#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop population { StartingCurrency 150 RespawnWaveTime 999 FixedRespawnWaveTime Yes CanBotsAttackWhileInSpawnRoom no ExtendedUpgradesOnly 1 ForceHoliday 2 NoHolidayPickups 1 BonusRatioHalf 2 BotPushaway 0 NoRomevisionCosmetics 1 BonusRatioFull 2 WaveStartCountdown 6 ItemAttributes //Adds attributes to specified item given to players { ItemName "The Overdose" "clip size bonus" 1.5 "add cond on kill" 29 "add cond on kill duration" 1 "special item description" "+50% clip size; 2s of conch buff on kill" } ItemAttributes //Adds attributes to specified item given to players { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "minicritboost on kill" 1 "special item description" "1s of minicrit on kill" } ItemAttributes //Adds attributes to specified item given to players { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "minicritboost on kill" 1 "special item description" "1s of minicrit on kill" } ClassLimit //Limits the number of specified classes { Heavyweapons 0 Scout 0 Soldier 0 Spy 0 Engineer 0 Pyro 0 Demoman 0 Sniper 0 } PointTemplates { Rename_Player { OnSpawnOutput { Target "!activator" Action "AddOutput" Param "targetname red_player" Delay 0 } } Resupply { NoFixup 1 prop_dynamic { "targetname" "locker_model" "model" "models/props_gameplay/resupply_locker.mdl" "solid" "6" "origin" "-3232.2 1648.0 -1300.0" "angles" "0 90 0" "disableshadows" "1" } func_regenerate { "targetname" "locker_regenerate" "associatedmodel" "locker_model" "TeamNum" "2" "origin" "-3232.2 1648.0 -1300.0" "mins" "0 -48 0" "maxs" "40 48 128" "OnStartTouchAll" "locker_model,SetAnimation,open,0,-1" "OnEndTouchAll" "locker_model,SetAnimation,close,0,-1" } } RespawnRoom { NoFixup 1 logic_auto { "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger locker_model:Disable::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger locker_model:Enable::0:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger locker_model:DisableCollision::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger locker_model:EnableCollision::0:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger locker_regenerate:Disable::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger locker_regenerate:Enable::0:-1,0,-1" "OnMapSpawn" "wave_start_relay,AddOutput,OnTrigger le_respawnroom:Disable::0:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger le_respawnroom:Enable::0.1:-1,0,-1" "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger red_player:$ForceRespawnDead::0:-1,0,-1" } trigger_multiple { "targetname" "le_respawnroom" "origin" "0 0 0" "spawnflags" "1" "solid" "0" "mins" "-10000 -10000 -10000" "maxs" "10000 10000 10000" "OnEndTouch" "!activator,$ForceRespawnDead,0.1,-1" } // func_respawnroom //doesn't work lo // { // "targetname" "le_respawnroom" // "origin" "0 0 0" // "spawnflags" "1" // "mins" "-10000 -10000 -10000" // "maxs" "10000 10000 10000" // "StartDisabled" "1" // "TeamNum" "2" //red // } } Teleported_Particle { OnSpawnOutput { Target "teleported" Action "Kill" Delay 1 } info_particle_system { "origin" "0 0 0" "targetname" "teleported" "effect_name" "eb_tp_player_rope" "flag_as_weather" "0" "start_active" "1" } } FunnyPitTeleport { filter_activator_tfteam { "targetname" "filter_is_red" "Negated" "0" "TeamNum" "2" } filter_activator_tfteam { "targetname" "filter_is_blu" "Negated" "0" "TeamNum" "3" } info_target { "targetname" "coolkids_area" "origin" "-3535.5 2467.1 -949.0" "angles" "0 0 0" } trigger_teleport { "targetname" "idiot-proof_trigger" "origin" "-3280 2200 -7440" "mins" "-4864 -5328 -192" "maxs" "4864 5328 192" "spawnflags" "1" "filtername" "filter_is_red" "target" "coolkids_area" "OnStartTouch" "teleported_particle_maker,FireUser1,,0,-1" } trigger_hurt { "targetname" "trolley" "origin" "-3280 2200 -7460" "mins" "-4864 -5328 -192" "maxs" "4864 5328 192" "solid" "0" "spawnflags" "1" "damage" "99999" "filtername" "filter_is_blu" } info_particle_system { "origin" "-3265.5 2507.4 -7440" "targetname" "vortex" "effect_name" "eb_tp_vortex01" "flag_as_weather" "0" "start_active" "1" } env_entity_maker { "targetname" "teleported_particle_maker" "EntityTemplate" "Teleported_Particle" "PostSpawnDirection" "0 0 0" "PostSpawnDirectionVariance" "0" "PostSpawnInheritAngles" "0" "PostSpawnSpeed" "0" "spawnflags" "0" "OnUser1" "!self,ForceSpawnAtEntityOrigin,coolkids_area,0,-1" } } TeleChain_Start { NoFixup 1 KeepAlive 1 info_target { "targetname" "tele_chain_location" } } TeleChain_Continue { KeepAlive 1 OnSpawnOutput { Target "!activator" Action "$TeleportToEntity" Param "tele_chain_location" Delay 0.05 } OnSpawnOutput { Target "tele_chain_location" Action "SetParent" Param "!activator" Delay 0.1 } OnSpawnOutput { Target "tele_chain_location" Action "$SetLocalOrigin" Param "0 0 0" Delay 0.1 } } TeleChain_End { OnSpawnOutput { Target "!activator" Action "$TeleportToEntity" Param "tele_chain_location" Delay 0.05 } OnSpawnOutput { Target "tele_chain_location" Action "Kill" Delay 0.1 } } LoseRelay { NoFixup 1 logic_relay { "targetname" "lose_relay" "OnTrigger" "bots_win,RoundWin,,0,-1" } } // ReprogramFire // { // NoFixup 1 // OnSpawnOutput // { // Target "reprogram_handler" // Action "FireUser1" // Delay 0 // } // } Reprogram_Handler { NoFixup 1 filter_tf_condition { "targetname" "filter_is_set_to_be_senttogulag" "Negated" "0" "require_all_tags" "1" "condition" "121" } filter_tf_bot_has_tag { "targetname" "filter_can_reprogram" "Negated" "1" "require_all_tags" "1" "tags" "no_reprogram" } filter_multi //main filter { "targetname" "filter_reprogram_main" "Negated" "0" "FilterType" "0" "Filter01" "filter_is_set_to_be_senttogulag" "Filter02" "filter_can_reprogram" "OnPass" "!activator,$RemoveCond,121,0,-1" "OnPass" "!activator,$AddCond,43,0,-1" "OnPass" "!activator,$RemoveCond,43,5,-1" //edit delay (number after 43) to edit reprogram duration } trigger_multiple { "targetname" "reprogram_handler" "origin" "0 0 0" "mins" "-10000.0 -10000.0 -10000.0" "maxs" "10000.0 10000.0 10000.0" "spawnflags" "1" "StartDisabled" "1" //"filtername" "filter_reprogram_main" "OnStartTouch" "filter_reprogram_main,TestActivator,!activator,0,-1" "OnUser1" "!self,Enable,,0,-1" "OnUser1" "!self,Disable,,0.1,-1" } } } PlayerSpawnTemplate { Name Rename_Player Origin "0 0 0" } SpawnTemplate "Reprogram_Handler" SpawnTemplate "LoseRelay" SpawnTemplate FunnyPitTeleport SpawnTemplate Resupply SpawnTemplate RespawnRoom // PlayerShootTemplate // { // Name ReprogramFire // Speed 0 // } ExtraSpawnPoint //Adds spawn points on specified location { Name Espawn TeamNum 3 X "-3244.89" Y "2479.84" Z "-1213.82" } ExtraSpawnPoint //Adds spawn points on specified location { Name Dspawn TeamNum 3 X "-4197.7" Y "3606" Z "-1181" } ExtraSpawnPoint //Adds spawn points on specified location { Name Cspawn TeamNum 3 X "-1838.9" Y "4024.79" Z "-1021.82" } ExtraSpawnPoint //Adds spawn points on specified location { Name hills TeamNum 3 X "-1831.76" Y "2773.66" Z "-992.57" } ExtendedUpgrades { upgrade { Name "Antidote Injector" Attribute "add cond on hit" Cap 121 //don't change cond Increment 121 Cost 100 description "High chance of converting zombies for 5 seconds" AllowedWeapons // Restricts upgrade to specified weapons { Slot "Melee" } SecondaryAttributes { "fire rate bonus" 0.1 "fire input on hit|reprogram_handler^FireUser1^" 0.1 } SecondaryAttributes { "add cond on hit duration" 5 } } rocketcrossbow { Name "Rocket Crossbow" Attribute "override projectile type" Cap 2 Increment 2 Cost 150 description "Shoots rockets" AllowedWeapons // Restricts upgrade to specified weapons { Slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Blutsauger" ItemName "Festive Crusader's Crossbow" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" } SecondaryAttributes { "mini rockets" 1 "blast radius increased" -0.1 "centerfire projectile" 1 "damage bonus HIDDEN" -0.35 } DisallowedUpgrade { Upgrade pierce Level 1 } } rocketcrossbow_fes { Name "Rocket Crossbow" Attribute "override projectile type" Cap 2 Increment -21 Cost 150 description "Shoots rockets" AllowedWeapons // Restricts upgrade to specified weapons { ItemName "Festive Crusader's Crossbow" } SecondaryAttributes { "mini rockets" 1 "blast radius increased" -0.1 "damage bonus HIDDEN" -0.35 "centerfire projectile" 1 } DisallowedUpgrade { Upgrade pierce_fes Level 1 } } pierce { Name "Piercing Bolts" Attribute "projectile penetration" Cap 1 Increment 1 Cost 150 description "Projectiles pierce enemies and does more damage" AllowedWeapons { slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Blutsauger" Itemname "The Overdose" ItemName "Festive Crusader's Crossbow" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" } SecondaryAttributes { "damage bonus HIDDEN" 0.4 } DisallowedUpgrade { Upgrade rocketcrossbow Level 1 } } pierce_fes { Name "Piercing Bolts" Attribute "projectile penetration" Cap 1 Increment 1 Cost 150 description "Projectiles pierce enemies and does more damage" AllowedWeapons { ItemName "Festive Crusader's Crossbow" } SecondaryAttributes { "damage bonus HIDDEN" 0.4 } DisallowedUpgrade { Upgrade rocketcrossbow_fes Level 1 } } upgrade { Name "Marking Arrow" Attribute "mark for death" Cap 1 Increment 1 Cost 150 description "Mark enemy for death" AllowedWeapons { slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Blutsauger" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" } } upgrade { Name "Stronger Projectiles" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 50 description "+25% damage bonus" AllowedWeapons // Restricts upgrade to specified weapons { Slot "Primary" } DisallowedWeapons // Disallow those weapons { ItemName "The Blutsauger" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" } } upgrade { Name "Protective Gear" Attribute "max health additive bonus" Cap 150 Increment 30 description "+30 Max health" Cost 50 playerupgrade 1 } upgrade { Name "Adrenaline Injection" Attribute "fire rate bonus" Cap 0.7 Increment -0.15 description "+15% fire rate and movespeed bonus" Cost 100 playerupgrade 1 SecondaryAttributes { "move speed bonus" 0.15 } } upgrade { Name "More Ammo" Attribute "maxammo primary increased" Cap 2 Increment 0.2 description "+20% max ammo" Cost 25 AllowedWeapons // Restricts upgrade to specified weapons { Slot "Primary" } } uberlaser { Name "Uber Raygun" Attribute "sniper fires tracer" Cap 1 Increment 1 description "Fire deadly beams at the cost of using 2% uber per shot" Cost 150 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Blutsauger" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" } SecondaryAttributes { "override projectile type" 1 "damage bonus HIDDEN" 3.5 "ubercharge ammo" 2 "fire rate bonus HIDDEN" 3.5 "attach particle effect" 56 "projectile penetration" 1 "ragdolls become ash" 1 } DisallowedUpgrade { Upgrade syringemaster Level 1 } } syringemaster { Name "Crit Syringes" Attribute "always crit" Cap 1 Increment 1 description "Always crit" Cost 450 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Blutsauger" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" } DisallowedUpgrade { Upgrade uberlaser Level 1 } } upgrade { Name "Medigun Range" Attribute "mult medigun range" Cap 1.75 Increment 0.25 description "+25% medigun range" Cost 50 AllowedWeapons // Restricts upgrade to specified weapons { slot "secondary" } } upgrade { Name "Projectile Shield" Attribute "generate rage on heal" Cap 1 Increment 1 description "first tier of Projectile Shield" Cost 300 AllowedWeapons // Restricts upgrade to specified weapons { slot "secondary" } } upgrade { Name "Sharper Syringes" Attribute "damage bonus" Cap 2 Increment 0.10 description "+10% damage bonus" Cost 25 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Blutsauger" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" } } acid { Name "Acid Syringes" Attribute "bleeding duration" Cap 15 Increment 15 description "More damage and melts zombies" Cost 150 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Blutsauger" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" } SecondaryAttributes { "damage bonus HIDDEN" 0.5 } DisallowedUpgrade { Upgrade gas Level 1 } } gas { Name "Gas Syringes" Attribute "Set DamageType Ignite" Cap 1 Increment 1 description "Burns target and does more damage" Cost 150 AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Blutsauger" ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Itemname "The Overdose" ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" } SecondaryAttributes { "damage bonus HIDDEN" 0.5 } DisallowedUpgrade { Upgrade acid Level 1 } } upgrade { Name "Phlogiston Igniter Melee" Attribute "crit vs burning players" Cap 1 Increment 1 description "Crit vs burning players" Cost 50 AllowedWeapons // Restricts upgrade to specified weapons { Slot "Melee" } } } PlayerAttributes //Player attributes appied for the whole mission { "cannot be backstabbed" 1 scout { "max health additive bonus" -124 } soldier { "max health additive bonus" -199 } pyro { "max health additive bonus" -174 } demoman { "max health additive bonus" -174 } heavyweapons { "max health additive bonus" -299 } engineer { "max health additive bonus" -124 } sniper { "max health additive bonus" -124 } } Wave { RedTeamWipeCausesWaveLoss 1 InitWaveOutput { Target wave_initE_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}I know we are enemies, but you must assist me in creating this cure." Line "{blue}I'll whip up a temporary antidote you can use to make zombies fight each other." Line "{blue}You can get those on your melees from my special upgrade stations." Line "{blue}There are also special upgrades for primaries." Line "{blue}Also, there's no respawn rooms here. There is no reviving besides reanimators." Line "{blue}You can only change weapons at the resupply locker at E." } WaveSpawn { TotalCount 1 name cureguy MaxActive 1 SpawnCount 1 FirstSpawnMessage "{blue}If I die, we lose. If you all die, I'll be helpless. So don't die!" Support Limited Where Espawn TFBot { ClassIcon medic_armored_lite Health 8000 Name "Chief Medic" Action fetchflag Scale 1.7 skin 1 Attributes UseBossHealthBar Class Medic Attributes Miniboss Skill Expert WeaponRestrictions MeleeOnly Item "the amputator" Item "modest metal pile of scrap" ItemAttributes { itemname "the amputator" "damage bonus" 1.25 "damage force reduction" 0.0001 "melee range multiplier" 1.25 } Taunt //Taunt periodically { Delay 1 Cooldown 15 } AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" Delay 0.1 } } } WaveSpawn { TotalCount 1 Waitforalldead cureguy MaxActive 1 SpawnCount 1 Support Limited Where Espawn FirstSpawnOutput { Target "lose_relay" Action "Trigger" } Squad { Randomchoice { TFBot { Class Scout Action mobber name "you lose lol" } } } } WaveSpawn { TotalCurrency 0 name 11 TotalCount 24 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe Randomchoice { TFBot { ClassIcon heavy_fist_nys Name Zombie Class HeavyWeapons Skill Hard Usehumanmodel 1 Item "Zombie Heavy" Action Mobber WeaponRestrictions MeleeOnly } TFBot { ClassIcon heavy_fist_nys Name Zombie Class Demoman Skill Hard Usehumanmodel 1 Item "Zombie demo" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_bottle" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_fist_nys Name Zombie Class Scout Skill Hard Usehumanmodel 1 Item "Zombie Scout" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_Bat" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_fist_nys Name Zombie Class Soldier Skill Hard Usehumanmodel 1 Item "Zombie Soldier" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } } } } WaveSpawn { TotalCurrency 0 name 12 Waitforalldead 11 TotalCount 16 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_ce_sewer TFBot { Class Pyro Classicon pyro_thirddegree Name "Third Degree Zombie" Skill Expert Action mobber Usehumanmodel 1 Item "Zombie Pyro" WeaponRestrictions MeleeOnly Item "The Third Degree" } } WaveSpawn { TotalCurrency 0 name 12 Waitforalldead 11 TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_abe TFBot { ClassIcon heavy_steelfist Name "Iron Zombie" Usehumanmodel 1 item "zombie heavy" Class Heavyweapons Action mobber Skill normal WeaponRestrictions MeleeOnly Item "fists of steel" Item "war head" } } WaveSpawn { TotalCurrency 0 name 13 Waitforalldead 12 TotalCount 18 MaxActive 18 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { ClassIcon scout_wrap_lite class Scout Usehumanmodel 1 item "zombie scout" name "Bleed Scout" Action mobber Skill Expert WeaponRestrictions MeleeOnly Item "the wrap assassin" FireWeapon //Periodically fires weapon { Cooldown 1 IfSeeTarget 1 Type "Secondary" } } } WaveSpawn { TotalCurrency 0 name 14 Waitforalldead 13 TotalCount 30 MaxActive 20 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_cde Randomchoice { TFBot { Class Soldier classicon soldier_pickaxe_dual Skill hard Name "Pickaxe Zombie" Action mobber WeaponRestrictions MeleeOnly Item "the equalizer" Usehumanmodel 1 Item "Zombie soldier" } TFBot { Class Soldier classicon soldier_pickaxe_dual Skill hard Name "Pickaxe Zombie" WeaponRestrictions MeleeOnly Usehumanmodel 1 Item "Zombie soldier" Action mobber Item "the escape plan" } } } WaveSpawn { TotalCurrency 0 name 15 Waitforalldead 14 TotalCount 32 MaxActive 16 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe Randomchoice { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Usehumanmodel 1 Action mobber Item "Zombie heavy" Name "Brawler Zombie" } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Usehumanmodel 1 Action mobber Item "Zombie heavy" Name "Brawler Zombie" } } } WaveSpawn { TotalCurrency 0 name 15 Waitforalldead 14 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 8 Where spawnbot_cde TFBot { Template T_TFBot_Scout_Sandman Action mobber Item "Zombie scout" Usehumanmodel 1 Name "Baseball Zombie" } } WaveSpawn { TotalCurrency 0 name 16 Waitforalldead 15 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 8 Where spawnbot_abe TFBot { template T_TFBOT_SCOUT_BONK skill hard name "Bonk Zombie" Usehumanmodel 1 item "zombie scout" action mobber } } WaveSpawn { TotalCurrency 0 Waitforalldead 16 name 17 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot_abe FirstSpawnMessage "{blue}Big zombies! My antidotes won't work on them...." TFBot { Classicon demoknight_skullcutter_lite Class Demoman tag no_reprogram Health 3300 Attributes Miniboss Name "Executioner Zombie" WeaponRestrictions MeleeOnly Item "the scotsman's skullcutter" Item "mask of the shaman" Usehumanmodel 1 Action Mobber Item "Zombie Demo" CharacterAttributes { "move speed bonus" 0.5 "minicritboost on kill" 3 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "damage force reduction" 0.0001 } } } WaveSpawn { TotalCurrency 0 Waitforallspawned 17 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 11 Where spawnbot_abe TFBot { Classicon demoknight_skullcutter_lite Class Demoman Attributes Miniboss Name "Executioner Zombie" Health 3300 Usehumanmodel 1 Item "Zombie Demo" Action Mobber WeaponRestrictions MeleeOnly Item "the scotsman's skullcutter" Item "mask of the shaman" tag no_reprogram CharacterAttributes { "move speed bonus" 0.55 "minicritboost on kill" 3 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "damage force reduction" 0.0001 } } } WaveSpawn { TotalCurrency 0 Waitforallspawned 17 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_abe TFBot { template T_TFBOT_SCOUT_BONK skill hard name "Bonk Zombie" Usehumanmodel 1 item "zombie scout" action mobber } } WaveSpawn { TotalCurrency 0 name 18 Waitforalldead 17 TotalCount 20 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Template T_TFBot_Scout_Sandman Action mobber Item "Zombie scout" Usehumanmodel 1 Name "Baseball Zombie" } } WaveSpawn { TotalCurrency 0 WaitforallDead 17 TotalCount 8 name 18 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_abe TFBot { ClassIcon heavy_steelfist Name "Iron Zombie" Usehumanmodel 1 item "zombie heavy" Class Heavyweapons Action mobber Skill normal WeaponRestrictions MeleeOnly Item "fists of steel" Item "war head" } } WaveSpawn { TotalCurrency 0 name 19 Waitforalldead 18 TotalCount 10 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_ce_sewer TFBot { template T_TFBOT_SCOUT_BONK skill hard name "Bonk Zombie" Usehumanmodel 1 item "zombie scout" action mobber } } WaveSpawn { TotalCurrency 0 Waitforallspawned 19 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { Template T_TFBot_Giant_Boxing_Heavy Name "Giant Brawler Zombie" Usehumanmodel 1 item "zombie heavy" tag no_reprogram } } WaveSpawn { TotalCurrency 150 Waitforalldead 19 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { Template T_TFBot_Giant_Boxing_Heavy Name "Giant Brawler Zombie" Usehumanmodel 1 item "zombie heavy" tag no_reprogram } } WaveSpawn { TotalCurrency 0 waitforalldead 19 TotalCount 11 MaxActive 11 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe Randomchoice { TFBot { ClassIcon heavy_fist_nys Name Zombie Class HeavyWeapons Skill Hard Usehumanmodel 1 Item "Zombie Heavy" Action Mobber WeaponRestrictions MeleeOnly } TFBot { ClassIcon heavy_fist_nys Name Zombie Class Demoman Skill Hard Usehumanmodel 1 Item "Zombie demo" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_bottle" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_fist_nys Name Zombie Class Scout Skill Hard Usehumanmodel 1 Item "Zombie Scout" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_Bat" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_fist_nys Name Zombie Class Soldier Skill Hard Usehumanmodel 1 Item "Zombie Soldier" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } } } } } Wave { RedTeamWipeCausesWaveLoss 1 InitWaveOutput { Target wave_initD_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}Good work! You've wiped out half of the zombies inside the mansion!" Line "{blue}Can you come to point D and help me take out the other half?" Line "{blue}I want to capture a live test subject for the cure." Line "{blue}Oh and another thing, there are more special infected nearby." Line "{blue}Watch out." } WaveSpawn { TotalCount 1 name cureguy MaxActive 1 SpawnCount 1 Support Limited Where Dspawn TFBot { ClassIcon medic_armored_lite Health 8000 Name "Chief Medic" Action fetchflag Scale 1.7 skin 1 Attributes UseBossHealthBar Class Medic Attributes Miniboss Skill Expert WeaponRestrictions MeleeOnly Item "the amputator" Item "modest metal pile of scrap" ItemAttributes { itemname "the amputator" "damage bonus" 1.25 "damage force reduction" 0.0001 "melee range multiplier" 1.25 "dmg taken from blast increased" 3 } Taunt //Taunt periodically { Delay 1 Cooldown 20 } AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" Delay 0.1 } } } WaveSpawn { TotalCount 1 Waitforalldead cureguy MaxActive 1 SpawnCount 1 Support Limited Where Dspawn FirstSpawnOutput { Target "lose_relay" Action "Trigger" } Squad { Randomchoice { TFBot { Class Scout Action mobber name "you lose lol" } } } } WaveSpawn { TotalCurrency 0 TotalCount 8 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Class demoman name "Exploding Zombie" Item "the iron bomber" Item "Breadcrab" Skill hard scale 1.4 MaxVisionRange 169 Usehumanmodel 1 item "zombie demo" Action mobber tag nav_path_d_left WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the iron bomber" "blast dmg to self increased" 30 "explosion particle" skull_island_explosion "fuse bonus" 0.0001 "Blast radius increased" 2 "damage bonus" 2 "Set DamageType Ignite" 1 "Projectile speed decreased" 0.0001 } ItemAttributes { ItemName "Breadcrab" "attach particle effect" 14 } CharacterAttributes { "hand scale" 0 "torso scale" 0 "head scale" 2 "move speed bonus" 0.7 } } } WaveSpawn { TotalCurrency 0 name 21 TotalCount 15 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_abe TFBot { ClassIcon pyro_backscratcher_lite Usehumanmodel 1 item "zombie Pyro" Action mobber Name "Farmer Zombie" Class Pyro Skill hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName "the back scratcher" "fire rate penalty" 1.25 } Item "the back scratcher" Item "fear monger" } } WaveSpawn { TotalCurrency 0 name 21 TotalCount 10 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_abe TFBot { ClassIcon pyro_fireaxe_lite Usehumanmodel 1 item "zombie Pyro" Action mobber Name "Firefighter Zombie" Class Pyro Skill hard WeaponRestrictions MeleeOnly } } WaveSpawn { TotalCurrency 0 name 22 waitforalldead 21 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_abe TFBot { ClassIcon heavy_steelfist Name "Steel Gauntlet" Usehumanmodel 1 item "zombie heavy" Class Heavyweapons Action mobber tag no_reprogram Skill expert WeaponRestrictions MeleeOnly Item "fists of steel" health 900 scale 1.4 } } WaveSpawn { TotalCurrency 0 name 22 waitforalldead 21 TotalCount 20 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { ClassIcon scout_threerune_daan Usehumanmodel 1 Item "zombie scout" Action mobber Name "Knight Zombie" Class Scout Skill Normal WeaponRestrictions MeleeOnly Item "three-rune blade" Item "herald's helm" } } WaveSpawn { TotalCurrency 0 name 23 waitforalldead 22 TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_cde TFBot { ClassIcon heavy_warrior Name "Claw Zombie" Class HeavyWeapons Skill Normal Action Mobber Usehumanmodel 1 tag nav_path_d_dropdown_left item "zombie heavy" WeaponRestrictions MeleeOnly Item "warrior's spirit" } } WaveSpawn { TotalCurrency 0 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Name "Super Zombie" Template T_TFBot_Giant_Scout_Fast Usehumanmodel 1 tag no_reprogram item "zombie scout" action mobber } } WaveSpawn { TotalCurrency 0 name 23 waitforalldead 22 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_cde TFBot { ClassIcon soldier_conch_only Name "Concheror Zombie" Class soldier Skill Normal Action Mobber WeaponRestrictions MeleeOnly Usehumanmodel 1 item "zombie soldier" ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } AddCond //Adds conditions to bots { Name "TF_COND_REGENONDAMAGEBUFF" } } } WaveSpawn { TotalCurrency 0 name 24 waitforalldead 23 TotalCount 20 MaxActive 19 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { ClassIcon medic_battle Name "Sawblade Zombie" Class Medic Skill expert Usehumanmodel 1 item "zombie medic" Action Mobber tag nav_path_d_front_railing WeaponRestrictions MeleeOnly CharacterAttributes { "bleeding duration" 2 } } } WaveSpawn { TotalCurrency 0 name 24 waitforalldead 23 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 17 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored name "Giant Baseball Zombie" tag no_reprogram Usehumanmodel 1 item "zombie scout" tag nav_path_d_dropdown_left action mobber } } WaveSpawn { TotalCurrency 0 waitforalldead 23 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 1 Where spawnbot_abe TFBot { Name "Super Zombie" Template T_TFBot_Giant_Scout_Fast Usehumanmodel 1 tag no_reprogram item "zombie scout" action mobber } } WaveSpawn { TotalCurrency 0 name 25 waitforalldead 24 TotalCount 10 MaxActive 10 SpawnCount 1 WaitBetweenSpawns 2 Where spawnbot_abe TFBot { ClassIcon pyro Name "Fiery Zombie" Class Heavyweapons WeaponRestrictions MeleeOnly Usehumanmodel 1 item "zombie heavy" RingOfFire 15 Action mobber Skill Expert Item "apoco-fists" Item "the bunsen brave" } } WaveSpawn { TotalCurrency 0 name 25 waitforalldead 24 TotalCount 5 MaxActive 5 SpawnCount 1 WaitBetweenSpawns 3 Where spawnbot_abe TFBot { ClassIcon soldier_conch_only Name "Concheror Zombie" Class soldier Usehumanmodel 1 item "zombie soldier" Skill Expert Action Mobber tag nav_path_d_front_railing WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } AddCond //Adds conditions to bots { Name "TF_COND_REGENONDAMAGEBUFF" } } } WaveSpawn { TotalCurrency 0 name 26 waitforalldead 25 TotalCount 18 MaxActive 18 SpawnCount 1 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Class spy Action mobber name "Illusion Zombie" WeaponRestrictions MeleeOnly Usehumanmodel 1 Item "Zombie Spy" AddCond { Name TF_COND_STEALTHED_USER_BUFF_FADING } } } WaveSpawn { TotalCurrency 0 waitforalldead 25 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Name "Super Zombie" Template T_TFBot_Giant_Scout_Fast Usehumanmodel 1 tag no_reprogram item "zombie scout" action mobber } } WaveSpawn { TotalCurrency 0 waitforalldead 26 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored name "Giant Baseball Zombie" tag no_reprogram Usehumanmodel 1 item "zombie scout" tag nav_path_d_dropdown_left action mobber } } WaveSpawn { TotalCurrency 0 waitforalldead 26 TotalCount 15 MaxActive 15 SpawnCount 1 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Class demoman name "Exploding Zombie" Item "the iron bomber" tag no_reprogram Item "Breadcrab" Skill hard scale 1.4 MaxVisionRange 169 Usehumanmodel 1 item "zombie demo" Action mobber tag nav_path_d_left WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the iron bomber" "blast dmg to self increased" 30 "explosion particle" skull_island_explosion "fuse bonus" 0.0001 "Blast radius increased" 2 "damage bonus" 2 "Set DamageType Ignite" 1 "Projectile speed decreased" 0.0001 } ItemAttributes { ItemName "Breadcrab" "attach particle effect" 14 } CharacterAttributes { "hand scale" 0 "torso scale" 0 "head scale" 2 "move speed bonus" 0.7 } } } WaveSpawn { TotalCurrency 150 waitforalldead 26 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 1 Where spawnbot_cde TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored name "Giant Baseball Zombie" tag no_reprogram Usehumanmodel 1 item "zombie scout" tag nav_path_d_dropdown_left action mobber } } } Wave { RedTeamWipeCausesWaveLoss 1 InitWaveOutput { Target wave_initC_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}I've detected a special kind of mutanted zombie..." Line "{blue}It will keep regenerate after being damaged and mutantes more." Line "{blue}It'll be a good live subject..." Line "{blue}However, you'll have to weaken it by keep killing it." Line "{green}10 {blue}times. Kill it {green}10 {blue}times." Line "{blue}It'll be neutralized after 10 deaths. Beware of its mutations though..." Line "{blue}I will mark its location and outline it. Good luck." } WaveSpawn { TotalCount 12 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where hills TFBot { Template T_TFBot_Demoman_knight usehumanmodel 1 tag nav_path_c_point_no_stairs item "zombie demo" action mobber } } WaveSpawn { MaxActive 10 SpawnCount 1 Support 1 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where spawnbot_ce_sewer Randomchoice { TFBot { ClassIcon heavy_zombie_lite Name Zombie Class HeavyWeapons Skill Hard Usehumanmodel 1 Item "Zombie Heavy" Action Mobber WeaponRestrictions MeleeOnly } TFBot { ClassIcon heavy_zombie_lite Name Zombie Class Demoman Skill Hard Usehumanmodel 1 Item "Zombie demo" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_bottle" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_zombie_lite Name Zombie Class Scout Skill Hard Usehumanmodel 1 Item "Zombie Scout" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_Bat" "is invisible" 1 "custom kill icon" "fists" } } TFBot { ClassIcon heavy_zombie_lite Name Zombie Class Soldier Skill Hard Usehumanmodel 1 Item "Zombie Soldier" Action Mobber WeaponRestrictions MeleeOnly ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } } TFBot { Class spy Action mobber classicon heavy_zombie_lite name "Illusion Zombie" WeaponRestrictions MeleeOnly Usehumanmodel 1 Item "Zombie Spy" AddCond { Name TF_COND_STEALTHED_USER_BUFF_FADING } } TFBot { classicon heavy_zombie_lite Name "Concheror Zombie" Class soldier Skill Normal Action Mobber WeaponRestrictions MeleeOnly Usehumanmodel 1 item "zombie soldier" ItemAttributes { Itemname "TF_WEAPON_SHOVEL" "is invisible" 1 "custom kill icon" "fists" } AddCond //Adds conditions to bots { Name "TF_COND_REGENONDAMAGEBUFF" } } TFBot { classicon heavy_zombie_lite Usehumanmodel 1 item "zombie Pyro" Action mobber Name "Farmer Zombie" Class Pyro Skill hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName "the back scratcher" "fire rate penalty" 1.1 } Item "the back scratcher" Item "fear monger" } TFBot { classicon heavy_zombie_lite Name "Iron Zombie" Usehumanmodel 1 item "zombie heavy" Class Heavyweapons Action mobber Skill normal WeaponRestrictions MeleeOnly Item "fists of steel" Item "war head" } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Usehumanmodel 1 Action mobber classicon heavy_zombie_lite Item "Zombie heavy" Name "Brawler Zombie" } TFBot { Template T_TFBot_Scout_Sandman Action mobber Item "Zombie scout" Usehumanmodel 1 Name "Baseball Zombie" classicon heavy_zombie_lite } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Usehumanmodel 1 Action mobber classicon heavy_zombie_lite Item "Zombie heavy" Name "Brawler Zombie" } } } WaveSpawn { TotalCurrency 0 name 31 TotalCount 1 MaxActive 1 SpawnCount 1 Support Limited WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_cde Randomchoice { Squad { TFBot { SpawnTemplate "TeleChain_Start" class heavy scale 1.5 health 2700 AlwaysGlow 1 classicon heavy_zombie_lite action mobber skill hard name "Mutating Regenerator" Usehumanmodel 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 25 "move speed bonus" 0.85 } Item "The Sinner's Shade" WeaponRestrictions MeleeOnly } } } } WaveSpawn { TotalCurrency 0 name 32 waitforalldead 31 TotalCount 8 MaxActive 1 SpawnCount 1 Support Limited WaitBeforeStarting 5 WaitBetweenSpawnsAfterDeath 9 Where spawnbot_cde Randomchoice { TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.5 health 2350 classicon heavy_zombie_lite action mobber attributes miniboss skill hard AlwaysGlow 1 name "Mutating Regenerator" Usehumanmodel 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 25 "not solid to players" 1 "move speed bonus" 0.8 } Item "The Sinner's Shade" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.5 health 2600 classicon heavy_zombie_lite action mobber Attributes miniboss skill hard name "Mutating Regenerator" Usehumanmodel 1 AlwaysGlow 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 1 "move speed bonus" 1.1 "not solid to players" 1 } Item "The Aztec Aggressor" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.5 health 2500 classicon heavy_zombie_lite action mobber skill hard name "Mutating Regenerator" Usehumanmodel 1 AlwaysGlow 1 ITem "zombie heavy" Attributes Miniboss CharacterAttributes { "Health regen" 30 "move speed bonus" 0.5 "not solid to players" 1 "damage bonus" 1.5 "fire rate bonus" 0.9 } Item "Mannvich" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1 AlwaysGlow 1 health 2200 Attributes Miniboss classicon heavy_zombie_lite action mobber skill hard name "Mutating Regenerator" Usehumanmodel 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 10 "move speed bonus" 0.6 "hand scale" 0 "not solid to players" 1 "damage bonus" 0.3 "head scale" 0.1 } ItemAttributes { Itemname "tf_weapon_grenadelauncher" "bleeding duration" 2 "grenade explode on impact" 1 "custom projectile model" "models/workshop/player/items/pyro/hw2013_the_glob/hw2013_the_glob.mdl" } Item "The Glob" Item "tf_weapon_grenadelauncher" } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.5 AlwaysGlow 1 health 2700 classicon heavy_zombie_lite action mobber skill hard name "Mutating Regenerator" Usehumanmodel 1 ITem "zombie heavy" Attributes miniboss RingOfFire 25 CharacterAttributes { "Health regen" 1 "move speed bonus" 0.6 "fire rate bonus" 0.9 "not solid to players" 1 } Item "Hard-Headed Hardwar" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.5 health 2600 classicon heavy_zombie_lite action mobber skill hard AlwaysGlow 1 name "Mutating Regenerator" Attributes miniboss Usehumanmodel 1 forceromevision 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 1 "move speed bonus" 0.5 "not solid to players" 1 } ITem "fists of steel" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.5 health 2200 classicon heavy_zombie_lite action mobber skill hard name "Mutating Regenerator" Usehumanmodel 1 AlwaysGlow 1 Attributes miniboss ITem "zombie heavy" CharacterAttributes { "Health regen" 1 "move speed bonus" 0.5 "fire rate bonus" 0.6 "not solid to players" 1 } Item "Starboard Crusader" WeaponRestrictions MeleeOnly } TFBot { SpawnTemplate "TeleChain_Continue" class heavy scale 1.3 health 3000 classicon heavy_zombie_lite action mobber skill hard AlwaysGlow 1 name "Failed Regenerator" Attributes miniboss Usehumanmodel 1 ITem "zombie heavy" CharacterAttributes { "Health regen" 50 "not solid to players" 1 "torso scale" 0.2 } WeaponRestrictions MeleeOnly } } } WaveSpawn { TotalCurrency 150 name 33 waitforalldead 32 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 Where spawnbot_cde TFBot { SpawnTemplate "TeleChain_End" class heavy classicon powerup_regen_lite WeaponRestrictions meleeonly action mobber skill hard Attributes miniboss scale 1.55 AlwaysGlow 1 health 5000 name "Weakened Regenerator" Usehumanmodel 1 ITem "zombie heavy" CharacterAttributes { "move speed bonus" 0.75 "not solid to players" 1 } } } WaveSpawn { TotalCount 1 name cureguy MaxActive 1 SpawnCount 1 Support Limited Where Cspawn TFBot { ClassIcon medic_armored_lite Health 8000 Name "Chief Medic" Action fetchflag Scale 1.7 skin 1 Attributes UseBossHealthBar Class Medic Attributes Miniboss Skill Expert Item "the amputator" Item "modest metal pile of scrap" CharacterAttributes { "damage force reduction" 0.0001 "damage bonus" 2 "not solid to players" 1 } AddCond //Adds conditions to bots { Name "TF_COND_REPROGRAMMED" Delay 0.1 } } } WaveSpawn { TotalCount 1 Waitforalldead cureguy MaxActive 1 SpawnCount 1 Support Limited Where Espawn FirstSpawnOutput { Target "lose_relay" Action "Trigger" } Squad { Randomchoice { TFBot { Class Scout Action mobber name "you lose lol" } } } } } }