// All bots use the unique quality version of stock weapons, regardless if it has attributes or not // ---------------------------------------------------- // WHAT A NERD GAMER'S EDITED ROBOT_GATEBOT POPFILE // ANYONE CAN USE THIS TEMPLATE POPFILE WITH #base // DO NOT DIRECTLY TAKE CODE HERE WITHOUT PERMISSION // ---------------------------------------------------- More_Officalbots_to_GateBots { Templates { //====================================================ROBOT_GateBot.POP BOTS WITH FIXED AIRBLAST VALUES ALONG WITH _NoPaint variants=========================== //============================================================================================================================================================= //============================================================================================================================================================= T_TFGateBot_Scout_Melee { Class Scout Name "Bat Scout" ClassIcon scout_bat 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 Item "Upgradeable TF_WEAPON_BAT" } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Item "Upgradeable TF_WEAPON_BAT" Skill Normal WeaponRestrictions MeleeOnly } } } T_TFGateBot_Scout_Normal { 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 MaxVisionRange 1000 Item "Upgradeable TF_WEAPON_SCATTERGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" Item "Upgradeable TF_WEAPON_SCATTERGUN" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } Skill Normal MaxVisionRange 1000 } } } 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" Item "Upgradeable TF_WEAPON_SCATTERGUN" Skill Hard MaxVisionRange 1300 } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" Item "Upgradeable TF_WEAPON_SCATTERGUN" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 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" "reload time increased" 1.5 // 60% slower reload "scattergun knockback mult" 2 "damage penalty" 0.55 // 35% damage reduction } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 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" "reload time increased" 1.5 // 60% slower reload "scattergun knockback mult" 1.7 "damage penalty" 0.55 // 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" "reload time increased" 1.5 // 60% slower reload "scattergun knockback mult" 2 "damage penalty" 0.55 // 35% damage reduction } } RevertGateBotsBehavior { Attributes AlwaysCrit Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 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" "reload time increased" 1.5 // 60% slower reload "scattergun knockback mult" 1.7 "damage penalty" 0.55 // 35% damage reduction } } } } T_TFGateBot_Sniper_Huntsman_Spammer_Crit { Class Sniper Name "Rapid Fire Bowman" Scale 1.5 Health 1200 ClassIcon sniper_bow_multi 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 penalty" 0.85 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 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 penalty" 0.85 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } } } T_TFGateBot_Scout_Sandman_FastCharge { Class Scout Name "Hyper League Scout" Health 110 ClassIcon scout_stun_spammer 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 Sandman" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.25 "max health additive penalty" -0 } Item "Batter's Helmet" ItemAttributes { ItemName "Batter's Helmet" "set item tint rgb" 16774425 } Skill Hard WeaponRestrictions MeleeOnly } RevertGateBotsBehavior { Item "The Sandman" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.25 "max health additive penalty" -0 } Item "Batter's Helmet" Skill Hard WeaponRestrictions MeleeOnly } } } 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" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Skill Easy } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Easy } } } T_TFGateBot_Soldier_Normal { 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" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Skill Normal } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal } } } T_TFGateBot_Soldier_Normal_DirectHit_Crit { Class Soldier Name "Direct Hit Soldier" ClassIcon soldier_directhit 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" Item "The Direct Hit" Attributes AlwaysCrit Skill Normal } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Item "The Direct Hit" Attributes AlwaysCrit Skill Normal } } } T_TFGateBot_Soldier_Hard { 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" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Skill Hard } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard } } } 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 penalty" .45 "fire rate bonus" 0.001 "clip size upgrade atomic" -2 "reload time increased" 1.5 "Blast radius increased" 1.2 "projectile spread angle penalty" 2 } } RevertGateBotsBehavior { Item "MvM Gatebot Light Soldier" ItemAttributes // turn on light hat { ItemName "MvM Gatebot Light Soldier" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" .45 "fire rate bonus" 0.001 "clip size upgrade atomic" -2 "reload time increased" 1.5 "Blast radius increased" 1.2 "projectile spread angle penalty" 2 } } } } T_TFGateBot_Soldier_RocketShotgun_Expert // Health regen on hit { Class Soldier ClassIcon soldier_blackbox Name "Black Box Soldier" 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 Item "The Black Box" ItemAttributes { ItemName "The Black Box" "damage penalty" 0.45 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 0.9 "blast radius increased" 1.25 //"Projectile speed increased" 0.4 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Black Box" ItemAttributes { ItemName "The Black Box" "damage penalty" 0.33 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 0.9 "blast radius increased" 1.25 //"Projectile speed increased" 0.4 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 } } } } 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" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10001 } ItemAttributes { ItemName "The Battalion's Backup" "deploy time increased" 1.3 } Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Battalion's Backup" Item "MvM GateBot Light Soldier" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10001 } ItemAttributes { ItemName "The Battalion's Backup" "deploy time increased" 1.3 } Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } } } T_TFGateBot_Soldier_Extended_Concheror_Normal { Class Soldier Name "Extended Conch Soldier" ClassIcon soldier_conch 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 Concheror" Item "MvM GateBot Light Soldier" Skill Normal Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10001 } ItemAttributes { ItemName "The Concheror" "deploy time increased" 1.3 } CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Concheror" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10001 } ItemAttributes { ItemName "The Concheror" "deploy time increased" 1.3 } Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } } } T_TFGateBot_Soldier_Extended_Concheror_Normal_Crit { Class Soldier Name "Extended Conch Soldier" ClassIcon soldier_conch 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 Concheror" Item "MvM GateBot Light Soldier" Skill Normal Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10001 } ItemAttributes { ItemName "The Concheror" "deploy time increased" 1.3 } Attributes AlwaysCrit Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Concheror" Item "MvM GateBot Light Soldier" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10001 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } ItemAttributes { ItemName "The Concheror" "deploy time increased" 1.3 } Skill Normal Attributes AlwaysCrit Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } } } 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" Item "Upgradeable TF_WEAPON_FLAMETHROWER" Skill Normal } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Normal Item "Upgradeable TF_WEAPON_FLAMETHROWER" } } } T_TFGateBot_Pyro_Hard { 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 Hard Item "Upgradeable TF_WEAPON_FLAMETHROWER" } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Hard Item "Upgradeable TF_WEAPON_FLAMETHROWER" } } } T_TFGateBot_Pyro_Expert { 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 Expert Item "Upgradeable TF_WEAPON_FLAMETHROWER" } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert Item "Upgradeable TF_WEAPON_FLAMETHROWER" } } } 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 Item "Upgradeable TF_WEAPON_FLAMETHROWER" } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Attributes AlwaysFireWeapon Skill Easy Item "Upgradeable TF_WEAPON_FLAMETHROWER" } } } T_TFGateBot_Pyro_Flaregun { Class Pyro Name "Flare Pyro" ClassIcon pyro_flare 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 Expert Item "The Flare Gun" WeaponRestrictions SecondaryOnly } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert Item "The Flare Gun" WeaponRestrictions SecondaryOnly } } } 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 Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Easy Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } } } 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 Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Normal Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } } } 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 Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Hard Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } } } T_TFGateBot_Demo_Burst_Normal { Class Demoman Name "Burst Fire Demoman" ClassIcon demo_burst 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" Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "reload time increased" 1.75 "fire rate bonus" 0.05 "clip size penalty" 0.5 "projectile spread angle penalty" 3 // "Projectile speed increased" 1.1 } } RevertGateBotsBehavior { Item "MvM Gatebot Light Demoman" ItemAttributes { ItemName "MvM Gatebot Light Demoman" "item style override" 1 } Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "reload time increased" 1.75 "fire rate bonus" 0.05 "clip size penalty" 0.5 "projectile spread angle penalty" 3 // "Projectile speed increased" 1.1 } } } } T_TFGateBot_Demo_Burst_Normal_Crit { Class Demoman Name "Burst Fire Demoman" ClassIcon demo_burst 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 "Upgradeable TF_WEAPON_GRENADELAUNCHER" Skill Normal WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "MvM Gatebot Light Demoman" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "reload time increased" 1.75 "fire rate bonus" 0.05 "clip size penalty" 0.5 "projectile spread angle penalty" 3 // "Projectile speed increased" 1.1 } } RevertGateBotsBehavior { Item "MvM Gatebot Light Demoman" ItemAttributes { ItemName "MvM Gatebot Light Demoman" "item style override" 1 } Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Skill Normal Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "reload time increased" 1.75 "fire rate bonus" 0.05 "clip size penalty" 0.5 "projectile spread angle penalty" 3 // "Projectile speed increased" 1.1 } } } } T_TFGateBot_Heavy_Easy { Class Heavy Name "Heavyweapons" 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" Item "Upgradeable TF_WEAPON_MINIGUN" Skill Easy } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_MINIGUN" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Easy } } } T_TFGateBot_Heavy_Normal { Class Heavy Name "Heavyweapons" 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" Item "Upgradeable TF_WEAPON_MINIGUN" Skill Normal } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_MINIGUN" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Normal } } } T_TFGateBot_Heavy_Hard { Class Heavy Name "Heavyweapons" 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" Item "Upgradeable TF_WEAPON_MINIGUN" Skill Hard } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_MINIGUN" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Hard } } } T_TFGateBot_Heavy_Normal_Crit { Class Heavy ClassIcon heavy_crit Name "Heavyweapons" 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 "Upgradeable TF_WEAPON_MINIGUN" Item "MvM GateBot Light Heavy" Skill Normal Attributes AlwaysCrit } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_MINIGUN" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Normal Attributes AlwaysCrit } } } T_TFGateBot_Heavy_Expert_Crit { Class Heavy ClassIcon heavy_crit Name "Heavyweapons" 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 "Upgradeable TF_WEAPON_MINIGUN" Item "MvM GateBot Light Heavy" Skill Expert Attributes AlwaysCrit } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_MINIGUN" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert Attributes AlwaysCrit } } } T_TFGateBot_Heavyweapons_Shotgun // The unique weapon can't be used, multi-class weapon. { 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 { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 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_IronFist { 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" WeaponRestrictions MeleeOnly Tag bot_giant Skill Hard CharacterAttributes { "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } RevertGateBotsBehavior { Item "Fists of Steel" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } CharacterAttributes { "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } WeaponRestrictions MeleeOnly Tag bot_giant Skill Hard } } } 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 CharacterAttributes { "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } RevertGateBotsBehavior { Item "The carl" Item "Fists of Steel" ItemAttributes { ItemName "Fists of Steel" "damage causes airblast" 1 "damage bonus" 1.5 } WeaponRestrictions MeleeOnly Tag bot_giant Skill Expert CharacterAttributes { "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } } } 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 CharacterAttributes { "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } RevertGateBotsBehavior { Item "Fists of Steel" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } CharacterAttributes { "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } Attributes AlwaysCrit WeaponRestrictions MeleeOnly Tag bot_giant Skill Hard } } } T_TFGateBot_Chief_Soldier_SlowCritBarrage { Class Soldier Name "Major Crits" ClassIcon soldier_barrage Health 32000 Scale 1.7 EventChangeAttributes { Default { Item "Full Metal Drill Hat" 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 Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysCrit ItemAttributes { ItemName "Full Metal Drill Hat" "set item tint rgb" 16774425 } Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable 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 decreased" 0.35 "damage bonus" 1.5 } CharacterAttributes { "health regen" 40 "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.1 } } RevertGateBotsBehavior { Item "Full Metal Drill Hat" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable 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 decreased" 0.35 "damage bonus" 1.5 } CharacterAttributes { "health regen" 40 "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.2 } } } } T_TFGateBot_Giant_Soldier_SlowCritBarrage { Class Soldier Name "Major Crits" 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 "Full Metal Drill Hat" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit ItemAttributes { ItemName "Full Metal Drill Hat" "set item tint rgb" 16774425 } Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable 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 decreased" 0.35 "damage bonus" 1.5 } CharacterAttributes { "health regen" 40 "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0 } } RevertGateBotsBehavior { Item "Full Metal Drill Hat" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable 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 decreased" 0.35 "damage bonus" 1.5 } CharacterAttributes { "health regen" 40 "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0 } } } } 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 "The Rebel Rouser" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "The Rebel Rouser" "set item tint rgb" 16774425 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "damage bonus" 1.5 "Projectile speed decreased" 0.4 } CharacterAttributes { "health regen" 40 "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0 } } RevertGateBotsBehavior { Item "The Rebel Rouser" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "damage bonus" 1.5 "Projectile speed decreased" 0.4 } CharacterAttributes { "health regen" 40 "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.1 } } } } 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 "Officer's Ushanka" Item "Deflector" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "Officer's Ushanka" "set item tint rgb" 16774425 } ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 // copied from base mighty heavy "attack projectiles" 1 // force ability to shoot down projectiles } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "Officer's Ushanka" Item "Deflector" 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 penalty" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Heavyweapons_Heater { Class Heavyweapons Name "Giant Heater Heavy" ClassIcon heavy_heater_giant Health 5000 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 Expert WeaponRestrictions PrimaryOnly Item "The Huo Long Heatmaker" Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Huo Long Heatmaker" "damage bonus" 1.2 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.5 "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 PrimaryOnly Item "The Huo Long Heatmaker" Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Huo Long Heatmaker" "damage bonus" 1 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 2 } } } } 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 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 penalty" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.5 // "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 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 { "move speed penalty" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.5 // "attack projectiles" 1 // force ability to shoot down projectiles "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Heavyweapons_Shotgun_Crit { 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 AlwaysCrit 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 penalty" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.5 // "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 MaxVisionRange 1400 Attributes MiniBoss Attributes AlwaysCrit 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 penalty" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.5 // "attack projectiles" 1 // force ability to shoot down projectiles (doesn't work lol) "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Heavyweapons_HealOnKill { Class Heavyweapons Name "Giant Heal-on-Kill Heavy" Health 5500 ClassIcon heavy_deflector_healonkill 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 Tag bot_giant Skill Expert Item "The Tungsten Toque" Item "Deflector" ItemAttributes { ItemName "The Tungsten Toque" "set item tint rgb" 16774425 } MaxVisionRange 1600 Attributes UseBossHealthBar WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 "heal on kill" 5000 } CharacterAttributes { "move speed penalty" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.0 "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.9 "override footstep sound set" 2 } } RevertGateBotsBehavior { Skill Expert Item "The Tungsten Toque" Item "Deflector" Tag bot_giant MaxVisionRange 1600 Attributes UseBossHealthBar WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 "heal on kill" 5000 } CharacterAttributes { "move speed penalty" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.0 "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.9 "override footstep sound set" 2 } } } } T_TFGateBot_Chief_Heavyweapons_HealOnKill { Class Heavyweapons Name "Chief Heal-On-Kill Heavy" Health 70000 Scale 1.8 ClassIcon heavy_deflector_healonkill 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 Tag bot_giant Skill Expert Item "The Tungsten Toque" ItemAttributes { ItemName "The Tungsten Toque" "set item tint rgb" 16774425 } Item "Deflector" MaxVisionRange 1600 Attributes UseBossHealthBar WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 "heal on kill" 8000 } CharacterAttributes { "move speed penalty" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.0 "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.6 "override footstep sound set" 2 } } RevertGateBotsBehavior { Tag bot_giant Skill Expert Item "The Tungsten Toque" Item "Deflector" MaxVisionRange 1600 Attributes UseBossHealthBar WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 "heal on kill" 8000 } CharacterAttributes { "move speed penalty" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.0 "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.6 "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Soldier_Extended_Concheror { Class Soldier Name "Giant Concheror Soldier" Health 3800 ClassIcon soldier_conch_giant 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" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Concheror" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10001 } ItemAttributes { ItemName "The Concheror" "deploy time increased" 1.3 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10001 } ItemAttributes { ItemName "The Concheror" "deploy time increased" 1.3 } Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Concheror" CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 "increase buff duration" 9.0 } } } } T_TFGateBot_Giant_Soldier_Extended_Concheror_Crit { Class Soldier Name "Giant Concheror Soldier" Health 3800 ClassIcon soldier_conch_giant 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" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Attributes AlwaysCrit Item "The Concheror" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10001 } ItemAttributes { ItemName "The Concheror" "deploy time increased" 1.3 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10001 } ItemAttributes { ItemName "The Concheror" "deploy time increased" 1.3 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Attributes AlwaysCrit Item "The Concheror" CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 "increase buff duration" 9.0 } } } } T_TFGateBot_Giant_Soldier_RocketPush { Class Soldier ClassIcon soldier_libertylauncher_giant Health 4000 Name "Giant Blast Soldier" 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 Liberty Launcher" Item "MvM Gatebot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" 0.5 "fire rate bonus" 0.25 "clip size upgrade atomic" 5 "faster reload rate" 0.2 "Blast radius increased" 1.2 "projectile spread angle penalty" 4 // "Projectile speed increased" 0.75 } CharacterAttributes { "move speed penalty" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.1 } } RevertGateBotsBehavior { Item "MvM Gatebot Light Soldier" ItemAttributes { ItemName "MvM Gatebot Light Soldier" "item style override" 1 } Item "The Liberty Launcher" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" 0.5 "fire rate bonus" 0.25 "clip size upgrade atomic" 5 "faster reload rate" 0.2 "Blast radius increased" 1.2 "projectile spread angle penalty" 4 // "Projectile speed increased" 0.75 } CharacterAttributes { "move speed penalty" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.1 } } } } T_TFGateBot_Giant_Soldier_BurstFire // Faster rocket speed + more damage { Class Soldier Name "Giant Burst Fire Soldier" ClassIcon soldier_burstfire 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 "Tyrantium Helmet" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes // turn off light hat { ItemName "Tyrantium Helmet" "set item tint rgb" 16774425 } Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "Projectile speed decreased" 0.9 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } RevertGateBotsBehavior { Item "Tyrantium Helmet" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "Projectile speed decreased" 0.9 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } } } T_TFGateBot_Giant_Soldier_BurstFire_Crit // Faster rocket speed + more damage { Class Soldier Name "Giant Burst Fire Soldier" ClassIcon soldier_burstfire 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 "Tyrantium Helmet" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Tag bot_giant ItemAttributes // turn off light hat { ItemName "Tyrantium Helmet" "set item tint rgb" 16774425 } Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "Projectile speed decreased" 0.9 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } RevertGateBotsBehavior { Item "Tyrantium Helmet" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Tag bot_giant Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "Projectile speed decreased" 0.9 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } } } 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 penalty" 0.45 "fire rate bonus" 0.0001 "clip size upgrade atomic" 0 "reload time increased" 1.6 "blast radius increased" 1.25 //"Projectile speed increased" 0.4 "Projectile speed decreased" 0.9 "projectile spread angle penalty" 4 "heal on hit for rapidfire" 1000 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } 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 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Black Box" "damage penalty" 0.45 "fire rate bonus" 0.0001 "clip size upgrade atomic" 0 "reload time increased" 1.6 "blast radius increased" 1.25 //"Projectile speed increased" 0.4 "Projectile speed decreased" 0.9 "projectile spread angle penalty" 4 "heal on hit for rapidfire" 1000 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } } } T_TFGateBot_Giant_Demo_Burst { Class Demoman Name "Giant Burst Fire Demoman" ClassIcon demo_burst_giant Health 3300 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 Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.65 //35% faster reload "fire rate bonus" 0.1 "clip size upgrade atomic" 7.0 "projectile spread angle penalty" 5 "Projectile speed increased" 1.1 } Item "MvM GateBot Light Demoman" CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.15 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.65 //35% faster reload "fire rate bonus" 0.1 "clip size upgrade atomic" 7.0 "projectile spread angle penalty" 5 "Projectile speed increased" 1.1 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.15 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } T_TFGateBot_Giant_Demo_Burst_Crit { Class Demoman Name "Giant Burst Fire Demoman" ClassIcon demo_burst_giant Health 3300 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 Tag bot_giant Attributes AlwaysCrit Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.65 //35% faster reload "fire rate bonus" 0.1 "clip size upgrade atomic" 7.0 "projectile spread angle penalty" 5 "Projectile speed increased" 1.1 } Item "MvM GateBot Light Demoman" CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.15 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Tag bot_giant Attributes AlwaysCrit Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.65 //35% faster reload "fire rate bonus" 0.1 "clip size upgrade atomic" 7.0 "projectile spread angle penalty" 5 "Projectile speed increased" 1.1 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.15 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } 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" 0.25 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 5 } } RevertGateBotsBehavior { // 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 "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" 0.25 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 5 } } } } T_TFGateBot_Giant_Soldier { Class Soldier Name "Giant Soldier" ClassIcon soldier_giant Health 3800 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 HoldFireUntilFullReload Attributes MiniBoss Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "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 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "MvM GateBot Light Soldier" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed decreased" 0.65 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 "Projectile speed increased" 0.65 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed decreased" 0.65 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 "Projectile speed increased" 0.65 } } } } T_TFGateBot_Giant_Soldier_Spammer_Crit { 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 Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed decreased" 0.65 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed decreased" 0.65 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } } } T_TFGateBot_Giant_Soldier_Spammer_Reload { Class Soldier Name "Giant Burst Fire Soldier" ClassIcon soldier_burstfire Health 4000 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 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant Item "MvM GateBot Light Soldier" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed decreased" 0.65 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed decreased" 0.65 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } } } 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 Item "Upgradeable TF_WEAPON_FLAMETHROWER" CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 6 } } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_FLAMETHROWER" 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 CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 6 } } } } T_TFGateBot_Giant_Pyro_AlwaysFire_Crit { 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 Attributes AlwaysCrit Tag bot_giant Item "Upgradeable TF_WEAPON_FLAMETHROWER" CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.5 "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 Attributes AlwaysCrit Tag bot_giant Item "Upgradeable TF_WEAPON_FLAMETHROWER" CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 6 } } } } } }