#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_chiefoutpost.pop #base robot_endlessoutpost.pop WaveSchedule { StartingCurrency 99999 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no Advanced 1 ForceHoliday 2 PlayerAttributes //Player attributes appied for the whole mission { Demoman //Attributes limited to soldier only { "model scale" 2.75 "damage bonus" 10 "fire rate penalty" 4 "reload time decreased" -0.4 "projectile spread angle penalty" 4 "Projectile speed increased" 0.8 "grenade launcher mortar mode" 0 "max health additive bonus" 80000 "move speed bonus" 0.45 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.00000000000000001 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0000000000000000001 "cancel falling damage" 1 "grenade no drag" 1 "stickybomb charge rate" 0.001 "max pipebombs decreased" 7 "mult projectile scale" 2 "no self blast dmg" 1 "energy weapon no deflect" 1 "use large smoke explosion" 1 "Blast radius increased" 2.1 "custom impact sound" "MVM.SentryBusterExplode" "is miniboss" 1 PlayerAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "TF_COND_MVM_BOT_STUN_RADIOWAVE" // Condition to apply. Delay 0 // Delay before the condition activates (Default: 0) Duration 5 // Duration of the condition effect (Default: -1 - infinite duration) } PlayerAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "TF_COND_INVULNERABLE" // Condition to apply. Delay 0 // Delay before the condition activates (Default: 0) Duration 6 // Duration of the condition effect (Default: -1 - infinite duration) } AddAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "Damage bonus" // Attribute name Item "The Loose Cannon" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Value 40000 // Attribute value Delay 4 //Delay before adding the attribute Cooldown 0 //Cooldown between adding attributes Repeats 0 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "auto fires full clip" // Attribute name Item "The Loose Cannon" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Value 1 // Attribute value Delay 4 //Delay before adding the attribute Cooldown 0 //Cooldown between adding attributes Repeats 0 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "fire rate bonus" // Attribute name Item "The Loose Cannon" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Value 0.1 // Attribute value Delay 4 //Delay before adding the attribute Cooldown 0 //Cooldown between adding attributes Repeats 0 //How many times should the attribute be added (Matters only if it was previously removed) } AddAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "reload time decreased" // Attribute name Item "The Loose Cannon" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Value 0.75 // Attribute value Delay 4 //Delay before adding the attribute Cooldown 0 //Cooldown between adding attributes Repeats 0 //How many times should the attribute be added (Matters only if it was previously removed) } RemoveAttribute //Adds conditions to bots { IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value Name "fire rate penalty" // Attribute name Item "The Loose Cannon" // Item name to which add the attribute, or Player for player attribute, or Active for active weapon Value 4 // Attribute value Delay 0 //Delay before adding the attribute Cooldown 0 //Cooldown between adding attributes Repeats 0 //How many times should the attribute be added (Matters only if it was previously removed) } } } ReverseWinConditions 1 //Player team wins if bots deliver the bomb. BluHumanFlagCapture 1 //Can blu humans capture the flag BluHumanFlagPickup 1 //Can blu humans pickup flags BluHumanInfiniteAmmo 1 //Enable infinite ammo for blu humans (default: 1) BluHumanInfiniteCloak 1 //Enable infinite cloak for blu humans (default: 1) AllowJoinTeamBlueMax 5 //How many players can join the blue team AllowJoinTeamBlue 1 //If it is possible to join team blue BluPlayersAreRobots 1 //If set, blu players use robot models ExtraSpawnPoint //Adds spawn points on specified location // XYZ is in order for cl_showpos { Name "testspawn1" // StartDisabled 1 // If the spawn point starts disabled (Default: 0) TeamNum 3 // 2 - Red Team - Robots. If you are adding spawn for reprogramed robots, use team 3 X "4" Y "-2550" Z "580" } ExtraTankPath //Adds tank path to follow { Name "blimp_mid" //name of the starting path node prefix. First tank node name would be name_1 Node "0 5500 650" Node "0 4100 800" //note XYZ coordinates. First node is the starting point Node "0 3600 900" Node "0 900 770" Node "0 -570 650" Node "0 -1020 645" Node "0 -1210 645" } ExtraTankPath //Adds tank path to follow { Name "blimp_boss" //name of the starting path node prefix. First tank node name would be name_1 Node "0 5500 1650" Node "0 4900 1800" //note XYZ coordinates. First node is the starting point Node "0 3600 1900" Node "0 900 1770" Node "0 -100 1650" Node "0 -400 1645" Node "0 -875 1645" } Mission // sentry buster - wave 1-6 { Objective DestroySentries InitialCooldown 45 Where testspawn1 BeginAtWave 1 RunForThisManyWaves 2 CooldownTime 45 TFBot { Template T_TFBot_SentryBuster } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes //Wave 01 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 01a: 30 total, 10 active, BFB Scout { Name "wave01" Where testspawn1 TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 2 WaitBetweenSpawns 5 TotalCurrency 50 TFBot { Template T_TFBot_Scout_BFB Classicon red2_lite //Icon to depict red robot. There are individual red robot icons as well/ Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } } WaveSpawn //WAVE 01c: 15 total, 15 active, Mini Samurai Demoman { Name "wave03" Where testspawn1 WaitForAllDead "wave01" TotalCount 15 MaxActive 15 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 3 TotalCurrency 50 TFBot { Template T_TFBot_Demoman_Mini_Samurai Classicon red2_lite //Icon to depict red robot. There are individual red robot icons as well/ Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } } WaveSpawn //WAVE 01e: 20 total, 20 active, Air Strike Soldier { Name "wave05" Where testspawn1 WaitForAllDead "wave06" TotalCount 20 MaxActive 20 SpawnCount 3 WaitBeforeStarting 2 WaitBetweenSpawns 5 TotalCurrency 50 TFBot { Template T_TFBot_Soldier_Air_Strike Classicon red2_lite //Icon to depict red robot. There are individual red robot icons as well/ Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } } WaveSpawn //WAVE 01f: 8 total, 4 active, Giant Shotgun Soldiers { Name "wave06" Where testspawn1 WaitForAllDead "wave01" TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 20 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Soldier_Shotgun Attributes AlwaysCrit } } WaveSpawn //WAVE 01i: 5 total, 5 active, Giant Nostromo Napalmer Pryo { Name "wave09" Where testspawn1 WaitForAllDead "wave05" TotalCount 12 MaxActive 12 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 30 Squad { TFBot { Template T_TFBot_Giant_Pyro_Napalmer Classicon red2_lite //Icon to depict red robot. There are individual red robot icons as well/ Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } TFBot { Template T_TFBot_Medic Classicon red2_lite //Icon to depict red robot. There are individual red robot icons as well/ Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } TFBot { Template T_TFBot_Medic Classicon red2_lite //Icon to depict red robot. There are individual red robot icons as well/ Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } } } WaveSpawn //WAVE 01k: [1 Blimp] { Name "wave08" TotalCount 1 WaitForAllDead "wave09" WaitBeforeStarting 10 WaitBetweenSpawns 35 TotalCurrency 670 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 12500 Speed 75 DisableSmokeStack 1 Classicon blimp2_lite Skin 1 MaxTurnRate 10 Model "models/bots/boss_bot/boss_blimp.mdl" Gravity 0 DisableTracks 1 ReplaceModelCollisions 1 DisableChildModels 1 EngineLoopSound "npc/combine_gunship/dropship_engine_distant_loop1.wav" PingSound "npc/combine_gunship/dropship/ping_search.wav" Name "tankboss" StartingPathTrackNode "blimp_mid_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 01 Support1: Bonk Scout { Name "wave1_support1" Where spawnbot WaitForAllDead "wave03" TotalCount 10 MaxActive 10 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 50 Support 1 TFBot { Template T_TFBot_Scout_Bonk } } WaveSpawn //WAVE 01 Support2: Fast Champ Heavy { Name "wave1_support2" Where spawnbot WaitForAllDead "wave04" TotalCount 6 MaxActive 3 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 42.5 Support 2 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Attributes AlwaysCrit } } WaveSpawn //RedIntesity1 { Name "RedIntesity1" Where testspawn1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 30 Support 2 TFBot { Class Heavy Skill Hard Attributes AlwaysCrit Classicon red2_lite //Icon to depict red robot. There are individual red robot icons as well/ Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } } WaveSpawn //RedIntesity1 { Name "RedIntesity1" Where testspawn1 WaitForAllDead "wave04" TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 2 WaitBetweenSpawns 30 Support 2 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Attributes AlwaysCrit Classicon red2_lite //Icon to depict red robot. There are individual red robot icons as well/ Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes Explanation //Dispayed once the wave is initialized { Line "{red}A HUGE BLIMP is arriving! Sending out ROBOTS to help you!" } WaveSpawn //WAVE 02a: [1 Blimp] { Name "wave02a" TotalCount 1 WaitBeforeStarting 2.5 WaitBetweenSpawns 35 TotalCurrency 2000 StartWaveMessage "DEPLOYING RED ROBOTS..." FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 100000 Speed 40 DisableSmokeStack 1 Scale 6 Classicon blimp2_rocket_lite Skin 2 MaxTurnRate 10 Model "models/bots/boss_bot/boss_blimp.mdl" Gravity 0 DisableTracks 1 ReplaceModelCollisions 1 DisableChildModels 1 EngineLoopSound "npc/combine_gunship/dropship_engine_distant_loop1.wav" PingSound "npc/combine_gunship/dropship/ping_search.wav" Name "tankboss" StartingPathTrackNode "blimp_boss_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 01 Support2: Fast Champ Heavy { Name "wave2_support1" Where testspawn1 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 35 Support 1 TFBot { Template T_TFBot_Soldier_Air_Strike Classicon red2_lite //Icon to depict red robot. There are individual red robot icons as well/ Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } } WaveSpawn //WAVE 01 Support2: Fast Champ Heavy { Name "wave2_support1" Where testspawn1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 35 Support 1 TFBot { Template T_TFBot_Giant_Soldier_Shotgun Attributes AlwaysCrit Classicon red2_lite //Icon to depict red robot. There are individual red robot icons as well/ Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } } WaveSpawn //RedIntesity1 { Name "RedIntesity1" Where testspawn1 TotalCount 9 MaxActive 9 SpawnCount 9 WaitBeforeStarting 2 WaitBetweenSpawns 30 Support 2 TFBot { Template T_TFBot_Soldier_Direct_Hit Classicon red2_lite //Icon to depict red robot. There are individual red robot icons as well/ Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } } WaveSpawn //RedIntesity1 { Name "RedIntesity1" Where testspawn1 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 2 WaitBetweenSpawns 10 Support 2 TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner Classicon red2_lite //Icon to depict red robot. There are individual red robot icons as well/ Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes PlayerAddCond //Add condition to players when wave starts { Index 33 Index 35 Index 72 } WaveSpawn //WAVE 03a: BOSS { Name "???" Where testspawn1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 1 StartWaveMessage "{blu}???" TFBot { Template T_TFBot_Cheif_Demoman_Megabomb Attributes IgnoreFlag // Required to prevent red robot picking up bomb, AddCond //Adds conditions to bots // This TFCondition set's robot to be red team and use red team skin. { Name "TF_COND_REPROGRAMMED" // Condition to apply. Lists of available conditions https://wiki.teamfortress.com/wiki/Cheats#AddCond } Action Mobber // A behavioural override that causes the robot to seek out and defeat nearby enemies. } } WaveSpawn //RedIntesity1 { Name "RedIntesity1" Where spawnbot TotalCount 19 MaxActive 19 SpawnCount 19 WaitBeforeStarting 5 WaitBetweenSpawns 30 Support 2 TFBot { Template T_TFBot_Soldier_Direct_Hit } } } }