#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 15000 RespawnWaveTime 10 CanBotsAttackWhileInSpawnRoom no PointTemplates { Boss_Spawn_Text { game_text { "targetname" "boss_text" "message" "General Voidstorm Arrives, prepare for your end." "x" "-1" // -1 centers the text horizontally "y" "0.3" // Vertical position (0.0 top, 1.0 bottom) "color" "255 64 64" // RGB color "fadein" "0.5" "fadeout" "0.5" "holdtime" "4" // How long it stays visible (seconds) "spawnflags" "1" // 1 = Display to all players } logic_relay { "targetname" "boss_text_relay" "OnSpawn" "boss_text,Display,,0,-1" // Triggers text display immediately on spawn "OnSpawn" "boss_text,Kill,,5,-1" // Cleans up entity after 5 seconds } // Spawns and immediately kills the vortex once at wave start to pre-cache it in engine memory logic_relay { "targetname" "precache_vortex" "OnSpawn" "boss_text,Display,,0,-1" "OnSpawn" "boss_text,Kill,,5,-1" // Pre-cache trigger "OnSpawn" "vortex_precache_temp,Kill,,0.1,-1" } } Filter_Red_Only { filter_activator_tfteam { "targetname" "filter_red" "teamnum" "2" // 2 = RED, 3 = BLU "Negate" "0" } } Boss_Whirlwind_Effect { // Particle effect attached to the boss info_particle_system { "targetname" "whirlwind_particles" "effect_name" "eyeboss_tp_vortex" "origin" "0 0 -50" "angles" "0 0 0" "flag_as_weather" "0" "start_active" "1" } // Invisible push trigger that launches players away point_push { "targetname" "whirlwind_push" "origin" "0 0 0" "magnitude" 750 "spawnflags" "1" // 1 = Push clients (players) "filtername" "filter_red" "radius" 300 "StartDisabled" "0" } // Automatically clean up the effect after 4 seconds logic_relay { "targetname" "whirlwind_cleanup" "OnSpawn" "whirlwind_particles,Kill,,4,-1" "OnSpawn" "whirlwind_push,Kill,,4,-1" } } // The Telegraph Particle & Downward Rocket Spawner Orbital_Strike_Point { // Telegraph Warning Beam // Translucent Spinning Floor Indicator prop_dynamic { "targetname" "strike_telegraph" "model" "models/props_mvm/indicator/indicator_circle_long.mdl" "origin" "0 0 0" // Spawns flat on the floor "angles" "0 0 180" "modelscale" "1.0" // Adjust scale if you want a bigger/smaller circle "disableshadows" "1" "solid" "0" // Non-solid so players walk through it } // Weapon Mimic positioned high above to fire downwards tf_point_weapon_mimic { "targetname" "strike_launcher" "origin" "0 0 800" // Spawns 800 HU up in the air "angles" "90 0 0" // Aims straight DOWN towards the floor "WeaponType" "0" // 0 = Rocket Launcher "SpeedMin" "1200" // Rocket flight speed "SpeedMax" "1200" "Damage" "250" // Damage dealt on strike "SplashRadius" "200" // Blast radius "ModelScale" "2.0" // Upscaled rocket model "Crits" "0" "AnglesRelative" "0" } // Logic Relay Timing (2-second delay execution) logic_relay { "targetname" "strike_logic" "OnSpawn" "strike_launcher,FireOnce,,2.0,-1" // Fire rocket after 2 seconds "OnSpawn" "strike_telegraph,Kill,,2.1,-1" // Remove warning beam "OnSpawn" "strike_launcher,Kill,,3.5,-1" // Clean up spawner after rocket impact } } // Ring Array Template spawning all 8 strike points around the boss simultaneously Orbital_Strike_Ring { // Spawns strike points at 8 radial positions relative to the boss // 0° tf_point_weapon_mimic { "targetname" "m1" "origin" "300 0 800" "angles" "90 0 0" "WeaponType" "0" "SpeedMin" "1200" "SpeedMax" "1200" "Damage" "300" "SplashRadius" "200" "ModelScale" "2.0" "AnglesRelative" "0" "SpreadAngle" "0" } prop_dynamic { "targetname" "p1" "model" "models/props_mvm/indicator/indicator_circle_long.mdl" "origin" "300 0 0" // Spawns flat on the floor "angles" "0 0 180" "modelscale" "1.5" // Adjust scale if you want a bigger/smaller circle "disableshadows" "1" "solid" "0" // Non-solid so players walk through it "defaultanim" "start" "startdisabled" "0" } tf_point_weapon_mimic { "targetname" "m2" "origin" "0 300 800" "angles" "90 0 180" "WeaponType" "0" "SpeedMin" "1200" "SpeedMax" "1200" "Damage" "300" "SplashRadius" "200" "ModelScale" "2.0" "AnglesRelative" "0" "SpreadAngle" "0" } prop_dynamic { "targetname" "p2" "model" "models/props_mvm/indicator/indicator_circle_long.mdl" "origin" "0 300 0" // Spawns flat on the floor "angles" "0 0 180" "modelscale" "1.5" // Adjust scale if you want a bigger/smaller circle "disableshadows" "1" "solid" "0" // Non-solid so players walk through it "defaultanim" "start" "startdisabled" "0" } tf_point_weapon_mimic { "targetname" "m3" "origin" "-300 0 800" "angles" "90 0 0" "WeaponType" "0" "SpeedMin" "1200" "SpeedMax" "1200" "Damage" "300" "SplashRadius" "200" "ModelScale" "2.0" "AnglesRelative" "0" "SpreadAngle" "0" } prop_dynamic { "targetname" "p3" "model" "models/props_mvm/indicator/indicator_circle_long.mdl" "origin" "-300 0 0" // Spawns flat on the floor "angles" "0 0 180" "modelscale" "1.5" // Adjust scale if you want a bigger/smaller circle "disableshadows" "1" "solid" "0" // Non-solid so players walk through it "defaultanim" "start" "startdisabled" "0" } tf_point_weapon_mimic { "targetname" "m4" "origin" "0 -300 800" "angles" "90 0 0" "WeaponType" "0" "SpeedMin" "1200" "SpeedMax" "1200" "Damage" "300" "SplashRadius" "200" "ModelScale" "2.0" "AnglesRelative" "0" "SpreadAngle" "0" } prop_dynamic { "targetname" "p4" "model" "models/props_mvm/indicator/indicator_circle_long.mdl" "origin" "0 -300 0" // Spawns flat on the floor "angles" "0 0 180" "modelscale" "1.5" // Adjust scale if you want a bigger/smaller circle "disableshadows" "1" "solid" "0" // Non-solid so players walk through it "defaultanim" "start" "startdisabled" "0" } tf_point_weapon_mimic { "targetname" "m5" "origin" "158 158 800" "angles" "90 0 0" "WeaponType" "0" "SpeedMin" "1200" "SpeedMax" "1200" "Damage" "300" "SplashRadius" "200" "ModelScale" "2.0" "AnglesRelative" "0" "SpreadAngle" "0" } prop_dynamic { "targetname" "p5" "model" "models/props_mvm/indicator/indicator_circle_long.mdl" "origin" "158 158 180" // Spawns flat on the floor "angles" "0 0 0" "modelscale" "1.5" // Adjust scale if you want a bigger/smaller circle "disableshadows" "1" "solid" "0" // Non-solid so players walk through it "defaultanim" "start" "startdisabled" "0" } tf_point_weapon_mimic { "targetname" "m6" "origin" "158 -158 800" "angles" "90 0 0" "WeaponType" "0" "SpeedMin" "1200" "SpeedMax" "1200" "Damage" "300" "SplashRadius" "200" "ModelScale" "2.0" "AnglesRelative" "0" "SpreadAngle" "0" } prop_dynamic { "targetname" "p6" "model" "models/props_mvm/indicator/indicator_circle_long.mdl" "origin" "158 -158 180" // Spawns flat on the floor "angles" "0 0 0" "modelscale" "1.5" // Adjust scale if you want a bigger/smaller circle "disableshadows" "1" "solid" "0" // Non-solid so players walk through it "defaultanim" "start" "startdisabled" "0" } tf_point_weapon_mimic { "targetname" "m7" "origin" "-158 158 800" "angles" "90 0 0" "WeaponType" "0" "SpeedMin" "1200" "SpeedMax" "1200" "Damage" "300" "SplashRadius" "200" "ModelScale" "2.0" "AnglesRelative" "0" "SpreadAngle" "0" } prop_dynamic { "targetname" "p7" "model" "models/props_mvm/indicator/indicator_circle_long.mdl" "origin" "-158 158 180" // Spawns flat on the floor "angles" "0 0 0" "modelscale" "1.5" // Adjust scale if you want a bigger/smaller circle "disableshadows" "1" "solid" "0" // Non-solid so players walk through it "defaultanim" "start" "startdisabled" "0" } tf_point_weapon_mimic { "targetname" "m8" "origin" "-158 -158 800" "angles" "90 0 0" "WeaponType" "0" "SpeedMin" "1200" "SpeedMax" "1200" "Damage" "300" "SplashRadius" "200" "ModelScale" "2.0" "AnglesRelative" "0" "SpreadAngle" "0" } prop_dynamic { "targetname" "p8" "model" "models/props_mvm/indicator/indicator_circle_long.mdl" "origin" "-158 -158 180" // Spawns flat on the floor "angles" "0 0 0" "modelscale" "1.5" // Adjust scale if you want a bigger/smaller circle "disableshadows" "1" "solid" "0" // Non-solid so players walk through it "defaultanim" "start" "startdisabled" "0" } // Simultaneous / Staggered Fire Logic Relay logic_relay { "targetname" "strike_fire_relay" // Fires all mimics 2.0s after spawn "OnSpawn" "m1,FireOnce,,2.0,-1" "OnSpawn" "m2,FireOnce,,2.1,-1" "OnSpawn" "m3,FireOnce,,2.2,-1" "OnSpawn" "m4,FireOnce,,2.3,-1" "OnSpawn" "m5,FireOnce,,2.4,-1" "OnSpawn" "m6,FireOnce,,2.5,-1" "OnSpawn" "m7,FireOnce,,2.6,-1" "OnSpawn" "m8,FireOnce,,2.7,-1" // Kill Particles after strike "OnSpawn" "p*,Kill,,3.6,-1" "OnSpawn" "m*,Kill,,4.0,-1" } } } Templates { NecroBot_Soldier_Homing //support bot phase 3 { Class Soldier Name "Homing Soldier" ClassIcon soldier_homing_nys Skill Easy Item "The Hellmet" Item "The Buttler" Item "The Original" Item "Freshly Brewed Victory" WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload // Extended Sigsegv Tag for Homing Rockets HomingRockets { IgnoreDisguisedSpies 1 // 1 = Won't target disguised Spies IgnoreStealthedSpies 1 // 1 = Won't target cloaked Spies RocketSpeed 0.3 // Multiplier for rocket speed TurnPower 45 // How fast the rocket turns toward the target (degrees/sec) MaxAimError 90 // Angle threshold to acquire targets (360 = full sphere) } ItemAttributes { ItemName "The Original" "fire rate bonus" 4 "faster reload rate" 3 "Projectile speed increased" 0.3 "clip size upgrade" 0.25 "projectile trail particle" eyeboss_projectile } } NecroBot_Soldier_Shovel //support bot phase 1 { Class Soldier Name "Shovel Soldier" ClassIcon soldier_shovel_nys Skill Expert Item "The Hellmet" Item "The Buttler" WeaponRestrictions MeleeOnly } NecroBot_Soldier_Shotgun //support bot phase 2 { Class Soldier Name "Shotgun Soldier" ClassIcon soldier_shotgun_yoovy Skill Hard Item "The Hellmet" Item "The Buttler" WeaponRestrictions SecondaryOnly } T_TFBot_General_Voidstorm_NecroProGaming { Class Soldier Name "General Voidstorm" ClassIcon soldier_quadfire Health 60000 Scale 1.8 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Item "The Hellmet" Item "The Buttler" Item "The Original" Item "Freshly Brewed Victory" // Spawn Chat Announcement Message { Delay 0 Cooldown 3000 Repeats 1 Name "{default}Stand by for my arrival, this fragment will fall like the others." } // Default Phase 1: Uses the Original EventChangeAttributes { // Phase 1 // Default { Item "The Original" Item "The Hellmet" Item "The Buttler" ShootTemplate { Name "" } ItemAttributes { ItemName "The Original" "faster reload rate" 0.6 "fire rate bonus" 0.7 } CharacterAttributes { "move speed bonus" 0.4 "move speed as health decreases" 2 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 5 } } // Phase 1 homing attack // Phase1_Homing_Barrage { Item "The Original" Item "The Hellmet" Item "The Buttler" Attributes HoldFireUntilFullReload ShootTemplate { Name "" } ItemAttributes { ItemName "The Original" "faster reload rate" 1.5 // slower "fire rate bonus" 0.05 "projectile speed increased" 0.3 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "mod projectile heat seek power" 60 "mod projectile heat aim error" 90 "projectile spread angle penalty" 10 //spread initial projectiles "projectile trail particle" eyeboss_projectile } CharacterAttributes { "move speed bonus" 0.001 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 5 } } // Phase 1 whirlwind Phase1_Whirlwind { Item "The Equalizer" Item "The Hellmet" Item "The Buttler" WeaponRestrictions MeleeOnly // Attach the visual and knockback template to the boss during this phase ShootTemplate { Name "Boss_Whirlwind_Effect" } ItemAttributes { ItemName "The Equalizer" "damage bonus" 2.0 "fire rate bonus" 0.4 "damage causes airblast" 1 "melee cleave attack" 1 } CharacterAttributes { "move speed bonus" 0.001 "damage force reduction" 0 // completely immune "airblast vulnerability multiplier" 0 "override footstep sound set" 5 } } // Phase 2: Enters at 75% HP (9000 HP), switches to the Black Box // Phase2 { Item "The Black Box" Item "Freshly Brewed Victory" Item "The Hellmet" Item "The Buttler" ShootTemplate { Name "" } ItemAttributes { ItemName "The Black Box" "damage bonus" 1.5 "heal on hit for rapidfire" 200 "faster reload rate" 0.4 } CharacterAttributes { "move speed bonus" 0.5 "move speed as health decreases" 2 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 5 } } // Phase 2 homing attack, 6 projectiles for extra threat // Phase2_Homing_Barrage { Item "The Black Box" Item "The Hellmet" Item "The Buttler" Attributes HoldFireUntilFullReload ShootTemplate { Name "" } ItemAttributes { ItemName "The Black Box" "faster reload rate" 1.5 // slower "fire rate bonus" 0.05 "projectile speed increased" 0.3 "heal on hit for rapidfire" 200 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "mod projectile heat seek power" 60 "mod projectile heat aim error" 90 "projectile spread angle penalty" 10 //spread initial projectiles "clip size upgrade atomic" 3.0 // 6 projectiles, as a bit of an upgrade from phase 1 "projectile trail particle" eyeboss_projectile } CharacterAttributes { "move speed bonus" 0.001 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 5 } } // Phase 2 Void Mines attack. 250HP, 3 projectiles, ~6s fuse time. Phase2_Void_Mines { Item "The Black Box" Item "Freshly Brewed Victory" Item "The Hellmet" Item "The Buttler" ItemAttributes { ItemName "The Black Box" "override projectile type" 17 "fuse bonus" 2.5 "damage bonus" 15.0 "damage causes airblast" 1 "Blast radius decreased" 2.5 "use large smoke explosion" 1 "mult projectile scale" 2.5 "projectile health" 250 // subject to change "fire rate bonus" 1.5 "faster reload rate" 3.5 "projectile speed increased" 1.4 "custom projectile size" 16 "grenade no spin" 1 "grenade damage reduction on world contact" 1.0 } CharacterAttributes { "move speed bonus" 0.001 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 5 } } // Phase 3: Enters at 50% HP (6000 HP), switches to the Direct Hit // Phase3 { Item "The Direct Hit" Item "Taunt: Soldiers Requiem" Item "The Hellmet" Item "The Buttler" Attributes HoldFireUntilFullReload ShootTemplate { Name "" } ItemAttributes { ItemName "The Direct Hit" "damage bonus" 1.5 "faster reload rate" 0.4 } CharacterAttributes { "move speed bonus" 0.5 "move speed as health decreases" 2 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 5 } } // Phase 3 homing attack, 8 projectiles for extra threat, faster projectiles // Phase3_Homing_Barrage { Item "The Direct Hit" Item "The Hellmet" Item "The Buttler" Attributes HoldFireUntilFullReload ShootTemplate { Name "" } ItemAttributes { ItemName "The Direct Hit" "faster reload rate" 1.5 // slower "fire rate bonus" 0.05 "projectile speed increased" 0.3 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "mod projectile heat seek power" 60 "mod projectile heat aim error" 90 "projectile spread angle penalty" 10 //spread initial projectiles "clip size upgrade atomic" 4.0 // 8 projectiles, as a bit of an upgrade from phase 2 "projectile trail particle" eyeboss_projectile } CharacterAttributes { "move speed bonus" 0.001 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 5 } } // Phase 3 Void Mines attack. 250HP, 4 projectiles, ~6s fuse time. Phase3_Void_Mines { Item "The Direct Hit" Item "Freshly Brewed Victory" Item "The Hellmet" Item "The Buttler" ItemAttributes { ItemName "The Direct Hit" "override projectile type" 17 "fuse bonus" 2.5 "damage bonus" 15.0 "damage causes airblast" 1 "Blast radius decreased" 2.5 "use large smoke explosion" 1 "mult projectile scale" 2.5 "grenade no spin" 1 "grenade damage reduction on world contact" 1.0 "projectile health" 250 // subject to change "fire rate bonus" 1.25 "faster reload rate" 3.5 "projectile speed increased" 1.4 "custom projectile size" 16 } CharacterAttributes { "move speed bonus" 0.001 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 5 } } // 16 rocket orbital strike weee Phase3_Rocket_Strike { Item "The Direct Hit" Item "Freshly Brewed Victory" Item "The Hellmet" Item "The Buttler" Item "Soldiers Requiem" ShootTemplate { Name "Orbital_Strike_Ring" // Instantly spawns the ring around the boss upon entering phase Angles "0 0 0" } ItemAttributes { ItemName "The Direct Hit" "fire rate bonus" 12.0 } CharacterAttributes { "move speed bonus" 0.001 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 5 } } } // Trigger Barrage every 15 seconds (Lasts 5 seconds) ChangeAttributes { Delay 10 Cooldown 15 IfHealthAbove 45000 Name "Phase1_Homing_Barrage" } // Trigger Whirlwind every 15 seconds (Lasts 3 seconds) if enemy is close ChangeAttributes { Delay 7 Cooldown 15 IfHealthAbove 45000 MaxTargetRange 250 Name "Phase1_Whirlwind" } // Revert Phase 1 Barrage back to Normal Default ChangeAttributes { Delay 15 Cooldown 15 IfHealthAbove 45000 Name "Default" } // Trigger Phase 2 Barrage every 30 seconds (Lasts 5 seconds) ChangeAttributes { Delay 10 Cooldown 30 IfHealthBelow 45000 IfHealthAbove 30000 Name "Phase2_Homing_Barrage" } // Trigger Whirlwind every 30 seconds (Lasts 3 seconds) if enemy is close ChangeAttributes { Delay 7 Cooldown 30 IfHealthBelow 45000 IfHealthAbove 30000 MaxTargetRange 250 Name "Phase1_Whirlwind" } // Trigger Phase 2 Void Mines every 30 seconds (Lasts 10 seconds) ChangeAttributes { Delay 20 Cooldown 30 IfHealthBelow 45000 IfHealthAbove 30000 Name "Phase2_Void_Mines" } // Revert Phase 2 Barrage back to Normal Default ChangeAttributes { Delay 15 Cooldown 15 IfHealthBelow 45000 IfHealthAbove 30000 Name "Phase2" } // Trigger Phase 2 when dropping below 9000 HP ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 45000 IfHealthAbove 30000 Name "Phase2" } // Phase 2 Chat (at 9000 HP) Message { Delay 0 Cooldown 3000 Repeats 1 IfHealthBelow 45000 IfHealthAbove 30000 Name "{default}Fighting back are we? Good, I was thinking this was going to be boring." } // Phase 2 Chat (at 9000 HP) Message { Delay 5 Cooldown 3000 Repeats 1 IfHealthBelow 45000 IfHealthAbove 30000 Name "{red}You can defuse Megabombs by shooting them enough, you only have a few seconds!" } //Taunts when entering Phase 2 Taunt { Delay 0.1 //slight delay to prevent override Cooldown 0 Repeats 1 IfHealthBelow 45000 IfHealthAbove 30000 Name "Taunt: Freshly Brewed Victory" } // Trigger Phase 3 when dropping below 6000 HP ChangeAttributes { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 30000 Name "Phase3" } // Phase 3 Chat (at 6000 HP) Message { Delay 0 Cooldown 3000 Repeats 1 IfHealthBelow 30000 Name "{default}You REALLY think you can defeat me? You. Are. NOTHING." } // Revert Phase 3 Barrage back to Normal Default ChangeAttributes { Delay 15 Cooldown 15 IfHealthBelow 30000 Name "Phase3" } // Trigger Barrage every 45 seconds (Lasts 5 seconds) ChangeAttributes { Delay 10 Cooldown 45 IfHealthBelow 30000 Name "Phase3_Homing_Barrage" } // Trigger Whirlwind every 45 seconds (Lasts 3 seconds) if enemy is close ChangeAttributes { Delay 7 Cooldown 45 IfHealthBelow 30000 MaxTargetRange 250 Name "Phase1_Whirlwind" } // Trigger Whirlwind every 45 seconds (Lasts 3 seconds) if enemy is close, this is repeated to do it twice per cycle ChangeAttributes { Delay 32 Cooldown 45 IfHealthAbove 30000 MaxTargetRange 250 Name "Phase1_Whirlwind" } // Trigger Void Mines every 45 seconds (Lasts 10 seconds) ChangeAttributes { Delay 20 Cooldown 45 IfHealthBelow 30000 Name "Phase3_Void_Mines" } // Trigger Airstrike Barrage every 45 seconds (Lasts 10 seconds) ChangeAttributes { Delay 35 Cooldown 45 IfHealthBelow 30000 Name "Phase3_Rocket_Strike" } //Taunt on rocket strike. Taunt { Delay 30.1 Cooldown 45 Name "Taunt: Fubar Fanfare" } //Taunts when entering Phase 3 Taunt { Delay 0.1 //slight delay to prevent override Cooldown 0 Repeats 1 IfHealthBelow 30000 Name "Taunt: Soldiers Requiem" } } } //WAVE 1 ///////////Currency 10000/////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay_upper Action trigger } // PURGES ALL PENDING ATTACK ENTITIES IF BOSS DIES MID-ATTACK OnKilledOutput { Target "m*" // Kills all weapon mimics (m1, m2, etc.) Action Kill } OnKilledOutput { Target "p*" // Kills all indicator props (p1, p2, etc.) Action Kill } OnKilledOutput { Target "strike_fire_relay" // Kills the active logic relay to cancel pending fire actions Action Kill } WaitWhenDone 65 Checkpoint Yes WaveSpawn { TotalCount 1 WaitBeforeStarting 1 TotalCurrency 10000 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 10 Speed 1000 Name "tankboss" StartingPathTrackNode "tank_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "Wave1_main" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 500 TFBot { Template T_TFBot_General_Voidstorm_NecroProGaming } } WaveSpawn { Name "Wave1_support1" Where spawnbot_upper MaxActive 8 SpawnCount 4 WaitBeforeStarting 120 WaitBetweenSpawns 15 Support 1 TFBot { Template NecroBot_Soldier_Shovel } } WaveSpawn { Name "Wave1_support2" Where spawnbot_upper MaxActive 4 SpawnCount 2 WaitBeforeStarting 150 WaitBetweenSpawns 10 Support 1 TFBot { Template NecroBot_Soldier_Shotgun } } WaveSpawn { Name "Wave1_support3" Where spawnbot_upper MaxActive 2 SpawnCount 2 WaitBeforeStarting 180 WaitBetweenSpawns 14 Support 1 TFBot { Template NecroBot_Soldier_Homing } } } }