//mission by randomguy //we do a little trollin #base robot_standard.pop #base robot_giant.pop WaveSchedule { CanBotsAttackWhileInSpawnRoom yes RespawnWaveTime 4 FixedRespawnWaveTime Yes StartingCurrency 1500 //1200 //1500 //EventPopFile Halloween //RobotLimit 24 //allows for 2 hell snipers but also 22 normal bots :)))) //SendBotsToSpectatorImmediately 1 //^ both irreplacable rn, will test to see if it matters tho lol //ImprovedAirblast 0 //APEEEEEEEEEEEEEEEEEEEE //^ this was defaulted to one for like a day, or so i heard. So i put this in. There aren't any ab pyros in the first place. // SniperHideLasers 1 //hell snipers // ZombiesNoWave666 1 // If set to 1, the game will not display wave 666 when EventPopFile is set (default: 0) // ForceHoliday 2 // NoRomevisionCosmetics 1 //Delete if ape // NoCritPumpkin 1 // NoThrillerTaunt 1 // PrecacheModel "models/bots/boss_bot/boss_tank_color.mdl" //PRECACHE THESE //^ convert // BotsDropSpells 1 // GiantsDropRareSpells 1 // SpellDropRateCommon 0.1 // SpellDropRateGiant 0.2 // FastNPCUpdate 1 // SpellBookNormalRoll // Override spell roll. The value specifies how many spell charges to give. You can duplicate spells to increase their roll chance // { // "Healing Aura" 2 // "Fireball" 3 // "Fireball" 3 // fireball charges increased to 3 // "Fireball" 3 // // ball of bats removed entierly. // "Healing Aura" 2 // "Pumpkin MIRV" 2 // // super jump removed entierly, replaced with healing instead // "Healing Aura" 2 // "Healing Aura" 2 // "Invisibility" 1 // still has its niece scenarios // "Healing Aura" 2 // "Pumpkin MIRV" 2 // "Fireball" 3 // "Fireball" 3 // "Fireball" 3 // "Pumpkin MIRV" 2 // "Invisibility" 1 // "Pumpkin MIRV" 2 // "Fireball" 3 // "Fireball" 3 // "Fireball" 3 // "Healing Aura" 2 // "Pumpkin MIRV" 2 // "Healing Aura" 2 // "Healing Aura" 2 // "Invisibility" 1 // //fuck minify // "Fireball" 3 // "Fireball" 3 // "Minify" 1 // //small chance for rare // "Tesla Bolt" 1 // "Meteor Shower" 1 // "Summon Monoculus" 1 // } // SpellBookRareRoll // Override spell roll. The value specifies how many spell charges to give. You can duplicate spells to increase their roll chance // { // "Tesla Bolt" 1 // "Meteor Shower" 1 // "Tesla Bolt" 1 // "Meteor Shower" 1 // "Summon Monoculus" 1 // "Summon Monoculus" 1 // "Fireball" 15 // } //^ removed this in vscript port cause i don't like it. // PointTemplates // { // ColorTank_Prpl //hellmet is ape // { // OnSpawnOutput // { // Target "!activator" // Action "color" // Param "165 0 255" //colour by Ciaran (Crinitus) // } // } // } //^ did this with outputs in vscript port because i like that better. // PrecacheModel "models/bots/boss_bot/boss_tank_color.mdl" //PRECACHE THESE //^ tell server to make ppl fastdl the tank model, mmmkay? Mission { Objective Spy InitialCooldown 30 Where spawnbot BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Mission { Objective Sniper Where spawnbot_void1 BeginAtWave 1 RunForThisManyWaves 5 InitialCooldown 20 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Sniper Attributes AlwaysCrit ClassIcon sniper_d Name "Hellish Warrior" } } Mission { Objective Engineer Where spawnbot BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot TeleportWhere spawnbot_side TeleportWhere spawnbot_flank } } Mission { Objective DestroySentries Where spawnbot InitialCooldown 30 CooldownTime 30 BeginAtWave 1 RunForThisManyWaves 10 TFBot { Template T_TFBot_SentryBuster } } //WAVE 1 //////////CURRENCY 1100/////////////////////////////////// Wave { InitWaveOutPut //POPEXTENSIONS. { Target wave_start_relay Action RunScriptCode Param " IncludeScript(`popextensions_main`, getroottable()) //MISSION ATTRIBUTES: MissionAttrs ({ `WaveStartCountdown`: 1 //DEBUG: REMOVE LATER `SniperHideLasers`: 1 //for void snipers. `NoCrumpkins`: 1 //disable those orange critcans. `NoRome`: 3 //SHOULD disable rome'd tank AND cosmetics. `ForceHoliday`: 2 //Makes it Halloween... Why is this necessary on a Halloween map again? `BotsAreHumans`: 2 //Zombies. }) " } //NoThrillerTaunt 1 doesn't exist right now. Not ultra necessary but still noting for later. StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name supporrt Where spawnbot_side TotalCount 30 MaxActive 3 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 100 Support 1 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { Name stage1 Where spawnbot_side TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish } } WaveSpawn { Name stage1 Where spawnbot TotalCount 32 MaxActive 12 //16 SpawnCount 8 WaitBeforeStarting 5 WaitBetweenSpawns 8 TotalCurrency 200 RandomSpawn 1 TFBot { Class Scout Skill Easy } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 24 MaxActive 10 //12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 100 RandomSpawn 1 TFBot { Class Demoman Skill Easy } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 12 WaitBeforeStarting 35 WaitBetweenSpawns 0 TotalCurrency 200 RandomSpawn 1 TFBot { Class HeavyWeapons Skill Easy } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_side TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 35 WaitBetweenSpawns 0 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 18 //30 MaxActive 12 //9 SpawnCount 6 //9 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 200 RandomSpawn 1 TFBot { Class Soldier Skill Easy } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 12 //24 MaxActive 8 //6 SpawnCount 4 //6 WaitBeforeStarting 5 WaitBetweenSpawns 3 TotalCurrency 200 RandomSpawn 1 TFBot { Class Scout Skill Easy } } } //WAVE 2 //////////CURRENCY 2100/////////////////////////////////// Wave { InitWaveOutPut //POPEXTENSIONS. { Target wave_start_relay Action RunScriptCode Param " IncludeScript(`popextensions_main`, getroottable()) //MISSION ATTRIBUTES: MissionAttrs ({ `WaveStartCountdown`: 1 //DEBUG: REMOVE LATER `SniperHideLasers`: 1 //for void snipers. `NoCrumpkins`: 1 //disable those orange critcans. `NoRome`: 2 //SHOULD disable rome'd tank AND cosmetics. `ForceHoliday`: 2 //Makes it Halloween... Why is this necessary on a Halloween map again? `BotsAreHumans`: 2 //Zombozos. }) //PRECACHE MODELS: PrecacheModel(`models/bots/boss_bot/paintable_tank/boss_tank.mdl`) PrecacheModel(`models/bots/boss_bot/paintable_tank/boss_tank_damage1.mdl`) PrecacheModel(`models/bots/boss_bot/paintable_tank/boss_tank_damage2.mdl`) PrecacheModel(`models/bots/boss_bot/paintable_tank/boss_tank_damage3.mdl`) PrecacheModel(`models/bots/boss_bot/paintable_tank/tank_track_L.mdl`) PrecacheModel(`models/bots/boss_bot/paintable_tank/tank_track_R.mdl`) PrecacheModel(`models/bots/boss_bot/paintable_tank/bomb_mechanism.mdl`) //APPLY TANK MODEL AND COLOUR: PopExt.AddTankName(`tankboss`, { OnSpawn = function(tank, name) { tank.KeyValueFromString(`rendercolor`, `165 0 255`) } TankModel = { Default = `models/bots/boss_bot/paintable_tank/boss_tank.mdl` Damage1 = `models/bots/boss_bot/paintable_tank/boss_tank_damage1.mdl` Damage2 = `models/bots/boss_bot/paintable_tank/boss_tank_damage2.mdl` Damage3 = `models/bots/boss_bot/paintable_tank/boss_tank_damage3.mdl` LeftTrack = `models/bots/boss_bot/paintable_tank/tank_track_L.mdl` RightTrack = `models/bots/boss_bot/paintable_tank/tank_track_R.mdl` Bomb = `models/bots/boss_bot/paintable_tank/bomb_mechanism.mdl` } }) " } //NoThrillerTaunt 1 doesn't exist right now. Not ultra necessary but still noting for later. StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 TotalCount 1 SpawnCount 1 TotalCurrency 300 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" //FirstSpawnMessage "{blue}Tank spawned in with 13k (13000) HP!" //Chat message when a bot is spawned for the first time Tank { Health 13000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } //SpawnTemplate "ColorTank_Prpl" //Model "models/bots/boss_bot/boss_tank_color.mdl" } FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 13k (13000) HP!`) " } } WaveSpawn { Name stage1 TotalCount 1 SpawnCount 1 WaitBeforeStarting 5 TotalCurrency 300 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" //FirstSpawnMessage "{blue}Tank spawned in with 10k (10000) HP!" //Chat message when a bot is spawned for the first time Tank { Health 10000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } //SpawnTemplate "ColorTank_Prpl" //Model "models/bots/boss_bot/boss_tank_color.mdl" } FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 10k (10000) HP!`) " } } WaveSpawn { Name stage1 Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 280 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Demoman } TFBot { Class HeavyWeapons Skill Easy } TFBot { Class HeavyWeapons Skill Easy } TFBot { Class HeavyWeapons Skill Easy } TFBot { Class HeavyWeapons Skill Easy } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 50 //64 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 320 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Pyro_FlareGun } TFBot { Template T_TFBot_Pyro_FlareGun } TFBot { Template T_TFBot_Pyro_FlareGun } TFBot { Class Soldier Skill Easy } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 20 TotalCurrency 300 RandomSpawn 1 TFBot { Template T_TFBot_Giant_HeavyWeapons Skill Normal ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 Where spawnbot TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 200 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Pyro Skill Easy Attributes AlwaysFireWeapon } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 Where spawnbot TotalCount 48 MaxActive 16 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 6 //5 TotalCurrency 200 RandomSpawn 1 TFBot { Class Demoman Skill Easy } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 Where spawnbot TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 200 RandomSpawn 1 TFBot { Class Soldier Skill Easy } } } //WAVE 3 //////////CURRENCY 1850/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 250 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Demo_Burst } TFBot { Template T_TFBot_Medic_BigHeal //_QuickUber } } } WaveSpawn { Name stage1 Where spawnbot_flank TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 200 RandomSpawn 1 TFBot { Template T_TFBot_Demoman_Samurai } } WaveSpawn { Name stage1 Where spawnbot TotalCount 72 //92 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 400 RandomSpawn 1 TFBot { Class Pyro Skill Easy } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot TotalCount 20 MaxActive 10 SpawnCount 1 WaitBeforeStarting 52 WaitBetweenSpawns 0.5 TotalCurrency 400 RandomSpawn 1 TFBot { Class HeavyWeapons Skill Easy } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot TotalCount 42 MaxActive 9 SpawnCount 6 WaitBeforeStarting 10 WaitBetweenSpawns 6 TotalCurrency 200 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 TotalCount 1 SpawnCount 1 WaitBeforeStarting 40 TotalCurrency 400 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" FirstSpawnMessage "{blue}Tank spawned in with 20k (20000) HP!" //Chat message when a bot is spawned for the first time Tank { Health 20000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } //SpawnTemplate "ColorTank_Prpl" Model "models/bots/boss_bot/boss_tank_color.mdl" } } } //WAVE 4 //////////CURRENCY 1600/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name smolbot Where spawnbot TotalCount 40 MaxActive 15 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 12 TotalCurrency 200 TFBot { Class HeavyWeapons Skill Easy } } WaveSpawn { Name supporrt2 WaitForAllDead smolbot Where spawnbot TotalCount 40 MaxActive 10 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 200 Support 1 TFBot { Class Demoman Skill Easy } } WaveSpawn { Name stage1 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name stage1 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 200 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 2 //8 MaxActive 2 //8 SpawnCount 1 //4 WaitBeforeStarting 5 WaitBetweenSpawns 20 TotalCurrency 200 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_HeavyWeapons } //TFBot //{ //Template T_TFBot_Medic_QuickUber //} //TFBot //{ //Template T_TFBot_Medic_QuickUber //} //TFBot //{ //Template T_TFBot_Medic_QuickUber //} } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 300 RandomSpawn 1 Squad { TFBot { Health 2500 Name "Giant Rapid Fire Scout" Class Scout ClassIcon scout_spammer Skill Expert Attributes MiniBoss Item "The Fast Learner" ItemAttributes { ItemName "tf_weapon_scattergun" "fire rate bonus" 0.7 //0.5 "faster reload rate" -1 } CharacterAttributes { "damage force reduction" 0.0 "airblast vulnerability multiplier" 0.0 "move speed bonus" 0.5 "override footstep sound set" 5 } } //TFBot //{ //Template T_TFBot_Medic_QuickUber //} } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 25 TotalCurrency 300 RandomSpawn 1 Squad { TFBot { Class Pyro ClassIcon pyro_dragon_fury_swordstone_giant Name "Giant Dragon Pyro" Health 4200 Skill Expert Item "The Dragon's Fury" Tag bot_giant Attributes MiniBoss Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.0 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 6 } //ItemAttributes //{ //ItemName "The Dragon's Fury" //"item_meter_charge_rate" 0.5 //} } //TFBot //{ //Template T_TFBot_Medic_QuickUber //} } } } //WAVE 5 //////////CURRENCY 2200/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot TotalCount 48 MaxActive 16 SpawnCount 16 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 400 RandomSpawn 0 TFBot { Class Soldier Name "Jumbo Charged Soldier" ClassIcon soldier_crit Health 750 Scale 1.5 Tag bot_giant Skill Normal Item "The Original" Attributes AlwaysCrit ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.5 } } } WaveSpawn { Name stage1 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 300 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" FirstSpawnMessage "{blue}Tank spawned in with 22k (22000) HP!" //Chat message when a bot is spawned for the first time Tank { Health 22000 //25000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } //SpawnTemplate "ColorTank_Prpl" Model "models/bots/boss_bot/boss_tank_color.mdl" } } WaveSpawn { Name stage1 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 300 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" FirstSpawnMessage "{blue}Tank spawned in with 22k (22000) HP!" //Chat message when a bot is spawned for the first time Tank { Health 22000 //30000 Speed 75 Name "tankboss" Skin 1 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } //SpawnTemplate "ColorTank_Prpl" Model "models/bots/boss_bot/boss_tank_color.mdl" } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 300 RandomSpawn 0 TFBot { Template T_TFBot_Giant_HeavyWeapons } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 64 MaxActive 16 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 300 RandomSpawn 0 TFBot { Class Soldier Skill Easy } } WaveSpawn { Name supportlim1 WaitForAllDead stage2 Where spawnbot TotalCount 32 MaxActive 4 SpawnCount 2 WaitBeforeStarting 11 WaitBetweenSpawns 6 TotalCurrency 200 Support Limited TFBot { Class Scout Skill Expert } } WaveSpawn { Name supportlim1 WaitForAllDead stage2 Where spawnbot TotalCount 32 MaxActive 4 SpawnCount 2 WaitBeforeStarting 11 WaitBetweenSpawns 6 TotalCurrency 200 Support Limited TFBot { Class Pyro ClassIcon pyro_dragon_fury_swordstone ///custom icon Name "Dragon Pyro" Skill Easy Item "The Dragon's Fury" } } WaveSpawn { Name supportlim1 WaitForAllDead stage2 Where spawnbot TotalCount 16 MaxActive 2 SpawnCount 2 WaitBeforeStarting 11 WaitBetweenSpawns 6 TotalCurrency 200 Support Limited TFBot { Template T_TFBot_Demo_Burst } } WaveSpawn { Name boss WaitForAllDead stage2 Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 69 TFBot { Template T_TFBot_Giant_HeavyWeapons_Deflector } } } }