//Made by Wacev #FixTF2 //https://steamcommunity.com/profiles/76561198009331097/ //You may use an unmodified version of this popfile if you credit me //Please do not copy or modify this popfile //Note: I AM ok if you copy it for learning purposes and DO NOT claim it as your own //Shout out to bonnie and guymouser for some of the weapon ideas WaveSchedule { LuaScriptFile "scripts/spacepost_scifi.lua" PrecacheModel "models\weapons\c_models\c_gamma_gazer\c_gamma_gazer.mdl" PrecacheModel "models\weapons\c_models\c_handwarmer.mdl" PrecacheModel "models/weapons/c_models/c_railgun_mercenary/c_railgun_mercenary.mdl" PrecacheModel "models\weapons\c_models\c_sho_scattergun.mdl" PrecacheModel "models\weapons\c_models\c_follower\c_rocketlauncher.mdl" PrecacheModel "models\weapons\c_models\c_bastard_backguard\c_bastard_backguard.mdl" PrecacheModel "models\weapons\c_models\c_ash_m\c_ash_m.mdl" PrecacheModel "models\weapons\c_models\c_gune\c_gune.mdl" PrecacheModel "models\weapons\c_models\c_flaregun_pyro_volt\c_flaregun_pyro.mdl" PrecacheModel "models\weapons\c_models\c_argent_axe\c_argent_axe.mdl" PrecacheModel "models\weapons\c_models\c_argent_shield\c_argent_shield.mdl" PrecacheModel "models\workshop\weapons\c_models\c_bouncing_betty\c_bouncing_betty.mdl" PrecacheModel "models\weapons\c_models\c_big_man\c_big_man.mdl" PrecacheModel "models/weapons/w_models/w_hardwarebomb/w_stickybomb.mdl" PrecacheModel "models\workshop\weapons\c_models\c_tokamak\c_tomislav.mdl" PrecacheModel "models\weapons\c_models\c_baikal_boar\c_baikal_boar.mdl" PrecacheModel "models\weapons\w_models\w_wasp_launcher_rocket.mdl" PrecacheModel "models\weapons\c_models\c_ex_vermin\c_ex_vermin.mdl" PrecacheModel "models\weapons\c_models\c_screwiatan_7000\c_screwiatan_7000.mdl" PrecacheModel "models\weapons\c_models\c_gauntlotshield\c_gauntlotshield.mdl" PrecacheModel "models\workshop\weapons\c_models\c_rfa_hammer\c_rfa_hammer.mdl" PrecacheModel "models\weapons\c_models\c_heatwave\c_heatwave.mdl" PrecacheModel "models\weapons\c_models\c_gupgun\c_leechgun.mdl" PrecacheModel "models\weapons\c_models\c_corkscrew\c_corkscrew.mdl" PrecacheModel "models\weapons\c_models\c_hydropump\c_medigun.mdl" PrecacheModel "models\weapons\c_models\c_axlegun\c_axlegun.mdl" PrecacheModel "models\weapons\c_models\c_astral_assassin\c_astral_assassin.mdl" PrecacheModel "models\weapons\c_models\c_astral_assassin_projectile\c_astral_assassin_projectile.mdl" PrecacheModel "models\weapons\c_models\c_cratesmasher\c_cratesmasher_1.mdl" PrecacheModel "models\weapons\c_models\c_subsun\c_subsun.mdl" PrecacheModel "models\weapons\c_models\c_subjugated_saboteur\c_subjugated_saboteur.mdl" PrecacheModel "models\weapons\c_models\c_hypodermic_injector\c_hypodermic_injector.mdl" PrecacheModel "models\weapons\c_models\c_tranquilizer\c_revolver.mdl" PrecacheSound "weapons\china_lake_shoot.wav" PrecacheSound "weapons\proxybomblauncher_shoot.wav" PrecacheSound "weapons\shotimatum_shoot.wav" PrecacheParticle "medicgun_beam_machinery" PlayerAttributes //Player attributes appied for the whole mission { "special item description" "Press special attack key (default mouse 3) while in the air to use the boost pack." "special item description 2" "Each class's boost pack recharges at different rates." "special item description 3" "Boost is canceled upon hitting anything." "special item description 4" "Upgrade boost pack at the upgrade station! Close the main upgrade menu to do so." } ItemAttributes { ItemName "Captain Space Mann" } PointTemplates { Filter_Notred { NoFixup 1 filter_activator_tfteam { targetname filter_notred teamnum 2 negated 1 } } P_Shock_Spawner { NoFixup 1 env_entity_maker { targetname "FX_Shock_spawner" EntityTemplate "W_Shock" } } W_Shock { point_tesla { targetname "shock" beamcount_max 15 beamcount_min 8 lifetime_max 0.25 lifetime_min 0.1 m_Color "255 255 255" m_flRadius 192 m_SoundName "DoSpark" texture "sprites/physbeam.vmt" thick_max 5 thick_min 3 } logic_relay { targetname "shock_relay" OnSpawn "shock,DoSpark,,0,-1" OnSpawn "shock,kill,,0.2,-1" OnSpawn "!self,kill,,0.2,-1" } } W_Tesla { NoFixup 1 //keeps lua code working point_tesla { targetname "tesla" beamcount_max 8 beamcount_min 4 lifetime_max 0.1 lifetime_min 0.1 m_Color "255 255 255" m_flRadius 192 m_SoundName "DoSpark" texture "sprites/physbeam.vmt" thick_max 5 thick_min 3 } logic_relay { targetname "tesla_relay" OnSpawn "tesla,DoSpark,,0,-1" OnSpawn "tesla,kill,,0.01,-1" OnSpawn "!self,kill,,0.01,-1" } } W_Cluster { KeepAlive 1 //NoFixup 1 tf_point_weapon_mimic { targetname "clusterbomb" origin "0 0 8" //so that bombs aren't spawned in the ground speedmin -300 speedmax 300 WeaponType 1 SplashRadius 147 ModelOverride models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl ModelScale 1 Damage 35 teamnum 2 SpreadAngle 180 OnUser1 "!self,FireMultiple,12,0,-1" OnUser1 "!self,kill,,0.01,-1" } OnParentKilledOutput { Target "clusterbomb" Action "FireUser1" Delay 0.01 } } W_Vortex { KeepAlive 1 info_particle_system { targetname "vortex_fx" effect_name eyeboss_tp_vortex start_active 0 } point_hurt { targetname "vortex_hurt" DamageRadius 64 Damage 12 DamageDelay 0.1 DamageType 1 filtername "filter_red" } point_push //not in default FGD { targetname "vortex_pull" magnitude -750 radius 192 spawnflags 24 } logic_relay { targetname vortex_relay OnTrigger "vortex_fx,start,,0,-1" OnTrigger "vortex_hurt,TurnOn,,0,-1" OnTrigger "vortex_pull,enable,,0,-1" OnTrigger "vortex_fx,kill,,2.5,-1" OnTrigger "vortex_hurt,kill,,3,-1" OnTrigger "vortex_pull,kill,,3,-1" OnTrigger "!self,kill,,3,-1" } OnParentKilledOutput { Target "vortex_relay" Action "Trigger" Delay 0 } } W_Vortex_Boss { KeepAlive 1 info_particle_system { targetname "vortex_fx_boss" effect_name eyeboss_tp_vortex start_active 0 } point_hurt { targetname "vortex_hurt_boss" DamageRadius 64 Damage 12 DamageDelay 0.1 DamageType 1 } point_push //not in default FGD { targetname "vortex_pull_boss" magnitude -750 radius 256 spawnflags 8 } logic_relay { targetname vortex_relay_boss OnTrigger "vortex_fx_boss,start,,0,-1" OnTrigger "vortex_hurt_boss,TurnOn,,0,-1" OnTrigger "vortex_pull_boss,enable,,0,-1" OnTrigger "vortex_fx_boss,kill,,4.5,-1" OnTrigger "vortex_hurt_boss,kill,,5,-1" OnTrigger "vortex_pull_boss,kill,,5,-1" OnTrigger "!self,kill,,4,-1" } OnParentKilledOutput { Target "vortex_relay_boss" Action "Trigger" Delay 0 } } P_Robot { OnSpawnOutput { Target "overlay_checker" Action "Trigger" } point_clientcommand { targetname "overlay_command" } logic_relay { targetname "overlay_enable" OnTrigger "overlay_command,Command,r_screenoverlay effects/combine_binocoverlay,0,-1" } logic_relay { targetname "overlay_checker" spawnflags 2 OnTrigger "!self,Trigger,,0.1,-1" OnTrigger "overlay_filter,TestActivator,!activator,0,-1" } filter_tf_condition { targetname "overlay_filter" condition 130 Negated 0 OnPass "overlay_command,Command,r_screenoverlay effects/combine_binocoverlay,0,-1" OnFail "overlay_command,Command,r_screenoverlay ~,0,-1" } } W_Shield { entity_medigun_shield { parentname "shield_target" targetname "shield" origin "125 0 0" spawnflags 1 teamnum 2 skin 0 modelscale 0.7 } info_target { targetname "shield_target" origin "0 0 0" } } W_Shield_Blu { entity_medigun_shield { parentname "shield_target" targetname "shield" origin "125 0 0" spawnflags 1 teamnum 3 skin 1 modelscale 0.8 } info_target { targetname "shield_target" origin "0 0 0" } } W_Shield_4Way { entity_medigun_shield { targetname "4wave_shield" origin "150 0 0" spawnflags 1 teamnum 2 skin 0 modelscale 0.75 } entity_medigun_shield { targetname "4wave_shield" origin "-150 0 0" angles "0 180 0" spawnflags 1 teamnum 2 skin 0 modelscale 0.75 } entity_medigun_shield { targetname "4wave_shield" origin "0 150 0" angles "0 90 0" spawnflags 1 teamnum 2 skin 0 modelscale 0.75 } entity_medigun_shield { targetname "4wave_shield" origin "0 -150 0" angles "0 270 0" spawnflags 1 teamnum 2 skin 0 modelscale 0.75 } } W_Shield_4Way_Blue { entity_medigun_shield { targetname "4wave_shield" origin "150 0 0" spawnflags 1 teamnum 3 skin 1 modelscale 0.75 } entity_medigun_shield { targetname "4wave_shield" origin "-150 0 0" angles "0 180 0" spawnflags 1 teamnum 3 skin 1 modelscale 0.75 } entity_medigun_shield { targetname "4wave_shield" origin "0 150 0" angles "0 90 0" spawnflags 1 teamnum 3 skin 1 modelscale 0.75 } entity_medigun_shield { targetname "4wave_shield" origin "0 -150 0" angles "0 270 0" spawnflags 1 teamnum 3 skin 1 modelscale 0.75 } } W_Shield_4Way_Grenade { KeepAlive 1 entity_medigun_shield { targetname "4wave_shield_grenade" origin "150 0 0" spawnflags 1 teamnum 3 skin 1 StartDisabled 1 modelscale 0.75 OnUser1 "!self,enable,,0,-1" OnUser1 "!self,kill,,10,-1" } entity_medigun_shield { targetname "4wave_shield_grenade" origin "-150 0 0" angles "0 180 0" spawnflags 1 teamnum 3 skin 1 StartDisabled 1 modelscale 0.75 OnUser1 "!self,enable,,0,-1" OnUser1 "!self,kill,,10,-1" } entity_medigun_shield { targetname "4wave_shield_grenade" origin "0 150 0" angles "0 90 0" spawnflags 1 teamnum 3 skin 1 StartDisabled 1 modelscale 0.75 OnUser1 "!self,enable,,0,-1" OnUser1 "!self,kill,,10,-1" } entity_medigun_shield { targetname "4wave_shield_grenade" origin "0 -150 0" angles "0 270 0" spawnflags 1 teamnum 3 skin 1 StartDisabled 1 modelscale 0.75 OnUser1 "!self,enable,,0,-1" OnUser1 "!self,kill,,10,-1" } OnParentKilledOutput { Target "4wave_shield_grenade" Action FireUser1 Delay 0 } } B_Vortex_Death_Seq { NoFixUp 1 KeepAlive 1 prop_dynamic { targetname "Vortex_Death_Anim" model "models/bots/demo_boss/bot_demo_boss.mdl" origin "0 0 0" modelscale 1.9 startdisabled 1 solid 0 Skin 1 OnAnimationBegun "!self,enable,,0,-1" OnAnimationBegun "Vortex_Death_Cosmetics,enable,,0,-1" OnAnimationDone "!self,disable,,0,-1" OnAnimationDone "Vortex_Death_Cosmetics,disable,,0,-1" OnAnimationDone "Vortex_Death_ShockWave,start,,0,-1" OnAnimationDone "Vortex_Death_BigKaboom,start,,0,-1" OnAnimationDone "Vortex_Death_Vortex,start,,0,-1" OnAnimationDone "Vortex_Death_Vortex_Pullin,enable,,0,-1" OnAnimationDone "Vortex_Death_Vortex_Hurt,Turnon,,0,-1" OnAnimationDone "Vortex_Death_ExpSFX_Final,PlaySound,,0,-1" } prop_dynamic_ornament { targetname "Vortex_Death_Cosmetics" DisableBoneFollowers 1 disableshadows 1 startdisabled 1 solid 0 spawnflags 256 initialowner "Vortex_Death_Anim" model "models/workshop/player/items/demo/dec16_bomber_knight/dec16_bomber_knight.mdl" } prop_dynamic_ornament { targetname "Vortex_Death_Cosmetics" DisableBoneFollowers 1 disableshadows 1 startdisabled 1 Skin 1 solid 0 spawnflags 256 initialowner "Vortex_Death_Anim" model "models/workshop/player/items/demo/hwn2023_mad_lad/hwn2023_mad_lad.mdl" } info_particle_system { targetname "Vortex_Death_MiniKaboom" origin "-16 2 94" angles "0 0 0" effect_name rd_robot_explosion //rd_robot_explosion my beloved } info_particle_system { targetname "Vortex_Death_ShockWave" origin "0 0 0" angles "0 0 0" effect_name powerup_supernova_explode_blue } info_particle_system { targetname "Vortex_Death_BigKaboom" origin "0 0 64" angles "0 0 0" effect_name skull_island_explosion } info_particle_system { targetname "Vortex_Death_Vortex" origin "0 0 64" angles "0 0 0" effect_name eyeboss_tp_vortex } ambient_generic { health 10 message "ambient\explosions\explode_9.wav" radius 1024 spawnflags 49 targetname "Vortex_Death_ExpSFX_mini" } ambient_generic { health 10 message "ambient\explosions\explode_9.wav" radius 1024 spawnflags 49 targetname "Vortex_Death_ExpSFX_mini" } ambient_generic { health 10 message "ambient\machines\wall_move2.wav" radius 1024 spawnflags 49 targetname "Vortex_Death_SFX_groan" } ambient_generic { health 10 message "ambient\machines\wall_move3.wav" radius 1024 spawnflags 49 targetname "Vortex_Death_SFX_groan" } ambient_generic { health 10 message "ambient\machines\wall_move3.wav" radius 1024 spawnflags 49 targetname "Vortex_Death_SFX_groan" } ambient_generic { health 10 message "ambient\machines\wall_move4.wav" radius 1024 spawnflags 49 targetname "Vortex_Death_SFX_groan" } ambient_generic { health 10 message "ambient\explosions\explode_6.wav" radius 1024 spawnflags 49 targetname "Vortex_Death_ExpSFX_Final" } ambient_generic { health 10 message "ambient\machines\wall_crash1.wav" radius 1024 spawnflags 49 targetname "Vortex_Death_ExpSFX_Final" } ambient_generic { health 10 message "ambient\machines\wall_crash1.wav" radius 1024 spawnflags 49 targetname "Vortex_Death_ExpSFX_Final" } point_push //not in default FGD { targetname "Vortex_Death_Vortex_Pullin" magnitude -550 radius 1200 spawnflags 24 origin "0 0 64" } point_hurt { targetname "Vortex_Death_Vortex_Hurt" DamageRadius 128 Damage 32 SpawnFlags 2 DamageDelay 0.1 DamageType 1 origin "0 0 64" } logic_relay { targetname "Vortex_Death_Relay" OnTrigger "Vortex_Death_Anim,enabled,,0,-1" OnTrigger "Vortex_Death_Anim,SetPlaybackRate,0.25,0,-1" OnTrigger "Vortex_Death_Cosmetics,enabled,,0,-1" OnTrigger "Vortex_Death_Cosmetics,enabled,,0.1,-1" OnTrigger "Vortex_Death_Cosmetics,enabled,,0.2,-1" OnTrigger "Vortex_Death_Anim,setanimation,primary_death_backstab,0,-1" OnTrigger "Vortex_Death_MiniKaboom,Start,,0,-1" OnTrigger "Vortex_Death_SFX_groan,PlaySound,,0,-1" OnTrigger "Vortex_Death_ExpSFX_mini,PlaySound,,0,-1" onspawn "Vortex_Death_Cosmetics,setattached,Vortex_Death_Anim,0,-1" onspawn "Vortex_Death_Cosmetics,disable,,0.2,-1" onspawn "Vortex_Death_Cosmetics,disable,,0.1,-1" onspawn "Vortex_Death_Cosmetics,disable,,0,-1" onspawn "Vortex_Death_Cosmetics,setlightingorigin,Vortex_Death_Anim,0,-1" onspawn "Vortex_Death_Anim,disable,,0,-1" onspawn "Vortex_Death_Anim,SetPlaybackRate,0,0,-1" } OnParentKilledOutput { Target "Vortex_Death_Relay" Action "Trigger" Delay 0.01 } OnParentKilledOutput { Target "item_teamflag" Action "ForceResetSilent" Delay 0.01 } } } Spawntemplate Filter_Notred Spawntemplate P_Shock_Spawner PlayerSpawnTemplate { Name P_Robot } PlayerItemEquipSpawnTemplate { Name W_Shield ItemName "Astral Projection" } PlayerShootTemplate //Shoot defined point template. Template is spawned at player position in looking direction, forward velocity being applied to spawned entities { Name W_Tesla //Name of the template Offset "0 0 0" Angles "0 0 0" OverrideShoot 0 Spread 0 ItemName "Tesla Zapper" //Can be specified to limit to a specific weapon } PlayerShootTemplate { Name W_Cluster Offset "0 0 0" Angles "-90 0 0" Spread 0 AttachToProjectile 1 ItemName "Cluster Bomb" } PlayerShootTemplate { Name W_Vortex Offset "0 0 16" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Vortex Bombs" } PlayerShootTemplate { Name W_Shield_4Way_Grenade Offset "0 0 16" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Shield Grenade" } BuildingSpawnTemplate { Name W_Shield_4Way ItemName "Shield Generator" BuildingType "Dispenser" } BuildingSpawnTemplate { Name W_Shield_4Way_Blue ItemName "Shield Generator Blue" BuildingType "Dispenser" AllowBots 1 } DisallowUpgrade { Upgrade "SRifle Charge rate increased" MaxLevel "-1" ItemName "Lightning Rifle" } DisallowUpgrade { Upgrade "heal on kill" MaxLevel "-1" ItemName "Lightning Rifle" ItemName "Tesla Zapper" ItemName "Vortex Bombs" } DisallowUpgrade { Upgrade "projectile penetration" MaxLevel "-1" ItemName "Tesla Zapper" ItemName "Pulse SMG" ItemName "Dark Energy Pistol" } DisallowUpgrade { Upgrade "projectile penetration heavy" MaxLevel "-1" ItemName "Laser Cannon" ItemName "Mortar Minigun" } DisallowUpgrade { Upgrade "attack projectiles" MaxLevel "-1" ItemName "Laser Cannon" ItemName "Mortar Minigun" } DisallowUpgrade { Upgrade "generate rage on damage" MaxLevel "-1" ItemName "Laser Cannon" ItemName "Mortar Minigun" } DisallowUpgrade { Upgrade "damage bonus" MaxLevel "-1" ItemName "Vortex Bombs" } DisallowUpgrade { Upgrade "mad milk syringes" MaxLevel "-1" ItemName "Dark Energy Syringe Gun" } ItemAttributes { ItemName "The Cow Mangler 5000" "card: damage bonus" 1.25 } ItemAttributes { ItemName "The C.A.P.P.E.R" "card: damage bonus" 1.25 } ItemAttributes { ItemName "Batsaber" "card: damage bonus" 1.25 } ItemAttributes { ItemName "The Righteous Bison" "card: damage bonus" 1.25 } ItemAttributes { ItemName "The Maul" "card: damage bonus" 1.25 } ItemAttributes { ItemName "Sharpened Volcano Fragment" "card: damage bonus" 1.25 } ItemAttributes { ItemName "The Third Degree" "card: damage bonus" 1.25 } ItemAttributes { ItemName "The Pomson 6000" "card: damage bonus" 1.25 } ItemAttributes { ItemName "The Manmelter" "card: damage bonus" 1.25 } ItemAttributes { ItemName "The Short Circuit" "card: damage bonus" 1.25 } ItemAttributes { ItemName "The Eureka Effect" "card: damage bonus" 1.25 "engy sentry damage bonus" 1.25 } ItemAttributes { ItemName "The Gunslinger" "card: damage bonus" 1.25 "engy sentry damage bonus" 1.25 } ItemAttributes { ItemName "The Machina" "card: damage bonus" 1.25 } ItemAttributes { ItemName "Shooting Star" "card: damage bonus" 1.25 } ItemAttributes { ItemName "The Widowmaker" "card: damage bonus" 1.25 } ItemAttributes { ItemName "The Ap-Sap" "sapper damage bonus" 1.25 } ItemAttributes { ItemName "The Diamondback" "card: damage bonus" 1.25 } ItemAttributes { ItemName "The Phlogistinator" "special item description" "While yes this is a scifi weapon, I don't want to enforce phlog meta even more so no damage bonus. womp womp." } CustomWeapon { "Gamma Ray Burst" { OriginalItemName "The C.A.P.P.E.R" "custom item model" models\weapons\c_models\c_gamma_gazer\c_gamma_gazer.mdl "burst fire count" 4 "burst fire rate mult" 3 "fire rate bonus" 0.5 "card: damage bonus" 1.5 } "Dark Energy Pistol" { OriginalItemName "The C.A.P.P.E.R" "custom item model" models\weapons\c_models\c_handwarmer.mdl "override projectile type" 13 "centerfire projectile" 1 "clip size bonus" 1.33 "projectile speed increased" 1.8 "fire rate penalty" 1.5 "card: damage bonus" 1.5 } "Dark Matter Railgun" { OriginalItemName "The Classic" "use original class weapon animations" 1 "custom item model" models/weapons/c_models/c_railgun_mercenary/c_railgun_mercenary.mdl "custom weapon fire sound" "=80|ambient\levels\citadel\portal_beam_shoot5.wav" "aiming movespeed increased" 6 //less slowdown "sniper fires tracer HIDDEN" 1 "dmg penalty vs players" 0.5 "alt-fire disabled" 1 "SRifle Charge rate decreased" 0.5 "mult sniper charge per sec with enemy under crosshair" 2 "sniper full charge damage bonus" 1.5 "sniper beep with enemy under crosshair" 1 "damage penalty on bodyshot" 1 "projectile penetration" 1 "sniper no headshot without full charge" 0 "lunchbox adds minicrits" 0 "special item description" "Hold fire to charge shot. No zooming in." "special item description 2" "Headshots are allowed when ever." "ragdolls become ash" 1 "card: damage bonus" 1.5 } "Tesla Zapper" { OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" "custom item model" models\weapons\c_models\c_sho_scattergun.mdl "custom weapon fire sound" "=40|ambient\energy\zap9.wav" "mod max primary clip override" -1 "hidden primary max ammo bonus" 3.125 "fire rate bonus" 0.2 "damage penalty" 0.001337 //"cannot be upgraded" 1 "bullets per shot bonus" 0.001337 "fire input on attack" "popscript^$teslaZap^" "card: damage bonus" 1.5 "ragdolls plasma effect" 1 "crits_become_minicrits" 1 "special item description" "Causes an electric zap that damages nearby enemies" } "EMP Bat" { OriginalItemName "Batsaber" "special item description" "On Hit: Briefly stun enemies" "add cond on hit" 71 "add cond on hit duration" 2 "fire rate penalty" 1.5 "card: damage bonus" 1.5 "damage penalty" 0.8 "special item description 2" "Giants recover from being stunned faster" "special item description 3" "Bosses Cannot be stunned" } "M84 Suppressed" { OriginalItemName "The Cleaner's Carbine" "minicrit_boost_when_charged" 12 "minicrit_boost_charge_rate" 0.2 "fire rate bonus" 0.8 "clip size bonus" 1.5 "card: damage bonus" 1.5 "rage receive scale" 0.2 //"alt fire attack" 1 //"alt fire attributes" "burst fire count|3|burst fire rate mult|3.5|fire rate bonus HIDDEN|0.6|weapon spread bonus|0.5" "special item description" "Crikey now gives full crits but forces you to melee" "effect cond override" 10533 "fire input on effect" "!caller^$WeaponSwitchSlot^2" "sniper fires tracer" 1 "use original class weapon animations" 1 "ragdolls become ash" 1 } "Ray Gun" { OriginalItemName "The Righteous Bison" "Override Projectile Type" 1 "sniper fires tracer" 1 "fire rate bonus hidden" 0.5 "clip size bonus upgrade" 2.5 "Reload time decreased" 0.75 "projectile penetration" 1 "card: damage bonus" 1.5 "damage bonus" 2 "bullets per shot bonus" 0.5 "ragdolls plasma effect" 1 "special item description" "Fires 5 bullets at once" } "Laser Bazooka" { OriginalItemName "The Cow Mangler 5000" "ignores other projectiles" 1 "mult projectile count" 5 //"hold fire until full reload" 1 "projectile spread angle penalty" 5 "mod ammo per shot" 5 "clip size bonus upgrade" 1.25 "damage penalty" 0.6 "card: damage bonus" 1.5 "alt-fire disabled" 1 "special item description" "This weapon uses 5 charge ticks per shot" "special item description 2" "This weapon can be firied early at the cost of going into negative energy" } "A.T.T.S. Rocket Launcher" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "custom item model" models\weapons\c_models\c_follower\c_rocketlauncher.mdl "custom weapon fire sound" "=80|weapons\stinger_fire1.wav" "no damage falloff" 1 "mod mini-crit airborne" 1 "mod projectile heat seek power" 360 "mod projectile heat aim error" 90 "mod projectile heat aim time" 5 "mod projectile heat no predict target speed" 1 "projectile speed decreased" 0.65 "projectile trail particle" eyeboss_projectile "card: damage bonus" 1.5 "fire rate penalty" 1.75 "Reload time increased" 1.5 "crit mod disabled" 0 "dmg pierces resists absorbs" 1 } "A.T.T.S. Rocket Launcher Bot" { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "custom item model" models\weapons\c_models\c_follower\c_rocketlauncher.mdl "custom weapon fire sound" "=80|weapons\stinger_fire1.wav" "no damage falloff" 1 "mod mini-crit airborne" 1 "mod projectile heat seek power" 180 "mod projectile heat aim error" 90 "mod projectile heat aim time" 5 "mod projectile heat no predict target speed" 1 "projectile speed decreased" 0.65 "projectile trail particle" eyeboss_projectile "fire rate penalty" 1.75 "Reload time increased" 1.5 "crit mod disabled" 0 "dmg pierces resists absorbs" 1 } "Military Knife" { OriginalItemName "Upgradeable TF_WEAPON_SHOVEL" "custom item model" models\weapons\c_models\c_bastard_backguard\c_bastard_backguard.mdl "fire rate bonus" 0.6 "damage penalty" 0.8 "speed_boost_on_hit" 2 "speed_boost_on_kill" 5 "bleeding duration" 4 "melee range multiplier" 0.75 "crit from behind" 1 "crit mod disabled" 0 "card: damage bonus" 1.5 "special item description" "25% smaller melee range" } "The Incinerator" { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "custom item model" models\weapons\c_models\c_ash_m\c_ash_m.mdl "lunchbox adds minicrits" 1 "flame_speed" 1500 "flame_up_speed" 0 "flame_lifetime" 0.4 "airblast disabled" 1 "weapon burn dmg reduced" 0.25 "damage bonus vs burning" 2.0 "card: damage bonus" 1.5 "crit mod disabled" 0 "ragdolls become ash" 1 "flame life penalty" 0.5 //does nothing, visual only } "Lightning Rifle" { OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "use original class weapon animations" 1 "custom item model" models\weapons\c_models\c_gune\c_gune.mdl "alt-fire disabled" 1 "card: damage bonus" 1.5 "fire input on hit" "popscript^$shockBeam^" "sniper fires tracer" 1 "custom weapon fire sound" "=80|npc\strider\fire.wav" "crits_become_minicrits" 1 "maxammo primary reduced" 0.6 "ragdolls plasma effect" 1 "special item description" "Fires a powerful beam of electricity" "special item description 2" "On hit enemy: causes an electric shock that damages nearby enemies" "special item description 3" "Lightning damage can pierce shields and has no falloff" } "Dark Matter Flare Gun" { OriginalItemName "The Manmelter" "card: damage bonus" 1.5 "noclip projectiles" 1 "projectile lifetime" 5 "fire rate penalty" 1.25 "projectile hit radius" 4 "special item description" "Projectiles can hit several tagets if they are stacked." } "Radio Wave Disrupter" { OriginalItemName "The Flare Gun" "custom item model" models\weapons\c_models\c_flaregun_pyro_volt\c_flaregun_pyro.mdl "faster reload rate" 0.6 "override projectile type" 13 "centerfire projectile" 1 "projectile speed increased" 1.4 "energy weapon penetration" 1 //bison projectile "stun on damage" 10 "Set DamageType Ignite" 1 "flare no crit burning" 1 "card: damage bonus" 1.5 "ragdolls plasma effect" 1 "stun on hit no giants" 1 "special item description" "Stun chance is reduced with firing speed upgrades" } "Gamma Melter" //weapon idea by bonnie { OriginalItemName "The Third Degree" "special item description" "On hit: effected bots take 100% more damage for 7.5 seconds" "provide on active" 1 "fire rate penalty" 1.5 "damage penalty" 0.8 "dmg taken increased" 1.5 "card: damage bonus" 1.5 "add attributes on hit" "dmg taken increased|2|7.5" } "Energy Ax" { OriginalItemName "The Scotsman's Skullcutter" "custom item model" models\weapons\c_models\c_argent_axe\c_argent_axe.mdl "provide on active" 1 "fire rate penalty" 1.5 "gesture speed increase" 0.5 "card: damage bonus" 1.5 "melee cleave attack" 1 "mult smack time" 2.0 "move speed penalty" 1 "ragdolls plasma effect" 1 "damage bonus" 1.25 "fire input on hit" "popscript^$AddRage^" "special item description" "On Hit: Build rage. Press reload key to activate rage when full" "special item description 2" "Rage temporarily removes all downsides of this weapon" } "Energy Ax Bot" { OriginalItemName "The Scotsman's Skullcutter" "custom item model" models\weapons\c_models\c_argent_axe\c_argent_axe.mdl "provide on active" 1 "fire rate penalty" 1.5 "card: damage bonus" 1.5 "melee cleave attack" 1 "mult smack time" 2.0 "move speed penalty" 1 "ragdolls plasma effect" 1 "damage bonus" 1.25 } "Energy Shield" { OriginalItemName "The Chargin' Targe" "custom item model" models\weapons\c_models\c_argent_shield\c_argent_shield.mdl "dmg taken from fire reduced" 0.85 "dmg taken from blast reduced" 0.85 "dmg taken from bullets reduced" 0.85 "no charge impact range" 1 "charge recharge rate increased" 1.25 "charge impact damage decreased" 0.65 "ragdolls plasma effect" 1 "special item description" "While charging or boosting: 50% less damage taken" "special item description 2" "Energy driven Smart Shielding allows the shield to absorb 50% of the damage from electric attacks." } "Cluster Bomb" { OriginalItemName "The Iron Bomber" "damage penalty" 0.75 "card: damage bonus" 1.5 "fire rate penalty" 1.5 "Reload time increased" 1.25 "mult projectile scale" 2 "fuse bonus" 0.5 "special item description" "Unleashes 12 weaker bombs when this projectile explodes!" "special item description 2" "Cluster bombs do not keep any crits or minicrits the base attack had." } "Penetrator Grenades" { OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "custom item model" models\workshop\weapons\c_models\c_bouncing_betty\c_bouncing_betty.mdl "custom weapon fire sound" "=80|weapons\china_lake_shoot.wav" "dmg pierces resists absorbs" 1 "blast radius decreased" 0.25 "damage bonus" 1.3 "projectile speed increased" 1.6 "explosion particle on direct hit" rd_robot_explosion_smoke_linger "card: damage bonus" 1.5 "mult dmg vs tanks" 2 "special item description" "These special grenades are capable of piercing through any armor with a deep, internalized explosion" } "Vortex Bombs" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "custom item model" models\weapons\c_models\c_big_man\c_big_man.mdl "custom weapon fire sound" "=80|weapons\proxybomblauncher_shoot.wav" "custom impact sound" "=100|ambient\explosions\explode_6.wav" "fire rate penalty" 1.75 "Reload time increased" 1.75 "Projectile range decreased" 0.65 "damage penalty" 0.001337 "self dmg push force decreased" 0.001337 "clip size penalty" 0.125 "maxammo secondary reduced" 0.125 "sticky arm time penalty" 1.2 "no self blast dmg" 1 "special item description" "These unstable bombs will create a temporary gravity vortex that pulls in and crushes anyone or anything!" "special item description 2" "Be careful not to get your team sucked in!" "mult projectile scale" 2 "custom projectile size" 32 "custom projectile model" models/weapons/w_models/w_hardwarebomb/w_stickybomb.mdl } "Boss Vortex Bombs" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "custom item model" models\weapons\c_models\c_big_man\c_big_man.mdl "custom weapon fire sound" "=80|weapons\proxybomblauncher_shoot.wav" "custom impact sound" "=100|ambient\explosions\explode_6.wav" "fire rate penalty" 1.5 "Reload time increased" 1.4 "Projectile range decreased" 0.5 "stickybomb charge rate" 0.01 "damage penalty" 0.001337 "self dmg push force decreased" 0.001337 "clip size penalty" 0.5 } "Laser Cannon" { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "custom item model" models\workshop\weapons\c_models\c_tokamak\c_tomislav.mdl "override projectile type" 13 "energy weapon no hurt building" 1 "mult dmg vs tanks" 0.2 "projectile spread angle penalty" 3 "particle color rainbow" 150 //requested by bonnie "card: damage bonus" 1.5 "dmg penalty vs players" 0.8 "minigun spinup time increased" 1.3 "aiming movespeed decreased" 0.7 "centerfire projectile" 1 "ragdolls plasma effect" 1 "special damage type" 1 "crit_dmg_falloff" 1 } "Mortar Minigun" { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "custom item model" models\weapons\c_models\c_baikal_boar\c_baikal_boar.mdl "override projectile type" 2 "card: damage bonus" 1.5 "projectile gravity" 750 "fire rate penalty" 1.75 "damage bonus" 3 "crit mod disabled" 0 "blast dmg to self increased" 2 "explosion particle" ExplosionCore_MidAir "explosion particle on direct hit" ExplosionCore_MidAir "custom projectile model" models\weapons\w_models\w_wasp_launcher_rocket.mdl "projectile speed increased" 1.65 "blast radius increased" 1.35 "projectile sound" "=80|weapons\mortar\mortar_shell_incomming1.wav" "custom impact sound" "=100|ambient\explosions\explode_5.wav" //"minigun spinup time increased" 1.4 "aiming movespeed decreased" 0.75 "mult projectile scale" 1.25 "mult dmg vs tanks" 6 "ragdolls become ash" 1 "projectile spread angle penalty" 2 "dmg falloff decreased" 0.5 } "Robo Sandvich" { OriginalItemName "The Buffalo Steak Sandvich" "custom item model" models/weapons/c_models/c_sandwich/c_robo_sandwich.mdl "special item description" "On Consumption: gain a large defensive boost but less move speed for 16 seconds!" "effect cond override" 130 "effect add attributes" "dmg taken increased|0.5|max health additive bonus|150|move speed penalty|0.65" } "Gamma Shotgun" { OriginalItemName "TF_WEAPON_SHOTGUN_HWG" "custom item model" models\weapons\c_models\c_ex_vermin\c_ex_vermin.mdl "weapon spread bonus" 0.65 "bullets per shot bonus" 1.4 "damage penalty" 0.8 "reload time increased" 1.2 "card: damage bonus" 1.5 "ragdolls become ash" 1 } "Astral Projection" //weapon idea by guymouser { OriginalItemName "Upgradeable TF_WEAPON_FISTS" "custom item model" "models\weapons\c_models\c_gauntlotshield\c_gauntlotshield.mdl" "special item description" "When Equipped: adds a small shield in front of wearer." "special item description 2" "Electronic infusions makes wearer take more damage from electric attacks." "deploy time increased" 2 "max health additive penalty" -50 "card: damage bonus" 1.5 "ragdolls become ash" 1 "aiming movespeed decreased" 0.3 "reduced_healing_from_medics" 0.3 } "Astral Projection Blu" //weapon idea by guymouser { OriginalItemName "Upgradeable TF_WEAPON_FISTS" "custom item model" "models\weapons\c_models\c_gauntlotshield\c_gauntlotshield.mdl" "deploy time increased" 2 "max health additive penalty" -50 "card: damage bonus" 1.5 "ragdolls become ash" 1 } "Astral Projection Boss" //weapon idea by guymouser { OriginalItemName "Upgradeable TF_WEAPON_FISTS" "custom item model" "models\weapons\c_models\c_gauntlotshield\c_gauntlotshield.mdl" "card: damage bonus" 1.5 "ragdolls become ash" 1 } "Gamma Shotgun Engineer" { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" models\weapons\c_models\c_ex_vermin\c_ex_vermin.mdl "weapon spread bonus" 0.65 "bullets per shot bonus" 1.4 "damage penalty" 0.8 "reload time increased" 1.2 "card: damage bonus" 1.5 "ragdolls become ash" 1 } "Taser" { OriginalItemName "The Short Circuit" //"alt-fire disabled" 1 "stun on hit" 1 "stun on hit no giants" 1 "stun on hit type" bonk "fire rate penalty" 5 "card: damage bonus" 1.5 "ragdolls become ash" 1 } "Beam Rifle" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" models\weapons\c_models\c_screwiatan_7000\c_screwiatan_7000.mdl "energy weapon no hurt building" 1 "clip size penalty" 0.66 "custom weapon fire sound" "=80|weapons\pomson_fire_01.wav" //"custom weapon reload sound" "=80|weapons\bison_reload.wav" "custom weapon reload sound" "=80|weapons\sniper_railgun_world_reload.wav" "reload time increased" 1.4 "override projectile type" 1 "sniper fires tracer" 1 "fire rate penalty" 1.5 "ragdolls plasma effect" 1 "card: damage bonus" 1.5 "weapon spread bonus" 0.2 "fire input on kill" "popscript^$ammoOnKill^" "community description" 4 "special item description" "On Kill: Gain 4 reserve ammo" } "Beam Rifle Boss" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "custom item model" models\weapons\c_models\c_screwiatan_7000\c_screwiatan_7000.mdl "energy weapon no hurt building" 1 "custom weapon fire sound" "=80|weapons\pomson_fire_01.wav" //"custom weapon reload sound" "=80|weapons\bison_reload.wav" "custom weapon reload sound" "=80|weapons\sniper_railgun_world_reload.wav" "reload time decreased" -0.8 "override projectile type" 1 "sniper fires tracer" 1 "fire rate penalty" 1.5 "ragdolls plasma effect" 1 "card: damage bonus" 1.5 "damage bonus" 1.5 "weapon spread bonus" 0.2 } "Shield Generator" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "custom item model" models\workshop\weapons\c_models\c_rfa_hammer\c_rfa_hammer.mdl "melee range multiplier" 1.4 "mult dispenser rate" 0.001337 //"cannot pick up buildings" 1 "card: damage bonus" 1.5 "special item description" "Replaces dispenser with a mini shield generator." } "Shield Generator Blue" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "custom item model" models\workshop\weapons\c_models\c_rfa_hammer\c_rfa_hammer.mdl "melee range multiplier" 1.4 "mult dispenser rate" 0.001337 "card: damage bonus" 1.5 } "BioTech Syringe Gun" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "custom item model" models\weapons\c_models\c_clinical_trial\c_clinical_trial.mdl "fire rate penalty" 1.6 "damage penalty" 0.9 "card: damage bonus" 1.5 "bleeding duration" 8 //Grouch ptsd "mult bleeding dmg" 2.5 "ragdolls become ash" 1 } "Dark Energy Syringe Gun" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "custom item model" models\weapons\c_models\c_gupgun\c_leechgun.mdl "override projectile type" 13 "clip size penalty" 0.5 "projectile speed increased" 1.8 "card: damage bonus" 1.5 "maxammo primary reduced" 0.535 "centerfire projectile" 1 "Reload time increased" 1.2 "ragdolls plasma effect" 1 } "Machinery Beam" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" //"custom item model" models\weapons\c_models\c_hydropump\c_medigun.mdl "medigun particle" medicgun_beam_machinery "medic machinery beam" 2 //20% heal rate to buildings "overheal decay penalty" 1.5 "paintkit_proto_def_index" 241 "set_item_texture_wear" 0 } "Bio Enhancer" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "paintkit_proto_def_index" 416 "set_item_texture_wear" 0 //"custom item model" models\weapons\c_models\c_axlegun\c_axlegun.mdl "heal rate penalty" 0.75 "ubercharge rate penalty" 0.6 "special item description" "When healing: patient deals 25% more damage, and reload and attacks 20% faster." "medigun passive attributes" "damage bonus|1.25|reload time decreased|0.8|fire rate bonus|0.8" } "Artificial Enhancer" { OriginalItemName "Upgradeable TF_WEAPON_MEDIGUN" "heal rate penalty" 0.8 "ubercharge rate penalty" 0.8 "medigun passive attributes" "damage bonus|1.4|reload time decreased|0.75|fire rate bonus|0.75" } "Burnsaw" { OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "provide on active" 1 "custom item model" models\weapons\c_models\c_heatwave\c_heatwave.mdl "Set DamageType Ignite" 1 "card: damage bonus" 1.5 "ragdolls become ash" 1 "hit self on miss" 1 "crit mod disabled" 0 "dmg taken from fire reduced" 0.2 } "Pulse SMG" //same as in apocalyptic_dead_zone (also made by me dw) { OriginalItemName "Upgradeable TF_WEAPON_SMG" "custom weapon fire sound" "=80|50kvolt_fire.wav" "custom item model" models\weapons\c_models\c_50k_volt\c_pro_smg.mdl "fire rate penalty" 1.35 "Reload time increased" 1.65 "override projectile type" 13 "dmg penalty vs players" 0.675 "no damage falloff" 1 "particle color rgb" 16422400 "mult crit dmg" 1.5 "card: damage bonus" 1.5 "centerfire projectile" 1 "ragdolls plasma effect" 1 "single wep deploy time decreased" 0.75 } "BioTech Bow" { OriginalItemName "The Huntsman" "custom item model" models\weapons\c_models\c_astral_assassin\c_astral_assassin.mdl "custom projectile model" models\weapons\c_models\c_astral_assassin_projectile\c_astral_assassin_projectile.mdl "damage penalty" 0.75 "card: damage bonus" 1.5 "bleeding duration" 5 "mult bleeding dmg" 2.5 "ragdolls become ash" 1 } "Condensed Plasma Rifle" { OriginalItemName "Shooting Star" "mult sniper charge per sec with enemy under crosshair" 1.33 "sniper beep with enemy under crosshair" 1 "fire rate penalty" 1.4 "damage penalty" 0.75 "sniper full charge damage bonus" 1.3 "maxammo primary reduced" 0.4 "card: damage bonus" 1.5 "fire input on kill" "popscript^$ammoOnKill^" "community description" 2 "special item description" "On Kill: Gain 2 reserve ammo" "custom weapon reload sound" "=80|weapons\sniper_railgun_world_reload.wav" } "Condensed Plasma Rifle Bot" { OriginalItemName "Shooting Star" "mult sniper charge per sec with enemy under crosshair" 1.33 "sniper beep with enemy under crosshair" 1 "fire rate penalty" 1.4 "damage penalty" 0.75 "sniper full charge damage bonus" 1.3 "card: damage bonus" 1.5 "custom weapon reload sound" "=80|weapons\sniper_railgun_world_reload.wav" } "Crowbar" { OriginalItemName "The Crossing Guard" "custom item model" models\weapons\c_models\c_cratesmasher\c_cratesmasher_1.mdl "custom weapon fire sound" "=80|weapons\iceaxe\iceaxe_swing1.wav" "custom hit sound" "=80|Weapon_Crowbar.HitWorld" "fire rate penalty" 1.25 "damage penalty" 0.5 "special item description" "On Hit: 60% faster firing speed for all weapons for 1 seconds" "self add attributes on hit" "fire rate bonus|0.4|1" "slow enemy on hit" 1 "critboost on kill" 1 "card: damage bonus" 1.5 "use original class weapon animations" 1 "switch from wep deploy time decreased" 0.4 } "Explosive Payload" { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "custom item model" models\workshop_partner\weapons\c_models\c_dex_revolver\c_dex_revolver.mdl "clip size penalty" 0.67 "damage penalty" 0.8 "add damage per target" 0.33 "card: damage bonus" 1.5 "fire rate penalty HIDDEN" 1.5 "explosive bullets" 96 "explosion particle" rd_robot_explosion "explosion particle on direct hit" rd_robot_explosion "custom weapon fire sound" "=80|weapons\shotimatum_shoot.wav" } "Sunburn Scorcher" { OriginalItemName "The Flare Gun" "custom item model" models\weapons\c_models\c_subsun\c_subsun.mdl "damage penalty" 0.7 "ragdolls become ash" 1 "card: damage bonus" 1.5 "mult crit dmg" 1.5 "custom weapon fire sound" "=56|npc\waste_scanner\grenade_fire.wav" "override projectile type" 1 "sniper fires tracer" 1 "Set DamageType Ignite" 1 "use original class weapon animations" 1 "crit vs burning players" 1 "special item description" "While deployed: No cloaking or decloaking." "special item description 2" "[WARNING] This weapon is buggy [WARNING]" } "Poison Injector" { OriginalItemName "Upgradeable TF_WEAPON_KNIFE" "custom item model" models\weapons\c_models\c_hypodermic_injector\c_hypodermic_injector.mdl "crits_become_minicrits" 1 "bleeding duration" 10 "slow enemy on hit" 1 "mult bleeding dmg" 2.5 "mult bleeding delay" 0.2 "mult crit dmg" 0.15 "fire rate penalty" 1.65 "collect currency on kill" 1 } "Poison Injector Spy" { OriginalItemName "Upgradeable TF_WEAPON_KNIFE" "custom item model" models\weapons\c_models\c_hypodermic_injector\c_hypodermic_injector.mdl "crits_become_minicrits" 1 "bleeding duration" 60 "slow enemy on hit" 1 "mult bleeding delay" 0.2 "mult crit dmg" 0.15 "damage penalty" 0.01 "add cond on hit" 127 "add cond on hit duration" 1 "fire input on hit name restrict" player "fire input on hit" "!self^RunScriptCode^self.ViewPunch(QAngle(RandomInt(-2,2),RandomInt(-2,2),RandomInt(-2,2)))" "add attributes on hit" "hud overlay|effects/gas_overlay|1|reduced_healing_from_medics|0.01|1" } "The Re-coder" { OriginalItemName "Upgradeable TF_WEAPON_BUILDER_SPY" "custom item model" models\weapons\c_models\c_subjugated_saboteur\c_subjugated_saboteur.mdl "effect cond override" 7 //"fire input on effect" "!caller^$AddCond^43 10" "fire input on effect" "popscript^$Recode^" "sapper damage penalty" 0.4 "special item description" "On Sap Robot: Convert robot into an ally for 10 seconds, scales with Robo Sapper upgrade. Giants are converted for less time." "special item description 2" "Converted robots seek out enemies and will be stunned for 3 seconds at the end of the duration." "special item description 3" "Bosses cannot be converted." } "Shield Grenade" { OriginalItemName "Jarate" "effect cond override" 6 "override projectile type" 3 "grenade no bounce" 1 "grenade no spin" 1 "grenade explode on impact" 1 "grenade no drag" 1 "effect bar recharge rate increased" 0.2 "custom item model" models/workshop/weapons/c_models/c_quadball/c_quadball_grenade.mdl "custom projectile model" models/workshop/weapons/c_models/c_quadball/c_quadball_grenade.mdl } } ExtraLoadoutItems { Scout { Primary { Item "Tesla Zapper" Cost 1000 AllowRefund 1 } Primary { Item "Dark Matter Railgun" Cost 600 AllowRefund 1 } Secondary { Item "Gamma Ray Burst" Cost 200 AllowRefund 1 } Secondary { Item "Dark Energy Pistol" Cost 400 AllowRefund 1 } Melee { Item "EMP Bat" Cost 500 AllowRefund 1 } } Soldier { Primary { Item "Laser Bazooka" Cost 800 AllowRefund 1 } Primary { Item "A.T.T.S. Rocket Launcher" Cost 600 AllowRefund 1 } Secondary { Item "M84 Suppressed" Cost 400 AllowRefund 1 } Secondary { Item "Ray Gun" Cost 600 AllowRefund 1 } Melee { Item "Military Knife" Cost 200 AllowRefund 1 } } Pyro { Primary { Item "Lightning Rifle" Cost 900 AllowRefund 1 } Primary { Item "The Incinerator" Cost 600 AllowRefund 1 } Secondary { Item "Dark Matter Flare Gun" Cost 400 AllowRefund 1 } Secondary { Item "Radio Wave Disrupter" Cost 700 AllowRefund 1 } Melee { Item "Gamma Melter" Cost 500 AllowRefund 1 } } Demoman { Primary { Item "Cluster Bomb" Cost 1000 AllowRefund 1 } Primary { Item "Penetrator Grenades" Cost 500 AllowRefund 1 } Secondary { Item "Energy Shield" Cost 600 AllowRefund 1 } Secondary { Item "Vortex Bombs" Cost 1750 AllowRefund 1 } Melee { Item "Energy Ax" Cost 800 AllowRefund 1 } } Heavyweapons { Primary { Item "Laser Cannon" Cost 1250 AllowRefund 1 } Primary { Item "Mortar Minigun" Cost 750 AllowRefund 1 } Secondary { Item "Robo Sandvich" Cost 500 AllowRefund 1 } Secondary { Item "Gamma Shotgun" Cost 300 AllowRefund 1 } Melee { Item "Astral Projection" Cost 1000 AllowRefund 1 } } Engineer { Primary { Item "Gamma Shotgun Engineer" Cost 300 AllowRefund 1 } Primary { Item "Beam Rifle" Cost 900 AllowRefund 1 } Secondary { Item "Gamma Ray Burst" Cost 200 AllowRefund 1 } Secondary { Item "Taser" Cost 400 AllowRefund 1 } Melee { Item "Shield Generator" Cost 650 AllowRefund 1 } } Medic { Primary { Item "BioTech Syringe Gun" Cost 300 AllowRefund 1 } Primary { Item "Dark Energy Syringe Gun" Cost 750 AllowRefund 1 } Secondary { Item "Machinery Beam" Cost 500 AllowRefund 1 } Secondary { Item "Bio Enhancer" Cost 900 AllowRefund 1 } Melee { Item "Burnsaw" Cost 300 AllowRefund 1 } } Sniper { Primary { Item "BioTech Bow" Cost 400 AllowRefund 1 } Primary { Item "Condensed Plasma Rifle" Cost 1250 AllowRefund 1 } Secondary { Item "Pulse SMG" Cost 900 AllowRefund 1 } Secondary { Item "M84 Suppressed" Cost 400 AllowRefund 1 } Melee { Item "Crowbar" Cost 500 AllowRefund 1 } //Secondary //testing //{ //Item "Shield Grenade" //Cost 100 //AllowRefund 1 //} } Spy { Secondary { Item "Sunburn Scorcher" Cost 500 AllowRefund 1 } Secondary { Item "Explosive Payload" Cost 400 AllowRefund 1 } Melee { Item "Poison Injector" Cost 400 AllowRefund 1 } Building //building is sapper slot { Item "The Re-coder" Cost 900 AllowRefund 1 } } } ExtendedUpgrades { upgrade_player_boost_recharge { Name "+15% Booster Recharge Rate" Attribute "tag__summer2014" Cap 3 Increment 1 Cost 250 PlayerUpgrade 1 OnUpgrade { Output "popscript,$Upgrade,0,0" } OnDowngrade { Output "popscript,$Upgrade,2,0" } OnRestore { Output "popscript,$Upgrade,3,0" } } upgrade_player_boost_time { Name "+25% Longer Boost Time" Attribute "tag__eotlearlysupport" Cap 6 Increment 1 Cost 150 PlayerUpgrade 1 OnUpgrade { Output "popscript,$Upgrade,0,0" } OnDowngrade { Output "popscript,$Upgrade,2,0" } OnRestore { Output "popscript,$Upgrade,3,0" } } upgrade_player_boost_speed { Name "+10% Boost Speed" Attribute "cannot trade" Cap 5 Increment 1 Cost 200 PlayerUpgrade 1 OnUpgrade { Output "popscript,$Upgrade,0,0" } OnDowngrade { Output "popscript,$Upgrade,2,0" } OnRestore { Output "popscript,$Upgrade,3,0" } } //upgrade_player_slam //disabling for now due to crashes that idk why happen //{ // Name "Enable Ground Slam" // Attribute "taunt is highfive" // Description "Looking down while crouching in the air will cause a ground slam. Uses 1% per tick while slamming. At least 1% charge is needed to use." // Cap 1 // Increment 1 // Cost 150 // PlayerUpgrade 1 // OnUpgrade { Output "popscript,$Upgrade,0,0" } // OnDowngrade { Output "popscript,$Upgrade,2,0" } // OnRestore { Output "popscript,$Upgrade,3,0" } //} // upgrade_player_slam_efficiency // { // Name "Slam Efficiency" // Attribute "Wrench index" // Description "-10% fuel used while slamming." // Cap -0.5 // Increment -0.1 // Cost 100 // PlayerUpgrade 1 // RequiredUpgrade // { // Upgrade "upgrade_player_slam" // Level 1 // } // OnUpgrade { Output "popscript,$Upgrade,0,0" } // OnDowngrade { Output "popscript,$Upgrade,2,0" } // OnRestore { Output "popscript,$Upgrade,3,0" } // } upgrade_player_slam_compression { Name "Landing Compression" Attribute "cancel falling damage" //Description "Wearer never takes falling damage. You can still stomp enemies ONLY with the ground slam." Description "Wearer never takes falling damage." Cap 1 Increment 1 Cost 150 PlayerUpgrade 1 OnUpgrade { Output "popscript,$Upgrade,0,0" } OnDowngrade { Output "popscript,$Upgrade,2,0" } OnRestore { Output "popscript,$Upgrade,3,0" } } upgrade_player_boost_minicrit { Name "Minicrit While Boosting" Description "Wearer can minicrit while boosting or ground slamming" Attribute "purchased" Cap 1 Increment 1 Cost 300 PlayerUpgrade 1 OnUpgrade { Output "popscript,$Upgrade,0,0" } OnDowngrade { Output "popscript,$Upgrade,2,0" } OnRestore { Output "popscript,$Upgrade,3,0" } } manmelter_reload //wtf valve { Name "+20% Reload Speed" Attribute "faster reload rate" Cap 0.4 Increment -0.2 Cost 250 SecondaryAttributes { "fire rate bonus HIDDEN" -0.2 } AllowedWeapons { ItemName "Dark Matter Flare Gun" ItemName "The Manmelter" } } manmelter_burndmg //wtf valve { Name "+25% Burn Damage" Attribute "weapon burn dmg increased" Cap 2 Increment 0.25 Cost 250 AllowedWeapons { ItemName "Dark Matter Flare Gun" ItemName "The Manmelter" } } manmelter_burnrate //wtf valve { Name "+25% Burn Rate" Attribute "weapon burn time increased" Cap 2 Increment 0.25 Cost 250 AllowedWeapons { ItemName "Dark Matter Flare Gun" ItemName "The Manmelter" } } medic_heal_buildings { Name "Enhanced Machinery Beam" Attribute "medic machinery beam" Cap 5 Increment 1 Cost 200 AllowedWeapons { ItemName "Machinery Beam" } } sunburner_pierce { Name "Projectile Penetration" Attribute "Projectile Penetration" Cap 1 Increment 1 Cost 400 AllowedWeapons { ItemName "Sunburn Scorcher" } } } Templates { //normal bots T_TFBot_Scout_Gamma { Class Scout Skill normal WeaponRestrictions SecondaryOnly Name "Gamma Ray Burst Scout" ClassIcon engineer_gazer_lite Item "Gamma Ray Burst" Item "The Bolt Boy" } T_TFBot_Soldier_Laser_Bazooka { Class Soldier Skill normal WeaponRestrictions PrimaryOnly Name "Laser Bazooka Soldier" ClassIcon soldier_mangler_burst Item "Laser Bazooka" Item "The Cross-Comm Crash Helmet" CharacterAttributes { "hold fire until full reload" 1 } } T_TFBot_engie_pomson { ClassIcon engineer_pomson Health 125 Name "Mecha Pomson Engineer" Class Engineer Skill Expert WeaponRestrictions PrimaryOnly Action FetchFlag Item "The Virtual Reality Headset" Item "Iron lung" Item "Roboot" Item "The Gunslinger" Item "The Pomson 6000" } T_TFBot_Heavy_Astral { Class HeavyWeapons Skill normal WeaponRestrictions PrimaryOnly Name "Astral Projection Heavy" ClassIcon heavy_shield_ala Item "Astral Projection" SpawnTemplate W_Shield_Blu Item "The Virtual Viewfinder" } T_TFBot_Sniper_Pulse_SMG { Class Sniper Skill Hard WeaponRestrictions SecondaryOnly Name "Pulse SMG Sniper" ClassIcon sniper_carbine_laser Item "Pulse SMG" Item "Hawk eyed hunter" } //giant bots T_TFBot_Giant_Scout_Tesla { Class Scout Skill expert Health 1600 Attributes Miniboss WeaponRestrictions PrimaryOnly Name "Giant Tesla Zapper Scout" ClassIcon scout_atomic_giant Item "Tesla Zapper" Item "The Bolt Boy" MaxVisionRange 512 ShootTemplate { Name W_Tesla Offset "0 0 0" Angles "0 0 0" Spread 0 AttachToProjectile 0 ItemName "Tesla Zapper" } ItemAttributes { ItemName "Tesla Zapper" "damage bonus" 2 } CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } T_TFBot_Giant_Soldier_Laser_Bazooka { Class Soldier Skill expert Health 3800 Attributes Miniboss WeaponRestrictions PrimaryOnly Name "Giant Laser Bazooka Soldier" ClassIcon soldier_mangler_burst_giant Item "Laser Bazooka" Item "The Cross-Comm Crash Helmet" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "hold fire until full reload" 1 } } T_TFBot_Giant_Pyro_Lightning_Rifle { Class Pyro Skill expert Health 3000 Attributes Miniboss WeaponRestrictions PrimaryOnly Name "Giant Lightning Rifle Pyro" ClassIcon pyro_elec_giant Item "Lightning Rifle" Item "Arsonist Apparatus" Item "Moccasin Machinery" FireWeapon { Delay 0.1 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0.1 Type "Primary" } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "fire rate bonus" 0.6 } } T_TFBot_Giant_Demo_Penetrator { Class Demoman Skill expert Health 3300 Attributes Miniboss WeaponRestrictions PrimaryOnly Name "Giant Penetrator Bombs Demo" ClassIcon demo_bouncing_betty Item "Penetrator Grenades" Item "Eyeborg" Attributes HoldFireUntilFullReload CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "fire rate bonus" 0.4 } } T_TFBot_Giant_Heavy_Laser { Class HeavyWeapons Skill expert Health 5000 Attributes Miniboss WeaponRestrictions PrimaryOnly Name "Giant Laser Cannon Heavy" ClassIcon heavy_atomic_giant Item "Laser Cannon" Item "The Virtual Viewfinder" AimOffset "0 0 54" CharacterAttributes { "move speed bonus" 0.5 "spread offset pattern" "100 -35 -54" "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Giant_Heavy_Mortar { Class HeavyWeapons Skill expert Health 5000 Attributes Miniboss WeaponRestrictions PrimaryOnly Name "Giant Mortar Minigun Heavy" ClassIcon heavy_explosion Item "Mortar Minigun" Item "The Virtual Viewfinder" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } //bosses T_TFBot_Giant_Demoman_Vortex { Class Demoman Skill expert Health 100000 Attributes Miniboss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon WeaponRestrictions SecondaryOnly Name "Vortex Controller" ClassIcon boss_bomberknight Item "Boss Vortex Bombs" Item "The Bomber Knight" Item "Mad Lad" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "override projectile type" 7 "is_passive_weapon" 1 "fire rate bonus" 1 "faster reload rate" 1 } FireWeapon //Periodically fires weapon { Delay 0 Cooldown 0.1 Repeats 0 IfSeeTarget 0 Duration 0.1 Type "Secondary" } ShootTemplate { Name W_Vortex_Boss Offset "0 0 16" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Boss Vortex Bombs" } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 4 "cancel falling damage" 1 "addcond immunity" "43|71" "rage giving scale" 0.25 "health regen" 500 } ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 IfSeeTarget 0 IfHealthBelow 50001 Name "Enraged" } ExtAttr IgnoreBuildings SpawnTemplate B_Vortex_Death_Seq Scale 1.9 EventChangeAttributes { Enraged { RingOfFire 30 ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "override projectile type" 3 "fire rate bonus" 2.5 "faster reload rate" -0.8 "stun on hit" 3 "stun on hit type" bonk "stun on hit no giants" 1 "override projectile type extra" "stunball" } ItemAttributes { ItemName "Boss Vortex Bombs" "custom item model" models\weapons\c_models\c_big_man\c_big_man.mdl "custom weapon fire sound" "=80|weapons\proxybomblauncher_shoot.wav" "custom impact sound" "=100|ambient\explosions\explode_6.wav" "fire rate penalty" 1 "Reload time increased" 0.8 "Projectile range decreased" 0.5 "stickybomb charge rate" 0.01 "damage penalty" 0.001337 "self dmg push force decreased" 0.001337 "clip size penalty" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 4 "cancel falling damage" 1 "rage giving scale" 0.25 "addcond immunity" "43|71" "health regen" 500 } } Defualt { ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "override projectile type" 7 "is_passive_weapon" 1 "fire rate bonus" 1 "faster reload rate" 1 } } } } } }