#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_custom_amf.pop //Tourist Trap WaveSchedule { StartingCurrency 400 RespawnWaveTime 6 CanBotsAttackWhileInSpawnRoom no Mission // This is a sentry buster mission. It creates sentry busters for any player sentries deemed too dangerous. { Objective DestroySentries InitialCooldown 5 // Amount of time once a wave starts before the mission becomes active. Where spawnbot_mission_sentrybuster // Entity at which to spawn. BeginAtWave 1 // The mission becomes active on this wave. RunForThisManyWaves 11 // It remains active for this many waves. Generally, this is the same as the total number of waves. CooldownTime 35 // This is the time, in seconds, between when Sentry Busters are allowed to spawn, should their spawning conditions be met. TFbot { Template T_TFBot_SentryBuster // This references a template to use for its TFBot. Tag "giant" } } Mission // This is a sniper mission. This spawns sniper(s) at periodic intervals, it will not spawn more snipers unless its conditions are met, and all previous snipers from this mission are dead. { Objective Sniper InitialCooldown 10 // Amount of time once a wave starts before the mission becomes active. Where spawnbot_mission_sniper // Entity at which to spawn. BeginAtWave 4 // The mission becomes active on this wave. RunForThisManyWaves 1 // It remains active for this many waves. CooldownTime 35 // This is the time, in seconds, between when Sniper Missions are allowed to spawn, should their spawning conditions be met. DesiredCount 2 // Number of snipers to spawn each time this mission's criteria are met. TFBot { Class Sniper Skill Expert Name Sniper } } Mission // This is a spy mission. This spawns spy(s) at periodic intervals, it will not spawn more spies unless its conditions are met, and all previous spies from this mission are dead. { Objective Spy InitialCooldown 20 // Amount of time once a wave starts before the mission becomes active. Where spawnbot_mission_spy // Entity at which to spawn. BeginAtWave 3 // The mission becomes active on this wave. RunForThisManyWaves 1 // It remains active for this many waves. CooldownTime 15 // This is the time, in seconds, between when Sniper Missions are allowed to spawn, should their spawning conditions be met. DesiredCount 4 // Number of spies to spawn each time this mission's criteria are met. TFBot { Class Spy Skill Expert Name Spy } } //Wave 1///////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 100 TotalCount 20 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot TFBot { ClassIcon scout_fish Health 125 Name Scout Class Scout Skill Normal WeaponRestrictions MeleeOnly Item "The Holy Mackerel" Item "Loyalty Reward" } } WaveSpawn { TotalCurrency 200 TotalCount 20 MaxActive 6 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 4 Where spawnbot TFBot { Template TFBot_custom_heavy_evictionnotice } } WaveSpawn { Name scout_wave_1_short TotalCurrency 100 TotalCount 15 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot TFBot { ClassIcon scout_shortstop Health 125 Name Scout Class Scout Skill Easy WeaponRestrictions PrimaryOnly Item "the shortstop" Item "loyalty reward" } } } //Wave 2////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay2 Action Trigger } WaveSpawn { Name soldier_wave_2_rocket_lib TotalCurrency 100 TotalCount 15 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { ClassIcon soldier_libertylauncher Health 200 Name Soldier Class Soldier Skill Normal WeaponRestrictions PrimaryOnly Item "the liberty launcher" Item "the doe-boy" } TFBot { ClassIcon scout_pistol Health 125 Name Scout Class Scout Skill Normal WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_PISTOL_SCOUT" "fire rate bonus" 1.5 "damage penalty" 0.5 } Item "loyalty reward" } } } WaveSpawn { Name tank_path_d WaitForAllSpawned soldier_wave_2_rocket_lib TotalCurrency 300 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 10 Tank { Health 20000 Name "Tank Delta" Speed 75 StartingPathTrackNode "tank_path_d1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name pyro_wave_2_shotgun WaitForAllSpawned tank_path_b TotalCurrency 200 TotalCount 20 MaxActive 5 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 5 Where spawnbot TFBot { ClassIcon pyro_shotgun Health 175 Name "Shotgunner Pyro" Class Pyro Skill Normal ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_PYRO" "fire rate bonus" 1.5 "damage penalty" 0.5 } WeaponRestrictions SecondaryOnly Item "loyalty reward" } } WaveSpawn { Name scout_wave_2_support_pistol WaitForAllDead soldier_wave_2_rocket_lib TotalCurrency 0 TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 3 Support 1 Where spawnbot TFBot { ClassIcon scout_pistol Health 125 Name "Support Pistol Scout" Class Scout Skill Easy ItemAttributes { ItemName "TF_WEAPON_PISTOL_SCOUT" "fire rate bonus" 1.6 "damage penalty" 0.4 } WeaponRestrictions SecondaryOnly } } } //Wave 3//////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name heavy_wave_3 TotalCurrency 300 TotalCount 60 MaxActive 15 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot Squad { TFBot { ClassIcon heavy_shotgun Health 300 Name HeavyWeapons Class HeavyWeapons Skill Normal WeaponRestrictions SecondaryOnly Item "loyalty reward" } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } } } WaveSpawn { Name heavy_wave_3_steel WaitForAllSpawned heavy_wave_3 TotalCurrency 300 TotalCount 15 MaxActive 5 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 3 Where spawnbot TFBot { Template T_TFBot_Heavyweapons_Fist Tag "giant" Item "loyalty reward" } } WaveSpawn { WaitForAllSpawned heavy_wave_3 TotalCurrency 100 TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 2 WaitBetweenSpawns 4 Where spawnbot TFBot { Template T_TFBot_Scout_Scattergun_SlowFire Item "the galvanized gibus" } } } //Wave 4//////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay1 Action Trigger } WaveSpawn { Name scout_pyro_wave_4 TotalCurrency 300 TotalCount 40 MaxActive 8 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { Name "Minor Sunny Days" ClassIcon scout_sunstick Template T_TFBot_Scout_SunStick Item "Scout Whoopee Cap" } TFBot { ClassIcon Pyro Skill Easy Template T_TFBot_Pyro Item "loyalty reward" } } } WaveSpawn { Name tank_path_e WaitForAllSpawned scout_pyro_wave_4 TotalCurrency 400 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 Tank { Health 23000 Name "Tank Epsilon" Speed 75 StartingPathTrackNode "tank_path_e1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 200 TotalCount 15 MaxActive 3 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_TFBot_Soldier_Extended_Concheror Item "loyalty reward" } } } //Wave 5////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name demo_wave_5 TotalCurrency 200 TotalCount 15 MaxActive 5 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 5 Where spawnbot TFBot { ClassIcon Demo Health 175 Name Demoman Class Demoman Skill Normal WeaponRestrictions PrimaryOnly Item "loyalty reward" } } WaveSpawn { TotalCurrency 0 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 20 Support 1 Where spawnbot TFBot { Template TFBot_custom_pyro_shark } } WaveSpawn { TotalCurrency 300 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 50 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier Item "loyalty reward" Tag "giant" } } WaveSpawn { WaitForAllDead demo_wave_5 TotalCurrency 400 TotalCount 9 MaxActive 3 SpawnCount 3 WaitBeforeStarting 3 WaitBetweenSpawns 0 Where spawnbot TFBot { Template T_TFBot_Giant_Boxing_Heavy } } WaveSpawn { WaitForAllDead demo_wave_5 TotalCurrency 400 TotalCount 15 MaxActive 7 SpawnCount 7 WaitBeforeStarting 3 WaitBetweenSpawns 3 Where spawnbot TFBot { Template TFBot_custom_heavy_apocofist } } } //Wave 6////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name soldier_boss_wave_6 TotalCurrency 500 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template TFBot_custom_soldier_giant_boss_normal_mode } TFBot { Template T_TFBot_Medic Item "Prussian Pickelhaube" } TFBot { Template T_TFBot_Medic Item "Prussian Pickelhaube" } } } WaveSpawn { Name mr_ghast_vision_combo_wave_6 WaitForAllSpawned soldier_boss_wave_6 TotalCurrency 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template TFBot_custom_soldier_noobie } } } WaveSpawn { WaitForAllDead soldier_boss_wave_6 TotalCurrency 0 TotalCount 10 MaxActive 10 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 3 Support 1 Where spawnbot TFBot { ClassIcon HeavyWeapons Class heavy_steelfist Health 400 Scale 0.6 WeaponRestrictions MeleeOnly Item "War Head" ItemAttributes { ItemName "fists of steel" "fire rate bonus" 0.3 "damage bonus" 0.2 } CharacterAttributes { "move speed bonus" 1.1 "voice pitch scale" 2 } Item "the titanium towel" } } WaveSpawn { Name tank_path_b WaitForAllDead soldier_boss_wave_6 TotalCurrency 400 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 Tank { Health 25000 Name "Tank Beta" Speed 75 StartingPathTrackNode "tank_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } }