#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 400 CanBotsAttackWhileInSpawnRoom No RespawnWaveTime 7 Textprinttime 0 ExtendedUpgrades { Upgrade { Name "+25% Projectile Speed" Attribute "Projectile speed increased" Increment 0.25 Cap 2.0 Cost 200 AllowedWeapons { Classname tf_weapon_rocketlauncher Classname tf_weapon_rocketlauncher_directhit Classname tf_weapon_particle_cannon Classname tf_weapon_crossbow Classname tf_weapon_pipebomblauncher Classname tf_weapon_jar_milk Classname tf_weapon_jar Classname tf_weapon_lunchbox } } Upgrade { Name "+25% Heal Rate" Attribute "heal rate bonus" Increment 0.25 Cap 2.0 Cost 250 AllowedWeapons { Classname tf_weapon_medigun } } Upgrade { Name "+25% Max Overheal" Attribute "overheal bonus" Increment 0.25 Cap 2.0 Cost 200 AllowedWeapons { Classname tf_weapon_medigun } } Upgrade // if ur not a fan of that uncomment this and comment/delete the other entry { Name "+50% Overheal Time" Attribute "overheal decay bonus" Increment 0.5 Cap 2 Cost 150 AllowedWeapons { Classname tf_weapon_medigun } } Upgrade { Name "Remove No Random Crits" Attribute "crit mod disabled" Increment -1 Cap 1 Cost 200 AllowedWeapons { DealsDamage 1 } } Upgrade { Name "+1% Uber on hit" Attribute "add uber charge on hit" Increment 1 Cap 1 Cost 400 AllowedWeapons { Classname tf_weapon_syringegun_medic } } Upgrade { Name "+1% Damage bonus on hit" Attribute "tmp dmgbuff on hit" Increment 1 Cap 3 Cost 500 AllowedWeapons { DealsDamage 1 } } Upgrade { Name "Crits against burning players" Attribute "crit vs burning players" Increment 1 Cap 1 Cost 500 AllowedWeapons { DealsDamage 1 } } Upgrade { Name "+25 Health" Attribute "max health additive bonus" Increment 25 Cap 100 Cost 200 PlayerUpgrade 1 } Upgrade { Name "Kills buff nearby teammates" Description "+50 health and +10% Random Crit chance" Attribute "fists have radial buff" Increment 1 Cap 1 Cost 100 AllowedWeapons { Classname tf_weapon_fists } } Upgrade { Name "Crit on Kill" Attribute "critboost on kill" Increment 1 Cap 3 Cost 250 AllowedWeapons { DealsDamage 1 } } Upgrade { Name "Slow on hit" Attribute "slow enemy on hit" Increment 1 Cap 1 Cost 600 AllowedWeapons { DealsDamage 1 } } Upgrade { Name "+25% Cloak Regen" Attribute "mult cloak meter regen rate" Increment .25 Cap 1 Cost 100 AllowedWeapons { Classname tf_weapon_invis } } Upgrade { Name "Launches Sandman balls" Attribute "mod bat launches balls" Increment 1 Cap 1 Cost 250 AllowedWeapons { Classname tf_weapon_bat } } Upgrade { Name "No zoom move speed penalty" Attribute "zoom speed mod disabled" Increment 1 Cap 1 Cost 400 PlayerUpgrade 1 AllowPlayerClass Sniper } Upgrade { Name "+10% bullets per shot" Attribute "bullets per shot bonus" Increment .1 Cap 1.3 Cost 300 AllowedWeapons { DealsDamage 1 } DisallowedWeapons { Classname tf_weapon_rocketlauncher Classname tf_weapon_rocketlauncher_directhit Classname tf_weapon_particle_cannon Classname tf_weapon_flamethrower Classname tf_weapon_grenadelauncher Classname tf_weapon_pipebomblauncher Classname tf_weapon_laser_pointer Classname tf_weapon_syringegun_medic Classname tf_weapon_minigun Classname tf_weapon_smg Classname tf_weapon_pistol Classname tf_weapon_pistol_scout Classname tf_weapon_revolver Classname tf_weapon_crossbow } Slot Melee } Upgrade { Name "Crits on Headshot" Attribute "revolver use hit locations" Increment 1 Cap 1 Cost 1200 AllowedWeapons { DealsDamage 1 } DisallowedWeapons { Slot Melee } } Upgrade { Name "Cannot take afterburn" Attribute "fire retardant" Increment 1 Cap 1 Cost 600 PlayerUpgrade 1 AllowPlayerClass Scout // no pyrono pyrono pyrono pyro AllowPlayerClass Soldier AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Medic AllowPlayerClass Engineer AllowPlayerClass Sniper AllowPlayerClass Spy } Upgrade { Name "+10% Increased self damage knockback" Attribute "self dmg push force increased" Increment .1 Cap 1.3 Cost 250 PlayerUpgrade 1 AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Engineer } Upgrade { Name "+25% Health from healers" Attribute "health from healers increased" Increment .25 Cap 2 Cost 250 PlayerUpgrade 1 } Upgrade { Name "+10% Faster move speed while deployed" Attribute "aiming movespeed increased" Increment .1 Cap 1.3 Cost 75 AllowedWeapons { Slot Primary Slot Secondary Slot Melee } } Upgrade { Name "+25% Cloak duration" Attribute "cloak consume rate decreased" Increment .25 Cap 2 Cost 100 AllowedWeapons { Classname tf_weapon_invis } } Upgrade { Name "+25% Cloak regen rate" Attribute "cloak regen rate increased" Increment .25 Cap 2 Cost 200 AllowedWeapons { Classname tf_weapon_invis } } Upgrade { Name "-15% Spin up time" Attribute "minigun spinup time decreased" Increment -.15 Cap .4 Cost 350 AllowedWeapons { Classname tf_weapon_minigun } } Upgrade { Name "+2 Max stickybombs" Attribute "max pipebombs increased" Increment 2 Cap 14 Cost 100 AllowedWeapons { Classname tf_weapon_pipebomblauncher } } Upgrade { Name "+25% Construction rate" Attribute "Construction rate increased" Increment .25 Cap 2 Cost 100 AllowedWeapons { Classname tf_weapon_wrench } } Upgrade { Name "+25% Repair rate" Attribute "Repair rate increased" Increment .25 Cap 2 Cost 200 AllowedWeapons { Classname tf_weapon_wrench } } Upgrade { Name "+25% Blast radius" Attribute "Blast radius increased" Description "Note: incompatible with Rocket Specialist" Increment .25 Cap 2 Cost 150 AllowedWeapons { Classname tf_weapon_rocketlauncher Classname tf_weapon_rocketlauncher_directhit Classname tf_weapon_particle_cannon } DisallowedUpgrade // need work? { Upgrade "Rocket Specialist" } } Upgrade { Name "+20% Health from packs" Attribute "health from packs increased" Increment .2 Cap 1.4 Cost 250 PlayerUpgrade 1 } Upgrade // sort mirrors cut upgrade, as valve intended { Name "+3% Ammo regenerated every 5 seconds" Attribute "ammo regen" Increment .03 Cap .12 Cost 400 PlayerUpgrade 1 } Upgrade { Name "Mini-crit blast/grapple jumping or blasted targets" Attribute "mod mini-crit airborne" Increment 1 Cap 1 Cost 200 DealsDamage 1 } Upgrade { Name "Damage increases with health decrease" Attribute "mod shovel damage boost" Increment 1 Cap 1 Cost 250 AllowedWeapons { Slot Melee } } Upgrade { Name "+15% Less damage falloff" Attribute "dmg falloff decreased" Increment .15 Cap 1.45 Cost 200 AllowedWeapons { Classname tf_weapon_rocketlauncher Classname tf_weapon_rocketlauncher_directhit Classname tf_weapon_particle_cannon } } Upgrade // may not work { Name ".1 Second faster sticky arm time" Attribute "sticky arm time bonus" Increment -0.1 Cap 0.4 Cost 200 AllowedWeapons { Classname tf_weapon_pipebomblauncher } } Upgrade { Name "-20% Damage from blast jumps" Attribute "rocket jump damage reduction" Increment -0.2 Cap 0.6 Cost 150 PlayerUpgrade 1 AllowPlayerClass Soldier AllowPlayerClass Demoman // no pyros bc normal resists do the same } Upgrade { Name "Store revenge crits after Sentry Death" Attribute "mod sentry killed revenge" Increment 1 Cap 1 Cost 200 AllowedWeapons { Classname tf_weapon_shotgun_primary Classname tf_weapon_shotgun_building_rescue } } Upgrade { Name "Can damage sappers" Attribute "damage applies to sappers" Increment 1 Cap 1 Cost 250 AllowedWeapons { DealsDamage 1 } } Upgrade { Name "Turn killed enemies to gold" Attribute "turn to gold" Increment 1 Cap 1 Cost 3500 // lol AllowedWeapons { DealsDamage 1 } } Upgrade { Name "Disguise as backstab victim" Attribute "disguise on backstab" Increment 1 Cap 1 Cost 400 AllowedWeapons { Classname tf_weapon_knife } } Upgrade { Name "+25% Cloak on kill" Attribute "add cloak on kill" Increment .25 Cap 1 Cost 150 AllowedWeapons { Classname tf_weapon_knife Classname tf_weapon_revolver } } Upgrade { Name "+10% Flame spread" Attribute "flame size bonus" Increment .1 Cap 1.3 Cost 150 AllowedWeapons { Classname tf_weapon_flamethrower } } Upgrade { Name "+20% Flame range" Attribute "flame life bonus" Increment .2 Cap 1.6 Cost 300 AllowedWeapons { Classname tf_weapon_flamethrower } } //Upgrade // unsure because airblast force is a thing //{ // Name "Hold to charge airblast" // Attribute "charged airblast" // Increment 1 // Cap 1 // Cost 200 // AllowedWeapons // { // Classname tf_weapon_flamethrower // } //} Upgrade { Name "+15% cloak on hit" Attribute "add cloak on hit" Increment .15 Cap .6 Cost 100 AllowedWeapons { Classname tf_weapon_revolver } } Upgrade { Name "Immune to damage while disguised" Attribute "disguise no burn" Increment 1 Cap 1 Cost 600 PlayerUpgrade 1 AllowPlayerClass Spy } Upgrade { Name "-5 Airblast cost" Attribute "airblast cost decreased" Increment -.2 Cap .6 Cost 100 AllowedWeapons { Classname tf_weapon_flamethrower } DisAllowedWeapons { ItemName "The Phlogistinator" } } } Templates { T_TFBot_Heavyweapons_Deflector { Class Heavyweapons Name "Deflector Heavy" ClassIcon heavy_deflector Skill Hard Item "The U-clank-a" Item "Deflector" WeaponRestrictions PrimaryOnly MaxVisionRange 1200 ItemAttributes { ItemName "Deflector" "attack projectiles" 1 } } T_TFBot_Sniper_Jarate { Class Sniper Name "Jarate Thrower" Skill Easy ClassIcon sniper_jarate Item "Jarate" Item "Desert Marauder" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "Jarate" "effect bar recharge rate increased" 0.1 } } } // MISSION: Sentry Buster Mission { Objective DestroySentries Where spawnbot CooldownTime 30 TFBot { Template T_TFBot_SentryBuster } } // MISSION: Sniper 01 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } // MISSION: Sniper 02 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 20 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Razorback } } // MISSION: Sniper 03 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 20 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Razorback } } // MISSION: Sniper 05 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 20 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } // MISSION: Spy 01 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 45 InitialCooldown 45 DesiredCount 3 TFBot { Template T_TFBot_Spy } } // MISSION: Spy 02 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 90 InitialCooldown 30 DesiredCount 2 TFBot { Template T_TFBot_Spy } } // MISSION: Spy 04 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 5 DesiredCount 3 TFBot { Template T_TFBot_Spy } } // MISSION: Spy 05 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 30 DesiredCount 2 TFBot { Template T_TFBot_Spy } } // WAVE 01 900 Wave { Explanation { Line "{red}Playing with this command is encouraged" Line "{green}cl_mvm_wave_status_visible_during_wave 0" } Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { TotalCurrency 200 Name "stage1" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 12 SpawnCount 2 MaxActive 10 WaitBetweenSpawns 20 WaitBeforeStarting 5 TFBot { Template T_TFBot_Pyro Skill Hard } } WaveSpawn { TotalCurrency 700 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 35 SpawnCount 5 MaxActive 15 WaitBetweenSpawns 18 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Demo_RapidFire } TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Heavyweapons_Fist } } } } // WAVE 02 900 Wave { Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn // Crit Scout Invasion { TotalCurrency 200 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 48 SpawnCount 12 MaxActive 16 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Template T_TFBot_Scout_Melee Attributes AlwaysCrit Skill Expert } } WaveSpawn // Crit Scout Invasion Center { TotalCurrency 200 Name "stage1" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 24 SpawnCount 6 MaxActive 8 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Template T_TFBot_Scout_Melee Attributes AlwaysCrit Skill Expert } } WaveSpawn // Crit Scout Invasion Escalation { TotalCurrency 200 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 32 SpawnCount 16 MaxActive 16 WaitBetweenSpawns 10 Squad { TFBot { Template T_TFBot_Scout_Melee Skill Expert Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_QuickFix WeaponRestrictions SecondaryOnly } } } WaveSpawn // Crit Scout Invasion Center Escalation { TotalCurrency 200 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 24 SpawnCount 6 MaxActive 8 WaitBetweenSpawns 10 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Scout_Melee Skill Expert Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_QuickFix WeaponRestrictions SecondaryOnly } } } WaveSpawn { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot RandomSpawn 1 TotalCount 8 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 10 WaitBeforeStarting 10 TFBot { Template T_TFBot_Giant_Soldier_Crit } } } // WAVE 03 900 Wave { Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { TotalCurrency 100 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 6 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { TotalCurrency 200 TotalCount 1 WaitForAllSpawned "stage1" Tank { Health 12000 Speed 75 Name "tankboss_left" StartingPathTrackNode "boss_path_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 200 TotalCount 1 WaitForAllSpawned "stage1" Tank { Health 12000 Speed 75 Name "tankboss_right" StartingPathTrackNode "boss_path2_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot TotalCount 20 SpawnCount 4 MaxActive 16 WaitBetweenSpawns 10 WaitBeforeStarting 15 TFBot { Class Soldier Skill Hard WeaponRestrictions PrimaryOnly } } WaveSpawn // Pyro { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot TotalCount 20 SpawnCount 4 MaxActive 4 WaitBetweenSpawns 15 WaitBeforeStarting 20 TFBot { Class Pyro Skill Hard WeaponRestrictions PrimaryOnly } } WaveSpawn { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot RandomSpawn 1 TotalCount 6 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 10 WaitBeforeStarting 20 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { //TotalCurrency 100 Name "stage3" WaitForAllSpawned "stage2" Support 1 // fix the timing issue so these don't just end mid way Where spawnbot TotalCount 36 SpawnCount 6 MaxActive 10 WaitBetweenSpawns 15 WaitBeforeStarting 20 TFBot { Template T_TFBot_Scout_Melee } } WaveSpawn { TotalCurrency 100 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot RandomSpawn 1 TotalCount 32 SpawnCount 8 MaxActive 8 WaitBetweenSpawns 20 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } } // WAVE 04 900 Wave { Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { TotalCurrency 200 Name "stage1" Where spawnbot_left TotalCount 8 SpawnCount 8 MaxActive 8 WaitBetweenSpawns 0 WaitBeforeStarting 0 TFBot { Template T_TFBot_Heavyweapons_Deflector } } WaveSpawn { TotalCurrency 50 Name "stage1" Where spawnbot_right TotalCount 8 SpawnCount 8 MaxActive 8 WaitBetweenSpawns 0 WaitBeforeStarting 0 TFBot { Template T_TFBot_Demoman Skill Hard } } WaveSpawn { TotalCurrency 50 Name "stage1" Where spawnbot RandomSpawn 1 TotalCount 4 SpawnCount 2 MaxActive 2 WaitBetweenSpawns 20 WaitBeforeStarting 5 TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysFireWeapon } } WaveSpawn { TotalCurrency 50 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot_left TotalCount 24 SpawnCount 8 MaxActive 8 WaitBetweenSpawns 10 WaitBeforeStarting 15 TFBot { Template T_TFBot_Demoman } } WaveSpawn { TotalCurrency 200 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot_right TotalCount 30 SpawnCount 10 MaxActive 12 WaitBetweenSpawns 10 WaitBeforeStarting 15 TFBot { Template T_TFBot_Heavyweapons_Deflector } } WaveSpawn { TotalCurrency 25 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot TotalCount 24 SpawnCount 8 MaxActive 22 WaitBetweenSpawns 20 WaitBeforeStarting 30 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { TotalCurrency 100 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot TotalCount 6 SpawnCount 1 MaxActive 3 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Template T_TFBot_Giant_Demo_RapidFire } } WaveSpawn { TotalCurrency 100 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot TotalCount 2 SpawnCount 2 MaxActive 2 //WaitBetweenSpawns 0 WaitBeforeStarting 0 TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysFireWeapon } } // Final Push WaveSpawn { TotalCurrency 100 Name "stage4" WaitForAllSpawned "stage3" Where spawnbot TotalCount 18 SpawnCount 4 MaxActive 8 WaitBetweenSpawns 5 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Demo_RapidFire } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { TotalCurrency 25 Name "stage4" WaitForAllSpawned "stage3" Where spawnbot TotalCount 12 SpawnCount 3 MaxActive 6 WaitBetweenSpawns 15 WaitBeforeStarting 10 TFBot { Template T_TFBot_Pyro Skill Hard } } WaveSpawn { TotalCurrency 25 Name "stage4" WaitForAllSpawned "stage3" Where spawnbot TotalCount 30 SpawnCount 10 MaxActive 18 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Class Soldier Skill Hard WeaponRestrictions PrimaryOnly } } } // WAVE 05 900 Wave { Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { TotalCurrency 200 Name "stage1" Where spawnbot_left TotalCount 8 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 30 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer ClassIcon soldier_burstfire // og icon } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { TotalCurrency 200 Name "stage1" Where spawnbot_right TotalCount 8 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 30 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer ClassIcon soldier_burstfire // og icon } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { TotalCurrency 100 Name "stage1" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 30 SpawnCount 5 MaxActive 10 WaitBetweenSpawns 20 WaitBeforeStarting 3 Squad { TFBot { Template T_TFBot_Pyro Attributes AlwaysFireWeapon } TFBot { Template T_TFBot_Pyro } TFBot { Template T_TFBot_Pyro } TFBot { Template T_TFBot_Pyro } TFBot { Template T_TFBot_Pyro } } } WaveSpawn { TotalCurrency 50 TotalCount 1 WaitForAllSpawned "stage1" Tank { Health 20000 Speed 75 Name "tankboss_left" StartingPathTrackNode "boss_path_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 100 TotalCount 1 WaitForAllSpawned "stage1" Tank { Health 20000 Speed 75 Name "tankboss_right" StartingPathTrackNode "boss_path2_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 100 Name "stage2" WaitForAllSpawned "stage1" Where spawnbot_left TotalCount 25 SpawnCount 5 MaxActive 16 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Template T_TFBot_Heavyweapons_Deflector } } // Final Push WaveSpawn { TotalCurrency 50 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot_mission_sniper RandomSpawn 1 TotalCount 30 SpawnCount 4 MaxActive 10 WaitBetweenSpawns 20 WaitBeforeStarting 5 TFBot { Template T_TFBot_Pyro Skill Expert } } WaveSpawn { //TotalCurrency 0 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot RandomSpawn 1 TotalCount 8 SpawnCount 1 MaxActive 6 WaitBetweenSpawns 15 WaitBeforeStarting 0 TFBot { Template T_TFBot_Giant_Demo_RapidFire } } WaveSpawn { //TotalCurrency 0 Name "stage3" WaitForAllSpawned "stage2" Where spawnbot RandomSpawn 1 TotalCount 20 SpawnCount 4 MaxActive 12 WaitBetweenSpawns 15 WaitBeforeStarting 0 TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn { TotalCurrency 25 Name "stage4" WaitForAllSpawned "stage3" Where spawnbot TotalCount 45 SpawnCount 15 MaxActive 18 //WaitBetweenSpawns 0 WaitBeforeStarting 0 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { TotalCurrency 50 TotalCount 1 WaitForAllSpawned "stage3" Tank { Health 20000 Speed 75 Name "tankboss_left" Skin 1 StartingPathTrackNode "boss_path_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 50 TotalCount 1 WaitForAllSpawned "stage3" Tank { Health 20000 Speed 75 Name "tankboss_right" Skin 1 StartingPathTrackNode "boss_path2_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } }