WaveSchedule { Templates { // These templates are intended to be used in conjunction with Potato.tf's plugins that allow for bots to switch weapons using non MvM TFBot behavior // None of this will work in your private testing server //HOW TO USE: // Add "WaitWhenDone 1337" somewhere inside of the Wave{} block to enable the weapon switching behavior for that wave // Attributes HoldFireUntilFullReload will break everything, //"auto fires full clip" 1 probably does as well, currently untested // Classes that don't gain any special weapon switching abilities from this*: // -Demoman // -Heavy // -Engineer // -Spy // -Medic // *It's theoretically possible to force *every* class to switch to secondary if they run out of reserve ammo // however this is pretty much impossible in mvm without extra plugins, as bots have very fast infinite ammo regen (It's sorta possible with the huo long attribute on heavy?) // *Demo TFBots in pvp modes switch to their stickybomb launcher when they see a sentry, but this is not implemented here. //SCOUT: // Scout bots switch to their secondary when: //A. They run out of clip ammo for their primary //B. the target is further than 500HU away. P_TFBot_Scout_Milkman { Class Scout Skill Hard Item "The Shortstop" Item "Mad Milk" Item "The Milkman" Name "Milkman Scout" ItemAttributes { ItemName "Mad Milk" "effect bar recharge rate increased" 0.5 "deploy time increased" 0.01 } } P_TFBot_Scout_Cleaver { Class Scout Skill Expert Item "The Flying Guillotine" Name "Guillotine Scout" ItemAttributes { ItemName "The Flying Guillotine" "effect bar recharge rate increased" 0.5 "deploy time increased" 0.01 } } //LUNCHBOX AND BANNER BOTS NEED A WEAPONRESTRICTION //Scouts will switch to bonk or cola thinking it's a pistol when the player is out of range. //WeaponRestriction will stop a bot from voluntarily switching to their secondary //The code that tells bots to use banner/lunchbox items normally will force the bot to switch to them anyway when their meter is full, ignoring WeaponRestriction P_TFBot_Scout_Cola { Class Scout Skill Expert WeaponRestrictions PrimaryOnly Item "Crit-a-Cola" Item "The Soda Popper" Name "Cola Popper Scout" ItemAttributes { ItemName "Crit-a-Cola" "deploy time increased" 0.01 "effect bar recharge rate increased" 0.5 } } //SOLDIER: // Soldier bots switch to their secondary when they run out of clip ammo for their primary, then switch back after their secondary clip is empty // They only do this once, and seemingly never do it again. P_TFBot_Soldier_BlastCombo { Class Soldier Skill Expert Item "The Liberty Launcher" Item "The Reserve Shooter" Name "Blast Soldier" ClassIcon soldier_libertylauncher CharacterAttributes { "deploy time increased" 0.01 } ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage bonus" .45 "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 } } P_TFBot_Soldier_Grord { Class Soldier Skill Expert Item "The Cow Mangler 5000" Item "The Righteous Bison" Item "Lord Cockswain's Pith Helmet" Name "Mangler Soldier" ClassIcon soldier_mangler CharacterAttributes { "deploy time increased" 0.01 } } //See comment about cola above //Soldiers will switch to banner thinking it's a shotgun without WeaponRestriction P_TFBot_Soldier_Buff { Class Soldier Name "Extended Buff Soldier" Skill Normal WeaponRestrictions PrimaryOnly ClassIcon soldier_buff Attributes SpawnWithFullCharge Item "The Buff Banner" CharacterAttributes { "increase buff duration" 9.0 } } P_TFBot_Soldier_Conch { Class Soldier Name "Extended Conch Soldier" Skill Normal WeaponRestrictions PrimaryOnly ClassIcon soldier_conch Attributes SpawnWithFullCharge Item "The Concheror" CharacterAttributes { "increase buff duration" 9.0 } } P_TFBot_Soldier_Battalion { Class Soldier Name "Extended Backup Soldier" Skill Normal WeaponRestrictions PrimaryOnly ClassIcon soldier_backup Attributes SpawnWithFullCharge Item "The Battalion's Backup" CharacterAttributes { "increase buff duration" 9.0 } } //PYRO: // Pyro bots switch to their secondary when the target is further than 500HU away. // bots don't know how to use the thermal thruster when they switch to it this way P_TFBot_Pyro_FlareCombo { Class Pyro Name "Combo Pyro" Skill Expert ClassIcon pyro_flare Item "The Flare Gun" Item "The Degreaser" Item "The Attendant" CharacterAttributes { "deploy time increased" 0.01 } ItemAttributes { ItemName "The Degreaser" "lunchbox adds minicrits" 2 //pre-JI flame visuals "flame_speed" 1750 //less stretchy flames "flame_drag" 7 //less stretchy flames "mult airblast refire time" 0.5 } } //SNIPER: // Sniper bots will switch to their secondary when the target is closer than 750HU // They will not attempt to switch at all with Razor/Camper/Darwin's P_TFBot_Sniper_Huntsman { Class Sniper Name "Bowman" Skill Hard ClassIcon sniper_bow Item "The Fortified Compound" CharacterAttributes { "deploy time increased" 0.01 } ItemAttributes { ItemName "The Fortified Compound" "damage penalty" 0.5 } } } }