// ============================= // ===== 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 5000 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no FixedRespawnWaveTime Yes EventPopfile Halloween Mission // sentry buster { Objective DestroySentries InitialCooldown 120 Where spawnbot_carrier BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 120 TFBot { Template T_TFBot_SentryBuster } } Mission // Spy - wave 1 { Objective Spy InitialCooldown 180 Where spawnbot_mission_spy BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 180 DesiredCount 2 TFBot { Class Spy Skill Expert Name Spy } } Mission // Sniper - wave 1 { Objective Sniper InitialCooldown 120 Where spawnbot_mission_sniper BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 210 DesiredCount 2 TFBot { Class Sniper Skill Hard Name Sniper MaxVisionRange 3000 } } Wave { InitWaveOutput { Target path_mode0 Action Trigger } StartWaveOutput { Target wave_start_relay_1e Action Trigger } Checkpoint Yes //STAGE 01 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 01a: 60 total, 10 active, Scout (bonk) { Name "wave01" Where spawnbot_carrier TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 1 WaitBetweenSpawns 0 TotalCurrency 300 TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit Item "Point and Shoot" } } WaveSpawn //WAVE 01b: 32 total, 8 active, Pyro (always fire) { Name "wave01" Where spawnbot_carrier TotalCount 32 MaxActive 8 SpawnCount 8 WaitBeforeStarting 4 WaitBetweenSpawns 7 TotalCurrency 200 TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon Item "Old Guadalajara" } } WaveSpawn //WAVE 01c: [GIANT] 12 total, 4 active, Demoman (demoknight) { Name "wave01" Where spawnbot_carrier TotalCount 12 MaxActive 4 SpawnCount 4 WaitBeforeStarting 6 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish Attributes AlwaysCrit Item "Spine-Chilling Skull" } } //STAGE 02 //Currency 400 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 02 dummy { Name "wave02dummy" Where spawnbot_carrier TotalCount 0 WaitForAllDead "wave01" TotalCurrency 0 FirstSpawnOutput { Target path_mode0 Action Trigger } } WaveSpawn //WAVE 02a: [GIANT] 10(20) total, 10(20) active, Soldier (slow crit + uber medic) { Name "wave02" Where spawnbot_carrier TotalCount 20 MaxActive 20 SpawnCount 4 WaitForAllDead "wave01" WaitBeforeStarting 5 WaitBetweenSpawns 2 TotalCurrency 400 DoneOutput { Target path_mode0 Action Trigger } Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit Item "Idiot box" Item "Shoestring Budget" } TFBot { Template T_TFBot_Medic_QuickUber Item "The Warsworn Helmet" } } } //STAGE 03 //Currency 1000 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 02 dummy { Name "wave03dummy" Where spawnbot_carrier TotalCount 0 WaitForAllDead "wave02" TotalCurrency 0 FirstSpawnOutput { Target path_mode0 Action Trigger } } WaveSpawn //WAVE 03a: 40 total, 10 active, Soldier { Name "wave03" Where spawnbot_carrier TotalCount 40 MaxActive 10 SpawnCount 5 WaitForAllDead "wave02" WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 300 TFBot { Class Soldier Skill Easy Item "Defiant Spartan" } } WaveSpawn //WAVE 03b: 40 total, 10 active, Heavyweapons { Name "wave03" Where spawnbot_carrier TotalCount 40 MaxActive 10 SpawnCount 5 WaitForAllDead "wave02" WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 300 TFBot { Class Heavyweapons Skill Easy Item "Witch Hat" } } WaveSpawn //WAVE 03c: [GIANT] 5 total, 2 active, Soldier { Name "wave03" Where spawnbot_carrier TotalCount 5 MaxActive 2 SpawnCount 1 WaitForAllDead "wave02" WaitBeforeStarting 8 WaitBetweenSpawns 30 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier_Spammer Item "Idiot box" Item "Shoestring Budget" } } WaveSpawn //WAVE 03d: [GIANT] 5 total, 2 active, Heavyweapons { Name "wave03" Where spawnbot_carrier TotalCount 5 MaxActive 2 SpawnCount 1 WaitForAllDead "wave02" WaitBeforeStarting 8 WaitBetweenSpawns 30 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Heavyweapons Item "Witch Hat" } } //STAGE 04 //Currency 1200 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 04 dummy { Name "wave04dummy" Where spawnbot_carrier TotalCount 0 WaitForAllDead "wave03" TotalCurrency 0 FirstSpawnOutput { Target path_mode5 Action Trigger } } WaveSpawn //WAVE 04a: 80 total, 10 active, Scout { Name "wave04" Where spawnbot_carrier RandomSpawn 1 TotalCount 80 MaxActive 10 SpawnCount 5 WaitForAllDead "wave03" WaitBeforeStarting 10 WaitBetweenSpawns 8 TotalCurrency 600 TFBot { Class Scout Skill Easy Attributes AlwaysCrit Item "Point and Shoot" } } WaveSpawn //WAVE 04b1: [3 TANKS] { Name "wave04" TotalCount 1 WaitForAllDead "wave03" WaitBeforeStarting 0 WaitBetweenSpawns 50 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "tank2" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 04b2: [3 TANKS] { Name "wave04" TotalCount 1 WaitForAllDead "wave03" WaitBeforeStarting 50 WaitBetweenSpawns 0 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "tank1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 04b3: [3 TANKS] { Name "wave04" TotalCount 1 WaitForAllDead "wave03" WaitBeforeStarting 100 WaitBetweenSpawns 0 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 35000 Speed 75 Name "tankboss" StartingPathTrackNode "tank2" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } //STAGE 05 //Currency 1000 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 04 dummy { Name "wave05dummy" Where spawnbot_carrier TotalCount 0 WaitForAllDead "wave04" TotalCurrency 0 FirstSpawnOutput { Target path_mode1 Action Trigger } } WaveSpawn //WAVE 05a: [GIANT] 40 total, 15 active, Demoman { Name "wave05" Where spawnbot_carrier TotalCount 40 MaxActive 10 SpawnCount 5 WaitForAllDead "wave04" WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 500 TFBot { Template T_TFBot_Giant_Demo_RapidFire Item "Spine-Chilling Skull" } } WaveSpawn //WAVE 05b: 40 total, 5 active, Demoman (Eyelander + Charge N Targe) { Name "wave05" Where spawnbot_carrier TotalCount 40 MaxActive 5 SpawnCount 5 WaitForAllDead "wave04" WaitBeforeStarting 30 WaitBetweenSpawns 8 TotalCurrency 500 TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit Item "Spine-Chilling Skull" } } WaveSpawn //WAVE 05c: [TANK] { Name "wave05" TotalCount 1 WaitForAllDead "wave04" WaitBeforeStarting 55 WaitBetweenSpawns 0 TotalCurrency 600 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } DoneOutput // change mode { Target path_mode7 Action Trigger } Tank { Health 40000 Speed 75 Name "tankboss" StartingPathTrackNode "tank1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } //STAGE 06 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 06 dummy { Name "wave06dummy" Where spawnbot_carrier TotalCount 0 WaitForAllDead "wave05" TotalCurrency 0 FirstSpawnOutput { Target intel2e Action Enable } } WaveSpawn //WAVE 06a: 40 total, 20 active, Soldier (Direct hit, buff banner) { Name "wave06a" Where spawnbot_carrier RandomSpawn 1 TotalCount 40 MaxActive 20 SpawnCount 10 WaitForAllDead "wave05" WaitBeforeStarting 15 WaitBetweenSpawns 2 TotalCurrency 300 TFBot { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Item "The Direct Hit" Item "The Buff Banner" Item "Defiant Spartan" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Direct Hit" "damage bonus" 2.0 } CharacterAttributes { "increase buff duration" 9.0 } } } WaveSpawn //WAVE 06b: [GIANT] 4(8) total, 4(8) active, Heavyweapons (Always Crit + Giant medic) { Name "wave06b" Where spawnbot_carrier TotalCount 8 MaxActive 8 SpawnCount 2 WaitForAllSpawned "wave06a" WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 400 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Attributes AlwaysCrit Item "Witch Hat" } TFBot { Template T_TFBot_Giant_Medic Item "The Warsworn Helmet" } } } //STAGE 07 //Currency 1300 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 07 dummy { Name "wave07dummy" Where spawnbot_carrier TotalCount 0 WaitForAllDead "wave06b" TotalCurrency 0 FirstSpawnOutput { Target path_mode15 Action Trigger } } WaveSpawn //WAVE 07a: [4 TANKS] { Name "wave07" TotalCount 1 WaitForAllDead "wave06b" WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 275 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 42000 Speed 75 Name "tankboss" StartingPathTrackNode "tank2" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 07a: [4 TANKS] { Name "wave07" TotalCount 1 WaitForAllDead "wave06b" WaitBeforeStarting 40 WaitBetweenSpawns 30 TotalCurrency 275 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 42000 Speed 75 Name "tankboss" StartingPathTrackNode "tank1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 07a: [4 TANKS] { Name "wave07" TotalCount 1 WaitForAllDead "wave06b" WaitBeforeStarting 70 WaitBetweenSpawns 30 TotalCurrency 275 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 42000 Speed 75 Name "tankboss" StartingPathTrackNode "tank1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 07a: [4 TANKS] { Name "wave07" TotalCount 1 WaitForAllDead "wave06b" WaitBeforeStarting 100 WaitBetweenSpawns 30 TotalCurrency 275 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 42000 Speed 75 Name "tankboss" StartingPathTrackNode "tank2" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn //WAVE 07b: 96 total, 16 active, Spy { Name "wave07" Where spawnbot_carrier TotalCount 96 MaxActive 16 SpawnCount 8 WaitForAllDead "wave06b" WaitBeforeStarting 40 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Class Spy Skill Expert } } //STAGE 08 //Currency 1400 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 08 dummy { Name "wave08dummy" Where spawnbot_carrier TotalCount 0 WaitForAllDead "wave07" TotalCurrency 0 FirstSpawnOutput { Target path_mode17 Action Trigger } } WaveSpawn //WAVE 08 dummy { Name "wave08dummy" Where spawnbot_carrier TotalCount 0 WaitForAllDead "wave07" TotalCurrency 0 FirstSpawnOutput { Target intel3e Action Enable } } WaveSpawn //WAVE 08a: 75 total, 20 active, Sniper (Huntsman) { Name "wave08a" Where spawnbot_carrier RandomSpawn 1 TotalCount 75 MaxActive 20 SpawnCount 5 WaitForAllDead "wave07" WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 300 TFBot { Template T_TFBot_Sniper_Huntsman Skill Expert Item "Larrikin Robin" Attributes AlwaysCrit ItemAttributes { ItemName "The Huntsman" "damage bonus" 1.5 "faster reload rate" 0.2 } } } WaveSpawn //WAVE 08b: 75 total, 20 active, Soldier (Always Crit) { Name "wave08b" Where spawnbot_carrier RandomSpawn 1 TotalCount 75 MaxActive 20 SpawnCount 5 WaitForAllSpawned "wave08a" WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 300 TFBot { Class Soldier Skill Expert Attributes AlwaysCrit Item "Defiant Spartan" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } WaveSpawn //WAVE 08c: 75 total, 20 active, Demoman (Always Crit) { Name "wave08c" Where spawnbot_carrier RandomSpawn 1 TotalCount 75 MaxActive 20 SpawnCount 5 WaitForAllSpawned "wave08b" WaitBeforeStarting 5 WaitBetweenSpawns 1 TotalCurrency 200 TFBot { Class Demoman Skill Expert Attributes AlwaysCrit Item "Spine-Chilling Skull" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "Projectile speed increased" 2.0 } } } WaveSpawn //WAVE 08d: 75 total, 20 active, Pyro (Always Crit) { Name "wave08d" Where spawnbot_carrier RandomSpawn 1 TotalCount 75 MaxActive 20 SpawnCount 5 WaitForAllSpawned "wave08c" WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 200 TFBot { Class Pyro Skill Expert Attributes AlwaysCrit Item "Old Guadalajara" ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 2.0 } CharacterAttributes { "move speed bonus" 1.5 } } } WaveSpawn //WAVE 08e: 75 total, 20 active, Scout (Always Crit) { Name "wave08e" Where spawnbot_carrier RandomSpawn 1 TotalCount 75 MaxActive 20 SpawnCount 5 WaitForAllSpawned "wave08d" WaitBeforeStarting 5 WaitBetweenSpawns 1 TotalCurrency 200 TFBot { Class Scout Skill Expert Attributes AlwaysCrit Item "Point and Shoot" } } WaveSpawn //WAVE 08f: 48 total, 22 active, Heavyweapons (Always Crit + Uber medic) { Name "wave08f" Where spawnbot_carrier RandomSpawn 1 TotalCount 48 MaxActive 22 SpawnCount 4 WaitForAllSpawned "wave08e" WaitBeforeStarting 5 WaitBetweenSpawns 1 TotalCurrency 200 Squad { TFBot { Class Heavyweapons Skill Expert Attributes AlwaysCrit Item "Witch Hat" ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } } TFBot { Template T_TFBot_Medic_QuickUber Item "The Warsworn Helmet" } } } WaveSpawn //WAVE 08 dummy { Name "wave08Adummy" Where spawnbot_carrier TotalCount 0 WaitForAllDead "wave08d" TotalCurrency 0 FirstSpawnOutput { Target path_mode35 Action Trigger } } WaveSpawn //WAVE 08 dummy { Name "wave08Adummy" Where spawnbot_carrier TotalCount 0 WaitForAllDead "wave08d" TotalCurrency 0 FirstSpawnOutput { Target intel4e Action Enable } } WaveSpawn //WAVE 08g: [FINAL TANK] { Name "wave08g" TotalCount 1 WaitForAllDead "wave08d" WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 0 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 60000 Speed 75 Name "tankboss" Skin 1 StartingPathTrackNode "tank1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } }