// -- These attributes must attached to a weapon using ItemAttributes and then ItemName -- // "Blast radius decreased" // "Reload time decreased" // "airblast pushback scale" // "arrow mastery" // "attack projectiles" // "bullets per shot bonus" // "clip size bonus" // "clip size penalty" // "clip size upgrade atomic" // "cloak consume rate increased" // "critboost on kill" // "damage bonus" // "damage causes airblast" // "damage penalty" // "effect bar recharge rate increased" // "faster reload rate" // "fire rate bonus" // "fire rate penalty" // "flame life bonus" // (not sure about this one -- can't even find where it gets used at a glance) "multiple sentries" // "projectile penetration" // "projectile spread angle penalty" // "scattergun knockback mult" // "uber duration bonus" // "ubercharge rate bonus" // "use large smoke explosion" // ---------------------------------------------------- WaveSchedule { Templates { //Regular bots //Scout //Soldier T_TFBot_Soldier_Burst { ClassIcon soldier_burstfire WeaponRestrictions PrimaryOnly Health 200 Skill Expert Name "Burst Fire Soldier" Class Soldier Attributes "HoldFireUntilFullReload" ItemAttributes { ItemName tf_weapon_rocketlauncher "fire rate bonus" 0.1 "clip size penalty" 0.75 "projectile speed decreased" 0.8 "damage penalty" 0.6 "projectile spread angle penalty" 2 } } //Pyro //Demo T_TFBot_Demoman_Winbomber { Class Demoman Skill Normal Classicon demo_sticky_daan WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" 0.001 "max pipebombs decreased" -7 "projectile range increased" 0.35 } } //Heavy T_TFBot_Heavyweapons_Deflector // Small Heavybot Deflector { Class HeavyWeapons Skill Hard Name "Deflector Heavy" ClassIcon "heavy_deflector" Item "The U-clank-a" Item "Deflector" ItemAttributes { ItemName "Deflector" "attack projectiles" 1 // force ability to shoot down projectiles } } //Medic T_TFBot_Medic_Shield //Small ProjectileShield { Class Medic Name "Shield Medic" ClassIcon medic_shield_qf Skill Easy Item "The Quick-Fix" WeaponRestrictions SecondaryOnly Attributes ProjectileShield Attributes SpawnWithFullCharge Attributes IgnoreEnemies // stop the spinning ItemAttributes { ItemName "The Quick-Fix" "generate rage on heal" 1 "uber duration bonus" -7.95 } } T_TFBot_Giant_Medic_Shield // Big ProjectileShield { Class Medic Name "Giant Shield Medic" ClassIcon medic_shield_qf_giant Skill Expert Health 4200 tag bot_giant Attributes MiniBoss Attributes ProjectileShield Attributes SpawnWithFullCharge Attributes IgnoreEnemies // stop the spinning Item "The Quick-Fix" Item "Surgeon's Space Suit" Item "Captain Space Mann" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Quick-Fix" "generate rage on heal" 2 "increase buff duration" 3 "uber duration bonus" -7.95 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 } } //Sniper T_TFBot_Sniper_Machina // Slower reload time, ridiculously huge charge rate { Class Sniper Skill Normal MaxVisionRange 2500 Item "The Machina" Item "The Lone Star" ItemAttributes { ItemName "The Machina" "sniper charge per sec" 8 "Reload time increased" 2 "fire rate penalty" 2 } } //Giants T_TFBot_Giant_Demoman_Winbomber // Stacks a clip of stickies { Class Demoman Skill Normal Name "Giant Demoman" ClassIcon demo_sticky_daan_giant Health 3300 Attributes MiniBoss Attributes HoldFireUntilFullReload WeaponRestrictions SecondaryOnly Item "The Hat With No Name" Item "The Demo's Dustcatcher" Item "The Soldier's Stogie" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" -3 "sticky arm time bonus" 5 "fire rate bonus" -1 "projectile spread angle penalty" 5 "faster reload rate" 0.33 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "self dmg push force decreased" 0.01 } } T_TFBot_Giant_Demoman_Winbomber_Tapfire // Fires one at a time { Class Demoman Skill Normal Name "Giant Demoman" ClassIcon demo_sticky_daan_giant Health 3300 Attributes MiniBoss Attributes HoldFireUntilFullReload WeaponRestrictions SecondaryOnly Item "The Hat With No Name" Item "The Demo's Dustcatcher" Item "The Soldier's Stogie" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" -1 "sticky arm time bonus" 5 //"fire rate bonus" 0.8 "damage bonus" 1.2 "faster reload rate" -1 "max pipebombs increased" -7 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "self dmg push force decreased" 0.01 } } T_TFBot_Sniper_Machina_Boss // Slower reload time, ridiculously huge charge rate { Class Sniper ClassIcon sniper_headshot Skill Hard MaxVisionRange 5000 Item "The Machina" Item "The Lone Star" Attributes AlwaysCrit Attributes MiniBoss Attributes UseBossHealthBar Name "Spaceman Spiff" Tag bot_giant Health 7500 ItemAttributes { ItemName "The Machina" "sniper charge per sec" 8 "Reload time increased" 2 "fire rate penalty" 2 "explosive sniper shot" 3 } CharacterAttributes { "move speed bonus" 0.4 } } //Gatebots T_TFGateBot_Giant_Soldier_Crit { ClassIcon soldier_crit Health 3800 Name "Giant Charged Soldier" Class Soldier EventChangeAttributes { Default { WeaponRestrictions PrimaryOnly Skill Normal Tag "nav_prefer_gate1_flank" Tag "bot_gatebot" Tag "bot_giant" BehaviorModifiers push Attributes "IgnoreFlag" Attributes "MiniBoss" Attributes "AlwaysCrit" ItemAttributes { ItemName "the original" "fire rate penalty" 2.0 "faster reload rate" 0.2 "projectile speed decreased" 0.5 } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "move speed penalty" 0.5 } Item "mvm gatebot light soldier" Item "the original" } RevertGateBotsBehavior { WeaponRestrictions PrimaryOnly Skill Normal Tag "bot_giant" Attributes "MiniBoss" Attributes "AlwaysCrit" ItemAttributes { ItemName "the original" "fire rate penalty" 2.0 "faster reload rate" 0.2 "projectile speed decreased" 0.5 } ItemAttributes { ItemName "mvm gatebot light soldier" "item style override" 1 } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "move speed penalty" 0.5 } Item "mvm gatebot light soldier" Item "the original" } } } T_TFGateBot_Giant_Soldier_Extended_Buff_Banner { Class Soldier Name "Giant Buff Banner Soldier" ClassIcon soldier_buff_giant Health 3800 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Skill Expert Tag bot_giant Item "The Buff Banner" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "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 } WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Skill Expert Tag bot_giant Item "The Buff Banner" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 9.0 } } } } T_TFGateBot_Giant_Soldier_Extended_Battalion { Class Soldier Name "Giant Battalion Soldier" ClassIcon soldier_backup_giant Health 3800 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Skill Expert Tag bot_giant Item "The Battalion's Backup" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "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 } WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Skill Expert Tag bot_giant Item "The Battalion's Backup" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 9.0 } } } } T_TFGateBot_Giant_Soldier_Extended_Concheror { Class Soldier Name "Giant Concheror Soldier" ClassIcon soldier_conch_giant Health 3800 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Skill Expert Tag bot_giant Item "The Concheror" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "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 } WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Skill Expert Tag bot_giant Item "The Concheror" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 9.0 } } } } T_TFGateBot_Giant_Pyro // Since robot_gatebot doesn't have non autofire Giant Pyros { Class Pyro Name "Giant Pyro" ClassIcon pyro_giant Health 4000 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 1.25 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant BehaviorModifiers Mobber ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 1.25 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } } T_TFGateBot_Giant_Pyro_Phlog // Since robot_gatebot doesn't have non autofire Giant Pyros { Class Pyro Name "Giant Pyro" ClassIcon pyro_phlog_giant Health 4000 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Item "The Phlogistinator" Skill Hard WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes SpawnWithFullCharge Tag bot_giant ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" Item "The Phlogistinator" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Hard WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes SpawnWithFullCharge Tag bot_giant BehaviorModifiers Mobber ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } } T_TFGateBot_Giant_Demoman { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon demo_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 Item "MvM GateBot Light Demoman" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } T_TFGateBot_Giant_Heavyweapons { Class Heavyweapons Name "Giant Heavy" Health 5000 ClassIcon heavy_giant 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 MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "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 MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Sniper_SMG { Class Sniper Name "Gunman" ClassIcon sniper_smg_tind 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 Sniper" Skill Easy WeaponRestrictions SecondaryOnly } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } Skill Normal WeaponRestrictions SecondaryOnly } } } T_TFGateBot_Heavy_Champ { Class Heavyweapons ClassIcon heavy_champ Name "Heavyweight Champ" EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Item "the killing gloves of boxing" Item "Pugilist's Protector" Skill Normal WeaponRestrictions MeleeOnly } RevertGateBotsBehavior { Item "the killing gloves of boxing" Item "Pugilist's Protector" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Normal WeaponRestrictions MeleeOnly } } } T_TFGateBot_Heavy_Champ_Fast { Class Heavyweapons ClassIcon heavy_gru Name "Heavyweight Champ" EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Item "Gloves of Running Urgently MvM" Item "Pugilist's Protector" Skill Normal WeaponRestrictions MeleeOnly } RevertGateBotsBehavior { Item "Gloves of Running Urgently MvM" Item "Pugilist's Protector" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Hard WeaponRestrictions MeleeOnly } } } T_TFGateBot_Demoman_Knight { Class Demoman ClassIcon demoknight Name "Demoknight" 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 "The Chargin' Targe" Item "The Eyelander" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } Skill Hard } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" Item "The Chargin' Targe" Item "The Eyelander" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Expert } } } T_TFGateBot_Spy { Class Spy ClassIcon spy Name "Spy" 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 Spy" Item "The Enforcer" Skill Hard WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon } RevertGateBotsBehavior { Item "MvM GateBot Light Spy" Item "The Enforcer" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Spy" "item style override" 1 } Skill Hard WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon } } } T_TFGateBot_Demoman_Winbomber { Class Demoman Skill Easy Name "Demoman" ClassIcon demo_sticky_daan 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" Attributes HoldFireUntilFullReload WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 //makes the bot use primary animations, no spinning "override projectile type" 15 //fires nothing so he swaps to stickies "faster reload rate" 1.2 } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" -1 "sticky arm time bonus" 2 "fire rate bonus" 0.85 "projectile spread angle penalty" 5 "max pipebombs increased" -7 "mod max primary clip override" 4 //maybe this works //"stickybomb fizzle time" 5 "faster reload rate" 0.5 "self dmg push force decreased" 0.01 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Hard Attributes HoldFireUntilFullReload WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 //makes the bot use primary animations, no spinning "override projectile type" 15 //fires nothing so he swaps to stickies "faster reload rate" 1.2 } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" -1 "sticky arm time bonus" 2 "fire rate bonus" 0.85 "projectile spread angle penalty" 5 "max pipebombs increased" -7 "mod max primary clip override" 4 //maybe this works //"stickybomb fizzle time" 5 "faster reload rate" 0.5 "self dmg push force decreased" 0.01 } } } } T_TFGateBot_Engineer_Pomson { Class Engineer Skill Hard ClassIcon engineer_pomson 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 Engineer" Attributes HoldFireUntilFullReload Item "The Pomson 6000" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Pomson 6000" "fire rate bonus" 0.3 "faster reload rate" 0.4 "projectile spread angle penalty" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Engineer" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Engineer" "item style override" 1 } Skill Hard Attributes HoldFireUntilFullReload Item "The Pomson 6000" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Pomson 6000" "fire rate bonus" 0.3 "faster reload rate" -1 "projectile spread angle penalty" 4 } } } } T_TFGateBot_Heavy_Deflector_Normal { Class Heavy ClassIcon heavy_deflector Name "Deflector Heavy" EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Item "Deflector" Item "The U-clank-a" Skill Normal ItemAttributes { ItemName "Deflector" "attack projectiles" 1 // force ability to shoot down projectiles } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" Item "Deflector" Item "The U-clank-a" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } ItemAttributes { ItemName "Deflector" "attack projectiles" 1 // force ability to shoot down projectiles } Skill Normal } } } T_TFGateBot_Soldier_Conchbox_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 "The Black Box" Item "MvM GateBot Light Soldier" Skill Normal Attributes SpawnWithFullCharge Attributes HoldFireUntilFullReload CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Concheror" Item "The Black Box" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal Attributes SpawnWithFullCharge Attributes HoldFireUntilFullReload CharacterAttributes { "increase buff duration" 9.0 } } } } T_TFGateBot_Soldier_Conchbox_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 "The Black Box" Item "MvM GateBot Light Soldier" Skill Normal Attributes AlwaysCrit Attributes SpawnWithFullCharge Attributes HoldFireUntilFullReload CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Concheror" Item "The Black Box" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal Attributes AlwaysCrit Attributes SpawnWithFullCharge Attributes HoldFireUntilFullReload CharacterAttributes { "increase buff duration" 9.0 } } } } T_TFGateBot_Boss_StickyBomb { Class Demoman Name "Drumblaster" ClassIcon demo_sticky_daan_giant Health 50000 Scale 1.9 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 "Alcoholic Automaton" Item "MvM GateBot Light Demoman" Tag bot_giant Skill Hard WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes UseBossHealthBar ItemAttributes { ItemName "Alcoholic Automaton" "set item tint RGB" 15185211 "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" -3 "sticky arm time bonus" 5 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "faster reload rate" 0.4 "max pipebombs decreased" -5 "damage bonus" 1.2 "clip size bonus" 3 "blast radius increased" 1.5 "projectile range increased" 1.5 "killstreak tier" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "override footstep sound set" 4 "rage giving scale" 0 "health regen" 100 "self dmg push force decreased" 0.01 "voice pitch scale" 0.75 } } RevertGateBotsBehavior { Tag bot_giant Skill Hard WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes UseBossHealthBar ItemAttributes { ItemName "Alcoholic Automaton" "item style override" 1 } ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" -3 "sticky arm time bonus" 5 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "faster reload rate" 0.4 "max pipebombs decreased" -5 "damage bonus" 1.2 "clip size bonus" 3 "blast radius increased" 1.5 "projectile range increased" 1.5 "killstreak tier" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "override footstep sound set" 4 "rage giving scale" 0 "health regen" 100 "self dmg push force decreased" 0.01 "voice pitch scale" 0.75 } Item "Alcoholic Automaton" Item "MvM GateBot Light Demoman" } } } } }