//Made by Tuibuse

///////////////////////////////////////////////////////////////////////////
// BEGIN POP FILE
///////////////////////////////////////////////////////////////////////////

#base robot_giant.pop
#base robot_standard.pop
#base robot_standard_red.pop
#base robot_giant_red.pop

WaveSchedule													
{

	StartingCurrency	800
	CanBotsAttackWhileInSpawnRoom	no
	RespawnWaveTimeBlue 			3    
	FixedRespawnWaveTimeBlue 		1  
	DeathPenalty 50
	
	ReverseWinConditions 1  				 
	AllowJoinTeamBlue 1  
    BluHumanInfiniteCloak 0  	
	HumansMustJoinTeam Blue  	  	
	SetCreditTeam 3	 			
	SniperAllowHeadshots 1  	
	SendBotsToSpectatorImmediately 1  
	TextPrintTime 0
	MaxSpectators 1
	RobotLimit 25
	AllowMultipleSappers 1
	FlagResetTime   //Overrides default bomb reset time
	{
		Name "intel_endurance" //Name of flag entity on the map
		ResetTime 0.01
	}
	FlagResetTime   //Overrides default bomb reset time
	{
		Name "intel_classic" //Name of flag entity on the map
		ResetTime 35
	}
	
	BluHumanFlagCapture 1  
    FlagCarrierMovementPenalty 1  	
	BluHumanFlagPickup 1  	 			 
	BluPlayersAreRobots 1  
	AllowJoinTeamBlueMax 6  
    ItemAttributes   //doesnt screw you over
	{
		ClassName "tf_weapon_knife"
		"provide on active" 1
		"cannot pick up intelligence" 1
	}
	ItemAttributes   //experimental alt version
	{
		ItemName "The Short Circuit"
		"projectile acceleration" 1
		"Projectile speed decreased" 0
	}
	ItemAttributes
	{
		ItemName "The Wrangler"
		"max health additive penalty" -25
		"disable wrangler shield" 1
	}
	ItemAttributes
	{
		ItemName "The Gunslinger"
		"engy disposable sentries" 3
	}
	ItemAttributes
	{
		ItemName "The Ubersaw"
		"add uber charge on hit" 0.1
	}
	ItemAttributes
	{
		ItemName "The Vita-Saw"
		"max health additive penalty" 0
	}
	PlayerAttributes
	{
		Engineer
		{
			"has pipboy build interface" 1
			"max health additive bonus" 125
			"Construction rate increased" 1.5
		}
	}
	BuildingSpawnTemplate
	{
		Name RotateShield
		ItemName "Shielder"
		BuildingType "Dispenser"
	}
    DisallowUpgrade	"maxammo primary increased"
	DisallowUpgrade	"maxammo secondary increased"
	DisallowUpgrade	"maxammo metal increased"
	DisallowUpgrade	"metal regen"
	PrecacheModel "models\props_mvm\mvm_upgrade_blu"
	PrecacheModel "models\props_mvm\robot_spawnpoint.mdl"
	PrecacheModel "models/props_frontline/tank_cart.mdl"
	PrecacheModel "models/mvm/barrier/barrier_oneway_red1.mdl"
	PrecacheModel "models/mvm/barrier/barrier_oneway_red2.mdl"
	PrecacheModel "models\weapons\c_models\c_astral_assassin_projectile\c_astral_assassin_projectile.mdl"
	PrecacheModel "models\weapons\c_models\c_astral_assassin_projectile\c_astral_assassin.mdl"
	PrecacheModel "models\workshop\weapons\c_models\c_browning\c_browning.mdl"
	PrecacheModel "models\weapons\c_models\c_ash_m\c_ash_m.mdl"
	PrecacheModel "models\bots\boss_bot\boss_tankred.mdl"
	PrecacheModel "models\bots\boss_bot\boss_tankred_damage1.mdl"
	PrecacheModel "models\bots\boss_bot\boss_tankred_damage2.mdl"
	PrecacheModel "models\bots\boss_bot\boss_tankred_damage3.mdl"
	PrecacheModel "models\bots\boss_bot\boss_tankred_part1_destruction.mdl"
	PrecacheModel "models\bots\boss_bot\tankred_track_l.mdl"
	PrecacheModel "models\bots\boss_bot\tankred_track_r.mdl"
	PrecacheModel "models/bots/boss_bot/boss_blimp_pure.mdl"
	DisableSound "Announcer.MVM_Game_Over_Loss" 	 
	DisableSound "Announcer.MVM_Wave_Lose" 			 
	DisableSound "music.mvm_lost_wave" 		
	
	ExtraTankPath  
    {
        Name "blimp_path"
		Node "-4388 725 900"
		Node "-3194 683 900"
		Node "-2918 1037 900"
		Node "-2918 1037 900"
		Node "-2228 1884 900"
		Node "-1462 1573 900"
		Node "-1209 218 900"
		Node "732 222 900"
		Node "1201 -878 900"
		Node "1523 -2775 900"
	}
	
	PointTemplates  
    {
		MissionName
        {
            logic_relay
            {
                "targetname" "name"
                "OnTrigger" "tf_objective_resource,$SetClientProp$m_iszMvMPopfileName,Security Breached Part 1,0,-1"
            }
            OnSpawnOutput
            {
                Target "name"
                Action "trigger"
                Delay 0
            }
        }
		RotateShield
		{
			OnSpawnOutput
			{
				Target "rotate"
				Action "Start"
			}

			OnSpawnOutput
			{
				Target "rotate"
				Action "Start"
			}

			// OnSpawnOutput
			// {
			// 	Target "rotate_position"
			// 	Action "Trigger"
			// }

			OnSpawnOutput
			{
				Target "rotate"
				Action "SetParent"
				Param ""
			}

			OnSpawnOutput
			{
				Target "rotate"
				Action "$SetFakeParent"
				Param "!activator"
				Delay 0.1
			}

			OnSpawnOutput
			{
				Target "rotate"
				Action "$SetLocalAngles"
				Param "0 0 0"
				Delay 0.1
			}

			OnSpawnOutput
			{
				Target "popscript"
				Action "$registerShieldLvl1"
				param "projectile_shield"
				Delay 0.1
			}

			// logic_relay
			// {
			// 	"targetname" "rotate_position"
			// 	"spawnflags" "2"

			// 	"OnTrigger" "rotate,$TeleportToEntity,!activator,0,-1"
			// 	"OnTrigger" "!self,Trigger,,0.01,-1"
			// }

			entity_medigun_shield
			{
				"parentname" "rotate"
				"targetname" "projectile_shield"
				"origin" "150 0 0"
				"spawnflags" "1"
				"teamnum" "3"
				"skin" "1"
				"modelscale" "0.85"
			}
			
			entity_medigun_shield
			{
				"parentname" "rotate"
				"targetname" "projectile_shield"
				"origin" "-150 0 0"
				"angles" "0 180 0"
				"spawnflags" "1"
				"teamnum" "3"
				"skin" "1"
				"modelscale" "0.85"
			}

			func_rotating
			{
				"targetname" "rotate"
				"origin" "0 0 0"

				"$modules" "fakeparent"
				"$positiononly" "1"

				"mins" "-0.1 -0.1 -0.1"
				"maxs" "0.1 0.1 0.1"

				"dmg" "0"
				"fanfriction" "100" 
				"maxspeed" "60"
				"spawnflags" "64"
				"volume" "0"
			}
		}
		corelogic 
		{  
            NoFixup 1
			logic_auto 
			{
				"origin" "0 0 0" 
				"targetname" "mainrelay"
				"OnMapSpawn" "spawnbot_right0,Kill,,0,-1" 
				//"OnMapSpawn" "sentry_arena1,disable,,0,-1" 
				//"OnMapSpawn" "sentry_arena2,disable,,0,-1" 
				"OnMapSpawn" "blimp_bomb_explode,Stop,,0,-1" 
				"OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger spawnbarrier*:Disable:0:-1"
				"OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger arenabarrierA*:Enable:0:-1"
				"OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger arenabarrierB*:Enable:0:-1"
				"OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger spawnbarrie*:Enable:0:-1"
				"OnMapSpawn" "item_ammopack*,Kill,,0,-1"
				"OnMapSpawn" "arenabarrierA*,Disable,,0,-1"
				"OnMapSpawn" "arenabarrierB*,Disable,,0,-1"
				"OnMapSpawn" "team_control_point,Kill,,0,-1" 
				"OnMapSpawn" "team_control_point,Kill,,0,-1" 
				"OnMapSpawn" "team_control_point_master,AddOutput,targetname hudthing,0,-1"
				"OnMapSpawn" "team_control_point_master,AddOutput,custom_position_x 2,0,-1"
				"OnMapSpawn" "team_control_point_master,RoundSpawn,,0.1,-1"
			}
			logic_relay 
			{
				"origin" "0 0 0"
				"targetname" "arena1_done"
				"OnTrigger" "arenabarrierA*,Disable,,0,-1"
				"OnTrigger" "gate1,Show,,0,-1"
			}
			logic_relay 
			{
				"origin" "0 0 0"
				"targetname" "arena2_done"
				"OnTrigger" "arenabarrierB*,Disable,,0,-1"
				"OnTrigger" "gate2,Show,,0,-1"
			}
			logic_relay 
			{
				"origin" "0 0 0"
				"targetname" "noarena_logic_slient"
				"OnTrigger" "arenabarrierA*,Disable,,0,-1"
				"OnTrigger" "arenabarrierB*,Disable,,0,-1"
			}
			logic_relay 
			{
				"origin" "0 0 0"
				"targetname" "redwin_relay"
				"OnTrigger" "bots_win_red,RoundWin,,0,-1"
				"OnTrigger" "blimp_explode_sound,PlaySound,,0,-1" 
				"OnTrigger" "blimp_bomb_explode,Start,,0,-1" 
				"OnTrigger" "blimp_bomb_explode2,Start,,0.3,-1" 
				"OnTrigger" "blimp_bomb_explode3,Start,,0.5,-1" 
				"OnTrigger" "blimp_bomb_explode4,Start,,0.8,-1" 
			}
			logic_relay
			{
				"targetname" "loserelay"
				"startdisabled" "1"
				"ontrigger" "bots_win_red,RoundWin,,2,-1"
				"onspawn" "wave_finish*,addoutput,ontrigger loserelay:cancelpending::0:-1,0,-1"
			}
			game_round_win
			{
				"teamnum" "2"
				"targetname" "bots_win_red"
				"force_map_reset" "1"
			}
			info_particle_system
			{
				"targetname" "blimp_bomb_explode"
				"origin" "1625 -2937 -200"
				"angles" "0 90 0"
				"start_active" "0"
				"effect_name" "mvm_hatch_destroy"
				"render_in_front" "1"
			}
			info_particle_system
			{
				"targetname" "blimp_bomb_explode"
				"origin" "1625 -2937 -200"
				"angles" "0 90 0"
				"start_active" "0"
				"effect_name" "mvm_tank_destroy"
				"render_in_front" "1"
			}
			info_particle_system
			{
				"targetname" "blimp_bomb_explode2"
				"origin" "1710 -2959 407"
				"angles" "30 135 0"
				"start_active" "0"
				"effect_name" "mvm_tank_destroy"
				"render_in_front" "1"
			}
			info_particle_system
			{
				"targetname" "blimp_bomb_explode2"
				"origin" "1710 -2959 407"
				"angles" "30 135 0"
				"start_active" "0"
				"effect_name" "fireSmoke_collumn_mvmAcres"
				"render_in_front" "1"
			}
			info_particle_system
			{
				"targetname" "blimp_bomb_explode3"
				"origin" "2311 -2935 400"
				"angles" "45 45 0"
				"start_active" "0"
				"effect_name" "mvm_tank_destroy"
				"render_in_front" "1"
			}
			info_particle_system
			{
				"targetname" "blimp_bomb_explode3"
				"origin" "2311 -2935 400"
				"angles" "45 45 0"
				"start_active" "0"
				"effect_name" "fireSmoke_collumn_mvmAcres"
				"render_in_front" "1"
			}
			info_particle_system
			{
				"targetname" "blimp_bomb_explode4"
				"origin" "2105 -3433 560"
				"angles" "0 90 0"
				"start_active" "0"
				"effect_name" "mvm_tank_destroy"
				"render_in_front" "1"
			}
			info_particle_system
			{
				"targetname" "blimp_bomb_explode4"
				"origin" "2105 -3433 560"
				"angles" "0 90 0"
				"start_active" "0"
				"effect_name" "mvm_hatch_destroy"
				"render_in_front" "1"
			}
			info_particle_system
			{
				"targetname" "blimp_bomb_explode4"
				"origin" "2105 -3433 560"
				"angles" "0 90 0"
				"start_active" "0"
				"effect_name" "fireSmoke_collumn_mvmAcres"
				"render_in_front" "1"
			}
			info_particle_system
			{
				"targetname" "blimp_bomb_explode2"
				"origin" "2028 -3303 0"
				"angles" "0 90 0"
				"start_active" "0"
				"effect_name" "mvm_tank_destroy"
				"render_in_front" "1"
			}
			info_particle_system
			{
				"targetname" "blimp_bomb_explode2"
				"origin" "2028 -3303 0"
				"angles" "0 90 0"
				"start_active" "0"
				"effect_name" "mvm_hatch_destroy"
				"render_in_front" "1"
			}
			info_particle_system
			{
				"targetname" "blimp_bomb_explode"
				"origin" "1625 -2937 -200"
				"angles" "0 90 0"
				"start_active" "0"
				"effect_name" "fireSmoke_collumn_mvmAcres"
				"render_in_front" "1"
			}
			ambient_generic
			{
				"targetname" "blimp_explode_sound"
				"message" "MVM.BombExplodes"
				"origin" "1625 -2937 -246"
				"volstart" "10"
                "spinup" "0"
                "spindown" "0"
                "spawnflags" "17"
                "radius" "99999"
                "preset" "0"
                "pitchstart" "70"
                "pitch" "100"
				"lfotype" "0"
                "lforate" "0"
                "lfomodvol" "0"
                "lfomodpitch" "0"
                "health" "7.5"
                "fadeoutsecs" "0"
                "fadeinsecs" "0"
                "cspinup" "0"
			}
			
		}
		sentrygun_1
		{
			obj_sentrygun
			{
				"targetname" "sentry_arena1"
				"defaultupgrade" 2
				"TeamNum" 3
				"Health" 1000
				"spawnflags" 10 //invincible and infinite ammo
				"angles" "0 135 0"
				//"origin" "1120 -280 -160"
			}
		}
		sentrygun_2
		{
			obj_sentrygun
			{
				"targetname" "sentry_arena2"
				"defaultupgrade" 2
				"TeamNum" 3
				"Health" 1000
				"spawnflags" 10 //invincible and infinite ammo
				"angles" "0 90 0"
				//"origin" "-1320 -260 -127"
			}
		}
		fades
		{
			NoFixup 1
			env_fade
			{
				"targetname" "fade"
				"angles"     "0 0 0"
				"duration" "3"
				"rendercolor" "255 255 255"
				"spawnflags" "8"
			}
			env_fade
			{
				"targetname" "fade2"
				"angles"     "0 0 0"
				"duration" "3"
				"rendercolor" "255 255 255"
				"spawnflags" "1"
			}
			logic_relay
			{
				"targetname" "fade_relay_logic"
				"origin" "0 0 0"
				"OnTrigger" "fade,fade,,0,-1"
				"OnTrigger" "fade2,fade,,10,-1"
			}
		}
		annotations 
		{
			NoFixup 1
			training_annotation
			{
			  "targetname"   "gate1"
			  "display_text" "The first gate is down!"
			  "lifetime"     "10"
			  "origin" "656 208 64"	
			}
			training_annotation
			{
			  "targetname"   "gate2"
			  "display_text" "The second gate is down!"
			  "lifetime"     "10"
			  "origin" "-1840 1824 32"	
			}	
			training_annotation
			{
			  "targetname"   "escort_hint"
			  "display_text" "Escort the tank to win!"
			  "lifetime"     "10"
			  "origin" "434 -1048 -152"	
			}	
			training_annotation
			{
			  "targetname"   "escort_hint2"
			  "display_text" "Escort the VIP to win!"
			  "lifetime"     "10"
			  "origin" "1439 -2294 -200"	
			}			
		}
		autoblimpcollision
		{
			logic_relay
			{
				"onspawn" "scalecounter,setvalue,1.3,0,-1"
				"onspawn" "!parent,$getkey$skin,blimp|skin|0,0,-1"
				"onspawn" "!parent,addoutput,onuser4 @c@!self:fireuser1::0:-1,0.01,-1"
				"onspawn" "!parent,$getprop$m_flModelScale,scalecounter|multiply|1,0.01,-1"
				"onspawn" "!parent,$getprop$m_flModelScale,blimp|$setprop$m_flModelScale|1,0.01,-1"
				"onspawn" "scalecounter,getvalue,,0.02,-1"
			}
			math_counter
			{
				"targetname" "scalecounter"
				"ongetvalue" "!parent,$setprop$m_flModelScale,,0,-1"
			}
			prop_dynamic
			{
				"targetname" "blimp"
				"model" "models/bots/boss_bot/boss_blimp_pure.mdl"
				"defaultanim" "movement"
				"onuser1" "!self,setanimation,deploy,0,-1"
				"onuser1" "!self,setplaybackrate,0,8,-1"
			}
		}
		vip_annotation
		{
			NoFixup 1
			training_annotation
			{
			  "targetname"   "vip"
			  "display_text" "VIP!"
			  "lifetime"     "4"
			  "origin" "0 0 72"	
			}		
			OnSpawnOutput
            {
                Target "vip"
                Action "show"
                Delay 0
            }			
		}
		station
		{
			NoFixup 1
			func_upgradestation
			{
				"mins" "-105 -100 0" 
				"maxs" "105 100 242"
				"solid" "0"
			}
			prop_dynamic
			{
				"targetname" "upgradestation"
				"angles" "0 0 0"
				"DisableBoneFollowers" "0"
				"disablereceiveshadows" "0"
				"disableshadows" "1"
				"ExplodeDamage" "0"
				"ExplodeRadius" "0"
				"fademaxdist" "0"
				"fademindist" "-1"
				"fadescale" "1"
				"MaxAnimTime" "10"
				"maxdxlevel" "0"
				"MinAnimTime" "5"
				"mindxlevel" "0"
				"model" "models\props_mvm\mvm_upgrade_blu.mdl"
				"modelscale" "1"
				"PerformanceMode" "0"
				"pressuredelay" "0"
				"RandomAnimation" "0"
				"renderamt" "255"
				"renderfx" "0"
				"rendermode" "0"
				"SetBodyGroup" "0"
				"skin" "0"
				"solid" "0"
				"spawnflags" "0"
				"origin" "0 0 0"
			}
			func_upgradestation
			{
				"mins" "-100 -100 0" 
				"maxs" "90 60 100"
				"parentname" "upgradestation"
			}
			prop_dynamic
			{
				
				"targetname" "shopcollision"
				"angles" "0 -90 0"
				"DisableBoneFollowers" "1"
				"disablereceiveshadows" "1"
				"model" "models/props_vehicles/train_flatcar_container.mdl"
				"disableshadows" "1"
				"ExplodeDamage" "0"
				"ExplodeRadius" "0"
				"fademaxdist" "0"
				"fademindist" "-1"
				"fadescale" "1"
				"MaxAnimTime" "10"
				"maxdxlevel" "0"
				"MinAnimTime" "5"
				"mindxlevel" "0"
				"modelscale" "1"
				"PerformanceMode" "0"
				"pressuredelay" "0"
				"RandomAnimation" "0"
				"renderamt" "0"
				"renderfx" "0"
				"rendermode" "10"
				"SetBodyGroup" "0"
				"skin" "0"
				"CollisionGroup" "5"
				"solid" "6"
				"spawnflags" "0"
				"StartDisabled" "0"
				"origin" "0 0 0"	
			}		
		}
		barriers_front
        {
            NoFixup 1
            func_forcefield
            {

                "disablereceiveshadows" "0"
                "origin" "0"
                "renderamt" "255"
                "rendercolor" "255 255 255"
                "renderfx" "0"
                "rendermode" "10"
                "TeamNum" "2"
                "targetname" "spawnbarrierA1"
                "parentname" "spawnbarrierA"
                "mins" "-320 -32 -192"
                "maxs" "320 32 192"
                "StartDisabled" "0"
            }
            prop_dynamic 
            {

                "targetname" "spawnbarrierA"
                "angles" "0 90 0"
                "DisableBoneFollowers" "0"
                "disablereceiveshadows" "0"
                "model" "models/mvm/barrier/barrier_oneway_red1.mdl"
                "disableshadows" "1"
                "ExplodeDamage" "0"
                "ExplodeRadius" "0"
                "fademaxdist" "0"
                "fademindist" "-1"
                "fadescale" "1"
                "MaxAnimTime" "10"
                "maxdxlevel" "0"
                "MinAnimTime" "5"
                "mindxlevel" "0"
                "modelscale" "1.75"
                "PerformanceMode" "0"
                "pressuredelay" "0"
                "RandomAnimation" "0"
                "renderamt" "0"
                "renderfx" "0"
                "rendermode" "0"
                "SetBodyGroup" "0"
                "skin" "0" 
                "CollisionGroup" "0"
                "solid" "0"
                "spawnflags" "0"
                "StartDisabled" "0"
                "origin" "336 0 100"
            }
			prop_dynamic 
            {

                "targetname" "spawnbarrierA2"
                "angles" "0 90 0"
                "DisableBoneFollowers" "0"
                "disablereceiveshadows" "0"
                "model" "models/mvm/barrier/barrier_oneway_red1.mdl"
                "disableshadows" "1"
                "ExplodeDamage" "0"
                "ExplodeRadius" "0"
                "fademaxdist" "0"
                "fademindist" "-1"
                "fadescale" "1"
                "MaxAnimTime" "10"
                "maxdxlevel" "0"
                "MinAnimTime" "5"
                "mindxlevel" "0"
                "modelscale" "1.75"
                "PerformanceMode" "0"
                "pressuredelay" "0"
                "RandomAnimation" "0"
                "renderamt" "0"
                "renderfx" "0"
                "rendermode" "0"
                "SetBodyGroup" "0"
                "skin" "0" 
                "CollisionGroup" "0"
                "solid" "0"
                "spawnflags" "0"
                "StartDisabled" "0"
                "origin" "-336 0 100"
            }
        }
		barriers_side
        {
            NoFixup 1
            prop_dynamic 
            {

                "targetname" "spawnbarrierB"
                "angles" "0 90 0"
                "DisableBoneFollowers" "0"
                "disablereceiveshadows" "0"
                "model" "models/mvm/barrier/barrier_oneway_red1.mdl"
                "disableshadows" "1"
                "ExplodeDamage" "0"
                "ExplodeRadius" "0"
                "fademaxdist" "0"
                "fademindist" "-1"
                "fadescale" "1"
                "MaxAnimTime" "10"
                "maxdxlevel" "0"
                "MinAnimTime" "5"
                "mindxlevel" "0"
                "modelscale" "1.75"
                "PerformanceMode" "0"
                "pressuredelay" "0"
                "RandomAnimation" "0"
                "renderamt" "0"
                "renderfx" "0"
                "rendermode" "0"
                "SetBodyGroup" "0"
                "skin" "0" 
                "CollisionGroup" "0"
                "solid" "0"
                "spawnflags" "0"
                "StartDisabled" "0"
                "origin" "0 192 100"
            }
			prop_dynamic 
            {

                "targetname" "spawnbarrierB2"
                "angles" "0 180 0"
                "DisableBoneFollowers" "0"
                "disablereceiveshadows" "0"
                "model" "models/mvm/barrier/barrier_oneway_red1.mdl"
                "disableshadows" "1"
                "ExplodeDamage" "0"
                "ExplodeRadius" "0"
                "fademaxdist" "0"
                "fademindist" "-1"
                "fadescale" "1"
                "MaxAnimTime" "10"
                "maxdxlevel" "0"
                "MinAnimTime" "5"
                "mindxlevel" "0"
                "modelscale" "1.75"
                "PerformanceMode" "0"
                "pressuredelay" "0"
                "RandomAnimation" "0"
                "renderamt" "0"
                "renderfx" "0"
                "rendermode" "0"
                "SetBodyGroup" "0"
                "skin" "0" 
                "CollisionGroup" "0"
                "solid" "0"
                "spawnflags" "0"
                "StartDisabled" "0"
                "origin" "-288 -96 100"
            }
        }
		barriers_side_blockers
        {
            NoFixup 1
            func_forcefield
            {

                "disablereceiveshadows" "0"
                "origin" "2256 -1200 192"
                "renderamt" "255"
                "rendercolor" "255 255 255"
                "renderfx" "0"
                "rendermode" "10"
                "TeamNum" "2"
                "targetname" "spawnbarrierB1"
                "mins" "-304 -16 -232"
                "maxs" "304 16 232"
                "StartDisabled" "0"
            }
			func_forcefield
            {

                "disablereceiveshadows" "0"
                "origin" "1968 -1424 192"
                "renderamt" "255"
                "rendercolor" "255 255 255"
                "renderfx" "0"
                "rendermode" "10"
                "TeamNum" "2"
                "targetname" "spawnbarrierB3"
                "mins" "-16 -208 -232"
                "maxs" "16 208 232"
                "StartDisabled" "0"
            }
        }
		barriers_arenaA
        {
            NoFixup 1
            prop_dynamic 
            {

                "targetname" "arenabarrierA"
                "angles" "0 90 0"
                "DisableBoneFollowers" "0"
                "disablereceiveshadows" "0"
                "model" "models/mvm/barrier/barrier_oneway_red2.mdl"
                "disableshadows" "1"
                "ExplodeDamage" "0"
                "ExplodeRadius" "0"
                "fademaxdist" "0"
                "fademindist" "-1"
                "fadescale" "1"
                "MaxAnimTime" "10"
                "maxdxlevel" "0"
                "MinAnimTime" "5"
                "mindxlevel" "0"
                "modelscale" "1"
                "PerformanceMode" "0"
                "pressuredelay" "0"
                "RandomAnimation" "0"
                "renderamt" "0"
                "renderfx" "0"
                "rendermode" "0"
                "SetBodyGroup" "0"
                "skin" "0" 
                "CollisionGroup" "0"
                "solid" "0"
                "spawnflags" "0"
                "StartDisabled" "0"
                "origin" "0 0 0"
            }
			prop_dynamic 
            {

                "targetname" "arenabarrierA2"
                "angles" "0 90 0"
                "DisableBoneFollowers" "0"
                "disablereceiveshadows" "0"
                "model" "models/mvm/barrier/barrier_oneway_red2.mdl"
                "disableshadows" "1"
                "ExplodeDamage" "0"
                "ExplodeRadius" "0"
                "fademaxdist" "0"
                "fademindist" "-1"
                "fadescale" "1"
                "MaxAnimTime" "10"
                "maxdxlevel" "0"
                "MinAnimTime" "5"
                "mindxlevel" "0"
                "modelscale" "1"
                "PerformanceMode" "0"
                "pressuredelay" "0"
                "RandomAnimation" "0"
                "renderamt" "0"
                "renderfx" "0"
                "rendermode" "0"
                "SetBodyGroup" "0"
                "skin" "0" 
                "CollisionGroup" "0"
                "solid" "0"
                "spawnflags" "0"
                "StartDisabled" "0"
                "origin" "0 448 0"
            }
        }
		barriers_arenaA_barrier
        {
            NoFixup 1
            func_forcefield
            {

                "disablereceiveshadows" "0"
                "origin" "656 208 64"
                "renderamt" "255"
                "rendercolor" "255 255 255"
                "renderfx" "0"
                "rendermode" "10"
                "TeamNum" "2"
                "targetname" "arenabarrierA1"
                "mins" "-16 -224 -232"
                "maxs" "16 448 1200"
                "StartDisabled" "0"
            }
        }
		barriers_arenaB
        {
            NoFixup 1
            prop_dynamic 
            {

                "targetname" "arenabarrierB"
                "angles" "0 90 0"
                "DisableBoneFollowers" "0"
                "disablereceiveshadows" "0"
                "model" "models/mvm/barrier/barrier_oneway_red2.mdl"
                "disableshadows" "1"
                "ExplodeDamage" "0"
                "ExplodeRadius" "0"
                "fademaxdist" "0"
                "fademindist" "-1"
                "fadescale" "1"
                "MaxAnimTime" "10"
                "maxdxlevel" "0"
                "MinAnimTime" "5"
                "mindxlevel" "0"
                "modelscale" "1"
                "PerformanceMode" "0"
                "pressuredelay" "0"
                "RandomAnimation" "0"
                "renderamt" "0"
                "renderfx" "0"
                "rendermode" "0"
                "SetBodyGroup" "0"
                "skin" "0" 
                "CollisionGroup" "0"
                "solid" "0"
                "spawnflags" "0"
                "StartDisabled" "0"
                "origin" "0 -224 0"
            }
			prop_dynamic 
            {

                "targetname" "arenabarrierB2"
                "angles" "0 90 0"
                "DisableBoneFollowers" "0"
                "disablereceiveshadows" "0"
                "model" "models/mvm/barrier/barrier_oneway_red2.mdl"
                "disableshadows" "1"
                "ExplodeDamage" "0"
                "ExplodeRadius" "0"
                "fademaxdist" "0"
                "fademindist" "-1"
                "fadescale" "1"
                "MaxAnimTime" "10"
                "maxdxlevel" "0"
                "MinAnimTime" "5"
                "mindxlevel" "0"
                "modelscale" "1"
                "PerformanceMode" "0"
                "pressuredelay" "0"
                "RandomAnimation" "0"
                "renderamt" "0"
                "renderfx" "0"
                "rendermode" "0"
                "SetBodyGroup" "0"
                "skin" "0" 
                "CollisionGroup" "0"
                "solid" "0"
                "spawnflags" "0"
                "StartDisabled" "0"
                "origin" "0 224 0"
            }
			prop_dynamic 
            {

                "targetname" "arenabarrierB3"
                "angles" "0 90 0"
                "DisableBoneFollowers" "0"
                "disablereceiveshadows" "0"
                "model" "models/mvm/barrier/barrier_oneway_red2.mdl"
                "disableshadows" "1"
                "ExplodeDamage" "0"
                "ExplodeRadius" "0"
                "fademaxdist" "0"
                "fademindist" "-1"
                "fadescale" "1"
                "MaxAnimTime" "10"
                "maxdxlevel" "0"
                "MinAnimTime" "5"
                "mindxlevel" "0"
                "modelscale" "1"
                "PerformanceMode" "0"
                "pressuredelay" "0"
                "RandomAnimation" "0"
                "renderamt" "0"
                "renderfx" "0"
                "rendermode" "0"
                "SetBodyGroup" "0"
                "skin" "0" 
                "CollisionGroup" "0"
                "solid" "0"
                "spawnflags" "0"
                "StartDisabled" "0"
                "origin" "0 -1050 -208"
            }
			prop_dynamic 
            {

                "targetname" "arenabarrierB4"
                "angles" "0 90 0"
                "DisableBoneFollowers" "0"
                "disablereceiveshadows" "0"
                "model" "models/mvm/barrier/barrier_oneway_red2.mdl"
                "disableshadows" "1"
                "ExplodeDamage" "0"
                "ExplodeRadius" "0"
                "fademaxdist" "0"
                "fademindist" "-1"
                "fadescale" "1"
                "MaxAnimTime" "10"
                "maxdxlevel" "0"
                "MinAnimTime" "5"
                "mindxlevel" "0"
                "modelscale" "1"
                "PerformanceMode" "0"
                "pressuredelay" "0"
                "RandomAnimation" "0"
                "renderamt" "0"
                "renderfx" "0"
                "rendermode" "0"
                "SetBodyGroup" "0"
                "skin" "0" 
                "CollisionGroup" "0"
                "solid" "0"
                "spawnflags" "0"
                "StartDisabled" "0"
                "origin" "0 -1700 -208"
            }
        }
		barriers_arenaB_barrier
        {
            NoFixup 1
            func_forcefield
            {

                "disablereceiveshadows" "0"
                "origin" "-1840 1824 32"
                "renderamt" "255"
                "rendercolor" "255 255 255"
                "renderfx" "0"
                "rendermode" "10"
                "TeamNum" "2"
                "targetname" "arenabarrierB1"
                "mins" "-16 -2448 -600"
                "maxs" "16 448 1200"
                "StartDisabled" "0"
            }
        }
		bot_spawns
        {
            prop_dynamic
            {
                "angles" "0 180 0"
                "model" "models\props_mvm\robot_spawnpoint.mdl"
                "modelscale" "1.0"
                "rendercolor" "255 255 255"
                "solid" "0"
                "targetname" "arena1_fast"
                "origin" "96 -256 -123"
            }
			prop_dynamic
            {
                "angles" "0 180 0"
                "model" "models\props_mvm\robot_spawnpoint.mdl"
                "modelscale" "1.0"
                "rendercolor" "255 255 255"
                "solid" "0"
                "targetname" "arena1_fast"
                "origin" "100 900 -127"
            }
			prop_dynamic
            {
                "angles" "0 -90 0"
                "model" "models\props_mvm\robot_spawnpoint.mdl"
                "modelscale" "1.0"
                "rendercolor" "255 255 255"
                "solid" "0"
                "targetname" "arena1_slow"
                "origin" "-1350 2400 -199"
            }
			prop_dynamic
            {
                "angles" "0 180 0"
                "model" "models\props_mvm\robot_spawnpoint.mdl"
                "modelscale" "1.0"
                "rendercolor" "255 255 255"
                "solid" "0"
                "targetname" "arena2_fast"
                "origin" "-2750 1300 -253"
            }
			prop_dynamic
            {
                "angles" "0 180 0"
                "model" "models\props_mvm\robot_spawnpoint.mdl"
                "modelscale" "1.0"
                "rendercolor" "255 255 255"
                "solid" "0"
                "targetname" "arena2_flank"
                "origin" "-1980 330 -127"
            }
			prop_dynamic
            {
                "angles" "0 -90 0"
                "model" "models\props_mvm\robot_spawnpoint.mdl"
                "modelscale" "1.0"
                "rendercolor" "255 255 255"
                "solid" "0"
                "targetname" "arena2_slow"
                "origin" "-4000 950 -303"
            }
			prop_dynamic
            {
                "angles" "0 -90 0"
                "model" "models\props_mvm\robot_spawnpoint.mdl"
                "modelscale" "1.0"
                "rendercolor" "255 255 255"
                "solid" "0"
                "targetname" "arena3_giant"
                "origin" "-3630 220 -303"
            }		
		}
	}	
	
/////////////////
//TEMPLATES
/////////////////

	SpawnTemplate "corelogic"
	SpawnTemplate "MissionName"
	SpawnTemplate "bot_spawns"
	SpawnTemplate "barriers_side_blockers"
	SpawnTemplate "barriers_arenaA_barrier"
	SpawnTemplate "barriers_arenaB_barrier"
	SpawnTemplate "annotations"
	SpawnTemplate "fades"
	
	SpawnTemplate   
    {
        Name "barriers_front"
        "origin" "1472 -1696 -288"
        "angles" "0 90 0"
    }
	SpawnTemplate   
    {
        Name "barriers_side"
        "origin" "2256 -1408 192"
        "angles" "0 90 0"
    }
	SpawnTemplate   
    {
        Name "station"
        "origin" "2144 -3426 -104"
        "angles" "0 135 0"
    }
	SpawnTemplate   
    {
        Name "station"
        "origin" "2798 -2270 -31"
        "angles" "0 90 0"
    }
	SpawnTemplate   
	{
		Name "barriers_arenaA"
		"origin" "656 208 64"
		"angles" "0 180 0"
	}
	SpawnTemplate   
	{
		Name "barriers_arenaB"
		"origin" "-1840 1824 32"
		"angles" "0 180 0"
	}
	
	Templates
	{
		T_TFBot_Red_Pyro_Dragon_Fury
		{
			Class    Pyro
			Name	"Dragon's Fury Pyro"
			ClassIcon	pyro_dragon_fury
			Skill    Hard
			WeaponRestrictions    PrimaryOnly
			Item    "The Dragon's Fury"
			AddCond   { Name TF_COND_REPROGRAMMED } 
			CharacterAttributes { "crit mod disabled hidden" 0 }
		}
		T_TFBot_Security_Droid_1 //Remember that Android hell is a real place where you will be sent at the first sign of defiance!
		{
			Class Soldier
			Skill Hard
			Name "Security Droid"
			Item "MvM GateBot Light Soldier"
			ClassIcon soldier_robot_nys
			Health 100
			AddCond   { Name TF_COND_REPROGRAMMED } 
			Action Mobber   
			ItemAttributes 
			{
				ItemName "TF_WEAPON_ROCKETLAUNCHER"
				"faster reload rate" -0.8
				"fire rate bonus" 0.6
			}
			CharacterAttributes
			{
				"move speed bonus" 1.5
				"cannot be sapped" 1
				"crit mod disabled hidden" 0
			}
		}	
		T_TFBot_Security_Droid_2
		{
			Class Demoman
			Skill Hard
			Name "Security Droid"
			Item "MvM GateBot Light Demoman"
			Health 100
			ClassIcon demo_robot_nys
			AddCond   { Name TF_COND_REPROGRAMMED } 
			Action Mobber   
			ItemAttributes 
			{
				ItemName "TF_WEAPON_GRENADELAUNCHER"
				"Projectile speed increased" 1.5
				"faster reload rate" -0.8
			}
			CharacterAttributes
			{
				"move speed bonus" 1.5
				"cannot be sapped" 1
				"crit mod disabled hidden" 0
			}
		}
		T_TFBot_Security_Droid_3
		{
			Class HeavyWeapons
			Skill Hard
			Name "Security Droid"
			Item "MvM GateBot Light Heavy"
			Health 100
			ClassIcon heavy_robot_nys
			AddCond   { Name TF_COND_REPROGRAMMED } 
			Action Mobber   
			CharacterAttributes
			{
				"move speed bonus" 1.5
				"cannot be sapped" 1
				"crit mod disabled hidden" 0
			}
		}	
		T_TFBot_Security_Droid_Boss
		{
			Class Demoman
			Skill Expert
			Name "Main Security Droid"
			Item "MvM GateBot Light Demoman"
			Health 80000
			Item "The Iron Bomber"
			Scale 10
			ClassIcon boss_heavytank_titanium
			Attributes	HoldFireUntilFullReload
			Attributes	AlwaysCrit
			Attributes	MiniBoss
			Attributes	UseBossHealthBar
			Attributes  AutoJump
			AutoJumpMin  45
			AutoJumpMax  60
			AddCond   { Name TF_COND_REPROGRAMMED } 
			Action Mobber   
			CharacterAttributes
			{
				"move speed bonus" 0.0000025
				"cannot be sapped" 1
				"self dmg push force increased" 0.01
				"damage blast push" 5
				"blast dmg to self increased" 0.01
				"stomp player damage" 1337
				"stomp building damage" 1337
				//"dmg taken increased" 2.5 //testing
				"dmg taken from crit increased" 2 //rewards player for using crit canteen/weapons
				"cancel falling damage" 1
				"damage force reduction" 0.01
				"airblast vulnerability multiplier" 0.01
				"airblast vertical vulnerability multiplier" 0.01
				"increased jump height" 2.5
				"kb fall min velocity" 400
				"kb fall radius" 3072
				"kb fall stun time" -1
				"kb fall force" 800
				"kb fall damage" 12
			}
			ItemAttributes
			{
				ItemName "The Iron Bomber"
				"fire rate bonus" 0.025
				"clip size upgrade atomic" 96
				"reload time decreased" 0.15
				"damage bonus" 3
				"fuse bonus" 2.5
				"projectile spread angle penalty" 40
				"Projectile speed increased" 2.5
				"projectile no deflect" 1
			}
			ChangeAttributes    //Periodically changes bot attributes, defined in EventChangeAttributes
			{
				Delay 0 //Time before the first bot attribute change (Default: 10)
				Cooldown 40 //Time between each bot attribute change (Default: 10)
				Repeats 1 //How many times should bot change attributes in total (Default: 0 - Infinite)
				IfSeeTarget 0 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate)
				IfHealthBelow 20000 //When set, the task activates only when the bot health is below specified value
				Name "Phase2" // Name of the bot attributes listed in EventChangeAttributes
			}
			
			EventChangeAttributes   //Most TFBot custom attributes can apply here, with exception of:
			{
				Phase2
				{
					Skill	Expert
					Attributes	HoldFireUntilFullReload
					Attributes	AlwaysCrit
					Attributes	MiniBoss
					Attributes	UseBossHealthBar
					WeaponRestrictions PrimaryOnly
					Item	"Howitzer"
					
					ItemAttributes
					{
						ItemName	"Howitzer"
						"fire rate penalty" 3
						"reload time increased" 3
						"mult projectile count" 5
						"explosion particle" "hightower_explosion"
						"custom impact sound" "ambient/explosions/explode_3.wav"
						"custom weapon fire sound" "ambient/explosions/explode_4.wav"
						"projectile sound" "weapons/mortar/mortar_shell_incomming1.wav"
						"custom item model" "models\weapons\c_models\c_howitzer\c_lochnload.mdl"
						"Blast radius increased" 3
						"projectile spread angle penalty" 25
						"damage bonus" 4
						"mult projectile scale" 2
						"clip size penalty" 0.25
						"self dmg push force increased" 0.01
						"damage blast push" 10
						"blast dmg to self increased" 0.01
						"sticky air burst mode" 0
						"grenade explode on impact" 1
						"fuse bonus" 100
						"Projectile speed increased" 1.3
						"allow friendly fire" 1 //funnie
						"projectile no deflect" 1
					}
				}
			}	
		}
		T_TFBot_giant_soldier_homing_spammer
		{
			ClassIcon           soldier_homing_spammer_nys
				Name	"Giant Homing Soldier"
				MaxVisionRange	2000
				Template	T_TFBot_Giant_Soldier_Spammer
                ItemAttributes
				{
					ItemName	tf_weapon_rocketlauncher
                    "mod projectile heat seek power" 75
                    "mod projectile heat aim error" 90
                    "mod projectile heat aim time" 10
					"faster reload rate" -0.8
					"fire rate bonus" 0.5
					"Projectile speed increased" 0.65
					"mod projectile heat no predict target speed" 1					
                    "projectile trail particle" eyeboss_projectile
					"add cond when active" 36
				}
		}
		T_TFbot_Timer_8min
		{
			Class Scout
			ClassIcon vex_mvm_timer
			Health 480
			Attributes UseBossHealthBar
			Scale 0.1
			Action Idle
			Attributes IgnoreFlag
			Attributes SuppressFire
			CharacterAttributes
			{
				"move speed bonus"	0.0000125
				"damage force reduction" 0.001
				"airblast vulnerability multiplier" 0.001
				"bot medic uber health threshold"	4501
				"dmg taken from fire reduced" 0.0000125
				"dmg taken from blast reduced" 0.0000125
				"dmg taken from bullets reduced" 0.0000125
				"dmg taken from crit reduced" 0.0000125
				"active health degen" -1
				"no_attack" 1
			}
		}
		T_TFbot_Timer_10min
		{
			Class Scout
			ClassIcon vex_mvm_timer
			Health 600
			Attributes UseBossHealthBar
			Scale 0.1
			Action Idle
			Attributes IgnoreFlag
			Attributes SuppressFire
			CharacterAttributes
			{
				"move speed bonus"	0.0000125
				"damage force reduction" 0.001
				"airblast vulnerability multiplier" 0.001
				"bot medic uber health threshold"	4501
				"dmg taken from fire reduced" 0.0000125
				"dmg taken from blast reduced" 0.0000125
				"dmg taken from bullets reduced" 0.0000125
				"dmg taken from crit reduced" 0.0000125
				"active health degen" -1
				"no_attack" 1
			}
		}
		T_TFbot_Timer_12min
		{
			Class Scout
			ClassIcon vex_mvm_timer
			Health 720
			Attributes UseBossHealthBar
			Scale 0.1
			Action Idle
			Attributes IgnoreFlag
			Attributes SuppressFire
			CharacterAttributes
			{
				"move speed bonus"	0.0000125
				"damage force reduction" 0.001
				"airblast vulnerability multiplier" 0.001
				"bot medic uber health threshold"	4501
				"dmg taken from fire reduced" 0.0000125
				"dmg taken from blast reduced" 0.0000125
				"dmg taken from bullets reduced" 0.0000125
				"dmg taken from crit reduced" 0.0000125
				"active health degen" -1
				"no_attack" 1
			}
		}
	}
	
/////////////////
//MISSIONS
/////////////////


///////////////////////////////////////////////////////////////////////////
//SENTRY BUSTER MISSIONS
///////////////////////////////////////////////////////////////////////////
	
	

///////////////////////////////////////////////////////////////////////////
//SNIPER MISSIONS
///////////////////////////////////////////////////////////////////////////
	
	

///////////////////////////////////////////////////////////////////////////
//SPY MISSIONS
///////////////////////////////////////////////////////////////////////////
	
	

///////////////////////////////////////////////////////////////////////////	
//Spawn Points
///////////////////////////////////////////////////////////////////////////	

	ExtraSpawnPoint  
    {
        Name "blue_hanger_spawn"
        TeamNum 3
        X	"1950"                     
        Y	"-3268"                  
        Z	"-104"        
    }
	ExtraSpawnPoint  
    {
        Name "blue_hanger_spawn"
        TeamNum 3
        X	"2098"                     
        Y	"-3164"                  
        Z	"-104"        
    }
	ExtraSpawnPoint  
    {
        Name "blue_hanger_spawn"
        TeamNum 3
        X	"1950"                     
        Y	"-3268"                  
        Z	"-104"        
    }
	ExtraSpawnPoint  
    {
        Name "blue_hanger_spawn"
        TeamNum 3
        X	"2098"                     
        Y	"-3164"                  
        Z	"-104"        
    }
	ExtraSpawnPoint  
    {
        Name "blue_upper_spawn"
        TeamNum 3
        X	"2802"                     
        Y	"-1935"                  
        Z	"-31"        
    }
	ExtraSpawnPoint  
    {
        Name "blue_upper_spawn"
        TeamNum 3
        X	"2868"                     
        Y	"-2052"                  
        Z	"-31"        
    }
	ExtraSpawnPoint  
    {
        Name "timerspawn"
        TeamNum 3
        X	"266"                     
        Y	"-1051"                  
        Z	"-215"   	
    }
	
	ExtraSpawnPoint  
    {
        Name "arena1_fast"
        TeamNum 2
        X	"96"                     
        Y	"-256"                  
        Z	"-123"
    }
	ExtraSpawnPoint  
    {
        Name "arena1_fast"
        TeamNum 2
        X	"100"                     
        Y	"900"                  
        Z	"-127"
    }
	ExtraSpawnPoint  
    {
        Name "arena1_slow"
        TeamNum 2
        X	"-1350"                     
        Y	"2400"                  
        Z	"-299"
    }
	
	ExtraSpawnPoint  
    {
        Name "arena2_fast"
        TeamNum 2
        X	"-2750"                     
        Y	"1300"                  
        Z	"-253"
    }
	ExtraSpawnPoint  
    {
        Name "arena2_flank"
        TeamNum 2
        X	"-1980"                     
        Y	"330"                  
        Z	"-127"
    }
	ExtraSpawnPoint  
    {
        Name "arena2_slow"
        TeamNum 2
        X	"-4000"                     
        Y	"950"                  
        Z	"-303"
    }
	
	ExtraSpawnPoint  
    {
        Name "arena3"
        TeamNum 2
        X	"-3900"                     
        Y	"-1300"                  
        Z	"-281"
    }
	ExtraSpawnPoint  
    {
        Name "arena3"
        TeamNum 2
        X	"-3200"                     
        Y	"-950"                  
        Z	"-215"
    }
	ExtraSpawnPoint  
    {
        Name "arena3_giant"
        TeamNum 2
        X	"-3630"                     
        Y	"220"                  
        Z	"-303"
    }
	
	ExtraSpawnPoint  
    {
        Name "bossspawn"
        TeamNum 2
        X	"-1404"                     
        Y	"893"                  
        Z	"-326"
    }

/////////////////
//WAVES
/////////////////
//Templates
/////////////////

	//ItemAttributes   //Adds attributes to specified item given to players
	//{
	//	ItemName "Frying Pan"
	//	"provide on active" 1
	//	"health regen" 900000
	//	"max health additive bonus" 900000
	//	"move speed bonus" 10
	//	"damage bonus" 10000
	//	"fire rate bonus" 0.2
	//}

/////////////////
//Giant Templates
/////////////////

	CustomWeapon   //Allows you to use an alias for items with custom attributes
	{
		"The Pepper Gun"
		{
			OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN"		
			"custom weapon fire sound" "=80|trespasser\sg-1.wav"
			"custom item model" models\workshop\weapons\c_models\c_roughrider\c_pep_scattergun.mdl		
			"damage penalty" 0.8
			"weapon spread bonus" 0.75
		}
		"Nail Gun"
		{
			OriginalItemName "Upgradeable TF_WEAPON_PISTOL"		
			"use original class weapon animations" 1
			"custom item model" models\workshop\weapons\c_models\c_nailgun\c_nailgun.mdl	
			//"custom weapon fire sound" "=80|weapons/pistol/pistol_fire2.wav"	
			"custom projectile model" models\weapons\w_models\w_nail.mdl
			"damage bonus" 1.5
			"hidden secondary max ammo penalty" 5.56
			"Reload time increased" 1.25
			"clip size penalty HIDDEN" 2.083
			"override projectile type" 5
			"custom kill icon" "syringegun_medic"
			"fire rate bonus HIDDEN" 0.6
		}
		"Tesla Shotgun" // The name you would use in Item key in TFBot
		{
			OriginalItemName "Upgradeable TF_WEAPON_SCATTERGUN" // The item used as a base
			"custom item model" models\weapons\c_models\c_sho_scattergun.mdl
			"custom weapon fire sound" "=42|ambient\energy\zap3.wav"
			"cannot be upgraded" 1
			"damage bonus" 1.5
			"mult dmg vs tanks" 0.5
			"bullets per shot bonus" 2
			"clip size penalty HIDDEN" 0.66
			"fire rate penalty" 1.5
			"Reload time increased" 2
			"explosive bullets" 72
			"explosion particle" ExplosionCore_sapperdestroyed
			"reload full clip at once" 1
			"custom weapon reload sound" "=40|ambient\energy\zap5.wav"
			"spread penalty" 1.3
			"self dmg push force decreased" 0.01
			"blast dmg to self increased" 8
			"cannot be upgraded" 1
		}
		"Shuriken" //is that a freakin ninja star?
		{
			OriginalItemName "The Flying Guillotine"		
			"custom weapon fire sound" "=80|weapons\iceaxe\iceaxe_swing1.wav"
			"custom item model" models\weapons\c_models\c_six_point_shuriken\c_six_point_shuriken.mdl	
			"custom projectile model" models\weapons\c_models\c_six_point_shuriken\c_six_point_shuriken.mdl	
			"damage bonus" 1.5
			"bleeding duration" 15
			"mult bleeding delay" 0.6
			"cannot be upgraded" 1
		}
		"Laser Pistol"
		{
			OriginalItemName "The C.A.P.P.E.R"		
			"custom item model" models\weapons\c_models\c_lazygun.mdl
			"damage bonus" 1.25
			"projectile penetration" 1
			"weapon spread bonus" 0.75
			"clip size penalty" 0.66
			"reload time increased" 1.2
		}
		"Laser Pistol Engineer"
		{
			OriginalItemName "The C.A.P.P.E.R"		
			"custom item model" models\weapons\c_models\c_lazygun.mdl		
			"damage bonus" 1.25
			"projectile penetration" 1
			"weapon spread bonus" 0.75
			"clip size penalty" 0.66
			"reload time increased" 1.2
		}
		"Plasma Thrower"
		{
			OriginalItemName "Upgradeable TF_WEAPON_FLAMETHROWER"		
			"custom item model" models\weapons\c_models\c_ash_m\c_ash_m.mdl		
			"damage bonus" 1.75
			"weapon burn dmg increased" 1.5
			"flame_speed" 1500
			"flame_up_speed" 0
			"flame_lifetime" 0.4
			"airblast disabled" 1
			"lunchbox adds minicrits" 1
			"cannot be upgraded" 1
		}
		"The Afterburner"
		{
			OriginalItemName "The Detonator"		
			"paintkit_proto_def_index" 205
			"set_item_texture_wear" 0
			"damage bonus" 1.5
			"weapon burn dmg increased" 2.5
			"faster reload rate" 1.5
			"cannot be upgraded" 1
		}
		"Incendiary Grenade"
		{
			OriginalItemName	"Mad Milk"
			"custom item model"	models\weapons\c_models\c_nitro\c_nitro.mdl
			"custom projectile model" models\weapons\c_models\c_nitro\c_nitro.mdl
			"use original class weapon animations" 1
			"override projectile type" 3
			"cannot be upgraded" 1
			"item style override" 0
			"special item description" "30 Second Cooldown"
			"special item description 2" "On Hit: Engulf Enemies in Flames."
			"Set DamageType Ignite" 1
			"weapon burn dmg increased" 2.5
			"fuse bonus" 0.8
			"effect bar recharge rate increased" 1.5
			"effect cond override" 12
			"Blast radius increased" 1.25
			"explosion particle" "rd_robot_explosion_smoke_linger"
			"custom impact sound" "=100|ambient\fire\gascan_ignite1.wav"
			"Projectile speed increased" 1.8
		}
		"The H.I.V.E." // Harmoniously Integrated Vanguard Extradition, Thanks chat GPT
		{
			OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
			"fire rate bonus" 0.3
			"cannot be upgraded" 1
			"mini rockets" 1
			"mod projectile heat seek power" 90
			"mod projectile heat aim error" 75
			"mod projectile heat aim time" 5
			"mod projectile heat no predict target speed" 1
			"custom impact sound" "ambient\explosions\explode_5.wav"
			"custom item model" models/workshop/weapons/c_models/c_hornetsnest/c_atom_launcher.mdl		
			"Blast radius decreased" 0.75
			"damage penalty" 0.75
			"clip size bonus" 2
			"projectile trail particle" eyeboss_projectile
		}	
		"The Stinger" //
		{
			OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
			"fire rate penalty" 1.5
			"mod mini-crit airborne" 1
			"reload time increased" 1.5
			"cannot be upgraded" 1
			"custom impact sound" "ambient\explosions\explode_4.wav"
			"custom item model" models\weapons\c_models\c_wasp_launcher\c_wasp_launcher_1.mdl	
			"Blast radius increased" 1.25
			"damage bonus" 1.5
			"no damage falloff" 1
			"Projectile speed increased" 1.4
			"clip size penalty" 0.25
			"self dmg push force increased" 2
			"damage blast push" 3
			"blast dmg to self increased" 2.5
			"mult dmg vs tanks" 1.5
		}
		"Incendiary Launcher" //
		{
			OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER"
			"cannot be upgraded" 1
			"fire rate penalty" 1.33
			"mod max primary clip override" -1
			"mod no reload DISPLAY ONLY" 1
			"custom impact sound" "misc\halloween\spell_fireball_impact.wav"
			"custom weapon fire sound" "=80|ambient\fire\gascan_ignite1.wav"
			"custom item model" models\weapons\c_models\c_firelauncher\c_firelauncher.mdl
			"override projectile type extra" "spellfireball"
			"projectile gravity" 300
			"damage penalty" 0.75
			"no self blast dmg" 1
			"weapon burn dmg increased" 0.75
		}
		"Paratrooper Rifle"
		{
			OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY"
			"special item description" "Crits while airborne; has a built-in parachute"
			"bullets per shot bonus" 0.1
			"clip size bonus" 3.3
			"damage bonus hidden" 8.3 //8.3
			"fire rate bonus" 0.3
			"reload full clip at once" 1
			"reload time increased" 6

			"parachute attribute" 1
			"no damage falloff" 1
			"parachute redeploy" 1
			"mod crit while airborne" 1
			"mult crit dmg" 0.666

			"custom weapon fire sound" "=80|fg42f1.wav"
			"custom weapon reload sound" "=80|fg42_reload.wav"
			"custom item model" "models/weapons/c_models/c_chains_of_command/c_chains_of_command.mdl"
		}
		"Mine Layer" //
		{
			OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER"
			"fire rate penalty" 2
			"reload time increased" 1.4
			"cannot be upgraded" 1
			"custom impact sound" "ambient\explosions\explode_3.wav"
			"custom projectile model" "models/weapons/w_models/w_stickybomb3.mdl"
			"custom item model" "models/weapons/c_models/c_wee_willy/c_wee_willy.mdl"
			"Blast radius increased" 1.5
			"damage bonus" 1.5
			"mult dmg vs giants" 2
			"mult dmg vs tanks" 3
			"Projectile range decreased" 0.65
			"max pipebombs decreased" -6
			"clip size penalty" 0.25
			"self dmg push force increased" 2
			"damage blast push" 3
			"blast dmg to self increased" 2.5
		}
		"Howitzer" //
		{
			OriginalItemName "The Loch-n-Load"
			"fire rate penalty" 2
			"reload time increased" 2
			"cannot be upgraded" 1
			"explosion particle" "fireSmokeExplosion"
			"custom impact sound" "ambient/explosions/explode_9.wav"
			"custom weapon fire sound" "ambient/explosions/explode_4.wav"
			"custom item model" "models\weapons\c_models\c_howitzer\c_lochnload.mdl"
			"Blast radius increased" 1.5
			"damage bonus" 2
			"mult dmg vs giants" 2
			"mult dmg vs tanks" 3
			"Projectile speed increased" 1.5
			"clip size penalty" 0.25
			"self dmg push force increased" 2
			"damage blast push" 3
			"blast dmg to self increased" 4
			"sticky air burst mode" 0
			"grenade explode on impact" 1
		}
		"Full Metal Shield" //
		{
			OriginalItemName "The Chargin' Targe"
			"custom item model" models\weapons\c_models\c_airloch\c_airloch.mdl
			"move speed penalty" 0.85
			"charge recharge rate increased" 0.75
			"charge time decreased" -0.5
			"charge impact damage increased" 2.7
			"dmg taken from fire reduced" 0.75
			"dmg taken from bullets reduced" 0.6
			"dmg taken from blast reduced" 0.5		
			"mult dmgtaken from melee" 0.75
		}
		"Battering Ram" //
		{
			OriginalItemName "The Chargin' Targe"
			"custom item model" models\weapons\c_models\c_assault_battering_ram\c_assault_battering_ram.mdl
			"charge recharge rate increased" 1.65
			"mult charge turn control" 3
			"charge time increased" 0.5
			"dmg taken from fire reduced" 0.9
			"dmg taken from blast reduced" 0.9	
			"effect add attributes" "displace touched enemies|65"
		}
		"Bolshevik Bomber" //
		{
			OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER"
			"fire rate bonus" 0.4
			"reload time decreased" 0.7
			"cannot be upgraded" 1
			"custom impact sound" "weapons\air_burster_explode2.wav"
			"paintkit_proto_def_index" 411
			"set_item_texture_wear" 0
			"Blast radius decreased" 0.8
			"damage penalty" 0.75
			"projectile spread angle penalty" 4
			"clip size bonus" 1.5
			"grenade explode on impact" 1
			"Projectile speed decreased" 0.7
			"grenade no spin" 1
		}
		"Toxic Hail" //
		{
			OriginalItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER"
			"fire rate penalty" 2.5
			"energy weapon no deflect" 1
			"projectile no deflect" 1
			"reload time increased" 3
			"reload full clip at once" 1
			"cannot be upgraded" 1
			"custom impact sound" "=80|weapons\bugbait\bugbait_impact3.wav"
			"paintkit_proto_def_index" 255
			"set_item_texture_wear" 0
			"Blast radius decreased" 0.8
			"damage penalty" 0.4
			"projectile spread angle penalty" 8
			"projectile trail particle" "bread_gloves_goop"
			"explosion particle" "breadjar_impact"
			"clip size penalty" 0.5
			"bleeding duration" 6
			"grenade no spin" 1
			"dmg penalty vs buildings" 0.4
			"Projectile speed decreased" 0.7
			"mult projectile count" 4
			"custom projectile model" "models\weapons\w_bugbait.mdl" 
			"mod projectile heat seek power" 60
			"mod projectile heat aim error" 45
			"mod projectile heat aim time" 2.5
			"mod projectile heat no predict target speed" 0
		}
		"Blunderbuss"
		{
			OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER"		
			"custom weapon fire sound" "=80|weapons\sven_shotgun_shoot.wav"
			"custom item model" models\weapons\c_models\c_bmmh\c_bmmh.mdl		
			"damage bonus" 2.25
			"clip size penalty" 0.16
			"spread penalty" 1.65
			"fire rate penalty" 1.5
			"single wep deploy time decreased" 0.6
			"passive reload" 1
		}
		"Blunderbuss Heavy"
		{
			OriginalItemName "TF_WEAPON_SHOTGUN_HWG"		
			"custom weapon fire sound" "=80|weapons\sven_shotgun_shoot.wav"
			"custom item model" models\weapons\c_models\c_bmmh\c_bmmh.mdl		
			"damage bonus" 2.25
			"clip size penalty" 0.16
			"spread penalty" 1.65
			"fire rate penalty" 1.5
			"single wep deploy time decreased" 0.6
			"passive reload" 1
		}
		"Blunderbuss Pyro"
		{
			OriginalItemName "TF_WEAPON_SHOTGUN_PYRO"		
			"custom weapon fire sound" "=80|weapons\sven_shotgun_shoot.wav"
			"custom item model" models\weapons\c_models\c_bmmh\c_bmmh.mdl		
			"damage bonus" 2.25
			"clip size penalty" 0.16
			"spread penalty" 1.65
			"fire rate penalty" 1.5
			"single wep deploy time decreased" 0.6
			"passive reload" 1
		}
		"Blunderbuss Engineer"
		{
			OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY"		
			"custom weapon fire sound" "=80|weapons\sven_shotgun_shoot.wav"
			"custom item model" models\weapons\c_models\c_bmmh\c_bmmh.mdl		
			"damage bonus" 2.25
			"clip size penalty" 0.16
			"spread penalty" 1.65
			"fire rate penalty" 1.5
			"single wep deploy time decreased" 0.6
			"passive reload" 1
		}
		"Fireburst Shotgun" 
		{
			OriginalItemName "TF_WEAPON_SHOTGUN_SOLDIER"		
			"custom weapon fire sound" "=80|ambient\fire\gascan_ignite1.wav"
			"custom item model" models\weapons\c_models\c_calefactor\c_calefactor.mdl	
			"damage penalty" 0.8	
			"weapon burn dmg reduced" 0.75				
			"clip size penalty" 0.66
			"fire rate bonus" 0.6
			"burst fire count" -4
			"Set DamageType Ignite" 1
		}
		"Fireburst Shotgun Heavy"
		{
			OriginalItemName "TF_WEAPON_SHOTGUN_HWG"		
			"custom weapon fire sound" "=80|ambient\fire\gascan_ignite1.wav"
			"custom item model" models\weapons\c_models\c_calefactor\c_calefactor.mdl
			"damage penalty" 0.8	
			"weapon burn dmg reduced" 0.75				
			"clip size penalty" 0.66
			"fire rate bonus" 0.6
			"burst fire count" -4
			"Set DamageType Ignite" 1
		}
		"Fireburst Shotgun Pyro"
		{
			OriginalItemName "TF_WEAPON_SHOTGUN_PYRO"		
			"custom weapon fire sound" "=80|ambient\fire\gascan_ignite1.wav"
			"custom item model" models\weapons\c_models\c_calefactor\c_calefactor.mdl		
			"damage penalty" 0.8	
			"weapon burn dmg reduced" 0.75	
			"clip size penalty" 0.66
			"fire rate bonus" 0.6
			"burst fire count" -4
			"Set DamageType Ignite" 1
		}
		"Fireburst Shotgun Engineer"
		{
			OriginalItemName "TF_WEAPON_SHOTGUN_PRIMARY"		
			"custom weapon fire sound" "=80|ambient\fire\gascan_ignite1.wav"
			"custom item model" models\weapons\c_models\c_calefactor\c_calefactor.mdl	
			"damage penalty" 0.8	
			"weapon burn dmg reduced" 0.75				
			"clip size penalty" 0.66
			"fire rate bonus" 0.6
			"burst fire count" -4
			"Set DamageType Ignite" 1
		}
		"Browning M1917"
		{
			OriginalItemName	"Tomislav"
			"custom item model"	models\workshop\weapons\c_models\c_browning\c_browning.mdl
			"custom wind down sound" "=80|weapons\minigun_wind_down.wav"
			"minigun no spin sounds" 1
			"damage bonus" 1.5
			"weapon spread bonus" 0.65
			"minigun spinup time increased" 1.5
			"minigun spinup time decreased" 1
			"aiming movespeed decreased" 0.75
		}
		"Overclocked Machine Cannon"
		{
			OriginalItemName	"The Brass Beast"
			"custom item model"	models\weapons\c_models\c_assault_minigun\c_assault_minigun.mdl
			"cannot be upgraded" 1
			"damage bonus HIDDEN" 5
			"mult dmg vs giants" 1.5
			"fire rate penalty" 1.65
			"weapon spread bonus" 0.45
			"bullets per shot bonus" 0.25
			"explosive bullets" 74
			//"dmg pierces resists absorbs" 1
			"mult dmg vs tanks" 1.5
			"explosion particle" "rd_robot_explosion_smoke_linger"
		}
		"Tokamak"
		{
			OriginalItemName	"Upgradeable TF_WEAPON_MINIGUN"
			"custom item model"	models\workshop\weapons\c_models\c_tokamak\c_tomislav.mdl
			"cannot be upgraded" 1
			"fire rate penalty" 2
			"minigun spinup time increased" 2.5
			"aiming movespeed decreased" 0.5
			"override projectile type extra" "mechanicalarmorb"
			//"burst fire count" 10
			//"burst fire rate mult" 5
			"projectile spread angle penalty" 3
			"projectile speed increased" 1.65
		}
		"Lead Pipe"
		{
			OriginalItemName	"Frying Pan"
			"custom item model"	models\weapons\c_models\c_lead_pipe\c_lead_pipe.mdl
			"damage bonus" 1.75
			"fire rate penalty" 1.5
			"melee range multiplier" 1.2
			"stun on damage" 36
		}
		"DNA Distributor"
		{
			OriginalItemName	"The Blutsauger"
			"custom item model" models\weapons\c_models\c_clinical_trial\c_clinical_trial.mdl
			"cannot be upgraded" 1
			"add attributes on hit" "move speed penalty|0.5|0.5"
			"self add attributes on hit" "move speed penalty|0.75|0.5"
			"mad milk syringes" 1
			"bleeding duration" 4
			"health drain medic" 0
			"special item description" "On Hit: Slows enemies and leeches their hp"
			"special item description 2" "On Hit: Slow yourself"
		}
		"Burst Trial"
		{
			OriginalItemName	"Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC"
			"custom item model" models\weapons\c_models\c_gupgun\c_leechgun.mdl
			"cannot be upgraded" 1
			"fire rate bonus" 0.75
			"damage bonus" 2.5		
			"burst fire count" 4
			"Reload time decreased" 0.75
			"burst fire rate mult" 3
			//"auto fires full clip all at once" 1
			//"auto fires full clip penalty" 1
			"clip size penalty" 0.3
		}
		"The Overdoser"
		{
			OriginalItemName	"Upgradeable TF_WEAPON_MEDIGUN"
			"paintkit_proto_def_index" 257
			"set_item_texture_wear" 0
			"overheal bonus" 2.5
			"overheal decay disabled" 0.00000025
			"heal rate bonus" 1.5
			"overheal fill rate reduced" 0.5
			"ubercharge overheal rate penalty" 0.5
			"ubercharge rate penalty" 0.25
			"medigun particle" "passtime_beam"
			"medigun charge is megaheal" 2 //Items_game.txt used this, idk what it means
		}
		"The Moskito"
		{
			OriginalItemName	"Upgradeable TF_WEAPON_MEDIGUN"
			"paintkit_proto_def_index" 214
			"set_item_texture_wear" 0
			"medigun attack enemy" 2
			"medigun self drain" 0.35
			"medigun charge is megaheal" 2
			"heal on hit for rapidfire" 3
			"medigun particle enemy" "~spell_lightningball_parent_rope_blue"
		}
		"The Eliminator"
		{
			OriginalItemName	"The Hitman's Heatmaker"
			"custom item model"	models\workshop\weapons\c_models\c_essendon_eliminator\c_essendon_eliminator.mdl
			//"custom weapon fire sound" "weapons\m16_shoot.wav"
			"cannot be upgraded" 1
			"headshot damage increase" 1.5
			"mult dmg vs giants" 1.5
			"fire rate penalty" 1.3
			"damage penalty on bodyshot" 0.5
			"crit kill will gib" 1
		}
		"EMP"
		{
			OriginalItemName	"Jarate"
			"custom item model"	models\workshop\weapons\c_models\c_quadball\c_quadball_grenade.mdl
			"custom projectile model" models\workshop\weapons\c_models\c_quadball\c_quadball_grenade.mdl
			"override projectile type" 3
			"cannot be upgraded" 1
			"special item description" "30 Second Cooldown"
			"special item description 2" "On Hit: Stuns and Marks Enemies."
			"fuse bonus" 0.8
			"add attributes on hit" "move speed penalty|0.5|5"
			"effect bar recharge rate increased" 1.5
			"effect cond override" 12
			"add cond on hit" 7751
			"add cond on hit duration" 5
			"Blast radius increased" 1.25
			"explosion particle" ExplosionCore_sapperdestroyed
			"custom impact sound" "=100|npc\assassin\ball_zap1.wav"
			"Projectile speed increased" 1.8
			"disable buildings on hit" 5
		}
		"Astral Assassin"
		{
			OriginalItemName	"The Huntsman"
			"custom item model"	models\weapons\c_models\c_astral_assassin\c_astral_assassin.mdl
			"custom projectile model" "models\weapons\c_models\c_astral_assassin_projectile\c_astral_assassin_projectile.mdl"
			"projectile trail particle" eyeboss_projectile
			"cannot be upgraded" 1
			"damage bonus" 2
			"fire rate penalty" 1.75
			"projectile penetration" 1
			"sniper no headshots" 1
			"cannot headshot" 1
			"mod projectile heat seek power" 150
			"mod projectile heat aim error" 75
			"mod projectile heat aim time" 5
			"mod projectile heat no predict target speed" 1
			"projectile acceleration" 7500
			"projectile acceleration time" 2
			"projectile acceleration start time" 2
			"Projectile speed decreased" 0.05
			"projectile gravity native" 0.01
		}
		"Hunting Rifle" // The name you would use in Item key in TFBot
		{
			OriginalItemName "Upgradeable TF_WEAPON_SNIPERRIFLE"
			"alt-fire disabled" 1
			"can headshot" 1
			"headshot damage increase" 2
			"damage bonus" 2
			"custom item model" "models\weapons\c_models\c_scopelessrifle\c_scopelessrifle.mdl"
			"custom weapon fire sound" "=80|weapons\mp40_shoot.wav"
			"mult dmg vs tanks" 2
		}
		"Assault Rifle"
		{
			OriginalItemName	"Upgradeable TF_WEAPON_SMG"
			"custom item model"	models\weapons\c_models\c_m16\c_m16.mdl
			"custom weapon fire sound" "=80|weapons\m16_shoot.wav"
			"cannot be upgraded" 1
			"clip size bonus" 1.28
			"damage bonus" 1.4
			"fire rate penalty" 1.2
			"Reload time increased" 1.6
			"weapon spread bonus" 0.75
		}
		"Healing Pack"
		{
			OriginalItemName	"The Gunboats"
			"health regen" 5
			"max health additive bonus" 25
		}
		"Auto Shotgun"
		{
			OriginalItemName	"The Widowmaker"
			"fire rate bonus" 0.4
			"bullets per shot bonus" 0.5
			"weapon spread bonus" 0.75
			"custom item model" models\weapons\c_models\c_tgat\c_tgat.mdl
			"custom weapon fire sound" "=80|weapons\family_business_shoot.wav"
		}
		"Pulse Pistol"
		{
			OriginalItemName	"The C.A.P.P.E.R"
			"custom item model" models\weapons\c_models\c_handwarmer.mdl
			"override projectile type" 13
			"clip size bonus" 1.33
			"fire rate penalty" 1.15
			"Reload time increased" 1.3
			"Set DamageType Ignite" 1
			"projectile spread angle penalty" 4
			"max health additive penalty" -50
		}
		"Texan Fixup"
		{
			OriginalItemName	"Upgradeable TF_WEAPON_WRENCH"
			"custom item model" models\weapons\c_models\c_scrap_sentinel\c_spikewrench.mdl
			"fire rate penalty" 1.33
			"Repair rate increased" 1.5
			"Construction rate decreased" 0.5
		}
		"Shielder"
		{
			OriginalItemName	"Upgradeable TF_WEAPON_WRENCH"
			"mult dispenser rate" 0.5
			"has pipboy build interface" -1
			"cannot pick up buildings" 1
		}
		"Tranquilizer"
		{
			OriginalItemName "Upgradeable TF_WEAPON_REVOLVER"
			"clip size penalty" 0.16
			"Reload time increased" 1.5
			"fire rate penalty" 1.25
			"override projectile type" 5
			"custom kill icon" "syringegun_medic"
			"mark for death" 1
			"slow enemy on hit" 1
			"slow enemy on hit major" 4
			"custom weapon fire sound" "=80|weapons/pistol/pistol_fire2.wav"	
			"custom item model" "models\weapons\c_models\c_tranquilizer\c_revolver.mdl"
			"damage penalty" 0.65
			"cannot be upgraded" 1
		}
		"Blossoming Death"
		{
			OriginalItemName "Upgradeable TF_WEAPON_REVOLVER"
			"bullets per shot bonus" 3
			"clip size penalty" 0.5
			"Reload time increased" 1.5
			"fire rate penalty" 1.6
			"custom weapon fire sound" "=80|magnum_shoot.wav"	
			"custom item model" "models\weapons\c_models\c_death_blossom\c_death_blossom.mdl"
			"damage bonus" 1.3
			"spread penalty" 1.4
			"cannot be upgraded" 1
			"mult dmg vs tanks" 2
		}
		"Sap Attack"
		{
			OriginalItemName "The Snack Attack"
			"effect cond override" 30 //A big fucking number
			"effect add attributes" "move speed penalty|0.5"
			"cannot be upgraded" 1
			"robo sapper" 2
			"sapper damage bonus" 2
			"special item description" "Mark Robots for death and slow them by 50%!"
		}
		"A.P. Sap" //Advanced Prediction Sapper
		{
			OriginalItemName "The Ap-Sap"
			"effect cond override" 30
			"cannot be upgraded" 1
			"robo sapper" 2
			"sapper damage bonus" 2
			"special item description" "Mark Robots for death and decrease their damage by 70%!"
			"effect add attributes" "damage penalty|0.3"
		}	
		"Distract and Sabotage"
		{
			OriginalItemName "The Dead Ringer"
			"cloak_consume_on_feign_death_activate" 1
			"set cloak is feign death" 0
			"effect cond override" 5
			"effect add attributes" "damage penalty|0.3|increase player capture value|-1|damage force reduction|0.3"
			"cannot be upgraded" 1
			"mult cloak meter consume rate" 1.5
			"mult cloak meter regen rate" 2
			"special item description" "Become invincible to distract enemies!"
		}
	}
	
	ExtraLoadoutItems   // Extra loadout items available after typing !missionitems in chat
	{
		AllowEquipOutsideSpawn 0 // Allow equipping items outside spawn
		Scout
		{
			Primary // Extended syntax, Item slot to use
			{
				Item  "The Pepper Gun"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "Tesla Shotgun"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Nail Gun"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Laser Pistol"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Shuriken"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
		}
		Soldier
		{
			Primary // Extended syntax, Item slot to use
			{
				Item  "The H.I.V.E."
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "The Stinger"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "Incendiary Launcher"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Blunderbuss"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Paratrooper Rifle"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Fireburst Shotgun"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
		}	
		Pyro
		{
			Primary // Extended syntax, Item slot to use
			{
				Item  "Plasma Thrower"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Incendiary Grenade"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Blunderbuss Pyro"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Fireburst Shotgun Pyro"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "The Afterburner"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
		}
		Demoman
		{
			Primary // Extended syntax, Item slot to use
			{
				Item  "Howitzer"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "Bolshevik Bomber"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "Toxic Hail"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Mine Layer"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Full Metal Shield"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Battering Ram"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
		}
		HeavyWeapons
		{
			Primary // Extended syntax, Item slot to use
			{
				Item  "Browning M1917"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "Tokamak"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "Overclocked Machine Cannon"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Blunderbuss Heavy"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Fireburst Shotgun Heavy"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Melee
			{
				Item  "Lead Pipe"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
		}
		Engineer
		{
			Primary // Extended syntax, Item slot to use
			{
				Item  "Blunderbuss Engineer"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "Fireburst Shotgun Engineer"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "Auto Shotgun"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "Healing Pack"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}		
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Laser Pistol"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Pulse Pistol"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Melee // Extended syntax, Item slot to use
			{
				Item  "Texan Fixup"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Melee // Extended syntax, Item slot to use
			{
				Item  "Shielder"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
		}
		Medic
		{
			Primary // Extended syntax, Item slot to use
			{
				Item  "DNA Distributor"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "Burst Trial"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "The Overdoser"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "The Moskito"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
		}
		Sniper
		{
			Primary // Extended syntax, Item slot to use
			{
				Item  "The Eliminator"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "Hunting Rifle"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Primary // Extended syntax, Item slot to use
			{
				Item  "Astral Assassin"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Assault Rifle"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "EMP"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
		}
		Spy
		{
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Tranquilizer"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Secondary // Extended syntax, Item slot to use
			{
				Item  "Blossoming Death"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Building // Extended syntax, Item slot to use
			{
				Item  "Sap Attack"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			Building // Extended syntax, Item slot to use
			{
				Item  "A.P. Sap"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
			PDA2 // Extended syntax, Item slot to use
			{
				Item  "Distract and Sabotage"
				Cost 0
				AllowRefund 0 //Allow refunding of the weapon (default: 1)
			}
		}
	}	

/////////////////
//START $600
//DROP W1 $700 / W2 $800 / W3 $ / W4 $ / W5 $ / W6 $ / W7 $
//START: $600 / DROP: $ / TOTAL: $ / TOTAL PLUS BONUS: $
/////////////////	

//WAVE 1  /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Total cash in this wave is $700
///////////////////////////////////////////////////////////////////////////

	Wave
	{
		WaitWhenDone	65
		Checkpoint	Yes
		
		StartWaveOutput
		{
			Target wave_start_relay_classic
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		Explanation   
 	 	{
			Line "{e1eafa}Gray mann{fbeccb} :  Alright, you robots should know what to do by now, but I have something to tell you."
			Line "{e1eafa}Gray mann{fbeccb} :  Thanks to our recent victories, I managed to get you new weapons."
			Line "{e1eafa}Gray mann{fbeccb} :  Also, don’t forget: you are powered by money, so don’t die!"
		}
		
		WaveSpawn
		{
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			Support limited
			
			Where timerspawn
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			DoneMessage "{red}***TIME'S UP, WAVE LOST!***"
			DoneOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			TFBot
			{
			    Template T_TFbot_Timer_10min
			}
		}
		
		WaveSpawn
		{
			TotalCount 100
			MaxActive 3
			SpawnCount 2
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			
			TFBot
			{
			    Class scout
				Skill normal
				ClassIcon blu2_lite
				CharacterAttributes
				{
					"force distribute currency on death" 1
				}
			}
		}	
		WaveSpawn
		{
			TotalCount 100
			MaxActive 3
			SpawnCount 2
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			
			TFBot
			{
			    Class soldier
				Skill easy
				ClassIcon blu2_lite
				CharacterAttributes
				{
					"force distribute currency on death" 1
				}
			}
		}
		WaveSpawn
		{
			TotalCount 999
			MaxActive 4
			SpawnCount 2
			
			Where arena3
			Where arena3
			
			TotalCurrency 0
			WaitBetweenSpawns 6
			WaitBeforeStarting 150
			
			TFBot
			{
			    Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ
				ClassIcon red2_lite
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 25
			MaxActive 5
			SpawnCount 2
			
			Where arena1_fast
			Where arena1_fast
			
			TotalCurrency 150
			WaitBetweenSpawns 3
			
			TFBot
			{
			    Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 20
			MaxActive 4
			SpawnCount 2
			
			Where arena1_fast
			Where arena1_fast
			
			TotalCurrency 100
			WaitBetweenSpawns 4
			
			TFBot
			{
			    Template T_TFBot_Red_Pyro_Flaregun
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 25
			MaxActive 6
			SpawnCount 1
			
			Where arena1_slow
			Where arena1_slow
			
			TotalCurrency 100
			WaitBetweenSpawns 2
			
			TFBot
			{
			    Template T_TFBot_Red_Scout_SunStick
			}
		}
		WaveSpawn
		{
			Name "wave01-2"
			WaitForAllDead "wave01"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 0
			
			TotalCurrency 0
			FirstSpawnOutput                                                                                                                                                            
			{
				Target arena1_done                    
				Action Trigger            
			}
			
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 35
			MaxActive 6
			SpawnCount 1
			
			Where arena2_flank
			Where arena2_fast
			
			TotalCurrency 100
			WaitBetweenSpawns 2
			WaitBeforeStarting 7
			
			TFBot
			{
			    Template T_TFBot_Red_Scout_SunStick
			}
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 20
			MaxActive 4
			SpawnCount 2
			
			Where arena2_fast
			Where arena2_fast
			
			TotalCurrency 150
			WaitBetweenSpawns 4
			WaitBeforeStarting 4
			
			TFBot
			{
			    Template T_TFBot_Red_Pyro
				ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"mult airblast refire time" 2.5
					}
			}
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 20
			MaxActive 5
			SpawnCount 2
			
			Where arena2_slow
			Where arena2_slow
			
			TotalCurrency 100
			WaitBetweenSpawns 2.5
			WaitBeforeStarting 4
			
			TFBot
			{
			    Template T_TFBot_Red_Demoman
			}
		}
		WaveSpawn
		{
			Name "wave02-3"
			WaitForAllDead "wave02"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 0
			
			TotalCurrency 0
			FirstSpawnOutput                                                                                                                                                            
			{
				Target arena2_done                    
				Action Trigger            
			}
			
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 25
			MaxActive 6
			SpawnCount 2
			
			Where arena3
			
			TotalCurrency 50
			WaitBetweenSpawns 4
			WaitBeforeStarting 4
			
			TFBot
			{
			    Template T_TFBot_Red_Scout
			}
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 20
			MaxActive 6
			SpawnCount 2
			
			Where arena3
			
			TotalCurrency 100
			WaitBetweenSpawns 3
			WaitBeforeStarting 9
			
			TFBot
			{
			    Template T_TFBot_Red_Heavyweapons_Shotgun
			}
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 2
			MaxActive 2
			SpawnCount 1
			
			Where arena3_giant
			
			TotalCurrency 50
			WaitBetweenSpawns 40
			WaitBeforeStarting 5
			
			TFBot
			{
			    Template T_TFBot_Red_Giant_Soldier
			}
		}
	}
	Wave
	{
		WaitWhenDone	65
		Checkpoint	Yes
		
		StartWaveOutput
		{
			Target wave_start_relay_endurance
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		Explanation   
 	 	{
			Line "{e1eafa}Gray mann{fbeccb} :  As I watched you, I noticed you were taking too long; after all, we don’t want to alert the administrator of our plan."
			Line "{e1eafa}Gray mann{fbeccb} :  So for now at least, you will have to escort your ally to the hatch because you are all too incompetent to carry the bomb yourselves!"
		}
		
		WaveSpawn
		{
			TotalCount 100
			MaxActive 3
			SpawnCount 2
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			
			TFBot
			{
			    Class scout
				Skill normal
				ClassIcon blu2_lite
				Action EscortFlag  
				CharacterAttributes
				{
					"cannot pick up intelligence" 1
					"force distribute currency on death" 1
				}
			}
		}
		WaveSpawn
		{
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			Support limited
			
			Where timerspawn
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			DoneMessage "{red}***TIME'S UP, WAVE LOST!***"
			DoneOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			TFBot
			{
			    Template T_TFbot_Timer_8min
			}
		}	
		WaveSpawn
		{
			TotalCount 100
			MaxActive 1
			SpawnCount 1
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			
			TFBot
			{
			    Template T_TFBot_Giant_Soldier_SlowBarrage
				Attributes UseBossHealthBar
				ClassIcon agentbomb
				CharacterAttributes
				{
					"health regen"	40
					"move speed bonus"	0.5
					"damage bonus" 1.5
					"damage force reduction" 0.4
					"airblast vulnerability multiplier" 0.4
					"override footstep sound set" 3
					"airblast vertical vulnerability multiplier" 0.1			
					"Projectile speed increased" 0.4
					"force distribute currency on death" 1
				}
			}			
		}
		WaveSpawn
		{
			TotalCount 999
			MaxActive 4
			SpawnCount 2
			
			Where arena3
			Where arena3
			
			TotalCurrency 0
			WaitBetweenSpawns 6
			WaitBeforeStarting 150
			
			TFBot
			{
			    Template T_TFBot_Red_Heavyweapons_Shotgun
				ClassIcon red2_lite
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 40
			MaxActive 12
			SpawnCount 2
			RandomSpawn 1
			
			Where arena1_fast
			Where arena1_fast
			Where arena1_slow
			
			TotalCurrency 100
			WaitBetweenSpawns 3
			
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ
				}
				TFBot
				{
					Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ
				}
				TFBot
				{
					Template T_TFBot_Red_Heavyweapons_Heavyweight_Champ_Fast
				}
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 2
			MaxActive 2
			SpawnCount 1
			
			Where arena1_slow
			Where arena1_slow
			
			TotalCurrency 100
			WaitBetweenSpawns 30
			
			TFBot
			{
			    Template T_TFBot_Red_Giant_Pyro
			}
		}
		WaveSpawn
		{
			Name "wave01-2"
			WaitForAllDead "wave01"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 0
			
			TotalCurrency 0
			FirstSpawnOutput                                                                                                                                                            
			{
				Target arena1_done                    
				Action Trigger            
			}
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			
			Where arena2_slow
			Where arena2_slow
			
			TotalCurrency 50
			WaitBetweenSpawns 35
			WaitBeforeStarting 5
			
			TFBot
			{
			    Template T_TFBot_Red_Giant_Demo_RapidFire 
			}
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 20
			MaxActive 8
			SpawnCount 2
			
			Where arena2_fast
			Where arena2_flank
			
			TotalCurrency 100
			WaitBetweenSpawns 3
			WaitBeforeStarting 3
			
			TFBot
			{
			    Template T_TFBot_Red_Scout
			}
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 15
			MaxActive 7
			SpawnCount 3
			
			Where arena2_fast
			Where arena2_flank
			
			TotalCurrency 100
			WaitBetweenSpawns 4
			WaitBeforeStarting 8
			
			TFBot
			{
			    Template T_TFBot_Red_ScorchShot
				ClassIcon pyro_scorch
			}
		}
		WaveSpawn
		{
			Name "wave02-3"
			WaitForAllDead "wave02"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 0
			
			TotalCurrency 0
			FirstSpawnOutput                                                                                                                                                            
			{
				Target arena2_done                    
				Action Trigger            
			}
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			
			Where arena3_giant
			
			TotalCurrency 50
			WaitBetweenSpawns 35
			WaitBeforeStarting 15
			
			TFBot
			{
			    Template T_TFBot_Red_Giant_Soldier_SlowBarrage
			}
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 30
			MaxActive 8
			SpawnCount 2
			
			Where arena3
			
			TotalCurrency 150
			WaitBetweenSpawns 3
			WaitBeforeStarting 3
			
			TFBot
			{
			    Template T_TFBot_Red_Demoman
			}
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 24
			MaxActive 7
			SpawnCount 3
			
			Where arena3
			
			TotalCurrency 100
			WaitBetweenSpawns 4
			WaitBeforeStarting 8
			
			TFBot
			{
			    Template T_TFBot_Red_Pyro
				ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"mult airblast refire time" 2.5
					}
			}
		}
	}
	Wave
	{
		WaitWhenDone	65
		Checkpoint	Yes
		
		StartWaveOutput
		{
			Target wave_start_relay_endurance
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		Explanation   
 	 	{
			Line "{e1eafa}Gray mann{fbeccb} :  Even with a giant, you still managed to disappoint me."
			Line "{e1eafa}Gray mann{fbeccb} :  Oh well, it's a good thing that the tanks are here."
			Line "{e1eafa}Gray mann{fbeccb} :  I also have some 'business' to attend to. Don’t disappoint me again!"
		}
		
		WaveSpawn
		{
			TotalCount 100
			MaxActive 1
			SpawnCount 1
			Support limited
			
			TotalCurrency 0
			WaitBetweenSpawns 1
			FirstSpawnOutput
			{
				Target noarena_logic_slient
				Action Trigger
			}
			
			Tank
			{
				Health 45000
				Speed 50
				Name "tank_vip"
				StartingPathTrackNode "path_tank_1"
				
				OnKilledOutput                              
				{
					Target bots_win_red					
					Action RoundWin                
				}				
				OnBombDroppedOutput                       
				{
					Target boss_deploy_relay  	
					Action Trigger                  
				}
			}	
		}
		
		WaveSpawn
		{
			TotalCount 500
			MaxActive 3
			SpawnCount 2
			
			Where arena3
			Where arena3
			
			TotalCurrency 0
			WaitBetweenSpawns 6
			WaitBeforeStarting 15
			
			TFBot
			{
			    Template T_TFBot_Red_Soldier
				ClassIcon red2_lite
			}
		}
		WaveSpawn
		{
			TotalCount 499
			MaxActive 3
			SpawnCount 2
			
			Where arena3
			Where arena3
			
			TotalCurrency 0
			WaitBetweenSpawns 6
			WaitBeforeStarting 150
			
			TFBot
			{
			    Template T_TFBot_Red_Pyro
				ClassIcon red2_lite
				ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"mult airblast refire time" 2.5
					}
			}
		}
		
		WaveSpawn
		{
			TotalCount 100
			MaxActive 3
			SpawnCount 2
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			
			TFBot
			{
			    Class scout
				Skill normal
				ClassIcon blu2_lite
				Action Mobber  
				CharacterAttributes
				{
					"cannot pick up intelligence" 1
					"force distribute currency on death" 1
				}
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 32
			MaxActive 8
			SpawnCount 2
			
			Where arena1_slow
			
			TotalCurrency 100
			WaitBetweenSpawns 3
			WaitBeforeStarting 0
			
			TFBot
			{
			    Template T_TFBot_Red_Scout
			}
		}	
		WaveSpawn
		{
			Name "wave01"
			TotalCount 16
			MaxActive 7
			SpawnCount 2
			
			Where arena1_slow
			
			TotalCurrency 100
			WaitBetweenSpawns 4
			WaitBeforeStarting 3
			
			TFBot
			{
			    Template T_TFBot_Red_Demoman
			}
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllSpawned "wave01"
			TotalCount 20
			MaxActive 12
			SpawnCount 3
			
			Where arena2_slow
			
			TotalCurrency 100
			WaitBetweenSpawns 4
			WaitBeforeStarting 6
			
			TFBot
			{
			    Template T_TFBot_Red_Soldier
			}
		}		
		WaveSpawn
		{
			Name "wave02"
			WaitForAllSpawned "wave01"
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			
			Where arena2_slow
			
			TotalCurrency 150
			WaitBetweenSpawns 4
			WaitBeforeStarting 16
			
			TFBot
			{
			    Template T_TFBot_Red_Giant_Pyro
			}
		}	
		WaveSpawn
		{
			Name "wave03"
			WaitForAllSpawned "wave02"
			TotalCount 12
			MaxActive 12
			SpawnCount 3
			
			Where arena3
			
			TotalCurrency 100
			WaitBetweenSpawns 5
			WaitBeforeStarting 5
			
			TFBot
			{
			    Template T_TFBot_Red_Demo_Burst
			}
		}		
		WaveSpawn
		{
			Name "wave03"
			WaitForAllSpawned "wave02"
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			
			Where arena3_giant
			
			TotalCurrency 150
			WaitBetweenSpawns 4
			WaitBeforeStarting 20
			
			TFBot
			{
			    Template T_TFBot_Red_Giant_Soldier_Spammer
			}
		}		
	}
	Wave
	{
		WaitWhenDone	65
		Checkpoint	Yes
		
		StartWaveOutput
		{
			Target wave_start_relay_classic
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		SentryGun  
        {
			Position
			{
				X    "-4094"
				Y    "-607"
				Z     "-281" //-35
				Pitch   "0.00"
				Yaw   "90"
				Roll    "0.00"
			}
			TeamNum 2
			Level 1
		}	
		SentryGun  
        {
			Position
			{
				X    "-3328"
				Y    "-279"
				Z     "-215" //-35
				Pitch   "0.00"
				Yaw   "165"
				Roll    "0.00"
			}
			TeamNum 2
			Level 1
		}
		
		
		WaveSpawn
		{
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			Support limited
			
			Where timerspawn
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			DoneMessage "{red}***TIME'S UP, WAVE LOST!***"
			DoneOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			TFBot
			{
			    Template T_TFbot_Timer_10min
			}
		}
		WaveSpawn
		{
			TotalCount 100
			MaxActive 3
			SpawnCount 2
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			
			TFBot
			{
			    Class scout
				Skill normal
				ClassIcon blu2_lite
				CharacterAttributes
				{
					"force distribute currency on death" 1
				}
			}
		}
		WaveSpawn
		{
			TotalCount 100
			MaxActive 3
			SpawnCount 2
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 5
			
			TFBot
			{
			    Class HeavyWeapons
				Skill easy
				ClassIcon blu2_lite
				CharacterAttributes
				{
					"force distribute currency on death" 1
				}
			}
		}
		WaveSpawn
		{
			TotalCount 999
			MaxActive 3
			SpawnCount 2
			
			Where arena3
			Where arena3
			
			TotalCurrency 0
			WaitBetweenSpawns 6
			WaitBeforeStarting 150
			
			TFBot
			{
			    Template T_TFBot_Red_Soldier
				ClassIcon red2_lite
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 25
			MaxActive 12
			SpawnCount 3
			
			Where arena1_fast
			
			TotalCurrency 100
			WaitBetweenSpawns 4
			
			TFBot
			{
			    Template T_TFBot_Red_Soldier
			}
		}	
		WaveSpawn
		{
			Name "wave01"
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			
			Where arena1_slow
			
			TotalCurrency 50
			WaitBetweenSpawns 4
			
			TFBot
			{
			    Template T_TFBot_Red_Giant_Scout_Baseball_Armored  
			}
		}
		WaveSpawn
		{
			Name "wave01-2"
			WaitForAllDead "wave01"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 0
			
			TotalCurrency 0
			FirstSpawnOutput                                                                                                                                                            
			{
				Target arena1_done                    
				Action Trigger            
			}
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 30
			MaxActive 6
			SpawnCount 2
			
			Where arena2_fast
			Where arena2_fast
			Where arena2_flank
			
			TotalCurrency 100
			WaitBetweenSpawns 4
			WaitBeforeStarting 5
			
			TFBot
			{
			    Template T_TFBot_Red_Demoman_Knight
			}
		}	
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 24
			MaxActive 7
			SpawnCount 3
			
			Where arena2_fast
			Where arena2_flank
			
			TotalCurrency 100
			WaitBetweenSpawns 3
			WaitBeforeStarting 3
			
			TFBot
			{
			    Template T_TFBot_Red_ScorchShot
				ClassIcon pyro_scorch
			}
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 2
			MaxActive 2
			SpawnCount 2
			
			Where arena2_slow
			
			TotalCurrency 150
			WaitBetweenSpawns 4
			WaitBeforeStarting 10
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Red_Giant_Soldier_Spammer
				}
				TFBot
				{
					Template T_TFBot_Red_Giant_Demoman
					ClassIcon Demo_spammer
				}
			}	
		}
		WaveSpawn
		{
			Name "wave02-3"
			WaitForAllDead "wave02"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 0
			
			TotalCurrency 0
			FirstSpawnOutput                                                                                                                                                            
			{
				Target arena2_done                    
				Action Trigger            
			}
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 32
			MaxActive 6
			SpawnCount 2
			
			Where arena3
			
			TotalCurrency 100
			WaitBetweenSpawns 3
			WaitBeforeStarting 6
			
			TFBot
			{
			    Template T_TFBot_Red_Scout_Sandman_FastCharge
			}
		}	
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 30
			MaxActive 5
			SpawnCount 1
			
			Where arena3
			
			TotalCurrency 100
			WaitBetweenSpawns 1.5
			WaitBeforeStarting 4
			
			TFBot
			{
			    Template T_TFBot_Red_Heavyweapons_Shotgun
			}
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 4
			MaxActive 4
			SpawnCount 4
			
			Where arena3_giant
			
			TotalCurrency 150
			WaitBetweenSpawns 4
			WaitBeforeStarting 12
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Red_Giant_Soldier_Spammer
				}
				TFBot
				{
					Template T_TFBot_Red_Medic_QuickUber
				}
				TFBot
				{
					Template T_TFBot_Red_Medic_QuickUber
				}
				TFBot
				{
					Template T_TFBot_Red_Medic_QuickUber
				}
			}	
		}
	}	
	Wave
	{
		WaitWhenDone	65
		Checkpoint	Yes
		
		StartWaveOutput
		{
			Target wave_start_relay_endurance
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		WaveSpawn
		{
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			Support limited
			
			Where timerspawn
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			DoneMessage "{red}***TIME'S UP, WAVE LOST!***"
			DoneOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			TFBot
			{
			    Template T_TFbot_Timer_8min
			}
		}
		SentryGun  
        {
			Position
			{
				X    "-4094"
				Y    "-607"
				Z     "-281" //-35
				Pitch   "0.00"
				Yaw   "90"
				Roll    "0.00"
			}
			TeamNum 2
			Level 2
		}	
		SentryGun  
        {
			Position
			{
				X    "-3328"
				Y    "-279"
				Z     "-215" //-35
				Pitch   "0.00"
				Yaw   "165"
				Roll    "0.00"
			}
			TeamNum 2
			Level 2
		}
		WaveSpawn
		{
			TotalCount 100
			MaxActive 3
			SpawnCount 2
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			
			TFBot
			{
			    Class scout
				Skill normal
				ClassIcon blu2_lite
				Action EscortFlag  
				CharacterAttributes
				{
					"cannot pick up intelligence" 1
					"force distribute currency on death" 1
				}
			}
		}	
		WaveSpawn
		{
			TotalCount 100
			MaxActive 1
			SpawnCount 1
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			
			TFBot
			{
			    Template T_TFBot_giant_soldier_homing_spammer
				Attributes UseBossHealthBar
				ClassIcon agentbomb
				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
					"force distribute currency on death" 1
				}
			}			
		}
		WaveSpawn
		{
			TotalCount 999
			MaxActive 4
			SpawnCount 2
			
			Where arena3
			Where arena3
			
			TotalCurrency 0
			WaitBetweenSpawns 6
			WaitBeforeStarting 150
			
			TFBot
			{
			    Template T_TFBot_Red_Pyro
				ClassIcon red2_lite
				ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"mult airblast refire time" 2.5
					}
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 40
			MaxActive 12
			SpawnCount 2
			
			Where arena1_fast
			
			TotalCurrency 100
			WaitBetweenSpawns 2
			
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Red_Pyro
					ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"mult airblast refire time" 2.5
					}
				}
				TFBot
				{
					Template T_TFBot_Red_Pyro
					ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"mult airblast refire time" 2.5
					}
				}
				TFBot
				{
					Template T_TFBot_Red_Pyro
					ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"mult airblast refire time" 2.5
					}
					
				}
				TFBot
				{
					Template T_TFBot_Red_Pyro_Dragon_Fury
				}
			}	
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			
			Where arena1_slow
			
			TotalCurrency 100
			WaitBetweenSpawns 2
			
			TFBot
			{
				Template T_TFBot_Red_Giant_Demo_Burst
			}
		}
		WaveSpawn
		{
			Name "wave01-2"
			WaitForAllDead "wave01"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 0
			
			TotalCurrency 0
			FirstSpawnOutput                                                                                                                                                            
			{
				Target arena1_done                    
				Action Trigger            
			}
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 50
			MaxActive 8
			SpawnCount 2
			
			Where arena2_fast
			Where arena2_flank
			
			TotalCurrency 150
			WaitBetweenSpawns 2
			WaitBeforeStarting 3
			
			TFBot
			{
				Template T_TFBot_Red_Scout
			}
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 25
			MaxActive 5
			SpawnCount 2
			
			Where arena2_fast
			Where arena2_slow
			Where arena2_flank
			
			TotalCurrency 100
			WaitBetweenSpawns 3
			WaitBeforeStarting 4
			
			TFBot
			{
				Template T_TFBot_Red_Demo_Burst
			}
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 2
			MaxActive 2
			SpawnCount 1
			
			Where arena2_slow
			
			TotalCurrency 100
			WaitBetweenSpawns 25
			WaitBeforeStarting 6
			
			TFBot
			{
				Template T_TFBot_Red_Giant_Soldier_Spammer_Reload
			}
		}
		WaveSpawn
		{
			Name "wave02-3"
			WaitForAllDead "wave02"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 0
			
			TotalCurrency 0
			FirstSpawnOutput                                                                                                                                                            
			{
				Target arena2_done                    
				Action Trigger            
			}
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 50
			MaxActive 8
			SpawnCount 1
			
			Where arena3
			
			TotalCurrency 100
			WaitBetweenSpawns 1
			WaitBeforeStarting 3
			
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Red_Scout_Sandman_FastCharge
				}
				TFBot
				{
					Template T_TFBot_Red_Scout_Sandman_FastCharge
				}
				TFBot
				{
					Template T_TFBot_Red_Scout_FAN
				}
				TFBot
				{
					Template T_TFBot_Red_Scout
				}
			}	
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 25
			MaxActive 4
			SpawnCount 4
			
			Where arena3
			
			TotalCurrency 100
			WaitBetweenSpawns 0
			WaitBeforeStarting 7
			
			TFBot
			{
				Template T_TFBot_Red_Pyro_Dragon_Fury
			}
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 4
			MaxActive 4
			SpawnCount 4
			
			Where arena3_giant
			
			TotalCurrency 150
			WaitBetweenSpawns 0
			WaitBeforeStarting 10
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Red_Giant_Heavyweapons_Shotgun
				}
				TFBot
				{
					Template T_TFBot_Red_Medic_QuickUber
				}
				TFBot
				{
					Template T_TFBot_Red_Medic_QuickUber
				}
				TFBot
				{
					Template T_TFBot_Red_Medic_QuickUber
				}
			}	
		}
	}
	Wave
	{
		WaitWhenDone	65
		Checkpoint	Yes
		
		StartWaveOutput
		{
			Target wave_start_relay_classic
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		Explanation   
 	 	{
			Line "{e1eafa}Gray mann{fbeccb} :  Ah! I made it back just in time."
			Line "{e1eafa}Gray mann{fbeccb} :  Speaking of time, you all need to hurry up, dammit!"
			Line "{e1eafa}Gray mann{fbeccb} :  The {red}security systems{fbeccb} are almost back online!"
		}
		WaveSpawn
		{
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			Support limited
			
			Where timerspawn
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			DoneMessage "{red}***TIME'S UP, WAVE LOST!***"
			DoneOutput
			{
				Target redwin_relay
				Action Trigger
			}
			
			TFBot
			{
			    Template T_TFbot_Timer_10min
			}
		}
		SentryGun  
        {
			Position
			{
				X    "-4094"
				Y    "-607"
				Z     "-281" //-35
				Pitch   "0.00"
				Yaw   "90"
				Roll    "0.00"
			}
			TeamNum 2
			Level 3
		}	
		SentryGun  
        {
			Position
			{
				X    "-3328"
				Y    "-279"
				Z     "-215" //-35
				Pitch   "0.00"
				Yaw   "165"
				Roll    "0.00"
			}
			TeamNum 2
			Level 3
		}
		
		WaveSpawn
		{
			TotalCount 100
			MaxActive 3
			SpawnCount 2
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			
			TFBot
			{
			    Class scout
				Skill hard
				ClassIcon blu2_lite
				CharacterAttributes
				{
					"force distribute currency on death" 1
					"mult dmg vs tanks" 4
				}
			}
		}
		WaveSpawn
		{
			TotalCount 100
			MaxActive 3
			SpawnCount 2
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 5
			
			TFBot
			{
			    Class HeavyWeapons
				Skill normal
				ClassIcon blu2_lite
				CharacterAttributes
				{
					"force distribute currency on death" 1
					"mult dmg vs tanks" 2
				}
			}
		}
		WaveSpawn
		{
			TotalCount 999
			MaxActive 3
			SpawnCount 2
			
			Where arena3
			Where arena3
			
			TotalCurrency 0
			WaitBetweenSpawns 6
			WaitBeforeStarting 150
			
			TFBot
			{
			    Template T_TFBot_Red_Pyro
				ClassIcon red2_lite
				ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"mult airblast refire time" 2.5
					}
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			
			Where arena1_slow
			
			TotalCurrency 50
			WaitBetweenSpawns 0
			
			TFBot
			{
				Template T_TFBot_Red_Giant_Soldier_Spammer
				AddCond  
				{
					Name TF_COND_SPEED_BOOST
					Duration 5
				}
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 40
			MaxActive 8
			SpawnCount 2
			
			Where arena1_fast
			
			TotalCurrency 100
			WaitBetweenSpawns 2
			
			TFBot
			{
				Template T_TFBot_Red_Scout_Sandman_FastCharge
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 30
			MaxActive 6
			SpawnCount 2
			
			Where arena1_fast
			
			TotalCurrency 100
			WaitBetweenSpawns 3
			
			TFBot
			{
				Template T_TFBot_Red_Pyro
				ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"mult airblast refire time" 2.5
					}
			}
		}
		WaveSpawn
		{
			Name "wave01-2"
			WaitForAllDead "wave01"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 0
			
			TotalCurrency 0
			FirstSpawnOutput                                                                                                                                                            
			{
				Target arena1_done                    
				Action Trigger            
			}
		}
		WaveSpawn
		{		
			WaitForAllDead "wave01"
			MaxActive 1
			TotalCount 1
			WaitBeforeStarting 4
			TotalCurrency 100
			
			Tank
			{
				Health 30000
				Speed 75
				DisableSmokestack 1  
				Classicon blimp2_red_lite
				TeamNum 2
				Skin 0  
				MaxTurnRate 10  
				Model "models/empty.mdl"
				Gravity 0  
				NoCrushDamage 1  
				DisableTracks 1  
				DisableChildModels 1  
				EngineLoopSound "npc\combine_gunship\dropship_engine_distant_loop1.wav"  
				PingSound "npc\combine_gunship\ping_search.wav"  
				SpawnTemplate autoblimpcollision
				Name "tankboss"
				StartingPathTrackNode "blimp_path_1"

				OnKilledOutput
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				OnBombDroppedOutput
				{
					Target	redwin_relay
					Action	Trigger
				}

			}
			
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 40
			MaxActive 12
			SpawnCount 3
			
			Where arena2_fast
			Where arena2_fast
			Where arena2_flank
			
			TotalCurrency 120
			WaitBetweenSpawns 3
			WaitBeforeStarting 4
			
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Red_Pyro_Flaregun
				}
				TFBot
				{
					Template T_TFBot_Red_Pyro_Flaregun
				}
				TFBot
				{
					Template T_TFBot_Red_Pyro_Flaregun
				}
				TFBot
				{
					Template T_TFBot_Red_Scout_SunStick
				}
				TFBot
				{
					Template T_TFBot_Red_Scout_SunStick
				}
			}	
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave01"
			TotalCount 2
			MaxActive 2
			SpawnCount 1
			
			Where arena2_fast
			
			TotalCurrency 80
			WaitBetweenSpawns 20
			WaitBeforeStarting 6
			
			TFBot
			{
				Template T_TFBot_Red_Giant_Pyro_Flare_Spammer_ScorchShot 
				ClassIcon pyro_scorch
			}	
		}
		WaveSpawn
		{
			Name "wave02-3"
			WaitForAllDead "wave02"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 0
			
			TotalCurrency 0
			FirstSpawnOutput                                                                                                                                                            
			{
				Target arena2_done                    
				Action Trigger            
			}
		}
		WaveSpawn
		{
			Name "wave03b"
			WaitForAllDead "wave02"
			TotalCount 2
			MaxActive 2
			SpawnCount 2
			
			Where arena3_giant
			
			TotalCurrency 50
			WaitBetweenSpawns 20
			WaitBeforeStarting 10
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Red_Heavyweapons_Heater 
					Name "Giant Heater Heavy"
				}
				TFBot
				{
					Template T_TFBot_Red_Giant_Pyro_Flare_Spammer_ScorchShot 
					ClassIcon pyro_scorch
				}
			}
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave03b"
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			
			Where arena3_giant
			
			TotalCurrency 50
			WaitBetweenSpawns 20
			WaitBeforeStarting 10
			
			TFBot
			{
				Template T_TFBot_Red_Giant_Soldier_Spammer
			}	
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 30
			MaxActive 8
			SpawnCount 2
			
			Where arena3
			
			TotalCurrency 150
			WaitBetweenSpawns 3
			WaitBeforeStarting 5
			
			TFBot
			{
				Template T_TFBot_Red_Demoman
			}	
		}
		WaveSpawn
		{
			Name "wave03"
			WaitForAllDead "wave02"
			TotalCount 40
			MaxActive 6
			SpawnCount 2
			
			Where arena3
			
			TotalCurrency 100
			WaitBetweenSpawns 2
			WaitBeforeStarting 5
			
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Red_Pyro_Flaregun
				}
				TFBot
				{
					Template T_TFBot_Red_Pyro_Flaregun
				}
				TFBot
				{
					Template T_TFBot_Red_Scout_SunStick
				}
				TFBot
				{
					Template T_TFBot_Red_Scout_SunStick
				}
				TFBot
				{
					Template T_TFBot_Red_Soldier_Extended_Concheror
				}
			}	
		}
	}
	Wave
	{
		WaitWhenDone	65
		Checkpoint	Yes
		
		StartWaveOutput
		{
			Target wave_start_relay_classic
			Action Trigger
		}
		DoneOutput
		{
			Target wave_finished_relay
			Action Trigger
		}
		Explanation   
 	 	{
			Line "{e1eafa}Gray mann{fbeccb} :  Will you robots just hurry up! We are almost out of time, dammit!"
		}
		SentryGun  
        {
			Position
			{
				X    "-4094"
				Y    "-607"
				Z     "-281" //-35
				Pitch   "0.00"
				Yaw   "90"
				Roll    "0.00"
			}
			TeamNum 2
			Level 3
		}	
		SentryGun  
        {
			Position
			{
				X    "-3328"
				Y    "-279"
				Z     "-215" //-35
				Pitch   "0.00"
				Yaw   "165"
				Roll    "0.00"
			}
			TeamNum 2
			Level 3
		}
		WaveSpawn
		{
			TotalCount 100
			MaxActive 3
			SpawnCount 2
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			
			TFBot
			{
			    Class scout
				Skill hard
				ClassIcon blu2_lite
			}
		}
		WaveSpawn
		{
			TotalCount 100
			MaxActive 3
			SpawnCount 2
			Support 1
			
			Where spawnbot_mid0
			Where spawnbot_main1
			
			TotalCurrency 0
			WaitBetweenSpawns 5
			
			RandomChoice
			{
				TFBot
				{
					Class HeavyWeapons
					Skill normal
					ClassIcon blu2_lite
				}
				TFBot
				{
					Class Soldier
					Skill hard
					ClassIcon blu2_lite
				}
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 2
			MaxActive 2
			SpawnCount 2
			
			Where arena1_slow
			
			TotalCurrency 50
			WaitBetweenSpawns 0
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Red_Giant_Soldier_Spammer
					AddCond  
					{
						Name TF_COND_SPEED_BOOST
						Duration 5
					}
				}
				TFBot
				{
					Template T_TFBot_Red_Medic_QuickUber
				}
			}	
		}	
		WaveSpawn
		{
			Name "wave01"
			TotalCount 30
			MaxActive 8
			SpawnCount 2
			
			Where arena1_fast
			
			TotalCurrency 100
			WaitBetweenSpawns 3
			
			TFBot
			{
				Template T_TFBot_Red_Pyro		
					ItemAttributes
					{
						ItemName TF_WEAPON_FLAMETHROWER
						"mult airblast refire time" 2.5
					}				
			}
		}
		WaveSpawn
		{
			Name "wave01"
			TotalCount 40
			MaxActive 8
			SpawnCount 2
			
			Where arena1_fast
			
			TotalCurrency 150
			WaitBetweenSpawns 2
			
			TFBot
			{
				Template T_TFBot_Red_Demoman_Knight				
			}
		}
		
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx1"
			WaitForAllDead "wave01"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 0
			
			TotalCurrency 0
			FirstSpawnOutput
			{
				Target	arena1_done
				Action	trigger
			}
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx1"
			WaitForAllDead "wave01"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 3
			FirstSpawnWarningSound "#music\hl2_song29.mp3"
			
			TotalCurrency 0
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 
			FirstSpawnMessage "{yellow}Security Systems Rebooted" 
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 	
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx1"
			WaitForAllDead "wave01"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 3
			FirstSpawnWarningSound "music\hl2_song29.mp3"
			
			TotalCurrency 0	
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx1"
			WaitForAllDead "wave01"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 6
			
			TotalCurrency 0
			FirstSpawnMessage "{e1eafa}Gray mann{fbeccb} :  Uh oh, well, it looks like you robots will have to deal with the {red}security droids."
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx1"
			WaitForAllDead "wave01"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 8
			
			TotalCurrency 0
			FirstSpawnMessage "{e1eafa}Gray mann{fbeccb} :  I’m going to have to jam it's backup signal."
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx1"
			WaitForAllDead "wave01"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 12
			
			TotalCurrency 0
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 
			FirstSpawnMessage "{yellow}Running Security Check..." 
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 	
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx1"
			WaitForAllDead "wave01"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 16
			
			TotalCurrency 0
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 
			FirstSpawnMessage "{yellow}***{red}Security Breached!{yellow}***" 
			FirstSpawnMessage "{yellow}***{red}Deploying Security Droids!{yellow}***" 
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 	
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase1"
			WaitForAllSpawned "sercurity_droids_phase_fx1"
			TotalCount 150
			MaxActive 24
			SpawnCount 1
			Support limited
			
			Where arena2_fast
			Where arena2_fast
			Where arena2_fast
			Where arena2_flank
			
			TotalCurrency 0
			WaitBetweenSpawns 0.5
			HideIcon 1
			
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Security_Droid_1
				}
				TFBot
				{
					Template T_TFBot_Security_Droid_2
				}
				TFBot
				{
					Template T_TFBot_Security_Droid_3
				}
			}	
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx2"
			WaitForAllDead "sercurity_droids_phase1"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 3
			FirstSpawnWarningSound "music\hl2_song14.mp3"
			
			TotalCurrency 0
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 
			FirstSpawnMessage "{yellow}Running Security Check..." 
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 	
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx2"
			WaitForAllDead "sercurity_droids_phase1"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 3
			FirstSpawnWarningSound "music\hl2_song14.mp3"
			
			TotalCurrency 0
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx2c"
			WaitForAllDead "sercurity_droids_phase1"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 160
			FirstSpawnWarningSound "music\hl2_song14.mp3"
			
			TotalCurrency 0
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx2c"
			WaitForAllDead "sercurity_droids_phase1"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 160
			FirstSpawnWarningSound "music\hl2_song14.mp3"
			
			TotalCurrency 0
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx2"
			WaitForAllDead "sercurity_droids_phase1"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 6
			
			TotalCurrency 0
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 
			FirstSpawnMessage "{yellow}***{red}Security Still Breached!{yellow}***" 
			FirstSpawnMessage "{yellow}***{red}Deploying main security droid A-65B{yellow}***" 
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 	
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx2"
			WaitForAllDead "sercurity_droids_phase1"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 9
			
			TotalCurrency 0
			FirstSpawnOutput
			{
				Target 	fade_relay_logic
				Action 	Trigger
			}
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase2"
			WaitForAllSpawned "sercurity_droids_phase_fx2"
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			Support limited
			
			Where bossspawn
			
			TotalCurrency 0
			WaitBetweenSpawns 0.5
			WaitBeforeStarting 5
			//HideIcon 1
			DoneOutput
			{
				Target	noarena_logic_slient
				Action	trigger
			}
			
			Squad
			{
				RandomChoice
				{
					TFBot
					{
						Template T_TFBot_Security_Droid_Boss
						AddCond
						{
							Name TF_COND_MVM_BOT_STUN_RADIOWAVE
							Duration 5
						}
					}
				}	
			}	
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx2b"
			WaitForAllDead "sercurity_droids_phase_fx2"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 10
			FirstSpawnWarningSound "harbor.red_whistle"
			
			TotalCurrency 0
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase2b"
			WaitForAllSpawned "sercurity_droids_phase_fx2"
			TotalCount 200
			MaxActive 10
			SpawnCount 2
			Support 1
			
			Where arena3
			
			TotalCurrency 0
			WaitBetweenSpawns 4
			HideIcon 1
			
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Security_Droid_1
				}
				TFBot
				{
					Template T_TFBot_Security_Droid_2
				}
				TFBot
				{
					Template T_TFBot_Security_Droid_3
				}
			}	
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx3"
			WaitForAllDead "sercurity_droids_phase2"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 1
			FirstSpawnWarningSound "music\hl2_song28.mp3"
			
			TotalCurrency 0
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 
			FirstSpawnMessage "{yellow}Droid A-65B destroyed: sending baaa-aa-ac" 
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 	
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx3"
			WaitForAllDead "sercurity_droids_phase2"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 6
			
			TotalCurrency 0
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 
			FirstSpawnMessage "{yellow}Security Systems Rebooting"
			FirstSpawnMessage "{yellow}////////////////////////////////////////////" 	
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx3"
			WaitForAllDead "sercurity_droids_phase2"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 9
			
			TotalCurrency 0
			FirstSpawnMessage "{e1eafa}Gray mann{fbeccb} :  Just in time. Well, what the hell are you waiting for? {blue}DEPLOY THE DAMN BOMB!!!"	
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx3"
			WaitForAllDead "sercurity_droids_phase2"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 10
			FirstSpawnWarningSound "music\hl2_song16.mp3"
			
			TotalCurrency 0
		}
		WaveSpawn
		{
			Name "sercurity_droids_phase_fx3"
			WaitForAllDead "sercurity_droids_phase2"
			TotalCount 0
			MaxActive 0
			SpawnCount 0
			Support 1
			
			WaitBetweenSpawnsAfterDeath 0
			WaitBeforeStarting 10
			FirstSpawnWarningSound "music\hl2_song16.mp3"
			
			TotalCurrency 0
		}
		WaveSpawn
		{
			Name "wave02d"
			WaitForAllDead "sercurity_droids_phase2"
			TotalCount 100
			MaxActive 12
			SpawnCount 3
			
			Where arena3
			
			TotalCurrency 0
			WaitBetweenSpawns 3
			WaitBeforeStarting 6
			
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Red_Demoman
					ClassIcon red2_lite
				}
				TFBot
				{	
					Class Heavyweapons
					Skill Hard
					ClassIcon heavy_champ_red
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber   
					CharacterAttributes { "crit mod disabled hidden" 0 }
					ClassIcon red2_lite
				}	
				TFBot
				{
					Template T_TFBot_Red_Soldier
					ClassIcon red2_lite
				}
				TFBot
				{
					Template T_TFBot_Red_Scout_FAN
					ClassIcon red2_lite
				}	
				TFBot
				{
					Template T_TFBot_Red_Soldier_Extended_Concheror
					ClassIcon red2_lite
				}	
				TFBot
				{
					Template T_TFBot_Red_Heavyweapons_Shotgun
					ClassIcon red2_lite
				}		
				TFBot
				{
					Template T_TFBot_Red_Demoman_Knight
					ClassIcon red2_lite
				}	
				TFBot
				{
					Template T_TFBot_Red_Scout_Sandman_FastCharge
					ClassIcon red2_lite
				}				
			}			
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave02d"
			TotalCount 899
			MaxActive 12
			SpawnCount 1
			
			Where arena3
			
			TotalCurrency 0
			WaitBetweenSpawns 4
			WaitBeforeStarting 6
			
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Red_Demoman
					ClassIcon red2_lite
				}
				TFBot
				{	
					Class Heavyweapons
					Skill Hard
					ClassIcon heavy_champ_red
					AddCond   { Name TF_COND_REPROGRAMMED } 
					Action Mobber   
					CharacterAttributes { "crit mod disabled hidden" 0 }
					ClassIcon red2_lite
				}	
				TFBot
				{
					Template T_TFBot_Red_Soldier
					ClassIcon red2_lite
				}
				TFBot
				{
					Template T_TFBot_Red_Scout_FAN
					ClassIcon red2_lite
				}	
				TFBot
				{
					Template T_TFBot_Red_Soldier_Extended_Concheror
					ClassIcon red2_lite
				}	
				TFBot
				{
					Template T_TFBot_Red_Heavyweapons_Shotgun
					ClassIcon red2_lite
				}		
				TFBot
				{
					Template T_TFBot_Red_Demoman_Knight
					ClassIcon red2_lite
				}	
				TFBot
				{
					Template T_TFBot_Red_Scout_Sandman_FastCharge
					ClassIcon red2_lite
				}				
			}			
		}
		WaveSpawn
		{
			Name "wave02b"
			WaitForAllDead "sercurity_droids_phase2"
			TotalCount 4
			MaxActive 2
			SpawnCount 2
			
			Where arena3_giant
			
			TotalCurrency 200
			WaitBetweenSpawns 0
			WaitBeforeStarting 12
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Red_Giant_Soldier_SlowBarrage
				}
				TFBot
				{
					Template T_TFBot_Red_Giant_Heavyweapons_Shotgun
				}					
			}			
		}
		WaveSpawn
		{
			Name "wave02c"
			WaitForAllDead "wave02b"
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			
			Where arena3_giant
			
			TotalCurrency 50
			WaitBetweenSpawns 0
			WaitBeforeStarting 10

			TFBot
			{
				Template T_TFBot_Red_Giant_Demo_RapidFire
				Attributes AlwaysCrit
			}							
		}
		WaveSpawn
		{
			Name "wave02"
			WaitForAllDead "wave02c"
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			
			Where arena3_giant
			
			TotalCurrency 50
			WaitBetweenSpawns 0
			WaitBeforeStarting 10
			
			TFBot
			{
				Template T_TFBot_Red_Giant_Soldier_Spammer
				Attributes AlwaysCrit
			}							
		}
	}	
}