#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 1500 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no // brings back as many old mechanics as possible NoReanimators 1 // added in 2c RespecEnabled 0 // changed in 2c BonusRatioHalf 1 // old bonus system was 100 or nothing BonusRatioFull 1 // old bonus system was 100 or nothing SandmanStun 1 // changed in JI StandableHeads 1 // changed to """"fix"""" an exploit with spies screwing with bots MarkedForDeathLifetime 15 // doesnt work as intended; "forces giants to remain marked the full duration it used to be" NoRomevisionCosmetics 1 // hardy laurel was released a year later // Current issues/discrepancies with old upgrades: // Soldier: Damage should cost 500 and give 20% ea, kind of fixed but whatever // Heavy: Destroy Proj not the same as original; slightly weaker. // Sniper: explosive headshot not identical; ~23-26 initial damage, 6 ticks of bleed adding up to 150 of about 25 each // Spy: Should start with 0 giant backstab damage, end at 750 in upgrading. instead starts at 188 (187.5), ends at 938 (937.5) CustomUpgradesFile "mvm_upgrades_launchmecha.txt" // old upgrades ExtendedUpgrades { Upgrade // pwetty pwease use this instead of upgrading with the station { Name "+20% Damage" Attribute "damage bonus" Increment 0.2 Cap 1.8 Cost 500 AllowedWeapons { Classname tf_weapon_rocketlauncher Classname tf_weapon_rocketlauncher_directhit Classname tf_weapon_particle_cannon } } Upgrade { Name "+25% Projectile Speed" Attribute "Projectile speed increased" Increment 0.25 Cap 2.0 Cost 150 AllowedWeapons { Classname tf_weapon_rocketlauncher Classname tf_weapon_rocketlauncher_directhit Classname tf_weapon_particle_cannon } } Upgrade { Name "+25% Heal Rate" Attribute "heal rate bonus" Increment 0.25 Cap 2.0 Cost 250 AllowedWeapons { Classname tf_weapon_medigun } } Upgrade { Name "+25% Max Overheal" Attribute "overheal bonus" Increment 0.25 Cap 2.0 Cost 200 AllowedWeapons { Classname tf_weapon_medigun } } Upgrade // its supposed to actually decay faster lmao { Name "+50% Overheal Time" Attribute "overheal decay bonus" Increment -0.25 Cap 0.5 Cost 150 AllowedWeapons { Classname tf_weapon_medigun } } //Upgrade // if ur not a fan of that uncomment this and comment/delete the other entry //{ // Name "+50% Overheal Time" // Attribute "overheal decay bonus" // Increment 0.5 // Cap 2 // Cost 150 // AllowedWeapons // { // Classname tf_weapon_medigun // } //} } // helps people seeing the mission menu contextualize what they cant use anymore, doesnt ban upgrades on weps not released at the time DisallowUpgrade "overheal expert" DisallowUpgrade "mad milk syringes" DisallowUpgrade "rocket specialist" DisallowUpgrade "healing mastery" DisallowUpgrade "generate rage on heal" DisallowUpgrade "damage force reduction" Textprinttime 0 ItemBlacklist // bans weapons not available during the release of mecha, notable bans listed first { Name "The Back Scatter" Name "The Air Strike" Name "The B.A.S.E. Jumper" Name "The Gas Passer" Name "The Dragon's Fury" Name "The Thermal Thruster" Name "The Hot Hand" Name "The Iron Bomber" Name "The Quickiebomb Launcher" Name "The Tide Turner" Name "The Second Banana" Name "The Classic" Name "The Panic Attack" Name "The Mutated Milk" Name "The C.A.P.P.E.R." Name "The Batsaber" Name "The The Nostromo Napalmer" Name "The Robo-Sandvich" Name "The Bread Bite" Name "The Giger Counter" Name "The Fortified Compound" Name "The Shooting Star" Name "The Self-Aware Beauty Mark" Name "The Quäckenbirdt" Name "The Ap-Sap" Name "The Snack Attack" Name "The Freedom Staff" Name "The Bat Outta Hell" Name "The Memory Maker" Name "The Ham Shank" Name "The Golden Frying Pan" Name "The Necro Smasher" Name "The Crossing Guard" Name "The Prinny Machete" } // reverts classes to their state when mvm was launched PlayerAttributes { Spy { "move speed penalty" 0.9375 } Engineer { "mod teleporter cost" 2.5 } "overheal from heal on kill" 1 // im sorry this will look ugly as shit every time you walk into a station } // reverts most weapons to their state when mvm was launched, not all can be reverted sadly ItemAttributes { ItemName "The Force-A-Nature" "clip size penalty" 0.4 } ItemAttributes { ClassName "tf_weapon_pep_brawler_blaster" "move speed penalty" 0.65 "clip size penalty" 1 "weapon spread bonus" 0.6 "damage penalty" 0.7 } ItemAttributes { ItemName "The Shortstop" "damage force increase hidden" 1 "airblast vulnerability multiplier hidden" 1 } ItemAttributes { ClassName "tf_weapon_soda_popper" "crit mod disabled" 0 } ItemAttributes // cant make health bonus always { ItemName "Pretty Boy's Pocket Pistol" "max health additive bonus" 15 "heal on hit for rapidfire" 0 "dmg taken from fire increased" 1.5 "fire rate bonus" 1 "cancel falling damage" 1 "clip size penalty" 1 "mult_dmgtaken_active" 1 } //ItemAttributes // likely doesnt work, commented due to being straight debuff if used //{ // ItemName "The Crit-A-Cola" // "mod_mark_attacker_for_death" 0.01 // "energy buff dmg taken multiplier" 1.25 //} ItemAttributes { ItemName "Mad Milk" "extinguish reduces cooldown" 1 } ItemAttributes { ItemName "The Flying Guillotine" "crit vs stunned players" 1 } ItemAttributes { ItemName "The Winger" "increased jump height from weapon" 1 } ItemAttributes { ItemName "The Wrap Assassin" "effect bar recharge rate increased" 1 "damage penalty" 0.35 } ItemAttributes { ItemName "The Atomizer" "dmg penalty vs players" 0.8 "single wep deploy time increased" 1 } ItemAttributes { ItemName "The Sun-on-a-Stick" "dmg taken from fire reduced on active" 1 } ItemAttributes { ItemName "The Fan O'War" "damage penalty" 0.1 "minicrits become crits" 0 } ItemAttributes { ItemName "The Black Box" "health on radius damage" 15 } ItemAttributes // N/A in mvm { ItemName "The Rocket Jumper" "cannot pick up intelligence" 0 } ItemAttributes { ItemName "The Liberty Launcher" "damage penalty" 1 "clip size bonus" 1 "rocket jump damage reduction" 1 } ItemAttributes { ItemName "The Beggar's Bazooka" "blast radius decreased" 1 } ItemAttributes { ItemName "The Cow Mangler 9000" "clip size upgrade atomic" 1 // doesnt work? "damage penalty" 0.9 "fire rate penalty" 0.95 "no crit boost" 1 // doesnt work? } ItemAttributes { ItemName "The Reserve Shooter" "clip size penalty" 0.5 "single wep deploy time decreased" 0.85 "switch from wep deploy time decreased" 0.85 } ItemAttributes { ItemName "The Mantreads" "airblast vulnerability multiplier" 1 "mod_air_control_blast_jump" 1 } ItemAttributes { ItemName "The Concheror" "health regen" 0 } ItemAttributes { ItemName "The Battalion's Backup" "max health additive bonus" 0 } ItemAttributes { ItemName "The Disciplinary Action" "speed buff ally" 2 // may not work, intended to add extra second of speed } ItemAttributes { ItemName "The Escape Plan" "self mark for death" 0 } ItemAttributes { ItemName "The Market Gardener" "fire rate penalty" 1 } ItemAttributes { ItemName "tf_weapon_flamethrower" "extinguish restores health" 0 } ItemAttributes { ItemName "The Backburner" "extinguish restores health" 0 } ItemAttributes { ItemName "The Degreaser" "single wep deploy time decreased" 0.35 "switch from wep deploy time decreased" 0.35 "airblast cost decreased" 1 // doesnt work? "weapon burn dmg reduced" 0.75 "extinguish restores health" 0 } ItemAttributes { ItemName "The Scorch Shot" "minicrit vs burning player" 0 "damage penalty" 0.5 "self dmg push force decreased" 1 "blast radius decreased" 0.8365 } ItemAttributes { ItemName "The Detonator" "blast dmg to self increased" 1.25 "damage penalty" 1 "blast radius decreased" 0.8365 } ItemAttributes { ItemName "The Manmelter" "extinguish restores health" 0 "fire rate penalty HIDDEN" 1.2 } ItemAttributes // gives 75 hok that can overheal { ItemName "The Powerjack" "dmg taken increased" 1 "dmg from melee increased" 1.2 "move speed bonus" 1 "heal on kill" 0 "restore health on kill" 43 } ItemAttributes // despite in game description claiming it, the custom description does not apply and the weapon functions as initially { ItemName "The Axtinguisher" "attack_minicrits_and_consumes_burning" 0 "damage penalty" 1 "single wep holster time increased" 1 "crit mod disabled" 1 "dmg penalty vs nonburning" 0.5 "crit vs burning players" 1 } ItemAttributes // supposed to have "60%" (50%) clip size penalty but gives 3 when spawning idk fix will reload to 2 as usual { ItemName "The Loch-n-Load" "clip size penalty" 0.4 "grenade no spin" 0 "damage bonus" 1.2 "dmg bonus vs buildings" 1 // may or may not work shrug cba test "blast dmg to self increased" 1.25 } ItemAttributes { ItemName "The Ali Baba's Wee Booties" "move speed bonus shield required" 1 "mult charge turn control" 2 } ItemAttributes { ItemName "The Splendid Screen" "dmg taken from blast reduced" 0.85 "mult charge turn control" 2 "charge recharge rate increased" 1 } ItemAttributes { ItemName "The Sticky Jumper" "max pipebombs decreased" 0 "cannot pick up intelligence" 0 // N/A in mvm } ItemAttributes { ItemName "The Chargin' Targe" "dmg taken from blast reduced" 0.6 } ItemAttributes { ItemName "The Eyelander" "is_a_sword" 0 } ItemAttributes // restores full health on kill over half base health but overheal { ItemName "The Half-Zatoichi" "honorbound" 0 "is_a_sword" 0 "restore health on kill" 0 "heal on kill" 200 "crit mod disabled" 1 } ItemAttributes // game wont let the health penalty always be true. exploit it i guess... { ItemName "The Claidheamohmor" "kill refills meter" 0 "dmg taken increased" 1 "max health additive penalty" -15 } ItemAttributes { ItemName "The Ullapool Caber" "single wep deploy time increased" 1 "fire rate penalty" 1 } ItemAttributes { ItemName "The Persian Persuader" "charge meter on hit" 0 "ammo gives charge" 0 "maxammo secondary reduced" 1 "maxammo primary reduced" 1 "ammo becomes health" 1 // doesnt work? //"single wep deploy time decreased" 1 // not going to bother trying to reverse sword deploy/holster stuff //"switch from wep deploy time decreased" 1 } ItemAttributes { ItemName "Natascha" "spunup_damage_resistance" 1 } ItemAttributes { ItemName "The Brass Beast" "spunup_damage_resistance" 1 } ItemAttributes { ItemName "The Huo Long Heatmaker" "damage penalty" 1 "damage bonus vs burning" 1 "uses ammo while aiming" 6 "ring of fire while aiming" 15 } ItemAttributes { ItemName "Tomislav" "weapon spread bonus" 1 "minigun spinup time decreased" 0.9 } ItemAttributes { ItemName "The Family Business" "fire rate bonus" 1 } ItemAttributes // couldnt make you take mini crits during buff, close as i can get { ItemName "The Buffalo Steak Sandvich" "energy buff dmg taken multiplier" 1.35 } ItemAttributes { ItemName "The Eviction Notice" "mod_maxhealth_drain_rate" 0 "mult_dmgtaken_active" 1.2 } ItemAttributes { ItemName "Gloves of Running Urgently" "mod_maxhealth_drain_rate" 0 "single wep holster time increased" 1.5 "self mark for death" 3 "provide on active" 1 "damage penalty" 0.75 } ItemAttributes { ItemName "The Fists of Steel" "single wep deploy time increased" 1.2 "single wep holster time increased" 1.2 } ItemAttributes { ItemName "The Warrior's Spirit" "heal on kill" 0 "single wep holster time increased" 1.2 "dmg taken increased" 1 "max health additive penalty" -20 // doesnt work? } ItemAttributes { ItemName "The Widowmaker" "damage bonus bullet vs sentry target" 1 } ItemAttributes { ItemName "The Pomson 6000" "subtract victim medigun charge on hit" 15 } ItemAttributes { ItemName "The Rescue Ranger" "arrow heals buildings" 48 // 50 "damage penalty" 0.86 "engineer building teleporting pickup" 130 //"repair health to metal ratio DISPLAY ONLY" -1 doesnt work } ItemAttributes // supposed to only be able to tp to spawn; not exit { ItemName "The Eureka Effect" "cannot pick up buildings" 1 "Construction rate decreased" 1 "mod teleporter cost" 1 "metal_pickup_decreased" 1 } ItemAttributes { ItemName "The Jag" "fire rate bonus" 1 "repair rate decreased" 1 "dmg penalty vs buildings" 1 } ItemAttributes { ItemName "The Overdose" "move speed bonus resource level" 1.1 "damage penalty" 0.9 } ItemAttributes { ItemName "The Vaccinator" "ubercharge rate bonus" 1.5 "overheal fill rate reduced" 0 } ItemAttributes { ItemName "The Quick-Fix" "overheal penalty" 1 "ubercharge rate bonus" 1.25 } ItemAttributes { ItemName "The Solemn Vow" "fire rate penalty" 1 } ItemAttributes { ItemName "The Vita-Saw" "preserve ubercharge" 20 "lunchbox adds minicrits" 0 } ItemAttributes { ItemName "The Amputator" "health regen" 0 "damage penalty" 1 } ItemAttributes // dont know how to make charge lost after miss { ItemName "The Bazaar Bargain" "mult sniper charge penalty DISPLAY ONLY" 0.8 } ItemAttributes { ItemName "The Cleaner's Carbine" "minicrit_boost_when_charged" 0 "minicrit_boost_charge_rate" 0 "fire rate penalty" 1.35 "critboost on kill" 3 } ItemAttributes { ItemName "Jarate" "extinguish reduces cooldown" 1 } ItemAttributes // test { ItemName "The Razorback" "item_meter_charge_type" 0 "item_meter_charge_rate" 0 "overheal penalty" 1 } ItemAttributes { ItemName "The Cozy Camper" "health regen" 1 "sniper aiming movespeed decreased" 0.2 } ItemAttributes { ItemName "Darwin's Danger Shield" "afterburn immunity" 0 "dmg taken from fire reduced" 1 "max health additive bonus" 25 } ItemAttributes { ItemName "The Bushwacka" "crit mod disabled" 1 "dmg taken increased" 1 "dmg taken from fire increased" 1.2 } ItemAttributes { ItemName "The Ambassador" "crit_dmg_falloff" 0 } ItemAttributes { ItemName "The L'Etranger" "cloak consume rate decreased" 1 } ItemAttributes { ItemName "The Enforcer" "damage bonus while disguised" 1 "dmg pierces resists absorbs" 0 } ItemAttributes { ItemName "The Big Earner" "speed_boost_on_kill" 0 } ItemAttributes { ItemName "The Conniver's Kunai" "max health additive penalty" -65 } ItemAttributes { ItemName "Your Eternal Reward" "cannot disguise" 1 "mult cloak meter consume rate" 1 "mod_disguise_consumes_cloak" 0 } ItemAttributes { ItemName "The Spy-cicle" "silent killer" 1 } ItemAttributes // butchered attempt to fix { ItemName "The Dead Ringer" "mod_cloak_no_regen_from_items" 0 } ItemAttributes { ItemName "The Cloak And Dagger" "mod_cloak_no_regen_from_items" 1 "ReducedCloakFromAmmo" 1 } // reskins ItemAttributes { ItemName "The Horseless Headless Horseman's Headtaker" "is_a_sword" 0 } ItemAttributes { ItemName "The Nostromo Napalmer" "extinguish restores health" 0 } ItemAttributes { ItemName "The Rainblower" "extinguish restores health" 0 } ItemAttributes // despite in game description claiming it, the custom description does not apply and the weapon functions as initially { ItemName "The Postal Pummeler" "attack_minicrits_and_consumes_burning" 0 "damage penalty" 1 "single wep holster time increased" 1 "crit mod disabled" 1 "dmg penalty vs nonburning" 0.5 "crit vs burning players" 1 } ItemAttributes { ItemName "The Bootlegger" "move speed bonus shield required" 1 "mult charge turn control" 2 } ItemAttributes { ItemName "Nessie's Nine Iron" "is_a_sword" 0 } ItemAttributes { ItemName "The Wanga Prick" "cannot disguise" 1 "mult cloak meter consume rate" 1 "mod_disguise_consumes_cloak" 0 } // makes health bonus and etc work always //CustomWeapon //Allows you to use an alias for items with custom attributes //{ // "OldPocket" // { // OriginalItemName "TF_WEAPON_PISTOL" // "max health additive bonus" 15 // "dmg taken from fire increased" 1.5 // "cancel falling damage" 1 // "custom item model" "models/workshop/weapons/c_models/c_pep_pistol/c_pep_pistol.mdl" // "custom weapon fire sound" "Weapon_PickPocket_Pistol.Single" // } //} //ItemReplacement //{ // "OldPocket" // { // Name "Pretty Boy's Pocket Pistol" // } //} //CustomWeapon //Allows you to use an alias for items with custom attributes //{ // "OldClaidheamohmor" // { // OriginalItemName "tf_weapon_bottle" // "max health additive penalty" -15 // "is_a_sword" 72 // "charge time increased" 0.5 // "custom item model" "models/workshop/weapons/c_models/c_claidheamohmor/c_claidheamohmor.mdl" // } //} //ItemReplacement //{ // "Oldclaidheamohmor" // { // Name "The Claidheamohmor" // } //} // what i couldnt revert: // weapon related: // sniper can drop red cash // only qf should mirror speed of patient // flamethrowers shouldnt fuck with med healing // flamethrower stuff from jungle inferno on cant be reversed but potato does some of the work // cant use pre-minigun ramp up change // cant remove bonk slow after expiration // sandman old ball recharge (couldnt find) or major reworks // ambi not doing crit headshots past 1200hu // dead ringer speed boost, shimmer, half cloak when activated, resistance changes // shields ridding debuffs on charge // tanks giving rage // inspecting pain train // cant change skullcutter debuff to be permanent regardless of active or not // engi giving less to sentry while wrangler shield and the disable after deactivation // cannot make shortstop use secondary ammo or not use alt fire shove // cannot make pyro not get health when airblasting black box rockets nor revert to old black box health giving system // cannot make batt backup use older buff stats // cannot make sleeper jarate on hit target only nor apply the same value of jarate regardless of charge // cant make caber deal less base damage and deal more explosion damage // cant make buffalo steak duration last 15s // cant get rid of fists of steel overheal/heal rate nerfs go away // unable to affect crossbow // cant give sticky jumper more bombs // cannot atm give sticky launchers and grenade launchers less blast radius // cannot give volcano frag old afterburn // cannot remove speed buff from conch // cannot make kunai heal less than 75 health initially // atomizer supposed to deal 10 dmg to self on 3rd jump and be active without being deployed, also cannot remove mini crit while airborne // cannot make soda popper gain hype by running // cannot make reserve shooter mini crit any time nor have a 3 second window to mini crit // cant make detonator not mini crit on hit // cant make bootlegger or booties gain charge only on melee kill // cant make quick-fix not apply kb resist while ubering or not take blast dmg boost from some flares // cant give cow mangler more clip // the amount of changes to the short circut // cant make diamondback not gain crits from backstab // cant make wrap assassin shatter differently // cannot change how much mmph needed for phlog or taunting effects // cant make pomson use old method of subtraction on hit // cant make eureka effect tp to spawn only // cant make spycicle provide fire immunity for 3 seconds nor not get ammo to recharge // cannot make cozy camper flinch immune always but potato does it for me // cannot make baby face blaster lose hype on any jump // cant make beggars use stock taunt and never take ammo from disp ever // cant make cleaver mini crit long range and reduce charge on long range hit // ~~cant change ring damage~~ (Thanks randomguy) // cannot make vacc heal med and not block crits // general hits going or not going through teammates and base balance/state changes that arent translated into changeable variables // class related: // cannot mark giants for full 15 seconds // cannot make spy unable to backstab giants initially // ~~cannot make engi have more expensive teleporters~~ (Thanks randomguy) // gamemode related: // ~~all weapons should overheal on kill~~ (maybe it wont look so ugly later on) // bigrock specific, removes nobuild that was added after launch PointTemplates { //remove //{ // logic_relay // { // "onspawn" "@bb-293 -401 -873 291 399 871@func_nobuild,kill,,0,-1" // } //} //og 1 -1176 3720 294 og 2 -1392 3759 294 remove { logic_relay { "onspawn" "@bb-1177 3719 293 -1175 3721 295@func_nobuild,kill,,0,-1" } }remove { logic_relay { "onspawn" "@bb-1393 3758 293 -1391 3760 295@func_nobuild,kill,,0,-1" } } } SpawnTemplate remove Mission // sentry buster { Objective DestroySentries InitialCooldown 20 Where spawnbot BeginAtWave 1 RunForThisManyWaves 9 CooldownTime 20 TFBot { Template T_TFBot_SentryBuster } } Mission // Spy - wave 1 { Objective Spy InitialCooldown 90 Where spawnbot_mission_spy BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 4 TFBot { Class Spy Skill Expert Name Spy } } Mission // Spy - wave 7 { Objective Spy InitialCooldown 5 Where spawnbot_mission_spy BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 35 DesiredCount 10 TFBot { Class Spy Skill Expert Name Spy } } Mission // Sniper - wave 1 { Objective Sniper InitialCooldown 120 Where spawnbot_mission_sniper BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Sniper - wave 5 { Objective Sniper InitialCooldown 60 Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 10 DesiredCount 4 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper Item "The Razorback" Name "Sydney sniper" MaxVisionRange 3000 } } Mission // Sniper - wave 6 { Objective Sniper InitialCooldown 60 Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Sniper - wave 7 { Objective Sniper InitialCooldown 20 Where spawnbot_mission_sniper BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 6 TFBot { Template T_TFBot_Sniper } } Mission // Engineer - wave 1-4 { Objective Engineer InitialCooldown 60 Where spawnbot BeginAtWave 1 RunForThisManyWaves 4 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Mission // Engineer - wave 5 { Objective Engineer InitialCooldown 60 Where spawnbot BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 11 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } //WAVE 1 //Currency 1300 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Spy mission - 4 active // Sniper mission - 2 active WaveSpawn //WAVE 01a: 36 total, 18 active, Scout (bonk) + crit soldier { Name "wave01a" Where spawnbot TotalCount 36 MaxActive 18 SpawnCount 6 WaitBeforeStarting 4 WaitBetweenSpawns 5 TotalCurrency 300 Squad { TFBot { Class Scout Skill Easy } TFBot { Class Scout Skill Easy } TFBot { Template T_TFBot_Scout_Bonk } TFBot { Template T_TFBot_Scout_Bonk } TFBot { Template T_TFBot_Scout_Bonk } TFBot { Class Soldier Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } } WaveSpawn //WAVE 01b: [GIANT] 4 total, 3 active, Soldier (rapid fire) { Name "wave01b" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 60 TotalCurrency 300 TFBot { Template T_TFBot_Giant_Soldier_Spammer ClassIcon soldier_burstfire } } WaveSpawn //WAVE 01c: 40 total, 20 active, Heavy (crit) + uber medic + 3 Pyros (WAITFORALLDEAD "WAVE01A") { Name "wave01c" Where spawnbot TotalCount 40 MaxActive 20 SpawnCount 5 WaitForAllDead "wave01a" WaitBeforeStarting 30 WaitBetweenSpawns 15 TotalCurrency 350 Squad { TFBot { Class Heavyweapons Skill Easy Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Class Pyro Skill Easy } TFBot { Class Pyro Skill Easy } TFBot { Class Pyro Skill Easy } } } WaveSpawn //WAVE 01d: 40 total, 22 active, Scout (crit bats) (WAITFORALLSPAWNED "WAVE01C") { Name "wave01d" Where spawnbot TotalCount 40 MaxActive 22 SpawnCount 8 WaitForAllSpawned "wave01c" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 350 TFBot { Class Scout Skill Easy WeaponRestrictions MeleeOnly Attributes AlwaysCrit } } } //WAVE 2 //Currency 1500 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 02a: 48 total, 12 active, Sniper (huntsman) { Name "wave02a" Where spawnbot TotalCount 48 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 250 TFBot { Template T_TFBot_Sniper_Huntsman } } WaveSpawn //WAVE 02b: [TANK] { Name "wave02b" TotalCount 1 WaitBeforeStarting 25 TotalCurrency 300 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 02c: [GIANT] 3 total, 3 active, Super Scout { Name "wave02c" Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 30 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn //WAVE 02d: [GIANT] 1(2) total, 1(2) active, Heavyweapons + Giant medic (WAITFORALLSPAWNED "WAVE02A") { Name "wave02d" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 2 WaitForAllSpawned "Wave02a" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn //WAVE 02e: 40 total, 10 active, Soldier (WAITFORALLDEAD "WAVE02B") { Name "wave02ef" Where spawnbot TotalCount 40 MaxActive 10 SpawnCount 10 WaitForAllDead "Wave02b" WaitBeforeStarting 3 WaitBetweenSpawns 5 TotalCurrency 300 TFBot { Class Soldier Skill Hard } } WaveSpawn //WAVE 02f: [GIANT] 5(10) total, 5(10) active, Soldier (slow crit + uber medic) (WAITFORALLDEAD "WAVE02B") { Name "wave02ef" Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 2 WaitForAllDead "Wave02b" WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 400 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 02g: [GIANT] 3 total, 3 active, Super Scout (WAITFORALLSPAWNED "WAVE02EF") { Name "wave02c" Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 3 WaitForAllSpawned "wave02ef" WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast } } } //WAVE 3 //Currency 1300 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 03a: 10(20) total, 10(20) active, Pyro + uber medic squads { Name "wave03a" Where spawnbot TotalCount 20 MaxActive 20 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 200 Squad { TFBot { Class Pyro Skill Hard } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 03a: [GIANT] 1 total, 1 active, Soldier (Burst fire) { Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 50 TFBot { Template T_TFBot_Soldier_BurstFire } } WaveSpawn //WAVE 03b: 45 total, 18 active, Sniper (Huntsman crit) (WAITFORALLDEAD "WAVE03A") { Name "wave03b" Where spawnbot RandomSpawn 1 TotalCount 45 MaxActive 18 SpawnCount 9 WaitForAllDead "wave03a" WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 250 TFBot { Template T_TFBot_Sniper_Huntsman Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "The Huntsman" "faster reload rate" 0.2 } } } WaveSpawn //WAVE 03c: [GIANT] 12 total, 12 active, Demoman (WAITFORALLDEAD "WAVE03A") { Name "wave03c" Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 3 WaitForAllDead "wave03a" WaitBeforeStarting 10 WaitBetweenSpawns 13 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Demo_RapidFire } } WaveSpawn //WAVE 03d: 8(16) total, 5(10) active, Heavyweapons (WAITFORALLDEAD "WAVE03B") { Name "wave03d" Where spawnbot TotalCount 16 MaxActive 10 SpawnCount 2 WaitForAllDead "wave03b" WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 200 Squad { TFBot { Class Heavyweapons Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 03e: [TANK] WAITFORALLSPAWNED "WAVE03C") { Name "wave03e" TotalCount 1 WaitForAllSpawned "wave03c" WaitBeforeStarting 0 TotalCurrency 200 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 //WAVE 03f: 66 total, 22 active, Scout (WAITFORALLSPAWNED "WAVE03C") { Name "wave01a" Where spawnbot TotalCount 66 MaxActive 22 SpawnCount 11 WaitForAllSpawned "wave03c" WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 200 Support 1 TFBot { Class Scout Skill Easy } } } //WAVE 4 //Currency 1000 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 04a: 100 total, 14 active, Spy { Name "wave04a" Where spawnbot TotalCount 100 MaxActive 14 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 300 TFBot { Class Spy Skill Expert } } WaveSpawn //WAVE 04b: 128 total, 8 active, Scout { Name "wave04b" Where spawnbot TotalCount 128 MaxActive 8 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 400 Support 1 TFBot { Class Scout Skill Hard Attributes AlwaysCrit } } WaveSpawn //WAVE 04c: [GIANT] 4(8) total, 4(8) active, Heavyweapons (Flank main right + regular uber duration medic) { Name "wave04c" Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 2 WaitForAllSpawned "wave04a" WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag nav_prefer_flank_right } TFBot { Template T_TFBot_Medic_QuickUber ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "uber duration bonus" 4 } } } } WaveSpawn //WAVE 04d: [GIANT] 4(8) total, 4(8) active, Heavyweapons (Flank main left + regular uber duration medic) { Name "wave04c" Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 2 WaitForAllSpawned "wave04a" WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag nav_prefer_flank_left } TFBot { Template T_TFBot_Medic_QuickUber ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "uber duration bonus" 4 } } } } } //WAVE 5 //Currency 650 /////////////////////////////////////////////////////////////////////////////////////////////////////// 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 05a: 64 total, 12 active, Heavyweapons (Steel Gauntlet) { Name "wave05a" Where spawnbot TotalCount 64 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 300 TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn //WAVE 05b: 64 total, 12 active, Soldier (Supercharged) { Name "wave05b" Where spawnbot TotalCount 64 MaxActive 6 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 300 TFBot { Class Soldier Skill Expert Name "Crit Soldier" Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } WaveSpawn //WAVE 05c: 22 total, 2 active, Heavyweapons (Steel Gauntlet) + Uber medic { Name "wave05c" Where spawnbot TotalCount 22 MaxActive 2 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 12 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Medic_QuickUber } } } } //WAVE 6 //Currency 1300 /////////////////////////////////////////////////////////////////////////////////////////////////////// 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 06a: 32 total, 4 active, Soldier (supercharged) { Name "wave06abcde" Where spawnbot TotalCount 32 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Class Soldier Skill Expert Name "Crit Soldier" Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } WaveSpawn //WAVE 06b: 32 total, 4 active, Heavyweapons (supercharged) { Name "wave06abcde" Where spawnbot TotalCount 32 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Class Heavyweapons Skill Expert Name "Crit Heavy" Attributes AlwaysCrit } } WaveSpawn //WAVE 06c: 32 total, 4 active, Pyros (supercharged) { Name "wave06abcde" Where spawnbot TotalCount 32 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Class Pyro Skill Expert Name "Crit Pyro" Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 2.0 } CharacterAttributes { "move speed bonus" 1.5 } } } WaveSpawn //WAVE 06d: 32 total, 4 active, Scouts (supercharged) { Name "wave06abcde" Where spawnbot TotalCount 24 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Class Scout Skill Expert Name "Crit Scout" Attributes AlwaysCrit } } WaveSpawn //WAVE 06e: 32 total, 4 active, Demoman (supercharged) { Name "wave06abcde" Where spawnbot TotalCount 24 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Class Demoman Skill Expert Name "Crit Demo" Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "Projectile speed increased" 2.0 "faster reload rate" -0.8 "damage bonus" 2.0 } } } WaveSpawn //WAVE 06f: [TANK] WAITFORALLSPAWNED "WAVE06ABCDE") { Name "wave06f" TotalCount 2 WaitForAllSpawned "wave06abcde" WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 200 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 06g: [GIANT] 8 total, 8 active, Super Scout (WAITFORALLSPAWNED "WAVE06ABCDE") { Name "wave06g" Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 2 WaitForAllSpawned "wave06abcde" WaitBeforeStarting 45 WaitBetweenSpawns 20 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn //WAVE 06h: [GIANT] 3(6) total, 3(6) active, Heavyweapons (Crit + Giant medic) (WAITFORALLDEAD "WAVE06ABCDE") { Name "wave06h" Where spawnbot TotalCount 6 MaxActive 6 SpawnCount 2 WaitForAllDead "wave06abcde" WaitBeforeStarting 0 WaitBetweenSpawns 40 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Attributes AlwaysCrit Item "Point and Shoot" } TFBot { Template T_TFBot_Giant_Medic Item "The Warsworn Helmet" } } } WaveSpawn //WAVE 06i: [GIANT] 10 total, 10 active, Soldier (rapid fire) (WAITFORALLSPAWNED "WAVE06H") { Name "wave06i" Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 2 WaitForAllSpawned "wave06h" WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 50 RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_Spammer ClassIcon soldier_burstfire Tag special_main_right } TFBot { Template T_TFBot_Giant_Soldier_Spammer ClassIcon soldier_burstfire Tag special_main_left } } } WaveSpawn //WAVE 06j: [FINAL TANK] (WAITFORALLSPAWNED "WAVE06H") { Name "wave06j" TotalCount 1 WaitForAllSpawned "wave06h" WaitBeforeStarting 25 WaitBetweenSpawns 0 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 60000 Speed 75 Name "tankboss" Skin 1 StartingPathTrackNode "boss_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } //WAVE 7 //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 07a: [CHIEF SOLDIER] { Name "wave07a" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Chief_Soldier } } } }