// Marina Mayhem by Tindall Berry // Estate Advanced #base robot_giant.pop #base robot_standard.pop #base robot_custom_weapons.pop population { StartingCurrency 1100 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes Advanced 1 StandableHeads 1 // sig's - allows players to stand on bots' heads without being pushed // SniperHideLasers 1 // sig's - disables robot sniper lasers // ClassLimit // sig's - limits how many of each class red can use // { // Soldier 1 // HeavyWeapons 2 // Engineer 2 // Medic 1 // Sniper 1 // Spy 1 // } ItemAttributes // sig's - applies attributes to items equipped by players { ClassName "TF_WEAPON_LUNCHBOX" "attach particle effect" 12 // massed flies } ItemAttributes { ClassName "TF_WEAPON_COMPOUND_BOW" // all bows give +25 hp "max health additive bonus" 25 } ItemAttributes { ItemName "The Shortstop" // re-added previously removed heal rate increase "healing received bonus" 1.25 } ItemAttributes { ItemName "Baby Face's Blaster" // no longer lose boost when damaged "lose hype on take damage" 0 } ItemAttributes { ItemName "The Back Scatter" // removed accuracy penalty "spread penalty" 1 } ItemAttributes { ItemName "The Boston Basher" // removed hit self on miss "hit self on miss" 0 } ItemAttributes { ItemName "Three-Rune Blade" // removed hit self on miss "hit self on miss" 0 } ItemAttributes { ItemName "Sun-on-a-Stick" // added afterburn immunity "afterburn immunity" 1 } ItemAttributes { ItemName "The Liberty Launcher" // an attempt at redeeming the shwicky shwag: no damage penalty or clip bonus, bigger blast radius, slower fire rate "damage penalty" 1 "clip size bonus" 1 "blast radius increased" 1.25 "fire rate penalty" 1.25 } ItemAttributes { ItemName "The Original" // player variant of giant charged soldier's weapon: no reload, slower rockets, increased damage that stacks with upgrades, smaller blast radius "mod max primary clip override" -1 "Projectile speed decreased" 0.65 "dmg penalty vs players" 1.25 "Blast radius decreased" 0.75 "faster reload rate" 0.4 // disable reload speed upgrade "fire rate penalty" 5 // counteract reload speed boost "clip size upgrade atomic" 8 // disable clip size upgrade "rocket jump damage reduction" 0.8 // counteract self damage from damage bonus } ItemAttributes { ItemName "The Righteous Bison" // increased damage but lowered projectile speed for increased damage on larger or slower targets "damage bonus" 1.5 "Projectile speed decreased" 0.65 } ItemAttributes { ItemName "The Battalion's Backup" // increased health bonus to 50 "max health additive bonus" 50 } ItemAttributes { ItemName "The Degreaser" // player version of the infamous atomic pyro's weapon: increased blast radius and rocket specialist applied to reflected rockets "rocket specialist" 2 "blast radius increased" 1.35 } ItemAttributes { ItemName "The Rainblower" // the funny jump gun: airblast jumps, increased movement in the air, reduced ammo count "airblast dashes" 1 "increased air control" 3 "maxammo primary reduced" 0.75 } ItemAttributes { ItemName "The Nostromo Napalmer" // the funny airblast gun: cheaper rapid airblast, no pushback, lower damage "airblast cost decreased" 0.25 "mult airblast refire time" 0.65 "airblast_pushback_disabled" 1 "damage penalty" 0.85 } ItemAttributes { ItemName "The Manmelter" // increased damage and added minicrits vs burning targets "damage bonus" 1.7 "minicrit vs burning player" 1 } ItemAttributes { ItemName "Sharpened Volcano Fragment" // increased afterburn damage and damage penalty "weapon burn dmg increased" 3 "damage penalty" 0.25 } ItemAttributes { ItemName "The Neon Annihilator" // added 5 seconds of crits on kill "critboost on kill" 5 } ItemAttributes { ItemName "The Loch-n-Load" // replaced damage bonus vs buildings with flat damage bonus that stacks with damage upgrades, lowered blast radius and lowered base clip size to 2, as it should be "dmg bonus vs buildings" 1 "dmg penalty vs players" 1.15 "Blast radius decreased" 0.5 "clip size penalty" 0.5 } ItemAttributes { ItemName "The Loose Cannon" // increased blast radius for easier donkage "Blast radius increased" 1.2 } ItemAttributes { ItemName "Festive Eyelander" // chill day "set turn to ice" 1 } ItemAttributes { ItemName "The Claidheamohmor" // remake with the original attributes "provide on active" 0 "dmg taken increased" 1 "max health additive penalty" -15 } ItemAttributes { ItemName "Iron Curtain" // player variant of the robot deflector: free deflect and penetration upgrades, wider spread, lower fire rate "attack projectiles" 1 "projectile penetration heavy" 1 "weapon spread bonus" 1.2 "fire rate penalty" 1.25 } ItemAttributes { ItemName "Gloves of Running Urgently" // removed shitty health drain, added mark self for death "mod_maxhealth_drain_rate" 0 "self mark for death" 1 } ItemAttributes { ItemName "Festive Gloves of Running Urgently" // gru reskin "mod_maxhealth_drain_rate" 0 "self mark for death" 1 } ItemAttributes { ItemName "The Bread Bite" // gru reskin "mod_maxhealth_drain_rate" 0 "self mark for death" 1 } ItemAttributes { ItemName "The Eviction Notice" // removed shitty health drain "mod_maxhealth_drain_rate" 0 } ItemAttributes { ItemName "The Pomson 6000" // laser rifle for engineer: drains less uber and cloak, faster fire rate, hitscan, bigger clip, faster reload "subtract victim medigun charge on hit" 2 "subtract victim cloak on hit" 5 "energy weapon no hurt building" 0 "fire rate bonus HIDDEN" 0.2 "override projectile type" 1 "sniper fires tracer HIDDEN" 1 "bullets per shot bonus" 0.1 "damage bonus" 3 "spread penalty" 0.7 "clip size bonus upgrade" 5 "faster reload rate" 0.2 } ItemAttributes { ItemName "The Amputator" // health regen is now passive "provide on active" 0 } ItemAttributes { ItemName "The Classic" // an attempt at redeeming the classic: no bodyshot penalty, can headshot at any charge, charges faster, deals lower base damage unless fully charged "damage penalty on bodyshot" 1 "sniper no headshot without full charge" 0 "sniper charge per sec" 1.25 "damage penalty" 0.67 "sniper full charge damage bonus" 1.49 } ItemAttributes { ItemName "The Ambassador" // undo shitty jungle inferno nerf "crit_dmg_falloff" 0 } ItemAttributes { ItemName "Festive Ambassador" // undo shitty jungle inferno nerf "crit_dmg_falloff" 0 } ItemAttributes { ItemName "TTG Sam Revolver" // SPLAT "crit on hard hit" 1 } ItemAttributes { ItemName "The Enforcer" // changed damage bonus to be always active "damage bonus while disguised" 1 "damage bonus" 1.2 } ItemAttributes { ItemName "The Pain Train" // replaced faster capture rate with move speed bonus "increase player capture value" 0 "move speed bonus" 1.1 } ExtraSpawnPoint // sig's - adds a spawn point at the specified location { Name "spawnbot_ally" // *should* be the small courtyard on the right side of the map TeamNum 3 X "-256" Y "864" Z "96" } Templates { T_TFBot_Tind_Scout_Crit // w6 { Class Scout Name "Crit Scout" // bigrock/666-styled crit scout ClassIcon scout Skill Hard Health 125 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_SCATTERGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "damage bonus" 1.5 "faster reload rate" -0.8 } } T_TFBot_Tind_Scout_Sandman // w4 { Class Scout Name "Minor League Scout" ClassIcon scout_stun Skill Hard Health 125 WeaponRestrictions MeleeOnly MaxVisionRange 1000 Item "The Sandman" Item "Batter's Helmet" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.2 } } T_TFBot_Tind_Scout_Giant_Fast // w5 { Class Scout Name "Super Scout" ClassIcon scout_giant_fast Skill Expert Health 1200 WeaponRestrictions MeleeOnly Tag bot_giant Attributes MiniBoss Item "The Holy Mackerel" Item "Bonk Boy" CharacterAttributes { "move speed bonus" 1.3 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } T_TFBot_Tind_Soldier // w2 { Class Soldier Name "Soldier" ClassIcon soldier Skill Normal Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" } T_TFBot_Tind_Soldier_Crit // w5 { Class Soldier Name "Crit Soldier" // bigrock/666 crit soldier with no damage bonus ClassIcon soldier Skill Hard Health 200 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.6 "faster reload rate" -0.8 } } T_TFBot_Tind_Soldier_DirectHit // w1 { Class Soldier Name "Direct Hit Soldier" ClassIcon soldier_dh_nys Skill Expert Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Direct Hit" Item "Defiant Spartan" } T_TFBot_Tind_Soldier_Blast // w1 { Class Soldier Name "Blast Soldier" ClassIcon soldier_libertylauncher Skill Hard Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Liberty Launcher" Item "Lord Cockswain's Pith Helmet" ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" 0.5 "fire rate bonus" 0.01 "blast radius decreased" 0.8 "projectile spread angle penalty" 2 } } T_TFBot_Tind_Soldier_Backup // w2,5 { Class Soldier Name "Backup Soldier" ClassIcon soldier_backup Skill Normal Health 200 Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Battalion's Backup" Item "Stainless Pot" ItemAttributes { ItemName "The Battalion's Backup" "increase buff duration" 420 "deploy time decreased" 0.67 } } T_TFBot_Tind_Soldier_Conch // w4,6 { Class Soldier Name "Conch Soldier" ClassIcon soldier_conch Skill Normal Health 200 Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Concheror" Item "Furious Fukaamigasa" ItemAttributes { ItemName "The Concheror" "increase buff duration" 420 "deploy time decreased" 0.67 } } T_TFBot_Tind_Soldier_Giant_BurstFire // w4 { Class Soldier Name "Giant Burst Fire Soldier" ClassIcon soldier_burstfire Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Doe-Boy" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.4 "fire rate bonus" 0.1 "clip size upgrade atomic" 6 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_Stun // w1 { Class Soldier Name "Giant Stun Soldier" ClassIcon soldier_stun_giant Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Warsworn Helmet" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "rocket specialist" 4 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_Nuke // w2 { Class Soldier Name "Giant Nuke Soldier" ClassIcon soldier_nuker_giant Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Teufort Knight" Item "Batter's Bracers" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 3 "faster reload rate" -0.8 "blast radius increased" 1.25 //"use large smoke explosion" 1 "fire rate penalty" 3.5 "projectile spread angle penalty" 3 "projectile speed decreased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Soldier_Giant_Blast // w6 { Class Soldier Name "Giant Blast Soldier" ClassIcon soldier_libertylauncher_giant Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "The Liberty Launcher" Item "Lord Cockswain's Pith Helmet" ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage penalty" 1 "fire rate bonus" 0.2 "clip size upgrade atomic" 5 "faster reload rate" 0.5 "projectile spread angle penalty" 3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Tind_Pyro // w3 { Class Pyro Name "Pyro" ClassIcon pyro Skill Normal Health 175 WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_FLAMETHROWER" } T_TFBot_Tind_Pyro_Crit // w5 { Class Pyro Name "Crit Pyro" // bigrock/666 crit pyro with no speed bonus and lower damage bonus ClassIcon pyro Skill Hard Health 175 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_FLAMETHROWER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage bonus" 1.5 } } T_TFBot_Tind_Pyro_Phlog // w6 { Class Pyro Name "Phlogistinator Pyro" ClassIcon pyro_phlog Skill Normal Health 175 WeaponRestrictions PrimaryOnly Attributes SpawnWithFullCharge Item "The Phlogistinator" Item "The Bubble Pipe" ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 "damage bonus" 1.5 "weapon burn time reduced" 0.2 } } T_TFBot_Tind_Pyro_Flare // w3 { Class Pyro Name "Flare Pyro" ClassIcon pyro_flare Skill Hard Health 175 WeaponRestrictions SecondaryOnly Item "The Flare Gun" Item "The Hive Minder" AimLeadProjectileSpeed 2000 // sig's - forces bot to lead its targets } T_TFBot_Tind_Pyro_Giant // w1 { Class Pyro Name "Giant Pyro" ClassIcon pyro_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysFireWeapon Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_FLAMETHROWER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } UseMeleeThreatPrioritization 1 // sig's - targets nearest threat } T_TFBot_Tind_Pyro_Giant_AirBlast // w4 { Class Pyro Name "Giant Airblast Pyro" ClassIcon pyro_reflect_daan_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "Upgradeable TF_WEAPON_FLAMETHROWER" Item "Pyro Helm" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage penalty" 0.75 "airblast pushback scale" 1.5 "mult airblast refire time" 0.01 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_Tind_Pyro_Giant_Fury // w5 { Class Pyro Name "Giant Fury Pyro" ClassIcon pyro_dragon_fury_swordstone_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly MaxVisionRange 600 Attributes MiniBoss Attributes AlwaysCrit Item "The Dragon's Fury" Item "Pyromancer's Mask" ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 1.5 "airblast disabled" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } T_TFBot_Tind_Demoman // w1 { Class Demoman Name "Demoman" ClassIcon demo Skill Normal Health 175 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } T_TFBot_Tind_Demoman_BurstFire // w4 { Class Demoman Name "Burst Fire Demoman" ClassIcon demo_burst Skill Hard Health 200 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Loch-n-Load" Item "Scotch Bonnet" ItemAttributes { ItemName "The Loch-n-Load" "faster reload rate" 1.4 "fire rate bonus" 0.01 "projectile spread angle penalty" 3 "Projectile speed increased" 1 } } T_TFBot_Tind_Demoman_Stickybomb // w3 { Class Demoman Name "Sticky Demoman" ClassIcon demo_sticky_daan Skill Hard Health 175 WeaponRestrictions SecondaryOnly MaxVisionRange 750 Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" Item "Bomb Beanie" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 // uses grenade launcher animation "override projectile type" 15 // fires nothing "faster reload rate" -0.8 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "faster reload rate" -0.8 "damage penalty" 0.8 "projectile spread angle penalty" 3 "sticky arm time bonus" 2 "stickybomb charge rate" -1 "max pipebombs increased" -7 } } T_TFBot_Tind_Demoman_Targe // w6 { Class Demoman Name "Demo Charger" ClassIcon demo_targe_nys Skill Hard Health 600 Scale 1.35 WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Chargin' Targe" Item "Backbreaker's Skullcracker" Item "Backbreaker's Guards" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "damage penalty" 0 "fire rate penalty" 999 "override projectile type" 15 // fires nothing } ItemAttributes { ItemName "The Chargin' Targe" "Attack not cancel charge" 1 "charge impact damage increased" 2.5 "mult charge turn control" 2 "charge time increased" 2 "charge recharge rate increased" 2.5 } CharacterAttributes { "health regen" 1 } } T_TFBot_Tind_Demoman_Knight_Samurai // w5 { Class Demoman Name "Samurai Demoknight" ClassIcon demoknight_samurai Skill Hard Health 600 Scale 1.5 WeaponRestrictions MeleeOnly Attributes "AirChargeOnly" Attributes "AutoJump" AutoJumpMin 5 AutoJumpMax 10 Item "The Splendid Screen" Item "The Half-Zatoichi" Item "Demo Kabuto" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 "charge time increased" 2 "charge recharge rate increased" 10 "lose demo charge on damage when charging" 1 } CharacterAttributes { "health regen" 1 "increased jump height" 2 "bot custom jump particle" 1 } } T_TFBot_Tind_Demoman_Giant_RapidFire // w2 { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon demo_spammer_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Tavish Degroot Experience" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.75 "faster reload rate" -0.8 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Demoman_Giant_BurstFire // w3 { Class Demoman Name "Giant Burst Fire Demoman" ClassIcon demo_burst_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Scotch Bonnet" Item "The Juggernaut Jacket" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 8 "Projectile speed increased" 1.2 "projectile spread angle penalty" 3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Tind_Heavy // w2,4 { Class Heavyweapons Name "Heavy" ClassIcon heavy Skill Normal Health 300 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Item "Upgradeable TF_WEAPON_MINIGUN" } T_TFBot_Tind_Heavy_Crit // w6 { Class Heavyweapons Name "Crit Heavy" ClassIcon heavy Skill Hard Health 300 WeaponRestrictions PrimaryOnly MaxVisionRange 1000 Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_MINIGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "damage bonus" 1.5 } } T_TFBot_Tind_Heavy_Natascha // w5 { Class Heavyweapons Name "Natascha Heavy" ClassIcon heavy_natascha_nys Skill Normal Health 300 WeaponRestrictions PrimaryOnly MaxVisionRange 1000 Item "Natascha" Item "Officer's Ushanka" ItemAttributes { ItemName "Natascha" "spunup_damage_resistance" 1 } } T_TFBot_Tind_Heavy_SteelFist // w1 { Class Heavyweapons Name "Steel Gauntlet" ClassIcon heavy_steelfist Skill Hard Health 900 Scale 1.5 WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "Fists Of Steel" CharacterAttributes { "health regen" 1 } } T_TFBot_Tind_Heavy_Giant_BrassBeast { Class Heavyweapons Name "Giant Brass Beast Heavy" ClassIcon heavy_brass_nys_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1500 Attributes MiniBoss Item "The Brass Beast" Item "Big Chief" ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.75 "minigun spinup time increased" 1.2 "aiming movespeed decreased" 1 "spunup_damage_resistance" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Heavy_Giant_Heater // w2 { Class Heavyweapons Name "Giant Heater Heavy" ClassIcon heavy_heater_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1500 Attributes MiniBoss Item "The Huo Long Heatmaker" Item "The Bunsen Brave" ItemAttributes { ItemName "The Huo Long Heatmaker" "damage penalty" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Heavy_Giant_Deflector // w5 { Class Heavyweapons Name "Giant Deflector Heavy" ClassIcon heavy_deflector Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Item "Deflector" Item "The U-Clank-A" Item "Batter's Bracers" ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 "attack projectiles" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 2 } } T_TFBot_Tind_Heavy_Giant_SteelFist // w3 { Class HeavyWeapons Name "Giant Steel Gauntlet" ClassIcon heavy_steelfist Skill Expert Health 5000 WeaponRestrictions MeleeOnly Attributes MiniBoss Attributes AlwaysCrit Item "Fists Of Steel" Item "The Purity Fist" Item "Combat Slacks" ItemAttributes { ItemName "Fists Of Steel" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Tind_Engineer_Teleport // w2,6 { Class Engineer Name "Engineer" ClassIcon engineer Skill Expert Health 600 Attributes TeleportToHint Item "Upgradeable TF_WEAPON_WRENCH" ItemAttributes { ItemName "Upgradeable TF_WEAPON_WRENCH" "damage bonus" 21 } CharacterAttributes { "health regen" 1 "cannot pick up intelligence" 1 } } T_TFBot_Tind_Engineer_Battle // w3 { Class Engineer Name "Battle Engineer" ClassIcon engineer Skill Expert Health 250 Item "Upgradeable TF_WEAPON_WRENCH" ItemAttributes { ItemName "Upgradeable TF_WEAPON_WRENCH" "damage bonus" 21 } CharacterAttributes { "health regen" 1 "cannot pick up intelligence" 1 } } T_TFBot_Tind_Medic_Uber_Quick // w3,4 { Class Medic Name "Quick Uber Medic" ClassIcon medic_uber Skill Hard Health 150 Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "Upgradeable TF_WEAPON_MEDIGUN" Item "Das Naggenvatcher" ItemAttributes { ItemName "Upgradeable TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 "heal rate bonus" 0.01 } } T_TFBot_Tind_Medic_BigHeal // w1 { Class Medic Name "Big Heal Medic" ClassIcon medic Skill Hard Health 150 Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "The Combat Medic's Crusher Cap" ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.01 "heal rate bonus" 10 } } T_TFBot_Tind_Medic_Giant_Kritzkrieg // w4 { Class Medic Name "Giant Kritzkrieg Medic" ClassIcon medic_kritz_giant Skill Expert Health 3000 Attributes MiniBoss Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Kritzkrieg" Item "The Weather Master" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 1.5 } ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 100 "uber duration bonus" 200 "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "bot medic uber health threshold" 5000 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 } } T_TFBot_Tind_Medic_Giant_QuickFix // w2,6 { Class Medic Name "Giant Quick Fix Medic" ClassIcon medic_giant Skill Expert Health 4000 Attributes MiniBoss Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "Medic's Mountain Cap" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 1.5 } ItemAttributes { ItemName "The Quick-Fix" "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "bot medic uber health threshold" 200 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 } } T_TFBot_Tind_Sniper // w1 { Class Sniper Name "Sniper" ClassIcon sniper Skill Hard Health 125 MaxVisionRange 3000 Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "Upgradeable TF_WEAPON_CLUB" } T_TFBot_Tind_Sniper_Sleeper // w3 { Class Sniper Name "Sydney Sniper" ClassIcon sniper_sydneysleeper Skill Hard Health 125 MaxVisionRange 2000 Item "The Sydney Sleeper" Item "Upgradeable TF_WEAPON_CLUB" Item "Ol' Snaggletooth" } T_TFBot_Tind_Sniper_Razorback // w5 { Class Sniper Name "Razorback Sniper" ClassIcon sniper Skill Expert Health 150 MaxVisionRange 3000 Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "The Razorback" Item "Upgradeable TF_WEAPON_CLUB" Item "The Swagman's Swatter" ItemAttributes { ItemName "The Razorback" "mult_item_meter_charge_rate" 0.15 } CharacterAttributes { "move speed bonus" 0.85 } } T_TFBot_Tind_Sniper_Bow // w1,4,5 { Class Sniper Name "Bowman" ClassIcon sniper_bow Skill Hard Health 150 WeaponRestrictions PrimaryOnly MaxVisionRange 2000 Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "damage penalty" 0.5 } } T_TFBot_Tind_Spy // w1,2,4,5 { Class Spy Name "Spy" ClassIcon spy Skill Expert Health 125 Item "Upgradeable TF_WEAPON_REVOLVER" Item "Upgradeable TF_WEAPON_KNIFE" CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFBot_Tind_SentryBuster { Class Demoman Name "Sentry Buster" ClassIcon sentry_buster Skill Expert Health 2500 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes IgnoreEnemies Attributes DisableDodge Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" CharacterAttributes { "move speed bonus" 1.85 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 7 "cannot be backstabbed" 1 } } T_TFBot_Tind_SentryBuster_Skeleton { Class Sniper Name "Calcium Buster" ClassIcon sentry_buster Skill Expert Health 2500 WeaponRestrictions MeleeOnly Attributes MiniBoss Attributes IgnoreEnemies Attributes DisableDodge Item "Upgradeable TF_WEAPON_CLUB" Item "The Crocodile Smile" CharacterAttributes { "move speed bonus" 1.75 "head scale" 0 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 7 "cannot be backstabbed" 1 } UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl" // sig's - bot uses custom model ItemModel // sig's - forces a cosmetic to use another model { ItemName "The Crocodile Smile" Model "models/workshop/player/items/demo/tw_sentrybuster/tw_sentrybuster.mdl" } } T_TFBot_Tind_Scout_Giant_Melee_Ally // w2 { Class Scout Name "bat" ClassIcon red2_lite Skill Expert Health 5000 WeaponRestrictions MeleeOnly Attributes MiniBoss Item "Upgradeable TF_WEAPON_BAT" Item "Mann Co. Cap" ItemAttributes { ItemName "Upgradeable TF_WEAPON_BAT" "damage bonus" 2 "fire rate bonus" 0.6 } CharacterAttributes { "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 5 "health from healers reduced" 0.34 // 66% less heals from sources "health from packs decreased" 0.25 // 75% less heals from packs "dmg taken from blast reduced" 0.01 // 99% less damage from blast "dmg taken from bullets reduced" 0.01 // 99% less damage from bullets "dmg taken from crit reduced" 0.01 // 99% less damage from crits } Action Mobber // sig's - seeks out enemies UseMeleeThreatPrioritization 1 // sig's - targets nearest threat AlwaysGlow 1 // sig's - outlines the bot permanently AddCond // sig's - adds specified condition { Name "TF_COND_REPROGRAMMED" Delay 0.01 Duration 99999 } } T_TFBot_Tind_Soldier_Giant_Backup_Ally // w6 { Class Soldier Name "Dougal" ClassIcon red2_lite Skill Expert Health 4000 Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Battalion's Backup" Item "Stainless Pot" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" // Dougal can now take his revenge with maximum efficiency "damage bonus" 1.5 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 6 "Projectile speed decreased" 0.75 } ItemAttributes { ItemName "The Battalion's Backup" "increase buff duration" 420 "deploy time decreased" 0.67 } CharacterAttributes { "move speed bonus" 0.5 "health regen" 50 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "health from healers reduced" 0.34 // 66% less heals from sources "health from packs decreased" 0.25 // 75% less heals from packs "dmg taken from bullets reduced" 0.5 // 50% less damage from bullets "dmg taken from crit reduced" 0.1 // 90% less damage from crits } Action Mobber // sig's - seeks out enemies UseMeleeThreatPrioritization 1 // sig's - targets nearest threat AlwaysGlow 1 // sig's - outlines the bot permanently AddCond // sig's - adds specified condition { Name "TF_COND_REPROGRAMMED" Delay 0.01 Duration 99999 } } } Mission // Waves 1, 2, 3, and 4 Sentry Busters { Objective DestroySentries Where spawnbot_mission_sentrybuster BeginAtWave 1 RunForThisManyWaves 4 InitialCooldown 30 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Tind_SentryBuster } } Mission // Waves 5 and 6 Skeleton Busters { Objective DestroySentries Where spawnbot_mission_sentrybuster BeginAtWave 5 RunForThisManyWaves 2 InitialCooldown 30 CooldownTime 30 DesiredCount 1 SuppressSentryBusterModel 1 // sig's - disables sentry buster model TFBot { Template T_TFBot_Tind_SentryBuster_Skeleton } } Mission // Wave 1 Snipers { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 75 CooldownTime 60 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper } } Mission // Wave 3 Sleeper Snipers { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Tind_Sniper_Sleeper } } Mission // Wave 4 Giant Airblast Pyros { Objective Sniper Where spawnbot_lowerflank BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 99999 DesiredCount 1 TFBot { Template T_TFBot_Tind_Pyro_Giant_AirBlast } } Mission // Wave 5 Razorback Snipers { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 20 DesiredCount 3 TFBot { Template T_TFBot_Tind_Sniper_Razorback } } Mission // Wave 2 Spies { Objective Spy Where spawnbot_mission_spy BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 20 CooldownTime 60 DesiredCount 4 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 4 Spies { Objective Spy Where spawnbot_mission_spy BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 5 Spies { Objective Spy Where spawnbot_mission_spy BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Tind_Spy } } Mission // Wave 2 Engineers { Objective Engineer Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Tind_Engineer_Teleport } } Mission // Wave 6 Engineers { Objective Engineer Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Tind_Engineer_Teleport TeleportWhere spawnbot TeleportWhere spawnbot_side TeleportWhere spawnbot_sidebuilding TeleportWhere spawnbot_lowerflank } } //WAVE 1 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 3 Squads; 1 Giant Stun Soldier, 3 Big Heal Medics, (240) // A - 50 Bowmen, (200) // A - 12 Crit Steel Gauntlets, (120) // B - 16 Direct Hit Soldiers, (160) // C - 3 Squads; 1 Giant Crit Pyro, 2 Big Heal Medics, (180) // C - 40 Random Spawned Blast Soldiers, Demos, (200) // C Support - Spies, (0) // Sniper mission active // Total cash in this wave is $1100 + $100 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation // sig's - prints to chat when wave is initialized { Line "{CC66FF}Many weapons have been improved or reworked for this mission." Line "{CC66FF}The following weapons are affected:" Line "{FFBB33}Shortstop, Baby Face's Blaster, Back Scatter, Boston Basher, Sun on a Stick, Liberty Launcher, Original, Battalion's Backup, Righteous Bison," Line "{FFBB33}Degreaser, Rainblower, Nostromo Napalmer,Manmelter, Sharpened Volcano Fragment, Neon Annhilator, Loch-n-Load, Loose Cannon, Claidheamh Mor," Line "{FFBB33}Iron Curtain, Gloves of Running Urgently, Eviction Notice, Pomson 6000, Amputator, Huntsman, Classic, Ambassador, Enforcer, Pain Train" } WaveSpawn // A - 3 Squads; 1 Giant Stun Soldier, 3 Big Heal Medics { Name Wave1a Where spawnbot_side TotalCurrency 240 TotalCount 12 MaxActive 5 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 40 Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_Stun } TFBot { Template T_TFBot_Tind_Medic_BigHeal } TFBot { Template T_TFBot_Tind_Medic_BigHeal } TFBot { Template T_TFBot_Tind_Medic_BigHeal } } } WaveSpawn // A - 50 Bowmen { Name Wave1a Where spawnbot TotalCurrency 200 TotalCount 50 MaxActive 10 SpawnCount 5 WaitBeforeStarting 20 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Tind_Sniper_Bow } } WaveSpawn // A - 12 Crit Steel Gauntlets { Name Wave1a Where spawnbot_sidebuilding TotalCurrency 120 TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Tind_Heavy_SteelFist } } WaveSpawn // B - 16 Direct Hit Soldiers { Name Wave1b WaitForAllSpawned Wave1a Where spawnbot_side TotalCurrency 160 TotalCount 16 MaxActive 16 SpawnCount 8 WaitBeforeStarting 20 WaitBetweenSpawns 15 TFBot { Template T_TFBot_Tind_Soldier_DirectHit } } WaveSpawn // C - 3 Squads; 1 Giant Crit Pyro, 2 Big Heal Medics { Name Wave1c WaitForAllSpawned Wave1b Where spawnbot TotalCurrency 180 TotalCount 9 MaxActive 6 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 30 Squad { TFBot { Template T_TFBot_Tind_Pyro_Giant } TFBot { Template T_TFBot_Tind_Medic_BigHeal } TFBot { Template T_TFBot_Tind_Medic_BigHeal } } } WaveSpawn // C - 40 Random Spawned Blast Soldiers, Demos { Name Wave1c WaitForAllSpawned Wave1b Where spawnbot_side TotalCurrency 200 TotalCount 40 MaxActive 12 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 5 RandomChoice { TFBot { Template T_TFBot_Tind_Soldier_Blast } TFBot { Template T_TFBot_Tind_Demoman } } } WaveSpawn // C Support - Spies { WaitForAllSpawned Wave1b Where spawnbot_mission_spy TotalCurrency 0 TotalCount 10 MaxActive 2 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 20 Support 1 TFBot { Template T_TFBot_Tind_Spy } } } //WAVE 2 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 3 Squads; 1 Giant Heater Heavy, 3 Heavies, 1 Backup Soldier, (300) // A - 3 Squads; 1 Giant Rapid Fire Demo, 3 Heavies, 1 Backup Soldier, (300) // B - 1 Squad; 1 Giant Nuke Soldier, 1 Giant Quick Fix Medic, (100) // Support - Soldiers, (200) // B Support - bat, (0) // Spy mission active // Engineer mission active // Total cash in this wave is $900 + $100 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation // sig's - prints to chat when wave is initialized { Line "{CC66FF}A {FF4545}RED {CC66FF}robot will support you in this wave's finale." } WaveSpawn // A - 3 Squads; 1 Giant Heater Heavy, 3 Heavies, 1 Backup Soldier { Name Wave2a Where spawnbot TotalCurrency 300 TotalCount 15 MaxActive 5 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 40 Squad { TFBot { Template T_TFBot_Tind_Heavy_Giant_Heater } TFBot { Template T_TFBot_Tind_Heavy } TFBot { Template T_TFBot_Tind_Heavy } TFBot { Template T_TFBot_Tind_Heavy } TFBot { Template T_TFBot_Tind_Soldier_Backup } } } WaveSpawn // A - 3 Squads; 1 Giant Rapid Fire Demo, 3 Heavies, 1 Backup Soldier { Name Wave2a Where spawnbot_sidebuilding TotalCurrency 300 TotalCount 15 MaxActive 5 SpawnCount 5 WaitBeforeStarting 35 WaitBetweenSpawns 40 Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant_RapidFire } TFBot { Template T_TFBot_Tind_Heavy } TFBot { Template T_TFBot_Tind_Heavy } TFBot { Template T_TFBot_Tind_Heavy } TFBot { Template T_TFBot_Tind_Soldier_Backup } } } WaveSpawn // B - 1 Giant Nuke Soldier { Name Wave2b WaitForAllSpawned Wave2a Where spawnbot_lowerflank TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 0 FirstSpawnWarningSound "npc\combine_gunship\gunship_moan.wav" DoneWarningSound "npc\combine_gunship\gunship_explode2.wav" Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_Nuke } TFBot { Template T_TFBot_Tind_Medic_Giant_QuickFix } } } WaveSpawn // Support - Soldiers { Where spawnbot_side TotalCurrency 200 TotalCount 48 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 15 Support 1 TFBot { Template T_TFBot_Tind_Soldier } } WaveSpawn // B Support - bat { WaitForAllSpawned Wave2a Where spawnbot_ally TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Support Limited FirstSpawnWarningSound "npc\combine_gunship\ping_search.wav" TFBot { Template T_TFBot_Tind_Scout_Giant_Melee_Ally } } } //WAVE 3 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 1 Tank, (150) // A - 2 Giant Crit Steel Gauntlets, (50) // A - 12 Squads; 1 Flare Pyro, 1 Quick Uber Medic, (120) // A - 6 Squads; 1 Pyro, 2 Flare Pyros, (90) // B - 1 Tank, (150) // B - 4 Squads; 1 Giant Burst Fire Demo, 3 Quick Uber Medics, (240) // B - 24 Pyros, (70) // B - 20 Stickybomb Demos, (80) // B Support - 10 Battle Engineers, (50) // Sleeper Sniper mission active // Total cash in this wave is $1000 + $100 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // 1 Tank { TotalCurrency 150 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Tank { Health 20000 Name "tankboss" Speed 75 StartingPathTrackNode tank_start OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // A - 2 Giant Crit Steel Gauntlets { Name Wave3a Where spawnbot TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 35 TFBot { Template T_TFBot_Tind_Heavy_Giant_SteelFist } } WaveSpawn // A - 12 Squads; 1 Flare Pyro, 1 Quick Uber Medic { Name Wave3a Where spawnbot_sidebuilding TotalCurrency 120 TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 10 Squad { TFBot { Template T_TFBot_Tind_Pyro_Flare } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // A - 6 Squads; 1 Pyro, 2 Flare Pyros { Name Wave3a Where spawnbot_lowerflank TotalCurrency 90 TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 10 Squad { TFBot { Template T_TFBot_Tind_Pyro } TFBot { Template T_TFBot_Tind_Pyro_Flare } TFBot { Template T_TFBot_Tind_Pyro_Flare } } } WaveSpawn // B - 1 Tank { Name Wave3b WaitForAllSpawned Wave3a TotalCurrency 150 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Tank { Health 20000 Name "tankboss" Speed 75 StartingPathTrackNode tank_start OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // B - 4 Squads; 1 Giant Burst Fire Demo, 3 Quick Uber Medics { Name Wave3b WaitForAllSpawned Wave3a Where spawnbot TotalCurrency 240 TotalCount 16 MaxActive 6 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 25 Squad { TFBot { Template T_TFBot_Tind_Demoman_Giant_BurstFire } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // B - 24 Pyros { Name Wave3b WaitForAllSpawned Wave3a Where spawnbot_sidebuilding TotalCurrency 70 TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 40 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Tind_Pyro } } WaveSpawn // B - 20 Stickybomb Demos { Name Wave3b WaitForAllSpawned Wave3a Where spawnbot_side TotalCurrency 80 TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 40 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Tind_Demoman_Stickybomb } } WaveSpawn // B Support - 10 Battle Engineers { WaitForAllSpawned Wave3a Where spawnbot_lowerflank TotalCurrency 50 TotalCount 10 MaxActive 2 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 10 Support Limited StartWaveOutput { Target engineer_mass_nest_relay Action Trigger } TFBot { Template T_TFBot_Tind_Engineer_Battle } } } //WAVE 4 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A1 - 4 Squads; 1 Giant Burst Fire Soldier, 3 Quick Uber Medics, (240) // A2 - 24 Burst Fire Demos, (95) // A2 - 8 Burst Fire Demos, (35) // B - 12 Squads; 1 Conch Soldier, 1 Quick Uber Medic, (240) // C - 32 Crit Bowmen, (130) // D - 2 Squads; 1 Giant Burst Fire Soldier, 1 Giant Kritzkrieg Medic, (100) // D - 20 Heavies, (100) // B Support - Sandman Scouts, (60) // Giant Airblast Pyro mission active // Spy mission active // Total cash in this wave is $1000 + $100 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // A1 - 4 Squads; 1 Giant Burst Fire Soldier, 3 Quick Uber Medics { Name Wave4a1 Where spawnbot_side TotalCurrency 240 TotalCount 16 MaxActive 6 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 45 Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_BurstFire } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // A2 - 24 Burst Fire Demos { Name Wave4a2 Where spawnbot_side TotalCurrency 95 TotalCount 24 MaxActive 12 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 0.5 TFBot { Template T_TFBot_Tind_Demoman_BurstFire } } WaveSpawn // A2 - 8 Burst Fire Demos { Name Wave4a2 Where spawnbot_sidebuilding TotalCurrency 35 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Tind_Demoman_BurstFire } } WaveSpawn // B - 12 Squads; 1 Conch Soldier, 1 Quick Uber Medic { Name Wave4b WaitForAllDead Wave4a2 Where spawnbot TotalCurrency 240 TotalCount 24 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Squad { TFBot { Template T_TFBot_Tind_Soldier_Conch } TFBot { Template T_TFBot_Tind_Medic_Uber_Quick } } } WaveSpawn // C - 32 Crit Bowmen { Name Wave4c WaitForAllSpawned Wave4b Where spawnbot_lowerflank TotalCurrency 130 TotalCount 32 MaxActive 12 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Tind_Sniper_Bow Attributes AlwaysCrit } } WaveSpawn // D - 2 Squads; 1 Giant Burst Fire Soldier, 1 Giant Kritzkrieg Medic { Name Wave4d WaitForAllSpawned Wave4c Where spawnbot_side TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 30 Squad { TFBot { Template T_TFBot_Tind_Soldier_Giant_BurstFire } TFBot { Template T_TFBot_Tind_Medic_Giant_Kritzkrieg } } } WaveSpawn // D - 20 Heavies { Name Wave4d WaitForAllSpawned Wave4c Where spawnbot TotalCurrency 100 TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Tind_Heavy Skill Hard } } WaveSpawn // B Support - Sandman Scouts { WaitForAllDead Wave4a Where spawnbot_sidebuilding TotalCurrency 60 TotalCount 60 MaxActive 4 SpawnCount 2 WaitBeforeStarting 60 WaitBetweenSpawns 5 Support 1 TFBot { Template T_TFBot_Tind_Scout_Sandman } } } //WAVE 5 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // 7 Super Scouts, (70) // A - 36 Crit Soldiers, (180) // B - 32 Natascha Heavies, (95) // B - 4 Giant Crit Dragon's Fury Pyros, (80) // B - 15 Crit Pyros, (75) // C - 18 Samurai Demoknights, (180) // D1 - 6 Giant Deflector Heavies, (120) // D2 - 10 Squads; 1 Crit Pyro, 2 Crit Bowmen, (150) // E - 10 Crit Soldiers, (50) // D Support - Backup Soldiers, (100) // Razorback Sniper mission active // Spy mission active // Total cash in this wave is $1100 + $100 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // 7 Super Scouts { Where spawnbot TotalCurrency 70 TotalCount 7 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 45 TFBot { Template T_TFBot_Tind_Scout_Giant_Fast } } WaveSpawn // A - 36 Crit Soldiers { Name Wave5a Where spawnbot_side TotalCurrency 180 TotalCount 36 MaxActive 12 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Tind_Soldier_Crit } } WaveSpawn // B - 32 Natascha Heavies { Name Wave5b WaitForAllDead Wave5a Where spawnbot TotalCurrency 95 TotalCount 32 MaxActive 10 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 2 TFBot { Template T_TFBot_Tind_Heavy_Natascha } } WaveSpawn // B - 4 Giant Crit Dragon's Fury Pyros { Name Wave5b WaitForAllDead Wave5a Where spawnbot_sidebuilding TotalCurrency 80 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Tind_Pyro_Giant_Fury } } WaveSpawn // B - 15 Crit Pyros { Name Wave5b WaitForAllDead Wave5a Where spawnbot_lowerflank TotalCurrency 75 TotalCount 15 MaxActive 10 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 15 TFBot { Template T_TFBot_Tind_Pyro_Crit } } WaveSpawn // C - 18 Samurai Demoknights - They're going to take you to Japan { Name Wave5c WaitForAllDead Wave5b Where spawnbot TotalCurrency 180 TotalCount 18 MaxActive 18 SpawnCount 9 WaitBeforeStarting 5 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Tind_Demoman_Knight_Samurai } } WaveSpawn // D1 - 6 Giant Deflector Heavies { Name Wave5d1 WaitForAllSpawned Wave5c Where spawnbot_side TotalCurrency 120 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 15 TFBot { Template T_TFBot_Tind_Heavy_Giant_Deflector } } WaveSpawn // D2 - 10 Squads; 1 Crit Pyro, 2 Crit Bowmen { Name Wave5d2 WaitForAllSpawned Wave5c Where spawnbot TotalCurrency 150 TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 30 WaitBetweenSpawns 5 Squad { TFBot { Template T_TFBot_Tind_Pyro_Crit Attributes AlwaysFireWeapon } TFBot { Template T_TFBot_Tind_Sniper_Bow Attributes AlwaysCrit } TFBot { Template T_TFBot_Tind_Sniper_Bow Attributes AlwaysCrit } } } WaveSpawn // E - 10 Crit Soldiers { Name Wave5e WaitForAllSpawned Wave5d2 Where spawnbot_sidebuilding TotalCurrency 50 TotalCount 10 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Tind_Soldier_Crit } } WaveSpawn // D Support - Backup Soldiers { WaitForAllDead Wave5c Where spawnbot_lowerflank TotalCurrency 100 TotalCount 32 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 10 Support 1 TFBot { Template T_TFBot_Tind_Soldier_Backup } } } //WAVE 6 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // A - 1 Tank, (100) // A - 35 Crit Scouts, (105) // B - 4 Giant Blast Soldiers, (60) // B - 42 Demo Chargers, (125) // C - 1 Tank, (100) // C - 38 Conch Soldiers, (150) // C - 8 Crit Heavies, (40) // D - Final Tank, (150) // D - 2 Squads; 1 Giant Brass Beast Heavy, 1 Giant Quick Fix Medic, (80) // D Support - Phlogistinator Pyros, (90) // D Support - Dougal, (0) // Engineer mission active // Total cash in this wave is $800 /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation // sig's - prints to chat when wave is initialized { Line "{CC66FF}A {FF4545}RED {CC66FF}robot will support you in this wave's finale." } WaveSpawn // A - 1 Tank { Name Wave6a TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Tank { Health 28000 Name "tankboss" Speed 75 StartingPathTrackNode tank_start OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // A - 35 Crit Scouts { Name Wave6a Where spawnbot_side TotalCurrency 105 TotalCount 35 MaxActive 15 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Tind_Scout_Crit } } WaveSpawn // B - 4 Giant Blast Soldiers { Name Wave6b WaitForAllSpawned Wave6a Where spawnbot TotalCurrency 60 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TFBot { Template T_TFBot_Tind_Soldier_Giant_Blast } } WaveSpawn // B - 42 Demo Chargers { Name Wave6b WaitForAllSpawned Wave6a Where spawnbot_lowerflank TotalCurrency 125 TotalCount 42 MaxActive 12 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Tind_Demoman_Targe } } WaveSpawn // C - 1 Tank { Name Wave6c WaitForAllSpawned Wave6b TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Tank { Health 28000 Name "tankboss" Speed 75 StartingPathTrackNode tank_start OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // C - 38 Conch Soldiers { Name Wave6c WaitForAllSpawned Wave6b Where spawnbot TotalCurrency 150 TotalCount 38 MaxActive 16 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TFBot { Template T_TFBot_Tind_Soldier_Conch } } WaveSpawn // C - 8 Crit Heavies { Name Wave6c WaitForAllSpawned Wave6b Where spawnbot_side TotalCurrency 40 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Tind_Heavy_Crit } } WaveSpawn // D - Final Tank { Name Wave6d WaitForAllSpawned Wave6c TotalCurrency 150 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 Tank { Health 32000 Name "tankboss" Speed 75 Skin 1 StartingPathTrackNode tank_start OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // D - 2 Squads; 1 Giant Brass Beast Heavy, 1 Giant Quick Fix Medic { Name Wave6d WaitForAllDead Wave6c Where spawnbot_side TotalCurrency 80 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 FirstSpawnWarningSound "npc\strider\striderx_alert4.wav" DoneWarningSound "npc\strider\striderx_die1.wav" Squad { TFBot { Template T_TFBot_Tind_Heavy_Giant_BrassBeast } TFBot { Template T_TFBot_Tind_Medic_Giant_QuickFix } } } WaveSpawn // D Support - Phlogistinator Pyros { WaitForAllDead Wave6c Where spawnbot_lowerflank TotalCurrency 90 TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 10 Support 1 TFBot { Template T_TFBot_Tind_Pyro_Phlog } } WaveSpawn // D Support - Dougal { WaitForAllSpawned Wave6c Where spawnbot_ally TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 Support Limited FirstSpawnWarningSound "npc\combine_gunship\ping_search.wav" TFBot { Template T_TFBot_Tind_Soldier_Giant_Backup_Ally } } } }