#base robot_standard.pop #base robot_giant.pop #base robot_gatebot.pop WaveSchedule { //Init StartingCurrency 20000 RespawnWaveTime 7 CanBotsAttackWhileInSpawnRoom no Advanced 1 //Bot Templates Templates { BobBot_Borat { Class Soldier Name "Mecha Borat" Skill Normal ClassIcon soldier_backup Attributes SpawnWithFullCharge WeaponRestrictions MeleeOnly //Scale 0.65 Item "The Battalion's Backup" Item "The Disciplinary Action" //Item "The Hornblower" Item "The Merc's Mohawk" // "Mistaken Movember" Item "EOTL_beard" CharacterAttributes { "increase buff duration" 9.0 } } BobBot_Gamer_Potato { Class Pyro ClassIcon pyro_homewrecker_lite Name "Gamer Potato" Skill Expert Attributes SpawnWithFullCharge //Scale 0.65 Item "The Thermal Thruster" Item "The Homewrecker" Attributes AutoJump AutoJumpMin 5 AutoJumpMax 5 CharacterAttributes { "increased jump height" 3 } } BobBot_Pyro_Gas { Class Pyro ClassIcon pyro_gascann Name "PinkChup" Skill Expert //ClassIcon soldier_backup Attributes SpawnWithFullCharge //Attributes AlwaysFireWeapon WeaponRestrictions SecondaryOnly //Scale 0.65 Item "The Gas Passer" Item "The Rusty Reaper" ItemAttributes { ItemName "The Gas Passer" "item_meter_charge_rate" 0.5 "fire rate penalty" 2.7 } } BobBot_Kritz_Medic { Class Medic Name "Kritz Med" Skill Expert ClassIcon medic_kritz Attributes SpawnWithFullCharge Tag "bot_squad_member" Item "The Kritzkrieg" Item "Vintage Tyrolean" ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 100 "uber duration bonus" 200 } CharacterAttributes { "bot medic uber health threshold" 200 } } } //Missions //Sentry Buster Mission { Objective DestroySentries InitialCooldown 5 Where spawnbot BeginAtWave 1 RunForThisManyWaves 10 CooldownTime 20 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster } } Mission // This is a spy mission. This spawns spy(s) at periodic intervals, it will not spawn more spies unless its conditions are met, and all previous spies from this mission are dead. { Objective Spy InitialCooldown 10 // Amount of time once a wave starts before the mission becomes active. Where spawnbot_mission_spy // Entity at which to spawn. BeginAtWave 2 // The mission becomes active on this wave. RunForThisManyWaves 1 // It remains active for this many waves. CooldownTime 10 // This is the time, in seconds, between when Sniper Missions are allowed to spawn, should their spawning conditions be met. DesiredCount 4 // Number of spies to spawn each time this mission's criteria are met. TFBot { Class Spy Skill Expert Name Spy } } //Wave 1 700 cash Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn //Initial Wave of trickle scouts { Name "Wave1a" Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Fish } } WaveSpawn //Main wave of big groups of melee scouts { Name "Wave1b" Where spawnbot WaitForAllDead "Wave1a" TotalCount 75 MaxActive 15 SpawnCount 15 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 200 TFBot { Template T_TFBot_Scout_Fish } } WaveSpawn //3 heavy { Name "Wave1c" Where spawnbot WaitForAllSpawned "Wave1b" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 200 TFBot { Class Heavyweapons Skill Easy } } WaveSpawn //3 Kritz med for heavy { Name "Wave1c" Where spawnbot WaitForAllSpawned "Wave1b" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 2 TotalCurrency 200 TFBot { Template BobBot_Kritz_Medic } } WaveSpawn //3 Kritz med for heavy { Name "Wave1d" Where spawnbot_invasion TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 7 TotalCurrency 0 Support 1 TFBot { Template BobBot_Gamer_Potato } } } }