#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 6000 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes // EventPopfile Halloween ItemAttributes { ItemName "tf_weapon_pep_brawler_blaster" "lose hype on take damage" 0 "hype resets on jump" 0 } //ItemAttributes //{ // ItemName "The Half-Zatoichi" // "item color RGB" 16711680 // "set item tint RGB" 16711680 //} ExtendedUpgrades { collectcurrencyonkill { Name "Currency Collecter" Attribute "collect currency on kill" Cap 1 PlayerUpgrade 1 Increment 1 Cost 750 description "fuck you sniper" } scoutbabyfaceupgrade { Name "Better Baby Face" Attribute "lose hype on take damage" Cap 0 Increment -4 Cost 250 Description "No longer lose boost from damage!" AllowedWeapons { ClassName "tf_weapon_pep_brawler_blaster" } SecondaryAttributes { "hype resets on jump" -75 } } scoutforceanatureknockback { Name "Knockback upgrade" Attribute "scattergun knockback mult" Cap 1000 Increment 500 Cost 250 Description "knockback x500" AllowedWeapons { ItemName "The Force-A-Nature" } SecondaryAttributes { "damage causes airblast" 1 "airblast pushback scale" 500 } } scoutforceanaturebullets { Name "Fat shells" Attribute "bullets per shot bonus" Cap 3 Increment 0.2 Cost 50 Description "+20% bullets per shot, +10% damage" AllowedWeapons { ItemName "The Force-A-Nature" } SecondaryAttributes { "damage penalty" 0.1 } } scoutsodapopperpower { Name "Soda popper power" Attribute "air dash count" Cap 5 Increment 5 Cost 400 Description "Minicrits while you're airborne, gain 5 extra jumps, +25% damage" AllowedWeapons { ItemName "The Soda Popper" } SecondaryAttributes { "damage penalty" 0.25 } } scoutmeleemark { Name "Mark for Death" Attribute "mark for death" Cap 1 Increment 1 Cost 500 Description "Fan-O-War no longer needed" AllowPlayerClass Scout AllowedWeapons { Slot "Melee" } } scoutmeleefling { Name "Outta the park!" Attribute "damage causes airblast" Cap 1 Increment 1 Cost 250 Description "Damage causes knockback" AllowPlayerClass Scout AllowedWeapons { Slot "Melee" } SecondaryAttributes { "airblast pushback scale" 20 "melee cleave attack" 1 } } scoutmeleedamage { Name "Batter Up!" Attribute "damage bonus" Cap 4 Increment 1 Cost 500 Description "+100% damage bonus" AllowedPlayerClass Scout AllowedWeapons { ClassName "tf_weapon_bat" ClassName "tf_weapon_bat_fish" ClassName "tf_weapon_bat_wood" } } scoutpistolheadshot { Name "Headshot capability" Attribute "can headshot" Cap 1 Increment 1 Cost 400 Description "You can now get headshots! They also do +150% damage." AllowPlayerClass Scout AllowedWeapons { Slot "Secondary" } SecondaryAttributes { "headshot damage increase" 1.5 } DisallowedWeapons { ClassName "tf_weapon_lunchbox_drink" ClassName "tf_weapon_jar_milk" ClassName "tf_weapon_cleaver" ItemName "The Winger" } } scoutshortstopheadshot { Name "Headshot capability" Attribute "can headshot" Cap 1 Increment 1 Cost 500 Description "You can now get headshots! They also do +300% damage." AllowPlayerClass Scout AllowedWeapons { ItemName "The Shortstop" } SecondaryAttributes { "headshot damage increase" 3 } DisallowedWeapons { Slot "Secondary" Slot "Melee" ItemName "The Force-A-Nature" } } scoutshortstopeh { Name "Explosive Headshot" Attribute "explosive sniper shot" Cap 3 Increment 1 Cost 350 Description "sniper is a diaper baby" AllowPlayerClass Scout AllowedWeapons { ItemName "The Shortstop" } DisallowedWeapons { Slot "Secondary" Slot "Melee" } } shortstopscoutbig { Name "Become the guy" Attribute "max health additive bonus" Cap +775 Increment +775 Cost 600 Description "+775 HP" AllowedWeapons { ItemName "The Shortstop" } SecondaryAttributes { "model scale" 0.5 "voice pitch scale" -0.2 "provide on active" -1 } } scoutstockefficiency { Name "Efficient Scattergun" Attribute "drop health pack on kill" Cap 1 Increment 1 Cost 750 Description "Shoot 20% faster, reload 20% faster, +150% ammo capacity, drop health kit on kill" AllowPlayerClass Scout AllowedWeapons { Slot "Primary" } DisallowedWeapons { ItemClass "tf_weapon_handgun_scout_primary" ItemName "The Soda Popper" ItemName "tf_weapon_pep_brawler_blaster" ItemName "The Force-A-Nature" ItemName "The Back Scatter" ItemName "The Shortstop" } SecondaryAttributes { "faster reload rate" -0.2 "fire rate bonus" -0.2 "maxammo primary increased" 1.5 } } scoutbackscatterupgrade { Name "Backscatter crits" Attribute "minicrits become crits" Cap 1 Increment 1 Cost 500 Description "Minicrits become crits, +200% crit damage" AllowedWeapons { ItemName "The Back Scatter" } SecondaryAttributes { "mult crit dmg" 2 } } scoutpistolammomastery { Name "Ammo Mastery" Attribute "faster reload rate" Cap -0.1 Increment -1.1 Cost 500 AllowPlayerClass Scout AllowPlayerClass Engineer Description "Removes pistol reload and gives +300% ammo" AllowPlayerClass Scout AllowedWeapons { Slot "Secondary" } SecondaryAttributes { "maxammo secondary increased" 3 } DisallowedWeapons { ClassName "tf_weapon_lunchbox_drink" ClassName "tf_weapon_jar_milk" ClassName "tf_weapon_cleaver" ClassName "tf_weapon_laser_pointer" } } scoutpistolaim { Name "Better Accuracy" Attribute "spread penalty" Cap 0.2 Increment -0.2 Cost 400 Description "Less spread, collaterals do extra damage" AllowPlayerClass Scout AllowedWeapons { Slot "Secondary" } SecondaryAttributes { "penetration damage penalty" +0.5 } DisallowedWeapons { ClassName "tf_weapon_lunchbox_drink" ClassName "tf_weapon_jar_milk" ClassName "tf_weapon_cleaver" } } scoutwingerbullets { Name "Bullets per shot" Attribute "bullets per shot bonus" Cap 8 Increment 1 Cost 400 Description "+1 bullet per shot" AllowedWeapons { ItemName "The Winger" } } scoutpistolexplosive { Name "Explosive shots" Attribute "explosive bullets" Cap 294 Increment 147 Cost 500 Description "Bullets now cause rocket explosions! +100% blast radius per point." AllowPlayerClass Scout AllowedWeapons { Slot "Secondary" ClassName "tf_weapon_handgun_scout_secondary" ItemName "The C.A.P.P.E.R." } DisallowedWeapons { ClassName "tf_weapon_lunchbox_drink" ClassName "tf_weapon_jar_milk" ClassNAme "tf_weapon_cleaver" } } scoutpistolrocketjumpcapability { Name "Rocket Jump capability" Attribute "self dmg push force increased" Cap 4 Increment 2 Cost 250 Description "Go further and take less damage!" AllowPlayerClass Scout AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ClassName "tf_weapon_lunchbox_drink" ClassName "tf_weapon_jar_milk" ClassName "tf_weapon_cleaver" } SecondaryAttributes { "blast dmg to self increased" -0.4 } } equalizerdamage { Name "Damage Upgrade" Attribute "damage bonus" Cap 5 Increment 1 Cost 400 description "+100% damage" AllowedWeapons { ItemName "The Equalizer" } SecondaryAttributes { "restore health on kill" 1 } } equalizerbonusdamage { Name "Stronger Damage Scaling" Attribute "dmg bonus while half dead" Cap 4 Increment 0.5 Cost 750 description "+50% damage when below 50% health and +up to 200% extra possible damage at low health" AllowedWeapons { ItemName "The Equalizer" } SecondaryAttributes { "restore health on kill" 1 "mult dmg with reduced health" 2 } } equalizertauntupgrade { Name "Faster Taunt Attack" Attribute "Gesture speed increase" Cap 1.75 Increment 0.25 Cost 100 Description "Taunt Faster" AllowedWeapons { ItemName "The Equalizer" } SecondaryAttributes { "taunt attack after end" 1 "taunt attack time mult" -0.135 } } equalizertauntresistance { Name "Taunt Resistance" Attribute "blast dmg to self increased" Cap 0.1 Increment -0.1 Cost 50 Description "Take less damage from your taunt" AllowedWeapons { ItemName "The Equalizer" ItemName "The Escape Plan" } } widowmakershotgun { Name "Widowmaker" Attribute "mod max primary clip override" Cap -1 Increment -1 Cost 100 Description "Widowmaker your shotgun" AllowedWeapons { ClassName "TF_WEAPON_SHOTGUN_SOLDIER" } SecondaryAttributes { "add onhit addammo" 100 } DisallowedWeapons { ItemName "The Righteous Bison" } } freezeraybison { Name "Freeze Ray" Attribute "slow enemy on hit" Cap 1 Increment 1 Cost 250 Description "Turns the bison into a tool to slow enemies!" AllowedWeapons { ItemName "The Righteous Bison" } SecondaryAttributes { "set item tint RGB" 199676 "set turn to ice" 1 "stun on damage" 300 } } healraybison { Name "Medigun Beam?" Attribute "mult dmg friendly fire" Cap -4 Increment -2 Cost 400 Description "Heal teammates for +2x base damage" AllowedWeapons { ItemName "The Righteous Bison" } SecondaryAttributes { "set item tint RGB" 1899523 "allow friendly fire" 1 } } megalaser { Name "Mega Laser" Attribute "damage bonus" Cap 5 Increment 5 Cost 2500 Description "Extremely epic" AllowedWeapons { ItemName "The Righteous Bison" } SecondaryAttributes { "particle color rainbow" 25 "custom weapon reload sound" =75|baba.wav } } conscientiousworship { Name "Worship Him" Attribute "damage bonus" Cap 2 Increment 1 Cost 1 Description "Worship him" AllowedWeapons { ItemName "The Conscientious Objector" } SecondaryAttributes { "custom texture hi" "x198a097a" "custom texture lo" "xf3d81c42" } } conscientiousbanana { Name "Ooh, banana" Attribute "damage bonus" Cap 2 Increment 1 Cost 1 Description "Banan" AllowedWeapons { ItemName "The Conscientious Objector" } SecondaryAttributes { "custom texture hi" "x198a097a" "custom texture lo" "xf3d89f5f" } } conscientiousRed { Name "Kiss her!" Attribute "damage bonus" Cap 2 Increment 1 Cost 1 Description "Good girl" AllowedWeapons { ItemName "The Conscientious Objector" } SecondaryAttributes { "custom texture hi" "x198a097a" "custom texture lo" "xf3d91543" } } conscientiousthicc { Name "He Thicc" Attribute "damage bonus" Cap 2 Increment 1 Cost 1 Description "Dayum boi" AllowedWeapons { ItemName "The Conscientious Objector" } SecondaryAttributes { "custom texture hi" "x198a097a" "custom texture lo" "xf3d9b2ea" } } conscientiouseathim { Name "Eat Him" Attribute "damage bonus" Cap 2 Increment 1 Cost 1 Description "Whe he ourple" AllowedWeapons { ItemName "The Conscientious Objector" } SecondaryAttributes { "custom texture hi" "x198a097a" "custom texture lo" "xf3db8c60" } } conscientiouscarrot { Name "Carrot Mode" Attribute "damage bonus" Cap 2 Increment 1 Cost 1 Description "Smoke it" AllowedWeapons { ItemName "The Conscientious Objector" } SecondaryAttributes { "custom texture hi" "x198a097a" "custom texture lo" "xf3dd43ad" } } conscientiouswhitecat { Name "Smooth White Cat" Attribute "damage bonus" Cap 2 Increment 1 Cost 1 Description "He doesn't like it" AllowedWeapons { ItemName "The Conscientious Objector" } SecondaryAttributes { "custom texture hi" "x198a09b5" "custom texture lo" "xf6e9221b" "custom weapon fire sound" =70|noooo.wav "custom hit sound" =75|poopoose.wav "always crit" 1 } } conscientioussogga { Name "Sogga" Attribute "damage bonus" Cap 2 Increment 1 Cost 1 Description "Don't do that, you're scaring it" AllowedWeapons { ItemName "The Conscientious Objector" } SecondaryAttributes { "custom texture hi" "x198a09b5" "custom texture lo" "xf6ea5a61" "custom weapon fire sound" =65|mama44100.wav "custom impact sound" =65|mama44100.wav "always crit" 1 } } conscientiousjack { Name "Destroy it" Attribute "damage bonus" Cap 2 Increment 1 Cost 1 Description "Kick it" AllowedWeapons { ItemName "The Conscientious Objector" } SecondaryAttributes { "custom weapon fire sound" =65|FU.wav "custom hit sound" =65|fuckinshet.wav "always crit" 1 "custom texture hi" "x198a09b9" "custom texture lo" "x6dc9089b" } } conscientiousAGP { Name "AGP" Attribute "damage bonus" Cap 2 Increment 1 Cost 1 Description "RIP to a legend" AllowedWeapons { ItemName "The Conscientious Objector" } SecondaryAttributes { "custom weapon fire sound" =65|IDGAGDIDGAGGD44100.wav "custom texture hi" "x198a09b9" "custom texture lo" "x6dc96683" } } rocketjumperhealthboost { Name "Power to he who breaks the mold" Attribute "max health additive bonus" Cap 1500 Increment 300 Cost 500 Description "+300 max health because you're cool" AllowedWeapons { ItemName "Rocket Jumper" } } mantreadsmeleeresist { Name "Melee Resistance" Attribute "mult dmgtaken from melee" Cap 0.25 Increment -0.25 Cost 300 Description "+25% melee resistance" AllowedWeapons { ItemName "The Mantreads" } } mantreadshealthonkill { Name "Heal on kill" Attribute "restore health on kill" Cap 50 Increment 25 Cost 300 Description "Restore +25% of base health on kill" AllowedWeapons { ItemName "The Mantreads" } } mantreadsdamage { Name "Stomp Damage" Attribute "damage bonus" Cap 4 Increment 1 Cost 250 Description "+2x fall damage applied to enemies" AllowedWeapons { ItemName "The Mantreads" } SecondaryAttributes { "damage force reduction" -0.083 } } standinghere { Name "Standing here..." Attribute "melee attack rate bonus" Cap 0.05 Increment -0.55 Cost 1000 Description "I realize you are just like me, trying to make history" AllowedWeapons { ItemName "The Half-Zatoichi" } SecondaryAttributes { "mult smack time" -4 } } butwhostojudge { Name "But who's to judge" Attribute "move speed bonus" Cap 1.7 Increment 0.4 Cost 1000 Description "The right from wrong? When our guard is down I think we'll both agree that" AllowedWeapons { ItemName "The Half-Zatoichi" } } violencebreedsviolence { Name "Violence breeds violence" Attribute "melee cleave attack" Cap 1 Increment 1 Cost 500 Description "But in the end it has to be this way" AllowedWeapons { ItemName "The Half-Zatoichi" } } ivecarvedmyownpath { Name "I've carved my own path" Attribute "melee range multiplier" Cap 2 Increment 1 Cost 1000 Description "You followed your wrath, but maybe we're both the same" AllowedWeapons { ItemName "The Half-Zatoichi" } } theworldhasturned { Name "The world has turned" Attribute "ragdolls become ash" Cap 1 Increment 1 Cost 50 Description "And so many have burned, but nobody is to blame" AllowedWeapons { Itemname "The Half-Zatoichi" } SecondaryAttributes { "item color rgb" 16711680 } } yetstaringacrossthisbarrenwastedland { Name "Yet staring across this barren wasted land" Attribute "speed_boost_on_hit" Cap 1 Increment 1 Cost 500 Description "I feel new life will be born beneath the blood stained sand" AllowedWeapons { ItemName "The Half-Zatoichi" } } I'mglennquagmire { Name "I'm Glenn Quagmire" Attribute "Reload time increased" Cap 0.1 Increment -0.1 Cost 300 Description "Lois! I just figured out how to HAVE SEX WITH CHILDREN AND KILL THEM" AllowedWeapons { ItemName "The Family Business" } SecondaryAttributes { "move speed penalty" +0.05 "clip size bonus" +0.33 "maxammo secondary increased" +0.5 } } FamilyGuy { Name "Family Guy" Attribute "damage penalty" Cap 3 Increment 0.25 Cost 500 Description "Peter Griffin Damage" AllowedWeapons { ItemName "The Family Business" } SecondaryAttributes { "bullets per shot bonus" +0.5 "overheal from heal on kill" +1 } } Pricklyhands { Name "Prickly Hands" Attribute "allow bunny hop" Cap 2 Increment 2 Cost 600 Description "Heavy feel funny" AllowedWeapons { ItemName "The Eviction Notice" } SecondaryAttributes { "mod_maxhealth_drain_rate" -5 "damage penalty" +0.6 } } engiarmorpiercing { Name "Armor Piercing" Attribute "mult dmg vs tanks" Cap 2 Increment 0.5 Cost 400 Description "+50% tank damage" AllowPlayerClass Engineer AllowedWeapons { Slot "Primary" } } mediccrossbowmilk { Name "Milk Crossbow" Attribute "fires milk bolt" Cap 1 Increment 1 Cost 200 Description "secondary attack fires milk bolt" AllowPlayerClass Medic AllowedWeapons { ItemClass "tf_weapon_crossbow" } DisallowedWeapons { Slot "Secondary" Slot "Melee" } } mediccrossbowheadshot { Name "Headshots" Attribute "sniper no headshots" Cap 0 Increment -1 Cost 300 Description "Crossbow can now headshot" AllowPlayerClass Medic AllowedWeapons { ItemClass "tf_weapon_crossbow" } SecondaryAttributes { "can headshot" 1 } DisallowedWeapons { Slot "Secondary" Slot "Melee" } } mediccrossbowcollateral { Name "Heal Buildings" Attribute "arrow heals buildings" Cap 240 Increment 60 Cost 400 Description "Arrow heals buildings for +60HP" AllowPlayerClass Medic AllowedWeapons { ItemClass "tf_weapon_crossbow" } DisallowedWeapons { Slot "Secondary" Slot "Melee" } } enforcerfat { Name "Fat Enforcer" Attribute "damage bonus while disguised" Cap 4 Increment 0.4 Cost 150 Description "Juicy disguise shots" AllowedWeapons { ItemName "The Enforcer" } } enforcerbetter { Name "Better Enforcer" Attribute "revolver use hit locations" Cap 1 Increment 1 Cost 500 Description "Can headshot, +40% cloak on kill, +25% of base health on kill" AllowedWeapons { ItemName "The Enforcer" } SecondaryAttributes { "add cloak on kill" 40 "restore health on kill" 25 "keep disguise on attack " 1 } } bigearnerbetter { Name "Better Big Earner" Attribute "max health additive bonus" Cap +25 Increment +25 Cost 500 Description "+25 max health, +40% cloak on kill, +30% of base health on kill" AllowedWeapons { ItemName "The Big Earner" } SecondaryAttributes { "add cloak on kill" 40 "restore health on kill" 30 } } } ItemAttributes { ItemName "The Equalizer" "set turn to ice" 1 } Mission // sentry buster { Objective DestroySentries InitialCooldown 120 Where spawnbot_left Where spawnbot_right BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 120 TFBot { Template T_TFBot_SentryBuster } } Mission // Spy - wave 1 { Objective Spy InitialCooldown 180 Where spawnbot_mission_spy BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 180 DesiredCount 2 TFBot { Class Spy Skill Expert Name Spy } } Mission // Sniper - wave 1 { Objective Sniper InitialCooldown 120 Where spawnbot_mission_sniper BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 210 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Engineer - wave 1 { Objective Sniper InitialCooldown 200 Where spawnbot_invasion BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 200 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot_left TeleportWhere spawnbot_right TeleportWhere spawnbot_invasion } } Wave { StartWaveOutput { Target wave_start_relay_ironman Action Trigger } Checkpoint Yes //STAGE 01 //Currency Whatever I want it to be /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 01a: 60 total, 10 active, Scout (bonk) { Name "wave01" Where spawnbot_left Where spawnbot_right TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 1000 TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit Item "Point and Shoot" } } WaveSpawn //WAVE 01b: 32 total, 8 active, Pyro (always fire) { Name "wave01" Where spawnbot_right TotalCount 32 MaxActive 8 SpawnCount 8 WaitBeforeStarting 3 WaitBetweenSpawns 7 TotalCurrency 1000 TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon Item "Old Guadalajara" } } WaveSpawn //WAVE 01c: [GIANT] 12 total, 4 active, Demoman (demoknight) { Name "wave01" Where spawnbot_left TotalCount 12 MaxActive 4 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 1000 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish Attributes AlwaysCrit Item "Spine-Chilling Skull" } } //STAGE 02 //Currency 400 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 02a: [GIANT] 10(20) total, 10(20) active, Soldier (slow crit + uber medic) { Name "wave02" Where spawnbot_right TotalCount 20 MaxActive 20 SpawnCount 4 WaitForAllDead "wave01" WaitBeforeStarting 5 WaitBetweenSpawns 2 TotalCurrency 1000 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit ClassIcon soldier_giant Item "Idiot box" Item "Shoestring Budget" } TFBot { Template T_TFBot_Medic_QuickUber Item "The Warsworn Helmet" } } } //STAGE 03 //Currency 1000 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 03a: 40 total, 10 active, Soldier { Name "wave03" Where spawnbot_left TotalCount 40 MaxActive 10 SpawnCount 5 WaitForAllDead "wave02" WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 300 TFBot { Class Soldier Skill Easy Item "Defiant Spartan" } } WaveSpawn //WAVE 03b: 40 total, 10 active, Heavyweapons { Name "wave03" Where spawnbot_right TotalCount 40 MaxActive 10 SpawnCount 5 WaitForAllDead "wave02" WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 900 TFBot { Class Heavyweapons Skill Easy Item "The Crone's Dome" } } WaveSpawn //WAVE 03c: [GIANT] 5 total, 2 active, Soldier { Name "wave03" Where spawnbot_right TotalCount 5 MaxActive 2 SpawnCount 1 WaitForAllDead "wave02" WaitBeforeStarting 8 WaitBetweenSpawns 30 TotalCurrency 600 TFBot { Template T_TFBot_Giant_Soldier_Spammer ClassIcon soldier_giant Item "Idiot box" Item "Shoestring Budget" } } WaveSpawn //WAVE 03d: [GIANT] 5 total, 2 active, Heavyweapons { Name "wave03" Where spawnbot_left Where spawnbot_right TotalCount 5 MaxActive 2 SpawnCount 1 WaitForAllDead "wave02" WaitBeforeStarting 8 WaitBetweenSpawns 30 TotalCurrency 600 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Heavyweapons Item "The Crone's Dome" } } //STAGE 04 //Currency 1200 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 04a: 80 total, 10 active, Scout { Name "wave04" Where spawnbot_right RandomSpawn 1 TotalCount 80 MaxActive 10 SpawnCount 5 WaitForAllDead "wave03" WaitBeforeStarting 10 WaitBetweenSpawns 8 TotalCurrency 1200 TFBot { Class Scout Skill Easy Attributes AlwaysCrit Item "Point and Shoot" } } WaveSpawn //WAVE 04b: [3 TANKS] { Name "wave04" TotalCount 3 WaitForAllDead "wave03" WaitBeforeStarting 0 WaitBetweenSpawns 50 TotalCurrency 1200 Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_a_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } //STAGE 05 //Currency 1000 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 05a: [GIANT] 40 total, 15 active, Demoman { Name "wave05" Where spawnbot_invasion TotalCount 40 MaxActive 10 SpawnCount 5 WaitForAllDead "wave04" WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 500 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Demo_RapidFire Item "Spine-Chilling Skull" } } WaveSpawn //WAVE 05b: 40 total, 5 active, Demoman (Eyelander + Charge N Targe) { Name "wave05" Where spawnbot_right TotalCount 40 MaxActive 5 SpawnCount 5 WaitForAllDead "wave04" WaitBeforeStarting 30 WaitBetweenSpawns 8 TotalCurrency 500 TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit Item "Spine-Chilling Skull" } } WaveSpawn //WAVE 05c: [TANK] { Name "wave05" TotalCount 1 WaitForAllDead "wave04" WaitBeforeStarting 55 WaitBetweenSpawns 0 TotalCurrency 600 Tank { Health 40000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_a_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } //STAGE 06 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 06a: 40 total, 20 active, Soldier (Direct hit, buff banner) { Name "wave06a" Where spawnbot_invasion RandomSpawn 1 TotalCount 40 MaxActive 20 SpawnCount 10 WaitForAllDead "wave05" WaitBeforeStarting 15 WaitBetweenSpawns 2 TotalCurrency 300 TFBot { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Item "The Direct Hit" Item "The Buff Banner" Item "Defiant Spartan" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Direct Hit" "damage bonus" 2.0 } CharacterAttributes { "increase buff duration" 9.0 } } } WaveSpawn //WAVE 06b: [GIANT] 4(8) total, 4(8) active, Heavyweapons (Always Crit + Giant medic) { Name "wave06b" Where spawnbot_right TotalCount 8 MaxActive 8 SpawnCount 2 WaitForAllSpawned "wave06a" WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 400 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Attributes AlwaysCrit Item "The Crone's Dome" } TFBot { Template T_TFBot_Giant_Medic Item "The Warsworn Helmet" } } } //STAGE 07 //Currency 1300 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 07a: [4 TANKS] { Name "wave07" TotalCount 4 WaitForAllDead "wave06b" WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 1100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 42000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_a_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 07b: 96 total, 16 active, Spy { Name "wave07" Where spawnbot_invasion TotalCount 96 MaxActive 16 SpawnCount 8 WaitForAllDead "wave06b" WaitBeforeStarting 40 WaitBetweenSpawns 5 TotalCurrency 200 RandomSpawn 1 TFBot { Class Spy Skill Expert Attributes IgnoreFlag } } //STAGE 08 //Currency 1400 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 08a: 75 total, 20 active, Sniper (Huntsman) { Name "wave08a" Where spawnbot_invasion RandomSpawn 1 TotalCount 75 MaxActive 20 SpawnCount 5 WaitForAllDead "wave07" WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 300 TFBot { Template T_TFBot_Sniper_Huntsman Skill Expert Item "Larrikin Robin" Attributes AlwaysCrit ItemAttributes { ItemName "The Huntsman" "damage bonus" 1.5 "faster reload rate" 0.2 } } } WaveSpawn //WAVE 08b: 75 total, 20 active, Soldier (Always Crit) { Name "wave08b" Where spawnbot_invasion RandomSpawn 1 TotalCount 75 MaxActive 20 SpawnCount 5 WaitForAllSpawned "wave08a" WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 300 TFBot { Class Soldier Skill Expert Attributes AlwaysCrit Item "Defiant Spartan" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } WaveSpawn //WAVE 08c: 75 total, 20 active, Demoman (Always Crit) { Name "wave08c" Where spawnbot_invasion RandomSpawn 1 TotalCount 75 MaxActive 20 SpawnCount 5 WaitForAllSpawned "wave08b" WaitBeforeStarting 5 WaitBetweenSpawns 1 TotalCurrency 200 TFBot { Class Demoman Skill Expert Attributes AlwaysCrit Item "Spine-Chilling Skull" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "Projectile speed increased" 2.0 } } } WaveSpawn //WAVE 08d: 75 total, 20 active, Pyro (Always Crit) { Name "wave08d" Where spawnbot_invasion RandomSpawn 1 TotalCount 75 MaxActive 20 SpawnCount 5 WaitForAllSpawned "wave08c" WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 200 TFBot { Class Pyro Skill Expert Attributes AlwaysCrit Item "Old Guadalajara" ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 2.0 } CharacterAttributes { "move speed bonus" 1.5 } } } WaveSpawn //WAVE 08e: 75 total, 20 active, Scout (Always Crit) { Name "wave08e" Where spawnbot_invasion RandomSpawn 1 TotalCount 75 MaxActive 20 SpawnCount 5 WaitForAllSpawned "wave08d" WaitBeforeStarting 5 WaitBetweenSpawns 1 TotalCurrency 200 TFBot { Class Scout Skill Expert Attributes AlwaysCrit Item "Point and Shoot" } } WaveSpawn //WAVE 08f: 48 total, 22 active, Heavyweapons (Always Crit + Uber medic) { Name "wave08f" Where spawnbot_invasion RandomSpawn 1 TotalCount 48 MaxActive 22 SpawnCount 4 WaitForAllSpawned "wave08e" WaitBeforeStarting 5 WaitBetweenSpawns 1 TotalCurrency 200 Squad { TFBot { Class Heavyweapons Skill Expert Attributes AlwaysCrit Item "The Crone's Dome" ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } } TFBot { Template T_TFBot_Medic_QuickUber Item "The Warsworn Helmet" } } } WaveSpawn //WAVE 08g: [FINAL TANK] { Name "wave08g" TotalCount 1 WaitForAllDead "wave08d" WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 0 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 60000 Speed 75 Name "tankboss" Skin 1 StartingPathTrackNode "tank_path_a_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } }