#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_chiefoutpost.pop #base robot_endlessoutpost.pop #base robot_tank_small_turret_aaa.pop WaveSchedule { StartingCurrency 99999 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no Advanced 1 ForceHoliday 2 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 BotsRandomCrit 1 //If set, blue robots and players will be able to deal random critical damage. Use "crit mod disabled" weapon attribute to control crit chance (default: 0) AimTrackingIntervalMultiplier 3 // Scale of robot aim tracking interval (default: 1) WaveStartCountdown 3 ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } upgrade { Name "Even Faster Firerate" // Name of the upgrade displayed on the menu Attribute "fire rate bonus" // The attribute name Cap 0.1 // Maximum amount of the attribute Increment -0.1 // Attribute increment value per level Cost 200 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade } upgrade { Name "Even More Ammo" // Name of the upgrade displayed on the menu Attribute "hidden primary max ammo bonus" // The attribute name Cap 3000 // Maximum amount of the attribute Increment 1000 // Attribute increment value per level Cost 200 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade } upgrade { Name "Even Faster Reload" // Name of the upgrade displayed on the menu Attribute "faster reload rate" // The attribute name Cap -0.7 // Maximum amount of the attribute Increment -0.7 // Attribute increment value per level Cost 200 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade } } 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 "tank_big" //name of the starting path node prefix. First tank node name would be name_1 Node "0 5504 640" Node "256 4032 768" Node "64 3072 576" Node "64 2880 320" Node "64 1952 256" Node "64 1280 392" Node "64 888 472" Node "40 736 472" Node "-40 704 472" Node "-328 704 472" Node "-448 688 504" Node "-520 680 504" Node "-728 464 504" Node "-736 440 504" Node "-768 288 504" Node "-792 248 504" Node "-904 160 504" Node "-832 -160 504" Node "-920 -344 512" Node "-928 -552 544" Node "-928 -696 568" Node "-928 -952 568" Node "-856 -1144 568" Node "-768 -1176 568" Node "600 -1176 568" Node "736 -1208 560" Node "704 -1368 568" Node "704 -1768 440" Node "712 -1824 440" Node "680 -1896 440" Node "600 -1920 440" Node "584 -1920 440" Node "440 -1920 408" Node "184 -1920 400" } 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 2050" Node "0 4900 2200" //note XYZ coordinates. First node is the starting point Node "0 3600 2300" Node "0 900 2270" Node "0 -100 2050" Node "0 -400 2045" Node "0 -875 2065" } Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes PlayerAddCond //Add condition to players when wave starts { Index 33 Index 35 Index 72 } //Wave 01 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn { Name "wave01" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Cheif_Demoman_SUPERbomb } } WaveSpawn { Name "wave01" Where spawnbot TotalCount 21 MaxActive 21 SpawnCount 21 WaitBeforeStarting 0 WaitBetweenSpawns 0 TFBot { Class Heavy Item "The Thermal Thruster" UseBusterModel 1 //Use buster model ItemAttributes { ItemName "The Thermal Thruster" "is_passive_weapon" 1 } } } } }