// tank health starts at 35000 due to longer tank path #base robot_giant.pop #base robot_standard.pop #base ma_redux_strong_upgrade_override.pop WaveSchedule { StartingCurrency 3200 RespawnWaveTime 4 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes MaxRedPlayers 10 RobotLimit 28 TextPrintTime 0 WaveStartCountdown 7 pointtemplates { PremiumKill { NoFixup 1 logic_auto { "origin" "0 0 0" "targetname" "mainrelay" "OnMapSpawn" "upgrade_button_*,kill,,0,-1" //"OnMapSpawn" "rn_job,kill,,0,-1" "OnMapSpawn" "rp_bonus_bomb*,kill,,0,-1" //Would need to completely replace heavy text to change color. } } //fog_one starts at 650 starting, 2800 ending Comma { NoFixup 1 trigger_multiple { "origin" "-3468 -286 175" "targetname" "comma_area" "mins" "-150 -150 -150" "maxs" "150 150 150" "spawnflags" "1" "onstarttouch" "comma_text,display,, 0, -1" "onstarttouch" "comma_music,PlaySound,,0.5,-1" "onstarttouch" "comma_music,StopSound,,17,-1" } NoFixup 1 game_text { "origin" "1984 1984 1984" "targetname" "comma_text" "message" "YOU'RE COMMA" "x" "-1" "y" "0.5" "spawnflags" "0" "effect" "0" "channel" "2" "color" "255 255 255" "fxtime" "0.2" "fadeout" "0.5" "fadein" "2.2" "holdtime" "14.8" } NoFixUp 1 ambient_generic { "targetname" "comma_music" "message" "#music/radio1.mp3" "health" "10" "pitch" "100" "spawnflags" "17" } } } Templates { T_TFBot_Medic_Crossbow //Make them always fire if in a mixed group of classes in vanilla mvm { Class Medic Name "Crossbow Medic" ClassIcon medic_crossbow WeaponRestrictions PrimaryOnly Item "The Crusader's Crossbow" Item "Berliner's Bucket Helm" } T_TFBot_Large_Demoman_Spammer { Class Demoman Name "Large Rapidfire Demoman" ClassIcon demo_infinite Health 650 Scale 1.4 WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -1 "fire rate bonus" 0.9 } CharacterAttributes { "health regen" 1 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "head scale" 0.7 } } T_TFBot_Giant_Medic_Crossbow_Spammer //Make them always fire if in a mixed group of classes in vanilla mvm { Class Medic Name "Giant RapidfireCrossbow Medic" ClassIcon medic_crossbow_giant WeaponRestrictions PrimaryOnly Skill Expert Health 4500 Attributes Miniboss Item "The Crusader's Crossbow" Item "Berliner's Bucket Helm" ItemAttributes { ItemName "The Crusader's Crossbow" "reload time decreased" 0.25 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } } SpawnTemplate PremiumKill SpawnTemplate Comma //WAVE 1 //Currency 600 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target rl_start Action trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //WAVE 01a: 48 total, 6 active, scout { Where rb_1 TotalCount 45 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 1000 RandomChoice { Shuffle 1 TFBot { Class Soldier Skill Normal Name "Direct Hit Soldier" Item "The Direct Hit" ClassIcon soldier_directhit_lite } TFBot { Template T_TFBot_Soldier_Rocketshotgun } TFBot { Template T_TFBot_Medic_Crossbow Skill Normal Action Mobber } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Pyro_Flaregun } TFBot { Class Scout WeaponRestrictions SecondaryOnly AimTrackingInterval 0.65 ClassIcon scout_pistol_nys } TFBot { Class Demoman } } } WaveSpawn //WAVE 01a: 48 total, 6 active, scout { Where rb_2 TotalCount 45 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 1000 RandomChoice { Shuffle 1 TFBot { Class Soldier Skill Normal Name "Direct Hit Soldier" Item "The Direct Hit" ClassIcon soldier_directhit_lite } TFBot { Template T_TFBot_Soldier_Rocketshotgun } TFBot { Template T_TFBot_Medic_Crossbow Skill Normal Action Mobber } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Pyro_Flaregun } TFBot { Class Scout WeaponRestrictions SecondaryOnly AimTrackingInterval 0.65 ClassIcon scout_pistol_nys } TFBot { Class Demoman } } } WaveSpawn //WAVE 01a: 48 total, 6 active, scout { Where rb_3 TotalCount 60 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 1000 RandomChoice { Shuffle 1 TFBot { Class Soldier Skill Normal Name "Direct Hit Soldier" Item "The Direct Hit" ClassIcon soldier_directhit_lite } TFBot { Template T_TFBot_Soldier_Rocketshotgun } TFBot { Template T_TFBot_Medic_Crossbow Skill Normal Action Mobber } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Pyro_Flaregun } TFBot { Class Scout WeaponRestrictions SecondaryOnly AimTrackingInterval 0.65 ClassIcon scout_pistol_nys } TFBot { Class Demoman } } } WaveSpawn //WAVE 01a: 48 total, 6 active, scout { Where rb_4 TotalCount 60 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 1000 RandomChoice { Shuffle 1 TFBot { Class Soldier Skill Normal Name "Direct Hit Soldier" Item "The Direct Hit" ClassIcon soldier_directhit_lite } TFBot { Template T_TFBot_Soldier_Rocketshotgun } TFBot { Template T_TFBot_Medic_Crossbow Skill Normal Action Mobber } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Pyro_Flaregun } TFBot { Class Scout WeaponRestrictions SecondaryOnly AimTrackingInterval 0.65 ClassIcon scout_pistol_nys } TFBot { Class Demoman } } } WaveSpawn //WAVE 01a: 48 total, 6 active, scout { Where rb_5 TotalCount 15 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 200 TFBot { Template T_TFBot_Large_Demoman_Spammer Skill Normal } } WaveSpawn //WAVE 01a: 48 total, 6 active, scout { Where rb_6_l TotalCount 6 MaxActive 6 SpawnCount 6 WaitBetweenSpawns 1 WaitBeforeStarting 0 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_Bigheal } TFBot { Template T_TFBot_Medic_Bigheal } TFBot { Template T_TFBot_Medic_Bigheal } TFBot { Template T_TFBot_Medic_Bigheal } TFBot { Template T_TFBot_Medic_Bigheal } } } WaveSpawn //WAVE 01a: 48 total, 6 active, scout { Where rb_6_r TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 1 WaitBeforeStarting 0 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Medic_Crossbow_spammer Action Mobber } } WaveSpawn //WAVE 01a: 48 total, 6 active, scout { Where rb_7 TotalCount 60 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 1000 RandomChoice { Shuffle 1 TFBot { Class Soldier Skill Normal Name "Direct Hit Soldier" Item "The Direct Hit" ClassIcon soldier_directhit_lite } TFBot { Template T_TFBot_Soldier_Rocketshotgun } TFBot { Template T_TFBot_Medic_Crossbow Skill Normal Action Mobber } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Pyro_Flaregun } TFBot { Class Scout WeaponRestrictions SecondaryOnly AimTrackingInterval 0.65 ClassIcon scout_pistol_nys } TFBot { Class Demoman } } } WaveSpawn //WAVE 01a: 48 total, 6 active, scout { Where rb_0_a TotalCount 100 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 2000 RandomChoice { Shuffle 1 TFBot { Class Soldier Skill Normal Name "Direct Hit Soldier" Item "The Direct Hit" ClassIcon soldier_directhit_lite } TFBot { Template T_TFBot_Soldier_Rocketshotgun } TFBot { Template T_TFBot_Medic_Crossbow Skill Normal Action Mobber } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Pyro_Flaregun } TFBot { Class Scout WeaponRestrictions SecondaryOnly AimTrackingInterval 0.65 ClassIcon scout_pistol_nys } TFBot { Class Demoman } } } WaveSpawn //WAVE 01a: 48 total, 6 active, scout { Where rb_0 TotalCount 100 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 0 TFBot { Class Scout Skill Easy Health 1000000 } } } }