// Oxidize by Asd417 // Mission by FaN Scout (https://steamcommunity.com/profiles/76561198089243988/) // List of relays: // wave_start_relay_1b: 1 bomb // wave_start_relay_2b: 2 bombs // wave_start_relay_noreset_1b: 1 bomb. No timer // wave_start_relay_noreset_2b: 2 bombs. No timer // NextSpawnerClone should come in handy. #base robot_standard.pop #base robot_giant.pop #base robot_fan.pop WaveSchedule { StartingCurrency 1400 CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 2 Advanced 1 ExtendedUpgradesOnly 1 PrecacheModel "models/workshop/weapons/c_models/c_browning/c_browning.mdl" PrecacheModel "models/weapons/c_models/c_stormbringer/c_stormbringer.mdl" PrecacheModel "models/weapons/c_models/c_m16/c_m16.mdl" PrecacheSound "weapons/stormbringer_shoot.wav" Templates { T_TFBot_Medic_Haste { Class Medic ClassIcon medic_haste_lite DropWeapon 1 Name "Fire Rate Booster Medic" Attributes SpawnWithFullCharge Scale 1.3 Health 650 ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "effect cond override" 81 "uber duration bonus" 3 "medigun passive attributes" "fire rate bonus|0.6" } CharacterAttributes { "bot medic uber health threshold" 999 } } T_TFBot_Spy_Enraged { Class Spy Skill Expert DropWeapon 1 CustomEyeGlowColor "255 0 0" Name "Enraged Spy" Item "Upgradeable TF_WEAPON_REVOLVER" Item "Your Eternal Reward" Item "The Familiar Fez" Health 1250 ItemAttributes { ItemName "Upgradeable TF_WEAPON_REVOLVER" "mod max primary clip override" 9 "burst fire count" -3 "burst fire rate mult" 1.5 "fire rate bonus" 0.3 } ItemAttributes { ItemName "Your Eternal Reward" "mult dmg vs giants" 2 "fire rate bonus" 0.6 } } T_TFBot_Sniper_Enraged { Class Sniper Skill Expert AimTrackingInterval 0 DropWeapon 1 CustomEyeGlowColor "255 0 0" Name "Enraged Sniper" Item "The AWPer Hand" Health 1250 ItemAttributes { ItemName "The AWPer Hand" "headshot damage increase" 3 "sniper charge per sec" 2 } } T_TFBot_Giant_Medic_Enraged_Overheal { Class Medic ClassIcon medic_overheal_armored Skill Expert Name "Enraged Giant Overheal Medic" Health 9000 Attributes SpawnWithFullCharge Item "The Quick-Fix" Item "Snowcapped" Item "Derangement Garment" Item "Madmann's Muzzle" Attributes MiniBoss CustomEyeGlowColor "255 0 0" DropWeapon 1 ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage bonus" 11 } ItemAttributes { ItemName "The Quick-Fix" "heal rate bonus" 2 "overheal bonus" 21 } CharacterAttributes { "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 6 } } T_TFBot_Enraged_Scout_Shortstop { Class Scout ClassIcon scout_shortstop_mfd Name "Giant Enraged Shortstop Scout" Class Scout Health 1600 Attributes MiniBoss Attributes UseBossHealthBar Skill Hard MaxVisionRange 1500 WeaponRestrictions PrimaryOnly Tag bot_giant Item "The Shortstop" Item "The Milkman" CustomEyeGlowColor "255 0 0" ItemAttributes { ItemName "The Shortstop" "fire rate bonus" 0.75 "faster reload rate" 0.2 "always crit" 1 "add cond when active" 29 } CharacterAttributes { "damage force reduction" 0.35 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 5 } } T_TFBot_Enraged_Prinny_Machete { Class Pyro ClassIcon machete_lite Attributes MiniBoss Name "Enraged Machete User" Item "Prinny Machete" Item "Prinny Hat" Item "Prinny Pouch" Item "Firebrand" CustomEyeGlowColor "255 0 0" Action Mobber Attributes UseBossHealthBar Attributes MiniBoss WeaponRestrictions MeleeOnly Skill Expert Health 1750 ItemAttributes { ItemName "Prinny Machete" "fire rate bonus" 0.6 "mult dmg with reduced health" 2 "mult crit dmg" 4 "allow friendly fire" 1 "mult dmg friendly fire" 0.05 "mult dmg vs giants" 1.5 "mult dmg vs same class" 1.8 } } T_TFBot_Enraged_Soldier_BlackBox { Class Soldier Name "Enraged Black Box Soldier" ClassIcon soldier_blackbox_atomic CustomEyeGlowColor "255 0 0" Health 2000 Attributes UseBossHealthBar Attributes MiniBoss Item "The Black Box" Item "Attack Packs" Item "The Mean Captain" Item "The Killer's Kit" ItemAttributes { ItemName "The Black Box" "damage bonus" 1.22 "blast radius increased" 1.4 "fire rate bonus" 0.9 "mod max primary clip override" -1 "health drain" -20 "mult_health_fromhealers_penalty_active" 0.5 } CharacterAttributes { "health regen" 30 } } T_TFBot_Enraged_Demoman_Burst { Class Demoman ClassIcon demo_burst_hyper Name "Enranged Burst Demoman" Attributes AlwaysFireWeapon Attributes HoldFireUntilFullReload Attributes UseBossHealthBar Attributes MiniBoss CustomEyeGlowColor "255 0 0" Action Mobber Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Mad Lad" Item "Nightbane Brim" Item "Alcoholic Automaton" Scale 1.3 Health 9999 ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.5 "fire rate bonus" 0.01 "projectile spread angle penalty" 10 "clip size bonus" 2 } } T_TFBot_Enraged_Heavy_TheWall { Class HeavyWeapons ClassIcon heavy_wall Name "Enraged Giant Heavy Wall" CustomEyeGlowColor "255 0 0" Attributes AlwaysCrit Attributes UseBossHealthBar Attributes DisableDodge Attributes MiniBoss AimTrackingInterval 0 WeaponRestrictions MeleeOnly Health 160000 Scale 2 Item "Necro Smasher" Item "Road Rage" Item "Combat Slacks" Item "Road Block" Item "Batter's Bracers" Item "Heavy Harness" ItemAttributes { ItemName "Necro Smasher" "max health additive bonus" 200 "add cond when active" 40 "fire rate bonus" 0.4 "damage causes airblast" 1 "damage bonus" 2 "attach particle effect static" 3042 "weapon always gib" 1 } CharacterAttributes { "attach particle effect static" 47 "move speed penalty" 0.4 "damage bonus" 6 } } T_TFBot_Enraged_Engineer_Widowmaker { Class Engineer ClassIcon engineer_widowmaker_inf_hyper Name "Enraged Danger Widowmaker Engineer" CustomEyeGlowColor "255 0 0" Attributes AlwaysCrit Attributes UseBossHealthBar Attributes DisableDodge Attributes MiniBoss AimTrackingInterval 0 Health 2000 Item "The Widowmaker" Item "The Western Wraps" Item "Sophisticated Smoker" Item "The Flared Frontiersman" ItemAttributes { ItemName "The Widowmaker" "bullets per shot bonus" 2 "weapon always gib" 1 "add cond when active" 40 } CharacterAttributes { "fire rate bonus" 0.4 } } T_TFBot_Chief_Demoman_Final_Boss { Class Demoman ClassIcon demopan Health 40000 Name "Sir. Metalbeard IV, Reason of Weapon Empowerment" Action Mobber Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AutoJump AutoJumpMin 5 AutoJumpMax 10 Scale 2 AimTrackingInterval 0 Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Treasure Hat 1" Item "The Bolted Bombardier" Item "EOTL_hiphunter_boots" Item "The Tartantaloons" Item "Lazy Lounger" Item "Prinny Pouch" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "override projectile type" 2 "fire rate bonus" 0 "mod projectile heat seek power" 360 "mod projectile heat aim start time" 0.5 "clip size bonus" 1.5 "projectile spread angle penalty" 10 "Projectile speed increased" 0.8 "damage causes airblast" 1 "subtract victim medigun charge on hit" 3 "projectile trail particle" "eyeboss_projectile" } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 "always allow taunt" 1 "increased jump height" 16 "cancel falling damage" 1 } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 30000 Name "Phase2" } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 20000 Name "Phase3" } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 10000 Name "Phase4" } EventChangeAttributes { Phase2 { Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "override projectile type" 8 "fire rate bonus" 1.8 "subtract victim medigun charge on hit" 3 "damage bonus" 1.5 "mult projectile count" 10 "projectile spread angle penalty" 5 "mod projectile heat seek power" 120 "mod projectile heat aim start time" 0.1 "Projectile speed increased" 1.8 "projectile trail particle" "bullet_distortion_trail" } CharacterAttributes { "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 7 "always allow taunt" 1 } } Phase3 { Item "Frying Pan" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "Frying Pan" "apply z velocity on damage" 300 "damage causes airblast" 1 "melee airblast" 1 "subtract victim medigun charge on hit" 10 "fire rate bonus" 0.8 "attach particle effect" 3040 } CharacterAttributes { "move speed bonus" 1.4 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 7 "always allow taunt" 1 } } Phase4 { Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0 "subtract victim medigun charge on hit" 3 "damage bonus" 1.2 //"mult projectile count" 2 "projectile spread angle penalty" 20 "clip size bonus" 2 "faster reload rate" 0.4 "Projectile speed increased" 0.9 "mod projectile heat aim start time" 0.1 } CharacterAttributes { "move speed bonus" 1.1 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 7 "always allow taunt" 1 "attach particle effect" 3044 "dmg from ranged reduced" 0.8 "dmg taken from crit reduced" 0.6 "dmg from melee increased" 0.8 } } } // phase 2 anti transition kill Taunt { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 30000 } AddCond { Index 5 Delay 0 Duration 3 IfHealthBelow 30000 } AddCond { Index 28 Delay 0 Duration 3 IfHealthBelow 30000 } // phase 3 anti transition kill Taunt { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 20000 } AddCond { Index 5 Delay 0 Duration 3 IfHealthBelow 20000 } AddCond { Index 28 Delay 0 Duration 3 IfHealthBelow 20000 } // phase 4 anti transition kill Taunt { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 10000 } AddCond { Index 5 Delay 0 Duration 3 IfHealthBelow 10000 } AddCond { Index 28 Delay 0 Duration 3 IfHealthBelow 10000 } AddCond { Index 93 Delay 0 IfHealthBelow 10000 } } } Mission { Where flankers Objective DestroySentries BeginAtWave 1 RunForThisManyWaves 7 DesiredCount 1 InitialCooldown 30 CooldownTime 30 TFBot { Template T_TFBot_SentryBuster } } Mission { Where spawnbot_mission_sniper Objective Sniper BeginAtWave 2 RunForThisManyWaves 1 DesiredCount 2 InitialCooldown 30 CooldownTime 30 TFBot { Class Sniper Skill Expert DropWeapon 1 } } Mission { Where spawnbot_mission_sniper Objective Sniper BeginAtWave 4 RunForThisManyWaves 1 DesiredCount 2 InitialCooldown 30 CooldownTime 30 TFBot { Class Sniper Skill Expert DropWeapon 1 } } Mission { Where spawnbot_mission_sniper Objective Sniper BeginAtWave 6 RunForThisManyWaves 1 DesiredCount 2 InitialCooldown 30 CooldownTime 30 TFBot { Template T_TFBot_Sniper_Enraged } } Mission { Where spawnbot Objective Spy BeginAtWave 3 RunForThisManyWaves 1 DesiredCount 2 InitialCooldown 30 CooldownTime 30 TFBot { Class Spy Skill Expert DropWeapon 1 } } Mission { Where spawnbot Objective Spy BeginAtWave 5 RunForThisManyWaves 1 DesiredCount 2 InitialCooldown 30 CooldownTime 30 TFBot { Class Spy Skill Expert DropWeapon 1 } } Mission { Where spawnbot Objective Spy BeginAtWave 7 RunForThisManyWaves 1 DesiredCount 2 InitialCooldown 30 CooldownTime 30 TFBot { Template T_TFBot_Spy_Enraged } } Mission { Where spawnbot Objective Sniper BeginAtWave 7 RunForThisManyWaves 1 DesiredCount 2 InitialCooldown 30 CooldownTime 30 TFBot { Template T_TFBot_Sniper_Enraged } } ExtendedUpgrades { Super_Scout_Badge { Name "Super Scout Badge" Attribute "move speed bonus" //Description "Super Scouts were made for speed. Gives your legs the ability to reach the engine's speed limit. Stacks twice." Description "+30% move speed" PlayerUpgrade 1 Increment 0.3 Cap 1.6 Cost 600 AllowPlayerClass Soldier AllowPlayerClass Pyro AllowPlayerClass Demoman AllowPlayerClass Heavyweapons AllowPlayerClass Engineer AllowPlayerClass Medic AllowPlayerClass Sniper AllowPlayerClass Spy } Super_Scout_Badge_Scout { Name "Super Scout Badge" Attribute "move speed bonus" //Description "Super Scouts were made for speed. Gives your legs the ability to reach the engine's speed limit. Stacks twice." Description "+30% move speed" PlayerUpgrade 1 Increment 0.3 Cap 1.3 Cost 600 AllowPlayerClass Scout } Generic_Fire_Rate { Name "Fire Rate Badge" Attribute "fire rate bonus" //Description "A general badge to help fire bullets faster. You also swing melee weapons faster. Stacks 4 times. Does not work with flamethrowers/DF." Description "+10% fire rate/melee swing speed" PlayerUpgrade 1 Increment -0.1 Cap 0.6 Cost 200 } Generic_Hp_Bonus { Name "Health Bonus Badge" Attribute "max health additive bonus" //Description "This badges smell like fishcake. HeavyWeapons all over the world live and die by the fishcakes. Can't blame them, that stuff tastes good with the right fish." Description "+50 max hp. Smells like fishcake." PlayerUpgrade 1 Increment 50 Cap 50 Cost 600 } Generic_Damage_Bonus { Name "Damage Badge" Attribute "damage bonus" //Description "A simple badge for a simple purpose. Stacks 4 times." Description "+20% damage" PlayerUpgrade 1 Increment 0.2 Cap 1.8 Cost 350 } Generic_Resistance { Name "Damage Resistance Badge" Attribute "dmg from ranged reduced" //Description "Steel Gauntlets have those gauntlets for a reason. Bullets hurt you know. Stacks 3 times." Description "-20% dmg from ranged sources" PlayerUpgrade 1 Increment -0.2 Cap 0.4 Cost 500 } Generic_Resistance_Melee { Name "Melee Resistance Badge" Attribute "dmg from melee increased" //Description "A badge simply made for dulling swords. Stacks twice." Description "-20% dmg from melee sources" PlayerUpgrade 1 Increment -0.2 Cap 0.6 Cost 350 } Generic_Crit_Resistance { Name "Crit Resistance Badge" Attribute "dmg taken from crit reduced" Description "-40% dmg from critical hits" PlayerUpgrade 1 Increment -0.4 Cap 0.2 Cost 300 } Generic_HealthOnKill { Name "Health Restoration Badge" Attribute "restore health on kill" Description "5% of health on kill" PlayerUpgrade 1 Increment 5 Cap 10 Cost 500 } Medic_Shield { Name "Projectile Shield" Attribute "generate rage on heal" //Description "Probably a must have for medic. Robots don't get much use of the projectile shield." Description "2 points of projectile shield" PlayerUpgrade 1 Increment 2 Cap 2 Cost 1200 AllowPlayerClass Medic } Medic_MilkSyringe { Name "Mad Milk Syringe Badge" Attribute "mad milk syringes" //Description "Dr. Spritze Laktose's syringe gun has this mystery milk like substance. Having this badge gives your syringe guns the mad milk effect." PlayerUpgrade 1 Increment 1 Cap 1 Cost 600 AllowPlayerClass Medic } Medic_HealMaster { Name "Medigun Upgrade Badge" Attribute "healing mastery" //Description "Keeping your teammates alive makes them happy. Bringing them back to life is a mixed bag. Stacks 4 times." Description "1 point of healing mastery" PlayerUpgrade 1 Increment 1 Cap 8 Cost 400 AllowPlayerClass Medic } Scout_CashRangeIncrease { Name "Money Magnet Badge" Attribute "mult credit collect range" //Description "Scouts have an increased cash collection range. Either it's for funding research or making sure OCD doesn't kick in. Increases collection range by 1." PlayerUpgrade 1 Increment 1 Cap 5 Cost 400 AllowPlayerClass Scout } Engineer_BuildingHealth { Name "Building Health Badge" Attribute "engy building health bonus" //Description "'Buildings are weak! They die too quickly!' The engineers said. They opted to use more metal to reinforce the material on the guns." Description "+100% building health" PlayerUpgrade 1 Increment 1 Cap 5 Cost 400 AllowPlayerClass Engineer } Soldier_MultiProjectile { Name "Double Projectile Badge" Attribute "mult projectile count" //Description "Some robots fire more than one projectile at a time, with more spread to go with it. Could cause issues with balancing on the players end." Description "+1 projectile per shot. Adds a 5° angle spread penalty." PlayerUpgrade 1 Increment 1 Cap 2 Cost 2200 AllowPlayerClass Soldier AllowedMinWave 2 SecondaryAttributes { "projectile spread angle penalty" 5 "ignores other projectiles" 1 } } Demoman_MultiProjectile { Name "Double Projectile Badge" Attribute "mult projectile count" Description "+1 projectile per shot. Adds a 5° angle spread penalty." Increment 1 Cap 2 Cost 2200 AllowedMinWave 2 AllowPlayerClass Demoman AllowedWeapons { ClassName "TF_Weapon_GrenadeLauncher" } SecondaryAttributes { "projectile spread angle penalty" 5 } } Soldier_AimRockets { Name "Projectile Aim Badge" Attribute "mod projectile heat follow crosshair" //Description "Some soldiers have the ability to control the rockets where they point at. Hijinks could happen with this." PlayerUpgrade 1 Increment 1 Cap 1 Cost 200 AllowPlayerClass Soldier AllowedMinWave 2 SecondaryAttributes { "mod projectile heat seek power" 360 } } Generic_AmmoBonus { Name "Ammo Badge" Attribute "maxammo primary increased" Description "+100% ammo capacity" PlayerUpgrade 1 Increment 1 Cap 2 Cost 200 SecondaryAttributes { "maxammo secondary increased" 1 } } Generic_Damage_Bonus_LowHealth { Name "DMG Bonus with low hp" Attribute "mult dmg with reduced health" //Description "What doesn't kill you makes you stronger. Until you get shot in the face or a french bot stabs you. The Equalizer's scent comes off this badge. It's almost sad in a way you can't explain." PlayerUpgrade 1 Increment 0.4 Cap 1.4 Cost 700 AllowedMinWave 2 } Generic_ReloadSpeed { Name "Reload Badge" Attribute "faster reload rate" //Description "Because slow hands suck. These badges became popular because people hated slow hands. Stacks 4 times." Description "+20% faster reload speed" PlayerUpgrade 1 Increment -0.2 Cap 0.4 Cost 400 } Pyro_DamageBonus { Name "Damage Badge (For Pyro)" Attribute "damage bonus HIDDEN" //Description "A simple badge for a simple purpose. Stacks twice times and the normal damage bonus badge." Description "+40% damage bonus. Stacks with normal damage bonus." PlayerUpgrade 1 Increment 0.4 Cap 1.8 Cost 300 AllowPlayerClass Pyro } Pyro_Airblast_Rate { Name "Airblast Rate Badge" Attribute "mult airblast refire time" //Description "Airblast is a double edge sword. This makes sure it happens quicker." Description "+50% faster airblast rate" Increment -0.5 Cap 0.5 Cost 200 AllowedWeapons { ClassName "tf_weapon_flamethrower" } DisallowedWeapons { ItemName "The Phlogistinator" } } Pyro_FlameSpeed { Name "Flamethrower Range Badge" Attribute "flame_speed" //Description "Too pratical for it's own good in normal gameplay but it's perfectly fine when fighting robots." Description "Increases the speed of the flamethrower's fire particles." Increment 500 Cap 4000 Cost 200 AllowedWeapons { ClassName "tf_weapon_flamethrower" } } Spy_SapperRadius { Name "Sapper Badge" Attribute "robo sapper" //Description "Make those sappers useful again. People might complain about it, but you're already playing spy to begin with." PlayerUpgrade 1 Increment 5 Cap 5 Cost 600 AllowPlayerClass Spy } Sniper_EH { Name "Explosive Headshot Badge" Attribute "explosive sniper shot" //Description "Make yourself useful again. People might complain about it, but you're already playing sniper to begin with." Description "3 points of Explosive Headshot" PlayerUpgrade 1 Increment 3 Cap 3 Cost 1400 AllowPlayerClass Sniper } Spy_AP { Name "Armor Piercing Badge" Attribute "armor piercing" Description "1 point of giant armor piercing" Increment 25 Cap 100 Cost 400 AllowedWeapons { ClassName "tf_weapon_knife" } } Engineer_MetalCapacity { Name "Metal Capacity Badge" Attribute "maxammo metal increased" Description "+100% metal capacity" PlayerUpgrade 1 Increment 1 Cap 4 Cost 200 AllowPlayerClass Engineer } Sniper_BOOM_HEADSHOT { Name "Headshot DMG Bonus Badge" Attribute "headshot damage increase" Description "+50% headshot damage" PlayerUpgrade 1 Increment 0.5 Cap 2 Cost 550 AllowPlayerClass Sniper } Soldier_BannerMastery { Name "Banner Mastery Badge" Attribute "increase buff duration" Description "+50% buff duration and range" PlayerUpgrade 1 Increment 0.5 Cap 2 Cost 400 AllowPlayerClass Soldier AllowedMinWave 2 SecondaryAttributes { "mod soldier buff range" 0.5 } } Generic_BunnyHopping { Name "Bunny Hop Badge" Attribute "allow bunny hop" Description "Allows bunny hopping" PlayerUpgrade 1 Increment 1 Cap 1 Cost 250 } Generic_Dodge { Name "Dodge Badge" Attribute "add cond when active" Description "75% chance to take zero damage" PlayerUpgrade 1 Increment 79 Cap 79 Cost 4000 AllowedMinWave 4 } Medic_UberRetainOnDeath { Name "Ubercharge Preserver Badge" Attribute "preserve ubercharge" Description "10% of uber is preserved on death" PlayerUpgrade 1 Increment 0.1 Cap 1 Cost 1400 AllowPlayerClass Medic AllowedMinWave 2 } Demoman_StickyBomb_Charge_DMGBoost { Name "Powerful Charge Sticky Badge" Attribute "stickybomb_charge_damage_increase" Description "Up to +30% damage based on charge" PlayerUpgrade 1 Increment 0.3 Cap 1.6 Cost 400 AllowPlayerClass Demoman AllowedMinWave 2 RequiredWeapons { ItemName "TF_WEAPON_PIPEBOMBLAUNCHER" ItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" ItemName "The Quickiebomb Launcher" ItemName "The Scottish Resistance" } } Soldier_BannerDamage_Boost { Name "Banner Gain Bonus Badge" Attribute "mod rage on hit bonus" Description "+10% rage gained on hit, +10% damage bonus based on rage" PlayerUpgrade 1 Increment 0.1 Cap 1 Cost 400 AllowPlayerClass Soldier AllowedMinWave 2 RequiredWeapons { ItemName "The Battalion's Backup" ItemName "The Concheror" ItemName "The Buff Banner" } SecondaryAttributes { "mod rage on hit bonus" 0.1 } } Scout_TripleJump { Name "Triple Jump Badge" Attribute "air dash count" Description "+1 Jump. Melee attacks mini-crit." PlayerUpgrade 1 Increment 1 Cap 1 Cost 400 AllowPlayerClass Scout AllowedMinWave 2 } Pyro_Minicrit_Burning { Name "Mini-Crit Burning Badge" Attribute "minicrit vs burning player" Description "Deal mini-crit damage to burning targets." PlayerUpgrade 1 Increment 1 Cap 1 Cost 1200 AllowPlayerClass Pyro } Spy_UberOnDamage { Name "Panic Ubercharge Badge" Attribute "uber on damage taken" Description "50% of 3 seconds of ubercharge when getting hit" PlayerUpgrade 1 Increment 0.5 Cap 0.5 Cost 3200 AllowPlayerClass Spy } Heavy_BecomeGiant { Name "Big Mann Badge" Attribute "model scale" Description "Model scale is set to 1.3, 40% damage force reduced, +350 hp, -50% hp from healing sources/packs, -40% move speed penalty" PlayerUpgrade 1 Increment 0.3 Cap 1.3 Cost 4000 AllowPlayerClass Heavyweapons AllowedMinWave 4 SecondaryAttributes { "damage force reduction" -0.4 "max health additive bonus" 350 "move speed penalty" -0.4 "health from healers reduced" -0.5 "health from packs decreased" -0.5 } } // Engineer_AmmoIsHp // fuck me this is broken // { // Name "Ammo to Health Badge" // Attribute "ammo becomes health" // Description "Converts ammo packs into health" // PlayerUpgrade 1 // Increment 1 // Cap 1 // Cost 400 // AllowPlayerClass Engineer // AllowedMinWave 3 // } Sniper_DebuffOnHit { Name "Strange Badge" Attribute "dmg taken increased" Description "40% damage vulnerability, +1 bullet penetration, hitting enemies causes them to loose 15 health when they hit players." PlayerUpgrade 1 Increment 0.4 Cap 1.4 Cost 800 AllowPlayerClass Sniper AllowedMinWave 3 SecondaryAttributes { "add attributes on hit" "selfdmg on hit for slowfire|-15|20" "projectile penetration heavy" 1 } } } Wave // Wave 1 { StartWaveOutput { Target wave_start_relay_noreset_1b Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{green}///////////BEGIN TRANSMISSION////////////////" Line "" Line "{00CCCC}Mercs, we got some information regarding the robots, cash output, and upgrades." Line "{00CCCC}For starters, sub-giants and giants only drop cash. Take too long in a wave, a powerful robot will spawn in. But, you can take the weapon it drops." Line "{00CCCC}While the upgrade stations doesn't sell upgrades any more, they now sell what they call 'Advantage Badge'." Line "{00CCCC}We've gotten a hold of some of these 'Advantage Badges' to help dealing with the robots. Some badges are only obtainable later on." // Robo-Poot if you are reading this I'm sorry for copying th 18/th 18.5 Line "{00CCCC}These badges aren't cheap to find and create. So they have a hefty price with them. Good luck Mann Co." Line "" Line "{green}////////////END TRANSMISSION/////////////////" } WaveSpawn { Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 120 WaitBetweenSpawns 0 TotalCurrency 0 Support Limited RandomChoice { RandomChoice { TFBot { Template T_TFBot_Enraged_Scout_Shortstop DropWeapon 1 } } } } WaveSpawn { Name "1a" where spawnbot Where flankers TotalCount 12 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 0 TFBot { Class Heavyweapons ClassIcon heavy_focus Name "LMG HeavyWeapons" Item "Upgradeable TF_WEAPON_MINIGUN" Skill Easy DropWeapon 1 ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "minigun spinup time decreased" 0 "weapon spread bonus" 0.6 "minigun no spin sounds" 1 "bullets per shot bonus" 0.4 "damage bonus" 2 "custom wind up sound" "misc/null.wav" "custom wind down sound" "misc/null.wav" "custom item model" "models/workshop/weapons/c_models/c_browning/c_browning.mdl" } } } WaveSpawn { Name "1a" Where spawnbot TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 500 TFBot { Template T_TFBot_Giant_Pyro_Shotgun_Heavy DropWeapon 1 } } WaveSpawn { Name "1a" Where flankers TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 400 TFBot { Template T_TFBot_Demoman_Samurai DropWeapon 1 } } WaveSpawn { Name "1b" WaitForAllDead "1a" Where spawnbot TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 1 TotalCurrency 0 TFBot { Class Demoman Skill Expert DropWeapon 1 } } WaveSpawn { Name "1b" WaitForAllDead "1a" Where spawnbot Where flankers TotalCount 16 MaxActive 8 SpawnCount 8 WaitBeforeStarting 6 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Scout_Shortstop_Normal DropWeapon 1 } } WaveSpawn { Name "1b" WaitForAllDead "1a" Where spawnbot Where flankers TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 6 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Scout_Baseball DropWeapon 1 } } WaveSpawn { Name "1b" WaitForAllDead "1a" Where flankers TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 3 TotalCurrency 300 TFBot { Class Sniper ClassIcon sniper_smg_tind WeaponRestrictions SecondaryOnly Skill Normal Scale 1.3 Health 650 DropWeapon 1 } } WaveSpawn { Where spawnbot TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 1 TotalCurrency 0 Support 1 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } } } Wave // Wave 2 { StartWaveOutput { Target wave_start_relay_noreset_1b Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{00CCCC}The upgrade station has more badges up for sale!" } WaveSpawn { Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 120 WaitBetweenSpawns 0 TotalCurrency 0 Support Limited RandomChoice { RandomChoice { TFBot { Template T_TFBot_Enraged_Prinny_Machete DropWeapon 1 } } } } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 400 Tank { Name "tankboss" StartingPathTrackNode "path_tank_default" Health 20000 Speed 75 Skin 0 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot TotalCount 20 MaxActive 6 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 Support 1 RandomChoice { TFBot { Class Soldier DropWeapon 1 } TFBot { Class Scout DropWeapon 1 } TFBot { Class Demoman DropWeapon 1 } TFBot { Class HeavyWeapons DropWeapon 1 } TFBot { Class Sniper Health 150 WeaponRestrictions SecondaryOnly ClassIcon sniper_smg_tind DropWeapon 1 } TFBot { Template T_TFBot_Medic_SlowRecharge DropWeapon 1 } TFBot { Template T_TFBot_Medic_QuickUber DropWeapon 1 } } } WaveSpawn { Where flankers TotalCount 20 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 200 Support Limited TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn { Name "2a" Where spawnbot Where flankers TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 400 TFBot { Template T_TFBot_Giant_Demo_Burst DropWeapon 1 } } WaveSpawn { Name "2b" WaitForAllDead "2a" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 20 TotalCurrency 400 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun DropWeapon 1 } } } WaveSpawn { Name "2c" WaitForAllDead "2b" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 20 TotalCurrency 300 TFBot { Template T_TFBot_Giant_Soldier_Crit ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.5 "add cond when active" 40 } DropWeapon 1 } } WaveSpawn { Name "2c" WaitForAllDead "2b" Where flankers TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 10 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Scout_Fast DropWeapon 1 } } } Wave // Wave 3 { StartWaveOutput { Target wave_start_relay_noreset_1b Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 120 WaitBetweenSpawns 0 TotalCurrency 0 Support Limited RandomChoice { RandomChoice { TFBot { Template T_TFBot_Enraged_Soldier_BlackBox DropWeapon 1 } } } } WaveSpawn { Name "3a" Where spawnbot Where flankers TotalCount 15 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 900 Squad { TFBot { Class Pyro Skill Normal Name "Giant Stormbringer Pyro" ClassIcon pyro_flare_giant WeaponRestrictions SecondaryOnly Attributes MiniBoss Item "The Flare Gun" Item "Pyro Helm" Health 3400 Tag bot_giant ItemAttributes { ItemName "The Flare Gun" "override projectile type" 1 "Reload time increased" 1.5 "fire rate bonus" 0.6 "force damage falloff" 1 "custom weapon fire sound" "=90|weapons/stormbringer_shoot.wav" "custom item model" "models/weapons/c_models/c_stormbringer/c_stormbringer.mdl" } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } DropWeapon 1 } TFBot { Template T_TFBot_Medic_Haste } TFBot { Template T_TFBot_Medic_Haste } TFBot { Template T_TFBot_Medic_Haste } TFBot { Template T_TFBot_Medic_Haste } } } WaveSpawn { Name "3a" Where spawnbot Where flankers TotalCount 16 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 0 TFBot { Class Pyro Skill Expert Name "Enraged Pyro" DropWeapon 1 CustomEyeGlowColor "255 0 0" ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 1.2 "flame_speed" 4500 } } } WaveSpawn { Name "3b" WaitForAllDead "3a" Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 1000 TFBot { Template T_TFBot_Giant_Heavyweapons DropWeapon 1 } } WaveSpawn { Name "3b" WaitForAllDead "3a" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 0 RandomChoice { TFBot { Class Soldier WeaponRestrictions SecondaryOnly Attributes AlwaysCrit DropWeapon 1 Item "Panic Attack Shotgun" Name "Shotgun Soldier" ClassIcon heavy_shotgun ItemAttributes { ItemName "Panic Attack Shotgun" "add cond when active" 40 "custom kill icon" "reserve_shooter" "custom weapon fire sound" "Weapon_Reserve_Shooter.SingleCrit" "custom item model" "models/workshop/weapons/c_models/c_reserve_shooter/c_reserve_shooter.mdl" } } TFBot { Class Pyro WeaponRestrictions SecondaryOnly Attributes AlwaysCrit DropWeapon 1 Item "Panic Attack Shotgun" Name "Shotgun Pyro" ClassIcon heavy_shotgun ItemAttributes { ItemName "Panic Attack Shotgun" "add cond when active" 40 } } TFBot { Class HeavyWeapons WeaponRestrictions SecondaryOnly Attributes AlwaysCrit DropWeapon 1 Item "Panic Attack Shotgun" Name "Shotgun Heavy" ClassIcon heavy_shotgun ItemAttributes { ItemName "Panic Attack Shotgun" "add cond when active" 40 "custom kill icon" "family_business" "custom weapon fire sound" "Weapon_FamilyBusiness.SingleCrit" "custom item model" "models/workshop/weapons/c_models/c_russian_riot/c_russian_riot.mdl" } } TFBot { Class Engineer WeaponRestrictions PrimaryOnly Attributes AlwaysCrit DropWeapon 1 Item "Panic Attack Shotgun" Name "Engineer Shotgunner" ClassIcon heavy_shotgun Action FetchFlag ItemAttributes { ItemName "Panic Attack Shotgun" "add cond when active" 40 "custom kill icon" "frontier_kill" "custom weapon fire sound" "Weapon_FrontierJustice.SingleCrit" "custom item model" "models/weapons/c_models/c_frontierjustice/c_frontierjustice.mdl" } } } } WaveSpawn { Name "3b" WaitForAllDead "3a" Where spawnbot Where flankers TotalCount 12 MaxActive 8 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 10 TotalCurrency 0 TFBot { Class Soldier Skill Hard DropWeapon 1 } } } Wave // Wave 4 { StartWaveOutput { Target wave_start_relay_2b Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCount 0 SpawnCount 0 WaitBeforeStarting 0 StartWaveWarningSound "vo/mvm_another_bomb07.mp3" } WaveSpawn { Name "4a" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 500 Tank { Name "tankboss" StartingPathTrackNode "boss_path_1" Health 27500 Speed 75 Skin 0 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where flankers TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 120 WaitBetweenSpawns 0 TotalCurrency 0 Support Limited RandomChoice { RandomChoice { TFBot { Template T_TFBot_Enraged_Demoman_Burst DropWeapon 1 } } } } WaveSpawn { Name "4a" Where spawnbot TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 1000 TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored DropWeapon 1 } } WaveSpawn { Name "4a" Where spawnbot Where flankers TotalCount 50 MaxActive 16 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 TFBot { Template T_TFBot_Demoman_Knight DropWeapon 1 } } WaveSpawn { Name "4a" Where spawnbot Where flankers TotalCount 10 MaxActive 4 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 10 TotalCurrency 400 RandomChoice { TFBot { Template T_TFBot_Demoman_Knight Health 675 Scale 1.3 DropWeapon 1 } NextSpawnerClone 2 TFBot { Class Demoman Name "Leaping Demoknight" ClassIcon demoknight Skill Expert Item "The Eyelander" Item "The Chargin' Targe" Item "The FR-0" Scale "1.3" Health 675 WeaponRestrictions MeleeOnly Attributes AirChargeOnly Attributes AutoJump AutoJumpMin 10 AutoJumpMax 10 ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } ItemAttributes { ItemName "The Chargin' Targe" "Attack not cancel charge" 1 } CharacterAttributes { "charge time increased" 1 "charge recharge rate increased" 5 "increased jump height" 1.9 "bot custom jump particle" 1 "damage bonus" 1.25 "cancel falling damage" 1 } } } } WaveSpawn { Where spawnbot Where flankers TotalCount 10 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 200 Support Limited TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast Health 900 Scale 1.3 } } WaveSpawn { Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0 TotalCurrency 0 Support 1 RandomChoice { TFBot { Name "Caber Soldier" Class Soldier ClassIcon demo_caber_nys Skill Expert WeaponRestrictions MeleeOnly Item "The Ullapool Caber" Item "The Flared Frontiersman" Item "The Horrible Horns" Item "Mad Lad" Item "Employee Badge A" DropWeapon 1 ItemModel { ItemName "Employee Badge A" Model "models/workshop/player/items/scout/hwn2019_fuel_injector_style3/hwn2019_fuel_injector_style3.mdl" } ItemAttributes { ItemName "The Ullapool Caber" "damage bonus" 1.5 "regenerate stickbomb" 1 } CharacterAttributes { "move speed bonus" 1.4 } } TFBot { Name "Caber Scout" Class Scout ClassIcon demo_caber_nys Skill Expert WeaponRestrictions MeleeOnly Item "The Ullapool Caber" Item "Bunnyhopper's Ballistics Vest" Item "Sober Stuntman" Item "Cadet Visor" Item "Pest's Pads" DropWeapon 1 ItemAttributes { ItemName "The Ullapool Caber" "damage bonus" 1.5 "regenerate stickbomb" 1 } CharacterAttributes { "move speed bonus" 1.1 } } TFBot { Name "Caberman" Class Demoman ClassIcon demo_caber_nys Skill Expert WeaponRestrictions MeleeOnly Tag bot_giant Item "The Ullapool Caber" Item "Hazard Headgear" Item "The Mutton Mann" Item "A Whiff of the Old Brimstone" DropWeapon 1 ItemAttributes { ItemName "The Ullapool Caber" "damage bonus" 1.5 "regenerate stickbomb" 1 } CharacterAttributes { "move speed bonus" 1.3 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 4 } } TFBot { Name "Caber Medic" Class Medic ClassIcon demo_caber_nys Skill Expert WeaponRestrictions MeleeOnly Tag bot_giant Item "The Ullapool Caber" Item "Bunnyhopper's Ballistics Vest" Item "Practitioner's Processing Mask" Item "The Physician's Protector" Item "Employee Badge A" DropWeapon 1 ItemModel { ItemName "Employee Badge A" Model "models/workshop/player/items/medic/sbxo2014_medic_wintergarb_coat/sbxo2014_medic_wintergarb_coat.mdl" } Action FetchFlag ItemAttributes { ItemName "The Ullapool Caber" "damage bonus" 1.5 "regenerate stickbomb" 1 } CharacterAttributes { "move speed bonus" 1.2 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 4 } } } } } Wave // Wave 5 { StartWaveOutput { Target wave_start_relay_2b Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 120 WaitBetweenSpawns 0 TotalCurrency 0 Support Limited RandomChoice { RandomChoice { TFBot { Template T_TFBot_Enraged_Heavy_TheWall DropWeapon 1 } } } } WaveSpawn { Where flankers TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 10 TotalCurrency 0 TFBot { Template T_TFBot_SentryBuster Action SuicideBomber UseBusterModel 1 ClassIcon sentry_buster2 } } WaveSpawn { Name "5a" Where spawnbot Where flankers TotalCount 20 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 TFBot { Class Sniper Name "Bowman Master" Skill Hard ClassIcon sniper_bow_multi WeaponRestrictions PrimaryOnly Item "The Huntsman" DropWeapon 1 ItemAttributes { ItemName "The Huntsman" "arrow mastery" 1 } } } WaveSpawn { Name "5a" Where spawnbot TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 300 TFBot { Class Scout ClassIcon scout_pop Name "Soda Popper Scout" DropWeapon 1 Item "The Soda Popper" Item "Bonk Leadwear" Item "Airborne Attire" Item "Employee Badge A" Scale 1.3 Health 650 ItemModel { ItemName "Employee Badge A" Model "models/workshop/player/items/scout/sum22_pests_pads_style2/sum22_pests_pads_style2.mdl" } } } WaveSpawn { Name "5a" Where flankers TotalCount 10 MaxActive 6 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 5 TotalCurrency 300 TFBot { Template T_TFBot_Heavy_IronFist_Airblast } } WaveSpawn { Name "5a" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 6 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Class Pyro ClassIcon pyro_phlog Name "Phlog Pyro" Item "The Phlogistinator" Item "The Bubble Pipe" Item "The Moonman Backpack" Scale 1.3 Skill Expert Attributes SpawnWithFullCharge WeaponRestrictions PrimaryOnly DropWeapon 1 ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 "airblast_turn_projectile_to_ammo" 1 "special item description" "Airblast turns projectiles into ammo." "special item description 2" "Exclusive to this variant of The Phlogistinator only." } } } WaveSpawn { Name "5b" WaitForAllDead "5a" Where spawnbot TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 20 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector DropWeapon 1 } } WaveSpawn { Name "5b" WaitForAllDead "5a" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 10 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Soldier_Quadfire DropWeapon 1 } TFBot { Class Medic Name "Giant Damage Booster Medic" ClassIcon medic_strength Skill Expert Health 4500 Item "The Quick-Fix" Item "The Quadwrangler" Item "The Team Captain" Attributes MiniBoss DropWeapon 1 ItemAttributes { ItemName "The Quick-Fix" "effect cond override" 19 "medigun passive attributes" "damage bonus|2" } CharacterAttributes { "bot medic uber health threshold" 5000 "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } } } WaveSpawn { Name "5b" WaitForAllDead "5a" Where spawnbot TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Scout_Fast Item "Prinny Machete" DropWeapon 1 ItemAttributes { ItemName "Prinny Machete" "move speed bonus" 1.4 "special item description" "The Super Scout's speed has stayed with it's fish. Though it feels more stiff." "custom kill icon" "holymackerel" "custom item model" "models/workshop/weapons/c_models/c_holymackerel/c_holymackerel.mdl" } } } } Wave // Wave 6 { StartWaveOutput { Target wave_start_relay_noreset_2b Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{red}!!!WARNING!!!" Line "{00CCCC}All of the robots are {red}ENRAGED! {00CCCC}The weapons they drop are extremely powerful!" Line "{red}!!!WARNING!!!" } WaveSpawn { TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 Tank { Name "tankboss" StartingPathTrackNode "boss_path_1" Health 50000 Speed 50 Skin 1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 120 WaitBetweenSpawns 0 TotalCurrency 0 Support Limited RandomChoice { RandomChoice { TFBot { Template T_TFBot_Enraged_Engineer_Widowmaker Action FetchFlag DropWeapon 1 } } } } WaveSpawn { Name "6a" Where spawnbot Where flankers TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 250 Squad { TFBot { Class Soldier ClassIcon heavy_shotgun_double Name "Enraged Double Barrel Shotgun" WeaponRestrictions SecondaryOnly DropWeapon 1 Attributes MiniBoss Health 4500 CustomEyeGlowColor "255 0 0" Item "gentlemanne_shotgun_dressedtokill" Item "The Soldier's Stogie" Item "Exquisite Rack" Item "The Patriot's Pouches" Item "Employee Badge A" ItemModel { ItemName "Employee Badge A" Model "models/workshop/player/items/all_class/xmas2013_jacket_s2/xmas2013_jacket_s2_soldier.mdl" } ItemAttributes { ItemName "gentlemanne_shotgun_dressedtokill" "mod max primary clip override" -1 "fire rate penalty" 2 "bullets per shot bonus" 3 } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } TFBot { Template T_TFBot_Giant_Medic_Enraged_Overheal } } } WaveSpawn { Name "6a" Where spawnbot TotalCount 20 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Class Scout Skill Expert CustomEyeGlowColor "255 0 0" DropWeapon 1 AimTrackingInterval 0 Name "Enraged Scout" Item "Upgradeable TF_WEAPON_SCATTERGUN" Item "Manndatory Attire" Item "Clown's Cover-Up" Item "Prohibition Opposition" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "bullets per shot bonus" 4 "damage penalty" 0.6 } } } WaveSpawn { Name "6a" Where flankers TotalCount 12 MaxActive 8 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 250 TFBot { Class Pyro ClassIcon pyro_backscratcher_lite Scale 1.3 Health 650 Name "Enraged Back Scratcher" Item "The Back Scratcher" Item "Respectless Robo-Glove" Item "Firebrand" WeaponRestrictions MeleeOnly Skill Expert DropWeapon 1 CustomEyeGlowColor "255 0 0" ItemAttributes { ItemName "The Back Scratcher" "attach particle effect static" 3042 "damage bonus" 3 "fire rate penalty" 1.6 "bleeding duration" 12 "mult bleeding dmg" 5 "mult bleeding delay" 5 } CharacterAttributes { "mult flag carrier move speed" 1 } } } WaveSpawn { Name "6b" WaitForAllDead "6a" Where spawnbot Where flankers TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 200 TFBot { Template T_TFBot_Heavyweapons_Fist CustomEyeGlowColor "255 0 0" Health 1800 Name "Enraged Steel Gauntlet" Item "Combat Slacks" Item "The Borscht Belt" Item "The Macho Mann" } } WaveSpawn { Name "6b" WaitForAllDead "6a" Where spawnbot TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 1 TotalCurrency 200 TFBot { Class Soldier ClassIcon soldier_crit_shotgun Skill Expert Name "Enraged Impact Soldier" Attributes HoldFireUntilFullReload Attributes AlwaysCrit CustomEyeGlowColor "255 0 0" DropWeapon 1 Item "The Original" Item "Dead of Night" Item "Safety Stripes" ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" -1 "Projectile speed increased" 1.5 "move speed bonus" 1.1 "clip size bonus" 1 "damage penalty" 0.8 } } } WaveSpawn { Name "6b" WaitForAllDead "6a" Where spawnbot Where flankers TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 300 Squad { TFBot { Class Soldier Skill Hard ClassIcon sniper_m4a1_lite Health 5200 Name "Giant Enraged WW2 Soldier" MaxVisionRange 2000 WeaponRestrictions SecondaryOnly Attributes MiniBoss Tag bot_giant Item "Upgradeable TF_WEAPON_SMG" Item "Sharp Chest Pain" Item "The Shellmet" Item "The Chaser" Item "Employee Badge A" DropWeapon 1 CustomEyeGlowColor "255 0 0" ItemModel { ItemName "Employee Badge A" Model "models/workshop/player/items/soldier/sum23_stealth_bomber_style1/sum23_stealth_bomber_style1.mdl" } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SMG" "fire rate bonus" 0.6 "damage bonus" 2.1 "maxammo secondary increased" 3.14 "weapon spread bonus" 0.75 "custom item model" "models/weapons/c_models/c_m16/c_m16.mdl" } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } TFBot { Template T_TFBot_Giant_Medic_Enraged_Overheal } } } WaveSpawn { Name "6b" WaitForAllDead "6a" Where flankers TotalCount 14 MaxActive 6 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Class Engineer WeaponRestrictions PrimaryOnly Attributes AlwaysCrit DropWeapon 1 Item "Panic Attack Shotgun" Item "Texas Ten Gallon" Item "Cargo Constructor" Name "Enraged Engineer Shotgunner" ClassIcon engineer_frontier_justice_nys Action FetchFlag CustomEyeGlowColor "255 0 0" Scale 1.3 ItemAttributes { ItemName "Panic Attack Shotgun" "mod max primary clip override" -1 "damage penalty" 1 "bullets per shot bonus" 1 "add cond when active" 40 "custom kill icon" "frontier_kill" "custom weapon fire sound" "Weapon_FrontierJustice.SingleCrit" "custom item model" "models/weapons/c_models/c_frontierjustice/c_frontierjustice.mdl" } } } } Wave // Wave 7 { StartWaveOutput { Target wave_start_relay_noreset_2b Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } RedTeamWipeCausesWaveLoss 1 Explanation { Line "{red}!!!WARNING!!!" Line "{00CCCC}There is no bomb in this wave, but if RED team wipes, you instantly lose the wave!" Line "{red}!!!WARNING!!!" } WaveSpawn { TotalCount 0 SpawnCount 0 WaitBeforeStarting 5 FirstSpawnMessage "Attention Mann Co.!" } WaveSpawn { TotalCount 0 SpawnCount 0 WaitBeforeStarting 10 FirstSpawnMessage "I've been notified of your presence on this greenhouse about the roboticide!" } WaveSpawn { TotalCount 0 SpawnCount 0 WaitBeforeStarting 15 FirstSpawnMessage "So I have come to end this charade of this roboticide for the time being." } WaveSpawn { TotalCount 0 SpawnCount 0 WaitBeforeStarting 20 FirstSpawnMessage "[Mainly doing this because you fuckers are messing up the robot upgrade sales...]" } WaveSpawn { TotalCount 0 SpawnCount 0 WaitBeforeStarting 25 FirstSpawnMessage "[It has went down 84 percent since wave 2...]" } WaveSpawn { TotalCount 0 SpawnCount 0 WaitBeforeStarting 30 FirstSpawnWarningSound "vo/mvm/mght/taunts/demoman_mvm_m_taunts04.mp3" FirstSpawnMessage "{red}Don't fret, boyo. I'll be gentle!" } WaveSpawn { Name "7Boss" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 TotalCurrency 1000 FirstSpawnWarningSound "vo/mvm/mght/taunts/demoman_mvm_m_taunts04.mp3" DoneWarningSound "vo/mvm/mght/demoman_mvm_m_paincrticialdeath02.mp3" TFBot { Template T_TFBot_Chief_Demoman_Final_Boss } } WaveSpawn { Where spawnbot Where flankers TotalCount 20 MaxActive 4 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 10 TotalCurrency 0 Support 1 RandomChoice { TFBot { Template T_TFBot_Enraged_Scout_Shortstop Action Mobber } TFBot { Template T_TFBot_Enraged_Prinny_Machete } TFBot { Template T_TFBot_Enraged_Soldier_BlackBox Action Mobber } TFBot { Template T_TFBot_Enraged_Demoman_Burst } TFBot { Template T_TFBot_Enraged_Heavy_TheWall Action Mobber CharacterAttributes { "move speed bonus" 2.2 } } TFBot { Template T_TFBot_Enraged_Engineer_Widowmaker Action Mobber } } } WaveSpawn { WaitForAllDead "7Boss" TotalCount 0 SpawnCount 0 WaitBeforeStarting 0 DoneWarningSound "vo/mvm/mght/demoman_mvm_m_paincrticialdeath02.mp3" } } } /////////////// // Version 1: // Mission completed // Date of file creation: 12/20/2023 // Date of completion: 1/12/2024 /////////////// // Version 1.1 // Enraged engineer on wave 6 is now support // Boss now jumps at random /////////////// // Version 1.2 // Boss gets the resistance power up when going into his 4th phase /////////////// // Version 2 // Boss now get's support and jumps more oftenly // Support enraged have 'Attributes MiniBoss' so spy does cheese them // Doubled the hp of the enraged wall (80000 -> 160000) /////////////// // Version 2.1 // ok there is no bomb now /////////////// // Version 2.2 // Nerfing the black box super weapon /////////////// // Version 2.3 // Giving the overheal bonus to the giant medic on wave 6. Was broken because it was in CharacterAttributes /////////////// // Version 2.4 // New upgrades: // All class: Bunny hopping and chance to dodge // Scout: Triple jump. (idc if atomizer does this) // Soldier: Rage gain on hit bonus (banners only) // Pyro: Mini-crit damage on burning targets // Demoman: More damage on charge (Sticky bombs only) // Heavy: Become a mini-giant/sub-giant // Engineer: Convert ammo into health // Medic: Preserve ubercharge on death // Sniper: Shotting robots cause them to loose 15 health when they hit players, 40% damage taken increased // Spy: Uber when taking damage /////////////// // Version 2.5 // Disabled ammo becomes health because it's broken /////////////// // Version 2.6 // FINAL BOSS HAS A NAME TYSM NUCLEAR WAFFLE ///////////////