#base robot_downpour.pop #base robot_standard.pop #base robot_giant.pop //#base judge_restricts.pop WaveSchedule { StartingCurrency 800 RespawnWaveTime 7 CanBotsAttackWhileInSpawnRoom no PrecacheModel "models/bots/boss_bot/boss_blimp.mdl" PrecacheModel "models/bots/boss_bot/boss_blimp_damage1.mdl" PrecacheModel "models/bots/boss_bot/boss_blimp_damage2.mdl" PrecacheModel "models/bots/boss_bot/boss_blimp_damage3.mdl" PrecacheModel "models/bots/boss_bot/boss_blimp_damage_explode.mdl" PrecacheModel "models/bots/boss_bot/boss_blimp_explode.mdl" PrecacheSound "lilslugger_music2.mp3" PrecacheSound "lilslugger_music1.mp3" //Weapons PrecacheModel "models\weapons\c_models\c_entrenched_gun\c_scattergun.mdl" PrecacheModel "models\weapons\c_models\c_howitzer\c_lochnload.mdl" PrecacheModel "models/weapons/c_models/c_mp40/c_mp40.mdl" PrecacheSound "weapons/china_lake_shoot.wav" PrecacheSound "weapons/mp40_shoot.wav" // Scout CustomWeapon // 1st and 4th custom weapons are made by Tindall { Name "The Steel Slugger" OriginalItemName "The Back Scatter" "bullets per shot bonus" 0.1 "dmg penalty vs players" 8.33 "dmg pierces resists absorbs" 1 "fire rate penalty" 1.5 "can headshot" 1 "revolver use hit locations" 1 "closerange backattack minicrits" 0 "spread penalty" 1 "custom weapon fire sound" "=75|weapons/shotgun/shotgun_fire6.wav" "custom item model" "models\weapons\c_models\c_entrenched_gun\c_scattergun.mdl" "special item description" "Fires high damage slugs that deal critical damage on headshots!" } // Soldier CustomWeapon { Name "The Scatter Blast" OriginalItemName "The Black Box" "fire rate penalty" 0.001 "Projectile speed increased" 0.4 "damage penalty" 0.5 "reload full clip at once" 1 "projectile spread angle penalty" 20 "mod projectile heat seek power" 45 "mod projectile heat aim error" 40 "clip size penalty" 1 "Reload time increased HIDDEN" 5 "health on radius damage" 0 "paintkit_proto_def_index" 218 "set_item_texture_wear" 0 "special item description" "Launches a bunch of rockets at a time that seek enemies!" } // Engineer CustomWeapon { Name "The Raging Spark" OriginalItemName "The Pomson 6000" "damage penalty" 0.1 "override projectile type" 8 "fire rate bonus HIDDEN" 0.2 "Reload time increased HIDDEN" 1.8 "projectile penetration" 1 "Projectile spread angle penalty" 6 "grenade bounce speed" 0.95 "projectile lifetime" 5 "sniper no headshots" 1 "set damagetype ignite" 1 "mult afterburn delay" 2.5 "weapon burn dmg increased" 1.25 "engineer building teleporting pickup" 150 "metal_pickup_decreased" 0.8 //"mult projectile count" 3 "custom projectile model" "models\weapons\w_models\w_flaregun_shell.mdl" //"paintkit_proto_def_index" 205 "projectile trail particle" "scorchshot_trail_red" "special item description" "Fires a unstable spark that bounces around and causes immense burning!" } // Demoman CustomWeapon { Name "The Burst of Brimstone" OriginalItemName "The Loch-n-Load" "clip size bonus" 2 "hidden primary max ammo bonus" 1.5 "fire rate bonus HIDDEN" 0.45 "projectile spread angle penalty" 4 "projectile speed increased" 1.5 "grenade explode on impact" 1 "Reload time increased HIDDEN" 6 "damage penalty" 0.75 "self dmg push force decreased" 0.3 "reload full clip at once" 1 "sticky air burst mode" 0 "dmg bonus vs buildings" 1 "custom weapon fire sound" "=75|weapons/china_lake_shoot.wav" "custom item model" "models\weapons\c_models\c_howitzer\c_lochnload.mdl" "special item description" "Rapidly launches low damage grenades with a smaller explosion radius that explode on impact." } CustomWeapon { Name "The Testing Gun" OriginalItemName "The Loch-n-Load" "clip size bonus" 10 "hidden primary max ammo bonus" 100 "fire rate bonus HIDDEN" 0.2 "projectile speed increased" 1.5 "grenade explode on impact" 1 "hidden maxhealth non buffed" 2000 "damage penalty" 1 "self dmg push force decreased" 0.3 "reload full clip at once" 1 "sticky air burst mode" 0 "dmg bonus vs buildings" 1 } // Medic CustomWeapon { Name "The Spit Fire" OriginalItemName TF_WEAPON_SYRINGEGUN_MEDIC "override projectile type" 2 "damage bonus HIDDEN" 2.5 "mult projectile scale" 0.3 "projectile speed increased" 14 "Projectile spread angle penalty" 4 "Reload time increased HIDDEN" 2 "fire rate bonus HIDDEN" 0.75 "health on radius damage" 10 // 10 hp on hit "blast radius decreased" 0.5 "self dmg push force decreased" 0.3 "rocket specialist" 1 "minicrits become crits" 1 //"stun on damage" 60 // this does nothing idk why "custom item model" "models\weapons\c_models\c_mp40\c_mp40.mdl" "custom weapon fire sound" Weapon_SMG.Single "mod max primary clip override" 5 "hidden primary max ammo bonus" 0.5 "bleeding duration" 4 "custom projectile model" "models\weapons\w_models\w_rocket_airstrike\w_rocket_airstrike.mdl" "special item description" "A weapon that fires a rapid burst of explosive rounds is the perfect thing to give to a medic!" } ExtraLoadoutItems { Scout { Primary "The Steel Slugger" } Soldier { Primary "The Scatter Blast" } Demoman { Primary "The Burst of Brimstone" Primary "The Testing Gun" } Medic { Primary "The Spit Fire" } Engineer { Primary "The Raging Spark" } } DisallowUpgrade { Name "The Scatter Blast" Upgrade "fire rate bonus" MaxLevel 0 } DisallowUpgrade { Name "The Scatter Blast" Upgrade "clip size bonus" MaxLevel 0 } DisallowUpgrade { Name "The Spit Fire" Upgrade "fire rate bonus" MaxLevel 0 } DisallowUpgrade { Name "The Raging Spark" Upgrade "fire rate bonus" MaxLevel 0 } DisallowUpgrade { Name "The Spit Fire" Upgrade "mad milk syringes" MaxLevel 0 } ExtendedUpgrades { TankBuster // heavy { Name "Anti-Tank Rounds" Description "Minigun damage to Tanks is increased by 25% per point." AllowPlayerClass HeavyWeapons AllowedWeapons { Slot "Primary" } Cost 400 Attribute "mult dmg vs tanks" Increment 0.25 Cap 1.5 } ArrowMastery // Huntsman { Name "Arrow Mastery" Description "Adds 2 additional arrows for each shot with bonus bleed damage (Don't buy projectile penetration with this upgrade. It won't work)" AllowPlayerClass Sniper AllowedWeapons { ItemName "The Huntsman" ItemName "The Festive Huntsman" ItemName "The Fortified Compound" } Cost 500 Attribute "arrow mastery" Increment 1 Cap 2 SecondaryAttributes { "projectile penetration" 1 "projectile penetration" -1 "mult bleeding dmg" 0.5 } } ShieldDamage // Medic { Name "Shield-Bash Module" Description "Increase shield damage by +50%, but reduces uber duration" AllowPlayerClass Medic AllowedWeapons { ItemName "The Quick-Fix" ItemName "TF_WEAPON_MEDIGUN" ItemName "The Kritzkrieg" ItemName "The Vaccinator" } Cost 300 Attribute "dmg penalty vs players" SecondaryAttributes { "uber duration bonus" -2 "mult dmg vs tanks" 1.3 } Increment 0.5 Cap 2 } ConstructionMastery // Engineer { Name "Construction Mastery" Description "Increases upgrade speed and construction speed by 50%" Attribute "upgrade rate decrease" SecondaryAttributes { "Construction rate increased" 0.5 } Cap 2 Increment 0.5 Cost 400 AllowPlayerClass Engineer AllowedWeapons { Slot "Melee" } } FireMastery // Pyro { Name "Fire Mastery" Description "Increases flame thrower range" Attribute "flame_speed" SecondaryAttributes { "flame_gravity" 1 "flame_drag" 0.1 } Cap 5200 Increment 1400 Cost 200 AllowPlayerClass Pyro AllowedWeapons { ItemName "TF_WEAPON_FLAMETHROWER" ItemName "The Degreaser" ItemName "The Back Burner" ItemName "The Phlogistinator" } } MeleeRange // Demoknight { Name "Sword Mastery" Description "Grants cleave attack and more range for melee" AllowPlayerClass Demoman AllowedWeapons { ItemName "The Eyelander" ItemName "The Scotsman's Skullcutter" ItemName "The Persian Persuader" ItemName "The Half-Zatoichi" ItemName "Nessie's Nine Iron" ItemName "Horseless Headless Horsemann's Headtaker" ItemName "The Claidheamh Mòr" } Cost 350 Attribute "melee cleave attack" SecondaryAttributes { "melee range multiplier" 1 } Increment 1 Cap 1 } } ExtraTankPath // Blimp spawn { Name "tank_path_blimp" Node "-2090 -4535 1" Node "-1800 -4535 350" Node "-1090 -4535 600" Node "-650 -4400 600" Node "-535 -4240 600" Node "-535 -3750 600" Node "-400 -3555 600" Node "815 -3555 600" Node "1125 -3250 600" Node "1125 -2430 600" Node "885 -2220 600" Node "885 -530 700" Node "570 -345 700" Node "-216 -345 750" Node "-1655 -345 750" //Hatch } PointTemplates { powerup_logic_critbuff_recipient // crit banner (reciver) { OnParentKilledOutput { Target "item_powerup_rune" Action Kill } OnSpawnOutput { Target "parentoutput_target" Action SetParent Param "!activator" } info_target { "targetname" "parentoutput_target" "$OnUser5" "recipient_counter,Add,1,0,-1" "$OnUser6" "recipient_counter,Subtract,1,0,-1" } math_counter { "targetname" "recipient_counter" "max" "9999" "outvalue" "countcompare,setvaluecompare,,0,-1" } logic_compare { "targetname" "countcompare" "onequalto" "!parent,$removecond,40,0,-1" "ongreaterthan" "!parent,$addcond,40,0,-1" } } crit_radius // crit banner (carrier) { KeepAlive 1 OnParentKilledOutput { Target "crit_radius_brush" Action Disable } OnParentKilledOutput { Target "crit_radius_brush" Action Kill Delay 0.2 } OnSpawnOutput { Target "crit_radius_brush" Action Enable Delay 0.2 } trigger_multiple { "targetname" "crit_radius_brush" "filtername" "filter_bluteam" "spawnflags" "1" "StartDisabled" "1" "mins" "-225 -225 -450" "maxs" "225 225 450" "origin" "100 0 0" "onstarttouch" "@c@!activator,$fireuser5,,0,-1" "onendtouch" "@c@!activator,$fireuser6,,0,-1" } } rocketblimp { NoFixup 1 OnSpawnOutput { Target rocketthing_init_relay Action Trigger Delay 0.1 } logic_relay { "TargetName" "rocketthing_init_relay" "OnTrigger" "rockettimer,Enable,,12,-1" // start shooting after 12 sec } prop_dynamic // model { "targetname" "rockettank_model" "model" "models/props_frontline/tank_turret.mdl" "skin" "2" "solid" "0" "spawnflags" "0" "origin" "46 -66 28" "angles" "45 0 -90" } prop_dynamic // model #2 { "targetname" "rockettank_model" "model" "models/props_frontline/tank_turret.mdl" "skin" "2" "solid" "0" "spawnflags" "0" "origin" "46 66 28" "angles" "45 0 90" } ambient_generic // crit sound { "targetname" "crit_rocketsound" "health" "10" "message" "mvm/giant_soldier/giant_soldier_rocket_shoot_crit.wav" "pitch" "100" "pitchstart" "100" "radius" "5000" "spawnflags" "48" "origin" "64 0 224" } ambient_generic { "targetname" "crit_rocketsound" "health" "10" "message" "mvm/giant_soldier/giant_soldier_rocket_shoot_crit.wav" "pitch" "100" "pitchstart" "100" "radius" "5000" "spawnflags" "48" "origin" "64 0 224" } tf_point_weapon_mimic // big rocket { "targetname" "rocketshoot" "origin" "136 57 -62" "angles" "45 0 0" "damage" "500" "modelscale" "12" "speedmax" "200" "speedmin" "200" "splashradius" "800" "teamnum" "3" "crits" "1" } tf_point_weapon_mimic { "targetname" "rocketshoot" "origin" "136 -57 -62" "angles" "45 0 0" "damage" "500" "modelscale" "12" "speedmax" "200" "speedmin" "200" "splashradius" "800" "teamnum" "3" "crits" "1" } logic_timer // single fire { "startdisabled" "1" "targetname" "rockettimer" "refiretime" "6" // shoot every 6 seconds "OnTimer" "rocketshoot,fireonce,,0,-1" "OnTimer" "crit_rocketsound,playsound,,0,-1" } } colortank // orange tank { OnSpawnOutput { Target "!activator" Action "color" Param "225 100 0" } } StickyBlimp { OnParentKilledOutput // Clean up stickies { Target tf_projectile_pipe Action Kill Delay 0.05 } logic_relay { "targetname" "stickytank_shooter_relay" "OnTrigger" "stickytank_mimic,FireOnce,,0,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0,-1" "OnTrigger" "stickytank_mimic,FireOnce,,0.1,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.1,-1" "OnTrigger" "stickytank_mimic,FireOnce,,0.2,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.2,-1" "OnTrigger" "stickytank_mimic,FireOnce,,0.3,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.3,-1" "OnTrigger" "stickytank_mimic,FireOnce,,0.4,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.4,-1" "OnTrigger" "stickytank_mimic,FireMultiple,4,0.5,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.5,-1" "OnTrigger" "stickytank_mimic,FireOnce,,0.6,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.6,-1" "OnTrigger" "stickytank_mimic,FireOnce,,0.7,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.7,-1" "OnTrigger" "stickytank_mimic,FireOnce,,0.8,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.8,-1" "OnTrigger" "stickytank_mimic,FireOnce,,0.9,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,0.9,-1" "OnTrigger" "stickytank_mimic,FireMultiple,4,1,-1" "OnTrigger" "stickytank_shoot_sound,PlaySound,,1,-1" "OnTrigger" "stickytank_mimic_crit,FireOnce,,1.5,-1" "OnTrigger" "stickytank_shoot_sound_crit,PlaySound,,1.5,-1" "OnTrigger" "stickytank_mimic_crit,FireMultiple,2,2,-1" "OnTrigger" "stickytank_shoot_sound_crit,PlaySound,,2,-1" "OnTrigger" "!self,EnableRefire,,2,-1" "OnTrigger" "stickytank_mimic_crit,FireMultiple,3,2.5,-1" "OnTrigger" "stickytank_shoot_sound_crit,PlaySound,,2.5,-1" "OnTrigger" "stickytank_mimic_crit,FireMultiple,3,3,-1" "OnTrigger" "stickytank_shoot_sound_crit,PlaySound,,3,-1" "OnTrigger" "stickytank_mimic_crit,FireMultiple,3,3.5,-1" "OnTrigger" "stickytank_shoot_sound_crit,PlaySound,,3.5,-1" "OnTrigger" "stickytank_mimic_crit,FireMultiple,3,4,-1" "OnTrigger" "stickytank_shoot_sound_crit,PlaySound,,4,-1" "OnTrigger" "stickytank_mimic_crit,FireMultiple,3,4.5,-1" "OnTrigger" "stickytank_shoot_sound_crit,PlaySound,,4.5,-1" "OnTrigger" "stickytank_mimic,DetonateStickies,,7,-1" "OnTrigger" "stickytank_mimic_crit,DetonateStickies,,7,-1" } logic_timer { "targetname" "stickytank_timer" "spawnflags" "0" "UpperRandomBound" "10" "LowerRandomBound" "8" "UseRandomTime" "1" "OnTimer" "stickytank_shooter_relay,Trigger,,0,-1" } prop_dynamic //model { "targetname" "stickytank_model" "ModelScale" "1" "model" "models/props_frontline/tank_turret.mdl" "skin" "2" "solid" "0" "spawnflags" "0" "origin" "46 -56 28" "angles" "64 0 -90" } prop_dynamic // mode#2 { "targetname" "stickytank_model" "ModelScale" "1" "model" "models/props_frontline/tank_turret.mdl" "skin" "2" "solid" "0" "spawnflags" "0" "origin" "42 56 28" "angles" "65 0 90" } tf_point_weapon_mimic { "targetname" "stickytank_mimic" "WeaponType" "3" "TeamNum" "3" "ModelScale" "1" "SpeedMax" "525" "SpeedMin" "525" "Crits" "0" "Damage" "65" "SpreadAngle" "25" "SplashRadius" "200" "FireSound" "weapons/stickybomblauncher_shoot_crit.wav" "origin" "90 -60 -60" "angles" "65 359 180" } tf_point_weapon_mimic { "targetname" "stickytank_mimic_crit" "WeaponType" "3" "TeamNum" "3" "ModelScale" "1" "SpeedMax" "525" "SpeedMin" "525" "Crits" "1" "Damage" "35" "SpreadAngle" "25" "SplashRadius" "200" "FireSound" "weapons/stickybomblauncher_shoot_crit.wav" "origin" "90 -60 -60" "angles" "65 359 180" } tf_point_weapon_mimic { "targetname" "stickytank_mimic" "WeaponType" "3" "TeamNum" "3" "ModelScale" "1" "SpeedMax" "525" "SpeedMin" "525" "Crits" "0" "Damage" "65" "SpreadAngle" "25" "SplashRadius" "200" "FireSound" "weapons/stickybomblauncher_shoot_crit.wav" "origin" "85 60 -60" "angles" "64 359 0" } tf_point_weapon_mimic { "targetname" "stickytank_mimic_crit" "WeaponType" "3" "TeamNum" "3" "ModelScale" "1" "SpeedMax" "525" "SpeedMin" "525" "Crits" "1" "Damage" "35" "SpreadAngle" "25" "SplashRadius" "200" "FireSound" "weapons/stickybomblauncher_shoot_crit.wav" "origin" "85 60 -60" "angles" "64 359 0" } ambient_generic { "targetname" "stickytank_shoot_sound" "health" "10" "message" "weapons/stickybomblauncher_shoot.wav" "pitch" "100" "pitchstart" "100" "radius" "5000" "spawnflags" "48" "origin" "64 0 224" } ambient_generic { "targetname" "stickytank_shoot_sound_crit" "health" "10" "message" "weapons/stickybomblauncher_shoot_crit.wav" "pitch" "100" "pitchstart" "100" "radius" "5000" "spawnflags" "48" "origin" "64 0 224" } } } Templates { T_TFBot_Downpour_Soldier_Giant_Homing_Boss { Class Soldier Name "SuperUnit: [ROCKET RAIN]" Skill Expert Health 40000 Scale 2 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ClassIcon soldier_barrage_homing_hyper Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Teufort Knight" Item "Batter's Bracers" HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 TurnPower 35 MaxAimError 45 RocketSpeed 0.5 } RocketCustomParticle eyeboss_projectile ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage penalty" 0.6 "fire rate penalty" 0.1 "projectile spread angle penalty" 50 "clip size upgrade atomic" 50 "faster reload rate" 0.05 "crit mod disabled" 0 } CharacterAttributes { "rage giving scale" 0.2 "move speed bonus" 0.5 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "health regen" 100 } } T_TFBot_Downpour_Soldier_Laser_Boss { Class Soldier Skill Expert Health 50000 Name "SuperUnit:[FAILED EXPERIMENT]" Item "The B.A.S.E. Jumper" Item "The Cow Mangler 5000" Item "Idiot Box" Item "Steel Pipes" Item "Zombie Soldier" DamageAppliesCond { Name TF_COND_SWIMMING_NO_EFFECTS Duration 3 } ClassIcon soldier_mangler_spammer_hyper_giant Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AutoJump Attributes "AlwaysCrit" AutoJumpMin 6 AutoJumpMax 9 Scale 2 CharacterAttributes { "move speed bonus" 0.5 "increased jump height" 9 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "override footstep sound set" 7 "boots falling stomp" 1 "rage giving scale" 0.1 "dmg taken increased" 0.01 // failsafe incase parachute doesn't deploy "dmg from melee increased" 100 "dmg from ranged reduced" 100 "health regen" 150 } ItemAttributes { ItemName "The Cow Mangler 5000" "clip size bonus" 16 "fire rate penalty" 0.01 "faster reload rate" 0.25 "damage bonus" 1.5 "projectile spread angle penalty" 6 "blast radius decreased" 0.5 "set damagetype ignite" 1 "Projectile speed increased" 2 "apply z velocity on damage" 200 "damage causes airblast" 1 "mult afterburn delay" 0.6 } } } Mission { Objective DestroySentries InitialCooldown 5 Where spawnbot_mission_sentry_buster BeginAtWave 1 RunForThisManyWaves 5 DesiredCount 1 CooldownTime 35 TFBot { Template T_TFBot_Downpour_SentryBuster } } Mission // wave 5 enginers { Objective Engineer Where spawnbot BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 35 CooldownTime 50 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter Health 350 } } Mission { Objective Sniper InitialCooldown 35 Where spawnbot_mission_sniper BeginAtWave 1 RunForThisManyWaves 4 CooldownTime 35 DesiredCount 2 TFBot { Template T_TFBot_Downpour_Sniper Skill Normal } } Mission // wave 5 snipers { Objective Sniper InitialCooldown 55 Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 2 TFBot { Template T_TFBot_Downpour_Sniper_Sleeper Scale 1.4 Health 500 Skill Normal } } Mission { Objective Spy InitialCooldown 40 Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 3 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Downpour_Spy } } Wave // wave 1 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{Yellow} Greatings Mercenaries." Line "{FFFFFF} We have provided new weapons to help you defeat these robots." Line "{FFFFFF} Some clases also have their own unique mastery upgrade now." Line "{FFFFFF} The list is provided below:" Line "{Red} -Construction Mastery for Engineer" Line "{Red} -Sword Mastery for Demokight" Line "{Red} -Anti-Tank Rounds for Heavy" Line "{Red} -Fire Mastery for Pyro" Line "{Red} -Arrow Mastery for Huntsman" Line "{Red} -Shield-Bash Module for Medic" Line "{FFFFFF} And 5 different custom weapons for {Red}Scout, Soldier, Demo, Engineer, and Medic." Line "{FFFFFF} Good luck!" } WaveSpawn { Name "W1_A" Where spawnbot TotalCount 24 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Downpour_Heavy Skill Easy } } WaveSpawn { Where spawnbot_right TotalCount 30 MaxActive 8 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Class Demoman Name "Flaming Demoknight" ClassIcon demoknight_fire Skill Normal Health 175 WeaponRestrictions MeleeOnly Item "The Chargin' Targe" Item "The Eyelander" Item "The Warsworn Helmet" ItemAttributes { ItemName "The Warsworn Helmet" "attach particle effect" 13 } ItemAttributes { ItemName "The Chargin' Targe" "Attack not cancel charge" 1 } ItemAttributes { ItemName "The Eyelander" "Set DamageType Ignite" 1 "damage penalty" 0.8 //"attach particle effect" 3042 } } } WaveSpawn // giant melee sniper { Name "W1_A2" Where spawnbot TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 150 TFBot { Class Sniper Name "Giant Meat Grinder" ClassIcon sniper_kukri_giant Skill Expert Scale 1.8 Action Mobber Health 3000 Item "The Shahanshah" WeaponRestrictions MeleeOnly Attributes AlwaysFireWeapon Attributes MiniBoss ItemAttributes { ItemName "The Shahanshah" "damage penalty" 0.7 "melee attack rate bonus" 0.35 "melee range multiplier" 1.5 } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 } } } WaveSpawn { Name "W1_B2" WaitForAllDead "W1_A" Where spawnbot TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 25 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn { Name "W1_B" WaitForAllDead "W1_A" Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 172 Squad { TFBot { Class Pyro Name "Giant Flare Pyro" ClassIcon pyro_flare_giant Skill Hard Health 3300 WeaponRestrictions SecondaryOnly Attributes MiniBoss Item "The Flare Gun" Item "Old Guadalajara" ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.4 "damage penalty" 0.6 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } TFBot { Template T_TFBot_Downpour_Soldier_Conch } TFBot { Template T_TFBot_Downpour_Soldier_Conch } TFBot { Template T_TFBot_Downpour_Soldier_Conch } TFBot { Template T_TFBot_Downpour_Soldier_Conch } TFBot { Template T_TFBot_Downpour_Soldier_Conch } } } WaveSpawn // Tank { WaitForAllSpawned "W1_B" TotalCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 250 Tank { Health 10000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // active after tank { Name "W1_Sup1" WaitForAllSpawned "W1_B" Where spawnbot_invasion MaxActive 10 TotalCount 14 SpawnCount 2 WaitBetweenSpawns 5 WaitBeforeStarting 0 TotalCurrency 28 Support 1 TFBot { Class Soldier Name "Bison Soldier" ClassIcon soldier_bison Skill Normal Health 200 WeaponRestrictions SecondaryOnly Item "The Righteous Bison" Item "The Virtual Viewfinder" ItemAttributes { ItemName "The Righteous Bison" "faster reload rate" -0.8 "Projectile speed decreased" 0.7 } } } } Wave // wave 2 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "W2_A1" Where spawnbot TotalCount 36 MaxActive 12 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 6 TotalCurrency 150 TFBot { Template T_TFBot_Downpour_Soldier_Pickaxe Health 200 } } WaveSpawn // shortstop scouts 12 { Name "W2_A2" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 8 TotalCurrency 120 TFBot { Template T_TFBot_Downpour_Scout_Shortstop Health 600 ClassIcon scout_shortstop } } WaveSpawn // giant pyro { Name "W2_A3" Where spawnbot TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 13 TotalCurrency 200 TFBot { Name "Giant Frost Storm Pyro" Class Pyro ClassIcon pyro_freeze_giant Health 3300 Skill Expert Scale 1.8 WeaponRestrictions PrimaryOnly Item "The Degreaser" Item "The Hazmat Headcase" Attributes MiniBoss Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Degreaser" "slow enemy on hit major" 5 "damage penalty" 0.75 "attach particle effect" 703 "flame_gravity" 1 "flame_drag" 0.1 "flame_up_speed" -100 "flame_speed" 800 "flame_spread_degree" 25 "set turn to ice" 1 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 2 } } } WaveSpawn // giant backup solider and flare pyros { Name "W2_B1" WaitForAllDead "W2_A2" Where spawnbot TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Downpour_Soldier_Giant_Backup } TFBot { Template T_TFBot_Downpour_Pyro_ScorchShot Name "Super Flare Pyro" Health 450 Scale 1.4 Attributes "AlwaysCrit" } TFBot { Template T_TFBot_Downpour_Pyro_ScorchShot Name "Super Flare Pyro" Health 450 Scale 1.4 Attributes "AlwaysCrit" } TFBot { Template T_TFBot_Downpour_Pyro_ScorchShot Name "Super Flare Pyro" Health 450 Scale 1.4 Attributes "AlwaysCrit" } } } WaveSpawn // Shotgun giant heavy and uber meds { Name "W2_BC1" WaitForAllDead "W2_A2" Where spawnbot TotalCount 6 SpawnCount 3 MaxActive 6 WaitBetweenSpawns 20 WaitBeforeStarting 18 TotalCurrency 220 Squad { TFBot { Template T_TFBot_Downpour_Heavy_Giant_Shotgun } TFBot { Template T_TFBot_Downpour_Medic_Uber } TFBot { Template T_TFBot_Downpour_Medic_Uber } } } WaveSpawn // gaspasser support { Name "W2_Sup2" WaitForAllDead "W2_A3" Where spawnbot_invasion SpawnCount 3 TotalCount 30 MaxActive 9 WaitBetweenSpawns 9 WaitBeforeStarting 25 TotalCurrency 110 Support 1 TFBot { Template T_TFBot_Downpour_Pyro_GasPasser ClassIcon pyro_gascann } } } Wave // wave 3 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // fist of steal or shotgun heavy { Name "W3_A1" Where spawnbot TotalCount 24 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 6 WaitBeforeStarting 3 TotalCurrency 168 RandomChoice { TFBot { Template T_TFBot_Downpour_Heavy_SteelFist } TFBot { Skill Normal WeaponRestrictions SecondaryOnly Template T_TFBot_Downpour_Heavy_Shotgun Attributes "AlwaysCrit" Scale 1.6 Health 1000 ClassIcon heavy_shotgun_armored ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOTGUN" "fire rate penalty" 2 } } } } WaveSpawn // demo 40 { Name "W3_A2" Where spawnbot TotalCount 40 MaxActive 12 SpawnCount 3 WaitBetweenSpawns 5 WaitBeforeStarting 3 TotalCurrency 120 TFBot { Template T_TFBot_Downpour_Demoman_BurstFire Skill Hard } } WaveSpawn { Name "W3_tank" TotalCount 1 WaitBeforeStarting 22 TotalCurrency 300 Tank { Health 16000 Speed 75 Model "models/bots/boss_bot/boss_tank_color.mdl" SpawnTemplate "colortank" Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // scout support { Name "W3_Sup" WaitForAllDead "W3_A2" Where spawnbot_invasion MaxActive 9 TotalCount 16 SpawnCount 3 WaitBeforeStarting 14 WaitBetweenSpawns 8 TotalCurrency 32 Support 1 TFBot { Template T_TFBot_Downpour_Scout_Bonk } } WaveSpawn // mini giants skullcutter demos { Name "W3_Sup2" WaitForAllDead "W3_A2" Where spawnbot_invasion MaxActive 3 TotalCount 8 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 8 TotalCurrency 32 Support 1 TFBot { Template T_TFBot_Downpour_Demoman_Skullcutter ClassIcon demoknight_skullcutter_armored } } WaveSpawn // giant medic combos 28 sec apart { Name "W3_C1" WaitForAllDead "W3_A2" Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 1 TotalCurrency 66 Squad { TFBot { Template T_TFBot_Downpour_Soldier_Giant_Barrage } TFBot { Template T_TFBot_Downpour_Medic_Giant_Kritzkrieg } } } WaveSpawn { Name "W3_C2" WaitForAllSpawned "W3_C1" Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 25 WaitBetweenSpawns 1 TotalCurrency 66 Squad { TFBot { Template T_TFBot_Downpour_Demoman_Giant_RapidFire } TFBot { Template T_TFBot_Downpour_Medic_Giant_Kritzkrieg } } } WaveSpawn { Name "W3_C3" WaitForAllSpawned "W3_C2" Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 25 WaitBetweenSpawns 1 TotalCurrency 116 Squad { TFBot { Template T_TFBot_Downpour_Heavy_Giant_Heater } TFBot { Template T_TFBot_Downpour_Medic_Giant_Kritzkrieg } } } } Wave // wave 4 boss wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{Red} !!!WARNING MERCENARIES!!!" Line "{Yellow} The radars have picked up a huge storm approaching your area" Line "{Yellow} A type of storm that was never seen before" Line "{Yellow} Something tremendous" Line "{Yellow} Something colossal" Line "{Red} SOMETHING FURIOUS" } WaveSpawn { Name "W4_blimp" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 TotalCurrency 110 Tank //blimp { Health 25000 // Nerfed (again) Name "stickyblimp" ClassIcon blimp2_sticky_lite Speed 75 IsCrit 1 DisableSmokestack 1 Classicon blimp2_lite Scale 1.6 Skin 1 MaxTurnRate 25 Model "models/bots/boss_bot/boss_blimp.mdl" Gravity 0 RotatePitch 0 DisableTracks 1 DisableChildModels 1 ReplaceModelCollisions 1 EngineLoopSound "npc\combine_gunship\dropship_engine_distant_loop1.wav" PingSound "npc\combine_gunship\ping_search.wav" SpawnTemplate "StickyBlimp" StartingPathTrackNode "tank_path_blimp_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // boss { Name "W4_boss" WaitForAllDead "W4_blimp" Where spawnbot_left TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 TotalCurrency 6466 DoneWarningSound "vo/mvm/mght/soldier_mvm_m_autodejectedtie01.mp3" FirstSpawnOutput { Target downpour_start_relay Action Trigger } TFBot { Template T_TFBot_Downpour_Soldier_Giant_Homing_Boss Alwaysglow 1 } } WaveSpawn // body guards { Name "W4_A1" Where spawnbot TotalCount 1 SpawnCount 1 MaxActive 1 WaitBetweenSpawns 1 WaitBeforeStarting 3 TotalCurrency 30 TFBot { Template T_TFBot_Downpour_Soldier_Giant_Buff Name "Buff Titan" Skill Expert ClassIcon soldier_buff_lite Health 10000 Scale 2 Attributes MiniBoss Attributes UseBossHealthBar CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate penalty" 0.5 "faster reload rate" 0.7 } } } WaveSpawn // body guards { Name "W4_A2" Where spawnbot TotalCount 1 SpawnCount 1 MaxActive 1 WaitBetweenSpawns 1 WaitBeforeStarting 4 TotalCurrency 30 TFBot { Template T_TFBot_Downpour_Soldier_Giant_Backup Name "Backup Titan" Skill Expert Health 10000 ClassIcon soldier_backup_lite Scale 2 Attributes MiniBoss Attributes UseBossHealthBar CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate penalty" 0.5 "faster reload rate" 0.7 } } } WaveSpawn // body guards { Name "W4_A3" Where spawnbot TotalCount 1 SpawnCount 1 MaxActive 1 WaitBetweenSpawns 1 WaitBeforeStarting 5 TotalCurrency 30 TFBot { Template T_TFBot_Downpour_Soldier_Giant_Conch Name "Conch Titan" Skill Expert Health 10000 ClassIcon soldier_conch_lite Scale 2 Attributes MiniBoss Attributes UseBossHealthBar CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate penalty" 0.5 "faster reload rate" 0.7 } } } } Wave // wave 5 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{Red}!!! IT HAS ARRIVED !!!" } WaveSpawn // music { FirstSpawnWarningSound "lilslugger_music2.mp3" WaitBeforeStarting 10 } WaveSpawn { FirstSpawnWarningSound "lilslugger_music1.mp3" WaitBeforeStarting 197 } WaveSpawn // second time so it's louder { FirstSpawnWarningSound "lilslugger_music2.mp3" WaitBeforeStarting 10 } WaveSpawn { FirstSpawnWarningSound "lilslugger_music1.mp3" WaitBeforeStarting 197 } WaveSpawn // giant hyper pyros { Name "W5_A2" TotalCurrency 50 TotalCount 16 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 45 Where spawnbot_right StartWaveOutput { Target downpour_start_relay // starts the storm Action Trigger } TFBot { Name "Giant Frost Storm Scout" Class Scout ClassIcon pyro_fast_giant Health 1600 Skill Expert Attributes MiniBoss WeaponRestrictions PrimaryOnly Item "The Degreaser" Item "The Airdog" Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Degreaser" "slow enemy on hit major" 5 "attach particle effect" 703 "flame_gravity" 1 "flame_drag" 0.1 "flame_up_speed" -100 "flame_speed" 600 "flame_spread_degree" 25 "set turn to ice" 1 } CharacterAttributes { "damage force reduction" 0.2 "move speed bonus" 1.2 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 5 } } } WaveSpawn //soliders { Name "W5_B1" WaitForAllDead "W5_A1" TotalCurrency 80 TotalCount 40 MaxActive 8 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 6 Where spawnbot Where spawnbot_right TFBot { Template T_TFBot_Downpour_Soldier_DirectHit_Spammer Attributes "AlwaysCrit" Skill Expert } } WaveSpawn // giant demo meds { Name "W5_B3" WaitForAllDead "W5_A1" TotalCurrency 50 TotalCount 6 MaxActive 2 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 18 Where spawnbot_left Squad { TFBot { Template T_TFBot_Downpour_Demoman_Giant_Nuke ItemAttributes { ItemName "The Loose Cannon" "damage causes airblast" 1 } } TFBot { Template T_TFBot_Downpour_Medic_Giant_Regen } } } WaveSpawn // crit barrage giant solider { Name "W5_A1" TotalCurrency 100 TotalCount 10 MaxActive 10 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 5 Where spawnbot TFBot { Template T_TFBot_Downpour_Soldier_Giant_Barrage Attributes "AlwaysCrit" } } WaveSpawn // giant heavy meds { Name "W5_D1" WaitForAllDead "W5_C1" TotalCurrency 10 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Template T_TFBot_Downpour_Heavy_Giant_Booster } TFBot { Template T_TFBot_Downpour_Medic_Giant_Regen } } } WaveSpawn //scout support { Name "W5_sup1" TotalCurrency 160 TotalCount 20 MaxActive 4 SpawnCount 2 WaitBeforeStarting 150 WaitBetweenSpawns 12 Where spawnbot_invasion TFBot { Class Scout Name "Armored Capper Scout" Skill Easy Action Mobber WeaponRestrictions SecondaryOnly Attributes "AlwaysCrit" Item "The C.A.P.P.E.R" Item "The Bolt Boy" Scale 1.5 ClassIcon scout_capper_armored Health 600 } } WaveSpawn //Shotgun heavy support { Name "W5_sup2" WaitForAllDead "W5_sup1" TotalCurrency 0 MaxActive 2 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 15 Support 1 Where spawnbot_invasion TFBot { Class Heavy Name "Armored Shotgun Heavy" Skill Normal Action Mobber WeaponRestrictions SecondaryOnly Attributes "AlwaysCrit" Item "Copper's Hard Top" Scale 1.5 Health 900 ClassIcon heavy_shotgun_armored } } WaveSpawn // giant pyro squad { Name "W5_C1" WaitForAllSpawned "W5_B3" TotalCurrency 400 TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Downpour_Pyro_Giant_Fury Health 3500 Attributes "AlwaysCrit" } TFBot { Template T_TFBot_Downpour_Soldier_Backup Scale 1.5 Health 1000 ClassIcon soldier_banner_trio_armored ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate penalty" 0.8 "faster reload rate" 0.75 } } TFBot { Template T_TFBot_Downpour_Soldier_Buff Scale 1.5 Health 1000 ClassIcon soldier_banner_trio_armored ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate penalty" 0.8 "faster reload rate" 0.75 } } TFBot { Template T_TFBot_Downpour_Soldier_Conch Scale 1.5 Health 1000 ClassIcon soldier_banner_trio_armored ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate penalty" 0.8 "faster reload rate" 0.75 } } } } //WaveSpawn // heavies //{ // Name "W5_C3" // WaitForAllDead "W5_C1" // TotalCurrency 50 // TotalCount 24 // MaxActive 9 // SpawnCount 3 // WaitBeforeStarting 10 // WaitBetweenSpawns 8 // Where spawnbot_invasion // TFBot // { // Template T_TFBot_Downpour_Heavy // Skill Expert // } //} WaveSpawn //pyro and medic { Name "W1_C2" WaitForAllSpawned "W5_B1" Where spawnbot TotalCount 40 MaxActive 10 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 4 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Downpour_Pyro_Fury } TFBot { WeaponRestrictions SecondaryOnly Template T_TFBot_Downpour_Medic_QuickFix Name "Big-Heal Medic" ClassIcon uber_quickfix_medic_nys ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.1 "heal rate bonus" 200 } } } } WaveSpawn { WaitForAllDead "W5_C1" Name "Tank1" TotalCurrency 100 TotalCount 1 WaitBeforeStarting 9 WaitBetweenSpawns 1 Tank { Health 45000 Name Tank Speed 70 Skin 1 StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "Tank2" WaitForAllDead "W5_C1" TotalCurrency 400 TotalCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 1 Tank { Health 20000 Name Tank Speed 100 Skin 1 StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // bison soliders mini giant { WaitForAllDead "W5_D1" Name "W5_E1" TotalCurrency 400 TotalCount 20 MaxActive 8 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 6 Where spawnbot TFBot { Class Soldier ClassIcon soldier_bison_fire Skill Expert Health 900 Scale 1.5 Item "The Righteous Bison" Item "Tyrantium Helmet" WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload SpawnTemplate "powerup_logic_critbuff_recipient" ItemAttributes { ItemName "The Righteous Bison" "set item tint rgb" 14573087 "projectile spread angle penalty" 5 "fire rate bonus" 0.5 "damage bonus" 1.5 "reload time decreased" 0.5 "set damagetype ignite" 1 } ItemAttributes { ItemName "Tyrantium Helmet" "set item tint rgb" 14573087 } } } WaveSpawn { Name "W5_blimp" WaitForAllDead "W5_D1" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 TotalCurrency 110 Tank //blimp { Health 35000 Name "rocketblimp" ClassIcon blimp2_rocket_lite Speed 65 IsCrit 1 DisableSmokestack 1 Scale 1.5 Skin 1 MaxTurnRate 25 Model "models/bots/boss_bot/boss_blimp.mdl" //Gravity 0 RotatePitch 0 DisableTracks 1 DisableChildModels 1 ReplaceModelCollisions 1 DisableChildModels 1 EngineLoopSound "npc\combine_gunship\dropship_engine_distant_loop1.wav" PingSound "npc\combine_gunship\ping_search.wav" SpawnTemplate "rocketblimp" StartingPathTrackNode "tank_path_blimp_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // buff giant solider { WaitForAllDead "W5_D1" TotalCurrency 400 Name "W5_E2" TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 12 WaitBetweenSpawns 14 Where spawnbot Squad { TFBot { Class Soldier ClassIcon soldier_critbuff Name "Giant Crit Banner Soldier" Attributes AlwaysCrit Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge 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 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.4 "fire rate bonus" 0.8 } StripItemSlot 2 Item "The Gunboats" SpawnTemplate "crit_radius" SpawnTemplate "powerup_logic_critbuff_recipient" CustomWeaponModel { Slot 1 Model "models/weapons/c_models/c_critbanner/c_critbanner.mdl" } NoIdleSound 1 } TFBot { Class Soldier ClassIcon soldier_bison_fire Skill Expert Health 1000 Scale 1.5 Item "The Righteous Bison" Item "Tyrantium Helmet" WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload SpawnTemplate "powerup_logic_critbuff_recipient" ItemAttributes { ItemName "The Righteous Bison" "set item tint rgb" 14573087 "projectile spread angle penalty" 5 "fire rate bonus" 0.4 "damage bonus" 1.5 "reload time decreased" 0.4 "set damagetype ignite" 1 } ItemAttributes { ItemName "Tyrantium Helmet" "set item tint rgb" 14573087 } } TFBot { Class Soldier ClassIcon soldier_bison_fire Skill Expert Health 1000 Scale 1.5 Item "The Righteous Bison" Item "Tyrantium Helmet" WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload SpawnTemplate "powerup_logic_critbuff_recipient" ItemAttributes { ItemName "The Righteous Bison" "set item tint rgb" 14573087 "projectile spread angle penalty" 5 "fire rate bonus" 0.4 "damage bonus" 1.5 "reload time decreased" 0.4 "set damagetype ignite" 1 } ItemAttributes { ItemName "Tyrantium Helmet" "set item tint rgb" 14573087 } } TFBot { Class Soldier ClassIcon soldier_bison_fire Skill Expert Health 1000 Scale 1.5 Item "The Righteous Bison" Item "Tyrantium Helmet" WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload SpawnTemplate "powerup_logic_critbuff_recipient" ItemAttributes { ItemName "The Righteous Bison" "set item tint rgb" 14573087 "projectile spread angle penalty" 5 "fire rate bonus" 0.4 "damage bonus" 1.5 "reload time decreased" 0.4 "set damagetype ignite" 1 } ItemAttributes { ItemName "Tyrantium Helmet" "set item tint rgb" 14573087 } } } } WaveSpawn // Giant sniper { TotalCurrency 300 WaitForAllSpawned "W5_E1" Name "W5_F2" TotalCount 12 MaxActive 5 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { Class Sniper Name "Armored Rapid Fire Bowman" ClassIcon sniper_bow_multi_bleed_armored Skill Expert Health 1200 Scale 1.5 WeaponRestrictions PrimaryOnly MaxVisionRange 2500 Attributes "AlwaysCrit" Item "The Huntsman" Item "Larrikin Robin" ItemAttributes { ItemName "The Huntsman" "faster reload rate" 0.4 //"damage penalty" 0.8 "bleeding duration" 5 "arrow mastery" 1 } CharacterAttributes { "move speed bonus" 0.65 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 } } } } WaveSpawn // Fist of steel { TotalCurrency 200 WaitForAllSpawned "W5_E1" Name "W5_F3" TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { Template T_TFBot_Downpour_Heavy_SteelFist Attributes "AlwaysCrit" Attributes MiniBoss Scale 2 Item "War Head" Health 7500 // supper tanky WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } TFBot { Template T_TFBot_Downpour_Medic_Uber ClassIcon uber_quickfix_medic_nys } TFBot { Template T_TFBot_Downpour_Medic_Uber ClassIcon uber_quickfix_medic_nys } TFBot { Template T_TFBot_Downpour_Medic_Uber ClassIcon uber_quickfix_medic_nys } } } WaveSpawn // boss { WaitForAllDead "W5_F3" Name "W5_BOSS" TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 Where spawnbot FirstSpawnWarningSound "soldier_sf12_zombie01.wav" TFBot { Template T_TFBot_Downpour_Soldier_Laser_Boss AlwaysGlow 1 } } } }