#base robot_standard.pop #base robot_giant.pop I_will_bake_big_oil_and_make_an_evil_stew_of_robotics_and_scrap { StartingCurrency 500 CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 2 FixedRespawnWaveTime 1 NoReanimators 1 RedPlayersAreRobots 1 PlayerRobotsUsePlayerAnimation 1 BodyPartScaleSpeed 9999 CustomUpgradesFile "mvm_upgrades_giant_take4.txt" PrecacheGeneric "scripts/items/mvm_upgrades_giant_take4.txt" HealOnKillOverhealMelee 0 PlayerAttributes // compared to other giant mode missions, these stats are a bit different. { "melee cleave attack" 1 Scout // not this one though, only notable change is the passive bonus of having double the bullets on everything. { "max health additive bonus" 1075 "patient overheal penalty" 0.00001 "health from packs decreased" 0.5 "voice pitch scale" 0.9 "increased air control" 1.5 "bullets per shot bonus" 2 "major increased jump height" 1.3 "cancel falling damage" 1 "damage force reduction" 0.6 "ammo regen" 0.33 "health from healers increased" 1.5 "model scale" 1.75 "always gib" 1 //"is miniboss" 1 // this causes you to not laugh which is a problem, shockingly enough. } Soldier // soldier recieved plenty of buffs, and is also able to jump around with any launcher, fall damage is disabled. { "max health additive bonus" 3100 "move speed penalty" 0.7 "patient overheal penalty" 0.00001 "health from packs decreased" 0.4 "voice pitch scale" 0.8 "self dmg push force increased" 6.5 "increased air control" 2.5 "faster reload rate" 0.7 "damage bonus" 1.25 "damage all connected" 1 "cancel falling damage" 1 "damage force reduction" 0.4 "ammo regen" 0.33 "health from healers increased" 2 "model scale" 1.75 "always gib" 1 } Pyro // pyro is now the second fastest giant in the entire roster, allowing you to actually play the game as him. { "max health additive bonus" 2825 "move speed penalty" 0.8 "patient overheal penalty" 0.00001 "health from packs decreased" 0.5 "voice pitch scale" 0.9 "self dmg push force increased" 8 "increased air control" 1.5 "damage bonus" 1.2 "weapon burn dmg increased" 4 "damage force reduction" 0.4 "ammo regen" 0.33 "health from healers increased" 2 "model scale" 1.75 "always gib" 1 "rage receive scale" 0.75 // slow down phlog a tad } Demoman // recieved similar buffs to soldier { "max health additive bonus" 3125 "move speed penalty" 0.7 "patient overheal penalty" 0.00001 "health from packs decreased" 0.4 "voice pitch scale" 0.8 "self dmg push force increased" 6.5 "increased air control" 2.5 "faster reload rate" 0.5 "fire rate bonus" 0.75 "Blast radius increased" 1.25 "cancel falling damage" 1 "damage force reduction" 0.4 "ammo regen" 0.33 "health from healers increased" 2 "model scale" 1.75 "always gib" 1 } Heavyweapons // giant heavy is still the slowest but much faster than any other giant heavy in giant mode missions, this makes him not a slog to play as. { "max health additive bonus" 3700 "move speed penalty" 0.65 "patient overheal penalty" 0.00001 "health from packs decreased" 0.5 "voice pitch scale" 0.75 "damage bonus" 1.25 "damage force reduction" 0.25 "aiming movespeed increased" 1.3 "ammo regen" 0.33 "health from healers increased" 2 "model scale" 1.75 "always gib" 1 } Engineer // due to resis effectiveness nerf, i decided to give the other classes that aren't giant a bone by doing this. { "dmg from ranged reduced" 0.6 } Medic // medic might need more of a helping hand but right now he heals fine. { "dmg from ranged reduced" 0.6 } Sniper { "dmg from ranged reduced" 0.6 } Spy { "dmg from ranged reduced" 0.6 } } ItemAttributes // more of a big unloader gun now. { ItemName "The Force-a-Nature" "bullets per shot bonus" 3.5 "damage penalty" 0.67 "fire rate bonus" 0.1 "Reload time increased" 1.5 "spread penalty" 1.66 "special item description" "[INFO] Unloads whole clip while holding down the fire button." } ItemAttributes // minor buff. probably has nieche utility. { ItemName "The Back Scatter" "minicrits become crits" 1 } ItemAttributes // since boost can be lost very easily because of your massive size and easy to gain with just dealing damage i figured doing this would be the best option. { ItemName "Baby Face's Blaster" "lose hype on take damage" 0 "boost on damage" 0 "max health additive penalty" -100 "move speed penalty" 1 "move speed bonus" 1.15 "increased jump height" 1.15 "special item description" "[INFO] Boost removed, replaced with passive movement bonuses and a max health penalty." } ItemAttributes // made more aggressive, mostly removing the damage penalty. { ItemName "The Air Strike" "fire rate bonus HIDDEN" 0.8 "Reload time decreased" 0.8 "projectile spread angle penalty" 3 "damage penalty" 1 "Projectile speed decreased" 0.75 "max health additive penalty" -300 "special item description" "[INFO] Damage penalty removed, fires & reloads slightly faster." } ItemAttributes // makes the charge shot more desirable without giving too much benefits. { ItemName "The Cow Mangler 5000" "Reload time decreased" 0.5 "damage bonus vs burning" 1.5 } ItemAttributes // because fall damage is disabled, i have to give this a different benefit. { ItemName "The Mantreads" "max health additive bonus" 700 "boots falling stomp" 0 "special item description" "[INFO] Stomp is disabled so another bonus had to be granted." } ItemAttributes // gives a more notable amount of hp. { ItemName "The Battalion's Backup" "max health additive bonus" 100 } ItemAttributes { ItemName "The B.A.S.E. Jumper" "increased jump height" 1.3 } ItemAttributes // the obligatory spoon buff { ItemName "The Market Gardener" "provide on active" 1 "hand scale" 1.5 "damage bonus" 3.5 "fire rate penalty" 1.5 } ItemAttributes // makes soldier health kits even more effective while nerfing medic heal rate and hp, should be ok? { ItemName "The Gunboats" "health from packs increased" 1.4 "health from healers reduced" 0.6 "max health additive penalty" -300 "special item description" "[INFO] Since you can't take much damage from rocket jumps anyway, this got a different benefit." } ItemAttributes // very minor bison buff. { ItemName "The Righteous Bison" "Reload time decreased" 0.5 "dmg penalty vs players" 1.2 } ItemAttributes // zatoichi nerf because of course, figured making it drop a kit would be better than just being hok { ItemName "The Half-Zatoichi" "restore health on kill" 0 "drop health pack on kill" 1 } ItemAttributes // dragon fury kinda sucks to use as a giant so maybe heal on hit will help { ItemName "The Dragon's Fury" "CARD: damage bonus" 1.25 "heal on hit for rapidfire" 35 "health from healers reduced" 0.75 // reducing health from healers slightly to counter balance the heal on hit } ItemAttributes // flare gun benefit { ItemName "The Flare Gun" "damage bonus" 2 "fire rate bonus" 0.6 } ItemAttributes // flare gun benefit { ItemName "Festive Flare Gun" "damage bonus" 2 "fire rate bonus" 0.6 } ItemAttributes // weirder flare gun which is really meant to be used as burst of dmg { ItemName "The Manmelter" "damage bonus" 6 "dmg pierces resists absorbs" 1 } ItemAttributes // make the hok more notabel { ItemName "The Powerjack" "heal on kill" 1000 } ItemAttributes // make the hok more notabel { ItemName "Warrior's Spirit" "heal on kill" 1000 } ItemAttributes // kinda like sir nuke's cannon { ItemName "The Loose Cannon" "fire rate penalty" 1.8 "dmg penalty vs players" 2 "dmg bonus vs buildings" 2 "increased jump height" 1.25 } ItemAttributes // makes the ring deal big damage, helps get commons off of you { ItemName "The Huo Long Heatmaker" "ring of fire while aiming" 100 "special item description" "[INFO] Ring of fire damage boosted to 100, compared to the 12 it had before." } ItemAttributes // adjusted healing for giant { ItemName "Sandvich" "lunchbox healing decreased" 13.5 "special item description" "[INFO] Increased healing." } ItemAttributes // adjusted healing for giant { ItemName "Festive Sandvich" "lunchbox healing decreased" 13.5 "special item description" "[INFO] Increased healing." } ItemAttributes // adjusted healing for giant { ItemName "The Robo-Sandvich" "lunchbox healing decreased" 13.5 "special item description" "[INFO] Increased healing." } ItemAttributes // adjusted healing for giant { ItemName "The Second Banana" "lunchbox healing decreased" 10 "special item description" "[INFO] Increased healing." } ItemAttributes // Gives a more passive hp effect due to the rather lackluster customization this has. { ItemName "The Dalokohs Bar" "lunchbox healing decreased" 8 "max health additive bonus" 500 "special item description" "[INFO] Increased healing and a passive max hp bonus." } ItemAttributes // Gives a more passive hp effect due to the rather lackluster customization this has. { ItemName "Fishcake" "lunchbox healing decreased" 8 "max health additive bonus" 500 "special item description" "[INFO] Increased healing and a passive max hp bonus." } ItemAttributes // Actually gives you resis rather than making you take more damage. { ItemName "The Buffalo Steak Sandvich" "energy buff dmg taken multiplier" 0.5 "item_meter_charge_rate" 20 "special item description" "[INFO] Grants a 50% damage resistance while under the effects." } ItemAttributes // mark for death re-added { ItemName "Gloves of Running Urgently" "mod_maxhealth_drain_rate" 0 "self mark for death" 3 "mult_player_movespeed_active" 1.5 "special item description" "[INFO] Health drain replaced with mark for death." } ItemAttributes // mark for death re-added { ItemName "Festive Gloves of Running Urgently" "mod_maxhealth_drain_rate" 0 "self mark for death" 3 "mult_player_movespeed_active" 1.5 "special item description" "[INFO] Health drain replaced with mark for death." } ItemAttributes // mark for death re-added { ItemName "The Bread Bite" "mod_maxhealth_drain_rate" 0 "self mark for death" 3 "mult_player_movespeed_active" 1.5 "special item description" "[INFO] Health drain replaced with mark for death." } ItemAttributes // this shit is dumb as it is in the base game right now, reworked it to be more of always active gru with a vertical bonus, but at the cost of max health. { ItemName "The Eviction Notice" "mod_maxhealth_drain_rate" 0 "max health additive penalty" -800 "move speed bonus" 1.25 "damage penalty" 0.8 "increased jump height" 1.25 "mult_player_movespeed_active" 1.25 "special item description" "[INFO] Health drain replaced with max health penalty and passive movement bonuses." } ItemAttributes // new gas passer rebalance. { SimilarToItem "The Gas Passer" "special item description" "[INFO] Burn tick is heavily increased." "weapon burn time increased" 7.5 "custom kill icon" "firedeath" // nice "attach particle effect" 13 "item_meter_damage_for_full_charge" 4500 // you can deal a lot of damage as a giant now so this should keep it in check. "rage receive scale" 0.25 // due to the afterburn bonus lets slow this down by a good margin } PointTemplates { Giant_Speed // gives a major speed boost in spawn so leaving it is much easier. { NoFixup 1 filter_tf_class { targetname "filter_engineer" tfclass "9" negated "1" } filter_tf_class { targetname "filter_spy" tfclass "8" negated "1" } filter_tf_class { targetname "filter_sniper" tfclass "2" negated "1" } filter_tf_class { targetname "filter_medic" tfclass "5" negated "1" } filter_multi { targetname "filter_giantfilter" filter01 "filter_engineer" filter02 "filter_spy" filter03 "filter_sniper" filter04 "filter_medic" filter05 "filter_redteam" negated "0" } trigger_add_or_remove_tf_player_attributes { targetname "spawn_speed_giantsonly" duration "1.5" value "1.4" spawnflags "1" startdisabled "1" filtername "filter_giantfilter" attribute_name "major move speed bonus" add_or_remove "0" origin "-2411 -651 128" maxs "250 280 64" mins "-230 -155 0" } trigger_add_or_remove_tf_player_attributes { targetname "spawn_speed_giantsonly" duration "1.5" value "1.4" spawnflags "1" startdisabled "1" filtername "filter_giantfilter" attribute_name "major move speed bonus" add_or_remove "0" origin "-2244 -2394 128" maxs "500 240 64" mins "-500 -220 0" } trigger_add_tf_player_condition { targetname "spawn_speed_giantsonly" duration "1.5" condition "32" spawnflags "1" startdisabled "1" filtername "filter_giantfilter" origin "-2411 -651 128" maxs "250 280 64" mins "-230 -155 0" } trigger_add_tf_player_condition { targetname "spawn_speed_giantsonly" duration "1.5" condition "32" spawnflags "1" startdisabled "1" filtername "filter_giantfilter" origin "-2244 -2394 128" maxs "500 240 64" mins "-500 -220 0" } logic_timer { targetname "itswhatyoucanexpectreally" refiretime "1" "OnTimer" "spawn_speed_giantsonly,enable,,0,-1" "OnTimer" "spawn_speed_giantsonly,disable,,0.5,-1" "OnTimer" "spawn_speed_giantsonly,enable,,1,-1" } } Giant_Teleport // stuck prevention in case it's necessary { trigger_teleport { targetname "this_barrel_is_evil" origin "-2555 -350 128" maxs "24 24 48" mins "-24 -24 -48" filtername "filter_playergiants" spawnflags "1" target "barrel_top" } info_teleport_destination { targetname "barrel_top" origin "-2456 -400 129" } trigger_teleport { targetname "this_barrel_is_evil" origin "-2388 -320 189" maxs "230 24 48" mins "-164 -24 -48" filtername "filter_playergiants" spawnflags "1" target "barrel_top" } } } SpawnTemplate Giant_Speed SpawnTemplate Giant_Teleport Templates { T_TFBot_Pyro_Fury // Dragon's fury pyro { Class Pyro Name "Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_swordstone Skill Normal MaxVisionRange 600 Item "The Dragon's Fury" Item "Brim of Fire" } T_TFBot_Heavy_ToxinGunner // shoots pomson lasers which deal high bleed dmg { Class Heavyweapons ClassIcon heavy_caustic Name "Toxin Gunner" Skill Normal Item "Upgradeable TF_WEAPON_MINIGUN" Item "Full Metal Helmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "fire rate penalty" 2.2 "projectile spread angle penalty" 3 "centerfire projectile" 1 "override projectile type" 13 "dmg penalty vs players" 6 "damage penalty on bodyshot" 0.05 "bleeding duration" 3 "set item tint rgb" 3329330 } ItemAttributes { ItemName "Full Metal Helmet" "set item tint rgb" 3329330 } } T_TFBot_Medic_QuickUber_Improved // Slight improvements for the bot, not much. { Class Medic Name "Quick Uber Medic" ClassIcon medic_uber Skill Normal Attributes SpawnWithFullCharge Item "Flatliner" Item "Hazardous Environment Vest" Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 0.1 } } T_TFBot_Medic_Kritzkrieg // Simple kritzkreig medic. { Class Medic Name "Kritz Medic" ClassIcon medic_kritz Skill Normal Attributes SpawnWithFullCharge Item "The Kritzkrieg" Item "Lo-Fi Longwave" ItemAttributes { ItemName "The Kritzkrieg" "uber duration bonus" 600 "bot medic uber health threshold" 600 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } } T_TFBot_Giant_Heavy_Caustic // Typical caustic fella { Class Heavyweapons Name "Giant Caustic Heavy" ClassIcon heavy_caustic_giant Skill Expert Maxvisionrange 1200 Health 5000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "concealedkiller_minigun_kingofthejungle" Item "Mad Mask" ItemAttributes { ItemName "concealedkiller_minigun_kingofthejungle" "bleeding duration" 5 "attach particle effect" 702 } ItemAttributes { ItemName "Mad Mask" "set item tint rgb" 3329330 "attach particle effect" 9 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Giant_Demoman_Barrage { Class Demoman Name "Colonel Scatter" ClassIcon demo_scatter Health 3500 Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Blast Defense" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "fuse bonus" 0.75 "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 "health regen" 40 } } T_TFBot_Giant_Heavy_Launcher // Giant blast heavy, basically { Class Heavyweapons Name "Giant Launcher Heavy" ClassIcon heavy_launcher_giant Skill Expert MaxVisionRange 800 Health 5000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "Upgradeable TF_WEAPON_MINIGUN" Item "Breach and Bomb" Item "Siberian Tigerstripe" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "damage blast push" 10 "fire rate penalty" 1.3 "damage bonus" 1.2 "minigun spinup time increased" 1.8 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Giant_Heavy_MeleeLaunch // Launches players only when they're too close, still deals reduced damage { Class Heavyweapons Name "Giant Golfer Heavy" ClassIcon heavy_launcher_giant Skill Expert MaxVisionRange 800 Health 5000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "Upgradeable TF_WEAPON_MINIGUN" Item "The Black Watch" Item "The Gaelic Golf Bag" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "fire rate penalty" 1.3 "damage bonus" 1.25 } ItemAttributes { ItemName "TF_WEAPON_FISTS" "is_passive_weapon" 1 "damage penalty" 0.25 "damage blast push" 100 "fire rate bonus" 1.2 "melee range multiplier" 1.25 "gesture speed increase" 1.66 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Boss_Laughing_Buckshot // Giant Heavy boss that makes you laugh from a distance, packs a shotgun. { Class Heavyweapons Name "Chief Laughing Buckshot" ClassIcon heavy_shotgun_laugh_giant Skill Expert Health 19000 Scale 1.9 WeaponRestrictions MeleeOnly MaxVisionRange 1200 Attributes MiniBoss Attributes AlwaysCrit Attributes UseBossHealthBar Attributes AlwaysFireWeapon Item "A Well Wrapped Hat" Item "Flammable Favor" Item "The Holiday Punch" ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "fire rate bonus" 2.5 "is_passive_weapon" 1 "bullets per shot bonus" 10 "damage penalty" 0.4 "projectile penetration" 1 "faster reload rate" 0.1 } ItemAttributes { ItemName "The Holiday Punch" "fire rate penalty" 2.05 "melee range multiplier" 4 "melee bounds multiplier" 0.75 "dmg penalty vs buildings" 0 } CharacterAttributes { "move speed bonus" 0.375 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.25 "override footstep sound set" 2 } } } Mission { Objective DestroySentries BeginAtWave 1 RunForThisManyWaves 3 Where spawnbot_flank2 Where spawnbot CooldownTime 30 TFBot { Template T_TFBot_SentryBuster Name "Water Balloon" Item "Pyro Helm" CharacterAttributes { "head scale" 2.5 "torso scale" 0 } } } Mission { Objective DestroySentries BeginAtWave 4 RunForThisManyWaves 1 Where spawnbot_flank2 Where spawnbot InitialCooldown 30 CooldownTime 45 TFBot { Template T_TFBot_SentryBuster Name "Water Balloon" Item "Pyro Helm" CharacterAttributes { "head scale" 2.5 "torso scale" 0 } } } Mission { Objective DestroySentries BeginAtWave 5 RunForThisManyWaves 1 Where spawnbot_flank2 Where spawnbot InitialCooldown 50 CooldownTime 50 TFBot { Template T_TFBot_SentryBuster Name "Water Balloon" Item "Pyro Helm" CharacterAttributes { "head scale" 2.5 "torso scale" 0 } } } Mission { Objective Sniper BeginAtWave 2 RunForThisManyWaves 1 Where spawnbot_mission_sniper InitialCooldown 30 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Mission { Objective Sniper BeginAtWave 4 RunForThisManyWaves 1 Where spawnbot_flank2 InitialCooldown 40 CooldownTime 55 DesiredCount 1 TFBot { Template T_TFBot_Sniper Name "Giant Sniper" Health 1600 ClassIcon sniper_golden_lite Attributes MiniBoss Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "Upgradeable TF_WEAPON_CLUB" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "damage bonus" 2 "faster reload rate" 0.5 "SRifle Charge rate increased" 2 "sniper fires tracer" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_CLUB" "damage bonus" 1.5 "fire rate bonus" 0.6 } CharacterAttributes { "move speed bonus" 0.8 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } Mission { Objective Sniper BeginAtWave 5 RunForThisManyWaves 1 Where spawnbot_flank2 InitialCooldown 50 CooldownTime 50 DesiredCount 1 TFBot { Template T_TFBot_Giant_Heavyweapons } } // Wave 1/5 ($1000), wave might end up being too easy but that's the idea, we're going to throw much stronger stuff later // 48 Bat Scouts // 24 Soldiers (Normal AI) // 10 Extended Batallions Soldiers (Hard AI) // 2 Giant Pyros & 3 Heater Heavies each // 32 Flare Pyros // 3 Giant Charged Soldiers // 16 Demoknights (Critboosted) // 1 Giant Caustic Heavy & 2 Quick Uber Medics // Support : Heavyweight Champs Wave { StartWaveOutput { Target wave_start_endurance_short_relay Action Trigger } InitWaveOutput { Target wave_start_relay Action RunScriptCode Param // for some reason doing this fixes the highlighting??? " EntFire(`bombpath_choose_relay`, `Disable`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_right_arrows`, `TurnOff`) EntFire(`bombpath_left`, `Trigger`) " } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "dramatic_effect" TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot FirstSpawnWarningSound "vo/mvm/norm/scout_mvm_negativevocalization05.mp3" TotalCurrency 10 TFBot { Class Scout Skill Normal Name "Bat Scout" ClassIcon scout_bat_nys WeaponRestrictions MeleeOnly } } WaveSpawn { Name "wave01" TotalCount 46 MaxActive 8 SpawnCount 2 Where spawnbot FirstSpawnWarningSound "vo/mvm/norm/scout_mvm_negativevocalization02.mp3" WaitBeforeStarting 10 WaitBetweenSpawns 1.2 TotalCurrency 230 TFBot { Class Scout Skill Normal Name "Bat Scout" ClassIcon scout_bat_nys WeaponRestrictions MeleeOnly } } WaveSpawn { Name "wave01" TotalCount 24 MaxActive 8 SpawnCount 2 Where spawnbot WaitBeforeStarting 13 WaitBetweenSpawns 2.75 TotalCurrency 120 TFBot { Class Soldier Skill Normal } } WaveSpawn { Name "wave01" TotalCount 10 MaxActive 6 SpawnCount 1 Where spawnbot WaitBeforeStarting 22 WaitBetweenSpawns 2.75 TotalCurrency 40 TFBot { Template T_TFBot_Soldier_Extended_Battalion Skill Hard } } WaveSpawn { Name "wave02" TotalCount 8 MaxActive 8 SpawnCount 4 Where spawnbot_flank2 WaitForAllSpawned "wave01" WaitBeforeStarting 5 WaitBetweenSpawns 10.5 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Pyro Item "The Bunsen Brave" CharacterAttributes { "airblast disabled" 1 } } TFBot { Class Heavy Name "Heater Heavy" ClassIcon heavy_heater Skill Easy Item "The Bunsen Brave" Item "The Huo Long Heatmaker" } TFBot { Class Heavy Name "Heater Heavy" ClassIcon heavy_heater Skill Easy Item "The Bunsen Brave" Item "The Huo Long Heatmaker" } TFBot { Class Heavy Name "Heater Heavy" ClassIcon heavy_heater Skill Easy Item "The Bunsen Brave" Item "The Huo Long Heatmaker" } } } WaveSpawn { Name "wave02" TotalCount 32 MaxActive 12 SpawnCount 4 Where spawnbot_flank2 Where spawnbot_flank WaitForAllSpawned "wave01" WaitBeforeStarting 8 WaitBetweenSpawns 3 TotalCurrency 100 TFBot { Template T_TFBot_Pyro_Flaregun } } WaveSpawn { Name "wave03" TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot_flank2 WaitForAllSpawned "wave02" WaitBeforeStarting 7.5 WaitBetweenSpawns 8 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn { Name "wave03" TotalCount 16 MaxActive 16 SpawnCount 1 Where spawnbot_flank2 Where spawnbot WaitForAllSpawned "wave02" WaitBeforeStarting 10 WaitBetweenSpawns 2 TotalCurrency 50 TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit } } WaveSpawn { Name "wave04" TotalCount 3 MaxActive 3 SpawnCount 3 FirstSpawnOutput { Target tutorial_text_c Action show } Where spawnbot FirstSpawnWarningSound "vo/mvm/mght/heavy_mvm_m_laughevil03.mp3" WaitForAllDead "wave03" TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Heavy_Caustic } TFBot { Template T_TFBot_Medic_QuickUber_Improved } TFBot { Template T_TFBot_Medic_QuickUber_Improved } } } WaveSpawn { Name "support" TotalCount 32 MaxActive 10 SpawnCount 5 Where spawnbot Where spawnbot_flank2 Support 1 WaitForAllDead "wave03" WaitBeforeStarting 6 WaitBetweenSpawns 5 TotalCurrency 50 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Skill Hard } } } // Wave 2/5 ($1100) // 3 Giant Burst Fire Soldiers & 2 Quick Uber Medics each // 36 Scouts (Easy AI) // 1 Tank (14k HP) // 5 Giant Rapid Fire Soldiers // 30 Pyros (Degreaser) // 3 Giant Heater Heavies // 4 Giant Pyros // 44 Scouts (Easy AI) Wave { StartWaveOutput { Target wave_start_endurance_short_relay Action Trigger } InitWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Disable`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_right_arrows`, `TurnOff`) EntFire(`bombpath_left`, `Trigger`) " } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave01" TotalCount 9 MaxActive 6 SpawnCount 3 Where spawnbot WaitBetweenSpawns 10 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } TFBot { Template T_TFBot_Medic_QuickUber_Improved } TFBot { Template T_TFBot_Medic_QuickUber_Improved } } } WaveSpawn { Name "wave01" TotalCount 36 MaxActive 10 SpawnCount 2 Where spawnbot WaitBetweenSpawns 2 TotalCurrency 100 TFBot { Class Scout Skill Easy Item "The Back Scatter" } } WaveSpawn { Name "wave02_tank" TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 14k (14000) HP!`) " } WaitForAllSpawned "wave01" WaitBeforeStarting 5 TotalCurrency 200 Tank { Name "tankboss" Health 14000 Speed 75 StartingPathTrackNode "tankpath_same" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave02" TotalCount 5 MaxActive 3 SpawnCount 1 Where spawnbot WaitForAllSpawned "wave01" WaitBeforeStarting 10 WaitBetweenSpawns 9 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn { Name "wave02" TotalCount 30 MaxActive 10 SpawnCount 2 Where spawnbot Where spawnbot_flank2 WaitForAllSpawned "wave01" WaitBeforeStarting 15 WaitBetweenSpawns 3 TotalCurrency 100 TFBot { Class Pyro Skill Normal Item "The Nostromo Napalmer" CharacterAttributes { "airblast disabled" 1 } } } WaveSpawn { Name "wave03" TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot WaitForAllSpawned "wave02" WaitBeforeStarting 12 WaitBetweenSpawns 11 TotalCurrency 200 TFBot { Template T_TFBot_Heavyweapons_Heater Name "Giant Heater Heavy" Item "The Bunsen Brave" } } WaveSpawn { Name "wave03" TotalCount 4 MaxActive 3 SpawnCount 1 Where spawnbot_flank2 WaitForAllSpawned "wave02" WaitBeforeStarting 16 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysFireWeapon Item "The Nostromo Napalmer" } } WaveSpawn { Name "wave03" TotalCount 44 MaxActive 10 SpawnCount 1 Where spawnbot_flank2 Support limited WaitForAllSpawned "wave02" WaitBeforeStarting 5 WaitBetweenSpawns 3 TotalCurrency 100 TFBot { Class Scout Skill Easy Item "The Back Scatter" Attributes HoldFireUntilFullReload } } } // Wave 3/5 ($1000) // Chief Laughing Buckshot // 4 Steel Gauntlets (Critboosted) // 5 Giant Soldiers (Critboosted) // 12 Mittens Heavies & 1 Big Heal Medic each // 26 Heavies (Easy AI) // 3 Giant Launcher Heavies & 1 Quick Uber Medic each // 16 Burst Fire Demomen // 4 Giant Burst Fire Demomen // 3 Homerunners // Support : Snipers, Mittens Heavies Wave { StartWaveOutput { Target wave_start_endurance_short_relay Action Trigger } InitWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Disable`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_left_arrows`, `TurnOff`) EntFire(`bombpath_right`, `Trigger`) PrecacheModel(`models/passtime/ball/passtime_ball_halloween.mdl`) " } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave01" TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnOutput { Target boss_door_open_relay Action Trigger } DoneOutput { Target boss_door_close_relay Action Trigger } Where spawnbot_boss FirstSpawnWarningSound "vo/mvm/mght/heavy_mvm_m_cheers07.mp3" TotalCurrency 150 TFBot { Template T_TFBot_Boss_Laughing_Buckshot } } WaveSpawn { Name "wave01" TotalCount 4 MaxActive 4 SpawnCount 1 Where spawnbot WaitBeforeStarting 4.5 WaitBetweenSpawns 2.75 TotalCurrency 50 TFBot { Template T_TFBot_Heavyweapons_Fist Attributes AlwaysCrit } } WaveSpawn { Name "wave02" TotalCount 5 MaxActive 3 SpawnCount 1 Where spawnbot_flank2 WaitForAllSpawned "wave01" WaitBeforeStarting 20 WaitBetweenSpawns 9.5 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier Attributes AlwaysCrit } } WaveSpawn { Name "wave02" TotalCount 26 MaxActive 9 SpawnCount 3 Where spawnbot_flank2 Where spawnbot WaitForAllSpawned "wave01" WaitBeforeStarting 20 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Class Heavy Skill Easy } } WaveSpawn { Name "wave02_mittens" TotalCount 24 MaxActive 10 SpawnCount 2 Where spawnbot_flank WaitForAllSpawned "wave01" WaitBeforeStarting 22 WaitBetweenSpawns 5 TotalCurrency 50 Squad { TFBot { Class Heavyweapons Name "Fuzzball Champ" Skill Normal ClassIcon heavy_mittens WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "The Holiday Punch" Item "Trapper's Flap" } TFBot { Template T_TFBot_Medic_BigHeal Name "Big Heal Medic" Item "The Surgeon's Stahlhelm" } } } WaveSpawn { Name "wave03" TotalCount 16 MaxActive 9 SpawnCount 3 Where spawnbot WaitForAllSpawned "wave02" WaitBeforeStarting 8 WaitBetweenSpawns 7 TotalCurrency 100 TFBot { Template T_TFBot_Demo_Burst } } WaveSpawn { Name "wave03" TotalCount 6 MaxActive 4 SpawnCount 2 Where spawnbot_flank2 WaitForAllSpawned "wave02" WaitBeforeStarting 12 WaitBetweenSpawns 10 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Heavy_MeleeLaunch } TFBot { Template T_TFBot_Medic_QuickUber_Improved } } } WaveSpawn { Name "wave04" TotalCount 4 MaxActive 4 SpawnCount 1 Where spawnbot_flank2 WaitForAllSpawned "wave03" WaitBeforeStarting 18 WaitBetweenSpawns 9 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Demo_Burst } } WaveSpawn { Name "wave04" TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot_flank2 WaitForAllDead "wave03" WaitBetweenSpawns 11 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout Health 4500 WeaponRestrictions MeleeOnly ClassIcon scout_stun_armored Name "Home Runner" Item "The Sandman" Item "Backbreaker's Skullcracker" ItemAttributes { ItemName "The Sandman" "damage bonus" 2.5 "fire rate penalty" 1.25 "melee range multiplier" 1.35 } CharacterAttributes { "move speed bonus" 0.4 "hand scale" 1.5 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 } } } WaveSpawn { TotalCount 32 MaxActive 6 SpawnCount 1 Where spawnbot_flank Support Limited WaitForAllSpawned "wave02_mittens" WaitBeforeStarting 40 WaitBetweenSpawns 3 TotalCurrency 50 TFBot { Class Heavyweapons Name "Fuzzball Champ" Skill Normal ClassIcon heavy_mittens_giant WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "The Holiday Punch" Item "Trapper's Flap" } } } // Wave 4/5 ($1400) // 3 Colonel Barrages // 8 Giant Demoknights // 6 Giant Pyros // 4 Giant Shotgun Heavies // 2 Tanks (15k, takes same path.) // 5 Colonel Scatters // 4 Giant Armored Scouts // 1 Tank (29k, takes same path.) // 4 Giant Burst Fire Soldiers (Critboosted) // 1 Giant Deflector Heavy (Critboosted) // Support : Giant Sniper Wave { StartWaveOutput { Target wave_start_endurance_short_relay Action Trigger } InitWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Disable`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_right_arrows`, `TurnOff`) EntFire(`bombpath_left`, `Trigger`) " } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave01" TotalCount 4 MaxActive 4 SpawnCount 1 Where spawnbot_flank2 WaitBeforeStarting 9 WaitBetweenSpawns 9 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage } } WaveSpawn { Name "wave01" TotalCount 12 MaxActive 8 SpawnCount 2 Where spawnbot WaitBetweenSpawns 8.5 TotalCurrency 100 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish } } WaveSpawn { Name "wave02_tanks" TotalCount 2 MaxActive 2 SpawnCount 1 FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 15k (15000) HP!`) " } LastSpawnOutput { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 15k (15000) HP!`) " } WaitForAllSpawned "wave01" WaitBeforeStarting 35 WaitBetweenSpawns 10 TotalCurrency 150 Tank { Name "tankboss" Health 15000 Speed 75 StartingPathTrackNode "tankpath_same" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave02" TotalCount 6 MaxActive 3 SpawnCount 1 Where spawnbot_flank2 WaitForAllDead "wave01" WaitBetweenSpawns 8 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Pyro ClassIcon pyro_hyper_lite Name "Giant Facemelter" Attributes AlwaysFireWeapon Attributes AlwaysCrit Item "The Nostromo Napalmer" Item "Legendary Lid" Item "The Sengoku Scorcher" ItemAttributes { ItemName "The Nostromo Napalmer" "damage bonus" 1.4 "heal on hit for slowfire" 15 } } } WaveSpawn { Name "wave02" TotalCount 4 MaxActive 2 SpawnCount 1 Where spawnbot_flank2 WaitForAllDead "wave01" WaitBeforeStarting 5 WaitBetweenSpawns 9.5 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Heavyweapons } } WaveSpawn { Name "wave03" TotalCount 5 MaxActive 3 SpawnCount 1 Where spawnbot WaitForAllSpawned "wave02" WaitBeforeStarting 35 WaitBetweenSpawns 9 TotalCurrency 125 TFBot { Template T_TFBot_Giant_Demoman_Barrage } } WaveSpawn { Name "wave03" TotalCount 4 MaxActive 4 SpawnCount 1 Where spawnbot WaitForAllSpawned "wave02" WaitBeforeStarting 33 WaitBetweenSpawns 8 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout ClassIcon scout_armored_pda Health 3500 Name "Giant Armored Scout" Item "Upgradeable TF_WEAPON_SCATTERGUN" Item "Full Metal Helmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "bullets per shot bonus" 2 "faster reload rate" 0.75 } CharacterAttributes { "move speed bonus" 0.5 } } } WaveSpawn { Name "wave04_tank" TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 29k (29000) HP!`) " } WaitForAllSpawned "wave03" WaitBeforeStarting 15 TotalCurrency 175 Tank { Name "tankboss" Health 29000 Speed 65 Skin 1 StartingPathTrackNode "tankpath_same" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave04" TotalCount 6 MaxActive 6 SpawnCount 1 Where spawnbot WaitForAllDead "wave03" WaitBeforeStarting 5 WaitBetweenSpawns 9.5 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Attributes AlwaysCrit } } WaveSpawn { Name "wave04" TotalCount 2 MaxActive 2 SpawnCount 1 Where spawnbot_flank2 WaitForAllDead "wave03" WaitBeforeStarting 27 WaitBetweenSpawns 11 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Attributes AlwaysCrit } } WaveSpawn { Name "bombsupport" TotalCount 32 MaxActive 2 SpawnCount 1 Support 1 Where spawnbot WaitForAllDead "wave01" WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Class Scout ClassIcon scout_bat_nys Name "Doesn't Matter" WeaponRestrictions MeleeOnly Item "The Holy Mackerel" CharacterAttributes { "voice pitch scale" 0 } } } } // Wave 5/5 (BOSS RUSH) // Bosses come out in sequence, restarting the bomb, bosses dying causes more support to be called in. // Scout Boss // Soldier Boss // Pyro Boss // Heavy Boss // Support : Giant Heavy, other various giants. Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Disable`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_right_arrows`, `TurnOff`) EntFire(`bombpath_left`, `Trigger`) " } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "boss_support1" TotalCount 10 MaxActive 6 SpawnCount 1 Support Limited Where spawnbot_flank2 Where spawnbot WaitBeforeStarting 16 WaitBetweenSpawns 10 TotalCurrency 350 RandomChoice { TFBot { Template T_TFBot_Giant_Pyro ClassIcon pyro_reflect_daan Name "Giant Airblast Pyro" Item "Traffic Cone" Attributes Aggressive } TFBot { Template T_TFBot_Giant_Soldier_Crit Attributes Aggressive } TFBot { Template T_TFBot_Giant_Scout Attributes Aggressive } } } WaveSpawn { Name "boss_support2" TotalCount 15 MaxActive 3 SpawnCount 1 Support 1 Where spawnbot_flank2 Where spawnbot WaitForallDead "boss2" WaitBeforeStarting 2 WaitBetweenSpawns 14 TotalCurrency 350 RandomChoice { TFBot { Template T_TFBot_Giant_Demoman ClassIcon demo_spammer Attributes Aggressive } TFBot { Template T_TFBot_Giant_Soldier_Spammer Attributes Aggressive } TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun Attributes Aggressive } TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish Attributes AlwaysCrit Attributes Aggressive } } } WaveSpawn { Name "boss1" TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot_boss StartWaveOutput { Target boss_door_open_relay Action Trigger } WaitBeforeStarting 8 TotalCurrency 100 TFBot { Class Scout Health 40000 Skill Hard Scale 1.9 ClassIcon scout_popper2 MaxVisionRange 700 Name "Aluminium Adam" Attributes MiniBoss Attributes UseBossHealthBar Item "The Soda Popper" Item "The Frag Proof Fragger" Item "Mad Lad" Item "Stunt Suit" ItemAttributes { ItemName "The Soda Popper" "clip size bonus" 1.5 "damage bonus" 1.4 "projectile penetration" 1 "bullets per shot bonus" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 5 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } } WaveSpawn { Name "boss2" TotalCount 1 MaxActive 1 SpawnCount 1 StartWaveOutput { Target intel Action forceresetsilent } Where spawnbot_boss WaitForAllDead "boss1" WaitBeforeStarting 1 TotalCurrency 100 TFBot { Class Soldier Health 45000 Skill Normal Scale 1.9 ClassIcon soldier_barrage Name "Galvanized Garry" Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "dec2014 Skullcap" Item "The Juggernaut Jacket" Item "The Gunboats" Item "Blast Blocker" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 36 "fire rate bonus" 0.18 "faster reload rate" 0.45 "damage bonus" 1.8 "projectile spread angle penalty" 7 "projectile speed decreased" 0.55 } CharacterAttributes { "move speed bonus" 0.375 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } } WaveSpawn { Name "boss3" TotalCount 1 MaxActive 1 SpawnCount 1 StartWaveOutput { Target intel Action forceresetsilent } Where spawnbot_boss WaitForAllDead "boss2" WaitBeforeStarting 1 TotalCurrency 100 TFBot { Class Pyro Health 45000 Skill Hard Scale 1.9 ClassIcon pyro_phlog_v2 Name "Silver Sam" Attributes MiniBoss Attributes UseBossHealthBar Attributes AlwaysFireWeapon WeaponRestrictions SecondaryOnly Item "The Phlogistinator" Item "The Manmelter" Item "Brain Interface" Item "Iron Lung" Item "The Chaser" Item "The Gunboats" ItemAttributes { ItemName "The Phlogistinator" "is_passive_weapon" 1 "damage bonus" 1.55 } ItemAttributes { ItemName "The Manmelter" "fire rate bonus" 0.1 "faster reload rate" 0.1 "damage bonus" 3.5 "projectile speed decreased" 0.4 "projectile spread angle penalty" 12 } CharacterAttributes { "move speed bonus" 0.45 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 6 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "hand scale" 1.66 "gesture speed increase" 0.66 } } } WaveSpawn { Name "boss4" TotalCount 1 MaxActive 1 SpawnCount 1 StartWaveOutput { Target intel Action forceresetsilent } Where spawnbot_boss WaitForAllDead "boss3" WaitBeforeStarting 1 TotalCurrency 100 TFBot { Class Heavyweapons Health 50000 Skill Expert Scale 1.9 ClassIcon heavy_shotgun_burst_lite Name "Titanium Terry" MaxVisionRange 550 Attributes MiniBoss Attributes UseBossHealthBar WeaponRestrictions SecondaryOnly Item "Dustbowl Devil" Item EOTL_sheavyshirt ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "damage bonus" 1.4 "fire rate bonus" 0.15 "faster reload rate" 0.65 "clip size bonus" 2 //"damage blast push" 3 "bullets per shot bonus" 2 "projectile penetration" 1 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } } // WaveSpawn // { // TotalCount 50 // MaxActive 10 // SpawnCount 5 // // Where spawnbot_flank2 // // Support 1 // // WaitBeforeStarting 17.5 // WaitBetweenSpawns 20 // TFBot // { // Class Heavyweapons // Name "Fuzzball Champ" // Skill Normal // ClassIcon heavy_mittens_giant // WeaponRestrictions MeleeOnly // Attributes AlwaysCrit // // Item "The Holiday Punch" // Item "Trapper's Flap" // } // } } }