#base robot_giant.pop #base robot_standard.pop #base robot_vengeance.pop WaveSchedule { StartingCurrency 800 RespawnWaveTime 7 CanBotsAttackWhileInSpawnRoom no Advanced 1 //Before I actually get to work on this mission (since I need to do the credits for Coaltown and Rottenburg) I'm going to outline what I want to see from this. //Bigrock is by far the easiest map to defend. It's long, all robots spawn from one exit, and the rocks can be easily cheeses. //I'm going to actually ignore the cheese of the rocks while making this, but acknowledge that the defenders have a huge edge while defending the cave. //The main gimick of this mission will be Supercharged bots. //Supercharged bots already exist in certain missions of this map and in Calignious Caper. They have their weapons and certain other stats boosted, as well as full crits. //I won't be changing the Supercharged Soldiers, Demos, and Pyros. However I will be adding faster firing speed and reload speed to Scouts and firing rate to Heavies, as well as 50 extra hp. //Supercharged Medics will be quick-fix medics with an instantly popped and infinite Ubercharge. It must be taken out in a 150 damage blow. //ALL Crit Boosted bots during this mission, with the exception of Kritzkrieg Medics, must be Supercharged Variant, to keep things consistent. This means Giants do not have natural crits. //Just like Rottenburg, I want this mission to have an enhanced paycheck. Unlike Rottenburg this will be shorter, only 6 waves similar to Decoy. //This will be the only mission where I seriously use those Headshot Snipers I used back in Coaltown Wave 1. Basically, crit resistance is a must have in this mission. //The focus of this mission is making intimidating small bots. While Giants will be used, them and Tanks will not recieve much attention from a custom bot standpoint. //I am aware how this idea might be stupid. But I already crossed the line of things being stupid with Headshot Snipers and a gauntlet stage of all 9 classes, so, whatever. //Also I think I'm done with the Tank spam. I think having missions with 'the tank wave' gets boring. Sorry Coaltown Wave 5 and Rottenburg Wave 4. Mission // sentry buster { Objective DestroySentries InitialCooldown 30 Where spawnbot BeginAtWave 1 RunForThisManyWaves 6 CooldownTime 30 TFBot { Template T_TFBot_SentryBuster } } Mission // aggressive engineers, wave 1-2 { Objective Engineer InitialCooldown 5 Where spawnbot BeginAtWave 1 RunForThisManyWaves 2 DesiredCount 1 CooldownTime 20 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Mission // snipers, wave 2 { Objective Sniper InitialCooldown 120 Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 DesiredCount 4 CooldownTime 30 TFBot { Template T_TFBot_Sniper } } Mission // spys, wave 3 { Objective Spy InitialCooldown 45 Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 1 DesiredCount 2 CooldownTime 35 TFBot { Class Spy Skill Expert } } Mission // headshot snipers, wave 3 { Objective Sniper InitialCooldown 30 Where spawnbot_mission_sniper BeginAtWave 3 RunForThisManyWaves 1 DesiredCount 1 CooldownTime 60 TFBot { Class Sniper Name "Headshot Sniper" Skill Expert MaxVisionRange 2500 Attributes AlwaysCrit ClassIcon sniper ItemAttributes { ItemName "TF_WEAPON_CLUB" "damage bonus" 0.33 } } } Mission // headshot snipers, wave 5 { Objective Sniper InitialCooldown 5 Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 DesiredCount 2 CooldownTime 70 TFBot { Class Sniper Name "Headshot Sniper" Skill Expert MaxVisionRange 2500 Attributes AlwaysCrit ClassIcon sniper ItemAttributes { ItemName "TF_WEAPON_CLUB" "damage bonus" 0.33 } } } Mission // engineers, wave 6 { Objective Engineer InitialCooldown 60 Where spawnbot BeginAtWave 6 RunForThisManyWaves 2 DesiredCount 1 CooldownTime 45 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Mission // spys, wave 6 { Objective Spy InitialCooldown 10 Where spawnbot_mission_spy BeginAtWave 6 RunForThisManyWaves 2 DesiredCount 4 CooldownTime 50 TFBot { Template T_TFBot_Spy } } //WAVE 1 //Currency 850 (rn) /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn //WAVE 1a-1: Demoknight Charge { Name "1a-1" Where spawnbot TotalCount 30 MaxActive 15 SpawnCount 10 WaitBeforeStarting 4 WaitBetweenSpawns 8 TotalCurrency 100 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn //WAVE 1a-2: Soldier Spam { Name "1a-2" WaitForAllSpawned "1a-1" Where spawnbot TotalCount 24 MaxActive 18 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 150 TFBot { Class Soldier Skill Easy } } WaveSpawn //WAVE 1a-4: Super Scouts, Continious { Name "1a-4" WaitForAllSpawned "1a-2" Where spawnbot TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 20 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn //WAVE 1a-3: Jumping Scouts { Name "1a-3" WaitForAllDead "1a-2" Where spawnbot TotalCount 24 MaxActive 18 SpawnCount 9 WaitBeforeStarting 8 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Jumping_Sandman Name "Jumping Sandman" } } WaveSpawn //WAVE 1a-4: Demobursts { Name "1a-4" WaitForAllDead "1a-3" Where spawnbot TotalCount 24 MaxActive 18 SpawnCount 6 WaitBeforeStarting 2 WaitBetweenSpawns 8 TotalCurrency 150 TFBot { Template T_TFBot_Demo_Burst } } WaveSpawn //WAVE 1a: Demoknight Charge 2 { Name "1b" WaitForAllDead "1a-4" Where spawnbot TotalCount 30 MaxActive 15 SpawnCount 6 WaitBeforeStarting 20 WaitBetweenSpawns 8 TotalCurrency 200 TFBot { Template T_TFBot_Demoknight_Supercharged ClassIcon demoknight_giant } } WaveSpawn //WAVE 1b: Giant Charged Soldier { Name "1b" WaitForAllDead "1a-4" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Soldier_Crit } } } //WAVE 2 //Currency 950 (rn) /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn //WAVE 2a-1: Supercharged Medic tutorial { Name "2a-1" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 70 Squad { TFBot { Template T_TFBot_Giant_Soldier } TFBot { Template T_TFBot_Medic_Supercharged } } } WaveSpawn //WAVE 2a-2: Supercharged Medics and Buff Soldier Giants (sorry) { Name "2a-2" WaitForAllDead "2a-1" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 15 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner } TFBot { Template T_TFBot_Medic_Supercharged } TFBot { Template T_TFBot_Medic_Supercharged } } } WaveSpawn //WAVE 2a-3: Small amounts of scout bots for added pressure { Name "2a-3" WaitForAllDead "2a-1" Where spawnbot TotalCount 30 MaxActive 11 SpawnCount 4 WaitBeforeStarting 7 WaitBetweenSpawns 6 TotalCurrency 120 TFBot { Class Scout Skill Easy } } WaveSpawn //WAVE 2a-4: Bonk Scouts { Name "2a-4" WaitForAllSpawned "2a-3" Where spawnbot TotalCount 22 MaxActive 22 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 1 TotalCurrency 60 TFBot { Template T_TFBot_Scout_Bonk } } WaveSpawn //WAVE 2a-2: Giant Heavy { Name "2a-2" WaitForAllDead "2a-4" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Heavyweapons } } WaveSpawn //WAVE 2b: Tank { Name "2b" WaitForAllDead "2a-2" TotalCount 1 WaitBeforeStarting 10 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 20000 Speed 75 Name "Normal Tank" StartingPathTrackNode "tank_path_a_10" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 2b: Supercharged Bowmen { Name "2b" WaitForAllDead "2a-2" Where spawnbot TotalCount 36 MaxActive 15 SpawnCount 5 WaitBeforeStarting 20 WaitBetweenSpawns 7 TotalCurrency 250 TFBot { Template T_TFBot_Bowman_Supercharged } } } //WAVE 3 //Currency 1100 (rn) /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // TO SHOW THAT SNIPERS HAVE CRITS, DOESN'T ACTUALLY SPAWN { Name "ClassIconReal" Where spawnbot_mission_sniper TotalCount 1 SpawnCount 0 WaitBeforeStarting 1010000 WaitBetweenSpawns 101010 Support 1 TFBot { Class Sniper ClassIcon sniper Attributes AlwaysCrit } } WaveSpawn //WAVE 3a-1: Supercharged Demoknights { Name "3a-1" Where spawnbot TotalCount 20 MaxActive 13 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 6 TotalCurrency 125 TFBot { Template T_TFBot_Demoknight_Supercharged } } WaveSpawn //WAVE 3a-1: Supercharged Bowmen { Name "3a-1" Where spawnbot TotalCount 12 MaxActive 7 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 125 TFBot { Template T_TFBot_Bowman_Supercharged } } WaveSpawn //WAVE 3: Tank right off the bat { Name "3" TotalCount 1 WaitBeforeStarting 10 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 30000 Speed 75 Name "Slightly Armored Tank" StartingPathTrackNode "tank_path_a_10" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 3a-2: Giant Charged Soldiers with Supercharged Medics { Name "3a-2" WaitForAllSpawned "3a-1" Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 4 WaitBeforeStarting 3 WaitBetweenSpawns 12 TotalCurrency 250 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit } TFBot { Template T_TFBot_Medic_Supercharged } TFBot { Template T_TFBot_Medic_Supercharged } TFBot { Template T_TFBot_Medic_Supercharged } } } WaveSpawn //WAVE 3b-1: Periodic Spawns of SC Demoknights admidst a soldier rush { Name "3b-1" WaitForAllDead "3a-2" Where spawnbot TotalCount 30 MaxActive 8 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 150 TFBot { Template T_TFBot_Demoknight_Supercharged } } WaveSpawn //WAVE 3b-2: Soldier Horde, similar to wave 1 { Name "3b-2" WaitForAllDead "3a-2" Where spawnbot TotalCount 36 MaxActive 15 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 150 TFBot { Class Soldier Skill Normal } } WaveSpawn //WAVE 3b-3: Two pairs of Giant Pyros and Giant Medics { Name "3b-3" WaitForAllSpawned "3b-2" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Pyro } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn //WAVE 3b-4: Six pairs of SC Bowmen with SC Medics { Name "3b-4" WaitForAllSpawned "3b-1" WaitForAllDead "3b-2" Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Bowman_Supercharged } TFBot { Template T_TFBot_Medic_Supercharged } } } } //WAVE 4 //Currency 1200 (rn) /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn //WAVE 4a: Rude awakening, SC Demos { Name "4a" Where spawnbot TotalCount 24 MaxActive 24 SpawnCount 12 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 150 TFBot { Template T_TFBot_Demoman_Supercharged } } WaveSpawn //WAVE 4b: THE SC SCOOTERS HAVE ARRIVED. { Name "4b" WaitForAllDead "4a" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 9 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Supercharged } } WaveSpawn //WAVE 4b: Heavy combos, main force { Name "4b" WaitForAllDead "4a" Where spawnbot TotalCount 32 MaxActive 16 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 100 TFBot { Class Heavyweapons Skill Normal } } WaveSpawn //WAVE 4c: Battallian Soldiers, main force { Name "4c" WaitForAllSpawned "4b" Where spawnbot TotalCount 49 MaxActive 15 SpawnCount 7 WaitBeforeStarting 6 WaitBetweenSpawns 8 TotalCurrency 150 TFBot { Template T_TFBot_Soldier_Extended_Battalion } } WaveSpawn //WAVE 4d: Shortstop Scouts { Name "4d" WaitForAllDead "4b" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 10 TotalCurrency 75 TFBot { Template T_TFBot_Scout_Shortstop } } WaveSpawn //WAVE 4s-EngiTeam: Engineer bots with SC Medics { Name "4s-EngiTeam" WaitForAllSpawned "4c" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 150 Support Limited Squad { TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle Attributes IgnoreFlag } TFBot { Template T_TFBot_Medic_Supercharged } } } WaveSpawn //WAVE 4e: SC Demos return { Name "4e" WaitForAllSpawned "4c" WaitForAllDead "4d" Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 1 TotalCurrency 50 TFBot { Template T_TFBot_Demoman_Supercharged } } WaveSpawn //WAVE 4f: Commando Soldiers { Name "4f" WaitForAllDead "4c" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 5 TotalCurrency 75 TFBot { Template T_TFBot_Commando } } WaveSpawn //WAVE 4f: FAN Scout Stream { Name "4f" WaitForAllSpawned "4e" Where spawnbot TotalCount 60 MaxActive 14 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 2 TotalCurrency 100 TFBot { Template T_TFBot_Scout_FAN } } WaveSpawn //WAVE 4f: SC Pyros, small amount { Name "4f" WaitForAllDead "4e" Where spawnbot TotalCount 8 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 50 TFBot { Template T_TFBot_Pyro_Supercharged } } WaveSpawn //WAVE 4g: SC Scouts and SC Pyros, mix { Name "4g" WaitForAllDead "4f" Where spawnbot TotalCount 48 MaxActive 18 SpawnCount 6 WaitBeforeStarting 4 WaitBetweenSpawns 4 TotalCurrency 200 RandomChoice { TFBot { Template T_TFBot_Scout_Supercharged } TFBot { Template T_TFBot_Pyro_Supercharged } } } } //WAVE 5 //Currency 1250 (rn) /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // TO SHOW THAT SNIPERS HAVE CRITS, DOESN'T ACTUALLY SPAWN { Name "ClassIconReal" Where spawnbot_mission_sniper TotalCount 1 SpawnCount 0 WaitBeforeStarting 1010000 WaitBetweenSpawns 101010 Support 1 TFBot { Class Sniper ClassIcon sniper Attributes AlwaysCrit } } WaveSpawn // WAVE 5a-1: Super Scout Rush! Let's beginnnnnnnnnnnnnnnnnnnnnnnnnnnn { Name "5a-1" Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn //WAVE 5a-2: Soldier Squad { Name "5a-2" Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 12 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Class Soldier Skill Hard ClassIcon soldier_giant } } WaveSpawn //WAVE 5a-3: Soldier Squad, with an upgrade { Name "5a-3" WaitForAllDead "5a-2" Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 12 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Soldier_Supercharged } } WaveSpawn //WAVE 5a-1: Fists of Steel { Name "5a-1" WaitForAllDead "5a-3" Where spawnbot TotalCount 20 MaxActive 10 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn //WAVE 5a-1: More SC Soldiers { Name "5a-1" WaitForAllDead "5a-3" Where spawnbot TotalCount 21 MaxActive 9 SpawnCount 3 WaitBeforeStarting 6 WaitBetweenSpawns 8 TotalCurrency 50 TFBot { Template T_TFBot_Soldier_Supercharged } } WaveSpawn //WAVE 5b-1: Giant Charged Soldier Trio { Name "5b-1" WaitForAllDead "5a-1" Where spawnbot TotalCount 12 MaxActive 7 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn //WAVE 5b-1: Machine Bomber Demos NOTE: Maybe cut these? From the decoy mission too { Name "5b-1" WaitForAllDead "5a-1" Where spawnbot TotalCount 27 MaxActive 12 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Demo_MachinePipes } } WaveSpawn //WAVE 5b: Tank { Name "5b" WaitForAllSpawned "5b-1" TotalCount 1 WaitBeforeStarting 5 TotalCurrency 100 Tank { Health 40000 Speed 75 Name "Armored Tank" StartingPathTrackNode "tank_path_a_10" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 5b-2: SC Pyro Stream { Name "5b-2" WaitForAllSpawned "5b-1" Where spawnbot TotalCount 33 MaxActive 15 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 2 TotalCurrency 100 TFBot { Template T_TFBot_Pyro_Supercharged } } WaveSpawn //WAVE 5s-DemoKnights: Single SC Demoknights to try to backcap { Name "5s-DemoKnights" WaitForAllSpawned "5b" Where spawnbot TotalCount 20 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawnsAfterDeath 20 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Demoknight_Supercharged } } WaveSpawn //Wave 5b-2: Colonel Barrage with Giant Medics { Name "5b-2" WaitForAllDead "5b-1" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 20 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn //Wave 5c: Squads of Heavy bots, introduction of SC Heavys, and Giant Medics { Name "5c" WaitForAllDead "5b-2" Where spawnbot TotalCount 39 MaxActive 13 SpawnCount 13 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_Heavyweapons_Supercharged } TFBot { Template T_TFBot_Heavyweapons_Supercharged } TFBot { Template T_TFBot_Heavyweapons_Supercharged } TFBot { Template T_TFBot_Heavyweapons_Supercharged } TFBot { Template T_TFBot_Heavyweapons_Supercharged } TFBot { Template T_TFBot_Heavyweapons_Supercharged } TFBot { Template T_TFBot_Heavyweapons_Supercharged } TFBot { Template T_TFBot_Heavyweapons_Supercharged } TFBot { Template T_TFBot_Heavyweapons_Supercharged } TFBot { Template T_TFBot_Heavyweapons_Supercharged } TFBot { Template T_TFBot_Heavyweapons_Supercharged } TFBot { Template T_TFBot_Giant_Medic } } } } //WAVE 6 //Currency 1850 (rn) /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay_boss Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn //WAVE 6a-1: Giant Demo Boss Fight { Name "6a-1" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Metalbeard } } WaveSpawn //WAVE 6a-2: Battallian Soldiers, these guys NEED to be spawncamped or they will give the Boss a big edge { Name "6a-2" Where spawnbot TotalCount 18 MaxActive 12 SpawnCount 6 WaitBeforeStarting 40 WaitBetweenSpawns 8 TotalCurrency 50 TFBot { Template T_TFBot_Soldier_Extended_Battalion } } WaveSpawn //WAVE 6a-1: Burst fire Demos { Name "6a-1" WaitForAllSpawned "6a-2" Where spawnbot TotalCount 36 MaxActive 15 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 50 TFBot { Template T_TFBot_Demo_Burst } } WaveSpawn //WAVE 6b: TANK { Name "6b" WaitForAllDead "6a-1" TotalCount 1 WaitBeforeStarting 10 TotalCurrency 100 Tank { Health 40000 Speed 75 Name "Armored Tank" StartingPathTrackNode "tank_path_a_10" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 6b-1: SC Scouts { Name "6b-1" WaitForAllDead "6a-1" Where spawnbot TotalCount 32 MaxActive 6 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Supercharged } } WaveSpawn //WAVE 6b-1: SC Demos { Name "6b-1" WaitForAllDead "6a-1" Where spawnbot TotalCount 32 MaxActive 6 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Demoman_Supercharged } } WaveSpawn //WAVE 6b-1: SC Bowmen { Name "6b-1" WaitForAllDead "6a-1" Where spawnbot TotalCount 24 MaxActive 5 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 75 TFBot { Template T_TFBot_Bowman_Supercharged } } WaveSpawn //WAVE 6b-2: Colonel Barrage revenge { Name "6b-2" WaitForAllSpawned "6b-1" Where spawnbot TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 10 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage } } WaveSpawn //WAVE 6b-2: SC Demoknights { Name "6b-2" WaitForAllSpawned "6b-1" Where spawnbot TotalCount 24 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 75 TFBot { Template T_TFBot_Demoknight_Supercharged } } WaveSpawn //WAVE 6b-2: SC Pyros { Name "6b-2" WaitForAllDead "6b-1" Where spawnbot TotalCount 32 MaxActive 12 SpawnCount 8 WaitBeforeStarting 8 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Template T_TFBot_Pyro_Supercharged } } WaveSpawn //WAVE 6c-1: Giant Charged Soldier spam { Name "6c-1" WaitForAllDead "6b-2" Where spawnbot TotalCount 14 MaxActive 14 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 4 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn //WAVE 6c-1: Giant Super Scouts { Name "6c-1" WaitForAllDead "6b-2" Where spawnbot TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 12 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn //WAVE 6c-1: Giant Deflector Heavies { Name "6c-1" WaitForAllDead "6b-2" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 25 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } } WaveSpawn //WAVE 6c: FINAL TANK { Name "6c" WaitForAllSpawned "6c-1" TotalCount 1 WaitBeforeStarting 0 TotalCurrency 150 Tank { Health 50000 Speed 75 Name "Heavily Armored Tank" StartingPathTrackNode "tank_path_a_10" Skin 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 6c-2: SC Soldiers { Name "6c-2" WaitForAllDead "6c-1" Where spawnbot TotalCount 32 MaxActive 16 SpawnCount 4 WaitBeforeStarting 4 WaitBetweenSpawns 3 TotalCurrency 100 TFBot { Template T_TFBot_Soldier_Supercharged } } WaveSpawn //WAVE 6c-2: Giant Deflector Heavies { Name "6c-2" WaitForAllDead "6c-1" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 25 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } } WaveSpawn //WAVE 6c-3: SC Heavies and SC Medics, final Supercharged Bots! { Name "6c-3" WaitForAllSpawned "6c-2" Where spawnbot TotalCount 48 MaxActive 16 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Heavyweapons_Supercharged } TFBot { Template T_TFBot_Medic_Supercharged } } } WaveSpawn //WAVE 6c-4: FINAL GIANT BOTS, SUPER SCOUTS { Name "6c-4" WaitForAllSpawned "6c-3" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Scout_Fast } } } }