//Made by wacev //idc if you copy this for any purpose, just credit me /////////////////////////////////////////////////////////////////////////// // BEGIN POP FILE /////////////////////////////////////////////////////////////////////////// WaveSchedule { ExtendedUpgradesOnly 1 MaxRedPlayers 4 PrecacheModel models/weapons/c_models/urinejar.mdl PrecacheModel models/weapons/c_models/c_madmilk/c_madmilk.mdl PrecacheModel models/weapons/c_models/c_syringegun_quad/c_syringegun.mdl PrecacheModel models/buildables/amplifier_test/amplifier.mdl PrecacheModel models\weapons\c_models\c_tgat\c_tgat.mdl PrecacheModel models\weapons\c_models\c_bmmh\c_bmmh.mdl PrecacheModel models/weapons/c_models/c_the_bolshevik_bomber/c_the_bolshevik_bomber_1.mdl PrecacheModel models/workshop/weapons/c_models/c_mac_smg/c_mac_smg.mdl PrecacheModel models/workshop/weapons/c_models/c_winger_distol/c_winger_distol.mdl PrecacheModel models/weapons/c_models/c_flaregun_pyro_volt/c_flaregun_pyro.mdl PrecacheModel models/weapons/c_models/c_gamma_gazer/c_gamma_gazer.mdl PrecacheModel models/weapons/c_models/c_saw/c_zow.mdl PrecacheModel models/weapons/c_models/c_scythe/c_scythe.mdl PrecacheModel models/weapons/c_models/c_jag/c_toothwrench.mdl PrecacheModel models/props_mvm/indicator/indicator_circle_long.mdl PrecacheModel models/buildables/artily1.mdl PrecacheSound weapons\sven_shotgun_shoot.wav PrecacheSound brewblaster_fire.mp3 PrecacheSound kriss_shoot.wav PrecacheSound trespasser\de_shot1.wav PlayerAttributes { "building scale" 1.25 "force distribute currency on death" 1 "use original class weapon animations" 1 } ItemBlacklist //Disallows using specified weapons below { SimilarToItem "The Wrangler" SimilarToItem "The Short Circuit" SimilarToItem "The Gunslinger" } ItemAttributes { similartoitem "TF_WEAPON_WRENCH" "building max level" 2 } ItemAttributes { similartoitem "The Eureka Effect" "building max level" 2 } ItemAttributes { similartoitem "The Jag" "building max level" 2 } ItemAttributes { similartoitem "The Southern Hospitality" "building max level" 2 } ClassLimit //Limits the number of specified classes { Scout 0 Soldier 0 Pyro 0 Demoman 0 Heavyweapons 0 Medic 0 Sniper 0 Spy 0 } PointTemplates { Filters { NoFixup 1 filter_activator_tfteam { targetname filter_blue teamnum 3 negated 0 } filter_activator_tfteam { targetname filter_red teamnum 2 negated 0 } } Building_Fix { logic_timer { targetname "powerup_kill" RefireTime 0.1 OnTimer "obj_sentrygun,SetSolidToPlayer,0,0,-1" OnTimer "obj_dispenser,SetSolidToPlayer,0,0,-1" } } B_Thumper_Logic { OnSpawnOutput { Target "thumper_anim" Action SetPlaybackRate Param 2 } prop_dynamic { targetname "thumper_anim" model "models/props_combine/combinethumper002.mdl" angles "0 0 0" origin "-12 16 0" DefaultAnim idle solid 0 modelscale 0.75 } logic_timer { targetname "thumper_timer" RefireTime 1.4 OnTimer "thumper_dust,start,,0,-1" OnTimer "thumper_dust,stop,,0.5,-1" OnTimer "thumper_damage,enable,,0,-1" OnTimer "thumper_damage,disable,,0.1,-1" } info_particle_system { targetname "thumper_dust" effect_name hammer_impact_button_dust2 start_active 0 } trigger_hurt { targetname "thumper_damage" origin "0 0 0" mins "-256 -256 -128" maxs "256 256 128" damage 80 //damage is halved damagecap 200 damagetype 1 damagemodel 0 nodmgforce 1 filtername filter_blue StartDisabled 1 spawnflags 1 } } B_Buff_Totem_Logic { prop_dynamic { model "models/buildables/amplifier_test/amplifier.mdl" angles "0 0 0" origin "0 0 68" DefaultAnim idle solid 0 modelscale 0.7 } logic_timer { targetname "amplifier_totem_timer" RefireTime 0.5 OnTimer "amplifier_totem_shockwave,start,,0,-1" OnTimer "amplifier_totem_shockwave,stop,,0.05,-1" } info_particle_system { targetname "amplifier_totem_shockwave" effect_name powerup_supernova_explode_red_spikes start_active 0 } info_particle_system { targetname "amplifier_totem_icon" effect_name powerup_icon_king_red start_active 1 origin "0 0 112" } trigger_add_tf_player_condition { spawnflags 1 filtername filter_red origin "0 0 0" mins "-192 -192 -96" maxs "192 192 96" duration -1 condition 113 //TF_COND_KING_BUFFED } } B_Weakening_Totem_Logic { prop_dynamic { model "models/buildables/amplifier_test/amplifier.mdl" angles "0 0 0" origin "0 0 68" DefaultAnim idle solid 0 modelscale 0.7 } logic_timer { targetname "attenuator_totem_timer" RefireTime 0.5 OnTimer "attenuator_totem_shockwave,start,,0,-1" OnTimer "attenuator_totem_shockwave,stop,,0.05,-1" } info_particle_system { targetname "attenuator_totem_shockwave" effect_name powerup_supernova_explode_blue_spikes start_active 0 } info_particle_system { targetname "attenuator_totem_icon" effect_name powerup_icon_plague_blue start_active 1 origin "0 0 112" } trigger_add_or_remove_tf_player_attributes { spawnflags 1 filtername filter_blue origin "0 0 0" mins "-256 -256 -96" maxs "256 256 96" attribute_name "dmg taken increased" value 1.75 add_or_remove 0 //adds the attribues duration -1 } } B_Mobile_Upgrade_Station { func_upgradestation { origin "0 0 0" mins "-96 -96 -64" maxs "96 96 64" } prop_dynamic { model "models/props_mvm/mvm_upgrade_sign.mdl" angles "-90 90 0" origin "0 0 68" DefaultAnim idle solid 0 modelscale 0.7 } } B_Tesla_Tower { prop_dynamic { targetname "laser_beam_indicator" model models/props_mvm/indicator/indicator_circle_long.mdl origin "0 0 0" modelscale 5 startdisabled 1 disableshadows 1 } prop_dynamic { model models/props_farm/powertower02_skybox.mdl origin "0 0 64" solid 0 disableshadows 1 } func_rotating { origin "0 0 0" mins "-1 -1 -1" maxs "1 1 1" targetname "laser_beam_rotate" spawnflags 514 maxspeed 200 } info_target { targetname "laser_target_w" origin "0 160 0" parentname "laser_beam_rotate" } info_target { targetname "laser_target_nw" origin "112 112 0" parentname "laser_beam_rotate" } info_target { targetname "laser_target_n" origin "160 0 0" parentname "laser_beam_rotate" } info_target { targetname "laser_target_ne" origin "112 -112 0" parentname "laser_beam_rotate" } info_target { targetname "laser_target_e" origin "0 -160 0" parentname "laser_beam_rotate" } info_target { targetname "laser_target_se" origin "-112 -112 0" parentname "laser_beam_rotate" } info_target { targetname "laser_target_s" origin "-160 0 0" parentname "laser_beam_rotate" } info_target { targetname "laser_target_sw" origin "-112 112 0" parentname "laser_beam_rotate" } env_beam { targetname "laser_beam_1" damage 100 BoltWidth 2 origin "0 -26 116" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 //you have 0 life LightningEnd laser_target_sw LightningStart laser_beam_1 NoiseAmplitude 12 renderamt 64 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_1" damage 100 BoltWidth 2 origin "0 -26 116" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_sw LightningStart laser_beam_1 NoiseAmplitude 20 renderamt 32 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_1" damage 100 BoltWidth 2 origin "0 -26 116" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_sw LightningStart laser_beam_1 NoiseAmplitude 4 renderamt 255 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_2" damage 100 BoltWidth 2 origin "0 -26 116" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_s LightningStart laser_beam_2 NoiseAmplitude 12 renderamt 64 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_2" damage 100 BoltWidth 2 origin "0 -26 116" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_s LightningStart laser_beam_2 NoiseAmplitude 20 renderamt 32 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_2" damage 100 BoltWidth 2 origin "0 -26 116" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_s LightningStart laser_beam_2 NoiseAmplitude 4 renderamt 255 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_3" damage 100 BoltWidth 2 origin "0 26 116" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_ne LightningStart laser_beam_3 NoiseAmplitude 12 renderamt 64 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_3" damage 100 BoltWidth 2 origin "0 26 116" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_ne LightningStart laser_beam_3 NoiseAmplitude 20 renderamt 32 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_3" damage 100 BoltWidth 2 origin "0 26 116" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_ne LightningStart laser_beam_3 NoiseAmplitude 4 renderamt 255 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_4" damage 100 BoltWidth 2 origin "0 26 116" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_n LightningStart laser_beam_4 NoiseAmplitude 12 renderamt 64 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_4" damage 100 BoltWidth 2 origin "0 26 116" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_n LightningStart laser_beam_4 NoiseAmplitude 20 renderamt 32 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_4" damage 100 BoltWidth 2 origin "0 26 116" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_n LightningStart laser_beam_4 NoiseAmplitude 4 renderamt 255 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_5" damage 100 BoltWidth 2 origin "0 32 141" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_nw LightningStart laser_beam_5 NoiseAmplitude 12 renderamt 64 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_5" damage 100 BoltWidth 2 origin "0 32 141" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_nw LightningStart laser_beam_5 NoiseAmplitude 20 renderamt 32 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_5" damage 100 BoltWidth 2 origin "0 32 141" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_nw LightningStart laser_beam_5 NoiseAmplitude 4 renderamt 255 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_6" damage 100 BoltWidth 2 origin "0 -32 141" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_se LightningStart laser_beam_6 NoiseAmplitude 12 renderamt 64 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_6" damage 100 BoltWidth 2 origin "0 -32 141" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_se LightningStart laser_beam_6 NoiseAmplitude 20 renderamt 32 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_6" damage 100 BoltWidth 2 origin "0 -32 141" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_se LightningStart laser_beam_6 NoiseAmplitude 4 renderamt 255 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_7" damage 100 BoltWidth 2 origin "0 -26 167" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_e LightningStart laser_beam_7 NoiseAmplitude 12 renderamt 64 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_7" damage 100 BoltWidth 2 origin "0 -26 167" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_e LightningStart laser_beam_7 NoiseAmplitude 20 renderamt 32 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_7" damage 100 BoltWidth 2 origin "0 -26 167" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_e LightningStart laser_beam_7 NoiseAmplitude 4 renderamt 255 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_8" damage 100 BoltWidth 2 origin "0 26 167" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_w LightningStart laser_beam_8 NoiseAmplitude 12 renderamt 64 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_8" damage 100 BoltWidth 2 origin "0 26 167" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_w LightningStart laser_beam_8 NoiseAmplitude 20 renderamt 32 spawnflags 48 filtername filter_blue } env_beam { targetname "laser_beam_8" damage 100 BoltWidth 2 origin "0 26 167" texture sprites/laserbeam.spr rendercolor "255 255 255" StrikeTime 1 dissolvetype 1 TouchType 0 life 0 LightningEnd laser_target_w LightningStart laser_beam_8 NoiseAmplitude 4 renderamt 255 spawnflags 48 filtername filter_blue } ambient_generic { message misc\rd_finale_beep01.wav spawnflags 48 targetname "laser_ping" origin "0 0 0" health 10 radius 1024 } ambient_generic { message misc\rd_finale_beep01.wav spawnflags 48 targetname "laser_ping" origin "0 0 0" health 10 radius 1024 } ambient_generic { message ambient\machines\electric_machine.wav spawnflags 16 targetname "laser_loop" origin "0 0 0" health 10 radius 1024 } ambient_generic { message ambient\machines\electric_machine.wav spawnflags 16 targetname "laser_loop" origin "0 0 0" health 10 radius 1024 } ambient_generic { message ambient\machines\electric_machine.wav spawnflags 16 targetname "laser_loop" origin "0 0 0" health 10 radius 1024 } OnSpawnOutput { target "laser_timer" action firetimer } OnSpawnOutput { target "laser_beam_rotate" action start } logic_timer { targetname "laser_timer" RefireTime 37.5 OnTimer "laser_ping,playsound,,0,-1" OnTimer "laser_beam_indicator,enable,,0,-1" OnTimer "laser_beam_indicator,setanimation,start,0,-1" OnTimer "laser_loop,playsound,,2.5,-1" OnTimer "laser_beam_1,TurnOn,,2.5,-1" OnTimer "laser_beam_2,TurnOn,,2.5,-1" OnTimer "laser_beam_3,TurnOn,,2.5,-1" OnTimer "laser_beam_4,TurnOn,,2.5,-1" OnTimer "laser_beam_5,TurnOn,,2.5,-1" OnTimer "laser_beam_6,TurnOn,,2.5,-1" OnTimer "laser_beam_7,TurnOn,,2.5,-1" OnTimer "laser_beam_8,TurnOn,,2.5,-1" OnTimer "laser_beam_indicator,setanimation,end,12.5,-1" OnTimer "laser_beam_indicator,disable,,15,-1" OnTimer "laser_beam_1,TurnOff,,12.5,-1" OnTimer "laser_beam_2,TurnOff,,12.5,-1" OnTimer "laser_beam_3,TurnOff,,12.5,-1" OnTimer "laser_beam_4,TurnOff,,12.5,-1" OnTimer "laser_beam_5,TurnOff,,12.5,-1" OnTimer "laser_beam_6,TurnOff,,12.5,-1" OnTimer "laser_beam_7,TurnOff,,12.5,-1" OnTimer "laser_beam_8,TurnOff,,12.5,-1" OnTimer "laser_loop,stopsound,,12.5,-1" } } B_Ignite_Tower { trigger_ignite { origin "0 0 64" mins "-192 -192 -64" maxs "192 192 64" burn_duration 10 damage_percent_per_second 2.5 ignite_particle_name dragons_fury_effect ignite_sound_name Weapon_DragonsFury.BonusDamageHit spawnflags 1 filtername filter_blue } info_particle_system { effect_name heavy_ring_of_fire start_active 1 origin "0 0 0" } info_particle_system { effect_name lava_fireball_01 start_active 1 origin "128 -128 0" } info_particle_system { effect_name lava_fireball_01 start_active 1 origin "0 -160 0" } info_particle_system { effect_name lava_fireball_01 start_active 1 origin "-128 -128 0" } info_particle_system { effect_name lava_fireball_01 start_active 1 origin "-160 0 0" } info_particle_system { effect_name lava_fireball_01 start_active 1 origin "-128 128 0" } info_particle_system { effect_name lava_fireball_01 start_active 1 origin "0 160 0" } info_particle_system { effect_name lava_fireball_01 start_active 1 origin "128 128 0" } info_particle_system { effect_name lava_fireball_01 start_active 1 origin "160 0 0" } } B_Orbit_Saws { func_rotating { origin "0 0 0" mins "-1 -1 -1" maxs "1 1 1" targetname "saws_orbit_main" spawnflags 515 maxspeed 200 } prop_dynamic { model "models/props_forest/saw_blade.mdl" solid 0 origin "0 96 50" angles "0 0 -90" parentname saws_spin_n } prop_dynamic { model "models/props_forest/saw_blade.mdl" solid 0 origin "0 -96 50" angles "0 0 -90" parentname saws_spin_s } prop_dynamic { model "models/props_forest/saw_blade.mdl" solid 0 origin "96 0 50" angles "0 0 -90" parentname saws_spin_e } prop_dynamic { model "models/props_forest/saw_blade.mdl" solid 0 origin "-96 0 50" angles "0 0 -90" parentname saws_spin_w } trigger_multiple { spawnflags 1 filtername filter_blue wait 0 origin "0 96 50" mins "-32 -32 -1" maxs "32 32 1" parentname saws_spin_n OnStartTouch "!activator,BleedPlayer,8,0,-1" OnStartTouch "!activatorRunScriptCodeself.TakeDamageEx(self, self, null, Vector(), Vector(), 16, 65536)0-1" OnStartTouch "!activatorRunScriptCodeself.EmitSound(`SawMill.BladeImpact`)0-1" } trigger_multiple { spawnflags 1 filtername filter_blue wait 0 origin "0 -96 50" mins "-32 -32 -1" maxs "32 32 1" parentname saws_spin_s OnStartTouch "!activator,BleedPlayer,8,0,-1" OnStartTouch "!activatorRunScriptCodeself.TakeDamageEx(self, self, null, Vector(), Vector(), 16, 65536)0-1" OnStartTouch "!activatorRunScriptCodeself.EmitSound(`SawMill.BladeImpact`)0-1" } trigger_multiple { spawnflags 1 filtername filter_blue wait 0 origin "96 0 50" mins "-32 -32 -1" maxs "32 32 1" parentname saws_spin_e OnStartTouch "!activator,BleedPlayer,8,0,-1" OnStartTouch "!activatorRunScriptCodeself.TakeDamageEx(self, self, null, Vector(), Vector(), 16, 65536)0-1" OnStartTouch "!activatorRunScriptCodeself.EmitSound(`SawMill.BladeImpact`)0-1" } trigger_multiple { spawnflags 1 filtername filter_blue wait 0 origin "-96 0 50" mins "-32 -32 -1" maxs "32 32 1" parentname saws_spin_w OnStartTouch "!activator,BleedPlayer,8,0,-1" OnStartTouch "!activatorRunScriptCodeself.TakeDamageEx(self, self, null, Vector(), Vector(), 16, 65536)0-1" OnStartTouch "!activatorRunScriptCodeself.EmitSound(`SawMill.BladeImpact`)0-1" } func_rotating { origin "0 96 50" mins "-1 -1 -1" maxs "1 1 1" targetname "saws_spin_n" parentname "saws_orbit_main" spawnflags 577 maxspeed 1800 } func_rotating { origin "0 -96 50" mins "-1 -1 -1" maxs "1 1 1" targetname "saws_spin_s" parentname "saws_orbit_main" spawnflags 577 maxspeed 1800 } func_rotating { origin "96 0 50" mins "-1 -1 -1" maxs "1 1 1" targetname "saws_spin_e" parentname "saws_orbit_main" spawnflags 577 maxspeed 1800 } func_rotating { origin "-96 0 50" mins "-1 -1 -1" maxs "1 1 1" targetname "saws_spin_w" parentname "saws_orbit_main" spawnflags 577 maxspeed 1800 } } W_Dispenser_Backpack { dispenser_touch_trigger { targetname dispenser_backpack_trigger wait 0 StartDisabled 0 mins "-128 -128 -24" maxs "128 128 128" } obj_dispenser { touch_trigger dispenser_backpack_trigger modelscale 0.01 defaultupgrade 0 body 0 solid 0 SolidToPlayer 0 spawnflags 2 TeamNum 2 } } } //SpawnTemplate Building_Fix SpawnTemplate Filters BuildingSpawnTemplate { Name B_Thumper_Logic ItemName "[Dispenser] Thumper" BuildingType "Dispenser" } BuildingSpawnTemplate { Name B_Buff_Totem_Logic ItemName "[Dispenser] Buff Totem" BuildingType "Dispenser" } BuildingSpawnTemplate { Name B_Weakening_Totem_Logic ItemName "[Dispenser] Weakening Totem" BuildingType "Dispenser" } BuildingSpawnTemplate { Name B_Mobile_Upgrade_Station ItemName "[Dispenser] Mobile Upgrade Station" BuildingType "Dispenser" } BuildingSpawnTemplate { Name B_Tesla_Tower ItemName "[Dispenser] Tesla Tower" BuildingType "Dispenser" } BuildingSpawnTemplate { Name B_Ignite_Tower ItemName "[Dispenser] Igniter Tower" BuildingType "Dispenser" } BuildingSpawnTemplate { Name B_Orbit_Saws ItemName "[Dispenser] Orbiting Saws" BuildingType "Dispenser" } PlayerItemEquipSpawnTemplate //Spawn custom player template, If a weapon is equipped { Name "W_Dispenser_Backpack" ItemName "Mobile Dispenser" Origin "0 0 1" } ///////////////// //CUSTOM WEAPONS ///////////////// CustomWeapon //Allows you to use an alias for items with custom attributes { //Sentry towers "Shotgun Sentry Weapon" { OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "damage bonus" 1.25 "weapon spread bonus" 0.75 } "High Energy Sentry Weapon" { OriginalItemName "The Manmelter" "reload time increased" -0.8 "projectile gravity native" 0.01 } "Rocket Sentry Weapon" { OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.667 "dmg falloff decreased" 0.5 "no damage falloff" 1 } "Orb Caster Weapon" { OriginalItemName "The C.A.P.P.E.R" "weapon spread bonus" 0.001 "override projectile type extra" mechanicalarmorb } "Bomber Sentry Weapon" { OriginalItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "projectile detonate time" 5 "Projectile range decreased" 0.35 "max pipebombs increased" 120 "stickybomb stick to enemies" 1 "damage bonus" 0.8 } "Jarate Sentry Weapon" { OriginalItemName "The C.A.P.P.E.R" "override projectile type" 3 "custom projectile model" models/weapons/c_models/urinejar.mdl "damage penalty" 0.001337 "add cond on hit" 24 "add cond on hit duration" 10 "projectile trail particle" ~peejar_trail_red "explosion particle" peejar_impact "explosion particle on direct hit" peejar_impact "custom impact sound" Jar.Explode "custom weapon fire sound" common\null.wav "grenade explode on impact" 1 "projectile speed increased" 1017.9 } "Mad Milk Sentry Weapon" { OriginalItemName "The C.A.P.P.E.R" "override projectile type" 3 "custom projectile model" models/weapons/c_models/c_madmilk/c_madmilk.mdl "damage penalty" 0.001337 "add cond on hit" 27 "add cond on hit duration" 10 "projectile trail particle" ~peejar_trail_red //yes the mad milk uses same trail effect as the jarate. "explosion particle" peejar_impact_milk "explosion particle on direct hit" peejar_impact_milk "custom impact sound" Jar.Explode "custom weapon fire sound" common\null.wav "grenade explode on impact" 1 "projectile speed increased" 1017.9 } "Saw Blade Launcher Weapon" { OriginalItemName "The Crusader's Crossbow" "custom projectile model" "models\props_forest\saw_blade.mdl" "projectile speed increased" 1.25 "custom projectile size" 4 "grenade bounce speed" 1 "reset arrow hits on bounce" 1 "projectile penetration" 1 "override projectile type" 8 "damage penalty" 0.667 "projectile lifetime" 0.25 "cannot headshot" 1 "sniper no headshots" 1 "bleeding duration" 6 "custom kill icon" saw_kill } "Ballista Weapon" { OriginalItemName "The Crusader's Crossbow" "custom projectile model" "models/weapons/w_models/w_arrow.mdl" "grenade bounce speed" 1 "reset arrow hits on bounce" 1 "projectile penetration" 1 "override projectile type" 8 "cannot headshot" 1 "sniper no headshots" 1 "projectile lifetime" 15 "mult projectile scale" 2 "mod projectile heat seek power" 90 "mod projectile heat aim error" 360 "mod projectile heat no predict target speed" 1 "custom weapon fire sound" =80|weapons\crossbow\fire1.wav "damage bonus" 3.33 "custom projectile size" 4 "projectile gravity native" 0.01 "custom kill icon" huntsman } "EMP Sentry Weapon" { OriginalItemName "Jarate" "custom projectile model" models\workshop\weapons\c_models\c_quadball\c_quadball_grenade.mdl "override projectile type" 3 "cannot be upgraded" 1 "fuse bonus" 0.8 "effect cond override" 12 "stun on hit" 3 "stun on hit type" bonk "stun on hit no giants" 1 "Blast radius increased" 0.4353 "explosion particle" ExplosionCore_sapperdestroyed "custom impact sound" "=100|npc\assassin\ball_zap1.wav" "Projectile speed increased" 1.8 } "Cannon Baller Sentry Weapon" //YOOOO HE BALLIN { OriginalItemName "The Flying Guillotine" "override projectile type extra" brick "custom projectile model" models/weapons/w_models/w_cannonball.mdl "custom projectile size" 8 "dmg penalty vs players" 1.875 "projectile speed increased" 1.2 "custom kill icon" loose_cannon_impact } "Snow Baller Sentry Weapon" { OriginalItemName "The Flying Guillotine" "override projectile type" 3 "custom projectile model" models/weapons/w_models/w_baseball.mdl "custom projectile size" 8 //"dmg penalty vs players" 1.875 "projectile speed increased HIDDEN" 1017.9 "projectile speed increased" 1.2 "custom kill icon" loose_cannon_impact "stun on hit" 5 "stun on hit no giants" 0 "stun on hit type" movement "stun on hit slow" 0.7 "projectile gravity native" 0.01 "grenade explode on impact" 1 "explosion particle" xms_snowburst "explosion particle on direct hit" xms_snowburst "custom impact sound" xmas.jingle_noisemaker } "Shotgun Sentry" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy building health bonus" 2 "engy sentry radius increased" 0.2327 "engy sentry fire rate increased" 2 "sentry bullet weapon" "Shotgun Sentry Weapon" "mvm sentry ammo" 0.4 "special item description" "Shoots a close range shotgun that deals good damage. 300 hp." } "Minigun Sentry" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 0.3636 "engy sentry fire rate increased" 0.33 "engy sentry damage bonus" 0.5 "special item description" "Shoots 3x faster but deals 1/2 damage and a smaller range, 150 hp" } "Sniper Sentry" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 10 "engy sentry fire rate increased" 4.44 "engy sentry damage bonus" 7.5 "engy building health bonus" 0.334 "mvm sentry ammo" 0.667 "special item description" "Shoots much slower, but deals high damage, unlimited range, attack cooldown reset upon kill. 50 hp" } "High Energy Sentry" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 0.5454 "engy sentry fire rate increased" 0.4 "engy building health bonus" 1.333 "sentry bullet weapon" "High Energy Sentry Weapon" "mvm sentry ammo" 0.667 "special item description" "Shoots powerful pulses of energy the set enemies on fire, 200 hp" } "Rocket Sentry" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 0.6818 "engy sentry fire rate increased" 2.22 "engy building health bonus" 2 "sentry bullet weapon" "Rocket Sentry Weapon" "mvm sentry ammo" 0.334 "special item description" "Shoots rockets that deal great AOE damage, but low attack speed, 300 hp" } "Flame Sentry" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 0.2327 "engy sentry fire rate increased" 0.25 "engy building health bonus" 0.667 "sentry bullet weapon" "The Dragon's Fury" "mvm sentry ammo" 0.1667 "special item description" "Shoots very high damaging flames very faster, 100 hp" "building scale" 1.25 } "Cannon Baller Sentry" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 0.4 "engy sentry fire rate increased" 1.467 "engy building health bonus" 1.667 "sentry bullet weapon" "Cannon Baller Sentry Weapon" "mvm sentry ammo" 0.667 "special item description" "Shoots high damaging Cannon balls that slows enemies that it hits, 250 hp" } "Snow Baller Sentry" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 0.6 "engy sentry fire rate increased" 8.88 "sentry bullet weapon" "Snow Baller Sentry Weapon" "mvm sentry ammo" 0.667 "building scale" 1.25 "special item description" "Shoots low damaging snow balls that slow nearby enemies, 150 hp" } "Bomber Sentry" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 0.5 "engy sentry fire rate increased" 4.44 "engy building health bonus" 1.33 "sentry bullet weapon" "Bomber Sentry Weapon" "mvm sentry ammo" 0.667 "special item description" "Shoots bombs that stick to enemies, bombs auto detonate after 5 seconds, 200 hp" } "Ballista" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry fire rate increased" 106.667 //24 seconds roughly "custom sentry model" models/buildables/artily1.mdl "engy building health bonus" 2 "sentry bullet weapon" "Ballista Weapon" "mvm sentry ammo" 0.134 "building scale" 1.25 "special item description" "Slowly shoots very big and powerful arrows that bounce around for several seconds, decimating anything it touches, 300 hp" } "Saw Blade Launcher" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 0.35818 "engy sentry fire rate increased" 1.777 "sentry bullet weapon" "Saw Blade Launcher Weapon" "mvm sentry ammo" 0.5 "building scale" 1.25 "special item description" "Rapidly shoots deadly saws that pierces enemies and makes them bleed, 150 hp" "special item description 2" "Saw blades pierce shields" } "EMP Sentry" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 0.65 "engy sentry fire rate increased" 26.667 "engy building health bonus" 0.8 "sentry bullet weapon" "EMP Sentry Weapon" "mvm sentry ammo" 0.1 "special item description" "Shoots EMP that stun enemies for a few seconds, 120 hp" } "Orb Caster" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 0.9090 "engy sentry fire rate increased" 2.5 "engy building health bonus" 0.8 "sentry bullet weapon" "Orb Caster Weapon" "mvm sentry ammo" 0.5 "special item description" "Shoots piecing orbs that deletes projectiles, doesn't deal damage to enemies, 120 hp" } "Jarate Sentry" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 0.5 "engy sentry fire rate increased" 6.67 "sentry bullet weapon" "Jarate Sentry Weapon" //if you don't do this the jar comes from the player as if the player throw it "special item description" "Shoots jarate at enemies, 150 hp" } "Mad Milk Sentry" { OriginalItemName "TF_WEAPON_WRENCH" "building max level" 1 "engy sentry radius increased" 0.5 "engy sentry fire rate increased" 6.67 "sentry bullet weapon" "Mad Milk Sentry Weapon" //if you don't do this the jar comes from the player as if the player throw it "special item description" "Shoots mad milk at enemies, 150 hp" } //dispenser towers "[Dispenser] Thumper" { OriginalItemName "TF_WEAPON_WRENCH" "engy building health bonus" 2.667 "building max level" 1 "cannot pick up buildings" 1 "mult dispenser rate" 0.001337 "special item description" "Deals AOE damage to nearby enemies, 400 hp" "special item description 2" "Does NOT resupply teammates" } "[Dispenser] Tesla Tower" { OriginalItemName "TF_WEAPON_WRENCH" "engy building health bonus" 2 "building max level" 1 "cannot pick up buildings" 1 "mult dispenser rate" 0.001337 "special item description" "Charges up a powerful laser that incinerates nearby enemies, 300 hp" "special item description 2" "Does NOT resupply teammates" "special item description 3" "[WARNING] THIS TOWER DEALS FRIENDLY FIRE DAMAGE [WARNING]" } "[Dispenser] Igniter Tower" { OriginalItemName "TF_WEAPON_WRENCH" "engy building health bonus" 1.667 "building max level" 1 "cannot pick up buildings" 1 "mult dispenser rate" 0.001337 "special item description" "Constantly shoots a ring of fire that burns nearby enemies, 250 hp" "special item description 2" "Does NOT resupply teammates" } "[Dispenser] Orbiting Saws" { OriginalItemName "TF_WEAPON_WRENCH" "engy building health bonus" 1.667 "building max level" 1 "cannot pick up buildings" 1 "mult dispenser rate" 0.001337 "special item description" "Saw orbit around the dispenser, dealing damage to enemies and making them bleed, 250 hp" "special item description 2" "Does NOT resupply teammates" } "[Dispenser] Buff Totem" { OriginalItemName "TF_WEAPON_WRENCH" "engy building health bonus" 1.667 "building max level" 1 "cannot pick up buildings" 1 "special item description" "Gives mannpower king powerup buff to nearby players, 250 hp" } "[Dispenser] Weakening Totem" { OriginalItemName "TF_WEAPON_WRENCH" "engy building health bonus" 1.667 "building max level" 1 "cannot pick up buildings" 1 "mult dispenser rate" 0.001337 "special item description" "Makes nearby enemies take more damage, 250 hp" "special item description 2" "Does NOT resupply teammates" } "[Dispenser] Supply Chain" { OriginalItemName "TF_WEAPON_WRENCH" "engy building health bonus" 0.334 "building max level" 1 "mult dispenser rate" 3 "engy dispenser radius increased" 1.5 "special item description" "3x resupply rate, 1.5x range, 50 hp" } "[Dispenser] Mobile Upgrade Station" { OriginalItemName "TF_WEAPON_WRENCH" "engy building health bonus" 0.667 "building max level" 1 "mult dispenser rate" 0.001337 "special item description" "Replaces dispenser with a mobile upgrade station, 100 hp" "special item description 2" "Does NOT resupply teammates" } //primary weapons "Metal Repository" { OriginalItemName "Ali Baba's Wee Booties" "max health additive bonus" 0 "maxammo metal increased" 2 "metal regen" 25 "special item description" "2x metal reserve and +25 metal regen, but no primary weapons." } "Auto Shotgun" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "fire rate bonus" 0.33 "damage penalty" 0.8 "clip size bonus" 1.67 "maxammo primary increased" 1.25 "custom item model" models\weapons\c_models\c_tgat\c_tgat.mdl "custom weapon fire sound" "=80|weapons\family_business_shoot.wav" "special item description" "Faster fire rate, but slightly less damage." } "Blunderbuss" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "reload time increased" 2 "damage bonus" 2 "spread penalty" 1.25 "single wep deploy time decreased" 0.4 "clip size penalty" 0.167 "maxammo primary reduced" 0.5 "custom weapon fire sound" "=80|weapons\sven_shotgun_shoot.wav" "custom item model" models\weapons\c_models\c_bmmh\c_bmmh.mdl "special item description" "High damage, 1 shot, slow reload, faster switch to." } "Bolshevik Bomber" { OriginalItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "reload time increased" 1.6 "fire rate penalty" 2 "damage bonus HIDDEN" 20 "blast dmg to self increased" 20 "override projectile type" 3 "projectile speed increased HIDDEN" 1216.6 "projectile speed increased" 1.25 "clip size penalty" 0.334 "grenade no spin" 1 "maxammo primary reduced" 0.3125 "custom weapon fire sound" "=80|brewblaster_fire.mp3" "custom item model" models/weapons/c_models/c_the_bolshevik_bomber/c_the_bolshevik_bomber_1.mdl "special item description" "Fires a high damaging grenade, slow reload and fire rate, 2 clip size." } "Super Syringe Gun" { OriginalItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "fire rate bonus" 0.33 "reload time increased" 2 "custom item model" models/weapons/c_models/c_syringegun_quad/c_syringegun.mdl "special item description" "Shoots rapid fire syringes instead of bullets, slower reload rate." } //secondary weapons "Machine Pistol" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "fire rate bonus" 0.8 "reload time increased" 1.4 "clip size bonus" 2.5 "maxammo secondary increased" 1.5 "custom item model" models/workshop/weapons/c_models/c_mac_smg/c_mac_smg.mdl "custom weapon fire sound" =80|kriss_shoot.wav "special item description" "30 clip size, 300 reserve ammo, 20% faster firing rate, slower reload." } "Deagle" { OriginalItemName "Upgradeable TF_WEAPON_PISTOL" "reload time increased" 1.4 "clip size penalty" 0.5 "maxammo secondary reduced" 0.18 "damage bonus" 2.4 "can headshot" 1 "custom item model" models/workshop/weapons/c_models/c_winger_distol/c_winger_distol.mdl "custom weapon fire sound" =80|trespasser\de_shot1.wav "special item description" "High damage, headshots, small clip and reserve, and slow reload." } "Mobile Dispenser" { OriginalItemName "The Gunboats" "special item description" "Replaces secondary with a backpack dispenser." } "Radio Wave Projector" { OriginalItemName "The Flare Gun" "custom item model" models/weapons/c_models/c_flaregun_pyro_volt/c_flaregun_pyro.mdl "maxammo secondary reduced" 0.0625 "override projectile type" 13 "energy weapon penetration" 1 "stun on hit" 3 "stun on hit no giants" 1 "stun on hit type" bonk "custom weapon fire sound" =80|weapons\pomson_fire_01.wav "custom weapon deploy sound" =80|npc\sniper\reload1.wav "single wep deploy time increased" 1.75 "custom hit sound" =80|weapons\bison_main_shot.wav "projectile sound" =80|weapons\bison_idle.wav "custom projectile size" 12 "special item description" "Shoots a high power beam that stuns enemies for a few seconds, 1 shot." } "Gamma Gazer" { OriginalItemName "The C.A.P.P.E.R" "custom item model" models/weapons/c_models/c_gamma_gazer/c_gamma_gazer.mdl "special item description" "Deals extra damage to sentry’s target, smaller clip size." "clip size penalty" 0.667 "maxammo secondary reduced" 0.6 "damage bonus bullet vs sentry target" 2.4 } //melee weapons "Scythe" //Harvester of Sorrow { OriginalItemName "Upgradeable TF_WEAPON_FIREAXE" "custom item model" models/weapons/c_models/c_scythe/c_scythe.mdl "custom hit sound" Cleaver.ImpactFlesh "fire rate penalty" 2.2 "melee bounds multiplier" 1.75 "melee range multiplier" 1.4 "special item description" "No repairing, construction boost, or picking up buildings while active." "special item description 2" "Cleave attack, high damage, large range, low attack speed." "special item description 3" "Less damage vs giants and tanks." "melee cleave attack" 1 "always crit" 1 "building max level" 1 "mult dmg vs giants" 0.7692 "mult dmg vs tanks" 0.5384 } "Buzz Saw" { OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "custom item model" models/weapons/c_models/c_saw/c_zow.mdl "custom hit sound" SawMill.BladeImpact "bleeding duration" 6 "fire rate bonus" 0.25 "damage penalty" 0.6 "special item description" "No repairing, construction boost, or picking up buildings while active." "special item description 2" "Swings super fast and does bleed, but deals less base damage." "crit mod disabled" 0 "building max level" 1 } "Fixer Upper" { OriginalItemName "Upgradeable TF_WEAPON_WRENCH" "custom item model" models/weapons/c_models/c_jag/c_toothwrench.mdl "fire rate penalty" 1.3 "Repair rate increased" 2 "special item description" "Slower swing speed, higher repair rate.." } //body armor "Body Armor" { OriginalItemName "Ali Baba's Wee Booties" "max health additive bonus" 100 "dmg taken increased" 0.8 "patient overheal penalty" 0.25 "custom item model" "models/workshop/player/items/engineer/tw_engineerbot_armor/tw_engineerbot_armor.mdl" } "Helmet" { OriginalItemName "The Razorback" "max health additive bonus" 25 "dmg taken increased" 0.95 "patient overheal penalty" 0.75 "custom item model" "models/workshop/player/items/engineer/tw_engineerbot_helmet/tw_engineerbot_helmet.mdl" } } }