//Hey person randomly reading this. Hope your is going well. //Figured I'd try commenting out a lot of my thought process on this one since it's been so long. //Feel free to poke me on discord or something if you have any questions! I'm trying to be less dead (although with a Real Job that's not always feasible). //"The gimmick" for this one: The boss Scout actually watches and comments on what you're doing. WaveSchedule { //Low starting money since wave 1 is kind of light. StartingCurrency 700 RespawnWaveTime 4 CanBotsAttackWhileInSpawnRoom no Advanced 1 Templates { Scout_Skinned { Class Scout Skill Hard Item "harvest_scattergun_nutcracker" ItemAttributes { ItemName "harvest_scattergun_nutcracker" "set_item_texture_wear" 0 } } Scout_Sandman { Name "Minor League Scout" Class Scout ClassIcon scout_stun Skill Expert WeaponRestrictions MeleeOnly Item "The Sandman" Item "Batter's Helmet" } Scout_Gate { Class Scout Name "Gate Scout" EventChangeAttributes { Default { BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Skill Normal Item "MvM GateBot Light Scout" } RevertGateBotsBehavior { Skill Normal Item "MvM GateBot Light Scout" ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } } } } Scout_Gate_Expert { Class Scout Name "Gate Scout" EventChangeAttributes { Default { BehaviorModifiers Push Attributes IgnoreFlag //Attributes AlwaysCrit Tag bot_gatebot Skill Expert Item "MvM GateBot Light Scout" } RevertGateBotsBehavior { Skill Expert //Attributes AlwaysCrit Item "MvM GateBot Light Scout" ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } } } } Scout_Force_Giant_Gate { Class Scout Name "Giant Gate Blaster Scout" ClassIcon scout_fan_blast Health 1600 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 bot_gatebot // having these will cause bots to run towards gates Item "The Bolt Boy" Item "The Force-a-Nature" Item "MvM GateBot Light Scout" Tag bot_giant MaxVisionRange 1000 Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Force-a-Nature" "bullets per shot bonus" 2 "fire rate bonus" 0.5 "damage causes airblast" 1 "apply look velocity on damage" 150 "damage penalty" 0.5 "weapon spread bonus" 0.5 } CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "airblast vertical vulnerability multiplier" 0.2 } } RevertGateBotsBehavior { Item "The Bolt Boy" Item "The Force-a-Nature" Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Tag bot_giant MaxVisionRange 1000 Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Force-a-Nature" "bullets per shot bonus" 2 "fire rate bonus" 0.5 "damage causes airblast" 1 "scattergun knockback mult" 2 "apply look velocity on damage" 150 "damage penalty" 0.5 "weapon spread bonus" 0.5 } CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "airblast vertical vulnerability multiplier" 0.2 } } } } //They were supposed to be Milk/Markers, but that didn't flow well, so they're pocket pistols now. Scout_Support { Name "Healthy Scout" Class Scout ClassIcon scout_pocketpistol Item "Otolaryngologist's Mirror" Skill Expert WeaponRestrictions SecondaryOnly Item "Pretty Boy's Pocket Pistol" ItemAttributes { ItemName "Pretty Boy's Pocket Pistol" "clip size penalty" 1 "heal on hit for rapidfire" 5 "fire rate bonus" 1 } } Scout_Support_Giant { Template Scout_Support Name "Giant Healthy Scout" ClassIcon scout_Pocketpistol Attributes MiniBoss Tag bot_giant Health 1600 ItemAttributes { ItemName "Pretty Boy's Pocket Pistol" "clip size penalty" 1 "clip size bonus" 2 "heal on hit for rapidfire" 20 "fire rate bonus" 1 } CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "airblast vertical vulnerability multiplier" 0.2 } } Soldier_Gate { Class Soldier Name "Gate Soldier" EventChangeAttributes { Default { BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Skill Hard Item "MvM GateBot Light Soldier" } RevertGateBotsBehavior { Skill Hard Item "MvM GateBot Light Soldier" ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } } } } Soldier_Buff_Gate { Class Soldier Name "Gate Buff Banner Soldier" ClassIcon soldier_buff EventChangeAttributes { Default { 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 "The Buff Banner" Item "MvM GateBot Light Soldier" Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Buff Banner" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } } } Soldier_Backup { Class Soldier Name "Battalion's Backup Soldier" Skill Expert ClassIcon soldier_backup Attributes SpawnWithFullCharge Item "The Battalion's Backup" CharacterAttributes { "increase buff duration" 9.0 } } Soldier_Conch { Name "Concheror Soldier" Class Soldier ClassIcon soldier_conch Item "The Concheror" Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } Soldier_Spammer_Giant { Class Soldier Name "Giant Spammer Soldier" ClassIcon soldier_spammer Health 4000 Tag bot_giant Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Chieftain's Challenge" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.01 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 } } Soldier_Spammer_Blast_Giant { Class Soldier Name "Giant Spammer Blast Soldier" ClassIcon soldier_infinite_blast Health 4000 Tag bot_giant Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Jumper's Jeepcap" Item "The Liberty Launcher" ItemAttributes { ItemName "The Liberty Launcher" "faster reload rate" 0.01 "fire rate bonus" 0.5 "damage causes airblast" 1 "Blast radius increased" 1.25 "damage penalty" .99 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 } } Soldier_Spammer_Giant_Gate { Class Soldier Name "Giant Gate Spammer Soldier" ClassIcon soldier_spammer Health 4000 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 bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" //Item "Chieftain's Challenge" Tag bot_giant Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.01 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 } } RevertGateBotsBehavior { //Item "Chieftain's Challenge" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.01 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 } } } } Soldier_Discipline { Name "Disciplined Soldier" Class Soldier ClassIcon soldier_disciplinary Skill Expert Attributes AlwaysFireWeapon WeaponRestrictions MeleeOnly Item "The Disciplinary Action" Item "Armored Authority" } Soldier_Discipline_Gate { Name "Disciplined Soldier" Class Soldier ClassIcon soldier_disciplinary EventChangeAttributes { Default { BehaviorModifiers Push Attributes IgnoreFlag Attributes AlwaysFireWeapon Tag bot_gatebot Skill Expert WeaponRestrictions MeleeOnly Item "The Disciplinary Action" Item "MvM GateBot Light Soldier" } RevertGateBotsBehavior { Skill Expert Attributes AlwaysFireWeapon WeaponRestrictions MeleeOnly Item "The Disciplinary Action" Item "MvM GateBot Light Soldier" ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } } } } Pyro_Exbot { Name "Expert Pyro" Class Pyro Skill Expert Item "The Rusty Reaper" } Pyro_Expert { //Bringing back the easter egg because CC wasn't graced with it~ //Dumb minor easter egg: My pyro being in there. 1/128 chance RandomChoice { TFBot { Name "Self-Insert Pyro" Class Pyro Skill Expert Item "Feathered Fiend" Item "Deity's Dress" Item "Pyromancer's Mask" ItemAttributes { ItemName "Pyromancer's Mask" "attach particle effect" 86 //can't attach it to the fiend but close enough "set item tint rgb" 15185211 "item style override" 2 } Item "The Degreaser" ItemAttributes { ItemName "The Degreaser" "damage penalty" 1 "weapon burn dmg reduced" 1 "is_festivized" 1 "SPELL: Halloween green flames" 1 "SPELL: Halloween death ghosts" 1 "killstreak tier" 1 "killstreak idleeffect" 5 } } TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot} TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot} TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template 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Pyro_Exbot} TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot} TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot} TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot} TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot}TFBot{Template Pyro_Exbot} //formatting.jpg } } Pyro_Giant { Class Pyro Name "Giant Pyro" ClassIcon pyro_giant Skill Expert Item "warbird_flamethrower_warhawk" Item "Pyro Helm" Health 3000 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Attributes MiniBoss Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 6 "airblast vertical vulnerability multiplier" 0.1 } } Pyro_Gate { Class Pyro Name "Gate Pyro" EventChangeAttributes { Default { BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Skill Normal Item "MvM GateBot Light Pyro" } RevertGateBotsBehavior { Skill Normal Item "MvM GateBot Light Pyro" ItemAttributes { ItemName "MvM GateBot Light Pyro" "item style override" 1 } } } } Pyro_Flare_Gate { ClassIcon pyro_flare Class Pyro Name "Gate Flare Pyro" EventChangeAttributes { Default { BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Item "The Flare Gun" WeaponRestrictions SecondaryOnly Attributes AlwaysCrit Skill Hard Item "MvM GateBot Light Pyro" } RevertGateBotsBehavior { Item "The Flare Gun" WeaponRestrictions SecondaryOnly Attributes AlwaysCrit Skill Hard Item "MvM GateBot Light Pyro" ItemAttributes { ItemName "MvM GateBot Light Pyro" "item style override" 1 } } } } Demoman_Pitcher { Name "Pitcher Demoman" Class Demoman ClassIcon scout_stun 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 bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Expert ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/weapons/w_models/w_baseball.mdl" "slow enemy on hit" 1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Expert ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "custom projectile model" "models/weapons/w_models/w_baseball.mdl" "slow enemy on hit" 1 } } } } Heavy_Accurate { Name "Security Heavy" Class Heavy ClassIcon heavy_accurate Item "Security Shades" Item "Tomislav" Skill Expert ItemAttributes { ItemName "Tomislav" "weapon spread bonus" .33 } } Heavy_Gate { Class Heavy 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 bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Item "The Team Captain" Skill Hard Attributes AlwaysCrit } RevertGateBotsBehavior { Item "The Team Captain" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Hard Attributes AlwaysCrit } } } Heavy_Steel_Gate { Class Heavyweapons Name "Gate Gauntlet" ClassIcon heavy_steelfist Health 900 Scale 1.5 EventChangeAttributes { Default { 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 "Fists of Steel" Item "The Titanium Towel" Item "MvM GateBot Light Heavy" WeaponRestrictions MeleeOnly Tag bot_giant Skill Expert } RevertGateBotsBehavior { Item "Fists of Steel" Item "The Titanium Towel" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } WeaponRestrictions MeleeOnly Tag bot_giant Skill Expert } } } Heavy_Giant { Class Heavy Name "Giant Heavy" Skill Expert Health 5000 Attributes MiniBoss Item "Commando Elite" Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 } } Heavy_Giant_Gate { Class Heavyweapons Name "Giant Gate Heavy" Health 5000 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 bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Expert Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 } } } } Medic_Uber { Class Medic Name "Uber Medic" ClassIcon medic_uber Skill Expert Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 2 "uber duration bonus" -3 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 5 } } Medic_Kritz { Class Medic Name "Kritzkrieg Medic" Skill Expert ClassIcon medic_kritz Attributes SpawnWithFullCharge Item "The Kritzkrieg" ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 100 "uber duration bonus" 200 } CharacterAttributes { "bot medic uber health threshold" 5000 } } } Mission //Wave 1 Sniper { Objective Sniper Where spawnbot_flank_0 Where spawnbot_flank_1 BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 65 DesiredCount 2 TFBot { Class Sniper Item "craftsmann_sniperrifle_shotinthedark" ItemAttributes { ItemName "craftsmann_sniperrifle_shotinthedark" "set_item_texture_wear" 0 } Skill Expert } } Mission //Wave 3 Spy { Objective Spy Where spawnbot_main_0 Where spawnbot_main_1 BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 60 DesiredCount 3 TFBot { Class Spy Skill Expert Item "gentlemanne_knife_dressedtokill" ItemAttributes { ItemName "gentlemanne_knife_dressedtokill" "set_item_texture_wear" 0 } } } Mission //Wave 4 Sniper { Objective Sniper Where spawnbot_flank_0 Where spawnbot_flank_1 BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 45 DesiredCount 3 TFBot { Class Sniper Item "craftsmann_sniperrifle_shotinthedark" ItemAttributes { ItemName "craftsmann_sniperrifle_shotinthedark" "set_item_texture_wear" 0 } Skill Expert } } Mission //Wave 6 Spy { Objective Spy Where spawnbot_main_0 Where spawnbot_main_1 BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 20 CooldownTime 35 DesiredCount 3 TFBot { Name "Security Spy" Class Spy Skill Expert Item "Security Shades" Item "warbird_knife_airwolf" ItemAttributes { ItemName "warbird_knife_airwolf" "set_item_texture_wear" 0 } } } //1: $950 //Wave 1: My patented (patent pending) three block stature. Sniper Support. Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } //Block 1: Mostly scouts 3/2 scatter to sandman. After a bit a few pyros. WaveSpawn { TotalCurrency 150 Name "wave1a" Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCount 36 MaxActive 12 SpawnCount 4 WaitBeforeStarting 3 WaitBetweenSpawns 5 StartWaveWarningSound "vo\mvm\mght\scout_mvm_m_misc09.mp3" FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_go03.mp3" RandomChoice { TFBot { Template Scout_Skinned } TFBot { Template Scout_Skinned } TFBot { Template Scout_Skinned } TFBot { Template Scout_Sandman } TFBot { Template Scout_Sandman } } } WaveSpawn { TotalCurrency 100 Name "wave1_permasupps" Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCount 20 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16 Support 1 TFBot { Class Pyro Skill Normal } } //Block 2: Gates. Some scouts, some soldiers. Many demos WaveSpawn { TotalCurrency 100 Name "wave1bgates1" Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCount 24 MaxActive 5 SpawnCount 2 WaitForAllSpawned "wave1a" WaitBeforeStarting 5 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_fightoncap01.mp3" TFBot { Template Scout_Gate } } WaveSpawn { TotalCurrency 100 Name "wave1bgates2" Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCount 9 MaxActive 2 SpawnCount 1 WaitForAllSpawned "wave1a" WaitBeforeStarting 12 WaitBetweenSpawns 4 TFBot { Template Soldier_Gate } } WaveSpawn { TotalCurrency 100 Name "wave1b" Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 32 MaxActive 10 SpawnCount 8 WaitForAllDead "wave1a" TFBot { Class Demoman Skill Normal } } //Block 3: Bigs. Poison xbows w/ normal heavy pockets. Up the pyros, plus some gateys WaveSpawn { TotalCurrency 200 Name "wave1c" WaitForAllDead "wave1b" Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 12 MaxActive 6 SpawnCount 6 WaitBeforeStarting 3 WaitBetweenSpawns 20 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_activatecharge03.mp3" DoneWarningSound "vo\mvm\mght\scout_mvm_m_jeers05.mp3" Squad { TFBot { Name "Giant Toxic Medic" Class Medic ClassIcon medic_crossbow_bleed Skill Expert Health 4500 Item "Practitioner's Processing Mask" WeaponRestrictions PrimaryOnly Item "The Crusader's Crossbow" ItemAttributes { ItemName "The Crusader's Crossbow" "attach particle effect" 702 "fire rate bonus" .66 "faster reload rate" .66 "bleeding duration" 10 } Attributes MiniBoss Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 } } TFBot { Class Heavy Name "Heavy" Skill Hard } TFBot { Class Heavy Name "Heavy" Skill Hard } TFBot { Class Heavy Name "Heavy" Skill Hard } TFBot { Class Heavy Name "Heavy" Skill Hard } TFBot { Class Heavy Name "Heavy" Skill Hard } } } WaveSpawn { TotalCurrency 100 Name "wave1csupps" Where spawnbot_scattered_0 Where spawnbot_scattered_1 WaitForAllSpawned "wave1b" WaitBeforeStarting 10 TotalCount 20 MaxActive 4 SpawnCount 3 Support 1 Template Pyro_Expert } WaveSpawn { TotalCurrency 100 Name "wave1cgates" Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCount 20 MaxActive 2 SpawnCount 1 WaitForAllDead "wave1bgates1" Support 1 TFBot { Template Pyro_Gate } } } //2: $1000 //Wave 2. Tank waves are 2 and 5 so here come the tanks. Plus some other stuff. Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } //Part 1: Bowmen. Lots, with sprinkles of demos. WaveSpawn { TotalCurrency 100 Name "wave2a" Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 24 MaxActive 12 SpawnCount 6 WaitBeforeStarting 4 WaitBetweenSpawns 10 StartWaveWarningSound "vo\mvm\mght\taunts\scout_mvm_m_taunts16.mp3" FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_go01.mp3" TFBot { Class Sniper Name "Bowman" Skill Hard ClassIcon sniper_bow WeaponRestrictions PrimaryOnly Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 } } } WaveSpawn { TotalCurrency 100 Name "wave2ab" Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCount 11 MaxActive 5 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 4 TFBot { Class Demoman Skill Expert } } //Part 2: 1 tank, gate. (Half Gate) Kritzmeds with whipsoldiers to split defenders. WaveSpawn { TotalCurrency 100 Name "wave2tank1" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 45 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Name "tankboss" Health 17500 Speed 75 StartingPathTrackNode boss_path_start OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 75 Name "wave2bnormals" Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCount 16 MaxActive 4 SpawnCount 2 WaitBeforeStarting 48 WaitBetweenSpawns 6 Squad { TFBot { Template Soldier_Discipline } TFBot { Template Medic_Kritz } } } WaveSpawn { TotalCurrency 75 Name "wave2bgates" Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCount 16 MaxActive 4 SpawnCount 2 WaitBeforeStarting 48 WaitBetweenSpawns 6 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_fightoncap04.mp3" Squad { TFBot { Template Soldier_Discipline_Gate } TFBot { Template Medic_Kritz } } } //Part 3: After tank1 down, big soldier on left for gate, big heavy at main for bomb. Switch up after. Main bot gets kritzmeds. Colakids go here. WaveSpawn { TotalCurrency 100 Name "wave2cpre" Where spawnbot_flank_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllDead "wave2tank1" TFBot { Template Soldier_Spammer_Giant_Gate } } WaveSpawn { TotalCurrency 100 Name "wave2cpre" Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllDead "wave2tank1" TFBot { Template Heavy_Giant } } WaveSpawn { TotalCurrency 100 Name "wave2bscouts" Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCount 19 MaxActive 8 SpawnCount 1 WaitBetweenSpawns 2 WaitForAllDead "wave2tank1" TFBot { Name "Cola Scout" Class Scout ClassIcon scout_cola Skill Hard Item "Crit-a-Cola" Item "Bonk Helm" ItemAttributes { ItemName "Bonk Helm" "set item tint rgb" 8208497 } ItemAttributes { ItemName "Crit-a-Cola" "effect bar recharge rate increased" .5 } } } WaveSpawn { TotalCurrency 100 WaitForAllDead "wave2cpre" Name "wave2switchup" Where spawnbot_flank_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_invinciblenotready01.mp3" TFBot { Template Heavy_Giant_Gate } } WaveSpawn { TotalCurrency 100 Name "wave2switchup" Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllDead "wave2cpre" TFBot { Template Soldier_Spammer_Giant } } //Part 4: Starts after switchup. Another tank. After switchup dies, onslaught of soldiers, a few scant ones with kritzmeds. WaveSpawn { TotalCurrency 100 Name "wave2tank2" WaitForAllDead "wave2cpre" WaitBeforeStarting 5 TotalCount 1 MaxActive 1 SpawnCount 1 DoneWarningSound "vo\mvm\mght\scout_mvm_m_jeers12.mp3" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Name "tankboss" Health 17500 Speed 75 StartingPathTrackNode boss_path_start OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 50 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCount 25 MaxActive 8 SpawnCount 5 WaitForAllSpawned "wave2switchup" WaitBeforeStarting 5 Support 1 TFBot { Class Soldier Skill Hard } } } //3: $900 //Wave 3: Starts off with a giant for once. Focus on speed over power. Two separate blocks with a bunch of support. All supp gate and all main normal //Spy support. Starts super early. Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } //Block 1: Giant dks with a spear of giant scouts WaveSpawn { TotalCurrency 100 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 8 MaxActive 3 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 24 StartWaveWarningSound "vo\mvm\mght\taunts\scout_mvm_m_taunts13.mp3" FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_cartmovingforwardoffense06.mp3" TFBot { Class Demoman Tag bot_giant ClassIcon demoknight_giant Name "Giant Demoknight" Skill Expert Health 3300 Item "dec2014 Viking Helmet" Item "The Chargin' Targe" Item "The Eyelander" Item "Ali Baba's Wee Booties" WeaponRestrictions MeleeOnly Attributes MiniBoss Attributes AlwaysCrit CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 4 "airblast vertical vulnerability multiplier" 0.2 } } } WaveSpawn { TotalCurrency 100 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawnsAfterDeath 20 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_stunballhit13.mp3" TFBot { Class Scout Name "Giant Runner Scout" ClassIcon scout_giant_fast Tag bot_giant Skill Hard Health 1200 Item "Death Racer's Helmet" Item "warbird_scattergun_killerbee" ItemAttributes { ItemName "warbird_scattergun_killerbee" "set_item_texture_wear" 0 } Attributes MiniBoss CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "airblast vertical vulnerability multiplier" 0.7 } } } //Block 2: Normal conchs, then giant conchs WaveSpawn { TotalCurrency 200 Name "wave3smconchs" Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCount 34 MaxActive 6 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 4 TFBot { Template Soldier_Conch } } WaveSpawn { TotalCurrency 100 Name "wave3lgconchs" Where spawnbot_scattered_0 Where spawnbot_main_1 TotalCount 4 MaxActive 2 SpawnCount 1 WaitForAllDead "wave3smconchs" WaitBeforeStarting 2 WaitBetweenSpawns 10 DoneWarningSound "vo\mvm\mght\scout_mvm_m_autodejectedtie03.mp3" TFBot { Name "Giant Concheror Soldier" Class Soldier ClassIcon soldier_conch_giant Tag bot_giant Skill Expert Health 3800 Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Concheror" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 3 "increase buff duration" 9.0 "airblast vertical vulnerability multiplier" 0.1 } } } //Supports: At first a few scouts, then some steel gauntlets, then some crit flare pyros, then some heavies. Better finish them fast! //Play with timings I guess. Maybe slow them down??? WaveSpawn { TotalCurrency 100 Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCount 30 MaxActive 4 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 6 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_standonthepoint02.mp3" Support 1 TFBot { Template Scout_Gate } } WaveSpawn { TotalCurrency 100 Where spawnbot_scattered_0 Where spawnbot_main_1 TotalCount 10 MaxActive 2 SpawnCount 1 WaitBeforeStarting 100 WaitBetweenSpawns 10 Support 1 TFBot { Template Heavy_Steel_Gate } } WaveSpawn { TotalCurrency 100 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCount 15 MaxActive 3 SpawnCount 3 WaitBeforeStarting 155 Support 1 TFBot { Template Pyro_Flare_Gate } } WaveSpawn { TotalCurrency 100 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCount 6 MaxActive 2 SpawnCount 1 WaitBeforeStarting 210 WaitBetweenSpawns 12 Support 1 TFBot { Template Heavy_Gate } } } //4: $850 //Wave 4: Midboss, follow up with tanks. Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } //Midboss. Conversation between Scout and Demo to start with. WaveSpawn { TotalCurrency 100 Name "wave4boss" Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 StartWaveWarningSound "vo\mvm\mght\taunts\scout_mvm_m_taunts17.mp3" FirstSpawnWarningSound "vo\mvm\mght\demoman_mvm_m_battlecry05.mp3" DoneWarningSound "vo\mvm\mght\demoman_mvm_m_paincrticialdeath05.mp3" //He goes for gates TFBot { Name "Major Landmine" Class Demoman ClassIcon demo_clusterbomb Health 30000 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 bot_gatebot // having these will cause bots to run towards gates Item "The King of Scotland Cape" //Item "The Allbrero" Item "MvM GateBot Light Demoman" Item "The Iron Bomber" Tag bot_giant Skill Expert Attributes MiniBoss Attributes UseBossHealthBar ItemAttributes { ItemName "The Iron Bomber" "faster reload rate" 0.005 //"fire rate bonus" 0.5 "fuse bonus" 2 "Blast radius decreased" .99 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 4 "Projectile speed increased" 1.1 "airblast vertical vulnerability multiplier" 0.1 } } RevertGateBotsBehavior { Item "The King of Scotland Cape" //Item "The Allbrero" Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Tag bot_giant Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes UseBossHealthBar ItemAttributes { ItemName "The Iron Bomber" "faster reload rate" 0.01 "fire rate bonus" 0.33 "fuse bonus" 2 "Blast radius decreased" .99 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 4 "Projectile speed increased" 1.1 "airblast vertical vulnerability multiplier" 0.1 } } } } } //This guy is basically part of the common wavespawn below, he's just special because dialogue. WaveSpawn { Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 7 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_standonthepoint05.mp3" TFBot { Template Soldier_Buff_Gate } } WaveSpawn { TotalCurrency 150 Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCount 66 MaxActive 8 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 3 FirstSpawnWarningSound "vo\mvm\mght\demoman_mvm_m_yes01.mp3" TFBot { Template Soldier_Buff_Gate } } //Backup inf support begins after a small amount of time. WaveSpawn { TotalCurrency 50 WaitBeforeStarting 25 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 10 MaxActive 1 SpawnCount 1 Support 1 TFBot { Template Soldier_Backup } } WaveSpawn { TotalCurrency 100 Name "w4tank1" WaitForAllDead "wave4boss" WaitBeforeStarting 5 TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Name "tankboss" Health 22000 Speed 75 StartingPathTrackNode boss_path_start OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 100 Name "w4tank2" WaitForAllDead "w4tank1" WaitBeforeStarting 10 TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Name "tankboss" Health 22000 Speed 75 StartingPathTrackNode boss_path_start OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 100 Name "w4tank3" WaitForAllDead "w4tank2" WaitBeforeStarting 10 TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Name "tankboss" Health 22000 Speed 75 StartingPathTrackNode boss_path_start OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 50 Where spawnbot_main_0 Where spawnbot_main_1 Name "w4heavies" WaitForAllDead "wave4boss" WaitBeforeStarting 12 TotalCount 3 MaxActive 1 SpawnCount 1 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_cartgoingbackoffense02.mp3" TFBot { Template Heavy_Giant } } //Flare Pyros with uber meds after tank 2 WaveSpawn { TotalCurrency 50 Where spawnbot_scattered_0 Where spawnbot_scattered_1 WaitForAllDead "w4tank2" TotalCount 20 MaxActive 6 SpawnCount 2 Squad { TFBot { Template Pyro_Flare_Gate } TFBot { Template Medic_Uber } } } //Big pyros with uber meds to finish off WaveSpawn { TotalCurrency 100 Where spawnbot_main_0 Where spawnbot_main_1 WaitForAllDead "w4heavies" WaitBeforeStarting 3 TotalCount 14 MaxActive 7 SpawnCount 7 DoneWarningSound "vo\mvm\mght\scout_mvm_m_jeers04.mp3" Squad { TFBot { Template Pyro_Giant } TFBot { Template Medic_Uber } TFBot { Template Medic_Uber } TFBot { Template Medic_Uber } TFBot { Template Medic_Uber } TFBot { Template Medic_Uber } TFBot { Template Medic_Uber } } } //Scout floodgate on the off chance wave downtime exists WaveSpawn { TotalCurrency 50 Where spawnbot_scattered_0 Where spawnbot_scattered_1 WaitForAllDead "w4tank3" TotalCount 20 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 5 Support 1 RandomChoice { TFBot { Template Scout_Skinned } TFBot { Template Scout_Gate_Expert } } } } //5: $750 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } //Wave of rounds again. 4 rounds, one gate, one non. No tanks. Throwaway demo support. //Said throwaway demos WaveSpawn { TotalCurrency 100 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCount 20 MaxActive 2 SpawnCount 1 Support 1 WaitBeforeStarting 12 WaitBetweenSpawns 3 TFBot { Class Demoman Skill Expert } } //Round 1: //Non-gate: Big infinite blast soldiers WaveSpawn { TotalCurrency 20 Name "wave5anga" Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 16 StartWaveWarningSound "vo\mvm\mght\scout_mvm_m_domination17.mp3" FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_meleedare02.mp3" TFBot { Template Soldier_Spammer_Blast_Giant } } WaveSpawn { TotalCurrency 30 Name "wave5angb" WaitForAllSpawned "wave5anga" WaitBeforeStarting 16 WaitBetweenSpawns 16 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 3 MaxActive 2 SpawnCount 1 TFBot { Template Soldier_Spammer_Blast_Giant } } //Gate: Steel gauntlets with uber meds WaveSpawn { TotalCurrency 34 Name "wave5aga" Where spawnbot_flank_0 Where spawnbot_main_1 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 11 WaitBetweenSpawns 7 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_standonthepoint05.mp3" Squad { TFBot { Template Heavy_Steel_Gate } TFBot { Template Medic_Uber } } } WaveSpawn { TotalCurrency 16 Name "wave5agb" WaitForAllSpawned "wave5aga" WaitBeforeStarting 11 WaitBetweenSpawns 7 Where spawnbot_flank_0 Where spawnbot_main_1 TotalCount 6 MaxActive 4 SpawnCount 2 Squad { TFBot { Template Heavy_Steel_Gate } TFBot { Template Medic_Uber } } } //Round 2: //Non-gate: Conchs with crits, and pyros WaveSpawn { TotalCurrency 34 Name "wave5bnga" Where spawnbot_scattered_0 Where spawnbot_scattered_1 WaitForAllDead "wave5anga" WaitBetweenSpawns 5 TotalCount 9 MaxActive 3 SpawnCount 1 TFBot { Template Soldier_Conch Attributes AlwaysCrit } } WaveSpawn { TotalCurrency 16 Name "wave5bngb" Where spawnbot_scattered_0 Where spawnbot_scattered_1 WaitForAllSpawned "wave5bnga" WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCount 9 MaxActive 3 SpawnCount 1 TFBot { Template Soldier_Conch Attributes AlwaysCrit } } //Pyros. Don't care about the rounds. Time it to be a round, roughly, future me. WaveSpawn { TotalCurrency 50 Where spawnbot_scattered_0 Where spawnbot_scattered_1 WaitForAllDead "wave5anga" WaitBeforeStarting 10 TotalCount 15 MaxActive 4 SpawnCount 3 Template Pyro_Expert } //Gate: Big FaNs WaveSpawn { TotalCurrency 34 Name "wave5bga" WaitForAllDead "wave5aga" WaitBeforeStarting 2 WaitBetweenSpawnsAfterDeath 6 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 2 MaxActive 1 SpawnCount 1 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_revenge09.mp3" TFBot { Template Scout_Force_Giant_Gate } } WaveSpawn { TotalCurrency 16 Name "wave5bgb" WaitForAllDead "wave5bga" WaitBeforeStarting 6 Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 TFBot { Template Scout_Force_Giant_Gate } } //Round 3: //Non-gate: Support scouts, big and small WaveSpawn { TotalCurrency 50 Name "wave5cnga" Where spawnbot_main_0 Where spawnbot_main_1 WaitForAllDead "wave5bnga" WaitBeforeStarting 2 WaitBetweenSpawnsAfterDeath 3 TotalCount 2 MaxActive 1 SpawnCount 1 TFBot { Template Scout_Support_Giant } } WaveSpawn { TotalCurrency 25 Name "wave5cngb" Where spawnbot_main_0 Where spawnbot_main_1 WaitForAllDead "wave5cnga" WaitBeforeStarting 3 TotalCount 1 MaxActive 1 SpawnCount 1 TFBot { Template Scout_Support_Giant } } //Same thing with the pyros. Might need slight tweak on numbers WaveSpawn { TotalCurrency 50 Where spawnbot_scattered_0 Where spawnbot_scattered_1 WaitForAllDead "wave5bnga" TotalCount 12 MaxActive 3 SpawnCount 2 TFBot { Template Scout_Support } } //Gate: Accurate heavies and flare pyros WaveSpawn { TotalCurrency 50 Name "wave5cga" Where spawnbot_flank_0 Where spawnbot_flank_1 WaitForAllDead "wave5bga" WaitBeforeStarting 4 WaitBetweenSpawns 9 TotalCount 12 MaxActive 3 SpawnCount 3 TFBot { Template Pyro_Flare_Gate } } WaveSpawn { TotalCurrency 25 Name "wave5cgb" Where spawnbot_flank_0 Where spawnbot_flank_1 WaitForAllSpawned "wave5cga" WaitBeforeStarting 12 WaitBetweenSpawns 4 TotalCount 6 MaxActive 3 SpawnCount 3 TFBot { Template Pyro_Flare_Gate } } //Third time's the thing, future me WaveSpawn { TotalCurrency 50 Where spawnbot_main_0 Where spawnbot_main_1 WaitForAllDead "wave5bga" WaitBeforeStarting 9 WaitBetweenSpawns 6 TotalCount 11 MaxActive 3 SpawnCount 1 TFBot { Name "Accurate Gate Heavy" Class Heavy ClassIcon heavy_accurate 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 bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Expert Item "Tomislav" ItemAttributes { ItemName "Tomislav" "weapon spread bonus" .33 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Item "Tomislav" Skill Expert ItemAttributes { ItemName "Tomislav" "weapon spread bonus" .33 } } } } } //Round 4: //Non-gate: Backup soldiers with uber meds WaveSpawn { TotalCurrency 50 Name "wave5dng" Where spawnbot_main_0 Where spawnbot_main_1 WaitForAllDead "wave5cnga" WaitBeforeStarting 1 WaitBetweenSpawns 9 TotalCount 12 MaxActive 8 SpawnCount 2 Squad { TFBot { Template Soldier_Backup } TFBot { Template Medic_Uber } } } //Gate: Onslaught of big spammer soldiers WaveSpawn { TotalCurrency 50 Where spawnbot_flank_0 Where spawnbot_main_1 WaitForAllSpawned "wave5cga" TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 25 DoneWarningSound "vo\mvm\mght\scout_mvm_m_jeers08.mp3" TFBot { Template Soldier_Spammer_Giant_Gate } } //Overflow: That dumb crit scout thing will probably be ok WaveSpawn { TotalCurrency 50 Where spawnbot_scattered_0 Where spawnbot_scattered_1 WaitForAllDead "wave5dng" TotalCount 20 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 5 Support 1 RandomChoice { TFBot { Template Scout_Skinned //Attributes AlwaysCrit } TFBot { Template Scout_Gate_Expert } } } } //6: $600 //Boss time. He's fed up and ready... but not without some tricks. //Scout theme, give everyone scout cosmetics and whatnot. Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } //4 main big guys. //1: The weakest. A lot of crit sandman balls but that's about it. WaveSpawn { TotalCurrency 50 Name "w6fake1" Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 StartWaveWarningSound "vo\mvm\mght\scout_mvm_m_dominationsct02.mp3" FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_battlecry01.mp3" DoneWarningSound "vo\mvm\mght\scout_mvm_m_beingshotinvincible04.mp3" TFBot { Name "Rusty Replica" Class Scout Health 20000 Skill Expert Item "Scout MtG Hat" ItemAttributes { ItemName "Scout MtG Hat" "set item tint rgb" 10843461 } Attributes MiniBoss Tag bot_giant Attributes UseBossHealthBar Attributes AlwaysCrit WeaponRestrictions MeleeOnly Item "The Sandman" ItemAttributes { ItemName "The Sandman" "damage bonus" 1.5 "mark for death" 1 } CharacterAttributes { "move speed bonus" .85 //"health regen" 50 "effect bar recharge rate increased" .05 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "airblast vertical vulnerability multiplier" 0.2 } } } //Afterwards have pitcher demos and soldiers WaveSpawn { TotalCurrency 50 Where spawnbot_flank_0 Where spawnbot_flank_1 WaitBeforeStarting 7 WaitBetweenSpawns 3 TotalCount 30 MaxActive 6 SpawnCount 3 TFBot { Template Demoman_Pitcher } } WaveSpawn { TotalCurrency 50 Name "w6int1" Where spawnbot_scattered_0 Where spawnbot_scattered_1 WaitForAllDead "w6fake1" WaitBetweenSpawns 12 TotalCount 6 MaxActive 6 SpawnCount 2 TFBot { Name "Stopper Soldier" Class Soldier ClassIcon soldier_stun Skill Hard Item "The Direct Hit" ItemAttributes { ItemName "The Direct Hit" "rocket specialist" 2 } } } //2: Capper. WaveSpawn { TotalCurrency 50 Name "w6fake2" WaitForAllSpawned "w6int1" Where spawnbot_main_0 Where spawnbot_main_1 TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_battlecry03.mp3" DoneWarningSound "vo\mvm\mght\scout_mvm_m_beingshotinvincible02.mp3" TFBot { Name "Rusty Replica" Class Scout Health 25000 Skill Expert Item "Scout MtG Hat" ItemAttributes { ItemName "Scout MtG Hat" "set item tint rgb" 10843461 } Attributes MiniBoss Tag bot_giant Attributes UseBossHealthBar Attributes AlwaysCrit WeaponRestrictions SecondaryOnly Item "The C.A.P.P.E.R" ItemAttributes { ItemName "The C.A.P.P.E.R" "clip size bonus" 2 "mark for death" 1 "weapon spread bonus" 0.33 } CharacterAttributes { "move speed bonus" .66 "health regen" 50 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 5 "airblast vertical vulnerability multiplier" 0.2 } } } //Afterwards a tank. More demos to have some pressure WaveSpawn { TotalCurrency 100 Name "w6tank" WaitForAllDead "w6fake2" WaitBeforeStarting 6 TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_cartmovingforwardoffense05.mp3" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Name "tankboss" Health 35000 Speed 100 StartingPathTrackNode boss_path_start Skin 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 50 Name "w6demos2" Where spawnbot_flank_0 Where spawnbot_flank_1 WaitForAllDead "w6fake2" WaitBetweenSpawns 7 TotalCount 32 MaxActive 10 SpawnCount 4 TFBot { Template Demoman_Pitcher } } //3: Superblast FaN with conch and meds. Slow. Have some aimbot heavies with crits. WaveSpawn { TotalCurrency 100 Where spawnbot_main_0 Where spawnbot_main_1 Name "w6fake3" WaitForAllDead "w6tank" WaitBeforeStarting 5 TotalCount 9 MaxActive 9 SpawnCount 9 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_stunballhit05.mp3" DoneWarningSound "vo\mvm\mght\scout_mvm_m_invinciblechgunderfire04.mp3" Squad { TFBot { Name "Rusty Replica" Class Scout Health 25000 Skill Expert Item "Scout MtG Hat" ItemAttributes { ItemName "Scout MtG Hat" "set item tint rgb" 10843461 } Attributes MiniBoss Tag bot_giant Attributes UseBossHealthBar Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Item "The Force-a-Nature" ItemAttributes { ItemName "The Force-a-Nature" "bullets per shot bonus" 5 "fire rate bonus" 1 "fire rate penalty" 2.5 "faster reload rate" 0.01 "damage causes airblast" 1 "apply look velocity on damage" 500 "apply z velocity on damage" 250 "damage penalty" 0.33 "weapon spread bonus" 0.33 } CharacterAttributes { "move speed bonus" .4 "health regen" 50 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 5 "airblast vertical vulnerability multiplier" 0.1 } } TFBot { Template Medic_Uber } TFBot { Template Medic_Uber } TFBot { Template Medic_Uber } TFBot { Template Medic_Uber } TFBot { Template Medic_Uber } TFBot { Template Medic_Uber } TFBot { Template Medic_Uber } TFBot { Template Medic_Uber } } } WaveSpawn { TotalCurrency 50 WaitForAllDead "w6demos2" WaitBeforeStarting 2 WaitBetweenSpawns 10 Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCount 8 MaxActive 2 SpawnCount 1 Support 1 TFBot { Template Heavy_Accurate Attributes AlwaysCrit } } //Open the scouty floodgates WaveSpawn { TotalCurrency 100 WaitForAllDead "w6fake3" Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 4 WaitBetweenSpawns 4 Support 1 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_incoming01.mp3" TFBot { Template Scout_Skinned ClassIcon scout_giant Attributes AlwaysCrit } } //4: The big boy himself. Uses the Kneecapper. WaveSpawn { Where spawnbot_main_0 Where spawnbot_main_1 WaitForAllDead "w6fake3" WaitBeforeStarting 28 TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnWarningSound "vo\mvm\mght\scout_mvm_m_dominationsct01.mp3" DoneWarningSound "vo\mvm\mght\scout_mvm_m_paincrticialdeath01.mp3" TFBot { Name "Rusty Runt" Class Scout Health 40000 Skill Expert Item "Scout MtG Hat" ItemAttributes { ItemName "Scout MtG Hat" "set item tint rgb" 10843461 } Item "Deadbeats" ItemAttributes { ItemName "Deadbeats" "set item tint rgb" 10843461 } Item "The Fortune Hunter" ItemAttributes { ItemName "The Fortune Hunter" "set item tint rgb" 10843461 } Attributes MiniBoss Tag bot_giant Attributes UseBossHealthBar Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "concealedkiller_scattergun_nightterror" ItemAttributes { ItemName "concealedkiller_scattergun_nightterror" "custom name attr" "The Kneecapper" //Not sure if this works but putting it here anyways. "damage bonus" 2 "set_item_texture_wear" .9 "fire rate bonus" .9 "faster reload rate" 0.33 "bleeding duration" 1 "damage causes airblast" 1 "apply z velocity on damage" -750 } CharacterAttributes { "move speed bonus" .33 "health regen" 100 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 5 "airblast vertical vulnerability multiplier" 0.1 } } } } }