// mvm_hoovydam Sink or Swim // Intermediate skill #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_D_I_L.pop WaveSchedule { StartingCurrency 400 CanBotsAttackWhileInSpawnRoom No RespawnWaveTime 6 Templates { T_TFGateBot_Giant_Demoman { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon demo_giant Health 3300 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" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } T_TFGateBot_Giant_Soldier_Spammer_Spread { Class Soldier Name "Giant Bazooka Soldier" ClassIcon soldier_bazooka_2_giant Health 4000 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 Beggar's Bazooka" Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.25 "fire rate bonus" 0.03 "clip size upgrade atomic" 2.0 "projectile spread angle penalty" 8.5 "Projectile speed increased" 0.5 "Blast radius increased" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "can overload" -1 "auto fires full clip" -1 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } 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 Beggar's Bazooka" Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.25 "fire rate bonus" 0.03 "clip size upgrade atomic" 2.0 "projectile spread angle penalty" 8.5 "Projectile speed increased" 0.5 "Blast radius increased" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "can overload" -1 "auto fires full clip" -1 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } } } Mission { Objective DestroySentries Where spawnbot_a Where spawnbot_b CooldownTime 30 TFBot { Template T_TFBot_SentryBuster Tag botcontrol_block Tag bot_sentrybuster } } Mission // Sniper - wave 3 { Objective Sniper InitialCooldown 15 Where spawnbot_a BeginAtWave 3 RunForThisManyWaves 2 CooldownTime 50 DesiredCount 1 TFBot { Class Sniper Skill Expert Name Sniper MaxVisionRange 4000 Tag bot_sniper } } Mission // Spy - wave 2 { Objective Spy InitialCooldown 25 Where spawnbot_b BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 25 DesiredCount 2 TFBot { Class Spy Skill Expert Name Spy } } Mission // Spy - wave 4 { Objective Spy InitialCooldown 35 Where spawnbot_b BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 2 TFBot { Class Spy Skill Expert Name Spy } } 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 } } 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 } } // Wave 1 (Gate B) ////////////////////////////////////////// ///////////////////////////////////////////////////////////// // 32 Scout Bats (125) // ---------------------- // 6 Soldiers (75) // 12 Soldier Shotguns (75) // ----------------------- // 10 Heavies (125) // 4 Repair Crossbow Medics (100) // ----------------------- // 1 Giant Pyro (40) // 1 Giant Flare Pyro (40) // 1 Giant Pyro (40) // Support MLS (80) ////////////////////////////////////////////////////////////// Wave { 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 // 32 Scout Bats (125) { Name "W1_A" Where spawnbot_a TotalCount 32 MaxActive 9 SpawnCount 8 WaitBetweenSpawns 2 WaitBeforeStarting 0 TotalCurrency 125 RandomChoice { TFBot { Template T_TFBot_Scout_Melee } TFBot { Template T_TFBot_Scout_Melee } TFBot { Template T_TFBot_Scout_Melee } TFBot { Class Scout Skill Normal } } } WaveSpawn // 6 Soldiers (75) { Name "W1_B" WaitForAllDead "W1_A" Where spawnbot_a TotalCount 6 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 4 WaitBeforeStarting 3 TotalCurrency 75 TFBot { Class Soldier Skill Normal } } WaveSpawn // 12 Soldier Shotguns (75) { Name "W1_B" WaitForAllDead "W1_A" Where spawnbot_b TotalCount 12 MaxActive 8 SpawnCount 2 WaitBetweenSpawns 4 WaitBeforeStarting 3 TotalCurrency 75 TFBot { Template T_TFBot_Soldier_Shotgun } } WaveSpawn // 10 Heavies (125) { Name "W1_C" WaitForAllDead "W1_B" Where spawnbot_a TotalCount 10 MaxActive 6 SpawnCount 1 WaitBetweenSpawns 2 WaitBeforeStarting 3 TotalCurrency 125 TFBot { Class Heavyweapons Skill Easy } } WaveSpawn // 4 Repair Crossbow Medics (100) { Name "W1_C" WaitForAllDead "W1_B" Where spawnbot_a TotalCount 4 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 4 WaitBeforeStarting 3 TotalCurrency 100 TFBot { Template T_TFBot_Medic_Crossbow } } WaveSpawn // 1 Giant Pyro (40) { Name "W1_D" WaitForAllDead "W1_C" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 4 WaitBeforeStarting 0 TotalCurrency 40 TFBot { Template T_TFBot_Giant_Pyro Tag botcontrol_block Attributes AlwaysFireWeapon } } WaveSpawn // 1 Giant Flare Pyro (40) { Name "W1_D" WaitForAllDead "W1_C" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 4 WaitBeforeStarting 15 TotalCurrency 40 TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer Tag botcontrol_block } } WaveSpawn // 1 Giant Pyro (40) { Name "W1_D" WaitForAllDead "W1_C" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 4 WaitBeforeStarting 30 TotalCurrency 40 TFBot { Template T_TFBot_Giant_Pyro Tag botcontrol_block Attributes AlwaysFireWeapon } } WaveSpawn // Support MLS (80) { Name "W1_Sup" WaitForAllDead "W1_C" Where spawnbot_b TotalCount 30 MaxActive 6 SpawnCount 3 WaitBetweenSpawns 7 WaitBeforeStarting 17 TotalCurrency 80 Support 1 TFBot { Template T_TFBot_Scout_Sandman } } } // Wave 2 (Gate B) ////////////////////////////////////////// // High Incidence of Spies ///////////////////////////////////////////////////////////// // 1 Giant SMG Sniper (75) // 6 Huntsmen Snipers (50) // 1 Extended Battalion Soldier (25) // ---------------------- // Tank (300) // 18 Charged Soldiers (150) ////////////////////////////////////////////////////////////// Wave { 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 // 1 Giant SMG Sniper (75) { Name "W2_A" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 75 TFBot { Template T_TFBot_Giant_Sniper_SMG } } WaveSpawn // 6 Huntsmen Snipers (50) { Name "W2_A" Where spawnbot_a TotalCount 6 MaxActive 6 SpawnCount 1 WaitBetweenSpawns 2 WaitBeforeStarting 8 TotalCurrency 75 TFBot { Template T_TFBot_Sniper_Huntsman Skill Normal } } WaveSpawn // 1 Extended Battalion Soldier (50) { Name "W2_A" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 2 WaitBeforeStarting 12 TotalCurrency 50 TFBot { Template T_TFBot_Soldier_Extended_Battalion Skill Hard } } WaveSpawn // Tank (300) { Name "W2_Tank" WaitForAllDead "W2_A" WaitBeforeStarting 0 TotalCount 1 TotalCurrency 350 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 18700 Speed 75 Name "TankBossA" StartingPathTrackNode "tank_path_d_10" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 18 Charged Soldiers (150) { Name "W2_B" WaitForAllDead "W2_A" Where spawnbot_a TotalCount 18 MaxActive 9 SpawnCount 3 WaitBetweenSpawns 8.5 WaitBeforeStarting 30 TotalCurrency 250 TFBot { Template T_TFBot_Normal_Soldier_Crit Tag botcontrol_block Skill Easy } } } // Wave 3 (Gate A) ////////////////////////////////////////// // Snipers ///////////////////////////////////////////////////////////// // 1 Giant Rapidfire Soldier Gatebot (75) // 2 Giant Soldier Gatebots (50) // -------------------------------- // 36 Demoknights (150) // 20 Pyro Gatebots (125) // ----------------------------- // 1 Giant Heavy with 2 Quickfixes (100) // 1 Giant Heavy with 2 quickfixes late (100) ////////////////////////////////////////////////////////////// Wave { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target wave_start_relayA Action Trigger } InitWaveOutput { Target initA Action Trigger } DoneOutput { Target pickfast Action PickRandomShuffle } WaveSpawn // 1 Giant Rapidfire Soldier Gatebot (75) { Name "W3_A" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 75 TFBot { Template T_TFGateBot_Giant_Soldier_Spammer } } WaveSpawn // 2 Giant Soldier Gatebots (50) { Name "W3_A" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 8 TotalCurrency 25 TFBot { Template T_TFGateBot_Giant_Soldier } } WaveSpawn // 2 Giant Soldier Gatebots (50) { Name "W3_A" Where spawnbot_b TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 8 TotalCurrency 25 TFBot { Template T_TFGateBot_Giant_Soldier } } WaveSpawn // 36 Demoknights (150) { Name "W3_B" WaitForAllDead "W3_A" Where spawnbot_a TotalCount 36 MaxActive 8 SpawnCount 6 WaitBetweenSpawns 4 WaitBeforeStarting 4 TotalCurrency 150 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn // 20 Pyro Gatebots (125) { Name "W3_B" WaitForAllDead "W3_A" Where spawnbot_b TotalCount 20 MaxActive 6 SpawnCount 4 WaitBetweenSpawns 3 WaitBeforeStarting 8 TotalCurrency 125 TFBot { Template T_TFGateBot_Pyro_Normal } } WaveSpawn // 1 Giant Heavy with 2 Quickfixes (100) { Name "W3_C" WaitForAllDead "W3_B" Where spawnbot_b TotalCount 3 MaxActive 3 SpawnCount 3 WaitBetweenSpawns 3 WaitBeforeStarting 1 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag botcontrol_block Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickFix Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickFix Tag bot_squad_member } } } WaveSpawn // 1 Giant Heavy with 2 Quickfixes (100) { Name "W3_C" WaitForAllDead "W3_B" Where spawnbot_a TotalCount 3 MaxActive 3 SpawnCount 3 WaitBetweenSpawns 3 WaitBeforeStarting 21 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag botcontrol_block Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickFix Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickFix Tag bot_squad_member } } } } // Wave 4 (Gate A) ////////////////////////////////////////// // Mixed small bots ///////////////////////////////////////////////////////////// // 45 mixed bots upper (200) // 45 mixed bots lower (200) // ---------------------------- // 30 mixed bots no gatebot upper (150) // 30 mixed bots no gatebot lower (150) ////////////////////////////////////////////////////////////// Wave //Wave04 - 800 credits - Starts at Main { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target wave_start_relayA Action Trigger } InitWaveOutput { Target initA Action Trigger } DoneOutput { Target pickfast Action PickRandomShuffle } WaveSpawn // 45 mixed bots upper (200) { Name "W4_A" Where spawnbot_a TotalCount 45 MaxActive 7 SpawnCount 5 WaitBetweenSpawns 2 WaitBeforeStarting 0 TotalCurrency 200 RandomChoice { TFBot { Class Scout Skill Normal } TFBot { Class Soldier Skill Normal } TFBot { Class Pyro Skill Easy } TFBot { Class Demoman Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Template T_TFBot_Medic_QuickFix } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Soldier_Shotgun Skill Hard } TFBot { Template T_TFBot_Medic_Crossbow } TFBot { Template T_TFBot_Demo_Burst Skill Normal } TFBot { Template T_TFGateBot_Scout_Normal } TFBot { Template T_TFGateBot_Soldier_Easy } TFBot { Template T_TFGateBot_Soldier_Extended_Concheror_Normal } TFBot { Template T_TFGateBot_Pyro_AlwaysFireWeapon } TFBot { Template T_TFGateBot_Demoman_Easy } TFBot { Template T_TFGateBot_Demo_Burst_Normal } TFBot { Template T_TFGateBot_Heavy_Easy } TFBot { Template T_TFGateBot_Soldier_Shotgun_Normal } TFBot { Template T_TFGateBot_Sniper_Huntsman } } } WaveSpawn // 45 mixed bots lower (200) { Name "W4_A" Where spawnbot_b TotalCount 45 MaxActive 7 SpawnCount 5 WaitBetweenSpawns 2 WaitBeforeStarting 0 TotalCurrency 200 RandomChoice { TFBot { Class Scout Skill Normal } TFBot { Class Soldier Skill Normal } TFBot { Class Pyro Skill Easy } TFBot { Class Demoman Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Template T_TFBot_Medic_QuickFix } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Soldier_Shotgun Skill Hard } TFBot { Template T_TFBot_Medic_Crossbow } TFBot { Template T_TFBot_Demo_Burst Skill Normal } TFBot { Template T_TFGateBot_Scout_Normal } TFBot { Template T_TFGateBot_Soldier_Easy } TFBot { Template T_TFGateBot_Soldier_Extended_Concheror_Normal } TFBot { Template T_TFGateBot_Pyro_AlwaysFireWeapon } TFBot { Template T_TFGateBot_Demoman_Easy } TFBot { Template T_TFGateBot_Demo_Burst_Normal } TFBot { Template T_TFGateBot_Heavy_Easy } TFBot { Template T_TFGateBot_Soldier_Shotgun_Normal } TFBot { Template T_TFGateBot_Sniper_Huntsman } } } WaveSpawn // 30 mixed bots no gatebot upper (150) { Name "W4_B" WaitForAllDead "W4_A" Where spawnbot_a TotalCount 30 MaxActive 9 SpawnCount 7 WaitBetweenSpawns 2 WaitBeforeStarting 0 TotalCurrency 150 RandomChoice { TFBot { Class Scout Skill Normal } TFBot { Class Soldier Skill Normal } TFBot { Class Pyro Skill Easy } TFBot { Class Demoman Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Template T_TFBot_Medic_QuickFix } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Soldier_Shotgun Skill Hard } TFBot { Template T_TFBot_Medic_Crossbow } TFBot { Template T_TFBot_Demo_Burst Skill Normal } } } WaveSpawn // 30 mixed bots no gatebot upper (150) { Name "W4_B" WaitForAllDead "W4_A" Where spawnbot_b TotalCount 30 MaxActive 9 SpawnCount 7 WaitBetweenSpawns 2 WaitBeforeStarting 0 TotalCurrency 150 RandomChoice { TFBot { Class Scout Skill Normal } TFBot { Class Soldier Skill Normal } TFBot { Class Pyro Skill Easy } TFBot { Class Demoman Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Template T_TFBot_Medic_QuickFix } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Soldier_Shotgun Skill Hard } TFBot { Template T_TFBot_Medic_Crossbow } TFBot { Template T_TFBot_Demo_Burst Skill Normal } } } } // Wave 5 /////////////////////////////////////////////////// ///////////////////////////////////////////////////////////// // 1 Giant Rapidfire Demoman Gatebot with an uberfix medic (100) // 8 Burstfire demo gatebots (50) // ------------------------------------ // 2 Giant Rapid Fire demoman Gatebot (100) // 30 Soldier Shotguns (100) // 30 Soldier Shotgun Gatebots (100) // 10 Airdrop soldiers (50) // -------------------------------- // 1 Giant Rapidfire demoman (50) // 1 Giant Charged Soldier Airdrop (50) // 3 Shotgun Soldier Slow with an Uberfix medic (100) ////////////////////////////////////////////////////////////// Wave { 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 // 1 Giant Rapidfire Demoman Gatebot with an uberfix medic (100) { Name "W5_A" Where spawnbot_a TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 3 WaitBeforeStarting 0 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Demoman } TFBot { Template T_TFBot_Medic_QuickFix_RapidUber Tag botcontrol_block Tag bot_squad_member } } } WaveSpawn // 2 Giant Rapid Fire demoman Gatebot (100) { Name "W5_A" Where spawnbot_b TotalCount 8 MaxActive 8 SpawnCount 2 WaitBetweenSpawns 3 WaitBeforeStarting 0 TotalCurrency 100 TFBot { Template T_TFGateBot_Demo_Burst_Normal } } WaveSpawn // 2 Giant Rapid Fire demoman Gatebot (100) { Name "W5_B" WaitForAllDead "W5_A" Where spawnbot_a TotalCount 2 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Demoman } } WaveSpawn // 30 Soldier Shotguns (100) { Name "W5_B" WaitForAllDead "W5_A" Where spawnbot_a TotalCount 30 MaxActive 7 SpawnCount 6 WaitBetweenSpawns 5 WaitBeforeStarting 2 TotalCurrency 100 TFBot { Template T_TFBot_Soldier_Shotgun } } WaveSpawn // 30 Soldier Shotgun Gatebots (100) { Name "W5_B" WaitForAllDead "W5_A" Where spawnbot_b TotalCount 30 MaxActive 7 SpawnCount 6 WaitBetweenSpawns 5 WaitBeforeStarting 3 TotalCurrency 100 TFBot { Template T_TFGateBot_Soldier_Shotgun_Normal } } WaveSpawn // 10 Airdrop soldiers (50) { Name "W5_B" WaitForAllDead "W5_A" Where spawnbot_c TotalCount 10 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 3 WaitBeforeStarting 10 TotalCurrency 50 TFBot { Class Soldier Item "The B.A.S.E. Jumper" MaxVisionRange 3500 Skill Hard } } WaveSpawn // 1 Giant Rapidfire demoman (50) { Name "W5_C" WaitForAllDead "W5_B" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Demoman Tag bot_giant } } WaveSpawn // 1 Giant Charged Soldier Airdrop (50) { Name "W5_C" WaitForAllDead "W5_B" Where spawnbot_c TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Soldier_Crit Tag bot_giant MaxVisionRange 3500 Item "The B.A.S.E. Jumper" } } WaveSpawn // 3 Shotgun Soldier Slow with an Uberfix medic (100) { Name "W5_C" WaitForAllDead "W5_B" Where spawnbot_c TotalCount 6 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 6 WaitBeforeStarting 10 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Soldier_Shotgun_Slow Tag bot_giant ClassIcon Heavy_Shotgun } TFBot { Template T_TFBot_Medic_QuickFix_RapidUber Tag bot_squad_member } } } } // Wave 6 /////////////////////////////////////////////////// ///////////////////////////////////////////////////////////// // 1 Tank (100) // 1 Giant Unload Bazooka Soldier Airdrop (100) // ----------------------------------------- // Giant Deflector Heavy Gatebot with An uber medic (100) // 60 Blackbox Soldiers (100) // 3 Giant Bazooka Soldier Gatebot (150) // ------------------------------------- // 30 Huntsmen Gatebots (100) // 3 Crit Huntsmen Spammers (100) // 2 Giant Bazooka Soldiers Airdrop (100) // Colonel Barrage Airdrop (50) ////////////////////////////////////////////////////////////// Wave { 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 // 1 Tank (100) { Name "W6_A" WaitBeforeStarting 0 TotalCount 1 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 37000 Speed 75 Name "TankBossA" StartingPathTrackNode "tank_path_a_10" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 1 Giant Unload Bazooka Soldier Airdrop (100) { Name "W6_A" Where spawnbot_c TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Unload_Spread_Homing MaxVisionRange 3500 Item "The B.A.S.E. Jumper" } } WaveSpawn // Giant Deflector Heavy Gatebot with An uber medic (100) { Name "W6_B" WaitForAllDead "W6_A" Where spawnbot_a TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } } } WaveSpawn // 60 Blackbox Soldiers (100) { Name "W6_B" WaitForAllDead "W6_A" Where spawnbot_b TotalCount 60 MaxActive 12 SpawnCount 10 WaitBetweenSpawns 10 WaitBeforeStarting 15 TotalCurrency 100 TFBot { Template T_TFBot_Soldier_RocketShotgun } } WaveSpawn // 3 Giant Bazooka Soldier Gatebot (150) { Name "W6_B" WaitForAllDead "W6_A" Where spawnbot_b TotalCount 3 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 20 WaitBeforeStarting 25 TotalCurrency 150 TFBot { Template T_TFGateBot_Giant_Soldier_Spammer_Spread } } WaveSpawn // 30 Huntsmen Gatebots (100) { Name "W6_C" WaitForAllDead "W6_B" Where spawnbot_b TotalCount 30 MaxActive 10 SpawnCount 8 WaitBetweenSpawns 7 WaitBeforeStarting 0 TotalCurrency 100 TFBot { Template T_TFGateBot_Sniper_Huntsman } } WaveSpawn // 3 Crit Huntsmen Spammers (100) { Name "W6_C" WaitForAllDead "W6_B" Where spawnbot_b TotalCount 3 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 17 WaitBeforeStarting 0 TotalCurrency 100 TFBot { Template T_TFBot_Sniper_Huntsman_Spammer Tag bot_giant Attributes AlwaysCrit ClassIcon sniper_bow_crit Skill Normal } } WaveSpawn // 2 Giant Bazooka Soldiers Airdrop (100) { Name "W6_C" WaitForAllDead "W6_B" Where spawnbot_c TotalCount 2 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 15 WaitBeforeStarting 15 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Spread Tag bot_giant MaxVisionRange 3500 Item "The B.A.S.E. Jumper" } } WaveSpawn // Colonel Barrage Airdrop (50) { Name "W6_C" WaitForAllDead "W6_B" Where spawnbot_c TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 50 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Tag bot_giant MaxVisionRange 3500 Item "The B.A.S.E. Jumper" } } } // Wave F /////////////////////////////////////////////////// ///////////////////////////////////////////////////////////// // 1 Super Scout (25) // 1 Chief Blast Gatebot (125) // Tank Main (150) // Tank A (100) // Tank B (100) // ------------------------ // 4 Giant Pyro Gatebots (100) // 6 Giant Pyros (100) // -------------------------- // 1 Giant Guillotine Scout (20) // 1 Giant Bazooka Soldier Crit (25) // 1 Giant Pyro Powerjack (20) // 1 Giant Unload Demoman (25) // 1 Giant Shotgun Heavy (25) // 1 Giant Crossbow Medic (25) // 1 Giant Sniper SMG (20) // Support Advanced Soldier Airdrops (90) ////////////////////////////////////////////////////////////// Wave { 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 // 1 Super Scout (25) { Name "WF_A" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant } } WaveSpawn // 1 Chief Blast Gatebot (125) { Name "WF_A" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 10 WaitBeforeStarting 5 TotalCurrency 100 TFBot { Template T_TFGateBot_Chief_Soldier_Extended_Concheror Health 30000 } } WaveSpawn // 1 Tank (100) { Name "WF_A" WaitBeforeStarting 0 TotalCount 1 TotalCurrency 250 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 33000 Speed 75 Skin 1 Name "TankBossA" StartingPathTrackNode "tank_path_a_10" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 1 Tank (100) { Name "WF_A" WaitBeforeStarting 0 TotalCount 1 TotalCurrency 150 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 26000 Speed 75 Skin 1 Name "TankBossA" StartingPathTrackNode "tank_path_b_10" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 1 Tank (100) { Name "WF_A" WaitBeforeStarting 0 TotalCount 1 TotalCurrency 150 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 20000 Speed 75 Skin 1 Name "TankBossA" StartingPathTrackNode "tank_path_d_10" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 4 Giant Pyro Gatebots (100) { Name "WF_B" WaitForAllDead "WF_A" Where spawnbot_b TotalCount 4 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 5 WaitBeforeStarting 8 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Pyro_AlwaysFire } } WaveSpawn // 6 Giant Pyros (100) { Name "WF_B" WaitForAllDead "WF_A" Where spawnbot_b TotalCount 6 MaxActive 6 SpawnCount 1 WaitBetweenSpawns 5 WaitBeforeStarting 33 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Pyro Tag bot_giant } } WaveSpawn // 1 Giant Guillotine Scout (20) { Name "WF_C" WaitForAllDead "WF_B" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 5 WaitBeforeStarting 8 TotalCurrency 20 TFBot { Template T_TFBot_Giant_Scout_Guillotine Tag bot_giant } } WaveSpawn // 1 Giant Bazooka Soldier Crit (25) { Name "WF_C" WaitForAllDead "WF_B" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 4 WaitBeforeStarting 12 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Spread Tag bot_giant Attributes AlwaysCrit } } WaveSpawn // 1 Giant Pyro Powerjack (20) { Name "WF_C" WaitForAllDead "WF_B" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 4 WaitBeforeStarting 16 TotalCurrency 20 TFBot { Template T_TFBot_Giant_Pyro_Powerjack Tag bot_giant } } WaveSpawn // 1 Giant Unload Demoman (25) { Name "WF_C" WaitForAllDead "WF_B" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 4 WaitBeforeStarting 20 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Demoman_Loads_Of_Bombs Tag bot_giant } } WaveSpawn // 1 Giant Deflector Heavy (25) { Name "WF_C" WaitForAllDead "WF_B" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 4 WaitBeforeStarting 24 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Tag bot_giant } } WaveSpawn // 1 Giant Medic Crossbow (25) { Name "WF_C" WaitForAllDead "WF_B" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 4 WaitBeforeStarting 28 TotalCurrency 25 TFBot { Template T_TFBot_Giant_Medic_Crossbow Tag bot_giant } } WaveSpawn // 1 Giant Sniper SMG (20) { Name "WF_C" WaitForAllDead "WF_B" Where spawnbot_a TotalCount 1 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 4 WaitBeforeStarting 34 TotalCurrency 20 TFBot { Template T_TFBot_Giant_Sniper_SMG Tag bot_giant } } WaveSpawn // Support Advanced Soldier Airdrops (90) { Name "WF_C" WaitForAllDead "WF_B" Where spawnbot_c TotalCount 10 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 10 WaitBeforeStarting 15 TotalCurrency 90 Support 1 TFBot { Template T_TFBot_Soldier_Advanced MaxVisionRange 3500 Item "The B.A.S.E. Jumper" } } } }