#base robot_standard.pop
#base robot_giant.pop
#base robot_gatebot.pop

WaveSchedule
{
	StartingCurrency 700
	RespawnWaveTime 5
	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_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_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_Detonator_Spammer_Minigiant
		{
			Name "Fire Bro"
			Class Pyro
			ClassIcon pyro_detonator_titan
			WeaponRestrictions SecondaryOnly
			Item "The Detonator"
			Item "Spiral Sallet"
			Skill Hard
			Health 650
			Scale 1.5
			CharacterAttributes
			{
				"fire rate bonus" 0.3
				"move speed bonus" 0.85
				"head scale" 0.8
			}
		}
		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_Heavyweight_Champ_Grapple
		{
			Class Heavyweapons
			Name "Grapplin' Chuck"
			ClassIcon heavy_champ
			WeaponRestrictions MeleeOnly
			Item "The Killing Gloves of Boxing"
			Item "Football Helmet"
			Item   "TF_WEAPON_GRAPPLINGHOOK"
			Attributes AutoJump
				AutoJumpMin 5
				AutoJumpMax 5
			ItemAttributes 
			{
				ItemName   "TF_WEAPON_GRAPPLINGHOOK"
				"is_passive_weapon"     1
				"cancel falling damage" 1
			}
		}
		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_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_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_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_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" 2
			}
		}
		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"
		}
//////////////////////////GATEBOT TEMPLATES///////////////////////////
		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" 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" 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_Bowman_Bleed_Easy
		{
			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 Easy
					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 Easy
				}
			}
		}
		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_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_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"
					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_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"
				}
			}
		}
	}
	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 // Sniper - wave 3
	{
	
		Objective Sniper

		InitialCooldown 15
		Where spawnbot_main_sniper
		Where spawnbot_gateA_upper
		Where spawnbot_gateB_left
		BeginAtWave 3
		RunForThisManyWaves 1
		CooldownTime 15
		DesiredCount 2

		TFBot
		{
			Class Sniper
			Skill Hard
			Name Sniper
			MaxVisionRange 3000
		}
	}
	Mission // Engineer - wave 3
	{
		Objective Engineer  

		InitialCooldown 30
		Where spawnbot_main_same
		Where spawnbot_gateA_upper
		Where spawnbot_gateB_left
		BeginAtWave 3
		RunForThisManyWaves 1
		CooldownTime 30
		DesiredCount 1

		TFBot
		{
			Template T_TFBot_Engineer_Sentry_Teleporter
			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 // Spy - wave 4
	{
		Objective Spy  

		InitialCooldown 0
		Where spawnbot_main_sniper
		Where spawnbot_gateA
		Where spawnbot_gateB
		BeginAtWave 4
		RunForThisManyWaves 1
		CooldownTime 999
		DesiredCount 8

		TFBot
		{
			Class Spy
			Skill Expert
			Name Spy
		}
	}
	Mission // Spy - wave 4
	{
		Objective Spy  

		InitialCooldown 90
		Where spawnbot_main
		Where spawnbot_gateA
		Where spawnbot_gateB
		BeginAtWave 4
		RunForThisManyWaves 1
		CooldownTime 90
		DesiredCount 2

		TFBot
		{
			Class Spy
			Skill Expert
			Name Spy
		}
	}
	Mission // Engineer - wave 6
	{
		Objective Engineer  

		InitialCooldown 120
		Where spawnbot_main_same
		Where spawnbot_gateA_upper
		Where spawnbot_gateB_left
		BeginAtWave 6
		RunForThisManyWaves 1
		CooldownTime 120
		DesiredCount 1

		TFBot
		{
			Template T_TFBot_Engineer_Sentry_Teleporter
			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 6
	{
		Objective Sniper 

		InitialCooldown 15
		Where spawnbot_main
		Where spawnbot_gateA
		Where spawnbot_gateB
		BeginAtWave 6
		RunForThisManyWaves 1
		CooldownTime 15
		DesiredCount 4

		TFBot
		{
			Class Sniper
			Skill Expert
			Name Sniper
		}
	}
///WAVE 1 $500//
	Wave
	{
		StartWaveOutput
		{
			Target wave_start_relay
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		
		WaveSpawn // Pyros [GATEBOT]
		{
			Name "wave01a"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 42
			MaxActive 6
			SpawnCount 2
			WaitBeforeStarting 0
			WaitBetweenSpawns 3
			TotalCurrency 150
			RandomChoice
			{
				TFBot
				{
					Template T_TFGateBot_Pyro_Easy
				}
				TFBot
				{
					Template T_TFGateBot_Pyro_Easy
				}
				TFBot
				{
					Template T_TFGateBot_Pyro_Easy
				}
				TFBot
				{
					Template T_TFGateBot_Pyro_AlwaysFireWeapon
				}
			}
		}
		WaveSpawn // GIANT PYROS [GATEBOT]
		{
			Name "wave01b"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 2
			MaxActive 2
			SpawnCount 1
			WaitBeforeStarting 45
			WaitBetweenSpawns 45
			TotalCurrency 100
			TFBot
			{
				Template T_TFGateBot_Giant_Pyro_AlwaysFire
			}
		}
		WaveSpawn // Scouts [BOMB]
		{
			Name "wave01c"
			Where spawnbot_main_same
			Where spawnbot_gateA_left
			Where spawnbot_gateB_right
			TotalCount 35
			MaxActive 10
			SpawnCount 5
			WaitBeforeStarting 20
			WaitBetweenSpawns 10
			TotalCurrency 100
			TFBot
			{
				Class Scout
			}
		}
		WaveSpawn // Sunstick Scouts [BOMB]
		{
			RandomSpawn 1
			WaitForAllSpawned "wave01b"
			Name "wave01d"
			Where spawnbot_main_side
			Where spawnbot_gateA_left
			Where spawnbot_gateB_right
			TotalCount 27
			MaxActive 9
			SpawnCount 3
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 100
			TFBot
			{
				Template T_TFBot_Sunstick_Scout
			}
		}
		WaveSpawn // GIANT PYRO [BOMB]
		{
			WaitForAllDead "wave01c"
			Name "wave01e"
			Where spawnbot_main_same
			Where spawnbot_gateA_left
			Where spawnbot_gateB_right
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 5
			WaitBetweenSpawns 0
			TotalCurrency 50
			TFBot
			{
				Template T_TFBot_Giant_Pyro
				Attributes AlwaysFireWeapon
				Tag bot_giant
			}
		}
	}
///WAVE 2 $800//
	Wave
	{
		StartWaveOutput
		{
			Target wave_start_relay
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		
		WaveSpawn // Bleed Bowmen [GATEBOT]
		{
			RandomSpawn 1
			Name "wave02a"
			Where spawnbot_main_same
			Where spawnbot_main_side
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 24
			MaxActive 12
			SpawnCount 4
			WaitBeforeStarting 0
			WaitBetweenSpawns 4
			TotalCurrency 100
			TFBot
			{
				Template T_TFGateBot_Bowman_Bleed_Easy
			}
		}
		WaveSpawn // Pyros [GATEBOT]
		{
			RandomSpawn 1
			Name "wave02a2"
			Where spawnbot_main_same
			Where spawnbot_main_side
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 20
			MaxActive 4
			SpawnCount 2
			WaitBeforeStarting 5
			WaitBetweenSpawns 5
			TotalCurrency 100
			TFBot
			{
				Template T_TFGateBot_Pyro_AlwaysFireWeapon
			}
		}
		WaveSpawn // Buff Banner Soldiers [GATEBOT]
		{
			RandomSpawn 1
			Name "wave02b"
			Where spawnbot_main_side
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 12
			MaxActive 3
			SpawnCount 3
			WaitBeforeStarting 30
			WaitBetweenSpawns 30
			TotalCurrency 100
			TFBot
			{
				Template T_TFGateBot_Soldier_Extended_Buff_Normal
			}
		}
		WaveSpawn // Scouts [BOMB]
		{
			RandomSpawn 1
			WaitForAllSpawned "wave02a"
			Where spawnbot_main_side
			Where spawnbot_gateA_left
			Where spawnbot_gateB_right
			TotalCount 48
			MaxActive 12
			SpawnCount 6
			WaitBeforeStarting 0
			WaitBetweenSpawns 2
			TotalCurrency 200
			TFBot
			{
				Class Scout
			}
		}
		WaveSpawn // Bleed Bowmen [BOMB]
		{
			RandomSpawn 1
			WaitForAllDead "wave02a2"
			Name "wave02c"
			Where spawnbot_main_side
			Where spawnbot_gateA_left
			Where spawnbot_gateB
			TotalCount 24
			MaxActive 8
			SpawnCount 2
			WaitBeforeStarting 0
			WaitBetweenSpawns 1
			TotalCurrency 100
			TFBot
			{
				Template T_TFBot_Bowman_Bleed
				Skill Normal
			}
		}
		WaveSpawn // Melee Scout Support [BOMB]
		{
			RandomSpawn 1
			Support 1
			WaitForAllSpawned "wave02c"
			Where spawnbot_main_side
			Where spawnbot_gateA_left
			Where spawnbot_gateB_right
			TotalCount 50
			MaxActive 15
			SpawnCount 3
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 100
			TFBot
			{
				Class Scout
				WeaponRestrictions MeleeOnly
				ClassIcon scout_bat_nys
			}
		}
		WaveSpawn // [6]Shotgun Heavies + [12]Ray Gun Engies Squad [BOMB]
		{
			WaitForAllDead "wave02a"
			Name "wave02d"
			Where spawnbot_main_same
			Where spawnbot_gateA_left
			Where spawnbot_gateB_right
			TotalCount 18
			MaxActive 6
			SpawnCount 3
			WaitBeforeStarting 60
			WaitBetweenSpawns 8
			TotalCurrency 100
			Squad
			{
				ShouldPreserveSquad 1
				TFBot
				{
					Template T_TFBot_Heavyweapons_Shotgun_HeavyDuty
					Skill Normal
				}
				TFBot
				{
					Template T_TFBot_Engineer_Plasma
					BehaviorModifiers push
					Skill Easy
				}
				TFBot
				{
					Template T_TFBot_Engineer_Plasma
					BehaviorModifiers push
					Skill Easy
				}
			}
		}
	}
///WAVE 3 $900//
	Wave
	{
		StartWaveOutput
		{
			Target wave_start_relay
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		
		WaveSpawn // Sandman Scout Support [BOMB]
		{
			RandomSpawn 1
			Support Limited
			Name "wave03a"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 4
			MaxActive 4
			SpawnCount 4
			WaitBeforeStarting 0
			WaitBetweenSpawns 2
			TotalCurrency 50
			TFBot
			{
				Template T_TFBot_Scout_Sandman
			}
		}
		WaveSpawn // Sandman Scout Support [BOMB]
		{
			RandomSpawn 1
			Name "wave03a2"
			Support 1
			Where spawnbot_main_side
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 32
			MaxActive 16
			SpawnCount 4
			WaitBeforeStarting 4
			WaitBetweenSpawns 4
			TotalCurrency 150
			TFBot
			{
				Template T_TFBot_Scout_Sandman
			}
		}
		WaveSpawn // Heavies [BOMB]
		{
			RandomSpawn 1
			WaitForAllDead "wave03a"
			Support 1
			Name "wave03b"
			Where spawnbot_main_side
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 30
			MaxActive 6
			SpawnCount 2
			WaitBeforeStarting 15
			WaitBetweenSpawns 8
			TotalCurrency 150
			RandomChoice
			{
				TFBot
				{
					Class Heavyweapons
				}
				TFBot
				{
					Class Heavyweapons
				}
			}
		}
		WaveSpawn // TANK
		{
			TotalCount 1
			WaitBeforeStarting 25
			TotalCurrency 150
			
			FirstSpawnOutput                                                                                                                                                            
			{
				 Target boss_spawn_relay                                            
				 Action Trigger                         
			}

			Tank
			{
				Health 33000
				Speed 75
				Name "tankboss"
				StartingPathTrackNode "tank_path_L_1"

				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
			}
		}
	}
///WAVE 4 $600//
	Wave
	{
		StartWaveOutput
		{
			Target wave_start_relay
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		
		WaveSpawn // GIANT FAN SCOUT [BOMB]
		{
			Name "wave04a"
			Where spawnbot_main
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 1
			WaitBetweenSpawns 1
			TotalCurrency 50
			TFBot
			{
				Template T_TFBot_Giant_Scout_FAN_NoAttributes
				Tag bot_giant
			}
		}
		WaveSpawn // SHORTSTOP SCOUTS [GATEBOT]
		{
			Name "wave04b"
			Where spawnbot_main_side
			Where spawnbot_gateA_right
			Where spawnbot_gateB_left
			TotalCount 12
			MaxActive 4
			SpawnCount 2
			WaitBeforeStarting 12
			WaitBetweenSpawns 2
			TotalCurrency 50
			TFBot
			{
				Template T_TFBot_Scout_Shortstop
				Health 125
				Scale 1
				Skill Easy
			}
		}
		WaveSpawn // FaN Scouts [GATEBOT]
		{
			Name "wave04b"
			Where spawnbot_main_side
			Where spawnbot_gateA_right
			Where spawnbot_gateB_left
			TotalCount 45
			MaxActive 9
			SpawnCount 3
			WaitBeforeStarting 10
			WaitBetweenSpawns 1
			TotalCurrency 100
			TFBot
			{
				Template T_TFGateBot_Scout_FAN_Normal
			}
		}
		WaveSpawn // [8]SHORTSTOP SCOUTS + [8]Big Heal Medics [BOMB]
		{
			WaitForAllDead "wave04a"
			Name "wave04c"
			Where spawnbot_main
			Where spawnbot_gateA_left
			Where spawnbot_gateB_upper
			TotalCount 16
			MaxActive 8
			SpawnCount 2
			WaitBeforeStarting 12
			WaitBetweenSpawns 12
			TotalCurrency 50
			Squad
			{
				TFBot
				{
					Template T_TFBot_Scout_Shortstop
					Health 125
					Scale 1
					Skill Easy
				}
				TFBot
				{
					Template T_TFBot_Medic_QuickFix
				}
			}
		}
		WaveSpawn // GIANT SHOTGUN HEAVIES [BOMB]
		{
			WaitForAllSpawned "wave04a"
			Name "wave04c"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 2
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 20
			WaitBetweenSpawns 60
			TotalCurrency 50
			TFBot
			{
				Template T_TFBot_Giant_Heavyweapons_Shotgun
				Item "The Eliminators Safeguard"
				ItemAttributes
				{
					ItemName "TF_WEAPON_SHOTGUN_HWG"
					"fire rate bonus" 4
					"bullets per shot bonus" 10
					"weapon spread bonus" 5
				}
				ItemAttributes
				{
					ItemName "The Eliminators Safeguard"
					"item style override" 1
				}
				Tag bot_giant
			}
		}
		WaveSpawn // GRU Support [BOMB]
		{
			Support 1
			WaitForAllDead "wave04a"
			Where spawnbot_main_same
			Where spawnbot_gateA_left
			Where spawnbot_gateB_right
			TotalCount 25
			MaxActive 5
			SpawnCount 5
			WaitBeforeStarting 30
			WaitBetweenSpawns 10
			TotalCurrency 50
			TFBot
			{
				Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast
				Skill Expert
			}
		}
		WaveSpawn // GIANT FAN SCOUT [BOMB]
		{
			WaitForAllDead "wave04c"
			Name "wave04d"
			Where spawnbot_main
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 2
			MaxActive 2
			SpawnCount 1
			WaitBeforeStarting 10
			WaitBetweenSpawns 30
			TotalCurrency 50
			TFBot
			{
				Template T_TFBot_Giant_Scout_FAN_NoAttributes
				Tag bot_giant
			}
		}
		WaveSpawn // (2)GIANT HEAVY + (6) Medic [BOMB]
		{
			WaitForAllDead "wave04c"
			Name "wave04d"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 8
			MaxActive 4
			SpawnCount 4
			WaitBeforeStarting 0
			WaitBetweenSpawns 60
			TotalCurrency 100
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons
					Tag bot_giant
				}
				TFBot
				{
					Template T_TFBot_Medic_BigHeal
					Item "The Surgeon's Stahlhelm"
					Name "Big Heal Medic"
				}
				TFBot
				{
					Template T_TFBot_Medic_BigHeal
					Item "The Surgeon's Stahlhelm"
					Name "Big Heal Medic"
				}
				TFBot
				{
					Template T_TFBot_Medic_BigHeal
					Item "The Surgeon's Stahlhelm"
					Name "Big Heal Medic"
				}
			}
		}
		WaveSpawn // GRU Support [BOMB]
		{
			Support 1
			WaitForAllSpawned "wave04c"
			Where spawnbot_main_same
			Where spawnbot_gateA_left
			Where spawnbot_gateB_right
			TotalCount 25
			MaxActive 7
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0.1
			TotalCurrency 100
			TFBot
			{
				Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast
				Skill Expert
			}
		}
	}
///WAVE 5 $1100//
	Wave
	{
		StartWaveOutput
		{
			Target wave_start_relay
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		
		WaveSpawn // demomen [GATEBOT]
		{
			Name "wave05a"
			Where spawnbot_main_same
			Where spawnbot_gateA_left
			Where spawnbot_gateB
			TotalCount 42
			MaxActive 9
			SpawnCount 6
			WaitBeforeStarting 0
			WaitBetweenSpawns 15
			TotalCurrency 200
			TFBot
			{
				Template T_TFGateBot_Demoman_Normal
			}
		}
		WaveSpawn // soldiers [GATEBOT]
		{
			Name "wave05a2"
			Where spawnbot_main_opposite
			Where spawnbot_gateA_right
			Where spawnbot_gateB_right
			TotalCount 42
			MaxActive 9
			SpawnCount 6
			WaitBeforeStarting 7.5
			WaitBetweenSpawns 15
			TotalCurrency 200
			TFBot
			{
				Template T_TFGateBot_Soldier_Normal
			}
		}
		WaveSpawn // GIANT DEMOS [GATEBOT]
		{
			Name "wave05b"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateB_right
			TotalCount 4
			MaxActive 2
			SpawnCount 1
			WaitBeforeStarting 15
			WaitBetweenSpawns 15
			TotalCurrency 100
			TFBot
			{
				Template T_TFGateBot_Giant_Demoman
			}
		}
		WaveSpawn // GIANT SOLDIERS [GATEBOT]
		{
			Name "wave05b"
			Where spawnbot_main_opposite
			Where spawnbot_gateA_upper
			Where spawnbot_gateB_left
			TotalCount 4
			MaxActive 2
			SpawnCount 1
			WaitBeforeStarting 30
			WaitBetweenSpawns 10
			TotalCurrency 100
			TFBot
			{
				Template T_TFGateBot_Giant_Soldier
			}
		}
		WaveSpawn // TANK
		{
			WaitForAllSpawned "wave05b"
			TotalCount 1
			WaitBeforeStarting 30
			TotalCurrency 200
			
			FirstSpawnOutput                                                                                                                                                            
			{
				 Target boss_spawn_relay                                            
				 Action Trigger                         
			}

			Tank
			{
				Health 28000
				Speed 75
				Name "tankboss"
				StartingPathTrackNode "tank_path_L_1"

				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
			}
		}
		WaveSpawn // [6]GPYRO + [6]Uber Meds [BOMB]
		{
			WaitForAllDead "wave05b"
			Name "wave05c"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 12
			MaxActive 8
			SpawnCount 4
			WaitBeforeStarting 0
			WaitBetweenSpawns 30
			TotalCurrency 100
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Pyro
					Tag bot_giant
					Attributes AlwaysFireWeapon
				}
				TFBot
				{
					Template T_TFBot_Medic_QuickUber
				}
			}
		}
		WaveSpawn // Pyro + Scout Support [BOMB]
		{
			RandomSpawn 1
			Support 1
			WaitForAllDead "wave05b"
			Name "wave05c"
			Where spawnbot_main_invasion
			Where spawnbot_gateA
			Where spawnbot_gateA_right
			Where spawnbot_gateA_upper
			Where spawnbot_gateB_left
			Where spawnbot_gateB_right
			Where spawnbot_gateB
			TotalCount 50
			MaxActive 12
			SpawnCount 6
			WaitBeforeStarting 14
			WaitBetweenSpawns 4
			TotalCurrency 200
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Sunstick_Scout
				}
				TFBot
				{
					Template T_TFBot_Sunstick_Scout
				}
				TFBot
				{
					Template T_TFBot_Sunstick_Scout
				}
				TFBot
				{
					Class Pyro
					Attributes AlwaysFireWeapon
				}
			}
		}
	}
///WAVE 6 $800	//
	Wave
	{
		StartWaveOutput
		{
			Target wave_start_relay
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		
		WaveSpawn // dragon's fury pyros [GATEBOT]
		{
			Name "wave06a"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 28
			MaxActive 7
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 1
			TotalCurrency 100
			TFBot
			{
				Template T_TFGateBot_Pyro_DF_Easy
			}
		}
		WaveSpawn // flare pyros [GATEBOT]
		{
			Name "wave06a2"
			Where spawnbot_main_opposite
			Where spawnbot_gateA_right
			Where spawnbot_gateB_left
			TotalCount 40
			MaxActive 8
			SpawnCount 1
			WaitBeforeStarting 10
			WaitBetweenSpawns 1
			TotalCurrency 100
			TFBot
			{
				Template T_TFGateBot_Pyro_Flaregun
			}
		}
		WaveSpawn // huo long heater heavies [GATEBOT]
		{
			RandomSpawn 1
			Name "wave06a2"
			Where spawnbot_main_invasion
			Where spawnbot_gateA
			Where spawnbot_gateA_right
			Where spawnbot_gateB_left
			Where spawnbot_gateB_right
			TotalCount 16
			MaxActive 8
			SpawnCount 4
			WaitBeforeStarting 15
			WaitBetweenSpawns 8
			TotalCurrency 100
			TFBot
			{
				Template T_TFGateBot_Heater_Heavy_Normal
			}
		}
		WaveSpawn // GSUNSTICK SCOUTS [GATEBOT]
		{
			RandomSpawn 1
			Name "wave06b"
			Where spawnbot_main
			Where spawnbot_gateA_upper
			Where spawnbot_gateB_left
			TotalCount 6
			MaxActive 2
			SpawnCount 2
			WaitBeforeStarting 38
			WaitBetweenSpawns 38
			TotalCurrency 150
			Squad
			{
				TFBot
				{
					Template T_TFGateBot_Giant_Scout_Sunstick
				}
				TFBot
				{
					Template T_TFGateBot_Giant_Scout_Sunstick
				}
			}
		}
		WaveSpawn // Battalion Soldiers + Plasma Gunners [BOMB]
		{
			WaitForAllDead "wave06a2"
			Name "wave06c"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateB
			Where spawnbot_gateA_right
			Where spawnbot_gateB_right
			TotalCount 2
			MaxActive 2
			SpawnCount 2
			WaitBeforeStarting 7
			WaitBetweenSpawns 7
			TotalCurrency 10
			Squad
			{
				ShouldPreserveSquad 1
				TFBot
				{
					Template T_TFBot_Soldier_Extended_Battalion
				}
				TFBot
				{
					Template T_TFBot_Engineer_Plasma
					BehaviorModifiers push
					Skill Easy
				}
			}
		}
		WaveSpawn // Battalion Soldiers + Plasma Gunners [BOMB]
		{
			WaitForAllDead "wave06a2"
			Name "wave06c"
			Where spawnbot_main_side
			Where spawnbot_gateA
			Where spawnbot_gateB
			Where spawnbot_gateA_right
			Where spawnbot_gateB_right
			TotalCount 28
			MaxActive 10
			SpawnCount 4
			WaitBeforeStarting 14
			WaitBetweenSpawns 7
			TotalCurrency 90
			Squad
			{
				ShouldPreserveSquad 1
				TFBot
				{
					Template T_TFBot_Soldier_Extended_Battalion
				}
				TFBot
				{
					Template T_TFBot_Engineer_Plasma
					BehaviorModifiers push
					Skill Easy
				}
			}
		}
		WaveSpawn // shotgun heavies support [BOMB]
		{
			WaitForAllDead "wave06b"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateA_upper
			Where spawnbot_gateB
			Where spawnbot_gateB_right
			TotalCount 75
			MaxActive 12
			SpawnCount 3
			WaitBeforeStarting 20
			WaitBetweenSpawns 1
			TotalCurrency 130
			Support 1
			TFBot
			{
				Template T_TFBot_Heavyweapons_Shotgun_HeavyDuty
				Skill Normal
			}
		}
		WaveSpawn // GHEATER HEAVIES + Kritz Med [BOMB]
		{
			WaitForAllDead "wave06b"
			Name "wave06d"
			Where spawnbot_main_same
			Where spawnbot_gateA_right
			Where spawnbot_gateB
			TotalCount 4
			MaxActive 4
			SpawnCount 2
			WaitBeforeStarting 60
			WaitBetweenSpawns 60
			TotalCurrency 20
			Squad
			{
				TFBot
				{
					Template T_TFBot_Heavyweapons_Heater
					Skill Normal
				}
				TFBot
				{
					Template T_TFBot_Kritzkrieg_Medic
				}
			}
		}
		WaveSpawn // shotgun heavies support [BOMB]
		{
			WaitForAllSpawned "wave06c"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 50
			MaxActive 5
			SpawnCount 1
			WaitBeforeStarting 5
			WaitBetweenSpawns 0
			TotalCurrency 100
			Support 1
			TFBot
			{
				Template T_TFBot_Heavyweapons_Shotgun_HeavyDuty
				Skill Normal
			}
		}
	}
///WAVE 7 $700//			//FINAL WAVE//
	Wave
	{
		InitWaveOutput
		{
			Target bombpath_2way
			Action Trigger
		}
		StartWaveOutput
		{
			Target wave_start_relay
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		// 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 // Fire Fiesta [BOMB]
		{
			Name "wave07a"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 12
			MaxActive 12
			SpawnCount 3
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 50
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_ScorchShot_FastShot
				}
				TFBot
				{
					Template T_TFBot_Sunstick_Scout
				}
				TFBot
				{
					Template T_TFBot_Heavyweapons_Heater_Common
					Skill Normal
				}
				TFBot
				{
					Template T_TFBot_ScorchShot_FastShot
				}
				TFBot
				{
					Class Pyro
					Skill Normal
					Attributes AlwaysFireWeapon
				}
				TFBot
				{
					Template T_TFBot_Sunstick_Scout
				}
			}
		}
		WaveSpawn // Super Scouts [GATEBOT]
		{
			WaitForAllSpawned "wave07a"
			Where spawnbot_main_opposite
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 2
			MaxActive 2
			SpawnCount 1
			WaitBeforeStarting 30
			WaitBetweenSpawns 30
			TotalCurrency 50
			TFBot
			{
				Template T_TFGateBot_Giant_Scout_Fast
			}
		}
		// ENABLE 2ND BOMB
		WaveSpawn
		{
			WaitBeforeStarting 9.9
			FirstSpawnOutput
			{
				Target intel_same
				Action Enable
			}
		}
		WaveSpawn // Fire Fiesta [BOMB]
		{
			RandomSpawn 1
			Name "wave07b"
			Where spawnbot_main_opposite
			Where spawnbot_gateA_upper
			Where spawnbot_gateB
			Where spawnbot_gateA
			Where spawnbot_gateB_right
			TotalCount 48
			MaxActive 12
			SpawnCount 3
			WaitBeforeStarting 10
			WaitBetweenSpawns 0
			TotalCurrency 150
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_ScorchShot_FastShot
				}
				TFBot
				{
					Template T_TFBot_Sunstick_Scout
				}
				TFBot
				{
					Template T_TFBot_Heavyweapons_Heater_Common
					Skill Normal
				}
				TFBot
				{
					Template T_TFBot_ScorchShot_FastShot
				}
				TFBot
				{
					Class Pyro
					Attributes AlwaysFireWeapon
				}
				TFBot
				{
					Template T_TFBot_Sunstick_Scout
				}
			}
		}
		WaveSpawn // Bowmen Returns [BOMB]
		{
			RandomSpawn 1
			Name "wave07c"
			Where spawnbot_main_side
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 24
			MaxActive 8
			SpawnCount 4
			WaitBeforeStarting 10
			WaitBetweenSpawns 4
			TotalCurrency 50
			TFBot
			{
				Template T_TFBot_Bowman_Bleed
				Skill Hard
			}
		}
		WaveSpawn // Conch Soldiers [GATEBOT]
		{
			WaitForAllSpawned "wave07a"
			RandomSpawn 1
			Name "wave07c"
			Where spawnbot_main_side
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 8
			MaxActive 2
			SpawnCount 2
			WaitBeforeStarting 15
			WaitBetweenSpawns 15
			TotalCurrency 50
			TFBot
			{
				Template T_TFGateBot_Soldier_Extended_Concheror_Normal
			}
		}
		
		WaveSpawn // TANKS [left]
		{
			TotalCount 1
			SpawnCount 1
			WaitBeforeStarting 0
			TotalCurrency 50
			
			FirstSpawnOutput                                                                                                                                                            
			{
				 Target boss_spawn_relay                                            
				 Action Trigger                         
			}

			Tank
			{
				Health 15000
				Speed 75
				Name "tankboss"
				StartingPathTrackNode "tank_path_L_1"

				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
			}
		}
		WaveSpawn // TANKS [right]
		{
			TotalCount 1
			SpawnCount 1
			WaitBeforeStarting 0
			TotalCurrency 50
			
			FirstSpawnOutput                                                                                                                                                            
			{
				 Target boss_spawn_relay                                            
				 Action Trigger                         
			}

			Tank
			{
				Health 15000
				Speed 75
				Name "tankboss"
				StartingPathTrackNode "tank_path_R_1"

				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
			}
		}
		WaveSpawn // Burst Demos [GATEBOT]
		{
			Support 1
			RandomSpawn 1
			WaitForAllDead "wave07c"
			Where spawnbot_main_upper
			Where spawnbot_main_side
			Where spawnbot_gateA
			Where spawnbot_gateB
			Where spawnbot_gateA_upper
			Where spawnbot_gateB_right
			TotalCount 20
			MaxActive 10
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 2
			TotalCurrency 50
			TFBot
			{
				Template T_TFGateBot_Demo_Burst_Normal
			}
		}
		WaveSpawn // Crit Heavies [BOMB]
		{
			Support 1
			WaitForAllDead "wave07c"
			Where spawnbot_main_upper
			Where spawnbot_gateA_upper
			Where spawnbot_gateB_right
			TotalCount 8
			MaxActive 8
			SpawnCount 1
			WaitBeforeStarting 36
			WaitBetweenSpawns 16
			TotalCurrency 50
			TFBot
			{
				Class Heavyweapons
				Skill Easy
				Attributes AlwaysCrit
			}
		}
		WaveSpawn // TANKS [left]
		{
			WaitForAllSpawned "wave07c"
			TotalCount 1
			SpawnCount 1
			WaitBeforeStarting 30
			TotalCurrency 0
			
			FirstSpawnOutput                                                                                                                                                            
			{
				 Target boss_spawn_relay                                            
				 Action Trigger                         
			}

			Tank
			{
				Health 17500
				Speed 60
				Name "tankboss"
				StartingPathTrackNode "tank_path_L_1"

				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
			}
		}
		WaveSpawn // TANKS [right]
		{
			WaitForAllSpawned "wave07c"
			TotalCount 1
			SpawnCount 1
			WaitBeforeStarting 30
			TotalCurrency 0
			
			FirstSpawnOutput                                                                                                                                                            
			{
				 Target boss_spawn_relay                                            
				 Action Trigger                         
			}

			Tank
			{
				Health 17500
				Speed 60
				Name "tankboss"
				StartingPathTrackNode "tank_path_R_1"

				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
			}
		}
		WaveSpawn // GIANT BURST FIRE DEMOS [BOMB]
		{
			RandomSpawn 1
			WaitForAllDead "wave07c"
			Where spawnbot_main_same
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 6
			MaxActive 4
			SpawnCount 2
			WaitBeforeStarting 25
			WaitBetweenSpawns 50
			TotalCurrency 100
			TFBot
			{
				Template T_TFBot_Giant_Demo_Burst
				Tag bot_giant
			}
		}
		WaveSpawn // Conch Soldiers [BOMB]
		{
			WaitForAllDead "wave07c"
			RandomSpawn 1
			Where spawnbot_main_side
			Where spawnbot_gateA
			Where spawnbot_gateB
			TotalCount 8
			MaxActive 4
			SpawnCount 2
			WaitBeforeStarting 15
			WaitBetweenSpawns 15
			TotalCurrency 50
			TFBot
			{
				Template T_TFBot_Soldier_Extended_Concheror
			}
		}
	}
}