//mission by randomguy #base robot_standard.pop #base robot_giant.pop WaveSchedule { CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 1 StartingCurrency 1200 FixedRespawnWaveTime yes AddSentryBusterWhenDamageDealtExceeds 3000 AddSentryBusterWhenKillCountExceeds 15 MaxRedPlayers 2 // Sigsegv maximum RED players override Templates { T_TFBot_Soldier_SlowFire { Class Soldier Skill Easy ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "fire rate penalty" 1.4 //fire 40% slower } } 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 } } T_TFBot_Heavy_Heater { Class Heavy ClassIcon heavy_heater Name "Heater Heavy" Skill Easy Item "Brigade Helm" Item "The Huo Long Heatmaker" } T_TFBot_Scout_Shortstop_Small { Class Scout ClassIcon scout_shortstop Name "Shortstop Scout" Skill Easy Item "The Shortstop" Item "The Milkman" } T_TFBot_Heavyweapons_Gnome_Tall { Class Heavy Name "Funny Gauntlet" Health 600 Scale 1.5 Skill Expert ClassIcon heavy_mittens WeaponRestrictions MeleeOnly Attributes AlwaysCrit Item "The All-Father" Item "Point and Shoot" Item "The Holiday Punch" } T_TFBot_Scout_Crit_Cola_Melee { Class Scout ClassIcon scout_cola_nys ///custom icon Skill Expert Item "Crit-a-Cola" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "Crit-a-Cola" "deploy time increased" .5 "effect bar recharge rate increased" 0.001 } } T_TFBot_Giant_Heavyweapons_Shotgun_Nonvalve { Class Heavyweapons Name "Giant Shotgun Heavy" ClassIcon heavy_shotgun_giant Skill Expert Health 5000 WeaponRestrictions SecondaryOnly MaxVisionRange 2400 Attributes MiniBoss Tag bot_giant CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.0 // 0.3 "airblast vulnerability multiplier" 0.0 //0.3 "override footstep sound set" 2 } } } Mission { Objective Spy InitialCooldown 15 Where spawnbot_box Where spawnbot_box_upper_forward BeginAtWave 0 RunForThisManyWaves 1 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Spy Tag blockcap } } Mission { Objective Sniper Where spawnbot_box Where spawnbot_box_upper_forward BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 15 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper Tag blockcap } } Mission { Objective Engineer Where spawnbot_box Where spawnbot_box_upper_forward BeginAtWave 0 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter Tag blockcap } } Mission { Objective DestroySentries Where spawnbot_giant Where spawnbot_giant_forward InitialCooldown 5 CooldownTime 30 BeginAtWave 1 RunForThisManyWaves 10 TFBot { Template T_TFBot_SentryBuster Tag giant Tag blockcap } } //pre cap spawns: spawnbot_box, spawnbot_giant //post-cap spawns: spawnbot_box_forward, spawnbot_box_upper_forward, spawnbot_giant_forward //WAVE 1 //////////CURRENCY 900/////////////////////////////////// Wave { InitWaveOutput { Target wave_preset_force_a_lower_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot_box Where spawnbot_box_upper_forward TotalCount 48 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 360 RandomSpawn 1 RandomChoice { TFBot { Class Scout Skill Expert WeaponRestrictions MeleeOnly //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Class Scout Skill Expert WeaponRestrictions MeleeOnly //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Class Scout Skill Expert WeaponRestrictions MeleeOnly //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Scout_Scattergun_SlowFire Name "Scout" //fixes the lowercase "s" fuck you valve //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } WaveSpawn { Name stage1_s Where spawnbot_box Where spawnbot_box_forward TotalCount 32 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 320 RandomSpawn 0 TFBot { Template T_TFBot_Soldier_SlowFire //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn { Name stage1 WaitForAllSpawned stage1_s Where spawnbot_giant Where spawnbot_giant_forward TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 4 TotalCurrency 120 RandomSpawn 0 TFBot { Class Heavy Skill Easy MaxVisionRange 1200 //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_giant Where spawnbot_giant_forward TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 100 RandomSpawn 0 TFBot { Template T_TFBot_Giant_Soldier_Barrage //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } //WAVE 2 //////////CURRENCY 900/////////////////////////////////// Wave { InitWaveOutput { Target wave_preset_force_b_upper_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 7 TotalCurrency 480 RandomSpawn 0 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 { Name stage1 Where spawnbot_box Where spawnbot_box_forward TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 120 RandomSpawn 1 TFBot { Class Pyro Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn { Name stage1 Where spawnbot_box Where spawnbot_box_upper_forward TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 120 RandomSpawn 1 TFBot { Template T_TFBot_Pyro_FlareGun Skill Easy //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_box Where spawnbot_box_forward TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 4 TotalCurrency 180 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Heavy_Heater //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Pyro_FlareGun //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } TFBot { Template T_TFBot_Pyro_FlareGun //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } } //WAVE 3 //////////CURRENCY 900/////////////////////////////////// Wave { InitWaveOutput { Target wave_preset_force_a_upper_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name giant Where spawnbot_giant Where spawnbot_giant_forward TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 500 RandomSpawn 0 TFBot { Template T_TFBot_Giant_Soldier //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn { Name stage1 Where spawnbot_box Where spawnbot_box_upper_forward TotalCount 42 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 200 RandomSpawn 1 TFBot { Template T_TFBot_Scout_Shortstop_Small //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot_box Where spawnbot_box_upper_forward TotalCount 10 MaxActive 10 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 200 RandomSpawn 1 TFBot { Template T_TFBot_Heavyweapons_Gnome_Tall //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn { Name supp WaitForAllSpawned stage2 Where spawnbot_box Where spawnbot_box_forward TotalCount 36 MaxActive 9 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 2 Support 1 TFBot { Template T_TFBot_Scout_Crit_Cola_Melee //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } //WAVE 4 //////////CURRENCY 900/////////////////////////////////// Wave { InitWaveOutput { Target wave_preset_force_b_lower_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot_box Where spawnbot_box_upper_forward TotalCount 45 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 450 RandomSpawn 1 TFBot { Template T_TFBot_HeavyWeapons_HeavyWeight_Champ //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn { Name stage1_s Where spawnbot_giant Where spawnbot_giant_forward TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_HeavyWeapons_Fist //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn { Name stage1 WaitForAllSpawned stage1_s Where spawnbot_box Where spawnbot_box_forward TotalCount 10 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 4 TotalCurrency 50 RandomSpawn 1 TFBot { Class Heavy Skill Normal MaxVisionRange 800 //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot_giant Where spawnbot_giant_forward TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 200 RandomSpawn 1 TFBot { Template T_TFBot_Giant_HeavyWeapons_ShotGun_NonValve //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 100 RandomSpawn 1 StartWaveOutput //Stop Traffic { Target tank_setup_relay Action Trigger } Tank { Health 14000 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 } } } } //WAVE 5 //////////CURRENCY 900/////////////////////////////////// Wave { InitWaveOutput { Target wave_preset_force_a_lower_relay Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 0 TotalCurrency 400 RandomSpawn 1 StartWaveOutput //Stop Traffic { Target tank_setup_relay Action Trigger } Tank { Health 14000 Speed 75 Name "tankboss" Skin 1 // 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 { Name stage1 Where spawnbot_box Where spawnbot_box_upper_forward TotalCount 40 MaxActive 12 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 5 TotalCurrency 200 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_HeavyWeapons_HeavyWeight_Champ_Fast //requred BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } WaveSpawn { Name stage1 Where spawnbot_giant Where spawnbot_giant_forward TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 25 TotalCurrency 300 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload //requred Tag giant BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank } } } }