//////////////////////////////////////////////////
//Mission: Advanced			 					//
//Author: Yakibomb								//
//Released: October 24, 2019					//
//Version: Alpha 6								//
//////////////////////////////////////////////////

//Mission Details
//s1a1 = beat mobs
//s1a2 = nab key from giant, unlock door
//s1a3 = nab key from giant, fight off skeletons, unlock door
//s1boss = beat boss

//Tags for Bots
//bot_jarated				= bot has piss on them
//bot_milked				= bot has milk on them
//bot_bonked				= bot is 100% invulnerable (a la Bonk! Atomic Punch)
//bot_disciplinaryaction	= bot has 40% speed boost
//bot_rune_reflect			= bot has Mann Power's reflect rune
//bot_invisible				= bot is cloaked
//bot_crits					= bot has 100% crits
//bot_ubered				= bot is Ubercharged
//bot_stunned				= bot is stunned, like Mannhattan's GateBots. Note: Seems to not work when used with bot_healing (Uber Heal) or bot_bonked (Bonk! invuln).
//bot_healing				= bot is healed from the Medigun to 200% HP (with restrictions for pre-set Health for the robot)
//bot_healer				= bot heals other bots around itself (like the Amputator)
//bot_chargin				= bot charges like the Demoknight
//drop_random				= on death, bot will drop a small treasure chest (100% chance)
//drop_random_chance		= on death, bot will drop a small treasure chest (6.25% chance)
//drop_key_basic			= dying drops a basic dungeon key
//drop_rare_trap			= bot drops big chest with 5 live pipe bombs (that are meant to kill the player..!)
//drop_rare_cash			= bot drops big chest with $125 cold hard cash
//bot_boss					= for bosses only. Use with bot_boss_mod_* to change forms every few seconds (specified below)
//bot_boss_mod_behavior1		= changes boss' to behavior1 in 1 second
//bot_boss_mod_behavior1_at_4	= changes boss' to behavior1 in 4 seconds
//bot_boss_mod_behavior1_at_8	= changes boss' to behavior1 in 8 seconds
//bot_boss_mod_behavior1_at_12	= changes boss' to behavior1 in 12 seconds
//bot_boss_mod_behavior1_at_16	= changes boss' to behavior1 in 16 seconds
// -!- Use up to behavior1 to behavior9
// -!- Can also use bot_boss_mod_default (and up to 4 to 16 seconds)

#base robot_berserker_a6.pop

WaveSchedule
{
	StartingCurrency		550
	RespawnWaveTime 0
	Advanced 1
	CanBotsAttackWhileInSpawnRoom Yes
	FixedRespawnWaveTime Yes
		
	//STAGE 1 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	Wave
	{
		InitWaveOutput
		{
			Target wave_init_relay_s1
			Action Trigger
		}
		StartWaveOutput
		{
			Target wave_start_relay					//Universal. The only important one is the InitWaveOutput.
			Action Trigger
		}
		DoneOutput					
		{
			Target wave_finished_relay				//Universal. The only important one is the InitWaveOutput.
			Action trigger
		}
		
		//Example
//		WaveSpawn
//		{
//			Name "dummy1"
//			
//			StartWaveOutput
//			{
//				Target setup_sXaY_dummy
//				Action Trigger
//			}
//			WaitBeforeStarting 3
//			FirstSpawnOutput
//			{
//				Target event_sXaY_dummy
//				Action Enable
//			}
//			DoneOutput
//			{
//				Target setup_sXaY_dummy
//				Action Trigger
//			}
//		}
		
		//Setting up the stage events (bomb teleports)
		WaveSpawn
		{
			FirstSpawnWarningSound "\vo\announcer_attack_controlpoints.mp3"
			
			Name "s1a1_cp1"
			
			StartWaveOutput
			{
				Target setup_pause_botspawn_auto
				Action Trigger
			}
			
			Where spawnbot_bomb
			WaitBeforeStarting 4
			WaitBetweenSpawns 0
			TotalCurrency 0

			TFBot
			{
				Template T_Bersk_Event_Bomb
			}
		}
		//This spawns the collectible treasure chests on the map all over Stage 1
		WaveSpawn
		{			
			StartWaveOutput
			{
				Target setup_chest_spawn_s1
				Action Trigger
			}
		}
		
		//This enables the Universal Trigger event relay, which the first door in the map uses to trigger all "event_*" events enabled (in this case, only event_unpause_botspawn is enabled).
		//Unlocks spawn doors in 5 seconds
		WaveSpawn
		{
			StartWaveOutput
			{
				Target event_universal_trigger
				Action Enable
			}
			
			WaitBeforeStarting 5
			
			FirstSpawnOutput
			{
				Target setup_s1a1_unlockspawndoor
				Action Trigger
			}
		}
		
		//Setting up mobs
		WaveSpawn
		{
			WaitForAllSpawned "s1a1_cp1"
			
			Name "s1a1_mob"
			
			Where spawnbot_s1a1_frontdoor_staircase
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 3
			WaitBetweenSpawns 0
			TotalCurrency 10
			
			Support Limited
			
			TFBot
			{
				Tag bot_invisible
				Tag bot_disciplinaryaction
				
				Class Pyro
				Skill Expert
				ClassIcon enemy
				CharacterAttributes
				{
					"airblast disabled" 1
				}
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned "s1a1_cp1"
			
			Name "s1a1_mob"
			
			Where spawnbot_s1a1_frontdoor_staircase
			TotalCount 4
			MaxActive 4
			SpawnCount 2
			WaitBeforeStarting 0
			WaitBetweenSpawns 1
			TotalCurrency 20

			Support Limited
			
			TFBot
			{
				Template T_Bersk_Demoknight
				Attributes AirChargeOnly
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned "s1a1_cp1"
			
			Name "s1a1_mob"
			
			Where spawnbot_s1a1
			TotalCount 6
			MaxActive 6
			SpawnCount 1
			WaitBeforeStarting 2
			WaitBetweenSpawns 1
			TotalCurrency 35

			Support Limited
			
			TFBot
			{
				Template T_Bersk_Demoknight
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned "s1a1_cp1"
			
			Name "s1a1_mob"
			
			Where spawnbot_s1a1_side
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 3
			WaitBetweenSpawns 0
			TotalCurrency 5

			Support Limited
			
			TFBot
			{
				Template T_Bersk_Engineer_Buff
				Tag drop_random_chance
			}
		}
		
		WaveSpawn		
		{
			WaitForAllSpawned "s1a1_cp1"
			
			Name "s1a1_mob"
			
			Where spawnbot_s1a1_cp1_back
			TotalCount 2
			MaxActive 2
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 1
			TotalCurrency 20
			
			Support Limited

			TFBot
			{
				Template T_Bersk_Giant_Demoman_RapidFire
				Attributes IgnoreFlag
				Scale 1.6
				Health 2200
			}
		}
		
		
		//After the mob has been defeated, CP1 Unlocks
		WaveSpawn
		{
			WaitForAllDead "s1a1_mob"
			
			StartWaveWarningSound "\vo\announcer_we_secured_control.mp3"
			
			StartWaveOutput
			{
				Target event_universal_trigger
				Action Enable
			}
			FirstSpawnOutput
			{
				Target event_bomb
				Action Enable
			}
			
			WaitBeforeStarting 3
			
			DoneOutput
			{
				Target setup_s1a1_cp1_unlock
				Action Trigger
			}
		}
		
		//When CP1 is captured, kills "s1a1_cp1" to trigger:
		//the relay to close the spawn door (killing anyone inside)
		//unlocks the next door to area2.
		//event_bomb triggers the events by killing the bot "s1a1_closing"...
		WaveSpawn
		{
			WaitForAllDead "s1a1_cp1"
			
			FirstSpawnOutput
			{
				Target setup_s1a1_lockspawndoor
				Action Trigger
			}
			StartWaveOutput
			{
				Target setup_s1a1_unlockcp1door
				Action Trigger
			}
			DoneOutput
			{
				Target event_bomb
				Action Enable
			}
		}
		
		//Setting up the stage events (key trigger)
		//Stops any bots from spawning until the new area is opened.
		//When this bot dies, spawns area2 mobs
		WaveSpawn
		{
			WaitForAllDead "s1a1_cp1"
			
			Name "s1a1_closing"
			
			StartWaveOutput
			{
				Target event_universal_trigger
				Action Enable
			}
			
			Where spawnbot_bomb
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 0

			TFBot
			{
				Template T_Bersk_Event_Bomb
			}
		}
		//Disables the key platform section of area2
		WaveSpawn
		{
			StartWaveOutput
			{
				Target setup_s1a2_platforms_key_disable
				Action Trigger
			}
		}

		//Begins to spawn enemies behind the door.
		//This first mob will enable the event_bomb, which will be triggered by the key touching the lock at the end of this area.
		//Notice it is "FirstSpawnOutput", not "StartWaveOutput". This ensures the event_bomb is enabled after the s1a1 exit door is opened.
		WaveSpawn
		{
			WaitForAllDead "s1a1_closing"
			
			FirstSpawnOutput
			{
				Target event_bomb
				Action Enable
			}
			
			Where spawnbot_s1a2_tunnel
			TotalCount 8
			MaxActive 8
			SpawnCount 2
			WaitBeforeStarting 1
			WaitBetweenSpawns 4
			TotalCurrency 40
			
			Support Limited

			Squad
			{
				TFBot
				{
					Template T_Bersk_Demoknight
					Tag drop_random_chance
				}
				TFBot
				{
					Class Medic
					Skill Normal
					ClassIcon enemy
					WeaponRestrictions SecondaryOnly
					Item "The Quick-Fix"
				}
			}
		}
		
		WaveSpawn
		{
			WaitForAllDead "s1a1_closing"
			
			FirstSpawnOutput
			{
				Target event_universal_trigger
				Action Enable
			}
			
			Where spawnbot_s1a2_back
			TotalCount 3
			MaxActive 3
			SpawnCount 3
			WaitBeforeStarting 1
			WaitBetweenSpawns 0
			TotalCurrency 0
			
			Support Limited
			
			Squad
			{
				ShouldPreserveSquad 1

				TFBot
				{
					Tag drop_key_basic
				
					Class Heavyweapons
					Name "Big Heavy"
					Skill Hard
					Scale 1.6
					Health 2900
					ClassIcon enemy_boss
					WeaponRestrictions PrimaryOnly
					Attributes IgnoreFlag
					Attributes MiniBoss
				}
				TFBot
				{
					Tag bot_invisible
					Tag bot_crits
				
					Class Soldier
					Name "Giant Invisible Soldier"
					Skill Hard
					Scale 1.6
					Health 2400
					ClassIcon enemy_boss
					WeaponRestrictions PrimaryOnly
					Attributes HoldFireUntilFullReload
					Attributes IgnoreFlag
					Attributes MiniBoss
				}
				TFBot
				{
					Tag bot_invisible
					Tag bot_crits
				
					Class Demoman
					Name "Giant Invisible Demoman"
					Skill Hard
					Scale 1.6
					Health 2200
					ClassIcon enemy_boss
					WeaponRestrictions PrimaryOnly
					Attributes HoldFireUntilFullReload
					Attributes IgnoreFlag
					Attributes MiniBoss
				}
			}
		}
		
		WaveSpawn
		{
			WaitForAllDead "s1a1_closing"
			
			Where spawnbot_s1a2_upperbalcony1
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 10
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_Pyro_ScorchShot
				Tag drop_random_chance
				Attributes IgnoreFlag
			}
		}
		WaveSpawn
		{
			WaitForAllDead "s1a1_closing"
			
			Where spawnbot_s1a2_upperbalcony2
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 1
			WaitBetweenSpawns 0
			TotalCurrency 10
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_Pyro_ScorchShot
				Tag drop_random_chance
				Attributes IgnoreFlag
			}
		}
		
		WaveSpawn
		{
			WaitForAllDead "s1a1_closing"
			
			Where spawnbot_s1a2_upperbalcony3
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 1
			WaitBetweenSpawns 0
			TotalCurrency 10
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_Pyro_ScorchShot
				Tag drop_random_chance
				Attributes IgnoreFlag
			}
		}
		WaveSpawn
		{
			WaitForAllDead "s1a1_closing"
			
			Where spawnbot_s1a2_key
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 1
			WaitBetweenSpawns 0
			TotalCurrency 0
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_Pyro_ScorchShot
				Tag drop_random_chance
				Attributes IgnoreFlag
			}
		}
		
		//Setting up the stage events (skeletons in this mission)
		//When this bot dies, starts the next mobs for area3.
		WaveSpawn
		{
			WaitForAllDead "s1a1_closing"
			
			Name "s1a2_key"
			
			StartWaveOutput
			{
				Target event_universal_trigger
				Action Enable
			}
			FirstSpawnOutput
			{
				Target event_bomb
				Action Enable
			}
			
			Where spawnbot_bomb
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 0

			TFBot
			{
				Template T_Bersk_Event_Bomb
			}
		}
		
		//Engineer bot spawns for the Shop area
		//Use "Target kill_blu" "Action Trigger" to kill ALL enemies (including Ubered) at any time in the map.
		//Or, use "Target event_kill_blu" "Action Enable" to kill them when an Event occurs.
		WaveSpawn
		{
			WaitForAllSpawned "s1a2_key"
			
			Where spawnbot_s1_shop
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 0
			
			Support Limited

			TFBot
			{
				Template T_Bersk_Shopkeeper_1
			}
		}
		
		//Enables the locked door @ s1a3_cp2 area
		//Disables s1a3_cp2
		WaveSpawn
		{
			FirstSpawnOutput
			{
				Target setup_s1a3_cp2_lockdoor
				Action Trigger
			}
			DoneOutput
			{
				Target setup_s1a3_cp2_disable
				Action Trigger
			}
		}
		
		//Enables Skeletons when s1a3_cp2 is touched
		//Enables Skeletons when graves are touched.
		WaveSpawn
		{
			WaitForAllDead "s1a2_key"
			
			StartWaveOutput
			{
				Target event_s1a3_cp2_skeletonhorde
				Action Enable
			}
			FirstSpawnOutput
			{
				Target setup_s1a3_skeletons
				Action Trigger
			}
		}
		
		//These are the area3 mobs
		WaveSpawn
		{
			WaitForAllDead "s1a2_key"
			
			Name "s1a3_mobs"
			
			Where spawnbot_s1a3_entrance_path
			TotalCount 4
			MaxActive 4
			SpawnCount 1
			WaitBeforeStarting 1
			WaitBetweenSpawns 1
			TotalCurrency 40
			
			Support Limited
			
			TFBot
			{
				Tag drop_random_chance
				
				Class Demoman
				Skill Hard
				ClassIcon enemy
				Attributes IgnoreFlag
				WeaponRestrictions PrimaryOnly
				Attributes HoldFireUntilFullReload
			}
		}
		
		WaveSpawn
		{
			WaitForAllDead "s1a2_key"
			
			Name "s1a3_mobs"
			
			Where spawnbot_s1a3_entrance_path5
			TotalCount 4
			MaxActive 4
			SpawnCount 4
			WaitBeforeStarting 4
			WaitBetweenSpawns 0
			TotalCurrency 40
			
			Support Limited
			
			Squad
			{
				TFBot
				{
					Tag drop_key_basic
				
					Class Pyro
					Name "Giant Pyro"
					Scale 1.75
					Skill Hard
					Attributes MiniBoss
					Health 3300
					ClassIcon enemy_boss
					CharacterAttributes
					{
						"move speed penalty" 0.4
						"airblast disabled" 1
					}
				}
				TFBot
				{				
					Template T_Bersk_Medic_BigHeal
				}
				TFBot
				{				
					Template T_Bersk_Medic_BigHeal
				}
				TFBot
				{				
					Template T_Bersk_Medic_BigHeal
				}
			}
			
			DoneOutput
			{
				Target setup_onstarttouch_s1a3_cp2
				Action Enable
			}
		}
		
		//Setting up the stage events (s1a3_key1)
		WaveSpawn
		{
			WaitForAllDead "s1a3_mobs"
			
			StartWaveOutput
			{
				Target event_bomb
				Action Enable
			}
			
			Name "s1a3_key1"
			
			FirstSpawnOutput
			{
				Target event_universal_trigger
				Action Enable
			}
			
			Where spawnbot_bomb
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 0

			TFBot
			{
				Template T_Bersk_Event_Bomb
			}
		}
		WaveSpawn
		{
			WaitForAllDead "s1a3_key1"
			
			StartWaveOutput
			{
				Target event_bomb
				Action Enable
			}
			
			Name "s1a3_key2"
			
			FirstSpawnOutput
			{
				Target event_universal_trigger
				Action Enable
			}
			
			Where spawnbot_bomb
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 0

			TFBot
			{
				Template T_Bersk_Event_Bomb
			}
		}
		WaveSpawn
		{
			WaitForAllDead "s1a3_key1"
		
			Where spawnbot_s1a3_crypt2
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 1
			WaitBetweenSpawns 0
			TotalCurrency 10
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_Heavyweapons_Natty
				MaxVisionRange 350
				Tag drop_random
				Tag bot_invisible
				Attributes IgnoreFlag
				Item "Honest Halo"
			}
		}
		WaveSpawn
		{
			WaitForAllDead "s1a3_key2"
			
			Where spawnbot_s1a3_crypt1
			TotalCount 2
			MaxActive 2
			SpawnCount 1
			WaitBeforeStarting 2
			WaitBetweenSpawns 1
			TotalCurrency 20
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_Pyro_Primary
				Item "Honest Halo"
				Tag drop_random
			}
		}
		WaveSpawn
		{
			WaitForAllDead "s1a3_cp2"
		
			Where spawnbot_s1a3
			TotalCount 3
			MaxActive 3
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 1
			TotalCurrency 20
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_Pyro_Secondary
				Item "The Detonator"
				Attributes IgnoreFlag
				Item "Honest Halo"
			}
		}
		WaveSpawn
		{
			WaitForAllDead "s1a3_cp2"
		
			Where spawnbot_s1a3_2
			TotalCount 3
			MaxActive 3
			SpawnCount 1
			WaitBeforeStarting 3
			WaitBetweenSpawns 1
			TotalCurrency 15
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_Pyro_Secondary
				Item "The Detonator"
				Attributes IgnoreFlag
				Item "Honest Halo"
			}
		}
		WaveSpawn
		{
			WaitForAllDead "s1a3_cp2"
		
			Where spawnbot_s1a3_6
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 1
			WaitBetweenSpawns 1
			TotalCurrency 5
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_Pyro_Secondary
				Item "The Detonator"
				Attributes IgnoreFlag
				Item "Honest Halo"
			}
		}
		WaveSpawn
		{
			WaitForAllDead "s1a3_cp2"
		
			Where spawnbot_s1a3_7
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 1
			WaitBetweenSpawns 1
			TotalCurrency 5
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_Pyro_Secondary
				Item "The Detonator"
				Attributes IgnoreFlag
				Item "Honest Halo"
			}
		}
		
		WaveSpawn
		{
			WaitForAllDead "s1a3_key1"
		
			Where spawnbot_s1a3_crypt3
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 1
			WaitBetweenSpawns 0
			TotalCurrency 10
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_Heavyweapons_Natty
				MaxVisionRange 350
				Tag drop_random
				Tag bot_invisible
				Attributes IgnoreFlag
				Item "Honest Halo"
			}
		}
		WaveSpawn
		{
			WaitForAllDead "s1a3_key2"
			
			Where spawnbot_s1a3_crypt3
			TotalCount 6
			MaxActive 6
			SpawnCount 1
			WaitBeforeStarting 5
			WaitBetweenSpawns 2
			TotalCurrency 40
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_Pyro_VolcanoFragment
				Item "Honest Halo"
			}
		}
		
		WaveSpawn
		{
			WaitForAllDead "s1a3_key2"
			
			StartWaveOutput
			{
				Target event_s1a3_openenemygates
				Action Enable
			}
			DoneOutput
			{
				Target setup_onstarttouch_s1a3_underbelly
				Action Enable
			}
		}
		WaveSpawn
		{
			WaitForAllDead "s1a3_key2"
			
			Name "s1a3_underbelly"
			
			Where spawnbot_s1a3_underbelly
			TotalCount 4
			MaxActive 4
			SpawnCount 1
			WaitBeforeStarting 1
			WaitBetweenSpawns 0
			TotalCurrency 80
			
			Support Limited
			
			TFBot
			{
				Tag drop_random_chance
				
				Class Sniper
				Skill Expert
				Health 475
				Scale 1.25
				ClassIcon enemy
				Attributes AlwaysFireWeapon
				WeaponRestrictions MeleeOnly
				Item "The Shahanshah"
				ItemAttributes
				{
					ItemName "The Shahanshah"
					"fire rate penalty" 0.7
				}
			}
			DoneOutput
			{
				Target setup_s1a3_openkeygate
				Action Trigger
			}
		}
		
		//Enemy drops Boss Key immediately in cell upon defeat
		//BUG: For now it's bugged to where it doesn't spawn if the wave has progressed too far? Nav problem??
		WaveSpawn
		{
			WaitForAllSpawned "s1a1_cp1"
			
			Where spawnbot_s1a3_underbelly_key
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 1
			WaitBetweenSpawns 0
			TotalCurrency 0
			
			Support Limited
			
			TFBot
			{
				Template T_Bersk_AutoDie
				Tag drop_key_basic
			}
		}
		
		//Setting up event: stage 1 boss
		WaveSpawn
		{
			WaitForAllDead "s1a3_underbelly"
			
			Name "s1a3_closing"
			
			StartWaveOutput
			{
				Target event_bomb
				Action Enable
			}
			
			Where spawnbot_bomb
			WaitBeforeStarting 2
			WaitBetweenSpawns 0
			TotalCurrency 0

			TFBot
			{
				Template T_Bersk_Event_Bomb
			}
			DoneOutput
			{
				Target kill_blu
				Action Trigger
			}
		}
		
		//BOSS STAGE 1
		WaveSpawn
		{
			StartWaveWarningSound "\music\mvm_start_last_wave.wav"
			
			WaitForAllDead "s1a3_closing"
			
			Name "s1a3_boss"
			
			Where spawnbot_s1_boss
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 50
			
			TFBot
			{
				Template T_Bersk_Boss_Giant_Soldier_3Forms_4Melee_4BlackBox_8Original
				Name "Stage 1 Boss"
			}
		}
	}
	
	//STAGE 2 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	
//	Wave
//	{
//		InitWaveOutput
//		{
//			Target wave_init_relay_stage2
//			Action Trigger
//		}
//		StartWaveOutput
//		{
//			Target wave_start_relay
//			Action Trigger
//		}
//		DoneOutput					
//		{
//			Target wave_finished_relay
//			Action trigger
//		}
//		
//		WaveSpawn
//		{			
//			Where spawnbot_bomb
//			TotalCount 8
//			MaxActive 1
//			SpawnCount 1
//			WaitBeforeStarting 0
//			WaitBetweenSpawns 0
//			TotalCurrency 0
//
//			TFBot
//			{
//				Class Heavyweapons
//				Skill Expert
//				ClassIcon enemy
//				Attributes SuppressFire
//				Attributes IgnoreEnemies
//				CharacterAttributes
//				{
//					"damage penalty" 0
//				}
//			}
//		}
//	}
}