#base robot_giant.pop #base robot_standard.pop //#base overclock_cactus_general.pop //Do I need this yet? // ALL THE SPAM IS SO VSCODE STOPS HIGHLIGHTING RANDOM GARBAGE IN YELLOW WaveSchedule { StartingCurrency 400 CanBotsAttackWhileInSpawnRoom No RespawnWaveTime 3 Advanced 1 //Templates //{ //} // // MISSION STATS // NoReanimators 1 //no medic so this is clutter BonusRatioHalf 0.85 BonusRatioHalf 0.95 // // CUSTOM BALANCE // ItemAttributes { SimilarToItem "TF_WEAPON_ROCKETLAUNCHER" "rocket specialist" 1 } ItemBlacklist { SimilarToItem "The Original" } CustomWeapon { "The True Original" { OriginalItemName "The Original" "special item description 2" "Weapon uses reserve ammo as clip" //"special item description 3" "Weapon has no damage falloff or ramp up" "mod no reload DISPLAY ONLY" 1 "reload time increased hidden" 0 "clip size penalty" 0.25 "Projectile speed increased HIDDEN" 0.909 "hidden primary max ammo bonus" 0.5 } } ExtraLoadoutItems { Soldier { Primary "The True Original" // Item slot and name } } ItemAttributes { ItemName "The Direct Hit" "rocket specialist" 2 } ItemAttributes { SimilarToItem "The Black Box" "mult projectile count" 3 "damage penalty" 0.333 "fire rate penalty" 1.2 "Reload time increased" 1.3 "rocket jump damage reduction" 0.333 "self dmg push force decreased" 0.333 "Projectile speed decreased" 0.8 "spread angle pattern" "0 0 0|0 -3 0|0 3 0" "ignores other projectiles" 1 } ItemAttributes { ItemName "The Liberty Launcher" "special item description 2" "Alt-fire: Shoots heat-seeking rockets" "halloween fire rate bonus" 0.8 // halloween allows upgrading "special item description 3" "Rockets are affected by gravity" "projectile gravity" 288 "mod mini-crit airborne" 1 "alt fire attack" 1 "alt fire attributes" "mod projectile heat seek power|180|mod projectile heat aim error|45|mod projectile heat aim time|5|mod projectile heat aim start time|0.25" } ItemAttributes { ItemName "The Cow Mangler 5000" "minicrit vs burning player" 1 "subtract victim cloak on hit" 40 "subtract victim medigun charge on hit" 20 "aiming movespeed increased" 1.6 //"energy weapon penetration" 1 //check if works on shields "projectile no deflect" 1 //check if it works at all } ItemAttributes { SimilarToItem "The Air Strike" "special item description 2" "Direct hits are unaffected by the weapon's downsides" "mult dmg direct hit" 1.15 "mult explosion radius direct hit" 1.10 "mod projectile heat seek power" 20 "mod projectile heat follow crosshair" 1 "mod projectile heat aim time" 5 } ItemAttributes { DefIndex 237 //Rocket jumper "mod_air_control_blast_jump" 1.5 "Reload time decreased" 0 //"damage causes airblast" 1 //no } ItemAttributes { SimilarToItem "tf_weapon_shotgun_soldier" "spread angle pattern" "0 0 0|0 -0.25 0|0 0.25 0|0 -0.5 0|0 0.5 0|0.25 0 0|0.25 -0.25 0|0.25 0.25 0|0.25 -0.5 0|0.25 0.5 0|-0.25 0 0|-0.25 -0.25 0|-0.25 0.25 0|-0.25 -0.5 0|-0.25 0.5 0" "attack projectiles" 2 "bullets per shot bonus" 1.5 "slow enemy on hit major" 1 } ItemAttributes { ItemName "The Reserve Shooter" "damage bonus" 1.5 "slow enemy on hit major" 1 } ItemAttributes { DefIndex 1153 //Panic attack "fire rate bonus with reduced health" 0.60 "slow enemy on hit major" 1 } ItemAttributes { DefIndex 226 // Batt's backup "dmg from melee increased" 0.8 } ItemAttributes //this is like if the demo's boots were 2 weapons //the "bulk" boots { ItemName "The Gunboats" //"rocket jump damage reduction" 0.20 // 80% self blast res "max health additive bonus" 20 "dmg taken from blast reduced" 0.7 "dmg taken from fire reduced" 0.5 } //the "speed" boots + combos into being scout with the credit collection ItemAttributes { ItemName "The Mantreads" // playing trolldier = miniscout "move speed bonus" 1.1 "mult stun resistance" 0 // full res, makes trolldier more stable i guess "mult credit collect range" 4 "health from credits" 30 } //booth are good but for one reason or another ItemAttributes { ItemName "The Righteous Bison" "damage bonus" 1.50 // 20 -> 35 (scout melee dmg) -> 30 "no reduced damage rampup" 1 // get close and personal //"no damage falloff" 1 // Always deals 35 - TOO OP! // thought of giving it a slow but nah } ItemAttributes { ItemName "The B.A.S.E. Jumper" "parachute redeploy" 1 "collect currency on kill" 1 //this looks pretty sweet "increased air control" 2 "health regen" 2 "ammo regen" 0.10 //cozy camper for soldier } ItemAttributes { SimilarToItem "TF_WEAPON_SHOVEL" // this seems like an obvious inclusion "mult dmg vs giants" 1.75 } ItemAttributes { ItemName "The Equalizer" // this also seems like an obvious inclusion "mult dmg vs tanks" 1.75 } ItemAttributes { ItemName "The Pain Train" //uber medic takedown (65 + 97) + general support "mark for death" 1 //"minicrits become crits" 1 //might be too strong with buff banner "drop health pack on kill" 1 // hell yeah! "mod see enemy health" 1 } ItemAttributes { ItemName "The Disciplinary Action" "speed_boost_on_hit_enemy" 3 } ItemAttributes { ItemName "The Market Gardener" "mult crit dmg" 3 "melee range multiplier" 1.1 "melee bounds multiplier" 1.1 "mult dmg vs npc" 0.333 "collect currency on kill" 1 "no crit boost" 1 // a 'mult dmg while rocket jumping' would be perfect but i have to do with this //dmg vs giants is worse as you can just slap them from the ground, i dont want that //mult dmg while midair is on any mid air //yes i know, canteens, i dont give a fuck. - check if no crit boost fixes that //"fire rate penalty" 1.5 //"mul nonrocketjump attackrate" 0.7 //no base jumper tank cheese or whatever "crit kill will gib" 1 } // // UPGRADES // DisallowUpgrade "rocket specialist" //we only want stock and direct shit to have this DisallowUpgrade { Upgrade "clip size upgrade atomic" SimilarToItem "The True Original" } ExtendedUpgrades { upgrade { // Name Attribute "damage bonus" // The attribute name Cap 2 // Maximum amount of the attribute Increment 0.25 // Attribute increment value per level Cost 400 // Cost of the upgrade per level //PlayerUpgrade 0 AllowPlayerClass Soldier AllowedWeapons { ItemName "The Half-Zatoichi" } } upgrade { // Name Attribute "critboost on kill" // The attribute name Cap 4 // Maximum amount of the attribute Increment 2 // Attribute increment value per level Cost 350 // Cost of the upgrade per level //PlayerUpgrade 0 AllowPlayerClass Soldier AllowedWeapons { ItemName "The Half-Zatoichi" } } upgrade { Name "Exorcism" Description "Remove Honorbound" Attribute "honorbound" // The attribute name Cap 0 // Maximum amount of the attribute Increment -1 // Attribute increment value per level Cost 200 // Cost of the upgrade per level //PlayerUpgrade 0 AllowPlayerClass Soldier AllowedWeapons { ItemName "The Half-Zatoichi" } } upgrade { Name "Obsidian edge" Attribute "bleeding duration" // The attribute name Cap 10 // Maximum amount of the attribute Increment 5 // Attribute increment value per level Cost 150 // Cost of the upgrade per level //PlayerUpgrade 0 AllowPlayerClass Soldier AllowedWeapons { ItemName "The Half-Zatoichi" } } // upgrade // { // Name "Warhead Slicer" // Description "Hitting projectiles destroys them" // Attribute "attack projectiles" // The attribute name // Cap 1 // Maximum amount of the attribute // Increment 1 // Attribute increment value per level // Cost 300 // Cost of the upgrade per level // //PlayerUpgrade 0 // AllowPlayerClass Soldier // AllowedWeapons // { // ItemName "The Half-Zatoichi" // } // } upgrade { Name "Cleaving swing" Description "Hits all enemies in range" Attribute "melee cleave attack" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 250 // Cost of the upgrade per level //PlayerUpgrade 0 AllowPlayerClass Soldier AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Market Gardener" } } upgrade { Name "Crit Combo" Description "Third consecutive strike is a guaranteed crit" Attribute "gunslinger punch combo" // The attribute name Cap 1 // Maximum amount of the attribute Increment 1 // Attribute increment value per level Cost 200 // Cost of the upgrade per level //PlayerUpgrade 0 AllowPlayerClass Soldier AllowedWeapons { Slot "Melee" } DisallowedWeapons { ItemName "The Market Gardener" ItemName "The Half-Zatoichi" //crit on kill makes this basically pointless, even if it gets the ball rolling //don't want a soldierknight zatoichi meta, but should be the best full melee weapon } } // upgrade // { // Name "Projectile Parry" // Description "Hitting projectiles reflects them" // Attribute "melee airblast" // The attribute name // Cap 1 // Maximum amount of the attribute // Increment 1 // Attribute increment value per level // Cost 400 // Cost of the upgrade per level // //PlayerUpgrade 0 // AllowPlayerClass Soldier // AllowedWeapons // { // Slot "Melee" // } // DisallowedWeapons // { // ItemName "The Market Gardener" // ItemName "The Half-Zatoichi" // //don't want it on either // } // } upgrade { Attribute "maxammo primary increased" // The attribute name Cap 2 // Maximum amount of the attribute Increment 0.5 // Attribute increment value per level Cost 250 // Cost of the upgrade per level //PlayerUpgrade 0 AllowPlayerClass Soldier AllowedWeapons { ItemName "The True Original" } } upgrade { Attribute "damage force reduction" // The attribute name Cap 0.1 // Maximum amount of the attribute Increment -0.3 // Attribute increment value per level Cost 100 // Cost of the upgrade per level //PlayerUpgrade 0 AllowPlayerClass Soldier AllowedWeapons { ItemName "The Gunboats" } } upgrade { Name "Seismic Stompers" Description "Landing near enemies damages and knocks them back, non-giants are stunned momentarily" Attribute "kb fall min velocity" Cap 650 Increment 650 Cost 300 AllowPlayerClass Soldier AllowedWeapons { ItemName "The Mantreads" } SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level { "kb fall radius" 224 "kb fall force" 200 "kb fall stun time" 0.5 //minimal stun "kb fall damage" 50 //default but seems fair } } // upgrade // { // Name "Magnet Rockets" // Description "Rockets seek targets" // Attribute "mod projectile heat seek power" // The attribute name // Cap 180 // Maximum amount of the attribute // Increment 180 // Attribute increment value per level // Cost 300 // Cost of the upgrade per level // //PlayerUpgrade 0 // AllowPlayerClass Soldier // AllowedWeapons // { // ItemName "The Air Strike" // } // SecondaryAttributes //Secondary attributes applied when upgrade is applied, for each upgrade level // { // "mod projectile heat aim error" 60 // "mod projectile heat aim time" 5 //should be enough // "mod projectile heat aim start time" 1 // } // } upgrade { Name "Napalm Rounds" Description "Alt-fire: Bullets deal fire damage and ignite." Attribute "hidden string attribute 1" Cap 1 Increment 1 Cost 200 AllowPlayerClass Soldier AllowedWeapons { SimilarToItem "tf_weapon_shotgun_soldier" ItemName "The Reserve Shooter" DefIndex 1153 //Panic attack } SecondaryAttributes { "alt fire attack" 1 "alt fire attributes" "Set DamageType Ignite|1|weapon burn time increased|1.5|add damage type|8|remove damage type|2" } } } // // CLASS LIMITS // PlayerAttributes { "mult credit collect range" 1.25 //makes it easier to get credits } ClassLimit //oops! all soldier { Scout 0 Pyro 0 Demoman 0 Heavyweapons 0 Engineer 0 Medic 0 Sniper 0 Spy 0 } // MISSION: Engineer 01 Mission { Objective Engineer Where spawnbot_mission_sniper BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 30 InitialCooldown 20 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle } } // MISSION: Sniper 02 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 20 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } // MISSION: Spy 01 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 20 InitialCooldown 20 DesiredCount 3 TFBot { Template T_TFBot_Spy } } // WAVE 1 Wave { Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 250 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 5 SpawnCount 1 MaxActive 5 WaitBetweenSpawns 5 WaitBeforeStarting 0 TFBot { Template T_TFBot_Demoman_Samurai Classicon demoknight_samurai } } WaveSpawn { Name "stage2_tank" WaitForAllSpawned "stage1" TotalCurrency 250 TotalCount 1 WaitBeforeStarting 8 Tank { Health 16000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_anto" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot_mission_sniper TotalCount 1 SpawnCount 1 MaxActive 1 WaitBetweenSpawns 10 WaitBeforeStarting 12 TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage CharacterAttributes { "health regen" 0 } } } WaveSpawn { TotalCurrency 50 Name "stage3" WaitForAllSpawned "stage2" RandomSpawn 1 Where spawnbot TotalCount 8 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 5 WaitBeforeStarting 8 TFBot { Class Demoman Skill Normal } } WaveSpawn { TotalCurrency 50 Name "stage3" WaitForAllSpawned "stage2" RandomSpawn 1 Where spawnbot TotalCount 8 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 5 WaitBeforeStarting 8 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } } WaveSpawn { TotalCurrency 50 Name "stage4" WaitForAllSpawned "stage3" RandomSpawn 1 Where spawnbot TotalCount 8 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 5 WaitBeforeStarting 5 TFBot { Class Demoman Skill Normal } } WaveSpawn { TotalCurrency 50 Name "stage4" WaitForAllSpawned "stage3" RandomSpawn 1 Where spawnbot TotalCount 8 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 5 WaitBeforeStarting 5 TFBot { Class Heavyweapons Skill Easy } } WaveSpawn { TotalCurrency 50 Name "stage5" WaitForAllSpawned "stage4" RandomSpawn 1 Where spawnbot TotalCount 16 SpawnCount 2 MaxActive 8 WaitBetweenSpawns 5 WaitBeforeStarting 5 TFBot { Class Demoman Skill Normal } } WaveSpawn { TotalCurrency 150 Name "stage5" WaitForAllSpawned "stage4" Where spawnbot_high TotalCount 1 SpawnCount 1 MaxActive 1 WaitBetweenSpawns 0 WaitBeforeStarting 8 TFBot { Class Heavy ClassIcon heavy_rocket_giant Name "Giant Rocketeer" Health 5000 Skill Expert Attributes MiniBoss Tag bot_giant MaxVisionRange 1200 Item "Iron Curtain" AimLeadProjectileSpeed 1 ItemAttributes { ItemName "Iron Curtain" "projectile spread angle penalty" 4.0 "override projectile type" 2.0 "fire rate penalty" 4.0 "damage bonus" 9.75 } CharacterAttributes { "airblast vulnerability multiplier" 0.30 "override footstep sound set" 2.0 "damage force reduction" 0.30 "move speed bonus" 0.70 } } } } // WAVE 2 Wave { Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 50 Name "stage1a" Where spawnbot TotalCount 18 SpawnCount 6 MaxActive 8 WaitBetweenSpawns 8 WaitBeforeStarting 4 TFBot { Class Soldier Skill Normal } } WaveSpawn { TotalCurrency 200 Name "stage1b" Where spawnbot TotalCount 12 SpawnCount 2 MaxActive 6 WaitBetweenSpawns 8 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Medic_QuickFix } } } WaveSpawn { TotalCurrency 50 Name "stage1b" WaitForAllSpawned "stage1a" Where spawnbot TotalCount 18 SpawnCount 3 MaxActive 7 WaitBetweenSpawns 6 WaitBeforeStarting 4 TFBot { Class Soldier Skill Normal } } WaveSpawn { TotalCurrency 150 Name "stage1b" WaitForAllSpawned "stage1a" Where spawnbot TotalCount 3 SpawnCount 1 MaxActive 3 WaitBetweenSpawns 14 WaitBeforeStarting 0 TFBot { Class Pyro ClassIcon pyro_phlog Name "Giant Phlogistinator Pyro" Health 3000 Skill Hard Attributes MiniBoss Attributes SpawnWithFullCharge Tag bot_giant Item "The Phlogistinator" Item "Brigade Helm" ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } } WaveSpawn { TotalCurrency 100 Name "stage1c" WaitForAllSpawned "stage1b" Where spawnbot TotalCount 8 SpawnCount 2 MaxActive 8 WaitBetweenSpawns 2 WaitBeforeStarting 6 Squad { TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Medic_QuickFix } } } WaveSpawn { TotalCurrency 100 Name "stage1csupport" WaitForAllSpawned "stage1b" Where spawnbot TotalCount 18 SpawnCount 3 MaxActive 6 WaitBetweenSpawns 5 WaitBeforeStarting 2 Support 1 TFBot { Class Scout Skill Easy } } WaveSpawn { TotalCurrency 150 Name "stage1d" WaitForAllDead "stage1c" Where spawnbot_mission_sniper TotalCount 3 SpawnCount 3 MaxActive 3 WaitBetweenSpawns 0 WaitBeforeStarting 5 Squad { TFBot { Class Pyro ClassIcon pyro_phlog Name "Giant Phlogistinator Pyro" Health 3000 Attributes SpawnWithFullCharge Skill Hard Attributes MiniBoss Tag bot_giant Item "The Phlogistinator" Item "Brigade Helm" ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } } TFBot { Class Medic ClassIcon medic_armored Name "Armored Big-Heal Medic" Health 750 Skill Expert Tag bot_giant Scale 1.37 Item "The Surgeon's Stahlhelm" Item "The Quick-Fix" CharacterAttributes { "heal rate bonus" 50 "ubercharge rate bonus" 0 } } TFBot { Class Medic ClassIcon medic_armored Name "Armored Big-Heal Medic" Health 750 Skill Expert Tag bot_giant Scale 1.37 Item "The Surgeon's Stahlhelm" Item "The Quick-Fix" CharacterAttributes { "heal rate bonus" 50 "ubercharge rate bonus" 0 } } } } } Wave { Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "blimp_1" TotalCurrency 200 TotalCount 2 SpawnCount 1 WaitBetweenSpawnsAfterDeath 0 Tank { Health 12500 Speed 75 Name "blimp" Classicon "blimp2_lite" StartingPathTrackNode "blimp_path_syno" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "blimp_2" WaitForAllDead "blimp_1" TotalCurrency 200 TotalCount 2 SpawnCount 1 WaitBetweenSpawnsAfterDeath 0 Tank { Health 12500 Speed 75 Name "blimp" Classicon "blimp2_lite" StartingPathTrackNode "blimp_path_anto" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 50 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 25 SpawnCount 6 MaxActive 8 WaitBetweenSpawns 4 WaitBeforeStarting 8 Support 1 TFBot { Template T_TFBot_Demoman_Knight Tag nav_prefer_flank } } WaveSpawn { TotalCurrency 50 Name "stage2" WaitForAllSpawned "blimp_1" Where spawnbot TotalCount 20 SpawnCount 1 MaxActive 5 WaitBetweenSpawns 3 WaitBeforeStarting 4 Support 1 TFBot { Template T_TFBot_Sniper_Huntsman } } WaveSpawn { TotalCurrency 125 Name "stage3" WaitForAllDead "blimp_1" Where spawnbot RandomSpawn 1 TotalCount 25 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 8 WaitBeforeStarting 4 Support 1 TFBot { Class Pyro Skill Easy } } WaveSpawn { TotalCurrency 175 Name "stage4" WaitForAllSpawned "blimp_2" Where spawnbot RandomSpawn 1 TotalCount 15 SpawnCount 4 MaxActive 4 WaitBetweenSpawns 12 WaitBeforeStarting 2 Support 1 TFBot { Class Heavy Skill Easy } } } Wave { Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 75 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 16 SpawnCount 2 MaxActive 8 WaitBetweenSpawns 4 WaitBeforeStarting 0 TFBot { Class Demoman ClassIcon demo_sticky_daan Name "Stickybomb Demoman" Skill Normal WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27.0 } } } WaveSpawn { TotalCurrency 50 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 12 SpawnCount 2 MaxActive 6 WaitBetweenSpawns 5 WaitBeforeStarting 1 TFBot { Class Soldier ClassIcon soldier_directhit_lite Name "Direct Hit Soldier" Skill Hard Item "The Direct Hit" } } WaveSpawn { TotalCurrency 100 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 4 SpawnCount 1 MaxActive 4 WaitBetweenSpawns 10 WaitBeforeStarting 5 TFBot { Class Soldier ClassIcon soldier_barrage Tag bot_giant Scale 1.37 Name "Lieutenant Barrage" Health 650 Skill Hard ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "projectile spread angle penalty" 4.0 "Projectile speed decreased" 0.35 "clip size upgrade atomic" 14.0 "faster reload rate" 0.40 "fire rate bonus" 0.25 } } } WaveSpawn { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot RandomSpawn 1 TotalCount 4 SpawnCount 1 MaxActive 1 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Template T_TFBot_Giant_Scout } } WaveSpawn { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot RandomSpawn 1 TotalCount 2 SpawnCount 1 MaxActive 2 WaitBetweenSpawns 12 WaitBeforeStarting 5 TFBot { Class Pyro ClassIcon pyro_dragon_fury_swordstone Name "Giant Dragon's Fury Pyro" Health 3000 Skill Hard Attributes MiniBoss Tag bot_giant MaxVisionRange 1024 Item "The Dragon's Fury" Item "Pyro Helm" ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 1.20 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } Tag nav_prefer_flank } } WaveSpawn { TotalCurrency 50 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot RandomSpawn 1 TotalCount 2 SpawnCount 1 MaxActive 2 WaitBetweenSpawns 12 WaitBeforeStarting 10 TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn { TotalCurrency 100 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot RandomSpawn 1 TotalCount 2 SpawnCount 2 MaxActive 2 WaitBetweenSpawns 0 WaitBeforeStarting 10 TFBot { Class Pyro ClassIcon pyro_dragon_fury_swordstone Name "Giant Dragon's Fury Pyro" Health 3000 Skill Hard Attributes MiniBoss Tag bot_giant MaxVisionRange 1024 Item "The Dragon's Fury" Item "Pyro Helm" ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 1.20 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 } Tag nav_prefer_flank } } WaveSpawn { TotalCurrency 200 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 6 SpawnCount 3 MaxActive 3 WaitBetweenSpawns 20 WaitBeforeStarting 10 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer } TFBot { Class Medic ClassIcon medic_armored Name "Armored Big-Heal Medic" Health 750 Skill Expert Tag bot_giant Scale 1.37 Item "The Surgeon's Stahlhelm" Item "The Quick-Fix" CharacterAttributes { "heal rate bonus" 50 "ubercharge rate bonus" 0 } } TFBot { Class Medic ClassIcon medic_armored Name "Armored Big-Heal Medic" Health 750 Skill Expert Tag bot_giant Scale 1.37 Item "The Surgeon's Stahlhelm" Item "The Quick-Fix" CharacterAttributes { "heal rate bonus" 50 "ubercharge rate bonus" 0 } } } } WaveSpawn { TotalCurrency 75 Name "stage3_barrage" WaitForAllSpawned "stage3" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 3 SpawnCount 1 MaxActive 2 WaitBetweenSpawns 8 WaitBeforeStarting 8 TFBot { Class Soldier ClassIcon soldier_barrage Tag bot_giant Scale 1.37 Name "Lieutenant Barrage" Health 650 Skill Hard ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "projectile spread angle penalty" 4.0 "Projectile speed decreased" 0.35 "clip size upgrade atomic" 14.0 "faster reload rate" 0.40 "fire rate bonus" 0.25 } } } WaveSpawn { TotalCurrency 150 Name "stage3_barrage_final" WaitForAllSpawned "stage3_barrage" Where spawnbot RandomSpawn 1 TotalCount 6 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 8 WaitBeforeStarting 8 Squad { TFBot { Class Soldier ClassIcon soldier_barrage Tag bot_giant Scale 1.37 Name "Lieutenant Barrage" Health 650 Skill Hard ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "projectile spread angle penalty" 4.0 "Projectile speed decreased" 0.35 "clip size upgrade atomic" 14.0 "faster reload rate" 0.40 "fire rate bonus" 0.25 } } TFBot { Class Medic ClassIcon medic_kritz Name "Kritzkrieg Medic" Skill Expert Attributes AlwaysCrit Attributes SpawnWithFullCharge Item "The KritzKrieg" Item "The Virus Doctor" Item "Medic Mask" ItemAttributes { ItemName "The KritzKrieg" "uber duration bonus" 900 "ubercharge rate bonus" 900 } CharacterAttributes { "heal rate bonus" 2 "bot medic uber health threshold" 226 } } } } } Wave { Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 200 Name "stage0" Where spawnbot_mission_sniper TotalCount 24 SpawnCount 8 MaxActive 8 WaitBetweenSpawns 12 WaitBeforeStarting 0 TFBot { Class Scout ClassIcon scout_bonk_scatter Name "Bonk Scout" Skill Normal Item "Bonk! Atomic Punch" Item "Bonk Helm" } } WaveSpawn { TotalCurrency 50 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 8 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 4 WaitBeforeStarting 2 TFBot { Template T_TFBot_Demo_Burst } } WaveSpawn { TotalCurrency 150 Name "stage2_gnomes" WaitForAllSpawned "stage1" Where spawnbot RandomSpawn 1 TotalCount 24 SpawnCount 2 MaxActive 8 WaitBetweenSpawns 2 WaitBeforeStarting 16 TFBot { Class Heavy ClassIcon heavy_warrior_tind Name "Hit-n-Run Gnome Heavy" Scale 0.65 Skill Expert WeaponRestrictions MeleeOnly Item "Warrior's Spirit" CharacterAttributes { "move speed bonus" 1.2 } } } WaveSpawn { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot_far TotalCount 2 SpawnCount 2 MaxActive 2 WaitBetweenSpawns 2 WaitBeforeStarting 16 Squad { TFBot { Class Demoman ClassIcon demo_sticky_daan Name "Giant Stickybomb Demoman" Health 3300 Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant WeaponRestrictions SecondaryOnly Item "The Strontium Stove Pipe" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27.0 } ItemAttributes { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" "faster reload rate" 0 "stickybomb charge rate" 0 } CharacterAttributes { "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.5 "rocket jump damage reduction" 0.01 "damage force reduction" 0.5 "override footstep sound set" 4 } } TFBot { Name "Giant Blast Vaccinator Medic" Class Medic Skill Expert Health 4500 ClassIcon medic_blast_giant WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes SpawnWithFullCharge Attributes VaccinatorBlast Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "heal rate bonus" 200 "medigun blast resist deployed" 0.9 "medigun blast resist passive" 0.9 "lunchbox adds minicrits" 3 "medigun charge is resists" 4 "ubercharge rate bonus" 25 } CharacterAttributes { "airblast vulnerability multiplier" 0.60 "bot medic uber health threshold" 5000 "health from healers increased" 0.005 "damage force reduction" 0.6 "move speed bonus" 0.6 } } } } WaveSpawn { TotalCurrency 100 Name "stage3" WaitForAllDead "stage2" Where spawnbot_close TotalCount 24 SpawnCount 8 MaxActive 8 WaitBetweenSpawns 12 WaitBeforeStarting 16 TFBot { Template T_TFBot_Scout_Sandman_FastCharge Attributes AlwaysCrit } } WaveSpawn { TotalCurrency 100 Name "stage3" WaitForAllDead "stage2" Where spawnbot_close TotalCount 2 SpawnCount 2 MaxActive 2 WaitBetweenSpawns 2 WaitBeforeStarting 8 Squad { TFBot { Template T_TFBot_Giant_Pyro Item "Traffic Cone" Classicon pyro_reflect } TFBot { Name "Giant Bullet Vaccinator Medic" Class Medic Skill Expert Health 4500 ClassIcon medic_bullet_giant WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes SpawnWithFullCharge Attributes VaccinatorBullets Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "heal rate bonus" 200 "medigun bullet resist deployed" 0.9 "medigun bullet resist passive" 0.9 "lunchbox adds minicrits" 3 "medigun charge is resists" 3 "ubercharge rate bonus" 200 } CharacterAttributes { "airblast vulnerability multiplier" 0.60 "bot medic uber health threshold" 5000 "health from healers increased" 0.005 "damage force reduction" 0.6 "move speed bonus" 0.6 } } } } WaveSpawn { TotalCurrency 200 Name "stage4" WaitForAllDead "stage3" Where spawnbot_mission_sniper TotalCount 3 SpawnCount 3 MaxActive 3 WaitBetweenSpawns 4 WaitBeforeStarting 4 Squad { TFBot { Class Heavy ClassIcon heavy_rocket_giant Name "Giant Rocketeer" Health 5000 Skill Expert Attributes MiniBoss Tag bot_giant MaxVisionRange 1200 Item "Iron Curtain" AimLeadProjectileSpeed 1 ItemAttributes { ItemName "Iron Curtain" "projectile spread angle penalty" 4.0 "override projectile type" 2.0 "fire rate penalty" 4.0 "damage bonus" 9.75 } CharacterAttributes { "airblast vulnerability multiplier" 0.30 "override footstep sound set" 2.0 "damage force reduction" 0.30 "move speed bonus" 0.70 } } TFBot { Class Medic ClassIcon medic_shield_lite_giant Name "Giant Shield Medic" Health 4500 Skill Expert Attributes AlwaysFireWeapon Attributes MiniBoss Attributes IgnoreEnemies Attributes SpawnWithFullCharge Attributes ProjectileShield WeaponRestrictions SecondaryOnly Tag bot_giant Item "The Physician's Protector" Item "The Quick-Fix" ItemAttributes { ItemName "The Quick-Fix" "bot medic uber deploy delay duration" 200 "generate rage on heal" 1 "heal rate bonus" 201 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "health from healers increased" 0.005 "airblast vulnerability multiplier" 0.60 } } TFBot { Class Medic ClassIcon medic_kritz_giant Name "Giant KritzKrieg Medic" Health 4500 Skill Expert Attributes MiniBoss Attributes AlwaysCrit Attributes IgnoreEnemies Attributes SpawnWithFullCharge WeaponRestrictions SecondaryOnly Item "The KritzKrieg" Item "The Virus Doctor" ItemAttributes { ItemName "The KritzKrieg" "uber duration bonus" 10000 "ubercharge rate bonus" 10000 "heal rate bonus" 200 } CharacterAttributes { "move speed bonus" 0.5 "health from healers increased" 0.005 // cannot get healed by other giant medics, do not add this to giant popping medics as they will not be healed by their ubercharge. "bot medic uber health threshold" 4501 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } } } WaveSpawn { TotalCurrency 100 Name "stage4" WaitForAllDead "stage3" Where spawnbot TotalCount 20 SpawnCount 1 MaxActive 4 WaitBetweenSpawns 5 WaitBeforeStarting 10 Support 1 RandomChoice { TFBot { Class Medic ClassIcon medic_vac_duo_bb Name "Bullet Vaccinator Medic" Skill Expert Attributes SpawnWithFullCharge Attributes VaccinatorBullets ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "medigun bullet resist deployed" 0.10 "medigun bullet resist passive" 0.10 "lunchbox adds minicrits" 3 "medigun charge is resists" 3 "uber duration bonus" 8 "ubercharge rate bonus" 900 } CharacterAttributes { "bot medic uber health threshold" 226 } } TFBot { Class Medic ClassIcon medic_vac_duo_bb Name "Bullet Vaccinator Medic" Skill Expert Attributes SpawnWithFullCharge Attributes VaccinatorBullets ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "medigun bullet resist deployed" 0.10 "medigun bullet resist passive" 0.10 "lunchbox adds minicrits" 3 "medigun charge is resists" 3 "uber duration bonus" 8 "ubercharge rate bonus" 900 } CharacterAttributes { "bot medic uber health threshold" 226 } } } } } Wave { Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } } }