#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 1200 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no RobotLimit 28 MaxSpectators 3 // Set max spectator count (default: infinite) MaxRedPlayers 1 // Override max red player count (default: 6) ExtraSpawnPoint //Adds spawn points on specified location { Name "redspawnbot" TeamNum 3 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "366" //366 -2502 521 Y "-2502" Z "521" } Templates { T_TFRedBot_Standard { Skill Expert AimTrackingInterval 0 //Override aim tracking time. 0.05 - expert 1.0 - easy FastUpdate 1 //If set, the bot ai updates every tick ClassIcon red2_lite Action Mobber Attributes IgnoreFlag AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" } } T_TFRedBot_Standard_BombGuard { Skill Expert AimTrackingInterval 0 //Override aim tracking time. 0.05 - expert 1.0 - easy FastUpdate 1 //If set, the bot ai updates every tick ClassIcon red2_lite AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" } } T_TFRedBot_Soldier_Beggars { Class Soldier Skill Expert AimTrackingInterval 0 //Override aim tracking time. 0.05 - expert 1.0 - easy FastUpdate 1 //If set, the bot ai updates every tick ClassIcon red2_lite Action Mobber Attributes IgnoreFlag Attributes SuppressFire Item "The Beggar's Bazooka" FireWeapon //Periodically fires weapon { Delay 0.2 //Time before the first fire input starts (Default: 10) Cooldown 0.25 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Duration 0.02 //How long should the button be pressed (Default: 0.1) Type "Primary" IfSeeTarget 0 } AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" } } T_TFRedBot_Pyro_Phlogistinator { Class Pyro Skill Expert AimTrackingInterval 0 //Override aim tracking time. 0.05 - expert 1.0 - easy FastUpdate 1 //If set, the bot ai updates every tick Item "The Phlogistinator" ClassIcon red2_lite Action Mobber Attributes IgnoreFlag Attributes AlwaysFireWeapon AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "airblast disabled" 1 } FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 1 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) //IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 0.5 //How long should the button be pressed (Default: 0.1) Type "Secondary" // Type of fire input, Possible values: } } T_TFRedBot_Demoman_Knight { Class Demoman Skill Expert Item "The Chargin' Targe" Item "The Half-Zatoichi" Action Mobber Attributes IgnoreFlag WeaponRestrictions MeleeOnly AimTrackingInterval 0 //Override aim tracking time. 0.05 - expert 1.0 - easy FastUpdate 1 //If set, the bot ai updates every tick ClassIcon red2_lite AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" } } } PointTemplates { AutoMoney { NoFixup 1 trigger_hurt { "damage" "1000000" "damagecap" "20" "damagemodel" "0" "damagetype" "0" //"filtername" "playertauntingfilter*" "nodmgforce" "0" "spawnflags" "0" "StartDisabled" "0" "targetname" "automoney" "origin" "0 0 0" "mins" "-10432 -10432 -10432" "maxs" "10432 10432 10432" } } } SpawnTemplate "AutoMoney" Mission // sentry buster { Objective DestroySentries InitialCooldown 5 Where spawnbot BeginAtWave 1 RunForThisManyWaves 9 CooldownTime 20 TFBot { Template T_TFBot_SentryBuster } } Mission // Spy - wave 1 { Objective Spy InitialCooldown 60 Where spawnbot_mission_spy BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 4 TFBot { Class Spy Skill Expert Name Spy } } Mission // Spy - wave 4 { Objective Spy InitialCooldown 60 Where spawnbot_mission_spy BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 TFBot { Class Spy Skill Expert Name Spy } } Mission // Spy - wave 7 { Objective Spy InitialCooldown 120 Where spawnbot_mission_spy BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 25 DesiredCount 2 TFBot { Class Spy Skill Expert Name Spy } } Mission // Spy - wave 8 { Objective Spy InitialCooldown 5 Where spawnbot_mission_spy BeginAtWave 8 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 10 TFBot { Class Spy Skill Expert Name Spy } } Mission // Sniper - wave 2 { Objective Sniper InitialCooldown 75 Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Sniper - wave 3 { Objective Sniper InitialCooldown 90 Where spawnbot_mission_sniper BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Sniper - wave 5 { Objective Sniper InitialCooldown 90 Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 4 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Sniper - wave 6 { Objective Sniper InitialCooldown 60 Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 4 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Mission // Sniper - wave 8 { Objective Sniper InitialCooldown 20 Where spawnbot_mission_sniper BeginAtWave 8 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 6 TFBot { Template T_TFBot_Sniper } } Mission // Engineer - wave 1 { Objective Engineer InitialCooldown 60 Where spawnbot BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Mission // Engineer - wave 2 { Objective Engineer InitialCooldown 60 Where spawnbot BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Mission // Engineer - wave 4-5 { Objective Engineer InitialCooldown 60 Where spawnbot BeginAtWave 4 RunForThisManyWaves 2 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Mission // Engineer - wave 6-7 { Objective Engineer InitialCooldown 60 Where spawnbot BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } //WAVE 1 //Currency 900 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Spy mission - 4 active WaveSpawn //WAVE 01a: 24 total, 8 active, Heavyweapons { Name "wave01a" Where spawnbot TotalCount 24 MaxActive 8 SpawnCount 8 WaitBeforeStarting 4 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Class Heavyweapons Skill Easy } } WaveSpawn //WAVE 01b: 50 total, 10 active, Demoman (demoknight) { Name "wave01b" Where spawnbot TotalCount 50 MaxActive 10 SpawnCount 5 WaitBeforeStarting 4 WaitBetweenSpawns 15 TotalCurrency 300 Support 1 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn //WAVE 01c: 30 total, 10 active, Soldier (WAITFORALLDEAD "WAVE01A") { Name "wave01cd" WaitForAllDead "wave01a" Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 200 TFBot { Class Soldier Skill Easy } } WaveSpawn //WAVE 01d: 40 total, 20 active, Scout (WAITFORALLSPAWNED "WAVE01C") { Name "wave01cd" WaitForAllSpawned "wave01c" Where spawnbot TotalCount 40 MaxActive 20 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 150 RandomChoice { TFBot { Class Scout Skill Easy } TFBot { Class Scout Skill Easy WeaponRestrictions MeleeOnly } } } WaveSpawn //WAVE 01e: 27 total, 9 active, Heavyweapons (WAITFORALLSPAWNED "WAVE01CD") { Name "wave01e" Where spawnbot TotalCount 27 MaxActive 9 SpawnCount 9 WaitForAllSpawned "wave01cd" WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 150 RandomChoice { TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Hard } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Pyro_Phlogistinator ItemAttributes { ItemName "The Phlogistinator" "heal on kill" 50 "damage bonus" 1.5 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 Support 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "heal on kill" 50 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard_BombGuard Class HeavyWeapons Item "The Brass Beast" ItemAttributes { ItemName "The Brass Beast" "heal on kill" 100 "fire rate bonus" 0.9 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard Class HeavyWeapons ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "heal on kill" 100 "fire rate bonus" 0.9 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "heal on kill" 50 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard_BombGuard Class Sniper Action Sniper CharacterAttributes { "explosive sniper shot" 1 "faster reload rate" 0.4 } } } } //WAVE 2 //Currency 800 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Sniper mission - 2 active WaveSpawn //WAVE 02a: 56 total, 8 active, Scout { Name "wave02a" Where spawnbot TotalCount 60 MaxActive 8 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 35 TotalCurrency 250 Support 1 TFBot { Class Scout Skill Easy Name Scout } } WaveSpawn //WAVE 02b: [TANK] { Name "wave02b" TotalCount 1 WaitBeforeStarting 5 TotalCurrency 250 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 02c: [GIANT] 2(10) total, 1(5) active, Heavyweapons (path main left) + 4 Heavyweapons { Name "wave02c" Where spawnbot TotalCount 10 MaxActive 5 SpawnCount 5 WaitBeforeStarting 30 WaitBetweenSpawns 0 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag special_main_left BehaviorModifiers push } TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } TFBot { Class Heavyweapons Skill Hard } TFBot { Class Heavyweapons Skill Hard } TFBot { Class Heavyweapons Skill Hard } } } WaveSpawn //WAVE 02d: [GIANT] 2(10) total, 1(5) active, Heavyweapons (path main right) + 4 Heavyweapons { Name "wave02d" Where spawnbot TotalCount 10 MaxActive 5 SpawnCount 5 WaitBeforeStarting 60 WaitBetweenSpawns 0 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag special_main_right BehaviorModifiers push } TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Easy } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Pyro_Phlogistinator ItemAttributes { ItemName "The Phlogistinator" "move speed bonus" 1.3 "damage bonus" 2 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Pyro_Phlogistinator ItemAttributes { ItemName "The Phlogistinator" "move speed bonus" 1.3 "damage bonus" 2 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 Support 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Buff Banner" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 1.75 "fire rate bonus" 0.9 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard_BombGuard Class HeavyWeapons Item "The Brass Beast" ItemAttributes { ItemName "The Brass Beast" "heal on kill" 100 "fire rate bonus" 0.9 "dmg taken from bullets reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard_BombGuard Class Sniper Action Sniper Item "The Hitman's Heatmaker" FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Duration 2 //How long should the button be pressed (Default: 0.1) Type "Reload" // Type of fire input, Possible values: //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value } CharacterAttributes { "explosive sniper shot" 1 "damage bonus" 1.5 "faster reload rate" 0.4 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard_BombGuard Class Sniper Action Sniper Item "The Hitman's Heatmaker" FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Duration 2 //How long should the button be pressed (Default: 0.1) Type "Reload" // Type of fire input, Possible values: //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value } CharacterAttributes { "explosive sniper shot" 1 "damage bonus" 1.5 "faster reload rate" 0.4 } } } } //WAVE 3 //Currency 900 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Sniper mission - 2 active WaveSpawn //WAVE 03a: 56 total, 8 active, Demoman { Name "wave03a" Where spawnbot TotalCount 56 MaxActive 8 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 250 Support 1 TFBot { Class Demoman Skill Easy } } WaveSpawn //WAVE 03b: 5 total, 5 active, Heavyweapons { Name "wave03b" Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Class Heavyweapons Skill Hard } } WaveSpawn //WAVE 03c: 32 total, 8 active, Heavyweapons (WAITFORALLDEAD "WAVE03B") { Name "wave03c" Where spawnbot TotalCount 32 MaxActive 8 SpawnCount 2 WaitForAllDead "Wave03b" WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Class Heavyweapons Skill Easy } } WaveSpawn //WAVE 03d: [GIANT] 6 total, 1 active, Demoman (WAITFORALLDEAD "WAVE03B") { Name "wave03d" Where spawnbot TotalCount 6 MaxActive 6 SpawnCount 1 WaitForAllDead "wave03b" WaitBeforeStarting 25 WaitBetweenSpawns 25 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Demoman } } WaveSpawn //WAVE 03e: [GIANT] 4 total, 1 active, Super Scout { Name "wave03e" Where spawnbot TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 30 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn //WAVE 03f: [GIANT] 6 total, 2 active, Super Scout (WAITFORALLSPAWNED "WAVE03E") { Name "wave03f" Where spawnbot TotalCount 6 MaxActive 2 SpawnCount 2 WaitForAllSpawned "wave03e" WaitBeforeStarting 20 WaitBetweenSpawns 30 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard_BombGuard Class HeavyWeapons Item "The Brass Beast" ItemAttributes { ItemName "The Brass Beast" "heal on kill" 100 "fire rate bonus" 0.9 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard Class HeavyWeapons ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "heal on kill" 100 "fire rate bonus" 0.9 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.8 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.8 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.8 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.8 } } } } //WAVE 4 //Currency 900 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Spy mission - 2 active WaveSpawn //WAVE 04a: 70 total, 10 active, Pyro { Name "wave04a" Where spawnbot TotalCount 70 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 350 RandomChoice { TFBot { Class Pyro Skill Easy } } } WaveSpawn //WAVE 04b: 42 total, 6 active, Scout (bonk) { Name "wave04b" Where spawnbot TotalCount 42 MaxActive 6 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFBot_Scout_Bonk } } WaveSpawn //WAVE 04c: [TANK] { Name "wave04c" TotalCount 1 WaitBeforeStarting 40 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 40000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 04d: 50 total, 5 active, Scout (bonk, flank right, late start, Support) { Name "wave04d" Where spawnbot TotalCount 50 MaxActive 5 SpawnCount 5 WaitBeforeStarting 140 WaitBetweenSpawns 10 TotalCurrency 100 Support 1 TFBot { Template T_TFBot_Scout_Bonk Tag nav_prefer_flank_left BehaviorModifiers push } } WaveSpawn //WAVE 04d: 15 total, 10 active, Soldier (Always crit, late start, Support) { Name "wave04d" Where spawnbot TotalCount 15 MaxActive 10 SpawnCount 5 WaitBeforeStarting 160 WaitBetweenSpawns 1 TotalCurrency 100 TFBot { Class Soldier Skill Hard Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 0.9 } } } WaveSpawn //WAVE 04e: [GIANT] 2 total, 1 active, Super Scout (WAITFORALLDEAD "WAVE04C") { Name "wave04d" Where spawnbot TotalCount 2 MaxActive 1 SpawnCount 1 WaitForAllDead "wave04c" WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 75 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 75 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 75 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 75 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Pyro_Phlogistinator ItemAttributes { ItemName "The Phlogistinator" "move speed bonus" 1.3 "damage bonus" 2 "heal on kill" 100 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Pyro_Phlogistinator ItemAttributes { ItemName "The Phlogistinator" "move speed bonus" 1.3 "damage bonus" 2 "heal on kill" 100 "dmg taken from fire reduced" 0.25 } } } } //WAVE 5 //Currency 1100 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 05a: 10(30) total, 4(12) active, Pyro { Name "wave05a" Where spawnbot TotalCount 30 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 200 Squad { TFBot { Class Pyro Skill Hard } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 05b: 18 total, 9 active, Soldier { Name "wave05b" Where spawnbot TotalCount 18 MaxActive 9 SpawnCount 9 WaitBeforeStarting 12 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Class Soldier Skill Easy } } WaveSpawn //WAVE 05c: 35 total, 5 active, Soldier (Support WAITFORALLSPAWNED "WAVE05B") { Name "wave05c" Where spawnbot TotalCount 35 MaxActive 5 SpawnCount 5 WaitForAllSpawned "wave05b" WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 300 Support 1 TFBot { Class Soldier Skill Hard } } WaveSpawn //WAVE 05d: [GIANT] 4 total, 4 active, Heavyweapons (Deflector, flankers WAITFORALLDEAD "WAVE05B") { Name "wave05d" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 1 WaitForAllDead "wave05b" WaitBeforeStarting 7 WaitBetweenSpawns 12 TotalCurrency 150 RandomChoice { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Tag special_main_right BehaviorModifiers push } TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Tag special_main_left BehaviorModifiers push } } } WaveSpawn //WAVE 05e: [GIANT] 4(12) total, 4(12) active, Heavyweapons (Deflector + medics WAITFORALLSPAWNED "WAVE05D") { Name "wave05e" Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 3 WaitForAllSpawned "wave05d" WaitBeforeStarting 35 WaitBetweenSpawns 9 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 05f: 18 total, 6 active, Sniper - crit huntsman (WAITFORALLSPAWNED "WAVE05D") { Name "wave05f" Where spawnbot TotalCount 18 MaxActive 18 SpawnCount 3 WaitForAllSpawned "wave05d" WaitBeforeStarting 35 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFBot_Sniper_Huntsman Attributes AlwaysCrit ItemAttributes { ItemName "The Huntsman" "faster reload rate" 0.2 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard_BombGuard Class Sniper Action Sniper Item "The Hitman's Heatmaker" FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Duration 2 //How long should the button be pressed (Default: 0.1) Type "Reload" // Type of fire input, Possible values: //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value } CharacterAttributes { "explosive sniper shot" 3 "damage bonus" 2 "SRifle Charge rate increased" 2 "faster reload rate" 0.4 "projectile penetration" 1 "move speed bonus" 1.3 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard_BombGuard Class Sniper Action Sniper Item "The Hitman's Heatmaker" FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Duration 2 //How long should the button be pressed (Default: 0.1) Type "Reload" // Type of fire input, Possible values: //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value } CharacterAttributes { "explosive sniper shot" 3 "damage bonus" 2 "SRifle Charge rate increased" 2 "faster reload rate" 0.4 "projectile penetration" 1 "move speed bonus" 1.3 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard_BombGuard Class Sniper Action Sniper Item "The Hitman's Heatmaker" FireWeapon //Periodically fires weapon { Delay 1 //Time before the first fire input starts (Default: 10) Cooldown 3 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Duration 2 //How long should the button be pressed (Default: 0.1) Type "Reload" // Type of fire input, Possible values: //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value } CharacterAttributes { "explosive sniper shot" 3 "damage bonus" 2 "SRifle Charge rate increased" 2 "faster reload rate" 0.4 "projectile penetration" 1 "move speed bonus" 1.3 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Class Demoman Skill Expert Item "The Chargin' Targe" Item "The Half-Zatoichi" Action Mobber Attributes IgnoreFlag WeaponRestrictions MeleeOnly AimTrackingInterval 0 //Override aim tracking time. 0.05 - expert 1.0 - easy FastUpdate 1 //If set, the bot ai updates every tick ClassIcon red2_lite AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" } ItemAttributes { ItemName "The Half-Zatoichi" "critboost on kill" 4 "damage bonus" 2 "melee attack rate bonus" 0.6 } CharacterAttributes { "damage force reduction" 0.1 "dmg taken from fire reduced" 0.25 "dmg taken from blast reduced" 0.75 "dmg taken from crit reduced" 0.1 "move speed bonus" 1.3 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard_BombGuard Class HeavyWeapons ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "heal on kill" 100 "fire rate bonus" 0.6 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Standard Class HeavyWeapons ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "heal on kill" 100 "fire rate bonus" 0.6 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } } //WAVE 6 //Currency 1200 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Sniper mission - 4 active WaveSpawn //WAVE 06a: 50 total, 20 active, Scout (bonk) { Name "wave06a" Where spawnbot TotalCount 50 MaxActive 20 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 300 TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit } } WaveSpawn //WAVE 06b: [GIANT] 2(4) total, 2(4) active, Heavyweapons + giant Medic { Name "wave06b" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 80 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn //WAVE 06c: [GIANT] 2(4) total, 2(4) active, Soldier + Giant medic (Burst fire, path main right WAITFORALLSPAWNED "WAVE06A") { Name "wave06cd" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 2 WaitForAllSpawned "wave06b" WaitBeforeStarting 30 WaitBetweenSpawns 80 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Soldier_BurstFire Tag special_main_right BehaviorModifiers push } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn //WAVE 06d: [GIANT] 2(4) total, 2(4) active, Soldier + Giant medic (Burst fire, path main left WAITFORALLSPAWNED "WAVE06B") { Name "wave06cd" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 2 WaitForAllSpawned "wave06b" WaitBeforeStarting 50 WaitBetweenSpawns 80 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Soldier_BurstFire Tag special_main_left BehaviorModifiers push } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn //WAVE 06e: 12(24) total, 4(8) active, Heavyweapons + uber medic (WAITFORALLSPAWNED "WAVE06CD") { Name "wave06e" Where spawnbot TotalCount 24 MaxActive 18 SpawnCount 2 WaitForAllSpawned "wave06cd" WaitBeforeStarting 10 WaitBetweenSpawns 7 TotalCurrency 200 Squad { TFBot { Class Heavyweapons Skill Hard } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 06f: 11(22) total, 11(22) active, Pyro + uber medic (WAITFORALLSPAWNED "WAVE06E") { Name "wave06f" Where spawnbot TotalCount 22 MaxActive 22 SpawnCount 2 WaitForAllSpawned "wave06e" WaitBeforeStarting 30 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Class Pyro Skill Hard } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } } //WAVE 7 //Currency 900 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Spy mission - 2 active WaveSpawn //WAVE 07a: [2 TANKS] { Name "wave07a" TotalCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 250 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 40000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 07b: 10(20) total, 5(10) active, Soldier { Name "wave07b" Where spawnbot TotalCount 20 MaxActive 10 SpawnCount 2 WaitBeforeStarting 40 WaitBetweenSpawns 5 TotalCurrency 100 Squad { TFBot { Class Soldier Skill Hard } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 07c: 10 total, 10 active, Scout (bonk, WaitForAllDead "wave07a") { Name "wave07c" Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 10 WaitForAllDead "wave07a" WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 50 TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit } } WaveSpawn //WAVE 07d: [GIANT] 7 total, 7 active, Demoman (WaitForAllDead "wave07c") { Name "wave07d" Where spawnbot TotalCount 7 MaxActive 7 SpawnCount 1 WaitForAllSpawned "wave07c" WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Demoman } } WaveSpawn //WAVE 07e: 12 total, 12 active, Sniper (huntsman, WaitForAllSpawned "wave07d") { Name "wave07e" Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 6 WaitForAllSpawned "wave07d" WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 50 TFBot { Template T_TFBot_Sniper_Huntsman } } WaveSpawn //WAVE 07f: [GIANT] 6(18) total, 6(18) active, Soldier (Rapid Fire + Uber Medic, WaitForAllSpawned "wave07d") { Name "wave07f" Where spawnbot TotalCount 18 MaxActive 18 SpawnCount 6 WaitForAllSpawned "wave07d" WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer } TFBot { Class Heavyweapons Skill Expert } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 07g: 30 total, 20 active, Heavyweapons (Path main left or right WaitForAllDead "wave07f") { Name "wave07g" Where spawnbot TotalCount 30 MaxActive 20 SpawnCount 10 WaitForAllSpawned "wave07f" WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 RandomChoice { TFBot { Class Heavyweapons Skill Hard Tag special_main_right } TFBot { Class Heavyweapons Skill Hard Tag special_main_left } } } WaveSpawn //WAVE 07h: [FINAL TANK] WaitForAllDead "wave07f") { TotalCount 1 WaitBeforeStarting 15 WaitForAllSpawned "wave07f" TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 46000 Speed 75 Name "tankboss" Skin 1 StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 1 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } } //WAVE 8 //Currency 0 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_boss Action Trigger } WaitWhenDone 65 Checkpoint Yes // Sniper mission - 6 active // Spy mission - 10 active WaveSpawn //WAVE 08a: [CHIEF GAUNTLET] { Name "wave08a" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Chief_Gauntlet } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 4 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 4 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 4 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 4 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 4 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } WaveSpawn // RedBot { TotalCurrency 0 Where redspawnbot TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 2 TFBot { Template T_TFRedBot_Soldier_Beggars Item "The Concheror" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.4 "damage bonus" 2 "rocket specialist" 4 "fire rate bonus" 0.6 "heal on kill" 25 "dmg taken from bullets reduced" 0.25 "dmg taken from blast reduced" 0.25 "dmg taken from crit reduced" 0.1 "dmg taken from fire reduced" 0.25 } } } } }