/////////////////////////////////////////////////////////////////////////// // BEGIN POP FILE /////////////////////////////////////////////////////////////////////////// #base robot_giant.pop #base robot_standard.pop #base robot_tank_vac.pop #base robot_extras.pop //pee pee poo poo I am going insane help //Made by Wacev //Soldier only mission WaveSchedule { StartingCurrency 600 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no CustomUpgradesFile "mvm_upgrades_soldier_only.txt" LuaScriptFile "scripts/brugge_soldier_only.lua" //only used for explosion market garden SentryHintBombForwardRange 1000 // How far in front of the bomb the engineer can teleport in (default: 0) SentryHintBombBackwardRange 2000 // How far behind the bomb the engineer can teleport in (default: 3000) SentryHintMinDistanceFromBomb 600 // How far the engineer spot must be behind the bomb (default: 1300) LoseTime 12 BodyPartScaleSpeed 20 ClassLimit { Scout 0 Pyro 0 Demoman 0 HeavyWeapons 0 Engineer 0 Medic 0 Sniper 0 Spy 0 } ItemAttributes { ItemName "The Beggar's Bazooka" "damage penalty" 0.85 "Reload time increased" 1.3 } ItemAttributes { ItemName "The Air Strike" "Reload time decreased" 0.75 "parachute attribute" 1 "special item description" "Comes with a built in parachute" } ItemAttributes { ItemName "The B.A.S.E. Jumper" "increased air control" 3.0 "parachute redeploy" 1 } ItemAttributes { ItemName "The Market Gardener" "mult rocketjump deploy time" 0.5 "dmg pierces resists absorbs" 1 } ItemAttributes { ItemName "The Pain Train" "provide on active" 1 "dmg taken from bullets increased" 1 "fire retardant" 1 "dmg taken from fire reduced" 0.65 } ItemAttributes { ItemName "The Cow Mangler 5000" "special item description" "Charged shot pierces blast vac resistances" } ItemAttributes { ItemName "Rocket Jumper" "mult credit collect range" 4 } DisallowUpgrade { Upgrade "bullets per shot bonus" MaxLevel "-1" ItemSlot "melee" //ItemSlot "primary" SimilarToItem "TF_WEAPON_ROCKETLAUNCHER" //panic attack counts as a primary weapon so I have to do this SimilarToItem "Upgradeable TF_WEAPON_ROCKETLAUNCHER" SimilarToItem "The Original" SimilarToItem "The Air Strike" SimilarToItem "The Black Box" SimilarToItem "The Cow Mangler 5000" SimilarToItem "The Direct Hit" SimilarToItem "The Beggar's Bazooka" SimilarToItem "The Liberty Launcher" SimilarToItem "Rocket Jumper" SimilarToItem "The Righteous Bison" } DisallowUpgrade { Upgrade "projectile speed increased HIDDEN" MaxLevel "-1" ItemSlot "melee" SimilarToItem "TF_WEAPON_SHOTGUN_SOLDIER" SimilarToItem "Upgradeable TF_WEAPON_SHOTGUN_SOLDIER" SimilarToItem "The Reserve Shooter" SimilarToItem "Panic Attack Shotgun" } ExtendedUpgrades { Upgrade_NukeLauncher { Name "Handheld Nuke Launcher" Attribute "damage bonus" Description "slowly fires slow moving nukes" Cap 3.0 Increment 2.0 Cost 1500 SecondaryAttributes { "Projectile speed decreased" -0.65 "fire rate penalty" 1.5 "blast radius increased" 1 "use large smoke explosion" 1 "blast dmg to self increased" 2 "crit mod disabled" -1 "crits_become_minicrits" 1 } AllowedWeapons { SimilarToItem "The Original" } } Upgrade_Revert { Name "High Grade Garbage" Description "Reverts beggar's nerf" Attribute "expiration date" Cap 1.0 Increment 1 Cost 750 SecondaryAttributes { "damage penalty" 0.15 "Reload time increased" -0.3 } AllowedWeapons { SimilarToItem "The Beggar's Bazooka" } } Upgrade_Homing { Name "Smart Missiles" Description "Rockets follow where you aim" Attribute "mod projectile heat seek power" Cap 90 Increment 90 Cost 500 SecondaryAttributes { "mod projectile heat aim error" 360 "mod projectile heat aim time" 1337 "mod projectile heat follow crosshair" 1 } AllowedWeapons { SimilarToItem "The Liberty Launcher" } } Upgrade_Precision { Name "High Precision" Description "No damage falloff and minicrits become crits" Attribute "no damage falloff" Cap 1 Increment 1 Cost 750 SecondaryAttributes { "minicrits become crits" 1 } AllowedWeapons { SimilarToItem "The Direct Hit" } } Upgrade_BlastBoost { Name "Heavy Ordinance" Description "Bonus damage per enemy that takes spash damage" Attribute "add damage per target" Cap 0.2 Increment 0.2 Cost 1500 AllowedWeapons { SimilarToItem "The Black Box" } } Upgrade_AirOrdinance { Name "Airborne Ordinance" Description "Bonus damage while in the air" Attribute "mult dmg while midair" Cap 1.5 Increment 0.5 Cost 1500 AllowedWeapons { SimilarToItem "The Air Strike" } } Upgrade_HighEnergy { Name "High Energy" Description "More move speed while charged shot and more afterburn damage" Attribute "aiming movespeed increased" Cap 2.5 Increment 1.5 Cost 700 SecondaryAttributes { "weapon burn dmg increased" 1.5 "weapon burn time increased" 1.0 } AllowedWeapons { SimilarToItem "The Cow Mangler 5000" } } Upgrade_MultiBeam { Name "Multi Beam" Description "Cycles through different colors of beams which do different things" Attribute "expiration date" Cap 1 Increment 1 Cost 750 SecondaryAttributes { "shoot pattern reset time" 2 "fire rate bonus HIDDEN" -0.25 "proj attribute pattern" "particle color rgb|568541626|dmg penalty vs players|1.5&particle color rgb|16422400|Set DamageType Ignite|1&particle color rgb|000255000|add cond on hit|30|add cond on hit duration|5&particle color rgb|000035255|slow enemy on hit major|5" } AllowedWeapons { SimilarToItem "The Righteous Bison" } } Upgrade_OldPanicAttack { Name "Old Panic Attack" Description "Acts like the panic attack from 2014" Attribute "expiration date" Cap 1 Increment 1 Cost 500 SecondaryAttributes { "Reload time decreased" -0.34 "fire rate bonus with reduced health" -0.5 "panic_attack_negative" 0.5 "auto fires full clip penalty" 1 "clip size penalty" -0.34 "bullets per shot bonus" -0.5 "mult_spread_scales_consecutive" -1 "single wep deploy time decreased" 0.5 "damage penalty" 0.2 "fire rate bonus HIDDEN" -0.15 } AllowedWeapons { SimilarToItem "Panic Attack Shotgun" } } Upgrade_Comboer { Name "Comboer" Description "Speed boost on kill, and +10% fire rate bonus per kill, less damage vs non airborne enemies" Attribute "expiration date" Cap 1 Increment 1 Cost 750 SecondaryAttributes { "kill combo fire rate boost" 0.1 "speed_boost_on_kill" 2.5 "single wep deploy time decreased" -0.3 "weapon spread bonus" -0.2 "damage penalty" -0.4 "mult crit dmg" 0.7 //roughly equal normal minicrit and crit damage "crit mod disabled" -1 } AllowedWeapons { SimilarToItem "The Reserve Shooter" } } Upgrade_HeavyLand { Name "Earth Shaker" Description "Hitting the ground at high speeds will send enemies flying" Attribute "expiration date" Cap 1 Increment 1 Cost 500 SecondaryAttributes { "kb fall min velocity" 600 "kb fall radius" 300 "kb fall stun time" -5 "kb fall force" 350 "kb fall damage" 24 } AllowedWeapons { SimilarToItem "The Gunboats" } } Upgrade_LongFall { Name "Fall Enhancing Boots" Description "Extra stomp damage and extra air control" Attribute "expiration date" Cap 1 Increment 1 Cost 750 SecondaryAttributes { "dmg penalty vs players" 1 //x2 damage "mod_air_control_blast_jump" 1 } AllowedWeapons { SimilarToItem "The Mantreads" } } Upgrade_BannerRange { Name "Supportive Call" Description "Banner has 2x range!" Attribute "expiration date" Cap 1 Increment 1 Cost 500 SecondaryAttributes { "mod soldier buff range" 1.0 } AllowedWeapons { SimilarToItem "The Battalion's Backup" SimilarToItem "The Concheror" } } Upgrade_BannerDMG { Name "Robot Fueled Fury" Description "Primary weapons do more damage based on rage" Attribute "expiration date" Cap 1 Increment 1 Cost 750 Children Upgrade_ApplyDMG AllowedWeapons { SimilarToItem "The Buff Banner" } } Upgrade_ApplyDMG { Name "This message is bugged, sorry :/" Attribute "mod rage damage boost" Cap 1.5 Increment 0.5 Cost 0 Hidden 1 ForceUpgradeSlot -1 PlayerUpgrade 1 } Upgrade_MeetTheMedical //soldick reference { Name "Medical Whip" Description "Oh hit: heal allies at the cost of you own health" Attribute "expiration date" Cap 1 Increment 1 Cost 600 SecondaryAttributes { "add give health to teammate on hit" 20 "fire rate bonus" -0.5 "damage penalty" -0.5 "single wep deploy time increased" 0.35 } AllowedWeapons { SimilarToItem "The Disciplinary Action" } } Upgrade_Equaler { Name "Global Equalizer" Description "Equalizer damage buff applies to all weapons, bonus equalizer damage" Attribute "expiration date" Cap 1 Increment 1 Cost 1250 Children Upgrade_ApplyEqual AllowedWeapons { SimilarToItem "The Equalizer" } } Upgrade_ApplyEqual { Name "This message is bugged, sorry :/" Attribute "mult dmg with reduced health" Cap 1.65 Increment 0.65 Cost 0 Hidden 1 ForceUpgradeSlot -1 PlayerUpgrade 1 } Upgrade_Undying { Name "The Undying Soldier" Description "While active: 35% to teleport to spawn with 1 health on death" Attribute "expiration date" Cap 1 Increment 1 Cost 1500 SecondaryAttributes { "teleport instead of die" 0.35 } AllowedWeapons { SimilarToItem "The Escape Plan" } } Upgrade_FOW { Name "The Pain Of War" Description "On hit: mark an enemy for death and slow" Attribute "expiration date" Cap 1 Increment 1 Cost 400 SecondaryAttributes { "mark for death" 1 "slow enemy on hit major" 5 } AllowedWeapons { SimilarToItem "The Pain Train" } } Upgrade_Hatamoto { Name "Sharper Blade" Description "More damage and bleed on hit" Attribute "expiration date" Cap 1 Increment 1 Cost 750 SecondaryAttributes { "damage bonus" 0.5 "bleeding duration" 10 } AllowedWeapons { SimilarToItem "The Half-Zatoichi" } } Upgrade_ExplosiveGarden { Name "Explosive Market Garden" Description "On market garden: create an explosion that damages enemies" Attribute "expiration date" Cap 1 Increment 1 Cost 800 SecondaryAttributes { "fire input on hit" "popscript^$mgExplosion^" "special item description" "On market garden: create an explosion that damages enemies" } AllowedWeapons { SimilarToItem "The Market Gardener" } } } ///////////////// //TEMPLATES ///////////////// Templates { T_TFBot_Giant_Pyro_Gas_Passer { ClassIcon pyro_gascann_giant Name "Giant Gas Passer Pyro" Class Pyro Skill Expert WeaponRestrictions SecondaryOnly Item "The Gas Passer" Attributes Miniboss Health 3000 ItemAttributes { ItemName "The Gas Passer" "force weapon switch" 1 "item_meter_charge_rate" 4 "weapon burn dmg increased" 2.5 } ItemAttributes { ItemName "TF_WEAPON_FIREAXE" "is_passive_weapon" 1 //move speed fix "fire rate bonus" 100000 //no attack } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } T_TFbot_Giant_Rapid_Conch_Soldier { ClassIcon soldier_rapid_conch Template T_TFBot_Giant_Soldier_Extended_Concheror ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed increased" 0.65 } } T_TFbot_Giant_Burst_Battalion_Soldier { ClassIcon soldier_backup_burstfire_yoovy_giant Template T_TFBot_Giant_Soldier_Extended_Battalion ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.65 } } T_TFBot_Giant_Soldier_SlowBarrage_Buff { ClassIcon soldier_barrage_buff Template T_TFBot_Giant_Soldier_SlowBarrage Item "The Buff Banner" Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 "health regen" 40 "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "Projectile speed increased" 0.4 } } T_TFBot_Giant_Boxing_Heavy_Fast { Class heavyweapons Name "Super Heavyweight Champ" ClassIcon heavy_gru_giant Skill expert Health 5000 Item "Gloves of Running Urgently MvM" Item "Pugilist's Protector" WeaponRestrictions MeleeOnly Attributes MiniBoss ItemAttributes { ItemName "Gloves of Running Urgently MvM" "fire rate bonus" 0.6 "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Heavy_Napalm_Armored { Class HeavyWeapons Name "Armored Napalm Gunner" ClassIcon heavy_armored_shotgun_fire Skill easy Item "Tough Guy's Toque" WeaponRestrictions SecondaryOnly Health 900 Scale 1.4 ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "faster reload rate" 0.1 "fire rate bonus" 2.5 "bullets per shot bonus" 3 "damage bonus" 0.33 "Set DamageType Ignite" 1 } CharacterAttributes { "move speed bonus" 0.85 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 } } T_TFBot_Pyro_Axtinguisher_armored { Class Pyro Name "Armored Axtinguisher Pyro" ClassIcon pyro_axtinguisher_armored Skill Expert //expert ai melee bots have better melee aiming Item "The Axtinguisher" Item "Firewall Helmet" WeaponRestrictions MeleeOnly Health 650 Scale 1.4 ItemAttributes { ItemName "The Axtinguisher" "minicrits become crits" 1 "fire rate bonus" 0.5 "dmg penalty vs nonburning" 0.3 } CharacterAttributes { "move speed bonus" 0.85 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 } } T_TFBot_Giant_Pyro_Flare_Burst { Class Pyro Name "Giant Burst Flare Pyro" ClassIcon pyro_flare_burst_nys Skill Expert Attributes Miniboss Item "The Flare Gun" Item "Old Guadalajara" WeaponRestrictions SecondaryOnly Health 3800 AimAt Head ItemAttributes { ItemName "The Flare Gun" "burst fire count" 9 "burst fire rate mult" 10 "fire rate bonus" 0.1 "projectile speed increased" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } T_TFBot_Giant_Soldier_Nuke { Class Soldier Name "Giant Nuke Launcher Soldier" ClassIcon soldier_nuke2_giant Skill Expert Attributes Miniboss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "The Original" Item "The Grenadier's Softcap" WeaponRestrictions PrimaryOnly Health 3800 ItemAttributes { ItemName "The Original" "Projectile speed decreased" 0.35 "fire rate penalty" 2.5 "blast radius increased" 1.5 "use large smoke explosion" 1 "blast dmg to self increased" 0.01 "damage bonus" 2 "Reload time decreased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } T_TFBot_Giant_Homing_Directhit_Soldier { ClassIcon soldier_homing_direct_giant Health 3800 Name "Giant Homing Direct Hit Soldier" Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Attributes "HoldFireUntilFullReload" Attributes "MiniBoss" ItemAttributes { ItemName "the direct hit" "damage bonus" 1.5 "mod projectile heat seek power" 75 "mod projectile heat aim error" 45 "mod projectile heat aim time" 10 "mod projectile heat no predict target speed" 1 "projectile trail particle" eyeboss_projectile "add cond when active" 36 } CharacterAttributes { "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 3 "move speed bonus" 0.5 } Item "the direct hit" } T_TFBot_Soldier_Burstfire_Armored { Class Soldier ClassIcon soldier_burstfire_armored_yoovy Name "Armored Burst Soldier" Skill Hard Health 800 Scale 1.2 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Shogun's Shoulder Guard" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 2.0 "Projectile speed increased" 0.65 } CharacterAttributes { "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "move speed bonus" 0.8 } } } /////////////////////////////////////////////////////////////////////////// PointTemplates { MissionName { logic_relay { "targetname" "name" "OnTrigger" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,Adv Dishonorable Discharge,0,-1" } OnSpawnOutput { Target "name" Action "trigger" Delay 0 } } MGSpawner { NoFixup 1 env_entity_maker { targetname "MG_fx_spawner" EntityTemplate "MG_fx" } } MG_fx { info_particle_system { effect_name mvm_loot_explosion targetname mg_particle start_active 1 origin "0 0 64" } } } SpawnTemplate MissionName SpawnTemplate MGSpawner ///////////////// //MISSIONS ///////////////// /////////////////////////////////////////////////////////////////////////// //SENTRY BUSTER MISSIONS /////////////////////////////////////////////////////////////////////////// //no engineers so no need for sentry busters /////////////////////////////////////////////////////////////////////////// //SNIPER MISSIONS /////////////////////////////////////////////////////////////////////////// Mission // Snipers - wave 2 { Objective Sniper InitialCooldown 30 Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 DesiredCount 2 CooldownTime 30 TFBot { Template T_TFBot_Sniper } } Mission // Snipers - wave 3-4 { Objective Sniper InitialCooldown 20 Where spawnbot_mission_sniper BeginAtWave 3 RunForThisManyWaves 2 DesiredCount 3 CooldownTime 60 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Mission // Snipers - wave 6 { Objective Sniper InitialCooldown 40 Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 DesiredCount 2 CooldownTime 40 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } /////////////////////////////////////////////////////////////////////////// //SPY MISSIONS /////////////////////////////////////////////////////////////////////////// Mission // Spies - wave 4 { Objective Spy InitialCooldown 15 Where spawnbot_mission_spy BeginAtWave 4 RunForThisManyWaves 1 DesiredCount 4 CooldownTime 55 TFBot { Template T_TFBot_Spy } } /////////////////////////////////////////////////////////////////////////// //ENGINEER MISSIONS /////////////////////////////////////////////////////////////////////////// Mission // Engineers - wave 3 { Objective Engineer InitialCooldown 30 Where spawnbot BeginAtWave 3 RunForThisManyWaves 1 DesiredCount 1 CooldownTime 30 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot TeleportWhere spawnbot_flank TeleportWhere spawnbot_side TeleportWhere spawnbot_invasion } } ///////////////// //WAVES ///////////////// ///////////////// //START $800 ///////////////// //WAVE 1 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $1000 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay //wave_start_ironman_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w1_a1 TotalCurrency 200 TotalCount 40 MaxActive 10 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot TFBot { Class Scout Skill Easy } } WaveSpawn { Name w1_a2 TotalCurrency 100 TotalCount 25 MaxActive 10 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 7.5 Where spawnbot_flank TFBot { Template T_TFBot_direct_hit_soldier } } WaveSpawn { Name w1_b2 WaitForAllSpawned w1_a1 TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 30 Where spawnbot_side TFBot { Template T_TFBot_Giant_Boxing_Heavy_Fast } } WaveSpawn { Name w1_b1 WaitForAllSpawned w1_a1 TotalCurrency 120 TotalCount 32 MaxActive 8 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 4 Where spawnbot TFBot { Template T_TFBot_sniper_smg } } WaveSpawn { Name w1_c1 WaitForAllSpawned w1_b1 TotalCurrency 80 TotalCount 40 MaxActive 8 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 3 Where spawnbot_invasion TFBot { Class Scout Skill Expert WeaponRestrictions MeleeOnly ClassIcon scout_bat } } WaveSpawn { Name w1_c2 WaitForAllSpawned w1_b2 TotalCurrency 150 TotalCount 15 MaxActive 5 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 3 Where spawnbot TFBot { Template T_TFBot_Heavy_Napalm_Armored } } WaveSpawn { Name w1_d1 WaitForAllSpawned w1_c2 TotalCurrency 150 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 16 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name w1_d2 WaitForAllSpawned w1_c2 TotalCurrency 100 TotalCount 35 MaxActive 15 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 4.5 Where spawnbot_invasion TFBot { Template T_TFBot_Pyro_FlareGun } } } //WAVE 2 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $900 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay //wave_start_ironman_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w2_a1 TotalCount 60 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 180 Where spawnbot TFBot { Template T_TFBot_Escape_Plan_Soldier } } WaveSpawn { Name w2_a2 TotalCount 10 MaxActive 4 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 12 TotalCurrency 50 Where spawnbot TFBot { Template T_TFBot_Soldier_Extended_Battalion } } WaveSpawn { Name w2_a3 TotalCount 12 MaxActive 4 SpawnCount 4 WaitBeforeStarting 30 WaitBetweenSpawns 30 TotalCurrency 120 Where spawnbot_side Squad { TFBot { Template T_TFBot_Giant_Soldier } TFBot { Template T_TFBot_blast_vac_medic } TFBot { Template T_TFBot_blast_vac_medic } TFBot { Template T_TFBot_blast_vac_medic } } } WaveSpawn { Name w2_b1 WaitForAllSpawned w2_a3 TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 30 TotalCurrency 200 Where spawnbot_flank Squad { TFBot { Template T_TFBot_Giant_Boxing_Heavy_Fast } TFBot { Template T_TFBot_bullet_vac_medic } TFBot { Template T_TFBot_bullet_vac_medic } TFBot { Template T_TFBot_bullet_vac_medic } } } WaveSpawn { Name w2_b2 WaitForAllDead w2_a3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 45 TotalCurrency 50 Tank { Health 20000 Speed 50 Name "tankboss" StartingPathTrackNode "tank_path_1" Template "TankVacBlast" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w2_c1 WaitForAllDead w2_b2 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 100 Where spawnbot_flank TFBot { Template T_TFBot_Giant_Pyro_Flare_Burst } } WaveSpawn { Name w2_c2 WaitForAllDead w2_b2 TotalCount 40 MaxActive 8 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 6 TotalCurrency 120 Where spawnbot TFBot { Template T_TFBot_Pyro_Axtinguisher_armored } } WaveSpawn { Name w2_c2 WaitForAllDead w2_b2 TotalCount 20 MaxActive 8 SpawnCount 1 WaitBeforeStarting 7.5 WaitBetweenSpawns 6 TotalCurrency 80 Where spawnbot TFBot { Template T_TFBot_Soldier_Extended_Concheror } } } //WAVE 3 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $1100 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay //wave_start_ironman_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{yellow}///Engineer bots can teleport in past the bomb!\\\" Line "{yellow}///Engineer bots can teleport in past the bomb!\\\" Line "{yellow}///Engineer bots can teleport in past the bomb!\\\" } WaveSpawn { Name w3_a1 TotalCount 200 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 300 Where spawnbot RandomChoice { TFBot { Class Scout Skill Normal } TFBot { Template T_TFBot_Scout_Sandman_FastCharge } TFBot { Class Scout Skill Hard WeaponRestrictions MeleeOnly ClassIcon scout_bat } } } WaveSpawn { Name w3_a2 TotalCount 20 MaxActive 12 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 20 TotalCurrency 120 Where spawnbot Squad { TFBot { Template T_TFBot_giant_smg_cleaner_carbine_sniper ItemAttributes { ItemName "The Cleaner's Carbine" "damage bonus" 1 "faster reload rate" -1.2 } } TFBot { Template T_TFBot_blast_vac_medic } TFBot { Template T_TFBot_blast_vac_medic } TFBot { Template T_TFBot_blast_vac_medic } } } WaveSpawn { Name w3_b1 WaitForAllSpawned w3_a2 TotalCount 50 MaxActive 10 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 150 Where spawnbot_flank TFBot { Template T_TFBot_Demo_Burst } } WaveSpawn { Name w3_b2 WaitForAllSpawned w3_a2 TotalCount 20 MaxActive 6 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 6 TotalCurrency 120 Where spawnbot TFBot { Template T_TFBot_Heavy_Napalm_Armored } } WaveSpawn { Name w3_b3 WaitForAllSpawned w3_a2 TotalCount 12 MaxActive 2 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 20 TotalCurrency 80 Where spawnbot_side TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name w3_c1 WaitForAllSpawned w3_b2 TotalCount 48 MaxActive 12 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 6 TotalCurrency 150 Where spawnbot Squad { TFBot { Template T_TFBot_Heavy_Napalm_Armored } TFBot { Template T_TFBot_sniper_smg_cleaner_carbine } TFBot { Template T_TFBot_sniper_smg_cleaner_carbine } TFBot { Template T_TFBot_sniper_smg_cleaner_carbine } } } WaveSpawn { Name w3_c2 WaitForAllSpawned w3_b2 TotalCount 9 MaxActive 6 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 30 TotalCurrency 80 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Nuke } TFBot { Template T_TFBot_blast_vac_medic } TFBot { Template T_TFBot_blast_vac_medic } } } WaveSpawn { Name w3_d1 WaitForAllSpawned w3_c2 TotalCount 10 MaxActive 10 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 30 TotalCurrency 100 Where spawnbot TFBot { Template T_TFBot_giant_demoman_pirate } } } //WAVE 4 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $1100 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay //wave_start_ironman_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCount 16 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 100 Where spawnbot_invasion Support 1 TFBot { Template T_TFBot_Whip_Soldier Action EscortFlag } } WaveSpawn { Name w4_a1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 30 TotalCurrency 150 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn { Name w4_a2 TotalCount 42 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 160 Where spawnbot_invasion TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit } } WaveSpawn { Name w4_b1 WaitForAllSpawned w4_a1 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 27.5 TotalCurrency 80 Where spawnbot_flank Squad { TFBot { Template T_TFBot_Giant_Pyro_Flare_Burst } TFBot { Template T_TFBot_Medic_Quickuber } TFBot { Template T_TFBot_Medic_Quickuber } TFBot { Template T_TFBot_Medic_Quickuber } } } WaveSpawn { Name w4_b2 WaitForAllSpawned w4_a1 TotalCount 32 MaxActive 12 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 3 TotalCurrency 50 Where spawnbot TFBot { Template T_TFBot_sniper_smg } } WaveSpawn { Name w4_b3 WaitForAllSpawned w4_a2 TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 60 Where spawnbot TFBot { Template T_TFBot_Axetinguser_Combo_Pyro } } WaveSpawn { Name w4_c1 WaitForAllSpawned w4_b1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 50 Tank { Health 25000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_bridge1" Template "TankVacBlast" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w4_c2 WaitForAllSpawned w4_b1 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 35 TotalCurrency 100 Where spawnbot_side Squad { TFBot { Template T_TFBot_Giant_Demoman ClassIcon demo_spammer_giant } TFBot { Template T_TFBot_giant_bullet_medic } } } WaveSpawn { Name w4_c3 WaitForAllSpawned w4_b2 TotalCount 40 MaxActive 10 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 3 TotalCurrency 80 Where spawnbot TFBot { Template T_TFBot_pistol_scout } } WaveSpawn { Name w4_d1 WaitForAllDead w4_c2 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 60 Where spawnbot_flank TFBot { Template T_TFBot_Giant_Homing_Directhit_Soldier } } WaveSpawn { Name w4_d1 WaitForAllDead w4_c2 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 30 TotalCurrency 60 Where spawnbot_side TFBot { Template T_TFBot_Giant_Homing_Directhit_Soldier } } WaveSpawn { Name w4_d2 WaitForAllSpawned w4_c3 TotalCount 20 MaxActive 9 SpawnCount 3 WaitBeforeStarting 12 WaitBetweenSpawns 6 TotalCurrency 50 Where spawnbot TFBot { Template T_TFBot_Axetinguser_Combo_Pyro } } WaveSpawn { Name w4_d3 WaitForAllSpawned w4_c3 TotalCount 78 MaxActive 12 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 7.5 TotalCurrency 100 Where spawnbot_invasion TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit } } } //WAVE 5 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $2000 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay_multi Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{red}///This wave is spilt into three parts!\\\" Line "{red}///Two bombs will be on the battle field!\\\" Line "{red}///Another bomb will be added in the final part of the wave!\\\" } WaveSpawn { Name w5_1_a1 //different naming scheme because of three waves in one TotalCount 40 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 80 Where spawnbot FirstSpawnWarningSound "vo\mvm_another_bomb06.mp3" TFBot { Template T_TFBot_Sniper_Huntsman } } WaveSpawn { Name w5_1_a2 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 30 TotalCurrency 100 Where spawnbot Squad { TFBot { Template T_TFBot_giant_cluster_demo } TFBot { Template T_TFBot_Giant_Medic_Regen ClassIcon medic_regen_giant Name "Giant Regen Medic" } } } WaveSpawn { Name w5_1_b1 WaitForAllSpawned w5_1_a1 TotalCount 40 MaxActive 12 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 4 TotalCurrency 60 Where spawnbot_side Where spawnbot TFBot { Class Scout Skill Normal } } WaveSpawn { Name w5_1_b2 WaitForAllSpawned w5_1_a2 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 25 TotalCurrency 120 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn { Name w5_1_b2 WaitForAllSpawned w5_1_a2 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 40 WaitBetweenSpawns 20 TotalCurrency 50 Where spawnbot_flank TFBot { Template T_TFBot_giant_smg_sniper } } WaveSpawn { Name w5_1_c1 WaitForAllSpawned w5_1_b2 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 30 TotalCurrency 100 Tank { Health 25000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_1" Template "TankVacBlast" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w5_1_c1 WaitForAllSpawned w5_1_b2 TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 10 TotalCurrency 90 Where spawnbot_side TFBot { Template T_TFBot_Giant_Crit_A_Cola_Scout } } WaveSpawn { Name w5_2_b1 WaitForAllDead w5_1_c1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 20 TotalCurrency 150 Tank { Health 15000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_1" Template "TankVacBullet" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w5_2_a2 WaitForAllDead w5_1_c1 TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 30 TotalCurrency 120 Where spawnbot Squad { TFBot { Template T_TFBot_Gaint_Pyro_Phlog } TFBot { Template T_TFBot_blast_vac_medic } TFBot { Template T_TFBot_blast_vac_medic } } } WaveSpawn { Name w5_2_a3 WaitForAllDead w5_1_c1 TotalCount 48 MaxActive 12 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 6 TotalCurrency 240 Where spawnbot_invasion Squad { TFBot { Template T_TFBot_Pyro_Axtinguisher_armored } TFBot { Template T_TFBot_blast_vac_medic } } } WaveSpawn { Name w5_2_b1 WaitForAllSpawned w5_2_a2 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 30 TotalCurrency 90 Where spawnbot_flank Squad { TFBot { Template T_TFBot_giant_cluster_demo } TFBot { Template T_TFBot_bullet_vac_medic } TFBot { Template T_TFBot_bullet_vac_medic } TFBot { Template T_TFBot_bullet_vac_medic } } } WaveSpawn { Name w5_2_b1 WaitForAllSpawned w5_2_a2 TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 5 TotalCurrency 100 Where spawnbot_invasion TFBot { Template T_TFBot_Demoman_Samurai } } WaveSpawn { WaitForAllDead w5_2_b1 WaitBeforeStarting 5 FirstSpawnWarningSound "vo\mvm_another_bomb04.mp3" FirstSpawnOutput { Target "Ironman_Mode_Intel" Action "Enable" } } WaveSpawn { Name w5_3_a1 WaitForAllDead w5_2_b1 TotalCount 25 MaxActive 10 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 150 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Sniper_Huntsman_Spammer } TFBot { Template T_TFBot_Giant_Medic_Regen ClassIcon medic_regen_giant Name "Giant Regen Medic" } TFBot { Template T_TFBot_Demo_Burst Attributes AlwaysCrit } TFBot { Template T_TFBot_Demo_Burst Attributes AlwaysCrit } TFBot { Template T_TFBot_Demo_Burst Attributes AlwaysCrit } } } WaveSpawn { Name w5_3_a2 WaitForAllDead w5_2_b1 TotalCount 50 MaxActive 10 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 4 TotalCurrency 100 Where spawnbot TFBot { Class Scout Skill Normal } } WaveSpawn { Name w5_3_b1 WaitForAllSpawned w5_3_a1 TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 12.5 TotalCurrency 100 Where spawnbot_flank TFBot { Template T_TFBot_Giant_Crit_A_Cola_Scout } } WaveSpawn { Name w5_3_b2 WaitForAllSpawned w5_3_a1 TotalCount 10 MaxActive 5 SpawnCount 5 WaitBeforeStarting 24 WaitBetweenSpawnsAfterDeath 5 TotalCurrency 150 Where spawnbot 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 } TFBot { Template T_TFBot_Medic_Quickuber } } } WaveSpawn { Name w5_3_b3 WaitForAllSpawned w5_3_a1 TotalCount 40 MaxActive 12 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 200 Where spawnbot TFBot { Template T_TFBot_bison_soldier ClassIcon soldier_bison_spammer } } } //WAVE 6 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $600 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay //wave_start_ironman_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCount 100 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 6 TotalCurrency 0 Where spawnbot_invasion Support 1 RandomChoice 1 RandomChoice { TFBot { Template T_TFBot_Axetinguser_Combo_Pyro } TFBot { Template T_TFBot_Soldier_Burstfire_Armored } TFBot { Template T_TFBot_sniper_smg_cleaner_carbine } TFBot { Template T_TFBot_sniper_smg_cleaner_carbine } TFBot { Template T_TFBot_Scout_FAN } TFBot { Template T_TFBot_Scout_FAN } TFBot { Template T_TFBot_Demoman_Knight } TFBot { Template T_TFBot_Demoman_Knight } } } WaveSpawn { Name w6_a1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 20 TotalCurrency 50 Tank { Health 30000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w6_a1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 20 TotalCurrency 50 Tank { Health 30000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_bridge1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w6_b1 WaitForAllDead w6_a1 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 12.5 WaitBetweenSpawns 30 TotalCurrency 100 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Nuke } TFBot { Template T_TFBot_giant_bullet_medic } } } WaveSpawn { Name w6_b2 WaitForAllDead w6_a1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 20 TotalCurrency 50 Tank { Health 25000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_1" Template TankVacBullet OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w6_c1 WaitForAllDead w6_b2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 20 TotalCurrency 50 Tank { Health 25000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_bridge1" Template TankVacBullet OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w6_c1 WaitForAllDead w6_b2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 20 TotalCurrency 50 Tank { Health 25000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_1" Template TankVacBlast OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w6_d1 WaitForAllDead w6_c1 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12.5 WaitBetweenSpawns 30 TotalCurrency 150 Where spawnbot_invasion TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } } WaveSpawn { Name w6_e1 WaitForAllSpawned w6_d1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 30 TotalCurrency 100 Where spawnbot_invasion Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_giant_blast_medic } } } WaveSpawn { Name w6_f1 WaitForAllDead w6_e1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 20 TotalCurrency 0 Tank { Health 25000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_1" Template TankVacMelee Skin 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } }