#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 1700 RespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom no TextPrintTime 7 ExtraSpawnPoint //Adds spawn points on specified location { Name "spawntimer" TeamNum 3 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "-400.85" Y "5151.59" Z "774.40" } PointTemplates { Earthquake { NoFixup 1 trigger_multiple { "targetname" "breakleg_trigger" "filtername" "red_filter" "spawnflags" "1" "wait" "0.05" "origin" "0 0 0" "mins" "-350 -350 -350" //Size of hurtbox, the Z axis (down) is filled already. "maxs" "350 350 350" //Size of hurtbox, the Z axis (up) is filled already. "OnStartTouch" "!activator,AddOutput,targetname crush,0,-1" "OnEndTouch" "!activator,AddOutput,targetname lol,0.01,-1" //Increase (or decrease, I guess) the -4000 to increase fall damage. } env_shake { "targetname" "quake" "spawnflags" "4" //Change to 0 if you don't want players in the air being shaked. "radius" "550" //Do your magic. "frequency" "200" "duration" "3" "amplitude" "12" //How strong the shake is. "origin" "0 0 37.5" //The center of the sphere should line up with the center of the hurtbox. } logic_timer { "targetname" "shake_timer" "RefireTime" "1" "spawnflags" "0" "UseRandomTime" "0" "OnTimer" "quake,StartShake,,0,-1" } logic_timer { "targetname" "breakleg_timer" "RefireTime" "7" //Change the cooldown of the attack "spawnflags" "0" "UseRandomTime" "0" "OnTimer" "crush,AddOutput,basevelocity 0 0 2000,0,-1" "OnTimer" "crush,AddOutput,basevelocity 0 0 -7000,0.01,-1" "OnTimer" "quake_particle,Start,,0,-1" "OnTimer" "quake_particle,Stop,,3,-1" "OnTimer" "sound_quake,PlaySound,,0,-1" "OnTimer" "breakbuilding_trigger,Enable,,0,-1" "OnTimer" "breakbuilding_trigger,Disable,,0.05,-1" "OnTimer" "crush,AddOutput,targetname lol,0.5,-1" "OnTimer" "breakleg_trigger,Disable,,0.55,-1" "OnTimer" "breakleg_trigger,Enable,,0.6,-1" } info_particle_system { "targetname" "quake_particle" "effect_name" "hammer_impact_button" "flag_as_weather" "0" "start_active" "0" } ambient_generic { "targetname" "sound_quake" "message" "ambient/explosions/explode_1.wav" "health" "10" "spawnflags" "32" "origin" "0 0 0" } filter_activator_tfteam { "targetname" "red_filter" "TeamNum" "2" "Negated" "0" } trigger_multiple { "targetname" "breakbuilding_trigger" "filtername" "building_filter" "spawnflags" "64" "wait" "0.01" "origin" "0 0 0" "mins" "-350 -350 -350" "maxs" "350 350 350" "OnStartTouch" "!activator,RemoveHealth,1000,0,-1" } filter_multi { "targetname" "building_filter" "FilterType" "1" "Filter01" "red_filter" "Filter02" "sentry_filter" } filter_activator_class { "targetname" "sentry_filter" "filterclass" "obj_sentrygun" "Negated" "0" } } LoseRelay { NoFixup 1 logic_relay { "targetname" "you_lose" "OnTrigger" "boss_deploy_relay,Trigger,,0,-1" } } } Templates { T_TFBot_Boss_Heavy_Fatass { Class Heavyweapons Name "Earth Shaker" Health 20000 Skill Expert Scale 1.85 WeaponRestrictions MeleeOnly ClassIcon boss_earth_shaker Attributes MiniBoss Attributes UseBossHealthBar Attributes SuppressFire Item "Fists of Steel" Item "War Head" Item "The Purity Fist" FireInput { Target "breakleg_timer" Action "AddOutput" Param "RefireTime 5" Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 17000 } FireInput { Target "breakleg_timer" Action "AddOutput" Param "RefireTime 4" Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 14000 } FireInput { Target "breakleg_timer" Action "AddOutput" Param "RefireTime 3" Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 9000 } FireInput { Target "breakleg_timer" Action "AddOutput" Param "RefireTime 2" Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 5000 } FireInput { Target "crush" Action "AddOutput" Param "targetname notdie" Delay 0 Cooldown 0 Repeats 1 } SpawnTemplate { Name "Earthquake" //I know I've dunked on spawning templates this way before, but it seems to work here. //FYI the entities spawn at the feet of the bot. Unless an "origin" in the entity is specified, which would offset it by the origin amount. } Action Mobber ItemAttributes { ItemName "Fists of Steel" "fire rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.65 //"move speed bonus" 0.0001 "rage giving scale" 0.1 "increased jump height" 0.0001 "cannot pick up intelligence" 1 "cannot be backstabbed" 1 "dmg taken from crit increased" 0.25 "dmg from melee increased" 0.6 "damage force reduction" 0 "mult stun resistance" 0 "airblast vulnerability multiplier" 0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0 } } T_TFBot_Timer { Class Scout Health 240 Attributes SuppressFire ClassIcon timer_lite Attributes UseBossHealthBar Scale 0.001 Action Mobber CharacterAttributes { "move speed bonus" 0.001 "increased jump height" 0.0001 "voice pitch scale" 0 "cannot pick up intelligence" 1 "health regen" -1 } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } SpawnTemplate "LoseRelay" WaveSpawn { Name wave1a Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 2 TotalCurrency 50 FirstSpawnWarningSound "entry_boss_music.mp3" DoneOutput { Target you_lose Action Kill } TFBot { Template T_TFBot_Boss_Heavy_Fatass } } //WaveSpawn //{ // Name wave1a //Where spawnbot //MaxActive 9 // SpawnCount 3 //WaitBeforeStarting 5 // WaitBetweenSpawns 5 // TotalCurrency 50 // Support 1 // TFBot //{ // Class Scout // WeaponRestrictions MeleeOnly // } //} WaveSpawn { Name wavesex Where spawntimer TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 6 Support Limited DoneOutput { Target you_lose Action Trigger } RandomChoice { Squad { TFBot { Template T_TFBot_Timer } } } } } }