//mission by randomguy //#base robot_randomguy_nox.pop #base robot_randomguy.pop WaveSchedule { CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 5 StartingCurrency 600 Advanced 1 AddSentryBusterWhenDamageDealtExceeds 3000 AddSentryBusterWhenKillCountExceeds 15 // EventPopFile Halloween Templates { Boss_1 { Class Pyro ClassIcon pyro_dragon_fury_swordstone_spammer Name "Major Dragon Pyro" Health 30000 //35000 Skill Expert Item "The Dragon's Fury" Item "The Person in the Iron Mask" Attributes MiniBoss Attributes UseBossHealthBar ItemAttributes { ItemName "The Dragon's Fury" "item_meter_charge_rate" 0.25 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.0 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 6 } } } Mission { Objective Engineer Where spawnbot BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot_opposite TeleportWhere spawnbot_all } } Mission { Objective DestroySentries Where spawnbot InitialCooldown 10 CooldownTime 35 BeginAtWave 1 RunForThisManyWaves 10 TFBot { Template T_TFBot_SentryBuster } } // // Starting Currency: 600 // // +----------+----------+----------+ // | Wave | Currency | A+ | // +----------+----------+----------+ // | Wave 1 | 500 | 600 | // | Wave 2 | 600 | 700 | // | Wave 3 | 500 | 600 | // | Wave 4 | 400 | 500 | // | Wave 5 | 600 | 700 | // | Wave 6 | 600 | 700 | // | Wave 7 | 900 | 1000 | // +----------+----------+----------+ // | Total | 4100 | 4800 | // +----------+----------+----------+ // //WAVE 1 //////////CURRENCY 500/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot_giant TotalCount 15 //20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 12 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner } TFBot { Class Demoman Skill Expert } TFBot { Class Demoman Skill Expert } TFBot { Class Demoman Skill Expert } TFBot { Class Demoman Skill Expert } } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot_giant TotalCount 15 //20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 18 WaitBetweenSpawns 12 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer } TFBot { Class Heavy Skill Normal } TFBot { Class Heavy Skill Normal } TFBot { Class Heavy Skill Normal } TFBot { Class Heavy Skill Normal } } } WaveSpawn { //Name stage1 Where spawnbot_left Where spawnbot_right TotalCount 60 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 300 RandomSpawn 0 Support 1 RandomChoice { TFBot { Template T_TFBot_Pyro_ShotGun } TFBot { Class Scout Skill Easy } TFBot { Class Scout Skill Easy } TFBot { Class Soldier Skill Normal Tag flanker BehaviorModifiers Push } } } } //WAVE 2 //////////CURRENCY 600/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 TotalCount 2 SpawnCount 1 WaitBetweenSpawns 90 TotalCurrency 200 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" //sound Tank { Health 20000 //22500 //25k originally Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_abomb" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage1 Where spawnbot_left Where spawnbot_right TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 1 WaitBetweenSpawns 30 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Demoman_StickyBomb } } WaveSpawn { Name stage1 Where spawnbot_giant TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 11 WaitBetweenSpawns 30 TotalCurrency 100 RandomSpawn 1 TFBot { Class Scout Skill Easy } } WaveSpawn { Name stage1 Where spawnbot_all TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 21 WaitBetweenSpawns 30 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Pyro_FlareGun } } WaveSpawn { Name giant Where spawnbot_giant TotalCount 3 //5 MaxActive 3 //5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 35 //25 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Extended_Concheror } } WaveSpawn { Name support WaitForAllSpawned stage1 Where spawnbot_giant TotalCount 10 MaxActive 10 SpawnCount 10 WaitBeforeStarting 10 WaitBetweenSpawns 15 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_HeavyWeapons_ShotGun // ItemAttributes // { // ItemName "TF_WEAPON_SHOTGUN_HWG" // "faster reload rate" -1 // "fire rate bonus" 1.5 // } } } } //WAVE 3 //////////CURRENCY 500/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot_giant TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_BONK } } WaveSpawn { Name stage1 Where spawnbot_all TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 1 WaitBetweenSpawns 7 TotalCurrency 100 RandomSpawn 0 RandomChoice { TFBot { Template T_TFBot_Demoman_StickyBomb } TFBot { Class Demoman Skill Normal } } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot_all TotalCount 36 MaxActive 18 SpawnCount 9 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 1 TFBot { //Template T_TFBot_Pyro_Gas_Passer Class Pyro Skill Normal Item "Traffic Cone" Item "The Degreaser" Name "Airblast Pyro" ClassIcon pyro_reflect_daan } } WaveSpawn { Name giant WaitForAllSpawned stage1 Where spawnbot_giant TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 25 //30 TotalCurrency 200 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Tankbuster //Attributes AlwaysCrit } } WaveSpawn { Name support WaitForAllSpawned stage2 Where spawnbot_opposite TotalCount 15 //20 MaxActive 15 //20 SpawnCount 15 //20 WaitBeforeStarting 0 WaitBetweenSpawns 0 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Sniper_Melee Attributes AlwaysCrit Tag flanker BehaviorModifiers Push } } } //WAVE 4 //////////CURRENCY 400/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot_giant TotalCount 26 MaxActive 13 SpawnCount 13 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 200 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Heavy_Deflector_HealOnKill_Randomguy_Fix } TFBot { Template T_TFBot_Giant_Medic_Regen } TFBot { Template T_TFBot_HeavyWeapons_Deflector } TFBot { Template T_TFBot_HeavyWeapons_Deflector } TFBot { Template T_TFBot_HeavyWeapons_Deflector } TFBot { Template T_TFBot_HeavyWeapons_Deflector } TFBot { Template T_TFBot_HeavyWeapons_Deflector } TFBot { Template T_TFBot_HeavyWeapons_Deflector } TFBot { Template T_TFBot_HeavyWeapons_Deflector } TFBot { Template T_TFBot_HeavyWeapons_Deflector } TFBot { Template T_TFBot_HeavyWeapons_Deflector } TFBot { Template T_TFBot_HeavyWeapons_Deflector } TFBot { Template T_TFBot_HeavyWeapons_Deflector } } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 3 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Pyro_Gas_Passer_EOI Name "Fun Weapon Pyro" } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot_giant TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 TotalCurrency 100 TFBot { Template Boss_1 } } WaveSpawn { Name support WaitForAllDead stage2 Where spawnbot_opposite TotalCount 5 MaxActive 8 //15 SpawnCount 4 //5 WaitBeforeStarting 10 WaitBetweenSpawns 7 Support 1 TFBot { Template T_TFBot_Pyro_DF } } } //WAVE 5 //////////CURRENCY 600/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name stage1 Where spawnbot_all TotalCount 36 MaxActive 18 SpawnCount 6 WaitBeforeStarting 1 WaitBetweenSpawns 7 TotalCurrency 150 RandomSpawn 0 TFBot { Template T_TFBot_Scout_Bonk WeaponRestrictions PrimaryOnly } FirstSpawnOutPut { Target intel2 Action Enable } } WaveSpawn { Name stage1 Where spawnbot_giant TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Pyro_DF_Giant_Strong } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_giant TotalCount 10 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Pistol CharacterAttributes { "reduced_healing_from_medics" 0.1 } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_right TotalCount 36 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 75 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_Stun } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot_left TotalCount 30 //36 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 75 RandomSpawn 1 Squad { ShouldPreserveSquad 1 TFBot { Class Demoman Skill Hard } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name stage3_bison WaitForAllDead stage2 Where spawnbot_opposite TotalCount 20 MaxActive 20 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_Bison Attributes AlwaysCrit Skill Normal } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot_left TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name support WaitForAllDead stage3_bison Where spawnbot_opposite TotalCount 15 MaxActive 15 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 10 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Pyro_BackBurner Tag flanker BehaviorModifiers Push } } } //WAVE 6 //////////CURRENCY 1200/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name dummy_support WaitForAllSpawned stage1 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 6969696969 RandomSpawn 1 Support 223213 TFBot { Template T_TFBot_Heavy_Plasma ClassIcon tank } } WaveSpawn { Name stage1 Where spawnbot_all TotalCount 48 MaxActive 16 SpawnCount 4 WaitBeforeStarting 1 WaitBetweenSpawns 5 TotalCurrency 200 RandomSpawn 0 TFBot { Template T_TFBot_Soldier_RocketShotGun } FirstSpawnOutPut { Target intel2 Action Enable } } WaveSpawn { Name stage1 Where spawnbot_giant TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 60 RandomSpawn 0 TFBot { Template T_TFBot_Giant_Scout_BaseBall } } WaveSpawn { Name stage1 Where spawnbot_all TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" //sound Tank { Health 35000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_abomb" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot_giant TotalCount 7 MaxActive 4 //7 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 140 RandomSpawn 0 TFBot { Class Soldier Name "Giant SuperCharged Soldier" ClassIcon soldier_crit Skill Expert Health 3800 Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Tyrant's Helm" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -1 "fire rate bonus" 2 "Projectile speed increased" 0.5 "damage bonus" 2 "item style override" 1 "is australium item" 1 } CharacterAttributes { "move speed bonus" 0.45 "damage force reduction" 0.0 // 0.2 "airblast vulnerability multiplier" 0.0 //0.2 "override footstep sound set" 3 } } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot_all TotalCount 28 MaxActive 14 SpawnCount 7 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 200 RandomSpawn 1 RandomChoice { TFBot { Template T_TFBot_Heavy_Plasma //Attributes AlwaysCrit } TFBot { Template T_TFBot_Heavy_Heater } TFBot { Template T_TFBot_HeavyWeapons_Grapple } } } WaveSpawn //sorry zooks, but i spent WAY too much time getting the icon to not eat the mainwave one to remove this { Name support WaitForAllDead stage2 Where spawnbot_giant TotalCount 1 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 20 Support 1 RandomChoice { Squad { Tank { Health 7500 Speed 100 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_abomb" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot_giant TotalCount 30 MaxActive 15 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 400 RandomSpawn 0 Squad { TFBot { Template T_TFBot_Giant_HeavyWeapons_Deflector } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } DoneOutput { Target wave_start_relay Action RunScriptCode Param "EntFire(`tankboss`, `removehealth`, `10000`); EntFire(`tankboss`, `removehealth`, `10000`); EntFire(`tankboss`, `removehealth`, `10000`)" } //kill tanks when this is dead. } WaveSpawn { Name support WaitForAllSpawned stage2 Where spawnbot_giant TotalCount 2 MaxActive 10 SpawnCount 5 WaitBeforeStarting 10 WaitBetweenSpawns 10 RandomSpawn 1 Support 23213 TFBot { Class Soldier Skill Expert } } } //WAVE 7 //////////CURRENCY 900/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name giantscouts Where spawnbot_giant TotalCount 16 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 RandomSpawn 0 TFBot { Template T_TFBot_Giant_Scout_Fast } FirstSpawnOutPut { Target intel2 Action Enable } StartWaveOutput { Target intel3 Action Enable } } WaveSpawn { Name giantsoldiers Where spawnbot_giant TotalCount 8 //12 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 0 TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn { Name stage1 Where spawnbot_all TotalCount 24 MaxActive 12 SpawnCount 6 WaitBeforeStarting 1 WaitBetweenSpawns 7 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Pyro_DF Skill Expert } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot_all TotalCount 24 MaxActive 12 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 8 TotalCurrency 100 RandomSpawn 0 TFBot { Class Heavy Skill Normal //Expert Item "The Brass Beast" ClassIcon heavy_brass_nys Name "No Pyro Zone" } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 Where spawnbot_all TotalCount 36 MaxActive 18 SpawnCount 9 WaitBeforeStarting 5 WaitBetweenSpawns 11 TotalCurrency 100 RandomSpawn 0 TFBot { Template T_TFBot_Demo_Burst } } WaveSpawn { Name support WaitForAllSpawned stage3 Where spawnbot_all TotalCount 36 MaxActive 18 SpawnCount 9 WaitBeforeStarting 10 WaitBetweenSpawns 9 RandomSpawn 1 Support 1 TFBot { //Template T_TFBot_Scout_Bonk Class Scout Skill Expert WeaponRestrictions PrimaryOnly } } WaveSpawn { Name tank WaitForAllSpawned stage3 Where spawnbot_all TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 TotalCurrency 100 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" //sound Tank { Health 25000 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_abomb" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name giantsoldiers2 WaitForAllSpawned stage3 WaitForAllDead giantsoldiers Where spawnbot_giant TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 0 TFBot { Template T_TFBot_Giant_Soldier_Burst_Spammer } } WaveSpawn { Name giantscouts2 WaitForAllSpawned stage3 WaitForAllDead giantscouts Where spawnbot_giant TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 15 TotalCurrency 100 RandomSpawn 0 TFBot { Template T_TFBot_Giant_Scout_Baseball_Bonk } } WaveSpawn { Name tank WaitForAllSpawned stage3 Where spawnbot_all TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 90 TotalCurrency 100 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" //sound Tank { Health 30000 Speed 75 Name "tankboss" Skin 1 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "boss_path_wbomb" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } } }