//Mannstorm //by Remilia The MVM Medic Main and Addicted Gamer (what a nerd gamer) #base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 1600 RespawnWaveTime 6 FixedRespawnWaveTime Yes CanBotsAttackWhileInSpawnRoom no AddSentryBusterWhenDamageDealtExceeds 3000 AddSentryBusterWhenKillCountExceeds 20 Advanced 1 Templates { T_TFBot_Giant_Scout_Not_so_fast { Class Scout Name "Super Scout" ClassIcon scout_giant_fast Skill Easy Item "Bonk Boy" Item "The Holy Mackerel" Health 1200 WeaponRestrictions MeleeOnly Attributes MiniBoss CharacterAttributes { "move speed bonus" 1.1 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } T_TFBot_heal_on_hit_scout { Class Scout ClassIcon scout_healw Name "Heal-on-Hit Winger Scout" Item "The Winger" Skill Hard Scale 1.2 Health 325 WeaponRestrictions SecondaryOnly Item "The Cross-Comm Express" ItemAttributes { ItemName "The Winger" "heal on hit for rapidfire" 35 "faster reload rate" 1.7 "fire rate bonus" 0.5 } } T_TFBot_heal_on_hit_scout_elite { Class Scout ClassIcon scout_healw_elite Name "Elite Heal-on-Hit Winger Scout" Item "The Winger" Skill Hard Scale 1.4 Health 725 WeaponRestrictions SecondaryOnly Item "The Cross-Comm Express" ItemAttributes { ItemName "The Winger" "heal on hit for rapidfire" 95 "faster reload rate" 1.7 "fire rate bonus" 0.5 } } //Soldier T_TFBot_soldier_minor_crit { ClassIcon soldier_barrage Name "Private Crit" Health 900 Class Soldier Skill Expert Scale 1.5 WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.4 "faster reload rate" 0.8 "Projectile speed increased" 0.4 "Blast radius decreased" 0.8 "projectile spread angle penalty" 4 "clip size upgrade atomic" 3 } CharacterAttributes { "head scale" 0.8 "move speed bonus" 0.85 } } //Pyro T_TFBot_heal_on_hit_dragon { Class Pyro Name "Heal-on-Hit Dragon's Fury" Item "The Dragon's Fury" Health 175 Skill Normal WeaponRestrictions PrimaryOnly ClassIcon pyro_dragon_fury_heal_on_hit ItemAttributes { ItemName "Dragon's Fury" "heal on hit for slowfire" 100 "damage penalty" 0.33 "weapon burn dmg reduced" 0.75 //"fire rate bonus" 0.8 "mult_item_meter_charge_rate" 2 } } //Demoman //Heavy //Medic //Sniper T_TFBot_Bleed_on_hit_bow { ClassIcon sniper_huntsman_bleed WeaponRestrictions PrimaryOnly Health 125 Skill Normal Name "Bleed-on-hit bowman" Class Sniper Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "bleeding duration" 5 "damage bonus" 0.35 } } //Spy //Giant //Scout //Soldier T_TFBot_Giant_Soldier_RocketPush_addicted { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" ClassIcon soldier_libertylauncher_giant Attributes MiniBoss Attributes HoldFireUntilFullReload Name "Giant Blast Soldier" Health 3800 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" 0.35 } 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 } } T_TFBot_Giant_Soldier_SlowBarrage_over { Class Soldier Name "Colonel Barrage" ClassIcon soldier_barrage Health 4000 Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 } CharacterAttributes { "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "Projectile speed increased" 0.4 //"max health additive bonus" 3800 } } //T_TFBot_Giant_Soldier_Extended_Battalion_boss //{ // Class Soldier // Name "Battalion Blasting Commander" // ClassIcon soldier_backup_blast // Skill Expert // Scale 1.9 // Health 7000 // WeaponRestrictions PrimaryOnly // Attributes HoldFireUntilFullReload // Attributes MiniBoss // Attributes UseBossHealthBar // Attributes SpawnWithFullCharge // Item "The Battalion's Backup" // Item "Screamin' Eagle" // Item "concealedkiller_rocketlauncher_woodlandwarrior" // ItemAttributes // { // ItemName "concealedkiller_rocketlauncher_woodlandwarrior" // "blast radius increased" 1.3 // "damage causes airblast" 1 // } // CharacterAttributes // { // "move speed bonus" 0.5 // "damage force reduction" 0.4 // "airblast vulnerability multiplier" 0.4 // "override footstep sound set" 3 // "increase buff duration" 9.0 // } //} //Pyro T_TFBot_pyro_dragon_flamer_conch { Class Pyro ClassIcon pyro_dragon_flamer Name "Dragon Flamer" Item "The Dragon's Fury" Item "Fallen Angel" Item "The Concheror" Item "The Gothic Guise" Health 20000 Scale 1.9 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes UseBossHealthBar Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Dragon's Fury" "heal on kill" 500 } ItemAttributes { ItemName "The Concheror" "increase buff duration" 9.0 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } //Demoman //Heavy T_TFBot_Giant_Heavyweapons_Deflector_over { Class Heavyweapons Name "Giant Deflector Heavy" ClassIcon heavy_deflector Skill Expert Health 5000 Item "The U-clank-a" Item "Deflector" WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 // copied from base mighty heavy "attack projectiles" 1 // force ability to shoot down projectiles } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 //"max health additive bonus" 4700 } } T_TFBot_Heavyweapons_Heater_over { Class Heavyweapons ClassIcon heavy_heater_giant Skill Expert Health 5000 WeaponRestrictions PrimaryOnly Item "The Huo Long Heatmaker" Attributes MiniBoss ItemAttributes { ItemName "The Huo Long Heatmaker" "damage bonus" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 //"max health additive bonus" 4700 } } T_TFBot_Heavyweapons_Heater_buff { Class Heavyweapons Name "Heater Banner Comrade" ClassIcon heavy_heater_buff Skill Expert Health 25000 WeaponRestrictions PrimaryOnly Item "The Huo Long Heatmaker" Item "The Buff Banner" Attributes MiniBoss Attributes UseBossHealthBar Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Huo Long Heatmaker" "damage bonus" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "increase buff duration" 9.0 } } //Medic } Mission //buster 1 { Objective DestroySentries Where spawnbot CooldownTime 40 DesiredCount 1 BeginAtWave 1 RunForThisManyWaves 1 TFBot { Template T_TFBot_SentryBuster Tag bot_sentrybuster } } Mission //buster 2 { Objective DestroySentries Where spawnbot CooldownTime 35 DesiredCount 1 BeginAtWave 2 RunForThisManyWaves 1 TFBot { Template T_TFBot_SentryBuster Tag bot_sentrybuster } } Mission //buster 3-6 { Objective DestroySentries Where spawnbot CooldownTime 30 DesiredCount 1 BeginAtWave 3 RunForThisManyWaves 4 TFBot { Template T_TFBot_SentryBuster Tag bot_sentrybuster } } Mission //sniper 1 { Objective Sniper InitialCooldown 25 Where spawnbot_mission_sniper CooldownTime 45 DesiredCount 2 BeginAtWave 1 RunForThisManyWaves 1 TFBot { Class Sniper Skill Expert Name Sniper MaxVisionRange 4000 } } Mission //sniper 2 { Objective Sniper InitialCooldown 30 Where spawnbot_mission_sniper CooldownTime 35 DesiredCount 2 BeginAtWave 2 RunForThisManyWaves 1 TFBot { Class Sniper Skill Expert Name Sniper MaxVisionRange 4000 } } Mission //sniper 3 { Objective Sniper InitialCooldown 20 Where spawnbot_mission_sniper CooldownTime 30 DesiredCount 2 BeginAtWave 3 RunForThisManyWaves 1 TFBot { Class Sniper Skill Expert Name Sniper MaxVisionRange 4000 } } Mission //sniper 4-5 { Objective Sniper InitialCooldown 10 Where spawnbot_mission_sniper CooldownTime 28 DesiredCount 2 BeginAtWave 4 RunForThisManyWaves 2 TFBot { Class Sniper Skill Expert Name Sniper MaxVisionRange 4000 } } Mission //sniper 6 { Objective Sniper InitialCooldown 3 Where spawnbot_mission_sniper CooldownTime 26 DesiredCount 2 BeginAtWave 6 RunForThisManyWaves 1 TFBot { Class Sniper Skill Expert Name Sniper MaxVisionRange 4000 } } Mission //spy 2 { Objective Spy InitialCooldown 30 Where spawnbot_mission_spy BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 25 DesiredCount 2 TFBot { Class Spy Skill Normal Name Spy } } Mission //spy 4 { Objective Spy InitialCooldown 20 Where spawnbot_mission_spy BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 2 TFBot { Class Spy Skill Normal Name Spy } } Mission //spy 5-6 { Objective Spy InitialCooldown 12 Where spawnbot_mission_spy BeginAtWave 5 RunForThisManyWaves 2 CooldownTime 30 DesiredCount 2 TFBot { Class Spy Skill Expert Name Spy } } Wave //900 + 100 { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 1A1 TotalCurrency 48 TotalCount 8 Where spawnbot MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Scout_Bonk } } WaveSpawn { Name 1A2 TotalCurrency 52 TotalCount 28 Where spawnbot MaxActive 7 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } } WaveSpawn { Name 1B1 WaitForAllDead 1A2 TotalCurrency 60 TotalCount 10 Where spawnbot MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 3 TFBot { Template T_TFBot_Scout_Sandman_FastCharge } } WaveSpawn { Name 1B2 WaitForAllDead 1A2 TotalCurrency 100 TotalCount 4 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 7 TFBot { Template T_TFBot_heal_on_hit_scout } } WaveSpawn { Name 1B3 WaitForAllDead 1A2 TotalCurrency 100 TotalCount 20 Where spawnbot MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 TFBot { Template T_TFBot_Scout_melee Attributes AlwaysCrit } } WaveSpawn { Name 1B4 WaitForAllDead 1B2 TotalCurrency 140 TotalCount 3 Where spawnbot MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 7 TFBot { Template T_TFBot_heal_on_hit_scout } } WaveSpawn { Name 1C1 WaitForAllDead 1B2 TotalCurrency 34 TotalCount 1 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 TFBot { Template T_TFBot_soldier_minor_crit Scale 1.3 } } WaveSpawn { Name 1C2 WaitForAllDead 1C1 TotalCurrency 166 TotalCount 2 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name 1C3 WaitForAllDead 1B2 TotalCurrency 50 TotalCount 20 Where spawnbot MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 6 TFBot { Class Pyro Skill Normal } } WaveSpawn { Name 1C4 WaitForAllDead 1B2 TotalCurrency 50 TotalCount 10 Where spawnbot MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 6 TFBot { Class Demoman Skill Easy } } } Wave //1000 + 100 { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 2A1 TotalCurrency 75 TotalCount 3 Where spawnbot MaxActive 3 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 8 TFBot { Template T_TFBot_heal_on_hit_scout_elite } } WaveSpawn { Name 2A2 TotalCurrency 75 TotalCount 21 Where spawnbot MaxActive 7 SpawnCount 7 WaitBeforeStarting 0 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit } } WaveSpawn { Name 2B WaitForAllDead 2A1 TotalCurrency 200 TotalCount 1 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 15000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 2B2 WaitForAllDead 2A1 TotalCurrency 30 TotalCount 24 Where spawnbot MaxActive 6 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 7 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { Name 2B3 WaitForAllDead 2A1 TotalCurrency 70 TotalCount 6 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 17 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Demoman_Samurai } } WaveSpawn { Name 2C WaitForAllDead 2B TotalCurrency 100 TotalCount 2 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Giant_Heavyweapons } } WaveSpawn { Name 2CS WaitForAllDead 2B TotalCount 100 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 Support 1 TFBot { Template T_TFBot_Scout_Bonk } } WaveSpawn { Name 2DS WaitForAllDead 2C TotalCount 100 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Support 1 TFBot { Template T_TFBot_Bleed_on_hit_bow } } WaveSpawn { Name 2D WaitForAllDead 2C TotalCurrency 250 TotalCount 2 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 6 Squad { TFBot { Template T_TFBot_Heavyweapons_Heater_over } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name 2D2 WaitForAllDead 2C TotalCurrency 200 TotalCount 1 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 15000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } Wave // 700+100 { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 3A1 TotalCurrency 150 TotalCount 6 Where spawnbot MaxActive 2 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 45 TFBot { Template T_TFBot_Giant_Scout_Not_so_fast } } WaveSpawn { Name 3A2 TotalCurrency 50 TotalCount 16 Where spawnbot MaxActive 4 SpawnCount 4 WaitBeforeStarting 3 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Scout_Jumping_Sandman } } WaveSpawn { Name 3A3 TotalCurrency 60 TotalCount 8 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Soldier_Extended_Battalion } } WaveSpawn { Name 3B1 WaitForAllDead 3A3 TotalCurrency 24 TotalCount 16 Where spawnbot MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TFBot { Template T_TFBot_Scout_FAN } } WaveSpawn { Name 3B1 WaitForAllDead 3A3 TotalCurrency 16 TotalCount 14 Where spawnbot MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 TFBot { Template T_TFBot_Scout_FAN Attributes AlwaysCrit } } WaveSpawn { Name 3B2 WaitForAllDead 3A3 TotalCurrency 100 TotalCount 2 Where spawnbot MaxActive 2 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 20 TFBot { Template T_TFBot_Giant_Soldier_RocketPush_addicted } } WaveSpawn { Name 3B3 WaitForAllDead 3A3 TotalCurrency 50 TotalCount 24 Where spawnbot MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Scout_Scattergun_SlowFire } } //64 sec WaveSpawn { Name 3C1 WaitForAllDead 3B2 TotalCurrency 150 TotalCount 5 Where spawnbot MaxActive 5 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name 3C2 WaitForAllDead 3B2 TotalCurrency 20 TotalCount 12 Where spawnbot MaxActive 3 SpawnCount 3 WaitBeforeStarting 3 WaitBetweenSpawns 7 TFBot { Template T_TFBot_Heavyweapons_fist } } WaveSpawn { Name 3CS WaitForAllDead 3C1 TotalCurrency 0 TotalCount 12 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 7 Support 1 TFBot { Template T_TFBot_Scout_FAN } } WaveSpawn { Name 3CS WaitForAllDead 3C1 TotalCurrency 0 TotalCount 12 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 7 Support 1 TFBot { Class Soldier } } WaveSpawn { Name 3C3 WaitForAllDead 3C1 TotalCurrency 80 TotalCount 1 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 7 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish } } } Wave //900 + 100 { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 4A1 TotalCurrency 35 TotalCount 15 Where spawnbot MaxActive 5 SpawnCount 5 WaitBeforeStarting 2 WaitBetweenSpawns 4 TFBot { Template T_TFBot_heal_on_hit_dragon } } WaveSpawn { Name 4A2 TotalCurrency 65 TotalCount 21 Where spawnbot MaxActive 7 SpawnCount 7 WaitBeforeStarting 5 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { Name 4B1 WaitForAllDead 4A2 TotalCurrency 200 TotalCount 1 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 20000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 4B2 WaitForAllDead 4A2 TotalCurrency 50 TotalCount 3 Where spawnbot MaxActive 3 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage_over } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name 4B3 WaitForAllDead 4A2 TotalCurrency 50 TotalCount 10 Where spawnbot MaxActive 5 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Heavyweapons_Shotgun } } WaveSpawn //475 { Name 4C1 WaitForAllDead 4B2 TotalCurrency 75 TotalCount 24 Where spawnbot MaxActive 12 SpawnCount 6 WaitBeforeStarting 3 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit } } WaveSpawn { Name 4C2 WaitForAllDead 4B2 TotalCurrency 75 TotalCount 2 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 15 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name 4D1 WaitForAllDead 4C2 TotalCurrency 150 TotalCount 32 Where spawnbot MaxActive 8 SpawnCount 8 WaitBeforeStarting 4 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Demo_Burst Attributes AlwaysCrit } } WaveSpawn { Name 4D2 WaitForAllDead 4C2 TotalCurrency 25 TotalCount 12 Where spawnbot MaxActive 3 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } } WaveSpawn { Name 4D2 WaitForAllDead 4C2 TotalCurrency 150 TotalCount 2 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 14 WaitBetweenSpawns 4 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector_over } TFBot { Template T_TFBot_Giant_Medic_Regen } } } } Wave //1100 + 100 { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 5A1 TotalCurrency 600 TotalCount 1 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 50 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Heavyweapons_Heater_buff } } WaveSpawn { Name 5A1 TotalCurrency 500 TotalCount 1 Where spawnbot MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Template T_TFBot_pyro_dragon_flamer_conch } } } Wave //900 + 100 { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } //WaveSpawn //{ // Name 6A // TotalCurrency 20 // TotalCount 4 // Where spawnbot // MaxActive 2 // SpawnCount 2 // WaitBeforeStarting 0 // WaitBetweenSpawns 4 // Squad // { // TFBot // { // Template T_TFBot_soldier_minor_crit // } // TFBot // { // Template T_TFBot_Medic_QuickUber // } // } //} WaveSpawn { Name 6A TotalCurrency 20 TotalCount 12 Where spawnbot MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Class Soldier Skill Normal Attributes AlwaysCrit } } WaveSpawn { Name 6A TotalCurrency 20 TotalCount 12 Where spawnbot MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Class Demoman Skill Normal Attributes AlwaysCrit } } WaveSpawn { Name 6A TotalCurrency 20 TotalCount 8 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Class Heavy Skill Normal Attributes AlwaysCrit } } WaveSpawn { Name 6A TotalCurrency 20 TotalCount 8 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Soldier_Extended_Concheror } } WaveSpawn { Name 6B1 WaitForAllDead 6A TotalCount 2 TotalCurrency 100 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector_over } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name 6B2 TotalCurrency 100 WaitForAllDead 6A TotalCount 2 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name 6C WaitForAllDead 6B2 Where spawnbot TotalCurrency 20 TotalCount 12 MaxActive 3 SpawnCount 3 WaitBeforeStarting 2 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Sniper_Huntsman Attributes AlwaysCrit } } WaveSpawn { Name 6C WaitForAllDead 6B2 Where spawnbot TotalCurrency 20 TotalCount 12 MaxActive 3 SpawnCount 3 WaitBeforeStarting 2 WaitBetweenSpawns 4 TFBot { Class Pyro Skill Hard Attributes AlwaysCrit } } WaveSpawn { Name 6C WaitForAllDead 6B2 Where spawnbot TotalCurrency 20 TotalCount 12 MaxActive 3 SpawnCount 3 WaitBeforeStarting 2 WaitBetweenSpawns 4 TFBot { Class Scout Skill Hard Attributes AlwaysCrit } } WaveSpawn { Name 6C WaitForAllDead 6B2 Where spawnbot TotalCurrency 20 TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Soldier_Extended_Concheror } } WaveSpawn { Name 6D1 WaitForAllDead 6C TotalCount 2 TotalCurrency 100 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector_over } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name 6D2 TotalCurrency 100 WaitForAllDead 6C TotalCount 2 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name 6E WaitForAllDead 6B2 Where spawnbot TotalCurrency 20 TotalCount 12 MaxActive 3 SpawnCount 3 WaitBeforeStarting 2 WaitBetweenSpawns 4 TFBot { Class Soldier Skill Normal Attributes AlwaysCrit } } WaveSpawn { Name 6E WaitForAllDead 6B2 Where spawnbot TotalCurrency 20 TotalCount 12 MaxActive 3 SpawnCount 3 WaitBeforeStarting 2 WaitBetweenSpawns 4 TFBot { Class Demoman Attributes AlwaysCrit } } WaveSpawn { Name 6E WaitForAllDead 6B2 Where spawnbot TotalCurrency 20 TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 4 TFBot { Class Heavy Skill Hard Attributes AlwaysCrit } } WaveSpawn { Name 6E WaitForAllDead 6B2 Where spawnbot TotalCurrency 20 TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Soldier_Extended_Concheror } } WaveSpawn { Name 6F1 WaitForAllDead 6E TotalCount 2 TotalCurrency 100 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector_over } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name 6F2 TotalCurrency 100 WaitForAllDead 6E TotalCount 2 Where spawnbot MaxActive 2 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } TFBot { Template T_TFBot_Giant_Medic_Regen } } } } }