//This file has ABSOLUTELY 100% DEFINITELY been generated by http://mvm.tf //You needn't do anything #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop population { StartingCurrency 800 RespawnWaveTime 8 CanBotsAttackWhileInSpawnRoom no Advanced 1 Templates { T_TFBot_Giant_Soldier_Homing_Burst { Class Soldier Name "Giant Homing Burst Soldier" ClassIcon soldier_burstfire_homing_nys Health 4200 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "Steel Shako" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 "faster reload rate" 0.6 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "projectile spread angle penalty" 35 "dmg bonus vs buildings" 1.5 } ItemAttributes { ItemName "Steel Shako" "set item tint RGB" 125064113 } ItemColor //Set item color { ItemName "TF_WEAPON_ROCKETLAUNCHER" Red 125 Green 64 Blue 113 } RocketCustomParticle "eyeboss_projectile" HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.5 // Multiplier of rocket speed. 1 for default speed TurnPower 90 //How fast should the rocket rotate to face the target MaxAimError 90 //Max angle between rocket and the target AimTime 2.5 //How long should the rocket be aiming (Default: 9999) } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFGateBot_Giant_Soldier_Homing_Burst { Class Soldier Name "Giant Homing Burst Soldier" ClassIcon soldier_burstfire_homing_nys Health 4200 ItemColor //Set item color { ItemName "TF_WEAPON_ROCKETLAUNCHER" Red 125 Green 64 Blue 113 } RocketCustomParticle "eyeboss_projectile" HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.5 // Multiplier of rocket speed. 1 for default speed TurnPower 90 //How fast should the rocket rotate to face the target MaxAimError 90 //Max angle between rocket and the target AimTime 2.5 //How long should the rocket be aiming (Default: 9999) } EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "MvM GateBot Light Soldier" Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 "faster reload rate" 0.6 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "projectile spread angle penalty" 35 "dmg bonus vs buildings" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } RevertGateBotsBehavior { Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "MvM GateBot Light Soldier" Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 "faster reload rate" 0.6 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "projectile spread angle penalty" 35 "dmg bonus vs buildings" 1.5 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } } T_TFGateBot_Giant_Soldier_Spammer { Class Soldier Name "Giant Rapid Fire Soldier" ClassIcon soldier_spammer Health 3800 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.65 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.65 } } } } T_TFBot_Giant_DemoMan_Persian // Fast Moving DemoKnight ** { Class Demoman ClassIcon demoknight_persian_nys Name "Giant Demoknight" Health 3300 CustomWeaponModel //Sets custom weapon model { Slot 2 //Valid loadout positions: Model "models/workshop/weapons/c_models/c_demo_sultan_sword/c_demo_sultan_sword.mdl" } Skill Expert Tag bot_giant Item "Sultan's Ceremonial" Item "Ali Baba's Wee Booties" Item "The Splendid Screen" Item "The Eyelander" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } WeaponRestrictions MeleeOnly Attributes MiniBoss ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFGateBot_Giant_DemoMan_Persian // Fast Moving DemoKnight ** { Class Demoman ClassIcon demoknight_persian_nys Name "Giant Demoknight" Health 3300 CustomWeaponModel //Sets custom weapon model { Slot 2 //Valid loadout positions: Model "models/workshop/weapons/c_models/c_demo_sultan_sword/c_demo_sultan_sword.mdl" } EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Expert Tag bot_giant Item "Sultan's Ceremonial" Item "Ali Baba's Wee Booties" Item "The Splendid Screen" Item "The Eyelander" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } WeaponRestrictions MeleeOnly Attributes MiniBoss ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" Skill Expert Tag bot_giant Item "Sultan's Ceremonial" Item "Ali Baba's Wee Booties" Item "The Splendid Screen" Item "The Eyelander" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } WeaponRestrictions MeleeOnly Attributes MiniBoss ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } T_TFBot_Giant_Heavyweapons_Blaster { Class Heavyweapons Name "Giant Blaster Heavy" ClassIcon heavy_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Item "Iron Curtain" Item "The Bolt Action Blitzer" ItemAttributes { ItemName "Iron Curtain" "damage bonus" 1.25 "explosive bullets" 100 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFGateBot_Giant_Heavyweapons_Deflector_Crit { Class Heavyweapons Name "Giant Deflector Heavy" Health 5000 ClassIcon heavy_deflector EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The U-clank-a" Item "Deflector" Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 // copied from base mighty heavy "attack projectiles" 1 // force ability to shoot down projectiles } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "The U-clank-a" Item "Deflector" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 // copied from base mighty heavy "attack projectiles" 1 // force ability to shoot down projectiles } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFBot_Giant_Pyro_Flare_Strongspam // Spams flare gun fire { Class Pyro Name "Giant Flare Pyro" ClassIcon pyro_flare_giant Skill Expert Health 3000 Item "The detonator" Item "Old Guadalajara" WeaponRestrictions SecondaryOnly Attributes MiniBoss AimLeadProjectileSpeed 2000 ItemAttributes { ItemName "The detonator" "fire rate bonus" 0.3 "damage bonus" 4 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } T_TFGateBot_Giant_Pyro_Flare_Strongspam // Spams flare gun fire { Class Pyro Name "Giant Flare Pyro" ClassIcon pyro_flare_giant Health 3000 AimLeadProjectileSpeed 2000 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Skill Expert Item "The detonator" Item "Old Guadalajara" Item "MvM GateBot Light Pyro" WeaponRestrictions SecondaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The detonator" "fire rate bonus" 0.3 "damage bonus" 4 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } RevertGateBotsBehavior { Skill Expert Item "The detonator" Item "Old Guadalajara" Item "MvM GateBot Light Pyro" WeaponRestrictions SecondaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 0 } ItemAttributes { ItemName "The detonator" "fire rate bonus" 0.3 "damage bonus" 4 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } } T_TFBot_Giant_Demo_BurstFire { Class Demoman Name "Giant Burst Fire Demo" ClassIcon demo_burst_giant Health 3600 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit //AimLeadProjectileSpeed 1338 Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.4 //35% faster reload "fire rate bonus" 0.2 "clip size upgrade atomic" 7.0 "projectile spread angle penalty" 5 "Projectile speed increased" 1.1 "damage bonus" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } } T_TFBot_Giant_Pyro_Crit { Class Pyro Name "Giant Charged Pyro" ClassIcon pyro_charged Skill Expert Health 3000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant FireWeapon //Periodically fires weapon { Delay 6 //Time before the first fire input starts (Default: 10) Cooldown 6 //Time between each fire input (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Duration 1 //How long should the button be pressed (Default: 0.1) Type "Primary" // Type of fire input, Possible values: } ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "airblast disabled" 1 "damage bonus" 2 "flame size bonus" 3 "flame life bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } T_TFGateBot_Chief_Syringe { Class Medic Name "Chief Syringe Medic" ClassIcon medic_syringe_giant Action FetchFlag AimAt Head AimLeadProjectileSpeed 1000 Health 44000 Scale 1.9 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes UseBossHealthBar Attributes AlwaysCrit Item "The Blutsauger" Item "MvM GateBot Light Medic" Tag bot_giant ItemAttributes { ItemName "The Blutsauger" "damage bonus" 2.5 "fire rate bonus" 0.4 "clip size bonus" 3 "slow enemy on hit" 100 "reload time increased hidden" 2 "spread penalty" 2 "bleeding duration" 3 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } } RevertGateBotsBehavior { Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes UseBossHealthBar Attributes AlwaysCrit Item "The Blutsauger" Item "MvM GateBot Light Medic" Tag bot_giant ItemAttributes { ItemName "The Blutsauger" "damage bonus" 2.5 "fire rate bonus" 0.4 "clip size bonus" 3 "slow enemy on hit" 100 "reload time increased hidden" 2 "spread penalty" 2 "bleeding duration" 3 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Medic" "item style override" 0 } } } } T_TFGateBot_Sniper_Huntsman { Class Sniper Name "Bowman" ClassIcon sniper_bow EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" Item "The Huntsman" Skill Hard ItemAttributes { ItemName "The Huntsman" "damage bonus" 0.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } Item "The Huntsman" Skill Hard ItemAttributes { ItemName "The Huntsman" "damage bonus" 0.5 } } } } T_TFBot_Syringe_Crit { Class Medic ClassIcon medic_syringe WeaponRestrictions PrimaryOnly Skill Expert Name "Syringe Medic" Action FetchFlag Attributes AlwaysCrit } T_TFGateBot_Syringe { Class Medic Name "Syringe Medic" ClassIcon medic_syringe Action FetchFlag EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Medic" Skill Normal WeaponRestrictions PrimaryOnly } RevertGateBotsBehavior { Item "MvM GateBot Light Medic" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Medic" "item style override" 1 } WeaponRestrictions PrimaryOnly Skill Normal } } } T_TFGateBot_Stickybomber { Class Demoman Name "Sticky Demoman" Classicon demo_sticky_daan // Custom icon EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Hard WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 // Fires nothing } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" 0.001 //Demo-bot will fire Stickybomb immediately "max pipebombs decreased" -7 // 1 Stickybomb on ground allowed, will explode when another is fired "projectile range increased" 0.35 // Prevents overshooting target } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Hard WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 // Fires nothing } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" 0.001 //Demo-bot will fire Stickybomb immediately "max pipebombs decreased" -7 // 1 Stickybomb on ground allowed, will explode when another is fired "projectile range increased" 0.35 // Prevents overshooting target } } } } T_TFGateBot_Pyro_Flare { Class Pyro Name "Flare Pyro" ClassIcon pyro_flare AimLeadProjectileSpeed 2000 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Item "The Detonator" Skill Expert ItemAttributes { ItemName "The Detonator" "damage bonus" 3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Item "The Detonator" Skill Expert ItemAttributes { ItemName "The Detonator" "damage bonus" 3 } } } } T_TFGateBot_Heavy_Natascha { Class HeavyWeapons Name "Natascha Heavy" ClassIcon heavy_natascha_nys EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Item "Natascha" Item "Der Maschinensoldaten-Helm" Skill Normal } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Item "Natascha" Item "Der Maschinensoldaten-Helm" Skill Normal } } } T_TFBot_Heavy_Natascha { Class HeavyWeapons Name "Natascha Heavy" ClassIcon heavy_natascha_nys Item "Natascha" Item "Der Maschinensoldaten-Helm" Skill Normal } T_TFGateBot_Sniper_Hipfire_Crit { Class Sniper Name "Hipfire Sniper" ClassIcon sniper_alwaysfire EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" Attributes AlwaysFireWeapon Item "The Machina" Skill Expert ItemAttributes { ItemName "The Machina" "sniper only fire zoomed" 0 "faster reload rate" 1.15 "damage bonus" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } Attributes AlwaysFireWeapon Item "The Machina" Skill Expert ItemAttributes { ItemName "The Machina" "sniper only fire zoomed" 0 "faster reload rate" 1.15 "damage bonus" 2 } } } } } PointTemplates { GateTankManager { NoFixup 1 logic_relay { "StartDisabled" "1" "targetname" "setdefaultskinoff" "ontrigger" "gate_tank_boss,Skin,2,0,-1" "ontrigger" "gate_tank_finalboss,Skin,3,0,-1" } logic_auto { "onmapspawn" "boss_path_start,AddOutput,OnPass setdefaultskinoff:Trigger:0:0:-1,0,-1" "onmapspawn" "gate_a_relay,AddOutput,OnTrigger setdefaultskinoff:Enable:0:0:-1,0,-1" "onmapspawn" "gate_a_relay,AddOutput,OnTrigger gate_tank_boss:Skin:2:0:-1,0,-1" "onmapspawn" "gate_a_relay,AddOutput,OnTrigger gate_tank_finalboss:Skin:3:0:-1,0,-1" "onmapspawn" "gate_a_relay,AddOutput,OnTrigger spawnbot_left_0:Disable:0:0:-1,0,-1" "onmapspawn" "gate_a_relay,AddOutput,OnTrigger spawnbot_right_0:Disable:0:0:-1,0,-1" "onmapspawn" "reset_wave_relay,AddOutput,OnTrigger spawnbot_left_0:Enable:0:0:-1,0,-1" "onmapspawn" "reset_wave_relay,AddOutput,OnTrigger spawnbot_right_0:Enable:0:0:-1,0,-1" "onmapspawn" "reset_wave_relay,AddOutput,OnTrigger setdefaultskinoff:Disable:0:0:-1,0,-1" } } } ExtraSpawnPoint //Adds spawn points on specified location { Name "spawnbot_right_0" TeamNum 3 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "-147" Y "-2255" Z "231" } ExtraSpawnPoint //Adds spawn points on specified location { Name "spawnbot_left_0" TeamNum 3 // 2 - Red team 3 - Robots. If you are adding spawn for reprogrammed robots, use team 3 X "847" Y "-1987" Z "231" } Mission { Objective Sniper Where spawnbot_right_0 Where spawnbot_right_0 BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 85 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Mission { Objective Spy Where spawnbot_main_0 Where spawnbot_main_1 BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 60 DesiredCount 3 TFBot { Template T_TFBot_Spy } } Mission { Objective Sniper Where spawnbot_right_0 BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 40 CooldownTime 85 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 200 CooldownTime 25 DesiredCount 3 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w1a TotalCurrency 100 TotalCount 32 MaxActive 16 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Template T_TFGateBot_Syringe } } WaveSpawn { Name w1b WaitForAllDead w1a TotalCurrency 300 TotalCount 12 MaxActive 12 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 15 Where spawnbot_main_0 Where spawnbot_main_1 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Spammer } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name w1c WaitForAllDead w1b TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 13 Where spawnbot_right_0 Where spawnbot_flank_1 TFBot { Template T_TFBot_Giant_DemoMan_Persian } } WaveSpawn { Name w1c WaitForAllDead w1b TotalCurrency 50 TotalCount 15 MaxActive 10 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Template T_TFGateBot_Stickybomber } } WaveSpawn { Name w1d WaitForAllDead w1c TotalCurrency 0 TotalCount 10 MaxActive 12 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 1 Support 1 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } } WaveSpawn { TotalCurrency 150 TotalCount 12 MaxActive 6 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 25 Where spawnbot_main_0 Where spawnbot_main_1 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Blaster } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { TotalCurrency 0 TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 8 Support 1 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w2a TotalCurrency 100 TotalCount 36 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot Where spawnbot_left_0 Where spawnbot_flank_1 TFBot { Class Pyro Skill Easy } } WaveSpawn { Name w2a TotalCurrency 200 TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 22 Where spawnbot_right_0 Where spawnbot_flank_1 Squad { TFBot { Template T_TFGateBot_Giant_Pyro_Flare_Strongspam } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name w2b WaitForAllDead w2a TotalCurrency 50 TotalCount 18 MaxActive 6 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 0.5 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Class Soldier Skill Normal } } WaveSpawn { Name w2b WaitForAllDead w2a TotalCurrency 100 TotalCount 16 MaxActive 16 SpawnCount 2 WaitBeforeStarting 9.5 WaitBetweenSpawns 3 Where spawnbot_flank_0 Where spawnbot_flank_1 Squad { TFBot { Template T_TFGateBot_Heavy_Natascha } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name w2c WaitForAllDead w2b TotalCurrency 50 TotalCount 16 MaxActive 16 SpawnCount 16 WaitBeforeStarting 20 WaitBetweenSpawns 10 Where spawnbot_scattered_0 Where spawnbot_scattered_1 RandomSpawn 1 TFBot { Class Pyro Skill Expert } } WaveSpawn { Name w2c WaitForAllDead w2b TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot_right_0 Where spawnbot_flank_1 TFBot { Template T_TFGateBot_Giant_Heavyweapons_Deflector } } WaveSpawn { Name w2c WaitForAllDead w2b TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot_left_0 Where spawnbot_main_1 TFBot { Template T_TFGateBot_Giant_Heavyweapons_Deflector } } WaveSpawn { Name w2d WaitForAllDead w2c TotalCurrency 300 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_main_0 Where spawnbot_main_1 Squad { TFBot { Template T_TFBot_Giant_Pyro_Flare_Strongspam } TFBot { Template T_TFBot_Giant_Pyro_Flare_Strongspam } } } WaveSpawn { TotalCurrency 0 TotalCount 10 MaxActive 2 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 7 Support 1 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Class Scout Skill Normal WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" } } WaveSpawn { WaitForAllDead w2c TotalCurrency 0 TotalCount 10 MaxActive 8 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 1.2 Support 1 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Class Scout Skill Expert WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" } } WaveSpawn { WaitForAllDead w2c TotalCurrency 0 TotalCount 10 MaxActive 7 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 1.5 Support 1 Where spawnbot_flank_0 Where spawnbot_flank_1 TFBot { Template T_TFBot_Demoman_Knight } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w3a TotalCurrency 220 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_main_0 Where spawnbot_main_1 Squad { Tank { Health 30000 Name gate_tank_boss Model "models/bots/boss_bot/boss_tank_gate.mdl" StartingPathTrackNode boss_path_start Speed 75 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { Name w3a TotalCurrency 280 TotalCount 28 MaxActive 14 SpawnCount 7 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn { Name w3b WaitForAllDead w3a TotalCurrency 150 TotalCount 42 MaxActive 14 SpawnCount 14 WaitBeforeStarting 16 WaitBetweenSpawns 0.5 Where spawnbot_right_0 Where spawnbot_flank_1 TFBot { Template T_TFGateBot_Soldier_Extended_Concheror_Normal } } WaveSpawn { Name w3b WaitForAllDead w3a TotalCurrency 150 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 18 Where spawnbot_left_0 Where spawnbot_main_1 TFBot { Template T_TFBot_Giant_Pyro_Crit } } WaveSpawn { Name w3c WaitForAllDead w3b TotalCurrency 200 TotalCount 36 MaxActive 12 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 1.8 Where spawnbot_main_0 Where spawnbot_main_1 Squad { TFBot { Template T_TFGateBot_Sniper_Huntsman } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name w3c WaitForAllDead w3b TotalCurrency 100 TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 22 WaitBetweenSpawns 2 Where spawnbot_right_0 Where spawnbot_flank_1 TFBot { Template T_TFGateBot_Heavy_IronFist } } WaveSpawn { Name w3d WaitForAllDead w3c TotalCurrency 200 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot Squad { Tank { Health 35000 Name Tank Speed 75 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { WaitForAllDead w3a TotalCurrency 0 TotalCount 10 MaxActive 2 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 8 Support 1 Where spawnbot_main_0 Where spawnbot_main_1 Squad { TFBot { Class Demoman Skill Easy } } } WaveSpawn { Name w3d WaitForAllDead w3c TotalCurrency 0 TotalCount 10 MaxActive 6 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 1.75 Support 1 Where spawnbot_scattered_0 Where spawnbot_scattered_1 Squad { TFBot { Template T_TFBot_Heavy_Natascha } } } WaveSpawn { Name w3d WaitForAllDead w3c TotalCurrency 0 TotalCount 10 MaxActive 8 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 8 Support 1 Where spawnbot_scattered_0 Where spawnbot_scattered_1 Squad { TFBot { Class Demoman Skill Normal } } } WaveSpawn { Name w3d WaitForAllDead w3c TotalCurrency 0 TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 1.9 Support 1 Where spawnbot_scattered_0 Where spawnbot_scattered_1 Squad { TFBot { Template T_TFBot_Engineer_Sentry_Battle } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w4a TotalCurrency 100 TotalCount 32 MaxActive 16 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Template T_TFGateBot_Sniper_Hipfire_Crit } } WaveSpawn { Name w4a TotalCurrency 100 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot_left_0 Where spawnbot_main_1 TFBot { Template T_TFBot_Giant_Scout_FAN } } WaveSpawn { Name w4b WaitForAllDead w4a TotalCurrency 300 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 10 Where spawnbot_main_0 Where spawnbot_main_1 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Homing_Burst } TFBot { Template T_TFBot_Giant_Medic } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn { Name w4c WaitForAllDead w4b TotalCurrency 100 TotalCount 24 MaxActive 12 SpawnCount 12 WaitBeforeStarting 5 WaitBetweenSpawns 2 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Template T_TFGateBot_Sniper_Hipfire_Crit } } WaveSpawn { Name w4d WaitForAllSpawned w4c TotalCurrency 25 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_left_0 Where spawnbot_main_1 TFBot { Template T_TFBot_Giant_Scout_FAN } } WaveSpawn { Name w4c WaitForAllDead w4b TotalCurrency 150 TotalCount 10 MaxActive 10 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 1.5 Where spawnbot_right_0 Where spawnbot_flank_1 TFBot { ClassIcon soldier_directhit Name "Direct Hit Soldier" Class Soldier Skill Expert Attributes "AlwaysCrit" Item "the direct hit" } } WaveSpawn { Name w4d WaitForAllSpawned w4c TotalCurrency 25 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_right_0 Where spawnbot_flank_1 TFBot { Template T_TFGateBot_Giant_Scout_FAN } } WaveSpawn { Name w4e WaitForAllDead w4d TotalCurrency 300 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 11 WaitBetweenSpawns 25 Where spawnbot_main_0 Where spawnbot_main_1 Squad { TFBot { Template T_TFBot_Giant_Soldier_Homing_Burst } } } WaveSpawn { WaitForAllDead w4d TotalCurrency 0 TotalCount 10 MaxActive 12 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 1.6 Support 1 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TFBot { Class Scout Skill Expert } } WaveSpawn { WaitForAllDead w4d TotalCurrency 0 TotalCount 10 MaxActive 6 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 1.2 Support 1 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TFBot { Template T_TFBot_Scout_Bonk } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w5a TotalCurrency 250 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Template T_TFGateBot_Chief_Syringe } } WaveSpawn { Name w5a TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 10 Where spawnbot_right_0 Where spawnbot_flank_1 TFBot { Template T_TFBot_Giant_Scout_FAN } } WaveSpawn { Name w5b WaitForAllDead w5a TotalCurrency 250 TotalCount 12 MaxActive 12 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 12 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Template T_TFGateBot_Giant_DemoMan_Persian } } WaveSpawn { Name w5c WaitForAllDead w5b TotalCurrency 100 TotalCount 48 MaxActive 16 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.3 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Template T_TFGateBot_Stickybomber } } WaveSpawn { WaitForAllDead w5b TotalCurrency 0 TotalCount 12 MaxActive 6 SpawnCount 6 WaitBeforeStarting 8 WaitBetweenSpawns 10 Support Limited Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn } } WaveSpawn { Name w5d WaitForAllDead w5c TotalCurrency 600 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 30 Where spawnbot_main_0 Where spawnbot_main_1 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Blaster } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name w5d WaitForAllDead w5c TotalCurrency 0 TotalCount 10 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 14 Support 1 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Class Pyro Skill Expert } } WaveSpawn { WaitForAllDead w5c TotalCurrency 0 TotalCount 10 MaxActive 6 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 1 Support 1 Where spawnbot_flank_0 Where spawnbot_flank_1 TFBot { Class HeavyWeapons Skill Normal } } WaveSpawn { TotalCurrency 0 TotalCount 10 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.9 Support 1 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TFBot { Template T_TFBot_Engineer_Sentry_Battle } } WaveSpawn { TotalCurrency 0 TotalCount 10 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 8 Support 1 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Class HeavyWeapons Skill Easy } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name w6a TotalCurrency 300 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_main_0 Where spawnbot_main_1 Squad { Tank { Health 45000 Name gate_tank_boss Model "models/bots/boss_bot/boss_tank_gate.mdl" StartingPathTrackNode boss_path_start Speed 75 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { Name w6a TotalCurrency 200 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_main_0 Where spawnbot_main_1 Squad { TFBot { Template T_TFBot_Giant_Demo_BurstFire } } } WaveSpawn { Name w6b WaitForAllDead w6a TotalCurrency 200 TotalCount 48 MaxActive 24 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_scattered_0 Where spawnbot_main_0 Where spawnbot_scattered_1 Where spawnbot_main_1 Squad { TFBot { Template T_TFGateBot_Pyro_Flare } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name w6c WaitForAllDead w6b TotalCurrency 300 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 13 Where spawnbot_main_0 Where spawnbot_main_1 Squad { Tank { Health 25000 Name gate_tank_boss Model "models/bots/boss_bot/boss_tank_gate.mdl" StartingPathTrackNode boss_path_start Speed 75 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { Name w6c WaitForAllDead w6b TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 31 WaitBetweenSpawns 13 Where spawnbot_main_0 Where spawnbot_main_1 Squad { Tank { Health 32000 Name gate_tank_finalboss Model "models/bots/boss_bot/boss_tank_gate.mdl" StartingPathTrackNode boss_path_start Speed 75 Skin 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { Name w6c WaitForAllDead w6b TotalCurrency 100 TotalCount 64 MaxActive 16 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 4 Where spawnbot_scattered_0 Where spawnbot_scattered_1 Squad { TFBot { ClassIcon scout_pistol Name "Pistol Scout" Class Scout Skill Expert WeaponRestrictions SecondaryOnly Attributes "AlwaysCrit" } } } WaveSpawn { Name w6d WaitForAllDead w6c TotalCurrency 100 TotalCount 45 MaxActive 14 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0.6 Where spawnbot_main_0 Where spawnbot_main_1 RandomChoice { TFBot { Template T_TFBot_Soldier_Extended_Battalion } TFBot { Template T_TFGateBot_Soldier_Extended_Battalion_Hard } } } WaveSpawn { Name w6d WaitForAllDead w6c TotalCurrency 400 TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 12 Where spawnbot_main_0 Where spawnbot_main_1 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Deflector_Crit } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name w6e WaitForAllDead w6d TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot_main_0 Where spawnbot_main_1 Squad { Tank { Health 70000 Name Tank Speed 75 Skin 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { WaitForAllDead w6d TotalCurrency 0 TotalCount 10 MaxActive 18 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0.25 Support 1 Where spawnbot_main_0 Where spawnbot_main_1 TFBot { Template T_TFBot_Syringe_Crit } } WaveSpawn { WaitForAllDead w6d TotalCurrency 0 TotalCount 10 MaxActive 4 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 0.1 Support 1 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TFBot { Template T_TFBot_Engineer_Sentry_Battle } } } } //You expected mvm.tf but it was me, the duck always watching you somewhere