//this is a superbuffed version of this mission made for fun //made by wacev //dm me on discord if hellmet or lite wants me to take it down //massive respect to everyone that worked on this for //and ofc, I do not claim the orginial trespasser, just that I made a few changes to stuff. WaveSchedule { Templates { Survivor_1 { Name "Survivor" SpellDropRateRare 1 Class Soldier ClassIcon red2_lite Health 500 MaxVisionRange 500 KeepAwayRadius 128 KeepAway Enemies Skill Expert Item "Piston Gun" 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 "health regen" 10 "attribute immunity" "is suicide counter|healing received penalty" //"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" SpellDropRateRare 1 Class Pyro ClassIcon red2_lite Health 500 MaxVisionRange 500 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 "health regen" 10 "attribute immunity" "is suicide counter|healing received penalty" //"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" SpellDropRateRare 1 Class Sniper ClassIcon red2_lite Health 500 MaxVisionRange 500 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 "health regen" 10 "attribute immunity" "is suicide counter|healing received penalty" //"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" SpellDropRateRare 1 Class Engineer ClassIcon red2_lite Health 500 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 "health regen" 10 "attribute immunity" "is suicide counter|healing received penalty" //"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 "Tax Payer" 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|is suicide counter|healing received penalty" "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 500 Tag blood_death Scale 1 Skin 4 Skill Normal NoIdleSound 1 DesiredAttackRange 1 MaxVisionRange 800 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" AlwaysGlow 1 CharacterAttributes { "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 "damage penalty" 0.75 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `dmg taken increased|2`, 1)" Delay -1 Repeats 1 } EventChangeAttributes { Solo { MaxVisionRange 500 AlwaysGlow 1 CharacterAttributes { "damage penalty" 0.75 } } } } Survivor_2_Zombie { Name "Ghoul" Class Pyro Health 500 Tag blood_death Scale 1 Skin 4 Skill Normal NoIdleSound 1 DesiredAttackRange 1 MaxVisionRange 800 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" AlwaysGlow 1 CharacterAttributes { "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 "damage penalty" 0.75 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `dmg taken increased|2`, 1)" Delay -1 Repeats 1 } EventChangeAttributes { Solo { MaxVisionRange 500 AlwaysGlow 1 CharacterAttributes { "damage penalty" 0.75 } } } } Survivor_3_Zombie { Name "Ghoul" Class Sniper Health 500 Tag blood_death Scale 1 Skin 4 Skill Normal NoIdleSound 1 DesiredAttackRange 1 MaxVisionRange 800 Action Mobber Attributes Miniboss Attributes DisableDodge WeaponRestrictions SecondaryOnly PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Heavy Machine Gun" Item "Crocodile Dandy" Item "Holy Hunter" Item "The Archers Groundings" Item "The Falconer" Item "Zombie Sniper" AlwaysGlow 1 CharacterAttributes { "collect currency on kill" 1 "no_jump" 1 "move speed bonus" 0.65 "voice pitch scale" 0 "override footstep sound set" 0 "cannot be sapped" 1 "cancel falling damage" 1 "damage penalty" 0.75 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `dmg taken increased|2`, 1)" Delay -1 Repeats 1 } EventChangeAttributes { Solo { MaxVisionRange 500 AlwaysGlow 1 CharacterAttributes { "damage penalty" 0.75 } } } } Survivor_4_Zombie { Name "Upgraded Ghoul" Class Engineer Health 550 Tag blood_death Scale 1 Skin 4 Skill Expert NoIdleSound 1 DesiredAttackRange 1 MaxVisionRange 1200 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 { "collect currency on kill" 1 "no_jump" 1 "move speed bonus" 0.65 "move speed penalty" 1.3 "health regen" 10 "voice pitch scale" 0 "override footstep sound set" 0 "cannot be sapped" 1 "cancel falling damage" 1 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `dmg taken increased|2`, 1)" Delay -1 Repeats 1 } EventChangeAttributes { Solo { MaxVisionRange 500 AlwaysGlow 1 CharacterAttributes { "damage penalty" 0.75 } } } } Zombie_Generic_1-1 { Class Scout ClassIcon heavy_zombie_lite Name "Necrotic 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 "add attributes on hit" "healing received penalty|0.001|60|is suicide counter|1|60" //60 extra damage over 1 minute, disableds healing } 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 "Dodger Zombie" Scale 1 Tag blood_death Skill Expert Health 250 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" Addcond { Index 64 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOVEL" "custom kill icon" "infection_scout" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "self add cond on hit" 79 "self add cond on hit duration" 8 } 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 "Necrotic 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 "add attributes on hit" "healing received penalty|0.001|60|is suicide counter|1|60" //60 extra damage over 1 minute, disableds healing } 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 "Exploder" Scale 1 Tag blood_death Skill Expert Health 500 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 451 Name "Explode" } Taunt { Delay -1 Cooldown 5 Repeats 0 IfHealthBelow 451 } 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" 5 "taunt attack time mult" 0.2 "blast dmg to self increased" 0.001 "self dmg push force decreased" 0.01 "blast radius increased" 1.5 "dmg penalty vs players" 2 } } } 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 "Necrotic 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 "add attributes on hit" "healing received penalty|0.001|60|is suicide counter|1|60" //60 extra damage over 1 minute, disableds healing } 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 "Parry Zombie" 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 bonus" 0.85 "mult reflect velocity" 2 } 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 "Necrotic 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 "add attributes on hit" "healing received penalty|0.001|60|is suicide counter|1|60" //60 extra damage over 1 minute, disableds healing } 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 "Earthquake 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" Item "Demonic Dome" SpawnTemplate item_zombie_slap //double hit ChangeAttributes { Delay -1 Repeats 1 IfHealthBelow 99 Name "Charge" } EventChangeAttributes { Charge { Item "The Chargin' Targe" ItemAttributes { ItemName "The Chargin' Targe" "attack not cancel charge" 1 "charge recharge rate increased" 1000 "displace touched enemies" 1 "dmg taken increased" 0.65 } FireWeapon { MaxTargetRange 2048 Delay 0.5 Cooldown 0.1 Repeats 0 IfSeeTarget 1 Duration 0.1 Type "Secondary" } } } 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 "Necrotic 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 "add attributes on hit" "healing received penalty|0.001|60|is suicide counter|1|60" //60 extra damage over 1 minute, disableds healing } 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 "Tank" Scale 1 Tag blood_death Skill Expert Health 800 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge Attributes AlwaysCrit Attributes AlwaysFireWeapon 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_heavy" "custom impact sound" "Zombie.Attack" "is invisible" 1 "damage penalty" 0.18 "fire rate penalty" 1.5 "damage causes airblast" 1 "apply z velocity on damage" 100 "apply look velocity on damage" 200 "stun on hit" 3 "stun on hit type" movement "stun on hit slow" 0.6 } 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 "dmg from ranged reduced" 0.5 "dmg from melee increased" 2 } } Zombie_Generic_6-1 { Class Engineer ClassIcon heavy_zombie_lite Name "Necrotic 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 "add attributes on hit" "healing received penalty|0.001|60|is suicide counter|1|60" //60 extra damage over 1 minute, disableds healing } 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 "Sapper 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 "Upgradeable TF_WEAPON_SHOVEL" Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" //Item "Baseball Bill's Sports Shine" SpawnTemplate item_zombie_slap //double hit ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "fire rate penalty" 15 "clip size penalty" 0.25 "reload time increased" 2 "damage penalty" 0.1 "disable buildings on hit" 3 "fuse bonus" 5 "energy weapon no deflect" 1 "blast radius increased" 1.5 "grenade no bounce" 1 "grenade no spin" 1 "grenade not explode on impact" 1 "dmg bonus vs buildings" 5 "custom kill icon" "infection_emp" } 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" 1 "dmg bonus vs buildings" 4 //50 per slap "disable buildings on hit" 2 } 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 "Necrotic 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 "add attributes on hit" "healing received penalty|0.001|60|is suicide counter|1|60" //60 extra damage over 1 minute, disableds healing } 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 150 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 "healing received penalty" 5 } } Zombie_Generic_8-1 { Class Sniper ClassIcon heavy_zombie_lite Name "Necrotic 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 "add attributes on hit" "healing received penalty|0.001|60|is suicide counter|1|60" //60 extra damage over 1 minute, disableds healing } 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 "Nature 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 "Trophy Belt" Item "Jarate" SpawnTemplate item_zombie_slap //double hit WeaponSwitch { Delay 1 Cooldown 16 Repeats 0 Type "Melee" } WeaponSwitch { Delay 12 Cooldown 16 Repeats 0 Type "Secondary" } FireWeapon { Delay 12 Cooldown 16 Repeats 0 Type "Primary" } ItemAttributes { ItemName "Jarate" "effect bar recharge rate increased" 0.01 "fire rate bonus" 0.25 "applies snare effect" 0.5 "effect cond override" 8264472 } 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 "add cond on hit" 8067864 "add cond on hit duration" 15 "self add cond on hit" 126 "self add cond on hit duration" 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 "deploy time decreased" 0.01 } } Zombie_Generic_9-1 { Class Civilian ClassIcon heavy_zombie_lite Name "Necrotic 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 "add attributes on hit" "healing received penalty|0.001|60|is suicide counter|1|60" //60 extra damage over 1 minute, disableds healing } 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 "Spy Main" Scale 1 Tag blood_death Skill Expert Health 125 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 Addcond { Index 66 } Addcond { Index 70 } Addcond { Index 32 } 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" 3 "fire rate penalty" 1.5 "crit from behind" 1 "heal on kill" 250 } 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 "dmg taken increased" 0.8 } } Zombie_Shambler_1 //cinematic zombies { Template Zombie_Generic_1-1 Name "Shackler" 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 "add attributes on hit" "no_attack|1|5|disable weapon switch|1|5" "fire input on hit" "!self^$DisplayTextCenter^Shackled!" "fire input on hit name restrict" player } 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 "Shackler" 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 "add attributes on hit" "no_attack|1|5|disable weapon switch|1|5" "fire input on hit" "!self^$DisplayTextCenter^Shackled!" "fire input on hit name restrict" player } EventChangeAttributes { Wake { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.85 } ActionOverride Mobber } Solo { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.65 } ActionOverride Mobber } } } Zombie_Shambler_3 //cinematic zombies { Template Zombie_Generic_3-1 Name "Shackler" MaxVisionRange 250 ActionOverride Passive Item "Creepy Crawlers" ItemAttributes { ItemName "Creepy Crawlers" "SPELL: set item tint RGB" 5 } CharacterAttributes { "no_attack" 1 "no_jump" 1 "move speed bonus" 1 "voice pitch scale" 0.65 "add attributes on hit" "no_attack|1|5|disable weapon switch|1|5" "fire input on hit" "!self^$DisplayTextCenter^Shackled!" "fire input on hit name restrict" player } 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 "Shackler" 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 "add attributes on hit" "no_attack|1|5|disable weapon switch|1|5" "fire input on hit" "!self^$DisplayTextCenter^Shackled!" "fire input on hit name restrict" player } EventChangeAttributes { Wake { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.85 } ActionOverride Mobber } Solo { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.65 } ActionOverride Mobber } } } Zombie_Shambler_5 //cinematic zombies { Template Zombie_Generic_5-1 Name "Shackler" MaxVisionRange 250 ActionOverride Passive Item "Creepy Crawlers" ItemAttributes { ItemName "Creepy Crawlers" "SPELL: set item tint RGB" 5 } CharacterAttributes { "no_attack" 1 "no_jump" 1 "move speed bonus" 1 "voice pitch scale" 0.65 "add attributes on hit" "no_attack|1|5|disable weapon switch|1|5" "fire input on hit" "!self^$DisplayTextCenter^Shackled!" "fire input on hit name restrict" player } 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 "Shackler" 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 "add attributes on hit" "no_attack|1|5|disable weapon switch|1|5" "fire input on hit" "!self^$DisplayTextCenter^Shackled!" "fire input on hit name restrict" player } EventChangeAttributes { Wake { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.85 } ActionOverride Mobber } Solo { MaxVisionRange -1 CharacterAttributes { "no_attack" 0 "no_jump" 0 "move speed bonus" 0.65 } ActionOverride Mobber } } } Zombie_Shambler_7 //cinematic zombies { Template Zombie_Generic_7-1 Name "Shackler" MaxVisionRange 250 ActionOverride Passive Item "Creepy Crawlers" ItemAttributes { ItemName "Creepy Crawlers" "SPELL: set item tint RGB" 5 } CharacterAttributes { "no_attack" 1 "no_jump" 1 "move speed bonus" 1 "voice pitch scale" 0.65 "add attributes on hit" "no_attack|1|5|disable weapon switch|1|5" "fire input on hit" "!self^$DisplayTextCenter^Shackled!" "fire input on hit name restrict" player } 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 "Shackler" 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 "add attributes on hit" "no_attack|1|5|disable weapon switch|1|5" "fire input on hit" "!self^$DisplayTextCenter^Shackled!" "fire input on hit name restrict" player } 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 "Speeding Headless" 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" AddCond { Index 32 } 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 "mult crit dmg" 2 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 2 "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 "Speeding Headless" 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" AddCond { Index 32 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "damage bonus" 1.858 //offset bat "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 "mult crit dmg" 2 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 2 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_2-1 { Class Soldier ClassIcon pyro_scout_fireaxe_bat Name "Necrotic Headless" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Soldier" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "add attributes on hit" "healing received penalty|0.001|60|is suicide counter|1|60" //60 extra damage over 1 minute, disableds healing "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 "mult crit dmg" 2 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 "gesture speed increase" 2 "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 "Necrotic Headless" 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`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "add attributes on hit" "healing received penalty|0.001|60|is suicide counter|1|60" //60 extra damage over 1 minute, disableds healing "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 "mult crit dmg" 2 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_3-1 { Class Pyro ClassIcon pyro_scout_fireaxe_bat Name "Fury Headless" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Pyro" Item "Backpack Remover" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "Set DamageType Ignite" 1 "minicrit vs burning player" 1 "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 "mult crit dmg" 2 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "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 "Fury Headless" 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`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FIREAXE" "Set DamageType Ignite" 1 "minicrit vs burning player" 1 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 "mult crit dmg" 2 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_4-1 { Class Demoman ClassIcon pyro_scout_fireaxe_bat Name "Explosive Headless" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Demo" Item "The Ullapool Caber" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Ullapool Caber" "regenerate stickbomb" 1 "dmg bonus vs buildings" 1 "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 "mult crit dmg" 2 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "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 "Explosive Headless" 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 Ullapool Caber" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Ullapool Caber" "hand scale" 0.75 "dmg bonus vs buildings" 1 "regenerate stickbomb" 1 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 "mult crit dmg" 2 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_5-1 { Class HeavyWeapons ClassIcon pyro_scout_fireaxe_bat Name "Enrage Headless" Scale 1 Tag blood_death Skill Expert Health 200 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Heavy" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$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 "mult crit dmg" 2 "move speed as health decreases" 1.65 "mult dmg with reduced health" 2 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "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 "Enrage Headless" 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`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 "mult crit dmg" 2 "move speed as health decreases" 1.65 "mult dmg with reduced health" 2 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_6-1 { Class Engineer ClassIcon pyro_scout_fireaxe_bat Name "Sapper Headless" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings StripItemSlot 3 //remove pdas and toolbox StripItemSlot 4 //remove pdas and toolbox StripItemSlot 5 //remove pdas and toolbox StripItemSlot 6 //remove pdas and toolbox StripItemSlot 7 //remove pdas and toolbox StripItemSlot 8 //remove pdas and toolbox PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Engineer" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$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 "mult crit dmg" 2 "disable buildings on hit" 3 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "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 "Sapper Headless" 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`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 "mult crit dmg" 2 "disable buildings on hit" 3 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_7-1 { Class Medic ClassIcon pyro_scout_fireaxe_bat Name "Healing Headless" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Medic" Item "The Bat Outta Hell" SpawnTemplate dispenser_backpack FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$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 "mult crit dmg" 2 "health regen" 5 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "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 "Healing Headless" 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" SpawnTemplate dispenser_backpack FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 "mult crit dmg" 2 "health regen" 5 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_8-1 { Class Sniper ClassIcon pyro_scout_fireaxe_bat Name "Long Range Headless" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Item "Zombie Sniper" Item "The Bat Outta Hell" FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$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 "mult crit dmg" 2 "melee range multiplier" 3 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "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 "Long Range Headless" 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`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Bat Outta Hell" "hand scale" 0.75 "custom kill icon" "axtinguisher" "custom hit sound" "Weapon_PickAxe.HitFlesh" "custom item model" "models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" } CharacterAttributes //shared for generics { "head scale" 0 "cannot be headshot" 1 "mult crit dmg" 2 "melee range multiplier" 3 //"always gib" 1 //"weapon always gib" 1 "move speed bonus" 0.65 //"damage penalty" 0.35 "gesture speed increase" 2 "fire rate penalty" 1.5 "cancel falling damage" 1 "mult smack time" 0 "cannot be sapped" 1 "voice pitch scale" 0 "override footstep sound set" 0 "increased jump height" 1.3 } } Zombie_Headless_9-1 { Class Civilian ClassIcon pyro_scout_fireaxe_bat Name "Stalker Headless" Scale 1 Tag blood_death Skill Expert Health 100 MaxVisionRange 250 Action Mobber NoIdleSound 1 MoveBehindEnemy 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings PainSound "Zombie.Break" AdditionalStepSound "Zombie.Step" DeathSound "@physics/flesh/flesh_bloody_break.wav" Skin 23 UseCustomModel models/player/spy.mdl //Item "Zombie Spy" //souls disable gibbing Item "Potato of Labor" ItemModel {ItemName "Potato of Labor" Model "models/player/items/spy/spy_zombie.mdl"} Item "The Bat Outta Hell" SpawnTemplate stalker_spy FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$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 "mult crit dmg" 2 "ignored by enemy sentries" 1 "ignored by bots" 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" 2 "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 "Stalker Headless" 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" SpawnTemplate stalker_spy 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 "mult crit dmg" 2 "ignored by enemy sentries" 1 "ignored by bots" 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" 2 "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_blu_lite Name "Decay Skeleton" Scale 1 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" 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" "add attributes on hit" "is suicide counter|15|600|healing received penalty|0.001|600" "fire input on hit" "!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 "move speed penalty" 0.85 "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_blu_lite Name "Decay Skeleton" Scale 1 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" 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)" "add attributes on hit" "is suicide counter|15|600|healing received penalty|0.001|600" "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 "move speed penalty" 0.85 "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_blu_lite Name "Survivor's Skeleton" Scale 1 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 "Empty Machine Gun" 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 { Index 16 } 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 "afterburn immunity" 1 "custom kill icon" "skull_tf" "custom hit sound" "trespasser_v2/skeleton_hit1.wav" "damage penalty" 0.769 "always gib" 1 "move speed bonus" 0.75 "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_1 { Class Pyro ClassIcon dead_grn_lite Name "Annoying 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 "damage causes airblast" 1 "stun on hit" 2.5 "stun on hit type" panic "stun on hit slow" 0.65 "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" 12 "fire input on hit" "!self^bleedplayer^12" "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_grn_lite Name "Annoying Skeleton" Scale 0.35 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 } AddCond{ Name TF_COND_SPEED_BOOST } 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_grn_lite Name "Rattle 'Em Boys" Scale 1 Skin 2 Skill Normal Health 250 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings WeaponRestrictions SecondaryOnly AdditionalStepSound "Skeleton.Step" DropWeapon 1 //drop machinegun Item "Heavy Machine Gun" 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 } 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" 0.5 "spread penalty" 3.5 "cannot headshot" 1 "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_Hard_1 { Class Pyro ClassIcon dead_purple_lite Name "Dier Skeleton" //play on the words die and dire Scale 1 Skin 4 Skill Expert Health 400 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 AddCond{ Name TF_COND_SPEED_BOOST } 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" 12 "afterburn immunity" 1 "crit vs burning players" 1 "crit vs non burning players" 1 "mult bleeding delay" 0.5 "mult bleeding dmg" 2 "dmg bonus vs buildings" 400 //65 dmg to buildings "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_purple_lite Name "Dier Skeleton" Scale 1 Skin 4 Skill Expert Health 400 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 AddCond{ Name TF_COND_SPEED_BOOST } 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 "mult bleeding delay" 0.5 "mult bleeding dmg" 2 "dmg bonus vs buildings" 400 //65 dmg to buildings "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_purple_lite Name "Pepto Bismol Magician" Scale 1 Skin 4 Skill Expert Health 400 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes DisableDodge ExtAttr IgnoreBuildings WeaponRestrictions MeleeOnly AdditionalStepSound "Skeleton.Step" // DropWeapon 1 //drop machinegun Item "Merasmus' Staff" 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 } AddCond{ Name TF_COND_SPEED_BOOST } ItemAttributes { ItemName "Merasmus' Staff" "bleeding duration" 8 "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 //"bleeding duration" 8 "afterburn immunity" 1 "crit vs burning players" 1 "crit vs non burning players" 1 "fire input on hit" "!self^RunScriptCode^EntFire(`pepto_bismol_relay`, `Trigger`, null, -1, self)" "mult bleeding delay" 0.5 "mult bleeding dmg" 2 "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 } } Zombie_Poison_1 { Class Sniper ClassIcon pyro_membrain_lite Name "Poison HoK Zombie" Scale 1 Tag blood_hit_green Tag blood_death_green Skill Expert Health 300 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 Short Circuit" 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" "is invisible" 1 } ItemAttributes { ItemName "The Short Circuit" "damage bonus" 0.01 "custom hit sound" "=70|npc\barnacle\barnacle_tongue_pull2.wav" "custom weapon fire sound" "=60|npc\barnacle\barnacle_pull3.wav" "fire rate bonus" 0.4 "slow enemy on hit major" 1 "apply z velocity on damage" -200 "apply look velocity on damage" -600 "is invisible" 1 "is_passive_weapon" 1 } DamageAppliesCond { Name TF_COND_LOST_FOOTING Duration 1 } DamageAppliesCond { Name TF_COND_HALLOWEEN_KART_DASH Duration 1 } DamageAppliesCond { Name TF_COND_URINE Duration 1 } FireInput //heal ability { Target "brute_relay" Action "Trigger" Delay 0 Repeats 1 IfHealthBelow 51 } CharacterAttributes { "hand scale" 1.35 "move speed bonus" 0.7 "critboost on kill" 1337 "heal on kill" 1337 "restore health on kill" 100 "gesture speed increase" 2 "dmg taken from fire increased" 2 "minicrits become crits" 1 "bleeding duration" 60 "add attributes on hit" "healing received penalty|0.001|1" "mult bleeding dmg" 0.25 "stun on hit" 1 "stun on hit type" panic "stun on hit slow" 0.25 "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 Short Circuit" Item "The Arachno-Arsonist" FireInput //heal ability { Target "brute_relay" Action "Trigger" Delay 2 Cooldown 12.5 IfHealthBelow 999 } ItemAttributes { ItemName "The Arachno-Arsonist" "attach particle effect" 113 } ItemAttributes { ItemName "The Short Circuit" "damage bonus" 0.01 "custom hit sound" "=70|npc\barnacle\barnacle_tongue_pull2.wav" "custom weapon fire sound" "=60|npc\barnacle\barnacle_pull3.wav" "fire rate bonus" 0.4 "slow enemy on hit major" 1 "apply z velocity on damage" -200 "apply look velocity on damage" -600 "is invisible" 1 "is_passive_weapon" 1 } 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 "Attack not cancel charge" 1 "charge time increased" 15 "no charge impact range" 1 "charge impact damage increased" 2 "full charge turn control" 1 "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 "Nitro 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" 5 "airblast disabled" 1 "custom kill icon" "purgatory" "ragdolls become ash" 1 } ItemAttributes { ItemName "Basic Spellbook" "is_passive_weapon" 1 } ItemAttributes { ItemName "The Hollowhead" "attach particle effect" 2 } CharacterAttributes { "gesture speed increase" 0.25 "move speed penalty" 0.5 "hand scale" 0.01 "move speed as health decreases" 1.5 "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 "Serial Killer" 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 AddCond { Index 34 Delay 0 IfHealthBelow 151 } AddCond { Index 32 Delay 0 IfHealthBelow 151 } DamageAppliesCond //Adds conditions to players on hit { Index 127 Duration 1 IfHealthBelow 151 } AddAttribute { Item "Player" Name "damage penalty" Value 3 Delay 0 Repeats 1 IfHealthBelow 151 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) self.AddBotTag(`bot_receivemeleecrit`)" Delay -1 Repeats 1 } CharacterAttributes //shared for generics { "dmg from ranged reduced" 0.4 "dmg from melee increased" 2 "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 "Sprinter Brute" Scale 1.5 Skin 5 Tag blood_death_big Tag bot_giant 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 12.5 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`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "The Persian Persuader" //remove stats "is_a_sword" 0 "melee range multiplier" 0.85 "melee bounds multiplier" 0.85 //remove stats "damage bonus" 1.54 "fire rate bonus" 0.75 "damage causes airblast" 1 "hand scale" 1.25 "fire input on hit" "!self^RunScriptCode^EntFire(`wound_relay`, `Trigger`, null, -1, self)" "fire input on attack" "!self^$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 "Attack not cancel charge" 1 "charge time increased" 15 "no charge impact range" 1 "charge impact damage increased" 2 "full charge turn control" 1 "move speed as health decreases" 2 "stomp player damage" 15 "stomp player time" 0.1 "stomp building damage" 30 "stomp player force" 520 } } Zombie_Brute_Intro //no charge { Class HeavyWeapons ClassIcon heavy_zombie_arm1_lite Name "Sprinter Brute" Scale 1.5 Skin 5 Tag blood_death_big Tag bot_giant 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 12.5 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 "Attack not cancel charge" 1 "charge time increased" 15 "no charge impact range" 1 "charge impact damage increased" 2 "full charge turn control" 1 "move speed as health decreases" 2 "stomp player damage" 15 "stomp player time" 0.1 "stomp building damage" 30 "stomp player force" 520 } } Zombie_Brute_Solo //solo bugfix { Class HeavyWeapons ClassIcon heavy_zombie_arm2_lite Name "Sprinter Brute" Scale 1.5 Skin 5 Tag blood_death_big Tag bot_giant 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 12.5 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 "Attack not cancel charge" 1 "charge time increased" 15 "no charge impact range" 1 "charge impact damage increased" 2 "full charge turn control" 1 "move speed as health decreases" 2 "stomp player damage" 15 "stomp player time" 0.1 "stomp building damage" 30 "stomp player force" 520 } } 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" 1500 "apply z velocity on damage" 150 "dmg bonus vs buildings" 4 "custom kill icon" "infection_scout" } Spell { Delay 8 Cooldown 8 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 16 Cooldown 16 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 0.25 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" 3 "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 "kb fall min velocity" 100 "kb fall radius" 192 "kb fall stun time" -1 "kb fall force" -750 "kb fall damage" 16 } } 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" 1500 "apply z velocity on damage" 150 "dmg bonus vs buildings" 4 "custom kill icon" "infection_scout" } 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 16 Cooldown 16 Repeats -1 } FireWeapon { Delay 5 Cooldown 0 Repeats 0 IfSeeTarget 1 Duration 0 Type "Primary" } FireWeapon { Delay 0.25 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 } Spell { Delay 0 Cooldown 8 IfSeeTarget 1 Type "Teleport" } 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" 3 "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 "kb fall min velocity" 100 "kb fall radius" 192 "kb fall stun time" -1 "kb fall force" -750 "kb fall damage" 16 } } Zombie_Doppelganger { Class Scout ClassIcon imposter Tag blood_death_big Skill Expert Scale 1 Action Mobber NoIdleSound 1 DesiredAttackRange 64 Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes UseBossHealthBar Attributes AlwaysCrit 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 "mult max health" 3 "CARD: health regen" 25 } } Zombie_Machine_Behemoth { Class HeavyWeapons ClassIcon heavy_head_nys Name "The IRS" Scale 2 Skin 1 AlwaysGlow 1 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 bot_giant ExtAttr IgnoreBots Tag "graymodel|null" Skill Expert Health 30000 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 10001 } 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" "!self^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 "fire input on hit" "!self^runscriptcode^Trespasser.DispatchParticleEffectOn(self, `utaunt_cash_confetti`); self.AddCurrency(-100)" "fire input on hit name restrict" "player" } } Zombie_Virophage { Class Heavyweapons ClassIcon random_lite Name "Virophage" Scale 1.8 FastUpdate 1 Skill Expert Health 12345 DesiredAttackRange 15 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 Tag bot_giant NoIdleSound 1 Attributes UseBossHealthBar Attributes MiniBoss Attributes DisableDodge Attributes AlwaysFireWeapon StripItemSlot 2 ExtAttr IgnoreBots ExtAttr IgnoreBuildings PainSound "Zombie.Break" DeathSound "Virophage.Scream" Item "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" Item "UPGRADEABLE TF_WEAPON_PIPEBOMBLAUNCHER" Item "Basic Spellbook" UseMeleeThreatPrioritization 1 SpawnTemplate p_viro_base //NoCrouchButtonRelease 1 Attributes AutoJump AutoJumpMin 24 AutoJumpMax 48 ItemAttributes { ItemName "Basic Spellbook" "stun on hit" 1 "stun on hit type" bonk "stun on hit slow" 0.9 } WeaponSwitch { Delay 1 Repeats 1 Type "Secondary" } ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.01 "fire rate bonus" 18 "Reload time decreased" -0.8 "is_passive_weapon" 1 "stun on hit" 5 "stun on hit type" bigbonk "add cond on hit" 101 "add cond on hit duration" 5 "add attributes on hit" "hud overlay|effects/jarate_overlay|5" "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" "Blast radius decreased" 0.2 "mod projectile heat seek power" 125 "mod projectile heat aim error" 60 "Projectile speed increased" 0.35 "mod projectile heat no predict target speed" 1 "fire input on hit" "shakeit2^startshake^0" "apply z velocity on damage" 300 "apply look velocity on damage" -500 "projectile trail particle" eyeboss_projectile "mult projectile scale" 1.5 } ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_PIPEBOMBLAUNCHER" "projectile detonate time" 2 "mult projectile count" 3 "projectile spread angle penalty" 12 "is invisible" 1 "stickybomb stick to enemies" 1 "fire rate bonus" 10 "stickybomb charge rate" -1.3 "stun on hit" 8 "stun on hit type" movement "stun on hit slow" 0.9 "add cond on hit" 101 "add cond on hit duration" 8 "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" 1 "max pipebombs increased" 12 "ignores other projectiles" 1 "centerfire projectile" 1 "add attributes on hit" "hud overlay|effects/jarate_overlay|8" "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" } Spell { Delay 12 Cooldown 12 Repeats 0 IfSeeTarget 0 Charges 1 Limit 3 Type "Ball O' Bats" } CharacterAttributes { "allow friendly fire" 1 //"addcond immunity" 126 //immune to stumble "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" 2.5 "increased air control" 100 "voice pitch scale" 0 //"move speed bonus" 0.75 "move speed as health decreases" 1.5 "heal on kill" 1337 "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 "afterburn immunity" 1 "stomp player damage" 3 "displace touched enemies" 12 "stomp player force" -150 "stomp building damage" 3 "weapon always gib" 1 "kb fall min velocity" 700 "kb fall radius" 192 "kb fall stun time" 3 "kb fall force" 900 "kb fall damage" 25 } } Zombie_Virophage_Snail { Class Soldier Classicon random_lite Name "Virophage" Scale 2.3 FastUpdate 1 Skill Expert Health 666666666 DesiredAttackRange 15 Action Mobber Tag blood_hit_big Tag blood_death Tag blood_death_big Tag blood_death_huge Tag bot_nolastmanspeed NoIdleSound 1 //AlwaysGlow 1 Attributes MiniBoss Attributes DisableDodge Attributes AlwaysFireWeapon ExtAttr IgnoreBots ExtAttr IgnoreBuildings PainSound "Zombie.Break" DeathSound "Virophage.Scream" Item "Upgradeable TF_WEAPON_KNIFE" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" UseMeleeThreatPrioritization 1 SpawnTemplate p_viro_base_blue Item "Basic Spellbook" UseCustomModel "models/player/heavy.mdl" Attributes AutoJump AutoJumpMin 24 AutoJumpMax 48 ItemAttributes { ItemName "Basic Spellbook" "stun on hit" 1 "stun on hit type" bonk "stun on hit slow" 0.9 } WeaponSwitch { Delay 1 Repeats 1 Type "Secondary" } ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.01 "fire rate bonus" 18 "Reload time decreased" -0.8 "is_passive_weapon" 1 "stun on hit" 5 "stun on hit type" bigbonk "add cond on hit" 101 "add cond on hit duration" 5 "add attributes on hit" "hud overlay|effects/jarate_overlay|5" "fire input on hit name restrict" "player" "custom weapon fire sound" "misc/null.wav" "fire input on attack" "!self^$PlaySound^Virophage.Spit" "custom weapon reload sound" "npc/barnacle/barnacle_digesting1.wav" "custom impact sound" "=80|npc/antlion_grub/squashed.wav" "custom projectile model" "models/weapons/w_bugbait.mdl" "Blast radius decreased" 0.2 "mod projectile heat seek power" 125 "mod projectile heat aim error" 60 "Projectile speed increased" 0.35 "mod projectile heat no predict target speed" 1 "fire input on hit" "shakeit2^startshake^0" "apply z velocity on damage" 300 "apply look velocity on damage" -500 "projectile trail particle" eyeboss_projectile "mult projectile scale" 1.5 } ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_PIPEBOMBLAUNCHER" "projectile detonate time" 2 "mult projectile count" 3 "projectile spread angle penalty" 12 "is invisible" 1 "stickybomb stick to enemies" 1 "fire rate bonus" 10 "stickybomb charge rate" -1.3 "stun on hit" 8 "stun on hit type" movement "stun on hit slow" 0.9 "add cond on hit" 101 "add cond on hit duration" 8 "damage bonus" 0.1 "dmg pierces resists absorbs" 1 "dmg bonus vs buildings" 9999 "blast radius decreased" 0.5 "no self blast dmg" 2 "clip size penalty" 0.125 "mult projectile scale" 1.5 "crit vs non burning players" 1 "crit vs burning players" 1 "sticky arm time penalty" 1 "max pipebombs increased" 12 "ignores other projectiles" 1 "centerfire projectile" 1 "add attributes on hit" "hud overlay|effects/jarate_overlay|8" "projectile trail particle" "~eb_spit_goop" "fire input on hit" "!self^$PlaySound^Halloween.PlayerScream" "fire input on hit name restrict" "player" "custom weapon fire sound" "misc/null.wav" "fire input on attack" "!self^$PlaySound^Virophage.Spit" "custom weapon reload sound" "npc/barnacle/barnacle_digesting1.wav" "custom impact sound" "=80|npc/antlion_grub/squashed.wav" "custom projectile model" "models/weapons/w_bugbait.mdl" } Spell { Delay 12 Cooldown 12 Repeats 0 IfSeeTarget 0 Charges 1 Limit 3 Type "Ball O' Bats" } ItemAttributes { ItemName "Upgradeable TF_WEAPON_KNIFE" "damage bonus" 101 "melee range multiplier" 0.75 "melee bounds multiplier" 0.75 //"fire rate penalty" 1.5 "custom hit sound" "ambient/halloween/male_scream_09.wav" "fire input on hit" "!activator^$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 "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 self effect" 1 "mult step height" 3.4 "ignore player clip" 1 "no damage falloff" 1 "custom kill icon" "purgatory" "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" 200 //1.5? "heal on kill" 1337 "stomp player damage" 3 "displace touched enemies" 12 "stomp player force" -150 "stomp building damage" 3 "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 "kb fall min velocity" 700 "kb fall radius" 192 "kb fall stun time" 3 "kb fall force" 900 "kb fall damage" 25 } } Machine_Unarmed { Class Soldier ClassIcon soldier_gib_lite Name "Infectious IRS" 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" 0.384 "fire rate penalty" 1.5 "bleeding duration" 10 "add cond on hit" 30 "add cond on hit duration" 1 "add attributes on hit" "hud overlay|effects/gas_overlay|1|healing received penalty|0.1|1" "fire input on hit" "!self^RunScriptCode^if(self.IsPlayer() && !self.IsFakeClient()){self.ViewPunch(QAngle(RandomInt(-10,10),RandomInt(-10,10),RandomInt(-10,10)))}" "fire input on hit name restrict" player } 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 "IRS 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 "projectile speed increased" 50 "mod projectile heat seek power" 120 "mod projectile heat aim error" 180 "mod projectile heat aim time" 69420 "mod projectile heat no predict target speed" 0 } ChangeAttributes { Name "Proposal" IfSeeTarget 1 Delay -1 Cooldown 0.1 Repeats 1 } Message { Name "{blue} You don't want to do that" IfHealthBelow 649 Repeats 1 Delay 0 } ChangeAttributes { Name "Scared" IfHealthBelow 501 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 { AddCond { Index 5 } AddCond { Index 34 } FireWeapon { Delay 0 Repeats 0 Duration 0.1 Cooldown 0.1 Type Primary } FireInput { Target !self Action $RemoveCond Param 7 Delay -1 Repeats 1 } FireInput { Target @f@filter_blu_alive@player Action $ChangeAttributes Param angry Delay -1 Repeats 1 } FireInput { Target !self Action $TauntFromItem Param "Taunt: The Scaredy-cat!" Delay 10 Repeats 1 } FireInput { Target scene_emissary Action CancelPending Delay 10 Repeats 1 } FireInput { Target scene_emissary_early Action Trigger Delay 10.5 Repeats 1 } } } } Machine_Bodyguard { Class Soldier ClassIcon soldier_gib_lite Name "IRS 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 "Missile IRS" Health 66 Skill Expert Tag metal_death Tag explosive_death Tag metal_hit Tag bot_nogray //no rtr effect due to too many bugs Tag bot_ignoredecoy 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" 2 "displace touched enemies" 10 "health regen" 6 } EventChangeAttributes { Solo { } } } Machine_Shotgun { Class Soldier ClassIcon shotgun_lite Name "IRS Death Gunner" Skill Hard MaxVisionRange 400 DesiredAttackRange 400 Health 200 Tag metal_death Tag metal_hit Tag gray_generic Action Mobber ExtAttr IgnoreBuildings DropWeapon 1 AimTrackingInterval 0.1 Item "Public Speaker" Item "Slug Rifle" Attributes DisableDodge Attributes HoldFireUntilFullReload UseMeleeThreatPrioritization 1 WeaponRestrictions SecondaryOnly UseCustomModel models/bots/soldier/bot_soldier_gibby.mdl AimAt Head 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 "damage penalty" 0.65 "fire rate penalty" 1.65 } } Machine_Shotgun_Charger { Class Soldier ClassIcon shotgun_lite Name "Collateral IRS" 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" Item "Piston Gun" //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 } ItemAttributes { ItemName "Piston Gun" "projectile penetration" 1 "mult explosion radius direct hit" 2 "add damage per target" 1 "explosive bullets" 96 "bullets per shot bonus" 0.5 "spread penalty" 6.5 "damage penalty" 0.25 "fire rate penalty" 2.5 "reload time increased" 2 "blast dmg to self increased" 0.001 } 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 "blast dmg to self increased" 0.001 } } Machine_Battalion { Class Soldier ClassIcon shotgun_lite Name "IRS WAR DROID" Skill Expert MaxVisionRange 500 DesiredAttackRange 500 KeepAwayRadius 128 KeepAway Enemies Health 850 Tag metal_death Tag metal_hit Tag gray_generic Scale 1.25 Action Mobber ExtAttr IgnoreBuildings Item "Warlock's Warcloak" Item "The Mean Captain" Item "Undead Caretaker" DropWeapon 1 Attributes SpawnWithFullCharge Attributes HoldFireUntilFullReload 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 } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 5 Repeats 1 Name "Shotgun" } EventChangeAttributes { Default { Item "The Battalion's Backup" } Shotgun { Item "Uprising Suppresser" } } 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 "health regen" 25 "effect cond override" 1907216 //all three banners } } Machine_Chainsaw { Class HeavyWeapons ClassIcon heavy_chainsaw Name "IRS Tax Machine" 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 } AddCond { Index 34 Delay 0 IfHealthBelow 151 } AddCond { Index 32 Delay 0 IfHealthBelow 151 } DamageAppliesCond //Adds conditions to players on hit { Index 127 Duration 1 IfHealthBelow 151 } AddAttribute { Item "Player" Name "damage penalty" Value 3 Delay 0 Repeats 1 IfHealthBelow 151 } FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) self.AddBotTag(`bot_receivemeleecrit`)" Delay -1 Repeats 1 } CharacterAttributes //shared for generics { "dmg from ranged reduced" 0.4 "dmg from melee increased" 2 "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 } } Machine_Steel { Class Heavyweapons ClassIcon heavy_steelfist_nys Name "Steel Kevlar" Skill Hard Health 1500 Tag metal_death Tag metal_hit Tag explosive_death Tag gray_generic Scale 1.5 Action Mobber ExtAttr IgnoreBuildings Attributes DisableDodge Attributes AlwaysFireWeapon Attributes AlwaysCrit 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 "dmg from ranged reduced" -1 "dmg from melee increased" 2 "damage causes airblast" 1 "stun on hit" 1.5 "stun on hit type" bonk } } Machine_Steel_Money { Class Heavyweapons ClassIcon heavy_steelfist_cash Name "Corrupted IRS" Skill Hard Health 900 Tag metal_death Tag metal_hit Tag explosive_death Tag gray_generic Scale 1.5 ExtAttr IgnoreBuildings //Attributes DisableDodge Attributes AlwaysFireWeapon 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 Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" 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(`!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" "!self^runscriptcode^Trespasser.DispatchParticleEffectOn(self, `utaunt_cash_confetti`); self.AddCurrency(-100)" "fire input on hit name restrict" "player" } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "is_passive_weapon" 1 "fire rate penalty" 10 "custom projectile model" models/props_halloween/fist_projectile_green.mdl "reload time decreased" -0.8 "mod projectile heat seek power" 90 "mod projectile heat aim error" 120 "mod projectile heat no predict target speed" 1 "projectile speed decreased" 0.35 "fire input on hit" "!self^runscriptcode^Trespasser.DispatchParticleEffectOn(self, `utaunt_cash_confetti`); self.AddCurrency(-100)" "fire input on hit name restrict" "player" "projectile trail particle" ~raygun_projectile_blue "mult projectile scale" 1.65 "projectile health" 250 "projectile take damage type" 3 "projectile explode on destroy" 1 "custom projectile size" 16 "damage causes airblast" 1 "stun on hit" 3 "stun on hit type" bigbonk } 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 { } } } Machine_Uber { Class Medic Name "Uber IRS" ClassIcon medic_uber Health 300 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" 1 "heal on hit for rapidfire" 10 "drop health pack on kill" 1 "add attributes on hit" "hud overlay|effects/bleed_overlay|1" "fire input on hit" "!self^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" 0.5 //to try and be fair "bot medic uber health threshold" 151 "uber duration bonus" 8 "ubercharge rate bonus" 2 "health regen" 1 //to show health bar } } Machine_Giant { Class Soldier Name "Revenant" Skill Expert Health 2500 Tag explosive_death Tag metal_hit Tag gray_giant_soldier Tag bot_giant 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/skeleton_sniper_boss/skeleton_sniper_boss.mdl Attributes MiniBoss Item "Das Metalmeatencasen" Item "Batter's Bracers" 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`, `$addplayerattribute`, `allow friendly fire|1`, 1)" Delay 1 Repeats 1 } ItemAttributes { ItemName "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" "blast radius decreased" 0.1 "attach particle effect" 3130 "mod projectile heat aim error" 360 "mod projectile heat no predict target speed" 1 "proj attribute pattern" "mod mini-crit airborne|1|damage bonus|2&mod projectile heat seek power|270|damage bonus|2|projectile trail particle|drg_cow_rockettrail_charged_blue" "shoot pattern reset time" 10 "fire input on hit" "!self^RunScriptCode^if(!self.IsBotOfType(TF_BOT_TYPE)) ScreenFade(self, 255, 0,0, 160, RandomInt(1,3), 2.5, 1)" "fire input on hit name restrict" player "reload time decreased" -0.8 } CharacterAttributes { "collect currency on kill" 1 "always gib" 1 "use robot voice" 1 //for gray "crit mod disabled" 0 //for gray "ammo regen" 1 //for gray "voice pitch scale" 0 "move speed bonus" 0.5 //"mult stun resistance" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0.25 "cancel falling damage" 1 "increased jump height" 1.3 "override footstep sound set" 3 } } Machine_Giant_Rapid { Class Soldier ClassIcon "soldier_nuke2_giant" Name "IRS Nuker Agent" Skill Expert Health 4000 Tag explosive_death Tag metal_hit Tag gray_giant_soldier Tag bot_giant Attributes DisableDodge Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Attributes UseBossHealthBar Action Mobber WeaponRestrictions PrimaryOnly PainSound "Zombie.Steel.Big.Hit" DeathSound "MVM.SentryBusterExplode" //Item "The Gilded Guard" AimLeadProjectileSpeed 1 Item "The Buff Banner" Item "UPGRADEABLE TF_WEAPON_ROCKETLAUNCHER" UseCustomModel models/bots/soldier_boss/bot_soldier_boss_gibby.mdl Attributes MiniBoss FireInput { Target !self Action runscriptcode Param "if(Trespasser.bSoloMode) EntFire(`!activator`, `$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" "attach particle effect" 3130 "fire rate penalty" 7.5 "projectile speed increased" 0.1 "ignores other projectiles" 1 "blast radius increased" 100 "weapon always gib" 1 "projectile health" 500 "projectile take damage type" 0 "projectile explode on destroy" 0 "damage bonus" 100 "dmg pierces resists absorbs" 1 "mod max primary clip override" -1 "custom projectile size" 12 "penetrate teammates" 1 "use large smoke explosion" 1 "fire input on attack" "!projectile^RunScriptCode^EntFire(`nuke_rocket_relay`, `Trigger`, null, 0.015, self)" } 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 "IRS Sudden Hyper Death Machine" ClassIcon soldier_burstfire_hyper_lite Skill Expert Health 10000 AlwaysGlow 1 Tag metal_hit Tag explosive_death Tag explosive_death_sound Tag gray_giant_soldier Tag bot_giant //Attributes AlwaysCrit //gray crit hack Attributes HoldFireUntilFullReload Attributes UseBossHealthBar //ExtAttr IgnoreBuildings Action Mobber DesiredAttackRange 9999 WeaponRestrictions PrimaryOnly AimLeadProjectileSpeed 1 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" Item "Piston Gun" 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 "damage bonus" 2 "mult dmg direct hit" 2 "mult explosion radius direct hit" 2 } ItemAttributes { ItemName "Piston Gun" "is_passive_weapon" 1 "always crit" 1 "fire rate penalty" 5 "damage penalty" 0.75 } CharacterAttributes { "always gib" 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 "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" } ItemAttributes { ItemName "Piston Gun" "always crit" 0 "crit vs burning players" 1 "crit vs non burning players" 1 } } 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 } ItemAttributes { ItemName "Piston Gun" "always crit" 1 } } } } } }