//This file has been generated by http://mvm.tf //Copy this file in your tf/scripts/population folder #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop population { StartingCurrency 700 RespawnWaveTime 7 CanBotsAttackWhileInSpawnRoom no EventPopfile Halloween ZombiesNoWave666 1 ForceHoliday 2 Advanced 1 Templates { } ClassLimit { Soldier 2 Heavyweapons 1 Demoman 1 Medic 1 Sniper 1 Spy 1 } CustomWeapon { Name "The Bat Outta Heaven" OriginalItemName "The Bat Outta Hell" "attachment scale" 1.3 "attach particle effect" 15 "damage bonus" 1.45 "dmg from melee increased" 0.5 "damage force reduction" 0.40 "dmg from ranged reduced" 1.5 "crit mod disabled" 0 } CustomWeapon { Name "Horseless Headless Horsemann's Headtaker Jr." OriginalItemName "the horseless headless horseman's headtaker" "model scale" 1.2 "attach particle effect" 14 "hidden maxhealth non buffed" 500 "damage bonus" 2 "heal on kill" 100 "dmg from melee increased" 2 "damage force reduction" 0.1 "move speed penalty" 0.80 "crit mod disabled" 0 "cannot be upgraded" 1 "maxammo primary reduced" 0.01 "maxammo secondary reduced" 0.01 "mod weapon blocks healing" 1 } CustomWeapon { Name "The Nailgun" OriginalItemName "The Shortstop" "attach particle effect" 35 "damage bonus" 1.5 "clip size bonus" 2.5 "fire rate bonus" -0.2 "faster reload rate" 0.8 "override projectile type" 5 "maxammo primary increased" 6.7 "projectile spread angle penalty" 5 "custom weapon fire sound" "weapons/syringegun_shoot.wav" "bleeding duration" 5 "cannot be upgraded" 1 } CustomWeapon { Name "The Overhealer" OriginalItemName tf_weapon_medigun "overheal bonus" 3 "overheal decay bonus" 2.5 "heal rate penalty" 0.5 "ubercharge rate penalty" 0.25 } DisallowUpgrade //Advanced syntax { Upgrade "overheal expert" // Upgrade name MaxLevel 0 // Maximum allowed level CheckAllSlots 1 // Disallow if the player has the matching items equipped ItemName "The Overhealer" // Apply upgrade restrictions only to those items if specified } ExtraLoadoutItems { Scout { Primary { Item "The Nailgun" Cost 700 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee "The Bat Outta Heaven" } Soldier { Melee "The Bat Outta Heaven" } Pyro { Melee "The Bat Outta Heaven" } Demoman { Melee { Item "Horseless Headless Horsemann's Headtaker Jr." Cost 700 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee "The Bat Outta Heaven" } HeavyWeapons { Melee "The Bat Outta Heaven" } Medic { Secondary { Item "The Overhealer" Cost 700 // The cost of the weapon (default: 0) AllowRefund 1 //Allow refunding of the weapon (default: 1) } Melee "The Bat Outta Heaven" } Sniper { Melee "The Bat Outta Heaven" } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } upgrade { Name "+25 max health" // Name of the upgrade displayed on the menu Attribute "max health additive bonus" // The attribute name Cap 75 // Maximum amount of the attribute Increment 25 // Attribute increment value per level Cost 200 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade AllowPlayerClass Scout // Allow only specied classes if set AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Medic AllowPlayerClass Sniper AllowPlayerClass Spy } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } upgrade { Name "Immune to falling damage" // Name of the upgrade displayed on the menu Attribute "cancel falling damage" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 350 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade AllowPlayerClass Scout // Allow only specied classes if set } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } upgrade { Name "+50% explosion radius" // Name of the upgrade displayed on the menu Attribute "Blast radius increased" // The attribute name Cap 1.5 // Maximum amount of the attribute Increment 0.5 // Attribute increment value per level Cost 350 // Cost of the upgrade per level AllowPlayerClass Soldier // Allow only specied classes if set AllowedWeapons // Restricts upgrade to specified weapons { Slot "Primary" // Weapon slot, allowed values: Primary, Secondary, Melee, PDA, Action } } upgrade { Name "Immune to falling damage" // Name of the upgrade displayed on the menu Attribute "cancel falling damage" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 350 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade AllowPlayerClass Soldier // Allow only specied classes if set } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } upgrade { Name "Gain 3 seconds of speed boost on kill" // Name of the upgrade displayed on the menu Attribute "speed_boost_on_kill" // The attribute name Cap 3 // Maximum amount of the attribute Increment 3 // Attribute increment value per level Cost 350 // Cost of the upgrade per level AllowPlayerClass Pyro // Allow only specied classes if set AllowedWeapons // Restricts upgrade to specified weapons { Slot "Primary" // Weapon slot, allowed values: Primary, Secondary, Melee, PDA, Action } } upgrade { Name "Immune to falling damage" // Name of the upgrade displayed on the menu Attribute "cancel falling damage" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 350 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade AllowPlayerClass Pyro // Allow only specied classes if set } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } upgrade { Name "Reload full clip at once" // Name of the upgrade displayed on the menu Attribute "reload full clip at once" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 350 // Cost of the upgrade per level AllowPlayerClass Demoman // Allow only specied classes if set AllowedWeapons // Restricts upgrade to specified weapons { Slot "Primary" // Weapon slot, allowed values: Primary, Secondary, Melee, PDA, Action } DisallowedWeapons { ItemName "The Bootlegger" ItemName "The B.A.S.E. Jumper" ItemName "Ali Baba's Wee Booties" } } upgrade { Name "Full turning control while charging" // Name of the upgrade displayed on the menu Attribute "full charge turn control" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 350 // Cost of the upgrade per level AllowPlayerClass Demoman // Allow only specied classes if set AllowedWeapons // Restricts upgrade to specified weapons { Slot "Secondary" // Weapon slot, allowed values: Primary, Secondary, Melee, PDA, Action } DisallowedWeapons { ItemName "Stickybomb Launcher" ItemName "The Scottish Resistance" ItemName "The Quickiebomb Launcher" ItemName "The Tide Turner" ItemName "Sticky Jumper" } } upgrade { Name "Immune to falling damage" // Name of the upgrade displayed on the menu Attribute "cancel falling damage" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 350 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade AllowPlayerClass Demoman // Allow only specied classes if set } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } upgrade { Name "Minigun can holster while spinning" // Name of the upgrade displayed on the menu Attribute "mod minigun can holster while spinning" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 350 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade AllowPlayerClass Heavyweapons // Allow only specied classes if set } upgrade { Name "-20% damage resistance when below 50% health and spun up" // Name of the upgrade displayed on the menu Attribute "spunup_damage_resistance" // The attribute name Cap 0.8 // Maximum amount of the attribute Increment -0.2 // Attribute increment value per level Cost 350 // Cost of the upgrade per level AllowPlayerClass Heavyweapons // Allow only specied classes if set AllowedWeapons // Restricts upgrade to specified weapons { Slot "Primary" // Weapon slot, allowed values: Primary, Secondary, Melee, PDA, Action } DisallowedWeapons { ItemName "The Brass Beast" } } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } upgrade { Name "+50% Sentry ammo (Bullet only)" // Name of the upgrade displayed on the menu Attribute "mvm sentry ammo" // The attribute name Cap 1.5 // Maximum amount of the attribute Increment 0.5 // Attribute increment value per level Cost 350 // Cost of the upgrade per level AllowPlayerClass Engineer // Allow only specied classes if set AllowedWeapons // Restricts upgrade to specified weapons { Slot "PDA" // Weapon slot, allowed values: Primary, Secondary, Melee, PDA, Action } } upgrade { Name "Immune to falling damage" // Name of the upgrade displayed on the menu Attribute "cancel falling damage" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 350 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade AllowPlayerClass Engineer // Allow only specied classes if set } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } upgrade { Name "+50% Medigun range" // Name of the upgrade displayed on the menu Attribute "mult medigun range" // The attribute name Cap 1.5 // Maximum amount of the attribute Increment 0.5 // Attribute increment value per level Cost 350 // Cost of the upgrade per level AllowPlayerClass Medic // Allow only specied classes if set AllowedWeapons // Restricts upgrade to specified weapons { Slot "Secondary" // Weapon slot, allowed values: Primary, Secondary, Melee, PDA, Action } } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } upgrade { Name "Immune to backstab" // Name of the upgrade displayed on the menu Attribute "cannot be backstabbed" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 350 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade AllowPlayerClass Sniper // Allow only specied classes if set } } ExtendedUpgrades { MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) { 1 2 // Max 2 upgrades on tier 1 2 1 // Max 1 upgrade on tier 2 } MinUpgradesTier // For tiered upgrades: Specify how many upgrades have to be bought to unlock next tier. (1 by default) { 1 2 // Min 2 upgrades on tier 1 to unlock tier 2 2 1 // Min 1 upgrade on tier 2 to unlock tier 3 } upgrade { Name "Melee weapons mark target for death" // Name of the upgrade displayed on the menu Attribute "mark for death" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 350 // Cost of the upgrade per level AllowPlayerClass Spy // Allow only specied classes if set AllowedWeapons // Restricts upgrade to specified weapons { Slot "Melee" // Weapon slot, allowed values: Primary, Secondary, Melee, PDA, Action } } } ExtraSpawnPoint // Spawn for RED ally { Name "spawnally" // StartDisabled 1 // If the spawn point starts disabled (Default: 0) TeamNum 3 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "-82.55" Y "-2283.91" Z "551.87" } Mission // sentry buster { Objective DestroySentries InitialCooldown 20 Where spawnbot BeginAtWave 1 RunForThisManyWaves 5 CooldownTime 60 TFBot { Template T_TFBot_SentryBuster } } Mission // Sniper - Wave 2 { Objective Sniper InitialCooldown 60 CooldownTime 60 DesiredCount 2 Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Mission // Spy - Wave 4 { Objective Spy InitialCooldown 30 Where spawnbot_mission_spy BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 4 TFBot { ClassIcon vex_spy_disguise Health 125 Name "Stealthy Undead Spy" Class Spy Skill Hard Item "l'etranger" Item "your eternal reward" Item "the familiar fez" Item "rogue's col roule" AddCond { Name "TF_COND_STEALTHED_USER_BUFF" Duration -1 } } } Mission // Spy - Wave 5 { Objective Spy Where spawnbot_mission_spy BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 7 CooldownTime 75 DesiredCount 4 TFBot { Template T_TFBot_Spy Item "the sharp dresser" Item "shadowman's shade" } } Wave // Wave 1 - 1000$ { WaitWhenDone 65 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Checkpoint Yes Explanation { Line "{green}--------------------------------------------------------------------" Line "{red}Some zombies defeated from previous waves will be cured and join your force as support on the next wave." Line "{red}Crit resistance is heavily recommended for this mission." Line "{green}--------------------------------------------------------------------" } WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // RED S-o-a-s Scouts { TotalCurrency 0 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 22 WaitBetweenSpawns 25 Support 1 Where spawnally Squad { TFBot { ClassIcon scout_sunstick_swordstone Health 125 Name "Sun-on-a-stick Scout" Class Scout Skill Normal WeaponRestrictions MeleeOnly Item "sun-on-a-stick" Item "parasite hat" AddCond { Name "TF_COND_REPROGRAMMED" } } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // Backburner Pyro (Support) { TotalCurrency 100 TotalCount 24 MaxActive 3 SpawnCount 3 WaitBeforeStarting 30 WaitBetweenSpawns 10 Support Limited Where spawnbot_left Where spawnbot_right Squad { TFBot { ClassIcon pyro_backburner_nys Health 175 Name "Backburner Pyro" Class Pyro Skill Normal Item "the backburner" Item "connoisseur's cap" } } } WaveSpawn // Flare Gun Heal on Hit Pyro (Support) { TotalCurrency 100 TotalCount 24 MaxActive 5 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 13 Support Limited Where spawnbot Squad { TFBot { ClassIcon pyro_flareheal Health 175 Name "Flare Heal-on-hit Pyro" Class Pyro Skill Normal WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "the flare gun" "heal on hit for rapidfire" 20 } Item "the flare gun" Item "the waxy wayfinder" } } } WaveSpawn // Demoknight as mini HHH { Name w01_a TotalCurrency 200 TotalCount 30 MaxActive 15 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 8 Where spawnbot Squad { TFBot { ClassIcon demoknight_headtaker_nys Health 175 Name Demoknight Class Demoman Skill Normal WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" Item "the horseless headless horseman's headtaker" Item "horseless headless horseman's head" Item "the teufort tooth kicker" Item "the horsemann's hand-me-down" } } } WaveSpawn // Scout { Name w01_b WaitForAllSpawned w01_a TotalCurrency 150 TotalCount 20 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot Squad { TFBot { ClassIcon scout_tagger Health 125 Name Scout Class Scout Skill Hard WeaponRestrictions PrimaryOnly Item "the one-way ticket" ItemAttributes { ItemName tf_weapon_scattergun "mark for death" 1 } } } } WaveSpawn // Soldier { Name w01_c WaitForAllSpawned w01_b TotalCurrency 150 TotalCount 12 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { ClassIcon soldier_charged_spammer Health 200 Name "Charged Spammer Soldier" Class Soldier Skill Normal WeaponRestrictions PrimaryOnly Attributes "AlwaysCrit" Item "the original" Item "captain cardbeard cutthroat" ItemAttributes { ItemName "the original" "faster reload rate" -0.8 "Projectile speed increased" 0.5 } } } } WaveSpawn // Warrior Heavy { Name w01_c WaitForAllSpawned w01_b TotalCurrency 100 TotalCount 24 MaxActive 18 SpawnCount 12 WaitBeforeStarting 0 WaitBetweenSpawns 11 Where spawnbot_left Where spawnbot_right Squad { TFBot { ClassIcon heavy_warrior Health 650 Name "Warrior Heavy" Scale 1.4 Class HeavyWeapons Skill Normal WeaponRestrictions MeleeOnly Item "warrior's spirit" Item "the bear necessities" } } } WaveSpawn // Giant Crit Syringe Med { Name w01_d WaitForAllSpawned w01_c TotalCurrency 200 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { ClassIcon medic_syringe Health 3000 Name "Syringe Medic" Class Medic Skill Normal WeaponRestrictions PrimaryOnly Attributes "AlwaysCrit" Attributes "MiniBoss" Item "das maddendoktor" Item "mecha-medes" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } } } } Wave // Wave 2 - 1100$ { WaitWhenDone 65 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Checkpoint Yes WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // RED Giant Crit Syringe Med { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 30 Where spawnally Support 1 Squad { TFBot { ClassIcon medic_syringe_giant Health 3000 Name "Syringe Medic" Class Medic Skill Normal WeaponRestrictions PrimaryOnly Attributes "AlwaysCrit" Attributes "MiniBoss" Item "das maddendoktor" Item "mecha-medes" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } AddCond { Name "TF_COND_REPROGRAMMED" } } } } WaveSpawn // RED Demoknight as mini HHH { TotalCurrency 0 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 20 Support 1 Where spawnally Squad { TFBot { ClassIcon demoknight_headtaker_nys Health 175 Name Demoknight Class Demoman Skill Normal WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" BehaviorModifiers Mobber Item "the horseless headless horseman's headtaker" Item "horseless headless horseman's head" Item "the teufort tooth kicker" Item "the horsemann's hand-me-down" AddCond { Name "TF_COND_REPROGRAMMED" } } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 100 TotalCount 24 MaxActive 3 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 10 Support Limited Where spawnbot_left Where spawnbot_right Squad { TFBot { ClassIcon soldier_push_mort Health 200 Name "Blast Airblast Soldier" Class Soldier Skill Normal WeaponRestrictions PrimaryOnly Item "the liberty launcher" Item "the hardium helm" ItemAttributes { ItemName "the liberty launcher" "damage causes airblast" 1 "damage bonus" 0.5 "clip size bonus" 0.9 } } } } WaveSpawn { Name w02_a TotalCurrency 100 TotalCount 44 MaxActive 22 SpawnCount 11 WaitBeforeStarting 4 WaitBetweenSpawns 3 Where spawnbot Squad { TFBot { ClassIcon scout_cleaver_rapid Health 125 Name "Rapid Cleaver Scout" Class Scout Skill Hard WeaponRestrictions SecondaryOnly Attributes "HoldFireUntilFullReload" ItemAttributes { ItemName "the flying guillotine" "effect bar recharge rate increased" 0 "fire rate bonus" 0.9 "damage penalty" 0.5 } Item "the flying guillotine" Item "horrific headsplitter" } } } WaveSpawn { Name w02_b TotalCurrency 200 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 40 Where spawnbot Squad { Tank { Health 10000 Name Tank Speed 65 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { Name w02_c WaitForAllSpawned w02_b TotalCurrency 300 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 9 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { ClassIcon demo_loosecannon Health 3000 Name "Loose Cannon Demoman" Class Demoman Skill Hard WeaponRestrictions PrimaryOnly Attributes "MiniBoss" Attributes "HoldFireUntilFullReload" Item "the buccaneer's bicorne" Item "a whiff of the old brimstone" ItemAttributes { ItemName "the loose cannon" "grenade launcher mortar mode" 0 "faster reload rate" 1.8 "fire rate bonus" 2 "damage bonus" 2 "damage causes airblast" 1 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } Item "the loose cannon" } } } WaveSpawn { Name w02_c WaitForAllSpawned w02_b TotalCurrency 150 TotalCount 33 MaxActive 22 SpawnCount 11 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_left Where spawnbot_right Squad { TFBot { Template T_TFBot_Sniper_Huntsman Item "shooter's tin topi" } } } WaveSpawn { Name w02_d WaitForAllDead w02_c TotalCurrency 150 TotalCount 24 MaxActive 20 SpawnCount 12 WaitBeforeStarting 13 WaitBetweenSpawns 4 Where spawnbot Squad { TFBot { ClassIcon heavy_accurate_lite Health 300 Name "Accurate Heavy" Class HeavyWeapons Skill Normal Item "tomislav" Item "can opener" Item "the purity fist" } } } WaveSpawn { Name w02_d WaitForAllDead w02_c TotalCurrency 100 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 7 WaitBetweenSpawns 0 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Pyro Attributes "AlwaysCrit" Attributes "AlwaysFireWeapon" Item "the cremator's conscience" Item "burny's boney bonnet" } TFBot { ClassIcon medic_regen Health 4500 Name "Big Heal Medic" Class Medic Skill Normal WeaponRestrictions SecondaryOnly Attributes "MiniBoss" Item "hundekopf" Item "kriegsmaschine-9000" ItemAttributes { ItemName tf_weapon_syringegun_medic "damage penalty" 0.1 } ItemAttributes { ItemName "the quick-fix" "ubercharge rate bonus" 0.1 } CharacterAttributes { "heal rate bonus" 40 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } Item "the quick-fix" } TFBot { ClassIcon medic_regen Health 4500 Name "Big Heal Medic" Class Medic Skill Normal WeaponRestrictions SecondaryOnly Attributes "MiniBoss" Item "hundekopf" Item "kriegsmaschine-9000" ItemAttributes { ItemName tf_weapon_syringegun_medic "damage penalty" 0.1 } ItemAttributes { ItemName "the quick-fix" "ubercharge rate bonus" 0.1 } CharacterAttributes { "heal rate bonus" 40 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } Item "the quick-fix" } TFBot { ClassIcon heavy_deflector_fire Health 300 Name "Heater Deflector Heavy" Class HeavyWeapons Skill Normal Item "the huo long heatmaker" ItemAttributes { ItemName "the huo long heatmaker" "attack projectiles" 1 "damage bonus" 1.5 } } TFBot { ClassIcon heavy_deflector_fire Health 300 Name "Heater Deflector Heavy" Class HeavyWeapons Skill Normal Item "the huo long heatmaker" Item "halloween mask - heavy" ItemAttributes { ItemName "the huo long heatmaker" "attack projectiles" 1 "damage bonus" 1.5 } } } } } Wave // Wave 3 - 1350$ { WaitWhenDone 65 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Checkpoint Yes WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 85 Where spawnally Support 1 Squad { TFBot { ClassIcon demo_loosecannon Health 3000 Name "Loose Cannon Demoman" Class Demoman Skill Hard WeaponRestrictions PrimaryOnly Attributes "MiniBoss" Attributes "HoldFireUntilFullReload" Item "the buccaneer's bicorne" Item "a whiff of the old brimstone" AddCond { Name "TF_COND_REPROGRAMMED" } ItemAttributes { ItemName "the loose cannon" "grenade launcher mortar mode" 0 "faster reload rate" 1.8 "fire rate bonus" 2 "damage bonus" 2 "damage causes airblast" 1 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } Item "the loose cannon" } } } WaveSpawn { TotalCurrency 0 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 45 Where spawnally Support 1 Squad { TFBot { ClassIcon heavy_accurate_lite Health 300 Name "Accurate Heavy" Class HeavyWeapons Skill Normal BehaviorModifiers Mobber AddCond { Name "TF_COND_REPROGRAMMED" } Item "tomislav" Item "can opener" Item "the purity fist" } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 0 TotalCount 16 MaxActive 4 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot Support Limited TFBot { ClassIcon engineer_battle // T_TFBot_Engineer_Sentry_Battle Template T_TFBot_Engineer_Sentry_Teleporter Item "the brainiac goggles" Health 275 } } WaveSpawn { TotalCurrency 100 TotalCount 25 MaxActive 5 SpawnCount 5 WaitBeforeStarting 16 WaitBetweenSpawns 20 Support Limited Where spawnbot_left Where spawnbot_right Squad { TFBot { ClassIcon scout_backscatt_h Health 125 Name "Back Scatter Scout" Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the back scatter" Item "robot chicken hat" } } } WaveSpawn { Name w03_a TotalCurrency 150 TotalCount 48 MaxActive 8 SpawnCount 4 WaitBeforeStarting 12 WaitBetweenSpawns 3 Where spawnbot_left Where spawnbot_right Squad { TFBot { ClassIcon demo_infinite Health 175 Name "Rapid Fire Demoman" Class Demoman Skill Normal Item "the voodoo juju (slight return)" ItemAttributes { ItemName tf_weapon_grenadelauncher "faster reload rate" -0.4 "fire rate bonus" 0.75 } } } } WaveSpawn { Name w03_a TotalCurrency 150 TotalCount 18 MaxActive 9 SpawnCount 6 WaitBeforeStarting 2 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { ClassIcon soldier_banner_trio Template T_TFBot_Soldier_Extended_Buff_Banner Item "the chief constable" Item "the founding father" } TFBot { ClassIcon soldier_banner_trio Template T_TFBot_Soldier_Extended_Concheror Item "the chief constable" Item "the founding father" } TFBot { ClassIcon soldier_banner_trio Template T_TFBot_Soldier_Extended_Battalion Item "the chief constable" Item "the founding father" } } } WaveSpawn { Name w03_a TotalCurrency 100 TotalCount 21 MaxActive 7 SpawnCount 7 WaitBeforeStarting 1 WaitBetweenSpawns 8 Where spawnbot Squad { TFBot { ClassIcon heavy_shotgun Health 300 Name "Shotgun Heavy" Class HeavyWeapons Skill Normal WeaponRestrictions SecondaryOnly Item "capone's capper" } } } WaveSpawn { Name w03_b WaitForAllSpawned w03_a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_left Squad { TFBot { Template T_TFBot_Giant_Scout_Fast ItemAttributes { ItemName tf_weapon_scattergun "damage penalty" 0.1 } ItemAttributes { ItemName tf_weapon_pistol_scout "ubercharge rate bonus" 0.01 } } TFBot { Template T_TFBot_Medic_BigHeal Item "the cockfighter" Item "the dough puncher" } } } WaveSpawn { Name w03_c WaitForAllSpawned w03_b TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_right Squad { TFBot { Template T_TFBot_Giant_Scout_Fast ItemAttributes { ItemName tf_weapon_scattergun "damage penalty" 0.1 } ItemAttributes { ItemName tf_weapon_pistol_scout "ubercharge rate bonus" 0.01 } } TFBot { Template T_TFBot_Medic_BigHeal Item "the cockfighter" Item "the dough puncher" } } } WaveSpawn { Name w03_d WaitForAllSpawned w03_c Where spawnbot_invasion TotalCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 30 TotalCurrency 300 Tank { Health 20000 Speed 75 Skin 0 Name "boss" StartingPathTrackNode "path2" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name w03_e WaitForAllSpawned w03_d TotalCurrency 200 TotalCount 24 MaxActive 18 SpawnCount 12 WaitBeforeStarting 4 WaitBetweenSpawns 7 Where spawnbot Squad { TFBot { ClassIcon sniper_jarate_bushwacka Health 375 Name "Bushwacka Combo Sniper" Scale 1.4 Class Sniper Skill Normal WeaponRestrictions SecondaryOnly StripItemSlot 0 //If set, weapon in specified slot is stripped Item "jarate" Item "the bushwacka" Item "conspiratorial cut" Item "skinless slashers" } } } WaveSpawn { WaitForAllDead w03_e TotalCurrency 150 TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 35 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Scout Item "the boo balloon" Item "the hound's hood" } } } } Wave // Wave 4 { WaitWhenDone 65 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Checkpoint Yes WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { Name w03_b WaitForAllSpawned w03_a TotalCurrency 0 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 60 Support 1 Where spawnally Squad { TFBot { Template T_TFBot_Giant_Scout_Fast AddCond { Name "TF_COND_REPROGRAMMED" } ItemAttributes { ItemName tf_weapon_scattergun "damage penalty" 0.1 } } } } WaveSpawn { TotalCurrency 0 TotalCount 10 MaxActive 4 SpawnCount 4 WaitBeforeStarting 40 WaitBetweenSpawns 20 Where spawnbot Support 1 TFBot { ClassIcon engineer_battle Template T_TFBot_Engineer_Sentry_Teleporter Item "the brainiac goggles" Health 275 AddCond { Name "TF_COND_REPROGRAMMED" } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 100 TotalCount 24 MaxActive 3 SpawnCount 3 WaitBeforeStarting 30 WaitBetweenSpawns 17 Support Limited Where spawnbot_left Where spawnbot_right Squad { TFBot { ClassIcon soldier_directhit_lite Health 200 Name "Direct Hit Soldier" Class Soldier Skill Normal WeaponRestrictions PrimaryOnly Item "the direct hit" Item "the doe-boy" } } } WaveSpawn { Name w04_a TotalCurrency 150 TotalCount 32 MaxActive 16 SpawnCount 16 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot Squad { TFBot { ClassIcon heavy_brassbeast Health 300 Name "Brass Beast Heavy" Class HeavyWeapons Skill Expert Item "the brass beast" Item "die regime-panzerung" Item "der maschinensoldaten-helm" } TFBot { Template T_TFBot_Soldier_RocketShotgun Item "the electric badge-aloo" Item "the gilded guard" } } } WaveSpawn { Name w04_b WaitForAllSpawned w04_a TotalCurrency 200 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 8 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Item "grub grenades" Item "the soldier's stogie" } } } WaveSpawn { Name w04_b WaitForAllSpawned w04_a TotalCurrency 250 TotalCount 25 MaxActive 15 SpawnCount 15 WaitBeforeStarting 0 WaitBetweenSpawns 4 Where spawnbot_left Squad { TFBot { Template T_TFBot_Heavyweapons_Fist Attributes "AlwaysCrit" ItemAttributes { ItemName "fists of steel" "item color rgb" 840000 } Item "cold war luchador" } } } WaveSpawn { Name w04_b WaitForAllSpawned w04_a TotalCurrency 200 TotalCount 30 MaxActive 15 SpawnCount 15 WaitBeforeStarting 6 WaitBetweenSpawns 0 Where spawnbot_right Squad { TFBot { ClassIcon scout_bonk Health 125 Name "Bonk Scout" Class Scout Skill Normal WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" Item "bonk! atomic punch" Item "unarmed combat" } } } WaveSpawn { Name w04_c WaitForAllDead w04_b TotalCurrency 200 TotalCount 24 MaxActive 16 SpawnCount 8 WaitBeforeStarting 2 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Sniper_Huntsman_Spammer Attributes "AlwaysCrit" Item "sir shootsalot" } TFBot { Template T_TFBot_Medic_QuickFix Item "das blutliebhaber" } } } WaveSpawn { Name w04_c WaitForAllDead w04_b TotalCurrency 200 TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 13 WaitBetweenSpawns 8 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Item "the haunted hat" Item "the cryptic keepsake" } TFBot { Template T_TFBot_Giant_Pyro_Pusher ClassIcon pyro_airblast_armored Item "the lunatic's leathers" Item "creature's grin" Health 5000 } } } } Wave // Wave 5 { WaitWhenDone 65 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Checkpoint Yes WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 14 WaitBetweenSpawns 12 Where spawnally Support 1 TFBot { ClassIcon soldier_directhit_lite Health 200 Name "Direct Hit Soldier" Class Soldier Skill Normal WeaponRestrictions PrimaryOnly Item "the direct hit" Item "the doe-boy" AddCond { Name "TF_COND_REPROGRAMMED" } } } WaveSpawn { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnally Support 1 TFBot { ClassIcon vex_spy_disguise Health 125 Name "Stealthy Undead Spy" Class Spy Skill Hard Item "l'etranger" Item "your eternal reward" Item "the familiar fez" Item "rogue's col roule" AddCond { Name "TF_COND_STEALTHED_USER_BUFF" Duration -1 } AddCond { Name "TF_COND_REPROGRAMMED" } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // BLU Monoculus Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon spell_monoculus Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { Name w05_a TotalCurrency 450 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { Tank { Health 50000 Name Tank Speed 75 Skin 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { Name w05_a TotalCurrency 200 TotalCount 33 MaxActive 11 SpawnCount 11 WaitBeforeStarting 4 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { ClassIcon pyro Health 175 Name Pyro Class Pyro Skill Normal Item "blazing bull" Item "fallen angel" } } } HalloweenBoss //Spawn halloween boss { BossType MONOCULUS //HHH / MONOCULUS / Merasmus TeamNum 3 //Team to use (5 - boss team) Only monoculus can use teamnum 2 / 3 Delay 10 //Delay before spawning Position { X -12.42 Y 1231.30 Z 800 } Lifetime 40 // Boss lifetime for Monoculus and Merasmus in seconds (Default: 0) } HalloweenBoss //Spawn halloween boss { BossType MONOCULUS //HHH / MONOCULUS / Merasmus TeamNum 3 //Team to use (5 - boss team) Only monoculus can use teamnum 2 / 3 Delay 50 //Delay before spawning Position { X -83.03 Y -1660.33 Z 800 } Lifetime 35 // Boss lifetime for Monoculus and Merasmus in seconds (Default: 0) } HalloweenBoss //Spawn halloween boss { BossType MONOCULUS //HHH / MONOCULUS / Merasmus TeamNum 3 //Team to use (5 - boss team) Only monoculus can use teamnum 2 / 3 Delay 300 //Delay before spawning Position { X 13.02 Y -266.80 Z 800 } Lifetime 60 // Boss lifetime for Monoculus and Merasmus in seconds (Default: 0) } WaveSpawn { Name w05_b WaitForAllDead w05_a TotalCurrency 100 TotalCount 42 MaxActive 14 SpawnCount 14 WaitBeforeStarting 3 WaitBetweenSpawns 4 Where spawnbot Squad { TFBot { ClassIcon demo Health 175 Name Demoman Class Demoman Skill Normal Attributes "AlwaysCrit" Item "sultan's ceremonial" } } } WaveSpawn { Name w05_c WaitForAllSpawned w05_b TotalCurrency 200 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 20 Where spawnbot_left Squad { TFBot { Template T_TFBot_Giant_Demo_Burst // Attributes "AlwaysCrit" } TFBot { ClassIcon medic_kritz Health 4500 Name Medic Class Medic Skill Normal WeaponRestrictions SecondaryOnly Attributes "SpawnWithFullCharge" Attributes "MiniBoss" ItemAttributes { ItemName "the kritzkrieg" "uber duration bonus" 999 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "bot medic uber health threshold" 4500 } Item "the kritzkrieg" Item "the quadwrangler" Item "dr. gogglestache" } TFBot { ClassIcon dead2_grn_lite Name Lucifer Class Demoman Skill Hard Health 3000 WeaponRestrictions MeleeOnly Attributes "MiniBoss" Attributes "AlwaysCrit" Item "the bat outta hell" Item "spine-chilling skull" Item "the bonedolier" ItemAttributes { ItemName "the bat outta hell" "attach particle effect" 14 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } AddCond { Name "TF_COND_BLAST_IMMUNE" Duration 40 } } TFBot { ClassIcon dead2_grn_lite Name Lucifer Class Demoman Skill Hard Health 3000 WeaponRestrictions MeleeOnly Attributes "MiniBoss" Attributes "AlwaysCrit" Item "the bat outta hell" Item "spine-chilling skull" Item "the bonedolier" ItemAttributes { ItemName "the bat outta hell" "attach particle effect" 14 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } AddCond { Name "TF_COND_BLAST_IMMUNE" Duration 40 } } } } WaveSpawn { Name w05_d WaitForAllDead w05_c TotalCurrency 100 TotalCount 42 MaxActive 14 SpawnCount 14 WaitBeforeStarting 3 WaitBetweenSpawns 4 Where spawnbot_right Squad { TFBot { ClassIcon heavy_natascha_nys Health 300 Name "Natascha Heavy" Class HeavyWeapons Skill Normal Attributes "AlwaysCrit" Item "natascha" Item "the wilson weave" } } } WaveSpawn { Name w05_e WaitForAllSpawned w05_d TotalCurrency 200 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 20 Where spawnbot_right Squad { TFBot { Template T_TFBot_Giant_Heavyweapons // Attributes "AlwaysCrit" } TFBot { ClassIcon medic_kritz Health 4500 Name Medic Class Medic Skill Normal WeaponRestrictions SecondaryOnly Attributes "SpawnWithFullCharge" Attributes "MiniBoss" ItemAttributes { ItemName "the kritzkrieg" "uber duration bonus" 999 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "bot medic uber health threshold" 4500 } Item "the kritzkrieg" Item "the quadwrangler" Item "dr. gogglestache" } TFBot { ClassIcon dead2_blu_lite Name Sathanas Class Demoman Skill Hard Health 3000 WeaponRestrictions MeleeOnly Attributes "MiniBoss" Attributes "AlwaysCrit" Item "the bat outta hell" Item "spine-chilling skull" Item "the bonedolier" ItemAttributes { ItemName "the bat outta hell" "attach particle effect" 14 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } AddCond { Name "TF_COND_BULLET_IMMUNE" Duration 40 } } TFBot { ClassIcon dead2_blu_lite Name Satan Class Demoman Skill Hard Health 3000 WeaponRestrictions MeleeOnly Attributes "MiniBoss" Attributes "AlwaysCrit" Item "the bat outta hell" Item "spine-chilling skull" Item "the bonedolier" ItemAttributes { ItemName "the bat outta hell" "attach particle effect" 14 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } AddCond { Name "TF_COND_BULLET_IMMUNE" Duration 40 } } } } WaveSpawn { Name w05_f WaitForAllDead w05_e TotalCurrency 100 TotalCount 42 MaxActive 14 SpawnCount 14 WaitBeforeStarting 3 WaitBetweenSpawns 4 Where spawnbot_left Squad { TFBot { ClassIcon pyro_phlog Health 175 Name "Phlog Pyro" Class Pyro Skill Normal Attributes "AlwaysCrit" Item "the phlogistinator" Item "the gothic guise" Item "the gas guzzler" } } } WaveSpawn { Name w04_g WaitForAllSpawned w05_f TotalCurrency 200 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 20 Where spawnbot_left Squad { TFBot { Template T_TFBot_Giant_Pyro // Attributes "AlwaysCrit" } TFBot { ClassIcon medic_kritz Health 4500 Name Medic Class Medic Skill Normal WeaponRestrictions SecondaryOnly Attributes "SpawnWithFullCharge" Attributes "MiniBoss" ItemAttributes { ItemName "the kritzkrieg" "uber duration bonus" 999 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "bot medic uber health threshold" 4500 } Item "the kritzkrieg" Item "the quadwrangler" Item "dr. gogglestache" } TFBot { ClassIcon dead2_ylw_lite Name Belphegor Class Demoman Skill Hard Health 3000 WeaponRestrictions MeleeOnly Attributes "MiniBoss" Attributes "AlwaysCrit" Item "the bat outta hell" Item "spine-chilling skull" Item "the bonedolier" ItemAttributes { ItemName "the bat outta hell" "attach particle effect" 14 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } AddCond { Name "TF_COND_FIRE_IMMUNE" Duration 40 } } TFBot { ClassIcon dead2_ylw_lite Name Satan Class Demoman Skill Hard Health 3000 WeaponRestrictions MeleeOnly Attributes "MiniBoss" Attributes "AlwaysCrit" Item "the bat outta hell" Item "spine-chilling skull" Item "the bonedolier" ItemAttributes { ItemName "the bat outta hell" "attach particle effect" 14 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } AddCond { Name "TF_COND_FIRE_IMMUNE" Duration 40 } } } } } Wave // Wave 6 { WaitWhenDone 65 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Checkpoint Yes Explanation { Line "{green}--------------------------------------------------------------------" Line "{red}All RED zombies will join you on this wave." Line "{red}The boss will take extra damage from melee weapons." Line "{red}The boss has the Reflect powerup, use Vampire powerup dropped from BLU zombies to counter." Line "{green}--------------------------------------------------------------------" } WaveSpawn // RED Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon red2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // RED S-o-a-s Scouts { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 25 Support 1 Where spawnally Squad { TFBot { ClassIcon heavy_zombie_lite Health 125 Name "Sun-on-a-stick Scout" Class Scout Skill Normal WeaponRestrictions MeleeOnly Item "sun-on-a-stick" Item "parasite hat" AddCond { Name "TF_COND_REPROGRAMMED" } } } } WaveSpawn // RED Giant Crit Syringe Med { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 30 Where spawnally Support 1 Squad { TFBot { ClassIcon heavy_zombie_lite Health 3000 Name "Syringe Medic" Class Medic Skill Normal WeaponRestrictions PrimaryOnly Attributes "AlwaysCrit" Attributes "MiniBoss" Item "das maddendoktor" Item "mecha-medes" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } AddCond { Name "TF_COND_REPROGRAMMED" } } } } WaveSpawn // RED Demoknight as mini HHH { TotalCurrency 0 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 20 Support 1 Where spawnally Squad { TFBot { ClassIcon heavy_zombie_lite Health 175 Name Demoknight Class Demoman Skill Normal WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" BehaviorModifiers Mobber Item "the horseless headless horseman's headtaker" Item "horseless headless horseman's head" Item "the teufort tooth kicker" Item "the horsemann's hand-me-down" AddCond { Name "TF_COND_REPROGRAMMED" } } } } WaveSpawn { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 85 Where spawnally Support 1 Squad { TFBot { ClassIcon heavy_zombie_lite Health 4200 Name "Loose Cannon Demoman" Class Demoman Skill Hard WeaponRestrictions PrimaryOnly Attributes "MiniBoss" Attributes "HoldFireUntilFullReload" Item "the buccaneer's bicorne" Item "a whiff of the old brimstone" AddCond { Name "TF_COND_REPROGRAMMED" } ItemAttributes { ItemName "the loose cannon" "grenade launcher mortar mode" 0 "faster reload rate" 1.8 "fire rate bonus" 2 "damage bonus" 2 "damage causes airblast" 1 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } Item "the loose cannon" } } } WaveSpawn { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 45 Where spawnally Support 1 Squad { TFBot { ClassIcon heavy_zombie_lite Health 300 Name "Accurate Heavy" Class HeavyWeapons Skill Normal BehaviorModifiers Mobber AddCond { Name "TF_COND_REPROGRAMMED" } Item "tomislav" Item "can opener" Item "the purity fist" } } } WaveSpawn { TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 60 Support 1 Where spawnally Squad { TFBot { Template T_TFBot_Giant_Scout_Fast ClassIcon heavy_zombie_lite AddCond { Name "TF_COND_REPROGRAMMED" } ItemAttributes { ItemName tf_weapon_scattergun "damage penalty" 0.1 } } } } WaveSpawn { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 12 Where spawnally Support 1 TFBot { ClassIcon engineer_battle Template T_TFBot_Engineer_Sentry_Teleporter Item "the brainiac goggles" ClassIcon heavy_zombie_lite Health 275 AddCond { Name "TF_COND_REPROGRAMMED" } } } WaveSpawn { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 12 Where spawnally Support 1 TFBot { ClassIcon heavy_zombie_lite Health 200 Name "Direct Hit Soldier" Class Soldier Skill Normal WeaponRestrictions PrimaryOnly Item "the direct hit" Item "the doe-boy" AddCond { Name "TF_COND_REPROGRAMMED" } } } WaveSpawn { TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 14 Where spawnally Support 1 TFBot { ClassIcon heavy_zombie_lite Health 125 Name "Stealthy Undead Spy" Class Spy Skill Hard Item "l'etranger" Item "your eternal reward" Item "the familiar fez" Item "rogue's col roule" AddCond { Name "TF_COND_STEALTHED_USER_BUFF" Duration -1 } AddCond { Name "TF_COND_REPROGRAMMED" } } } WaveSpawn // BLU Support Icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon blu2_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn // { TotalCurrency 0 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 7 WaitBetweenSpawns 15 Support 1 Where spawnbot_left Where spawnbot_right Squad { TFBot { ClassIcon demoknight_headtaker_skull Health 175 Name Voidwalker Class Demoman Skill Normal WeaponRestrictions MeleeOnly Item "the horseless headless horseman's headtaker" AddCond { Name "TF_COND_BULLET_IMMUNE" Duration 20 } AddCond { Name "TF_COND_RUNE_VAMPIRE" Duration -1 } } } } WaveSpawn // { TotalCurrency 0 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 7 WaitBetweenSpawns 15 Support 1 Where spawnbot_left Where spawnbot_right Squad { TFBot { ClassIcon demoknight_headtaker_skull Health 175 Name Voidwalker Class Demoman Skill Normal WeaponRestrictions MeleeOnly Item "the horseless headless horseman's headtaker" AddCond { Name "TF_COND_BLAST_IMMUNE" Duration 20 } AddCond { Name "TF_COND_RUNE_VAMPIRE" Duration -1 } } } } WaveSpawn // { TotalCurrency 0 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 7 WaitBetweenSpawns 15 Support 1 Where spawnbot_left Where spawnbot_right Squad { TFBot { ClassIcon demoknight_headtaker_skull Health 175 Name Voidwalker Class Demoman Skill Normal WeaponRestrictions MeleeOnly Item "the horseless headless horseman's headtaker" AddCond { Name "TF_COND_FIRE_IMMUNE" Duration 20 } AddCond { Name "TF_COND_RUNE_VAMPIRE" Duration -1 } } } } WaveSpawn // Vampire Powerup icon { TotalCurrency 0 TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support 1 Where spawnbot Squad { TFBot { ClassIcon powerup_vampire_lite Health 1 Name Scout Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the scattergun" } } } WaveSpawn { TotalCurrency 6566 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { ClassIcon dead2_king_lite Name Asmodeus Class Demoman Skill Hard Health 75000 WeaponRestrictions PrimaryOnly Attributes "MiniBoss" Attributes "UseBossHealthBar" Attributes "AlwaysCrit" Attributes "AlwaysFireWeapon" Item "the loose cannon" Item "the horseless headless horseman's headtaker" Item "spine-chilling skull" Item "the bonedolier" Item "prince tavish's crown" ItemAttributes { ItemName "the loose cannon" "attach particle effect" 44 "grenade launcher mortar mode" 0 "attack projectiles" 1 "damage bonus" 4 "fire rate bonus" 0.2 "faster reload rate" 0.3 "clip size penalty" 3.0 "Projectile speed increased" 1.5 "damage causes airblast" 1 } ItemAttributes { ItemName "the horseless headless horseman's headtaker" "attach particle effect" 10 "melee cleave attack" 1 "damage bonus" 4 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 4 "dmg from melee increased" 3 } WeaponSwitch { Delay 1 //Time before the first weapon switch starts (Default: 10) Cooldown 3 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) Type "Melee" IfHealthBelow 39500 //When set, the task activates only when the bot health is below specified value } AddCond { Name "TF_COND_RUNE_REFLECT" Duration -1 } } } } } } //This file has been generated by http://mvm.tf