#base robot_giant.pop #base robot_standard.pop WaveSchedule { Templates { //Direct hit T_TFBot_Soldier_Normal_DirectHit { Class Soldier Name "Direct Hit Soldier" ClassIcon soldier_directhit Item "The Direct Hit" Skill Normal } //Mangler T_TFBot_Soldier_CowMangler { Name "Cow Mangler Soldier" Class Soldier ClassIcon soldier_mangler Skill Hard Item "The Cow Mangler 5000" ItemAttributes { ItemName "The Cow Mangler 5000" "Set DamageType Ignite" 1 "faster reload rate" 0.25 } } //Bazooka T_TFBot_Soldier_Bazooka { Name "Beggar's Bazooka Soldier" Class Soldier ClassIcon soldier_bazooka Skill Normal Item "The Beggar's Bazooka" //Attributes "HoldFireUntilFullReload" ItemAttributes { ItemName "The Beggar's Bazooka" "auto fires when full" 1 } } //Shotgun T_TFBot_Soldier_Shotgun { Name "Shotgun Soldier" Class Soldier Skill Normal WeaponRestrictions SecondaryOnly ClassIcon heavy_shotgun } //Reserve Shooter T_TFBot_Soldier_Reserve { Name "Reserve Shooter Soldier" Class Soldier Skill Normal Item "The Reserve Shooter" WeaponRestrictions SecondaryOnly ClassIcon heavy_shotgun ItemAttributes { Item "The Reserve Shooter" "mod mini-crit airborne" 1 } } //Bison T_TFBot_Soldier_Bison { Name "Bison Soldier" Class Soldier ClassIcon soldier_bison Skill Hard Item "The Righteous Bison" WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Righteous Bison" "damage bonus" 1.5 "faster reload rate" 3 "energy weapon no hurt building" 0 } } //Whip T_TFBot_Soldier_Whip { Name "Whip Soldier" Class Soldier ClassIcon soldier_disciplinary Skill Expert Item "The Disciplinary Action" WeaponRestrictions MeleeOnly Attributes "AlwaysFireWeapon" } //Zatoichi T_TFBot_Soldier_Zatoichi { Name "Zatoichi Soldier" Class Soldier ClassIcon demoknight_samurai Skill Expert Item "The Concheror" Item "The Half-Zatoichi" WeaponRestrictions MeleeOnly Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Half-Zatoichi" "damage bonus" 1.5 } CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" 0.5 } } T_TFBot_Giant_Soldier_Whip { Class Soldier Name "Giant Whip Soldier" ClassIcon Soldier_disciplinary Skill Expert Health 3000 Item "The Disciplinary Action" WeaponRestrictions MeleeOnly Attributes "AlwaysFireWeapon" Attributes MiniBoss ItemAttributes { ItemName "The Disciplinary Action" "damage bonus" 5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } //Giant Black Box Backup T_TFBot_Giant_Soldier_RocketShotgun_Battalion // Health regen on hit { Class Soldier ClassIcon soldier_backup_blast_heal_spammer_reload Name "Giant Battalion's Backup Black Box Blast Soldier" Health 75000 Scale 1.8 Item "The Black Box" Item "The Battalion's Backup" Skill Expert Attributes MiniBoss WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge Attributes UseBossHealthBar Attributes AlwaysCrit ItemAttributes { ItemName "The Black Box" "damage causes airblast" 1 "damage bonus" 0.5 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 1.6 "blast radius increased" 1.75 //"Projectile speed increased" 0.4 "projectile spread angle penalty" 4 "heal on hit for rapidfire" 3000 "dmg bonus vs buildings" 3 } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.02 "airblast vertical vulnerability multiplier" 0.01 "override footstep sound set" 3 "Projectile speed increased" 0.9 "increase buff duration" 27.0 "rage giving scale" 0.15 "dmg bonus while half dead" 2 } } T_TFBot_Chief_Soldier_MoreRocketPush { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Item "The Liberty Launcher" ClassIcon Soldier_libertylauncher Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Health 10000 Scale 1.8 Name "Chief Blast Soldier" ItemAttributes { ItemName "The Liberty Launcher" "damage causes airblast" 1 "damage bonus" 0.25 "dmg bonus vs buildings" 2 "fire rate bonus" 0.1 "clip size upgrade atomic" 10 "faster reload rate" 0.25 "Blast radius increased" 2 "projectile spread angle penalty" 4 "airblast pushback scale" 5 "airblast vertical pushback scale" 5 "Projectile speed increased" 2 } CharacterAttributes { "move speed bonus" 0.5 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.15 } } T_TFBot_Chief_Soldier_Void { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Name "The Void" ClassIcon soldier_black Health 35000 Scale 18 Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2 "damage causes airblast" 1 "faster reload rate" 2 "clip size penalty" 0.5 "fire rate bonus" 1 "projectile spread angle penalty" 1 "use large smoke explosion" 1 "blast radius increased" 2 //"Projectile speed increased" 1 } CharacterAttributes { "move speed bonus" 0.75 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0 "cancel falling damage" 1 } } } Mission // Sentry buster { Objective DestroySentries InitialCooldown 5 Where spawnbot BeginAtWave 1 RunForThisManyWaves 6 CooldownTime 60 TFBot { Template T_TFBot_SentryBuster Tag bot_sentrybuster } } Mission // Sniper - wave 2 { Objective Sniper InitialCooldown 10 Where spawnbot_right Where spawnbot_left BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Soldier_CowMangler ClassIcon Soldier_mangler } } Mission // Sniper - wave 4 { Objective Sniper InitialCooldown 10 Where spawnbot_right Where spawnbot_left BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 5 DesiredCount 6 TFBot { Template T_TFBot_Soldier_CowMangler ClassIcon Soldier_mangler } } Mission // Sniper - wave 8 { Objective Sniper InitialCooldown 10 Where spawnbot_right Where spawnbot_left BeginAtWave 8 RunForThisManyWaves 1 CooldownTime 10 DesiredCount 2 TFBot { Template T_TFBot_Soldier_CowMangler ClassIcon Soldier_mangler } } StartingCurrency 449 RespawnWaveTime 7 CanBotsAttackWhileInSpawnRoom no //WAVE 1 WARMUP //Currency 800 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_setup_3random Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn //whippersnaps + soldiers { Name "w1_whip" Where spawnbot_right Where spawnbot_left TotalCount 64 MaxActive 16 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 400 RandomChoice { TFBot { Class Soldier Skill Easy } TFBot { Template T_TFBot_Soldier_Whip } TFBot { Template T_TFBot_Soldier_Whip } TFBot { Template T_TFBot_Soldier_Whip } } } WaveSpawn //giant soldier { Name "w1_giant" WaitForAllSpawned "w1_whip" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 30 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier } } WaveSpawn //shotgun soldiers { Name "w1_shotgun" WaitForAllSpawned "w1_whip" Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 7 TotalCurrency 300 TFBot { Class Soldier Skill Easy } } } //WAVE 2 PUSH //Currency 600 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_setup_gravity Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes //rocketpush soldiers WaveSpawn { Name "w2_push" Where spawnbot_right Where spawnbot_left TotalCount 35 MaxActive 15 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Soldier_RocketPush } } //Reserve shooters WaveSpawn { Name "w2_shotgun" WaitForAllSpawned "w2_push" Where spawnbot TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 4 TotalCurrency 100 TFBot { Template T_TFBot_Soldier_Reserve } } WaveSpawn //chief rocketpush { Name "w2_chief" WaitForAllDead "w2_push" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 400 TFBot { Template T_TFBot_Chief_Soldier_MoreRocketPush } } //Mangler suppoert } //WAVE 3 INVISIBLE TEAM //Currency 800 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_setup_invisible Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes //Whip spam WaveSpawn { Name "w3_whip" Where spawnbot_right Where spawnbot_left TotalCount 48 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 400 TFBot { Template T_TFBot_Soldier_Whip } } //Beggar spam //The famous trio WaveSpawn { Name "w3_chief" //WaitForAllDead "w3_whip" Where spawnbot WaitBeforeStarting 30 WaitBetweenSpawns 30 TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 400 Squad { FormationSize 250 TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner //Attributes AlwaysFireWeapon CharacterAttributes { "deploy time increased" 0.5 } } TFBot { Template T_TFBot_Giant_Soldier_Extended_Concheror //Attributes AlwaysFireWeapon CharacterAttributes { "deploy time increased" 0.5 } } TFBot { Template T_TFBot_Giant_Soldier_Extended_Battalion //Attributes AlwaysFireWeapon CharacterAttributes { "deploy time increased" 0.5 } } } } } //WAVE 4 INVISIBLE SOLDIER //Currency 600 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_setup_3random Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes //send out sacrifice zatoichis 16 WaveSpawn { Name "w4_zatoichi" Where spawnbot_right Where spawnbot_left TotalCount 24 MaxActive 16 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 1 TotalCurrency 150 TFBot { Template T_TFBot_Soldier_Zatoichi } } //Dummy WaveSpawn { TotalCount 0 SpawnCount 0 WaitForAllDead "w4_zatoichi" FirstSpawnOutput { Target relay_invisible Action FireUser2 } } //Invisible Soldier WaveSpawn { Name "w4_chief" WaitForAllDead "w4_zatoichi" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 300 TFBot { Template T_TFBot_Chief_Soldier_MoreRocketPush ClassIcon soldier_clear Name "The Invisible Soldier" Health 9000 Attributes UseBossHealthBar CharacterAttributes { "move speed bonus" 0.33 "airblast vulnerability multiplier" 0.4 //"faster reload rate" 1 } } } //rocketshotgun stream //distracted from the boss too much } //WAVE 5 MERASMUS //Currency 1000 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_setup_3random Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes //horde of soldiers WaveSpawn { TotalCount 0 SpawnCount 0 FirstSpawnOutput { Target merasmus_join_sound Action PlaySound } } WaveSpawn { Name "w5_general" Where spawnbot_right Where spawnbot_left TotalCount 9 MaxActive 6 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Class Soldier Skill Normal } } //merasmus support //Dummy WaveSpawn { TotalCount 2 SpawnCount 1 Support 1 WaitBetweenSpawns 300 WaitForAllSpawned "w5_general" FirstSpawnOutput { Target merasmus_timer Action Enable } TFBot { Class Soldier ClassIcon merasmus } } //some giants too WaveSpawn { Name "w5_spamwave" WaitForAllSpawned "w5_general" Where spawnbot TotalCount 6 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 400 TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn { Name "w5_spamwave" WaitForAllDead "w5_general" Where spawnbot TotalCount 57 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 500 TFBot { Class Soldier Skill Easy } } WaveSpawn { TotalCount 0 SpawnCount 0 WaitForAllDead "w5_spamwave" FirstSpawnOutput { Target merasmus_leave_sound Action PlaySound } } } //WAVE 6 IMPOSSIBLE BOSS //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_setup_impossible Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn { Name "w6_chief" Where spawnbot_right Where spawnbot_left TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 700 TFBot { Template T_TFBot_Giant_Soldier_RocketShotgun_Battalion } } } //WAVE 7 THE VOID //Currency 1000 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target setup_void Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn { Name "w7_start" Where spawnbot_bigboy TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner Health 4500 CharacterAttributes { "deploy time increased" 0.5 "airblast vulnerability multiplier" 0.0 "airblast vertical vulnerability multiplier" 0.0 "no_jump" 1 } } } WaveSpawn { Name "w7_start" Where spawnbot TotalCount 50 MaxActive 18 SpawnCount 6 WaitBeforeStarting 1 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Template T_TFBot_Soldier_Bison CharacterAttributes { "cannot pick up intelligence" 1 } } } WaveSpawn { Name "w7_chief" WaitForAllDead "w7_start" Where spawnbot_bigboy TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 600 TFBot { Template T_TFBot_Chief_Soldier_Void } } } //WAVE 8 CHAOS //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { InitWaveOutput { Target wave_setup_finale Action Trigger } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn { TotalCount 0 SpawnCount 0 FirstSpawnOutput { Target merasmus_join_sound Action PlaySound } } WaveSpawn { Name "w8_prefire" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn { TotalCount 1 SpawnCount 1 WaitForAllSpawned "w8_prefire" Support 1 FirstSpawnOutput { Target merasmus_timer Action Enable } TFBot { Class Soldier ClassIcon merasmus } } WaveSpawn { Name "w8_begin" Where spawnbot TotalCount 120 MaxActive 16 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 800 RandomChoice { TFBot { Template T_TFBot_Soldier_Bazooka } TFBot { Template T_TFBot_Soldier_Bison } TFBot { Template T_TFBot_Soldier_CowMangler } TFBot { Template T_TFBot_Soldier_Normal_DirectHit } TFBot { Template T_TFBot_Soldier_Shotgun } TFBot { Template T_TFBot_Soldier_Zatoichi } TFBot { Template T_TFBot_Soldier_RocketPush } TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } TFBot { Template T_TFBot_Soldier_Extended_Concheror } TFBot { Template T_TFBot_Soldier_Extended_Battalion } TFBot { Template T_TFBot_Soldier_RocketShotgun } } } WaveSpawn { Name "w8_begin" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier_Whip } } WaveSpawn { Name "w8_big" Where spawnbot TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn { Name "w8_begin" WaitFOrAllDead "w8_big" Where spawnbot TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Spammer } } WaveSpawn { TotalCount 0 SpawnCount 0 WaitForAllDead "w8_begin" FirstSpawnOutput { Target merasmus_leave_sound Action PlaySound } } } }