// BROKEN PARTS BUT WITH 20% LESS CASH AND WITH GATEBOTS #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop WaveSchedule { StartingCurrency 1200 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no Templates { T_TFBot_Uber_Medic_Shield { Class Medic ClassIcon medic_shield_uber_lite Name "Uber Shield Medic" Skill Expert Attributes IgnoreEnemies Attributes SpawnWithFullCharge Attributes ProjectileShield WeaponRestrictions SecondaryOnly Item "The Physician's Protector" ItemAttributes { ItemName "tf_weapon_medigun" "generate rage on heal" 1 "increase buff duration" 2 "ubercharge rate bonus" 5 "uber duration bonus" -3 "heal rate bonus" 0.1 } } T_TFBot_Chief_Soldier_Laser { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Name "Sergeant Crits" ClassIcon soldier_bison_spammer_hyper_giant Health 60000 Scale 1.9 Item "Tyrant's Helm" Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "energy weapon penetration" 1 "dmg pierces resists absorbs" 1 "override projectile type" 13 "faster reload rate" 0.6 "fire rate bonus" 0.2 "clip size upgrade atomic" 7.0 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } //GATEBOT TEMPLATES// T_TFGateBot_Scout_Normal_NoVisionLimit { Class Scout EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Normal } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Normal } } } T_TFGateBot_Scout_Easy { Class Scout EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Easy } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Easy } } } T_TFGateBot_Giant_Heavyweapons_Deflector_Crit { Class Heavyweapons Name "Giant Deflector Heavy" Health 5000 ClassIcon heavy_deflector EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "Deflector" Item "The Crone's Dome" ItemAttributes { ItemName "The Crone's Dome" "set item tint RGB" 15185211 } Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 // copied from base mighty heavy "attack projectiles" 1 // force ability to shoot down projectiles } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "Deflector" Item "The Crone's Dome" ItemAttributes { ItemName "The Crone's Dome" "set item tint RGB" 6901050 } Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 // copied from base mighty heavy "attack projectiles" 1 // force ability to shoot down projectiles } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Scout_Bonk { Class Scout Name "Bonk Scout" ClassIcon scout_bonk EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "Bonk! Atomic Punch" Item "Bonk Helm" ItemAttributes { ItemName "Bonk Helm" "set item tint RGB" 15185211 } Skill Expert WeaponRestrictions MeleeOnly } RevertGateBotsBehavior { Item "Bonk! Atomic Punch" Item "Bonk Helm" ItemAttributes // turn off light hat { ItemName "Bonk Helm" "set item tint RGB" 6901050 } Skill Expert WeaponRestrictions MeleeOnly } } } T_TFGateBot_Bigrock_Soldier { Class Soldier Name "Crit Soldier" ClassIcon soldier_hyper_lite EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } } T_TFGateBot_Bigrock_Soldier_2XDamage { Class Soldier Name "Crit Soldier" ClassIcon soldier_hyper_lite EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } } T_TFGateBot_Heavy_Easy_AlwaysCrit { Class Heavy EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Easy Attributes AlwaysCrit } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Easy Attributes AlwaysCrit } } } T_TFGateBot_Heavy_Tomislav_Crit { Class Heavy ClassIcon heavy_tomislav_two Name "Tomislav Heavy" EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Expert Attributes AlwaysCrit Item "Tomislav" } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert Item "Tomislav" Attributes AlwaysCrit } } } T_TFGateBot_Medic_QuickUber { Class Medic Name "Uber Medic" ClassIcon medic_uber EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Medic" Skill Normal Attributes SpawnWithFullCharge WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 0.1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Medic" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Medic" "item style override" 1 } Skill Normal Attributes SpawnWithFullCharge WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 0.1 } } } } T_TFGateBot_Sniper_Huntsman { Class Sniper Name "Bowman" ClassIcon sniper_bow EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" Skill Hard WeaponRestrictions PrimaryOnly Item "The Huntsman" } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } Skill Hard WeaponRestrictions PrimaryOnly Item "The Huntsman" } } } T_TFGateBot_Spy { Class Spy EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Spy" Skill Expert } RevertGateBotsBehavior { Item "MvM GateBot Light Spy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Spy" "item style override" 1 } Skill Expert } } } T_TFGateBot_Demo_Burst_Hyper_Crit { Class Demoman Name "Burst Fire Demo" ClassIcon demo_burst_hyper EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.5 "damage bonus" 2 "fire rate bonus" 0.05 "projectile spread angle penalty" 3 "Projectile speed increased" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.5 "damage bonus" 2 "fire rate bonus" 0.05 "projectile spread angle penalty" 3 "Projectile speed increased" 2 } } } } T_TFGateBot_Giant_Scout_Fast { Class Scout Name "Super Scout" ClassIcon scout_giant_fast Health 1200 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Tag bot_giant Skill Easy Item "Bonk Boy" ItemAttributes { ItemName "Bonk Boy" "set item tint RGB" 15185211 } Item "The Holy Mackerel" WeaponRestrictions MeleeOnly Attributes MiniBoss CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } RevertGateBotsBehavior { Skill Easy Tag bot_giant Item "Bonk Boy" ItemAttributes { ItemName "Bonk Boy" "set item tint RGB" 6901050 } Item "The Holy Mackerel" WeaponRestrictions MeleeOnly Attributes MiniBoss CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } } T_TFGateBot_Scout_Hard_AlwaysCrit { Class Scout EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Hard Attributes AlwaysCrit } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Hard Attributes AlwaysCrit } } } T_TFGateBot_Pyro_DF_Hyper_Crit { Class Pyro ClassIcon pyro_dragon_fury_hyper Name "Dragon's Fury Pyro" EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Skill Expert Attributes AlwaysCrit Item "The Dragon's Fury" CharacterAttributes { "move speed bonus" 1.5 "damage bonus" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert Attributes AlwaysCrit Item "The Dragon's Fury" CharacterAttributes { "move speed bonus" 1.5 "damage bonus" 2 } } } } T_TFGateBot_Giant_Heavy { Class Heavyweapons Name "Giant Heavy" Health 5000 ClassIcon heavy_giant EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } T_TFGateBot_Giant_Demo_RapidFire { Class Demoman Name "Giant Rapid Fire Demo" ClassIcon demo_giant Health 3000 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage force reduction" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage force reduction" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } } } } } Mission // sentry buster { Objective DestroySentries InitialCooldown 20 Where spawnbot_main_side Where spawnbot_gateA_upper Where spawnbot_gateB_upper BeginAtWave 1 RunForThisManyWaves 9 CooldownTime 20 TFBot { Template T_TFBot_SentryBuster } } Mission // Spy - wave 1 { Objective Spy InitialCooldown 90 Where spawnbot_main Where spawnbot_gateA Where spawnbot_gateB BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 4 TFBot { Class Spy Skill Expert Name Spy } } Mission // Spy - wave 7 { Objective Spy InitialCooldown 5 Where spawnbot_main Where spawnbot_gateA Where spawnbot_gateB BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 35 DesiredCount 6 TFBot { Class Spy Skill Expert Name Spy } } Mission // Sniper - wave 1 { Objective Sniper InitialCooldown 120 Where spawnbot_main_sniper Where spawnbot_gateA_upper Where spawnbot_gateB_left BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Sniper - wave 5 { Objective Sniper InitialCooldown 60 Where spawnbot_main_sniper Where spawnbot_gateA_upper Where spawnbot_gateB_left BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 10 DesiredCount 4 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper Item "The Razorback" Name "Sydney sniper" MaxVisionRange 3000 } } Mission // Sniper - wave 6 { Objective Sniper InitialCooldown 60 Where spawnbot_main_sniper Where spawnbot_gateA_upper Where spawnbot_gateB_left BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Sniper - wave 7 { Objective Sniper InitialCooldown 20 Where spawnbot_main_sniper Where spawnbot_gateA_upper Where spawnbot_gateB_left BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 6 TFBot { Template T_TFBot_Sniper } } Mission // Engineer - wave 1-4 { Objective Engineer InitialCooldown 60 Where spawnbot_main_same Where spawnbot_gateA_upper Where spawnbot_gateB_left BeginAtWave 1 RunForThisManyWaves 4 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn Health 500 } } Mission // Engineer - wave 5 { Objective Engineer InitialCooldown 60 Where spawnbot_main_same Where spawnbot_gateA_upper Where spawnbot_gateB_left BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 11 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn Health 500 } } //WAVE 1 //Currency 1000 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Spy mission - 4 active // Sniper mission - 2 active WaveSpawn //WAVE 01a: 36 total, 18 active, Scout (bonk) + crit soldier { Name "wave01a" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 36 MaxActive 18 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Scout_Normal_NoVisionLimit } TFBot { Template T_TFGateBot_Scout_Easy } TFBot { Template T_TFGateBot_Scout_Bonk } TFBot { Template T_TFGateBot_Scout_Bonk } TFBot { Template T_TFGateBot_Scout_Bonk } TFBot { Template T_TFGateBot_Bigrock_Soldier } } } WaveSpawn //WAVE 01b: [GIANT] 4 total, 3 active, Soldier (rapid fire) { Name "wave01b" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 7 MaxActive 2 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 25 TotalCurrency 250 TFBot { Template T_TFGateBot_Giant_Soldier_Spammer } } WaveSpawn //WAVE 01c: 40 total, 20 active, Heavy (crit) + uber medic + 3 Pyros (WAITFORALLDEAD "WAVE01A") { Name "wave01c" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 40 MaxActive 20 SpawnCount 5 WaitForAllDead "wave01a" WaitBeforeStarting 30 WaitBetweenSpawns 15 TotalCurrency 400 Squad { TFBot { Class Heavyweapons Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Class Pyro Attributes AlwaysFireWeapon } TFBot { Class Pyro Attributes AlwaysFireWeapon } TFBot { Class Pyro Attributes AlwaysFireWeapon } } } WaveSpawn //WAVE 01d: 40 total, 22 active, Scout (crit bats) (WAITFORALLSPAWNED "WAVE01C") { Name "wave01d" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB_right TotalCount 40 MaxActive 21 SpawnCount 7 WaitForAllSpawned "wave01b" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Class Scout Skill Expert WeaponRestrictions MeleeOnly Attributes AlwaysCrit ClassIcon scout_bat_nys } } WaveSpawn //WAVE 01b: [GIANT] 4 total, 3 active, Soldier (rapid fire) { WaitForAllSpawned "wave01c" Name "wave01d" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 25 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant } } } //WAVE 2 //Currency 1300 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 02a: 48 total, 12 active, Sniper (huntsman) { Name "wave02a" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB TotalCount 48 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 200 TFBot { Template T_TFGateBot_Sniper_Huntsman } } WaveSpawn //WAVE 02b: [TANK] { Name "wave02b" TotalCount 1 WaitBeforeStarting 25 TotalCurrency 300 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_L_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 02c: [GIANT] 3 total, 3 active, Super Scout { Name "wave02c" Where spawnbot_main Where spawnbot_gateA_right Where spawnbot_gateB_left TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 30 TotalCurrency 150 TFBot { Template T_TFGateBot_Giant_Scout_Fast } } WaveSpawn //WAVE 02d: [GIANT] 1(2) total, 1(2) active, Heavyweapons + Giant medic (WAITFORALLSPAWNED "WAVE02A") { Name "wave02d" Where spawnbot_main_opposite Where spawnbot_gateA Where spawnbot_gateB TotalCount 2 MaxActive 2 SpawnCount 2 WaitForAllSpawned "Wave02a" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_Giant_Medic Tag bot_giant } } } WaveSpawn //WAVE 02e: 40 total, 10 active, Soldier (WAITFORALLDEAD "WAVE02B") { Name "wave02ef" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB_left TotalCount 40 MaxActive 10 SpawnCount 10 WaitForAllDead "Wave02b" WaitBeforeStarting 3 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Template T_TFGateBot_Soldier_Hard } } WaveSpawn //WAVE 02f: [GIANT] 5(10) total, 5(10) active, Soldier (slow crit + uber medic) (WAITFORALLDEAD "WAVE02B") { Name "wave02ef" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB_right TotalCount 10 MaxActive 10 SpawnCount 2 WaitForAllDead "Wave02b" WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 02g: [GIANT] 3 total, 3 active, Super Scout (WAITFORALLSPAWNED "WAVE02EF") { Name "wave02c" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB_right TotalCount 3 MaxActive 3 SpawnCount 3 WaitForAllSpawned "wave02ef" WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant } } } //WAVE 3 //Currency 1000 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 03a: 10(20) total, 10(20) active, Pyro + uber medic squads { Name "wave03a" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB TotalCount 20 MaxActive 20 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Pyro_Hard } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 03a: [GIANT] 1 total, 1 active, Soldier (Burst fire) { Where spawnbot_main Where spawnbot_gateA_right Where spawnbot_gateB TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 50 TFBot { Template T_TFBot_Soldier_BurstFire Tag bot_giant } } WaveSpawn //WAVE 03b: 45 total, 18 active, Sniper (Huntsman crit) (WAITFORALLDEAD "WAVE03A") { Name "wave03b" Where spawnbot_main_same Where spawnbot_gateA_right Where spawnbot_gateB RandomSpawn 1 TotalCount 45 MaxActive 18 SpawnCount 9 WaitForAllDead "wave03a" WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 250 TFBot { Template T_TFBot_Sniper_Huntsman Skill Expert Attributes AlwaysCrit ClassIcon sniper_bow_hyper ItemAttributes { ItemName "The Huntsman" "faster reload rate" 0.2 } } } WaveSpawn //WAVE 03c: [GIANT] 12 total, 12 active, Demoman (WAITFORALLDEAD "WAVE03A") { RandomSpawn 1 Name "wave03c" Where spawnbot_main Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_right Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 12 MaxActive 12 SpawnCount 3 WaitForAllDead "wave03a" WaitBeforeStarting 10 WaitBetweenSpawns 13 TotalCurrency 200 TFBot { Template T_TFGateBot_Giant_Demo_RapidFire } } WaveSpawn //WAVE 03d: 8(16) total, 5(10) active, Heavyweapons (WAITFORALLDEAD "WAVE03B") { Name "wave03d" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB_right TotalCount 16 MaxActive 10 SpawnCount 2 WaitForAllDead "wave03b" WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 100 Squad { TFBot { Class Heavyweapons Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 03e: [TANK] WAITFORALLSPAWNED "WAVE03C") { Name "wave03e" TotalCount 1 WaitForAllSpawned "wave03c" WaitBeforeStarting 0 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 30000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_R_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 03f: 66 total, 22 active, Scout (WAITFORALLSPAWNED "WAVE03C") { Name "wave01a" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB_upper TotalCount 66 MaxActive 22 SpawnCount 11 WaitForAllSpawned "wave03c" WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 200 Support 1 TFBot { Class Scout Skill Easy } } } //WAVE 4 //Currency 900 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target bombpath_2way Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 04a: 40 total, 12 active, Spy { Name "wave04a" Where spawnbot_main_sniper Where spawnbot_gateA Where spawnbot_gateB TotalCount 40 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 200 TFBot { Class Spy Skill Expert } } WaveSpawn //WAVE 04b: 128 total, 8 active, Scout { Name "wave04b" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 64 MaxActive 8 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 Support Limited TFBot { Class Scout Skill Hard Attributes AlwaysCrit } } WaveSpawn //WAVE 04b: 128 total, 8 active, Scout { WaitForAllDead "wave04b" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 64 MaxActive 8 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 Support 1 TFBot { Class Scout Skill Hard Attributes AlwaysCrit } } // ENABLE 2ND BOMB WaveSpawn { WaitForAllSpawned "wave04a" WaitBeforeStarting 0 FirstSpawnOutput { Target intel_same Action Enable } } WaveSpawn //WAVE 04c: [GIANT] 4(8) total, 4(8) active, Heavyweapons (Flank main right + regular uber duration medic) { Name "wave04c" Where spawnbot_main_opposite Where spawnbot_gateA Where spawnbot_gateB_left TotalCount 8 MaxActive 8 SpawnCount 2 WaitForAllSpawned "wave04a" WaitBeforeStarting 0.1 WaitBetweenSpawns 20 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "uber duration bonus" 4 } } } } WaveSpawn //WAVE 04d: [GIANT] 4(8) total, 4(8) active, Heavyweapons (Flank main left + regular uber duration medic) { Name "wave04c" Where spawnbot_main_same Where spawnbot_gateA_right Where spawnbot_gateB TotalCount 8 MaxActive 8 SpawnCount 2 WaitForAllSpawned "wave04a" WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "uber duration bonus" 4 } } } } } //WAVE 5 //Currency 600 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Sniper mission - 4 active WaveSpawn //WAVE 05a: 64 total, 12 active, Heavyweapons (Steel Gauntlet) { Name "wave05a" Where spawnbot_main Where spawnbot_gateA Where spawnbot_gateB TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Heavy_IronFist_Airblast Attributes AlwaysCrit } } WaveSpawn //WAVE 05a: 64 total, 12 active, Heavyweapons (Steel Gauntlet) { Name "wave05a" Where spawnbot_main_side Where spawnbot_main Where spawnbot_gateA Where spawnbot_gateB TotalCount 56 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Template T_TFBot_Heavy_IronFist_Airblast Attributes AlwaysCrit } } WaveSpawn //WAVE 05b: 64 total, 12 active, Soldier (Supercharged) { RandomSpawn 1 Name "wave05b" Where spawnbot_main_side Where spawnbot_main_upper Where spawnbot_gateA_upper Where spawnbot_gateB TotalCount 64 MaxActive 10 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Class Soldier Skill Expert Name "Crit Laser Soldier" Attributes AlwaysCrit ClassIcon soldier_bison_spammer_hyper ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "energy weapon penetration" 1 "override projectile type" 13 "faster reload rate" -0.8 "dmg penalty vs players" 3 "fire rate bonus" 0.6 } } } WaveSpawn //WAVE 05c: 22 total, 2 active, Heavyweapons (Steel Gauntlet) + Uber medic { Name "wave05c" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 22 MaxActive 6 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 12 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Heavy_IronFist_Airblast Attributes AlwaysCrit ClassIcon heavy_steelfist_conch_v2 Item "The Concheror" Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9 } } TFBot { Template T_TFBot_Uber_Medic_Shield } } } } //WAVE 6 //Currency 1100 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Sniper mission - 2 active // DISABLE ALT TANK PATHS WaveSpawn { WaitBeforeStarting 0 FirstSpawnOutput { Target tank_path_L_5 Action DisableAlternatePath } } WaveSpawn { WaitBeforeStarting 0 FirstSpawnOutput { Target tank_path_R_3 Action DisableAlternatePath } } WaveSpawn //WAVE 06a: 32 total, 4 active, Soldier (supercharged) { Name "wave06abcde" Where spawnbot_main_side Where spawnbot_main_invasion Where spawnbot_gateA Where spawnbot_gateA_upper Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 32 MaxActive 6 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFGateBot_Bigrock_Soldier_2XDamage } } WaveSpawn //WAVE 06b: 32 total, 4 active, Heavyweapons (supercharged) { Name "wave06abcde" Where spawnbot_main_upper Where spawnbot_gateA Where spawnbot_gateA_upper Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 32 MaxActive 6 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFGateBot_Heavy_Tomislav_Crit } } WaveSpawn //WAVE 06c: 32 total, 4 active, Pyros (supercharged) { Name "wave06abcde" Where spawnbot_main_side Where spawnbot_main_invasion Where spawnbot_gateA Where spawnbot_gateA_upper Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 32 MaxActive 6 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFGateBot_Pyro_DF_Hyper_Crit } } WaveSpawn //WAVE 06d: 32 total, 4 active, Scouts (supercharged) { Name "wave06abcde" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB TotalCount 24 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFGateBot_Scout_Hard_AlwaysCrit } } WaveSpawn //WAVE 06e: 32 total, 4 active, Demoman (supercharged) { Name "wave06abcde" Where spawnbot_main_invasion Where spawnbot_gateA_right Where spawnbot_gateB_left TotalCount 24 MaxActive 6 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFGateBot_Demo_Burst_Hyper_Crit } } WaveSpawn //WAVE 06f: [TANK] WAITFORALLSPAWNED "WAVE06ABCDE") { Name "wave06f" TotalCount 1 WaitForAllSpawned "wave06abcde" WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 50 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_L_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 06f: [TANK] WAITFORALLSPAWNED "WAVE06ABCDE") { Name "wave06f" TotalCount 1 WaitForAllSpawned "wave06abcde" WaitBeforeStarting 30 WaitBetweenSpawns 30 TotalCurrency 50 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_R_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 06g: [GIANT] 8 total, 8 active, Super Scout (WAITFORALLSPAWNED "WAVE06ABCDE") { Name "wave06g" Where spawnbot_main Where spawnbot_gateA Where spawnbot_gateB TotalCount 8 MaxActive 8 SpawnCount 2 WaitForAllSpawned "wave06abcde" WaitBeforeStarting 45 WaitBetweenSpawns 20 TotalCurrency 50 TFBot { Template T_TFGateBot_Giant_Scout_Fast } } WaveSpawn //WAVE 06h: [GIANT] 3(6) total, 3(6) active, Heavyweapons (Crit + Giant medic) (WAITFORALLDEAD "WAVE06ABCDE") { Name "wave06h" Where spawnbot_main_opposite Where spawnbot_gateA Where spawnbot_gateB TotalCount 6 MaxActive 6 SpawnCount 2 WaitForAllDead "wave06abcde" WaitBeforeStarting 0 WaitBetweenSpawns 40 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Deflector_Crit } TFBot { Template T_TFBot_Giant_Medic Tag bot_giant Item "The Warsworn Helmet" } } } WaveSpawn //WAVE 06i: [GIANT] 10 total, 10 active, Soldier (rapid fire) (WAITFORALLSPAWNED "WAVE06H") { RandomSpawn 1 Name "wave06i" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_right Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 10 MaxActive 10 SpawnCount 2 WaitForAllSpawned "wave06h" WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 50 RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant } TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant } } } WaveSpawn //WAVE 06j: [FINAL TANK] (WAITFORALLSPAWNED "WAVE06H") { Name "wave06j" TotalCount 1 WaitForAllSpawned "wave06h" WaitBeforeStarting 25 WaitBetweenSpawns 0 TotalCurrency 50 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 50000 Speed 75 Name "tankboss" Skin 1 StartingPathTrackNode "tank_path_L_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } //WAVE 7 //Currency 0 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } WaitWhenDone 65 Checkpoint Yes // Sniper mission - 4 active // Spy mission - 5 active WaveSpawn //WAVE 07a: [CHIEF SOLDIER] { Name "wave07a" Where spawnbot_main_same TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Chief_Soldier_Laser } } WaveSpawn // support medics { RandomSpawn 1 Name "wave07a" Where spawnbot_main_side TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 4 TotalCurrency 0 Support 1 RandomChoice { TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickFix Attributes SpawnWithFullCharge } TFBot { Template T_TFBot_Medic_QuickFix Attributes SpawnWithFullCharge } TFBot { Template T_TFBot_Medic_QuickFix Attributes SpawnWithFullCharge } } } } }