#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop population { StartingCurrency 200 RespawnWaveTime 6 CanBotsAttackWhileInSpawnRoom no ImprovedAirblast 1 extendedupgradesonly 1 FlagCarrierMovementPenalty 0.75 ExtendedUpgrades { hok { Name "+15 health on kill" // Name of the upgrade displayed on the menu Attribute "heal on kill" // The attribute name Cap 90 // Maximum amount of the attribute Increment 15 // Attribute increment value per level Cost 100 // Cost of the upgrade per level PlayerUpgrade 1 } ammo { Name "+25% ammo capacity" // Name of the upgrade displayed on the menu Attribute "maxammo primary increased" // The attribute name Cap 3 // Maximum amount of the attribute Increment 0.25 // Attribute increment value per level Cost 125 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Demoman AllowPlayerClass Engineer SecondaryAttributes { "maxammo secondary increased" 0.25 } } ammoheavy { Name "+25% ammo capacity" // Name of the upgrade displayed on the menu Attribute "maxammo primary increased" // The attribute name Cap 3 // Maximum amount of the attribute Increment 0.25 // Attribute increment value per level Cost 250 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Heavyweapons SecondaryAttributes { "maxammo secondary increased" 0.25 } } ammosoldier { Name "+1 primary ammo" // Name of the upgrade displayed on the menu Attribute "maxammo primary increased" // The attribute name Cap 5 // Maximum amount of the attribute Increment 0.5 // Attribute increment value per level Cost 200 // Cost of the upgrade per level PlayerUpgrade 1 AllowPlayerClass Soldier } damagemelee { Name "+75% Damage" // Name of the upgrade displayed on the menu Attribute "damage bonus" // The attribute name Cap 21 // Maximum amount of the attribute Increment 0.75 // Attribute increment value per level Cost 225 // Cost of the upgrade per level AllowPlayerClass Demoman AllowPlayerClass Engineer AllowPlayerClass Heavyweapons AllowedWeapons { Slot "Melee" } } damagemeleesoldier { Name "+25% Damage" // Name of the upgrade displayed on the menu Attribute "damage bonus" // The attribute name Cap 21 // Maximum amount of the attribute Increment 0.25 // Attribute increment value per level Cost 125 // Cost of the upgrade per level AllowPlayerClass Soldier AllowedWeapons { Slot "Melee" } } demodamage { Name "+50% Damage" // Name of the upgrade displayed on the menu Attribute "damage bonus" // The attribute name Cap 4 // Maximum amount of the attribute Increment 0.5 // Attribute increment value per level Cost 500 // Cost of the upgrade per level AllowPlayerClass Demoman AllowedWeapons { Slot "Primary" } } democlip { Name "+50% Clip size" // Name of the upgrade displayed on the menu Attribute "clip size bonus" // The attribute name Cap 3 // Maximum amount of the attribute Increment 0.5 // Attribute increment value per level Cost 350 // Cost of the upgrade per level AllowPlayerClass Demoman AllowedWeapons { Slot "Primary" } } demofiring { Name "+20% Firing rate" // Name of the upgrade displayed on the menu Attribute "fire rate bonus" // The attribute name Cap 0.2 // Maximum amount of the attribute Increment -0.2 // Attribute increment value per level Cost 300 // Cost of the upgrade per level AllowPlayerClass Demoman DisallowedWeapons // Disallow those weapons { ItemName "The Chargin' Targe" ItemName "The Splendid Screen" ItemName "The Tide Turner" } } demoreload { Name "-20% Reload speed" // Name of the upgrade displayed on the menu Attribute "reload time decreased" // The attribute name Cap 0.2 // Maximum amount of the attribute Increment -0.2 // Attribute increment value per level Cost 225 // Cost of the upgrade per level AllowPlayerClass Demoman AllowedWeapons { Slot "Primary" } } heavyfiring { Name "+15% Firing rate" // Name of the upgrade displayed on the menu Attribute "fire rate bonus" // The attribute name Cap 0.25 // Maximum amount of the attribute Increment -0.15 // Attribute increment value per level Cost 500 // Cost of the upgrade per level AllowPlayerClass Heavyweapons AllowedWeapons { Slot "Primary" } } heavypene { Name "+1 target penetration" // Name of the upgrade displayed on the menu Attribute "projectile penetration" // The attribute name Cap 3 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 250 // Cost of the upgrade per level AllowPlayerClass Heavyweapons AllowedWeapons { Slot "Primary" } } heavyrage { Name "Knockback Rage" // Name of the upgrade displayed on the menu Attribute "generate rage on damage" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 450 // Cost of the upgrade per level AllowPlayerClass Heavyweapons AllowedWeapons { Slot "Primary" } } engiepene { Name "+1 target penetration" // Name of the upgrade displayed on the menu Attribute "projectile penetration" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 300 // Cost of the upgrade per level AllowPlayerClass Engineer AllowedWeapons { Slot "Secondary" } } engiefiring { Name "+10% firing speed" // Name of the upgrade displayed on the menu Attribute "fire rate bonus" // The attribute name Cap 0.1 // Maximum amount of the attribute Increment -0.1 // Attribute increment value per level Cost 150 // Cost of the upgrade per level AllowPlayerClass Engineer AllowedWeapons { Slot "Secondary" } } engiefiringsentry { Name "+20% sentry firing speed" // Name of the upgrade displayed on the menu Attribute "engy sentry fire rate increased" // The attribute name Cap 0.2 // Maximum amount of the attribute Increment -0.2 // Attribute increment value per level Cost 325 // Cost of the upgrade per level AllowPlayerClass Engineer AllowedWeapons { Slot "PDA" } } engiebonussentry { Name "+1 disposable sentry" // Name of the upgrade displayed on the menu Attribute "engy disposable sentries" // The attribute name Cap 9 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 350 // Cost of the upgrade per level AllowPlayerClass Engineer AllowedWeapons { Slot "PDA" } } engie2way { Name "2-way teleporters" // Name of the upgrade displayed on the menu Attribute "bidirectional teleport" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 125 // Cost of the upgrade per level AllowPlayerClass Engineer AllowedWeapons { Slot "PDA" } } engiemetalcap { Name "+25% metal capacity" // Name of the upgrade displayed on the menu Attribute "maxammo metal increased" // The attribute name Cap 10 // Maximum amount of the attribute Increment 0.25 // Attribute increment value per level Cost 100 // Cost of the upgrade per level AllowPlayerClass Engineer AllowedWeapons { Slot "PDA" } } engiedisprange { Name "+300% dispenser range" // Name of the upgrade displayed on the menu Attribute "engy dispenser radius increased" // The attribute name Cap 4 // Maximum amount of the attribute Increment 3 // Attribute increment value per level Cost 125 // Cost of the upgrade per level AllowPlayerClass Engineer AllowedWeapons { Slot "PDA" } } soldierdamage { Name "+100% Damage" // Name of the upgrade displayed on the menu Attribute "damage bonus" // The attribute name Cap 10 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 600 // Cost of the upgrade per level AllowPlayerClass Soldier AllowedWeapons { Slot "Primary" } } soldierclip { Name "+1 clip size" // Name of the upgrade displayed on the menu Attribute "clip size bonus" // The attribute name Cap 8 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 400 // Cost of the upgrade per level AllowPlayerClass Soldier AllowedWeapons { Slot "Primary" } } soldierproj { Name "+50% projectile speed" // Name of the upgrade displayed on the menu Attribute "Projectile speed increased" // The attribute name Cap 2 // Maximum amount of the attribute Increment 0.5 // Attribute increment value per level Cost 100 // Cost of the upgrade per level AllowPlayerClass Soldier AllowedWeapons { Slot "Primary" } } soldierradius { Name "+25% explosion radius" // Name of the upgrade displayed on the menu Attribute "Projectile speed increased" // The attribute name Cap 3 // Maximum amount of the attribute Increment 0.25 // Attribute increment value per level Cost 175 // Cost of the upgrade per level AllowPlayerClass Soldier AllowedWeapons { Slot "Primary" } } soldierreload { Name "+7.5% faster reload speed" // Name of the upgrade displayed on the menu Attribute "reload time decreased" // The attribute name Cap 0.4 // Maximum amount of the attribute Increment -0.075 // Attribute increment value per level Cost 75 // Cost of the upgrade per level AllowPlayerClass Soldier AllowedWeapons { Slot "Primary" } } crit_can { Name "Crit canteen" Attribute "critboost" Cap 3 Increment 1 Cost 100 UIGroup 2 AllowedWeapons { Classname "tf_powerup_bottle" } } build_can { Name "Instant Build" Attribute "building instant upgrade" Cap 3 Increment 1 Cost 50 UIGroup 2 AllowedWeapons { Classname "tf_powerup_bottle" } } fill_can { Name "Ammo refill" Attribute "refill_ammo" Cap 3 Increment 1 Cost 25 UIGroup 2 AllowedWeapons { Classname "tf_powerup_bottle" } } } ClassLimit //Limits the number of specified classes { Scout 0 Pyro 0 Medic 0 Sniper 0 Spy 0 } PlayerAttributes //Player attributes appied for the whole mission { "fire rate bonus" 2 "damage bonus" 0.05 "collect currency on kill" 1 "airblast vulnerability multiplier" 3 Soldier { "fire rate bonus" 2.5 "damage penalty" 2 "rocket specialist" 1 "reload time decreased" 1.5 "maxammo primary reduced" 0.1 "clip size penalty" 0.25 "Projectile speed decreased" 0.5 } Engineer //Attributes limited to Engineer only { "engy sentry damage bonus" 0.1 "engy sentry fire rate increased" 10 } Heavyweapons { "hidden primary max ammo bonus" 0.25 "damage bonus" 0.035 "fire rate bonus" 2.5 } } ItemAttributes { Itemname "The Splendid Screen" "charge time increased" -0.5 } ItemAttributes { Classname "tf_weapon_wrench" "engy sentry fire rate increased" 3 } ItemAttributes { Classname "tf_weapon_pistol" "fire rate penalty" 2 } ItemAttributes { Classname "tf_weapon_mechanical_arm" "fire rate penalty" 2 } ItemBlacklist { Classname "tf_weapon_shotgun_pyro" Classname "tf_weapon_shotgun" Classname "tf_weapon_shotgun_soldier" Classname "tf_weapon_buff_item" Classname "tf_weapon_raygun" Classname "tf_weapon_particle_cannon" Classname "tf_weapon_rocketlauncher_airstrike" Classname "tf_weapon_rocketlauncher_directhit" Itemname "The Black Box" Itemname "The Beggar's Bazooka" Itemname "The Liberty Launcher" Classname "tf_weapon_sword" Classname "tf_weapon_shotgun_hwg" Classname "tf_weapon_shotgun_soldier" Classname "tf_weapon_shotgun_primary" Classname "tf_weapon_sentry_revenge" Classname "tf_weapon_drg_pomson" Classname "tf_weapon_shotgun_building_rescue" DefIndex 811 // Who long dragon DefIndex 832 // Genuine version } Templates { Scout_Mk_I { Name "Scout Mk. I" Health 10 Skill Hard Scale 1.7 Template T_TFBot_Scout_Melee Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.25 "damage causes airblast" 1 } } Heavy_Mk_I { Name "Heavy Mk. I" Health 30 Class HeavyWeapons Skill Hard Scale 1.7 WeaponRestrictions MeleeOnly Item "tf_weapon_minigun" Item "tf_weapon_shotgun_hwg" Item "tf_weapon_fists" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.25 "damage causes airblast" 1 } } Demo_Mk_I { Health 15 Name "Demoman Mk. I" Class Demoman Skill Hard Scale 1.7 WeaponRestrictions MeleeOnly Item "tf_weapon_grenadelauncher" Item "tf_weapon_pipebomblauncher" Item "tf_weapon_bottle" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.25 "damage causes airblast" 1 } } Pyro_Mk_I { Health 15 Name "Pyro Mk. I" Class Pyro Skill Hard Scale 1.7 WeaponRestrictions MeleeOnly Item "tf_weapon_bonesaw" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.25 "damage causes airblast" 1 "health regen" 2 } } Scout_Mk_II { Name "Scout Mk. II" Health 20 Skill Hard Scale 1.7 Template T_TFBot_Scout_Melee Item "summer shades" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.4 "damage causes airblast" 1 } } Heavy_Mk_II { Name "Heavy Mk. II" Health 60 Class HeavyWeapons Skill Hard Scale 1.7 WeaponRestrictions MeleeOnly Item "tf_weapon_minigun" Item "tf_weapon_shotgun_hwg" Item "tf_weapon_fists" Item "summer shades" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.4 "damage causes airblast" 1 } } Demo_Mk_II { Health 30 Name "Demoman Mk. II" Class Demoman Skill Hard Scale 1.7 WeaponRestrictions MeleeOnly Item "tf_weapon_grenadelauncher" Item "tf_weapon_pipebomblauncher" Item "tf_weapon_bottle" Item "summer shades" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.4 "damage causes airblast" 1 } } Pyro_Mk_II { Health 30 Name "Pyro Mk. II" Class Pyro Skill Hard Scale 1.7 WeaponRestrictions MeleeOnly Item "tf_weapon_bonesaw" Item "summer shades" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.4 "damage causes airblast" 1 "health regen" 4 } } Scout_Mk_III { Name "Scout Mk. III" Health 40 Skill Hard Scale 1.7 Template T_TFBot_Scout_Melee Item "the macho mann" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.65 "damage causes airblast" 1 } } Heavy_Mk_III { Name "Heavy Mk. III" Health 120 Class HeavyWeapons Skill Hard Scale 1.7 WeaponRestrictions MeleeOnly Item "tf_weapon_minigun" Item "tf_weapon_shotgun_hwg" Item "tf_weapon_fists" Item "the macho mann" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.65 "damage causes airblast" 1 } } Demo_Mk_III { Health 60 Name "Demoman Mk. III" Class Demoman Skill Hard Scale 1.7 WeaponRestrictions MeleeOnly Item "tf_weapon_grenadelauncher" Item "tf_weapon_pipebomblauncher" Item "tf_weapon_bottle" Item "the macho mann" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.65 "damage causes airblast" 1 } } Pyro_Mk_III { Health 60 Name "Pyro Mk. III" Class Pyro Skill Hard Scale 1.7 WeaponRestrictions MeleeOnly Item "tf_weapon_bonesaw" Item "the macho mann" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.65 "damage causes airblast" 1 "health regen" 6 } } Scout_Mk_IV { Name "Scout Mk. IV" Health 60 Skill Hard Scale 1.7 Template T_TFBot_Scout_Melee Item "the tundra top" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.8 "damage causes airblast" 1 } } Heavy_Mk_IV { Name "Heavy Mk. IV" Health 180 Class HeavyWeapons Skill Hard Scale 1.7 WeaponRestrictions MeleeOnly Item "tf_weapon_minigun" Item "tf_weapon_shotgun_hwg" Item "tf_weapon_fists" Item "the tundra top" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.8 "damage causes airblast" 1 } } Demo_Mk_IV { Health 90 Name "Demoman Mk. IV" Class Demoman Skill Hard Scale 1.7 WeaponRestrictions MeleeOnly Item "tf_weapon_grenadelauncher" Item "tf_weapon_pipebomblauncher" Item "tf_weapon_bottle" Item "the tundra top" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.8 "damage causes airblast" 1 } } Pyro_Mk_IV { Health 90 Name "Pyro Mk. IV" Class Pyro Skill Hard Scale 1.7 WeaponRestrictions MeleeOnly Item "tf_weapon_bonesaw" Item "the tundra top" Attributes "MiniBoss" CharacterAttributes { "move speed penalty" 0.8 "damage causes airblast" 1 "health regen" 10 } } Soldier_Boss_Mk_I { Health 500 Name "Soldier Mk. I" Class Soldier Skill Hard Scale 1.9 WeaponRestrictions PrimaryOnly Item "tf_weapon_rocketlauncher" Attributes "MiniBoss" Attributes "UseBossHealthBar" HomingRockets { TurnPower 30 RocketSpeed 0.05 Acceleration 4 MaxAimError 360 } CharacterAttributes { "damage bonus" 3 "move speed penalty" 0.2 "damage causes airblast" 1 "Reload time increased" 5 "clip size penalty" 0.75 "blast dmg to self increased" 0 } } Soldier_Boss_Mk_II { Health 1000 Name "Soldier Mk. II" Class Soldier Skill Hard Scale 1.9 WeaponRestrictions PrimaryOnly Item "tf_weapon_rocketlauncher" Attributes "MiniBoss" Attributes "UseBossHealthBar" HomingRockets { TurnPower 30 RocketSpeed 0.05 Acceleration 6 MaxAimError 360 } CharacterAttributes { "damage bonus" 3 "move speed penalty" 0.35 "damage causes airblast" 1 "Reload time increased" 4 "clip size penalty" 0.75 "blast dmg to self increased" 0 } } Soldier_Boss_Mk_III { Health 2000 Name "Soldier Mk. III" Class Soldier Skill Hard Scale 1.9 WeaponRestrictions PrimaryOnly Item "tf_weapon_rocketlauncher" Attributes "MiniBoss" Attributes "UseBossHealthBar" HomingRockets { TurnPower 30 RocketSpeed 0.05 Acceleration 10 MaxAimError 360 } CharacterAttributes { "damage bonus" 3 "move speed penalty" 0.5 "damage causes airblast" 1 "Reload time increased" 3 "clip size penalty" 0.75 "blast dmg to self increased" 0 } } Soldier_Boss_Mk_IV { Health 3000 Name "Soldier Mk. IV" Class Soldier Skill Hard Scale 1.9 WeaponRestrictions PrimaryOnly Item "tf_weapon_rocketlauncher" Attributes "MiniBoss" Attributes "UseBossHealthBar" HomingRockets { TurnPower 30 RocketSpeed 0.05 Acceleration 16 MaxAimError 360 } CharacterAttributes { "damage bonus" 3 "move speed penalty" 0.65 "damage causes airblast" 1 "Reload time increased" 1.5 "clip size penalty" 0.75 "blast dmg to self increased" 0 } } } Wave { Explanation { Line "{blue}This mission is balanced for 2 players. Playing with more players makes this mission easier." Line "{red}You may only play as Soldier, Demoman, Heavy, or Engineer in this mission." Line "{red}I couldn't be bothered to balance shotguns so they're banned." Line "{red}The who long dragon is also banned, as the fire ring's damage output cannot be changed from what I know." Line "BALANCE CHANGE: Using the wrench makes your sentries fire 3 times slower." Line "BALANCE CHANGE: The Splendid Screen charges travel half the distance!" Line "BALANCE CHANGE: Soldier has been gimmicked so they can have a different playstyle than Demo." } WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name Main1 TotalCurrency 10 TotalCount 10 MaxActive 10 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 4 Squad { TFBot { Template Scout_Mk_I } } } Wavespawn { Name Main2 WaitForAllSpawned Main1 TotalCurrency 30 TotalCount 5 MaxActive 5 SpawnCount 1 Where spawnbot WaitBeforeStarting 10 WaitBetweenSpawns 6 TFBot { Template Heavy_Mk_I } } Wavespawn { Name Main3 WaitForAllSpawned Main2 TotalCurrency 20 TotalCount 20 MaxActive 10 SpawnCount 5 Where spawnbot WaitBeforeStarting 10 WaitBetweenSpawns 7 TFBot { Template Scout_Mk_I } } Wavespawn { Name Main4 WaitForAllSpawned Main3 TotalCurrency 20 TotalCount 10 MaxActive 10 SpawnCount 1 Where spawnbot_aggr WaitBeforeStarting 15 WaitBetweenSpawns 3 TFBot { Template Demo_Mk_I } } Wavespawn { WaitForAllSpawned Main4 TotalCurrency 20 TotalCount 20 MaxActive 20 SpawnCount 1 Where spawnbot WaitBeforeStarting 10 WaitBetweenSpawns 1 TFBot { Template Scout_Mk_I } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name Main1 TotalCurrency 10 TotalCount 10 MaxActive 10 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 2 TFBot { Template Scout_Mk_I } } WaveSpawn { WaitForAllSpawned Main1 Name Main2 TotalCurrency 20 TotalCount 5 MaxActive 5 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 5 TFBot { Template Scout_Mk_II } } WaveSpawn { WaitForAllDead Main2 Name Main3 TotalCurrency 40 TotalCount 12 MaxActive 6 SpawnCount 3 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 12 TFBot { Template Heavy_Mk_I } } WaveSpawn { WaitForAllDead Main3 TotalCurrency 20 TotalCount 4 MaxActive 2 SpawnCount 1 Where spawnbot WaitBeforeStarting 15 WaitBetweenSpawns 15 TFBot { Template Scout_Mk_II } } WaveSpawn { WaitForAllDead Main3 Name Main4 TotalCurrency 60 TotalCount 16 MaxActive 10 SpawnCount 2 Where spawnbot_aggr WaitBeforeStarting 5 WaitBetweenSpawns 7 TFBot { Template Demo_Mk_II } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name Main1 TotalCurrency 20 TotalCount 10 MaxActive 10 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 10 TFBot { Template Scout_Mk_II } } WaveSpawn { TotalCurrency 20 TotalCount 20 MaxActive 15 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 5 TFBot { Template Pyro_Mk_I } } WaveSpawn { WaitForAllDead Main1 Name Main2 TotalCurrency 20 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 20 WaitBetweenSpawns 10 TFBot { Template Heavy_Mk_III } } WaveSpawn { WaitForAllSpawned Main2 Name Main3 TotalCurrency 20 TotalCount 10 MaxActive 10 SpawnCount 2 Where spawnbot_aggr WaitBeforeStarting 20 WaitBetweenSpawns 12 TFBot { Template Demo_Mk_II } } WaveSpawn { WaitForAllSpawned Main2 TotalCurrency 20 TotalCount 20 MaxActive 20 SpawnCount 4 Where spawnbot WaitBeforeStarting 20 WaitBetweenSpawns 12 TFBot { Template Pyro_Mk_I } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name Main1 TotalCurrency 30 TotalCount 5 MaxActive 5 SpawnCount 1 Where spawnbot_aggr WaitBeforeStarting 0 WaitBetweenSpawns 13 TFBot { Template Demo_Mk_III } } WaveSpawn { WaitForAllDead Main1 Name Main2 TotalCurrency 30 TotalCount 20 MaxActive 15 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 3 TFBot { Template Scout_Mk_II } } WaveSpawn { WaitForAllSpawned Main2 Name Main3 TotalCurrency 30 TotalCount 10 MaxActive 10 SpawnCount 5 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 20 TFBot { Template Heavy_Mk_II } } WaveSpawn { WaitForAllDead Main3 TotalCurrency 30 TotalCount 8 MaxActive 8 SpawnCount 2 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 10 TFBot { Template Pyro_Mk_II } } WaveSpawn { WaitForAllDead Main3 TotalCurrency 30 TotalCount 40 MaxActive 20 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 1 TFBot { Template Scout_Mk_I } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 1 TFBot { Template Soldier_Boss_Mk_I } } WaveSpawn { TotalCurrency 0 TotalCount 40 MaxActive 10 SpawnCount 1 Where spawnbot Support 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TFBot { Template Scout_Mk_I } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name Main1 TotalCurrency 30 TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 10 TFBot { Template Heavy_Mk_III } } WaveSpawn { WaitForAllSpawned Main1 Name Main2 TotalCurrency 30 TotalCount 2 MaxActive 2 SpawnCount 1 Where spawnbot WaitBeforeStarting 10 WaitBetweenSpawns 15 TFBot { Template Pyro_Mk_III } } WaveSpawn { WaitForAllDead Main2 TotalCurrency 30 TotalCount 100 MaxActive 20 SpawnCount 10 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 15 TFBot { Template Scout_Mk_II } } WaveSpawn { WaitForAllDead Main2 Name Main3 TotalCurrency 30 TotalCount 5 MaxActive 2 SpawnCount 1 Where spawnbot_aggr WaitBeforeStarting 0 WaitBetweenSpawns 10 TFBot { Template Demo_Mk_III } } WaveSpawn { WaitForAllDead Main3 TotalCurrency 30 TotalCount 5 MaxActive 2 SpawnCount 1 Where spawnbot WaitBeforeStarting 20 WaitBetweenSpawns 15 TFBot { Template Heavy_Mk_III } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 30 TotalCount 3 MaxActive 2 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 100 TFBot { Template Soldier_Boss_Mk_I } } WaveSpawn { Name Main1 TotalCurrency 30 TotalCount 12 MaxActive 12 SpawnCount 2 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 15 TFBot { Template Pyro_Mk_II } } WaveSpawn { WaitForAllDead Main1 Name Main2 TotalCurrency 30 TotalCount 6 MaxActive 6 SpawnCount 2 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 20 TFBot { Template Heavy_Mk_I } } WaveSpawn { WaitForAllDead Main2 Name Main3 TotalCurrency 30 TotalCount 10 MaxActive 10 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 3 TFBot { Template Scout_Mk_II } } WaveSpawn { WaitForAllDead Main3 TotalCurrency 30 TotalCount 15 MaxActive 10 SpawnCount 1 Where spawnbot_aggr WaitBeforeStarting 10 WaitBetweenSpawns 1.5 TFBot { Template Demo_Mk_I } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } } }