#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_vengeance.pop WaveSchedule { StartingCurrency 800 RespawnWaveTime 7 CanBotsAttackWhileInSpawnRoom no Advanced 1 Mission // sentry buster { Objective DestroySentries InitialCooldown 30 Where spawnbot_main0 Where spawnbot_main1_slow Where spawnbot_main2 BeginAtWave 1 RunForThisManyWaves 5 CooldownTime 30 TFBot { Template T_TFBot_SentryBuster Tag bot_sentrybuster } } Mission // snipers wave 1 { Objective Sniper InitialCooldown 90 Where spawnbot_mission_sniper0 Where spawnbot_mission_sniper1 BeginAtWave 1 RunForThisManyWaves 1 DesiredCount 2 CooldownTime 45 TFBot { Template T_TFBot_Sniper MaxVisionRange 4000 } } Mission // spys wave 2 { Objective Spy InitialCooldown 120 Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 BeginAtWave 2 RunForThisManyWaves 1 DesiredCount 2 CooldownTime 30 TFBot { Class Spy Name "Kunai Spy" Skill Expert Item "Conniver's Kunai" } } Mission // engineers wave 3, gate a + hatch { Objective Engineer InitialCooldown 5 Where spawnbot_main0 Where spawnbot_main2 BeginAtWave 3 RunForThisManyWaves 1 DesiredCount 2 CooldownTime 65 TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn } } Mission // engineers wave 3, gate b { Objective Engineer InitialCooldown 5 Where spawnbot_main1 BeginAtWave 3 RunForThisManyWaves 1 DesiredCount 1 CooldownTime 32 TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn } } Mission // sydney sniper, wave 4 { Objective Sniper InitialCooldown 60 Where spawnbot_mission_sniper0 Where spawnbot_mission_sniper1 BeginAtWave 4 RunForThisManyWaves 1 DesiredCount 2 CooldownTime 50 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper MaxVisionRange 4000 } } Mission // spys wave 5 { Objective Spy InitialCooldown 5 Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 BeginAtWave 5 RunForThisManyWaves 1 DesiredCount 4 CooldownTime 60 TFBot { Template T_TFBot_Spy Attributes IgnoreFlag } } //WAVE 1 //Currency 1000 (rn) /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { Sound "Announcer.IncomingMob" StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes //WAVE 1a: Giant Demomen and Reflecting Pyros carry the bomb and push the bottom, while Gatebot Scattergun Scouts rush the top. //Once the bottom robots are all spawned and the top robots are all dead, the soldier stream will spawn from bottom. //Once the bottom robots are all dead, a Gatebot Deagle Scout will spawn on the top. //Objective this section is to rush the gate as early as possible. WaveSpawn //WAVE 1a-1: Giant RF Demo Bomb Carriers { Name "1a-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Demo_RapidFire Tag bot_giant } } WaveSpawn //WAVE 1a-1: Pyros, support for RF Demos { Name "1a-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 5 TotalCurrency 50 TFBot { Class Pyro Skill Easy } } WaveSpawn //WAVE 1a-2: Gatebot Scouts, upper { Name "1a-2" Where spawnbot_upper0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 8 TotalCurrency 100 TFBot { Template T_TFGateBot_Scout_Normal // scatterguns have 50% reduced dmg in this template } } WaveSpawn //WAVE 1a-3: Soldier stream GATEBOT { Name "1a-3" WaitForAllSpawned "1a-1" WaitForAllDead "1a-2" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 20 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 50 TFBot { Template T_TFGateBot_Soldier_RocketShotgun_Expert Skill Hard } } WaveSpawn //WAVE 1a-3: Giant Deagle Scout GATEBOT { Name "1a-3" WaitForAllDead "1a-1" Where spawnbot_upper0 Where spawnbot_main1_slow Where spawnbot_main2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFGateBot_Giant_Scout_Pistol } } //WAVE 1b: GRU Heavies, Gatebot Minigun Heavies, and Bonk Scouts, long section //All spawn from main, this is a concentrated push with the melee bots attempting to rush the bomb while the slow heavies cap gates //Meant to punish losing gates in the last section, especially with the Bonk Scouts WaveSpawn //WAVE 1b-1: GRU Heavies { Name "1b" WaitForAllDead "1a-3" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 36 MaxActive 10 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 3 TotalCurrency 100 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast } } WaveSpawn //WAVE 1b-1: Bonk Scouts { Name "1b" WaitForAllDead "1a-3" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 24 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 4 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Bonk } } WaveSpawn //WAVE 1b-1: GATEBOT Heavies { Name "1b" WaitForAllDead "1a-3" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 7 TotalCurrency 150 TFBot { Template T_TFGateBot_Heavy_Hard } } //WAVE 1c: Giant Pyros with Uber medics, alongside "some" baseball scout spam as support WaveSpawn //WAVE 1c: Giant RF Demo Bomb Carriers { Name "1c" WaitForAllDead "1b" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 15 MaxActive 10 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Pyro Tag bot_giant } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn //WAVE 1s-MinorLeague: Baseball Scout swarms to aid Giand Pyros { Name "1s-MinorLeague" WaitForAllDead "1b" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 50 MaxActive 14 SpawnCount 8 WaitBeforeStarting 10 WaitBetweenSpawns 8 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Scout_Sandman_FastCharge } } } //WAVE 2 //Currency 1200 (rn) /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { Sound "Announcer.IncomingMob" StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes //WAVE 2a: Giant Burst Soldier with Giant Kritz Medic. A DPS and survivability check, especially since Crit Resistance is still expensive. //25 seconds in, a squad of 8 Gatebot Burst Demos will spawn up top. WaveSpawn //WAVE 2a: Giant Burst Soldier with Giant Crits Medic { Name "2a" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Tag bot_giant } TFBot { Template T_TFBot_Giant_Kritzkrieg_Medic Tag bot_giant } } } WaveSpawn //WAVE 2a: Burst Fire Demo GATEBOT { Name "2a" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 8 MaxActive 8 SpawnCount 8 WaitBeforeStarting 25 WaitBetweenSpawns 0 TotalCurrency 50 Squad { TFBot { Template T_TFGateBot_Demo_Burst_Normal } } } //WAVE 2b: Burst Fire Demos bottom, Black Box Soldiers top, all gatebot. //Once all Black Box die, Giant Armored Sandman Scouts will rush the bottom. //Once all Burst Fire spawn, Samurai Demos will spawn up top. WaveSpawn //WAVE 2b-1: Burst Fire Demos 2 GATEBOT { Name "2b-1" WaitForAllDead "2a" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 0 TotalCount 44 MaxActive 12 SpawnCount 8 WaitBeforeStarting 10 WaitBetweenSpawns 7 TotalCurrency 200 TFBot { Template T_TFGateBot_Demo_Burst_Normal } } WaveSpawn //WAVE 2b-2: Soldier stream GATEBOT { Name "2b-2" WaitForAllDead "2a" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 20 MaxActive 10 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 50 TFBot { Template T_TFGateBot_Soldier_RocketShotgun_Expert } } WaveSpawn //WAVE 2b-3: Giant Scouts { Name "2b-3" WaitForAllDead "2b-2" Where spawnbot_main0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored Tag bot_giant } } WaveSpawn //WAVE 2b-3: Samurai Demos { Name "2b-3" WaitForAllSpawned "2b-1" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Template T_TFBot_Demoman_Samurai Tag bot_giant } } //WAVE 2c: Simple subsection. Archers on top, Gatebot Giant Burst Demos on bottom. //The bat scouts will become louder during this section. WaveSpawn //WAVE 2c: Bowmen, top { Name "2c" WaitForAllDead "2b-3" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 42 MaxActive 14 SpawnCount 7 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Template T_TFBot_Sniper_Huntsman } } WaveSpawn //WAVE 2c: Giant Burst Demos Gatebot { Name "2c" WaitForAllDead "2b-3" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 20 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Demo_Burst } } //WAVE 2d: 10 squads of Buff Soldiers with EVEN MORE BURST DEMOS! //Also the Bat Scout problem will get even louder WaveSpawn //WAVE 2d: Read above lol { Name "2d" WaitForAllDead "2c" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 60 MaxActive 10 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 8 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } TFBot { Template T_TFBot_Demo_Burst } TFBot { Template T_TFBot_Demo_Burst } TFBot { Template T_TFBot_Demo_Burst } TFBot { Template T_TFBot_Demo_Burst } } } WaveSpawn //WAVE 2s-BatScouts1: Persistent bat scouts throughout the wave { Name "2s-BatScouts1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 50 MaxActive 3 SpawnCount 1 WaitBeforeStarting 50 WaitBetweenSpawns 8 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Scout_Melee ClassIcon scout_bat } } WaveSpawn //WAVE 2s-BatScouts2: Persistent bat scouts throughout the wave { Name "2s-BatScouts2" WaitForAllDead "2b-3" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 50 MaxActive 4 SpawnCount 1 WaitBeforeStarting 35 WaitBetweenSpawns 7 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Scout_Melee ClassIcon scout_bat } } WaveSpawn //WAVE 2s-BatScouts3: Persistent bat scouts throughout the wave { Name "2s-BatScouts3" WaitForAllDead "2c" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 50 MaxActive 5 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 6 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Scout_Melee ClassIcon scout_bat } } } //WAVE 3 //Currency 1300 (rn) /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { Sound "Announcer.IncomingMob" StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes //WAVE 3a: Gatebot Scouts and a Gatebot Giant Heater Heavy, along with a steady stream of Giant Rapid Fire Soldiers. //The Gatebot Heater Heavy spawns up top and has 4 Uber Medics attached to it. //Once all the Gatebots die, Fist of Steel Heavies attached to Uber Medics will spawn on the bottom. WaveSpawn //WAVE 3a-1: Scout Gate Rushers { Name "3a-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 0 TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFGateBot_Scout_Hard } } WaveSpawn //WAVE 3a-2: Giant Infinite Clip Soldiers to push out bomb { Name "3a-2" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant } } WaveSpawn //WAVE 3a-1: Giant Heater Heavy GATEBOT with Uber Meds { Name "3a-1" Where spawnbot_upper0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 0 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 18 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Heater } 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 //WAVE 3a-2: Fist of Steel Heavies with Uber Medics { Name "3a-2" WaitForAllDead "3a-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 16 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Heavyweapons_Fist Tag bot_giant Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic } } } //WAVE 3b: This bomb/gate push will be exclusively upstairs, assuming Gate A was held (prob wasnt lol) //The main bulk will be soldiers at the start, with gatebot scorch shot pyros thrown in //Some giant heater heavies will be thrown in, gatebot of course //While everyone is completely distracted a giant gatebot FAN scout will push from bottom //When the FAN Scout dies, another stream of soldiers and a final Giant Heavy will spawn //Kinda long section tbh WaveSpawn //WAVE 3b-1: Soldiers/Scorch Shot Gatebots { Name "3b-1" WaitForAllDead "3a-2" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 48 MaxActive 16 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 6 TotalCurrency 200 RandomChoice { TFBot { Class Soldier Skill Hard } TFBot { Class Soldier Skill Hard } TFBot { Class Soldier Skill Hard } TFBot { Template T_TFGateBot_Pyro_ScorchShot } } } WaveSpawn //WAVE 3b-1: Giant Heater Heavies Gatebots { Name "3b-1" WaitForAllDead "3a-2" Where spawnbot_upper0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 25 TotalCurrency 50 TFBot { Template T_TFGateBot_Giant_Heavyweapons_Heater } } WaveSpawn //WAVE 3b-2: Giant FAN Scout Gatebot { Name "3b-2" WaitForAllSpawned "3b-1" Where spawnbot_main0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 25 TFBot { Template T_TFGateBot_Giant_Scout_FAN } } WaveSpawn //WAVE 3b-3: Soldier Stream { Name "3b-3" WaitForAllDead "3b-2" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 18 MaxActive 18 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 50 TFBot { Class Soldier Skill Normal } } WaveSpawn //WAVE 3b-3: Giant Heater Heavies Gatebots { Name "3b-3" WaitForAllDead "3b-2" Where spawnbot_upper0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 25 TFBot { Template T_TFGateBot_Giant_Heavyweapons_Heater } } //WAVE 3c: Giant Gatebot Demos with Kritz Medics will spawn on the bottom, alongside some Pocket Pistol Scouts. //A small amount of Gatebot Scorch Shot Pyros with Uber Medics will spawn on the top. WaveSpawn //WAVE 3c: Giant Gatebot Burst Fire Demos with Kritz Medics { Name "3c" WaitForAllDead "3b-3" Where spawnbot_main0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Demo_Burst } TFBot { Template T_TFBot_Medic_Kritzkrieg } TFBot { Template T_TFBot_Medic_Kritzkrieg } TFBot { Template T_TFBot_Medic_Kritzkrieg } } } WaveSpawn //WAVE 3c: Pistol Scouts { Name "3c" WaitForAllDead "3b-3" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 30 MaxActive 8 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Pistol_RapidFire } } WaveSpawn //WAVE 3c: Scorch Shot Pyros with Uber Medics GATEBOT { Name "3c" WaitForAllDead "3b-3" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 10 TotalCurrency 50 Squad { TFBot { Template T_TFGateBot_Pyro_ScorchShot } TFBot { Template T_TFBot_Medic_QuickUber } } } //WAVE 3d: Giant Rapid Fire Soldiers with a half dozen Uber Medics and half dozen Kritz Medics each. A support of Bonk Scouts will spawn as well. WaveSpawn //WAVE 3d: read above { Name "3d" WaitForAllDead "3c" Where spawnbot_main0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 26 MaxActive 13 SpawnCount 13 WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant } TFBot { Template T_TFBot_Medic_Kritzkrieg Tag bot_squad_member } TFBot { Template T_TFBot_Medic_Kritzkrieg Tag bot_squad_member } TFBot { Template T_TFBot_Medic_Kritzkrieg Tag bot_squad_member } TFBot { Template T_TFBot_Medic_Kritzkrieg Tag bot_squad_member } TFBot { Template T_TFBot_Medic_Kritzkrieg Tag bot_squad_member } TFBot { Template T_TFBot_Medic_Kritzkrieg Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_squad_member } } } WaveSpawn //WAVE 3s-Bonk: Bonk Scouts that spawn during the last section. { Name "3s-Bonk" WaitForAllDead "3c" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 50 MaxActive 10 SpawnCount 7 WaitBeforeStarting 11 WaitBetweenSpawns 8 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Scout_Bonk } } } //WAVE 4 //Currency 1200 (rn) /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { Sound "Announcer.IncomingMob" StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes //WAVE 4a: 4 Giant Pyros (4/3) will go from top, while Gatebot FAN scouts + Gatebot Demos rush the bottom. //I need more here but I cannot think //Major Crits spawns near the end with a giant medic, if that medic pops uber there is a high chance the gate gets capped WaveSpawn //WAVE 4a-1: Giant Pyros, top { Name "4a-2" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 12 TotalCurrency 80 TFBot { Template T_TFBot_Giant_Pyro Tag bot_giant } } WaveSpawn //WAVE 4a-2: FAN Scouts GATEBOT { Name "4a-2" Where spawnbot_main0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 36 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 80 TFBot { Template T_TFGateBot_Scout_FAN } } WaveSpawn //WAVE 4a-2: Demo GATEBOT { Name "4a-2" Where spawnbot_main0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 40 TFBot { Template T_TFGateBot_Demoman_Hard } } WaveSpawn //WAVE 4a-1: Major Crits first appearance, with Giant Medic { Name "4a-1" WaitForAllSpawned "4a-2" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_SlowCritBarrage Name "Lieutenant Crits" } TFBot { Template T_TFBot_Giant_Medic Tag bot_giant } } } //WAVE 4b: bigpoopy40 suggested some Uber Medic chains, so let's see how that works. All Uber Medics are restricted to Secondary Only and spawn in squads. //Alongside this, Giant Piercing Bowmen spawn up top (also a suggested idea - or well, kind of...) //Fuck it, I'm going on full meme mode this section. //Once the Uber Medics all die, Private Barrage and Armored Uber Medics (not making a template for those...) will spawn. //Once all the Bowmen die, Drunk Demos will spawn up top. //Once all Privaet Barrage and Armored Uber Medics die and all Drunk Demos spawn, Sir Nukesalot Jr. will spawn with two Armored Uber Medics. (still not making a template for it) //Once all Drunk Demos die, a second wave of Piercing Bowmen will spawn. //fuck i made an armored uber medic template after all... WaveSpawn //WAVE 4b-1: Uber Medics just chaining on each other { Name "4b-1" WaitForAllDead "4a-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 15 MaxActive 15 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 4 TotalCurrency 75 Squad { TFBot { Template T_TFBot_Medic_QuickUber WeaponRestrictions SecondaryOnly } TFBot { Template T_TFBot_Medic_QuickUber WeaponRestrictions SecondaryOnly } TFBot { Template T_TFBot_Medic_QuickUber WeaponRestrictions SecondaryOnly } TFBot { Template T_TFBot_Medic_QuickUber WeaponRestrictions SecondaryOnly } TFBot { Template T_TFBot_Medic_QuickUber WeaponRestrictions SecondaryOnly } } } WaveSpawn //WAVE 4b-2: Piercing Bowmen, part 1 { Name "4b-2" WaitForAllDead "4a-1" Where spawnbot_upper0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 75 TFBot { Template T_TFGateBot_Giant_Sniper_Bowman } } WaveSpawn //WAVE 4b-3: Private Barrage and ARMORED UBER MEDICS. YEs.... { Name "4b-3" WaitForAllDead "4b-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 20 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 6 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Private_Barrage } TFBot { Template T_TFBot_Armored_Uber_Medic } } } WaveSpawn //WAVE 4b-4: DRunkS DEMOS { Name "4b-4" WaitForAllDead "4b-2" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Template T_TFBot_Demo_Drunk } } WaveSpawn //WAVE 4b-5: Little Boy and Two Armored medics { Name "4b-5" WaitForAllDead "4b-3" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 6 TotalCurrency 75 Squad { TFBot { Template T_TFBot_Little_Boy ClassIcon demo_giant } TFBot { Template T_TFBot_Armored_Uber_Medic } TFBot { Template T_TFBot_Armored_Uber_Medic } } } WaveSpawn //WAVE 4b-5: Piercing Bowmen, part 2 { Name "4b-5" WaitForAllDead "4b-4" Where spawnbot_upper0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 75 TFBot { Template T_TFGateBot_Giant_Sniper_Bowman } } //WAVE 4c: Exiting full meme mode, we begin a Gauntlet Stage: FAN Scouts, Heavies, and Pyros. //This section might prove very difficult and gates CAN be capped during it, in fact it should be #1 priority to keep all gates uncapped for this section. //After the remaining Major Crits + Giant Medic die, the last giant will be a Crit Giant Battallion Soldier with Uber Medics. //Right before this begins an honorary wave of 18 Crit Heavies (GATEBOT) will spawn all at once. WaveSpawn //WAVE 4c-1: Crit Heavy Horde { Name "4c-1" WaitForAllDead "4b-5" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 18 MaxActive 18 SpawnCount 18 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 75 TFBot { Template T_TFGateBot_Heavy_Expert_Crit } } WaveSpawn //WAVE 4c-2: Major Crits and Giant Medic, yes I am having gatebots in the final section { Name "4c-2" WaitForAllDead "4c-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 50 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_SlowCritBarrage Name "Lieutenant Crits" } TFBot { Template T_TFBot_Giant_Medic Tag bot_giant } } } WaveSpawn //WAVE 4c-3: Giant Crit Battalion Soldier, 3 uber medics { Name "4c-3" WaitForAllDead "4c-2" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 0 TotalCurrency 75 Squad { TFBot { Template T_TFBot_Giant_Soldier_Extended_Battalion Attributes AlwaysCrit Tag bot_giant } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } } } WaveSpawn //WAVE 4s-FanScouts: Fan Scooters, part of the gauntlet { Name "4s-FanScouts" WaitForAllDead "4c-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 50 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Scout_FAN Skill Hard } } WaveSpawn //WAVE 4s-Pyros: Pyros that cannot reflect, part of the gauntlet { Name "4s-FanScouts" WaitForAllDead "4c-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 50 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 50 Support 1 TFBot { Class Pyro Skill Hard Attributes AlwaysFireWeapon } } WaveSpawn //WAVE 4s-Heavies: Heavyweaponsguys, part of the gauntlet { Name "4s-Heavies" WaitForAllDead "4c-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 50 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 50 Support 1 TFBot { Class Heavyweapons Skill Normal } } } //WAVE 5 //Currency 1750 (rn) /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { Sound "Announcer.IncomingMob" StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes //WAVE 5a: Three boss fights, all at once. //Chief Deflector Heal-on-Kill Gatebot Heavy //Chief Phlogistinator Gatebot Pyro //Sir Nukesalot, spawns on top //All have nerfed health, roughly 50% of what they usually have. WaveSpawn //WAVE 5a: Chief Deflector Heal-on-Kill Gatebot Heavy { Name "5a" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 //13 If you're playing the dramatic music (Dramatic is a strong word...) WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFGateBot_Chief_Heavyweapons_HealOnKill Health 30000 } } WaveSpawn //WAVE 5a: Chief Phlogistinator Gatebot Pyro { Name "5a" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 //13 If you're playing the dramatic music (Dramatic is a strong word...) WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFGateBot_Chief_Pyro_Phlogistinator Health 25000 } } WaveSpawn //WAVE 5a: Sir Nukesalot, spawns on top { Name "5a" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 //13 If you're playing the dramatic music (Dramatic is a strong word...) WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFBot_Chief_Demo_Atomic Health 25000 Tag bot_giant } } //Scout Support missions, it mostly just coveres the bomb since Sir Nukesalot loses it once a gate is capped WaveSpawn //WAVE 5s-SMGateA: Scout Mission Gate A { Name "5s-SMGateA" WaitForAllDead "5a" Where spawnbot_main0 RandomSpawn 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawnsAfterDeath 25 TotalCurrency 0 Support 1 TFBot { Class Scout Skill Hard } } WaveSpawn //WAVE 5s-SMGateB: Scout Mission Gate B { Name "5s-SMGateB" Where spawnbot_main1 RandomSpawn 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawnsAfterDeath 25 TotalCurrency 0 Support 1 TFBot { Class Scout Skill Hard } } WaveSpawn //WAVE 5s-SMHatch: Scout Mission Hatch { Name "5s-SMHatch" Where spawnbot_main2 RandomSpawn 0 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawnsAfterDeath 25 TotalCurrency 0 Support 1 TFBot { Class Scout Skill Hard } } //WAVE 5b: ALL robots here will be Gatebots. Defend the Gates, or lose ground for the rest of the hardest wave. //Crit-boosted FAN Scouts will rush the top. //Crit-boosted Pyros will rush the bottom. //Giant Black Box Soldiers will also go from the bottom. //Once all Robots here have spawned, two Giant Crit Deagle Scouts with an Uber medic each will spawn, one from top one from bottom. WaveSpawn //WAVE 5b-1: Black Box Soldiers { Name "5b-1" WaitForAllDead "5a" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Soldier_RocketShotgun } } WaveSpawn //WAVE 5b-1: Pyros, Bottom { Name "5b-1" WaitForAllDead "5a" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 32 MaxActive 8 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 3 TotalCurrency 100 TFBot { Template T_TFGateBot_Pyro_Hard_Crit } } WaveSpawn //WAVE 5b-1: FAN Scouts, Top { Name "5b-1" WaitForAllDead "5a" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 40 MaxActive 10 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 4 TotalCurrency 100 TFBot { Template T_TFGateBot_Scout_FAN_Crit } } WaveSpawn //WAVE 5b-2: Giant Deagle Scouts with 1 Uber Medic { Name "5b-2" WaitForAllSpawned "5b-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 Squad { TFBot { Template T_TFGateBot_Giant_Scout_Pistol_Crit } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 5b-2: Giant Deagle Scouts with 1 Uber Medic { Name "5b-2" WaitForAllSpawned "5b-1" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 Squad { TFBot { Template T_TFGateBot_Giant_Scout_Pistol_Crit } TFBot { Template T_TFBot_Medic_QuickUber } } } //WAVE 5c: Continuing, the Giant Crit Deagle Scouts with 1 Uber medics will still spawn, this time all from bottom, still gatebot. //Machine Pistol Scouts will spawn from the bottom. Once they've all died, Crit Samurai Demos will appear. //Giant Crit Jumping Scouts will spawn from the top. Support engineers also begin during this phase. WaveSpawn //WAVE 5c-1: Giant Deagle Scouts with 1 Uber Medic { Name "5c-1" WaitForAllDead "5b-1" WaitForAllDead "5b-2" //pretty sure this works and idk why i havent been using it Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 12 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 18 TotalCurrency 200 Squad { TFBot { Template T_TFGateBot_Giant_Scout_Pistol_Crit } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn //WAVE 5c-2: Machine Pistol Scouts { Name "5c-2" WaitForAllDead "5b-1" WaitForAllDead "5b-2" //pretty sure this works and idk why i havent been using it Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 40 MaxActive 10 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Pistol_RapidFire } } WaveSpawn //WAVE 5c-1: Giant Jumping Sandmen { Name "5c-1" WaitForAllDead "5b-1" WaitForAllDead "5b-2" //pretty sure this works and idk why i havent been using it Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Jumping_Sandman Tag bot_giant Attributes AlwaysCrit } } WaveSpawn //WAVE 5c-1: Samurai Demos { Name "5c-1" WaitForAllDead "5c-2" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 12 MaxActive 8 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 7 TotalCurrency 100 TFBot { Template T_TFBot_Demoman_Samurai Tag bot_giant Attributes AlwaysCrit } } WaveSpawn //WAVE 5s-Engineer: Engineer { Name "5s-Engineer" WaitForAllDead "5b-1" WaitForAllDead "5b-2" //pretty sure this works and idk why i havent been using it Where spawnbot_upper0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 20 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 Support 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle Attributes IgnoreFlag } } //WAVE 5d: Finale. //The RED Team will have to defend against 10 Colonel Barrages, all crit-boosted. //Bursts of Scout bots will spawn on top, a small stream of soldiers will go from bottom, and a sprinkling of crit-boosted deflector heavies will also spawn. WaveSpawn //WAVE 5d: Colonel Barrage FINALE { Name "5d" WaitForAllDead "5c-1" Where spawnbot_main0 Where spawnbot_main1_slow Where spawnbot_main2 RandomSpawn 1 TotalCount 10 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Tag bot_giant Attributes AlwaysCrit } } WaveSpawn //WAVE 5s-Scouts: Scout Squad Support { Name "5s-Scouts" WaitForAllDead "5c-1" Where spawnbot_upper0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 0 TotalCount 50 MaxActive 6 SpawnCount 6 WaitBeforeStarting 10 WaitBetweenSpawns 12 TotalCurrency 100 Support 1 TFBot { Class Scout Skill Hard } } WaveSpawn //WAVE 5s-Demos: Demo Stream { Name "5s-Demos" WaitForAllDead "5c-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 50 MaxActive 6 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 2 TotalCurrency 100 Support 1 RandomChoice { TFBot { Class Demoman Skill Hard } TFBot { Class Demoman Skill Easy } } } WaveSpawn //WAVE 5s-Deflector: Crit Heavies with the Deflector, infrequent { Name "5s-Deflector" WaitForAllDead "5c-1" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 RandomSpawn 1 TotalCount 25 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Heavyweapons_Deflector Attributes AlwaysCrit } } } }