#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_aeon_yaki.pop WaveSchedule { StartingCurrency 400 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom yes // lets see how long this lasts Templates // sneak in some guff { T_TFBot_Demoman_Swordtoss // watch me throw my sword { Class Demoman ClassIcon demoknight Name "Sword Thrower Demo" Skill Normal WeaponRestrictions PrimaryOnly Item "the loch-n-load" Item "the persian persuader" Item "The Splendid Screen" Item "Sultan's Ceremonial" ItemAttributes { ItemName "the persian persuader" "is_passive_weapon" 1 "fire rate penalty" 1.5 } ItemAttributes { ItemName "the loch-n-load" "faster reload rate" -1 "fire rate penalty" 2 //sync better with melee animation "custom projectile model" "models/workshop/weapons/c_models/c_demo_sultan_sword/c_demo_sultan_sword.mdl" "damage bonus" 0.65 "projectile speed increased" 0.45 "dmg bonus vs buildings" 1 "Blast radius decreased" 0.01 //melee weapon has no blast radius "dmg pierces resists absorbs" 1 "grenade no spin" 0 } CharacterAttributes { "hand scale" 0.001 //hide the grenade launcher } } T_TFBot_Demoman_Swordtoss_Gatebot { Class Demoman ClassIcon demoknight Name "Sword Thrower Demo" EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates 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 Item "MvM GateBot Light Spy" Skill Normal WeaponRestrictions PrimaryOnly Item "the loch-n-load" Item "the persian persuader" Item "The Splendid Screen" Item "Sultan's Ceremonial" ItemAttributes { ItemName "the persian persuader" "is_passive_weapon" 1 "fire rate penalty" 1.5 } ItemAttributes { ItemName "the loch-n-load" "faster reload rate" -1 "fire rate penalty" 2 //sync better with melee animation "custom projectile model" "models/workshop/weapons/c_models/c_demo_sultan_sword/c_demo_sultan_sword.mdl" "damage bonus" 0.65 "projectile speed increased" 0.45 "dmg bonus vs buildings" 1 "Blast radius decreased" 0.01 //melee weapon has no blast radius "dmg pierces resists absorbs" 1 "grenade no spin" 0 } CharacterAttributes { "hand scale" 0.001 //hide the grenade launcher } } RevertGateBotsBehavior { Item "MvM GateBot Light Spy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Spy" "item style override" 1 } ItemAttributes { ItemName "the persian persuader" "is_passive_weapon" 1 "fire rate penalty" 1.5 } ItemAttributes { ItemName "the loch-n-load" "faster reload rate" -1 "fire rate penalty" 2 //sync better with melee animation "custom projectile model" "models/workshop/weapons/c_models/c_demo_sultan_sword/c_demo_sultan_sword.mdl" "damage bonus" 0.65 "projectile speed increased" 0.45 "dmg bonus vs buildings" 1 "Blast radius decreased" 0.01 //melee weapon has no blast radius "dmg pierces resists absorbs" 1 "grenade no spin" 0 } Skill Normal WeaponRestrictions PrimaryOnly Item "the loch-n-load" Item "the persian persuader" Item "The Splendid Screen" Item "Sultan's Ceremonial" CharacterAttributes { "hand scale" 0.001 //hide the grenade launcher } } } } T_TFBot_Demoman_Persuader //just the rottenb one { Class Demoman ClassIcon demoknight Skill Hard Item "Sultan's Ceremonial" Item "Ali Baba's Wee Booties" Item "The Persian Persuader" Item "The Splendid Screen" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } WeaponRestrictions MeleeOnly CharacterAttributes { "critboost on kill" 3 } } T_TFBot_Giant_Pyro_Shotgun // funky animation games { Class Pyro Name "Giant Shotgun Pyro" ClassIcon heavy_shotgun Health 3800 EventChangeAttributes { Default { 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 BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Skill Expert WeaponRestrictions SecondaryOnly MaxVisionRange 1200 Attributes MiniBoss Attributes HoldFireUntilFullReload Item "MvM GateBot Light Pyro" ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "is_passive_weapon" 1 } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PYRO" "fire rate bonus" 1.15 "bullets per shot bonus" 2 "damage penalty" 0.5 "faster reload rate" 0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert WeaponRestrictions SecondaryOnly MaxVisionRange 1200 Attributes MiniBoss Attributes HoldFireUntilFullReload Item "MvM GateBot Light Pyro" ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "is_passive_weapon" 1 "airblast disabled" 1 } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PYRO" "fire rate bonus" 1.15 "bullets per shot bonus" 2 "damage penalty" 0.5 "faster reload rate" 0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFBot_Engineer_Widower { Class Engineer ClassIcon engineer //find the widowmaker icon later Skill Normal Health 200 WeaponRestrictions PrimaryOnly Item "The Widowmaker" ItemAttributes { ItemName "The Widowmaker" "fire rate bonus" 1.2 } } T_TFBot_Giant_Soldier_Beam //shameless yoink, probably wont even use { Class Soldier Name "Giant Beam Soldier" Item "The Cow Mangler 5000" ClassIcon soldier_mangler Skill Expert Health 4200 Attributes MiniBoss ItemAttributes { ItemName "The Cow Mangler 5000" //"set item tint rgb" 8388736 "clip size upgrade atomic" 7.0 "override projectile type" 13 "faster reload rate" 0.15 "fire rate bonus" 0.05 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Sniper_Silent_Assassin // AlwaysCrit, silent kills { Class Sniper Skill Hard MaxVisionRange 2500 Item "Cold Killer" Item "The Hitman's Heatmaker" Attributes AlwaysCrit ItemAttributes { ItemName "The Hitman's Heatmaker" "silent killer" 1 "faster reload rate" 0.5 } } T_TFBot_Medic_SuperHeal //essentially a small giant medic { Class Medic Name "Quick-Fix Medic" Skill Hard Item "The Quick-Fix" ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.001 } CharacterAttributes { "heal rate bonus" 444 //the real bigheal } } T_TFBot_Medic_Supercharge //200% OH, fast heal and OH-decay { Class Medic Name "Supercharge Medic" Skill Normal ClassIcon medic_quickfix Item "The Quick-Fix" ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.001 "heal rate bonus" 50 "overheal expert" 3 // apparently this works with bots "overheal decay penalty" 0.1 } } T_TFGateBot_Giant_Heavyweapons { Class Heavyweapons Name "Giant Heavy" Health 5000 ClassIcon heavy_giant EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates 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 Item "MvM GateBot Light Heavy" Skill Hard WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Normal WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Demoman_Knight { Class Demoman ClassIcon demoknight_giant Name "Giant Demoknight" Health 3500 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag bot_giant Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Expert //Item "The Chargin' Targe" // charge movespeed buff seems to never end Item "The Eyelander" Item "Ali Baba's Wee Booties" WeaponRestrictions MeleeOnly Attributes MiniBoss //ItemAttributes //{ //ItemName "The Eyelander" //"heal on kill" 500 //} CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { //Item "Prince Tavish's Crown" Tag bot_giant //Item "The Chargin' Targe" Item "The Eyelander" Item "Ali Baba's Wee Booties" Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } //ItemAttributes //{ //ItemName "The Eyelander" //"heal on kill" 500 //} Skill Expert WeaponRestrictions MeleeOnly Attributes MiniBoss CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } T_TFGateBot_Giant_Pyro_Flare_Spammer { Class Pyro Name "Giant Flare Pyro" ClassIcon pyro_flare_giant Health 3000 EventChangeAttributes { Default { Skill Expert Item "The Flare Gun" Item "MvM GateBot Light Pyro" WeaponRestrictions SecondaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } RevertGateBotsBehavior { Skill Expert Item "The Flare Gun" Item "MvM GateBot Light Pyro" WeaponRestrictions SecondaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } } T_TFGateBot_Soldier_Slowrocket { Class Soldier ClassIcon soldier_crit EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates 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 Skill Easy Item "The Original" Item "MvM GateBot Light Soldier" ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.5 } } RevertGateBotsBehavior { Skill Easy Item "The Original" Item "MvM GateBot Light Soldier" ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.5 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } } } } T_TFGateBot_Soldier_Hard_Crit { Class Soldier EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Attributes AlwaysCrit 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 Item "MvM GateBot Light Soldier" Skill Normal } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" Attributes AlwaysCrit ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal } } } T_Aeon_Giant_Demo_RapidFire_Crit { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon demo_giant Health 3300 EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag bot_gatebot Item "MvM GateBot Light Demoman" Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage force reduction" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage force reduction" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } T_TFGateBot_Giant_Heavyweapons_Rapidheal // a classic nobody really does { Class Heavy Name "Giant Heal-on-Hit Heavy" ClassIcon heavy_deflector_healonkill Health 5000 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates 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 Item "MvM GateBot Light Spy" Skill Normal Item "Deflector" Item "The Eliminators Safeguard" WeaponRestrictions PrimaryOnly MaxVisionRange 1600 Attributes MiniBoss ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 "heal on hit for rapidfire" 50 } ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Spy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Spy" "item style override" 1 } Skill Normal Item "Deflector" Item "The Eliminators Safeguard" WeaponRestrictions PrimaryOnly MaxVisionRange 1600 Attributes MiniBoss ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 "heal on hit for rapidfire" 50 } ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Scout_Fast_Sunstick { Class Scout Name "Super Sunstick Scout" ClassIcon scout_giant_fast Health 1200 EventChangeAttributes { Default { Tag bot_gatebot Tag nav_prefer_gate1_flank BehaviorModifiers push Attributes IgnoreFlag Skill Normal Item "MvM GateBot Light Scout" Item "Sun-on-a-Stick" WeaponRestrictions MeleeOnly Attributes MiniBoss CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "increase player capture value" -1 } } RevertGateBotsBehavior { Skill Normal Item "MvM GateBot Light Scout" Item "Sun-on-a-Stick" WeaponRestrictions MeleeOnly Attributes MiniBoss ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "increase player capture value" -1 } } } } T_Aeon_Pyro_Axtinguisher_Fix //oops wrong weaponrestriction!! { Class Pyro Name "Axtinguisher Pyro" ClassIcon pyro_axtinguisher EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag bot_gatebot Item "MvM GateBot Light Pyro" Skill Expert WeaponRestrictions MeleeOnly Item "The Axtinguisher" } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert WeaponRestrictions MeleeOnly Item "The Axtinguisher" } } } T_TFBot_Heavyweapons_Heater_Boss { Class Heavyweapons ClassIcon heavy_heater_giant Health 40000 Name "Karnov" Scale 2 EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag bot_gatebot WeaponRestrictions PrimaryOnly Item "The Huo Long Heatmaker" Item "MvM GateBot Light Spy" Skill Normal Attributes MiniBoss Attributes UseBossHealthBar ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "is_passive_weapon" 1 // do stupid shit with this later "faster reload rate" -1 "fire rate bonus" 0.1 "bullets per shot bonus" -1.75 "damage penalty" 0.25 "aiming movespeed decreased" 0.15 } ItemAttributes { ItemName "The Huo Long Heatmaker" "aiming movespeed decreased" 0.15 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 7 "rage giving scale" 0.1 "head scale" 0.7 } } RevertGateBotsBehavior { WeaponRestrictions PrimaryOnly Item "The Huo Long Heatmaker" Skill Normal Attributes MiniBoss Attributes UseBossHealthBar Item "MvM GateBot Light Spy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Spy" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "is_passive_weapon" 1 // do stupid shit with this later "faster reload rate" -1 "fire rate bonus" 0.1 "bullets per shot bonus" -1.75 "damage penalty" 0.25 "aiming movespeed decreased" 0.15 // doesn't work with passive } ItemAttributes { ItemName "The Huo Long Heatmaker" "aiming movespeed decreased" 0.15 // doesn't work with passive } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 7 "rage giving scale" 0.1 "head scale" 1.7 } } } } } Mission // Sniper w2 { Objective Sniper InitialCooldown 30 Where spawnbot_right_far BeginAtWave 2 RunForThisManyWaves 1 DesiredCount 3 CooldownTime 40 TFBot { Template T_TFBot_Sniper Item "The Tribalman's Shiv" } } Mission // Spy w3 { Objective Spy InitialCooldown 60 Where spawnbot_right_far BeginAtWave 3 RunForThisManyWaves 1 DesiredCount 3 CooldownTime 40 TFBot { Template T_TFBot_Spy } } Mission // Sniper w5 { Objective Sniper InitialCooldown 30 Where spawnbot_right_far BeginAtWave 5 RunForThisManyWaves 1 DesiredCount 3 CooldownTime 40 TFBot { Class Sniper Name "Bowman" Skill Hard ClassIcon sniper_bow Item "The Huntsman" Item "The Tribalman's Shiv" ItemAttributes { ItemName "The Huntsman" "damage bonus" 1 "Projectile speed increased" 1.5 } } } Mission // Spy w5 { Objective Spy InitialCooldown 15 Where spawnbot_left_far BeginAtWave 5 RunForThisManyWaves 1 DesiredCount 2 CooldownTime 40 TFBot { Template T_TFBot_Spy } } Mission // Spy w6 { Objective Spy InitialCooldown 90 Where spawnbot_right_far BeginAtWave 6 RunForThisManyWaves 1 DesiredCount 6 CooldownTime 35 TFBot { Template T_TFBot_Spy } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Aeon Advanced ( Shattered Coast ) // Cash given at start: $400 // Wave payouts: // W1: $600 W2: $600 W3: $800 // W4: $800 W5: $800 W6: $0 // Max amount of money: $4500 // Max Amount without bonus: $4000 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //WAVE 1 ////////////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "wave01a" Where spawnbot TotalCount 36 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 2.5 TotalCurrency 100 RandomChoice { TFBot { Template T_TFGateBot_Scout_Normal } TFBot { Template T_TFGateBot_Scout_Melee } TFBot { Template T_TFGateBot_Scout_Melee } TFBot { Template T_TFGateBot_Scout_Melee } } } WaveSpawn { Name "wave01b" Where spawnbot_right_center Where spawnbot_left_center TotalCount 24 MaxActive 6 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 4 WaitForAllSpawned "wave01a" TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFGateBot_Demoman_Normal } } WaveSpawn { Where spawnbot_center Where spawnbot_right_far TotalCount 18 MaxActive 6 SpawnCount 6 WaitBeforeStarting 18 WaitBetweenSpawns 18 WaitForAllDead "wave01a" TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFGateBot_Soldier_Slowrocket } } WaveSpawn { Name "wave01c" Where spawnbot TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 35 WaitBetweenSpawns 30 WaitForAllSpawned "wave01a" TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Demoman_Knight } } WaveSpawn { Name "wave01c" Where spawnbot TotalCount 24 MaxActive 10 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 WaitForAllDead "wave01b" TotalCurrency 100 Support 1 TFBot { Template T_Aeon_Heavyweapons_Heavyweight_Champ } } WaveSpawn { Name "wave01d" Where spawnbot_left_center Where spawnbot_right_center TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 0 WaitForAllDead "wave01b" TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFGateBot_Giant_Demoman_Knight } } WaveSpawn // only here to bring in the bomb { Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawnsAfterDeath 1 TotalCurrency 0 Support 1 TFBot { Template T_Aeon_Heavyweapons_Heavyweight_Champ } } } //WAVE 2 ///////////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "wave02a" Where spawnbot_left_far Where spawnbot_right_far TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFGateBot_Giant_Soldier } } WaveSpawn { Name "wave02b" Where spawnbot_center TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 8 WaitForAllDead "wave02a" TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "wave02c" Where spawnbot TotalCount 25 MaxActive 12 SpawnCount 7 WaitBeforeStarting 15 WaitBetweenSpawns 15 WaitForAllDead "wave02a" TotalCurrency 100 TFBot { Template T_Aeon_Heavyweapons_Heavyweight_Champ_Fast } } WaveSpawn { Name "wave02d" Where spawnbot_center TotalCount 14 MaxActive 14 SpawnCount 7 WaitBeforeStarting 5 WaitBetweenSpawns 15 WaitForAllSpawned "wave02c" TotalCurrency 200 Squad { TFBot { Template T_TFGateBot_Giant_Pyro_Flare_Spammer } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn //tank { Name "wave2tank" TotalCount 1 WaitBeforeStarting 10 WaitForAllDead "wave02a" TotalCurrency 100 FirstSpawnWarningSound "MVM.TankStart" //FirstSpawnOutput //Kills the Tank when it deploys at the end //{ //Target tankboss //Action DestroyIfAtCapturePoint // doesn't work on this map for some reason //} Tank { Health 22000 Speed 80 Name "tankboss" StartingPathTrackNode "tank_path_a1" OnKilledOutput { Target tank_dead_relay Action Trigger } OnBombDroppedOutput { Target game_round_win Action RoundWin } } } } //WAVE 3 ////////////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "wave03a" Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Scout_FAN } } WaveSpawn { Name "wave03b" Where spawnbot_center TotalCount 96 MaxActive 18 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 2 //WaitForAllDead "wave03a" TotalCurrency 300 RandomChoice { TFBot { Template T_TFBot_Demoman_Persuader } TFBot { Template T_TFBot_Demoman_Persuader } TFBot { Template T_TFBot_Demoman_Swordtoss_Gatebot } TFBot { Template T_TFBot_Demoman_Swordtoss } } } WaveSpawn { Name "wave03c" Where spawnbot_center TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 40 WaitForAllDead "wave03b" TotalCurrency 200 TFBot { Template T_TFBot_Giant_Heavyweapons Skill Normal Attributes AlwaysFireWeapon Attributes IgnoreFlag BehaviorModifiers Push ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "minigun spinup time increased" 10 } } } WaveSpawn { Name "wave03c" Where spawnbot_left_far Where spawnbot_left_center Where spawnbot_center Where spawnbot_right_center Where spawnbot_right_far TotalCount 60 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.2 WaitForAllDead "wave03b" TotalCurrency 200 RandomSpawn 1 Support 1 TFBot { Template T_Aeon_Sniper_Huntsman } } } //WAVE 4 //////////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //tank { Name "wave4tank" TotalCount 1 WaitBeforeStarting 0 TotalCurrency 50 FirstSpawnWarningSound "MVM.TankStart" FirstSpawnOutput { Target oceanlevel_relay Action FireUser2 } Tank { Health 20000 Speed 80 Name "tankboss" StartingPathTrackNode "tank_path_b1" OnKilledOutput { Target tank_dead_relay Action Trigger } OnBombDroppedOutput { Target game_round_win Action RoundWin } } } WaveSpawn //tank { Name "wave4tank" TotalCount 1 WaitBeforeStarting 60 TotalCurrency 50 FirstSpawnWarningSound "MVM.TankStart" FirstSpawnOutput { Target oceanlevel_relay Action FireUser3 } Tank { Health 20000 Speed 80 Name "tankboss" StartingPathTrackNode "tank_path_b1" OnKilledOutput { Target tank_dead_relay Action Trigger } OnBombDroppedOutput { Target game_round_win Action RoundWin } } } WaveSpawn //tank { Name "wave4tankc" TotalCount 1 WaitBeforeStarting 60 TotalCurrency 150 WaitForAllDead "wave4tank" FirstSpawnWarningSound "MVM.TankStart" FirstspawnOutput { Target oceanlevel_relay Action FireUser4 } Tank { Health 25000 Speed 80 Name "tankboss" StartingPathTrackNode "tank_path_a1" Skin 1 OnKilledOutput { Target tank_dead_relay Action Trigger } OnBombDroppedOutput { Target game_round_win Action RoundWin } } } WaveSpawn { Name "wave04a" Where spawnbot_center TotalCount 9 MaxActive 6 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 25 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Pyro_Shotgun } TFBot { Template T_TFBot_Medic WeaponRestrictions SecondaryOnly CharacterAttributes { "bot medic uber health threshold" 500 "ubercharge rate bonus" 5 "uber duration bonus" 2 "bot medic uber deploy delay duration" 1.5 } } TFBot { Template T_TFBot_Medic WeaponRestrictions SecondaryOnly CharacterAttributes { "bot medic uber health threshold" 500 "ubercharge rate bonus" 5 "uber duration bonus" 2 "bot medic uber deploy delay duration" 1.5 } } } } WaveSpawn { Name "wave04b" Where spawnbot_left_center TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 0 WaitForAllDead "wave04a" TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Pyro } TFBot { Template T_TFBot_Giant_Pyro } } } WaveSpawn { Name "wave04c" Where spawnbot_center TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 25 WaitForAllDead "wave04b" WaitForAllSpawned "wave4tankc" TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Pyro } TFBot { Template T_TFBot_Medic WeaponRestrictions SecondaryOnly CharacterAttributes { "bot medic uber health threshold" 500 "ubercharge rate bonus" 5 "uber duration bonus" 2 "bot medic uber deploy delay duration" 1.5 } } } } WaveSpawn { Name "wave04support" Where spawnbot_center TotalCount 92 MaxActive 10 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 150 RandomChoice { TFBot { Template T_Aeon_Scout_Primary } TFBot { Template T_Aeon_Soldier_Primary } TFBot { Class Soldier ClassIcon soldier_equalizer Skill Expert WeaponRestrictions MeleeOnly BehaviorModifiers Mobber Item "The Equalizer" } } } WaveSpawn // fake wavespawn for things { WaitForAllDead 1D TotalCount 1 SpawnCount 0 Support 1 TFBot { ClassIcon aeon_oceanlevel_raise } } } //WAVE 5 ///////////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "wave05a" Where spawnbot_left_center Where spawnbot_right_center TotalCount 24 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFGateBot_Heavy_Normal } } WaveSpawn { Name "wave05a" Where spawnbot_left_center Where spawnbot_right_center TotalCount 24 MaxActive 10 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFGateBot_Pyro_Hard } } WaveSpawn { Name "wave05b" Where spawnbot_left_center Where spawnbot_right_center TotalCount 48 MaxActive 16 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.2 WaitForAllDead "wave05a" TotalCurrency 200 TFBot { Template T_TFGateBot_Soldier_Hard_Crit } } WaveSpawn { Name "wave05c" Where spawnbot_center TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 20 WaitForAllSpawned "wave05b" TotalCurrency 200 Squad { TFBot { Template T_Aeon_Giant_Demo_RapidFire_Crit } TFBot { Template T_Aeon_Giant_Medic } } } WaveSpawn { Name "wave05d" Where spawnbot_left_center Where spawnbot_right_center TotalCount 18 MaxActive 18 SpawnCount 6 WaitBeforeStarting 20 WaitBetweenSpawns 25 WaitForAllSpawned "wave05c" TotalCurrency 200 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Rapidheal } TFBot { Template T_TFGateBot_Heavy_Normal } TFBot { Template T_TFGateBot_Heavy_Normal } TFBot { Template T_TFGateBot_Heavy_Normal } TFBot { Template T_TFGateBot_Heavy_Normal } TFBot { Template T_TFGateBot_Heavy_Normal } } } WaveSpawn // only here to bring in the bomb { Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.2 WaitForAllSpawned "wave05c" TotalCurrency 0 Support 1 TFBot { Template T_Aeon_Scout_Primary } } } //WAVE 6 ////////////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "wave06a" Where spawnbot_left_far Where spawnbot_left_center Where spawnbot_center Where spawnbot_right_center Where spawnbot_right_far TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 1 TotalCurrency 0 RandomSpawn 1 TFBot { Template T_TFGateBot_Giant_Scout_Fast_Sunstick } } WaveSpawn { Name "wave06b" Where spawnbot_center TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Heavyweapons_Heater_Boss } } WaveSpawn { Name "wave06c" Where spawnbot_left_far Where spawnbot_left_center Where spawnbot_center Where spawnbot_right_center Where spawnbot_right_far TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 WaitForAllSpawned "wave06b" TotalCurrency 0 RandomSpawn 1 TFBot { Template T_TFGateBot_Giant_Scout_Fast_Sunstick } } WaveSpawn { Name "wave06support" Where spawnbot_center TotalCount 60 MaxActive 10 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 1.5 WaitForAllDead "wave03b" TotalCurrency 0 Support 1 RandomChoice { TFBot { Template T_Aeon_Pyro_Axtinguisher_Fix } TFBot { Template T_TFGateBot_Pyro_Hard } } } } }