#base robot_giant.pop #base robot_standard.pop #base robot_radar.pop // ==== ROBOT SPAWN NAMES ==== // spawnbot_carrier_any spawn left / right at random // spawnbot_carrier_bombside spawn on the bomb path // spawnbot_carrier_altside spawn on opposite of the bomb path // spawnbot_carrier_left force spawn on left // spawnbot_carrier_right force spawn on right // spawnbot_forward_any spawn left / right at random // spawnbot_forward_bombside spawn on the bomb path // spawnbot_forward_altside spawn on opposite of the bomb path // spawnbot_forward_cliffside force spawn on cliffside // spawnbot_forward_warehouse force spawn on warehouse // spawnbot_carrier_bombside_slot1 OBSOLETE // spawnbot_carrier_altside_slot1 OBSOLETE // spawnbot_lieutenant_left OBSOLETE // spawnbot_lieutenant_right OBSOLETE // spawnbot_air_left // spawnbot_air_right // spawnbot_air_middle // spawnbot_air_middle_dead does not drop bomb on rooftops // spawnbot_air_cliffside // spawnbot_air_any OBSOLETE // spawnbot_air_platform // spawnbot_air_giant only for giants with >=1.75 scale // ==== TANK SPAWN NAMES ==== // tank_bombside tank follows the bomb path (from start to b4 top) // tank_altside tank does not follow the bomb path (from start to b4 top) // tank_force_left force use left/cliffside // tank_force_right force use right/warehouse // tank_forward_bombside tank follows the bomb path (from start to b4 top) // tank_forward_altside tank does not follow the bomb path (from start to b4 top) // tank_force_cliffside force use cliffside // tank_force_warehouse force use warehouse // ==== TAGS ==== // giant used for giants so they won't get stuck in certain areas // flank_main flank through non-bomb path (warehouse / cliffside) // ==== WAVE SETTINGS ==== // wavesetting_bxx 1 normal bomb // wavesetting_bbx 2 normal bomb // wavesetting_bbb 3 normal bomb // wavesetting_ixx 1 ironman bomb (reset at 40s) // wavesetting_iix 2 ironman bomb (reset at 40s) // wavesetting_iii 3 ironman bomb (reset at 40s) // wavesetting_exx 1 endurance bomb (reset at 70s) // wavesetting_eex 2 endurance bomb (reset at 70s) // wavesetting_eee 3 endurance bomb (reset at 70s) // wavesetting_bxx_airbomb 1 normal bomb + show "bomb from above" message // // wavesetting_bxx_lne 1 normal bomb + force route: left > near > easy dropdown // wavesetting_bxx_lfe 1 normal bomb + force route: left > far > easy dropdown // wavesetting_bxx_lnh 1 normal bomb + force route: left > near > hard dropdown // wavesetting_bxx_lfh 1 normal bomb + force route: left > far > hard dropdown // wavesetting_bxx_rne 1 normal bomb + force route: right > near > easy dropdown // wavesetting_bxx_rfe 1 normal bomb + force route: right > far > easy dropdown // wavesetting_bxx_rnh 1 normal bomb + force route: right > near > hard dropdown // wavesetting_bxx_rfh 1 normal bomb + force route: right > far > hard dropdown // ROCKY RAVAGE // // ADVANCED MISSION FOR RADAR // // MADE BY PLUZORMINUZ // WaveSchedule { StartingCurrency 900 RespawnWaveTime 6 CanBotsAttackWhileInSpawnRoom no AddSentryBusterWhenDamageDealtExceeds 3000 AddSentryBusterWhenKillCountExceeds 15 Advanced 1 Mission // Sentry Busters { Objective DestroySentries InitialCooldown 30 Where spawnbot_carrier_bombside BeginAtWave 1 RunForThisManyWaves 7 CooldownTime 25 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster Tag giant CharacterAttributes { "airblast vertical vulnerability multiplier" 0.5 "airblast vulnerability multiplier" 0.1 } } } Mission { Objective Sniper InitialCooldown 0 Where spawnbot_carrier_left BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 1 TFBot { Class Sniper Skill Expert MaxVisionRange 9000 } } Mission { Objective Spy InitialCooldown 30 Where spawnbot_forward_any BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 1 TFBot { Template T_TFBot_Spy } } Mission { Objective Engineer InitialCooldown 20 Where spawnbot_carrier_any BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 45 DesiredCount 2 TFBot { Class Engineer Name Engineer Skill Expert Health 275 } } Mission { Objective Spy InitialCooldown 45 Where spawnbot_forward_any BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_Spy } } Mission { Objective Engineer InitialCooldown 80 Where spawnbot_carrier_bombside BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 TFBot { Class Engineer Name Engineer Skill Expert Health 275 } } Mission { Objective Sniper InitialCooldown 30 Where spawnbot_air_middle BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Mission_Sniper_Air } } // Payout // Wave Total Bonus // W0 0 900 900 // W1 650 1550 1650 // W2 700 2250 2450 // W3 700 2950 3250 // W4 700 3650 4050 // W5 750 4400 4900 // W6 750 5150 5750 // W7 250 5400 6000 Wave // Wave 1: Reinitializing Radar Detection... Para-Robots Incoming... // Wave Credits: 650 { InitWaveOutput { Target wavesetting_bxx Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "wave_paraarmy_s1_1a" Where spawnbot_air_left Where spawnbot_air_middle RandomSpawn 1 TotalCount 18 MaxActive 6 SpawnCount 3 WaitBeforeStarting 25 WaitBetweenSpawns 4 TotalCurrency 100 FirstSpawnOutput { Target siren_r_tutor Action Trigger } RandomChoice { TFBot { Class Scout Skill Normal ClassIcon scout_para Item "the b.a.s.e. jumper" CharacterAttributes { "cancel falling damage" 1 } } TFBot { Template T_TFBot_Radar_AirStriker Skill Hard } TFBot { Class Pyro Skill Normal ClassIcon pyro_para Item "the b.a.s.e. jumper" CharacterAttributes { "cancel falling damage" 1 } } } } WaveSpawn { Name "wave_paraarmy_s1_1b" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_paraarmy_s1_1a" TotalCount 9 MaxActive 6 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 3 TotalCurrency 100 TFBot { Template T_TFBot_Radar_Medic_Crossbow } } WaveSpawn { Name "wave_paraarmy_s1_2a" Where spawnbot_carrier_bombside TotalCount 21 MaxActive 9 SpawnCount 3 WaitBeforeStarting 2.5 WaitBetweenSpawns 6 TotalCurrency 50 RandomChoice { TFBot { Class Soldier Skill Hard BehaviorModifiers Push } TFBot { Class Soldier Skill Hard } } } WaveSpawn { Name "wave_paraarmy_s1_2b" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_paraarmy_s1_2a" TotalCount 27 MaxActive 9 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 4 TotalCurrency 50 TFBot { Template T_TFBot_Pyro_Flaregun Skill Hard } } WaveSpawn { Name "wave_paraarmy_s1_2c" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_paraarmy_s1_4" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 25 TFBot { Class scout Skill Expert Health 3000 ClassIcon scout_jumping_g Name "Giant Jumping Sandman" WeaponRestrictions MeleeOnly Item "The Sandman" Item "The Hanger-On Hood" Item "The Flight of the Monarch" Attributes MiniBoss Attributes AutoJump AutoJumpMin 1 AutoJumpMax 6 ItemAttributes { ItemName "The Sandman" "damage bonus" 2 "effect bar recharge rate increased" 0.1 } CharacterAttributes { "increased jump height" 3 "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "head scale" 1.5 "cancel falling damage" 1 } } } WaveSpawn { Name "wave_paraarmy_s1_3" Where spawnbot_carrier_bombside TotalCount 18 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 225 Squad { TFBot { Class Demoman Name "Demoknight" ClassIcon demoknight Skill Hard Item "The Chargin' Targe" Item "The Eyelander" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } } TFBot { Template T_TFBot_Medic_QuickFix Skill Normal Attributes SpawnWithFullCharge } TFBot { Template T_TFBot_Medic_QuickFix Skill Normal Attributes SpawnWithFullCharge } } } WaveSpawn { Name "wave_paraarmy_s1_4" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_paraarmy_s1_2a" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Class Heavyweapons Name "Giant Mega-Shotgun Heavy" ClassIcon heavy_shotgun_healonkill Skill Expert Health 8000 WeaponRestrictions SecondaryOnly MaxVisionRange 6000 Attributes MiniBoss Tag giant ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "fire rate bonus" 2.5 "bullets per shot bonus" 15 "damage penalty" 0.5 "faster reload rate" 0.1 "heal on kill" 700 } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "attack projectiles" 1 "override footstep sound set" 2 "cancel falling damage" 1 } } } } Wave // Wave 2: Accurate Scouts // Wave Credits: 700 { InitWaveOutput { Target wavesetting_bxx Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "wave_accuscouts_s1_1" Where spawnbot_carrier_bombside TotalCount 24 MaxActive 18 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 100 Squad { FormationSize 500 ShouldPreserveSquad 1 TFBot { Class Scout ClassIcon scout_bat WeaponRestrictions MeleeOnly } TFBot { Class Engineer Skill Expert Name "Texan Gunslinger" WeaponRestrictions SecondaryOnly ClassIcon engineer_accu Attributes AlwaysFireWeapon BehaviorModifiers Mobber Health 90 CharacterAttributes { "weapon spread bonus" 0.55 "cannot pick up intelligence" 1 } } TFBot { Class Engineer Skill Expert Name "Texan Gunslinger" WeaponRestrictions SecondaryOnly ClassIcon engineer_accu Attributes AlwaysFireWeapon BehaviorModifiers Mobber Health 90 CharacterAttributes { "weapon spread bonus" 0.55 "cannot pick up intelligence" 1 } } } } WaveSpawn { Name "wave_accuscouts_s1_2" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_accuscouts_s1_1" TotalCount 36 MaxActive 16 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 2 TotalCurrency 150 RandomChoice { TFBot { Template T_TFBot_Sniper_SMG_Accurate Skill Expert } TFBot { Template T_TFBot_Sniper_SMG_Accurate Skill Expert } TFBot { Template T_TFBot_Sniper_SMG_Accurate Skill Expert } TFBot { Template T_TFBot_Sniper_SMG_Accurate Skill Hard } TFBot { Template T_TFBot_Sniper_SMG_Accurate BehaviorModifiers Push Skill Expert } TFBot { Template T_TFBot_Sniper_SMG_Accurate Tag flank_main BehaviorModifiers Push Skill Normal } } } WaveSpawn { Name "wave_accuscouts_s1_3" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_accuscouts_s1_2" TotalCount 60 MaxActive 16 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 2 TotalCurrency 150 RandomChoice { TFBot { Template T_TFBot_Scout_Pistol_Accurate Skill Expert } TFBot { Template T_TFBot_Scout_Pistol_Accurate Skill Expert } TFBot { Template T_TFBot_Scout_Pistol_Accurate Skill Expert } TFBot { Template T_TFBot_Scout_Pistol_Accurate Skill Hard } TFBot { Template T_TFBot_Scout_Pistol_Accurate BehaviorModifiers Push Skill Expert } TFBot { Template T_TFBot_Scout_Pistol_Accurate Tag flank_main BehaviorModifiers Push Skill Normal } } } WaveSpawn { Name "wave_accuscouts_s2_1" Where spawnbot_carrier_bombside TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 25 TotalCurrency 25 TFBot { Class Soldier Name "Giant Infinite Conch Soldier" ClassIcon soldier_conch_only Skill Expert Health 3800 WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Concheror" Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 999 } } } WaveSpawn { Name "wave_accuscouts_s2_2" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_accuscouts_s2_1" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 25 TotalCurrency 25 TFBot { Class Soldier Name "Giant Infinite Backup Soldier" ClassIcon soldier_backup_only Skill Expert Health 3800 WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Battalion's Backup" Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 999 } } } WaveSpawn { Name "wave_accuscouts_s2_3" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_accuscouts_s2_2" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 25 TotalCurrency 25 TFBot { Class Soldier Name "Giant Infinite Buff Soldier" ClassIcon soldier_buff_only Skill Expert Health 3800 WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Buff Banner" Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 999 } } } WaveSpawn { Name "wave_accuscouts_s2_4" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_accuscouts_s2_3" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 25 TotalCurrency 25 TFBot { Class Soldier Name "Giant Infinite Conch Soldier" ClassIcon soldier_conch_only Skill Expert Health 3800 WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Concheror" Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 999 } } } WaveSpawn { Name "wave_accuscouts_s2_5" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_accuscouts_s2_4" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 25 TotalCurrency 25 TFBot { Class Soldier Name "Giant Infinite Backup Soldier" ClassIcon soldier_backup_only Skill Expert Health 3800 WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Battalion's Backup" Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 999 } } } WaveSpawn { Name "wave_accuscouts_s2_6" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_accuscouts_s2_5" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 25 TotalCurrency 25 TFBot { Class Soldier Name "Giant Infinite Buff Soldier" ClassIcon soldier_buff_only Skill Expert Health 3800 WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Buff Banner" Tag giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 999 } } } WaveSpawn { TotalCount 1 WaitBeforeStarting 40 TotalCurrency 75 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 18000 Speed 75 StartingPathTrackNode "tank_force_left" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCount 1 WaitBeforeStarting 40 TotalCurrency 75 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 18000 Speed 75 StartingPathTrackNode "tank_force_right" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } Wave // Wave 3: High bomb //(the only wave where the bomb enters from above) // Wave Credits: 700 { InitWaveOutput { Target wavesetting_bxx_airbomb Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "wave_highbomb_s1_1" Where spawnbot_air_middle_dead RandomSpawn 1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 5 FirstSpawnOutput { Target siren_r_highbomb Action Trigger } TFBot { Template T_TFBot_Radar_AirStriker Skill Hard } } WaveSpawn { Name "wave_highbomb_s1_1" Where spawnbot_air_left Where spawnbot_air_middle Where spawnbot_air_right RandomSpawn 1 TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0.5 WaitBetweenSpawns 13 TotalCurrency 25 TFBot { Template T_TFBot_Radar_AirStriker Skill Hard } } WaveSpawn { Name "wave_highbomb_s1_1" Where spawnbot_air_left Where spawnbot_air_middle Where spawnbot_air_right RandomSpawn 1 TotalCount 18 MaxActive 12 SpawnCount 6 WaitBeforeStarting 13 WaitBetweenSpawns 13 TotalCurrency 120 TFBot { Template T_TFBot_Radar_AirStriker Skill Hard } } WaveSpawn { Name "wave_highbomb_s1_2" Where spawnbot_carrier_bombside TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 35 TotalCurrency 200 TFBot { Template T_TFBot_Radar_Scout_Giant_Melee } } WaveSpawn { Name "wave_highbomb_s2_1" Where spawnbot_carrier_bombside TotalCount 28 MaxActive 8 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 6 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Radar_Demo_LnL Skill Expert } TFBot // reflecto pyros, in the middle { Class Pyro Skill Expert Name "Pyro Reflecto" } TFBot // blinding pyros { Class Pyro Skill Easy Name "Blinding Pyro" Attributes AlwaysFireWeapon } TFBot // blinding pyros { Class Pyro Skill Easy Name "Blinding Pyro" Attributes AlwaysFireWeapon } } } WaveSpawn { Name "wave_highbomb_s3_1" Where spawnbot_carrier_any WaitForAllDead "wave_highbomb_s1_1" TotalCount 30 MaxActive 7 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 50 TFBot { Template T_TFBot_Radar_Pyro_ThirdDeg } } WaveSpawn { Name "wave_highbomb_s3_2" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_highbomb_s2_1" TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 50 TFBot { Class Scout Name "Hyper League Scout" Skill Expert ClassIcon scout_stun WeaponRestrictions MeleeOnly Item "The Sandman" Item "Batter's Helmet" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.05 "applies snare effect" 0.9 } } } WaveSpawn { Name "wave_highbomb_boss1" Where spawnbot_carrier_bombside WaitForAllDead "wave_highbomb_s1_1" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Radar_Demo_Giant_LnL } TFBot { Template T_TFBot_Standard_Medic_Giant_Kritz Skill Normal } } } } Wave // Wave 4: Firework Show? // Wave Credits: 750 { InitWaveOutput { Target wavesetting_bxx Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "wave_fireworkshow_s1_1a" Where spawnbot_carrier_bombside TotalCount 16 MaxActive 16 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer_ScorchShot ClassIcon pyro_scorch Health 4000 // standard scorch CharacterAttributes { "cancel falling damage" 1 } } TFBot { Class Pyro Skill Expert Name "Pyro Reflecto" WeaponRestrictions PrimaryOnly } TFBot { Template T_TFBot_Radar_Demo_Quickie2 Skill Hard } TFBot { Template T_TFBot_Radar_Demo_Quickie2 Skill Hard } TFBot { Class Pyro Skill Easy Name "Blinding Pyro" Attributes AlwaysFireWeapon WeaponRestrictions PrimaryOnly } TFBot { Class Pyro Skill Easy Name "Blinding Pyro" Attributes AlwaysFireWeapon WeaponRestrictions PrimaryOnly } TFBot { Template T_TFBot_Radar_Soldier_Inf_Backup Skill Hard } TFBot { Template T_TFBot_Radar_Soldier_Inf_Conch Skill Hard } } } WaveSpawn { Name "wave_fireworkshow_s1_1b" Where spawnbot_carrier_bombside WaitForAllDead "wave_fireworkshow_s1_1a" TotalCount 8 MaxActive 8 SpawnCount 8 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Radar_Giant_Heavy_Ignite } TFBot { Class Pyro Skill Expert Name "Pyro Reflecto" WeaponRestrictions PrimaryOnly } TFBot { Template T_TFBot_Radar_Demo_Quickie2 } TFBot { Template T_TFBot_Radar_Demo_Quickie2 } TFBot { Class Pyro Skill Easy Name "Blinding Pyro" Attributes AlwaysFireWeapon WeaponRestrictions PrimaryOnly } TFBot { Class Pyro Skill Easy Name "Blinding Pyro" Attributes AlwaysFireWeapon WeaponRestrictions PrimaryOnly } TFBot { Template T_TFBot_Radar_Soldier_Inf_Backup } TFBot { Template T_TFBot_Radar_Soldier_Inf_Conch } } } WaveSpawn { TotalCount 1 WaitBeforeStarting 60 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 30000 Speed 75 StartingPathTrackNode "tank_bombside" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave_fireworkshow_s2_1a" Where spawnbot_air_middle TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 25 WaitBetweenSpawns 15 TotalCurrency 25 FirstSpawnOutput { Target siren_r Action Trigger } TFBot { Template T_TFBot_Radar_AirStriker } } WaveSpawn { Name "wave_fireworkshow_s2_1b" Where spawnbot_air_middle TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 25 WaitBetweenSpawns 15 TotalCurrency 25 TFBot { Template T_TFBot_Radar_Demo_Quickie1_Para } } WaveSpawn { Name "wave_fireworkshow_s3" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_fireworkshow_s1_1b" TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 15 TotalCurrency 30 Squad { ShouldPreserveSquad 1 TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Heavyweapons_Fist } } } WaveSpawn { Name "wave_fireworkshow_sup1a" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_fireworkshow_s1_1a" TotalCount 20 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 4 TotalCurrency 35 Support 1 TFBot { Class Demoman Name "Demoknight" ClassIcon demoknight Skill Hard Item "The Chargin' Targe" Item "The Eyelander" WeaponRestrictions MeleeOnly Attributes AlwaysCrit CharacterAttributes { "charge time increased" 1.5 } } } WaveSpawn { Name "wave_fireworkshow_sup2a" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_fireworkshow_s1_1a" TotalCount 20 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 4 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Radar_Scout_Bonk Health 125 } } WaveSpawn { Name "wave_fireworkshow_sup1b" Where spawnbot_carrier_bombside WaitForAllDead "wave_fireworkshow_s1_1b" TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 4 TotalCurrency 35 TFBot { Template T_TFBot_Radar_Soldier_Giant_BlackBox } } } Wave // Wave 5: Class Minions // Wave Credits: 750 { InitWaveOutput { Target wavesetting_bxx Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "wave_classminions_s1" Where spawnbot_carrier_bombside TotalCount 12 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 50 TFBot { Template T_TFBot_Radar_Scout_Winger Attributes Aggressive Health 125 } } WaveSpawn { Name "wave_classminions_s1" Where spawnbot_carrier_bombside TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Template T_TFBot_Radar_Scout_Giant_FAN_Anc Health 2500 Tag addcond_28 Name "Giant Anchored Scout" } } WaveSpawn { Name "wave_classminions_s1_2" Where spawnbot_air_left RandomSpawn 1 TotalCount 24 MaxActive 9 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 5 TotalCurrency 50 FirstSpawnOutput { Target siren_r Action Trigger } TFBot { Template T_TFBot_Radar_Scout_Milkman Health 125 Name "Rapid Milk Replenisher" Attributes Aggressive Item "the b.a.s.e. jumper" ClassIcon scout_milk_para CharacterAttributes { "cancel falling damage" 1 "move speed bonus" 1.5 } } } WaveSpawn { Name "wave_classminions_s2" Where spawnbot_carrier_bombside WaitForAllDead "wave_classminions_s1" TotalCount 30 MaxActive 17 SpawnCount 6 WaitBeforeStarting 7 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Template T_TFBot_Radar_Heavy_Brass } } WaveSpawn { Name "wave_classminions_s2_2" Where spawnbot_air_platform WaitForAllSpawned "wave_classminions_s1_2" TotalCount 14 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 2 TotalCurrency 50 FirstSpawnOutput { Target siren_r Action Trigger } TFBot { Template T_TFBot_Radar_Heavy_Holiday Item "the b.a.s.e. jumper" ClassIcon heavy_mittens_para CharacterAttributes { "cancel falling damage" 1 } } } WaveSpawn // this boss is temporary and subject to change { Name "wave_classminions_s2" Where spawnbot_carrier_bombside WaitForAllDead "wave_classminions_s1" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFBot_Chief_Heavyweapons_HealOnKill Health 20000 Name "Chief Heal-on-Kill Deflector" CharacterAttributes { "cancel falling damage" 1 } ItemAttributes { ItemName "Deflector" "heal on kill" 2000 } } } WaveSpawn { Name "wave_classminions_s3" Where spawnbot_carrier_bombside WaitForAllDead "wave_classminions_s2_2" TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 8 TotalCurrency 75 TFBot { Template T_TFBot_Radar_Demo_Quickie2 } } WaveSpawn { Name "wave_classminions_s3" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_classminions_s2" TotalCount 44 MaxActive 12 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 6 TotalCurrency 75 TFBot { Class Demoman Name "Demoknight" ClassIcon demoknight Skill Hard Item "The Chargin' Targe" Item "The Eyelander" WeaponRestrictions MeleeOnly Attributes AlwaysCrit CharacterAttributes { "charge time increased" 2 } } } WaveSpawn // this boss is temporary and subject to change { Name "wave_classminions_s3" Where spawnbot_carrier_any WaitForAllDead "wave_classminions_s2" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 150 TFBot { Template T_TFBot_Radar_Demo_Quickie2_Landmine Name "Chief Quickie Demo" Health 35000 ClassIcon demo_quickie_firework_g Attributes UseBossHealthBar CharacterAttributes { "cancel falling damage" 1 "health regen" 50 } } } } Wave // Wave 6: Selective Robots // Wave Credits: 750 { InitWaveOutput { Target wavesetting_bxx Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes // Sub-wave 2a: TUTORIAL // Upon kiling all of these, everything else starts // Hey why are you reading this comment? :) WaveSpawn { Name "wave_selective_tutor" Where spawnbot_carrier_bombside TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 10 Squad { TFBot { Template T_TFBot_Radar_Gaunt } TFBot { Template T_TFBot_Radar_Medic_Vacc_E_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_F_75 } } } WaveSpawn { Name "wave_selective_tutor" Where spawnbot_carrier_bombside TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 15 TotalCurrency 10 Squad { TFBot { Template T_TFBot_Radar_Gaunt } TFBot { Template T_TFBot_Radar_Medic_Vacc_B_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_F_75 } } } WaveSpawn { Name "wave_selective_tutor" Where spawnbot_carrier_bombside TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 15 TotalCurrency 10 Squad { TFBot { Template T_TFBot_Radar_Gaunt } TFBot { Template T_TFBot_Radar_Medic_Vacc_B_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_E_75 } } } // Sub-wave TANKS WaveSpawn { TotalCount 1 WaitForAllSpawned "wave_selective_tutor" WaitBeforeStarting 70 TotalCurrency 150 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 40000 Speed 75 StartingPathTrackNode "tank_force_left" Skin 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } // Sub-wave SUPPORT: BACKLINE PYROS (airdrop) WaveSpawn { Name "wave_selective_sup_01" Where spawnbot_air_platform WaitForAllSpawned "wave_selective_tutor" RandomSpawn 1 TotalCount 30 MaxActive 4 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 30 Support 1 FirstSpawnOutput { Target siren_r Action Trigger } TFBot { Template T_TFBot_Radar_Pyro_Backburn ClassIcon pyro_para BehaviorModifiers Push Item "the b.a.s.e. jumper" CharacterAttributes { "cancel falling damage" 1 } } } // Sub-wave 2c: SCOUT WaveSpawn { Name "wave_selective_01a" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_tutor" TotalCount 6 MaxActive 4 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 40 Squad { TFBot { Class Scout Skill Expert } TFBot { Template T_TFBot_Radar_Medic_Vacc_E_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_F_75 } } } WaveSpawn { Name "wave_selective_01b" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_tutor" TotalCount 6 MaxActive 4 SpawnCount 3 WaitBeforeStarting 14 WaitBetweenSpawns 10 TotalCurrency 40 Squad { TFBot { Class Scout Skill Expert } TFBot { Template T_TFBot_Radar_Medic_Vacc_B_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_F_75 } } } WaveSpawn { Name "wave_selective_01c" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_tutor" TotalCount 6 MaxActive 4 SpawnCount 3 WaitBeforeStarting 18 WaitBetweenSpawns 10 TotalCurrency 40 Squad { TFBot { Class Scout Skill Expert } TFBot { Template T_TFBot_Radar_Medic_Vacc_B_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_E_75 } } } // Sub-wave 2d: DEMOMAN WaveSpawn { Name "wave_selective_02a" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_01a" TotalCount 6 MaxActive 4 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCurrency 40 Squad { TFBot { Class Demoman Skill Expert } TFBot { Template T_TFBot_Radar_Medic_Vacc_E_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_F_75 } } } WaveSpawn { Name "wave_selective_02b" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_01b" TotalCount 6 MaxActive 4 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCurrency 40 Squad { TFBot { Class Demoman Skill Expert } TFBot { Template T_TFBot_Radar_Medic_Vacc_B_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_F_75 } } } WaveSpawn { Name "wave_selective_02c" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_01c" TotalCount 6 MaxActive 4 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCurrency 40 Squad { TFBot { Class Demoman Skill Expert } TFBot { Template T_TFBot_Radar_Medic_Vacc_B_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_E_75 } } } // Sub-wave 2e: HEAVY WaveSpawn { Name "wave_selective_03a" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_02a" TotalCount 6 MaxActive 4 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCurrency 40 Squad { TFBot { Class Heavyweapons Skill Expert } TFBot { Template T_TFBot_Radar_Medic_Vacc_E_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_F_75 } } } WaveSpawn { Name "wave_selective_03b" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_02b" TotalCount 6 MaxActive 4 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCurrency 40 Squad { TFBot { Class Heavyweapons Skill Expert } TFBot { Template T_TFBot_Radar_Medic_Vacc_B_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_F_75 } } } WaveSpawn { Name "wave_selective_03c" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_02c" TotalCount 6 MaxActive 4 SpawnCount 3 WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCurrency 40 Squad { TFBot { Class Heavyweapons Skill Expert } TFBot { Template T_TFBot_Radar_Medic_Vacc_B_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_E_75 } } } // Sub-wave 2b: GAUNTLETS + BUFFS WaveSpawn { Name "wave_selective_04a" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_03a" TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCurrency 40 Squad { TFBot { Template T_TFBot_Radar_Gaunt } TFBot { Template T_TFBot_Radar_Medic_Vacc_E_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_F_75 } TFBot { Template T_TFBot_Radar_Soldier_Inf_Backup } TFBot { Template T_TFBot_Radar_Soldier_Inf_Banner } TFBot { Template T_TFBot_Radar_Soldier_Inf_Conch } } } WaveSpawn { Name "wave_selective_04b" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_03b" TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCurrency 40 Squad { TFBot { Template T_TFBot_Radar_Gaunt } TFBot { Template T_TFBot_Radar_Medic_Vacc_B_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_F_75 } TFBot { Template T_TFBot_Radar_Soldier_Inf_Backup } TFBot { Template T_TFBot_Radar_Soldier_Inf_Banner } TFBot { Template T_TFBot_Radar_Soldier_Inf_Conch } } } WaveSpawn { Name "wave_selective_04c" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_03c" TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCurrency 40 Squad { TFBot { Template T_TFBot_Radar_Gaunt } TFBot { Template T_TFBot_Radar_Medic_Vacc_B_75 } TFBot { Template T_TFBot_Radar_Medic_Vacc_E_75 } TFBot { Template T_TFBot_Radar_Soldier_Inf_Backup } TFBot { Template T_TFBot_Radar_Soldier_Inf_Banner } TFBot { Template T_TFBot_Radar_Soldier_Inf_Conch } } } WaveSpawn { Name "wave_selective_05a" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_04a" WaitForAllSpawned "wave_selective_04b" WaitForAllSpawned "wave_selective_04c" TotalCount 24 MaxActive 16 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 5 TotalCurrency 30 Support 1 TFBot { Template T_TFBot_Pyro_Fury } } WaveSpawn { Name "wave_selective_05b" Where spawnbot_carrier_bombside WaitForAllSpawned "wave_selective_04a" WaitForAllSpawned "wave_selective_04b" WaitForAllSpawned "wave_selective_04c" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 0 TotalCurrency 30 Squad { TFBot { Template T_TFBot_Giant_Pyro_Fury Health 8000 Attributes UseBossHealthBar CharacterAttributes { "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "airblast vertical vulnerability multiplier" 0.01 } } TFBot { Template T_TFBot_Giant_Medic_Shield Skill Normal Attributes UseBossHealthBar ClassIcon medic_shield_qf } } } } Wave // Wave 7: Sync // Wave Credits: 250 { InitWaveOutput { Target wavesetting_bxx Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "wave_advfinale_s1_1" Where spawnbot_carrier_bombside TotalCount 24 MaxActive 7 SpawnCount 4 WaitBeforeStarting 1 WaitBetweenSpawns 4 TotalCurrency 50 TFBot { Template T_TFBot_Radar_Scout_Bonk Health 125 CharacterAttributes { "mod mini-crit airborne" 1 "increase buff duration" 3 } } } WaveSpawn { Name "wave_advfinale_s1_1" Where spawnbot_carrier_bombside TotalCount 12 MaxActive 5 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" Name "Crits Blast Soldier" Attributes AlwaysCrit ClassIcon soldier_libertylauncher Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage bonus" 0.25 "fire rate bonus" 0.001 "clip size upgrade atomic" -1 "Blast radius decreased" 1.2 "projectile spread angle penalty" 2 "rocket jump damage reduction" 0 } } } WaveSpawn { Name "wave_advfinale_boss_sup" Where spawnbot_air_left Where spawnbot_air_middle RandomSpawn 1 WaitForAllSpawned "wave_advfinale_boss" TotalCount 50 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 0 Support 1 TFBot { Template T_TFBot_Radar_AirStriker_Meteor } } WaveSpawn { Name "wave_advfinale_s1_3a" Where spawnbot_carrier_bombside TotalCount 16 MaxActive 4 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 6 TotalCurrency 25 Support 1 TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn { Name "wave_advfinale_boss" Where spawnbot_air_giant TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 40 WaitBetweenSpawns 0 TotalCurrency 100 FirstSpawnWarningSound "vo\mvm\norm\taunts\soldier_mvm_taunts17.mp3" LastSpawnWarningSound "mvm\giant_soldier\giant_soldier_explode.wav" Squad { FormationSize 100 TFBot { Class Soldier Skill Expert Name "Deputy Air-Strike Commander" ClassIcon soldier_airstrike_para_g MaxVisionRange 90000 Item "the air strike" Item "the b.a.s.e. jumper" Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes AutoJump AutoJumpMax 15 AutoJumpMin 15 Health 35000 Scale 1.9 Tag giant Tag boss_leader CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 3 "cancel falling damage" 1 "rocket jump damage reduction" 0 "clip size upgrade atomic" 26 "Reload time increased" 0.15 "damage bonus" 0.75 "fire rate bonus" 0.000001 "blast radius increased" 1.1 "projectile spread angle penalty" 5 "increased jump height" 25 } } TFBot { Template T_TFBot_Radar_Medic_Vacc_B Item "the b.a.s.e. jumper" Scale 1.9 Health 8000 Attributes MiniBoss Attributes UseBossHealthBar Attributes AutoJump Attributes Parachute AutoJumpMax 15 AutoJumpMin 15 Tag giant ClassIcon medic_bullet_para Skill Normal Tag boss_squad_medic CharacterAttributes { "move speed bonus" 2 "health regen" 50 "cancel falling damage" 1 "increased jump height" 25 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 } } TFBot { Template T_TFBot_Radar_Medic_Vacc_E Item "the b.a.s.e. jumper" Scale 1.9 Health 8000 Attributes MiniBoss Attributes UseBossHealthBar Attributes AutoJump Attributes Parachute AutoJumpMax 15 AutoJumpMin 15 ClassIcon medic_blast_para Tag giant Skill Normal Tag boss_squad_medic CharacterAttributes { "move speed bonus" 2 "cancel falling damage" 1 "health regen" 50 "increased jump height" 25 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 } } TFBot { Template T_TFBot_Radar_Medic_Vacc_F Item "the b.a.s.e. jumper" Scale 1.9 Health 8000 Attributes MiniBoss Attributes UseBossHealthBar Attributes AutoJump Attributes Parachute AutoJumpMax 15 AutoJumpMin 15 ClassIcon medic_fire_para Tag giant Skill Normal Tag boss_squad_medic CharacterAttributes { "move speed bonus" 2 "cancel falling damage" 1 "health regen" 50 "increased jump height" 25 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 } } } } } }