// Ismac #base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 400 RespawnWaveTime 7 CanBotsAttackWhileInSpawnRoom No AddSentryBusterWhenKillCountExceeds 15 AddSentryBusterWhenDamageDealtExceeds 3000 FixedRespawnWaveTime No Advanced 1 Templates { T_TFBot_Chief_Soldier_SlowNuke { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Name "General Gamma Garbage" Item "Big Steel Jaw of Summer Fun" Item "The Helmet Without a Home" Item "The Air Strike" ClassIcon soldier_nuke2 Health 7000 Attributes MiniBoss Attributes AlwaysCrit Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Air Strike" "clip size penalty" 0.25 "Reload time increased" 4.25 "fire rate bonus" 1.25 "Projectile speed increased" 0.15 "use large smoke explosion" 1 "Blast radius increased" 2.25 } CharacterAttributes { "health regen" 50 "move speed bonus" 0.5 "damage bonus" 5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } } // Wave 1-6 Sentry Busters Mission { Objective DestroySentries Where spawnbot_main BeginAtWave 1 RunForThisManyWaves 6 CooldownTime 70 DesiredCount 1 InitialCooldown 30 TFBot { Template T_TFBot_SentryBuster } } // Wave 5 Snipers Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 45 DesiredCount 2 InitialCooldown 20 TFBot { Template T_TFBot_Sniper } } // Wave 3-4 Spies Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 2 CooldownTime 60 DesiredCount 2 InitialCooldown 10 TFBot { Template T_TFBot_Spy } } // Wave 6 Sentry Battle Engis Mission { Objective Engineer InitialCooldown 40 Where spawnbot_flanker_medium BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 45 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle } } // Wave 1 - 900 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // 24 Demoman Start // 2 G Soldiers WaveSpawn { Name "wave1a" Where spawnbot_main TotalCount 32 MaxActive 16 SpawnCount 16 WaitBetweenSpawns 1 TotalCurrency 100 TFBot { Class Soldier Skill Normal Item "The Cow Mangler 5000" ClassIcon soldier_cowmangler CharacterAttributes { "fire rate penalty" 1.5 } } } WaveSpawn { Name "wave1a_giant" Where spawnbot_main WaitForAllSpawned "wave1a" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 20 TotalCurrency 300 TFBot { Template T_TFBot_Giant_Soldier } } WaveSpawn { Name "wave1b" WaitForAllDead "wave1a" Where spawnbot_main TotalCount 24 MaxActive 12 SpawnCount 6 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast } } WaveSpawn { Name "wave1c" Where spawnbot_main WaitForAllDead "wave1a_giant" TotalCount 24 MaxActive 24 SpawnCount 12 WaitBetweenSpawns 12 TotalCurrency 100 Squad { FormationSize 200 ShouldPreserveSquad 1 TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon } TFBot { Template T_TFBot_Sniper_Huntsman Skill Normal } } } // Giant Pyro + Giant Medic WaveSpawn { Name "wave1d" Where spawnbot_chief TotalCount 4 MaxActive 4 SpawnCount 4 WaitForAllDead "wave1c" WaitBeforeStarting 5 TotalCurrency 300 Squad { FormationSize 200 ShouldPreserveSquad 1 TFBot { Template T_TFBot_Giant_Pyro Skill Hard Attributes AlwaysFireWeapon } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } } } WaveSpawn { Name "wave1d" Where spawnbot_main WaitForAllDead "wave1c" TotalCount 24 MaxActive 12 SpawnCount 6 WaitBetweenSpawns 6 Support 1 TFBot { Template T_TFBot_Pyro_Flaregun Skill Normal } } } // Wave 2 - 1000 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // Charged Soldiers + Little Soldiers WaveSpawn { Name "wave2a" Where spawnbot_main TotalCount 12 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 20 TotalCurrency 120 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Template T_TFBot_Giant_Demoman Name "Giant Demoman" Skill Hard CharacterAttributes { "fire rate penalty" 2.5 } } TFBot { Class Soldier Skill Easy } TFBot { Class Soldier Skill Easy } TFBot { Class Soldier Skill Easy } } } WaveSpawn { Where spawnbot_flanker_medium TotalCount 48 MaxActive 16 SpawnCount 2 WaitBetweenSpawns 2 WaitBeforeStarting 2 TotalCurrency 100 TFBot { Class Scout Skill Easy } } // 1 Tank WaveSpawn { Name "wave2b" TotalCount 1 WaitForAllDead "wave2a" WaitBeforeStarting 10 TotalCurrency 300 Tank { Name "tankboss" Health 23000 Speed 75 StartingPathTrackNode "tank_path_a_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { WaitForAllDead "wave2a" Where spawnbot_flanker_medium TotalCount 48 MaxActive 12 SpawnCount 12 WaitBeforeStarting 5 WaitBetweenSpawns 16 TotalCurrency 100 TFBot { Template T_TFBot_Demoman_Knight Skill Normal } } WaveSpawn { WaitForAllDead "wave2a" Where spawnbot_main TotalCount 24 MaxActive 6 SpawnCount 6 WaitBetweenSpawns 8 TotalCurrency 100 TFBot { Class Heavyweapons Skill Easy } } WaveSpawn { Name "wave2b" WaitForAllDead "wave2a" Where spawnbot_flanker_highground TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 45 WaitBetweenSpawns 20 TotalCurrency 120 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Template T_TFBot_Giant_Demoman Name "Giant Demoman" Skill Hard CharacterAttributes { "fire rate penalty" 2.5 } } TFBot { Class Soldier Skill Easy } TFBot { Class Soldier Skill Easy } TFBot { Class Soldier Skill Easy } } } } // Wave 3 - 900 Wave { StartWaveOutput { Target wave_start_relay // Replace with "Target wave_start_relay_classic" for Rottenburg Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // Crit Pyro + Sandmen WaveSpawn { Name "wave3a" Where spawnbot_main TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Where spawnbot_flanker_medium TotalCount 40 MaxActive 10 SpawnCount 5 WaitBeforeStarting 12 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Pyro_Flaregun } } WaveSpawn { Where spawnbot_main TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 12 WaitBetweenSpawns 3 Support 1 TFBot { Class Soldier Skill Normal } } // Crit Spammer + Uber Meds WaveSpawn { Name "wave3b" Where spawnbot_main TotalCount 8 MaxActive 8 SpawnCount 4 WaitForAllSpawned "wave3a" WaitBeforeStarting 5 WaitBetweenSpawns 30 TotalCurrency 200 Squad { FormationSize 200 ShouldPreserveSquad 1 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Skill Hard } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name "wave3C" Where spawnbot_main TotalCount 24 MaxActive 15 SpawnCount 3 WaitForAllDead "wave3b" WaitBetweenSpawns 3 TotalCurrency 270 Squad { FormationSize 200 ShouldPreserveSquad 1 TFBot { Class Heavyweapons Skill Hard } TFBot { Class Demoman Skill Hard } TFBot { Class Demoman Skill Hard } } } WaveSpawn { Name "wave3C" Where spawnbot_flanker_medium TotalCount 2 WaitForAllDead "wave3b" MaxActive 1 SpawnCount 1 WaitBetweenSpawns 15 WaitBeforeStarting 15 TotalCurrency 80 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name "wave3C" Where spawnbot_main TotalCount 3 WaitForAllDead "wave3b" MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 15 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Scout_Fast } } } // Wave 4 - 800 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // Crit GDemoknights WaveSpawn { Name "wave4a" Where spawnbot_main TotalCount 4 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 15 TotalCurrency 40 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish Attributes AlwaysCrit } } // 1 Tank Left WaveSpawn { Name "wave4a_tank_left" TotalCount 1 TotalCurrency 360 Tank { Name "tankboss" Health 23000 Speed 75 StartingPathTrackNode "tank_path_a_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave4a_tank_right" TotalCount 1 TotalCurrency 360 WaitBeforeStarting 60 Tank { Name "tankboss" Health 23000 Speed 75 StartingPathTrackNode "tank_path_b_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave4a_scout" Where spawnbot_flanker_highground TotalCount 50 MaxActive 3 SpawnCount 3 WaitBetweenSpawns 5 Support 1 TFBot { Class Scout Skill Normal } } WaveSpawn { Name "wave4a_scout" Where spawnbot_flanker_medium TotalCount 50 MaxActive 5 SpawnCount 5 WaitBetweenSpawns 10 Support 1 TFBot { Class Soldier Skill Normal } } // Giant Crit Heavy + GMedics WaveSpawn { Name "wave4b" Where spawnbot_chief TotalCount 4 MaxActive 4 SpawnCount 2 WaitForAllSpawned "wave4a" WaitBeforeStarting 10 WaitBetweenSpawns 35 TotalCurrency 40 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Giant_Medic } } } } // Wave 5 - 900 Wave { StartWaveOutput { Target wave_start_relay // Replace with "Target wave_start_relay_classic" for Rottenburg Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // Crit Soldier Start Off WaveSpawn { Name "wave5a" Where spawnbot_main TotalCount 40 MaxActive 20 SpawnCount 20 WaitBetweenSpawns 5 TotalCurrency 100 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Class Soldier Skill Hard ClassIcon soldier_crit Name "Charged Soldier" Item "The Original" Item "The Cross-Comm Crash Helmet" Attributes AlwaysCrit ItemAttributes { ItemName "The Original" "Projectile speed decreased" 0.40 "fire rate penalty" 3 } } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name "wave5b" Where spawnbot_flanker_medium TotalCount 5 MaxActive 5 SpawnCount 5 WaitForAllDead "wave5a" WaitBetweenSpawns 25 TotalCurrency 120 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Template T_TFBot_Giant_Demo_Burst Skill Expert Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name "wave5b" Where spawnbot_flanker_highground TotalCount 5 MaxActive 5 SpawnCount 5 WaitForAllDead "wave5a" WaitBetweenSpawns 25 TotalCurrency 120 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Template T_TFBot_Giant_Demo_Burst Skill Expert Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Where spawnbot_main TotalCount 20 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 10 TotalCurrency 100 Support 1 TFBot { Template T_TFBot_Scout_Sandman Skill Normal } } WaveSpawn { Where spawnbot_main WaitForAllDead "wave5a" TotalCount 20 MaxActive 10 SpawnCount 10 WaitBetweenSpawns 15 TotalCurrency 100 Support 1 TFBot { Template T_TFBot_Demoman_Knight Skill Normal } } WaveSpawn { Name "wave5c" Where spawnbot_main TotalCount 20 MaxActive 10 SpawnCount 5 WaitForAllDead "wave5b" WaitBetweenSpawns 20 TotalCurrency 120 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Template T_TFBot_Sniper_Huntsman_Spammer Skill Expert Attributes AlwaysCrit ClassIcon sniper_bow_conch Item "The Concheror" Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 200 } } TFBot { Class Heavyweapons Skill Normal } TFBot { Class Heavyweapons Skill Normal } TFBot { Class Heavyweapons Skill Normal } TFBot { Class Heavyweapons Skill Normal } } } WaveSpawn { Name "wave5d" Where spawnbot_flanker_medium TotalCount 5 MaxActive 5 SpawnCount 5 WaitForAllDead "wave5c" WaitBetweenSpawns 25 TotalCurrency 120 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Template T_TFBot_Giant_Demo_Burst Skill Expert Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } } } WaveSpawn { Name "wave5d" Where spawnbot_flanker_highground TotalCount 5 MaxActive 5 SpawnCount 5 WaitForAllDead "wave5c" WaitBetweenSpawns 25 TotalCurrency 120 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Template T_TFBot_Giant_Demo_Burst Skill Expert Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } TFBot { Template T_TFBot_Medic_SlowRecharge } } } } // Wave 6 - 1000 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // Heavy + Buff Banner WaveSpawn { Name "wave6a" Where spawnbot_main TotalCount 16 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 4 WaitBeforeStarting 5 TotalCurrency 200 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Template T_TFBot_Soldier_Extended_Concheror Skill Normal } TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Easy } TFBot { Class Heavyweapons Skill Easy } } } WaveSpawn { Name "wave6a" Where spawnbot_flanker_medium TotalCount 2 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Heavyweapons Skill Hard } } WaveSpawn { Name "wave6a" Where spawnbot_flanker_highground TotalCount 2 MaxActive 1 SpawnCount 1 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Heavyweapons Skill Hard } } // 1 Tank WaveSpawn { Name "wave6b" TotalCount 1 WaitForAllDead "wave6a" TotalCurrency 400 Tank { Name "tankboss" Health 37000 Speed 75 StartingPathTrackNode "tank_path_a_1" Skin 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave6b" Where spawnbot_main TotalCount 48 WaitForAllDead "wave6a" MaxActive 12 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Template T_TFBot_Demo_Burst Skill Normal Attributes AlwaysCrit } } WaveSpawn { Name "wave6b" Where spawnbot_main TotalCount 4 WaitForAllDead "wave6a" MaxActive 4 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 30 TotalCurrency 100 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Template T_TFBot_Chief_Soldier_SlowNuke Skill Expert } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn { Name "wave6c" Where spawnbot_main TotalCount 4 WaitForAllDead "wave6b" MaxActive 4 SpawnCount 2 WaitBetweenSpawns 30 TotalCurrency 100 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Skill Expert Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn { Name "wave6c" Where spawnbot_main TotalCount 36 WaitForAllDead "wave6b" MaxActive 12 SpawnCount 12 WaitBetweenSpawns 6 TotalCurrency 100 Support 1 Squad { FormationSize 200 ShouldPreserveSquad 1 // If the squad leader dies, should the rest stay as a squad? TFBot { Template T_TFBot_Soldier_RocketShotgun Skill Expert } TFBot { Template T_TFBot_Medic_BigHeal } } } } }