WaveSchedule { Templates { Survivor_1 { Name "Survivor" Class Soldier ClassIcon red2_lite Health 250 MaxVisionRange 250 KeepAwayRadius 128 KeepAway Enemies Skill Expert Item "Slug Rifle" Item "EOTL_Coldfront Curbstompers" Item "The Lone Survivor" Item "Flakcatcher" Item "Beaten and Bruised" //NoPushAway 1 Attributes DisableDodge DropWeapon 1 Attributes HoldFireUntilFullReload WeaponRestrictions SecondaryOnly UseMeleeThreatPrioritization 1 NoCrouchButtonRelease 1 Action Idle AimAt Head SpawnTemplate class_undead_1 SpawnTemplate class_rescue AddCond {Name TF_COND_REPROGRAMMED} VoiceCommand { Delay 11 Cooldown 21 Type "Jeers" } FireWeapon { Delay 120 Cooldown 40 Duration 8 Type "Crouch" } VoiceCommand { Delay 8 Cooldown 16 IfHealthBelow 126 Type "Medic" } ItemAttributes { ItemName "Beaten and Bruised" "item style override" 3 } CharacterAttributes { "no resupply" 1 "crit mod disabled" 0 "mult stun resistance" 0 //"increased jump height" 1.3 "increase player capture value" 3 "dmg taken from blast reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from fire reduced" 0.25 "dmg taken from crit reduced" 0.1 //"dmg taken increased" 0.05 //debug } EventChangeAttributes { Shop { MaxVisionRange -1 FireInput //remove fort buff { Target !self Action $RemoveCond Param 51 Delay -1 Repeats 1 } InterruptAction { Target "ai_shop_1" Delay 1 Repeats 1 Duration 1 WaitUntilDone 1 } } Defense { MaxVisionRange -1 FireInput //remove fort buff { Target !self Action $RemoveCond Param 51 Delay -1 Repeats 1 } InterruptAction { Target "ai_go_table" Delay 1 Repeats -1 Cooldown 10 Duration 1 WaitUntilDone 1 Distance 24 StopCurrentInterruptAction 1 } } Fort { FireInput { Target !self Action $WeaponSwitchSlot Param 1 Delay 0.1 Repeats 1 } NoPushaway 1 MaxVisionRange -1 CharacterAttributes { "no_duck" 1 "increased jump height" 1.6 "ignored by bots" 1 "cannot be teleported" 1 } FireInput { Target !self Action $PlaySound Param "vo/soldier_paincrticialdeath02.mp3" Delay 0.5 Repeats 1 } AddCond {Name TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED} InterruptAction { Target "ai_go_fort" Delay 1 Repeats 1 Duration 1 WaitUntilDone 1 Distance 24 StopCurrentInterruptAction 1 } } Panic { MaxVisionRange -1 CharacterAttributes { "no_duck" 1 "increased jump height" 1.6 } FireInput { Target !self Action $PlaySound Param "vo/soldier_paincrticialdeath01.mp3" Delay 0.5 Repeats 1 } InterruptAction { Target "ai_go_fort" Delay 1 Repeats 1 Duration 1 WaitUntilDone 1 Distance 24 StopCurrentInterruptAction 1 } } Happy { MaxVisionRange -1 FireInput { Target !self Action $Taunt Delay 2 Repeats 1 } } Exit { MaxVisionRange -1 CharacterAttributes { "not solid to players" 1 } InterruptAction { Target "ai_go_point" Delay 1 Repeats -1 Cooldown 5 Duration 12 WaitUntilDone 1 Distance 24 StopCurrentInterruptAction 1 } } Wake { MaxVisionRange -1 } } } Survivor_2 { Name "Survivor" Class Pyro ClassIcon red2_lite Health 250 MaxVisionRange 250 KeepAwayRadius 128 KeepAway Enemies Skill Expert Item "Incendiary Rifle" Item "Masked Loyalty" Item "The Sengoku Scorcher" Item "Spawn Camper" Item "Beaten and Bruised" //NoPushAway 1 Attributes DisableDodge DropWeapon 1 Attributes HoldFireUntilFullReload WeaponRestrictions SecondaryOnly UseMeleeThreatPrioritization 1 NoCrouchButtonRelease 1 Action Idle //AimAt Head SpawnTemplate class_undead_2 SpawnTemplate class_rescue AddCond {Name TF_COND_REPROGRAMMED} VoiceCommand { Delay 22 Cooldown 32 Type "Negative" } FireWeapon { Delay 130 Cooldown 50 Duration 8 Type "Crouch" } VoiceCommand { Delay 8 Cooldown 16 IfHealthBelow 126 Type "Medic" } ItemAttributes { ItemName "Beaten and Bruised" "item style override" 3 } CharacterAttributes { "no resupply" 1 "crit mod disabled" 0 "mult stun resistance" 0 //"increased jump height" 1.3 "increase player capture value" 3 "dmg taken from blast reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from fire reduced" 0.25 "dmg taken from crit reduced" 0.1 //"dmg taken increased" 0.05 //debug } EventChangeAttributes { Shop { MaxVisionRange -1 FireInput //remove fort buff { Target !self Action $RemoveCond Param 51 Delay -1 Repeats 1 } InterruptAction { Target "ai_shop_2" Delay 1 Repeats 1 Duration 1 WaitUntilDone 1 } } Defense { MaxVisionRange -1 FireInput //remove fort buff { Target !self Action $RemoveCond Param 51 Delay -1 Repeats 1 } InterruptAction { Target "ai_go_table" Delay 1 Repeats -1 Cooldown 10 Duration 1 WaitUntilDone 1 Distance 24 StopCurrentInterruptAction 1 } } Fort { NoPushaway 1 MaxVisionRange -1 CharacterAttributes { "no_duck" 1 "increased jump height" 1.6 "ignored by bots" 1 "cannot be teleported" 1 } FireInput { Target !self Action $PlaySound Param "vo/pyro_paincrticialdeath01.mp3" Delay 1 Repeats 1 } AddCond {Name TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED} InterruptAction { Target "ai_go_fort" Delay 1 Repeats 1 Duration 1 WaitUntilDone 1 Distance 24 StopCurrentInterruptAction 1 } } Panic { MaxVisionRange -1 CharacterAttributes { "no_duck" 1 "increased jump height" 1.6 } FireInput { Target !self Action $PlaySound Param "vo/pyro_paincrticialdeath03.mp3" Delay 1 Repeats 1 } InterruptAction { Target "ai_go_fort" Delay 1 Repeats 1 Duration 1 WaitUntilDone 1 Distance 24 StopCurrentInterruptAction 1 } } Happy { MaxVisionRange -1 FireInput { Target !self Action $TauntFromItem Param "Taunt: Mannrobics" Delay 3.5 Repeats 1 } FireInput { Target !self Action $RemoveCond Param 7 Delay 7 Repeats 1 } } Exit { MaxVisionRange -1 CharacterAttributes { "not solid to players" 1 } InterruptAction { Target "ai_go_point" Delay 1 Repeats -1 Cooldown 5 Duration 12 WaitUntilDone 1 Distance 24 StopCurrentInterruptAction 1 } } Wake { MaxVisionRange -1 } } } Survivor_3 { Name "Survivor" Class Sniper ClassIcon red2_lite Health 250 MaxVisionRange 250 KeepAwayRadius 128 KeepAway Enemies Skill Expert Item "Heavy Machine Gun" Item "Crocodile Dandy" Item "Holy Hunter" Item "The Archers Groundings" Item "The Falconer" Item "Beaten and Bruised" //NoPushAway 1 Attributes DisableDodge DropWeapon 1 //Attributes HoldFireUntilFullReload WeaponRestrictions SecondaryOnly UseMeleeThreatPrioritization 1 NoCrouchButtonRelease 1 Action Idle AimAt Head SpawnTemplate class_undead_3 SpawnTemplate class_rescue AddCond {Name TF_COND_REPROGRAMMED} VoiceCommand { Delay 33 Cooldown 43 Type "Jeers" } FireWeapon { Delay 140 Cooldown 60 Duration 8 Type "Crouch" } VoiceCommand { Delay 8 Cooldown 16 IfHealthBelow 126 Type "Medic" } ItemAttributes { ItemName "Beaten and Bruised" "item style override" 3 } CharacterAttributes { "no resupply" 1 "crit mod disabled" 0 "mult stun resistance" 0 //"increased jump height" 1.3 "increase player capture value" 3 "dmg taken from blast reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from fire reduced" 0.25 "dmg taken from crit reduced" 0.1 //"dmg taken increased" 0.05 //debug } EventChangeAttributes { Shop { MaxVisionRange -1 FireInput //remove fort buff { Target !self Action $RemoveCond Param 51 Delay -1 Repeats 1 } InterruptAction { Target "ai_shop_3" Delay 1 Repeats 1 Duration 1 WaitUntilDone 1 } } Defense { MaxVisionRange -1 FireInput //remove fort buff { Target !self Action $RemoveCond Param 51 Delay -1 Repeats 1 } InterruptAction { Target "ai_go_table" Delay 1 Repeats -1 Cooldown 10 Duration 1 WaitUntilDone 1 Distance 24 StopCurrentInterruptAction 1 } } Fort { NoPushaway 1 MaxVisionRange -1 CharacterAttributes { "no_duck" 1 "increased jump height" 1.6 "ignored by bots" 1 "cannot be teleported" 1 } FireInput { Target !self Action $PlaySound Param "vo/sniper_sf13_scared01.mp3" Delay -1 Repeats 1 } AddCond {Name TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED} InterruptAction { Target "ai_go_fort" Delay 1 Repeats 1 Duration 1 WaitUntilDone 1 Distance 16 StopCurrentInterruptAction 1 } } Panic { MaxVisionRange -1 CharacterAttributes { "no_duck" 1 "increased jump height" 1.6 } FireInput { Target !self Action $PlaySound Param "vo/sniper_sf13_scared02.mp3" Delay -1 Repeats 1 } InterruptAction { Target "ai_go_fort" Delay 1 Repeats 1 Duration 1 WaitUntilDone 1 Distance 24 StopCurrentInterruptAction 1 } } Happy { MaxVisionRange -1 FireInput { Target !self Action $Taunt Delay 4 Repeats 1 } } Exit { MaxVisionRange -1 CharacterAttributes { "not solid to players" 1 } InterruptAction { Target "ai_go_point" Delay 1 Repeats -1 Cooldown 5 Duration 12 WaitUntilDone 1 Distance 24 StopCurrentInterruptAction 1 } } Wake { MaxVisionRange -1 } } } Survivor_4 { Name "The Shopkeeper" Class Engineer ClassIcon red2_lite Health 250 Skill Expert Item "Dustbowl Eagle" Item "El Patron" Item "The Cold Case" Item "Mining Light" Item "Prairie Heel Biters" Item "Shopkeeper Hat" Item "Underminer's Overcoat" AlwaysGlow 1 //NoPushAway 1 DropWeapon 1 //Attributes HoldFireUntilFullReload UseMeleeThreatPrioritization 1 StripItemSlot 0 StripItemSlot 2 NoCrouchButtonRelease 0 Action Idle AimAt Head SpawnTemplate class_undead_4 AddCond {Name TF_COND_REPROGRAMMED} VoiceCommand { Delay 8 Cooldown 16 IfHealthBelow 126 Type "Medic" } ItemAttributes { ItemName "Underminer's Overcoat" "item style override" 2 } CharacterAttributes { "health regen" 2 "no resupply" 1 "crit mod disabled" 0 "mult stun resistance" 0 //"increased jump height" 1.3 "increase player capture value" 3 "mod projectile heat seek power" 360 //sg rockets "rocket specialist" 4 //sg rockets "engy sentry fire rate increased" 4 //sg nerf "dmg taken from blast reduced" 0.25 "dmg taken from bullets reduced" 0.25 "dmg taken from fire reduced" 0.25 "dmg taken from crit reduced" 0.1 //"dmg taken increased" 0.05 //debug } EventChangeAttributes { Defense { StripItemSlot 2 InterruptAction { Target "ai_go_boxes" Delay 1 Repeats -1 Cooldown 5 Duration 1 Distance 12 WaitUntilDone 1 } } PlaceSentry { NoCrouchButtonRelease 1 Item "Upgradeable TF_WEAPON_WRENCH" InterruptAction { Target "ai_go_sentry" AimTarget "ai_look_sentry" Delay 0.033 Repeats -1 Cooldown 1 Duration 1 Distance 6 WaitUntilDone 1 StopCurrentInterruptAction 1 } FireInput { Target ai_look_sentry Action RunScriptCode Param "SpawnEntityFromTable(`prop_dynamic`, { origin = self.GetOrigin() model = `models/props_mvm/indicator/indicator_circle_long.mdl` disableshadows = 1 `OnAnimationBegun#1` : `!self,SetAnimation,end,6,-1` `OnAnimationBegun#2` : `!self,Kill,,7,-1` }).AcceptInput(`SetAnimation`, `start`, null, null)" Delay -1 Repeats 1 } ClientCommand { Name "destroy 2" Delay 1 Repeats 1 } ClientCommand { Name "build 2" Delay 4 Repeats 1 } FireWeapon { Delay 4 Repeats 1 Duration 13.5 Type "Crouch" } FireWeapon { Delay 5.6 Repeats 1 Duration 12 Type "Primary" } FireInput { Target ai_look_sentry Action RunScriptCode Param "local vecOrigin = self.GetOrigin() for(local hPlayer; hPlayer = FindByClassnameWithin(hPlayer, `player`, vecOrigin, 192);) if(hPlayer != activator && hPlayer.IsAlive()) { local vecDirection = hPlayer.GetOrigin() - vecOrigin vecDirection.z = 0 vecDirection.Norm() vecDirection.z = 1 hPlayer.ApplyAbsVelocityImpulse(vecDirection * 500) }" Delay 5.6 Repeats 1 } WeaponSwitch { Type "Secondary" Delay 18 Repeats 1 } FireInput { Target !self Action $ChangeAttributes Param "Defense" Delay 18 Repeats 1 } } Exit { CharacterAttributes { "not solid to players" 1 } InterruptAction { Target "ai_go_point" Delay 1 Repeats -1 Cooldown 5 Duration 12 WaitUntilDone 1 Distance 24 StopCurrentInterruptAction 1 } } Happy { FireInput { Target !self Action $TauntFromItem Param "Taunt: Texas Twirl 'Em" Delay -1 Repeats 1 } } } } Survivor_Army { Name "Military" Class Soldier Health 250 KeepAwayRadius 128 KeepAway Enemies Skill Expert Tag bot_ignoreredcount WeaponRestrictions SecondaryOnly Item "Attack Packs" Item "Military Hat" Item "Military Armor" Item "Military Mask" Item "Military Gloves" Item "Stealth Bomber" Item "Paratrooper Rifle" SpawnTemplate item_fg42 AlwaysGlow 1 DropWeapon 1 PreferClass HeavyWeapons //focus robrute PainSound "Soldier.Pain" AdditionalStepSound "Zombie.Metal.Step" //Attributes HoldFireUntilFullReload WeaponRestrictions SecondaryOnly UseMeleeThreatPrioritization 1 Action Idle AddCond {Name TF_COND_REPROGRAMMED} ItemAttributes { ItemName "The Reserve Shooter" "custom weapon fire sound" "ParaRifle.Shoot.Quiet" "addcond immunity" "15" "attribute immunity" "stun on hit|stun on hit type|stun on hit slow" } FireInput { Target !activator Action RunScriptCode Param "self.SetAbsVelocity(Vector(0, 0, 350)); EntFireByHandle(self, `RunScriptCode`, `self.SetAbsVelocity(Vector())`, 0.1, null, null)" Delay -1 Repeats 1 } FireInput { Target !activator Action RunScriptCode Param "self.DropRune(true,2)" Delay -1 Cooldown 5 Repeats -1 } CharacterAttributes { "no resupply" 1 "crit mod disabled" 0 "mult stun resistance" 0 "addcond immunity" "15" "attribute immunity" "stun on hit|stun on hit type|stun on hit slow" "increase player capture value" -1 "not solid to players" 1 "always crit" 1 //"damage bonus" 2 "increased air control" 4 "dmg taken increased" 0.01 "health regen" 100 } } Survivor_Infantry { Name "Military" Class Soldier Health 150 Skill Expert Tag bot_ignoreredcount WeaponRestrictions SecondaryOnly Item "Military Hat" Item "Military Armor" Item "Military Mask" Item "Military Gloves" Item "Stealth Bomber" Item "Heavy Machine Gun" DropWeapon 1 PainSound "Soldier.Pain.Cinematic" DeathSound "Soldier.Death.Cinematic" AdditionalStepSound "Zombie.Metal.Step" //Attributes HoldFireUntilFullReload WeaponRestrictions SecondaryOnly UseMeleeThreatPrioritization 1 Action Idle AddCond {Name TF_COND_REPROGRAMMED} CharacterAttributes { "no resupply" 1 "crit mod disabled" 0 "mult stun resistance" 0 "increase player capture value" -1 "not solid to players" 1 } } Survivor_1_Zombie { Name "Ghoul" Class Soldier Health 100 Tag blood_death Scale 1 Skin 4 Skill Normal AlwaysGlow 1 AimTrackingInterval 1 NoIdleSound 1 DesiredAttackRange 1 Action Mobber Attributes Miniboss Attributes DisableDodge WeaponRestrictions SecondaryOnly PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Slug Rifle" Item "EOTL_Coldfront Curbstompers" Item "Flakcatcher" Item "Zombie Soldier" Item "Ritzy Rick's Hair Fixative" CharacterAttributes { "allow friendly fire" 1 "collect currency on kill" 1 "no_jump" 1 "move speed bonus" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "cannot be sapped" 1 "cancel falling damage" 1 } } Survivor_2_Zombie { Name "Ghoul" Class Pyro Health 100 Tag blood_death Scale 1 Skin 4 Skill Normal AlwaysGlow 1 AimTrackingInterval 1 NoIdleSound 1 DesiredAttackRange 1 Action Mobber Attributes Miniboss Attributes DisableDodge WeaponRestrictions SecondaryOnly PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Incendiary Rifle" Item "The Sengoku Scorcher" Item "Spawn Camper" Item "Zombie Pyro" CharacterAttributes { "allow friendly fire" 1 "collect currency on kill" 1 "no_jump" 1 "move speed bonus" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "cannot be sapped" 1 "cancel falling damage" 1 } } Survivor_3_Zombie { Name "Ghoul" Class Sniper Health 100 Tag blood_death Scale 1 Skin 4 Skill Normal AlwaysGlow 1 AimTrackingInterval 1 NoIdleSound 1 DesiredAttackRange 1 Action Mobber Attributes Miniboss Attributes DisableDodge WeaponRestrictions SecondaryOnly PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Heavy Machine Gun" Item "Crocodile Dandy" Item "Holy Hunter" Item "The Archers Groundings" Item "The Falconer" Item "Zombie Sniper" CharacterAttributes { "allow friendly fire" 1 "collect currency on kill" 1 "no_jump" 1 "move speed bonus" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "cannot be sapped" 1 "cancel falling damage" 1 } } Survivor_4_Zombie { Name "Ghoul" Class Engineer Health 100 Tag blood_death Scale 1 Skin 4 Skill Normal AlwaysGlow 1 AimTrackingInterval 1 NoIdleSound 1 DesiredAttackRange 1 Action Mobber Attributes Miniboss Attributes DisableDodge WeaponRestrictions SecondaryOnly PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Dustbowl Eagle" Item "Zombie Engineer" Item "The Cold Case" Item "Mining Light" Item "Prairie Heel Biters" Item "Shopkeeper Hat" Item "Underminer's Overcoat" StripItemSlot 3 StripItemSlot 4 StripItemSlot 5 StripItemSlot 6 CharacterAttributes { "allow friendly fire" 1 "collect currency on kill" 1 "no_jump" 1 "move speed bonus" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "cannot be sapped" 1 "cancel falling damage" 1 } } Zombie_Generic_1-1 { Class Scout ClassIcon heavy_zombie_lite Name "Zombie" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Scout" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/scout/scout_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" Item "Baseball Bill's Sports Shine" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_scout" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_1-2 //fast { Class Scout ClassIcon heavy_zombie_lite Name "Undead" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 1 //climb on player AddCond {Name TF_COND_SPEED_BOOST} Attributes MiniBoss //Attributes DisableDodge //dodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 SpawnTemplate item_zombie_slap //double hit //Item "Zombie Scout" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/scout/scout_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" //Item "Baseball Bill's Sports Shine" Item "Bonk Boy" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_scout" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } ItemAttributes { ItemName "Bonk Boy" "SPELL: set item tint RGB" 5 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_2-1 { Class Soldier ClassIcon heavy_zombie_lite Name "Zombie" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Soldier" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/soldier/soldier_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" Item "Baseball Bill's Sports Shine" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_soldier" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_2-2 //explode { Class Soldier ClassIcon heavy_zombie_lite Name "Undead" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Soldier" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/soldier/soldier_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" //Item "Baseball Bill's Sports Shine" SpawnTemplate item_zombie_slap //double hit ChangeAttributes { Delay -1 Repeats 1 IfHealthBelow 51 Name "Explode" } Taunt { Delay -1 Repeats 1 IfHealthBelow 51 } EventChangeAttributes { Explode { Item "The Escape Plan" ItemAttributes { ItemName "The Escape Plan" "no_attack" 1 "is invisible" 1 "self mark for death" 0 //"gesture speed increase" 1.6 "allow friendly fire" 1 } } } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_soldier" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_3-1 { Class Pyro ClassIcon heavy_zombie_lite Name "Zombie" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Pyro" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/pyro/pyro_zombie.mdl"} Item "The Hot Hand" Item "Backpack Remover" ItemAttributes { ItemName "The Hot Hand" //remove stats "damage penalty" 1 "speed_boost_on_hit_enemy" 0 "taunt attack time mult" 3 //disable tauntkill //remove stats "custom kill icon" "infection_engineer" // doesnt burn, engineers glove looks similar to pyros glove "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.35 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_3-2 //reflect { Class Pyro ClassIcon heavy_zombie_lite Name "Undead" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge //Attributes AlwaysFireWeapon WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Pyro" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/pyro/pyro_zombie.mdl"} Item "The Hot Hand" Item "Backpack Remover" Item "Pyro Helm" ItemAttributes { ItemName "Pyro Helm" "SPELL: set item tint RGB" 5 } ItemAttributes { ItemName "The Hot Hand" //remove stats "damage penalty" 1 "speed_boost_on_hit_enemy" 0 "taunt attack time mult" 3 //disable tauntkill //remove stats "custom kill icon" "infection_engineer" // doesnt burn, engineers glove looks similar to pyros glove "custom impact sound" "TFPlayer.AirBlastImpact" "is invisible" 1 "damage causes airblast" 1 "add attributes on hit" "increased air control|-4|1" // "melee airblast" 1 //"reflect keep team" 1 "damage penalty" 0.5 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_4-1 { Class Demoman ClassIcon heavy_zombie_lite Name "Zombie" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Demo" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/demo/demo_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_demoman" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_4-2 //charge { Class Demoman ClassIcon heavy_zombie_lite Name "Undead" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Demo" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/demo/demo_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" Item "Demonic Dome" SpawnTemplate item_zombie_slap //double hit ChangeAttributes { Delay -1 Repeats 1 IfHealthBelow 51 Name "Charge" } EventChangeAttributes { Charge { Item "The Chargin' Targe" ItemAttributes { ItemName "The Chargin' Targe" //"item style override" 3 "attack not cancel charge" 1 "charge recharge rate increased" -1 //will never recharge } } } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_demoman" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_5-1 { Class HeavyWeapons ClassIcon heavy_zombie_lite Name "Zombie" Scale 1 Tag blood_death Skill Expert Health 200 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Heavy" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/heavy/heavy_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_sniper" // infection_heavy is too different, sniper's glove looks similar to heavy's glove "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_5-2 //double hp { Class HeavyWeapons ClassIcon heavy_zombie_lite Name "Undead" Scale 1 Tag blood_death Skill Expert Health 400 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Heavy" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/heavy/heavy_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" Item "Officer's Ushanka" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_sniper" // infection_heavy is too different, sniper's glove looks similar to heavy's glove "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_6-1 { Class Engineer ClassIcon heavy_zombie_lite Name "Zombie" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 StripItemSlot 3 //remove pdas and toolbox StripItemSlot 4 //remove pdas and toolbox StripItemSlot 5 //remove pdas and toolbox StripItemSlot 6 //remove pdas and toolbox StripItemSlot 7 //remove pdas and toolbox StripItemSlot 8 //remove pdas and toolbox //Item "Zombie Engineer" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/engineer/engineer_zombie.mdl"} Item "The Hot Hand" Item "Baseball Bill's Sports Shine" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "The Hot Hand" //remove stats "damage penalty" 1 "speed_boost_on_hit_enemy" 0 "taunt attack time mult" 3 //disable tauntkill //remove stats "custom kill icon" "infection_engineer" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.35 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_6-2 //dominate buildings { Class Engineer ClassIcon heavy_zombie_lite Name "Undead" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly //ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 StripItemSlot 3 //remove pdas and toolbox StripItemSlot 4 //remove pdas and toolbox StripItemSlot 5 //remove pdas and toolbox StripItemSlot 6 //remove pdas and toolbox StripItemSlot 7 //remove pdas and toolbox StripItemSlot 8 //remove pdas and toolbox //Item "Zombie Engineer" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/engineer/engineer_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" //Item "Baseball Bill's Sports Shine" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_engineer" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 "disable buildings on hit" 4 "dmg bonus vs buildings" 2 //25 per slap } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_7-1 { Class Medic ClassIcon heavy_zombie_lite Name "Zombie" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Medic" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/medic/medic_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" Item "The Vaccinator" //hide backpack SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "The Vaccinator" "is invisible" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_medic" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 "damage all connected" 1 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_7-2 //amp heal { Class Medic ClassIcon heavy_zombie_lite Name "Undead" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Medic" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/medic/medic_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" Item "Emerald Jarate" SpawnTemplate item_zombie_slap //double hit Taunt { Delay 20 Cooldown 10 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_medic" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 "enables aoe heal" 1 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_8-1 { Class Sniper ClassIcon heavy_zombie_lite Name "Zombie" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Sniper" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/sniper/sniper_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" Item "Baseball Bill's Sports Shine" Item "The Jarmaments" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_sniper" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 "jarate backstabber" 1 "mark for death" 1 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_8-2 //crit { Class Sniper ClassIcon heavy_zombie_lite Name "Undead" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 5 //Item "Zombie Sniper" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/sniper/sniper_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" //Item "Baseball Bill's Sports Shine" Item "Trophy Belt" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_sniper" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 "crit vs burning players" 1 "crit vs non burning players" 1 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_9-1 { Class Civilian ClassIcon heavy_zombie_lite Name "Zombie" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 MoveBehindEnemy 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 23 //Item "Zombie Spy" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/spy/spy_zombie.mdl"} UseCustomModel models/player/spy.mdl Item "Upgradeable TF_WEAPON_SHOVEL" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "unarmed_combat" // no infection_spy "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 "stun on hit" 3 "stun on hit type" "movement" "stun on hit slow" 0.66 } CharacterAttributes //shared for generics { "always gib" 1 "weapon always gib" 1 "CARD: move speed bonus" 1.067 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Generic_9-2 //cloak { Class Civilian ClassIcon heavy_zombie_lite Name "Undead" Scale 1 Tag blood_death Skill Expert Health 100 Action Mobber NoIdleSound 1 MoveBehindEnemy 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 23 //Item "Zombie Spy" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/spy/spy_zombie.mdl"} UseCustomModel models/player/spy.mdl Item "Upgradeable TF_WEAPON_SHOVEL" SpawnTemplate stalker_spy //flicker mode SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "unarmed_combat" // no infection_spy "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "mult crit dmg" 1.5 "fire rate penalty" 1.5 "crit from behind" 1 } CharacterAttributes //shared for generics { "ignored by bots" 1 "ignored by enemy sentries" 1 "always gib" 1 "weapon always gib" 1 "CARD: move speed bonus" 1.067 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Shambler_1 //cinematic zombies { Template Zombie_Generic_1-1 Name "Shambler" MaxVisionRange 250 ActionOverride Passive Item "Creepy Crawlers" ItemAttributes { ItemName "Creepy Crawlers" "SPELL: set item tint RGB" 5 } CharacterAttributes { "no_attack" 1 "no_jump" 1 "move speed bonus" 1 "voice pitch scale" 0.65 } EventChangeAttributes { Wake { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.85 } ActionOverride Mobber } Solo { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.65 } ActionOverride Mobber } } } Zombie_Shambler_2 //cinematic zombies { Template Zombie_Generic_2-1 Name "Shambler" MaxVisionRange 250 ActionOverride Passive Item "Creepy Crawlers" ItemAttributes { ItemName "Creepy Crawlers" "SPELL: set item tint RGB" 5 } CharacterAttributes { "no_attack" 1 "no_jump" 1 "move speed bonus" 1 "voice pitch scale" 0.65 } EventChangeAttributes { Wake { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.85 } ActionOverride Mobber } Solo { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.65 } ActionOverride Mobber } } } Zombie_Shambler_3 //cinematic zombies { Template Zombie_Generic_3-1 Name "Shambler" MaxVisionRange 250 ActionOverride Passive Item "Creepy Crawlers" ItemAttributes { ItemName "Creepy Crawlers" "SPELL: set item tint RGB" 5 } CharacterAttributes { "no_attack" 1 "no_jump" 1 "move speed bonus" 1 "voice pitch scale" 0.65 } EventChangeAttributes { Wake { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.85 } ActionOverride Mobber } Solo { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.65 } ActionOverride Mobber } } } Zombie_Shambler_4 //cinematic zombies { Template Zombie_Generic_4-1 Name "Shambler" MaxVisionRange 250 ActionOverride Passive Item "Creepy Crawlers" ItemAttributes { ItemName "Creepy Crawlers" "SPELL: set item tint RGB" 5 } CharacterAttributes { "no_attack" 1 "no_jump" 1 "move speed bonus" 1 "voice pitch scale" 0.65 } EventChangeAttributes { Wake { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.85 } ActionOverride Mobber } Solo { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.65 } ActionOverride Mobber } } } Zombie_Shambler_5 //cinematic zombies { Template Zombie_Generic_5-1 Name "Shambler" MaxVisionRange 250 ActionOverride Passive Item "Creepy Crawlers" ItemAttributes { ItemName "Creepy Crawlers" "SPELL: set item tint RGB" 5 } CharacterAttributes { "no_attack" 1 "no_jump" 1 "move speed bonus" 1 "voice pitch scale" 0.65 } EventChangeAttributes { Wake { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.85 } ActionOverride Mobber } Solo { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.65 } ActionOverride Mobber } } } Zombie_Shambler_6 //cinematic zombies { Template Zombie_Generic_6-1 Name "Shambler" MaxVisionRange 250 ActionOverride Passive Item "Creepy Crawlers" ItemAttributes { ItemName "Creepy Crawlers" "SPELL: set item tint RGB" 5 } CharacterAttributes { "no_attack" 1 "no_jump" 1 "move speed bonus" 1 "voice pitch scale" 0.65 } EventChangeAttributes { Wake { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.85 } ActionOverride Mobber } Solo { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.65 } ActionOverride Mobber } } } Zombie_Shambler_7 //cinematic zombies { Template Zombie_Generic_7-1 Name "Shambler" MaxVisionRange 250 ActionOverride Passive Item "Creepy Crawlers" ItemAttributes { ItemName "Creepy Crawlers" "SPELL: set item tint RGB" 5 } CharacterAttributes { "no_attack" 1 "no_jump" 1 "move speed bonus" 1 "voice pitch scale" 0.65 } EventChangeAttributes { Wake { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.85 } ActionOverride Mobber } Solo { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.65 } ActionOverride Mobber } } } Zombie_Shambler_8 //cinematic zombies { Template Zombie_Generic_8-1 Name "Shambler" MaxVisionRange 250 ActionOverride Passive Item "Creepy Crawlers" ItemAttributes { ItemName "Creepy Crawlers" "SPELL: set item tint RGB" 5 } CharacterAttributes { "no_attack" 1 "no_jump" 1 "move speed bonus" 1 "voice pitch scale" 0.65 } EventChangeAttributes { Wake { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.85 } ActionOverride Mobber } Solo { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.65 } ActionOverride Mobber } } } Zombie_Shambler_9 //cinematic zombies { //unused broken } Zombie_Riot_1 { Class Scout ClassIcon heavy_zombie_breach_lite Name "Riot Zombie" Scale 1 Tag metal_hit Skill Expert Health 200 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnoreBots //reward for keeping survivors alive WeaponRestrictions MeleeOnly PainSound "Zombie.Metal.Hit" AdditionalStepSound "Zombie.Metal.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Riot Shield" Item "Zombie Scout" Item "Upgradeable TF_WEAPON_SHOVEL" Item "Breach and Bomb" Item "Blast Blocker" Item "EOTL_Coldfront Curbstompers" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_scout" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "dmg taken from crit reduced" 0.5 "dmg taken from blast reduced" 0.5 "dmg taken from bullets reduced" 0.5 //"dmg taken from fire reduced" 0.5 "mult dmgtaken from melee" 0.5 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Riot_2 { Class Soldier ClassIcon heavy_zombie_breach_lite Name "Riot Zombie" Scale 1 Tag metal_hit Skill Expert Health 200 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnoreBots //reward for keeping survivors alive WeaponRestrictions MeleeOnly PainSound "Zombie.Metal.Hit" AdditionalStepSound "Zombie.Metal.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Riot Shield" Item "Zombie Soldier" Item "Upgradeable TF_WEAPON_SHOVEL" Item "Breach and Bomb" Item "Blast Blocker" Item "EOTL_Coldfront Curbstompers" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_soldier" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "dmg taken from crit reduced" 0.5 "dmg taken from blast reduced" 0.5 "dmg taken from bullets reduced" 0.5 //"dmg taken from fire reduced" 0.5 "mult dmgtaken from melee" 0.5 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Riot_3 { Class Pyro ClassIcon heavy_zombie_breach_lite Name "Riot Zombie" Scale 1 Tag metal_hit Skill Expert Health 200 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnoreBots //reward for keeping survivors alive WeaponRestrictions MeleeOnly PainSound "Zombie.Metal.Hit" AdditionalStepSound "Zombie.Metal.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Riot Shield" Item "Zombie Pyro" Item "The Hot Hand" Item "Breach and Bomb" Item "Blast Blocker" Item "EOTL_Coldfront Curbstompers" Item "Backpack Remover" ItemAttributes { ItemName "The Hot Hand" //remove stats "damage penalty" 1 "speed_boost_on_hit_enemy" 0 "taunt attack time mult" 3 //disable tauntkill //remove stats "custom kill icon" "infection_engineer" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.35 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "dmg taken from crit reduced" 0.5 "dmg taken from blast reduced" 0.5 "dmg taken from bullets reduced" 0.5 //"dmg taken from fire reduced" 0.5 "mult dmgtaken from melee" 0.5 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Riot_4 { Class Demoman ClassIcon heavy_zombie_breach_lite Name "Riot Zombie" Scale 1 Tag metal_hit Skill Easy Health 200 Action Mobber NoIdleSound 1 MaxVisionRange 500 DesiredAttackRange 500 //DesiredAttackRange 64 DropWeapon 1 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnoreBots //reward for keeping survivors alive UseMeleeThreatPrioritization 1 //WeaponRestrictions MeleeOnly PainSound "Zombie.Metal.Hit" AdditionalStepSound "Zombie.Metal.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" //Item "Riot Shield" Item "Zombie Demo" Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Attributes HoldFireUntilFullReload Item "Breach and Bomb" Item "Blast Blocker" Item "EOTL_Coldfront Curbstompers" Item "Riot Gun" CharacterAttributes //shared for generics { //"allow friendly fire" 1 "dmg taken from crit reduced" 0.5 "dmg taken from blast reduced" 0.5 "dmg taken from bullets reduced" 0.5 //"dmg taken from fire reduced" 0.5 "mult dmgtaken from melee" 0.5 "move speed bonus" 0.65 "gesture speed increase" 1 //"damage penalty" 0.35 "reload time increased" 1.5 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Riot_5 { Class HeavyWeapons ClassIcon heavy_zombie_breach_lite Name "Riot Zombie" Scale 1 Tag metal_hit Skill Expert Health 200 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnoreBots //reward for keeping survivors alive WeaponRestrictions MeleeOnly PainSound "Zombie.Metal.Hit" AdditionalStepSound "Zombie.Metal.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Riot Shield" Item "Zombie Heavy" Item "Upgradeable TF_WEAPON_SHOVEL" Item "Breach and Bomb" Item "Blast Blocker" Item "EOTL_Coldfront Curbstompers" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_sniper" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "dmg taken from crit reduced" 0.5 "dmg taken from blast reduced" 0.5 "dmg taken from bullets reduced" 0.5 //"dmg taken from fire reduced" 0.5 "mult dmgtaken from melee" 0.5 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Riot_6 { Class Engineer ClassIcon heavy_zombie_breach_lite Name "Riot Zombie" Scale 1 Tag metal_hit Skill Expert Health 200 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnoreBots //reward for keeping survivors alive WeaponRestrictions MeleeOnly PainSound "Zombie.Metal.Hit" AdditionalStepSound "Zombie.Metal.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" StripItemSlot 3 //remove pdas and toolbox StripItemSlot 4 //remove pdas and toolbox StripItemSlot 5 //remove pdas and toolbox StripItemSlot 6 //remove pdas and toolbox StripItemSlot 7 //remove pdas and toolbox StripItemSlot 8 //remove pdas and toolbox Item "Riot Shield" Item "Zombie Engineer" Item "Upgradeable TF_WEAPON_SHOVEL" Item "Breach and Bomb" Item "Blast Blocker" Item "EOTL_Coldfront Curbstompers" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_engineer" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "dmg taken from crit reduced" 0.5 "dmg taken from blast reduced" 0.5 "dmg taken from bullets reduced" 0.5 //"dmg taken from fire reduced" 0.5 "mult dmgtaken from melee" 0.5 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Riot_7 { Class Medic ClassIcon heavy_zombie_breach_lite Name "Riot Zombie" Scale 1 Tag metal_hit Skill Expert Health 200 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnoreBots //reward for keeping survivors alive WeaponRestrictions MeleeOnly PainSound "Zombie.Metal.Hit" AdditionalStepSound "Zombie.Metal.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Riot Shield" Item "Zombie Medic" Item "Upgradeable TF_WEAPON_SHOVEL" Item "Breach and Bomb" Item "Blast Blocker" Item "EOTL_Coldfront Curbstompers" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_medic" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "health regen" 5 "dmg taken from crit reduced" 0.5 "dmg taken from blast reduced" 0.5 "dmg taken from bullets reduced" 0.5 //"dmg taken from fire reduced" 0.5 "mult dmgtaken from melee" 0.5 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Riot_8 { Class Sniper ClassIcon heavy_zombie_breach_lite Name "Riot Zombie" Scale 1 Tag metal_hit Skill Expert Health 200 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnoreBots //reward for keeping survivors alive WeaponRestrictions MeleeOnly PainSound "Zombie.Metal.Hit" AdditionalStepSound "Zombie.Metal.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Riot Shield" Item "Zombie Sniper" Item "Upgradeable TF_WEAPON_SHOVEL" Item "Breach and Bomb" Item "Blast Blocker" Item "EOTL_Coldfront Curbstompers" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_sniper" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "dmg taken from crit reduced" 0.5 "dmg taken from blast reduced" 0.5 "dmg taken from bullets reduced" 0.5 //"dmg taken from fire reduced" 0.5 "mult dmgtaken from melee" 0.5 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Riot_9 { Class Civilian ClassIcon heavy_zombie_breach_lite Name "Riot Zombie" Scale 1 Tag metal_hit Skill Expert Health 200 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings ExtAttr IgnoreBots //reward for keeping survivors alive WeaponRestrictions MeleeOnly PainSound "Zombie.Metal.Hit" AdditionalStepSound "Zombie.Metal.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" UseCustomModel models/player/spy.mdl Skin 23 Item "Riot Shield" //Item "Zombie Spy" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/spy/spy_zombie.mdl"} Item "Upgradeable TF_WEAPON_SHOVEL" Item "Breach and Bomb" Item "Blast Blocker" Item "EOTL_Coldfront Curbstompers" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "unarmed_combat" // no infection_spy "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes //shared for generics { "always gib" 1 //prevent human ragdoll "dmg taken from crit reduced" 0.5 "dmg taken from blast reduced" 0.5 "dmg taken from bullets reduced" 0.5 //"dmg taken from fire reduced" 0.5 "mult dmgtaken from melee" 0.5 "CARD: move speed bonus" 1.067 "move speed bonus" 0.65 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_1-1 { Class Scout ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Scout" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" //"damage bonus" 1.858 //offset bat "custom kill icon" "boston_basher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/workshop/weapons/c_models/c_boston_basher/c_boston_basher.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_1-2 { Class Scout ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Scout" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 //"damage bonus" 1.858 //offset bat "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_2-1 { Class Soldier ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Soldier" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "boston_basher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/workshop/weapons/c_models/c_boston_basher/c_boston_basher.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_2-2 { Class Soldier ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Soldier" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_3-1 { Class Pyro ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Pyro" Item "Backpack Remover" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "boston_basher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/workshop/weapons/c_models/c_boston_basher/c_boston_basher.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_3-2 { Class Pyro ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Pyro" Item "Backpack Remover" Item "Upgradeable TF_WEAPON_FIREAXE" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FIREAXE" "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_4-1 { Class Demoman ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Demo" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "boston_basher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/workshop/weapons/c_models/c_boston_basher/c_boston_basher.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_4-2 { Class Demoman ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Demo" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_5-1 { Class HeavyWeapons ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 200 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Heavy" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "boston_basher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/workshop/weapons/c_models/c_boston_basher/c_boston_basher.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_5-2 { Class HeavyWeapons ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 200 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Heavy" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_6-1 { Class Engineer ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings StripItemSlot 3 //remove pdas and toolbox StripItemSlot 4 //remove pdas and toolbox StripItemSlot 5 //remove pdas and toolbox StripItemSlot 6 //remove pdas and toolbox StripItemSlot 7 //remove pdas and toolbox StripItemSlot 8 //remove pdas and toolbox PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Engineer" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "boston_basher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/workshop/weapons/c_models/c_boston_basher/c_boston_basher.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_6-2 { Class Engineer ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings StripItemSlot 3 //remove pdas and toolbox StripItemSlot 4 //remove pdas and toolbox StripItemSlot 5 //remove pdas and toolbox StripItemSlot 6 //remove pdas and toolbox StripItemSlot 7 //remove pdas and toolbox StripItemSlot 8 //remove pdas and toolbox PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Engineer" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_7-1 { Class Medic ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Medic" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "boston_basher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/workshop/weapons/c_models/c_boston_basher/c_boston_basher.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 "health regen" 5 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_7-2 { Class Medic ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Medic" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 "health regen" 5 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_8-1 { Class Sniper ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Sniper" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "boston_basher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/workshop/weapons/c_models/c_boston_basher/c_boston_basher.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_8-2 { Class Sniper ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Sniper" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_9-1 { Class Civilian ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 MoveBehindEnemy 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 23 UseCustomModel models/player/spy.mdl //Item "Zombie Spy" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/spy/spy_zombie.mdl"} Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "boston_basher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/workshop/weapons/c_models/c_boston_basher/c_boston_basher.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 "always gib" 1 //"weapon always gib" 1 "CARD: move speed bonus" 1.067 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_9-2 { Class Civilian ClassIcon pyro_scout_fireaxe_bat Name "Headless Zombie" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 MoveBehindEnemy 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 23 UseCustomModel models/player/spy.mdl //Item "Zombie Spy" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/spy/spy_zombie.mdl"} Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 "always gib" 1 //"weapon always gib" 1 "CARD: move speed bonus" 1.067 "move speed bonus" 0.65 //"damage penalty" 0.35 //"gesture speed increase" 1 "fire rate penalty" 1.5 "cancel falling damage" 1 //"mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Skeleton_Easy_1 { Class Pyro ClassIcon dead_multi_lite Name "Skeleton" Scale 1 Skill Expert Health 200 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings WeaponRestrictions MeleeOnly AdditionalStepSound "Skeleton.Step" UseCustomModel models/bots/skeleton_sniper/skeleton_sniper.mdl PainSound Skeleton.Hit DeathSound "trespasser_v2/skeleton_hit2.wav" Item "Upgradeable TF_WEAPON_FISTS" Item "Brigade Helm" Item "Trickster's Turnout Gear" Item "Fuel Injector" Item "Iron Fist" //unreliable ItemAttributes { ItemName "Iron Fist" "custom item model" "models/workshop/player/items/pyro/fall17_firemanns_essentials/fall17_firemanns_essentials.mdl" "attachment name" "flag" "attachment angles" "60 -90 0" "attachment offset" "0 40 -45" } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "is invisible" 1 "custom kill icon" "skull_tf" "custom hit sound" "trespasser_v2/skeleton_hit1.wav" "fire input on kill" "!self^RunScriptCode^EntFire(`decay_relay`, `Trigger`, null, -1, self)" } CharacterAttributes { "dmg taken from bullets increased" 0.5 "dmg from melee increased" 2 "dmg taken from blast increased" 1.5 "not solid to players" 1 "cannot be backstabbed" 1 "mult dmg vs npc" 10 //red skeleton "damage penalty" 0.0025 //no direct damage "bleeding duration" 8 "afterburn immunity" 1 "always gib" 1 "move speed bonus" 0.65 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "increased jump height" 1.3 "gesture speed increase" 1.5 "voice pitch scale" 0 "override footstep sound set" 0 } } Skeleton_Easy_2 { Class Pyro ClassIcon dead_multi_lite Name "Skeleton" Scale 1 Skill Expert Health 200 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings WeaponRestrictions MeleeOnly AdditionalStepSound "Skeleton.Step" Item "Upgradeable TF_WEAPON_FISTS" Item "dec2014 engineer_detectiveradio" Item "The Mantreads" Item "The Law" Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/workshop/player/items/all_class/jul13_macho_mann_glasses/jul13_macho_mann_glasses_sniper.mdl"} UseCustomModel models/bots/skeleton_sniper/skeleton_sniper.mdl PainSound Skeleton.Hit DeathSound "trespasser_v2/skeleton_hit2.wav" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "custom kill icon" "skull_tf" "custom hit sound" "trespasser_v2/skeleton_hit1.wav" "fire input on kill" "!self^RunScriptCode^EntFire(`decay_relay`, `Trigger`, null, -1, self)" "custom item model" "models/workshop/player/items/all_class/jul13_macho_mann_glasses/jul13_macho_mann_glasses_sniper.mdl" } CharacterAttributes { "dmg taken from bullets increased" 0.5 "dmg from melee increased" 2 "dmg taken from blast increased" 1.5 "not solid to players" 1 "cannot be backstabbed" 1 "mult dmg vs npc" 10 //red skeleton "damage penalty" 0.0025 //no direct damage "bleeding duration" 8 "afterburn immunity" 1 "always gib" 1 "move speed bonus" 0.65 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "increased jump height" 1.3 "gesture speed increase" 1.5 "voice pitch scale" 0 "override footstep sound set" 0 } } Skeleton_Easy_3 { Class Pyro ClassIcon dead_multi_lite Name "Skeleton" Scale 1 Skill Expert Health 200 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings WeaponRestrictions MeleeOnly AdditionalStepSound "Skeleton.Step" // DropWeapon 1 //drop machinegun Item "UPGRADEABLE TF_WEAPON_FISTS" Item "The Head Hedge" Item "Attack Packs" //Item "Shortness Of Breath" UseCustomModel models/bots/skeleton_sniper/skeleton_sniper.mdl PainSound Skeleton.Hit DeathSound "trespasser_v2/skeleton_hit2.wav" ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_FISTS" "damage penalty" 0.0025 //no direct damage "bleeding duration" 8 "is invisible" 1 "custom kill icon" "skull_tf" "custom hit sound" "trespasser_v2/skeleton_hit1.wav" "fire input on kill" "!self^RunScriptCode^EntFire(`decay_relay`, `Trigger`, null, -1, self)" } CharacterAttributes { "dmg taken from bullets increased" 0.5 "dmg from melee increased" 2 "dmg taken from blast increased" 1.5 "not solid to players" 1 "cannot be backstabbed" 1 "damage penalty" 0.385 //"bleeding duration" 8 "afterburn immunity" 1 "always gib" 1 "move speed bonus" 0.65 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "increased jump height" 1.3 "gesture speed increase" 1.5 "voice pitch scale" 0 "override footstep sound set" 0 } FireInput //rng equip { Target "skeleton_equip_relay" Action "pickrandomshuffle" Delay -1 Repeats 1 } } Skeleton_Medium_1 { Class Pyro ClassIcon dead_multi_lite Name "Atomic Skeleton" Scale 1 Skin 2 Skill Expert Health 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings WeaponRestrictions MeleeOnly AdditionalStepSound "Skeleton.Step" UseCustomModel models/bots/skeleton_sniper/skeleton_sniper.mdl PainSound Skeleton.Hit DeathSound "trespasser_v2/skeleton_hit2.wav" AddCond{ Name TF_COND_OFFENSEBUFF } Item "Upgradeable TF_WEAPON_FISTS" Item "Brigade Helm" Item "Trickster's Turnout Gear" Item "Fuel Injector" Item "Iron Fist" //unreliable ItemAttributes { ItemName "Iron Fist" "custom item model" "models/workshop/player/items/pyro/fall17_firemanns_essentials/fall17_firemanns_essentials.mdl" "attachment name" "flag" "attachment angles" "60 -90 0" "attachment offset" "0 40 -45" } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "is invisible" 1 "custom kill icon" "skull_tf" "custom hit sound" "trespasser_v2/skeleton_hit1.wav" "fire input on kill" "!self^RunScriptCode^EntFire(`decay_relay`, `Trigger`, null, -1, self)" } CharacterAttributes { "dmg taken from bullets increased" 0.5 "dmg from melee increased" 2 "dmg taken from blast increased" 1.5 "not solid to players" 1 "cannot be backstabbed" 1 "mult dmg vs npc" 10 //red skeleton "damage penalty" 0.0025 //no direct damage "bleeding duration" 8 "afterburn immunity" 1 "always gib" 1 "move speed bonus" 0.65 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "increased jump height" 1.3 "gesture speed increase" 1.5 "voice pitch scale" 0 "override footstep sound set" 0 } } Skeleton_Medium_2 { Class Pyro ClassIcon dead_multi_lite Name "Atomic Skeleton" Scale 1 Skin 2 Skill Expert Health 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings WeaponRestrictions MeleeOnly AdditionalStepSound "Skeleton.Step" Item "Upgradeable TF_WEAPON_FISTS" Item "dec2014 engineer_detectiveradio" Item "The Mantreads" Item "The Law" Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/workshop/player/items/all_class/jul13_macho_mann_glasses/jul13_macho_mann_glasses_sniper.mdl"} UseCustomModel models/bots/skeleton_sniper/skeleton_sniper.mdl PainSound Skeleton.Hit DeathSound "trespasser_v2/skeleton_hit2.wav" AddCond{ Name TF_COND_OFFENSEBUFF } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "custom kill icon" "skull_tf" "custom hit sound" "trespasser_v2/skeleton_hit1.wav" "fire input on kill" "!self^RunScriptCode^EntFire(`decay_relay`, `Trigger`, null, -1, self)" "custom item model" "models/workshop/player/items/all_class/jul13_macho_mann_glasses/jul13_macho_mann_glasses_sniper.mdl" } CharacterAttributes { "dmg taken from bullets increased" 0.5 "dmg from melee increased" 2 "dmg taken from blast increased" 1.5 "not solid to players" 1 "cannot be backstabbed" 1 "mult dmg vs npc" 10 //red skeleton "damage penalty" 0.0025 //no direct damage "bleeding duration" 8 "afterburn immunity" 1 "always gib" 1 "move speed bonus" 0.65 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "increased jump height" 1.3 "gesture speed increase" 1.5 "voice pitch scale" 0 "override footstep sound set" 0 } } Skeleton_Medium_3 { Class Pyro ClassIcon dead_multi_lite Name "Atomic Skeleton" Scale 1 Skin 2 Skill Expert Health 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings WeaponRestrictions MeleeOnly AdditionalStepSound "Skeleton.Step" // DropWeapon 1 //drop machinegun Item "UPGRADEABLE TF_WEAPON_FISTS" Item "The Head Hedge" Item "Attack Packs" //Item "Shortness Of Breath" UseCustomModel models/bots/skeleton_sniper/skeleton_sniper.mdl PainSound Skeleton.Hit DeathSound "trespasser_v2/skeleton_hit2.wav" AddCond{ Name TF_COND_OFFENSEBUFF } ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_FISTS" "damage penalty" 0.0025 //no direct damage "bleeding duration" 8 "is invisible" 1 "custom kill icon" "skull_tf" "custom hit sound" "trespasser_v2/skeleton_hit1.wav" "fire input on kill" "!self^RunScriptCode^EntFire(`decay_relay`, `Trigger`, null, -1, self)" } CharacterAttributes { "dmg taken from bullets increased" 0.5 "dmg from melee increased" 2 "dmg taken from blast increased" 1.5 "not solid to players" 1 "cannot be backstabbed" 1 "damage penalty" 0.385 //"bleeding duration" 8 "afterburn immunity" 1 "always gib" 1 "move speed bonus" 0.65 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "increased jump height" 1.3 "gesture speed increase" 1.5 "voice pitch scale" 0 "override footstep sound set" 0 } FireInput //rng equip { Target "skeleton_equip_relay" Action "pickrandomshuffle" Delay -1 Repeats 1 } } Skeleton_Hard_1 { Class Pyro ClassIcon dead_multi_lite Name "Nuclear Skeleton" Scale 1 Skin 4 Skill Expert Health 300 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings WeaponRestrictions MeleeOnly AdditionalStepSound "Skeleton.Step" UseCustomModel models/bots/skeleton_sniper/skeleton_sniper_fixed.mdl PainSound Skeleton.Hit DeathSound "trespasser_v2/skeleton_hit2.wav" //AddCond{ Name TF_COND_CRITBOOSTED_ON_KILL } //ugly floating sparkles Item "Upgradeable TF_WEAPON_FISTS" Item "Brigade Helm" Item "Trickster's Turnout Gear" Item "Fuel Injector" Item "Iron Fist" //unreliable ItemAttributes { ItemName "Iron Fist" "custom item model" "models/workshop/player/items/pyro/fall17_firemanns_essentials/fall17_firemanns_essentials.mdl" "attachment name" "flag" "attachment angles" "60 -90 0" "attachment offset" "0 40 -45" } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "is invisible" 1 "custom kill icon" "skull_tf" "custom hit sound" "trespasser_v2/skeleton_hit1.wav" "fire input on kill" "!self^RunScriptCode^EntFire(`decay_relay`, `Trigger`, null, -1, self)" } CharacterAttributes { "dmg taken from bullets increased" 0.5 "dmg from melee increased" 2 "dmg taken from blast increased" 1.5 "not solid to players" 1 "cannot be backstabbed" 1 "mult dmg vs npc" 10 //red skeleton "damage penalty" 0.0025 //no direct damage "bleeding duration" 8 "afterburn immunity" 1 "crit vs burning players" 1 "crit vs non burning players" 1 "always gib" 1 "move speed bonus" 0.65 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "increased jump height" 1.3 "gesture speed increase" 1.5 "voice pitch scale" 0 "override footstep sound set" 0 } } Skeleton_Hard_2 { Class Pyro ClassIcon dead_multi_lite Name "Nuclear Skeleton" Scale 1 Skin 4 Skill Expert Health 300 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings WeaponRestrictions MeleeOnly AdditionalStepSound "Skeleton.Step" Item "Upgradeable TF_WEAPON_FISTS" Item "dec2014 engineer_detectiveradio" Item "The Mantreads" Item "The Law" Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/workshop/player/items/all_class/jul13_macho_mann_glasses/jul13_macho_mann_glasses_sniper.mdl"} UseCustomModel models/bots/skeleton_sniper/skeleton_sniper_fixed.mdl PainSound Skeleton.Hit DeathSound "trespasser_v2/skeleton_hit2.wav" //AddCond{ Name TF_COND_CRITBOOSTED_ON_KILL } //ugly floating sparkles ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "custom kill icon" "skull_tf" "custom hit sound" "trespasser_v2/skeleton_hit1.wav" "fire input on kill" "!self^RunScriptCode^EntFire(`decay_relay`, `Trigger`, null, -1, self)" "custom item model" "models/workshop/player/items/all_class/jul13_macho_mann_glasses/jul13_macho_mann_glasses_sniper.mdl" } CharacterAttributes { "dmg taken from bullets increased" 0.5 "dmg from melee increased" 2 "dmg taken from blast increased" 1.5 "not solid to players" 1 "cannot be backstabbed" 1 "mult dmg vs npc" 10 //red skeleton "damage penalty" 0.0025 //no direct damage "bleeding duration" 8 "afterburn immunity" 1 "crit vs burning players" 1 "crit vs non burning players" 1 "always gib" 1 "move speed bonus" 0.65 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "increased jump height" 1.3 "gesture speed increase" 1.5 "voice pitch scale" 0 "override footstep sound set" 0 } } Skeleton_Hard_3 { Class Pyro ClassIcon dead_multi_lite Name "Nuclear Skeleton" Scale 1 Skin 4 Skill Expert Health 300 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings WeaponRestrictions MeleeOnly AdditionalStepSound "Skeleton.Step" // DropWeapon 1 //drop machinegun Item "UPGRADEABLE TF_WEAPON_FISTS" Item "The Head Hedge" Item "Attack Packs" //Item "Shortness Of Breath" UseCustomModel models/bots/skeleton_sniper/skeleton_sniper_fixed.mdl PainSound Skeleton.Hit DeathSound "trespasser_v2/skeleton_hit2.wav" AddCond{ Name TF_COND_CRITBOOSTED_ON_KILL } ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_FISTS" "damage penalty" 0.0025 //no direct damage "bleeding duration" 8 "is invisible" 1 "custom kill icon" "skull_tf" "custom hit sound" "trespasser_v2/skeleton_hit1.wav" "fire input on kill" "!self^RunScriptCode^EntFire(`decay_relay`, `Trigger`, null, -1, self)" } CharacterAttributes { "dmg taken from bullets increased" 0.5 "dmg from melee increased" 2 "dmg taken from blast increased" 1.5 "not solid to players" 1 "cannot be backstabbed" 1 "damage penalty" 0.385 //"bleeding duration" 8 "afterburn immunity" 1 "crit vs burning players" 1 "crit vs non burning players" 1 "always gib" 1 "move speed bonus" 0.65 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "increased jump height" 1.3 "gesture speed increase" 1.5 "voice pitch scale" 0 "override footstep sound set" 0 } FireInput //rng equip { Target "skeleton_equip_relay" Action "pickrandomshuffle" Delay -1 Repeats 1 } } Zombie_Poison_1 { Class Sniper ClassIcon pyro_membrain_lite Name "Poison Zombie" Scale 1 Tag blood_hit_green Tag blood_death_green Skill Expert Health 150 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings Item "Zombie Sniper" Item "Legend of Bugfoot" Item "The Bat Outta Hell" Item "Conspiratorial Cut" Item "Skinless Slashers" Item "The Biomech Backpack" Item "The Mucous Membrain" PainSound "Zombie.Poison.Hit" DeathSound "Zombie.Poison.Break" ItemAttributes { ItemName "The Mucous Membrain" "attach particle effect" 111 } ItemAttributes { ItemName "The Bat Outta Hell" "custom kill icon" "infection_acid_puddle" "custom hit sound" "trespasser_v2/claw_hit.wav" "fire input on hit" "!caller^$displaytexthint^Administering Antidote..." "is invisible" 1 } DamageAppliesCond { Name TF_COND_LOST_FOOTING Duration 5 } DamageAppliesCond { Name TF_COND_HALLOWEEN_KART_DASH Duration 5 } DamageAppliesCond { Name TF_COND_URINE Duration 5 } CharacterAttributes { "hand scale" 1.35 "move speed bonus" 0.7 "critboost on kill" 1337 "heal on kill" 1337 "gesture speed increase" 2 "dmg taken from fire increased" 2 "weapon always gib" 1 "damage penalty" 0.385 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 9 "increased jump height" 1.3 } } Zombie_Poison_2 { Class Sniper ClassIcon pyro_membrain_lite Name "Plague Zombie" Scale 1.2 Skin 4 Tag blood_death_big Skill Expert Health 1000 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBots ExtAttr IgnoreBuildings PainSound "Zombie.Poison.Hit" DeathSound "@misc/bonzo_vomit02.wav" //Item "Zombie Sniper" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/sniper/sniper_zombie.mdl"} Item "Legend of Bugfoot" Item "The Bat Outta Hell" Item "The Mucous Membrain" Item "The Biomech Backpack" Item "Barnacle Hand" Item "The Arachno-Arsonist" ItemAttributes { ItemName "The Arachno-Arsonist" "attach particle effect" 113 } ItemAttributes { ItemName "The Bat Outta Hell" // "mark for death" 1 "custom kill icon" "infection_acid_puddle" "custom hit sound" "trespasser_v2/claw_hit.wav" "fire input on hit" "!self^RunScriptCode^if(!self.IsBotOfType(TF_BOT_TYPE) && !self.InCond(TF_COND_PHASE) && self.GetPlayerClass() != TF_CLASS_CIVILIAN) EntFire(`transform_relay`, `Trigger`, null, -1, self)" "fire input on attack" "!self^$PlaySound^Zombie.Poison_Swing" "fire input on hit name restrict" "player" "is invisible" 1 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `move speed bonus|0.35`, 1)" Delay 1 Repeats 1 } ItemColor { ItemName "The Mucous Membrain" Red 255 Green 0 Blue 255 } ItemColor { ItemName "Potato of Labor" Red 255 Green 0 Blue 255 } CharacterAttributes { "move speed bonus" 0.5 "gesture speed increase" 2 "dmg bonus vs buildings" 9999 "dmg penalty vs players" 0.5 "dmg taken from fire increased" 2 "always gib" 1 "weapon always gib" 1 "damage penalty" 0.385 "fire rate penalty" 1.75 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 9 "increased jump height" 1.3 } } Zombie_Burning { Class Pyro ClassIcon dead_flame_lite Name "Burning Zombie" Scale 1 Tag explosive_death Skill Expert Health 175 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 //needed for spellbook hack PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@ambient/fire/gascan_ignite1.wav" Item "The Backburner" Item "Basic Spellbook" Item "Crusader's Getup" Item "Batter's Bracers" Item "The Hollowhead" ItemAttributes { ItemName "The Backburner" //remove stats "mod flamethrower back crit" 0 //remove stats "flame_up_speed" -30 "flame_speed" 1 "airblast disabled" 1 "custom kill icon" "infection_pyro" "ragdolls become ash" 1 } ItemAttributes { ItemName "Basic Spellbook" "is_passive_weapon" 1 } ItemAttributes { ItemName "The Hollowhead" "attach particle effect" 2 } CharacterAttributes { "gesture speed increase" 0.5 "move speed penalty" 0.5 "hand scale" 0.01 "always gib" 1 "cancel falling damage" 1 "cannot be sapped" 1 "crit kill will gib" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } FireInput { Target burn_relay Action Trigger Delay -1 Repeats 1 IfHealthBelow 66 } } Zombie_Chainsaw { Class HeavyWeapons ClassIcon heavy_chainsaw Name "Maniac" Health 300 Scale 1 Tag blood_death Skill Expert Action Mobber NoIdleSound 1 MaxVisionRange 500 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" StripItemSlot 1 StripItemSlot 2 Item "Zombie Heavy" Item "Goalkeeper" Item "Road Block" Item "Chainsaw" SpawnTemplate item_chainsaw FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) self.AddBotTag(`bot_receivemeleecrit`)" Delay -1 Repeats 1 } CharacterAttributes //shared for generics { "damage penalty" 0.35 //dropped won't have this "weapon always gib" 1 "move speed bonus" 0.9 "gesture speed increase" 1 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0.5 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Brute { Class HeavyWeapons ClassIcon heavy_zombie_arm2_lite Name "Brute" Scale 1.5 Skin 5 Tag blood_death_big Skill Expert Health 3000 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly PainSound "Zombie.Hit" DeathSound "@npc/zombie_poison/pz_alert2.wav" Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/heavy/heavy_zombie.mdl"} Item "Medi-Mask" ItemModel {ItemName "Medi-Mask" Model "models/workshop/player/items/heavy/hwn2022_road_rage/hwn2022_road_rage.mdl"} Item "Forgotten King's Pauldrons" Item "Brute Armor" Item "Steel-Toed Stompers" Item "The Persian Persuader" Item "Brute Double Knife" Item "The War Goggles" FireInput //heal ability { Target "brute_relay" Action "Trigger" Delay 15 Cooldown 30 IfHealthBelow 2999 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `dmg taken increased|2`, 1)" Delay -1 Repeats 1 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Persian Persuader" //remove stats "is_a_sword" 0 "melee range multiplier" 0.85 "melee bounds multiplier" 0.85 //remove stats "damage bonus" 1.54 "fire rate penalty" 1.75 "damage causes airblast" 1 "hand scale" 1.25 "fire input on hit" "!self^RunScriptCode^EntFire(`wound_relay`, `Trigger`, null, -1, self)" "fire input on attack" "!self^$PlaySound^Zombie.Knife" "fire input on hit name restrict" "player" "custom kill icon" "guillotine" "custom hit sound" "Zombie.Break" "custom item model" "models/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver.mdl" } ItemAttributes { ItemName "The War Goggles" "SPELL: set item tint RGB" 5 "attach particle effect" 46 } CharacterAttributes { "collect currency on kill" 1 "always allow taunt" 1 "boots falling stomp" 1 //"mult stun resistance" 0 "gesture speed increase" 1.5 "airblast vulnerability multiplier" 0.25 "override footstep sound set" 7 "increased air control" 4 "increased jump height" 1.3 "move speed bonus" 0.65 "damage force reduction" 0 "cancel falling damage" 1 "cannot be sapped" 1 "voice pitch scale" 0 } } Zombie_Brute_Intro //no charge { Class HeavyWeapons ClassIcon heavy_zombie_arm1_lite Name "Brute" Scale 1.5 Skin 5 Tag blood_death_big Skill Expert Health 3000 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly PainSound "Zombie.Hit" DeathSound "@npc/zombie_poison/pz_alert2.wav" Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/heavy/heavy_zombie.mdl"} Item "Medi-Mask" ItemModel {ItemName "Medi-Mask" Model "models/workshop/player/items/heavy/hwn2022_road_rage/hwn2022_road_rage.mdl"} Item "Forgotten King's Pauldrons" Item "Brute Armor" Item "Steel-Toed Stompers" Item "The Persian Persuader" Item "Brute Double Knife" Item "The War Goggles" FireInput //heal ability { Target "brute_relay_nerfed" Action "Trigger" Delay 15 Cooldown 30 IfHealthBelow 2999 } //FireInput //elsewhere //{ // Target !self // Action runscriptcode // Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `dmg taken increased|2`, 1)" // Delay -1 // Repeats 1 //} FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Persian Persuader" //remove stats "is_a_sword" 0 "melee range multiplier" 0.85 "melee bounds multiplier" 0.85 //remove stats "damage bonus" 1.54 "fire rate penalty" 1.75 "damage causes airblast" 1 "hand scale" 1.25 "fire input on hit" "!self^RunScriptCode^EntFire(`wound_relay`, `Trigger`, null, -1, self)" "fire input on attack" "!self^$PlaySound^Zombie.Knife" "fire input on hit name restrict" "player" "custom kill icon" "guillotine" "custom hit sound" "Zombie.Break" "custom item model" "models/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver.mdl" } ItemAttributes { ItemName "The War Goggles" "SPELL: set item tint RGB" 5 "attach particle effect" 46 } CharacterAttributes { "collect currency on kill" 1 "always allow taunt" 1 "boots falling stomp" 1 //"mult stun resistance" 0 "gesture speed increase" 1.5 "airblast vulnerability multiplier" 0.25 "override footstep sound set" 7 "increased air control" 4 "increased jump height" 1.3 "move speed bonus" 0.65 "damage force reduction" 0 "cancel falling damage" 1 "cannot be sapped" 1 "voice pitch scale" 0 } } Zombie_Brute_Solo //solo bugfix { Class HeavyWeapons ClassIcon heavy_zombie_arm2_lite Name "Brute" Scale 1.5 Skin 5 Tag blood_death_big Skill Expert Health 3000 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly PainSound "Zombie.Hit" DeathSound "@npc/zombie_poison/pz_alert2.wav" Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/heavy/heavy_zombie.mdl"} Item "Medi-Mask" ItemModel {ItemName "Medi-Mask" Model "models/workshop/player/items/heavy/hwn2022_road_rage/hwn2022_road_rage.mdl"} Item "Forgotten King's Pauldrons" Item "Brute Armor" Item "Steel-Toed Stompers" Item "The Persian Persuader" Item "Brute Double Knife" Item "The War Goggles" FireInput //heal ability { Target "brute_relay" Action "Trigger" Delay 15 Cooldown 30 IfHealthBelow 2999 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Persian Persuader" //remove stats "is_a_sword" 0 "melee range multiplier" 0.85 "melee bounds multiplier" 0.85 //remove stats "damage bonus" 1.54 "fire rate penalty" 1.75 "damage causes airblast" 1 "hand scale" 1.25 "fire input on hit" "!self^RunScriptCode^EntFire(`wound_relay`, `Trigger`, null, -1, self)" "fire input on attack" "!self^$PlaySound^Zombie.Knife" "fire input on hit name restrict" "player" "custom kill icon" "guillotine" "custom hit sound" "Zombie.Break" "custom item model" "models/workshop_partner/weapons/c_models/c_sd_cleaver/c_sd_cleaver.mdl" } ItemAttributes { ItemName "The War Goggles" "SPELL: set item tint RGB" 5 "attach particle effect" 46 } CharacterAttributes { "collect currency on kill" 1 "always allow taunt" 1 "boots falling stomp" 1 //"mult stun resistance" 0 "gesture speed increase" 1.5 "airblast vulnerability multiplier" 0.25 "override footstep sound set" 7 "increased air control" 4 "increased jump height" 1.3 "move speed bonus" 0.65 "damage force reduction" 0 "cancel falling damage" 1 "cannot be sapped" 1 "voice pitch scale" 0 } } Zombie_Leaper { Class Scout ClassIcon spy_facepeel_lite Name "Leaper" Tag bot_leaper Tag blood_death_big Scale 1.3 Skin 5 Skill Expert Health 2000 Action Mobber NoIdleSound 1 DesiredAttackRange 1 MoveBehindEnemy 1 Attributes MiniBoss Attributes DisableDodge StripItemSlot 0 StripItemSlot 1 //UseMeleeThreatPrioritization 1 AdditionalStepSound "Zombie.Leaper.Step" PainSound "Zombie.Leaper" DeathSound "Zombie.Leaper.Break" Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/scout/scout_zombie.mdl"} Item "Baseball Bill's Sports Shine" Item "The Master Mind" Item "Fuel Injector" Item "Facepeeler" Item "Forest Footwear" Item "Leaper Hat" Item "Leaper Back" Item "The Imp's Imprint" // Item "Basic Spellbook" Item "The Hot Hand" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "The Hot Hand" "custom item model" "models/workshop/player/items/scout/sf14_scout_hunter_arm/sf14_scout_hunter_arm.mdl" "damage penalty" 0.5 "hit self on miss" 1 "custom hit sound" "Zombie.Attack" "apply look velocity on damage" 1000 "apply z velocity on damage" 50 "dmg bonus vs buildings" 4 "custom kill icon" "infection_scout" } // Spell // bug : gets through walls // { // Delay 20 // Cooldown 20 // Type "Teleport" // } FireInput { Target bignet Action RunScriptCode Param "Trespasser.BotDisplace(activator)" Delay -1 Repeats 1 } FireInput { Delay 22 Cooldown 20 Target player Action runscriptcode param "if(self.IsAlive()) Trespasser.UnstuckEntity(self)" } FireInput { Target "leaper_relay" Action "Trigger" IfSeeTarget 1 Delay 8 Cooldown 8 Repeats -1 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `dmg taken increased|2`, 1)" Delay -1 Repeats 1 } FireWeapon { Delay 5 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } FireWeapon { Delay 5 Cooldown 0.25 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } ItemAttributes { ItemName "The Imp's Imprint" "SPELL: set item tint RGB" 5 "particle effect use head origin" 1 "particle effect vertical offset" 25 "attach particle effect" 43 } CharacterAttributes { "head scale" 1.3 "move speed bonus" 0.5 "increased air control" 100 "always allow taunt" 1 "no double jump" 1 //"mult stun resistance" 0 "override footstep sound set" 0 "airblast vulnerability multiplier" 0.25 // "displace touched enemies" 1 "mult step height" 3.4 "gesture speed increase" 2 "dmg from melee increased" 1.5 "damage force reduction" 0 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 } } Zombie_Leaper_Solo //solo bugfix { Class Scout ClassIcon spy_facepeel_lite Name "Leaper" Tag bot_leaper Tag blood_death_big Scale 1.3 Skin 5 Skill Expert Health 2000 Action Mobber NoIdleSound 1 DesiredAttackRange 1 MoveBehindEnemy 1 Attributes MiniBoss Attributes DisableDodge StripItemSlot 0 StripItemSlot 1 //UseMeleeThreatPrioritization 1 AdditionalStepSound "Zombie.Leaper.Step" PainSound "Zombie.Leaper" DeathSound "Zombie.Leaper.Break" Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/scout/scout_zombie.mdl"} Item "Baseball Bill's Sports Shine" Item "The Master Mind" Item "Fuel Injector" Item "Facepeeler" Item "Forest Footwear" Item "Leaper Hat" Item "Leaper Back" Item "The Imp's Imprint" // Item "Basic Spellbook" Item "The Hot Hand" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "The Hot Hand" "custom item model" "models/workshop/player/items/scout/sf14_scout_hunter_arm/sf14_scout_hunter_arm.mdl" "damage penalty" 0.5 "hit self on miss" 1 "custom hit sound" "Zombie.Attack" "apply look velocity on damage" 1000 "apply z velocity on damage" 50 "dmg bonus vs buildings" 4 "custom kill icon" "infection_scout" } // Spell // bug : gets through walls // { // Delay 20 // Cooldown 20 // Type "Teleport" // } FireInput { Target bignet Action RunScriptCode Param "Trespasser.BotDisplace(activator)" Delay -1 Repeats 1 } FireInput { Delay 22 Cooldown 20 Target player Action runscriptcode param "if(self.IsAlive()) Trespasser.UnstuckEntity(self)" } FireInput { Target "leaper_relay" Action "Trigger" IfSeeTarget 1 Delay 8 Cooldown 8 Repeats -1 } FireWeapon { Delay 5 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } FireWeapon { Delay 5 Cooldown 0.25 Repeats 0 IfSeeTarget 1 Duration 0 Type "Jump" } ItemAttributes { ItemName "The Imp's Imprint" "SPELL: set item tint RGB" 5 "particle effect use head origin" 1 "particle effect vertical offset" 25 "attach particle effect" 43 } CharacterAttributes { "head scale" 1.3 "move speed bonus" 0.5 "increased air control" 100 "always allow taunt" 1 "no double jump" 1 //"mult stun resistance" 0 "override footstep sound set" 0 "airblast vulnerability multiplier" 0.25 // "displace touched enemies" 1 "mult step height" 3.4 "gesture speed increase" 2 "dmg from melee increased" 1.5 "damage force reduction" 0 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 } } Zombie_Doppelganger { Class Scout ClassIcon spy_d Tag blood_death_big Skill Expert Scale 1 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes UseBossHealthBar Attributes AutoJump AutoJumpMin 1 AutoJumpMax 4 DropWeapon 1 PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" FireWeapon { Delay -1 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } CharacterAttributes { "allow friendly fire" 1 "collect currency on kill" 1 "stickybomb charge rate" -1.3 //SL fix "cancel falling damage" 1 "cannot be sapped" 1 "voice pitch scale" 0.65 "override footstep sound set" 0 "increased jump height" 0.75 } } Zombie_Machine_Behemoth { Class HeavyWeapons ClassIcon heavy_head_nys Name "RoBrute" Scale 2 Skin 1 AlwaysGlow 1 Tag bot_ignoredecoy Tag blood_death_big Tag blood_death_huge Tag explosive_death Tag explosive_death_sound Tag metal_hit Tag bot_receivemeleecrit Tag gray_robrute Tag "graymodel|null" Skill Expert Health 20000 NoPushAway 1 UseHumanAnimations 1 Attributes AutoJump AutoJumpMin 0.5 AutoJumpMax 2 Attributes UseBossHealthBar Action Mobber Attributes MiniBoss Attributes DisableDodge CustomEyeParticle "killstreak_t6_lvl2" AdditionalStepSound "Zombie.Boss.Step" PainSound "Zombie.Hit" DeathSound npc/env_headcrabcanister/explosion.wav UseCustomModel models/bots/heavy/bot_heavy_gibby.mdl Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/heavy/heavy_zombie.mdl"} Item "Replica Titanium Tank 2020" ItemModel {ItemName "Replica Titanium Tank 2020" Model "models/bots/heavy/bot_heavy_gibby.mdl"} StripItemSlot 0 StripItemSlot 1 PreferClass Soldier //prefer army Item "Upgradeable TF_WEAPON_WRENCH" Item "Steel-Toed Stompers" Item "Immobile Suit" Item "RoBrute Chains" Item "RoBrute Armor" Item "RoBrute Eye" Item "Night Vision Gawkers" FireInput //shake { Target "!self" Action "runscriptcode" Param "ScreenShake(self.GetOrigin(), 8, 8, 1, 750, 0, true)" Delay -1 Cooldown 0.25 Repeats 0 } FireInput //mannpower { Target "behemoth_relay" Action "Trigger" Delay -1 Repeats 1 IfHealthBelow 7501 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_WRENCH" "melee cleave attack" 1 "melee range multiplier" 0.65 "weapon always gib" 1 "provide on active" 1 "hand scale" "0.75" "fire input on attack" "!self^$PlaySound^Zombie.Boss.Swing" // "fire input on hit" "!caller^bleedplayer^111" "fire input on hit name restrict" "player" "disable buildings on hit" 1 "stun on hit" 1 "stun on hit type" "panic" "add attributes on hit" "move speed bonus|2|1" "fire rate bonus" 0.1 "mult smack time" 0.1 "damage penalty" 0.1 "custom kill icon" "robot_arm_blender_kill" "custom item model" "models/workshop/weapons/c_models/c_grinder/c_grinder.mdl" "custom hit sound" "Zombie.Boss.Hit" } ItemAttributes { ItemName "Night Vision Gawkers" "set item tint rgb" 3342335 "particle effect use head origin" 1 "particle effect vertical offset" 5 "attach particle effect" 234 } CharacterAttributes { "allow friendly fire" 1 "collect currency on kill" 1 // "cannot be headshot" 1 // "backstab shield" 1 "always allow taunt" 1 "head scale" 0.75 "not solid to players" 1 "move speed bonus" 1.5 "increased air control" 100 "increased jump height" 0.75 "wet immunity" 1 "addcond immunity" "15" "mult stun resistance" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "cancel falling damage" 1 "afterburn immunity" 1 "gesture speed increase" 2 "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "voice pitch scale" 0 "override footstep sound set" 0 } } Zombie_Virophage { Class Heavyweapons ClassIcon random_lite Name "Virophage" Scale 2.3 FastUpdate 1 Skill Expert Health 10000 DesiredAttackRange 384 Action Mobber Tag blood_hit_big Tag blood_death Tag blood_death_big Tag blood_death_huge Tag bot_nolastmanspeed Tag bot_receivemeleecrit Tag bot_ignoredecoy NoIdleSound 1 Attributes UseBossHealthBar Attributes MiniBoss Attributes DisableDodge Attributes AlwaysFireWeapon WeaponRestrictions SecondaryOnly StripItemSlot 0 StripItemSlot 2 ExtAttr IgnoreBots ExtAttr IgnoreBuildings PainSound "Zombie.Break" DeathSound "Virophage.Scream" Item "UPGRADEABLE TF_WEAPON_PIPEBOMBLAUNCHER" UseMeleeThreatPrioritization 1 SpawnTemplate p_viro_base NoCrouchButtonRelease 1 ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_PIPEBOMBLAUNCHER" "projectile detonate time" 8 "mult projectile count" 3 "projectile spread angle penalty" 12 "is invisible" 1 "stickybomb stick to enemies" 1 "fire rate penalty" 10 "stickybomb charge rate" -1.3 "stun on hit" 4 "stun on hit type" "movement" "stun on hit slow" 0.75 "add cond on hit" 101 "add cond on hit duration" 4 "damage bonus" 0.1 "dmg pierces resists absorbs" 1 "dmg bonus vs buildings" 9999 "blast radius decreased" 0.5 "no self blast dmg" 2 "clip size penalty" 0.125 "mult projectile scale" 1.5 "crit vs non burning players" 1 "crit vs burning players" 1 "sticky arm time penalty" 7 "max pipebombs increased" 12 "ignores other projectiles" 1 "centerfire projectile" 1 "add attributes on hit" "hud overlay|effects/jarate_overlay|5" "projectile trail particle" "~eb_spit_goop" "fire input on hit" "!self^$PlaySound^Halloween.PlayerScream" "fire input on hit name restrict" "player" "custom weapon fire sound" "misc/null.wav" "fire input on attack" "!self^$PlaySound^Virophage.Spit" "custom weapon reload sound" "npc/barnacle/barnacle_digesting1.wav" "custom impact sound" "=80|npc/antlion_grub/squashed.wav" "custom projectile model" "models/weapons/w_bugbait.mdl" } CharacterAttributes { "allow friendly fire" 1 // "addcond immunity" 126 //immune to stumble "no_jump" 1 "no_duck" 1 "no self effect" 1 "mult step height" 3.4 // "ignore player clip" 1 "no damage falloff" 1 "custom kill icon" "purgatory" "not solid to players" 1 "cannot be headshot" 1 "cannot be backstabbed" 1 "dmg pierces resists absorbs" 1 "increased jump height" 0 "voice pitch scale" 0 // "move speed bonus" 0.75 // "move speed as health decreases" 1.25 //1.5? // "heal on kill" 1337 "stomp player damage" 0.025 "stomp building damage" 9999 // "dmg from melee increased" 2 "dmg taken from fire increased" 2 "mult stun resistance" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "cancel falling damage" 1 "cannot be sapped" 1 "override footstep sound set" 0 } } Zombie_Virophage_Snail { Class Soldier Classicon random_lite Name "Virophage" Scale 2.3 FastUpdate 1 Skill Expert Health 20000 DesiredAttackRange 1 Action Mobber Tag blood_hit_big Tag blood_death Tag blood_death_big Tag blood_death_huge Tag bot_nolastmanspeed NoIdleSound 1 AlwaysGlow 0 Attributes MiniBoss Attributes DisableDodge Attributes AlwaysFireWeapon ExtAttr IgnoreBots ExtAttr IgnoreBuildings PainSound "Zombie.Break" DeathSound "Virophage.Scream" Item "Upgradeable TF_WEAPON_KNIFE" UseMeleeThreatPrioritization 1 StripItemSlot 0 StripItemSlot 1 SpawnTemplate p_viro_base_blue UseCustomModel "models/player/heavy.mdl" NoCrouchButtonRelease 1 ItemAttributes { ItemName "Upgradeable TF_WEAPON_KNIFE" "damage bonus" 101 "melee range multiplier" 0.75 "melee bounds multiplier" 0.75 //"fire rate penalty" 1.5 "custom hit sound" "ambient/halloween/male_scream_09.wav" "fire input on hit" "!activator^$playsound^Virophage.Eat" "fire input on hit name restrict" "player" "fire input on attack" "!self^$PlaySound^Virophage.Excited" "crit vs non burning players" 1 "crit vs burning players" 1 "custom item model" "models/empty.mdl" //"models/trespasser/burnacle.mdl" } CharacterAttributes { "move speed penalty" 0.35 "dmg taken increased" 0.0025 "ignored by enemy sentries" 1 "ignored by bots" 1 "allow friendly fire" 1 "collect currency on kill" 1 "addcond immunity" 126 //immune to stumble "weapon always gib" 1 "always allow taunt" 1 "no_jump" 1 "no_duck" 1 "no self effect" 1 "mult step height" 3.4 "ignore player clip" 1 "no damage falloff" 1 "custom kill icon" "purgatory" "not solid to players" 1 "cannot be headshot" 1 "cannot be backstabbed" 1 "dmg pierces resists absorbs" 1 "increased jump height" 0 "voice pitch scale" 0 //"move speed as health decreases" 2 //1.5? "heal on kill" 1337 "stomp player damage" 0.025 "stomp building damage" 9999 "dmg from melee increased" 2 "dmg taken from fire increased" 2 "mult stun resistance" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "override footstep sound set" 0 } } Machine_Unarmed { Class Soldier ClassIcon soldier_gib_lite Name "Corrupted" Health 200 Tag metal_death Tag metal_hit Tag gray_generic Skill Expert Action Mobber ExtAttr IgnoreBuildings DesiredAttackRange 64 WeaponRestrictions MeleeOnly UseCustomModel models/bots/soldier/bot_soldier_gibby.mdl SpawnTemplate item_zombie_slap //double hit Item "Upgradeable TF_WEAPON_SHOVEL" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "fists" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 } CharacterAttributes { "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "voice pitch scale" 0.65 "mult smack time" 0 "increased jump height" 1.3 } } Machine_Emissary { Class Soldier ClassIcon soldier_gib_lite Name "Corrupted Emissary" Health 650 Attributes SuppressFire Attributes DisableDodge DesiredAttackRange 128 MaxVisionRange 500 ForceRomeVision 1 AlwaysGlow 1 DropWeapon 1 SpawnTemplate p_emissary_ai Tag metal_death Tag metal_hit Tag bot_nogray //no rtr effect due to too many bugs Tag bot_ignoredecoy Skill Expert Action Mobber ExtAttr IgnoreBots ExtAttr IgnoreBuildings WeaponRestrictions SecondaryOnly UseCustomModel models/bots/soldier/bot_soldier_gibby.mdl Item "Emissary Bison" CharacterAttributes { "always allow taunt" 1 "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "voice pitch scale" 0.65 "increased jump height" 1.3 } ChangeAttributes { Name "Proposal" IfSeeTarget 1 Delay -1 Cooldown 0.1 Repeats 1 } ChangeAttributes { Name "Scared" IfHealthBelow 649 Delay -1 Cooldown 1 Repeats 1 } EventChangeAttributes { Proposal { FireInput { Target "corrupted_chatter_1" Action Trigger Delay -1 Cooldown 0.1 Repeats 1 } FireInput { Target !self Action $TauntFromItem Param "RPS Taunt" Delay 3 Cooldown 1.5 Repeats 666 } } Scared { FireInput { Target !self Action $RemoveCond Param 7 Delay -1 Repeats 1 } FireInput { Target !self Action $TauntFromItem Param "Taunt: The Scaredy-cat!" Delay -1 Repeats 1 } FireInput { Target scene_emissary Action CancelPending Delay -1 Repeats 1 } FireInput { Target scene_emissary_early Action Trigger Delay 0.5 Repeats 1 } } } } Machine_Bodyguard { Class Soldier ClassIcon soldier_gib_lite Name "Corrupted Security" Health 200 Item "Bodyguard Hat" Item "dec2014 engineer_detectiveradio" KeepAwayRadius 64 KeepAway Enemies StripItemSlot 0 Tag metal_death Tag metal_hit Tag bot_nogray //no rtr effect due to too many bugs Tag bot_ignoredecoy Skill Expert Action Medic ExtAttr IgnoreBuildings UseMeleeThreatPrioritization 1 WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload UseCustomModel models/bots/soldier/bot_soldier_gibby.mdl Item "The Righteous Bison" Item "The Equalizer" ItemAttributes { ItemName "The Righteous Bison" "hold fire until full reload" 1 } CharacterAttributes { "cancel falling damage" 1 "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "voice pitch scale" 0.65 //"deploy time decreased" 0.35 "increased jump height" 1.3 } ChangeAttributes { Name "Angry" IfHealthBelow 199 Delay -1 Cooldown 1 Repeats 1 } EventChangeAttributes { Default { Attributes SuppressFire Attributes DisableDodge } Angry { FireInput { Target corrupted_chatter_1 Action CancelPending Delay -1 Repeats 1 } WeaponSwitch { Type "Melee" MaxTargetRange 128 MinTargetRange 0 Delay -1 Cooldown 0.1 IfSeeTarget 1 } WeaponSwitch { Type "Secondary" MaxTargetRange -1 MinTargetRange 129 Delay -1 Cooldown 0.1 IfSeeTarget 1 } KeepAwayRadius 0 ActionOverride Mobber UseCustomModel models/bots/soldier/bot_soldier_gibby.mdl } } } Machine_Bomber { Class Soldier ClassIcon scout_bombrunner Name "Corrupted" Health 65 Skill Expert Tag metal_death Tag metal_hit Tag bot_nogray //no rtr effect due to too many bugs Tag bot_ignoredecoy Attributes DisableDodge Attributes IgnoreEnemies Attributes SuppressFire PainSound "Zombie.Steel.Hit" DeathSound "Zombie.Steel.Death" NoBombUpgrades 1 WeaponRestrictions MeleeOnly UseCustomModel models/bots/soldier/bot_soldier_gibby.mdl SpawnTemplate bomb_bot_taunt Item "Bomb Hat" Item "The Scrap Sack" Item "The Hot Hand" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) self.SetLocalOrigin(Vector(-2051, -567, 62))" Delay -1 Repeats 1 } ItemAttributes { ItemName "The Hot Hand" "custom item model" "models/workshop/player/items/soldier/taunt_rocket_jockey/taunt_rocket_jockey.mdl" } CharacterAttributes { //"bombinomicon effect on death" 1 "mult step height" 3.4 "never gib" 1 "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "cancel falling damage" 1 "voice pitch scale" 0 "move speed bonus" 0.85 "not solid to players" 1 //go through reds } EventChangeAttributes { Solo { ItemAttributes { ItemName "The Hot Hand" "custom item model" "models/empty.mdl" } } } } Machine_Shotgun { Class Soldier ClassIcon shotgun_lite Name "Corrupted" Skill Normal MaxVisionRange 500 DesiredAttackRange 500 Health 200 Tag metal_death Tag metal_hit Tag gray_generic Action Mobber ExtAttr IgnoreBuildings DropWeapon 1 AimTrackingInterval 0.5 Item "Public Speaker" Attributes DisableDodge Attributes HoldFireUntilFullReload UseMeleeThreatPrioritization 1 WeaponRestrictions SecondaryOnly UseCustomModel models/bots/soldier/bot_soldier_gibby.mdl ItemAttributes { ItemName "Public Speaker" "SPELL: set item tint RGB" 5 } CharacterAttributes { "hidden secondary max ammo penalty" 0.5 //drop fix "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "voice pitch scale" 0.65 "increased jump height" 1.3 } } Machine_Shotgun_Charger { Class Soldier ClassIcon shotgun_lite Name "Corrupted" Skill Expert //MaxVisionRange 500 DesiredAttackRange 1 Health 200 Tag metal_death Tag metal_hit Tag gray_generic Action Mobber //ExtAttr IgnoreBuildings DropWeapon 1 AimTrackingInterval 0.5 Item "The Doe-Boy" //Attributes DisableDodge Attributes HoldFireUntilFullReload UseMeleeThreatPrioritization 1 WeaponRestrictions SecondaryOnly UseCustomModel models/bots/soldier/bot_soldier_gibby.mdl //FireInput //{ // Target !self // Action runscriptcode // Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" // Delay 1 // Repeats 1 //} AddCond { Name "TF_COND_SHIELD_CHARGE" Delay -1 Duration -1 } CharacterAttributes { "hidden secondary max ammo penalty" 0.5 //drop fix "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "voice pitch scale" 0.65 "increased jump height" 1.3 "attack not cancel charge" 1 "charge time increased" 2 "full charge turn control" 50 } } Machine_Battalion { Class Soldier ClassIcon shotgun_lite Name "Corrupted Squad Leader" Skill Expert MaxVisionRange 500 DesiredAttackRange 500 KeepAwayRadius 128 KeepAway Enemies Health 200 Tag metal_death Tag metal_hit Tag gray_generic Action Mobber ExtAttr IgnoreBuildings Item "Warlock's Warcloak" Item "The Mean Captain" Attributes SpawnWithFullCharge Attributes DisableDodge Item "The Battalion's Backup" WeaponRestrictions SecondaryOnly UseCustomModel models/bots/soldier/bot_soldier_gibby.mdl ItemAttributes { ItemName "The Mean Captain" "SPELL: set item tint RGB" 5 } CharacterAttributes { "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray //"move speed bonus" 0.65 "voice pitch scale" 0.65 "increased jump height" 1.3 "increase buff duration" 100 } } Machine_Chainsaw { Class HeavyWeapons ClassIcon heavy_chainsaw Name "Manic" Health 300 Scale 1 Tag metal_death Tag metal_hit Tag explosive_death Tag gray_generic //UseHumanAnimations 1 CustomEyeGlowColor "255 0 255" UseCustomModel models/bots/heavy/bot_heavy_gibby.mdl Skill Expert Action Mobber MaxVisionRange 500 DesiredAttackRange 64 Attributes DisableDodge ExtAttr IgnoreBuildings StripItemSlot 1 StripItemSlot 2 Item "Goalkeeper" Item "Mad Lad" Item "Chainsaw" SpawnTemplate item_chainsaw ItemAttributes { ItemName "Mad Lad" "item style override" 1 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) self.AddBotTag(`bot_receivemeleecrit`)" Delay -1 Repeats 1 } CharacterAttributes //shared for generics { "damage penalty" 0.35 //dropped won't have this "always gib" 1 "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "move speed bonus" 0.9 "voice pitch scale" 0.65 "increased jump height" 1.3 } } Machine_Steel { Class Heavyweapons ClassIcon heavy_steelfist_nys Name "Steel Corrupted" Skill Hard Health 900 Tag metal_death Tag metal_hit Tag explosive_death Tag gray_generic Scale 1.5 Action Mobber ExtAttr IgnoreBuildings Attributes DisableDodge DesiredAttackRange 64 WeaponRestrictions MeleeOnly Item "Fists of Steel" CustomEyeGlowColor "255 0 0" UseCustomModel models/bots/heavy/bot_heavy_gibby.mdl CharacterAttributes { "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "alt-fire disabled" 1 "voice pitch scale" 0.4 "move speed bonus" 0.65 "gesture speed increase" 1.5 "increased jump height" 1.3 } } Machine_Steel_Money { Class Heavyweapons ClassIcon heavy_steelfist_cash Name "Definitely Corrupted" Skill Hard Health 900 Tag metal_death Tag metal_hit Tag explosive_death Tag gray_generic Scale 1.5 ExtAttr IgnoreBuildings //Attributes DisableDodge DesiredAttackRange 64 WeaponRestrictions MeleeOnly Item "Fists of Steel" Item "Dillinger's Duffel" DeathSound mvm/mvm_bought_upgrade.wav CustomEyeGlowColor "0 255 0" AddCond {Name TF_COND_OFFENSEBUFF} UseCustomModel models/bots/heavy/bot_heavy_gibby.mdl FireInput { Target !self Action "runscriptcode" Param "Trespasser.DispatchParticleEffectOn(self, `utaunt_cash_confetti`)" Delay 1 //important Repeats 1 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`item_teamflag`, `kill`)" Delay -1 Repeats 1 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$changeattributes`, `Solo`)" Delay 1 Repeats 1 } SpawnTemplate { Name "p_money_gfx" Bone "bip_hand_r" } SpawnTemplate { Name "p_money_gfx" Bone "bip_hand_l" } SpawnTemplate { Name "p_money_gfx" Bone "bip_foot_r" } SpawnTemplate { Name "p_money_gfx" Bone "bip_foot_l" } ItemColor { ItemName "Fists of Steel" Red 0 Green 200 Blue 0 } ItemAttributes { ItemName "Fists of Steel" "fire input on hit" "!caller^runscriptcode^Trespasser.DispatchParticleEffectOn(self, `utaunt_cash_confetti`); self.AddCurrency(5)" "fire input on hit name restrict" "player" } ItemAttributes { ItemName "Dillinger's Duffel" "set item tint rgb" 7511618 } CharacterAttributes { "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "alt-fire disabled" 1 "voice pitch scale" 0.4 "move speed bonus" 0.65 "gesture speed increase" 1.5 "increased jump height" 1.3 } EventChangeAttributes { Solo { ActionOverride Mobber } } } Machine_Uber { Class Medic Name "Uber Corrupted" ClassIcon medic_uber Health 150 Tag metal_death Tag metal_hit Tag explosive_death Tag gray_medic Skill Expert ExtAttr IgnoreBuildings Attributes DisableDodge Attributes SpawnWithFullCharge UseMeleeThreatPrioritization 1 Item "Krakensage" Item "Madmann's Muzzle" Item "The Trepanabotomizer" Item "UPGRADEABLE TF_WEAPON_MEDIGUN" CustomEyeGlowColor "255 0 0" UseCustomModel models/bots/medic/bot_medic.mdl StripItemSlot 0 FireWeapon { Delay -1 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_MEDIGUN" "custom kill icon" "giger_counter" "ragdolls plasma effect" 1 "medigun attack enemy" 0.25 "medigun attack enemy heal mult" 0 "drop health pack on kill" 1 "add attributes on hit" "hud overlay|effects/bleed_overlay|1" "fire input on hit" "!caller^speakresponseconcept^tlk_player_pain" "fire input on hit name restrict" "player" } ItemAttributes { ItemName "The Trepanabotomizer" "attach particle effect" 35 } CharacterAttributes { "patient overheal penalty" 0 "overheal penalty" 0 "always gib" 1 "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "move speed bonus" 1.3 "increased jump height" 1.3 "voice pitch scale" 0.65 "gesture speed increase" 1.5 "bot medic uber deploy delay duration" 0.75 //forgiveness } } Machine_Giant { Class Soldier Name "Giant Corrupted" Skill Expert Health 2500 Tag explosive_death Tag metal_hit Tag gray_giant_soldier Attributes DisableDodge Attributes HoldFireUntilFullReload Action Mobber WeaponRestrictions PrimaryOnly PainSound "Zombie.Steel.Big.Hit" DeathSound "MVM.SentryBusterExplode" AimLeadProjectileSpeed 1 Item "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" UseCustomModel models/bots/soldier_boss/bot_soldier_boss_gibby.mdl Attributes MiniBoss FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `dmg taken increased|2`, 1)" Delay -1 Repeats 1 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" "blast radius decreased" 0.1 "attach particle effect" 3130 } CharacterAttributes { "collect currency on kill" 1 "always gib" 1 "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "voice pitch scale" 0 "move speed bonus" 0.5 //"mult stun resistance" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0.25 "cancel falling damage" 1 "increased jump height" 1.3 "override footstep sound set" 3 } } Machine_Giant_Rapid { Class Soldier ClassIcon "soldier_spammer" Name "Giant Rapid Corrupted" Skill Expert Health 2500 Tag explosive_death Tag metal_hit Tag gray_giant_soldier Attributes DisableDodge Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Action Mobber WeaponRestrictions PrimaryOnly PainSound "Zombie.Steel.Big.Hit" DeathSound "MVM.SentryBusterExplode" //Item "The Gilded Guard" AimLeadProjectileSpeed 1 //Item "The Buff Banner" Item "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" UseCustomModel models/bots/soldier_boss/bot_soldier_boss_gibby.mdl Attributes MiniBoss FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `dmg taken increased|2`, 1)" Delay -1 Repeats 1 } //FireInput //{ // Target !self // Action runscriptcode // Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" // Delay 1 // Repeats 1 //} ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" "blast radius decreased" 0.1 "attach particle effect" 3130 "fire rate bonus" 0.5 "projectile speed increased" 0.65 "mod max primary clip override" -1 } CharacterAttributes { "increase buff duration" 100 "collect currency on kill" 1 "always gib" 1 "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "voice pitch scale" 0 "move speed bonus" 0.5 //"mult stun resistance" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0.25 "cancel falling damage" 1 "increased jump height" 1.3 "override footstep sound set" 3 } } Machine_Giant_Boss { Class Soldier Name "Giant Burst Corrupted" ClassIcon soldier_burstfire Skill Expert Health 5000 AlwaysGlow 1 Tag metal_hit Tag explosive_death Tag explosive_death_sound Tag gray_giant_soldier //Attributes AlwaysCrit //gray crit hack Attributes DisableDodge Attributes HoldFireUntilFullReload Attributes UseBossHealthBar //ExtAttr IgnoreBuildings Action Mobber DesiredAttackRange 9999 WeaponRestrictions PrimaryOnly AimLeadProjectileSpeed 0 AimAt Head UseCustomModel models/bots/soldier_boss/bot_soldier_boss_gibby.mdl PainSound "Zombie.Steel.Big.Hit" DeathSound "npc/env_headcrabcanister/explosion.wav" AdditionalStepSound "Zombie.Boss.Step" Attributes MiniBoss Item "Critical Helmet" Item "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" "always crit" 1 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "projectile speed decreased" 0.9 } CharacterAttributes { "always gib" 1 "allow friendly fire" 1 "collect currency on kill" 1 "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "voice pitch scale" 0 "move speed bonus" 0.5 "mult stun resistance" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0.25 "cancel falling damage" 1 "increased jump height" 1.3 "override footstep sound set" 0 } FireInput { Target !self Action "RunScriptCode" Param "self.AddCustomAttribute(`no_attack`, 1, 13)" Delay -1 Repeats 1 } FireInput { Target !self Action "runscriptcode" Param "Trespasser.DispatchParticleEffectOn(self, `utaunt_aestheticlogo_teamcolor_blue`)" Delay 1 Repeats 1 } EventChangeAttributes { // Solo // { // FireInput // { // Target !self // Action "runscriptcode" // Param "Trespasser.DispatchParticleEffectOn(self, `utaunt_aestheticlogo_teamcolor_blue`)" // Delay 1 // Repeats 1 // } // ItemAttributes // { // ItemName "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" // "damage bonus" 2 // } // } Gray { FireInput { Target !activator Action $addcond Param 159 Delay 0 Repeats 1 } FireInput { Target !activator Action $addcond Param 36 Delay 0 Repeats 1 } FireInput { Target !activator Action runscriptcode Param NetProps.GetPropEntity(self,`m_hActiveWeapon`).SetTeam(0) //fix giant weapon sound Delay 0 Repeats 1 } FireInput { Target !activator Action SetCustomModelWithClassAnimations Param "models/bots/soldier_boss/bot_soldier_boss_gibby_gray.mdl" Delay 0 Repeats 1 } ItemAttributes { ItemName "Critical Helmet" } ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" "always crit" 0 "crit vs burning players" 1 "crit vs non burning players" 1 "custom weapon fire sound" "MVM.GiantSoldierRocketShootCrit" "projectile trail particle" "eyeboss_projectile" } } RevertGray { FireInput { Target !activator Action $RemoveCond Param 159 Delay 0 Repeats 1 } FireInput { Target !activator Action $RemoveCond Param 36 Delay 0 Repeats 1 } FireInput { Target !activator Action runscriptcode Param NetProps.GetPropEntity(self,`m_hActiveWeapon`).SetTeam(3) //fix giant weapon sound Delay 0 Repeats 1 } FireInput { Target !activator Action SetCustomModelWithClassAnimations Param "models/bots/soldier_boss/bot_soldier_boss_gibby.mdl" Delay 0 Repeats 1 } ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" "always crit" 1 } } } } } }