#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_factory.pop population { Templates { T_TFBot_Medic_Plague_Doctor_Expert { Class Medic ClassIcon medic_plague Skill Expert Item "the byte'd beak" //Item "the virus doctor" //can't have two cosmetics at once Item "The Crusader's Crossbow" Health 3000 Attributes MiniBoss WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Crusader's Crossbow" "bleeding duration" 60 //This is cruel "drop health pack on kill" 1 //This isn't "reload time increased" 0.5 //Let's spam the death bolts "projectile penetration" 1 } CharacterAttributes { "move speed bonus" 0.9 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 //"override footstep sound set" 3 "Projectile speed increased" 1.25 } } T_TFBot_Pyro_Rain_Factory { Class Pyro Name "Flare Rain Pyro" Skill Expert ClassIcon pyro_flare_rain_nys Item "The Flare Gun" WeaponRestrictions SecondaryOnly CharacterAttributes { "fire rate bonus" 0.1 "Reload time increased" 0.1 } } T_TFBot_Heavy_Grapple_Factory { Class HeavyWeapons Skill Hard Name "Grapple Heavy" Item "Tomislav" ClassIcon heavy_grapple WeaponRestrictions PrimaryOnly Item "Mad Mask" CharacterAttributes { "apply look velocity on damage" -300 "move speed bonus" 1.5 "damage bonus" 0.5 } } T_TFBot_Pyro_Gas_Factory { Class Pyro Skill Easy Name "Gas Passer Pyro" Item "The Gas Passer" ClassIcon pyro_gascann WeaponRestrictions SecondaryOnly CharacterAttributes { "effect bar recharge rate increased" 0.2 "move speed bonus" 1.35 } } T_TFBot_Soldier_Airstrike_Factory { Class Soldier Name "Airstrike Soldier" ClassIcon soldier_airstrike Skill Expert Item "The Air Strike" Item "The B.A.S.E. Jumper" Item "Shortness Of Breath" Scale "1.3" Health 300 WeaponRestrictions PrimaryOnly //Attributes AirChargeOnly //Attributes AlwaysCrit Attributes Parachute Attributes AutoJump AutoJumpMin 2 AutoJumpMax 4 CharacterAttributes { "increased jump height" 3 "bot custom jump particle" 1 "Reload time increased" 0.2 "fire rate bonus" 0.2 "move speed bonus" 3 "cancel falling damage" 999 } } T_TFBot_Pyroshark_Factory { Class Pyro Name "Pyroshark" Skill Hard ClassIcon pyro_shark //ClassIcons are relative to "materials/HUD/leaderboard_class_[classicon]" Item "The Cranial Carcharodon" Item "The Neon Annihilator" //Action Mobber Health 500 Scale 1.3 WeaponRestrictions MeleeOnly //Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Neon Annihilator" "move speed bonus" 1.5 "damage bonus" 1 "fire rate bonus" 0.5 //Double speed } } T_TFBot_Pyroshark_Gatebot_Factory { Class Pyro Name "Pyroshark" Skill Expert ClassIcon pyro_shark //ClassIcons are relative to "materials/HUD/leaderboard_class_[classicon]" Item "MvM GateBot Light Pyro" Item "The Neon Annihilator" 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 Health 600 Scale 1.3 WeaponRestrictions MeleeOnly //Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Neon Annihilator" "move speed bonus" 1.6 "damage bonus" 1 "fire rate bonus" 0.4 //Double speed } } T_TFBot_Accurate_SMG_Sniper_Factory { Class Sniper ClassIcon sniper_accurate Name "Accurate SMG Sniper" Skill Expert Attributes MiniBoss WeaponRestrictions SecondaryOnly Health 2600 Item "Corona Australis" Item "The Cleaner's Carbine" CharacterAttributes { "weapon spread bonus" 0.05 "Reload time increased" 0.1 "fire rate bonus" 0.65 "move speed bonus" 0.7 "apply look velocity on damage" 0 } } T_TFBot_Medic_Plague_Doctor_Boss { Class Medic Name "The Epidemedic" ClassIcon medic_plague Skill Expert Item "the byte'd beak" //Item "the virus doctor" //can't have two cosmetics at once Item "The Crusader's Crossbow" Health 37000 Scale 2.2 Attributes MiniBoss Attributes UseBossHealthBar WeaponRestrictions PrimaryOnly Attributes AutoJump AutoJumpMin 4 AutoJumpMax 8 ItemAttributes { ItemName "The Crusader's Crossbow" "bleeding duration" 60 //This is cruel "drop health pack on kill" 1 //This isn't "reload time increased" 0.1 //Let's spam the death bolts "projectile penetration" 1 } CharacterAttributes { "increased jump height" 2 "move speed bonus" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.4 //"override footstep sound set" 3 "Projectile speed increased" 1.25 "attach particle effect" 3090 } } T_TFBot_Medic_Kritz { Class Medic Name "Kritz Medic" ClassIcon medic_kritz Skill Normal Attributes SpawnWithFullCharge Item "The Kritzkrieg" ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 5 "uber duration bonus" 200 } CharacterAttributes { "bot medic uber health threshold" 5000 } } } StartingCurrency 800 RespawnWaveTime 2 FixedRespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom no AddSentryBusterWhenDamageDealtExceeds 2500 AddSentryBusterWhenKillCountExceeds 10 Advanced 1 //MISSIONS //SENTRY BUSTAH Mission { Objective DestroySentries Where spawnbot CooldownTime 17.5 TFBot { Template T_TFBot_SentryBuster } } //WAVES //Wave 1 Advanced - $700 // Stage a - $300 Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name a1a TotalCurrency 55 TotalCount 13 MaxActive 8 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { Class Pyro Skill Expert CharacterAttributes { "move speed bonus" 1 "airblast disabled" 1 } } } } WaveSpawn { Name a1b TotalCurrency 200 TotalCount 18 MaxActive 8 SpawnCount 6 WaitBeforeStarting 1 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { Class Soldier Skill Expert } } } WaveSpawn { Name a1c TotalCurrency 35 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Hard } } } // Stage b WaveSpawn { Name b1a TotalCurrency 30 TotalCount 4 MaxActive 6 SpawnCount 2 WaitBeforeStarting 60 WaitBetweenSpawns 15 Where spawngatebot Squad { TFBot { Template T_TFBot_Heavyweapons_Fist Skill Expert Attributes AlwaysCrit BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // 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 Heavy" ItemAttributes { ItemName "MvM GateBot Light Heavy" "attach particle effect" 11 //using circling TF logo as mark of "gatebot" } CharacterAttributes { "attach particle effect" 11 //using use circling TF logo as mark of "gatebot" } } } } WaveSpawn { Name b1b TotalCurrency 190 TotalCount 20 MaxActive 10 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Demo_RapidFire Skill Expert } TFBot { Class HeavyWeapons Skill Hard } TFBot { Class HeavyWeapons Skill Hard } TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Hard } } } WaveSpawn { Name b1c TotalCurrency 80 TotalCount 19 MaxActive 6 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { Template T_TFBot_Demoman_Knight Skill Expert } } } // Stage c - $350 WaveSpawn { Name c1a WaitForAllDead b1b TotalCurrency 150 TotalCount 20 MaxActive 10 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Template T_TFBot_Medic_Plague_Doctor_Expert } TFBot { Template T_TFBot_Pyro_Raven } TFBot { Template T_TFBot_Pyro_Raven } TFBot { Template T_TFBot_Pyro_Raven } TFBot { Template T_TFBot_Pyro_Raven } } } WaveSpawn { Name c1b WaitForAllDead b1b TotalCurrency 30 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 15 Where spawngatebot Squad { TFBot { Template T_TFBot_Heavyweapons_Fist Skill Expert Attributes AlwaysCrit BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // 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 Heavy" ItemAttributes { ItemName "MvM GateBot Light Heavy" "attach particle effect" 11 //using circling TF logo as mark of "gatebot" } CharacterAttributes { "attach particle effect" 11 //using use circling TF logo as mark of "gatebot" } } } } WaveSpawn { Name c1c WaitForAllDead b1b TotalCurrency 80 TotalCount 8 MaxActive 6 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 7 Where spawnbot Squad { TFBot { Template T_TFBot_Pyro_Rain_Factory Skill Easy } } } } //Wave 2 Advanced - $800 //support Mission { Objective Spy Where spawnbot BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 20 DesiredCount 4 TFBot { Template T_TFBot_Spy } } // stage a Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name a2a TotalCurrency 120 TotalCount 30 MaxActive 12 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { Template T_TFBot_Pyroshark_Factory } TFBot { Template T_TFBot_Pyroshark_Factory } TFBot { Template T_TFBot_Pyro_Gas_Factory } } } WaveSpawn { Name a2b TotalCurrency 80 TotalCount 12 MaxActive 4 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { Class Scout Skill Expert } } } WaveSpawn { Name a2c TotalCurrency 200 TotalCount 6 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Scout_Fast } } } //stage b WaveSpawn { Name b2a WaitForAllDead a2c TotalCurrency 250 TotalCount 6 MaxActive 5 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer } } } WaveSpawn { Name b2b WaitForAllDead a2c TotalCurrency 100 TotalCount 12 MaxActive 7 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { Template T_TFBot_Heavyweapons_Shotgun } } } WaveSpawn { Name b2c WaitForAllDead a2c TotalCurrency 50 TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawngatebot Squad { TFBot { Template T_TFGateBot_Soldier_Superman } TFBot { Class Pyro Skill Expert ClassIcon pyro_reflect_daan Name "Reflect Pyro" BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // 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 Pryo" } } } // stage c WaveSpawn { Name c2a WaitForAllDead b2a TotalCurrency 100 TotalCount 10 MaxActive 6 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawngatebot Squad { TFBot { Template T_TFGateBot_Soldier_Superman } TFBot { Class Pyro Skill Expert ClassIcon pyro_reflect_daan Name "Reflect Pyro" BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // 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 Pryo" } } } WaveSpawn { Name c2b WaitForAllDead b2a TotalCurrency 300 TotalCount 14 MaxActive 8 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 3 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Scout_Fast } } } WaveSpawn { Name c2c WaitForAllDead b2a TotalCurrency 100 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Demo_Burst Attributes AlwaysCrit } } } } //Wave 3 Advanced - $800 Mission { Objective Sniper // The mission objective. Available missions: // "Sniper" (add harassing snipers) // "Spy" (add harassing spies) // "DestroySentries" (send in bots who focus on killing overly successful sentry guns) // "Engineer" (add harassing engineers who will build sentry nests on bot_hint_sentrygun entities) Where spawnbot // Where the mission bots will spawn BeginAtWave 3 // The wave number (1 to N) at which this mission becomes active RunForThisManyWaves 1 // How many waves this mission is active. This example would have snipers active for waves 4, 5, and 6 InitialCooldown 25 CooldownTime 20 // The minimum time between spawning mission sorties DesiredCount 2 // How many copies of the spawner should be sent in TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name a3a TotalCurrency 330 TotalCount 1 WaitBeforeStarting 30 Tank { Health 37000 Speed 75 //Note: map logic is dependant on a speed of 75! Name "Sherman" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_1" OnKilledOutput // output sent when the Tank is killed { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target bomb_dropped_relay Action Trigger } } } WaveSpawn { Name a3b TotalCurrency 250 TotalCount 9 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name a3c TotalCurrency 60 TotalCount 10 MaxActive 6 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Class Scout Skill Hard } } } WaveSpawn { Name a3d TotalCurrency 110 TotalCount 9 MaxActive 8 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { ClassIcon sniper_bow_multi Template T_TFBot_Sniper_Huntsman_Spammer } } } // stage b WaveSpawn { Name b3a TotalCurrency 50 TotalCount 20 MaxActive 6 SpawnCount 2 WaitBeforeStarting 60 WaitBetweenSpawns 5 Where spawngatebot Squad { TFBot { Class Scout Skill Expert Name "Bonk Scout" Item "Bonk! Atomic Punch" Item "Bonk Helm" ClassIcon scout_bonk BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // 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" } } } WaveSpawn { Name b3b TotalCurrency 50 TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 60 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { Class Soldier Skill Expert Name "Bison Soldier" Item "The Righteous Bison" ClassIcon soldier_bison WeaponRestrictions SecondaryOnly Attributes AlwaysCrit } } } // stage c WaveSpawn { Name c3a WaitForAllDead b3b TotalCurrency 200 TotalCount 15 MaxActive 9 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 8 Where spawnbot Squad { TFBot { Template T_TFBot_Heavy_Grapple_Factory } TFBot { Template T_TFBot_Heavy_Grapple_Factory } TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish Attributes AlwaysCrit } } } WaveSpawn { Name c3b WaitForAllDead b3b TotalCurrency 150 TotalCount 33 MaxActive 9 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } TFBot { Template T_TFBot_Soldier_Extended_Concheror } TFBot { Template T_TFBot_Soldier_Extended_Battalion } } } WaveSpawn { Name c3c WaitForAllSpawned c3a TotalCurrency 300 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 1 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_Giant_Medic_Regen } } } } //Wave 4 Advanced - $800 //Support Mission { Objective Sniper // The mission objective. Available missions: // "Sniper" (add harassing snipers) // "Spy" (add harassing spies) // "DestroySentries" (send in bots who focus on killing overly successful sentry guns) // "Engineer" (add harassing engineers who will build sentry nests on bot_hint_sentrygun entities) Where spawnbot // Where the mission bots will spawn BeginAtWave 4 // The wave number (1 to N) at which this mission becomes active RunForThisManyWaves 1 // How many waves this mission is active. This example would have snipers active for waves 4, 5, and 6 InitialCooldown 10 CooldownTime 10 // The minimum time between spawning mission sorties DesiredCount 2 // How many copies of the spawner should be sent in TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Mission { Objective Spy Where spawnbot BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 15 CooldownTime 10 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // Stage a WaveSpawn { Name a4a TotalCurrency 125 TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { Template T_TFBot_Soldier_Airstrike_Factory } } } WaveSpawn { Name a4b TotalCurrency 125 TotalCount 9 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 12 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun } } } // Wave b WaveSpawn { Name b4a WaitForAllSpawned a4b TotalCurrency 60 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { Template T_TFBot_Demoman_Samurai } } } WaveSpawn { Name b4b WaitForAllSpawned a4b TotalCurrency 100 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 32 WaitBetweenSpawns 3 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_RocketShotgun } } } WaveSpawn { Name b4c WaitForAllSpawned a4b TotalCurrency 30 TotalCount 6 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Pyro_Rain_Factory Skill Normal } } } WaveSpawn { Name b4d WaitForAllSpawned a4b TotalCurrency 60 TotalCount 20 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawngatebot Squad { TFBot { Template T_TFGateBot_Soldier_Superman Attributes AlwaysCrit } TFBot { Class Pyro Skill Expert ClassIcon pyro_reflect_daan Name "Reflect Pyro" Attributes AlwaysCrit BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // 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 Pryo" } } } // Stage c WaveSpawn { Name c4a WaitForAllDead b4b TotalCurrency 120 TotalCount 6 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Class Pyro Skill Expert Name "Giant Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_swordstone Attributes MiniBoss Item "The Dragon's Fury" Health 3500 CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 6 } } TFBot { Template T_TFBot_Medic_Kritz } } } WaveSpawn { Name c4b WaitForAllDead b4b TotalCurrency 120 TotalCount 10 MaxActive 7 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 8 Where spawnbot Squad { TFBot { Template T_TFBot_Accurate_SMG_Sniper_Factory } } } WaveSpawn { Name c4c WaitForAllDead b4b TotalCurrency 60 TotalCount 14 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { Template T_TFBot_Soldier_RocketPush } } } } // WAVE 5 Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start2Tank_relay //cap point opens at 30 instead of 60, tanks have specific paths to take Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // Stage a WaveSpawn { Name a5a TotalCurrency 800 TotalCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 40 Tank { Health 40000 Speed 75 //Note: map logic is dependant on a speed of 75! Name "Sherman" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_1" OnKilledOutput // output sent when the Tank is killed { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target bomb_dropped_relay Action Trigger } } } WaveSpawn { Name "a5b" Where spawnbot TotalCount 66 TotalCurrency 200 MaxActive 13 SpawnCount 8 WaitBeforeStarting 15 WaitBetweenSpawns 5 TotalCurrency 200 FirstSpawnWarningSound "Execute66.wav" TFBot { Class Spy Skill Expert } } WaveSpawn { Name "a5c" Where spawngatebot TotalCurrency 100 TotalCount 10 MaxActive 4 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 8 TotalCurrency 200 Support 1 TFBot { Template T_TFBot_Scout_Shortstop BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // 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" Skill Expert } } WaveSpawn { Name a5d TotalCurrency 50 TotalCount 10 MaxActive 2 SpawnCount 2 WaitBeforeStarting 25 WaitBetweenSpawns 10 Where spawngatebot Support 1 Squad { TFBot { Class Scout Skill Expert Name "Bonk Scout" Item "Bonk! Atomic Punch" Item "Bonk Helm" ClassIcon scout_bonk Attributes AlwaysCrit BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // 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" } } } WaveSpawn { Name a5e TotalCount 10 TotalCurrency 50 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 Where spawngatebot Support 1 RandomChoice { TFBot { Class Scout Skill Expert Name "Bonk Scout" Item "Bonk! Atomic Punch" Item "Bonk Helm" ClassIcon scout_bonk Attributes AlwaysCrit } TFBot { Template T_TFBot_Scout_Shortstop Skill Expert } } } WaveSpawn { Name a5f TotalCurrency 50 TotalCount 8 MaxActive 2 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 5 Where spawngatebot Support 1 Squad { TFBot { Template T_TFBot_Soldier_Extended_Battalion Skill Expert Attributes AlwaysCrit BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // 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" } } } } //WAVE 6 //support //Support Mission { Objective Sniper // The mission objective. Available missions: // "Sniper" (add harassing snipers) // "Spy" (add harassing spies) // "DestroySentries" (send in bots who focus on killing overly successful sentry guns) // "Engineer" (add harassing engineers who will build sentry nests on bot_hint_sentrygun entities) Where spawnbot // Where the mission bots will spawn BeginAtWave 6 // The wave number (1 to N) at which this mission becomes active RunForThisManyWaves 1 // How many waves this mission is active. This example would have snipers active for waves 4, 5, and 6 InitialCooldown 10 CooldownTime 10 // The minimum time between spawning mission sorties DesiredCount 2 // How many copies of the spawner should be sent in TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start2Tank_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // Stage a WaveSpawn { Name a6a TotalCurrency 70 TotalCount 1 WaitBeforeStarting 0 Tank { Health 40000 Speed 75 //Note: map logic is dependant on a speed of 75! Name "Sherman" Skin 1 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_1L" OnKilledOutput // output sent when the Tank is killed { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target bomb_dropped_relay Action Trigger } } } WaveSpawn { Name a6a2 TotalCurrency 70 TotalCount 1 WaitBeforeStarting 0 Tank { Health 40000 Speed 75 //Note: map logic is dependant on a speed of 75! Name "Sherman" Skin 1 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_1r" OnKilledOutput // output sent when the Tank is killed { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target bomb_dropped_relay Action Trigger } } } WaveSpawn { Name a6b TotalCurrency 30 TotalCount 5 MaxActive 5 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { Template T_TFBot_Soldier_Airstrike_Factory } } } WaveSpawn { Name a6c TotalCurrency 60 TotalCount 20 MaxActive 8 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { Class Pyro Skill Expert Name "Dragon's Fury Pyro" Item "The Dragon's Fury" ClassIcon pyro_dragon_fury_swordstone ItemAttributes { ItemName "The Dragon's Fury" "airblast disabled" 1 } } } } WaveSpawn { Name a6d TotalCurrency 20 TotalCount 6 MaxActive 2 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Hard Attributes AlwaysCrit } } } WaveSpawn { Name a6e TotalCurrency 50 TotalCount 12 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Scout_Fast Attributes AlwaysCrit } } } //Stage b WaveSpawn { Name b6a TotalCurrency 80 TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 65 WaitBetweenSpawns 8 Where spawnbot Squad { TFBot { Template T_TFBot_Accurate_SMG_Sniper_Factory Attributes AlwaysCrit } } } WaveSpawn { Name b6b TotalCurrency 40 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 65 WaitBetweenSpawns 5 Where spawngatebot Squad { TFBot { Template T_TFBot_Pyroshark_Gatebot_Factory } } } WaveSpawn { Name b6c TotalCurrency 80 TotalCount 20 MaxActive 8 SpawnCount 1 WaitBeforeStarting 65 WaitBetweenSpawns 3 Where spawnbot Squad { TFBot { Template T_TFBot_Demo_Burst Attributes AlwaysCrit } } } //Stage C WaveSpawn { Name c6a TotalCurrency 300 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 140 WaitBetweenSpawns 16 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name c6b1 TotalCurrency 100 TotalCount 12 MaxActive 8 SpawnCount 1 WaitBeforeStarting 140 WaitBetweenSpawns 7 Where spawnbot Squad { TFBot { Class HeavyWeapons Skill Expert } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name c6b1 TotalCurrency 50 TotalCount 6 MaxActive 2 SpawnCount 1 WaitBeforeStarting 145 WaitBetweenSpawns 12 Where spawnbot Squad { TFBot { Template T_TFBot_Heavy_Grapple_Factory } } } WaveSpawn { Name c6c TotalCurrency 50 TotalCount 12 MaxActive 6 SpawnCount 1 WaitBetweenSpawns 5 WaitBeforeStarting 140 Where spawnbot Squad { TFBot { Template T_TFBot_Pyro_Gas_Factory Attributes AlwaysCrit } } } //Wave D WaveSpawn { Name d6a TotalCurrency 100 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBetweenSpawns 5 WaitBeforeStarting 10 WaitForAllDead c6a Where spawnbot FirstSpawnWarningSound "PlagueDoctorVoiceline.wav" Squad { TFBot { Template T_TFBot_Medic_Plague_Doctor_Boss BehaviorModifiers push Attributes AlwaysCrit } TFBot { Template T_TFBot_Pyro_Raven Attributes AlwaysCrit } TFBot { Template T_TFBot_Pyro_Raven Attributes AlwaysCrit } TFBot { Template T_TFBot_Pyro_Raven Attributes AlwaysCrit } TFBot { Template T_TFBot_Pyro_Raven Attributes AlwaysCrit } TFBot { Template T_TFBot_Pyro_Raven Attributes AlwaysCrit } } } //Wave E WaveSpawn { Name "e6a" Where spawnbot TotalCount 14 MaxActive 9 SpawnCount 2 WaitBeforeStarting 16 WaitBetweenSpawns 2 TotalCurrency 200 WaitForAllDead c6a Support Limited TFBot { Class Spy Skill Expert } } //Wave F WaveSpawn { Name "f6a" Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 4 TotalCurrency 0 WaitForAllDead c6a TFBot { Template T_TFBot_Soldier_Airstrike_Factory } } WaveSpawn { Name "f6b" Where spawnbot TotalCount 15 TotalCurrency 250 MaxActive 4 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 14 TotalCurrency 0 Support 1 WaitForAllDead c6a TFBot { Template T_TFBot_Scout_Shortstop } } } }