#base robot_standard.pop #base robot_giant.pop #base robot_gatebot.pop WaveSchedule { StartingCurrency 2350 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no ForceHoliday 2 NoHolidayPickups 1 NoThrillerTaunt 1 PrecacheModel "models\weapons\c_models\c_hominglauncher\c_hominglauncher.mdl" ItemReplacement // Replace Items { "Homing Rocket Launcher" // The replacement target item { Name "The Liberty Launcher" // The item that will be replaced } } CustomWeapon //Allows you to use an alias for items with custom attributes { "Homing Rocket Launcher" // The name you would use in Item key in TFBot { OriginalItemName "The Liberty Launcher" // The item used as a base "damage penalty" 1 "clip size bonus" 1 "Projectile speed increased" 1 "Projectile speed decreased" 0.8 "rocket jump damage reduction" 1 "mod projectile heat seek power" 100 "mod projectile heat aim error" 999 "mod projectile heat aim time" 2 "custom item model" "models\weapons\c_models\c_hominglauncher\c_hominglauncher.mdl" "projectile trail particle" "eyeboss_projectile" } } ExtraLoadoutItems // Extra loadout items available after typing !missionitems in chat { Soldier { Primary "Homing Rocket Launcher" // Item slot and name, custom weapon names are available } } ItemAttributes { ItemName "The Liberty Launcher" "damage penalty" 1 "clip size bonus" 1 "Projectile speed increased" 1 "Projectile speed decreased" 0.8 "rocket jump damage reduction" 1 "mod projectile heat seek power" 100 "mod projectile heat aim error" 999 "mod projectile heat aim time" 2 "custom item model" "models\weapons\c_models\c_hominglauncher\c_hominglauncher.mdl" "projectile trail particle" "eyeboss_projectile" } ItemAttributes { ItemName "The Gas Passer" "weapon burn dmg increased" 87.5 "weapon burn time reduced" 0.01 "remove cond on hit" 22 } Templates { T_TFBot_InvisiGreenFireBattalionsPyro //isnt invisible and dont have the proper mobber ai yet { Class Pyro Skill Expert Name "Protective Flames Pyro" Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_FLAMETHROWER" Item "The Battalion's Backup" Item "Pyro in Chinatown" Item "Honest Halo" Item "Trickster's Turnout Gear" Action Mobber ClassIcon pyro_invisigreenflames Attributes DisableDodge Attributes IgnoreFlag ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "weapon burn time increased" 10 "SPELL: Halloween green flames" 1 "damage bonus vs burning" -1 "damage penalty" 0 "weapon burn dmg reduced" 0 "airblast disabled" 1 "not solid to players" 1 "custom item model" "models/workshop/weapons/c_models/c_drg_phlogistinator/c_drg_phlogistinator.mdl" } CharacterAttributes { "increase buff duration" 3 "not solid to players" 1 } ItemModel // Replaces item model { ItemName "Pyro in Chinatown" Model "models/workshop/player/items/medic/sf14_purity_wings/sf14_purity_wings.mdl" } ItemModel // Replaces item model { ItemName "Trickster's Turnout Gear" Model "models/player/items/medic/hwn_medic_misc2.mdl" } } TFBot_MegaBigHealMedic { Class Medic Name "Mega Big Heal Medic" ClassIcon medic_uber Item "Otolaryngologist's Mirror" Skill Hard Item "The Quick-Fix" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 2 } CharacterAttributes { "heal rate bonus" 10 } } T_TFBot_Giant_Soldier_Crit { Class Soldier Name "Giant Charged Soldier" ClassIcon soldier_crit Skill Normal Health 3800 Item "The Original" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.3 "damage bonus" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_CritNonBurningPlayersTomislavHeavy { Class Heavy Skill Hard Name "Crit Non-Burning Players" ClassIcon heavy_critnonburning Item "Tomislav" Item "The Tyurtlenek" Item "Burning Beanie" ItemAttributes { ItemName "Tomislav" "crit vs non burning players" 1 "crit_dmg_falloff" 1 "damage bonus vs burning" 0.25 "crit kill will gib" 1 } ItemAttributes { ItemName "Burning Beanie" "attach particle effect" 13 "set item tint rgb" 13595446 } } T_TFBot_CritNonBurningPlayersTomislavHeavyGiant { Class Heavy Skill Expert Health 5000 ClassIcon heavy_giantcritnonburning Name "Crit Non-Burning Players" Item "Burning Beanie" Item "The Tyurtlenek" Item "Tomislav" WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss ItemAttributes { ItemName "Tomislav" "damage bonus" 1.5 "crit vs non burning players" 1 "crit_dmg_falloff" 1 "damage bonus vs burning" 0.50 "crit kill will gib" 1 } ItemAttributes { ItemName "Burning Beanie" "attach particle effect" 13 "set item tint rgb" 13595446 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_MiniCritNonBurningPlayersTomislavHeavy { Class Heavy Skill Expert Name "Minicrit Non-Burning Players" Item "Burning Beanie" ClassIcon heavy_minicritnonburning Item "The Tyurtlenek" Item "Tomislav" ItemAttributes { ItemName "Tomislav" "crit vs non burning players" 1 "damage bonus vs burning" 0.25 "crits_become_minicrits" 1 "crit_dmg_falloff" 1 } ItemAttributes { ItemName "Burning Beanie" "attach particle effect" 13 "set item tint rgb" 13595446 } } T_TFBot_ExtinguishingFlareShot //try removecond on hit when connected to rafmod, doesnt extinguish currently { Class Pyro Name "Extinguishing Flare Shot" Skill Expert ClassIcon pyro_extinguishshot Item "The Flare Gun" Item "Firewall Helmet" Item "Trickster's Turnout Gear" WeaponRestrictions SecondaryOnly AimAt Head ItemAttributes { ItemName "The Flare Gun" "damage penalty" 0.9 "fire rate bonus" 0.3 "Projectile speed decreased" 0.7 "weapon burn dmg decreased" 0 "weapon burn time reduced" 0 "afterburn duration penalty" 0 "remove cond on hit" 22 } } T_TFGateBot_Scout_Suicide { Class Scout Health 10 Scale 0.5 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Normal WeaponRestrictions MeleeOnly ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } CharacterAttributes { //"health drain" -1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } Skill Normal WeaponRestrictions MeleeOnly CharacterAttributes { "health drain" -1 } } } } T_TFBot_AxtinguisherPyro { Class Pyro Name "Firefighter" Skill Hard Item "The Axtinguisher" WeaponRestrictions MeleeOnly Item "Firewall Helmet" ClassIcon pyro_axtinguish Item "Trickster's Turnout Gear" } T_TFBot_GoldAxtinguisherPyro { Class Pyro Name "Veteran Extinguisher" Skill Expert Item "The Axtinguisher" WeaponRestrictions MeleeOnly ClassIcon pyro_golden_lite Item "Brigade Helm" Item "Trickster's Turnout Gear" Item "Fireman's Essentials" Health 350 DropWeapon 1 UseHumanModel 2 //Use human model. If set to 1, the bot can't be sapped, if set to 2, it can UseMeleeThreatPrioritization 1 //Prefer players close to the bot ItemAttributes { ItemName "Trickster's Turnout Gear" "set item tint rgb" 15185211 "attach particle effect" 17 } ItemAttributes { ItemName "Brigade Helm" "set item tint rgb" 15185211 } ItemAttributes { ItemName "Fireman's Essentials" "set item tint rgb" 15185211 } ItemAttributes { ItemName "The Axtinguisher" "is australium item" 1 // Australium description "item style override" 1 // Australium variant "turn to gold" 1 // Victims turn to gold "minicrits become crits" 1 "crit vs burning players" 1 "damage bonus" 2 "attach particle effect" 17 } } T_TFBot_SlugShotgunSoldier { Class Soldier Skill Hard Name "Slug Shotgun" ClassIcon accurate_shotgun_nys Item "TF_WEAPON_SHOTGUN_SOLDIER" WeaponRestrictions "SecondaryOnly" MaxVisionRange 1200 ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "weapon spread bonus" -10 "damage bonus" 3 } } T_TFBot_ArrowBurstFireDemo { Class Demoman Skill Normal ClassIcon demo_bow_burst_giant Name "Arrow Burst Fire Demoman" Item "The Iron Bomber" WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload AimAt Head ItemAttributes { ItemName "The Iron Bomber" "faster reload rate" 1.75 "fire rate bonus" 0.05 //"clip size penalty" 0.5 "projectile spread angle penalty" 3 "override projectile type" 8 "damage penalty" 0.5 "Projectile speed increased" 1.6 } } T_TFBot_ArrowGiantSoldier { Class Soldier Skill Expert Name "Giant Bowman Soldier" Item "The Cow Mangler 5000" Health 38000 ClassIcon sniper_bow Attributes AlwaysCrit WeaponRestrictions PrimaryOnly AimAt Head Attributes Miniboss ItemAttributes { ItemName "The Cow Mangler 5000" "clip size upgrade atomic" 7.0 "damage bonus" 1.5 "override projectile type" 8 "Projectile speed increased" 2.4 "custom item model" "models\weapons\c_models\c_rocketlauncher\c_rocketlauncher.mdl" //make this the direct hit and maybe change firing sound } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFGateBot_ArrowGiantSoldier { Class Soldier Health 3800 ClassIcon sniper_bow EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Expert Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes Miniboss Item "The Cow Mangler 5000" ItemAttributes { ItemName "The Cow Mangler 5000" "clip size upgrade atomic" 7.0 "damage bonus" 1.5 "override projectile type" 8 "Projectile speed increased" 2.4 "custom item model" "models\weapons\c_models\c_rocketlauncher\c_rocketlauncher.mdl" //make this the direct hit and maybe change firing sound } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Item "The Cow Mangler 5000" Attributes Miniboss ItemAttributes { ItemName "The Cow Mangler 5000" "clip size upgrade atomic" 7.0 "override projectile type" 8 "damage bonus" 1.5 "Projectile speed increased" 2.4 "custom item model" "models\weapons\c_models\c_rocketlauncher\c_rocketlauncher.mdl" //make this the direct hit and maybe change firing sound } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Burst_Demo_MiniGiant { Class Demoman Name "Burst Fire Demo" ClassIcon demo_burst EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Hard WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.65 //35% faster reload "fire rate bonus" 0.1 "clip size upgrade atomic" 7.0 "projectile spread angle penalty" 5 "Projectile speed increased" 1.1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Hard WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.65 //35% faster reload "fire rate bonus" 0.1 "clip size upgrade atomic" 7.0 "projectile spread angle penalty" 5 "Projectile speed increased" 1.1 } } } } T_TFGateBot_Demo_Burst_Buff { Class Demoman Name "Burst Fire Demo" ClassIcon demo_buff_lite EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Item "Scotch Bonnet" Item "TF_WEAPON_GRENADELAUNCHER" Skill Hard WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "The Buff Banner" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 1.75 "fire rate bonus" 0.05 "clip size penalty" 0.5 "projectile spread angle penalty" 3 //"Projectile speed increased" 1.1 } CharacterAttributes { "increase buff duration" 191 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Item "Scotch Bonnet" Item "TF_WEAPON_GRENADELAUNCHER" Skill Hard Attributes SpawnWithFullCharge Item "The Buff Banner" WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 1.75 "fire rate bonus" 0.05 "clip size penalty" 0.5 "projectile spread angle penalty" 3 //"Projectile speed increased" 1.1 } CharacterAttributes { "increase buff duration" 191 } } } } T_TFGateBot_MiniNukesalot { Class Demoman Name "Mini Nukesalot" ClassIcon demo_bomber Scale 1.5 Health 525 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Hard WeaponRestrictions PrimaryOnly Item "The Loose Cannon" Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" 0 "faster reload rate" 1.8 "fire rate bonus" 2 "clip size penalty" 0.5 "Projectile speed increased" 0.8 "projectile spread angle penalty" 5 "damage bonus" 7 "damage causes airblast" 1 "blast radius increased" 1.2 "use large smoke explosion" 1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Hard WeaponRestrictions PrimaryOnly Item "The Loose Cannon" Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" 0 "faster reload rate" 1.8 "fire rate bonus" 2 "clip size penalty" 0.5 "Projectile speed increased" 0.8 "projectile spread angle penalty" 5 "damage bonus" 7 "damage causes airblast" 1 "blast radius increased" 1.2 "use large smoke explosion" 1 } } } } T_TFBot_KritzMed { Class Medic Name "Kritzkrieg Medic" Skill Expert ClassIcon medic_kritz2 Item "The Kritzkrieg" Attributes SpawnWithFullCharge CharacterAttributes { "uber duration bonus" 1923 "bot medic uber health threshold" 1453 } } T_TFGateBot_SlugShotgunSoldier { Class Soldier Name "Slug Shotgun" ClassIcon accurate_shotgun_nys EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Hard WeaponRestrictions SecondaryOnly Item "TF_WEAPON_SHOTGUN_SOLDIER" MaxVisionRange 1200 ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "weapon spread bonus" -10 "damage bonus" 3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard WeaponRestrictions SecondaryOnly Item "TF_WEAPON_SHOTGUN_SOLDIER" MaxVisionRange 1200 ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "weapon spread bonus" -10 "damage bonus" 3 } } } } T_TFBot_BirdshotShotgunHeavy { Class Heavy Skill Hard ClassIcon heavy_shotgun Name "Birdshot Shotgun" Item "TF_WEAPON_SHOTGUN_HWG" WeaponRestrictions "SecondaryOnly" ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "weapon spread bonus" 2 "bullets per shot bonus" 9 "damage penalty" 0.33 } } T_TFBot_FireShotgunPyro // doesnt apply afterburn, needs addcond { Class Pyro Skill Hard ClassIcon pyro_shotgun Name "Dragon's Breath Shotgun" Item "TF_WEAPON_SHOTGUN_PYRO" WeaponRestrictions "SecondaryOnly" ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PYRO" "Set DamageType Ignite" 1 } } T_TFBot_EnforcerSpy { Class Spy Skill Hard Name "Enforcer Spy" Item "The Enforcer" ClassIcon enforcer_nys Item "The Robot Running Man" Attributes AlwaysFireWeapon Action FetchFlag WeaponRestrictions "PrimaryOnly" CharacterAttributes { "cannot disguise" 1 } } T_TFBot_BuckshotRevolver { Class Spy Skill Hard ClassIcon spy_buckshot_revolver Name "Buckshot Revolver" Item "Upgradeable TF_WEAPON_REVOLVER" WeaponRestrictions "PrimaryOnly" Action FetchFlag Item "A Hat to Kill For" ItemAttributes { ItemName "Upgradeable TF_WEAPON_REVOLVER" "bullets per shot bonus" 5 "weapon spread penalty" 0.9 "cannot disguise" 1 "damage penalty" 0.4 } } T_TFBot_Heavyweapons_Deflector { Class Heavyweapons Name "Deflector Heavy" ClassIcon heavy_deflector Skill Hard Item "The U-clank-a" Item "Deflector" WeaponRestrictions PrimaryOnly MaxVisionRange 1200 ItemAttributes { ItemName "Deflector" "attack projectiles" 1 } } T_TFBot_LugerBattalions { Class Scout Skill Easy Attributes SpawnWithFullCharge WeaponRestrictions SecondaryOnly ClassIcon scout_backup_luger Health 105 Item "TTG Max Pistol" Item "The Battalion's Backup" CharacterAttributes { "increase buff duration" 191 } } T_TFBot_BuffBannerEngineer { Class Engineer Skill Hard Attributes SpawnWithFullCharge WeaponRestrictions PrimaryOnly Action FetchFlag Health 105 Item "The Buff Banner" CharacterAttributes { "increase buff duration" 191 } } T_TFGateBot_MadMilkMedicBig { Class Medic Scale 1.5 ClassIcon medic_syringe_milk2 Health 450 Name "Milk Syringes Medic" Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Action PushToCapturePoint Attributes disabledodge Item "MvM GateBot Light Medic" Skill Hard Item "TF_WEAPON_SYRINGEGUN_MEDIC" MaxVisionRange 1500 AimAt Head AimOffset "0 0 20" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "mad milk syringes" 1 } } T_TFGateBot_SlugShotgunSoldier { Class Soldier Name "Slug Shotgun" ClassIcon accurate_shotgun_nys EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Hard WeaponRestrictions SecondaryOnly Item "TF_WEAPON_SHOTGUN_SOLDIER" ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "weapon spread bonus" -10 "damage bonus" 3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard WeaponRestrictions SecondaryOnly Item "TF_WEAPON_SHOTGUN_SOLDIER" ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "weapon spread bonus" -10 "damage bonus" 3 } } } } T_TFGateBot_EngineerBraindead //scrapped! NVM THANKS BAZOOKS { Class Engineer Health 500 Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Engineer" Skill Hard Item "TTG Max Pistol" Action PushToCapturePoint Attributes DisableDodge ExtAttr IgnorePlayers ExtAttr IgnoreBuildings FastUpdate 1 AimTrackingInterval 0 WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TTG Max Pistol" "health drain" -5 } } T_TFGateBot_Heavy_IronFistSmall //engineerplaceholder { Class Heavyweapons Name "Steel Gauntlet" ClassIcon heavy_steelfist Health 300 Scale 1 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "Fists of Steel" Item "MvM GateBot Light Heavy" WeaponRestrictions MeleeOnly Skill Hard ItemAttributes { ItemName "Fists of Steel" //"damage bonus" 1.5 } } RevertGateBotsBehavior { Item "Fists of Steel" ItemAttributes { ItemName "Fists of Steel" //"damage bonus" 1.5 } Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } WeaponRestrictions MeleeOnly Skill Hard } } } T_TFBot_Milkman { Class Scout Name "Milkman" ClassIcon scout_milk Skill Easy Item "Mad Milk" Attributes AlwaysFireWeapon WeaponRestrictions SecondaryOnly Action FetchFlag MaxVisionRange 1200 ItemAttributes { ItemName "Mad Milk" "effect bar recharge rate increased" 0.01 } } T_TFBot_ArrowBarrage { Class Demoman Name "Giant Fast Fire Demoman" ClassIcon demo_bow_burst_giant Health 3300 Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload AimAt Head ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "override projectile type" 8 "projectile speed increased" 1.6 } CharacterAttributes { "health regen" 40 "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 } } T_TFGateBot_GascanPyros //BROKEN { Class Pyro Name "Gas Passer Pyro" EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The Gas Passer" Item "MvM GateBot Light Pyro" WeaponRestrictions SecondaryOnly Skill Normal ItemAttributes { ItemName "The Gas Passer" "item_meter_charge_rate" 9 "explode_on_ignite" 1 "dmg penalty vs players" 0.10 } } RevertGateBotsBehavior { Item "The Gas Passer" ItemAttributes { ItemName "The Gas Passer" "item_meter_charge_rate" 9 "explode_on_ignite" 1 "dmg penalty vs players" 0.35 } Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } WeaponRestrictions SecondaryOnly Skill Normal } } } } // MISSION: Sentry Buster Mission { Objective DestroySentries Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank CooldownTime 30 TFBot { Template T_TFBot_SentryBuster } } //WAVE 1 Wave { InitWaveOutput { Target wave_setup_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "sw1" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 18 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 25 TFBot { Template T_TFBot_EnforcerSpy } } WaveSpawn { Name "sw2" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 18 MaxActive 4 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 5 TotalCurrency 25 TFBot { Template T_TFGateBot_SlugShotgunSoldier } } WaveSpawn //should have been braindeadengineers { Name "sw3" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 10 MaxActive 2 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 2 TotalCurrency 100 TFBot { Template T_TFGateBot_EngineerBraindead } } WaveSpawn { Name "sw3g" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn { Name "sw4" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 1000 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 6 WaitForAllSpawned "sw1" Support 1 TFBot { Template T_TFBot_InvisiGreenFireBattalionsPyro } } WaveSpawn { Name "sw5" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 WaitForAllDead "sw2" TotalCurrency 40 TFBot { Template T_TFGateBot_EngineerBraindead } } WaveSpawn { Name "sw5g" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0 WaitForAllDead "sw2" TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn { Name "sw5help" TotalCount 12 Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 5 WaitForAllDead "sw2" TotalCurrency 10 TFBot { Class Scout Skill Expert WeaponRestrictions MeleeOnly Item "Three-Rune Blade" Action Mobber ClassIcon scout_threerune_daan } } WaveSpawn { Name "makeitlessboring" Support 1 TotalCount 6 Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank MaxActive 4 SpawnCount 2 WaitBetweenSpawns 10 WaitBeforeStarting 10 WaitForAllDead "sw3g" TFBot { Class Soldier Skill Normal WeaponRestrictions PrimaryOnly } } WaveSpawn { Name "sw6" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 1 WaitForAllSpawned "sw2" TotalCurrency 10 TFBot { Template T_TFBot_Milkman } } WaveSpawn { Name "sw7" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 2 WaitForAllSpawned "sw5g" TotalCurrency 120 TFBot { Template T_TFBot_CritNonBurningPlayersTomislavHeavy } } WaveSpawn { Name "sw8" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 3 WaitForAllSpawned "sw7" TotalCurrency 10 TFBot { Template T_TFBot_Milkman } } WaveSpawn { Name "sw8g" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0 WaitForAllSpawned "sw7" TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn { Name "sw8help" TotalCount 12 Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 5 WaitForAllSpawned "sw7" TotalCurrency 10 TFBot { Class Scout Skill Expert WeaponRestrictions MeleeOnly Item "Three-Rune Blade" ClassIcon scout_threerune_daan } } WaveSpawn { Name "sw9" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 WaitForAllSpawned "sw7" TotalCurrency 40 TFBot { Template T_TFGateBot_EngineerBraindead } } WaveSpawn { Name "sw10" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 18 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 2 WaitForAllSpawned "sw7" TotalCurrency 60 TFBot { Template T_TFBot_MiniCritNonBurningPlayersTomislavHeavy } } WaveSpawn { Name "makeitlessboring2" Support 1 TotalCount 6 Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank MaxActive 8 SpawnCount 4 WaitBetweenSpawns 5 WaitBeforeStarting 10 WaitForAllSpawned "sw8" TFBot { Class Demoman Skill Easy WeaponRestrictions PrimaryOnly } } WaveSpawn { Name "sw11" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 5 WaitForAllSpawned "sw10" TotalCurrency 800 Squad { TFBot { Template T_TFBot_Giant_Soldier } TFBot { Template T_TFBot_LugerBattalions } TFBot { Template T_TFBot_LugerBattalions } TFBot { Template T_TFBot_LugerBattalions } } } } Wave //WAVE 2 { InitWaveOutput { Target wave_setup_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "sw1-2" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 10 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 100 TFBot { Template T_TFGateBot_MadMilkMedicBig } } WaveSpawn { Name "sw3" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 WaitForAllSpawned "sw1-2" TotalCurrency 15 TFBot { Template T_TFBot_ArrowBurstFireDemo } } WaveSpawn { Name "sw4" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 WaitForAllSpawned "sw3" TotalCurrency 500 TFBot { Template T_TFBot_CritNonBurningPlayersTomislavHeavyGiant } } WaveSpawn { Name "sw5" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 1 WaitForAllSpawned "sw3" TFBot { Template T_TFBot_InvisiGreenFireBattalionsPyro } } WaveSpawn //FIX THIS!!!!!!!!!!!!! { Name "sw6" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 1000 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 WaitForAllDead "sw5" Support 1 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper Action Sniper } } WaveSpawn { Name "sw7-8" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 WaitForAllDead "sw4" TotalCurrency 20 Squad { TFBot { Template T_TFGateBot_GascanPyros //BROKEN } TFBot { Template T_TFGateBot_SlugShotgunSoldier } } } WaveSpawn { Name "sw9" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 WaitForAllDead "sw4" TotalCurrency 400 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name "sw10-11" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 10 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 WaitForAllSpawned "sw7-8" TotalCurrency 15 TFBot { Template T_TFGateBot_Demo_Burst_Normal } } WaveSpawn { Name "sw12" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 WaitForAllSpawned "sw7-8" TotalCurrency 100 Squad { TFBot { Template T_TFBot_BirdshotShotgunHeavy } TFBot { Template T_TFBot_BuckshotRevolver } TFBot { Template T_TFBot_BuckshotRevolver } } } WaveSpawn { Name "sw13" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 20 MaxActive 20 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2 WaitForAllDead "sw10-11" TotalCurrency 200 TFBot { Template T_TFBot_BuckshotRevolver } } WaveSpawn { Name "sw13" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 WaitForAllDead "sw10-11" TotalCurrency 200 TFBot { Template T_TFBot_Giant_Demo_Burst } } WaveSpawn { Name "sw14" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 0 WaitForAllSpawned "sw13" TotalCurrency 100 TFBot { Template T_TFBot_Giant_Demo_Burst } } } Wave //WAVE 3 { InitWaveOutput { Target wave_setup_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "support1" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 1000 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 60 Support 1 TFBot { Template T_TFGateBot_Burst_Demo_MiniGiant } } WaveSpawn { Name "support2" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 1000 MaxActive 2 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 60 Support 1 TFBot { Template T_TFGateBot_Demo_Burst_Buff } } WaveSpawn { Name "support3" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 1000 MaxActive 4 SpawnCount 4 WaitBeforeStarting 30 WaitBetweenSpawns 60 Support 1 Squad { TFBot { Template T_TFGateBot_Demo_Burst_Normal } TFBot { Template T_TFBot_KritzMed } } } WaveSpawn { Name "support4" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 1000 MaxActive 4 SpawnCount 4 WaitBeforeStarting 45 WaitBetweenSpawns 60 Support 1 Squad { TFBot { Template T_TFGateBot_MiniNukesalot } TFBot { Template T_TFBot_KritzMed } } } WaveSpawn { Name "sw1" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 8 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 400 TFBot { Template T_TFBot_Sniper_Huntsman_Spammer } } WaveSpawn { Name "sw1" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 20 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 20 TFBot { Class Sniper Name "Arrow Mastery Bowman" Skill Hard Item "Larrikin Robin" Item "Starduster" ClassIcon sniper_bow WeaponRestrictions PrimaryOnly Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "arrow mastery" 1 } } } WaveSpawn { Name "sw1" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 10 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 20 TFBot { Class Sniper Name "Resistance Piercing Bowman" Item "The Fruit Shoot" Item "The Golden Garment" Skill Hard ClassIcon sniper_bow WeaponRestrictions PrimaryOnly //Item "#TF_FortifiedCompound" Item "The Fortified Compound" ItemAttributes { ItemName "The Huntsman" "dmg pierces resists absorbs" 1 } } } WaveSpawn { Name "sw1" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 20 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 20 TFBot { Template T_TFBot_Sniper_Huntsman //Normal } } WaveSpawn { Name "sw1" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 10 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 20 TFBot { Class Sniper Name "Freezing Bowman" Skill Hard Item "Wagga Wagga Wear" Item "The Smissmas Caribou" ClassIcon sniper_bow WeaponRestrictions PrimaryOnly Item "Festive Huntsman" ItemAttributes { ItemName "Festive Huntsman" "set turn to ice" 1 "slow enemy on hit major" 5 } DamageAppliesCond { Name "TF_COND_FREEZE_INPUT" Duration 2 } } } WaveSpawn { Name "sw1" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 10 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 20 TFBot { Class Sniper Name "Bloodletting Bowman" Skill Hard Item "Holy Hunter" Item "Garlic Flank Stake" Item "Silver Bullets" ClassIcon sniper_bow WeaponRestrictions PrimaryOnly Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "bleeding duration" 5 } } } WaveSpawn { Name "sw1" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 35 TotalCurrency 900 Squad { TFBot { Template T_TFBot_ArrowBarrage } TFBot { Template T_TFBot_KritzMed } } } } //WAVE 3 Wave { InitWaveOutput { Target wave_setup_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "sw1" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 20 TFBot { Template T_TFBot_FireShotgunPyro } } WaveSpawn { Name "sw2" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 12 MaxActive 9 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 2 TotalCurrency 20 TFBot { Template T_TFBot_ExtinguishingFlareShot } } WaveSpawn { Name "sw3" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 18 MaxActive 8 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 2 TotalCurrency 20 TFBot { Template T_TFBot_AxtinguisherPyro } } WaveSpawn { Name "sw4" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 1 TotalCurrency 40 TFBot { Template T_TFBot_CritNonBurningPlayersTomislavHeavy } } WaveSpawn { Name "sw5" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 7 TotalCurrency 200 TFBot { Template T_TFBot_ArrowGiantSoldier } } WaveSpawn { Name "sw6" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 14 WaitBetweenSpawns 7 TotalCurrency 200 TFBot { Template T_TFGateBot_ArrowGiantSoldier } } WaveSpawn { Name "sw8" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 30 MaxActive 15 SpawnCount 15 WaitBeforeStarting 0 WaitBetweenSpawns 15 WaitForAllDead "sw5" TotalCurrency 60 TFBot { Class Heavyweapons Item "Iron Curtain" Name "Igniter Heavy" ItemAttributes { ItemName "Iron Curtain" "Set DamageType Ignite" 1 "damage penalty" 0.25 "attach particle effect" 13 } } } WaveSpawn { Name "sw9" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 10 MaxActive 5 SpawnCount 5 WaitBeforeStarting 7 WaitBetweenSpawns 15 WaitForAllDead "sw5" TotalCurrency 40 TFBot { Template T_TFBot_GoldAxtinguisherPyro } } WaveSpawn { Name "sw9" Where spawnbot Where spawnbot_gate_1_flank Where spawnbot_gate_2_flank TotalCount 10 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 WaitForAllDead "sw8" TotalCurrency 400 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Name "Giant Igniting Heavy" Item "Iron Curtain" Item "The Eliminators Safeguard" ItemAttributes { ItemName "Iron Curtain" "Set DamageType Ignite" 1 "damage bonus" 1.5 "attach particle effect" 13 } } TFBot { Template TFBot_MegaBigHealMedic } TFBot { Template TFBot_MegaBigHealMedic } TFBot { Template TFBot_MegaBigHealMedic } TFBot { Template TFBot_MegaBigHealMedic } TFBot { Template TFBot_MegaBigHealMedic } TFBot { Template TFBot_MegaBigHealMedic } TFBot { Template TFBot_MegaBigHealMedic } TFBot { Template TFBot_MegaBigHealMedic } TFBot { Template TFBot_MegaBigHealMedic } } } } }