//mission by randomguy //isolation Expert #base robot_randomguy.pop WaveSchedule { CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 2 StartingCurrency 1200 /// set to 800 if too easy Advanced 1 AddSentryBusterWhenDamageDealtExceeds 4000 AddSentryBusterWhenKillCountExceeds 20 // EventPopFile Halloween Templates { Boss_1 { Class Pyro ClassIcon pyro_dragon_fury_swordstone_giant ///custom icon Name "Chief Afterburn Dragon Pyro" Health 60000 Skill Expert Item "The Dragon's Fury" Item "Ye Oiled Baker Boy" Tag bot_giant Attributes miniboss Attributes UseBossHealthBar ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "weapon burn dmg increased" 3 "weapon burn time increased" 3 "damage bonus" 2 } CharacterAttributes { "move speed bonus" 0.45 "damage force reduction" 0.0 "airblast vulnerability multiplier" 0.0 "airblast vertical vulnerability multiplier" 0.0 "override footstep sound set" 6 "rage giving scale" 0.1 } } } Mission { Objective Spy InitialCooldown 15 Where spawnbot BeginAtWave 0 RunForThisManyWaves 1 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 0 RunForThisManyWaves 1 InitialCooldown 25 CooldownTime 40 DesiredCount 1 TFBot { Template T_TFBot_Sniper } } Mission { Objective Spy Where Anywhere BeginAtWave 2 RunForThisManyWaves 6 InitialCooldown 5 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBuilding_Sentry } } //Mission //{ //Objective Spy //Where Anywhere //BeginAtWave 3 //RunForThisManyWaves 3 //InitialCooldown 5 //CooldownTime 30 //DesiredCount 1 //TFBot //{ // Template T_TFBuilding_Sentry //} //} Mission { Objective DestroySentries Where spawnbot InitialCooldown 30 CooldownTime 30 BeginAtWave 1 RunForThisManyWaves 10 TFBot { Template T_TFBot_SentryBuster } } //WAVE 1 //////////CURRENCY 900/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage0 Where spawnbot_house TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 125 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_RocketShotGun Attributes AlwaysCrit } } WaveSpawn { Name heavy_stage1 WaitForAllDead stage0 Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 25 RandomSpawn 1 TFBot { Class Heavy Skill Easy } } WaveSpawn { Name soldier_stage1 WaitForAllDead heavy_stage1 Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 25 RandomSpawn 1 TFBot { Class Soldier Skill Normal } } WaveSpawn { Name scout_stage1 WaitForAllDead soldier_stage1 Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 RandomSpawn 1 TFBot { Class Scout Skill Expert } } WaveSpawn { Name stage1 WaitForAllDead scout_stage1 Where spawnbot TotalCount 15 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 75 RandomSpawn 1 TFBot { Class Demoman Skill Normal } } WaveSpawn { Name stage1 WaitForAllDead stage0 Where spawnbot_house TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Pyro_Oil_Giant Attributes AlwaysCrit } } WaveSpawn { Name stage2_s WaitForAllDead stage1 Where spawnbot_house TotalCount 60 MaxActive 14 SpawnCount 10 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Scout_BONK } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 30 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_HeavyWeapons } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Crit } } } //WAVE 2 //////////CURRENCY 700/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Heavy_Deflector_HealOnKill_Randomguy_Fix } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic_Kritz_Giant_Randomguy } } } WaveSpawn { Name stage1 Where spawnbot_house TotalCount 32 MaxActive 16 SpawnCount 16 WaitBeforeStarting 1 WaitBetweenSpawns 30 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit } } WaveSpawn { Name stage2_s WaitForAllDead stage1 Where spawnbot_house TotalCount 20 MaxActive 14 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Sniper_Huntsman_Spammer_Randomguy_Fix Attributes AlwaysCrit } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Pistol Attributes AlwaysCrit } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 30 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_HeavyWeapons_Deflector } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 RandomSpawn 1 Tank { Health 35000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_b_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage3_s WaitForAllDead stage2 Where spawnbot_house TotalCount 12 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Heavyweapons_Deflector } TFBot { Template T_TFBot_Medic } TFBot { Class Soldier Skill Expert } TFBot { Template T_TFBot_Pyro_Oil Skill Expert } } } WaveSpawn { Name support WaitForAllDead stage3_s Where spawnbot_house TotalCount 25 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 50 RandomSpawn 1 Support 1 TFBot { Class Heavy Skill Normal } } } //WAVE 3 //////////CURRENCY 1000/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 150 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Heavy_Deflector_HealOnKill_Randomguy_Fix } TFBot { Template T_TFBot_Pyro_FlareGun Attributes AlwaysCrit } TFBot { Template T_TFBot_Soldier_Direct_Hit Attributes AlwaysCrit ClassIcon soldier_giant } TFBot { Template T_TFBot_Medic_Kritz_Giant_Randomguy } } } WaveSpawn { Name stage1 Where spawnbot_house TotalCount 40 MaxActive 8 SpawnCount 4 WaitBeforeStarting 1 WaitBetweenSpawns 6 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Demo_Burst } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Heavyweapons_BrassBeast } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 100 RandomSpawn 1 Tank { Health 30000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_b_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 50 MaxActive 15 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 150 RandomSpawn 1 TFBot { Template T_TFBot_Sniper_Huntsman Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "damage bonus" 1 } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot_house TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Heavyweapons_Deflector } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_Direct_Hit } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot_house TotalCount 6 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Pyro_DF_Giant Attributes AlwaysCrit } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot_house TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 100 RandomSpawn 1 Tank { Health 25000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_b_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } } //WAVE 4 //////////CURRENCY 900/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot_house TotalCount 12 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 200 RandomSpawn 1 Squad { ShouldPreserveSquad 1 FormationSize 100 TFBot { Template T_TFBot_Medic_Shield_Chad } TFBot { Template T_TFBot_Giant_Heavyweapons_BrassBeast } TFBot { Template T_TFBot_Medic Name "Shield Protector" } TFBot { Template T_TFBot_Soldier_Extended_Battalion } } } WaveSpawn { Name stage1 Where spawnbot TotalCount 40 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Pyro_Oil Skill Expert } } WaveSpawn { Name stage1 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 1 Tank { Health 10000 Speed 150 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_b_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_house TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Steelie Health 10000 Name "Brutal Gauntlet" Attributes AlwaysCrit Attributes AlwaysFireWeapon } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name stage2_s WaitForAllDead stage1 Where spawnbot TotalCount 40 MaxActive 14 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_Extended_Concheror } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 50 RandomSpawn 1 Tank { Health 15000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_b_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 50 RandomSpawn 1 Tank { Health 15000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tank_path_a_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name support WaitForAllDead stage2_s Where spawnbot_house TotalCount 25 MaxActive 15 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 8 RandomSpawn 1 Support 1 RandomChoice { TFBot { Template T_TFBot_Heavyweapons_Deflector Skill Easy } TFBot { Template T_TFBot_Heavyweapons_Deflector Skill Easy } TFBot { Template T_TFBot_Heavyweapons_Deflector Skill Expert MaxVisionRange 8000 } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Soldier_BurstFire } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 20 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Pyro_Oil_Giant Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic } } } } //WAVE 5 //////////CURRENCY 900/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name boss Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 300 RandomSpawn 1 TFBot { Template Boss_1 } } WaveSpawn { Name rush WaitForAllDead boss Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_FAN Attributes AlwaysCrit } } WaveSpawn { Name rush WaitForAllDead boss Where spawnbot TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 150 RandomSpawn 1 Tank { Health 5000 Speed 300 Name "tankboss" Skin 1 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_a_1" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage1 WaitForAllDead rush Where spawnbot_house TotalCount 45 MaxActive 15 SpawnCount 15 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Heavyweapons_Deflector } } WaveSpawn { Name stage1 WaitForAllDead rush Where spawnbot_house TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 250 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_HeavyWeapons } TFBot { Template T_TFBot_Soldier_Extended_Concheror } TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Giant_Medic } } } } //WAVE 6 //////////FINALBOSS/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name boss Where spawnbot_house TotalCount 12 MaxActive 12 SpawnCount 12 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 3600 RandomSpawn 1 Squad { TFBot { Class Heavy Name "Rocket Rain" Classicon soldier_barrage Attributes miniboss Attributes UseBossHealthBar Attributes AlwaysFireWeapon Item "Upgradeable TF_WEAPON_MINIGUN" Skill Expert Health 70000 CharacterAttributes { "move speed bonus" 0.3 "damage force reduction" 0.0 "airblast vulnerability multiplier" 0.0 "airblast vertical vulnerability multiplier" 0.0 "override footstep sound set" 2 "rage giving scale" 0.1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "override projectile type" 2 "damage bonus" 10 "fire rate bonus" 0.3 "projectile spread angle penalty" 20 "Projectile speed increased" 0.8 "ring of fire while aiming" 12 "is australium item" 1 // Australium description "item style override" 1 // Australium variant "turn to gold" 1 // Victims turn to gold } } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name boss Where spawnbot_house TotalCount 1000 MaxActive 15 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 0 RandomSpawn 1 Support 1 RandomChoice { TFBot { Template T_TFBot_Engineer_Sentry_Battle Health 600 Attributes AlwaysCrit } TFBot { Template T_TFBot_Scout_Milk } TFBot { Template T_TFBot_Scout_Milk } TFBot { Template T_TFBot_Scout_Milk } TFBot { Template T_TFBot_Sniper_Jarate } TFBot { Template T_TFBot_Sniper_Jarate } TFBot { Template T_TFBot_Sniper_Jarate } } } } }