// This was a pain to make. #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop population { StartingCurrency 900 RespawnWaveTime 5 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes Advanced 1 SniperAllowHeadshots 1 ImprovedAirblast 16 // Pyros being able to reflect more stuff. StandableHeads 1 BunnyHop 1 MaxSpectators 0 MedigunShieldDamage 1 ClassLimit //Limits the number of specified classes { Pyro 2 } Mission // sentry buster { Objective DestroySentries BeginAtWave 1 RunForThisManyWaves 9 CooldownTime 20 InitialCooldown 20 Where // Advanced where syntax { Relative Behind // Spawn relative to player position Bots will try to spawn in hidden areas. Possible values: Ahead, Behind, Anywhere (default: Anywhere) MaxDistance 3000 // Max distance from players (default: 1500) MinDistance 1500 // Min distance from players (default: 0) } TFBot { Template T_TFBot_SentryBuster } } Mission { Objective Sniper InitialCooldown 100 Where spawnbot_mission_sniper0 Where spawnbot_mission_sniper1 BeginAtWave 1 RunForThisManyWaves 9 CooldownTime 100 DesiredCount 2 TFBot { Class Sniper Skill Expert Name Sniper } } ExtraTankPath { Name "tankpath_main_gatebots_long_side" // Main is from the main down gate. Node "-2950 -2425 170" Node "-2850 -2650 165" Node "-2570 -3200 -36" Node "-2175 -2900 -36" Node "-1450 -2915 -36" Node "-1135 -2915 -36" Node "-966 -2750 -285" Node "-735 -2520 -173" Node "100 -3115 -173" Node "100 -2275 -173" // Last point before deciding to go gate A or straight hatch, this is gatebot Node "900 -2275 -173" Node "900 -2970 -173" Node "1600 -2970 -173" Node "1600 -2750 -173" Node "1600 -2320 2" Node "1250 -1500 2" Node "110 -1820 2" Node "-790 -1630 2" Node "-675 -840 2" // Turn off to longer or shorter hatch path, this is longer Node "-20 -840 2" Node "-20 -385 5" Node "765 -385 2" // Decide to go bridge or side Node "880 920 4" Node "880 1295 2" Node "800 1295 2" Node "600 1295 -93" Node "125 1350 -93" } ExtraTankPath { Name "tankpath_main_hatch_bridge" // Main is from the main down gate. Node "-2950 -2425 170" Node "-2850 -2650 165" Node "-2570 -3200 -36" Node "-2175 -2900 -36" Node "-1450 -2915 -36" Node "-1135 -2915 -36" Node "-966 -2750 -285" Node "-735 -2520 -173" Node "100 -3115 -173" Node "100 -2275 -173" // Last point before deciding to go gate A or straight hatch, this is hatch Node "680 -2275 -173" Node "680 -2275 -173" Node "680 -2275 2" Node "680 -3200 2" Node "680 -3200 2" Node "500 -3200 2" Node "500 -3200 2" Node "500 -2400 2" Node "800 -2000 2" Node "800 -1800 2" Node "-725 -1720 2" Node "-725 -900 2" Node "-600 -675 2" Node "-600 -125 -93" // Last point before deciding bridge or other side, this is bridge Node "0 0 -95" Node "0 1245 -95" } ExtraTankPath { Name "tankpath_door_hatch_bridge" Node "-1060 -3200 -285" Node "-735 -2520 -173" Node "100 -3115 -173" Node "100 -2275 -173" // Last point before deciding to go gate A or straight hatch, this is hatch Node "680 -2275 -173" Node "680 -2275 -173" Node "680 -2275 2" Node "680 -3200 2" Node "680 -3200 2" Node "500 -3200 2" Node "500 -3200 2" Node "500 -2400 2" Node "800 -2000 2" Node "800 -1800 2" Node "-725 -1720 2" Node "-725 -900 2" Node "-600 -675 2" Node "-600 -125 -93" // Last point before deciding bridge or other side, this is bridge Node "0 0 -95" Node "0 1245 -95" } ExtraTankPath { Name "tankpath_main_hatch_bridge_side" // Main is from the main down gate. Node "-2950 -2425 170" Node "-2850 -2650 165" Node "-2570 -3200 -36" Node "-2175 -2900 -36" Node "-1450 -2915 -36" Node "-1135 -2915 -36" // Drop point, marked for upper spawning Node "-966 -2750 -285" Node "-735 -2520 -173" Node "100 -3115 -173" Node "100 -2275 -173" // Last point before deciding to go gate A or straight hatch, this is hatch Node "680 -2275 -173" Node "680 -2275 -173" Node "680 -2275 2" Node "680 -3200 2" Node "680 -3200 2" Node "500 -3200 2" Node "500 -3200 2" Node "500 -2400 2" Node "800 -2000 2" Node "800 -1800 2" Node "-725 -1720 2" Node "-725 -900 2" Node "-600 -675 2" Node "-600 -125 -93" // Last point before deciding bridge or other side, this is bridge Node "-715 125 -93" Node "-1020 380 -93" Node "-1020 1400 -93" Node "-200 1400 -93" } ExtraTankPath { Name "tankpath_upper_hatch_bridge_side" Node "-1325 -2380 338" Node "-1087 -2380 338" Node "-1087 -2380 258" Node "-1087 -2380 258" Node "-1087 -3600 258" Node "-885 -3600 258" Node "-785 -3600 228" // Node "-700 -3600 172" // Node "-430 -3600 2" Node "500 -3300 2" // Point before deciding to go gate or hatch, this case is hatch Node "500 -2400 2" Node "800 -2000 2" Node "800 -2000 2" Node "800 -1800 2" Node "-725 -1720 2" Node "-725 -900 2" Node "-600 -675 2" Node "-600 -125 -93" // Last point before deciding bridge or other side, this is side Node "-715 125 -93" Node "-1020 380 -93" Node "-1020 1400 -93" Node "-200 1400 -93" } ExtraTankPath { Name "tankpath_upper_hatch_bridge" Node "-1325 -2380 338" Node "-1087 -2380 338" Node "-1087 -2380 258" Node "-1087 -2380 258" Node "-1087 -3600 258" Node "-885 -3600 258" Node "-785 -3600 228" // Node "-700 -3600 172" // Node "-430 -3600 2" Node "500 -3300 2" // Point before deciding to go gate or hatch, this case is hatch Node "500 -2400 2" Node "800 -2000 2" Node "800 -2000 2" Node "800 -1800 2" Node "-725 -1720 2" Node "-725 -900 2" Node "-600 -675 2" Node "-600 -125 -93" // Last point before deciding bridge or other side, this is bridge Node "0 0 -95" Node "0 1245 -95" } ExtraTankPath { Name "tankpath_upper_gate_side_long" Node "-1325 -2380 338" Node "-1087 -2380 338" Node "-1087 -2380 258" Node "-1087 -2380 258" Node "-1087 -3600 258" Node "-885 -3600 258" Node "-785 -3600 228" // Node "-700 -3600 172" // Node "-430 -3600 2" Node "500 -3200 2" // Point before deciding to go gate or hatch, this case is gatebot Node "680 -3200 2" Node "680 -2275 -173" Node "900 -2275 -173" Node "1600 -2750 -173" Node "1600 -2320 2" Node "1250 -1500 2" Node "110 -1820 2" Node "-790 -1630 2" Node "-675 -840 2" // Turn off to longer or shorter hatch path, this is longer Node "-20 -840 2" Node "-20 -385 5" Node "765 -385 2" // Decide to go bridge or side Node "880 920 4" Node "880 1295 2" Node "800 1295 2" Node "600 1295 -93" Node "125 1350 -93" } ExtraTankPath { Name "tankpath_boiler_side" Node "400 -250 2" Node "800 -250 2" Node "800 500 2" // Turn Off to bridge or side, this is side Node "880 900 5" Node "880 1300 2" Node "800 1300 2" Node "200 1300 -93" Node "120 1375 -93" } ExtraTankPath { Name "tankpath_boiler_bridge" Node "400 -250 2" Node "800 -250 2" Node "800 500 2" // Turn Off to bridge or side, this is bridge Node "580 500 2" Node "400 500 -93" Node "0 500 -93" Node "0 1350 -85" } PointTemplates { SentryTank { OnSpawnOutput //make teleporter non solid, otherwise the bots might get stuck on it { Target "tp" Action "addoutput" Param "solid 0" Delay 5 } obj_sentrygun { "targetname" "l" "origin" "100 70 80" "SolidToPlayer" "0" "defaultupgrade" "0" "teamnum" "3" } obj_sentrygun { "targetname" "l" "origin" "-110 70 60" "SolidToPlayer" "0" "defaultupgrade" "0" "teamnum" "3" } obj_sentrygun { "targetname" "l" "origin" "100 -70 80" "SolidToPlayer" "0" "defaultupgrade" "0" "teamnum" "3" } obj_sentrygun { "targetname" "l" "origin" "-110 -70 60" "SolidToPlayer" "0" "defaultupgrade" "0f" "teamnum" "3" } } SentryStack { obj_sentrygun { "targetname" "sentry1" //Entity name. Required if the entity is going to be referenced somewhere "origin" "0 0 0" "defaultupgrade" 6 "teamnum" "3" // 2 - Red team, 3 - Blu team } obj_sentrygun { "targetname" "sentry2" //Entity name. Required if the entity is going to be referenced somewhere "origin" "0 0 100" "defaultupgrade" 6 "teamnum" "3" // 2 - Red team, 3 - Blu team } obj_sentrygun { "targetname" "sentry3" //Entity name. Required if the entity is going to be referenced somewhere "origin" "0 0 200" "defaultupgrade" 6 "teamnum" "3" // 2 - Red team, 3 - Blu team } RemoveIfKilled "sentry3" // Remove all entities in template if the specified entity is killed } } CustomWeapon { "Dev Original" { OriginalItemName "The Original" "fire rate bonus" 0.2 "faster reload rate" 0.02 "maxammo primary increased" 40 "clip size upgrade atomic" 96 "damage bonus" 4 "blast radius increased" 3 "projectile speed increased" 2 "max health additive bonus" 9800 "dmg taken increased" 0.1 "cancel falling damage" 1 "blast dmg to self increased" 0.01 } } ExtraLoadoutItems { Soldier { Primary { Item "Dev Original" Hidden 1 } } } ExtendedUpgrades { Upgrade { Name "Credit Pickup Range" Attribute "mult credit collect range" Cap 6 // Maximum amount of the attribute increment 1.5 Cost 50 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Medic AllowPlayerClass Spy } Upgrade { Name "HP On credits Pickup" Attribute "health from credits" Cap 100 // Maximum amount of the attribute increment 10 Cost 50 // Cost of the upgrade per level PlayerUpgrade 1 // Is the upgrade a player upgrade AllowPlayerClass Scout AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Medic AllowPlayerClass Spy } } ExtraSpawnPoint { Name "spawnbot_container" TeamNum 3 x "-78" Y "-1000" Z "166" } ExtraSpawnPoint { Name "spawnbot_sentry" TeamNum 3 x "-400" Y "-1700" Z "3" } ExtraSpawnPoint { Name "spawnbot_red" TeamNum 3 X "-50" y "1800" z "-90" } ExtraSpawnPoint { Name "spawnbot_red_forward" TeamNum 3 X "400" y "-3000" z "5" } Templates { gatebot_scout { ClassIcon scout Health 125 Name "Gatebot Scout" Class Scout EventChangeAttributes { Default { Skill Normal BehaviorModifiers Push WeaponRestrictions PrimaryOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" ItemAttributes { ItemName tf_weapon_scattergun "damage bonus" 0.5 } Item "mvm gatebot light scout" } RevertGateBotsBehavior { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "mvm gatebot light scout" "item style override" 1 } Item "mvm gatebot light scout" } } } Gatebot_soldier { ClassIcon soldier Health 200 Name "Gatebot soldier" Class Soldier EventChangeAttributes { Default { Skill Normal BehaviorModifiers Push WeaponRestrictions PrimaryOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" ItemAttributes { ItemName "the original" "damage bonus" 0.4 } Item "the original" Item "mvm gatebot light soldier" } RevertGateBotsBehavior { Skill Hard WeaponRestrictions PrimaryOnly Tag "bot_squad_member" ItemAttributes { ItemName "the original" "damage bonus" 0.7 } ItemAttributes { ItemName "mvm gatebot light soldier" "item style override" 1 } Item "the original" Item "mvm gatebot light soldier" } } } Gatebot_pyro { ClassIcon pyro Health 175 Name "Gatebot pyro" Class Pyro EventChangeAttributes { Default { Skill Normal BehaviorModifiers Push WeaponRestrictions PrimaryOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" Item "the nostromo napalmer" Item "mvm gatebot light pyro" } RevertGateBotsBehavior { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "mvm gatebot light pyro" "item style override" 1 } Item "the nostromo napalmer" Item "mvm gatebot light pyro" } } } Gatebot_heavy { ClassIcon heavy Health 300 Name "Gatebot heavy" Class HeavyWeapons EventChangeAttributes { Default { Skill Expert BehaviorModifiers Push WeaponRestrictions PrimaryOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" ItemAttributes { ItemName "iron curtain" "damage bonus" 0.4 } Item "iron curtain" Item "mvm gatebot light heavy" } RevertGateBotsBehavior { Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "iron curtain" "damage bonus" 1.2 } ItemAttributes { ItemName "mvm gatebot light heavy" "item style override" 1 } Item "iron curtain" Item "mvm gatebot light heavy" } } } } Wave // Wave 1 500$ { WaitWhenDone 65 Checkpoint Yes Sound Announcer.IncomingMob StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } WaveSpawn { Name w1_gatebot_scout_pyro_rush TotalCurrency 100 TotalCount 40 MaxActive 8 SpawnCount 2 StartWaveMessage "Mission made by Hona, again. Also join the discord lmao" WaitBeforeStarting 0 WaitBetweenSpawns 0.5 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { ClassIcon scout_fastcapture Health 150 Name "Gatebot Scout" Class Scout EventChangeAttributes { Default { Skill Hard BehaviorModifiers Push WeaponRestrictions MeleeOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" WeaponRestrictions MeleeOnly CharacterAttributes { "increase player capture value" 2 "move speed bonus" 1.2 } Item "mvm gatebot light scout" } RevertGateBotsBehavior { Skill Expert WeaponRestrictions MeleeOnly ItemAttributes { ItemName "mvm gatebot light scout" "item style override" 1 } Item "Festive Scattergun 2011" Item "mvm gatebot light scout" Item "osx item" } } } TFBot { ClassIcon pyro Health 175 Name "Knockback Gatebot pyro" Class Pyro EventChangeAttributes { Default { Skill Easy BehaviorModifiers Push WeaponRestrictions PrimaryOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" Item "the nostromo napalmer" ItemAttributes { ItemName "the nostromo napalmer" "damage causes airblast" 1 "weapon burn dmg increased" 1.5 "weapon burn time increased" 1.5 } Item "mvm gatebot light pyro" } RevertGateBotsBehavior { Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "mvm gatebot light pyro" "item style override" 1 } Item "the nostromo napalmer" ItemAttributes { ItemName "the nostromo napalmer" "damage causes airblast" 1 "weapon burn dmg increased" 1.5 "weapon burn time increased" 1.5 } Item "mvm gatebot light pyro" } } } } } WaveSpawn { Name w1_demoknight_rush WaitForAllDead w1_gatebot_scout_pyro_rush TotalCurrency 100 TotalCount 12 MaxActive 12 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 1.25 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Class Demoman Name "GateBot fire demoknight" ClassIcon Demoknight_fire Health 200 Item "ali baba's wee booties" Item "the splendid screen" Item "the eyelander" Item "prince tavish's crown" Item "the king of scotland cape" EventChangeAttributes { Default { Skill Hard BehaviorModifiers Push WeaponRestrictions MeleeOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" ItemAttributes { ItemName "the eyelander" "fire rate bonus" 1.25 "Set damagetype ignite" 5 } CharacterAttributes { "move speed bonus" 1.2 "charge recharge rate increased" 1.5 } Item "MvM GateBot Light Demoman" } RevertGateBotsBehavior { Skill Expert ItemAttributes { ItemName "the eyelander" "fire rate bonus" 0.7 "damage bonus" 2 } CharacterAttributes { "move speed bonus" 1.5 "charge recharge rate increased" 3 } Item "MvM GateBot Light Demoman" ItemAttributes { ItemName "MvM GateBot Light Demoman" "Item Style Override" 1 } } } } } } WaveSpawn { Name w1_heavy_rush_upper WaitForAllDead w1_demoknight_rush TotalCurrency 100 TotalCount 20 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 Squad { TFBot { ClassIcon heavy Health 150 Name "Gatebot heavy" Class HeavyWeapons EventChangeAttributes { Default { Skill Expert BehaviorModifiers Push WeaponRestrictions PrimaryOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" ItemAttributes { ItemName "iron curtain" "damage bonus" 0.3 } Item "iron curtain" Item "mvm gatebot light heavy" } RevertGateBotsBehavior { Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "iron curtain" "damage bonus" 0.8 } ItemAttributes { ItemName "mvm gatebot light heavy" "item style override" 1 } Item "iron curtain" Item "mvm gatebot light heavy" } } } } } WaveSpawn { Name w1_heavy_rush_main WaitForAllDead w1_demoknight_rush TotalCurrency 120 TotalCount 20 MaxActive 10 SpawnCount 10 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { ClassIcon heavy Health 300 Name "Gatebot heavy" Class HeavyWeapons EventChangeAttributes { Default { Skill Expert BehaviorModifiers Push WeaponRestrictions PrimaryOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" ItemAttributes { ItemName "iron curtain" "damage bonus" 0.3 "fire rate bonus" 2 } Item "iron curtain" Item "mvm gatebot light heavy" } RevertGateBotsBehavior { Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "iron curtain" "damage bonus" 1.2 } ItemAttributes { ItemName "mvm gatebot light heavy" "item style override" 1 } Item "iron curtain" Item "mvm gatebot light heavy" } } } } } WaveSpawn { Name w1_gatebot_giant_rapidfire WaitForAllDead w1_heavy_rush_main TotalCurrency 200 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Name "Gatebot RapidFire Giant" Class Soldier ClassIcon soldier_spammer_normal Health 4000 Item "The Original" Attributes Miniboss Scale 1.75 tag "bot_giant" EventChangeAttributes { Default { Skill Hard BehaviorModifiers Push WeaponRestrictions PrimaryOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" ItemAttributes { ItemName "the original" "damage bonus" 0.8 "faster reload rate" 0.7 "fire rate bonus" 0.7 } Item "the original" Item "mvm gatebot light soldier" ItemAttributes { ItemName "mvm gatebot light soldier" "attach particle effect" 278 } CharacterAttributes { "move speed bonus" 0.3 "airblast vulnerability multiplier" 0.2 } } RevertGateBotsBehavior { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the original" "faster reload rate" 0.6 "fire rate bonus" 0.6 } ItemAttributes { ItemName "mvm gatebot light soldier" "item style override" 1 "attach particle effect" 278 } Item "the original" Item "mvm gatebot light soldier" CharacterAttributes { "move speed bonus" 0.35 "airblast vulnerability multiplier" 0.1 } } } } } } WaveSpawn { Name w1_scout_mobbers WaitForAllDead w1_demoknight_rush TotalCurrency 0 TotalCount 999 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.8 Support 1 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 Squad { TFBot { Name "Mobber Scout" Class scout ClassIcon Scout_bat_nys Health 100 BehaviorModifiers Mobber WeaponRestrictions MeleeOnly Scale 0.9 CharacterAttributes { "move speed bonus" 1.4 } } } } } Wave // Wave 2 800$ { WaitWhenDone 65 Checkpoint Yes Sound Announcer.IncomingMob StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } WaveSpawn { Name w2_fast_short_tanks TotalCurrency 300 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { Tank { Health 6000 Name tankboss_fast Speed 150 StartingPathTrackNode "tankpath_main_hatch_bridge_1" SpawnTemplate "SentryTank" Scale 0.75 NoScreenShake 1 RotatePitch 1 DisableSmokestack 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } Tank { Health 3000 Name tankboss_Fast Speed 100 StartingPathTrackNode "tankpath_main_hatch_bridge_side_1" SpawnTemplate "SentryTank" Scale 0.75 NoScreenShake 1 RotatePitch 1 DisableSmokestack 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } Tank { Health 4000 Name tankboss_Fast Speed 100 StartingPathTrackNode "tankpath_door_hatch_bridge_1" SpawnTemplate "SentryTank" Scale 0.75 NoScreenShake 1 RotatePitch 1 DisableSmokestack 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } WaveSpawn { Name w2_boiler_tanks WaitForAllDead w2_fast_short_tanks TotalCurrency 400 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 7.5 WaitBetweenSpawns 5 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { Tank { Health 3000 Name tankboss Speed 100 StartingPathTrackNode "tankpath_boiler_side_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } SpawnTemplate "SentryTank" Scale 0.75 NoScreenShake 1 RotatePitch 1 DisableSmokestack 1 } Tank { Health 3000 Name tankboss Speed 100 StartingPathTrackNode "tankpath_boiler_bridge_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } SpawnTemplate "SentryTank" Scale 0.75 NoScreenShake 1 RotatePitch 1 DisableSmokestack 1 } } } WaveSpawn { Name w2_slow_tanks WaitForAllDead w2_boiler_tanks TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { Tank { Health 50000 Name tankboss_big Speed 75 StartingPathTrackNode "tankpath_main_gatebots_long_side_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } SpawnTemplate "SentryTank" Scale 1.1 NoScreenShake 1 RotatePitch 1 DisableSmokestack 1 } } } WaveSpawn { Name w2_power_scouts_lite TotalCurrency 200 TotalCount 32 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { ClassIcon scout Health 125 Name "Power Gatebot Scout" Class Scout Item "gold botkiller scattergun mk.i" EventChangeAttributes { Default { Skill Normal BehaviorModifiers Push WeaponRestrictions PrimaryOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "gold botkiller scattergun mk.i" "damage bonus" 0.8 "fire rate bonus" 0.6 "faster reload rate" 0.6 } CharacterAttributes { "move speed bonus" 1.1 } Item "mvm gatebot light scout" } RevertGateBotsBehavior { Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "mvm gatebot light scout" "item style override" 1 } ItemAttributes { ItemName "gold botkiller scattergun mk.i" "damage bonus" 1.5 "fire rate bonus" 0.5 "faster reload rate" 0.5 } Item "mvm gatebot light scout" } } } } } wavespawn { Name w2_support_scouts TotalCurrency 0 TotalCount 12 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Support 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Template gatebot_scout EventChangeAttributes { Default { CharacterAttributes { "move speed bonus" 0.8 } } RevertGateBotsBehavior { } } } } } } Wave // Wave 3, 1000$ { WaitWhenDone 65 Checkpoint Yes Sound Announcer.IncomingMob StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } WaveSpawn { Name w3_shield_heavy_meds TotalCurrency 400 TotalCount 60 MaxActive 20 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { ClassIcon heavy Health 300 Name Heavy Class HeavyWeapons Skill Easy WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "iron curtain" "damage bonus" 0.5 } Item "iron curtain" } TFBot { ClassIcon medic_bullet Health 150 Name "Bullet Medic" Class Medic Skill Normal WeaponRestrictions SecondaryOnly Attributes "ProjectileShield" Attributes "SpawnWithFullCharge" ItemAttributes { ItemName "the vaccinator" "increase buff duration" 2 "generate rage on heal" 50 "ubercharge rate bonus" 15 "medigun bullet resist passive" 2 "medigun bullet resist deployed" 2 } Item "the vaccinator" } } } WaveSpawn { Name w3_soldier_group WaitForAllDead w3_shield_heavy_meds TotalCurrency 400 TotalCount 80 MaxActive 20 SpawnCount 20 WaitBeforeStarting 0 WaitBetweenSpawns 7.5 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 Squad { TFBot { Class soldier ClassIcon Soldier_blackbox_atomic Name "Soldier" Item "The Black Box" EventChangeAttributes { Default { Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" BehaviorModifiers Push Item "MvM GateBot Light Soldier" } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } ItemAttributes { ItemName "The Black Box" Attributes HoldFireUntilFullReload "faster reload rate" 0.6 "Fire rate bonus" 0.05 "clip size upgrade atomic" 3 "damage bonus" 1.5 } } } } } } WaveSpawn { Name w3_heavyweights WaitForAllDead w3_soldier_group TotalCurrency 200 TotalCount 20 MaxActive 20 SpawnCount 1 WaitBetweenSpawns 0.1 WaitBeforeStarting 0 where spawnbot_main0 where spawnbot_main1 where spawnbot_main2 Squad { TFBot { Class Heavyweapons ClassIcon heavy_steelfist_nys Name "Fists of Steel Heavy" Item "Fists of Steel" Health 450 Scale 1.4 WeaponRestrictions MeleeOnly EventChangeAttributes { Default { Item "MvM GateBot Light Heavy" ItemAttributes { ItemName "Fists of Steel" "damage bonus" 0.8 "melee range multiplier" 1.25 } Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" BehaviorModifiers Push } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } ItemAttributes { ItemName "Fists of Steel" "damage bonus" 1.5 "melee range multiplier" 2.5 } } } } } } } Wave // Wave 4 1400 { WaitWhenDone 65 Checkpoint Yes Sound Announcer.IncomingMob StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } WaveSpawn { Name w4_giant_soldier_group TotalCurrency 400 TotalCount 22 MaxActive 22 SpawnCount 22 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Class Soldier ClassIcon soldier_spammer_normal Class Soldier Health 3500 Attributes MiniBoss Scale 1.75 CharacterAttributes { "move speed bonus" 0.3 "airblast vulnerability multiplier" 0.1 "damage force reduction" 0.1 } Item "powerhouse_rocketlauncher_shellshocker" EventChangeAttributes { Default { Item "MvM Gatebot Light Soldier" Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" BehaviorModifiers Push ItemAttributes { ItemName "powerhouse_rocketlauncher_shellshocker" "damage bonus" 0.8 "fire rate bonus" 1.2 "faster reload rate" 1.2 } } RevertGateBotsBehavior { Item "MvM Gatebot Light Soldier" ItemAttributes { ItemName "MvM Gatebot Light Soldier" "item style override" 1 } ItemAttributes { ItemName "powerhouse_rocketlauncher_shellshocker" "fire rate bonus" 0.8 "faster reload rate" 0.8 } } } } } } WaveSpawn { Name w4_super_scout WaitForAllDead w4_giant_soldier_group TotalCurrency 400 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBetweenSpawns 3 WaitBeforeStarting 0 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Name "Super Scout" Class Scout ClassIcon Scout_armored Health 3000 Scale 1.75 Attributes MiniBoss Item "Festive Scattergun 2011" ItemAttributes { ItemName "Festive Scattergun 2011" "damage bonus" 2 "fire rate bonus" 0.7 "faster reload rate" 0.7 } CharacterAttributes { "move speed bonus" 0.8 "airblast vulnerability multiplier" 0.5 "damage force reduction" 0.1 } } } } WaveSpawn { Name w4_heavy_miniboss WaitForAllDead w4_super_scout TotalCurrency 300 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Name "Heavy Pompson Boss" Class Heavyweapons ClassIcon heavy_tomislav_giant attributes Miniboss Attributes UseBossHealthBar Health 60000 Scale 1.75 ItemAttributes { ItemName "Tomislav" "override projectile type" 13 "energy weapon penetration" 1 "fire rate bonus" 0.8 "projectile spread angle penalty" 3 } Item "Tomislav" CharacterAttributes { "move speed bonus" 0.32 "airblast vulnerability multiplier" 0.1 "damage force reduction" 0.1 } Item "Modest Metal Pile of Scrap" ItemAttributes { ItemName "Modest Metal Pile of Scrap" "attach particle effect" 278 } } } } WaveSpawn { Name w4_pyro_posse WaitForAllSpawned w4_heavy_miniboss Support 1 TotalCurrency 0 TotalCount 999 MaxActive 20 SpawnCount 16 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Name "Posse Pyro" Class Pyro ClassIcon Pyro Action EscortFlag Attributes IgnoreFlag } } } WaveSpawn { Name w4_giant_support WaitForAllSpawned w4_heavy_miniboss Support 1 TotalCurrency 300 TotalCount 30 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Name "Bison T4" Class Soldier ClassIcon Bison Health 700 Scale 1.5 WeaponRestrictions SecondaryOnly Skill Expert ItemAttributes { ItemName "The Righteous Bison" "faster reload rate" 0.4 "clip size upgrade atomic" 12 "fire rate bonus" 0.7 "damage bonus" 0.8 "sanguisuge" 1 } CharacterAttributes { "airblast vulnerability multiplier" 0.6 "damage force reduction" 0.8 } Item "The Righteous Bison" } } } } Wave // Wave 5, 1555$ { WaitWhenDone 65 Checkpoint Yes Sound Announcer.IncomingMob StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } WaveSpawn { Name w5_fast_capper_rush TotalCurrency 400 TotalCount 44 MaxActive 22 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.2 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { ClassIcon scout_fastcapture Health 250 Name "[!] Fast Capper [!]" Scale 1.3 Class Scout EventChangeAttributes { Default { Skill Normal BehaviorModifiers Push WeaponRestrictions MeleeOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" ItemAttributes { ItemName "the holy mackerel" "increase player capture value" 420 "damage bonus" 2 "melee range multiplier" 3 } ItemAttributes { ItemName "mvm gatebot light scout" "attach particle effect" 14 } CharacterAttributes { "increase player capture value" 420 } Item "the holy mackerel" Item "mvm gatebot light scout" } RevertGateBotsBehavior { Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "mvm gatebot light scout" "item style override" 1 "attach particle effect" 14 } Item "mvm gatebot light scout" } } } } } WaveSpawn { Name w5_speedystuff WaitForAllDead w5_fast_capper_rush TotalCurrency 400 TotalCount 30 MaxActive 20 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0.1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { ClassIcon pyro_fast Health 150 Name Spiiiiiiiiiiiiiiid Class Pyro Skill Normal WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the backburner" "flame size bonus" 1.5 "flame life bonus" 1.5 "damage bonus" 0.7 } CharacterAttributes { "move speed bonus" 1.5 } Item "the backburner" Item "tw_pyrobot_armor" Item "tw_pyrobot_helmet" } TFBot { ClassIcon heavy_heater Health 300 Name "Speedy Heater Heavy" Class HeavyWeapons Skill Expert WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the huo long heatmaker" "damage bonus" 0.7 "weapon burn dmg increased" 1.5 "weapon burn time increased" 1.5 } CharacterAttributes { "move speed bonus" 1.5 } Item "the huo long heatmaker" } } } WaveSpawn { Name w5_Demopan_Tide_Turner WaitForAllDead w5_speedystuff TotalCurrency 200 TotalCount 80 MaxActive 20 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Name "Demopan" ClassIcon demoknight Class Demoman Skill Expert Health 500 Attributes "SpawnWithFullCharge" WeaponRestrictions MeleeOnly Attributes "AlwaysCrit" ItemAttributes { ItemName "Frying Pan" "damage bonus" 2.5 } ItemAttributes { ItemName "The Chargin' Targe" "charge recharge rate increased" 6 } Item "The Frying Pan" Item "The Chargin' Targe" Item "Bootlegger" Item "Bounty Hat" Item "Dangeresque, Too?" } } } WaveSpawn { Name w5_A_Pose_Demo WaitForAllDead w5_Demopan_Tide_Turner TotalCurrency 555 TotalCount 222 MaxActive 32 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.01 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Name "A Pose Demo" ClassIcon Jerma_trick Class Demoman Skill Expert Health 375 WeaponRestrictions primaryonly Item "The Bootlegger" EventChangeAttributes { Default { BehaviorModifiers Push Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" Item "mvm gatebot light demoman" CharacterAttributes { "move speed bonus" 1.3 } } RevertGateBotsBehavior { CharacterAttributes { "move speed bonus" 1.5 } ItemAttributes { ItemName "mvm gatebot light demoman" "item style override" 1 "attach particle effect" 1 } } } } } } } Wave // Wave 6, 1900$ { WaitWhenDone 65 Checkpoint Yes Sound Announcer.IncomingMob StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } WaveSpawn { Name w6_homing_soldier_group TotalCurrency 600 TotalCount 60 MaxActive 20 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Name "Homing Soldier" Health 250 Class Soldier ClassIcon Soldier_homing_nys Item "The Original" ItemAttributes { ItemName "The Original" "mod projectile heat seek power" 60 "mod projectile heat aim error" 120 } EventChangeAttributes { Default { BehaviorModifiers Push Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" Item "mvm gatebot light soldier" } RevertGateBotsBehavior { ItemAttributes { ItemName "mvm gatebot light soldier" "item style override" 1 } Item "mvm gatebot light soldier" } } } } } WaveSpawn { Name w6_homing_soldier_support TotalCurrency 200 TotalCount 999 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Support 1 Squad { TFBot { Name "Homing Soldier" Health 250 Class Soldier ClassIcon Soldier_homing_nys Item "The Original" ItemAttributes { ItemName "The Original" "mod projectile heat seek power" 30 "mod projectile heat aim error" 120 } EventChangeAttributes { Default { BehaviorModifiers Push Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" Item "mvm gatebot light soldier" } RevertGateBotsBehavior { ItemAttributes { ItemName "mvm gatebot light soldier" "item style override" 1 } Item "mvm gatebot light soldier" } } } } } WaveSpawn { Name w6_PERKELE WaitForAllDead w6_homing_soldier_group TotalCurrency 500 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Name "P E R K E L E" Health 150000 Class Demoman ClassIcon demoknight_armored Skill Expert Attributes Miniboss Attributes UseBossHealthBar Tag "bot_giant" Attributes AlwaysCrit Scale 1.75 WeaponRestrictions MeleeOnly ItemAttributes { ItemName "Festive Eyelander" "damage bonus" 20 "melee range multiplier" 4.5 } ItemAttributes { ItemName "The Tide Turner" "charge recharge rate increased" 10 "charge impact damage increased" 5 } CharacterAttributes { "move speed bonus" 0.4 "airblast vulnerability multiplier" 0.2 "damage force reduction" 0.4 } Item "Festive Eyelander" Item "Ali Baba's Wee Booties" Item "The Tide Turner" EventChangeAttributes { Default { BehaviorModifiers Push Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" ItemAttributes { ItemName "mvm gatebot light demoman" "attach particle effect" 14 } Item "mvm gatebot light demoman" } RevertGateBotsBehavior { ItemAttributes { ItemName "mvm gatebot light demoman" "item style override" 1 "attach particle effect" 14 } Item "mvm gatebot light demoman" } } } } } WaveSpawn { Name w6_tank_train WaitForAllSpawned w6_homing_soldier_group TotalCurrency 400 TotalCount 20 MaxActive 20 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0.75 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { Tank { Health 6000 Name tankboss Speed 70 StartingPathTrackNode "tankpath_main_hatch_bridge_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } SpawnTemplate "SentryTank" NoScreenShake 1 RotatePitch 1 DisableSmokestack 1 } } } WaveSpawn { Name w6_sentry_stack Where spawnbot_red_forward TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 200 PointTemplate // PointTemplate spawner. Counts as alive until all entites in the template are removed { SpawnAtEntity Where // Entity to spawn the template at, "Where" spawns at the bot spawn as indicated by where. If omitted, spawns at world origin IsCrit 1 // Shows icon as critical (Default: 0) IsMiniBoss 1 // Shows icon as mini boss (Default: 0) ClassIcon Sentry_gun // ClassIcon to use Name "SentryStack" // Template name to use Origin "0 1 0" // Position where to spawn the template. If SpawnAtEntity is specified, relative to entity Angles "0 85 0" // Rotation of the template SpawnCurrencyPack "sentry3" // Entity which will drop money. If not specified, currency is distributed automatically when the template is removed SpreadRadius "60 60 0" // Randomly spreads entities in x y z coordinates StickToGround 6000 // Stick spawned template to ground, as long as its up to x units above the ground } } } Wave // Wave 7 { WaitWhenDone 65 Checkpoint Yes Sound Announcer.IncomingMob StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target holograms_3way_relay Action Trigger } WaveSpawn { Name w7_red_titan TotalCurrency 0 TotalCount 1 MaxActive 1 SpawnCount 1 Support 1 WaitBetweenSpawns 500000 WaitBeforeStarting 0 Where spawnbot_red_forward StartWaveMessage "Oh look, it's your 'favorite' bot, finally on your side." StartWaveMessage "There's always bigger fish though." Squad { TFBot { Name "RED Ultra Discharge Soldier" Health 150000 Class Soldier Scale 1.75 ClassIcon boss_soldier_tankdestroyer Skill Expert WeaponRestrictions PrimaryOnly Tag "bot_giant" Attributes "MiniBoss" Attributes IgnoreFlag Attributes "UseBossHealthBar" Action Mobber Attributes "AlwaysCrit" UseHumanModel 1 ItemAttributes { ItemName "the original" "heal on hit for slowfire" 200 "damage bonus" 4 "Blast radius increased" 6 "Projectile speed increased" 0.5 "Projectile range increased" 9 "fire rate bonus" 0.3 "faster reload rate" 0.3 "clip size upgrade atomic" 6 "attach particle effect" 704 "mod projectile heat seek power" 180 "mod projectile heat aim error" 360 } ItemAttributes { ItemName "tyrant's helm" "attach particle effect" 278 } CharacterAttributes { "move speed bonus" 0.25 "airblast vulnerability multiplier" 0.05 "damage force reduction" 0.1 "cancel falling damage" 1 "health drain medic" -750 } Item "the original" Item "tyrant's helm" Item "osx item" AddCond { Name "TF_COND_REPROGRAMMED" } } } } WaveSpawn { Name w7_Titanic_Scouts TotalCurrency 500 TotalCount 20 MaxActive 10 SpawnCount 10 WaitBeforeStarting 5 WaitBetweenSpawns 2 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Class Scout ClassIcon scout_armored_hyper Health 3000 Attributes Miniboss Scale 1.75 CharacterAttributes { "move speed bonus" 1.25 } EventChangeAttributes { Default { BehaviorModifiers Push Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" Item "mvm gatebot light scout" } RevertGateBotsBehavior { ItemAttributes { ItemName "mvm gatebot light scout" "item style override" 1 } Item "mvm gatebot light scout" } } } } } WaveSpawn { Name w7_Titanic_Scouts_upper TotalCurrency 500 TotalCount 20 MaxActive 10 SpawnCount 10 WaitBeforeStarting 5 WaitBetweenSpawns 2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 Squad { TFBot { Class Scout ClassIcon scout_armored_hyper Health 3000 Attributes Miniboss Scale 1.75 CharacterAttributes { "move speed bonus" 1.25 } EventChangeAttributes { Default { BehaviorModifiers Push Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" Item "mvm gatebot light scout" } RevertGateBotsBehavior { ItemAttributes { ItemName "mvm gatebot light scout" "item style override" 1 } Item "mvm gatebot light scout" } } } } } WaveSpawn { Name w7_Flyfilos WaitForAllDead w7_Titanic_Scouts TotalCurrency 1000 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 2 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Name "Flyfilo GodLike Sniper" Class sniper ClassIcon sniper_bow_multi_armored Attributes UseBossHealthBar Attributes Miniboss Health 100000 Attributes AlwaysCrit tag "bot_giant" ItemAttributes { ItemName "The Fortified Compound" "arrow mastery" 24 "damage bonus" 7 "faster reload rate" 0.3 "fire rate bonus" 0.3 "killstreak tier" 1 "maxammo primary increased" 20 "clip size upgrade atomic" 5 "turn to gold" 1 "Projectile speed increased" 1.2 "mod projectile heat seek power" 120 "mod projectile heat aim error" 360 } ItemAttributes { ItemName "Saxton Hat" "attach particle effect" 278 } CharacterAttributes { "move speed bonus" 0.19 "airblast vulnerability multiplier" 0.1 "damage force reduction" 0.1 } Item "The Fortified Compound" Item "Saxton Hat" } } } WaveSpawn { Name w7_slow_tanks WaitForAllDead w7_Flyfilos TotalCurrency 200 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 20 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { Tank { Health 90000 Name tankboss_big Speed 45 StartingPathTrackNode "tankpath_main_gatebots_long_side_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } SpawnTemplate "SentryTank" NoScreenShake 1 RotatePitch 1 DisableSmokestack 1 } } } WaveSpawn { Name w7_conch_boss WaitForAllDead w7_Flyfilos TotalCurrency 1000 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 2 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { Name "Conch Boss Heavy" Class Heavyweapons Health 500000 ClassIcon heavy_conch_lite Attributes UseBossHealthBar Attributes SpawnWithFullCharge Attributes Miniboss tag "bot_giant" ItemAttributes { ItemName "The Brass Beast" "damage bonus" 4 "bullets per shot bonus" 2 "crit vs burning players" 1 "ring of fire while aiming" 1 } ItemAttributes { ItemName "The concheror" "increase buff duration" 15 } ItemAttributes { ItemName "The Soviet Gentleman" "attach particle effect" 1 } CharacterAttributes { "move speed bonus" 0.19 "airblast vulnerability multiplier" 0.01 "damage force reduction" 0.1 } Item "The Brass Beast" Item "The concheror" Item "The Soviet Gentleman" } } } WaveSpawn { Name w7_support TotalCurrency 0 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Support 1 Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Squad { TFBot { ClassIcon scout Health 500 Name Scout Class Scout Skill Expert WeaponRestrictions PrimaryOnly } } } } }