#base robot_giant.pop
#base robot_standard.pop
#base robot_gatebot.pop
#base robot_standard_red.pop
#base robot_giant_red.pop
population
{
	StartingCurrency	1250
	RespawnWaveTime	6
	CanBotsAttackWhileInSpawnRoom	no
	AddSentryBusterWhenDamageDealtExceeds	3000
	AddSentryBusterWhenKillCountExceeds	12
	
	ForceHoliday 2
	EventPopfile	Halloween
	
	PrecacheModel "models/watermine/drill_tank.mdl"
	PrecacheModel "models/watermine/drill_tank_damage1.mdl"
	PrecacheModel "models/watermine/drill_tank_damage2.mdl"
	PrecacheModel "models/watermine/drill_tank_damage3.mdl"
	
	Mission
	{
		Objective	DestroySentries
		Where	spawnbot
		BeginAtWave	1
		RunForThisManyWaves	1
		InitialCooldown	30
		CooldownTime	45
		DesiredCount	1
		TFBot
		{
			Template	T_TFBot_SentryBuster
		}
	}
	Mission
	{
		Objective	Engineer
		Where	spawnbot
		BeginAtWave	1
		RunForThisManyWaves	1
		InitialCooldown	25
		CooldownTime	25
		DesiredCount	1
		TFBot
		{
			Class Engineer
			Name Engineer
			Skill Expert
			TeleportWhere spawnbot
			Health 275
			Tag	common
		}
	}
	Templates
	{
		Igniter_Minigun
		{
			Health	4000
			Name	"Flare Minigun"
			Scale	1.8
			Class	Pyro
			Skill	Expert
			WeaponRestrictions	SecondaryOnly
			Attributes	"MiniBoss"
			ClassIcon	Pyro_flare
			Item	"The Flare Gun"
			ClassIcon	pyro_detonator_lite
			CharacterAttributes
			{
				"airblast vulnerability multiplier"	0.2
				"move speed penalty"	0.5
				"damage force reduction"	0.3
				"fire rate penalty" 0.12
				"reload time decreased" 0.0001
				"dmg bonus vs buildings" 4
				"damage bonus" 0.35
			}
		}
		SkeleBoss
		{
			Health	70000
			Name	"Chief Skellington"
			Scale	1.8
			Class	Soldier
			Skill	Expert
			Attributes	"MiniBoss"
			Attributes	"UseBossHealthBar"
			Attributes	"AlwaysCrit"
			ClassIcon	soldier_spammer
			WeaponRestrictions	PrimaryOnly
			Item "The Manneater"
			UseMeleeThreatPrioritization 1
			CharacterAttributes
			{
				"airblast vulnerability multiplier"	0.1
				"move speed penalty"	0.5
				"damage force reduction"	0.1
				"fire rate penalty" 0.6
				"reload time decreased" 0.0001
				"rage giving scale" 0.1
			}
			Taunt    //Taunt periodically
			{
				Delay 0 //Time before the first taunt starts (Default: 10)
				Cooldown 1 //Time between each taunt (Default: 10)
				Repeats 1 //How many times the bot should taunt in total (Default: 0 - Infinite)
				Duration 5 //Duration of a looping taunt (Default: 0.1)
				IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate)
				IfHealthBelow 60000 //When set, the task activates only when the bot health is below specified value
				//IfHealthAbove 100 //When set, the task activates only when the bot health is above specified value
			}
			Taunt    //Taunt periodically
			{
				Delay 0 //Time before the first taunt starts (Default: 10)
				Cooldown 1 //Time between each taunt (Default: 10)
				Repeats 1 //How many times the bot should taunt in total (Default: 0 - Infinite)
				Duration 5 //Duration of a looping taunt (Default: 0.1)
				IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate)
				IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value
				//IfHealthAbove 100 //When set, the task activates only when the bot health is above specified value
			}
			Taunt    //Taunt periodically
			{
				Delay 0 //Time before the first taunt starts (Default: 10)
				Cooldown 1 //Time between each taunt (Default: 10)
				Repeats 1 //How many times the bot should taunt in total (Default: 0 - Infinite)
				Duration 5 //Duration of a looping taunt (Default: 0.1)
				IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate)
				IfHealthBelow 20000 //When set, the task activates only when the bot health is below specified value
				//IfHealthAbove 100 //When set, the task activates only when the bot health is above specified value
			}
			AddCond   //Adds conditions to bots
			{
				Index 5 //Condition index can be used instead
				Duration 5 // Duration of the condition effect (Default: 0 - infinite duration)
				IfHealthBelow 60000 //When set, the task activates only when the bot health is below specified value
			}
			AddCond   //Adds conditions to bots
			{
				Index 5 //Condition index can be used instead
				Duration 5 // Duration of the condition effect (Default: 0 - infinite duration)
				IfHealthBelow 40000 //When set, the task activates only when the bot health is below specified value
			}
			AddCond   //Adds conditions to bots
			{
				Index 5 //Condition index can be used instead
				Duration 5 // Duration of the condition effect (Default: 0 - infinite duration)
				IfHealthBelow 20000 //When set, the task activates only when the bot health is below specified value
			}
			ChangeAttributes  
			{
				Delay 0
				Repeats 1
				Name "phasefinal"
			}
			ChangeAttributes  
			{
				Delay 0
				Repeats 1
				IfHealthBelow 60000
				Name "phaseA"
			}
			ChangeAttributes  
			{
				Delay 0
				Repeats 1
				IfHealthBelow 40000
				Name "phase1"
			}
			ChangeAttributes  
			{
				Delay 0
				Repeats 1
				IfHealthBelow 20000
				Name "phase2"
			}
			EventChangeAttributes  
			{
				phaseA
				{
					UseMeleeThreatPrioritization 1
					Item "The Original"
					Item "The Manneater"
					Skill Expert
					AimTrackingInterval 0.05
					WeaponRestrictions	PrimaryOnly
					Item "The Manneater"
					UseMeleeThreatPrioritization 1
					CharacterAttributes
					{
						"airblast vulnerability multiplier"	0.1
						"move speed penalty"	0.5
						"damage force reduction"	0.1
						"fire rate penalty" 0.6
						"reload time decreased" 0.0001
						"rage giving scale" 0.1
					}
				}
				phase1
				{
					UseMeleeThreatPrioritization 1
					Item "The Original"
					Item "The Manneater"
					Skill Expert
					AimTrackingInterval 0.05
					ItemAttributes
					{
						ItemName "The Original"
						"faster reload rate" 1.5
						"damage bonus" 5
						"fire rate bonus" 1.5
						"projectile spread angle penalty" 5
						"no self blast dmg" 1
						"blast radius increased" 1.5
						"use large smoke explosion" 1
						"Projectile speed increased" 0.8
					}
					CharacterAttributes
					{
						"move speed bonus" 0.5
						"damage force reduction" 0.1
						"airblast vulnerability multiplier" 0.1
						"override footstep sound set" 3
						"rage giving scale" 0.1
						"airblast vertical vulnerability multiplier" 0.1
					}
				}
				phase2
				{
					UseMeleeThreatPrioritization 1
					Attributes HoldFireUntilFullReload
					Item "The Beggar's Bazooka"
					Item "The Manneater"
					Attributes AlwaysCrit
					Skill Expert
					AimTrackingInterval 0.05
					ItemAttributes
					{
						ItemName "The Beggar's Bazooka"
						"clip size upgrade atomic" 12.0
						"mult crit dmg" 0.66
						"faster reload rate" 0.2
						"fire rate bonus" 0.2
						"projectile spread angle penalty" 10
						"no self blast dmg" 1
						"can overload" 0
						"projectile no deflect" 1
					}
					CharacterAttributes
					{
						"move speed bonus" 0.5
						"damage force reduction" 0.1
						"airblast vulnerability multiplier" 0.1
						"override footstep sound set" 3
						"rage giving scale" 0.1
						"airblast vertical vulnerability multiplier" 0.1
					}
				}
				phasefinal
				{
					WeaponRestrictions	MeleeOnly
					Attributes HoldFireUntilFullReload
					Item "The Manneater"
					Item "Shovel"
					Skill Expert
					AimTrackingInterval 0.05
					ItemAttributes
					{
						ItemName "TF_WEAPON_SHOVEL"
						"damage bonus" 4
						"mult crit dmg" 0.66
					}
					CharacterAttributes
					{
						"move speed bonus" 2.5
						"damage force reduction" 0.1
						"airblast vulnerability multiplier" 0.1
						"override footstep sound set" 3
						"rage giving scale" 0.1
						"airblast vertical vulnerability multiplier" 0.1
					}
				}
			}
		}
	}
	Wave
	{
		WaitWhenDone	65
		Checkpoint	Yes
		StartWaveOutput
		{
			Target	wave_start_relay
			Action	Trigger
		}
		DoneOutput
		{
			Target	wave_finished_relay
			Action	Trigger
		}
		WaveSpawn
		{
			TotalCurrency	300
			TotalCount	36
			MaxActive	9
			SpawnCount	3
			Where	spawnbot
			Where	spawnbot_right
			WaitBeforeStarting	0
			WaitBetweenSpawns	5
			RandomSpawn 1
			TFBot
			{
				Class	Soldier
				Skill	Normal
				Name "Direct Hit Soldier"
				Item "The Direct Hit"
			}
		}
		WaveSpawn
		{
			Name	Main1
			TotalCurrency	250
			TotalCount	3
			MaxActive	3
			SpawnCount	1
			Where	spawnbot
			WaitBeforeStarting	0
			WaitBetweenSpawns	25
			TFBot
			{
				Template T_TFBot_Giant_Demo_Burst
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main1
			Name	Main2a
			TotalCurrency	350
			TotalCount	30
			MaxActive	15
			SpawnCount	3
			Where	spawnbot_left
			Where	spawnbot_right
			WaitBeforeStarting	0
			WaitBetweenSpawns	6
			RandomSpawn 1
			TFBot
			{
				Template T_TFBot_Demoman_Knight
				Tag flank
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main1
			Name	Main2
			TotalCurrency	250
			TotalCount	3
			MaxActive	3
			SpawnCount	1
			Where	spawnbot
			WaitBeforeStarting	5
			WaitBetweenSpawns	18 //Change back to 25 and remove a gheavy if too unbalanced
			TFBot
			{
				Template T_TFBot_Giant_Heavyweapons
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main2
			Name	Main3
			TotalCurrency	250
			TotalCount	42
			MaxActive	14
			SpawnCount	2
			Where	spawnbot
			WaitBeforeStarting	5
			WaitBetweenSpawns	2
			Squad
			{
				TFBot
				{
					Class HeavyWeapons
					Skill Easy
					Name "Heavy"
				}
				TFBot
				{
					Template	T_TFBot_Medic_QuickFix
					ClassIcon	uber_quickfix_medic_nys
				}
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main2
			Name	Main3
			TotalCurrency	250
			TotalCount	6
			MaxActive	4
			SpawnCount	1
			Where	spawnbot
			WaitBeforeStarting	0
			WaitBetweenSpawns	18
			TFBot
			{
				Template	T_TFBot_Giant_Pyro
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main2a
			TotalCurrency	250
			TotalCount	42
			MaxActive	9
			SpawnCount	3
			Where	spawnbot_right
			Where	spawnbot_left
			WaitBeforeStarting	10
			WaitBetweenSpawns	6
			Support limited
			RandomSpawn 1
			TFBot
			{
				Class Scout
				Skill Normal
				Name "Pistol Scout"
				WeaponRestrictions SecondaryOnly
				Tag flank
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main3
			Name	Main4
			TotalCurrency	250
			TotalCount	6
			MaxActive	4
			SpawnCount	2
			Where	spawnbot_left
			Where	spawnbot_right
			WaitBeforeStarting	15
			WaitBetweenSpawns	30
			RandomSpawn 1
			TFBot
			{
				Template T_TFBot_Giant_Soldier_Spammer_Reload
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main3
			TotalCurrency	200
			TotalCount	44
			MaxActive	12
			SpawnCount	4
			Where	spawnbot
			WaitBeforeStarting	10
			WaitBetweenSpawns	7
			Support limited
			TFBot
			{
				Template T_TFBot_Demo_Burst
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main4
			TotalCurrency	100
			TotalCount	14
			MaxActive	5
			SpawnCount	1
			Where	spawnbot
			WaitBeforeStarting	10
			WaitBetweenSpawns	4
			TFBot
			{
				Class HeavyWeapons
				Name "Heavy"
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main4
			Name	MainIntermission1
			TotalCurrency	400
			TotalCount	8
			MaxActive	8
			SpawnCount	2
			Where	spawnbot_left
			WaitBeforeStarting	10
			WaitBetweenSpawns	7
			TFBot
			{
				Template T_TFBot_Giant_Demo_RapidFire
			}
		}
		WaveSpawn
		{
			WaitForAllDead	MainIntermission1
			Name	Main5
			TotalCurrency	150
			TotalCount	8
			MaxActive	5
			SpawnCount	1
			Where	spawnbot
			WaitBeforeStarting	0
			WaitBetweenSpawns	12
			TFBot
			{
				Template Igniter_Minigun
			}
		}
		WaveSpawn
		{
			WaitForAllDead	MainIntermission1
			Name	Main5tank
			TotalCurrency	75
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	32
			Tank
			{
				Health	30000
				Name	Tank
				Speed	75
				StartingPathTrackNode	boss_path_1
				OnKilledOutput
				{
					Target	boss_dead_relay
					Action	Trigger
				}
				OnBombDroppedOutput
				{
					Target	boss_deploy_relay
					Action	Trigger
				}
				Model   //Set custom model on tank. Will spit harmless errors on client console if the model does not have enough sequences
				{
					Default "models/watermine/drill_tank.mdl"
					Damage1 "models/watermine/drill_tank_damage1.mdl"
					Damage2 "models/watermine/drill_tank_damage2.mdl"
					Damage3 "models/watermine/drill_tank_damage3.mdl"
				}
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main5tank
			Name	Main5
			TotalCurrency	75
			TotalCount	2
			MaxActive	2
			SpawnCount	1
			WaitBeforeStarting	40
			WaitBetweenSpawns	40
			Tank
			{
				Health	13500
				Name	Tank
				Speed	75
				StartingPathTrackNode	boss_path_1
				OnKilledOutput
				{
					Target	boss_dead_relay
					Action	Trigger
				}
				OnBombDroppedOutput
				{
					Target	boss_deploy_relay
					Action	Trigger
				}
				Model   //Set custom model on tank. Will spit harmless errors on client console if the model does not have enough sequences
				{
					Default "models/watermine/drill_tank.mdl"
					Damage1 "models/watermine/drill_tank_damage1.mdl"
					Damage2 "models/watermine/drill_tank_damage2.mdl"
					Damage3 "models/watermine/drill_tank_damage3.mdl"
				}
			}
		}
		WaveSpawn
		{
			WaitForAllDead	MainIntermission1
			TotalCurrency	150
			TotalCount	14
			MaxActive	16
			SpawnCount	2
			Where	spawnbot
			WaitBeforeStarting	0
			WaitBetweenSpawns	8
			TFBot
			{
				Class Heavy
				Item "the huo long heatmaker"
				Skill	Easy
				Name "Huo-Long Heater Heavy"
			}
		}
		WaveSpawn
		{
			WaitForAllDead	MainIntermission1
			Name	Main4a
			TotalCurrency	150
			TotalCount	14
			MaxActive	16
			SpawnCount	2
			Where	spawnbot_right
			Where	spawnbot_left
			WaitBeforeStarting	0
			WaitBetweenSpawns	5
			RandomSpawn 1
			Support limited
			RandomChoice
			{
			TFBot
			{
				Class Pyro
				Item "The Axtinguisher"
				Name "Axtinguisher Pyro"
				WeaponRestrictions MeleeOnly
				Tag flank
			}
			TFBot
			{
				Class Pyro
				Item "The Axtinguisher"
				Name "Axtinguisher Pyro"
				WeaponRestrictions MeleeOnly
			}
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main4a
			TotalCurrency	250
			TotalCount	26
			MaxActive	16
			SpawnCount	2
			Where	spawnbot
			Where	spawnbot_right
			Where	spawnbot_left
			WaitBeforeStarting	0
			WaitBetweenSpawns	5
			TFBot
			{
				Template	T_TFBot_Pyro_Flaregun
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main4a
			Name	Main4b
			TotalCurrency	150
			TotalCount	30
			MaxActive	9
			SpawnCount	3
			Where	spawnbot_right
			Where	spawnbot_left
			WaitBeforeStarting	15
			WaitBetweenSpawns	4
			Support limited
			RandomSpawn 1
			TFBot
			{
				Class Scout
				Skill Normal
				Name "Pistol Scout"
				WeaponRestrictions SecondaryOnly
				Tag flank
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main4a
			Name	Main4b
			TotalCurrency	150
			TotalCount	24
			MaxActive	9
			SpawnCount	3
			Where	spawnbot
			WaitBeforeStarting	15
			WaitBetweenSpawns	6
			TFBot
			{
				Class	Soldier
				Skill	Hard
				Name "Direct Hit Soldier"
				Item "The Direct Hit"
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main5
			Name	Main6
			TotalCurrency	250
			TotalCount	15
			MaxActive	9
			SpawnCount	3
			Where	spawnbot_left
			WaitBeforeStarting	15
			WaitBetweenSpawns	10
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Pyro
				}
				TFBot
				{
					Template	T_TFBot_Medic
					ClassIcon	uber_quickfix_medic_nys
				}
				TFBot
				{
					Template	T_TFBot_Medic
					ClassIcon	uber_quickfix_medic_nys
				}
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main5
			TotalCurrency	150
			TotalCount	36
			MaxActive	15
			SpawnCount	3
			Where	spawnbot
			Where	spawnbot_right
			WaitBeforeStarting	10
			WaitBetweenSpawns	4
			RandomSpawn 1
			TFBot
			{
				Template T_TFBot_Soldier_Extended_Concheror
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main5
			Name	Main6
			TotalCurrency	250
			TotalCount	5
			MaxActive	3
			SpawnCount	1
			Where	spawnbot_right
			WaitBeforeStarting	15
			WaitBetweenSpawns	10
			RandomSpawn 1
			TFBot
			{
				Template T_TFBot_Giant_Demo_Burst
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main6
			Name	Main7g
			TotalCurrency	250
			TotalCount	5
			MaxActive	4
			SpawnCount	1
			Where spawnbot
			WaitBeforeStarting	0
			WaitBetweenSpawns	10
			TFBot
			{
				Template	T_TFBot_Giant_Heavyweapons_Shotgun
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main6
			Name	Main6a
			TotalCurrency	75
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	0
			WaitBetweenSpawns	80
			Tank
			{
				Health	21000
				Name	Tank
				Speed	75
				StartingPathTrackNode	boss_path_1
				OnKilledOutput
				{
					Target	boss_dead_relay
					Action	Trigger
				}
				OnBombDroppedOutput
				{
					Target	boss_deploy_relay
					Action	Trigger
				}
				Model   //Set custom model on tank. Will spit harmless errors on client console if the model does not have enough sequences
				{
					Default "models/watermine/drill_tank.mdl"
					Damage1 "models/watermine/drill_tank_damage1.mdl"
					Damage2 "models/watermine/drill_tank_damage2.mdl"
					Damage3 "models/watermine/drill_tank_damage3.mdl"
				}
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main6a
			Name	Main7a
			TotalCurrency	75
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	70
			WaitBetweenSpawns	70
			Tank
			{
				Health	40000
				Name	Tank
				Speed	75
				StartingPathTrackNode	boss_path_1
				OnKilledOutput
				{
					Target	boss_dead_relay
					Action	Trigger
				}
				OnBombDroppedOutput
				{
					Target	boss_deploy_relay
					Action	Trigger
				}
				Model   //Set custom model on tank. Will spit harmless errors on client console if the model does not have enough sequences
				{
					Default "models/watermine/drill_tank.mdl"
					Damage1 "models/watermine/drill_tank_damage1.mdl"
					Damage2 "models/watermine/drill_tank_damage2.mdl"
					Damage3 "models/watermine/drill_tank_damage3.mdl"
				}
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main7a
			Name	Main7
			TotalCurrency	150
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			WaitBeforeStarting	70
			WaitBetweenSpawns	70
			Tank
			{
				Health	21000
				Name	Tank
				Speed	75
				Skin	1
				StartingPathTrackNode	boss_path_1
				OnKilledOutput
				{
					Target	boss_dead_relay
					Action	Trigger
				}
				OnBombDroppedOutput
				{
					Target	boss_deploy_relay
					Action	Trigger
				}
				Model   //Set custom model on tank. Will spit harmless errors on client console if the model does not have enough sequences
				{
					Default "models/watermine/drill_tank.mdl"
					Damage1 "models/watermine/drill_tank_damage1.mdl"
					Damage2 "models/watermine/drill_tank_damage2.mdl"
					Damage3 "models/watermine/drill_tank_damage3.mdl"
				}
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main6
			Name	Main7a
			TotalCurrency	150
			TotalCount	50
			MaxActive	12
			SpawnCount	2
			Where	spawnbot
			Where	spawnbot_right
			WaitBeforeStarting	0
			WaitBetweenSpawns	3
			RandomSpawn 1
			Support limited
			TFBot
			{
				Class Scout
				Name "Scout"
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main7a
			TotalCurrency	350
			TotalCount	50
			MaxActive	12
			SpawnCount	2
			Where	spawnbot
			Where	spawnbot_right
			WaitBeforeStarting	0
			WaitBetweenSpawns	3
			RandomSpawn 1
			Support limited
			TFBot
			{
				Template	T_TFBot_Demo_Burst
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main6
			Name	Main7g
			TotalCurrency	250
			TotalCount	5
			MaxActive	4
			SpawnCount	1
			Where	spawnbot
			WaitBeforeStarting	0
			WaitBetweenSpawns	10
			RandomSpawn 1
			TFBot
			{
				Template T_TFBot_Giant_Soldier_Extended_Concheror
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main7g
			Name	Main7
			TotalCurrency	150
			TotalCount	12
			MaxActive	6
			SpawnCount	2
			Where	spawnbot
			WaitBeforeStarting	15
			WaitBetweenSpawns	10
			RandomSpawn 1
			TFBot
			{
				Template T_TFBot_Giant_Soldier_Spammer_Reload
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main7g
			Name	Main7
			TotalCurrency	150
			TotalCount	6
			MaxActive	4
			SpawnCount	1
			Where	spawnbot
			WaitBeforeStarting	15
			WaitBetweenSpawns	10
			RandomSpawn 1
			TFBot
			{
				Template T_TFBot_Giant_Demo_Burst
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main7
			Name	Main7c
			TotalCurrency	250
			TotalCount	6
			MaxActive	4
			SpawnCount	1
			Where	spawnbot
			WaitBeforeStarting	15
			WaitBetweenSpawns	15
			RandomSpawn 1
			TFBot
			{
				Template T_TFBot_Giant_Heavyweapons_BrassBeast
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main7
			TotalCurrency	150
			TotalCount	38
			MaxActive	8
			SpawnCount	2
			Where	spawnbot_left
			Where	spawnbot_right
			WaitBeforeStarting	15
			WaitBetweenSpawns	3
			RandomSpawn 1
			Support 1
			RandomChoice
			{
				TFBot
				{
					Template	T_TFBot_Heavyweapons_Shotgun
				}
				TFBot
				{
					Template	T_TFBot_Heavyweapons_Shotgun
					Tag flank
				}
			}
		}
		WaveSpawn
		{
			WaitForAllSpawned	Main7
			TotalCurrency	250
			TotalCount	33
			MaxActive	6
			SpawnCount	3
			Where	spawnbot_left
			Where	spawnbot_right
			WaitBeforeStarting	0
			WaitBetweenSpawns	3
			RandomSpawn 1
			Support limited
			TFBot
			{
				Class Scout
				Name "Scout"
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main7c
			TotalCurrency	500
			TotalCount	1
			MaxActive	1
			SpawnCount	1
			Where	spawnbot
			WaitBeforeStarting	10
			WaitBetweenSpawns	90
			RandomSpawn 1
			TFBot
			{
				Template SkeleBoss
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main7c
			Where spawnbot_left
			Where spawnbot
			Where spawnbot_right
			TotalCount 10
			MaxActive 4
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 6
			Support 1
			HalloweenBoss   // HalloweenBoss spawner. Spawns a boss
			{
				IsMiniBoss 1 // Shows icon as mini boss (Default: 1)
				ClassIcon dead_blu_lite // ClassIcon to use
				BossType SkeletonNormal // Boss type: MONOCULUS, Merasmus, HHH, SkeletonSmall, SkeletonNormal, SkeletonKing. Skeletons default limit is 30 active at once unless modified by MaxActiveSkeletons
				SpawnCurrencyPack 1 // If set, the boss will drop money on death. Otherwise its distributed automatically (Default: 1)
				TeamNum 3 // Team number for Monoculus (2 - red, 3 - blu, 5 - neutral) (Default: 5)
				Health 0 // Boss health, 0 means default health (Default: 0)
				Lifetime 180 // Boss lifetime for Monoculus, Merasmus and skeletons in seconds (Default: infinite)
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main7c
			Name	Main8
			TotalCurrency	300
			TotalCount	20
			MaxActive	10
			SpawnCount	2
			Where	spawnbot
			Where	spawnbot_right
			WaitBeforeStarting	0
			WaitBetweenSpawns	5
			RandomSpawn 1
			Support limited
			TFBot
			{
				Class Pyro
				Skill Easy
				Name "Pyro"
			}
		}
		WaveSpawn
		{
			WaitForAllDead	Main7c
			Name	Main8
			TotalCurrency	100
			TotalCount	25
			MaxActive	10
			SpawnCount	1
			Where	spawnbot_left
			Where	spawnbot_right
			WaitBeforeStarting	0
			WaitBetweenSpawns	2
			Support limited
			TFBot
			{
				Class Scout
				Skill Normal
				Name "Pistol Scout"
				WeaponRestrictions SecondaryOnly
				Tag flank
			}
		}
	}
}