#base robot_standard.pop #base robot_giant.pop #base robot_gatebot.pop // Rust Bucket - Rustvalley Intermediate // Made by PDA Expert WaveSchedule { StartingCurrency 650 CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 3 FixedRespawnWaveTime 2 Templates { T_TFGateBot_Scout_Easy_NoStatChanges { Class Scout EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Easy } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Easy } } } T_TFBot_Soldier_Charged // Small variant of g charged soldiers, best used for ints or early waves. { Class Soldier Name "Charged Soldier" ClassIcon soldier_crit Skill Easy Attributes AlwaysCrit Item "The Original" ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.5 } } T_TFBot_Soldier_Prospector_Equalizer // Minigiant soldier pickaxe soldier, this one focuses on damage output. { Class Soldier Name "Prospector" ClassIcon soldier_equalizer Skill Hard Health 650 Scale 1.3 WeaponRestrictions MeleeOnly Item "The Equalizer" Item "The Last Straw" ItemAttributes { ItemName "The Equalizer" "damage bonus" 1.5 "fire rate bonus" 0.8 "turn to gold" 1 } } T_TFBot_Soldier_Prospector_EscapePlan // Minigiant soldier pickaxe soldier, this one focuses on speed. { Class Soldier Name "Prospector" ClassIcon soldier_escapeplan Skill Hard Health 650 Scale 1.3 WeaponRestrictions MeleeOnly Item "The Escape Plan" Item "The Last Straw" ItemAttributes { ItemName "The Escape Plan" "turn to gold" 1 "move speed bonus" 1.2 "self mark for death" 0 } } T_TFBot_Demoman_Burst_Spammer // small demo bot that constantly spews out 4 pills in various directions. This mission's variant specifically has shattering pills. { Class Demoman Name "Rapid Shatter Burst Demo" Skill Hard ClassIcon demo_burst_spammer Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Hazard Headgear" Item "The Juggernaut Jacket" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.1 "faster reload rate" 0.44 "projectile spread angle penalty" 4 "sticky air burst mode" 2 } } T_TFGateBot_Demoman_Burst_Spammer { Class Demoman Name "Rapid Shatter Burst Demo" ClassIcon demo_burst_spammer EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Skill Hard Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Juggernaut Jacket" Item "MvM GateBot Light Demoman" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.1 "faster reload rate" 0.44 "projectile spread angle penalty" 4 "sticky air burst mode" 2 } } Default { Skill Hard Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Juggernaut Jacket" Item "MvM GateBot Light Demoman" ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.1 "faster reload rate" 0.44 "projectile spread angle penalty" 4 "sticky air burst mode" 2 } } } } T_TFGateBot_Demoman_Burst_Spammer_AlwaysFire { Class Demoman Name "Rapid Shatter Burst Demo" ClassIcon demo_burst_spammer EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Skill Hard Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Juggernaut Jacket" Item "MvM GateBot Light Demoman" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.1 "faster reload rate" 0.44 "projectile spread angle penalty" 4 "sticky air burst mode" 2 } } Default { Skill Hard Attributes HoldFireUntilFullReload Attributes AlwaysFireWeapon Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Juggernaut Jacket" Item "MvM GateBot Light Demoman" ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "fire rate bonus" 0.1 "faster reload rate" 0.44 "projectile spread angle penalty" 4 "sticky air burst mode" 2 } } } } T_TFGateBot_Demoknight { Class Demoman Name "Demoknight" ClassIcon demoknight EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Item "The Chargin' Targe" Item "The Eyelander" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } Skill Hard } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Item "The Chargin' Targe" Item "The Eyelander" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } Skill Hard } } } T_TFBot_Heavy_Lightweight_Champ // better version of the gru champs made by valve, fancying a proper name and a proper cosmetic { Class Heavyweapons Name "Lightweight Champ" ClassIcon heavy_gru Skill Hard WeaponRestrictions MeleeOnly Item "Gloves of Running Urgently MvM" Item "Pugilist's Protector" ItemAttributes { ItemName "Pugilist's Protector" "set item tint RGB" 15185211 } } T_TFGateBot_Heavy_Easy_NoStatChanges { Class Heavy EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Easy } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Easy } } } T_TFBot_Medic_QuickUber_Improved // Slight improvements for the bot, not much. { Class Medic Name "Quick Uber Medic" ClassIcon medic_uber Skill Normal Attributes SpawnWithFullCharge Item "Flatliner" Item "Hazardous Environment Vest" Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "heal rate bonus" 0.1 } } T_TFBot_Medic_Kritzkrieg // Simple kritzkreig medic. { Class Medic Name "Kritz Medic" ClassIcon medic_kritz Skill Normal Attributes SpawnWithFullCharge Item "The Kritzkrieg" Item "Lo-Fi Longwave" ItemAttributes { ItemName "The Kritzkrieg" "uber duration bonus" 600 "bot medic uber health threshold" 600 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } } T_TFBot_Giant_Soldier_Bison_Fast // this is a weird template { Class Soldier Name "Super Bison Soldier" ClassIcon soldier_bison_haste_nys_giant Skill Expert Health 1800 WeaponRestrictions SecondaryOnly Attributes MiniBoss Item "The Righteous Bison" Item "The Hellmet" ItemAttributes { ItemName "The Righteous Bison" "faster reload rate" -2 "fire rate bonus" 0.8 } CharacterAttributes { "move speed bonus" 1.15 "gesture speed increase" 1.66 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 3 } } T_TFGateBot_Giant_Soldier { Class Soldier Name "Giant Soldier" Health 3800 ClassIcon soldier_giant EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } } T_TFGateBot_Giant_Demo_Nuker { Class Demoman Health 3300 Name "Giant Nuker Demo" ClassIcon demo_atomic EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant Item "warbird_grenadelauncher_warhawk" Item "The Diplomat" Item "MvM GateBot Light Demoman" ItemAttributes { ItemName "warbird_grenadelauncher_warhawk" "damage bonus" 1.75 "dmg pierces resists absorbs" 1 "fire rate penalty" 3.5 "faster reload rate" -2 "blast radius increased" 1.35 "custom projectile model" "models/props_trainyard/cart_bomb_separate.mdl" } CharacterAttributes { "airblast vertical vulnerability multiplier" 0.25 "airblast vulnerability multiplier" 0.25 "override footstep sound set" 5 "damage force reduction" 0.25 "move speed bonus" 0.5 } } RevertGateBotsBehavior { Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant Item "warbird_grenadelauncher_warhawk" Item "The Diplomat" Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } ItemAttributes { ItemName "warbird_grenadelauncher_warhawk" "damage bonus" 1.75 "dmg pierces resists absorbs" 1 "fire rate penalty" 3.5 "faster reload rate" -2 "blast radius increased" 1.35 "custom projectile model" "models/props_trainyard/cart_bomb_separate.mdl" } CharacterAttributes { "airblast vertical vulnerability multiplier" 0.25 "airblast vulnerability multiplier" 0.25 "override footstep sound set" 5 "damage force reduction" 0.25 "move speed bonus" 0.5 } } } } T_TFGateBot_Giant_Demo_Spammer { Class Demoman Name "Giant Rapid Fire Demo" ClassIcon demo_spammer Health 3300 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 "Projectile speed increased" 1.1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 "Projectile speed increased" 1.1 } } } } T_TFGateBot_Giant_Heavyweapons { Class Heavyweapons Name "Giant Heavy" Health 5000 ClassIcon heavy_giant MaxVisionRange 1200 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "Upgradeable TF_WEAPON_MINIGUN" Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "Upgradeable TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_MINIGUN" Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "Deflector" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFBot_Boss_Concept { Class Demoman Health 44000 Scale 3.4 Skill Hard Name "Ancient Samurai" ClassIcon demoknight_samurai_hyper Attributes UseBossHealthBar Attributes MiniBoss Attributes AlwaysFireWeapon WeaponRestrictions MeleeOnly Item "The Half-Zatoichi" Item "Stunt Suit" Item "Propaniac" Item "Mad Mask" ItemAttributes { ItemName TF_WEAPON_GRENADELAUNCHER "fire rate penalty" 0.1 "damage bonus" 1.5 "blast radius decreased" 0.25 is_passive_weapon 1 "Projectile speed decreased" 1.25 "fuse bonus" 9999 "sticky air burst mode" 2 "faster reload rate" 0.33 "custom projectile model" "models/workshop_partner/weapons/c_models/c_shogun_katana/c_shogun_katana.mdl" "clip size bonus" 3 "projectile spread angle penalty" 7.5 "auto fires full clip" 1 "auto fires when full" 1 } ItemAttributes { ItemName "The Half-Zatoichi" "damage bonus" 1.4 "fire rate penalty" 2.2 "melee range multiplier" 4.5 "melee bounds multiplier" 0.5 "gesture speed increase" 0.55 "restore health on kill" 0 } CharacterAttributes { "move speed penalty" 0.75 "increased jump height" 3 "dmg taken increased" 0.05 "dmg taken from fire increased" 3 "dmg from melee increased" 23 "dmg from ranged reduced" 20 "boots falling stomp" 1 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "airblast vertical vulnerability multiplier" 0 "rage giving scale" 1.5 "self mark for death" 1 "voice pitch scale" 0.22 "hand scale" 1.25 "override footstep sound set" 7 } } } Mission { Objective DestroySentries BeginAtWave 1 RunForThisManyWaves 7 Where spawnbot_mid0 Where spawnbot_main_slow1 CooldownTime 30 TFBot { Template T_TFBot_SentryBuster Name "Dynamite Tony" Item "The Hat With No Name" Item EOTL_demo_dynamite CharacterAttributes { "head scale" 2.5 "torso scale" 0 "voice pitch scale" 0.77 } } } Mission { Objective Engineer BeginAtWave 2 RunForThisManyWaves 1 Where spawnbot_main_slow1 InitialCooldown 45 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle } } Mission { Objective Sniper BeginAtWave 3 RunForThisManyWaves 1 Where spawnbot_left0 Where spawnbot_main1 InitialCooldown 15 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Mission { Objective Sniper BeginAtWave 4 RunForThisManyWaves 1 Where spawnbot_left0 Where spawnbot_main1 InitialCooldown 35 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Mission { Objective Spy BeginAtWave 5 RunForThisManyWaves 1 Where spawnbot_left0 Where spawnbot_main1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Mission { Objective Sniper BeginAtWave 6 RunForThisManyWaves 1 Where spawnbot_left0 Where spawnbot_main1 InitialCooldown 45 CooldownTime 30 DesiredCount 3 TFBot { Template T_TFBot_Sniper } } // Wave 1/6 ($650) // Wave starts with both gates CAPPED // 6 Prospectors (Equalizer) // 10 Soldiers (Normal AI) // 18 Scouts (Easy AI) // 12 Demomen (Normal AI) // 25 Lightweight Champs // 6 Metal Gauntlets // 1 Giant Pyro (Alwaysfire) // 8 Demomen (Normal AI) Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } InitWaveOutput { Target forcecapture_ab_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { FirstSpawnOutput { Target wave_start_relay_classic Action RunScriptCode Param " SendGlobalGameEvent(`show_annotation`, { text = `Robots will be coming through here this wave!` lifetime = -1 worldPosX = -948 worldPosY = 1400 worldPosZ = -127 id = 1 show_distance = true show_effect = true play_sound = `vo/announcer_begins_10sec.mp3` }) " } } WaveSpawn { WaitBeforeStarting 5 FirstSpawnWarningSound "vo/announcer_begins_5sec.mp3" } WaveSpawn { WaitBeforeStarting 6 FirstSpawnWarningSound "vo/announcer_begins_4sec.mp3" } WaveSpawn { WaitBeforeStarting 7 FirstSpawnWarningSound "vo/announcer_begins_3sec.mp3" } WaveSpawn { WaitBeforeStarting 8 FirstSpawnWarningSound "vo/announcer_begins_2sec.mp3" } WaveSpawn { WaitBeforeStarting 9 FirstSpawnWarningSound "vo/announcer_begins_1sec.mp3" } WaveSpawn { Name "bigshit" FirstSpawnOutput { Target wave_start_relay_classic Action runscriptcode Param " SendGlobalGameEvent(`hide_annotation`, {id = 1}) " } FirstSpawnWarningSound "vo/mvm_firstwave_start02.mp3" WaitBeforeStarting 10 } WaveSpawn { Name "wave01" TotalCount 10 MaxActive 4 SpawnCount 1 Where spawnbot_main1 WaitBetweenSpawns 4 WaitForAllSpawned "bigshit" TotalCurrency 100 TFBot { Class Soldier Item "Texas Tin-Gallon" Skill Normal } } WaveSpawn { Name "wave01" TotalCount 18 MaxActive 6 SpawnCount 1 Where spawnbot_main1 WaitBeforeStarting 5 WaitBetweenSpawns 2.5 WaitForAllSpawned "bigshit" TotalCurrency 50 TFBot { Class Scout Item "Murderer's Motif" Skill Easy } } WaveSpawn { Name "wave01" TotalCount 6 MaxActive 4 SpawnCount 1 Where spawnbot_main1 WaitBeforeStarting 7 WaitBetweenSpawns 7 WaitForAllSpawned "bigshit" TotalCurrency 100 TFBot { Template T_TFBot_Soldier_Prospector_Equalizer } } WaveSpawn { //Name "wave02" TotalCount 25 MaxActive 10 SpawnCount 2 Where spawnbot_main_slow1 WaitForAllSpawned "wave01" WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Heavy_Lightweight_Champ } } WaveSpawn { Name "wave02" TotalCount 6 MaxActive 4 SpawnCount 1 Where spawnbot_main1 WaitForAllSpawned "wave01" WaitBeforeStarting 7 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Class Heavy ClassIcon heavy_fist_nys Name "Metal Gauntlet" Health 900 Scale 1.5 Item "The Plug-In Prospector" Item "The Grizzled Growth" WeaponRestrictions MeleeOnly } } WaveSpawn { Name "wave02" TotalCount 12 MaxActive 6 SpawnCount 3 Where spawnbot_main1 WaitForAllSpawned "wave01" WaitBeforeStarting 10 WaitBetweenSpawns 8 TotalCurrency 50 TFBot { Class Demoman Attributes HoldFireUntilFullReload Skill Normal Item "The Hat With No Name" } } WaveSpawn { Name "wave03" TotalCount 8 MaxActive 4 SpawnCount 1 Where spawnbot_main1 WaitForAllSpawned "wave02" WaitBeforeStarting 7 WaitBetweenSpawns 3 TotalCurrency 50 TFBot { Class Demoman Attributes HoldFireUntilFullReload Skill Normal Item "The Hat With No Name" } } WaveSpawn { Name "wave03" TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot_mid0 Where spawnbot_main1 WaitForAllSpawned "wave02" WaitBetweenSpawns 5 WaitBeforeStarting 9.5 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysFireWeapon Item "Texas Tin-Gallon" Item "The Nostromo Napalmer" } } } // Wave 2/6 ($650) // Wave starts with gate A CAPPED // 3 Giant Pistol Engineers // 100 Scouts (Easy AI, randomchoiced weapon) // 4 Giant Soldiers (Gatebots) // 2 Giant Demomen (Targe) Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } InitWaveOutput { Target forcecapture_a_relay Action Trigger } InitWaveOutput { Target wave_start_relay_classic Action RunScriptCode Param " EntFire(`forcecapture_a_relay`, `Trigger`) EntFire(`intermediate_hint`, `enable`) EntFire(`intermediate_hint`, `show`) " } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { FirstSpawnOutput { Target cap_b_trigtimer Action SetTeamCanCap Param "2 1; 3 1" } } WaveSpawn { Name "wave01" TotalCount 6 MaxActive 6 SpawnCount 2 Where spawnbot_main1 WaitBetweenSpawns 11 TotalCurrency 150 Squad { ShouldPreserveSquad 1 FormationSize 100 TFBot { Class Scout Item "Murderer's Motif" Skill Easy } TFBot { Class Engineer Health 3000 ClassIcon scout_pistol_nys Name "Giant Pistol Engineer" Skill Hard Tag bot_giant WeaponRestrictions SecondaryOnly Attributes MiniBoss BehaviorModifiers Push Item "Wild West Waistcoat" Item "Support Spurs" ItemAttributes { ItemName "TF_WEAPON_PISTOL" "faster reload rate" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 5 "voice pitch scale" 0 } } } } WaveSpawn { TotalCount 94 MaxActive 10 SpawnCount 2 Where spawnbot_main_slow1 Support Limited WaitBeforeStarting 6 WaitBetweenSpawns 2.5 TotalCurrency 150 RandomChoice { // primary TFBot { Class Scout ClassIcon scout_giant Item "Murderer's Motif" Skill Easy } TFBot { Class Scout ClassIcon scout_giant Item "Murderer's Motif" Item "The Back Scatter" Skill Easy } TFBot { Class Scout ClassIcon scout_giant Item "Murderer's Motif" Item "Baby Face's Blaster" Skill Easy } TFBot { Class Scout ClassIcon scout_giant Item "Murderer's Motif" Item "The Soda Popper" Skill Easy MaxVisionRange 600 } // secondary TFBot { Class Scout ClassIcon scout_giant Item "Murderer's Motif" WeaponRestrictions SecondaryOnly Skill Easy } TFBot { Class Scout ClassIcon scout_giant Item "Murderer's Motif" Item "The Winger" WeaponRestrictions SecondaryOnly Skill Easy Attributes AutoJump AutoJumpMax 4 AutoJumpMin 1 CharacterAttributes { "increased air control" 3 } } TFBot { Class Scout ClassIcon scout_giant Item "Murderer's Motif" Item "Pretty Boy's Pocket Pistol" WeaponRestrictions SecondaryOnly Skill Easy } // melee TFBot { Class Scout ClassIcon scout_giant Item "Murderer's Motif" WeaponRestrictions MeleeOnly Skill Normal } TFBot { Class Scout ClassIcon scout_giant Item "Murderer's Motif" Item "The Boston Basher" WeaponRestrictions MeleeOnly Skill Normal } TFBot { Class Scout ClassIcon scout_giant Item "Murderer's Motif" Item "The Atomizer" WeaponRestrictions MeleeOnly Skill Normal Attributes AutoJump AutoJumpMax 2 AutoJumpMin 1 CharacterAttributes { "increased air control" 3 } } } } WaveSpawn { Name "wave02_part1" TotalCount 2 MaxActive 2 SpawnCount 1 Where spawnbot_main1 WaitForAllSpawned "wave01" WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 75 TFBot { Template T_TFGateBot_Giant_Soldier } } WaveSpawn { Name "wave02" TotalCount 4 MaxActive 4 SpawnCount 4 Where spawnbot_main1 WaitForAllSpawned "wave02_part1" WaitBeforeStarting 15 TotalCurrency 75 Squad { TFBot { Template T_TFGateBot_Giant_Soldier } TFBot { Template T_TFGateBot_Scout_Easy_NoStatChanges } TFBot { Template T_TFGateBot_Scout_Easy_NoStatChanges } TFBot { Template T_TFGateBot_Scout_Easy_NoStatChanges } } } WaveSpawn { Name "wave03" TotalCount 2 MaxActive 2 SpawnCount 1 Where spawnbot_main_slow1 WaitForAllDead "wave02" WaitBetweenSpawns 12 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Demoman Name "Giant Demoman" Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "The Chargin' Targe" Item "The Hat With No Name" } } } // Wave 3/6 ($1050) // 1 Tank (Sticky, 12k) // 16 Soldiers (Gatebots, Normal AI) // 28 Shotgun Soldiers (Normal AI) // 3 Giant Rapid Fire Soldiers (Gatebots) // 1 Giant Rapid Fire Soldier & 3 Big Heal Medics // 3 Samurai Demoknights (Critboosted) // Support : Snipers Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { FirstSpawnOutput { Target cap_b_trigtimer Action SetTeamCanCap Param "2 1; 3 1" } } WaveSpawn { FirstSpawnOutput { Target cap_a_trigtimer Action SetTeamCanCap Param "2 1; 3 1" } } WaveSpawn { FirstSpawnOutPut { Target wave_start_relay_classic Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFSticky Tank deployed with 12k (12000) HP!`) " } } WaveSpawn { Name "wave01_stickytank" TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnOutput { Target ST_maker_relay Action Trigger } TotalCurrency 400 Tank { Name "sticky_tank" Health 12000 Speed 75 StartingPathTrackNode "path_tank_1" OnKilledOutput { Target ST_kill_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave01" TotalCount 16 MaxActive 12 SpawnCount 2 Where spawnbot_left0 Where spawnbot_mid0 Where spawnbot_main1 RandomSpawn 1 WaitBeforeStarting 8 WaitBetweenSpawns 4 TotalCurrency 100 TFBot { Template T_TFGateBot_Soldier_Normal } } WaveSpawn { Name "wave02" TotalCount 28 MaxActive 9 SpawnCount 1 Where spawnbot_mid0 Where spawnbot_main1 WaitForAllDead "wave01_stickytank" WaitBeforeStarting 5 TotalCurrency 100 TFBot { Class Soldier Skill Normal ClassIcon heavy_shotgun Name "Shotgun Soldier" MaxVisionRange 900 WeaponRestrictions SecondaryOnly Item "Texas Tin-Gallon" ItemAttributes { ItemName TF_WEAPON_SHOTGUN_SOLDIER "clip size penalty" 0.5 "fire rate penalty" 1.15 "auto fires full clip" 1 "auto fires when full" 1 } } } WaveSpawn { Name "wave02" TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot_mid0 Where spawnbot_main1 WaitForAllSpawned "wave01" WaitBeforeStarting 15 WaitBetweenSpawns 12.5 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Soldier_Spammer } } WaveSpawn { Name "wave03" TotalCount 4 MaxActive 4 SpawnCount 4 Where spawnbot_mid_slow0 Where spawnbot_main1 WaitForAllDead "wave02" TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Item "Texas Tin-Gallon" } TFBot { Template T_TFBot_Medic_BigHeal Name "Big Heal Medic" Item "The Surgeon's Stahlhelm" } TFBot { Template T_TFBot_Medic_BigHeal Name "Big Heal Medic" Item "The Surgeon's Stahlhelm" } TFBot { Template T_TFBot_Medic_BigHeal Name "Big Heal Medic" Item "The Surgeon's Stahlhelm" } } } WaveSpawn { Name "wave03" TotalCount 3 MaxActive 3 SpawnCount 3 Where spawnbot_mid_slow0 Where spawnbot_main1 WaitForAllDead "wave02" WaitBeforeStarting 18 TotalCurrency 200 TFBot { Template T_TFBot_Demoman_Samurai Attributes AlwaysCrit } } } // Wave 4/6 ($1050) // 4 Tanks (Spawn throughout the wave, have 10k hp each.) // 12 Rapid Burst Demomen (last 3 are gatebots) // 20 Heavies (Easy, Gatebots) // 26 Shotgun Heavies (Some are stock) // 15 Charged Soldiers // 30 Pyros // 9 Steel Gauntlets (Gatebots) // Support : Snipers Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { FirstSpawnOutput { Target cap_b Action SetLocked Param 0 } } WaveSpawn { FirstSpawnOutput { Target cap_a Action SetLocked Param 0 } } WaveSpawn { FirstSpawnOutPut { Target wave_start_relay_classic Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 10k (10000) HP!`) " } Support Limited WaitBeforeStarting 45 } WaveSpawn { FirstSpawnOutPut { Target wave_start_relay_classic Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 10k (10000) HP!`) " } Support Limited WaitBeforeStarting 85 } WaveSpawn { TotalCount 4 MaxActive 4 SpawnCount 1 FirstSpawnOutPut { Target wave_start_relay_classic Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 10k (10000) HP!`) " } LastSpawnOutPut { Target wave_start_relay_classic Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 10k (10000) HP!`) " } WaitBeforeStarting 5 WaitBetweenSpawns 40 TotalCurrency 400 Tank { Name "tankboss" Health 10000 Speed 75 StartingPathTrackNode "path_tank_cliff_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave01" TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot_left0 Where spawnbot_main1 WaitBeforeStarting 0.1 TotalCurrency 20 TFBot { Template T_TFBot_Demoman_Burst_Spammer Attributes AlwaysFireWeapon } } WaveSpawn { Name "wave01" TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot_right0 Where spawnbot_main1 WaitBeforeStarting 0.1 TotalCurrency 20 TFBot { Template T_TFBot_Demoman_Burst_Spammer Attributes AlwaysFireWeapon } } WaveSpawn { Name "wave01" TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot_mid0 Where spawnbot_main1 TotalCurrency 20 TFBot { Template T_TFBot_Demoman_Burst_Spammer Attributes AlwaysFireWeapon Item "The Tide Turner" } } WaveSpawn { Name "wave01" TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot_left0 Where spawnbot_main1 WaitBeforeStarting 10 TotalCurrency 20 TFBot { Template T_TFGateBot_Demoman_Burst_Spammer_AlwaysFire } } WaveSpawn { Name "wave01" TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot_right0 Where spawnbot_main1 WaitBeforeStarting 10 TotalCurrency 20 TFBot { Template T_TFGateBot_Demoman_Burst_Spammer_AlwaysFire } } WaveSpawn { Name "wave01" TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot_mid0 Where spawnbot_main1 WaitBeforeStarting 10 TotalCurrency 20 TFBot { Template T_TFGateBot_Demoman_Burst_Spammer_AlwaysFire } } WaveSpawn { Name "wave02" TotalCount 20 MaxActive 8 SpawnCount 4 Where spawnbot_mid0 Where spawnbot_main1 WaitForAllDead "wave01" WaitBeforeStarting 5 WaitBetweenSpawns 9 TotalCurrency 180 TFBot { Template T_TFGateBot_Heavy_Easy_NoStatChanges } } WaveSpawn { TotalCount 26 MaxActive 8 SpawnCount 2 Where spawnbot_mid0 Where spawnbot_left0 Where spawnbot_main1 WaitForAllDead "wave01" WaitBeforeStarting 8 WaitBetweenSpawns 3.5 TotalCurrency 100 RandomChoice { TFBot { Template T_TFBot_Heavyweapons_Shotgun Name "Slow Shotgun Heavy" Item "The Plug-In Prospector" } TFBot { Template T_TFBot_Heavyweapons_Shotgun Name "Slow Shotgun Heavy" Item "The Plug-In Prospector" } TFBot { Class Heavy ClassIcon heavy_shotgun Skill Normal Name "Shotgun Heavy" Item "The Law" WeaponRestrictions SecondaryOnly MaxVisionRange 1000 } } } WaveSpawn { Name "wave03" TotalCount 9 MaxActive 9 SpawnCount 1 Where spawnbot_mid0 Where spawnbot_main_slow1 WaitForAllDead "wave02" WaitBetweenSpawns 5.5 TotalCurrency 100 TFBot { Template T_TFBot_Heavyweapons_Fist Item "Texas Tin-Gallon" } } WaveSpawn { Name "wave03" TotalCount 30 MaxActive 12 SpawnCount 2 Where spawnbot_mid0 Where spawnbot_left0 Where spawnbot_main1 WaitForAllDead "wave02" WaitBetweenSpawns 2.25 TotalCurrency 50 TFBot { Class Pyro Skill Easy Item "Texas Tin-Gallon" } } WaveSpawn { Name "wave03" TotalCount 15 MaxActive 10 SpawnCount 5 Where spawnbot_left0 Where spawnbot_main_slow1 WaitForAllDead "wave02" WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Template T_TFBot_Soldier_Charged Item "The Hat With No Name" } } } // Wave 5/6 ($1200) // 6 Super Bison Soldiers // 3 Giant Rapid Fire Demomen (Gatebots) & 2 Quick Uber Medics each // 32 Scouts (Normal AI) // 3 Giant Heavies // 20 Demoknights // 1 Tankdozer (17k HP) // Support : Bat Scouts Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } InitWaveOutput { Target wave_start_relay_classic Action RunScriptCode Param " PrecacheModel(`models/props_trainyard/cart_bomb_separate.mdl`) " } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { FirstSpawnOutput { Target cap_b Action SetLocked Param 0 } } WaveSpawn { FirstSpawnOutput { Target cap_a Action SetLocked Param 0 } } WaveSpawn { TotalCount 6 MaxActive 2 SpawnCount 1 Where spawnbot_mid0 Where spawnbot_main1 WaitBetweenSpawns 11 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Soldier_Bison_Fast Tag bot_giant } } WaveSpawn { Name "wave01" TotalCount 9 MaxActive 6 SpawnCount 3 Where spawnbot_mid0 Where spawnbot_main1 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 200 Squad { TFBot { Template T_TFGateBot_Giant_Demo_Spammer } TFBot { Template T_TFBot_Medic_QuickUber_Improved Name "Single Quick Uber Medic" Tag bot_squad_member ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 0 } } TFBot { Template T_TFBot_Medic_QuickUber_Improved Name "Single Quick Uber Medic" Tag bot_squad_member ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 0 } } } } WaveSpawn { Name "wave01" TotalCount 32 MaxActive 10 SpawnCount 2 Where spawnbot_scattered0 Where spawnbot_main1 WaitBeforeStarting 3.5 WaitBetweenSpawns 2 TotalCurrency 150 TFBot { Class Scout Skill Normal Item "Murderer's Motif" Attributes HoldFireUntilFullReload } } WaveSpawn { Name "wave02" TotalCount 3 MaxActive 2 SpawnCount 1 Where spawnbot_mid_slow0 Where spawnbot_main1 WaitForAllDead "wave01" WaitBetweenSpawns 13 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant Name "Giant Outlaw" Item "The Slo-Poke" Item "The Texas Half-Pants" } } WaveSpawn { Name "wave02" TotalCount 20 MaxActive 10 SpawnCount 2 Where spawnbot_mid_slow0 Where spawnbot_main1 WaitForAllDead "wave01" WaitBeforeStarting 10 WaitBetweenSpawns 2.75 TotalCurrency 100 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { FirstSpawnOutput { Target killdozer_sentry Action sethealth Param "3000" } WaitBeforeStarting 0.5 WaitForAllDead "wave02" } WaveSpawn { FirstSpawnOutput { Target wave_start_relay_classic Action RunScriptCode Param " SendGlobalGameEvent(`show_annotation`, { text = `Destroy the Tankdozer's Sentry Gun!` lifetime = 10 id = 2 worldPosX = 690 worldPosY = -1540 worldPosZ = 125 show_distance = true show_effect = true play_sound = `ui/hint.wav` }) " } WaitBeforeStarting 0.75 WaitForAllDead "wave02" } WaveSpawn { FirstSpawnOutPut { Target wave_start_relay_classic Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTankdozer deployed with 17k (17000) HP! Its sentry gun has 3k (3000) HP!`) " } WaitForAllDead "wave02" } WaveSpawn { Name "wave03" TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnOutput { Target tankdozer_spawn_relay Action Trigger } WaitForAllDead "wave02" TotalCurrency 300 Tank { Name "Tankdozer" Health 17000 Speed 75 Skin 1 StartingPathTrackNode "path_tank_cliff_1" OnKilledOutput { Target tankdozer_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave_support" TotalCount 32 MaxActive 3 SpawnCount 1 Where spawnbot_mid0 Where spawnbot_main1 Support 1 WaitForAllDead "wave02" WaitBeforeStarting 5 WaitBetweenSpawns 4 TotalCurrency 150 TFBot { Class Scout ClassIcon scout_bat_nys Skill Hard WeaponRestrictions MeleeOnly Item "Murderer's Motif" } } } // Wave 6/6 // The Mastermine! // 2 Giant Armored Sandman Scouts // 4 Giant Pyros (Airblast) & 2 Quick Uber Medics // 28 Heavyweight Champs (critboosted) // 2 Giant Heavies (Gatebots) // 28 Soldiers (Beggars, 1/4 are minigiants) // 2 Giant Deflector Heavies & 2 Big Heal Medics // 1 Giant Bonk Scouts // Support : Snipers Wave { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { FirstSpawnOutput { Target cap_b Action SetLocked Param 0 } } WaveSpawn { FirstSpawnOutput { Target cap_a Action SetLocked Param 0 } } WaveSpawn { Name "wave00" TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot_mid_slow0 Where spawnbot_main1 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored } } WaveSpawn { Name "thisguyisadick" TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot_boss0 Where spawnbot_main_slow1 StartWaveWarningSound "vo/mvm/mght/demoman_mvm_m_laughevil03.mp3" FirstSpawnWarningSound "player/brutal_legend_taunt.wav" WaitBeforeStarting 15 TotalCurrency 200 TFBot { Class Demoman ClassIcon demo_burst_spammer_giant Name "The Mastermine" scale 1.8 Skill Expert Health 10000 Tag bot_giant Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes UseBossHealthBar Item "The Iron Bomber" Item "The Splendid Screen" Item "The Data Mining Light" Item "Big Steel Jaw of Summer Fun" Item "The Scrap Sack" ItemAttributes { ItemName "The Iron Bomber" "fire rate bonus" 0.1 "faster reload rate" 0.33 "dmg penalty vs players" 0.6 } ItemAttributes { ItemName "The Splendid Screen" "charge recharge rate increased" 9999 "charge impact damage increased" 0.5 "dmg taken from fire reduced" 1 "dmg taken from blast reduced" 1 "damage blast push" 150 } CharacterAttributes { "move speed bonus" 0.95 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "override footstep sound set" 4 "airblast vertical vulnerability multiplier" 0 "rage giving scale" 0.1 "cannot pick up intelligence" 1 } } } WaveSpawn { Name "wave01" TotalCount 12 MaxActive 9 SpawnCount 3 Where spawnbot_mid0 Where spawnbot_main1 WaitForAllSpawned "thisguyisadick" WaitBeforeStarting 6.5 WaitBetweenSpawns 9.5 TotalCurrency 175 Squad { TFBot { Template T_TFBot_Giant_Pyro ClassIcon pyro_reflect_daan Tag bot_giant Item "Texas Tin-Gallon" } TFBot { Template T_TFBot_Medic_QuickUber_Improved Name "Single Quick Uber Medic" Tag bot_squad_member ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 0 } } TFBot { Template T_TFBot_Medic_QuickUber_Improved Name "Single Quick Uber Medic" Tag bot_squad_member ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 0 } } } } WaveSpawn { TotalCount 28 MaxActive 9 SpawnCount 3 Where spawnbot_left0 Where spawnbot_mid0 Where spawnbot_main1 WaitForAllSpawned "thisguyisadick" WaitBetweenSpawns 5 TotalCurrency 75 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Attributes AlwaysCrit Skill Hard } } WaveSpawn { Name "wave02" TotalCount 2 MaxActive 2 SpawnCount 1 Where spawnbot_mid0 Where spawnbot_main1 WaitForAllSpawned "wave01" WaitBeforeStarting 15 WaitBetweenSpawns 12 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Heavyweapons } } WaveSpawn { Name "wave02_notgatebot" TotalCount 28 MaxActive 10 SpawnCount 2 Where spawnbot_scattered0 Where spawnbot_main1 WaitForAllSpawned "wave01" WaitBeforeStarting 6.5 WaitBetweenSpawns 2 TotalCurrency 100 RandomChoice { TFBot { Class Soldier ClassIcon soldier_burstfire Skill Hard Name "Beggars Soldier" Item "The Beggar's Bazooka" Item "Texas Tin-Gallon" ItemAttributes { ItemName "The Beggar's Bazooka" "auto fires full clip" 1 "auto fires when full" 1 "projectile speed decreased" 0.75 } } TFBot { Class Soldier ClassIcon soldier_burstfire Skill Hard Name "Beggars Soldier" Item "The Beggar's Bazooka" Item "Texas Tin-Gallon" ItemAttributes { ItemName "The Beggar's Bazooka" "auto fires full clip" 1 "auto fires when full" 1 "projectile speed decreased" 0.75 } } TFBot { Class Soldier ClassIcon soldier_burstfire Skill Hard Name "Beggars Soldier" Item "The Beggar's Bazooka" Item "Texas Tin-Gallon" ItemAttributes { ItemName "The Beggar's Bazooka" "auto fires full clip" 1 "auto fires when full" 1 "projectile speed decreased" 0.75 } } TFBot { Class Soldier ClassIcon soldier_burstfire Skill Hard Health 600 Scale 1.3 Name "Dumpster Device" Tag bot_giant Item "The Beggar's Bazooka" Item "Texas Tin-Gallon" ItemAttributes { ItemName "The Beggar's Bazooka" "auto fires full clip" 1 "auto fires when full" 1 "projectile speed decreased" 0.75 } } } } WaveSpawn { Name "wave03" TotalCount 6 MaxActive 6 SpawnCount 3 Where spawnbot_mid0 Where spawnbot_main1 WaitForAllDead "wave02" WaitBeforeStarting 3 WaitBetweenSpawns 12 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Name "Giant Outlaw" Item "The Slo-Poke" Item "The Texas Half-Pants" } TFBot { Template T_TFBot_Medic_BigHeal Name "Big Heal Medic" Item "The Surgeon's Stahlhelm" } TFBot { Template T_TFBot_Medic_BigHeal Name "Big Heal Medic" Item "The Surgeon's Stahlhelm" } } } WaveSpawn { Name "wave03" TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot_left0 Where spawnbot_main1 WaitForAllDead "wave02" WaitBeforeStarting 18 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Scout_Bonk Name "scoutweapons" Item "The Heavy Lifter" Item "Jungle Booty" } } WaveSpawn { Name "wave_support" TotalCount 48 MaxActive 7 SpawnCount 1 Where spawnbot_scattered0 Where spawnbot_main1 Support 1 WaitForAllDead "wave02_notgatebot" WaitBetweenSpawns 1 TotalCurrency 100 TFBot { Class Pyro Name "Dragon's Fury Pyro" ClassIcon pyro_dragon_fury_swordstone Skill Normal MaxVisionRange 600 Item "The Dragon's Fury" Item "Brim of Fire" } } } }