#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 1000 RespawnWaveTime 8 CanBotsAttackWhileInSpawnRoom no Advanced 1 Templates { T_TFBot_Giant_Kritzkrieg_Medic { Class Medic Skill Expert Name "Giant Kritzkrieg Medic" Health 4500 Item "The Kritzkrieg" Item "The Gentleman's Ushanka" ClassIcon Medic_giant Attributes "SpawnWithFullCharge" Attributes "MiniBoss" Attributes "AlwaysCrit" ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 1000 "uber duration bonus" 1000 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 "bot medic uber health threshold" 5000 } } T_TFBot_Medic_Kritzkrieg { Class Medic Skill Normal Name "Kritzkrieg Medic" Item "The Kritzkrieg" Item "The Gentleman's Ushanka" Attributes "SpawnWithFullCharge" Attributes "AlwaysCrit" ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 1000 "uber duration bonus" 1000 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "bot medic uber health threshold" 500 } } } Mission // sentry buster { Objective DestroySentries InitialCooldown 30 Where spawnbot_single_flag BeginAtWave 1 RunForThisManyWaves 10 CooldownTime 30 TFBot { Template T_TFBot_SentryBuster } } Mission // spys, wave 2 { Objective Spy InitialCooldown 20 Where spawnbot_mission_spy BeginAtWave 2 RunForThisManyWaves 1 DesiredCount 2 CooldownTime 20 TFBot { Template T_TFBot_Spy } } Mission // snipers, wave 3 { Objective Sniper InitialCooldown 30 Where spawnbot_mission_sniper BeginAtWave 3 RunForThisManyWaves 1 DesiredCount 4 CooldownTime 45 TFBot { Template T_TFBot_Sniper } } Mission // piss snipers, wave 7-8 { Objective Sniper InitialCooldown 20 Where spawnbot_mission_sniper BeginAtWave 7 RunForThisManyWaves 2 DesiredCount 2 CooldownTime 25 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Mission // spys, wave 7 { Objective Spy InitialCooldown 10 Where spawnbot_mission_spy BeginAtWave 7 RunForThisManyWaves 1 DesiredCount 4 CooldownTime 25 TFBot { Template T_TFBot_Spy } } Mission // engineers, wave 8-10 { Objective Engineer InitialCooldown 30 Where spawnbot BeginAtWave 8 RunForThisManyWaves 3 DesiredCount 1 CooldownTime 45 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot TeleportWhere spawnbot_left TeleportWhere spawnbot_right TeleportWhere spawnbot_invasion } } Mission // spys, wave 10 { Objective Spy InitialCooldown 25 Where spawnbot_mission_spy BeginAtWave 10 RunForThisManyWaves 1 DesiredCount 4 CooldownTime 40 TFBot { Template T_TFBot_Spy } } //WAVE 1 ////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes //This is the madcap swarm wave! WaveSpawn //WAVE 1a: Heavyweapons duos { Name "1a" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Class Heavy Skill Normal } } WaveSpawn //WAVE 1: Madcap Swarms { Name "1" where spawnbot TotalCount 80 MaxActive 15 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 400 TFBot { Class Scout ClassIcon scout_bat Skill Expert Item "The Boston Basher" WeaponRestrictions MeleeOnly BehaviorModifiers Mobber } } WaveSpawn //WAVE 1b: Pyros { Name "1b" WaitForAllSpawned "1a" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 1 TotalCurrency 100 TFBot { Class Pyro Skill Normal } } WaveSpawn //WAVE 1c: Burst Demos { Name "1c" WaitForAllSpawned "1b" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Template T_TFBot_Demo_Burst } } WaveSpawn //WAVE 1d: Two Giant Soldiers { Name "1d" WaitForAllSpawned "1c" Where spawnbot RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier } } WaveSpawn //WAVE 1s-SMGs: SMG Snipers, like the madcaps { Name "1s-SMG" WaitForAllDead "1d" Where spawnbot TotalCount 6 MaxActive 6 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 Support 1 TFBot { Class Sniper Skill Normal WeaponRestrictions SecondaryOnly } } } //WAVE 2 //////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Checkpoint Yes //This wave is deceptive, for the support alongside the tank is overwhelming WaveSpawn //WAVE 2: Tank { TotalCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 0 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 20000 Speed 75 Name "Tank" StartingPathTrackNode "tank_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 2s-Scouts: Scattergun Scouts { Name "2s-Scouts" Where spawnbot TotalCount 40 MaxActive 6 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 9 TotalCurrency 200 Support 1 TFBot { Class Scout Skill Normal } } WaveSpawn //WAVE 2s-Knights: Demoknights { Name "2s-Knights" Where spawnbot TotalCount 40 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 200 Support 1 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn //WAVE 2s-Buff: For added difficulty during the start, 4 squads of 5 buff soldiers will appear { Name "2s-Buff" Where spawnbot TotalCount 20 MaxActive 5 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 200 Support Limited TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } } } //WAVE 3 ///////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes //Begins with an onslaught of pill spam,After a giant Crit Heavy and Giant Medic drop down to sweep up. very simple, very deadly WaveSpawn //WAVE 3a: Pill Spams { Name "3a" Where spawnbot TotalCount 60 MaxActive 15 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 400 TFBot { Template T_TFBot_Demo_Burst } } WaveSpawn //WAVE 3b: The Giant Crit Heavy nyeheheh { Name "3b" WaitForAllSpawned "3a" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Giant_Kritzkrieg_Medic } } } } //WAVE 4 ///////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes //another tank wave but like actually actually WaveSpawn //WAVE 4a: Soldieeers { Name "4a" Where spawnbot TotalCount 24 MaxActive 16 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Class Soldier Skill Hard } } WaveSpawn //WAVE 4a: Giant Demos, Top { Name "4a" Where spawnbot_left Where spawnbot_right RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Demoman } } WaveSpawn //WAVE 4b: Heavyweapons { Name "4b" WaitForAllDead "4a" Where spawnbot TotalCount 36 MaxActive 16 SpawnCount 6 WaitBeforeStarting 15 WaitBetweenSpawns 6 TotalCurrency 250 TFBot { Class Heavy Skill Hard } } WaveSpawn //WAVE 4b: Tank { WaitForAllDead "4a" TotalCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 150 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 20000 Speed 75 Name "Tank" StartingPathTrackNode "tank_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 4s-Medics: A variety of fucking medics. Yeah. That's the support. { Name "4s-Medics" Where spawnbot TotalCount 10 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 0 Support 1 RandomChoice { TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_QuickFix } TFBot { Template T_TFBot_Medic_Kritzkrieg ClassIcon medic_giant } } } } //WAVE 5 //////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes // This wave will have the Tank Centipede. Kind of. 10 tanks with 3000 health each. WaveSpawn //WAVE 5: The Tank Centipede { TotalCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 400 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 3000 Speed 75 Name "Centipede" StartingPathTrackNode "tank_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 5a: FAN scooter bomb carrier { Name "5a" Where spawnbot_single_flag TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 5 TFBot { Template T_TFBot_Scout_FAN } } WaveSpawn //WAVE 5a: FAN scooters { Name "5a" Where spawnbot_invasion RandomSpawn 1 TotalCount 49 MaxActive 17 SpawnCount 5 WaitBeforeStarting 2 WaitBetweenSpawns 6 TotalCurrency 245 TFBot { Template T_TFBot_Scout_FAN } } WaveSpawn //WAVE 5b: Soldier Squad { Name "5b" WaitForAllDead "5a" Where spawnbot RandomSpawn 1 TotalCount 32 MaxActive 16 SpawnCount 16 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFBot_Soldier_Extended_Concheror } } WaveSpawn //WAVE 5c: Samurai Demos { Name "5c" WaitForAllSpawned "5b" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot // Leaping variant from Hamlet Hostility { Class Demoman Name "Samurai Demo" ClassIcon demoknight_samurai Skill Expert Item "The Half-Zatoichi" Item "The Splendid Screen" Item "Demo Kabuto" Item "The Menpo" Scale "1.3" Health 650 WeaponRestrictions MeleeOnly Attributes AirChargeOnly Attributes AlwaysCrit Attributes AutoJump AutoJumpMin 4 AutoJumpMax 4 CharacterAttributes { "charge time increased" 6 "charge recharge rate increased" 7 "increased jump height" 2.3 "bot custom jump particle" 1 } } } WaveSpawn //WAVE 5c: Super Scouts { Name "5c" WaitForAllSpawned "5b" Where spawnbot RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Scout_Fast } } } //WAVE 6 //////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn //WAVE 6: Pressurerers { Name "6" Where spawnbot TotalCount 100 MaxActive 13 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 400 RandomChoice { TFBot { Class Scout Skill Hard BehaviorModifiers Push } TFBot { Class Scout Skill Hard BehaviorModifiers Push } TFBot { Class Demoman Skill Hard BehaviorModifiers Push } TFBot { Template T_TFBot_Sniper_Huntsman BehaviorModifiers Push } TFBot { Template T_TFBot_Scout_Sandman_FastCharge Attributes AlwaysCrit BehaviorModifiers Push } } } WaveSpawn //WAVE 6: Rapid Shotgun Heavies { Name "6" Where spawnbot TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 9 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun BehaviorModifiers Push } } WaveSpawn //WAVE 6: Giant heavys { Name "6" Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 60 WaitBetweenSpawns 0 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Giant_Kritzkrieg_Medic } TFBot { Template T_TFBot_Giant_Kritzkrieg_Medic } } } WaveSpawn //WAVE 6s-TheEngiMedicPairing: Skibidi Toilet Ohio Rizzler Gyatt (A.N: ?????????????????????) { Name "6s-TheEngiMedicPairing" Where spawnbot_invasion TotalCount 20 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 100 Support 1 Squad { TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle } TFBot { Template T_TFBot_Medic_QuickUber } } } } //WAVE 7 /////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn //WAVE 7a: Chief Pyro Boss { Name "7a" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFBot_Chief_Pyro } } WaveSpawn //WAVE 7b: Second half of the wave { Name "7b" WaitForAllDead "7a" Where spawnbot_left Where spawnbot_right TotalCount 60 MaxActive 17 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 2.5 TotalCurrency 300 Squad { TFBot { Class Heavy Skill Expert } TFBot { Class Heavy Skill Hard } TFBot { Class Heavy Skill Hard } TFBot { Class Demoman Skill Hard } TFBot { Class Demoman Skill Easy } } } WaveSpawn //WAVE 7b: Second half of the wave (Super Scouts) { Name "7b" WaitForAllDead "7a" Where spawnbot_left Where spawnbot_right TotalCount 9 MaxActive 4 SpawnCount 1 WaitBeforeStarting 9 WaitBetweenSpawns 6 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Scout_Fast } } } //WAVE 8 //////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes // this wave opens with 4 different giants from the main and a swarm of soldiers on top WaveSpawn //WAVE 8: Giant Burst Demo { Name "8a" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Demo_Burst Attributes AlwaysCrit } } WaveSpawn //WAVE 8: Giant Burst Demo { Name "8a" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun Attributes AlwaysCrit } } WaveSpawn //WAVE 8: Giant Pyro { Name "8a" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysCrit } } WaveSpawn //WAVE 8: Giant Scout { Name "8a" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Scout_Jumping_Sandman Attributes AlwaysCrit } } WaveSpawn //WAVE 8: Soldier Swarming the Top { Name "8a" Where spawnbot_left Where spawnbot_right TotalCount 36 MaxActive 12 SpawnCount 4 WaitBeforeStarting 1 WaitBetweenSpawns 3 TotalCurrency 150 TFBot { Class Soldier Skill Hard } } WaveSpawn //WAVE 8b: Scout Spam { Name "8b" WaitForAllSpawned "8a" Where spawnbot_invasion RandomSpawn 1 TotalCount 60 MaxActive 15 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 250 TFBot { Class Scout Skill Expert } } WaveSpawn //WAVE 8b: Giant Conch Soldiers { Name "8b" WaitForAllDead "8a" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Soldier_Extended_Concheror } } WaveSpawn //WAVE 8c: Crit Demos { Name "8c" WaitForAllDead "8b" Where spawnbot_invasion RandomSpawn 1 TotalCount 48 MaxActive 20 SpawnCount 16 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 250 RandomChoice { TFBot { Class Demoman Skill Expert Attributes AlwaysCrit } TFBot { Class Demoman Skill Hard Attributes AlwaysCrit } TFBot { Class Demoman Skill Normal Attributes AlwaysCrit } TFBot { Class Demoman Skill Easy Attributes AlwaysCrit } } } } //WAVE 9 //////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn //WAVE 9a: Shortstop Scouts { Name "9a" Where spawnbot TotalCount 30 MaxActive 15 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 300 TFBot { Template T_TFBot_Scout_Shortstop Attributes AlwaysCrit } } WaveSpawn //WAVE 9a: Steel Gauntlets rushing from the top { Name "9a" Where spawnbot_left Where spawnbot_right RandomSpawn 1 TotalCount 18 MaxActive 10 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 4 TotalCurrency 200 TFBot { Template T_TFBot_Heavyweapons_Fist Attributes AlwaysCrit } } WaveSpawn //WAVE 9: First tank { Name "9" TotalCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 22000 Speed 75 Name "Tank" StartingPathTrackNode "tank_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 9: Second tank { Name "9" WaitForAllDead "9a" TotalCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 22000 Speed 75 Name "Tank" StartingPathTrackNode "tank_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 9b: Leaping Rapid Fire Soldiers { Name "9b" WaitForAllDead "9a" Where spawnbot TotalCount 32 MaxActive 18 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 150 TFBot { Class Soldier Skill Hard Name "Leaping Soldier" ClassIcon soldier_spammer Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.75 "fire rate bonus" 0.25 } Attributes AutoJump AutoJumpMin 3 AutoJumpMax 5 CharacterAttributes { "increased jump height" 2.0 "bot custom jump particle" 1 } } } WaveSpawn //WAVE 9c: Giant Crit burst fire Soldiers { Name "9c" WaitForAllSpawned "9b" Where spawnbot_left Where spawnbot_right RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFBot_Soldier_BurstFire } } WaveSpawn //WAVE 9d: Crit Dragons Fury Pyros { Name "9d" WaitForAllDead "9b" Where spawnbot_invasion TotalCount 32 MaxActive 14 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 2 TotalCurrency 150 TFBot { Class Pyro Skill Hard Name "Dragon's Fury Pyro" Item "The Dragon's Fury" Attributes AlwaysCrit MaxVisionRange 800 } } WaveSpawn //WAVE 9d: The Finale of the Giant Heavy with Kritzkrieg Medics { Name "9d" WaitForAllDead "9c" Where spawnbot_single_flag TotalCount 7 MaxActive 7 SpawnCount 7 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Giant_Kritzkrieg_Medic } TFBot { Template T_TFBot_Giant_Kritzkrieg_Medic } TFBot { Template T_TFBot_Soldier_Extended_Battalion } TFBot { Template T_TFBot_Soldier_Extended_Battalion } TFBot { Template T_TFBot_Soldier_Extended_Battalion } TFBot { Template T_TFBot_Soldier_Extended_Battalion } } } } //WAVE 10 //////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn //WAVE 10a: FistoSteel Heavys Return { Name "10a" Where spawnbot_left TotalCount 10 MaxActive 5 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 6 TotalCurrency 50 TFBot { Template T_TFBot_Heavyweapons_Fist Attributes AlwaysCrit } } WaveSpawn //WAVE 10a: Heavy Squads { Name "10a" Where spawnbot_left TotalCount 30 MaxActive 15 SpawnCount 5 WaitBeforeStarting 1 WaitBetweenSpawns 4 TotalCurrency 200 TFBot { Class Heavy Skill Hard Attributes AlwaysCrit } } WaveSpawn //WAVE 10b: Soldier Squads { Name "10b" WaitForAllSpawned "10a" Where spawnbot_right TotalCount 30 MaxActive 15 SpawnCount 5 WaitBeforeStarting 1 WaitBetweenSpawns 4 TotalCurrency 200 TFBot { Class Soldier Skill Hard Attributes AlwaysCrit } } WaveSpawn //WAVE 10b: Giant Burst Demos { Name "10b" WaitForAllDead "10a" Where spawnbot_right TotalCount 8 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 9 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Demo_Burst Attributes AlwaysCrit } } WaveSpawn //WAVE 10c: Pyro Squads { Name "10c" WaitForAllSpawned "10b" Where spawnbot_left Where spawnbot_right RandomSpawn 1 TotalCount 30 MaxActive 15 SpawnCount 4 WaitBeforeStarting 1 WaitBetweenSpawns 3 TotalCurrency 200 TFBot { Class Pyro Skill Hard Attributes AlwaysCrit } } WaveSpawn //WAVE 10c: Crit Magnum Scouts with Uber Medics { Name "10c" WaitForAllDead "10b" Where spawnbot_left Where spawnbot_right RandomSpawn 1 TotalCount 16 MaxActive 8 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 12 TotalCurrency 100 Squad { TFBot { Class Scout Name "Giant Magnum Pistol Scout" ClassIcon scout_giant Skill Expert Item "The Winger" Health 1600 WeaponRestrictions SecondaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Winger" "clip size bonus" 1.4 "fire rate bonus" 2.5 "damage bonus" 2.5 "faster reload rate" 1.4 } CharacterAttributes { "move speed bonus" 0.75 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn //WAVE 10s-Fans: Crit Fan Scouts { Name "10s-Fans" WaitForAllDead "10c" Where spawnbot TotalCount 50 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 Support 1 TFBot { Template T_TFBot_Scout_FAN Attributes AlwaysCrit } } WaveSpawn //WAVE 10d: Final Boss Tank { WaitForAllDead "10c" TotalCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 30000 Speed 75 Name "Tank" StartingPathTrackNode "tank_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 10d: Final Boss Heavy { Name "10d" WaitForAllDead "10c" Where spawnbot_single_flag TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Class Heavyweapons Name "Chaos Reaper" ClassIcon heavy_shotgun Skill Expert Health 50000 WeaponRestrictions SecondaryOnly MaxVisionRange 800 Attributes MiniBoss Attributes AlwaysCrit Attributes UseBossHealthBar Item "Warhood" Scale 1.9 ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "fire rate bonus" 8 "bullets per shot bonus" 15 "damage bonus" 100.0 "faster reload rate" 0.025 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "attack projectiles" 1 // force ability to shoot down projectiles "override footstep sound set" 2 } } } } }