#base robot_giant.pop #base robot_standard.pop //#base robot_gatebot.pop #base mvm_extra.pop WaveSchedule { StartingCurrency 600 RespawnWaveTime 8 CanBotsAttackWhileInSpawnRoom no Templates { T_Heavy_Fire { Name "Fire Heavy" ClassIcon "heavy_heater" Class HeavyWeapons Skill Normal ItemAttributes { ItemName tf_weapon_minigun "override projectile type" 6 // Fires flares "damage penalty" .7 // sets the damage to 80% (-20%) "projectile gravity" 1 "mult projectile scale" .5 "no random critical hits" 1 "fire rate penalty" 3 "custom item model" "models/workshop/weapons/c_models/c_blackbox/c_blackbox.mdl" "hand scale" 1.8 //"no self blast dmg" 2 // Bots other than soldier dont avoid self damage //"centerfire projectile" 1 } } Scout_Gang { ClassIcon scout Class Scout Skill Normal WeaponRestrictions MeleeOnly //Action PushToCapturePoint //Attributes IgnoreFlag //BehaviorModifiers Mobber //Item "the well-rounded rifleman" CharacterAttributes { "move speed bonus" 0.9 } } } Mission { Objective Sniper Where spawnbot_mission_sniper //Where spawnbot_mission_sniper_2 BeginAtWave 1 RunForThisManyWaves 3 InitialCooldown 50 CooldownTime 50 DesiredCount 3 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper //Attributes "TeleportToHint" Item "the razorback" Item "the bat outta hell" ItemAttributes { "fire rate penalty" 1.5 "cannot headshot" 1 "set item tint rgb" 255000000 } } } Mission // Spy { Objective Spy Where spawnbot_mission_spy BeginAtWave 2 RunForThisManyWaves 3 InitialCooldown 45 CooldownTime 45 DesiredCount 3 TFBot { Class Spy Skill Expert ItemAttributes { "fire rate penalty" 1.5 "cannot headshot" 1 "set item tint rgb" 255000000 } } } Mission // Engineer { Objective Engineer InitialCooldown 10 Where spawnbot BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 2 TFBot { Class Engineer Skill Expert Name "Engineer Test" Health 300 TeleportWhere spawnbot ItemAttributes { ItemName "tf_weapon_wrench" "build small sentries" 1 } } } Mission { Objective Engineer InitialCooldown 40 Where spawnbot BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 40 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter ExtAttr BuildDispenserAsSentryGun //Builds dispenser instead of sentry gun CharacterAttributes { "engy dispenser radius increased" 80 } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // Spawn A { TotalCurrency 200 TotalCount 20 SpawnCount 8 MaxActive 16 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot TFBot { //FormationSize 60 Template Scout_Gang } } WaveSpawn { TotalCurrency 200 TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { ClassIcon soldier_equalizer Name "Rushing Equalizer Soldier" Scale 1 Class Soldier Skill Hard Item "The Equalizer" WeaponRestrictions MeleeOnly Item "the doe-boy" CharacterAttributes { "move speed bonus" 1.2 } } TFBot { ClassIcon medic Health 150 Name Medic Class Medic Skill Normal WeaponRestrictions SecondaryOnly CharacterAttributes { "move speed bonus" 1.2 } ItemAttributes { ItemName "tf_weapon_medigun" } } } } } Wave // First Tank Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name tank_a1 TotalCurrency 400 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Tank { Health 5000 Name "tankboss" Speed 50 StartingPathTrackNode "tank_path_a_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 200 TotalCount 16 MaxActive 4 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_Heavy_Fire } } } Wave //Third wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 500 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot TFBot // BOSS { Name "Golden Demoknight" Class Demoman ClassIcon "demoknight_gold_giant" Skill Expert Attributes MiniBoss Attributes UseBossHealthBar WeaponRestrictions MeleeOnly Health 20000 Item "The Eyelander" Item "The Chargin' Targe" Item "Ali Baba's Wee Booties" VoiceCommand //Periodacally uses voice commands { Delay 20 //Time before the first voice command starts (Default: 10) Cooldown 60 //Time between each voice command (Default: 10) Repeats 0 //How many times should bot use the voice command in total (Default: 0 - Infinite) Type "Positive" } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 40 //Time before the first bot attribute change (Default: 10) Cooldown 40 //Time between each bot attribute change (Default: 10) Repeats 0 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Name "Attr02" // Name of the bot attributes listed in EventChangeAttributes } EventChangeAttributes //Most TFBot custom attributes can apply here, with exception of: // ForceRomeVision, SuppressTimedFetchFlag, SpawnTemplate, DropWeapon { Attr01 { CharacterAttributes { "move speed bonus" 0.3 } } Attr02 { VoiceCommand //Periodacally uses voice commands { Delay 0 //Time before the first voice command starts (Default: 10) Cooldown 0 //Time between each voice command (Default: 10) Repeats 1 //How many times should bot use the voice command in total (Default: 0 - Infinite) Type "Incoming" } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 3 //Time before the first bot attribute change (Default: 10) Cooldown 0 //Time between each bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) Name "Attr01" // Name of the bot attributes listed in EventChangeAttributes } CharacterAttributes { "move speed bonus" 1.5 } } } CharacterAttributes { "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "move speed bonus" 0.3 } ItemAttributes { ItemName "The Eyelander" "is australium item" 1 // Australium description "item style override" 1 // Australium variant "turn to gold" 1 // Victims turn to gold "damage bonus" 2 } } } WaveSpawn { TotalCurrency 200 TotalCount 6 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_Heavy_Fire } } WaveSpawn { TotalCurrency 100 TotalCount 20 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot TFBot { //FormationSize 60 Template Scout_Gang } } } }