WaveSchedule { PrecacheModel "models\workshop\weapons\c_models\c_bouncing_betty\c_bouncing_betty.mdl" PrecacheModel "models\weapons\c_models\c_electric_flamethrower\c_electric_flamethrower.mdl" PrecacheModel "models\weapons\c_models\c_pyro_arms.mdl" PrecacheModel "models\weapons\c_models\c_bmmh\c_bmmh.mdl" PrecacheModel "models\empty.mdl" PrecacheModel "models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl" PrecacheModel "models\weapons\c_models\c_hmg\c_hmg.mdl" PrecacheSound "rail_smg_fire.wav" PrecacheSound "rail_smg_fire_crit.wav" PrecacheSound "lmg_reload.wav" DisallowUpgrade { Upgrade "clip size upgrade atomic" ItemName "Gravity Bomber" } DisallowUpgrade { Upgrade "projectile speed increased" ItemName "Gravity Bomber" } CustomWeapon { "Scout Exploding Pistol" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "special item description" "On hit: Mark target with explosive compound" } "Marshall's Plan B-azooka" // finished { OriginalItemName "The Original" //"max health additive penalty" -50 "self dmg push force decreased" 0.2 "custom item model" "models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl" //"clip size bonus" 2 "projectile speed decreased" 0.5 //"blast radius decreased" 0.75 "fire rate bonus hidden" 0.25 // "burst fire count" -2 // "burst fire rate mult" 5 "reload full clip at once" 1 "reload time increased" 3 "mod soldier buff range" 2 "card: damage bonus" 1.5 "hold fire until full reload" 1 // needed incase people hold m1 and shoot a singular rocket "cancel falling damage" 1 "hidden primary max ammo bonus" 1.6 "special item description" "Press SPECIAL ATTACK button (Medic Shield) to activate/deactivate free flying." "special item description 2" "Press ALT FIRE to change weapon type from rockets to minigun" "special item description 3" "-50 Max health due to this weapon." } "Raging Bolt" // finished { OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "special item description" "Fires eletricity, which chains onto nearby bots." "special item description 2" "Airblast replaced with Thunder Clap: Area effect that does high damage. Damage reduced for each target in area. Requires aiming at the ground to activate." "special item description 3" "Burn damage affects chain damage. Airblast Force affects Thunder Clap damage." "provide on active" 1 "no_attack" 1 "airblast cost increased" 3.75 "custom item model" "models\weapons\c_models\c_electric_flamethrower\c_electric_flamethrower.mdl" } "Gravity Bomber" // finished { OriginalItemName "the iron bomber" "clip size penalty" 0.5 "grenade bounce speed" 0.8 "fire rate bonus HIDDEN" 0.2 "reload time increased" 3.75 "projectile detonate time" 0.35 "projectile speed increased hidden" 3 "card: damage bonus" 1.5 "reload full clip at once" 1 "hidden primary max ammo bonus" 1.25 "max health additive bonus" 50 "custom item model" "models\workshop\weapons\c_models\c_bouncing_betty\c_bouncing_betty.mdl" "blast dmg to self increased" 0.25 "fuse bonus" 1 "blast radius decreased" 1 "grenade no bounce" 0 } "Warsaw Warlord" // finished { OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "override projectile type" 3 "projectile speed increased hidden" 60 "projectile range increased" 60 "fire rate penalty hidden" 6 "hidden primary max ammo bonus" 0.15 "self dmg push force increased" 15 "grenade no spin" 1 "grenade explode on impact" 1 "mult dmg vs tanks" 1.75 "damage bonus hidden" 15 "special item description" "On Land after Pill-Jump: Create a toxic explosion that launches enemies." "special item description 2" "Fires special pills that allow blast jumping." } "Victoria's Vengeance" // finished { OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "clip size penalty hidden" 12.5 "fire rate bonus hidden" 0.08 "reload time increased" 2 "hidden primary max ammo bonus" 15 "damage penalty" 0.35 "max health additive bonus" 75 //"spread penalty" 1.25 "crit mod disabled" 0 "custom item model" "models\weapons\c_models\c_hmg\c_hmg.mdl" "custom weapon fire sound" "=40|rail_smg_fire.wav" "custom weapon reload sound" "=40|lmg_reload.wav" "custom kill icon" "smg" } } ExtraLoadoutItems { Soldier { Primary "Marshall's Plan B-azooka" } Pyro { Primary "Raging Bolt" } Demoman { Primary "Gravity Bomber" } Heavyweapons { Primary "Warsaw Warlord" } Sniper { Primary "Victoria's Vengeance" } } PointTemplates { VScripts { OnSpawnOutput { Target gamerules Action "RunScriptCode" Param "IncludeScript(`custom_weapon_stardust/flamethrower_tesla.nut`)" } OnSpawnOutput { Target gamerules Action "RunScriptCode" Param "IncludeScript(`custom_weapon_stardust/smg_railgun.nut`)" } OnSpawnOutput { Target gamerules Action "RunScriptCode" Param "IncludeScript(`custom_weapon_stardust/rocketlauncher_helicopter.nut`)" } OnSpawnOutput { Target gamerules Action "RunScriptCode" Param "IncludeScript(`custom_weapon_stardust/minigun_blast_attack.nut`)" } } CustomFlamethrower { OnSpawnOutput { Target !activator Action "RunScriptCode" Param "Tesla_Flamethrower_Script.TelsaSetup(self)" } } CustomSMG { OnSpawnOutput { Target !activator Action "RunScriptCode" Param "RailgunSMG.SniperRailSetup(self)" } } CustomRocketLauncher { OnSpawnOutput { Target !activator Action "RunScriptCode" Param "HelicopterRL.SoldierHelicopterSetup(self)" } } CustomMinigun { OnSpawnOutput { Target !activator Action "RunScriptCode" Param "BlastJumpMinigun.MinigunSetup(self)" } } } SpawnTemplate VScripts PlayerItemEquipSpawnTemplate //Spawn custom player template, If a weapon is equipped { Name "CustomFlamethrower" // Name of the template ItemName "Raging Bolt" // The item that must be equipped } PlayerItemEquipSpawnTemplate //Spawn custom player template, If a weapon is equipped { Name "CustomSMG" // Name of the template ItemName "Victoria's Vengeance" // The item that must be equipped } PlayerItemEquipSpawnTemplate //Spawn custom player template, If a weapon is equipped { Name "CustomRocketLauncher" // Name of the template ItemName "Marshall's Plan B-azooka" // The item that must be equipped } PlayerItemEquipSpawnTemplate //Spawn custom player template, If a weapon is equipped { Name "CustomMinigun" // Name of the template ItemName "Warsaw Warlord" // The item that must be equipped } }