#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 1500 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no MaxRedPlayers 2 Mission // sentry buster { Objective DestroySentries InitialCooldown 20 Where spawnbot_giant Where spawnbot_giant_forward BeginAtWave 1 RunForThisManyWaves 9 CooldownTime 20 TFBot { Template T_TFBot_SentryBuster Tag blockcap Tag giant } } Mission // Spy - wave 1 { Objective Spy InitialCooldown 90 Where spawnbot_giant Where spawnbot_giant_forward BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 4 TFBot { Class Spy Skill Expert Name Spy Tag blockcap } } Mission // Spy - wave 7 { Objective Spy InitialCooldown 5 Where spawnbot_giant Where spawnbot_giant_forward BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 35 DesiredCount 3 TFBot { Class Spy Skill Expert Name Spy Tag blockcap } } Mission // Sniper - wave 1 { Objective Sniper InitialCooldown 120 Where spawnbot_giant Where spawnbot_giant_forward BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 Tag blockcap } } Mission // Sniper - wave 5 { Objective Sniper InitialCooldown 60 Where spawnbot_giant Where spawnbot_giant_forward BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 10 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper Item "The Razorback" Name "Sydney sniper" MaxVisionRange 3000 Tag blockcap } } Mission // Sniper - wave 6 { Objective Sniper InitialCooldown 60 Where spawnbot_giant Where spawnbot_giant_forward BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 Tag blockcap } } Mission // Sniper - wave 7 { Objective Sniper InitialCooldown 20 Where spawnbot_giant Where spawnbot_giant_forward BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 3 TFBot { Template T_TFBot_Sniper Tag blockcap } } Mission // Engineer - wave 1-4 { Objective Engineer InitialCooldown 60 Where spawnbot_giant Where spawnbot_giant_forward BeginAtWave 1 RunForThisManyWaves 4 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle Tag blockcap } } Mission // Engineer - wave 5 { Objective Engineer InitialCooldown 60 Where spawnbot_giant Where spawnbot_giant_forward BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 11 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle Tag blockcap } } Templates { T_TFBot_Giant_Soldier_Slow // Super slow rocket flight speed, fires one at a time { Class Soldier Name "Giant Uncharged Soldier" ClassIcon soldier_crit Skill Normal Health 3800 Item "The Original" WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.0 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 } } T_TFBot_Giant_Soldier_Barrage //NOT colonel barrage!!! he is nerf!!! { Class Soldier Name "Giant Barrage Soldier" ClassIcon soldier_barrage Health 3800 Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" //"damage bonus" 0.8 //debating on yes or no, either you have the firepower to kill or the agility to dodge. "clip size upgrade atomic" 26.0 "faster reload rate" 0.2 "fire rate bonus" 0.2 "projectile spread angle penalty" 3 "Projectile speed increased" 0.4 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.0 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0 } } } //WAVE 1 //Currency 1300 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_preset_normal_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Spy mission - 4 active // Sniper mission - 2 active WaveSpawn //WAVE 01a: 36 total, 18 active, Scout (bonk) + crit soldier { Name "wave01a" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 36 MaxActive 18 SpawnCount 6 WaitBeforeStarting 4 WaitBetweenSpawns 5 TotalCurrency 300 Squad { TFBot { Class Scout Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Class Scout Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Scout_Bonk //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Scout_Bonk //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Scout_Bonk //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Class Soldier Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } WaveSpawn //WAVE 01b: [GIANT] 4 total, 3 active, Soldier (rapid fire) { Name "wave01b" WaitForAllSpawned wave01a Where spawnbot_giant Where spawnbot_giant_forward TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 60 TotalCurrency 300 TFBot { Template T_TFBot_Giant_Soldier_Slow //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 01c: 40 total, 20 active, Heavy (crit) + uber medic + 3 Pyros (WAITFORALLDEAD "WAVE01A") { Name "wave01c" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 16 MaxActive 8 SpawnCount 2 WaitForAllDead "wave01a" WaitBeforeStarting 15 WaitBetweenSpawns 5 TotalCurrency 350 Squad { TFBot { Class Heavyweapons Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Medic_QuickFix //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } WaveSpawn //WAVE 01d: 40 total, 22 active, Scout (crit bats) (WAITFORALLSPAWNED "WAVE01C") { Name "wave01d" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 40 MaxActive 22 SpawnCount 8 WaitForAllSpawned "wave01c" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 350 TFBot { Class Scout Skill Easy WeaponRestrictions MeleeOnly //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } //WAVE 2 //Currency 1500 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_preset_normal_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 02a: 48 total, 12 active, Sniper (huntsman) { Name "wave02a" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 24 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 250 TFBot { Template T_TFBot_Sniper_Huntsman Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 02b: [TANK] { Name "wave02b" TotalCount 1 WaitBeforeStarting 25 TotalCurrency 300 StartWaveOutput //Stop Traffic { Target tank_setup_relay Action Trigger } Tank { Health 12000 Speed 75 Name "tankboss" Skin 0 // 0 - Normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is omitted, the Tank will find the path_track with no previous node and start there OnKilledOutput //Restart Traffic { Target tank_dead Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target tank_deploy_relay Action Trigger } } } WaveSpawn //WAVE 02c: [GIANT] 3 total, 3 active, Super Scout { Name "wave02c" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 30 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 02d: [GIANT] 1(2) total, 1(2) active, Heavyweapons + Giant medic (WAITFORALLSPAWNED "WAVE02A") { Name "wave02d" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 2 MaxActive 2 SpawnCount 2 WaitForAllSpawned "Wave02a" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_ShotGun //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Medic_Bigheal //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } WaveSpawn //WAVE 02e: 40 total, 10 active, Soldier (WAITFORALLDEAD "WAVE02B") { Name "wave02ef" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 25 MaxActive 5 SpawnCount 5 WaitForAllDead "Wave02b" WaitBeforeStarting 3 WaitBetweenSpawns 5 TotalCurrency 300 TFBot { Class Soldier Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 02f: [GIANT] 5(10) total, 5(10) active, Soldier (slow crit + uber medic) (WAITFORALLDEAD "WAVE02B") { Name "wave02ef" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 5 MaxActive 5 SpawnCount 1 WaitForAllDead "Wave02b" WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 400 TFBot { Template T_TFBot_Giant_Soldier_Crit //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 02g: [GIANT] 3 total, 3 active, Super Scout (WAITFORALLSPAWNED "WAVE02EF") { Name "wave02c" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 3 MaxActive 3 SpawnCount 1 WaitForAllSpawned "wave02ef" WaitBeforeStarting 10 WaitBetweenSpawns 2 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } //WAVE 3 //Currency 1300 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_preset_normal_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 03a: 10(20) total, 10(20) active, Pyro + uber medic squads { Name "wave03a" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 16 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 200 Squad { TFBot { Class Pyro Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Medic_QuickFix //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } WaveSpawn //WAVE 03a: [GIANT] 1 total, 1 active, Soldier (Burst fire) { Name wave03a Where spawnbot_giant Where spawnbot_giant_forward TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Soldier_Barrage //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 03b: 45 total, 18 active, Sniper (Huntsman crit) (WAITFORALLDEAD "WAVE03A") { Name "wave03b" Where spawnbot_giant Where spawnbot_giant_forward RandomSpawn 1 TotalCount 20 MaxActive 8 SpawnCount 4 WaitForAllDead "wave03a" WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 250 TFBot { Template T_TFBot_Sniper_Huntsman Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 03c: [GIANT] 12 total, 12 active, Demoman (WAITFORALLDEAD "WAVE03A") { Name "wave03c" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 3 MaxActive 2 SpawnCount 1 WaitForAllDead "wave03a" WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Boxing_Heavy //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 03d: 8(16) total, 5(10) active, Heavyweapons (WAITFORALLDEAD "WAVE03B") { Name "wave03d" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 16 MaxActive 10 SpawnCount 2 WaitForAllDead "wave03b" WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 200 Squad { TFBot { Class Heavyweapons Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Medic_QuickFix //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } WaveSpawn //WAVE 03e: [TANK] WAITFORALLSPAWNED "WAVE03C") { Name "wave03e" TotalCount 1 WaitForAllSpawned "wave03c" WaitBeforeStarting 0 TotalCurrency 200 StartWaveOutput //Stop Traffic { Target tank_setup_relay Action Trigger } Tank { Health 12000 Speed 75 Name "tankboss" Skin 0 // 0 - Normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is omitted, the Tank will find the path_track with no previous node and start there OnKilledOutput //Restart Traffic { Target tank_dead Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target tank_deploy_relay Action Trigger } } } WaveSpawn //WAVE 03f: 66 total, 22 active, Scout (WAITFORALLSPAWNED "WAVE03C") { Name "wave01a" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 66 MaxActive 10 SpawnCount 5 WaitForAllSpawned "wave03d" WaitBeforeStarting 5 WaitBetweenSpawns 13 TotalCurrency 200 Support 1 TFBot { Class Scout Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } //WAVE 4 //Currency 1000 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_preset_normal_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 04b: 128 total, 8 active, Scout { Name "wave04b" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 128 MaxActive 8 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 400 Support 1 TFBot { Class Scout Skill Easy WeaponRestrictions MeleeOnly //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 04c: [GIANT] 4(8) total, 4(8) active, Heavyweapons (Flank main right + regular uber duration medic) { Name "wave04c" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 4 MaxActive 4 SpawnCount 2 WaitForAllDead "wave04a" WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag nav_prefer_flank_right //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Medic_QuickUber //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } WaveSpawn //WAVE 04d: [GIANT] 4(8) total, 4(8) active, Heavyweapons (Flank main left + regular uber duration medic) { Name "wave04c" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 4 MaxActive 4 SpawnCount 2 WaitForAllDead "wave04a" WaitBeforeStarting 15 WaitBetweenSpawns 30 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag nav_prefer_flank_left //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Medic_QuickUber //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } } //WAVE 5 //Currency 650 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_preset_normal_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Sniper mission - 4 active WaveSpawn //WAVE 05a: 64 total, 12 active, Heavyweapons (Steel Gauntlet) { Name "wave05a" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 6 TotalCurrency 300 TFBot { Template T_TFBot_Heavyweapons_Fist //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 05b: 64 total, 12 active, Soldier (Supercharged) { Name "wave05b" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 32 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 350 RandomChoice { TFBot { Class Soldier Skill Expert ClassIcon soldier_and_demo //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Class Demoman Skill Expert ClassIcon soldier_and_demo //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } } //WAVE 6 //Currency 1300 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_preset_normal_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Sniper mission - 2 active WaveSpawn //WAVE 06a: 32 total, 4 active, Soldier (supercharged) { Name "wave06abcde" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 16 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Class Soldier Skill Expert //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 06b: 32 total, 4 active, Heavyweapons (supercharged) { Name "wave06abcde" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 16 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Class Heavyweapons Skill Normal //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 06c: 32 total, 4 active, Pyros (supercharged) { Name "wave06abcde" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 16 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Class Pyro Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 06d: 32 total, 4 active, Scouts (supercharged) { Name "wave06abcde" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 12 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Class Scout Skill Expert //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 06e: 32 total, 4 active, Demoman (supercharged) { Name "wave06abcde" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 12 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Class Demoman Skill Expert //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 06f: [TANK] WAITFORALLSPAWNED "WAVE06ABCDE") { Name "wave06f" TotalCount 2 WaitForAllSpawned "wave06abcde" WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 200 StartWaveOutput //Stop Traffic { Target tank_setup_relay Action Trigger } FirstSpawnOutput { Target highway_enable Action Disable } LastSpawnOutput { Target highway_enable Action Enable } Tank { Health 18000 Speed 75 Name "tankboss" Skin 0 // 0 - Normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is omitted, the Tank will find the path_track with no previous node and start there OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target tank_deploy_relay Action Trigger } } //KILLED OUTPUT PURPOSEFULLY REMOVED } WaveSpawn //WAVE 06g: [GIANT] 8 total, 8 active, Super Scout (WAITFORALLSPAWNED "WAVE06ABCDE") { Name "wave06g" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 4 MaxActive 4 SpawnCount 1 WaitForAllSpawned "wave06abcde" WaitBeforeStarting 45 WaitBetweenSpawns 20 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Scout_Fast //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn //WAVE 06h: [GIANT] 3(6) total, 3(6) active, Heavyweapons (Crit + Giant medic) (WAITFORALLDEAD "WAVE06ABCDE") { Name "wave06h" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 6 MaxActive 6 SpawnCount 2 WaitForAllDead "wave06abcde" WaitBeforeStarting 0 WaitBetweenSpawns 40 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_ShotGun Item "The Crone's Dome" Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Medic_Bigheal Item "The Warsworn Helmet" Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } WaveSpawn //WAVE 06i: [GIANT] 10 total, 10 active, Soldier (rapid fire) (WAITFORALLSPAWNED "WAVE06H") { Name "wave06i" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 10 MaxActive 10 SpawnCount 1 WaitForAllSpawned "wave06h" WaitBeforeStarting 15 WaitBetweenSpawns 7 TotalCurrency 50 RandomChoice { TFBot { Template T_TFBot_Giant_Soldier Tag special_main_right Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Giant_Soldier Tag special_main_left Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } WaveSpawn //WAVE 06j: [FINAL TANK] (WAITFORALLSPAWNED "WAVE06H") { Name "wave06j" TotalCount 1 WaitForAllSpawned "wave06h" WaitBeforeStarting 35 WaitBetweenSpawns 0 TotalCurrency 200 Tank { Health 18000 Speed 75 Name "tankboss" Skin 0 // 0 - Normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_1" // if this is omitted, the Tank will find the path_track with no previous node and start there OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target tank_deploy_relay Action Trigger } } //KILLED OUTPUT PURPOSEFULLY REMOVED } } //WAVE 7 //Currency 0 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_preset_normal_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } WaitWhenDone 65 Checkpoint Yes // Sniper mission - 6 active // Spy mission - 10 active WaveSpawn //WAVE 07a: [CHIEF SOLDIER] { Name "wave07a" Where spawnbot_giant Where spawnbot_giant_forward TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Chief_Soldier Health 15000 Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } }