#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop population { StartingCurrency 5000 RespawnWaveTime 12 CanBotsAttackWhileInSpawnRoom no AddSentryBusterWhenDamageDealtExceeds 3000 AddSentryBusterWhenKillCountExceeds 15 Templates { Giant_AI_Soldier { ClassIcon soldier Health 3800 Name "Giant AI Soldier" Class Soldier Skill Hard WeaponRestrictions PrimaryOnly Attributes "HoldFireUntilFullReload" Attributes "MiniBoss" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } AI_Spartan_Soldier { ClassIcon soldier_spartan Health 200 Name "AI Spartan Soldier" Class Soldier Skill Hard Item "the direct hit" Item "the buff banner" Item "the equalizer" Item "defiant spartan" Item "the hornblower" Item "the shogun's shoulder guard" } AI_Grenadier { ClassIcon soldier_backup Health 200 Name "AI Grenadier" Class Soldier Skill Hard CharacterAttributes { "SET BONUS: dmg from sentry reduced" 1 } Item "the black box" Item "the battalion's backup" Item "the pain train" Item "the grenadier's softcap" Item "eotl_beard" Item "eotl_coldfront curbstompers" } Giant_AI_Grenadier { ClassIcon soldier_backup_giant Health 3800 Name "Giant AI Grenadier" Class Soldier Skill Hard Attributes "HoldFireUntilFullReload" Attributes "MiniBoss" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "SET BONUS: dmg from sentry reduced" 1 } Item "the black box" Item "the battalion's backup" Item "the pain train" Item "the grenadier's softcap" Item "eotl_beard" Item "eotl_coldfront curbstompers" } Gatebot_AI_Soldier { ClassIcon soldier Health 200 Name "AI Soldier" Class Soldier EventChangeAttributes { Default { Skill Hard Tag "nav_prefer_gate1_flank" Tag "bot_gatebot" Item "mvm gatebot light soldier" } RevertGateBotsBehavior { Skill Hard ItemAttributes { ItemName "mvm gatebot light soldier" "item style override" 1 } Item "mvm gatebot light soldier" } } } AI_Soldier_Grunt { ClassIcon soldier_grunt Health 200 Name "AI Soldier Grunt" Class Soldier Skill Hard Item "the liberty launcher" Item "the reserve shooter" Item "the market gardener" Item "jumper's jeepcap" Item "the killer's kit" Item "dead of night" } AI_Soldierai { ClassIcon soldier_conch Health 300 Name "AI Soldierai" Class Soldier Skill Hard Item "the black box" Item "the concheror" Item "the half-zatoichi" Item "soldier samurai hat" Item "the shogun's shoulder guard" Item "the menpo" } } Mission { Objective DestroySentries Where spawnbot InitialCooldown 30 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } WaveSpawn { Name SiegeEnder TotalCurrency 4000 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 480 WaitBetweenSpawns 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Template T_TFBot_Chief_Soldier } } } WaveSpawn { Name "Giant AI Soldier" TotalCurrency 0 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 30 WaitBetweenSpawns 30 Support 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Template Giant_AI_Soldier } } } WaveSpawn { Name "AI Soldier" TotalCurrency 0 TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 15 WaitBetweenSpawns 15 Support 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 Squad { TFBot { ClassIcon soldier Health 200 Name "AI Soldier" Class Soldier Skill Hard } } } WaveSpawn { Name "AI Grenadier" TotalCurrency 0 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 20 Support 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Template AI_Grenadier } } } WaveSpawn { Name "AI Spartan Soldier" TotalCurrency 0 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 20 Support 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Template AI_Spartan_Soldier } } } WaveSpawn { Name "Giant AI Grenadier" TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 30 Support 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Template Giant_AI_Grenadier } } } WaveSpawn { Name "AI Soldier" TotalCurrency 0 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 25 WaitBetweenSpawns 25 Support 1 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 Squad { TFBot { Template Gatebot_AI_Soldier EventChangeAttributes { Default { } RevertGateBotsBehavior { } } } } } WaveSpawn { Name "AI Soldier Grunt" TotalCurrency 0 TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 25 WaitBetweenSpawns 25 Support 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 Squad { TFBot { Template AI_Soldier_Grunt } } } WaveSpawn { Name "AI Soldierai" TotalCurrency 0 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 20 Support 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Template AI_Soldierai } } } } }