// The InitWaveOutput Stuff is from Dizzying Drill Made by randomguy. I have permission from him to use it. #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop population { StartingCurrency 250 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no //AllowBotExtraSlots 65 Templates { T_TFBot_Giant_KingBurst { Class Demoman ClassIcon burst_demo_boss Name "King Burst" Skill Expert Health 15000 Item "the warsworn helmet" Item "the king of scotland cape" //Attributes "AlwaysCrit" WeaponRestrictions PrimaryOnly Attributes "MiniBoss" Attributes "UseBossHealthBar" Attributes "HoldFireUntilFullReload" ItemAttributes { ItemName tf_weapon_grenadelauncher "fire rate bonus" 0.1 "faster reload rate" 0.2 "clip size upgrade atomic" 20 "Projectile speed increased" 2 } CharacterAttributes { //"health regen" 320 "move speed bonus" 0.32 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFBot_Giant_General_Bomber { ClassIcon demo_ibomber Health 10000 Name "General Bomber" Class Demoman Skill Expert Item "the iron bomber" Item "spine-chilling skull" Item "the king of scotland cape" //Attributes "AlwaysCrit" Attributes "HoldFireUntilFullReload" Attributes "MiniBoss" Attributes "UseBossHealthBar" ItemAttributes { ItemName "the iron bomber" "damage bonus" 2 "faster reload rate" 0.2 "fire rate bonus" 0.2 "clip size bonus" 4 "Projectile speed increased" 1.5 } CharacterAttributes { //"health regen" 60 "move speed bonus" 0.32 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFGateBot_Giant_Soldier_RocketPush_Crit { Class Soldier ClassIcon soldier_libertylauncher_giant Health 4000 Name "Giant Blast Soldier" 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 Liberty Launcher" Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage bonus" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 5 "faster reload rate" 0.2 "Blast radius decreased" 1.2 "projectile spread angle penalty" 4 // "Projectile speed increased" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } RevertGateBotsBehavior { Item "Dr's Dapper Topper" Item "The Liberty Launcher" 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 Attributes HoldFireUntilFullReload Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage bonus" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 5 "faster reload rate" 0.2 "Blast radius decreased" 1.2 "projectile spread angle penalty" 4 // "Projectile speed increased" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } } } T_TFGateBot_Scout_Easy { Class Scout 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 "MvM GateBot Light Scout" Skill Easy MaxVisionRange 1000 ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } Skill Easy MaxVisionRange 1000 } } } T_TFBot_Heavyweapons_Gnome_NoCrit { Class Heavyweapons Name "Heavy Mittens" Skill Easy ClassIcon heavy_mittens //Scale 0.65 WeaponRestrictions MeleeOnly Health 60 //Attributes AlwaysCrit //Item "The All-Father" //Item "Point and Shoot" Item "The Holiday Punch" ItemAttributes { ItemName "The Holiday Punch" "damage bonus" 0.2 } CharacterAttributes { "move speed bonus" 1.3 } } } Mission { Objective DestroySentries Where spawnbot_a BeginAtWave 1 RunForThisManyWaves 6 InitialCooldown 15 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster } } Wave { InitWaveOutPut { Target wave_start_relay Action RunScriptCode Param " EntFire(`InitB`,`Trigger`) " } StartWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`container_flank_location`,`Kill`) //kills thing that hells up the entire hatch building. necessary as hell. //^ this. does. not. work. EntFire(`trigger_flank_container_prereq1`,`Kill`) //kills thing that hells up the entire hatch building. necessary as hell. //^ this. better. work. dammit. EntFire(`intel3`,`setreturntime`,`99999`) EntFire(`wave_start_relayB`,`Trigger`) " } WaveSpawn { Name 1a TotalCurrency 200 TotalCount 40 MaxActive 15 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_a TFBot { ClassIcon demo_robot_nys Health 150 Name "A-Pose Menace" Class Demoman Skill Easy WeaponRestrictions PrimaryOnly //ItemAttributes //{ //ItemName "the tide turner" //"charge recharge rate increased" 2 //} CharacterAttributes { "move speed bonus" 1.25 } Item "the bootlegger" //Item "the tide turner" } } WaveSpawn { Name 1 TotalCurrency 300 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 12 Where spawnbot_a TFBot { //Name "Annoying isn't it?" //ClassIcon soldier_stun_giant Template T_TFBot_Giant_Soldier //ItemAttributes //{ //ItemName "TF_WEAPON_ROCKETLAUNCHER" //"rocket specialist" 4 //"damage penalty" 0.25 //} Tag bot_giant } } WaveSpawn { Name 1 WaitForAllSpawned 1a TotalCurrency 0 TotalCount 15 MaxActive 7 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 Where spawnbot_a TFBot { Name "I don't give Credits, lol" Scale 0.825 Health 150 Template T_TFBot_Heavyweapons_Gnome_NoCrit Item "point and shoot" Item "the all-father" } } WaveSpawn { Name 1 WaitForAllSpawned 1a TotalCurrency 100 TotalCount 12 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2.25 Support 1 Where spawnbot_a Where spawnbot_b Where spawnbot_c TFBot { ClassIcon scout_bat_nys Template T_TFBot_Scout_Melee } } } Wave { InitWaveOutPut { Target wave_start_relay Action RunScriptCode Param " EntFire(`initB`,`Trigger`) //IncludeScript(`mvm_hoovydam_b10_int_dizzying_drill_tankwave_shutterfix`) " } //shutterfix made by Needles (https://steamcommunity.com/profiles/76561198026257137/). StartWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`container_flank_location`,`Kill`) //kills thing that hells up the entire hatch building. necessary as hell. //^ this. does. not. work. EntFire(`trigger_flank_container_prereq1`,`Kill`) //kills thing that hells up the entire hatch building. necessary as hell. //^ this. better. work. dammit. EntFire(`intel3`,`setreturntime`,`99999`) EntFire(`wave_start_relayB`,`Trigger`) " } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 18 Where spawnbot_a TFBot { ClassIcon demo_robot_nys Name "Giant A-Pose Menace" Template T_TFBot_Giant_Demo_RapidFire Item "The B.A.S.E. Jumper" Tag bot_giant } } WaveSpawn { Name 1c TotalCurrency 100 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 7.5 Where spawnbot_a TFBot { Class HeavyWeapons Skill Easy } } WaveSpawn { Name 1b TotalCurrency 100 TotalCount 20 MaxActive 10 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 1.5 Where spawnbot_c TFBot { ClassIcon soldier_shovel Name "Shovel Soldier" Class Soldier Skill Easy WeaponRestrictions MeleeOnly Item "the b.a.s.e. jumper" } } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 24 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_a TFBot { Template T_TFBot_Scout_Melee ClassIcon scout_bat_nys } } WaveSpawn { Name 2 WaitForAllDead 1a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 16 Where spawnbot_a TFBot { Template T_TFBot_Giant_Soldier_RocketPush //Item "The B.A.S.E. Jumper" //Template T_TFBot_Giant_Pyro //ItemAttributes //{ // ItemName "TF_WEAPON_FLAMETHROWER" // "airblast disabled" 1 //} Tag bot_giant } } WaveSpawn { Name 2 WaitForAllDead 1a TotalCurrency 100 TotalCount 16 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 Where spawnbot_a RandomChoice { TFBot { Template T_TFBot_Heavyweapons_Shotgun Skill Easy } TFBot { Skill Easy Template T_TFBot_Heavyweapons_Shotgun } TFBot { Template T_TFBot_Heavyweapons_Shotgun Skill Easy } } } WaveSpawn { Name 2 WaitForAllDead 1a TotalCurrency 100 TotalCount 16 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 Where spawnbot_a TFBot { Template T_TFBot_Demoman_Knight } } } Wave { InitWaveOutPut { Target wave_start_relay Action RunScriptCode Param " EntFire(`InitA_SetFront`,`Trigger`) ClientPrint(null,3,`\x07FFEA00The robots have fallen back! Move to gate A!`) " } StartWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`container_flank_location`,`Kill`) //kills thing that hells up the entire hatch building. necessary as hell. //^ this. does. not. work. EntFire(`trigger_flank_container_prereq1`,`Kill`) //kills thing that hells up the entire hatch building. necessary as hell. //^ this. better. work. dammit. EntFire(`intel3`,`setreturntime`,`99999`) EntFire(`intel2`,`setreturntime`,`99999`) EntFire(`wave_start_relayA`,`Trigger`) EntFire(`gate2_relay ontrigger addoutput toggle gate1_bot_teleport`,`toggle`,0,0,-1) EntFire(`wave_start_relayA ontrigger addoutput disable gate1_bot_teleport`,`disable`,0,0,-1) " } //bugger convention, i cba with resettable bombs. //other shit is because this map is hot dogshit and needs *me* to fucking fix it. Or it's the wave start relay lol //ent_fire gate2_relay ontrigger addoutput toggle gate1_bot_teleport,toggle,0,0,-1 WaveSpawn { Name 1a TotalCurrency 50 TotalCount 36 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_b RandomChoice { TFBot { Class Scout Skill Easy } TFBot { Template T_TFGateBot_Scout_Easy } } } //WaveSpawn //{ //Name 1a //TotalCurrency 50 //TotalCount 12 //MaxActive 4 //SpawnCount 1 //WaitBeforeStarting 0 //WaitBetweenSpawns 2 //RandomSpawn 1 //Where spawnbot_a //Where spawnbot_b //TFBot //{ //Skill Easy //Template T_TFBot_Pyro //Attributes "AlwaysFireWeapon" //} //} WaveSpawn { Name 1a TotalCurrency 125 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 12 Where spawnbot_b TFBot { Template T_TFGateBot_Giant_Soldier Tag bot_giant } } WaveSpawn { Name 2 WaitForAllDead 1a TotalCurrency 100 TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot_c TFBot { Template T_TFBot_Scout_Shortstop Item "The B.A.S.E. Jumper" //Attributes "AlwaysCrit" } } WaveSpawn { Name 2 WaitForAllDead 1a TotalCurrency 100 TotalCount 25 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 7 Support Limited Where spawnbot_c TFBot { Skill Easy Template T_TFBot_Heavyweapons_Shotgun Item "The B.A.S.E. Jumper" } } WaveSpawn { Name support WaitForAllDead 1a TotalCurrency 100 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 2.5 WaitBetweenSpawns 7.5 Support 1 RandomSpawn 1 Where spawnbot_c Where spawnbot_b TFBot { Template T_TFBot_Scout_Sandman_FastCharge } } WaveSpawn { Name 2 WaitForAllDead 1a TotalCurrency 125 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 18 Where spawnbot_b TFBot { Name "Giant Heater Heavy" Template T_TFBot_Heavyweapons_Heater Item "Big Chief" Tag bot_giant } } } Wave { InitWaveOutPut { Target wave_start_relay Action RunScriptCode Param " EntFire(`initA`,`Enable`) //< this thing here is what wasted two hours. EntFire(`initA_setBack`,`Trigger`) //IncludeScript(`mvm_hoovydam_b10_int_dizzying_drill_tankwave_shutterfix`) //ClientPrint(null,3,`\x07FFEA00The robots this wave will be heavily taking advantage of jump pads to skip past your frontline.`) " } //this was so ass to do. Needles (https://steamcommunity.com/profiles/76561198026257137/) once again made the shutter door fix. StartWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`container_flank_location `,`Kill`) //kills thing that fucks up the entire hatch building. necessary as fuck. EntFire(`intel3`,`setreturntime`,`99999`) EntFire(`intel2`,`setreturntime`,`99999`) EntFire(`wave_start_relayA`,`Trigger`) EntFire(`gate2_relay ontrigger addoutput enable gate1_bot_teleport`,`enable`,0,0,-1) EntFire(`wave_start_relay ontrigger addoutput disable gate1_bot_teleport`,`disable`,0,0,-1) " } //bugger convention, i cba with resettable bombs. //other shit is because this map is hot dogshit and needs *me* to fucking fix it. Or it's the wave start relay lol //ent_fire gate2_relay ontrigger addoutput toggle gate1_bot_teleport,toggle,0,0,-1 // FIX TANK INTERACTIONS WITH SHUTTER DOOR // WaveSpawn { WaitBeforeStarting 0 TotalCount 0 FirstSpawnOutput { Target gamerules Action RunScriptFile Param "hydro_horsepower_shutter_fix_simple.nut" } } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 12 MaxActive 6 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot_b Squad { TFBot { Template T_TFGateBot_Giant_Demo_Burst Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name 1bc TotalCurrency 100 TotalCount 10 MaxActive 5 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 5 Where spawnbot_b TFBot { Class HeavyWeapons Skill Easy } } WaveSpawn { Name 1b TotalCurrency 100 TotalCount 24 MaxActive 6 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 2 Where spawnbot_a TFBot { Template T_TFBot_Scout_Fish ClassIcon scout_fish_nys } } WaveSpawn { Name tankboss TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" Where spawnbot_b Tank { Health 18000 Name Tank Speed 75 StartingPathTrackNode tank_path_b_10 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 18k (18000) HP!`) " } } WaveSpawn { Name 2 WaitForAllDead 1b TotalCurrency 100 TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 20 Where spawnbot_c Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant //Attributes "AlwaysCrit" } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name 2 WaitForAllDead 1b TotalCurrency 100 TotalCount 18 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 5 Support 1 RandomSpawn 1 Where spawnbot_a Where spawnbot_b Where spawnbot_c RandomChoice { TFBot { ClassIcon soldier_head_nys Health 200 Name "Small Head" Class Soldier Skill Normal WeaponRestrictions MeleeOnly CharacterAttributes { "head scale" 0.5 } } TFBot { ClassIcon soldier_head_nys Health 200 Name "Big Head" Class Soldier Skill Normal WeaponRestrictions MeleeOnly CharacterAttributes { "head scale" 2.5 } } TFBot { ClassIcon soldier_head_nys Health 200 Name "Small Head" Class Soldier Skill Normal WeaponRestrictions MeleeOnly Item "The B.A.S.E. Jumper" CharacterAttributes { "head scale" 0.5 } } TFBot { ClassIcon soldier_head_nys Health 200 Name "Big Head" Class Soldier Skill Normal WeaponRestrictions MeleeOnly Item "The B.A.S.E. Jumper" CharacterAttributes { "head scale" 2.5 } } } } } Wave { InitWaveOutPut { Target wave_start_relay Action RunScriptCode Param " EntFire(`initMain_pit`,`Trigger`) ClientPrint(null,3,`\x07FFEA00The robots have fallen back! Move to the front!`) " } StartWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`container_flank_location`,`Kill`) //kills thing that hells up the entire hatch building. necessary as hell. //^ this. does. not. work. EntFire(`trigger_flank_container_prereq1`,`Kill`) //kills thing that hells up the entire hatch building. necessary as hell. //^ this. better. work. dammit. EntFire(`intel3`,`setreturntime`,`99999`) EntFire(`intel2`,`setreturntime`,`99999`) EntFire(`intel`,`setreturntime`,`99999`) EntFire(`wave_start_relay`,`Trigger`) EntFire(`gate1_relay ontrigger addoutput enable gate0_bot_teleport`,`enable`,0,0,-1) EntFire(`wave_start_relay ontrigger addoutput disable gate0_bot_teleport`,`disable`,0,0,-1) EntFire(`gate2_relay ontrigger addoutput enable gate1_bot_teleport`,`enable`,0,0,-1) EntFire(`wave_start_relay ontrigger addoutput disable gate1_bot_teleport`,`disable`,0,0,-1) " } //bugger convention, i cba with resettable bombs. //other shit is because this map is hot dogshit and needs *me* to fucking fix it. Or it's the wave start relay lol //ent_fire gate2_relay ontrigger addoutput toggle gate1_bot_teleport,toggle,0,0,-1 WaveSpawn { Name 1b TotalCurrency 100 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot_b Squad { TFBot { Template T_TFGateBot_Heavy_Normal } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name 1b/cap WaitForAllDead 1b TotalCurrency 100 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot_b Squad { TFBot { Class Heavyweapons Skill Easy } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 12 Where spawnbot_a TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun Tag bot_giant //Attributes "AlwaysCrit" } } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 27 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot_a RandomChoice { TFBot { Template T_TFBot_Demoman } TFBot { Template T_TFGateBot_Demoman_Easy } } } WaveSpawn { Name 2a TotalCurrency 100 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot_c TFBot { Template T_TFGateBot_Giant_Scout_FAN Tag bot_giant } } WaveSpawn { Name 2 WaitForAllDead 1a TotalCurrency 100 TotalCount 20 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 Support Limited Where spawnbot_a TFBot { Class Soldier Skill Easy } } WaveSpawn { Name 2 WaitForAllDead 1a TotalCurrency 100 TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 Support Limited Where spawnbot_a TFBot { Template T_TFBot_Scout_Bonk //Attributes "AlwaysCrit" } } WaveSpawn { Name 2 WaitForAllDead 1a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 1 Where spawnbot_a Squad { TFBot { Item "The B.A.S.E. Jumper" Item "The Warsworn Helmet" Template T_TFBot_Giant_Soldier_Spammer_Reload Tag bot_giant } TFBot { Item "The B.A.S.E. Jumper" Item "The Warsworn Helmet" Template T_TFBot_Giant_Medic ClassIcon medic_pop_giant } } } } Wave { InitWaveOutPut { Target wave_start_relay Action RunScriptCode Param " EntFire(`initMain_roadside`,`Trigger`) " } StartWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`container_flank_location`,`Kill`) //kills thing that hells up the entire hatch building. necessary as hell. //^ this. does. not. work. EntFire(`trigger_flank_container_prereq1`,`Kill`) //kills thing that hells up the entire hatch building. necessary as hell. //^ this. better. work. dammit. EntFire(`intel3`,`setreturntime`,`99999`) EntFire(`intel2`,`setreturntime`,`99999`) EntFire(`intel`,`setreturntime`,`99999`) EntFire(`wave_start_relay`,`Trigger`) EntFire(`gate1_relay ontrigger addoutput enable gate0_bot_teleport`,`enable`,0,0,-1) EntFire(`wave_start_relay ontrigger addoutput disable gate0_bot_teleport`,`disable`,0,0,-1) EntFire(`gate2_relay ontrigger addoutput enable gate1_bot_teleport`,`enable`,0,0,-1) EntFire(`wave_start_relay ontrigger addoutput disable gate1_bot_teleport`,`disable`,0,0,-1) " } //bugger convention, i cba with resettable bombs. //other shit is because this map is hot dogshit and needs *me* to fucking fix it. Or it's the wave start relay lol //ent_fire gate2_relay ontrigger addoutput toggle gate1_bot_teleport,toggle,0,0,-1 WaveSpawn { Name 1ab WaitForAllSpawned 1a TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 1.5 Where spawnbot_c Squad { TFBot { Item "The B.A.S.E. Jumper" Item "The Warsworn Helmet" Template T_TFBot_Giant_Heavyweapons Tag bot_giant //Attributes "AlwaysCrit" } TFBot { Item "The B.A.S.E. Jumper" Item "The Warsworn Helmet" Template T_TFBot_Giant_Medic Tag bot_giant ClassIcon medic_pop } TFBot { //Item "The B.A.S.E. Jumper" Item "The Warsworn Helmet" Template T_TFBot_Soldier_Extended_Battalion } TFBot { //Item "The B.A.S.E. Jumper" Item "The Warsworn Helmet" Template T_TFBot_Soldier_Extended_Battalion } } } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2 Where spawnbot_c TFBot { Template T_TFBot_Sniper_Huntsman Attributes "AlwaysCrit" } } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 2 Where spawnbot_c TFBot { //Skill Easy //Template T_TFBot_Pyro //Attributes "AlwaysFireWeapon" Template T_TFGateBot_Heavyweapons_Shotgun } } //WaveSpawn //{ //Name 2a //WaitForAllDead 1ab //TotalCurrency 100 //TotalCount 36 //MaxActive 12 //SpawnCount 3 //WaitBeforeStarting 0 //WaitBetweenSpawns 3 //Where spawnbot_c //TFBot //{ // Template T_TFBot_Giant_Scout //} //} //WaveSpawn //{ /// Name 2a //WaitForAllDead 1ab //TotalCurrency 100 //TotalCount 3 //MaxActive 2 //SpawnCount 1 //WaitBeforeStarting 5 //WaitBetweenSpawns 12.5 //Where spawnbot_a //Where spawnbot_b //Where spawnbot_c //TFBot //{ //Template T_TFGateBot_Giant_Soldier_Spammer_Reload //Name "Giant Burst Fire Soldier" //Tag bot_giant //} //} WaveSpawn { Name 3 WaitForAllDead 1ab TotalCurrency 100 TotalCount 12 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_c TFBot { Template T_TFGateBot_Heavy_Normal } } WaveSpawn { Name 3 WaitForAllDead 1ab TotalCurrency 100 TotalCount 27 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3.5 Where spawnbot_c TFBot { Template T_TFBot_Demoman_Knight ItemAttributes { ItemName "The Chargin' Targe" "critboost on kill" 3 "charge recharge rate increased" 1.75 } } } WaveSpawn { Name 3 WaitForAllDead 1ab TotalCurrency 100 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 13.75 Where spawnbot_a Where spawnbot_b Where spawnbot_c RandomChoice { TFBot { Template T_TFGateBot_Giant_Soldier_RocketPush //_Crit Tag bot_giant } TFBot { //Attributes "AlwaysCrit" Template T_TFBot_Giant_Soldier_RocketPush Tag bot_giant } } } WaveSpawn { Name BossDuo WaitForAllDead 3 TotalCurrency 69 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_c Squad { TFBot { Template T_TFBot_Giant_KingBurst Tag bot_giant } TFBot { Template T_TFBot_Giant_General_Bomber Tag bot_giant } } } WaveSpawn { Name BossSupport WaitForAllSpawned BossDuo TotalCurrency 100 TotalCount 14 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 Support 1 Where spawnbot_a Where spawnbot_b Where spawnbot_c TFBot { Attributes "AlwaysCrit" Template T_TFBot_Scout_Melee ClassIcon scout_bat_nys } } WaveSpawn { Name BossSupport WaitForAllSpawned BossDuo TotalCurrency 100 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 Support 1 Where spawnbot_a Where spawnbot_b Where spawnbot_c TFBot { ClassIcon scout_fast Health 125 Name "Tiny Super Scout" Class Scout Skill Easy WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" CharacterAttributes { "move speed bonus" 1.5 } Item "the holy mackerel" Item "bonk boy" } } } }