//mission by randomguy //bisonification by Conga Dispenser #base robot_standard.pop #base robot_giant.pop population { CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 4 StartingCurrency 1600 Advanced 1 Templates { T_TFBot_Giant_Soldier_Spammer_Buff { Class Soldier Name "Giant Rapid Fire Soldier" ClassIcon soldier_buff_spammer_giant Health 3800 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant Attributes SpawnWithFullCharge Item "the buff banner" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.0 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "Projectile speed increased" 0.65 "increase buff duration" 6942 //avg told me to "deploy time increased" 0.5 } } T_TFBot_Giant_Medic_QuickUber { Name "Giant Quick-Uber Medic" Item "The Byte'd Beak" Class Medic Skill Expert Health 4500 ClassIcon medic_uber_giant WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "heal rate bonus" 200 "ubercharge rate bonus" 5 "uber duration bonus" -3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "bot medic uber health threshold" 3500 //3000 "bot medic uber deploy delay duration" 5 } } T_TFBot_Medic_Kritz // YoovyBot_Medic_Kritzkrieg //I like to keep T_TFBot format. OG template by Yoovy. { // TFBot Class Medic Name "Kritzkrieg Medic" ClassIcon medic_kritz Attributes SpawnWithFullCharge // Attributes AlwaysCrit CharacterAttributes { "bot medic uber health threshold" 1987 } // Weapons Item "The Kritzkrieg" ItemAttributes { ItemName "The Kritzkrieg" "uber duration bonus" 3582 } // Cosmetics Item "The Combat Medic's Crusher Cap" } } Mission { Objective Spy InitialCooldown 25 Where spawnbot BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Mission { Objective Engineer Where spawnbot BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot TeleportWhere spawnbot_right TeleportWhere spawnbot_left } } Mission { Objective Engineer Where spawnbot BeginAtWave 3 RunForThisManyWaves 2 InitialCooldown 30 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot TeleportWhere spawnbot_right TeleportWhere spawnbot_left } } Mission { Objective DestroySentries Where spawnbot InitialCooldown 30 CooldownTime 30 BeginAtWave 1 RunForThisManyWaves 10 TFBot { Template T_TFBot_SentryBuster } } ClassLimit //Limits the number of specified classes { Scout 0 Pyro 0 Demoman 0 Heavyweapons 0 Engineer 0 Medic 0 Sniper 0 Spy 0 } ForceItem { Soldier { Item "The Righteous Bison" } } ItemBlacklist { ClassName "tf_weapon_rocketlauncher" ClassName "tf_weapon_rocketlauncher_airstrike" ClassName "tf_weapon_rocketlauncher_directhit" ClassName "tf_weapon_particle_cannon" ItemSlot "Melee" } ExtendedUpgrades { damagebison { Name "+20% Damage" // Name of the upgrade displayed on the menu Attribute "damage bonus" // The attribute name Cap 3 // Maximum amount of the attribute Increment 0.20 // Attribute increment value per level Cost 400 // Cost of the upgrade per level AllowPlayerClass Soldier AllowedWeapons { Slot "Secondary" } } giantbison { Name "+20% Giant Damage" // Name of the upgrade displayed on the menu Attribute "mult dmg vs giants" // The attribute name Cap 2 // Maximum amount of the attribute Increment 0.20 // Attribute increment value per level Cost 200 // Cost of the upgrade per level AllowPlayerClass Soldier AllowedWeapons { Slot "Secondary" } } shotgunbison { Name "+1 Projectile, 0.5% shot deviation" // Name of the upgrade displayed on the menu Attribute "mult projectile count" // The attribute name Cap 8 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 450 // Cost of the upgrade per level AllowPlayerClass Soldier AllowedWeapons { Slot "Secondary" } SecondaryAttributes { "projectile spread angle penalty" 0.5 } } bleedbison { Name "+5s Bleed on hit" // Name of the upgrade displayed on the menu Attribute "bleeding duration" // The attribute name Cap 15 // Maximum amount of the attribute Increment 5 // Attribute increment value per level Cost 150 // Cost of the upgrade per level AllowPlayerClass Soldier AllowedWeapons { Slot "Secondary" } } invisbison { Name "+Invisible gun" // Name of the upgrade displayed on the menu Attribute "is invisible" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 50 // Cost of the upgrade per level AllowPlayerClass Soldier AllowedWeapons { Slot "Secondary" } } riskybison { Name "+Gain 40% health on kill +100 Max health -4 Decay" // Name of the upgrade displayed on the menu Attribute "is suicide counter" // The attribute name Cap 4 // Maximum amount of the attribute Increment 4 // Attribute increment value per level Cost 250 // Cost of the upgrade per level AllowPlayerClass Soldier PlayerUpgrade 1 SecondaryAttributes { "restore health on kill" 40 "max health additive bonus" 100 } } tinybison { Name "-5% Model scale" // Name of the upgrade displayed on the menu Attribute "model scale" // The attribute name Cap 0.2 // Maximum amount of the attribute Increment -0.05 // Attribute increment value per level Cost 100 // Cost of the upgrade per level AllowPlayerClass Soldier PlayerUpgrade 1 } kartbison { Name "+4s Bumper Kart Uber on hit" // Name of the upgrade displayed on the menu Attribute "self add cond on hit duration" // The attribute name Cap 4 // Maximum amount of the attribute Increment 4 // Attribute increment value per level Cost 300 // Cost of the upgrade per level AllowPlayerClass Soldier AllowedWeapons { Slot "Secondary" } SecondaryAttributes { "self add cond on hit" 20997 "damage penalty" 3 } } } //DisallowUpgrade "health regen" //why? PlayerAttributes { Soldier { "damage bonus" 2 "collect currency on kill" 1 } } //WAVE 1 //////////CURRENCY 1100/////////////////////////////////// Wave { InitWaveOutPut { Target wave_start_relay Action RunScriptCode Param " local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Wet Wreckage (Advanced)`) } //^ sets mission name " } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name YOU_WANNA_BE_A_BIG_SHOT? Where spawnbot TotalCount 7 //8 //7 //6 MaxActive 4 //2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 120 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload //Demo_Scatter } } WaveSpawn { Name stage1 Where spawnbot TotalCount 45 MaxActive 20 SpawnCount 5 //15 WaitBeforeStarting 5 WaitBetweenSpawns 4 //8 TotalCurrency 260 TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot TotalCount 32 MaxActive 16 SpawnCount 8 WaitBeforeStarting 10 WaitBetweenSpawns 8 //10 TotalCurrency 200 TFBot { Class Soldier Skill Normal } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot_right TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 8 //10 TotalCurrency 160 TFBot { Class Heavyweapons } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 Where spawnbot_left TotalCount 36 MaxActive 12 //20 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 360 Support 1 Squad { TFBot { Class Pyro Attributes AlwaysFireWeapon Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic //_Bigheal //_Kritz } TFBot { Class Demoman Skill Expert } TFBot { Class Demoman Skill Expert } } } } //WAVE 2 //////////CURRENCY 1100/////////////////////////////////// Wave { InitWaveOutPut { Target wave_start_relay Action RunScriptCode Param " local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Wet Wreckage (Advanced)`) } //^ sets mission name " } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot TotalCount 12 //16 //12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 //15 //12.5 //15 WaitBetweenSpawns 30 //25 //30 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Buff //Extended_Buff_Banner } TFBot { Class Heavyweapons Skill Normal } TFBot { Class Heavyweapons Skill Normal } TFBot { Class Heavyweapons Skill Normal } } } WaveSpawn { Name stage1 Where spawnbot TotalCount 12 //16 //12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 //0 WaitBetweenSpawns 30 //25 //30 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_HeavyWeapons //Demoman Name "Giant Battalion's Backup Heavy" ClassIcon heavy_backup_yoovy //lite //demo_backup_lite //Item "Glengarry Bonnet" Attributes SpawnWithFullCharge Item "The Battalion's Backup" CharacterAttributes { "increase buff duration" 6942 //avg told me to "deploy time increased" 0.5 } } TFBot { Class Heavyweapons Skill Normal } TFBot { Class Heavyweapons Skill Normal } TFBot { Class Heavyweapons Skill Normal } } } WaveSpawn { Name suppoop WaitForAllSpawned stage1 Where spawnbot_left TotalCount 50 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 //10 //20 WaitBetweenSpawns 15 //5 //15 TotalCurrency 100 Support 1 TFBot { Class Scout Skill Expert } } WaveSpawn { Name tanks TotalCount 1 SpawnCount 1 WaitBeforeStarting 10 TotalCurrency 200 Tank { Health 25000 //30000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_a_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 25k (25000) HP!`) " } } WaveSpawn { Name tanks TotalCount 1 SpawnCount 1 WaitBeforeStarting 65 //50 //70 TotalCurrency 200 Tank { Health 25000 //30000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_a_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 25k (25000) HP!`) " } } } //WAVE 3 //////////CURRENCY 1100/////////////////////////////////// feel like this wave might be a bit harsh Wave { InitWaveOutPut { Target wave_start_relay Action RunScriptCode Param " local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Wet Wreckage (Advanced)`) } //^ sets mission name " } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot TotalCount 36 MaxActive 18 SpawnCount 9 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 200 TFBot { Class Soldier Skill Expert } } WaveSpawn { Name stage1 Where spawnbot_right TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 200 TFBot { Template T_TFBot_Giant_HeavyWeapons_ShotGun } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } TFBot { Template T_TFBot_Giant_Medic_QuickUber //T_TFBot_Giant_Medic //_Regen //ClassIcon medic_pop } } } //Bazooks had an idea where i remove the tank and add in walkin engies like disint. But ppl like this wave so i'm too much of a coward to change it. WaveSpawn { //Name stage2 WaitForAllSpawned stage1 TotalCount 1 SpawnCount 1 WaitBeforeStarting 20 TotalCurrency 200 Tank { Health 35000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_a_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 35k (35000) HP!`) " } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 50 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_BaseBall } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 30 //15 MaxActive 19 //15 SpawnCount 15 WaitBeforeStarting 5 TotalCurrency 100 Support Limited TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Expert //blame floro. } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 TotalCurrency 100 FirstSpawnWarningSound vo/mvm/mght/taunts/heavy_mvm_m_taunts12.mp3 Squad { TFBot { Template T_TFBot_Giant_HeavyWeapons_ShotGun ClassIcon heavy_shotgun_armored Health 15000 Attributes AlwaysCrit Attributes UseBossHealthBar Name "Giant Giga-Armor Shotgun Heavy" Item "The Razorback" } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } } //WAVE 4 //////////CURRENCY 1100/////////////////////////////////// Wave { InitWaveOutPut { Target wave_start_relay Action RunScriptCode Param " local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Wet Wreckage (Advanced)`) } //^ sets mission name " } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name tanks TotalCount 8 //4 mins of tanks MaxActive 5 //8 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 30 Support Limited Tank { Health 7500 //15000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_a_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFF8 support tanks deployed with 7.5k (7500) HP!`) " } } WaveSpawn { Name stage1 Where spawnbot TotalCount 20 MaxActive 10 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 100 Squad { TFBot { Class Heavyweapons Skill Expert } TFBot { Template T_TFBot_Medic //_QuickUber } } } WaveSpawn { Name stage1 Where spawnbot_right TotalCount 20 MaxActive 10 SpawnCount 4 WaitBeforeStarting 0.5 WaitBetweenSpawns 2 TotalCurrency 100 Squad { TFBot { Class Heavyweapons Skill Normal } TFBot { Template T_TFBot_Medic_Kritz } } } WaveSpawn { Name giants //WaitForAllSpawned stage1 Where spawnbot TotalCount 12 MaxActive 8 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 180 TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot_right TotalCount 32 MaxActive 16 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 8 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Heavyweapons_Fist Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic //_QuickUber } } } WaveSpawn { Name giants2 WaitForAllDead giants //stage2 Where spawnbot TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 //10 WaitBetweenSpawns 15 TotalCurrency 180 TFBot { Template T_TFBot_Giant_Soldier_Spammer //Attributes AlwaysCrit } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 Where spawnbot TotalCount 32 MaxActive 12 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 0.5 TotalCurrency 160 TFBot { Class Heavyweapons Skill Hard } } WaveSpawn { Name dummy WaitForAllDead stage3 } WaveSpawn { Name dummy WaitForAllDead giants2 } WaveSpawn { Name dummy2 WaitForAllDead dummy StartWaveOutput { Target wave_start_relay Action RunScriptCode Param "EntFire(`tankboss`, `removehealth`, `15000`); EntFire(`tankboss`, `removehealth`, `15000`); EntFire(`tankboss`, `removehealth`, `15000`); EntFire(`tankboss`, `removehealth`, `15000`); EntFire(`tankboss`, `removehealth`, `15000`); EntFire(`tankboss`, `removehealth`, `15000`); EntFire(`tankboss`, `removehealth`, `15000`); EntFire(`tankboss`, `removehealth`, `15000`); " } //kill tanks when wave is over. //runs 8 of these even though there's no way 8 can be on the field at once. } WaveSpawn { Name suppoop WaitForAllSpawned stage3 Where spawnbot_left TotalCount 60 MaxActive 12 SpawnCount 10 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 280 Support 1 TFBot { Class Soldier Skill Expert Item "The Direct Hit" ClassIcon soldier_dh_nys } } } //WAVE 5 //////////CURRENCY 1100/////////////////////////////////// Wave { InitWaveOutPut { Target wave_start_relay Action RunScriptCode Param " local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Wet Wreckage (Advanced)`) } //^ sets mission name " } StartWaveOutput { Target wave_start_2bomb_relay Action Trigger } DoneOutput //resets pop name when the mission is over so the mission changing logic works properly. MUST BE CHANGED IF RC4 COMES OUT (idk if it ever will exist but hey) { Target wave_start_relay Action RunScriptCode Param " local ent = Entities.FindByClassname(null, `tf_objective_resource`) if (ent) { NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `mvm_downpour_rc3a_bison_wet_wreckage.pop`) } //^ sets mission name " } WaveSpawn { Name lolnospy Where spawnbot_left TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawnsAfterDeath 3 Support 1 TFBot { Class Pyro Attributes AlwaysFireWeapon } } WaveSpawn { Name lolnospy Where spawnbot_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawnsAfterDeath 3 Support 1 TFBot { Class Pyro Attributes AlwaysFireWeapon } } WaveSpawn { Name lolnospy Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawnsAfterDeath 3 Support 1 TFBot { Class Pyro Attributes AlwaysFireWeapon } } WaveSpawn //add another one in after a minute { Name lolnospy Where spawnbot_invasion TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawnsAfterDeath 3 Support 1 TFBot { Class Pyro Attributes AlwaysFireWeapon } } WaveSpawn { Name stage1 Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Soldier_RocketPush //T_TFBot_Soldier_BurstFire //ClassIcon soldier_burstfire_hyper_lite //Name "Giga Burst Fire Soldier" //Item "Armored Authority" } TFBot { Template T_TFBot_Giant_Medic_QuickUber //T_TFBot_Giant_Medic //ClassIcon medic_pop } } } WaveSpawn { Name stage1 Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Soldier_RocketPush //T_TFBot_Soldier_BurstFire //ClassIcon soldier_burstfire_hyper_lite //Name "Giga Burst Fire Soldier" //Item "Armored Authority" } TFBot { Template T_TFBot_Giant_Medic_QuickUber //T_TFBot_Giant_Medic //ClassIcon medic_pop } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 20 //15 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysCrit Attributes AlwaysFireWeapon } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 //15 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } } WaveSpawn { Name stage2 WaitForAllDead stage1 TotalCount 1 SpawnCount 1 WaitBeforeStarting 15 TotalCurrency 200 Tank { Health 35000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_a_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 35k (35000) HP!`) " } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 Where spawnbot TotalCount 8 //12 MaxActive 8 //12 SpawnCount 2 WaitBeforeStarting 30 //15 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 Where spawnbot TotalCount 6 //10 MaxActive 6 //10 SpawnCount 2 WaitBeforeStarting 30 //15 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn { Name stage4 WaitForAllSpawned stage3 TotalCount 1 SpawnCount 1 WaitBeforeStarting 0 TotalCurrency 150 Tank { Health 35000 //45000 //25000 Speed 75 Name "tankboss" Skin 1 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_a_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 35k (35000) HP!`) " } } WaveSpawn { Name stage4 WaitForAllSpawned stage3 Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 5 //15 WaitBetweenSpawns 0 TotalCurrency 150 FirstSpawnWarningSound vo/mvm/mght/heavy_mvm_m_domination08.mp3 Squad { TFBot { Template T_TFBot_Giant_HeavyWeapons Attributes AlwaysCrit ClassIcon heavy_armored Health 15000 Attributes UseBossHealthBar Name "Giant Giga-Armor Heavy" Item "The Razorback" } TFBot { Template T_TFBot_Giant_Medic_Regen CharacterAttributes { "health from healers increased" 0 } } TFBot { Template T_TFBot_Giant_Medic_Regen CharacterAttributes { "health from healers increased" 0 } } } } } }