// Freedom Park by Tindall Berry // Bigrock Intermediate / April Fools 4 Trash // Shoutout to Crosse for the Nerflector idea #base robot_giant.pop #base robot_standard.pop population { StartingCurrency 1200 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes BotPushaway 0 [$SIGSEGV] NoRomevisionCosmetics 1 [$SIGSEGV] TextPrintTime 0 [$SIGSEGV] BodyPartScaleSpeed 16 [$SIGSEGV] MaxSpeedLimit 1100 [$SIGSEGV] //PrecacheModel "models\props_canteen\taco.mdl" [$SIGSEGV] PrecacheModel "models\weapons\w_models\rocket_nerfdart.mdl" [$SIGSEGV] CustomUpgradesFile "mvm_upgrades_double_v2.txt" [$SIGSEGV] // Upgrade changes: // Move speed bonus increased from 10% to 20% // Health regen bonus increased from 2 to 4 // Jump height bonus increased from 20% to 40% // Engineer metal regen bonus increased from 5 to 10 // Damage bonus increased from 25% to 50% // Projectile penetration cost lowered from 400 to 200 // Clip size bonus increased from 50% to 100% // Projectile clip size upgrade bonus increased from 2 to 4 // Reload speed bonus increased from 20% to 40% // Primary reserve ammo bonus increased from 50% to 100% // Fire rate bonus increased from 10% to 20% // Heal on kill bonus increased from 25 to 50 // Secondary reserve ammo bonus increased from 50% to 100% // Melee attack speed bonus increased from 10% to 20% // Recharge rate bonus increased from 15% to 30%, cost lowered from 250 to 200, number of points lowered from 4 to 3 // Jar slow cost lowered from 200 to 100 // Crit boost on kill bonus increased from 2 to 4 // Scout sandman mark for death cost lowered from 500 to 250 // Scout sandman max balls bonus increased from 1 to 2 // Soldier rocket specialist bonus increased from 1 to 2 // Soldier banner duration bonus increased from 25% to 50% // Pyro afterburn damage bonus increased from 25% to 50% // Pyro afterburn duration disabled // Pyro airblast force bonus increased from 25% to 50% // Pyro thermal thruster air launch cost lowered from 400 to 200 // Pyro thermal thruster stun on land cost lowered from 300 to 150 // Pyro gas passer explode on ignite cost lowered from 400 to 200 // Pyro gas passer recharge rate bonus increased from 15% to 30%, cost lowered from 250 to 200, number of points lowered from 4 to 3 // Demoman damage bonus increased from 20% to 40%, cost lowered from 500 to 400 // Demoman projectile speed bonus increased from 25% to 50% // Demoman charge recharge rate bonus increased from 100% to 200% // Demoman shield push force bonus increased from 30% to 50%, number of points lowered from 3 to 2 // Heavy destroy projectiles bonus increased from 1 to 2 // Heavy projectile penetration bonus increased from 1 to 2 // Heavy fire rate bonus increased from 10% to 20% // Heavy knockback rage bonus increased from 1 to 3 // Engineer disposable mini sentry bonus increased from 1 to 2, cost lowered from 500 to 250, number of points increased from 1 to 2 // Engineer building health bonus increased from 100% to 200% // Engineer sentry fire rate bonus increased from 10% to 20% // Engineer max metal bonus increased from 50% to 100% // Engineer two way teleporter cost lowered from 250 to 125 // Engineer dispenser radius bonus increased from 100% to 200% // Medic mad milk syringes cost lowered from 200 to 100 // Medic ubercharge rate bonus increased from 25% to 50% // Medic projectile shield bonus increased from 1 to 2 // Medic ubercharge duration bonus increased from 2 to 4 // Medic healing mastery bonus increased from 1 to 2 // Medic overheal expert bonus increased from 1 to 2 // Medic canteen specialist bonus increased from 1 to 3 // Sniper rifle explosive headshot bonus increased from 1 to 3 // Sniper rifle charge rate bonus increased from 25% to 50% // Sniper huntsman bleeding duration bonus increased from 5 to 10 // Spy armour pierce bonus increased from 25 to 50, number of points lowered from 4 to 2 // Spy sapper power bonus increased from 1 to 3 // Crit canteen cost reduced from 100 to 50 // Uber canteen cost reduced from 75 to 35 // Building canteen cost reduced from 50 to 25 // Ammo refill canteen cost reduced from 25 to 10 // Recall canteen cost reduced from 10 to 5 ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_dialogue" // Spawn dialogue bots left of the hatch TeamNum 3 X "-1300" Y "-1400" Z "550" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_ally" // Spawn ally bots inside the centre building TeamNum 3 X "0" Y "750" Z "400" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_finale" // Spawn our saviour on top of the bomb hatch TeamNum 3 X "0" Y "-2100" Z "500" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_easy1" TeamNum 3 X "-800" Y "-2600" Z "500" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_easy2" TeamNum 3 X "1400" Y "-700" Z "520" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_easy3" TeamNum 3 X "-950" Y "1600" Z "450" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_easy4" TeamNum 3 X "600" Y "3250" Z "350" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_easy5" TeamNum 3 X "220" Y "4850" Z "350" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_easy6" TeamNum 3 X "-1500" Y "-500" Z "610" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_medium1" TeamNum 3 X "-150" Y "-150" Z "410" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_medium2" TeamNum 3 X "1250" Y "-1600" Z "660" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_medium3" TeamNum 3 X "-1600" Y "700" Z "610" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_medium4" TeamNum 3 X "-50" Y "650" Z "380" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_medium5" TeamNum 3 X "1250" Y "1650" Z "250" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_medium6" TeamNum 3 X "500" Y "400" Z "610" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_medium7" TeamNum 3 X "-1100" Y "3380" Z "340" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_medium8" TeamNum 3 X "-1750" Y "200" Z "310" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard1" TeamNum 3 X "-1150" Y "-2450" Z "610" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard2" TeamNum 3 X "-1600" Y "-900" Z "610" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard3" TeamNum 3 X "900" Y "-1200" Z "660" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard4" TeamNum 3 X "125" Y "-1180" Z "170" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard5" TeamNum 3 X "-300" Y "-270" Z "610" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard6" TeamNum 3 X "360" Y "0" Z "610" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard7" TeamNum 3 X "0" Y "600" Z "610" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard8" TeamNum 3 X "-170" Y "1320" Z "410" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard9" TeamNum 3 X "-1280" Y "1250" Z "310" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard10" TeamNum 3 X "1280" Y "0" Z "250" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard11" TeamNum 3 X "300" Y "4850" Z "350" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard12" TeamNum 3 X "850" Y "3350" Z "370" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard13" TeamNum 3 X "1075" Y "1250" Z "250" } ExtraSpawnPoint [$SIGSEGV] { Name "spawnbot_blast_hard14" TeamNum 3 X "-525" Y "550" Z "400" } ItemAttributes [$SIGSEGV] { ItemName "The Force-a-Nature" // Faster fire rate 50% -> 99%, Bullets per shot 20% -> 40%, Damage penalty 10% -> 5%, Smaller clip size 66% -> 33% "fire rate bonus" 0.01 "bullets per shot bonus" 1.4 "damage penalty" 0.95 "clip size penalty" 0.67 } ItemAttributes [$SIGSEGV] { ItemName "Festive Force-a-Nature" // Faster fire rate 50% -> 99%, Bullets per shot 20% -> 40%, Damage penalty 10% -> 5%, Smaller clip size 66% -> 33% "fire rate bonus" 0.01 "bullets per shot bonus" 1.4 "damage penalty" 0.95 "clip size penalty" 0.67 } ItemAttributes [$SIGSEGV] { ItemName "The Shortstop" // Slower reload 50% -> 25%, Increased push force taken 20% -> 10% "reload time increased hidden" 1.25 "damage force increase hidden" 1.1 "airblast vulnerability multiplier hidden" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "The Soda Popper" // Faster fire rate 50% -> 99%, Faster reload 25% -> 50%, Smaller clip size 66% -> 33% "fire rate bonus" 0.01 "Reload time decreased" 0.5 "clip size penalty" 0.67 } ItemAttributes [$SIGSEGV] { ItemName "Baby Face's Blaster" // Slower move speed 10% -> 5%, Smaller clip size 34% -> 17%, Boost lost on jump 75% -> 37.5%, Boost lost on damage 400% -> 200% "move speed penalty" 0.95 "clip size penalty" 0.83 "hype resets on jump" 37.5 "lose hype on take damage" 2 } ItemAttributes [$SIGSEGV] { ItemName "The Back Scatter" // Smaller clip size 34% -> 17%, Reduced accuracy 20% -> 10% "clip size penalty" 0.83 "spread penalty" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "Mad Milk" // Extinguish reduces cooldown 20% -> 40% "extinguish reduces cooldown" 0.6 } ItemAttributes [$SIGSEGV] { ItemName "Mutated Milk" // Extinguish reduces cooldown 20% -> 40% "extinguish reduces cooldown" 0.6 } ItemAttributes [$SIGSEGV] { ItemName "The Winger" // Damage bonus 15% -> 30%, Smaller clip size 60% -> 30%, Increased jump height while active 25% -> 50% "damage bonus" 1.3 "clip size penalty" 0.7 "increased jump height from weapon" 1.5 } ItemAttributes [$SIGSEGV] { ItemName "Pretty Boy's Pocket Pistol" // Health on hit 3 -> 6, Faster fire rate 15% -> 30%, Smaller clip size 25% -> 12.5% "heal on hit for rapidfire" 6 "fire rate bonus" 0.7 "clip size penalty" 0.875 } ItemAttributes [$SIGSEGV] { ItemName "The Sandman" // Reduced max health 15 -> 7 "max health additive penalty" -7 } ItemAttributes [$SIGSEGV] { ItemName "The Boston Basher" // Bleed duration 5 -> 10 "bleeding duration" 10 } ItemAttributes [$SIGSEGV] { ItemName "Three-Rune Blade" // Bleed duration 5 -> 10 "bleeding duration" 10 } ItemAttributes [$SIGSEGV] { ItemName "The Candy Cane" // Blast damage vulnerability 25% -> 12.5% "dmg taken from blast increased" 1.125 } ItemAttributes [$SIGSEGV] { ItemName "Sun-on-a-Stick" // Fire resistance while active 25% -> 50%, Damage penalty 25% -> 12.5% "dmg taken from fire reduced on active" 1.5 "damage penalty" 0.875 } ItemAttributes [$SIGSEGV] { ItemName "The Fan O'War" // Damage penalty 75% -> 37.5% "damage penalty" 0.625 } ItemAttributes [$SIGSEGV] { ItemName "The Atomizer" // Extra air jumps while deployed 1 -> 2, Slower deploy time 50% -> 25%, Damage penalty vs players 15% -> 7.5% "air dash count" 2 "single wep deploy time increased" 1.25 "dmg penalty vs players" 0.925 } ItemAttributes [$SIGSEGV] { ItemName "The Wrap Assassin" // Faster recharge rate 25% -> 50%, Damage penalty 65% -> 32.5% "effect bar recharge rate increased" 0.5 "damage penalty" 0.675 } ItemAttributes [$SIGSEGV] { ItemName "The Direct Hit" // Damage bonus 25% -> 50%, Faster projectile speed 80% -> 160%, Smaller blast radius 70% -> 35% "damage bonus" 1.5 "Projectile speed increased" 2.6 "Blast radius decreased" 0.65 } ItemAttributes [$SIGSEGV] { ItemName "The Black Box" // Health on hit 20 -> 40, Smaller clip size 25% -> 12.5% "health on radius damage" 40 "clip size penalty" 0.875 } ItemAttributes [$SIGSEGV] { ItemName "Festive Black Box" // Health on hit 20 -> 40, Smaller clip size 25% -> 12.5% "health on radius damage" 40 "clip size penalty" 0.875 } ItemAttributes [$SIGSEGV] { ItemName "Rocket Jumper" // Increased reserve ammo 200% -> 400%, Damage penalty 100% -> 50% "maxammo primary increased" 5 "damage penalty" 0.5 } ItemAttributes [$SIGSEGV] { ItemName "The Liberty Launcher" // Faster projectile speed 40% -> 80%, Bigger clip size 25% -> 50%, Reduced damage from blast jumps 25% -> 50%, Damage penalty 25% -> 12.5% "Projectile speed increased" 1.8 "clip size bonus" 1.5 "rocket jump damage reduction" 0.5 "damage penalty" 0.875 } ItemAttributes [$SIGSEGV] { ItemName "The Beggar's Bazooka" // Faster fire rate 70% -> 99%, Slower reload speed 30% -> 15%, Smaller clip size 25% -> 12.5%, Projectile deviation 3 -> 1, Smaller blast radius 20% -> 10% "fire rate bonus HIDDEN" 0.01 "reload time increased hidden" 1.15 "clip size penalty HIDDEN" 0.875 "projectile spread angle penalty" 1 "blast radius decreased" 0.9 } ItemAttributes [$SIGSEGV] { ItemName "The Air Strike" // Reduced damage from blast jumps 15% -> 30%, Faster fire rate while blast jumping 65% -> 99%, Max clip size increase from kills 4 -> 8, Smaller blast radius 10% -> 5%, Damage penalty 15% -> 7.5% "rocket jump damage reduction" 0.7 "rocketjump attackrate bonus" 0.01 "clipsize increase on kill" 8 "Blast radius decreased" 0.95 "damage penalty" 0.925 } ItemAttributes [$SIGSEGV] { ItemName "The Gunboats" // Reduced damage from blast jumps 60% -> 100% "rocket jump damage reduction" 0 } ItemAttributes [$SIGSEGV] { ItemName "The Battalion's Backup" // Increased max health 20 -> 40 "max health additive bonus" 40 } ItemAttributes [$SIGSEGV] { ItemName "The Concheror" // Health regenerated per second 4 -> 8 "health regen" 8 } ItemAttributes [$SIGSEGV] { ItemName "The Mantreads" // Reduced push force taken 75% -> 100%, Increased air control while blast jumping 200% -> 400% "damage force reduction" 0 "airblast vulnerability multiplier" 0 "mod_air_control_blast_jump" 5 } ItemAttributes [$SIGSEGV] { ItemName "The Equalizer" // Reduced healing from medics 90% -> 45% "reduced_healing_from_medics" 0.55 } ItemAttributes [$SIGSEGV] { ItemName "The Disciplinary Action" // Increased melee range 70% -> 140%, Increased melee bounds 55% -> 110%, Damage penalty 25% -> 12.5% "melee range multiplier" 2.4 "melee bounds multiplier" 2.1 "damage penalty" 0.875 } ItemAttributes [$SIGSEGV] { ItemName "The Market Gardener" // Slower swing speed 20% -> 10% "fire rate penalty" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "The Escape Plan" // Reduced healing from medics 90% -> 45% "reduced_healing_from_medics" 0.55 } ItemAttributes [$SIGSEGV] { ItemName "The Backburner" // Increased airblast cost 150% -> 75% "airblast cost increased" 1.75 } ItemAttributes [$SIGSEGV] { ItemName "Festive Backburner 2014" // Increased airblast cost 150% -> 75% "airblast cost increased" 1.75 } ItemAttributes [$SIGSEGV] { ItemName "The Degreaser" // Faster deploy speed 60% -> 99%, Faster holster speed 30% -> 60%, Reduced afterburn damage 66% -> 33%, Increased airblast cost 25% -> 12.5% "single wep deploy time decreased" 0.01 "switch from wep deploy time decreased" 0.4 "weapon burn dmg reduced" 0.67 "airblast cost increased" 1.125 } ItemAttributes [$SIGSEGV] { ItemName "The Dragon's Fury" // Reduced airblast cost 75% -> 100%, Reduced reserve ammo 80% -> 40% "airblast cost scale hidden" 0 "hidden primary max ammo bonus" 0.6 } ItemAttributes [$SIGSEGV] { ItemName "The Flare Gun" // Reduced reserve ammo 50% -> 25% "hidden secondary max ammo penalty" 0.75 } ItemAttributes [$SIGSEGV] { ItemName "Festive Flare Gun" // Reduced reserve ammo 50% -> 25% "hidden secondary max ammo penalty" 0.75 } ItemAttributes [$SIGSEGV] { ItemName "The Detonator" // Reduced reserve ammo 50% -> 25%, Increased self blast damage 50% -> 25%, Damage penalty 25% -> 12.5% "hidden secondary max ammo penalty" 0.75 "blast dmg to self increased" 1.25 "damage penalty" 0.875 } ItemAttributes [$SIGSEGV] { ItemName "The Manmelter" // Increased projectile speed 50% -> 100% "Projectile speed increased" 2 } ItemAttributes [$SIGSEGV] { ItemName "The Scorch Shot" // Reduced reserve ammo 50% -> 25%, Reduced self push force 35% -> 17.5%, Damage penalty 35% -> 17.5% "hidden secondary max ammo penalty" 0.75 "self dmg push force decreased" 0.825 "damage penalty" 0.825 } ItemAttributes [$SIGSEGV] { ItemName "The Axtinguisher" // Damage penalty 33% -> 16.5%, Slower holster speed 35% -> 17.5% "damage penalty" 0.835 "single wep holster time increased" 1.175 } ItemAttributes [$SIGSEGV] { ItemName "Festive Axtinguisher" // Damage penalty 33% -> 16.5%, Slower holster speed 35% -> 17.5% "damage penalty" 0.835 "single wep holster time increased" 1.175 } ItemAttributes [$SIGSEGV] { ItemName "The Postal Pummeler" // Damage penalty 33% -> 16.5%, Slower holster speed 35% -> 17.5% "damage penalty" 0.835 "single wep holster time increased" 1.175 } ItemAttributes [$SIGSEGV] { ItemName "The Homewrecker" // Damage bonus vs buildings 100% -> 200%, Damage penalty vs players 25% -> 12.5% "dmg bonus vs buildings" 3 "dmg penalty vs players" 0.875 } ItemAttributes [$SIGSEGV] { ItemName "The Maul" // Damage bonus vs buildings 100% -> 200%, Damage penalty vs players 25% -> 12.5% "dmg bonus vs buildings" 3 "dmg penalty vs players" 0.875 } ItemAttributes [$SIGSEGV] { ItemName "The Powerjack" // Faster move speed 15% -> 30%, Health gained on kill 25 -> 50, Damage vulnerability 20% -> 10% "move speed bonus" 1.3 "heal on kill" 50 "dmg taken increased" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "The Back Scratcher" // Damage bonus 25% -> 50%, Increased health from packs 50% -> 100%, Reduced health from healers 75% -> 37.5% "damage bonus" 1.5 "health from packs increased" 2 "health from healers reduced" 0.625 } ItemAttributes [$SIGSEGV] { ItemName "Sharpened Volcano Fragment" // Damage penalty 20% -> 10% "damage penalty" 0.9 } ItemAttributes [$SIGSEGV] { ItemName "The Neon Annihilator" // Damage penalty vs players 20% -> 10% "dmg penalty vs players" 0.9 } ItemAttributes [$SIGSEGV] { ItemName "Promo Neon Annihilator" // Damage penalty vs players 20% -> 10% "dmg penalty vs players" 0.9 } ItemAttributes [$SIGSEGV] { ItemName "The Hot Hand" // Damage penalty 20% -> 10% "damage penalty" 0.9 } ItemAttributes [$SIGSEGV] { ItemName "The Loch-n-Load" // Faster projectile speed 25% -> 50%, Damage bonus vs buildings 20% -> 40%, Smaller clip size 25% -> 12.5%, Smaller blast radius 25% -> 12.5% "Projectile speed increased" 1.5 "dmg bonus vs buildings" 1.4 "clip size penalty" 0.875 "Blast radius decreased" 0.875 } ItemAttributes [$SIGSEGV] { ItemName "Ali Baba's Wee Booties" // Increased max health 25 -> 50, Increased turn control while charging 200% -> 400%, Move speed bonus with shield 10% -> 20%, Charge restored on kill 25% -> 50% "max health additive bonus" 50 "mult charge turn control" 5 "move speed bonus shield required" 1.2 "kill refills meter" 0.5 } ItemAttributes [$SIGSEGV] { ItemName "The Bootlegger" // Increased max health 25 -> 50, Increased turn control while charging 200% -> 400%, Move speed bonus with shield 10% -> 20%, Charge restored on kill 25% -> 50% "max health additive bonus" 50 "mult charge turn control" 5 "move speed bonus shield required" 1.2 "kill refills meter" 0.5 } ItemAttributes [$SIGSEGV] { ItemName "The Loose Cannon" // Faster projectile speed 20% -> 40% "Projectile speed increased" 1.4 } ItemAttributes [$SIGSEGV] { ItemName "The Iron Bomber" // Shorter fuse time 30% -> 60%, Smaller blast radius 15% -> 7.5% "fuse bonus" 0.4 "Blast radius decreased" 0.925 } ItemAttributes [$SIGSEGV] { ItemName "The Scottish Resistance" // Faster fire rate 25% -> 50%, Increased reserve ammo 50% -> 100%, Increased active stickybombs 6 -> 12, Increased stickybomb arm time 0.8 -> 0.4 "fire rate bonus" 0.5 "maxammo secondary increased" 2 "max pipebombs increased" 12 "sticky arm time penalty" 0.4 } ItemAttributes [$SIGSEGV] { ItemName "The Chargin' Targe" // Fire resistance 50% -> 100%, Blast resistance 30% -> 60% "dmg taken from fire reduced" 0 "dmg taken from blast reduced" 0.4 } ItemAttributes [$SIGSEGV] { ItemName "Festive Targe 2014" // Fire resistance 50% -> 100%, Blast resistance 30% -> 60% "dmg taken from fire reduced" 0 "dmg taken from blast reduced" 0.4 } ItemAttributes [$SIGSEGV] { ItemName "Stickybomb Jumper" // Increased reserve ammo 200% -> 400%, Damage penalty 100% -> 50%, Decreased active stickybombs 6 -> 3 "maxammo secondary increased" 5 "damage penalty" 0.5 "max pipebombs decreased" -3 } ItemAttributes [$SIGSEGV] { ItemName "The Splendid Screen" // Fire resistance 20% -> 40%, Blast resistance 20% -> 40%, Increased charge impact damage 70% -> 140%, Increased charge recharge rate 50% -> 100% "dmg taken from fire reduced" 0.6 "dmg taken from blast reduced" 0.6 "charge impact damage increased" 2.4 "charge recharge rate increased" 2 } ItemAttributes [$SIGSEGV] { ItemName "The Tide Turner" // Fire resistance 15% -> 30%, Blast resistance 15% -> 30%, Charge restored on kill 75% -> 100% "dmg taken from fire reduced" 0.7 "dmg taken from blast reduced" 0.7 "kill refills meter" 1 } ItemAttributes [$SIGSEGV] { ItemName "The Quickiebomb Launcher" // Reduced stickybomb arm time 0.2 -> 0.4, Faster charge rate 70% -> 99%, Charged stickybomb damage bonus 35% -> 70%, Damage penalty 15% -> 7.5%, Smaller clip size 50% -> 25% "sticky arm time bonus" -0.4 "stickybomb charge rate" 0.01 "stickybomb_charge_damage_increase" 1.7 "damage penalty" 0.925 "clip size penalty" 0.75 } ItemAttributes [$SIGSEGV] { ItemName "The Eyelander" // Reduced max health 25 -> 12 "max health additive penalty" -12 } ItemAttributes [$SIGSEGV] { ItemName "Festive Eyelander" // Reduced max health 25 -> 12 "max health additive penalty" -12 } ItemAttributes [$SIGSEGV] { ItemName "The Horseless Headless Horseman's Headtaker" // Reduced max health 25 -> 12 "max health additive penalty" -12 } ItemAttributes [$SIGSEGV] { ItemName "Nessie's Nine Iron" // Reduced max health 25 -> 12 "max health additive penalty" -12 } ItemAttributes [$SIGSEGV] { ItemName "The Scotsman's Skullcutter" // Damage bonus 20% -> 40%, Slower move speed 15% -> 7.5% "damage bonus" 1.4 "move speed penalty" 0.925 } ItemAttributes [$SIGSEGV] { ItemName "The Ullapool Caber" // Slower swing speed 20% -> 10%, slower deploy speed 100% -> 50% "fire rate penalty" 1.1 "single wep deploy time increased" 1.5 } ItemAttributes [$SIGSEGV] { ItemName "The Claidheamohmor" // Increased charge time 0.5 -> 1, Charge restored on kill 25% -> 50%, Damage vulnerability 15% -> 7.5% "charge time increased" 1 "kill refills meter" 0.5 "dmg taken increased" 1.075 } ItemAttributes [$SIGSEGV] { ItemName "The Persian Persuader" // Charge restored on hit 20% -> 40%, Reduced primary reserve ammo 80% -> 40%, Reduced secondary reserve ammo 80% -> 40% "charge meter on hit" 0.4 "maxammo primary reduced" 0.6 "maxammo secondary reduced" 0.6 } ItemAttributes [$SIGSEGV] { ItemName "Natascha" // Damage resistance while spun up below half health 20% -> 40%, Damage penalty 25% -> 12.5%, Slower spin up 30% -> 15% "spunup_damage_resistance" 0.6 "damage penalty" 0.875 "minigun spinup time increased" 1.15 } ItemAttributes [$SIGSEGV] { ItemName "The Brass Beast" // Damage bonus 20% -> 40%, Damage resistance while spun up below half health 20% -> 40%, Slower spin up 50% -> 25%, Slower move speed while spun up 60% -> 30% "damage bonus" 1.4 "spunup_damage_resistance" 0.6 "minigun spinup time increased" 1.25 "aiming movespeed decreased" 0.7 } ItemAttributes [$SIGSEGV] { ItemName "Tomislav" // Faster spin up 20% -> 40%, Increased accuracy 20% -> 40%, Slower firing speed 20% -> 10% "minigun spinup time decreased" 0.6 "weapon spread bonus" 0.6 "fire rate penalty" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "The Huo Long Heatmaker" // Ring of fire damage 12 -> 24, Damage bonus vs burning players 25% -> 50%, Damage penalty 10% -> 5%, Ammo drained while spun up 4 -> 2 "ring of fire while aiming" 24 "damage bonus vs burning" 1.5 "damage penalty" 0.95 "uses ammo while aiming" 2 } ItemAttributes [$SIGSEGV] { ItemName "Promo Huo Long Heatmaker" // Ring of fire damage 12 -> 24, Damage bonus vs burning players 25% -> 50%, Damage penalty 10% -> 5%, Ammo drained while spun up 4 -> 2 "ring of fire while aiming" 24 "damage bonus vs burning" 1.5 "damage penalty" 0.95 "uses ammo while aiming" 2 } ItemAttributes [$SIGSEGV] { ItemName "The Family Business" // Bigger clip size 33% -> 66%, Faster fire rate 15% -> 30%, Damage penalty 15% -> 7.5% "clip size bonus" 1.66 "fire rate bonus" 0.7 "damage penalty" 0.925 } ItemAttributes [$SIGSEGV] { ItemName "The Second Banana" // Faster recharge rate 50% -> 100%, Reduced healing effect 33% -> 16.5% "charge recharge rate increased" 2 "lunchbox healing decreased" 0.835 } ItemAttributes [$SIGSEGV] { ItemName "The Killing Gloves of Boxing" // Crit boost on kill 5 -> 10, Slower swing speed 20% -> 10% "critboost on kill" 10 "fire rate penalty" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "Gloves of Running Urgently" // Faster move speed while active 30% -> 60%, Slower holster speed 50% -> 25%, Max health drained per second 10 -> 5 "mult_player_movespeed_active" 1.6 "single wep holster time increased" 1.25 "mod_maxhealth_drain_rate" 5 } ItemAttributes [$SIGSEGV] { ItemName "Festive Gloves of Running Urgently" // Faster move speed while active 30% -> 60%, Slower holster speed 50% -> 25%, Max health drained per second 10 -> 5 "mult_player_movespeed_active" 1.6 "single wep holster time increased" 1.25 "mod_maxhealth_drain_rate" 5 } ItemAttributes [$SIGSEGV] { ItemName "The Bread Bite" // Faster move speed while active 30% -> 60%, Slower holster speed 50% -> 25%, Max health drained per second 10 -> 5 "mult_player_movespeed_active" 1.6 "single wep holster time increased" 1.25 "mod_maxhealth_drain_rate" 5 } ItemAttributes [$SIGSEGV] { ItemName "Warrior's Spirit" // Damage bonus 30% -> 60%, Health gained on kill 50 -> 100, Damage vulnerability 30% -> 15% "damage bonus" 1.6 "heal on kill" 100 "dmg taken increased" 1.15 } ItemAttributes [$SIGSEGV] { ItemName "Fists of Steel" // Ranged damage resistance 40% -> 80%, Melee vulnerability 100% -> 50%, Slower holster speed 100% -> 50%, Reduced max overheal 40% -> 20%, Reduced health from healers 40% -> 20% "dmg from ranged reduced" 0.2 "dmg from melee increased" 1.5 "single wep holster time increased" 1.5 "mult_patient_overheal_penalty_active" 0.8 "mult_health_fromhealers_penalty_active" 0.8 } ItemAttributes [$SIGSEGV] { ItemName "The Eviction Notice" // Faster swing speed 40% -> 80%, Speed boost on hit 3 -> 6, Faster move speed while active 15% -> 30%, Damage penalty 60% -> 30%, Max health drained per second 5 -> 2.5 "fire rate bonus" 0.2 "speed_boost_on_hit" 6 "mult_player_movespeed_active" 1.3 "damage penalty" 0.7 "mod_maxhealth_drain_rate" 2.5 } ItemAttributes [$SIGSEGV] { ItemName "The Frontier Justice" // Smaller clip size 50% -> 75% "clip size penalty" 0.75 } ItemAttributes [$SIGSEGV] { ItemName "Festive Frontier Justice" // Smaller clip size 50% -> 75% "clip size penalty" 0.75 } ItemAttributes [$SIGSEGV] { ItemName "The Widowmaker" // Damage bonus vs sentry target 10% -> 20%, Metal drained per shot 30 -> 15, Metal restored per damage 100% -> 200% "damage bonus bullet vs sentry target" 1.2 "mod ammo per shot" 15 "add onhit addammo" 200 } ItemAttributes [$SIGSEGV] { ItemName "The Pomson 6000" // Ubercharge drained on hit 10% -> 20%, Cloak drained on hit 20% -> 40% "subtract victim medigun charge on hit" 20 "subtract victim cloak on hit" 40 } ItemAttributes [$SIGSEGV] { ItemName "The Rescue Ranger" // Building pickup metal cost 100 -> 50, Building health restored on hit 60 -> 120, Smaller clip size 33% -> 17.5%, Reduced reserve ammo 50% -> 25% "engineer building teleporting pickup" 50 "arrow heals buildings" 120 "clip size penalty" 0.835 "maxammo primary reduced" 0.75 } ItemAttributes [$SIGSEGV] { ItemName "The Short Circuit" // Metal drained per shot 5 -> 2 "mod ammo per shot" 2 } ItemAttributes [$SIGSEGV] { ItemName "The Gunslinger" // Increased max health 25 -> 50, Faster sentry build rate 150% -> 300% "max health additive bonus" 50 "engineer sentry build rate multiplier" 4 } ItemAttributes [$SIGSEGV] { ItemName "The Southern Hospitality" // Bleed duration 5 -> 10, Fire vulnerability 20% -> 10% "bleeding duration" 10 "dmg taken from fire increased" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "The Jag" // Faster swing speed 15% -> 30%, Faster build rate on hit 30% -> 60%, Damage penalty 25% -> 12.5%, Reduced repair rate 20% -> 10%, Damage penalty vs buildings 33% -> 16.5% "fire rate bonus" 0.7 "Construction rate increased" 1.6 "damage penalty" 0.875 "Repair rate decreased" 0.9 "dmg penalty vs buildings" 0.835 } ItemAttributes [$SIGSEGV] { ItemName "The Eureka Effect" // Teleporter build cost 50% -> 0%, Slower build rate on hit 50% -> 25%, Reduced metal pickups 20% -> 10% "mod teleporter cost" 0 "Construction rate decreased" 0.75 "metal_pickup_decreased" 0.9 } ItemAttributes [$SIGSEGV] { ItemName "The Blutsauger" // Health restored on hit 3 -> 6, Reduced health regenerated 2 -> 1 "heal on hit for rapidfire" 6 "health drain medic" -1 } ItemAttributes [$SIGSEGV] { ItemName "The Crusader's Crossbow" // Reduced reserve ammo 75% -> 37.5% "maxammo primary reduced" 0.625 } ItemAttributes [$SIGSEGV] { ItemName "Festive Crusader's Crossbow" // Reduced reserve ammo 75% -> 37.5% "maxammo primary reduced" 0.625 } ItemAttributes [$SIGSEGV] { ItemName "The Overdose" // Damage penalty 15% -> 7.5%, Faster move speed at full ubercharge 20% -> 40% "damage penalty" 0.925 "move speed bonus resource level" 1.4 } ItemAttributes [$SIGSEGV] { ItemName "The Kritzkrieg" // Faster ubercharge build rate 25% -> 50% "ubercharge rate bonus" 1.5 } ItemAttributes [$SIGSEGV] { ItemName "The Quick-Fix" // Increased heal rate 40% -> 80%, Faster ubercharge build rate 10% -> 20%, Reduced overheal 50% -> 25% "heal rate bonus" 1.8 "ubercharge rate bonus" 1.2 "overheal penalty" 0.75 } ItemAttributes [$SIGSEGV] { ItemName "The Vaccinator" // Faster ubercharge build rate 67% -> 134%, Healing damage resistance 10% -> 20%, Slower overheal build rate 66% -> 33%, Slower ubercharge build rate on overhealed target 33% -> 16.5%, Ubercharge damage resistance 75% -> 100% "ubercharge rate bonus" 2.34 "medigun bullet resist passive" 0.2 "medigun blast resist passive" 0.2 "medigun fire resist passive" 0.2 "overheal fill rate reduced" 0.67 "ubercharge overheal rate penalty" 0.835 "medigun bullet resist deployed" 1 "medigun blast resist deployed" 1 "medigun fire resist deployed" 1 } ItemAttributes [$SIGSEGV] { ItemName "The Ubersaw" // Ubercharge on hit 25% -> 50%, Slower swing speed 20% -> 10% "add uber charge on hit" 0.5 "fire rate penalty" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "Festive Ubersaw" // Ubercharge on hit 25% -> 50%, Slower swing speed 20% -> 10% "add uber charge on hit" 0.5 "fire rate penalty" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "The Vita-Saw" // Reduced max health 10 -> 5 "max health additive penalty" -5 } ItemAttributes [$SIGSEGV] { ItemName "The Amputator" // Health regenerated per second 3 -> 6, Damage penalty 20% -> 10% "health regen" 6 "damage penalty" 0.9 } ItemAttributes [$SIGSEGV] { ItemName "The Solemn Vow" // Slower swing speed 10% -> 5% "fire rate penalty" 1.05 } ItemAttributes [$SIGSEGV] { ItemName "The Sydney Sleeper" // Increased rifle charge rate 25% -> 50%, Jarate duration at full charge 5 -> 10 "sniper charge per sec" 1.5 "jarate duration" 10 } ItemAttributes [$SIGSEGV] { ItemName "The Machina" // Damage bonus at full charge 15% -> 30% "sniper full charge damage bonus" 1.3 } ItemAttributes [$SIGSEGV] { ItemName "Shooting Star" // Damage bonus at full charge 15% -> 30% "sniper full charge damage bonus" 1.3 } ItemAttributes [$SIGSEGV] { ItemName "The Hitman's Heatmaker" // Focus on kill 35% -> 70%, Focus on assist 15% -> 30%, Damage penalty on body shot 20% -> 10% "rage on kill" 70 "rage on assists" 30 "damage penalty on bodyshot" 0.9 } ItemAttributes [$SIGSEGV] { ItemName "The Classic" // Damage penalty on body shot 10% -> 5% "damage penalty on bodyshot" 0.95 } ItemAttributes [$SIGSEGV] { ItemName "The Razorback" // Reduced max overheal 100% -> 50% "patient overheal penalty" 0.5 } ItemAttributes [$SIGSEGV] { ItemName "Jarate" // Extinguish reduces cooldown 20% -> 40% "extinguish reduces cooldown" 0.6 } ItemAttributes [$SIGSEGV] { ItemName "Festive Jarate" // Extinguish reduces cooldown 20% -> 40% "extinguish reduces cooldown" 0.6 } ItemAttributes [$SIGSEGV] { ItemName "The Self-Aware Beauty Mark" // Extinguish reduces cooldown 20% -> 40% "extinguish reduces cooldown" 0.6 } ItemAttributes [$SIGSEGV] { ItemName "Darwin's Danger Shield" // Fire resistance 50% -> 100% "dmg taken from fire reduced" 0 } ItemAttributes [$SIGSEGV] { ItemName "The Cozy Camper" // Health regenerated per second 4 -> 8, Knockback resistance while aiming 20% -> 40% "health regen" 8 "aiming knockback resistance" 0.6 } ItemAttributes [$SIGSEGV] { ItemName "The Cleaner's Carbine" // Crikey duration 8 -> 16, Crikey charge rate 100% -> 200%, Smaller clip size 20% -> 10%, Slower firing speed 25% -> 12.5% "minicrit_boost_when_charged" 16 "minicrit_boost_charge_rate" 2 "clip size penalty" 0.9 "fire rate penalty" 1.125 } ItemAttributes [$SIGSEGV] { ItemName "The Tribalman's Shiv" // Bleed duration 6 -> 12, Damage penalty 50% -> 25% "bleeding duration" 12 "damage penalty" 0.75 } ItemAttributes [$SIGSEGV] { ItemName "The Bushwacka" // Damage vulnerability 20% -> 10% "dmg taken increased" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "The Shahanshah" // Damage bonus below half health 25% -> 50%, Damage penalty above half health 25% -> 12.5% "dmg bonus while half dead" 1.5 "dmg penalty while half alive" 0.875 } ItemAttributes [$SIGSEGV] { ItemName "The Ambassador" // Damage penalty 15% -> 7.5%, Slower firing speed 20% -> 10% "damage penalty" 0.925 "fire rate penalty" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "Festive Ambassador" // Damage penalty 15% -> 7.5%, Slower firing speed 20% -> 10% "damage penalty" 0.925 "fire rate penalty" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "L'Etranger" // Increased cloak duration 40% -> 80%, Cloak on hit 15% -> 30%, Damage penalty 20% -> 10% "cloak consume rate decreased" 0.2 "add cloak on hit" 30 "damage penalty" 0.9 } ItemAttributes [$SIGSEGV] { ItemName "The Enforcer" // Damage bonus while disguised 20% -> 40%, Slower firing speed 20% -> 10% "damage bonus while disguised" 1.4 "fire rate penalty" 1.1 } ItemAttributes [$SIGSEGV] { ItemName "The Diamondback" // Damage penalty 15% -> 7.5% "damage penalty" 0.925 } ItemAttributes [$SIGSEGV] { ItemName "The Cloak and Dagger" // Increased cloak recharge rate 100% -> 200%, Reduced cloak from ammo packs 35% -> 17.5% "mult cloak meter regen rate" 3 "ReducedCloakFromAmmo" 0.825 } ItemAttributes [$SIGSEGV] { ItemName "The Dead Ringer" // Increased cloak recharge rate 50% -> 100%, Increased cloak duration 40% -> 80%, Cloak consumed on feign death 50% -> 25% "mult cloak meter regen rate" 2 "cloak consume rate decreased" 0.2 "cloak_consume_on_feign_death_activate" 0.75 } ItemAttributes [$SIGSEGV] { ItemName "Your Eternal Reward" // Reduced cloak duration 33% -> 16.5% "mult cloak meter consume rate" 1.165 } ItemAttributes [$SIGSEGV] { ItemName "The Wanga Prick" // Reduced cloak duration 33% -> 16.5% "mult cloak meter consume rate" 1.165 } ItemAttributes [$SIGSEGV] { ItemName "Conniver's Kunai" // Reduced max health 55 -> 27 "max health additive penalty" -27 } ItemAttributes [$SIGSEGV] { ItemName "The Big Earner" // Cloak on kill 30% -> 60%, Speed boost on kill 3 -> 6, Reduced max health 25 -> 12 "add cloak on kill" 60 "speed_boost_on_kill" 6 "max health additive penalty" -12 } ItemAttributes [$SIGSEGV] { ItemName "The Spy-cicle" // Fireproof when hit by fire 10 -> 20, Recharge time 15 -> 7.5 "become fireproof on hit by fire" 20 "melts in fire" 7.5 } ItemAttributes [$SIGSEGV] { ItemName "The Reserve Shooter" // Faster deploy speed 20% -> 40%, Smaller clip size 34% -> 17% "single wep deploy time decreased" 0.6 "clip size penalty" 0.83 } ItemAttributes [$SIGSEGV] { ItemName "Panic Attack Shotgun" // Bullets per shot 50% -> 100%, Faster deploy speed 50% -> 99%, Damage penalty 20% -> 10% "bullets per shot bonus" 2 "single wep deploy time decreased" 0.01 "damage penalty" 0.9 } ItemAttributes [$SIGSEGV] { ItemName "The Pain Train" // Increased capture rate 1 -> 2, Bullet vulnerability 10% -> 5% "increase player capture value" 2 "dmg taken from bullets increased" 1.05 } ItemAttributes [$SIGSEGV] { ItemName "The Half-Zatoichi" // Total health restored on kill 50% -> 100% "restore health on kill" 100 } PointTemplates [$SIGSEGV] { BlastPhantom // Wave 1 { OnSpawnOutput { Target "!activator" Action "addoutput" Param "renderfx 15" } } Wave1Music { NoFixup 1 logic_relay { "targetname" "relay_w1_music_play1" "OnTrigger" "music_shipshape,PlaySound,,0,-1" } logic_relay { "targetname" "relay_w1_music_stop1" "OnTrigger" "music_shipshape,FadeOut,3,0,-1" "OnTrigger" "music_shipshape,StopSound,,4,-1" } logic_relay { "targetname" "relay_w1_music_play2" "OnTrigger" "music_shipshape_fast,PlaySound,,0,-1" } logic_relay { "targetname" "relay_w1_music_stop2" "OnTrigger" "music_shipshape_fast,FadeOut,3,0,-1" } ambient_generic { "targetname" "music_shipshape" "message" "fp_ship_shape.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_shipshape" "message" "fp_ship_shape.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_shipshape_fast" "message" "fp_ship_shape_faster.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_shipshape_fast" "message" "fp_ship_shape_faster.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } } GUT_FUCKER_666 // Wave 2 { NoFixup 1 prop_dynamic { "model" "models\workshop\player\items\pyro\short2014_the_gas_guzzler\short2014_the_gas_guzzler.mdl" "origin" "-15 0 -75" "angles" "0 0 0" "modelscale" "3" "solid" "0" "skin" "1" "disableshadows" "1" "disablebonefollowers" "1" } prop_dynamic { "model" "models/props_mvm/mvm_human_skull.mdl" "origin" "45 0 50" "angles" "0 0 0" "modelscale" "3.5" "solid" "0" "disableshadows" "1" "disablebonefollowers" "1" } } Earthquakes_on_the_West_Coast_of_America // Wave 3 { NoFixup 1 logic_relay { "targetname" "relay_earthquake" "OnTrigger" "shake_jontron,StartShake,,0,-1" "OnTrigger" "shake_jontron,StopShake,,3,-1" } env_shake { "targetname" "shake_jontron" "origin" "0 0 0" "amplitude" "16" "duration" "5" "frequency" "120" "spawnflags" "5" // shake everywhere, affect players in air } } Wave3Music { NoFixup 1 logic_relay { "targetname" "relay_w3_music_play1" "OnTrigger" "music_lastman,PlaySound,,0,-1" } logic_relay { "targetname" "relay_w3_music_stop1" "OnTrigger" "music_lastman,FadeOut,3,0,-1" } ambient_generic { "targetname" "music_lastman" "message" "fp_last_man.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_lastman" "message" "fp_last_man.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } } Wave4Music { NoFixup 1 logic_relay { "targetname" "relay_w4_music_play1" "OnTrigger" "music_onlything,PlaySound,,0,-1" } logic_relay { "targetname" "relay_w4_music_stop1" "OnTrigger" "music_onlything,FadeOut,3,0,-1" } ambient_generic { "targetname" "music_onlything" "message" "fp_only_thing_i_know.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_onlything" "message" "fp_only_thing_i_know.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_onlything" "message" "fp_only_thing_i_know.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_onlything" "message" "fp_only_thing_i_know.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } } Wave5Music { NoFixup 1 logic_relay { "targetname" "relay_w5_music_play1" "OnTrigger" "music_forum,PlaySound,,0,-1" } logic_relay { "targetname" "relay_w5_music_stop1" "OnTrigger" "music_forum,FadeOut,3,0,-1" } logic_relay { "targetname" "relay_w5_music_play2" "OnTrigger" "music_countryside,PlaySound,,0,-1" } logic_relay { "targetname" "relay_w5_music_stop2" "OnTrigger" "music_countryside,FadeOut,3,0,-1" } logic_relay { "targetname" "relay_w5_music_play3" "OnTrigger" "music_cathedral,PlaySound,,0,-1" } logic_relay { "targetname" "relay_w5_music_stop3" "OnTrigger" "music_cathedral,FadeOut,3,0,-1" } ambient_generic { "targetname" "music_forum" "message" "fp_forum.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_forum" "message" "fp_forum.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_countryside" "message" "fp_countryside.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_countryside" "message" "fp_countryside.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_cathedral" "message" "fp_cathedral.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_cathedral" "message" "fp_cathedral.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } } Wave6Music { NoFixup 1 logic_relay { "targetname" "relay_w6_music_play1" "OnTrigger" "music_herotoo,PlaySound,,0,-1" } logic_relay { "targetname" "relay_w6_music_stop1" "OnTrigger" "music_herotoo,FadeOut,3,0,-1" } ambient_generic { "targetname" "music_herotoo" "message" "fp_hero_too.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } ambient_generic { "targetname" "music_herotoo" "message" "fp_hero_too.mp3" "health" "10" "spawnflags" "17" // play everywhere, start silent "origin" "0 0 0" } } } Templates { T_TFBot_W1Meme_Soldier_Blast { Class Soldier Name "Blast Soldier" ClassIcon soldier_libertylauncher Skill Normal Health 200 WeaponRestrictions PrimaryOnly MaxVisionRange 500 Attributes HoldFireUntilFullReload Attributes IgnoreFlag Item "The Liberty Launcher" Item "Lord Cockswain's Pith Helmet" ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" 0.5 "fire rate bonus" 0.01 "blast radius decreased" 0.8 "projectile spread angle penalty" 2 } CharacterAttributes { "move speed bonus" 0.01 "increased jump height" 0.01 } Action Idle [$SIGSEGV] } T_TFBot_W1Meme_Soldier_Blast_Phantom { Class Soldier Name "Phantom Blast Soldier" ClassIcon soldier_libertylauncher Skill Normal Health 400 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes IgnoreFlag Item "The Liberty Launcher" Item "Lord Cockswain's Pith Helmet" ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" 0.5 "fire rate bonus" 0.01 "blast radius decreased" 0.8 "projectile spread angle penalty" 2 } Action Mobber [$SIGSEGV] SpawnTemplate "BlastPhantom" [$SIGSEGV] } T_TFBot_W1Meme_Soldier_Chief_Blast { Class Soldier Name "Chief Blast Soldier" ClassIcon soldier_giant Health 58000 Scale 1.8 Attributes MiniBoss Attributes HoldFireUntilFullReload ChangeAttributes [$SIGSEGV] { Delay 0 Cooldown 999 Name "Intro" } ChangeAttributes [$SIGSEGV] { Delay 15 Cooldown 999 Name "Attack" } EventChangeAttributes { Intro { Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" Item "Lord Cockswain's Pith Helmet" CharacterAttributes { "rage giving scale" 0.15 "move speed bonus" 0.01 "increased jump height" 0.01 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 3 "dmg taken increased" 0.01 } } Attack { Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" Item "Lord Cockswain's Pith Helmet" ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" 1 "fire rate bonus" 0.2 "clip size upgrade atomic" 5 "faster reload rate" 0.4 "projectile spread angle penalty" 3 } CharacterAttributes { "rage giving scale" 0.15 "move speed bonus" 0.4 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 3 "dmg taken increased" 0.01 } } } } T_TFBot_W1Meme_Soldier_Giant_Blast { Class Soldier Name "Chief Blast Soldier Clone" ClassIcon soldier_giant Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "The Liberty Launcher" Item "Lord Cockswain's Pith Helmet" ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "fire rate bonus" 0.2 "clip size upgrade atomic" 3 "faster reload rate" 0.5 "projectile spread angle penalty" 4 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "dmg taken increased" 0.01 } SpawnTemplate "BlastPhantom" [$SIGSEGV] } T_TFBot_W2Meme_Scout_Sandman { Class Scout Name "Freedom Park Child" ClassIcon scout_stun Skill Hard Health 125 WeaponRestrictions MeleeOnly MaxVisionRange 1000 Item "The Sandman" Item "Batter's Helmet" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.2 } } T_TFBot_W2Meme_Soldier_Giant_RapidFire { Class Soldier Name "Freedom Park Staff" ClassIcon soldier_spammer Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Doe-Boy" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" //"paintkit_proto_def_index" 210 // freedom wrapped //"set_item_texture_wear" 0 // factory new "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed decreased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_W2Meme_Soldier { Class Soldier Name "Freedom Park Guest" ClassIcon soldier Skill Normal Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" //ItemAttributes //{ // ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" // "paintkit_proto_def_index" 210 // freedom wrapped // "set_item_texture_wear" 0 // factory new //} } T_TFBot_W2Meme_Scout { Class Scout Name "Freedom Park Teen" ClassIcon scout Skill Easy Health 125 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Item "Upgradeable TF_WEAPON_SCATTERGUN" //ItemAttributes //{ // ItemName "Upgradeable TF_WEAPON_SCATTERGUN" // "paintkit_proto_def_index" 210 // freedom wrapped // "set_item_texture_wear" 0 // factory new //} } T_TFBot_W2Meme_Soldier_Giant_Charged { Class Soldier Name "Freedom Park Security Guard" ClassIcon soldier_crit Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Slo-Poke" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" //"paintkit_proto_def_index" 210 // freedom wrapped //"set_item_texture_wear" 0 // factory new "faster reload rate" -0.8 "fire rate penalty" 2 "Projectile speed decreased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_W2Meme_Heavy_MrKill { Class Heavyweapons Name "Mr. Kill" ClassIcon burger Skill Expert Health 24000 WeaponRestrictions PrimaryOnly MaxVisionRange 1500 Attributes MiniBoss Attributes UseBossHealthBar Item "Upgradeable TF_WEAPON_MINIGUN" Item "Big Steel Jaw of Summer Fun" Item "The Bolshevik Biker" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" // TODO: burger model (could not find a good one, rockets will do) //"paintkit_proto_def_index" 210 // freedom wrapped //"set_item_texture_wear" 0 // factory new "override projectile type" 2 // rockets "no self blast dmg" 2 "damage bonus" 1.5 "projectile spread angle penalty" 2 "blast radius decreased" 0.5 "projectile gravity" 400 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_W2Meme_HolyTaco { Class Heavyweapons Name "The Holy Taco" ClassIcon taco Skill Expert Health 50000 WeaponRestrictions MeleeOnly Attributes MiniBoss Attributes UseBossHealthBar Item "Upgradeable TF_WEAPON_FISTS" //Item "Football Helmet" Item "Honest Halo" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "collect currency on kill" 1 "damage bonus" 4 "fire rate penalty" 1.35 "dmg pierces resists absorbs" 1 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "head scale" 3 "torso scale" 0 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 "cancel falling damage" 1 //"attachment scale" 10 } Action Mobber [$SIGSEGV] AlwaysGlow 1 [$SIGSEGV] AddCond [$SIGSEGV] { Index 43 // reprogrammed } //ItemModel [$SIGSEGV] //{ // ItemName "Football Helmet" // Model "models/props_canteen/taco.mdl" //} } T_TFBot_W3Meme_Pyro_Giant { Class Pyro Name "Giant Pyro" ClassIcon pyro_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysFireWeapon Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_FLAMETHROWER" Item "Impish Ears" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "paintkit_proto_def_index" 109 // forest fire mk.2 "set_item_texture_wear" 0 // factory new "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_W3Meme_Soldier { Class Soldier Name "Soldier" ClassIcon soldier Skill Normal Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Impish Ears" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 109 // forest fire mk.2 "set_item_texture_wear" 0 // factory new } } T_TFBot_W3Meme_TapDancingCrabDemon { Class Spy Name "Tap Dancing Crab Demon" ClassIcon tdcd Skill Expert Health 5000 MaxVisionRange 1 WeaponRestrictions MeleeOnly Attributes MiniBoss Attributes UseBossHealthBar Item "Upgradeable TF_WEAPON_KNIFE" Item "Spy Oni Mask" Item "The Made Man" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 "cannot disguise" 1 "head scale" 2.5 "torso scale" 0 } Action FetchFlag [$SIGSEGV] UseHumanModel 1 [$SIGSEGV] Taunt [$SIGSEGV] { Delay 2 Duration 999 Name "Taunt: Kazotsky Kick" } ItemModel [$SIGSEGV] { ItemName "The Made Man" Model "models/workshop/player/items/spy/sum20_crabe_de_chapeau/sum20_crabe_de_chapeau.mdl" } } T_TFBot_W3Meme_Heavy_Giant_Nerf { Class Heavyweapons Name "Giant Nerflector Heavy" ClassIcon heavy_nerf Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1500 Attributes MiniBoss Item "concealedkiller_minigun_kingofthejungle" Item "Pugilist's Protector" ItemAttributes { ItemName "concealedkiller_minigun_kingofthejungle" "custom projectile model" "models/weapons/w_models/rocket_nerfdart.mdl" "explosion particle" "ExplosionCore_sapperdestroyed" "override projectile type" 2 // rockets "set_item_texture_wear" 0 // factory new "no self blast dmg" 2 "damage penalty" 0.5 "projectile spread angle penalty" 3 "blast radius decreased" 0.1 "projectile gravity" 350 } ItemAttributes { ItemName "Pugilist's Protector" "set item tint RGB" 3329330 // the bitter taste of defeat and lime } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_W3Meme_Engineer_Widowmaker { Class Engineer Name "Widowmaker Engineer" ClassIcon engineer_widowmaker_nys Skill Easy Health 150 WeaponRestrictions PrimaryOnly Item "The Widowmaker" CharacterAttributes { "torso scale" 2 } Action FetchFlag [$SIGSEGV] } T_TFBot_W3Meme_Medic_BigHeal { Class Medic Name "Big Heal Medic" ClassIcon medic Skill Hard Health 150 Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "The Combat Medic's Crusher Cap" ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 10 } CharacterAttributes { "torso scale" 2 } } T_TFBot_W3Meme_JonTron { Class Heavyweapons Name "Jonathan Tronathan" ClassIcon jontron Skill Expert Health 10000 Scale 1 WeaponRestrictions MeleeOnly Attributes MiniBoss Attributes UseBossHealthBar Item "Upgradeable TF_WEAPON_FISTS" Item "The Well-Rounded Rifleman" Item "The Bird-Man of Aberdeen" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "custom hit sound" "fp_aint_havin_that.mp3" "damage bonus" 1.5 "fire rate penalty" 2.5 } UseHumanModel 1 [$SIGSEGV] PainSound "fp_ech.mp3" [$SIGSEGV] DeathSound "fp_oh_nooo.mp3" [$SIGSEGV] } T_TFBot_W3Meme_Skeleton { Class Heavyweapons Name "Surprise Skeleton!" ClassIcon boss_skeleton_lite Skill Expert Health 7500 WeaponRestrictions MeleeOnly Attributes MiniBoss Attributes UseBossHealthBar Attributes IgnoreFlag Item "Upgradeable TF_WEAPON_FISTS" Item "Forgotten King's Restless Head" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "damage bonus" 5 } CharacterAttributes { "move speed bonus" 3.5 } UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" [$SIGSEGV] Action Mobber [$SIGSEGV] } T_TFBot_W3Meme_Engineer_Teleport { Class Engineer Name "Engineer" ClassIcon engineer Skill Expert Health 500 Attributes TeleportToHint TeleportWhere spawnbot Item "Upgradeable TF_WEAPON_WRENCH" Item "Impish Ears" ItemAttributes { ItemName "Upgradeable TF_WEAPON_WRENCH" "damage bonus" 21 } CharacterAttributes { "health regen" 1 "cannot pick up intelligence" 1 } } T_TFBot_W4Meme_Pyro { Class Pyro Name "Pyro" ClassIcon pyro Skill Easy Health 175 WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_FLAMETHROWER" } T_TFBot_W4Meme_Scout_Bonk { Class Scout Name "Bonk Scout" ClassIcon scout_bonk Skill Hard Health 125 WeaponRestrictions MeleeOnly Item "Bonk! Atomic Punch" Item "Upgradeable TF_WEAPON_BAT" Item "Bonk Helm" ItemAttributes { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" 0.8 "deploy time decreased" 0.67 } } T_TFBot_W4Meme_Jetstream_Sam { Class Soldier Name "Jetstream Sam" ClassIcon tank Skill Expert Health 42000 Scale 1 WeaponRestrictions MeleeOnly Attributes MiniBoss Attributes UseBossHealthBar Item "The Half-Zatoichi" Item "The Shogun's Shoulder Guard" Item "Hero's Tail" ItemAttributes { ItemName "The Half-Zatoichi" "damage bonus" 5 "fire rate penalty" 2 "honorbound" 0 "restore health on kill" 0 } ItemAttributes { ItemName "Hero's Tail" "set item tint rgb" 1315860 // a distinctive lack of hue "item style override" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "airblast vertical vulnerability multiplier" 0.01 "attachment scale" 1.2 } Action Mobber [$SIGSEGV] UseHumanModel 1 [$SIGSEGV] ItemColor [$SIGSEGV] { ItemName "The Half-Zatoichi" Red 228 Green 42 Blue 38 } } T_TFBot_W4Meme_Scout_Giant_Fast { Class Scout Name "Super Scout" ClassIcon scout_giant_fast Skill Expert Health 1200 WeaponRestrictions MeleeOnly Attributes MiniBoss Item "The Holy Mackerel" Item "Bonk Boy" CharacterAttributes { "move speed bonus" 1.3 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } T_TFBot_W4Meme_Soldier_Crit { Class Soldier Name "Crit Soldier" ClassIcon soldier Skill Hard Health 200 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.6 "faster reload rate" -0.8 } } T_TFBot_W4Meme_Spy { Class Spy Name "Spy" ClassIcon spy Skill Expert Health 125 Item "Upgradeable TF_WEAPON_REVOLVER" Item "Upgradeable TF_WEAPON_KNIFE" CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFBot_W4Meme_Engineer_Teleport { Class Engineer Name "Engineer" ClassIcon engineer Skill Expert Health 500 Attributes TeleportToHint TeleportWhere spawnbot Item "Upgradeable TF_WEAPON_WRENCH" ItemAttributes { ItemName "Upgradeable TF_WEAPON_WRENCH" "damage bonus" 21 } CharacterAttributes { "health regen" 1 "cannot pick up intelligence" 1 } } T_TFBot_W5Meme_Beheaded_Rocketeer { Class Engineer Name "Beheaded Rocketeer" ClassIcon scout_capper_nys Skill Normal Health 150 WeaponRestrictions SecondaryOnly Item "The C.A.P.P.E.R" ItemAttributes { ItemName "The C.A.P.P.E.R" "explosion particle" "ExplosionCore_sapperdestroyed" "override projectile type" 2 // rockets "damage bonus" 1.6 "no self blast dmg" 2 "blast radius decreased" 0.5 "fire rate penalty" 8 "Projectile speed decreased" 0.5 } CharacterAttributes { "head scale" 0 } Action FetchFlag [$SIGSEGV] UseHumanModel 1 [$SIGSEGV] } T_TFBot_W5Meme_Scrapjack { Class Soldier Name "Scrapjack" ClassIcon soldier_burstfire Skill Expert Health 5000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Heavy Lifter" Item "The Mann Of The House" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage penalty" 0.5 "faster reload rate" 0.5 "fire rate bonus" 0.35 "clip size upgrade atomic" 4 "projectile spread angle penalty" 2 "Projectile speed increased" 1.5 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "torso scale" 0 } UseHumanModel 1 [$SIGSEGV] } T_TFBot_W5Meme_Biomechanoid_Minor { Class Soldier Name "Biomechanoid Minor" ClassIcon soldier_mangler Skill Normal Health 750 Scale 1.4 WeaponRestrictions PrimaryOnly Item "The Cow Mangler 5000" ItemAttributes { ItemName "The Cow Mangler 5000" "set item tint rgb" 5801378 // team spirit blue "override projectile type" 13 // bison/pomson projectile "energy weapon penetration" 1 // specify bison projectile "projectile penetration" 1 "fire rate bonus" 0.35 "faster reload rate" -0.8 } CharacterAttributes { "head scale" 0 } } T_TFBot_W5Meme_Beheaded_Kamikaze { Class Demoman Name "Beheaded Kamikaze" ClassIcon demo_caber_nys Skill Hard Health 150 Scale 1.01 WeaponRestrictions MeleeOnly Item "The Tide Turner" Item "The Ullapool Caber" Item "Dynamite Abs" ItemAttributes { ItemName "The Tide Turner" "Attack not cancel charge" 1 "charge recharge rate increased" 100 "charge impact damage increased" 0 "lose demo charge on damage when charging" 0 } ItemAttributes { ItemName "The Ullapool Caber" // TODO: replace with bomb model "damage bonus" 1.5 "blast dmg to self increased" 10 } CharacterAttributes { "head scale" 0 "bombinomicon effect on death" 1 "move speed bonus" 0.7 } UseHumanModel 1 [$SIGSEGV] } T_TFBot_W5Meme_Biomechanoid_Major { Class Soldier Name "Biomechanoid Major" ClassIcon soldier_crit Health 5000 Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit ChangeAttributes [$SIGSEGV] { Delay 0 IfHealthBelow 8000 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 0 IfHealthBelow 2000 Repeats 1 Cooldown 999 Name "Adrenaline" } EventChangeAttributes { Default { Skill Expert WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.2 "fire rate bonus" 0.8 "clip size penalty" 0.5 "Projectile speed decreased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "head scale" 0 } } Adrenaline { Skill Expert WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.2 "faster reload rate" 0.4 "clip size upgrade atomic" 8 "Projectile speed decreased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "head scale" 0 } } } } T_TFBot_W5Meme_KleerSkeleton { Class Sniper Name "Kleer Skeleton" ClassIcon sniper_kukri Skill Hard Health 250 Scale 1.15 WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_CLUB" Item "Brimstone" CharacterAttributes { "move speed bonus" 1.3 } UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" [$SIGSEGV] } T_TFBot_W5Meme_Werebull { Class Heavyweapons Name "Sirian Werebull" ClassIcon heavy_fists_nys Skill Hard Health 600 Scale 1.25 WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_FISTS" Item "Minsk Beef" CharacterAttributes { "move speed bonus" 2.3 "head scale" 2 "torso scale" 0.25 } } T_TFBot_W5Meme_Khnum { Class Demoman Name "Khnum" ClassIcon demo_giant Skill Expert Health 7500 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Upgradeable TF_WEAPON_BOTTLE" Item "The Horrible Horns" Item "The Baphomet Trotters" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.1 "Projectile speed increased" 1.5 "projectile spread angle penalty" 3 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_BOTTLE" "is_passive_weapon" 1 "fire rate bonus" 0.075 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "dmg taken from bullets reduced" 0.8 } } T_TFBot_W5Meme_Dante { Class Heavyweapons Name "Dante Jensen" ClassIcon dante Skill Easy Health 5000 WeaponRestrictions SecondaryOnly MaxVisionRange 5000 ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "collect currency on kill" 1 "faster reload rate" -0.8 } CharacterAttributes { "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 "cancel falling damage" 1 } Action Mobber [$SIGSEGV] UseHumanModel 1 [$SIGSEGV] AlwaysGlow 1 [$SIGSEGV] AddCond [$SIGSEGV] { Index 43 // reprogrammed } } T_TFBot_W5Meme_Sniper { Class Sniper Name "Sniper" ClassIcon sniper Skill Hard Health 125 MaxVisionRange 3000 Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "Upgradeable TF_WEAPON_CLUB" } T_TFBot_W5Meme_Engineer_Teleport { Class Engineer Name "Engineer" ClassIcon engineer Skill Expert Health 500 Attributes TeleportToHint TeleportWhere spawnbot Item "Upgradeable TF_WEAPON_WRENCH" ItemAttributes { ItemName "Upgradeable TF_WEAPON_WRENCH" "damage bonus" 21 } CharacterAttributes { "health regen" 1 "cannot pick up intelligence" 1 } } T_TFBot_W6Meme_Soldier_Chief_Blast { Class Soldier Name "Chief Blast Soldier" ClassIcon soldier_libertylauncher_giant Health 58000 Scale 1.8 Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes UseBossHealthBar DeathSound "fp_joe_biden.mp3" [$SIGSEGV] ChangeAttributes [$SIGSEGV] { Delay 0 IfHealthBelow 60000 Repeats 1 Cooldown 999 Name "Phase1" } ChangeAttributes [$SIGSEGV] { Delay 0 IfHealthBelow 32000 Repeats 1 Cooldown 999 Name "Phase2" } ChangeAttributes [$SIGSEGV] { Delay 0 IfHealthBelow 10000 Repeats 1 Cooldown 999 Name "Phase3" } EventChangeAttributes { Phase1 { Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" Item "Lord Cockswain's Pith Helmet" ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" 1 "fire rate bonus" 0.2 "clip size upgrade atomic" 5 "faster reload rate" 0.4 "projectile spread angle penalty" 3 } CharacterAttributes { "rage giving scale" 0.15 "move speed bonus" 0.25 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 3 } } Phase2 { Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" Item "Lord Cockswain's Pith Helmet" ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" 1 "fire rate bonus" 0.2 "clip size upgrade atomic" 5 "faster reload rate" 0.4 "projectile spread angle penalty" 3 } CharacterAttributes { "rage giving scale" 0.15 "move speed bonus" 0.25 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 3 "dmg taken increased" 0.5 } } Phase3 { Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" Item "Lord Cockswain's Pith Helmet" ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" 1 "fire rate bonus" 0.2 "clip size upgrade atomic" 5 "faster reload rate" 0.4 "projectile spread angle penalty" 3 } CharacterAttributes { "rage giving scale" 0.15 "move speed bonus" 0.25 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 3 "dmg taken increased" 0.01 } } } } T_TFBot_W6Meme_Soldier_Conch { Class Soldier Name "Conch Soldier" ClassIcon soldier_conch Skill Normal Health 200 Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Concheror" Item "Furious Fukaamigasa" ItemAttributes { ItemName "The Concheror" "increase buff duration" 420 "deploy time decreased" 0.67 } } T_TFBot_W6Meme_Heavy_SteelFist_Push { Class Heavyweapons Name "Steel Gauntlet Pusher" ClassIcon heavy_steelfist Skill Hard Health 900 Scale 1.5 WeaponRestrictions MeleeOnly Item "Fists Of Steel" Item "The Carl" ItemAttributes { ItemName "Fists Of Steel" "damage bonus" 1.5 "damage causes airblast" 1 } } T_TFBot_W6Meme_Demoman_Giant_BurstFire { Class Demoman Name "Giant Burst Fire Demoman" ClassIcon demo_burst_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Scotch Bonnet" Item "The Juggernaut Jacket" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 8 "Projectile speed increased" 1.2 "projectile spread angle penalty" 3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_W6Meme_Medic_Giant_Regen { Class Medic Name "Giant Regen Medic" ClassIcon medic_giant Skill Expert Health 3000 Attributes MiniBoss Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "The Surgeon's Stahlhelm" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 2 } ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "health regen" 50 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 } } T_TFBot_W6Meme_Heavy { Class Heavyweapons Name "Heavy" ClassIcon heavy Skill Easy Health 300 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Item "Upgradeable TF_WEAPON_MINIGUN" } T_TFBot_W6Meme_Demoman { Class Demoman Name "Demoman" ClassIcon demo Skill Normal Health 175 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } T_TFBot_W6Meme_Engineer_Battle { Class Engineer Name "Battle Engineer" ClassIcon engineer Skill Expert Health 250 Item "Upgradeable TF_WEAPON_WRENCH" ItemAttributes { ItemName "Upgradeable TF_WEAPON_WRENCH" "damage bonus" 21 } CharacterAttributes { "health regen" 1 "cannot pick up intelligence" 1 } } T_TFBot_W6Meme_FatGuy { Class Heavyweapons Name "The Saviour" ClassIcon fatman Skill Expert Health 50000 WeaponRestrictions MeleeOnly Attributes UseBossHealthBar Item "Upgradeable TF_WEAPON_FISTS" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "custom hit sound" "fp_joe_biden.mp3" "damage bonus" 9999 "dmg pierces resists absorbs" 1 } CharacterAttributes { "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "airblast vertical vulnerability multiplier" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 "cancel falling damage" 1 } UseHumanModel 1 [$SIGSEGV] AlwaysGlow 1 [$SIGSEGV] AddCond [$SIGSEGV] { Index 43 // reprogrammed } } T_TFBot_W6Meme_Sniper { Class Sniper Name "Sniper" ClassIcon sniper Skill Hard Health 125 MaxVisionRange 3000 Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "Upgradeable TF_WEAPON_CLUB" } T_TFBot_W1Meme_Dialogue_Captain_Intro { Class Scout Name "the target" ClassIcon scout Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: Greetings, greetings! Welcome to the soon-to-be site of Freedom Park!" Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: Before you may be allowed to continue, you must prove your worth by finding and destroying some faulty robots around the park." Delay 8 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: The first batch of them have just been deployed." Delay 12 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 15 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W1Meme_Dialogue_Captain_Medium { Class Scout Name "the target" ClassIcon scout Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: Good job taking out those easy targets." Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: Another batch has been placed around the park, but be warned, the boys out back think these ones may be haunted." Delay 8 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: Sounds like a bunch of crap to me though." Delay 12 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 15 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W1Meme_Dialogue_Captain_Hard { Class Scout Name "the target" ClassIcon scout Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: While you were destroying those bots, we've picked up something approaching from the mines." Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: It looks like we may have upset the creator of these bots and he's coming to give us a piece of his mind." Delay 5 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: It also seems like he's bringing some friends. I hope you're ready for a fight." Delay 9 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 10 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W1Meme_Dialogue_ChiefBlast_Intro { Class Scout Name "the target" ClassIcon scout Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{99CCFF}Chief Blast Soldier {FBECCB}: What the hell are you people doing?" Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{99CCFF}Chief Blast Soldier {FBECCB}: Mocking my name by destroying my acolytes?" Delay 4 Repeats 1 } Message [$SIGSEGV] { Name "{99CCFF}Chief Blast Soldier {FBECCB}: My gun may have been faulty during our last encounter but I'm back and itching for revenge now!" Delay 8 Repeats 1 } Message [$SIGSEGV] { Name "{99CCFF}Chief Blast Soldier {FBECCB}: Now enough talk, it's go time!" Delay 11 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 15 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W1Meme_Dialogue_Captain_Chief { Class Scout Name "the target" ClassIcon scout Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: I think you guys may want to take out the last of those faulty robots before this guy overwhelms you." Delay 0 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 5 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W2Meme_Dialogue_Captain_Intro { Class Scout Name "the patriot" ClassIcon scout_fan Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: Well done, you have now all been granted entry to see what Freedom Park will be." Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: I will play you some pre-recorded messages from none other than Vinesauce Joel to give you an idea of what to expect." Delay 5 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 10 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W2Meme_Dialogue_Joel_Welcome { Class Scout Name "the patriot" ClassIcon scout_fan Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: Welcome to Freedom Park." Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: You will now experience total American freedom." Delay 2.9 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: You will consume." Delay 7.6 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: You will eat." Delay 8.9 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: You will have FUN!" Delay 10 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: ...at this park." Delay 11.6 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: You will breast feed a pigeon." Delay 13.4 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: You will cum to Uncle Sam." Delay 15.2 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: You will have fun, or else you get in the dreaded Freedom Pit!" Delay 17.3 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: You're gonna eat burgers, burgers, BURGERS!" Delay 23.3 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: YOU'RE GONNA EAT YOU MOTHERFUCKERS!" Delay 26.5 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: I HATE YOU ALL!" Delay 28.8 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: GIMME YOUR MONEY!" Delay 29.7 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 35 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W2Meme_Dialogue_Joel_GUTFUCKER666 { Class Scout Name "the patriot" ClassIcon scout_fan Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: Legends speak of the most amazing ride THAT YOU'RE GONNA RIDE ON!" Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: GUT FUCKER 666! EAT SOME FUCKING DICKS DICKS DICKS!" Delay 7.5 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: GUUUUUT!" Delay 13.5 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: FUCKERRR!" Delay 15.5 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: IT'LL MAKE YOU SICK! SIICK! SIIIICK!" Delay 17.9 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: Exit to the right." Delay 22.8 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: Err, no it's the left. Go the left, and get a taco at the taco place." Delay 24.3 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 30 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W2Meme_Dialogue_Joel_HolyTaco { Class Scout Name "the patriot" ClassIcon scout_fan Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: You have been blessed... by the Holy Taco..." Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: To resume being holy, you need to buy more!" Delay 4.9 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: Pray to the almighty Taco." Delay 10.2 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Joel {B8383B}: Give Joel your money, or go to Taco HELL!" Delay 13 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 15 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W2Meme_Dialogue_Joel_MrKill { Class Scout Name "the patriot" ClassIcon scout_fan Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{803020}Mr. Kill {B8383B}: I desire more freedom." Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Mr. Kill {B8383B}: I am..." Delay 3.9 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Mr. Kill {B8383B}: Mr. Kill." Delay 7.5 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Mr. Kill {B8383B}: And I demand..." Delay 9.5 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Mr. Kill {B8383B}: More tacos!" Delay 11.3 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Mr. Kill {B8383B}: MUAHAHAHAHAHAA!" Delay 14.5 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Mr. Kill {B8383B}: Someone feed me a taco..." Delay 19 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Mr. Kill {B8383B}: Or else..." Delay 22.4 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Mr. Kill {B8383B}: I will wait... one year." Delay 24.9 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Mr. Kill {B8383B}: If I do not get fed enough tacos..." Delay 28.5 Repeats 1 } Message [$SIGSEGV] { Name "{803020}Mr. Kill {B8383B}: Everyone will suffer my WRATH!" Delay 32.3 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 35 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W3Meme_Dialogue_Captain_Intro { Class Scout Name "the gremlin" ClassIcon scout Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: We have some more pre-recorded messages for this section." Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: Although we may have fallen out of contact with the man behind the voice. Hopefully he doesn't show up all upset that we're using them." Delay 7 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 10 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W3Meme_Dialogue_Jon_Goblins { Class Scout Name "the patriot" ClassIcon scout_fan Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{729E42}Jon {BCDDB3}: The sea floor split open and swallowed the Caribbean," Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{729E42}Jon {BCDDB3}: Earthquakes ravaged the west coast of America," Delay 2.8 Repeats 1 } Message [$SIGSEGV] { Name "{729E42}Jon {BCDDB3}: And goblins were still really, REALLY, scary!" Delay 5 Repeats 1 } Message [$SIGSEGV] { Name "{729E42}Jon {BCDDB3}: Ew! I don't like 'em! I don't like goblins! ARRGGHH!" Delay 7.8 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 10 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W3Meme_Dialogue_Jon_TapDancing { Class Scout Name "the patriot" ClassIcon scout_fan Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{729E42}Jon {BCDDB3}: Augh! It's disgusting!" Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{729E42}Jon {BCDDB3}: What is that? That's rancid!" Delay 1.1 Repeats 1 } Message [$SIGSEGV] { Name "{729E42}Jon {BCDDB3}: Is that a- is that a tap dancing crab demon?" Delay 2.2 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 5 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W3Meme_Dialogue_Jon_Nerflector { Class Scout Name "the patriot" ClassIcon scout_fan Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{729E42}Jon {BCDDB3}: You've gotta be kidding me!" Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{729E42}Jon {BCDDB3}: What is this? WHAT IS THIS??" Delay 3 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 5 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W3Meme_Dialogue_Jon_Upset { Class Scout Name "the patriot" ClassIcon scout_fan Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{729E42}Jon {BCDDB3}: Jon's gettin' upset!" Delay 0 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 5 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W3Meme_Dialogue_Jon_OhNo { Class Scout Name "the patriot" ClassIcon scout_fan Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{729E42}Jon {BCDDB3}: Oh nooo! Noooooo!" Delay 0 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 5 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W3Meme_Dialogue_Captain_JonDead { Class Scout Name "the gremlin" ClassIcon scout Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: Oh damn you really killed him." Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: I'm sure nothing spooky will happen as a result of your actions." Delay 6 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 10 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W4Meme_Dialogue_Captain_Intro { Class Scout Name "the only thing i know for real" ClassIcon scout Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: Ah, this part is still a work in progress." Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: For now just have fun fighting wave 4 of Bone Shaker with your boosted weapons." Delay 6 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 10 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W5Meme_Dialogue_Captain_Intro { Class Scout Name "the creature" ClassIcon scout Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: What the hell? Where did waves 5 and 6 go?" Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: Uhh, just keep shooting at robots while I try to work out what happened." Delay 5 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: Also I'm going to send in this Dante guy to help you out. He seems trustworthy enough." Delay 10 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 15 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W5Meme_Dialogue_Dante1 { Class Scout Name "the creature" ClassIcon scout Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: if i saw a pokemon in real life i'd probably flip it off. show it my middle finger." Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: i only have 10 swear word remover potions" Delay 11 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: if i worked there and that was me i'd have quite the first day" Delay 24 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: send me a friend request, i need to talk to you" Delay 38 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: i don't like people having fun or enjoying things! i hate memes! and monster energy." Delay 55 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 60 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W5Meme_Dialogue_Dante2 { Class Scout Name "the creature" ClassIcon scout Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: this song makes me feel like an old, rotting banana" Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: the fact that mario died is sad" Delay 13 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: don't do it, this man doesn't actually exist. this guy's existence is questionable. possible cloud demon." Delay 26 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: do you like dry wall?" Delay 40 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: stay the hell away from me, don't ever talk to me again or i will call the police" Delay 53 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: you smoke cigars, i smoke cock" Delay 65 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 70 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W5Meme_Dialogue_Dante3 { Class Scout Name "the creature" ClassIcon scout Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: hey king you dropped this" Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB} has found: {FFD800}Prince Tavish's Crown" Delay 3 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: i waited for a long time for that map. please do not be angry at me." Delay 14 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: give me an inch and i'll give you three inches" Delay 29 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: we came from the light and trees dude. trypophobia exposes deep biotruths." Delay 42 Repeats 1 } Message [$SIGSEGV] { Name "{FF3D3D}Dante Jensen {FBECCB}: samus got me acting unwise" Delay 55 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 60 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W6Meme_Dialogue_Captain_Intro { Class Scout Name "the patriot" ClassIcon scout_fan Health 1000 Scale 0.01 Attributes IgnoreFlag Attributes IgnoreEnemies Attributes SuppressFire Attributes DisableDodge AddCond [$SIGSEGV] { Index 43 // reprogrammed } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: So it looks like that guy from earlier on has returned, and he is not happy." Delay 0 Repeats 1 } Message [$SIGSEGV] { Name "{5885A2}The Captain {839FA3}: He's also got a lot more backup now. Be prepared for a hell of a showdown." Delay 5 Repeats 1 } ChangeAttributes [$SIGSEGV] { Delay 0 Repeats 1 Cooldown 999 Name "Default" } ChangeAttributes [$SIGSEGV] { Delay 10 Repeats 1 Cooldown 999 Name "Kill" } EventChangeAttributes { Default { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "move speed bonus" 0.01 "health regen" 500 "dmg from ranged reduced" 0.01 "dmg from melee increased" 0.01 } } Kill { Skill Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" CharacterAttributes { "health regen" -5000 } } } } T_TFBot_W2Meme_SentryBuster { Class Demoman Name "Sentry Buster" ClassIcon sentry_buster Skill Expert Health 2500 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes IgnoreEnemies Attributes DisableDodge Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" CharacterAttributes { "move speed bonus" 1.85 "head scale" 3.2 "torso scale" 0 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 7 "cannot be backstabbed" 1 } } T_TFBot_W5Meme_SentryBuster_Swarm { Class Demoman Name "Lizz Buster Mk.V" ClassIcon sentry_buster Skill Expert Health 1200 Scale 0.65 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes IgnoreEnemies Attributes DisableDodge Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Brutal Bouffant" ItemAttributes { ItemName "The Brutal Bouffant" "set item tint RGB" 10843461 } CharacterAttributes { "move speed bonus" 1.85 "head scale" 3.2 "torso scale" 0 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 7 "cannot be backstabbed" 1 } } } Mission // Waves 2, 3, and 4 Sentry Busters { Objective DestroySentries Where spawnbot BeginAtWave 2 RunForThisManyWaves 3 InitialCooldown 5 CooldownTime 20 DesiredCount 1 RandomChoice { TFBot { Template T_TFBot_W2Meme_SentryBuster } TFBot { Template T_TFBot_W2Meme_SentryBuster } TFBot { Template T_TFBot_W2Meme_SentryBuster Name "Cone-head Buster" Health 3000 Item "Traffic Cone" } TFBot { Template T_TFBot_W2Meme_SentryBuster Name "Bucket-head Buster" Health 4000 Item "Bucket Hat" } } } Mission // Waves 5 and 6 Lizz Busters { Objective DestroySentries Where spawnbot BeginAtWave 5 RunForThisManyWaves 2 InitialCooldown 20 CooldownTime 20 DesiredCount 1 Squad { TFBot { Template T_TFBot_W5Meme_SentryBuster_Swarm } TFBot { Template T_TFBot_W5Meme_SentryBuster_Swarm } TFBot { Template T_TFBot_W5Meme_SentryBuster_Swarm } } } Mission // Wave 5 Snipers { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_W5Meme_Sniper } } Mission // Wave 6 Snipers { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_W6Meme_Sniper } } Mission // Wave 4 Spies { Objective Spy Where spawnbot_mission_spy BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 55 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_W4Meme_Spy } } Mission // Wave 3 Engineers { Objective Engineer Where spawnbot BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_W3Meme_Engineer_Teleport } } Mission // Wave 4 Engineers { Objective Engineer Where spawnbot BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 70 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_W4Meme_Engineer_Teleport } } Mission // Wave 5 Engineers { Objective Engineer Where spawnbot BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_W5Meme_Engineer_Teleport } } ///////////////// //WAVES //POPFILE PAYOUT //START $1200 //DROP W1 $500 / W2 $1300 / W3 $1050 / W4 $1050 / W5 $1500 / W6 $800 //START: $1200 / DROP: $6200 / TOTAL: $6700 / TOTAL PLUS BONUS: $7200 ///////////////// // WAVE 1/6 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 6 Blast Soldiers, (60) // B - 8 Blast Soldiers, (80) // C - 14 Blast Soldiers, (280) // B Support - 8 Phantom Blast Soldiers, (80) // C Support - Chief Blast Soldier, (0) // C Support - 3 Giant Blast Soldiers, (0) // C Support - 14 Giant Blast Soldiers, (0) // Total cash in this wave is $500 /////////////////////////////////////////////////////////////////////////// Wave { CustomWaveNumber 1 CustomMaxWaveNumber 8 StartWaveOutput { Target wave_start_relay_boss Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SpawnTemplate "Wave1Music" [$SIGSEGV] Explanation [$SIGSEGV] { Line "{FFD800}Every weapon in this mission has had their upsides doubled and their downsides halved, where applicable." Line "{FFD800}Additionally, most weapon upgrades have had their effects doubled, and canteen prices have been halved." Line "{9AFF9A}Wave 1 uses music from A Hat in Time." } WaveSpawn // A - 1 Blast Soldier { Name Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 Where spawnbot_blast_easy1 FirstSpawnOutput { Target relay_w1_music_play1 Action Trigger } TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // A - 1 Blast Soldier { Name Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 Where spawnbot_blast_easy2 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // A - 1 Blast Soldier { Name Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 Where spawnbot_blast_easy3 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // A - 1 Blast Soldier { Name Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 Where spawnbot_blast_easy4 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // A - 1 Blast Soldier { Name Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 Where spawnbot_blast_easy5 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // A - 1 Blast Soldier { Name Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 Where spawnbot_blast_easy6 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // B - 1 Phantom Blast Soldier { Name Wave1b WaitForAllDead Wave1b1 TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_blast_medium1 TFBot { Template T_TFBot_W1Meme_Soldier_Blast_Phantom } } WaveSpawn // B - 1 Phantom Blast Soldier { Name Wave1b WaitForAllDead Wave1b2 TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_blast_medium2 TFBot { Template T_TFBot_W1Meme_Soldier_Blast_Phantom } } WaveSpawn // B - 1 Phantom Blast Soldier { Name Wave1b WaitForAllDead Wave1b3 TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_blast_medium3 TFBot { Template T_TFBot_W1Meme_Soldier_Blast_Phantom } } WaveSpawn // B - 1 Phantom Blast Soldier { Name Wave1b WaitForAllDead Wave1b4 TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_blast_medium4 TFBot { Template T_TFBot_W1Meme_Soldier_Blast_Phantom } } WaveSpawn // B - 1 Phantom Blast Soldier { Name Wave1b WaitForAllDead Wave1b5 TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_blast_medium5 TFBot { Template T_TFBot_W1Meme_Soldier_Blast_Phantom } } WaveSpawn // B - 1 Phantom Blast Soldier { Name Wave1b WaitForAllDead Wave1b6 TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_blast_medium6 TFBot { Template T_TFBot_W1Meme_Soldier_Blast_Phantom } } WaveSpawn // B - 1 Phantom Blast Soldier { Name Wave1b WaitForAllDead Wave1b7 TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_blast_medium7 TFBot { Template T_TFBot_W1Meme_Soldier_Blast_Phantom } } WaveSpawn // B - 1 Phantom Blast Soldier { Name Wave1b WaitForAllDead Wave1b8 TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_blast_medium8 TFBot { Template T_TFBot_W1Meme_Soldier_Blast_Phantom } } WaveSpawn // C1 - 1 Blast Soldier { Name Wave1c1 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard1 StartWaveOutput { Target relay_w1_music_stop1 Action Trigger } FirstSpawnOutput { Target relay_w1_music_play2 Action Trigger } TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C2 - 1 Blast Soldier { Name Wave1c2 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard2 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C3 - 1 Blast Soldier { Name Wave1c3 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard3 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C4 - 1 Blast Soldier { Name Wave1c4 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard4 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C5 - 1 Blast Soldier { Name Wave1c5 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard5 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C6 - 1 Blast Soldier { Name Wave1c6 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard6 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C7 - 1 Blast Soldier { Name Wave1c7 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard7 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C8 - 1 Blast Soldier { Name Wave1c8 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard8 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C9 - 1 Blast Soldier { Name Wave1c9 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard9 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C10 - 1 Blast Soldier { Name Wave1c10 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard10 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C11 - 1 Blast Soldier { Name Wave1c11 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard11 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C12 - 1 Blast Soldier { Name Wave1c12 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard12 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C13 - 1 Blast Soldier { Name Wave1c13 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard13 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // C14 - 1 Blast Soldier { Name Wave1c14 WaitForAllDead Wave1b TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_blast_hard14 TFBot { Template T_TFBot_W1Meme_Soldier_Blast } } WaveSpawn // B Support - 1 Blast Soldier { Name Wave1b1 WaitForAllDead Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 0 Where spawnbot_blast_medium1 Support Limited StartWaveOutput { Target relay_w1_music_stop1 Action Trigger } FirstSpawnOutput { Target relay_w1_music_play1 Action Trigger } RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Blast ClassIcon soldier } } } } WaveSpawn // B Support - 1 Blast Soldier { Name Wave1b2 WaitForAllDead Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 0 Where spawnbot_blast_medium2 Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Blast ClassIcon soldier } } } } WaveSpawn // B Support - 1 Blast Soldier { Name Wave1b3 WaitForAllDead Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 0 Where spawnbot_blast_medium3 Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Blast ClassIcon soldier } } } } WaveSpawn // B Support - 1 Blast Soldier { Name Wave1b4 WaitForAllDead Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 0 Where spawnbot_blast_medium4 Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Blast ClassIcon soldier } } } } WaveSpawn // B Support - 1 Blast Soldier { Name Wave1b5 WaitForAllDead Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 0 Where spawnbot_blast_medium5 Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Blast ClassIcon soldier } } } } WaveSpawn // B Support - 1 Blast Soldier { Name Wave1b6 WaitForAllDead Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 0 Where spawnbot_blast_medium6 Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Blast ClassIcon soldier } } } } WaveSpawn // B Support - 1 Blast Soldier { Name Wave1b7 WaitForAllDead Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 0 Where spawnbot_blast_medium7 Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Blast ClassIcon soldier } } } } WaveSpawn // B Support - 1 Blast Soldier { Name Wave1b8 WaitForAllDead Wave1a TotalCurrency 10 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 0 Where spawnbot_blast_medium8 Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Blast ClassIcon soldier } } } } WaveSpawn // C Support - Chief Blast Soldier { WaitForAllDead Wave1b TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 Where spawnbot Support Limited DoneOutput { Target relay_w1_music_stop2 Action Trigger } RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Chief_Blast } } } } WaveSpawn // C Support - 3 Giant Blast Soldiers { WaitForAllDead Wave1b TotalCurrency 0 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 0 Where spawnbot Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Giant_Blast } } } } WaveSpawn // C Support - 1 Giant Blast Soldier { WaitForAllDead Wave1c1 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Giant_Blast } } } } WaveSpawn // C Support - 1 Giant Blast Soldier { WaitForAllDead Wave1c6 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Giant_Blast } } } } WaveSpawn // C Support - 1 Giant Blast Soldier { WaitForAllDead Wave1c10 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Giant_Blast } } } } WaveSpawn // C Support - 1 Giant Blast Soldier { WaitForAllDead Wave1c13 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Soldier_Giant_Blast } } } } WaveSpawn // Dialogue - Captain Intro { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Dialogue_Captain_Intro } } } } WaveSpawn // Dialogue - Captain Medium Targets { WaitForAllDead Wave1a TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Dialogue_Captain_Medium } } } } WaveSpawn // Dialogue - Captain Hard Targets { WaitForAllDead Wave1b TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Dialogue_Captain_Hard } } } } WaveSpawn // Dialogue - Chief Blast Soldier Intro { WaitForAllDead Wave1b TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Dialogue_ChiefBlast_Intro } } } } WaveSpawn // Dialogue - Captain Hard Targets { WaitForAllDead Wave1b TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W1Meme_Dialogue_Captain_Chief } } } } } // WAVE 2/6 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 55 Freedom Park Children, (110) // A2 - 3 Freedom Park Staff Members, (75) // B1 - THE GUT FUCKER 666, (666) // B2 - 24 Freedom Park Guests, (120) // C1 - 42 Freedom Park Teens, (125) // C2 - 2 Freedom Park Security Guards, (100) // D - Mr. Kill, (104) // Ally - The Holy Taco // Total cash in this wave is $1300 /////////////////////////////////////////////////////////////////////////// Wave { CustomWaveNumber 2 CustomMaxWaveNumber 8 StartWaveOutput { Target wave_start_relay_boss Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation [$SIGSEGV] { Line "{9AFF9A}Wave 2 uses voice clips from Vargskelethor Joel." } WaveSpawn // A1 - 55 Freedom Park Children { Name Wave2a1 TotalCurrency 110 TotalCount 55 MaxActive 15 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot FirstSpawnWarningSound "fp_welcome.mp3" TFBot { Template T_TFBot_W2Meme_Scout_Sandman } } WaveSpawn // A2 - 3 Freedom Park Staff Members { Name Wave2a2 TotalCurrency 75 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 16 Where spawnbot TFBot { Template T_TFBot_W2Meme_Soldier_Giant_RapidFire } } WaveSpawn // B1 - THE GUT FUCKER 666 { Name Wave2b1 WaitForAllDead Wave2a1 WaitForAllSpawned Wave2a2 TotalCurrency 666 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 0 StartWaveWarningSound "fp_GUTFUCKER666.mp3" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 6666 Name "tankboss" Speed 66 StartingPathTrackNode boss_path_a1 Scale 0.5 SpawnTemplate GUT_FUCKER_666 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // B2 - 24 Freedom Park Guests { Name Wave2b2 WaitForAllDead Wave2a1 WaitForAllSpawned Wave2a2 TotalCurrency 120 TotalCount 24 MaxActive 16 SpawnCount 8 WaitBeforeStarting 11 WaitBetweenSpawns 9 Where spawnbot TFBot { Template T_TFBot_W2Meme_Soldier } } WaveSpawn // C1 - 42 Freedom Park Teens { Name Wave2c1 WaitForAllDead Wave2b2 TotalCurrency 125 TotalCount 42 MaxActive 14 SpawnCount 7 WaitBeforeStarting 10 WaitBetweenSpawns 7 Where spawnbot TFBot { Template T_TFBot_W2Meme_Scout } } WaveSpawn // C2 - 2 Freedom Park Security Guards { Name Wave2c2 WaitForAllDead Wave2b2 TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 22 Where spawnbot TFBot { Template T_TFBot_W2Meme_Soldier_Giant_Charged } } WaveSpawn // D - Mr. Kill { Name Wave2d WaitForAllDead Wave2c2 TotalCurrency 104 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 Where spawnbot FirstSpawnWarningSound "fp_mr_kill.mp3" TFBot { Template T_TFBot_W2Meme_Heavy_MrKill } } WaveSpawn [$SIGSEGV] // Ally - The Holy Taco { WaitForAllDead Wave2b2 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 Where spawnbot_ally Support Limited FirstSpawnWarningSound "fp_holy_taco.mp3" TFBot { Template T_TFBot_W2Meme_HolyTaco } } WaveSpawn // Dialogue - Captain Intro { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W2Meme_Dialogue_Captain_Intro } } } } WaveSpawn // Dialogue - Joel Welcome { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W2Meme_Dialogue_Joel_Welcome } } } } WaveSpawn // Dialogue - Joel GUT FUCKER 666 { WaitForAllDead Wave2a1 WaitForAllSpawned Wave2a2 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W2Meme_Dialogue_Joel_GUTFUCKER666 } } } } WaveSpawn // Dialogue - Joel Holy Taco { WaitForAllDead Wave2b2 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W2Meme_Dialogue_Joel_HolyTaco } } } } WaveSpawn // Dialogue - Joel Mr. Kill { WaitForAllDead Wave2c2 TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W2Meme_Dialogue_Joel_MrKill } } } } } // WAVE 3/6 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 5 Giant Goblin Pyros, (75) // A - 35 Goblin Soldiers, (105) // B - Tap Dancing Crab Demon, (100) // C - 3 Squads; 1 Giant Nerflector Heavy, 4 Tall Widowmaker Engineers, 4 Tall Big Heal Medics, (270) // D - Jon Jafari, (200) // E - Surprise Skeleton, (300) // Engineer mission active // Total cash in this wave is $1050 /////////////////////////////////////////////////////////////////////////// Wave { CustomWaveNumber 3 CustomMaxWaveNumber 8 StartWaveOutput { Target wave_start_relay_boss Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SpawnTemplate "Earthquakes_on_the_West_Coast_of_America" [$SIGSEGV] SpawnTemplate "Wave3Music" [$SIGSEGV] Explanation [$SIGSEGV] { Line "{9AFF9A}Wave 3 uses voice clips from JonTron and music from Tower Unite." } WaveSpawn // A - 5 Giant Goblin Pyros { Name Wave3a TotalCurrency 75 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 12 Where spawnbot TFBot { Template T_TFBot_W3Meme_Pyro_Giant } } WaveSpawn // A - 35 Goblin Soldiers { Name Wave3a TotalCurrency 105 TotalCount 35 MaxActive 10 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 8 Where spawnbot TFBot { Template T_TFBot_W3Meme_Soldier } } WaveSpawn // B - Tap Dancing Crab Demon { Name Wave3b WaitForAllSpawned Wave3a TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot FirstSpawnWarningSound "fp_tdcd.mp3" TFBot { Template T_TFBot_W3Meme_TapDancingCrabDemon } } WaveSpawn // C - 3 Squads; 1 Giant Nerflector Heavy, 4 Tall Widowmaker Engineers, 4 Tall Big Heal Medics { Name Wave3c WaitForAllDead Wave3b TotalCurrency 270 TotalCount 27 MaxActive 18 SpawnCount 9 WaitBeforeStarting 5 WaitBetweenSpawns 19 Where spawnbot FirstSpawnWarningSound "fp_what_is_this.mp3" Squad { TFBot { Template T_TFBot_W3Meme_Heavy_Giant_Nerf } TFBot { Template T_TFBot_W3Meme_Engineer_Widowmaker } TFBot { Template T_TFBot_W3Meme_Engineer_Widowmaker } TFBot { Template T_TFBot_W3Meme_Engineer_Widowmaker } TFBot { Template T_TFBot_W3Meme_Engineer_Widowmaker } TFBot { Template T_TFBot_W3Meme_Medic_BigHeal } TFBot { Template T_TFBot_W3Meme_Medic_BigHeal } TFBot { Template T_TFBot_W3Meme_Medic_BigHeal } TFBot { Template T_TFBot_W3Meme_Medic_BigHeal } } } WaveSpawn // D - Jon Jafari { Name Wave3d WaitForAllDead Wave3c TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 Where spawnbot FirstSpawnWarningSound "fp_upset.mp3" TFBot { Template T_TFBot_W3Meme_JonTron } } WaveSpawn // E - Surprise Skeleton { Name Wave3e WaitForAllDead Wave3d TotalCurrency 300 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 0 Where spawnbot DoneOutput { Target relay_w3_music_stop1 Action Trigger } RandomChoice { Squad { TFBot { Template T_TFBot_W3Meme_Skeleton } } } } WaveSpawn // Dialogue - Captain Intro { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W3Meme_Dialogue_Captain_Intro } } } } WaveSpawn // Dialogue - JonTron Goblins { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W3Meme_Dialogue_Jon_Goblins } } } } WaveSpawn // Dialogue - JonTron Tap Dancing Crab Demon { WaitForAllSpawned Wave3a TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W3Meme_Dialogue_Jon_TapDancing } } } } WaveSpawn // Dialogue - JonTron What Is This { WaitForAllDead Wave3b TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W3Meme_Dialogue_Jon_Nerflector } } } } WaveSpawn // Dialogue - JonTron Upset { WaitForAllDead Wave3c TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W3Meme_Dialogue_Jon_Upset } } } } WaveSpawn // Dialogue - JonTron Oh No { WaitForAllDead Wave3d TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W3Meme_Dialogue_Jon_OhNo } } } } WaveSpawn // Dialogue - Captain Jon Dead { WaitForAllDead Wave3d TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited DoneOutput { Target relay_w3_music_play1 Action Trigger } RandomChoice { Squad { TFBot { Template T_TFBot_W3Meme_Dialogue_Captain_JonDead } } } } WaveSpawn // Dummy spawn for relay { WaitBeforeStarting 13 WaitBetweenSpawns 0 FirstSpawnOutput [$SIGSEGV] { Target relay_earthquake Action Trigger } } WaveSpawn // Dummy spawn for sound { WaitBeforeStarting 10 WaitBetweenSpawns 0 FirstSpawnWarningSound "fp_goblins.mp3" } WaveSpawn // Dummy spawn for sound { WaitBeforeStarting 10 WaitBetweenSpawns 0 FirstSpawnWarningSound "fp_goblins.mp3" } } // WAVE 4/6 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 70 Pyros, (350) // 42 Bonk Scouts, (125) // Jetstream Sam, (350) // 2 Super Scouts, (150) // 15 Crit Soldiers, (75) // Dummy Support - Bonk Scouts // Spy mission active // Engineer mission active // Total cash in this wave is $1050 /////////////////////////////////////////////////////////////////////////// Wave { CustomWaveNumber 4 CustomMaxWaveNumber 8 StartWaveOutput { Target wave_start_relay_boss Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SpawnTemplate "Wave4Music" [$SIGSEGV] Explanation [$SIGSEGV] { Line "{9AFF9A}Wave 4 uses music from Metal Gear Rising: Revengeance." } WaveSpawn // 70 Pyros { TotalCurrency 350 TotalCount 70 MaxActive 10 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 2 Where spawnbot TFBot { Template T_TFBot_W4Meme_Pyro } } WaveSpawn // 42 Bonk Scouts { TotalCurrency 125 TotalCount 42 MaxActive 6 SpawnCount 6 WaitBeforeStarting 15 WaitBetweenSpawns 0 Where spawnbot TFBot { Template T_TFBot_W4Meme_Scout_Bonk } } WaveSpawn // Jetstream Sam { TotalCurrency 350 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 50 WaitBetweenSpawns 0 Where spawnbot FirstSpawnOutput { Target relay_w4_music_play1 Action Trigger } DoneOutput { Target relay_w4_music_stop1 Action Trigger } TFBot { Template T_TFBot_W4Meme_Jetstream_Sam } } WaveSpawn // 2 Super Scouts { TotalCurrency 150 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 100 WaitBetweenSpawns 20 Where spawnbot TFBot { Template T_TFBot_W4Meme_Scout_Giant_Fast } } WaveSpawn // 15 Crit Soldiers { TotalCurrency 75 TotalCount 15 MaxActive 10 SpawnCount 5 WaitBeforeStarting 105 WaitBetweenSpawns 5 Where spawnbot TFBot { Template T_TFBot_W4Meme_Soldier_Crit } } WaveSpawn // Dummy Support - Bonk Scouts { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 999 WaitBetweenSpawns 0 Where spawnbot Support 1 TFBot { Template T_TFBot_W4Meme_Scout_Bonk } } WaveSpawn // Dialogue - Captain Intro { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W4Meme_Dialogue_Captain_Intro } } } } } // WAVE 5/6 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 36 Beheaded Rocketeers, (105) // A - 3 Scrapjacks, (75) // A - 16 Biomechanoid Minors, (160) // B - 64 Beheaded Kamikazes, (190) // B - 6 Biomechanoid Majors, (300) // C - 44 Kleer Skeletons, (220) // C - 15 Sirian Werebulls, (150) // C - 3 Khnums, (300) // Ally - Dante Jensen // Sniper mission active // Engineer mission active // Total cash in this wave is $1500 /////////////////////////////////////////////////////////////////////////// Wave { CustomWaveNumber 7 CustomMaxWaveNumber 8 StartWaveOutput { Target wave_start_relay_boss Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SpawnTemplate "Wave5Music" [$SIGSEGV] Explanation [$SIGSEGV] { Line "{9AFF9A}Wave 7 uses music from Serious Sam 4." } WaveSpawn // A - 36 Beheaded Rocketeers { Name Wave4a TotalCurrency 105 TotalCount 36 MaxActive 10 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 7 Where spawnbot FirstSpawnOutput { Target relay_w5_music_play1 Action Trigger } TFBot { Template T_TFBot_W5Meme_Beheaded_Rocketeer } } WaveSpawn // A - 3 Scrapjacks { Name Wave4a TotalCurrency 75 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 21 WaitBetweenSpawns 17 Where spawnbot TFBot { Template T_TFBot_W5Meme_Scrapjack } } WaveSpawn // A - 16 Biomechanoid Minors { Name Wave4a TotalCurrency 160 TotalCount 16 MaxActive 6 SpawnCount 2 WaitBeforeStarting 28 WaitBetweenSpawns 5 Where spawnbot TFBot { Template T_TFBot_W5Meme_Biomechanoid_Minor } } WaveSpawn // B - 64 Beheaded Kamikazes { Name Wave4b WaitForAllDead Wave4a TotalCurrency 190 TotalCount 64 MaxActive 16 SpawnCount 8 WaitBeforeStarting 9 WaitBetweenSpawns 9 Where spawnbot StartWaveOutput { Target relay_w5_music_stop1 Action Trigger } FirstSpawnOutput { Target relay_w5_music_play2 Action Trigger } TFBot { Template T_TFBot_W5Meme_Beheaded_Kamikaze } } WaveSpawn // B - 6 Biomechanoid Majors { Name Wave4b WaitForAllDead Wave4a TotalCurrency 300 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 8 Where spawnbot TFBot { Template T_TFBot_W5Meme_Biomechanoid_Major } } WaveSpawn // C - 44 Kleer Skeletons { Name Wave4c WaitForAllDead Wave4b TotalCurrency 220 TotalCount 44 MaxActive 10 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 7 Where spawnbot StartWaveOutput { Target relay_w5_music_stop2 Action Trigger } FirstSpawnOutput { Target relay_w5_music_play3 Action Trigger } TFBot { Template T_TFBot_W5Meme_KleerSkeleton } } WaveSpawn // C - 15 Sirian Werebulls { Name Wave4c WaitForAllDead Wave4b TotalCurrency 150 TotalCount 15 MaxActive 4 SpawnCount 1 WaitBeforeStarting 13 WaitBetweenSpawns 5 Where spawnbot TFBot { Template T_TFBot_W5Meme_Werebull } } WaveSpawn // C - 3 Khnums { Name Wave4c WaitForAllDead Wave4b TotalCurrency 300 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 24 Where spawnbot TFBot { Template T_TFBot_W5Meme_Khnum } } WaveSpawn [$SIGSEGV] // Ally - Dante Jensen { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot_ally Support Limited DoneOutput { Target relay_w5_music_stop3 Action Trigger } TFBot { Template T_TFBot_W5Meme_Dante } } WaveSpawn // Dialogue - Captain Intro { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W5Meme_Dialogue_Captain_Intro } } } } WaveSpawn // Dialogue - Dante Drivel { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 23 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W5Meme_Dialogue_Dante1 } } } } WaveSpawn // Dialogue - Dante Drivel { WaitForAllDead Wave4a TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W5Meme_Dialogue_Dante2 } } } } WaveSpawn // Dialogue - Dante Drivel { WaitForAllDead Wave4b TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 9 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W5Meme_Dialogue_Dante3 } } } } } // WAVE 6/6 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Chief Blast Soldier (True Forme), (250) // Support - 10 Crit Conch Soldiers, (40) // Support - 10 Steel Gauntlet Pushers, (100) // Support - 2 Squads; 1 Giant Crit Burst Fire Demo, 1 Giant Regen Medic, (200) // Support - Heavies, (80) // Support - Demos, (80) // Support - 5 Battle Engineers, (50) // Ally - Fat Guy Saying Joe Biden // Sniper mission active // Total cash in this wave is $800 /////////////////////////////////////////////////////////////////////////// Wave { CustomWaveNumber 8 CustomMaxWaveNumber 8 StartWaveOutput { Target wave_start_relay_boss Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SpawnTemplate "Wave6Music" [$SIGSEGV] Explanation [$SIGSEGV] { Line "{9AFF9A}Wave 8 uses music from Serious Sam 4." } WaveSpawn // Chief Blast Soldier (True Forme) { TotalCurrency 250 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot FirstSpawnOutput { Target relay_w6_music_play1 Action Trigger } DoneOutput { Target relay_w6_music_stop1 Action Trigger } TFBot { Template T_TFBot_W6Meme_Soldier_Chief_Blast } } WaveSpawn // Support - 10 Crit Conch Soldiers { TotalCurrency 40 TotalCount 10 MaxActive 2 SpawnCount 1 WaitBeforeStarting 28 WaitBetweenSpawns 5 Where spawnbot Support Limited TFBot { Template T_TFBot_W6Meme_Soldier_Conch } } WaveSpawn // Support - 10 Steel Gauntlet Pushers { TotalCurrency 100 TotalCount 10 MaxActive 2 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 5 Where spawnbot Support Limited TFBot { Template T_TFBot_W6Meme_Heavy_SteelFist_Push } } WaveSpawn // Support - 2 Squads; 1 Giant Crit Burst Fire Demo, 1 Giant Regen Medic { TotalCurrency 200 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 52 WaitBetweenSpawns 52 Where spawnbot Support Limited Squad { TFBot { Template T_TFBot_W6Meme_Demoman_Giant_BurstFire } TFBot { Template T_TFBot_W6Meme_Medic_Giant_Regen } } } WaveSpawn // Support - Heavies { TotalCurrency 80 TotalCount 16 MaxActive 4 SpawnCount 2 WaitBeforeStarting 59 WaitBetweenSpawns 5 Where spawnbot Support 1 TFBot { Template T_TFBot_W6Meme_Heavy } } WaveSpawn // Support - Demos { TotalCurrency 80 TotalCount 20 MaxActive 6 SpawnCount 2 WaitBeforeStarting 59 WaitBetweenSpawns 5 Where spawnbot Support 1 TFBot { Template T_TFBot_W6Meme_Demoman } } WaveSpawn // Support - 5 Battle Engineers { TotalCurrency 50 TotalCount 5 MaxActive 1 SpawnCount 1 WaitBeforeStarting 76 WaitBetweenSpawnsAfterDeath 8 Where spawnbot Support Limited TFBot { Template T_TFBot_W6Meme_Engineer_Battle } } WaveSpawn [$SIGSEGV] // Ally - Fat Guy Saying Joe Biden { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 170 WaitBetweenSpawns 0 Where spawnbot_finale Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W6Meme_FatGuy } } } } WaveSpawn // Dialogue - Captain Intro { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_dialogue Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_W6Meme_Dialogue_Captain_Intro } } } } } }