#base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 600 RespawnWaveTime 3 NoReanimators 1 AllowMultipleSappers 1 ClassLimit //Limits the number of specified classes { Scout 0 Soldier 0 Pyro 0 Engineer 0 Demoman 0 Heavyweapons 0 Medic 0 Sniper 0 } PlayerAttributes { "maxammo secondary increased" 2 } CustomWeapon //Allows you to use an alias for items with custom attributes { "Pocket Rocket" // The name you would use in Item key in TFBot { OriginalItemName "powerhouse_revolver_deadreckoner" // The item used as a base "override projectile type" 2 "mini rockets" 1 "clip size penalty" 0.5 } "Warmup Suit" { OriginalItemName "Dead of Night" "dmg taken from fire reduced" 0.5 } "Laser Pointer" { OriginalItemName "teufort_revolver_mayor" "damage penalty" 0.1 "mark for death" 1 "keep disguise on attack" 1 "sniper fires tracer" 1 "crit mod disabled" 1 } "Cryo Gun" { OriginalItemName "TTG Sam Revolver" "clip size penalty" 0.1 "crit mod disabled" 1 "slow enemy on hit major" 3 "set turn to ice" 1 } "La Clémore" { OriginalItemName "Prinny Machete" "melee cleave attack" 1 "move speed penalty" 0.9 "is_a_sword" 1 } "L'Escampette" { OriginalItemName "TF_WEAPON_INVIS" "effect cond override" 32 } "The Ocelot" { OriginalItemName "harvest_revolver_wildwood" "clip size bonus" 2 "reload time increased" 1.8 "last shot crits" 1 "cannot disguise" 1 "fire rate bonus" 0.5 } } ExtraLoadoutItems { Spy { Secondary { Item "Pocket Rocket" } Secondary { Item "Warmup Suit" } Secondary { Item "Laser Pointer" } Secondary { Item "Cryo Gun" } Secondary { Item "The Ocelot" } melee { Item "La Clémore" } PDA2 { Item "L'Escampette" } } } ExtendedUpgrades { upgrade { Name "+25% damage" Attribute "damage bonus" Cap 2 Increment 0.25 Cost 250 AllowedWeapons { Slot "Secondary" } DisallowedWeapons { ItemName "Warmup Suit" ItemName "Laser Pointer" } } upgrade { Name "Explosive Headshots" Attribute "explosive sniper shot" Cap 1 Increment 1 Cost 600 AllowedWeapons { ItemName "The Ambassador" } } } Templates { T_TFBot_Heavy_Pow { Class Heavyweapons Name "Bandit Heavy" Item "The Sinner's Shade" WeaponRestrictions MeleeOnly ClassIcon heavy_fist_nys Action Mobber UseHumanAnimations 1 Skill Expert Taunt { IfSeeTarget 1 Cooldown 3 } } } Mission // Wave 1 sniper { Objective Sniper InitialCooldown 20 Where spawnbot BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 25 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Wave // WAVE 1 ($700) { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn // Tank ($100) { Name "1-1a" TotalCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Tank { Health 10000 Speed 75 Name "Tank" StartingPathTrackNode "tank_path_b1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 2 giant pyros w/ uber med { Name "1-1b" SpawnCount 2 MaxActive 4 TotalCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 8 TotalCurrency 150 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Pyro } TFBot { Template T_TFBot_Medic } } } WaveSpawn // 20 sunstick scouts { Name "1-1c" SpawnCount 5 MaxActive 10 TotalCount 20 WaitBetweenSpawns 4 TotalCurrency 100 Where spawnbot_flank TFBot { Template T_TFBot_Scout_SunStick Name "Sunstick Scout" } } WaveSpawn // 4 giant demoknights { Name "1-2b" SpawnCount 1 MaxActive 4 TotalCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 6 TotalCurrency 150 WaitForAllDead "1-1b" Where spawnbot TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish } } WaveSpawn // 32 heavies { Name "1-2c" SpawnCount 2 MaxActive 8 TotalCount 32 WaitBeforeStarting 6 WaitBetweenSpawns 2 TotalCurrency 100 WaitForAllSpawned "1-1c" Where spawnbot TFBot { Class Heavyweapons Skill Easy } } WaveSpawn // pootis pow support { Name "1-sup" SpawnCount 4 MaxActive 6 TotalCount 10 Support 1 WaitBetweenSpawns 3 TotalCurrency 100 WaitForAllDead "1-1a" Where spawnbot_flank TFBot { Template T_TFBot_Heavy_Pow } } } Wave // this is just broken parts w1 ported to test stuff { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Spy mission - 4 active // Sniper mission - 2 active WaveSpawn //WAVE 01a: 36 total, 18 active, Scout (bonk) + crit soldier { Name "wave01a" Where spawnbot TotalCount 36 MaxActive 18 SpawnCount 6 WaitBeforeStarting 4 WaitBetweenSpawns 5 TotalCurrency 300 Squad { TFBot { Class Scout Skill Easy } TFBot { Class Scout Skill Easy } TFBot { Template T_TFBot_Scout_Bonk } TFBot { Template T_TFBot_Scout_Bonk } TFBot { Template T_TFBot_Scout_Bonk } TFBot { Class Soldier Skill Expert Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.6 } } } } WaveSpawn //WAVE 01b: [GIANT] 4 total, 3 active, Soldier (rapid fire) { Name "wave01b" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 60 TotalCurrency 300 TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn //WAVE 01c: 40 total, 20 active, Heavy (crit) + uber medic + 3 Pyros (WAITFORALLDEAD "WAVE01A") { Name "wave01c" Where spawnbot TotalCount 40 MaxActive 20 SpawnCount 5 WaitForAllDead "wave01a" WaitBeforeStarting 30 WaitBetweenSpawns 15 TotalCurrency 350 Squad { TFBot { Class Heavyweapons Skill Easy Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Class Pyro Skill Easy } TFBot { Class Pyro Skill Easy } TFBot { Class Pyro Skill Easy } } } WaveSpawn //WAVE 01d: 40 total, 22 active, Scout (crit bats) (WAITFORALLSPAWNED "WAVE01C") { Name "wave01d" Where spawnbot TotalCount 40 MaxActive 22 SpawnCount 8 WaitForAllSpawned "wave01c" WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 350 TFBot { Class Scout Skill Easy WeaponRestrictions MeleeOnly Attributes AlwaysCrit } } } }