#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 500 RespawnWaveTime 9999 FixedRespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom Yes //EventPopfile Halloween BotsAreHumans 1 BuybacksPerWave 0 BodyPartScaleSpeed 26 BotHumansHaveRobotVoice 1 BluHumanFlagCapture 0 BluHumanFlagPickup 0 DeathPenalty 250 DisplayRobotDeathNotice 1 ForceHoliday 2 ForceRobotBleed 1 FixedBuybacks 1 RespecEnabled 0 FlagEscortCountOffset -4 FixSetCustomModelInput 1 HHHNoControlPointLogic 1 HHHNonSolidToPlayers 1 HHHHealthPerPlayer 0 HHHChaseRange 9999 HHHQuitRange 10000 HHHHealthBase 5000 HHHChaseDuration 9999 HealOnKillOverhealMelee 0 MaxSpeedLimit 1337 MaxSpectators 1 MinibossSentrySingleKill 1 MaxActiveSkeletons 26 NoJoinMidwave 1 NoReanimators 1 NoHolidayPickups 1 NoThrillerTaunt 1 NoRomevisionCosmetics 1 RobotLimit 26 RemoveGrapplingHooks 1.5 SandmanStun 1 StandableHeads 1 SniperAllowHeadshots 1 TextPrintTime 0 WaveStartCountdown 3 StuckTimeMultiplier 3.5 FastNPCUpdate 1 NoCreditsVelocity 1 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" //////////////////////////////////////////////////////////// ItemBlacklist { Name "Kritz Or Treat Canteen" Name "Default Power Up Canteen (MvM)" Name "Power Up Canteen (MvM)" Name "Battery Canteens" //scout Name "The Back Scatter" Name "TF_WEAPON_SCATTERGUN" Name "Upgradeable TF_WEAPON_SCATTERGUN" Name "concealedkiller_scattergun_nightterror" Name "craftsmann_scattergun_tartantorpedo" Name "craftsmann_scattergun_countrycrusher" Name "craftsmann_scattergun_backcountryblaster" Name "teufort_scattergun_sprucedeuce" Name "powerhouse_scattergun_currentevent" Name "harvest_scattergun_macabreweb" Name "harvest_scattergun_nutcracker" Name "pyroland_scattergun_bluemew" Name "pyroland_scattergun_flowerpower" Name "pyroland_scattergun_shottohell" Name "gentlemanne_scattergun_coffinnail" Name "warbird_scattergun_killerbee" Name "warbird_scattergun_corsair" Name "Silver Botkiller Scattergun Mk.I" Name "Gold Botkiller Scattergun Mk.I" Name "Rust Botkiller Scattergun Mk.I" Name "Blood Botkiller Scattergun Mk.I" Name "Carbonado Botkiller Scattergun Mk.I" Name "Diamond Botkiller Scattergun Mk.I" Name "Silver Botkiller Scattergun Mk.II" Name "Gold Botkiller Scattergun Mk.II" ClassName "tf_weapon_pep_brawler_blaster" ClassName "tf_weapon_soda_popper" //soldier ClassName "tf_weapon_rocketlauncher" ClassName "tf_weapon_rocketlauncher_directhit" ClassName "tf_weapon_rocketlauncher_airstrike" ClassName "tf_weapon_particle_cannon" //pyro ClassName "tf_weapon_flamethrower" ClassName "tf_weapon_rocketlauncher_fireball" //demoman ClassName "tf_weapon_grenadelauncher" ClassName "tf_weapon_cannon" ItemName "Stickybomb Jumper" ItemName "Ali Baba's Wee Booties" ItemName "The Bootlegger" //heavy ClassName "tf_weapon_minigun" //engineer //sniper ClassName "tf_weapon_compound_bow" ClassName "tf_weapon_sniperrifle" ClassName "tf_weapon_sniperrifle_decap" ClassName "tf_weapon_sniperrifle_classic" //medic ClassName "tf_weapon_medigun" //sniper ClassName "tf_weapon_invis" ClassName "tf_weapon_pda_spy" } //////////////////////////////////////////////////////////// PlayerAttributes { "min respawn time" 9999 "always allow taunt" 1 "crit mod disabled" 0 Engineer { "mvm sentry ammo" 0.5 //experimental sentry "engy sentry fire rate increased" 5 //experimental sentry "mult teleporter recharge rate" 0.25 //make level 1 tele usable "building max level" 1 //make dispenser not meta or essential "mod teleporter speed boost" 1 //teleport buff "hidden secondary max ammo penalty" 0.18 //nerf dumb 200 ammo to scout's 36 } } ItemAttributes { ItemName "The Force-a-Nature" "damage penalty" 0.75 "bullets per shot bonus" 1 "scattergun has knockback" 0 } ItemAttributes { ItemName "Festive Force-a-Nature" "damage penalty" 0.75 "bullets per shot bonus" 1 "scattergun has knockback" 0 } ItemAttributes { ItemName "The Shortstop" "reload time increased hidden" 1 "damage penalty" 0.75 } ItemAttributes { ItemName "Pretty Boy's Pocket Pistol" "can headshot" 1 } ItemAttributes { ItemName "Bonk! Atomic Punch" "max health additive bonus" 25 "effect cond override" 26 } ItemAttributes { ItemName "Festive Bonk 2014" "max health additive bonus" 25 "effect cond override" 26 } ItemAttributes { ItemName "Crit-a-Cola" "max health additive bonus" 25 "effect cond override" 11 } ItemAttributes { ItemName "The Flying Guillotine" "always crit" 1 } ItemAttributes { ItemName "Mad Milk" "mult effect duration" 0.5 } ItemAttributes { ItemName "Mutated Milk" "mult effect duration" 0.5 } ItemAttributes { ItemName "The Gas Passer" "weapon burn dmg increased" 2 "item_meter_charge_type" 1 "item_meter_charge_rate" 15 "item_meter_damage_for_full_charge" 0 "grenades1_resupply_denied" 0 "item_meter_resupply_denied" 0 "item_meter_charge_type_3_DISPLAY_ONLY" 0 "item_meter_starts_empty_DISPLAY_ONLY" 0 } ItemAttributes { ItemName "The Thermal Thruster" "mult stun resistance" 0 } ItemAttributes { ItemName "The Manmelter" "damage bonus" 2 "weapon burn dmg increased" 2 } ItemAttributes { ItemName "The Boston Basher" "provide on active" 1 "melee cleave attack" 1 "hit self on miss" 1 "health regen" 8 } ItemAttributes { ItemName "Three-Rune Blade" "provide on active" 1 "health regen" 8 } ItemAttributes { ItemName "The B.A.S.E. Jumper" "increased air control" 4 } ItemAttributes { ItemName "The Gunboats" "mult stun resistance" 0 } ItemAttributes { ItemName "The Mantreads" "max health additive bonus" 50 } ItemAttributes { ItemName "The Battalion's Backup" "max health additive bonus" 0 } ItemAttributes { ItemName "The Concheror" "health regen" 0 } ItemAttributes { ItemName "The Market Gardener" "crit from behind" 1 "increased jump height from weapon" 1.25 "mult dmg vs tanks" 0.335 } ItemAttributes { ItemName "The Eyelander" "decapitate type" 0 "dmg taken increased" 1.15 "max health additive penalty" 0 } ItemAttributes { ItemName "Festive Eyelander" "decapitate type" 0 "dmg taken increased" 1.15 "max health additive penalty" 0 "set turn to ice" 1 } ItemAttributes { ItemName "Nessie's Nine Iron" "decapitate type" 0 "dmg taken increased" 1.15 "max health additive penalty" 0 } ItemAttributes { ItemName "The Horseless Headless Horseman's Headtaker" "decapitate type" 0 "dmg taken increased" 1.15 "max health additive penalty" 0 } ItemAttributes { ItemName "The Half-Zatoichi" "restore health on kill" 100 "honorbound" 0 } ItemAttributes { ItemName "The Persian Persuader" "dmg taken increased" 1.15 } ItemAttributes { ItemName "The Scotsman's Skullcutter" "dmg taken increased" 1.15 } ItemAttributes { ClassName "TF_WEAPON_PIPEBOMBLAUNCHER" "damage penalty" 0.35 "max pipebombs increased" -4 "self dmg push force decreased" 0 } ItemAttributes //too suicidal, removed mobility { ItemName "The Ullapool Caber" "dmg pierces resists absorbs" 1 "blast dmg to self increased" 0.48 "self dmg push force decreased" 0 "regenerate stickbomb" 1 } ItemAttributes { ClassName "tf_weapon_lunchbox" "gesture speed increase" 1.75 } ItemAttributes { ItemName "The Holiday Punch" "crit does no damage" 0 "mult dmg vs tanks" 0.335 "set turn to ice" 1 } ItemAttributes { ItemName "The Killing Gloves of Boxing" "critboost on kill" 0 "melee cleave attack" 1 } ItemAttributes { ItemName "Fists of Steel" "provide on active" 1 "mult stun resistance" 0 } ItemAttributes { ItemName "The Widowmaker" "mod ammo per shot" 65 } ItemAttributes { ItemName "The Gunslinger" "move speed penalty" 0.85 } ItemAttributes { ItemName "The Blutsauger" "provide on active" 1 "health drain" -6 } ItemAttributes { ItemName "Darwin's Danger Shield" "special item description" "Replaced with Grappling Hook" } ItemAttributes { ItemName "The Razorback" "special item description" "Replaced with Grappling Hook" } ItemAttributes { ItemName "The Cozy Camper" "special item description" "Replaced with Grappling Hook" } ItemAttributes { ItemName "L'Etranger" "fire rate bonus" 0.15 "spread penalty" 3 "Reload time increased" 2 } ItemAttributes { ItemName "The Ambassador" "dmg pierces resists absorbs" 1 "crit_dmg_falloff" 0 } ItemAttributes { ItemName "Your Eternal Reward" "disguise on backstab" 0 } ItemAttributes { ItemName "The Wanga Prick" "disguise on backstab" 0 } ItemAttributes { ItemName "The Spy-cicle" "set turn to ice" 1 } ItemAttributes { ItemName "TF_WEAPON_GRAPPLINGHOOK" "special item description" "Hook marks enemy for death | +25 health on wearer | vanish faster" "max health additive bonus" 25 "mark for death" 1 } ItemAttributes { ItemName "The Outdoorsman" "SPELL: set item tint RGB" 5 } ItemAttributes { ItemName "The Apparatchik's Apparel" "SPELL: set item tint RGB" 5 } ItemAttributes { ItemName "Batsaber" "SPELL: set item tint RGB" 5 } ItemAttributes { ItemName "Gold Frying Pan" "dmg taken increased" 2 } ItemAttributes { ItemName "Golden Wrench" "dmg taken increased" 2 } ItemAttributes { ItemSlot "melee" "mult dmg vs npc" 3 "penetrate teammates" 1 "is dropped weapon" 1 } ItemAttributes { ItemSlot "secondary" "penetrate teammates" 1 "is dropped weapon" 1 } ItemAttributes { ItemSlot "primary" "penetrate teammates" 1 "is dropped weapon" 1 } ItemAttributes { ItemSlot "pda" "is dropped weapon" 1 } ItemAttributes { ItemSlot "pda2" "is dropped weapon" 1 } ItemAttributes { ItemSlot "utility" "is dropped weapon" 1 } ItemAttributes { ItemSlot "building" "is dropped weapon" 1 } //////////////////////////////////////////////////////////// CustomWeapon { Name "Big Man" OriginalItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "cannot be upgraded" 1 "clip size penalty" 0.5 "damage bonus" 1.25 "attack projectiles" 2 "no damage falloff" 1 "max pipebombs increased" -6 "self dmg push force decreased" 0 "hidden secondary max ammo penalty" 0.79 "custom item model" "models\weapons\c_models\c_big_man\c_stickybomb_launcher.mdl" "special item description" "Fires strong stickybombs, no damage falloff but has less ammo." "special item description 2" "Feels like that one time I got invited to the mafia leader's house." } CustomWeapon { Name "Slug Rifle" OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER" "cannot be upgraded" 1 "can headshot" 1 "dmg pierces resists absorbs" 1 "weapon spread bonus" 0.5 "revolver use hit locations" 1 "mark for death" 1 "crit kill will gib" 1 "custom weapon fire sound" "=80|weapons\shotgun\shotgun_fire6.wav" "custom item model" "models\weapons\c_models\c_rapidfire\c_rapidfire_1.mdl" } CustomWeapon { Name "Incendiary Rifle" OriginalItemName "TF_WEAPON_SHOTGUN_PYRO" "cannot be upgraded" 1 "weapon spread bonus" 0.5 "Set DamageType Ignite" 1 "minicrit vs burning player" 1 "custom weapon fire sound" "=80|weapons\flaregun\fire.wav" "custom item model" "models\weapons\c_models\c_the_bolshevik_bomber\c_the_bolshevik_bomber_1.mdl" } CustomWeapon { Name "Veruc" OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "cannot be upgraded" 1 "can headshot" 1 "damage bonus" 1.75 "fire rate penalty" 0.35 "Reload time increased" 1.5 "dmg pierces resists absorbs" 1 "bullets per shot bonus" 0.25 "clip size bonus" 6.7 "maxammo primary reduced" 4.7 "reload full clip at once" 1 "custom kill icon" "the_classic" "custom weapon fire sound" "=75|weapons/mp40_shoot.wav" "custom weapon reload sound" "weapons/smg1/smg1_reload.wav" "custom item model" "models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl" "special item description" "A makeshift assault rifle that is just as deadly as an original one." "special item description 2" "You come in my way, then you're gonna get the HIGHWAY." } CustomWeapon { Name "Hand Cannon" OriginalItemName "TF_WEAPON_PISTOL" "cannot be upgraded" 1 "can headshot" 1 "damage bonus" 3 "fire rate penalty" 2 "clip size penalty" 0.5 "dmg pierces resists absorbs" 1 "revolver use hit locations" 1 "hidden secondary max ammo penalty" 0.68 "custom item model" "models\workshop\weapons\c_models\c_winger_distol\c_winger_distol.mdl" } CustomWeapon { Name "Breathtaker" OriginalItemName "TF_WEAPON_PISTOL" "cannot be upgraded" 1 "can headshot" 1 "damage bonus" 4 "clip size penalty" 0.5 "fire rate penalty" 3 "dmg pierces resists absorbs" 1 "Reload time increased" 2 "revolver use hit locations" 1 "custom item model" "models\weapons\c_models\c_gamma_gazer\c_gamma_gazer.mdl" "special item description" "Moderate damage and all around reliable revolver." "special item description 2" "Will take your breath away." } CustomWeapon { Name "Burning Rose" OriginalItemName "TF_WEAPON_REVOLVER" "cannot be upgraded" 1 "can headshot" 1 "damage bonus" 1.5 "Set DamageType Ignite" 1 "crit vs burning players" 1 "fire rate penalty" 0.8 "clip size penalty" 0.5 "revolver use hit locations" 1 "hidden secondary max ammo penalty" 0.68 "custom item model" "models\weapons\c_models\c_death_blossom\c_death_blossom.mdl" "special item description" "Shoots high damage incendiary bullets that engulfs the target in flames." "special item description 2" "Would you like a rose?~" } CustomWeapon { Name "Riot Rifle" OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "cannot be upgraded" 1 "dmg pierces resists absorbs" 1 "attack projectiles" 2 "explosive bullets" 74 "bullets per shot bonus" 0.1 "fire rate penalty" 2.5 "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "hidden secondary max ammo penalty" 0.61 "crit kill will gib" 1 "no damage falloff" 1 "damage bonus" 16.7 "crits_become_minicrits" 1 "self dmg push force decreased" 0.25 "explosion particle" "rd_robot_explosion_smoke_linger" "custom item model" "models\weapons\c_models\c_chains_of_command\c_chains_of_command.mdl" } CustomWeapon { Name "Star Gazer" OriginalItemName "TF_WEAPON_SNIPERRIFLE" "cannot be upgraded" 1 "damage bonus" 5 "reload time increased" 2 "sniper fires tracer" 1 "maxammo primary reduced" 0.15 "custom weapon fire sound" "=80|weapons/shooting_star_shoot.wav" "custom item model" "models/workshop/weapons/c_models/c_essendon_eliminator\c_essendon_eliminator.mdl" "special item description" "Fires charged plasma bullets that can deal massive damage but cannot pierce resistances." "special item description 2" "When are you planning to stop looking at me through that scope, pervert." } CustomWeapon { Name "Hellmaker" OriginalItemName "TF_WEAPON_SMG" "cannot be upgraded" 1 "clip size bonus" 2 "Reload time increased" 2 "damage bonus" 1.5 "dmg pierces resists absorbs" 1 "revolver use hit locations" 1 "maxammo secondary increased" 2 "custom item model" models\weapons\c_models\c_heckler\c_smg.mdl "special item description" "Shoots high damage bullets and can pierce resistances." "special item description 2" "You aren't thinking of playing Helltaker now are you?" } ExtraLoadoutItems { Scout { Secondary "Hand Cannon" } Soldier { Secondary "Slug Rifle" } Pyro { Secondary "Incendiary Rifle" } Demoman { Secondary "Big Man" } HeavyWeapons { Secondary "Riot Rifle" } Engineer { Primary "Veruc" Secondary "Hand Cannon" Secondary "Breathtaker" } Sniper { Primary "Star Gazer" Secondary "Hellmaker" } Spy { Secondary "Burning Rose" } } //////////////////////////////////////////////////////////// Templates { Undead1 { Class Scout Classicon heavy_zombie_lite Name "Undead Scout" Scale 1 Skill Expert Health 100 Action Mobber NoIdleSound 1 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Item "Zombie Scout" Item "Basic Spellbook" Item "The Bat Outta Hell" Item "Baseball Bill's Sports Shine" StripItemSlot 0 StripItemSlot 1 ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "bread_bite" "custom hit sound" "physics/flesh/flesh_bloody_break.wav" "is invisible" 1 } CharacterAttributes { "move speed bonus" 0.65 "damage bonus" 0.72 "fire rate penalty" 2 "heal on kill" 1337 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "crit kill will gib" 1 "gesture speed increase" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } PainSound =65|physics\body\body_medium_break3.wav DeathSound physics\body\body_medium_break2.wav } Undead2 { Class Soldier Classicon heavy_zombie_lite Name "Undead Soldier" Scale 1 Skill Expert Health 100 Action Mobber NoIdleSound 1 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Item "Zombie Soldier" Item "Basic Spellbook" Item "The Bat Outta Hell" Item "Baseball Bill's Sports Shine" StripItemSlot 0 StripItemSlot 1 ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "bread_bite" "custom hit sound" "physics/flesh/flesh_bloody_break.wav" "is invisible" 1 } CharacterAttributes { "move speed bonus" 0.65 "damage bonus" 0.385 "fire rate penalty" 1.5 "heal on kill" 1337 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "crit kill will gib" 1 "gesture speed increase" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } PainSound =65|physics\body\body_medium_break4.wav DeathSound physics\body\body_medium_break3.wav } Undead3 { Class Pyro Classicon heavy_zombie_lite Name "Undead Pyro" Scale 1 Skill Expert Health 100 Action Mobber NoIdleSound 1 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Item "Zombie Pyro" Item "Basic Spellbook" Item "The Bat Outta Hell" Item "The Grisly Gumbo" StripItemSlot 0 StripItemSlot 1 ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "bread_bite" "custom hit sound" "physics/flesh/flesh_bloody_break.wav" "is invisible" 1 } ItemModel { ItemName "The Grisly Gumbo" Model "models/empty.mdl" } CharacterAttributes { "move speed bonus" 0.65 "damage bonus" 0.385 "fire rate penalty" 1.5 "heal on kill" 1337 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "crit kill will gib" 1 "gesture speed increase" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } PainSound =65|physics\body\body_medium_break2.wav DeathSound physics\body\body_medium_break4.wav } Undead4 { Class Demoman Classicon heavy_zombie_lite Name "Undead Demoman" Scale 1 Skill Expert Health 100 Action Mobber NoIdleSound 1 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Item "Zombie Demo" Item "Basic Spellbook" Item "The Bat Outta Hell" StripItemSlot 0 StripItemSlot 1 ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "bread_bite" "custom hit sound" "physics/flesh/flesh_bloody_break.wav" "is invisible" 1 } CharacterAttributes { "move speed bonus" 0.65 "damage bonus" 0.385 "fire rate penalty" 1.5 "heal on kill" 1337 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "crit kill will gib" 1 "gesture speed increase" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } PainSound =65|physics\body\body_medium_break3.wav DeathSound physics\body\body_medium_break2.wav } Undead5 { Class Heavyweapons Classicon heavy_zombie_lite Name "Undead Heavy" Scale 1 Skill Expert Health 200 Action Mobber NoIdleSound 1 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Item "Zombie Heavy" Item "Basic Spellbook" StripItemSlot 0 StripItemSlot 1 ItemAttributes { ItemName "TF_WEAPON_FISTS" "custom kill icon" "bread_bite" "custom hit sound" "physics/flesh/flesh_bloody_break.wav" } CharacterAttributes { "move speed bonus" 0.65 "damage bonus" 0.385 "fire rate penalty" 1.5 "heal on kill" 1337 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "crit kill will gib" 1 "gesture speed increase" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } PainSound =65|physics\body\body_medium_break4.wav DeathSound physics\body\body_medium_break3.wav } Undead6 { Class Engineer Classicon heavy_zombie_lite Name "Undead Engineer" Scale 1 Skill Expert Health 100 Action Mobber NoIdleSound 1 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Item "Zombie Engineer" Item "Basic Spellbook" Item "The Bat Outta Hell" Item "Baseball Bill's Sports Shine" StripItemSlot 0 StripItemSlot 1 StripItemSlot 3 StripItemSlot 4 StripItemSlot 5 StripItemSlot 6 ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "bread_bite" "custom hit sound" "physics/flesh/flesh_bloody_break.wav" "is invisible" 1 } CharacterAttributes { "move speed bonus" 0.65 "damage bonus" 0.385 "fire rate penalty" 1.5 "heal on kill" 1337 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "crit kill will gib" 1 "gesture speed increase" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } PainSound =65|physics\body\body_medium_break2.wav DeathSound physics\body\body_medium_break4.wav } Undead7 { Class Medic Classicon heavy_zombie_lite Name "Undead Medic" Scale 1 Skill Expert Health 100 Action Mobber NoIdleSound 1 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Item "Zombie Medic" Item "Basic Spellbook" Item "The Bat Outta Hell" Item "Emerald Jarate" StripItemSlot 0 StripItemSlot 1 ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "bread_bite" "custom hit sound" "physics/flesh/flesh_bloody_break.wav" "is invisible" 1 } Taunt { Delay 20 Cooldown 20 Repeats 20 } CharacterAttributes { "enables aoe heal" 1 "move speed bonus" 0.65 "damage bonus" 0.385 "fire rate penalty" 1.5 "heal on kill" 1337 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "crit kill will gib" 1 "gesture speed increase" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } PainSound =65|physics\body\body_medium_break3.wav DeathSound physics\body\body_medium_break2.wav } Undead8 { Class Sniper Classicon heavy_zombie_lite Name "Undead Sniper" Scale 1 Skill Expert Health 100 Action Mobber NoIdleSound 1 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Item "Zombie Sniper" Item "Basic Spellbook" Item "The Bat Outta Hell" Item "Baseball Bill's Sports Shine" Item "The Jarmaments" StripItemSlot 0 StripItemSlot 1 ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "bread_bite" "custom hit sound" "physics/flesh/flesh_bloody_break.wav" "is invisible" 1 } CharacterAttributes { "mark for death" 1 "jarate backstabber" 1 "move speed bonus" 0.65 "damage bonus" 0.385 "fire rate penalty" 1.5 "heal on kill" 1337 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "crit kill will gib" 1 "gesture speed increase" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } PainSound =65|physics\body\body_medium_break4.wav DeathSound physics\body\body_medium_break3.wav } Undead9 { Class Medic Classicon heavy_zombie_lite Name "Undead Spy" Scale 1 Skill Expert Health 100 Action Mobber NoIdleSound 1 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Item "Zombie Spy" Item "Basic Spellbook" Item "The Bat Outta Hell" UseCustomModel models/player/spy.mdl Skin 23 StripItemSlot 0 StripItemSlot 1 ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "bread_bite" "custom hit sound" "physics/flesh/flesh_bloody_break.wav" "is invisible" 1 } CharacterAttributes { "crit from behind" 1 "move speed bonus" 0.65 "damage bonus" 0.385 "fire rate penalty" 1.5 "heal on kill" 1337 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "crit kill will gib" 1 "gesture speed increase" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } PainSound =65|physics\body\body_medium_break2.wav DeathSound physics\body\body_medium_break4.wav } Undead_Leaper { Class Scout Classicon spy_facepeel_lite Name "Undead Leaper" Tag bot_leaper Scale 1.15 Skill Expert Health 500 Action Mobber NoIdleSound 1 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 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" StripItemSlot 0 StripItemSlot 1 ItemAttributes { ItemName "The Bat Outta Hell" "is invisible" 1 "Blast radius decreased" 0.0025 "damage bonus" 0.0025 "dmg bonus vs buildings" 99999 "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" "fire input on hit" "!self^fireuser1^0" "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" 1337 "stomp player force" 100 "stomp player time" 0.1 "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 =65|physics\body\body_medium_break2.wav DeathSound npc/fast_zombie/fz_frenzy1.wav } Zombie_Skeleton1 { Class Pyro Classicon dead_blu_lite Name "Skeleton" UseCustomModel models/bots/skeleton_sniper/skeleton_sniper.mdl Scale 1 Skill Expert Health 250 Action Mobber NoIdleSound 1 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 Item "Brigade Helm" Item "Trickster's Turnout Gear" Item "Medi-Mask" StripItemSlot 0 StripItemSlot 1 ItemAttributes { ItemName "TF_WEAPON_FIREAXE" "is invisible" 1 "custom kill icon" "skull_tf" "dmg taken from bullets increased" 0.8 "dmg from melee increased" 3 "dmg taken from blast increased" 3 } CharacterAttributes { "move speed bonus" 0.65 "damage bonus" 0.0025 "bleeding duration" 8 "fire rate penalty" 1.5 "afterburn immunity" 1 "increased jump height" 1.3 "not solid to players" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "gesture speed increase" 1.5 "voice pitch scale" 0 "cannot be backstabbed" 1 "override footstep sound set" 0 } DeathSound physics\body\body_medium_break4.wav } Undead_Corroder { Class Pyro Skill Expert Health 300 StripItem "Zombie Pyro" Name "Undead Spitter" StripItemSlot 0 Action Mobber Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings DesiredAttackRange 50 ClassIcon pyro_spitter Item "The Gas Passer" UseCustomModel "models/kirillian/infected/spyro_v4.mdl" Scale 1.1 Skin 1 NoIdleSound 1 DeathSound =80|shadows/gas_death.mp3 WeaponSwitch { Delay 1 Cooldown 0 Repeats 1 Type "Melee" } WeaponSwitch // spittin { Delay 2 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Secondary" } Sequence { Delay 2.5 Cooldown 10 Repeats 0 IfSeeTarget 1 Name spitter_spitting } WeaponSwitch { Delay 3.5 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Melee" } ItemAttributes { ItemName tf_weapon_fireaxe "damage bonus HIDDEN" 0.77 "dmg taken from bullets increased" 3 "dmg from melee increased" 0.8 "dmg taken from blast increased" 0.8 "dmg taken from fire increased" 0.5 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "custom kill icon" unarmed_combat "custom impact sound" Weapon_Fist.HitFlesh } ItemAttributes { ItemName "The Gas Passer" "provide on active" 1 "is invisible" 1 "move speed penalty" 0.4 "mult_item_meter_charge_rate" 0.1 "weapon burn dmg increased" 1.25 "applies snare effect" 0.4 "weapon burn time reduced" 0.6 // so people don't get infinite afterburn from getting spat on constantly "custom projectile model" models/weapons/w_models/w_drg_ball.mdl "custom weapon fire sound" =80|shadows/gas_spit.mp3 "cannot be sapped" 1 "no_jump" 1 } CharacterAttributes { "move speed bonus" 0.65 // "voice pitch scale" 0 "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 } } Support_1 { Name "Tears" Class Sniper Classicon heavy_mittens Tag bot_notplayer Tag noregen Health 250 Skill Expert WeaponRestrictions SecondaryOnly Item "Frying Pan" Item "Hellmaker" Item "Corona Australis" Item "Wagga Wagga Wear" Item "The Triggerman's Tacticals" Item "Support Spurs" CharacterAttributes { "dmg taken from crit reduced" 0 } Action Mobber StripItemSlot 0 AddCond { Name TF_COND_REPROGRAMMED } ItemAttributes { ItemName "Frying Pan" "is dropped weapon" 1 } WeaponSwitch { Delay 0 Repeats 99 Cooldown 20 IfSeeTarget 0 Type "Secondary" IfHealthAbove "199" } InterruptAction { Target "moveup" Delay 78 Repeats 1 Duration 1 } WeaponSwitch { Delay 93 Repeats 1 Duration 1 Type "Secondary" } AimAt Head } Support_2 { Name "Brain" Class Engineer Classicon heavy_mittens Tag bot_notplayer Tag noregen Health 350 Skill Expert Item "Hand Cannon" Item "The Flared Frontiersman" Item "Packable Provisions" Item "The Hunter in Darkness" Item "The Western Wraps" CharacterAttributes { "health regen" 10 "dmg taken from crit reduced" 0 "increased air control" 100 } AddCond { Name TF_COND_REPROGRAMMED } Action Mobber AimAt Head StripItemSlot 0 StripItemSlot 2 StripItemSlot 3 StripItemSlot 4 StripItemSlot 5 StripItemSlot 6 NoPushAway 1 } Support_3 { Name "John" Class Soldier Classicon heavy_mittens Tag bot_notplayer Tag noregen Health 250 Skill Expert WeaponRestrictions SecondaryOnly Item "Slug Rifle" Item "Ritzy Rick's Hair Fixative" Item "EOTL_Coldfront Curbstompers" Item "The Spellbinder's Bonnet" Item "The Chaser" Item "The Pain Train" Action Mobber StripItemSlot 0 AddCond { Name TF_COND_REPROGRAMMED } ItemAttributes { ItemName "The Pain Train" "is dropped weapon" 1 } CharacterAttributes { "dmg taken from crit reduced" 0 } WeaponSwitch { Delay 0 Repeats 99 IfSeeTarget 0 Type "Melee" IfHealthBelow "76" } WeaponSwitch { Delay 0 Repeats 99 Cooldown 20 IfSeeTarget 0 Type "Secondary" IfHealthAbove "199" } InterruptAction { Target "moveup" Delay 78 Repeats 1 Duration 1 } AimAt Head } } //////////////////////////////////////////////////////////// Wave { RedTeamWipeCausesWaveLoss 1 Explanation { Line "{2EFF00}Brain{FFFFFF}: Are you sure you want to explore this area in the dead of night John?" Line "{E71878}Tears{FFFFFF}: Yea... this place gives me the creeps!" Line "{yellow}John{FFFFFF}: Yes, totally; what could possibly go wrong?" Line "{2EFF00}Brain{FFFFFF}: ... Wait, what's that noise?" Line "{E71878}Tears{FFFFFF}: Looks like it came from the inside of the house." Line "{red}Objective: Head inside and explore the mansion." } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name "Plot1FX" WaitBeforeStarting 10 FirstSpawnMessage "{E71878}Tears{FFFFFF} : What the- these people aren't alive; look out!" } WaveSpawn { Name "Plot1FX" WaitBeforeStarting 15 FirstSpawnMessage "{2EFF00}Brain{FFFFFF} : Dammit John!" } WaveSpawn { Name "Phase1Support" Where teamspawn_all TotalCount 10 MaxActive 1 SpawnCount 1 Support 1 RandomSpawn 1 WaitBeforeStarting 0 WaitBetweenSpawns 120 TotalCurrency 0 DoneWarningSound vo\sniper_paincrticialdeath01.mp3 TFBot { Template Support_1 VoiceCommand { Delay 15 Cooldown 4 Repeats 99 Type "Battle Cry" } } } WaveSpawn { Name "Phase1Support" Where teamspawn_all TotalCount 10 MaxActive 1 SpawnCount 1 Support 1 RandomSpawn 1 WaitBeforeStarting 0 WaitBetweenSpawns 120 TotalCurrency 0 DoneWarningSound vo\engineer_paincrticialdeath01.mp3 TFBot { Template Support_2 VoiceCommand { Delay 5 Cooldown 19 Repeats 99 Type "Battle Cry" } } } WaveSpawn { Name "Phase1Support" Where teamspawn_all TotalCount 10 MaxActive 1 SpawnCount 1 Support 1 RandomSpawn 1 WaitBeforeStarting 0 WaitBetweenSpawns 120 TotalCurrency 0 DoneWarningSound vo\soldier_paincrticialdeath01.mp3 TFBot { Template Support_3 VoiceCommand { Delay 10 Cooldown 20 Repeats 99 Type "Battle Cry" } } } WaveSpawn { Name "Phase1" Where spawnbot Where spawnbot_right Where spawnbot_invasion TotalCount 150 MaxActive 26 SpawnCount 1 RandomSpawn 1 WaitBetweenSpawns 0.5 WaitBeforeStarting 5 TotalCurrency 0 RandomChoice { TFBot { Template Undead1 } TFBot { Template Undead2 } TFBot { Template Undead3 } TFBot { Template Undead4 } TFBot { Template Undead5 } TFBot { Template Undead6 } TFBot { Template Undead7 } TFBot { Template Undead8 } TFBot { Template Undead9 } //EXTRA TFBot { Template Undead2 } TFBot { Template Undead3 } TFBot { Template Undead4 } TFBot { Template Undead6 } //EXTRA } } WaveSpawn { Name "Phase1Backup" Where spawnbot Where spawnbot_right TotalCount 10 MaxActive 2 SpawnCount 2 RandomSpawn 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Template Undead_Leaper AddCond { Name TF_COND_CRITBOOSTED_ON_KILL } } } WaveSpawn { Name "Plot2FX" WaitForAllDead "Phase1" WaitBeforeStarting 0 FirstSpawnMessage "{yellow}John{FFFFFF} : Beep boop Maggot!" } WaveSpawn { Name "Plot2FX" WaitForAllDead "Phase1" WaitBeforeStarting 5 FirstSpawnMessage "{2EFF00}Brain{FFFFFF} : What in sam-hill did you get us into John?!" } WaveSpawn { Name "Plot2FX" WaitForAllDead "Phase1" WaitBeforeStarting 10 FirstSpawnMessage "{yellow}John{FFFFFF} : A mansion full of unicorn sax?" } WaveSpawn { Name "Plot2FX" WaitForAllDead "Phase1" WaitBeforeStarting 15 FirstSpawnMessage "{2EFF00}Brain{FFFFFF} : Forget I asked..." } WaveSpawn { Name "Plot2FX" WaitForAllDead "Phase1" WaitBeforeStarting 20 FirstSpawnMessage "{2EFF00}Tears{FFFFFF} : Uhh... guys, we got incoming!" } WaveSpawn { Name "Phase2" Where spawnbot TotalCount 100 MaxActive 16 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0.2 WaitForAllDead "Phase1" TotalCurrency 0 TFBot { Template Zombie_Skeleton1 } } WaveSpawn { Name "Phase2" Where spawnbot_right TotalCount 50 MaxActive 16 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0.5 WaitForAllDead "Phase1" TotalCurrency 0 TFBot { Template Undead_Corroder } } } }