// mvm_mannworks #base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 400 CanBotsAttackWhileInSpawnRoom No RespawnWaveTime 7 FixedRespawnWaveTime Yes PointTemplates { Logic { NoFixup 1 filter_tf_condition { "condition" "5" "Negated" "1" "targetname" "invulnfilter" } filter_tf_condition { "condition" "14" "Negated" "1" "targetname" "bonkfilter" } filter_tf_condition { "condition" "65" "Negated" "0" "targetname" "justkilledfilter" } filter_multi { "Filter01" "invulnfilter" "Filter02" "bonkfilter" "Filter03" "filter_blue_team" "filtertype" "0" "Negated" "0" "targetname" "filter_blue_notubered_notbonked" } } SpyExplosiveStab { trigger_hurt { "targetname" "explosivestab" "origin" "0 0 0" "mins" "-192 -192 -192" "maxs" "192 192 192" "damage" "400" "damagecap" "20" "damagemodel" "0" "damagetype" "4" "filtername" "filter_blue_notubered_notbonked" "nodmgforce" "1" "spawnflags" "1" "StartDisabled" "1" } trigger_multiple { "targetname" "detectspykills" "mins" "-4 -4 -4" "maxs" "4 4 4" "filtername" "justkilledfilter" "spawnflags" "1" "StartDisabled" "0" "ontrigger" "explosivestab,enable,0,0,-1" "ontrigger" "explosivestab,disable,0,0.03,-1" } logic_auto { "onmapspawn" "explosivestab,$setowner,!parent,0,-1" } } } SpawnTemplate //Spawn template once the mission loads { Name "logic" //Origin "0 0 0" //Position where to spawn the template //Angles "0 0 0" //Rotation } PlayerSpawnTemplate //Spawn custom player template { Name "SpyExplosiveStab" // Name of the template Class Spy // Limit template to this player class only Origin "0 0 0" //Position where to spawn the template Bone "bip_hand_R" //Player bone where the template would be positioned } ExtendedUpgrades { /////Scout ScoutA { Name "Pact: placeholder name 1" Attribute "damage bonus HIDDEN" Cap 2 Increment 1 PlayerUpgrade 1 Cost 0 SecondaryAttributes { "max health additive penalty" -75 } Description "+100% damage bonus, -75 max health" AllowPlayerClass Scout } ScoutB { Name "Pact: placeholder name 2" Attribute "minicrits become crits" Cap 1 Increment 1 PlayerUpgrade 1 Cost 0 SecondaryAttributes { "min respawn time" 15 } Description "Mini-crits become crits, 15 seconds respawn time" AllowPlayerClass Scout } SoldierA { Name "Pact: placeholder name 3" Attribute "damage bonus HIDDEN" Cap 1.75 Increment 0.75 AllowedWeapons { Slot "Primary" } Cost 0 SecondaryAttributes { "dmg taken increased" 1 } Description "+75% damage dealt, +100% damage taken" AllowPlayerClass Soldier } SoldierB { Name "Pact: placeholder name 4" Attribute "critboost on kill" Cap 2 Increment 2 AllowedWeapons { Slot "Primary" } Cost 0 SecondaryAttributes { "add cond when active" 30 } Description "2 seconds of crits on kill, you are marked for death while holding primary weapon." AllowPlayerClass Soldier } PyroA { Name "Pact: placeholder name 5" Attribute "CARD: move speed bonus" Cap 1.25 Increment 0.25 PlayerUpgrade 1 Cost 0 SecondaryAttributes { "air dash count" 1 "damage force reduction" -0.99 "airblast vulnerability multiplier" -0.99 "airblast vertical vulnerability multiplier" -0.99 "max health additive penalty" -50 } Description "+25% movement speed, double jumps, immunity to knockback, -50 max health" AllowPlayerClass Pyro } PyroB { Name "Pact: placeholder name 6" Attribute "damage bonus HIDDEN" Cap 1.75 Increment 0.75 PlayerUpgrade 1 Cost 0 SecondaryAttributes { "dmg taken increased" 0.5 } Description "+75% damage dealt, +50% damage taken" AllowPlayerClass Pyro } DemomanA { Name "Pact: placeholder name 7" Attribute "projectile spread angle penalty" Cap 2 Increment 2 PlayerUpgrade 1 Cost 0 SecondaryAttributes { "mult projectile count" 1 "health drain" -4 } Description "Fire two projectiles at once with minor spread, -4 health drain" AllowPlayerClass Demoman } DemomanB { Name "Pact: placeholder name 8" Attribute "damage bonus HIDDEN" Cap 1.5 Increment 0.5 PlayerUpgrade 1 Cost 0 SecondaryAttributes { "melee range multiplier" 2.5 "melee cleave attack" 1 "healing received penalty" -0.75 } Description "+50% damage bonus, +150% melee range with cleave, -75% healing from all sources" AllowPlayerClass Demoman } HeavyA { Name "Pact: placeholder name 9" Attribute "fire rate bonus HIDDEN" Cap 0.5 Increment -0.5 PlayerUpgrade 1 Cost 0 SecondaryAttributes { "minigun spinup time decreased" -0.6 "healing received penalty" -0.95 } Description "+50% firing speed, +60% spin-up speed, -95% healing from all sources" AllowPlayerClass Heavyweapons } HeavyB { Name "Pact: placeholder name 10" Attribute "can headshot" Cap 1 Increment 1 PlayerUpgrade 1 Cost 0 SecondaryAttributes { "weapon spread bonus" -0.4 "healing received penalty" -0.95 "dmg taken increased" 1 } Description "+40% accuracy, can headshot, +100% damage taken" AllowPlayerClass Heavyweapons } //EngineerA //{ // Name "Pact: placeholder name 11" // Attribute "engy building health bonus" // Cap 2 // Increment 1 // PlayerUpgrade 1 // Cost 0 // SecondaryAttributes // { // "build rate bonus" 3 // "building instant upgrade" -10 // } // Description "+100% building health, -300% slower build rate, cannot buy building canteens" // AllowPlayerClass Engineer //} EngineerB { Name "Pact: placeholder name 12" Attribute "engy sentry damage bonus" Cap 2 Increment 1 PlayerUpgrade 1 Cost 0 SecondaryAttributes { "max health additive penalty" -120 } Description "+100% sentry damage, -120 max health" AllowPlayerClass Engineer } MedicA { Name "Pact: placeholder name 13" Attribute "dmg penalty vs players" Cap 2 Increment 1 PlayerUpgrade 1 Cost 0 SecondaryAttributes { "ubercharge rate penalty" 0.5 "dmg taken increased" 1 } Description "+100% damage dealt, +50% ubercharge rate, +100% damage taken" AllowPlayerClass Medic } SniperA { Name "Pact: placeholder name 15" Attribute "dmg penalty vs players" Cap 1.5 Increment 0.5 PlayerUpgrade 1 Cost 0 SecondaryAttributes { "damage penalty on bodyshot" -1 "max health additive penalty" -120 } Description "+50% damage dealt, bodyshots do no damage, -120 max health" AllowPlayerClass Sniper } //SniperB //{ // Name "Pact: placeholder name 16" // Attribute "sniper full charge damage bonus" // Cap 2 // Increment 1 // PlayerUpgrade 1 // Cost 0 // SecondaryAttributes // { // "sniper no headshot without full charge" 1 // "mult sniper charge after headshot" 0.25 // "mult sniper charge after miss" -3 // } // Description "Fully charged shots do +100% damage, no headshots without full charge, +25% charge rate on headshot, -300% charge rate on miss" // AllowPlayerClass Sniper //} SpyA { Name "Pact: placeholder name 17" Attribute "damage bonus HIDDEN" Cap 1.25 Increment 0.25 AllowedWeapons { Slot "Melee" } Cost 0 SecondaryAttributes { "CARD: move speed bonus" 1.3 "air dash count" 1 "min respawn time" 20 } Description "+25% damage dealt, +25% movement speed, double jumps, 20 second respawns" AllowPlayerClass Spy } SpyB { Name "Pact: placeholder name 18" Attribute "add cond on kill" Cap 65 Increment 65 AllowedWeapons { Slot "Melee" } Cost 0 SecondaryAttributes { "add cond on kill duration" 0.015 "dmg taken increased" 1 } Description "Lethal backstabs explode, inflicting 200 damage to surrounding bots. +100% damage taken" AllowPlayerClass Spy } } 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 { 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 Skill Expert Attributes AlwaysCrit } } 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 Skill Expert Attributes AlwaysCrit } } 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 WaitBeforeStarting 0 Squad { TFBot { Template T_TFBot_Scout_Melee Skill Expert Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_QuickFix } } } 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 } } } 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 20 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 } 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 } 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 } } } } }