#base robot_standard.pop #base robot_giant.pop #base robot_damno.pop #base robot_elite_damno.pop WaveSchedule { StartingCurrency 1200 CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 3 FixedRespawnWaveTime 1 NoRomevisionCosmetics 1 SniperAllowHeadshots 1 // AddSentryBusterWhenDamageDealtExceeds 3000 // AddSentryBusterWhenKillCountExceeds 15 // Advanced 1 // EventPopfile Halloween Mission // For Wave 2 { Where spawnbot Objective Spy // Engineer,Sniper,Spy,DestroySentries BeginAtWave 2 RunForThisManyWaves 1 DesiredCount 2 InitialCooldown 30 CooldownTime 35 TFBot { Template T_TFBot_Spy_Elite } } Mission // For Wave 3 { Where spawnbot_upper Objective Sniper // Engineer,Sniper,Spy,DestroySentries BeginAtWave 3 RunForThisManyWaves 1 DesiredCount 2 InitialCooldown 25 CooldownTime 35 TFBot { Template T_TFBot_Sniper CharacterAttributes { "cannot headshot" 1 } } } Mission // For all waves { Where spawnbot_sentrybuster Objective DestroySentries // Engineer,Sniper,Spy,DestroySentries BeginAtWave 1 RunForThisManyWaves 6 DesiredCount 1 InitialCooldown 30 CooldownTime 35 TFBot { Template T_TFBot_SentryBuster } } PrecacheModel "models/bots/boss_bot/boss_tank_color.mdl" // RGB Tank .mdl CustomWeapon // yuugi stuff { "Duck Launcher" // Just ducks { OriginalItemName "Upgradeable tf_weapon_rocketlauncher" "paintkit_proto_def_index" 201 // quackers "set_item_texture_wear" 0 "projectile spread angle penalty" 5 "rocket jump damage reduction" 0.35 // -65% "damage penalty" 0.55 // -45% "blast radius decreased" 0.85 // -15% "self dmg push force decreased" 0.65 // -35% //Sig/Rafmod Attributes "mult projectile count" 5 // shoots out 4 roc- I mean ducks "ignores other projectiles" 1 "custom weapon fire sound" "=70|ambient/bumper_car_quack11.wav" "custom impact sound" "ambient/bumper_car_quack5.wav" "custom weapon reload sound" "=85|ambient/bumper_car_quack3.wav" "projectile trail particle" "flamethrower_underwater" "mult projectile scale" 0.5 // lol workaround //"custom projectile model" "models/empty.mdl" // Don't do this, otherwise it will delete the crit trail lol "special item description" "Ducks. Just ducks" } "Bouncy Duck Launcher" { OriginalItemName "Upgradeable tf_weapon_grenadelauncher" "paintkit_proto_def_index" 201 "set_item_texture_wear" 0 "projectile spread angle penalty" 5 "rocket jump damage reduction" 0.35 // -65% "damage penalty" 0.55 // -45% "blast radius decreased" 0.85 // -15% "self dmg push force decreased" 0.65 // -35% "grenade no spin" 1 //Sig/Rafmod Attributes "mult projectile count" 4 // shoots out 4 pil- I mean ducks "grenade bounce speed" 1 "grenade bounce damage" 0.2 "projectile speed decreased" 0.85 "custom weapon fire sound" "=70|ambient/bumper_car_quack11.wav" "custom impact sound" "ambient/bumper_car_quack5.wav" "custom weapon reload sound" "=85|ambient/bumper_car_quack3.wav" "projectile trail particle" "flamethrower_underwater" "mult projectile scale" 0.5 // lol workaround } } ExtraLoadoutItems { Soldier { Primary { Item "Duck Launcher" } } Demoman { Primary { Item "Bouncy Duck Launcher" } } } PlayerShootTemplate { Name just_ducks Offset "0 0 -10" AttachToProjectile 1 ItemName "Duck Launcher" } PlayerShootTemplate { Name just_ducks Offset "0 0 -10" AttachToProjectile 1 ItemName "Bouncy Duck Launcher" } PointTemplates { just_ducks { OnSpawnOutput { Target "!activator" Action "addoutput" Param "rendermode 10" Delay 0.01 } prop_dynamic { "TargetName" "literally_a_duck" "model" "models/workshop/player/items/pyro/eotl_ducky/eotl_bonus_duck.mdl" "origin" "0 0 0" "disableshadows" "1" } } } PointTemplates { colortank { OnSpawnOutput { Target "!activator" Action "color" //Change to any RGB value Param "255 255 0" } } colortank2 { OnSpawnOutput { Target "!activator" Action "color" //Change to any RGB value Param "150 75 0" } } missionname1 { logic_auto { "origin" "0 0 0" "targetname" "missionname" "OnMapSpawn" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,Zero Tolerance (Expert),0,-1" } } } Templates { Showcase_Soldier_Easy { Class Scout Skill Easy CustomEyeGlowColor "255 255 255" // green eyes } Showcase_Soldier_Expert { Class Scout Skill Expert //CustomEyeGlowColor "255 165 0" // orange eyes } Showcase_Soldier_Elite { Class Scout //Skill Elite // csgo's 5th skill level AimTrackingInterval 0.01 // override for skill aim //FastUpdate 1 // updates ai every tick CustomEyeGlowColor "255 0 0" // red eyes } } SpawnTemplate "missionname1" Wave // Wave 1 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_choose_relay Action Trigger } WaveSpawn { Name "a1" TotalCount 2 MaxActive 2 SpawnCount 1 Where spawnbot_left Where spawnbot_right RandomSpawn 1 WaitBetweenSpawns 13 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Demo_RapidFire //Item "Grenadier Helm" } } WaveSpawn { Name "a1" TotalCount 24 MaxActive 8 SpawnCount 4 Where spawnbot_right Where spawnbot_left RandomSpawn 1 WaitBetweenSpawns 3 WaitBeforeStarting 0.1 TotalCurrency 50 TFBot { Class Scout //Skill Elite // csgo's 5th skill level AimTrackingInterval 1 // override for skill aim //FastUpdate 1 // updates ai every tick CustomEyeGlowColor "255 255 255" // white eyes } } WaveSpawn { Name "a2" TotalCount 1 SpawnCount 1 TotalCurrency 300 WaitBeforeStarting 10 WaitForAllSpawned "a1" Tank { Health 17500 Speed 75 Name "Tank1" StartingPathTrackNode "tank_path_a_0" ClassIcon tank_lite NoCrushDamage 1 Model "models/bots/boss_bot/boss_tank_color.mdl" SpawnTemplate "colortank" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "a2a" TotalCount 16 SpawnCount 4 MaxActive 8 WaitBetweenSpawns 4.5 WaitBeforeStarting 12 Where spawnbot WaitForAllSpawned "a1" TotalCurrency 50 TFBot { Class Scout Skill Normal Item "Bonk! Atomic Punch" Item "Bonk Helm" WeaponRestrictions PrimaryOnly //ClassIcon scout_bonk } } WaveSpawn { Name "a3" TotalCount 3 SpawnCount 1 MaxActive 3 WaitBetweenSpawns 14 WaitBeforeStarting 5 Where spawnbot_right WaitForAllSpawned "a2a" TotalCurrency 100 TFBot { Template T_TFBot_Giant_Demo_Burst } } WaveSpawn { Name "a3a" TotalCount 32 SpawnCount 4 MaxActive 8 WaitBetweenSpawns 5 Where spawnbot WaitForAllSpawned "a2a" WaitBeforeStarting 6.5 TotalCurrency 50 TFBot { Class Scout Name "Elite Scout" WeaponRestrictions MeleeOnly Attributes AlwaysCrit Classicon scout_bat_nys AimTrackingInterval 0.01 // override for skill aim CustomEyeGlowColor "255 0 0" // red eyes } } //WaveSpawn // culled subwave //{ // Name "a4" // TotalCount 4 // SpawnCount 1 // MaxActive 4 // Where spawnbot_left // Where spawnbot_right // WaitForAllSpawned "a3" // WaitBeforeStarting 10 // WaitBetweenSpawns 16 // // TotalCurrency 125 // // TFBot // { // Template T_TFBot_Giant_Demoman_Elite // Name "Giant Rapid Fire Demoman" // Item "Grenadier Helm" // } //} WaveSpawn { Name "a4s" Support 1 TotalCount 16 MaxActive 8 SpawnCount 4 Where spawnbot WaitForAllSpawned "a3a" WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 25 TFBot { Class Scout //Skill Elite // csgo's 5th skill level AimTrackingInterval 1 // override for skill aim //FastUpdate 1 // updates ai every tick CustomEyeGlowColor "255 255 255" // white eyes } } } Wave // Wave 2 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_choose_relay Action Trigger } WaveSpawn { Name "a1a" TotalCount 18 MaxActive 11 SpawnCount 4 WaitBetweenSpawns 10 WaitBeforeStarting 0 Where spawnbot_left TotalCurrency 250 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit UseMeleeThreatPrioritization 1 } TFBot { Template T_TFBot_Medic_Elite } TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Heavyweapons_Fist } } } WaveSpawn { Name "a1a" Where spawnbot_upper TotalCount 24 SpawnCount 2 MaxActive 6 WaitBetweenSpawns 5 WaitBeforeStarting 0.1 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Pyro_Elite } TFBot { Template T_TFBot_Medic_Elite } } } WaveSpawn { Name "a1b" Where spawnbot_right Where spawnbot_left RandomSpawn 1 TotalCount 6 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 5 WaitBeforeStarting 0.25 TotalCurrency 50 TFBot { Class HeavyWeapons Skill Hard WeaponRestrictions SecondaryOnly ClassIcon heavy_shotgun Name "Heavy Shotgun" } } WaveSpawn { Name "a2" Where spawnbot TotalCount 9 MaxActive 9 SpawnCount 3 WaitBetweenSpawns 12 WaitForAllDead "a1a" TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier UseMeleeThreatPrioritization 1 } TFBot { Template T_TFBot_Medic_Elite } TFBot { Template T_TFBot_Medic_Elite } } WaveSpawn { Name "a2" Where spawnbot TotalCount 12 MaxActive 4 WaitBetweenSpawns 10 SpawnCount 4 WaitForAllDead "a1a" TotalCurrency 50 TFBot { Class Demoman Skill Normal //ClassIcon soldier_conch Attributes SpawnWithFullCharge Item "The Concheror" CharacterAttributes { "increase buff duration" 9 } } } WaveSpawn { Name "a2a" Where spawnbot_right Where spawnbot_left RandomSpawn 1 TotalCount 6 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 5 WaitBeforeStarting 0.25 TotalCurrency 50 TFBot { Class HeavyWeapons Skill Hard WeaponRestrictions SecondaryOnly ClassIcon heavy_shotgun Name "Heavy Shotgun" } } WaveSpawn { Name "a3" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 20 WaitForAllSpawned "a2" TotalCurrency 50 Squad { TFBot { Template T_TFBot_Giant_Soldier_Elite } TFBot { Template T_TFBot_Giant_Medic_Elite } } } WaveSpawn { Name "a3a" Where spawnbot_upper TotalCount 10 Support 1 MaxActive 4 SpawnCount 1 WaitBeforeStarting 23 WaitBetweenSpawns 4 WaitForAllSpawned "a2" TotalCurrency 50 TFBot { Class Sniper Name "Bowman" Skill Hard ClassIcon sniper_bow WeaponRestrictions PrimaryOnly Item "The Huntsman" } } } Wave // wave 3 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_choose_relay Action Trigger } WaveSpawn { Name "a1" TotalCount 2 MaxActive 2 WaitBetweenSpawns 15 SpawnCount 1 Where spawnbot TotalCurrency 150 TFBot { Template T_TFBot_Giant_Heavyweapons_Elite } } WaveSpawn { Name "a1a" TotalCount 24 MaxActive 8 SpawnCount 4 Where spawnbot WaitBetweenSpawns 5 WaitBeforeStarting 2.5 TotalCurrency 50 TFBot { Template T_TFBot_Soldier_Elite } } WaveSpawn { Name "a2" TotalCount 4 MaxActive 4 SpawnCount 1 Where spawnbot WaitBetweenSpawns 30 WaitBeforeStarting 20 WaitForAllSpawned "a1" TotalCurrency 300 TFBot { Template T_TFBot_Giant_Heavyweapons } } WaveSpawn { Name "a2" TotalCount 60 MaxActive 12 SpawnCount 4 Where spawnbot WaitBetweenSpawns 6 WaitBeforeStarting 24 WaitForAllSpawned "a1" TotalCurrency 200 TFBot { Template T_TFBot_Pyro_Elite CharacterAttributes { "airblast disabled" 1 } } } WaveSpawn { Name "a2" TotalCount 2 SpawnCount 1 MaxActive 2 WaitBetweenSpawns 20 TotalCurrency 300 WaitBeforeStarting 30 WaitForAllSpawned "a1" Tank { Health 27500 Speed 75 Name "Tank1" StartingPathTrackNode "tank_path_a_0" ClassIcon tank_lite NoCrushDamage 1 Model "models/bots/boss_bot/boss_tank_color.mdl" SpawnTemplate "colortank" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_choose_relay Action Trigger } WaveSpawn { Name "a1" TotalCount 4 SpawnCount 2 MaxActive 3 Where spawnbot_left Where spawnbot_right RandomSpawn 1 WaitBetweenSpawns 15 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage } TFBot { Template T_TFBot_Giant_Medic_Elite } } } WaveSpawn { Name "a1a" TotalCount 35 SpawnCount 5 MaxActive 10 Where spawnbot Where spawnbot_upper RandomSpawn 1 WaitBetweenSpawns 6 TotalCurrency 50 TFBot { Template T_TFBot_Pyro_Elite Attributes AlwaysCrit CharacterAttributes { "airblast disabled" 1 } } } } }