#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop ///////////////// // MVM SEQUOIA NORMAL DIFFUCLTY, default mission - Written by Freyja ///////////////// WaveSchedule { StartingCurrency 800 CanBotsAttackWhileInSpawnRoom No RespawnWaveTime 4 Templates { T_TFBot_Soldier_Whip { Class Soldier ClassIcon soldier_disciplinary Name "Disciplinary Soldier" Skill Hard WeaponRestrictions MeleeOnly Attributes AlwaysFireWeapon Item "The Disciplinary Action" ItemAttributes { ItemName "The Disciplinary Action" "fire rate bonus" 0.6 } CharacterAttributes { "move speed bonus" 1.2 } } T_TFGateBot_Heavyweapons_Heavyweight_Champ { Class Heavyweapons Name "Heavyweight Champ" ClassIcon heavy_champ 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" WeaponRestrictions MeleeOnly Item "the killing gloves of boxing" Item "Pugilist's Protector" Skill Easy } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" WeaponRestrictions MeleeOnly Item "the killing gloves of boxing" Item "Pugilist's Protector" Skill Easy ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } T_TFGateBot_Sniper_Huntsman { Class Sniper Name "Bowman" ClassIcon sniper_bow ItemAttributes { ItemName "The Huntsman" "damage bonus" 0.5 } 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 Sniper" WeaponRestrictions PrimaryOnly Item "The Huntsman" Skill Hard } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" WeaponRestrictions PrimaryOnly Item "The Huntsman" Skill Hard ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } } } } T_TFGateBot_Warrior_Spirit { Class Heavyweapons Name "Warrior Spirit" ClassIcon heavy_champ Scale 1.2 Health 600 EventChangeAttributes { Default { 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 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 Heavy" WeaponRestrictions MeleeOnly Item "Warrior's Spirit" Tag bot_giant Skill Hard Attributes AlwaysCrit CharacterAttributes { "move speed bonus" 1.3 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Item "MvM GateBot Light Heavy" WeaponRestrictions MeleeOnly Item "Warrior's Spirit" Tag bot_giant Skill Hard Attributes AlwaysCrit CharacterAttributes { "move speed bonus" 1.3 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 } } } } } ///Missions Mission { Objective DestroySentries Where spawnbot CooldownTime 60 TFBot { Template T_TFBot_SentryBuster Tag bot_sentrybuster } } Mission // Sniper - wave 2 { Objective Sniper InitialCooldown 40 Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 2 TFBot { Class Sniper Skill Expert MaxVisionRange 4000 } } Mission // Sniper - wave 4 { Objective Sniper InitialCooldown 20 Where spawnbot_mission_sniper BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper Skill Normal MaxVisionRange 4000 } } Mission // Sniper - wave 5 { Objective Sniper InitialCooldown 20 Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 3 TFBot { Template T_TFBot_Sniper_Razorback Skill Expert MaxVisionRange 4000 } } Mission // Spy - wave 3 { Objective Spy InitialCooldown 5 Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 3 TFBot { Class Spy Skill Expert } } Mission // Spy - wave 6 { Objective Spy InitialCooldown 5 Where spawnbot_mission_spy BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 3 TFBot { Class Spy Skill Expert } } /////////////////////////// WAVE 1 ////////////////////////// Wave { WaitWhenDone 60 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name "wave01_pyros" Where spawnbot TotalCount 18 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 250 TFBot { Template T_TFBot_Pyro Tag nav_prefer_flank_right } } WaveSpawn { Name "wave01_gatebot_demomen" Where spawnbot TotalCount 20 SpawnCount 2 MaxActive 6 WaitBetweenSpawns 16 WaitBeforeStarting 10 TotalCurrency 250 TFBot { Template T_TFGateBot_Demoman_Normal } } WaveSpawn { Name "wave01_meleescout" Where spawnbot TotalCount 20 MaxActive 5 SpawnCount 1 WaitBetweenSpawns 0.5 WaitBeforeStarting 0 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Fish ClassIcon scout_bat } } WaveSpawn { Name "wave01_whip_boys" Where spawnbot TotalCount 10 SpawnCount 2 MaxActive 6 WaitBetweenSpawns 0.5 WaitForAllSpawned "wave01_pyros" TotalCurrency 100 TFBot { Template T_TFBot_Soldier_Whip } } } /////////////////////////// WAVE 2 ////////////////////////// Wave { WaitWhenDone 60 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name "wave02a_flaregun" Where spawnbot TotalCount 24 SpawnCount 2 MaxActive 6 WaitBetweenSpawns 1 TotalCurrency 200 TFBot { Template T_TFBot_Pyro_Flaregun } } WaveSpawn { Name "wave02a_gatebot_giant_soldier" Where spawnbot TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 7.5 TotalCurrency 200 TFBot { Template T_TFGateBot_Giant_Soldier // Name "Bazooka Boy" Tag nav_prefer_flank_right Tag bot_giant } } WaveSpawn { Name "wave02a_gatebot_heavies" Where spawnbot TotalCount 12 SpawnCount 4 MaxActive 4 WaitBetweenSpawns 9 WaitBeforeStarting 37 // WaitForAllDead "wave02a_gatebot_giant_soldier" TotalCurrency 100 TFBot { Template T_TFGateBot_Heavy_Normal // Name "Shooty Boy" Skill Easy } } WaveSpawn { Name "wave02b_gatebot_giant_soldier" Where spawnbot TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 7.5 TotalCurrency 200 WaitForAllDead "wave02a_gatebot_giant_soldier" TFBot { Template T_TFGateBot_Giant_Soldier // Name "Bazooka Boy" Tag bot_giant } } WaveSpawn { Name "wave02_demoknight" Where spawnbot TotalCount 14 SpawnCount 2 MaxActive 4 WaitForAllDead "wave02a_gatebot_giant_soldier" WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 200 RandomChoice { TFBot { Template T_TFBot_Demoman_Knight } TFBot { Template T_TFBot_Demoman_Knight Tag nav_prefer_flank_right } } } WaveSpawn { Name "wave02_melee_scout_support" Where spawnbot TotalCount 10 MaxActive 4 SpawnCount 4 Support 1 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Fish ClassIcon scout_bat } } } /////////////////////////// WAVE 3 ////////////////////////// Wave { WaitWhenDone 60 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name "wave03_heavypunch" Where spawnbot TotalCount 24 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 4 TotalCurrency 200 TFBot { Template T_TFGateBot_Heavyweapons_Heavyweight_Champ } } WaveSpawn { Name "wave03_bushwacka_snipersquad" Where spawnbot TotalCount 30 MaxActive 6 SpawnCount 2 TotalCurrency 200 Squad { TFBot { Class Sniper Skill Hard Item "Soldered Sensei" Item "Jarate" ClassIcon sniper_jarate WeaponRestrictions SecondaryOnly // Name "Piss Boy" CharacterAttributes { "effect bar recharge rate increased" 0.2 } } TFBot { Class Sniper Skill Hard Item "Hawk Eyed Hunter" Item "The Bushwacka" Item "Ol' Snaggletooth" // Name "Bush Boy" ClassIcon sniper_bushwacka WeaponRestrictions MeleeOnly } } } WaveSpawn { Name "wave03_tank" TotalCount 1 MaxActive 1 WaitBeforeStarting 30 TotalCurrency 200 WaitForAllSpawned "wave03_heavypunch" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 17000 Speed 75 Name "gatetank" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave03_soldiers" Where spawnbot TotalCount 24 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 9.5 WaitForAllSpawned "wave03_heavypunch" TotalCurrency 100 Support 1 TFBot { Class Soldier Skill Normal // Name "Rocket Boy" } } } /////////////////////////// WAVE 4 ////////////////////////// Wave { WaitWhenDone 60 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name "wave04a_bowmen" Where spawnbot TotalCount 24 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Template T_TFGateBot_Sniper_Huntsman // Name "Bow Boy" } } WaveSpawn { Name "wave04a_giant_pyro" Where spawnbot TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 TotalCurrency 300 TFBot { Template T_TFBot_Giant_Pyro // Name "Big Hot Boy" } } WaveSpawn { Name "wave04_pyros" Where spawnbot TotalCount 14 MaxActive 6 SpawnCount 2 WaitForAllDead "wave04a_giant_pyro" TotalCurrency 200 WaitBetweenSpawns 4 TFBot { Class Pyro Skill Normal //Name "Hot Boy" } } WaveSpawn { Name "wave04b_fisters" Where spawnbot TotalCount 6 MaxActive 2 SpawnCount 2 WaitForAllDead "wave04a_giant_pyro" TotalCurrency 200 TFBot { Template T_TFGateBot_Heavy_IronFist //Name "Fist Boy" } } WaveSpawn { Name "wave04b_fisters_medics" Where spawnbot TotalCount 4 MaxActive 2 SpawnCount 2 WaitForAllDead "wave04a_giant_pyro" TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Heavy_IronFist //Name "Fist Boy" } TFBot { Template T_TFBot_Medic_BigHeal //Name "Healing Boy" } } } WaveSpawn { Name "wave04b_bowmen" Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 6 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Template T_TFBot_Sniper_Huntsman } } WaveSpawn { Name "wave04_support_scouts" Where spawnbot Support 1 TotalCount 20 MaxActive 8 SpawnCount 4 WaitForAllDead "wave04a_bowmen" TotalCount 100 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Scout_SunStick // Name "Warm Boy" } } } /////////////////////////// WAVE 5 ////////////////////////// Wave { WaitWhenDone 60 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name "wave05_support_scouts" Where spawnbot TotalCount 20 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 14 Support 1 TotalCurrency 100 TFBot { Class Scout Item "The Fed-Fightin' Fedora" Item "The Bolt Boy" Item "The Force-a-Nature" ClassIcon scout_fan Skill Easy Name "FAN Scout" } } WaveSpawn { Name "wave05a_demoknights" Where spawnbot TotalCount 24 SpawnCount 3 MaxActive 6 WaitBetweenSpawns 7 TotalCurrency 200 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { Name "wave05a_gatebot_giant_heavies" Where spawnbot TotalCount 6 MaxActive 3 SpawnCount 3 WaitBetweenSpawns 5 WaitBeforeStarting 12 TotalCurrency 200 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Heater Skill Easy } TFBot { Template T_TFBot_Medic_BigHeal Tag bot_squad_member } TFBot { Template T_TFBot_Medic_BigHeal Tag bot_squad_member } } } WaveSpawn { Name "wave05b_gatebot_giant_scouts" Where spawnbot TotalCount 2 SpawnCount 1 MaxActive 1 WaitBetweenSpawns 15 TotalCurrency 200 WaitForAllDead "wave05a_gatebot_giant_heavies" TFBot { Template T_TFGateBot_Giant_Scout_FAN } } WaveSpawn { Name "wave05b_demomen" Where spawnbot TotalCount 9 SpawnCount 3 MaxActive 3 WaitBetweenSpawns 15 TotalCurrency 100 WaitForAllDead "wave05a_gatebot_giant_heavies" TFBot { Template T_TFBot_Demoman } } WaveSpawn { Name "wave05b_soldiersquad" Where spawnbot TotalCount 12 SpawnCount 3 MaxActive 9 WaitBetweenSpawns 7 WaitForAllDead "wave05a_demoknights" Squad { TFBot { Class Soldier Skill Normal } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Pyro_Flaregun } } } } /////////////////////////// WAVE 5 ////////////////////////// Wave { WaitWhenDone 60 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name "wave05_gatebot_bearboy" Where spawnbot TotalCount 33 SpawnCount 3 MaxActive 6 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Template T_TFGateBot_Warrior_Spirit } } WaveSpawn { Name "wave05_tank" TotalCount 1 MaxActive 1 WaitBeforeStarting 15 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 19000 Speed 75 Name "gatetank" StartingPathTrackNode "boss_path_c1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave05_giantsoldier" Where spawnbot TotalCount 8 SpawnCount 4 MaxActive 4 WaitBeforeStarting 25 WaitBetweenSpawns 15 TotalCurrency 200 WaitForAllDead "wave05_tank" Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Spammer } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name "wave05_giantdemo" Where spawnbot TotalCount 8 MaxActive 4 SpawnCount 4 WaitForAllDead "wave05_giantsoldier" TotalCurrency 200 WaitBetweenSpawns 20 Squad { TFBot { Template T_TFGateBot_Giant_Demo_Burst } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name "wave05_support_pyros" Where spawnbot MaxActive 6 SpawnCount 3 TotalCount 22 WaitBetweenSpawns 5 Support 1 TotalCurrency 200 TFBot { Template T_TFBot_Pyro } } } }