// Oxidize by Asd417 // Mission by FaN Scout (https://steamcommunity.com/profiles/76561198089243988/) // wave_start_relay_2b: 2 bombs // date of file creation: 9/4/2024 (done on 9/5/2024 wow this was rushed) #base robot_standard.pop #base robot_giant.pop #base robot_fan.pop //#base upgrades_badges.pop // all upgrades are ready for use god damn it i did not think this through #base robot_typicalcolors_weapons_noupgrades.pop WaveSchedule { StartingCurrency 3500 CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 5 Advanced 1 ExtendedUpgradesOnly 1 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 } } // 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 // } // } } 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 1 RunForThisManyWaves 1 DesiredCount 2 InitialCooldown 30 CooldownTime 30 TFBot { Class Sniper Skill Expert DropWeapon 1 } } Mission { Where spawnbot Objective Spy BeginAtWave 1 RunForThisManyWaves 1 DesiredCount 2 InitialCooldown 60 CooldownTime 60 TFBot { Class Spy Skill Expert DropWeapon 1 } } Templates { } Wave { StartWaveOutput { Target wave_start_relay_2b Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Where flankers TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 30 TotalCurrency 0 Support 1 TFBot { Class Heavyweapons ClassIcon heavy_shotgun_titan Health 2000 WeaponRestrictions SecondaryOnly Attributes IgnoreFlag Attributes HoldFireUntilFullReload Action Mobber Name "Bulldozer" Item "SPAS-12 HWG" Item "Employee Badge B" Item "Die Regime-Panzerung" CharacterAttributes { "dmg taken from crit increased" 2 "damage bonus" 2 } ItemModel { ItemName "Employee Badge B" Model "models/workshop/player/items/heavy/sbox2014_war_helmet_s1/sbox2014_war_helmet_s1.mdl" } } } WaveSpawn { Name 1a Where flankers TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier_WW2 DropWeapon 1 } } WaveSpawn { Name 1a Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 TFBot { Template T_TFBot_Scout_Shortstop_Normal DropWeapon 1 } } WaveSpawn { Name 1a Where spawnbot Where flankers TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 Squad { TFBot { Class Pyro Skill Hard Scale 1.3 Health 650 DropWeapon 1 } TFBot { Name "Kritz Medic" Class Medic ClassIcon medic_kritz_boost Health 150 Attributes SpawnWithFullCharge Skill Expert Item "The Kritzkrieg" Item "Miser's Muttonchops" Item "Vitals Vest" CharacterAttributes { "bot medic uber health threshold" 250 } } } } WaveSpawn { Name "1b" WaitForAllDead "1a" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 300 Tank { Name "tankboss" StartingPathTrackNode "path_tank_default" Health 23500 Speed 75 Skin 0 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "1b" WaitForAllDead "1a" Where spawnbot TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 2.5 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" } } } WaveSpawn { Name "1b" WaitForAllDead "1a" Where flankers TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 2.5 WaitBetweenSpawns 2.5 TotalCurrency 200 TFBot { Template T_TFBot_Demoman_Samurai DropWeapon 1 } } WaveSpawn { Name "1c1" WaitForAllDead "1b" Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector DropWeapon 1 Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name "1c1" WaitForAllDead "1b" Where flankers TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Soldier_Quadfire DropWeapon 1 Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name "1c2" WaitForAllSpawned "1c1" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 250 Tank { Name "tankboss" StartingPathTrackNode "boss_path_1" Health 26670 Speed 75 Skin 0 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "1c2" WaitForAllSpawned "1c1" Where spawnbot TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 22 WaitBetweenSpawns 5 TotalCurrency 250 TFBot { Template T_TFBot_Demoman_Samurai Attributes AlwaysCrit DropWeapon 1 } } WaveSpawn { Name "1d" WaitForAllDead "1c2" Where spawnbot TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 10 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_FastMove_Reved DropWeapon 1 } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name "1d" WaitForAllDead "1c2" Where flankers TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 10 TotalCurrency 300 Squad { TFBot { Template T_TFBot_Giant_Demoman_Jarate DropWeapon 1 } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn { Name "1d" WaitForAllDead "1c2" Where spawnbot TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 6 TotalCurrency 0 TFBot { Class HeavyWeapons Skill Hard DropWeapon 1 } } WaveSpawn { Name "1e1" WaitForAllDead "1d" Where spawnbot TotalCount 28 MaxActive 8 SpawnCount 4 WaitBeforeStarting 2.25 WaitBetweenSpawns 7 TotalCurrency 0 Squad { TFBot { Class Soldier Item "The Direct Hit" ClassIcon soldier_directhit_lite Attributes AlwaysCrit DropWeapon 1 } TFBot { Template T_TFBot_Medic_SlowRecharge } } } WaveSpawn { Name "1e2" WaitForAllDead "1d" Where flankers TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Scout_FaN_NoKB_Ignite Item "Crit-a-Cola" ItemAttributes { ItemName "Crit-a-Cola" "effect cond override" 52 "effect add attributes" "faster reload rate|0.2|fire rate bonus|0.4|move speed bonus|1.4|always crit|1|add cond when active|29" } DropWeapon 1 } } WaveSpawn { Name "1e3" WaitForAllDead "1e2" Where flankers TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Scout_FaN_NoKB_Ignite DropWeapon 1 } } WaveSpawn { Name "1f" WaitForAllDead "1e3" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 60 TotalCurrency 250 Tank { Name "tankboss" StartingPathTrackNode "boss_path_1" Health 26670 Speed 75 Skin 0 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "1f" WaitForAllDead "1e3" Where spawnbot TotalCount 40 MaxActive 10 SpawnCount 5 WaitBeforeStarting 17 WaitBetweenSpawns 8 TotalCurrency 0 TFBot { Class Pyro Name "Buff Pyro" Item "The Buff Banner" Attributes SpawnWithFullCharge DropWeapon 1 CharacterAttributes { "increase buff duration" 9 } } } WaveSpawn { Name "1g" WaitForAllDead "1f" Where flankers TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 230 Squad { TFBot { Template T_TFBot_Soldier_BurstFire } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn { Name "1g" WaitForAllDead "1f" Where spawnbot TotalCount 14 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 4.8 TotalCurrency 0 TFBot { Template T_TFBot_Sniper_Poachers_Pride DropWeapon 1 AimTrackingInterval 0 } } WaveSpawn { Name "1g" WaitForAllDead "1f" Where spawnbot TotalCount 7 MaxActive 4 SpawnCount 1 WaitBeforeStarting 4.8 WaitBetweenSpawns 2.4 TotalCurrency 170 TFBot { Class Sniper Name "Bowman" Skill Hard ClassIcon sniper_bow attributes AlwaysCrit Item "The Huntsman" Item "Larrikin Robin" Item "Tour of Duty Badge Advanced 3" Item "Hunting Cloak" Scale 1.3 Health 650 DropWeapon 1 } } WaveSpawn { Name "1h" WaitForAllDead "1g" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 440 Tank { Name "tankboss" StartingPathTrackNode "boss_path_1" Health 33330 Speed 80 Skin 1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "1h" WaitForAllDead "1g" Where spawnbot Where flankers TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 14 WaitBetweenSpawns 0.2 TotalCurrency 160 TFBot { Template T_TFBot_Soldier_BurstFire } } WaveSpawn { Name "1h" WaitForAllDead "1g" Where spawnbot TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Demo_RapidFire Attributes AlwaysCrit DropWeapon 1 } } WaveSpawn { Name "1i1" WaitForAllDead "1h" Where spawnbot TotalCount 10 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Heavy_IronFist_Airblast } } WaveSpawn { Name "1i2" WaitForAllDead "1h" Where flankers TotalCount 10 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Heavy_IronFist_Airblast } } WaveSpawn { Name "1i2" WaitForAllDead "1h" Where spawnbot TotalCount 8 MaxActive 4 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Demoman_Samurai DropWeapon 1 } } WaveSpawn { Name "1i3" WaitForAllDead "1h" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 FirstSpawnWarningSound "vo/mvm/mght/taunts/soldier_mvm_m_taunts20.mp3" DoneWarningSound "vo/mvm/mght/soldier_mvm_m_paincrticialdeath02.mp3" TotalCurrency 0 RandomChoice { RandomChoice { TFBot { Class Soldier Name "Everard Xelva, Employee Of The Month" ClassIcon heavy_shotgun_caustic2 Skill Hard Health 54000 WeaponRestrictions SecondaryOnly Attributes MiniBoss Attributes UseBossHealthBar Item "The Reserve Shooter" Item "The Soldier's Stogie" Item "The Spook Specs" Item "Manndatory Attire" Item "The Tuxxy" Item "The Breakneck Baggies" Action Mobber AlwaysGlow 1 ItemAttributes { ItemName "The Reserve Shooter" "bleeding duration" 7 "fire rate bonus" 2.5 "bullets per shot bonus" 10 "faster reload rate" 0.01 "fire rate bonus with reduced health" 0.8 "attach particle effect" 702 "Paintkit_proto_def_index" 226 "Set_item_texture_wear" 1 "health on radius damage" 2000 } CharacterAttributes { "move speed bonus" 1.1 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "rage giving scale" 0.1 } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 27000 Name "Phase2" } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 14000 Name "Phase3" } EventChangeAttributes { Phase2 { WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Item "The Reserve Shooter" ItemAttributes { ItemName "The Reserve Shooter" "bleeding duration" 1 "mult bleeding delay" 0.2 "fire rate bonus" 0.8 "bullets per shot bonus" 1.5 "damage bonus" 1.4 "fire rate bonus with reduced health" 0.4 "attach particle effect" 702 "Paintkit_proto_def_index" 226 "Set_item_texture_wear" 1 "health on radius damage" 3000 } CharacterAttributes { "move speed bonus" 1.2 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "rage giving scale" 0.1 "attach particle effect" 702 "mult stun resistance" 0.1 } } Phase3 { WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Item "The Reserve Shooter" ItemAttributes { ItemName "The Reserve Shooter" "bleeding duration" 2 "fire rate bonus" 0.1 "bullets per shot bonus" 1.4 "damage bonus" 1.3 "fire rate bonus with reduced health" 0.4 "attach particle effect" 702 "Paintkit_proto_def_index" 226 "Set_item_texture_wear" 1 "health on radius damage" 4000 "add cond on hit" 24 "add cond on hit duration" 20 } CharacterAttributes { "move speed bonus" 1.25 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "rage giving scale" 0.1 "attach particle effect" 702 "mult stun resistance" 0.1 } } } Taunt { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 27000 } AddCond { Index 5 Delay 0 Duration 6 IfHealthBelow 27000 } AddCond { Index 28 Delay 0 Duration 6 IfHealthBelow 27000 } Taunt { Delay 0 Cooldown 0 Repeats 1 IfHealthBelow 14000 } AddCond { Index 5 Delay 0 Duration 6 IfHealthBelow 14000 } AddCond { Index 28 Delay 0 Duration 6 IfHealthBelow 14000 } } } } } WaveSpawn { WaitForAllDead "1g" Where flankers TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 Support 1 RandomChoice { TFBot { Class Soldier WeaponRestrictions SecondaryOnly Attributes AlwaysCrit DropWeapon 1 Item "Panic Attack Shotgun" Item "Fancy Dress Uniform" Item "Armored Authority" Name "Shotgun Soldier" ClassIcon heavy_shotgun ItemAttributes { ItemName "Panic Attack Shotgun" "clip size penalty" 0.5 "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" } } TFBot { Class Pyro WeaponRestrictions SecondaryOnly Attributes AlwaysCrit DropWeapon 1 Item "Panic Attack Shotgun" Item "Deity's Dress" Item "Feathered Fiend" Name "Shotgun Pyro" ClassIcon heavy_shotgun ItemAttributes { ItemName "Panic Attack Shotgun" "clip size penalty" 0.5 "add cond when active" 40 "custom weapon fire sound" "Weapon_FrontierJustice.SingleCrit" "custom item model" "models/weapons/c_models/c_frontierjustice/c_frontierjustice.mdl" } } TFBot { Class HeavyWeapons WeaponRestrictions SecondaryOnly Attributes AlwaysCrit DropWeapon 1 Item "Panic Attack Shotgun" Item "The Tyurtlenek" Item "Full Metal Helmet" Name "Shotgun Heavy" ClassIcon heavy_shotgun ItemAttributes { ItemName "Panic Attack Shotgun" "clip size penalty" 0.5 "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" } } TFBot { Class Engineer Action FetchFlag ClassIcon engineer_frontier_justice_nys Item "Panic Attack Shotgun" Item "Cargo Constructor" Item "Hazard Handler" Attributes HoldFireUntilFullReload Attributes AlwaysCrit Skill Hard DropWeapon 1 ItemAttributes { ItemName "Panic Attack Shotgun" "clip size penalty" 0.5 "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 { WaitForAllDead "1h" Where flankers TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 Support 1 TFBot { Class Soldier Skill Normal DropWeapon 1 } } } } /////////////// // Version 1: // Release /////////////// // Version 1.1: // I did a few things /////////////// // Version 1.2 // Tank spawnwaves adjusted // Tanks spawn too late and their support gets melted before the tanks comes out. // Boss should be more deadly /////////////// // Version 1.3 // Boss isn't so cracked anymore ///////////////