#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop // Bot Spawns // spawnbot_main: left spawn spawn // spawnbot_tanktunnel: middle spawn // spawnbot_flank: right spawn // spawnbot_main: left spawn spawn // Tank Spawnpoints // tank_path_front: front tank spawn // tank_enable_barrierpath_relay: relay that flips tanks spawning at gate to open tank barrier shortcut. // Tank Path Relays // WaveSchedule { StartingCurrency 1500 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no // Rafmod specific stuff // Commented with to prevent them from doing anything if the server is not running rafmod. // Increasing the robot limit RobotLimit 26 MaxSpectators 4 // This is required if you want to set the RobotLimit above 26. supposedly breaks freezecams, but that's been happening without this enabled AllowBotExtraSlots 1 // since this popfile is meant to be a map test, med shield is banned if being run on a server running rafmod DisallowUpgrade "generate rage on heal" NoReanimators 1 // Disabling reanimators in the event a test does allow medic, that he simply won't be able to CTRL+Z his teammate's mistakes // For slightly better pacing, and replacing certain subwaves that immediately respawn upon being wiped out SendBotsToSpectatorImmediately 1 // Enable halloween-restricted cosmetics while also disabling the thriller taunt ForceHoliday 2 NoThrillerTaunt 1 // BOT TEMPLATES Templates { T_TFGateBot_Giant_Heavyweapons_Custom { Class Heavyweapons Name "Giant Heavy" ClassIcon heavy_giant Skill Expert Health 5000 EventChangeAttributes { Default { Tag nav_front_flank_prefer // bots coming from the front flank will avoid the rock tunnel and take the flanking path. Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. Tag bot_giant BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Item "MvM GateBot Light Heavy" ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Tag bot_giant Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Tag nav_prefer_conveyor_barrier Item "TF_WEAPON_MINIGUN" WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Heavyweapons_Deflector_Custom { Class Heavyweapons Name "Giant Deflector Heavy" Health 5000 ClassIcon heavy_deflector Scale 1.8 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The U-clank-a" Item "Deflector" Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 // copied from base mighty heavy "attack projectiles" 1 // force ability to shoot down projectiles } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "The U-clank-a" Item "Deflector" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 // copied from base mighty heavy "attack projectiles" 1 // force ability to shoot down projectiles } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Soldier_Spammer_Hyper_Lite { Class Soldier Skill Normal Name "Crit Soldier" Item "The Warsworn Helmet" Item "MvM GateBot Light Soldier" ClassIcon soldier_spammer_hyper EventChangeAttributes { Default { Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. Tag bot_prefer_conveyor_barrierbreaker // bots will be able to smash through the tank barrier instead of a tank. (Nav disabled until gate capture.) BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Name "Crit Soldier" Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } RevertGateBotsBehavior { Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Name "Crit Soldier" Item "The Warsworn Helmet" Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } } T_TFGateBot_Giant_Scout_Hyper { Class Scout Skill Normal Name "Crit Scout" Item "The Warsworn Helmet" Item "MvM GateBot Light Scout" ClassIcon scout_hyper ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage bonus" 1.5 } EventChangeAttributes { Default { Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Normal Name "Crit Scout" Item "The Warsworn Helmet" ClassIcon scout_hyper Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage bonus" 1.5 } } RevertGateBotsBehavior { Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Normal Name "Crit Scout" Item "The Warsworn Helmet" ClassIcon scout_hyper Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage bonus" 1.5 } } } } T_TFGateBot_Giant_Demo_RapidFire { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon demo_giant Health 3000 Skill Expert ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage force reduction" 0.5 } EventChangeAttributes { Default { Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. Tag bot_prefer_conveyor_barrierbreaker // bots will be able to smash through the tank barrier instead of a tank. (Nav disabled until gate capture.) BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage force reduction" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Item "MvM GateBot Light Demomanman" Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.5 "damage force reduction" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demomanman" "item style override" 1 } } } } T_TFGateBot_Sniper_Huntsman_Custom { Class Sniper Name "Crit Bowman" ClassIcon sniper_bow Item "MvM GateBot Light Sniper" Skill Expert Attributes AlwaysCrit EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" Item "The Huntsman" Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "The Huntsman" "damage bonus" 1.0 "faster reload rate" 0.2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } Item "The Huntsman" Skill Hard Attributes AlwaysCrit Tag bot_gatebot // having these will cause bots to run towards gates ItemAttributes { ItemName "The Huntsman" "damage bonus" 1.0 "faster reload rate" 0.2 } } } } T_TFGateBot_Giant_Soldier_Crit_Custom { Class Soldier Name "Giant Charged Soldier" ClassIcon soldier_crit Health 3800 EventChangeAttributes { Default { Tag bot_giant Tag bot_gatebot // bots will run towards gates. Tag nav_front_flank_prefer // bots coming from the front flank will avoid the rock tunnel and take the flanking path. Item "The Original" Item "MvM GateBot Light Soldier" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes MiniBoss CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } RevertGateBotsBehavior { Tag bot_giant Item "The Original" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } 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" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } } T_TFGateBot_Scout_Bonk { Class Scout Name "Bonk Scout Gatebot" ClassIcon scout_bonk Skill Hard Item "Bonk! Atomic Punch" Item "Bonk Helm" WeaponRestrictions MeleeOnly EventChangeAttributes { Default { Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. Tag bot_prefer_conveyor_barrier // bots will go through the tank barrier shortcut once broken. BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Expert WeaponRestrictions PrimaryOnly CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.65 } } RevertGateBotsBehavior { Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.65 } Skill Expert WeaponRestrictions PrimaryOnly } } } T_TFGateBot_Giant_Soldier_Spammer { Class Soldier Name "Giant Rapid Fire Soldier" ClassIcon soldier_spammer Health 3800 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss EventChangeAttributes { Default { Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. Tag bot_prefer_conveyor_barrierbreaker // bots will be able to smash through the tank barrier instead of a tank. (Nav disabled until gate capture.) Tag bot_prefer_conveyor_barrier // bots will go through the tank barrier shortcut once broken. BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.65 } } RevertGateBotsBehavior { Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.65 } Skill Expert WeaponRestrictions PrimaryOnly } } } T_TFGateBot_Giant_Scout_Fast { Class Scout Name "Super Scout" ClassIcon scout_giant_fast Skill Easy Item "Bonk Boy" Item "The Holy Mackerel" Health 1200 WeaponRestrictions MeleeOnly Attributes MiniBoss EventChangeAttributes { Default { Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. Tag bot_prefer_conveyor_barrier // bots will go through the tank barrier shortcut once broken. BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Holy Mackerel" } CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } RevertGateBotsBehavior { Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } ItemAttributes { ItemName "The Holy Mackerel" } CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } Skill Easy WeaponRestrictions MeleeOnly } } } T_TFGateBot_Scout_Bonk_Custom { Class Scout Skill Hard Item "Bonk! Atomic Punch" Item "Bonk Helm" WeaponRestrictions MeleeOnly ClassIcon scout_bonk EventChangeAttributes { Default { Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. Tag bot_prefer_conveyor_barrier // bots will go through the tank barrier shortcut once broken. BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Item "Bonk! Atomic Punch" Item "Bonk Helm" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Bonk! Atomic Punch" } } RevertGateBotsBehavior { Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } ItemAttributes { ItemName "Bonk! Atomic Punch" } Skill Expert WeaponRestrictions PrimaryOnly } } } T_TFGateBot_Giant_Heavyweapons_HealOnKill_Fixed // 5500 HP, Tungsten Toque, Deflector. { Class Heavyweapons Name "Giant Heal-on-Kill Deflector" ClassIcon heavy_deflector_healonkill Skill Expert Health 5500 Scale 1.8 EventChangeAttributes { Default { Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. Tag bot_prefer_conveyor_barrierbreaker // bots will be able to smash through the tank barrier instead of a tank. (Nav disabled until gate capture.) Tag bot_prefer_conveyor_barrier // bots will go through the tank barrier shortcut once broken. BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 "heal on kill" 5000 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 "heal on kill" 5000 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } Skill Expert WeaponRestrictions PrimaryOnly } } } T_TFBot_Giant_Soldier_BurstFire_Type_C // Middleground between Bigrock and Mannhattan burstfire soldier. no damage bonus. { Class Soldier Name "Giant Burst Fire Soldier" ClassIcon soldier_burstfire Health 4000 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.5 "fire rate bonus" 0.15 "clip size upgrade atomic" 5.0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.775 } } T_TFGateBot_Chief_Soldier_v2 { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Name "Sergeant Crits" ClassIcon soldier_sergeant_crits Health 60000 Scale 1.8 Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Tyrantium Helmet" EventChangeAttributes { Default { Tag bot_gatebot // bots will run towards gates; by default, they will run opposite the active bombpath. Tag bot_prefer_conveyor_barrier // bots will go through the tank barrier shortcut once broken. Tag bot_prefer_conveyor_barrierbreaker // bots will be able to smash through the tank barrier instead of a tank. (Nav disabled until gate capture.) Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysCrit ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "item style override" 1 "is australium item" 1 "damage bonus" 2.0 "faster reload rate" 0.6 "fire rate bonus" 0.2 "clip size upgrade atomic" 7.0 "Projectile speed increased" 1.3 } CharacterAttributes { "health regen" 250 "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } RevertGateBotsBehavior { Tag bot_oppose_bombpath // gatebots will oppose the bombpath after gate capture. Tag bot_prefer_conveyor_barrier // bots will go through the tank barrier shortcut once broken. Tag bot_prefer_conveyor_barrierbreaker // bots will be able to smash through the tank barrier instead of a tank. (Nav disabled until gate capture.) Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AlwaysCrit ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "item style override" 1 "is australium item" 1 "damage bonus" 2.0 "faster reload rate" 0.6 "fire rate bonus" 0.2 "clip size upgrade atomic" 7.0 "Projectile speed increased" 1.3 } CharacterAttributes { "health regen" 250 "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } } } } Mission // sentry buster { Objective DestroySentries InitialCooldown 20 Where spawnbot_front_random Where spawnbot_gate01_random Where spawnbot_gate01_dive_sentrybuster BeginAtWave 1 RunForThisManyWaves 9 CooldownTime 20 TFBot { Template T_TFBot_SentryBuster Attributes DisableDodge Attributes IgnoreEnemies Tag bot_sentrybuster Tag bot_giant } } Mission // Spy - wave 1 { Objective Spy InitialCooldown 45 Where spawnbot_front_random Where spawnbot_gate01_dive BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 4 TFBot { Class Spy Skill Easy Name Spy } } Mission // Sniper - wave 1 { Objective Sniper InitialCooldown 60 Where spawnbot_front_random Where spawnbot_gate01_random BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Sniper - wave 5 { Objective Sniper InitialCooldown 30 Where spawnbot_front_random Where spawnbot_gate01_random BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 15 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper Item "The Razorback" Name "Razorback Sydney Sniper" MaxVisionRange 3000 } } Mission // Engineer - wave 1-3 { Objective Engineer InitialCooldown 30 Where spawnbot_front_random Where spawnbot_gate01_dive BeginAtWave 1 RunForThisManyWaves 3 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot_front_random TeleportWhere spawnbot_gate01_dive } } Mission // Engineer - wave 4 { Objective Engineer InitialCooldown 30 Where spawnbot_front_random Where spawnbot_gate01_dive BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 11 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot_front_random TeleportWhere spawnbot_gate01_dive } } Mission // Engineer - wave 5 { Objective Engineer InitialCooldown 30 Where spawnbot_front_random Where spawnbot_gate01_dive BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter Name "Overclocked Engineer" ClassIcon engineer_hyper Attributes AlwaysCrit Item "Clockwerk's Helm" TeleportWhere spawnbot_front_random TeleportWhere spawnbot_gate01_dive ItemAttributes { ItemName TF_WEAPON_WRENCH "engy building health bonus" 2 "fire rate bonus" 0.75 "Construction rate increased" 1.5 "engineer teleporter build rate multiplier" 1.33 } CharacterAttributes { "move speed bonus" 1.5 } } } //WAVE 1 //Currency 1300 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } // Spy mission - 4 active // Sniper mission - 2 active WaveSpawn //WAVE 01a: 36 total, 18 active, Gatebot Scout (bonk) + crit soldier { Name "wave01a" Where spawnbot_flank Where spawnbot_gate01_tankbarrier TotalCount 36 MaxActive 18 SpawnCount 6 WaitBeforeStarting 2 WaitBetweenSpawns 2.5 TotalCurrency 300 Squad { TFBot { Template T_TFGateBot_Scout_Normal Skill Easy } TFBot { Template T_TFGateBot_Scout_Normal Skill Easy } TFBot { Template T_TFGateBot_Scout_Bonk Name "Bonk! Scout" } TFBot { Template T_TFGateBot_Scout_Bonk Name "Bonk! Scout" } TFBot { Template T_TFGateBot_Scout_Bonk Name "Bonk! Scout" } TFBot { Class Soldier Name "Crit Soldier" Item "The Warsworn Helmet" ClassIcon soldier_spammer Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } } WaveSpawn //WAVE 01b: [GIANT] 3 total, 3 active, Soldier (rapid fire) // BUFF: Removing 1 GRapid and replacing 2 of them with Gbursts { Name "wave01b" Where spawnbot_flank Where spawnbot_gate01_flank RandomSpawn 1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 22.5 TotalCurrency 150 TFBot { Template T_TFGateBot_Giant_Soldier_Spammer ClassIcon soldier_spammer_giant_support Tag bot_giant Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates } } WaveSpawn //WAVE 01b: [GIANT] 2 total, 2 active, Soldier (burst fire) // ALTERATION: Swapping out GSoldiers 4 & 5 with GBursts { Name "wave01c" WaitForAllSpawned "wave01b" Where spawnbot_front_random Where spawnbot_gate01_flank RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 22.5 WaitBetweenSpawns 22.5 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Soldier_BurstFire_Type_C Tag bot_giant } } WaveSpawn //WAVE 01d: 40 total, 20 active, Heavy (crit) + uber medic + 3 Pyros (WAITFORALLDEAD "WAVE01A") { Name "wave01d" Where spawnbot_front_random Where spawnbot_gate01_tankbarrier TotalCount 40 MaxActive 20 SpawnCount 5 WaitForAllDead "wave01a" WaitBeforeStarting 15 WaitBetweenSpawns 7.5 TotalCurrency 350 Squad { TFBot { Template T_TFGateBot_Heavy_Normal_Crit ClassIcon heavy_crit Name "Crit Heavy" Skill Easy Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" Tag bot_squad_member } TFBot { Class Pyro Skill Easy } TFBot { Class Pyro Skill Easy } TFBot { Class Pyro Skill Easy } } } WaveSpawn //WAVE 01e: 40 total, 22 active, Scout (crit bats) (WAITFORALLSPAWNED "WAVE01C") { Name "wave01e" Where spawnbot_front_random Where spawnbot_gate01_tankbarrier TotalCount 40 MaxActive 18 SpawnCount 3 WaitForAllSpawned "wave01d" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 350 TFBot { Class Scout Name "Crit Bat Scout" ClassIcon scout_bat Skill Easy WeaponRestrictions MeleeOnly Attributes AlwaysCrit } } } //WAVE 2 //Currency 1500 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn //WAVE 02a: 48 total, 12 active, Sniper (huntsman) //GATEBOT // BUFF: Reverted these bowmen to their V1 BP counterpart, no 50% dmg penalty // GATEBOT { Name "wave02a" Where spawnbot_front_random Where spawnbot_gate01_tankbarrier TotalCount 48 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 250 FirstSpawnOutput { Target tank_enable_barrierpath_relay Action Trigger } TFBot { Template T_TFGateBot_Sniper_Huntsman_Custom } } WaveSpawn //WAVE 02b: [TANK] { Name "wave02b" TotalCount 1 WaitBeforeStarting 12.5 TotalCurrency 300 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 60000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_front" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 02c: [GIANT] 3 total, 3 active, Super Scout // GATEBOT { Name "wave02c" Where spawnbot_main Where spawnbot_gate01_flank TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 22.5 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Scout_Fast Tag bot_giant } } WaveSpawn //WAVE 02d: [GIANT] 1(2) total, 1(2) active, Heavyweapons + Giant medic (WAITFORALLSPAWNED "WAVE02A") // GATEBOT { Name "wave02d" Where spawnbot_main Where spawnbot_gate01_flank TotalCount 2 MaxActive 2 SpawnCount 2 WaitForAllSpawned "Wave02a" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Deflector_Custom UseMeleeThreatPrioritization 1 Tag bot_giant } TFBot { Template T_TFBot_Giant_Medic ExtAttr MedicLookAtThreats ClassIcon medic_pop_giant Tag bot_giant } } } WaveSpawn //WAVE 02e: 40 total, 10 active, Soldier (WAITFORALLDEAD "WAVE02B") { Name "wave02ef" Where spawnbot_main Where spawnbot_gate01 TotalCount 40 MaxActive 10 SpawnCount 10 WaitForAllDead "Wave02b" WaitBeforeStarting 1.5 WaitBetweenSpawns 2.5 TotalCurrency 300 TFBot { Class Soldier Skill Hard } } WaveSpawn //WAVE 02f: [GIANT] 5(10) total, 5(10) active, Soldier (slow crit + uber medic) (WAITFORALLDEAD "WAVE02B") // GATEBOT { Name "wave02ef" Where spawnbot_front_random Where spawnbot_gate01_flank TotalCount 10 MaxActive 10 SpawnCount 2 WaitForAllDead "Wave02b" WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 400 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Crit_Custom Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" Tag bot_squad_member } } } WaveSpawn //WAVE 02g: [GIANT] 3 total, 3 active, Super Scout (WAITFORALLSPAWNED "WAVE02EF") { Name "wave02c" Where spawnbot_front_random Where spawnbot_gate01_flank TotalCount 3 MaxActive 3 SpawnCount 3 WaitForAllSpawned "wave02ef" WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant } } } //WAVE 3 //GATEBOTS WIP //Currency 1300 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn //WAVE 03a: 10(20) total, 10(20) active, Pyro + uber medic squads { Name "wave03a" Where spawnbot_main Where spawnbot_gate01_tankbarrier TotalCount 20 MaxActive 20 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 200 Squad { TFBot { Class Pyro Skill Hard } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" Tag bot_squad_member } } } WaveSpawn //WAVE 03a: [GIANT] 2(1) total, 2(1) active, Soldier (Burst fire) + Medic (Popper) // BUFF: Bigrock Burst + Uber meds are simply not enough to push experienced teams on a map test popfile { Where spawnbot_main Where spawnbot_gate01 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 1 TotalCurrency 50 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_BurstFire_Crit Tag bot_giant } TFBot { Template T_TFBot_Giant_Medic ClassIcon medic_pop_giant Tag bot_giant } } } WaveSpawn //WAVE 03b: 45 total, 18 active, Sniper (Huntsman crit) (WAITFORALLDEAD "WAVE03A") { Name "wave03b" Where spawnbot_main Where spawnbot_gate01_tankbarrier TotalCount 45 MaxActive 18 SpawnCount 9 WaitForAllDead "wave03a" WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 250 TFBot { Template T_TFGateBot_Sniper_Huntsman_Custom Name "Crit Bowman" Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "The Huntsman" "damage bonus" 1.0 "faster reload rate" 0.2 } } } WaveSpawn //WAVE 03c: [GIANT] 6 total, 6 active, Demoman (WAITFORALLDEAD "WAVE03A") { Name "wave03c" Where spawnbot_main Where spawnbot_gate01_flank TotalCount 6 MaxActive 6 SpawnCount 3 WaitForAllDead "wave03a" WaitBeforeStarting 5 WaitBetweenSpawns 6.5 TotalCurrency 100 FirstSpawnOutput { Target tank_enable_barrierpath_relay Action Trigger } RandomChoice { TFBot { Template T_TFGateBot_Giant_Demo_RapidFire ClassIcon demo_spammer_giant Tag bot_giant } TFBot { Template T_TFBot_Giant_Demo_RapidFire ClassIcon demo_spammer_giant Tag bot_giant } } } WaveSpawn //WAVE 03d: [GIANT] 6 total, 6 active, Demoman (WAITFORALLDEAD "WAVE03A") { Name "wave03d" Where spawnbot_main Where spawnbot_gate01_tankbarrier TotalCount 6 MaxActive 6 SpawnCount 2 WaitForAllSpawned "wave03c" WaitBeforeStarting 6.5 WaitBetweenSpawns 6.5 TotalCurrency 100 TFBot { Template T_TFGateBot_Demo_Burst_Normal Tag bot_giant Skill Normal } } WaveSpawn //WAVE 03e: 8(16) total, 5(10) active, Heavyweapons (WAITFORALLDEAD "WAVE03B") { Name "wave03e" Where spawnbot_front_random Where spawnbot_gate01_tankbarrier TotalCount 16 MaxActive 10 SpawnCount 2 WaitForAllDead "wave03b" WaitBeforeStarting 0 WaitBetweenSpawns 3.5 TotalCurrency 200 Squad { TFBot { Template T_TFGateBot_Heavy_Normal_Crit ClassIcon heavy_crit Name "Crit Heavy" Item "The Warsworn Helmet" Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" Tag bot_squad_member } } } WaveSpawn //WAVE 03f: [TANK] WAITFORALLSPAWNED "WAVE03C") { Name "wave03f" TotalCount 1 WaitForAllSpawned "wave03c" WaitBeforeStarting 0 TotalCurrency 200 Tank { Health 50000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_front" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 03g: 66 total, 22 active, Scout (WAITFORALLSPAWNED "WAVE03C") { Name "wave03g" Where spawnbot_front_random Where spawnbot_gate01_tankbarrier TotalCount 66 MaxActive 22 SpawnCount 11 WaitForAllSpawned "wave03c" WaitBeforeStarting 2.5 WaitBetweenSpawns 5 TotalCurrency 200 Support 1 TFBot { Class Scout Skill Normal } } } //WAVE 4 //Currency 1000 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 04a: 50 total, 14 active, Spy // "NERF": This subwave sucks. Valve 666 does this better. halving the number of spies. // ALTERATION: Given IgnoreFlag to prevent backcapping if you run without an engie. { Name "wave04a" Where spawnbot_front_random Where spawnbot_gate01_random TotalCount 50 MaxActive 14 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 300 TFBot { Class Spy Skill Easy Attributes IgnoreFlag } } WaveSpawn //WAVE 04b: [SUPPORT] 1(8) active, Scout (Supercharged) { Name "wave04b" Where spawnbot_front_random Where spawnbot_gate01_random RandomSpawn 1 TotalCount 128 MaxActive 8 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 400 Support 1 TFBot { Template T_TFGateBot_Giant_Scout_Hyper } } WaveSpawn //WAVE 04c: [GIANT] 2(4) total, 2(4) active, Heavyweapons (Flank right + regular uber duration medic) // ALTERATION: 4 of the 8 GHeavies this wave will spawn during the 50 spy subwave instead of waiting for all the spies to spawn // BUFF: Undid valve's fix for these uber medics { Name "wave04c" Where spawnbot_main Where spawnbot_gate01 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 10 TotalCurrency 150 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Custom UseMeleeThreatPrioritization 1 Tag nav_prefer_flank_right Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber Name "Ultra-Uber Medic" Tag bot_squad_member ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "uber duration bonus" 4 } CharacterAttributes { "ubercharge rate bonus" 5 } } } } WaveSpawn //WAVE 04c: [GIANT] 2(4) total, 2(4) active, Heavyweapons (Flank left + regular uber duration medic) { Name "wave04c" Where spawnbot_main Where spawnbot_gate01 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 150 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Custom UseMeleeThreatPrioritization 1 Tag nav_prefer_flank_left Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber Name "Ultra-Uber Medic" Tag bot_squad_member ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "uber duration bonus" 4 } CharacterAttributes { "ubercharge rate bonus" 5 } } } } WaveSpawn //WAVE 04E: [GIANT] 2(4) total, 2(4) active, Deflector Heavy (Flank right + regular uber duration medic) // BUFF: 2nd set of GHeavies were promoted to deflectors { Name "wave04e" Where spawnbot_main Where spawnbot_gate01 TotalCount 4 MaxActive 4 SpawnCount 2 WaitForAllSpawned "wave04a" WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 175 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Deflector UseMeleeThreatPrioritization 1 Tag nav_prefer_flank_right Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber Name "Ultra-Uber Medic" Tag bot_squad_member ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "uber duration bonus" 4 } CharacterAttributes { "ubercharge rate bonus" 2.5 } } } } WaveSpawn //WAVE 04E: [GIANT] 4(8) total, 4(8) active, Deflector Heavy (Flank left + regular uber duration medic) { Name "wave04e" Where spawnbot_main Where spawnbot_gate01 TotalCount 4 MaxActive 4 SpawnCount 2 WaitForAllSpawned "wave04a" WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 175 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Deflector UseMeleeThreatPrioritization 1 Tag nav_prefer_flank_left Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber Name "Ultra-Uber Medic" Tag bot_squad_member ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "uber duration bonus" 4 } CharacterAttributes { "ubercharge rate bonus" 2.5 } } } } } //WAVE 5 //Currency 1300 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } // Sniper mission - Syndey Sleeper - 2 active WaveSpawn //WAVE 06a: 28 total, 4 active, Soldier (supercharged) { Name "wave06abcde" Where spawnbot_front_random Where spawnbot_gate01_random TotalCount 28 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 125 RandomChoice { TFBot { Class Soldier Skill Normal Name "Crit Soldier" ClassIcon soldier_spammer_hyper_lite Attributes AlwaysCrit Item "The Warsworn Helmet" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } TFBot { Template T_TFGateBot_Soldier_Normal Skill Normal Name "Crit Soldier" ClassIcon soldier_spammer_hyper_lite Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } } WaveSpawn //WAVE 06b: 24 total, 4 active, Heavyweapons (supercharged) { Name "wave06abcde" Where spawnbot_front_random Where spawnbot_gate01_tankbarrier TotalCount 24 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 125 RandomChoice { TFBot { Class Heavyweapons Skill Expert Name "Crit Heavy" ClassIcon heavy_hyper Attributes AlwaysCrit Item "The Warsworn Helmet" } TFBot { Template T_TFGateBot_Heavy_Expert_Crit ClassIcon heavy_hyper ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } } } } WaveSpawn //WAVE 06c: 32 total, 4 active, Pyros (supercharged) { Name "wave06abcde" Where spawnbot_front_random Where spawnbot_gate01_tankbarrier TotalCount 32 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 125 RandomChoice { TFBot { Class Pyro Skill Expert Name "Crit Airblast Pyro" ClassIcon pyro_reflect_hyper_lite Attributes AlwaysCrit Item "The Warsworn Helmet" ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 2.0 } CharacterAttributes { "move speed bonus" 1.5 } } TFBot { Template T_TFGateBot_Pyro_Normal Class Pyro Skill Expert Name "Crit Airblast Pyro" ClassIcon pyro_reflect_hyper_lite Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 2.0 } CharacterAttributes { "move speed bonus" 1.5 } } } } WaveSpawn //WAVE 06d: 32 total, 4 active, Scouts (supercharged) { Name "wave06abcde" Where spawnbot_main Where spawnbot_front_random Where spawnbot_gate01_tankbarrier TotalCount 32 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 125 RandomChoice { TFBot { Class Scout Skill Expert Name "Crit Scout" ClassIcon scout_hyper Attributes AlwaysCrit Item "The Warsworn Helmet" ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage bonus" 2.0 } } TFBot { Template T_TFGateBot_Scout_Normal Skill Expert Name "Crit Scout" ClassIcon scout_hyper Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage bonus" 2.0 } } } } WaveSpawn //WAVE 06e: 24 total, 4 active, Demoman (supercharged) { Name "wave06abcde" Where spawnbot_front_random Where spawnbot_gate01_flank TotalCount 24 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 125 RandomChoice { TFBot { Class Demoman Skill Normal Name "Crit Demo" Item "The Warsworn Helmet" ClassIcon demo_spammer_hyper_lite Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "Projectile speed increased" 2.0 "faster reload rate" -0.8 "damage bonus" 2.0 } } TFBot { Template T_TFGateBot_Demoman_Normal Skill Normal Name "Crit Demo" ClassIcon demo_spammer_hyper_lite Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "Projectile speed increased" 2.0 "faster reload rate" -0.8 "damage bonus" 2.0 } } } } WaveSpawn //WAVE 06f: [TANK] WAITFORALLSPAWNED "WAVE06ABCDE") { Name "wave06f" TotalCount 1 WaitForAllSpawned "wave06abcde" WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_front" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 06f: [TANK] 35,000 HP { Name "wave06f" TotalCount 1 WaitForAllSpawned "wave06abcde" WaitBeforeStarting 15 WaitBetweenSpawns 15 TotalCurrency 125 Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_front" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 06g: [GIANT] 8 total, 8 active, Super Scout (WAITFORALLSPAWNED "WAVE06ABCDE") // BUFF: Adding an additional 4 supers so there's something for people not shooting the rectangle to shoot at { Name "wave06g" Where spawnbot_main Where spawnbot_gate01_flank TotalCount 12 MaxActive 8 SpawnCount 2 WaitForAllSpawned "wave06abcde" WaitBeforeStarting 22.5 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant } } WaveSpawn //WAVE 06h: [GIANT] 3(6) total, 3(6) active, Heavy (Crit Heal on Kill + Giant medic) (WAITFORALLDEAD "WAVE06ABCDE") { Name "wave06h" Where spawnbot_main Where spawnbot_gate01_flank TotalCount 6 MaxActive 6 SpawnCount 2 WaitForAllDead "wave06abcde" WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 50 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_HealOnKill_Fixed Attributes AlwaysCrit UseMeleeThreatPrioritization 1 Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 } } TFBot { Template T_TFBot_Giant_Medic Item "The Warsworn Helmet" ExtAttr MedicLookAtThreats ClassIcon medic_pop_giant Tag bot_giant } } } WaveSpawn //WAVE 06i: [GIANT] 10 total, 10 active, Soldier (burst fire) (WAITFORALLSPAWNED "WAVE06H") // ALTERATION: WaveSpawn split up into escalating GSoldier variants // Spammers > Burstfire (Type C) > Barrage > BigRock Burstfire > Crit Barrage { Name "wave06i" Where spawnbot_main Where spawnbot_gate01_flank RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitForAllSpawned "wave06h" WaitBeforeStarting 2.5 WaitBetweenSpawns 5 TotalCurrency 50 RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag nav_prefer_flank_right Tag bot_giant ClassIcon soldier_spammer_giant } TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag nav_prefer_flank_left Tag bot_giant ClassIcon soldier_spammer_giant } } } WaveSpawn //WAVE 06i { Name "wave06i" Where spawnbot_main Where spawnbot_gate01_flank RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitForAllSpawned "wave06h" WaitBeforeStarting 7.5 WaitBetweenSpawns 5 TotalCurrency 50 RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_BurstFire_Type_C Tag nav_prefer_flank_right Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 } } TFBot { Template T_TFBot_Giant_Soldier_BurstFire_Type_C Tag nav_prefer_flank_left Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 } } } } WaveSpawn //WAVE 06i { Name "wave06i" Where spawnbot_main Where spawnbot_gate01_flank RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitForAllSpawned "wave06h" WaitBeforeStarting 12.5 WaitBetweenSpawns 5 TotalCurrency 50 RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Tag nav_prefer_flank_right Tag bot_giant Item "Full Metal Drill Hat" } TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Tag nav_prefer_flank_left Tag bot_giant Item "Full Metal Drill Hat" } } } WaveSpawn //WAVE 06i { Name "wave06i" Where spawnbot_main Where spawnbot_gate01_tankbarrier RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitForAllSpawned "wave06h" WaitBeforeStarting 20 WaitBetweenSpawns 5 TotalCurrency 50 FirstSpawnOutput { Target tank_enable_barrierpath_relay Action Trigger } RandomChoice { TFBot { Template T_TFBot_Soldier_BurstFire Item "Armored Authority" Tag nav_prefer_flank_right Tag bot_giant ClassIcon soldier_burstfire_crit } TFBot { Template T_TFBot_Soldier_BurstFire Item "Armored Authority" Tag nav_prefer_flank_left Tag bot_giant ClassIcon soldier_burstfire_crit } } } WaveSpawn //WAVE 06i { Name "wave06i" Where spawnbot_main Where spawnbot_gate01_flank RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitForAllSpawned "wave06h" WaitBeforeStarting 22.5 WaitBetweenSpawns 5 TotalCurrency 50 FirstSpawnOutput { Target tank_enable_barrierpath_relay Action Trigger } RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Name "Major Crits" Attributes AlwaysCrit Item "Full Metal Drill Hat" Tag nav_prefer_flank_right Tag bot_giant ClassIcon soldier_barrage_crit } TFBot { Template T_TFGateBot_Giant_Soldier_SlowBarrage Name "Major Crits" Attributes AlwaysCrit Tag nav_prefer_flank_left Tag bot_giant ClassIcon soldier_barrage_crit } } } WaveSpawn //WAVE 06j: [FINAL TANK] (WAITFORALLSPAWNED "WAVE06H") { Name "wave06j" TotalCount 1 WaitForAllSpawned "wave06h" WaitBeforeStarting 12.5 WaitBetweenSpawns 0 TotalCurrency 250 Tank { Health 60000 Speed 75 Skin 1 Name "tankboss" StartingPathTrackNode "tank_path_front" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 07a: [CHIEF SOLDIER] { Name "wave07a" WaitForAllDead "wave06j" Where spawnbot_tanktunnel Where spawnbot_gate01_dive TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 0 FirstSpawnOutPut { Target wave_start_relay_boss Action Trigger } TFBot { Template T_TFGateBot_Chief_Soldier_v2 Tag bot_giant } } WaveSpawn // [CHIEF SUPPORT] { Name "wave07a_support" WaitForAllSpawned "wave07a" Where spawnbot_main Where spawnbot_gate01 TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 0 Support 1 TFBot { Template T_TFBot_Sniper MaxVisionRange 3000 Attributes IgnoreFlag Action Sniper // Makes them behave like mission support snipers } } WaveSpawn // [CHIEF SUPPORT] { Name "wave07a_support" WaitForAllSpawned "wave07a" Where spawnbot_main Where spawnbot_gate01 TotalCount 10 MaxActive 10 SpawnCount 10 WaitBeforeStarting 2.5 WaitBetweenSpawns 17.5 TotalCurrency 0 Support 1 TFBot { Template T_TFBot_Spy Skill Easy Attributes IgnoreFlag } } } }