// Changelog // V1 - Original Release. (2024.2.4) NO STRIKE // // V2 - // General Change : // My spy gimmick - sometimes they backstab, sometimes they shoot with disguise, sometimes they carry bomb. // Changed unnecessary custom templates into Valve's templates; Adjusted the overall dynamic difficulty; Fixed small issues; Still wanna try the spy gimmick with other weapons, since they function well on my server. // w1: Removed bleeding on fire axe pyros. Nerfed Start Currency from 800 to 400. // w2: Use Giant Demoknight as an aggressive giant then champion heavy; Mixed Blast damage and Bullet damage from robots. // w3: Strengthen Giant Soldiers with more bigheal medic and made it Charged Soldier; Changed Arrow/Flare squad into traditional Fire/Arrow squad. // w4: Use normal demoknight instead of my katana samurai as supports; Added more bigheal medics with giants. // w5: Removed boring 42 fan scouts; Decreased spamming of mine demos and spies; Added 3 Super Scouts. // w6: Adjusted the flow of normal robots to keep giants accompanied; Removed some mixing squads for a clear vision of ClassIcons. // Note: I'll do some decorating stuff after the pure gameplay is confirmed OK. // // V3 - NO STRIKE // General Change: // Alright no more spy gimmicks, just blend gunner spies into mission backstab spies. // w3: Changed cannon fodder sandman scouts into Valve's huntsman sniper. // // V4 - NO STRIKE // General Change: // About spies - yeah, they should be considered as support only instead of the main wave. Anyway, this version is focusing on main waves. // Extended the substance of almost every wave, so it doesn't has boring finales. // w1: Increased the number of Giant demos; Added shotgun heavy as support. // w2: Split the ironfists so they aren't that annoying; Changed "stock no uber medic" to kritz medic. // w3: Barely touched, moved spies from the main wave to support (so did w4 w5 w6). // w4: Buffed Giant Burst Soldier to 4000 hp; Adjusted the flow of robots. // w5: More "solid content" I guess. // w6: Added another tank; more solid content too (kinda cant explain this). // // V5 - PASS 1 WITH CHANGE // Glad to hear that this mission is in an alright state. // General Change: // Buff the mission, fix minor issues. 3 guys with engi could beat it smoothly, let alone 6 guys with engi. // w1: Made Giant demos spawn faster and earlier; Made shotgun heavies spawn earlier; Slight increased num of pyro bots to make sure the length. // w2: More flare gun pyros; More ironfist heavies; Gave cash to support bots - which both annoying and healing scouts. // w3: This wave looks like a bit short - Added 1 more flare spammer giant pyro; Added support soldiers; Decreased the spies amount. // w4: Icon for "burst giant soldier" changed to barrage, since it shoots 10 rockets once; Added alwayscrit for melee robots so they're more threatening. // w5: Made the pace faster; Added more heavies at the beginning; Made rocketshotgun soldiers spawn earlier. // w6: Tank skin issued fixed. // // V6 - NO STRIKE // Now it just needs some small fix now. // w1: Corrected the name of scatterguns scouts and adjusted them to easy AI. // w2: Made last ironfist heavy spawned with WaitforAllSpawned so they came out faster; Reduced the amount of flare pyros. // w5: Removed AlwaysCrit for landmine demo. // // V7 - PASS WITH CHANGE // Small fix (x2) - All waves' first robot now spawns at spawnbot, i.e. the front side. // w1: Changed the spawn of Giant demos so they won't stuck in spawn (I should have already fixed other giants in v2 however I didnt notice this giant). // w2: Slightly reduced some robots' MaxActive so they won't reach the botcap. // w3: I did notice that first giant flare spammer spawns at spawnbot, would it stuck? If yes then I'll modify it. // w5: Same to w2. // w6: Changed Pyro's icon to pyro_airblast_daan. // // RC1 // Now it's time for the last minor fix and decoration stuff. (Actually I'm gonna keep editing it from the open beta's feedback soon) // General Change: // Decoration. // w5: Made black box soldiers spawn faster. // // RC1A // Fixed the softlock issues on w5. // Added proper Icons for some Valve's templates (demo_spammer and pyro_detonator_lite). // Slightly adjusted the flow of some waves. #base robot_standard.pop #base robot_giant.pop // Mission Maker: Spectλtor™ https://steamcommunity.com/id/ImNotSpecNotes/ // Int mission: Trouble in Mann Town // Looks like a normal coaltown mission, with some tricks. //boss_path_1 //spawnbot //spawnbot_invasion //spawnbot_mission_spy //spawnbot_mission_sniper //spawnbot_giant // ClassIcon Used: // demo_clusterbomb_blast // medic_kritz // pyro_fireaxe_lite // pyro_airblast_daan // pyro_detonator_lite // demo_spammer // soldier_rocketrain WaveSchedule { StartingCurrency 400 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Templates Templates { T_TFBot_Scout_stock { Name "Scout" Class Scout Skill Hard Health 125 ClassIcon scout WeaponRestrictions PrimaryOnly } T_TFBot_Soldier_stock { Name "Soldier" Class Soldier Skill Hard Health 200 ClassIcon soldier } T_TFBot_Pyro_stock { Name "Pyro" Class Pyro Skill Hard Health 175 ClassIcon pyro } T_TFBot_Demoman_stock { Name "Demoman" Class Demoman Skill Hard Health 175 ClassIcon demo } T_TFBot_Heavy_stock { Name "Heavy" Class Heavyweapons Skill Hard Health 300 ClassIcon heavy } // Grenades fly slowly, with a longer fuse. T_TFBot_Demoman_Mine { Name "Forgotten Minelayer" Class Demoman Skill Hard Health 175 ClassIcon demo_clusterbomb_blast WeaponRestrictions PrimaryOnly Item "The Iron Bomber" Item "The Frag Proof Fragger" Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Iron Bomber" "projectile spread angle penalty" 5.0 "projectile speed increased" 0.75 "faster reload rate" 0.5 "fire rate bonus" 0.05 "fuse bonus" 2.5 } //CharacterAttributes - ported from gunboats, initial usage was to prevent robots from suiciding. //{ // "dmg taken from self reduced" 0.01 //} } // (4000) *(buffed from 2750) // Giant burstfire soldier, shoot 10 rockets at once. T_TFBot_Giant_Soldier_Burst { Name "Giant Rocketrain Soldier" Class Soldier Skill Hard Health 4000 ClassIcon soldier_rocketrain_giant MaxVisionRange 2500 WeaponRestrictions PrimaryOnly Item "The Gilded Guard" Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size bonus" 2.5 "fire rate bonus" 0.01 "faster reload rate" 0.35 "projectile spread angle penalty" 3 "Projectile speed increased" 0.75 } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } // Fireaxe Pyro. T_TFBot_Pyro_FireAxe0 { Name "Fire Axe Pyro" Class Pyro Skill Expert Health 175 ClassIcon pyro_fireaxe_lite WeaponRestrictions MeleeOnly } T_TFBot_Medic_Big_Heal // I like custom templates. { Name "Big Heal Medic" Class Medic Skill Expert Health 150 ClassIcon medic Item "The Quick-Fix" ItemAttributes { ItemName "The Quick-Fix" "heal rate bonus" 20 "ubercharge rate bonus" 0.01 "overheal penalty" 0 } } // Compared to medics in robot_standard.pop, // no attributes. So it's not bad. // V4: Do I really need it? // RC1: Nah. // T_TFBot_Medic_normal // { // Name "Not Bad Medic" // Class Medic // Skill Normal // Health 150 // ClassIcon medic // vanilla // } // Give robot crit boost. Can't heal. T_TFBot_Medic_Uber_Kritz { Name "Kritzkrieg Medic" Class Medic Skill Hard Health 150 ClassIcon medic_kritz Item "The Kritzkrieg" Attributes SpawnWithFullCharge Attributes AlwaysCrit ItemAttributes { ItemName "The Kritzkrieg" "overheal penalty" 0 "heal rate bonus" 0 "uber duration bonus" 200 "ubercharge rate bonus" 100 } CharacterAttributes { "bot medic uber health threshold" 500 } } T_TFBot_Spy_Bystander { Name "The Bystander" Class Spy Skill Normal ClassIcon Spy Health 125 Item "Modest Pile of Hat" CharacterAttributes { "voice pitch scale" 0 } } T_TFBot_Spy_Revolver_A { Name "The Innocent" Class Spy Skill Hard ClassIcon spy Health 125 Item "Backbiter's Billycock" Item "Your Eternal Reward" CharacterAttributes { "voice pitch scale" 0 } } T_TFBot_Spy_Revolver_B { Name "The Detective" Class Spy Skill Hard ClassIcon spy Health 125 Item "The Enforcer" Item "The Law" Item "Conniver's Kunai" ItemAttributes { ItemName "The Enforcer" "fire rate bonus" 0.5 "faster reload rate" 3 "damage bonus" 0.75 } CharacterAttributes { "voice pitch scale" 0 } } T_TFBot_Spy_Revolver_C { Name "The Traitor" Class Spy Skill Expert ClassIcon spy Health 125 Item "TTG Sam Revolver" Item "A Hat to Kill For" Item "The Big Earner" ItemAttributes { ItemName "TTG Sam Revolver" "fire rate bonus" 0.25 "faster reload rate" 1.5 "damage bonus" 0.5 } CharacterAttributes { "voice pitch scale" 0 } } } // Supporting Classes // sentry buster - for all waves Mission { Objective DestroySentries InitialCooldown 3 Where spawnbot BeginAtWave 1 RunForThisManyWaves 6 DesiredCount 1 Cooldowntime 30 TFBot { Template T_TFBot_SentryBuster Name "It's High Noon" Item "The Hat With No Name" CharacterAttributes { "head scale" 3 "torso scale" 0 } } } // Sniper for w3 Mission { Objective Sniper InitialCooldown 15 Where spawnbot_mission_sniper BeginAtWave 3 RunForThisManyWaves 1 DesiredCount 2 Cooldowntime 45 TFBot { Template T_TFBot_Sniper } } // Sniper for w5 Mission { Objective Sniper InitialCooldown 15 Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 DesiredCount 3 Cooldowntime 45 TFBot { Template T_TFBot_Sniper Skill Expert } } // Sydney Sniper for w6 Mission { Objective Sniper InitialCooldown 20 Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 DesiredCount 2 Cooldowntime 50 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 1 // // Currency : 800$ -> Full with Bonus : 1300$ // Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave_1_1_1" Where spawnbot TotalCount 36 MaxActive 12 SpawnCount 4 WaitBetweenSpawns 5 TotalCurrency 100 RandomChoice { TFBot { Template T_TFBot_Scout_stock Skill Easy } TFBot { Template T_TFBot_Scout_stock Skill Easy } TFBot { Template T_TFBot_Scout_Melee Name "Bat Scout" Skill Normal } } } WaveSpawn { Name "wave_1_1_2" Where spawnbot_giant TotalCount 4 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 10 WaitBeforeStarting 10 TotalCurrency 400 TFBot { Template T_TFBot_Giant_Demoman ClassIcon demo_spammer Skill Normal } } WaveSpawn { Name "wave_1_2_1" Where spawnbot_invasion TotalCount 27 MaxActive 9 SpawnCount 3 WaitBetweenSpawns 3 WaitBeforeStarting 5 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Pyro_FireAxe0 Skill Normal } TFBot { Template T_TFBot_Pyro_FireAxe0 Skill Normal } TFBot { Template T_TFBot_Pyro_FireAxe0 Skill Normal } } } WaveSpawn { Name "wave_1_2_2" Where spawnbot_invasion TotalCount 20 MaxActive 10 SpawnCount 2 WaitBetweenSpawns 2 WaitBeforeStarting 45 TotalCurrency 100 Support Limited Squad { TFBot { Template T_TFBot_Heavyweapons_Shotgun Name "Shotgun Heavy" Skill Easy } TFBot { Template T_TFBot_Heavyweapons_Shotgun Name "Shotgun Heavy" Skill Easy } } } } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 2 // // Currency : 800$ -> Full with Bonus : 2200$ // Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave_2a" Where spawnbot TotalCount 8 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Heavyweapons_Fist Skill Normal } } WaveSpawn { Name "wave_2b_1" Where spawnbot TotalCount 24 MaxActive 8 SpawnCount 2 WaitBetweenSpawns 3 WaitBeforeStarting 15 TotalCurrency 100 TFBot { Template T_TFBot_Soldier_stock Skill Normal } } WaveSpawn { Name "wave_2b_2" Where spawnbot TotalCount 24 MaxActive 12 SpawnCount 2 WaitBetweenSpawns 1 WaitBeforeStarting 15 WaitForAllDead "wave_2a" TotalCurrency 100 TFBot { Template T_TFBot_Pyro_Flaregun Skill Normal } } WaveSpawn { Name "wave_2b_3" Where spawnbot TotalCount 8 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 3 WaitBeforeStarting 3 WaitForAllSpawned "wave_2b_1" TotalCurrency 100 TFBot { Template T_TFBot_Heavyweapons_Fist Skill Normal } } WaveSpawn { Name "wave_2b_Support" Where spawnbot_mission_sniper TotalCount 40 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 5 WaitBeforeStarting 15 TotalCurrency 100 Support Limited TFBot { Template T_TFBot_Pyro_stock Skill Easy } } WaveSpawn { Name "wave_2c" Where spawnbot_giant TotalCount 15 MaxActive 10 SpawnCount 5 WaitForAllSpawned "wave_2a" WaitBeforeStarting 15 WaitBetweenSpawns 8 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish Skill Normal } TFBot { Template T_TFBot_Medic_Uber_Kritz } TFBot { Template T_TFBot_Medic_Uber_Kritz } TFBot { Template T_TFBot_Medic_Uber_Kritz } TFBot { Template T_TFBot_Medic_Uber_Kritz } } } } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 3 // // Currency : 1000$ -> Full with Bonus : 3300$ Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave_3a" Where spawnbot // v7 : would it stuck? TotalCount 3 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 15 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer ClassIcon pyro_detonator_lite Attributes AlwaysCrit Skill Hard } } WaveSpawn { Name "wave_3b" Where spawnbot_invasion TotalCount 48 MaxActive 16 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 4 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Sniper_Huntsman Skill Normal } TFBot { Template T_TFBot_Pyro_stock Skill Normal Attributes AlwaysFireWeapon } } } WaveSpawn { Name "wave_3c" Where spawnbot_giant TotalCount 8 MaxActive 8 SpawnCount 4 WaitForAllDead "wave_3a" WaitBetweenSpawns 10 TotalCurrency 400 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit Skill Normal } TFBot { Template T_TFBot_Medic_Big_Heal } TFBot { Template T_TFBot_Medic_Big_Heal } TFBot { Template T_TFBot_Medic_Big_Heal } } } WaveSpawn { Name "wave_3d" Where spawnbot_invasion TotalCount 24 MaxActive 4 SpawnCount 2 WaitForAllDead "wave_3a" WaitBeforeStarting 5 WaitBetweenSpawns 4 TotalCurrency 100 Support Limited Squad { TFBot { Template T_TFBot_Soldier_stock Skill Normal } TFBot { Template T_TFBot_Soldier_stock Skill Normal } } } WaveSpawn { Name "wave_3_support_spy" Where spawnbot_mission_spy TotalCount 6 MaxActive 4 SpawnCount 2 Support Limited WaitBeforeStarting 30 WaitBetweenSpawns 10 TotalCurrency 0 RandomChoice { TFBot { Template T_TFBot_Spy_Bystander } TFBot { Template T_TFBot_Spy_Revolver_A } } } } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 4 // // Currency : 800$ -> Full with Bonus : 4200$ Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave_4a" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 30 TotalCurrency 100 Tank { Health 25000 Speed 75 StartingPathTrackNode boss_path_1 OnKilledOutput { Target boss_dead Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave_4_Support_1" Where spawnbot_mission_sniper TotalCount 48 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 3 WaitBeforeStarting 5 TotalCurrency 100 Support Limited RandomChoice { TFBot { Template T_TFBot_Pyro_FireAxe0 Attributes AlwaysCrit } TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit } } } WaveSpawn { Name "wave_4b" Where spawnbot_giant TotalCount 8 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 20 WaitBeforeStarting 20 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Soldier_Burst } TFBot { Template T_TFBot_Medic_Big_Heal } TFBot { Template T_TFBot_Medic_Big_Heal } TFBot { Template T_TFBot_Medic_Big_Heal } } } // EOH WaveSpawn { Name "wave_4c" Where spawnbot_mission_sniper TotalCount 18 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 5 WaitForAllDead "wave_4a" TotalCurrency 200 Squad { TFBot { Template T_TFBot_Demoman_Mine } TFBot { Template T_TFBot_Demoman_Mine } TFBot { Template T_TFBot_Demoman_Mine } } } WaveSpawn { Name "wave_4d" Where spawnbot_giant TotalCount 4 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 25 WaitForAllDead "wave_4b" TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Medic_Big_Heal } } } WaveSpawn { Name "wave_4_Support_2" Where spawnbot_mission_spy TotalCount 8 MaxActive 6 SpawnCount 2 WaitForAllDead "wave_4b" WaitBetweenSpawns 5 TotalCurrency 0 Support Limited RandomChoice { TFBot { Template T_TFBot_Spy_Bystander } TFBot { Template T_TFBot_Spy_Revolver_B } TFBot { Template T_TFBot_Spy_Revolver_A } } } } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 5 // // Currency : 900$ -> Full with Bonus : 5200$ Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave_5a" Where spawnbot TotalCount 18 MaxActive 12 SpawnCount 6 WaitBetweenSpawns 4 TotalCurrency 200 TFBot { Template T_TFBot_Heavy_stock Skill Normal } } WaveSpawn { Name "wave_5b" Where spawnbot_giant TotalCount 2 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 15 WaitForAllDead "wave_5a" TotalCurrency 300 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name "wave_5b" Where spawnbot_giant TotalCount 2 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 15 WaitForAllDead "wave_5a" WaitBeforeStarting 3 TotalCurrency 300 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name "wave_5c" Where spawnbot_giant TotalCount 6 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 25 WaitBeforeStarting 10 WaitForAllDead "wave_5a" TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Demoman ClassIcon demo_spammer Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name "wave_5d" Where spawnbot_invasion TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 4 TotalCurrency 100 WaitForAllDead "wave_5a" TFBot { Template T_TFBot_Soldier_RocketShotgun Skill Hard } } WaveSpawn { Name "wave_5_Support" Where spawnbot_mission_sniper TotalCount 40 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 15 TotalCurrency 100 Support Limited TFBot { Template T_TFBot_Demoman_Mine } } WaveSpawn { Name "wave_5d" Where spawnbot_mission_spy TotalCount 10 MaxActive 6 SpawnCount 2 WaitForAllDead "wave_5b" WaitBetweenSpawns 5 TotalCurrency 0 Support Limited RandomChoice { TFBot { Template T_TFBot_Spy_Revolver_A } TFBot { Template T_TFBot_Spy_Revolver_B } TFBot { Template T_TFBot_Spy_Revolver_C } } } } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 6 // // Currency : 900$ -> Full with Bonus : 6200$ Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave_6a" Where spawnbot TotalCount 1 MaxActive 1 WaitBetweenSpawns 150 SpawnCount 1 TotalCurrency 100 Tank { Health 30000 Speed 75 StartingPathTrackNode boss_path_1 Skin 0 OnKilledOutput { Target boss_dead Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave_6b" Where spawnbot TotalCount 24 MaxActive 12 SpawnCount 2 WaitBetweenSpawns 3 TotalCurrency 100 WaitBeforeStarting 10 // They should be air dropped into coaltown, sadly. Squad { TFBot { Template T_TFBot_Soldier_stock Name "Forgotten Paratrooper" Attributes Parachute Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic_Uber_Kritz } } } WaveSpawn { Name "wave_6c" Where spawnbot_giant TotalCount 8 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 15 TotalCurrency 200 WaitBeforeStarting 45 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer } TFBot { Template T_TFBot_Medic_Uber_Kritz } TFBot { Template T_TFBot_Medic_Uber_Kritz } TFBot { Template T_TFBot_Medic_Uber_Kritz } } } WaveSpawn { Name "wave_6_Support_1" Where spawnbot TotalCount 12 MaxActive 8 Support Limited SpawnCount 4 WaitBetweenSpawns 1 TotalCurrency 0 WaitForAllDead "wave_6b" WaitBeforeStarting 10 RandomChoice { TFBot { Template T_TFBot_Spy_Revolver_B Attributes AlwaysCrit } TFBot { Template T_TFBot_Spy_Revolver_C Attributes AlwaysCrit } } } WaveSpawn { Name "wave_6d_extra" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 100 WaitForAllDead "wave_6c" Tank { Skin 1 Health 35000 Speed 75 OnKilledOutput { Target boss_dead Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave_6d" Where spawnbot_giant TotalCount 10 MaxActive 10 SpawnCount 5 WaitBetweenSpawns 20 TotalCurrency 100 WaitForAllDead "wave_6c" Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Medic_Uber_Kritz } TFBot { Template T_TFBot_Medic_Uber_Kritz } TFBot { Template T_TFBot_Medic_Uber_Kritz } TFBot { Template T_TFBot_Medic_Uber_Kritz } } } WaveSpawn { Name "wave_6e" Where spawnbot_mission_sniper TotalCount 16 MaxActive 12 SpawnCount 2 WaitBetweenSpawns 3 TotalCurrency 100 WaitForAllDead "wave_6c" Squad { TFBot { Template T_TFBot_Soldier_stock } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name "wave_6_support" Where spawnbot_invasion TotalCount 60 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 3 TotalCurrency 100 WaitBeforeStarting 20 Support Limited RandomChoice { TFBot { Template T_TFBot_Scout_stock } TFBot { Template T_TFBot_Demoman_Mine } TFBot { Template T_TFBot_Pyro_stock Attributes Alwayscrit ClassIcon pyro_reflect_daan } } } } }