#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 5000 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes Templates { T_TFBot_Demo_Airbomber { Attributes AutoJump AutoJumpMin 5 AutoJumpMax 5 Name "Airbomber Demo" Class Demoman ClassIcon demo_para Skill Hard Item "The B.A.S.E. Jumper" Item "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" WeaponRestrictions SecondaryOnly CharacterAttributes { "cancel falling damage" 1 "increased jump height" 3 "blast dmg to self increased" 0 "override projectile type" 3 "stickybomb charge rate" 0.001 //Demo-bot will fire Stickybomb immediately "projectile range increased" 0.5 // Prevents overshooting target } } T_TFBot_Demo_Airbomber_NoJump { Name "Airbomber Demo" Class Demoman ClassIcon demo_para Skill Hard Item "The B.A.S.E. Jumper" Item "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" WeaponRestrictions SecondaryOnly CharacterAttributes { "cancel falling damage" 1 "increased jump height" 3 "blast dmg to self increased" 0 "override projectile type" 3 "stickybomb charge rate" 0.001 //Demo-bot will fire Stickybomb immediately "projectile range increased" 0.5 // Prevents overshooting target } } } Mission // sentry buster { Objective DestroySentries InitialCooldown 60 Where spawnbot BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 60 TFBot { Template T_TFBot_SentryBuster } } Mission // Spy - wave 1 { Objective Spy InitialCooldown 180 Where spawnbot_mission_spy BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 180 DesiredCount 2 TFBot { Class Spy Skill Expert Name Spy } } Mission // Sniper - wave 1 { Objective Sniper InitialCooldown 120 Where spawnbot_mission_sniper BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 210 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Mission // Engineer wave 1 { Objective Engineer InitialCooldown 170 Where spawnbot BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 9999 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot TeleportWhere spawnbot_invasion TeleportWhere spawnbot_side Attributes TeleportToHint } } Mission // Engineer wave 1 { Objective Engineer InitialCooldown 420 Where spawnbot BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 90 DesiredCount 2 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot TeleportWhere spawnbot_invasion TeleportWhere spawnbot_side Attributes TeleportToHint } } Wave { InitWaveOutput { Target gamerules Action runscriptcode Param " EntFire(`bombpath_choose_relay`, `CancelPending`,null,0.02) EntFire(`holograms_left`, `Enable`,null,1) EntFire(`holograms_right`, `Disable`,null,1) EntFire(`nav_avoid_left`, `Disable`,null,1) EntFire(`nav_avoid_right`, `Enable`,null,1) EntFire(`nav_avoid_center`, `Enable`,null,1) EntFire(`point_left`, `Enable`,null,1) EntFire(`point_right`, `Disable`,null,1) EntFire(`nav_interface`, `RecomputeBlockers`,null,1) EntFire(`path_track_12`, `EnableAlternatePath`,null,1) EntFire(`path_track_r_4`, `EnableAlternatePath`,null,1)" } StartWaveOutput { Target wave_start_relay Action Trigger } Checkpoint Yes //STAGE 01 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 01a: 60 total, 10 active, Scout (bonk) { Name "wave01" Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 300 TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit Item "Point and Shoot" } } WaveSpawn //WAVE 01b: 32 total, 8 active, Pyro (always fire) { Name "wave01" Where spawnbot_side TotalCount 32 MaxActive 8 SpawnCount 8 WaitBeforeStarting 5 WaitBetweenSpawns 7 TotalCurrency 200 TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon ClassIcon pyro_hyper_lite Item "Old Guadalajara" } } WaveSpawn //WAVE 01c: [GIANT] 12 total, 4 active, Demoman (demoknight) { Name "wave01" Where spawnbot TotalCount 12 MaxActive 4 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish Attributes AlwaysCrit Item "Spine-Chilling Skull" } } //STAGE 02 //Currency 400 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 02a: [GIANT] 10(20) total, 10(20) active, Soldier (slow crit + uber medic) { Name "wave02" Where spawnbot TotalCount 20 MaxActive 20 SpawnCount 4 WaitForAllSpawned "wave01" WaitBeforeStarting 15 WaitBetweenSpawns 2 TotalCurrency 400 Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit Item "Idiot box" Item "Shoestring Budget" } TFBot { Template T_TFBot_Medic_QuickUber Item "The Warsworn Helmet" } } } //STAGE 03 //Currency 1000 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 03a: 40 total, 10 active, Soldier { FirstSpawnWarningSound "mvm\ambient_mp3\mvm_siren.mp3" RandomSpawn 1 Name "wave03" Where spawnbot_upper TotalCount 40 MaxActive 10 SpawnCount 5 WaitForAllDead "wave01" WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 300 FirstSpawnOutput { Target gamerules Action runscriptcode Param "ClientPrint(null,4,`Air Raid!`)" } TFBot { Class Soldier Skill Easy Item "Defiant Spartan" Item "The B.A.S.E. Jumper" ClassIcon soldier_hyper_lite Attributes AlwaysFireWeapon Tag para } } WaveSpawn //WAVE 03b: 40 total, 10 active, Heavyweapons { Name "wave03" Where spawnbot_side TotalCount 40 MaxActive 10 SpawnCount 5 WaitForAllDead "wave02" WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 300 TFBot { Class Heavyweapons Skill Easy Item "Point and Shoot" } } WaveSpawn //WAVE 03c: [GIANT] 5 total, 2 active, Soldier { Name "wave03" Where spawnbot_side TotalCount 5 MaxActive 2 SpawnCount 1 WaitForAllDead "wave02" WaitBeforeStarting 8 WaitBetweenSpawns 30 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier_Spammer Item "Idiot box" Item "Shoestring Budget" } } WaveSpawn //WAVE 03d: [GIANT] 5 total, 2 active, Heavyweapons { Name "wave03" Where spawnbot TotalCount 5 MaxActive 2 SpawnCount 1 WaitForAllDead "wave02" WaitBeforeStarting 8 WaitBetweenSpawns 30 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Heavyweapons Item "Point and Shoot" } } ///////////////////////// PATH CHANGE ///////////////////////// WaveSpawn { WaitForAllDead "wave03" WaitBeforeStarting 3 FirstSpawnWarningSound "items\japan_fundraiser\tf_zen_bell_01.wav" FirstSpawnOutput { Target gamerules Action runscriptcode Param "EntFire(`intel*`, `ForceReset`) EntFire(`holograms_right`, `Enable`,null,1) EntFire(`holograms_right`, `Disable`,null,10) EntFire(`nav_avoid_left`, `Enable`,null,1) EntFire(`nav_avoid_right`, `Disable`,null,1) EntFire(`point_left`, `Disable`,null,1) EntFire(`point_right`, `Enable`,null,1) EntFire(`nav_interface`, `RecomputeBlockers`,null,1) ClientPrint(null,3,`\x0700FF00bombpath_right`) ClientPrint(null,4,`Bomb path has changed!`)" } } //STAGE 04 //Currency 1200 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 04a: 80 total, 10 active, Scout { Support Limited Where spawnbot_close Where spawnbot_side RandomSpawn 1 TotalCount 80 MaxActive 10 SpawnCount 5 WaitForAllDead "wave03" WaitBeforeStarting 8 WaitBetweenSpawns 8 TotalCurrency 600 TFBot { Class Scout Skill Easy Attributes AlwaysCrit Item "Point and Shoot" } } WaveSpawn //WAVE 04b: [3 TANKS] { WaitForAllDead "wave03" WaitBeforeStarting 15 FirstSpawnOutput { Target nav_interface Action RecomputeBlockers } } WaveSpawn //WAVE 04b: [3 TANKS] { Name "wave04" TotalCount 1 WaitForAllDead "wave03" WaitBeforeStarting 8 WaitBetweenSpawns 50 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 04b: [3 TANKS] { Name "wave04" TotalCount 1 WaitForAllDead "wave03" WaitBeforeStarting 58 WaitBetweenSpawns 50 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "b_tank_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 04b: [3 TANKS] { WaitForAllDead "wave03" WaitBeforeStarting 65 FirstSpawnOutput { Target nav_interface Action RecomputeBlockers } } WaveSpawn //WAVE 04b: [3 TANKS] { Name "wave04" TotalCount 1 WaitForAllDead "wave03" WaitBeforeStarting 108 WaitBetweenSpawns 50 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_carrier_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } //STAGE 05 //Currency 1000 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 05a: [GIANT] 40 total, 15 active, Demoman { RandomSpawn 1 Name "wave05" Where spawnbot_tankL Where spawnbot_upper TotalCount 40 MaxActive 10 SpawnCount 5 WaitForAllDead "wave03" WaitBeforeStarting 30 WaitBetweenSpawns 10 TotalCurrency 500 TFBot { Template T_TFBot_Giant_Demo_RapidFire Item "Spine-Chilling Skull" } } WaveSpawn //WAVE 05b: 40 total, 5 active, Demoman (Eyelander + Charge N Targe) { Name "wave05" Where spawnbot_tankR Where spawnbot_left TotalCount 40 MaxActive 10 SpawnCount 5 WaitForAllDead "wave03" WaitBeforeStarting 60 WaitBetweenSpawns 8 TotalCurrency 500 TFBot { Class Demoman ClassIcon demoknight_persian_nys Skill Hard Attributes AlwaysCrit Item "Sultan's Ceremonial" Item "Ali Baba's Wee Booties" Item "The Persian Persuader" Item "The Splendid Screen" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } WeaponRestrictions MeleeOnly CharacterAttributes { "critboost on kill" 3 } } } WaveSpawn //WAVE 05c: [TANK] { Name "wave05" TotalCount 1 WaitForAllSpawned "wave04" WaitBeforeStarting 55 WaitBetweenSpawns 0 TotalCurrency 600 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 40000 Speed 75 Name "tankboss" StartingPathTrackNode "b_tank_carrier_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } //STAGE 06 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 06a: 40 total, 20 active, Soldier (Direct hit, buff banner) { RandomSpawn 1 Name "wave06" Where spawnbot_invasion RandomSpawn 1 TotalCount 40 MaxActive 20 SpawnCount 10 WaitForAllSpawned "wave05" WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 300 TFBot { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly ClassIcon soldier_hyper_lite Item "The Direct Hit" Item "The Buff Banner" Item "Defiant Spartan" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Direct Hit" "damage bonus" 2.0 } CharacterAttributes { "increase buff duration" 9.0 } } } WaveSpawn //WAVE 06b: [GIANT] 4(8) total, 4(8) active, Heavyweapons (Always Crit + Giant medic) { Name "wave06" Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 2 WaitForAllSpawned "wave05" WaitBeforeStarting 30 WaitBetweenSpawns 30 TotalCurrency 400 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Attributes AlwaysCrit Item "Point and Shoot" } TFBot { Template T_TFBot_Giant_Medic_Regen } } } //STAGE 07 //Currency 1300 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 07a: [4 TANKS] { Name "wave07" TotalCount 2 WaitForAllDead "wave06" WaitBeforeStarting 0 WaitBetweenSpawns 60 TotalCurrency 550 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 42000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 07a: [4 TANKS] { Name "wave07" TotalCount 2 WaitForAllDead "wave06" WaitBeforeStarting 30 WaitBetweenSpawns 60 TotalCurrency 550 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 42000 Speed 75 Name "tankboss" StartingPathTrackNode "b_tank_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 07b: 96 total, 16 active, Spy { Where spawnbot TotalCount 96 MaxActive 16 SpawnCount 4 WaitForAllDead "wave06" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Class Spy Skill Expert } } ///////////////////////// PATH CHANGE ///////////////////////// WaveSpawn { WaitForAllDead "wave07" WaitBeforeStarting 3 FirstSpawnWarningSound "items\japan_fundraiser\tf_zen_bell_01.wav" FirstSpawnOutput { Target gamerules Action runscriptcode Param "EntFire(`intel*`, `ForceReset`) EntFire(`bombpath_2way`, `Trigger`) EntFire(`engienest*`, `Enable`) EntFire(`holograms_*`, `Disable`,null,10) ClientPrint(null,3,`\x0700FF00bombpath_2way`) ClientPrint(null,4,`TWO WAY PATH ENABLED`)" } } WaveSpawn { FirstSpawnWarningSound "vo\mvm_another_bomb04.mp3" WaitBeforeStarting 14 WaitForAllDead "wave07" FirstSpawnOutput { Target intel2 Action Enable } } //STAGE 08 //Currency 1400 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 08a: 75 total, 20 active, Sniper (Huntsman) { Name "wave08" Where spawnbot_invasion RandomSpawn 1 TotalCount 75 MaxActive 16 SpawnCount 1 WaitForAllDead "wave07" WaitBeforeStarting 9 WaitBetweenSpawns 0 TotalCurrency 300 TFBot { Template T_TFBot_Sniper_Huntsman Skill Expert Item "Larrikin Robin" Attributes AlwaysCrit ClassIcon sniper_bow_hyper ItemAttributes { ItemName "The Huntsman" "damage bonus" 1.5 "faster reload rate" 0.2 } } } WaveSpawn //WAVE 08b: 75 total, 20 active, Soldier (Always Crit) { Name "wave08" Where spawnbot_upper RandomSpawn 1 TotalCount 45 MaxActive 15 SpawnCount 3 WaitForAllDead "wave07" WaitBeforeStarting 90 WaitBetweenSpawns 3 TotalCurrency 300 TFBot { Class Soldier Skill Expert Attributes AlwaysCrit Item "Defiant Spartan" ClassIcon soldier_hyper_lite Tag para Item "The B.A.S.E. Jumper" Attributes AlwaysFireWeapon ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } WaveSpawn //WAVE 08c: 75 total, 20 active, Demoman (Always Crit) { Name "wave08" Where spawnbot_upper RandomSpawn 1 TotalCount 45 MaxActive 15 SpawnCount 1 WaitForAllDead "wave07" WaitBeforeStarting 120 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Template T_TFBot_Demo_Airbomber_NoJump Attributes AlwaysCrit Attributes AlwaysFireWeapon ClassIcon demo_spammer_hyper CharacterAttributes { "faster reload rate" -0.8 "damage bonus" 2 "projectile range increased" 1 } } } WaveSpawn //WAVE 08d: 75 total, 20 active, Pyro (Always Crit) { Name "wave08" Where spawnbot_invasion RandomSpawn 1 TotalCount 75 MaxActive 16 SpawnCount 1 WaitForAllDead "wave07" WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Class Pyro Skill Expert Attributes AlwaysCrit ClassIcon pyro_hyper_lite Item "Old Guadalajara" Attributes AlwaysFireWeapon ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 2.0 } CharacterAttributes { "move speed bonus" 1.5 } } } WaveSpawn //WAVE 08e: 75 total, 20 active, Scout (Always Crit) { Where spawnbot_left Where spawnbot_right Support Limited RandomSpawn 1 TotalCount 75 MaxActive 20 SpawnCount 5 WaitForAllSpawned "wave08" WaitBeforeStarting 15 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Class Scout Skill Expert Attributes AlwaysCrit Item "Point and Shoot" } } ///////////////////////// PATH CHANGE ///////////////////////// WaveSpawn { WaitForAllDead "wave08" WaitBeforeStarting 3 FirstSpawnWarningSound "items\japan_fundraiser\tf_zen_bell_01.wav" FirstSpawnOutput { Target gamerules Action runscriptcode Param "EntFire(`intel*`, `ForceReset`) EntFire(`intel2`, `Disable`) EntFire(`nav_avoid_*`, `Disable`) EntFire(`open_door_center`, `Disable`) EntFire(`wave_start_door`, `Open`,null,1) EntFire(`nav_interface`, `RecomputeBlockers`,null,3) ClientPrint(null,3,`\x0700FF00bombpath_center`) ClientPrint(null,4,`CENTER PATH ENABLED`)" } } WaveSpawn //WAVE 08f: 48 total, 22 active, Heavyweapons (Always Crit + Uber medic) { Name "wave9" Where spawnbot_mission_spy RandomSpawn 1 TotalCount 48 MaxActive 22 SpawnCount 4 WaitForAllDead "wave08" WaitBeforeStarting 15 WaitBetweenSpawns 1 TotalCurrency 200 Squad { TFBot { Class Heavyweapons Skill Expert Attributes AlwaysCrit Item "Point and Shoot" ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } } TFBot { Template T_TFBot_Medic_QuickUber Item "The Warsworn Helmet" } } } WaveSpawn //WAVE 08g: [FINAL TANK] { Name "wave09" TotalCount 1 WaitForAllDead "wave08" WaitBeforeStarting 30 WaitBetweenSpawns 0 TotalCurrency 0 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 60000 Speed 60 Name "tankboss" Skin 1 StartingPathTrackNode "b_tank_carrier_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } }