///////////////////////////////////////////////////////////////////// // // Helpful debug and console commands for developing MVM population scripts: // // sv_cheats 1 // Allows cheat commands. // god // Enables god mode for players. // nb_stop 1 // Stops all bots in place. // nb_blind 1 // Bots will not treat players as threats. // currency_give x // Give player x amount of game currency to be used on upgrades. // tf_populator_health_multiplier x.x // Multiplies health of enemy bots - example: tf_populator_health_multiplier 0.01 will set health of bots to 1% of normal. // tf_mvm_popfile abcd // Will load the .pop file of the specified name - example tf_mvm_popfile mvm_mapname_challenge2 will load mvm_mapname_challenge2.pop in the tf/scripts/population directory. // tf_mvm_jump_to_wave x // Will jump to the specified wave number of the current .pop file - example tf_mvm_jump_to_wave 6 will jump to wave 6. // tf_bot_flag_kill_on_touch 1 // When a bot picks up the flag, they die. // ///////////////////////////////////////////////////////////////////// // BEGIN POP FILE ///////////////////////////////////////////////////////////////////// #base robot_giant.pop // This pop file is marked to be included. These are other .pop files that contain templates for TFBots. In our WaveSpawns we can reference the templates in these pop files. #base robot_standard.pop // This pop file is marked to be included. These are other .pop files that contain templates for TFBots. In our WaveSpawns we can reference the templates in these pop files. #base robot_gatebot.pop // This pop file is marked to be included. These are other .pop files that contain templates for TFBots. In our WaveSpawns we can reference the templates in these pop files. //Dynamo Divergence and mvm_nebulus-by IDGCaptainRussia94 (https://steamcommunity.com/id/13371994101/) //Rawr <3 //Changelog A2 //--map changes //fixed a glitch/naming oversight that would make burning gatebots ignore gate B after gate A is capped //fixed chaos mode bugs with gatebots //capping gate A opens the small side doors for small bots to go through, but giants will still prefer take the long way unless they have the bomb //altered tank paths, they no longer go through a gate that can't be opened lol //Expanded and reworked the front, moved the tanks closer to the gates //Made the map overall asemmetrical //removed the gate, and replaced it with a stuck version that only players can jump through //--Mission changes //Overloading heavies are now called heavies rather than soldiers //swapped wave 3 and wave 2 //swapped wave 4 and wave 5 //The Gatebot KGB's still have soldier gatebot hats after capping A, I left this in because I felt it was funny, deal with it :P //Wave 2-escape plan soldiers are no longer part of a subwave and spawn slower, reduced their count. Reduced Mannmelter pyros counts, reduced KGB support heavies by 1 bot, and greatly reduced the scout mission supports //wave 4-added another subwave (this wave was really short and likely too easy) //Wave 5-added support burning heavies that start spawning on the 2nd subwave, increased max gatebot backups to 15 //Wave 6-added gatebot backups to the 2nd subwave //Wave 7-made this wave "harder", added fallout jokes //Changelog A3 //Removed left over files from vicious vices in the zip file, whoops! Also removed the nav file as it's not needed. //Removed Chaos mode, after removing the gates it got a bit irrievent to keep and no one wants this anyways. //Removed gate A and changed areas where they used to be, made gate B into gate A. //Added crates to the rightside that the tank can run through and make a shortcut //added a backarea for the leftside that robots must take until the crates are broken //removed the jammed door, and made a new shortcut from the hatch to gate A that's out of the way of the bots, raised the ground below the drop down hatch, made the hatch doors open much faster, added a 1-way door from the hatch to this dropdown area //seperated the left and right side of gate A with fences, to offer more cover but not block sight lines //--Mission changes //reworked all waves to accomidate for the fact that gatebots now cap A; all tanks have has less HP //wave 1-has no gate bots and now uses pyros over scouts, that's pretty much it. //wave 2-uses gatebot bat scouts as a tutorial bot to introduce the gates. //wave 7-increased robot delay on the final subwave and cut down some bots //Changelog A4 //Fixed nav blockers... I hope //added a flank route bots will take when the tank passes on the left side so the bots will avoid running behind the tank //moved the boxes on the right side further back so players have more time to bust the tank before the flank route is opened //Left upper spawn at front has been reworked //Tunnel spawns have been reworked, they teleport bots to the upper spawns when A is not capped //removed fences and replaced them with rails //Fixed the fog problem, it now works as planned //--Mission changes //Wave 1-added wrap assassin support //Wave 2-Reduced escape plans, added pain train demos as the support gatebots //Wave 4-added Pisons and reduced demomen total count and max active, added wrap assassin support //wave 5-removed jumping sandmans, added a BB Blackbox giant to the start as he's the only bomb bot in the first subwave, replaced first subwave GRU heavies with pain train demoknights, added Pisons //Wave 6-Giant spy mission support scouts are now gatebots insteads //Wave 7-completely reworked //Changelog A4B/A5 //Added some cosmetic things to the map //moved the boss's weapons behind a protective wall so the players can't destroy them before the wave starts //moved the spies to wave 3 and wave 7 //--Mission changes //Wave 3-altered the wave to make it harder, broke into 2.5 subwaves, the first subwave melee heavies have uber medics, bumped up the 2nd subwave direct hits to 6 from 4, added giant scouts to start of the 2nd subwave //Wave 5-Pain train demoknights are now properly part of the first subwave, and are required to be killed for the 2nd subwave to start //Changelog A6 //Map underwent a name change, forget to mention that previously! //added tutorial tidbit that triggers once during or after wave 2 that explains what losing A causes when you lose A //Tried to fix the Nav, again //added more ammo and health packs to the front, changed some others into larger forms //fixed floating tanks, hopefully //Added exit signs and upgrade signs where needed //added info_observer_point's, this is my first map to ever have them, yay! //added a few other extra features, such as relay_panicbutton to recreate potato's panic feature, but doesn't kill the meltdown bot //added some more decorations and lights and started preparing to move the map into Beta! //--Mission changes //removed tank speeds //Updated Icons //Bonk Scouts have been given a sandman and a new icon to reflect that //Swapped the engie support all waves a bit //Wave 1-Wrap Assassin Scout supports respawn very fast now, doubled the pyros in the first subwave //Wave 2-Gave Bison giants a squad, made escape plans spawn more often, reverted melee scouts back to GRUs and reduced their numbers by 1 //Wave 3-Fixed medics having only 1 HP, added giant armored sandman scouts to the end, also altered a few bots, doubled the giant soldier count. Added knockback rage heavies and removed a good chunk of melee heavies, replaced the spies with stealthy bisons, Tank HP lowered to 20000 //Wave 4-Doubled gatebot heavies, reduced demomen and pison soldiers a bit, replaced wrap scouts with razorback snipers, altered soldiers reduced max active added a bit more, reworked the engineers and changed the snipers into knockback heavies (with increased respawn times of 35 seconds) //Replaced the pison with my grapple Scouts //Wave 5-giant heavy gets a giant medic (no uber), direct hit soldiers replaced with enforcer spies (this mission also has too many soldiers), and then I added cow mang support for this final subwave to contest the point even more, giant support has 40 second respawn times (VS 30) //Wave 6-Added giant deflector heavies to the first subwave, and reduced bots as well (limit was being hit),reduced conchs and added giant medics to the pyros, changed gatebot soldiers to rocket shotguns (non gatebot) //Changelog A6b //Added a dynamic engienest on the bomb, and moved the rear nest's teleporter further away //Also swapped out bison spies with my grapple minelayer prototype //Changelog A7 //Added railing for the right upper spawn so only giants can shoot over it and removed the pillar //Added large health pack to the chokepoint near the rear of the map //changed small packs at the gate into medium ones, and moved them down so they have a bit of cover //moved rear left engie nest's teleporter to be in the important looking crate room //removed 1 way door at the front, replaced it with an opening doorway and also lowed the trigger for the hatch above so demos and soldiers can easily rocket jump back in //Added a small windows across from the above, with a small ledge for 2 small health and ammo packs //added some props the spawn room //Fixed relay_panicbutton, For real this time, honest //The Boss now only loses 3000 HP to all dispensers when entering phase 2 VS all of them exploding, dispenser HP increased to 5000 //--Mission changes //added missing sandman bonk icon //moved swapped waves 3-4 with 5-6 //Knockback Heavy's skill reduced to Normal, Also gave them the Nastasha to make them a bit weaker as they already stop you from moving //The boss has a razorback and Jarate backstabber attributes //Wave 3-Fixed HoK heavies as I just now realized these are massively flawed in the offical code //Wave 4-Some mini engies will spawn at the upper right spawn on subwave 1, so they all don't get bunched up center //-More mission changes //All sandman scouts mark for death, jumping Sandmans have crits //Wave 2-Fan Scouts changed to Jumping sandmans //Wave 5-Mine Layers spawn behind players now //Changelog A8 //Backroom has been lowered, and given an opening from glass window in that players can take and shoot through //The bomb hatch room now has a skylight view above //Added a couple more arrow hints to make the path easier to understand WaveSchedule { Templates { IDG_TowerDefense_Testtype { Class Pyro Name "Grapple Minelayer" Skill Expert ClassIcon heavy_spirit Health 500 Item "The Third Degree" Item "The Manmelter" Attributes AlwaysFireWeapon Attributes AutoJump AutoJumpMin 4 AutoJumpMax 6 Item "Hong Kong Cone" Item "Shin Shredders" Attributes SpawnWithFullCharge //Attributes DefensiveBuffHigh // Passive damage reduction, replaces high health Health 500 Scale 1.25 // Force scale to 1 when "Health" set high MaxVisionRange 5000 WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 1.25 "dmg penalty vs players" 75 } ItemAttributes { ItemName "The Third Degree" "damage bonus" 0.02 "effect bar recharge rate increased" 0.2 } ItemAttributes { ItemName "The Manmelter" "fire rate bonus" 0.25 "is_passive_weapon" 1 "override projectile type" 26 "effect bar recharge rate increased" 0.2 } } T_TFBot_Giant_Heavyweapons_HealOnKill_fixed // Air blast pushback on damage. Pins players, low damage, slow move speed { Class Heavyweapons Name "Giant HoK Deflector Heavy" ClassIcon heavy_deflector_healonkill Skill Expert Health 5000 Item "Deflector" WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss ItemAttributes { ItemName "Deflector" "damage bonus" 1.2 "attack projectiles" 2 // "weapon spread bonus" 1 // "fire rate penalty" 4 "heal on kill" 5000 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_IDG_Scout_GrappleScout { Template T_TFBot_Scout_Shortstop Skill Normal ClassIcon grappling_hook WeaponRestrictions SecondaryOnly BehaviorModifiers Mobber Item "The Shortstop" Item "Mad Milk" Item "The Sandman" Name "Grappler Scout" Attributes AutoJump AutoJumpMin 4 AutoJumpMax 6 Health 500 Scale 1.25 ItemAttributes { ItemName "The Sandman" "is_passive_weapon" 1 "mod_maxhealth_drain_rate" 2.0 } ItemAttributes { ItemName "Mad Milk" "override projectile type" 26 } CharacterAttributes { "health regen" -5 "effect bar recharge rate increased" 0.25 "head scale" 1.2 "torso scale" 0.7 "move speed bonus" 0.65 } } IDG_TFBot_HeavyKnockback { Class Heavyweapons Skill Normal Name "Knockback Rage Heavy" Attributes SpawnWithFullCharge Item "The Concheror" Item "Natascha" ClassIcon heavy_brigadier CharacterAttributes { "increase buff duration" 15.0 "generate rage on damage" 1 "effect bar recharge rate increased" 0.5 "deploy time increased" 0.5 } } IDG_TFBot_PopperScout { Class Scout Skill Expert Name "Christmas League Scout" Item "The Shortstop" Item "The Sandman" ClassIcon scout_wrapassassin WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Shortstop" "damage bonus" 1 "override projectile type" 27 "is_passive_weapon" 1 "faster reload rate" 0.05 } ItemAttributes { ItemName "The Sandman" "slow enemy on hit" 0.9 "slow enemy on hit major" 5 "apply z velocity on damage" -115 "apply look velocity on damage" -115 "applies snare effect" 0.1 "maxammo grenades1 increased" 2 "fire rate Bonus" 1000 "dmg penalty vs players" 15 "damage bonus" 0.1 "override projectile type" 27 } CharacterAttributes { "damage bonus" 1 "hype on damage" 100 "boost on damage" 10000 "lose hype on take damage" -15 } } IDG_TFBot_WrapScout { Class Scout Skill Expert Name "Christmas League Scout" Item "Upgradeable TF_WEAPON_SCATTERGUN" Item "The Wrap Assassin" Item "The Big Elfin Deal" ClassIcon scout_wrapassassin ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "fire rate Bonus" 1000 "damage bonus" 0.01 } ItemAttributes { ItemName "The Wrap Assassin" "slow enemy on hit" 0.9 "slow enemy on hit major" 5 "apply z velocity on damage" -115 "apply look velocity on damage" -115 "applies snare effect" 0.1 "effect bar recharge rate increased" 0.25 "is_passive_weapon" 1 } CharacterAttributes { "charge time increased" 5 "charge recharge rate increased" 2 "slow enemy on hit" 0.9 "slow enemy on hit major" 5 "damage bonus" 1 } } IDG_TFBot_CurcuitEngineer { Class Engineer Skill Expert ClassIcon engineer_shortcircuit Name "Energy Ball Engineer" Item "The Rescue Ranger" Item "The Short Circuit" ItemAttributes { ItemName "The Short Circuit" "slow enemy on hit" 0.9 "slow enemy on hit major" 5 "apply z velocity on damage" -115 "apply look velocity on damage" -115 "applies snare effect" 0.1 "is_passive_weapon" 1 } ItemAttributes { ItemName "The Rescue Ranger" "fire rate bonus" 1000 } CharacterAttributes { "charge time increased" 5 "charge recharge rate increased" 2 "fire rate Bonus" 0.5 "slow enemy on hit" 0.9 "slow enemy on hit major" 5 "damage bonus" 1 } } IDG_TFBot_CurcuitEngineerCharging { Class Engineer Skill Expert ClassIcon engineer Name "Shocket Engineer" Item "The Rescue Ranger" Item "The Short Circuit" WeaponRestrictions SecondaryOnly Tag charging ItemAttributes { ItemName "The Short Circuit" "slow enemy on hit" 0.9 "slow enemy on hit major" 5 "apply z velocity on damage" -115 "apply look velocity on damage" -115 "applies snare effect" 0.1 } CharacterAttributes { "fire rate Bonus" 0.5 "slow enemy on hit" 0.9 "slow enemy on hit major" 5 "damage bonus" 1 "move speed bonus" 1.5 } } T_IDG_GunSpy { Class Spy Name "Enforcer Spy" Skill Expert ClassIcon spy_enforcer_nys Attributes SpawnWithFullCharge Attributes AlwaysFireWeapon WeaponRestrictions PrimaryOnly Item "The Enforcer" Item "Hong Kong Cone" Item "The Shogun's Shoulder Guard" Item "The Triad Trinket" CharacterAttributes { "effect bar recharge rate increased" 5 "generate rage on damage" 200 "increase buff duration" 5.0 } } IDG_TFBot_Engineer_Sentry_Tele_Battle { Class Engineer Name Engineer Skill Expert TeleportWhere spawnbot_upper TeleportWhere spawnbot_upper_left TeleportWhere spawnbot_upper_right Attributes IgnoreFlag Health 275 } IDG_TFBot_Engineer_Sentry_Battle { Class Engineer Name Engineer Skill Expert Health 275 Item "The Rescue Ranger" Attributes IgnoreFlag Attributes AutoJump AutoJumpMin 2 AutoJumpMax 3 Attributes AlwaysFireWeapon } IDG_TFBot_Engineer_Sentry_Battle_Gunslinger { Class Engineer Name "Ninjneer" Skill Expert ClassIcon engineer_gunslinger Attributes IgnoreFlag Item "The Gunslinger" scale 0.75 Tag invisble } IDG_TFBot_Engineer_Sentry_Battle_Minis { Class Engineer Name "Elite Mini Engineer" Skill Expert ClassIcon mini_sentry Item "The Gunslinger" Item "The Rescue Ranger" Attributes AutoJump AutoJumpMin 2 AutoJumpMax 3 Attributes AlwaysFireWeapon Health 400 Attributes "Parachute" Item "The B.A.S.E. Jumper" ItemAttributes { ItemName "The Gunslinger" "fire rate bonus" 5 "faster reload rate" 0.5 "is_passive_weapon" 1 "hit self on miss" 1 "damage causes airblast" 1 } ItemAttributes { ItemName "TF_WEAPON_PDA_ENGINEER_BUILD" "single wep holster time increased" 25 //"is_passive_weapon" 1 } CharacterAttributes { "engy disposable sentries" 3 "alt fire teleport to spawn" 1 "special taunt" 1 "gesture speed increase" 100 "health regen" -5 "mod_maxhealth_drain_rate" 1.5 } } // Soldier IDG_TFBot_Soldier_Directhit { Class Soldier Name "Direct Hit Soldier" Skill Hard ClassIcon soldier_directhit Attributes SpawnWithFullCharge Item "The Direct Hit" } IDG_TFBot_Soldier_Bison { Class Soldier Skill Expert Name "Bison Soldier" Item "The Righteous Bison" ClassIcon soldier_bison WeaponRestrictions SecondaryOnly } IDG_TFBot_Soldier_Pison { Class Soldier Skill Expert Name "Pison Soldier" Item "The Righteous Bison" ClassIcon soldier_bison_caustic WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Righteous Bison" "subtract victim cloak on hit" 20 "subtract victim medigun charge on hit" 10 "set item tint rgb" 14557147 "set item tint rgb 2" 14557147 } } IDG_TFBot_Soldier_Bison_Giant { Class Soldier Skill Expert Name "Spammy Bison Soldier" Item "The Righteous Bison" ClassIcon soldier_bison_giant WeaponRestrictions SecondaryOnly Attributes MiniBoss Tag bot_giant Scale 1.75 Health 3000 ItemAttributes { ItemName "The Righteous Bison" "Projectile speed increased" 1.5 "damage bonus" 1.25 "move speed bonus" 0.5 "fire rate bonus" 0.4 "faster reload rate" 0.1 } } IDG_TFGateBot_HeaterHeavy_Hard { Class Heavy EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Item "The Huo Long Heatmaker" Skill Normal } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" Item "The Huo Long Heatmaker" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Normal } } } IDG_TFGateBot_Soldier_CowMangler { Class Soldier Name "Cow Mangler Soldier" ClassIcon soldier_mangler EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates item "The Cow Mangler 5000" Item "MvM GateBot Light Soldier" Skill Easy } RevertGateBotsBehavior { item "The Cow Mangler 5000" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Easy } } } IDG_TFGateBot_Demoman_PainTrain { Class Demoman Name "Pain Train Demoman" ClassIcon demo_paintrain EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates WeaponRestrictions MeleeOnly item "The Pain Train" Item "MvM GateBot Light Demoman" Skill Normal } RevertGateBotsBehavior { WeaponRestrictions MeleeOnly item "The Pain Train" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Normal } } } IDG_TFGateBot_Demoknight_PainTrain { Class Demoman Name "Pain Train Demoknight" Health 200 ClassIcon demo_paintrain EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates WeaponRestrictions MeleeOnly Item "Ali Baba's Wee Booties" Item "The Tide Turner" item "The Pain Train" Item "MvM GateBot Light Demoman" Skill Hard } RevertGateBotsBehavior { WeaponRestrictions MeleeOnly Item "Ali Baba's Wee Booties" Item "The Tide Turner" item "The Pain Train" Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Hard } } } IDG_TFGateBot_Scout_Melee_Intro { Class Scout EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag overheatIntro Item "MvM GateBot Light Scout" Skill Normal WeaponRestrictions MeleeOnly ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } Skill Normal WeaponRestrictions MeleeOnly } } } IDG_Soldier_CowMangler { Class Soldier Name "Cow Mangler Soldier" ClassIcon soldier_mangler item "The Cow Mangler 5000" Skill Normal } IDG_TFGateBot_HeavyBoxing { Class Heavy Name "Heavyweight Champ" ClassIcon heavy_champ item "the killing gloves of boxing" item "The Bunsen Brave" Skill Normal WeaponRestrictions MeleeOnly ItemAttributes // turn off light hat { ItemName "the killing gloves of boxing" "fists have radial buff" 1 } } IDG_TFGateBot_BonkScout { Class Scout Name "Gate League Scout" ClassIcon scout_stun_bonk EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "Bonk! Atomic Punch" Item "MvM GateBot Light Scout" Item "The Sandman" Skill Hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Sandman" "mark for death" 10 } CharacterAttributes { "mark for death" 10 } } RevertGateBotsBehavior { Item "Bonk! Atomic Punch" Item "MvM GateBot Light Scout" Item "The Sandman" Skill Hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Sandman" "mark for death" 10 } CharacterAttributes { "mark for death" 10 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } } } } IDG_EscapePlanSoldier { Class Soldier Name "Escape Plan Soldier" Health 800 Scale 1.45 ClassIcon soldier_escape Item "The Escape Plan" Skill Normal WeaponRestrictions MeleeOnly ItemAttributes // turn off light hat { ItemName "The Escape Plan" "fists have radial buff" 1 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 1.25 } } IDG_TFGateBot_Giant_Scout { Class Scout Name "Giant Scout" ClassIcon scout_giant Health 1200 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates // Item "The Fed-Fightin' Fedora" Item "The Bolt Boy" Item "Upgradeable TF_WEAPON_SCATTERGUN" Item "MvM GateBot Light Scout" Tag bot_giant MaxVisionRange 900 Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "damage penalty" 1.25 // 55% damage reduction } CharacterAttributes { "move speed bonus" 1.1 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } RevertGateBotsBehavior { // Item "The Fed-Fightin' Fedora" Item "The Bolt Boy" Item "Upgradeable TF_WEAPON_SCATTERGUN" Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Tag bot_giant MaxVisionRange 900 Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "damage penalty" 1.25 // 55% damage reduction } CharacterAttributes { "move speed bonus" 1.1 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } } T_IDG_PyroMannmelter { Class Pyro Name "Mann Melter Pyro" WeaponRestrictions SecondaryOnly ClassIcon pyro_manmelter Skill Expert Item "The Manmelter" ItemAttributes { ItemName "The Manmelter" "effect bar recharge rate increased" 0.1 "set item tint rgb" 15185211 "set item tint rgb 2" 15185211 } } T_IDG_PyroPhlog { Class Pyro Name "Phlog Pyro" WeaponRestrictions PrimaryOnly ClassIcon pyro_phlog Skill Hard Item "The Phlogistinator" ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 "mod rage on hit bonus" 2000 "set item tint rgb" 15185211 "set item tint rgb 2" 15185211 } } IDG_TFBot_Chief_Gauntlet { Class Heavyweapons Skill Expert Name "Captain 76™" ClassIcon heavy_chief Health 15000 Scale 1.9 EventChangeAttributes { Default { Item "War Head" Item "Fists of Steel" Item "The Razorback" Item "The Huo Long Heatmaker" Attributes MiniBoss Attributes UseBossHealthBar WeaponRestrictions MeleeOnly Tag bot_giant Tag boss ItemAttributes { ItemName "Fists of Steel" "fire rate bonus" 0.6 "damage bonus" 5 } CharacterAttributes { "move speed bonus" 0.25 "health regen" 250 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "jarate backstabber" 1 } } RevertGateBotsBehavior { Item "War Head" Item "Fists of Steel" Item "The Razorback" Item "The Huo Long Heatmaker" Attributes MiniBoss Attributes UseBossHealthBar Tag bot_giant Tag boss CharacterAttributes { "move speed bonus" 0.4 "health regen" 0 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 "jarate backstabber" 1 } } } } T_IDG_Giant_BackupBlackboxSoldier // Health regen on hit { Class Soldier ClassIcon soldier_blackbox_backup Name "Giant BB Battalion Soldier" Health 4200 Item "The Black Box" Item "The Battalion's Backup" Skill Expert Attributes MiniBoss WeaponRestrictions PrimaryOnly Attributes SpawnWithFullCharge Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Black Box" "damage bonus" 0.45 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 1.6 "blast radius increased" 1.25 //"Projectile speed increased" 0.4 "projectile spread angle penalty" 4 "heal on hit for rapidfire" 1000 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.9 "increase buff duration" 15.0 } } IDG_TFBot_Tank_Soldier { Class Soldier Skill Expert WeaponRestrictions MeleeOnly Name "Tank Soldier" ClassIcon heavy_chief Item "War Head" Item "Fists of Steel" Attributes IgnoreEnemies WeaponRestrictions MeleeOnly ItemAttributes { ItemName "Fists of Steel" "fire rate bonus" 0.6 "damage bonus" 5 } CharacterAttributes { "move speed bonus" 0.4 "health regen" 50 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } IDG_TFBot_Demo_Atomic { Class Demoman Name "Fat Man Demo" ClassIcon demo_giant Skill Expert BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" WeaponRestrictions PrimaryOnly Item "The Loose Cannon" Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon Attributes AlwaysCrit ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" 0 "faster reload rate" 1.8 "fire rate bonus" 2 "clip size penalty" 0.5 "Projectile speed increased" 0.8 "projectile spread angle penalty" 5 "damage bonus" 7 "damage causes airblast" 1 "blast radius increased" 1.2 "use large smoke explosion" 1 } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } } IDG_ChaosMode { Class engineer BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates ClassIcon engineer Health 100 Skill Normal //Attributes MiniBoss //Item "TF_WEAPON_SYRINGEGUN_MEDIC" Scale 0.05 CharacterAttributes { "health regen" -80 } } IDG_Meltdown { Class Sniper Name "Meltdown!" Attributes IgnoreFlag // having these will cause bots to run towards gates Tag meltdown ClassIcon christianbrutalsniper Attributes UseBossHealthBar Health 5000 Skill Normal Attributes MiniBoss //Item "TF_WEAPON_SYRINGEGUN_MEDIC" Scale 1 CharacterAttributes { "health regen" 20 } } } StartingCurrency 500 // How much currency each player starts with. Normally 400 is a good starting point, but increased to 20k for the purpose of this test script. RespawnWaveTime 10 // This is the maximum respawn time, in seconds for players when they die. Starting at 2 seconds, it grows 2 seconds per wave. // In this case, wave 1 will have a respawn time of 2 seconds. Wave 2 - 4 seconds. Wave 3 - 6 seocnds, and so on until it hits the cap of 10 seconds for wave 5 and beyond. CanBotsAttackWhileInSpawnRoom no // Sets the robots to not attack players while they are inside of their respawn room volume. Mission // This is a sentry buster mission. It creates sentry busters for any player sentries deemed too dangerous. { Objective DestroySentries InitialCooldown 5 // Amount of time once a wave starts before the mission becomes active. Where spawnbot_center // Entity at which to spawn. BeginAtWave 1 // The mission becomes active on this wave. RunForThisManyWaves 11 // It remains active for this many waves. Generally, this is the same as the total number of waves. CooldownTime 35 // This is the time, in seconds, between when Sentry Busters are allowed to spawn, should their spawning conditions be met. TFBot { Template T_TFBot_SentryBuster // This references a template to use for its TFBot. Scale 1.45 } } Mission // This is a spy mission. This spawns spy(s) at periodic intervals, it will not spawn more spies unless its conditions are met, and all previous spies from this mission are dead. { Objective Sniper InitialCooldown 80 // Amount of time once a wave starts before the mission becomes active. Where spawnbot_upper // Entity at which to spawn. BeginAtWave 1 // The mission becomes active on this wave. RunForThisManyWaves 1 // It remains active for this many waves. CooldownTime 2 // This is the time, in seconds, between when Sniper Missions are allowed to spawn, should their spawning conditions be met. DesiredCount 5 // Number of spies to spawn each time this mission's criteria are met. TFBot { Template IDG_TFBot_WrapScout } } Mission // This is a spy mission. This spawns spy(s) at periodic intervals, it will not spawn more spies unless its conditions are met, and all previous spies from this mission are dead. { Objective Spy InitialCooldown 60 // Amount of time once a wave starts before the mission becomes active. Where spawnbot_upper // Entity at which to spawn. BeginAtWave 2 // The mission becomes active on this wave. RunForThisManyWaves 1 // It remains active for this many waves. CooldownTime 15 // This is the time, in seconds, between when Sniper Missions are allowed to spawn, should their spawning conditions be met. DesiredCount 3 // Number of spies to spawn each time this mission's criteria are met. TFBot { Template T_TFBot_Scout_Jumping_Sandman Name "Marking Jumping Sandman" Attributes AlwaysCrit Skill Hard // Skill level of bot. options are Easy, Normal, Hard, Expert in ascending difficulty. ItemAttributes { ItemName "The Sandman" "mark for death" 15 } CharacterAttributes { "mark for death" 15 } } } Mission // This is a spy mission. This spawns spy(s) at periodic intervals, it will not spawn more spies unless its conditions are met, and all previous spies from this mission are dead. { Objective Sniper InitialCooldown 10 // Amount of time once a wave starts before the mission becomes active. Where spawnbot_tunnel // Entity at which to spawn. BeginAtWave 6 // The mission becomes active on this wave. RunForThisManyWaves 1 // It remains active for this many waves. CooldownTime 35 // This is the time, in seconds, between when Sniper Missions are allowed to spawn, should their spawning conditions be met. DesiredCount 2 // Number of spies to spawn each time this mission's criteria are met. TFBot { Template IDG_TFBot_HeavyKnockback } } Mission // This is a spy mission. This spawns spy(s) at periodic intervals, it will not spawn more spies unless its conditions are met, and all previous spies from this mission are dead. { Objective Spy InitialCooldown 1 // Amount of time once a wave starts before the mission becomes active. Where Ahead // Entity at which to spawn. BeginAtWave 5 // The mission becomes active on this wave. RunForThisManyWaves 1 // It remains active for this many waves. CooldownTime 1 // This is the time, in seconds, between when Sniper Missions are allowed to spawn, should their spawning conditions be met. DesiredCount 2 // Number of spies to spawn each time this mission's criteria are met. TFBot { Template IDG_TowerDefense_Testtype Tag invisble } } Mission // This is a spy mission. This spawns spy(s) at periodic intervals, it will not spawn more spies unless its conditions are met, and all previous spies from this mission are dead. { Objective Spy InitialCooldown 10 // Amount of time once a wave starts before the mission becomes active. Where spawnbot_upper // Entity at which to spawn. BeginAtWave 7 // The mission becomes active on this wave. RunForThisManyWaves 1 // It remains active for this many waves. CooldownTime 60 // This is the time, in seconds, between when Sniper Missions are allowed to spawn, should their spawning conditions be met. DesiredCount 2 // Number of spies to spawn each time this mission's criteria are met. TFBot { Class Spy } } Mission // This is a spy mission. This spawns spy(s) at periodic intervals, it will not spawn more spies unless its conditions are met, and all previous spies from this mission are dead. { Objective Sniper InitialCooldown 15 // Amount of time once a wave starts before the mission becomes active. Where spawnbot_upper // Entity at which to spawn. BeginAtWave 7 // The mission becomes active on this wave. RunForThisManyWaves 1 // It remains active for this many waves. CooldownTime 40 // This is the time, in seconds, between when Sniper Missions are allowed to spawn, should their spawning conditions be met. DesiredCount 4 // Number of spies to spawn each time this mission's criteria are met. TFBot { Template IDG_TFBot_CurcuitEngineer } } ///////////////// //WAVES ///////////////// //WAVE 1 ///////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // This wave consists of 15 scouts, with 400 currency divided between them. // At the start of the wave scouts are spawned in groups of 5, 5 seconds apart, until there are 10 bots are in the world. // They spawn at the spawnpoint named spawnbot, and if multiple spawnbot spawn points exist, they choose a random spawnbot each time a group of 2 spawn. // As bots are eliminated, new bots spawn in groups of 5 as long as there are enough slots in the max active count. // The wave is over when all 15 bot scouts have been eliminated. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput // Output which occurs at moment the wave begins. { Target wave_start_relay // Name of the entity in the map to target. Action Trigger // Input to give the targeted entity. } DoneOutput // Output which occurrs at moment the wave is completed. { Target wave_finished_relay // Name of the entity in the map to target. Action trigger // Input to give the targeted entity. } InitWaveOutput { Target initwave_normal Action Trigger } Checkpoint Yes // Sets a checkpoint at the end of this wave. WaveSpawn { Name w1 Where spawnbot_center // Entity at which to spawn. TotalCount 12 // The total number of individual bots that will spawn. MaxActive 6 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 0 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 6 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. //FirstSpawnOutput //{ // Target spawnsentrybot_center // Action Trigger //} TFBot { Class Pyro Attributes AlwaysFireWeapon Skill Normal // Skill level of bot. options are Easy, Normal, Hard, Expert in ascending difficulty. } } WaveSpawn { Where spawnbot_upper_right // Entity at which to spawn. TotalCount 12 // The total number of individual bots that will spawn. MaxActive 6 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 5 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 6 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Pyro_Flaregun Skill Hard // Skill level of bot. options are Easy, Normal, Hard, Expert in ascending difficulty. } } WaveSpawn { Name w1 Where spawnbot_center // Entity at which to spawn. TotalCount 12 // The total number of individual bots that will spawn. MaxActive 6 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 6 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 20 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 8 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Scout_Jumping_Sandman Name "Marking Jumping Sandman" Attributes AlwaysCrit Skill Hard // Skill level of bot. options are Easy, Normal, Hard, Expert in ascending difficulty. ItemAttributes { ItemName "The Sandman" "mark for death" 15 } CharacterAttributes { "mark for death" 15 } } } WaveSpawn { Name w1 Where spawnbot_upper_right // Entity at which to spawn. TotalCount 12 // The total number of individual bots that will spawn. MaxActive 6 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 6 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 20 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 8 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Scout_SunStick //T_TFGateBot_Scout_Melee Skill Hard // Skill level of bot. options are Easy, Normal, Hard, Expert in ascending difficulty. } } WaveSpawn { Name w2 WaitForAllDead w1 Where spawnbot_upper_right // Entity at which to spawn. TotalCount 18 // The total number of individual bots that will spawn. MaxActive 6 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 3 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 15 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 5 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Soldier_Bison Skill Hard } } WaveSpawn { Name w2 WaitForAllDead w1 Where spawnbot_upper // Entity at which to spawn. TotalCount 9 // The total number of individual bots that will spawn. MaxActive 3 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 3 // Defines the number of bots to spawn at a time as a group. RandomSpawn 1 WaitBeforeStarting 15 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 15 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_Soldier_CowMangler Skill Normal } } WaveSpawn { WaitForAllDead w1 Where spawnbot_upper_right // Entity at which to spawn. TotalCount 2 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 5 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 35 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Pyro Tag bot_giant Attributes AlwaysFireWeapon } } WaveSpawn { Name w3temp WaitForAllDead w2 Where spawnbot_upper_right // Entity at which to spawn. TotalCount 14 // The total number of individual bots that will spawn. MaxActive 7 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 15 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 1 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_IDG_PyroPhlog Skill Normal } } WaveSpawn { WaitForAllDead w2 Where spawnbot_upper_right // Entity at which to spawn. TotalCount 2 // The total number of individual bots that will spawn. MaxActive 2 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 5 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 20 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Pyro Tag bot_giant Skill Hard Attributes AlwaysFireWeapon } } WaveSpawn { Name w3 WaitForAllDead w3temp Where spawnbot_upper_left // Entity at which to spawn. TotalCount 16 // The total number of individual bots that will spawn. MaxActive 10 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 4 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_IDG_PyroPhlog Skill Expert } } WaveSpawn { WaitForAllDead w3temp Where spawnbot_upper_left // Entity at which to spawn. TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 12 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 14 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Pyro Tag bot_giant Skill Expert Attributes AlwaysFireWeapon } } WaveSpawn { WaitForAllDead w2 Where spawnbot_upper // Entity at which to spawn. TotalCount 2 // The total number of individual bots that will spawn. MaxActive 2 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. Support 1 WaitBeforeStarting 8 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 25 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 0 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Engineer_Sentry_Battle_Gunslinger } } } //WAVE 2 Wave { StartWaveOutput // Output which occurs at moment the wave begins. { Target wave_start_relay // Name of the entity in the map to target. Action Trigger // Input to give the targeted entity. } DoneOutput // Output which occurrs at moment the wave is completed. { Target wave_finished_relay // Name of the entity in the map to target. Action trigger // Input to give the targeted entity. } InitWaveOutput { Target initwave_normal Action Trigger } Checkpoint Yes // Sets a checkpoint at the end of this wave. WaveSpawn { Name gatesup Where spawnbot_center // Entity at which to spawn. TotalCount 18 // The total number of individual bots that will spawn. MaxActive 6 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 3 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 1 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 4 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFGateBot_Scout_Melee_Intro } } WaveSpawn { Name w1 Where spawnbot_center // Entity at which to spawn. TotalCount 24 // The total number of individual bots that will spawn. MaxActive 12 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 6 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 8 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_IDG_PyroMannmelter } } WaveSpawn { Name w2 WaitForAllDead w1 Where spawnbot_upper // Entity at which to spawn. TotalCount 16 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 5 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_EscapePlanSoldier } } WaveSpawn { Name w2 WaitForAllDead w1 Where spawnbot_center // Entity at which to spawn. TotalCount 9 // The total number of individual bots that will spawn. MaxActive 3 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 3 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 4 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { TFBot { Template IDG_TFBot_Soldier_Bison_Giant } TFBot { Template IDG_Soldier_CowMangler } TFBot { Template IDG_Soldier_CowMangler } } } WaveSpawn { Name w3 WaitForAllDead w2 Where spawnbot_tunnel_right // Entity at which to spawn. TotalCount 40 // The total number of individual bots that will spawn. MaxActive 10 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 5 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 30 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 6 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_IDG_PyroPhlog } } WaveSpawn { Name w3 WaitForAllDead w2 Where spawnbot_tunnel_right // Entity at which to spawn. TotalCount 30 // The total number of individual bots that will spawn. MaxActive 9 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 3 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 34 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 3 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Soldier_Bison } } WaveSpawn { Name Tank TotalCount 1 WaitForAllDead w2 WaitBeforeStarting 10 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 15000 //30000 Skin 0 //Name "tankboss_sentrytank" Name "tankboss" //StartingPathTrackNode "tank_path_sentrytank" StartingPathTrackNode "tank_path_left_start" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot_upper_left // Entity at which to spawn. WaitForAllDead w1 TotalCount 12 // The total number of individual bots that will spawn. MaxActive 3 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 3 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 5 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 20 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support 1 TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast } } WaveSpawn { Name gatesup2 Where spawnbot_center // Entity at which to spawn. WaitForAllDead gatesup TotalCount 12 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 4 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 25 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 40 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support 1 TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFGateBot_Demoman_PainTrain } } WaveSpawn { Where spawnbot_meltdown // Entity at which to spawn. TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 0 // Amount of time to wait before spawning the first bot. WaitBetweenSpawnsAfterDeath 60 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support LIMITED TotalCurrency 0 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_Meltdown } } } //WAVE 3 Wave { StartWaveOutput // Output which occurs at moment the wave begins. { Target wave_start_relay // Name of the entity in the map to target. Action Trigger // Input to give the targeted entity. } DoneOutput // Output which occurrs at moment the wave is completed. { Target wave_finished_relay // Name of the entity in the map to target. Action trigger // Input to give the targeted entity. } InitWaveOutput { Target initwave_normal Action Trigger } Checkpoint Yes // Sets a checkpoint at the end of this wave. WaveSpawn { Where spawnbot_meltdown // Entity at which to spawn. TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 0 // Amount of time to wait before spawning the first bot. WaitBetweenSpawnsAfterDeath 60 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support LIMITED TotalCurrency 0 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_Meltdown } } WaveSpawn { Name w1 Where spawnbot_center // Entity at which to spawn. TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 5 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 8 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_IDG_Giant_BackupBlackboxSoldier } } WaveSpawn { Name w1 Where spawnbot_tunnel_left // Entity at which to spawn. TotalCount 30 // The total number of individual bots that will spawn. MaxActive 10 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 10 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 1 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 8 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFGateBot_BonkScout } } WaveSpawn { Name ptd Where spawnbot_tunnel_right // Entity at which to spawn. TotalCount 30 // The total number of individual bots that will spawn. MaxActive 6 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 3 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 2 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 3 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFGateBot_Demoknight_PainTrain } } WaveSpawn { Where spawnbot_tunnel_left // Entity at which to spawn. TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 1 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support LIMITED TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Engineer_Sentry_Tele_Battle } } WaveSpawn { Where spawnbot_tunnel_right // Entity at which to spawn. TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 1 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support LIMITED TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Engineer_Sentry_Tele_Battle } } WaveSpawn { Name w2 WaitForAllDead w1 WaitForAllDead ptd Where spawnbot_upper_right // Entity at which to spawn. TotalCount 20 // The total number of individual bots that will spawn. MaxActive 10 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 10 // Defines the number of bots to spawn at a time as a group. RandomSpawn 1 WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 12 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Class Heavy } } WaveSpawn { Name w2 WaitForAllDead w1 WaitForAllDead ptd Where spawnbot_tunnel_right // Entity at which to spawn. TotalCount 4 // The total number of individual bots that will spawn. MaxActive 2 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 35 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Heavy_IronFist_Airblast } } WaveSpawn { Name w2 WaitForAllDead w1 WaitForAllDead ptd Where spawnbot_tunnel_left // Entity at which to spawn. TotalCount 4 // The total number of individual bots that will spawn. MaxActive 2 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 35 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Heavy_IronFist_Airblast } } WaveSpawn { Name w3 WaitForAllDead w2 Where spawnbot_upper_right // Entity at which to spawn. TotalCount 10 // The total number of individual bots that will spawn. MaxActive 7 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 20 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 1 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Heavy_IronFist_Airblast } } WaveSpawn { Name w3 WaitForAllDead w2 Where spawnbot_upper_right // Entity at which to spawn. TotalCount 2 // The total number of individual bots that will spawn. MaxActive 2 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 5 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 1 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_HealOnKill_fixed Tag bot_giant } TFBot { Template T_TFBot_Giant_Medic_Regen Tag bot_giant } } } WaveSpawn { Name w4 WaitForAllDead w3 Where spawnbot_center // Entity at which to spawn. TotalCount 16 // The total number of individual bots that will spawn. MaxActive 8 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 8 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawnsAfterDeath 6 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Spammer_Reload Tag bot_giant } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } } } WaveSpawn { Where spawnbot_tunnel // Entity at which to spawn. WaitForAllDead w3 TotalCount 24 // The total number of individual bots that will spawn. MaxActive 6 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 3 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 15 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 5 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Soldier_Pison } } WaveSpawn { Where spawnbot_tunnel_right // Entity at which to spawn. WaitForAllDead ptd TotalCount 20 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 4 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 15 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 10 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support 1 TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast } } WaveSpawn { Where spawnbot_tunnel_left // Entity at which to spawn. WaitForAllDead w2 TotalCount 2 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 15 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 20 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support 1 TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Engineer_Sentry_Battle } } } //WAVE 4 Wave { StartWaveOutput // Output which occurs at moment the wave begins. { Target wave_start_relay // Name of the entity in the map to target. Action Trigger // Input to give the targeted entity. } DoneOutput // Output which occurrs at moment the wave is completed. { Target wave_finished_relay // Name of the entity in the map to target. Action trigger // Input to give the targeted entity. } InitWaveOutput { Target initwave_normal Action Trigger } Checkpoint Yes // Sets a checkpoint at the end of this wave. WaveSpawn { Name w1 Where spawnbot_center // Entity at which to spawn. TotalCount 28 // The total number of individual bots that will spawn. MaxActive 6 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 1 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 2 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Soldier_Pison Attributes AlwaysCrit } } WaveSpawn { Name w1 Where spawnbot_upper_right // Entity at which to spawn. TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 25 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 2 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } } WaveSpawn { Name w1 Where spawnbot_center // Entity at which to spawn. TotalCount 12 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 1 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 5 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 0 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { TFBot { Template IDG_TFBot_Engineer_Sentry_Battle_Minis } TFBot { Template IDG_TFBot_Engineer_Sentry_Battle_Minis } } } WaveSpawn { Name w1 Where spawnbot_upper_left // Entity at which to spawn. TotalCount 8 // The total number of individual bots that will spawn. MaxActive 2 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 1 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 5 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 0 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { TFBot { Template IDG_TFBot_Engineer_Sentry_Battle_Minis } TFBot { Template IDG_TFBot_Engineer_Sentry_Battle_Minis } } } WaveSpawn { Name w2 WaitForAllDead w1 Where spawnbot_tunnel_left // Entity at which to spawn. TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 2 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 2 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } } WaveSpawn { Name w2 WaitForAllDead w1 Where spawnbot_tunnel_right // Entity at which to spawn. TotalCount 24 // The total number of individual bots that will spawn. MaxActive 8 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 8 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 5 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 15 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 150 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { FormationSize 3500 TFBot { Template T_TFBot_Soldier_RocketShotgun } TFBot { Template IDG_TFBot_Engineer_Sentry_Battle_Minis } } } WaveSpawn { Where spawnbot_upper_left // Entity at which to spawn. WaitForAllDead w1 TotalCount 3 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 15 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 25 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 150 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysCrit Tag bot_giant } } } WaveSpawn { Name w3 Where spawnbot_upper_right // Entity at which to spawn. WaitForAllDead w2 TotalCount 2 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 20 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 40 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Soldier_Extended_Concheror Tag bot_giant } } WaveSpawn { Name w3 Where spawnbot_tunnel_left // Entity at which to spawn. WaitForAllDead w2 TotalCount 32 // The total number of individual bots that will spawn. MaxActive 8 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 8 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 15 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 10 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { ShouldPreserveSquad 1 TFBot { Template T_IDG_GunSpy CharacterAttributes { "health regen" -5 "mod_maxhealth_drain_rate" 2.0 } } TFBot { Template T_IDG_GunSpy } } } WaveSpawn { Where spawnbot_center // Entity at which to spawn. WaitForAllDead w1 TotalCount 12 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 4 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 1 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 50 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Scout_Shortstop } } WaveSpawn { Where spawnbot_center // Entity at which to spawn. TotalCount 6 // The total number of individual bots that will spawn. MaxActive 3 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 20 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 2 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Scout_Shortstop } } WaveSpawn { Where spawnbot_upper_right // Entity at which to spawn. TotalCount 10 // The total number of individual bots that will spawn. MaxActive 2 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. Support 1 WaitBeforeStarting 1 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 20 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 5 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFGateBot_Soldier_Extended_Concheror_Normal_Crit } } WaveSpawn { Where spawnbot_upper_left // Entity at which to spawn. TotalCount 3 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 60 // Amount of time to wait before spawning the first bot. WaitBetweenSpawnsAfterDeath 40 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support 1 TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFGateBot_Giant_Scout } } WaveSpawn { Where spawnbot_upper_right // Entity at which to spawn. TotalCount 3 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 60 // Amount of time to wait before spawning the first bot. WaitBetweenSpawnsAfterDeath 40 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support 1 TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFGateBot_Giant_Scout } } WaveSpawn { Where spawnbot_center // Entity at which to spawn. WaitForAllDead w2 TotalCount 10 // The total number of individual bots that will spawn. MaxActive 3 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 20 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 25 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support 1 TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFGateBot_Soldier_CowMangler } } WaveSpawn { Where spawnbot_meltdown // Entity at which to spawn. TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 0 // Amount of time to wait before spawning the first bot. WaitBetweenSpawnsAfterDeath 60 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support LIMITED TotalCurrency 0 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_Meltdown } } } //WAVE 5 Wave { StartWaveOutput // Output which occurs at moment the wave begins. { Target wave_start_relay // Name of the entity in the map to target. Action Trigger // Input to give the targeted entity. } DoneOutput // Output which occurrs at moment the wave is completed. { Target wave_finished_relay // Name of the entity in the map to target. Action trigger // Input to give the targeted entity. } InitWaveOutput { Target initwave_normal Action Trigger } Checkpoint Yes // Sets a checkpoint at the end of this wave. WaveSpawn { Name w1 Where spawnbot_tunnel_left // Entity at which to spawn. TotalCount 8 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 4 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 2 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 50 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { TFBot { Template T_TFBot_Giant_Soldier_Extended_Concheror Tag bot_giant Skill Easy // Skill level of bot. options are Easy, Normal, Hard, Expert in ascending difficulty. } TFBot { Template T_TFBot_Soldier_RocketShotgun } TFBot { Template T_TFBot_Soldier_RocketShotgun } TFBot { Template T_TFBot_Soldier_RocketShotgun } } } WaveSpawn { Name w1b Where spawnbot_tunnel_left // Entity at which to spawn. TotalCount 6 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 3 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_HeavyKnockback } } WaveSpawn { Name w1 Where spawnbot_upper // Entity at which to spawn. WaitForAllSpawned w1b TotalCount 12 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 4 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 2 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 15 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Skill Expert // Skill level of bot. options are Easy, Normal, Hard, Expert in ascending difficulty. } TFBot { Template T_TFBot_Medic_QuickUber Skill Expert // Skill level of bot. options are Easy, Normal, Hard, Expert in ascending difficulty. } } } WaveSpawn { Name w1 WaitForAllSpawned w1b Where spawnbot_upper // Entity at which to spawn. TotalCount 8 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 4 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 2 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 10 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { TFBot { Template IDG_TFGateBot_HeavyBoxing } TFBot { Template T_TFBot_Medic_QuickUber Skill Expert // Skill level of bot. options are Easy, Normal, Hard, Expert in ascending difficulty. } } } WaveSpawn { Name w2 Where spawnbot_tunnel_right // Entity at which to spawn. WaitForAllDead w1 TotalCount 24 // The total number of individual bots that will spawn. MaxActive 8 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 8 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 10 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_Soldier_CowMangler Skill Hard // Skill level of bot. options are Easy, Normal, Hard, Expert in ascending difficulty. } } WaveSpawn { Name w2 Where spawnbot_tunnel_left // Entity at which to spawn. WaitForAllDead w1 TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 5 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Scout } } WaveSpawn { Name w2 Where spawnbot_tunnel_right // Entity at which to spawn. WaitForAllDead w1 TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 5 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Scout } } WaveSpawn { Name w2 Where spawnbot_tunnel_left // Entity at which to spawn. WaitForAllDead w1 TotalCount 12 // The total number of individual bots that will spawn. MaxActive 6 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 15 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 5 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Soldier_Directhit } } WaveSpawn { Name w3 Where spawnbot_tunnel_right // Entity at which to spawn. WaitForAllDead Tank TotalCount 2 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 15 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 25 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Soldier_Crit Tag bot_giant Skill Hard // Skill level of bot. options are Easy, Normal, Hard, Expert in ascending difficulty. } } WaveSpawn { Name w3 Where spawnbot_tunnel_left // Entity at which to spawn. WaitForAllSpawned W2 TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 4 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 8 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Soldier_Crit Tag bot_giant Skill Expert // Skill level of bot. options are Easy, Normal, Hard, Expert in ascending difficulty. } } WaveSpawn { Where spawnbot_tunnel_right // Entity at which to spawn. WaitForAllSpawned W2 TotalCount 15 // The total number of individual bots that will spawn. MaxActive 5 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 5 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 8 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 8 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Soldier_Directhit } } WaveSpawn { Where spawnbot_center // Entity at which to spawn. WaitForAllSpawned W2 TotalCount 2 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 15 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 16 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored } } WaveSpawn { Name Tank TotalCount 1 WaitBeforeStarting 0 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 20000 //30000 Skin 0 //Name "tankboss_sentrytank" Name "tankboss" //StartingPathTrackNode "tank_path_sentrytank" StartingPathTrackNode "tank_path_right_start" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } //WAVE 6 Wave { StartWaveOutput // Output which occurs at moment the wave begins. { Target wave_start_relay // Name of the entity in the map to target. Action Trigger // Input to give the targeted entity. } DoneOutput // Output which occurrs at moment the wave is completed. { Target wave_finished_relay // Name of the entity in the map to target. Action trigger // Input to give the targeted entity. } InitWaveOutput { Target initwave_normal Action Trigger } Checkpoint Yes // Sets a checkpoint at the end of this wave. WaveSpawn { Where spawnbot_meltdown // Entity at which to spawn. TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 0 // Amount of time to wait before spawning the first bot. WaitBetweenSpawnsAfterDeath 60 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support LIMITED TotalCurrency 0 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_Meltdown } } WaveSpawn { Name w1 Where spawnbot_center // Entity at which to spawn. TotalCount 4 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 4 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 25 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 8 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { TFBot { Template IDG_TFGateBot_HeaterHeavy_Hard } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name w1 Where spawnbot_center // Entity at which to spawn. TotalCount 4 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 4 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 25 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 8 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. Squad { TFBot { Template IDG_TFGateBot_HeaterHeavy_Hard } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name w1 Where spawnbot_tunnel // Entity at which to spawn. TotalCount 20 // The total number of individual bots that will spawn. MaxActive 8 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 4 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 0 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 7 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. RandomChoice { TFBot { Template T_TFBot_Demoman Skill Easy } TFBot { Template T_TFBot_Demoman Skill Hard } } } WaveSpawn { Name w1 Where spawnbot_tunnel // Entity at which to spawn. TotalCount 16 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 4 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_IDG_Scout_GrappleScout Skill Hard } } WaveSpawn { Name w2 WaitForAllDead w1 Where spawnbot_center // Entity at which to spawn. TotalCount 21 // The total number of individual bots that will spawn. MaxActive 7 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 7 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 20 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFGateBot_Soldier_Extended_Battalion_Hard } } WaveSpawn { Name w2 WaitForAllDead w1 Where spawnbot_tunnel_left // Entity at which to spawn. TotalCount 2 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawnsAfterDeath 35 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant } } WaveSpawn { Name w2 WaitForAllDead w1 Where spawnbot_tunnel_right // Entity at which to spawn. TotalCount 2 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 10 // Amount of time to wait before spawning the first bot. WaitBetweenSpawnsAfterDeath 35 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant } } WaveSpawn { Where spawnbot_tunnel // Entity at which to spawn. WaitForAllDead w1 TotalCount 6 // The total number of individual bots that will spawn. MaxActive 2 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. RandomSpawn 1 WaitBeforeStarting 1 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 20 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support 1 TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFGateBot_HeaterHeavy_Hard } } WaveSpawn { WaitForAllDead w1 Where spawnbot_center // Entity at which to spawn. TotalCount 28 // The total number of individual bots that will spawn. MaxActive 7 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 7 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 25 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 10 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } } WaveSpawn { Where spawnbot_tunnel_left // Entity at which to spawn. WaitForAllDead w1 TotalCount 2 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 8 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 25 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support LIMITED TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Engineer_Sentry_Battle } } WaveSpawn { Where spawnbot_tunnel_right // Entity at which to spawn. WaitForAllDead w1 TotalCount 2 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 8 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 25 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support LIMITED TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Engineer_Sentry_Battle } } } //WAVE 7 Wave { StartWaveOutput // Output which occurs at moment the wave begins. { Target wave_start_relay // Name of the entity in the map to target. Action Trigger // Input to give the targeted entity. } DoneOutput // Output which occurrs at moment the wave is completed. { Target wave_finished_relay // Name of the entity in the map to target. Action trigger // Input to give the targeted entity. } Checkpoint Yes // Sets a checkpoint at the end of this wave. InitWaveOutput { Target initwave_boss Action Trigger } WaveSpawn { Name w3 Where spawnbot_center // Entity at which to spawn. TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 0 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 5 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Chief_Gauntlet } } WaveSpawn { Where spawnbot_upper // Entity at which to spawn. TotalCount 32 // The total number of individual bots that will spawn. MaxActive 8 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 3 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 2 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 1 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support LIMITED TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template T_IDG_PyroPhlog Attributes IgnoreFlag Attributes AlwaysCrit BehaviorModifiers Mobber } } WaveSpawn { Name Demosz Where spawnbot_upper // Entity at which to spawn. TotalCount 8 // The total number of individual bots that will spawn. MaxActive 4 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 2 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 3 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 2 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support LIMITED TotalCurrency 100 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Demo_Atomic } } WaveSpawn { Where spawnbot_upper // Entity at which to spawn. WaitForAllDead Demosz TotalCount 10 // The total number of individual bots that will spawn. MaxActive 5 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 45 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 20 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support 1 TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Demo_Atomic } } WaveSpawn { Where spawnbot_center // Entity at which to spawn. TotalCount 10 // The total number of individual bots that will spawn. MaxActive 5 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 25 // Amount of time to wait before spawning the first bot. WaitBetweenSpawns 20 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support 1 TotalCurrency 50 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_TFBot_Engineer_Sentry_Battle_Gunslinger } } WaveSpawn { Where spawnbot_meltdown // Entity at which to spawn. TotalCount 1 // The total number of individual bots that will spawn. MaxActive 1 // The maximum number of bots, from this WaveSpawn, that can be alive in the world at any moment. SpawnCount 1 // Defines the number of bots to spawn at a time as a group. WaitBeforeStarting 0 // Amount of time to wait before spawning the first bot. WaitBetweenSpawnsAfterDeath 60 // Amount of time to wait between spawning each group (defined by the spawncount) of bots. Support LIMITED TotalCurrency 0 // Amount of money dropped by all of the bots in the WaveSpawn. Money is divided equally between each bot. TFBot { Template IDG_Meltdown } } } }