/////////////////////////////////////////////////////////////////////////// // BEGIN POP FILE /////////////////////////////////////////////////////////////////////////// #base robot_giant.pop #base robot_standard.pop //Made by Tuibuse //Made for fun DidYouKnowThatThisCanBeAnyName { StartingCurrency 1000 RespawnWaveTime 30 FixedRespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom Yes BonusRatioHalf 1.95 BonusRatioFull 2 ExtendedUpgradesOnly 1 BotsAreHumans 1 BuybacksPerWave 0 BodyPartScaleSpeed 26 BotHumansHaveRobotVoice 1 BluHumanFlagCapture 1 BluHumanFlagPickup 1 DeathPenalty 0 DisplayRobotDeathNotice 1 ForceHoliday 2 ForceRobotBleed 1 FixedBuybacks 1 RespecEnabled 1 FlagEscortCountOffset -4 FixSetCustomModelInput 1 HealOnKillOverhealMelee 1 MaxSpeedLimit 1337 MaxSpectators 0 MinibossSentrySingleKill 1 NoJoinMidwave 1 NoReanimators 1 NoHolidayPickups 1 NoThrillerTaunt 1 NoRomevisionCosmetics 1 RobotLimit 26 RemoveGrapplingHooks 1.5 SandmanStun 0 StandableHeads 1 SniperAllowHeadshots 0 TextPrintTime 0 WaveStartCountdown 3 StuckTimeMultiplier 3.5 FastNPCUpdate 1 NoCreditsVelocity 1 NoMissionInfo 0 PrecacheSound "trespasser/de_shot1.wav" PrecacheSound "trespasser/mp40f1.wav" PrecacheSound "trespasser/sg-1.wav" PrecacheSound "weapons\mp40_shoot.wav" PrecacheSound "weapons\auto_shotgun_fire_1.wav" PrecacheSound "ak_shoot.wav" PrecacheSound "lmg_shoot.wav" PrecacheSound "trespasser\tank_yell_10.wav" PrecacheSound "shadows/gas_spit.mp3" PrecacheSound "shadows\smoker_death.mp3" PrecacheSound "shadows/smoker_launchtongue_02.mp3" PrecacheSound "shadows/charger_death.mp3" PrecacheSound "shadows\tank_death_01.mp3" PrecacheSound "shadows/tank_punch_1.mp3" PrecacheSound "shadows/gas_spit.mp3" PrecacheSound "shadows/gas_death.mp3" PrecacheSound "shadows/thrown_projectile_hit_01.mp3" PrecacheSound "trespasser\tank_yell_10.wav" PrecacheSound "billwin.wav" PrecacheModel "models\kirillian\infected\wanker_v4.mdl" PrecacheModel "models\weapons\c_models\c_rapidfire\c_rapidfire_1.mdl" PrecacheModel "models/workshop/weapons/c_models/c_winger_distol/c_winger_distol.mdl" PrecacheModel "models\weapons\c_models\c_scopelessrifle\c_scopelessrifle.mdl" PrecacheModel "models\weapons\c_models\c_ak47\c_mmg.mdl" PrecacheModel "models\weapons\c_models\c_brief_negotiator\c_lmg.mdl" PrecacheModel "models\workshop\weapons\c_models\c_golfclub\c_golfclub.mdl" PrecacheModel "models\weapons\c_models\c_wooden_bat\c_wooden_bat.mdl" PrecacheModel "models\weapons\c_models\c_nitro\c_nitro.mdl" PrecacheModel "models\props_frontline\helicopter_windows.mdl" PrecacheModel "models\props_gameplay\cap_square_256.mdl" PrecacheModel "models/weapons/c_models/c_soldier_arms_rocketless.mdl" PrecacheModel "models\weapons\c_models\c_steel_battalion\c_steel_battalion.mdl" 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_Bomb_Alert_Entered" DisableSound "Announcer.MVM_Bomb_Alert_Near_Hatch" DisableSound "Announcer.MVM_Bomb_Alert_Deploying" DisableSound "Announcer.MVM_Bonus" DisableSound "Announcer.mvm_spybot_death" DisableSound "Announcer.mvm_spybot_death_all" DisableSound "Announcer.MVM_Spy_Alert" ///////////////// //TEMPLATES ///////////////// PointTemplates { MissionName { logic_relay { "targetname" "name" "OnTrigger" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,L4D2 (TF2),0,-1" } OnSpawnOutput { Target "name" Action "trigger" Delay 0 } } Helicopter_logic { path_track { "targetname" "helicopter_path_01" "target" "helicopter_path_02b" "orientationtype" 2 "speed" 650 "origin" "2909 3422 561" "angles" "0 -130 0" } path_track { "targetname" "helicopter_path_02b" "target" "helicopter_path_02" "orientationtype" 2 "origin" "67 590 70" "speed" 150 "angles" "0 -180 0" } path_track { "targetname" "helicopter_path_02" "target" "helicopter_path_03" "orientationtype" 2 "origin" "-384 290 -40" "OnPass" "helicopter_mover,Stop,,0,-1" "OnPass" "helicopter_win_enable_trigger,Trigger,,0,-1" "angles" "0 -160 0" "speed" 50 } path_track { "targetname" "helicopter_path_03" "target" "helicopter_path_03b" "orientationtype" 2 "origin" "-384 290 300" "speed" 100 "angles" "0 150 0" } path_track { "targetname" "helicopter_path_03b" "target" "helicopter_path_04" "orientationtype" 2 "origin" "-484 340 300" "speed" 400 "angles" "0 150 0" } path_track { "targetname" "helicopter_path_04" "orientationtype" 2 "origin" "-3268 1965 939" "OnPass" "helicopter,Kill,,0,-1" "OnPass" "helicopter_mover,Stop,,0,-1" "angles" "0 150 0" "speed" 1000 } func_tracktrain { "targetname" "helicopter_mover" "origin" "3444 2593 561" "mins" "128 64 64" "maxs" "128 64 64" "target" "helicopter_path_01" "startspeed" 1000 "speed" 650 "velocitytype" 2 "orientationtype" 3 "spawnflags" 131 } prop_dynamic { "targetname" "helicopter" "classname" "prop_dynamic" "parentname" "helicopter_mover" "model" "models\props_frontline\helicopter_windows.mdl" "disableshadows" "1" "modelscale" "1.4" "origin" "3444 2593 561" "SetBodyGroup" "0" "skin" "0" "solid" "6" "CollisionGroup" 5 "spawnflags" "0" "DefaultAnim" "Hover_idle" } prop_dynamic { "targetname" "helicopter_win_holo" "classname" "prop_dynamic" "model" "models\props_gameplay\cap_square_256.mdl" "disableshadows" "1" "origin" "-340 12 0" "SetBodyGroup" "0" "skin" "1" "solid" "0" "spawnflags" "0" } training_annotation { "origin" "-312 329 22" "targetname" "win_anno" "display_text" "Escape has arrived! Get to the helicopter!" "lifetime" "15" } trigger_teleport { "targetname" "helicopter_tp_no_player" "origin" "0 0 0" "mins" "-20000 -20000 -20000" "maxs" "20000 20000 20000" "spawnflags" "1" "startdisabled" "1" "target" "breaks" "filtername" "filter_red_backup" } trigger_hurt { "targetname" "hurt" "filtername" "filter_zombies" "origin" "0 0 0" "mins" "-15000 -15000 -15000" "maxs" "15000 15000 15000" "nodmgforce" "0" "damagetype" "65536" "damagemodel" "0" "damagecap" "20000" "damage" "20000" "StartDisabled" "1" "spawnflags" "64" } trigger_multiple { "targetname" "helicopter_win_zone" "origin" "-340 12 -10" "mins" "-128 -128 -128" "maxs" "128 128 128" "spawnflags" "1" "startdisabled" "1" "OnStartTouch" "cap_counter,add,1,0,-1" "OnEndTouch" "cap_counter,subtract,1,0,-1" "filtername" "filter_red_backup" } logic_relay { "targetname" "helicopter_win_enable_trigger" "OnTrigger" "helicopter_win_holo,enable,,2,-1" "OnTrigger" "win_anno,Show,,2,-1" "OnTrigger" "helicopter_win_zone,Enable,,2,-1" } ambient_generic { "targetname" "helicopter_win_sound" "message" "billwin.wav" "origin" "1625 -2937 -246" "volstart" "10" "spinup" "0" "spindown" "0" "spawnflags" "17" "radius" "99999" "preset" "0" "pitchstart" "100" "pitch" "100" "lfotype" "0" "lforate" "0" "lfomodvol" "0" "lfomodpitch" "0" "health" "10" "fadeoutsecs" "0" "fadeinsecs" "0" "cspinup" "0" } logic_relay { "targetname" "helicopter_enable_trigger" "OnTrigger" "helicopter_mover,StartForward,,0,-1" "OnTrigger" "helicopter,enable,,0,-1" "OnTrigger" "helicopter,EnableCollision,,0,-1" } logic_relay { "targetname" "helicopter_spawn_trigger" "OnTrigger" "helicopter_mover,Stop,,0,-1" "OnTrigger" "helicopter,disable,,0,-1" "OnTrigger" "helicopter_win_holo,disable,,0,-1" "OnTrigger" "helicopter,DisableCollision,,0,-1" } math_counter { "targetname" "cap_counter_alive" "max" "6" "outvalue" "cap_counter_compare,SetCompareValue,,0,-1" "outvalue" "cap_counter_compare,Compare,,0.1,-1" } math_counter { "targetname" "cap_counter" "max" "6" "outvalue" "cap_counter_compare,SetValueCompare,,0,-1" } logic_compare { "targetname" "cap_counter_compare" "comparevalue" "6" "ongreaterthan" "win_red,RoundWin,,7.5,-1" "ongreaterthan" "helicopter_mover,StartForward,,1,-1" "ongreaterthan" "fade,fade,,0,-1" "ongreaterthan" "fade2,fade,,1,-1" "ongreaterthan" "helicopter_tp_no_player,enable,,1,-1" "ongreaterthan" "camera,EnableAll,,1,-1" "ongreaterthan" "camera,DisableAll,,12,-1" "ongreaterthan" "helicopter_win_zone,disable,,0,-1" "ongreaterthan" "helicopter_win_sound,PlaySound,,2,-1" "onequalto" "win_red,RoundWin,,7.5,-1" "onequalto" "helicopter_mover,StartForward,,1,-1" "onequalto" "fade,fade,,0,-1" "onequalto" "fade2,fade,,1,-1" "onequalto" "camera,EnableAll,,1,-1" "onequalto" "camera,DisableAll,,12,-1" "onequalto" "helicopter_tp_no_player,enable,,1,-1" "onequalto" "helicopter_win_zone,disable,,0,-1" "onequalto" "helicopter_win_sound,PlaySound,,2,-1" } game_round_win { "teamnum" "2" "targetname" "win_red" "force_map_reset" "0" "switch_teams" "0" } NoFixup 1 point_viewcontrol { "acceleration" "0" "deceleration" "0" "interpolatepositiontoplayer" "0" "spawnflags" "12" "speed" "0" "wait" "10" "targetname" "camera" "origin" "-138 -578 508" "angles" "26 105 0" } env_fade { "targetname" "fade" "angles" "0 0 0" "duration" "1" "rendercolor" "0 0 0" "spawnflags" "8" } env_fade { "targetname" "fade2" "angles" "0 0 0" "duration" "1" "rendercolor" "0 0 0" "spawnflags" "1" } OnSpawnOutput { Target helicopter_spawn_trigger Action Trigger } } playertracker { OnSpawnOutput { Target "cap_counter_alive" Action "Add" Param 1 } OnParentKilledOutput { Target "cap_counter_alive" Action "Subtract" Param 1 } } PT_Boomer { NoFixup 1 logic_relay { "targetname" "boomer_death" "OnTrigger" "boomer_explode_fx,Start,,0,-1" "OnTrigger" "boomer_hurt,TurnOn,,0,-1" "OnTrigger" "boomer_hurt,TurnOff,,0.5,-1" "OnTrigger" "boomer_jarate,Enable,,0,-1" "OnTrigger" "boomer_jarate,Disable,,0.5,-1" "OnTrigger" "!activator,$Suicide,,0.1,-1" } NoFixup 1 info_particle_system { "targetname" "boomer_explode_fx" "origin" "0 0 0" "angles" "0 90 0" "start_active" "0" "effect_name" "rd_robot_explosion" } NoFixup 1 info_particle_system { "targetname" "boomer_explode_fx" "origin" "0 0 32" "angles" "0 0 0" "start_active" "0" "effect_name" "blood_decap" } NoFixup 1 info_particle_system { "targetname" "boomer_explode_fx" "origin" "0 0 32" "angles" "0 0 0" "start_active" "0" "effect_name" "tfc_sniper_mist" } NoFixup 1 info_particle_system { "targetname" "boomer_explode_fx" "origin" "0 0 32" "angles" "0 0 0" "start_active" "0" "effect_name" "breadjar_impact" } NoFixup 1 point_hurt { "targetname" "boomer_hurt" "origin" "0 0 72" "angles" "0 0 0" "DamageRadius" "192" "Damage" "60" "DamageDelay" "1" "DamageType" "DMG_RADIATION" "spawnflags" "2" } NoFixup 1 trigger_add_tf_player_condition { "targetname" "boomer_jarate" "startdisabled" "1" "condition" "24" "duration" "15" "spawnflags" "1" "origin" "0 0 0" "mins" "-224 -224 -224" "maxs" "224 224 224" "filtername" "filter_red_backup" } } corelogic { NoFixup 1 logic_auto { "targetname" "mainrelay" "OnMapSpawn" "func_nav_avoid,Kill,,0,-1" "OnMapSpawn" "func_nav_prefer,Kill,,0,-1" "OnMapSpawn" "func_respawnroomvisualizer,Kill,,0,-1" "OnMapSpawn" "func_door,Lock,,0,-1" "OnMapSpawn" "func_upgradestation,Enable,,0,-1" "OnMapSpawn" "forward_station,kill,,0,-1" "OnMapSpawn" "filter_red,kill,,0,-1" "OnMapSpawn" "breaks,Show,,0,-1" "OnMapSpawn" "item_ammopack_medium,Kill,,0,-1" "OnMapSpawn" "item_ammopack_full,Kill,,0,-1" "OnMapSpawn" "item_healthkit_medium,Kill,,0,-1" "OnMapSpawn" "item_healthkit_full,Kill,,0,-1" "OnMapSpawn" "camera,Disable,,0.5,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger func_door:Unlock:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger navman:RecomputeBlockers:0:-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger func_door:Open:0:-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger break:Show:0:-1" } tf_point_nav_interface { targetname navman } filter_activator_tfteam { targetname filter_red_backup teamnum 2 negated 0 // anyone who is red passes } filter_activator_tfteam { targetname filter_zombies teamnum 1 negated 0 // anyone who is blue passes } } annotations { NoFixup 1 training_annotation { "targetname" "breaks" "display_text" "There will be a break after every tank wave!" "lifetime" "10" "origin" "-3435 -2245 452" } training_annotation { "targetname" "break" "display_text" "BREAK" "lifetime" "10" "origin" "-3435 -2245 452" } } shaker { NoFixup 1 env_shake { "classname" "env_shake" "amplitude" "255" "duration" "1" "frequency" "255" "radius" "50000" "spawnflags" "5" "targetname" "shakeit" "origin" "-189.888 17.0933 65" } env_shake { "classname" "env_shake" "amplitude" "255" "duration" "3" "frequency" "255" "radius" "50000" "spawnflags" "5" "targetname" "shakeit2" "origin" "-189.888 17.0933 65" } } p_smallammo { NoFixup 1 item_ammopack_small { "classname" "item_ammopack_small" "disableshadows" "0" } } p_smallmedkit { NoFixup 1 item_healthkit_small { "classname" "item_healthkit_small" } } } SpawnTemplate MissionName SpawnTemplate corelogic SpawnTemplate shaker SpawnTemplate annotations SpawnTemplate Helicopter_logic SpawnTemplate { Name "p_smallammo" Origin "1001 -1506 144" Angles "0 0 0" } SpawnTemplate { Name "p_smallammo" Origin "-1213 -1452 280" Angles "0 0 0" } SpawnTemplate { Name "p_smallammo" Origin "2104 -2407 270" Angles "0 0 0" } SpawnTemplate { Name "p_smallammo" Origin "-885 -1976 -23" Angles "0 0 0" } SpawnTemplate { Name "p_smallammo" Origin "1896 -3986 520" Angles "0 0 0" } SpawnTemplate { Name "p_smallammo" Origin "64 -3153 448" Angles "0 0 0" } SpawnTemplate { Name "p_smallammo" Origin "-675 -140 -9" Angles "0 0 0" } SpawnTemplate { Name "p_smallmedkit" Origin "1672 -1140 64" Angles "0 0 0" } SpawnTemplate { Name "p_smallmedkit" Origin "-213 -480 -18" Angles "0 0 0" } SpawnTemplate { Name "p_smallmedkit" Origin "2037 -2408 308" Angles "0 0 0" } SpawnTemplate { Name "p_smallmedkit" Origin "-1711 -1891 360" Angles "0 0 0" } PlayerSpawnTemplate { Name "playertracker" } Templates { T_Zombie_Heavy { Class Heavy Skill Expert Health 50 WeaponRestrictions MeleeOnly Action Mobber Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Infected CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav Item "BRAINS" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "voice pitch scale" 0.85 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "move speed bonus" 1.29 "add attributes on hit" "move speed bonus|0.5|2" "dmg taken from blast increased" 1.5 } } T_Zombie_Sniper { Class Sniper Skill Expert Health 50 WeaponRestrictions MeleeOnly Action Mobber Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Infected Item "Ritzy Rick's Hair Fixative" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav Item "BRAINS" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "increased jump height" 1.3 "voice pitch scale" 1.1 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "add attributes on hit" "move speed bonus|0.5|2" "dmg taken from blast increased" 1.5 } } T_Zombie_Soldier { Class Soldier Skill Expert Health 50 WeaponRestrictions MeleeOnly Action Mobber Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Infected CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav Item "The Zipperface" Item "BRAINS" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "move speed bonus" 1.25 "add attributes on hit" "move speed bonus|0.5|2" "dmg taken from blast increased" 1.5 } } T_Zombie_Demo { Class Demoman Skill Expert Health 50 WeaponRestrictions MeleeOnly Action Mobber Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Infected CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav Item "BRAINS" VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "dmg taken from fire reduced" 1.05 "voice pitch scale" 0.9 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "move speed bonus" 1.07 "add attributes on hit" "move speed bonus|0.5|2" "dmg taken from blast increased" 1.5 } } T_Zombie_Medic { Class Medic Skill Expert Health 50 WeaponRestrictions MeleeOnly Action Mobber Attributes DisableDodge DesiredAttackRange 50 ClassIcon heavy_zombie_lite Scale 1 NoIdleSound 1 Name Infected CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav // VoiceCommand // { // Delay 2 // Cooldown 5.8 // Repeats 0 // Type "Battle cry" // } ItemAttributes { ItemName TF_WEAPON_BONESAW "damage bonus HIDDEN" 0.62 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "custom kill icon" unarmed_combat "damage penalty" 0.31 } CharacterAttributes { "cancel falling damage" 1 "dmg taken from fire reduced" 1.05 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "move speed bonus" 0.93 "add attributes on hit" "move speed bonus|0.5|2" "dmg taken from blast increased" 1.5 } } T_Zombie_Special_Boomer { Class Sniper Skill Expert Health 50 Action Mobber Attributes DisableDodge DesiredAttackRange 50 ClassIcon pyro_membrain_lite Scale 1 NoIdleSound 1 Name Boomer Item "Conspiratorial Cut" Item "The Mucous Membrain" Item "Skinless Slashers" Item "The Biomech Backpack" Item "Jarate" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" DeathSound =80|physics\body\body_medium_break3.wav Item "BRAINS" SpawnTemplate "PT_Boomer" Addcond {Name TF_COND_PREVENT_DEATH} ItemAttributes { ItemName "Jarate" "provide on active" 1 "projectile trail particle" "~bread_gloves_goop" "explosion particle" "breadjar_impact" "projectile spread angle penalty" 5 "effect bar recharge rate increased" 0.001 "fire rate bonus" 0.25 "deploy time decreased" 0.01 "is invisible" 1 "move speed bonus" 0.2 } FireInput { Target boomer_death Action Trigger Delay 0 IfHealthBelow 2 Repeats 1 } WeaponSwitch { Delay 1 Cooldown 0 Repeats 1 Type "Melee" } WeaponSwitch { Delay 1 Cooldown 15 Repeats 0 IfSeeTarget 1 Type "Secondary" MaxTargetRange 1000 } FireWeapon { Delay 2 Cooldown 15 Repeats 0 IfSeeTarget 1 Duration 3 Type "Primary" MaxTargetRange 1000 } WeaponSwitch { Delay 5 Cooldown 15 Repeats 0 IfSeeTarget 1 Type "Melee" MaxTargetRange 1000 } VoiceCommand { Delay 2 Cooldown 5.8 Repeats 0 Type "Battle cry" } CharacterAttributes { "cancel falling damage" 1 "move speed bonus" 0.83 "increased jump height" 1.3 "voice pitch scale" 1.1 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken from fire increased" 4 "dmg taken from blast increased" 1.5 } } T_Zombie_Special_Grappler { Class Sniper Skill Expert Health 250 Action Mobber Attributes DisableDodge DesiredAttackRange 1000 ClassIcon sniper_smoker ExtAttr IgnoreBuildings MaxVisionRange 3000 Scale 1 NoIdleSound 1 StripItem "Zombie Sniper" Item "The Huntsman" // Item BRAINS Name "Smoker" UseCustomModel "models\kirillian\infected\wanker_v4.mdl" DeathSound =80|shadows\smoker_death.mp3 VoiceCommand { Delay 5 Cooldown 3.6 Repeats 0 Type "Go" } WeaponSwitch { Delay 1 Cooldown 0 Repeats 1 Type "Melee" } WeaponSwitch { Delay 3 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Primary" } Sequence { Delay 4 Cooldown 10 Repeats 0 IfSeeTarget 1 Name tongue_attack_grab_survivor } WeaponSwitch { Delay 6 Cooldown 10 Repeats 0 IfSeeTarget 1 Type "Melee" } ItemAttributes { ItemName "The Huntsman" "is invisible" 1 "override projectile type" 26 // hook "fire rate bonus" 1.5 "attachment offset" "0 0 48" "custom weapon fire sound" =80|shadows/smoker_launchtongue_02.mp3 "apply look velocity on damage" -1200 "dmg penalty vs players" 5 "stun on hit" 2 "stun on hit type" "bonk" } ItemAttributes { ItemName TF_WEAPON_CLUB "damage bonus HIDDEN" 0.62 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "custom kill icon" unarmed_combat } CharacterAttributes { "move speed bonus" 0.7 // "voice pitch scale" 0 "cancel falling damage" 1 "override footstep sound set" 0 "mult stun resistance" 0 "increased jump height" 1.3 "cannot be sapped" 1 "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken from fire increased" 2 "dmg taken from blast increased" 1.5 "dmg taken mult from special damage type 2" 1.5 } } T_Zombie_Special_Charger { Class Demoman Skill Expert Health 600 StripItem "Zombie Demo" StripItemSlot 0 Action Mobber // DesiredAttackRange 50 ExtAttr IgnoreBuildings Name "Charger" ClassIcon demo_superfist UseCustomModel "models/kirillian/infected/coomer_v4.mdl" DeathSound =80|shadows/charger_death.mp3 Item "The Chargin' Targe" Scale 1.25 NoIdleSound 1 VoiceCommand { Delay 15 Cooldown 5 Repeats 0 IfNoTarget 1 Type "Move up" } VoiceCommand { Delay 2 Cooldown 4 Repeats 0 IfSeeTarget 1 Type "Negative" } ItemAttributes { ItemName TF_WEAPON_BOTTLE "is invisible" 1 "fire rate penalty" 1.3 "damage bonus" 1.2 "custom kill icon" hot_hand "custom impact sound" =80|player/taunt_chest_thump_alt.wav "charge time increased" 2 "damage causes airblast" 1 } ItemAttributes { ItemName "The Chargin' Targe" "charge time increased" 2.5 "effect add attributes" "no_attack|1" "mult charge turn control" 0.01 "charge recharge rate increased" 9999 "Attack not cancel charge" 1 "charge impact damage increased" 0.01 "is invisible" 1 "dmg taken from fire reduced" 1 "dmg taken from blast reduced" 1 "damage causes airblast" 1 } FireWeapon { Delay 1 Cooldown 7.5 Repeats 0 IfSeeTarget 1 Duration 0.1 Type "Secondary" } CharacterAttributes { "voice pitch scale" 0.5 "move speed bonus" 0.6 "cannot be sapped" 1 "override footstep sound set" 7 "crit kill will gib" 1 "stomp building damage" 1337 "stomp player damage" 50 "stomp player force" 600 "stomp player time" 0.25 "fire input on hit" "shakeit^startshake^0" "stun on hit" 5 "stun on hit type" "bigbonk" "force distribute currency on death" 1 "dmg taken from crit reduced" 0.7 "dmg taken from fire increased" 2 "dmg taken from blast increased" 1.5 "dmg taken mult from special damage type 2" 1.25 } PainSound =65|physics/body/body_medium_break2.wav DeathSound physics/body/body_medium_break4.wav } T_Zombie_Special_Tank { Class Heavy Skill Expert StripItem "Zombie Heavy" StripItemSlot 0 Name "Tank" Health 8000 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings Action Mobber UseMeleeThreatPrioritization 1 ClassIcon heavy_zombie_arm2_lite UseCustomModel "models\kirillian\infected\hank_v4.mdl" StripItem "Tank" Skin 1 NoIdleSound 1 AdditionalStepSound "=80|player/footsteps/giant2.wav" DeathSound shadows\tank_death_01.mp3 WeaponSwitch { Delay 1 Cooldown 30 Repeats 1 Type "Melee" } VoiceCommand { Delay 2 Cooldown 4.2 Repeats 0 IfNoTarget 1 Type "Move Up" } VoiceCommand { Delay 1 Cooldown 3 Repeats 0 IfSeeTarget 1 Type "Cheers" } Sequence { Delay 0 Cooldown 20 Repeats 0 IfSeeTarget 0 Name "Throw_02" } Sequence { Delay 3 Cooldown 20 Repeats 0 IfSeeTarget 0 Name "Idle_Yell_short" } WeaponSwitch //Periodically switches weapon { Delay 0 //Time before the first weapon switch starts (Default: 10) Cooldown 20 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Type "Secondary" // Weapon slot, possible values: } FireWeapon { Delay 4 Cooldown 20 Repeats 0 IfSeeTarget 0 Duration 0.1 Type "Primary" } WeaponSwitch //Periodically switches weapon { Delay 6 //Time before the first weapon switch starts (Default: 10) Cooldown 20 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Type "Melee" // Weapon slot, possible values: } ItemAttributes { ItemName TF_WEAPON_FISTS "provide on active" 1 "dmg bonus vs buildings" 4444 "damage causes airblast" 1 "fire rate bonus" 2 "custom impact sound" shadows/tank_punch_1.mp3 "deploy time decreased" 3 "alt-fire disabled" 1 // stop punching until you're actually close "melee range multiplier" 1.75 "stun on hit" 1 "stun on hit type" "bonk" } ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "provide on active" 1 "is invisible" 1 "fire rate bonus" 10 "override projectile type" 2 "no_jump" 1 "reload full clip at once" 1 "faster reload rate" -0.8 "dmg pierces resists absorbs" 1 "custom projectile model" models\props_forest\cliff_wall_09a.mdl "damage bonus" 10.83 "dmg bonus vs buildings" 4444 "custom impact sound" =100|shadows/thrown_projectile_hit_01.mp3 "custom weapon fire sound" "=120|trespasser\tank_yell_10.wav" "projectile gravity" 300 "projectile speed increased" 1.75 "passive reload" 1 "blast radius increased" 1.25 "custom kill icon" mailbox "rocket specialist" 1 "penetrate teammates" 1 // throw through teammates "mult_player_movespeed_active" 0 // stop moving when throwing rocks! } CharacterAttributes { "voice pitch scale" 1 "cancel falling damage" 1 "override footstep sound set" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "mult stun resistance" 0 "dmg from ranged reduced" 0.75 "dmg taken mult from special damage type 1" 2.5 "cannot be sapped" 1 "no_duck" 1 "increased jump height" 1.3 "move speed penalty" 1.29 "dmg taken from crit reduced" 0.5 "force distribute currency on death" 1 "dmg taken from fire increased" 4 "dmg taken from blast increased" 1.5 "dmg taken mult from special damage type 2" 2.5 } } T_Zombie_Special_Hunter { Class Scout Classicon scunter Name "Hunter" Scale 1.1 Skill Expert Health 250 Action Mobber NoIdleSound 1 Attributes DisableDodge Attributes IgnoreFlag ExtAttr IgnoreBuildings WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 MaxVisionRange 1250 Item "Zombie Scout" Item "The Delinquent's Down Vest" Item "Head Hunter" Item "Blizzard Britches" Item "The Bat Outta Hell" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" NoIdleSound 1 ItemAttributes { ItemName "The Bat Outta Hell" "is invisible" 1 "damage bonus" 0.0025 "hit self on miss" 1 "apply look velocity on damage" 1500 "melee range multiplier" 0.0025 "melee bounds multiplier" 0.0025 "custom kill icon" "unarmed_combat" "custom hit sound" physics/flesh/flesh_squishy_impact_hard3.wav "remove damage type" 128 "special damage type" 3 "dmg taken mult from special damage type 3" 0.01 } FireWeapon { Delay 5.25 Cooldown 2.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } FireWeapon { Delay 5 Cooldown 2.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } CharacterAttributes { "dmg pierces resists absorbs" 1 "increased jump height" 2.5 "move speed bonus" 0.5 "stomp player damage" 12 "stomp building damage" 12 "stomp player force" 20 "stomp player time" 0.5 "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 "force distribute currency on death" 1 "dmg taken from fire increased" 2 "dmg taken from blast increased" 1.25 "dmg taken mult from special damage type 2" 1.5 } PainSound =65|physics/body/body_medium_break2.wav DeathSound npc/fast_zombie/fz_frenzy1.wav } T_Zombie_Special_Jocky { Class Scout Classicon scunter Name "Jocky" Scale 1.1 Skill Expert Health 325 Action Mobber NoIdleSound 1 Attributes DisableDodge Attributes IgnoreFlag ExtAttr IgnoreBuildings WeaponRestrictions MeleeOnly UseMeleeThreatPrioritization 1 MaxVisionRange 750 DesiredAttackRange 500 Item "Zombie Scout" Item "Crazy Legs" Item "Claws And Infect" Item "Facepeeler" Item "The Bat Outta Hell" CustomEyeParticle "bot_eye_glow" CustomEyeGlowColor "40 180 40" NoIdleSound 1 ItemAttributes { ItemName "The Bat Outta Hell" "is invisible" 1 "damage bonus" 0.0025 "hit self on miss" 1 "apply look velocity on damage" 2000 "melee range multiplier" 0.0025 "melee bounds multiplier" 0.0025 "custom kill icon" "unarmed_combat" "custom hit sound" physics/flesh/flesh_squishy_impact_hard3.wav "remove damage type" 128 "special damage type" 3 "dmg taken mult from special damage type 3" 0.01 } FireWeapon { Delay 5.25 Cooldown 1.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } FireWeapon { Delay 5 Cooldown 1.5 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } CharacterAttributes { "dmg pierces resists absorbs" 1 "move speed bonus" 0.70 "stomp player damage" 12 "stomp building damage" 12 "stomp player force" 120 "stomp player time" 0.5 "stun on hit" 2 "stun on hit type" "panic" "stun on hit slow" 0.4 "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 "force distribute currency on death" 1 "dmg taken from fire increased" 2 "dmg taken from blast increased" 1.25 "dmg taken mult from special damage type 2" 1.5 } PainSound =65|physics/body/body_medium_break2.wav DeathSound npc/fast_zombie/fz_frenzy1.wav } T_Zombie_Special_Spitter { Class Pyro Skill Expert Health 100 StripItem "Zombie Pyro" Name "Spitter" StripItemSlot 0 Action Mobber 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 VoiceCommand { Delay 15 Cooldown 4 Repeats 0 Type "Jeers" } 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" 0.38 "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" 0.5 "mult_item_meter_charge_rate" 0.1 "weapon burn dmg increased" 1.25 "applies snare effect" 0.4 "weapon burn time reduced" 0.5 // 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" 0.7 // "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 "dmg taken from fire increased" 2 "dmg taken from blast increased" 1.5 } } } ItemBlacklist { ItemSlot "UTILITY" ItemSlot "ACTION" ItemSlot "BUILDING" ItemSlot "PDA2" ItemSlot "PDA" ItemSlot "Melee" ItemSlot "Secondary" ItemSlot "Primary" } ///////////////// //Custom Weapons ///////////////// CustomWeapon //Allows you to use an alias for items with custom attributes { "BRAINS" { OriginalItemName "Necro Smasher" "damage bonus HIDDEN" 0.77 "is invisible" 1 "alt-fire disabled" 1 // for heavy AI "custom kill icon" unarmed_combat "damage penalty" 0.31 } "Pistol" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size penalty HIDDEN" 1.25 "damage bonus HIDDEN" 2.4 "hidden secondary max ammo penalty" 50000 "fire rate penalty HIDDEN" 1.34 "cannot be upgraded" 1 "use original class weapon animations" 1 "Paintkit_proto_def_index" 412 "Set_item_texture_wear" 0 "penetration damage penalty" 0.2 "projectile penetration heavy" 1 } "Magnum" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "clip size penalty HIDDEN" 0.67 "hidden secondary max ammo penalty" 50000 "damage bonus HIDDEN" 5.33 "fire rate penalty HIDDEN" 2 "cannot be upgraded" 1 "use original class weapon animations" 1 "custom weapon fire sound" "=80|trespasser/de_shot1.wav" "custom item model" "models\workshop\weapons\c_models\c_winger_distol\c_winger_distol.mdl" "penetration damage penalty" 0.5 "projectile penetration heavy" 2 } "Pump Shotgun" // The name you would use in Item key in TFBot { OriginalItemName "The Frontier Justice" "mod sentry killed revenge" 0 "clip size penalty HIDDEN" 1.34 "hidden primary max ammo bonus" 2.25 "damage bonus HIDDEN" 4.16 "fire rate penalty HIDDEN" 1.6 "clip size penalty" 1 "cannot be upgraded" 1 "reload time increased hidden" 0.7 "weapon spread bonus" 1.35 "use original class weapon animations" 1 "custom item model" "models\weapons\c_models\c_steel_battalion\c_steel_battalion.mdl" "custom weapon fire sound" "=100|weapons\shotgun\shotgun_dbl_fire7.wav" "penetration damage penalty" 0.8 "projectile penetration heavy" 2 } "Combat Shotgun" // The name you would use in Item key in TFBot { OriginalItemName "The Frontier Justice" "mod sentry killed revenge" 0 "bullets per shot bonus" 0.9 "clip size penalty HIDDEN" 1.67 "hidden primary max ammo bonus" 2.8125 "damage bonus HIDDEN" 3.5 "fire rate penalty HIDDEN" 0.48 "clip size penalty" 1 "weapon spread bonus" 1.35 "cannot be upgraded" 1 "reload time increased hidden" 0.5 "use original class weapon animations" 1 "custom item model" "models\weapons\c_models\c_rapidfire\c_rapidfire_1.mdl" "custom weapon fire sound" "=100|weapons\auto_shotgun_fire_1.wav" "penetration damage penalty" 0.8 "projectile penetration heavy" 2 } "Hunting Rifle" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "alt-fire disabled" 1 "special damage type" 2 "hidden primary max ammo bonus" 6 "projectile penetration" 1 "damage bonus HIDDEN" 1.8 "faster reload rate" 0.25 "cannot be upgraded" 1 "use original class weapon animations" 1 "custom item model" "models\weapons\c_models\c_scopelessrifle\c_scopelessrifle.mdl" "custom weapon fire sound" "=120|weapons\mp40_shoot.wav" } "Silenced Submachine Gun" // The name you would use in Item key in TFBot { OriginalItemName "The Cleaner's Carbine" "minicrit_boost_when_charged" 0 "clip size penalty HIDDEN" 2 "hidden secondary max ammo penalty" 8.67 "damage bonus HIDDEN" 3.125 "fire rate penalty HIDDEN" 0.4629 "clip size penalty" 1 "fire rate penalty" 1 "cannot be upgraded" 1 "use original class weapon animations" 1 "continous accuracy mult" 1.75 "continous accuracy time" 1 "penetration damage penalty" 0.4 "projectile penetration heavy" 2 } "AK-47" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "clip size penalty HIDDEN" 1.6 "hidden secondary max ammo penalty" 4.8 "damage bonus HIDDEN" 5.5 "fire rate penalty HIDDEN" 1.25 "cannot be upgraded" 1 "use original class weapon animations" 1 "continous accuracy mult" 1.75 "continous accuracy time" 3 "custom item model" "models\weapons\c_models\c_ak47\c_mmg.mdl" "custom weapon fire sound" "=80|ak_shoot.wav" "penetration damage penalty" 0.6 "projectile penetration heavy" 3 } "Combat Rifle" // The name you would use in Item key in TFBot { OriginalItemName "Upgradeable TF_WEAPON_SMG" "clip size penalty HIDDEN" 2.4 "hidden secondary max ammo penalty" 4.8 "damage bonus HIDDEN" 5.5 "fire rate penalty HIDDEN" 1.13 "cannot be upgraded" 1 "use original class weapon animations" 1 "weapon spread bonus" 0.85 "continous accuracy mult" 1.75 "continous accuracy time" 3 "burst fire count" 3 "burst fire rate mult" 1.5 "custom item model" "models\weapons\c_models\c_brief_negotiator\c_lmg.mdl" "custom weapon fire sound" "=80|lmg_shoot.wav" "penetration damage penalty" 0.9 "projectile penetration heavy" 3 } "Grenade Launcher" // The name you would use in Item key in TFBot { OriginalItemName "The Loch-n-Load" "clip size penalty HIDDEN" 0.33 "hidden primary max ammo bonus" 1.875 "damage bonus HIDDEN" 4 "fire rate penalty HIDDEN" 1.5 "reload time increased hidden" 1.5 "cannot be upgraded" 1 "use original class weapon animations" 1 "no primary ammo from dispensers while active" 1 "explosion particle" "rd_robot_explosion" "sticky air burst mode" 1 "grenade explode on impact" 1 "Blast radius increased" 1.75 "Blast radius decreased" 1 "special damage type" 1 "custom weapon fire sound" "=80|mvm\giant_demoman\giant_demoman_grenade_shoot.wav" } "M60 Machine Gun" { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "custom item model" models\workshop\weapons\c_models\c_browning\c_browning.mdl "cannot be upgraded" 1 "hidden primary max ammo bonus" 0.75 "damage bonus HIDDEN" 5.56 "use original class weapon animations" 1 "fire rate penalty HIDDEN" 1.045 "aiming movespeed increased" "1.8" "bullets per shot bonus" 0.25 "weapon spread bonus" 0.5 "continous accuracy mult" 1.5 "continous accuracy time" 5 "provide on active" 1 "move speed penalty" 0.7 "projectile penetration heavy" 3 } "Fire Axe" { OriginalItemName "Upgradeable TF_WEAPON_FIREAXE" "cannot be upgraded" 1 "damage bonus HIDDEN" 6.16 "fire rate penalty HIDDEN" 1.125 "melee cleave attack" 1 "Set DamageType Ignite" -1 } "Baseball Bat" { OriginalItemName "Upgradeable TF_WEAPON_BAT" "custom item model" models\weapons\c_models\c_wooden_bat\c_wooden_bat.mdl "cannot be upgraded" 1 "damage bonus HIDDEN" 6.16 "fire rate penalty HIDDEN" 1.7 "melee cleave attack" 1 "Set DamageType Ignite" -1 } "Golf Club" { OriginalItemName "Upgradeable TF_WEAPON_SHOVEL" "custom item model" models\workshop\weapons\c_models\c_golfclub\c_golfclub.mdl "cannot be upgraded" 1 "damage bonus HIDDEN" 6.16 "fire rate penalty HIDDEN" 0.9375 "melee cleave attack" 1 "Set DamageType Ignite" -1 } "Machete" { OriginalItemName "Upgradeable TF_WEAPON_CLUB" "cannot be upgraded" 1 "damage bonus HIDDEN" 6.16 "fire rate penalty HIDDEN" 0.84375 "melee cleave attack" 1 "Set DamageType Ignite" -1 } "Frying Pan" { OriginalItemName "Frying Pan" "cannot be upgraded" 1 "damage bonus HIDDEN" 6.16 "fire rate penalty HIDDEN" 1.125 "melee cleave attack" 1 "Set DamageType Ignite" -1 } "Pipe Bomb" //FBI no like { OriginalItemName "Jarate" "custom item model" models\workshop\weapons\c_models\c_quadball\c_quadball_grenade.mdl "custom projectile model" models\weapons\w_models\w_grenade_grenadelauncher.mdl "use original class weapon animations" 1 "override projectile type" 3 "cannot be upgraded" 1 "item style override" 0 "special item description" "30 Second Cooldown" "fuse bonus" 2.6 "effect bar recharge rate increased" 1.5 "Blast radius increased" 1.75 "explosion particle" "rd_robot_explosion" "custom impact sound" "=150|ambient\explosions\explode_3.wav" "cannot be upgraded" 1 "effect cond override" 7 "damage bonus HIDDEN" 16 } "Molotov Cocktail" { OriginalItemName "Mad Milk" "custom item model" models\weapons\c_models\c_nitro\c_nitro.mdl "custom projectile model" models\weapons\c_models\c_nitro\c_nitro.mdl "use original class weapon animations" 1 "override projectile type" 3 "cannot be upgraded" 1 "item style override" 0 "special item description" "30 Second Cooldown" "fuse bonus" 2.6 "effect bar recharge rate increased" 1.5 "Blast radius increased" 2 "grenade explode on impact" 1 "Set DamageType Ignite" 1 "weapon burn dmg increased" 2.5 "explosion particle" "rd_robot_explosion" "custom impact sound" "=120|spell_fireball_impact.wav" "cannot be upgraded" 1 "effect cond override" 7 "damage bonus HIDDEN" 2.5 } "Boomer Bile Bomb" { OriginalItemName "Mad Milk" "custom item model" models\weapons\c_models\c_gascan\c_gascan.mdl "custom projectile model" models\weapons\c_models\c_gascan\c_gascan.mdl "use original class weapon animations" 1 "override projectile type" 3 "cannot be upgraded" 1 "item style override" 0 "special item description" "20 Second Cooldown" "fuse bonus" 2.6 "effect bar recharge rate increased" 2.25 "Blast radius increased" 1.5 "grenade explode on impact" 1 "explosion particle" "breadjar_impact" "custom impact sound" "=100|weapons\gas_can_explode.wav" "cannot be upgraded" 1 "effect cond override" 7 "weapon burn dmg increased" 1.25 "add cond on hit" 31512 "add cond on hit duration" 20 "damage bonus HIDDEN" 0.0025 } "Energy Drink (Adrenaline Shot)" { OriginalItemName "Festive Bonk 2014" "effect cond override" 32 "mult effect duration" 1.875 "effect add attributes" "major move speed bonus|1.15|mult stun resistance|0" //major move speed bonus is the same move speed bonus "effect bar recharge rate increased" 1.37 "special item description" "Once Consumed: User gains speed buff!" "special item description 2" "30 Second recharge time" "taunt attack time mult" 0.5 "gesture speed increase" 2 } "Sandvich (First Aid Kit)" { OriginalItemName "The Sandvich" "lunchbox healing decreased" 0.2 "special item description" "Once Consumed: User is healed for 60 hp" "special item description 2" "30 Second recharge time" } "Banana (Pain Pills)" { OriginalItemName "The Second Banana" "lunchbox healing decreased" 0.067 "special item description" "Once Consumed: User is healed for 20 hp" "special item description 2" "15 Second recharge time" "taunt attack time mult" 0.33 "gesture speed increase" 3 "effect bar recharge rate increased" 1.5 "alt-fire disabled" 1 } } /////////////////////////////////////////////////////////////////////////// //ExtraLoadoutItems /////////////////////////////////////////////////////////////////////////// ExtraLoadoutItems // Extra loadout items available after typing !missionitems in chat { AllowEquipOutsideSpawn 0 // Allow equipping items outside spawn Secondary // Extended syntax, Item slot to use { Item "Magnum" // Item name, custom weapon names are available Cost 500 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Secondary // Extended syntax, Item slot to use { Item "Silenced Submachine Gun" // Item name, custom weapon names are available Cost 1000 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Secondary // Extended syntax, Item slot to use { Item "AK-47" // Item name, custom weapon names are available Cost 3500 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Secondary // Extended syntax, Item slot to use { Item "Combat Rifle" // Item name, custom weapon names are available Cost 3500 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Secondary // Extended syntax, Item slot to use { Item "Pipe Bomb" // Item name, custom weapon names are available Cost 750 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Secondary // Extended syntax, Item slot to use { Item "Molotov Cocktail" // Item name, custom weapon names are available Cost 1000 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Secondary // Extended syntax, Item slot to use { Item "Boomer Bile Bomb" // Item name, custom weapon names are available Cost 500 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Secondary // Extended syntax, Item slot to use { Item "Energy Drink (Adrenaline Shot)" // Item name, custom weapon names are available Cost 500 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Secondary // Extended syntax, Item slot to use { Item "Banana (Pain Pills)" // Item name, custom weapon names are available Cost 400 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Secondary // Extended syntax, Item slot to use { Item "Sandvich (First Aid Kit)" // Item name, custom weapon names are available Cost 1500 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Primary // Extended syntax, Item slot to use { Item "Pump Shotgun" // Item name, custom weapon names are available Cost 1000 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Primary // Extended syntax, Item slot to use { Item "Combat Shotgun" // Item name, custom weapon names are available Cost 4500 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Primary // Extended syntax, Item slot to use { Item "Hunting Rifle" // Item name, custom weapon names are available Cost 3500 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Primary // Extended syntax, Item slot to use { Item "Grenade Launcher" // Item name, custom weapon names are available Cost 2500 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Primary // Extended syntax, Item slot to use { Item "M60 Machine Gun" // Item name, custom weapon names are available Cost 2500 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Melee // Extended syntax, Item slot to use { Item "Fire Axe" // Item name, custom weapon names are available Cost 1000 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Melee // Extended syntax, Item slot to use { Item "Baseball Bat" // Item name, custom weapon names are available Cost 1200 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Melee // Extended syntax, Item slot to use { Item "Golf Club" // Item name, custom weapon names are available Cost 1500 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Melee // Extended syntax, Item slot to use { Item "Machete" // Item name, custom weapon names are available Cost 2000 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } Melee // Extended syntax, Item slot to use { Item "Frying Pan" // Item name, custom weapon names are available Cost 10000 // The cost of the weapon (default: 0) AllowRefund 0 //Allow refunding of the weapon (default: 1) // Hidden 1 //If set, this item is only accessible via $AwardExtraItem input (default: 0) } } /////////////////////////////////////////////////////////////////////////// //Player And Item Attributes /////////////////////////////////////////////////////////////////////////// PlayerAttributes { "crit mod disabled" 0 "min respawn time" 30 // disable scout's quick respawn "move accuracy mult" 1.33 "duck accuracy mult" 0.5 "mult_patient_overheal_penalty_active" 0.5 "no damage falloff" 1 //"health from packs increased" 0.6 "allow bunny hop" 2 "halloween increased jump height" 0.9 "use original class weapon animations" 1 // test Scout { "min respawn time" 30 // disable scout's quick respawn "hidden maxhealth non buffed" -25 "move speed penalty" 0.7 "can headshot" 1 "no double jump" 1 "Reload time increased" 1.65 } Soldier { "can headshot" 1 "hidden maxhealth non buffed" -100 "move speed penalty" 1.16 "custom view model" "models/weapons/c_models/c_soldier_arms_rocketless.mdl" "Reload time increased" 1.65 } Demoman { "hidden maxhealth non buffed" -75 "can headshot" 1 "Reload time increased" 1.65 } Heavyweapons { "hidden maxhealth non buffed" -200 "can headshot" 1 "move speed penalty" 1.217 "Reload time increased" 1.65 } Engineer { "hidden maxhealth non buffed" -25 "building max level" 1 "mult teleporter recharge rate" 0.3 "bidirectional teleport" 1 "can headshot" 1 "move speed penalty" 0.93 //"mult dispenser rate" 0.5 "Reload time increased" 1.65 } Sniper { "hidden maxhealth non buffed" -25 "can headshot" 1 "move speed penalty" 0.93 "Reload time increased" 1.65 } } /////////////////////////////////////////////////////////////////////////// //Natural Spawns /////////////////////////////////////////////////////////////////////////// PeriodicSpawn { When //Can be given a value (such as 3) to spawn the bot at that interval without the need for MinInterval and MaxInterval { MinInterval 60 MaxInterval 85 } Where Anywhere TFBot { Template T_Zombie_Special_Charger } } PeriodicSpawn { When //Can be given a value (such as 3) to spawn the bot at that interval without the need for MinInterval and MaxInterval { MinInterval 50 MaxInterval 70 } Where Anywhere TFBot { Template T_Zombie_Special_Spitter } } PeriodicSpawn { When //Can be given a value (such as 3) to spawn the bot at that interval without the need for MinInterval and MaxInterval { MinInterval 40 MaxInterval 50 } Where Anywhere TFBot { Template T_Zombie_Special_Grappler } } PeriodicSpawn { When //Can be given a value (such as 3) to spawn the bot at that interval without the need for MinInterval and MaxInterval { MinInterval 30 MaxInterval 45 } Where Anywhere TFBot { Template T_Zombie_Special_Boomer } } PeriodicSpawn { When //Can be given a value (such as 3) to spawn the bot at that interval without the need for MinInterval and MaxInterval { MinInterval 60 MaxInterval 85 } Where Anywhere TFBot { Template T_Zombie_Special_Hunter } } PeriodicSpawn { When //Can be given a value (such as 3) to spawn the bot at that interval without the need for MinInterval and MaxInterval { MinInterval 75 MaxInterval 90 } Where Anywhere TFBot { Template T_Zombie_Special_Jocky } } PeriodicSpawn { When //Can be given a value (such as 3) to spawn the bot at that interval without the need for MinInterval and MaxInterval { MinInterval 4.5 MaxInterval 9 } Where Anywhere RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Sniper } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } } } /////////////////////////////////////////////////////////////////////////// //Replace Weapons /////////////////////////////////////////////////////////////////////////// ItemReplacement // Replace Items { "Pistol" // The replacement target item { ItemSlot "Secondary" } } ClassLimit //Limits the number of specified classes { Scout 1 Soldier 1 Pyro 0 Demoman 1 Heavyweapons 1 Engineer 1 Medic 0 Sniper 1 Spy 0 //too buggy and I can't fix it } /////////////////////////////////////////////////////////////////////////// //Weapon Upgrades /////////////////////////////////////////////////////////////////////////// ExtendedUpgrades { Incendiary_Ammo //Player Upgrades { Name "Incendiary Ammo" Attribute "Set DamageType Ignite" Cap 1 Increment 1 Cost 3000 PlayerUpgrade 1 SecondaryAttributes { //"add damage type" 8 } DisallowedUpgrade { Upgrade Laser_Sight Level 1 } DisallowedUpgrade { Upgrade Explosive_Ammo Level 1 } } Explosive_Ammo //Player Upgrades { Name "Explosive Ammo" Attribute "explosive bullets" Cap 64 Increment 64 Cost 3500 PlayerUpgrade 1 SecondaryAttributes { "explosion particle" "lowV_blood_impact_red_01" "explosion particle on direct hit" "lowV_blood_impact_red_01" "add damage type" 64 } DisallowedUpgrade { Upgrade Incendiary_Ammo Level 1 } DisallowedUpgrade { Upgrade Laser_Sight Level 1 } } Laser_Sight //Player Upgrades { Name "Laser Sight" Attribute "weapon spread bonus" Cap 0.6 Increment -0.4 Cost 750 PlayerUpgrade 1 DisallowedUpgrade { Upgrade Incendiary_Ammo Level 1 } DisallowedUpgrade { Upgrade Explosive_Ammo Level 1 } } } ///////////////// //WAVES ///////////////// ///////////////// //START $800 ///////////////// /////////////////////////////////////////////////////////////////////////// //WAVE 1 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $1000 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation { Line "{800080}Sniper:{fbeccb} There! Distress signal sent!" Line "{Red}Heavy:{fbeccb} Any idea how long it will be!" Line "{Yellow}Scout:{fbeccb} His guess is as good as yours!" Line "{Blue}Soldier:{fbeccb} I went through boot camp and made it out alive! We'll be fine." } RedTeamWipeCausesWaveLoss 1 WaveSpawn { Name "Wave01" TotalCount 50 MaxActive 20 SpawnCount 5 WaitBeforeStarting 8 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave01" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 4 TotalCurrency 300 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave01" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 9 TotalCurrency 200 Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Spitter } } WaveSpawn { Name "Wave02" WaitForAllDead "Wave01" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 12 TotalCurrency 200 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Charger } } WaveSpawn { Name "Wave02" WaitForAllDead "Wave01" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 9 WaitBetweenSpawns 10 TotalCurrency 300 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave02" WaitForAllDead "Wave01" TotalCount 15 MaxActive 15 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 50 MaxActive 22 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 1 TotalCurrency 0 Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 24 TotalCurrency 200 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Charger } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 16 TotalCurrency 400 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 11 TotalCurrency 300 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Spitter } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 24 TotalCurrency 300 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Charger } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 5 MaxActive 4 SpawnCount 1 WaitBeforeStarting 13 WaitBetweenSpawns 20 TotalCurrency 500 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 7 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10.5 WaitBetweenSpawns 11 TotalCurrency 700 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Spitter } } WaveSpawn { Name "Wave05" WaitForAllDead "Wave04" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12.5 WaitBetweenSpawns 20 TotalCurrency 250 Where flankers HideIcon 1 FirstSpawnWarningSound "trespasser\tank_yell_10.wav" FirstSpawnOutput { Target shakeit2 Action startshake } TFBot { Template T_Zombie_Special_Tank } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation { Line "{Green}Radio:{fbeccb} Hello, is anyone there? We heard a distress signal." Line "{Red}Heavy:{fbeccb} Yes, we are here. We are situated near the white cliff." Line "{Green}Radio:{fbeccb} Ok, got it. It will take us a bit to get this thing in the sky, but we will rescue you as soon as we can." Line "{Yellow}Scout:{fbeccb} Better make it quick, cause this whole town's been infected!" } RedTeamWipeCausesWaveLoss 1 WaveSpawn { Name "Wave01" TotalCount 75 MaxActive 20 SpawnCount 5 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave01" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 12 TotalCurrency 300 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave01" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 15 TotalCurrency 200 Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Hunter } } WaveSpawn { Name "Wave01" TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 9 TotalCurrency 400 Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Spitter } } WaveSpawn { Name "Wave02" WaitForAllDead "Wave01" TotalCount 50 MaxActive 20 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave02" WaitForAllDead "Wave01" TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 0 TotalCurrency 400 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Charger } } WaveSpawn { Name "Wave02" WaitForAllDead "Wave01" TotalCount 5 MaxActive 4 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 6 TotalCurrency 500 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Spitter } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 35 MaxActive 20 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 10 TotalCurrency 400 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Hunter } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 12.5 TotalCurrency 400 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Charger } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 6 MaxActive 5 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 6 TotalCurrency 600 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 65 MaxActive 20 SpawnCount 5 WaitBeforeStarting 4 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 16 TotalCurrency 400 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Hunter } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 5 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 0 TotalCurrency 0 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Boomer } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 50 MaxActive 20 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 16 TotalCurrency 250 Where spawnbot HideIcon 1 FirstSpawnWarningSound "trespasser\tank_yell_10.wav" FirstSpawnOutput { Target shakeit2 Action startshake } TFBot { Template T_Zombie_Special_Tank } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 16 TotalCurrency 250 Where flankers HideIcon 1 FirstSpawnWarningSound "trespasser\tank_yell_10.wav" FirstSpawnOutput { Target shakeit2 Action startshake } TFBot { Template T_Zombie_Special_Tank } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation { Line "{Yellow}Scout:{fbeccb} Jesus! Two tanks!" Line "{Red}Heavy:{fbeccb} Little baby zombies are growing up." Line "{800080}Sniper:{fbeccb} Anyway, what is the eta for our rescue?" Line "{Red}Heavy:{fbeccb} All he said is that it will be a little while." } RedTeamWipeCausesWaveLoss 1 WaveSpawn { Name "Wave01" TotalCount 75 MaxActive 20 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 TotalCurrency 0 Where flankers HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave01" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 12 TotalCurrency 300 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave01" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 15 TotalCurrency 300 Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Hunter } } WaveSpawn { Name "Wave01" TotalCount 5 MaxActive 5 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 9 TotalCurrency 500 Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Spitter } } WaveSpawn { Name "Wave02" WaitForAllDead "Wave01" TotalCount 50 MaxActive 20 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 TotalCurrency 0 Where flankers Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave02" WaitForAllDead "Wave01" TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 10 TotalCurrency 400 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Charger } } WaveSpawn { Name "Wave02" WaitForAllDead "Wave01" TotalCount 5 MaxActive 4 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 6 TotalCurrency 500 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Spitter } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 35 MaxActive 20 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot Where flankers HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 10 TotalCurrency 400 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Hunter } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 10 TotalCurrency 300 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Charger } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 7 MaxActive 5 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 6 TotalCurrency 700 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 65 MaxActive 20 SpawnCount 5 WaitBeforeStarting 4 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 16 TotalCurrency 400 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Hunter } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 13 WaitBetweenSpawns 10 TotalCurrency 500 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 14 WaitBetweenSpawns 15 TotalCurrency 300 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Charger } } WaveSpawn { Name "Wave04" WaitForAllDead "Wave03" TotalCount 80 MaxActive 20 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave04b" WaitForAllDead "Wave03" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 16 TotalCurrency 250 Where spawnbot HideIcon 1 FirstSpawnWarningSound "trespasser\tank_yell_10.wav" FirstSpawnOutput { Target shakeit2 Action startshake } TFBot { Template T_Zombie_Special_Tank } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation { Line "{Red}Heavy:{fbeccb} Little baby man, how much longer will it be?" Line "{Green}Radio:{fbeccb} Just a bit longer, we're having trouble finding fuel." Line "{008080}Demoman:{fbeccb} Better you make it quick! I'm almost out of whisky!" Line "{Green}Radio:{fbeccb} Like I said, It will be a bit longer!" } RedTeamWipeCausesWaveLoss 1 WaveSpawn { Name "Wave01" TotalCount 50 MaxActive 20 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 TotalCurrency 0 Where flankers Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave01" TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 12 TotalCurrency 600 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave01" TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 16 TotalCurrency 300 Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Hunter } } WaveSpawn { Name "Wave01" TotalCount 7 MaxActive 7 SpawnCount 3 WaitBeforeStarting 12 WaitBetweenSpawns 9 TotalCurrency 700 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Spitter } } WaveSpawn { Name "Wave02" WaitForAllDead "Wave01" TotalCount 40 MaxActive 20 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 1 TotalCurrency 0 Where flankers Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave02" WaitForAllDead "Wave01" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 17.5 TotalCurrency 300 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Jocky } } WaveSpawn { Name "Wave02" WaitForAllDead "Wave01" TotalCount 5 MaxActive 4 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 6 TotalCurrency 500 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Spitter } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 45 MaxActive 20 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 TotalCurrency 0 Where spawnbot Where flankers HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 10 TotalCurrency 400 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Hunter } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 10 TotalCurrency 300 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Charger } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 7 MaxActive 5 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 6 TotalCurrency 700 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 16 TotalCurrency 500 Where spawnbot HideIcon 1 FirstSpawnWarningSound "trespasser\tank_yell_10.wav" FirstSpawnOutput { Target shakeit2 Action startshake } TFBot { Template T_Zombie_Special_Tank } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 53 WaitBetweenSpawns 16 TotalCurrency 250 Where flankers HideIcon 1 FirstSpawnWarningSound "trespasser\tank_yell_10.wav" FirstSpawnOutput { Target shakeit2 Action startshake } TFBot { Template T_Zombie_Special_Tank } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation { Line "{Green}Radio:{fbeccb} Good news! We got the fuel. It should only be a few minutes before we rescue you!" Line "{Yellow}Scout:{fbeccb} Oh, thank God!" Line "{Blue}Soldier:{fbeccb} You hear that, men! We are going to live forever!" } RedTeamWipeCausesWaveLoss 1 WaveSpawn { Name "Wave01" TotalCount 45 MaxActive 20 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 TotalCurrency 0 Where flankers Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave01" TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 14 WaitBetweenSpawns 8 TotalCurrency 500 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Charger } } WaveSpawn { Name "Wave01" TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 12 TotalCurrency 600 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave01" TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 16 TotalCurrency 400 Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Jocky } } WaveSpawn { Name "Wave01" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 9 TotalCurrency 250 Where spawnbot HideIcon 1 FirstSpawnWarningSound "trespasser\tank_yell_10.wav" FirstSpawnOutput { Target shakeit2 Action startshake } TFBot { Template T_Zombie_Special_Tank } } WaveSpawn { Name "Wave02" WaitForAllSpawned "Wave01" TotalCount 40 MaxActive 20 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 1 TotalCurrency 0 Where flankers Where spawnbot HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave02" WaitForAllSpawned "Wave01" TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 14 TotalCurrency 500 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Charger } } WaveSpawn { Name "Wave02" WaitForAllSpawned "Wave01" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 18 TotalCurrency 300 Where spawnbot HideIcon 1 TFBot { Template T_Zombie_Special_Jocky } } WaveSpawn { Name "Wave02" WaitForAllSpawned "Wave01" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 25 TotalCurrency 500 Where spawnbot Where flankers randomspawn 1 HideIcon 1 FirstSpawnWarningSound "trespasser\tank_yell_10.wav" FirstSpawnOutput { Target shakeit2 Action startshake } TFBot { Template T_Zombie_Special_Tank } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" WaitBeforeStarting 40 FirstSpawnOutput { Target helicopter_enable_trigger //stupid helicopter Action trigger } } WaveSpawn { Name "Wave03" WaitForAllSpawned "Wave02" TotalCount 900 MaxActive 20 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 1 TotalCurrency 0 Where spawnbot Where flankers HideIcon 1 RandomChoice { TFBot { Template T_Zombie_Demo } TFBot { Template T_Zombie_Heavy } TFBot { Template T_Zombie_Medic } TFBot { Template T_Zombie_Soldier } TFBot { Template T_Zombie_Sniper } } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 40 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 10 TotalCurrency 4000 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Hunter } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 30 MaxActive 3 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 10 TotalCurrency 3000 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Charger } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 70 MaxActive 5 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 6 TotalCurrency 7000 Where spawnbot Where flankers HideIcon 1 TFBot { Template T_Zombie_Special_Grappler } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 16 TotalCurrency 250 Where spawnbot HideIcon 1 FirstSpawnWarningSound "trespasser\tank_yell_10.wav" FirstSpawnOutput { Target shakeit2 Action startshake } TFBot { Template T_Zombie_Special_Tank } } WaveSpawn { Name "Wave03" WaitForAllDead "Wave02" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 35 WaitBetweenSpawns 16 TotalCurrency 250 Where flankers HideIcon 1 FirstSpawnWarningSound "trespasser\tank_yell_10.wav" FirstSpawnOutput { Target shakeit2 Action startshake } TFBot { Template T_Zombie_Special_Tank } } } }