// ============================= // ===== OVERRUN ENDURANCE ===== // ==== MADE BY PLUZORMINUZ ==== // ============================= // ============================= // ===== IMPORTANT RELAYS ====== // ============================= // wave_start_relay start the wave with 1 bomb // wave_start_relay_2b start the wave with 2 bombs // wave_start_relay_3b start the wave with 3 bombs // wave_start_relay_4b start the wave with 4 bombs // wave_start_relay_1e start the wave with 1 timed bomb (45s) // wave_start_relay_2e start the wave with 2 timed bombs (45s) // wave_start_relay_3e start the wave with 3 timed bombs (45s) // wave_start_relay_4e start the wave with 4 timed bombs (45s) // *** FOR _e PLEASE LEAVE 1 SECOND BETWEEN WAVE START AND FIRST BOMB BOT SPAWNING OR ELSE THE BOT WILL GRAB THE NORMAL BOMB INSTEAD // wave_finished_relay clear the nav brushes, revert hologram to empty, enables bomb 1 (intel1) ONLY, DOES NOT HELP YOU TO SELECT A NEW BOMB PATH // wave_finished_relay_final unleash the error // ============================= // ======== PATH SELECT ======== // ============================= // path_mode## used in InitWaveOutput to choose the bomb paths, ## is number from 0-43 // if this relay is fired mid-wave, the hologram for the new route will flash for 40 seconds before disappearing // reference table here https://docs.google.com/spreadsheets/d/1rjCcpBRZR5p9ftUoZoi0t28ddedKZJ3mRtniuIXdq-g/edit#gid=1293768176 // // this is used to set up how the bombs and tanks will path through the map // for example, if you want the wave to feature 2 bombs and 1 tank, then look in the TYPE column // for "2B1T". the type offers 3 combinations of 2 bombs 1 tank, under mode 8-10 // so you can pick, for instance, mode 9 for the 2 bombs to go together, and that the tank go through the other route. // the keywords b1, b2, b3, b4, t1, t2, f1 are tags you can use on bots to make them prefer specific routes // for tanks, tanks starting from "tank1" will follow path "t1" and "tank2" follow "t2" // if you pick the same mode again (between map resets), the remaining combinations will be // picked at random until all cases have been picked, then the mode is shuffled. // ============================= // ======= MID WAVE BREAK ====== // ============================= // upgradestation_forward_40 opens the forward upgrade station for 40 seconds // path mode##x opens the forward upgrade station for 40 seconds + changing route // ============================= // ======== INTEL NAMES ======== // ============================= // intel1 // intel2 // intel3 // intel4 // intel1e // intel2e // intel3e // intel4e // *** selecting a new route using path_mode## or path_mode##x will NOT automatically enable / disable bombs // *** the only relays that enables / disables bombs automatically is wave_start_ and wave_finished_ // ============================= // ======== SPAWN NAMES ======== // ============================= // spawnbot_carrier // spawnbot_mission_sniper // spawnbot_mission_spy // spawnbot_mission_buster // TODO: add other common spawn names // // for tanks: // tank1 follows tank path T1 // tank2 follows tank path T2 // ============================= // ======== MAP TIMING ========= // ============================= // Tank to Hatch (lower route) -> 136s (2m16s) // Tank to Hatch (upper route) -> 136s (2m16s) // Super Scout Spawn to Hatch (lower route) -> 26s // Super Scout Spawn to Hatch (upper route) -> 28s // Scout (with bomb) Spawn to Hatch (lower route) -> 55s // Scout (with bomb) Spawn to Hatch (upper route) -> 59s // Human Scout to Hatch (upper route)-> 22s // Human Scout to Hatch (lower route)-> 21s // Human Pyro to Hatch (upper route)-> 30s // Human Pyro to Hatch (lower route)-> 28s // Human Heavy to Hatch (upper route)-> 39s // Human Heavy to Hatch (lower route)-> 36s // ============================= // ========= MAP NOTES ========= // ============================= // with shortcuts, a Scout can travel from Robot Spawn back to Hatch in 16 seconds. // it is possible (with c-tap) for a Soldier to jump from the crates in front to RED Spawn. (clearance of 596+ units) // but by just purchasing 1-tick jump height, one can easily perform the jump with a normal rocket jump (from crate) // 3-ticks allow jump from ground #base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 1200 RespawnWaveTime 4 CanBotsAttackWhileInSpawnRoom no AddSentryBusterWhenDamageDealtExceeds 2 AddSentryBusterWhenKillCountExceeds 2 Advanced 1 Mission // Sentry buster { Objective DestroySentries InitialCooldown 2 Where spawnbot_carrier_giant BeginAtWave 1 RunForThisManyWaves 3 CooldownTime 2 TFBot { Template T_TFBot_SentryBuster } } Wave // Wave 1 // Wave Credits: 800+600=1400 { InitWaveOutput { Target path_mode2 Action Trigger } StartWaveOutput { Target wave_start_relay_1e Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn // hard scout { Name "w1_1a1" Where spawnbot_carrier TotalCount 1000 MaxActive 22 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 2 TotalCurrency 900 DoneOutput // mid wave break { Target path_mode6x Action Trigger } TFBot { Class Scout Skill Easy Health 125 Attributes IgnoreEnemies CharacterAttributes { "cancel falling damage" 1 "health regen" -20 } } } } }