// Bronze and Bristle by Tindall Berry and Ultimaximus // Akure Intermediate #base overclocks_tindall.pop population { StartingCurrency 400 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes // Rafmod cvars BodyPartScaleSpeed 50 FixSetCustomModelInput 1 NoRomevisionCosmetics 1 TextPrintTime 0 UpgradeStationKeepWeapons 1 // Custom nav CustomNavFile "mvm_akure_rc1a_unfucked" // Fixes stuck spots, also fixes spawnbot dropdown for Giant Medics thanks to Whurr // Model precache PrecacheModel "models\weapons\c_models\c_entrenched_gun\c_scattergun.mdl" PrecacheModel "models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl" PrecacheModel "models\weapons\c_models\c_howitzer\c_lochnload.mdl" PrecacheModel "models\weapons\w_bugbait.mdl" PrecacheModel "models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl" PrecacheModel "models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl" PrecacheModel "models\weapons\c_models\c_gupgun\c_leechgun.mdl" PrecacheModel "models\props_2fort\cow001_reference.mdl" // Sound precache PrecacheSound "weapons/china_lake_shoot.wav" PrecacheSound "weapons/sven_shotgun_shoot.wav" PrecacheSound "weapons/mp40_shoot.wav" PrecacheSound "weapons/supernailgun_shoot.wav" PrecacheSound "music/pinpinneon_inferior_fabrications.mp3" PrecacheSound "terraria/mechboss_laser.wav" PrecacheSound "terraria/mourning_spine.wav" // Custom weapons // Scout CustomWeapon // Scout Slug Scattergun { Name "Steel Slugger" OriginalItemName "The Back Scatter" "bullets per shot bonus" 0.1 "damage bonus HIDDEN" 8.33 "dmg pierces resists absorbs" 1 "can headshot" 1 "revolver use hit locations" 1 "closerange backattack minicrits" 0 "spread penalty" 1 "custom weapon fire sound" "=75|weapons/shotgun/shotgun_fire6.wav" "custom item model" "models\weapons\c_models\c_entrenched_gun\c_scattergun.mdl" "special item description" "Fires high damage slugs that deal critical damage on headshots." "special item description 2" "Doink!" } // Soldier CustomWeapon // Soldier Homing Rocket Launcher { Name "Psychopath's Seeker" OriginalItemName "The Liberty Launcher" "clip size bonus" 2.5 "hidden primary max ammo bonus" 1.5 "fire rate bonus HIDDEN" 0.35 "projectile spread angle penalty" 10 "projectile speed decreased" 0.65 "mod projectile heat seek power" 360 "mod projectile heat aim error" 360 "mod projectile heat follow crosshair" 1 "mod projectile heat aim time" 2 "Reload time increased" 3 "reload full clip at once" 1 "damage penalty" 0.5 "blast radius decreased" 0.75 "projectile speed increased" 1 "rocket jump damage reduction" 1 "custom weapon fire sound" "=75|weapons/grenade_launcher1.wav" "custom item model" "models\workshop\weapons\c_models\c_hornetsnest\c_atom_launcher.mdl" "special item description" "Launches a wide spread of low damage rockets that home in on the crosshair." "special item description 2" "If you run, you'll only die tired." } CustomWeapon // Soldier Nuke Launcher { Name "Atomic Anguish" OriginalItemName "The Black Box" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "maxammo primary reduced" 0.5 "fire rate penalty" 2.25 "projectile gravity" 800 "dmg penalty vs players" 2 "crits_become_minicrits" 1 "blast dmg to self increased" 1.8 "clip size penalty" 1 "health on radius damage" 0 "paintkit_proto_def_index" 218 // uranium "set_item_texture_wear" 0 // factory new "custom weapon fire sound" "=75|ambient/explosions/explode_1.wav" "special item description" "Launches high damage heavy rockets." "special item description 2" "This was not a good idea at any point in time." } // Pyro CustomWeapon // Pyro Airblast Flame Thrower { Name "Con-man's Compressor" OriginalItemName "The Degreaser" "damage penalty" 0.85 "weapon burn dmg reduced" 0.75 "airblast cost decreased" 0.25 "mult airblast refire time" 0.5 "airblast_pushback_disabled" 1 "single wep deploy time decreased" 1 "switch from wep deploy time decreased" 1 "airblast cost increased" 1 "paintkit_proto_def_index" 214 // neo tokyo "set_item_texture_wear" 0 // factory new "special item description" "Airblasts faster with a reduced cost but deals reduced flame damage." "special item description 2" "We're puttin' on a clinic!" } // Demoman CustomWeapon // Demoman Auto Grenade Launcher { Name "Burst of Brimstone" OriginalItemName "The Loch-n-Load" "clip size bonus" 1.5 "hidden primary max ammo bonus" 1.5 "fire rate bonus HIDDEN" 0.45 "projectile spread angle penalty" 2 "projectile speed increased" 1.5 "grenade explode on impact" 1 "Reload time increased HIDDEN" 0.8 "damage penalty" 0.7 "self dmg push force decreased" 0.3 "clip size penalty" 1 "sticky air burst mode" 0 "dmg bonus vs buildings" 1 "custom weapon fire sound" "=75|weapons/china_lake_shoot.wav" "custom item model" "models\weapons\c_models\c_howitzer\c_lochnload.mdl" "special item description" "Rapidly launches low damage grenades with a smaller explosion radius that explode on impact." "special item description 2" "Blammo!" } CustomWeapon // Demoman Toxic Grenade Launcher { Name "Toxic Torid" OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "clip size bonus" 1.5 "maxammo primary reduced" 0.75 "fire rate penalty" 1.3 "projectile speed decreased" 0.8 "damage penalty" 0.75 "mult dmg vs tanks" 1.6 "bleeding duration" 4 "mult bleeding dmg" 2.5 "slow enemy on hit major" 2 "grenade explode on impact" 1 "self dmg push force decreased" 0.65 "paintkit_proto_def_index" 243 // tumour toasted "set_item_texture_wear" 0 // factory new "custom weapon fire sound" "=75|npc/antlion_grub/squashed.wav" "custom impact sound" "=75|weapons/bugbait/bugbait_impact1.wav" "custom projectile model" "models\weapons\w_bugbait.mdl" "explosion particle" "merasmus_bomb_explosion" "custom kill icon" "purgatory" "special item description" "Launches toxic bombs that slow enemies and deal heavy damage over time." "special item description 2" "Smelly, smelly gas!" } // Heavy CustomWeapon // Heavy Deflector { Name "Bootleg Deflector" OriginalItemName "Deflector" "minigun spinup time increased" 1.25 "aiming movespeed increased" 1.35 "spread penalty" 1.5 "attack projectiles" 1 "damage bonus" 1.1 "special item description" "Destroys projectiles in a wider spread and deals slightly more damage, but spins up slower." "special item description 2" "I hate metal!" } CustomWeapon // Homing Rocket Minigun { Name "Bludger's Barrage" OriginalItemName "Tomislav" "max health additive penalty" -50 "maxammo primary reduced" 0.75 "override projectile type" 2 "fire rate penalty" 1.4 "damage bonus" 2 "mult dmg vs tanks" 3 "Projectile speed decreased" 0.6 "projectile spread angle penalty" 10 "mod projectile heat seek power" 360 "mod projectile heat aim error" 360 "mod projectile heat follow crosshair" 1 "mod projectile heat aim time" 2 "self dmg push force decreased" 0.01 "no self blast dmg" 2 "minigun spinup time decreased" 1 "weapon spread bonus" 1 "paintkit_proto_def_index" 217 // bomber soul "set_item_texture_wear" 0 // factory new "custom kill icon" "merasmus_zap" "special item description" "Fires homing rockets in a wide spread that converge on the crosshair." "special item description 2" "I have one question for you: EXPLOSIONS?!" } CustomWeapon // Heavy Auto Shotgun { Name "Soviet Slammer" OriginalItemName "The Family Business" "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "maxammo secondary reduced" 0.75 "fire rate bonus HIDDEN" 0.4 "spread penalty" 2 "mult dmg vs tanks" 0.5 "damage penalty" 1 "clip size bonus" 1 "fire rate bonus" 1 "custom weapon fire sound" "=55|weapons/sven_shotgun_shoot.wav" "custom item model" "models\workshop\weapons\c_models\c_tactigatling\c_russian_riot.mdl" "special item description" "Fires inaccurate shells rather quickly." "special item description 2" "I am 100 metres from your location and approaching rapidly." } // Engineer CustomWeapon // Engineer Machine Gun { Name "Veruc" OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY" "single wep deploy time increased" 1.25 "mod no reload DISPLAY ONLY" 1 "mod max primary clip override" -1 "fire rate bonus HIDDEN" 0.3 "bullets per shot bonus" 0.3 "spread penalty" 2 "damage bonus" 1.66 "custom weapon fire sound" "=55|weapons/mp40_shoot.wav" "custom item model" "models\workshop_partner\weapons\c_models\c_great_peace_preserver\c_dex_shotgun.mdl" "special item description" "Rapidly fires three bullets in a horizontal spread." "special item description 2" "I want that rifle, Daddy!" } // Medic CustomWeapon // Medic Burst Fire Syringe Gun { Name "Four Part Plan" OriginalItemName "The Blutsauger" "add cond on hit" 24 // jarate "add cond on hit duration" 7 "single wep deploy time increased" 1.35 "clip size penalty" 0.1 "maxammo primary reduced" 0.133 "fire rate bonus HIDDEN" 0.5 "damage bonus" 2 "no reduced damage rampup" 1 "heal on hit for rapidfire" 0 "custom weapon fire sound" "=75|weapons/supernailgun_shoot.wav" "custom item model" "models\weapons\c_models\c_gupgun\c_leechgun.mdl" "special item description" "Rapidly fires high damage syringes that coat enemies with Jarate." "special item description 2" "Part five: booby trap the stalemate button!" } // Spy CustomWeapon // Spy Multi-shot Revolver { Name "Maggie" // Based on the Maggie from Borderlands 2 OriginalItemName "TF_WEAPON_REVOLVER" "clip size penalty" 0.34 "maxammo secondary reduced" 0.5 "fire rate penalty" 1.8 "bullets per shot bonus" 6 "spread penalty" 4 "damage penalty" 0.4 "paintkit_proto_def_index" 263 // death deluxe "set_item_texture_wear" 0 // factory new "custom weapon fire sound" "=75|weapons/357_fire2.wav" "special item description" "Fires six bullets in a wide spread." "special item description 2" "Monty's wife don't take no guff." } ExtraLoadoutItems { Scout { Primary "Steel Slugger" } Soldier { Primary "Psychopath's Seeker" Primary "Atomic Anguish" } Pyro { Primary "Con-man's Compressor" } Demoman { Primary "Burst of Brimstone" Primary "Toxic Torid" } HeavyWeapons { Primary "Bootleg Deflector" Primary "Bludger's Barrage" Secondary "Soviet Slammer" } Engineer { Primary "Veruc" } Medic { Primary "Four Part Plan" } Spy { Secondary "Maggie" } } // Upgrade bans DisallowUpgrade { Name "Rocket Jumper" Upgrade "clip size upgrade atomic" MaxLevel 0 } DisallowUpgrade { Name "Rocket Jumper" Upgrade "faster reload rate" MaxLevel 0 } DisallowUpgrade { Name "Atomic Anguish" Upgrade "clip size upgrade atomic" MaxLevel 0 } DisallowUpgrade { Name "Con-man's Compressor" Upgrade "airblast pushback scale" MaxLevel 0 } DisallowUpgrade { Name "Stickybomb Jumper" Upgrade "clip size bonus upgrade" MaxLevel 0 } DisallowUpgrade { Name "Stickybomb Jumper" Upgrade "faster reload rate" MaxLevel 0 } DisallowUpgrade { Name "Bludger's Barrage" Upgrade "projectile penetration heavy" MaxLevel 0 } DisallowUpgrade { Name "Bludger's Barrage" Upgrade "attack projectiles" MaxLevel 0 } DisallowUpgrade { Name "Bludger's Barrage" Upgrade "generate rage on damage" MaxLevel 0 } DisallowUpgrade { Name "Soviet Slammer" Upgrade "fire rate bonus" MaxLevel 0 } DisallowUpgrade { Upgrade "engy sentry fire rate increased" MaxLevel 2 } DisallowUpgrade { Name "Four Part Plan" Upgrade "mad milk syringes" MaxLevel 0 } DisallowUpgrade { Name "The Vaccinator" Upgrade "uber duration bonus" MaxLevel 1 } // Point templates PointTemplates { NoFixup 1 FunMapEntities { // Cliff phys_ragdollmagnet { "radius" "240" "force" "1000000" "origin" "2000 -2275 -140" } phys_ragdollmagnet { "radius" "240" "force" "1000000" "origin" "1700 -2275 -140" } // Mid indoor catwalk phys_ragdollmagnet { "radius" "200" "force" "1000000" "origin" "680 1000 140" } prop_dynamic { "model" "models\props_2fort\cow001_reference.mdl" "origin" "630 1000 32" } } TeleporterDoor { NoFixup 1 logic_relay { "OnSpawn" "wave_start_relay,AddOutput,OnTrigger glowfadeout:Trigger:::,," "OnSpawn" "wave_start_relay,AddOutput,OnTrigger spawnteleport:Disable:::,," "OnSpawn" "wave_finished_relay,AddOutput,OnTrigger glowfadein:Trigger:::,," "OnSpawn" "wave_finished_relay,AddOutput,OnTrigger spawnteleport:Enable::0.25:,," "OnSpawn" "@bb-1800 -1600 -200 -1400 2800 0@trigger_multiple,$SetData$m_hFilter,filter_redteam,," // Fixes incorrect filtername on spawn doors, $SetKey$filtername doesn't work } prop_dynamic { "targetname" "spawndoor" "parentname" "rotationpoint" "model" "models/props_soho/door002.mdl" "disableshadows" "1" "origin" "-1860 1856 -136" // Spawn "angles" "0 180 0" } prop_dynamic { "parentname" "spawndoor" "model" "models/props_soho/door002.mdl" "disableshadows" "1" "origin" "-1860 1859 -136" } trigger_hurt { "targetname" "doorkill" "parentname" "spawndoor" "damage" "10000" "damagetype" "1" // Crush "origin" "-1860 1858 -136" "mins" "-28 -3 -56" "maxs" "28 3 56" "spawnflags" "1" "startdisabled" "1" } func_door_rotating { "targetname" "rotationpoint" "distance" "-90" "speed" "450" "noise1" "DoorSound.Null" "noise2" "DoorSound.Null" "origin" "-1858 1859 -192" "spawnflags" "64" // Rotate on X axis } prop_dynamic { "targetname" "doorglow" "parentname" "spawndoor" "model" "models/props_viaduct_event/door_glow_mesh.mdl" "modelscale" "0.5" "rendermode" "1" // Enable transparency "rendercolor" "240 215 215" "disableshadows" "1" "origin" "-1860 1858 -120" "angles" "0 180 0" } prop_dynamic // Two glows to obscure cutoff { "targetname" "doorglow" "parentname" "spawndoor" "model" "models/props_viaduct_event/door_glow_mesh.mdl" "modelscale" "0.5" "rendermode" "1" "rendercolor" "240 215 215" "disableshadows" "1" "origin" "-1860 1858 -155" "angles" "0 0 180" } prop_dynamic // Glows for back side { "targetname" "doorglow" "parentname" "spawndoor" "model" "models/props_viaduct_event/door_glow_mesh.mdl" "modelscale" "0.5" "rendermode" "1" "rendercolor" "240 215 215" "disableshadows" "1" "origin" "-1860 1857 -120" } prop_dynamic { "targetname" "doorglow" "parentname" "spawndoor" "model" "models/props_viaduct_event/door_glow_mesh.mdl" "modelscale" "0.5" "rendermode" "1" "rendercolor" "240 215 215" "disableshadows" "1" "origin" "-1860 1857 -155" "angles" "0 180 180" } prop_dynamic { "model" "models/props_soho/door002.mdl" "disableshadows" "1" "origin" "-704 -1056 -360" // Front "angles" "0 180 0" } point_teleport { "targetname" "frontdoor" "target" "!activator" "origin" "-704 -1030 -415.97" "angles" "0 90 0" } trigger_multiple { "targetname" "spawnteleport" "origin" "-1860 1871 -184" "mins" "-32 -15 -8" "maxs" "32 15 8" "spawnflags" "1" // Apply to players "OnStartTouch" "rng1,PickRandom,,," } math_counter { "targetname" "opacityamt" "startvalue" "255" "min" "0" "max" "255" "OutValue" "doorglow,Alpha,,," "OnHitMin" "glowfadeout,CancelPending,,," "OnHitMax" "glowfadein,CancelPending,,," } logic_relay { "targetname" "glowfadeout" "OnTrigger" "opacityamt,Subtract,14,," "OnTrigger" "!self,Trigger,,0.02," // Ticks are 0.015s, 0.02 will fire every other tick "spawnflags" "2" // Allow fast retrigger } logic_relay { "targetname" "glowfadein" "OnTrigger" "opacityamt,Add,14,," "OnTrigger" "!self,Trigger,,0.02," "spawnflags" "2" } ambient_generic { "targetname" "doorsfx" "message" "doors/generic_door_open.wav" "health" "10" // Volume "radius" "1600" "origin" "-704 -1056 -348" "spawnflags" "48" // Start silent, is not looped } } KillerDoor { NoFixup 1 trigger_hurt { "targetname" "floorkill" "damage" "10000" "damagetype" "1" "origin" "-1860 1906 -184" "mins" "-23 -50 -8" "maxs" "23 50 8" "spawnflags" "1" "startdisabled" "1" } phys_ragdollmagnet { "targetname" "doorkill" "radius" "100" "force" "-75000" "origin" "-1860 1856 -136" "startdisabled" "1" } ambient_generic { "targetname" "doorkillsfx" "message" "ambient_mp3/rottenburg/tunneldoor_closed_quiet.mp3" "health" "10" "radius" "1600" "origin" "-1860 1856 -136" "spawnflags" "48" } logic_case { "targetname" "rng1" "OnCase01" "doorteleport,Trigger,,," "OnCase02" "doorteleport,Trigger,,," "OnCase03" "doorteleport,Trigger,,," "OnCase04" "doorteleport,Trigger,,," "OnCase05" "doorteleport,Trigger,,," "OnCase06" "doorteleport,Trigger,,," "OnCase08" "doorteleport,Trigger,,," "OnCase09" "doorteleport,Trigger,,," "OnCase10" "rng2,PickRandom,,," } logic_case { "targetname" "rng2" "OnCase01" "doorteleport,Trigger,,," "OnCase02" "doorteleport,Trigger,,," "OnCase03" "doorteleport,Trigger,,," "OnCase04" "doorteleport,Trigger,,," "OnCase05" "doorteleport,Trigger,,," "OnCase06" "doorteleport,Trigger,,," "OnCase07" "doorteleport,Trigger,,," "OnCase08" "doorteleport,Trigger,,," "OnCase09" "doorteleport,Trigger,,," "OnCase10" "doorslam,Trigger,,," // 1/100 chance to activate } logic_relay { "targetname" "doorteleport" "OnTrigger" "frontdoor,Teleport,,," "OnTrigger" "doorsfx,PlaySound,,0.1," "OnTrigger" "@bb-753 -1057 -416 -657 -977 -392@obj_teleporter,RemoveHealth,864,0.1," // Destroy teleporters in front of door so players don't get stuck in them } logic_relay { "targetname" "doorslam" "OnTrigger" "rotationpoint,Open,,," "OnTrigger" "doorkill,Enable,,0.05," "OnTrigger" "floorkill,Enable,,0.1," "OnTrigger" "doorkill,Disable,,0.6," "OnTrigger" "floorkill,Disable,,0.6," "OnTrigger" "doorkillsfx,PlaySound,1,," } } DestroyerLogic { NoFixup 1 logic_relay { "targetname" "relay_destroyer_spawned" "OnTrigger" "player,$DisplayTextChat,{AF4BFF}The Destroyer has awoken!,0,-1" "OnTrigger" "player,$DisplayTextChat,{9AFF9A}Now Playing: {FFD800}Inferior Fabrications - PinpinNeon,3,-1" "OnTrigger" "music_inferior_fabrications,PlaySound,,0,-1" } logic_relay { "targetname" "relay_destroyer_killed" "OnTrigger" "player,$DisplayTextChat,{AF4BFF}The Destroyer has been defeated!,0,-1" "OnTrigger" "music_inferior_fabrications,FadeOut,5,0,-1" } ambient_generic { "targetname" "music_inferior_fabrications" "message" "#music/pinpinneon_inferior_fabrications.mp3" "health" "6" "spawnflags" "17" } ambient_generic { "targetname" "music_inferior_fabrications" "message" "#music/pinpinneon_inferior_fabrications.mp3" "health" "6" "spawnflags" "17" } } DestroyerProbeTeleport { NoFixup 1 trigger_teleport { "targetname" "teleport_probe_destroyer" "filtername" "probe_filter" "target" "probe_spawntarget" "spawnflags" "1" "mins" "-200 -200 -200" "maxs" "200 200 200" "origin" "-2800 -150 -200" } filter_tf_bot_has_tag { "targetname" "probe_filter" "tags" "bot_probe" } } DestroyerTeleportTarget { NoFixup 1 info_target { "targetname" "probe_spawntarget" "origin" "0 0 16" } } } Templates { T_TFBot_Tind_Scout // w6 { Class Scout Name "Scout" ClassIcon scout Skill Easy Health 125 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Item "Upgradeable TF_WEAPON_SCATTERGUN" } T_TFBot_Tind_Scout_FaN // w7 { Class Scout Name "Force-a-Nature Scout" ClassIcon scout_fan Skill Normal Health 125 WeaponRestrictions PrimaryOnly MaxVisionRange 600 Item "The Force-a-Nature" Item "The Fed-Fightin' Fedora" } T_TFBot_Tind_Scout_Melee // w1,5 { Class Scout Name "Bat Scout" ClassIcon scout_bat_nys Skill Hard Health 125 WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" } T_TFBot_Tind_Scout_Jump // w8 { Class Scout Name "Hyper League Scout" ClassIcon scout_jumping_nys Skill Hard Health 125 WeaponRestrictions MeleeOnly MaxVisionRange 1000 Attributes AutoJump AutoJumpMin 3 AutoJumpMax 5 Item "The Sandman" Item "The Hanger-on Hood" Item "The Flight of the Monarch" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.5 } CharacterAttributes { "increased jump height" 2 "move speed bonus" 1.1 } } T_TFBot_Tind_Scout_Giant_FaN // w5 { Class Scout Name "Force-a-Nature Super Scout" ClassIcon scout_fan_giant Skill Expert Health 1600 WeaponRestrictions PrimaryOnly MaxVisionRange 900 Attributes MiniBoss Item "The Force-a-Nature" Item "The Fed-Fightin' Fedora" ItemAttributes { ItemName "The Force-a-Nature" "scattergun knockback mult" 1.2 "bullets per shot bonus" 1.5 "damage penalty" 1 } CharacterAttributes { "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 } } T_TFBot_Tind_Scout_Giant_Sandman // w3 { Class Scout Name "Major League Scout" ClassIcon scout_stun_giant Skill Expert Health 1600 WeaponRestrictions MeleeOnly MaxVisionRange 1200 Attributes MiniBoss Item "The Sandman" Item "Batter's Helmet" Item "MNC Mascot Outfit" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.1 "max health additive penalty" 0 // Fixes overheal particles } CharacterAttributes { "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 } } T_TFBot_Tind_Soldier // w4,5,8 { Class Soldier Name "Soldier" ClassIcon soldier Skill Normal Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" } T_TFBot_Tind_Soldier_BlackBox // w6 { Class Soldier Name "Black Box Soldier" ClassIcon soldier_blackbox Skill Hard Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Black Box" Item "The War Pig" ItemAttributes { ItemName "The Black Box" "damage penalty" 0.33 "fire rate bonus" 0.01 "projectile spread angle penalty" 3 "heal on hit for rapidfire" 60 } } T_TFBot_Tind_Soldier_Mangler // w3 { Class Soldier Name "Cow Mangler Soldier" ClassIcon soldier_mangler Skill Normal Health 200 WeaponRestrictions PrimaryOnly Item "The Cow Mangler 5000" Item "The Virtual Viewfinder" ItemAttributes { ItemName "The Cow Mangler 5000" "faster reload rate" -0.8 "fire rate penalty" 1.5 } } T_TFBot_Tind_Soldier_Giant // w2 { Class Soldier Name "Giant Soldier" ClassIcon soldier_giant Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_Charged // w6 { Class Soldier Name "Giant Charged Soldier" 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" "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_Tind_Soldier_Giant_BurstFire_Light // w5 { Class Soldier Name "Giant Burst Fire Soldier" ClassIcon soldier_burstfire Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Doe-Boy" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.4 "fire rate bonus" 0.1 "Projectile speed decreased" 0.65 "clip size upgrade atomic" 6 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_Barrage // w7 { Class Soldier Name "Giant Barrage Soldier" ClassIcon soldier_barrage Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Soldier Drill Hat" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26 "faster reload rate" 0.3 "fire rate bonus" 0.2 "projectile spread angle penalty" 4 "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_Tind_Pyro // w1,2,3,7 { Class Pyro Name "Pyro" ClassIcon pyro Skill Easy Health 175 WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_FLAMETHROWER" } T_TFBot_Tind_Pyro_Detonator // w2 { Class Pyro Name "Detonator Pyro" ClassIcon pyro_detonator Skill Hard Health 175 WeaponRestrictions SecondaryOnly Item "The Detonator" Item "Old Guadalajara" } T_TFBot_Tind_Pyro_Giant // w6 { Class Pyro Name "Giant Pyro" ClassIcon pyro_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysFireWeapon Item "Upgradeable TF_WEAPON_FLAMETHROWER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "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_Tind_Pyro_Giant_Fury // w4 { Class Pyro Name "Giant Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_swordstone_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly MaxVisionRange 600 Attributes MiniBoss Item "The Dragon's Fury" Item "Pyromancer's Mask" ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 1.2 "airblast disabled" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_Tind_Pyro_Giant_Detonator // w2 { Class Pyro Name "Giant Detonator Pyro" ClassIcon pyro_detonator_giant Skill Expert Health 3300 WeaponRestrictions SecondaryOnly Attributes MiniBoss Item "The Detonator" Item "Old Guadalajara" ItemAttributes { ItemName "The Detonator" "fire rate bonus" 0.3 "blast dmg to self increased" 0 "damage penalty" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_Tind_Demoman // w3,7 { Class Demoman Name "Demoman" ClassIcon demo Skill Normal Health 175 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } T_TFBot_Tind_Demoman_Probe // w8 { Class Demoman Name "Probe" ClassIcon probe Skill Hard Health 600 Scale 1.35 WeaponRestrictions MeleeOnly Tag bot_probe Attributes IgnoreFlag Action Mobber Item "The Scotsman's Skullcutter" Item "Alcoholic Automaton" ItemAttributes { ItemName "The Scotsman's Skullcutter" "custom kill icon" "splendid_screen" } ItemAttributes { ItemName "Alcoholic Automaton" "set item tint rgb" 12073019 // team spirit red } CharacterAttributes { "health regen" 1 "head scale" 3 "torso scale" 0 "hand scale" 0 "cannot pick up intelligence" 1 } } T_TFBot_Tind_Demoman_Giant // w3 { Class Demoman Name "Giant Demoman" ClassIcon demo_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Demoman_Giant_RapidFire // w5 { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon demo_spammer_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Tavish Degroot Experience" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.75 "faster reload rate" -0.8 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Demoman_Giant_Brimstone // w6 { Class Demoman Name "Giant Brimstone Demoman" ClassIcon demo_burst_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "The Loch-n-Load" Item "Blast Defense" Item "The Juggernaut Jacket" ItemAttributes { ItemName "The Loch-n-Load" "clip size upgrade atomic" 6 "fire rate bonus" 0.1 "projectile spread angle penalty" 2 "Projectile speed increased" 1.2 "grenade explode on impact" 1 "faster reload rate" 0.65 "blast radius decreased" 0.5 "clip size penalty" 1 "sticky air burst mode" 0 "dmg bonus vs buildings" 1 "custom weapon fire sound" "=75|weapons/china_lake_shoot.wav" "custom item model" "models\weapons\c_models\c_howitzer\c_lochnload.mdl" } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Heavy // w1,5 { Class Heavyweapons Name "Heavy" ClassIcon heavy Skill Easy Health 300 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Item "Upgradeable TF_WEAPON_MINIGUN" } T_TFBot_Tind_Heavy_KGB // w2,4 { Class Heavyweapons Name "Punchie" ClassIcon heavy_champ Skill Hard Health 300 WeaponRestrictions MeleeOnly Item "The Killing Gloves Of Boxing" Item "Pugilist's Protector" } T_TFBot_Tind_Heavy_GRU // w7 { Class Heavyweapons Name "Lightweight Champ" ClassIcon heavy_gru Skill Hard Health 300 WeaponRestrictions MeleeOnly Item "Gloves Of Running Urgently MVM" Item "Football Helmet" } T_TFBot_Tind_Heavy_SteelFist // w6 { Class Heavyweapons Name "Steel Gauntlet" ClassIcon heavy_gauntlet_nys Skill Hard Health 900 Scale 1.5 WeaponRestrictions MeleeOnly Item "Fists Of Steel" CharacterAttributes { "health regen" 1 } } T_TFBot_Tind_Heavy_Giant // w7 { Class Heavyweapons Name "Giant Heavy" ClassIcon heavy_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1500 Attributes MiniBoss Item "Upgradeable TF_WEAPON_MINIGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Engineer_Teleport // w4,6 { Class Engineer Name "Engineer" ClassIcon engineer Skill Expert Health 500 Attributes TeleportToHint 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_Tind_Medic_Uber_Quick // w6,7 { Class Medic Name "Quick Uber Medic" ClassIcon medic_uber Skill Hard Health 150 Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "Upgradeable TF_WEAPON_MEDIGUN" Item "Das Naggenvatcher" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 "heal rate bonus" 0.01 } } T_TFBot_Tind_Medic_BigHeal // w2,4 { 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 } } T_TFBot_Tind_Sniper // w3,5,6,8 { Class Sniper Name "Sniper" ClassIcon sniper Skill Hard Health 125 MaxVisionRange 2000 Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "Upgradeable TF_WEAPON_CLUB" } T_TFBot_Tind_Sniper_Bow // w3,4 { Class Sniper Name "Bowman" ClassIcon sniper_bow Skill Normal Health 150 WeaponRestrictions PrimaryOnly MaxVisionRange 2000 Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 } } T_TFBot_Tind_Sniper_Bow_RapidFire // w5 { Class Sniper Name "Rapid Fire Bowman" ClassIcon sniper_bow_multi Skill Hard Health 600 Scale 1.35 WeaponRestrictions PrimaryOnly MaxVisionRange 2000 Item "The Huntsman" Item "Larrikin Robin" ItemAttributes { ItemName "The Huntsman" "faster reload rate" 0.6 } CharacterAttributes { "health regen" 1 "head scale" 0.7 } } T_TFBot_Tind_Sniper_SMG // w2 { Class Sniper Name "SMG Sniper" ClassIcon sniper_smg_tind Skill Easy Health 150 WeaponRestrictions SecondaryOnly MaxVisionRange 1500 Item "Upgradeable TF_WEAPON_SMG" Item "Dec2014 Hunter_Ushanka" } T_TFBot_Tind_Sniper_Giant_SMG // w3,7 { Class Sniper Name "Giant SMG Sniper" ClassIcon sniper_smg_tind_giant Skill Expert Health 3000 WeaponRestrictions SecondaryOnly MaxVisionRange 1500 Attributes MiniBoss Item "Upgradeable TF_WEAPON_SMG" Item "Dec2014 Hunter_Ushanka" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SMG" "damage bonus" 1.25 "fire rate penalty" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 "head scale" 0.55 } } T_TFBot_Tind_Spy // w2,5,7,8 { 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_Tind_Heavy_Chief_Destroyer // w8 { Class HeavyWeapons Name "The Destroyer" ClassIcon boss_thedestroyer Health 80000 Attributes MiniBoss Attributes UseBossHealthBar Attributes IgnoreFlag Action Mobber AlwaysGlow 1 SpawnTemplate "DestroyerTeleportTarget" Message { Name "{99CCFF}The Destroyer {FBECCB}: MINOR DAMAGE SUSTAINED. DISCARDING OBSOLETE ARMOUR PLATING. LASER CANNONS ENGAGED." IfHealthBelow 48000 Delay 0 Repeats 1 } Message { Name "{99CCFF}The Destroyer {FBECCB}: MODERATE DAMAGE SUSTAINED. DISCARDING LASER CANNONS. HEAT SEEKERS ENGAGED." IfHealthBelow 24000 Delay 0 Repeats 1 } ChangeAttributes { Name "Phase1" IfHealthBelow 90000 Delay 0 Repeats 1 Cooldown 999 } ChangeAttributes { Name "Phase2" IfHealthBelow 48000 Delay 0 Repeats 1 Cooldown 999 } ChangeAttributes { Name "Phase3" IfHealthBelow 24000 Delay 0 Repeats 1 Cooldown 999 } EventChangeAttributes { Default // Allows vanilla compatibility { Skill Expert Attributes MiniBoss Attributes UseBossHealthBar WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_FISTS" Item "Big Steel Jaw of Summer Fun" Item "Alcoholic Automaton" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "fire rate bonus" 0.6 "damage bonus" 1.2 "dmg bonus vs buildings" 2 } ItemAttributes { ItemName "Alcoholic Automaton" "set item tint rgb" 12073019 // team spirit red } CharacterAttributes { "rage giving scale" 0.05 "move speed bonus" 0.5 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 2 "head scale" 3 "torso scale" 0 "cancel falling damage" 1 "voice pitch scale" 0 "cannot pick up intelligence" 1 "dmg taken increased" 1.75 } } Phase1 { Skill Expert WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_FISTS" Item "Big Steel Jaw of Summer Fun" Item "Alcoholic Automaton" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "fire rate bonus" 0.6 "damage bonus" 1.2 "dmg bonus vs buildings" 2 "custom kill icon" "bread_bite" } ItemAttributes { ItemName "Alcoholic Automaton" "set item tint rgb" 12073019 // team spirit red } CharacterAttributes { "rage giving scale" 0.05 "move speed bonus" 0.5 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 2 "head scale" 3 "torso scale" 0 "cancel falling damage" 1 "voice pitch scale" 0 "dmg taken increased" 1.25 "mult stun resistance" 0 } } Phase2 { Skill Expert WeaponRestrictions MeleeOnly Item "Panic Attack Shotgun" Item "Upgradeable TF_WEAPON_FISTS" Item "Big Steel Jaw of Summer Fun" Item "Alcoholic Automaton" ItemAttributes { ItemName "Panic Attack Shotgun" "is_passive_weapon" 1 "override projectile type" 13 "energy weapon penetration" 1 "damage penalty" 1 "damage bonus" 10 "fire rate penalty" 1.6 "fire rate bonus with reduced health" 0.05 "faster reload rate" -0.8 "Projectile speed increased" 2 "set item tint rgb" 12073019 // team spirit red "custom weapon fire sound" "=140|terraria/mechboss_laser.wav" "custom kill icon" "righteous_bison" } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "fire rate bonus" 0.6 "damage bonus" 1.2 "dmg bonus vs buildings" 2 "custom kill icon" "bread_bite" } ItemAttributes { ItemName "Alcoholic Automaton" "set item tint rgb" 12073019 // team spirit red } CharacterAttributes { "rage giving scale" 0.05 "move speed bonus" 0.65 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 2 "head scale" 3 "torso scale" 0 "cancel falling damage" 1 "voice pitch scale" 0 "dmg taken increased" 1.75 "mult stun resistance" 0 } } Phase3 { Skill Expert WeaponRestrictions MeleeOnly Item "Panic Attack Shotgun" Item "Upgradeable TF_WEAPON_FISTS" Item "Big Steel Jaw of Summer Fun" Item "Alcoholic Automaton" ItemAttributes { ItemName "Panic Attack Shotgun" "is_passive_weapon" 1 "override projectile type" 2 "damage penalty" 1 "damage bonus" 15 "fire rate bonus" 0.5 "fire rate bonus with reduced health" 0.5 "faster reload rate" -0.8 "Projectile speed decreased" 0.35 "projectile spread angle penalty" 45 "mod projectile heat seek power" 135 "mod projectile heat aim error" 90 "mod projectile heat aim time" 1.2 "mod projectile heat no predict target speed" 1 "custom weapon fire sound" "=140|terraria/mourning_spine.wav" } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FISTS" "fire rate bonus" 0.6 "damage bonus" 1.2 "dmg bonus vs buildings" 2 "custom kill icon" "bread_bite" } ItemAttributes { ItemName "Alcoholic Automaton" "set item tint rgb" 12073019 // team spirit red } CharacterAttributes { "rage giving scale" 0.05 "move speed bonus" 0.65 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 2 "head scale" 3 "torso scale" 0 "cancel falling damage" 1 "voice pitch scale" 0 "dmg taken increased" 1.75 "mult stun resistance" 0 } RocketCustomParticle "eyeboss_projectile" } } } T_TFBot_Tind_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 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 7 "cannot be backstabbed" 1 } } } SpawnTemplate "FunMapEntities" SpawnTemplate "TeleporterDoor" SpawnTemplate "KillerDoor" Mission // Sentry Busters { Objective DestroySentries Where spawnbot BeginAtWave 1 RunForThisManyWaves 8 InitialCooldown 40 CooldownTime 40 DesiredCount 1 TFBot { Template T_TFBot_Tind_SentryBuster } } Mission // Wave 3 Snipers { Objective Sniper Where spawnbot_building BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 40 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 5 Snipers { Objective Sniper Where spawnbot_building BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 20 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 6 Snipers { Objective Sniper Where spawnbot_building BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 3 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 8 Snipers { Objective Sniper Where spawnbot_building BeginAtWave 8 RunForThisManyWaves 1 InitialCooldown 12 CooldownTime 30 DesiredCount 3 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 2 Spies { Objective Spy Where spawnbot_building BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 60 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 5 Spies { Objective Spy Where spawnbot_building BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 7 Spies { Objective Spy Where spawnbot_building BeginAtWave 7 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 30 DesiredCount 3 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 8 Spies { Objective Spy Where spawnbot_building BeginAtWave 8 RunForThisManyWaves 1 InitialCooldown 20 CooldownTime 40 DesiredCount 3 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 4 Engineers { Objective Engineer Where spawnbot_building BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Tind_Engineer_Teleport TeleportWhere spawnbot TeleportWhere spawnbot_flank TeleportWhere spawnbot_right } } Mission // Wave 6 Engineers { Objective Engineer Where spawnbot_building BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_Tind_Engineer_Teleport TeleportWhere spawnbot TeleportWhere spawnbot_flank TeleportWhere spawnbot_right } } ///////////////// //WAVES //POPFILE PAYOUT //START $400 //DROP W1 $750 / W2 $900 / W3 $600 / W4 $600 / W5 $800 / W6 $600 / W7 $1250 / W8 $500 //START: $400 / DROP: $6000 / TOTAL: $6400 / TOTAL PLUS BONUS: $7100 ///////////////// // WAVE 1/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 1 Tank, (300) // 36 Pyros, (180) // 10 Heavies, (100) // Support - Bat Scouts, (170) // Total cash in this wave is $750 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // 1 Tank { TotalCurrency 300 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnWarningSound "#mvm/mvm_tank_start.wav" // Not built into the map Tank { Health 18000 Name "Tank" Speed 75 StartingPathTrackNode tank_path_left_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 36 Pyros { TotalCurrency 180 TotalCount 36 MaxActive 12 SpawnCount 6 WaitBeforeStarting 6 WaitBetweenSpawns 12 Where spawnbot TFBot { Template T_TFBot_Tind_Pyro } } WaveSpawn // 10 Heavies { TotalCurrency 100 TotalCount 10 MaxActive 10 SpawnCount 5 WaitBeforeStarting 75 WaitBetweenSpawns 5 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Heavy } } WaveSpawn // Support - Bat Scouts { TotalCurrency 170 TotalCount 40 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot Support 1 TFBot { Template T_TFBot_Tind_Scout_Melee } } } // WAVE 2/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 1 Squad; 1 Giant Soldier, 4 Big Heal Medics, (250) // A2 - 20 Detonator Pyros, (60) // B - 21 Heavyweight Champs, (105) // B - 3 Giant Detonator Pyros, (90) // B - 14 SMG Snipers, (55) // C - 1 Squad; 1 Giant Soldier, 4 Big Heal Medics, (250) // C Support - Pyros, (90) // Spy mission active // Total cash in this wave is $900 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 1 Squad; 1 Giant Soldier, 4 Big Heal Medics { Name Wave2a1 TotalCurrency 250 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant } TFBot { Template T_TFBot_Tind_Medic_BigHeal } TFBot { Template T_TFBot_Tind_Medic_BigHeal } TFBot { Template T_TFBot_Tind_Medic_BigHeal } TFBot { Template T_TFBot_Tind_Medic_BigHeal } } } WaveSpawn // A2 - 20 Detonator Pyros { Name Wave2a2 TotalCurrency 60 TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 4 WaitBetweenSpawns 4 Where spawnbot TFBot { Template T_TFBot_Tind_Pyro_Detonator } } WaveSpawn // B - 21 Heavyweight Champs { Name Wave2b WaitForAllSpawned Wave2a2 TotalCurrency 105 TotalCount 21 MaxActive 9 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot TFBot { Template T_TFBot_Tind_Heavy_KGB } } WaveSpawn // B - 3 Giant Detonator Pyros { Name Wave2b WaitForAllSpawned Wave2a2 TotalCurrency 90 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 12 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Pyro_Giant_Detonator } } WaveSpawn // B - 14 SMG Snipers { Name Wave2b WaitForAllSpawned Wave2a2 TotalCurrency 55 TotalCount 14 MaxActive 6 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 6 Where spawnbot TFBot { Template T_TFBot_Tind_Sniper_SMG } } WaveSpawn // C - 1 Squad; 1 Giant Soldier, 4 Big Heal Medics { Name Wave2c WaitForAllDead Wave2a1 WaitForAllSpawned Wave2b TotalCurrency 250 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 0 Where spawnbot_right Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant } TFBot { Template T_TFBot_Tind_Medic_BigHeal } TFBot { Template T_TFBot_Tind_Medic_BigHeal } TFBot { Template T_TFBot_Tind_Medic_BigHeal } TFBot { Template T_TFBot_Tind_Medic_BigHeal } } } WaveSpawn // C Support - Pyros { WaitForAllSpawned Wave2b TotalCurrency 90 TotalCount 30 MaxActive 6 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 6 Where spawnbot_right Support 1 TFBot { Template T_TFBot_Tind_Pyro } } } // WAVE 3/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 24 Demos, (95) // B1 - 3 Giant Sandman Scouts, (60) // B2 - 20 Bowmen, (120) // B2 - 12 Pyros, (95) // C - 3 Giant SMG Snipers, (60) // C - 2 Giant Demos, (50) // C Support - Cow Mangler Soldiers, (120) // Sniper mission active // Total cash in this wave is $600 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 24 Demos { Name Wave3a TotalCurrency 95 TotalCount 24 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot RandomSpawn 1 TFBot { Template T_TFBot_Tind_Demoman } } WaveSpawn // B1 - 3 Giant Sandman Scouts { Name Wave3b1 WaitForAllSpawned Wave3a TotalCurrency 60 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 30 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Scout_Giant_Sandman } } WaveSpawn // B2 - 20 Bowmen { Name Wave3b2 WaitForAllSpawned Wave3a TotalCurrency 120 TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 11 Where spawnbot RandomSpawn 1 TFBot { Template T_TFBot_Tind_Sniper_Bow } } WaveSpawn // B2 - 12 Pyros { Name Wave3b2 WaitForAllSpawned Wave3a TotalCurrency 95 TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 22 WaitBetweenSpawns 11 Where spawnbot TFBot { Template T_TFBot_Tind_Pyro } } WaveSpawn // C - 3 Giant SMG Snipers { Name Wave3c WaitForAllSpawned Wave3b2 TotalCurrency 60 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 16 Where spawnbot_right TFBot { Template T_TFBot_Tind_Sniper_Giant_SMG } } WaveSpawn // C - 2 Giant Demos { Name Wave3c WaitForAllSpawned Wave3b2 TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot_right TFBot { Template T_TFBot_Tind_Demoman_Giant } } WaveSpawn // C Support - Cow Mangler Soldiers { WaitForAllSpawned Wave3b1 TotalCurrency 120 TotalCount 28 MaxActive 8 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 8 Where spawnbot_right Support 1 TFBot { Template T_TFBot_Tind_Soldier_Mangler } } } // WAVE 4/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 1 Tank, (225) // A2 - 10 Squads; 1 Soldier, 1 Big Heal Medic, (100) // A1 - 20 Heavyweight Champs, (120) // B - 2 Giant Dragon's Fury Pyros, (60) // Support - Bowmen, (95) // Engineer mission active // Total cash in this wave is $600 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 1 Tank { Name Wave4a1 TotalCurrency 225 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnWarningSound "#mvm/mvm_tank_start.wav" Tank { Health 30000 Name "Tank" Speed 75 StartingPathTrackNode tank_path_left_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // A2 - 10 Squads; 1 Soldier, 1 Big Heal Medic { Name Wave4a2 TotalCurrency 100 TotalCount 20 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Soldier } TFBot { Template T_TFBot_Tind_Medic_BigHeal } } } WaveSpawn // A1 - 20 Heavyweight Champs { Name Wave4a1 TotalCurrency 120 TotalCount 20 MaxActive 7 SpawnCount 5 WaitBeforeStarting 20 WaitBetweenSpawns 10 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Heavy_KGB } } WaveSpawn // B - 2 Giant Dragon's Fury Pyros { Name Wave4b WaitForAllSpawned Wave4a1 TotalCurrency 60 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 2 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Pyro_Giant_Fury } } WaveSpawn // Support - Bowmen { TotalCurrency 95 TotalCount 32 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 2 Where spawnbot Support 1 TFBot { Template T_TFBot_Tind_Sniper_Bow } } } // WAVE 5/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 24 Heavies, (120) // A - 4 Giant Rapid Fire Demos, (100) // B1 - 4 Giant Force-a-Nature Scouts, (60) // B2 - 7 Rapid Fire Bowmen, (70) // B2 - 20 Soldiers, (140) // C - 3 Squads; 1 Giant Burst Fire Soldier, 2 Rapid Fire Bowmen, (225) // B Support - Bat Scouts, (85) // Sniper mission active // Spy mission active // Total cash in this wave is $800 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A - 24 Heavies { Name Wave5a TotalCurrency 120 TotalCount 24 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot TFBot { Template T_TFBot_Tind_Heavy } } WaveSpawn // A - 4 Giant Rapid Fire Demos { Name Wave5a TotalCurrency 100 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 12 Where spawnbot TFBot { Template T_TFBot_Tind_Demoman_Giant_RapidFire } } WaveSpawn // B1 - 4 Giant Force-a-Nature Scouts { Name Wave5b1 WaitForAllSpawned Wave5a TotalCurrency 60 TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawnsAfterDeath 8 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Scout_Giant_FaN } } WaveSpawn // B2 - 7 Rapid Fire Bowmen { Name Wave5b2 WaitForAllSpawned Wave5a TotalCurrency 70 TotalCount 7 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 8 Where spawnbot TFBot { Template T_TFBot_Tind_Sniper_Bow_RapidFire } } WaveSpawn // B2 - 20 Soldiers { Name Wave5b2 WaitForAllSpawned Wave5a TotalCurrency 140 TotalCount 20 MaxActive 12 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 8 Where spawnbot TFBot { Template T_TFBot_Tind_Soldier } } WaveSpawn // C - 3 Squads; 1 Giant Burst Fire Soldier, 2 Rapid Fire Bowmen { Name Wave5c WaitForAllSpawned Wave5b2 TotalCurrency 225 TotalCount 9 MaxActive 9 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 13 Where spawnbot_right Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_BurstFire_Light } TFBot { Template T_TFBot_Tind_Sniper_Bow_RapidFire } TFBot { Template T_TFBot_Tind_Sniper_Bow_RapidFire } } } WaveSpawn // B Support - Bat Scouts { WaitForAllSpawned Wave5b1 TotalCurrency 85 TotalCount 28 MaxActive 8 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 6 Where spawnbot_flank Support 1 TFBot { Template T_TFBot_Tind_Scout_Melee } } } // WAVE 6/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 48 Black Box Soldiers, (100) // A2 - 1 Squad; 1 Giant Brimstone Demo, 4 Quick Uber Medics, (100) // B1 - 8 Giant Pyros, (120) // B2 - 12 Steel Gauntlets, (120) // C - 3 Squads; 1 Giant Charged Soldier, 1 Quick Uber Medic, (120) // Support - Scouts, (20) // C Support - Scouts, (20) // Sniper mission active // Engineer mission active // Total cash in this wave is $600 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 48 Black Box Soldiers { Name Wave6a1 TotalCurrency 100 TotalCount 48 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 Where spawnbot TFBot { Template T_TFBot_Tind_Soldier_BlackBox } } WaveSpawn // A2 - 1 Squad; 1 Giant Brimstone Demo, 4 Quick Uber Medics { Name Wave6a2 TotalCurrency 100 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant_Brimstone } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // B1 - 8 Giant Pyros { Name Wave6b1 WaitForAllDead Wave6a2 TotalCurrency 120 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 12 Where spawnbot TFBot { Template T_TFBot_Tind_Pyro_Giant } } WaveSpawn // B2 - 12 Steel Gauntlets { Name Wave6b2 WaitForAllSpawned Wave6a1 TotalCurrency 120 TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 4 Where spawnbot_right TFBot { Template T_TFBot_Tind_Heavy_SteelFist } } WaveSpawn // C - 3 Squads; 1 Giant Charged Soldier, 1 Quick Uber Medic { Name Wave6c WaitForAllSpawned Wave6b1 TotalCurrency 120 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot_right Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_Charged } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // Support - Scouts { TotalCurrency 20 TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 5 Where spawnbot Support 1 TFBot { Template T_TFBot_Tind_Scout } } WaveSpawn // C Support - Scouts { WaitForAllSpawned Wave6b1 TotalCurrency 20 TotalCount 20 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot Support 1 TFBot { Template T_TFBot_Tind_Scout } } } // WAVE 7/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 1 Tank, (150) // A2 - 40 Force-a-Nature Scouts, (120) // A2 - 2 Squads; 1 Giant Heavy, 3 Quick Uber Medics, (200) // B1 - 20 Demos, (100) // B2 - 28 Pyros, (140) // B1 - 3 Giant Crit SMG Snipers, (75) // C - Final Tank, (225) // C - 3 Squads; 1 Giant Barrage Soldier, 2 Quick Uber Medics, (135) // C Support - Lightweight Champs, (105) // Spy mission active // Total cash in this wave is $1250 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 1 Tank { Name Wave7a1 TotalCurrency 150 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnWarningSound "#mvm/mvm_tank_start.wav" Tank { Health 28000 Name "Tank" Speed 75 StartingPathTrackNode tank_path_left_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // A2 - 40 Force-a-Nature Scouts { Name Wave7a2 TotalCurrency 120 TotalCount 40 MaxActive 15 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot RandomSpawn 1 TFBot { Template T_TFBot_Tind_Scout_FaN } } WaveSpawn // A2 - 2 Squads; 1 Giant Heavy, 3 Quick Uber Medics { Name Wave7a2 TotalCurrency 200 TotalCount 8 MaxActive 5 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 24 Where spawnbot Squad { TFBot { Template T_TFBot_Tind_Heavy_Giant } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // B1 - 20 Demos { Name Wave7b1 WaitForAllSpawned Wave7a2 TotalCurrency 100 TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 12 WaitBetweenSpawns 6 Where spawnbot TFBot { Template T_TFBot_Tind_Demoman } } WaveSpawn // B2 - 28 Pyros { Name Wave7b2 WaitForAllSpawned Wave7a2 TotalCurrency 140 TotalCount 28 MaxActive 8 SpawnCount 4 WaitBeforeStarting 14 WaitBetweenSpawns 5 Where spawnbot_flank TFBot { Template T_TFBot_Tind_Pyro } } WaveSpawn // B1 - 3 Giant Crit SMG Snipers { Name Wave7b1 WaitForAllSpawned Wave7a2 TotalCurrency 75 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_TFBot_Tind_Sniper_Giant_SMG Attributes AlwaysCrit } } WaveSpawn // C - Final Tank { Name Wave7c WaitForAllSpawned Wave7b1 TotalCurrency 225 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnWarningSound "#mvm/mvm_tank_start.wav" Tank { Health 28000 Name "Tank" Speed 75 Skin 1 StartingPathTrackNode tank_path_left_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // C - 3 Squads; 1 Giant Barrage Soldier, 2 Quick Uber Medics { Name Wave7c WaitForAllSpawned Wave7b1 TotalCurrency 135 TotalCount 9 MaxActive 9 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 15 Where spawnbot_right Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_Barrage } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // C Support - Lightweight Champs { WaitForAllSpawned Wave7b2 TotalCurrency 105 TotalCount 36 MaxActive 9 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 3 Where spawnbot_right Support 1 TFBot { Template T_TFBot_Tind_Heavy_GRU } } } // WAVE 8/8 /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // The Destroyer, (0) // Support - 20 Probes, (200) // Support - Random Spawned Jumping Scouts, Soldiers, (300) // Sniper mission active // Spy mission active // Total cash in this wave is $500 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SpawnTemplate "DestroyerLogic" SpawnTemplate "DestroyerProbeTeleport" Explanation { Line "{AF4BFF}You feel vibrations from deep below..." } WaveSpawn // The Destroyer { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 Where spawnbot FirstSpawnOutput { Target relay_destroyer_spawned Action Trigger } DoneOutput { Target relay_destroyer_killed Action Trigger } TFBot { Template T_TFBot_Tind_Heavy_Chief_Destroyer } } WaveSpawn // Support - 20 Probes { TotalCurrency 200 TotalCount 20 MaxActive 4 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 10 Where spawnbot_flank Support Limited TFBot { Template T_TFBot_Tind_Demoman_Probe } } WaveSpawn // Support - Random Spawned Jumping Scouts, Soldiers { TotalCurrency 300 TotalCount 100 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot Support 1 RandomChoice { TFBot { Template T_TFBot_Tind_Scout_Jump } TFBot { Template T_TFBot_Tind_Scout_Jump } TFBot { Template T_TFBot_Tind_Soldier } } } } }