// mvm_bigrock // Skill Length // Waves Too many /////////////////////////////////////////////////////////////////////////// // BEGIN POP FILE /////////////////////////////////////////////////////////////////////////// #base robot_giant.pop #base robot_standard.pop #base robot_D_I_L.pop #base robot_D_I_L_advbot.pop WaveSchedule { CustomUpgradesFile "mvm_upgrades_sigsegv_extra_v20.txt" StartingCurrency 600 RespawnWaveTime 0 //8 PlayerMiniBossMinRespawnTime 25 CanBotsAttackWhileInSpawnRoom no /////////////////// // SIGSEGV /////////////////// RedPlayersAreRobots 1 //If set, red players use robot models ExtendedUpgrades { scoutbossupgrade // scale doesn't happen { Name "Giant" Attribute "max health additive bonus" Cap 1700 Increment 1475 Cost 4000 PlayerUpgrade 1 AllowPlayerClass Scout Description "Gives Giant Scout Attributes" SecondaryAttributes { "damage force reduction" -0.3 "airblast vulnerability multiplier" -0.3 "override footstep sound set" 5 "is miniboss" 1 "health from packs decreased" -0.55 "collect currency on kill" 1 } } soldierbossupgrade { Name "Giant" Attribute "is miniboss" Cap 1 Increment 1 Cost 4000 PlayerUpgrade 1 AllowPlayerClass Soldier Description "Gives Giant Soldier Attributes" SecondaryAttributes { "max health additive bonus" 3600 "damage force reduction" -0.6 "airblast vulnerability multiplier" -0.6 "override footstep sound set" 3 "move speed penalty" -0.5 "health from packs decreased" -0.85 "collect currency on kill" 1 } } pyrobossupgrade { Name "Giant" Attribute "is miniboss" Cap 1 Increment 1 Cost 3200 PlayerUpgrade 1 AllowPlayerClass Pyro Description "Gives Giant Pyro Attributes" SecondaryAttributes { "max health additive bonus" 2825 "damage force reduction" -0.4 "airblast vulnerability multiplier" -0.4 "override footstep sound set" 6 "move speed penalty" -0.5 "health from packs decreased" -0.8 "collect currency on kill" 1 } } demobossupgrade { Name "Giant" Attribute "is miniboss" Cap 1 Increment 1 Cost 4000 PlayerUpgrade 1 AllowPlayerClass Demoman Description "Gives Giant Demoman Attributes" SecondaryAttributes { "max health additive bonus" 3125 "damage force reduction" -0.5 "airblast vulnerability multiplier" -0.5 "override footstep sound set" 4 "move speed penalty" -0.5 "health from packs decreased" -0.85 "collect currency on kill" 1 } } heavybossupgrade { Name "Giant" Attribute "is miniboss" Cap 1 Increment 1 Cost 7000 PlayerUpgrade 1 AllowPlayerClass Heavyweapons Description "Gives Giant Heavy Attributes" SecondaryAttributes { "max health additive bonus" 4700 "damage force reduction" -0.7 "airblast vulnerability multiplier" -0.7 "override footstep sound set" 2 "move speed penalty" -0.5 "health from packs decreased" -0.92 "collect currency on kill" 1 } } engineerbossupgrade { Name "Giant" Attribute "is miniboss" Cap 1 Increment 1 Cost 5000 PlayerUpgrade 1 AllowPlayerClass Engineer Description "Gives Giant Engineer Attributes" SecondaryAttributes { "max health additive bonus" 1875 "damage force reduction" -0.4 "airblast vulnerability multiplier" -0.4 "override footstep sound set" 6 "move speed penalty" -0.5 "engy building health bonus" +1.5 "health from packs decreased" -0.65 "collect currency on kill" 1 } } dispencerupgrade { Name "Dispencer Mastery" Attribute "engy dispenser radius increased" Cap 10 Increment 6 Cost 800 PlayerUpgrade 1 AllowPlayerClass Engineer Description "Your dispencer can now work over a much greater area." } sentryupgrade { Name "Sentry Mastery" Attribute "engy sentry damage bonus" Cap 1.6 Increment 0.6 Cost 1600 PlayerUpgrade 1 AllowPlayerClass Engineer Description "Your sentry is now stronger" SecondaryAttributes { "engy sentry radius increased" 0.35 } } medicbossupgrade { Name "Giant" Attribute "is miniboss" Cap 1 Increment 1 Cost 5500 PlayerUpgrade 1 AllowPlayerClass Medic Description "Gives Giant Medic Attributes" SecondaryAttributes { "max health additive bonus" 4350 "damage force reduction" -0.4 "airblast vulnerability multiplier" -0.4 "move speed penalty" -0.5 "health from packs decreased" -0.9 } } sniperbossupgrade { Name "Giant" Attribute "is miniboss" Cap 1 Increment 1 Cost 3500 PlayerUpgrade 1 AllowPlayerClass Sniper Description "Gives Giant Sniper Attributes" SecondaryAttributes { "max health additive bonus" 1875 "damage force reduction" -0.3 "airblast vulnerability multiplier" -0.3 "move speed penalty" -0.3 "override footstep sound set" 6 "health from packs decreased" -0.65 } } spybossupgrade { Name "Giant" Attribute "is miniboss" Cap 1 Increment 1 Cost 4500 PlayerUpgrade 1 AllowPlayerClass Spy Description "Gives Giant Spy Attributes" SecondaryAttributes { "max health additive bonus" 2475 "damage force reduction" -0.3 "airblast vulnerability multiplier" -0.3 "override footstep sound set" 6 "health from packs decreased" -0.7 } } scoutscatterupgrade // { Name "Scattergun Mastery" Attribute "bullets per shot bonus" Cap 1.6 Increment 0.6 Cost 2000 AllowPlayerClass Scout Description "Gives Scattergun more bullets per shot and increases spread" SecondaryAttributes { "weapon spread bonus" -0.3 } AllowedWeapons { Classname tf_weapon_scattergun } } Singlereloadupgrade // { Name "Quick Reload Mastery" Attribute "bullets per shot bonus" Cap 1.1 Increment 0.1 Cost 700 AllowPlayerClass Scout Description "Let's your primary reload faster" AllowedWeapons { Itemname "The Soda Popper" } SecondaryAttributes { "faster reload rate" -0.4 } } scoutcleaverupgrade // { Name "Cleaver Mastery" Attribute "damage bonus" Cap 2.2 Increment 1.2 Cost 700 AllowPlayerClass Scout Description "Throw more often" SecondaryAttributes { "effect bar recharge rate increased" -0.25 } AllowedWeapons { ItemName "The Flying Guillotine" } } pistolupgrade // { Name "Reload Mastery" Attribute "faster reload rate" Cap -0.1 Increment -1.1 Cost 500 AllowPlayerClass Scout AllowPlayerClass Engineer Description "Removes Pistol Reload" AllowedWeapons { Classname tf_weapon_pistol ItemName tf_weapon_pistol_scout } } generalmeleeupgrade // does not increase check now. { Name "Melee Mastery" Attribute "melee range multiplier" Cap 1.2 Increment 0.2 Cost 1500 Description "improves various aspects of melee" AllowedWeapons { Classname tf_weapon_stickbomb Classname tf_weapon_bat_wood Classname tf_weapon_bat Classname tf_weapon_bat_giftwrap Classname tf_weapon_shovel Classname tf_weapon_katana Classname tf_weapon_fireaxe Classname tf_weapon_slap Classname tf_weapon_bottle Classname tf_weapon_fists Classname tf_weapon_wrench Classname tf_weapon_bonesaw Classname tf_weapon_club Classname saxxy ItemName "The Eyelander" ItemName "The Horseless Headless Horseman's Headtaker" ItemName "Nessie's Nine Iron" ItemName "The Scotsman's Skullcutter" } SecondaryAttributes { "melee attack rate bonus" -0.15 "heal on hit for rapidfire" +5 } } launcherupgrade { Name "Launcher Mastery" Attribute "fire rate bonus" Cap 0.5 Increment -0.1 Cost 2000 Description "improves your launchers." AllowedWeapons { Classname tf_weapon_rocketlauncher Classname tf_weapon_particle_cannon Classname tf_weapon_rocketlauncher_directhit Classname tf_weapon_rocketlauncher_airstrike ItemName "TF_WEAPON_GRENADELAUNCHER" ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" ItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" ItemName "The Loch-n-Load" ItemName "The Iron Bomber" ItemName "The Loose Cannon" ItemName "The Scottish Resistance" ItemName "The Quickiebomb Launcher" } SecondaryAttributes { "Reload time decreased" -0.15 "clip size upgrade atomic" +1 } } blastupgrade { Name "Explosion Mastery" Attribute "Blast radius increased" Cap 1.8 Increment +0.2 Cost 500 Description "Improves blast radius" AllowedWeapons { ItemName "TF_WEAPON_GRENADELAUNCHER" ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemName "TF_WEAPON_ROCKETLAUNCHER" ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" } } libertyupgrade { Name "Unload Mastery" Attribute "fire rate bonus" Cap 0.15 Increment -0.5 Cost 1500 Description "Gives a much large clip" AllowedWeapons { ItemName "The Liberty Launcher" } SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "clip size upgrade atomic" +5 "hidden primary max ammo bonus" +2 "damage penalty" -0.1 } } trashupgrade { Name "Trash Mastery" Attribute "clip size upgrade atomic" Cap 50 Increment +10 Cost 1800 Description "Effiencient Trash Storage." AllowedWeapons { ItemName "The Beggar's Bazooka" } } cowupgrade // needs way more damage no super explode { Name "WMD Mastery" Attribute "fire rate bonus" Cap 4 Increment +3 Cost 800 Description "Boom. Don't get any clip size upgrades before this. Use secondary fire." AllowedWeapons { ItemName "The Cow Mangler 5000" } SecondaryAttributes { "damage bonus" +6 "Blast radius increased" +1 "crit mod disabled" -1 "minicrits become crits" +1 } } boxupgrade { Name "Living Mastery" Attribute "health on radius damage" Cap 60 Increment +40 Cost 2000 Description "Now you have no excuse for dying" AllowedWeapons { ItemName "The Black Box" } SecondaryAttributes { "max health additive bonus" +200 } } airstrikeupgrade // does not appear { Name "Airstrike Mastery" Attribute "Blast radius increased" Cap 1.3 Increment 0.3 Cost 2000 Description "The air is your domain." AllowedWeapons { ItemName "The Air Strike" } SecondaryAttributes { "rocket jump damage reduction" -0.4 "rocketjump attackrate bonus" -0.2 "clipsize_increase_on_kill" +2 "Reload time decreased" -0.1 } } shotgunpimaryupgrade { Name "Techinchal Shotgun Mastery" Attribute "add onhit addammo" Cap 1 Increment 1 Cost 1000 Description "Hope your aim is good son." AllowedWeapons { ItemName "TF_WEAPON_SHOTGUN_PRIMARY" } SecondaryAttributes { "heal on hit for rapidfire" +5 } } shotgunsoldierupgrade { Name "American Shotgun Mastery" Attribute "weapon spread bonus" Cap 0.25 Increment -0.75 Cost 600 Description "Hope your aim is good son." AllowedWeapons { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" } SecondaryAttributes { "bullets per shot bonus" +0.2 "damage bonus" +0.2 } } shotgunpyroupgrade { Name "Hot Shotgun Mastery" Attribute "damage bonus vs burning" Cap 2 Increment +1 Cost 700 Description "Do double damage to burning targets." AllowedWeapons { ItemName "TF_WEAPON_SHOTGUN_PYRO" } SecondaryAttributes { "bullets per shot bonus" +0.2 "damage bonus" +0.2 } } shotgunhwgupgrade { Name "Tank Buster Mastery" Attribute "bullets per shot bonus" Cap 5 Increment +4 Cost 2200 Description "Terrible spread but if you meatshot a tank or giant it will get work done." AllowedWeapons { ItemName "TF_WEAPON_SHOTGUN_HWG" } SecondaryAttributes { "bullets per shot bonus" +0.2 "damage bonus" +2.5 "weapon spread bonus" +3.5 "fire rate penalty" +0.5 } } reserveshooterupgrade { Name "Always Ready" Attribute "bullets per shot bonus" Cap 1.2 Increment +0.2 Cost 1200 Description "On demand shotgun action. Don't waste a second." AllowedWeapons { ItemName "The Reserve Shooter" } SecondaryAttributes { "deploy time decreased" -0.9 "Reload time decreased" -2 "switch from wep deploy time decreased" -0.95 "maxammo secondary increased" +3 } } survbannerupgrade { Name "Banner Mastery" Attribute "increase buff duration" Cap 4 Increment +3 Cost 1400 Description "Make your banner Last much longer" AllowedWeapons { ItemName "The Battalion's Backup" } } buffbannerupgrade { Name "Banner Mastery" Attribute "increase buff duration" Cap 4 Increment +3 Cost 2000 Description "Make your banner Last much longer" AllowedWeapons { ItemName "The Buff Banner" ItemName "The Concheror" } } fanowarupgrade { Name "Wind Fan" Attribute "melee range multiplier" Cap 5 Increment +2 Cost 250 Description "Mark Targets from a longer range" AllowedWeapons { ItemName "The Fan O'War" } SecondaryAttributes { "damage penalty" +0.05 } } bisonupgrade { Name "Bison Mastery" Attribute "critboost on kill" Cap 3 Increment +1 Cost 450 Description "Mabye the bison won't be bad now." AllowedWeapons { ItemName "The Righteous Bison" } SecondaryAttributes { "damage penalty" +0.05 "Projectile speed increased" -0.15 "fire rate bonus" -0.15 "Reload time decreased" -0.05 } } panicattupgrade { Name "Panic Mastery" Attribute "fire rate bonus with reduced health" Cap 0.2 Increment -0.2 Cost 500 Description "Panic." AllowedWeapons { ItemName "Panic Attack Shotgun" } } pyroupgrade { Name "Extended Flames" Attribute "damage bonus" Cap 2.15 Increment +0.15 Cost 1000 Description "Burn foes that are further away" AllowedWeapons { Classname tf_weapon_flamethrower } SecondaryAttributes { "flame_gravity" 0 "flame_drag" 4 "flame_up_speed" 65 "flame_speed" 2700 "flame_spread_degree" 5 "flame_lifetime" 1 "flame_random_life_time_offset" 0.12 } } dragonfuryupgrade { Name "Dragon Mastery" Attribute "damage bonus" Cap 2.5 Increment +0.5 Cost 1000 Description "Get this after the damage upgrades" AllowedWeapons { ItemName "The Dragon's Fury" } } buildingkillupgrade { Name "Building Breaker" Attribute "dmg bonus vs buildings" Cap 5 Increment +4 Cost 700 Description "Take down Engie Buildings with little issue" AllowedWeapons { ItemName "The Homewrecker" ItemName "The Loch-n-Load" ItemName "The Maul" } } tankingupgrade { Name "Demoknight Survival" Attribute "max health additive bonus" Cap 500 Increment 125 Cost 500 Description "Die Less" AllowedWeapons { ItemName "The Bootlegger" ItemName "Ali Baba's Wee Booties" } } caberupgrade { Name "Last Resort" Attribute "damage bonus" Cap 12 Increment 11 Cost 800 Description "Kills you but does high damage to what you hit." AllowedWeapons { ItemName "The Ulapool Caber" } } minigunaccupgrade { Name "Tight Spread" Attribute "weapon spread bonus" Cap 0.2 Increment -0.4 Cost 600 Description "Allows you to be effective at grater ranges." AllowedWeapons { Classname tf_weapon_minigun } } minigunammoupgrade { Name "Ammo Supply" Attribute "ammo regen" Cap 0.1 // Maximum amount of the attribute Increment 0.05 // Attribute increment value per level Cost 600 Description "Now you might not run out of ammo quite as fast." AllowedWeapons { ItemName "The Huo Long Heatmaker" } SecondaryAttributes { "maxammo primary increased" +0.5 } } minigunmoveupgrade { Name "Mobile spin up" Attribute "aiming movespeed increased" Cap 1.7 Increment 0.7 Cost 1000 Description "This should help you avoid some damage and close the distance in fights." AllowedWeapons { ItemName "Tomislav" } } steakupgrade { Name "Steak Mastery" Attribute "move speed bonus" Cap 1.15 Increment 0.15 Cost 600 Description "This should help you avoid some damage and close the distance in fights." AllowedWeapons { ItemName "The Buffalo Steak Sandvich" } SecondaryAttributes { "effect bar recharge rate increased" -0.3 } } kgbupgrade // is fun { Name "Boxing Mastery" // Name of the upgrade displayed on the menu Attribute "damage bonus" // The attribute name Cap 5 // Maximum amount of the attribute Increment 2 // Attribute increment value per level Cost 900 // Cost of the upgrade per level Description "A real Champion" AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Killing Gloves of Boxing" } SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "critboost on kill" +1 "single wep holster time increased" +0.2 } } justiceupgrade // { Name "Revenge Mastery" Attribute "damage bonus" Cap 1.4 Increment 0.4 Cost 1200 Description "Exact your revenge" AllowedWeapons { ItemName "The Frontier Justice" } SecondaryAttributes { "critboost on kill" +1 "single wep holster time increased" +0.2 "fire rate bonus with reduced health" -0.35 "fire rate penalty" +0.1 } } Precisionupgrade // { Name "Precision Mastery" Attribute "weapon spread bonus" Cap 0.4 Increment -0.3 Cost 350 Description "Be effective at a longer distance." AllowedWeapons { ItemName "The Widowmaker" } SecondaryAttributes { "fire rate bonus" -0.05 } } Rescueupgrade // { Name "Quick Load" Attribute "faster reload rate" Cap 0.2 Increment -0.4 Cost 1000 Description "Have bolts ready for your gun" AllowedWeapons { ItemName "The Rescue Ranger" } } Pomsonupgrade // { Name "Pomson Mastery" Attribute "Projectile speed increased" Cap 3 Increment 1 Cost 200 Description "fast pomson" AllowedWeapons { ItemName "The Pomson 6000" } SecondaryAttributes { "fire rate bonus" -0.05 } } Circuitupgrade // { Name "Circuit Mastery" Attribute "metal regen" Cap 50 Increment 50 Cost 600 Description "More metal to burn" AllowedWeapons { ItemName "The Short Circuit" } SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "fire rate bonus" -0.05 "maxammo metal increased" +0.25 } } Crossbowupgrade // { Name "Crossbowman Mastery" Attribute "damage bonus" Cap 1.7 Increment 0.7 Cost 1200 Description "Stronger bolts" AllowedWeapons { ItemName "The Crusader's Crossbow" } } Syringeupgrade // { Name "Syringe Mastery" Attribute "Heal on Kill" Cap 150 Increment 50 Cost 700 Description "Keep yourself alive" AllowedWeapons { ItemName "tf_weapon_syringegun_medic" } SecondaryAttributes { "Heal on Hit for rapidfire" +1 "damage bonus" 1.25 } } Headupgrade // { Name "Head Mastery" Attribute "headshot damage increase" Cap 1.2 Increment 0.2 Cost 700 Description "Boom Headshot" AllowedWeapons { ClassName "tf_weapon_sniperrifle" ClassName "tf_weapon_sniperrifle_decap" } SecondaryAttributes { "sniper full charge damage bonus" +0.7 } } Bowupgrade // { Name "Bowman Mastery" Attribute "headshot damage increase" Cap 1.2 Increment 0.2 Cost 400 Description "Burning Arrows" AllowedWeapons { ClassName "tf_weapon_compound_bow" } SecondaryAttributes { "Set DamageType Ignite" +1 } } SMGupgrade // { Name "SMG Mastery" Attribute "damage bonus" Cap 1.8 Increment 0.4 Cost 650 Description "deal greater damage with your smg" AllowedWeapons { ClassName tf_weapon_smg ItemName "The Cleaner's Carbine" } SecondaryAttributes { "fire rate bonus" -0.2 "clip size bonus" +1 "weapon spread bonus" -0.2 } } Revolverupgrade // { Name "Revolver Mastery" Attribute "damage bonus" Cap 2 Increment 1 Cost 1000 Description "Make your revolver do real damage" AllowedWeapons { ClassName "tf_weapon_revolver" } SecondaryAttributes { "faster reload speed" -0.3 } } Ambyupgrade // { Name "Ambassador Mastery" Attribute "Heal on Kill" Cap 150 Increment 50 Cost 1000 Description "now your gun suffers less spread" AllowedWeapons { ItemName "The Ambassador" } SecondaryAttributes { "weapon spread bonus" -0.5 "damage bonus" +0.5 } } Knifeupgrade // { Name "Knife Mastery" Attribute "damage bonus" Cap 1.4 Increment 0.4 Cost 1000 Description "get a stronger stab on giants" AllowedWeapons { ClassName tf_weapon_knife } } Gardenupgrade // { Name "Formidable Spoon" Attribute "damage bonus" Cap 3.3 Increment 2.3 Cost 1800 Description "Make that garden count" AllowedWeapons { ItemName "The Market Gardener" } SecondaryAttributes { "melee range multiplier" +7 "melee bounds multiplier" +2.5 "melee cleave attack" +1 "fire rate penalty" -0.25 } } } PointTemplates { corelogic //all the things we want to automatically run when the popfile reloads. Use this the most to avoid spaghetti { NoFixup 1 logic_relay { "origin" "0 0 0" "targetname" "redwin_relay" "OnTrigger" "bots_win_red,RoundWin,,0,-1" "OnTrigger" "pit_explosion_wav,PlaySound,,0,-1" //map dependent "OnTrigger" "failuresound,PlaySound,,0,-1" //map dependent } NoFixup 1 game_round_win //do not { "origin" "0 0 0" "TeamNum" "3" "targetname" "bots_win_red" "switch_teams" "0" "force_map_reset" "1" "classname" "game_round_win" } NoFixup 1 trigger_multiple { "targetname" "thirdperson" "StartDisabled" "1" "spawnflags" "3" "origin" "1542.488770 739.029175 -143.968689" "maxs" "50 50 50" "mins" "-50 -50 -50" "filtername" "filter_blue" "OnStartTouch" "!activator,setforcedtauntcam,1,0.1,-1" "OnStartTouch" "!activator,SetHUDVisibility,0,0.1,-1" "OnStartTouch" "!activator,DisableDamageForces,,0,-1" //doesn't work? "OnEndTouch" "!activator,setforcedtauntcam,0,0,-1" "OnEndTouch" "!activator,SetHUDVisibility,1,0,-1" "OnEndTouch" "!activator,EnableDamageForces,,0,-1" } NoFixup 1 ambient_generic { "targetname" "failuresound" "health" "10" "message" "vo\announcer_failure.mp3" "pitch" "100" "pitchstart" "100" "radius" "20000" "spawnflags" "49" "origin" "0 0 0" } } forwardstation //all-in-one upgrade station template { func_upgradestation { "mins" "-105 -100 0" "maxs" "105 100 242" "solid" "0" } NoFixup 1 prop_dynamic { "targetname" "upgradestation" "angles" "0 0 0" "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "-1" "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "model" "models\props_mvm\mvm_upgrade_blu.mdl" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "0" "spawnflags" "0" "origin" "0 0 0" } func_upgradestation { "mins" "-100 -100 0" "maxs" "90 60 100" "parentname" "upgradestation" } } finaltele //playergotocave { trigger_teleport //teleport timer to box { "targetname" "timertele" "origin" "0 -1800 453" "spawnflags" "1" "solid" "0" "StartDisabled" "0" "maxs" "2500 4000 2000" "mins" "-2500 -1500 -800" "target" "timerbox" } info_target { "targetname" "timerbox" "origin" "0 2300 385" } } fence { NoFixup 1 prop_dynamic { "model" "models\props_coalmines\wood_fence_256.mdl" "solid" "6" } } } SpawnTemplate "corelogic" SpawnTemplate { Name "forwardstation" "origin" "-1515 3395 280" "angles" "0 0 0" } ExtraSpawnPoint { Name "Ally" TeamNum 3 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "-787" Y "-2643" Z "530" } ExtraSpawnPoint { Name "VIP" TeamNum 3 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "-58.5" Y "-2291" Z "514" } Templates { T_TFBot_Soldier_Fodder { Class Soldier Skill Normal ClassIcon soldier_shovel Name "Fodder Soldier" Health 100 Scale 0.8 WeaponRestrictions MeleeOnly ItemAttributes { ItemName "TF_WEAPON_SHOVEL" "fire rate penalty" 1.25 "damage penalty" 0.75 } CharacterAttributes { "move speed bonus" 0.75 "airblast vulnerability multiplier" 1.5 } } T_TFBot_Scout_Extended_Bonk { Class Scout Name "Bonk Scout" Skill Hard Item "Bonk! Atomic Punch" Item "Bonk Helm" WeaponRestrictions MeleeOnly ClassIcon scout_bonk ItemAttributes { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" 3 } CharacterAttributes { "increase buff duration" 1.5 } } T_TFBot_Scout_Large { Class Scout Name "Large Scout" Health 650 Scale 1.4 WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "weapon spread bonus" 1.35 "bullets per shot bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.9 "airblast vulnerability multiplier" 0.85 "damage force reduction" 0.85 } } T_TFBot_Soldier_Large { Class Soldier Name "Large Soldier" Health 750 Scale 1.4 WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "Blast radius increased" 1.15 } CharacterAttributes { "move speed bonus" 0.9 "airblast vulnerability multiplier" 0.85 "damage force reduction" 0.85 } } T_TFBot_Soldier_Large_Burstfire { Class Soldier Name "Large Burstfire Soldier" Health 750 Scale 1.4 WeaponRestrictions PrimaryOnly ClassIcon soldier_burstfire Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "Blast radius decreased" 0.85 "fire rate bonus" 0.35 } CharacterAttributes { "move speed bonus" 0.9 "airblast vulnerability multiplier" 0.85 "damage force reduction" 0.85 } } T_TFBot_Pyro_Large { Class Pyro Name "Large Pyro" Health 650 Scale 1.4 WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 1.75 } CharacterAttributes { "move speed bonus" 0.9 "airblast vulnerability multiplier" 0.85 "damage force reduction" 0.85 } } T_TFBot_Demoman_Large { Class Demoman Name "Large Demoman" Health 650 Scale 1.4 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADE_LAUNCHER" "faster reload rate" 0.2 } CharacterAttributes { "move speed bonus" 0.9 "airblast vulnerability multiplier" 0.85 "damage force reduction" 0.85 } } T_TFBot_Heavyweapons_Large { Class Heavyweapons Name "Large Heavy" Health 900 Scale 1.5 WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_Minigun" "weapon spread bonus" 1.35 "bullets per shot bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.9 "airblast vulnerability multiplier" 0.85 "damage force reduction" 0.85 } } T_TFBot_Giant_Soldier_Homing { Class Soldier Name "Giant Homing Soldier" ClassIcon soldier_homing_nys_giant Skill Normal Health 3800 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss AddCond { name TF_COND_SODAPOPPER_HYPE } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "Projectile speed increased" 0.65 "Blast radius reduced" 0.6 "mod projectile heat seek power" 10 //Sigmo only "mod projectile heat aim error" 360 "projectile trail particle" eyeboss_projectile "mod projectile heat aim time" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Giant_Engineer_Pomson { Class Engineer Name "Giant Pomson Engineer" ClassIcon engineer_pomson_giant Skill Expert Health 2600 Action FetchFlag WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "The Pomson 6000" Item "The Gunslinger" ItemAttributes { ItemName "The Pomson 6000" "Projectile speed increased" 0.75 "fire rate penalty" 2 "faster reload rate" -0.2 "mult projectile count" 8 "projectile spread angle penalty" 4 } CharacterAttributes { "move speed bonus" 0.65 "damage force reduction" 0.65 "airblast vulnerability multiplier" 0.65 "override footstep sound set" 3 } } T_TFBot_Giant_Soldier_Crit_ADV // Super slow crit rocket flight speed, fires one at a time { Class Soldier Name "ADV Giant Charged Soldier" ClassIcon soldier_crit Skill Normal Health 5320 Scale 1.8 Item "The Original" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Original" "faster reload rate" 0.06 "fire rate bonus" 1.6 "Projectile speed increased" 0.66 "clip size bonus" 3.0 "damage bonus" 1.25 } CharacterAttributes { "move speed bonus" 0.575 "health regen" 10 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Giant_DemoMan_PrinceTavish_Advbot // Fast Moving DemoKnight ** { Class Demoman ClassIcon demoknight_giant Name "ADV Giant Demoknight" Skill Easy Health 4620 Scale 1.8 Item "Prince Tavish's Crown" Item "The Chargin' Targe" Item "The Eyelander" Item "Ali Baba's Wee Booties" WeaponRestrictions MeleeOnly Attributes MiniBoss ItemAttributes { ItemName "The Eyelander" "critboost on kill" 8 "damage bonus" 2.2 "Hand Scale" 1.5 "melee range multiplier" 1.5 } CharacterAttributes { "move speed bonus" 0.575 "health regen" 10 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } ///////////////// //MISSIONS ///////////////// /////////////////////////////////////////////////////////////////////////// //SENTRY BUSTER MISSIONS /////////////////////////////////////////////////////////////////////////// Mission // Sentry Busters - All { Objective DestroySentries InitialCooldown 5 Where spawnbot BeginAtWave 1 RunForThisManyWaves 21 CooldownTime 40 TFBot { Template T_TFBot_SentryBuster Tag botcontrol_block } } /////////////////////////////////////////////////////////////////////////// //SNIPER MISSIONS /////////////////////////////////////////////////////////////////////////// Mission // Sniper - wave 5-6 { Objective Sniper InitialCooldown 60 Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 1 TFBot { Template T_TFBot_Sniper MaxVisionRange 3000 Skill Normal } } /////////////////////////////////////////////////////////////////////////// //SPY MISSIONS /////////////////////////////////////////////////////////////////////////// Mission // Spy - wave 7 { Objective Spy InitialCooldown 30 Where spawnbot_mission_spy BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 5 TFBot { Class Spy Skill Expert Name Spy } } /////////////////////////////////////////////////////////////////////////// //ENGINEER MISSIONS /////////////////////////////////////////////////////////////////////////// Mission // Engineer - wave 4 { Objective Engineer InitialCooldown 60 Where spawnbot BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } // WAVE 1 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 5 Groups of 5 bat scouts (75) // 3 groups of 3 heavyweight champs (75) // support max active 3 soldiers (100) // ---------------------------------------- // 6 Groups of 4 soldier fodder (50) // 4 groups of 4 fast champs (100) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes Explanation //Dispayed once the wave is initialized { Line "{green}A huge army of robots have gathered in the mineshaft of bigrock." Line "{green}Bring as many as you can down so the mercs can finish them off!" } WaveSpawn // 5 Groups of 5 bat scouts (75) { Where spawnbot Name "A" TotalCount 25 MaxActive 6 SpawnCount 5 WaitBetweenSpawns 7 TotalCurrency 75 TFBot { Template T_TFBot_Scout_Melee Skill Easy ClassIcon scout_bat_nys } } WaveSpawn // 3 groups of 3 heavyweight champs (75) { Where spawnbot Name "A" TotalCount 9 MaxActive 4 SpawnCount 3 WaitBetweenSpawns 6 WaitBeforeStarting 4.5 TotalCurrency 75 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Skill Easy } } WaveSpawn // support max active 3 soldiers (100) { Where spawnbot TotalCount 35 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 15 WaitBeforeStarting 15 TotalCurrency 100 Support 1 TFBot { Class Soldier } } WaveSpawn // 6 Groups of 4 soldier fodder (50) { Where spawnbot Name "B" TotalCount 24 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 3 WaitForAllSpawned "A" TotalCurrency 50 TFBot { Template T_TFBot_Soldier_Fodder } } WaveSpawn // 4 groups of 4 fast champs (100) { Where spawnbot Name "B" TotalCount 16 MaxActive 6 SpawnCount 4 WaitBetweenSpawns 7 WaitBeforeStarting 8 WaitForAllSpawned "A" TotalCurrency 100 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Skill Easy } } } // WAVE 2 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 2 Large Soldiers (50) // -------------------- // 4 groups of 5 Pyros (100) // 4 Groups of a Demoman With A quickfix (100) // -------------------- // 3 Groups of 8 demoknights (150) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // 2 Large Soldiers (50) { Where spawnbot Name "A" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 7 WaitBeforeStarting 0.5 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_Large Skill Easy } } WaveSpawn // 4 groups of 5 Pyros (100) { Where spawnbot Name "B" TotalCount 20 MaxActive 7 SpawnCount 5 WaitBetweenSpawns 7 TotalCurrency 100 WaitForAllDead "A" TFBot { Class Pyro Skill Easy } } WaveSpawn // 4 Groups of a Demoman With A quickfix (100) { Where spawnbot Name "B" TotalCount 12 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 8 WaitBeforeStarting 1 TotalCurrency 100 WaitForAllDead "A" Squad { TFBot { Class Demoman Skill Normal } TFBot { Template T_TFBot_Medic_QuickFix } TFBot { Template T_TFBot_Medic_QuickFix } } } WaveSpawn // 3 Groups of 8 demoknights (150) { Where spawnbot Name "C" TotalCount 24 MaxActive 9 SpawnCount 8 WaitBetweenSpawns 4 TotalCurrency 150 WaitForAllDead "B" TFBot { Template T_TFBot_Demoman_Knight } } } // WAVE 3 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 1 Giant Flare Pyro (25) // 3 Groups of 5 heavies (125) // -------------------- // 1 Giant Flare Pyro (25) // 4 Groups of 5 Pistol Scouts (50) // 3 Groups of 3 Bison Soldiers (50) // ---------------------------------- // WaitForAllSpawned // 1 Giant Flare Pyro with 6 quickfixes (125) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // 1 Giant Flare Pyro (25) { Where spawnbot Name "A" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 7 WaitBeforeStarting 5 TotalCurrency 25 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer } } WaveSpawn // 3 Groups of 5 heavies (125) { Where spawnbot Name "A" TotalCount 15 MaxActive 6 SpawnCount 5 WaitBetweenSpawns 7 TotalCurrency 125 TFBot { Class Heavyweapons Skill Easy } } WaveSpawn // 1 Giant Flare Pyro (25) { Where spawnbot Name "B" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 7 WaitBeforeStarting 12 TotalCurrency 25 RandomSpawn 1 WaitForAllSpawned "A" TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer } } WaveSpawn // 4 Groups of 5 Pistol Scouts (50) { Where spawnbot Name "B" TotalCount 20 MaxActive 6 SpawnCount 5 WaitBetweenSpawns 6 WaitBeforeStarting 8 TotalCurrency 50 RandomSpawn 1 WaitForAllSpawned "A" TFBot { Template T_TFBot_Scout_Pistol Skill Easy } } WaveSpawn // 3 Groups of 3 Bison Soldiers (50) { Where spawnbot Name "B" TotalCount 9 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 7 WaitBeforeStarting 10 TotalCurrency 50 RandomSpawn 1 WaitForAllSpawned "A" TFBot { Template T_TFBot_Soldier_Bison Skill Normal } } WaveSpawn // 1 Giant Flare Pyro with 6 quickfixes (125) { Where spawnbot Name "C" TotalCount 7 MaxActive 7 SpawnCount 7 WaitBetweenSpawns 7 WaitBeforeStarting 5 TotalCurrency 125 RandomSpawn 1 WaitForAllSpawned "B" Squad { TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer } TFBot { Template T_TFBot_Medic_QuickFix } TFBot { Template T_TFBot_Medic_QuickFix } TFBot { Template T_TFBot_Medic_QuickFix } TFBot { Template T_TFBot_Medic_QuickFix } TFBot { Template T_TFBot_Medic_QuickFix } TFBot { Template T_TFBot_Medic_QuickFix } } } } // WAVE 4 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 3 Low health Tanks (350) // 1 Giant Homing Soldier (50) // Support double groups of 6 soldier fodder (0) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // 3 Low health Tanks (350) { Name "A" TotalCount 3 WaitBetweenSpawns 25 TotalCurrency 350 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 12500 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 1 Giant Homing Soldier (50) { Where spawnbot Name "A" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 7 WaitBeforeStarting 30 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Homing } } WaveSpawn // Support double groups of 6 soldier fodder (0) { Where spawnbot Name "A" TotalCount 50 MaxActive 12 SpawnCount 4 WaitBetweenSpawns 1.5 TotalCurrency 0 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Soldier_Fodder } } } // WAVE 5 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // The Bombardier (500) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}That robot is a little more complicated than the others..." } Checkpoint Yes WaveSpawn // The Bombardier (500) { Where spawnbot Name "A" TotalCount 1 SpawnCount 1 TotalCurrency 500 TFBot { Template T_TFBot_Giant_Soldier Name "The Bombardier" WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_MINIGUN" 0.65 } Health 18500 Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ClassIcon soldier_crit Item "The Original" Scale 1.9 ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 11000 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 4000 //When set, the task activates only when the bot health is below specified value Name "Attr3" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Do not attempt to put any of custom keys here. ExtAttr is the only exception { Attr1 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Original" "fire rate bonus" 0.04 "projectile spread angle penalty" 14 "clip size upgrade atomic" -1 "Blast radius increased" 1.4 "Projectile speed increased" 0.65 } CharacterAttributes { "move speed penalty" 0.5 "rocket jump damage reduction" 0.01 "damage force reduction" 0.1 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 } } Attr2 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Original" "fire rate bonus" 2.25 "projectile spread angle penalty" 100 "clip size upgrade atomic" -2 "Blast radius increased" 1.15 "mult projectile count" 11 "Projectile speed increased" 0.65 } CharacterAttributes { "move speed penalty" 0.5 "rocket jump damage reduction" 0.01 "damage force reduction" 0.1 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 } } Attr3 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Original" "fire rate bonus" 0.2 "projectile spread angle penalty" 25 "clip size upgrade atomic" 5 "Reload time decreased" 0.7 "Blast radius increased" 1.15 "mult projectile count" 2 "Projectile speed increased" 0.5 } CharacterAttributes { "move speed penalty" 0.5 "rocket jump damage reduction" 0.01 "damage force reduction" 0.1 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 } } } } } } // WAVE 6 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Red Bowman // 1 Giant Unload Demoman (75) // 4 Groups of 5 Soldiers (100) // 5 Groups of 4 Scouts (25) // ------------------------------------------- // 4 Giant FAN Scouts (100) // 5 Groups of 6 heavy shotguns (50) // 6 Groups of 8 Soldier shotguns (50) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes Explanation //Dispayed once the wave is initialized { Line "{red}You have a VIP to protect." Line "{red}You also have an ally to help you." } WaveSpawn // Red Bowman { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Sniper_Huntsman Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // VIP { Where VIP Name "VIP" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawnsAfterDeath 4 RandomSpawn 1 Support Limited TFBot { Template T_TFBot_Giant_Soldier_Spammer ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes UseBossHealthBar Attributes IgnoreFlag AlwaysGlow 1 } } Wavespawn // VIP { WaitForAllDead "VIP" Support Limited FirstSpawnOutput { //disable tunnel barrier forcefield Target redwin_relay Action trigger } } WaveSpawn // 1 Giant Unload Demoman (75) { Where spawnbot Name "A" TotalCount 3 MaxActive 3 SpawnCount 3 WaitBetweenSpawns 7 TotalCurrency 75 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Demoman_Loads_of_Bombs Action Mobber Attributes IgnoreFlag } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn // 4 Groups of 5 Soldiers (100) { Where spawnbot Name "A" TotalCount 20 MaxActive 6 SpawnCount 5 WaitBeforeStarting 12 WaitBetweenSpawns 7 TotalCurrency 100 RandomSpawn 1 TFBot { Class Soldier Skill Easy Action Mobber Attributes IgnoreFlag } } WaveSpawn // 5 Groups of 4 Scouts (25) { Where spawnbot Name "A" TotalCount 20 MaxActive 6 SpawnCount 4 WaitBeforeStarting 12 WaitBetweenSpawns 4 TotalCurrency 25 RandomSpawn 1 TFBot { Class Scout Skill Easy BehaviorModifiers push Attributes IgnoreFlag } } WaveSpawn // 4 Giant FAN Scouts (100) { Where spawnbot Name "B" TotalCount 4 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 20 WaitForAllDead "A" TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_FAN BehaviorModifiers push Attributes IgnoreFlag } } WaveSpawn // 5 Groups of 6 heavy shotguns (50) { Where spawnbot Name "B" TotalCount 30 MaxActive 6 SpawnCount 6 WaitBeforeStarting 2 WaitBetweenSpawns 5 WaitForAllDead "A" TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Heavyweapons_Shotgun Action Mobber Attributes IgnoreFlag } } WaveSpawn // 6 Groups of 8 Soldier shotguns (50) { Where spawnbot Name "B" TotalCount 48 MaxActive 10 SpawnCount 8 WaitBeforeStarting 2 WaitBetweenSpawns 5 WaitForAllDead "A" TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_Shotgun BehaviorModifiers push Attributes IgnoreFlag } } } // WAVE 7 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Red Pistol Scout // 1 Giant Heavy with 3 quickfixes (75) // 1 Giant Powerjack Pyro with 2 Quickfixes (25) // --------------------------------------------------------- // 2 Giant Powerjack Pyros (25) // 2 Giant Demoknights with 4 Quickfixes (75) // Support 7 guilotine Scouts (100) // --------------------------------------------------------- // 1 Giant Heavy with 3 quickfixes (75) // 2 Giant Powerjack Pyros (25) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Scout_Pistol Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // Red Pistol Scout { Where VIP Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Scout_Pistol Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // 1 Giant Heavy with 3 quickfixes (75) { Where spawnbot Name "A" TotalCount 4 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 7 TotalCurrency 75 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn // 1 Giant Powerjack Pyro with 2 Quickfixes (25) { Where spawnbot Name "A" TotalCount 3 MaxActive 3 SpawnCount 3 WaitBetweenSpawns 7 WaitBeforeStarting 5 TotalCurrency 25 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Pyro_Powerjack Action Mobber Attributes IgnoreFlag } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn // 2 Giant Powerjack Pyros (25) { Where spawnbot Name "B" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 7 TotalCurrency 25 RandomSpawn 1 WaitForAllDead "A" TFBot { Template T_TFBot_Giant_Pyro_Powerjack Action Mobber Attributes IgnoreFlag } } WaveSpawn // 2 Giant Demoknights with 4 Quickfixes (75) { Where spawnbot Name "B" TotalCount 10 MaxActive 10 SpawnCount 5 WaitBetweenSpawns 15 WaitBeforeStarting 4 TotalCurrency 75 WaitForAllDead "A" RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Demoman_PrinceTavish } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn // Support 7 guilotine Scouts (100) { Where spawnbot TotalCount 28 MaxActive 7 SpawnCount 7 WaitBetweenSpawns 14 TotalCurrency 100 RandomSpawn 1 WaitForAllDead "A" Support 1 TFBot { Template T_TFBot_Scout_Guillotine } } WaveSpawn // 1 Giant Heavy with 3 quickfixes (75) { Where spawnbot Name "C" TotalCount 4 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 7 TotalCurrency 75 WaitForAllDead "B" RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn // 2 Giant Powerjack Pyros (25) { Where spawnbot Name "C" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 7 WaitBeforeStarting 5 TotalCurrency 25 WaitForAllDead "B" RandomSpawn 1 TFBot { Template T_TFBot_Giant_Pyro_Powerjack } } } // WAVE 8 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 1 Tank (150) // 128 16 Max active extended conch soldiers (250) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Class Pyro Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // Red Pistol Scout { Where VIP Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Class Pyro Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // 128 16 Max active extended conch soldiers (250) { Where spawnbot Name "A" TotalCount 128 MaxActive 16 SpawnCount 2 WaitBetweenSpawns 0.5 TotalCurrency 250 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Easy } TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Easy } TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Easy } TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Easy } TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Easy } TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Easy } TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Easy } TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Hard } } } WaveSpawn // 1 Tank (150) { Name "A" TotalCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 25 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 } } } } // WAVE 9 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 1 Giant Pomson Engineer (25) // 3 Groups of 7 Blackbox soldiers (25) // --------------------------------- // 1 Giant Homing Swarm Soldier (100) // 2 Super Scouts (50) // 5 Groups of 6 Blackbox soldiers (50) // --------------------------------- // 1 Tank (100) // 2 Giant Pomson Engineers (50) // Support groups of 3 Large Scouts (0) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Class Demoman Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // 1 Giant Pomson Engineer (25) { Where spawnbot Name "A" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 0.5 TotalCurrency 25 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Engineer_Pomson } } WaveSpawn // 3 Groups of 7 Blackbox soldiers (25) { Where spawnbot Name "A" TotalCount 21 MaxActive 11 SpawnCount 7 WaitBetweenSpawns 0.5 TotalCurrency 25 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_RocketShotgun } } WaveSpawn // 1 Giant Homing Swarm Soldier (100) { Where spawnbot Name "B" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 0.5 TotalCurrency 100 RandomSpawn 1 WaitForAllSpawned "A" TFBot { Template T_TFBot_URL_Giant_Soldier_Homing_Swarm } } WaveSpawn // 2 Super Scouts (50) { Where spawnbot Name "B" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 50 WaitForAllSpawned "A" RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn // 5 Groups of 6 Blackbox soldiers (50) { Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 6 WaitBetweenSpawns 0.5 TotalCurrency 50 RandomSpawn 1 WaitForAllSpawned "A" TFBot { Template T_TFBot_Soldier_RocketShotgun } } WaveSpawn // 1 Tank (100) { Name "C" TotalCount 1 TotalCurrency 100 WaitForAllDead "B" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 37500 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" Skin 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 2 Giant Pomson Engineers (50) { Where spawnbot Name "C" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 50 RandomSpawn 1 WaitForAllDead "B" TFBot { Template T_TFBot_Giant_Engineer_Pomson } } WaveSpawn // Support groups of 3 Large Scouts (0) { Where spawnbot Name "C" TotalCount 9 MaxActive 4 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 18 TotalCurrency 0 RandomSpawn 1 WaitForAllDead "B" Support 1 TFBot { Template T_TFBot_Scout_Large } } } // WAVE 10 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Hot Shot (500) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes Explanation //Dispayed once the wave is initialized { Line "{green}The Mercs should have a better time handing the robots now. Good work." } WaveSpawn // Hot Shot (500) { Where spawnbot TotalCount 1 SpawnCount 1 TotalCurrency 500 TFBot { Template T_TFBot_Giant_Pyro Name "Hot Shot" Health 43500 WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_MINIGUN" 0.65 } Attributes UseBossHealthBar Item "The Detonator" Item "The Powerjack" Scale 1.9 ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 32000 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 21000 //When set, the task activates only when the bot health is below specified value Name "Attr3" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 14000 //When set, the task activates only when the bot health is below specified value Name "Attr4" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 5500 //When set, the task activates only when the bot health is below specified value Name "Attr5" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Do not attempt to put any of custom keys here. ExtAttr is the only exception { Attr1 { Skill Expert WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Detonator" "fire rate bonus" 0.3 "faster reload rate" 0.3 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 "override footstep sound set" 3 } } Attr2 { Skill Easy WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 2.5 "flame_gravity" 0 "flame_drag" 3 "flame_up_speed" 65 "flame_speed" 2200 "flame_spread_degree" 2 "flame_lifetime" 1.3 "flame_random_life_time_offset" 0.12 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 "override footstep sound set" 3 } } Attr3 { Skill Expert WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Detonator" "fire rate bonus" 0.25 "faster reload rate" 0.25 "Projectile speed increased" 1.35 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 "override footstep sound set" 3 } } Attr4 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 3.5 "blast radius increased" 1.75 "use large smoke explosion" 1 "flame_gravity" 0 "flame_drag" 5 "flame_up_speed" 65 "flame_speed" 2000 "flame_spread_degree" 2 "flame_lifetime" 1.3 "flame_random_life_time_offset" 0.12 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 "override footstep sound set" 3 } } Attr5 { Skill Expert WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Powerjack" "damage bonus" 2 "damage causes airblast" 1 "fire rate bonus" 0.7 } CharacterAttributes { "move speed bonus" 1.15 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 "override footstep sound set" 3 } } } } } } // WAVE 11 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 2 Giant Blackbox Soldiers (75) // 4 Groups of 10 Crit Bowmen (100) // ------------------------------------ // 2 Colonel Barrages with a Giant Regen medic (125) // Support Samurai Demomen (100) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Soldier_Spread Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // 2 Giant Blackbox Soldiers (75) { Where spawnbot Name "A" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 12 TotalCurrency 75 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_RocketShotgun } } WaveSpawn // 4 Groups of 10 Crit Bowmen (100) { Where spawnbot Name "A" TotalCount 40 MaxActive 12 SpawnCount 10 WaitBetweenSpawns 7 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Sniper_Huntsman Attributes AlwaysCrit } } WaveSpawn // 2 Colonel Barrages with a Giant Regen medic (125) { Where spawnbot Name "B" TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 20 TotalCurrency 125 RandomSpawn 1 WaitForAllSpawned "A" Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn // Support Samurai Demomen (100) { Where spawnbot Name "B" TotalCount 15 MaxActive 3 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 100 WaitForAllSpawned "A" RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Demoman_Samurai } } } // WAVE 13 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 2 Giant Panic Burst Soldiers (100) // Support groups of 10 crit scouts (100) // ------------------------------------ // 2 Giant Unlaod Bazooka Soldiers with 4 Uberfix Medics (100) // 3 Giant Bowmen (100) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Soldier_Mangle_Rapidfire Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // 2 Giant Panic Burst Soldiers (100) { Where spawnbot Name "A" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 12 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Panic_Burst } } WaveSpawn // Support groups of 10 crit scouts (100) { Where spawnbot TotalCount 50 MaxActive 12 SpawnCount 10 WaitBetweenSpawns 7 TotalCurrency 100 RandomSpawn 1 Support 1 TFBot { Class Scout Skill Normal Attributes AlwaysCrit } } WaveSpawn // 2 Giant Unlaod Bazooka Soldiers with 4 Uberfix Medics (100) { Where spawnbot Name "B" TotalCount 10 MaxActive 10 SpawnCount 5 WaitBeforeStarting 6 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 1 WaitForAllDead "A" Squad { TFBot { Template T_TFBot_Giant_Soldier_Unload_Spread_Homing } TFBot { Template T_TFBot_Medic_QuickFix_RapidUber } TFBot { Template T_TFBot_Medic_QuickFix_RapidUber } TFBot { Template T_TFBot_Medic_QuickFix_RapidUber } TFBot { Template T_TFBot_Medic_QuickFix_RapidUber } } } WaveSpawn // 3 Giant Bowmen (100) { Where spawnbot Name "B" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 12 TotalCurrency 100 WaitForAllSpawned "A" RandomSpawn 1 TFBot { Template T_TFBot_Giant_Sniper_Huntsman } } } // WAVE 12 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A // 1 Giant FAN Scout (10) // 1 Giant Super Scout (10) // 1 Tri Bleed Scout (10) // 1 Crit Major League Scout (10) // 1 Crit Giant Scout (10) // B // 1 Crit Giant Tide turner demo (10) // 1 Giant Unload Demoman (10) // 1 Giant Pipe Fountain Demoman (10) // 1 Giant Burstfire demoman (10) // 1 Crit Giant Rapidfire Demoman (10) // C // 2 Crit Giant Pyros (10) // Crit Giant Powerjack Pyro (10) // Cit Giant Flare Pyro (10) // Giant Firestorm Pyro (10) // D // 1 Giant Soldier Spammer (20) // 1 Giant Burstfire Soldier with a Giant Medic (20) // 1 Giant Bazooka Soldier (20) // 1 Giant Mangler Spammer Soldier (20) // 1 Giant Homing Swarm Soldier (20) // E // 1 Giant Deflector Heavy (30) // 1 Giant Shotgun Heavy (30) // 1 Giant Heal on Kill Deflector Heavy (30) // 1 Giant Heater Heavy (30) // 1 Giant Gun Nut Heavy (30) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses Explanation //Dispayed once the wave is initialized { Line "{red}Do not all die at once!" Line "{red}Also you have a VIP to protect." } Checkpoint Yes PlayerAttributes { "min respawn time" 12 } WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Demo_Burst Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // VIP { Where VIP Name "VIP" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawnsAfterDeath 4 RandomSpawn 1 Support Limited TFBot { Template T_TFBot_Giant_Boxing_Heavy ClassIcon red2_lite Health 11000 AddCond { Name TF_COND_REPROGRAMMED } Attributes UseBossHealthBar Attributes IgnoreFlag AlwaysGlow 1 } } Wavespawn // VIP { WaitForAllDead "VIP" Support Limited FirstSpawnOutput { //disable tunnel barrier forcefield Target redwin_relay Action trigger } } WaveSpawn // 1 Giant FAN Scout (10) { Where spawnbot Name "A" TotalCount 1 SpawnCount 1 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_FAN ClassIcon scout_giant Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Super Scout (10) { Where spawnbot Name "A" TotalCount 1 SpawnCount 1 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Fast Action Mobber Attributes IgnoreFlag ClassIcon scout_giant } } WaveSpawn // 1 Tri Bleed Scout (10) { Where spawnbot Name "A" TotalCount 1 SpawnCount 1 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Bleed_Armored ClassIcon scout_giant Action Mobber Attributes IgnoreFlag ExtAttr AlwaysFireWeaponAlt WeaponSwitch //Periodically switches weapon { Delay 0 //Time before the first weapon switch starts (Default: 10) Cooldown 7.5 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) Type "Primary" // Weapon slot, possible values: } WeaponSwitch //Periodically switches weapon { Delay 2.5 //Time before the first weapon switch starts (Default: 10) Cooldown 7.5 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) Type "Secondary" // Weapon slot, possible values: } WeaponSwitch //Periodically switches weapon { Delay 5 //Time before the first weapon switch starts (Default: 10) Cooldown 7.5 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) Type "Melee" // Weapon slot, possible values: } } } WaveSpawn // 1 Crit Major League Scout (10) { Where spawnbot Name "A" TotalCount 1 SpawnCount 1 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Baseball ClassIcon scout_giant Action Mobber Attributes IgnoreFlag Attributes AlwaysCrit } } WaveSpawn // 1 Crit Giant Scout (10) { Where spawnbot Name "A" TotalCount 1 SpawnCount 1 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout Action Mobber Attributes IgnoreFlag Attributes AlwaysCrit } } WaveSpawn // 1 Crit Giant Tide turner demo (10) { Where spawnbot Name "B" TotalCount 1 SpawnCount 1 WaitBeforeStarting 10 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Demoman_Turn ClassIcon demo_giant Action Mobber Attributes IgnoreFlag Attributes AlwaysCrit } } WaveSpawn // 1 Giant Unload Demoman (10) { Where spawnbot Name "B" TotalCount 1 SpawnCount 1 WaitBeforeStarting 10 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Demoman_Loads_of_Bombs ClassIcon demo_giant Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Giant Pipe Fountain Demoman (10) { Where spawnbot Name "B" TotalCount 1 SpawnCount 1 WaitBeforeStarting 10 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Demoman_Bombs_Everywhere ClassIcon demo_giant Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Giant Burstfire Demoman (10) { Where spawnbot Name "B" TotalCount 1 SpawnCount 1 WaitBeforeStarting 10 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Demo_Burst ClassIcon demo_giant Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Giant Demoman Crit (10) { Where spawnbot Name "B" TotalCount 1 SpawnCount 1 WaitBeforeStarting 10 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Demoman ClassIcon demo_giant Action Mobber Attributes IgnoreFlag Attributes AlwaysCrit } } WaveSpawn // 2 Crit Giant Pyros (20) { Where spawnbot Name "C" TotalCount 2 SpawnCount 2 WaitBeforeStarting 14 TotalCurrency 20 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Pyro ClassIcon pyro_giant Action Mobber Attributes IgnoreFlag Attributes AlwaysCrit } } WaveSpawn // 1 Crit Giant Pyro Powerjack (10) { Where spawnbot Name "C" TotalCount 1 SpawnCount 1 WaitBeforeStarting 14 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Pyro_Powerjack ClassIcon pyro_giant Action Mobber Attributes IgnoreFlag Attributes AlwaysCrit } } WaveSpawn // 1 Crit Giant Pyro Flare (10) { Where spawnbot Name "C" TotalCount 1 SpawnCount 1 WaitBeforeStarting 14 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer ClassIcon pyro_giant Action Mobber Attributes IgnoreFlag Attributes AlwaysCrit } } WaveSpawn // 1 Giant Firestorm Pyro (10) { Where spawnbot Name "C" TotalCount 1 SpawnCount 1 WaitBeforeStarting 14 TotalCurrency 10 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Pyro_Fire_Everywhere ClassIcon pyro_giant Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Giant Soldier Spammer (20) { Where spawnbot Name "D" TotalCount 1 SpawnCount 1 WaitBeforeStarting 5 TotalCurrency 20 WaitForAllDead "B" RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Spammer ClassIcon soldier_giant Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Giant Burstfire Soldier with a Giant Medic (20) { Where spawnbot Name "D" TotalCount 2 SpawnCount 2 WaitBeforeStarting 8 TotalCurrency 20 WaitForAllDead "B" RandomSpawn 1 Squad { TFBot { Template T_TFBot_Soldier_Burstfire Action Mobber Attributes IgnoreFlag } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn // 1 Giant Bazooka (20) { Where spawnbot Name "D" TotalCount 1 SpawnCount 1 WaitBeforeStarting 5 TotalCurrency 20 WaitForAllDead "B" RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Spread ClassIcon soldier_giant Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Giant Mangler Spammer (20) { Where spawnbot Name "D" TotalCount 1 SpawnCount 1 WaitBeforeStarting 5 TotalCurrency 20 WaitForAllDead "B" RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Mangle_Rapidfire ClassIcon soldier_giant Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Giant Homing Swarm (20) { Where spawnbot Name "D" TotalCount 1 SpawnCount 1 WaitBeforeStarting 5 TotalCurrency 20 WaitForAllDead "B" RandomSpawn 1 TFBot { Template T_TFBot_URL_Giant_Soldier_Homing_Swarm Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Giant Deflector Heavy (20) { Where spawnbot Name "E" TotalCount 1 SpawnCount 1 WaitBeforeStarting 10 TotalCurrency 30 WaitForAllDead "C" RandomSpawn 1 TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector ClassIcon heavy_giant Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Giant Deflector Heavy HoK (20) { Where spawnbot Name "E" TotalCount 1 SpawnCount 1 WaitBeforeStarting 13 TotalCurrency 30 WaitForAllDead "C" RandomSpawn 1 TFBot { Template T_TFBot_Giant_Heavyweapons_HealOnKill Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Giant Deflector Heavy HoK (20) { Where spawnbot Name "E" TotalCount 1 SpawnCount 1 WaitBeforeStarting 16 TotalCurrency 30 WaitForAllDead "C" RandomSpawn 1 TFBot { Template T_TFBot_Heavyweapons_Heater ClassIcon heavy_giant Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Giant Deflector Heavy HoK (20) { Where spawnbot Name "E" TotalCount 1 SpawnCount 1 WaitBeforeStarting 10 TotalCurrency 30 WaitForAllDead "C" RandomSpawn 1 TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun ClassIcon heavy_giant Action Mobber Attributes IgnoreFlag } } WaveSpawn // 1 Giant Gun nut Heavy (20) { Where spawnbot Name "E" TotalCount 1 SpawnCount 1 WaitBeforeStarting 10 TotalCurrency 30 WaitForAllDead "C" RandomSpawn 1 TFBot { Template T_TFBot_Giant_Heavyweapons_Aimless ClassIcon heavy_giant Action Mobber Attributes IgnoreFlag } } } // WAVE 14 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // True Gun-nut (500) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // True Gun-nut (500) { Where spawnbot TotalCount 1 SpawnCount 1 TotalCurrency 500 TFBot { Template T_TFBot_Giant_Heavyweapons_Aimless_ADV Name "Gun-Nut Deluxe" Health 66500 WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_MINIGUN" 0.5 } Attributes UseBossHealthBar Attributes AlwaysCrit Item "The Family Business" Item "The Eviction Notice" Scale 1.9 ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 48000 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 30000 //When set, the task activates only when the bot health is below specified value Name "Attr3" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 22500 //When set, the task activates only when the bot health is below specified value Name "Attr4" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 12000 //When set, the task activates only when the bot health is below specified value Name "Attr5" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Do not attempt to put any of custom keys here. ExtAttr is the only exception { Attr1 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Tomislav" "damage penalty" 0.7 "fire rate bonus" 0.3 "weapon spread bonus" 2.20 "projectile penetration heavy" 3 "bullets per shot bonus" 2.5 } CharacterAttributes { "move speed penalty" 0.6 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 } } Attr2 { Skill Expert WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Family Business" "fire rate bonus" 0.2 "faster reload rate" 0.15 "weapon spread bonus" 2.5 "bullets per shot bonus" 5 } CharacterAttributes { "move speed penalty" 0.6 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 } } Attr3 { Skill Expert WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Eviction Notice" "fire rate bonus" 0.35 "damage bonus" 1.2 "hand scale" 1.5 "melee range multiplier" 1.5 "gesture speed increase" 2 } CharacterAttributes { "move speed penalty" 0.6 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 } } Attr4 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Tomislav" "fire rate bonus" 0.3 "weapon spread bonus" 2.20 "projectile penetration heavy" 3 "bullets per shot bonus" 2.5 } CharacterAttributes { "move speed penalty" 0.6 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 } } Attr5 { Skill Expert WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Family Business" "fire rate bonus" 0.15 "faster reload rate" 0.1 "weapon spread bonus" 2.5 "bullets per shot bonus" 5 } CharacterAttributes { "move speed penalty" 0.6 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 } } } } } } // WAVE 15 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 8 Giant Spies (400) // Support up to 20 spies /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses Explanation //Dispayed once the wave is initialized { Line "{red}Do not all die at once!" Line "{red}Protect your VIP as well." } Checkpoint Yes WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Spy Skill Expert Action Spy ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // VIP { Where VIP Name "VIP" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawnsAfterDeath 4 RandomSpawn 1 Support Limited TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage ClassIcon red2_lite Health 11000 AddCond { Name TF_COND_REPROGRAMMED } Attributes UseBossHealthBar Attributes IgnoreFlag AlwaysGlow 1 } } Wavespawn // VIP { WaitForAllDead "VIP" Support Limited FirstSpawnOutput { //disable tunnel barrier forcefield Target redwin_relay Action trigger } } WaveSpawn // 8 Giant Spies (400) { Where spawnbot Name "A" TotalCount 8 SpawnCount 1 MaxActive 3 WaitBeforeStarting 0 WaitBetweenSpawns 12 TotalCurrency 400 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Spy Action Spy Attributes IgnoreFlag ClassIcon spy_giant } } WaveSpawn // Support up to 20 spies { Where spawnbot Name "A" TotalCount 100 SpawnCount 2 MaxActive 19 TotalCurrency 0 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Spy Action Spy Attributes IgnoreFlag } } } // WAVE 16 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 1 Tank with Obscene HP (400) // Support Robots (0) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes Explanation //Dispayed once the wave is initialized { Line "{red}That tank is extremely healthy. It's going to want the entire team's attention." } WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Demoman_Loads_of_Bombs Attributes AlwaysCrit Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // 1 Tank with Obscene HP (400) { TotalCount 1 TotalCurrency 400 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 90000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" Skin 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // Support Robots (0) { Where spawnbot Name "A" TotalCount 20 MaxActive 20 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 0.5 TotalCurrency 0 RandomSpawn 1 Support 1 RandomChoice { TFBot { Class Scout Skill Hard Attributes AlwaysCrit } TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Hard Attributes AlwaysCrit } TFBot { Class Pyro Skill Hard Attributes AlwaysCrit } TFBot { Class Demoman Skill Hard Attributes AlwaysCrit } TFBot { Class Heavyweapons Skill Hard Attributes AlwaysCrit } TFBot { Template T_TFBot_Sniper_Huntsman Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Heavy_Ironfist_Airblast Attributes AlwaysCrit } TFBot { Template T_TFBot_Scout_Shortstop Skill Normal Attributes AlwaysCrit } TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit } TFBot { Template T_TFBot_Demo_Burst Attributes AlwaysCrit } } } } // WAVE 17 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 7 Deflector Heavies (300) // 10 Groups of 16 Crossbow Medics (100) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Scout_Shortstop Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // 7 Deflector Heavies (300) { Where spawnbot Name "A" TotalCount 8 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 12 TotalCurrency 300 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Attributes AlwaysCrit } } WaveSpawn // 10 Groups of 16 Crossbow Medics (100) { Where spawnbot Name "B" TotalCount 160 MaxActive 16 SpawnCount 4 WaitBetweenSpawns 0.5 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Medic_Crossbow Attributes AlwaysCrit } } WaveSpawn // Crit Large Soldiers { Where spawnbot Name "B" TotalCount 50 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 3 TotalCurrency 0 WaitForAllSpawned "A" RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Soldier_Large Skill Expert Attributes AlwaysCrit } } } // WAVE 18 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // The Fountain (500) // Support The Elusive (0) // Support Large Scouts (0) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes Explanation //Dispayed once the wave is initialized { Line "{green}Victory is likely assured for the mercs." } WaveSpawn // The Fountain { Where spawnbot TotalCount 1 TotalCurrency 500 TFBot { Class Demoman Name "The Fountain" Health 60000 WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_MINIGUN" 0.5 } Item "The Strontium Stove Pipe" Scale 1.9 ClassIcon demo_unload Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes Miniboss Attributes AlwaysCrit ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 50000 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 43000 //When set, the task activates only when the bot health is below specified value Name "Attr3" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 36000 //When set, the task activates only when the bot health is below specified value Name "Attr4" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 29000 //When set, the task activates only when the bot health is below specified value Name "Attr5" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 22000 //When set, the task activates only when the bot health is below specified value Name "Attr6" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 15000 //When set, the task activates only when the bot health is below specified value Name "Attr7" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 8000 //When set, the task activates only when the bot health is below specified value Name "Attr8" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Do not attempt to put any of custom keys here. ExtAttr is the only exception { Attr1 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.4 "damage penalty" 0.7 "faster reload rate" -0.8 "projectile spread angle penalty" 2.3 } CharacterAttributes { "move speed penalty" 0.65 "rocket jump damage reduction" 0.01 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Attr2 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage penalty" 0.7 "faster reload rate" -0.8 "projectile spread angle penalty" 100 "mult projectile count" 3 } CharacterAttributes { "move speed penalty" 0.67 "rocket jump damage reduction" 0.01 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Attr3 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage penalty" 0.7 "faster reload rate" -0.8 "projectile spread angle penalty" 100 "mult projectile count" 4 } CharacterAttributes { "move speed penalty" 0.69 "rocket jump damage reduction" 0.01 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Attr4 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage penalty" 0.7 "faster reload rate" -0.8 "projectile spread angle penalty" 100 "mult projectile count" 5 } CharacterAttributes { "move speed penalty" 0.71 "rocket jump damage reduction" 0.01 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Attr5 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage penalty" 0.7 "faster reload rate" -0.8 "projectile spread angle penalty" 100 "mult projectile count" 6 } CharacterAttributes { "move speed penalty" 0.73 "rocket jump damage reduction" 0.01 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Attr6 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage penalty" 0.7 "faster reload rate" -0.8 "projectile spread angle penalty" 100 "mult projectile count" 7 } CharacterAttributes { "move speed penalty" 0.75 "rocket jump damage reduction" 0.01 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Attr7 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage penalty" 0.7 "faster reload rate" -0.8 "projectile spread angle penalty" 100 "mult projectile count" 8 } CharacterAttributes { "move speed penalty" 0.75 "rocket jump damage reduction" 0.01 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Attr8 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage penalty" 0.7 "faster reload rate" -0.8 "projectile spread angle penalty" 100 "mult projectile count" 9 } CharacterAttributes { "move speed penalty" 0.75 "rocket jump damage reduction" 0.01 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } } } } // WAVE 19 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 4 extended bonk scouts (0) // 3 groups of 5 Large Burstfire Soldiers with Ubermedics (75) // Support 4 Groups of 4 Large Pyros (75) // 1 Tank (100) // ------------------------------------------------ // 3 Groups of 6 Large Heavies with an Uberfix Medic (100) // 7 Groups of 3 Large Scouts (50) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Demoman_Samurai Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // 4 extended bonk scouts (0) { Where spawnbot TotalCount 2 SpawnCount 2 WaitBeforeStarting 0 RandomSpawn 1 TFBot { Template T_TFBot_Scout_Extended_Bonk Attributes AlwaysCrit } } WaveSpawn // 3 groups of 5 Large Burstfire Soldiers with Ubermedics (75) { Where spawnbot Name "A" TotalCount 30 MaxActive 14 SpawnCount 10 WaitBeforeStarting 5 WaitBetweenSpawns 0.5 TotalCurrency 75 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Soldier_Large_Burstfire Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic } } } WaveSpawn // Support 4 Groups of 4 Large Pyros (75) { Where spawnbot TotalCount 28 MaxActive 6 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 5.5 TotalCurrency 75 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Pyro_Large Attributes AlwaysCrit } } WaveSpawn // 1 Tank (100) { TotalCount 1 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 46000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 3 Groups of 6 Large Heavies with an Uberfix Medic (100) { Where spawnbot Name "B" TotalCount 36 MaxActive 14 SpawnCount 12 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 100 WaitForAllDead "A" RandomSpawn 1 Squad { TFBot { Template T_TFBot_Heavyweapons_Large Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_Quickfix_RapidUber } } } WaveSpawn // 7 Groups of 3 Large Scouts (50) { Where spawnbot Name "B" TotalCount 18 MaxActive 6 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 2.5 WaitForAllSpawned "A" TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Scout_Large Attributes AlwaysCrit } } } // WAVE 20 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 4 extended bonk scouts (0) // 2 Giant Rapidfire Soldiers (25) // 2 Giant Homing Bazooka Soldiers (25) // 2 Giant Soldier Spammer Reloads (25) // 2 Tanks (50) // 5 Groups of 5 Large Demomen (25) // --------------------------------------- // 2 groups of 2 Giant Heater Heavies with 3 Uber medics (25) // 10 super scouts (25) // 5 Groups of 6 Shortstop Scouts (25) // 1 Tank (25) // --------------------------------------- // 5 Giant Crossbow Medics (25) // 3 Groups of 7 Large Pyros (25) // 3 Groups of 4 Giant Bison Soldiers (50) // 1 Tank (50) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Sniper_Huntsman_Spammer Attributes AlwaysCrit Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // 4 extended bonk scouts (0) { Where spawnbot TotalCount 2 SpawnCount 2 WaitBeforeStarting 0 RandomSpawn 1 TFBot { Template T_TFBot_Scout_Extended_Bonk Attributes AlwaysCrit } } WaveSpawn // 2 Giant Rapidfire Soldiers (25) { Where spawnbot Name "A" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 15 TotalCurrency 25 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Spammer Attributes AlwaysCrit ClassIcon soldier_giant } } WaveSpawn // 2 Giant Bazooka Soldiers (25) { Where spawnbot Name "A" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 15 TotalCurrency 25 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Spread Attributes AlwaysCrit ClassIcon soldier_giant } } WaveSpawn // 2 Giant Burstfire Soldiers (25) { Where spawnbot Name "A" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 15 TotalCurrency 25 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Attributes AlwaysCrit ClassIcon soldier_giant } } WaveSpawn // 5 Groups of 5 Large Demomen (25) { Where spawnbot Name "A" TotalCount 25 MaxActive 8 SpawnCount 5 WaitBeforeStarting 3 WaitBetweenSpawns 4 TotalCurrency 25 RandomSpawn 1 TFBot { Template T_TFBot_Demoman_Large Attributes AlwaysCrit } } WaveSpawn // 2 Tanks (50) { TotalCount 2 WaitBetweenSpawns 20 TotalCurrency 50 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 27000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 2 groups of 2 Giant Heater Heavies with 3 Uber medics (25) { Where spawnbot Name "B" TotalCount 12 MaxActive 12 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 12 TotalCurrency 25 RandomSpawn 1 WaitForAllSpawned "A" Squad { TFBot { Template T_TFBot_Heavyweapons_Heater Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn // 10 super scouts (25) { Where spawnbot Name "B" TotalCount 10 MaxActive 6 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 25 RandomSpawn 1 WaitForAllDead "A" TFBot { Template T_TFBot_Giant_Scout_Fast Attributes AlwaysCrit } } WaveSpawn // 5 Groups of 6 Shortstop Scouts (25) { Where spawnbot Name "B" TotalCount 30 MaxActive 7 SpawnCount 6 WaitBeforeStarting 2 WaitBetweenSpawns 2 TotalCurrency 25 RandomSpawn 1 WaitForAllDead "A" TFBot { Template T_TFBot_Scout_Shortstop Attributes AlwaysCrit } } WaveSpawn // 1 Tank (25) { TotalCount 1 WaitBeforeStarting 8 TotalCurrency 25 WaitForAllDead "A" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 39000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 5 Giant Crossbow Medics (25) { Where spawnbot Name "C" TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 4 TotalCurrency 25 RandomSpawn 1 WaitForAllDead "B" TFBot { Template T_TFBot_Giant_Medic_Crossbow Attributes AlwaysCrit } } WaveSpawn // 3 Groups of 7 Large Pyros (25) { Where spawnbot Name "C" TotalCount 21 MaxActive 10 SpawnCount 7 WaitBeforeStarting 2 WaitBetweenSpawns 2 TotalCurrency 25 RandomSpawn 1 WaitForAllDead "B" TFBot { Template T_TFBot_Pyro_Large Attributes AlwaysCrit } } WaveSpawn // 1 Tank (50) { TotalCount 1 WaitBeforeStarting 15 TotalCurrency 50 WaitForAllDead "B" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 53500 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 // 3 Groups of 4 Giant Bison Soldiers (50) { Where spawnbot Name "C" TotalCount 12 MaxActive 12 SpawnCount 4 WaitBeforeStarting 45 WaitBetweenSpawns 2 TotalCurrency 50 RandomSpawn 1 WaitForAllDead "B" TFBot { Template T_TFBot_Giant_Soldier_Bison ClassIcon soldier_giant Attributes AlwaysCrit } } } // WAVE 21 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 4 extended bonk scouts (0) // 3 Crit Field Generals (150) // 5 Groups of 5 Samurai Demomen (100) // ------------------------------------------------ // 5 Groups of 4 Crit Giant Burst Spammer Demos (150) // support 10 crit scouts /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Soldier_Large Attributes AlwaysCrit Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // 4 extended bonk scouts (0) { Where spawnbot TotalCount 2 SpawnCount 2 WaitBeforeStarting 0 RandomSpawn 1 TFBot { Template T_TFBot_Scout_Extended_Bonk Attributes AlwaysCrit } } WaveSpawn // 3 Crit Field Generals (150) { Where spawnbot Name "A" TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 150 RandomSpawn 1 TFBot { Template T_TFBot_URL_Field_General Attributes AlwaysCrit } } WaveSpawn // 5 Groups of 5 Samurai Demomen (100) { Where spawnbot Name "A" TotalCount 25 MaxActive 7 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 7 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Demoman_Samurai } } WaveSpawn // 5 Groups of 4 Crit Giant Burst Spammer Demos (150) { Where spawnbot Name "B" TotalCount 20 MaxActive 9 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 150 RandomSpawn 1 WaitForAllDead "A" TFBot { Template T_TFBot_Giant_Demo_Burst_Spammer Attributes AlwaysCrit } } WaveSpawn // support 10 crit scouts { Where spawnbot TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 2 RandomSpawn 1 Support 1 WaitForAllDead "A" TFBot { Class Scout Skill Hard Attributes AlwaysCrit } } } // WAVE 22 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Australian Ace (500) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes Explanation //Dispayed once the wave is initialized { Line "{blu}The Robots are getting tougher..." } WaveSpawn // Australian Ace (500) { Where spawnbot TotalCount 1 TFBot { Class Sniper Name "Australian Ace" Health 80000 Scale 1.9 WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_MINIGUN" 0.5 } ClassIcon sniper_bow_multi Item "The Huntsman" Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes Miniboss Attributes AlwaysCrit ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 65000 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 45000 //When set, the task activates only when the bot health is below specified value Name "Attr3" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 30000 //When set, the task activates only when the bot health is below specified value Name "Attr4" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 15000 //When set, the task activates only when the bot health is below specified value Name "Attr5" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Do not attempt to put any of custom keys here. ExtAttr is the only exception { Attr1 { Skill Hard WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.4 "faster reload rate" 0.4 "damage penalty" 0.75 "projectile spread angle penalty" 2 "mult projectile count" 1 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Attr2 { Skill Normal WeaponRestrictions SecondaryOnly Attributes AlwaysFireWeapon ItemAttributes { ItemName "TF_WEAPON_SMG" "fire rate bonus" 0.5 "faster reload rate" 0.5 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Attr3 { Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.65 "faster reload rate" 0.65 "damage penalty" 0.65 "projectile spread angle penalty" 5 "mult projectile count" 5 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Attr4 { Skill Easy WeaponRestrictions SecondaryOnly Attributes AlwaysFireWeapon ItemAttributes { ItemName "TF_WEAPON_SMG" "fire rate bonus" 0.35 "faster reload rate" 0.5 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } Attr5 { Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.35 "faster reload rate" 0.35 "damage penalty" 0.65 "projectile spread angle penalty" 100 "mult projectile count" 33 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.5 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } } } } // WAVE 23 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 20 Giant Charged Soldiers (100) // 20 Giant Charged Soldiers (100) // 20 Giant Charged Soldiers (100) // 20 Giant Charged Soldiers (100) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses Explanation //Dispayed once the wave is initialized { Line "{red}Do not all die at once!" Line "{red}Protect your VIP." } Checkpoint Yes PlayerAttributes { "min respawn time" 12 } WaveSpawn // VIP { Where VIP Name "VIP" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawnsAfterDeath 4 RandomSpawn 1 Support Limited TFBot { Template T_TFBot_Giant_Soldier_Crit_ADV ClassIcon red2_lite Health 25000 ItemAttributes { ItemName "The Original" "damage bonus" 3 "dmg taken from crit reduced" 0.05 } AddCond { Name TF_COND_REPROGRAMMED } Attributes UseBossHealthBar Action Mobber Attributes IgnoreFlag AlwaysGlow 1 } } Wavespawn // VIP { WaitForAllDead "VIP" Support Limited FirstSpawnOutput { //disable tunnel barrier forcefield Target redwin_relay Action trigger } } WaveSpawn // 20 Giant Charged Soldiers (100) { Where spawnbot Name "A" TotalCount 20 MaxActive 20 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 1.5 TotalCurrency 100 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_Crit_ADV // Super slow crit rocket flight speed, fires one at a time ItemAttributes { ItemName "The Original" "damage bonus" 2.5 } Skill Easy Action Mobber Attributes IgnoreFlag } TFBot { Template T_TFBot_Giant_Soldier_Crit_ADV // Super slow crit rocket flight speed, fires one at a time ItemAttributes { ItemName "The Original" "damage bonus" 2.5 } Action Mobber Attributes IgnoreFlag } TFBot { Template T_TFBot_Giant_Soldier_Crit_ADV // Super slow crit rocket flight speed, fires one at a time ItemAttributes { ItemName "The Original" "damage bonus" 2.5 } Skill Expert Action Mobber Attributes IgnoreFlag } } } WaveSpawn // 20 Giant Charged Soldiers (100) { Where spawnbot Name "B" TotalCount 20 MaxActive 20 SpawnCount 4 WaitBetweenSpawns 1.5 TotalCurrency 100 RandomSpawn 1 WaitForAllDead "A" RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_Crit_ADV // Super slow crit rocket flight speed, fires one at a time ItemAttributes { ItemName "The Original" "damage bonus" 2.5 } Skill Easy Action Mobber Attributes IgnoreFlag } TFBot { Template T_TFBot_Giant_Soldier_Crit_ADV // Super slow crit rocket flight speed, fires one at a time ItemAttributes { ItemName "The Original" "damage bonus" 2.5 } Action Mobber Attributes IgnoreFlag } TFBot { Template T_TFBot_Giant_Soldier_Crit_ADV // Super slow crit rocket flight speed, fires one at a time ItemAttributes { ItemName "The Original" "damage bonus" 2.5 } Skill Expert Action Mobber Attributes IgnoreFlag } } } WaveSpawn // 20 Giant Charged Soldiers (100) { Where spawnbot Name "C" TotalCount 32 MaxActive 20 SpawnCount 4 WaitBetweenSpawns 1.5 TotalCurrency 200 RandomSpawn 1 WaitForAllDead "B" RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_Crit_ADV // Super slow crit rocket flight speed, fires one at a time ItemAttributes { ItemName "The Original" "damage bonus" 2.5 } Skill Easy Action Mobber Attributes IgnoreFlag } TFBot { Template T_TFBot_Giant_Soldier_Crit_ADV // Super slow crit rocket flight speed, fires one at a time ItemAttributes { ItemName "The Original" "damage bonus" 2.5 } Action Mobber Attributes IgnoreFlag } TFBot { Template T_TFBot_Giant_Soldier_Crit_ADV // Super slow crit rocket flight speed, fires one at a time ItemAttributes { ItemName "The Original" "damage bonus" 2.5 } Skill Expert Action Mobber Attributes IgnoreFlag } } } } // WAVE 24 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 12 Groups of 4 Crit Scouts (50) // 11 Groups of 4 Crit Pyros (50) // 10 Groups of 4 Crit Demomen (50) // 9 Groups of 4 Crit Soldiers (50) // 8 Groups of 4 Crit Heavies (50) // 2 Tanks (150) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn //12 Groups of 4 Crit Scouts (50) { Name "wave06abcde" Where spawnbot TotalCount 48 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Class scout Health 313 Scale 1.25 Name "ADV Scout" ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "fire rate bonus" 0.9 "damage bonus" 1.15 "bullets per shot bonus" 1.5 "weapon spread bonus" 1.35 "faster reload rate" 0.8 "clip size upgrade atomic" 1.0 } CharacterAttributes { "move speed bonus" 1.15 "airblast vulnerability multiplier" 0.85 "health regen" 5 } Skill Expert Name "ADV Crit Scout" Attributes AlwaysCrit } } WaveSpawn //9 Groups of 4 Crit Soldiers (50) { Name "wave06abcde" Where spawnbot TotalCount 36 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Class Soldier Name "ADV Crit Soldier" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.15 "faster reload rate" -0.8 "fire rate bonus" 0.6 "clip size upgrade atomic" 1 "faster reload rate" 0.7 "Projectile speed increased" 1.1 } CharacterAttributes { "move speed bonus" 1.15 "airblast vulnerability multiplier" 0.85 "health regen" 5 } Attributes AlwaysCrit } } WaveSpawn // 8 Groups of 4 Crit Heavies (50) { Name "wave06abcde" Where spawnbot TotalCount 32 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Class Heavyweapons Name "ADV Heavy" Health 750 Scale 1.25 ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "fire rate bonus" 0.85 "heal on kill" 250 } CharacterAttributes { "move speed bonus" 1.15 "airblast vulnerability multiplier" 0.85 "health regen" 1.5 } Skill Expert Name "ADV Crit Heavy" Attributes AlwaysCrit } } WaveSpawn //11 Groups of 4 Crit Pyros (50) { Name "wave06abcde" Where spawnbot TotalCount 44 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Pyro Skill Expert Name "ADV Crit Pyro" Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 2.0 } CharacterAttributes { "move speed bonus" 1.5 } } } WaveSpawn //10 Groups of 4 Crit Demomen (50) { Name "wave06abcde" Where spawnbot TotalCount 40 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Demoman Skill Expert Name "ADV Crit Demo" Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "Projectile speed increased" 2.0 "faster reload rate" -0.8 "damage bonus" 2.0 } } } WaveSpawn // 2 Tanks (150) { TotalCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 35 TotalCurrency 150 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 46500 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } // WAVE 25 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 5 Giant ADV Demoknights (50) // 1 Tank (50) // 4 Groups of 7 Large Burstfire Soldiers (50) // -------------------------------------------------- // 1 Advanced Giant Battalions Soldier with 4 Giant Pomson Engineers (50) // 1 Tank (50) // 4 Groups of 5 Steelfists with an Uberfix Medic (50) // -------------------------------------------------- // 15 Giant Guilotine Scouts (50) // 4 Giant Homing Bazooka Soldiers with a Giant Medic (50) // 5 Groups of 6 Large Heavies (50) // -------------------------------------------------- // 6 Giant Deflector Heavies with an Uberfix Medic (50) // Last tank (100) // 2 Giant Unload Bazooka Soldiers with a Giant Medic (50) // Support Large Demomen (50) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Soldier_Large_Burstfire Attributes AlwaysCrit Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // 5 Giant ADV Demoknights (50) { Where spawnbot Name "A" TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 1 WaitBetweenSpawns 20 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish_Advbot Attributes AlwaysCrit } } WaveSpawn // 4 Groups of 7 Large Burstfire Soldiers (50) { Where spawnbot Name "A" TotalCount 28 MaxActive 10 SpawnCount 7 WaitBeforeStarting 3 WaitBetweenSpawns 4 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_Large_Burstfire Attributes AlwaysCrit } } WaveSpawn // 1 Tank (50) { TotalCount 1 TotalCurrency 50 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 48000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 1 Advanced Giant Battalions Soldier with 4 Giant Pomson Engineers (50) { Where spawnbot Name "B" TotalCount 10 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 12 TotalCurrency 50 WaitForAllSpawned "A" RandomSpawn 1 Squad { TFBot { Class Soldier Name "ADV Giant Battalion Soldier" ClassIcon soldier_backup_giant Skill Expert Health 5320 Scale 1.8 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Battalion's Backup" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.9 "damage bonus" 1.1 "faster reload rate" 0.7 "Projectile speed increased" 1.1 "clip size upgrade atomic" 1.0 } CharacterAttributes { "move speed bonus" 0.575 "health regen" 10 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 9.5 } } TFBot { Template T_TFBot_Giant_Engineer_Pomson Skill Normal Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Engineer_Pomson Skill Normal Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Engineer_Pomson Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Engineer_Pomson Attributes AlwaysCrit } } } WaveSpawn // 4 Groups of 5 Steelfists with an Uberfix Medic (50) { Where spawnbot Name "B" TotalCount 40 MaxActive 14 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 50 WaitForAllSpawned "A" RandomSpawn 1 Squad { TFBot { Class Heavyweapons Name "ADV Steel Gauntlet Pusher" Health 1575 Scale 1.58 WeaponRestrictions MeleeOnly Skill Expert Item "The carl" Item "Fists of Steel" ItemAttributes { ItemName "Fists of Steel" "damage causes airblast" 1 "damage bonus" 1.8 "fire rate bonus" 0.9 "hand scale" 1.3 } CharacterAttributes { "move speed bonus" 1.15 "airblast vulnerability multiplier" 0.85 "health regen" 5 } } TFBot { Template T_TFBot_Medic_Quickfix_RapidUber } } } WaveSpawn // 1 Tank (50) { TotalCount 1 TotalCurrency 50 WaitForAllDead "A" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 48000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 15 Giant Guilotine Scouts (50) { Where spawnbot Name "C" TotalCount 15 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 50 WaitForAllSpawned "B" RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Guillotine_ADV ClassIcon scout_cleaver_giant Attributes AlwaysCrit } } WaveSpawn // 4 Giant Homing Bazooka Soldiers with a Giant Medic (50) { Where spawnbot Name "C" TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 50 WaitForAllSpawned "B" RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Spread_ADV_Homing_ADV ClassIcon soldier_bazooka_homing_nys_giant AddCond { name TF_COND_SODAPOPPER_HYPE } Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn // 5 Groups of 6 Large Heavies (50) { Where spawnbot Name "C" TotalCount 36 MaxActive 6 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 50 WaitForAllSpawned "B" RandomSpawn 1 TFBot { Template T_TFBot_Heavyweapons_Large Skill Normal Attributes AlwaysCrit } } WaveSpawn // 6 Giant Deflector Heavies with an Uberfix Medic (50) { Where spawnbot Name "D" TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 18 TotalCurrency 50 WaitForAllSpawned "C" RandomSpawn 1 Squad { TFBot { Class Heavyweapons Name "ADV Giant Deflector Heavy" ClassIcon heavy_deflector Skill Expert Health 7000 Scale 1.8 Item "The U-clank-a" Item "Deflector" WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 // copied from base mighty heavy "attack projectiles" 1 // force ability to shoot down projectiles "fire rate bonus" 0.9 } CharacterAttributes { "move speed bonus" 0.575 "health regen" 10 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_Quickfix_RapidUber } } } WaveSpawn // Last tank (100) { TotalCount 1 TotalCurrency 100 WaitForAllDead "C" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 75000 Skin 1 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 2 Giant Unload Bazooka Soldiers with a Giant Medic (50) { Where spawnbot Name "E" TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 8 TotalCurrency 50 WaitForAllSpawned "D" RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_Unload_Spread_Homing ClassIcon soldier_bazooka_homing_nys_giant Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn // Support Large Demomen (50) { Where spawnbot TotalCount 25 MaxActive 7 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 3 TotalCurrency 50 WaitForAllSpawned "C" RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Demoman_Large Attributes AlwaysCrit } } } // WAVE 26 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // The Exsanguinator (500) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses PlayerAttributes { "min respawn time" 20 } Explanation //Dispayed once the wave is initialized { Line "{red}We've trapped the robots within the cave. Don't die." } SpawnTemplate { Name "fence" "origin" "-10 2200 440" "angles" "0 0 0" } SpawnTemplate { Name "fence" "origin" "250 2200 440" "angles" "0 0 0" } SpawnTemplate "finaltele" WaveSpawn // The Exsanguinator (500) { Where spawnbot TotalCount 1 TFBot { Class Scout Name "The Exsanguinator" Action Mobber Attributes IgnoreFlag Health 110000 Scale 1.9 WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_MINIGUN" 0.5 } ClassIcon scout_fast Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Item "The Flying Guillotine" Item "The Sandman" Attributes Miniboss Attributes AlwaysCrit ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 90000 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 70000 //When set, the task activates only when the bot health is below specified value Name "Attr3" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 50000 //When set, the task activates only when the bot health is below specified value Name "Attr4" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 30000 //When set, the task activates only when the bot health is below specified value Name "Attr5" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Do not attempt to put any of custom keys here. ExtAttr is the only exception { Attr1 { Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "fire rate bonus" 0.35 "faster reload rate" 0.5 "weapon spread bonus" 1.5 "bullets per shot bonus" 2.6 "damage bonus" 1.5 "bleeding duration" 5 } CharacterAttributes { "damage force reduction" 0.05 "health regen" 2 "dmg taken increased" 0.02 "dmg from melee increased" 50 "dmg from ranged reduced" 50 "airblast vulnerability multiplier" 0.05 "override footstep sound set" 3 } } Attr2 { Skill Expert WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Flying Guillotine" "fire rate bonus" 0.27 "effect bar recharge rate increased" 0.01 } CharacterAttributes { "damage force reduction" 0.05 "health regen" 2 "dmg taken increased" 0.02 "dmg from melee increased" 50 "dmg from ranged reduced" 50 "airblast vulnerability multiplier" 0.05 "override footstep sound set" 3 } } Attr3 { Skill Expert WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Sandman" "fire rate bonus" 0.27 "effect bar recharge rate increased" 0.1 "damage bonus" 2.5 "bleeding duration" 5 } CharacterAttributes { "damage force reduction" 0.05 "health regen" 2 "dmg taken increased" 0.02 "dmg from melee increased" 50 "dmg from ranged reduced" 50 "airblast vulnerability multiplier" 0.05 "override footstep sound set" 3 } } Attr4 { Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "fire rate bonus" 1.8 "faster reload rate" 0.5 "weapon spread bonus" 10 "bullets per shot bonus" 16 "damage bonus" 5 "bleeding duration" 12 } CharacterAttributes { "damage force reduction" 0.05 "health regen" 2 "dmg taken increased" 0.02 "dmg from melee increased" 50 "dmg from ranged reduced" 50 "airblast vulnerability multiplier" 0.05 "override footstep sound set" 3 } } Attr5 { Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "fire rate bonus" 0.15 "faster reload rate" 0.3 "weapon spread bonus" 1.8 "bullets per shot bonus" 2.5 "damage bonus" 1.5 "clip size bonus" 5 "bleeding duration" 3 } CharacterAttributes { "damage force reduction" 0.05 "health regen" 2 "dmg taken increased" 0.02 "dmg from melee increased" 50 "dmg from ranged reduced" 50 "airblast vulnerability multiplier" 0.05 "override footstep sound set" 3 } } } } } } // WAVE 27 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 7 Panic Burst Soldiers (100) // 7 soldier_bursfire (100) // 7 Giant Crossbow Medics (50) // Support groups of 6 Large Heavies (50) // 5 Groups of 3 Adv Samurai Demomen (50) // After Samurai support Bazooka Soldier Advbots (50) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses PlayerAttributes { "min respawn time" 20 } SpawnTemplate { Name "fence" "origin" "-10 2200 440" "angles" "0 0 0" } SpawnTemplate { Name "fence" "origin" "250 2200 440" "angles" "0 0 0" } SpawnTemplate "finaltele" WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Soldier_Large_Burstfire Attributes AlwaysCrit Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // 7 Panic Burst Soldiers (100) { Where spawnbot TotalCount 7 MaxActive 4 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Panic_Burst_ADV Attributes AlwaysCrit Action Mobber Attributes IgnoreFlag } } WaveSpawn // 7 soldier_bursfire (100) { Where spawnbot TotalCount 7 MaxActive 4 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 1 TFBot { Class Soldier Action Mobber Attributes IgnoreFlag Name "ADV Giant Burst Fire Soldier" ClassIcon soldier_burstfire Health 5880 Scale 1.8 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" 0.3 "fire rate bonus" 0.15 "clip size upgrade atomic" 10.0 "projectile spread angle penalty" 0.8 } CharacterAttributes { "move speed bonus" 0.575 "health regen" 10 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.9 } } } WaveSpawn // 7 Giant Crossbow Medics (50) { Where spawnbot TotalCount 7 MaxActive 4 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 15 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Pistol Action Mobber Attributes IgnoreFlag Attributes AlwaysCrit } } WaveSpawn // Support groups of 6 Large Heavies (50) { Where spawnbot TotalCount 36 MaxActive 6 SpawnCount 6 WaitBeforeStarting 1 WaitBetweenSpawns 15 TotalCurrency 50 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Heavyweapons_Large Attributes AlwaysCrit Action Mobber Attributes IgnoreFlag } } WaveSpawn // 5 Groups of 3 Adv Samurai Demomen (50) { Where spawnbot Name "A" TotalCount 15 MaxActive 5 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 8 TotalCurrency 50 RandomSpawn 1 TFBot { Class Demoman Action Mobber Attributes IgnoreFlag Attributes AlwaysCrit Name "ADV Samurai Demo" ClassIcon demoknight_samurai Skill Expert Item "The Half-Zatoichi" Item "The Splendid Screen" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } Item "Demo Kabuto" Scale 1.4 Health 1137 WeaponRestrictions MeleeOnly Attributes AirChargeOnly Attributes AutoJump AutoJumpMin 10 AutoJumpMax 10 CharacterAttributes { "charge time increased" 3 "charge recharge rate increased" 7 "increased jump height" 2.7 "bot custom jump particle" 1 "damage bonus" 1.8 "hand scale" 1.15 } } } WaveSpawn // After Samurai support Bazooka Soldier Advbots (50) { Where spawnbot Name "B" TotalCount 32 MaxActive 5 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 8 TotalCurrency 50 WaitForAllDead "A" RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Soldier_Spread_ADV Attributes AlwaysCrit Action Mobber Attributes IgnoreFlag } } } // WAVE 28 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Sargent Crits Deluxe (400) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses PlayerAttributes { "min respawn time" 20 } SpawnTemplate { Name "fence" "origin" "-10 2200 440" "angles" "0 0 0" } SpawnTemplate { Name "fence" "origin" "250 2200 440" "angles" "0 0 0" } SpawnTemplate "finaltele" WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Spread Attributes AlwaysCrit Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // Sargent Crits Deluxe (400) { Where spawnbot TotalCount 1 SpawnCount 1 TotalCurrency 400 RandomSpawn 1 TFBot { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Name "Senator Crits" ClassIcon soldier_sergeant_crits Health 110000 Scale 1.9 WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_MINIGUN" 0.5 } Item "Tyrant's Helm" Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysCrit AddCond { name TF_COND_SODAPOPPER_HYPE } Action Mobber Attributes IgnoreFlag ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 1 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) //IfHealthBelow 55000 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 1 //Time before the first bot attribute change (Default: 10) Cooldown 18 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 55000 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 7 //Time before the first bot attribute change (Default: 10) Cooldown 18 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 55000 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 13 //Time before the first bot attribute change (Default: 10) Cooldown 18 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 55000 //When set, the task activates only when the bot health is below specified value Name "Attr3" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Do not attempt to put any of custom keys here. ExtAttr is the only exception { Attr1 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 "faster reload rate" 0.1 "fire rate bonus" 0.15 "clip size upgrade atomic" 13.0 "projectile spread angle penalty" 0.8 "Projectile speed increased" 1.3 "mult projectile count" 1 } CharacterAttributes { "health regen" 10 "move speed bonus" 0.6 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 "rage giving scale" 0.05 } } Attr2 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 60.0 "faster reload rate" 0.1 "fire rate bonus" 0.1 "projectile spread angle penalty" 6.5 "Projectile speed increased" 0.55 "mult projectile count" 2 } CharacterAttributes { "health regen" 10 "move speed bonus" 0.6 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 "rage giving scale" 0.05 } } Attr3 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 2.0 "faster reload rate" 0.2 "fire rate bonus" 0.35 "projectile spread angle penalty" 75 "Projectile speed increased" 0.7 "Blast radius reduced" 0.6 "mod projectile heat seek power" 11 //Sigmo only "mod projectile heat aim error" 360 "projectile trail particle" eyeboss_projectile "mod projectile heat aim time" 1 "mult projectile count" 15 } CharacterAttributes { "health regen" 10 "move speed bonus" 0.6 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 "rage giving scale" 0.05 } } } } } } // WAVE 29 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Super Bombardier (100) // Super Hotshot (100) // Super Nut (300) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses PlayerAttributes { "min respawn time" 30 } SpawnTemplate { Name "fence" "origin" "-10 2200 440" "angles" "0 0 0" } SpawnTemplate { Name "fence" "origin" "250 2200 440" "angles" "0 0 0" } SpawnTemplate "finaltele" WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Giant_Heavyweapons_Aimless Attributes AlwaysCrit Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // Super Bombardier (100) { Where spawnbot Name "A" TotalCount 1 SpawnCount 1 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier Name "The Bombardier's Revenge!" Action Mobber Attributes IgnoreFlag WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_MINIGUN" 0.5 } Health 60000 Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysCrit ClassIcon soldier_crit Item "The Original" Scale 1.9 ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 20000 //When set, the task activates only when the bot health is below specified value Name "Attr3" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Do not attempt to put any of custom keys here. ExtAttr is the only exception { Attr1 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Original" "fire rate bonus" 0.03 "projectile spread angle penalty" 14 "clip size upgrade atomic" 7 "Blast radius increased" 1.4 "Projectile speed increased" 0.65 "Reload time decreased" 0.2 } CharacterAttributes { "move speed penalty" 0.5 "rocket jump damage reduction" 0.01 "damage force reduction" 0.1 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 } } Attr2 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Original" "fire rate bonus" 1 "projectile spread angle penalty" 100 "clip size upgrade atomic" 7 "Blast radius increased" 1.15 "mult projectile count" 14 "Projectile speed increased" 0.65 "Reload time decreased" 0.35 } CharacterAttributes { "move speed penalty" 0.5 "rocket jump damage reduction" 0.01 "damage force reduction" 0.1 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 } } Attr3 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Original" "fire rate bonus" 0.35 "projectile spread angle penalty" 25 "clip size upgrade atomic" 5 "Reload time decreased" 0.3 "Blast radius increased" 1.15 "mult projectile count" 10 "Projectile speed increased" 0.5 } CharacterAttributes { "move speed penalty" 0.5 "rocket jump damage reduction" 0.01 "damage force reduction" 0.1 "health regen" 2 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 } } } } } WaveSpawn // Super Hotshot (100) { Where spawnbot Name "B" TotalCount 1 SpawnCount 1 TotalCurrency 100 WaitForAllDead "A" TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysCrit Name "Hot Shot's Fury!" Action Mobber Attributes IgnoreFlag Health 60000 WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_MINIGUN" 0.5 } Attributes UseBossHealthBar Item "The Detonator" Item "The Powerjack" Scale 1.9 ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 50000 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "Attr3" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 30000 //When set, the task activates only when the bot health is below specified value Name "Attr4" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 15000 //When set, the task activates only when the bot health is below specified value Name "Attr5" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Do not attempt to put any of custom keys here. ExtAttr is the only exception { Attr1 { Skill Expert WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Detonator" "fire rate bonus" 0.2 "faster reload rate" 0.2 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 "override footstep sound set" 3 } } Attr2 { Skill Easy WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 5 "flame_gravity" 0 "flame_drag" 2 "flame_up_speed" 65 "flame_speed" 2300 "flame_spread_degree" 2 "flame_lifetime" 1.5 "flame_random_life_time_offset" 0.12 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 "override footstep sound set" 3 } } Attr3 { Skill Expert WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Detonator" "fire rate bonus" 0.15 "faster reload rate" 0.15 "Projectile speed increased" 1.35 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 "override footstep sound set" 3 } } Attr4 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 7 "blast radius increased" 2 "use large smoke explosion" 1 "flame_gravity" 0 "flame_drag" 5 "flame_up_speed" 65 "flame_speed" 2400 "flame_spread_degree" 2 "flame_lifetime" 2 "flame_random_life_time_offset" 0.12 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 "override footstep sound set" 3 } } Attr5 { Skill Expert WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Powerjack" "damage bonus" 4 "damage causes airblast" 1 "fire rate bonus" 0.6 } CharacterAttributes { "move speed bonus" 1.25 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 "override footstep sound set" 3 } } } } } WaveSpawn // True Gun-nut (500) { Where spawnbot TotalCount 1 SpawnCount 1 WaitForAllDead "B" TotalCurrency 300 TFBot { Template T_TFBot_Giant_Heavyweapons_Aimless_ADV Name "Gun-Nut's Return" Action Mobber Attributes IgnoreFlag Health 70000 WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_MINIGUN" 0.5 } Attributes UseBossHealthBar Attributes AlwaysCrit Item "The Family Business" Item "The Eviction Notice" Scale 1.9 ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value Name "Attr1" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 53000 //When set, the task activates only when the bot health is below specified value Name "Attr2" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 36000 //When set, the task activates only when the bot health is below specified value Name "Attr3" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 25000 //When set, the task activates only when the bot health is below specified value Name "Attr4" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 14000 //When set, the task activates only when the bot health is below specified value Name "Attr5" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Do not attempt to put any of custom keys here. ExtAttr is the only exception { Attr1 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Tomislav" "fire rate bonus" 0.3 "damage bonus" 1.4 "weapon spread bonus" 3 "projectile penetration heavy" 3 "bullets per shot bonus" 3 } CharacterAttributes { "move speed penalty" 0.6 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 } } Attr2 { Skill Expert WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Family Business" "fire rate bonus" 0.2 "faster reload rate" 0.1 "weapon spread bonus" 1.5 "bullets per shot bonus" 6 } CharacterAttributes { "move speed penalty" 0.6 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 } } Attr3 { Skill Expert WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Eviction Notice" "fire rate bonus" 0.35 "gesture speed increase" 2 "damage bonus" 4 "hand scale" 1.5 "melee range multiplier" 1.5 } CharacterAttributes { "move speed bonus" 1.2 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 } } Attr4 { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Tomislav" "fire rate bonus" 0.3 "weapon spread bonus" 3 "projectile penetration heavy" 3 "damage bonus" 1.6 "bullets per shot bonus" 4 } CharacterAttributes { "move speed penalty" 0.65 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 } } Attr5 { Skill Expert WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Family Business" "fire rate bonus" 0.1 "faster reload rate" 0.04 "weapon spread bonus" 1.5 "clip size bonus" 3 "bullets per shot bonus" 6 } CharacterAttributes { "move speed penalty" 0.65 "damage force reduction" 0.1 "health regen" 10 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "airblast vulnerability multiplier" 0.05 "airblast vertical vulnerability multiplier" 0.05 } } } } } } // WAVE F ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // The Champion (2500) /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes RedTeamWipeCausesWaveLoss 1 //If red team is wiped, it loses PlayerAttributes { "min respawn time" 75 } SpawnTemplate { Name "fence" "origin" "-10 2200 440" "angles" "0 0 0" } SpawnTemplate { Name "fence" "origin" "250 2200 440" "angles" "0 0 0" } SpawnTemplate "finaltele" WaveSpawn // Red Pistol Scout { Where Ally Name "Ally" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 12 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Giant_Demo_Burst_Spammer Attributes AlwaysCrit Skill Expert Action Mobber ClassIcon red2_lite AddCond { Name TF_COND_REPROGRAMMED } Attributes IgnoreFlag } } WaveSpawn // The Champion (2500) { Where spawnbot Name "A" TotalCount 1 SpawnCount 1 TotalCurrency 2500 TFBot { Template T_TFBot_Giant_Soldier Name "THE CHAMPION!" Action Mobber Attributes IgnoreFlag WeaponResist //Multiplies damage received from weapons listed below { "TF_WEAPON_MINIGUN" 0.4 } Health 370000 Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ClassIcon random_lite Item "The Righteous Bison" Scale 2.15 AddCond { name TF_COND_SODAPOPPER_HYPE } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) //IfHealthBelow 100 //When set, the task activates only when the bot health is below specified value Name "A" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 355000 //When set, the task activates only when the bot health is below specified value Name "B" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 340000 //When set, the task activates only when the bot health is below specified value Name "C" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 325000 //When set, the task activates only when the bot health is below specified value Name "D" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 310000 //When set, the task activates only when the bot health is below specified value Name "E" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 295000 //When set, the task activates only when the bot health is below specified value Name "F" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 280000 //When set, the task activates only when the bot health is below specified value Name "G" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 265000 //When set, the task activates only when the bot health is below specified value Name "H" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 250000 //When set, the task activates only when the bot health is below specified value Name "I" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 235000 //When set, the task activates only when the bot health is below specified value Name "J" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 220000 //When set, the task activates only when the bot health is below specified value Name "K" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 205000 //When set, the task activates only when the bot health is below specified value Name "L" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 190000 //When set, the task activates only when the bot health is below specified value Name "M" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 175000 //When set, the task activates only when the bot health is below specified value Name "N" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 160000 //When set, the task activates only when the bot health is below specified value Name "O" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.5 //Time before the first bot attribute change (Default: 10) Cooldown 10 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 145000 //When set, the task activates only when the bot health is below specified value Name "P" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "A" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 3 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "B" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 6 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "C" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 9 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "D" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 12 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "E" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 15 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "F" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 18 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "G" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 21 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "H" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 24 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "I" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 27 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "J" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 30 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "K" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 33 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "L" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 36 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "M" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 39 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "N" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 42 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "O" // Name of the bot attributes listed in EventChangeAttributes } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 45 //Time before the first bot attribute change (Default: 10) Cooldown 48 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) IfHealthBelow 130000 //When set, the task activates only when the bot health is below specified value Name "P" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes { A // { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.1 "Projectile speed increased" 1.35 "damage bonus" 2.5 "mult projectile count" 1 "Set DamageType Ignite" 1 "mod projectile heat seek power" 0 //Sigmo only "mod projectile heat aim error" 0 "mod projectile heat aim time" 0 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } B // { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 "fire rate bonus" 0.001 "clip size upgrade atomic" 2 "faster reload rate" 0.5 "blast radius increased" 1.25 "Projectile speed increased" 1.1 "projectile spread angle penalty" 4.5 "heal on hit for rapidfire" 400 "mult projectile count" 1 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } C // { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.5 "damage bonus" 25 "heal on hit for rapidfire" 0 "mult projectile count" 1 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } D // { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 "faster reload rate" 0.05 "fire rate bonus" 0.03 "clip size upgrade atomic" 76.0 "Projectile speed increased" 1.6 "mult projectile count" 1 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } E // { Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 36.0 "faster reload rate" 0.2 "fire rate bonus" 0.2 "projectile spread angle penalty" 15 "Projectile speed increased" 0.4 "mult projectile count" 5 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } F // { Skill Expert WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Righteous Bison" "faster reload rate" -0.8 "fire rate bonus" 0.05 "projectile spread angle penalty" 7 "Projectile speed increased" 2 "mult projectile count" 2 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 1.2 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } G // { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.05 "Blast radius decreased" 0.05 "Projectile speed increased" 2 "mult projectile count" 1 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } H // { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.2 "fire rate bonus" 0.75 "clip size upgrade atomic" 2.0 "projectile spread angle penalty" 25 "Projectile speed increased" 0.65 "Blast radius increased" 0.8 "damage bonus" 1.5 "mult projectile count" 26 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } I // { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 126.0 "damage penalty" 0.4 "fire rate bonus" 0.04 "Projectile speed increased" 1.8 "projectile spread angle penalty" 2.5 "faster reload rate" 0.01 "blast radius increased" 1.33 "heal on hit for rapidfire" 0 "mult projectile count" 1 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } J // { Skill Easy WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 14.0 "damage bonus" 1.5 "fire rate bonus" 0.4 "projectile spread angle penalty" 4.2 "faster reload rate" 0.01 "fire rate bonus with reduced health" 0.03 "clipsize increase on kill" 12 "mult projectile count" 1 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } K // { Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "Projectile speed increased" 0.65 "Blast radius reduced" 0.6 "fire rate bonus" 0.35 "damage bonus" 5 "faster reload rate" 0.1 "clip size upgrade atomic" 6 "mult projectile count" 1 "mod projectile heat seek power" 10 //Sigmo only "mod projectile heat aim error" 360 "mod projectile heat aim time" 1 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } L // { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.15 "fire rate bonus" 0.1 "projectile spread angle penalty" 10 "Projectile speed increased" 0.45 "damage bonus" 1.4 "Blast radius increased" 1.2 "mod projectile heat seek power" 7 //Sigmo only "mod projectile heat aim error" 360 "mult projectile count" 4 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } M // { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.8 "fire rate bonus" 0.02 "clip size upgrade atomic" 7.0 "projectile spread angle penalty" 40 "Projectile speed increased" 0.4 "Blast radius increased" 1.1 "damage bonus" 1.15 "mult projectile count" 7 "mod projectile heat seek power" 2 //Sigmo only "mod projectile heat aim error" 360 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } N // { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 2.0 "faster reload rate" 0.2 "fire rate bonus" 0.35 "projectile spread angle penalty" 75 "Projectile speed increased" 0.7 "Blast radius reduced" 0.6 "damage bonus" 1.15 "mod projectile heat seek power" 11 //Sigmo only "mod projectile heat aim error" 360 "mod projectile heat aim time" 1 "mult projectile count" 14 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } O // { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.15 "projectile spread angle penalty" 100.0 "fire rate bonus" 0.02 "clip size upgrade atomic" 96.0 "Blast radius increased" 0.6 "mod projectile heat seek power" 33 //Sigmo only "mod projectile heat aim error" 3000 "rocket jump damage reduction" 0.01 "Projectile speed increased" 0.65 "mod projectile heat aim time" 1.2 "mult projectile count" 1 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } P // { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.22 "damage bonus" 4 "Projectile speed increased" 0.75 "projectile spread angle penalty" 100 "mult projectile count" 3 "blast radius increased" 1.25 "mod projectile heat seek power" 45 //Sigmo only "mod projectile heat aim error" 360 "mod projectile heat aim time" 0.25 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed penalty" 0.6 "rocket jump damage reduction" 0.01 "damage force reduction" 0.01 "health regen" 50 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.05 } } } } } } }