#base robot_standard.pop #base robot_giant.pop #base robot_gatebot.pop WaveSchedule { StartingCurrency 400 RespawnWaveTime 7 CanBotsAttackWhileInSpawnRoom no Templates { T_TFBot_Scout_Bonk_Elite { Class Scout Skill Hard Health 650 Scale 1.4 Name "Giga Bonk!" Item "Bonk! Atomic Punch" Item "Bonk Helm" Item "Batsaber" WeaponRestrictions MeleeOnly ClassIcon scout_bonk_titan CharacterAttributes { "head scale" 0.7 "move speed bonus" 1.25 } } T_TFBot_Kritzkrieg_Medic { Name "Kritzkrieg Medic" Class Medic ClassIcon medic_kritz Skill Expert Attributes SpawnWithFullCharge Item "The Kritzkrieg" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Kritzkrieg" "uber duration bonus" 600 "ubercharge rate bonus" 900 } CharacterAttributes { "bot medic uber health threshold" 200 } } T_TFBot_Crossbow_Medic { Name "Crossbow Medic" Class Medic Skill Expert Item "The Crusader's Crossbow" Item "Berliner's Bucket Helm" ClassIcon medic_crossbow } T_TFBot_Shield_Demo_MiniGiant { Name "Degroot Elite Guard" Health 650 Class Demoman Scale 1.4 Item "The Splendid Screen" ClassIcon demo_splendid_lite_armored CharacterAttributes { "move speed bonus" 0.85 } } 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_Medic_Bullet { Class Medic ClassIcon medic_bullet Name "Bullet Vaccinator Medic" Skill Expert Attributes SpawnWithFullCharge Attributes VaccinatorBullets ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "medigun bullet resist deployed" 1.1 "medigun bullet resist passive" 1.1 "lunchbox adds minicrits" 3 "medigun charge is resists" 3 "uber duration bonus" 8 "ubercharge rate bonus" 900 } CharacterAttributes { "bot medic uber health threshold" 226 } } T_TFBot_Medic_Blast { Class Medic ClassIcon medic_blast Name "Blast Vacc Medic" Skill Expert Attributes SpawnWithFullCharge Attributes VaccinatorBlast ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "medigun blast resist deployed" 1.1 "medigun blast resist passive" 1.1 "lunchbox adds minicrits" 3 "medigun charge is resists" 4 "uber duration bonus" 8 "ubercharge rate bonus" 900 } CharacterAttributes { "bot medic uber health threshold" 226 } } T_TFBot_Medic_Fire { Class Medic ClassIcon medic_fire Name "Fire Vacc Medic" Skill Expert Attributes SpawnWithFullCharge Attributes VaccinatorFire ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "medigun fire resist deployed" 1.1 "medigun fire resist passive" 1.1 "lunchbox adds minicrits" 3 "medigun charge is resists" 5 "uber duration bonus" 8 "ubercharge rate bonus" 900 } CharacterAttributes { "bot medic uber health threshold" 226 } } T_TFBot_Boston_Basher { Class Scout ClassIcon scout_basher_lite Name "Boston Basher" Skill Hard WeaponRestrictions MeleeOnly Item "The Boston Basher" ItemAttributes { ItemName "The Boston Basher" "hit self on miss" 0 } } T_TFBot_Giant_Bonk_Armored { Class Scout Name "Giant Armored Bonk Scout" ClassIcon scout_bonk_titan Health 3000 Skill Expert Attributes MiniBoss Item "Bonk! Atomic Punch" Item "Bonk Helm" Item "Courtly Cuirass" WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 0.75 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "effect bar recharge rate increased" 0.55 } } T_TFBot_Giant_Medic_Shield { Class Medic ClassIcon medic_shield_lite_giant Name "Giant Shield Medic" Health 4500 Skill Expert Attributes MiniBoss Attributes IgnoreEnemies Attributes SpawnWithFullCharge Attributes ProjectileShield WeaponRestrictions SecondaryOnly Tag bot_giant Item "The Physician's Protector" Item "The Quick-Fix" ItemAttributes { ItemName "The Quick-Fix" "bot medic uber deploy delay duration" 200 "generate rage on heal" 1 "heal rate bonus" 201 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "health from healers increased" 0.005 "airblast vulnerability multiplier" 0.60 } } T_TFBot_Giant_Sunstick_Scout { Class Scout ClassIcon scout_sunstick_swordstone_giant Name "Giant Sunstick Scout" Skill Expert Health 1600 WeaponRestrictions MeleeOnly Item "Sun-on-a-Stick" Item "Robot Chicken Hat" Attributes MiniBoss ItemAttributes { ItemName "Robot Chicken Hat" "set item tint RGB" 13595446 } CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } T_TFBot_Bowman_Bleed { Class Sniper ClassIcon sniper_bow_bleed Name "Barbed Bowman" Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "dmg penalty vs players" 0.5 "bleeding duration" 4 } } T_TFBot_Shield_Demo { Name "Shield Demo" Class Demoman ClassIcon demo_targe_nys Item "The Chargin' Targe" Item "Demoman Tricorne" } T_TFBot_Heavyweight_Champ_SpeedPunch { Class Heavyweapons Name "Chargin' Chuck" Skill Easy ClassIcon heavy_fists WeaponRestrictions MeleeOnly Item "Football Helmet" CharacterAttributes { "mod shovel speed boost" 1 "speed_boost_on_hit" 1 } } T_TFBot_Giant_GRU_Steak_Heavy { Class Heavyweapons Name "Super Heavyweight Champ" ClassIcon heavy_gru_giant Skill Expert Attributes MiniBoss Health 4999 Item "The Buffalo Steak Sandvich" Item "Gloves of Running Urgently MvM" Item "The Person in the Iron Mask" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Person in the Iron Mask" "set item tint RGB" 12073019 } ItemAttributes { ItemName "The Buffalo Steak Sandvich" "max health additive bonus" 1 "force weapon switch" 1 "single wep deploy time increased" 0.01 "mult_item_meter_charge_rate" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Homewrecker_Pyro_Minigiant { Class Pyro Skill Expert ClassIcon pyro_homewrecker_lite_armored WeaponRestrictions MeleeOnly Scale 1.5 Health 650 Item "The Homewrecker" Item "Spiral Sallet" Name "Hammer Bro" CharacterAttributes { "move speed bonus" 0.85 "head scale" 1.2 } } T_TFBot_Sumo_Heavy { Class Heavyweapons Name "Sumo Bro" ClassIcon heavy_heater_titan Scale 1.5 Health 900 Item "The Huo Long Heatmaker" Item "The Executioner" ItemAttributes { ItemName "The Huo Long Heatmaker" "fire rate bonus" 1.2 "damage penalty" 1 } ItemAttributes { ItemName "The Executioner" "set item tint RGB" 13595446 } CharacterAttributes { "torso scale" 0.8 } } T_TFBot_Sunstick_Scout { Class Scout ClassIcon scout_sunstick_swordstone Name "Sunstick Scout" Skill Hard WeaponRestrictions MeleeOnly Item "Sun-on-a-Stick" Item "Robot Chicken Hat" ItemAttributes { ItemName "Robot Chicken Hat" "set item tint RGB" 13595446 } } T_TFBot_Scout_FaN_NoAttributes { Class Scout Skill Expert Item "The Bolt Boy" Item "The Force-a-Nature" Name "FaN Scout" ClassIcon scout_fan } T_TFBot_Giant_Scout_FAN_NoAttributes // less speed, but more damage and health { Class Scout Name "Giant FaN Scout" ClassIcon scout_fan_giant Skill Expert Item "The Fed-Fightin' Fedora" Item "The Force-a-Nature" Health 1600 Attributes MiniBoss Attributes HoldFireUntilFullReload CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "head scale" 0.75 } } T_TFBot_Giant_Sunstick_Scout { Class Scout ClassIcon scout_sunstick_giant Name "Giant Sunstick Scout" Skill Expert Health 1600 WeaponRestrictions MeleeOnly Item "Sun-on-a-Stick" Item "Robot Chicken Hat" Attributes MiniBoss ItemAttributes { ItemName "Robot Chicken Hat" "set item tint RGB" 13595446 } CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } T_TFBot_Heavyweapons_Heater_Common { Class Heavyweapons ClassIcon heavy_heater Item "The Huo Long Heatmaker" Name "Heater Heavy" } T_TFBot_Detonator_Spammer_Minigiant { Name "Fire Bro" Class Pyro ClassIcon pyro_detonator_titan WeaponRestrictions SecondaryOnly Item "The Detonator" Item "Hottie's Hoodie" Skill Hard Health 650 Scale 1.5 ItemAttributes { ItemName "Hottie's Hoodie" "set item tint RGB" 13595446 } CharacterAttributes { "fire rate bonus" 0.3 "move speed bonus" 0.85 "head scale" 1.2 } } T_TFBot_Giant_Blitz_Demo // super stickybomb spammer { Name "Giant Blitz Demo" Item "The Scottish Resistance" Item "The Frag Proof Fragger" ClassIcon demo_giant Class Demoman Skill Normal ClassIcon demo_sticky_burst_infinite Attributes MiniBoss Attributes HoldFireUntilFullReload WeaponRestrictions SecondaryOnly Health 3300 ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 // Fires nothing "fire rate penalty" 99 // No grenade launcher firing animations. } ItemAttributes { ItemName "The Scottish Resistance" "clip size bonus" 5 // 40 stickies! "stickybomb charge rate" 0.001 //Demo-bot will fire Stickybomb immediately "max pipebombs increased" 32 "fire rate bonus" -2 "faster reload rate" -2 "projectile spread angle penalty" 17 "projectile range increased" 0.5 // Prevents overshooting target } CharacterAttributes { "move speed bonus" 0.5 "blast dmg to self increased" 0 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } T_TFBot_Heavyweapons_Shotgun_HeavyDuty { Class Heavyweapons ClassIcon heavy_shotgun Item "The Eliminators Safeguard" Name "Heavy Duty" Skill Hard WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "faster reload rate" 1.5 "fire rate bonus" 1.5 "clip size bonus" 0.5 "bullets per shot bonus" 3 "weapon spread bonus" 2.5 } } T_TFBot_Giant_Heavyweapons_BlastShotgun { Class Heavyweapons Name "Giant Shotgun Heavy" ClassIcon heavy_shotgun Skill Expert Health 5000 WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "fire rate bonus" 0.01 "override projectile type" 2 //fires rockets "damage bonus" 7.5 //each rocket should deal 75 dmg "faster reload rate" 0.5 "auto fires full clip" 1 "auto fires when full" 1 "projectile spread angle penalty" 6 "Projectile speed increased HIDDEN" 2 } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "attack projectiles" 1 // force ability to shoot down projectiles "override footstep sound set" 2 "no self blast dmg" 2 } } T_TFBot_Engineer_Plasma { Class Engineer ClassIcon engineer_pomson Name "Plasma Gunner" Skill Hard Item "The Short Circuit" Item "Engineer Welding Mask" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Short Circuit" "override projectile type" 13 "energy weapon penetration" 1 "fire rate bonus" 2 "dmg penalty vs players" 4 } } T_TFBot_Ninjaneer { Class Engineer ClassIcon engineer_gunslinger_lite Name "Ninjaneer" Skill Hard Attributes AutoJump AutoJumpMin 3 AutoJumpMax 7 Item "The Gunslinger" Item "Texas Ten Gallon" Item "TF_WEAPON_GRAPPLINGHOOK" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "TF_WEAPON_GRAPPLINGHOOK" "is_passive_weapon" 1 "cancel falling damage" 1 } } T_TFBot_Giant_Engineer_BOSS { Class Engineer ClassIcon engineer_pomson_giant Name "The Last Texan" Skill Expert Health 30000 Scale 1.9 Attributes UseBossHealthBar Attributes MiniBoss Attributes AlwaysCrit Item "The Short Circuit" Item "The Gunslinger" Item "Engineer Welding Mask" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Short Circuit" "override projectile type" 13 "energy weapon penetration" 1 "fire rate bonus" 6 "dmg penalty vs players" 10 "dmg pierces resists absorbs" 1 "is_passive_weapon" 1 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "rage giving scale" 0.1 "airblast vertical pushback scale" 0.1 "override footstep sound set" 3 "melee attack rate bonus" 0.7 "increased jump height" 1.3 } } T_TFBot_Medic_Shield { Class Medic ClassIcon medic_shield_lite Name "Shield Medic" Skill Expert Attributes IgnoreEnemies Attributes SpawnWithFullCharge Attributes ProjectileShield WeaponRestrictions SecondaryOnly Item "The Physician's Protector" Item "The Quick-Fix" ItemAttributes { ItemName "The Quick-Fix" "bot medic uber deploy delay duration" 200 "generate rage on heal" 1 "ubercharge rate penalty" 0.1 "increase buff duration" 2 } } T_TFBot_Demo_QuickieBomb { Class Demoman ClassIcon demo_sticky_daan WeaponRestrictions SecondaryOnly Item "The Quickiebomb Launcher" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 // Fires nothing "fire rate penalty" 99 // No grenade launcher firing animations. } ItemAttributes { ItemName "The Quickiebomb Launcher" "stickybomb charge rate" 0.001 //Demo-bot will fire Stickybomb immediately "max pipebombs decreased" -7 // 1 Stickybomb deployed, will explode when another is fired "projectile range increased" 0.35 // Prevents overshooting target } } T_TFBot_Demo_Quadshot { Class Demoman ClassIcon demo_sticky_burst WeaponRestrictions SecondaryOnly Item "The Quickiebomb Launcher" Name "Burst Stickybomber" Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 // Fires nothing "fire rate penalty" 99 // No grenade launcher firing animations. } ItemAttributes { ItemName "The Quickiebomb Launcher" "stickybomb charge rate" 0.001 //Demo-bot will fire Stickybomb immediately "projectile range increased" 0.5 "fire rate bonus" 0.001 "faster reload rate" 0.5 "projectile spread angle penalty" 3 } } T_TFBot_Pyro_DF { Class Pyro ClassIcon pyro_dragon_fury_swordstone Name "Dragon's Fury Pyro" Skill Normal Item "The Dragon's Fury" MaxVisionRange 1200 } T_TFBot_Gastinguisher_Pyro { Name "Gastinguisher Pyro" Class Pyro ClassIcon pyro_gascann Skill Hard Health 700 Scale 1.4 Item "The Axtinguisher" Item "The Gas Passer" WeaponRestrictions MeleeOnly Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Gas Passer" "is_passive_weapon" 1 "item_meter_charge_rate" 0.5 "fire rate penalty" 5 } ItemAttributes { ItemName "The Axtinguisher" "killstreak tier" 2 "killstreak idleeffect" 4 "attach particle effect" 14 } ItemAttributes { ItemName "The Wraith Wrap" "attach particle effect" 14 } CharacterAttributes { "torso scale" 1.1 } Item "The Wraith Wrap" } T_TFBot_Soldier_Parabomber { Class Soldier Name "Parabomber" ClassIcon soldier_airstrike_para Attributes AutoJump AutoJumpMin 5 AutoJumpMax 5 Item "the b.a.s.e. jumper" Item "The Air Strike" ItemAttributes { ItemName "The Air Strike" "clip size bonus" 2 "fire rate bonus" 0.3 "faster reload rate" 0.8 } Attributes HoldFireUntilFullReload Skill Normal CharacterAttributes { "cancel falling damage" 1 "increased jump height" 3 } } //////////////////////////GATEBOT TEMPLATES/////////////////////////// T_TFGateBot_Giant_Soldier_Crit { Class Soldier Name "Giant Charged Soldier" ClassIcon soldier_crit Health 3800 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" Tag bot_giant Skill Normal Item "The Original" Attributes AlwaysCrit 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 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Skill Normal Item "The Original" Attributes AlwaysCrit 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 } } } } 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 "MvM GateBot Light Scout" Item "Bonk! Atomic Punch" Skill Expert WeaponRestrictions MeleeOnly } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" Item "Bonk! Atomic Punch" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Expert WeaponRestrictions MeleeOnly } } } T_TFGateBot_Scout_Cola_Easy { Class Scout Name "Cola Scout" ClassIcon scout_cola 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" Item "Crit-a-Cola" Skill Easy ItemAttributes { ItemName "Crit-a-Cola" "effect bar recharge rate increased" 0.5 "mod_mark_attacker_for_death" 0 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" Item "Crit-a-Cola" ItemAttributes { ItemName "Crit-a-Cola" "effect bar recharge rate increased" 0.5 "mod_mark_attacker_for_death" 0 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Easy } } } T_TFGateBot_Scout_Cola_Hard { Class Scout Name "Cola Scout" ClassIcon scout_cola 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" Item "Crit-a-Cola" Skill Hard ItemAttributes { ItemName "Crit-a-Cola" "effect bar recharge rate increased" 0.5 "mod_mark_attacker_for_death" 0 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" Item "Crit-a-Cola" ItemAttributes { ItemName "Crit-a-Cola" "effect bar recharge rate increased" 0.5 "mod_mark_attacker_for_death" 0 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Hard } } } T_TFGateBot_Scout_FAN_Crit_NoAttributes { Class Scout ClassIcon scout_fan Name "FaN 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 Attributes AlwaysCrit Item "MvM GateBot Light Scout" Skill Expert Item "The Force-a-Nature" } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Attributes AlwaysCrit Item "MvM GateBot Light Scout" Skill Expert Item "The Force-a-Nature" } } } T_TFGateBot_Medic_QuickUber { Class Medic Name "Uber Medic" ClassIcon medic_uber EventChangeAttributes { Default { BehaviorModifiers push 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_Engineer_Plasma { Class Engineer ClassIcon engineer_pomson Name "Plasma Gunner" 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 Skill Hard Item "The Short Circuit" Item "MvM GateBot Light Engineer" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Short Circuit" "override projectile type" 13 "energy weapon penetration" 1 "fire rate bonus" 2 "dmg penalty vs players" 4 } } RevertGateBotsBehavior { Skill Hard Item "The Short Circuit" WeaponRestrictions SecondaryOnly Item "MvM GateBot Light Engineer" BehaviorModifiers push ItemAttributes { ItemName "The Short Circuit" "override projectile type" 13 "energy weapon penetration" 1 "fire rate bonus" 2 "dmg penalty vs players" 4 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Engineer" "item style override" 1 } } } } T_TFGateBot_Giant_Engineer_Plasma { Class Engineer ClassIcon engineer_pomson_giant Name "Giant Plasma Gunner" Health 3000 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 Tag bot_giant Skill Expert Item "The Short Circuit" Item "MvM GateBot Light Engineer" WeaponRestrictions SecondaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Short Circuit" "override projectile type" 13 "energy weapon penetration" 1 "fire rate bonus" 2 "dmg penalty vs players" 4 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "head scale" 0.8 "voice pitch scale" 0 } } RevertGateBotsBehavior { Skill Expert Tag bot_giant Item "The Short Circuit" WeaponRestrictions SecondaryOnly Item "MvM GateBot Light Engineer" BehaviorModifiers push Attributes MiniBoss ItemAttributes { ItemName "The Short Circuit" "override projectile type" 13 "energy weapon penetration" 1 "fire rate bonus" 2 "dmg penalty vs players" 4 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Engineer" "item style override" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "head scale" 0.8 "voice pitch scale" 0 } } } } T_TFGateBot_Giant_Engineer_Plasma_Crit { Class Engineer ClassIcon engineer_pomson_giant Name "Giant Plasma Gunner" Health 3000 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 Tag bot_giant Attributes AlwaysCrit Attributes AlwaysFireWeapon Skill Expert Item "The Short Circuit" Item "MvM GateBot Light Engineer" WeaponRestrictions SecondaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Short Circuit" "override projectile type" 13 "energy weapon penetration" 1 "fire rate bonus" 2 "dmg penalty vs players" 5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "head scale" 0.8 "voice pitch scale" 0 } } RevertGateBotsBehavior { Skill Expert Tag bot_giant Item "The Short Circuit" WeaponRestrictions SecondaryOnly Attributes AlwaysFireWeapon Attributes AlwaysCrit Item "MvM GateBot Light Engineer" BehaviorModifiers push Attributes MiniBoss ItemAttributes { ItemName "The Short Circuit" "override projectile type" 13 "energy weapon penetration" 1 "fire rate bonus" 2 "dmg penalty vs players" 5 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Engineer" "item style override" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "head scale" 0.8 "voice pitch scale" 0 } } } } T_TFGateBot_Scout_Bonk_Crit { 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 "MvM GateBot Light Scout" Item "Bonk! Atomic Punch" Skill Expert WeaponRestrictions MeleeOnly Attributes AlwaysCrit } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" Item "Bonk! Atomic Punch" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Expert WeaponRestrictions MeleeOnly Attributes AlwaysCrit } } } T_TFGateBot_Gastinguisher_Pyro { Name "Gastinguisher Pyro" Class Pyro ClassIcon pyro_gascann Health 700 Scale 1.4 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 Skill Hard Item "The Axtinguisher" Item "The Gas Passer" WeaponRestrictions MeleeOnly Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Gas Passer" "is_passive_weapon" 1 "item_meter_charge_rate" 0.5 "fire rate penalty" 5 } ItemAttributes { ItemName "The Axtinguisher" "killstreak tier" 2 "killstreak idleeffect" 4 "attach particle effect" 14 } ItemAttributes { ItemName "The Anger" "set item tint RGB 2" 15185211 } CharacterAttributes { "torso scale" 1.1 } Item "The Anger" } RevertGateBotsBehavior { Skill Hard Item "The Axtinguisher" Item "The Gas Passer" WeaponRestrictions MeleeOnly Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Gas Passer" "is_passive_weapon" 1 "item_meter_charge_rate" 0.5 "fire rate penalty" 5 } ItemAttributes { ItemName "The Axtinguisher" "killstreak tier" 2 "killstreak idleeffect" 4 "attach particle effect" 14 } ItemAttributes { ItemName "The Anger" "set item tint RGB 2" 6901050 } CharacterAttributes { "torso scale" 1.1 } Item "The Anger" } } } T_TFGateBot_Pyro_Easy { Class Pyro 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 Pyro" Skill Easy } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Easy } } } T_TFGateBot_Pyro_DF_Easy { Class Pyro ClassIcon pyro_dragon_fury_swordstone Name "Dragon's Fury Pyro" 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 Pyro" Skill Easy Item "The Dragon's Fury" MaxVisionRange 1500 } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Easy Item "The Dragon's Fury" MaxVisionRange 1500 } } } T_TFGateBot_Pyro_DF_Expert { Class Pyro ClassIcon pyro_dragon_fury_swordstone Name "Dragon's Fury Pyro" 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 Pyro" Skill Expert Item "The Dragon's Fury" MaxVisionRange 1500 } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert Item "The Dragon's Fury" MaxVisionRange 1500 } } } T_TFGateBot_Bowman_Bleed_Normal { Class Sniper Name "Barbed Bowman" ClassIcon sniper_bow_bleed 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 Sniper" Item "The Huntsman" Skill Normal ItemAttributes { ItemName "The Huntsman" "dmg penalty vs players" 0.5 "bleeding duration" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" Item "The Huntsman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } ItemAttributes { ItemName "The Huntsman" "dmg penalty vs players" 0.5 "bleeding duration" 4 } Skill Normal } } } T_TFGateBot_Giant_SMG_Sniper { Class Sniper Name "Giant Gunmann" ClassIcon sniper_smg Health 3000 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 Sniper" WeaponRestrictions SecondaryOnly Skill Expert Attributes MiniBoss CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 7 "head scale" 0.7 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } WeaponRestrictions SecondaryOnly Skill Expert Attributes MiniBoss CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 7 "head scale" 0.7 } } } } T_TFGateBot_Bowman_Crit { Class Sniper Name "Bowman" ClassIcon sniper_bow 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 Sniper" Item "The Huntsman" Skill Hard Attributes AlwaysCrit } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" Item "The Huntsman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } Skill Hard Attributes AlwaysCrit } } } T_TFGateBot_Bowman_Hyper_Crit { Class Sniper Name "Bowman" ClassIcon sniper_bow_hyper 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 Sniper" Item "The Huntsman" Skill Hard Attributes AlwaysCrit ItemAttributes { ItemName "The Huntsman" "dmg penalty vs players" 2 "fire rate bonus" 0.6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" Item "The Huntsman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } ItemAttributes { ItemName "The Huntsman" "dmg penalty vs players" 2 "fire rate bonus" 0.6 } Skill Hard Attributes AlwaysCrit } } } T_TFGateBot_Soldier_Extended_Buff_Normal { Class Soldier Name "Buff Soldier" ClassIcon soldier_buff 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 "The Buff Banner" Item "MvM GateBot Light Soldier" Skill Normal Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Buff Banner" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } } } T_TFGateBot_Warrior_Spirit_Minigiant { Class Heavy Name "Warrior Heavy" ClassIcon heavy_warrior Health 900 Scale 1.5 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" Item "Warrior's Spirit" Skill Expert WeaponRestrictions MeleeOnly CharacterAttributes { "damage bonus" 2 "restore health on kill" 100 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" Item "Warrior's Spirit" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert WeaponRestrictions MeleeOnly CharacterAttributes { "damage bonus" 2 "restore health on kill" 100 } } } } T_TFGateBot_Heavyweight_Champ { Class Heavy Name "Heavyweight Champ" ClassIcon heavy_champ 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" Item "Killing Gloves of Boxing" Skill Expert WeaponRestrictions MeleeOnly } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" Item "Killing Gloves of Boxing" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert WeaponRestrictions MeleeOnly } } } T_TFGateBot_Heavyweight_Champ_Fast { Class Heavy Name "Heavyweight Champ" ClassIcon heavy_gru 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" Item "Gloves of Running Urgently MvM" Skill Expert WeaponRestrictions MeleeOnly } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" Item "Gloves of Running Urgently MvM" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert WeaponRestrictions MeleeOnly } } } T_TFGateBot_Giant_Heavyweight_Champ_Fast { Class Heavy Name "Super Heavyweight Champ" ClassIcon heavy_gru_giant Health 5000 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 Item "MvM GateBot Light Heavy" Item "Gloves of Running Urgently MvM" Skill Expert WeaponRestrictions MeleeOnly Attributes MiniBoss ItemAttributes { ItemName "Gloves of Running Urgently MvM" "fire rate bonus" 0.6 "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Tag bot_giant Item "MvM GateBot Light Heavy" Item "Gloves of Running Urgently MvM" Skill Expert WeaponRestrictions MeleeOnly Attributes MiniBoss ItemAttributes { ItemName "Gloves of Running Urgently MvM" "fire rate bonus" 0.6 "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Demoman { Class Demoman Name "Giant Rapid Fire Demo" ClassIcon demo_giant Health 3300 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" "faster reload rate" -0.4 "fire rate bonus" 0.75 } 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 } } } } T_TFGateBot_Shortstop_Scout_Easy { Class Scout ClassIcon scout_shortstop Health 650 Scale 1.4 Name "Shortstop 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 Item "The Shortstop" CharacterAttributes { "head scale" 0.7 "move speed bonus" 1.25 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Easy Item "The Shortstop" CharacterAttributes { "head scale" 0.7 "move speed bonus" 1.25 } } } } T_TFGateBot_Scout_Shortstop_Hard_Crit { Class Scout ClassIcon scout_shortstop Name "Shortstop Scout" Health 650 Scale 1.4 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" Item "The Shortstop" Skill Hard Attributes AlwaysCrit } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Item "The Shortstop" Skill Hard Attributes AlwaysCrit } } } T_TFGateBot_Scout_FAN_Normal { Class Scout ClassIcon scout_fan Name "Force-A-Nature 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 Normal Item "The Force-a-Nature" } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Normal Item "The Force-a-Nature" } } } 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_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_Giant_Scout_Sunstick { Class Scout Name "Super Scout" ClassIcon scout_sunstick_giant 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 Item "MvM GateBot Light Scout" Tag bot_giant Skill Expert Attributes MiniBoss Item "Sun-on-a-Stick" WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Tag bot_giant Skill Expert Attributes MiniBoss Item "Sun-on-a-Stick" WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } } T_TFGateBot_Giant_Bonk_Armored_Crit { Class Scout Name "Giant Armored Bonk Scout" ClassIcon scout_bonk_titan 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 Scout" Attributes AlwaysCrit Tag bot_giant Skill Expert Attributes MiniBoss Item "Bonk! Atomic Punch" Item "Courtly Cuirass" WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 0.75 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "effect bar recharge rate increased" 0.55 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" Item "Courtly Cuirass" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Tag bot_giant Skill Expert Attributes AlwaysCrit Attributes MiniBoss Item "Bonk! Atomic Punch" WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 0.75 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "effect bar recharge rate increased" 0.55 } } } } T_TFGateBot_Heater_Heavy_Normal { Class Heavy Name "Heater Heavy" ClassIcon heavy_heater 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 Normal Item "The Huo Long Heatmaker" } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Normal Item "The Huo Long Heatmaker" } } } T_TFGateBot_Tomislav_Heavy_Crit { Class Heavy Name "Tomislav Heavy" ClassIcon heavy_tomislav_two 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 Item "Tomislav" Attributes AlwaysCrit } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert Attributes AlwaysCrit Item "Tomislav" } } } } Mission // sentry buster { Objective DestroySentries InitialCooldown 5 Where spawnbot_main_side Where spawnbot_gateA_upper Where spawnbot_gateB_upper BeginAtWave 1 RunForThisManyWaves 9 CooldownTime 30 TFBot { Template T_TFBot_SentryBuster } } Mission // Engineer - wave 2 { Objective Engineer InitialCooldown 40 Where spawnbot_main_sniper Where spawnbot_gateA_upper Where spawnbot_gateB_left BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle Health 500 TeleportWhere spawnbot_main TeleportWhere spawnbot_main_invasion TeleportWhere spawnbot_main_same TeleportWhere spawnbot_main_side TeleportWhere spawnbot_main_opposite TeleportWhere spawnbot_main_upper TeleportWhere spawnbot_gateA TeleportWhere spawnbot_gateB TeleportWhere spawnbot_gateA_upper TeleportWhere spawnbot_gateB_upper TeleportWhere spawnbot_gateA_left TeleportWhere spawnbot_gateB_right TeleportWhere spawnbot_gateA_right TeleportWhere spawnbot_gateB_left } } Mission // Sniper wave 3 { Objective Sniper InitialCooldown 20 Where spawnbot_main_sniper Where spawnbot_gateA_upper Where spawnbot_gateB_left BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 4 TFBot { Template T_TFBot_Sniper } } Mission // Spy wave 3 { Objective Spy InitialCooldown 1 Where spawnbot_main_side Where spawnbot_gateA_upper Where spawnbot_gateB_left BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 90 DesiredCount 4 TFBot { Template T_TFBot_Spy } } ///WAVE 1 $600// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // Airblast Pyro [BOMB] { Support 1 Where spawnbot_main Where spawnbot_gateA_right Where spawnbot_gateB_right TotalCount 10 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawnsAfterDeath 15 TotalCurrency 0 TFBot { Class Pyro Skill Hard Item "Traffic Cone" } } WaveSpawn // [6]Steel Gauntlet Pusher + [6]Bullet Vac Medic [GATEBOT] { Name "wave01a" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 12 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 16 TotalCurrency 50 Squad { TFBot { Template T_TFGateBot_Warrior_Spirit_Minigiant } TFBot { Template T_TFBot_Medic_Bullet } } } WaveSpawn // [6]Steel Gauntlet Pusher + [6]Fire Vac Medic [GATEBOT] { Name "wave01a" Where spawnbot_main_opposite Where spawnbot_gateA Where spawnbot_gateB TotalCount 12 MaxActive 12 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 16 TotalCurrency 50 Squad { TFBot { Template T_TFGateBot_Warrior_Spirit_Minigiant } TFBot { Template T_TFBot_Medic_Fire } } } WaveSpawn // Bonk Scouts [GATEBOT] { Name "wave01b" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB TotalCount 42 MaxActive 14 SpawnCount 7 WaitBeforeStarting 4 WaitBetweenSpawns 4 TotalCurrency 100 TFBot { Template T_TFGateBot_Scout_Bonk_Crit } } WaveSpawn // Melee Scout Support [BOMB] { RandomSpawn 1 Support 1 WaitForAllDead "wave01a" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB TotalCount 50 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 50 TFBot { Class Scout WeaponRestrictions MeleeOnly ClassIcon scout_bat_nys } } WaveSpawn // BBox Soldiers + Plasma Engineers[GATEBOT] { RandomSpawn 1 WaitForAllDead "wave01a" Name "wave01c" Where spawnbot_main_side Where spawnbot_gateA_right Where spawnbot_gateA Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 20 MaxActive 10 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 15 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Soldier_RocketShotgun_Expert } TFBot { Template T_TFGateBot_Engineer_Plasma } } } WaveSpawn // Pistol Scouts [BOMB] { RandomSpawn 1 Name "wave01d" WaitForAllDead "wave01a" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 4 TotalCurrency 50 Squad { TFBot { Class Scout Skill Easy WeaponRestrictions SecondaryOnly ClassIcon scout_pistol_nys } TFBot { Class Scout Skill Normal WeaponRestrictions SecondaryOnly ClassIcon scout_pistol_nys } } } WaveSpawn // Burst Fire Demoman [BOMB] { RandomSpawn 1 Name "wave01d" WaitForAllDead "wave01a" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB TotalCount 12 MaxActive 4 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 1 TotalCurrency 150 TFBot { Template T_TFBot_Demo_Burst } } WaveSpawn // Pyro Support [BOMB] { RandomSpawn 1 Support 1 WaitForAllDead "wave01a" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB TotalCount 16 MaxActive 2 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 4 TotalCurrency 50 TFBot { Class Pyro Attributes AlwaysFireWeapon } } } ///WAVE 2 $1200// // 1 Engineer Active // Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // SUPER SCOUTS [GATEBOT] { Name "wave02a" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 14 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Scout_Fast } } WaveSpawn // Crit-A-Cola Scouts [GATEBOT] { RandomSpawn 1 Name "wave02b" Where spawnbot_main_side Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateA_upper Where spawnbot_gateB Where spawnbot_gateB_left TotalCount 44 MaxActive 22 SpawnCount 11 WaitBeforeStarting 5 WaitBetweenSpawns 7 TotalCurrency 200 TFBot { Template T_TFGateBot_Scout_Cola_Easy } } WaveSpawn // [6]Crit-A-Cola Scouts + [6]BigHeal Medics [GATEBOT] { RandomSpawn 1 Name "wave02b2" Where spawnbot_main_side Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateA_upper Where spawnbot_gateB Where spawnbot_gateB_left TotalCount 12 MaxActive 12 SpawnCount 2 WaitBeforeStarting 14 WaitBetweenSpawns 14 TotalCurrency 50 Squad { TFBot { Template T_TFGateBot_Scout_Cola_Hard } TFBot { Template T_TFBot_Medic_BigHeal Name "Big Heal Medic" Item "The Surgeon's Stahlhelm" } } } WaveSpawn // KGB/GRU Heavies [GATEBOT] { WaitForAllDead "wave02a" Name "wave02c" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_left Where spawnbot_gateB Where spawnbot_gateB_upper TotalCount 48 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 150 RandomChoice { TFBot { Template T_TFGateBot_Heavyweight_Champ } TFBot { Template T_TFGateBot_Heavyweight_Champ_Fast } } } WaveSpawn // Scout FaN Bomb Buddy [BOMB] { WaitForAllDead "wave02b" Support 1 Where spawnbot_main Where spawnbot_gateA Where spawnbot_gateB TotalCount 50 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawnsAfterDeath 15 TotalCurrency 100 TFBot { Template T_TFBot_Scout_FaN_NoAttributes } } WaveSpawn // [6]Conch Soldiers + [6]Big Heal Medics [BOMB] { RandomSpawn 1 WaitForAllDead "wave02a" Name "wave02b2" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_left Where spawnbot_gateB Where spawnbot_gateB_upper TotalCount 12 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Soldier_Extended_Concheror } TFBot { Template T_TFBot_Medic_BigHeal Name "Big Heal Medic" Item "The Surgeon's Stahlhelm" } } } WaveSpawn // GIANT DEMOKNIGHTS [BOMB] { WaitForAllDead "wave02a" Name "wave02c2" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 30 TotalCurrency 50 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish Tag bot_giant } } WaveSpawn // KGB/GRU Heavies [BOMB] { RandomSpawn 1 WaitForAllSpawned "wave02b2" Name "wave02c2" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_left Where spawnbot_gateB Where spawnbot_gateB_upper TotalCount 24 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 100 RandomChoice { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast } } } WaveSpawn // SUPER SCOUTS [BOMB] { WaitForAllSpawned "wave02c" Name "wave02d" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Scout_Fast } } WaveSpawn // Demoknight Support [BOMB] { Support 1 WaitForAllSpawned "wave02c2" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 50 MaxActive 6 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn // GIANT DEMOKNIGHTS + Bigheals [BOMB] { WaitForAllSpawned "wave02d" Name "wave02e" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish Tag bot_giant } TFBot { Template T_TFBot_Medic_BigHeal Name "Big Heal Medic" Item "The Surgeon's Stahlhelm" } } } WaveSpawn // [6]Conch Soldiers + [6]Big Heal Medics [BOMB] { RandomSpawn 1 WaitForAllSpawned "wave02d" Name "wave02e" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_left Where spawnbot_gateB Where spawnbot_gateB_upper TotalCount 12 MaxActive 12 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 20 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Soldier_Extended_Concheror } TFBot { Template T_TFBot_Medic_BigHeal Name "Big Heal Medic" Item "The Surgeon's Stahlhelm" } } } WaveSpawn // SAMURAI DEMOS [BOMB] { WaitForAllDead "wave02c2" Name "wave02e" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 30 TotalCurrency 50 TFBot { Template T_TFBot_Demoman_Samurai Tag bot_giant } } } ///WAVE 3 $1100// // 4 Snipers + 4 Spies // TANK // Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // Shortstop Scouts [BOMB] { Name "wave03a" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 50 TFBot { Template T_TFGateBot_Shortstop_Scout_Easy } } WaveSpawn // Bleeding Bowmen [GATEBOT] { Name "wave03a" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 50 TFBot { Template T_TFGateBot_Bowman_Bleed_Normal } } WaveSpawn // [3]GIANT PLASMA ENGINEER + [3]Shield Medics + [3]Shotgun Heavy [GATEBOT] { Name "wave03a2" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 9 MaxActive 9 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 100 Squad { ShouldPreserveSquad 1 TFBot { Template T_TFGateBot_Heavyweapons_Shotgun } TFBot { Template T_TFGateBot_Giant_Engineer_Plasma } TFBot { Template T_TFBot_Medic_Shield } } } WaveSpawn // Gastinguisher Pyros [GATEBOT] { Name "wave03a2" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 6 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 50 TFBot { Template T_TFGateBot_Gastinguisher_Pyro } } WaveSpawn // Shotgun Heavies [GATEBOT] { WaitForAllSpawned "wave03a" Name "wave03b" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB TotalCount 48 MaxActive 12 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 4 TotalCurrency 150 TFBot { Template T_TFGateBot_Heavyweapons_Shotgun } } WaveSpawn // TANK { WaitForAllDead "wave03a" TotalCount 1 WaitBeforeStarting 40 WaitBetweenSpawns 0 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 24000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_L_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // Shotgun Heavies [BOMB] { WaitForAllSpawned "wave03a2" Name "wave03b" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_left Where spawnbot_gateB Where spawnbot_gateB_upper TotalCount 25 MaxActive 9 SpawnCount 3 WaitBeforeStarting 30 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Heavyweapons_Shotgun } } WaveSpawn // [4]GIANT SHOTGUN HEAVY + [16]Uber Medics [GATEBOT] { WaitForAllDead "wave03a" Name "wave03b" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 20 MaxActive 20 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Shotgun } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn // [4]GIANT DEFLECTOR HEAVIES + [16]Uber Medics [GATEBOT] { WaitForAllDead "wave03a" Name "wave03b" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 20 MaxActive 20 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 30 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn // Shortstop Scouts [BOMB] { WaitForAllSpawned "wave03b" Name "wave03c" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 16 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 50 RandomChoice { TFBot { Template T_TFBot_Scout_Shortstop Skill Normal } TFBot { Template T_TFBot_Scout_Shortstop } TFBot { Template T_TFBot_Scout_Shortstop } TFBot { Template T_TFBot_Scout_Shortstop } } } WaveSpawn // TANK { WaitForAllSpawned "wave03b" TotalCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0 TotalCurrency 50 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 14000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_L_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // TANK { WaitForAllSpawned "wave03b" TotalCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0 TotalCurrency 50 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 14000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_R_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // GIANT PLASMA ENGINEER + 2 GIANT SHOTGUN HEAVIES [GATEBOT] { WaitForAllDead "wave03b" Name "wave03c2" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 50 Squad { ShouldPreserveSquad 1 TFBot { Template T_TFGateBot_Giant_Heavyweapons_Shotgun } TFBot { Template T_TFGateBot_Giant_Engineer_Plasma } TFBot { Template T_TFGateBot_Giant_Heavyweapons_Shotgun } } } WaveSpawn // Shotgun Heavies [BOMB] { WaitForAllSpawned "wave03c2" Name "wave03d" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_left Where spawnbot_gateB Where spawnbot_gateB_upper TotalCount 24 MaxActive 12 SpawnCount 6 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Template T_TFBot_Heavyweapons_Shotgun } } WaveSpawn // Heavy Support [BOMB] { RandomSpawn 1 Support 1 WaitForAllSpawned "wave03d" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_upper Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 50 MaxActive 15 SpawnCount 5 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 50 RandomChoice { TFBot { Class Heavyweapons } TFBot { Class Heavyweapons } TFBot { Class Heavyweapons } TFBot { Class Heavyweapons } TFBot { Class Heavyweapons Skill Hard } } } WaveSpawn // [2]GIANT DEFLECTOR HEAVIES + [8]LongUber Medics [BOMB] { WaitForAllDead "wave03d" Name "wave03e" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 10 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_Medic CharacterAttributes { "uber duration bonus" 4 } } TFBot { Template T_TFBot_Medic CharacterAttributes { "uber duration bonus" 4 } } TFBot { Template T_TFBot_Medic CharacterAttributes { "uber duration bonus" 4 } } TFBot { Template T_TFBot_Medic CharacterAttributes { "uber duration bonus" 4 } } } } } ///WAVE 4 $900// // Engineer Hell Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // Conch Soldier Support [BOMB] { Support 1 Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB TotalCount 25 MaxActive 1 SpawnCount 1 WaitBeforeStarting 22 WaitBetweenSpawnsAfterDeath 12 TotalCurrency 50 TFBot { Template T_TFBot_Soldier_Extended_Concheror } } WaveSpawn // [8]GIANT GRU GAUNTLETS + [8]GIANT MEDICS [GATEBOT] { Name "wave04a" Where spawnbot_main_same Where spawnbot_gateA_right Where spawnbot_gateB_left TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 24 TotalCurrency 160 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweight_Champ_Fast } TFBot { Template T_TFBot_Giant_Medic_Regen Tag bot_giant } } } WaveSpawn // GIANT ARMORED BONK SCOUT [BOMB] { Name "wave04a2" Where spawnbot_main Where spawnbot_gateA_upper Where spawnbot_gateB_right TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 40 TotalCurrency 40 TFBot { Template T_TFBot_Giant_Bonk_Armored Attributes AlwaysCrit Tag bot_giant } } WaveSpawn // DF Pyros + Kritz Medics[BOMB] { Name "wave04b" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB Where spawnbot_gateA_upper Where spawnbot_gateB_right TotalCount 48 MaxActive 8 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 3 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Pyro_DF_Expert } TFBot { Template T_TFBot_Kritzkrieg_Medic } } } WaveSpawn // Burst Demos [BOMB] { Name "wave04b" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB Where spawnbot_gateA_upper Where spawnbot_gateB_right TotalCount 32 MaxActive 4 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 1 TotalCurrency 50 Squad { TFBot { Template T_TFGateBot_Demo_Burst_Normal Skill Expert } TFBot { Template T_TFBot_Kritzkrieg_Medic } } } WaveSpawn // Engineers { Support Limited WaitForAllSpawned "wave04a" Where spawnbot_main_upper Where spawnbot_gateA_upper Where spawnbot_gateB_left TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 120 TotalCurrency 0 TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle Attributes IgnoreFlag Health 500 TeleportWhere spawnbot_main TeleportWhere spawnbot_main_invasion TeleportWhere spawnbot_main_same TeleportWhere spawnbot_main_side TeleportWhere spawnbot_main_opposite TeleportWhere spawnbot_main_upper TeleportWhere spawnbot_gateA TeleportWhere spawnbot_gateB TeleportWhere spawnbot_gateA_upper TeleportWhere spawnbot_gateB_upper TeleportWhere spawnbot_gateA_left TeleportWhere spawnbot_gateB_right TeleportWhere spawnbot_gateA_right TeleportWhere spawnbot_gateB_left } } WaveSpawn // Engineers { Support Limited WaitForAllSpawned "wave04a" Where spawnbot_main_upper Where spawnbot_gateA_upper Where spawnbot_gateB_left TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 3 TotalCurrency 0 TFBot { Template T_TFBot_Engineer_Sentry_Battle Attributes IgnoreFlag TeleportWhere spawnbot_main TeleportWhere spawnbot_main_invasion TeleportWhere spawnbot_main_same TeleportWhere spawnbot_main_side TeleportWhere spawnbot_main_opposite TeleportWhere spawnbot_main_upper TeleportWhere spawnbot_gateA TeleportWhere spawnbot_gateB TeleportWhere spawnbot_gateA_upper TeleportWhere spawnbot_gateB_upper TeleportWhere spawnbot_gateA_left TeleportWhere spawnbot_gateB_right TeleportWhere spawnbot_gateA_right TeleportWhere spawnbot_gateB_left } } WaveSpawn // Stickybomb Demos [BOMB] { WaitForAllDead "wave04a" Name "wave04c" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 25 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 50 TFBot { Template T_TFBot_Demo_Quadshot Skill Hard } } WaveSpawn // Airstriker Soldiers [BOMB] { WaitForAllDead "wave04a" Name "wave04c" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 25 MaxActive 9 SpawnCount 3 WaitBeforeStarting 11 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Soldier_Parabomber } } WaveSpawn // GIANT DEMOMEN [GATEBOT] { WaitForAllDead "wave04a" Name "wave04c" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 33 TotalCurrency 50 TFBot { Template T_TFGateBot_Giant_Demoman } } WaveSpawn // GIANT RF SOLDIERS [GATEBOT] { WaitForAllDead "wave04a" Name "wave04c" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 22 WaitBetweenSpawns 33 TotalCurrency 50 TFBot { Template T_TFGateBot_Giant_Soldier_Spammer } } WaveSpawn // Conch Soldier Support [BOMB] { WaitForAllSpawned "wave04c" Support 1 Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB TotalCount 50 MaxActive 15 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 4 TotalCurrency 50 TFBot { Template T_TFBot_Soldier_Extended_Concheror } } WaveSpawn // GIANT RF SOLDIERS [BOMB] { WaitForAllSpawned "wave04c" Name "wave04d" Where spawnbot_main_side Where spawnbot_gateA_right Where spawnbot_gateB TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 40 WaitBetweenSpawns 20 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant } } WaveSpawn // GIANT DEMOMEN [BOMB] { WaitForAllSpawned "wave04c" Name "wave04d" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB_right TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 50 WaitBetweenSpawns 20 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Demoman Tag bot_giant } } WaveSpawn // GIANT ARMORED BONK SCOUTS [BOMB] { WaitForAllDead "wave04c" Name "wave04d" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateB_right TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 27 WaitBetweenSpawns 27 TotalCurrency 30 TFBot { Template T_TFBot_Giant_Bonk_Armored Attributes AlwaysCrit Tag bot_giant } } WaveSpawn // Medic Support [BOMB] { Support 1 WaitForAllDead "wave04c" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_right Where spawnbot_gateB_right Where spawnbot_gateB TotalCount 20 MaxActive 4 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 0 TotalCurrency 20 RandomChoice { TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic_BigHeal Attributes SpawnWithFullCharge } } } WaveSpawn // GIANT BOSS DEMOMEN [BOMB] { WaitForAllDead "wave04d" Name "wave04e" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Demoman Item "Bombard Brigadier" Attributes UseBossHealthBar Health 20000 Scale 1.9 Tag bot_giant } } WaveSpawn // GIANT BOSS RF SOLDIER [BOMB] { WaitForAllDead "wave04d" Name "wave04e" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Soldier_Spammer Item "The Grenadier's Softcap" Attributes UseBossHealthBar Health 20000 Scale 1.9 Tag bot_giant } } } ///WAVE 5 $900// //FINAL WAVE// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // Bomb Buddy [BOMB] { Support Limited Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Soldier_RocketPush } } WaveSpawn // Support Bot Mash [BOMB] { RandomSpawn 1 Name "supportA" Support Limited Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_right Where spawnbot_gateB Where spawnbot_gateB_left TotalCount 150 MaxActive 11 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 0 TotalCurrency 300 RandomChoice { TFBot { Template T_TFBot_Medic_Shield } TFBot { Template T_TFBot_Soldier_RocketPush } TFBot { Class Pyro Attributes AlwaysFireWeapon Attributes AlwaysCrit Skill Expert } TFBot { Class Scout Skill Expert } TFBot { Template T_TFGateBot_Scout_Hard } TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit } TFBot { Template T_TFBot_Soldier_RocketPush } TFBot { Class Pyro Attributes AlwaysFireWeapon Attributes AlwaysCrit Skill Expert } TFBot { Class Scout Skill Expert } TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit } } } WaveSpawn // GIANT BBOX SOLDIERS [GATEBOT] { RandomSpawn 1 Name "wave05a" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_right Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 10 MaxActive 10 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 35 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Soldier_RocketShotgun } } WaveSpawn // GIANT STICKY SPAMMER [GATEBOT] { RandomSpawn 1 Name "wave05a" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_right Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 10 MaxActive 10 SpawnCount 2 WaitBeforeStarting 35 WaitBetweenSpawns 35 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Blitz_Demo Tag bot_giant } } WaveSpawn // Jumpscare Crit Heavies [GATEBOT] { Support Limited Where spawnbot_main_upper Where spawnbot_gateA_upper Where spawnbot_gateB_left TotalCount 50 MaxActive 5 SpawnCount 5 WaitBeforeStarting 60 WaitBetweenSpawns 60 TotalCurrency 50 TFBot { Template T_TFGateBot_Tomislav_Heavy_Crit } } WaveSpawn // [2]GIANT PLASMA ENGINEERS + [2]GIANT SHIELD MEDICS[GATEBOT] { WaitForAllSpawned "wave05a" Name "wave05b" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_right Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 60 TotalCurrency 100 Squad { ShouldPreserveSquad 1 TFBot { Template T_TFGateBot_Heavy_IronFist_Airblast } TFBot { Template T_TFGateBot_Giant_Engineer_Plasma_Crit } TFBot { Template T_TFGateBot_Heavy_IronFist_Airblast } TFBot { Template T_TFBot_Giant_Medic_Shield Tag bot_giant } } } WaveSpawn // [12]WARRIOR GAUNTLET + [36]Triple Vacc Medics[GATEBOT] { WaitForAllSpawned "wave05a" Name "wave05c" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_right Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 48 MaxActive 12 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 50 Squad { TFBot { Template T_TFGateBot_Heavy_IronFist_Airblast } TFBot { Template T_TFBot_Medic_Bullet ClassIcon medic_vac_trio_nys } TFBot { Template T_TFBot_Medic_Blast ClassIcon medic_vac_trio_nys } TFBot { Template T_TFBot_Medic_Fire ClassIcon medic_vac_trio_nys } } } WaveSpawn // TANK { Name "wave05tank" WaitForAllSpawned "wave05a" TotalCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 0 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 50000 Speed 45 Skin 1 Name "tankboss" StartingPathTrackNode "tank_path_L_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // Steel Gauntlets [BOMB] { WaitForAllSpawned "wave05c" Name "wave05d" Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_right Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 19 MaxActive 10 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 1 TotalCurrency 50 TFBot { Template T_TFBot_Heavy_IronFist_Airblast } } WaveSpawn // Support Part II [BOMB] { WaitForAllSpawned "wave05c" Support 1 Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_right Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 48 MaxActive 9 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 50 Squad { ShouldPreserveSquad 1 TFBot { Class Scout Skill Expert } TFBot { Template T_TFBot_Ninjaneer Attributes AlwaysCrit BehaviorModifiers push ItemAttributes { ItemName "TF_WEAPON_GRAPPLINGHOOK" "dmg penalty vs players" 3 } } TFBot { Template T_TFBot_Ninjaneer BehaviorModifiers push Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_GRAPPLINGHOOK" "dmg penalty vs players" 3 } } } } WaveSpawn // Last Support [BOMB] { WaitForAllDead "wave05c" Support 1 Where spawnbot_main_side Where spawnbot_gateA Where spawnbot_gateA_right Where spawnbot_gateB Where spawnbot_gateB_right TotalCount 50 MaxActive 4 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 50 RandomChoice { TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit } TFBot { Class Pyro Attributes AlwaysFireWeapon Attributes AlwaysCrit Skill Expert } TFBot { Class Pyro Attributes AlwaysFireWeapon Attributes AlwaysCrit Skill Expert } TFBot { Class Scout Skill Expert } TFBot { Class Scout Skill Expert } } } WaveSpawn // BOSS: Giant Engineer { WaitForAllDead "wave05c" Name "wave05d" Where spawnbot_main_same Where spawnbot_gateA Where spawnbot_gateB TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 50 Squad { ShouldPreserveSquad 1 TFBot { Template T_TFBot_Heavy_IronFist_Airblast } TFBot { Template T_TFBot_Giant_Engineer_BOSS BehaviorModifiers push } } } } }