WaveSchedule { RedPlayersAreRobots 1 LuaScriptFile "scripts/player_ghost_possess_main.lua" PlayerAttributes { //Will spawn you as a ghost Spy { "not solid to players" 1 "SET BONUS: special dsp" 38 "SET BONUS: move speed set bonus" 500 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "dmg penalty vs players" 0 "max health additive bonus" 874 "voice pitch scale" 1.6 "ignored by enemy sentries" 1 "ignored by bots" 1 "dmg taken increased" 0 "health regen" 1000 "special item description 3" "GHOST" "air dash count" 100 "increased jump height" 1.3 "increased air control" 3 } } CustomWeapon { "Possession Tool" { OriginalItemName "TF_WEAPON_KNIFE" "fire input on attack" "popscript^$checkIfMeleeHitAllyPossess^" } } PlayerSpawnTemplate { Name "EvaluateSpawn" } HandModelOverride { Scout "models/weapons/c_models/c_scout_bot_arms.mdl" Soldier "models/weapons/c_models/c_soldier_bot_arms.mdl" Pyro "models/weapons/c_models/c_pyro_bot_arms.mdl" Demoman "models/weapons/c_models/c_demo_bot_arms.mdl" Heavy "models/weapons/c_models/c_heavy_bot_arms.mdl" //you're unlikely to see engineer bots as possessable targets given the jank //introduced by being able to switch class with living buildings. However, if you make that //mistake, here's the arm model to save you 0.01 seconds. Engineer "models/weapons/c_models/c_engineer_bot_arms.mdl" Medic "models/weapons/c_models/c_medic_bot_arms.mdl" Sniper "models/weapons/c_models/c_sniper_bot_arms.mdl" Spy "models/weapons/c_models/c_spy_bot_arms.mdl" } PointTemplates { EvaluateSpawn { OnSpawnOutput { Target "popscript" Action "$EvaluateSpawn" Delay 0.01 } } } ItemWhitelist { Name "Possession Tool" } ForceItem "Possession Tool" ClassLimit //Everyone will be a spy { // Soldier 0 // Scout 0 // Sniper 0 // Heavy 0 // Engineer 0 // Medic 0 // Pyro 0 // Demoman 0 } ExtraLoadoutItems { Spy { Melee "Possession Tool" } } }