#base robot_giant.pop
#base robot_standard.pop

WaveSchedule
{

	StartingCurrency		1200
	RespawnWaveTime 		2
	CanBotsAttackWhileInSpawnRoom no

	Mission // sentry buster
	{
		Objective DestroySentries

		InitialCooldown 5
		Where spawnbot
		BeginAtWave 1
		RunForThisManyWaves 9

		CooldownTime 20            

            TFBot
			{
				Template T_TFBot_SentryBuster
            }
	}
	Mission // Spy - wave 1
	{
		Objective Spy  

		InitialCooldown 60
		Where spawnbot_mission_spy
		BeginAtWave 1
		RunForThisManyWaves 1
		CooldownTime 60
		DesiredCount 4

		TFBot
		{
			Class Spy
			Skill Expert
			Name Spy
		}
	}	
	Mission // Spy - wave 4
	{
		Objective Spy  

		InitialCooldown 60
		Where spawnbot_mission_spy
		BeginAtWave 4
		RunForThisManyWaves 1
		CooldownTime 30
		DesiredCount 2

		TFBot
		{
			Class Spy
			Skill Expert
			Name Spy
		}
	}	
	Mission // Spy - wave 7
	{
		Objective Spy  

		InitialCooldown 120
		Where spawnbot_mission_spy
		BeginAtWave 7
		RunForThisManyWaves 1
		CooldownTime 25
		DesiredCount 2

		TFBot
		{
			Class Spy
			Skill Expert
			Name Spy
		}
	}	
	Mission // Spy - wave 8
	{
		Objective Spy  

		InitialCooldown 5
		Where spawnbot_mission_spy
		BeginAtWave 8
		RunForThisManyWaves 1
		CooldownTime 20
		DesiredCount 10

		TFBot
		{
			Class Spy
			Skill Expert
			Name Spy
		}
	}	
	Mission // Sniper - wave 2
	{
		Objective Sniper

		InitialCooldown 75
		Where spawnbot_mission_sniper
		BeginAtWave 2
		RunForThisManyWaves 1
		CooldownTime 20
		DesiredCount 2

		TFBot
		{
			Class Sniper
			Skill Hard
			Name Sniper
			MaxVisionRange 3000
		}
	}
	Mission // Sniper - wave 3
	{
		Objective Sniper

		InitialCooldown 90
		Where spawnbot_mission_sniper
		BeginAtWave 3
		RunForThisManyWaves 1
		CooldownTime 20
		DesiredCount 2

		TFBot
		{
			Class Sniper
			Skill Hard
			Name Sniper
			MaxVisionRange 3000
		}
	}
	Mission // Sniper - wave 5
	{
		Objective Sniper

		InitialCooldown 90
		Where spawnbot_mission_sniper
		BeginAtWave 5
		RunForThisManyWaves 1
		CooldownTime 20
		DesiredCount 4

		TFBot
		{
			Class Sniper
			Skill Hard
			Name Sniper
			MaxVisionRange 3000
		}
	}
	Mission // Sniper - wave 6
	{
		Objective Sniper

		InitialCooldown 60
		Where spawnbot_mission_sniper
		BeginAtWave 6
		RunForThisManyWaves 1
		CooldownTime 30
		DesiredCount 4

		TFBot
		{
			Template T_TFBot_Sniper_Sydney_Sleeper
		}
	}
	Mission // Sniper - wave 8
	{
		Objective Sniper

		InitialCooldown 20
		Where spawnbot_mission_sniper
		BeginAtWave 8
		RunForThisManyWaves 1
		CooldownTime 20
		DesiredCount 6

		TFBot
		{
			Template T_TFBot_Sniper
		}
	}
	Mission // Engineer - wave 1
	{
		Objective Engineer  

		InitialCooldown 60
		Where spawnbot
		BeginAtWave 1
		RunForThisManyWaves 1
		CooldownTime 60
		DesiredCount 1

		TFBot
		{
			Template T_TFBot_Engineer_Sentry_Teleporter
		}
	}	
	Mission // Engineer - wave 2
	{
		Objective Engineer  

		InitialCooldown 60
		Where spawnbot_flank
		BeginAtWave 2
		RunForThisManyWaves 1
		CooldownTime 60
		DesiredCount 1

		TFBot
		{
			Template T_TFBot_Engineer_Sentry_Teleporter
		}
	}	
	Mission // Engineer - wave 4-5
	{
		Objective Engineer  

		InitialCooldown 60
		Where spawnbot_flank
		BeginAtWave 4
		RunForThisManyWaves 2
		CooldownTime 60
		DesiredCount 1

		TFBot
		{
			Template T_TFBot_Engineer_Sentry_Teleporter
		}
	}	
	Mission // Engineer - wave 6-7
	{
		Objective Engineer  

		InitialCooldown 60
		Where spawnbot_flank
		BeginAtWave 7
		RunForThisManyWaves 1
		CooldownTime 60
		DesiredCount 1

		TFBot
		{
			Template T_TFBot_Engineer_Sentry_Teleporter
		}
	}	
	
	//WAVE 1 //Currency 900 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
			{
				Target wave_start_relay
				Action Trigger
			}
		DoneOutput					
			{
				Target wave_finished_relay
				Action trigger
			}
		InitWaveOutput
			{
            Target wave_start_relay
            Action RunScriptCode
				Param "
                local ent = Entities.FindByClassname(null, `tf_objective_resource`)
                if (ent)
                {
                    NetProps.SetPropString(ent, `m_iszMvMPopfileName`, `Bone Shaker (Advanced)`);
					printl(`Wave 1 Loaded`);
					DoEntFire(`relay_snow_light_stop`, `Trigger`, `0`, 0, null, null);
					DoEntFire(`relay_snow_heavy_stop`, `Trigger`, `0`, 0, null, null);
                }
				"
			}
		WaitWhenDone 65
		Checkpoint Yes
		
		// Spy mission - 4 active	

		WaveSpawn //WAVE 01a: 24 total, 8 active, Heavyweapons
		{
			Name "wave01a"
			Where spawnbot
			TotalCount 24
			MaxActive 8
			SpawnCount 8
			WaitBeforeStarting 4
			WaitBetweenSpawns 0
			TotalCurrency 100		
		
			TFBot
			{
				Class Heavyweapons
				Skill Easy
			}
		}
		WaveSpawn //WAVE 01b: 50 total, 10 active, Demoman (demoknight)
		{
			Name "wave01b"
			Where spawnbot_flank
			TotalCount 50
			MaxActive 10
			SpawnCount 5
			WaitBeforeStarting 4
			WaitBetweenSpawns 15
			TotalCurrency 300

			Support 1
		
			TFBot
			{
					Template T_TFBot_Demoman_Knight
			}
		}
		WaveSpawn //WAVE 01c: 30 total, 10 active, Soldier  (WAITFORALLDEAD "WAVE01A")
		{
			Name "wave01cd"
			WaitForAllDead "wave01a"
			Where spawnbot
			TotalCount 30
			MaxActive 10
			SpawnCount 5
			WaitBeforeStarting 0
			WaitBetweenSpawns 7
			TotalCurrency 200		
		
			TFBot
			{
				Class Soldier
				Skill Easy
			}
		}
		WaveSpawn //WAVE 01d: 40 total, 20 active, Scout  (WAITFORALLSPAWNED "WAVE01C")
		{
			Name "wave01cd"
			WaitForAllSpawned "wave01c"
			Where spawnbot
			TotalCount 40
			MaxActive 20
			SpawnCount 5
			WaitBeforeStarting 0
			WaitBetweenSpawns 3
			TotalCurrency 150		
		
			RandomChoice
			{
				TFBot
				{
					Class Scout
					Skill Easy
					
				}
				TFBot
				{
					Class Scout
					Skill Easy
					WeaponRestrictions MeleeOnly
				}
			}
		}
		WaveSpawn //WAVE 01e: 27 total, 9 active, Heavyweapons (WAITFORALLSPAWNED "WAVE01CD")
		{
			Name "wave01e"
			Where spawnbot
			TotalCount 27
			MaxActive 9
			SpawnCount 9
			WaitForAllSpawned "wave01cd"
			WaitBeforeStarting 5
			WaitBetweenSpawns 0
			TotalCurrency 150		
			
			RandomChoice
			{			
				TFBot
				{
					Class Heavyweapons
					Skill Easy
				}
				TFBot
				{
					Class Heavyweapons
					Skill Hard
				}
			}
		}
	}	
	//WAVE 2 //Currency 800 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
			{
				Target wave_start_relay
				Action Trigger
			}
		DoneOutput					
			{
				Target wave_finished_relay
				Action trigger
			}
		WaitWhenDone 65
		Checkpoint Yes
		
		// Sniper mission - 2 active	

		WaveSpawn //WAVE 02a: 56 total, 8 active, Scout
		{
			Name "wave02a"
			Where spawnbot
			TotalCount 60
			MaxActive 8
			SpawnCount 8
			WaitBeforeStarting 0
			WaitBetweenSpawns 35
			TotalCurrency 250	

			Support 1
		
			TFBot
			{
				Class Scout
				Skill Easy
				Name Scout
			}
		}
		WaveSpawn //WAVE 02b: [TANK]  
		{
			Name "wave02b"
			TotalCount 1
			WaitBeforeStarting 5
			TotalCurrency 250
			
			FirstSpawnOutput                                                                                                                                                            
			{
				 Target boss_spawn_relay                                            
				 Action Trigger                         
			}

			Tank
			{
				Health 35000
				Speed 75
				Name "tankboss"
				StartingPathTrackNode "boss_path_1"

				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
			}			
		}
		WaveSpawn //WAVE 02c: [GIANT] 2(10) total, 1(5) active,  Heavyweapons (path main left) + 4 Heavyweapons
		{
			Name "wave02c"
			Where spawnbot
			TotalCount 10
			MaxActive 5
			SpawnCount 5
			WaitBeforeStarting 30
			WaitBetweenSpawns 0
			TotalCurrency 150		
		
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons
					Tag special_main_left
					BehaviorModifiers push
				}
				TFBot
				{
					Template T_TFBot_Soldier_Extended_Buff_Banner
				}
				TFBot
				{
					Class Heavyweapons
					Skill Hard
				}
				TFBot
				{
					Class Heavyweapons
					Skill Hard
				}
				TFBot
				{
					Class Heavyweapons
					Skill Hard
				}
			}
		}
		WaveSpawn //WAVE 02d: [GIANT] 2(10) total, 1(5) active,  Heavyweapons (path main right) + 4 Heavyweapons
		{
			Name "wave02d"
			Where spawnbot_flank
			TotalCount 10
			MaxActive 5
			SpawnCount 5
			WaitBeforeStarting 60
			WaitBetweenSpawns 0
			TotalCurrency 150		
		
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons
					Tag special_main_right
					BehaviorModifiers push
				}
				TFBot
				{
					Class Heavyweapons
					Skill Easy
				}
				TFBot
				{
					Class Heavyweapons
					Skill Easy
				}
				TFBot
				{
					Class Heavyweapons
					Skill Easy
				}
				TFBot
				{
					Class Heavyweapons
					Skill Easy
				}
			}
		}
	}	
	//WAVE 3 //Currency 900 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
			{
				Target wave_start_relay
				Action Trigger
			}
		DoneOutput					
			{
				Target wave_finished_relay
				Action trigger
			}
		WaitWhenDone 65
		Checkpoint Yes
		
		// Sniper mission - 2 active	

		WaveSpawn //WAVE 03a: 56 total, 8 active, Demoman
		{
			Name "wave03a"
			Where spawnbot_flank
			TotalCount 56
			MaxActive 8
			SpawnCount 8
			WaitBeforeStarting 0
			WaitBetweenSpawns 30
			TotalCurrency 250

			Support 1

			TFBot
			{
				Class Demoman
				Skill Easy
			}
		}
		WaveSpawn //WAVE 03b: 5 total, 5 active, Heavyweapons
		{
			Name "wave03b"
			Where spawnbot
			TotalCount 5
			MaxActive 5
			SpawnCount 5
			WaitBeforeStarting 10
			WaitBetweenSpawns 0
			TotalCurrency 50	

			TFBot
			{
				Class Heavyweapons
				Skill Hard
			}
		}
		WaveSpawn //WAVE 03c: 32 total, 8 active, Heavyweapons (WAITFORALLDEAD "WAVE03B")
		{
			Name "wave03c"
			Where spawnbot
			TotalCount 32
			MaxActive 8
			SpawnCount 2
			WaitForAllDead "Wave03b"
			WaitBeforeStarting 0
			WaitBetweenSpawns 5
			TotalCurrency 200	

			TFBot
			{
				Class Heavyweapons
				Skill Easy
			}
		}
		WaveSpawn //WAVE 03d: [GIANT] 6 total, 1 active, Demoman (WAITFORALLDEAD "WAVE03B")
		{
			Name "wave03d"
			Where spawnbot_flank
			TotalCount 6
			MaxActive 6
			SpawnCount 1
			WaitForAllDead "wave03b"
			WaitBeforeStarting 25
			WaitBetweenSpawns 25
			TotalCurrency 100	

			TFBot
			{
				Template T_TFBot_Giant_Demoman
			}
		}
		WaveSpawn //WAVE 03e: [GIANT] 4 total, 1 active, Super Scout
		{
			Name "wave03e"
			Where spawnbot_flank
			TotalCount 4
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 5
			WaitBetweenSpawns 30
			TotalCurrency 150	

			TFBot
			{
				Template T_TFBot_Giant_Scout_Fast
			}
		}
		WaveSpawn //WAVE 03f: [GIANT] 6 total, 2 active, Super Scout (WAITFORALLSPAWNED "WAVE03E")
		{
			Name "wave03f"
			Where spawnbot
			TotalCount 6
			MaxActive 2
			SpawnCount 2
			WaitForAllSpawned "wave03e"
			WaitBeforeStarting 20
			WaitBetweenSpawns 30
			TotalCurrency 150	

			TFBot
			{
				Template T_TFBot_Giant_Scout_Fast
			}
		}
	}
	//WAVE 4 //Currency 900 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
			{
				Target wave_start_relay
				Action Trigger
			}
		DoneOutput					
			{
				Target wave_finished_relay
				Action trigger
			}
		WaitWhenDone 65
		Checkpoint Yes
		
		// Spy mission - 2 active	

		WaveSpawn //WAVE 04a: 70 total, 10 active, Pyro
		{
			Name "wave04a"
			Where spawnbot
			TotalCount 70
			MaxActive 10
			SpawnCount 5
			WaitBeforeStarting 0
			WaitBetweenSpawns 2
			TotalCurrency 350	

			RandomChoice
			{
				TFBot
				{
					Class Pyro
					Skill Easy
				}
			}
		}
		WaveSpawn //WAVE 04b: 42 total, 6 active, Scout (bonk)
		{
			Name "wave04b"
			Where spawnbot
			TotalCount 42
			MaxActive 6
			SpawnCount 6
			WaitBeforeStarting 5
			WaitBetweenSpawns 0
			TotalCurrency 150	

			TFBot
			{
				Template T_TFBot_Scout_Bonk
			}
		}
		WaveSpawn //WAVE 04c: [TANK]  
		{
			Name "wave04c"
			TotalCount 1
			WaitBeforeStarting 40
			TotalCurrency 200
			
			FirstSpawnOutput                                                                                                                                                            
			{
				 Target boss_spawn_relay                                            
				 Action Trigger                         
			}

			Tank
			{
				Health 40000
				Speed 75
				Name "tankboss"
				StartingPathTrackNode "boss_path_1"

				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
			}			
		}
		WaveSpawn //WAVE 04d: 50 total, 5 active, Scout (bonk, flank right, late start, Support)
		{
			Name "wave04d"
			Where spawnbot
			TotalCount 50
			MaxActive 5
			SpawnCount 5
			WaitBeforeStarting 140
			WaitBetweenSpawns 10
			TotalCurrency 100	
			
			Support 1

			TFBot
			{
				Template T_TFBot_Scout_Bonk
				Tag nav_prefer_flank_left
				BehaviorModifiers push
			}
		}
		WaveSpawn //WAVE 04d: 15 total, 10 active, Soldier (Always crit, late start, Support)
		{
			Name "wave04d"
			Where spawnbot
			TotalCount 15
			MaxActive 10
			SpawnCount 5
			WaitBeforeStarting 160
			WaitBetweenSpawns 1
			TotalCurrency 100	
			
			TFBot
			{
				Class Soldier
				Skill Hard
				Attributes AlwaysCrit
				ItemAttributes 
				{
					ItemName "TF_WEAPON_ROCKETLAUNCHER"
					"damage bonus" 0.9	
				}
			}
		}
		WaveSpawn //WAVE 04e: [GIANT] 2 total, 1 active, Super Scout (WAITFORALLDEAD "WAVE04C")
		{
			Name "wave04d"
			Where spawnbot_flank
			TotalCount 2
			MaxActive 1
			SpawnCount 1
			WaitForAllDead "wave04c"
			WaitBeforeStarting 20
			WaitBetweenSpawns 0
			TotalCurrency 150	
			
			TFBot
			{
				Template T_TFBot_Giant_Scout_Fast
			}
		}
	}
	//WAVE 5 //Currency 1100 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
			{
				Target wave_start_relay
				Action Trigger
			}
		DoneOutput					
			{
				Target wave_finished_relay
				Action trigger
			}
		WaitWhenDone 65
		Checkpoint Yes
		

		WaveSpawn //WAVE 05a: 10(30) total, 4(12) active, Pyro 
		{
			Name "wave05a"
			Where spawnbot
			TotalCount 30
			MaxActive 12
			SpawnCount 3
			WaitBeforeStarting 0
			WaitBetweenSpawns 5
			TotalCurrency 200	

			Squad
			{
				TFBot
				{
					Class Pyro
					Skill Hard
				}
				TFBot
				{
					Template T_TFBot_Medic_QuickUber
				}
				TFBot
				{
					Template T_TFBot_Medic_QuickUber
				}
			}
		}
		WaveSpawn //WAVE 05b: 18 total, 9 active, Soldier
		{
			Name "wave05b"
			Where spawnbot
			TotalCount 18
			MaxActive 9
			SpawnCount 9
			WaitBeforeStarting 12
			WaitBetweenSpawns 0
			TotalCurrency 150	

			TFBot
			{
				Class Soldier
				Skill Easy
			}
		}
		WaveSpawn //WAVE 05c: 35 total, 5 active, Soldier (Support WAITFORALLSPAWNED "WAVE05B")
		{
			Name "wave05c"
			Where spawnbot
			TotalCount 35
			MaxActive 5
			SpawnCount 5
			WaitForAllSpawned "wave05b"
			WaitBeforeStarting 5
			WaitBetweenSpawns 0
			TotalCurrency 300	
			
			Support 1

			TFBot
			{
				Class Soldier
				Skill Hard
			}
		}
		WaveSpawn //WAVE 05d: [GIANT] 4 total, 4 active, Heavyweapons (Deflector, flankers WAITFORALLDEAD "WAVE05B")
		{
			Name "wave05d"
			Where spawnbot_flank
			TotalCount 4
			MaxActive 4
			SpawnCount 1
			WaitForAllDead "wave05b"
			WaitBeforeStarting 7
			WaitBetweenSpawns 12
			TotalCurrency 150	

			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons_Deflector
					Tag special_main_right
					BehaviorModifiers push
				}
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons_Deflector
					Tag special_main_left
					BehaviorModifiers push
				}
			}
		}
		WaveSpawn //WAVE 05e: [GIANT] 4(12) total, 4(12) active, Heavyweapons (Deflector + medics WAITFORALLSPAWNED "WAVE05D")
		{
			Name "wave05e"
			Where spawnbot_flank
			TotalCount 12
			MaxActive 12
			SpawnCount 3
			WaitForAllSpawned "wave05d"
			WaitBeforeStarting 35
			WaitBetweenSpawns 9
			TotalCurrency 150	

			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons_Deflector
				}
				TFBot
				{
					Template T_TFBot_Medic_QuickUber
				}
				TFBot
				{
					Template T_TFBot_Medic_QuickUber
				}
			}
		}
		WaveSpawn //WAVE 05f: 18 total, 6 active, Sniper - crit huntsman (WAITFORALLSPAWNED "WAVE05D")
		{
			Name "wave05f"
			Where spawnbot
			TotalCount 18
			MaxActive 18
			SpawnCount 3
			WaitForAllSpawned "wave05d"
			WaitBeforeStarting 35
			WaitBetweenSpawns 0
			TotalCurrency 150	

			TFBot
			{
				Template T_TFBot_Sniper_Huntsman
				Attributes AlwaysCrit
				ItemAttributes 
				{
					ItemName "The Huntsman"
					"faster reload rate" 0.2	
				}
			}
		}
	}
	//WAVE 6 //Currency 1200 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
			{
				Target wave_start_relay
				Action Trigger
			}
		DoneOutput					
			{
				Target wave_finished_relay
				Action trigger
			}
		InitWaveOutput
			{
            Target wave_start_relay
            Action RunScriptCode
				Param "
                local ent = Entities.FindByClassname(null, `tf_objective_resource`)
                if (ent)
                {
					DoEntFire(`relay_snow_light_start`, `Trigger`, `0`, 0, null, null);
                }
				"
			}
		WaitWhenDone 65
		Checkpoint Yes
		
		// Sniper mission - 4 active	

		WaveSpawn //WAVE 06a:  50 total, 20 active, Scout (bonk)
		{
			Name "wave06a"
			Where spawnbot
			TotalCount 50
			MaxActive 20
			SpawnCount 10
			WaitBeforeStarting 0
			WaitBetweenSpawns 15
			TotalCurrency 300	

			TFBot
			{
				Template T_TFBot_Scout_Bonk
				Attributes AlwaysCrit
			}
		}
		WaveSpawn //WAVE 06b: [GIANT] 2(4) total, 2(4) active, Heavyweapons + giant Medic
		{
			Name "wave06b"
			Where spawnbot_flank
			TotalCount 4
			MaxActive 4
			SpawnCount 2
			WaitBeforeStarting 0
			WaitBetweenSpawns 80
			TotalCurrency 200	

			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons
				}
				TFBot
				{
					Template T_TFBot_Giant_Medic
				}
			}
		}
		WaveSpawn //WAVE 06c: [GIANT] 2(4) total, 2(4) active, Soldier + Giant medic (Burst fire, path main right WAITFORALLSPAWNED "WAVE06A")
		{
			Name "wave06cd"
			Where spawnbot
			TotalCount 4
			MaxActive 4
			SpawnCount 2
			WaitForAllSpawned "wave06b"
			WaitBeforeStarting 30
			WaitBetweenSpawns 80
			TotalCurrency 200	

			Squad
			{
				TFBot
				{
					Template T_TFBot_Soldier_BurstFire
					Tag special_main_right
					BehaviorModifiers push
				}		
				TFBot
				{
					Template T_TFBot_Giant_Medic
				}
			}
		}
		WaveSpawn //WAVE 06d: [GIANT] 2(4) total, 2(4) active, Soldier + Giant medic (Burst fire, path main left WAITFORALLSPAWNED "WAVE06B")
		{
			Name "wave06cd"
			Where spawnbot
			TotalCount 4
			MaxActive 4
			SpawnCount 2
			WaitForAllSpawned "wave06b"
			WaitBeforeStarting 50
			WaitBetweenSpawns 80
			TotalCurrency 200	

			Squad
			{
				TFBot
				{
					Template T_TFBot_Soldier_BurstFire
					Tag special_main_left
					BehaviorModifiers push
				}		
				TFBot
				{
					Template T_TFBot_Giant_Medic
				}
			}
		}
		WaveSpawn //WAVE 06e:  12(24) total, 4(8) active, Heavyweapons + uber medic (WAITFORALLSPAWNED "WAVE06CD")
		{
			Name "wave06e"
			Where spawnbot
			TotalCount 24
			MaxActive 18
			SpawnCount 2
			WaitForAllSpawned "wave06cd"
			WaitBeforeStarting 10
			WaitBetweenSpawns 7
			TotalCurrency 200	

			Squad
			{
				TFBot
				{
					Class Heavyweapons
					Skill Hard
				}
				TFBot
				{
					Template T_TFBot_Medic_QuickUber
				}
			}
		}
		WaveSpawn //WAVE 06f:  11(22) total, 11(22) active, Pyro + uber medic (WAITFORALLSPAWNED "WAVE06E")
		{
			Name "wave06f"
			Where spawnbot
			TotalCount 22
			MaxActive 22
			SpawnCount 2
			WaitForAllSpawned "wave06e"
			WaitBeforeStarting 30
			WaitBetweenSpawns 0
			TotalCurrency 100	

			Squad
			{
				TFBot
				{
					Class Pyro
					Skill Hard
				}
				TFBot
				{
					Template T_TFBot_Medic_QuickUber
				}
			}
		}
	}
	//WAVE 7 //Currency 900 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
			{
				Target wave_start_relay
				Action Trigger
			}
		DoneOutput					
			{
				Target wave_finished_relay
				Action trigger
			}
		WaitWhenDone 65
		Checkpoint Yes
		
		// Spy mission - 2 active	

		WaveSpawn //WAVE 07a: [2 TANKS]  
		{
			Name "wave07a"
			TotalCount 2
			WaitBeforeStarting 0
			WaitBetweenSpawns 30
			TotalCurrency 250
			
			FirstSpawnOutput                                                                                                                                                            
			{
				 Target boss_spawn_relay                                            
				 Action Trigger                         
			}

			Tank
			{
				Health 40000
				Speed 75
				Name "tankboss"
				StartingPathTrackNode "boss_path_1"

				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
			}			
		}
		WaveSpawn //WAVE 07b:  10(20) total, 5(10) active, Soldier
		{
			Name "wave07b"
			Where spawnbot
			TotalCount 20
			MaxActive 10
			SpawnCount 2
			WaitBeforeStarting 40
			WaitBetweenSpawns 5
			TotalCurrency 100	

			Squad
			{
				TFBot
				{
					Class Soldier
					Skill Hard
				}
					TFBot
				{
					Template T_TFBot_Medic_QuickUber
				}
			}
		}
		WaveSpawn //WAVE 07c:  10 total, 10 active, Scout (bonk, WaitForAllDead "wave07a")
		{
			Name "wave07c"
			Where spawnbot
			TotalCount 10
			MaxActive 10
			SpawnCount 10
			WaitForAllDead "wave07a"
			WaitBeforeStarting 0
			WaitBetweenSpawns 30
			TotalCurrency 50	

			TFBot
			{
				Template T_TFBot_Scout_Bonk
				Attributes AlwaysCrit
			}
		}
		WaveSpawn //WAVE 07d: [GIANT] 7 total, 7 active, Demoman (WaitForAllDead "wave07c")
		{
			Name "wave07d"
			Where spawnbot_flank
			TotalCount 7
			MaxActive 7
			SpawnCount 1
			WaitForAllSpawned "wave07c"
			WaitBeforeStarting 0
			WaitBetweenSpawns 5
			TotalCurrency 150	

			TFBot
			{
				Template T_TFBot_Giant_Demoman
			}
		}
		WaveSpawn //WAVE 07e: 12 total, 12 active, Sniper (huntsman, WaitForAllSpawned "wave07d")
		{
			Name "wave07e"
			Where spawnbot
			TotalCount 12
			MaxActive 12
			SpawnCount 6
			WaitForAllSpawned "wave07d"
			WaitBeforeStarting 0
			WaitBetweenSpawns 2
			TotalCurrency 50	

			TFBot
			{
				Template T_TFBot_Sniper_Huntsman
			}
		}
		WaveSpawn //WAVE 07f: [GIANT] 6(18) total, 6(18) active, Soldier (Rapid Fire + Uber Medic, WaitForAllSpawned "wave07d")
		{
			Name "wave07f"
			Where spawnbot_flank
			TotalCount 18
			MaxActive 18
			SpawnCount 6
			WaitForAllSpawned "wave07d"
			WaitBeforeStarting 0
			WaitBetweenSpawns 10
			TotalCurrency 100	

			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Soldier_Spammer
				}
				TFBot
				{
					Class Heavyweapons
					Skill Expert
				}
				TFBot
				{
					Template T_TFBot_Medic_QuickUber
				}
			}
		}
		WaveSpawn //WAVE 07g: 30 total, 20 active, Heavyweapons (Path main left or right WaitForAllDead "wave07f")
		{
			Name "wave07g"
			Where spawnbot
			TotalCount 30
			MaxActive 20
			SpawnCount 10
			WaitForAllSpawned "wave07f"
			WaitBeforeStarting 0
			WaitBetweenSpawns 15
			TotalCurrency 100	

			RandomChoice
			{
				TFBot
				{
					Class Heavyweapons
					Skill Hard
					Tag special_main_right
				}
				TFBot
				{
					Class Heavyweapons
					Skill Hard
					Tag special_main_left
				}
			}
		}
		WaveSpawn //WAVE 07h: [FINAL TANK] WaitForAllDead "wave07f")
		{
			TotalCount 1
			WaitBeforeStarting 15
			WaitForAllSpawned "wave07f"
			TotalCurrency 200
			
			FirstSpawnOutput                                                                                                                                                            
			
			{
				 Target boss_spawn_relay                                            
				 Action Trigger                         
			}

			Tank
			{
				Health 46000
				Speed 75
				Name "tankboss"
				Skin 1
				StartingPathTrackNode "boss_path_1"

				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}

			}			
		}
	}
	//WAVE 8 //Currency 0 ///////////////////////////////////////////////////////////////////////////////////////////////////////
	Wave
	{
		StartWaveOutput
			{
				Target wave_start_relay_boss
				Action RunScriptCode
					Param "
					local ent = Entities.FindByClassname(null, `tf_objective_resource`)
					if (ent)
					{
						DoEntFire(`wave_start_relay_boss`, `Trigger`, `0`, 0, null, null);
						DoEntFire(`relay_snow_heavy_start`, `Trigger`, `0`, 0, null, null);
					}
					"
			}
		InitWaveOutput
			{
            Target wave_start_relay
            Action RunScriptCode
				Param "
                local ent = Entities.FindByClassname(null, `tf_objective_resource`)
                if (ent)
                {
					DoEntFire(`relay_snow_light_start`, `Trigger`, `0`, 0, null, null);
					ClientPrint(null, Constants.EHudNotify.HUD_PRINTTALK, ` A wicked snowstorm is brewing...`);
					ClientPrint(null, Constants.EHudNotify.HUD_PRINTTALK, ` Visibility will be severely limited!`);
                }
				"
			}
		WaitWhenDone 65
		Checkpoint Yes
		
		// Sniper mission - 6 active	
		// Spy mission - 10 active	

		WaveSpawn //WAVE 08a: [CHIEF GAUNTLET]  
		{
			Name "wave08a"
			Where spawnbot
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			TotalCurrency 0
			
			TFBot
			{
				Class Heavyweapons
				Skill Expert
				WeaponRestrictions MeleeOnly
				Name "Assassin-Grade Assassin"
				ClassIcon merry_cone
				Health 60000
				Scale 1.9
				Item "Merry Cone"
				Item "Fists of Steel"
				Attributes MiniBoss
				Attributes UseBossHealthBar
				ItemAttributes
				{
					ItemName "Fists of Steel"
					"fire rate bonus" 0.6
					"damage bonus" 5
				}
				CharacterAttributes
				{
					"move speed bonus"	0.4
					"health regen"	250
					"damage force reduction" 0.3
					"airblast vulnerability multiplier" 0.3
					"override footstep sound set" 2
					"airblast vertical vulnerability multiplier" 0.1
					"rage giving scale" 0.1
				}
			}
		}
	}
}