// mission by randomguy #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 } } // RAFMOD BEGIN // WEAPONS BY randomguy (me) CustomWeapon // Pyro's Phlogistinator but banner effects. { Name "The Flagbearer's Flogistinator" OriginalItemName "The Phlogistinator" "special item description" "[INFO] Banner Phlogistinator, acts like the phlogistinator but grants you Soldier's banner effects instead of crits." "effect cond override" 1711376 // buffbanner (normal) + concheror (x256) + battalions (x65536) } CustomWeapon // was originally just a Bison Minigun, PDA Expert gave me ideas for a rework when that ended as horribly as you could imagine. { Name Railgun OriginalItemName "Upgradeable TF_WEAPON_MINIGUN" "special item description" "[INFO] Tesla Minigun, shoots very short ranged, homing laser projectiles. Does no damage to buildings or tanks. Minicrits instead of crits." "custom kill icon" righteous_bison set_item_texture_wear 0 // Factory New paintkit_proto_def_index 408 // Hypergon, kinda inspired by gg humbridge exp, as in i only know this skin exists cause of that. "attach particle effect" 704 "override projectile type" 13 "energy weapon penetration" 1 // "damage penalty" //WAIT YOU DON'T EVEN WORK 0.2 // it was op again... 0.33 // you are NOT being op again fuck you "dmg penalty vs players" 0.33 "projectile spread angle penalty" 5 // big rework ahead! "mod projectile heat seek power" 50 // homing stuff "mod projectile heat aim error" 360 // homing stuff "mod projectile heat aim time" 1 // homing stuff "mod projectile heat aim start time" 0 // homing stuff "set item tint rgb" 5322826 // Noble Hatte Violet at Blacky's suggestion. Pinkish to show homing but darker to intrude on visiblity less. "projectile lifetime" .5 // less than 1 second lifespan cope "projectile speed decreased" 1 // 0.5 "dmg penalty vs buildings" 0 // 0x building damage. "mult dmg vs tanks" 0 // 0x tank damage :3 crits_become_minicrits 1 // YOU WILL NOT DO DAMAGE TO THE ENEMY AND YOU WILL BE HAPPY!!!!!!!!!!!!!!!!!!!!!!!! } DisallowUpgrade // Already penetrates. { Upgrade "projectile penetration heavy" ItemName Railgun } CustomWeapon // Pre-JI GRU. Inspured by Drcactus overclocks. { Name "Gloves of Running Urgently 2015-16 (Pre-JI)" OriginalItemName "Gloves of Running Urgently MvM" "special item description" "[INFO] Old GRU. No health drain, mark for death." } CustomWeapon // Engineer passive for more aggressive play { Name "Frontier's Aggressor" OriginalItemName "The Cozy Camper" "ammo regen" 0.25 "health regen" 10 "custom item model" models/workshop/player/items/engineer/dec15_winter_backup/dec15_winter_backup.mdl "special item description" "[INFO] Aggressive playstyle. Increases primary firing speed by 30%, reload speed by 70% and provides health/ammo regeneration." } PlayerItemEquipSpawnTemplate { Name PackTemplate ItemName "Frontier's Aggressor" } PointTemplates // cause i dont want extra melee speed. LITE MADE THIS. ALL CREDIT FOR THIS PART GOES TO LITE. https://steamcommunity.com/profiles/76561198300633951 { PackTemplate { OnSpawnOutput { Target !activator Action RunScriptCode Param " local hPack; for (local hWearable = self.FirstMoveChild(); hWearable != null; hWearable = hWearable.NextMovePeer()) { if(NetProps.GetPropInt(hWearable, `m_AttributeManager.m_Item.m_iItemDefinitionIndex`) == 642) { hPack = hWearable; break; } } if(hPack && hPack.IsValid() && !hPack.GetScriptScope()) { hPack.ValidateScriptScope(); local hPackScope = hPack.GetScriptScope(); hPackScope.hOwner <- hPack.GetOwner(); hPackScope.PackThink <- function() { local hWeapon = hOwner.GetActiveWeapon(); if(hWeapon && hWeapon.GetSlot() == 0) { hOwner.AddCustomAttribute(`reload time increased hidden`, 0.3, 0.1); hOwner.AddCustomAttribute(`fire rate penalty HIDDEN`, 0.7, 0.1); } return -1; } AddThinkToEnt(hPack, `PackThink`); } " } } } // WEAPON BY Hell-met (used with permission) CustomWeapon // v1 stats + no jumping at all { Name "Baby Face's Blaster 2012 (OG)" OriginalItemName "Baby Face's Blaster" "special item description" "[INFO] V1 BFB; no drain no jumping more accurate weak shots. Adjusted to only provide speed and remove jumps when active." // "set_item_texture_wear" 1 //Battle Scarred, cause it's old y'know? //doesn't work without a skin, zad. "lose hype on take damage" 0 "clip size penalty" 1 "damage penalty" 0.7 "weapon spread bonus" 0.6 no_jump 1 "provide on active" 1 } // WEAPONS BY PDA Expert (used with permission) CustomWeapon // "op but fun" - blacky { Name "The Follower" OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "special item description" "[INFO] Hold alt-fire to shoot rockets that home in to your crosshair instead. These rockets will deal full damage." "no damage falloff" 1 "projectile speed decreased" 0.55 "mod projectile heat seek power" 225 "mod projectile heat aim error" 50 "mod projectile heat aim time" 3.25 "mod projectile heat aim start time" 0.25 "damage penalty" 0.8 "blast radius decreased" 0.7 "mod projectile heat no predict target speed" 1 "alt fire attributes" "mod projectile heat follow crosshair|1|damage bonus hidden|1.25" paintkit_proto_def_index 420 set_item_texture_wear 0 "custom weapon fire sound" =60|weapons/ar2/npc_ar2_altfire.wav "custom weapon reload sound" =80|weapons/ar2/ar2_reload_push.wav "custom impact sound" =90|weapons/air_burster_explode2.wav "projectile trail particle" eyeboss_projectile "alt fire attack" 1 } CustomWeapon { Name "Blast Handcannon" OriginalItemName "The Detonator" "special item description" "[INFO] Shoots fireballs instead of flares." "blast dmg to self increased" 5 "damage penalty" 1 "damage bonus" 2 // 2.5 //cuz i added dmg upgrade to it. "weapon burn time reduced" 0.25 "fire rate penalty" 1.2 "reload time increased" 1.35 "override projectile type" 2 paintkit_proto_def_index 414 "projectile trail particle" spell_fireball_small_red "custom projectile model" models/weapons/w_models/w_drg_ball.mdl "custom kill icon" spellbook_fireball "explosion particle" halloween_explosion "Set DamageType Ignite" 1 "Projectile speed decreased" 1.25 // changed to not conflict with upgrade set_item_texture_wear 0 "minicrit vs burning player" 1 // 0 //hmmm, may have had this disabled for a reason. Oh well! "no damage falloff" 1 "custom weapon fire sound" =30|weapons/flaregun/fire.wav "custom impact sound" =80|weapons/explode4.wav } CustomWeapon { Name "The Marble Zone" OriginalItemName "The Iron Bomber" "special item description" "[INFO] Burst fire, projectiles bounce off surfaces, gaining constant speed." "fuse bonus" 1.6 "projectile speed decreased" 0.6 "grenade bounce speed" 1.15 "grenade bounce damage" 0.112 // 0.01 // 0.112 "damage penalty" 0.95 // 0.8 // 0.9 // "fire rate bonus" 0.1 // "reload time increased hidden" 3 // 6 //changed cause i removed clip upgrade // "reload full clip at once" 1 // changing this to beggars style now. "fire rate bonus HIDDEN" 0.3 "auto fires full clip" 1 // "can overload" 1 "reload time increased hidden" 1.2 "projectile spread angle penalty" 3 // 5 // haha paintkit_proto_def_index 226 set_item_texture_wear 0 "mult projectile scale" 1.66 "blast radius decreased" 0.4 "explosion particle" ExplosionCore_sapperdestroyed "projectile trail particle" rockettrail_airstrike_line "custom projectile model" models/weapons/c_models/c_xms_festive_ornament.mdl "custom kill icon" deflect_promode // "custom weapon reload sound" =65|weapons/cow_mangler_reload.wav // _final.wav } // DisallowUpgrade // OP/too hard to balance // { // Upgrade "clip size upgrade atomic" // ItemName "The Marble Zone" // } // CustomWeapon // { // Name "Signal Sterilizer" // OriginalItemName "The Detonator" // "special item description" "[INFO] Shoots tracer rounds, aim at your sentry's target to deal triple damage." // "blast dmg to self increased" 1 // "damage bonus" 3 // 1.5 //wild buff but hear me out. // "damage penalty" 1 // "damage bonus bullet vs sentry target" 3 // "minicrit vs burning player" 0 // "set damagetype ignite" 0 // "mvm sentry ammo" 1.5 // "mark for death" 1 // "reload time increased" 1.66 // "use original class weapon animations" 1 // paintkit_proto_def_index 232 // set_item_texture_wear 0 // "override projectile type" 1 // "sniper fires tracer hidden" 1 // "custom weapon fire sound" =70|weapons/shooting_star_shoot.wav // } // you kinda smell to balance. out. CustomWeapon { Name "Stasis Shock" OriginalItemName "Upgradeable TF_WEAPON_BONESAW" "special item description" "[INFO] 100% chance to stun non-giant or non-semigiant robots. Can mark multiple enemies for death." "custom item model" models/workshop/player/items/medic/tauntdoctors_defibrillators/tauntdoctors_defibrillators.mdl "fire rate penalty" 1.5 "damage penalty" 0.385 // 25 dmg. "custom hit sound" =125|ambient/energy/weld2.wav "ragdolls become ash" 1 "add cond on hit" 12338 "stun on damage" 60 "melee range multiplier" 1.33 "add cond on hit duration" 3 "damage all connected" 1 "custom kill icon" obj_attachment_sapper } CustomWeapon { Name "Plasma Bow" OriginalItemName "The Huntsman" "custom projectile model" models/weapons/w_models/w_drg_ball.mdl "special item description" "[INFO] Arrows bounce, can hit the same enemy multiple times." "reset arrow hits on bounce" 1 "grenade bounce speed" 1 "projectile lifetime" 3 "projectile penetration" 1 "dmg penalty vs players" 0.85 "dmg penalty vs buildings" 0.85 // "fire rate bonus" 0.5 //t'was a bit overtuned. Not egregious though. "ragdolls plasma effect" 1 "projectile trail particle" ~drg_cow_rockettrail_normal "custom weapon fire sound" =70|weapons/capper_shoot.wav "custom hit sound" =50|weapons/fx/rics/bison_projectile_impact_flesh.wav "custom impact sound" =50|weapons/fx/rics/ric4.wav // "custom item model" models/weapons/c_models/c_astral_assassin/c_bow.mdl //looks weird. "custom kill icon" cow_mangler crits_become_minicrits 1 "mult crit dmg" 1.25 "hidden primary max ammo bonus" 0.8 "mult dmg vs tanks" 0.5 // kinda does shred tanks a BIT more than i'd like tbh } CustomWeapon { Name "Wild Revolver" OriginalItemName "Upgradeable TF_WEAPON_REVOLVER" "special item description" "[INFO] Beggars style revolver. Damage can be upgraded. Innate 50% damage bonus." "auto fires full clip" 1 "auto fires when full" 1 // "spread penalty" 2.2 //fucking atrocity "fire rate penalty hidden" 0.66 "reload time increased hidden" 1.2 // 1.1 // 1.3 Paintkit_proto_def_index 403 Set_item_texture_wear 0 "crit mod disabled" 0 "clip size penalty" 0.5 // zooks idea. "damage bonus HIDDEN" 1.5 // zooks idea. "custom weapon fire sound" =85|weapons/357_fire2.wav "custom weapon reload sound" =80|weapons/357/357_reload3.wav } ExtraLoadoutItems { Scout // differs from heavy because 2012bfb isn't a melee { Primary "Baby Face's Blaster 2012 (OG)" } Soldier { Primary "The Follower" } Pyro { Primary "The Flagbearer's Flogistinator" Secondary "Blast Handcannon" } Demoman { Primary "The Marble Zone" } HeavyWeapons // he gets two because GRU is already in the game { Primary Railgun Melee "Gloves of Running Urgently 2015-16 (Pre-JI)" } Engineer { Secondary "Frontier's Aggressor" } Medic { Melee "Stasis Shock" } Sniper { Primary "Plasma Bow" } Spy { Secondary "Wild Revolver" } } ExtendedUpgrades { Handcannon_damage { Name "+25% damage bonus" Attribute "damage bonus HIDDEN" Cap 2 Increment 0.25 Cost 300 AllowedWeapons { ItemName "Blast Handcannon" } } Handcannon_projspeed { Name "+25% projectile speed" Attribute "projectile speed increased" Cap 2 Increment 0.25 Cost 150 AllowedWeapons { ItemName "Blast Handcannon" } } Wildrevolver_Damage { Name "+25% damage bonus" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 300 AllowedWeapons { ItemName "Wild Revolver" } } // Wildrevolver_Special // { // Name "High Noon" // Attribute "killstreak tier" // Description "Last shot always crits, damage increased by 35%." // Cap 2 // Increment 2 // Cost 650 // AllowedWeapons // { // ItemName "Wild Revolver" // } // SecondaryAttributes // { // "killstreak idleeffect" 2 // "CARD: damage bonus" 0.35 // "last shot crits" 1 // } // RequiredUpgrade // { // Upgrade Wildrevolver_Damage // Level 4 // } // OnApply // { // OutPut "!activator,$giveitem,Texas Ten Gallon,0,0" // } // OnUpgrade // { // Output !activator,$playsoundtoself,weapons/saxxy_impact_gen_06.wav,0 // Output !activator,speakresponseconcept,TLK_MVM_LOOT_RARE,1.5 // OutPut "!activator,$giveitem,Texas Ten Gallon,0,0" // } // } } // RAFMOD END // WAVE 1 //////////CURRENCY 1100/////////////////////////////////// Wave { 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 { 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 { 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" Item "Blast Defense" Item "Heavy Heating" } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } } // WAVE 4 //////////CURRENCY 1100/////////////////////////////////// Wave { 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 " for (local ent; ent = Entities.FindByName(ent, `tankboss`);) { EntFireByHandle(ent, `RemoveHealth`, `15000`, 0, null, null) } " } // kill tanks when wave is over. } 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_directhit_lite } } } // WAVE 5 //////////CURRENCY 1100/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_2bomb_relay Action Trigger } 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" Item "Blast Defense" Item "Heavy Heating" } 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 } } } } } }