// Made by Mince (STEAM_0:0:41588292) // Mission Currency // -------------------------- // STARTING : $1200 // -------------------------- // WAVE 1 : $800 + B(100) // WAVE 2 : $700 + B(100) // WAVE 3 : $700 + B(100) // WAVE 4 : $600 + B(100) // WAVE 5 : $600 + B(100) // WAVE 6 : $400 + B(100) // -------------------------- // TOTAL : $5000 + B(600) #base robot_standard.pop #base robot_giant.pop #base robot_gatebot.pop WaveSchedule { StartingCurrency 1200 RespawnWaveTime 4 CanBotsAttackWhileInSpawnRoom no ExtendedUpgrades { upgrade_player_wizard_usemana { Name "Become a Mana-Using Wizard" Attribute "zoom speed mod disabled" Cap 1 Increment +1 Cost 0 PlayerUpgrade 1 AllowPlayerClass Engineer DisallowedUpgrade { Upgrade "upgrade_player_wizard_userolls" } OnUpgrade { Output "popscript,$UpgradeWizardUseMana,0,0" } OnDowngrade { Output "popscript,$UpgradeWizardUseMana,2,0" } OnRestore { Output "popscript,$UpgradeWizardUseMana,3,0" } } upgrade_player_wizard_userolls { Name "Become a Random Spells Wizard" Attribute "sniper no headshots" Cap 1 Increment +1 Cost 500 PlayerUpgrade 1 AllowPlayerClass Engineer DisallowedUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeWizardUseRolls,0,0" } OnDowngrade { Output "popscript,$UpgradeWizardUseRolls,2,0" } OnRestore { Output "popscript,$UpgradeWizardUseRolls,3,0" } } upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } upgrade_player_wizard_maxmana { Name "+25% Max Mana" Attribute "tag__summer2014" Cap 2 Increment +0.25 Cost 250 PlayerUpgrade 1 AllowPlayerClass Engineer RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeWizardMaxMana,0,0" } OnDowngrade { Output "popscript,$UpgradeWizardMaxMana,2,0" } OnRestore { Output "popscript,$UpgradeWizardMaxMana,3,0" } } upgrade_player_wizard_manaregen { Name "+50 Mana Regen Per Second" Attribute "elevate to unusual if applicable" Cap 150 Increment +50 Cost 400 PlayerUpgrade 1 AllowPlayerClass Engineer RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeWizardManaRegen,0,0" } OnDowngrade { Output "popscript,$UpgradeWizardManaRegen,2,0" } OnRestore { Output "popscript,$UpgradeWizardManaRegen,3,0" } } upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } upgrade_spellbook_commons_mana_cost { Name "-10% Common Spells Mana Cost" Attribute "custom texture lo" Cap 4 Increment +1 Cost 400 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookCommonsManaCost,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookCommonsManaCost,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookCommonsManaCost,3,0" } } upgrade_spellbook_commons_roll_time { Name "-10% Common Spells Roll Time" Attribute "cannot trade" Cap 8 Increment +1 Cost 200 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookCommonsRollTime,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookCommonsRollTime,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookCommonsRollTime,3,0" } } upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } upgrade_spellbook_rares_mana_cost { Name "-10% Rare Spells Mana Cost" Attribute "duel loser account id" Cap 2 Increment +1 Cost 400 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookRaresManaCost,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookRaresManaCost,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookRaresManaCost,3,0" } } upgrade_spellbook_rares_roll_time { Name "-10% Rare Spells Roll Time" Attribute "event date" Cap 2 Increment +1 Cost 400 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookRaresRollTime,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookRaresRollTime,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookRaresRollTime,3,0" } } upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } upgrade_spellbook_dummy { Name "------------------------------------------------------------" Attribute "tag__eotlearlysupport" Cap 0 Increment +0 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 } upgrade_spellbook_fireball { Name "Unlock Fireball" Attribute "DEPRECATED socketed item definition id DEPRECATED " Cap 1 Increment +1 Cost 0 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockFireball,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockFireball,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockFireball,3,0" } } upgrade_spellbook_ballobats { Name "Unlock Ball O' Bats" Attribute "purchased" Cap 1 Increment +1 Cost 200 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockBallobats,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockBallobats,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockBallobats,3,0" } } upgrade_spellbook_healingaura { Name "Unlock Healing Aura" Attribute "gifter account id" Cap 1 Increment +1 Cost 250 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockHealingaura,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockHealingaura,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockHealingaura,3,0" } } upgrade_spellbook_pumpkinmirv { Name "Unlock Pumpkin MIRV" Attribute "referenced item id high" Cap 1 Increment +1 Cost 400 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockPumpkinmirv,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockPumpkinmirv,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockPumpkinmirv,3,0" } } upgrade_spellbook_superjump { Name "Unlock Superjump" Attribute "halloween item" Cap 1 Increment +1 Cost 100 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockSuperjump,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockSuperjump,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockSuperjump,3,0" } } upgrade_spellbook_invisibility { Name "Unlock Invisibility" Attribute "force level display" Cap 1 Increment +1 Cost 100 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockInvisibility,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockInvisibility,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockInvisibility,3,0" } } upgrade_spellbook_teleport { Name "Unlock Teleport" Attribute "unique craft index" Cap 1 Increment +1 Cost 400 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockTeleport,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockTeleport,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockTeleport,3,0" } } upgrade_spellbook_teslabolt { Name "Unlock Tesla Bolt" Attribute "unlimited quantity" Cap 1 Increment +1 Cost 1000 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockTeslabolt,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockTeslabolt,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockTeslabolt,3,0" } } upgrade_spellbook_minify { Name "Unlock Minify" Attribute "strange part new counter ID" Cap 1 Increment +1 Cost 100 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockMinify,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockMinify,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockMinify,3,0" } } upgrade_spellbook_meteorshower { Name "Unlock Meteor Shower" Attribute "pyro year number" Cap 1 Increment +1 Cost 1000 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockMeteorshower,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockMeteorshower,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockMeteorshower,3,0" } } upgrade_spellbook_summonmonoculus { Name "Unlock Monoculus" Attribute "zombiezombiezombiezombie" Cap 1 Increment +1 Cost 1000 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockSummonmonoculus,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockSummonmonoculus,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockSummonmonoculus,3,0" } } upgrade_spellbook_summonskeletons { Name "Unlock Skeletons" Attribute "strange restriction type 2" Cap 1 Increment +1 Cost 1000 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockSummonmonskeletons,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockSummonmonskeletons,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockSummonmonskeletons,3,0" } } upgrade_spellbook_custom_crocket { Name "Unlock Crocket!" Attribute "sniper no charge" Cap 1 Increment +1 Cost 400 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_player_wizard_usemana" } OnUpgrade { Output "popscript,$UpgradeSpellbookUnlockCrocket,0,0" } OnDowngrade { Output "popscript,$UpgradeSpellbookUnlockCrocket,2,0" } OnRestore { Output "popscript,$UpgradeSpellbookUnlockCrocket,3,0" } } upgrade_spellbook_custom_crocket_homing { Name "Rocket Homes to Cursor" Attribute "sticky detonate mode" Cap 1 Increment +1 Cost 200 AllowPlayerClass Engineer PlayerUpgrade 1 RequiredUpgrade { Upgrade "upgrade_spellbook_custom_crocket" } } upgrade_pyro_aoeblast_recharge_time { Name "-5s AOE Fireblast Recharge Time" Attribute "ring of fire while aiming" Cap 4 Increment +1 Cost 250 AllowPlayerClass Pyro PlayerUpgrade 1 OnUpgrade { Output "popscript,$UpgradePyroAOEBlast,0,0" } OnDowngrade { Output "popscript,$UpgradePyroAOEBlast,2,0" } OnRestore { Output "popscript,$UpgradePyroAOEBlast,3,0" } } upgrade_pyro_aoeblast_duration { Name "+1s AOE Fireblast Duration" Attribute "strange restriction value 2" Cap 3 Increment +1 Cost 400 AllowPlayerClass Pyro PlayerUpgrade 1 OnUpgrade { Output "popscript,$UpgradePyroAOEBlastDuration,0,0" } OnDowngrade { Output "popscript,$UpgradePyroAOEBlastDuration,2,0" } OnRestore { Output "popscript,$UpgradePyroAOEBlastDuration,3,0" } } upgrade_pyro_burn_time { Name "+25% Afterburn Speed" Attribute "weapon burn time increased" Cap 2 Increment +0.25 Cost 250 AllowPlayerClass Pyro PlayerUpgrade 1 } upgrade_pyro_burn_damage { Name "+50% Afterburn Damage" Attribute "weapon burn dmg increased" Cap 3 Increment +0.5 Cost 250 AllowPlayerClass Pyro PlayerUpgrade 1 } } CustomUpgradesFile "mvm_upgrades_winterbridge_rc6.txt" LuaScriptFile "mvm_winterbridge_rc6.lua" DisallowUpgrade { Upgrade "critboost on kill" ItemName "The Scotsman's Skullcutter" } NoReanimators 1 NoRomevisionCosmetics 1 BotsAreHumans 1 ForceHoliday 2 NoThrillerTaunt 1 NoCritPumpkin 1 NoSkeletonSplit 1 MaxActiveSkeletons 12 FastNPCUpdate 1 BotPushaway 0 AllowBotExtraSlots 1 RobotLimit 48 MaxSpectators 10 WaveStartCountdown 0 //WaveStartCountdown 0 //testing BodyPartScaleSpeed 10 // Fix spell hud being hidden BotsDropSpells 1 GiantsDropRareSpells 1 SpellDropRateCommon 0 SpellDropRateGiant 0 PrecacheModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" // Allow use of weapons blocked by tf_logic_medieval MedievalMode 0 ItemWhitelist { // All-class Classname "tf_wearable" Classname "saxxy" Classname "tf_powerup_bottle" Classname "tf_weapon_spellbook" // Taunt slots ItemSlot "11" ItemSlot "12" ItemSlot "13" ItemSlot "14" ItemSlot "15" ItemSlot "16" ItemSlot "17" ItemSlot "18" // Scout Classname "tf_weapon_lunchbox_drink" Classname "tf_weapon_jar_milk" Classname "tf_weapon_cleaver" Classname "tf_weapon_bat" Classname "tf_weapon_bat_wood" Classname "tf_weapon_bat_fish" Classname "tf_weapon_bat_giftwrap" // Soldier //Classname "tf_weapon_rocketlauncher" Classname "tf_weapon_buff_item" Classname "tf_weapon_shovel" Classname "tf_weapon_katana" // Pyro Classname "tf_weapon_fireaxe" Classname "tf_weapon_breakable_sign" Classname "tf_weapon_slap" // Demoman Name "The Loose Cannon" Classname "tf_wearable_demoshield" Classname "tf_weapon_bottle" Classname "tf_weapon_sword" Classname "tf_weapon_stickbomb" // Heavy Classname "tf_weapon_lunchbox" Classname "tf_weapon_fists" // Engineer Classname "tf_weapon_wrench" Classname "tf_weapon_robot_arm" // Gunslinger // Medic Classname "tf_weapon_crossbow" Classname "tf_weapon_syringegun_medic" Classname "tf_weapon_bonesaw" // Sniper Classname "tf_weapon_compound_bow" Classname "tf_wearable_razorback" Classname "tf_weapon_jar" Classname "tf_weapon_club" // Now *this*, is a knife. // Spy Classname "tf_weapon_knife" Classname "tf_weapon_pda_spy" Classname "tf_weapon_invis" } ForceItem { Engineer { Item "TF_WEAPON_SPELLBOOK" } } // Normal spell chances: // --------------------- // Fireball : 45% // Ball O' Bats : 35% // Pumpkin MIRV : 10% // Healing Aura : 10% SpellBookNormalRoll { // Fireball (45% total chance) // Sub chances : 1 - 20% || 2 - 70% || 3 - 7% || 4 - 3% //==================================================================== // Fireball - 1 Charge (9% chance) "Fireball" 1 "Fireball" 1 "Fireball" 1 "Fireball" 1 "Fireball" 1 "Fireball" 1 "Fireball" 1 "Fireball" 1 "Fireball" 1 //============================================= // Fireball - 2 Charges (31.5% chance) "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 "Fireball" 2 //============================================= // Fireball - 3 Charges (3% chance) "Fireball" 3 "Fireball" 3 "Fireball" 3 //============================================= // Fireball - 4 Charges (1% chance) "Fireball" 4 // Ball O' Bats (35% total chance) // Sub chances : 1 - 20% || 2 - 70% || 3 - 7% || 4 - 3% //==================================================================== // Ball O' Bats - 1 Charge (7% chance) "Ball O' Bats" 1 "Ball O' Bats" 1 "Ball O' Bats" 1 "Ball O' Bats" 1 "Ball O' Bats" 1 "Ball O' Bats" 1 "Ball O' Bats" 1 //============================================= // Ball O' Bats - 2 Charges (24.5% chance) "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 "Ball O' Bats" 2 //============================================= // Ball O' Bats - 3 Charges (2.5% chance) "Ball O' Bats" 3 "Ball O' Bats" 3 "Ball O' Bats" 3 //============================================= // Ball O' Bats - 4 Charges (1% chance) "Ball O' Bats" 4 // Pumpkin MIRV (10% total chance) // Sub chances : 1 - 70% || 2 - 20% || 3 - 10% //==================================================================== // Pumpkin MIRV - 1 Charge (7% chance) "Pumpkin MIRV" 1 "Pumpkin MIRV" 1 "Pumpkin MIRV" 1 "Pumpkin MIRV" 1 "Pumpkin MIRV" 1 "Pumpkin MIRV" 1 "Pumpkin MIRV" 1 //============================================= // Pumpkin MIRV - 2 Charges (2% chance) "Pumpkin MIRV" 2 "Pumpkin MIRV" 2 //============================================= // Pumpkin MIRV - 3 Charges (1% chance) "Pumpkin MIRV" 3 // Healing Aura (10% total chance) // Sub chances : 1 - 40% || 2 - 50% || 3 - 10% //==================================================================== // Healing Aura - 1 Charge (4% chance) "Healing Aura" 1 "Healing Aura" 1 "Healing Aura" 1 "Healing Aura" 1 //============================================= // Healing Aura - 2 Charges (5% chance) "Healing Aura" 2 "Healing Aura" 2 "Healing Aura" 2 "Healing Aura" 2 "Healing Aura" 2 //============================================= // Healing Aura - 3 Charges (1% chance) "Healing Aura" 3 } // Rare spell chances: // ----------------------- // Summon Skeletons : 50% // Summon Monoculus : 30% // Meteor Shower : 15% // Tesla Bolt : 5 % SpellBookRareRoll { // Summon Skeletons (50% total chance) // Sub chances : 1 - 90% || 2 - 10% //==================================================================== // Summon Skeletons - 1 Charge (45% chance) "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 "Summon Skeletons" 1 //============================================= // Summon Skeletons - 2 Charges (5% chance) "Summon Skeletons" 2 "Summon Skeletons" 2 "Summon Skeletons" 2 // Summon Monoculus (30% total chance) // Sub chances : 1 - 90% || 2 - 10% //==================================================================== // Summon Monoculus - 1 Charge (27% chance) "Summon Monoculus" 1 "Summon Monoculus" 1 "Summon Monoculus" 1 "Summon Monoculus" 1 "Summon Monoculus" 1 "Summon Monoculus" 1 "Summon Monoculus" 1 "Summon Monoculus" 1 "Summon Monoculus" 1 "Summon Monoculus" 1 "Summon Monoculus" 1 "Summon Monoculus" 1 "Summon Monoculus" 1 "Summon Monoculus" 1 //============================================= // Summon Monoculus - 2 Charges (3% chance) "Summon Monoculus" 2 "Summon Monoculus" 2 // Meteor Shower (15% total chance) // Sub chances : 1 - 100% //==================================================================== // Meteor Shower - 1 Charge (15% chance) "Meteor Shower" 1 "Meteor Shower" 1 "Meteor Shower" 1 "Meteor Shower" 1 "Meteor Shower" 1 "Meteor Shower" 1 "Meteor Shower" 1 "Meteor Shower" 1 // Tesla Bolt (5% total chance) // Sub chances : 1 - 100% //==================================================================== // Tesla Bolt - 1 Charge (5% chance) "Tesla Bolt" 1 "Tesla Bolt" 1 "Tesla Bolt" 1 } ////// BEGIN ATTRIBUTES ////////////////////////////////////////////////////// PlayerAttributes { Soldier { "increase buff duration" 2 "mod rage on hit bonus" 25 "mod soldier buff range" 1.5 } Pyro { "dmg taken increased" 0.7 "fire retardant" 1 "dmg taken from fire reduced" 0.0001 "max health additive bonus" 75 } Engineer { "model scale" 0.9 "torso scale" 0.8 "head scale" 1.4 "hand scale" 1.4 "mult dmgtaken from melee" 0.75 } Sniper { "damage penalty" 0.75 } } // Generic all-class melees ItemAttributes { Classname "saxxy" "damage bonus" 1.3 } ////// SCOUT ///////////////////////////////////////////////////////////////// // Overall, Scout's changes increase his survivability and damage to // match the rest of the mercs output while retaining his support capabilities ///////////// SECONDARIES //////////////////////////////////////////////////// ItemAttributes { ItemName "Bonk! Atomic Punch" "special item description" "On Consume:" "special item description 2" "+ 125 Max health | + 50 Health regen | + 200% Damage" "special item description 3" "- 50% Damage force | - 12.5% Move speed | - No double jump" } ItemAttributes { ItemName "Crit-a-Cola" "special item description" "On Consume:" "special item description 2" "+ 50% Move speed | + 30% Fire rate | + 8 Extra air dashes" "special item description 3" "+ No falling damage | + 80% Jump height | - 30% Damage from melee" "special item description 4" "- 100% Damage from crits" } // One-shots small bots ItemAttributes { ItemName "The Flying Guillotine" "always crit" 1 "weapon always gib" 1 "dmg pierces resists absorbs" 1 "damage bonus" 60.006666 // (9001/150) "mult dmg vs giants" 0.033329 // (1/60.006666) * 2 "bleeding duration" 0 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_BAT" "minicrits become crits" 1 "damage bonus" 1.5 } // Base ItemAttributes { Classname "tf_weapon_bat_fish" "minicrits become crits" 1 "damage bonus" 1.5 } // Stuns small bots, lower damage ItemAttributes { ItemName "The Sandman" "fire rate penalty" 1.5 "damage bonus" 1.25 "stun on damage" 80 // .75 * (80/60) = 1 "max health additive penalty" 0 } // Higher ranged bleed damage, lower damage ItemAttributes { ItemName "The Wrap Assassin" "damage penalty" 0.8 "mult bleeding dmg" 2 } // Increased survivability, lower damage ItemAttributes { ItemName "The Candy Cane" "drop health pack on kill" 0 "dmg taken from blast increased" 1 "max health additive bonus" 75 "heal on hit for rapidfire" 10 } // Higher base and bleed damage, no random crits ItemAttributes { ItemName "The Boston Basher" "damage bonus" 1.25 "hit self on miss" 0 "bleeding duration" 20 "mult bleeding dmg" 2 "crit mod disabled" 0 } // Higher base and bleed damage, no random crits ItemAttributes { ItemName "Three-Rune Blade" "damage bonus" 1.25 "hit self on miss" 0 "bleeding duration" 20 "mult bleeding dmg" 2 "crit mod disabled" 0 } // Higher single target damage, lower base damage ItemAttributes { ItemName "Sun-on-a-Stick" "Set DamageType Ignite" 1 "crit vs burning players" 1 "damage penalty" 0.9 "weapon burn time reduced" 0.2 } // Mark targets, deal lower non single target damage ItemAttributes { ItemName "The Fan O'War" "damage penalty" 0.75 } // Higher damage mid-air, lower base damage, improves movement ItemAttributes { ItemName "The Atomizer" "damage bonus" 1.2 "dmg penalty vs players" 1 "minicrits become crits" 1 } ////// SOLDIER /////////////////////////////////////////////////////////////// // Overall, Soldier's changes increase his survivability and damage to // match the rest of the mercs output while retaining his support capabilities ///////////// SECONDARIES //////////////////////////////////////////////////// // Indirectly helps survivability with some utility ItemAttributes { ItemName "The Mantreads" "max health additive bonus" 150 "health regen" 10 "wet immunity" 1 "cancel falling damage" 1 "move speed bonus" 1.25 } // Direct damage resistances without the utility of The Mantreads ItemAttributes { ItemName "The Gunboats" "mult dmgtaken from melee" 0.5 "dmg from ranged reduced" 0.85 "fire retardant" 1 "damage force reduction" 0.001 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_SHOVEL" "damage bonus" 1.5 } // Higher damage when low health, higher survivability when low health ItemAttributes { ItemName "The Escape Plan" "provide on active" 1 "move speed bonus" 1.2 "speed_boost_on_hit_enemy" 3 "mod shovel speed boost" 0 "mult crit when health is below percent" 0.6 "self mark for death" 0 } // Much higher damage when low health ItemAttributes { ItemName "The Equalizer" "mult crit when health is below percent" 0.6 "damage bonus" 1.75 "fire rate penalty" 1.3 "move speed penalty" 0.8 } // Slightly lower base damage, higher bleed damage, slight survivability increase ItemAttributes { ItemName "The Pain Train" "dmg taken from bullets increased" 1 "max health additive bonus" 50 "damage bonus" 1.25 "fire rate bonus" 0.8 "bleeding duration" 10 "mult bleeding dmg" 2 } // Higher damage when chaining kills with CoK, lower base damage ItemAttributes { ItemName "The Half-Zatoichi" "critboost on kill" 4 } // Stuns small bots, lower damage ItemAttributes { ItemName "The Disciplinary Action" "always crit" 1 "damage penalty" 0.5 "dmg pierces resists absorbs" 1 "crit forces victim to laugh" 1 } // Melee cleave, lower base damage ItemAttributes { ItemName "The Market Gardener" "melee cleave attack" 1 "damage bonus" 1.2 "crit mod disabled" 1 } ////// PYRO ////////////////////////////////////////////////////////////////// // Overall, Pyro has small changes to his weapons to boost his damage output // closer to being on par with the rest of the mercs while retaining his // "crowd control" from the base game for the most part ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_FIREAXE" "bleeding duration" 5 "melee cleave attack" 1 "damage bonus" 1.3 } // Base ItemAttributes { ItemName "The Lollichop" "bleeding duration" 5 "melee cleave attack" 1 "damage bonus" 1.3 } // Base ItemAttributes { ItemName "The Third Degree" "bleeding duration" 5 "melee cleave attack" 1 "damage bonus" 1.3 } // Higher base damage and self sustain, reduced healing from healers ItemAttributes { ItemName "The Back Scratcher" "damage bonus" 1.5 "health regen" 10 "max health additive bonus" 50 } // Higher cleave damage vs burning ItemAttributes { ItemName "Sharpened Volcano Fragment" "minicrit vs burning player" 1 "melee cleave attack" 1 "damage bonus" 1.2 } // This weapon is honestly just a meme, go slap some zombie ass yo ItemAttributes { ItemName "The Hot Hand" "melee cleave attack" 1 "crit from behind" 1 "speed_boost_on_hit_enemy" 3 "fire rate bonus" 0.7 "damage bonus" 1.1 } // Cleave stun, slower swing speed ItemAttributes { SimilarToItem "The Homewrecker" "melee cleave attack" 1 "stun on damage" 50 // 1.2 * (50/60) = 1 "fire rate penalty" 1.5 "damage bonus" 1.5 } // Higher damage vs single burning target ItemAttributes { SimilarToItem "The Axtinguisher" "melee cleave attack" 1 "minicrits become crits" 1 "damage bonus" 1.5 "fire rate penalty" 1.25 } // Higher damage vs wet targets ItemAttributes { ItemName "The Neon Annihilator" "wet immunity" 1 "dmg taken from crit reduced" 0.0001 "melee cleave attack" 1 "dmg penalty vs players" 1 "damage bonus" 1.3 } // Lower damage, higher survivability ItemAttributes { ItemName "The Powerjack" "dmg taken increased" 0.85 "melee cleave attack" 1 "speed_boost_on_hit_enemy" 3 "max health additive bonus" 50 "health regen" 20 "damage penalty" 0.75 } ////// DEMO ////////////////////////////////////////////////////////////////// // Overall, Demo received a few changes to his weapons to allow all of them to // be viable options in relation to The Eyelander ///////////// PRIMARIES ////////////////////////////////////////////////////// // Increased health, slower move speed ItemAttributes { ItemName "The Bootlegger" "max health additive bonus" 50 "move speed bonus shield required" 1 "move speed penalty" 0.9 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_BOTTLE" "max health additive bonus" 40 "damage bonus" 1.25 "fire rate bonus" 0.8 "bleeding duration" 10 "mult bleeding dmg" 1.5 } // Increased melee range and bleed damage, lower health gain ItemAttributes { ItemName "The Claidheamohmor" "fire rate bonus" 0.8 "bleeding duration" 5 "mult bleeding dmg" 3 "melee range multiplier" 2 "max health additive bonus" 20 "move speed bonus" 1.1 } // Melee cleave, lower base damage, lower health gain ItemAttributes { ItemName "The Persian Persuader" "melee cleave attack" 1 "max health additive bonus" 20 "move speed bonus" 1.1 } // Higher damage, lower health gain ItemAttributes { ItemName "The Scotsman's Skullcutter" "damage bonus" 1.50 "weapon always gib" 1 "dmg pierces resists absorbs" 1 "max health additive bonus" 20 "fire rate penalty" 1.2 } // KABOOOOOM ItemAttributes { ItemName "The Ullapool Caber" "fire rate penalty" 1.5 "regenerate stickbomb" 1 "aoe blast on damage" 12.5 // 1.2 * (12.5/60) = .25 "cancel falling damage" 1 "self dmg push force decreased" 0.01 } ////// HEAVY ///////////////////////////////////////////////////////////////// // Overall, Heavy received a few changes to his weapons to allow all of them // to be viable options in relation to The Killing Gloves of Boxing ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_FISTS" "damage bonus" 1.5 "fire rate bonus" 0.7 } // Extremely increased survivability, lower damage ItemAttributes { ItemName "Fists of Steel" "dmg taken increased" 0.75 "dmg from ranged reduced" 0.5 "dmg from melee increased" 1 "mult dmgtaken from melee" 0.25 } // For the JoJos out there ItemAttributes { ItemName "The Eviction Notice" "damage penalty" 0.5 "fire rate bonus" 0.5 "dmg taken increased" 0.75 "move speed bonus" 1.1 "bleeding duration" 5 "mod_maxhealth_drain_rate" 0 "speed_boost_on_hit" 0 "speed_boost_on_kill" 1 "max health additive bonus" 50 } // Higher damage, slower move speed, chance of increased survivability ItemAttributes { ItemName "Warrior's Spirit" "dmg taken increased" 1.15 "damage bonus" 2.31 // 150 / 450 crit "fire rate penalty" 1.5 "move speed penalty" 0.75 "mult crit when health is below percent" 0.5 "teleport instead of die" 0.5 } // Cleave stun, lower damage ItemAttributes { ItemName "The Holiday Punch" "always crit" 1 "melee cleave attack" 1 "crit does no damage" 0 "damage penalty" 0.5 } // Lower damage, increased move speed and survivability ItemAttributes { SimilarToItem "Gloves of Running Urgently" "damage bonus" 1.3 "dmg taken increased" 0.75 "move speed bonus" 1.3 "mod_maxhealth_drain_rate" 0 "speed_boost_on_hit" 1 } ////// ENGINEER ////////////////////////////////////////////////////////////// // Overall, aside from being a hairy wizard, Engie received some buffs to // his melee arsenal to make him a bit less useless outside of his spells ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_WRENCH" "critboost on kill" 1 } // Increased health, lower damage ItemAttributes { ItemName "The Gunslinger" "max health additive bonus" 125 "damage bonus" 1.25 } // Lower damage, higher bleed damage ItemAttributes { ItemName "The Southern Hospitality" "damage bonus" 1.25 "bleeding duration" 10 "mult bleeding dmg" 2 "dmg taken from fire increased" 1 } // Increased moved speed, lower damage ItemAttributes { ItemName "The Jag" "damage penalty" 1 "damage bonus" 1.25 "fire rate bonus" 0.8 "move speed bonus" 1.2 } // Stuns small bots, lower damage ItemAttributes { ItemName "The Eureka Effect" "stun on damage" 100 // .8 * (100/60) = 1 "damage bonus" 1.25 } ////// MEDIC ///////////////////////////////////////////////////////////////// // Overall, Medic received some changes to his balance to allow for a more // diverse choice of weapons outside of The Crusader's Crossbow and Amputator ///////////// PRIMARIES ////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 1.3 } // Increased move speed and fire rate, lower damage ItemAttributes { ItemName "The Overdose" "move speed bonus" 1.3 "fire rate bonus" 0.5 } // Lower damage, chance to aoe heal ItemAttributes { ItemName "The Blutsauger" "aoe heal chance" 285.714 // .105 * (285.714/60) ~ .5 "mod_maxhealth_drain_rate" 5 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_BONESAW" "fire rate bonus" 0.8 "health regen" 20 } // Higher damage, less survivability ItemAttributes { SimilarToItem "The Ubersaw" "dmg taken increased" 1.15 "fire rate penalty" 1.3 "damage bonus" 1.75 } // Lower damage, higher bleed damage, different survivability ItemAttributes { ItemName "The Vita-Saw" "bleeding duration" 10 "max health additive penalty" 0 "max health additive bonus" 25 } // Highly lowered damage, chance to aoe heal, increased survivability ItemAttributes { ItemName "The Amputator" "damage penalty" 0.8 "max health additive bonus" 50 "dmg taken increased" 0.9 "mult dmgtaken from melee" 0.8 "aoe heal chance" 75 // .8 * (75/60) = 1 } // Stuns small bots, does no damage ItemAttributes { ItemName "The Solemn Vow" "damage penalty" 0.015 "stun on damage" 75 // .8 * (75/60) = 1 "single wep deploy time increased" 0.4 } ////// SNIPER //////////////////////////////////////////////////////////////// // Overall, Sniper received some small changes to his arsenal to allow // for a more diverse selection of weapons aside from The Bushwacka and Jarate // while keeping his close range capabilities purposefully weak ///////////// SECONDARIES //////////////////////////////////////////////////// ItemAttributes { ItemName "The Razorback" "max health additive bonus" 50 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_CLUB" "damage bonus" 1.25 } // Lower base damage, higher bleed damage ItemAttributes { ItemName "The Tribalman's Shiv" "damage penalty" 1 "bleeding duration" 10 "mult bleeding dmg" 2 } // Melee cleave, small bleed damage, lower base damage ItemAttributes { ItemName "The Shahanshah" "melee cleave attack" 1 "bleeding duration" 2 } ////// SPY /////////////////////////////////////////////////////////////////// // Overall, Spy received some fundamental changes to his role in the team // for the improvement of general game balance. In general, his ability to // fight (not sap) robots directly has been improved, while decreasing // his ability of being a giant killer by decreasing his armor penetration // upgrade cap by 2 ticks. His weaponry below plays on this new balance. ///////////// PDA2 /////////////////////////////////////////////////////////// // Increased survivability from melee and ranged attacks ItemAttributes { SimilarToItem "TF_WEAPON_INVIS" "max health additive bonus" 25 "dmg from ranged reduced" 0.9 "mult dmgtaken from melee" 0.80 } // Increased survivability from melee and fire ItemAttributes { ItemName "The Cloak and Dagger" "max health additive bonus" 25 "mult dmgtaken from melee" 0.9 "dmg taken from fire reduced" 0.75 } ///////////// MELEES ///////////////////////////////////////////////////////// // Base ItemAttributes { SimilarToItem "TF_WEAPON_KNIFE" "closerange backattack minicrits" 1 "bleeding duration" 5 "mult bleeding dmg" 2 } // Lower damage to small bots, higher damage to tanks ItemAttributes { ItemName "The Spy-cicle" "closerange backattack minicrits" 1 "bleeding duration" 5 "mult bleeding dmg" 2 "damage penalty" 0.8 "mult dmg vs giants" 1.25 // 100% "mult dmg vs tanks" 1.875 // 150% "melts in fire" 0 "slow enemy on hit major" 1 } // Higher damage to small bots, higher bleed damage, lower damage to giants, // increased survivability ItemAttributes { ItemName "Your Eternal Reward" "closerange backattack minicrits" 1 "bleeding duration" 10 "mult bleeding dmg" 3.5 "mult dmgtaken from melee" 0.75 "damage bonus" 2 "mult dmg vs giants" 0.25 // 50% } // Lower damage, highly increased survivability ItemAttributes { ItemName "Conniver's Kunai" "closerange backattack minicrits" 1 "damage penalty" 0.65 "max health additive penalty" 0 "mult dmgtaken from melee" 0.65 "max health additive bonus" 50 "health regen" 20 "heal on hit for rapidfire" 25 "sanguisuge" 0 } // Highly lowered damage to small bots, increased move speed, // higher damage to giants, decreased survivability ItemAttributes { ItemName "The Big Earner" "closerange backattack minicrits" 1 "damage penalty" 0.5 "mult dmg vs giants" 2.5 // 125% "max health additive penalty" -50 "move speed bonus" 1.2 } ////// END ATTRIBUTES //////////////////////////////////////////////////////// ////// WAVE 1 [$800] ///////////////////////////////////////////////////////// // Overview //------------------------------------------------- // 4 Zombie Arm Scouts [$25] // // 32 GRU Heavies [$125] // 2 Giant Piss Bowman Snipers [$100] // Support Bushwacka Snipers [$150] // // 2 Giant Jarate Skeletons [$150] // 32 Skeletons [$150] // // 1 Giant Fist Heavy [$50] // 24 Shovel Soldiers [$25] // 8 Crit Shovel Soldiers [$25] //------------------------------------------------- Wave { InitWaveOutput { Target wave_initB_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } Explanation { Line "{f48033}///// MISSION INFO /////" Line "{ef4ff2}Engineers are mages in this mission and are able to cast spells!" Line "{f9cc77}Check out the Player Upgrades menu at the Upgrades Station for magic related upgrades" Line "{ef4ff2}Bind mouse2 +use_action_slot_item for the best experience." Line "{f9cc77}Most weapons for each class have been rebalanced to make them viable to use." Line "{f48033}///// MISSION INFO /////" } // 4 Zombie Arm Scouts [$25] WaveSpawn { Name "W1-INIT-ZOMBIES" Where spawnbot_gate01_invasion TotalCount 4 MaxActive 4 SpawnCount 1 TotalCurrency 25 WaitBeforeStarting 2 TFBot { Template T_TFBot_Scout_Arm } } // 32 GRU Heavies [$125] WaveSpawn { Name "W1-HEAVY-GRU" Where spawnbot_gate01_invasion TotalCount 32 MaxActive 12 SpawnCount 4 TotalCurrency 125 WaitForAllDead "W1-INIT-ZOMBIES" WaitBeforeStarting 1 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Item "Zombie Heavy" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } } // 2 Giant Piss Bowman Snipers [$100] WaveSpawn { Name "W1-G-SNIPER-PISSBOWMAN" Where spawnbot_gate01 TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 100 WaitForAllDead "W1-INIT-ZOMBIES" WaitBeforeStarting 6 WaitBetweenSpawns 12 TFBot { Template T_TFBot_Giant_Sniper_Huntsman_Piss } } // Support Bushwacka Snipers [$150] WaveSpawn { Name "W1-SNIPER-BUSHWACKA" Where spawnbot_gate01 Support 1 RandomSpawn 1 TotalCount 50 MaxActive 12 SpawnCount 4 TotalCurrency 150 WaitForAllDead "W1-INIT-ZOMBIES" WaitBeforeStarting 10 WaitBetweenSpawns 8 TFBot { Template T_TFBot_Sniper_Bushwacka } } // 2 Giant Jarate Skeletons [$150] WaveSpawn { Name "W1-G-SKELETON-JARATE" Where spawnbot_gate01_left TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 150 WaitForAllDead "W1-G-SNIPER-PISSBOWMAN" WaitBeforeStarting 4 WaitBetweenSpawns 8 TFBot { Template T_TFBot_Giant_Sniper_Skeleton_Jarate } } // 32 Skeletons [$150] WaveSpawn { Name "W1-SKELETONS" Where spawnbot_gate01_left TotalCount 32 MaxActive 12 SpawnCount 1 TotalCurrency 150 WaitForAllSpawned "W1-G-SNIPER-PISSBOWMAN" WaitBeforeStarting 8 WaitBetweenSpawns 0.5 TFBot { Template T_TFBot_Sniper_Skeleton } } // 1 Giant Fist Heavy [$50] WaveSpawn { Name "W1-G-HEAVY-FISTS" Where spawnbot_gate01 TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 50 WaitForAllSpawned "W1-G-SKELETON-JARATE" WaitBeforeStarting 6 TFBot { Template T_TFBot_Giant_Heavyweapons ClassIcon heavy_fist_nys WeaponRestrictions MeleeOnly Item "Zombie Heavy" CharacterAttributes { "voice pitch scale" 0.5 } } } // 24 Shovel Soldiers [$25] WaveSpawn { Name "W1-SOLDIER-SHOVEL" Where spawnbot_gate01_left TotalCount 24 MaxActive 12 SpawnCount 4 TotalCurrency 25 WaitForAllSpawned "W1-G-SKELETON-JARATE" WaitBeforeStarting 4 WaitBetweenSpawns 2 TFBot { Template T_TFBot_Soldier_Shovel } } // 8 Crit Shovel Soldiers [$25] WaveSpawn { Name "W1-SOLDIER-SHOVEL-CRIT" Where spawnbot_gate01_left TotalCount 8 MaxActive 12 SpawnCount 2 TotalCurrency 25 WaitForAllSpawned "W1-G-SKELETON-JARATE" WaitBeforeStarting 6 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Soldier_Shovel Attributes AlwaysCrit } } } ////// WAVE 2 [$700] ///////////////////////////////////////////////////////// // Overview //------------------------------------------------- // 8 Zombie Arm Scouts [$50] // // 32 Powerjack Gatebot Pyros [$50] // 32 Volcano Fragment Pyros [$50] // 2 Giant Pyro Mages [$100] // 4 Minigiant Axtinguisher Pyros [$50] // // 2 Giant Loose Cannon Demos [$150] // 16 Gatebot Bonk Scouts [$50] // // 6 Minigiant Steel Gauntlet Heavies [$50] // 6 Minigiant Gatebot Steel Gauntlet Heavies [$50] // // 1 Giant KGB Heavy w/ 4 BigHeal Medics [$50] //------------------------------------------------- Wave { InitWaveOutput { Target wave_initA_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } Explanation { Line "{7C31B5}Engineers are mages in this mission and are able to cast spells!" Line "{7C31B5}Some weapons that aren't typically allowed in medieval mode are also enabled." Line "{7C31B5}Each class has receieved some rebalances to make each of their weapons viable." } // 8 Zombie Arm Scouts [$50] WaveSpawn { Name "W2-INIT-ZOMBIES" Where spawnbot_gate02_invasion TotalCount 8 MaxActive 8 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 2 WaitBetweenSpawns .25 TFBot { Template T_TFBot_Scout_Arm } } // 32 Powerjack Gatebot Pyros [$50] WaveSpawn { Name "W2-GB-PYRO-POWERJACK" Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 32 MaxActive 8 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W2-INIT-ZOMBIES" WaitBeforeStarting 2 WaitBetweenSpawns 6 TFBot { Template T_TFGateBot_Pyro_Powerjack } } // 32 Volcano Fragment Pyros [$50] WaveSpawn { Name "W2-GB-PYRO_VOLCANO" Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion TotalCount 32 MaxActive 8 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W2-INIT-ZOMBIES" WaitBeforeStarting 2 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Pyro_Volcano } } // 2 Giant Pyro Mages [$100] WaveSpawn { Name "W2-G-PYRO-MAGE" Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 2 MaxActive 1 SpawnCount 1 TotalCurrency 100 WaitForAllDead "W2-INIT-ZOMBIES" WaitBeforeStarting 6 WaitBetweenSpawns 12 TFBot { Template T_TFBot_Giant_Pyro_FireMage } } // 4 Minigiant Axtinguisher Pyros [$50] WaveSpawn { Name "W2-MG-PYRO-AXTINGUISHER" Where spawnbot_gate02_right Where spawnbot_gate01 TotalCount 4 MaxActive 4 SpawnCount 2 TotalCurrency 50 WaitForAllDead "W2-INIT-ZOMBIES" WaitBeforeStarting 12 WaitBetweenSpawns 12 TFBot { Template T_TFBot_MiniGiant_Pyro_Axtinguisher } } // 2 Giant Loose Cannon Demos [$150] WaveSpawn { Name "W2-G-DEMO-LOOSECANNON" Where spawnbot_gate02_right Where spawnbot_gate01 TotalCount 4 MaxActive 4 SpawnCount 1 TotalCurrency 150 WaitForAllDead "W2-G-PYRO-MAGE" WaitBeforeStarting 6 WaitBetweenSpawns 12 TFBot { Template T_TFBot_Giant_Demoman_Cannon } } // 16 Gatebot Bonk Scouts [$50] WaveSpawn { Name "W2-GB-SCOUT-BONK" Where spawnbot_gate02_left Where spawnbot_gate01_right TotalCount 16 MaxActive 16 SpawnCount 8 TotalCurrency 50 WaitForAllDead "W2-G-PYRO-MAGE" WaitBeforeStarting 10 WaitBetweenSpawns 6 TFBot { Template T_TFGateBot_Scout_Bonk } } // 6 Minigiant Steel Gauntlet Heavies [$50] WaveSpawn { Name "W2-MG-HEAVY-GAUNTLET" Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion TotalCount 6 MaxActive 3 SpawnCount 1 TotalCurrency 50 WaitForAllDead "W2-G-PYRO-MAGE" WaitBeforeStarting 18 WaitBetweenSpawns 8 TFBot { Template T_TFBot_Heavyweapons_Fist ClassIcon heavy_steelfist_nys Item "Zombie Heavy" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } } // 6 Minigiant Gatebot Steel Gauntlet Heavies [$50] WaveSpawn { Name "W2-MG-HEAVY-GAUNTLET" Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion TotalCount 6 MaxActive 3 SpawnCount 1 TotalCurrency 50 WaitForAllDead "W2-G-PYRO-MAGE" WaitBeforeStarting 22 WaitBetweenSpawns 8 TFBot { Template T_TFGateBot_MiniGiant_Heavy_Gauntlet } } // 1 Giant KGB Heavy w/ 4 BigHeal Medics [$50] WaveSpawn { Name "W2-G-HEAVY-KGB-SQUAD" Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 5 MaxActive 5 SpawnCount 5 TotalCurrency 50 WaitForAllDead "W2-MG-HEAVY-GAUNTLET" WaitBeforeStarting 2 Squad { TFBot { Template T_TFBot_Giant_Heavy_KGB } TFBot { Template T_TFBot_Medic_BigHeal Item "Zombie Medic" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } TFBot { Template T_TFBot_Medic_BigHeal Item "Zombie Medic" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } TFBot { Template T_TFBot_Medic_BigHeal Item "Zombie Medic" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } TFBot { Template T_TFBot_Medic_BigHeal Item "Zombie Medic" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } } } // Support GRU Heavies [$50] WaveSpawn { Name "W2-HEAVY-GRU" Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion Support 1 TotalCount 50 RandomSpawn 1 MaxActive 20 SpawnCount 5 TotalCurrency 50 WaitForAllDead "W2-MG-HEAVY-GAUNTLET" WaitBeforeStarting 2 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Item "Zombie Heavy" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } } } ////// WAVE 3 [$700] ///////////////////////////////////////////////////////// // Overview //------------------------------------------------- // 16 Zombie Arm Scouts [$50] // 1 Giant Zombie Arm Scout // // 2 Giant Skeleton Summoner Demos [$50] // 32 Skeletons [$50] // Gatebot Escape Plan Soldier Support [$50] // // 4 Giant Neon Annihilator Pyros [$100] // Limited Bushwacka Sniper Support [$50] // 32 Milk Scouts [$50] // 64 Jarate Snipers [$100] // // 3 Giant Battalions Katana Soldiers w/ 9 Minigiant Escape Plan Soldiers [$150] // Gatebot GRU Heavy Support [$50] //------------------------------------------------- Wave { InitWaveOutput { Target wave_initA_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } Explanation { Line "{7C31B5}Engineers are mages in this mission and are able to cast spells!" Line "{7C31B5}Some weapons that aren't typically allowed in medieval mode are also enabled." Line "{7C31B5}Each class has receieved some rebalances to make each of their weapons viable." } // 16 Zombie Arm Scouts [$50] WaveSpawn { Name "W3-INIT-ZOMBIES" Where spawnbot_gate02_invasion TotalCount 16 MaxActive 16 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 2 WaitBetweenSpawns .25 TFBot { Template T_TFBot_Scout_Arm } } // 1 Giant Zombie Arm Scout WaveSpawn { Name "W3-INIT-ZOMBIES" Where spawnbot_gate02_invasion TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 6 TFBot { Template T_TFBot_Giant_Scout_Arm Action Mobber } } // 2 Giant Skeleton Summoner Demos [$50] WaveSpawn { Name "W3-G-DEMO-SKELETONKING" Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 50 WaitForAllDead "W3-INIT-ZOMBIES" WaitBeforeStarting 2 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Giant_Demoman_Skeleton } } // 32 Skeletons [$50] WaveSpawn { Name "W3-SKELETONS" Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion TotalCount 32 MaxActive 16 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W3-INIT-ZOMBIES" WaitBeforeStarting 6 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Sniper_Skeleton } } // Gatebot Escape Plan Soldier Support [$50] WaveSpawn { Name "W3-GB-SOLDIER-ESCAPE" Where spawnbot_gate02_right Where spawnbot_gate01_right Support 1 TotalCount 20 MaxActive 8 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W3-INIT-ZOMBIES" WaitBeforeStarting 14 WaitBetweenSpawns 10 TFBot { Template T_TFGateBot_Soldier_Equalizer } } // 4 Giant Neon Annihilator Pyros [$100] WaveSpawn { Name "W3-G-PYRO-NEON" Where spawnbot_gate02_right Where spawnbot_gate01 TotalCount 4 MaxActive 2 SpawnCount 1 TotalCurrency 100 WaitForAllDead "W3-G-DEMO-SKELETONKING" WaitBeforeStarting 2 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Giant_Pyro_Neon } } // Limited Bushwacka Sniper Support [$50] WaveSpawn { Name "W3-SNIPER-BUSHWACKA" Where spawnbot_limited_a Support 1 TotalCount 50 MaxActive 12 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W3-G-DEMO-SKELETONKING" WaitBeforeStarting 6 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Sniper_Bushwacka } } // 32 Milk Scouts [$50] WaveSpawn { Name "W3-SCOUT-MILK" Where spawnbot_gate02_right Where spawnbot_gate01 TotalCount 32 MaxActive 12 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W3-G-DEMO-SKELETONKING" WaitBeforeStarting 6 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Scout_Milk } } // 64 Jarate Snipers [$100] WaveSpawn { Name "W3-SNIPER-JARATE" Where spawnbot_gate02_left Where spawnbot_gate01 TotalCount 64 MaxActive 16 SpawnCount 4 TotalCurrency 100 WaitForAllDead "W3-G-DEMO-SKELETONKING" WaitBeforeStarting 2 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Sniper_Jarate } DoneOutput { Target disable_limited_spawns_a Action Trigger } } // 3 Giant Battalions Katana Soldiers w/ 9 Minigiant Escape Plan Soldiers [$150] WaveSpawn { Name "W3-G-SOLDIER-BATANA-SQUAD" Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 12 MaxActive 8 SpawnCount 4 TotalCurrency 150 WaitForAllDead "W3-G-PYRO-NEON" WaitBeforeStarting 2 WaitBetweenSpawns 12 Squad { TFBot { Template T_TFBot_Giant_Soldier_Batana } TFBot { Template T_TFBot_MiniGiant_Soldier_Escape_Plan } TFBot { Template T_TFBot_MiniGiant_Soldier_Escape_Plan } TFBot { Template T_TFBot_MiniGiant_Soldier_Escape_Plan } } } // Gatebot GRU Heavy Support [$50] WaveSpawn { Name "W3-GB-HEAVY-GRU" Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion Support 1 TotalCount 25 MaxActive 8 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W3-G-PYRO-NEON" WaitBeforeStarting 4 WaitBetweenSpawns 16 TFBot { Template T_TFGateBot_Heavy_GRU } } } ////// WAVE 4 [$600] ///////////////////////////////////////////////////////// // Overview //------------------------------------------------- // 32 Zombie Arm Scouts [$100] // 2 Giant Zombie Arm Scouts // // 2 Giant Bear Heavies w/ 2 Giant Kritz Medics [$50] // 32 KGB Heavies [$50] // 8 KGB Heavies w/ 8 Uber Medics [$50] // // Minigiant Crossbow Medic Sniper Support [$0] // // 2 Giant Crit Shovel Soldiers [$50] // 32 Gatebot Equalizer soldiers [$50] // 16 Shovel Soldiers [$50] // 16 Shovel Soldiers w/ 16 Kritz Medics [$50] // // 2 Giant Shotgun/Fist Attrbot Heavies [$50] // Minigiant Huntsman/Jarate/Bushwacka Attrbot Sniper Support [$50] // GRU Heavy Support [$0] //------------------------------------------------- Wave { InitWaveOutput { Target wave_initMain_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } Explanation { Line "{7C31B5}Engineers are mages in this mission and are able to cast spells!" Line "{7C31B5}Some weapons that aren't typically allowed in medieval mode are also enabled." Line "{7C31B5}Each class has receieved some rebalances to make each of their weapons viable." } // 32 Zombie Arm Scouts [$100] WaveSpawn { Name "W4-INIT-ZOMBIES" Where spawnbot_main_invasion TotalCount 32 MaxActive 32 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 2 WaitBetweenSpawns .25 TFBot { Template T_TFBot_Scout_Arm } } // 2 Giant Zombie Arm Scouts WaveSpawn { Name "W4-INIT-ZOMBIES" Where spawnbot_main_invasion TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 12 TFBot { Template T_TFBot_Giant_Scout_Arm Action Mobber } } // 2 Giant Bear Heavies w/ 2 Giant Kritz Medics [$50] WaveSpawn { Name "W4-G-HEAVY-BEAR-SQUAD" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 4 MaxActive 2 SpawnCount 2 TotalCurrency 50 WaitForAllDead "W4-INIT-ZOMBIES" WaitBeforeStarting 2 WaitBetweenSpawns 12 Squad { TFBot { Template T_TFBot_Giant_Heavy_Bear } TFBot { Template T_TFBot_Giant_Medic_Kritz } } } // 32 KGB Heavies [$50] WaveSpawn { Name "W4-HEAVY-KGB" Where spawnbot_main_invasion Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion TotalCount 32 MaxActive 16 SpawnCount 8 TotalCurrency 50 WaitForAllDead "W4-INIT-ZOMBIES" WaitBeforeStarting 4 WaitBetweenSpawns 8 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Item "Zombie Heavy" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } } // 8 KGB Heavies w/ 8 Uber Medics [$50] WaveSpawn { Name "W4-HEAVY-KGB-SQUAD" Where spawnbot_main_left Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 16 MaxActive 8 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W4-INIT-ZOMBIES" WaitBeforeStarting 2 WaitBetweenSpawns 6 Squad { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Item "Zombie Heavy" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } TFBot { Template T_TFBot_Medic_QuickUber Item "Zombie Medic" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } } } // Minigiant Crossbow Medic Sniper Support [$0] WaveSpawn { Name "W4-MG-MEDIC-CROSSBOW" Where spawnbot_main_right Where spawnbot_gate02_left Where spawnbot_gate01_right Support 1 MaxActive 4 SpawnCount 2 WaitForAllSpawned "W4-HEAVY-KGB-SQUAD" WaitBeforeStarting 2 WaitBetweenSpawns 12 TFBot { Template T_TFBot_Medic_Crossbow } } // 2 Giant Crit Shovel Soldiers [$50] WaveSpawn { Name "W4-G-SOLDIER-SHOVEL-CRIT" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 50 WaitForAllDead "W4-G-HEAVY-BEAR-SQUAD" WaitBeforeStarting 4 TFBot { Template T_TFBot_Giant_Soldier_Bucket Attributes AlwaysCrit } } // 32 Gatebot Equalizer soldiers [$50] WaveSpawn { Name "W4-GB-SOLDIER-SHOVEL" Where spawnbot_main_left Where spawnbot_gate02_left Where spawnbot_gate01 TotalCount 32 MaxActive 16 SpawnCount 1 TotalCurrency 50 WaitForAllDead "W4-HEAVY-KGB-SQUAD" WaitBeforeStarting 6 WaitBetweenSpawns .5 TFBot { Template T_TFGateBot_Soldier_Equalizer } } // 16 Shovel Soldiers [$50] WaveSpawn { Name "W4-SOLDIER-SHOVEL" Where spawnbot_main_right Where spawnbot_gate02 Where spawnbot_gate01_right TotalCount 16 MaxActive 8 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W4-HEAVY-KGB-SQUAD" WaitBeforeStarting 4 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Soldier_Shovel } } // 16 Shovel Soldiers w/ 16 Kritz Medics [$50] WaveSpawn { Name "W4-SOLDIER-SHOVEL-SQUAD" Where spawnbot_main_right Where spawnbot_gate02 Where spawnbot_gate01_right TotalCount 32 MaxActive 12 SpawnCount 2 TotalCurrency 50 WaitForAllDead "W4-HEAVY-KGB-SQUAD" WaitBeforeStarting 4 WaitBetweenSpawns 2 Squad { TFBot { Template T_TFBot_Soldier_Shovel } TFBot { Template T_TFBot_Medic_Kritz } } } // Dummy WaveSpawn { Name "W4-DUMMY-SETRANDOMINTERVAL" WaitForAllDead "W4-G-SOLDIER-SHOVEL-CRIT" WaitBeforeStarting 8 DoneOutput { Target pt_botattributes_random_setinterval_4 Action Trigger } } // Dummy WaveSpawn { WaitForAllDead "W4-DUMMY-SETRANDOMINTERVAL" WaitBeforeStarting 1 DoneOutput { Target pt_botattributes_random_start_relay Action Trigger } } // 2 Giant Shotgun/Fist Attrbot Heavies [$50] WaveSpawn { Name "W4-G-AB-HEAVY-SHOTGUNFIST" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 50 WaitForAllDead "W4-G-SOLDIER-SHOVEL-CRIT" WaitBeforeStarting 4 WaitBetweenSpawns 12 TFBot { Template T_TFAttrBot_Giant_Heavy_Shotgun_Fist } } // Dummy WaveSpawn { WaitForAllSpawned "W4-G-AB-HEAVY-SHOTGUNFIST" WaitBeforeStarting 6 DoneOutput { Target pt_botattributes_random_setinterval_2 Action Trigger } } // Minigiant Huntsman/Jarate/Bushwacka Attrbot Sniper Support [$50] WaveSpawn { Name "W4-MG-AB-SNIPER-HUNTSJARATEWACKA" Where spawnbot_main_invasion Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion Support 1 TotalCount 15 MaxActive 4 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W4-G-SOLDIER-SHOVEL-CRIT" WaitBeforeStarting 10 WaitBetweenSpawns 12 TFBot { Template T_TFAttrBot_Sniper_Huntsman_Bushwacka } DoneOutput { Target pt_botattributes_reset_relay Action Trigger } } // GRU Heavy Support [$0] WaveSpawn { Name "W4-MG-GB-HEAVY-KGB" Where spawnbot_main Where spawnbot_gate02_left Where spawnbot_gate01 Support 1 MaxActive 16 SpawnCount 4 WaitForAllDead "W4-G-SOLDIER-SHOVEL-CRIT" WaitBeforeStarting 2 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Item "Zombie Heavy" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } } // Minigiant Gatebot KGB Heavy Support [$50] WaveSpawn { Name "W4-MG-GB-HEAVY-KGB" Where spawnbot_main Where spawnbot_gate02_left Where spawnbot_gate01 Support 1 TotalCount 15 MaxActive 4 SpawnCount 2 TotalCurrency 50 WaitForAllDead "W4-G-SOLDIER-SHOVEL-CRIT" WaitBeforeStarting 10 WaitBetweenSpawns 8 TFBot { Template T_TFGateBot_MiniGiant_Heavy_KGB } } } ////// WAVE 5 [$600] ///////////////////////////////////////////////////////// // Overview //------------------------------------------------- // 64 Zombie Arm Scouts [$100] // 4 Giant Zombie Arm Scouts // // 2 Giant Crit Soldiers w/ 8 Uber Medics [$50] // 24 Gatebot Crit-a-Cola/Fish Scouts [$50] // 24 Gatebot Bonk Scouts [$50] // // 3 Giant Gatebot Pyro Mages [$100] // 64 Axtinguisher Pyros [$50] // Sunstick Scout support [$50] // // Minigiant Gatebot Powerjack Pyro Support [$50] // // 8 Giant Fire Sword Demomen [$50] // Skeleton Support [$50] //------------------------------------------------- Wave { InitWaveOutput { Target wave_initMain_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } Explanation { Line "{7C31B5}Engineers are mages in this mission and are able to cast spells!" Line "{7C31B5}Some weapons that aren't typically allowed in medieval mode are also enabled." Line "{7C31B5}Each class has receieved some rebalances to make each of their weapons viable." } // 64 Zombie Arm Scouts [$100] WaveSpawn { Name "W5-INIT-ZOMBIES" Where spawnbot_main_invasion TotalCount 64 MaxActive 46 SpawnCount 2 TotalCurrency 100 WaitBeforeStarting 2 WaitBetweenSpawns .35 TFBot { Template T_TFBot_Scout_Arm } } // 4 Giant Zombie Arm Scouts WaveSpawn { Name "W5-INIT-ZOMBIES" Where spawnbot_main_invasion TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 8 TFBot { Template T_TFBot_Giant_Scout_Arm Action Mobber } } // 2 Giant Crit Soldiers w/ 8 Uber Medics [$50] WaveSpawn { Name "W5-G-SOLDIER-CRIT-SQUAD" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 10 MaxActive 10 SpawnCount 5 TotalCurrency 50 WaitForAllDead "W5-INIT-ZOMBIES" WaitBeforeStarting 2 WaitBetweenSpawns 12 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit Item "Zombie Soldier" CharacterAttributes { "voice pitch scale" 0.5 } } TFBot { Template T_TFBot_Medic Item "Zombie Medic" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } TFBot { Template T_TFBot_Medic Item "Zombie Medic" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } TFBot { Template T_TFBot_Medic Item "Zombie Medic" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } TFBot { Template T_TFBot_Medic Item "Zombie Medic" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } } } // 24 Gatebot Crit-a-Cola/Fish Scouts [$50] WaveSpawn { Name "W5-GB-SCOUT-COLAFISH" Where spawnbot_main_left Where spawnbot_gate02_left Where spawnbot_gate01 TotalCount 24 MaxActive 12 SpawnCount 1 TotalCurrency 50 WaitForAllDead "W5-INIT-ZOMBIES" WaitBeforeStarting 8 WaitBetweenSpawns .5 TFBot { Template T_TFGateBot_Scout_Cola_Fish } } // 24 Gatebot Bonk Scouts [$50] WaveSpawn { Name "W5-GB-SCOUT-BONK" Where spawnbot_main_right Where spawnbot_gate02 Where spawnbot_gate01_right TotalCount 24 MaxActive 12 SpawnCount 1 TotalCurrency 50 WaitForAllDead "W5-INIT-ZOMBIES" WaitBeforeStarting 8 WaitBetweenSpawns .5 TFBot { Template T_TFGateBot_Scout_Bonk } } // 3 Giant Gatebot Pyro Mages [$100] WaveSpawn { Name "W5-G-GB-PYRO-MAGE" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 3 MaxActive 2 SpawnCount 1 TotalCurrency 100 WaitForAllDead "W5-G-SOLDIER-CRIT-SQUAD" WaitBeforeStarting 2 WaitBetweenSpawns 10 TFBot { Template T_TFGateBot_Giant_Pyro_Mage } } // 88 Axtinguisher Pyros [$50] WaveSpawn { Name "W5-PYRO-AXTINGUISHER" Where spawnbot_main_invasion Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion TotalCount 88 MaxActive 32 SpawnCount 8 TotalCurrency 50 WaitForAllDead "W5-G-SOLDIER-CRIT-SQUAD" WaitBeforeStarting 2 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Pyro_Axtinguisher } } // Sunstick Scout support [$50] WaveSpawn { Name "W5-SCOUT-SUNSTICK" Where spawnbot_limited_a Support 1 TotalCount 25 MaxActive 8 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W5-G-SOLDIER-CRIT-SQUAD" WaitBeforeStarting 10 WaitBetweenSpawns 14 TFBot { Template T_TFBot_Scout_Sunstick } } // Minigiant Gatebot Powerjack Pyro Support [$50] WaveSpawn { Name "W5-MG-GB-PYRO-POWERJACK" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 Support 1 TotalCount 25 MaxActive 4 SpawnCount 2 TotalCurrency 50 WaitForAllSpawned "W5-G-GB-PYRO-MAGE" WaitBeforeStarting 20 WaitBetweenSpawns 12 TFBot { Template T_TFGateBot_MiniGiant_Pyro_Powerjack } } // 8 Giant Fire Sword Demomen [$50] WaveSpawn { Name "W5-G-AB-DEMO-SWORDS" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 8 MaxActive 6 SpawnCount 2 TotalCurrency 50 WaitForAllDead "W5-G-GB-PYRO-MAGE" WaitBeforeStarting 4 WaitBetweenSpawns 8 TFBot { Template T_TFAttrBot_Giant_Demoman_FireSword } } // Skeleton Support [$50] WaveSpawn { Name "W5-SKELETONS" Where spawnbot_main_left Where spawnbot_main_right Where spawnbot_gate02_left Where spawnbot_gate01_right Support 1 TotalCount 50 MaxActive 16 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W5-G-GB-PYRO-MAGE" WaitBeforeStarting 2 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Sniper_Skeleton } } } ////// WAVE 6 [$400] ///////////////////////////////////////////////////////// // Overview //------------------------------------------------- // 128 Zombie Arm Scouts [$100] // 8 Giant Zombie Arm Scouts // // Skeleton Support [$0] // Gatebot Crit-a-Cola/Fish Scout Support [$0] // // 64 Milk Scouts [$50] // 64 Neon Annihilator Pyros [$50] // 4 Giant Crit Soldiers [$25] // 2 Giant Wolf Demos [$25] // // 4 Giant Spammer Demomen [$25] // 32 Gatebot Eyelander Demos [$25] // // 16 Minigiant Conch Katana Soldiers [$25] // 2 Giant Common Spell Heavy Wizards [$25] // 2 Giant Rare Spell Heavy Wizards [$25] // // 1 Giant Heavies w/ 1 Giant Medics [$25] // Minigiant Steel Gauntlet Heavy Support [$0] //------------------------------------------------- Wave { InitWaveOutput { Target wave_initMain_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } Explanation { Line "{7C31B5}Engineers are mages in this mission and are able to cast spells!" Line "{7C31B5}Some weapons that aren't typically allowed in medieval mode are also enabled." Line "{7C31B5}Each class has receieved some rebalances to make each of their weapons viable." } // 128 Zombie Arm Scouts [$100] WaveSpawn { Name "W6-INIT-ZOMBIES" Where spawnbot_main_invasion TotalCount 128 MaxActive 44 SpawnCount 2 TotalCurrency 100 WaitBeforeStarting 2 WaitBetweenSpawns .5 TFBot { Template T_TFBot_Scout_Arm } } // 8 Giant Zombie Arm Scouts WaveSpawn { Name "W6-INIT-ZOMBIES" Where spawnbot_main_invasion TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 8 TFBot { Template T_TFBot_Giant_Scout_Arm Action Mobber } } // Skeleton Support [$0] WaveSpawn { Name "W6-SKELETONS" Where spawnbot_main_invasion Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion Support 1 MaxActive 8 SpawnCount 4 WaitForAllDead "W6-INIT-ZOMBIES" WaitBeforeStarting 2 WaitBetweenSpawns 16 TFBot { Template T_TFBot_Sniper_Skeleton } } // Gatebot Crit-a-Cola/Fish Scout Support [$0] WaveSpawn { Name "W6-GB-SCOUT-FISH-CRIT" Where spawnbot_main_invasion Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion Support 1 MaxActive 8 SpawnCount 4 WaitForAllDead "W6-INIT-ZOMBIES" WaitBeforeStarting 2 WaitBetweenSpawns 16 TFBot { Template T_TFGateBot_Scout_Cola_Fish } } // 64 Milk Scouts [$50] WaveSpawn { Name "W6-SCOUT-MILK" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 64 MaxActive 16 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W6-INIT-ZOMBIES" WaitBeforeStarting 8 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Scout_Milk } } // 64 Neon Annihilator Pyros [$50] WaveSpawn { Name "W6-PYRO-NEON" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 64 MaxActive 16 SpawnCount 4 TotalCurrency 50 WaitForAllDead "W6-INIT-ZOMBIES" WaitBeforeStarting 8 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Pyro_Neon } } // 4 Giant Crit Soldiers [$25] WaveSpawn { Name "W6-G-SOLDIER-CRIT" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 4 MaxActive 4 SpawnCount 2 TotalCurrency 25 WaitForAllDead "W6-INIT-ZOMBIES" WaitBeforeStarting 16 WaitBetweenSpawns 12 TFBot { Template T_TFBot_Giant_Soldier_Crit Item "Zombie Soldier" CharacterAttributes { "voice pitch scale" 0.5 } } } // 2 Giant Wolf Demos [$25] WaveSpawn { Name "W6-G-DEMO-WOLF" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 25 WaitForAllDead "W6-INIT-ZOMBIES" WaitBeforeStarting 8 TFBot { Template T_TFBot_Giant_Demoman_Wolf } } // 4 Giant Spammer Demomen [$25] WaveSpawn { Name "W6-G-DEMO-SPAMMER" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 4 MaxActive 4 SpawnCount 2 TotalCurrency 25 WaitForAllDead "W6-G-SOLDIER-CRIT" WaitBeforeStarting 4 WaitBetweenSpawns 12 TFBot { Template T_TFBot_Giant_Demo_RapidFire } } // 32 Gatebot Eyelander Demos [$25] WaveSpawn { Name "W6-GB-DEMO-EYELANDER" Where spawnbot_main_invasion Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion TotalCount 32 MaxActive 16 SpawnCount 8 TotalCurrency 25 WaitForAllDead "W6-G-SOLDIER-CRIT" WaitBeforeStarting 2 WaitBetweenSpawns 6 TFBot { Template T_TFGateBot_Demoman_Knight } } // 16 Minigiant Conch Katana Soldiers [$25] WaveSpawn { Name "W6-MG-SOLDIER-CONCHTANA" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 16 MaxActive 4 SpawnCount 4 TotalCurrency 25 WaitForAllDead "W6-G-DEMO-SPAMMER" WaitBeforeStarting 4 WaitBetweenSpawns 8 TFBot { Template T_TFBot_MiniGiant_Soldier_Conchtana } } // 2 Giant Common Spell Heavy Wizards [$25] WaveSpawn { Name "W6-G-HEAVY-COMMONWIZARD" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 25 WaitForAllDead "W6-G-DEMO-SPAMMER" WaitBeforeStarting 8 WaitBetweenSpawns 14 TFBot { Template T_TFBot_Giant_Heavy_Wizard_Common } } // 2 Giant Rare Spell Heavy Wizards [$25] WaveSpawn { Name "W6-G-HEAVY-RAREWIZARD" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 25 WaitForAllDead "W6-G-DEMO-SPAMMER" WaitBeforeStarting 8 WaitBetweenSpawns 16 TFBot { Template T_TFBot_Giant_Heavy_Wizard_Rare } } // 1 Giant Heavy w/ 1 Giant Medic [$25] WaveSpawn { Name "W6-G-HEAVY-SQUAD" Where spawnbot_main Where spawnbot_gate02 Where spawnbot_gate01 TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 25 WaitForAllDead "W6-G-HEAVY-RAREWIZARD" WaitBeforeStarting 15 WaitBetweenSpawns 10 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Item "Zombie Heavy" CharacterAttributes { "voice pitch scale" 0.5 } } TFBot { Template T_TFBot_Giant_Medic_Regen Item "Zombie Medic" CharacterAttributes { "voice pitch scale" 0.5 } } } } // Minigiant Steel Gauntlet Heavy Support [$0] WaveSpawn { Name "W6-MG-HEAVY-GAUNTLET" Where spawnbot_main_invasion Where spawnbot_gate02_invasion Where spawnbot_gate01_invasion Support 1 MaxActive 4 SpawnCount 2 WaitForAllDead "W6-G-HEAVY-RAREWIZARD" WaitBeforeStarting 8 WaitBetweenSpawns 16 TFBot { Template T_TFBot_Heavyweapons_Fist ClassIcon heavy_steelfist_nys Item "Zombie Heavy" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } } } Templates { T_TFBot_Scout_Sunstick { Name "Stunstick Scout" Class Scout ClassIcon scout_bat Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Scout" Item "Sun-on-a-Stick" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } ItemAttributes { ItemName "Sun-on-a-Stick" "Set DamageType Ignite" 1 } } T_TFBot_Scout_Milk { Name "Milk Scout" Class Scout ClassIcon scout_milk Skill Hard Attributes AlwaysFireWeapon MaxVisionRange 512 WeaponRestrictions SecondaryOnly Item "Zombie Scout" Item "Mad Milk" Item "The Milkman" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } ItemAttributes { ItemName "Mad Milk" "effect bar recharge rate increased" -2 } } T_TFBot_Scout_Arm { Name "Zombie Arm Scout" Class Scout ClassIcon scout_bat Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Scout" Item "Unarmed Combat" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } T_TFBot_Soldier_Shovel { Name "Shovel Soldier" Class Soldier ClassIcon soldier_shovel Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Soldier" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } T_TFBot_MiniGiant_Soldier_Escape_Plan { Name "Escape Plan Soldier" Class Soldier ClassIcon soldier_escape Skill Hard Scale 1.5 Health 750 MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Soldier" Item "The Escape Plan" CharacterAttributes { "move speed penalty" 0.85 "voice pitch scale" 0.5 "cannot be backstabbed" 1 } } T_TFBot_MiniGiant_Soldier_Conchtana { Name "Conchtana Soldier" Class Soldier ClassIcon soldier_samurai_conch Skill Normal Health 750 Scale 1.5 MaxVisionRange 512 Attributes SpawnWithFullCharge WeaponRestrictions MeleeOnly Item "Zombie Soldier" Item "Soldier Samurai Hat" Item "The Concheror" Item "The Half-Zatoichi" CharacterAttributes { "move speed penalty" 0.85 "voice pitch scale" 0.5 "cannot be backstabbed" 1 } ItemAttributes { ItemName "The Half-Zatoichi" "honorbound" 0 } ItemAttributes { ItemName "The Concheror" "increase buff duration" 2.5 "deploy time decreased" 0.5 } } T_TFBot_Pyro_Axtinguisher { Name "Axtinguisher Pyro" Class Pyro ClassIcon pyro_axtinguisher Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Pyro" Item "The Axtinguisher" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } T_TFBot_Pyro_Neon { Name "Neon Annihilator Pyro" Class Pyro ClassIcon pyro_neon Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Pyro" Item "The Neon Annihilator" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } T_TFBot_Pyro_Volcano { Name "Volcano Fragment Pyro" Class Pyro ClassIcon pyro_volcano Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Pyro" Item "Sharpened Volcano Fragment" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } T_TFBot_MiniGiant_Pyro_Axtinguisher { Name "Axtinguisher Pyro" Class Pyro ClassIcon pyro_axtinguisher Skill Hard Scale 1.35 Health 650 MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Pyro" Item "The Axtinguisher" CharacterAttributes { "move speed penalty" 0.75 "voice pitch scale" 0.5 "cannot be backstabbed" 1 } } T_TFBot_Medic_Kritz { Name "Kritzkrieg Medic" Class Medic ClassIcon medic_kritz Skill Expert Attributes SpawnWithFullCharge WeaponRestrictions SecondaryOnly Item "Zombie Medic" Item "The Kritzkrieg" Item "Titanium Tyrolean" ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 9999 "uber duration bonus" 9999 } CharacterAttributes { "bot medic uber health threshold" 9999 "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } T_TFBot_Medic_Crossbow { Name "Crossbow Medic" Class Medic ClassIcon medic_crossbow Skill Hard Scale 1.35 Health 500 MaxVisionRange 4096 Attributes AlwaysFireWeapon WeaponRestrictions PrimaryOnly Item "Zombie Medic" Item "The Crusader's Crossbow" CharacterAttributes { "move speed penalty" 0.75 "voice pitch scale" 0.5 "cannot be backstabbed" 1 } ItemAttributes { ItemName "The Crusader's Crossbow" "damage bonus" 1.5 } } T_TFBot_Sniper_Skeleton { Name "Skeleton" Class Sniper ClassIcon dead Skill Hard WeaponRestrictions MeleeOnly Skin 1 UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" CharacterAttributes { "voice pitch scale" 0.5 "cannot be backstabbed" 1 } CustomWeaponModel { Slot 2 Model "models/empty.mdl" } } T_TFBot_Sniper_Bushwacka { Name "Bushwacka Sniper" Class Sniper ClassIcon sniper_bushwacka Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Sniper" Item "The Bushwacka" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } T_TFBot_Sniper_Jarate { Name "Jarate Sniper" Class Sniper ClassIcon sniper_jarate Skill Normal MaxVisionRange 512 WeaponRestrictions SecondaryOnly Item "Zombie Sniper" Item "Jarate" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } ItemAttributes { ItemName "Jarate" "effect bar recharge rate increased" 0.4 } } T_TFBot_Giant_Scout_Arm { Name "Zombie Arm Scout" Class Scout ClassIcon scout_bat_giant Skill Hard Health 2500 Attributes MiniBoss MaxVisionRange 512 WeaponRestrictions MeleeOnly Tag bot_giant Item "Zombie Scout" Item "Unarmed Combat" CharacterAttributes { "move speed bonus" 1.1 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "voice pitch scale" 0.5 } } T_TFBot_Giant_Soldier_Batana { Name "Giant Batana Soldier" Class Soldier ClassIcon demoknight_samurai Skill Normal Health 3800 Attributes MiniBoss Attributes SpawnWithFullCharge MaxVisionRange 512 WeaponRestrictions MeleeOnly Tag bot_giant Item "Zombie Soldier" Item "Soldier Samurai Hat" Item "The Battalion's Backup" Item "The Half-Zatoichi" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "cancel falling damage" 1 "voice pitch scale" 0.5 } ItemAttributes { ItemName "The Half-Zatoichi" "honorbound" 0 } ItemAttributes { ItemName "The Battalion's Backup" "increase buff duration" 2.5 "deploy time decreased" 0.5 } } T_TFBot_Giant_Soldier_Bucket { Name "Giant Bucket Brain" Class Soldier ClassIcon soldier_shovel_giant Skill Normal Health 3800 Attributes MiniBoss MaxVisionRange 512 WeaponRestrictions MeleeOnly AimTrackingInterval 3 Tag bot_giant Item "Zombie Soldier" Item "Bucket Hat" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "cancel falling damage" 1 "voice pitch scale" 0.5 } ItemAttributes { ItemName "TF_WEAPON_SHOVEL" "damage bonus" 1.5 } } T_TFBot_Giant_Pyro_Neon { Name "Giant Neon Annihilator Pyro" Class Pyro ClassIcon pyro_neon Skill Expert Health 3000 Attributes MiniBoss MaxVisionRange 512 WeaponRestrictions MeleeOnly Tag bot_giant Item "Zombie Pyro" Item "The Neon Annihilator" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "cancel falling damage" 1 "voice pitch scale" 0.5 } } T_TFBot_Giant_Pyro_FireMage { Name "Giant Fire Mage" Class Pyro ClassIcon pyro_dragon_fury_swordstone Skill Expert Health 3000 Attributes MiniBoss MaxVisionRange 2048 StripItemSlot 0 StripItemSlot 1 Tag bot_giant Item "Zombie Pyro" Item "Point and Shoot" Item "The Hot Hand" Item "TF_WEAPON_SPELLBOOK" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "cancel falling damage" 1 "voice pitch scale" 0.5 } Spell { Type "Fireball" Delay 4 Cooldown 5 Charges 2 Limit 4 } } T_TFBot_Giant_Demoman_Cannon { Name "Giant Loose Cannon Demoman" Class Demoman ClassIcon demo_cannon Skill Expert Health 3300 Attributes MiniBoss WeaponRestrictions PrimaryOnly Tag bot_giant Item "The Loose Cannon" Item "Zombie Demo" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "charge recharge rate increased" 0.001 "cancel falling damage" 1 "voice pitch scale" 0.5 } ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" -1 "projectile spread angle penalty" 10 "auto fires full clip" 1 "auto fires when full" 1 "fire rate bonus" 0.1 "reload time increased" 1.5 "clip size penalty" 0.75 } } T_TFBot_Giant_Demoman_Wolf { Name "Giant Wolf Demoman" Class Demoman ClassIcon demo_knight_bottle Skill Expert Health 2000 Attributes MiniBoss WeaponRestrictions MeleeOnly Tag bot_giant Item "Hair of the Dog" Item "Scottish Snarl" Item "Pickled Paws" CharacterAttributes { "move speed bonus" 0.65 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "charge recharge rate increased" 0.001 "cancel falling damage" 1 "voice pitch scale" 0.5 } ItemAttributes { ItemName "TF_WEAPON_BOTTLE" "damage penalty" 0.4 "fire rate bonus" 0.5 "bleeding duration" 2 } CustomWeaponModel //Sets custom weapon model { Slot 2 Model "models/empty.mdl" } } T_TFBot_Giant_Demoman_Skeleton { Name "Giant King Skeleton" Class Demoman ClassIcon deader Skill Hard Health 3300 Attributes MiniBoss MaxVisionRange 1024 StripItemSlot 0 StripItemSlot 1 Tag bot_giant Item "Zombie Demo" Item "The Bat Outta Hell" Item "Forgotten King's Restless Head" Item "Forgotten King's Pauldrons" Item "TF_WEAPON_SPELLBOOK" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "charge recharge rate increased" 0.001 "cancel falling damage" 1 "voice pitch scale" 0.5 } Spell { Type "Summon Skeletons" Delay 6 Cooldown 18 Charges 1 Limit 1 } } T_TFBot_Giant_Heavy_Bear { Name "Giant Bear Heavy" Class Heavy ClassIcon heavy_warrior_giant Skill Expert Health 5000 Attributes MiniBoss MaxVisionRange 512 WeaponRestrictions MeleeOnly Tag bot_giant Item "Zombie Heavy" Item "Warrior's Spirit" Item "The K-9 Mane" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "cancel falling damage" 1 "voice pitch scale" 0.5 } } T_TFBot_Giant_Heavy_KGB { Name "Giant KGB Heavy" Class Heavy ClassIcon heavy_champ_giant Skill Expert Health 5000 Attributes MiniBoss MaxVisionRange 512 WeaponRestrictions MeleeOnly Tag bot_giant Item "Zombie Heavy" Item "The Killing Gloves of Boxing" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "cancel falling damage" 1 "voice pitch scale" 0.5 } } T_TFBot_Giant_Heavy_Wizard_Common { Name "Giant Common Wizard Heavy" Class Heavy ClassIcon spellbook_lite Skill Expert Scale 1.5 // Help prevent getting stuck from teleport spell Health 5000 Attributes MiniBoss MaxVisionRange 2048 StripItemSlot 0 StripItemSlot 1 Tag bot_giant Item "Point and Shoot" Item "Zombie Heavy" Item "TF_WEAPON_SPELLBOOK" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "cancel falling damage" 1 "voice pitch scale" 0.5 } Spell { Type "Common" Delay 4 Cooldown 10 Charges 2 Limit 2 } } T_TFBot_Giant_Heavy_Wizard_Rare { Name "Giant Rare Wizard Heavy" Class Heavy ClassIcon spellbook_lite Skill Expert Health 5000 Attributes MiniBoss MaxVisionRange 2048 StripItemSlot 0 StripItemSlot 1 Tag bot_giant Item "Point and Shoot" Item "Zombie Heavy" Item "TF_WEAPON_SPELLBOOK" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "cancel falling damage" 1 "voice pitch scale" 0.5 } ItemAttributes { ItemName "Point and Shoot" "attach particle effect" 73 } Spell { Type "Rare" Delay 4 Cooldown 20 Charges 1 Limit 1 } } T_TFBot_Giant_Medic_Kritz { Name "Kritzkrieg Medic" Class Medic ClassIcon medic_kritz_giant Skill Expert Health 4500 Attributes MiniBoss Attributes SpawnWithFullCharge WeaponRestrictions SecondaryOnly Tag bot_giant Item "Zombie Medic" Item "The Kritzkrieg" Item "Titanium Tyrolean" ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 9999 "uber duration bonus" 9999 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.6 "cancel falling damage" 1 "airblast vulnerability multiplier" 0.6 "bot medic uber health threshold" 9999 "voice pitch scale" 0.5 } } T_TFBot_Giant_Sniper_Huntsman_Piss { Name "Giant Piss Huntsman Sniper" Class Sniper ClassIcon sniper_bow Skill Expert Health 2500 Attributes MiniBoss MaxVisionRange 2048 WeaponRestrictions PrimaryOnly Tag bot_giant Item "Zombie Sniper" Item "The Huntsman" CharacterAttributes { "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "move speed penalty" 0.3 "cancel falling damage" 1 "voice pitch scale" 0.5 } DamageAppliesCond { Name "TF_COND_URINE" Duration 2 } } T_TFBot_Giant_Sniper_Skeleton_Jarate { Name "Giant Jarate Skeleton" Class Sniper ClassIcon sniper_jarate Skill Expert Health 2500 Attributes MiniBoss Attributes AlwaysFireWeapon MaxVisionRange 1024 WeaponRestrictions SecondaryOnly Tag bot_giant Item "Zombie Sniper" Item "Jarate" Skin 1 UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" CharacterAttributes { "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "move speed penalty" 0.6 "cancel falling damage" 1 "voice pitch scale" 0.5 "ragdolls become ash" 1 } ItemAttributes { ItemName "Jarate" "effect bar recharge rate increased" -2 } } T_TFGateBot_Scout_Cola_Fish { Name "Bonk Scout" Class Scout ClassIcon scout_bonk Health 65 EventChangeAttributes { Default { Skill Normal MaxVisionRange 512 WeaponRestrictions MeleeOnly Attributes SpawnWithFullCharge Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot Item "Zombie Scout" Item "Crit-a-Cola" Item "The Holy Mackerel" Item "MvM GateBot Light Scout" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } RevertGateBotsBehavior { Skill Normal MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Scout" Item "Crit-a-Cola" Item "The Holy Mackerel" Item "MvM GateBot Light Scout" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } } } } T_TFGateBot_Scout_Bonk { Name "Bonk Scout" Class Scout ClassIcon scout_bonk Health 65 EventChangeAttributes { Default { Skill Normal MaxVisionRange 512 WeaponRestrictions MeleeOnly Attributes SpawnWithFullCharge Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot Item "Zombie Scout" Item "Bonk! Atomic Punch" Item "MvM GateBot Light Scout" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } RevertGateBotsBehavior { Skill Normal MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Scout" Item "MvM GateBot Light Scout" Item "TF_WEAPON_PISTOL_SCOUT" // Prevent them from still having bonk CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } } } } T_TFGateBot_Soldier_Equalizer { Name "Equalizer Soldier" Class Soldier ClassIcon soldier_equalizer EventChangeAttributes { Default { Skill Normal MaxVisionRange 512 WeaponRestrictions MeleeOnly Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot Item "Zombie Soldier" Item "The Equalizer" Item "MvM GateBot Light Soldier" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } RevertGateBotsBehavior { Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Soldier" Item "The Equalizer" Item "MvM GateBot Light Soldier" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } } } } T_TFGateBot_Pyro_Powerjack { Name "Powerjack Pyro" Class Pyro ClassIcon pyro_powerjack EventChangeAttributes { Default { Skill Normal MaxVisionRange 512 WeaponRestrictions MeleeOnly Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot Item "Zombie Pyro" Item "The Powerjack" Item "MvM GateBot Light Pyro" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } RevertGateBotsBehavior { Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Pyro" Item "The Powerjack" Item "MvM GateBot Light Pyro" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } ItemAttributes { ItemName "MvM GateBot Light Pyro" "item style override" 1 } } } } T_TFGateBot_MiniGiant_Pyro_Powerjack { Name "Powerjack Pyro" Class Pyro ClassIcon pyro_powerjack Health 650 Scale 1.35 EventChangeAttributes { Default { Skill Normal MaxVisionRange 512 WeaponRestrictions MeleeOnly Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot Item "Zombie Pyro" Item "The Powerjack" Item "MvM GateBot Light Pyro" CharacterAttributes { "voice pitch scale" 0.5 "cannot be backstabbed" 1 } } RevertGateBotsBehavior { Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Pyro" Item "The Powerjack" Item "MvM GateBot Light Pyro" CharacterAttributes { "voice pitch scale" 0.5 "cannot be backstabbed" 1 } ItemAttributes { ItemName "MvM GateBot Light Pyro" "item style override" 1 } } } } T_TFGateBot_Giant_Pyro_Mage { Name "Giant Fire Mage" Class Pyro ClassIcon pyro_dragon_fury_swordstone Health 3000 EventChangeAttributes { Default { Skill Expert Attributes MiniBoss MaxVisionRange 2048 StripItemSlot 0 StripItemSlot 1 Tag bot_giant Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot Item "Zombie Pyro" Item "Point and Shoot" Item "The Hot Hand" Item "TF_WEAPON_SPELLBOOK" Item "MvM GateBot Light Pyro" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "cancel falling damage" 1 "voice pitch scale" 0.5 } Spell { Type "Fireball" Delay 4 Cooldown 5 Charges 2 Limit 4 } } RevertGateBotsBehavior { Skill Expert Attributes MiniBoss MaxVisionRange 2048 StripItemSlot 0 StripItemSlot 1 Tag bot_giant Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot Item "Zombie Pyro" Item "Point and Shoot" Item "The Hot Hand" Item "TF_WEAPON_SPELLBOOK" Item "MvM GateBot Light Pyro" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "cancel falling damage" 1 "voice pitch scale" 0.5 } ItemAttributes { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Spell { Type "Fireball" Delay 4 Cooldown 5 Charges 2 Limit 4 } } } } T_TFGateBot_Demoman_Knight { Name "Demoknight" Class Demoman ClassIcon demoknight EventChangeAttributes { Default { Skill Hard MaxVisionRange 1024 WeaponRestrictions MeleeOnly Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot Item "Zombie Demo" Item "MvM GateBot Light Demoman" Item "The Chargin' Targe" Item "The Eyelander" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } } RevertGateBotsBehavior { Skill Hard MaxVisionRange 1024 WeaponRestrictions MeleeOnly Item "Zombie Demo" Item "MvM GateBot Light Demoman" Item "The Chargin' Targe" Item "The Eyelander" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } } } } T_TFGateBot_Heavy_GRU { Name "GRU Heavy" Class Heavy Scale 1.5 Health 900 ClassIcon heavy_gru EventChangeAttributes { Default { Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot Item "Zombie Heavy" Item "MvM GateBot Light Heavy" Item "Gloves of Running Urgently MvM" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } } RevertGateBotsBehavior { Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Heavy" Item "MvM GateBot Light Heavy" Item "Gloves of Running Urgently MvM" CharacterAttributes { "voice pitch scale" 0.7 "cannot be backstabbed" 1 } ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } T_TFGateBot_MiniGiant_Heavy_KGB { Name "KGB Heavy" Class Heavy Scale 1.5 Health 900 ClassIcon heavy_champ EventChangeAttributes { Default { Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot Item "Zombie Heavy" Item "MvM GateBot Light Heavy" Item "The Killing Gloves of Boxing" CharacterAttributes { "voice pitch scale" 0.5 "cannot be backstabbed" 1 } } RevertGateBotsBehavior { Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Heavy" Item "MvM GateBot Light Heavy" Item "The Killing Gloves of Boxing" CharacterAttributes { "voice pitch scale" 0.5 "cannot be backstabbed" 1 } ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } T_TFGateBot_MiniGiant_Heavy_Gauntlet { Name "Gauntlet Heavy" Class Heavy Scale 1.5 Health 900 ClassIcon heavy_steelfist_nys EventChangeAttributes { Default { Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot Item "Zombie Heavy" Item "MvM GateBot Light Heavy" Item "Fists of Steel" CharacterAttributes { "voice pitch scale" 0.5 "cannot be backstabbed" 1 } } RevertGateBotsBehavior { Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Item "Zombie Heavy" Item "MvM GateBot Light Heavy" Item "Fists of Steel" CharacterAttributes { "voice pitch scale" 0.5 "cannot be backstabbed" 1 } ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } T_TFAttrBot_Giant_Demoman_FireSword { Name "Giant Fiery Demoknight" Class Demoman Health 5000 Attributes MiniBoss ClassIcon demoknight ChangeAttributes { Name "Attr1" Delay 0 Repeats 1 IfHealthBelow 2500 } EventChangeAttributes { Default { Skill Expert Attributes MiniBoss MaxVisionRange 512 WeaponRestrictions MeleeOnly Tag bot_giant Item "Zombie Demo" Item "The Eyelander" Item "The Dark Age Defender" Item "The Glasgow Great Helm" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "cancel falling damage" 1 "voice pitch scale" 0.5 "damage penalty" 0.5 } } Attr1 { Skill Expert Attributes MiniBoss MaxVisionRange 512 WeaponRestrictions MeleeOnly Tag bot_giant Item "Zombie Demo" Item "The Eyelander" Item "The Dark Age Defender" Item "The Glasgow Great Helm" CharacterAttributes { "move speed bonus" 0.25 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "cancel falling damage" 1 "voice pitch scale" 0.5 "damage penalty" 0.5 } ItemAttributes { ItemName "The Eyelander" "fire rate bonus" 0.6 "attach particle effect" 1 "Set DamageType Ignite" 1 } } } } T_TFAttrBot_Giant_Heavy_Shotgun_Fist { Name "Giant Shotgun Fist Heavy" Class Heavy Health 7500 ClassIcon heavy_champ_giant EventChangeAttributes { Default { Skill Expert MaxVisionRange 512 WeaponRestrictions MeleeOnly Attributes MiniBoss Tag bot_attrbot Tag bot_giant Item "Zombie Heavy" Item "The Killing Gloves of Boxing" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "cancel falling damage" 1 "voice pitch scale" 0.5 } ItemAttributes { ItemName "The Killing Gloves of Boxing" "damage bonus" 1.5 } } BotAttributes1 { Skill Expert Attributes MiniBoss MaxVisionRange 512 WeaponRestrictions SecondaryOnly Tag bot_attrbot Tag bot_giant Item "Zombie Heavy" Item "The Killing Gloves of Boxing" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "cancel falling damage" 1 "voice pitch scale" 0.5 } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" } } BotAttributes2 { Skill Expert MaxVisionRange 512 WeaponRestrictions MeleeOnly Attributes MiniBoss Tag bot_attrbot Tag bot_giant Item "Zombie Heavy" Item "The Killing Gloves of Boxing" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "cancel falling damage" 1 "voice pitch scale" 0.5 } ItemAttributes { ItemName "The Killing Gloves of Boxing" "damage bonus" 1.5 } } BotAttributes3 { Skill Expert Attributes MiniBoss MaxVisionRange 512 WeaponRestrictions SecondaryOnly Tag bot_attrbot Tag bot_giant Item "Zombie Heavy" Item "The Killing Gloves of Boxing" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "cancel falling damage" 1 "voice pitch scale" 0.5 } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" } } BotAttributes4 { Skill Expert MaxVisionRange 512 WeaponRestrictions MeleeOnly Attributes MiniBoss Tag bot_attrbot Tag bot_giant Item "Zombie Heavy" Item "The Killing Gloves of Boxing" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "cancel falling damage" 1 "voice pitch scale" 0.5 } ItemAttributes { ItemName "The Killing Gloves of Boxing" "damage bonus" 1.5 } } } } T_TFAttrBot_Sniper_Huntsman_Bushwacka { Name "Huntsman Sniper" Class Sniper Scale 1.5 Health 750 ClassIcon sniper_bow EventChangeAttributes { Default { Skill Hard MaxVisionRange 2048 WeaponRestrictions PrimaryOnly Tag bot_attrbot Item "Zombie Sniper" Item "The Huntsman" Item "The Bushwacka" Item "Jarate" CharacterAttributes { "move speed penalty" 0.75 "voice pitch scale" 0.5 } } BotAttributes1 { Skill Hard MaxVisionRange 2048 WeaponRestrictions SecondaryOnly Tag bot_attrbot Item "Zombie Sniper" Item "The Huntsman" Item "The Bushwacka" Item "Jarate" CharacterAttributes { "move speed penalty" 0.75 "voice pitch scale" 0.5 } ItemAttributes { ItemName "Jarate" "effect bar recharge rate increased" 0.4 } } BotAttributes2 { Skill Hard MaxVisionRange 2048 WeaponRestrictions PrimaryOnly Tag bot_attrbot Item "Zombie Sniper" Item "The Huntsman" Item "The Bushwacka" Item "Jarate" CharacterAttributes { "move speed penalty" 0.75 "voice pitch scale" 0.5 } } BotAttributes3 { Skill Hard MaxVisionRange 512 WeaponRestrictions MeleeOnly Tag bot_attrbot Item "Zombie Sniper" Item "The Huntsman" Item "The Bushwacka" Item "Jarate" CharacterAttributes { "move speed penalty" 0.75 "voice pitch scale" 0.5 } } BotAttributes4 { Skill Hard MaxVisionRange 2048 WeaponRestrictions SecondaryOnly Tag bot_attrbot Item "Zombie Sniper" Item "The Huntsman" Item "Jarate" Item "The Bushwacka" CharacterAttributes { "move speed penalty" 0.75 "voice pitch scale" 0.5 } ItemAttributes { ItemName "Jarate" "effect bar recharge rate increased" 0.4 } } } } } PointTemplates { stuckfix //fixes weird clipping { prop_dynamic { "angles" "0 45 0" "origin" "6044 4291 528" "body" "0" "DisableBoneFollowers" "0" "disablereceiveshadows" "1" "disableshadows" "1" "effects" "0" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "1" // 1 "fademindist" "-1" "fadescale" "1" "health" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "minhealthdmg" "0" "model" "models/props_mining/support_wall001a.mdl" "PerformanceMode" "0" "physdamagescale" "1.0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "shadowcastdist" "0" "skin" "0" "solid" "6" // 6 "spawnflags" "0" "StartDisabled" "0" "texframeindex" "0" } prop_dynamic { "angles" "0 45 0" "origin" "6134 4201 528" "body" "0" "DisableBoneFollowers" "0" "disablereceiveshadows" "1" "disableshadows" "1" "effects" "0" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "1" // 1 "fademindist" "-1" "fadescale" "1" "health" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "minhealthdmg" "0" "model" "models/props_mining/support_wall001a.mdl" "PerformanceMode" "0" "physdamagescale" "1.0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "shadowcastdist" "0" "skin" "0" "solid" "6" // 6 "spawnflags" "0" "StartDisabled" "0" "texframeindex" "0" } prop_dynamic { "angles" "0 45 0" "origin" "6224 4111 528" "body" "0" "DisableBoneFollowers" "0" "disablereceiveshadows" "1" "disableshadows" "1" "effects" "0" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "1" // 1 "fademindist" "-1" "fadescale" "1" "health" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "minhealthdmg" "0" "model" "models/props_mining/support_wall001a.mdl" "PerformanceMode" "0" "physdamagescale" "1.0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "shadowcastdist" "0" "skin" "0" "solid" "6" // 6 "spawnflags" "0" "StartDisabled" "0" "texframeindex" "0" } prop_dynamic { "angles" "0 45 0" "origin" "6314 4021 528" "body" "0" "DisableBoneFollowers" "0" "disablereceiveshadows" "1" "disableshadows" "1" "effects" "0" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "1" // 1 "fademindist" "-1" "fadescale" "1" "health" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "minhealthdmg" "0" "model" "models/props_mining/support_wall001a.mdl" "PerformanceMode" "0" "physdamagescale" "1.0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "shadowcastdist" "0" "skin" "0" "solid" "6" // 6 "spawnflags" "0" "StartDisabled" "0" "texframeindex" "0" } prop_dynamic { "angles" "0 45 0" "origin" "6404 3931 528" "body" "0" "DisableBoneFollowers" "0" "disablereceiveshadows" "1" "disableshadows" "1" "effects" "0" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "1" // 1 "fademindist" "-1" "fadescale" "1" "health" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "minhealthdmg" "0" "model" "models/props_mining/support_wall001a.mdl" "PerformanceMode" "0" "physdamagescale" "1.0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "shadowcastdist" "0" "skin" "0" "solid" "6" // 6 "spawnflags" "0" "StartDisabled" "0" "texframeindex" "0" } } ResupplyCabinet { prop_dynamic { "targetname" "locker_model" "model" "models/props_gameplay/resupply_locker.mdl" "disableshadows" "1" "solid" "6" "origin" "16 0 0" "angles" "0 0 0" } func_regenerate { "associatedmodel" "locker_model" "filtername" "filter_red" "TeamNum" "2" "spawnflags" "1" "mins" "0 -64 0" "maxs" "64 64 128" "OnStartTouch" "locker_model,SetAnimation,open,0,-1" "OnEndTouchAll" "locker_model,SetAnimation,close,0,-1" } } } // PointTemplates SpawnTemplate "stuckfix" SpawnTemplate { Name "ResupplyCabinet" Origin "3424 3404 1120" Angles "0 -45 0" } SpawnTemplate { Name "ResupplyCabinet" Origin "3108 3088 1120" Angles "0 -45 0" } }