//mission by randomguy #base robot_randomguy.pop #base robot_sig_randomguy.pop #base robot_sigsegv_reloaded.pop WaveSchedule { CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 2 StartingCurrency 800 Advanced 1 AddSentryBusterWhenDamageDealtExceeds 3000 AddSentryBusterWhenKillCountExceeds 15 // EventPopFile Halloween NoRomevisionCosmetics 1 //If set, robots will not wear romevision cosmetics unless forced to (default: 0) ImprovedAirblast 1 // If set, bot pyros can deflect arrows grenades and stickybombs (default: 0) SendBotsToSpectatorImmediately 1 //Should the bots be transferred to spectator team immediately after dying. Use this if your mission consists of lots of easy to kill enemies (default: 0) //RobotLimit 26 //Sets a robot limit. You can increase or decrease it, but increasing will reduce max spectator and player count //MaxTotalPlayers 10 //6 men max TextPrintTime 0 // How fast a line from the wave description is displayed in the middle of the screen. Use 0 to disable (default: 4) ExtraSpawnPoint //Adds spawn points on specified location { Name "redsupp" TeamNum 3 // 2 is Red team, 3 is Robots. If you are adding spawn for reprogrammed robots, use team 3 X "-4.0" Y "-321.0" Z "4.0" } ClassLimit //Limits the number of specified classes { Scout 1 Soldier 1 Pyro 1 Demoman 1 Heavyweapons 1 Engineer 1 Medic 1 Sniper 1 Spy 1 } Templates { } Mission { Objective Engineer Where spawnbot BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot_flank TeleportWhere spawnbot } } Mission { Objective DestroySentries Where spawnbot InitialCooldown 30 CooldownTime 30 BeginAtWave 1 RunForThisManyWaves 6 TFBot { Template T_TFBot_SentryBuster } } //WAVE 1 //////////CURRENCY 650/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}NOTE:{reset}" Line "{yellow}Only one of each class is allowed, no class stacking for you!{reset}" Line "{purple}Due to increased bot limit, no spectators are allowed.{reset}" } WaveSpawn { Name stage1 Where spawnbot TotalCount 32 MaxActive 16 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 160 RandomSpawn 1 RandomChoice { TFBot { Class Scout Skill Easy } TFBot { Class Scout Skill Easy } TFBot { Class Scout Skill Easy } TFBot { Class Scout Skill Easy } TFBot { Class Scout Skill Normal } TFBot { Class Scout Skill Normal } TFBot { Class Scout Skill Hard } TFBot { Class Scout Skill Expert } } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot_flank TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 6 TotalCurrency 140 RandomSpawn 1 TFBot { Template T_TFBot_Demoman_Samurai } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 5 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_Homing ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage penalty" 0.9 } HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.45 // Multiplier of rocket speed. 1 for default speed TurnPower 45 //How fast should the rocket rotate to face the target= MaxAimError 80 //Max angle between rocket and the target } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 40 MaxActive 20 SpawnCount 10 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 90 RandomSpawn 1 TFBot { Template T_TFBot_Scout_Melee Attributes AlwaysCrit Attributes AlwaysFireWeapon ClassIcon scout_fast Name "Not So Super Scout" Item "The Holy Mackerel" CharacterAttributes { "move speed bonus" 2 } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Heavyweapons_Natascha } } WaveSpawn { Name stage4 WaitForAllDead stage3 Where spawnbot TotalCount 15 MaxActive 15 SpawnCount 15 WaitBeforeStarting 0 WaitBetweenSpawns 0 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Soldier_LL_LeadShot Item "The Liberty Launcher" Name "Rubber Ducker" ItemAttributes { ItemName "The Liberty Launcher" "damage penalty" 0.15 } } } WaveSpawn { Name stage4 WaitForAllDead stage3 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 //15 WaitBetweenSpawns 30 TotalCurrency 110 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_RocketPush } } } //WAVE 2 //////////CURRENCY 600/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}NOTE:{reset}" Line "{blue}Blu Airblast Pyros{blue} {yellow}can reflect all projectiles you can!{reset}" Line "{green}Red robots will be dispatched in the following waves, they will differ between each wave.{reset}" } WaveSpawn { Name support Where spawnbot_flank TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawnsAfterDeath 15 Support 1 TFBot { Template T_TFBot_Demoman_Caber Attributes AlwaysCrit Action Spy ItemAttributes { ItemName "The Ullapool Caber" "cannot pick up intelligence" 1 "move speed bonus" 2 } } } WaveSpawn { Name redsupp Where redsupp WaitForAllDead stage1 TotalCount 999 MaxActive 4 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 Support 2 RandomChoice { TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner ClassIcon red2_lite Action Mobber AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond } } TFBot { Template T_TFBot_Soldier_Direct_Hit ClassIcon red2_lite Action Mobber AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond } } TFBot { Template T_TFBot_Soldier_Extended_Concheror ClassIcon red2_lite Action Mobber Attributes SpawnWithFullCharge AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond } } } } WaveSpawn { Name stage1 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 200 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage ClassIcon soldier_barrage_homing_nys RocketCustomParticle eyeboss_projectile ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.3 } CharacterAttributes { "move speed bonus" 0.45 "damage bonus" 0.9 "Projectile speed increased" 1 } AddCond { Index 36 Delay 1 } HomingRockets { //IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.4 // Multiplier of rocket speed. 1 for default speed TurnPower 75 //How fast should the rocket rotate to face the target= MaxAimError 150 //Max angle between rocket and the target } } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 80 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier //_Crit } } WaveSpawn { Name stage2_s1 WaitForAllDead stage1 Where spawnbot TotalCount 24 MaxActive 18 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 50 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Heavyweapons_Gnome Name "Funny Gauntlet" Health 900 Scale 1.5 Skill Expert CharacterAttributes { "move speed bonus" 1 "health regen" 1 } } TFBot { Class Pyro Skill Hard ClassIcon pyro_reflect_daan } TFBot { Class Pyro Skill Hard ClassIcon pyro_reflect_daan } } } WaveSpawn { Name stage2 WaitForAllSpawned stage2_s1 Where spawnbot_flank TotalCount 30 MaxActive 15 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 5 TotalCurrency 40 RandomSpawn 1 TFBot { Template T_TFBot_Medic_Needle_FetchFlag } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name stage3 WaitForAllDead stage2 TotalCount 1 SpawnCount 1 WaitBeforeStarting 25 //40 //10 TotalCurrency 90 RandomSpawn 1 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" Tank { Health 30000 //25000 //30000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_a_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } SpawnTemplate "SmallTankTurretCrit" ClassIcon tank_small_turret_crit DisableSmokestack 1 IsCrit 1 } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 35 MaxActive 15 SpawnCount 5 WaitBeforeStarting 25 //35 //5 WaitBetweenSpawns 8 TotalCurrency 90 RandomSpawn 1 TFBot { Template T_TFBot_Scout_Crit_Cola_Sig } } } Wave // CURRENCY 900 //// wave 3 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}NOTE:{reset}" Line "{yellow}Do not place teleporters close to walls, your support may become fused with the nearby wall.{reset}" Line "{green}You get 3 giant banner soldiers to help you this wave. Try to keep them alive.{reset}" Line "{orange}Some sentry busters have been reprogrammed to target players. Be careful!{reset}" } WaveSpawn { Name redsupp Where redsupp WaitForAllDead stage1 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawnsAfterDeath 5 Support Limited RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_Extended_Concheror ClassIcon red2_lite //Action Mobber AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond } CharacterAttributes { "health from packs decreased" 0.1 } } TFBot { Template T_TFBot_Giant_Soldier_Extended_Battalion ClassIcon red2_lite //Action Mobber AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond } CharacterAttributes { "health from packs decreased" 0.1 } } TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner ClassIcon red2_lite //Action Mobber Attributes SpawnWithFullCharge AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond } CharacterAttributes { "health from packs decreased" 0.1 } } } } WaveSpawn { Name stage1 Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 35 TotalCurrency 120 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_HealOnKill } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name stage1 Where spawnbot TotalCount 42 MaxActive 12 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 80 RandomSpawn 1 TFBot { Template T_TFBot_Sniper_Huntsman_LeadShot } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 60 MaxActive 20 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Demoman_Knight_Persian Attributes AlwaysCrit } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 25 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Pyro ClassIcon pyro_reflect_daan } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 48 MaxActive 18 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 7 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Engineer_FetchFlag_ShortCircut } TFBot { Template T_TFBot_Medic_Crossbow_FetchFlag } TFBot { Template T_TFBot_Medic_Crossbow_FetchFlag } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 9 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit } TFBot { Template T_TFBot_Engineer_FetchFlag_ShortCircut } TFBot { Template T_TFBot_Engineer_FetchFlag_ShortCircut } } } WaveSpawn { Name stage4 WaitForAllDead stage3 Where spawnbot_flank TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 5 RandomSpawn 1 Support Limited TFBot { Template T_TFBot_PlayerBuster } } WaveSpawn { Name stage4 WaitForAllDead stage3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 TotalCurrency 150 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" Tank { Health 30000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } //SpawnTemplate "SentryTank" } } WaveSpawn { Name stage4 WaitForAllDead stage3 Where spawnbot_flank Where spawnbot TotalCount 100 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Scout_Melee Attributes AlwaysCrit } } WaveSpawn { Name stage4 WaitForAllDead stage3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 TotalCurrency 150 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" Tank { Health 25000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } SpawnTemplate "TankStickyHellmet" ClassIcon tank_sticky_hellmet } } } Wave // CURRENCY 850 //// wave 4 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}NOTE:{reset}" Line "{green}You will get 4 colonel barrages this wave.{reset}" } WaveSpawn { Name redsupp Where redsupp WaitForAllDead stage1 TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawnsAfterDeath 10 Support Limited Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Action Mobber ClassIcon red2_lite AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond } } } } WaveSpawn { Name stage1 Where spawnbot TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 200 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Demo_Burst AimAt Head AimLeadProjectileSpeed 1216.6 ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "Projectile speed increased" 1 } } } WaveSpawn { Name stage1 Where spawnbot_flank TotalCount 44 MaxActive 16 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 3 TotalCurrency 100 RandomSpawn 1 RandomChoice { TFBot { Class Heavy ClassIcon sniper_jarate Name "Piss Heavy" Item "Hard Counter" ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage penalty" 0.25 "fire rate penalty" 2 } ItemAttributes { ItemName "Hard Counter" "set item tint rgb" 15185211 } DamageAppliesCond //Adds conditions to players on hit { Name "TF_COND_URINE" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond Duration 2 // Duration of the condition effect (Default: 0 - infinite duration) } } TFBot { Class Heavy ClassIcon scout_milk Name "Milk Heavy" Item "The Milkman" ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage penalty" 0.25 "fire rate penalty" 2 } DamageAppliesCond //Adds conditions to players on hit { Name "TF_COND_MAD_MILK" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond Duration 2 // Duration of the condition effect (Default: 0 - infinite duration) } } TFBot { Class Heavy ClassIcon pyro_gascann Name "Gas Heavy" Item "Brigade Helm" ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage penalty" 0.25 "fire rate penalty" 2 } DamageAppliesCond //Adds conditions to players on hit { Name "TF_COND_GAS" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond Duration 2 // Duration of the condition effect (Default: 0 - infinite duration) } } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 64 MaxActive 16 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 RandomSpawn 1 TFBot { Class Heavy ClassIcon soldier Skill Expert WeaponRestrictions SecondaryOnly Name "Russian Soldier" Item "Loyalty Reward" AimAt Feet AimLeadProjectileSpeed 1100 ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "damage bonus" 10 "override projectile type" 2 } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name stage2 WaitForAllDead stage1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 150 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" Tank { Health 10000 Speed 225 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Medic Name "Giant Panic Medic" CharacterAttributes { "bot medic uber health threshold" 3000 } } } } WaveSpawn { Name supports WaitForAllDead stage2 Where spawnbot_flank TotalCount 99 MaxActive 10 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon } } WaveSpawn { Name stage4 WaitForAllDead stage3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 TotalCurrency 50 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" Tank { Health 30000 //25000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } SpawnTemplate "SentryTank" ClassIcon tank_sentry } } WaveSpawn { Name stage4 WaitForAllDead stage3 Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 50 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer } TFBot { Template T_TFBot_Giant_Pyro_Gas_Passer } } } WaveSpawn { Name supports WaitForAllDead stage3 Where spawnbot TotalCount 99 MaxActive 10 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 15 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Sniper_Jarate } } } Wave // CURRENCY 900 //// wave 5 { StartWaveOutput { Target wave_start_relay Action Trigger } WaveSpawn { Name redsupp Where redsupp TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 Support 1 RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Buff //Action Mobber ClassIcon red2_lite AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond } CharacterAttributes { "health from packs decreased" 0.1 } } TFBot { Template T_TFBot_Giant_Soldier_Spammer_Conch //Action Mobber ClassIcon red2_lite AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond } CharacterAttributes { "health from packs decreased" 0.1 } } TFBot { Template T_TFBot_Giant_Soldier_Spammer_Backup //Action Mobber ClassIcon red2_lite AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond } CharacterAttributes { "health from packs decreased" 0.1 } } } } WaveSpawn { Name stage1 Where spawnbot TotalCount 18 MaxActive 18 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 200 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Soldier_BurstFire } 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 { Name support WaitForAllDead stage1 Where spawnbot Where spawnbot_flank TotalCount 128 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Support 1 RandomChoice { TFBot { Template T_TFBot_Sniper_Jarate } TFBot { Template T_TFBot_Pyro_Annihilator } TFBot { Template T_TFBot_Scout_Milk } TFBot { Class Sniper Item "The Bushwacka" ClassIcon sniper_bushwacka WeaponRestrictions MeleeOnly } } } WaveSpawn { Name stage2_g1 WaitForAllDead stage1 Where spawnbot TotalCount 16 MaxActive 6 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name stage2 WaitForAllDead stage2_g1 Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 256 Squad { TFBot { Template T_TFBot_Giant_HeavyWeapons_Deflector Attributes AlwaysFireWeapon } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 100 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" Tank { Health 55000 Speed 75 Name "tankboss" Skin 1 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_a_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 144 TFBot { Template T_TFBot_Giant_Soldier_Nuclear } } WaveSpawn { Name redsupp WaitForAllDead stage2 Where redsupp TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 Support 1 TFBot { Template T_TFBot_Giant_Soldier_Burst_Extended_Buff_Banner ClassIcon red2_lite Action Mobber AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" // Condition to apply. List of available conditions https://wiki.teamfortress.com/wiki/Cheats#addcond } CharacterAttributes { "health from packs decreased" 0.1 } } } } }