#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 800 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no RespecEnabled 0 NoReanimators 1 Templates { T_TFBot_Chief_Heavyweapons_Midas { Class Heavyweapons Name "Brass Midas" Health 40000 Scale 1.9 ClassIcon heavy_giant Skill Expert Item "The Brass Beast" Item "The Outdoorsman" WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes UseBossHealthBar MaxVisionRange 1500 ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.5 "turn to gold" 1 } CharacterAttributes { "health regen" 100 "move speed bonus" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.15 } } } Mission // Sentry Buster { Objective DestroySentries InitialCooldown 20 Where spawnbot BeginAtWave 1 RunForThisManyWaves 7 CooldownTime 20 TFBot { Template T_TFBot_SentryBuster } } Mission // Sniper (Wave 1) { Objective Sniper InitialCooldown 40 Where spawnbot_mission_sniper BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Sniper MaxVisionRange 3000 } } Mission // Engineer (Waves 2 to 5) { Objective Engineer InitialCooldown 60 Where spawnbot BeginAtWave 2 RunForThisManyWaves 4 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Mission // Spy (Wave 3) { Objective Spy InitialCooldown 30 Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 45 DesiredCount 3 TFBot { Class Spy Skill Expert } } Mission // Sniper (Wave 4) { Objective Sniper InitialCooldown 40 Where spawnbot_mission_sniper BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 3 TFBot { Template T_TFBot_Sniper MaxVisionRange 3000 } } Mission // Spy (Wave 4) { Objective Spy InitialCooldown 40 Where spawnbot_mission_spy BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 TFBot { Class Spy Skill Expert } } Mission // Sniper (Wave 5) { Objective Sniper InitialCooldown 30 Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 40 DesiredCount 4 TFBot { Template T_TFBot_Sniper MaxVisionRange 3000 } } Mission // Spy (Wave 6) { Objective Spy InitialCooldown 30 Where spawnbot_mission_spy BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 40 DesiredCount 4 TFBot { Class Spy Skill Expert Name "Australium Spy" Item "Upgradeable TF_WEAPON_KNIFE" ItemAttributes { ItemName "Upgradeable TF_WEAPON_KNIFE" "item style override" 1 "is australium item" 1 } } } Mission // Engineer (Wave 6) { Objective Engineer InitialCooldown 30 Where spawnbot BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter Name "Australium Engineer" Item "Upgradeable TF_WEAPON_WRENCH" ItemAttributes { ItemName "Upgradeable TF_WEAPON_WRENCH" "item style override" 1 "is australium item" 1 } } } Mission // Sniper (Wave 7) { Objective Sniper InitialCooldown 25 Where spawnbot_mission_sniper BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 2 TFBot { Template T_TFBot_Sniper MaxVisionRange 3000 } } Mission // Spy (Wave 7) { Objective Spy InitialCooldown 40 Where spawnbot_mission_spy BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 3 TFBot { Class Spy Skill Expert } } Mission // Engineer (Wave 7) { Objective Engineer InitialCooldown 60 Where spawnbot BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Wave // Wave 1 ($700) { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn // wave01a-1: 24 Pyros { Name "wave01a_1" Where spawnbot TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Class Pyro Skill Easy } } WaveSpawn // wave01a-2: 30 Soldiers { Name "wave01a_2" Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCurrency 150 TFBot { Class Soldier Skill Easy } } WaveSpawn // wave01b-1: 30 Heavies { Name "wave01b" Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 5 WaitForAllSpawned "wave01a_1" WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 150 TFBot { Class Heavyweapons Skill Easy } } WaveSpawn // wave01b-2: 1 Super Scout { Name "wave01b" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllSpawned "wave01a_1" WaitBeforeStarting 40 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn // wave01s: Scout support { Name "wave01s" Where spawnbot TotalCount 48 MaxActive 12 SpawnCount 6 WaitForAllSpawned "wave01a_2" WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 200 Support 1 TFBot { Class Scout Skill Hard WeaponRestrictions MeleeOnly } } } Wave // Wave 2 ($900 - $1500 before this wave) { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn // wave02-1: 4 Giant Rapid Fire Soldiers { Name "wave02_1" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 40 TotalCurrency 300 TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn // wave02-2: 64 Scouts (1/3 Scattergun, 2/3 Bat) { Name "wave02_2" Where spawnbot TotalCount 64 MaxActive 16 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 200 RandomChoice { TFBot { Class Scout Skill Easy } TFBot { Class Scout Skill Hard WeaponRestrictions MeleeOnly } TFBot { Class Scout Skill Hard WeaponRestrictions MeleeOnly } } } WaveSpawn // wave02-3: Tank { Name "wave02_3" TotalCount 1 WaitBeforeStarting 30 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 25000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // wave02s: Demoknight support { Name "wave02s" Where spawnbot TotalCount 30 MaxActive 15 SpawnCount 5 WaitForAllSpawned "wave02_2" WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 200 Support 1 TFBot { Template T_TFBot_Demoman_Knight } } } Wave // Wave 3 ($750 - $2400 before this wave) { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn // wave03a: 5 Giant Pyros (each with 1 Medic and 5 Bowmen) { Name "wave03a" Where spawnbot TotalCount 35 MaxActive 21 SpawnCount 7 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 350 Squad { TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysFireWeapon } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Sniper_Huntsman } } } WaveSpawn // wave03b-1: 4 Giant Rapid Fire Demomen { Name "wave03b" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 1 WaitForAllSpawned "wave03a" WaitBeforeStarting 20 WaitBetweenSpawns 25 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Demoman } } WaveSpawn // wave03b-2: 32 Soldiers { Name "wave03b" Where spawnbot TotalCount 32 MaxActive 8 SpawnCount 4 WaitForAllSpawned "wave03a" WaitBeforeStarting 25 WaitBetweenSpawns 8 TotalCurrency 150 TFBot { Class Soldier Skill Easy } } WaveSpawn // wave03b-3: 32 Flare Pyros { Name "wave03b" Where spawnbot TotalCount 32 MaxActive 8 SpawnCount 4 WaitForAllSpawned "wave03a" WaitBeforeStarting 25 WaitBetweenSpawns 8 TotalCurrency 150 TFBot { Template T_TFBot_Pyro_Flaregun } } } Wave // Wave 4 ($950 - $3150 before this wave) { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn // wave04a-1: 5 Giant Charged Soldiers { Name "wave04a_1" Where spawnbot TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 300 TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn // wave04a-2: 50 Soldiers (leaders have a Buff Banner) { Name "wave04a_2" Where spawnbot TotalCount 50 MaxActive 15 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } TFBot { Class Soldier Skill Easy } TFBot { Class Soldier Skill Easy } TFBot { Class Soldier Skill Easy } TFBot { Class Soldier Skill Easy } } } WaveSpawn // wave04b-1: 3 Giant Flare Pyros (each with 1 Medic, left path) { Name "wave04b" Where spawnbot TotalCount 6 MaxActive 6 SpawnCount 2 WaitForAllSpawned "wave04a_1" WaitBeforeStarting 15 WaitBetweenSpawns 30 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer Tag nav_prefer_flank_left } TFBot { Template T_TFBot_Medic } } } WaveSpawn // wave04b-2: 3 Giant Flare Pyros (each with 1 Medic, right path) { Name "wave04b" Where spawnbot TotalCount 6 MaxActive 6 SpawnCount 2 WaitForAllSpawned "wave04a_1" WaitBeforeStarting 30 WaitBetweenSpawns 30 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer Tag nav_prefer_flank_right } TFBot { Template T_TFBot_Medic } } } WaveSpawn // wave04s: Bonk Scout support { Name "wave04s" Where spawnbot TotalCount 80 MaxActive 10 SpawnCount 10 WaitForAllSpawned "wave04a_2" WaitBeforeStarting 15 WaitBetweenSpawns 20 TotalCurrency 150 Support 1 TFBot { Template T_TFBot_Scout_Bonk } } } Wave // Wave 5 ($900 - $4100 before this wave) { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn // wave05-1: 10 Super Scouts { Name "wave05" Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn // wave05-2: Tank { Name "wave05" TotalCount 1 WaitBeforeStarting 10 TotalCurrency 150 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 // wave05-3: 30 Steel Gauntlets { Name "wave05" Where spawnbot TotalCount 30 MaxActive 12 SpawnCount 3 WaitBeforeStarting 60 WaitBetweenSpawns 10 TotalCurrency 200 TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn // wave05-4: 40 Demomen { Name "wave05" Where spawnbot TotalCount 40 MaxActive 8 SpawnCount 4 WaitBeforeStarting 60 WaitBetweenSpawns 3 TotalCurrency 150 RandomChoice { TFBot { Class Demoman Skill Normal } TFBot { Class Demoman Skill Easy } TFBot { Class Demoman Skill Easy } } } WaveSpawn // wave05-5: Tank { Name "wave05" TotalCount 1 WaitBeforeStarting 90 TotalCurrency 150 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 30000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // wave05-6: 24 Pyros { Name "wave05" Where spawnbot TotalCount 24 MaxActive 12 SpawnCount 6 WaitBeforeStarting 120 WaitBetweenSpawns 12 TotalCurrency 150 TFBot { Class Pyro Skill Normal Attributes AlwaysFireWeapon } } } Wave // Wave 6 ($1000 - $5000 before this wave) { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn // wave06a: Brass Midas { Name "wave06a" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 FirstSpawnOutput { Target door_boss_relay_open Action trigger } DoneOutput { Target door_boss_relay_close Action trigger } TFBot { Template T_TFBot_Chief_Heavyweapons_Midas } } WaveSpawn // wave06s: Support of 50 Australium Scouts { Name "wave06s" Where spawnbot TotalCount 50 MaxActive 15 SpawnCount 10 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 100 Support Limited RandomChoice { TFBot { Class Scout Skill Normal Name "Australium Scout" Tag nav_prefer_flank_right BehaviorModifiers push Item "Upgradeable TF_WEAPON_SCATTERGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "item style override" 1 "is australium item" 1 } } TFBot { Class Scout Skill Normal Name "Australium Scout" Tag nav_prefer_flank_left BehaviorModifiers push Item "Upgradeable TF_WEAPON_SCATTERGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "item style override" 1 "is australium item" 1 } } } } WaveSpawn // wave06b-1: 60 Australium bots (1/2 Soldiers, 1/2 Demomen) { Name "wave06b_1" Where spawnbot TotalCount 60 MaxActive 12 SpawnCount 6 WaitForAllDead "wave06a" WaitBeforeStarting 5 WaitBetweenSpawns 8 TotalCurrency 300 RandomChoice { TFBot { Class Soldier Skill Normal Name "Australium Soldier" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "item style override" 1 "is australium item" 1 } } TFBot { Class Demoman Skill Normal Name "Australium Demoman" Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "item style override" 1 "is australium item" 1 } } } } WaveSpawn // wave06b-2: 6 Australium Giant Pyros (each with 3 Medics) { Name "wave06b_2" Where spawnbot TotalCount 24 MaxActive 8 SpawnCount 4 WaitForAllDead "wave06a" WaitBeforeStarting 5 WaitBetweenSpawns 25 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Pyro Name "Giant Australium Pyro" Item "Upgradeable TF_WEAPON_FLAMETHROWER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "item style override" 1 "is australium item" 1 } } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn // wave06s: Australium Demoknight support { Name "wave06s" Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 5 WaitForAllSpawned "wave06b_1" WaitBeforeStarting 15 WaitBetweenSpawns 10 TotalCurrency 150 Support 1 TFBot { Template T_TFBot_Demoman_Knight Name "Australium Demoknight" ItemAttributes { ItemName "The Eyelander" "item style override" 1 "is australium item" 1 } } } } Wave // Wave 7 ($900 - $6000 before this wave) { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn // wave07a-1: 6 Giant Rapid Fire Soldiers { Name "wave07a_1" Where spawnbot TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 35 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn // wave07a-2: 20 Concheror Soldier-Medic pairs { Name "wave07a_2" Where spawnbot TotalCount 40 MaxActive 12 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 6 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Soldier_Extended_Concheror } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn // wave07b: 3 Giant Burst Fire Soldiers (each with 5 Medics) { Name "wave07b" Where spawnbot TotalCount 18 MaxActive 12 SpawnCount 6 WaitForAllSpawned "wave07a_1" WaitBeforeStarting 30 WaitBetweenSpawns 20 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } 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 // wave07s: Bowman support { Name "wave07s" Where spawnbot TotalCount 48 MaxActive 8 SpawnCount 4 WaitForAllSpawned "wave07a_2" WaitBeforeStarting 10 WaitBetweenSpawns 3 TotalCurrency 150 Support 1 TFBot { Template T_TFBot_Sniper_Huntsman } } WaveSpawn // wave07c-1: 2 Giant Heavy-Giant Medic pairs { Name "wave07c" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 2 WaitForAllSpawned "wave07b" WaitBeforeStarting 30 WaitBetweenSpawns 45 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn // wave07c-2: Final Tank { Name "wave07c" TotalCount 1 WaitForAllSpawned "wave07b" WaitBeforeStarting 30 TotalCurrency 0 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankboss" Skin 1 StartingPathTrackNode "boss_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } }