// ------------------------------------------------------------------------------------------------------------------------------------------------------------\\ // Master Coastrock mission, made for Moonlight. The gimmickiest of gimmicks, but I expect it to be nerfed and/or changed for the weirdest of reasons really \\ // Made by Mo(nkey), blablabla \\ // Contact me if you had anything relating to the mission https://steamcommunity.com/id/totallynotcaptainMo \\ // ------------------------------------------------------------------------------------------------------------------------------------------------------------\\ // I can barely see all the scams inside these lol! #base robot_giant.pop #base robot_standard.pop You_Can_Put_Anything_Here_Lol // WaveSchedule { BotsAreHumans 1 WaveStartCountdown 0 PrecacheModel "models/player/huhhey_toan/tc2leq/flanker/flanker.mdl" PrecacheModel "models/player/huhhey_toan/tc2leq/trooper/trooper.mdl" PrecacheModel "models/player/huhhey_toan/tc2leq/arsonist/arsonist.mdl" PrecacheModel "models/player/huhhey_toan/tc2leq/annihilator/annihilator.mdl" PrecacheModel "models/player/huhhey_toan/tc2leq/brute/brute.mdl" PrecacheModel "models/player/huhhey_toan/tc2leq/mechanic/mechanic.mdl" PrecacheModel "models/player/huhhey_toan/tc2leq/doctor/doctor.mdl" PrecacheModel "models/player/huhhey_toan/tc2leq/marksman/marksman.mdl" PrecacheModel "models/player/huhhey_toan/tc2leq/agent/agent.mdl" PrecacheModel "models/bots/huhhey_toan/tc2leq/sentry_tc2_bomb/sentry_tc2_bomb.mdl" StartingCurrency 49 RespawnWaveTime 4 FixedRespawnWaveTime Yes CanBotsAttackWhileInSpawnRoom no AddSentryBusterWhenKillCountExceeds 10 AddSentryBusterWhenDamageDealtExceeds 1337 Advanced 1 ItemBlacklist { Classname "tf_wearable" } CustomWeapon { Name "Scout TC2" OriginalItemName "Activated Campaign 3 Pass" } CustomWeapon { Name "Soldier TC2" OriginalItemName "Activated Campaign 3 Pass" } CustomWeapon { Name "Pyro TC2" OriginalItemName "Activated Campaign 3 Pass" } CustomWeapon { Name "Demoman TC2" OriginalItemName "Activated Campaign 3 Pass" } CustomWeapon { Name "Heavy TC2" OriginalItemName "Activated Campaign 3 Pass" } CustomWeapon { Name "Engineer TC2" OriginalItemName "Activated Campaign 3 Pass" } CustomWeapon { Name "Medic TC2" OriginalItemName "Activated Campaign 3 Pass" } CustomWeapon { Name "Sniper TC2" OriginalItemName "Activated Campaign 3 Pass" } CustomWeapon { Name "Spy TC2" OriginalItemName "Activated Campaign 3 Pass" "always allow taunt" 1 "voice pitch scale" 1.4 } PointTemplates { flanker_model_override // 1 scout { OnSpawnOutput { Target !activator Action SetCustomModelVisibleToSelf Param 1 } OnSpawnOutput { Target !activator Action SetCustomModelWithClassAnimations Param "models/player/huhhey_toan/tc2leq/flanker/flanker.mdl" } } trooper_model_override // 2 soldier { OnSpawnOutput { Target !activator Action SetCustomModelVisibleToSelf Param 1 } OnSpawnOutput { Target !activator Action SetCustomModelWithClassAnimations Param "models/player/huhhey_toan/tc2leq/trooper/trooper.mdl" } } arsonist_model_override // 3 pyro { OnSpawnOutput { Target !activator Action SetCustomModelVisibleToSelf Param 1 } OnSpawnOutput { Target !activator Action SetCustomModelWithClassAnimations Param "models/player/huhhey_toan/tc2leq/arsonist/arsonist.mdl" } } annihilator_model_override // 4 demoman { OnSpawnOutput { Target !activator Action SetCustomModelVisibleToSelf Param 1 } OnSpawnOutput { Target !activator Action SetCustomModelWithClassAnimations Param "models/player/huhhey_toan/tc2leq/annihilator/annihilator.mdl" } } brute_model_override // 5 heavy { OnSpawnOutput { Target !activator Action SetCustomModelVisibleToSelf Param 1 } OnSpawnOutput { Target !activator Action SetCustomModelWithClassAnimations Param "models/player/huhhey_toan/tc2leq/brute/brute.mdl" } } mechanic_model_override // 6 engineer { OnSpawnOutput { Target !activator Action SetCustomModelVisibleToSelf Param 1 } OnSpawnOutput { Target !activator Action SetCustomModelWithClassAnimations Param "models/player/huhhey_toan/tc2leq/mechanic/mechanic.mdl" } } doctor_model_override // 7 medic { OnSpawnOutput { Target !activator Action SetCustomModelVisibleToSelf Param 1 } OnSpawnOutput { Target !activator Action SetCustomModelWithClassAnimations Param "models/player/huhhey_toan/tc2leq/doctor/doctor.mdl" } } marksman_model_override // 8 sniper { OnSpawnOutput { Target !activator Action SetCustomModelVisibleToSelf Param 1 } OnSpawnOutput { Target !activator Action SetCustomModelWithClassAnimations Param "models/player/huhhey_toan/tc2leq/marksman/marksman.mdl" } } agent_model_override // 9 spy { OnSpawnOutput { Target !activator Action SetCustomModelVisibleToSelf Param 1 } OnSpawnOutput { Target !activator Action SetCustomModelWithClassAnimations Param "models/player/huhhey_toan/tc2leq/agent/agent.mdl" } } } PlayerItemEquipSpawnTemplate { ItemName "Scout TC2" Name flanker_model_override } PlayerItemEquipSpawnTemplate { ItemName "Soldier TC2" Name trooper_model_override } PlayerItemEquipSpawnTemplate { ItemName "Pyro TC2" Name arsonist_model_override } PlayerItemEquipSpawnTemplate { ItemName "Demoman TC2" Name annihilator_model_override } PlayerItemEquipSpawnTemplate { ItemName "Heavy TC2" Name brute_model_override } PlayerItemEquipSpawnTemplate { ItemName "Engineer TC2" Name mechanic_model_override } PlayerItemEquipSpawnTemplate { ItemName "Medic TC2" Name doctor_model_override } PlayerItemEquipSpawnTemplate { ItemName "Sniper TC2" Name marksman_model_override } PlayerItemEquipSpawnTemplate { ItemName "Spy TC2" Name agent_model_override } ForceItem { Scout { Item "Scout TC2" } Soldier { Item "Soldier TC2" } Pyro { Item "Pyro TC2" } Demoman { Item "Demoman TC2" } HeavyWeapons { Item "Heavy TC2" } Engineer { Item "Engineer TC2" } Medic { Item "Medic TC2" } Sniper { Item "Frag Grenades" } Spy { Item "Spy TC2" } } Templates { T_TFBot_Giant_Soldier_Laser_Wall { ClassIcon soldier_bison WeaponRestrictions PrimaryOnly Skill Expert Health 4000 Name "Giant Laser Wall Soldier" Attributes HoldFireUntilFullReload Class Soldier Attributes MiniBoss Item "Exquisite Rack" Item "tyrantium helmet" ItemAttributes { ItemName "tf_weapon_rocketlauncher" "set item tint RGB" 10027263 "attach particle effect" 3045 "clip size upgrade atomic" 36.0 "fire rate bonus" 0.001 "faster reload rate" 0.18 "energy weapon penetration" 1 "override projectile type" 13 "projectile spread angle penalty" 6 "projectile speed decreased" 1.2 } ItemAttributes { ItemName "tyrantium helmet" "set item tint RGB" 10027263 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Giant_Shotgun_Heavy_Burst { Name "Giant Burst Shotgun Heavy" Class Heavy ClassIcon heavy_shotgun Skill Expert Health 5500 Attributes MiniBoss WeaponRestrictions SecondaryOnly MaxVisionRange 1200 Item "heavy hair" ItemAttributes { ItemName TF_WEAPON_SHOTGUN_HWG "fire rate bonus" 0.2 "bullets per shot bonus" 3.33 "damage penalty" 0.45 "faster reload rate" 0.67 "auto fires when full" 1 "auto fires full clip" 1 } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.15 "airblast vulnerability multiplier" 0.15 "override footstep sound set" 2 } } T_TFBot_Giant_Soldier_Tank { Name "Tank?" Class Soldier ClassIcon Tank Skill Expert Health 8000 Item "The Tank Top" Attributes MiniBoss Attributes UseBossHealthBar Attributes IgnoreEnemies Attributes DisableDodge Attributes SuppressFire ItemAttributes { ItemName "The Tank Top" "set item tint RGB" 5801378 } ItemAttributes { ItemName "tf_weapon_rocketlauncher" "damage penalty" 0 "fire rate penalty" 999 "override projectile type" 15 } CharacterAttributes { "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "dmg taken increased" 0.01 "dmg from melee increased" 100 "dmg from ranged reduced" 100 "torso scale" 0 "hand scale" 0 "head scale" 4 "move speed bonus" 0.3125 "backstab shield" 1 "override footstep sound set" 7 "increased jump height" 3.25 "rage giving scale" 0.1 } } T_TFBot_Giant_Gnome_Heavy { Class Heavy Name "Giant Mitten Heavy" ClassIcon heavy_mittens Skill Expert Health 5000 WeaponRestrictions MeleeOnly Attributes MiniBoss Attributes AlwaysCrit Item "The All-Father" Item "Point and Shoot" Item "The Holiday Punch" ItemAttributes { ItemName "The Holiday Punch" "dmg penalty vs players" 0 "crit does no damage" 0 "dmg bonus vs buildings" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Gas_Monkey { Name "Gas Guzzling Buffoon" Class Pyro Skill Easy MaxVisionRange 500 ClassIcon pyro_gaspasser_explode_tind WeaponRestrictions SecondaryOnly Attributes AlwaysFireWeapon Item "The Gas Passer" Item "Poopy Doe" ItemAttributes { ItemName "The Gas Passer" "move speed bonus" 0.8 "explode_on_ignite" 1 "mult_item_meter_charge_rate" 0.01 } } T_TFBot_Kritzkrieg_Medic { Name "Kritzkrieg Medic" Class Medic ClassIcon medic_kritz Skill Normal Attributes SpawnWithFullCharge Item "The Kritzkrieg" Item "The Virus Doctor" Item "The Overdose" ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 100 "uber duration bonus" 92 } CharacterAttributes { "bot medic uber health threshold" 1337 } } T_TFBot_Giant_Sniper_Bushwacka { Class Sniper Name "Giant Bushwacka Sniper" Skill Expert ClassIcon sniper_bushwacka Health 3300 Attributes MiniBoss Attributes AlwaysFireWeapon WeaponRestrictions MeleeOnly Item "The Bushwacka" ItemAttributes { ItemName "The Bushwacka" "dmg taken increased" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "head scale" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 7 } } T_TFBot_Giant_Soldier_Uncrit { Class Soldier Name "Not-So Charged Giant Soldier" ClassIcon soldier_crit Skill Normal Health 4000 Item "The Original" WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "gesture speed increase" 3 "head scale" 1.7 } } T_TFBot_Giant_Soldier_Catastrophic { Class Soldier Name "Collateral Catastrosphe" ClassIcon soldier_nuke2_giant Skill Normal Health 4000 Item "The Original" WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Original" "damage bonus" 2.69420 "blast radius increased" 1.33 "faster reload rate" 0.2 "fire rate bonus" 3.1 "Projectile speed increased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "gesture speed increase" 3 "head scale" 1.7 } } T_TFBot_Demo_Giant_3burst { ClassIcon demo_burst_spammer Health 3300 Name "Giant Rapid Burst Fire Demoman" Class Demoman Skill Hard Attributes HoldFireUntilFullReload Attributes MiniBoss ItemAttributes { ItemName "tf_weapon_grenadelauncher" "fire rate bonus" -1 "faster reload rate" 0.17 "clip size upgrade atomic" -1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vertical vulnerability multiplier" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } ItemAttributes { ItemName "scotsman's stove pipe" "set item tint RGB" 1315860 } Item "scotsman's stove pipe" } T_TFBot_Soldier_Giant_Powershell { ClassIcon soldier_burstfire_spammer Health 4200 Name "Giant Burst Rapid Fire Soldier" Class Soldier Skill Expert Item "exquisite rack" Item "powerhouse_rocketlauncher_shellshocker" Attributes HoldFireUntilFullReload Attributes MiniBoss ItemAttributes { ItemName powerhouse_rocketlauncher_shellshocker "faster reload rate" 0.10 "fire rate bonus" -1 "set_item_texture_wear" 0.2 } ItemAttributes { ItemName "tyrantium helmet" "set item tint RGB" 1315860 } Item "tyrantium helmet" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.1 "rage giving scale" 0.5 "airblast vertical vulnerability multiplier" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 3 "Projectile speed increased" 0.9 } } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 35 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Sniper Skill Hard } } Mission { Objective Sniper Where spawnbot BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 5 CooldownTime 15 DesiredCount 1 TFBot { Class Demoman ClassIcon demoknight Name "Leaping Demoman" Skill Expert Item "the eyelander" Item "eotl_demopants" MaxVisionRange 750 Attributes AutoJump AutoJumpMin 15 AutoJumpMax 15 ItemAttributes { ItemName "tf_weapon_grenadelauncher" "blast radius decreased" 0.02 "apply z velocity on damage" 700 "apply look velocity on damage" 1500 "is_passive_weapon" 1 "Projectile speed decreased" 0 "fuse bonus" 0.1 "fire rate bonus with reduced health" 0.25 "faster reload rate" -1 } ItemAttributes { Itemname "the eyelander" "deploy time decreased" 0.01 "dmg bonus vs buildings" 1337 "critboost on kill" 4 } CharacterAttributes { "blast dmg to self increased" 0.2 "cancel falling damage" 1 "increased jump height" 0.9 "damage force reduction" 0.1 "dmg from ranged reduced" 0.85 "attach particle effect" 3083 } } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 30 DesiredCount 3 TFBot { Template T_TFBot_Sniper Skill Hard } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 10 DesiredCount 1 TFBot { Template T_TFBot_Sniper Skill Normal Name "Attributes deez" Attributes AlwaysCrit ItemAttributes { ItemName "tf_weapon_sniperrifle" "ragdolls plasma effect" 1 } } } Mission { Objective Sniper Where spawnbot BeginAtWave 7 RunForThisManyWaves 1 InitialCooldown 1 CooldownTime 18 DesiredCount 3 TFBot { Class Demoman ClassIcon demoknight Name "Leaping Demoman" Skill Expert Item "the eyelander" Item "eotl_demopants" MaxVisionRange 750 Attributes AutoJump AutoJumpMin 15 AutoJumpMax 15 ItemAttributes { ItemName "tf_weapon_grenadelauncher" "blast radius decreased" 0.02 "apply z velocity on damage" 700 "apply look velocity on damage" 1500 "is_passive_weapon" 1 "Projectile speed decreased" 0 "fuse bonus" 0.1 "fire rate bonus with reduced health" 0.25 "faster reload rate" -1 } ItemAttributes { Itemname "the eyelander" "deploy time decreased" 0.01 "dmg bonus vs buildings" 1337 "critboost on kill" 4 } CharacterAttributes { "blast dmg to self increased" 0.2 "cancel falling damage" 1 "increased jump height" 0.9 "damage force reduction" 0.1 "dmg from ranged reduced" 0.85 "attach particle effect" 3083 } } } Mission { Objective DestroySentries Where spawnbot BeginAtWave 1 RunForThisManyWaves 7 InitialCooldown 10 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster UseCustomModel models/bots/huhhey_toan/tc2leq/sentry_tc2_bomb/sentry_tc2_bomb.mdl //Item "scotsman's stove pipe" //Item "The Gunboats" Name "Foolish Fellow" CharacterAttributes { "head scale" 3.0 "torso scale" 0 "voice pitch scale" 2 "dmg penalty vs players" 0 } } } Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 20 CooldownTime 20 DesiredCount 1 TFBot { Template T_TFBot_Spy Name "I c y S p y " //el stunlocker Item "the spy-cicle" Attributes AlwaysCrit ItemAttributes { ItemName "the spy-cicle" "crit does no damage" 1 "crit forces victim to laugh" 1 } } } Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Spy Name "G e t M a d S t r e a m e r s" Attributes AlwaysCrit } } PeriodicSpawn //First time someone uses this I guess? Realistically it's by far the weirdest shit i've done. { //I think under no circumstances people should use this unless there's a really good excuse; I'm just using it cause I like pissing someone off who thinks this is "bad". Where Behind When { MinInterval 75 MaxInterval 85 } Squad { ShouldPreserveSquad 1 TFBot { Class Scout Attributes IgnoreFlag BehaviorModifiers Mobber CharacterAttributes { "health regen" -10 } } TFBot { Class Engineer Health 300 Skill Normal Name "H炭蛡虨蛵虣胎虓i虁虘蹋谭虪m彤虅" //Only I can generate this pop, you mongoloids. BehaviorModifiers Mobber Attributes IgnoreFlag Attributes AlwaysCrit Item "the warsworn helmet" CharacterAttributes { "health regen" -10 } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target gamerules Action RunScriptCode Param " SetSkyboxTexture (`sky_coastal_01`) //Only here due to finale, skybox doesn't refresh naturally, so you know. EntFire(`bombpath_choose_relay`, `Kill`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_right_arrows`, `TurnOff`) EntFire(`bombpath_left_arrows`, `TurnOn`) EntFire(`bombpath_left`, `Trigger`) ClientPrint(null,3,`\x08FBFBAAEEEach wave will consist of forced bomb paths.`) ClientPrint(null,3,`\x08FBFBAAEEAny form of wave fail does NOT force the path to be different, so don't waste your time on that.`) ClientPrint(null,3,`\x08FBFBAAEEAdditionally, the mission will feature no payout -- nor any starting money.`) ClientPrint(null,3,`\x08FBFBAAEEHeavys miniguns have a -35% damage done to them, and the knockback of Pyro's airblast has been reduced.`) ClientPrint(null,3,`\x08FBFBAAEESo shuffle around classes and see what sticks for each wave.`) ClientPrint(null,3,`\x08FBFBAAEEHowever, do be careful of H炭蛡虨蛵虣胎蛦蜏蜆桐虧蛥蜁苔蜏汰泰檀汀蛺虂蹋蛨蛵虁太态虓i虁虘蹋谭虪m彤虅虁庭摊坦虌挞通探蛧谈同贪蜁坍蜁谈蛼蛧谭毯蛼虤號虥踏獭檀亭蛻蛦虗虥蛯蛥處虖坍虂滩泰虡蜐庭抬.`) local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Coastal Cashout (Master)`) } function OnGameEvent_post_inventory_application(params) { local player = GetPlayerFromUserID(params.userid) if(player.GetTeam() == 2 && player.GetPlayerClass() == 6) { for(local i = 0; i < NetProps.GetPropArraySize(player, `m_hMyWeapons`); i++) { if(NetProps.GetPropEntityArray(player, `m_hMyWeapons`, i).GetClassname() == `tf_weapon_minigun`) { local minigun = NetProps.GetPropEntityArray(player, `m_hMyWeapons`, i) minigun.AddAttribute(`damage bonus HIDDEN`, 0.65, 0) break } } } } __CollectGameEventCallbacks(this) " } WaveSpawn { Name W1-A1 TotalCount 2 //I think under nobodys surprise I will almost always force wave 1 tanks. MaxActive 2 //Honestly, majority of you need to stop complaining about tank waves should you ever read this. WaitBeforeStarting 2 //...I still need to nerf heavy somehow though, sadly. WaitBetweenSpawns 50 Tank { Health 12000 Speed 75 Name "tankboss" StartingPathTrackNode tankpath_alt OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { WaitForAllDead W1-A1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 Where spawnbot_tunnel DoneWarningSound "mvm_tank_explode.wav" TFBot { Template T_TFBot_Giant_Soldier_Tank } } WaveSpawn { WaitForAllDead W1-A1 FirstSpawnWarningSound "vo\mvm\mght\soldier_mvm_m_laughlong03.mp3" WaitBeforeStarting 5.5 } WaveSpawn { WaitForAllDead W1-A1 FirstSpawnWarningSound "vo\mvm_tank_alerts04.mp3" WaitBeforeStarting 2.5 } WaveSpawn { Where spawnbot TotalCount 1337 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawnsAfterDeath 8 Support 1 TFBot { Class Heavy Skill Hard CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } WaveSpawn { TotalCount 1337 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 5 Support 1 Where spawnbot TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } WaveSpawn { Where spawnbot TotalCount 1337 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 6 Support 1 TFBot { Class Pyro Skill Expert item "tf_weapon_flamethrower" ItemAttributes { ItemName "tf_weapon_flamethrower" "lunchbox adds minicrits" 2 "airblast disabled" 1 } CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } WaveSpawn { Where spawnbot TotalCount 1337 MaxActive 3 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 3 Support 1 TFBot { Template T_TFBot_Heavyweapons_Fist Item "der maschinensoldaten-helm" CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } } WaveSpawn { Where spawnbot TotalCount 1337 MaxActive 2 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 8 Support 1 TFBot { Class Demoman Skill Normal ClassIcon demo_lochload Item "the loch-n-load" CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } WaveSpawn { Where spawnbot TotalCount 1337 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 6 Support 1 TFBot { Class Soldier Skill Normal CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target gamerules Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Kill`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_right_arrows`, `TurnOff`) EntFire(`bombpath_left_arrows`, `TurnOn`) EntFire(`bombpath_left`, `Trigger`) local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Coastal Cashout (Master)`) } function OnGameEvent_post_inventory_application(params) { local player = GetPlayerFromUserID(params.userid) if(player.GetTeam() == 2 && player.GetPlayerClass() == 6) { for(local i = 0; i < NetProps.GetPropArraySize(player, `m_hMyWeapons`); i++) { if(NetProps.GetPropEntityArray(player, `m_hMyWeapons`, i).GetClassname() == `tf_weapon_minigun`) { local minigun = NetProps.GetPropEntityArray(player, `m_hMyWeapons`, i) minigun.AddAttribute(`damage bonus HIDDEN`, 0.65, 0) break } } } } __CollectGameEventCallbacks(this) " } WaveSpawn { Name W2-A1 TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer item "the flare gun" ItemAttributes { ItemName "the flare gun" "fire rate bonus" 0.2 } CharacterAttributes { "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 "damage force reduction" 0.3 } } TFBot { Template T_TFBot_Giant_Medic Name "Giant Popper Medic" Item "the warsworn helmet" ClassIcon medic_pop Health 2000 Scale 1.55 CharacterAttributes { "bot medic uber health threshold" 75 //The sinning tm "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "damage force reduction" 0.3 } } } } WaveSpawn { Name W2-A2 WaitForAllDead W2-A1 Where spawnbot TotalCount 12 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 3 TFBot { Template T_TFBot_Heavyweapons_Fist Item "der maschinensoldaten-helm" CharacterAttributes { "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "damage force reduction" 0 } } } WaveSpawn { Name W2-A2 WaitForAllDead W2-A1 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 17 WaitBetweenSpawnsAfterDeath 2 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Catastrophic Item "the whirly warrior" //Item "honcho's headgear" //Item "fancy dress uniform" } } WaveSpawn { WaitForAllDead W2-A1 Where spawnbot TotalCount 1337 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawnsAfterDeath 2 Support 1 TFBot { Class Soldier ClassIcon soldier_directhit_lite Name "Direct Hit Soldier" Skill Hard Item "The Direct Hit" CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } } WaveSpawn { Name W2-A2 TotalCount 12 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0.2 WaitBetweenSpawns 10 Where spawnbot TFBot { Class Heavy ClassIcon heavy_shotgun Name "Shotgun Heavy" Skill Normal WeaponRestrictions SecondaryOnly CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } WaveSpawn { Name W2-A2 WaitForAllDead W2-A1 TotalCount 32 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 3 Where spawnbot Squad { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.8 } } TFBot { Template T_TFBot_Medic_BigHeal Name "Big Heal Medic" Item "the surgeon's stahlhelm" CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } } WaveSpawn { Name W2-A3 WaitForAllDead W2-A2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0.69 Where spawnbot TFBot { Name "Giant Flare Rain Pyro" Class Pyro Skill Expert Health 3300 WeaponRestrictions SecondaryOnly ClassIcon pyro_flare_rain_nys Attributes "MiniBoss" ItemAttributes { ItemName "the flare gun" "faster reload rate" 0.27 "fire rate bonus" 0.27 "projectile speed increased" 0.4 "projectile spread angle penalty" 10 } Item "the flare gun" Item "the rusty reaper" Item "the crone's dome" ItemAttributes { ItemName "the crone's dome" "set item tint RGB" 1315860 } CharacterAttributes { "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 6 "airblast vertical vulnerability multiplier" 0.0 } } } WaveSpawn { Name W2-A3 //Before it was a GRegen, now I don't want to bother with it given that it's way too much WaitForAllDead W2-A2 //Makes spy a little more useful, albeit the wave already is good for him TotalCurrency 0 //Nvm back to regen TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 27 Where spawnbot Squad { TFBot { Name "Giant Flare Rain Pyro" Class Pyro Skill Expert Health 3300 WeaponRestrictions SecondaryOnly ClassIcon pyro_flare_rain_nys Attributes "MiniBoss" ItemAttributes { ItemName "the flare gun" "faster reload rate" 0.27 "fire rate bonus" 0.27 "projectile speed increased" 0.4 "projectile spread angle penalty" 10 } Item "the flare gun" Item "the rusty reaper" Item "the crone's dome" ItemAttributes { ItemName "the crone's dome" "set item tint RGB" 1315860 } CharacterAttributes { "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 "airblast vertical vulnerability multiplier" 0.5 } } TFBot { Template T_TFBot_Giant_Medic_Regen Name "Giant Almost Regen Medic" Item "ghastly gibus" Health 3500 Scale 1.55 Skill Easy CharacterAttributes { "health regen" 4 } } } } WaveSpawn { Name W2-A3 WaitForAllSpawned W2-A2 Where spawnbot TotalCount 1337 MaxActive 3 SpawnCount 3 WaitBeforeStarting 14 WaitBetweenSpawns 5 Support 1 TFBot { Class Soldier ClassIcon soldier_directhit_lite Name "Direct Hit Soldier" Skill Hard Item "The Direct Hit" CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target gamerules Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Kill`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_right_arrows`, `TurnOn`) EntFire(`bombpath_left_arrows`, `TurnOff`) EntFire(`bombpath_right`, `Trigger`) local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Coastal Cashout (Master)`) } function OnGameEvent_post_inventory_application(params) { local player = GetPlayerFromUserID(params.userid) if(player.GetTeam() == 2 && player.GetPlayerClass() == 6) { for(local i = 0; i < NetProps.GetPropArraySize(player, `m_hMyWeapons`); i++) { if(NetProps.GetPropEntityArray(player, `m_hMyWeapons`, i).GetClassname() == `tf_weapon_minigun`) { local minigun = NetProps.GetPropEntityArray(player, `m_hMyWeapons`, i) minigun.AddAttribute(`damage bonus HIDDEN`, 0.65, 0) break } } } } __CollectGameEventCallbacks(this) " } WaveSpawn { Name W3-A1 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Bonk //Yippee Name "Idiot Test" CharacterAttributes { "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "damage force reduction" 0 } } } WaveSpawn { Name W3-A2 WaitForAllDead W3-A1 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Bonk //YIPPEE WeaponRestrictions PrimaryOnly Item "pyroland_scattergun_shottohell" ClassIcon "scout_superbonk" Attributes "HoldFireUntilFullReload" Attributes "AlwaysCrit" Item "Cadet Visor" Name "Idiot Test MK II" AutoJumpMin 5 AutoJumpMax 8 Skill Expert ItemAttributes { ItemName "pyroland_scattergun_shottohell" "faster reload rate" 0.4 "set_item_texture_wear" 0.2 "damage bonus" 1.33 } CharacterAttributes { "effect bar recharge rate increased" 0.35 "deploy time increased" 0.5 "move speed bonus" 1337 "increased jump height" 1.4 } } } WaveSpawn { Name W3-A3 WaitForAllDead W3-A2 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 24 Where spawnbot TFBot { Class Pyro Name "Giant Volcanic Pyro" Skill Expert Health 3600 ClassIcon pyro_volcano Item "sharpened volcano fragment" Item "the crone's dome" Item "the last breath" WeaponRestrictions MeleeOnly Attributes AlwaysFireWeapon Attributes MiniBoss ItemAttributes { ItemName "sharpened volcano fragment" "attach particle effect" 3042 "attack_minicrits_and_consumes_burning" 1 "damage penalty" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "override footstep sound set" 6 } } } WaveSpawn { Name W3-A3 WaitForAllDead W3-A2 TotalCount 8 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 6.9 Where spawnbot TFBot { Template T_TFBot_Sniper_Huntsman_Spammer ClassIcon sniper_bow_multi CharacterAttributes { "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "damage force reduction" 0 } } } WaveSpawn { Name W3-A3-1 WaitForAllDead W3-A2 TotalCount 20 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 3 Where spawnbot RandomChoice { TFBot { Class Pyro Skill Normal ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "airblast disabled" 1 } CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } TFBot { Class Pyro Skill Normal ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "airblast disabled" 1 } CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } TFBot { Class Pyro Skill Normal ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "airblast disabled" 1 } CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } TFBot { Class Pyro Skill Easy Item "ghastly gibus" Attributes AlwaysFireWeapon CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } } WaveSpawn { Name W3-A3 WaitForAllDead W3-A2 TotalCount 16 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 5 Where spawnbot_tunnel TFBot { Template T_TFBot_Demo_Burst Item "scotch bonnet" CharacterAttributes { "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.2 "damage force reduction" 0.2 } } } WaveSpawn { Name W3-A4 WaitForAllDead W3-A3 TotalCount 10 MaxActive 7 SpawnCount 5 WaitBetweenSpawns 17 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons MaxVisionRange 650 } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" Item "the warsworn helmet" } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" Item "the warsworn helmet" } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" Item "the warsworn helmet" } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" Item "the warsworn helmet" } } } WaveSpawn { WaitForAllDead W3-A2 Where spawnbot TotalCount 1337 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 Support 1 TFBot { Name "Crimson Chin" Class Sniper ClassIcon sniper_jarate Skill Expert WeaponRestrictions SecondaryOnly Attributes AlwaysFireWeapon Item "Jarate" ItemAttributes { ItemName "Jarate" "effect bar recharge rate increased" 0.02 } CharacterAttributes { "head scale" 0.4 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "damage force reduction" 0 } } } WaveSpawn { Name W3-A4 WaitForAllDead W3-A3 TotalCount 28 MaxActive 12 SpawnCount 2 Support Limited WaitBetweenSpawns 0.5 Where spawnbot_tunnel TFBot { Class Soldier ClassIcon vex_soldier_stunburst Skill Expert Name "I'm Helping!" //Idk it's funny Item "ghastly gibus" Item "rocket jumper" ItemAttributes { ItemName "rocket jumper" "fire rate bonus" -1 "faster reload rate" 0.75 "rocket specialist" 4 } } } WaveSpawn { Name W3-A5 WaitForAllDead W3-A4 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 Where spawnbot TFBot { ClassIcon soldier_spammer Health 15000 Name "Chin Check" //Shoutout to NWA Class Sniper Skill Expert Item "Jarate" Attributes MiniBoss Attributes UseBossHealthBar Attributes AlwaysFireWeapon WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "tf_weapon_sniperrifle" "override projectile type" 2 "fire rate bonus" 0.6 "killstreak tier" 1 } ItemAttributes { ItemName "Jarate" "override projectile type" 2 "effect bar recharge rate increased" 0.05 "is_passive_weapon" 1 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "override footstep sound set" 7 "head scale" 0.4 "rage giving scale" 0.1 } } } WaveSpawn { Name W3-A5 WaitForAllDead W3-A4 Where spawnbot TotalCount 1337 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 3 Support 1 TFBot { ClassIcon sniper_bushwacka Class Sniper Item "The Bushwacka" Name "Bushwacka Sniper" Skill Expert WeaponRestrictions MeleeOnly CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } WaveSpawn { Name W3-A5 WaitForAllDead W3-A4 Where spawnbot TotalCount 1337 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 3 Support 1 TFBot { Class Soldier ClassIcon vex_soldier_stunburst Skill Expert Name "The Ultimate Helper" //Idk it's funnier Attributes HoldFireUntilFullReload Item "ghastly gibus" Item "rocket jumper" ItemAttributes { ItemName "rocket jumper" "faster reload rate" 0.10 "fire rate bonus" -1 "rocket specialist" 4 } } } WaveSpawn { Name W3-A5 WaitForAllDead W3-A4 Where spawnbot TotalCount 1337 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 3 Support 1 TFBot { ClassIcon sniper_jug_trivalshiv Class Sniper Skill Expert Attributes AlwaysCrit Name "Tribal Sniper" WeaponRestrictions MeleeOnly Health 650 Scale 1.3 Item "The Tribalman's Shiv" CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target gamerules Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Kill`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_right_arrows`, `TurnOff`) EntFire(`bombpath_left_arrows`, `TurnOn`) EntFire(`bombpath_left`, `Trigger`) local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Coastal Cashout (Master)`) } function OnGameEvent_post_inventory_application(params) { local player = GetPlayerFromUserID(params.userid) if(player.GetTeam() == 2 && player.GetPlayerClass() == 6) { for(local i = 0; i < NetProps.GetPropArraySize(player, `m_hMyWeapons`); i++) { if(NetProps.GetPropEntityArray(player, `m_hMyWeapons`, i).GetClassname() == `tf_weapon_minigun`) { local minigun = NetProps.GetPropEntityArray(player, `m_hMyWeapons`, i) minigun.AddAttribute(`damage bonus HIDDEN`, 0.65, 0) break } } } } __CollectGameEventCallbacks(this) " } WaveSpawn { TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Fast Health "1337" //yes } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 Tank { Health 13500 Name tank1 Speed 75 StartingPathTrackNode tankpath_alt OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { WaitBeforeStarting 5.7 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow90Percent tank1,SetModelScale,0.9" //Uh oh! } } WaveSpawn { WaitBeforeStarting 5.7 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow85Percent tank1,SetModelScale,0.85" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow80Percent tank1,SetModelScale,0.8" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow75Percent tank1,SetModelScale,0.75" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow70Percent tank1,SetModelScale,0.7" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow65Percent tank1,SetModelScale,0.65" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow60Percent tank1,SetModelScale,0.6" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow55Percent tank1,SetModelScale,0.55" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow50Percent tank1,SetModelScale,0.5" //Even more of uh ohs! } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow45Percent tank1,SetModelScale,0.45" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow40Percent tank1,SetModelScale,0.4" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow35Percent tank1,SetModelScale,0.35" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow30Percent tank1,SetModelScale,0.3" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow25Percent tank1,SetModelScale,0.25" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow20Percent tank1,SetModelScale,0.2" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow15Percent tank1,SetModelScale,0.15" } } WaveSpawn { WaitBeforeStarting 6 FirstSpawnOutput { Target tank1 Action "AddOutput" Param "OnHealthBelow10Percent tank1,SetModelScale,0.1" //It could not be any more over than this } } WaveSpawn { TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 17 WaitBetweenSpawns 17 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Fast Health "1337" //also yes } } WaveSpawn { TotalCount 48 MaxActive 16 SpawnCount 4 WaitBeforeStarting 27 WaitBetweenSpawns 1 Where spawnbot_parachute RandomChoice { TFBot { Class Scout Skill Easy WeaponRestrictions PrimaryOnly CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } TFBot { Class Scout Skill Easy CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } TFBot { Template T_TFBot_Scout_Bonk CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } TFBot { Template T_TFBot_Scout_Sandman CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } } WaveSpawn { Name W4-A1 TotalCount 9 MaxActive 4 SpawnCount 3 WaitBeforeStarting 37 WaitBetweenSpawns 12 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Demo_RapidFire Name "Giant Demoman" Item "glengarry bonnet" } TFBot { Template T_TFBot_Kritzkrieg_Medic } TFBot { Template T_TFBot_Kritzkrieg_Medic } } } WaveSpawn { Name W4-A2 WaitForAllSpawned W4-A1 TotalCount 20 MaxActive 6 SpawnCount 4 WaitBetweenSpawns 5 Where spawnbot_tunnel TFBot { Name "Cow Mangler Soldier" Class Soldier ClassIcon soldier_mangler_v2 WeaponRestrictions PrimaryOnly Item "The Cow Mangler 5000" Skill Expert CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } WaveSpawn { Name W4-A2 WaitForAllSpawned W4-A1 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 17 Where spawnbot Squad { FormationSize 200 TFBot { Template T_TFBot_Giant_Sniper_Bushwacka } TFBot { Template T_TFBot_Giant_Soldier Name "Giant Buff Soldier" ClassIcon soldier_buff_giant Attributes SpawnWithFullCharge Item "The Buff Banner" CharacterAttributes { "deploy time increased" 0 "increase buff duration" 6 "gesture speed increase" 3 "head scale" 1.7 } Item "honcho's headgear" Item "fancy dress uniform" } } } WaveSpawn { Name W4-A3 WaitForAllDead W4-A2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 TotalCurrency 0 Where spawnbot TFBot { Class Pyro Name "Hell Descension" Skill Expert Scale 1.9 ClassIcon pyro_d Health 16000 Attributes UseBossHealthBar Attributes AlwaysFireWeapon Attributes MiniBoss MaxVisionRange 1000 Item "Batter's Bracers" Item "Wandering Wraith" Item "the chaser" Item "Exquisite Rack" ItemAttributes { ItemName "tf_weapon_shotgun_pyro" "is_passive_weapon" 1 "centerfire projectile" 1 "override projectile type" 6 "projectile spread angle penalty" 4 "damage bonus" 10.69 "can overload" 1 "auto fires full clip" 1 "auto fires when full" 1 "fire rate bonus" -1 "Projectile speed increased" 0.80 "faster reload rate" 0.85 } ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "flame_lifetime" 2.69 "flame_speed" 6900 "flame_drag" 6.5 } CharacterAttributes { "override footstep sound set" 5 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "damage force reduction" 0 "rage giving scale" 0.1 "ragdolls become ash" 1 "gesture speed increase" 0.33 "hand scale" 0 "head scale" 1.4 "move speed bonus" 0.4 "increased jump height" 1.3 } } } WaveSpawn { WaitForAllSpawned W4-A1 TotalCount 18 MaxActive 3 SpawnCount 3 Support Limited WaitBeforeStarting 22 WaitBetweenSpawns 12 Where spawnbot TFBot { Class Scout Name "Lesser Super Scout" ClassIcon scout_fast Skill Easy Item "Bonk Boy" Item "The Holy Mackerel" WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 3 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.6 } } } WaveSpawn { Name W4-A3 WaitForAllDead W4-A2 TotalCount 12 MaxActive 12 SpawnCount 12 Support Limited WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot TFBot { Class Pyro Name "Volcanic Pyro" Skill Expert ClassIcon pyro_volcano Item "sharpened volcano fragment" Item "the crone's dome" Item "the last breath" WeaponRestrictions MeleeOnly Attributes AlwaysFireWeapon ItemAttributes { ItemName "sharpened volcano fragment" "attach particle effect" 3042 "attack_minicrits_and_consumes_burning" 1 "damage penalty" 1 } CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target gamerules Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Kill`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_right_arrows`, `TurnOff`) EntFire(`bombpath_left_arrows`, `TurnOn`) EntFire(`bombpath_left`, `Trigger`) local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Coastal Cashout (Master)`) } function OnGameEvent_post_inventory_application(params) { local player = GetPlayerFromUserID(params.userid) if(player.GetTeam() == 2 && player.GetPlayerClass() == 6) { for(local i = 0; i < NetProps.GetPropArraySize(player, `m_hMyWeapons`); i++) { if(NetProps.GetPropEntityArray(player, `m_hMyWeapons`, i).GetClassname() == `tf_weapon_minigun`) { local minigun = NetProps.GetPropEntityArray(player, `m_hMyWeapons`, i) minigun.AddAttribute(`damage bonus HIDDEN`, 0.65, 0) break } } } } __CollectGameEventCallbacks(this) " } WaveSpawn { TotalCount 4 MaxActive 4 SpawnCount 4 Name W5-A1 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Boxing_Heavy Name "'Not Actually A Chief' Steelie" //What it says, idk Item "fists of steel" Health 6942 ClassIcon heavy_steelfist_giant Attributes UseBossHealthBar Attributes BulletImmune Attributes BlastImmune Attributes FireImmune ItemAttributes { ItemName "fists of steel" "damage bonus" 1.8 } ItemAttributes { ItemName "pugilist's protector" "set item tint rgb" 7506594 } CharacterAttributes { "move speed bonus" 0.5 "dmg taken from bullets reduced" 0 "dmg taken from blast reduced" 0 "dmg taken from fire reduced" -1337 "hand scale" 1.4 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } TFBot { Class Medic Classicon medic_vacc_trio Name "Bullet-Proof Medic" Skill Normal Attributes "SpawnWithFullCharge" ItemAttributes { ItemName "tf_weapon_medigun" "medigun charge is resists" 3 "uber duration bonus" 42069 "medigun blast resist passive" 0 "medigun blast resist deployed" 0 } CharacterAttributes { "bot medic uber health threshold" 1337 "dmg taken from bullets reduced" -1337 } } TFBot { Class Medic Classicon medic_vacc_trio Name "Blast-Proof Medic" Skill Normal Attributes SpawnWithFullCharge ItemAttributes { ItemName "tf_weapon_medigun" "medigun charge is resists" 4 "uber duration bonus" 42069 "medigun blast resist passive" 0 "medigun blast resist deployed" 0 } CharacterAttributes { "bot medic uber health threshold" 1337 "dmg taken from blast reduced" -1337 } } TFBot { Class Medic Classicon medic_vacc_trio Name "Fire-Proof Medic" Skill Normal Attributes SpawnWithFullCharge ItemAttributes { ItemName "tf_weapon_medigun" "medigun charge is resists" 5 "uber duration bonus" 42069 "medigun blast resist passive" 0 "medigun blast resist deployed" 0 } CharacterAttributes { "bot medic uber health threshold" 1337 "dmg taken from fire reduced" -1337 } } } } WaveSpawn //GAUNTLET FAMILY { Name W5-A1 TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 10 Where spawnbot TFBot { Class Heavy Skill Easy Health 150 ClassIcon heavy_steelfist Name "Steel Midget" Item "fists of steel" WeaponRestrictions MeleeOnly Item "Pugilist's Protector" Scale 0.5 ItemAttributes { ItemName "pugilist's protector" "set item tint rgb" 7506594 } CharacterAttributes { "voice pitch scale" 1.5 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } } WaveSpawn { Name W5-A1 TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 10 Where spawnbot TFBot { Class Heavy Skill Normal ClassIcon heavy_steelfist Name "Steel Manlet" Item "fists of steel" WeaponRestrictions MeleeOnly Item "Pugilist's Protector" ItemAttributes { ItemName "pugilist's protector" "set item tint rgb" 7506594 } } } WaveSpawn { Name W5-A1 TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 10 Where spawnbot TFBot { Class Heavy Skill Normal ClassIcon heavy_steelfist Name "Steel Lanklet" Item "fists of steel" WeaponRestrictions MeleeOnly Item "Pugilist's Protector" ItemAttributes { ItemName "pugilist's protector" "set item tint rgb" 7506594 } CharacterAttributes { "torso scale" 1.75 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } } WaveSpawn { Name W5-A2 WaitForAllDead W5-A1 Where spawnbot TotalCount 28 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 8 TFBot { Class Demoman Health 250 Scale 1.3 Skill Expert Name "Bomber League Demo" Classicon scout_stun Attributes HoldFireUntilFullReload Item "The Bolt Action Blitzer" Item "The Gaelic Golf Bag" ItemAttributes { ItemName "tf_weapon_grenadelauncher" "blast radius increased" 0.1 "custom projectile model" "models/weapons/w_models/w_baseball.mdl" "fuse bonus" 42069 "blast dmg to self increased" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "damage force reduction" 0 } } } WaveSpawn { Name W5-A2 WaitForAllDead W5-A1 Where spawnbot_parachute TotalCount 24 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 10 TFBot { ClassIcon scout_stun_armored Health 450 Name "Centrist League Scout" Scale 1.22 Class Scout Skill Expert WeaponRestrictions MeleeOnly Item "the sandman" Item "batter's helmet" Item "big steel jaw of summer fun" ItemAttributes { ItemName "the sandman" "effect bar recharge rate increased" 0.3 } CharacterAttributes { "rage giving scale" 0.3 "airblast vertical vulnerability multiplier" 0.5 "airblast vulnerability multiplier" 0.5 "damage force reduction" 0.5 "move speed bonus" 0.7 } } } WaveSpawn { Name W5-A2 WaitForAllDead W5-A1 Where spawnbot TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 20 Squad { TFBot { Class Scout Name "Major League Striker" ClassIcon scout_stun_giant_armored Skill Expert Health 2500 Item "Batter's Helmet" Item "The Sandman" Item "Big Steel Jaw Of Summer Fun" WeaponRestrictions MeleeOnly Attributes MiniBoss ItemAttributes { ItemName "The Sandman" "dmg penalty vs players" 6.9 "damage bonus" 0.10 "effect bar recharge rate increased" 0.25 } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 5 } } TFBot { Template T_TFBot_Medic_SlowRecharge Item "prussian pickelhaube" } } } WaveSpawn { Name W5-A3 WaitForAllSpawned W5-A2 Where spawnbot TotalCount 24 MaxActive 9 SpawnCount 3 WaitBetweenSpawns 7 WaitBeforeStarting 12 Squad { TFBot { Template T_TFBot_Heavy_IronFist_Airblast ClassIcon heavy_steelfist_pusher CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } TFBot { Class Spy Skill Hard CharacterAttributes { "cannot disguise" 1 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } TFBot { Class Spy Skill Hard CharacterAttributes { "cannot disguise" 1 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } } } WaveSpawn { Name W5-A3 WaitForAllSpawned W5-A2 Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 23.69 TFBot { Template T_TFBot_Giant_Shotgun_Heavy_Burst Item "heavy hair" } } WaveSpawn { Name W5-A4 WaitForAllDead W5-A3 WaitBeforeStarting 2 FirstSpawnWarningSound "vo/announcer_warning.mp3" } WaveSpawn { Name W5-A4 WaitForAllDead W5-A3 WaitBeforeStarting 2 FirstSpawnWarningSound "vo/announcer_warning.mp3" FirstSpawnOutput { Target gamerules Action RunScriptCode Param " SpawnEntityFromTable(`training_annotation` , { targetname = `boss_notice` display_text = `Kill the small robots in one hit near the boss or it will latch onto them and gain a speedboost!` lifetime = `15` origin = `-810 1241 404` } ) EntFire(`boss_notice`, `show`) EntFire(`boss_notice`, `kill`, ``, 15) " } } WaveSpawn { Name W5-A4 WaitForAllDead W5-A3 Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 8 Squad { ShouldPreserveSquad 1 TFBot { ClassIcon medic_d Health 14200 Name "Costochondritis Heal-Up" //In reference to my current year chest pain. Maybe I'll also be dead by CHD/CAD finally. Class Medic Skill Hard WeaponRestrictions SecondaryOnly Attributes AlwaysFireWeapon Attributes MiniBoss Attributes UseBossHealthBar Item "the quick-fix" Item "the ubersaw" Item "the team captain" ItemAttributes { ItemName "the ubersaw" "is_passive_weapon" 1 } CharacterAttributes { "rage giving scale" 0 "move speed bonus" 0.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "heal rate bonus" 42069 "hand scale" 1.85 "increased jump height" 3.25 "cancel falling damage" 1 } } TFBot { Template T_TFBot_Gas_Monkey //Do you think people would get pissed off over the ACTUAL name of these things? CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } TFBot { Template T_TFBot_Gas_Monkey //Surely not CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } TFBot { Template T_TFBot_Gas_Monkey //Would be almost a non-crime, given that VV randoms got pissed off for Object Overflows gas templates CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } TFBot { Template T_TFBot_Gas_Monkey //It really couldn't be more over if it were the case. CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.3 } } } } WaveSpawn { Name W5-A4 WaitForAllDead W5-A3 Where spawnbot TotalCount 20 MaxActive 6 SpawnCount 2 Support 1 WaitBeforeStarting 23 WaitBetweenSpawns 5 TFBot { Class Soldier Name "Samurai Soldier" Skill Hard ClassIcon demoknight_samurai WeaponRestrictions MeleeOnly Item "The Half-Zatoichi" Item "Soldier Samurai Hat" CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.5 } } } WaveSpawn { Name W5-A4 WaitForAllDead W5-A3 Where spawnbot TotalCount 1337 MaxActive 2 SpawnCount 2 WaitBeforeStarting 16 WaitBetweenSpawns 2 Support 1 TFBot { Class Soldier Name "Chest & Back Pain" Skill Hard CharacterAttributes { "torso scale" 1.75 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target gamerules Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Kill`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_right_arrows`, `TurnOn`) EntFire(`bombpath_left_arrows`, `TurnOff`) EntFire(`bombpath_right`, `Trigger`) local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Coastal Cashout (Master)`) } function OnGameEvent_post_inventory_application(params) { local player = GetPlayerFromUserID(params.userid) if(player.GetTeam() == 2 && player.GetPlayerClass() == 6) { for(local i = 0; i < NetProps.GetPropArraySize(player, `m_hMyWeapons`); i++) { if(NetProps.GetPropEntityArray(player, `m_hMyWeapons`, i).GetClassname() == `tf_weapon_minigun`) { local minigun = NetProps.GetPropEntityArray(player, `m_hMyWeapons`, i) minigun.AddAttribute(`damage bonus HIDDEN`, 0.65, 0) break } } } } __CollectGameEventCallbacks(this) " } WaveSpawn { Name W6-A1 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot TFBot { Template T_TFBot_Giant_Gnome_Heavy } } WaveSpawn { Name W6-A1-1 TotalCount 52 MaxActive 12 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 2 Where spawnbot TFBot { ClassIcon scout_basher_lite Class Scout Skill Expert WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "The Boston Basher" ItemAttributes { ItemName "The Boston Basher" "hit self on miss" 0 "ragdolls plasma effect" 1 } CharacterAttributes { "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.8 } } } WaveSpawn { Name W6-A1-2 WaitForAllSpawned W6-A1-1 Where spawnbot_parachute TotalCount 86 MaxActive 12 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 0.1 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Name "Punchie" Attributes AlwaysCrit ItemAttributes { ItemName "Pugilist's Protector" "set item tint rgb" 6535423 } CharacterAttributes { "ragdolls plasma effect" 1 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.3 "damage force reduction" 0.8 } } } WaveSpawn { Name W6-A2 WaitForAllDead W6-A1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 Where spawnbot_parachute TFBot { Template T_TFBot_Giant_Gnome_Heavy } } WaveSpawn { Name W6-A2 WaitForAllDead W6-A1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 17 Where spawnbot_parachute TFBot { Template T_TFBot_Giant_Boxing_Heavy Name "Giant Punchie" Attributes AlwaysCrit ItemAttributes { ItemName "Pugilist's Protector" "set item tint rgb" 6535423 } CharacterAttributes { "ragdolls plasma effect" 1 } } } WaveSpawn { Name W6-A3 WaitForAllDead W6-A2 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 19 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Crit Item "honcho's headgear" Item "fancy dress uniform" CharacterAttributes { "ragdolls plasma effect" 1 } } } WaveSpawn //:catastrophic: { Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawnsAfterDeath 7 TotalCurrency 0 Support 1 TFBot { Name "Catastrophic Kiloton" Class Demoman Classicon demo_atomic Skill Expert item "scotch bonnet" Item "the juggernaut jacket" Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "clip size penalty" 0.75 "fire rate penalty" 10 "faster reload rate" 0.01 "blast radius increased" 2 "Projectile speed increased" 0.65 "damage bonus" 8 "fuse bonus" 4 "grenade no spin" 1 "grenade no bounce" 1 "use large smoke explosion" 1 "blast dmg to self increased" 0 "ragdolls become ash" 1 } CharacterAttributes { "attach particle effect" 3085 } } } WaveSpawn { Where spawnbot TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 20 WaitBetweenSpawns 30 TotalCurrency 0 Support 1 TFBot { Class Soldier Name "Cataclysmic Calamity" ClassIcon soldier_nuke2_giant Skill Expert Item "The Original" WeaponRestrictions PrimaryOnly Attributes AlwaysCrit ItemAttributes { ItemName "The Original" "damage bonus" 4.69420 "dmg bonus vs buildings" 42069 "energy weapon no deflect" 1 "blast radius increased" 1.33 "faster reload rate" 0.2 "fire rate bonus" 3.1 "Projectile speed increased" 0.45 "ragdolls become ash" 1 } CharacterAttributes { "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "gesture speed increase" 3 } } } WaveSpawn { Name W6-A4 WaitForAllSpawned W6-A3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 Where spawnbot_tunnel TFBot { Template T_TFBot_Giant_Soldier_Extended_Battalion Name "fuck you in particular" Attributes "AlwaysCrit" Item "honcho's headgear" Item "fancy dress uniform" CharacterAttributes { "ragdolls plasma effect" 1 } } } WaveSpawn { TotalCount 1337 SpawnCount 1 MaxActive 3 WaitBeforeStarting 2 WaitBetweenSpawns 20 Support 1 Tank { Health 3000 //odd idk Speed 100 Name "tankboss" StartingPathTrackNode tankpath_alt OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target gamerules Action RunScriptCode Param " IncludeScript(`coastrock_flanking`) //FINALE WILL STILL WORK AS NORMAL, BUT YOU'RE MISSING OUT ON THE FUN SHOULD YOU NOT PUT THIS EntFire(`bombpath_choose_relay`, `Kill`) //ESPECIALLY IN DIRECTORIES WHERE THE SERVERS AREN'T HOSTED BY ML AAAAAAAA EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_right_arrows`, `TurnOff`) EntFire(`bombpath_left_arrows`, `TurnOn`) EntFire(`bombpath_left`, `Trigger`) ClientPrint(null,3,`\x08FBFBAAEEThe Boss will be accompanied by several commons and two of those types are flankers, but only for a temporary amount of time.`) ClientPrint(null,3,`\x08FBFBAAEEWatch your back whenever possible!`) ClientPrint(null,3,`\x08FBFBAAEE...did the weather also change or is it just me?`) local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Home Stretch, Chief!`) //If people can do funny shit, so can I } " } WaveSpawn { WaitBeforeStarting 7 FirstSpawnOutput { Target the_fog_chimes_the_bell //It comes. Action Enable } } WaveSpawn { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 7 StartWaveWarningSound "vo/mvm/mght/Soldier_mvm_m_laughevil01.mp3" LastSpawnWarningSound "vo/mvm/mght/Soldier_mvm_m_autodejectedtie02.mp3" TFBot { Template T_TFBot_Giant_Soldier_Laser_Wall Item "The B.A.S.E. Jumper" Attributes "UseBossHealthBar" Attributes "AlwaysCrit" Attributes "Parachute" Attributes "AutoJump" AutoJumpMin 10 AutoJumpMax 10 Name "The Mother of All Laser Walls" Scale 1.9 Health 36420 CharacterAttributes { "move speed bonus" 0.4 "health regen" 100 "dmg taken increased" 0.05 "dmg from melee increased" 20 "dmg from ranged reduced" 20 "boots falling stomp" 1 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "rage giving scale" 0.5 "increased jump height" 3.2069 "hand scale" 1.69 } } } WaveSpawn { WaitBeforeStarting 15 FirstSpawnWarningSound "mvm/mvm_tele_activate.wav" } WaveSpawn { WaitBeforeStarting 23 FirstSpawnWarningSound "vo/mvm/mght/Soldier_mvm_m_battlecry01.mp3" } WaveSpawn { WaitBeforeStarting 23 FirstSpawnWarningSound "vo/mvm/mght/Soldier_mvm_m_battlecry01.mp3" } WaveSpawn { WaitBeforeStarting 26 FirstSpawnWarningSound "mvm/mvm_tele_deliver.wav" } WaveSpawn { WaitBeforeStarting 29 FirstSpawnWarningSound "mvm/mvm_tele_deliver.wav" } WaveSpawn { Where spawnbot_tunnel Name W7-A1-1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 26 Support Limited TFBot { Name "Bison Soldier" Class Soldier Skill Hard WeaponRestrictions SecondaryOnly ClassIcon soldier_bison_giant Item "The Righteous Bison" } } WaveSpawn { Where spawnbot_parachute Name W7-A1-2 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 29 Support Limited TFBot { Template T_TFBot_Heavyweapons_Gnome Health 200 Name "A Really Annoying Heavy" Item "pestering jester" } } WaveSpawn { TotalCurrency 0 TotalCount 1337 MaxActive 2 SpawnCount 2 WaitBeforeStarting 30 Support 1 Where spawnbot TFBot { Template T_TFBot_Medic_BigHeal Item "the surgeon's stahlhelm" Name "Big Heal Medic" } } WaveSpawn { Where spawnbot_tunnel WaitForAllDead W7-A1-1 TotalCount 4 MaxActive 2 SpawnCount 2 Support Limited FirstSpawnWarningSound "mvm/mvm_tele_deliver.wav" LastSpawnWarningSound "mvm/mvm_tele_deliver.wav" TFBot { Name "Bison Soldier" Class Soldier Skill Hard WeaponRestrictions SecondaryOnly ClassIcon soldier_bison_giant Item "The Righteous Bison" } } WaveSpawn { Where spawnbot_parachute Name W7-A1-4 WaitForAllDead W7-A1-2 TotalCount 9 MaxActive 6 SpawnCount 3 Support Limited FirstSpawnWarningSound "mvm/mvm_tele_deliver.wav" LastSpawnWarningSound "mvm/mvm_tele_deliver.wav" TFBot { Template T_TFBot_Heavyweapons_Gnome Health 200 Name "A Really Annoying Heavy" Item "pestering jester" } } WaveSpawn { Where spawnbot_parachute Name W7-A1-5 WaitForAllDead W7-A1-4 TotalCount 8 MaxActive 4 SpawnCount 4 Support Limited FirstSpawnWarningSound "mvm/mvm_tele_deliver.wav" LastSpawnWarningSound "mvm/mvm_tele_deliver.wav" TFBot { Template T_TFBot_Heavyweapons_Gnome Health 100 Name "A Really Annoying Heavy" Item "pestering jester" } } } }