//This mission was made by WizardII #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop everybodylovesseabed { StartingCurrency 2000 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no Templates { T_TFGateBot_Giant_Demoman { Class Demoman Name "Giant Rapid Fire Demoman" ClassIcon demo_spammer Health 3300 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } } } T_TFGateBot_Heavyweapons_Easy //Same as normal template but no crits on revert behaviour { Class Heavy EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Easy } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } T_TFBot_Large_Soldier_RocketPush { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" Name "Large Blast Soldier" ClassIcon soldier_libertylauncher Attributes HoldFireUntilFullReload Health 750 Scale 1.4 ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage bonus" .35 "fire rate bonus" 0.001 "clip size upgrade atomic" -1 "faster reload rate" 1.1 "Blast radius increased" 1.3 "projectile spread angle penalty" 2.2 } CharacterAttributes { "health regen" 1 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "head scale" 0.7 } } T_TFGateBot_Scout_Easy { Class Scout EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" MaxVisionRange 1000 ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } MaxVisionRange 1000 } } } T_TFBot_Scout_Pistol { Class Scout Name "Pistol Scout" WeaponRestrictions SecondaryOnly ClassIcon scout_pistol_nys MaxVisionRange 2000 } T_TFGateBot_Giant_Heavyweapons { Class Heavyweapons ClassIcon heavy_giant Name "Giant Heavy" Health 5000 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFBot_Large_Heavyweapons { Class Heavyweapons Name "Large Heavy" ClassIcon heavy_armored Health 900 Scale 1.5 ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "fire rate bonus" 0.9 } CharacterAttributes { "health regen" 1 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 } } T_TFGateBot_Giant_Soldier_Spammer_Spread { Class Soldier Name "Giant Bazooka Soldier" ClassIcon soldier_bazooka_giant Health 4000 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The Beggar's Bazooka" Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.25 "fire rate bonus" 0.03 "clip size upgrade atomic" 2.0 "projectile spread angle penalty" 8.5 "Projectile speed increased" 0.5 "Blast radius increased" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "can overload" -1 "auto fires full clip" -1 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "The Beggar's Bazooka" Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.25 "fire rate bonus" 0.03 "clip size upgrade atomic" 2.0 "projectile spread angle penalty" 8.5 "Projectile speed increased" 0.5 "Blast radius increased" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "can overload" -1 "auto fires full clip" -1 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } } } Mission { Objective DestroySentries Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper2 BeginAtWave 1 RunForThisManyWaves 10 CooldownTime 30 TFBot { Template T_TFBot_SentryBuster } } Mission { Objective Spy Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Spy } } Mission { Objective Sniper Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper2 BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Sniper } } Mission { Objective Sniper Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper2 BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 10 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Mission { Objective Sniper Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper2 BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Mission { Objective Spy Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper2 BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Spy } } // Wave 1 ////////////////////////////////////////// //////////////////////////////////////////////////// Start 2000 // 11 groups of 3 scouts (75) // 9 flaregun Pyro Gatebots (25) // 9 demomen (30) // 1 giant Pyro Gatebot (70) // ----------------------------- // 1 Giant Demoman Gatebot (50) // 1 Giant Demoman (50) // 5 Groups of 4 heavyweight champs (50) // 5 Groups of 3 shotgun heavies (50) // ----------------------------- // 1 Giant Flare Pyro with 2 Bigheals and 3 demomen (50) // support 4 burstfire demomen (25) // support 2 bowmen (25) //////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } // InitWaveOutput // { // Target wave_setup // Action RunScriptCode // Param "EntFire(`reset_wave_relay`, `trigger`) // EntFire(`bombpath_holograms_main`, `turnon`) // EntFire(`setup_primary_center`,`trigger`) //middle spawn is spawnbot_main0 // EntFire(`setup_secondary_lower`,`trigger`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0`,`enable`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0a`,`enable`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0b`,`enable`, `1`) //lower spawn is spawnbot_upper0 // " // } //EntFire(`reset_wave_relay`, `trigger`) //EntFire(`bombpath_holograms_main`, `turnon`) //following depends on which spawns you're using, and which spawnbot name they are to be referred as: //EntFire(`setup_primary_upper`,`trigger`) //upper spawn is spawnbot_main0 //EntFire(`setup_secondary_upper`,`trigger`) //upper spawn is spawnbot_upper0 //EntFire(`setup_primary_center`,`trigger`) //middle spawn is spawnbot_main0 //EntFire(`setup_secondary_center`,`trigger`) //middle spawn is spawnbot_upper0 //EntFire(`setup_primary_lower`,`trigger`) //lower spawn is spawnbot_main0 //EntFire(`setup_secondary_lower`,`trigger`) //lower spawn is spawnbot_upper0 //comment out/delete all but one primary and one secondary. //spawnbot_mission_sniper0 also rediects to upper0, spy0 redirects to main0. //this will also manage the holograms at the front. WaveSpawn { Name "A" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 33 MaxActive 7 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 75 RandomChoice { TFBot { Template T_TFBot_Scout_Melee } TFBot { Template T_TFBot_Scout_Melee } TFBot { Class Scout } } } WaveSpawn // 9 flaregun Pyro Gatebots (25) { Name "A" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 9 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 25 TFBot { Template T_TFGateBot_Pyro_Flaregun } } WaveSpawn // 9 demomen (30) { Name "A" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 9 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 4 TotalCurrency 30 TFBot { Class Demoman Skill Normal } } WaveSpawn // 1 giant Pyro Gatebot (70) { Name "A" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12.1 WaitBetweenSpawns 4 TotalCurrency 70 TFBot { Template T_TFGateBot_Giant_Pyro_AlwaysFire } } WaveSpawn // 1 Giant Demoman Gatebot (50) { Name "B" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 4 TotalCurrency 50 WaitForAllSpawned "A" TFBot { Template T_TFGateBot_Giant_Demoman } } WaveSpawn // 1 Giant Demoman Gatebot (50) { Name "B" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 4 TotalCurrency 50 WaitForAllSpawned "A" TFBot { Template T_TFBot_Giant_Demoman ClassIcon demo_spammer } } WaveSpawn // 5 Groups of 4 heavyweight champs (50) { Name "B" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 20 MaxActive 7 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 0.5 TotalCurrency 50 WaitForAllSpawned "A" TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } } WaveSpawn // 5 Groups of 3 shotgun heavies (50) { Name "B" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 15 MaxActive 5 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 0.5 TotalCurrency 50 WaitForAllSpawned "A" TFBot { Template T_TFBot_Heavyweapons_Shotgun } } // ----------------------------- // 1 Giant Flare Pyro with 2 Bigheals and 3 demomen (50) // support 4 burstfire demomen (25) // support 2 bowmen (25) WaveSpawn // 1 Giant Flare Pyro with 2 Bigheals and 3 demomen (50) { Name "C" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 50 WaitForAllDead "B" Squad { TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer } TFBot { Template T_TFBot_Medic_Bigheal } TFBot { Template T_TFBot_Medic_Bigheal } TFBot { Class Demoman } TFBot { Class Demoman } TFBot { Class Demoman } } } WaveSpawn // support 4 burstfire demomen (25) { Name "C" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 16 MaxActive 5 SpawnCount 4 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 TotalCurrency 25 Support 1 WaitForAllSpawned "B" TFBot { Template T_TFBot_Demo_Burst Skill Normal } } WaveSpawn // support 2 bowmen (25) { Name "C" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 12 MaxActive 3 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 0.5 TotalCurrency 25 Support 1 WaitForAllSpawned "B" TFBot { Template T_TFBot_Sniper_Huntsman } } } // Wave 2 ////////////////////////////////////////// //////////////////////////////////////////////////// Start 2500 // 8 Groups of 3 heavy gatebots (75) // 1 Giant FAN Scout Gatebot (75) // 10 Groups of 3 Pyros (75) // 3 Large Blast Soldiers (75) // ----------------------------- // 15 Gatebot Scout Rush (150) // ----------------------------- // 3 Giant Charged Soldiers (100) // 10 groups of 3 demoknights (100) // 5 Groups of 5 Pistol Scouts (100) // ----------------------------- // 1 Giant Heater Heavy with 2 Ubermedics (150) // Support 5 Soldiers (100) //////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } // InitWaveOutput // { // Target wave_setup // Action RunScriptCode // Param "EntFire(`reset_wave_relay`, `trigger`) // EntFire(`bombpath_holograms_main`, `turnon`) // EntFire(`setup_primary_center`,`trigger`) //middle spawn is spawnbot_main0 // EntFire(`setup_secondary_lower`,`trigger`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0`,`enable`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0a`,`enable`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0b`,`enable`, `1`) //lower spawn is spawnbot_upper0 // " // } //EntFire(`reset_wave_relay`, `trigger`) //EntFire(`bombpath_holograms_main`, `turnon`) //following depends on which spawns you're using, and which spawnbot name they are to be referred as: //EntFire(`setup_primary_upper`,`trigger`) //upper spawn is spawnbot_main0 //EntFire(`setup_secondary_upper`,`trigger`) //upper spawn is spawnbot_upper0 //EntFire(`setup_primary_center`,`trigger`) //middle spawn is spawnbot_main0 //EntFire(`setup_secondary_center`,`trigger`) //middle spawn is spawnbot_upper0 //EntFire(`setup_primary_lower`,`trigger`) //lower spawn is spawnbot_main0 //EntFire(`setup_secondary_lower`,`trigger`) //lower spawn is spawnbot_upper0 //comment out/delete all but one primary and one secondary. //spawnbot_mission_sniper0 also rediects to upper0, spy0 redirects to main0. //this will also manage the holograms at the front. WaveSpawn // 8 Groups of 3 heavy gatebots (75) { Name "A" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 24 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 75 TFBot { Template T_TFGateBot_Heavyweapons_Easy } } WaveSpawn // 1 Giant FAN Scout Gatebot (75) { Name "A" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 75 TFBot { Template T_TFGateBot_Giant_Scout_FAN } } WaveSpawn // 10 Groups of 3 Pyros (75) { Name "A" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 30 MaxActive 7 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 75 TFBot { Class Pyro } } WaveSpawn // 3 Large Blast Soldiers (75) { Name "A" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 75 TFBot { Template T_TFBot_Large_Soldier_Rocketpush } } // ----------------------------- // 15 Gatebot Scout Rush (150) WaveSpawn // 15 Gatebot Scout Rush (150) { Name "B" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 15 MaxActive 15 SpawnCount 5 WaitBeforeStarting 8 WaitBetweenSpawns 0.7 TotalCurrency 150 WaitForAllSpawned "A" TFBot { Template T_TFGateBot_Scout_Easy } } // ----------------------------- // 3 Giant Charged Soldiers (100) // 10 groups of 3 demoknights (100) // 5 Groups of 5 Pistol Scouts (100) WaveSpawn // 3 Giant Charged Soldiers (100) { Name "C" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 18.5 TotalCurrency 100 WaitForAllDead "B" TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn // // 10 groups of 3 demoknights (100) { Name "C" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 30 MaxActive 7 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 2 TotalCurrency 100 WaitForAllDead "B" TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn // // 5 Groups of 5 Pistol Scouts (100) { Name "C" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 25 MaxActive 7 SpawnCount 5 WaitBeforeStarting 1 WaitBetweenSpawns 2 TotalCurrency 100 WaitForAllDead "B" TFBot { Template T_TFBot_Scout_Pistol } } // 1 Giant Heater Heavy with 2 Ubermedics (150) // Support 5 Soldiers (100) WaveSpawn // 1 Giant Heater Heavy with 2 Ubermedics (150) { Name "D" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 18 WaitBetweenSpawns 2 TotalCurrency 150 WaitForAllSpawned "C" Squad { TFBot { Template T_TFBot_Heavyweapons_Heater Name "Giant Heater Heavy" } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn // Support 5 Soldiers (100) { Name "D" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 20 MaxActive 6 SpawnCount 5 WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 100 WaitForAllSpawned "C" Support 1 Squad { TFBot { Class Soldier Skill Hard } TFBot { Class Soldier } TFBot { Class Soldier } TFBot { Class Soldier } TFBot { Class Soldier } } } } // Wave 3 ////////////////////////////////////////// //////////////////////////////////////////////////// Start 3500 // 19 Groups of 2 Demo Burst (200) // 19 Groups of 2 Demo Burst Gatebots (200) // ----------------------------- // 2 Gatebot Giant Heavies with 2 Quickfix medics (200) // 10 groups of 2 holiday punch heavies (100) // 10 groups of 4 bowmen (100) // ----------------------------- // 2 Giant Demoknights with a quickfix medic (200) // 1 Giant Burstfire Demoman (100) // Support Minor League Scouts (100) //////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } // InitWaveOutput // { // Target wave_setup // Action RunScriptCode // Param "EntFire(`reset_wave_relay`, `trigger`) // EntFire(`bombpath_holograms_main`, `turnon`) // EntFire(`setup_primary_center`,`trigger`) //middle spawn is spawnbot_main0 // EntFire(`setup_secondary_lower`,`trigger`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0`,`enable`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0a`,`enable`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0b`,`enable`, `1`) //lower spawn is spawnbot_upper0 // " // } //EntFire(`reset_wave_relay`, `trigger`) //EntFire(`bombpath_holograms_main`, `turnon`) //following depends on which spawns you're using, and which spawnbot name they are to be referred as: //EntFire(`setup_primary_upper`,`trigger`) //upper spawn is spawnbot_main0 //EntFire(`setup_secondary_upper`,`trigger`) //upper spawn is spawnbot_upper0 //EntFire(`setup_primary_center`,`trigger`) //middle spawn is spawnbot_main0 //EntFire(`setup_secondary_center`,`trigger`) //middle spawn is spawnbot_upper0 //EntFire(`setup_primary_lower`,`trigger`) //lower spawn is spawnbot_main0 //EntFire(`setup_secondary_lower`,`trigger`) //lower spawn is spawnbot_upper0 //comment out/delete all but one primary and one secondary. //spawnbot_mission_sniper0 also rediects to upper0, spy0 redirects to main0. //this will also manage the holograms at the front. WaveSpawn // 19 Groups of 2 Demo Burst (200) { Name "A" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 20 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 200 TFBot { Template T_TFGateBot_Demo_Burst_normal } } WaveSpawn // 19 Groups of 2 Demo Burst (200) { Name "A" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 38 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 200 TFBot { Template T_TFBot_Demo_Burst Skill Normal } } // ----------------------------- // 2 Gatebot Giant Heavies with 2 Quickfix medics (200) // 10 groups of 2 holiday punch heavies (100) // 10 groups of 4 bowmen (100) WaveSpawn // 19 Groups of 2 Demo Burst (200) { Name "B" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 6 MaxActive 3 SpawnCount 3 WaitBeforeStarting 13 WaitBetweenSpawns 35 TotalCurrency 200 WaitForAllSpawned "A" Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Medic_Quickfix } TFBot { Template T_TFBot_Medic_Quickfix } } } WaveSpawn // 10 groups of 2 holiday punch heavies (100) { Name "B" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 20 MaxActive 4 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 100 WaitForAllSpawned "A" TFBot { Template T_TFBot_Heavyweapons_Gnome } } WaveSpawn // 10 groups of 4 bowmen (100) { Name "B" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 40 MaxActive 8 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 100 WaitForAllSpawned "A" TFBot { Template T_TFBot_Sniper_Huntsman } } // ----------------------------- // 2 Giant Demoknights with a quickfix medic (200) // 1 Giant Burstfire Demoman (100) // Support Minor League Scouts (100) WaveSpawn // 2 Giant Demoknights with a quickfix medic (200) { Name "C" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 6 MaxActive 3 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 40 TotalCurrency 200 WaitForAllSpawned "B" Squad { TFBot { Template T_TFBot_Giant_Demoman_Princetavish } TFBot { Template T_TFBot_Medic_Bigheal } TFBot { Template T_TFBot_Medic_Bigheal } } } WaveSpawn // 1 Giant Burstfire Demoman (100) { Name "C" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 28 WaitBetweenSpawns 2 TotalCurrency 100 WaitForAllSpawned "B" TFBot { Template T_TFBot_Giant_Demo_Burst } } WaveSpawn // Support Minor League Scouts (100) { Name "C" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 1 TotalCurrency 100 WaitForAllSpawned "B" Support 1 TFBot { Template T_TFBot_Scout_Sandman } } } // Wave 4 ////////////////////////////////////////// //////////////////////////////////////////////////// Start 4700 // 3 Super Scouts (200) // Support Scouts (350) // ----------------------------- // 3 Gate Giant Rapidfire Soldiers (200) // 10 groups of 4 Gate flare Pyros (150) // ----------------------------- // 3 Crit Giant Pyros (200) // 3 groups of 2 Large Heavies (100) // Support Minor League Scouts (100) //////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } // InitWaveOutput // { // Target wave_setup // Action RunScriptCode // Param "EntFire(`reset_wave_relay`, `trigger`) // EntFire(`bombpath_holograms_main`, `turnon`) // EntFire(`setup_primary_center`,`trigger`) //middle spawn is spawnbot_main0 // EntFire(`setup_secondary_lower`,`trigger`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0`,`enable`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0a`,`enable`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0b`,`enable`, `1`) //lower spawn is spawnbot_upper0 // " // } //EntFire(`reset_wave_relay`, `trigger`) //EntFire(`bombpath_holograms_main`, `turnon`) //following depends on which spawns you're using, and which spawnbot name they are to be referred as: //EntFire(`setup_primary_upper`,`trigger`) //upper spawn is spawnbot_main0 //EntFire(`setup_secondary_upper`,`trigger`) //upper spawn is spawnbot_upper0 //EntFire(`setup_primary_center`,`trigger`) //middle spawn is spawnbot_main0 //EntFire(`setup_secondary_center`,`trigger`) //middle spawn is spawnbot_upper0 //EntFire(`setup_primary_lower`,`trigger`) //lower spawn is spawnbot_main0 //EntFire(`setup_secondary_lower`,`trigger`) //lower spawn is spawnbot_upper0 //comment out/delete all but one primary and one secondary. //spawnbot_mission_sniper0 also rediects to upper0, spy0 redirects to main0. //this will also manage the holograms at the front. WaveSpawn // 3 Super Scouts (200) { Name "A" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 8.5 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn // Support Scouts (350) { Name "SUP" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 120 MaxActive 7 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 1 TotalCurrency 350 Support 1 Randomchoice { TFBot { Template T_TFBot_Scout_Scattergun_Slowfire } TFBot { Template T_TFBot_Scout_Scattergun_Slowfire } TFBot { Template T_TFBot_Scout_Scattergun_Slowfire } TFBot { Template T_TFBot_Scout_Scattergun_Slowfire Skill Normal } } } WaveSpawn // 3 Gate Giant Rapidfire Soldiers (200) { Name "B" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 8.5 TotalCurrency 200 WaitForAllDead "A" TFBot { Template T_TFGateBot_Giant_Soldier_Spammer } } WaveSpawn // 10 groups of 4 Gate flare Pyros (150) { Name "B" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 40 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 150 WaitForAllDead "A" TFBot { Template T_TFGateBot_Pyro_Flaregun } } // 3 Crit Giant Pyros (200) // 3 groups of 2 Large Heavies (100) // Support Minor League Scouts (100) WaveSpawn // 3 Crit Giant Pyros (200) { Name "C" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 18.5 TotalCurrency 200 WaitForAllSpawned "B" TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysFireWeapon Attributes AlwaysCrit } } WaveSpawn // 3 groups of 2 Large Heavies (100) { Name "C" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 6 MaxActive 3 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 10 TotalCurrency 100 WaitForAllSpawned "B" TFBot { Template T_TFBot_Large_Heavyweapons } } WaveSpawn // Support Minor League Scouts (100) { Name "C" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 27 MaxActive 6 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 4 TotalCurrency 100 WaitForAllSpawned "B" Support 1 TFBot { Class Demoman Skill Normal } } } // Wave 5 ////////////////////////////////////////// //////////////////////////////////////////////////// Start 6000 // 3 Gate Giant Bazooka soldiers (100) // 5 groups of 7 soldiers and conch soldiers (100) // ----------------------------- // 5 Giant Rapidfire Demomen (100) // 5 Samurai Demomen (100) // 10 groups of 5 Gate Heavies (100) // ----------------------------- // 2 Giant Burstfire Soldiers Pair with an Ubermedic (100) // Support Pyros (100) // Support Shotgun Heavies (100) //////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } // InitWaveOutput // { // Target wave_setup // Action RunScriptCode // Param "EntFire(`reset_wave_relay`, `trigger`) // EntFire(`bombpath_holograms_main`, `turnon`) // EntFire(`setup_primary_center`,`trigger`) //middle spawn is spawnbot_main0 // EntFire(`setup_secondary_lower`,`trigger`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0`,`enable`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0a`,`enable`) //lower spawn is spawnbot_upper0 // EntFire(`spawnbot_main0b`,`enable`, `1`) //lower spawn is spawnbot_upper0 // " // } //EntFire(`reset_wave_relay`, `trigger`) //EntFire(`bombpath_holograms_main`, `turnon`) //following depends on which spawns you're using, and which spawnbot name they are to be referred as: //EntFire(`setup_primary_upper`,`trigger`) //upper spawn is spawnbot_main0 //EntFire(`setup_secondary_upper`,`trigger`) //upper spawn is spawnbot_upper0 //EntFire(`setup_primary_center`,`trigger`) //middle spawn is spawnbot_main0 //EntFire(`setup_secondary_center`,`trigger`) //middle spawn is spawnbot_upper0 //EntFire(`setup_primary_lower`,`trigger`) //lower spawn is spawnbot_main0 //EntFire(`setup_secondary_lower`,`trigger`) //lower spawn is spawnbot_upper0 //comment out/delete all but one primary and one secondary. //spawnbot_mission_sniper0 also rediects to upper0, spy0 redirects to main0. //this will also manage the holograms at the front. WaveSpawn // 3 Gate Giant Bazooka soldiers (100) { Name "A" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Soldier_Spammer_Spread } } WaveSpawn // 5 groups of 7 soldiers and conch soldiers (100) { Name "A" Where spawnbot_main0 Where spawnbot_main0a Where spawnbot_main0b Where spawnbot_main1 Where spawnbot_main2 Where spawnbot_upper0 Where spawnbot_upper0a Where spawnbot_upper0b Where spawnbot_upper1 Where spawnbot_upper2 TotalCount 35 MaxActive 11 SpawnCount 7 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 100 RandomChoice { TFBot { Template T_TFBot_Soldier_Extended_concheror } TFBot { Class Soldier } } } } }