKilledOutput { Target "tank_explode" Action "$PlaySound" Delay 1.02 Param =80|weapons\explode2.wav } OnParentKilledOutput { Target "tank_explode" Action "$PlaySound" Delay 1.52 Param =80|weapons\explode1.wav } OnParentKilledOutput { Target "tank_soldier" Action "kill" Delay 2.02 } OnParentKilledOutput { Target "tank_explode" Action "Enable" } OnParentKilledOutput { Target "tank_base" Action "Kill" } } fleshfire { trigger_ignite { targetname "firewall_damage_small" origin "0 0 0" mins "-128 -128 -128" maxs "128 128 128" burn_duration 10 spawnflags 1 filtername filter_red_backup damage_percent_per_second 10 ignite_particle_name dragons_fury_effect ignite_sound_name weapons\dragons_fury_impact_bonus_damage_hit.wav } } stalker { OnSpawnOutput { Target !activator Action RunScriptCode Param "ZombieUnderworld.SetSpecialCloak.call(this)" } } PT_common { OnParentKilledOutput { Target "popscript" Action "$AddCashOnKillNormalReduced" Param !self } } PT_elite { OnParentKilledOutput { Target "popscript" Action "$AddCashOnKillEliteReduced" Param !self } } sergeant_wasp_passive { tf_point_weapon_mimic { origin "0 -32 128" angles "-30 300 0" targetname "passive_attack" Crits 0 $firetime 1 $weaponname "Sergeant Passive Weapon" } tf_point_weapon_mimic { origin "0 -16 144" angles "-60 300 0" targetname "passive_attack" Crits 0 $firetime 1 $weaponname "Sergeant Passive Weapon" } tf_point_weapon_mimic { origin "0 32 128" angles "-30 60 0" targetname "passive_attack" Crits 0 $firetime 1 $weaponname "Sergeant Passive Weapon" } tf_point_weapon_mimic { origin "0 16 144" angles "-60 60 0" targetname "passive_attack" Crits 0 $firetime 1 $weaponname "Sergeant Passive Weapon" } OnSpawnOutput { Target "passive_attack" Action $StartFiring } } shaker { NoFixup 1 env_shake { "classname" "env_shake" "amplitude" "255" "duration" "1" "frequency" "255" "radius" "50000" "spawnflags" "5" "targetname" "shakeit" "origin" "0 0 0" } env_shake { "classname" "env_shake" "amplitude" "255" "duration" "3" "frequency" "255" "radius" "50000" "spawnflags" "5" "targetname" "shakeit2" "origin" "0 0 0" } } dispenser_backpack { dispenser_touch_trigger { targetname dispenser_touchtrigger wait "0" mins "-256 -256 -128" maxs "256 256 128" } obj_dispenser { teamnum 3 targetname "dispenser_backpack" touch_trigger "dispenser_touchtrigger" defaultupgrade 2 $ratemult 25 $attributeoverride 1 spawnflags 6 modelscale 0.01 SolidToPlayer 0 origin "0 0 32" } OnSpawnOutput { Target "dispenser_backpack" Action "RunScriptCode" Param "SetPropInt(self, `m_takedamage`, 0)" Delay 1 } } enemytracker { OnParentKilledOutput { Target relay_enemycount_subtract Action trigger } OnSpawnOutput { Target relay_enemycount_add Action trigger } } playertracker { OnParentKilledOutput { Target "lastcounter" Action "subtract" Param "1" } OnSpawnOutput { Target "lastcounter" Action "add" Param "1" } } Colorcorrection_Effect { color_correction { targetname cc_effect minfalloff 0 maxfalloff -1 maxweight 0.9 fadeInDuration 1.5 fadeOutDuration 1.5 filename "spybase_storm.raw" startdisabled 1 } } Small_healthpack { item_ammopack_small { "classname" "item_healthkit_small" } } Small_ammopack { item_ammopack_small { "classname" "item_ammopack_small" } } W_Shockgun { info_particle_system { targetname taser_fx effect_name utaunt_lightning_bolt angles "0 88 90" } OnSpawnOutput { Target taser_fx Action Start } OnSpawnOutput { Target taser_fx Action Kill Delay 0.35 } } DroneSentry { OnSpawnOutput { Target "!activator" Action SetSolidToPlayer Param "0" Delay 0.1 } OnSpawnOutput { Target "!activator" Action "$SetModelOverride" Param "models/rcat/rcat_level2.mdl" Delay 0.1 } OnSpawnOutput { Target "!activator" Action "RunScriptCode" Param "EntFire(`popscript`, `$Drone`, self, -1, self)" Delay 0.2 } } p_glow_hit { NoFixup 1 logic_relay { targetname "glow_relay" spawnflags 2 //make it work each hit "OnTrigger" "!activator,$SetProp$m_bGlowEnabled,1,-1,-1" "OnTrigger" "!activator,$SetProp$m_bGlowEnabled,0,10,-1" } } EOISpawner { NoFixup 1 env_entity_maker { targetname "EOI_fx_spawner" EntityTemplate "EOI_fx" } } EOI_fx { info_particle_system { effect_name mvm_cash_explosion targetname eoi_particle start_active 1 origin "0 0 0" } logic_relay { "OnSpawn" "eoi_particle,Start,,0,-1" "OnSpawn" "eoi_particle,Kill,,0.1,-1" "OnSpawn" "!self,Kill,,0.2,-1" } } FirePillarSpawner { NoFixup 1 env_entity_maker { targetname "FirePillar_spawner" EntityTemplate "FirePillar" } } FirePillar { info_particle_system { effect_name lava_fireball targetname fire_particle start_active 0 origin "0 0 16" angles "-90 0 0" } info_particle_system { effect_name flamethrower_giant_mvm targetname fire_particle start_active 0 origin "0 0 8" angles "-90 0 0" } info_particle_system { effect_name flamethrower_giant_mvm targetname fire_particle start_active 0 origin "0 0 0" angles "-75 270 90" } info_particle_system { effect_name flamethrower_giant_mvm targetname fire_particle start_active 0 origin "0 0 0" angles "-75 315 90" } info_particle_system { effect_name flamethrower_giant_mvm targetname fire_particle start_active 0 origin "0 0 0" angles "-75 0 90" } info_particle_system { effect_name flamethrower_giant_mvm targetname fire_particle start_active 0 origin "0 0 0" angles "-75 45 90" } info_particle_system { effect_name flamethrower_giant_mvm targetname fire_particle start_active 0 origin "0 0 0" angles "-75 90 90" } info_particle_system { effect_name flamethrower_giant_mvm targetname fire_particle start_active 0 origin "0 0 0" angles "-75 135 90" } info_particle_system { effect_name flamethrower_giant_mvm targetname fire_particle start_active 0 origin "0 0 0" angles "-75 180 90" } info_particle_system { effect_name flamethrower_giant_mvm targetname fire_particle start_active 0 origin "0 0 0" angles "-75 225 90" } trigger_ignite { targetname fire_damage origin "0 0 296" mins "-96 -96 -296" maxs "96 96 296" burn_duration 10 spawnflags 1 startdisabled 1 filtername filter_red_backup damage_percent_per_second 90 ignite_particle_name dragons_fury_effect ignite_sound_name weapons\dragons_fury_impact_bonus_damage_hit.wav } prop_dynamic { solid 0 model models/props_mvm/indicator/indicator_circle.mdl skin 2 modelscale 3 disableshadows 1 targetname fire_warning } logic_relay { targetname "delete_relay" OnTrigger "fire_warning,kill,,0,-1" OnTrigger "fire_damage,kill,,0,-1" OnTrigger "fire_particle,kill,,0,-1" OnTrigger "!self,kill,,0,-1" } OnSpawnOutput { Target fire_warning Action SetAnimation Param start } OnSpawnOutput { Target fire_warning Action SetAnimation Param end Delay 3 } OnSpawnOutput { Target fire_warning Action Kill Delay 5 } OnSpawnOutput { Target fire_damage Action Enable Delay 3 } OnSpawnOutput { Target fire_particle Action Start Delay 3 } OnSpawnOutput { Target delete_relay Action Trigger Delay 23 } } HelltokenSpawner { NoFixup 1 env_entity_maker { targetname "Helltoken_spawner" EntityTemplate "HelltokenDrop" } } HelltokenDrop { info_particle_system { effect_name spellbook_minor_burning targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 8" } info_particle_system { effect_name unusual_spellbook_circle_green targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 0" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models/items/crystal_ball_pickup.mdl" skin 1 solid 0 modelscale 1 origin "0 0 -16" angles "0 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$AddHellToken,activator,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 45 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 50 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 55 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 60 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } RareHelltokenSpawner { NoFixup 1 env_entity_maker { targetname "RareHelltoken_spawner" EntityTemplate "RareHelltokenDrop" } } RareHelltokenDrop { info_particle_system { effect_name spellbook_major_burning targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 8" } info_particle_system { effect_name unusual_spellbook_circle_purple targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 0" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models/items/crystal_ball_pickup_major.mdl" skin 1 solid 0 modelscale 1 origin "0 0 -16" angles "0 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$AddTenHellToken,activator,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 45 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 50 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 55 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 60 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } //everything below this point is logic for powerups RestoreSpawner { NoFixup 1 env_entity_maker { targetname "Restore_spawner" EntityTemplate "RestoreDrop" } } RestoreDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_regen.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "respawner,ForceTeamRespawn,2,-1" OnStartTouchAll "popscript,$ActivateRestore,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } GoldenZombiesSpawner { NoFixup 1 env_entity_maker { targetname "GoldenZombies_spawner" EntityTemplate "GoldenZombiesDrop" } } GoldenZombiesDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models/pickups/pickup_powerup_precision.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateGoldenZombies,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } WeakerZombiesSpawner { NoFixup 1 env_entity_maker { targetname "WeakerZombies_spawner" EntityTemplate "WeakerZombiesDrop" } } WeakerZombiesDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_plague.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateWeakerZombies,,-1" OnStartTouchAll "powerup_condition,enable,,0,-1" OnStartTouchAll "powerup_condition,disable,,20,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } trigger_add_tf_player_condition { "targetname" "powerup_condition" "condition" "12" "duration" "20" "filtername" "filter_blu_backup" "startdisabled" "1" "origin" "0 0 0" "mins" "-9999 -9999 -9999" "maxs" "9999 9999 9999" "spawnflags" "1" } } TeamResistanceSpawner { NoFixup 1 env_entity_maker { targetname "TeamResistance_spawner" EntityTemplate "TeamResistanceDrop" } } TeamResistanceDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_resistance.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateTeamResistance,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } LifeStealSpawner { NoFixup 1 env_entity_maker { targetname "LifeSteal_spawner" EntityTemplate "LifeStealDrop" } } LifeStealDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_vampire.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateLifeSteal,activator,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } StrongArmsSpawner { NoFixup 1 env_entity_maker { targetname "StrongArms_spawner" EntityTemplate "StrongArmsDrop" } } StrongArmsDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_strength_arm.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateStrongArms,activator,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } SafeGuardSpawner { NoFixup 1 env_entity_maker { targetname "SafeGuard_spawner" EntityTemplate "SafeGuardDrop" } } SafeGuardDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_reflect.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateSafeGuard,activator,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } RetributionSpawner { NoFixup 1 env_entity_maker { targetname "Retribution_spawner" EntityTemplate "RetributionDrop" } } RetributionDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_crit.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateRetribution,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } KnockoutSpawner { NoFixup 1 env_entity_maker { targetname "Knockout_spawner" EntityTemplate "KnockoutDrop" } } KnockoutDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_knockout.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "powerup_populator,PauseBotSpawning,,0,-1" OnStartTouchAll "powerup_stun,Enable,,0,-1" OnStartTouchAll "powerup_populator,UnpauseBotSpawning,,10,-1" OnStartTouchAll "powerup_stun,Disable,,0.1,-1" OnStartTouchAll "popscript,$ActivateKnockout,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } trigger_stun { stun_type 1 stun_effects 1 stun_duration 10 move_speed_reduction 1 trigger_delay 0 spawnflags 1 targetname "powerup_stun" startdisabled 1 filtername "filter_blu_backup" origin "0 0 0" mins "-15000 -15000 -15000" maxs "15000 15000 15000" } point_populator_interface { targetname "powerup_populator" } } SentryhatsSpawner { NoFixup 1 env_entity_maker { targetname "Sentryhats_spawner" EntityTemplate "SentryhatsDrop" } } SentryhatsDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_king.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateSentryhat,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } ExtraammoSpawner { NoFixup 1 env_entity_maker { targetname "Extraammo_spawner" EntityTemplate "ExtraammoDrop" } } ExtraammoDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models\pickups\pickup_powerup_thorns.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateExtraammo,activator,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } TreasurehunterSpawner { NoFixup 1 env_entity_maker { targetname "Treasurehunter_spawner" EntityTemplate "TreasurehunterDrop" } } TreasurehunterDrop { info_particle_system { effect_name spellbook_rainbow targetname powerup_particle parentname powerup_prop start_active 1 origin "0 0 24" } prop_dynamic { targetname powerup_prop parentname powerup_rot model "models/pickups/pickup_powerup_agility.mdl" skin 1 solid 0 modelscale 1 origin "0 0 10" angles "15 0 0" } func_rotating { spawnflags 65 maxspeed 48 solidbsp 0 rendermode 10 targetname powerup_rot } trigger_multiple { targetname powerup_trigger parentname powerup_prop filtername filter_red_backup spawnflags 1 mins "-12 -12 -12" maxs "12 12 12" origin "0 0 24" OnStartTouchAll "powerup_rot,KillHierarchy,,-1" OnStartTouchAll "popscript,$ActivateTreasureHunter,,-1" } logic_timer { targetname powerup_blinker RefireTime 0.5 spawnflags 1 parentname powerup_prop StartDisabled 1 "OnTimerHigh" "powerup_prop,Disable,,0,-1" "OnTimerLow" "powerup_prop,Enable,,0,-1" } logic_timer { RefireTime 15 parentname powerup_prop "OnTimer" "powerup_blinker,Enable,,-1" } logic_timer { RefireTime 20 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.25,-1" } logic_timer { RefireTime 25 parentname powerup_prop "OnTimer" "powerup_blinker,RefireTime,0.1,-1" } logic_timer { RefireTime 30 parentname powerup_prop "OnTimer" "powerup_rot,KillHierarchy,,-1" } } } //SpawnTemplate MissionName SpawnTemplate corelogic SpawnTemplate vending_machines SpawnTemplate Trader SpawnTemplate ForceFields SpawnTemplate WaveNumber SpawnTemplate EnemyNumber SpawnTemplate shaker SpawnTemplate Colorcorrection_Effect SpawnTemplate EOISpawner SpawnTemplate p_glow_hit SpawnTemplate FirePillarSpawner SpawnTemplate HelltokenSpawner SpawnTemplate RareHelltokenSpawner SpawnTemplate RestoreSpawner SpawnTemplate GoldenZombiesSpawner SpawnTemplate WeakerZombiesSpawner SpawnTemplate TeamResistanceSpawner SpawnTemplate LifeStealSpawner SpawnTemplate StrongArmsSpawner SpawnTemplate SafeGuardSpawner SpawnTemplate RetributionSpawner SpawnTemplate KnockoutSpawner SpawnTemplate SentryhatsSpawner SpawnTemplate ExtraammoSpawner SpawnTemplate TreasurehunterSpawner BuildingSpawnTemplate { Name DroneSentry ItemName "Drone Controller" BuildingType "Sentry" AllowBots 0 } PlayerShootTemplate //lightning bolt { Name "W_Shockgun" Offset "36 0 0" ItemName "Shockgun" } PlayerShootTemplate //lightning bolt { Name "W_Shockgun" Offset "36 0 0" ItemName "Shockgun " } //PlayerItemEquipSpawnTemplate // grappling hook //{ // Name "item_grapple" // ItemName "Scrap Grappling Hook" //} SpawnTemplate { Name "Small_ammopack" Origin "980 3146 32" } SpawnTemplate { Name "Small_ammopack" Origin "906 370 208" } SpawnTemplate { Name "Small_ammopack" Origin "626 1629 -46" } SpawnTemplate { Name "Small_healthpack" Origin "549 1629 -45" } SpawnTemplate { Name "Small_healthpack" Origin "500 -546 352" } PlayerSpawnTemplate { Name "playertracker" } Templates { T_TFZombie_Zombie_Basic1 { Class Scout ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Scout" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.5 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic2 { Class Soldier ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Soldier" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.83 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic3 { Class Pyro ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Pyro" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic4 { Class Demoman ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Demo" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.71 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic5 { Class Heavyweapons ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Heavy" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.86 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic6 { Class Engineer ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Engineer" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic7 { Class Medic ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Medic" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.62 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Basic8 { Class Sniper ClassIcon heavy_zombie_lite Health 100 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Sniper" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Headless1 { Class Scout ClassIcon heavy_zombie_lite Health 400 Name "Headless Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Scout" Action Mobber Attributes DisableDodge Attributes IgnoreFlag ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.5 "cannot be sapped" 1 "crit kill will gib" 1 "head scale" 0 "cannot be headshot" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Headless2 { Class Soldier ClassIcon heavy_zombie_lite Health 400 Name "Headless Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Soldier" Action Mobber Attributes DisableDodge Attributes IgnoreFlag ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.83 "cannot be sapped" 1 "crit kill will gib" 1 "head scale" 0 "cannot be headshot" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Headless3 { Class Pyro ClassIcon heavy_zombie_lite Health 400 Name "Headless Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Pyro" Action Mobber Attributes DisableDodge Attributes IgnoreFlag ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "crit kill will gib" 1 "head scale" 0 "cannot be headshot" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Headless4 { Class Demoman ClassIcon heavy_zombie_lite Health 400 Name "Headless Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Demo" Action Mobber Attributes DisableDodge Attributes IgnoreFlag ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.71 "cannot be sapped" 1 "crit kill will gib" 1 "head scale" 0 "cannot be headshot" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Headless5 { Class Heavyweapons ClassIcon heavy_zombie_lite Health 400 Name "Headless Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Heavy" Action Mobber Attributes DisableDodge Attributes IgnoreFlag ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.86 "cannot be sapped" 1 "crit kill will gib" 1 "head scale" 0 "cannot be headshot" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Headless6 { Class Engineer ClassIcon heavy_zombie_lite Health 400 Name "Headless Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Engineer" Action Mobber Attributes DisableDodge Attributes IgnoreFlag ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "crit kill will gib" 1 "head scale" 0 "cannot be headshot" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Headless7 { Class Medic ClassIcon heavy_zombie_lite Health 400 Name "Headless Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Medic" Action Mobber Attributes DisableDodge Attributes IgnoreFlag ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.62 "cannot be sapped" 1 "crit kill will gib" 1 "head scale" 0 "cannot be headshot" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Headless8 { Class Sniper ClassIcon heavy_zombie_lite Health 400 Name "Headless Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Sniper" Action Mobber Attributes DisableDodge Attributes IgnoreFlag ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "crit kill will gib" 1 "head scale" 0 "cannot be headshot" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Baby1 { Class Scout ClassIcon heavy_zombie_lite Health 50 Name "Baby Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Scout" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Scale 0.65 CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.384 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.5 "move speed bonus" 0.7 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Baby2 { Class Soldier ClassIcon heavy_zombie_lite Health 50 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Soldier" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Scale 0.65 CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.384 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.5 "move speed bonus" 1.16 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Baby3 { Class Pyro ClassIcon heavy_zombie_lite Health 50 Name "Baby Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Pyro" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Scale 0.65 CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.384 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.5 "move speed bonus" 0.93 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Baby4 { Class Demoman ClassIcon heavy_zombie_lite Health 50 Name "Baby Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Demo" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Scale 0.65 CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.384 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.5 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Baby5 { Class Heavyweapons ClassIcon heavy_zombie_lite Health 50 Name "Baby Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Heavy" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Scale 0.65 CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.384 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.5 "move speed bonus" 1.217 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Baby6 { Class Engineer ClassIcon heavy_zombie_lite Health 50 Name "Baby Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Engineer" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Scale 0.65 CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.384 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.5 "move speed bonus" 0.93 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Baby7 { Class Medic ClassIcon heavy_zombie_lite Health 50 Name "Baby Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Medic" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Scale 0.65 CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.384 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.5 "move speed bonus" 0.875 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Zombie_Baby8 { Class Sniper ClassIcon heavy_zombie_lite Health 50 Name "Baby Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Sniper" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Scale 0.65 CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.384 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.5 "move speed bonus" 0.93 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Riot { Class Demoman ClassIcon heavy_zombie_breach_lite Health 400 Name "Riot Police Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "The Claidheamohmor" Item "The Chargin' Targe" Item "Zombie Demo" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName "The Claidheamohmor" "fire rate bonus" 1.25 "damage bonus" 0.77 "dmg taken increased" 1 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" "custom item model" "models/weapons/c_models/c_baton/c_baton.mdl" } ItemAttributes { ItemName "The Chargin' Targe" "custom item model" models/weapons/c_models/c_assault_battering_ram/c_assault_battering_ram.mdl } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.71 "cannot be sapped" 1 "crit kill will gib" 1 "dmg taken from crit reduced" 0.05 "dmg taken from blast reduced" 0.05 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Burning { Class Soldier ClassIcon soldier_shovel_ignited Health 200 Name "Flesh Fire" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Soldier" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" "custom kill icon" firedeath "ragdolls become ash" 1 "Set DamageType Ignite" 1 } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 1.25 "cannot be sapped" 1 "crit kill will gib" 1 "attach particle effect static" 3042 "move speed as health decreases" 1.2 } FireInput { Target "!activator" Action "$IgnitePlayerDuration" Param "8" Delay 1 Cooldown 8 Repeats 0 } Sequence { Name run_LOSER Cooldown 0.5 Delay 2 Repeats 0 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "fleshfire" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Brainsball { Class Scout ClassIcon scout_stun_bleed Health 150 Name "Brains Ball Zombie" Skill Hard WeaponRestrictions SecondaryOnly StripItemSlot 0 StripItemSlot 2 UseMeleeThreatPrioritization 1 Item "The Flying Guillotine" Item "Zombie Scout" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" DesiredAttackRange 750 AimAt Head ItemAttributes { ItemName "The Flying Guillotine" "damage bonus" 2 "force weapon switch" 1 "stun on hit" 2.5 "stun on hit type" panic "stun on hit slow" 0.65 "fire input on hit" "!self^bleedplayer^10" "fire input on hit name restrict" player "override projectile type extra" stunball "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } FireWeapon { Delay 0.5 Cooldown 0.5 Repeats 0 IfSeeTarget 1 Duration 0.5 Type "Primary" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.5 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Fading { Class Medic ClassIcon spy_d Health 300 Name "Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/spy/spy_zombie.mdl"} UseCustomModel models/player/spy.mdl StripItem "Zombie Medic" Skin 23 Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "Zombie Spy" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.625 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "stalker" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Necro_Basic { Class Pyro ClassIcon spell_skeletons_lite Health 200 Name "Apprentice Necromancer" Skill Hard StripItemSlot 0 StripItemSlot 1 UseMeleeThreatPrioritization 1 DesiredAttackRange 750 Item "TF_WEAPON_FISTS" Item "Basic Spellbook" Item "Zombie Pyro" Item "dec2014 Pyromancer's Raiments" Item "The Seared Sorcerer" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName "The Seared Sorcerer" "item style override" 1 } ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "crit kill will gib" 1 "dmg taken from fire increased" 2.5 } Spell //Gives specified spell to bots. { Delay 15 Cooldown 30 Charges 1 Limit 1 Type "Summon Skeletons" } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Necro_Elite { Class Pyro ClassIcon spell_skeletons_lite_giant Health 3200 Name "Elite Necromancer" Skill Hard StripItemSlot 0 StripItemSlot 1 UseMeleeThreatPrioritization 1 DesiredAttackRange 750 Item "TF_WEAPON_FISTS" Item "Basic Spellbook" Item "Zombie Pyro" Item "The Hot Case" Item "The Seared Sorcerer" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Attributes Miniboss CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName "The Seared Sorcerer" "item style override" 1 } ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.583 "cannot be sapped" 1 "crit kill will gib" 1 "override footstep sound set" 7 "dmg from ranged reduced" 0.5 "dmg taken from crit reduced" 0.5 "dmg taken from fire increased" 2.5 "addcond immunity" 43 } Spell //Gives specified spell to bots. { Delay 10 Cooldown 20 Charges 2 Limit 2 Type "Summon Skeletons" } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Necro_Boss { Class Pyro ClassIcon boss_pyro_spellbook Health 130000 Name "Necromancer Archmage" Skill Hard StripItemSlot 0 StripItemSlot 1 Scale 1.9 UseMeleeThreatPrioritization 1 DesiredAttackRange 750 Item "TF_WEAPON_FISTS" Item "Basic Spellbook" Item "Zombie Pyro" Item "The Hot Case" Item "The Seared Sorcerer" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Attributes Miniboss Attributes UseBossHealthBar CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName "The Seared Sorcerer" "item style override" 1 } ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.4 "cannot be sapped" 1 "crit kill will gib" 1 "override footstep sound set" 7 "attach particle effect static" 3043 "dmg from ranged reduced" 0.25 "dmg taken from crit reduced" 0.35 "dmg taken from bullets reduced" 0.75 "dmg taken from blast reduced" 0.75 "dmg taken from fire increased" 2.5 "addcond immunity" 43 } Spell //Gives specified spell to bots. { Delay 5 Cooldown 10 Charges 3 Limit 3 Type "Summon Skeletons" } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Brute { Class Heavyweapons ClassIcon heavy_zombie_lite_giant Health 1500 Name "Zombie Brute" Skill Expert WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "Zombie Cleaver" Item "Zombie Heavy" Item "The Bolshevik Biker" Item "Die Regime-Panzerung" Item "Commando Elite" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Attributes MiniBoss CustomEyeGlowColor "40 180 40" Scale 1.35 Tag elite_zombie CharacterAttributes { "voice pitch scale" 0.35 "move speed bonus" 0.606 "cannot be sapped" 1 "crit kill will gib" 1 "addcond immunity" 43 "dmg from ranged reduced" 0.5 "dmg taken from crit reduced" 0.5 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Giant { Class Heavyweapons ClassIcon heavy_zombie_lite_giant Health 1800 Name "Zombie Giant" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Heavy" Item "Warhood" Item "The Tyurtlenek" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Attributes MiniBoss CustomEyeGlowColor "40 180 40" AdditionalStepSound "=80|player/footsteps/giant2.wav" Scale 1.75 Tag elite_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.35 "move speed bonus" 0.75 "cannot be sapped" 1 "crit kill will gib" 1 "addcond immunity" 43 "dmg from ranged reduced" 0.35 "dmg taken from crit reduced" 0.35 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Hulk { Class Heavy Skill Expert StripItemSlot 0 Name "Zombie Hulk" Health 100000 // final boss Attributes MiniBoss Attributes DisableDodge Attributes UseBossHealthBar Action Mobber StripItem "Zombie Heavy" UseMeleeThreatPrioritization 1 ClassIcon heavy_zombie_arm1_lite UseCustomModel "models\kirillian\infected\hank_v4.mdl" Skin 1 NoIdleSound 1 AdditionalStepSound "=80|player/footsteps/giant2.wav" DeathSound shadows\tank_death_01.mp3 Tag elite_zombie WeaponSwitch { Delay 1 Cooldown 30 Repeats 1 Type "Melee" } Sequence { Delay 0 Cooldown 18 Repeats 0 IfSeeTarget 0 Name "Throw_02" } Sequence { Delay 3.5 Cooldown 18 Repeats 0 IfSeeTarget 0 Name "Idle_Yell_short" } WeaponSwitch //Periodically switches weapon { Delay 0 //Time before the first weapon switch starts (Default: 10) Cooldown 18 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons 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) Type "Secondary" // Weapon slot, possible values: } WeaponSwitch //Periodically switches weapon { Delay 2.5 //Time before the first weapon switch starts (Default: 10) Cooldown 18 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons 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) Type "Melee" // Weapon slot, possible values: } ItemAttributes { ItemName TF_WEAPON_FISTS "provide on active" 1 "damage bonus" 2 "damage causes airblast" 1 "fire rate bonus" 2 "custom impact sound" shadows/tank_punch_1.mp3 "deploy time decreased" 3 "alt-fire disabled" 1 "stun on hit" 2 "stun on hit type" "panic" "stun on hit slow" 0.4 "melee range multiplier" 1.75 } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "provide on active" 1 "custom item model" models\props_forest\cliff_wall_09a.mdl "attachment name" "debris" "single wep deploy time increased" 1.5 "override projectile type" 2 "fire rate bonus" 20 "no_jump" 1 "reload full clip at once" 1 "faster reload rate" -0.8 "dmg pierces resists absorbs" 1 "custom projectile model" models\props_forest\cliff_wall_09a.mdl "damage bonus" 16.7 "custom impact sound" =100|shadows/thrown_projectile_hit_01.mp3 "custom weapon fire sound" misc/null.wav "projectile gravity" 150 "projectile speed increased" 1.45 "blast radius increased" 0.87 "custom kill icon" mailbox "damage causes airblast" 1 "stun on hit" 3 "stun on hit type" "bigbonk" "mod projectile heat seek power" 360 "mod projectile heat aim error" 180 "mod projectile heat aim time" 0.1 "mod projectile heat no predict target speed" 0 "penetrate teammates" 1 // throw through teammates "mult_player_movespeed_active" 0 // stop moving when throwing rocks! } CharacterAttributes { "voice pitch scale" 1 "cancel falling damage" 1 "override footstep sound set" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "mult stun resistance" 0 "dmg from ranged reduced" 0.35 "cannot be sapped" 1 "increased jump height" 1.7 "move speed bonus" 1.35 "dmg taken from crit reduced" 0.5 "addcond immunity" 43 "dmg from melee increased" 2 } SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Hulk_b { Class Heavy Skill Expert StripItemSlot 0 Name "Zombie Hulk" Health 100000 // final boss Attributes MiniBoss Attributes DisableDodge Attributes UseBossHealthBar Action Mobber StripItem "Zombie Heavy" UseMeleeThreatPrioritization 1 ClassIcon heavy_zombie_arm1_lite UseCustomModel "models\kirillian\infected\hank_v4.mdl" Skin 1 NoIdleSound 1 AdditionalStepSound "=80|player/footsteps/giant2.wav" DeathSound shadows\tank_death_01.mp3 Tag elite_zombie DesiredAttackRange 700 WeaponSwitch { Delay 1 Cooldown 30 Repeats 1 Type "Melee" } Sequence { Delay 0 Cooldown 8 Repeats 0 IfSeeTarget 0 Name "Throw_02" } Sequence { Delay 3.5 Cooldown 8 Repeats 0 IfSeeTarget 0 Name "Idle_Yell_short" } WeaponSwitch //Periodically switches weapon { Delay 0 //Time before the first weapon switch starts (Default: 10) Cooldown 8 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons 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) Type "Secondary" // Weapon slot, possible values: } WeaponSwitch //Periodically switches weapon { Delay 2.5 //Time before the first weapon switch starts (Default: 10) Cooldown 8 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons 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) Type "Melee" // Weapon slot, possible values: } ItemAttributes { ItemName TF_WEAPON_FISTS "provide on active" 1 "damage bonus" 2 "damage causes airblast" 1 "fire rate bonus" 2 "custom impact sound" shadows/tank_punch_1.mp3 "deploy time decreased" 3 "alt-fire disabled" 1 "stun on hit" 2 "stun on hit type" "panic" "stun on hit slow" 0.4 "melee range multiplier" 1.75 } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "provide on active" 1 "custom item model" models\props_forest\cliff_wall_09a.mdl "attachment name" "debris" "single wep deploy time increased" 1.5 "override projectile type" 2 "fire rate bonus" 10 "no_jump" 1 "reload full clip at once" 1 "faster reload rate" -0.8 "dmg pierces resists absorbs" 1 "custom projectile model" models\props_forest\cliff_wall_09a.mdl "damage bonus" 16.7 "custom impact sound" =100|shadows/thrown_projectile_hit_01.mp3 "custom weapon fire sound" misc/null.wav "projectile gravity" 150 "projectile speed increased" 1.45 "blast radius increased" 0.87 "custom kill icon" mailbox "damage causes airblast" 1 "stun on hit" 3 "stun on hit type" "bigbonk" "mod projectile heat seek power" 360 "mod projectile heat aim error" 180 "mod projectile heat aim time" 0.1 "mod projectile heat no predict target speed" 0 "penetrate teammates" 1 // throw through teammates "mult_player_movespeed_active" 0 // stop moving when throwing rocks! } CharacterAttributes { "voice pitch scale" 1 "cancel falling damage" 1 "override footstep sound set" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "mult stun resistance" 0 "dmg from ranged reduced" 0.35 "cannot be sapped" 1 "increased jump height" 1.7 "move speed bonus" 1.35 "dmg taken from crit reduced" 0.5 "addcond immunity" 43 "dmg from melee increased" 2 } SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Sergeant_Wasp { Class Soldier ClassIcon soldier_barrage_heat_nys Health 175000 Name "Hellified Sergeant Wasps" Skill Expert Scale 2.4 UseMeleeThreatPrioritization 1 DesiredAttackRange 500 Item "Tyrantium Helmet" Item "Pip-Boy" Item "The Scrumpy Strongbox" Item "Delldozer" Item "Bone-Cut Belt" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Attributes Miniboss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload UseCustomModel models/bots/soldier_boss/bot_soldier_boss_gibby.mdl ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "clip size upgrade atomic" 96 "fire rate bonus" 0.05 "reload time decreased" 0.075 "damage penalty" 0.4 "set DamageType Ignite" 1 "blast radius decreased" 0.4 "ignores other projectiles" 1 "mod projectile heat seek power" 75 "mod projectile heat aim error" 120 "mod projectile heat follow crosshair " 1 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "projectile speed decreased" 0.1 "projectile acceleration" 750 "projectile acceleration start time" 0.5 "projectile acceleration time" 3 "projectile spread angle penalty" 20 "custom item model" models/weapons/c_models/c_wasp_launcher/c_wasp_launcher.mdl "custom projectile model" models/weapons/w_models/w_wasp_launcher_rocket.mdl "projectile trail particle" spell_fireball_small_trail_blue "force fire full clip" 1 "passive reload" 1 } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_SOLDIER "override projectile type" 2 "reload time decreased" -0.8 "fire rate bonus" 0.5 "damage bonus" 4.5 "set DamageType Ignite" 1 "mult projectile count" 4 "mod projectile heat seek power" 360 "mod projectile heat aim error" 360 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "mod projectile heat aim time" 2 "projectile speed decreased" 0.1 "projectile acceleration" 16875 "projectile acceleration start time" 2.1 "projectile acceleration time" 0.25 "projectile spread angle penalty" 20 "ignores other projectiles" 1 "projectile spread angle penalty" 75 "custom projectile model" models/weapons/w_models/w_wasp_launcher_rocket.mdl "projectile trail particle" spell_fireball_small_trail_blue "passive reload" 1 } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.5 "cannot be sapped" 1 "crit kill will gib" 1 "override footstep sound set" 7 "dmg from ranged reduced" 0.25 "dmg taken from crit reduced" 0.35 "dmg taken from bullets reduced" 0.75 "dmg taken from blast reduced" 0.75 "dmg taken from fire reduced" 0.4 "attach particle effect static" 3042 "mult duck speed" 3 "blast dmg to self increased" 0.001 "damage penalty" 0.75 "addcond immunity" 43 } WeaponSwitch { Delay 0 Cooldown 60 Repeats 0 Type "Primary" } WeaponSwitch { Delay 30 Cooldown 60 Repeats 0 Type "Secondary" } PainSound TankRider.Hurt DeathSound MVM.SentryBusterExplode SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "sergeant_wasp_passive" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Dispenser { Class Engineer ClassIcon dispenser Health 800 Name "Dispenser Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Engineer" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "dispenser_backpack" } SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Banner { Class Soldier ClassIcon heavy_zombie_lite Health 50 Name "Banner Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Zombie Soldier" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "The Concheror" Attributes SpawnWithFullCharge CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.83 "cannot be sapped" 1 "crit kill will gib" 1 "increase buff duration" 9 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Military_1 { Class Soldier ClassIcon heavy_zombie_breach_lite Health 400 Name "Hellified Military" Skill Hard Item "Double Barrel Shotgun" Item "Basic Pistol" Item "Zombie Soldier" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "Flakcatcher" Item "The Killer's Kit" Item "The Shellmet" CustomEyeGlowColor "40 180 40" UseBestWeapon 1 MaxVisionRange 1600 Tag elite_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.83 "cannot be sapped" 1 "addcond immunity" 43 "dmg pierces resists absorbs" 1 "set DamageType Ignite" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Military_2 { Class Pyro ClassIcon heavy_zombie_breach_lite Health 400 Name "Hellified Military" Skill Hard Item "Dragon's Breath" Item "Basic SMG" Item "Zombie Pyro" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "Trickster's Turnout Gear" Item "A Head Full of Hot Air" CustomEyeGlowColor "40 180 40" UseBestWeapon 1 MaxVisionRange 1600 Tag elite_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } ItemAttributes { ItemName "Basic SMG" "dmg pierces resists absorbs" 1 } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.667 "cannot be sapped" 1 "airblast disabled" 1 "addcond immunity" 43 "set DamageType Ignite" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Military_3 { Class Soldier ClassIcon heavy_zombie_breach_lite Health 400 Name "Hellified Military" Skill Hard Item "Basic RPG" Item "Hand Cannon" Item "Zombie Soldier" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "Flakcatcher" Item "The Killer's Kit" Item "The Shellmet" CustomEyeGlowColor "40 180 40" UseBestWeapon 1 MaxVisionRange 1600 Tag elite_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } ItemAttributes { ItemName "Basic RPG" "fire rate penalty" 1.5 "projectile gravity" 200 "Projectile speed decreased" 1.15 "damage bonus" 1.2 "clip size penalty" 0.25 "maxammo primary reduced" 0.25 "damage bonus HIDDEN" 1.5 } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.83 "cannot be sapped" 1 "addcond immunity" 43 "dmg pierces resists absorbs" 1 "set DamageType Ignite" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Military_4 { Class Pyro ClassIcon heavy_zombie_breach_lite Health 400 Name "Hellified Military" Skill Hard Item "Flamethrower" Item "LMG" Item "Zombie Pyro" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "Trickster's Turnout Gear" Item "A Head Full of Hot Air" CustomEyeGlowColor "40 180 40" UseBestWeapon 1 MaxVisionRange 1600 Tag elite_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } ItemAttributes { ItemName "LMG" "dmg pierces resists absorbs" 1 } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.667 "cannot be sapped" 1 "airblast disabled" 1 "addcond immunity" 43 "set DamageType Ignite" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Military_5 { Class Heavyweapons ClassIcon heavy_zombie_breach_lite Health 400 Name "Hellified Military" Skill Easy Item "Minigun" Item "Zombie Heavy" Action Mobber Attributes DisableDodge Attributes IgnoreFlag Item "Die Regime-Panzerung" Item "The Eliminators Safeguard" CustomEyeGlowColor "40 180 40" WeaponRestrictions PrimaryOnly MaxVisionRange 1000 Tag elite_zombie ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.8 "cannot be sapped" 1 "addcond immunity" 43 "dmg pierces resists absorbs" 1 "set DamageType Ignite" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Tank_Rider { Class Soldier ClassIcon heavy_zombie_arm2_lite_giant Health 7500 Name "Tank Rider" Skill Expert Action Mobber Attributes DisableDodge Attributes IgnoreFlag Attributes MiniBoss WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Tag elite_zombie SpawnTemplate Tank_Zombie Item "TF_WEAPON_FISTS" UseCustomModel "models/empty.mdl" DesiredAttackRange 0 CharacterAttributes { "voice pitch scale" 1.25 "stomp player damage" 20 "stomp player force" 0 "stomp building damage" 1337 "no_duck" 1 "no_jump" 1 "no_attack" 1 "move speed bonus" 1.1667 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "SET BONUS: dmg from sentry reduced" 0.4 "mult dmgtaken from melee" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from crit reduced" 0.25 "dmg taken from fire reduced" 0.1 "fire retardant" 1 "addcond immunity" 43 "mult stun resistance" 0 "stun on hit" 1 "stun on hit type" movement "stun on hit slow" 0.8 } PainSound TankRider.Hurt DeathSound =80|ambient\explosions\exp2.wav SpawnTemplate { Name "PT_elite" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Spitter { Class Pyro Skill Expert Health 250 Name "Spitter" StripItemSlot 0 Action Mobber ExtAttr IgnoreBuildings ClassIcon pyro_spitter Item "The Gas Passer" Item "TF_WEAPON_FISTS" Scale 1.1 Item "Zombie Pyro" Item "The Mucous Membrain" Item "The Grisly Gumbo" Action Mobber Attributes DisableDodge Attributes IgnoreFlag MaxVisionRange 1000 DesiredAttackRange 400 StripItemSlot 0 StripItemSlot 2 CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName "The Gas Passer" "provide on active" 1 "is invisible" 1 "move speed penalty" 0.5 "item_meter_charge_rate" 30 "weapon burn dmg increased" 1.25 "weapon burn time reduced" 0.5 "custom projectile model" models/weapons/w_models/w_drg_ball.mdl "cannot be sapped" 1 "no_jump" 1 } ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "move speed bonus" 0.7 "cancel falling damage" 1 "override footstep sound set" 0 "mult stun resistance" 0 "increased jump height" 1.3 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken from fire increased" 2 "dmg taken from blast increased" 1.5 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Plague { Class Sniper Classicon pyro_membrain_lite Name "Plague Zombie" Scale 1.1 Skill Expert Health 200 Action Mobber NoIdleSound 1 Attributes DisableDodge UseMeleeThreatPrioritization 1 Item "The Bat Outta Hell" Item "Conspiratorial Cut" Item "The Mucous Membrain" Item "Skinless Slashers" Item "The Biomech Backpack" Item "Zombie Sniper" StripItemSlot 0 StripItemSlot 1 ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "mannpower_plague" "custom hit sound" "trespasser/dsclaw.wav" "custom hit sound" misc/bonzo_vomit01.wav "add cond on hit" 112 "add cond on hit duration" -1 "is invisible" 1 "fire rate bonus" 1.25 "damage bonus" 0.77 } ItemAttributes { ItemName "The Biomech Backpack" "attach particle effect" 3043 } ItemColor { ItemName "The Mucous Membrain" Red 255 Green 0 Blue 255 } ItemColor { ItemName "Skinless Slashers" Red 255 Green 0 Blue 255 } ItemColor { ItemName "Zombie Sniper" Red 255 Green 0 Blue 255 } CharacterAttributes { "hand scale" 1.35 "move speed bonus" 0.667 "cancel falling damage" 1 } PainSound =80|ambient/levels/canals/toxic_slime_sizzle1.wav DeathSound =80|misc/bonzo_vomit02.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Survivor_Medic { Class Medic ClassIcon medic_caustic Health 250 Name "Zombified Doctor" Skill Hard WeaponRestrictions PrimaryOnly ExtAttr IgnoreBuildings Item "TF_WEAPON_FISTS" Item "Medic's Mountain Cap" Item "Emerald Jarate" Item "Medic Mask" Item "Zombie Medic" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_SYRINGEGUN_MEDIC "fire rate bonus" 1.5 "bleeding duration" 5 "custom hit sound" "trespasser/skelt03.mp3" } ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 0.625 "cannot be sapped" 1 "crit kill will gib" 1 "mult bleeding dmg" 4 "slow enemy on hit major" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Haste { Class Soldier ClassIcon soldier_escape Health 200 Name "Haste Zombie" Skill Hard WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "The Escape Plan" Item "Zombie Soldier" Action Mobber Attributes DisableDodge Attributes IgnoreFlag CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName "The Escape Plan" "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" "self mark for death" 0 } CharacterAttributes { "voice pitch scale" 1.25 "move speed bonus" 1 "cannot be sapped" 1 "crit kill will gib" 1 "move speed as health decreases" 1.5 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Dodger { Class Scout ClassIcon scunter Health 200 Name "Dodger" Scale 1.3 Attributes IgnoreFlag Skill Easy WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 Item "TF_WEAPON_FISTS" Item "Bonk! Atomic Punch" Item "Zombie Scout" Item "The Delinquent's Down Vest" Item "Head Hunter" Item "Blizzard Britches" Action Mobber CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName TF_WEAPON_FISTS "fire rate bonus" 1.25 "damage bonus" 0.77 "custom hit sound" "physics\body\body_medium_impact_hard3.wav" "add cond when active" 79 } ItemAttributes { ItemName "Bonk! Atomic Punch" "effect cond override" 6 } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.67 "cannot be sapped" 1 "gesture speed increase" 0.6 "mult smack time" 1.4 "crit kill will gib" 1 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Leaper { Class Scout Classicon spy_facepeel_lite Name "Leaper" Scale 1.3 Skill Expert Health 400 Action Mobber NoIdleSound 1 Attributes DisableDodge Attributes IgnoreFlag WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 MaxVisionRange 500 Item "Zombie Scout" Item "Baseball Bill's Sports Shine" Item "The Master Mind" Item "Fuel Injector" Item "Facepeeler" Item "Employee Badge B" Item "The Bat Outta Hell" CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName "The Bat Outta Hell" "is invisible" 1 "damage bonus" 0.0025 "hit self on miss" 1 "apply look velocity on damage" 1000 "melee range multiplier" 0.0025 "melee bounds multiplier" 0.0025 "custom kill icon" "unarmed_combat" "custom hit sound" physics/flesh/flesh_squishy_impact_hard3.wav "remove damage type" 128 "special damage type" 1 "dmg taken mult from special damage type 1" 0.01 } ItemModel { ItemName "Employee Badge B" Model "models/workshop/player/items/scout/hwn2021_corpse_carrier/hwn2021_corpse_carrier.mdl" } FireWeapon { Delay 5 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } FireWeapon { Delay 5 Cooldown 0.25 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } CharacterAttributes { "dmg pierces resists absorbs" 1 "move speed bonus" 0.5 "stomp player damage" 12 "stomp building damage" 6 "stomp player force" 100 "stomp player time" 0.2 "increased air control" 100 "no double jump" 1 "head scale" 1.3 "mult stun resistance" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "crit kill will gib" 1 "gesture speed increase" 0 "voice pitch scale" 0.65 "override footstep sound set" 7 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|npc/fast_zombie/fz_frenzy1.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Diver { Class Scout Classicon spy_facepeel_lite Name "Diving Zombie" Scale 1.2 Skill Expert Health 300 Action Mobber NoIdleSound 1 Attributes DisableDodge Attributes IgnoreFlag WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 MaxVisionRange 1250 Item "Zombie Scout" Item "Crazy Legs" Item "Claws And Infect" Item "Facepeeler" Item "The Bat Outta Hell" CustomEyeGlowColor "40 180 40" ItemAttributes { ItemName "The Bat Outta Hell" "is invisible" 1 "damage bonus" 0.0025 "hit self on miss" 1 "apply look velocity on damage" 1650 "melee range multiplier" 0.0025 "melee bounds multiplier" 0.0025 "custom kill icon" "unarmed_combat" "custom hit sound" physics/flesh/flesh_squishy_impact_hard3.wav "remove damage type" 128 "special damage type" 1 "dmg taken mult from special damage type 1" 0.01 } FireWeapon { Delay 5.25 Cooldown 2.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } FireWeapon { Delay 5 Cooldown 2.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } CharacterAttributes { "dmg pierces resists absorbs" 1 "increased jump height" 4 "move speed bonus" 0.5 "stomp player damage" 12 "stomp building damage" 6 "stomp player force" 100 "stomp player time" 0.2 "increased air control" 100 "no double jump" 1 "head scale" 1.3 "mult stun resistance" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "cancel falling damage" 1 "mult smack time" 0 "gesture speed increase" 0 "voice pitch scale" 0.65 } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } } T_TFZombie_Charger { Class Demoman Skill Expert Health 750 StripItemSlot 0 Action Mobber ExtAttr IgnoreBuildings Name "Charger" Attributes SuppressFire ClassIcon demo_superfist Item "Shin Shredders" Item "Forgotten King's Pauldrons" DeathSound =80|shadows/charger_death.mp3 Item "The Chargin' Targe" Scale 1.25 NoIdleSound 1 VoiceCommand { Delay 15 Cooldown 5 Repeats 0 IfNoTarget 1 Type "Move up" } VoiceCommand { Delay 2 Cooldown 4 Repeats 0 IfSeeTarget 1 Type "Negative" } ItemAttributes { ItemName TF_WEAPON_BOTTLE "is invisible" 1 "fire rate penalty" 1.3 "damage bonus" 1.2 "custom kill icon" hot_hand "custom impact sound" =80|player/taunt_chest_thump_alt.wav "charge time increased" 2 "damage causes airblast" 1 } ItemAttributes { ItemName "The Chargin' Targe" "charge time increased" 2.5 "effect add attributes" "no_attack|1" "mult charge turn control" 0.01 "charge recharge rate increased" 9999 "Attack not cancel charge" 1 "charge impact damage increased" 0.01 "is invisible" 1 "dmg taken from fire reduced" 1 "dmg taken from blast reduced" 1 "damage causes airblast" 1 } FireWeapon { Delay 1 Cooldown 7.5 Repeats 0 IfSeeTarget 1 Duration 0.1 Type "Secondary" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.6 "cannot be sapped" 1 "override footstep sound set" 7 "crit kill will gib" 1 "dmg from ranged reduced" 0.6 "stomp building damage" 75 "stomp player damage" 50 "stomp player force" 600 "stomp player time" 0.25 "damage force reduction" 0.1 "fire input on hit" "shakeit^startshake^0" } SpawnTemplate { Name "PT_common" } SpawnTemplate { Name "enemytracker" } PainSound =80|physics/body/body_medium_break2.wav DeathSound =80|physics/body/body_medium_break4.wav } Sig_Addtemplate_Gray { UseMeleeThreatPrioritization 1 CustomEyeGlowColor "255 255 255" ClassIcon gry_lite Attributes HoldFireUntilFullReload DesiredAttackRange 1 KeepAwayRadius 200 Action Mobber Addcond { Name TF_COND_REPROGRAMMED_NEUTRAL } AddCond { Name "TF_COND_MVM_BOT_STUN_RADIOWAVE" Delay 0.1 Duration 1 } AddCond { Index 5 Delay 0.1 Duration 2 } FireInput { Target !self Action $PlaySound Param "=100|mvm\mvm_tele_deliver.wav" Delay 0 Repeats 1 } FireInput { Target !self Action $SetLocalOrigin Param "577 1037 210" Delay 0.1 Repeats 1 } CharacterAttributes { "crit mod disabled" 0 "dmg pierces resists absorbs" 1 "alt-fire disabled" 1 //stop heavies from revving up in spawn } } T_TFBot_Gray_Soldier { Name "Corrupted Soldier" Class Soldier Skill Expert AimLeadProjectileSpeed 1 UseCustomModel "models/bots/soldier/bot_soldier_gray.mdl" AddTemplate Sig_Addtemplate_Gray } T_TFBot_Gray_Soldier_BlackBox { Name "Corrupted Healing Soldier" Class Soldier Skill Expert Item "The Black Box" AimLeadProjectileSpeed 1 UseCustomModel "models/bots/soldier/bot_soldier_gray.mdl" AddTemplate Sig_Addtemplate_Gray ItemAttributes { ItemName "The Black Box" "damage bonus" 0.33 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 0.9 "blast radius increased" 1.25 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 } } T_TFBot_Gray_Soldier_Direct { Name "Corrupted Soldier" Class Soldier Skill Expert Item "The Direct Hit" AimLeadProjectileSpeed 1 UseCustomModel "models/bots/soldier/bot_soldier_gray.mdl" AddTemplate Sig_Addtemplate_Gray } T_TFBot_Gray_Soldier_Banner { Name "Corrupted Banner Soldier" Class Soldier Skill Expert Item "The Direct Hit" AimLeadProjectileSpeed 1 UseCustomModel "models/bots/soldier/bot_soldier_gray.mdl" AddTemplate Sig_Addtemplate_Gray Item "The Concheror" WeaponRestrictions MeleeOnly Attributes SpawnWithFullCharge KeepAwayRadius 0 Action Medic CharacterAttributes { "increase buff duration" 9.0 } } T_TFBot_Gray_Heavy { Name "Corrupted Heavy" Class Heavyweapons Skill Expert UseCustomModel "models/bots/heavy/bot_heavy_gray.mdl" AddTemplate Sig_Addtemplate_Gray } T_TFBot_Gray_Heavy_Huo { Name "Corrupted Heavy" Class Heavyweapons Skill Expert UseCustomModel "models/bots/heavy/bot_heavy_gray.mdl" AddTemplate Sig_Addtemplate_Gray Item "The Huo Long Heatmaker" } T_TFBot_Gray_Heavy_Shotgun { Name "Corrupted Shotgun Heavy" Class Heavyweapons Skill Expert UseCustomModel "models/bots/heavy/bot_heavy_gray.mdl" AddTemplate Sig_Addtemplate_Gray WeaponRestrictions SecondaryOnly } T_TFBot_Gray_Heavy_Bear { Name "Corrupted Bear Heavy" Class Heavyweapons Skill Expert UseCustomModel "models/bots/heavy/bot_heavy_gray.mdl" AddTemplate Sig_Addtemplate_Gray WeaponRestrictions MeleeOnly Item "The Buffalo Steak Sandvich" Item "Warrior's Spirit" KeepAwayRadius 0 } T_TFBot_Gray_Scout { Name "Corrupted Scout" Class Scout Skill Expert AimLeadProjectileSpeed 1 UseCustomModel "models/bots/scout/bot_scout_gray.mdl" AddTemplate Sig_Addtemplate_Gray } T_TFBot_Gray_Scout_FaN { Name "Corrupted FaN Scout" Class Scout Skill Expert AimLeadProjectileSpeed 1 UseCustomModel "models/bots/scout/bot_scout_gray.mdl" AddTemplate Sig_Addtemplate_Gray Item "The Force-a-Nature" } T_TFBot_Gray_Scout_Pistol { Name "Corrupted Pistol Scout" Class Scout Skill Expert AimLeadProjectileSpeed 1 UseCustomModel "models/bots/scout/bot_scout_gray.mdl" AddTemplate Sig_Addtemplate_Gray WeaponRestrictions SecondaryOnly } T_TFBot_Gray_Scout_Cleaver { Name "Corrupted Cleaver Scout" Class Scout Skill Expert AimLeadProjectileSpeed 1 UseCustomModel "models/bots/scout/bot_scout_gray.mdl" AddTemplate Sig_Addtemplate_Gray Item "The Flying Guillotine" WeaponRestrictions SecondaryOnly AimLeadProjectileSpeed 1 Attributes AlwaysFireWeapon CharacterAttributes { "effect bar recharge rate increased" 0.01 } } T_TFBot_Survivor_1 { Class Sniper ClassIcon red2_lite Skill expert Name "Survivor" Item "LMG" Item "The Triad Trinket" Item "The Triggerman's Tacticals" Item "The Bushman's Boonie " Item "The Falconer" Item "Potato of Labor" Item "The Chronomancer" Item "Beaten and Bruised" AddCond {Name TF_COND_REPROGRAMMED} Action Idle WeaponRestrictions SecondaryOnly UseMeleeThreatPrioritization 1 Attributes DisableDodge KeepAwayRadius 250 KeepAway Enemies Health 250 MaxVisionRange 1000 NoCrouchButtonRelease 1 AimAt Head ItemModel {ItemName "Potato of Labor" Model "models/workshop_partner/player/items/sniper/thief_sniper_cape/thief_sniper_cape.mdl"} ItemAttributes { ItemName "Beaten and Bruised" "item style override" 3 } CharacterAttributes { "no resupply" 1 "crit mod disabled" 0 "mult stun resistance" 0 "weapon spread bonus" 0.75 "move accuracy mult" 1.33 "duck accuracy mult" 0.5 "midair accuracy mult" 2.0 "can headshot" 1 "dmg taken increased" 0.05 } FireWeapon { Delay 1 Cooldown 0.1 Duration 0.25 IfSeeTarget 1 MinTargetRange 500 Type "Crouch" } VoiceCommand { Delay 8 Cooldown 16 IfHealthBelow 126 Type "Medic" } } T_TFBot_Survivor_2 { Class Sniper ClassIcon red2_lite Skill expert Name "Survivor" Item "Bow" Item "Holy Hunter" Item "The Scoper's Smoke" Item "The Toowoomba Tunic" Item "Silver Bullets" Item "The Huntsman's Essentials" Item "Final Frontiersman" Item "Beaten and Bruised" AddCond {Name TF_COND_REPROGRAMMED} Action Idle WeaponRestrictions PrimaryOnly UseMeleeThreatPrioritization 1 Attributes DisableDodge KeepAwayRadius 250 KeepAway Enemies Health 250 NoCrouchButtonRelease 1 AimAt Head MaxVisionRange -1 AimLeadProjectileSpeed 1 ItemModel {ItemName "Potato of Labor" Model "models/workshop_partner/player/items/sniper/thief_sniper_cape/thief_sniper_cape.mdl"} ItemAttributes { ItemName "Beaten and Bruised" "item style override" 3 } CharacterAttributes { "no resupply" 1 "crit mod disabled" 0 "mult stun resistance" 0 "faster reload rate" 0.75 "move accuracy mult" 1.33 "duck accuracy mult" 0.5 "midair accuracy mult" 2.0 "can headshot" 1 "dmg taken increased" 0.05 } VoiceCommand { Delay 8 Cooldown 16 IfHealthBelow 126 Type "Medic" } } T_TFBot_Survivor_3 { Class Soldier ClassIcon red2_lite Skill expert Name "Survivor" Item "Frontline General" Item "The Helmet Without a Home" Item "The Lone Survivor" Item "Dead of Night" Item "Veterans Attire" Item "The Killer's Kit" Item "EOTL_Coldfront Curbstompers" Item "Beaten and Bruised" AddCond {Name TF_COND_REPROGRAMMED} Action Idle WeaponRestrictions SecondaryOnly UseMeleeThreatPrioritization 1 Attributes DisableDodge Attributes HoldFireUntilFullReload KeepAwayRadius 250 KeepAway Enemies Health 250 MaxVisionRange 1000 NoCrouchButtonRelease 1 AimAt Head DropWeapon 1 ItemModel {ItemName "Potato of Labor" Model "models/workshop_partner/player/items/sniper/thief_sniper_cape/thief_sniper_cape.mdl"} ItemAttributes { ItemName "Beaten and Bruised" "item style override" 3 } CharacterAttributes { "no resupply" 1 "crit mod disabled" 0 "mult stun resistance" 0 "weapon spread bonus" 0.75 "move accuracy mult" 1.33 "duck accuracy mult" 0.5 "midair accuracy mult" 2.0 "can headshot" 1 "dmg taken increased" 0.05 } FireWeapon { Delay 1 Cooldown 0.1 Duration 0.25 IfSeeTarget 1 MinTargetRange 500 Type "Crouch" } VoiceCommand { Delay 8 Cooldown 16 IfHealthBelow 126 Type "Medic" } } T_TFBot_Survivor_4 { Class Soldier ClassIcon red2_lite Skill expert Name "Survivor" Item "The H.I.V.E. Launcher" Item "The Trencher's Topper" Item "Sharp Chest Pain" Item "Fancy Dress Uniform" Item "Potato of Labor" Item "Beaten and Bruised" AddCond {Name TF_COND_REPROGRAMMED} Action Idle WeaponRestrictions PrimaryOnly UseMeleeThreatPrioritization 1 Attributes DisableDodge Attributes HoldFireUntilFullReload KeepAwayRadius 250 KeepAway Enemies Health 250 MaxVisionRange 1500 NoCrouchButtonRelease 1 AimLeadProjectileSpeed 1 AimAt Head ItemModel {ItemName "Potato of Labor" Model "models/workshop/player/items/soldier/dec24_field_fatigues_style1/dec24_field_fatigues_style1.mdl"} ItemAttributes { ItemName "Beaten and Bruised" "item style override" 3 } CharacterAttributes { "no resupply" 1 "crit mod disabled" 0 "mult stun resistance" 0 "move accuracy mult" 1.33 "duck accuracy mult" 0.5 "midair accuracy mult" 2.0 "can headshot" 1 "dmg taken increased" 0.05 } VoiceCommand { Delay 8 Cooldown 16 IfHealthBelow 126 Type "Medic" } } T_TFBot_Survivor_5 { Class Scout ClassIcon red2_lite Skill expert Name "Survivor" Item "Hand Cannon" Item "The El Jefe" Item "The Ripped Rider" Item "Batter's Bracers" Item "The Digit Divulger" Item "Transparent Trousers" Item "Forest Footwear" Item "Beaten and Bruised" AddCond {Name TF_COND_REPROGRAMMED} Action Idle WeaponRestrictions SecondaryOnly UseMeleeThreatPrioritization 1 Attributes DisableDodge Attributes HoldFireUntilFullReload KeepAwayRadius 250 KeepAway Enemies Health 250 MaxVisionRange 1500 NoCrouchButtonRelease 1 AimAt Head DropWeapon 1 ItemModel {ItemName "Potato of Labor" Model "models/workshop_partner/player/items/sniper/thief_sniper_cape/thief_sniper_cape.mdl"} ItemAttributes { ItemName "Beaten and Bruised" "item style override" 3 } CharacterAttributes { "no resupply" 1 "crit mod disabled" 0 "mult stun resistance" 0 "weapon spread bonus" 0.75 "move accuracy mult" 1.33 "duck accuracy mult" 0.5 "midair accuracy mult" 2.0 "can headshot" 1 "dmg taken increased" 0.05 } FireWeapon { Delay 1 Cooldown 0.1 Duration 0.25 IfSeeTarget 1 MinTargetRange 500 Type "Crouch" } VoiceCommand { Delay 8 Cooldown 16 IfHealthBelow 126 Type "Medic" } } T_TFBot_Survivor_6 { Class Scout ClassIcon red2_lite Skill expert Name "Survivor" Item "Double Barrel Shotgun" Item "Wet Works" Item "Flak Jack" Item "The Tomb Wrapper" //Item "Potato of Labor" Item "Transparent Trousers" Item "Forest Footwear" Item "Beaten and Bruised" AddCond {Name TF_COND_REPROGRAMMED} Action Idle WeaponRestrictions PrimaryOnly UseMeleeThreatPrioritization 1 Attributes DisableDodge KeepAwayRadius 250 KeepAway Enemies Health 250 MaxVisionRange 1000 NoCrouchButtonRelease 1 AimAt Body DropWeapon 1 ItemModel {ItemName "Potato of Labor" Model "models/workshop/player/items/scout/sum24_tankers_top/sum24_tankers_top.mdl"} ItemAttributes { ItemName "Beaten and Bruised" "item style override" 3 } CharacterAttributes { "no resupply" 1 "crit mod disabled" 0 "mult stun resistance" 0 "weapon spread bonus" 0.75 "move accuracy mult" 1.33 "duck accuracy mult" 0.5 "midair accuracy mult" 2.0 "can headshot" 1 "dmg taken increased" 0.05 } VoiceCommand { Delay 8 Cooldown 16 IfHealthBelow 126 Type "Medic" } } } ItemBlacklist { ItemSlot "Melee" ItemSlot "Secondary" ItemSlot "Primary" } ///////////////// //Custom Weapons ///////////////// CustomWeapon //Allows you to use an alias for items with custom attributes { /////////////////////////////////////////////////////////////////////////// //Zombie Weapons /////////////////////////////////////////////////////////////////////////// "Zombie Cleaver" // The name you would use in Item key in TFBot { OriginalItemName "Frying Pan" // The item used as a base "damage bonus" 1.5 "fire rate bonus" 0.75 "melee range multiplier" 1.25 "custom item model" "models\weapons\c_models\c_sd_cleaver\c_sd_cleaver.mdl" "custom hit sound" "physics\metal\sawblade_stick2.wav" } "Sergeant Passive Weapon" { OriginalItemName TF_WEAPON_ROCKETLAUNCHER "damage penalty" 0.5 "set DamageType Ignite" 1 "mod projectile heat seek power" 90 "mod projectile heat aim error" 1100 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "mod projectile heat aim time" 2 "projectile speed decreased" 0.25 "projectile acceleration" 1100 "projectile acceleration start time" 0.5 "projectile acceleration time" 0.5 "ignores other projectiles" 1 "custom projectile model" models/weapons/w_models/w_wasp_launcher_rocket.mdl "projectile trail particle" spell_fireball_small_trail_blue "custom weapon fire sound" Weapon_DragonsFury.Single } /////////////////////////////////////////////////////////////////////////// //Tier 1 /////////////////////////////////////////////////////////////////////////// "****TIER 1 WEAPONS****" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size bonus" 1.25 "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 0 } "Explosive Gas Can" // The name you would use in Item key in TFBot { OriginalItemName "Jarate" "effect bar recharge rate increased" 1.5 "effect cond override" 123 "custom item model" "models\weapons\c_models\c_oil_can\c_oil_can.mdl" "custom projectile model" "models\weapons\c_models\c_oil_can\c_oil_can.mdl" } "Scrap Pistol" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 1 "damage bonus HIDDEN" 1.25 "reload time increased hidden" 0.8 } "Scrap SMG" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "damage bonus HIDDEN" 1.25 "continous accuracy mult" 2 "continous accuracy time" 3 } "Scrap Shield" // The name you would use in Item key in TFBot { OriginalItemName "The Tide Turner" "charge time decreased" -0.5 "charge impact damage decreased" 0.65 } "Homemade Grenade" // The name you would use in Item key in TFBot { OriginalItemName "Jarate" "special item description" "30 Second Cooldown" "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 "fuse bonus" 1.5 "effect bar recharge rate increased" 1.5 "effect cond override" 12 "explosion particle" "rd_robot_explosion" "explosion particle on direct hit" "rd_robot_explosion" "custom impact sound" "=150|ambient\explosions\explode_3.wav" "damage bonus HIDDEN" 16 } "Prototype Medigun" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "custom item model" "models/weapons/c_models/c_proto_medigun/c_proto_medigun.mdl" "heal rate penalty" 0.5 "ubercharge rate penalty" 0.5 "overheal decay penalty" 1.5 "damage bonus HIDDEN" 1.25 } "Scrap Shotgun" // The name you would use in Item key in TFBot { OriginalItemName "The Frontier Justice" "hidden primary max ammo bonus" 0.9375 "mod sentry killed revenge" 0 "damage bonus HIDDEN" 1.25 } "Scrap RPG" // The name you would use in Item key in TFBot { OriginalItemName "The Beggar's Bazooka" "fire rate bonus HIDDEN" 1 "fire rate penalty" 1.5 "damage penalty" 0.8 "auto fires full clip" 0 "can overload" 0 "projectile gravity" 600 "clip size penalty" 0.25 "Projectile speed decreased" 0.85 "maxammo primary reduced" 0.25 "damage bonus HIDDEN" 1.25 } "Scrap Needle Gun" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "clip size penalty" 0.5 "fire rate penalty" 1.45 "custom item model" "models/weapons/c_models/c_proto_syringegun/c_proto_syringegun.mdl" "damage bonus HIDDEN" 1.25 } "Scrap Revolver" { OriginalItemName "gentlemanne_revolver_topshelf" "Set_item_texture_wear" 1 "fire rate penalty" 1.4 "damage penalty" 0.8 "reload time decreased" 0.8 "damage bonus HIDDEN" 1.25 } "Homemade Flamethrower" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "flame_speed" 1500 "flame_lifetime" 0.4 "custom item model" "models/workshop/weapons/c_models/c_degreaser/c_degreaser.mdl" "damage bonus HIDDEN" 1.25 } "Old Trooper Rifle" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "override projectile type" 1 "fire rate penalty" 2 "reload time increased" 2 "clip size penalty" 0.75 "maxammo primary reduced" 0.8 "headshot damage increase" 2.5 "custom item model" "models/weapons/c_models/c_pseudonailgun/c_pseudonailgun.mdl" "damage bonus HIDDEN" 1.25 "custom kill icon" pep_brawlerblaster "weapon spread bonus" 0.001337 "custom weapon reload sound" =80|mobocracy/fg42_reload.wav "custom weapon fire sound" =80|mobocracy/fg42f1.wav } "Peg Leg" { OriginalItemName "The Bootlegger" } "Fists" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_FISTS" "damage bonus HIDDEN" 0.54 } "Wooden Bat" // The name you would use in Item key in TFBot { OriginalItemName "The Sandman" "damage bonus HIDDEN" 0.72 } "Golf Club" // The name you would use in Item key in TFBot { OriginalItemName "Nessie's Nine Iron" "alt-fire disabled" 1 "max health additive penalty" 0 "damage bonus HIDDEN" 0.54 } "Nailed Plank" { OriginalItemName "The Pain Train" "damage bonus HIDDEN" 0.54 "dmg taken from bullets increased" 1 "bleeding duration" 5 } "Wrench" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "damage bonus HIDDEN" 0.39 } "Scrap Grappling Hook" { OriginalItemName "TF_WEAPON_GRAPPLINGHOOK" "single wep deploy time decreased" 1.3 "switch from wep deploy time decreased" 1 "projectile speed decreased" 0.8 } /////////////////////////////////////////////////////////////////////////// //Tier 2 ////////////////////////////////////////////////////////////////////////// "****TIER 2 WEAPONS****" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size bonus" 1.25 "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 0 } "Jar of Piss" // The name you would use in Item key in TFBot { OriginalItemName "Jarate" } "Basic Pistol" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size bonus" 1.25 "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 0 "damage bonus HIDDEN" 1.5 "reload time increased hidden" 0.8 } "Basic SMG" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "damage bonus" 1.2 "fire rate bonus" 0.75 "Paintkit_proto_def_index" 403 "Set_item_texture_wear" 1 "damage bonus HIDDEN" 1.5 "continous accuracy mult" 2 "continous accuracy time" 3 } "Wooden Shield" // The name you would use in Item key in TFBot { OriginalItemName "The Chargin' Targe" "max health additive bonus" 15 } "Frag Grenade" // The name you would use in Item key in TFBot { OriginalItemName "Jarate" "special item description" "30 Second Cooldown" "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 "bleeding duration" 3 "mult bleeding dmg" 2.5 "effect bar recharge rate increased" 1.5 "effect cond override" 12 "explosion particle" "rd_robot_explosion" "explosion particle on direct hit" "rd_robot_explosion" "custom impact sound" "=150|ambient\explosions\explode_3.wav" "damage bonus HIDDEN" 24 "damage bonus HIDDEN" 1.5 } "Medigun" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "heal rate penalty" 0.85 "ubercharge rate penalty" 0.6 "overheal decay penalty" 1.2 } "Energy Drink" // The name you would use in Item key in TFBot { OriginalItemName "Festive Bonk 2014" "effect cond override" 32 "mult effect duration" 1.25 "special item description" "Once Consumed: User gains speed buff!" } "Stickybomb Launcher" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "clip size penalty" 0.5 "damage penalty" 0.85 "max pipebombs decreased" -4 "damage bonus HIDDEN" 1.5 } "Cleaver" { OriginalItemName "The Flying Guillotine" "effect bar recharge rate increased" 1.8 "mult bleeding dmg" 2.5 "damage bonus HIDDEN" 1.5 } "Basic Shotgun" // The name you would use in Item key in TFBot { OriginalItemName "The Back Scatter" "spread penalty" 1 "clip size penalty" 1 "clip size bonus" 1.34 "closerange backattack minicrits" 0 "damage bonus HIDDEN" 1.5 } "Basic RPG" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate penalty" 1.5 "projectile gravity" 400 "Projectile speed decreased" 0.85 "damage bonus" 1.2 "clip size penalty" 0.25 "maxammo primary reduced" 0.25 "damage bonus HIDDEN" 1.5 } "Needle Gun" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 1.25 "damage bonus HIDDEN" 1.5 } "Basic Revolver" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "damage bonus HIDDEN" 1.5 } "Flamethrower" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage bonus" 1.25 "weapon burn dmg increased" 2.5 "damage bonus HIDDEN" 1.5 } "Metal Boots" { OriginalItemName "The Bootlegger" "max health additive bonus" 40 "move speed bonus shield required" 1.2 } "Bow" { OriginalItemName "The Huntsman" "damage bonus HIDDEN" 1.5 } "Hunting Rifle" { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "alt-fire disabled" 1 "can headshot" 1 "headshot damage increase" 6 "custom item model" "models\weapons\c_models\c_scopelessrifle\c_scopelessrifle.mdl" "custom weapon fire sound" "=80|weapons\mp40_shoot.wav" "damage bonus HIDDEN" 1.5 "special item description" "headshots don't crit" } "Grenade Launcher" { OriginalItemName "The Loch-n-Load" "clip size penalty" 0.5 "Reload time increased" 1.3 "explosion particle" "rd_robot_explosion" "explosion particle on direct hit" "rd_robot_explosion" "sticky air burst mode" 0 "grenade explode on impact" 1 "custom weapon fire sound" "=80|mvm\giant_demoman\giant_demoman_grenade_shoot.wav" "damage bonus HIDDEN" 1.5 } "Chain Gun" // The name you would use in Item key in TFBot { OriginalItemName "Iron Curtain" // The item used as a base "damage bonus" 2.0 "fire rate penalty" 2.5 "maxammo primary reduced" 0.5 "minigun spinup time increased" 2 "aiming movespeed decreased" 0.6 "damage bonus HIDDEN" 1.5 } "Boxing Gloves" // The name you would use in Item key in TFBot { OriginalItemName "The Killing Gloves of Boxing" "damage bonus HIDDEN" 1.5 } "Bonsaw" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "damage bonus HIDDEN" 1.5 } "Metal Bat" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_BAT" "damage bonus" 1.43 "damage bonus HIDDEN" 1.5 } "Cursed Sword" // The name you would use in Item key in TFBot { OriginalItemName "The Eyelander" "damage bonus" 1.39 "damage bonus HIDDEN" 1.5 } "Jagged Wrench" { OriginalItemName "The Jag" "damage penalty" 0.62 "damage bonus HIDDEN" 1.5 "Construction rate increased" 1.25 } "Fire Ax" { OriginalItemName "Upgradeable TF_WEAPON_FIREAXE" "bleeding duration" 5 "mult bleeding dmg" 2.5 "damage bonus HIDDEN" 1.5 } /////////////////////////////////////////////////////////////////////////// //Tier 3 /////////////////////////////////////////////////////////////////////////// "****TIER 3 WEAPONS****" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size bonus" 1.25 "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 0 } "Minigun" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" // The item used as a base "fire rate bonus" 0.6 "damage bonus" 1.5 "minigun spinup time increased" 1.4 "bullets per shot bonus" 0.5 "damage bonus HIDDEN" 1.75 } "Double Barrel Shotgun" // The name you would use in Item key in TFBot { OriginalItemName "The Force-a-Nature" // The item used as a base "damage bonus" 1.65 "bullets per shot bonus" 1.2 //"clip size penalty HIDDEN" 0.5 "Reload time increased" 1.25 "alt fire attack" 1 "alt fire attributes" "weapon spread bonus|1.4|fire full clip at once|1|dmg penalty vs players|1.5" "damage bonus HIDDEN" 1.75 } "The H.I.V.E. Launcher" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "custom item model" models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl "fire rate bonus" 0.25 "projectile gravity" 200 "Projectile speed increased" 1.15 "damage penalty" 0.8 "Blast radius decreased" 0.85 "clip size bonus" 2 "mini rockets" 1 "maxammo primary increased" 1.2 "damage bonus HIDDEN" 1.75 } "Nail Gun" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "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 "maxammo primary increased" 1.667 "Reload time increased" 1.6 "clip size bonus" 1.25 "fire rate bonus" 0.75 "damage bonus HIDDEN" 1.75 } "Dragon's Breath" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage bonus" 1.75 "weapon burn dmg increased" 5 "flame_speed" 2000 "flame_spread_degree" 16 "damage bonus HIDDEN" 1.75 "custom item model" "models/weapons/c_models/c_flamethrower/c_backburner.mdl" } "Compound Bow" { OriginalItemName "The Fortified Compound" "Projectile speed increased" 1.35 "damage bonus" 1.65 "mult crit dmg" 1.5 "damage bonus HIDDEN" 1.75 } "Sniper Rifle" { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "damage bonus" 1.5 "damage bonus HIDDEN" 1.75 } "Multi-Grenade Launcher" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "clip size bonus" 1.5 "Reload time increased" 1.15 "fire rate bonus" 0.8 "damage bonus" 1.4 "explosion particle" "rd_robot_explosion" "explosion particle on direct hit" "rd_robot_explosion" "maxammo primary increased" 1.125 "damage bonus HIDDEN" 1.75 } "N.R.G. Powered Bolts" // The name you would use in Item key in TFBot { OriginalItemName "The Rescue Ranger" // The item used as a base "Projectile speed increased" 1.4 "damage bonus" 2.5 "fire rate penalty" 1.6 "Reload time increased" 1.65 //"reload full clip at once" 1 "damage bonus HIDDEN" 1.75 } "Leather Boots" { OriginalItemName "The Bootlegger" "mult charge turn control" 4.5 "max health additive bonus" 50 "kill refills meter" 0.33 "move speed bonus shield required" 1.3 "custom item model" models/player/items/soldier/tankerboots.mdl } "Jar of 'milk'" // The name you would use in Item key in TFBot { OriginalItemName "Mad Milk" } "LMG" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "fire rate bonus" 0.6 "clip size bonus" 1.6 "weapon spread bonus" 1.25 "maxammo secondary increased" 2.134 "damage bonus" 1.5 "Reload time increased" 1.6 "custom item model" "models\weapons\c_models\c_brief_negotiator\c_lmg.mdl" "custom weapon fire sound" "=80|lmg_shoot.wav" "damage bonus HIDDEN" 1.75 "continous accuracy mult" 1.5 "continous accuracy time" 1 } "Frontline General" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "fire rate bonus" 0.65 "clip size penalty" 0.67 "hold fire until full reload" 1 "weapon spread bonus" 0.7 "damage bonus HIDDEN" 1.75 "force fire full clip" 1 "custom item model" models/weapons/c_models/c_chains_of_command/c_chains_of_command.mdl "custom weapon fire sound" =80|shadows\hubby_shoot.mp3 } "Frontline General " // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "fire rate bonus" 0.65 "clip size penalty" 0.67 "hold fire until full reload" 1 "weapon spread bonus" 0.7 "damage bonus HIDDEN" 1.75 "force fire full clip" 1 "custom item model" models/weapons/c_models/c_chains_of_command/c_chains_of_command.mdl "custom weapon fire sound" =80|shadows\hubby_shoot.mp3 } "Shockgun" // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" "hidden secondary max ammo penalty" 0.9375 "explosive bullets" 128 "max bullet range" 384 "bullets per shot bonus" 0.1 "projectile penetration" 1 "damage bonus" 20 "damage bonus HIDDEN" 1.75 "fire rate penalty" 3 "reload time increased" 1.65 "mod ammo per shot" 2 "blast dmg to self increased" 0.001 "explosion particle" drg_cow_explosion_sparkles_charged "explosion particle on direct hit" drg_cow_explosion_sparkles_charged "custom item model" models/workshop/weapons/c_models/c_sshockgun/c_sshockgun.mdl "custom weapon fire sound" Shockgun.Shoot "custom impact sound" =85|ambient/energy/zap9.wav "custom hit sound" =80|weapons/physcannon/energy_disintegrate4.wav "custom weapon reload sound" weapons\sniper_railgun_world_reload.wav "special item description" "limited range" "sniper fires tracer" 1 "self dmg push force decreased" 0.001 } "Shockgun " // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "hidden primary max ammo bonus" 0.9375 "explosive bullets" 128 "max bullet range" 384 "bullets per shot bonus" 0.1 "projectile penetration" 1 "damage bonus" 20 "damage bonus HIDDEN" 1.75 "fire rate penalty" 3 "reload time increased" 1.65 "mod ammo per shot" 2 "blast dmg to self increased" 0.001 "explosion particle" drg_cow_explosion_sparkles_charged "explosion particle on direct hit" drg_cow_explosion_sparkles_charged "custom item model" models/workshop/weapons/c_models/c_sshockgun/c_sshockgun.mdl "custom weapon fire sound" Shockgun.Shoot "custom impact sound" =85|ambient/energy/zap9.wav "custom hit sound" =80|weapons/physcannon/energy_disintegrate4.wav "custom weapon reload sound" weapons\sniper_railgun_world_reload.wav "special item description" "limited range" "sniper fires tracer" 1 "self dmg push force decreased" 0.001 } "Hand Cannon" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size penalty" 0.667 "weapon spread bonus" 0.85 "damage bonus" 6.4 "fire rate penalty" 1.8 "Reload time increased" 1.5 "custom item model" "models/workshop/weapons/c_models/c_winger_distol/c_winger_distol.mdl" "custom weapon fire sound" "=90|trespasser/de_shot1.wav" "damage bonus HIDDEN" 1.75 "reload time increased hidden" 0.8 } "Impact Grenade" // The name you would use in Item key in TFBot { OriginalItemName "Jarate" "special item description" "24 Second Cooldown" "custom item model" models\workshop\weapons\c_models\c_quadball\c_quadball_grenade.mdl "custom projectile model" models\weapons\w_models\w_grenade_grenadelauncher.mdl "override projectile type" 3 "grenade explode on impact" 1 "damage bonus" 1.5 "effect bar recharge rate increased" 1.2 "effect cond override" 12 "explosion particle" "rd_robot_explosion" "explosion particle on direct hit" "rd_robot_explosion" "custom impact sound" "=150|ambient\explosions\explode_3.wav" "damage bonus HIDDEN" 24 } "Metal Shield" // The name you would use in Item key in TFBot { OriginalItemName "The Splendid Screen" "max health additive bonus" 25 "move speed bonus" 1.15 } "Quick-Fix" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "ubercharge rate penalty" 0.75 "overheal decay bonus" 0.9 "damage bonus HIDDEN" 1.75 } "Heal-A-Cola" // The name you would use in Item key in TFBot { OriginalItemName "Bonk! Atomic Punch" "effect cond override" 73 //ultraheal "effect bar recharge rate increased" 1.5 "special item description" "Heal user up to a max of 200% HP! 30 second cooldown" } "Spikeybomb Launcher" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb stick to enemies" 1 "clip size penalty" 0.75 "damage bonus" 1.35 "max pipebombs decreased" -4 "explosion particle" "rd_robot_explosion" "explosion particle on direct hit" "rd_robot_explosion" "custom impact sound" "=150|ambient\explosions\explode_3.wav" "damage bonus HIDDEN" 1.75 } "Flare Gun" { OriginalItemName "The Flare Gun" "damage bonus" 2.5 "weapon burn dmg increased" 5 "maxammo secondary reduced" 0.5 "damage bonus HIDDEN" 1.75 } "Jump Pack" { OriginalItemName "The Thermal Thruster" "mult_item_meter_charge_rate" 1.5 } "Kukri" { OriginalItemName "Upgradeable TF_WEAPON_CLUB" "damage bonus" 2 "damage bonus HIDDEN" 1.75 } "Rejuv-saw" { OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "custom item model" "models/workshop/weapons/c_models/c_uberneedle/c_uberneedle.mdl" "damage bonus" 1.65 "heal on hit for rapidfire" 15 "heal on kill" 45 "damage bonus HIDDEN" 1.75 } "Spiky Wrench" { OriginalItemName "The Southern Hospitality" "damage penalty" 0.62 "fire rate bonus" 0.85 "dmg taken from fire increased" 1 "mult bleeding dmg" 2.5 "mult bleeding delay" 0.5 "damage bonus HIDDEN" 1.75 "Construction rate increased" 1.5 } "Long Sword" { OriginalItemName "The Eyelander" "damage bonus" 2.78 "melee range multiplier" 1.5 "custom item model" "models/workshop/weapons/c_models/c_claidheamohmor/c_claidheamohmor.mdl" "damage bonus HIDDEN" 1.75 } "Spiked Bat" { OriginalItemName "The Boston Basher" "damage bonus" 2.86 "hit self on miss" 0 "mult bleeding dmg" 2.5 "mult bleeding delay" 0.5 "damage bonus HIDDEN" 1.75 } /////////////////////////////////////////////////////////////////////////// //Tier 4 /////////////////////////////////////////////////////////////////////////// "****TIER 4 WEAPONS****" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size bonus" 1.25 "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 0 } "Auto Shotgun" { OriginalItemName "The Frontier Justice" "maxammo primary increased" 1.25 "mod sentry killed revenge" 0 "fire rate bonus" 0.5 "damage bonus" 1.25 "weapon spread bonus" 0.8 "clip size bonus" 3.33 "custom item model" models\weapons\c_models\c_tgat\c_tgat.mdl "custom weapon fire sound" "=80|weapons\family_business_shoot.wav" "damage bonus HIDDEN" 2 } "Laser Bazooka" { OriginalItemName "The Cow Mangler 5000" "damage bonus" 3.0 "Blast radius increased" 1.3 "clip size bonus upgrade" 1.5 "fire rate penalty" 1.2 "Reload time increased" 1.2 "weapon burn dmg increased" 12.5 "damage bonus HIDDEN" 2 } "Mechanical Bow" { 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 speed increased" 1.4 "damage bonus" 2.5 "mult crit dmg" 1.8 "bleeding duration" 5 "arrow mastery" 1 "fire rate penalty" 1.5 "maxammo primary reduced" 0.5 "mult bleeding dmg" 5 "mult bleeding delay" 0.5 "damage bonus HIDDEN" 2 } "50. Cal Sniper Rifle" { OriginalItemName "The AWPer Hand" "damage bonus" 2.5 "headshot damage increase" 1.5 "fire rate penalty" 1.4 "maxammo primary reduced" 0.8 "projectile penetration" 1 "damage bonus HIDDEN" 2 "dmg pierces resists absorbs" 1 "damage penalty on bodyshot" 0.65 "custom item model" models/weapons/c_models/c_brainyrifle/c_brainyrifle.mdl } "Particle Rifle" { OriginalItemName "The Pomson 6000" "mult projectile count" 10 "projectile spread angle penalty" 2 "special item description" "Fires 10 Particles at once." "special item description 2" "Each shots takes 50% energy." "special item description 3" "Particles can be fired early at the cost of going into negative energy." "Projectile speed increased" 1.75 "clip size bonus upgrade" 5 "dmg penalty vs players" 2 "Reload time decreased" 0.75 } "Combustor" { OriginalItemName "The Dragon's Fury" "crit vs burning players" 1 "damage bonus vs burning" 2 "weapon burn dmg increased" 10 "damage bonus HIDDEN" 2 "damage bonus" 1.5 } "Multi-Launcher" { OriginalItemName "The Iron Bomber" "mult projectile count" 5 "projectile spread angle penalty" 6 "fire rate bonus" 0.25 "damage bonus" 1.2 "Reload time increased" 1.4 "damage bonus HIDDEN" 2 } "The Cure" //we found it, the cure for cancer { OriginalItemName "The Crusader's Crossbow" "special item description" "Cures an enemy on hit." //"add cond on hit" 43 //"add cond on hit duration" 10 //"add attributes on hit" "mult dmgtaken from melee|0.5" "fire input on hit" "popscript^$CureHit^" "fire input on hit name restrict" player "special item description 2" "Crossbow Bolts can heal teammates" "damage penalty" 0.1 "maxammo primary reduced" 0.067 "damage bonus HIDDEN" 2 } "Riot Shredder" { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "weapon spread bonus" 0.75 "continous accuracy mult" 0.65 "continous accuracy time" 5 "maxammo primary increased" 1.5 "fire rate bonus" 0.8 "damage bonus" 1.2 "minigun spinup time increased" 1.5 "aiming movespeed decreased" 0.75 "spunup_damage_resistance" 0.5 "damage bonus HIDDEN" 2 "custom item model" models/weapons/c_models/c_assault_minigun/c_assault_minigun.mdl } "Freeze Thrower" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage penalty" 0.4 "stun on hit" 1 "stun on hit type" movement "stun on hit slow" 0.85 "weapon burn dmg increased" 10 "damage bonus HIDDEN" 2 "airblast disabled" 1 "custom item model" "models/weapons/c_models/c_flamethrower/c_backburner.mdl" } "Long Fall Boots" { OriginalItemName "The Bootlegger" "mult charge turn control" 4.5 "max health additive bonus" 50 "kill refills meter" 0.33 "move speed bonus shield required" 1.3 "cancel falling damage" 1 "increased jump height" 1.35 "player gravity ballon head" 0.75 "custom item model" models/workshop/player/items/medic/hw2013_moon_boots/hw2013_moon_boots.mdl } "The Forbidden Jar" // The name you would use in Item key in TFBot { OriginalItemName "Jarate" "custom item model" "models\weapons\c_models\c_condjar2\ammodrain.mdl" "custom projectile model" "models\weapons\c_models\c_condjar2\ammodrain.mdl" "item_meter_charge_rate" 45 "effect cond override" 8067864 } "Ray Gun" // The name you would use in Item key in TFBot { OriginalItemName "The Righteous Bison" "clip size bonus upgrade" 3 "fire rate bonus" 0.1 "projectile spread angle penalty" 2 "dmg penalty vs players" 2 "reload time increased hidden" 0.8 } "HMG" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "custom weapon fire sound" "=80|trespasser/mp40f1.wav" "custom item model" models/weapons/c_models/c_hmg/c_hmg.mdl "clip size bonus" 2.4 "maxammo secondary increased" 2.4 "damage bonus" 4 "projectile penetration heavy" 1 "damage bonus HIDDEN" 2 "fire rate penalty" 1.3 "Reload time increased" 1.5 "weapon spread bonus" 0.75 "continous accuracy mult" 2 "continous accuracy time" 5 } "Incendiary Grenade" // The name you would use in Item key in TFBot { 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 "special item description" "20 Second Cooldown" "override projectile type" 3 "grenade explode on impact" 1 "Set DamageType Ignite" 1 "effect cond override" 12 "explosion particle" "rd_robot_explosion" "explosion particle on direct hit" "rd_robot_explosion" "custom impact sound" "=120|spell_fireball_impact.wav" "damage bonus HIDDEN" 32 "weapon burn dmg increased" 12.5 } "Crit-a-Cola Deluxe" // The name you would use in Item key in TFBot { OriginalItemName "Crit-a-Cola" "effect cond override" 39 //full crits "effect bar recharge rate increased" 1.5 "special item description" "Once Consumed: user gains full crits! Recharges in 30 seconds." } "Minelayer" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "clip size bonus" 1.5 "max pipebombs increased" 6 "damage bonus" 3.2 "fire rate penalty" 1.4 "stickybomb charge rate" 0.5 "stickybomb_charge_damage_increase" 1.4 "Reload time increased" 1.5 "Blast radius increased" 1.35 "sticky arm time penalty" 0.6 "damage bonus HIDDEN" 2 "explosion particle" "rd_robot_explosion" "explosion particle on direct hit" "rd_robot_explosion" "custom impact sound" "=150|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" } "Smart Flare" { OriginalItemName "The Manmelter" "damage bonus" 4 "damage bonus HIDDEN" 2 "weapon burn dmg increased" 12.5 "mod projectile heat seek power" 120 "mod projectile heat aim error" 80 "mod projectile heat no predict target speed" 1 "mod projectile heat aim time" 2 "fire rate bonus" 0.65 } "Reverse Medigun" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "paintkit_proto_def_index" 257 "set_item_texture_wear" 0 "medigun attack enemy" 4.5 "medigun particle" "passtime_beam" "ubercharge rate penalty" 0.8 "overheal decay bonus" 0.7 "heal rate bonus" 1.2 "stun on hit" 0.2 "stun on hit type" "panic" "stun on hit slow" 0.25 "stun on hit no giants" 1 } "Jetpack" { OriginalItemName "The Thermal Thruster" "mult_item_meter_charge_rate" 0.4 "thermal_thruster_air_launch" 1 } "Stun Shield" { OriginalItemName "The Splendid Screen" "max health additive bonus" 50 "move speed bonus" 1.2 "no charge impact range" 1 "charge time increased" 0.5 "charge impact damage decreased" 0.75 "damage causes airblast" 1 "apply z velocity on damage" 250 "apply look velocity on damage" 600 "fire input on hit" "popscript^$StunShield^" "fire input on hit name restrict" player "custom item model" models/weapons/c_models/c_airloch/c_airloch.mdl } "Steel Fists" { OriginalItemName "Fists of Steel" "damage bonus" 2.5 "damage bonus HIDDEN" 2 } "Halberd" { OriginalItemName "The Scotsman's Skullcutter" "damage bonus" 4 "damage bonus HIDDEN" 2 "melee range multiplier" 1.7 "melee bounds multiplier" 1.3 "fire rate penalty" 1.3 } "Knife" { OriginalItemName "Upgradeable TF_WEAPON_KNIFE" "damage bonus" 2 "damage bonus HIDDEN" 2 "armor piercing" 50 //50% I think } "Candy Cane" { OriginalItemName "The Candy Cane" "damage bonus" 3 "damage bonus HIDDEN" 2 } "Bear Claws" { OriginalItemName "Upgradeable TF_WEAPON_FISTS" "custom item model" "models/workshop/weapons/c_models/c_bear_claw/c_bear_claw.mdl" "damage bonus" 2 "damage bonus HIDDEN" 2 "bleeding duration" 5 "mult bleeding dmg" 5 "mult bleeding delay" 0.4 } "Teleporter Wrench" { OriginalItemName "The Eureka Effect" "alt fire teleport to spawn" 1 "special taunt" 1 "mod teleporter cost" 0.25 "Construction rate increased" 2 "Construction rate decreased" 1 "metal_pickup_decreased" 1 "fire input on taunt" "popscript^$Teleported^" "special item description" "Using this wrench's special teleport drains 50 hp and 100 metal. Can kill." "special item description 2" "Not having 100 metal will result in the teleport not doing anything. You must be engineer class to use." } "General's Backpack" { OriginalItemName "The Battalion's Backup" "effect cond override" 23066 "increase buff duration" 1.5 "mod soldier buff range" 1.667 } "Drone Controller" { OriginalItemName "The Gunslinger" "max health additive bonus" 0 "Construction rate decreased" 0 "engineer sentry build rate multiplier" 1.7 "special item description" "Replaces sentry with a drone that follows you, custom drone upgrades, cannot pick up buildings. Drone is tied to the ''Drone Controller'' weapon." } } /////////////////////////////////////////////////////////////////////////// //ExtraLoadoutItems /////////////////////////////////////////////////////////////////////////// ExtraLoadoutItems { AllowEquipOutsideSpawn 1 /////////////////////////////////////////////////////////////////////////// //Tier 1 /////////////////////////////////////////////////////////////////////////// Primary { Item "****TIER 1 WEAPONS****" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Scrap Shotgun" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Scrap RPG" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Scrap Revolver" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Scrap Needle Gun" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Homemade Flamethrower" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Old Trooper Rifle" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Peg Leg" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Scrap Pistol" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Scrap SMG" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Homemade Grenade" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Scrap Shield" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Prototype Medigun" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Explosive Gas Can" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Golf Club" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Wooden Bat" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Nailed Plank" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Wrench" Cost 0 allowrefund 0 Hidden 1 } /////////////////////////////////////////////////////////////////////////// //Tier 2 /////////////////////////////////////////////////////////////////////////// Primary { Item "****TIER 2 WEAPONS****" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Basic Shotgun" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Basic RPG" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Needle Gun" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Basic Revolver" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Flamethrower" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Metal Boots" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Bow" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Hunting Rifle" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Grenade Launcher" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Chain Gun" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Basic Pistol" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Basic SMG" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Frag Grenade" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Wooden Shield" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Medigun" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Energy Drink" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Stickybomb Launcher" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Cleaver" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Jar of Piss" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Boxing Gloves" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Bowsaw" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Metal Bat" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Cursed Sword" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Fire Ax" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Jagged Wrench" Cost 0 allowrefund 0 Hidden 1 } /////////////////////////////////////////////////////////////////////////// //Tier 3 /////////////////////////////////////////////////////////////////////////// Primary { Item "****TIER 3 WEAPONS****" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Minigun" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Double Barrel Shotgun" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "The H.I.V.E. Launcher" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Nail Gun" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Dragon's Breath" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Compound Bow" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Sniper Rifle" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Multi-Grenade Launcher" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "N.R.G. Powered Bolts" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Leather Boots" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "LMG" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Shockgun" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Shockgun " Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Frontline General" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Frontline General " Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Hand Cannon" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Impact Grenade" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Metal Shield" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Quick-Fix" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Heal-A-Cola" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Spikeybomb Launcher" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Flare Gun" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Jump Pack" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Jar of 'milk'" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Kukri" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Rejuv-saw" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Spiky Wrench" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Long Sword" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Spiked Bat" Cost 0 allowrefund 0 Hidden 1 } /////////////////////////////////////////////////////////////////////////// //Tier 4 /////////////////////////////////////////////////////////////////////////// Primary { Item "****TIER 4 WEAPONS****" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Auto Shotgun" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Laser Bazooka" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Mechanical Bow" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "50. Cal Sniper Rifle" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Particle Rifle" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Combustor" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Multi-Launcher" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "The Cure" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Riot Shredder" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Freeze Thrower" Cost 0 allowrefund 0 Hidden 1 } Primary { Item "Long Fall Boots" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Ray Gun" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "HMG" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Incendiary Grenade" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Minelayer" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Jetpack" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Smart Flare" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Reverse Medigun" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Crit-A-Cola Deluxe" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "The Forbidden Jar" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "Stun Shield" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Halberd" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Steel Fists" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Knife" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Candy Cane" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Bear Claws" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Teleporter Wrench" Cost 0 allowrefund 0 Hidden 1 } Secondary { Item "General's Backpack" Cost 0 allowrefund 0 Hidden 1 } Melee { Item "Drone Controller" Cost 0 allowrefund 0 Hidden 1 } } /////////////////////////////////////////////////////////////////////////// //Player And Item Attributes /////////////////////////////////////////////////////////////////////////// PlayerAttributes { "min respawn time" 666666 "always allow taunt" 1 "crit mod disabled" 0 "move accuracy mult" 1.33 "duck accuracy mult" 0.5 "midair accuracy mult" 2.0 "can headshot" 1 "use original class weapon animations" 1 scout { "mult airblast refire time" 3 "mult airblast primary refire time" 0.33 "airblast pushback scale" 0.65 "airblast cost increased" 2.5 } soldier { "custom view model" "models/weapons/c_models/c_soldier_arms_rocketless.mdl" "mult airblast refire time" 3 "mult airblast primary refire time" 0.33 "airblast pushback scale" 0.65 "airblast cost increased" 2.5 } demoman { "mult airblast refire time" 3 "mult airblast primary refire time" 0.33 "airblast pushback scale" 0.65 "airblast cost increased" 2.5 } heavyweapons { "mult airblast refire time" 3 "mult airblast primary refire time" 0.33 "airblast pushback scale" 0.65 "airblast cost increased" 2.5 } medic { "mult airblast refire time" 3 "mult airblast primary refire time" 0.33 "airblast pushback scale" 0.65 "airblast cost increased" 2.5 } sniper { "mult airblast refire time" 3 "mult airblast primary refire time" 0.33 "airblast pushback scale" 0.65 "airblast cost increased" 2.5 } engineer { "mult airblast refire time" 3 "mult airblast primary refire time" 0.33 "airblast pushback scale" 0.65 "airblast cost increased" 2.5 "SET BONUS: dmg from sentry reduced" 0.001337 } } /////////////////////////////////////////////////////////////////////////// //Upgrades /////////////////////////////////////////////////////////////////////////// ExtendedUpgrades { perk_tut //fixes bug { Name "Each class can only get one perk, or none." //press 9 to see player stat upgrades Cap 0 Increment 0 Cost 0 PlayerUpgrade 1 Attribute "major move speed bonus" } perk_speeddemon { Name "Perk: Speed Demon" Description "+25% move speed, -25 health" Cap 1.25 Increment 0.25 Cost 0 PlayerUpgrade 1 AllowPlayerClass Scout Attribute "major move speed bonus" SecondaryAttributes { "max health additive penalty" -25 } DisallowedUpgrade { Upgrade perk_airscout Level 1 } DisallowedUpgrade { Upgrade perk_tokens Level 1 } } perk_airscout { Name "Perk: Air-Born" Description "+4 double jumps, no fall damage and minicrits while airborn, 15% slower" Cap 4 Increment 4 Cost 0 PlayerUpgrade 1 AllowPlayerClass Scout Attribute "air dash count" SecondaryAttributes { "move speed penalty" -0.15 "cancel falling damage" 1 } DisallowedUpgrade { Upgrade perk_speeddemon Level 1 } DisallowedUpgrade { Upgrade perk_tokens Level 1 } } perk_tokens { Name "Perk: Token Hoarder" Description "+50% more money per each hell token traded." Cap 1.5 Increment 0.5 Cost 0 PlayerUpgrade 1 AllowPlayerClass Scout Attribute "currency bonus" DisallowedUpgrade { Upgrade perk_airscout Level 1 } DisallowedUpgrade { Upgrade perk_speeddemon Level 1 } } perk_glow { Name "Perk: Callout" Description "attacks now make enemies glow for a few seconds, revealing them to your team, 25% slower reload" Cap 1.25 Increment 0.25 Cost 0 PlayerUpgrade 1 AllowPlayerClass Soldier Attribute "reload time increased" SecondaryAttributes { "fire input on hit" "!self^RunScriptCode^EntFire(`glow_relay`, `trigger`, null, -1, self)" "fire input on hit name restrict" player } DisallowedUpgrade { Upgrade perk_general Level 1 } DisallowedUpgrade { Upgrade perk_marksmen Level 1 } } perk_general { Name "Perk: General" Description "Gains backpack that provides team buffs, -20 hp and no secondary weapons" Cap -40 Increment -40 Cost 0 PlayerUpgrade 1 AllowPlayerClass Soldier Attribute "max health additive penalty" OnApply // Format: target,action,parameter,delay. { Output "!activator,$AwardAndGiveExtraItem,General's Backpack,0" } OnDowngrade // Output fired when the upgrade is being downgraded (undo upgrades or refund button). Format: target,action,parameter,delay. { Output "!activator,$StripExtraItem,General's Backpack,0" } DisallowedUpgrade { Upgrade perk_marksmen Level 1 } DisallowedUpgrade { Upgrade perk_glow Level 1 } } perk_marksmen { Name "Perk: Marksmen" Description "+100% headshot damage, -50% bodyshot damage" Cap 2 Increment 1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Soldier Attribute "headshot damage increase" SecondaryAttributes { "damage penalty on bodyshot" -0.5 } DisallowedUpgrade { Upgrade perk_general Level 1 } DisallowedUpgrade { Upgrade perk_glow Level 1 } } perk_arsonist { Name "Perk: Arsonist" Description "+200% afterburn damage, no airblast and -40% damage to non burning enemies." Cap 3 Increment 2 Cost 0 PlayerUpgrade 1 AllowPlayerClass Pyro Attribute "weapon burn dmg increased" SecondaryAttributes { "dmg penalty vs nonburning" -0.4 "airblast disabled" 1 } DisallowedUpgrade { Upgrade perk_airblaster Level 1 } DisallowedUpgrade { Upgrade perk_selfblast Level 1 } } perk_airblaster { Name "Perk: Airblaster" Description "+150% airblast push force and +35% weapon switch speed, +100% longer time between airblast and flame attacks and -20% damage" Cap 2.5 Increment 1.5 Cost 0 PlayerUpgrade 1 AllowPlayerClass Pyro Attribute "airblast pushback scale" SecondaryAttributes { "deploy time decreased" -0.35 "damage penalty" -0.2 "mult airblast primary refire time" 1 } DisallowedUpgrade { Upgrade perk_arsonist Level 1 } DisallowedUpgrade { Upgrade perk_selfblast Level 1 } } perk_selfblast { Name "Perk: Self-Blast" Description "Air blast now affects you, air blast doesn’t affect enemies and -20% damage." Cap 1 Increment 1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Pyro Attribute "airblast dashes" SecondaryAttributes { "airblast pushback scale" 0.4 "damage penalty" -0.2 } DisallowedUpgrade { Upgrade perk_arsonist Level 1 } DisallowedUpgrade { Upgrade perk_airblaster Level 1 } } perk_explosives { Name "Perk: High-Explosives" Description " +30% blast radius and +120% more blast push force, -25 hp, +25% more self damage." Cap 1.3 Increment 0.3 Cost 0 PlayerUpgrade 1 AllowPlayerClass Demoman Attribute "Blast radius increased" SecondaryAttributes { "self dmg push force increased" 1.2 "damage blast push" 1.2 "blast dmg to self increased" 0.25 "max health additive penalty" -25 } DisallowedUpgrade { Upgrade perk_swordsmen Level 1 } DisallowedUpgrade { Upgrade perk_trapper Level 1 } } perk_swordsmen { Name "Perk: Swordsmen" Description "melee attacks hit all enemies in range and +20% move speed when a shield is equipped, weapons deploy 50% slower." Cap 1 Increment 1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Demoman Attribute "melee cleave attack" SecondaryAttributes { "move speed bonus shield required" 0.2 "deploy time increased" -0.5 } DisallowedUpgrade { Upgrade perk_explosives Level 1 } DisallowedUpgrade { Upgrade perk_trapper Level 1 } } perk_trapper { Name "Perk: Trapper" Description "Stickies now act like the scottish resistance stickies and charge faster, -15% move speed" Cap 1 Increment 1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Demoman Attribute "sticky detonate mode" SecondaryAttributes { "move speed penalty" -0.15 "stickybomb charge rate" -0.65 } DisallowedUpgrade { Upgrade perk_swordsmen Level 1 } DisallowedUpgrade { Upgrade perk_explosives Level 1 } } perk_defensive { Name "Perk: Defensive Powerhouse" Description " +200 hp, -20% move speed and -25% max overheal" Cap 200 Increment 200 Cost 0 PlayerUpgrade 1 AllowPlayerClass Heavyweapons Attribute "max health additive penalty" SecondaryAttributes { "move speed penalty" -0.2 "patient overheal penalty" -0.25 } DisallowedUpgrade { Upgrade perk_heavyweapons Level 1 } DisallowedUpgrade { Upgrade perk_armor Level 1 } } perk_heavyweapons { Name "Perk: Heavyweapons" Description "+20% fire rate and +25% damage, -100 health" Cap 0.8 Increment -0.2 Cost 0 PlayerUpgrade 1 AllowPlayerClass Heavyweapons Attribute "fire rate bonus" SecondaryAttributes { "damage bonus" 0.25 "max health additive penalty" -100 } DisallowedUpgrade { Upgrade perk_defensive Level 1 } DisallowedUpgrade { Upgrade perk_armor Level 1 } } perk_armor { Name "Perk: Hell Armor" Description "+75% fire damage resistance and immunity to afterburn" Cap 0.25 Increment -0.75 Cost 0 PlayerUpgrade 1 AllowPlayerClass Heavyweapons Attribute "dmg taken from fire reduced" SecondaryAttributes { "afterburn immunity" 1 } DisallowedUpgrade { Upgrade perk_defensive Level 1 } DisallowedUpgrade { Upgrade perk_heavyweapons Level 1 } } perk_drone { Name "Perk: Drone Pilot" Description "Replaces sentry with a drone that follows you, custom drone upgrades, cannot pick up buildings." Cap 1 Increment 1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Engineer Attribute "cannot pick up buildings" OnApply // Format: target,action,parameter,delay. { Output "!activator,$AwardAndGiveExtraItem,Drone Controller,0" } OnDowngrade // Output fired when the upgrade is being downgraded (undo upgrades or refund button). Format: target,action,parameter,delay. { Output "!activator,$StripExtraItem,Drone Controller,0" } DisallowedUpgrade { Upgrade perk_despert Level 1 } DisallowedUpgrade { Upgrade perk_sexpert Level 1 } } perk_sexpert { Name "Perk: Sentry Expert" Description "+75% sentry damage, +100% sentry range, -50% dispenser range and 100% slower tele recharge" Cap 2 Increment 1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Engineer Attribute "mult teleporter recharge rate" SecondaryAttributes { "engy dispenser radius increased" -0.5 "engy sentry damage bonus" 0.75 "engy sentry radius increased" 1 } DisallowedUpgrade { Upgrade perk_despert Level 1 } DisallowedUpgrade { Upgrade perk_drone Level 1 } } perk_despert { Name "Perk: Dispenser Expert" Description "+100% dispenser range and +50% dispenser rate, -65% sentry damage and -20% move speed" Cap 0.8 Increment -0.2 Cost 0 PlayerUpgrade 1 AllowPlayerClass Engineer Attribute "move speed penalty" SecondaryAttributes { "engy dispenser radius increased" 1 "mult dispenser rate" 0.5 "engy sentry damage bonus" -0.65 } DisallowedUpgrade { Upgrade perk_sexpert Level 1 } DisallowedUpgrade { Upgrade perk_drone Level 1 } } perk_rejuv { Name "Perk: Rejuvenator" Description "+5 hp on hit and +4 health regen, -20% fire rate and -25% damage" Cap 5 Increment 5 Cost 0 PlayerUpgrade 1 AllowPlayerClass Medic Attribute "heal on hit for rapidfire" SecondaryAttributes { "CARD: health regen" 4 "damage penalty" -0.25 "fire rate penalty" 0.2 } DisallowedUpgrade { Upgrade perk_bio Level 1 } DisallowedUpgrade { Upgrade perk_medigun Level 1 } } perk_medigun { Name "Perk: Biochemist" Description "mediguns give +20% fire rate and damage, -40% heal rate and -60% overheal rate" Cap 0.6 Increment -0.4 Cost 0 PlayerUpgrade 1 AllowPlayerClass Medic Attribute "heal rate penalty" SecondaryAttributes { "overheal fill rate reduced" -0.6 "medigun passive attributes" "damage bonus HIDDEN|1.2|halloween fire rate bonus|0.8" } DisallowedUpgrade { Upgrade perk_bio Level 1 } DisallowedUpgrade { Upgrade perk_rejuv Level 1 } } perk_bio { Name "Perk: Biohazard" Description "bullets deal 75 bleed damage for 4 seconds, -2 health regen" Cap 4 Increment 4 Cost 0 PlayerUpgrade 1 AllowPlayerClass Medic Attribute "bleeding duration" SecondaryAttributes { "health drain medic" -2 "mult bleeding dmg" 18.75 } DisallowedUpgrade { Upgrade perk_rejuv Level 1 } DisallowedUpgrade { Upgrade perk_medigun Level 1 } } perk_precision { Name "Perk: Elite Precision" Description "+25% accuracy and +100% Headshot damage, -25% weapon switch speed" Cap 2 Increment 1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Sniper Attribute "headshot damage increase" SecondaryAttributes { "weapon spread bonus" -0.25 "deploy time increased" 0.5 } DisallowedUpgrade { Upgrade perk_rubberarrow Level 1 } DisallowedUpgrade { Upgrade perk_charge Level 1 } } perk_rubberarrow { Name "Perk: Rubber Arrows" Description "Arrows bounce off of enemies and walls, -30% damage and arrows disappear after 4 seconds" Cap 0.7 Increment -0.3 Cost 0 PlayerUpgrade 1 AllowPlayerClass Sniper Attribute "damage penalty" SecondaryAttributes { "projectile lifetime" 4 "grenade bounce speed" 0.8 "arrow target bounce speed" 0.8 "reset arrow hits on bounce" 1 } DisallowedUpgrade { Upgrade perk_precision Level 1 } DisallowedUpgrade { Upgrade perk_charge Level 1 } } perk_charge { Name "Perk: Charge Up" Description "+50% charge rate, +65% full charge damage, -50% blast radius" Cap 1.5 Increment 0.5 Cost 0 PlayerUpgrade 1 AllowPlayerClass Sniper Attribute "SRifle Charge rate increased" SecondaryAttributes { "sniper full charge damage bonus" 0.65 "blast radius decreased" -0.5 } DisallowedUpgrade { Upgrade perk_rubberarrow Level 1 } DisallowedUpgrade { Upgrade perk_precision Level 1 } } MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 20000 // Max 20000 upgrades on tier 1 2 10000 // Max 10000 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 12 // Min 12 upgrades on tier 1 to unlock tier 2 } upgrade_maxhp { Name "Upgrade: +25 max health" Cap 100 Increment 25 Cost 1000 PlayerUpgrade 1 Attribute "max health additive bonus" } upgrade_hpregen { Name "Upgrade: +5 health regenerated" Cap 20 Increment 5 Cost 750 PlayerUpgrade 1 Attribute "health regen" } upgrade_speed { Name "Upgrade: +10% move speed" Cap 1.3 Increment 0.1 Cost 300 PlayerUpgrade 1 Attribute "move speed bonus" } upgrade_jump { Name "Upgrade: +15% jump height" Cap 1.6 Increment 0.15 Cost 300 PlayerUpgrade 1 Attribute "major increased jump height" } upgrade_damage { Name "+25% damage" Cap 2.5 Increment 0.25 Cost 500 Tier 1 Attribute "CARD: damage bonus" AllowedWeapons //Jesus so many weapons please help me { ItemName "Scrap Shotgun" ItemName "Frontline General" ItemName "Frontline General " ItemName "Scrap RPG" ItemName "Scrap Needle Gun" ItemName "Homemade Flamethrower" ItemName "Old Trooper Rifle" ItemName "Scrap SMG" ItemName "Scrap Revolver" ItemName "Scrap Pistol" ItemName "Homemade Grenade" ItemName "Explosive Gas Can" ItemName "Basic Shotgun" ItemName "Basic RPG" ItemName "Needle Gun" ItemName "Basic Revolver" ItemName "Flamethrower" ItemName "Bow" ItemName "Grenade Launcher" ItemName "Chain Gun" ItemName "Hunting Rifle" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Frag Grenade" ItemName "Stickybomb Launcher" ItemName "Double Barrel Shotgun" ItemName "The H.I.V.E. Launcher" ItemName "Shockgun" ItemName "Shockgun " ItemName "Nail Gun" ItemName "Dragon's Breath" ItemName "Compound Bow" ItemName "Mechanical Bow" ItemName "Multi-Grenade Launcher" ItemName "Minigun" ItemName "Riot Shredder" ItemName "N.R.G. Powered Bolts" ItemName "LMG" ItemName "Hand Cannon" ItemName "Sniper Rifle" ItemName "Impact Grenade" ItemName "Spikeybomb Launcher" ItemName "Flare Gun" ItemName "Auto Shotgun" ItemName "Laser Bazooka" ItemName "The Cure" ItemName "Combustor" ItemName "Freeze Thrower" ItemName "Machinal Bow" ItemName "Multi-Launcher" ItemName "50. Cal Sniper Rifle" ItemName "Particle Rifle" ItemName "HMG" ItemName "Ray Gun" ItemName "Incendiary Grenade" ItemName "The Forbidden Jar" ItemName "Minelayer" ItemName "Smart Flare" Slot "Melee" } } upgrade_firerate { Name "+10% fire rate" Cap 0.4 Increment -0.1 Cost 200 Tier 1 Attribute "melee attack rate bonus" AllowedWeapons { ItemName "Scrap Shotgun" ItemName "Frontline General" ItemName "Frontline General " ItemName "Scrap RPG" ItemName "Scrap Needle Gun" ItemName "Old Trooper Rifle" ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Scrap Revolver" ItemName "Basic Revolver" ItemName "Basic Shotgun" ItemName "Basic RPG" ItemName "Needle Gun" ItemName "Bow" ItemName "Grenade Launcher" ItemName "Chain Gun" ItemName "Hunting Rifle" ItemName "Sniper Rifle" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Stickybomb Launcher" ItemName "Double Barrel Shotgun" ItemName "The H.I.V.E. Launcher" ItemName "Shockgun" ItemName "Shockgun " ItemName "Nail Gun" ItemName "Compound Bow" ItemName "Mechanical Bow" ItemName "Multi-Grenade Launcher" ItemName "Minigun" ItemName "Riot Shredder" ItemName "N.R.G. Powered Bolts" ItemName "LMG" ItemName "Hand Cannon" ItemName "Spikeybomb Launcher" ItemName "Flare Gun" ItemName "Auto Shotgun" ItemName "Laser Bazooka" ItemName "The Cure" ItemName "Machinal Bow" ItemName "Multi-Launcher" ItemName "50. Cal Sniper Rifle" ItemName "Particle Rifle" ItemName "HMG" ItemName "Ray Gun" ItemName "Minelayer" ItemName "Smart Flare" Slot "Melee" } } upgrade_reload { Name "+15% reload speed" Cap 0.25 Increment -0.15 Cost 300 Tier 1 Attribute "faster reload rate" AllowedWeapons { ItemName "Scrap Shotgun" ItemName "Frontline General" ItemName "Frontline General " ItemName "Scrap RPG" ItemName "Scrap Needle Gun" ItemName "Old Trooper Rifle" ItemName "Scrap Revolver" ItemName "Basic Revolver" ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Basic Shotgun" ItemName "Sniper Rifle" ItemName "Basic RPG" ItemName "Needle Gun" ItemName "Bow" ItemName "Grenade Launcher" ItemName "Hunting Rifle" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Stickybomb Launcher" ItemName "Double Barrel Shotgun" ItemName "The H.I.V.E. Launcher" ItemName "Shockgun" ItemName "Shockgun " ItemName "Nail Gun" ItemName "Compound Bow" ItemName "Mechanical Bow" ItemName "Multi-Grenade Launcher" ItemName "N.R.G. Powered Bolts" ItemName "LMG" ItemName "Hand Cannon" ItemName "Spikeybomb Launcher" ItemName "Flare Gun" ItemName "Auto Shotgun" ItemName "Laser Bazooka" ItemName "The Cure" ItemName "Machinal Bow" ItemName "Multi-Launcher" ItemName "50. Cal Sniper Rifle" ItemName "Particle Rifle" ItemName "HMG" ItemName "Ray Gun" ItemName "Minelayer" } } upgrade_clipsize { Name "+25% clip size" Cap 3 Increment 0.25 Cost 350 Tier 1 Attribute "clip size bonus upgrade" AllowedWeapons { ItemName "Scrap Shotgun" ItemName "Frontline General" ItemName "Frontline General " ItemName "Scrap Needle Gun" ItemName "Scrap Revolver" ItemName "Basic Revolver" ItemName "Old Trooper Rifle" ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Basic Shotgun" ItemName "Needle Gun" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Stickybomb Launcher" ItemName "Double Barrel Shotgun" ItemName "Shockgun" ItemName "Shockgun " ItemName "Nail Gun" ItemName "N.R.G. Powered Bolts" ItemName "LMG" ItemName "Hand Cannon" ItemName "Spikeybomb Launcher" ItemName "Auto Shotgun" ItemName "Laser Bazooka" ItemName "Particle Rifle" ItemName "HMG" ItemName "Ray Gun" ItemName "Minelayer" } } upgrade_ammosize_primary { Name "+25% reserve ammo" Cap 2.5 Increment 0.25 Cost 250 Tier 1 Attribute "hidden primary max ammo bonus" AllowedWeapons { ItemName "Scrap Shotgun" ItemName "Scrap RPG" ItemName "Scrap Needle Gun" ItemName "Homemade Flamethrower" ItemName "Old Trooper Rifle" ItemName "Sniper Rifle" ItemName "Basic Shotgun" ItemName "Basic RPG" ItemName "Needle Gun" ItemName "Flamethrower" ItemName "Bow" ItemName "Grenade Launcher" ItemName "Chain Gun" ItemName "Hunting Rifle" ItemName "Double Barrel Shotgun" ItemName "The H.I.V.E. Launcher" ItemName "Nail Gun" ItemName "Dragon's Breath" ItemName "Compound Bow" ItemName "Mechanical Bow" ItemName "Multi-Grenade Launcher" ItemName "Minigun" ItemName "Riot Shredder" ItemName "N.R.G. Powered Bolts" ItemName "Frontline General " ItemName "Shockgun " ItemName "Auto Shotgun" ItemName "The Cure" ItemName "Machinal Bow" ItemName "Multi-Launcher" ItemName "Freeze Thrower" ItemName "50. Cal Sniper Rifle" } } upgrade_ammosize_secondary { Name "+25% reserve ammo" Cap 2.5 Increment 0.25 Cost 250 Tier 1 Attribute "hidden secondary max ammo penalty" AllowedWeapons { ItemName "Frontline General" ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Scrap Revolver" ItemName "Basic Revolver" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Stickybomb Launcher" ItemName "Shockgun" ItemName "LMG" ItemName "Hand Cannon" ItemName "Spikeybomb Launcher" ItemName "Flare Gun" ItemName "HMG" ItemName "Minelayer" } } upgrade_penetration { Name "+1 Bullet penetration" Cap 5 Increment 1 Cost 1000 Tier 1 Attribute "projectile penetration heavy" AllowedWeapons { ItemName "Scrap Shotgun" ItemName "Frontline General" ItemName "Frontline General " ItemName "Old Trooper Rifle" ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Scrap Revolver" ItemName "Basic Revolver" ItemName "Basic Shotgun" ItemName "Bow" ItemName "Chain Gun" ItemName "Hunting Rifle" ItemName "Sniper Rifle" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Double Barrel Shotgun" ItemName "Compound Bow" ItemName "Minigun" ItemName "Riot Shredder" ItemName "LMG" ItemName "Hand Cannon" ItemName "Auto Shotgun" ItemName "Machinal Bow" ItemName "HMG" } } upgrade_eh { Name "Explosive Headshot" Cap 2 Increment 1 Cost 3000 Tier 1 Attribute "explosive sniper shot" AllowedWeapons { ItemName "Scrap SMG" ItemName "Scrap Revolver" ItemName "Basic Revolver" ItemName "Old Trooper Rifle" ItemName "Scrap Pistol" ItemName "Bow" ItemName "Basic SMG" ItemName "Basic Pistol" //ItemName "Hunting Rifle" //doesn't work ItemName "Compound Bow" ItemName "Mechanical Bow" ItemName "LMG" ItemName "Hand Cannon" ItemName "Sniper Rifle" ItemName "Machinal Bow" ItemName "50. Cal Sniper Rifle" ItemName "HMG" } } upgrade_clipsize_atomic { Name "+2 clip size" Cap 8 Increment 2 Cost 400 Tier 1 Attribute "clip size upgrade atomic" AllowedWeapons { ItemName "Scrap RPG" ItemName "Basic RPG" ItemName "Grenade Launcher" ItemName "The H.I.V.E. Launcher" ItemName "Multi-Grenade Launcher" ItemName "Multi-Launcher" ItemName "The Cure" } } upgrade_blastradius { Name "+10% blast radius" Cap 1.5 Increment 0.1 Cost 400 Tier 1 Attribute "Blast radius increased" AllowedWeapons { ItemName "Scrap RPG" ItemName "Homemade Grenade" ItemName "Explosive Gas Can" ItemName "Stickybomb Launcher" ItemName "Spikeybomb Launcher" ItemName "Minelayer" ItemName "Basic RPG" ItemName "Frag Grenade" ItemName "Jar of Piss" ItemName "Grenade Launcher" ItemName "The H.I.V.E. Launcher" ItemName "Shockgun" ItemName "Shockgun " ItemName "Impact Grenade" ItemName "Jar of 'milk'" ItemName "Multi-Grenade Launcher" ItemName "Multi-Launcher" ItemName "Incendiary Grenade" ItemName "The Forbidden Jar" ItemName "Laser Bazooka" } } upgrade_hok { Name "+25 health on kill" Cap 200 Increment 25 Cost 400 Tier 1 Attribute "heal on kill" AllowedWeapons { Slot "Melee" } } upgrade_healrate { Name "+20% heal rate" Cap 3 Increment 0.2 Cost 500 Attribute "heal rate bonus" AllowedWeapons { ItemName "Prototype Medigun" ItemName "Quick-Fix" ItemName "Medigun" ItemName "Reverse Medigun" } } upgrade_healrange { Name "+25% heal range" Cap 2 Increment 0.25 Cost 450 Attribute "mult medigun range" AllowedWeapons { ItemName "Prototype Medigun" ItemName "Quick-Fix" ItemName "Medigun" ItemName "Reverse Medigun" } } upgrade_uberrate { Name "+20% ubercharge rate" Cap 2 Increment 0.20 Cost 500 Attribute "ubercharge rate bonus" AllowedWeapons { ItemName "Prototype Medigun" ItemName "Quick-Fix" ItemName "Medigun" ItemName "Reverse Medigun" } } upgrade_uberduration { Name "+1 second longer uber" Cap 7 Increment 1 Cost 400 Attribute "uber duration bonus" AllowedWeapons { ItemName "Prototype Medigun" ItemName "Quick-Fix" ItemName "Medigun" ItemName "Reverse Medigun" } } upgrade_airblastpush { Name "+25% airblast push force" Cap 2 Increment 0.25 Cost 400 Tier 1 Attribute "airblast pushback scale" AllowedWeapons { ItemName "Homemade Flamethrower" ItemName "Flamethrower" ItemName "Dragon's Breath" ItemName "Combustor" ItemName "Freeze Thrower" } } upgrade_sentrydamage { Name "+50% sentry damage" Cap 6 Increment 0.5 Cost 500 Tier 1 Attribute "engy sentry damage bonus" AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" } } upgrade_buildinghp { Name "+100% build hp" Cap 4 Increment 1 Cost 350 Tier 1 Attribute "engy building health bonus" AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" } } upgrade_dispenserrange { Name "+50% dispenser range" Cap 2.5 Increment 0.5 Cost 200 Tier 1 Attribute "engy dispenser radius increased" AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" } } upgrade_telespeedboost { Name "Speed boost on teleport" Cap 1 Increment 1 Cost 150 Tier 1 Attribute "mod teleporter speed boost" AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" } } upgrade_drone_upgrade_tier_1 { Name "Upgrade Drone" Description "Tier 1: double barrel, 2x attack rate" Cap 0.5 Increment -0.5 Cost 1500 Tier 1 Attribute "engy sentry fire rate increased" AllowedWeapons { ItemName "Drone Controller" } } upgrade_drone_upgrade_tier_2 { Name "Upgrade Drone" Description "Tier 2: Long range, 2x drone range" Cap 2 Increment 1 Cost 2500 Tier 1 Attribute "engy sentry radius increased" RequiredUpgrade { Upgrade "upgrade_drone_upgrade_tier_1" Level 1 } AllowedWeapons { ItemName "Drone Controller" } } upgrade_drone_upgrade_tier_3 { Name "Upgrade Drone" Description "Tier 3: Higher Caliber, 2x damage" Cap 2 Increment 1 Cost 4500 Tier 1 Attribute "engy sentry damage bonus" RequiredUpgrade { Upgrade "upgrade_drone_upgrade_tier_2" Level 1 } AllowedWeapons { ItemName "Drone Controller" } } upgrade_drone_ammo { Name "+50% Drone Ammo" Cap 5 Increment 0.5 Cost 300 Tier 1 Attribute "mvm sentry ammo" AllowedWeapons { ItemName "Drone Controller" } } upgrade_repairrate { Name "+50% repair rate" Cap 3 Increment 0.5 Cost 250 Tier 1 Attribute "Repair rate increased" AllowedWeapons { ItemName "Wrench" ItemName "Spiky Wrench" ItemName "Jagged Wrench" ItemName "Teleporter Wrench" ItemName "N.R.G. Powered Bolts" } } upgrade_airblastcost { Name "-25% airblast cost" Cap 0.25 Increment -0.25 Cost 350 Tier 1 Attribute "airblast cost decreased" AllowedWeapons { ItemName "Homemade Flamethrower" ItemName "Flamethrower" ItemName "Dragon's Breath" ItemName "Combustor" ItemName "Freeze Thrower" } } upgrade_airblastrefire { Name "+20% airblast fire rate" Cap 0.4 Increment -0.2 Cost 200 Tier 1 Attribute "mult airblast refire time" AllowedWeapons { ItemName "Homemade Flamethrower" ItemName "Flamethrower" ItemName "Dragon's Breath" ItemName "Freeze Thrower" // does not work on df aka combustor for some reason } } upgrade_ubercharge_shotguns { Name "übercharge" Cap 2 Increment 1 Cost 7500 Tier 2 Attribute "dmg penalty vs players" SecondaryAttributes { "bullets per shot bonus" 1 "reload time increased hidden" -0.25 } AllowedWeapons { ItemName "Scrap Shotgun" ItemName "Frontline General" ItemName "Frontline General " ItemName "Basic Shotgun" ItemName "Double Barrel Shotgun" ItemName "Auto Shotgun" } } upgrade_ubercharge_explosive { Name "übercharge" Cap 1.65 Increment 0.65 Cost 7500 Tier 2 Attribute "Projectile speed increased HIDDEN" SecondaryAttributes { "Blast radius increased" 0.5 "reload time increased hidden" -0.35 "fire rate bonus HIDDEN" -0.15 "rocket specialist" 1 "grenade bounce damage" 0.8 } AllowedWeapons { ItemName "Scrap RPG" ItemName "Homemade Grenade" ItemName "Basic RPG" ItemName "Grenade Launcher" ItemName "Frag Grenade" ItemName "Stickybomb Launcher" ItemName "The H.I.V.E. Launcher" ItemName "Multi-Grenade Launcher" ItemName "Impact Grenade" ItemName "Spikeybomb Launcher" ItemName "Laser Bazooka" ItemName "Multi-Launcher" ItemName "Incendiary Grenade" ItemName "Minelayer" } } upgrade_ubercharge_flame { Name "übercharge" Cap 1.5 Increment 0.5 Cost 7500 Tier 2 Attribute "weapon burn time increased" SecondaryAttributes { "damage bonus vs burning" 1.5 "weapon burn dmg increased" 15 "mod flamethrower back crit" 1 } AllowedWeapons { ItemName "Homemade Flamethrower" ItemName "Flamethrower" ItemName "Dragon's Breath" ItemName "Flare Gun" ItemName "Freeze Thrower" ItemName "Combustor" ItemName "Smart Flare" } } upgrade_ubercharge_melee { Name "übercharge" Cap 0.1 Increment 0.1 Cost 7500 Tier 2 Attribute "kill combo fire rate boost" SecondaryAttributes { "provide on active" 1 "melee range multiplier" 0.5 "critboost on kill" 1 "restore health on kill" 10 "dmg from ranged reduced" -0.4 } AllowedWeapons { Slot "Melee" } } upgrade_ubercharge_misc { Name "übercharge" Cap 0.75 Increment -0.25 Cost 7500 Tier 2 Attribute "halloween reload time decreased" SecondaryAttributes { "fire rate bonus HIDDEN" -0.25 "dmg penalty vs players" 1.5 "penetrate teammates" 1 } AllowedWeapons { ItemName "Scrap Needle Gun" ItemName "Scrap SMG" ItemName "Scrap Pistol" ItemName "Old Trooper Rifle" ItemName "Scrap Revolver" ItemName "Basic Revolver" ItemName "Basic Shotgun" ItemName "Needle Gun" ItemName "Bow" ItemName "Chain Gun" ItemName "Basic SMG" ItemName "Basic Pistol" ItemName "Hunting Rifle" ItemName "Nail Gun" ItemName "Compound Bow" ItemName "Mechanical Bow" ItemName "Minigun" ItemName "Riot Shredder" ItemName "N.R.G. Powered Bolts" ItemName "LMG" ItemName "Shockgun" ItemName "Shockgun " ItemName "Hand Cannon" ItemName "The Cure" ItemName "Machinal Bow" ItemName "Particle Rifle" ItemName "Sniper Rifle" ItemName "50. Cal Sniper Rifle" ItemName "HMG" ItemName "Ray Gun" } } upgrade_ubercharge_sentry { Name "übercharge" Cap 0.65 Increment -0.35 Cost 10000 Tier 2 Attribute "engy sentry fire rate increased" SecondaryAttributes { "mult dispenser rate" 0.75 "bidirectional teleport" 1 "maxammo metal increased" 1 } AllowedWeapons { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" } } } /////////////////////////////////////////////////////////////////////////// //Replace Weapons /////////////////////////////////////////////////////////////////////////// ItemReplacement // Replace Items { "Upgradeable TF_WEAPON_FISTS" // The replacement target item { ItemSlot "melee" } } ClassLimit //Limits the number of specified classes { Scout 1 Soldier 1 Pyro 1 Demoman 1 Heavyweapons 1 Engineer 1 Medic 1 Sniper 1 Spy 0 //too buggy and I can't fix it } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "damage bonus HIDDEN" 0.54 } ///////////////// //WAVES ///////////////// ///////////////// //START $800 ///////////////// /////////////////////////////////////////////////////////////////////////// //WAVE 1 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $1000 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } RedTeamWipeCausesWaveLoss 1 CustomMaxWaveNumber 30 Explanation { Line "{blue}official wiki: [wip]" Line "{red}***Red team loses if a team wipe occurs***" Line "{green}Time: ??? minutes after Zombie Fortress" Line "{yellow}Location: ¿¿¿ H̵̛̛͚͚̜̪͆̃̂̎͑̃͗͑̿̔e̷̡̨̹̯͖̔ḻ̵̢̨̧̧̳̟̗̺̻̳̫̯̳̾̚l̸̡̺͓̗͖͉̬̲͓̇͑͌͌̈́̐̌̚ ???" Line "{d034eb}Nots: Find weapons from vending machines around the map | Hell Tokens will spawn around the map and from enemies, trade them in for $50 a piece" } WaveSpawn { TotalCount 2000 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot_survivors RandomSpawn 1 Support 1 StartDisabled 1 HideIcon 1 Name Survivors RandomChoice { Shuffle 1 //ensure that you don't get two of the same survivors TFBot { Template T_TFBot_Survivor_1 } TFBot { Template T_TFBot_Survivor_2 } TFBot { Template T_TFBot_Survivor_3 } TFBot { Template T_TFBot_Survivor_4 } TFBot { Template T_TFBot_Survivor_5 } TFBot { Template T_TFBot_Survivor_6 } } } WaveSpawn { TotalCount 2000 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Where spawnbot RandomSpawn 1 Support 1 HideIcon 1 StartDisabled 1 Name Corrupteds RandomChoice { TFBot { Template T_TFBot_Gray_Soldier } TFBot { Template T_TFBot_Gray_Soldier_Direct } TFBot { Template T_TFBot_Gray_Soldier_BlackBox } TFBot { Template T_TFBot_Gray_Soldier_Banner } TFBot { Template T_TFBot_Gray_Heavy } TFBot { Template T_TFBot_Gray_Heavy_Huo } TFBot { Template T_TFBot_Gray_Heavy_Shotgun } TFBot { Template T_TFBot_Gray_Heavy_Bear } TFBot { Template T_TFBot_Gray_Scout } TFBot { Template T_TFBot_Gray_Scout_FaN } TFBot { Template T_TFBot_Gray_Scout_Pistol } TFBot { Template T_TFBot_Gray_Scout_Cleaver } } } WaveSpawn { Name W1 TotalCount 2000 MaxActive 20 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot Where spawnbot_side Where spawnbot_brownnugget Where spawnbot_mineshaft RandomSpawn 1 FirstSpawnOutput { Target wave_change Action Trigger } RandomChoice { TFBot { Template T_TFZombie_Brainsball } } } } }