#base robot_standard.pop #base robot_giant.pop // WAVE 1 - 0$ + B(100$) // ------------------- // TOTAL - 0$ + B(100$) WaveSchedule { StartingCurrency 800 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no FixWavespawnReserveSlotsOnDisabledSpawnbot 1 // Fix wavespawn reserving slots even when spawnbot is disabled PrecacheModel "models/bots/sniper_boss/bot_sniper_boss.mdl" PrecacheSound "mag_deagle_shot.wav" PrecacheSound "mag_deagle_shot_mega.wav" PrecacheSound "commander_warning.wav" PrecacheSound "cheshyre_giant.mp3" Templates { T_TFBot_Soldier_Burst //taken from steel skyline by Sir Metaladon. { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Name "Burst Fire Soldier" ClassIcon soldier_burstfire_giant Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.001 "clip size upgrade atomic" -1 "faster reload rate" 0.8 "projectile spread angle penalty" 2 } } //Taken from Clanker Carnage, by botrot T_TFBot_Soldier_Charged { ClassIcon soldier_crit Name "Charged Soldier" Class Soldier Skill Hard Attributes "AlwaysCrit" Attributes "HoldFireUntilFullReload" Item "the original" Item "The Hat With No Name" ItemAttributes { ItemName "The Original" "damage bonus" 1.5 "faster reload rate" 0.4 "fire rate bonus" 1.25 "projectile speed increased" 0.5 } } T_TFBot_Soldier_Skilled { Class Soldier Skill Expert Name "Veteran Soldier" ClassIcon soldier_airstrike RocketJump 1 AimLeadProjectileSpeed 1 AimTrackingInterval 0.025 Item "Tyrantium Helmet" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Tyrantium Helmet" "attach particle effect" 65 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 414 "set_item_texture_wear" 0 "passive reload" 1 } CharacterAttributes { "rocket jump damage reduction" 0 "cancel falling damage" 1 } } T_TFBot_Soldier_Pale_Burst { Class Soldier Skill Expert ClassIcon soldier_burstfire_shotgun Name "Pale Burst Soldier" AimLeadProjectileSpeed 1 AimTrackingInterval 0.025 Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" Attributes "HoldFireUntilFullReload" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 420 "set_item_texture_wear" 0 "fire rate bonus" 0.001 "faster reload rate" 1.5 "projectile spread angle penalty" 2 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "paintkit_proto_def_index" 420 "set_item_texture_wear" 0 "passive reload" 1 } Item "Tyrantium Helmet" ItemAttributes { ItemName "Tyrantium Helmet" "set item tint rgb" 16777215 "attach particle effect" 65 } SpawnTemplate { Name "PaleBurst" } } T_TFBot_Giant_Soldier_Pale_Burst { Class Soldier Name "Giant Pale Burst Soldier" ClassIcon soldier_burstfire_shotgun_giant Health 3800 Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 420 "set_item_texture_wear" 0 "move speed bonus" 0.5 "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.65 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" "paintkit_proto_def_index" 420 "set_item_texture_wear" 0 "passive reload" 1 //copied gshotgun stats "fire rate bonus" 2.5 "attack projectiles" 1 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 0.1 } Item "Tyrantium Helmet" ItemAttributes { ItemName "Tyrantium Helmet" "set item tint rgb" 16777215 "attach particle effect" 65 } SpawnTemplate { Name "PaleBurst" } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Soldier_Reserve { Class Soldier Skill Normal Item "The Reserve Shooter" WeaponRestrictions SecondaryOnly ClassIcon shotgun_reserve_lite ItemAttributes { ItemName "The Reserve Shooter" "passive reload" 1 } } T_TFBot_Giant_Soldier_Spammer_Direct { Class Soldier Name "Giant Rapid Fire Soldier" ClassIcon soldier_spammer_directhit_yoovy Health 3800 Skill Expert WeaponRestrictions PrimaryOnly Item "The Direct Hit" Item "Thousand-Yard Stare" Attributes MiniBoss ItemAttributes { ItemName "The Direct Hit" "faster reload rate" -0.8 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.65 } } T_TFBot_Soldier_RocketPush_Reserve //A concept inspired by the Chief Pyro's Revenge, before I deleted his knockback { Class Soldier Skill Expert Item "The Liberty Launcher" Item "The Reserve Shooter" Item "The Market Gardener" Name "Blast Combo Soldier" ClassIcon soldier_blast_combo Attributes HoldFireUntilFullReload AimTrackingInterval 0.025 AimLeadProjectileSpeed 1540 ItemAttributes { ItemName "The Liberty Launcher" "damage blast push" 2.4 "damage bonus" .65 "fire rate bonus" 0.001 "clip size upgrade atomic" -3 "faster reload rate" 0.8 "Blast radius decreased" 0.8 } ItemAttributes { ItemName "The Reserve Shooter" "passive reload" 1 } CharacterAttributes { "deploy time increased" 0.75 } Item "Soldier's Stash" ItemModel { ItemName "Soldier's Stash" Model "models/player/items/soldier/soldier_jeepcap.mdl" } ItemAttributes { ItemName "Soldier's Stash" "attachment size" 2.3 "attach particle effect" 65 } SpawnTemplate { Name "ReserveCombo" } } T_TFBot_Soldier_Minigiant_Burst { Class Soldier Skill Hard ClassIcon soldier_burstfire_armored_yoovy Health 1200 Name "Armored Burst Fire Soldier" "scale" 1.5 Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.7 "fire rate bonus" 0.2 "clip size upgrade atomic" 2.0 "Projectile speed increased" 0.65 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } //Taken and edited from robot_downpour, by Tindall Berry T_TFBot_Giant_Soldier_Nuke { Class Soldier Name "Giant Nuke Soldier" ClassIcon soldier_nuker_giant Skill Expert Health 3800 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit Item "The Valley Forge" Item "Batter's Bracers" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 210 "set_item_texture_wear" 0 "fire input on kill" "nuke_soldier_funni^Trigger^" "damage bonus" 2.25 "faster reload rate" -0.8 "blast radius increased" 1.5 "use large smoke explosion" 1 "fire rate penalty" 2 "projectile speed decreased" 0.5 "hand scale" 1.25 "dmg bonus vs buildings" 4 //so this template gets assblasted less by the wrangler existing } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Giant_Soldier_Skilled { Class Soldier Name "Giant Veteran Soldier" ClassIcon soldier_airstrike_giant Skill Expert Health 3800 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss RocketJump 1 AimLeadProjectileSpeed 1 AimTrackingInterval 0.025 Item "Tyrantium Helmet" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 414 "set_item_texture_wear" 0 "passive reload" 1 "self dmg push force increased" 9 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "rocket jump damage reduction" 0 "cancel falling damage" 1 "boots falling stomp" 1 } } T_TFBot_Giant_Soldier_Airstrike { Class Soldier Name "Giant Airstrike Burst Soldier" Item "The B.A.S.E. Jumper" Item "The Whirly Warrior" Item "The Air strike" ClassIcon soldier_airstrike_lite_burstfire_giant Health 3800 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AutoJump AutoJumpMin 8 AutoJumpMax 8 ItemAttributes { ItemName "The Air strike" "move speed bonus" 0.5 "faster reload rate" 0.8 "fire rate bonus" 0.1 "clip size upgrade atomic" 12.0 } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increased jump height" 3 "boots falling stomp" 1 "cancel falling damage" 1 } } T_TFBot_Giant_Soldier_RocketPush_Reserve { Class Soldier Skill Expert Item "The Liberty Launcher" Item "The Reserve Shooter" Item "Jumper's Jeepcap" ClassIcon soldier_blast_combo_giant Attributes MiniBoss Attributes HoldFireUntilFullReload Name "Giant Blast Combo Soldier" Health 3300 ItemAttributes { ItemName "The Liberty Launcher" "damage blast push" 3 "damage bonus" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 5 "faster reload rate" 0.2 "Blast radius decreased" 1.2 "projectile spread angle penalty" 4 } ItemAttributes { ItemName "The Reserve Shooter" "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 0.1 "passive reload" 1 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 "deploy time increased" 0.75 } SpawnTemplate { Name "ReserveCombo" } } //Horrible idea, DO NOT USE, EVER T_TFBot_Giant_Soldier_Skilled_Boss { Class Soldier Name "Chief Veteran Soldier" ClassIcon soldier_barrage Health 32500 Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge RocketJump 1 AimLeadProjectileSpeed 1 AimTrackingInterval 0.025 Action Mobber //RAF, REPLACE WITH VSCRIPT WHEN THE TIME COMES ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.01 //Time before the first bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 16251 //When set, the task activates only when the bot health is below specified value Name "A" // Name of the bot attributes listed in EventChangeAttributes } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}Chief Veteran Soldier{reset} : {fbeccf}No fair!{fbecff} Engaging Rapid Crit Module" Delay 0.01 Repeats 1 IfHealthBelow 16251 } EventChangeAttributes { Default { Item "Tyrantium Helmet" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Attributes UseBossHealthBar ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 414 "set_item_texture_wear" 0 "passive reload" 1 "self dmg push force increased" 9 "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "Projectile speed increased" 0.4 "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "rocket jump damage reduction" 0 "cancel falling damage" 1 "boots falling stomp" 1 "increase buff duration" 9.0 } } A { Item "Tyrantium Helmet" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Attributes AlwaysCrit Attributes UseBossHealthBar ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "paintkit_proto_def_index" 414 "set_item_texture_wear" 0 "passive reload" 1 "self dmg push force increased" 9 "faster reload rate" 0.22 "faster reload rate" -0.8 "fire rate bonus" 0.4 "projectile spread angle penalty" 5 "Projectile speed increased" 0.6 //so the rockets are destroyed more quickly "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "rocket jump damage reduction" 0 "cancel falling damage" 1 "boots falling stomp" 1 "increase buff duration" 9.0 } } } } T_TFBot_FlareGun_FastShot //the scorch shot is horrible and unfun to fight, this is literally just the fast scorch shot template with a flare gun instead of that godforsaken weapon { Class Pyro Name "Fast Flare Gun" Skill Expert ClassIcon pyro_flare Item "the flare gun" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "the flare gun" "fire rate bonus" 0.75 "faster reload rate" 1 "Projectile speed increased" 1.3 } } T_TFBot_FlareGun_FastShot_Leaping //the scorch shot is horrible and unfun to fight, this is literally just the fast scorch shot template with a flare gun instead of that godforsaken weapon { Class Pyro Name "Leaping Fast Flare Gun" Skill Expert ClassIcon pyro_flare_jumping Item "the flare gun" Item "The Hanger-On Hood" Item "The Flight of the Monarch" WeaponRestrictions SecondaryOnly Attributes AutoJump AutoJumpMin 5 AutoJumpMax 5 ItemAttributes { ItemName "the flare gun" "fire rate bonus" 0.75 "faster reload rate" 1 "Projectile speed increased" 1.3 } CharacterAttributes { "increased jump height" 2 } } T_TFBot_Pyro_EOI_MiniGiant { Class Pyro Health 650 Scale 1.4 Name "Armored Gas Pyro" Skill Hard ClassIcon pyro_gascann_explode Tag bot_giant Item "The Gas Passer" Item "Respectless Robo-Glove" Attributes AlwaysFireWeapon WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Gas Passer" "item_meter_charge_rate" 3 "fire rate bonus" 0.01 "weapon burn time increased" 0.001 "weapon burn dmg increased" 7.5 // 50 damage } ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 1.25 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "airblast vertical vulnerability multiplier" 0.2 } } T_TFBot_Pyro_DragonsFury_Fuel_Injected_Giant { Class Pyro Health 2570 Skill Expert ClassIcon pyro_dragon_fury_fast_giant Tag bot_giant Name "Giant Fuel Injected Fury Pyro" Attributes MiniBoss Item "The Dragon's Fury" Item "Jupiter Jetpack" Item "The Rusty Reaper" Item "The Googol Glass Eyes " ItemAttributes { ItemName "The Rusty Reaper" "set item tint rgb" 5801378 } WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Dragon's Fury" "set_item_texture_wear" 0 "paintkit_proto_def_index" 214 "damage bonus" 1.20 } CharacterAttributes { "airblast disabled" 1 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "move speed bonus" 0.65 } } T_TFBot_Heater_Heavy { Class Heavy Skill Easy ClassIcon heavy_heater_nys Name "Heater Heavy" Item "the huo long heatmaker" Item "The Bunsen Brave" WeaponRestrictions PrimaryOnly } //lifted from robot_spacejockey T_TFBot_Heavyweapons_Shotgun_Burst { Name "Burst Shotgun Heavy" Class HeavyWeapons ClassIcon heavy_shotgun_burst_lite Skill Hard WeaponRestrictions SecondaryOnly Item "Panic Attack Shotgun" ItemAttributes { ItemName "Panic Attack Shotgun" "fire rate bonus" 0.3 "bullets per shot bonus" 1 "damage penalty" 1 "faster reload rate" 0.67 "clip size bonus" 0.67 "auto fires when full" 1 "auto fires full clip" 1 } } T_TFBot_Medic_Kritz { Class Medic Name "Kritz Medic" ClassIcon medic_kritz2 Skill Normal Attributes SpawnWithFullCharge Attributes AlwaysCrit Item "The Kritzkrieg" ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 5 "uber duration bonus" 100 } CharacterAttributes { "bot medic uber health threshold" 200 } } T_TFBot_Medic_BigHeal_Perma_Uber { Class Medic Name "Perma Quick-Fix Medic" Skill Normal ClassIcon medic_infpop Item "The Quick-Fix" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 999 "uber duration bonus" 999 "overheal penalty" 0.5 "health from healers reduced" 0.1 } CharacterAttributes { "heal rate bonus" 10 "bot medic uber health threshold" 200 } } T_TFBot_Medic_BigHeal_Pop { Class Medic Name "Quick-Fix Medic" Skill Normal ClassIcon medic_pop Item "The Quick-Fix" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" 0.1 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 10 } } T_TFBot_Medic_BigHeal_Shield //lifted from robot yucatan, if it ain't broke don't fix it { //not actually a bigheal now Name "Shield Medic" Class Medic Skill Expert ClassIcon medic_shield_qf Attributes ProjectileShield Attributes SpawnWithFullCharge Attributes IgnoreEnemies ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "generate rage on heal" 2 "increase buff duration" 3 "uber duration bonus" -7 } CharacterAttributes { "bot medic uber health threshold" 1 "bot medic uber deploy delay duration" 9999 //one of these solutions is already good enough, but I'm slapping both on for future reference "ubercharge rate bonus" -1 } } T_TFBot_Scout_Cola { Class Scout Name "Crit-a-Cola Scout" ClassIcon scout_cola Skill Normal WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Item "Crit-a-Cola" Item "Bonk Leadwear" ItemAttributes { ItemName "Crit-a-Cola" "effect bar recharge rate increased" 0.5 } } T_TFBot_Scout_Milk { Class Scout Name "Milk Scout" ClassIcon scout_milk Item "Mad Milk" Item "The Milkman" WeaponRestrictions SecondaryOnly MaxVisionRange 1200 //customary for hitscan bots StripItemSlot 2 ItemAttributes //It would be really annoying if this recharged at normal speed { ItemName "Mad Milk" "effect bar recharge rate increased" 1.5 } } T_TFBot_Demo_Persian { Class Demoman ClassIcon demoknight_persian_nys Skill Hard Item "Sultan's Ceremonial" Item "Ali Baba's Wee Booties" Item "The Persian Persuader" Item "The Splendid Screen" Name "Persian Demo" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } WeaponRestrictions MeleeOnly CharacterAttributes { "critboost on kill" 3 } } //Yet another template taken from robot_spacejockey, not sure if this solution works anymore. T_TFBot_Demo_Sticky { Name "Sticky Demo" Class Demoman ClassIcon demo_sticky_daan Skill Hard WeaponRestrictions SecondaryOnly Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 //Fires nothing "fire rate penalty" 999 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "stickybomb charge rate" 0.001 //Demo-bot will fire Stickybomb immediately "max pipebombs decreased" -7 // 1 Stickybomb on ground allowed, will explode when another is fired "projectile range increased" 0.35 // Prevents overshooting target } } T_TFBot_Demo_Zweihander //Sidegrade to samurai, Draws sword at close range, launcher at not close range { Class Demoman Skill Expert Scale "1.3" Health 650 Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Tide Turner" Item "The Claidheamohmor" Item "Platinum Pickelhaube" Item "The Byte'd Beak" Name "Zweihander Hybrid Knight" ClassIcon demo_hybrid_3 //good enough WeaponSwitch { Type "Melee" MaxTargetRange 300 MinTargetRange 0 Delay 0.1 Repeats 0 Cooldown 0 IfSeeTarget 1 } WeaponSwitch { Type "Primary" MaxTargetRange 9999 MinTargetRange 300 Delay 0.1 Repeats 0 Cooldown 0 IfSeeTarget 1 } ItemAttributes { ItemName "The Claidheamohmor" "paintkit_proto_def_index" 414 "set_item_texture_wear" 0 "melee range multiplier" 1.2 "hand scale" 1.25 "damage bonus" 1.5 } ItemAttributes { ItemName "The Tide Turner" "Attack not cancel charge" 1 "charge impact damage increased" 2 //originally this was the splendid, I want it to hit that hard on the charge "damage blast push" 2 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "passive reload" 1 "faster reload rate" 0.01 "fire rate bonus" 0.8 "paintkit_proto_def_index" 414 "set_item_texture_wear" 0 } CharacterAttributes { "deploy time increased" 0.01 "charge time increased" 2 "charge recharge rate increased" 1.25 "head scale" 0.7 } } T_TFBot_Giant_Demo_Zweihander //Sidegrade to samurai, Draws sword at close range, launcher at not close range { Class Demoman Skill Expert Health 3300 Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Tide Turner" Item "The Claidheamohmor" Item "Platinum Pickelhaube" Item "The Byte'd Beak" Name "Giant Zweihander Hybrid Knight" ClassIcon demo_hybrid_3_giant //good enough Attributes HoldFireUntilFullReload Attributes MiniBoss Tag bot_giant WeaponSwitch { Type "Melee" MaxTargetRange 300 MinTargetRange 0 Delay 0.1 Repeats 0 Cooldown 0 IfSeeTarget 1 } WeaponSwitch { Type "Primary" MaxTargetRange 9999 MinTargetRange 300 Delay 0.1 Repeats 0 Cooldown 0 IfSeeTarget 1 } ItemAttributes { ItemName "The Claidheamohmor" "paintkit_proto_def_index" 414 "set_item_texture_wear" 0 "melee range multiplier" 1.2 "hand scale" 1.25 "damage bonus" 1.5 //nerfed because, while funny, one shotting spies and scouts is kinda problematic } ItemAttributes { ItemName "The Tide Turner" "Attack not cancel charge" 1 "lose demo charge on damage when charging" 1 "charge impact damage increased" 10 //if this thing hits you, it is also probably your fault "damage blast push" 5 "full charge turn control" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "passive reload" 1 "faster reload rate" -0.4 "fire rate bonus" 0.75 "paintkit_proto_def_index" 414 "set_item_texture_wear" 0 } CharacterAttributes { "deploy time increased" 0.01 "charge time increased" 3 //nerfed due to them displacing themselves like morons "charge recharge rate increased" 1.25 "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Giant_Demo_Derby { Class Demoman Name "Giant Rammer Demoman" ClassIcon demo_targe_nys_giant Skill Expert Health 3300 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Item "Juggernaut Jacket" Item "Hazard Headgear" Item "The Scrumpy Strongbox" Item "the loch-n-load" Item "the tide turner" ItemAttributes { ItemName "the loch-n-load" "faster reload rate" -0.4 "fire rate bonus" 0.75 } ItemAttributes { ItemName "the tide turner" "Attack not cancel charge" 1 "charge impact damage increased" 50 //perish "damage blast push" 10 "full charge turn control" 1 "charge time increased" 2 //nerfed because they kept charging off their path and delaying themselves "lose demo charge on damage when charging" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 "charge recharge rate increased" 1.5 } } T_TFBot_Giant_Heavyweapons_Jumping_Shotgun { Class Heavyweapons Name "Giant Leaping Shotgun Heavy" ClassIcon scout_jumping_fan Skill Expert Health 5000 WeaponRestrictions SecondaryOnly MaxVisionRange 1200 Attributes MiniBoss //Attributes HoldFireUntilFullReload Item "The Hanger-On Hood" Item "The Flight of the Monarch" Attributes AutoJump AutoJumpMin 8 AutoJumpMax 8 ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "fire rate bonus" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 0.1 } CharacterAttributes { "move speed bonus" 0.7 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "attack projectiles" 1 // force ability to shoot down projectiles "override footstep sound set" 2 "increased air control" 3.0 //so they can still move forward while in the air "increased jump height" 3 "boots falling stomp" 1 //funny "cancel falling damage" 1 } } T_TFBot_Giant_Sniper_Huntsman_Spammer { Class Sniper //standard issue rapid fire projectile giant, the predictive properties of huntsman AI make this an interesting single target damage dealing threat Attributes Miniboss UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" Health 3300 Skill Expert Item "The Fortified Compound" Tag bot_giant Name "Giant Rapid Fire Multi Bowman" ClassIcon sniper_bow_multi_giant ItemAttributes { ItemName "The Fortified Compound" "faster reload rate" -0.5 //gives draw speed, fire rate and just plain reload speed, giga jank "arrow mastery" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 5 //snipers are lighter giants, I thought it would be fitting to use the gscout footsteps } } T_TFBot_Spy_Enforcer { Class Spy Skill Easy WeaponRestrictions PrimaryOnly ClassIcon spy_enforcer_nys Name "Enforcer Spy" Item "The Enforcer" Item "The Federal Casemaker" Action Fetchflag //RAF, REPLACE WITH VSCRIPT WHEN THE TIME COMES CharacterAttributes { "cannot disguise" 1 } } T_TFBot_Giant_Spy_Enforcer { Class Spy Skill Easy Health 3300 Tag bot_giant WeaponRestrictions PrimaryOnly Name "Giant Rapid Fire Enforcer Spy" ClassIcon spy_enforcer_nys_giant Item "The Enforcer" Attributes MiniBoss Action Fetchflag //RAF, REPLACE WITH VSCRIPT WHEN THE TIME COMES ItemAttributes { ItemName "The Enforcer" "faster reload rate" 0.01 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 5 "head scale" 0.75 "cannot disguise" 1 } } T_TFBot_Giant_Spy_Boss { Class Spy Skill Expert Health 50000 Tag bot_giant AlwaysGlow 1 WeaponRestrictions PrimaryOnly Name "Magnified Enforcer" Item "Big Steel Jaw Of Summer Fun" Item "Cosa Nostra Cap" ClassIcon spy_enforcer_nys_giant Attributes MiniBoss Action FetchFlag //RAF, REPLACE WITH VSCRIPT WHEN THE TIME COMES ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.01 //Time before the first bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 33334 //When set, the task activates only when the bot health is below specified value Name "A1" // Name of the bot attributes listed in EventChangeAttributes } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}Magnified Enforcer{reset} : {fbeccf}THERE IS A PROBLEM{fbecff}, ENGAGING MARK MODULE" Delay 0.01 Repeats 1 IfHealthBelow 33334 } ChangeAttributes //Periodically changes bot attributes, defined in EventChangeAttributes { Delay 0.01 //Time before the first bot attribute change (Default: 10) Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite) IfHealthBelow 16667 //When set, the task activates only when the bot health is below specified value Name "B1" // Name of the bot attributes listed in EventChangeAttributes } FireInput { Target player Action $DisplayTextChat Param "{99CCFF}Magnified Enforcer{reset} : {fbeccf}I GROW TIRED OF THIS{ffcaff}, ENGAGING BURST MODULE" Delay 0.01 Repeats 1 IfHealthBelow 16667 } SpawnTemplate { Name "MagSpyTargettedShot" } EventChangeAttributes { Default { Attributes UseBossHealthBar ItemAttributes { ItemName "TF_WEAPON_REVOLVER" "faster reload rate" 0.5 "fire rate bonus" 1.75 "damage bonus" 2 "dmg pierces resists absorbs" 1 "clip size upgrade atomic" 9 //raf implementation of custom sound and item model, replace with vscript when the time comes "custom item model" "models\workshop\weapons\c_models\c_winger_distol\c_winger_distol.mdl" "custom weapon fire sound" "mag_deagle_shot.wav" } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "override footstep sound set" 5 "hand scale" 1.5 "head scale" 0.75 "cannot disguise" 1 "stomp player damage" 10 "stomp player force" 300 "stomp player time" 0.1 "dmg bonus vs buildings" 2 "cannot pick up intelligence" 1 "rage giving scale" 0.1 } } A1 { Attributes UseBossHealthBar ItemAttributes { ItemName "TF_WEAPON_REVOLVER" "faster reload rate" 0.25 "fire rate bonus" 1.25 "damage bonus" 2 "dmg pierces resists absorbs" 1 "clip size upgrade atomic" 9 //raf implementation of custom sound and item model, replace with vscript when the time comes "custom item model" "models\workshop\weapons\c_models\c_winger_distol\c_winger_distol.mdl" "custom weapon fire sound" "mag_deagle_shot.wav" "add cond on hit" 30 "add cond on hit duration" 10 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "override footstep sound set" 5 "hand scale" 1.5 "head scale" 0.75 "cannot disguise" 1 "stomp player damage" 20 //do not touch him "stomp player force" 600 "stomp player time" 0.1 "dmg bonus vs buildings" 2 "cannot pick up intelligence" 1 "rage giving scale" 0.1 } } B1 { Attributes UseBossHealthBar ItemAttributes { ItemName "TF_WEAPON_REVOLVER" "faster reload rate" 2 "fire rate bonus" 0.25 "damage bonus" 2 "dmg pierces resists absorbs" 1 "clip size upgrade atomic" 14 //raf implementation of custom sound and item model, replace with vscript when the time comes "custom item model" "models\workshop\weapons\c_models\c_winger_distol\c_winger_distol.mdl" "custom weapon fire sound" "mag_deagle_shot.wav" "add cond on hit" 30 "add cond on hit duration" 10 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "override footstep sound set" 5 "hand scale" 1.5 "head scale" 0.75 "cannot disguise" 1 "stomp player damage" 20 //do not touch him "stomp player force" 900 "stomp player time" 0.1 "dmg bonus vs buildings" 3 "cannot pick up intelligence" 1 "rage giving scale" 0.1 } } } } } PointTemplates { ReserveCombo { OnSpawnOutput { Target "popscript" Action "$ReserveCombo" Delay 0.01 } } PaleBurst { OnSpawnOutput { Target "popscript" Action "$PaleBurstLogic" Delay 0.01 } } MagSpyTargettedShot { OnSpawnOutput { Target "popscript" Action "$MagSpyTargettedShot" Delay 0.01 } } nameChange { logic_relay { "targetname" "nameChange" "origin" "0 0 0" "OnTrigger" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,EXP Enduring Exceptions,0,-1" } OnSpawnOutput { Target "nameChange" Action trigger } } nukeSoldierFunni { logic_relay { "targetname" "nuke_soldier_funni" "OnTrigger" "player$DisplayTextChat{99CCFF}Giant Nuke Soldier{reset} : {fbeccf}A well regulated Militia, being necessary to the security of a free State, the right of the people to keep and bear Arms, shall not be infringed01" "OnTrigger" "player$PlaySoundToSelfvo/mvm/mght/soldier_mvm_m_hatoverhearttaunt03.mp301" } //Resurrected from goldpit, here because samurai won't stop jamming their ornate asses into the geometry //and getting stuck filter_tf_bot_has_tag { "targetname" "filter_moron" "require_all_tags" "1" "tags" "bot_moron" } trigger_push //The location { targetname "moron_pusher" pushdir "0 270 0" spawnflags 1 filtername "filter_moron" speed 512 origin "-552.91 -937.73 155.79" mins "-100 -100 -100" maxs "100 100 100" } trigger_push //The location { targetname "moron_pusher" pushdir "0 90 0" spawnflags 1 filtername "filter_moron" speed 512 origin "-832.04 1147.36 -54.25" mins "-100 -100 -100" maxs "100 100 100" } trigger_push //The location { targetname "moron_pusher" //change pushdir "0 90 0" spawnflags 1 filtername "filter_moron" speed 512 origin "-638.15 1169.05 5.4" mins "-100 -100 -100" maxs "100 100 100" } } //Ripped from short circuit execution, which is why the name is wrong music_3 { NoFixup 1 ambient_generic { "targetname" "w3_music_player" "message" "#cheshyre_giant.mp3" "health" "10" "radius" "69420" "spawnflags" "17" } logic_relay { "targetname" "w3_music" "OnTrigger" "w3_music_player,PlaySound,,0,-1" } logic_relay { "targetname" "w3_music_end" "OnTrigger" "w3_music_player,Volume,0.01,0,-1" } } } ExtendedUpgrades { splendid_unstoppable { Name "Unstoppable Charge" Attribute "Attack not cancel charge" Description "While charging, any robots you touch will be flinged back and damaged, and you take 65% less damage." Cap 1 Increment 1 Cost 200 AllowedWeapons { SimilarToItem "The Splendid Screen" } SecondaryAttributes { "effect add attributes" "stomp player damage|30|stomp player force|60|dmg taken increased|0.35" "throwable detonation time" 6 "mult dmg vs giants" 0.5 "fire input on hit" "popscript^$chargeBackOnHit^" } } demo_refill_charge_on_kill_primary { Name "Refill Charge on Kill" Attribute "mult airblast refire time" Description "Refill 20*Increment% of your charge for every grenade launcher kill" Cap 5 Increment 1 Cost 100 AllowedWeapons { SimilarToItem "TF_WEAPON_GRENADELAUNCHER" ItemName "The Loch-n-Load" ItemName "The Iron Bomber" ItemName "The Loose Cannon" } SecondaryAttributes { "fire input on kill" "popscript^$chargeBackOnKill^" } RequiredWeapons { SimilarToItem "The Chargin' Targe" SimilarToItem "The Tide Turner" SimilarToItem "The Splendid Screen" } } demo_reload_primary_on_kill { Name "Reload Primary On Kill" Attribute "preserve ubercharge" Description "Reloads one projectile per increment of your primary weapon on kill" Cap 4 Increment 1 Cost 100 AllowPlayerClass Demoman AllowedWeapons { SimilarToItem "The Eyelander" SimilarToItem "The Scottish Handshake" SimilarToItem "The Half-Zatoichi" SimilarToItem "The Ullapool Caber" SimilarToItem "Nessie's Nine Iron" SimilarToItem "The Pain Train" SimilarToItem "The Persian Persuader" SimilarToItem "The Claidheamohmor" SimilarToItem "The Horseless Headless Horseman's Headtaker" SimilarToItem "TF_WEAPON_BOTTLE" SimilarToItem "The Scotsman's Skullcutter" SimilarToItem "TF_WEAPON_SHOTGUN_SOLDIER" } SecondaryAttributes { "fire input on kill" "popscript^$launcherReloadOnKill^" } RequiredWeapons { SimilarToItem "TF_WEAPON_GRENADELAUNCHER" ItemName "The Loch-n-Load" ItemName "The Iron Bomber" ItemName "The Loose Cannon" } } soldier_reload_primary_on_kill { Name "Reload Primary On Kill" Attribute "preserve ubercharge" Description "Reloads one projectile per increment of your primary weapon on kill" Cap 4 Increment 1 Cost 100 AllowPlayerClass Soldier AllowedWeapons { SimilarToItem "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" SimilarToItem "The Reserve Shooter" SimilarToItem "Panic Attack Shotgun" } SecondaryAttributes { "fire input on kill" "popscript^$launcherReloadOnKill^" } } soldier_bison_reload_on_hit { Name "Reload Primary On Hit" Attribute "preserve ubercharge" Description "Reloads one projectile per increment of your primary weapon on hit, bison often hits its target 3 times with one projectile" Cap 4 Increment 1 Cost 150 AllowedWeapons { SimilarToItem "The Righteous Bison" } SecondaryAttributes { "fire input on hit" "popscript^$launcherReloadOnKill^" } } soldier_conch_on_kill { Name "Stable Mod: Conch Buff On Kill" Attribute "add cond on kill" Description "Gives a banner buff to yourself on kill for 10 seconds. +35% Damage Bonus" Cap 29 Increment 29 Cost 0 AllowPlayerClass Soldier AllowedWeapons { SimilarToItem "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" SimilarToItem "The Reserve Shooter" SimilarToItem "Panic Attack Shotgun" SimilarToItem "The Righteous Bison" } SecondaryAttributes { "add cond on kill duration" "10" "damage bonus" 0.35 } DisallowedUpgrade { Upgrade soldier_buff_on_kill // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } DisallowedUpgrade { Upgrade soldier_batts_on_kill // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } } soldier_buff_on_kill { Name "Stable Mod: Banner Buff On Kill" Attribute "add cond on kill" Description "Gives a banner buff to yourself on kill for 10 seconds. +35% Damage Bonus" Cap 16 Increment 16 Cost 100 AllowPlayerClass Soldier AllowedWeapons { SimilarToItem "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" SimilarToItem "The Reserve Shooter" SimilarToItem "Panic Attack Shotgun" SimilarToItem "The Righteous Bison" } SecondaryAttributes { "add cond on kill duration" "10" "damage bonus" 0.35 } DisallowedUpgrade { Upgrade soldier_conch_on_kill // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } DisallowedUpgrade { Upgrade soldier_batts_on_kill // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } } soldier_batts_on_kill { Name "Stable Mod: Battalion's Buff On Kill" Attribute "add cond on kill" Description "Gives a banner buff to yourself on kill for 10 seconds. +35% Damage Bonus" Cap 26 Increment 26 Cost 0 AllowPlayerClass Soldier AllowedWeapons { SimilarToItem "Upgradeable TF_WEAPON_SHOTGUN_PRIMARY" SimilarToItem "The Reserve Shooter" SimilarToItem "Panic Attack Shotgun" SimilarToItem "The Righteous Bison" } SecondaryAttributes { "add cond on kill duration" "10" "damage bonus" 0.35 } DisallowedUpgrade { Upgrade soldier_conch_on_kill // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } DisallowedUpgrade { Upgrade soldier_buff_on_kill // Name of the upgrade, as specified in the outer block Level 1 // Minimum level after which the upgrade becomes disabled (Default: 1) } } reserve_passive_reload { Name "Passive Reload" Attribute "passive reload" Description "Weapon reloads while it isn't active" Cap 1 Increment 1 Cost 200 AllowedWeapons { ItemName "The Reserve Shooter" } } pomson_stun { Name "Stable Mod: EMP Bolts" Attribute "disguise speed penalty" Description "Non-Giant robots dropped below 50% health by your weapon will be stunned for 2 seconds. Projectile now penetrates and does 50% more damage" Cap 1 Increment 1 Cost 0 AllowedWeapons { ItemName "The Pomson 6000" } SecondaryAttributes { "fire input on hit" "popscript^$pomsonEMPhit^" "energy weapon penetration" 1 "damage bonus" 0.5 } } pomson_stun_duration { Name "EMP Bolt Stun Duration" Attribute "disguise speed penalty" Description "Increases stun by an additional 2 seconds per tick" Cap 4 Increment 1 Cost 100 AllowedWeapons { ItemName "The Pomson 6000" } RequiredUpgrade { Upgrade pomson_stun Level 1 } } } LuaScriptFile "scripts/parachute_auto_deploy.lua" LuaScriptFile "scripts/bot_reserve_combo.lua" LuaScriptFile "scripts/bot_pale_burst.lua" LuaScriptFile "scripts/bot_mag_spy_targetted_shot.lua" LuaScriptFile "scripts/charge_back_on_hit.lua" LuaScriptFile "scripts/pomsonemphit.lua" LuaScriptFile "scripts/launcher_reload_on_kill.lua" LuaScriptFile "scripts/charge_back_on_kill.lua" //Leaving these templates laying around is harmless because they are only invoked when they are needed. //Unlike say, a template that lays a bunch of props around the place. SpawnTemplate "nameChange" SpawnTemplate "nukeSoldierFunni" SpawnTemplate "music_3" Mission { Where spawnbot_left Objective DestroySentries InitialCooldown 35 BeginAtWave 1 RunForThisManyWaves 6 CooldownTime 40 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster } } Mission //Action Sniper cowmanglers on w2 { Where spawnbot_left Objective Sniper InitialCooldown 10 CooldownTime 10 BeginAtWave 2 RunForThisManyWaves 1 DesiredCount 3 TFBot { Class Soldier Skill Expert Name "Charged Mangler Soldier" Item "The Cow Mangler 5000" Item "Lord Cockswain's Novelty Mutton Chops and Pipe" Item "Lord Cockswain's Pith Helmet" ClassIcon "soldier_cowmangler" ItemAttributes { ItemName "The Cow Mangler 5000" "faster reload rate" 0.01 } } } Mission //Blue spies on wave 3 and wave 4 { Where spawnbot_left Objective Spy InitialCooldown 25 CooldownTime 30 BeginAtWave 4 RunForThisManyWaves 1 DesiredCount 2 TFBot { Template T_TFBot_Spy Skill Normal } } Mission //Blue spies on wave 5 { Where spawnbot_left Objective Spy InitialCooldown 10 CooldownTime 45 BeginAtWave 5 RunForThisManyWaves 1 DesiredCount 2 TFBot { Template T_TFBot_Spy Skill Expert } } // WAVE 1 [$1000] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target relay_E Action Trigger } WaveSpawn { Name "wave01a1" Where spawnbot_right TotalCount 4 MaxActive 2 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 2 Squad { TFBot {Template T_TFBot_Scout_Cola} TFBot {Template T_TFBot_Medic_BigHeal_Pop} } } WaveSpawn { Name "wave01a1" Where spawnbot_left TotalCount 4 MaxActive 2 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 2 Squad { TFBot {Template T_TFBot_Scout_Cola} TFBot {Template T_TFBot_Medic_BigHeal_Pop} } } WaveSpawn { Name "wave01a1" Where spawnbot_left TotalCount 4 MaxActive 2 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 2 TFBot { Class Pyro Skill Expert Attributes AlwaysFireWeapon } } WaveSpawn { Name "wave01a" Where spawnbot_left TotalCount 8 MaxActive 4 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 2 WaitForAllSpawned "wave01a1" TFBot {Template T_TFBot_Scout_Cola} } WaveSpawn { Name "wave01a" Where spawnbot_right TotalCount 10 MaxActive 4 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 2 WaitForAllSpawned "wave01a1" TFBot {Template T_TFBot_Scout_Cola} } WaveSpawn { Name "wave01a2" Where spawnbot_left TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 15 Squad { TFBot {Template T_TFBot_Giant_Demo_Burst} TFBot {Template T_TFBot_Medic_BigHeal_Pop} TFBot {Template T_TFBot_Medic_BigHeal_Pop} } } WaveSpawn { Name "wave01a2" Where spawnbot_right TotalCount 6 MaxActive 6 SpawnCount 3 TotalCurrency 125 WaitBeforeStarting 0 WaitBetweenSpawns 25 Squad { TFBot {Template T_TFBot_Giant_Demo_Burst} TFBot {Template T_TFBot_Medic_BigHeal_Pop} TFBot {Template T_TFBot_Medic_BigHeal_Pop} } } WaveSpawn { Name "wave01b1" Where spawnbot_left TotalCount 4 MaxActive 4 SpawnCount 2 TotalCurrency 75 WaitBeforeStarting 9 WaitBetweenSpawns 16 WaitForAllSpawned "wave01a2" Squad { TFBot {Template T_TFBot_Giant_Soldier_Extended_Buff_Banner} TFBot {Template T_TFBot_Medic} } } WaveSpawn { Name "wave01b2" Where spawnbot_right TotalCount 4 MaxActive 4 SpawnCount 2 TotalCurrency 75 WaitBeforeStarting 16 WaitBetweenSpawns 16 WaitForAllSpawned "wave01b1" Squad { TFBot {Template T_TFBot_Giant_Soldier_Extended_Buff_Banner} TFBot {Template T_TFBot_Medic} } } WaveSpawn { Name "wave01b" Where spawnbot_left TotalCount 20 MaxActive 8 SpawnCount 4 TotalCurrency 200 WaitBeforeStarting 18 WaitBetweenSpawns 2 WaitForAllSpawned "wave01a2" RandomChoice { TFBot { Class Soldier Skill Normal } TFBot { Class Soldier Skill Normal } TFBot { Class Soldier Skill Hard } TFBot { Class Soldier Skill Hard } } } WaveSpawn { Name "wave01c" Where spawnbot_right TotalCount 18 MaxActive 8 SpawnCount 2 TotalCurrency 100 WaitBeforeStarting 9 WaitBetweenSpawns 1 WaitForAllSpawned "wave01b2" TFBot { Class Pyro Skill Normal Attributes AlwaysFireWeapon } } WaveSpawn { Name "wave01c1" Where spawnbot_left TotalCount 6 MaxActive 6 SpawnCount 3 TotalCurrency 100 WaitBeforeStarting 15 WaitBetweenSpawns 15 WaitForAllSpawned "wave01b2" Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_BigHeal_Pop } TFBot { Template T_TFBot_Medic_BigHeal_Pop } } } } // WAVE 2 [$1000] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target relay_C Action Trigger } WaveSpawn { Name "wave02a1" Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 15 TFBot { Template T_TFBot_Giant_Soldier_RocketShotgun } } WaveSpawn { Name "wave02a" Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 10 WaitForAllDead "wave02a1" TFBot { Template T_TFBot_Giant_Soldier_RocketShotgun } } WaveSpawn { Name "wave02a" Where spawnbot_right TotalCount 9 MaxActive 3 SpawnCount 2 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Scout_Shortstop } } WaveSpawn { Name "wave02a" Where spawnbot_right TotalCount 20 MaxActive 4 SpawnCount 2 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 1 TFBot { Template T_TFBot_Demo_Persian } } WaveSpawn { Name "wave02b" Where spawnbot_right TotalCount 20 MaxActive 5 SpawnCount 5 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 2 WaitForAllSpawned "wave02a" TFBot { Template T_TFBot_FlareGun_FastShot } } WaveSpawn { Name "wave02b" Where spawnbot_left TotalCount 14 MaxActive 4 SpawnCount 2 TotalCurrency 75 WaitBeforeStarting 5 WaitBetweenSpawns 2 WaitForAllSpawned "wave02a" RandomChoice { TFBot { Template T_TFBot_Heater_Heavy Skill Normal } TFBot { Template T_TFBot_Heater_Heavy Skill Normal } TFBot { Template T_TFBot_Heater_Heavy Name "Good Icon Heater Heavy" Skill Normal } } } WaveSpawn { Name "wave02b" Where spawnbot_left TotalCount 8 MaxActive 2 SpawnCount 1 TotalCurrency 75 WaitBeforeStarting 5 WaitBetweenSpawns 0.01 WaitForAllSpawned "wave02a" TFBot { Template T_TFBot_Heavyweapons_Shotgun Skill Normal } } WaveSpawn { Name "wave0b2" Where spawnbot_right TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 20 WaitForAllSpawned "wave02a" TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored } } WaveSpawn { Name "wave0b2" Where spawnbot_left TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 20 WaitForAllSpawned "wave02a" TFBot { Template T_TFBot_Pyro_DragonsFury_Fuel_Injected_Giant } } WaveSpawn { Name "wave02b1" Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 10 WaitForAllDead "wave0b2" TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage } } WaveSpawn { Name "wave02b" Where spawnbot_right TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 75 WaitBeforeStarting 20 WaitBetweenSpawns 15 WaitForAllSpawned "wave02b1" TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage } } WaveSpawn { Name "tonk" Where spawnbot_left_tank TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 20 WaitBetweenSpawns 0 WaitForAllDead "wave0b2" Tank { Health 22000 Name Tank Speed 75 StartingPathTrackNode tank_path_C OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "tonk2" Where spawnbot_left_tank TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 12 WaitBetweenSpawns 0 Tank { Health 22000 Name Tank Speed 75 StartingPathTrackNode tank_path_E OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave02c" Where spawnbot_right TotalCount 5 MaxActive 2 SpawnCount 1 TotalCurrency 25 WaitBeforeStarting 9 WaitBetweenSpawns 6 WaitForAllDead "wave02b1" TFBot { Template T_TFBot_Demo_Zweihander Tag bot_moron } } WaveSpawn { Name "wave02c" Where spawnbot_left TotalCount 5 MaxActive 2 SpawnCount 1 TotalCurrency 25 WaitBeforeStarting 9 WaitBetweenSpawns 6 WaitForAllDead "wave02b1" TFBot { Template T_TFBot_Demo_Zweihander Tag bot_moron } } WaveSpawn { Name "wave02c" Where spawnbot_left TotalCount 10 MaxActive 4 SpawnCount 2 TotalCurrency 25 WaitBeforeStarting 9 WaitBetweenSpawns 0.2 WaitForAllDead "wave02b1" RandomChoice { TFBot { Class Demoman Skill Normal } TFBot { Class Demoman Skill Hard } TFBot { Class Demoman Skill Expert } TFBot { Class Demoman Skill Normal } } } WaveSpawn { Name "wave02c" Where spawnbot_right TotalCount 10 MaxActive 4 SpawnCount 2 TotalCurrency 25 WaitBeforeStarting 9 WaitBetweenSpawns 0.2 WaitForAllDead "wave02b1" RandomChoice { TFBot { Class Demoman Skill Normal } TFBot { Class Demoman Skill Hard } TFBot { Class Demoman Skill Expert } TFBot { Class Demoman Skill Normal } } } WaveSpawn { Name "wave02c1" Where spawnbot_left TotalCount 3 MaxActive 2 SpawnCount 1 TotalCurrency 0 WaitBeforeStarting 9 WaitBetweenSpawns 7 //recovery time from the barrages WaitForAllDead "wave02b1" TFBot { Template T_TFBot_Giant_Demo_Derby Tag bot_moron } } WaveSpawn { Name "wave02c1" Where spawnbot_right TotalCount 3 MaxActive 2 SpawnCount 1 TotalCurrency 0 WaitBeforeStarting 9 WaitBetweenSpawns 7 WaitForAllDead "wave02b1" TFBot { Template T_TFBot_Giant_Demo_Derby Tag bot_moron } } } // WAVE 3 [$800] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target relay_E Action Trigger } WaveSpawn { Name "wave03a1" Where spawnbot_right TotalCount 4 MaxActive 4 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 12 WaitBetweenSpawns 12 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } TFBot { Template T_TFBot_Medic_BigHeal_Perma_Uber } } } WaveSpawn { Name "wave03a1" Where spawnbot_left TotalCount 4 MaxActive 4 SpawnCount 2 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 12 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } TFBot { Template T_TFBot_Medic_BigHeal_Perma_Uber } } } WaveSpawn { Name "wave03a" Where spawnbot_left TotalCount 9 MaxActive 3 SpawnCount 3 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 3 TFBot { Class Heavy Skill Normal Name "Heavy" } } WaveSpawn { Name "wave03a" Where spawnbot_right TotalCount 6 MaxActive 2 SpawnCount 2 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 3 TFBot { Class Heavy Skill Normal Name "Heavy" } } WaveSpawn { Name "wave03c1" Where spawnbot_left TotalCount 12 MaxActive 6 SpawnCount 2 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 3 WaitForAllDead "wave03a1" TFBot { Template T_TFBot_Soldier_Burst } } WaveSpawn { Name "wave03c" Where spawnbot_left TotalCount 8 MaxActive 4 SpawnCount 2 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 5 WaitForAllDead "wave03a1" Squad { TFBot { Template T_TFBot_Soldier_Minigiant_Burst } TFBot { Template T_TFBot_Medic_BigHeal_Shield } } } WaveSpawn { Name "wave03c" Where spawnbot_left TotalCount 8 MaxActive 8 SpawnCount 4 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 20 WaitForAllDead "wave03a1" Squad { TFBot { Template T_TFBot_Giant_Pyro Tag bot_giant } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "tonk3" Where spawnbot_right_tank TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 0 WaitForAllDead "wave03a1" Tank { Health 22000 Name Tank Speed 75 StartingPathTrackNode tank_path_A OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave03b1" Where spawnbot_right TotalCount 6 MaxActive 6 SpawnCount 2 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 4 WaitForAllSpawned "wave03c" Squad //Here lies "Fuck You Medic" and "Fuck You Heavy", it had to happen eventually, but I am still sad { TFBot { Class Pyro Skill Expert Item "The Dragon's Fury" Item "Feathered Fiend" Name "Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_swordstone MaxVisionRange 800 } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "wave03b2" Where spawnbot_right TotalCount 4 MaxActive 4 SpawnCount 2 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 4 WaitForAllDead "wave03b1" Squad { TFBot { Class Pyro Skill Expert Item "The Dragon's Fury" Item "Feathered Fiend" Name "Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_swordstone MaxVisionRange 800 } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "wave03b4" Where spawnbot_left TotalCount 3 MaxActive 3 SpawnCount 1 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 15 WaitForAllSpawned "wave03c" TFBot { Template T_TFBot_Giant_Heavyweapons_Jumping_Shotgun Tag flank } } WaveSpawn { Name "wave03b4" Where spawnbot_right_tank TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 0 WaitForAllSpawned "wave03c" Tank { Health 22000 Name Tank Speed 75 StartingPathTrackNode tank_path_E OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot_left TotalCount 6 MaxActive 6 SpawnCount 2 TotalCurrency 0 WaitBeforeStarting 0 WaitBetweenSpawns 2 WaitForAllSpawned "wave03c" Support 1 TFBot { Class Scout Skill Expert WeaponRestrictions MeleeOnly ClassIcon scout_bat_nys } } } // WAVE 4 [$1000] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target relay_E Action Trigger } WaveSpawn { Name "wave04a1" Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 130 WaitBeforeStarting 0 WaitBetweenSpawns 15 TFBot { Template T_TFBot_Soldier_BurstFire Item "Tyrantium Helmet" Name "Giga Burst Soldier" Tag bot_giant ClassIcon soldier_burstfire_hyper_giant } } WaveSpawn { Name "wave04a2" Where spawnbot_left TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 15 WaitForAllDead "wave04a1" TFBot { Template T_TFBot_Soldier_BurstFire Item "Tyrantium Helmet" Name "Giga Burst Soldier" Tag bot_giant ClassIcon soldier_burstfire_hyper_giant } } WaveSpawn { Name "wave04aScout1" Where spawnbot_right TotalCount 3 MaxActive 1 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Giant_Scout_FAN Tag bot_giant } } WaveSpawn { Name "wave04aScout2" Where spawnbot_left TotalCount 3 MaxActive 1 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 10 WaitBetweenSpawns 10 WaitForAllSpawned "wave04aScout1" TFBot { Template T_TFBot_Giant_Scout_FAN Tag bot_giant } } WaveSpawn { Name "wave04a" Where spawnbot_right TotalCount 16 MaxActive 4 SpawnCount 3 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 0.2 TFBot { Template T_TFBot_Heavyweapons_Shotgun_Burst } } WaveSpawn { Name "wave04a" Where spawnbot_left TotalCount 8 MaxActive 2 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Pyro_EOI_MiniGiant } } WaveSpawn { Name "wave04b" Where spawnbot_left TotalCount 28 MaxActive 6 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 15 WaitBetweenSpawns 0.25 WaitForAllSpawned "wave04a2" TFBot { Template T_TFBot_Spy_Enforcer Skill Hard } } WaveSpawn { Name "wave04b" Where spawnbot_left TotalCount 18 MaxActive 4 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 15 WaitBetweenSpawns 0.25 WaitForAllSpawned "wave04a2" TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner Item "The Direct Hit" ClassIcon soldier_directhit_buff } } WaveSpawn { Name "wave04b1" Where spawnbot_right TotalCount 4 MaxActive 2 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 15 WaitBetweenSpawns 10 WaitForAllSpawned "wave04a2" TFBot { Template T_TFBot_Giant_Soldier_Nuke } } WaveSpawn { Where spawnbot_left TotalCount 8 MaxActive 2 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 25 WaitBetweenSpawns 10 WaitForAllSpawned "wave04b1" Support 1 TFBot { Template T_TFBot_Soldier_Extended_Concheror } } WaveSpawn { Where spawnbot_right TotalCount 8 MaxActive 2 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 25 WaitBetweenSpawns 10 WaitForAllSpawned "wave04b1" Support 1 TFBot { Template T_TFBot_Soldier_Extended_Concheror } } WaveSpawn { Name "wave04c" Where spawnbot_right TotalCount 6 MaxActive 3 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 25 WaitBetweenSpawns 2.5 WaitForAllSpawned "wave04b1" TFBot { Template T_TFBot_Soldier_RocketPush_Reserve } } WaveSpawn { Name "wave04c" Where spawnbot_left TotalCount 6 MaxActive 3 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 25 WaitBetweenSpawns 2.5 WaitForAllSpawned "wave04b1" TFBot { Template T_TFBot_Soldier_RocketPush_Reserve } } WaveSpawn { Name "wave04c1" Where spawnbot_right TotalCount 6 MaxActive 3 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 2.5 WaitForAllDead "wave04c" TFBot { Template T_TFBot_Soldier_RocketPush_Reserve } } WaveSpawn { Name "wave04c1" Where spawnbot_left TotalCount 6 MaxActive 3 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 2.5 WaitForAllSpawned "wave04c" TFBot { Template T_TFBot_Soldier_RocketPush_Reserve } } WaveSpawn { Name "wave04c3" Where spawnbot_left TotalCount 12 MaxActive 2 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 12 WaitForAllSpawned "wave04c" Support 1 TFBot { Class Pyro Skill Expert ClassIcon pyro_reflect_daan } } WaveSpawn { Name "wave04c3" Where spawnbot_right TotalCount 12 MaxActive 2 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 25 WaitBetweenSpawns 8 WaitForAllSpawned "wave04b1" Support 1 TFBot { Class Pyro Skill Expert ClassIcon pyro_reflect_daan } } WaveSpawn { Name "wave04c4" Where spawnbot_right TotalCount 4 MaxActive 4 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 15 WaitBetweenSpawns 20 WaitForAllSpawned "wave04b1" Squad { TFBot { Template T_TFBot_Giant_Soldier_RocketPush_Reserve } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name "wave04c5" Where spawnbot_left TotalCount 6 MaxActive 6 SpawnCount 3 TotalCurrency 50 WaitBeforeStarting 15 WaitBetweenSpawns 20 WaitForAllSpawned "wave04c4" Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Direct } TFBot { Template T_TFBot_Medic_Kritz } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "wave04c5" Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 25 WaitBeforeStarting 38 WaitBetweenSpawns 18 WaitForAllSpawned "wave04c4" Squad { TFBot { Template T_TFBot_Giant_Soldier_RocketPush_Reserve } TFBot { Template T_TFBot_Giant_Medic_Regen } } } } //WAVE 5 [$1000] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target relay_A Action Trigger } Explanation { Line "{CCFFCC}There is giant support this wave, specifically:" Line "{FFFF00}Giant Rapid Fire Multi Bowmen" } WaveSpawn { Name "wave05a" Where spawnbot_right TotalCount 24 MaxActive 3 SpawnCount 1 TotalCurrency 125 WaitBeforeStarting 0 WaitBetweenSpawns 0.75 TFBot { Template T_TFBot_Soldier_Skilled } } WaveSpawn { Name "wave05a" Where spawnbot_right TotalCount 24 MaxActive 3 SpawnCount 1 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 0.75 TFBot { Class Pyro Skill Expert ClassIcon pyro_reflect_daan } } WaveSpawn { Name "wave05a1" Where spawnbot_left TotalCount 6 MaxActive 6 SpawnCount 3 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 20 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_BigHeal_Perma_Uber } TFBot { Template T_TFBot_Medic_BigHeal_Perma_Uber } } } WaveSpawn { Name "wave05a2" Where spawnbot_right TotalCount 9 MaxActive 6 SpawnCount 3 TotalCurrency 25 WaitBeforeStarting 0 WaitBetweenSpawns 12 WaitForAllDead "wave05a1" Squad { TFBot { Template T_TFBot_Giant_Soldier_Pale_Burst } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic_Kritz ClassIcon medic_kritz2_giant } } } WaveSpawn { Name "wave05a2" Where spawnbot_left TotalCount 9 MaxActive 6 SpawnCount 3 TotalCurrency 25 WaitBeforeStarting 0 WaitBetweenSpawns 12 WaitForAllDead "wave05a1" Squad { TFBot { Template T_TFBot_Giant_Soldier_Pale_Burst } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic_Kritz ClassIcon medic_kritz2_giant } } } WaveSpawn { Name "wave05b1" Where spawnbot_left TotalCount 6 MaxActive 3 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 26 WaitBetweenSpawns 5 WaitForAllSpawned "wave05a2" TFBot { Template T_TFBot_Giant_Demo_Zweihander Tag bot_moron } } WaveSpawn { Name "wave05b" Where spawnbot_left TotalCount 12 MaxActive 4 SpawnCount 2 TotalCurrency 100 WaitBeforeStarting 26 WaitBetweenSpawns 4 WaitForAllSpawned "wave05a2" TFBot { Template T_TFBot_Demoman_Samurai Tag bot_moron Tag bot_giant } } WaveSpawn { Name "wave05b" Where spawnbot_right TotalCount 30 MaxActive 9 SpawnCount 3 TotalCurrency 10 WaitBeforeStarting 26 WaitBetweenSpawns 2 WaitForAllSpawned "wave05a2" TFBot { Template T_TFBot_Scout_Milk Skill Hard } } WaveSpawn { Where spawnbot_left TotalCount 24 MaxActive 3 SpawnCount 1 TotalCurrency 150 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 WaitForAllSpawned "wave05b" Support 1 TFBot { Template T_TFBot_Demo_Burst } } WaveSpawn { Where spawnbot_left TotalCount 24 MaxActive 2 SpawnCount 1 TotalCurrency 200 WaitBeforeStarting 0 WaitBetweenSpawns 12 WaitForAllSpawned "wave05b" Support 1 TFBot { Template T_TFBot_Scout_Shortstop } } WaveSpawn { Where spawnbot_right TotalCount 10 MaxActive 9 SpawnCount 3 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 18 WaitForAllDead "wave05b1" Support 1 Squad { TFBot { Template T_TFBot_Giant_Sniper_Huntsman_Spammer } TFBot { Template T_TFBot_Medic_Kritz } TFBot { Template T_TFBot_Medic_Kritz } } } WaveSpawn { Name "wave05c3" Where spawnbot_right TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 50 FirstSpawnMessage "{BBFFBB}Now Playing: {FF0000}Giant {FF00FF}by Cheshyre{FF0000}" WaitBeforeStarting 5 WaitBetweenSpawns 2 WaitForAllDead "wave05b1" TFBot { Template T_TFBot_Giant_Spy_Boss Tag giant InterruptAction { Target "1275.41 -2815.96 -3.23" Delay 0.1 Repeats 0 Cooldown 20 Duration 0.5 Distance 2000 WaitUntilDone 1 } } FirstSpawnOutput { Target w3_music Action Trigger } DoneOutput { Target w3_music_end Action Trigger } } } }