// Arctic Alliance // Trust (Guardian) Mission // Made by Crinitus // I cannot BELIEVE I'm committing the big sin of making a mission without a difficulty prefix. Is it normal? Is it int? No, it's 2-man MvM. Actually no, probably normal. #base robot_giant.pop #base robot_standard.pop Why_yes,_I_infact_DO_give_my_WaveSchedules_a_custom_name._How_could_you_tell?_Actually,_better_question._Why_are_you_looking_here? { StartingCurrency 400 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no Templates // Making templates to save space in later waves is ultra ironic considering my W1 comments { T_TFBot_Engineer_Minisentry { Class Engineer ClassIcon mini_sentry Health 10 Skill Expert // yeah you remember when I said respectless robo glove was THE perfect hat for minisentry engis? I take it back Item "Head Of Defense" // fuck you Item "The Gunslinger" Attributes AlwaysFireWeapon Attributes IgnoreFlag CharacterAttributes { "voice pitch scale" 1.25 "head scale" 0.75 "engineer sentry build rate multiplier" 3 "health regen" -10 "move speed bonus" 1.5 "cannot pick up intelligence" 1 "gesture speed increase" 10 } } T_TFBot_Demoknight_Neutered1 // the knight with no shield { Class Demoman Name "Demoknight" ClassIcon demoknight WeaponRestrictions MeleeOnly Item "The Eyelander" // This template is now ironic. BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } free_punjabi_حصن_bootleg_startacker_ليل_no_virus // I'm now a moderator of r/arabfunny // edit: THIS SHIT IS ACTUALLY ACCEPTED BY THE GAME/POPFILE PARSER WHAT THE FUCK { Name "Giant Carbine Sniper" Class Sniper ClassIcon sniper_carbine Skill Expert Health 3000 Attributes MiniBoss Item "Antlers" // had to do it to 'em :ujel: Item "The Cleaner's Carbine" WeaponRestrictions SecondaryOnly CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 6 } } } Mission { Objective Sniper Where spawnbot InitialCooldown 35 CooldownTime 35 DesiredCount 1 BeginAtWave 4 RunForThisManyWaves 1 TFBot { Template T_TFBot_Sniper } } Mission { Objective Engineer Where spawnbot_right BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle CharacterAttributes { "kill forces attacker to laugh" 1 } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target reset_wave_relay Action Trigger } WaveSpawn { Name wave1_scouts // THE obligatory scouts at the start of a punjabi bootleg normal mission TotalCount 30 MaxActive 10 SpawnCount 2 WaitBetweenSpawns 2 Where spawnbot Where spawnbot_right // don't worry I'll spice it up RandomChoice { TFBot { Template T_TFBot_Scout_Melee BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates // bloating popfile space by leaving the full commented out text parts of a gatebot in VS. bloating popfile space by having OCD and putting THICK spaces before everything neatly // c h a d // ok I'm gonna end up bloating this popfile with my dumb comments. I'm tryna speedrun this popfile } TFBot { Template T_TFBot_Scout_Melee BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } TFBot { Template T_TFBot_Scout_Melee BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } TFBot { Template T_TFBot_Scout_Melee BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } TFBot { Class Scout Skill Hard // another sin by me: first wave hard skill scout as part of the very first wavespawn BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } } WaveSpawn { Name wave1_moregun WaitForAllDead wave1_scouts TotalCount 20 MaxActive 8 SpawnCount 2 WaitBetweenSpawns 2.5 Where spawnbot_right TFBot { Class Scout Skill Easy BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } WaveSpawn { Name wave1_mitten_meds // yep WaitForAllDead wave1_scouts TotalCount 12 MaxActive 4 SpawnCount 2 WaitBeforeStarting 7.5 WaitBetweenSpawns 7.5 Where spawnbot Squad { TFBot { Template T_TFBot_Heavyweapons_Gnome Health 150 // prevents wrangled sentry dps from instantly tearing it apart, hopefully. inb4 buff banner/fan o war says "hello there" BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } TFBot { Template T_TFBot_Medic_BigHeal // dw it's just a bigheal I wouldn't actually put an uber med on a 2 mann mission's first wave Name "Big-Heal Medic" } } } WaveSpawn { Name wave1_gdemo WaitForAllDead wave1_scouts WaitForAllSpawned wave1_mitten_meds TotalCount 1 SpawnCount 1 Where spawnbot TFBot { Template T_TFBot_Giant_Demoman Item "Hazard Headgear" ClassIcon demo_spammer BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } WaveSpawn { Name wave1_minisentries Support Limited TotalCount 5 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 30 Where spawnbot Where spawnbot_right TFBot { Template T_TFBot_Engineer_Minisentry } } WaveSpawn { Name itspaydayfellas // "I SAID IT'S FUCKIN PAYDAY MOTHERFUCKE-" WaitForAllDead wave1_gdemo TotalCurrency 900 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot_money Squad { RandomChoice { TFBot { Class Heavyweapons WeaponRestrictions MeleeOnly Name "mmmm money" Health 69 } } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target reset_wave_relay Action Trigger } WaveSpawn { Name wave2_pyros TotalCount 16 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 2 Where spawnbot_right TFBot { Template T_TFBot_Pyro_Flaregun Item "The Detonator" BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } WaveSpawn { Name wave2_pyros TotalCount 32 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0.1 WaitBetweenSpawns 4 Where spawnbot TFBot { Class Pyro ClassIcon pyro_axtinguisher Item "The Axtinguisher" Item "Firewall Helmet" WeaponRestrictions MeleeOnly BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } WaveSpawn { Name wave2_shotgunsoldiers WaitForAllDead wave2_pyros TotalCount 30 MaxActive 10 SpawnCount 2 WaitBetweenSpawns 2 Where spawnbot Where spawnbot_right TFBot { Class Soldier ClassIcon heavy_shotgun // as much as I wanna do shotgun_nys, a man's gotta stick to icon standardization WeaponRestrictions SecondaryOnly BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } WaveSpawn { Name wave2_giant WaitForAllDead wave2_pyros TotalCount 1 SpawnCount 1 WaitBeforeStarting 15 Where spawnbot TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysFireWeapon // don't worry soldier players you can keep on blasting without the fear of the Go-Fuck-Yourself-Inator BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } WaveSpawn { Name itspaydayfellas WaitForAllSpawned wave2_shotgunsoldiers WaitForAllDead wave2_giant TotalCurrency 700 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot_money Squad { RandomChoice { TFBot { Class Heavyweapons WeaponRestrictions MeleeOnly Name "dallas" // Oh no. They're Payday references now. Health 69 } } } } } // hey what's up guys it's the sleep deprived mission maker here telling you that i am infact already tired of constantly forgetting to put the "make bot cap" stuff on every single thing Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target reset_wave_relay Action Trigger } WaveSpawn { Name wave3_gcharged_meds // again, do not worry, just big-heals TotalCount 6 MaxActive 6 SpawnCount 6 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } TFBot { Template T_TFBot_Medic_BigHeal // hey guys I just finished this wave and only now realized I forgot to add the obligatory Big-Heal name on this AND wave 1! brb Name "Big-Heal Medic" } TFBot { Template T_TFBot_Medic_BigHeal Name "Big-Heal Medic" } TFBot { Template T_TFBot_Medic_BigHeal Name "Big-Heal Medic" } TFBot { Template T_TFBot_Medic_BigHeal Name "Big-Heal Medic" } TFBot { Template T_TFBot_Medic_BigHeal Name "Big-Heal Medic" } TFBot { Template T_TFBot_Medic_BigHeal Name "Big-Heal Medic" } } } WaveSpawn { Name wave3_knights1 // man. I really gotta remove their shields so they don't repeatedly charge off points TotalCount 24 MaxActive 9 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 4 Where spawnbot TFBot { Template T_TFBot_Demoknight_Neutered1 // space saved by the ironic template. poggers! } } WaveSpawn // Yeah, call me unoriginal with this wavespawn, but I like waves where it has two subwaves of the same bot but with entirely different pacing { Name wave3_knights2 WaitForAllDead wave3_knights1 TotalCount 20 MaxActive 8 SpawnCount 2 WaitBetweenSpawns 2.5 Where spawnbot TFBot { Template T_TFBot_Demoknight_Neutered1 } } WaveSpawn // Remember when I said call me unoriginal in that previous wavespawn? { Name wave3_pyrobows // THE. OBLIGATORY. OVERDONE. PYRO + BOWMAN COMBO WaitForAllDead wave3_knights1 TotalCount 24 MaxActive 8 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 5 Where spawnbot_right Squad { TFBot { Template T_TFBot_Sniper_Huntsman BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } TFBot // im going real light on soldiers with this one in particular huh { Class Pyro Skill Easy Attributes AlwaysFireWeapon BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } } WaveSpawn { Name wave3_gcharged2 // the ride goes on WaitForAllDead wave3_knights2 TotalCount 1 SpawnCount 1 Where spawnbot_right TFBot { Template T_TFBot_Giant_Soldier_Crit // IQ: 400. I forgot to put the gatebot stuff here before BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } WaveSpawn { Name itspaydayfellas WaitForAllSpawned wave3_pyrobows WaitForAllDead wave3_gcharged2 TotalCurrency 700 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot_money Squad { RandomChoice { TFBot { Class Heavyweapons WeaponRestrictions MeleeOnly Name "chains" Health 69 } } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target reset_wave_relay Action Trigger } WaveSpawn { Name wave4_gfan // knockback time TotalCount 3 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 20 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_FAN BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } WaveSpawn { Name wave4_randomized TotalCount 35 MaxActive 10 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 1.75 Where spawnbot RandomChoice { TFBot { Class Soldier BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Skill Easy } TFBot { Class Demoman BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Skill Easy } } } WaveSpawn { Name wave4_gsoldier WaitForAllDead wave4_gfan TotalCount 3 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 30 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Spammer BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } WaveSpawn { Name wave4_heavy_meds WaitForAllDead wave4_randomized TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Class Heavyweapons Skill Easy BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } TFBot { Template T_TFBot_Medic_BigHeal Name "Big-Heal Medic" } } } WaveSpawn { Name itspaydayfellas WaitForAllSpawned wave4_heavy_meds WaitForAllDead wave4_gsoldier TotalCurrency 800 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot_money Squad { RandomChoice { TFBot { Class Heavyweapons WeaponRestrictions MeleeOnly Name "hoxton" Health 69 } } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target reset_wave_relay Action Trigger } WaveSpawn { Name wave5_intro TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot TFBot { Template free_punjabi_حصن_bootleg_startacker_ليل_no_virus // hamood habibi BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Attributes AlwaysCrit } // A Developer's Thoughts: HOLY FUCK THE BOOTLEG HURTS. Probably due to crits AND the poverty payout. Used to have a Giant Regen Med but that didn't work at all } WaveSpawn { Name wave5_comqch TotalCount 20 MaxActive 8 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 5 Where spawnbot TFBot { Template T_TFBot_Soldier_Extended_Concheror BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } WaveSpawn { Name wave5_random WaitForAllDead wave5_comqch TotalCount 30 MaxActive 10 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 2.5 Where spawnbot Where spawnbot_right RandomChoice { TFBot { Class Pyro Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } TFBot { Class Soldier Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } TFBot { Class Demoman Skill Hard BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } } WaveSpawn { Name wave5_gheavies WaitForAllDead wave5_intro TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 45 Where spawnbot Where spawnbot_right TFBot { Template T_TFBot_Giant_Heavyweapons BehaviorModifiers Push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot } } } }