#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_dockyard.pop // Inspired by downtown's mission in titanium tank. Some robots will be name appropriatly, some may not. // Made by PDA Expert on Steam. // Bossless challange, because I use way too much bosses in my missions, gotta break a habit somehow WaveSchedule { StartingCurrency 1200 RespawnWaveTime 6 CanBotsAttackWhileInSpawnRoom no Templates { br_welder_pyro // A dragon's fury pyro with the hotrod. { Class Pyro Skill Hard ClassIcon pyro_dragon_fury WeaponRestrictions PrimaryOnly Name Welder Item "Engineer Welding Mask" Item "The Dragon's Fury" ItemAttributes { ItemName "The Dragon's Fury" "item_meter_charge_rate" 1.2 } } br_welder_pyro_giant // A dragon's fury pyro with the hotrod. Giant variant { Template T_TFBot_Giant_Pyro Class Pyro Skill Hard Tag bot_giant ClassIcon pyro_dragon_fury_giant WeaponRestrictions PrimaryOnly Name "Giant Welder" Item "Engineer Welding Mask" Item "The Dragon's Fury" ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 1.5 "item_meter_charge_rate" 1.4 } } br_breadman_variant1 // A bread shooting demoman that slows players down but deals low damage shoots slower and has 75% smaller explosions { Class Demoman Name "Breadman" Skill Hard Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Bread Heads" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "damage penalty" 0.25 "Blast radius decreased" 0.25 "slow enemy on hit major" 6 "custom projectile model" models/weapons/c_models/c_bread/c_bread_plainloaf.mdl "fire rate penalty" 1.25 } //ClassIcon heavy_breadbite_nys // Closest icon to a bread like thing. I don't want to make an icon for this. Not now atleast //ClassIcon demo_ambush // HAHA I TELEPORTED BREAD! God this is MUCH better. ClassIcon demo_slowdown // Makes more logical sense } br_breadman_variant2 // Variant 2 of the template above { Class Demoman Name "Breadman" Skill Hard Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Bread Heads" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "damage penalty" 0.25 "Blast radius decreased" 0.25 "slow enemy on hit major" 6 "custom projectile model" models/weapons/c_models/c_bread/c_bread_russianblack.mdl "fire rate penalty" 1.25 } //ClassIcon heavy_breadbite_nys ClassIcon demo_slowdown } br_breadman_variant3 // Variant 3 of the template above the variant above this one { Class Demoman Name "Breadman" Skill Hard Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Bread Heads" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "damage penalty" 0.25 "Blast radius decreased" 0.25 "slow enemy on hit major" 6 "custom projectile model" models/weapons/c_models/c_bread/c_bread_cornbread.mdl "fire rate penalty" 1.25 } //ClassIcon heavy_breadbite_nys ClassIcon demo_slowdown } br_pyro_homewrecker_gatebot { Skill Hard Class Pyro Health 650 Name "Nail Hammerer" ClassIcon pyro_homewrecker Scale 1.5 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 WeaponRestrictions MeleeOnly Item "The Rusty Reaper" Item "The Homewrecker" ItemAttributes { ItemName "The Rusty Reaper" "set item tint rgb" 15185211 } ItemAttributes { ItemName "The Homewrecker" "damage bonus" 1.75 "damage force reduction" 0.5 "dmg bonus vs buildings" 3.0 } } RevertGateBotsBehavior { WeaponRestrictions MeleeOnly Item "The Rusty Reaper" Item "The Homewrecker" ItemAttributes // turn head to brown { ItemName "The Rusty Reaper" "set item tint rgb" 8154199 } ItemAttributes { ItemName "The Homewrecker" "damage bonus" 1.75 "damage force reduction" 0.5 "dmg bonus vs buildings" 3.0 } } } } br_demoman_spammer // Reloads and fires faster than a regular demoman. { Class Demoman Name "Spamming Demolishionist" Skill Hard ClassIcon demo_spammer Attributes HoldFireUntilFullReload ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.75 "faster reload rate" -0.4 } Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Juggernaut Jacket" Item "Scotch Bonnet" } br_demolition_crew_leader // A giant demo, with stickies. Kinda fearsome. { Class Demoman Name "Demolition Crew Leader" ClassIcon demo_sticky_daan_giant Skill Expert Health 4000 WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Item "The Scottish Resistance" Item "Blast Defense" Item "EOTL_demopants" Item "Weight Room Warmer" ItemAttributes { ItemName tf_weapon_grenadelauncher "override projectile type" 20 "fire rate penalty" 2000 is_passive_weapon 1 } ItemAttributes { ItemName "The Scottish Resistance" "Projectile range decreased" 0.45 "stickybomb charge rate" 0.001 "fire rate bonus" -1 "projectile spread angle penalty" 6 "sticky detonate mode" 0 "sticky arm time penalty" 0 "faster reload rate" 0.6 "clip size upgrade atomic" 6 "damage bonus" 1.5 "Blast radius decreased" 0.8 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 4 } } br_demolition_crew // Will follow the giant variant. Usually... { ClassIcon demo_sticky_daan Health 175 Name "Demolition Crew" Class Demoman Skill Hard WeaponRestrictions SecondaryOnly Attributes "HoldFireUntilFullReload" ItemAttributes { ItemName tf_weapon_grenadelauncher "override projectile type" 20 "fire rate penalty" 2000 is_passive_weapon 1 } ItemAttributes { ItemName concealedkiller_stickybomblauncher_carpetbomber "Projectile range decreased" 0.45 "stickybomb charge rate" 0.001 "fire rate bonus" 0.9 "max pipebombs decreased" -6 } Item "concealedkiller_stickybomblauncher_carpetbomber" Item "Blast Defense" Item "The Juggernaut Jacket" } br_gormet_chef // A Pyro with a long range flamethrower and usually leads Lil' Chefs into battle. { Template T_TFBot_Giant_Pyro //ClassIcon pyro_fast_giant // I think this icon says its more long range than the actual long range ones do. ClassIcon pyro_long // confusion. Name "Gormet Chef" Health 4500 Attributes AlwaysFireWeapon // Always fires his flamethrower. Tag bot_giant Item "Connoisseur's Cap" Item "The Frymaster" Item "Upgradeable TF_WEAPON_FLAMETHROWER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage bonus" 1.33 "weapon burn dmg increased" 1.25 "lunchbox adds minicrits" 2 "flame life bonus" 1.75 "hand scale" 1.2 } } br_scout_guillotine // Flying Guillotine Scouts that mostly follow the Gourmet Chef. { Class Scout Name "Lil' Chef" Scale 1.25 Tag bot_giant // So Gormet Chef won't be stuck Attributes AlwaysFireWeapon WeaponRestrictions SecondaryOnly Health 225 ClassIcon scout_cleaver Item "The Little Buddy" Item "The Flying Guillotine" ItemAttributes { ItemName "The Flying Guillotine" "effect bar recharge rate increased" 0.008 } CharacterAttributes { "move speed bonus" 0.8 } } // Renames T_TFBot_Heavyweapons_Fist { Class Heavyweapons Name "Fork-Lift" Skill Hard ClassIcon heavy_steelfist Health 900 Scale 1.5 WeaponRestrictions MeleeOnly Item "Fists of Steel" Item "Engineer Welding Mask" } T_TFBot_Pyro { Class Pyro Skill Normal Name "Metal Burner" Item "Scotch Bonnet" WeaponRestrictions PrimaryOnly } T_TFBot_Soldier // Doesn't actually exist, so yeah. { Class Soldier Name "RPG Crew Member" Attributes HoldFireUntilFullReload WeaponRestrictions PrimaryOnly Skill Normal Item "Attack Packs" Item "The Shellmet" } T_TFBot_Demoman // Slightly smarter now instead of reloading then shooting one pill at you then reloading. { Class Demoman Name "Demolishionist" Skill Hard Attributes HoldFireUntilFullReload Item "The Juggernaut Jacket" Item "Scotch Bonnet" } T_TFBot_Giant_Demoman { Class Demoman Name "Giant Spam Demolishionist" ClassIcon demo_giant Skill Expert Health 3300 Tag bot_giant WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Juggernaut Jacket" Item "Scotch Bonnet" Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Attributes MiniBoss ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.3 "fire rate bonus" 0.6 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Demo_Burst { Class Demoman Name "Burst Demolishionist" ClassIcon demo_burst Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Juggernaut Jacket" Item "Scotch Bonnet" Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 1.75 "fire rate bonus" 0.05 "clip size penalty" 0.5 "projectile spread angle penalty" 3 //"Projectile speed increased" 1.1 } } T_TFGateBot_Heavy_Normal { Class Heavy Name "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 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 Heavy" Skill Normal } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Normal } } } br_heavy { Class Heavy Name "Heavy" Skill Normal Item "Engineer Welding Mask" } T_TFGateBot_Giant_Soldier_Extended_Concheror { Class Soldier Name "Giant RPG Crew Healer" Health 3800 ClassIcon soldier_conch_giant 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" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Concheror" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Concheror" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 9.0 } } } } } Mission { Objective DestroySentries Where spawnbot_scattered_0 Where spawnbot_main_1 BeginAtWave 1 RunForThisManyWaves 7 InitialCooldown 35 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster Name "Building Demolishion Bomb" } } Mission { Objective Sniper Where spawnbot_left_0 Where spawnbot_right_0 Where spawnbot_flank_1 BeginAtWave 4 RunForThisManyWaves 7 InitialCooldown 30 CooldownTime 35 DesiredCount 2 TFBot { Template T_TFBot_Sniper Name "Construction Overviewer" Item "Potato Hat" ClassIcon sniper_blast Item "warbird_sniperrifle_airwolf" ItemAttributes { ItemName "warbird_sniperrifle_airwolf" "damage penalty" 0.75 "apply z velocity on damage" 300 "apply look velocity on damage" 800 } } } Wave // Wave 1 , $800 { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave01" TotalCount 2 SpawnCount 1 MaxActive 2 WaitBetweenSpawns 35 WaitBeforeStarting 0 Where spawnbot_main_0 Where spawnbot_main_1 TotalCurrency 200 TFBot { Template br_welder_pyro_giant } } WaveSpawn { Name "wave01" TotalCount 12 SpawnCount 2 MaxActive 6 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCurrency 150 TFBot { Template br_pyro_homewrecker_gatebot } } WaveSpawn { Name "wave01" TotalCount 25 SpawnCount 1 MaxActive 5 WaitBeforeStarting 5 WaitBetweenSpawns 3 Where spawnbot_flank_1 Where spawnbot_right_0 TotalCurrency 150 TFBot { Template T_TFBot_Demoman } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 32 SpawnCount 2 MaxActive 12 WaitBeforeStarting 2 WaitBetweenSpawns 2 TotalCurrency 100 Where spawnbot_flank_1 Where spawnbot_flank_0 TFBot { Template T_TFBot_Scout_Melee ClassIcon scout_bat } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 200 Where spawnbot_main_1 Where spawnbot_left_0 TFBot { Template T_TFBot_Giant_Demoman } } WaveSpawn { Name "support" WaitForAllDead "wave01" TotalCount 24 MaxActive 8 SpawnCount 2 Support 1 WaitBeforeStarting 5 Where spawnbot_right_0 Where spawnbot_main_1 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Demoman_Knight } } } Wave // Wave 2 , $1000 { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave01" TotalCount 4 MaxActive 2 SpawnCount 1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCurrency 200 WaitBetweenSpawns 25 TFBot { Template br_welder_pyro_giant } } WaveSpawn { Name "wave01" TotalCount 24 MaxActive 12 SpawnCount 2 Where spawnbot_right_0 Where spawnbot_flank_1 TotalCurrency 100 WaitBetweenSpawns 4 WaitBeforeStarting 10 TFBot { Template br_welder_pyro } } WaveSpawn { Name "wave01_explosives" TotalCount 30 MaxActive 10 SpawnCount 2 Where spawnbot_left_0 Where spawnbot_main_1 TotalCurrency 100 WaitBetweenSpawns 6 WaitBeforeStarting 5 RandomChoice { TFBot { Template T_TFBot_Demoman } TFBot { Template T_TFBot_Soldier } } } WaveSpawn { Name "support" WaitForAllDead "wave01_explosives" TotalCount 6 MaxActive 3 SpawnCount 1 Support 1 Where spawnbot_main_0 Where spawnbot_main_1 WaitBetweenSpawns 20 TFBot { Template br_demoman_spammer } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 8 MaxActive 8 SpawnCount 1 Where spawnbot_flank_0 Where spawnbot_flank_1 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Template br_pyro_homewrecker_gatebot } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot_flank_0 Where spawnbot_flank_1 WaitBeforeStarting 15 WaitBetweenSpawns 25 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Soldier_Crit Name "Charged Brawler" Tag bot_giant Item "Fire Fighter" } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 12 MaxActive 6 SpawnCount 2 Where spawnbot_scattered_0 Where spawnbot_scattered_1 WaitBeforeStarting 10 WaitBetweenSpawns 8 TotalCurrency 250 TFBot { Template T_TFBot_Pyro Skill Hard // you got trolled, wow. } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 12 MaxActive 6 SpawnCount 1 Where spawnbot_scattered_0 Where spawnbot_scattered_1 WaitBeforeStarting 2 WaitBetweenSpawns 16 TotalCurrency 100 TFBot { Template T_TFBot_Heavyweapons_Fist } } } Wave // Wave 3 , $1000 { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave01" TotalCount 6 MaxActive 6 SpawnCount 6 Where spawnbot_main_0 Where spawnbot_main_1 TotalCurrency 200 Squad { FormationSize 80 TFBot { Template T_TFBot_Giant_Pyro Name "Metal Melter" Item "Scotch Bonnet" Attributes AlwaysCrit } TFBot { Template br_demoman_spammer ClassIcon demo } TFBot { Template br_demoman_spammer ClassIcon demo } TFBot { Template br_demoman_spammer ClassIcon demo } TFBot { Template br_demoman_spammer ClassIcon demo } TFBot { Template br_demoman_spammer ClassIcon demo } } } WaveSpawn { Name "wave01" TotalCount 30 MaxActive 15 SpawnCount 5 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCurrency 100 WaitBeforeStarting 10 WaitBetweenSpawns 9 RandomChoice { TFBot { Template T_TFBot_Demoman } TFBot { Template T_TFBot_Demoman } TFBot { Template T_TFBot_Demoman } TFBot { Template T_TFBot_Demoman Attributes AlwaysCrit ClassIcon demo_crit } } } WaveSpawn { Name "wave01" TotalCount 16 MaxActive 6 SpawnCount 1 Where spawnbot_left_0 Where spawnbot_main_1 TotalCurrency 200 WaitBeforeStarting 6 WaitBetweenSpawns 3 TFBot { Template T_TFGateBot_Scout_Melee ClassIcon scout_bat Attributes AlwaysCrit } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCurrency 200 WaitBeforeStarting 8 WaitBetweenSpawns 30 TFBot { Template br_gormet_chef } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 24 MaxActive 12 SpawnCount 2 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCurrency 150 WaitBeforeStarting 5 WaitBetweenSpawns 8 TFBot { Template br_scout_guillotine } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 32 MaxActive 12 SpawnCount 2 Where spawnbot_main_0 Where spawnbot_main_1 TotalCurrency 150 WaitBeforeStarting 3 WaitBetweenSpawns 6 RandomChoice { TFBot { Template br_breadman_variant1 } TFBot { Template br_breadman_variant2 } TFBot { Template br_breadman_variant3 } } } WaveSpawn { Name "support" WaitForAllDead "wave01" TotalCount 6 MaxActive 3 SpawnCount 1 Where spawnbot_main_0 Where spawnbot_main_1 Support 1 TotalCurrency 0 WaitBeforeStarting 30 WaitBetweenSpawns 5 TFBot { Template br_heavy } } } Wave // Wave 4 , $1100 { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCount 1 WaitBeforeStarting 5 TotalCurrency 400 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Name "tank" Health 30000 Speed 75 StartingPathTrackNode boss_path_start Skin 0 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave01" TotalCount 12 MaxActive 6 SpawnCount 6 Where spawnbot_main_0 Where spawnbot_main_1 TotalCurrency 300 WaitBeforeStarting 6 WaitBetweenSpawns 0 Squad { FormationSize 80 TFBot { Template br_demolition_crew_leader } TFBot { Template br_demolition_crew } TFBot { Template br_demolition_crew } TFBot { Template br_demolition_crew } TFBot { Template br_demolition_crew } TFBot { Template br_demolition_crew } } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 32 MaxActive 12 SpawnCount 2 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCurrency 150 WaitBeforeStarting 0 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Soldier } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCurrency 150 WaitBeforeStarting 5 WaitBetweenSpawns 20 TFBot { Template T_TFBot_Giant_Pyro Name "Metal Melter" Item "Scotch Bonnet" Attributes AlwaysCrit } } WaveSpawn { Name "support" WaitForAllDead "wave01" TotalCount 32 MaxActive 9 SpawnCount 3 Where spawnbot_left_0 Where spawnbot_right_0 Where spawnbot_main_1 TotalCurrency 150 WaitBeforeStarting 15 WaitBetweenSpawns 5 Support 1 TFBot { Template br_heavy } } } Wave // Wave 5 : $1400 { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave01" TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCurrency 150 WaitBeforeStarting 5 WaitBetweenSpawns 25 TFBot { Template br_demolition_crew_leader Attributes AlwaysCrit } } WaveSpawn { Name "wave01" TotalCount 40 MaxActive 10 SpawnCount 2 Where spawnbot_main_0 Where spawnbot_main_1 TotalCurrency 250 WaitBeforeStarting 15 WaitBetweenSpawns 3 TFBot { Template br_heavy } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 4 MaxActive 2 SpawnCount 1 Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 25 TFBot { Template T_TFGateBot_Giant_Heavyweapons_Heater } } WaveSpawn { Name "wave02" WaitForAllSpawned "wave01" TotalCount 12 MaxActive 6 SpawnCount 2 Where spawnbot_scattered_0 Where spawnbot_scattered_1 TotalCurrency 50 WaitBeforeStarting 10 WaitBetweenSpawns 5 TFBot { Template br_pyro_homewrecker_gatebot Attributes AlwaysCrit CharacterAttributes { "damage bonus" 1.25 } } } WaveSpawn { Name "wave02" WaitForAllDead "wave01" TotalCount 24 MaxActive 12 SpawnCount 3 Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCurrency 150 WaitBeforeStarting 10 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Pyro Skill Expert Attributes AlwaysCrit } } WaveSpawn { Name "wave03" WaitForAllDead "wave02" TotalCount 30 MaxActive 10 SpawnCount 5 Where spawnbot_flank_0 Where spawnbot_flank_1 TotalCurrency 150 WaitBeforeStarting 0 WaitBetweenSpawns 15 RandomChoice { TFBot { Template br_breadman_variant1 } TFBot { Template br_breadman_variant2 } TFBot { Template br_breadman_variant3 } } } WaveSpawn { Name "wave03" WaitForAllSpawned "wave02" TotalCount 12 MaxActive 6 SpawnCount 2 Where spawnbot_main_0 Where spawnbot_main_1 TotalCurrency 200 WaitBeforeStarting 10 WaitBetweenSpawns 15 TFBot { Template br_scout_guillotine } } WaveSpawn { TotalCount 1 WaitBeforeStarting 120 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Name "tank" Health 35000 Speed 75 StartingPathTrackNode boss_path_start Skin 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave03" WaitForAllDead "wave02" TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot_main_0 Where spawnbot_main_1 TotalCurrency 150 WaitBeforeStarting 5 WaitBetweenSpawns 35 TFBot { Template br_gormet_chef } } WaveSpawn { Name "support" TotalCount 8 MaxActive 6 SpawnCount 2 Where spawnbot_flank_0 Where spawnbot_flank_1 WaitBeforeStarting 60 WaitBetweenSpawns 15 Support 1 TFBot { Template T_TFBot_Soldier } } } }