// mvm_hoovydam Kinetic Energy // advanced skill // Blade x64 76561197995064139 // ****Spawns**** // spawnbot_a (road or cliff, upper gate A/B) // spawnbot_b (road or cliff, lower gate A/B) // spawnbot_c (carrier, far cliff dropdown at gate A/B) // ****Main setup**** // StartWaveOutput // wave_start_relay // InitWaveOutput // initMain (default setup, chooses pit, roadside, or cliffside) // initMain_pit (All spawns lead into the pit, gatebots and bombbots will take different underpasses) // initMain_roadside (The road spawn will use its dropdown, pit bots will use the underpass next to it) // initMain_cliffside (The cliff spawn uses its dropdown, pit bots will use the underpass next to it) // initMain_sides (The road and cliff spawn use their dropdowns, gatebots and bombbots will take different underpasses) // initMain_threebomb (same as initMain_sides, but with three bombs) // NOTE: Spawns A and B exist in both the cliff and road spawns, but only one of each will be randomly enabled. // To control this, trigger changeMain_setAB (A will be road, B will be cliff) or changeMain_setBA during the wave. // For the madlads: // changeMain_pit // changeMain_roadside // changeMain_cliffside // changeMain_sides // Opens/closes the spawn gates to match their initMain counterpart, then fires RecomputeBlockers. // Can be triggered at any time. // ****Gate A setup**** // StartWaveOutput // wave_start_relayA // InitWaveOutput // initA (default setup, chooses setFront or setBack) // initA_setFront (both front doors open setup) // initA_setUpper (upper front door and lower back open) // initA_setLower (upper back door and lower front open) // initA_setBack (both back doors open setup) // initA_setRandom (chooses setFront or setBack) // initA_setRandomMix (chooses setUpper or setLower) // initA_setRandomAll (chooses any of the four setups) // NOTE: Every initA_set relay can be used at any time if a wave starts at Main. // When the gate is captured, it will use whichever relay was most recently triggered. // They will not break if called after the gate is capped. // ****Gate B setup**** // StartWaveOutput // wave_start_relayB // InitWaveOutput // initB // ****Tanks**** // NOTE: Fully functional, just lacks the bells and whistles // tank_path_start : Next to whichever gate is active // tank_path_a_10 : Front spawn // tank_path_b_10 : Gate A // tank_path_d_10 : Gate B #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop WaveSchedule { StartingCurrency 1000 CanBotsAttackWhileInSpawnRoom No RespawnWaveTime 8 Advanced 1 Mission { Objective DestroySentries Where spawnbot_a Where spawnbot_b CooldownTime 30 TFBot { Template T_TFBot_SentryBuster Tag bot_sentrybuster } } Mission // Sniper - wave 2 { Objective Sniper InitialCooldown 120 Where spawnbot_a BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 80 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 4000 Tag bot_sniper Tag bot_noflank } } Mission // Sniper - wave 3 { Objective Sniper InitialCooldown 120 Where spawnbot_a BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 45 DesiredCount 2 TFBot { Class Sniper Skill Expert Name Sniper MaxVisionRange 4000 Tag bot_sniper Tag bot_noflank } } Mission // Spy - wave 4 { Objective Spy InitialCooldown 50 Where spawnbot_a BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 100 DesiredCount 2 TFBot { Class Spy Skill Expert Name Spy Tag bot_noflank } } Mission // Sniper - wave 5 { Objective Sniper InitialCooldown 30 Where spawnbot_a Where spawnbot_b BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 TFBot { Class Sniper Skill Expert Name Sniper MaxVisionRange 4000 Tag bot_sniper Tag bot_noflank } } Mission // Spy - wave 6 { Objective Spy InitialCooldown 40 Where spawnbot_a BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 40 DesiredCount 2 TFBot { Class Spy Skill Expert Name Spy Tag bot_noflank } } Wave //Wave01 - 800 credits - Starts at B { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target wave_start_relayB Action Trigger } InitWaveOutput { Target initB Action Trigger } DoneOutput { Target pickfast Action PickRandomShuffle } WaveSpawn //A Send out a flock of explodey men { Name "1A" TotalCurrency 75 Where spawnbot_a TotalCount 28 MaxActive 14 SpawnCount 7 WaitBetweenSpawns 5 WaitBeforeStarting 0 RandomChoice { TFBot { Class Soldier Skill Normal } TFBot { Class Demoman Skill Normal } TFBot { Class Soldier Skill Easy } TFBot { Class Demoman Skill Easy } } } WaveSpawn //B Hard flaregun pyro clusters (20) { WaitForAllDead "1A" Name "1B" TotalCurrency 100 Where spawnbot_a TotalCount 14 MaxActive 10 SpawnCount 2 WaitBetweenSpawns 2 WaitBeforeStarting 0 TFBot { Template T_TFBot_Pyro_Flaregun } } WaveSpawn //Giant pyros (1) w/ uber meds (2) //reduced { WaitForAllSpawned "1A" Name "1B" TotalCurrency 100 Where spawnbot_a TotalCount 3 MaxActive 3 SpawnCount 3 WaitBetweenSpawns 10 WaitBeforeStarting 10 Squad { TFBot { Template T_TFBot_Giant_Pyro } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } } } WaveSpawn //C Giant Soldier (1) uber med (3) (upper) { WaitForAllDead "1B" Name "1C" TotalCurrency 100 Where spawnbot_a TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Soldier } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } } } WaveSpawn //C Demo clusters (lower) { WaitForAllDead "1B" Name "1C" TotalCurrency 50 Where spawnbot_b TotalCount 16 MaxActive 12 SpawnCount 4 WaitBetweenSpawns 2 WaitBeforeStarting 5 Squad { TFBot { Class Demoman Skill Easy } TFBot { Class Demoman Skill Easy } TFBot { Class Demoman Skill Normal } TFBot { Class Demoman Skill Hard } } } WaveSpawn //E Swarm of paratrooping soldiers from above { WaitForAllDead "1C" Name "1E" TotalCurrency 75 Where spawnbot_c TotalCount 24 MaxActive 12 SpawnCount 6 WaitBetweenSpawns 5 WaitBeforeStarting 5 TFBot { Template T_TFBot_Soldier_Parachute } } WaveSpawn //E One giant soldier mixed in { WaitForAllDead "1C" Name "1E1" TotalCurrency 50 Where spawnbot_c TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 15 WaitBeforeStarting 15 TFBot { Template T_TFBot_Giant_Soldier Item "The B.A.S.E. Jumper" } } WaveSpawn //F Swarm of fast scorchshots paratroop from the cliff { WaitForAllDead "1E1" Name "1F" TotalCurrency 0 Where spawnbot_c TotalCount 30 MaxActive 12 SpawnCount 2 WaitBetweenSpawns 6 WaitBeforeStarting 10 Support Limited TFBot { Template T_TFBot_ScorchShot_FastShot_Parachute } } WaveSpawn //F Giant heater swoops down from the cliff { WaitForAllDead "1E1" Name "1F" TotalCurrency 50 Where spawnbot_c TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 20 WaitBeforeStarting 20 TFBot { Template T_TFBot_Heavyweapons_Heater_Parachute } } // WaveSpawn // scout support { WaitForAllSpawned "1B" TotalCurrency 0 Where spawnbot_a TotalCount 20 MaxActive 1 SpawnCount 1 WaitBetweenSpawnsAfterDeath 10 WaitBeforeStarting 15 Support 1 TFBot { Class Scout WeaponRestrictions MeleeOnly Item "Sun-on-a-Stick" } } } //Consider spammer>pyro>something sequence Wave //Wave02 - 800 credits - Starts at A { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target wave_start_relayA Action Trigger } InitWaveOutput { Target initA_setRandom Action Trigger } DoneOutput { Target pickfast Action PickRandomShuffle } WaveSpawn //Z Two giant soldier spammers w/ uber meds { Name "2Y" TotalCurrency 75 Where spawnbot_a Where spawnbot_b TotalCount 8 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 10 WaitBeforeStarting 0 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Spammer_Parachute Tag bot_giant } TFBot { Template T_TFBot_Medic Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic Item "The B.A.S.E. Jumper" } } } WaveSpawn //A Flock of soldiers { Name "2Z" WaitForAllDead "2Y" TotalCurrency 75 Where spawnbot_b TotalCount 12 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 1 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Soldier_Parachute Skill Easy } TFBot { Template T_TFBot_Soldier_Parachute Skill Easy } TFBot { Template T_TFBot_Soldier_Parachute Skill Normal } TFBot { Template T_TFBot_Soldier_Parachute Skill Hard } } } WaveSpawn //A Flock of gatebot soldiers { WaitForAllSpawned "2Z" Name "2A" TotalCurrency 75 Where spawnbot_a TotalCount 12 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 1 WaitBeforeStarting 10 Squad { TFBot { Template T_TFGateBot_Soldier_Parachute_Hard } TFBot { Template T_TFGateBot_Soldier_Parachute_Hard } TFBot { Template T_TFGateBot_Soldier_Parachute_Hard } TFBot { Template T_TFGateBot_Soldier_Parachute_Hard } } } WaveSpawn //A Small swarm of gatebot scouts { WaitForAllSpawned "2A" Name "2A1" TotalCurrency 50 Where spawnbot_a Where spawnbot_b TotalCount 12 MaxActive 6 SpawnCount 6 WaitBetweenSpawns 0 WaitBeforeStarting 15 TFBot { Template T_TFGateBot_Scout_FAN } } WaveSpawn //B Giant gatebot heaters with ubers //reduced { WaitForAllDead "2A" Name "2B" TotalCurrency 50 Where spawnbot_a TotalCount 5 MaxActive 5 SpawnCount 5 WaitBetweenSpawns 15 WaitBeforeStarting 10 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Heater ClassIcon heavy_heater_nys_giant } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } } } WaveSpawn //B Scorch shot spam { WaitForAllDead "2A" Name "2B" TotalCurrency 50 Where spawnbot_c TotalCount 12 MaxActive 12 SpawnCount 6 WaitBetweenSpawns 12 WaitBeforeStarting 5 TFBot { Template T_TFBot_ScorchShot_FastShot_Parachute } } WaveSpawn //C Gatebot shotguns from one end { WaitForAllDead "2B" Name "2C" TotalCurrency 75 Where spawnbot_a Where spawnbot_b TotalCount 16 MaxActive 12 SpawnCount 4 WaitBetweenSpawns 4 WaitBeforeStarting 6 TFBot { Template T_TFGateBot_Heavyweapons_Shotgun } } WaveSpawn //C Gatebot huntsmen from the other //DIET: one less { WaitForAllDead "2B" Name "2C" TotalCurrency 75 Where spawnbot_c TotalCount 6 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 8 WaitBeforeStarting 0 Squad { TFBot { Template T_TFGateBot_Sniper_Huntsman_Spammer } TFBot { Template T_TFBot_Medic_Kritz Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic_Kritz Item "The B.A.S.E. Jumper" } } } WaveSpawn //Giant deflector heavy with kritz medics { WaitForAllDead "2C" Name "2D" TotalCurrency 100 Where spawnbot_c TotalCount 9 MaxActive 9 SpawnCount 9 WaitBetweenSpawns 0 WaitBeforeStarting 5 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Tag bot_giant Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic_Kritz Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic_Kritz Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic_Kritz Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic_Kritz Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic Item "The B.A.S.E. Jumper" } } } WaveSpawn //Some neon pyros { WaitForAllSpawned "2D" TotalCurrency 50 Where spawnbot_c TotalCount 36 MaxActive 12 SpawnCount 4 WaitBetweenSpawns 4 WaitBeforeStarting 0 Support Limited TFBot { Template T_TFBot_Pyro_Neon } } } Wave //Wave03 - 1000 credits - Starts at Main { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target initMain Action Trigger } DoneOutput { Target pickfast Action PickRandomShuffle } WaveSpawn //Lead in with gate soldiers { Name "3Z" TotalCurrency 50 Where spawnbot_c TotalCount 16 MaxActive 12 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 0 RandomChoice { TFBot { Template T_TFGateBot_Soldier_Parachute_Normal } TFBot { Template T_TFGateBot_Soldier_Parachute_Hard } } } WaveSpawn // More soldiers { Name "3Z1" WaitForAllSpawned "3Z" TotalCurrency 50 Where spawnbot_c TotalCount 12 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 15 RandomChoice { TFBot { Template T_TFBot_Soldier_Parachute Skill Normal } TFBot { Template T_TFBot_Soldier_Parachute Skill Hard } } } WaveSpawn //2 Giant Gate pyros w/ ubers { WaitForAllSpawned "3Z" Name "3Z1" TotalCurrency 100 Where spawnbot_c TotalCount 4 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 10 WaitBeforeStarting 0 Squad { TFBot { Template T_TFGateBot_Giant_Pyro_AlwaysFire //Item "The B.A.S.E. Jumper" } TFBot { Template T_TFBot_Medic //Item "The B.A.S.E. Jumper" Tag bot_squad_member } } } //A //Flight of heavies WaveSpawn //Heavies { Name "3A1" WaitForAllSpawned "3Z1" TotalCurrency 100 Where spawnbot_c TotalCount 18 MaxActive 12 SpawnCount 3 WaitBetweenSpawns 1 WaitBeforeStarting 5 Squad { TFBot { Template T_TFBot_Heavyweapons_Parachute } TFBot { Template T_TFBot_Heavyweapons_Parachute Skill Easy } TFBot { Template T_TFBot_Heavyweapons_Parachute Skill Normal } } } WaveSpawn //Gate Heavies { WaitForAllSpawned "3A1" Name "3A2" TotalCurrency 100 Where spawnbot_a TotalCount 18 MaxActive 12 SpawnCount 3 WaitBetweenSpawns 1 WaitBeforeStarting 5 Squad { TFBot { Template T_TFGateBot_Heavy_Parachute_Normal } TFBot { Template T_TFGateBot_Heavy_Parachute_Normal } TFBot { Template T_TFGateBot_Heavy_Parachute_Normal } } } //B WaveSpawn //3 giant scouts (a) { WaitForAllSpawned "3A1" Name "3B" TotalCurrency 100 Where spawnbot_b TotalCount 3 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 7 WaitBeforeStarting 10 TFBot { Template T_TFBot_Giant_Scout_FAN //Item "The B.A.S.E. Jumper" Tag bot_giant } } WaveSpawn //3 giant gate scouts (b) { WaitForAllSpawned "3B" Name "3B1" TotalCurrency 100 Where spawnbot_b TotalCount 3 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 1 WaitBeforeStarting 30 TFBot { Template T_TFGateBot_Giant_Scout_FAN Tag bot_giant } } //C WaveSpawn //Heavies { WaitForAllDead "3B1" Name "3C" TotalCurrency 100 Where spawnbot_a TotalCount 18 MaxActive 9 SpawnCount 3 WaitBetweenSpawns 1 WaitBeforeStarting 5 Squad { TFBot { Template T_TFBot_Heavyweapons_Parachute } TFBot { Template T_TFBot_Heavyweapons_Parachute Skill Normal } TFBot { Template T_TFBot_Heavyweapons_Parachute Skill Hard } } } WaveSpawn //Demoknight { WaitForAllDead "3B1" Name "3C1" TotalCurrency 50 Where spawnbot_c TotalCount 8 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 3 WaitBeforeStarting 0 TFBot { Template T_TFBot_Demoman_Knight_SuperCharge Tag bot_giant } } WaveSpawn //gateconch { WaitForAllDead "3B" Name "3C" TotalCurrency 50 Where spawnbot_c TotalCount 12 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 2 WaitBeforeStarting 0 TFBot { Template T_TFGateBot_Soldier_Extended_Concheror_Parachute_Hard } } //D WaveSpawn //Giant soldiers w/ ubers { WaitForAllDead "3C" Name "3D" TotalCurrency 100 Where spawnbot_a TotalCount 10 MaxActive 10 SpawnCount 5 WaitBetweenSpawns 20 WaitBeforeStarting 5 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Soldier_Extended_Concheror CharacterAttributes { "deploy time increased" 0.5 } } TFBot { Template T_TFBot_Soldier_Extended_Concheror CharacterAttributes { "deploy time increased" 0.5 } Tag bot_squad_member } } } WaveSpawn //Giant Gatebot soldiers w/ ubers { WaitForAllDead "3C" Name "3D" TotalCurrency 100 Where spawnbot_b TotalCount 10 MaxActive 10 SpawnCount 5 WaitBetweenSpawns 20 WaitBeforeStarting 5 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Spammer Tag bot_giant } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Soldier_Extended_Concheror CharacterAttributes { "deploy time increased" 0.5 } Tag bot_squad_member } TFBot { Template T_TFBot_Soldier_Extended_Concheror CharacterAttributes { "deploy time increased" 0.5 } Tag bot_squad_member } } } //E WaveSpawn //Superfan { WaitForAllDead "3D" TotalCurrency 50 Where spawnbot_a TotalCount 3 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 15 WaitBeforeStarting 15 TFBot { Template T_TFBot_Giant_Scout_Jumping_Sandman //Item "The B.A.S.E. Jumper" Attributes AlwaysCrit Tag bot_giant } } WaveSpawn //Demoknights { WaitForAllDead "3D" TotalCurrency 50 Where spawnbot_a TotalCount 10 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 5 WaitBeforeStarting 5 TFBot { Template T_TFBot_Demoman_Knight_SuperCharge Tag bot_giant } } WaveSpawn //Scoutsupport { WaitForAllDead "3D" TotalCurrency 50 Where spawnbot_a TotalCount 40 MaxActive 10 SpawnCount 2 WaitBetweenSpawns 2 WaitBeforeStarting 10 Support Limited TFBot { Class Scout Skill Hard } } } Wave //Wave04 - 800 credits - Starts at Main { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target initMain Action Trigger } DoneOutput { Target pickfast Action PickRandomShuffle } WaveSpawn //This boss is so dumb I love it { Name "4Z" TotalCurrency 100 Where spawnbot_c TotalCount 10 MaxActive 10 SpawnCount 10 WaitBetweenSpawns 0 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Chief_Demo_Tackler } TFBot { Template T_TFBot_Medic_Kritz_Armor } TFBot { Template T_TFBot_Medic_Kritz_Armor } TFBot { Template T_TFBot_Medic_Kritz_Armor } TFBot { Template T_TFBot_Medic_Kritz_Armor } TFBot { Template T_TFBot_Medic_Kritz_Armor } TFBot { Template T_TFBot_Medic_Kritz_Armor } TFBot { Template T_TFBot_Medic_Kritz_Armor } TFBot { Template T_TFBot_Medic_Kritz_Armor } TFBot { Template T_TFBot_Medic_Kritz_Armor } } } //A WaveSpawn //Giant gatebot shotgun w/ uber { WaitForAllDead "4Z" Name "4A1" TotalCurrency 100 Where spawnbot_a TotalCount 8 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 15 WaitBeforeStarting 25 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Shotgun } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } } } WaveSpawn //Aircharge demo { WaitForAllDead "4Z" Name "4A2" TotalCurrency 100 Where spawnbot_a TotalCount 16 MaxActive 8 SpawnCount 2 WaitBetweenSpawns 2 WaitBeforeStarting 10 RandomChoice { TFBot { Template T_TFBot_Demoman_AirCharge Skill Easy } TFBot { Template T_TFBot_Demoman_AirCharge Skill Easy } TFBot { Template T_TFBot_Demoman_AirCharge Skill Hard } TFBot { Template T_TFBot_Demoman_AirCharge Skill Expert } } } //B WaveSpawn //Giant demo w/ uber { WaitForAllSpawned "4A1" Name "4B1" TotalCurrency 100 Where spawnbot_c TotalCount 3 MaxActive 3 SpawnCount 3 WaitBetweenSpawns 10 WaitBeforeStarting 15 Squad { TFBot { Template T_TFBot_Giant_Demo_Burst //ClassIcon heavy_shotgun_giant Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } } } WaveSpawn //Chute heavies { WaitForAllSpawned "4A2" Name "4B2" TotalCurrency 100 Where spawnbot_a TotalCount 16 MaxActive 8 SpawnCount 8 WaitBetweenSpawns 0 WaitBeforeStarting 10 TFBot { Template T_TFBot_Heavyweapons_Parachute Skill Normal } } //C WaveSpawn //Giant Gatebot Demo w/ armor kritz { WaitForAllDead "4B1" Name "4C" TotalCurrency 100 Where spawnbot_c TotalCount 8 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 12 WaitBeforeStarting 10 Squad { TFBot { Template T_TFGateBot_Giant_Demo_Burst } TFBot { Template T_TFBot_Medic_Kritz_Armor Tag bot_giant Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } } } WaveSpawn //Samurais { WaitForAllDead "4B2" Name "4C" TotalCurrency 100 Where spawnbot_b TotalCount 4 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 6 WaitBeforeStarting 5 TFBot { Template T_TFBot_Demoman_Samurai Tag bot_giant } } WaveSpawn //Enforcer backup trooper squads //are these satan with the buff banner { WaitForAllDead "4C" TotalCurrency 100 Name "4D2" Where spawnbot_c TotalCount 30 MaxActive 15 SpawnCount 3 WaitBetweenSpawns 2 WaitBeforeStarting 5 Squad { ShouldPreserveSquad 1 TFBot { Template T_TFBot_Soldier_Extended_Concheror_Parachute } TFBot { Template T_TFBot_Spy_Enforcer Item "The B.A.S.E. Jumper" Tag bot_squad_member } TFBot { Template T_TFBot_Spy_Enforcer Item "The B.A.S.E. Jumper" Tag bot_squad_member } } } //E WaveSpawn //Giant Demo + uber { WaitForAllDead "4C" Name "4E" TotalCurrency 100 Where spawnbot_c TotalCount 6 MaxActive 6 SpawnCount 6 WaitBetweenSpawns 10 WaitBeforeStarting 10 Squad { TFBot { Template T_TFBot_Giant_Demo_Burst Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } } } WaveSpawn //Backups { WaitForAllDead "4C" Name "4E1" TotalCurrency 50 Where spawnbot_b TotalCount 4 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 10 WaitBeforeStarting 10 TFBot { Template T_TFBot_Demoman_Samurai Tag bot_giant } } } Wave //Wave05 - 800 credits - Starts at Main { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target initMain Action Trigger } DoneOutput { Target pickfast Action PickRandomShuffle } //Z WaveSpawn //Neons from center { Name "5Z" TotalCurrency 100 Where spawnbot_c TotalCount 20 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 4 WaitBeforeStarting 0 TFBot { Template T_TFBot_Pyro_Neon } } WaveSpawn //AirCharge demos from the sides //replaced scorches { Name "5Z1" TotalCurrency 100 Where spawnbot_a Where spawnbot_b TotalCount 16 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 4 WaitBeforeStarting 15 TFBot { Template T_TFBot_Demoman_AirCharge } } WaveSpawn //Chief Gate Conch { Name "5Z" TotalCurrency 75 Where spawnbot_c TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 10 WaitBeforeStarting 20 TFBot { Template T_TFBot_Chief_Weebgate Tag bot_giant } } WaveSpawn //Something more threatening { WaitForAllSpawned "5Z1" Name "5Z2" TotalCurrency 75 Where spawnbot_a Where spawnbot_c TotalCount 4 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 7 WaitBeforeStarting 8 TFBot { Template T_TFBot_Demoman_Knight_SuperCharge Tag bot_giant } } //A WaveSpawn //Giant deflector heavy w/ giant kizz //reduced { WaitForAllDead "5Z" Name "5A" TotalCurrency 100 Where spawnbot_a TotalCount 3 MaxActive 3 SpawnCount 3 WaitBetweenSpawns 12 WaitBeforeStarting 15 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Item "The B.A.S.E. Jumper" Tag bot_giant } TFBot { Template T_TFBot_Medic_Kritz_Armor Item "The B.A.S.E. Jumper" Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Item "The B.A.S.E. Jumper" Tag bot_squad_member } } } WaveSpawn //Giant FAN gatebots { WaitForAllSpawned "5A" Name "5A1" TotalCurrency 100 Where spawnbot_b TotalCount 4 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 1 WaitBeforeStarting 10 TFBot { Template T_TFGateBot_Giant_Scout_FAN Tag bot_giant } } WaveSpawn //A few neon pyros in case bomb ded { WaitForAllSpawned "5A" Name "5A1" TotalCurrency 0 Where spawnbot_b TotalCount 4 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 5 WaitBeforeStarting 10 TFBot { Template T_TFBot_Pyro_Neon } } //B WaveSpawn //Aircharge pirates { WaitForAllDead "5A" Name "5B" TotalCurrency 100 Where spawnbot_b Where spawnbot_a TotalCount 30 MaxActive 12 SpawnCount 6 WaitBetweenSpawns 8 WaitBeforeStarting 5 TFBot { Template T_TFBot_Demoman_Pirate_AirCharge } } WaveSpawn //Paratrooper gatebots { WaitForAllDead "5A1" Name "5B" TotalCurrency 100 Where spawnbot_c TotalCount 18 MaxActive 12 SpawnCount 6 WaitBetweenSpawns 3 WaitBeforeStarting 8 Squad { TFBot { Template T_TFGateBot_Soldier_Parachute_Hard } TFBot { Template T_TFGateBot_Soldier_Parachute_Hard } TFBot { Template T_TFGateBot_Soldier_Parachute_Hard } } } //C WaveSpawn //SuperKnights { WaitForAllSpawned "5B" Name "5C" TotalCurrency 75 Where spawnbot_a TotalCount 8 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 7 WaitBeforeStarting 8 TFBot { Template T_TFBot_Demoman_Knight_SuperCharge Tag bot_giant } } WaveSpawn //Giant enforcers escorting giant gatebot alwaysfire pyro w/ armor kritz { WaitForAllSpawned "5B" Name "5C" TotalCurrency 100 Where spawnbot_a Where spawnbot_b TotalCount 10 MaxActive 10 SpawnCount 5 WaitBetweenSpawns 12 WaitBeforeStarting 10 Squad { ShouldPreserveSquad 1 TFBot { Template T_TFGateBot_Giant_Pyro_AlwaysFire } TFBot { Template T_TFBot_Medic_Kritz_Armor Tag bot_squad_member Tag bot_giant } TFBot { Template T_TFBot_Medic_Kritz_Armor Tag bot_squad_member Tag bot_giant } TFBot { Template T_TFGateBot_Giant_Spy_Enforcer Tag bot_squad_member Tag bot_giant } TFBot { Template T_TFGateBot_Giant_Spy_Enforcer Tag bot_squad_member Tag bot_giant } } } //D // Considering scrapping the deflectors in favor of something more light with more satans WaveSpawn //Giant deflectors w/ uber //reduced { WaitForAllDead "5C" Name "5D" TotalCurrency 100 Where spawnbot_a Where spawnbot_b TotalCount 7 MaxActive 7 SpawnCount 7 WaitBetweenSpawns 8 WaitBeforeStarting 15 Squad //medics with parachutes makes clusters go EVERYWHERE { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Item "The B.A.S.E. Jumper" Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber Item "The B.A.S.E. Jumper" Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Item "The B.A.S.E. Jumper" Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Item "The B.A.S.E. Jumper" Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Item "The B.A.S.E. Jumper" Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Item "The B.A.S.E. Jumper" Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Item "The B.A.S.E. Jumper" Tag bot_squad_member } } } WaveSpawn //Support Enforcer banner trooper squads //probably satan { WaitForAllDead "5C" TotalCurrency 100 Name "4D2" Where spawnbot_c TotalCount 45 MaxActive 12 SpawnCount 3 WaitBetweenSpawns 3 WaitBeforeStarting 0 Support Limited Squad { ShouldPreserveSquad 1 TFBot { Template T_TFBot_Soldier_Extended_Buff_banner ItemAttributes { ItemName "The Buff Banner" "parachute attribute" 1 } CharacterAttributes { "deploy time increased" 0.5 } } TFBot { Template T_TFBot_Spy_Enforcer Item "The B.A.S.E. Jumper" Tag bot_squad_member } TFBot { Template T_TFBot_Spy_Enforcer Item "The B.A.S.E. Jumper" Tag bot_squad_member } } } } Wave //Wave06 //Formerly the finale to wave 5 { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target initMain_threebomb Action Trigger } DoneOutput { Target pickfast Action PickRandomShuffle } WaveSpawn //Trigger the lower A setup { TotalCount 0 SpawnCount 0 FirstSpawnOutput { Target initA_setLower Action Trigger } } //E WaveSpawn //Giant airdomos squadz { Name "6B" TotalCurrency 150 Where spawnbot_a Where spawnbot_b Where spawnbot_c TotalCount 12 MaxActive 12 SpawnCount 4 WaitBetweenSpawns 2 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Demoman_AirCharge Attributes AlwaysCrit Tag bot_giant } TFBot { Template T_TFBot_Giant_Medic Tag bot_giant Tag bot_squad_member } TFBot { Template T_TFBot_Soldier_Extended_Concheror CharacterAttributes { "deploy time increased" 0.5 } Tag bot_squad_member } TFBot { Template T_TFBot_Soldier_Extended_Concheror CharacterAttributes { "deploy time increased" 0.5 } Tag bot_squad_member } } } WaveSpawn //Scarce ironfist gatebots { Name "6A" TotalCurrency 100 Where spawnbot_a Where spawnbot_b TotalCount 8 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 20 WaitBeforeStarting 20 //Support 1 Squad { TFBot { Template T_TFGateBot_Heavy_IronFist_Airblast Tag bot_giant } TFBot { Template T_TFBot_Medic_BigHeal_Armor Tag bot_squad_member } } } WaveSpawn //AirCharge demos { WaitForAllDead "6B" Name "6C" TotalCurrency 100 Where spawnbot_c TotalCount 40 MaxActive 16 SpawnCount 4 WaitBetweenSpawns 2 WaitBeforeStarting 0 Squad { TFBot { Template T_TFGateBot_Demoman_AirCharge Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_BigHeal Tag bot_squad_member } } } WaveSpawn //Giant airdomos { WaitForAllDead "6C" Name "6D" TotalCurrency 300 Where spawnbot_c Where spawnbot_a Where spawnbot_b TotalCount 12 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 7 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Demoman_AirCharge Attributes AlwaysCrit Tag bot_giant } TFBot { Template T_TFBot_Medic_BigHeal_Armor Tag bot_giant Tag bot_squad_member } } } WaveSpawn //Soldiers { WaitForAllDead "6C" Name "6D" TotalCurrency 200 Where spawnbot_c TotalCount 24 MaxActive 12 SpawnCount 2 WaitBetweenSpawns 2 WaitBeforeStarting 15 TFBot { Template T_TFBot_Soldier_Extended_Concheror_Parachute Skill Expert } } WaveSpawn //A soldier { WaitForAllSpawned "6B" TotalCurrency 0 Where spawnbot_c Where spawnbot_a Where spawnbot_b MaxActive 1 SpawnCount 1 WaitBetweenSpawns 5 WaitBeforeStarting 20 Support 1 TFBot { Class Scout Skill Expert } } } Templates { T_TFBot_Demoman_Knight_SuperCharge //Minigiant Demoknight, aircharge only, long charge time { Template T_TFBot_Demoman_Knight Name "SuperCharge Knight" Scale 1.3 Health 400 Attributes AirChargeOnly //ClassIcon demo_knight Item "The Pure Tin Capotain" CharacterAttributes { "Attack not cancel charge" 1 "air jump on attack" 1 "speed_boost_on_hit_enemy" 10 "move speed bonus" 0.65 "charge time increased" 20 "charge recharge rate increased" 7 "increased jump height" 2 "bot custom jump particle" 0 "damage bonus" 1.25 } } T_TFBot_Demoman_Pirate_AirCharge //Cannon pirate, jumps with short charge { Class Demoman Name "AirCharge Pirate" ClassIcon demo_cannon Skill Hard WeaponRestrictions PrimaryOnly Item "The Loose Cannon" Item "The Bolted Bicorne" Item "The Tide Turner" Attributes AirChargeOnly Attributes AutoJump AutoJumpMin 15 AutoJumpMax 15 ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" 0 "faster reload rate" 1.8 "fire rate bonus" 2 "clip size penalty" 0.5 "Projectile speed increased" 0.8 "projectile spread angle penalty" 5 } ItemAttributes { ItemName "The Tide Turner" "Attack not cancel charge" 1 } CharacterAttributes { "charge time increased" -1 "charge recharge rate increased" 4 "increased jump height" 2.3 "bot custom jump particle" 1 } } T_TFBot_Demoman_AirCharge //GL+targe demo, aircharge only with an extended charge time { Class Demoman Name "AirCharge Demo" ClassIcon demo_targe_nys Skill Easy Item "The Chargin' Targe" ItemAttributes { ItemName "The Chargin' Targe" "Attack not cancel charge" 1 } Item "The Cyborg Stunt Helmet" ItemAttributes { ItemName "The Cyborg Stunt Helmet" "set item tint RGB" 13595446 } Attributes AirChargeOnly //Attributes AutoJump // AutoJumpMin 10 // AutoJumpMax 20 CharacterAttributes { "charge time increased" 5 "charge recharge rate increased" 7 "increased jump height" 1.3 "bot custom jump particle" 1 //"damage bonus" 1.5 } } T_TFGateBot_Demoman_AirCharge //GL+targe demo, aircharge only with an extended charge time { Class Demoman Name "AirCharge Demo" ClassIcon demo_targe_nys 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 "MvM GateBot Light Demoman" Skill Hard Item "The Chargin' Targe" ItemAttributes { ItemName "The Chargin' Targe" "Attack not cancel charge" 1 } Item "Backbreaker's Guards" ItemAttributes { ItemName "Backbreaker's Guards" "set item tint RGB" 15185211 } Attributes AirChargeOnly Attributes AlwaysCrit CharacterAttributes { "charge time increased" 5 "charge recharge rate increased" 7 "increased jump height" 1.3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Hard Item "The Chargin' Targe" ItemAttributes { ItemName "The Chargin' Targe" "Attack not cancel charge" 1 } Item "Backbreaker's Guards" ItemAttributes { ItemName "Backbreaker's Guards" "set item tint RGB" 8289918 } Attributes AirChargeOnly Attributes AlwaysCrit CharacterAttributes { "charge time increased" 5 "charge recharge rate increased" 7 "increased jump height" 1.3 } } } } T_TFBot_Giant_Demoman_AirCharge //GL+targe demo, aircharge only with an extended charge time { Class Demoman Name "Giant AirCharge Demo" ClassIcon demo_targe_nys_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Item "The Cyborg Stunt Helmet" Item "The Chargin' Targe" ItemAttributes { ItemName "The Chargin' Targe" "Attack not cancel charge" 1 "charge impact damage increased" 2 } ItemAttributes { ItemName "The Cyborg Stunt Helmet" "set item tint RGB" 13595446 } ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.5 "fire rate bonus" 0.5 } Attributes AirChargeOnly Attributes AutoJump AutoJumpMin 20 AutoJumpMax 20 CharacterAttributes { "charge time increased" 5 "charge recharge rate increased" 7 "increased jump height" 1.3 "bot custom jump particle" 1 "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 "cancel falling damage" 1 //"damage bonus" 1.5 } Tag bot_giant } //festive // "Festive Grenade Launcher" // "Festive Targe 2014" //demo no work T_TFBot_Demoman_Parachute { Class Demoman Skill Expert Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "parachute attribute" 1 } Attributes Parachute } T_TFGateBot_Demoman_Parachute_Easy { Class Demoman 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 CharacterAttributes { "parachute attribute" 1 } Attributes Parachute Item "MvM GateBot Light Demoman" Skill Easy } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Attributes Parachute CharacterAttributes { "parachute attribute" 1 } Attributes Parachute Skill Easy } } } T_TFGateBot_Demoman_Parachute_Expert { Class Demoman 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 CharacterAttributes { "parachute attribute" 1 } Attributes Parachute Item "MvM GateBot Light Demoman" Skill Expert } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } CharacterAttributes { "parachute attribute" 1 } Attributes Parachute Skill Expert } } } T_TFBot_Chief_Demo_Tackler //I love this guy { Name "Captain Urlocher" //Kudos to Psychopath Class Demoman ClassIcon demo_backbreaker Skill Hard Health 30000 Scale 1.8 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes UseBossHealthBar Item "The Loch-N-Load" Item "The Splendid Screen" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 "no charge impact range" 1 "charge impact damage increased" 10 "charge time increased" 1 "charge recharge rate increased" 5 } Item "Backbreaker's Skullcracker" Item "Backbreaker's Guards" ItemAttributes { ItemName "The Loch-N-Load" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.25 "override footstep sound set" 4 "damage bonus" 1.5 "cancel falling damage" 1 } Tag bot_giant } T_TFBot_King_Tavish { Class Demoman Skill Expert Name "King Midas" ClassIcon demoknight_giant Health 60000 Scale 1.9 EventChangeAttributes { Default { WeaponRestrictions MeleeOnly Item "Prince Tavish's Crown" Item "The Dark Age Defender" Item "The Splendid Screen" Item "The Eyelander" Item "Ali Baba's Wee Booties" Attributes MiniBoss Attributes UseBossHealthBar ItemAttributes { ItemName "The Eyelander" "damage bonus" 3 "turn to gold" 1 "item style override" 1 "is australium item" 1 "loot rarity" 1 } ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 "no charge impact range" 1 "charge time increased" 4 "charge recharge rate increased" 1 } CharacterAttributes { //the whole gang is here "dmg taken from bullets reduced" 0.80 "move speed bonus" 0.5 "increased jump height" 2.3 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "cancel falling damage" 1 } Tag bot_giant } RevertGateBotsBehavior { WeaponRestrictions MeleeOnly Item "Prince Tavish's Crown" Item "The Dark Age Defender" Item "The Splendid Screen" Item "The Eyelander" Item "Ali Baba's Wee Booties" Attributes MiniBoss Attributes UseBossHealthBar ItemAttributes { ItemName "The Eyelander" "damage bonus" 1.5 //"turn to gold" 1 //"item style override" 1 //"is australium item" 1 //"loot rarity" 1 } CharacterAttributes { //the whole gang is here //"dmg taken from bullets reduced" 0.80 "dmg taken from fire reduced" 1.2 "dmg taken from blast reduced" 1.2 "move speed bonus" 0.2 "increased jump height" 2.3 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "cancel falling damage" 1 } Tag bot_giant } } } T_TFBot_Medic_FastHeal { Class Medic Name "Big n' Fast Heal Medic" EventChangeAttributes { Default { Skill Normal MaxVisionRange 1000 Item "The Quick-Fix" Item "The Weather Master" CharacterAttributes { "move speed bonus" 1.3 "heal rate bonus" 10 } ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.1 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 // "mad milk syringes" 1 } } RevertGateBotsBehavior { WeaponRestrictions PrimaryOnly MaxVisionRange 1000 Item "The Quick-Fix" Item "The Weather Master" CharacterAttributes { "move speed bonus" 1 "heal rate bonus" 10 } ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.1 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 // "mad milk syringes" 1 } } } } T_TFBot_Medic_BigHeal_Armor { Class Medic Name "Armored Quick-Fix Medic" ClassIcon medic_quickfix_armored Skill Normal Scale 1.2 Health 400 Item "The Quick-Fix" Item "Das Naggenvatcher" Item "Coldfront Carapace" ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.1 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 10 "move speed penalty" 0.65 "dmg taken from crit reduced" 0.35 "dmg taken from fire reduced" 0.65 "dmg taken from blast reduced" 0.65 "dmg taken from bullets reduced" 0.65 } Tag bot_giant } T_TFBot_Medic_Kritz { Class Medic Name "Kritz Medic" ClassIcon medic_kritz Skill Expert Item "The Kritzkrieg" Item "Medic Goggles" Attributes SpawnWithFullCharge //Attributes AlwaysCrit ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 50 "uber duration bonus" 0 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 0.1 "bot medic uber health threshold" 160 } } T_TFBot_Medic_Kritz_Armor //Beefy medic with battalion-like resistance (75% immunity to crits) { Class Medic Name "Armored Kritz Medic" ClassIcon medic_kritz_armored Skill Expert Scale 1.2 Health 400 Item "The Kritzkrieg" Item "Berlin Brain Bowl" //Item "Medic Goggles" Item "Coldfront Carapace" Attributes SpawnWithFullCharge //Attributes AlwaysCrit ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 50 "uber duration bonus" 0 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 0.1 "bot medic uber health threshold" 420 "move speed penalty" 0.65 "dmg taken from crit reduced" 0.35 "dmg taken from fire reduced" 0.65 "dmg taken from blast reduced" 0.65 "dmg taken from bullets reduced" 0.65 } Tag bot_giant } T_TFBot_Giant_Medic_Kritz { Class Medic Name "Giant Kritz Medic" ClassIcon medic_kritz_giant Skill Expert Health 4500 Attributes SpawnWithFullCharge //Attributes AlwaysCrit Item "The Kritzkrieg" Item "Medic Goggles" WeaponRestrictions SecondaryOnly Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 50 "uber duration bonus" 0 } CharacterAttributes { "bot medic uber health threshold" 4600 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } Tag bot_giant } T_TFBot_Spy_Enforcer { Class Spy Name "Enforcer Spy" ClassIcon spy_enforcer_nys Skill Expert Item "The Enforcer" //Item "The Stealth Steeler" CharacterAttributes { "cannot disguise" 1 } } T_TFBot_Giant_Spy_Enforcer { Class Spy Name "Giant Enforcer Spy" ClassIcon spy_enforcer_nys_giant Skill Expert Health 3000 MaxVisionRange 2000 Attributes MiniBoss Item "The Enforcer" Item "The Stealth Steeler" //Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Enforcer" "faster reload rate" 1.2 "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.7 "cannot disguise" 1 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 6 } Tag bot_giant } T_TFGateBot_Giant_Spy_Enforcer { Class Spy Name "Giant Enforcer Spy" ClassIcon spy_enforcer_nys_giant Health 3000 Scale 1.75 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 "MvM GateBot Light Spy" Skill Expert Attributes MiniBoss MaxVisionRange 2000 Tag bot_giant Item "The Enforcer" ItemAttributes { ItemName "The Enforcer" "faster reload rate" 1.5 "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.7 "cannot disguise" 1 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Spy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Spy" "item style override" 1 } Skill Hard Attributes MiniBoss MaxVisionRange 2000 Tag bot_giant Item "The Enforcer" ItemAttributes { ItemName "The Enforcer" "faster reload rate" 1.5 "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.7 "cannot disguise" 1 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 6 } } } } T_TFBot_Heavyweapons_Parachute { Class Heavyweapons Skill Easy Item "The B.A.S.E. Jumper" CharacterAttributes { "increased air control" 4.0 } } T_TFGateBot_Heavy_Parachute_Normal { Class Heavy 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 "MvM GateBot Light Heavy" Item "The B.A.S.E. Jumper" Skill Normal } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" Item "The B.A.S.E. Jumper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Normal } } } T_TFGateBot_Heavy_Parachute_Hard { Class Heavy 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 "MvM GateBot Light Heavy" Item "The B.A.S.E. Jumper" Skill Hard } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" Item "The B.A.S.E. Jumper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Hard } } } T_TFBot_Giant_Heavyweapons_Parachute { Class Heavyweapons Name "Giant Heavy" ClassIcon heavy_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Item "The B.A.S.E. Jumper" 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 "increased air control" 4.0 } } T_TFBot_Heavyweapons_Heater_Parachute { Template T_TFBot_Heavyweapons_Heater Name "Giant Heater Heavy" ClassIcon heavy_heater_nys Item "The B.A.S.E. Jumper" CharacterAttributes { "increased air control" 4.0 } Tag bot_giant } T_TFGateBot_Giant_Boxing_Heavy { Class heavyweapons Name "Super Heavyweight Champ" ClassIcon heavy_champ_giant Health 5000 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 Heavy" Skill Expert Item "the killing gloves of boxing" Item "The Titanium Towel" WeaponRestrictions MeleeOnly Attributes MiniBoss Tag bot_giant ItemAttributes { //ItemName "TF_WEAPON_FISTS" ItemName "the killing gloves of boxing" "fire rate bonus" 0.6 "damage bonus" 1.2 } ItemAttributes { ItemName "The Titanium Towel" "set item tint RGB" 15185211 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert Item "the killing gloves of boxing" Item "The Titanium Towel" WeaponRestrictions MeleeOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "the killing gloves of boxing" "fire rate bonus" 0.6 "damage bonus" 1.2 } ItemAttributes { ItemName "The Titanium Towel" "set item tint RGB" 8289918 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Heavy_IronFist_Slow { Class Heavyweapons Name "Steel Gauntlet Pusher" ClassIcon heavy_steelfist Health 900 Scale 1.5 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 "The carl" Item "Fists of Steel" ItemAttributes { ItemName "Fists of Steel" "damage causes airblast" 1 "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 } Item "MvM GateBot Light Heavy" WeaponRestrictions MeleeOnly Tag bot_giant Skill Expert } RevertGateBotsBehavior { Item "The carl" Item "Fists of Steel" ItemAttributes { ItemName "Fists of Steel" "damage causes airblast" 1 "damage bonus" 1.5 } Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } WeaponRestrictions MeleeOnly Tag bot_giant Skill Expert } } } T_TFBot_Soldier_Parachute { Class Soldier Skill Easy Item "The B.A.S.E. Jumper" CharacterAttributes { "increased air control" 4.0 } } T_TFGateBot_Soldier_Parachute_Hard { Class Soldier 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 B.A.S.E. Jumper" Item "MvM GateBot Light Soldier" Skill Hard } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" Item "The B.A.S.E. Jumper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard } } } T_TFGateBot_Soldier_Parachute_Normal { Class Soldier 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 B.A.S.E. Jumper" Item "MvM GateBot Light Soldier" Skill Normal } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" Item "The B.A.S.E. Jumper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal } } } T_TFGateBot_Soldier_Extended_Concheror_Parachute_Hard { Class Soldier Name "Extended Conch Soldier" ClassIcon soldier_conch 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 Concheror" Item "MvM GateBot Light Soldier" Skill Normal Attributes SpawnWithFullCharge Attributes Parachute CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" 0.5 "parachute attribute" 1 } } RevertGateBotsBehavior { Item "The Concheror" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" 0.5 "parachute attribute" 1 } } } } T_TFBot_Soldier_Extended_Concheror_Parachute { Template T_TFBot_Soldier_Extended_Concheror Skill Hard CharacterAttributes { "deploy time increased" 0.5 "parachute attribute" 1 } } T_TFBot_Giant_Soldier_Parachute { Class Soldier Name "Giant Soldier" ClassIcon soldier_giant Skill Expert Health 3800 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Item "The B.A.S.E. Jumper" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increased air control" 4.0 } } T_TFBot_Giant_Soldier_Spammer_Parachute { Template T_TFBot_Giant_Soldier_Spammer Item "The B.A.S.E. Jumper" } T_TFGateBot_Giant_Soldier_Spammer_Parachute { Class Soldier Name "Giant Rapid Fire Soldier" ClassIcon soldier_spammer Health 3800 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // 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 "The B.A.S.E. Jumper" Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant 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 { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "The B.A.S.E. Jumper" Tag bot_giant 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 } } } } T_TFBot_Chief_Weeb { Template T_TFBot_Chief_Soldier_Extended_Concheror Health 35000 //Item "Soldier Samurai Hat" Item "The Shogun's Shoulder Guard" ItemAttributes { ItemName "The Concheror" "parachute attribute" 1 } Item "Legendary Lid" ItemAttributes { ItemName "Legendary Lid" "set item tint RGB" 15185211 } CharacterAttributes { "deploy time increased" 0.5 } Attributes Parachute } T_TFBot_Chief_Weebgate { Class Soldier Name "Chief Concheror Soldier" ClassIcon soldier_conch_giant Health 30000 Scale 1.8 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 Heavy" Tag bot_giant Skill Expert Attributes UseBossHealthBar //Attributes Parachute WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Concheror" Item "The Shogun's Shoulder Guard" Item "Legendary Lid" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 // "faster reload rate" 0.6 // "fire rate bonus" 0.2 // "clip size upgrade atomic" 7.0 "Projectile speed increased" 1.3 } ItemAttributes { ItemName "The Concheror" "parachute attribute" 1 } ItemAttributes { ItemName "Legendary Lid" "set item tint RGB" 15185211 } CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" 0.5 "move speed bonus" 0.4 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "parachute attribute" 1 "cancel falling damage" 1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" Tag bot_giant ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Skill Expert Attributes UseBossHealthBar //Attributes Parachute WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Concheror" Item "The Shogun's Shoulder Guard" Item "Legendary Lid" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 1.5 // "faster reload rate" 0.6 // "fire rate bonus" 0.2 // "clip size upgrade atomic" 7.0 "Projectile speed increased" 1.3 } ItemAttributes { ItemName "The Concheror" "parachute attribute" 1 } ItemAttributes { ItemName "Legendary Lid" "set item tint RGB" 8289918 } CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" 0.5 "move speed bonus" 0.4 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "parachute attribute" 1 "cancel falling damage" 1 } } } } T_TFBot_Pyro_Neon { Class Pyro Skill Expert ClassIcon pyro_neon WeaponRestrictions MeleeOnly Item "The Neon Annihilator" Item "Pyro in Chinatown" } T_TFBot_Giant_Pyro_Neon { Class Pyro Name "Giant Pyro" ClassIcon pyro_neon_giant WeaponRestrictions MeleeOnly Item "The Neon Annihilator" Item "Pyro in Chinatown" Skill Expert Health 3000 Attributes MiniBoss CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } T_TFBot_ScorchShot_FastShot_Parachute { Template T_TFBot_ScorchShot_FastShot ClassIcon pyro_scorch Item "The B.A.S.E. Jumper" CharacterAttributes { "increased air control" 4.0 } } T_TFGateBot_Sniper_Huntsman_Spammer { Class Sniper Name "Bowman Rapid Fire" "scale" 1.5 Health 1200 ClassIcon sniper_bow 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" Item "The B.A.S.E. Jumper" Skill Hard Tag bot_giant ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } Item "The Huntsman" Item "The B.A.S.E. Jumper" Skill Hard Tag bot_giant ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } } } } }