// mission by randomguy #base robot_randomguy.pop #base robot_randomguy_new.pop // WEll let's hope these don't conflict too poorly. WaveSchedule { CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 1 StartingCurrency 800 // 1200 Advanced 1 // CustomNavFile mvm_mannworks_fixed // bad nav lol // ^ failed att to fix nav SendBotsToSpectatorImmediately 1 // Should the bots be transferred to spectator team immediately after dying. RobotLimit 26 // Sets a robot limit. PointTemplates { ICanFixHer // Spawn cliff fix by randomguy { // trigger_push // { // targetname testpush // origin "-100 -1260 512" // mins "-200 -200 0" // maxs "200 200 25" // pushdir "-40 -160 0" // speed 120 // 520 // 680 // spawnflags 1 // filtername bot_medic_filter // } trigger_push { targetname leftpush origin "-300 2150 500" mins "-200 -200 -200" maxs "200 200 25" pushdir "0 -50 0" speed 150 // 120 // 520 // 680 spawnflags 1 filtername spawn_push_filter // bot_nopush_filter // bot_bluteam_filter // bot_giant_filter } // trigger_push // { // targetname leftpush_wtf // why did they suddenly make a new softlock lol // origin "-325 2542 680" // mins "-50 -50 -5" // maxs "50 50 5" // pushdir "0 -100 0" // speed 520 // 680 // spawnflags 1 //// filtername bot_giant_filter // } // It was me. I invented the softlock. trigger_push { targetname rightpush origin "1550 2150 480" mins "-210 -200 -210" maxs "210 210 25" pushdir "-40 -160 0" speed 150 // 120 // 520 // 680 spawnflags 1 filtername spawn_push_filter // bot_nopush_filter // bot_bluteam_filter // bot_giant_filter } filter_multi { targetname spawn_push_filter Filter01 bot_nopush_filter // bot_giant_filter Filter02 bot_bluteam_filter // Filter03 bot_medic_filter } // I wanted to push out medics w their patients as well as giants. // wait what am i doing i can just give medics bot_giant this was a complete waste of time filter_tf_bot_has_tag { targetname bot_nopush_filter Tags bot_nopush require_all_tags 1 Negated 1 } filter_activator_tfteam { targetname bot_bluteam_filter TeamNum 3 } // filter_tf_class // Documentation for this is not great. VDC doesn't tell you what "tfclass" is called internally so i had to search vmfs to figure it out. Oh well! // { // targetname bot_medic_filter // tfclass 5 // } } } SpawnTemplate ICanFixHer Templates { boss { Class Soldier Name "Chief Backup Soldier" ClassIcon soldier_infinite_backup_giant Health 45000 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit Attributes UseBossHealthBar Attributes SpawnWithFullCharge Item "the battalion's backup" ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "faster reload rate" -1 "fire rate bonus" 0.2 "damage bonus" 2 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.0 "airblast vulnerability multiplier" 0.0 "airblast vertical vulnerability multiplier" 0.1 "override footstep sound set" 3 "increase buff duration" 900.0 "deploy time increased" 0.5 } } } Mission { Objective Spy InitialCooldown 1 Where spawnbot_mission_spy BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 90 DesiredCount 4 TFBot { Template T_TFBot_Spy } } Mission { Objective Spy InitialCooldown 60 Where spawnbot_mission_spy BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Mission { Objective Spy InitialCooldown 20 Where spawnbot_mission_spy BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 5 TFBot { Template T_TFBot_Spy } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 5 CooldownTime 90 DesiredCount 3 TFBot { Template T_TFBot_Sniper } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 20 CooldownTime 60 DesiredCount 5 TFBot { Template T_TFBot_Sniper } } Mission { Objective DestroySentries Where spawnbot InitialCooldown 30 CooldownTime 30 BeginAtWave 1 RunForThisManyWaves 10 TFBot { Template T_TFBot_SentryBuster } } // WAVE 1 //////////CURRENCY 1000/////////////////////////////////// Wave { StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { Name stage1 Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 // 50 RandomSpawn 0 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload // T_TFBot_Giant_Soldier_RocketShotGun } } WaveSpawn { Name stage1 Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 9 TotalCurrency 100 // 50 RandomSpawn 0 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload // T_TFBot_Giant_Soldier_RocketShotGun } } WaveSpawn { Name support WaitForAllDead stage1 Where spawnbot_lower TotalCount 50 MaxActive 12 SpawnCount 8 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 150 RandomSpawn 0 Support 1 TFBot { Template T_TFBot_Scout_Sandman } } WaveSpawn { Name superscout WaitForAllSpawned stage1 Where spawnbot TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 60 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Fast // Attributes AlwaysCrit // Attributes AlwaysFireWeapon } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_right TotalCount 6 // 3 MaxActive 6 // 3 SpawnCount 2 // 1 WaitBeforeStarting 5 WaitBetweenSpawns 25 TotalCurrency 150 // 100 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_Soldier Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_left TotalCount 6 // 3 MaxActive 6 // 3 SpawnCount 2 // 1 WaitBeforeStarting 5 WaitBetweenSpawns 25 TotalCurrency 150 // 100 RandomSpawn 0 Squad { TFBot { // Template T_TFBot_Giant_HeavyWeapons_ShotGun // Getty made this bot btw, I modified it a bit. Kinda like it for the earlygame tbh. // Name "Giant Winter-Bitten Heavy" // "Giant Burst Shotgun Heavy" // Class Heavyweapons // ClassIcon heavy_shotgun_burst_lite // Skill Expert // Health 5000 // Attributes MiniBoss // MaxVisionRange 1000 // WeaponRestrictions SecondaryOnly // Item "The Team Captain" // Tag bot_giant // ItemAttributes // { // ItemName TF_WEAPON_SHOTGUN_HWG // "fire rate bonus" 0.2 // "bullets per shot bonus" 3.33 // "damage penalty" 0.5 // 0.33 // Evil buff. // "faster reload rate" 0.67 // "auto fires when full" 1 // "auto fires full clip" 1 //// "killstreak tier" 2 //// "killstreak idleeffect" 1 // } // CharacterAttributes // { // "move speed bonus" 0.7 // "damage force reduction" 0.3 // 15 // "airblast vulnerability multiplier" 0.3 // 15 // "override footstep sound set" 2 // } Template T_TFBot_Giant_Pyro Attributes AlwaysFireWeapon } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 // Dead stage2 Where spawnbot_left TotalCount 4 MaxActive 3 // 2 SpawnCount 2 WaitBeforeStarting 20 // 15 // 10 WaitBetweenSpawns 0 TotalCurrency 150 // 100 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_HeavyWeapons // _Tom } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 // Dead stage2 Where spawnbot_right TotalCount 4 MaxActive 3 // 2 SpawnCount 2 WaitBeforeStarting 20 // 15 // 10 WaitBetweenSpawns 0 TotalCurrency 150 // 100 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_Demo_Burst // man } TFBot { Template T_TFBot_Medic_QuickUber } } } // REMEMBER: CUT $300 IF YOU RE-ADD STAGE4. // WaveSpawn // { // Name stage4 // WaitForAllDead stage3 // Where spawnbot // TotalCount 48 // MaxActive 12 // SpawnCount 4 // WaitBeforeStarting 10 // WaitBetweenSpawns 5 // TotalCurrency 100 // RandomSpawn 0 // TFBot // { // Template T_TFBot_Demoman_Knight_Tide // } // } // WaveSpawn // { // Name stage4 // WaitForAllDead stage3 // Where spawnbot // TotalCount 2 // MaxActive 2 // SpawnCount 2 // WaitBeforeStarting 15 // WaitBetweenSpawns 0 // TotalCurrency 200 // RandomSpawn 0 // FirstSpawnWarningSound mvm/mvm_tank_start.wav // sound // Squad // { // Tank // { // Health 15000 // Speed 75 // Name tankboss // Skin 0 // 0 - normal skin, 1 - final wave skin // StartingPathTrackNode boss_path_1 // if this is not here have fun with the hatch tank // OnKilledOutput // output sent when the Tank is killed (almost never used) // { // Target tank_died_relay // Action Trigger // } // OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path // { // Target boss_deploy_relay // Action Trigger // } // } // Tank // { // Health 15000 // Speed 75 // Name tankboss // Skin 0 // 0 - normal skin, 1 - final wave skin // StartingPathTrackNode boss_path2_1 // if this is not here have fun with the hatch tank // OnKilledOutput // output sent when the Tank is killed (almost never used) // { // Target tank_died_relay // Action Trigger // } // OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path // { // Target boss_deploy_relay // Action Trigger // } // } // } // } } // WAVE 2 //////////CURRENCY 850/////////////////////////////////// Wave { StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { Name stage1 Where spawnbot_left TotalCount 3 // 1 MaxActive 3 // 1 SpawnCount 3 // 1 WaitBeforeStarting 1 WaitBetweenSpawns 0 TotalCurrency 75 // 25 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_Pyro_DragonFury // HealOnKill } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name stage1 Where spawnbot_right TotalCount 3 // 1 MaxActive 3 // 1 SpawnCount 3 // 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 75 // 25 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector // HealOnAll } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name support WaitForAllDead stage1 Where spawnbot_lower TotalCount 50 MaxActive 12 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 7 TotalCurrency 100 RandomSpawn 0 Support 1 RandomChoice { TFBot { Template T_TFBot_Scout_Bonk BehaviorModifiers Push Tag flank_left } TFBot { Template T_TFBot_Scout_Bonk BehaviorModifiers Push Tag flank_right } } } WaveSpawn { Name superscout WaitForAllDead stage1 Where spawnbot TotalCount 3 // 5 MaxActive 3 // 5 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 30 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_BaseBall } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_right TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 75 RandomSpawn 0 TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_left TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 75 RandomSpawn 0 TFBot { Template T_TFBot_Giant_HeavyWeapons } } WaveSpawn { // Name stage3 // WaitForAllSpawned stage2 // Dead stage2 WaitForAllSpawned stage1 Where spawnbot_left // Needed for randomchoice/squad tanks to work. TotalCount 2 // 4 MaxActive 2 // 4 SpawnCount 2 WaitBeforeStarting 30 // 15 // 0 WaitBetweenSpawns 60 TotalCurrency 400 RandomSpawn 0 Squad { Tank { Health 15000 // 20000 Speed 75 Name tankboss_left // Prevents clipping. Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode boss_path_1 // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } Tank { Health 15000 // 20000 Speed 75 Name tankboss_right // Prevents clipping. Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode boss_path2_1 // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } } // REMEMBER: REMOVE $100 IF RE-ADD KNIGHTS. // WaveSpawn // { // Name support2 // WaitForAllDead stage2 // Where spawnbot // TotalCount 50 // MaxActive 8 // SpawnCount 4 // WaitBeforeStarting 10 // WaitBetweenSpawns 25 // TotalCurrency 100 // RandomSpawn 0 // Support 1 // TFBot // { // Template T_TFBot_Demoman_Knight_Tide // } // } } // WAVE 3 //////////CURRENCY 1000/////////////////////////////////// Wave { StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { Name stage1 Where spawnbot_lower TotalCount 16 MaxActive 16 SpawnCount 16 WaitBeforeStarting 1 WaitBetweenSpawns 0 TotalCurrency 50 RandomSpawn 0 TFBot { Template T_TFBot_Scout_Sandman_FastCharge } } WaveSpawn { Name stage1 Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 0 TotalCurrency 50 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_LaserRocket // T_TFBot_Soldier_Bison_Giant_CHADD_RF Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Medic // _Regen ClassIcon medic_pop Name "Giant Mini-Pop Medic" ItemAttributes { ItemName "The Quick-Fix" "uber duration bonus" -7 } } } } WaveSpawn { Name stage1 Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_LaserRocket // T_TFBot_Soldier_Bison_Giant_CHADD_RF Attributes AlwaysCrit BehaviorModifiers Push } TFBot { Template T_TFBot_Giant_Medic // _Regen ClassIcon medic_pop Name "Giant Mini-Pop Medic" ItemAttributes { ItemName "The Quick-Fix" "uber duration bonus" -7 } } } } WaveSpawn { Name stage_s WaitForAllSpawned stage1 // Dead stage1 Where spawnbot_lower TotalCount 48 MaxActive 12 SpawnCount 4 WaitBeforeStarting 25 // 0 WaitBetweenSpawns 9 TotalCurrency 240 RandomSpawn 0 RandomChoice { Shuffle 1 TFBot { Class Heavy Skill Easy } TFBot { Class Soldier Skill Normal } } } WaveSpawn { Name support WaitForAllSpawned stage_s Where spawnbot TotalCount 48 MaxActive 12 SpawnCount 8 WaitBeforeStarting 20 WaitBetweenSpawns 12 TotalCurrency 240 RandomSpawn 1 Support 1 RandomChoice { TFBot { // Template T_TFBot_HeavyWeapons_ShotGun Template T_TFBot_Sniper_Huntsman Attributes AlwaysCrit BehaviorModifiers Push Tag flank_left } TFBot { // Template T_TFBot_HeavyWeapons_ShotGun Template T_TFBot_Sniper_Huntsman Attributes AlwaysCrit BehaviorModifiers Push Tag flank_right } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 25 // 35 TotalCurrency 80 RandomSpawn 0 TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 25 // 35 TotalCurrency 80 RandomSpawn 0 TFBot { Template T_TFBot_Giant_HeavyWeapons_BrassBeast } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 // Dead stage2 Where spawnbot TotalCount 8 // 10 MaxActive 4 // 5 SpawnCount 2 // 1 WaitBeforeStarting 3 // 15 WaitBetweenSpawns 5 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 // Dead stage2 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 110 RandomSpawn 0 Tank { Health 30000 Speed 75 Name tankboss Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode boss_path_1 // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } } // WAVE 4 //////////CURRENCY 800/////////////////////////////////// Wave { StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { Name stage1 Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage_Hyper Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name stage1 Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 0 TotalCurrency 50 RandomSpawn 0 Squad { TFBot { // Template T_TFBot_Giant_Heavyweapons_HealOnAll_Hyper Template T_TFBot_Giant_Pyro Name "Giant Hyper Pyro" Classicon pyro_hyper_lite Attributes AlwaysCrit Attributes AlwaysFireWeapon BehaviorModifiers Push // Tag flank_right ItemAttributes { ItemName TF_WEAPON_FLAMETHROWER "damage bonus" 2 flame_drag 3.5 // "lunchbox adds minicrits" 2 } CharacterAttributes { "move speed bonus" 0.75 // 0.65 // 0.75 // 0.5 x 1.5 = 0.75 } } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name support WaitForAllDead stage2_s Where spawnbot_lower TotalCount 125 MaxActive 20 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 7 // 6 TotalCurrency 250 RandomSpawn 0 Support 1 TFBot { // Template T_TFBot_Heavy_Tom Class Heavy Skill Normal // Expert } } WaveSpawn { Name stage2_s WaitForAllDead stage1 Where spawnbot // _lower TotalCount 28 // 21 // 28 MaxActive 10 // 7 // 8 SpawnCount 4 // 3 // 4 WaitBeforeStarting 10 WaitBetweenSpawns 6 TotalCurrency 140 RandomSpawn 1 TFBot { // Template T_TFBot_Sniper_Huntsman // Attributes AlwaysCrit // Template T_TFBot_Soldier_SlowBarrage Template T_TFBot_Pyro_Armored } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_left TotalCount 4 // 2 MaxActive 4 // 2 SpawnCount 4 // 2 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 100 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector // T_TFBot_Giant_Soldier_Spammer_Reload } // TFBot // { // Template T_TFBot_Giant_Medic_Regen // } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_right TotalCount 4 // 2 MaxActive 4 // 2 SpawnCount 4 // 2 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 100 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector // T_TFBot_Giant_Soldier_Spammer_Reload } // TFBot // { // Template T_TFBot_Giant_Medic_Regen // } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { // this subwave used to suck so hard Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 5 // 15 MaxActive 3 // 9 SpawnCount 1 // 3 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 150 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Giant_Scout_BaseBall // BehaviorModifiers Push Tag flank_left } TFBot { Template T_TFBot_Giant_Scout_BaseBall // BehaviorModifiers Push Tag flank_left } } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 Where spawnbot TotalCount 16 MaxActive 9 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 15 TotalCurrency 160 Squad { TFBot { Template T_TFBot_Giant_Demo_Burstier } TFBot { Template T_TFBot_Medic_Kritz } TFBot { Template T_TFBot_Medic_Kritz } TFBot { Template T_TFBot_Medic_Kritz } } } } // WAVE 5 //////////CURRENCY 000/////////////////////////////////// // Wave // { // StartWaveOutput // { // Target bombpath_arrows_clear_relay // Action Trigger // } // DoneOutput // { // Target bombpath_wavefinished // Action Trigger // } // WaveSpawn // { // Name stage1 // Where spawnbot_left // TotalCount 11 // MaxActive 11 // SpawnCount 11 // WaitBeforeStarting 0 // WaitBetweenSpawns 0 // RandomSpawn 0 // TFBot // { // Template T_TFBot_Giant_Scout_Jumping_Sandman // Attributes AlwaysCrit // Attributes AlwaysFireWeapon // } // } // WaveSpawn // { // Name stage1 // Where spawnbot_right // TotalCount 11 // MaxActive 11 // SpawnCount 11 // WaitBeforeStarting 0 // WaitBetweenSpawns 0 // RandomSpawn 0 // TFBot // { // Template T_TFBot_Giant_Scout_Jumping_Sandman // Attributes AlwaysCrit // Attributes AlwaysFireWeapon // } // } // WaveSpawn // { // Name stage2 // WaitForAllDead stage1 // Where spawnbot_left // TotalCount 1 // MaxActive 1 // SpawnCount 1 // WaitBeforeStarting 0 // WaitBetweenSpawns 0 // RandomSpawn 0 // FirstSpawnWarningSound mvm/mvm_tank_start.wav // Tank // { // Health 35000 // Speed 75 // Name tankboss // Skin 0 // 0 - normal skin, 1 - final wave skin // StartingPathTrackNode boss_path_1 // if this is not here have fun with the hatch tank // OnKilledOutput // output sent when the Tank is killed (almost never used) // { // Target tank_died_relay // Action Trigger // } // OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path // { // Target boss_deploy_relay // Action Trigger // } // } // } // WaveSpawn // { // Name stage2 // WaitForAllDead stage1 // TotalCount 1 // MaxActive 1 // SpawnCount 1 // WaitBeforeStarting 0 // WaitBetweenSpawns 0 // RandomSpawn 0 // FirstSpawnWarningSound mvm/mvm_tank_start.wav // Tank // { // Health 40000 // Speed 75 // Name tankboss // Skin 1 // 0 - normal skin, 1 - final wave skin // StartingPathTrackNode boss_path2_1 // if this is not here have fun with the hatch tank // OnKilledOutput // output sent when the Tank is killed (almost never used) // { // Target tank_died_relay // Action Trigger // } // OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path // { // Target boss_deploy_relay // Action Trigger // } // } // } // WaveSpawn // { // Name stage3 // WaitForAllDead stage2 // Where spawnbot_right // TotalCount 1 // MaxActive 1 // SpawnCount 1 // WaitBeforeStarting 0 // WaitBetweenSpawns 0 // RandomSpawn 0 // TFBot // { // Template boss // } // } // } }