#base robot_giant.pop #base robot_standard.pop population { StartingCurrency 950 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no Advanced 1 ExtendedUpgrades { upgrade { Name "Lust" Attribute "self add cond on hit" Cap 54 Increment 54 Cost 0 Description "3s Defense buff on kill, milk yourself on hit" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "add cond on kill" 42 "self add cond on hit" 27 "self add cond on hit duration" 1 } AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Medic AllowPlayerClass Spy } upgrade { Name "Lust (Engineer)" Attribute "mult firerocket rate" Cap 0.55 Increment -0.55 Cost 0 Description "Faster sentry rocket fire rate, -25% sentry ammo" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mvm sentry ammo" -0.25 } AllowPlayerClass Engineer } upgrade { Name "Lust (Sniper)" Attribute "cannot be teleported" Cap 1 Increment 1 Cost 0 Description "+50% tank damage, can't take teleporters" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult dmg vs tanks" 0.5 } AllowPlayerClass Sniper } upgrade { Name "Gluttony" Attribute "max health additive bonus" Cap 100 Increment 100 Cost 0 Description "+100 max HP, -25% movement and fire rate" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "move speed penalty" -0.25 "fire rate penalty" 0.25 } } upgrade { Name "Greed" Attribute "collect currency on kill" Cap 1 Increment 1 Cost 0 Description "Kills drop red money, weapons has more spread" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "weapon spread bonus" 1 "projectile spread angle penalty" 2 } AllowPlayerClass Scout // Allow only specied classes if set AllowPlayerClass Heavyweapons AllowPlayerClass Demoman AllowPlayerClass Medic AllowPlayerClass Pyro AllowPlayerClass Spy } upgrade { Name "Greed (Soldier)" Attribute "increase buff duration HIDDEN" Cap 3 Increment 2 Cost 0 Description "More Banner duration, tiny buff range" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mod soldier buff range" -0.8 } AllowPlayerClass Soldier } upgrade { Name "Greed (Engineer)" Attribute "build small sentries" Cap 1 Increment 1 Cost 0 Description "Kills drop red money, small sentry" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "collect currency on kill" 1 } AllowPlayerClass Engineer } upgrade { Name "Greed (Sniper)" Attribute "ammo regen" Cap 0.1 Increment 0.1 Cost 0 Description "Small amount of ammo regen, 20% less primary ammo" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "maxammo primary reduced" -0.2 } AllowPlayerClass Sniper } upgrade { Name "Sloth" Attribute "increased jump height" Cap 0.1 Increment -0.9 Cost 0 Description "-90% jump height, +50% primary ammo" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "maxammo primary reduced" 1.5 } AllowPlayerClass Scout // Allow only specied classes if set AllowPlayerClass Engineer AllowPlayerClass Demoman AllowPlayerClass Medic AllowPlayerClass Spy AllowPlayerClass Heavyweapons AllowPlayerClass Sniper AllowPlayerClass Pyro } upgrade { Name "Sloth (Soldier)" Attribute "mod projectile heat follow crosshair" Cap 1 Increment 1 Cost 0 Description "Rocket follow crosshair, -2 levels of rocket specialist" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "rocket specialist" -2 "mod projectile heat seek power" 30 } AllowPlayerClass Soldier } upgrade { Name "Wrath" Attribute "mult crit dmg" Cap 1.5 Increment 0.5 Cost 0 Description "+50% crit damage, 20% less normal damage" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "damage penalty" -0.2 } AllowPlayerClass Scout // Allow only specied classes if set AllowPlayerClass Heavyweapons AllowPlayerClass Medic AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Engineer } upgrade { Name "Wrath (Demo)" Attribute "grenade explode on impact" Cap 1 Increment 1 Cost 0 Description "pipes explode when hitting world geometry, slower projectiles" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Projectile speed decreased" -0.1 } AllowPlayerClass Demoman } upgrade { Name "Wrath (Sniper)" Attribute "mult crit dmg" Cap 1.2 Increment 0.2 Cost 0 Description "+20% crit damage, -1 Explosive Headshot level" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "explosive sniper shot" -1 } AllowPlayerClass Sniper } upgrade { Name "Wrath (Spy)" Attribute "mult crit dmg" Cap 1.1 Increment 0.1 Cost 0 Description "+10% crit damage, self mark for death" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "self mark for death" 1 } AllowPlayerClass Spy } upgrade { Name "Envy" Attribute "mult dmg vs giants" Cap 1.15 Increment 0.15 Cost 0 Description "+15% dmg vs giants and tanks, receive friendly fire" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult dmg vs tanks" 0.15 "receive friendly fire" 1 } AllowPlayerClass Scout // Allow only specied classes if set AllowPlayerClass Heavyweapons AllowPlayerClass Medic AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Engineer AllowPlayerClass Sniper AllowPlayerClass Spy } upgrade { Name "Envy (Demo)" Attribute "max pipebombs decreased" Cap 4 Increment 4 Cost 0 Description "+4 max sticky, 20% smaller explosion radius" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "Blast radius decreased" -0.2 } AllowPlayerClass Demoman } upgrade { Name "Pride" Attribute "dmg from ranged reduced" Cap 0.85 Increment -0.15 Cost 0 Description "Take 15% less ranged damage, receives 60% less healing" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "healing received bonus" -0.6 } AllowPlayerClass Scout // Allow only specied classes if set AllowPlayerClass Heavyweapons AllowPlayerClass Demoman AllowPlayerClass Medic AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Engineer AllowPlayerClass Sniper } upgrade { Name "Pride (Spy)" Attribute "not solid to players" Cap 1 Increment 1 Cost 0 Description "Able to walk through players,-25% cloak regen rate" Playerupgrade 1 SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "mult cloak meter regen rate" 0.75 } AllowPlayerClass Spy } } Templates { } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation //Dispayed once the wave is initialized { Line "{blue}When he opened the seventh seal, there was silence in heaven for about half an hour." Line "{blue}And I saw the seven angels who stand before God, and seven trumpets were given to them." Line "{green}-Revelation 8:1" } WaveSpawn { TotalCurrency 10 TotalCount 5 MaxActive 1 SpawnCount 1 Support 1 Where spawnbot_mission_sniper TFBot { Class Soldier Skill hard Usehumanmodel 1 item "zombie soldier" } } WaveSpawn { TotalCurrency 60 TotalCount 12 MaxActive 3 SpawnCount 3 Support 1 Where spawnbot_mission_sniper RandomChoice { TFBot { Template T_TFBot_Demoman_Knight Usehumanmodel 1 item "zombie demo" } TFBot { Template T_TFBot_Demoman_Knight Item "the scotsman's skullcutter" Usehumanmodel 1 item "zombie demo" } TFBot { Template T_TFBot_Demoman_Knight Item "the half-zatoichi" Usehumanmodel 1 item "zombie demo" } TFBot { Template T_TFBot_Demoman_Knight Usehumanmodel 1 item "zombie demo" Item "the persian persuader" } TFBot { Template T_TFBot_Demoman_Knight Item "the scottish handshake" Usehumanmodel 1 item "zombie demo" } } } WaveSpawn { Name 11 TotalCurrency 100 TotalCount 10 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Name Trumpeter classicon soldier_banner_trio Template T_TFBot_Giant_Soldier_Extended_Buff_Banner item "Honest Halo" } TFBot { ClassIcon scout_wrap_lite class Scout name "Bleed Scout" Skill Expert Usehumanmodel 1 item "zombie scoout" WeaponRestrictions MeleeOnly Item "the wrap assassin" FireWeapon //Periodically fires weapon { Cooldown 1 IfSeeTarget 1 Type "Secondary" } } TFBot { ClassIcon scout_wrap_lite class Scout name "Bleed Scout" Skill Expert Usehumanmodel 1 item "zombie scoout" WeaponRestrictions MeleeOnly Item "the wrap assassin" FireWeapon //Periodically fires weapon { Cooldown 1 IfSeeTarget 1 Type "Secondary" } } TFBot { ClassIcon scout_wrap_lite class Scout name "Bleed Scout" Usehumanmodel 1 item "zombie scoout" Skill Expert WeaponRestrictions MeleeOnly Item "the wrap assassin" FireWeapon //Periodically fires weapon { Cooldown 1 IfSeeTarget 1 Type "Secondary" } } TFBot { ClassIcon scout_wrap_lite class Scout name "Bleed Scout" Usehumanmodel 1 item "zombie scoout" Skill Expert WeaponRestrictions MeleeOnly Item "the wrap assassin" FireWeapon //Periodically fires weapon { Cooldown 1 IfSeeTarget 1 Type "Secondary" } } TFBot { ClassIcon scout_wrap_lite class Scout name "Bleed Scout" Usehumanmodel 1 item "zombie scoout" Skill Expert WeaponRestrictions MeleeOnly Item "the wrap assassin" FireWeapon //Periodically fires weapon { Cooldown 1 IfSeeTarget 1 Type "Secondary" } } TFBot { ClassIcon scout_wrap_lite class Scout name "Bleed Scout" Skill Expert Usehumanmodel 1 item "zombie scoout" WeaponRestrictions MeleeOnly Item "the wrap assassin" FireWeapon //Periodically fires weapon { Cooldown 1 IfSeeTarget 1 Type "Secondary" } } TFBot { ClassIcon scout_wrap_lite class Scout Usehumanmodel 1 item "zombie scoout" name "Bleed Scout" Skill Expert WeaponRestrictions MeleeOnly Item "the wrap assassin" FireWeapon //Periodically fires weapon { Cooldown 1 IfSeeTarget 1 Type "Secondary" } } TFBot { ClassIcon scout_wrap_lite Usehumanmodel 1 item "zombie scoout" class Scout name "Bleed Scout" Skill Expert WeaponRestrictions MeleeOnly Item "the wrap assassin" FireWeapon //Periodically fires weapon { Cooldown 1 IfSeeTarget 1 Type "Secondary" } } TFBot { ClassIcon scout_wrap_lite class Scout name "Bleed Scout" Skill Expert Usehumanmodel 1 item "zombie scoout" WeaponRestrictions MeleeOnly Item "the wrap assassin" FireWeapon //Periodically fires weapon { Cooldown 1 IfSeeTarget 1 Type "Secondary" } } } } WaveSpawn { Name 12 WaitForAllDead 11 TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot TFBot { Name Trumpeter classicon soldier_banner_trio Template T_TFBot_Giant_Soldier_Extended_Concheror item "Honest Halo" } } WaveSpawn { WaitForAllDead 11 TotalCurrency 42 Name 12 TotalCount 14 MaxActive 7 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 Where spawnbot Squad { TFBot { ClassIcon medic_armored_lite Action Mobber Health 250 Name "Chariot Medic" Class Medic Scale 1.3 CharacterAttributes { "move speed bonus" 0.7 } ForceRomeVision 1 Skill Expert WeaponRestrictions MeleeOnly Item "the amputator" Item "berliner's bucket helm" } } } WaveSpawn { Name 13 WaitForAllDead 12 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Extended_Battalion classicon soldier_banner_trio item "Honest Halo" name Trumpeter } } } WaveSpawn { WaitForAllDead 12 TotalCurrency 45 TotalCount 15 MaxActive 10 SpawnCount 1 name 13 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot TFBot { ClassIcon scout_wrap_lite class Scout Usehumanmodel 1 item "zombie scoout" name "Bleed Scout" Skill Expert WeaponRestrictions MeleeOnly Item "the wrap assassin" FireWeapon //Periodically fires weapon { Cooldown 1 IfSeeTarget 1 Type "Secondary" } } } WaveSpawn { Name 14 WaitForAllDead 13 TotalCurrency 40 TotalCount 5 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot Squad { TFBot { ClassIcon heavy_steelfist Name "Steel Brawler" Usehumanmodel 1 item "zombie heavy" Class HeavyWeapons Skill Hard WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" Item "fists of steel" Item "war head" } } } WaveSpawn { WaitForAllDead 13 Name 14 TotalCurrency 100 TotalCount 25 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot Squad { TFBot { ClassIcon demo_ironbomber_lite Name Bomber Class Demoman Skill Expert Usehumanmodel 1 item "zombie demo" ItemAttributes { ItemName "the iron bomber" "damage penalty" 0.75 "grenade damage reduction on world contact" 2 } Item "the iron bomber" } } } WaveSpawn { Name 15 TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitForAllDead 14 Where spawnbot_mission_sniper TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner classicon soldier_banner_trio item "honest halo" name "Trumpeter" } } WaveSpawn { TotalCurrency 28 name 15 TotalCount 14 MaxActive 7 SpawnCount 7 WaitBeforeStarting 5 WaitForAllDead 14 Where spawnbot_mission_sniper RandomChoice { TFBot { Class Heavyweapons Skill easy Usehumanmodel 1 item "zombie heavy" } TFBot { Class Heavyweapons Skill easy Usehumanmodel 1 item "zombie heavy" } TFBot { Class Heavyweapons Skill normal Usehumanmodel 1 item "zombie heavy" } } } WaveSpawn { Name 16 TotalCurrency 45 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBetweenSpawns 1 WaitForAllDead 15 Where spawnbot TFBot { ClassIcon heavy_steelfist Name "Steel Brawler" Class HeavyWeapons Skill Hard WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" Usehumanmodel 1 item "zombie heavy" Item "fists of steel" Item "war head" } } WaveSpawn { Name 17 TotalCurrency 65 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 1 WaitForAllDead 16 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Extended_Concheror classicon soldier_banner_trio item "honest halo" Name Trumpeter } } WaveSpawn { Name 17 TotalCurrency 40 TotalCount 20 MaxActive 10 SpawnCount 1 WaitBetweenSpawns 1 WaitForAllSpawned 16 Where spawnbot RandomChoice { TFBot { Class Scout Skill hard Usehumanmodel 1 item "zombie scout" } TFBot { Class Scout Usehumanmodel 1 item "zombie scout" Skill normal } TFBot { Class Scout Usehumanmodel 1 item "zombie scout" Skill normal } } } WaveSpawn { Name 18 TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 1 WaitForAllDead 17 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Extended_Battalion classicon soldier_banner_trio Item "honest halo" name Trumpeter } } WaveSpawn { Name 18 TotalCurrency 40 TotalCount 8 MaxActive 8 SpawnCount 1 WaitBetweenSpawns 2 WaitForAllDead 17 Where spawnbot_mission_sniper TFBot { ClassIcon medic_armored_lite Action Mobber Health 250 Name "Chariot Medic" Class Medic Scale 1.3 ForceRomeVision 1 Skill Expert CharacterAttributes { "move speed bonus" 0.7 } WeaponRestrictions MeleeOnly Item "the amputator" Item "berliner's bucket helm" } } WaveSpawn { TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 2 WaitForAllDead 18 Where spawnbot Squad { TFbot { Template T_TFBot_Giant_Soldier_Extended_Battalion item "honest halo" Addcond { name TF_COND_OFFENSEBUFF } Addcond { name TF_COND_REGENONDAMAGEBUFF } classicon soldier_banner_trio Name Triple-Trumpeter } TFBot { ClassIcon heavy_steelfist Name "Steel Guantlet" Class HeavyWeapons Skill Hard Usehumanmodel 1 item "zombie heavy" WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" Item "fists of steel" } } } } }