WaveSchedule { Templates { T_TFBot_Heavyweapons_Deflector // Small Heavybot Deflector { Class HeavyWeapons Skill Hard Name "Deflector Heavy" ClassIcon "heavy_deflector" Item "The U-clank-a" Item "Deflector" ItemAttributes { ItemName "Deflector" "attack projectiles" 1 // force ability to shoot down projectiles } } T_TFBot_Sniper_Huntsman_Bleed // A Bowman with bleed { Class Sniper Name "Bowman" Skill Hard ClassIcon sniper_huntsman_bleed WeaponRestrictions PrimaryOnly Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 "bleeding duration" 3 } } T_TFBot_Demoman_Cannon_Normal { Class Demoman Name "Cannon Demo" Skill Normal WeaponRestrictions PrimaryOnly Item "The Loose Cannon" ClassIcon "demo_cannon" ItemAttributes { ItemName "The loose cannon" "grenade launcher mortar mode" -2 "fire rate bonus" 0.7 } MaxVisionRange 1400 Health 200 } T_TFBot_Demoman_Cannon_Hard { Class Demoman Name "Cannon Demo" Skill Hard WeaponRestrictions PrimaryOnly Item "The Loose Cannon" ClassIcon "demo_cannon" ItemAttributes { ItemName "The loose cannon" "grenade launcher mortar mode" -2 "fire rate bonus" 0.7 } MaxVisionRange 1400 Health 200 } T_TFBot_Demoman_Cannon_Crit { Class Demoman Name "Cannon Demo" Skill Hard WeaponRestrictions PrimaryOnly Item "The Loose Cannon" ClassIcon "demo_cannon" Attributes AlwaysCrit ItemAttributes { ItemName "The loose cannon" "grenade launcher mortar mode" -2 "fire rate bonus" 0.7 } MaxVisionRange 1400 Health 200 } T_TFBot_Medic_Shield //Small ProjectileShield { Class Medic Name "Shield Medic" ClassIcon medic_shield Skill Easy Item "The Quick-Fix" WeaponRestrictions SecondaryOnly Attributes ProjectileShield Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Quick-Fix" "generate rage on heal" 1 } } T_TFBot_Giant_Medic_Shield // Big ProjectileShield { Class Medic Name "Giant Shield Medic" ClassIcon medic_shield_giant Skill Expert Health 4500 Attributes MiniBoss Attributes ProjectileShield Attributes SpawnWithFullCharge Item "The Quick-Fix" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Quick-Fix" "generate rage on heal" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 2 // only works on mediguns that have this attribute ie quickfix } } T_TFBot_Giant_Demo_Burst_Bomber //Cluster Bomb Demo { Class Demoman Name "Giant Cluster Bomb Demo" ClassIcon demo_clusterbomb Health 3300 Skill Expert WeaponRestrictions PrimaryOnly Item "The Iron Bomber" Item "The Bolted Bombardier" Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "The Iron Bomber" "faster reload rate" 0.65 "fire rate bonus" 0.2 "clip size upgrade atomic" 12.0 "projectile spread angle penalty" 6 "Projectile speed increased" 1.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } } T_TFBot_Giant_Heavyweapons_Shotgun_Burst // Fires like PanicAttack { Class Heavyweapons Name "Giant Burst Shotgun Heavy" ClassIcon heavy_shotgun_burst Skill Expert Health 5000 WeaponRestrictions SecondaryOnly MaxVisionRange 1200 Item "The Eliminators Safeguard" Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "auto fires full clip" 1 "auto fires when full" 1 "fire rate bonus with reduced health" 0.4 "fire rate bonus" 0.6 "spread penalty" 0.5 "bullets per shot bonus" 3 "damage penalty" 0.5 "faster reload rate" 0.6 } ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "attack projectiles" 2 // force ability to shoot down projectiles "override footstep sound set" 2 } } T_TFBot_Giant_Heavyweapons_Shotgun_Burst_Crit // Same as above but with crits { Class Heavyweapons Name "Giant Burst Shotgun Heavy" ClassIcon heavy_shotgun_burst Skill Expert Health 5000 WeaponRestrictions SecondaryOnly MaxVisionRange 1200 Item "The Eliminators Safeguard" Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "auto fires full clip" 1 "auto fires when full" 1 "fire rate bonus with reduced health" 0.4 "fire rate bonus" 0.6 "spread penalty" 0.5 "bullets per shot bonus" 3 "damage penalty" 0.5 "faster reload rate" 0.6 } ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "attack projectiles" 2 // force ability to shoot down projectiles "override footstep sound set" 2 } } T_TFBot_Giant_Soldier_Stun // Giant Soldier with Rocket Specialist { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly ClassIcon soldier_stun Attributes MiniBoss Attributes HoldFireUntilFullReload Name "Giant Stunner Soldier" Item "The Lucky Shot" Health 4000 ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.3 "fire rate bonus" 0.45 "clip size upgrade atomic" 5 "faster reload rate" 0.2 "rocket specialist" 4 "Projectile speed increased" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 } } ////////GateBots/////////////////////////////////////////////////////////////////////////////////////////// T_TFGateBot_Giant_Scout_FAN { Class Scout Name "Force-a-Nature Super Scout" ClassIcon scout_fan_giant Health 1200 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates // Item "The Fed-Fightin' Fedora" Item "The Bolt Boy" Item "The Force-a-Nature" Item "MvM GateBot Light Scout" Tag bot_giant MaxVisionRange 900 Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Force-a-Nature" //"clip size bonus" 2 "bullets per shot bonus" 2 "fire rate bonus" 0.5 "faster reload rate" 1.7 // 70% slower reload "scattergun knockback mult" 6 "damage penalty" 0.35 // 55% damage reduction "weapon spread bonus" 0.4 } CharacterAttributes { "move speed bonus" 1.1 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } RevertGateBotsBehavior { BehaviorModifiers Mobber // Item "The Fed-Fightin' Fedora" Item "The Bolt Boy" Item "The Force-a-Nature" Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Tag bot_giant MaxVisionRange 900 Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Force-a-Nature" //"clip size bonus" 2 "cannot pick up intelligence" 1 "bullets per shot bonus" 2 "fire rate bonus" 0.5 "faster reload rate" 1.7 // 70% slower reload "scattergun knockback mult" 6 "damage penalty" 0.35 // 55% damage reduction "weapon spread bonus" 0.4 } CharacterAttributes { "move speed bonus" 1.1 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } } T_TFGateBot_Scout_Hard { Class Scout EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Hard MaxVisionRange 1300 } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 "cannot pick up intelligence" 1 } Skill Hard MaxVisionRange 1300 } } } T_TFGateBot_Scout_FAN { Class Scout ClassIcon scout_fan Name "Force-A-Nature Scout" EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Expert // Item "The Fed-Fightin' Fedora" // Item "The Bolt Boy" Item "The Force-a-Nature" MaxVisionRange 500 ItemAttributes { ItemName "The Force-a-Nature" "faster reload rate" 1.5 // 60% slower reload "scattergun knockback mult" 2 "damage penalty" 0.65 // 35% damage reduction } } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 "cannot pick up intelligence" 1 } Skill Expert // Item "The Fed-Fightin' Fedora" // Item "The Bolt Boy" Item "The Force-a-Nature" MaxVisionRange 500 ItemAttributes { ItemName "The Force-a-Nature" "faster reload rate" 1.5 // 60% slower reload "scattergun knockback mult" 1.7 "damage penalty" 0.65 // 35% damage reduction } } } } T_TFGateBot_Scout_FAN_Crit { Class Scout ClassIcon scout_fan Name "Force-A-Nature Scout" EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Attributes AlwaysCrit Item "MvM GateBot Light Scout" Skill Expert // Item "The Fed-Fightin' Fedora" // Item "The Bolt Boy" Item "The Force-a-Nature" MaxVisionRange 750 ItemAttributes { ItemName "The Force-a-Nature" "faster reload rate" 1.5 // 60% slower reload "scattergun knockback mult" 2 "damage penalty" 0.65 // 35% damage reduction } } RevertGateBotsBehavior { BehaviorModifiers Mobber Attributes AlwaysCrit Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 "cannot pick up intelligence" 1 } Skill Expert // Item "The Fed-Fightin' Fedora" // Item "The Bolt Boy" Item "The Force-a-Nature" MaxVisionRange 500 ItemAttributes { ItemName "The Force-a-Nature" "faster reload rate" 1.5 // 60% slower reload "scattergun knockback mult" 1.7 "damage penalty" 0.65 // 35% damage reduction } } } } T_TFGateBot_Scout_Melee { Class Scout EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Normal WeaponRestrictions MeleeOnly ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 "cannot pick up intelligence" 1 } ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } Skill Normal WeaponRestrictions MeleeOnly } } } T_TFGateBot_Sniper_Huntsman_Spammer { Class Sniper Name "Bowman Rapid Fire" "scale" 1.5 Health 1200 ClassIcon sniper_bow EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" Item "The Huntsman" Skill Hard Tag bot_giant ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 "cannot pick up intelligence" 1 } Item "The Huntsman" Skill Hard Tag bot_giant ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } } } T_TFGateBot_Sniper_Huntsman_Spammer_Crit { Class Sniper Name "Bowman Rapid Fire" "scale" 1.5 Health 1200 ClassIcon sniper_bow EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" Item "The Huntsman" Skill Hard Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 "cannot pick up intelligence" 1 } Item "The Huntsman" Skill Hard Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } } } T_TFGateBot_Heavyweapons_Shotgun { Class Heavyweapons ClassIcon heavy_shotgun Name "Shotgun Heavy" EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Normal WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "faster reload rate" 0.1 "fire rate bonus" 2.5 "bullets per shot bonus" 3 "damage penalty" 0.33 } } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 "cannot pick up intelligence" 1 } Skill Normal WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "faster reload rate" 0.1 "fire rate bonus" 2.5 "bullets per shot bonus" 3 "damage penalty" 0.33 } } } } T_TFGateBot_Heavy_Champ { Class Heavyweapons ClassIcon heavy_champ Name "Heavyweight Champ" EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Item "the killing gloves of boxing" Item "Pugilist's Protector" Skill Easy WeaponRestrictions MeleeOnly ItemAttributes { ItemName "the killing gloves of boxing" "damage bonus" 1.2 } } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "the killing gloves of boxing" Item "Pugilist's Protector" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 "cannot pick up intelligence" 1 } ItemAttributes { ItemName "the killing gloves of boxing" "damage bonus" 1.2 } Skill Easy WeaponRestrictions MeleeOnly } } } T_TFGateBot_Heavy_Champ_Fast { Class Heavyweapons ClassIcon heavy_gru Name "Heavyweight Champ" EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Item "Gloves of Running Urgently" Item "Pugilist's Protector" Skill Easy WeaponRestrictions MeleeOnly ItemAttributes { ItemName "Gloves of Running Urgently" "damage bonus" 1.2 } } RevertGateBotsBehavior { Item "Gloves of Running Urgently" Item "Pugilist's Protector" Item "MvM GateBot Light Heavy" BehaviorModifiers Mobber ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 "cannot pick up intelligence" 1 } ItemAttributes { ItemName "Gloves of Running Urgently" "damage bonus" 1.2 } Skill Easy WeaponRestrictions MeleeOnly } } } T_TFGateBot_Heavy_Normal { Class Heavy EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Normal } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "cannot pick up intelligence" 1 "item style override" 1 } Skill Normal } } } T_TFGateBot_Heavy_IronFist_Airblast { Class Heavyweapons Name "Steel Gauntlet Pusher" ClassIcon heavy_steelfist Health 900 Scale 1.5 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The carl" Item "Fists of Steel" ItemAttributes { ItemName "Fists of Steel" "damage causes airblast" 1 "damage bonus" 1.5 } Item "MvM GateBot Light Heavy" WeaponRestrictions MeleeOnly Tag bot_giant Skill Expert } RevertGateBotsBehavior { Item "The carl" Item "Fists of Steel" ItemAttributes { ItemName "Fists of Steel" "damage causes airblast" 1 "damage bonus" 1.5 } Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 "cannot pick up intelligence" 1 } WeaponRestrictions MeleeOnly Tag bot_giant Skill Expert } } } T_TFGateBot_Heavy_IronFist_Crit { Class Heavyweapons Name "Steel Gauntlet" ClassIcon heavy_steelfist Health 900 Scale 1.5 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "Fists of Steel" Item "MvM GateBot Light Heavy" Attributes AlwaysCrit WeaponRestrictions MeleeOnly Tag bot_giant Skill Hard } RevertGateBotsBehavior { Item "Fists of Steel" BehaviorModifiers Mobber Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 "cannot pick up intelligence" 1 } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 } Attributes AlwaysCrit WeaponRestrictions MeleeOnly Tag bot_giant Skill Hard } } } T_TFGateBot_Giant_Heavyweapons_Shotgun { Class Heavyweapons Name "Giant Shotgun Heavy" Health 5000 ClassIcon heavy_shotgun_giant EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions SecondaryOnly MaxVisionRange 1400 Attributes MiniBoss Attributes IgnoreFlag //Prevents GateBots hoarding the bomb(s) when they reactivate Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 0.1 } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "attack projectiles" 1 // force ability to shoot down projectiles "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert WeaponRestrictions SecondaryOnly BehaviorModifiers Mobber MaxVisionRange 1400 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 0.1 } CharacterAttributes { "cannot pick up intelligence" 1 "move speed bonus" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "attack projectiles" 1 // force ability to shoot down projectiles "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Heavyweapons_Deflector { Class Heavyweapons Name "Giant Deflector Heavy" Health 5000 ClassIcon heavy_deflector EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The U-clank-a" Item "Deflector" Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 // copied from base mighty heavy "attack projectiles" 1 // force ability to shoot down projectiles } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "The U-clank-a" Item "Deflector" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } BehaviorModifiers Mobber Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 // copied from base mighty heavy "attack projectiles" 1 // force ability to shoot down projectiles } CharacterAttributes { "cannot pick up intelligence" 1 "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Chief_Heavyweapons_HealOnKill //Deflector Chief { Class Heavyweapons Name "Giant Deflector Chief" Health 35000 ClassIcon heavy_deflector_healonkill Scale 1.8 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The Tungsten Toque" Item "Deflector" Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1800 Attributes MiniBoss Attributes UseBossHealthBar Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 "heal on hit for rapidfire" 100 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "The Tungsten Toque" Item "Deflector" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } BehaviorModifiers Mobber Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1800 Attributes MiniBoss Attributes UseBossHealthBar Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 "heal on hit for rapidfire" 100 } CharacterAttributes { "cannot pick up intelligence" 1 "move speed bonus" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "override footstep sound set" 2 } } } } T_TFGateBot_Pyro_Normal { Class Pyro EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Skill Normal } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 "cannot pick up intelligence" 1 } Skill Normal } } } T_TFGateBot_Pyro_AlwaysFireWeapon { Class Pyro EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Attributes AlwaysFireWeapon Skill Easy } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 "cannot pick up intelligence" 1 } Attributes AlwaysFireWeapon Skill Easy } } } T_TFGateBot_Soldier_Easy { Class Soldier EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Easy } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 "cannot pick up intelligence" 1 } Skill Easy } } } T_TFGateBot_Soldier_RocketPush { Class Soldier ClassIcon soldier_libertylauncher Name "Blast Soldier" EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage bonus" .6 "fire rate bonus" 0.001 "clip size upgrade atomic" -2 "faster reload rate" 1.5 "Blast radius decreased" 1.2 "projectile spread angle penalty" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert BehaviorModifiers Mobber WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "cannot pick up intelligence" 1 "damage bonus" .6 "fire rate bonus" 0.001 "clip size upgrade atomic" -2 "faster reload rate" 1.5 "Blast radius decreased" 1.2 "projectile spread angle penalty" 2 } } } } T_TFGateBot_Soldier_Extended_Battalion_Hard { Class Soldier Name "Extended Backup Soldier" ClassIcon soldier_backup EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The Battalion's Backup" Item "MvM GateBot Light Soldier" Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Battalion's Backup" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard BehaviorModifiers Mobber Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 "cannot pick up intelligence" 1 } } } } T_TFGateBot_Giant_Soldier_RocketShotgun // Health regen on hit { Class Soldier Name "Giant Black Box Soldier" ClassIcon soldier_blackbox_giant Health 4200 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The Black Box" Item "MvM GateBot Light Soldier" Skill Expert Attributes MiniBoss Tag bot_giant WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Black Box" "damage bonus" 0.45 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 1.6 "blast radius increased" 1.25 //"Projectile speed increased" 0.4 "projectile spread angle penalty" 4 "heal on hit for rapidfire" 1000 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.9 } } RevertGateBotsBehavior { Item "The Black Box" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert Attributes MiniBoss Tag bot_giant BehaviorModifiers Mobber WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Black Box" "cannot pick up intelligence" 1 "damage bonus" 0.33 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 1.6 "blast radius increased" 1.25 //"Projectile speed increased" 0.4 "projectile spread angle penalty" 4 "heal on hit for rapidfire" 1000 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.9 } } } } T_TFGateBot_Giant_Soldier_SlowBarrage { Class Soldier Name "Colonel Barrage" ClassIcon soldier_barrage Health 4000 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 } CharacterAttributes { "health regen" 40 "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "Projectile speed increased" 0.4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Skill Expert BehaviorModifiers Mobber WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 } CharacterAttributes { "health regen" 40 "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "Projectile speed increased" 0.4 "cannot pick up intelligence" 1 } } } } T_TFGateBot_Demoman_Easy { Class Demoman EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Easy } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 "cannot pick up intelligence" 1 } Skill Easy } } } T_TFGateBot_Demoman_Normal { Class Demoman EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Normal } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 "cannot pick up intelligence" 1 } Skill Normal } } } T_TFGateBot_Demoman_Hard { Class Demoman EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Hard } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 "cannot pick up intelligence" 1 } Skill Hard BehaviorModifiers Mobber } } } T_TFGateBot_Demoman_Crit { Class Demoman EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Attributes AlwaysCrit Item "MvM GateBot Light Demoman" Skill Hard } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 "cannot pick up intelligence" 1 } Skill Hard BehaviorModifiers Mobber Attributes AlwaysCrit } } } T_TFGateBot_Demo_Cannon_Normal { Class Demoman Name "Cannon Demo" ClassIcon "demo_cannon" EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Item "The loose cannon" Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The loose cannon" "grenade launcher mortar mode" -2 "fire rate bonus" 0.7 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } ItemAttributes { ItemName "The loose cannon" "grenade launcher mortar mode" -2 "fire rate bonus" 0.7 "cannot pick up intelligence" 1 } Skill Normal WeaponRestrictions PrimaryOnly BehaviorModifiers Mobber MaxVisionRange 1400 } } } T_TFGateBot_Demo_Cannon_Hard { Class Demoman Name "Cannon Demo" ClassIcon "demo_cannon" EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Item "The loose cannon" Skill Hard WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The loose cannon" "grenade launcher mortar mode" -2 "fire rate bonus" 0.7 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } ItemAttributes { ItemName "The loose cannon" "grenade launcher mortar mode" -2 "fire rate bonus" 0.7 "cannot pick up intelligence" 1 } Skill Hard BehaviorModifiers Mobber WeaponRestrictions PrimaryOnly MaxVisionRange 1400 } } } T_TFGateBot_Demo_Cannon_Crit { Class Demoman Name "Cannon Demo" ClassIcon "demo_cannon" EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Attributes AlwaysCrit Item "MvM GateBot Light Demoman" Item "The loose cannon" Skill Hard WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The loose cannon" "grenade launcher mortar mode" -2 "fire rate bonus" 0.7 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } ItemAttributes { ItemName "The loose cannon" "grenade launcher mortar mode" -2 "fire rate bonus" 0.7 "cannot pick up intelligence" 1 } Skill Hard BehaviorModifiers Mobber WeaponRestrictions PrimaryOnly Attributes AlwaysCrit MaxVisionRange 1400 } } } T_TFGateBot_Giant_Soldier { Class Soldier Name "Giant Soldier" ClassIcon soldier_giant Health 3800 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant BehaviorModifiers Mobber CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } } T_TFGateBot_Giant_Soldier_Spammer { Class Soldier Name "Giant Rapid Fire Soldier" ClassIcon soldier_spammer Health 3800 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.65 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant BehaviorModifiers Mobber ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.65 "cannot pick up intelligence" 1 } } } } T_TFGateBot_Chief_Soldier_RocketPush // Chief Blast Soldier { Class Soldier Name "Chief Blast Soldier" ClassIcon soldier_libertylauncher Health 40000 Scale 1.8 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_giant Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Item "The Liberty Launcher" Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage bonus" 1 "fire rate bonus" 0.25 "clip size upgrade atomic" 5 "faster reload rate" 0.4 "Blast radius decreased" 1.2 "projectile spread angle penalty" 4 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.15 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" Item "The Liberty Launcher" Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload BehaviorModifiers Mobber ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage bonus" 1 "fire rate bonus" 0.25 "clip size upgrade atomic" 5 "faster reload rate" 0.4 "Blast radius decreased" 1.2 "projectile spread angle penalty" 4 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.15 "cannot pick up intelligence" 1 } Skill Expert WeaponRestrictions PrimaryOnly } } } T_TFGateBot_Giant_Pyro_Flare_Spammer_ScorchShot { Class Pyro Name "Giant Flare Pyro" ClassIcon pyro_flare_giant Health 3000 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Skill Expert Item "The Scorch Shot" WeaponRestrictions SecondaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Scorch Shot" "fire rate bonus" 0.2 "damage causes airblast" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert Item "The Scorch Shot" WeaponRestrictions SecondaryOnly Attributes MiniBoss Tag bot_giant BehaviorModifiers Mobber ItemAttributes { ItemName "The Scorch Shot" "fire rate bonus" 0.2 "damage causes airblast" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "cannot pick up intelligence" 1 } } } } T_TFGateBot_Giant_Pyro // Since robot_gatebot doesn't have non autofire Giant Pyros { Class Pyro Name "Giant Pyro" ClassIcon pyro_giant Health 4000 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 1.2 "heal on kill" 2000 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant BehaviorModifiers Mobber ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 1.2 "heal on kill" 4000 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "cannot pick up intelligence" 1 } } } } T_TFGateBot_Giant_Pyro_AlwaysFire { Class Pyro Name "Giant Pyro" ClassIcon pyro_giant Health 3000 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysFireWeapon Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysFireWeapon Tag bot_giant BehaviorModifiers Mobber CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "cannot pick up intelligence" 1 } } } } } }