#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 1500 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no Mission // Sniper - wave 5 { Objective Sniper InitialCooldown 60 Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 10 DesiredCount 4 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper Item "The Razorback" Name "Sydney sniper" MaxVisionRange 3000 } } Mission // Sniper - wave 6 { Objective Sniper InitialCooldown 60 Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Sniper - wave 7 { Objective Sniper InitialCooldown 20 Where spawnbot_mission_sniper BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 6 TFBot { Template T_TFBot_Sniper } } Mission // Engineer - wave 1-4 { Objective Engineer InitialCooldown 60 Where spawnbot BeginAtWave 1 RunForThisManyWaves 4 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } Mission // Engineer - wave 5 { Objective Engineer InitialCooldown 60 Where spawnbot BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 11 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter } } ExtendedUpgrades { HELLFIRE { Name "Unstable Overclock: Hellfire Arrow" // Name of the upgrade displayed on the menu Attribute "Set DamageType Ignite" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 0 // Cost of the upgrade per level Description "Massively decreases reload rate and damage, but projectile applies extreme afterburn." AllowedWeapons // Restricts upgrade to specified weapons { ItemName "Festive Huntsman" ItemName "The Fortified Compound" ItemName "The Huntsman" } SecondaryAttributes { "weapon burn time increased" 20 "CARD: damage bonus" -0.5 "attach particle effect" 77 "faster reload rate" 2 } } HOMERUN { Name "Unstable Overclock: Super Baseball Bat" // Name of the upgrade displayed on the menu Attribute "damage bonus" // The attribute name Cap 2 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 0 // Cost of the upgrade per level Description "No baseballs and less max health, but it hits hard and you can reflect projectiles back." AllowedWeapons // Restricts upgrade to specified weapons { ItemName "The Sandman" } SecondaryAttributes { "max health additive penalty" -10 "attach particle effect" 186 "mod bat launches balls" -1 "melee airblast" 1 } } SCREWDRIVER { Name "Unstable Overclock: Screwdriver" // Name of the upgrade displayed on the menu Attribute "bleeding duration" // The attribute name Cap 16 // Maximum amount of the attribute Increment 16 // Attribute increment value per level Cost 0 // Cost of the upgrade per level Description "Massively decreases reload rate and damage, but projectile applies extreme bleed." AllowPlayerClass Sniper AllowedWeapons // Restricts upgrade to specified weapons { ItemName "Festive Huntsman" ItemName "The Fortified Compound" ItemName "The Huntsman" } SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult bleeding delay" 2 "mult bleeding dmg" 2 "faster reload rate" 1.5 "CARD: damage bonus" -0.5 "attach particle effect" 14 } } } //WAVE 1 //Currency 1300 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Spy mission - 4 active // Sniper mission - 2 active WaveSpawn //WAVE 01a: 36 total, 18 active, Scout (bonk) + crit soldier { Name "wave01a" Where spawnbot TotalCount 10 MaxActive 5 SpawnCount 5 WaitBeforeStarting 4 WaitBetweenSpawns 5 TotalCurrency 300 TFBot { class soldier } } WaveSpawn //WAVE 01b: [GIANT] 4 total, 3 active, Soldier (rapid fire) { Name "wave01b" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 60 TotalCurrency 300 TFBot { Template T_TFBOT_giant_boxing_heavy CharacterAttributes { "damage bonus" 0.05 } } } } }