#base dover2_custom.pop WaveSchedule { LuaScriptFile "scripts/freelance_mercenary_logic.lua" //Dover2 Freelance Merc, Made by Royal. LuaScriptFile "scripts/dover2_custom_weapons.lua" PlayerAttributes { "cannot pick up intelligence" 1 } PointTemplates { LargeSentryHead { obj_sentrygun { "targetname" "sentry" //Entity name. Required if the entity is going to be referenced somewhere "teamnum" "3" // 2 - Red team, 3 - Blu team "SolidToPlayer" "0" "defaultupgrade" "2" "Spawnflags" "8" "modelscale" 1.35 } OnSpawnOutput { Target "sentry" Action "sethealth" Param 2000 } OnSpawnOutput { Action "setparent" Param "!activator" } } RedLargeSentryHead { obj_sentrygun { "targetname" "sentry" //Entity name. Required if the entity is going to be referenced somewhere "teamnum" "2" // 2 - Red team, 3 - Blu team "SolidToPlayer" "0" "defaultupgrade" "2" "Spawnflags" "8" "modelscale" 1.35 } OnSpawnOutput { Target "sentry" Action "sethealth" Param 2000 } OnSpawnOutput { Action "setparent" Param "!activator" } } SplitRocket { OnSpawnOutput { Target "shoot" Action "$setowner" Param "!activator" Delay 0.01 } OnSpawnOutput { Target "shoot" Action "FireUser1" Delay 0.01 } OnSpawnOutput { Target "shoot" Action "Kill" Delay 0.03 } tf_point_weapon_mimic { "targetname" "shoot" "origin" "0 -15 0" "angles" "0 -8 0" "speedmin" "1000" "speedmax" "1000" "WeaponType" "0" "SplashRadius" "160" "Damage" "95" "teamnum" "2" "OnUser1" "!self,FireOnce,,0,-1" "OnUser1" "!self,FireUser1,,1,-1" } tf_point_weapon_mimic { "targetname" "shoot" "origin" "0 15 0" "angles" "0 8 0" "speedmin" "1000" "speedmax" "1000" "WeaponType" "0" "SplashRadius" "160" "Damage" "95" "teamnum" "2" "OnUser1" "!self,FireOnce,,0,-1" "OnUser1" "!self,FireUser1,,1,-1" } tf_point_weapon_mimic { "targetname" "shoot" "origin" "0 0 0" "angles" "0 0 0" "speedmin" "1000" "speedmax" "1000" "WeaponType" "0" "SplashRadius" "160" "Damage" "95" "teamnum" "2" "OnUser1" "!self,FireOnce,,0,-1" "OnUser1" "!self,FireUser1,,1,-1" } tf_point_weapon_mimic { "targetname" "shoot" "origin" "0 -30 0" "angles" "0 -16 0" "speedmin" "1000" "speedmax" "1000" "WeaponType" "0" "SplashRadius" "160" "Damage" "95" "teamnum" "2" "OnUser1" "!self,FireOnce,,0,-1" "OnUser1" "!self,FireUser1,,1,-1" } tf_point_weapon_mimic { "targetname" "shoot" "origin" "0 30 0" "angles" "0 16 0" "speedmin" "1000" "speedmax" "1000" "WeaponType" "0" "SplashRadius" "160" "Damage" "95" "teamnum" "2" "OnUser1" "!self,FireOnce,,0,-1" "OnUser1" "!self,FireUser1,,1,-1" } } ChiSplitRocket { OnSpawnOutput { Target "shoot" Action "$setowner" Param "!activator" Delay 0.01 } OnSpawnOutput { Target "shoot" Action "FireUser1" Delay 0.01 } OnSpawnOutput { Target "shoot" Action "Kill" Delay 0.03 } tf_point_weapon_mimic { "targetname" "shoot" "origin" "0 -11 0" "angles" "0 -5 0" "speedmin" "1300" "speedmax" "1300" "WeaponType" "0" "SplashRadius" "160" "Damage" "95" "teamnum" "2" "OnUser1" "!self,FireOnce,,0,-1" "OnUser1" "!self,FireUser1,,1,-1" } tf_point_weapon_mimic { "targetname" "shoot" "origin" "0 11 0" "angles" "0 5 0" "speedmin" "1300" "speedmax" "1300" "WeaponType" "0" "SplashRadius" "160" "Damage" "95" "teamnum" "2" "OnUser1" "!self,FireOnce,,0,-1" "OnUser1" "!self,FireUser1,,1,-1" } tf_point_weapon_mimic { "targetname" "shoot" "origin" "0 0 0" "angles" "0 0 0" "speedmin" "1300" "speedmax" "1300" "WeaponType" "0" "SplashRadius" "160" "Damage" "95" "teamnum" "2" "OnUser1" "!self,FireOnce,,0,-1" "OnUser1" "!self,FireUser1,,1,-1" } tf_point_weapon_mimic { "targetname" "shoot" "origin" "0 -22 0" "angles" "0 -10 0" "speedmin" "1300" "speedmax" "1300" "WeaponType" "0" "SplashRadius" "160" "Damage" "95" "teamnum" "2" "OnUser1" "!self,FireOnce,,0,-1" "OnUser1" "!self,FireUser1,,1,-1" } tf_point_weapon_mimic { "targetname" "shoot" "origin" "0 22 0" "angles" "0 10 0" "speedmin" "1300" "speedmax" "1300" "WeaponType" "0" "SplashRadius" "160" "Damage" "95" "teamnum" "2" "OnUser1" "!self,FireOnce,,0,-1" "OnUser1" "!self,FireUser1,,1,-1" } tf_point_weapon_mimic { "targetname" "shoot" "origin" "0 -33 0" "angles" "0 -15 0" "speedmin" "1300" "speedmax" "1300" "WeaponType" "0" "SplashRadius" "160" "Damage" "95" "teamnum" "2" "OnUser1" "!self,FireOnce,,0,-1" "OnUser1" "!self,FireUser1,,1,-1" } tf_point_weapon_mimic { "targetname" "shoot" "origin" "0 33 0" "angles" "0 15 0" "speedmin" "1300" "speedmax" "1300" "WeaponType" "0" "SplashRadius" "160" "Damage" "95" "teamnum" "2" "OnUser1" "!self,FireOnce,,0,-1" "OnUser1" "!self,FireUser1,,1,-1" } } RainingRockets { OnSpawnOutput { Target "rainparent" Action "$SetOwner" Param "!activator" } OnSpawnOutput { Target "rainparent" Action "$SetFakeParent" Param "!activator" } OnSpawnOutput { Target "rainparent" Action "SetParent" Param "" } info_target // parent { "targetname" "rainparent" "origin" "0 0 0" "mins" "0" "maxs" "0" "$modules" "fakeparent" "$positiononly" "1" } // Need a parent func_rotating //inner layer and outer. { "targetname" "TargtedStrikeRotate1" "origin" "0 0 0" "mins" "-8 -8 -8" "maxs" "8 8 8" "fanfriction" "100" "maxspeed" "25" "rendermode" "10" "spawnflags" "65" "$modules" "fakeparent" "$positiononly" "1" "parentname" "rainparent" } func_rotating //middle layer. { "targetname" "TargtedStrikeRotate2" "origin" "0 0 0" "mins" "-8 -8 -8" "maxs" "8 8 8" "fanfriction" "100" "maxspeed" "25" "rendermode" "10" "spawnflags" "67" "parentname" "rainparent" "$modules" "fakeparent" "$positiononly" "1" } //A prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" "angles" "0 0 0" "Origin" "120 0 40" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate1" } tf_point_weapon_mimic { "targetname" "rocketA" "startdisabled" "0" "origin" "140 0 220" "angles" "90 0 0" "speedmin" "2250" "speedmax" "2250" "WeaponType" "0" "SplashRadius" "120" "Damage" "160" "teamnum" "3" "parentname" "TargtedStrikeRotate1" "$weaponname" "armaquiet" } prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "120 0 240" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate1" } //B prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "-120 0 40" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate1" } tf_point_weapon_mimic { "targetname" "rocketB" "startdisabled" "0" "origin" "-120 0 220" "angles" "90 0 0" "speedmin" "2250" "speedmax" "2250" "WeaponType" "0" "SplashRadius" "120" "Damage" "160" "teamnum" "3" "parentname" "TargtedStrikeRotate1" "$weaponname" "armaquiet" } prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "-120 0 240" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate1" } //E tf_point_weapon_mimic { "targetname" "rocketE" "startdisabled" "0" "origin" "250 0 220" "angles" "90 0 0" "speedmin" "2250" "speedmax" "2250" "WeaponType" "0" "SplashRadius" "120" "Damage" "110" "teamnum" "3" "parentname" "TargtedStrikeRotate2" "$weaponname" "armaquiet" } prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "250 0 240" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate2" } prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "250 0 40" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate2" } //F prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "-250 0 40" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate2" } tf_point_weapon_mimic { "targetname" "rocketF" "startdisabled" "0" "origin" "-250 0 220" "angles" "90 0 0" "speedmin" "2250" "speedmax" "2250" "WeaponType" "0" "SplashRadius" "120" "Damage" "110" "teamnum" "3" "parentname" "TargtedStrikeRotate2" "$weaponname" "armaquiet" } prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "-250 0 240" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate2" } NoFixup 1 logic_timer { "targetname" "rockettimer" "refiretime" "0.55" "OnTimer" "rocket*,fireonce,,0,-1" } } } PlayerItemEquipSpawnTemplate { Name FreelanceMercenary_Logic ItemName "Freelance Mercenary" } PlayerAttributes { "ammo regen" 1 } PlayerShootTemplate //Shoot defined point template. Template is spawned at player position in looking direction, forward velocity being applied to spawned entities { Name SplitRocket //Name of the template Speed 1000 //Velocity of the spawned objects (Default: 1000) Offset "100 0 0" //Offset from the bot shooting position (Default: 0 0 0) Angles "0 0 0" //Shooting angle offset (Default: 0 0 0) OverrideShoot 1 //Stop default projectile from being spawned (Default: 0) AttachToProjectile 0 //If set, the template is spawned as a child of the projectile being fired. Incompatible with overrideshoot Spread 0.0 //Spread of the fired template entities. 0 - No spread, 0.1 - Beggar like spread, 1 - Very inaccurate (Default: 0) ItemName "GSolSpreadshot" //Can be specified to limit to a specific weapon } PlayerShootTemplate //Shoot defined point template. Template is spawned at player position in looking direction, forward velocity being applied to spawned entities { Name ChiSplitRocket //Name of the template Speed 1000 //Velocity of the spawned objects (Default: 1000) Offset "100 0 0" //Offset from the bot shooting position (Default: 0 0 0) Angles "0 0 0" //Shooting angle offset (Default: 0 0 0) OverrideShoot 1 //Stop default projectile from being spawned (Default: 0) AttachToProjectile 0 //If set, the template is spawned as a child of the projectile being fired. Incompatible with overrideshoot Spread 0.0 //Spread of the fired template entities. 0 - No spread, 0.1 - Beggar like spread, 1 - Very inaccurate (Default: 0) ItemName "CHISPREADSHOT" //Can be specified to limit to a specific weapon } ItemAttributes { ItemName "Deflector" "attack projectiles" 2 } CustomWeapon { HyperRapidSG // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_Scattergun" // The item used as a base "reload time decreased" -0.1 "damage bonus" 1.4 "fire rate bonus" 0.6 "bullets per shot bonus" 1.5 } RapidRL // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" // The item used as a base "reload time decreased" -0.1 "projectile speed decreased" 0.65 } HyperRapidRL // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" // The item used as a base "reload time decreased" -0.1 "damage bonus" 2 "fire rate bonus" 0.6 } BurstRL // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" // The item used as a base "reload time decreased" 0.8 "clip size upgrade atomic" -1 "projectile speed decreased" 0.65 "fire rate bonus" 0.35 } BarrageRL // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" // The item used as a base "reload time decreased" 0.8 "clip size upgrade atomic" 1 "projectile speed decreased" 0.4 "fire rate bonus" 0.8 "projectile spread angle penalty" 5 "health regen" 5 } BurstGL // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" // The item used as a base "reload time decreased" 1.75 "clip size upgrade atomic" -2 "projectile spread angle penalty" 3 "fire rate bonus" 0.03 "damage penalty" 0.9 } UnloadGL // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "reload time decreased" 0.45 "clip size upgrade atomic" 8 "projectile spread angle penalty" 2.33 "fire rate bonus" 0.18 "damage penalty" 0.3 "fuse bonus" 0.85 "Projectile speed increased" 1.35 "maxammo primary increased" 4.5 } HyperRapidGL // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" // The item used as a base "reload time decreased" -0.1 "damage bonus" 2 "projectile speed increased" 2 } HyperMG // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_MINIGUN" "fire rate bonus" 0.9 "bullets per shot bonus" 1.5 "weapon spread bonus" 0.75 } PanicCauser // The name you would use in Item key in TFBot { OriginalItemName "Iron Curtain" "fire rate penalty" 1.35 "spread penalty" 1.35 "fire rate bonus with reduced health" 0.4 } TheOverhealer { OriginalItemName "The Quick-Fix" "heal rate penalty" 0.5 "overheal bonus" 2.75 "overheal decay bonus" 4 "paintkit_proto_def_index" 417 } TheAutoloader { OriginalItemName "The Quick-Fix" "heal rate penalty" 0.75 "medigun passive attributes" "reload time increased hidden|0.8" "ubercharge rate penalty" 0.35 "paintkit_proto_def_index" 411 "special item description" "Boosts the reload rate of your patient" } HyperCrossbow // The name you would use in Item key in TFBot { OriginalItemName "The Crusader's Crossbow" "reload time increased" 1.65 "projectile penetration" 1 "weapon spread bonus" 0.75 "mod projectile heat follow crosshair" 1 "projectile trail particle" eyeboss_projectile "mod projectile heat seek power" 45 "grenade bounce speed" 0.9 "projectile lifetime" 4.5 "damage bonus" 1.5 "reload full clip at once" 1 "clip size upgrade atomic" 2 "fire rate bonus" 0.65 "reset arrow hits on bounce" 1 "grenade bounce damage" -0.15 "special item description" "Crazy guided bouncing multishot crossbow" } HyperShotgun // The name you would use in Item key in TFBot { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "reload time decreased" 0.25 "weapon spread bonus" 0.4 "bullets per shot bonus" 1.5 "damage bonus" 0.75 "clip size bonus" 2 "fire rate bonus" 0.35 } "Freelance Mercenary" //Royal Special Item { OriginalItemName "Activated Campaign 3 Pass" "custom item model" "models/player/items/all_class/hwn_spellbook_complete.mdl" "special item description" "Press the Action key to switch between classes on the fly. 5 second cooldown between uses" "special item description 2" "Items with charge meter require 8 seconds to be ready after switched to" } arma //DO NOT USE HELL RAIN ATTACK PART { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "projectile speed increased" 0.5 "damage bonus" 1.65 "Blast radius increased" 0.6 "mult projectile scale" 0 "custom projectile size" 0.65 "projectile trail particle" "spell_fireball_small_red" "dmg bonus vs buildings" 1.65 "custom weapon fire sound" "=75|weapons/dragons_fury_shoot.wav" "special damage type" 1 "Set DamageType Ignite" 1 "add damage type" 8 } armaquiet // DO NOT USE HELL RAIN ATTACK PART { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "projectile speed increased" 0.5 "damage bonus" 1.65 "Blast radius increased" 0.6 "mult projectile scale" 0 "custom projectile size" 0.65 "projectile trail particle" "spell_fireball_small_red" "dmg bonus vs buildings" 1.65 "custom weapon fire sound" "=1|weapons/dragons_fury_shoot.wav" "special damage type" 1 "add damage type" 8 } } ExtraLoadoutItems { Scout { Primary { Item "HyperRapidSG" Cost 1500 } } Soldier { Primary { Item "RapidRL" Cost 200 } Primary { Item "BurstRL" Cost 200 } Primary { Item "BarrageRL" Cost 350 } Primary { Item "HyperRapidRL" Cost 1500 } Secondary { Item "HyperShotgun" Cost 1000 } } Pyro { Secondary { Item "HyperShotgun" Cost 1000 } } Demoman { Primary { Item "BurstGL" Cost 0 } Primary { Item "UnloadGL" Cost 0 } Primary { Item "HyperRapidGL" Cost 1200 } } Heavyweapons { Primary // Extended syntax, Item slot to use { Item "HyperMG" Cost 1500 } Primary // Extended syntax, Item slot to use { Item "Deflector" Cost 200 } Primary // Extended syntax, Item slot to use { Item "PanicCauser" Cost 0 } Melee "Gloves of Running Urgently MvM" Secondary { Item "HyperShotgun" Cost 1000 } } Engineer { Primary { Item "HyperShotgun" Cost 1000 } } Medic { Primary // Extended syntax, Item slot to use { Item "HyperCrossbow" Cost 1500 } Secondary // Extended syntax, Item slot to use { Item "TheOverhealer" Cost 0 } Secondary // Extended syntax, Item slot to use { Item "TheAutoloader" Cost 300 } } Action {Item "Freelance Mercenary"} } ExtendedUpgrades { LargeScout { Name "Large Model" Attribute "max health additive bonus" Cap 525 Increment 525 Cost 400 PlayerUpgrade 1 Description "Larger Robot that can take more damage and carry heavier weapons" AllowPlayerClass Scout SecondaryAttributes { "damage force reduction" -0.15 "airblast vulnerability multiplier" -0.15 "voice pitch scale" -0.1 "health from packs decreased" -0.25 "model scale" 0.4 "head scale" -0.3 "patient overheal penalty" -0.65 } } GiantScout { Name "Giant Model" Attribute "is miniboss" Cap 1 Increment 1 Cost 1000 PlayerUpgrade 1 Description "Even Larger Robot that can take more damage and carry heavier weapons, Requires Large Model" AllowPlayerClass Scout RequiredUpgrade { Upgrade "LargeScout" } SecondaryAttributes { "damage force reduction" -0.15 "airblast vulnerability multiplier" -0.15 "voice pitch scale" -0.2 "health from packs decreased" -0.4 "model scale" 0.75 "head scale" -0.1 "patient overheal penalty" -0.35 "override footstep sound set" 5 "max health additive bonus" 1475 } } ArmoredScout { Name "Armored Configuration" Attribute "max health additive bonus" Cap 3000 Increment 1400 Cost 200 PlayerUpgrade 1 Description "More Health but slower, Requires Giant Model" AllowPlayerClass Scout RequiredUpgrade { Upgrade "GiantScout" } SecondaryAttributes { "move speed penalty" -0.25 } } LargeSoldier { Name "Large Model" Attribute "max health additive bonus" Cap 550 Increment 550 Cost 400 PlayerUpgrade 1 Description "Larger Robot that can take more damage and carry heavier weapons" AllowPlayerClass Soldier SecondaryAttributes { "damage force reduction" -0.2 "airblast vulnerability multiplier" -0.2 "voice pitch scale" -0.1 "health from packs decreased" -0.25 "model scale" 0.4 "head scale" -0.3 "patient overheal penalty" -0.65 } } GiantSoldier { Name "Giant Model" Attribute "max health additive bonus" Cap 3800 Increment 3050 Cost 1000 PlayerUpgrade 1 Description "Slow even Larger Robot that can take more damage and carry heavier weapons, Requires Large Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "LargeSoldier" } SecondaryAttributes { "damage force reduction" -0.4 "airblast vulnerability multiplier" -0.4 "move speed penalty" -0.5 "voice pitch scale" -0.2 "health from packs decreased" -0.55 "model scale" 0.75 "head scale" -0.1 "patient overheal penalty" -0.35 "is miniboss" 1 "override footstep sound set" 3 } } LargePyroDemo { Name "Large Model" Attribute "max health additive bonus" Cap 475 Increment 475 Cost 400 PlayerUpgrade 1 Description "Larger Robot that can take more damage and carry heavier weapons" AllowPlayerClass Pyro AllowPlayerClass Demoman SecondaryAttributes { "damage force reduction" -0.2 "airblast vulnerability multiplier" -0.2 "voice pitch scale" -0.1 "health from packs decreased" -0.25 "model scale" 0.4 "head scale" -0.3 "patient overheal penalty" -0.65 } } GiantPyro { Name "Giant Model" Attribute "max health additive bonus" Cap 3000 Increment 2350 Cost 850 PlayerUpgrade 1 Description "Slow even Larger Robot that can take more damage and carry heavier weapons, Requires Large Model" AllowPlayerClass Pyro RequiredUpgrade { Upgrade "LargePyroDemo" } SecondaryAttributes { "damage force reduction" -0.2 "airblast vulnerability multiplier" -0.2 "move speed penalty" -0.5 "voice pitch scale" -0.2 "health from packs decreased" -0.55 "model scale" 0.75 "head scale" -0.1 "patient overheal penalty" -0.35 "is miniboss" 1 "override footstep sound set" 6 } } GiantDemo { Name "Giant Model" Attribute "max health additive bonus" Cap 3300 Increment 2650 Cost 1000 PlayerUpgrade 1 Description "Slow even Larger Robot that can take more damage and carry heavier weapons, Requires Large Model" AllowPlayerClass Demoman RequiredUpgrade { Upgrade "LargePyroDemo" } SecondaryAttributes { "damage force reduction" -0.3 "airblast vulnerability multiplier" -0.3 "move speed penalty" -0.5 "voice pitch scale" -0.2 "health from packs decreased" -0.55 "model scale" 0.75 "head scale" -0.1 "patient overheal penalty" -0.35 "is miniboss" 1 "override footstep sound set" 4 } } LargeHeavy { Name "Large Model" Attribute "max health additive bonus" Cap 600 Increment 600 Cost 400 PlayerUpgrade 1 Description "Larger Robot that can take more damage and carry heavier weapons" AllowPlayerClass Heavyweapons SecondaryAttributes { "damage force reduction" -0.25 "airblast vulnerability multiplier" -0.25 "voice pitch scale" -0.1 "health from packs decreased" -0.25 "model scale" 0.5 "patient overheal penalty" -0.65 } } GiantHeavy { Name "Giant Model" Attribute "max health additive bonus" Cap 5000 Increment 4100 Cost 1200 PlayerUpgrade 1 Description "Slow even Larger Robot that can take more damage and carry heavier weapons, Requires Large Model" AllowPlayerClass Heavyweapons RequiredUpgrade { Upgrade "LargeHeavy" } SecondaryAttributes { "damage force reduction" -0.45 "airblast vulnerability multiplier" -0.45 "move speed penalty" -0.5 "voice pitch scale" -0.2 "health from packs decreased" -0.55 "model scale" 0.75 "patient overheal penalty" -0.35 "is miniboss" 1 "override footstep sound set" 2 } } LargeMedic { Name "Large Model" Attribute "max health additive bonus" Cap 500 Increment 500 Cost 400 PlayerUpgrade 1 Description "Larger Robot that can take more damage and carry heavier weapons" AllowPlayerClass Medic SecondaryAttributes { "damage force reduction" -0.2 "airblast vulnerability multiplier" -0.2 "voice pitch scale" -0.1 "health from packs decreased" -0.25 "model scale" 0.4 "patient overheal penalty" -0.65 "heal rate bonus" 0.25 } } GiantMedic { Name "Giant Model" Attribute "max health additive bonus" Cap 4500 Increment 3850 Cost 1100 PlayerUpgrade 1 Description "Slow even Larger Robot that can take more damage and carry heavier weapons, Requires Large Model" AllowPlayerClass Medic RequiredUpgrade { Upgrade "LargeMedic" } SecondaryAttributes { "damage force reduction" -0.2 "airblast vulnerability multiplier" -0.2 "move speed penalty" -0.5 "voice pitch scale" -0.2 "health from packs decreased" -0.55 "model scale" 0.75 "patient overheal penalty" -0.35 "is miniboss" 1 } } LargeEngieSniper { Name "Large Model" Attribute "max health additive bonus" Cap 525 Increment 525 Cost 400 PlayerUpgrade 1 Description "Larger Robot that can take more damage and carry heavier weapons" AllowPlayerClass Engineer AllowPlayerClass Sniper SecondaryAttributes { "damage force reduction" -0.15 "airblast vulnerability multiplier" -0.15 "voice pitch scale" -0.1 "health from packs decreased" -0.25 "model scale" 0.4 "patient overheal penalty" -0.65 } } GiantEngineer { Name "Giant Model" Attribute "max health additive bonus" Cap 2400 Increment 1750 Cost 1000 PlayerUpgrade 1 Description "Slower even Larger Robot that can take more damage and carry heavier weapons, Requires Large Model" AllowPlayerClass Engineer RequiredUpgrade { Upgrade "LargeEngieSniper" } SecondaryAttributes { "damage force reduction" -0.15 "airblast vulnerability multiplier" -0.15 "voice pitch scale" -0.2 "health from packs decreased" -0.4 "model scale" 0.75 "patient overheal penalty" -0.35 "is miniboss" 1 "override footstep sound set" 5 "maxammo metal increased" 3 "move speed penalty" -0.3 } } ChiefEngineer { Name "Cheif Engineer" Attribute "damage penalty" Cap 0.75 Increment -0.25 Cost 2000 PlayerUpgrade 1 Description "The Chief of Engineers." AllowPlayerClass Engineer RequiredUpgrade { Upgrade "GiantEngineer" } SecondaryAttributes { "model scale" 0.9 "max health additive bonus" 37600 "health regen" 250 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "voice pitch scale" -0.1 "damage bonus" 1.25 "engy building health bonus" 1.35 "health from packs decreased" 0.04 "always crit" 1 } } GiantSniper { Name "Giant Model" Attribute "max health additive bonus" Cap 2000 Increment 1350 Cost 1000 PlayerUpgrade 1 Description "Slower even Larger Robot that can take more damage and carry heavier weapons, Requires Large Model" AllowPlayerClass Sniper RequiredUpgrade { Upgrade "LargeEngieSniper" } SecondaryAttributes { "damage force reduction" -0.15 "airblast vulnerability multiplier" -0.15 "voice pitch scale" -0.2 "health from packs decreased" -0.4 "model scale" 0.75 "patient overheal penalty" -0.35 "is miniboss" 1 "override footstep sound set" 5 "move speed penalty" -0.3 } } LargeSpy { Name "Large Model" Attribute "max health additive bonus" Cap 525 Increment 525 Cost 400 PlayerUpgrade 1 Description "Larger Robot that can take more damage and carry heavier weapons" AllowPlayerClass Spy SecondaryAttributes { "damage force reduction" -0.15 "airblast vulnerability multiplier" -0.15 "voice pitch scale" -0.1 "health from packs decreased" -0.25 "model scale" 0.4 "patient overheal penalty" -0.65 "head scale" -0.3 } } GiantSpy { Name "Giant Model" Attribute "max health additive bonus" Cap 2400 Increment 1750 Cost 1000 PlayerUpgrade 1 Description "Even Larger Robot that can take more damage and carry heavier weapons, Requires Large Model" AllowPlayerClass Spy RequiredUpgrade { Upgrade "LargeSpy" } SecondaryAttributes { "damage force reduction" -0.15 "airblast vulnerability multiplier" -0.15 "voice pitch scale" -0.2 "health from packs decreased" -0.4 "model scale" 0.75 "patient overheal penalty" -0.35 "is miniboss" 1 "override footstep sound set" 5 "head scale" -0.1 } } ScattergunGrenadeRapid { Name "Rapidfire" Attribute "reload time decreased" Cap -1 Increment -1.8 Cost 200 Description "Reloading is for chumps" AllowPlayerClass Scout AllowPlayerClass Demoman AllowedWeapons { Slot "Primary" ItemName "Stickybomb Jumper" } DisallowedWeapons // Disallow those weapons { ItemName "The Soda Popper" ItemName "The Force-a-Nature" ItemName "The Shortstop" ItemName "BurstGL" ItemName "UnloadGL" SimilarToItem "Ali Baba's Wee Booties" } } LargeScattergunRapid // { Name "Large Rapidfire" Attribute "fire rate bonus" Cap 0.9 Increment -0.1 Cost 0 Description "fire your rapidfire weapon faster, requires large bot" AllowPlayerClass Scout RequiredUpgrade { Upgrade "ScattergunGrenadeRapid" } RequiredUpgrade { Upgrade "LargeScout" } AllowedWeapons { Slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Soda Popper" ItemName "The Force-a-Nature" ItemName "The Shortstop" } } GiantScattergunRapid { Name "Giant Rapidfire" Attribute "fire rate bonus" Cap 0.7 Increment -0.2 Cost 0 Description "fire your rapidfire weapon faster, requires giant bot and largebot rapidfire gun" AllowPlayerClass Scout RequiredUpgrade { Upgrade "LargeScattergunRapid" } RequiredUpgrade { Upgrade "GiantScout" } AllowedWeapons { Slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Soda Popper" ItemName "The Force-a-Nature" ItemName "The Shortstop" } } PushFan { Name "KnockbackFAN" Attribute "scattergun knockback mult" Cap 1.5 Increment 0.5 Cost 0 Description "Push things around and be extra annoying a stepping stone for better versions" AllowPlayerClass Scout AllowedWeapons { ItemName "The Force-a-Nature" } SecondaryAttributes { "damage penalty" -0.35 "reload time increased" 0.6 } } LargePushFan { Name "LargeKnockbackFAN" Attribute "bullets per shot bonus" Cap 2 Increment 0.8 Cost 0 Description "Shoot more bullets that push people, requires large scout" AllowPlayerClass Scout RequiredUpgrade { Upgrade "PushFan" } RequiredUpgrade { Upgrade "LargeScout" } AllowedWeapons { ItemName "The Force-a-Nature" } SecondaryAttributes { "damage penalty" -0.75 "reload time increased" 0.1 "weapon spread bonus" -0.6 } } GiantPushFan { Name "GiantKnockbackFAN" Attribute "move speed bonus" Cap 1.1 Increment 0.1 Cost 0 Description "do a bit more damage and push much more, requires giant scout" AllowPlayerClass Scout RequiredUpgrade { Upgrade "LargePushFan" } RequiredUpgrade { Upgrade "GiantScout" } AllowedWeapons { ItemName "The Force-a-Nature" } SecondaryAttributes { "scattergun knockback mult" 4.5 "damage penalty" -0.65 "max health additive penalty" -400 } } LargeSodaPopper { Name "LargeSodaPopper" Attribute "bullets per shot bonus" Cap 1.5 Increment 0.5 Cost 200 Description "Shoot more bullets with more spread" AllowPlayerClass Scout RequiredUpgrade { Upgrade "LargeScout" } AllowedWeapons { ItemName "The Soda Popper" } DisallowedUpgrade { Upgrade LargeSodaBurst } SecondaryAttributes { "damage penalty" -0.2 "weapon spread bonus" 0.2 "reload time increased" 0.6 } } GiantSodaPopper { Name "GiantSodaPopper" Attribute "bullets per shot bonus" Cap 3 Increment 1.5 Cost 0 Description "Shoot more bullets with more spread" AllowPlayerClass Scout RequiredUpgrade { Upgrade "GiantScout" } RequiredUpgrade { Upgrade "LargeSodaPopper" } AllowedWeapons { ItemName "The Soda Popper" } SecondaryAttributes { "damage penalty" -0.3 "weapon spread bonus" 0.35 "reload time increased" -0.6 "move speed bonus" 0.1 "max health additive penalty" -400 } } LargeSodaBurst { Name "LargeBurstfire" Attribute "fire rate bonus" Cap 0.25 Increment -0.25 Cost 200 Description "Shoot rapidly 6 times with more spread" AllowPlayerClass Scout RequiredUpgrade { Upgrade "LargeScout" } DisallowedUpgrade { Upgrade LargeSodaPopper } AllowedWeapons { ItemName "The Soda Popper" } SecondaryAttributes { "damage penalty" -0.2 "weapon spread bonus" 0.35 "reload time increased" 0.6 "clip size penalty" 0.7 } } GiantSodaBurst { Name "GiantBurstfire" Attribute "clip size penalty" Cap 1.5 Increment 0.5 Cost 0 Description "Shoot rapidly 9 times with more spread" AllowPlayerClass Scout RequiredUpgrade { Upgrade "GiantScout" } RequiredUpgrade { Upgrade "LargeSodaBurst" } AllowedWeapons { ItemName "The Soda Popper" } SecondaryAttributes { "damage penalty" -0.2 "weapon spread bonus" 0.35 "reload time increased" 0.8 } } LargeShortstop { Name "LargeShortstop" Attribute "fire rate bonus" Cap 0.8 Increment -0.2 Cost 200 Description "Shoot faster" AllowPlayerClass Scout RequiredUpgrade { Upgrade "LargeScout" } AllowedWeapons { ItemName "The Shortstop" } } GiantShortstop { Name "GiantShortstop" Attribute "fire rate bonus" Cap 0.4 Increment -0.4 Cost 0 Description "Shoot much faster" AllowPlayerClass Scout RequiredUpgrade { Upgrade "GiantScout" } RequiredUpgrade { Upgrade "LargeShortstop" } AllowedWeapons { ItemName "The Shortstop" } } LargeRocketLauncherBalanced { Name "Large Balanced Launcher" Attribute "clip size upgrade atomic" Cap 1 Increment 1 Cost 200 Description "improve many aspects of your launcher. Requires Large Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "LargeSoldier" } AllowedWeapons { ItemName "The Black Box" } SecondaryAttributes { "projectile speed increased" 0.1 "reload time decreased" -0.1 "damage bonus" 0.1 "fire rate bonus" -0.05 "blast radius increased" 1.1 "rocket jump damage reduction" -0.1 "mult dmg vs giants" 0.1 "health on radius damage" 4 "heal on kill" 15 } } GiantRocketLauncherBalanced { Name "Giant Balanced Launcher" Attribute "cannot trade" Cap 1 Increment 1 Cost 200 Description "further improve many aspects of your launcher. Requires Giant Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeRocketLauncherBalanced" } AllowedWeapons { ItemName "The Black Box" } SecondaryAttributes { "clip size upgrade atomic" 3 "projectile speed increased" 0.25 "reload time decreased" -0.25 "damage bonus" 0.25 "fire rate bonus" -0.2 "blast radius increased" 1.25 "rocket jump damage reduction" -0.3 "mult dmg vs giants" 0.25 "health on radius damage" 35 "heal on kill" 50 } } RocketLauncherCharged { Name "Charged" Attribute "fire rate bonus" Cap 2.5 Increment 1.5 Cost 0 Description "Fire a slow crit rocket" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Original" } DisallowedUpgrade { Upgrade RocketLauncherRapid } DisallowedUpgrade { Upgrade RocketLauncherBurst } DisallowedUpgrade { Upgrade RocketLauncherBarrage } SecondaryAttributes { "projectile speed decreased" -0.5 "reload time decreased" -0.6 "damage penalty" -0.25 "Always Crit" 1 } } GiantRocketLauncherCharged { Name "GiantCharged" Attribute "reload time increased" Cap 0.5 Increment -0.5 Cost 0 Description "fire faster and remove that damage penalty, requires giant model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "RocketLauncherCharged" } DisallowedUpgrade { Upgrade LargeRocketLauncherChargedBurst } AllowedWeapons { ItemName "The Original" } SecondaryAttributes { "damage penalty" 0.25 "fire rate bonus" -0.5 } } LargeRocketLauncherChargedBurst { Name "LargeChargedBurst" Attribute "clip size upgrade atomic" Cap -1 Increment -1 Cost 200 Description "fire crit rockets much faster but with a long reload, requires Large Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "LargeSoldier" } RequiredUpgrade { Upgrade "RocketLauncherCharged" } DisallowedUpgrade { Upgrade GiantRocketLauncherCharged } AllowedWeapons { ItemName "The Original" } SecondaryAttributes { "reload time decreased" 1.4 "fire rate bonus" -1.9 "damage penalty" 0.1 } } GiantRocketLauncherChargedBurst { Name "GiantChargedBurst" Attribute "clip size upgrade atomic" Cap 6 Increment 8 Cost 300 Description "fire 10 crit rockets, requires Giant Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeRocketLauncherChargedBurst" } AllowedWeapons { ItemName "The Original" } SecondaryAttributes { "reload time decreased" -1.4 "reload time increased" -0.5 "fire rate bonus" -0.2 "damage penalty" 0.15 } } LargeRocketLauncherSpread { Name "LargeSpread" Attribute "projectile spread angle penalty" Cap 7 Increment 4 Cost 0 Description "fire slow rockets but all together, requires Large Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "LargeSoldier" } AllowedWeapons { ItemName "The Beggar's Bazooka" } SecondaryAttributes { "clip size upgrade atomic" 1 "reload time decreased" -0.5 "fire rate bonus" -0.99 "Projectile speed increased" -0.5 } } GiantRocketLauncherSpread { Name "GiantSpread" Attribute "clip size upgrade atomic" Cap 2 Increment 1 Cost 0 Description "fire and aditional rocket and reload quickly, requires Giant Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeRocketLauncherSpread" } AllowedWeapons { ItemName "The Beggar's Bazooka" } SecondaryAttributes { "reload time increased" -0.5 "projectile spread angle penalty" 1.5 "max health additive bonus" 200 } } LargeBeggarsBurst { Name "LargeSpreadBurst" Attribute "projectile spread angle penalty" Cap 10 Increment 7 Cost 200 Description "fire multiple slow rockets per shot, requires Large Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "LargeSoldier" } AllowedWeapons { ItemName "The Beggar's Bazooka" } SecondaryAttributes { "clip size upgrade atomic" -1 "reload time decreased" 0.5 "fire rate bonus" 2 "mult projectile count" 4 "Projectile speed increased" -0.4 "rocket jump damage reduction" -0.75 } } GiantBeggarsBurst { Name "GiantSpreadBurst" Attribute "reload time increased" Cap 0.6 Increment -0.4 Cost 300 Description "adds and extra rocket in your clip and fires much faster, requires Giant Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeBeggarsBurst" } AllowedWeapons { ItemName "The Beggar's Bazooka" } SecondaryAttributes { "clip size upgrade atomic" 1 "fire rate bonus" -0.8 "max health additive bonus" 200 } } GiantUnloadBazooka { Name "GiantUnloadSpread" Attribute "fire rate bonus" Cap 0.02 Increment -0.98 Cost 1100 Description "fires loads of homing rockets everywhere, requires Giant Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldier" } AllowedWeapons { ItemName "The Beggar's Bazooka" } DisallowedUpgrade { Upgrade LargeBeggarsBurst } DisallowedUpgrade { Upgrade LargeRocketLauncherSpread } DisallowedUpgrade { Upgrade RocketLauncherHomingInaccurate } SecondaryAttributes { "clip size upgrade atomic" 4 "projectile spread angle penalty" 20 "Projectile speed increased" -0.6 "Blast radius increased" 0.1 "mult projectile count" 5 "mod projectile heat seek power" 2 //Sigmo only "mod projectile heat aim error" 360 "projectile trail particle" eyeboss_projectile "hand scale" 0.4 "max health additive bonus" 200 } } LargeManglerRapidfire { Name "LargeRapidfire" Attribute "reload time decreased" Cap -1 Increment -1.8 Cost 200 Description "fire very quickly with no reload but low damage and abysmal splash, requires Large Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "LargeSoldier" } AllowedWeapons { ItemName "The Cow Mangler 5000" } SecondaryAttributes { "fire rate bonus" -0.65 "damage penalty" -0.5 "Blast radius decreased" -0.95 } } GiantManglerRapidfire { Name "GiantRapidfire" Attribute "fire rate bonus" Cap 0.2 Increment -0.15 Cost 0 Description "fire even more quickly, requires Giant Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeManglerRapidfire" } AllowedWeapons { ItemName "The Cow Mangler 5000" } } LargeManglerWMD { Name "WMD" Attribute "fire rate penalty" Cap 2.5 Increment 1.5 Cost 200 Description "fires frequent and powerful charged shots, requires Large Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "LargeSoldier" } AllowedWeapons { ItemName "The Cow Mangler 5000" } SecondaryAttributes { "damage bonus" 0.5 "Blast radius increased" 0.25 "reload time decreased" -0.75 "mult dmg vs giants" 0.25 } } GiantManglerWMD { Name "GiantWMD" Attribute "reload time increased" Cap 0.1 Increment -0.9 Cost 0 Description "fires more frequently and with even higher damage, requires Giant Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeManglerWMD" } AllowedWeapons { ItemName "The Cow Mangler 5000" } SecondaryAttributes { "damage bonus" 1.25 "Blast radius increased" 0.5 "mult dmg vs giants" 0.5 } } BlastSoldier { Name "Blast Chamber" Attribute "damage causes airblast" Cap 1 Increment 1 Cost 0 Description "fires multiple low damaging rockets at once, that launch enemies." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Liberty Launcher" } SecondaryAttributes { "damage bonus" -0.65 "fire rate bonus" -0.99 "clip size upgrade atomic" -2 "faster reload rate" 0.5 "Blast radius decreased" 0.2 "projectile spread angle penalty" 2 } } BlastSoldierGiant { Name "Giant Blast Chamber" Attribute "damage causes airblast" Cap 1 Increment 1 Cost 0 Description "fires multiple low damaging burst of rockets, that launch enemies. Requires Giant Model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldier" } AllowedWeapons { ItemName "The Liberty Launcher" } DisallowedUpgrade { Upgrade BlastSoldier } SecondaryAttributes { "damage bonus" -0.25 "fire rate bonus" -0.75 "clip size upgrade atomic" 5 "faster reload rate" -0.8 "Blast radius decreased" 0.2 "projectile spread angle penalty" 4 } } AirStrikeBurst { Name "AirStrikeBurst" Attribute "reload time decreased" Cap 0.5 Increment -0.5 Cost 300 Description "reloads quicker and fires quicker, but has less rockets. Ill suited to larger robots" AllowPlayerClass Soldier AllowedWeapons { ItemName "The Air Strike" } SecondaryAttributes { "damage bonus" 0.2 "fire rate bonus" 1.25 "clip size upgrade atomic" -1 "projectile spread angle penalty" 1.5 "rocketjump attackrate bonus" -0.25 } } HyperAirStrikeBurst { Name "HyperAirStrike" Attribute "reload full clip at once" Cap 1 Increment 1 Cost 2000 Description "reloads full clip at once, supremely powerful" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "AirStrikeBurst" } AllowedWeapons { ItemName "The Air Strike" } SecondaryAttributes { "damage bonus" 0.8 "fire rate penalty" -0.4 "reload time increased" 2.4 "clip size upgrade atomic" 3 "projectile spread angle penalty" 2.5 "rocketjump attackrate bonus" -0.65 "self dmg push force increased" 1.35 "rocket jump damage reduction" -0.4 "rocket specialist" 2 "maxammo primary increased" 2 "mod_air_control_blast_jump" 0.4 } } LargeRocketLauncherRapid { Name "LargeRapidfire" Attribute "fire rate bonus" Cap 0.85 Increment -0.15 Cost 0 Description "Shoot faster" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "LargeSoldier" } RequiredUpgrade { Upgrade "RocketLauncherRapid" } AllowedWeapons // Disallow those weapons { ItemName "RapidRL" } } GiantRocketLauncherRapid { Name "GiantRapidfire" Attribute "fire rate bonus" Cap 0.5 Increment -0.35 Cost 0 Description "Shoot faster" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeRocketLauncherRapid" } AllowedWeapons // Disallow those weapons { ItemName "RapidRL" } } LargeRocketLauncherBurst { Name "LargeBurstfire" Attribute "fire rate bonus" Cap 0.3 Increment -0.05 Cost 0 Description "gain 2 more rockets and fire faster" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "LargeSoldier" } RequiredUpgrade { Upgrade "RocketLauncherBurst" } AllowedWeapons { ItemName "BurstRL" } SecondaryAttributes { "reload time decreased" -0.3 "clip size upgrade atomic" 2 } } GiantRocketLauncherBurst { Name "GiantBurstfire" Attribute "clip size upgrade atomic" Cap 5 Increment 4 Cost 0 Description "gain 4 more rockets and fire faster" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeRocketLauncherBurst" } AllowedWeapons { ItemName "BurstRL" } SecondaryAttributes { "reload time decreased" -0.4 "fire rate bonus" -0.9 } } HyperRocketLauncherBurst { Name "HyperBurstfire" Attribute "damage bonus" Cap 2 Increment 1 Cost 800 Description "Lay waste to all who oppose you." AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantRocketLauncherBurst" } AllowedWeapons { ItemName "BurstRL" } SecondaryAttributes { "projectile speed increased" 1.35 "fire rate penalty" 1 "max health additive bonus" 400 } } ChiefSoldier { Name "Sergeant Crits" Attribute "damage penalty" Cap 0.75 Increment -0.25 Cost 1600 Description "The Chief of Soldiers. Powerful and highly durable." AllowPlayerClass Soldier RequiredUpgrade { Upgrade "HyperRocketLauncherBurst" } AllowedWeapons { ItemName "BurstRL" } SecondaryAttributes { "model scale" 0.9 "max health additive bonus" 56200 "health regen" 250 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "voice pitch scale" -0.1 "clip size upgrade atomic" 7.0 "maxammo primary increased" 2 "health from packs decreased" 0.04 "always crit" 1 } } LargeRocketLauncherBarrage { Name "LargeBarrage" Attribute "clip size upgrade atomic" Cap 6 Increment 5 Cost 200 Description "gain 5 more rockets and fire faster, requires large model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "LargeSoldier" } RequiredUpgrade { Upgrade "RocketLauncherBarrage" } AllowedWeapons { ItemName "BarrageRL" } SecondaryAttributes { "reload time decreased" -0.35 "fire rate bonus" -0.4 } } GiantRocketLauncherBarrage { Name "GiantBarrage" Attribute "damage bonus" Cap 1.5 Increment 0.5 Cost 400 Description "gain 20 more rockets and fire faster with greater damage, requires giant model" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeRocketLauncherBarrage" } AllowedWeapons { ItemName "BarrageRL" } SecondaryAttributes { "reload time decreased" -0.78 "clip size upgrade atomic" 26 "maxammo primary increased" 2 "fire rate bonus" -0.8 "max health additive bonus" 200 } } ChiefRocketLauncherBarrage { Name "MajorCrits" Attribute "Health Regen" Cap 250 Increment 250 Cost 1700 Description "30 high damage crit rockets, what could go wrong?" AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantRocketLauncherBarrage" } AllowedWeapons { ItemName "BarrageRL" } SecondaryAttributes { "reload time decreased" -0.6 "model scale" 0.15 "always crit" 1 "voice pitch scale" -0.1 "max health additive bonus" 56200 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } RocketLauncherHomingAccurate { Name "Guided Homing" Attribute "mod projectile heat seek power" Cap 10 Increment 10 Cost 200 Description "Fire a homing rocket that follows your aim, for precise launchers" AllowPlayerClass Soldier AllowedWeapons { Slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Beggar's Bazooka" } DisallowedUpgrade { Upgrade RocketLauncherBarrage } SecondaryAttributes { "projectile speed decreased" -0.35 "Blast radius reduced" -0.4 "mod projectile heat follow crosshair" 1 "projectile trail particle" eyeboss_projectile "mod projectile heat aim time" 1.75 } } RocketLauncherHomingInaccurate { Name "Unguided Homing" Attribute "mod projectile heat seek power" Cap 10 Increment 10 Cost 200 Description "Fire a homing rocket that follows enemies" AllowPlayerClass Soldier AllowedWeapons { Slot "Primary" } SecondaryAttributes { "projectile speed decreased" -0.35 "Blast radius reduced" -0.4 "mod projectile heat aim error" 360 "projectile trail particle" eyeboss_projectile "mod projectile heat aim time" 2 } } GiantFireEverywhere { Name "Firestorm" Attribute "damage bonus" Cap 4 Increment 3 Cost 600 Description "Purge whatever comes close with a wide cone of flames. Requires Giant Model" AllowPlayerClass Pyro RequiredUpgrade { Upgrade "GiantPyro" } AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Dragon's Fury" ItemName "The Phlogistinator" } SecondaryAttributes { "flame_gravity" 0 "flame_drag" 4 "flame_up_speed" 65 "flame_speed" 1250 "flame_spread_degree" 150 "flame_lifetime" 0.7 "flame_random_life_time_offset" 0.12 } } ChiefFlamethrower { Name "ChiefPyro" Attribute "damage bonus" Cap 5 Increment 4 Cost 1500 Description "Things utterly melt with a flamethrower this strong" AllowPlayerClass Pyro RequiredUpgrade { Upgrade "GiantPyro" } AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Dragon's Fury" ItemName "The Phlogistinator" } SecondaryAttributes { "model scale" 0.15 "mult dmg vs giants" 0.5 "voice pitch scale" -0.1 "Health Regen" 500 "max health additive bonus" 52000 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } LargeDamage { Name "MoreDamage" Attribute "damage bonus" Cap 1.25 Increment 0.25 Cost 200 Description "burn things more violently. Requires Large Model" AllowPlayerClass Pyro RequiredUpgrade { Upgrade "LargePyroDemo" } AllowedWeapons { ItemName "The Dragon's Fury" ItemName "The Phlogistinator" } } GiantDamage { Name "EvenMoreDamage" Attribute "damage bonus" Cap 2 Increment 0.75 Cost 500 Description "burn things even more violently. Requires Giant Model" AllowPlayerClass Pyro RequiredUpgrade { Upgrade "GiantPyro" } RequiredUpgrade { Upgrade "LargeDamage" } AllowedWeapons { ItemName "The Dragon's Fury" ItemName "The Phlogistinator" } } LargeGrenadeLauncherRapid { Name "LargeRapidfire" Attribute "fire rate bonus" Cap 0.9 Increment -0.1 Cost 0 Description "fire your rapidfire weapon faster, requires large bot" AllowPlayerClass Demoman RequiredUpgrade { Upgrade "ScattergunGrenadeRapid" } RequiredUpgrade { Upgrade "LargePyroDemo" } AllowedWeapons { ItemName "TF_WEAPON_GRENADELAUNCHER" ItemName "The Loch-n-Load" ItemName "The Iron Bomber" } } GiantGrenadeLauncherRapid { Name "GiantRapidfire" Attribute "fire rate bonus" Cap 0.75 Increment -0.15 Cost 0 Description "fire your rapidfire weapon even faster, requires giant bot" AllowPlayerClass Demoman RequiredUpgrade { Upgrade "LargeGrenadeLauncherRapid" } RequiredUpgrade { Upgrade "GiantDemo" } AllowedWeapons { ItemName "TF_WEAPON_GRENADELAUNCHER" ItemName "The Loch-n-Load" ItemName "The Iron Bomber" } } GiantGrenadeLauncherRapidReload { Name "GiantRapidfireReload" Attribute "fire rate bonus" Cap 0.5 Increment -0.5 Cost 200 Description "fire twice as fast, but you need to reload, requires giant bot" AllowPlayerClass Demoman DisallowedUpgrade { Upgrade "LargeGrenadeLauncherRapid" } RequiredUpgrade { Upgrade "GiantDemo" } AllowedWeapons { ItemName "TF_WEAPON_GRENADELAUNCHER" ItemName "The Loch-n-Load" ItemName "The Iron Bomber" } } ChiefGrenadeLauncherRapidReload { Name "MajorBomber" Attribute "always crit" Cap 1 Increment 1 Cost 2000 Description "Lots of crit grenades to blast your foes into next week." AllowPlayerClass Demoman RequiredUpgrade { Upgrade "GiantGrenadeLauncherRapidReload" } AllowedWeapons { ItemName "TF_WEAPON_GRENADELAUNCHER" ItemName "The Loch-n-Load" ItemName "The Iron Bomber" } SecondaryAttributes { "model scale" 0.15 "voice pitch scale" -0.1 "Health Regen" 250 "max health additive bonus" 56700 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "fire rate bonus" -0.8 "faster reload rate" -0.7 "clip size bonus" 3.0 "Projectile speed increased" 0.5 "maxammo primary increased" 2 } } LargeGrenadeLauncherBurst { Name "LargeBurstfire" Attribute "clip size bonus" Cap 1.2 Increment 0.2 Cost 0 Description "an additional grenade and faster reload, Requires Large Model" AllowPlayerClass Demoman RequiredUpgrade { Upgrade "LargePyroDemo" } AllowedWeapons { ItemName "BurstGL" } SecondaryAttributes { "reload time decreased" -0.5 "projectile spread angle penalty" 3.8 } } GiantGrenadeLauncherBurst { Name "GiantBurstfire" Attribute "clip size upgrade atomic" Cap 8 Increment 8 Cost 300 Description "fire 11 grenades with a faster reload, Requires Giant Model" AllowPlayerClass Demoman RequiredUpgrade { Upgrade "GiantDemo" } RequiredUpgrade { Upgrade "LargeGrenadeLauncherBurst" } AllowedWeapons { ItemName "BurstGL" } SecondaryAttributes { "reload time decreased" -0.5 "fire rate penalty" 2.4 "damage penalty" 0.1 "projectile spread angle penalty" 5 } } ChiefGrenadeLauncherBurst { Name "ChiefBurstfire" Attribute "Always Crit" Cap 1 Increment 1 Cost 1800 Description "The Chief of Burstfire Demomen" AllowPlayerClass Demoman RequiredUpgrade { Upgrade "GiantGrenadeLauncherBurst" } AllowedWeapons { ItemName "BurstGL" } SecondaryAttributes { "model scale" 0.15 "voice pitch scale" -0.1 "Health Regen" 250 "max health additive bonus" 56700 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "projectile spread angle penalty" -3 } } ChiefGrenadeLauncherNuke { Name "SirNukes'alot" Attribute "Always Crit" Cap 1 Increment 1 Cost 2300 Description "Boom." AllowPlayerClass Demoman RequiredUpgrade { Upgrade "GiantDemo" } DisallowedUpgrade { Upgrade "ScattergunGrenadeRapid" } AllowedWeapons { ItemName "The Loose Cannon" } SecondaryAttributes { "grenade launcher mortar mode" -1 "faster reload rate" 0.8 "fire rate bonus" 1 "clip size penalty" -0.5 "Projectile speed increased" -0.2 "projectile spread angle penalty" 5 "damage bonus" 6 "damage causes airblast" 1 "blast radius increased" 0.2 "use large smoke explosion" 1 "model scale" 0.15 "voice pitch scale" -0.1 "Health Regen" 250 "max health additive bonus" 56700 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "projectile spread angle penalty" -3 } } GiantGrenadeLauncherBurstSpammer { Name "GiantBurstfireSpammer" Attribute "Projectile speed increased" Cap 1.25 Increment 0.25 Cost 200 Description "fire 5 grenades with much faster reload, Requires Giant Model" AllowPlayerClass Demoman RequiredUpgrade { Upgrade "GiantDemo" } RequiredUpgrade { Upgrade "LargeGrenadeLauncherBurst" } AllowedWeapons { ItemName "BurstGL" } SecondaryAttributes { "reload time decreased" -0.8 "fire rate bonus" 0.02 "clip size upgrade atomic" 2 "projectile spread angle penalty" 4.5 "blast radius increased" 0.25 } } LargeGrenadeLauncherUnload { Name "Large Unload" Attribute "cannot trade" Cap 1 Increment 1 Cost 0 Description "more pipes fired with faster fire rate and reload, Requires Large Model" AllowPlayerClass Demoman RequiredUpgrade { Upgrade "LargePyroDemo" } AllowedWeapons { ItemName "UnloadGL" } SecondaryAttributes { "fire rate bonus HIDDEN" -0.25 "clip size upgrade atomic" 16 "faster reload rate" -0.35 } } GiantGrenadeLauncherUnload { Name "GiantUnload" Attribute "purchased" Cap 1 Increment 1 Cost 300 Description "Many more pipes fired with faster fire rate and reload, Requires Giant Model" AllowPlayerClass Demoman RequiredUpgrade { Upgrade "GiantDemo" } RequiredUpgrade { Upgrade "LargeGrenadeLauncherUnload" } AllowedWeapons { ItemName "UnloadGL" } SecondaryAttributes { "fire rate bonus HIDDEN" -0.5 "clip size upgrade atomic" 41 "reload time decreased" -0.8 } } GrenadeLauncherBounce { Name "Bouncy Pipes" Attribute "fuse bonus" Cap 2 Increment 1 Cost 200 Description "Pipes now bounce more and have a long fuse" AllowPlayerClass Demoman AllowedWeapons { ItemName "TF_WEAPON_GRENADELAUNCHER" ItemName "The Loch-n-Load" ItemName "The Iron Bomber" } DisallowedWeapons // Disallow those weapons { ItemName "The Loose Cannon" } SecondaryAttributes { "grenade bounce speed" 0.85 } } GiantMinigunDamage { Name "GiantDamage" Attribute "damage bonus HIDDEN" Cap 1.25 Increment 0.25 Cost 500 Description "Deal 50% more damage" AllowPlayerClass Heavyweapons RequiredUpgrade { Upgrade "GiantHeavy" } AllowedWeapons { Slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Brass Beast" } } ChiefMinigun { Name "Chief Heavy" Attribute "Health Regen" Cap 210 Increment 210 Cost 1100 Description "Why have 8000 Heal on Kill when you can just kill them faster?" AllowPlayerClass Heavyweapons RequiredUpgrade { Upgrade "GiantHeavy" } AllowedWeapons { ItemName "Deflector" } SecondaryAttributes { "model scale" 0.15 "voice pitch scale" -0.1 "max health additive bonus" 65000 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } GiantMinigunDamageBrass { Name "GiantDamage" Attribute "damage bonus" Cap 1.5 Increment 0.3 Cost 500 Description "Deal 50% more damage" AllowPlayerClass Heavyweapons RequiredUpgrade { Upgrade "GiantHeavy" } AllowedWeapons { ItemName "The Brass Beast" } DisallowedUpgrade { Upgrade LargeRocketHeavy } SecondaryAttributes { "grenade bounce speed" 0.85 } } LargeRocketHeavy { Name "LargeRocketHeavy" Attribute "override projectile type" Cap 2 Increment 2 Cost 0 Description "fire rockets at a slower rate, requires Large Model" AllowPlayerClass Heavyweapons RequiredUpgrade { Upgrade "LargeHeavy" } AllowedWeapons { ItemName "The Brass Beast" } DisallowedUpgrade { Upgrade GiantMinigunDamageBrass } SecondaryAttributes { "damage bonus" 3 "fire rate penalty" 2 } } GiantRocketHeavy { Name "IncreasedRocketDamage" Attribute "cannot trade" Cap 1 Increment 1 Cost 500 Description "increase rocket damage by 50%, requires Giant Model" AllowPlayerClass Heavyweapons RequiredUpgrade { Upgrade "GiantHeavy" } RequiredUpgrade { Upgrade "LargeRocketHeavy" } AllowedWeapons { ItemName "The Brass Beast" } SecondaryAttributes { "damage bonus HIDDEN" 1.5 } } LargePDA { Name "LargePDA" Attribute "cannot trade" Cap 1 Increment 1 Cost 200 Description "improves all aspects of buildings, requires Large Model" AllowPlayerClass Engineer RequiredUpgrade { Upgrade "LargeEngieSniper" } AllowedWeapons { ItemName "TF_WEAPON_BUILDER" } SecondaryAttributes { "engy sentry damage bonus" 0.1 "engy sentry fire rate increased" -0.1 "engy sentry radius increased" 0.1 "engy dispenser radius increased" 3 "engy disposable sentries" 1 } } GiantPDA { Name "GiantPDA" Attribute "building scale" Cap 1.15 Increment 0.15 Cost 300 Description "greatly improves all aspects of buildings, requires Giant Model and Large PDA" AllowPlayerClass Engineer RequiredUpgrade { Upgrade "GiantEngineer" } RequiredUpgrade { Upgrade "LargePDA" } AllowedWeapons { ItemName "TF_WEAPON_BUILDER" } SecondaryAttributes { "engy building health bonus" 2.5 "engy sentry damage bonus" 0.35 "engy sentry radius increased" 0.25 "engy dispenser radius increased" 7 "engy disposable sentries" 3 "mult dispenser rate" 2.5 } } LargeEngyShotgun { Name "Shotgun Power" Attribute "damage bonus" Cap 1.15 Increment 0.15 Cost 0 Description "Increased shotgun damage, Requires Large Model" AllowPlayerClass Engineer RequiredUpgrade { Upgrade "LargeEngieSniper" } AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Widowmaker" ItemName "The Pomson 6000" } } GiantEngyShotgun { Name "BurstfireShotgun" Attribute "clip size bonus" Cap 2 Increment 1 Cost 200 Description "Increased shotgun fire rate, clip size and reload rate, Requires Giant Model" AllowPlayerClass Engineer RequiredUpgrade { Upgrade "GiantEngineer" } RequiredUpgrade { Upgrade "LargeEngie Shotgun" } AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "The Widowmaker" ItemName "The Pomson 6000" } SecondaryAttributes { "fire rate bonus" -0.5 "reload time decreased" -0.25 "weapon spread bonus" -0.15 } } LargeEngyWidowmaker { Name "FireRate" Attribute "fire rate bonus" Cap 0.85 Increment -0.15 Cost 0 Description "Increases fire rate, Requires Large Model" AllowPlayerClass Engineer RequiredUpgrade { Upgrade "LargeEngieSniper" } AllowedWeapons { ItemName "The Widowmaker" } } GiantEngyWidowmaker { Name "MoreFireRate" Attribute "fire rate bonus HIDDEN" Cap 0.65 Increment -0.35 Cost 200 Description "Increases fire rate even more, Requires Giant Model" AllowPlayerClass Engineer RequiredUpgrade { Upgrade "GiantEngineer" } RequiredUpgrade { Upgrade "LargeEngyWidowmaker" } AllowedWeapons { ItemName "The Widowmaker" } } PomsonProjectileSpeed { Name "Projectile speed" Attribute "projectile speed increased" Cap 1.6 Increment 0.6 Cost 0 Description "This weapon needs it" AllowPlayerClass Engineer AllowedWeapons { ItemName "The Pomson 6000" } } LargePomsonRapidfire { Name "LargeRapidfire" Attribute "reload time decreased" Cap -1 Increment -2 Cost 0 Description "Removes reload, requires Large Model" AllowPlayerClass Engineer RequiredUpgrade { Upgrade "LargeEngieSniper" } AllowedWeapons { ItemName "The Pomson 6000" } } GiantPomsonRapidfire { Name "GiantRapidfire" Attribute "fire rate bonus" Cap 0.5 Increment -0.5 Cost 200 Description "fires faster, Requires Giant Model" AllowPlayerClass Engineer RequiredUpgrade { Upgrade "LargePomsonRapidfire" } RequiredUpgrade { Upgrade "GiantEngineer" } AllowedWeapons { ItemName "The Pomson 6000" } } GiantPomsonSpread { Name "GiantSpread" Attribute "mult projectile count" Cap 8 Increment 8 Cost 400 Description "fires 8 pomson shots, Requires Giant Model and doesn't allow any other pomson upgrades" AllowPlayerClass Engineer DisallowedUpgrade { Upgrade "LargePomsonRapidfire" } DisallowedUpgrade { Upgrade "GiantPomsonRapidfire" } DisallowedUpgrade { Upgrade "PomsonProjectileSpeed" } AllowedWeapons { ItemName "The Pomson 6000" } SecondaryAttributes { "Projectile speed increased" -0.25 "fire rate penalty" 1.5 "faster reload rate" -1.2 "projectile spread angle penalty" 2.5 } } SingleReloadWeaponUpgrade { Name "ImprovedChamber" Attribute "reload time decreased" Cap 0.65 Increment -0.35 Cost 100 Description "reload quicker and hold more shots per reload" AllowedWeapons { ClassName "tf_weapon_syringegun_medic" ClassName "tf_weapon_smg" ClassName tf_weapon_handgun_scout_secondary ClassName TF_WEAPON_PISTOL_SCOUT ItemName "The C.A.P.P.E.R" SimilarToItem "TF_WEAPON_REVOLVER" ItemName "The Cleaner's Carbine" } SecondaryAttributes { "clip size bonus" 0.5 } } LargeMedicCrossbowReload { Name "FastReload" Attribute "reload time decreased" Cap 0.65 Increment -0.35 Cost 200 Description "reload quicker, Requires Large Model" RequiredUpgrade { Upgrade "LargeMedic" } AllowedWeapons { ItemName "The Crusader's Crossbow" } } LargeMedicSyringe { Name "FireRate" Attribute "fire rate bonus" Cap 0.65 Increment -0.35 Cost 200 Description "fire noticably faster, Requires Large Model" RequiredUpgrade { Upgrade "LargeMedic" } AllowedWeapons { ClassName "tf_weapon_syringegun_medic" } } GiantMedicSyringe { Name "ExtremeFireRate" Attribute "fire rate bonus HIDDEN" Cap 0.4 Increment -0.6 Cost 200 Description "fire exceedingly fast, Requires Giant Model" RequiredUpgrade { Upgrade "GiantMedic" } RequiredUpgrade { Upgrade "LargeMedicSyringe" } AllowedWeapons { ClassName "tf_weapon_syringegun_medic" } } GiantMedicCrossbowReload { Name "MultiReload" Attribute "clip size upgrade atomic" Cap 2 Increment 2 Cost 200 Description "reload more crossbow bots, Requires Giant Model" RequiredUpgrade { Upgrade "GiantMedic" } RequiredUpgrade { Upgrade "LargeMedicCrossbowReload" } AllowedWeapons { ItemName "The Crusader's Crossbow" } SecondaryAttributes { "reload full clip at once" 1 "fire rate bonus" -0.25 } } GiantMedicUber { Name "Healing Mastery" Attribute "Healing Mastery" Cap 2 Increment 2 Cost 200 Description "Increases the healing of your medigun through Healing Mastery" RequiredUpgrade { Upgrade "LargeMedic" } AllowedWeapons { ClassName "TF_WEAPON_MEDIGUN" } } GiantMedicUber { Name "ExtendedUber" Attribute "uber duration bonus" Cap 3 Increment 3 Cost 200 Description "Extends Uber duration and really increases healing, Requires Giant Model" RequiredUpgrade { Upgrade "GiantMedic" } AllowedWeapons { ClassName "TF_WEAPON_MEDIGUN" } DisallowedWeapons { ItemName "The Quick-Fix" ItemName "The Kritzkrieg" ItemName "The Vaccinator" ItemName "TheOverhealer" ItemName "TheAutoloader" } SecondaryAttributes { "heal rate bonus" 35 } } MedicMedigunBeamLength { Name "ExtendedMedibeam" Attribute "mult medigun range" Cap 2 Increment 0.5 Cost 100 Description "Extends the reach of your medigun" AllowedWeapons { ClassName "TF_WEAPON_MEDIGUN" } } GiantMedicKritz { Name "UnendingUber" Attribute "uber duration bonus" Cap 100 Increment 100 Cost 200 Description "Hugely extends Uber duration and really increases healing, Requires Giant Model" RequiredUpgrade { Upgrade "GiantMedic" } AllowedWeapons { ItemName "The Kritzkrieg" } SecondaryAttributes { "heal rate bonus" 35 "ubercharge rate bonus" 10 } } GiantMedicVacc { Name "ExtendedUber" Attribute "uber duration bonus" Cap 1 Increment 1 Cost 200 Description "Extends Uber duration and really increases healing, Requires Giant Model" RequiredUpgrade { Upgrade "GiantMedic" } AllowedWeapons { ItemName "The Vaccinator" } SecondaryAttributes { "heal rate bonus" 35 } } GiantMedicQuickFix { Name "Regen" Attribute "health regen" Cap 40 Increment 40 Cost 200 Description "Passive regeneration and really increases healing while losing ubercharge, Requires Giant Model" RequiredUpgrade { Upgrade "GiantMedic" } AllowedWeapons { ItemName "The Quick-Fix" } SecondaryAttributes { "heal rate bonus" 45 "ubercharge rate bonus" -0.99 "uber duration bonus" -7.8 } } GiantMedicOverheal { Name "GiantOverheal" Attribute "overheal bonus" Cap 5 Increment 5 Cost 200 Description "Improves overheal greatly and notably increases healing, Requires Giant Model" RequiredUpgrade { Upgrade "GiantMedic" } AllowedWeapons { ItemName "TheOverhealer" } SecondaryAttributes { "heal rate bonus" 4 } } GiantKill { Name "Giant Slayer" Attribute "mult dmg vs giants" Cap 2 Increment 0.5 Cost 250 Description "Deal additional damage to giant robots" AllowedWeapons { ClassName "tf_weapon_sniperrifle" ItemName "The Bazaar Bargain" } } SniperKill { Name "Countersnipe" Attribute "mult dmg vs same class" Cap 2.5 Increment 0.75 Cost 150 Description "Deal additional damage to sniper robots" AllowedWeapons { ClassName "tf_weapon_sniperrifle" ItemName "The Bazaar Bargain" } } LargeBow { Name "Rapidfire" Attribute "fire rate bonus" Cap 0.5 Increment -0.5 Cost 200 Description "Fire faster, Requires Large Model" RequiredUpgrade { Upgrade "LargeEngieSniper" } AllowedWeapons { ClassName "tf_weapon_compound_bow" } } GiantBow { Name "Multishot" Attribute "mult projectile count" Cap 3 Increment 3 Cost 200 Description "Fire 4 arrows, Requires Giant Model" RequiredUpgrade { Upgrade "GiantSniper" } RequiredUpgrade { Upgrade "LargeBow" } AllowedWeapons { ClassName "tf_weapon_compound_bow" } SecondaryAttributes { "projectile spread angle penalty" 1.8 "dmg penalty vs players" -0.35 } } GiantPistolRapid { Name "Rapidfire" Attribute "reload time decreased" Cap -2 Increment -3 Cost 0 Description "No Reload and faster fire rate, Requires Giant Model" RequiredUpgrade { Upgrade "GiantScout" } DisallowedWeapons { ItemName "The Winger" } AllowedWeapons { ClassName TF_WEAPON_PISTOL_SCOUT ItemName "The C.A.P.P.E.R" } SecondaryAttributes { "fire rate bonus" -0.5 "maxammo secondary increased" 1.5 } } LargePistolBurst { Name "LargeBurstfire" Attribute "reload time increased" Cap 2.5 Increment 1.5 Cost 200 Description "Fire much faster but slow reload, Requires Large Model" RequiredUpgrade { Upgrade "LargeScout" } AllowedWeapons { ItemName "The Winger" } SecondaryAttributes { "fire rate bonus" -0.75 "maxammo secondary increased" 1.5 "damage bonus" 0.25 } } GiantPistolBurst { Name "GiantBurstfire" Attribute "clip size bonus" Cap 3 Increment 2 Cost 0 Description "Greatly increas clip size, Requires Giant Model" RequiredUpgrade { Upgrade "GiantScout" } RequiredUpgrade { Upgrade "LargePistolBurst" } AllowedWeapons { ItemName "The Winger" } } LargeCleaver { Name "LargeCleaver" Attribute "effect bar recharge rate" Cap 0.35 Increment -0.65 Cost 200 Description "Cleaver recharges 3X faster, Requires Large Model" RequiredUpgrade { Upgrade "LargeScout" } AllowedWeapons { ItemName "The Flying Guillotine" } } GiantCleaver { Name "GiantCleaver" Attribute "dmg penalty vs players" Cap 1.5 Increment 0.5 Cost 0 Description "Cleaver deals more damage particularly to giants, Requires Large Model" RequiredUpgrade { Upgrade "GiantScout" } RequiredUpgrade { Upgrade "LargeCleaver" } AllowedWeapons { ItemName "The Flying Guillotine" } SecondaryAttributes { "dmg bonus vs giants" 2 } } LargeDrink { Name "LargeDrink" Attribute "effect bar recharge rate increased" Cap 0.5 Increment -0.5 Cost 200 Description "Drink recharges 2X faster, Requires Large Model" RequiredUpgrade { Upgrade "LargeScout" } AllowedWeapons { ItemName "Bonk! Atomic Punch" ItemName "Crit-a-Cola" ItemName "Mad Milk" } } GiantColaDrink { Name "GiantCola" Attribute "dmg taken from crit reduced" Cap 0.75 Increment -0.25 Cost 0 Description "Grants crit resistance, Requires Giant Model" RequiredUpgrade { Upgrade "LargeDrink" } RequiredUpgrade { Upgrade "GiantScout" } AllowedWeapons { ItemName "Crit-a-Cola" } } LargeSoldierShotgun { Name "LargeShotgun" Attribute "bullets per shot bonus" Cap 0.5 Increment -0.5 Cost 0 AllowPlayerClass Soldier Description "fire 4 double damage pellets with no reload, Requires Large Model" RequiredUpgrade { Upgrade "LargeSoldier" } AllowedWeapons { SimilarToItem "tf_weapon_shotgun_soldier" } SecondaryAttributes { "damage bonus" 1 "weapon spread bonus" -0.2 "reload time decreased" -1 "fire rate bonus hidden" -0.2 } } GiantSoldierShotgun { Name "GiantShotgun" Attribute "provide on active" Cap 1 Increment 1 Cost 0 AllowPlayerClass Soldier Description "Increase fire rate and move speed while active, Requires Giant Model" RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeSoldierShotgun" } AllowedWeapons { SimilarToItem "tf_weapon_shotgun_soldier" } SecondaryAttributes { "fire rate bonus" -0.38 "move speed bonus" 0.5 } } ExtendedBanners { Name "ExtendedBanner" Attribute "increase buff duration" Cap 9 Increment 8 Cost 350 Description "greatly increases buff duration" AllowedWeapons { ItemName "The Buff Banner" ItemName "The Concheror" ItemName "The Battalion's Backup" } } LargeSoldierBison { Name "LargeBison" Attribute "dmg penalty vs players" Cap 1.35 Increment 0.35 Cost 0 Description "fire faster more damaging lasers with no reload, Requires Large Model" RequiredUpgrade { Upgrade "LargeSoldier" } AllowedWeapons { ItemName "The Righteous Bison" } SecondaryAttributes { "Projectile speed increased" 1.35 "reload time decreased" -1 } } GiantSoldierBison { Name "GiantBison" Attribute "fire rate bonus" Cap 0.4 Increment -0.6 Cost 200 Description "Fire much faster with a speedboost while active, Requires Giant Model" RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeSoldierBison" } AllowedWeapons { ItemName "The Righteous Bison" } SecondaryAttributes { "provide on active" 1 "move speed bonus" 0.5 } } BisonHoming { Name "BisonHoming" Attribute "mod projectile heat seek power" Cap 16 Increment 16 Cost 200 Description "Fire a slower homing laser" AllowedWeapons { ItemName "The Righteous Bison" } SecondaryAttributes { "projectile speed decreased" -0.4 "mod projectile heat follow crosshair" 1 "mod projectile heat aim time" 5 "particle color rgb" 9901999 } } ChiefSoldierBison { Name "Beam Baron" Attribute "health regen" Cap 100 Increment 100 Cost 1600 Description "The Chief of Bison Soldiers. Fast and fires deadly lasers." AllowPlayerClass Soldier RequiredUpgrade { Upgrade "GiantSoldierBison" } AllowedWeapons { ItemName "The Righteous Bison" } SecondaryAttributes { "model scale" 0.9 "max health additive bonus" 51200 "fire rate penalty HIDDEN" -0.75 "projectile spread angle penalty" 10 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "voice pitch scale" -0.1 "move speed bonus" 0.75 "health from packs decreased" 0.04 } } LargePyroShotgun { Name "LargeShotgun" Attribute "damage bonus vs burning" Cap 1.3 Increment 0.3 Cost 0 AllowPlayerClass Pyro Description "Deal more damage to burning targets, Requires Large Model" RequiredUpgrade { Upgrade "LargePyroDemo" } AllowedWeapons { SimilarToItem "tf_weapon_shotgun_pyro" } } GiantPyroShotgun { Name "GiantShotgun" Attribute "provide on active" Cap 1 Increment 1 Cost 200 AllowPlayerClass Pyro Description "Increase Damage and move speed while active, Requires Giant Model" RequiredUpgrade { Upgrade "GiantPyro" } RequiredUpgrade { Upgrade "LargePyroShotgun" } AllowedWeapons { SimilarToItem "tf_weapon_shotgun_pyro" } SecondaryAttributes { "damage bonus" 0.5 "move speed bonus" 0.5 } } GiantPyroFlareDet { Name "GiantFlare" Attribute "fire rate bonus" Cap 0.3 Increment -0.7 Cost 200 Description "Increase Fire rate and move speed while active, Requires Giant Model" RequiredUpgrade { Upgrade "GiantPyro" } AllowedWeapons { ItemName "The Flare Gun" ItemName "The Detonator" } } GiantPyroScorch { Name "GiantScorch" Attribute "dmg penalty vs players" Cap 5 Increment 4 Cost 200 Description "Fire a slower loading much more damaging flare and increase move speed while active, Requires Giant Model" RequiredUpgrade { Upgrade "GiantPyro" } AllowedWeapons { ItemName "The Scorch Shot" } SecondaryAttributes { "fire rate penalty" 0.5 } } GiantPyroMelter { Name "GiantMannmelter" Attribute "dmg penalty vs players" Cap 1.5 Increment 0.5 Cost 200 Description "Fire a rapid spread of flares, Requires Giant Model" RequiredUpgrade { Upgrade "GiantPyro" } AllowedWeapons { ItemName "The Manmelter" } SecondaryAttributes { "fire rate bonus" -0.9 "projectile spread angle penalty" 5 } } LargeDemoSticky { Name "LargeRapidfire" Attribute "reload time decreased" Cap -1 Increment -2 Cost 200 Description "fire stickies faster with no reload, Requires Large Model" RequiredUpgrade { Upgrade "LargePyroDemo" } AllowedWeapons { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" ItemName "The Quickiebomb Launcher" ItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" } SecondaryAttributes { "fire rate bonus" -0.15 } } GiantDemoSticky { Name "GiantRapidfire" Attribute "fire rate bonus Hidden" Cap 0.6 Increment -0.4 Cost 200 Description "fire stickies even faster, Requires Giant Model" RequiredUpgrade { Upgrade "GiantDemo" } RequiredUpgrade { Upgrade "LargeDemoSticky" } AllowedWeapons { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" ItemName "The Quickiebomb Launcher" ItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" } } GiantDemoScotres { Name "GiantBurstfire" Attribute "fire rate bonus" Cap 0.15 Increment -0.85 Cost 350 Description "fire stickies even faster, Requires Giant Model" RequiredUpgrade { Upgrade "GiantDemo" } AllowedWeapons { ItemName "The Scottish Resistance" } SecondaryAttributes { "reload time decreased" -0.35 "max pipebombs increased" 6 "clip size bonus" 0.5 } } StickySticky { Name "AdhesiveStickys" Attribute "stickybomb stick to enemies" Cap 1 Increment 1 Cost 0 Description "fire stickies that stick to enemies" AllowedWeapons { ItemName "The Quickiebomb Launcher" } } GiantHeavyShotgun { Name "GiantShotgun" Attribute "provide on active" Cap 1 Increment 1 Cost 300 AllowPlayerClass Heavyweapons Description "Fire slowly but deal lots of damage, increased move speed while active, Requires Giant Model" RequiredUpgrade { Upgrade "GiantHeavy" } AllowedWeapons { SimilarToItem "TF_WEAPON_SHOTGUN_HWG" } SecondaryAttributes { "damage penalty" -0.5 "move speed bonus" 0.5 "bullets per shot bonus" 9 "fire rate bonus" 1.5 "reload time decreased" -0.9 } } GiantHeavyShotgunBurst { Name "GiantShotgun" Attribute "provide on active" Cap 1 Increment 1 Cost 400 AllowPlayerClass Heavyweapons Description "Increases Damage and move speed while active, Requires Giant Model" RequiredUpgrade { Upgrade "GiantHeavy" } AllowedWeapons { ItemName "The Family Business" } SecondaryAttributes { "damage bonus" 0.5 "move speed bonus" 0.5 "bullets per shot bonus" 1 "fire rate bonus" -0.5 "reload time decreased" -0.3 "clip size bonus" 0.5 "weapon spread bonus" -0.25 } } LargeHeavySandvich { Name "Extra Delicious" Attribute "lunchbox healing decreased" Cap 2 Increment 1 Cost 200 AllowPlayerClass Heavyweapons Description "Increases healing from Food item, Requires Large Model" RequiredUpgrade { Upgrade "LargeHeavy" } AllowedWeapons { SimilarToItem "The Sandvich" SimilarToItem "The Dalokohs Bar" //SimilarToItem "The Second Banana" } } GiantEngineerCircuit { Name "GiantCircuit" Attribute "damage bonus" Cap 3 Increment 2 Cost 200 Description "Increases Damage Greatly and fire rate, Requires Giant Model" RequiredUpgrade { Upgrade "GiantEngineer" } AllowedWeapons { ItemName "The Short Circuit" } SecondaryAttributes { "fire rate bonus" -0.15 } } LargeEngineerPistol { Name "LargePistol" Attribute "damage bonus" Cap 2 Increment 1 Cost 200 Description "Deals increased damage and bonus damage to sentry target but fires slow, Requires Large Model" RequiredUpgrade { Upgrade "LargeEngieSniper" } AllowedWeapons { ItemName "TF_WEAPON_PISTOL" } SecondaryAttributes { "fire rate penalty" 1 "damage bonus bullet vs sentry target" 2 } } GiantSniperSMG { Name "GiantSMG" Attribute "damage bonus" Cap 1.5 Increment 0.5 Cost 350 Description "fires very quickly and deals good damage but reloads slower, Requires Giant Model" RequiredUpgrade { Upgrade "GiantSniper" } AllowedWeapons { SimilarToItem "TF_WEAPON_SMG" ItemName "The Cleaner's Carbine" } SecondaryAttributes { "fire rate bonus" -0.65 "reload time decreased" 1.5 "clip size penalty" 1.2 "maxammo secondary reduced" 4 } } GiantSniperJarate { Name "OnTap" Attribute "effect bar recharge rate increased" Cap 0.25 Increment -0.75 Cost 200 Description "Jarate recharges much quicker, Requires Giant Model" RequiredUpgrade { Upgrade "GiantSniper" } AllowedWeapons { SimilarToItem "Jarate" } SecondaryAttributes { "fire rate bonus" -0.4 } } LargeSpyRevolver { Name "LargeRevolver" Attribute "fire rate bonus" Cap 0.65 Increment -0.35 Cost 200 Description "fire faster, Requires Large Model" RequiredUpgrade { Upgrade "LargeSpy" } AllowPlayerClass Spy AllowedWeapons { Slot "Secondary" } DisallowedWeapons { SimilarToItem "The Ambassador" } } GiantSpyRevolver { Name "GiantRevolver" Attribute "damage bonus" Cap 1.75 Increment 0.75 Cost 200 Description "deal increased damage, Requires Giant Model" RequiredUpgrade { Upgrade "GiantSpy" } RequiredUpgrade { Upgrade "LargeSpyRevolver" } AllowPlayerClass Spy AllowedWeapons { Slot "Secondary" } DisallowedWeapons { SimilarToItem "The Ambassador" } } GiantSpyRevolver { Name "LargeRevolver" Attribute "damage bonus" Cap 1.25 Increment 0.25 Cost 200 Description "deal more damage especially on headshot, Requires Giant Model" RequiredUpgrade { Upgrade "GiantSpy" } AllowedWeapons { SimilarToItem "The Ambassador" } SecondaryAttributes { "headshot damage increase" 4 } } LargeSpyKnives { Name "LargeKnife" Attribute "armor piercing" Cap 16 Increment 15 Cost 200 Description "deal more damage on backstab, Requires Large Model" RequiredUpgrade { Upgrade "LargeSpy" } AllowPlayerClass Spy AllowedWeapons { Slot "Melee" } } GiantSpyKnives { Name "GiantKnife" Attribute "mult dmg vs giants" Cap 4 Increment 3 Cost 300 Description "deal more damage to giants, Requires Giant Model" RequiredUpgrade { Upgrade "GiantSpy" } RequiredUpgrade { Upgrade "LargeSpyKnives" } AllowPlayerClass Spy AllowedWeapons { Slot "Melee" } } LargeScoutMelee { Name "LargeBat" Attribute "dmg penalty vs players" Cap 1.25 Increment 0.25 Cost 0 Description "deal more damage, Requires Large Model" RequiredUpgrade { Upgrade "LargeScout" } AllowPlayerClass Scout AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Sandman" ItemName "The Wrap Assassin" ItemName "The Holy Mackerel" } } GiantScoutMelee { Name "GiantBat" Attribute "mult dmg vs giants" Cap 1.5 Increment 0.5 Cost 200 Description "deal even more damage especially to giants, Requires Giant Model" RequiredUpgrade { Upgrade "GiantScout" } RequiredUpgrade { Upgrade "LargeScoutMelee" } AllowPlayerClass Scout AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Sandman" ItemName "The Wrap Assassin" ItemName "The Holy Mackerel" } SecondaryAttributes { "dmg penalty vs players" 0.75 "fire rate bonus" -0.15 "dmg bonus vs buildings" 1 } } GiantScoutFish { Name "GiantFish" Attribute "provide on active" Cap 1 Increment 1 Cost 200 Description "go fast or go home, Requires Giant Model" RequiredUpgrade { Upgrade "GiantScout" } AllowPlayerClass Scout AllowedWeapons { ItemName "The Holy Mackerel" } SecondaryAttributes { "move speed bonus" 1 "max health additive bonus" -400 } } GiantScoutML { Name "GiantBat" Attribute "effect bar recharge rate increased" Cap 0.1 Increment -0.9 Cost 0 Description "quick ball regeneration, Requires Giant Model" RequiredUpgrade { Upgrade "GiantScout" } DisallowedUpgrade { Upgrade "GiantScoutJS" } DisallowedUpgrade { Upgrade "GiantScoutAS" } AllowPlayerClass Scout AllowedWeapons { ItemName "The Sandman" ItemName "The Wrap Assassin" } } ChiefScoutML { Name "Major Leauge" Attribute "move speed bonus" Cap 3 Increment 2 Cost 1000 Description "Unceasing baseball onslaught" RequiredUpgrade { Upgrade "GiantScoutML" } AllowPlayerClass Scout AllowedWeapons { ItemName "The Sandman" } SecondaryAttributes { "effect bar recharge rate increased" -0.99 "max health additive bonus" 8400 "model scale" 0.15 "voice pitch scale" -0.1 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "Health regen" 75 } } GiantScoutJS { Name "GiantJumpingBat" Attribute "provide on active" Cap 1 Increment 1 Cost 200 Description "Grants a high jump and higher damage, Requires Giant Model" RequiredUpgrade { Upgrade "GiantScout" } DisallowedUpgrade { Upgrade "GiantScoutML" } DisallowedUpgrade { Upgrade "GiantScoutAS" } AllowPlayerClass Scout AllowedWeapons { ItemName "The Sandman" ItemName "The Wrap Assassin" } SecondaryAttributes { "effect bar recharge rate increased" -0.9 "max health additive bonus" -400 "damage bonus" 2 "increased jump height" 1 "head scale" 1.5 } } GiantScoutAS { Name "ArmouredBat" Attribute "effect bar recharge rate increased" Cap 0.05 Increment -0.95 Cost 0 Description "Very quick ball regeneration, Requires Armoured Config" RequiredUpgrade { Upgrade "ArmoredScout" } DisallowedUpgrade { Upgrade "GiantScoutJS" } DisallowedUpgrade { Upgrade "GiantScoutML" } AllowPlayerClass Scout AllowedWeapons { ItemName "The Sandman" ItemName "The Wrap Assassin" } } LargeSoldierMelee { Name "LargeShovel" Attribute "dmg penalty vs players" Cap 1.25 Increment 0.25 Cost 0 Description "deal more damage, Requires Large Model" RequiredUpgrade { Upgrade "LargeSoldier" } AllowPlayerClass Soldier AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Market Gardener" } } GiantSoldierMelee { Name "GiantShovel" Attribute "provide on active" Cap 1 Increment 1 Cost 200 Description "deal even more damage especially to giants and a move speed bonus while drawn, Requires Giant Model" RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeSoldierMelee" } AllowPlayerClass Soldier AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Market Gardener" ItemName "The Equalizer" ItemName "The Escape Plan" } SecondaryAttributes { "dmg penalty vs players" 0.75 "fire rate bonus" -0.15 "dmg bonus vs buildings" 1 "mult dmg vs giants" 0.5 "move speed bonus" 0.5 } } GiantSoldierPick { Name "GiantPick" Attribute "mult dmg vs giants" Cap 1.5 Increment 0.5 Cost 200 Description "deal even more damage especially to giants and a move speed bonus while drawn, Requires Giant Model" RequiredUpgrade { Upgrade "GiantSoldier" } RequiredUpgrade { Upgrade "LargeSoldierMelee" } AllowPlayerClass Soldier AllowedWeapons { ItemName "The Equalizer" ItemName "The Escape Plan" } SecondaryAttributes { "dmg penalty vs players" 0.75 "fire rate bonus" -0.15 "dmg bonus vs buildings" 1 "mult dmg vs giants" 0.5 "move speed bonus" 0.5 } } HyperGarden { Name "HyperGardener" Attribute "damage penalty" Cap 0.25 Increment -0.75 Cost 1000 Description "Scoop up the enemies chance of victory." AllowPlayerClass Soldier AllowedWeapons { ItemName "The Market Gardener" } SecondaryAttributes { "fire rate bonus" -0.5 "melee range multiplier" 2 "melee bounds multipler" 2 "mult dmg vs giants" 4 "melee cleave attack" 1 "mult crit dmg" 6 } } HyperJumper { Name "HyperJumper" Attribute "fire rate bonus" Cap 0.35 Increment -0.65 Cost 400 Description "Mobility unmatched" AllowPlayerClass Soldier AllowedWeapons { ItemName "Rocket Jumper" } SecondaryAttributes { "reload time decreased" -0.9 "clip size upgrade atomic" 12 "provide on active" 1 "move speed bonus" 0.35 "Health Regen" 16 } } LargePyroMelee { Name "LargeAxe" Attribute "dmg penalty vs players" Cap 1.25 Increment 0.25 Cost 0 Description "deal more damage, Requires Large Model" RequiredUpgrade { Upgrade "LargePyroDemo" } AllowPlayerClass Pyro AllowedWeapons { Slot "Melee" } } GiantPyroMelee { Name "GiantAxe" Attribute "provide on active" Cap 1 Increment 1 Cost 200 Description "deal even more damage especially to giants and a move speed bonus while drawn, Requires Giant Model" RequiredUpgrade { Upgrade "GiantPyro" } RequiredUpgrade { Upgrade "LargePyroMelee" } AllowPlayerClass Pyro AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Powerjack" SimilarToItem "The Homewrecker" } SecondaryAttributes { "dmg penalty vs players" 0.75 "fire rate bonus" -0.15 "dmg bonus vs buildings" 1 "mult dmg vs giants" 0.5 "move speed bonus" 0.5 } } GiantPyroPowerjack { Name "GiantHammer" Attribute "move speed bonus" Cap 1.5 Increment 0.5 Cost 200 Description "deal even more damage especially to giants and a move speed bonus while drawn, Requires Giant Model" RequiredUpgrade { Upgrade "GiantPyro" } RequiredUpgrade { Upgrade "LargePyroMelee" } AllowPlayerClass Pyro AllowedWeapons { ItemName "The Powerjack" } SecondaryAttributes { "dmg penalty vs players" 0.75 "fire rate bonus" -0.15 "dmg bonus vs buildings" 1 "mult dmg vs giants" 0.5 } } GiantPyroHomewreck { Name "GiantHammer" Attribute "move speed bonus" Cap 1.5 Increment 0.5 Cost 200 Description "The solution to buildings. Also a move speed bonus while drawn, Requires Giant Model" RequiredUpgrade { Upgrade "GiantPyro" } RequiredUpgrade { Upgrade "LargePyroMelee" } AllowPlayerClass Pyro AllowedWeapons { SimilarToItem "The Homewrecker" } SecondaryAttributes { "dmg penalty vs players" 0.5 "fire rate bonus" -0.15 "dmg bonus vs buildings" 3 "mult dmg vs giants" 0.5 "provide on active" 1 } } LargeDemoMelee { Name "LargeBottle" Attribute "dmg penalty vs players" Cap 1.25 Increment 0.25 Cost 0 Description "deal more damage, Requires Large Model" RequiredUpgrade { Upgrade "LargePyroDemo" } AllowPlayerClass Demoman AllowedWeapons { Slot "Melee" } DisallowedWeapons { SimilarToItem "The Half-Zatoichi" } } GiantDemoMeleeNoSword { Name "GiantBottle" Attribute "provide on active" Cap 1 Increment 1 Cost 200 Description "deal even more damage especially to giants and a move speed bonus while drawn, Requires Giant Model" RequiredUpgrade { Upgrade "GiantDemo" } RequiredUpgrade { Upgrade "LargeDemoMelee" } AllowPlayerClass Demoman AllowedWeapons { Slot "Melee" } DisallowedWeapons { SimilarToItem "The Eyelander" SimilarToItem "The Scotsman's Skullcutter" SimilarToItem "The Claidheamohmor" SimilarToItem "The Persian Persuader" SimilarToItem "The Half-Zatoichi" } SecondaryAttributes { "dmg penalty vs players" 0.75 "fire rate bonus" -0.15 "dmg bonus vs buildings" 1 "mult dmg vs giants" 0.5 "move speed bonus" 0.5 } } GiantDemoSword { Name "GiantSword" Attribute "dmg penalty vs players" Cap 2 Increment 1 Cost 200 Description "deal even more damage especially to giants, Requires Giant Model" RequiredUpgrade { Upgrade "GiantDemo" } RequiredUpgrade { Upgrade "LargeDemoMelee" } AllowPlayerClass Demoman AllowedWeapons { SimilarToItem "The Eyelander" SimilarToItem "The Scotsman's Skullcutter" SimilarToItem "The Claidheamohmor" SimilarToItem "The Persian Persuader" } SecondaryAttributes { "fire rate bonus" -0.15 "dmg bonus vs buildings" 1.5 "mult dmg vs giants" 0.75 } } ChiefDemoSword { Name "Chief Tavish" Attribute "damage bonus" Cap 2.5 Increment 1.5 Cost 1200 Description "The king of scotland" RequiredUpgrade { Upgrade "GiantDemoSword" } AllowPlayerClass Demoman AllowedWeapons { SimilarToItem "The Eyelander" SimilarToItem "The Scotsman's Skullcutter" SimilarToItem "The Claidheamohmor" SimilarToItem "The Persian Persuader" } SecondaryAttributes { "max health additive bonus" 51700 "model scale" 0.15 "voice pitch scale" -0.1 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "Health regen" 500 } } LargeDemoKatana { Name "LargeKatana" Attribute "damage bonus" Cap 1.5 Increment 0.5 Cost 500 Description "deal more damage, Requires Large Model" RequiredUpgrade { Upgrade "LargePyroDemo" } AllowPlayerClass Demoman AllowedWeapons { SimilarToItem "The Half-Zatoichi" } SecondaryAttributes { "charge time increased" 1 "charge recharge rate increased" 6 "increased jump height" 1.3 "bot custom jump particle" 1 } } LargeShield { Name "LargeShield" Attribute "Attack not cancel charge" Cap 1 Increment 1 Cost 0 Description "Attacks no longer cancel your charges, Requires Large Model" RequiredUpgrade { Upgrade "LargePyroDemo" } AllowPlayerClass Demoman AllowedWeapons { SimilarToItem "The Splendid Screen" SimilarToItem "The Chargin' Targe" SimilarToItem "The Tide Turner" } } LargeHeavyMelee { Name "LargeFists" Attribute "dmg penalty vs players" Cap 1.5 Increment 0.5 Cost 0 Description "deal more damage, Requires Large Model" RequiredUpgrade { Upgrade "LargeHeavy" } AllowPlayerClass Heavyweapons AllowedWeapons { Slot "Melee" } SecondaryAttributes { "damage causes airblast" 1 } } GiantHeavyFists { Name "GiantFists" Attribute "dmg penalty vs players" Cap 1.75 Increment 0.25 Cost 200 Description "deal even more damage especially to giants, Requires Giant Model" RequiredUpgrade { Upgrade "GiantHeavy" } RequiredUpgrade { Upgrade "LargeHeavyMelee" } AllowPlayerClass Heavyweapons AllowedWeapons { Slot "Melee" } SecondaryAttributes { "fire rate bonus" -0.15 "dmg bonus vs buildings" 1.5 "mult dmg vs giants" 1.5 } } ChiefHeavyGauntlet { Name "CaptainPunch" Attribute "damage bonus" Cap 3.35 Increment 2.35 Cost 1200 Description "deal even more damage especially to giants, Requires Giant Model" RequiredUpgrade { Upgrade "GiantHeavyFists" } AllowPlayerClass Heavyweapons AllowedWeapons { ItemName "Fists of Steel" } SecondaryAttributes { "max health additive bonus" 55000 "model scale" 0.15 "voice pitch scale" -0.1 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "fire rate bonus" -0.25 "Health regen" 250 } } LargeEngieMelee { Name "LargeWrench" Attribute "dmg penalty vs players" Cap 1.25 Increment 0.25 Cost 0 Description "deal more damage, Requires Large Model" RequiredUpgrade { Upgrade "LargeEngieSniper" } AllowPlayerClass Engineer AllowedWeapons { Slot "Melee" } } GiantEngieMelee { Name "GiantWrench" Attribute "dmg penalty vs players" Cap 1.75 Increment 0.5 Cost 200 Description "deal even more damage especially to giants, Requires Giant Model" RequiredUpgrade { Upgrade "GiantEngineer" } RequiredUpgrade { Upgrade "LargeEngieMelee" } AllowPlayerClass Engineer AllowedWeapons { Slot "Melee" } SecondaryAttributes { "fire rate bonus" -0.15 "dmg bonus vs buildings" 1 "mult dmg vs giants" 0.5 "upgrade rate decrease" 1 } } LargeSniperMelee { Name "LargeKukri" Attribute "dmg penalty vs players" Cap 1.25 Increment 0.25 Cost 0 Description "deal more damage, Requires Large Model" RequiredUpgrade { Upgrade "LargeEngieSniper" } AllowPlayerClass Sniper AllowedWeapons { Slot "Melee" } } GiantSniperMelee { Name "GiantKukri" Attribute "dmg penalty vs players" Cap 1.75 Increment 0.5 Cost 200 Description "deal even more damage especially to giants, Requires Giant Model" RequiredUpgrade { Upgrade "GiantSniper" } RequiredUpgrade { Upgrade "LargeEngieMelee" } AllowPlayerClass Sniper AllowedWeapons { Slot "Melee" } SecondaryAttributes { "fire rate bonus" -0.15 "dmg bonus vs buildings" 1 "mult dmg vs giants" 0.5 } } LargeMedicMelee { Name "LargeBonesaw" Attribute "dmg penalty vs players" Cap 1.25 Increment 0.25 Cost 0 Description "deal more damage, Requires Large Model" RequiredUpgrade { Upgrade "LargeMedic" } AllowPlayerClass Medic AllowedWeapons { Slot "Melee" } } GiantSniperMelee { Name "GiantBonesaw" Attribute "dmg penalty vs players" Cap 1.75 Increment 0.5 Cost 200 Description "deal even more damage especially to giants, Requires Giant Model" RequiredUpgrade { Upgrade "GiantMedic" } RequiredUpgrade { Upgrade "LargeMedic" } AllowPlayerClass Medic AllowedWeapons { Slot "Melee" } SecondaryAttributes { "fire rate bonus" -0.15 "dmg bonus vs buildings" 1 "mult dmg vs giants" 0.5 } } CritZeroValue { Name "AlwaysCrit" Attribute "always crit" Cap 1 Increment 1 Cost 0 Description "We will let you scare people a moment for free." AllowedWeapons { ItemName "Rocket Jumper" ItemName "Stickybomb Jumper" ItemName "The Fan O'War" } } CritMidValue { Name "AlwaysCrit" Attribute "always crit" Cap 1 Increment 1 Cost 900 Description "Always Critical Hit" AllowedWeapons { Slot "Melee" Slot "Secondary" } DisallowedWeapons { ItemName "The Fan O'War" ItemName "The Concheror" ItemName "The Battalion's Backup" SimilarToItem "Mad Milk" ItemName "Bonk! Atomic Punch" ItemName "Crit-a-Cola" ItemName "The Gas Passer" ItemName "The Chargin' Targe" ItemName "The Splendid Screen" ItemName "The Tide Turner" SimilarToItem "The Sandvich" SimilarToItem "The Dalokohs Bar" ItemName "The Buffalo Steak Sandvich" ItemName "The Second Banana" ItemName "The Wrangler" ItemName "The Kritzkrieg" SimilarToItem "TF_WEAPON_MEDIGUN" ItemName "The Quick-Fix" ItemName "The Vaccinator" SimilarToItem "Jarate" ItemName "Darwin's Danger Shield" ItemName "The Razorback" ItemName "The Cozy Camper" } } CritHighValue { Name "AlwaysCrit" Attribute "always crit" Cap 1 Increment 1 Cost 1200 Description "Always Critical Hit" AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemName "Rocket Jumper" SimilarToItem "Ali Baba's Wee Booties" } } } Templates { T_TFBot_Tisel_Giant_Soldier_TwoShot { Class Soldier Skill Expert Health 3800 Attributes Miniboss Name "Giant Twin-linked Soldier (Tisel)" Item "Stout Shako" Attributes HoldFireUntilFullReload ItemAttributes { ItemName "Stout Shako" "set item tint rgb" 6901050 } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.01 "projectile spread angle penalty" 3.0 "clip size upgrade atomic" -2.0 "damage bonus" 1.1 "Blast radius increased" 1.15 "Projectile speed increased" 1.15 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_URL_Giant_Soldier_Homing_Swarm { Class Soldier Name "Giant Homing Swarm Soldier" Skill Expert Health 3800 Attributes MiniBoss WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" MaxVisionRange 2250 ClassIcon soldier_barrage_homing_Nys Attributes HoldFireUntilFullReload AimOffset "0 0 90" //Aim this much higher than normally (default: 0 0 0) ItemAttributes { ItemName "The Liberty Launcher" "faster reload rate" 0.25 "projectile spread angle penalty" 60.0 "fire rate bonus" 0.35 "clip size upgrade atomic" 7.0 "Blast radius increased" 0.6 "damage bonus" 1.15 "mod projectile heat seek power" 40 "mod projectile heat aim error" 3000 "rocket jump damage reduction" 0.02 "projectile trail particle" eyeboss_projectile "Projectile speed increased" 0.6 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_URL_Field_General_NoBoss { Class Soldier Name "Field General" Skill Expert Health 7500 Scale 1.8 Attributes MiniBoss WeaponRestrictions PrimaryOnly MaxVisionRange 2000 ClassIcon soldier_burstfire_conch Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "The Concheror" Item "Honcho's Headgear" Item "Gentle Manne's Service Medal" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.5 "fire rate bonus" 0.2 "Blast radius increased" 1.2 "damage bonus" 1 "Projectile speed increased" 1.15 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "health regen" 5 "override footstep sound set" 4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.15 "increase buff duration" 50 } } T_TFBot_Giant_Demoman_Fastbomb { Class Demoman Name "Giant Iron Bomber Demoman" ClassIcon demo_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes AlwaysFireWeapon Item "The Iron Bomber" ItemAttributes { ItemName "The Iron Bomber" "faster reload rate" -0.4 "fire rate bonus" 0.75 "fuse bonus" 0.25 "blast radius increased" 1.15 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Giant_Soldier_Homing { Class Soldier Name "Giant Homing Soldier" ClassIcon soldier_homing_nys_giant Skill Normal Health 3800 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss AddCond { name TF_COND_SODAPOPPER_HYPE } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "Projectile speed increased" 0.65 "Blast radius reduced" 0.6 "mod projectile heat seek power" 10 "mod projectile heat aim error" 360 "projectile trail particle" eyeboss_projectile "mod projectile heat aim time" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } MrBomber { Class Soldier Skill Expert Health 2200 Scale 1 Name "MR BOMBER!" Attributes HoldFireUntilFullReload Attributes UseBossHealthBar RocketJump 2 ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.2 "projectile spread angle penalty" 0.5 "clip size upgrade atomic" 3.0 "special damage type" 2 "Reload time decreased" 0.5 "damage bonus" 1.1 "Projectile speed increased" 1.35 } CharacterAttributes { "move speed bonus" 1 "health regen" 40 } } WeeBeastie { Class Soldier ClassIcon Soldier_The_Beast Skill Expert Scale 1.5 Item "War Head" Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Name "Wee Beastie" Attributes IgnoreFlag Action Mobber Health 1000 ChangeAttributes { Delay 0.5 Cooldown 50 Name "A" } ChangeAttributes { Delay 10.5 Cooldown 50 Name "B" } ChangeAttributes { Delay 20.5 Cooldown 50 Name "C" } ChangeAttributes { Delay 40.5 Cooldown 50 Name "D" } EventChangeAttributes { A { Skill Expert WeaponRestrictions PrimaryOnly Skill Expert MaxVisionRange 3500 Item "The Beggar's Bazooka" Item "The Equalizer" Item "War Head" Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "special damage type" 2 "fire rate bonus" 0.07 "damage bonus" 0.8 "clip size upgrade atomic" 2.0 "mult projectile count" 1 "projectile spread angle penalty" 16 "Projectile speed increased" 0.5 "blast radius increased" 1 "bleeding duration" 2 "mod projectile heat seek power" 5 "mod projectile heat aim error" 360 "projectile trail particle" eyeboss_projectile } CharacterAttributes { "can overload" -1 "auto fires full clip" -1 "move speed bonus" 0.75 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.3 "health regen" 2 "airblast vertical vulnerability multiplier" 0.8 "rage giving scale" 0.03 "increased jump height" 1.2 "dmg taken increased" 0.05 "dmg from melee increased" 40 "dmg from ranged reduced" 20 "head scale" 1.2 "boots falling stomp" 1 "health from healers reduced" 0.1 "rocket jump damage reduction" 0.01 "dmg taken from fire increased" 1.75 } } B { Skill Expert WeaponRestrictions SecondaryOnly Tag attrbot Skill Expert MaxVisionRange 3500 Item "The Beggar's Bazooka" Item "The Equalizer" Item "War Head" Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "damage bonus" 0.25 "projectile penetration" 4.0 "special damage type" 2 "bullets per shot bonus" 2 "clip size upgrade atomic" 1.0 "faster reload rate" 0.6 "fire rate bonus" 0.5 "bleeding duration" 1 } CharacterAttributes { //"can overload" -1 //"auto fires full clip" -1 "move speed bonus" 0.75 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.3 "health regen" 2 "airblast vertical vulnerability multiplier" 0.8 "rage giving scale" 0.03 "increased jump height" 1.2 "dmg taken increased" 0.05 "dmg from melee increased" 40 "dmg from ranged reduced" 20 "head scale" 1.2 "boots falling stomp" 1 "health from healers reduced" 0.1 "rocket jump damage reduction" 0.01 "dmg taken from fire increased" 1.75 } } C { Skill Expert WeaponRestrictions MeleeOnly Tag attrbot Skill Expert Item "The Beggar's Bazooka" Item "The Equalizer" Item "War Head" Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Equalizer" "damage bonus" 1 "fire rate bonus" 0.9 "heal on hit for rapidfire" 100 "heal on kill" 300 "special damage type" 2 "speed boost when active" 1 "bleeding duration" 4 "melee range multiplier" 1.5 "move speed bonus" 2.7 "dmg taken increased" 0.05 "dmg from melee increased" 120 "dmg from ranged reduced" 25 } CharacterAttributes { //"can overload" -1 //"auto fires full clip" -1 "move speed bonus" 0.75 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.3 "health regen" 2 "airblast vertical vulnerability multiplier" 0.8 "rage giving scale" 0.03 "increased jump height" 1.2 "dmg taken increased" 0.05 "dmg from melee increased" 40 "dmg from ranged reduced" 20 "head scale" 1.2 "boots falling stomp" 1 "health from healers reduced" 0.1 "rocket jump damage reduction" 0.01 "dmg taken from fire increased" 1.75 } } D { Skill Expert WeaponRestrictions PrimaryOnly Tag attrbot Skill Expert MaxVisionRange 3500 Item "The Beggar's Bazooka" Item "The Equalizer" Item "War Head" Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.01 "fire rate bonus" 0.1 "damage bonus" 0.75 "special damage type" 2 "clip size upgrade atomic" 12.0 "projectile spread angle penalty" 120 "Projectile speed increased" 0.7 "blast radius increased" 0.8 "bleeding duration" 7 "mod projectile heat seek power" 7.5 "mod projectile heat aim error" 360 "projectile trail particle" eyeboss_projectile "rocket jump damage reduction" 0.01 } CharacterAttributes { "can overload" -1 "auto fires full clip" -1 "move speed bonus" 0.75 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.3 "health regen" 2 "airblast vertical vulnerability multiplier" 0.8 "rage giving scale" 0.03 "increased jump height" 1.2 "dmg taken increased" 0.05 "dmg from melee increased" 40 "dmg from ranged reduced" 20 "head scale" 1.2 "boots falling stomp" 1 "health from healers reduced" 0.1 "rocket jump damage reduction" 0.01 "dmg taken from fire increased" 1.75 } } } } SoldierSupreme { Class Soldier Skill Expert Attributes UseBossHealthBar Attributes Miniboss Attributes HoldFireUntilFullReload Name "Soldier Supreme" Attributes IgnoreFlag Action Mobber Health 4200 ChangeAttributes { Delay 0.5 Cooldown 5 Name "A" } ChangeAttributes { Delay 0.8 Cooldown 5 Name "B" } ChangeAttributes { Delay 1.1 Cooldown 5 Name "C" } ChangeAttributes { Delay 1.4 Cooldown 5 Name "D" } ChangeAttributes { Delay 1.8 Cooldown 5 Name "E" } ChangeAttributes { Delay 2.2 Cooldown 5 Name "F" } ChangeAttributes { Delay 2.6 Cooldown 5 Name "Last" } EventChangeAttributes { A { Skill Expert WeaponRestrictions PrimaryOnly Skill Expert MaxVisionRange 3500 Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.8 "special damage type" 2 "mult projectile count" 3 "fire rate bonus" 0.3 "projectile spread angle penalty" 2 "Projectile speed increased" 0.6 "faster reload rate" -0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "health regen" 2 "airblast vertical vulnerability multiplier" 0.8 "rage giving scale" 0.03 "increased jump height" 1.2 "dmg taken increased" 0.05 "dmg from melee increased" 40 "dmg from ranged reduced" 20 "boots falling stomp" 1 "health from healers reduced" 0.1 "rocket jump damage reduction" 0.01 } } B { Skill Expert WeaponRestrictions PrimaryOnly Skill Expert MaxVisionRange 3500 Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.8 "special damage type" 2 "fire rate bonus" 0.3 "mult projectile count" 5 "projectile spread angle penalty" 5 "Projectile speed increased" 0.65 "faster reload rate" -0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "health regen" 2 "airblast vertical vulnerability multiplier" 0.8 "rage giving scale" 0.03 "increased jump height" 1.2 "dmg taken increased" 0.05 "dmg from melee increased" 40 "dmg from ranged reduced" 20 "boots falling stomp" 1 "health from healers reduced" 0.1 "rocket jump damage reduction" 0.01 } } C { Skill Expert WeaponRestrictions PrimaryOnly Skill Expert MaxVisionRange 3500 Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.8 "special damage type" 2 "fire rate bonus" 0.3 "mult projectile count" 7 "projectile spread angle penalty" 10 "Projectile speed increased" 0.7 "faster reload rate" -0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "health regen" 2 "airblast vertical vulnerability multiplier" 0.8 "rage giving scale" 0.03 "increased jump height" 1.2 "dmg taken increased" 0.05 "dmg from melee increased" 40 "dmg from ranged reduced" 20 "boots falling stomp" 1 "health from healers reduced" 0.1 "rocket jump damage reduction" 0.01 } } D { Skill Expert WeaponRestrictions PrimaryOnly Skill Expert MaxVisionRange 3500 Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.8 "special damage type" 2 "fire rate bonus" 0.3 "mult projectile count" 9 "projectile spread angle penalty" 15 "Projectile speed increased" 0.75 "faster reload rate" -0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "health regen" 2 "airblast vertical vulnerability multiplier" 0.8 "rage giving scale" 0.03 "increased jump height" 1.2 "dmg taken increased" 0.05 "dmg from melee increased" 40 "dmg from ranged reduced" 20 "boots falling stomp" 1 "health from healers reduced" 0.1 "rocket jump damage reduction" 0.01 } } E { Skill Expert WeaponRestrictions PrimaryOnly Skill Expert MaxVisionRange 3500 Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.8 "fire rate bonus" 0.3 "special damage type" 2 "mult projectile count" 11 "projectile spread angle penalty" 20 "Projectile speed increased" 0.8 "faster reload rate" -0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "health regen" 2 "airblast vertical vulnerability multiplier" 0.8 "rage giving scale" 0.03 "increased jump height" 1.2 "dmg taken increased" 0.05 "dmg from melee increased" 40 "dmg from ranged reduced" 20 "boots falling stomp" 1 "health from healers reduced" 0.1 "rocket jump damage reduction" 0.01 } } F { Skill Expert WeaponRestrictions PrimaryOnly Skill Expert MaxVisionRange 3500 Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.8 "special damage type" 2 "fire rate bonus" 0.3 "mult projectile count" 13 "projectile spread angle penalty" 20 "Projectile speed increased" 0.85 "faster reload rate" -0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "health regen" 2 "airblast vertical vulnerability multiplier" 0.8 "rage giving scale" 0.03 "increased jump height" 1.2 "dmg taken increased" 0.05 "dmg from melee increased" 40 "dmg from ranged reduced" 20 "boots falling stomp" 1 "health from healers reduced" 0.1 "rocket jump damage reduction" 0.01 } } Last { Skill Expert WeaponRestrictions PrimaryOnly Skill Expert MaxVisionRange 3500 Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes SuppressFire ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.8 "special damage type" 2 "fire rate bonus" 2 "mult projectile count" 1 "projectile spread angle penalty" 25 "Projectile speed increased" 0.9 "clip size upgrade atomic" -3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "health regen" 2 "airblast vertical vulnerability multiplier" 0.8 "rage giving scale" 0.03 "increased jump height" 1.2 "dmg taken increased" 0.05 "dmg from melee increased" 40 "dmg from ranged reduced" 20 "boots falling stomp" 1 "health from healers reduced" 0.1 "rocket jump damage reduction" 0.01 } } } } HomingStar { Class Soldier Skill Expert Name "Homing Star Soldier" Item "The B.A.S.E. Jumper" Scale 1.5 Health 1000 Attributes SuppressFire Attributes UseBossHealthBar Classicon random_lite Attributes IgnoreFlag Action Mobber AddCond { name TF_COND_SODAPOPPER_HYPE } FireWeapon { Delay 7 Cooldown 10 Duration 0.2 Type "Jump" } FireWeapon { Delay 7.5 Cooldown 10 Duration 0.8 Type "Primary" } CharacterAttributes { "increased jump height" 2.4 "move speed penalty" 0.85 } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.75 "Reload time decreased" -0.8 "special damage type" 2 "projectile spread angle penalty" 100 "Projectile speed decreased" 0.45 "blast radius decreased" 0.5 "mult projectile count" 12 "no self blast dmg" 2 "mod projectile heat seek power" 40 "mod projectile heat aim error" 1000 "projectile trail particle" eyeboss_projectile "mod projectile heat aim time" 1 } } PipePirate { Class Demoman Skill Expert Scale 1.5 ClassIcon random_lite Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Name "Pipe Pirate" Item "The Bolted Bicorne" Attributes IgnoreFlag Action Mobber Health 2200 ChangeAttributes { Delay 0.5 Cooldown 15 Name "A" } ChangeAttributes { Delay 3.5 Cooldown 15 Name "B" } ChangeAttributes { Delay 6.5 Cooldown 15 Name "C" } EventChangeAttributes { A { Skill Expert WeaponRestrictions PrimaryOnly Skill Expert MaxVisionRange 3500 Item "The Iron Bomber" Item "The Tide Turner" CharacterAttributes { "damage force reduction" 0.75 "airblast vulnerability multiplier" 0.75 "health regen" 1 "airblast vertical vulnerability multiplier" 0.8 "charge time increased" -0.9 "charge recharge rate increased" 7 "head scale" 0.7 "move speed penalty" 0.7 } ItemAttributes { ItemName "The Iron Bomber" "reload time decreased" -1 "fire rate bonus" 0.4 "special damage type" 2 "damage penalty" 0.7 "mult projectile count" 1 "projectile spread angle penalty" 1.5 "no self blast dmg" 1 } Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge } B { Skill Expert WeaponRestrictions PrimaryOnly Skill Expert MaxVisionRange 3500 Item "The Iron Bomber" Item "The Tide Turner" CharacterAttributes { "damage force reduction" 0.75 "airblast vulnerability multiplier" 0.75 "health regen" 1 "airblast vertical vulnerability multiplier" 0.8 "charge time increased" -0.9 "charge recharge rate increased" 7 "head scale" 0.7 "move speed penalty" 0.7 } ItemAttributes { ItemName "The Iron Bomber" "reload time decreased" -1 "fire rate bonus" 0.85 "special damage type" 2 "damage penalty" 0.7 "mult projectile count" 8 "projectile spread angle penalty" 100 "no self blast dmg" 1 } Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge } C { Skill Expert WeaponRestrictions PrimaryOnly Skill Expert MaxVisionRange 3500 Item "The Iron Bomber" Item "The Tide Turner" CharacterAttributes { "damage force reduction" 0.75 "airblast vulnerability multiplier" 0.75 "health regen" 1 "airblast vertical vulnerability multiplier" 0.8 "charge time increased" -0.9 "charge recharge rate increased" 7 "head scale" 0.7 "move speed penalty" 0.7 } ItemAttributes { ItemName "The Iron Bomber" "reload time increased" 100 "fire rate bonus" 0.05 "special damage type" 2 "damage penalty" 0.5 "mult projectile count" 4 "projectile spread angle penalty" 12 "no self blast dmg" 1 } Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge } } } ScoutChamp { Class Scout Name "Champion of Scouts" Health 1000 Attributes UseBossHealthBar Action Mobber Item "The-Force-a-Nature" Item "The Winger" Item "The Boston Basher" Scale 1.4 Skill Expert WeaponSwitch //Periodically switches weapon { Delay 0.1 //Time before the first weapon switch starts (Default: 10) Cooldown 1.5 //Time between each weapon switch (Default: 10) IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Type "Secondary" // Weapon slot, possible values: MinTargetRange 700 } WeaponSwitch //Periodically switches weapon { Delay 0.1 //Time before the first weapon switch starts (Default: 10) Cooldown 1.5 //Time between each weapon switch (Default: 10) IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Type "Primary" // Weapon slot, possible values: MaxTargetRange 550 MinTargetRange 200 } WeaponSwitch //Periodically switches weapon { Delay 0.1 //Time before the first weapon switch starts (Default: 10) Cooldown 1.5 //Time between each weapon switch (Default: 10) IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Type "Melee" // Weapon slot, possible values: MaxTargetRange 125 } ItemAttributes { Itemname "The-Force-A-Nature" "clip size bonus" 1.5 "bullets per shot bonus" 1.5 } ItemAttributes { Itemname "The Winger" "damage bonus" 5 "fire rate penalty" 3 } ItemAttributes { Itemname "The Boston Basher" "bleeding duration" 16 "fire rate penalty" 3 "damage bonus" 1.75 "mult bleeding delay" 0.5 } CharacterAttributes { "damage force reduction" 0.85 "airblast vulnerability multiplier" 0.85 } } T_TFBot_Heavyweapons_Rocket { Class Heavyweapons Name "Rocket Heavy" Health 900 Scale 1.5 Item "The Brass Beast" Item "Armored Authority" ItemAttributes { ItemName "The Brass Beast" "override projectile type" 2 "damage bonus" 3.5 "fire rate penalty" 3 } CharacterAttributes { "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 } } T_TFBot_Giant_Heavyweapons_Rocket { Class Heavyweapons Name "Giant Rocket Heavy" Health 5000 Skill Expert Attributes Miniboss Item "The Brass Beast" Item "Armored Authority" MaxVisionRange 1800 ItemAttributes { ItemName "The Brass Beast" "override projectile type" 2 "damage bonus" 5.25 "fire rate penalty" 3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Sergeant_Crits_Boss //Same as Valves but reduced HP, no regen { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Name "Sergeant Crits" ClassIcon soldier_sergeant_crits Health 25000 Scale 1.9 Item "Tyrant's Helm" Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysCrit Action Mobber DesiredAttackRange 650 CustomEyeGlowColor "255 0 0" AlwaysGlow 1 ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 "faster reload rate" 0.6 "fire rate bonus" 0.2 "clip size upgrade atomic" 7.0 "Projectile speed increased" 1.3 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFBot_Sir_Nukesalot_Boss { Class Demoman Name "Sir Nukesalot" ClassIcon demo_giant Health 25000 Scale 1.9 Skill Expert WeaponRestrictions PrimaryOnly Item "The Loose Cannon" Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon Attributes AlwaysCrit Action Mobber DesiredAttackRange 400 CustomEyeGlowColor "255 0 0" AlwaysGlow 1 ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" 0 "faster reload rate" 1.8 "fire rate bonus" 2 "clip size penalty" 0.5 "Projectile speed increased" 0.8 "projectile spread angle penalty" 5 "damage bonus" 7 "damage causes airblast" 1 "blast radius increased" 1.2 "use large smoke explosion" 1 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } } T_TFBot_Major_Bomber_Boss { Class Demoman Name "Major Bomber" ClassIcon demo_bomber Skill Normal Health 25000 Item "Prince Tavish's Crown" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Action Mobber DesiredAttackRange 750 CustomEyeGlowColor "255 0 0" AlwaysGlow 1 ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.2 "faster reload rate" 0.3 "clip size penalty" 3.0 "Projectile speed increased" 1.5 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFBot_Major_Crits_Boss { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Name "Major Crits" Item "Full Metal Drill Hat" ClassIcon soldier_major_crits Health 25000 Scale 1.9 Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysCrit Action Mobber DesiredAttackRange 400 CustomEyeGlowColor "255 0 0" AlwaysGlow 1 ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "Projectile speed increased" 0.4 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage bonus" 1.5 "healing received penalty" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFBot_Chief_Pyro_Boss { Class Pyro Skill Expert WeaponRestrictions PrimaryOnly Name "Chief Pyro" ClassIcon pyro_giant Health 25000 Scale 1.9 Attributes MiniBoss Attributes UseBossHealthBar Action Mobber DesiredAttackRange 400 CustomEyeGlowColor "255 0 0" AlwaysGlow 1 ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "airblast pushback scale" 2.0 "damage bonus" 5 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFBot_Chief_Tavish_Boss { Class Demoman Skill Expert WeaponRestrictions MeleeOnly Name "Chief Tavish" ClassIcon demoknight_giant Health 25000 Scale 1.9 Item "Prince Tavish's Crown" Item "The Chargin' Targe" Item "The Eyelander" Item "Ali Baba's Wee Booties" Attributes MiniBoss Attributes UseBossHealthBar Action Mobber CustomEyeGlowColor "255 0 0" AlwaysGlow 1 ItemAttributes { ItemName "The Eyelander" "damage bonus" 5 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFBot_Captain_Punch_Boss { Class Heavyweapons Skill Expert WeaponRestrictions MeleeOnly Name "Captain Punch" ClassIcon heavy_chief Health 25000 Scale 1.9 Item "War Head" Item "Fists of Steel" Attributes MiniBoss Attributes UseBossHealthBar Action Mobber CustomEyeGlowColor "255 0 0" AlwaysGlow 1 ItemAttributes { ItemName "Fists of Steel" "fire rate bonus" 0.6 "damage bonus" 5 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.4 "healing received penalty" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFBot_Champions_League_Scout_Boss { Class Scout Name "Champion's League Scout" ClassIcon scout_stun_giant Skill Expert Health 16500 Scale 1.9 Item "Genuine Cockfighter" Item "The Boston Boom-Bringer" Item "Summer Shades" Item "The Sandman" WeaponRestrictions MeleeOnly Attributes MiniBoss Attributes UseBossHealthBar Action Mobber CustomEyeGlowColor "255 0 0" AlwaysGlow 1 ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.001 "damage bonus" 1.5 "fire rate bonus" 0.85 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 8 "healing received penalty" 0.35 "damage force reduction" 0.7 "airblast vulnerability multiplier" 3.0 "override footstep sound set" 5 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFBot_General_Swarm_Boss { Class Soldier Name "General Swarm" Skill Expert Health 25000 WeaponRestrictions PrimaryOnly ClassIcon soldier_gen_swarm Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "Steel Shako" Item "The Original" Action Mobber DesiredAttackRange 650 CustomEyeGlowColor "255 0 0" AlwaysGlow 1 ItemAttributes { ItemName "The Original" "damage penalty" 0.8 "faster reload rate" 0.3 "fire rate bonus" 0.001 "projectile spread angle penalty" 5 "clip size upgrade atomic" 4.0 "Projectile speed increased" 1.25 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFBot_The_Pill_Master_Boss { Class Demoman Name "The Pill Master" Skill Expert ClassIcon demo_unload_giant Health 25000 Scale 1.9 Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes MiniBoss WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Item "Scotch Bonnet" Action Mobber DesiredAttackRange 650 CustomEyeGlowColor "255 0 0" AlwaysGlow 1 ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "clip size upgrade atomic" 86.0 "damage penalty" 0.4 "fire rate bonus" 0.05 "Projectile speed increased" 1.8 "projectile spread angle penalty" 2.5 "faster reload rate" 0.025 "blast radius increased" 1.33 "heal on hit for rapidfire" 5 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFBot_Exceedingly_Heavy_Boss { Class Heavyweapons Name "Exceedingly Heavy" Skill Expert ClassIcon heavy_deflector Health 25000 Scale 1.9 Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes MiniBoss WeaponRestrictions PrimaryOnly Item "The Deflector" Item "The U-clank-a" Action Mobber DesiredAttackRange 200 CustomEyeGlowColor "255 0 0" AlwaysGlow 1 ItemAttributes { ItemName "The Deflector" "damage bonus" 1.5 "fire rate bonus with reduced health" 0.5 "Attack Projectiles" 2 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFBot_Beam_Bravado_Boss { Class Soldier Name "Beam Bravado" Skill Expert Health 25000 Scale 1.9 Attributes UseBossHealthBar ClassIcon soldier_bison_giant WeaponRestrictions SecondaryOnly Attributes MiniBoss Item "The Righteous Bison" Item "The Space Bracers" Item "The Jupiter Jumpers" Item "The Hardium Helm" Action Mobber CustomEyeGlowColor "255 0 0" DesiredAttackRange 400 AlwaysGlow 1 ItemAttributes { ItemName "The Righteous Bison" "fire rate bonus" 0.05 "dmg penalty vs players" 1.15 "clip size bonus upgrade" 9 "projectile speed increased" 1.25 "reload time increased" 3.5 "reload full clip at once" 1 "dmg bonus vs buildings" 6 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.7 "healing received penalty" 0.35 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 } } T_TFBot_Chief_Rapid_Fire_Demoman_Boss { Template T_TFBot_Giant_Demoman Name "Chief Rapid Fire Demoman" ClassIcon demo_infinite Health 25000 Scale 1.85 Attributes UseBossHealthBar Attributes AlwaysCrit Item "The Broadband Bonnet" Item "The Juggernaut Jacket" CustomEyeGlowColor "255 0 0" Action Mobber AlwaysGlow 1 ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.4 "damage bonus" 1.5 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.4 } } T_TFBot_Hell_Rain_Boss { Class Heavyweapons Name "Hell Rain" Health 25000 Attributes UseBossHealthBar ClassIcon spell_meteor_swordstonehel Item "The Bunsen Brave" CustomEyeGlowColor "255 0 0" // Custom eye glow color Item "The Huo Long Heatmaker" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 2000 Attributes MiniBoss Action Mobber DesiredAttackRange 350 AlwaysGlow 1 WeaponResist { "TF_WEAPON_KNIFE" 2 } ItemAttributes { ItemName "The Huo Long Heatmaker" "fire rate penalty" 3 "damage bonus" 3 "projectile speed increased" 0.1 "override projectile type" 2 "Blast radius increased" 0.5 "mult projectile scale" 0 "custom projectile size" 0.65 "projectile trail particle" "spell_fireball_small_red" "mod projectile heat seek power" 12 "mod projectile heat aim error" 1000 "projectile acceleration" 500 "mod projectile heat follow crosshair" 1 "Set DamageType Ignite" 1 "add damage type" 8 "remove damage type" 2 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "dmg from melee increased" 1.5 } Spawntemplate RainingRockets } T_TFBot_Spine_Thief_Boss { Class Soldier Attributes Miniboss UseCustomModel "models/player/soldier.mdl" Item "Zombie Soldier" Scale 1.25 Name "Spine Thief" Item "The Liberty Launcher" Attributes UseBossHealthBar Health 25000 Item "Exquisite Rack" Action Mobber DesiredAttackRange 250 AlwaysGlow 1 AddCond //Adds conditions to bots { Name "TF_COND_SODAPOPPER_HYPE" } ClassIcon soldier_barrage_homing_nys ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.1 //Time before the first bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) Name "A" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.1 //Time before the first bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 20000 //When set, the task activates only when the bot health is below specified value Name "B" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.1 //Time before the first bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 15000 //When set, the task activates only when the bot health is below specified value Name "C" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.1 //Time before the first bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 10000 //When set, the task activates only when the bot health is below specified value Name "D" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.1 //Time before the first bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 3800 //When set, the task activates only when the bot health is below specified value Name "E" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Do not attempt to put any of custom keys here. ExtAttr is the only exception { A { ItemAttributes { ItemName "The Liberty Launcher" "faster reload rate" 0.6 "projectile spread angle penalty" 100.0 "fire rate bonus" 0.1 "clip size upgrade atomic" 10.0 "Blast radius increased" 0.6 "mod projectile heat seek power" 22 //Sigmo only "mod projectile heat follow crosshair" 1 "rocket jump damage reduction" 0.01 "projectile trail particle" eyeboss_projectile "Projectile speed increased" 0.15 "projectile acceleration" 200 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "torso scale" 2.8 "override footstep sound set" 7 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.05 "rage giving scale" 0.05 } } B { ItemAttributes { ItemName "The Liberty Launcher" "faster reload rate" 0.55 "projectile spread angle penalty" 100.0 "fire rate bonus" 0.09 "clip size upgrade atomic" 12.0 "Blast radius increased" 0.6 "mod projectile heat seek power" 22 //Sigmo only "mod projectile heat follow crosshair" 1 "rocket jump damage reduction" 0.01 "projectile trail particle" eyeboss_projectile "Projectile speed increased" 0.15 "projectile acceleration" 200 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "torso scale" 2.8 "override footstep sound set" 7 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.05 "rage giving scale" 0.05 } } C { ItemAttributes { ItemName "The Liberty Launcher" "faster reload rate" 0.5 "projectile spread angle penalty" 100.0 "fire rate bonus" 0.08 "clip size upgrade atomic" 14.0 "Blast radius increased" 0.6 "mod projectile heat seek power" 22 //Sigmo only "mod projectile heat follow crosshair" 1 "rocket jump damage reduction" 0.01 "projectile trail particle" eyeboss_projectile "Projectile speed increased" 0.15 "projectile acceleration" 200 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "torso scale" 2.8 "override footstep sound set" 7 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.05 "rage giving scale" 0.05 } } D { ItemAttributes { ItemName "The Liberty Launcher" "faster reload rate" 0.45 "projectile spread angle penalty" 100.0 "fire rate bonus" 0.07 "clip size upgrade atomic" 16.0 "Blast radius increased" 0.6 "mod projectile heat seek power" 22 //Sigmo only "mod projectile heat follow crosshair" 1 "rocket jump damage reduction" 0.01 "projectile trail particle" eyeboss_projectile "Projectile speed increased" 0.15 "projectile acceleration" 200 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "torso scale" 2.8 "override footstep sound set" 7 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.05 "rage giving scale" 0.05 } } E { ItemAttributes { ItemName "The Liberty Launcher" "faster reload rate" 0.75 "projectile spread angle penalty" 100.0 "fire rate bonus" 0.02 "clip size upgrade atomic" 56.0 "Blast radius increased" 0.6 "mod projectile heat seek power" 22 //Sigmo only "mod projectile heat follow crosshair" 1 "rocket jump damage reduction" 0.01 "projectile trail particle" eyeboss_projectile "Projectile speed increased" 0.15 "projectile acceleration" 200 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "torso scale" 2.8 "override footstep sound set" 7 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.05 "rage giving scale" 0.05 } } } } T_TFBot_Direct_Disaster_Boss { Class Soldier CustomEyeGlowColor "255 0 0" Skill Expert WeaponRestrictions PrimaryOnly Name "Direct Disaster" ClassIcon soldier_directhit_lite_giant Health 25000 Scale 1.9 Item "The Tank Top" Attributes MiniBoss Attributes UseBossHealthBar Item "The Direct Hit" //ExtAttr JumpStomp Tag bot_giant UseMeleeThreatPrioritization 1 Action Mobber DesiredAttackRange 300 Attributes IgnoreFlag AlwaysGlow 1 ItemAttributes { ItemName "The Tank Top" "set item tint rgb" 5801378 } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.1 //Time before the first bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) Cooldown 13.8 //Time between each bot attribute change (Default: 10) Name "A" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 4.6 //Time before the first bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) Cooldown 13.8 //Time between each bot attribute change (Default: 10) Name "B" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 9.1 //Time before the first bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) Cooldown 13.8 //Time between each bot attribute change (Default: 10) Name "C" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 9.8 //Time before the first bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) Cooldown 13.8 //Time between each bot attribute change (Default: 10) Name "D" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Do not attempt to put any of custom keys here. ExtAttr is the only exception { A { ItemAttributes { ItemName "The Direct Hit" "reload time decreased" -0.1 "fire rate bonus" 0.3 "blast radius decreased" 0.2 "projectile speed decreased" 0.55 "mult projectile count" 1 "damage bonus" 2 "fire rate bonus with reduced health" 0.6 "projectile spread angle penalty" 0 "projectile no deflect" 1 "dmg bonus vs buildings" 0.9 "damage blast push" 0.65 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.15 "increased jump height" 1.65 "mult debuff duration" 0.5 } WeaponRestrictions PrimaryOnly } B { WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Direct Hit" "reload time decreased" -0.1 "fire rate penalty" 1.35 "dmg bonus vs buildings" 0.9 "projectile speed decreased" 0.1 "projectile spread angle penalty" 22 "mult projectile count" 12 "dmg penalty vs players" 7 "energy weapon penetration" 1 "override projectile type" 13 "Set DamageType Ignite" 1 "fire rate bonus with reduced health" 0.65 "projectile acceleration start time" 1.1 "projectile acceleration time" 4 "projectile lifetime" 5 "projectile acceleration" 4500 "projectile no deflect" 1 "mult debuff duration" 0.5 "particle color rgb" 12807213 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.15 "increased jump height" 1.65 "mult debuff duration" 0.5 } } C { WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_Shotgun_Soldier" "reload time decreased" -0.1 "fire rate bonus" 0.4 "override projectile type" 2 "damage causes airblast" 1 "fire rate bonus with reduced health" 0.65 "dmg bonus vs buildings" 5.5 "provide on active" 1 "move speed bonus" 1.65 "damage penalty" 0.25 "projectile spread angle penalty" 1.5 "mult projectile count" 6 "projectile speed increased" 1.65 "custom item model" "models/workshop/weapons/c_models/c_liberty_launcher/c_liberty_launcher.mdl" "custom weapon fire sound" "Weapon_Liberty_Launcher.Single" "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.15 "increased jump height" 1.65 "mult debuff duration" 0.5 } } D { ItemAttributes { ItemName "The Direct Hit" "mult projectile count" 1 "clip size upgrade atomic" -3 "dmg bonus vs buildings" 1.2 "damage bonus" 2.75 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed bonus" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.7 "increased jump height" 1.65 "mult debuff duration" 0.5 } WeaponRestrictions PrimaryOnly } } } T_TFBot_Scout_Supreme_Boss { Class Scout Attributes Miniboss Attributes IgnoreFlag Name "Scout Supreme" Item "Bonk Leadwear" Item "The Flying Guillotine" Skill Expert Action Mobber Health 25000 DesiredAttackRange 250 classicon scout_armored_pda Scale 1.9 Attributes HoldFireUntilFullReload Attributes UseBossHealthBar Attributes AlwaysCrit WeaponRestrictions SecondaryOnly WeaponSwitch //Periodically switches weapon { Delay 0.1 //Time before the first weapon switch starts (Default: 10) Cooldown 10 //Time between each weapon switch (Default: 10) Type "Primary" // Weapon slot, possible values: } WeaponSwitch //Periodically switches weapon { Delay 6.1 //Time before the first weapon switch starts (Default: 10) Cooldown 10 //Time between each weapon switch (Default: 10) Type "Secondary" // Weapon slot, possible values: } ItemAttributes { ItemName "TF_WEAPON_Scattergun" "Bullets per shot bonus" 1.5 "fire rate bonus" 0.4 "reload time decreased" 0.6 "clip size bonus" 1.5 "killstreak tier" 2 "killstreak idleeffect" 1 } ItemAttributes { ItemName "The Flying Guillotine" "mult bleeding dmg" 1.75 "effect bar recharge rate increased" 0.1 "fire rate bonus" 0.4 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed penalty" 0.75 "healing received penalty" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.5 "increased jump height" 1.65 } } T_TFBot_Spamming_Sergeant_Boss { Class Soldier Attributes Miniboss Attributes IgnoreFlag Skill Expert CustomEyeGlowColor "255 0 0" Name "Spamming Sergeant" Item "The Lucky Shot" Action Mobber Health 25000 Scale 1.9 Attributes UseBossHealthBar Attributes AlwaysCrit classicon soldier_spammer ItemAttributes { ItemName "TF_WEAPON_Rocketlauncher" "projectile speed decreased" 0.9 "damage bonus" 1.2 "fire rate bonus" 0.25 "reload time decreased" -1 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed penalty" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.5 } } T_TFBot_Doomsday_Deputy_Boss { Template T_TFBot_Giant_Soldier_Crit Attributes IgnoreFlag Name "Doomsday Deputy" Item "The Doe-Boy" CustomEyeGlowColor "255 0 0" Action Mobber Health 25000 Scale 1.9 Skill Expert Attributes HoldFireUntilFullReload Attributes UseBossHealthBar classicon soldier_nuke2 ItemAttributes { ItemName "The Original" "reload full clip at once" 1 "damage bonus" 1.75 "mult dmg direct hit" 1.5 "mult dmg vs giants" 2.5 "no damage falloff" 1 "fire rate penalty" 3.5 "projectile speed decreased" 0.35 "clip size upgrade atomic" 1 "reload time increased" 2.5 "weapon always gib" 1 "ignores other projectiles" 1 "blast radius increased" 2.5 "explosion particle" hightower_explosion "custom impact sound" "misc/doomsday_missile_explosion.wav" "mult projectile scale" 1.5 "custom projectile size" 1.4 "killstreak tier" 2 "killstreak idleeffect" 1 } CharacterAttributes { "move speed penalty" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.5 } } T_TFBot_Flare_Fury_Boss { Class Pyro Attributes Miniboss Attributes IgnoreFlag CustomEyeGlowColor "255 0 0" Skill Expert Name "Flare Fury" Action Mobber Health 25000 Scale 1.9 Attributes UseBossHealthBar Item "The Dragon's Fury" Item "The Detonator" ItemAttributes { ItemName "The Dragon's Fury" "mult_item_meter_charge_rate" 0.5 "killstreak tier" 2 "killstreak idleeffect" 1 } ItemAttributes { ItemName "The Detonator" "provide on active" 1 "move speed bonus" 1.6 "fire rate bonus" 0.5 "damage bonus" 2.25 "killstreak tier" 2 "killstreak idleeffect" 1 } WeaponSwitch //Periodically switches weapon { Delay 0.1 //Time before the first weapon switch starts (Default: 10) Cooldown 2 //Time between each weapon switch (Default: 10) Type "Primary" // Weapon slot, possible values: MaxTargetRange 450 } WeaponSwitch //Periodically switches weapon { Delay 0.1 //Time before the first weapon switch starts (Default: 10) Cooldown 2 //Time between each weapon switch (Default: 10) Type "Secondary" // Weapon slot, possible values: MinTargetRange 600 } CharacterAttributes { "move speed penalty" 0.5 "healing received penalty" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.5 } } T_Wavespawn_Blu_Boss { RandomSpawn 1 //Bosses are: Sergeant Crits, Sir Nukesalot, Major Bomber, Major Crits, Chief Pyro, Chief Tavish, Captain Punch, // Major League, General Swarm, The Pill Master, Exceedingly Heavy, Beam Bravado, // Chief Rapid Fire Demoman, Hell Rain, Spine Thief, Direct Disaster (D.E.M.O was kicked for being annoying.) RandomChoice { NextSpawnerClone 5 TFBot { Template T_TFBot_Sergeant_Crits_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `OLD CLASSIC` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `SERGEANT CRITS` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } TFBot { Template T_TFBot_Sir_Nukesalot_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefdemoboomdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `HIGHLY EXPLOSIVE` }) chiefdemoboomdescript.AcceptInput(`Display`, null, null, null) chiefdemoboomdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `SIR NUKESALOT` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Major_Bomber_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `MAJOR GRENADE ASSAULT` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `MAJOR BOMBER` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Major_Crits_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `CRIT ROCKET STORM` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `MAJOR CRITS` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Chief_Pyro_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `DON'T UNDERESTIMATE HIM` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `CHIEF PYRO` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Chief_Tavish_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `HIGH KING OF SCOTLAND` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `CHIEF TAVISH` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Captain_Punch_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `REALLY TANKY` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `CAPTAIN PUNCH` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 3 TFBot { Template T_TFBot_Champions_League_Scout_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `BORN WINNER` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `CHAMPION'S LEAGUE SCOUT` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 3 TFBot { Template T_TFBot_General_Swarm_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `CRIT ROCKET SHOTGUN` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `GENERAL SWARM` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 4 TFBot { Template T_TFBot_The_Pill_Master_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `SPAM` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `THE PILL MASTER` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 3 TFBot { Template T_TFBot_Exceedingly_Heavy_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `MASSIVE PRESENCE` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `EXCEEDINGLY HEAVY` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Beam_Bravado_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `MIGHTY MEGALASER` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `BEAM BRAVADO` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Chief_Rapid_Fire_Demoman_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `BOMBS A PLENTY` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `CHIEF RAPID FIRE DEMOMAN` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 3 TFBot { Template T_TFBot_Hell_Rain_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `RAINING CHAOS` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `HELL RAIN` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 3 TFBot { Template T_TFBot_Spine_Thief_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `BONE INCORPORATOR` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `SPINE THIEF` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 2 TFBot { Template T_TFBot_Direct_Disaster_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `MERCENARY SUPPRESSION UNIT` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `DIRECT DISASTER` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 3 TFBot { Template T_TFBot_Scout_Supreme_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `DEADLY DELINQUENT` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `SCOUT SUPREME` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 4 TFBot { Template T_TFBot_Spamming_Sergeant_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `CEASELESS ROCKETS` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `SPAMMING SERGEANT` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 4 TFBot { Template T_TFBot_Doomsday_Deputy_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `VERY VOLATILE` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `DOOMSDAY DEPUTY` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 4 TFBot { Template T_TFBot_Flare_Fury_Boss FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `0 0 255` message = `FREQUENT FIRESTARTER` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 1 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `0 0 255` message = `FLARE FURY` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } } } T_Wavespawn_Red_Boss { RandomSpawn 1 //Bosses are: Sergeant Crits, Sir Nukesalot, Major Bomber, Major Crits, Chief Pyro, Chief Tavish, Captain Punch, // Major League, General Swarm, The Pill Master. (D.E.M.O was kicked for being annoying.) RandomChoice { NextSpawnerClone 5 TFBot { Template T_TFBot_Sergeant_Crits_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `OLD CLASSIC` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `SERGEANT CRITS` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Sir_Nukesalot_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `HIGHLY EXPLOSIVE` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `SIR NUKESALOT` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Major_Bomber_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `MAJOR GRENADE ASSAULT` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `MAJOR BOMBER` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Major_Crits_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `CRIT ROCKET STORM` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `MAJOR CRITS` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Chief_Pyro_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `DON'T UNDERESTIMATE HIM` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `CHIEF PYRO` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Chief_Tavish_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `HIGH KING OF SCOTLAND` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `CHEIF TAVISH` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Captain_Punch_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `REALLY TANKY` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `CAPTAIN PUNCH` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 4 TFBot { Template T_TFBot_Champions_League_Scout_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `BORN WINNER` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `CHAMPION'S LEAGUE SCOUT` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 4 TFBot { Template T_TFBot_General_Swarm_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `CRIT ROCKET SHOTGUN` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `GENERAL SWARM` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_The_Pill_Master_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `SPAM` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `THE PILL MASTER` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 4 TFBot { Template T_TFBot_Exceedingly_Heavy_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `MASSIVE PRESENCE` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `EXCEEDINGLY HEAVY` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 5 TFBot { Template T_TFBot_Beam_Bravado_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `MIGHTY MEGALASER` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `BEAM BRAVADO` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 4 TFBot { Template T_TFBot_Chief_Rapid_Fire_Demoman_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `BOMBS A PLENTY` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `CHIEF RAPIDFIRE DEMOMAN` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 2 TFBot { Template T_TFBot_Spine_Thief_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `BONE INCORPORATOR` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `SPINE THIEF` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 2 TFBot { Template T_TFBot_Direct_Disaster_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `MERCENARY SUPRESSION UNIT` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `DIRECT DISASTER` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 3 TFBot { Template T_TFBot_Scout_Supreme_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `DEADLY DELINQUENT` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `SCOUT SUPREME` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 4 TFBot { Template T_TFBot_Spamming_Sergeant_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `CEASELESS ROCKETS` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `SPAMMER SERGEANT` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 4 TFBot { Template T_TFBot_Doomsday_Deputy_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `VERY VOLATILE` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `DOOMSDAY DEPUTY` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } NextSpawnerClone 4 TFBot { Template T_TFBot_Flare_Fury_Boss AddCond { Name "TF_COND_REPROGRAMMED" } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldierdescript = SpawnEntityFromTable(`game_text`, { //This thing was repurposed from something Lite posted. targetname = `boss_text_descript` channel = 2 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 5 x = -1 y = 0.4 spawnflags = 1 color = `255 0 0` message = `FREQUENT FIRESTARTER` }) chiefsoldierdescript.AcceptInput(`Display`, null, null, null) chiefsoldierdescript.Kill() " Delay 0.1 Repeats 1 } FireInput { Target "bignet" Action RunScriptCode Param "local chiefsoldiername = SpawnEntityFromTable(`game_text`, { targetname = `boss_text_name` channel = 1 effect = 2 fadeout = 0.5 fxtime = 0.5 holdtime = 4.8 x = -1 y = 0.45 spawnflags = 1 color = `255 0 0` message = `FLARE FURY` }) chiefsoldiername.AcceptInput(`Display`, null, null, null) chiefsoldiername.Kill() " Delay 2.1 Repeats 1 } } } } } }