#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_standard_red.pop #base robot_giant_red.pop #base reverse_cyberia_pointtemplates_brain.pop //Reverse MvM //Made by Braindawg http://steamcommunity.com/id/HahaMoreLikeBraindead/ WaveSchedule { StartingCurrency 3000 CanBotsAttackWhileInSpawnRoom Yes //keep this so companion bots can combat spawn camping RespawnWaveTimeBlue 30 //replaces the normal respawn kv's FixedRespawnWaveTimeBlue 1 PlayerMiniBossMinRespawnTime 240 WaveStartCountdown 3 // Essential stuff ReverseWinConditions 1 AllowJoinTeamBlue 1 NoReanimators 1 HumansMustJoinTeam Blue SetCreditTeam 3 SniperAllowHeadshots 1 SendBotsToSpectatorImmediately 1 ImprovedAirblast 1 NoSapUnownedBuildings 1 SendBotsToSpectatorImmediately 1 // CustomUpgradesFile "mvm_upgrades_brain_reverse.txt" //not using this anymore FlagCarrierMovementPenalty 1 UpgradeStationKeepWeapons 1 RemoveBluVelocityLimit 1 // Remove 1000 hu velocity limit for BLU team (default: 0) // Optional stuff RobotLimit 26 //pair with MaxTotalPlayers to disallow spectators AllowJoinTeamBlueMax 6 ImprovedAirblast 1 BluHumanInfiniteAmmo 1 // BluHumanFlagCapture 1 BluHumanFlagPickup 1 BluPlayersAreRobots 1 BotTeleportUberDuration 8 BluHumanTeleportOnSpawn 1 // BluHumanBotTeleporter 1 BotsRandomCrit 1 //SniperHideLasers 1 // Precache all custom models and sounds PrecacheModel "models\props_mvm\mvm_upgrade_blu.mdl" PrecacheModel "models\bots\boss_bot\boss_tankred.mdl" PrecacheModel "models\props_skybox\fogbox_cyberia.mdl" //arms // PrecacheModel "models\weapons\c_models\c_scout_bot_arms.mdl" // PrecacheModel "models\weapons\c_models\c_soldier_bot_arms.mdl" // PrecacheModel "models\weapons\c_models\c_pyro_bot_arms.mdl" // PrecacheModel "models\weapons\c_models\c_demo_bot_arms.mdl" // PrecacheModel "models\weapons\c_models\c_engineer_bot_arms.mdl" // PrecacheModel "models\weapons\c_models\c_heavy_bot_arms.mdl" // PrecacheModel "models\weapons\c_models\c_sniper_bot_arms.mdl" // PrecacheModel "models\weapons\c_models\c_medic_bot_arms.mdl" // PrecacheModel "models\weapons\c_models\c_spy_bot_arms.mdl" PrecacheSound "combine_bank_alarm.mp3" //Disable Sounds DisableSound "music.mvm_end_last_wave" DisableSound "music.mvm_end_mid_wave" DisableSound "music.mvm_end_tank_wave" DisableSound "music.mvm_end_wave" DisableSound "music.mvm_lost_wave" DisableSound "music.mvm_start_last_wave" DisableSound "music.mvm_start_mid_wave" DisableSound "music.mvm_start_tank_wave" DisableSound "music.mvm_start_wave" DisableSound "Announcer.MVM_Get_To_Upgrade" DisableSound "Announcer.MVM_Spy_Alert" DisableSound "Announcer.mvm_spybot_death" DisableSound "Announcer.mvm_spybot_death_all" DisableSound "Announcer.MVM_First_Wave_Start" DisableSound "Announcer.MVM_Wave_Start" DisableSound "Announcer.MVM_Wave_End" DisableSound "Announcer.MVM_Wave_Lose" DisableSound "Announcer.MVM_Final_Wave_Start" DisableSound "Announcer.MVM_Final_Wave_End" DisableSound "Announcer.MVM_Robots_Planted" DisableSound "Announcer.MVM_Bomb_Alert_Entered" DisableSound "Announcer.MVM_Bomb_Alert_Near_Hatch" DisableSound "Announcer.MVM_Bomb_Alert_Deploying" DisableSound "Announcer.MVM_General_Wave_Start" DisableSound "Announcer.MVM_Game_Over_Loss" DisableSound "Announcer.MVM_Tank_Planted" DisableSound "Announcer.MVM_Tank_Alert_Spawn" DisableSound "Announcer.MVM_Tank_Alert_Another" DisableSound "Announcer.MVM_Tank_Alert_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Halfway" DisableSound "Announcer.MVM_Tank_Alert_Halfway_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Near_Hatch" DisableSound "Announcer.MVM_Tank_Alert_Deploying" OverrideSounds { "MVM.BombWarning" "combine_bank_alarm.mp3" // "MVM.GiantHeavyStep" "#mvm\giant_heavy\giant_heavy_step02.wav" // "MVM.GiantScoutStep" "#mvm\giant_scout\giant_scout_step_01.wav" // "MVM.GiantSoldierStep" "#mvm\giant_soldier\giant_soldier_step03.wav" // "MVM.GiantDemomanStep" "#mvm\giant_demoman\giant_demoman_step_03.wav" // "MVM.GiantPyroStep" "#mvm\giant_pyro\giant_pyro_step_04.wav" "MVM.GiantHeavyLoop" "empty.wav" "MVM.GiantScoutLoop" "empty.wav" "MVM.GiantSoldierLoop" "empty.wav" "MVM.GiantDemomanLoop" "empty.wav" "MVM.GiantPyroLoop" "empty.wav" "Regenerate.Touch" "misc/null.wav" "music.mvm_end_tank_wave" "music/hl2_song6.mp3" "music/mvm_end_tank_wave.wav" "music/hl2_song6.mp3" } ItemWhitelist //Only allows to use specified weapons below { ClassName "tf_wearable" //also allows mantreads, gunboats, dds, and cozy camper ClassName "tf_weapon_scattergun" // ClassName "tf_weapon_handgun_scout_primary" //shortstop, disabled for now due to refund exploits ClassName "tf_weapon_handgun_scout_secondary" //winger/bpbb ClassName "tf_weapon_lunchbox_drink" //bonk/cola ClassName "tf_weapon_cleaver" //flying guillotine bc why not ClassName "tf_weapon_bat" ClassName "tf_weapon_bat_wood" //sandman ClassName "tf_weapon_rocketlauncher" ClassName "tf_weapon_rocketlauncher_directhit" ClassName "tf_weapon_particle_cannon" ItemName "Festive Black Box" ClassName "tf_weapon_buff_item" ClassName "tf_weapon_flamethrower" ClassName "tf_weapon_rocketlauncher_fireball" //DF ClassName "tf_weapon_jar_gas" ClassName "tf_weapon_flaregun" ClassName "tf_weapon_flaregun_revenge" //manmelter ClassName "tf_weapon_grenadelauncher" ClassName "tf_weapon_cannon" ClassName "tf_wearable_demoshield" ClassName "tf_weapon_sword" ClassName "tf_weapon_minigun" ItemName "tf_weapon_shotgun_hwg" ItemName "The Family Business" ItemName "Fists of Steel" ItemName "The Killing Gloves of Boxing" ItemName "Gloves of Running Urgently" ItemName "Gloves of Running Urgently MvM" ItemName "Festive Gloves of Running Urgently" ClassName "tf_weapon_shotgun_primary" ItemName "tf_weapon_shotgun_primary" // ItemName "Panic Attack Shotgun" //multiclass shotguns r cringe ClassName "tf_weapon_shotgun_building_rescue" //RR ClassName "tf_weapon_drg_pomson" ClassName "tf_weapon_sentry_revenge" //FJ ItemName "TF_WEAPON_PISTOL" ClassName "tf_weapon_mechanical_arm" //short circuit ClassName "tf_weapon_laser_pointer" //wrangler ClassName "tf_weapon_wrench" ClassName "tf_weapon_robot_arm" //gunslinger ClassName "tf_weapon_pda_engineer_build" ClassName "tf_weapon_pda_engineer_destroy" ClassName "tf_weapon_syringegun_medic" ClassName "tf_weapon_crossbow" ClassName "tf_weapon_medigun" // ClassName "tf_weapon_bonesaw" ClassName "tf_weapon_sniperrifle" ClassName "tf_weapon_sniperrifle_decap" ClassName "tf_weapon_compound_bow" ClassName "tf_wearable_razorback" ClassName "tf_weapon_jar" ClassName "tf_weapon_smg" ClassName "tf_weapon_club" ClassName "tf_weapon_builder" //sapper ClassName "tf_weapon_invis" ClassName "tf_weapon_pda_spy" //disguise kit ClassName "tf_weapon_revolver" ClassName "tf_weapon_knife" ItemSlot "11" //taunt slots ItemSlot "12" ItemSlot "13" ItemSlot "14" ItemSlot "15" ItemSlot "16" ItemSlot "17" ItemSlot "18" } ItemReplacement { "Gloves of Running Urgently MvM" { Name "Gloves of Running Urgently" } "Gloves of Running Urgently MvM" { Name "Festive Gloves of Running Urgently" } "tf_weapon_crossbow" { ClassName "tf_weapon_syringegun_medic" } } ExtendedUpgrades { arrowmastery { Name "Arrow mastery" Attribute "arrow mastery" Cap 2 Increment 1 Cost 350 Description "+2 arrows per shot, slower reload, and reduced damage per point. Disables projectile penetration" AllowedWeapons //Restricts upgrade to specified weapons { ClassName "tf_weapon_compound_bow" } SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "fire rate penalty" .2 "Reload time increased" .15 "projectile penetration" -2 "damage penalty" -0.25 } } } //redundant since players have infinite ammo DisallowUpgrade "maxammo primary increased" DisallowUpgrade "maxammo secondary increased" DisallowUpgrade "maxammo metal increased" DisallowUpgrade "maxammo grenades1 increased" //STATS ClassLimit //Limits the number of specified classes { Scout 2 Soldier 2 Pyro 2 Demoman 2 Heavyweapons 2 Medic 2 } PlayerAttributes { Scout { "crit mod disabled" 0 "voice pitch scale" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "move speed bonus" 2 // "override footstep sound set" 5 "override footstep sound set" 0 "cannot pick up intelligence" 1 "cancel falling damage" 1 "increase player capture value" 2 } Soldier { "is miniboss" 1 "deploy time increased" 2 "cannot upgrade" 1 "crit mod disabled" 0 "voice pitch scale" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.25 "hidden maxhealth non buffed" 2800 "health from packs decreased" 0.5 "move speed bonus" 0.5 // "override footstep sound set" 3 "override footstep sound set" 0 "ammo regen" 10 "cannot pick up intelligence" 1 // "cancel falling damage" 1 "dmg taken increased" 0.01 //falldmg resist "dmg from melee increased" 100 "dmg from ranged reduced" 100 "increase player capture value" 2 } Pyro { "is miniboss" 1 "deploy time increased" 2 "cannot upgrade" 1 "flame_speed" 520 "crit mod disabled" 0 "voice pitch scale" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.25 "hidden maxhealth non buffed" 3225 "health from packs decreased" 0.5 "move speed bonus" 0.5 // "override footstep sound set" 6 "override footstep sound set" 0 "cannot pick up intelligence" 1 "cancel falling damage" 1 "increase player capture value" 2 } Demoman { "is miniboss" 1 "deploy time increased" 2 "cannot upgrade" 1 "hidden maxhealth non buffed" 3225 "crit mod disabled" 0 "charge time increased" 2 "Attack not cancel charge" 1 "lose demo charge on damage when charging" 0 "voice pitch scale" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.25 "move speed bonus" 0.5 // "override footstep sound set" 4 "override footstep sound set" 0 "cannot pick up intelligence" 1 "cancel falling damage" 1 "increase player capture value" 2 } HeavyWeapons { "is miniboss" 1 "cannot upgrade" 1 "crit mod disabled" 0 "voice pitch scale" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0 "hidden maxhealth non buffed" 4200 "health from packs decreased" 0.5 "move speed bonus" 0.5 "deploy time increased" 3 // "override footstep sound set" 2 "override footstep sound set" 0 "ammo regen" 10 "cannot pick up intelligence" 1 "cancel falling damage" 1 "increase player capture value" 2 } Engineer { "max health additive bonus" 150 "mult dispenser rate" 2 "engy dispenser radius increased" 3 "upgrade rate decrease" 2 "dmg taken from crit reduced" 0.1 "maxammo metal increased" 3 } Medic { "medic machinery beam" 4 "is miniboss" 1 "deploy time increased" 2 "cannot upgrade" 1 "crit mod disabled" 0 "voice pitch scale" 0.7 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.25 "hidden maxhealth non buffed" 2850 "health from packs decreased" 0.5 "move speed bonus" 0.5 // "override footstep sound set" 6 "override footstep sound set" 0 "cannot pick up intelligence" 1 "cancel falling damage" 1 "increase player capture value" 2 } Sniper //Red bots random crit to punish giants, give commons free crit resist to even the playing field { "dmg taken from crit reduced" 0.1 } Spy { "dmg taken from crit reduced" 0.1 } } //NON-GIANT WEAPONS ItemAttributes // too powerful with infinite ammo { ItemName "The Short Circuit" "special item description" "Infinite orbs, cannot upgrade weapons, can only build teleporters" "cannot upgrade" 1 "building cost reduction" 999 } ItemAttributes //mini-giant shortstop, disabled due to refund exploit { ClassName "tf_weapon_handgun_scout_primary" "special item description" "Weapon switch disabled" "disable weapon switch" 1 "head scale" 0.7 "move speed bonus" 1.25 "model scale" 1.4 "hidden maxhealth non buffed" 525 "mod weapon blocks healing" 1 "add cond when active" 12 //useless cond for escape filter } ItemAttributes // rapid bowman { ClassName "tf_weapon_compound_bow" //"arrow mastery" 2 "model scale" 1.5 "move speed bonus" 0.85 "fire rate bonus" 0.6 "max health additive bonus" 1075 "cannot pick up intelligence" 1 } ItemAttributes { ClassName "tf_weapon_knife" "provide on active" 1 "cannot pick up intelligence" 1 // players can grief friendly spies by dropping the bomb on them, forcing them to drop disguise. } ItemAttributes // make deadringer not infinite { ItemName "The Dead Ringer" "cloak_consume_on_feign_death_activate" 3 } ItemAttributes // sapper buff { ClassName "tf_weapon_builder" "sapper damage bonus" 6 } //GIANT WEAPONS ItemAttributes //bat buff { ClassName "tf_weapon_bat" "provide on active" 1 "always crit" 1 "health from packs decreased" 0.5 } ItemAttributes // Giant Jumping { ClassName "tf_weapon_bat_wood" "provide on active" 1 "max health additive penalty" 0 "always crit" 1 "increased jump height" 2 "effect bar recharge rate increased" 0.1 "cancel falling damage" 1 //"head scale" 1.5 "no_duck" 1 "override footstep sound set" 5 } ItemAttributes // Giant FaN { ItemName "The Force-a-Nature" //"clip size bonus" 2 "bullets per shot bonus" 2 "max health additive bonus" 1475 "fire rate bonus" 0.5 // "faster reload rate" 1.7 // 70% slower reload "scattergun knockback mult" 6 // "damage penalty" 0.35 // 55% damage reduction "weapon spread bonus" 0.4 "is miniboss" 1 "cannot upgrade" 1 "deploy time increased" 2 "always crit" 1 } ItemAttributes { ClassName "tf_weapon_scattergun" "bullets per shot bonus" 2.5 "max health additive bonus" 1475 "is miniboss" 1 "cannot upgrade" 1 "deploy time increased" 2 // "mod no reload display only" 1 // "hidden primary max ammo bonus" 5 // "mod max primary clip override" -1 } ItemAttributes //spammer_reload stats, tapfire for regular spammer { ItemName "The Beggar's Bazooka" // remove all beggars stuff "fire rate bonus HIDDEN" 1 // "auto fires full clip" 0 except this "faster reload rate" 3 "can overload" 0 "reload time increased hidden" 1 "clip size penalty HIDDEN" 1 // new stats "custom weapon fire sound" "=40|mvm\giant_soldier\giant_soldier_rocket_shoot.wav" "faster reload rate" 0.5 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.65 } ItemAttributes //Unused atomic chief { ItemName "The Black Box" "mod medic healed damage bonus" 1.5 "damage bonus" 2 "faster reload rate" 1 "fire rate bonus" 2 "projectile spread angle penalty" 1 "use large smoke explosion" 1 "blast radius increased" 2 "Projectile speed increased" 1 } ItemAttributes { ItemName "Festive Black Box" "mod medic healed damage bonus" 1.5 "damage bonus" 2 "faster reload rate" 1 "fire rate bonus" 2 "projectile spread angle penalty" 1 "use large smoke explosion" 1 "blast radius increased" 2 "Projectile speed increased" 1 } ItemAttributes //social experiment { ItemName "The Liberty Launcher" "damage causes airblast" 1 "reload full clip at once" 1 "apply z velocity on damage" 500 "apply look velocity on damage" 200 "add cond on hit" 71 "add cond on hit duration" 0.5 "Reload time increased" 2.5 "damage penalty" .65 "fire rate bonus" 0.001 "clip size upgrade atomic" -2 "faster reload rate" 2 "Blast radius decreased" 1.2 "projectile spread angle penalty" 2 } ItemAttributes //charged { ItemName "The Original" "always crit" 1 "damage bonus" 1.5 "mod no reload display only" 1 "hidden primary max ammo bonus" 5 "mod max primary clip override" -1 "projectile speed decreased" 0.5 "fire rate penalty" 2 } ItemAttributes //soldier_burstfire without the crits and damage bonus { ClassName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size bonus" 2 } ItemAttributes { ClassName "tf_weapon_rocketlauncher_directhit" "mod medic healed damage bonus" 1.25 //small buff for mangler/DH since they're sorta ass "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size bonus" 2 } ItemAttributes { ClassName "tf_weapon_particle_cannon" "mod medic healed damage bonus" 1.25 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size bonus upgrade" 2 //this is the only attrib that works with energy weapons } ItemAttributes { ItemName "The Concheror" "provide on active" 1 "override footstep sound set" 3 } ItemAttributes { ClassName "TF_WEAPON_BUFF_ITEM" "provide on active" 1 "increase buff duration" 2 "override footstep sound set" 3 } ItemAttributes //no burn dmg bonus for backburner or phlog + fixed flames { ItemName "The Phlogistinator" "lunchbox adds minicrits" 1 "damage bonus" 2 } ItemAttributes //no burn dmg bonus for backburner or phlog { ItemName "The Backburner" "lunchbox adds minicrits" 2 "damage bonus" 2 } ItemAttributes // Giant Flamethrower { ClassName "TF_WEAPON_FLAMETHROWER" "lunchbox adds minicrits" 2 "damage bonus" 2 "weapon burn dmg increased" 2 } ItemAttributes { ClassName "tf_weapon_rocketlauncher_fireball" "damage bonus" 2 "weapon burn dmg increased" 2 } ItemAttributes // Giant detonator/scorch/flare { ClassName "tf_weapon_flaregun" "provide on active" 1 "damage bonus" 2 "fire rate bonus" 0.3 // "apply z velocity on damage" 250 "override footstep sound set" 5 } ItemAttributes // Giant Manmelter is now a long range building destroyer { ClassName "tf_weapon_flaregun_revenge" "provide on active" 1 "damage bonus" 2 "fire rate bonus" 0.3 "dmg bonus vs buildings" 4 "override footstep sound set" 5 } ItemAttributes // Giant Gas { ItemName "The Gas Passer" "provide on active" 1 "item_meter_damage_for_full_charge" 5500 "explode_on_ignite" 1 "override footstep sound set" 5 "deploy time increased" 3 } // ItemAttributes // Samurai demo. This implementation is way too buggy, should be done through ExtraLoadoutItems instead // { // ClassName "tf_weapon_katana" // "is miniboss" 0 // "provide on active" 1 // "model scale" 1.3 // "full charge turn control" 50 // "move speed bonus" 6 // "disable weapon switch" 1 // "single wep holster time increased" 100 // "hidden maxhealth non buffed" -9850 //drains faster than max health additive penalty // "charge recharge rate increased" 7 // "increased jump height" 2.3 // "bot custom jump particle" 1 // "damage bonus" 1.5 // } ItemAttributes { ClassName "tf_weapon_cannon" //lazy nukesalot copy/paste, re-added fuse // "grenade launcher mortar mode" 0 "faster reload rate" 1.8 "fire rate bonus" 2 "clip size penalty" 0.5 "Projectile speed increased" 0.8 "dmg penalty vs players" 5 "damage causes airblast" 1 "blast radius increased" 2 "use large smoke explosion" 1 "rocket jump damage reduction" 2 } ItemAttributes // Giant Burst Demo { ClassName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.65 "cannot upgrade" 1 "is miniboss" 1 "fire rate bonus" 0.1 "health from packs decreased" 0.5 "clip size upgrade atomic" 7.0 "projectile spread angle penalty" 3 "Projectile speed increased" 1.1 } ItemAttributes // Giant Demoknight { ClassName "TF_WEAPON_SWORD" "melee cleave attack" 1 "is miniboss" 1 "critboost on kill" 3 "max health additive penalty" 0 "override footstep sound set" 5 } ItemAttributes //Differentiate from deflector { ItemName "The Brass Beast" "damage bonus" 1.7 } ItemAttributes // Giant Heavy { ClassName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 "attack projectiles" 1 } ItemAttributes // Giant Shotgun Heavy { ItemName "TF_WEAPON_SHOTGUN_HWG" "provide on active" 1 "mod max primary clip override" -1 "move speed bonus" 1.4 "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 1.25 "override footstep sound set" 5 } ItemAttributes { ItemName "The Family Business" "provide on active" 1 "move speed bonus" 1.4 "mod max primary clip override" -1 "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 1.25 "override footstep sound set" 5 } ItemAttributes // Captain Punch { ItemName "Fists of Steel" "provide on active" 1 "mod weapon blocks healing" 1 "fire rate bonus" 0.6 "damage bonus" 5 "health from packs decreased" 0.5 "override footstep sound set" 5 "single wep deploy time increased" 3 } ItemAttributes // KGB { ItemName "The Killing Gloves of Boxing" "provide on active" 1 "fire rate bonus" 0.6 "damage bonus" 1.2 "override footstep sound set" 5 "max health additive penalty" -1500 } ItemAttributes // GRU { ItemName "Gloves of Running Urgently MvM" "provide on active" 1 "self mark for death" 10 "move speed bonus" 1.7 "override footstep sound set" 5 } ItemAttributes //no heal bonus, free shield { ItemName "The Vaccinator" "generate rage on heal" 1 "overheal penalty" 0.01 } ItemAttributes { ClassName "tf_weapon_medigun" "healing mastery" 2 //4 proved to be too powerful "uber duration bonus" 2 "overheal penalty" 0.01 } ItemAttributes { ClassName "tf_weapon_crossbow" "clip size upgrade atomic" 4 "faster reload rate" 3 "reload full clip at once" 1 "fire rate bonus" 0.01 "projectile spread angle penalty" 1.5 } SpawnTemplate "mainrelay" SpawnTemplate "dynamicspawns" SpawnTemplate "hatchsentries" SpawnTemplate "forcefields" SpawnTemplate "annotation" SpawnTemplate "redtank" SpawnTemplate "decoration" SpawnTemplate "blizzard" SpawnTemplate "carrierescape" SpawnTemplate "escapecontrolpoint" SpawnTemplate "escapecinematics" SpawnTemplate "timertest" SpawnTemplate { Name "station" "origin" "0 -1326.825928 260.903198" "angles" "0 0 0" } SpawnTemplate { Name "station" "origin" "-120 -1326.825928 260.903198" "angles" "0 180 0" } SpawnTemplate { Name "station" "origin" "-957.276123 1522.107422 566.917175" "angles" "0 -90 0" } SpawnTemplate { Name "nogodspots" "origin" "262.285614 348.258575 356.509033" "angles" "0 0 0" } SpawnTemplate { Name "nogodspots" "origin" "923.232849 1227.006958 505.388458" "angles" "0 0 0" } SpawnTemplate { Name "nogodspots" "origin" "775.424561 1785.281372 549.395081" "angles" "0 0 0" } SpawnTemplate { Name "nogodspots" "origin" "739.392639 1997.265869 560.257141" "angles" "0 0 0" } SpawnTemplate { Name "nogodspots" "origin" "388.748840 1322.634155 510.942383" "angles" "0 0 0" } SpawnTemplate { Name "nogodspots" "origin" "727.145325 2096.430664 458.647583" "angles" "0 0 0" } SpawnTemplate { Name "nogodspots" "origin" "914.187988 1405.031982 539.388550" "angles" "0 0 0" } SpawnTemplate { Name "nogodspots" "origin" "969.545715 812.851196 598.690430" "angles" "0 0 0" } SpawnTemplate { Name "nogodspots" "origin" "4848.125977 89.320625 695.031372" "angles" "0 0 0" } ExtraSpawnPoint { Name "spawnbot_front" TeamNum 2 X "1683.968628" Y "777" Z "263" } ExtraSpawnPoint { Name "spawnbot_front" TeamNum 2 X "2464" Y "1649" Z "391" } ExtraSpawnPoint { Name "spawnbot_second" TeamNum 2 X "2274.518311" Y "-117.486259" Z "577.031311" } ExtraSpawnPoint { Name "spawnbot_second" TeamNum 2 X "2852" Y "-20" Z "320" } ExtraSpawnPoint { Name "spawnbot_second" TeamNum 2 X "3887" Y "353" Z "340" } ExtraSpawnPoint { Name "spawnbot_third" TeamNum 2 X "4960" Y "-106" Z "481" } ExtraSpawnPoint { Name "spawnbot_third" TeamNum 2 X "4479" Y "-1461" Z "465" } ExtraSpawnPoint { Name "redspawn_giant" TeamNum 2 X "6643" Y "-1287" Z "225" } ExtraSpawnPoint { Name "redspawn_giant" TeamNum 2 X "5917" Y "-1616" Z "465" } ExtraSpawnPoint { Name "hatchdefender" TeamNum 2 X "6071.3300781" Y "-875.58789" Z "293" } ExtraSpawnPoint { Name "hatchdefender" TeamNum 2 X "6071.3300781" Y "-975.58789" Z "293" } ExtraSpawnPoint { Name "escapeboss" TeamNum 2 X "515.052063" Y "-72.236328" Z "121.189285" } ExtraSpawnPoint { Name "escapespawn" TeamNum 2 X "-245.063354" Y "1941" Z "312" } ExtraTankPath { Name "redtankpath" // Node "2658.699707 991.953552 285.781372" // Node "2601.589111 1554.520630 285.781372" // Node "2127.468994 1579.918701 283.460388" Node "1934.169312 1594.284912 211.487701" Node "973.383850 1566.349243 121.78137" Node "622.651489 1412.509766 69.26452" Node "550.592773 -174.093964 54.500954" Node "517.073486 -656.524963 36.162109" } ExtraTankPath { Name "redtankhatch" Node "6062.537109 -881.529907 227.095322" Node "5232.537109 -881.529907 227.095322" } ExtraTankPath //control boxes { Name "controlbox1" Node "5502.909668 504.790314 418.637573" Node "5502.909668 704.790314 418.637573" } ExtraTankPath { Name "controlbox2" Node "4662.835449 -1116.357910 178.038910" Node "4862.835449 -1116.357910 178.038910" } ExtraTankPath { Name "controlbox3" Node "4788.713379 -1425.233032 397.486328" Node "4788.713379 -1225.233032 397.486328" } ExtraTankPath { Name "controlbox4" Node "5792.178223 0 178.39353" Node "5492.178223 0 178.39353" } ExtraTankPath { Name "finalecamtrack" Node "5792.178223 0 178.39353" Node "5492.178223 0 178.39353" } RandomPlacement { //lazy sentries Count 16 MinimumSeparation 1024 NavAreaFilter SNIPER_SPOT SentryGun { Level 1 } } PeriodicSpawn { //bomb runner Where periodicspawn When { MinInterval 5 MaxInterval 15 } RandomChoice { TFBot { Template T_TFBot_Sniper_Huntsman_Spammer NoBombUpgrades 1 CharacterAttributes { "force distribute currency on death" 1 "mod weapon blocks healing" 1 } } TFBot { Template T_TFBot_Scout_Shortstop NoBombUpgrades 1 CharacterAttributes { "force distribute currency on death" 1 "mod weapon blocks healing" 1 } } TFBot { Template T_TFBot_Scout_Bonk NoBombUpgrades 1 CharacterAttributes { "force distribute currency on death" 1 "mod weapon blocks healing" 1 } } TFBot { Template T_TFBot_Scout_Sandman NoBombUpgrades 1 CharacterAttributes { "force distribute currency on death" 1 "mod weapon blocks healing" 1 } } TFBot { Template T_TFBot_Scout_Sunstick NoBombUpgrades 1 CharacterAttributes { "force distribute currency on death" 1 "mod weapon blocks healing" 1 } } TFBot { Template T_TFBot_Heavyweapons_Shotgun NoBombUpgrades 1 CharacterAttributes { "force distribute currency on death" 1 "mod weapon blocks healing" 1 } } TFBot { Template T_TFBot_Soldier_Buff_Banner NoBombUpgrades 1 CharacterAttributes { "force distribute currency on death" 1 "mod weapon blocks healing" 1 } } TFBot { Class Soldier UseBestWeapon 1 NoBombUpgrades 1 CharacterAttributes { "force distribute currency on death" 1 "mod weapon blocks healing" 1 } } TFBot { Class Pyro Skill Normal Name "Thruster Pyro" Item "The Thermal Thruster" Item "The Backburner" UseBestWeapon 1 // UseHumanAnimations 1 UseMeleeThreatPrioritization 1 NoBombUpgrades 1 FireWeapon { Delay 0 Cooldown 1 IfSeeTarget 1 Type "Primary" } ItemAttributes { ItemName "The Thermal Thruster" "single wep deploy time increased" 0.01 "holster_anim_time" 0.01 "item_meter_charge_rate" 6 "thermal_thruster_air_launch" 1 "falling_impact_radius_stun" 1 } } TFBot { Class Pyro Skill Normal Name "Gas Pyro" Item "The Phlogistinator" Item "The Gas Passer" WeaponRestrictions SecondaryOnly UseMeleeThreatPrioritization 1 Attributes SpawnWithFullCharge NoBombUpgrades 1 ItemAttributes { ItemName "The Phlogistinator" "deploy time increased" 0.01 "airblast disabled" 0 } ItemAttributes { ItemName "The Gas Passer" "item_meter_damage_for_full_charge" 1200 "explode_on_ignite" 1 "dmg penalty vs player" 0.33 } } } } Mission { Objective Engineer Where Anywhere BeginAtWave 1 RunForThisManyWaves 5 CooldownTime 1 DesiredCount 1 InitialCooldown 45 RandomChoice { TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle TeleportWhere periodicspawn Attributes AlwaysFireWeapon Item "The Jag" StripItemSlot 0 StripItemSlot 1 CharacterAttributes { "force distribute currency on death" 1 "cannot pick up intelligence" 1 "engineer teleporter build rate multiplier" 8 } } TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle TeleportWhere periodicspawn ExtAttr BuildDispenserAsSentryGun Attributes AlwaysFireWeapon Item "The Eureka Effect" StripItemSlot 0 StripItemSlot 1 CharacterAttributes { "force distribute currency on death" 1 "cannot pick up intelligence" 1 "engineer teleporter build rate multiplier" 4 "mult dispenser rate" 3 "engy dispenser radius increased" 3 } } } } Mission { Objective Engineer Where Anywhere BeginAtWave 5 RunForThisManyWaves 5 CooldownTime 1 InitialCooldown 0 DesiredCount 2 TFBot { Template T_TFBot_Red_Engineer_Sentry_Battle Item "The Wrangler" ItemAttributes { ItemName "The Wrangler" "force distribute currency on death" 1 "cannot pick up intelligence" 1 "mvm sentry ammo" 99 } } } Wave { //Wave 1 BlueTeamWipeCausesWaveLoss 1 //If blue human team is wiped, it loses Explanation { Line "{blue}Bomb robots will be deployed after capturing the warehouse" Line "" Line "{green}RED is prepared for flankers, be prepared for a fight if you slip past their defenses" Line "" Line "{red}Death will be heavily penalized." } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "rWave1_antirush1" Where spawnbot_antirush1 TotalCount 2 MaxActive 2 SpawnCount 2 Support Limited RandomSpawn 1 StartWaveOutput { Target onelife Action Show } Squad { RandomChoice { TFBot { Template T_TFBot_Red_Giant_Heavyweapons AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } AimTrackingInterval 1 // InterruptAction // Stop current bot ai and force the bot to move to a location // { // Target "antirush_activator" // AimTarget "antirush_activator" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 //failsafe: bots will forget the rusher after 45s and attack other players // WaitUntilDone 1 // } } TFBot { Template T_TFBot_Red_Giant_Demo_Burst AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } // InterruptAction // { // Target "antirush_activator" // AimTarget "antirush_activator" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } }} } WaveSpawn { Name "rWave1_antirush2" Where spawnbot_antirush2 TotalCount 3 MaxActive 3 SpawnCount 3 Support Limited RandomSpawn 1 Squad { RandomChoice { TFBot { Template T_TFBot_Red_Giant_Pyro AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } // InterruptAction // Stop current bot ai and force the bot to move to a location // { // Target "antirush_activator2" // AimTarget "antirush_activator2" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } TFBot { Template T_TFBot_Red_Giant_Demoman AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } // InterruptAction // Stop current bot ai and force the bot to move to a location // { // Target "antirush_activator2" // AimTarget "antirush_activator2" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } }} } WaveSpawn { Name "rWave1a" Where spawnbot_front TotalCount 36 MaxActive 12 SpawnCount 2 RandomSpawn 1 LastSpawnOutput { Target antirush1 Action Kill } TFBot { Template T_TFBot_Red_Sniper_Huntsman } } WaveSpawn { Name "rWave1a1" Where spawnbot_front TotalCount 9 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 10 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer } TFBot { Template T_TFBot_Red_Medic_BigHeal } TFBot { Template T_TFBot_Red_Medic_BigHeal } } } WaveSpawn { Name "rWave1b" Where spawnbot_second TotalCount 32 MaxActive 16 SpawnCount 2 WaitBetweenSpawns 1 RandomSpawn 1 WaitForAllSpawned "rWave1a" LastSpawnOutput { Target antirush2 Action Kill } DoneOutput { Target capturewarehouse Action Trigger } TFBot { Template T_TFBot_Red_Pyro_Flaregun Item "The Detonator" ClassIcon pyro_flare_red } } WaveSpawn { Name "rWave1b" Where spawnbot_second TotalCount 3 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 6 RandomSpawn 1 WaitForAllDead "rWave1a" TotalCurrency 1200 TFBot { Template T_TFBot_Red_Giant_Scout_Fast ClassIcon scout_sunstick Item "Sun-on-a-Stick" Item "The Bolt Boy" CharacterAttributes { "force distribute currency on death" 1 } } } WaveSpawn { Name "rWave1c" Where spawnbot_third TotalCount 2 MaxActive 2 SpawnCount 2 WaitForAllDead "rWave1b" RandomSpawn 1 TFBot { Template T_TFBot_Red_Giant_Heavyweapons_Shotgun } } WaveSpawn { Name "rWave1c" Where spawnbot_third TotalCount 32 MaxActive 12 SpawnCount 3 WaitBetweenSpawns 3 WaitBeforeStarting 5 RandomSpawn 1 WaitForAllSpawned "rWave1b" Squad { TFBot { Class Soldier AddCond { Name TF_COND_REPROGRAMMED } ClassIcon heavy_Shotgun_red Attributes DisableDodge Attributes AlwaysCrit Skill Expert Action Mobber WeaponRestrictions SecondaryOnly } TFBot { Class Pyro AddCond { Name TF_COND_REPROGRAMMED } ClassIcon heavy_Shotgun_red Attributes DisableDodge Skill Expert Action Mobber WeaponRestrictions SecondaryOnly } TFBot { Class Engineer AddCond { Name TF_COND_REPROGRAMMED } Health 275 ClassIcon heavy_Shotgun_red Attributes DisableDodge Skill Expert Action Mobber WeaponRestrictions PrimaryOnly } } } WaveSpawn { Name "rWave1d" Where red_player_teamspawn TotalCount 967 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 1 RandomSpawn 1 WaitForAllSpawned "rWave1c" RandomChoice { TFBot { Class Soldier AddCond { Name TF_COND_REPROGRAMMED } ClassIcon heavy_Shotgun_red Skill Expert WeaponRestrictions SecondaryOnly } TFBot { Class Pyro AddCond { Name TF_COND_REPROGRAMMED } ClassIcon heavy_Shotgun_red Skill Expert WeaponRestrictions SecondaryOnly } TFBot { Class Engineer AddCond { Name TF_COND_REPROGRAMMED } Health 275 ClassIcon heavy_Shotgun_red Skill Expert Action Mobber WeaponRestrictions PrimaryOnly } } } WaveSpawn { Name "rWave1d" Where hatchdefender TotalCount 2 MaxActive 2 SpawnCount 2 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Crit Name "Giant Supercharged Soldier" Action Mobber ForceRomeVision 1 UseMeleeThreatPrioritization 1 Skill Expert AddCond { Name TF_COND_REPROGRAMMED } CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 "damage bonus" 2 "hand scale" 1.25 } } } } Wave { //wave 2 BlueTeamWipeCausesWaveLoss 1 //If blue human team is wiped, it loses StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "rWave2_antirush1" Where spawnbot_antirush1 TotalCount 2 MaxActive 2 SpawnCount 2 Support Limited RandomSpawn 1 Squad { RandomChoice { TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } // InterruptAction // Stop current bot ai and force the bot to move to a location // { // Target "antirush_activator" // AimTarget "antirush_activator" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } TFBot { Template T_TFBot_Red_Giant_Scout AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } Attributes AlwaysCrit // InterruptAction // { // Target "antirush_activator" // AimTarget "antirush_activator" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } }} } WaveSpawn { Name "rWave2_antirush2" Where spawnbot_antirush2 TotalCount 3 MaxActive 3 SpawnCount 3 Support Limited RandomSpawn 1 Squad { RandomChoice { TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer AddCond { Name TF_COND_SPEED_BOOST Duration 10 } AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } // InterruptAction // Stop current bot ai and force the bot to move to a location // { // Target "antirush_activator2" // AimTarget "antirush_activator2" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } TFBot { Template T_TFBot_Red_Giant_Pyro Attributes AlwaysCrit AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } AddCond { Name TF_COND_SPEED_BOOST Duration 10 } // InterruptAction // Stop current bot ai and force the bot to move to a location // { // Target "antirush_activator2" // AimTarget "antirush_activator2" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } }} } WaveSpawn { Name "rWave2a" Where spawnbot_front TotalCount 36 MaxActive 9 SpawnCount 3 RandomSpawn 1 LastSpawnOutput { Target antirush1 Action Kill } TFBot { Class Scout AddCond { Name TF_COND_REPROGRAMMED } WeaponRestrictions SecondaryOnly Attributes DisableDodge Skill Hard MaxVisionRange 1024 ClassIcon scout_pistol Action Mobber CharacterAttributes { "crit mod disabled hidden" 0 } } } WaveSpawn { Name "rWave2a1" Where spawnbot_front TotalCount 4 MaxActive 2 SpawnCount 2 RandomSpawn 1 TotalCurrency 1000 TFBot { Template T_TFBot_Red_Giant_Pyro_Flare_Spammer ClassIcon pyro_flare_red CharacterAttributes { "force distribute currency on death" 1 } } } WaveSpawn { Name "rWave2b" Where spawnbot_second TotalCount 42 MaxActive 14 SpawnCount 2 RandomSpawn 1 WaitForAllSpawned "rWave2a" LastSpawnOutput { Target antirush2 Action Kill } DoneOutput { Target capturewarehouse Action Trigger } TFBot { Class Demoman Name "Burst Demo" ClassIcon demo_burst_red AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Attributes DisableDodge Skill Expert Attributes HoldFireUntilFullReload Item "Blast Defense" Item "The Loch-N-Load" ItemAttributes { ItemName "The Loch-N-Load" "faster reload rate" 1.75 "fire rate bonus" 0.05 "projectile spread angle penalty" 3 "crit mod disabled hidden" 0 } } } WaveSpawn { Name "rWave2b" Where spawnbot_third TotalCount 2 MaxActive 1 SpawnCount 1 WaitForAllSpawned "rWave2a" RandomSpawn 1 TFBot { Class Pyro ClassIcon pyro_phlog AddCond { Name TF_COND_REPROGRAMMED } Action Mobber WeaponRestrictions PrimaryOnly Health 4500 Skill Expert Name "Giant Phlog Pyro" Item "The Phlogistinator" Item "Brigade Helm" Attributes MiniBoss Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 "mod rage on hit bonus" 420 "mult airblast refire time" 0.01 "override footstep sound set" 4 "airblast vulnerability multiplier" 0 "move speed bonus" 0.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "crit mod disabled hidden" 0 } } } WaveSpawn { Name "rWave2c" Where spawnbot_third TotalCount 36 MaxActive 16 SpawnCount 2 WaitForAllDead "rWave2b" RandomSpawn 1 Support Limited RandomChoice { Squad { TFBot { Template T_TFBot_Red_Heavy_IronFist_Airblast Attributes AlwaysCrit } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Gnome ClassIcon heavy_champ_red } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ Attributes AlwaysCrit } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ_Fast Attributes AlwaysCrit ClassIcon heavy_champ_red } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ Attributes AlwaysCrit } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ_Fast Attributes AlwaysCrit ClassIcon heavy_champ_red } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ Attributes AlwaysCrit } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ_Fast Attributes AlwaysCrit ClassIcon heavy_champ_red } } } } WaveSpawn { Name "dummy" Where spawnbot_third TotalCount 999 MaxActive 0 SpawnCount 0 WaitBeforeStarting 9999 WaitForAllDead "rWave2b" TFBot { Template T_TFBot_Red_Heavyweapons_Gnome ClassIcon heavy_champ_red } } WaveSpawn { Name "dummy" Where spawnbot_third TotalCount 999 MaxActive 0 SpawnCount 0 WaitBeforeStarting 9999 WaitForAllDead "rWave2b" TFBot { Template T_TFBot_Red_Heavy_IronFist_Airblast ClassIcon heavy_Steelfist } } WaveSpawn { Name "rWave2c" Where redspawn_giant TotalCount 2 MaxActive 1 SpawnCount 1 WaitForAllDead "rWave2b" RandomSpawn 1 TFBot { Template T_TFBot_Red_Giant_Boxing_Heavy ClassIcon heavy_steelfist_giant Name "Super Steelweight Champ" Item "Fists of Steel" Tag bot_giant ItemAttributes { ItemName "Fists of Steel" "fire rate bonus" 0.6 "damage bonus" 1.2 "critboost on kill" 5 } } } WaveSpawn { Name "rWave2d" Where hatchdefender TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 TFBot { Template T_TFBot_Red_Giant_Demo_Burst Attributes AlwaysCrit UseMeleeThreatPrioritization 1 AddCond { Name TF_COND_REPROGRAMMED } ForceRomeVision 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "move speed bonus" 0.001 "no_jump" 1 } } } WaveSpawn { Name "rWave2d" Where red_player_teamspawn TotalCount 963 MaxActive 10 SpawnCount 2 WaitForAllSpawned "rWave2c" WaitBetweenSpawns 1 Support 1 RandomSpawn 1 RandomChoice { Squad { TFBot { Template T_TFBot_Red_Heavy_IronFist_Airblast Attributes AlwaysCrit } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Gnome ClassIcon heavy_champ_red } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ Attributes AlwaysCrit } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ_Fast Attributes AlwaysCrit ClassIcon heavy_champ_red } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Gnome ClassIcon heavy_champ_red } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ Attributes AlwaysCrit } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ_Fast Attributes AlwaysCrit ClassIcon heavy_champ_red } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ Attributes AlwaysCrit } } Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ_Fast Attributes AlwaysCrit ClassIcon heavy_champ_red } } } } } Wave { //wave 3 BlueTeamWipeCausesWaveLoss 1 //If blue human team is wiped, it loses StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "rWave3_antirush1" Where spawnbot_antirush1 TotalCount 2 MaxActive 2 SpawnCount 2 Support Limited RandomSpawn 1 Squad { RandomChoice { TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer AddCond { Name TF_COND_SPEED_BOOST Duration 10 } ExtAttr AlwaysFireWeaponAlt Attributes AlwaysCrit AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } // InterruptAction // Stop current bot ai and force the bot to move to a location // { // Target "antirush_activator" // AimTarget "antirush_activator" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } TFBot { Template T_TFBot_Red_Giant_Demo_Burst AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } AddCond { Name TF_COND_SPEED_BOOST Duration 10 } // InterruptAction // { // Target "antirush_activator" // AimTarget "antirush_activator" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } }} } WaveSpawn { Name "rWave3_antirush2" Where spawnbot_antirush2 TotalCount 3 MaxActive 3 SpawnCount 3 Support Limited RandomSpawn 1 Squad { RandomChoice { TFBot { Template T_TFBot_Red_Giant_Heavyweapons Attributes AlwaysCrit AddCond { Name TF_COND_SPEED_BOOST Duration 10 } AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } // InterruptAction // Stop current bot ai and force the bot to move to a location // { // Target "antirush2_activator" // AimTarget "antirush2_activator" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } TFBot { Template T_TFBot_Red_Giant_Soldier_Extended_Buff_Banner AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } AddCond { Name TF_COND_SPEED_BOOST Duration 10 } // InterruptAction // Stop current bot ai and force the bot to move to a location // { // Target "antirush_activator2" // AimTarget "antirush_activator2" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } }} } WaveSpawn { Name "rWave3a" Where spawnbot_front TotalCount 4 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 6 RandomSpawn 1 TotalCurrency 1000 LastSpawnOutput { Target antirush1 Action Kill } TFBot { Template T_TFBot_Red_Giant_Demo_Burst CharacterAttributes { "force distribute currency on death" 1 } } } WaveSpawn { Name "rWave3a" Where spawnbot_front TotalCount 48 MaxActive 12 SpawnCount 3 WaitBetweenSpawns 1 RandomSpawn 1 TFBot { Template T_TFBot_Red_Pyro Item "The Phlogistinator" ClassIcon pyro_phlog ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 } } } WaveSpawn { Name "rWave3b" Where spawnbot_second TotalCount 9 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 10 WaitForAllDead "rWave3a" LastSpawnOutput { Target antirush2 Action Kill } DoneOutput { Target capturewarehouse Action Trigger } Squad { TFBot { Template T_TFBot_Red_Giant_Soldier_Extended_Battalion Action FetchFlag } TFBot { Template T_TFBot_Red_Medic } TFBot { Template T_TFBot_Red_Medic } } } WaveSpawn { Name "rWave3b" Where spawnbot_second TotalCount 36 MaxActive 15 SpawnCount 3 WaitBetweenSpawns 1 WaitForAllSpawned "rWave3a" TFBot { Template T_TFBot_Red_Demoman_Knight } } WaveSpawn { Name "rWave3c" Where spawnbot_third TotalCount 4 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 5 WaitForAllDead "rWave3b" Squad { TFBot { Template T_TFBot_Red_Giant_Pyro Item "The Dragon's Fury" ClassIcon pyro_dragon_fury_swordstone } TFBot { Template T_TFBot_Red_Giant_Medic_Regen } } } WaveSpawn { Name "rWave3c" Where spawnbot_third TotalCount 24 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 2 WaitForAllSpawned "rWave3b" TFBot { Template T_TFBot_Red_Scout_Shortstop Attributes DisableDodge } } WaveSpawn { Name "rWave3d" Where hatchdefender TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 TFBot { Template T_TFBot_Red_Giant_Heavyweapons_HealOnKill UseMeleeThreatPrioritization 1 ForceRomeVision 1 Action Idle CharacterAttributes { "move speed penalty" 0.001 "no_jump" 1} } } WaveSpawn { Name "rWave3d" Where red_player_teamspawn TotalCount 975 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 1 WaitForAllSpawned "rWave3c" RandomSpawn 1 TFBot { Template T_TFBot_Red_Scout_Shortstop Attributes DisableDodge } } } Wave { //wave 4 BlueTeamWipeCausesWaveLoss 1 //If blue human team is wiped, it loses SpawnTemplate "autogun" Explanation { Line "{red}WARNING: A large storm has been detected in the area" Line "{yellow}Expect low visibility and high winds" Line "{green}Emergency power on standby" } InitWaveOutput { Target preblizzard Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "rWave4_antirush1" Where spawnbot_antirush1 TotalCount 2 MaxActive 2 SpawnCount 2 Support Limited RandomSpawn 1 Squad { RandomChoice { TFBot { Template T_TFBot_Red_Giant_Heavyweapons AddCond { Name TF_COND_SPEED_BOOST Duration 10 } Item "Natascha" AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } // InterruptAction // Stop current bot ai and force the bot to move to a location // { // Target "antirush_activator" // AimTarget "antirush_activator" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } TFBot { Template T_TFBot_Red_Soldier_BurstFire AimTrackingInterval 1 AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } AddCond { Name TF_COND_SPEED_BOOST Duration 10 } // InterruptAction // { // Target "antirush_activator" // AimTarget "antirush_activator" // KillAimTarget 1 // Delay 1 // Repeats 1 // Cooldown 1 // Duration 45 // WaitUntilDone 1 // } } }} } WaveSpawn { Name "rWave4_antirush2" Where spawnbot_antirush2 TotalCount 3 MaxActive 3 SpawnCount 3 Support Limited RandomSpawn 1 Squad { RandomChoice { TFBot { Template T_TFBot_Red_Giant_Heavyweapons AddCond { Name TF_COND_SPEED_BOOST Duration 10 } Item "Natascha" AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "antirush2_activator" AimTarget "antirush2_activator" KillAimTarget 1 Delay 1 Repeats 1 Cooldown 1 Duration 45 WaitUntilDone 1 } } TFBot { Template T_TFBot_Red_Soldier_BurstFire AimTrackingInterval 1 AlwaysGlow 1 CharacterAttributes { "move speed bonus" 0.001 "no_jump" 1 } AddCond { Name TF_COND_SPEED_BOOST Duration 10 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "antirush_activator2" AimTarget "antirush_activator2" KillAimTarget 1 Delay 1 Repeats 1 Cooldown 1 Duration 45 WaitUntilDone 1 } } }} } WaveSpawn { Name "rWave4a" Where spawnbot_front TotalCount 48 MaxActive 10 SpawnCount 2 WaitBeforeStarting 5 RandomSpawn 1 StartWaveOutput { Target periodicspawn Action Enable } TFBot { Class Medic Name "Crossbow Medic" ClassIcon medic_crossbow Action Mobber Attributes DisableDodge AddCond { Name TF_COND_REPROGRAMMED } Skill Expert Item "The Crusader's Crossbow" WeaponRestrictions PrimaryOnly CharacterAttributes { "voice pitch scale" 0 "crit mod disabled hidden" 0 } } } WaveSpawn { Name "rWave4a" Where spawnbot_front TotalCount 8 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 5 RandomSpawn 1 TotalCurrency 2000 TFBot { Template T_TFBot_Red_Sniper_Huntsman_Spammer CharacterAttributes { "force distribute currency on death" 1 } } } WaveSpawn { Name "rWave4tank" TotalCount 1 WaitBeforeStarting 2 LastSpawnOutput { Target antirush1 Action Kill } Tank { StartingPathTrackNode redtankpath_1 Health 17500 Name "tankbossred" ClassIcon tank_red TeamNum 2 Model "models/bots/boss_bot/boss_tankred.mdl" OnKilledOutput { Target redtank_dead_relay Action Trigger } OnBombDroppedOutput { Target redtank_deploy_relay Action Trigger } } } WaveSpawn { Name "rWave4b" Where spawnbot_second TotalCount 30 MaxActive 10 SpawnCount 2 WaitForAllSpawned "rWave4a" WaitBetweenSpawns 3 WaitBeforeStarting 1 RandomSpawn 1 LastSpawnOutput { Target antirush2 Action Kill } TFBot { Template T_TFBot_Red_Soldier_RocketShotgun } } WaveSpawn { Name "rWave4b1" Where spawnbot_second TotalCount 12 MaxActive 3 SpawnCount 1 WaitForAllDead "rWave4a" WaitBeforeStarting 5 RandomSpawn 1 LastSpawnOutput { Target periodicspawn Action Disable } DoneOutput { Target turretmessage Action Show } TFBot { Template T_TFBot_Red_Demoman_Samurai } } WaveSpawn { Name "rWave4c" Where spawnbot_third TotalCount 3 MaxActive 3 SpawnCount 1 WaitForAllSpawned "rWave4b1" WaitBeforeStarting 7 WaitBetweenSpawns 15 TFBot { Template T_TFBot_Red_Giant_Heavyweapons_Healonkill Item "Deflector" Item "The Tungsten Toque" Name "Giant Heal-on-Kill Heavy" } } WaveSpawn { Name "rWave4c1" Where spawnbot_third TotalCount 20 MaxActive 10 SpawnCount 2 WaitForAllDead "rWave4b1" WaitBetweenSpawns 2 RandomSpawn 1 TFBot { Template T_TFBot_Red_Soldier_Extended_Concheror } } WaveSpawn { Name "rWave4d" Where redspawn_giant TotalCount 5 MaxActive 5 SpawnCount 1 WaitForAllDead "rWave4c" WaitBetweenSpawns 10 RandomSpawn 1 TFBot { Template T_TFBot_Red_Giant_Soldier_Extended_Concheror } } WaveSpawn { Name "rWave4d1" Where redspawn_giant TotalCount 40 MaxActive 10 SpawnCount 2 WaitForAllDead "rWave4c1" WaitBetweenSpawns 3 RandomSpawn 1 TFBot { Class Scout ClassIcon scout_nailgun_lite Skill Easy Name "Nailgun Scout" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Health 650 Scale 1.4 Item "The Shortstop" Item "Pretty Boy's Pocket Pistol" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Shortstop" "override projectile type" 27 "dmg bonus vs buildings" 3 "particle effect use head origin" 1 "particle effect vertical offset" -1000 "crit mod disabled hidden" 0 } ItemAttributes { ItemName "Pretty Boy's Pocket Pistol" "particle effect use head origin" 1 "particle effect vertical offset" -1000 "override projectile type" 5 "is_passive_weapon" 1 "fire rate bonus" 0.5 "clip size bonus" 6 "crit mod disabled hidden" 0 } } } WaveSpawn { Name "rWave4e" Where red_player_teamspawn TotalCount 979 MaxActive 6 SpawnCount 2 WaitForAllSpawned "rWave4d1" WaitBetweenSpawns 3 RandomSpawn 1 TFBot { Template T_TFBot_Red_Soldier_Extended_Concheror } } WaveSpawn { Name "rWave4box1" TotalCount 1 Tank { StartingPathTrackNode controlbox1_1 Health 6000 Speed 0 Name "tankcontrolbox1" ClassIcon radar_lite TeamNum 2 DisableChildModels 1 //If set to 1, bomb and treads models will be disabled DisableSmokeStack 1 DisableTracks 1 //If set to 1, treads models will be disabled DisableBomb 1 //If set to 1, bomb model will be disabled ReplaceModelCollisions 1 PingSound "misc/null.wav" //Tank ping sound override StartSound "ambient/machines/thumper_startup1.wav" //Tank spawn sound DeploySound "misc/null.wav" //Tank deploy sound EngineLoopSound "ambient/machines/lab_loop1.wav" //Tank engine sound override, will only loop if the sound was made to be looping. Model "models/props_spytech/control_room_console01.mdl" OnKilledOutput { Target autogun_relay Action Trigger } } } WaveSpawn { Name "rWave4box2" TotalCount 1 Tank { StartingPathTrackNode controlbox2_1 Health 6000 Speed 0 Name "tankcontrolbox2" ClassIcon radar_lite TeamNum 2 DisableChildModels 1 //If set to 1, bomb and treads models will be disabled DisableTracks 1 //If set to 1, treads models will be disabled DisableBomb 1 //If set to 1, bomb model will be disabled DisableSmokeStack 1 ReplaceModelCollisions 1 PingSound "misc/null.wav" //Tank ping sound override StartSound "ambient/machines/thumper_startup1.wav" //Tank spawn sound DeploySound "misc/null.wav" //Tank deploy sound EngineLoopSound "ambient/machines/lab_loop1.wav" //Tank engine sound override, will only loop if the sound was made to be looping. Model "models/props_spytech/control_room_console02.mdl" OnKilledOutput { Target autogun_relay Action Trigger } } } WaveSpawn { Name "rWave4box3" TotalCount 1 Tank { StartingPathTrackNode controlbox3_1 Health 6000 Speed 0 Name "tankcontrolbox3" ClassIcon radar_lite TeamNum 2 DisableChildModels 1 //If set to 1, bomb and treads models will be disabled DisableTracks 1 //If set to 1, treads models will be disabled DisableBomb 1 //If set to 1, bomb model will be disabled DisableSmokeStack 1 ReplaceModelCollisions 1 PingSound "misc/null.wav" //Tank ping sound override StartSound "ambient/machines/thumper_startup1.wav" //Tank spawn sound DeploySound "misc/null.wav" //Tank deploy sound EngineLoopSound "ambient/machines/lab_loop1.wav" //Tank engine sound override, will only loop if the sound was made to be looping. Model "models\props_spytech\control_room_console03.mdl" OnKilledOutput { Target autogun_relay Action Trigger } } } WaveSpawn { Name "rWave4box4" TotalCount 1 Tank { StartingPathTrackNode controlbox4_1 Health 6000 Speed 0 Name "tankcontrolbox4" ClassIcon radar_lite TeamNum 2 DisableChildModels 1 //If set to 1, bomb and treads models will be disabled DisableTracks 1 //If set to 1, treads models will be disabled DisableBomb 1 //If set to 1, bomb model will be disabled DisableSmokeStack 1 ReplaceModelCollisions 1 PingSound "misc/null.wav" //Tank ping sound override StartSound "ambient/machines/thumper_startup1.wav" //Tank spawn sound DeploySound "misc/null.wav" //Tank deploy sound EngineLoopSound "ambient/machines/lab_loop1.wav" //Tank engine sound override, will only loop if the sound was made to be looping. Model "models\props_spytech\control_room_console04.mdl" OnKilledOutput { Target autogun_relay Action Trigger } } } WaveSpawn { Name "rWave4Gun" Where hatchdefender TotalCount 1 SpawnCount 1 WaitForAllSpawned "rWave4box4" Squad { RandomChoice { TFBot { Class Sniper Name "AutoGun" AddCond { Name TF_COND_REPROGRAMMED } WeaponRestrictions SecondaryOnly Action Mobber Skill Expert FastUpdate 1 AimTrackingInterval 0 UseMeleeThreatPrioritization 1 Attributes AlwaysCrit Attributes DisableDodge Health 20000 Scale 1.25 UseCustomModel "models/props_doomsday/rocket_socket_doomsday.mdl" ItemAttributes { ItemName "TF_WEAPON_SMG" "voice pitch scale" 0 "custom kill icon" "pomson" "custom weapon fire sound" "npc\sniper\echo1.wav" "no_jump" 1 "move speed bonus" 0.000001 "dmg taken increased" 0 //no damage from anything "sniper fires tracer HIDDEN" 1 "fire rate penalty" 20 "weapon spread bonus" 0 "damage bonus" 20 "is invisible" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } }}} } } Wave { //wave 5 BlueTeamWipeCausesWaveLoss 1 SpawnTemplate "hackcontrolpoint" Explanation { Line "{red}WARNING: CANNOT DELIVER BOMB!" Line "{yellow}Fight your way into REDs base and prepare the rocket for launch!" Line "{orange}Emergency generators will enable on wave start. You have {red}8 minutes {orange}until power is lost." //not actually orange } InitWaveOutput { Target blizzard_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "rWave5a" Where spawnbot_front TotalCount 65 MaxActive 16 SpawnCount 2 RandomSpawn 1 StartWaveOutput { Target showtimer Action Trigger } TFBot { Template T_TFBot_Red_Scout_Melee Attributes DisableDodge } } WaveSpawn { Name "rWave5a" Where spawnbot_front TotalCount 12 MaxActive 4 SpawnCount 1 RandomSpawn 1 WaitBetweenSpawns 1 StartWaveOutput { //begin countdown on wave start Target timer_relay Action Trigger } TFBot { Template T_TFBot_Red_Heavyweapons_Fist } } WaveSpawn { Name "rWave5b" Where spawnbot_second TotalCount 24 MaxActive 8 SpawnCount 2 RandomSpawn 1 WaitForAllSpawned "rWave5a" TFBot { Class Demoman Skill Expert Name "Hybrid Knight" Attributes HoldFireUntilFullReload Attributes DisableDodge Action Sniper ClassIcon demo_targe_nys MaxVisionRange 750 AddCond { Name TF_COND_REPROGRAMMED } Item "The Iron Bomber" Item "The Tide Turner" Item "The Claidheamohmor" CharacterAttributes { "charge recharge rate increased" 2 "deploy time decreased" 0.1 "gesture speed increase" 2 "force distribute currency on death" 1 } ItemAttributes { ItemName "The Claidheamohmor" "critboost on kill" 6 } ItemAttributes { ItemName "The Iron Bomber" "no self blast dmg" 2 } } } WaveSpawn { Name "rWave5b" Where spawnbot_second TotalCount 4 MaxActive 2 SpawnCount 2 RandomSpawn 1 WaitForAllSpawned "rWave5a" TFBot { Template T_TFBot_Red_Giant_Soldier_Crit } } WaveSpawn { Name "rWave5c1" Where Anywhere TotalCount 32 MaxActive 12 SpawnCount 6 RandomSpawn 1 WaitForAllSpawned "rWave5b" TFBot { Class Spy Skill Expert AddCond { Name TF_COND_REPROGRAMMED } MaxVisionRange 750 Action Mobber AimAt Head Item "The Ambassador" ItemAttributes { ItemName "The Ambassador" "fire rate penalty" 2 } } } WaveSpawn { Name "rWave5d1" Where hatchdefender TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 WaitBetweenSpawns 1 WaitForAllSpawned "rWave5b" TFBot { Template T_TFBot_Red_Giant_Soldier_SlowBarrage Health 10000 ClassIcon soldier_barrage_homing_nys Action Mobber UseMeleeThreatPrioritization 1 RocketCustomParticle "eyeboss_projectile" AlwaysGlow 1 HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 TurnPower 15 //How fast should the rocket rotate to face the target MaxAimError 360 //Max angle between rocket and the target } CharacterAttributes { "force distribute currency on death" 1 "cannot pick up intelligence" 1 "move speed bonus" 0.001 "no_jump" 1 } } } WaveSpawn { Name "rWave5escapeBoss" Where escapeboss TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllDead "rWave5d1" WaitBeforeStarting 5 DoneOutput { Target escapebosskill Action Trigger } LastSpawnOutput { Target escaperng Action PickRandom } TFBot { Class Soldier Skill Expert Action Mobber Name "Major Mannhattan" Item "The Team Captain" Item "The Black Box" Item "Fancy Dress Uniform" Item "The Gunboats" ClassIcon soldier_sergeant_crits_red UseMeleeThreatPrioritization 1 AddCond { Name TF_COND_REPROGRAMMED } AddCond { Name TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED Duration 45} Action Mobber Health 6000 AlwaysGlow 1 Scale 2.6 Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit ItemAttributes { ItemName "The Black Box" "damage bonus" 5 "damage causes airblast" 1 "faster reload rate" 3 "fire rate bonus" 2 "projectile spread angle penalty" 1 "use large smoke explosion" 1 "blast radius increased" 2 "Projectile speed increased" 1 "move speed bonus" 0.001 "no_jump" 1 "hand scale" 1.25 "crit mod disabled hidden" 0 } CharacterAttributes { "move speed bonus" 0.4 "health from packs decreased" 0.01 "voice pitch scale" 0 "damage force reduction" 0 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "crit mod disabled hidden" 0 } } } WaveSpawn { Name "rWave5escapeCommons1" TotalCount 20 MaxActive 20 SpawnCount 2 Where spawnbot_front Where spawnbot_second RandomSpawn 1 TotalCurrency 300 WaitBetweenSpawns 1 WaitForAllDead "rWave5d1" RandomChoice { TFBot { Class Soldier Action Mobber UseBestWeapon 1 ClassIcon red2_lite CharacterAttributes { "force distribute currency on death" 1 } Attributes DisableDodge Skill Expert AddCond { Name TF_COND_REPROGRAMMED }} TFBot { Class Demoman Action Mobber ClassIcon red2_lite CharacterAttributes { "force distribute currency on death" 1 } Attributes DisableDodge Skill Expert AddCond { Name TF_COND_REPROGRAMMED } } TFBot { Class Pyro Action Mobber ClassIcon red2_lite CharacterAttributes { "force distribute currency on death" 1 } Attributes DisableDodge Skill Expert AddCond { Name TF_COND_REPROGRAMMED } } TFBot { Class Scout Action Mobber UseBestWeapon 1 ClassIcon red2_lite CharacterAttributes { "force distribute currency on death" 1 } Attributes DisableDodge Skill Expert AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn { Name "rWave5escapeCommons2" TotalCount 979 MaxActive 10 SpawnCount 2 Where spawnbot_main Where spawnbot_secondary Where spawnbot_tertiary RandomSpawn 1 TotalCurrency 300 WaitForAllDead "rWave5escapeCommons1" RandomChoice { TFBot { Class Soldier Action Mobber UseBestWeapon 1 ClassIcon red2_lite CharacterAttributes { "force distribute currency on death" 1 "cancel falling damage" 1 } Attributes DisableDodge Skill Expert AddCond { Name TF_COND_REPROGRAMMED }} TFBot { Class Demoman Action Mobber ClassIcon red2_lite CharacterAttributes { "force distribute currency on death" 1 "cancel falling damage" 1 } Attributes DisableDodge Skill Expert AddCond { Name TF_COND_REPROGRAMMED } } TFBot { Class Pyro Action Mobber ClassIcon red2_lite CharacterAttributes { "force distribute currency on death" 1 "cancel falling damage" 1 } Attributes DisableDodge AddCond { Name TF_COND_REPROGRAMMED } } TFBot { Class Scout Action Mobber UseBestWeapon 1 ClassIcon red2_lite CharacterAttributes { "force distribute currency on death" 1 "cancel falling damage" 1 } Attributes DisableDodge Skill Expert AddCond { Name TF_COND_REPROGRAMMED } } } } WaveSpawn { Name "rWave5escapeGiants" TotalCount 999 MaxActive 2 SpawnCount 1 Where spawnbot_secondary WaitBetweenSpawns 5 RandomSpawn 1 TotalCurrency 300 WaitForAllDead "rWave5d1" RandomChoice { TFBot { Template T_TFBot_Red_Soldier_BurstFire ClassIcon red2_lite_giant } TFBot { Template T_TFBot_Red_Giant_Heavyweapons AimTrackingInterval 1 ClassIcon red2_lite_giant} TFBot { Template T_TFBot_Red_Giant_Demoman Attributes AlwaysCrit ClassIcon red2_lite_giant} TFBot { Template T_TFBot_Red_Giant_Pyro Attributes AlwaysCrit ClassIcon red2_lite_giant} TFBot { Template T_TFBot_Red_Giant_Soldier_Extended_Battalion ClassIcon red2_lite_giant} } } } }