WaveSchedule { StartingCurrency 600 RespawnWaveTime 5 CanBotsAttackWhileInSpawnRoom no Mission // Sentry Buster { Objective DestroySentries InitialCooldown 20 Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant BeginAtWave 1 RunForThisManyWaves 8 CooldownTime 35 TFBot { Class Demoman Name "Sentry Buster" Skill Expert Health 2500 Attributes MiniBoss Item "The Ullapool Caber" WeaponRestrictions MeleeOnly ClassIcon sentry_buster Tag bot_giant CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 7 "cannot be backstabbed" 1 } } } Mission { Objective Spy InitialCooldown 45 Where spawnbot Where spawnbot_garage Where spawnbot_mensch_giant DesiredCount 2 BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 45 TFBot { Class Spy Skill Expert Name "Restaurant Inspector Spy" Item "L'Inspecteur" //Item "The Business Casual" //You kidding me? This conflicts... } } Mission { Objective Engineer InitialCooldown 35 Where spawnbot_elevator Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation DesiredCount 1 BeginAtWave 2 RunForThisManyWaves 1 CoolDownTime 30 TFBot { Name "Audio-Tech Engineer" Item "Engineer Earmuffs" Item "The Joe-on-the-Go" Class Engineer Skill Expert Health 275 } } Mission { Objective Sniper InitialCooldown 40 Where spawnbot_support Where spawnbot_garage Where spawnbot_mensch_giant DesiredCount 2 BeginAtWave 3 RunForThisManyWaves 1 CoolDownTime 30 TFBot { Name "Security Sniper" Class Sniper Skill Expert MaxVisionRange 4000 Item "Security Shades" } } Mission { Objective Spy InitialCooldown 25 Where spawnbot Where spawnbot_garage Where spawnbot_mensch_giant DesiredCount 2 BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 50 TFBot { Class Spy Skill Expert Name "Security Spy" Item "Security Shades" } } Mission { Objective Engineer InitialCooldown 45 Where spawnbot_elevator Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation DesiredCount 2 BeginAtWave 4 RunForThisManyWaves 1 CoolDownTime 55 TFBot { Name "Backstage Tech Engineer" Item "The Danger" Item "Winter Backup" Class Engineer Skill Expert Health 275 } } Mission { Objective Sniper InitialCooldown 45 Where spawnbot_support Where spawnbot_garage Where spawnbot_mensch_giant DesiredCount 3 BeginAtWave 5 RunForThisManyWaves 1 CoolDownTime 40 TFBot { Name "Boonie Sniper" Class Sniper ClassIcon sniper_sydneysleeper Skill Expert MaxVisionRange 4000 Item "The Bushman's Boonie" Item "The Sydney Sleeper" } } Mission { Objective Engineer InitialCooldown 20 Where spawnbot_elevator Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation DesiredCount 2 BeginAtWave 6 RunForThisManyWaves 1 CoolDownTime 30 TFBot { Name "Battlefield Decorator" Item "Socked and Loaded" Item "Festive Wrench 2011" Item "Industrial Festivizer" Class Engineer Skill Expert Health 275 } } Mission { Objective Spy InitialCooldown 40 Where spawnbot Where spawnbot_garage Where spawnbot_mensch_giant DesiredCount 4 BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 45 TFBot { Class Spy Skill Expert Name "Grinchy Spy" Item "Festive Knife 2011" Item "The Ninja Cowl" } } Mission { Objective Spy InitialCooldown 10 Where spawnbot Where spawnbot_garage Where spawnbot_mensch_giant DesiredCount 7 BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 20 TFBot { Class Spy Skill Expert Name "Security Spy" Item "Security Shades" } } Mission { Objective Engineer InitialCooldown 15 Where spawnbot_elevator Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation DesiredCount 3 BeginAtWave 7 RunForThisManyWaves 1 CoolDownTime 25 TFBot { Name "Security Engineer" Item "Security Shades" Class Engineer Skill Expert Health 275 } } Templates { W1_Pyro_Little_Template { Class Pyro Skill Normal Name "Trainee Pyro" } W1_Pyro_Little { Template W1_Pyro_Little_Template EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Attributes AlwaysCrit Skill Easy Item "MvM GateBot Light Pyro" Item "The Frymaster" Item "The Flare Gun" WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon } RevertGateBotsBehavior { Attributes AlwaysCrit Skill Easy BehaviorModifiers Mobber Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 "cannot pick up intelligence" 1 } Item "The Frymaster" Item "The Flare Gun" WeaponRestrictions PrimaryOnly Attributes AlwaysFireWeapon } } } W1_Pyro_Little_Flare { Template W1_Pyro_Little_Template ClassIcon pyro_flare EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Item "The Frymaster" Item "The Flare Gun" Skill Expert WeaponRestrictions SecondaryOnly } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 "cannot pick up intelligence" 1 } Item "The Frymaster" Item "The Flare Gun" Skill Expert WeaponRestrictions SecondaryOnly } } } W1_Pyro_Little_Flare_NoGate { Template W1_Pyro_Little_Template ClassIcon pyro_flare Item "Employee of the Mmmph" Item "The Frymaster" Item "The Flare Gun" Skill Expert WeaponRestrictions SecondaryOnly } W1_Heavy { Name "Angry Patron Heavy" Class Heavy ClassIcon heavy_champ Skill Expert WeaponRestrictions MeleeOnly Item "The Carl" Item "The Hunger Force" } W1_Pyro_Big { Name "Giant Sous Chef Pyro" Class Pyro ClassIcon pyro_giant Item "Connoisseur's Cap" Attributes MiniBoss Attributes AlwaysFireWeapon Attributes AlwaysCrit Skill Expert Health 3000 Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } W1_Scout { Name "Chicken Mann Scout" Class Scout Item "The Wing Mann" Skill Easy MaxVisionRange 1300 } W1_Demo { Name "Dogger Demo" Class Demoman Item "The Hot Dogger" Skill Normal } W1_Demo_Giant { Name "Giant Dogger Demo" Class Demoman ClassIcon demo_giant Health 3300 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates //Item "The Hot Dogger" //ItemAttributes //{ // ItemName "The Hot Dogger" // "set item tint rgb" 15185211 // "set item tint rgb 2" 15185211 //} Item "MvM GateBot Light Demoman" Skill Expert Attributes MiniBoss Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { BehaviorModifiers Mobber //Item "The Hot Dogger" //ItemAttributes //{ // ItemName "The Hot Dogger" // "set item tint rgb" 15185211 // "set item tint rgb 2" 15185211 //} //Item "MvM GateBot Light Demoman" Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "cannot pick up intelligence" 1 "item style override" 1 } Skill Expert Attributes MiniBoss Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } W2_Demo { Name "Rowdy Fan Demo" Class Demoman ClassIcon demoknight Item "The All-Father" //Item "The Allbrero" Item "The Chargin' Targe" WeaponRestrictions MeleeOnly } W2_Soldier_Little { Name "Conquistador's Cronies" Class Soldier ClassIcon soldier_conch EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The Concheror" Item "MvM GateBot Light Soldier" Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Concheror" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 "cannot pick up intelligence" 1 } Skill Hard BehaviorModifiers Mobber Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } } } W2_Soldier_Leader { Name "The Conquistador" Class Soldier ClassIcon soldier_backup Health 900 Scale 1.5 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The Battalion's Backup" Item "The Half-Zatoichi" Item "The Valley Forge" ItemAttributes { ItemName "The Valley Forge" "set item tint rgb" 16774425 } Skill Expert Attributes SpawnWithFullCharge Tag bot_giant //Attributes AlwaysCrit //WeaponRestrictions MeleeOnly CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Battalion's Backup" Item "The Half-Zatoichi" Item "The Valley Forge" ItemAttributes // turn off light hat { ItemName "The Valley Forge" "set item tint rgb" 16774425 "cannot pick up intelligence" 1 } Skill Expert BehaviorModifiers Mobber WeaponRestrictions MeleeOnly //Attributes AlwaysCrit Attributes SpawnWithFullCharge Tag bot_giant CharacterAttributes { "increase buff duration" 9.0 } } } } W2_Heavy { Name "Heavy: The Mann Punisher" Class Heavy ClassIcon heavy_shotgun WeaponRestrictions SecondaryOnly Item "Warhood" Skill Hard ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "bullets per shot bonus" 3 "damage penalty" .4 "faster reload rate" .05 "fire rate penalty" 2 } } W2_Heavy_Deflector { Name "The Grand Luchador" Class Heavy ClassIcon heavy_deflector Health 5000 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "Large Luchadore" Item "MvM Gatebot Light Heavy" Item "Deflector" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 "attack projectiles" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "Pugilist's Protector" ItemAttributes { ItemName "Pugilist's Protector" "cannot pick up intelligence" 1 } Item "Large Luchadore" Item "Deflector" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 "attack projectiles" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } W2_Medic { Name "Standby Paramedic" Class Medic ClassIcon medic_uber Item "Otolaryngologist's Mirror" WeaponRestrictions SecondaryOnly Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "heal rate bonus" 5 "uber duration bonus" -3 } } W3_Scout_Giant_Sandman { Name "Giant Home Runner Scout" Class Scout ClassIcon scout_stun_spammer Skill Expert Health 1600 Item "Batter's Helmet" Item "The Track Terrorizer" Item "The Sandman" WeaponRestrictions MeleeOnly Attributes MiniBoss //Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.05 } CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } W3_Scout_Giant_Sandman_Gate { Name "Giant Home Capper Scout" Class Scout ClassIcon scout_stun_spammer Health 1600 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Tag bot_giant Skill Expert Item "MvM Gatebot Light Scout" Item "The Track Terrorizer" Item "The Sandman" WeaponRestrictions MeleeOnly Attributes MiniBoss //Attributes AlwaysCrit ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.05 } CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } MaxVisionRange 1300 } RevertGateBotsBehavior { Tag bot_giant BehaviorModifiers Mobber Skill Expert Item "Batter's Helmet" Item "The Sandman" Item "The Track Terrorizer" ItemAttributes // turn off light hat { ItemName "Batter's Helmet" "cannot pick up intelligence" 1 } WeaponRestrictions MeleeOnly Attributes MiniBoss //Attributes AlwaysCrit ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.05 } CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } MaxVisionRange 1300 } } } W3_Soldier { Name "Giant Pitcher Soldier" Class Soldier ClassIcon soldier_directhit_spammer Skill Expert Health 3800 Attributes MiniBoss Attributes HoldFireUntilFullReload Item "The Direct Hit" Item "Mann Co. Cap" Item "Buck Turner All-Stars" Tag bot_giant ItemAttributes { ItemName "The Direct Hit" "clip size upgrade atomic" 8 "faster reload rate" .66 "fire rate bonus" .2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } W3_Medic { Name "Giant Sideline Medic" Class Medic Health 4500 Skill Expert WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Front Runner" Item "The Quick-Fix" Tag bot_giant ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "health regen" 40 } } W3_Demo { Name "Relief Pitcher Demo" Class Demoman EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM Gatebot Light Demo" Item "The Loch-n-Load" ItemAttributes // turn off light hat { ItemName "Batter's Helmet" "set item tint rgb" 16774425 } ItemAttributes { ItemName "The Loch-n-Load" "projectile speed increased" 2 "sticky air burst mode" 0 } Skill Normal } RevertGateBotsBehavior { BehaviorModifiers Mobber ItemAttributes // turn off light hat { ItemName "Batter's Helmet" "cannot pick up intelligence" 1 } Item "Batter's Helmet" Item "The Loch-n-Load" ItemAttributes { ItemName "The Loch-n-Load" "projectile speed increased" 2 "sticky air burst mode" 0 } Skill Normal } } } W3_Scout_Bonk_Template { Name "Bonk Fan Scout" Class Scout ClassIcon scout_bonk } W3_Scout_Bonk_Bomb { Template W3_Scout_Bonk_Template Item "Bonk Helm" Item "Bonk! Atomic Punch" ItemAttributes { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" .5 } Skill Expert WeaponRestrictions MeleeOnly } W3_Scout_Bonk_Gate { Template W3_Scout_Bonk_Template EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Skill Normal Item "Bonk Helm" ItemAttributes { ItemName "Bonk Helm" "set item tint rgb" 15185211 "set item tint rgb 2" 15185211 } Item "The Soda Popper" Item "Bonk! Atomic Punch" ItemAttributes { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" .75 } } RevertGateBotsBehavior { BehaviorModifiers Mobber Skill Normal Item "Bonk Helm" ItemAttributes // turn off light hat { ItemName "Bonk Helm" "cannot pick up intelligence" 1 } Item "The Soda Popper" Item "Bonk! Atomic Punch" ItemAttributes { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" .75 } } } } W3_Scout_BFB { Name "Pinch Runner Scout" Class Scout //ClassIcon scout_bfb Skill Expert Item "The Hermes" Item "Baby Face's Blaster" CharacterAttributes { "move speed bonus" 1.25 } } W3_Pyro_Pusher { Name "Shove-Off Pyro" Class Pyro ClassIcon pyro_flare Skill Expert Attributes AlwaysCrit Item "The Salty Dog" Item "The Scorch Shot" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Scorch Shot" "projectile speed increased" 2 "apply look velocity on damage" 250 } } W4_Demo { Name "Bomb Summoner Demo" Class Demoman ClassIcon demo_scatter Skill Hard Attributes HoldFireUntilFullReload Item "The Crone's Dome" Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "clip size upgrade atomic" 4 "fire rate bonus" .01 "damage penalty" .25 "projectile spread angle penalty" 6 } } W4_Demo_Giant { Template W4_Demo ClassIcon demo_scatter_giant Attributes MiniBoss Health 3300 Name "Giant Bomb Summoner Demo" Skill Expert Tag bot_giant Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "clip size upgrade atomic" 8 "fire rate bonus" .01 "faster reload rate" .5 "damage penalty" .25 "projectile spread angle penalty" 6 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } W4_Scout { Name "Abnormally Pushy Scout" Class Scout ClassIcon scout_fastcapture Health 900 Scale 1.5 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The Force-A-Nature" Item "MvM GateBot Light Scout" Tag bot_giant Skill Expert ItemAttributes { ItemName "The Force-a-Nature" "fire rate penalty" 2 "bullets per shot bonus" 2 "scattergun knockback mult" 2 "damage penalty" 0.5 "increase player capture value" 2 } MaxVisionRange 1300 } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "The Beastly Bonnet" Item "The Force-A-Nature" Tag bot_giant ItemAttributes // turn off light hat { ItemName "The Beastly Bonnet" "cannot pick up intelligence" 1 } ItemAttributes { ItemName "The Force-a-Nature" "fire rate penalty" 2 "bullets per shot bonus" 2 "scattergun knockback mult" 2 "damage penalty" 0.5 "increase player capture value" 2 } Skill Expert MaxVisionRange 1300 } } } W4_Medic_Giant { Name "Giant Shielding Medic" Class Medic ClassIcon medic_shield_giant Attributes MiniBoss Attributes ProjectileShield Health 4500 Item "Field Practice" Item "The Quick-Fix" Tag bot_giant WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Quick-Fix" "heal rate bonus" 200 "generate rage on heal" 1 "increase buff duration" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } W4_HRG { Name "Giant Heavy Rockets Guy" Class Heavy ClassIcon heavy_rocket_hyper Health 5000 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "Heavy Hair" Skill Expert WeaponRestrictions SecondaryOnly Attributes MiniBoss //Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "override projectile type" 2 "damage bonus" 10 "Projectile speed increased" 1.5 "faster reload rate" 0.1 } ItemAttributes { ItemName "Heavy Hair" "set item tint rgb" 16774425 } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { BehaviorModifiers Mobber ItemAttributes // turn off light hat { ItemName "Heavy Hair" "cannot pick up intelligence" 1 } Item "Heavy Hair" Tag bot_giant Attributes MiniBoss //Attributes AlwaysCrit Skill Expert WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "override projectile type" 2 "damage bonus" 10 "Projectile speed increased" 1.5 "faster reload rate" 0.1 } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } W4_Pyro_Chief { Name "Ancient Chief Pyro" Class Pyro ClassIcon pyro_flareheal_giant Skill Expert Health 22000 WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes UseBossHealthBar Attributes AlwaysCrit Tag bot_giant Item "The Flare Gun" Item "Feathered Fiend" Item "Deity's Dress" ItemAttributes { ItemName "The Flare Gun" "damage bonus" 1.5 "heal on hit for rapidfire" 200 "fire rate bonus" .25 } CharacterAttributes { "move speed bonus" 0.4 //"health regen" 100 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "rage giving scale" 0.1 } } W4_Medic_Crit { Name "Powerup Medic" Class Medic ClassIcon medic_kritz Attributes AlwaysCrit Item "The Kritzkrieg" Item "Grimm Hatte" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Kritzkrieg" "heal rate bonus" 100 "uber duration bonus" 100 "ubercharge rate bonus" 100 } CharacterAttributes { "bot medic uber health threshold" 10000 } } W4_Soldier { Name "Magician Soldier" Class Soldier ClassIcon soldier_crit EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Item "Rocket Jumper" ItemAttributes { ItemName "Rocket Jumper" "damage penalty" .75 "Projectile speed increased" 1.2 } Skill Expert } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "Point and Shoot" Item "Rocket Jumper" ItemAttributes { ItemName "Rocket Jumper" "damage penalty" .75 "Projectile speed increased" 1.2 "cannot pick up intelligence" 1 } ItemAttributes // turn off light hat { ItemName "Point and Shoot" "cannot pick up intelligence" 1 } Skill Expert } } } W4_Pyro_DF { Name "Dragon Pyro" Class Pyro Skill Hard Item "The Dragon's Fury" Item "Dragonborn Helmet" } W5_Medic { Name "Giant Crusader Medic" Class Medic ClassIcon medic_crossbow Skill Expert Health 4500 Attributes MiniBoss Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Item "The Crusader's Crossbow" Item "Berliner's Bucket Helm" Tag bot_giant ItemAttributes { ItemName "The Crusader's Crossbow" "fire rate bonus" .5 "damage penalty" .75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } W5_Huntsman_NoGate { Name "Primitive Western Sniper" Class Sniper Skill Expert ClassIcon sniper_huntsman_bleed Item "Larrikin Robin" Item "Darwin's Danger Shield" Item "The Huntsman" Skill Expert ItemAttributes { ItemName "The Huntsman" "bleeding duration" 8 } } W5_Huntsman_Gate { Name "Primitive Eastern Sniper" Class Sniper ClassIcon sniper_huntsman_bleed EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Skill Expert Item "MvM Gatebot Light Sniper" Item "Darwin's Danger Shield" Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "bleeding duration" 8 } } RevertGateBotsBehavior { BehaviorModifiers Mobber Skill Expert Item "Ol' Snaggletooth" ItemAttributes { ItemName "Ol' Snaggletooth" "cannot pick up intelligence" 1 } Item "Darwin's Danger Shield" Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "bleeding duration" 8 "cannot pick up intelligence" 1 } } } } W5_Demo_True { Name "The True Heir Demoknight" Class Demoman ClassIcon demoknight_scrapblade Health 3300 Skill Expert Item "Prince Tavish's Crown" Item "The Chargin' Targe" Item "The Eyelander" Item "Ali Baba's Wee Booties" WeaponRestrictions MeleeOnly Attributes AlwaysCrit Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Chargin' Targe" "charge recharge rate increased" 2 "charge impact damage increased" 2 "dmg taken from bullets reduced" .75 "dmg taken from blast reduced" .5 "afterburn immunity" 1 } ItemAttributes { ItemName "The Eyelander" "loot rarity" 1 "item style override" 1 "is australium item" 1 "melee range multiplier" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } W5_Demo_False { Name "The False Heir Demoknight" Class Demoman ClassIcon demoknight_scrapblade Health 3300 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Expert Item "The King of Scotland Cape" Item "Festive Targe 2014" Item "Festive Eyelander" Item "Ali Baba's Wee Booties" WeaponRestrictions MeleeOnly Attributes AlwaysCrit Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "Festive Targe 2014" "charge recharge rate increased" 2 "charge impact damage increased" 2 "dmg taken from bullets reduced" .75 "dmg taken from blast reduced" .5 "afterburn immunity" 1 } ItemAttributes { ItemName "Festive Eyelander" "melee range multiplier" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { BehaviorModifiers Mobber ItemAttributes // turn off light hat { ItemName "The King of Scotland Cape" "cannot pick up intelligence" 1 } Skill Expert Item "The King of Scotland Cape" Item "Festive Targe 2014" Item "Festive Eyelander" Item "Ali Baba's Wee Booties" WeaponRestrictions MeleeOnly Attributes AlwaysCrit Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "Festive Targe 2014" "charge recharge rate increased" 2 "charge impact damage increased" 2 "dmg taken from bullets reduced" .75 "dmg taken from blast reduced" .5 "afterburn immunity" 1 } ItemAttributes { ItemName "Festive Eyelander" "melee range multiplier" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } W5_Soldier_Nuker { Name "Giant Nuker Soldier" Class Soldier ClassIcon soldier_nuker Skill Expert Health 3800 Attributes MiniBoss Attributes AlwaysCrit //1.35, by this point the players will have crit resist anyway Item "Lord Cockswain's Pith Helmet" Item "Lord Cockswain's Novelty Mutton Chops and Pipe" Item "The Cow Mangler 5000" ItemAttributes { ItemName "The Cow Mangler 5000" "attach particle effect" 9 "damage bonus" 3 "set damagetype ignite" 1 "fire rate penalty" 2 "Blast radius increased" 1.75 "projectile speed decreased" .5 "faster reload rate" 0.01 // "use large smoke explosion" 1 // doesn't work on cow manglers } Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } W5_Heavy_Bear { Name "Spirit Bear Heavy" Class Heavy ClassIcon heavy_warrior Skill Expert Health 1200 Scale 1.5 Tag bot_giant WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "The K-9 Mane" Item "Warrior's Spirit" ItemAttributes { ItemName "Warrior's Spirit" "dmg taken increased" 1 "damage bonus" 1.66 } } W5_Scout_Capper { Name "Space Hero Scout" Class Scout EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Item "The C.A.P.P.E.R" ItemAttributes { ItemName "The C.A.P.P.E.R" "clip size bonus" 2 } Item "Captain Space Mann" Attributes AlwaysCrit WeaponRestrictions SecondaryOnly Skill Hard MaxVisionRange 1300 } RevertGateBotsBehavior { BehaviorModifiers Mobber Attributes AlwaysCrit Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 "cannot pick up intelligence" 1 } Item "The C.A.P.P.E.R" ItemAttributes { ItemName "The C.A.P.P.E.R" "clip size bonus" 2 } Item "Captain Space Mann" WeaponRestrictions SecondaryOnly Skill Hard MaxVisionRange 1300 } } } W5_Scout_Cola { Name "Moviegoer Scout" Class Scout ClassIcon scout_cola Skill Hard Item "The Ticket Boy" Item "The Stereoscopic Shades" Item "The Soda Popper" Item "Crit-a-Cola" ItemAttributes { ItemName "Crit-A-Cola" "effect bar recharge rate increased" .33 } CharacterAttributes { "move speed bonus" 1.25 } } W5_Pyro { Name "Unknown Predator" Class Pyro ClassIcon pyro_phlog Skill Expert Item "The Phlogistinator" Item "The MK 50" ItemAttributes { ItemName "The Phlogistinator" "critboost on kill" 8 } } W5_Heavy_Tomi { Name "Mobster Actor Heavy" Class Heavy Skill Expert MaxVisionRange 1300 Item "Capone's Capper" Item "Tomislav" } W6_Pyro_Reindeer { Name "Runaway Deer Pyro" Class Pyro Scale 1.5 Health 900 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Attributes AlwaysFireWeapon Item "Pyro the Flamedeer" Item "Festive Backburner 2014" ItemAttributes { ItemName "Pyro the Flamedeer" "set item tint rgb" 16774425 } Skill Hard Tag bot_giant } RevertGateBotsBehavior { BehaviorModifiers Mobber Attributes AlwaysFireWeapon Item "Pyro the Flamedeer" Item "Festive Backburner 2014" ItemAttributes { ItemName "Pyro the Flamedeer" "cannot pick up intelligence" 1 } Skill Hard Tag bot_giant } } } W6_Scout_Burst { Name "Impatient Holiday Scout" Class Scout Item "Runner's Warm-Up" Item "Festive Scattergun 2011" Attributes HoldFireUntilFullReload Skill Hard ItemAttributes { ItemName "Festive Scattergun 2011" "fire rate bonus" .5 "faster reload rate" .66 } } W6_Scout_Super { Name "Elfish Super Scout" Class Scout ClassIcon scout_giant_fast Health 1200 Tag bot_giant WeaponRestrictions MeleeOnly Item "The Big Elfin Deal" Item "The Bootie Time" Item "Festive Holy Mackerel" Attributes MiniBoss CharacterAttributes { "move speed bonus" 1.2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } W6_Soldier_Inf { Name "Giant Festive Soldier" Class Soldier ClassIcon soldier_spammer Skill Expert Tag bot_giant Health 3800 Attributes MiniBoss Attributes AlwaysCrit Attributes HoldFireUntilFullReload Item "The Ornament Armament" Item "The B.M.O.C." Item "The All-Father" Item "Festive Rocket Launcher 2011" ItemAttributes { ItemName "Festive Rocket Launcher 2011" "clip size upgrade atomic" 50 "fire rate bonus" .5 "projectile speed decreased" .4 "faster reload rate" .005 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } W6_Demo_Carpet { Name "Giant Floor Decorator Demoman" Class Demoman ClassIcon demo_clusterbomb Health 3300 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Expert Tag bot_giant Attributes MiniBoss //Attributes AlwaysCrit Attributes HoldFireUntilFullReload Item "Festive Grenade Launcher" ItemAttributes { ItemName "Festive Grenade Launcher" "damage bonus" 1.5 "clip size upgrade atomic" 8 "fire rate bonus" .66 "faster reload rate" .1 "grenade no bounce" 1 "fuse bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "A Rather Festive Tree" "cannot pick up intelligence" 1 } Skill Expert Tag bot_giant Attributes MiniBoss //Attributes AlwaysCrit Attributes HoldFireUntilFullReload Item "A Rather Festive Tree" Item "Festive Grenade Launcher" ItemAttributes { ItemName "Festive Grenade Launcher" "damage bonus" 1.5 "clip size upgrade atomic" 8 "fire rate bonus" .33 "faster reload rate" .1 "grenade no bounce" 1 "fuse bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } W6_Pyro_FlareRocket { Name "Giant Reckless Decorator" Class Pyro ClassIcon pyro_rocketflare Health 3000 Skill Expert Tag bot_giant Item "A Rather Festive Tree" Item "The Flare Gun" WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes AlwaysCrit ItemAttributes { ItemName "The Flare Gun" "override projectile type" 2 "Projectile speed increased" 2.25 "set damagetype ignite" 1 "damage bonus" 1.5 "fire rate bonus" .33 "Blast radius increased" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } W6_Medic_Flicker { Name "Blinking Medic" Class Medic ClassIcon medic_battery Skill Expert WeaponRestrictions SecondaryOnly Item "The Kiss King" Item "Festive Medigun 2011" Attributes SpawnWithFullCharge ItemAttributes { ItemName "Festive Medigun 2011" "uber duration bonus" -6 "ubercharge rate bonus" 15 } CharacterAttributes { "bot medic uber health threshold" 150 } } W6_Heavy_Scrooge { Name "Curmudgeonly Heavy" Class Heavy ClassIcon heavy_deflector Skill Expert Item "The Ebenezer" Item "Festive Minigun 2011" ItemAttributes { ItemName "Festive Minigun 2011" "damage bonus" 1.5 "attack projectiles" 1 } } W6_Heavy_Mittens { Name "Jolly Heavy" Class Heavy ClassIcon heavy_mittens EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Item "The Holiday Headcase" Item "The Holiday Punch" Skill Expert WeaponRestrictions MeleeOnly Attributes AlwaysCrit CharacterAttributes { "move speed bonus" 1.3 } } RevertGateBotsBehavior { BehaviorModifiers Mobber Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 "cannot pick up intelligence" 1 } Item "The Holiday Headcase" Item "The Holiday Punch" Skill Expert WeaponRestrictions MeleeOnly Attributes AlwaysCrit CharacterAttributes { "move speed bonus" 1.3 } } } } W6_Demo_Push { Name "Pushy Shopper Demoman" Class Demoman ClassIcon demo_loosecannon Skill Expert Item "The Loose Cannon" Item "Festive Targe 2014" Item "The Brown Bomber" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" 0 "fire rate bonus" .66 } } W6_Soldier_Winter { Name "Winter Soldier" Class Soldier ClassIcon soldier_blackbox_backup Scale 1.5 Health 900 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Attributes SpawnWithFullCharge Attributes HoldFireUntilFullReload Item "The Battalion's Backup" ItemAttributes { ItemName "The Battalion's Backup" "increase buff duration" 9 } Item "MvM GateBot Light Soldier" Skill Expert Tag bot_giant Item "Festive Black Box" ItemAttributes { ItemName "Festive Black Box" "clip size upgrade atomic" 3 "fire rate bonus" .33 "faster reload rate" .5 } } RevertGateBotsBehavior { BehaviorModifiers Mobber Tag bot_giant ItemAttributes // turn off light hat { ItemName "Tough Stuff Muffs" "cannot pick up intelligence" 1 } Attributes SpawnWithFullCharge Attributes HoldFireUntilFullReload Item "The Battalion's Backup" ItemAttributes { ItemName "The Battalion's Backup" "increase buff duration" 9 } Skill Expert Item "Festive Black Box" ItemAttributes { ItemName "Festive Black Box" "clip size upgrade atomic" 3 "fire rate bonus" .33 "faster reload rate" .5 } Item "Tough Stuff Muffs" } } } } Wave //Wave 1 Money: 800 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { TotalCurrency 150 Name "wave1a" Where spawnbot Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 18 MaxActive 6 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 9 Squad { TFBot { Template W1_Pyro_Little Attributes AlwaysCrit //redundant, putting it here for hud } TFBot { Template W1_Pyro_Little_Flare } TFBot { Template W1_Pyro_Little_Flare } } } WaveSpawn { TotalCurrency 100 Where spawnbot_upper Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 60 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 8 Support 1 TFBot { Template W1_Heavy } } WaveSpawn { TotalCurrency 100 Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 25 TFBot { Template W1_Demo_Giant } } WaveSpawn { TotalCurrency 150 Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch Where spawnbot_trainstation TotalCount 18 MaxActive 4 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 15 TFBot { Template W1_Demo } } WaveSpawn { TotalCurrency 100 WaitForAllSpawned "wave1a" WaitBeforeStarting 10 WaitBetweenSpawns 8 Where spawnbot Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 10 MaxActive 2 SpawnCount 1 TFBot { Template W1_Pyro_Little Attributes AlwaysCrit //redundant, putting it here for hud } } WaveSpawn { TotalCurrency 200 WaitForAllSpawned "wave1a" WaitBeforeStarting 30 WaitBetweenSpawns 30 Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 9 MaxActive 3 SpawnCount 3 Squad { TFBot { Template W1_Pyro_Big } TFBot { Template W1_Pyro_Little_Flare_NoGate } TFBot { Template W1_Pyro_Little_Flare_NoGate } } } WaveSpawn { TotalCurrency 100 WaitForAllDead "wave1a" Where spawnbot Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation WaitBetweenSpawns 15 TotalCount 24 MaxActive 5 SpawnCount 3 TFBot { Template W1_Scout } } } Wave //Wave 2 Money: 900 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { TotalCurrency 100 Where spawnbot Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 24 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 4 TFBot { Template W2_Heavy } } WaveSpawn { TotalCurrency 100 Name "wave2a" Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 20 MaxActive 8 SpawnCount 5 WaitBeforeStarting 3 WaitBetweenSpawns 15 Squad { ShouldPreserveSquad 1 TFBot { Template W2_Soldier_Leader } TFBot { Template W2_Soldier_Little } TFBot { Template W2_Soldier_Little } TFBot { Template W2_Soldier_Little } TFBot { Template W2_Soldier_Little } } } WaveSpawn { TotalCurrency 100 Where spawnbot_upper Where spawnbot_garage_giant Where spawnbot_mensch_giant Where spawnbot_trainstation TotalCount 40 MaxActive 5 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 18 Support 1 TFBot { Template W2_Demo } } WaveSpawn { Name "wave2b" WaitForAllSpawned "wave2a" TotalCount 1 WaitBeforeStarting 12 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 25000 Speed 75 Name "tankboss" StartingPathTrackNode "b_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 100 Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 3 MaxActive 3 SpawnCount 1 WaitForAllSpawned "wave2a" WaitBeforeStarting 15 WaitBetweenSpawns 40 TFBot { Template W2_Heavy_Deflector } } WaveSpawn { TotalCurrency 300 WaitForAllDead "wave2b" Where spawnbot Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 7 WaitBetweenSpawns 12 Squad { TFBot { Template W2_Heavy } TFBot { Template W2_Medic } } } } Wave //Wave 3 Money: 900 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes //Big: Scouts (half gate), Direct Hit Spammers (all bomb), Meds (on last 2 soldiers) //Little: LnL Demo (gate), Bonk (most gate, bombs are melee, soda popper), Runner scouts, Shoving pyros (fast flares) //Supp: Sniper (support spawn), Spy WaveSpawn { TotalCurrency 100 Name "wave3a" Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 3 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 24 TFBot { Template W3_Scout_Giant_Sandman } } WaveSpawn { TotalCurrency 100 Name "wave3d" Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 24 TFBot { Template W3_Scout_Giant_Sandman_Gate } } WaveSpawn { TotalCurrency 100 WaitForAllDead "wave3d" Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch Where spawnbot_trainstation TotalCount 24 MaxActive 5 SpawnCount 3 TFBot { Template W3_Scout_Bonk_Gate } } WaveSpawn { TotalCurrency 100 Name "wave3b" Where spawnbot_upper Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 32 MaxActive 6 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 7 TFBot { Template W3_Demo } } WaveSpawn { TotalCurrency 100 Where spawnbot Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 20 MaxActive 3 SpawnCount 1 Support 1 WaitBeforeStarting 10 WaitBetweenSpawns 8 FirstSpawnOutput { Target bomb_relay_1 Action Trigger } TFBot { Template W3_Scout_BFB } } WaveSpawn { TotalCurrency 100 WaitForAllSpawned "wave3b" Where spawnbot_upper Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 24 MaxActive 4 SpawnCount 4 WaitBeforeStarting 5 TFBot { Template W3_Pyro_Pusher } } WaveSpawn { TotalCurrency 100 Name "wave3c" WaitForAllSpawned "wave3a" Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant WaitBeforeStarting 5 TotalCount 3 MaxActive 1 SpawnCount 1 TFBot { Template W3_Soldier } } WaveSpawn { TotalCurrency 150 WaitForAllDead "wave3c" Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 4 MaxActive 2 SpawnCount 2 Squad { TFBot { Template W3_Soldier } TFBot { Template W3_Medic } } } } Wave //Wave 4 Money: 850 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes //Magic //Big: Summoner demo, Shield Medic, HRG (gate), Heal Flare Pyro //Little: Magician Soldier (gate), kritz medic, DF Pyro //Support: Engineer, Summoner Demo (bomb), Large scout (gate, 4x cap) WaveSpawn { TotalCurrency 100 Name "wave4a" Where spawnbot_upper Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 12 MaxActive 4 SpawnCount 2 //WaitBetweenSpawns 8 Squad { TFBot { Template W4_Soldier } TFBot { Template W4_Medic_Crit } } } WaveSpawn { TotalCurrency 100 Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant Where spawnbot_trainstation TotalCount 30 MaxActive 4 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 20 Support 1 TFBot { Template W4_Demo } } WaveSpawn { TotalCurrency 100 WaitForAllSpawned "wave4a" Name "wave4b" WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_upper Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 16 MaxActive 4 SpawnCount 2 Squad { TFBot { Template W4_Soldier } TFBot { Template W4_Medic_Crit } } } WaveSpawn { TotalCurrency 100 Where spawnbot_upper Where spawnbot_garage_giant Where spawnbot_mensch_giant WaitBeforeStarting 13 WaitBetweenSpawns 34 TotalCount 12 MaxActive 4 SpawnCount 3 Squad { TFBot { Template W4_HRG } TFBot { Template W4_Medic_Crit } TFBot { Template W4_Medic_Crit } } } WaveSpawn { TotalCurrency 100 WaitForAllDead "wave4a" WaitBeforeStarting 3 WaitBetweenSpawns 13 Where spawnbot_upper Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 13 MaxActive 3 SpawnCount 1 FirstSpawnOutput { Target bomb_relay_1 Action Trigger } TFBot { Template W4_Pyro_DF } } WaveSpawn { TotalCurrency 50 Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant WaitBeforeStarting 1 WaitBetweenSpawnsAfterDeath 6 TotalCount 10 MaxActive 1 SpawnCount 1 Support 1 TFBot { Template W4_Scout } } WaveSpawn { TotalCurrency 100 Name "wave4c" WaitForAllDead "wave4a" WaitBeforeStarting 15 WaitBetweenSpawns 40 Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 6 MaxActive 2 SpawnCount 2 Squad { FormationSize 75 TFBot { Template W4_Demo_Giant } TFBot { Template W4_Medic_Giant } } } WaveSpawn { TotalCurrency 200 WaitForAllDead "wave4c" WaitBeforeStarting 10 Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 1 MaxActive 1 SpawnCount 1 TFBot { Template W4_Pyro_Chief } } } //Wave 5 Money: 750 //Theme: Movies Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes //Big: Crossbow Med (w/ huntsman escort), King Demo (false gate, true bomb), Tank, Nuker Soldier (bomb) //Little: Huntsman (bleed, gate), Bear Heavy (bomb), Cappers (gate), Phlogs //Infinite: Piss Sniper, Cola Scout (wave of 5, rush bomb, cooldown) WaveSpawn { TotalCurrency 100 Name "wave5a" Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 24 MaxActive 8 SpawnCount 6 WaitBetweenSpawns 20 Squad { TFBot { Template W5_Medic } TFBot { Template W5_Huntsman_NoGate } TFBot { Template W5_Huntsman_NoGate } TFBot { Template W5_Huntsman_NoGate } TFBot { Template W5_Huntsman_NoGate } TFBot { Template W5_Huntsman_NoGate } } } WaveSpawn { TotalCurrency 100 WaitBeforeStarting 5 WaitBetweenSpawns 11 Where spawnbot_upper Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 20 MaxActive 6 SpawnCount 2 TFBot { Template W5_Huntsman_Gate } } WaveSpawn { TotalCurrency 50 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 10 MaxActive 4 SpawnCount 1 FirstSpawnOutput { Target bomb_relay_1 Action Trigger } TFBot { Template W5_Heavy_Bear } } WaveSpawn { TotalCurrency 50 WaitBeforeStarting 30 WaitBetweenSpawns 35 Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 2 MaxActive 1 SpawnCount 1 TFBot { Template W5_Demo_True } } WaveSpawn { TotalCurrency 50 WaitBeforeStarting 30 WaitBetweenSpawns 35 Where spawnbot_upper Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 2 MaxActive 1 SpawnCount 1 TFBot { Template W5_Demo_False } } WaveSpawn { TotalCurrency 100 Where spawnbot_upper Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 35 MaxActive 5 SpawnCount 5 WaitBeforeStarting 66 WaitBetweenSpawns 24 Support 1 TFBot { Template W5_Scout_Cola } } WaveSpawn { TotalCurrency 100 WaitForAllSpawned "wave5a" Where spawnbot_upper Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 30 MaxActive 4 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 15 Support 1 TFBot { Template W5_Heavy_Tomi } } WaveSpawn { TotalCurrency 100 Name "wave5b" WaitForAllSpawned "wave5a" WaitBeforeStarting 15 TotalCount 1 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 30000 Speed 75 Name "tankboss" StartingPathTrackNode "a_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 25 WaitForAllSpawned "wave5b" Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 55 TFBot { Template W5_Soldier_Nuker } } WaveSpawn { TotalCurrency 50 WaitForAllSpawned "wave5b" Where spawnbot_upper Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 18 MaxActive 6 SpawnCount 3 WaitBeforeStarting 60 WaitBetweenSpawns 7 TFBot { Template W5_Pyro } } WaveSpawn { TotalCurrency 25 WaitForAllSpawned "wave5b" Where spawnbot Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 8 MaxActive 2 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 10 TFBot { Template W5_Scout_Capper } } } //Wave 6 Money: 700 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes //Big: Super Scout*, Bottomless clip soldier, Long-fuse demo (gate)*, rocket flares (reckless decorator) //Little: Blinking Medic, Deflector*, Mittens (cap)*, pushy shopper*, Winter Soldier (cap) //Support: Engineer, Spy, Large Pyro (cap), Burstfire scout WaveSpawn { TotalCurrency 100 Name "wave6scouts" Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 10 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 40 Squad { TFBot { Template W6_Scout_Super } TFBot { Template W6_Medic_Flicker CharacterAttributes { "move speed bonus" 2 } } } } WaveSpawn { TotalCurrency 50 Where spawnbot_upper Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 15 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawnsAfterDeath 4 Support 1 TFBot { Template W6_Pyro_Reindeer } } WaveSpawn { TotalCurrency 50 Name "wave6demo" Where spawnbot Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 24 MaxActive 6 SpawnCount 4 WaitBeforeStarting 3 WaitBetweenSpawns 15 FirstSpawnOutput { Target bomb_relay_1 Action Trigger } TFBot { Template W6_Demo_Push } } WaveSpawn { TotalCurrency 10 Name "wave6a" WaitBeforeStarting 20 Where spawnbot_upper Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 1 MaxActive 1 SpawnCount 1 TFBot { Template W6_Demo_Carpet } } WaveSpawn { TotalCurrency 100 WaitForAllDead "wave6a" WaitBeforeStarting 2 Where spawnbot_upper Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 20 MaxActive 4 SpawnCount 2 TFBot { Template W6_Heavy_Mittens } } WaveSpawn { TotalCurrency 20 Name "wave6b" WaitForAllDead "wave6a" WaitBeforeStarting 25 Where spawnbot_upper Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 2 MaxActive 2 SpawnCount 2 Squad { TFBot { Template W6_Demo_Carpet } TFBot { Template W6_Medic_Flicker } } } WaveSpawn { TotalCurrency 100 WaitForAllDead "wave6b" Where spawnbot Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 40 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 13 Support 1 FirstSpawnOutput { Target bomb_relay_2 Action Trigger } TFBot { Template W6_Scout_Burst } } WaveSpawn { TotalCurrency 25 Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 24 WaitBetweenSpawnsAfterDeath 10 Support 1 TFBot { Template W6_Soldier_Winter } } WaveSpawn { TotalCurrency 25 Where spawnbot_upper Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 24 WaitBetweenSpawnsAfterDeath 10 Support 1 TFBot { Template W6_Soldier_Winter } } WaveSpawn { TotalCurrency 30 Name "wave6c" WaitForAllDead "wave6b" WaitBeforeStarting 25 Where spawnbot_upper Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 3 MaxActive 3 SpawnCount 3 Squad { TFBot { Template W6_Demo_Carpet } TFBot { Template W6_Medic_Flicker } TFBot { Template W6_Medic_Flicker } } } WaveSpawn { TotalCurrency 50 WaitForAllDead "wave6demo" Where spawnbot Where spawnbot_garage Where spawnbot_mensch Where spawnbot_trainstation TotalCount 18 MaxActive 5 SpawnCount 2 WaitBetweenSpawns 13 TFBot { Template W6_Heavy_Scrooge } } WaveSpawn { TotalCurrency 50 WaitForAllDead "wave6c" Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 10 MaxActive 5 SpawnCount 5 WaitBeforeStarting 6 WaitBetweenSpawns 30 Squad { TFBot { Template W6_Soldier_Inf } TFBot { Template W6_Medic_Flicker } TFBot { Template W6_Medic_Flicker } TFBot { Template W6_Medic_Flicker } TFBot { Template W6_Medic_Flicker } } } WaveSpawn { TotalCurrency 40 Name "wave6d" WaitForAllDead "wave6c" WaitBeforeStarting 25 Where spawnbot_upper Where spawnbot_garage_giant Where spawnbot_mensch_giant TotalCount 4 MaxActive 4 SpawnCount 4 Squad { TFBot { Template W6_Demo_Carpet } TFBot { Template W6_Medic_Flicker } TFBot { Template W6_Medic_Flicker } TFBot { Template W6_Medic_Flicker } } } WaveSpawn { TotalCurrency 50 WaitForAllSpawned "wave6demo" Where spawnbot Where spawnbot_garage_giant Where spawnbot_mensch_giant WaitBeforeStarting 20 WaitBetweenSpawnsAfterDeath 2 TotalCount 3 MaxActive 1 SpawnCount 1 TFBot { Template W6_Pyro_Flarerocket } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { TotalCurrency 20 //a nice crisp 20 for winning Where spawnbot Where spawnbot_garage_giant //unnecessary but just in case Where spawnbot_mensch_giant //same as above TotalCount 2 MaxActive 2 SpawnCount 2 FirstSpawnWarningSound "vo\mvm\mght\heavy_mvm_m_award03.mp3" Squad { FormationSize 100 TFBot { Name "Randy 'Rockets'" Class Heavy ClassIcon soldier_spammer Tag bot_giant Health 35000 Skill Expert Attributes MiniBoss Attributes UseBossHealthBar Item "Brock's Locks" Item "powerhouse_minigun_brickhouse" ItemAttributes { ItemName "powerhouse_minigun_brickhouse" "no self blast dmg" 1 "damage bonus" 10 "fire rate penalty" 3 "projectile speed increased" 1.5 "projectile spread angle penalty" 4 "override projectile type" 2 "minigun spinup time decreased" .66 } CharacterAttributes { "health regen" 200 "move speed bonus" .4 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 2 "rage giving scale" 0.1 } } TFBot { Name "Pinch It Pally" Class Scout ClassIcon scout_giant_fast Health 50000 Skill Expert Attributes MiniBoss Attributes UseBossHealthBar Item "That '70s Chapeau" Item "The Holy Mackerel" ItemAttributes { ItemName "The Holy Mackerel" "damage bonus" 1.5 "melee range multiplier" 1.25 } WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 2 "health regen" 50 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 5 "rage giving scale" 0.1 } } } } } }