#base robot_giant.pop
#base robot_standard.pop

WaveSchedule
{
	StartingCurrency		1000
	RespawnWaveTime 		3
	FixedRespawnWaveTime 	AbsolutelyWhyElseWouldThisBeHere
	CanBotsAttackWhileInSpawnRoom no
	EventPopFile Halloween // yes
	BotsDropSpells 1  
	GiantsDropRareSpells 1   
	SpellDropRateCommon 0.2   
	SpellDropRateGiant 0.05  
	
	PointTemplates    
	{
		BossBomb //lets make our own brush entity!!!
		{
			filter_tf_bot_has_tag
			{
				targetname bossfilter
				tags iamthelord
				require_all_tags 1
				Negated "Allow entities that match criteria" // does it really need to be like this??
			}
			trigger_teleport
			{
				targetname iwarptheboss
				spawnflags 1
				origin -992 -688 384
				target intel_event
				filtername bossfilter // don't teleport anyone else!!
				"mins" "-554 -884 -384" //Trigger bounds, relative to origin
				"maxs" "554 384 384" //Trigger bounds, relative to origin
			}
		}
		PlaneTank
		{
			NoFixup 1
			prop_dynamic
			{
				"model" "models/workshop/player/items/demo/hwn2016_aerobatics_demonstrator/hwn2016_aerobatics_demonstrator.mdl"
				"solid" "0"
				"modelscale" 4
				"origin" "20 0 -80"
				targetname planetank_prop
			}
			tf_point_weapon_mimic // also needs an origin point to ensure it's below the tank
			{
				angles "90 0 0"
				"origin" "0 0 -48" // take over server later to ensure this works
				Damage 300
				ModelOverride "models/props_td/atom_bomb.mdl"
				ModelScale 0.75
				parentname planetank_prop
				SpeedMin 768
				SpeedMax 768
				SplashRadius 146
				targetname planetank_bomber
			}
			logic_timer
			{
				targetname planetank_timer
				RefireTime 10
				
				"OnTimer"  "planetank_bomber,FireOnce,0,0"
				"OnTimer"  "planetank_shoot_sound,PlaySound,0,0"
				"OnTimer"  "planetank_bomber,FireOnce,0,1"
				"OnTimer"  "planetank_shoot_sound,PlaySound,0,1"
				"OnTimer"  "planetank_bomber,FireOnce,0,2"
				"OnTimer"  "planetank_shoot_sound,PlaySound,0,2"
			}
			ambient_generic
			{
				targetname planetank_shoot_sound
				radius 5000
				message Player.FallDamageIndicator
				spawnflags 48
			}
		}
	}
	ExtraTankPath  
	{
		Name "tank_path_air" //name of the starting path node prefix. First tank node name would be name_1
		Node "-352 -1792 480" // note XYZ coordinates. First node is the starting point
		Node "-352 -1408 480" // decompile shank to properly make this happen
		Node "-352 368 480"
		Node "-400 640 480"
		Node "-480 736 480"
		Node "-624 880 480"
		Node "-1280 1408 480"
		Node "-1872 1728 480"
		Node "-2208 2048 480"
		Node "-2256 2096 480"
		Node "-2352 2352 480"
		Node "-2352 3872 480"
		Node "-2432 3984 480"
		Node "-2816 4480 480"
		Node "-2944 4736 480"
		Node "-3040 5024 480"
		Node "-3040 5232 480"
	}
	Templates
	{
		T_TFBot_Medic_Kritz_Short //Pops Kritz on entering field, has to recharge
		{
			Name "Kritzkrieg Medic"
			Class Medic
			Skill Expert
			ClassIcon medic_kritz
			Attributes SpawnWithFullCharge
			Item "The Kritzkrieg"
			ItemAttributes
			{
				ItemName "The Kritzkrieg"
				"ubercharge rate bonus"	10
				"uber duration bonus" 2
			}
			ItemAttributes
			{
				ItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
				"damage penalty" 1
				"mad milk syringes" 1
			}
			CharacterAttributes
			{
				"bot medic uber health threshold" 500
			}
		}
		T_TFBot_Engineer_Widower
		{
			Class Engineer
			ClassIcon heavy_shotgun
			Skill Normal
			Health 200
			WeaponRestrictions PrimaryOnly
			Item "The Widowmaker"
			
			ItemAttributes
			{
				ItemName "The Widowmaker"
				"fire rate bonus" 0.6
				"voice pitch scale" 0.1
			}
		}
		T_TFBot_Soldier_Shotgun
		{
			Class Soldier
			ClassIcon heavy_shotgun
			Skill Normal
			WeaponRestrictions SecondaryOnly
			
			ItemAttributes
			{
				ItemName "The TF_WEAPON_SHOTGUN_SOLDIER"
				"faster reload rate" -0.4
				"voice pitch scale" 0.1
			}
			CharacterAttributes
			{
				"voice pitch scale" 0.1
			}
		}
		T_Graver // spams skeletons
		{
			Class Sniper
			ClassIcon dead
			Name "Magician Lord"
			Skill Expert
			Health 40000
			Item "The Crone's Dome"
			Item "TF_WEAPON_SPELLBOOK"
			StripItemSlot 0  
			StripItemSlot 1  
			ItemModel  
			{
				ItemName "TF_WEAPON_CLUB"
				Model "models/empty.mdl" // no club
			}
			Attributes MiniBoss
			Attributes UseBossHealthBar
			Scale 2.1
			UseCustomModel "models/bots/skeleton_sniper_boss/skeleton_sniper_boss.mdl"  
			ItemAttributes
			{
				ItemName "TF_WEAPON_CLUB"
				"fire rate bonus" 1.5
			}
			Spell   //Gives specified spell to bots.
			{
				Delay 5 //Time before the first spell charges are given (Default: 10)
				Cooldown 3 //Time between each spell changes (Default: 10)
                Repeats 0 //How many times should spell charges be given in total (Default: 0 - Infinite)
				IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default: 0 - Always activate)
				Charges 1 //How many spell charges to give every time the spell is given (Default: 1)
				Limit 1 //How many spell charges the bot can store (Default: Same as charges given)
				Type "Summon Skeletons" //roll the bones
			}
			CharacterAttributes
			{
				"move speed bonus" 0.5
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"override footstep sound set" 7
				"rage giving scale" 0.00001
				"voice pitch scale" 0
			}
		}
		T_Boneking // comes back from the dead twice
		{
			Class Demoman
			ClassIcon dead // probably needs an actual icon
			Name "The Forgotten King"
			Skill Expert
			Health 45000
			Item "Forgotten King's Restless Head"
			Item "Forgotten King's Pauldrons"
			Item "The Eyelander"
			Item "TF_WEAPON_SPELLBOOK"
			Attributes MiniBoss
			Attributes UseBossHealthBar
			Scale 2.1
			StripItemSlot 0  
			StripItemSlot 1  
			Spell   //Gives specified spell to bots.
			{
				Delay 5 //Time before the first spell charges are given (Default: 10)
				Cooldown 8 //Time between each spell changes (Default: 10)
                Repeats 0 //How many times should spell charges be given in total (Default: 0 - Infinite)
				IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default: 0 - Always activate)
				Charges 2 //How many spell charges to give every time the spell is given (Default: 1)
				Limit 2 //How many spell charges the bot can store (Default: Same as charges given)
				Type "Fireball"
			}
			ItemAttributes
			{
				ItemName "The Eyelander"
				"damage bonus" 1.5
			}
			CharacterAttributes
			{
				"move speed bonus" 0.4
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"override footstep sound set" 7
				"rage giving scale" 0.00001
				"voice pitch scale" 0.1
			}
		}
		T_Boneking_B // different spell
		{
			Class Demoman
			ClassIcon dead // probably needs an actual icon
			Name "The Forgotten King"
			Skill Expert
			Health 40000
			Item "Forgotten King's Restless Head"
			Item "Forgotten King's Pauldrons"
			Item "The Eyelander"
			Item "TF_WEAPON_SPELLBOOK"
			Attributes MiniBoss
			Attributes UseBossHealthBar
			Scale 2.1
			StripItemSlot 0  
			StripItemSlot 1  
			Spell   //Gives specified spell to bots.
			{
				Delay 1 //Time before the first spell charges are given (Default: 10)
				Cooldown 8 //Time between each spell changes (Default: 10)
                Repeats 0 //How many times should spell charges be given in total (Default: 0 - Infinite)
				IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default: 0 - Always activate)
				Charges 1 //How many spell charges to give every time the spell is given (Default: 1)
				Limit 1 //How many spell charges the bot can store (Default: Same as charges given)
				Type "Meteor Shower"
			}
			ItemAttributes
			{
				ItemName "The Eyelander"
				"damage bonus" 1.5
			}
			CharacterAttributes
			{
				"move speed bonus" 0.4
				"damage force reduction" 0
				"airblast vulnerability multiplier" 0
				"override footstep sound set" 7
				"rage giving scale" 0.00001
				"voice pitch scale" 0.1
			}
		}
	}
	Mission // sentry buster
	{
		Objective DestroySentries

		InitialCooldown 60
		Where spawnbot_main
		BeginAtWave 1
		RunForThisManyWaves 1

		CooldownTime 40            

            TFBot
			{
				Template T_TFBot_SentryBuster
				Name "Grave Buster"
				Attributes DisableDodge // what are you doing
				Attributes IgnoreEnemies // what are you doing
				Item "The Crone's Dome"
				CharacterAttributes
				{
					"rage giving scale" 0.00001
					"head scale" 4 //giant hat
				}
            }
	}
	Mission
	{
		Objective Spy

		InitialCooldown 180
		Where spawnbot_mission_spy // no
		BeginAtWave 1
		RunForThisManyWaves 1
		DesiredCount 2

		CooldownTime 120            

            TFBot
			{
				Template T_TFBot_Spy
				UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"  
				Skin 1 // proper colored bones
				Scale 1.1
				Name "Skeleton"
				CharacterAttributes
				{
					"rage giving scale" 0.00001
					"voice pitch scale" 0.1
				}
            }
	}
	Mission
	{
		Objective Sniper

		InitialCooldown 300
		Where spawnbot_main
		BeginAtWave 1
		RunForThisManyWaves 1
		DesiredCount 2

		CooldownTime 120

		TFBot
		{
			Template T_TFBot_Sniper
			Item "The Criminal Cloak"
			Item "The Dread Hiding Hood"
			Item  "The awper hand"
			ItemAttributes
			{
				ItemName "The awper hand"
				"sniper charge per sec"  0 //No charge on rifle means no increased damage.
				"dmg pierces resists absorbs" 1
			}
			CharacterAttributes
			{
				"rage giving scale" 0.00001
			}
        }
	}
	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
	// Shank 666 ( Spookee )
	// Cash given at start: $1000
	//
	// 
	// I dunno you get about $9200 by the time the final boss spawns 
	// That's a lot of money
	//
	///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
	//STAGE 1 ///1500///////////////////////////////////////////////////////////////////////////////////////////////////////////////

	Wave
	{
		StartWaveOutput
		{
			Target	wave_start_relay_event // now we can use this
			Action	Trigger
		}
		SpawnTemplate  
		{
			Name "BossBomb"
		}
		
		WaitWhenDone 65
		
		WaveSpawn
		{
			Name "stage1a"
			Where spawnbot
			TotalCount 18
			MaxActive 18
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0.5
			TotalCurrency 250		
		
			TFBot
			{
				Class Soldier
				Skill Easy
			}
		}
		WaveSpawn
		{
			Name "stage1b"
			Where spawnbot_titan
			TotalCount 18
			MaxActive 18
			SpawnCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0.5
			WaitForAllDead "stage1a"
			TotalCurrency 250		
		
			TFBot
			{
				Class Soldier
				Skill Easy
				Attributes AlwaysCrit
			}
		}
		WaveSpawn
		{
			//Name "stage1c"
			Where spawnbot_main
			TotalCount 65
			MaxActive 10
			SpawnCount 3
			WaitBeforeStarting 0
			WaitBetweenSpawns 0.5
			WaitForAllDead "stage1b"
			TotalCurrency 400		
		
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Heavyweapons_Heavyweight_Champ
					Name "Deadweight Champ"
					ClassIcon heavy
					UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"  
					Skin 1 // proper colored bones
					CharacterAttributes
					{
						"voice pitch scale" 0.1
					}
				}
				TFBot
				{
					Template T_TFBot_Heavyweapons_Heavyweight_Champ
					Name "Deadweight Champ"
					ClassIcon heavy
					UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"  
					Skin 1 // proper colored bones
					CharacterAttributes
					{
						"voice pitch scale" 0.1
					}
				}
				TFBot
				{
					Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast
					Name "Deadweight Champ"
					ClassIcon heavy
					UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"  
					Skin 1 // proper colored bones
					CharacterAttributes
					{
						"voice pitch scale" 0.1
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage1c"
			Where spawnbot
			TotalCount 25
			MaxActive 8
			SpawnCount 4
			WaitBeforeStarting 12
			WaitBetweenSpawns 12
			WaitForAllDead "stage1b"
			TotalCurrency 300		
		
			TFBot
			{
				Class Heavy
				Skill Easy
				UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"  
				Skin 1 // proper colored bones
				CharacterAttributes
				{
					"voice pitch scale" 0.1
				}
			}
		}
		WaveSpawn
		{
			Name "stage1d"
			Where spawnbot
			TotalCount 3
			MaxActive 3
			SpawnCount 1
			WaitBeforeStarting 2
			WaitBetweenSpawns 10
			WaitForAllSpawned "stage1c"
			TotalCurrency 300		
		
			DoneOutput
			{
				Target intel_event
				Action ForceResetSilent
			}
			TFBot
			{
				Template T_TFBot_Giant_Heavyweapons
				Item "The Manneater"
				Item "Big Steel Jaw of Summer Fun"
				Skin 1 // proper colored bones
			}
		}
		WaveSpawn // give them a break	
		{
			Name "stagebreak_1"
			WaitForAllDead "stage1d"		
			TotalCount 0
			SpawnCount 0
			Support limited

			FirstSpawnOutput
			{
				Target upgrade_station_forward_enable_logic
				Action Trigger
			}
			FirstSpawnWarningSound "vo\mvm_wave_end07.mp3"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn	
		{
			Name "stagebreak_2"	
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "stage1d"
			WaitBeforeStarting 0.2

			FirstSpawnOutput
			{
				Target bombpath_choose_relay
				Action Trigger
			}
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // wrap up the break and prepare for next stage
		{
			Name "stagebreak_3"	
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "stage1d"
			WaitBeforeStarting 26

			FirstSpawnWarningSound "vo\mvm_general_wav_start05.mp3"
			
			FirstSpawnOutput
			{
				Target bombpath_arrows_clear_relay
				Action Trigger
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		//STAGE 2 ///1500///////////////////////////////////////////////////////////////////////////////////////////////////////////////
		
		WaveSpawn
		{
			Name "stage2a"
			Where spawnbot
			TotalCount 24
			MaxActive 10
			SpawnCount 4
			WaitBeforeStarting 30
			WaitBetweenSpawns 10
			WaitForAllDead "stage1d"
			TotalCurrency 150		
		
			FirstSpawnOutput
			{
				Target upgrade_station_forward_disable_logic
				Action Trigger
			}
			TFBot
			{
				Class Pyro
				WeaponRestrictions PrimaryOnly
				Attributes AlwaysFireWeapon
				Skill Hard
				Item "The Dragon's Fury"
			}
		}
		WaveSpawn
		{
			Name "stage2a"
			Where spawnbot
			Where spawnbot_titan
			TotalCount 24
			MaxActive 10
			SpawnCount 3
			WaitBeforeStarting 33
			WaitBetweenSpawns 6
			WaitForAllDead "stage1d"
			TotalCurrency 150		
			RandomSpawn 1
		
			FirstSpawnOutput // introduce the wheel
			{
				Target spell_trigger
				Action Trigger
			}
			TFBot
			{
				Class Pyro
				WeaponRestrictions PrimaryOnly
				Skill Normal
				Item "The Backburner"
				UseMeleeThreatPrioritization 1  
			}
		}
		WaveSpawn
		{
			Name "stage2b"
			Where spawnbot_main
			TotalCount 32
			MaxActive 12
			SpawnCount 8
			WaitBeforeStarting 0
			WaitBetweenSpawns 6 // what the fuck why was this at 0 first
			WaitForAllDead "stage2a"
			TotalCurrency 300		
		
			Squad
			{
				TFBot
				{
					Class Demoman
					Skill Normal
				}
				TFBot
				{
					Template T_TFBot_Medic
					ItemAttributes
					{
						ItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
						"damage penalty" 1
						"mad milk syringes" 1
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage2b"
			Where spawnbot_titan
			TotalCount 3
			MaxActive 3
			SpawnCount 3
			WaitBeforeStarting 30
			WaitBetweenSpawns 0
			WaitForAllDead "stage2a"
			TotalCurrency 300		
		
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Soldier_SlowBarrage
					ClassIcon soldier_burstfire
					Item "The Larval Lid"
					ItemAttributes
					{
						ItemName "TF_WEAPON_ROCKETLAUNCHER"
						"fire rate bonus" -1
						"clip size upgrade atomic" 13.0 // halve the clip
					}
					CharacterAttributes
					{
						"damage bonus" 1
					}
				}
				TFBot
				{
					Template T_TFBot_Medic
					ItemAttributes
					{
						ItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
						"damage penalty" 1
						"mad milk syringes" 1
					}
				}
				TFBot
				{
					Template T_TFBot_Medic
					ItemAttributes
					{
						ItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
						"damage penalty" 1
						"mad milk syringes" 1
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage2c"
			Where spawnbot_main
			TotalCount 32
			MaxActive 15
			SpawnCount 6
			WaitBeforeStarting 10
			WaitBetweenSpawns 10
			WaitForAllSpawned "stage2b"
			TotalCurrency 300		
		
			RandomChoice
			{
				TFBot
				{
					Class Scout
					Skill Normal
				}
				TFBot
				{
					Class Scout
					Skill Normal
					Tag flank_back
				}
			}
		}
		WaveSpawn
		{
			Name "stage2d"
			Where spawnbot
			TotalCount 12
			MaxActive 12
			SpawnCount 3
			WaitBeforeStarting 2
			WaitBetweenSpawns 10
			WaitForAllSpawned "stage2c"
			TotalCurrency 300		
		
			DoneOutput
			{
				Target intel_event
				Action ForceResetSilent
			}
			TFBot
			{
				Template T_TFBot_Giant_Pyro_Flare_Spammer
				Item "The Flare Gun"
				Item "Binoculus"
				Item "Burly Beast"
				ItemAttributes
				{
					ItemName "The Flare Gun"
					"fire rate bonus" 0.3
				}
			}
		}
		WaveSpawn // give them a break	
		{
			Name "stagebreak_1"
			WaitForAllDead "stage2d"		
			TotalCount 0
			SpawnCount 0
			Support limited

			FirstSpawnOutput
			{
				Target upgrade_station_forward_enable_logic
				Action Trigger
			}
			FirstSpawnWarningSound "vo\mvm_wave_end04.mp3"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn	
		{
			Name "stagebreak_2"	
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "stage2d"
			WaitBeforeStarting 0.2

			FirstSpawnOutput
			{
				Target bombpath_choose_relay
				Action Trigger
			}

			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // wrap up the break and prepare for next stage
		{
			Name "stagebreak_3"	
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "stage2d"
			WaitBeforeStarting 26

			FirstSpawnWarningSound "vo\mvm_general_wav_start05.mp3"
			
			FirstSpawnOutput
			{
				Target bombpath_arrows_clear_relay
				Action Trigger
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		//STAGE 3 ///1200///////////////////////////////////////////////////////////////////////////////////////////////////////////////

		WaveSpawn
		{
			Name "stage3a"
			Where spawnbot
			TotalCount 8
			MaxActive 8
			SpawnCount 1
			WaitBeforeStarting 30
			WaitBetweenSpawns 3
			WaitForAllDead "stage2d"
			TotalCurrency 200		
		
			FirstSpawnOutput
			{
				Target upgrade_station_forward_disable_logic
				Action Trigger
			}
			TFBot
			{
				Template T_TFBot_Giant_Scout_Baseball_Armored
			}
		}
		WaveSpawn
		{
			TotalCount 1
			WaitBeforeStarting 0
			WaitBetweenSpawns 0
			WaitForAllDead "stage3a"
			TotalCurrency 300
			
			FirstSpawnWarningSound "MVM.TankStart"
		
			Tank
			{
				Health 40000
				Speed 70
				Name "tankboss"
				StartingPathTrackNode "tank_path_a_1"
				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
			}
		}
		WaveSpawn
		{
			Name "stage3b"
			Where spawnbot
			TotalCount 20
			MaxActive 10
			SpawnCount 2
			WaitBeforeStarting 10
			WaitBetweenSpawns 10
			WaitForAllDead "stage3a"
			TotalCurrency 200		
		
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Soldier_Extended_Buff_Banner
					Item "Burly Beast"
					Item "The Larval Lid"
				}
				TFBot
				{
					Template T_TFBot_Medic
					Item "Burly Beast"
					ItemAttributes
					{
						ItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
						"damage penalty" 1
						"mad milk syringes" 1
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage3c"
			Where spawnbot
			TotalCount 36
			MaxActive 9
			SpawnCount 3
			WaitBeforeStarting 20
			WaitBetweenSpawns 4
			WaitForAllSpawned "stage3b"
			TotalCurrency 250		
		
			TFBot
			{
				Class Demoman
				Skill Hard
				Attributes HoldFireUntilFullReload
				Attributes AlwaysCrit
				WeaponRestrictions SecondaryOnly
				Name "Sticky Demo"
				Item "The Hat With No Name"
				Item "The Demo's Dustcatcher"
				ItemAttributes // don't need passive_weapon shit with human models
				{
					ItemName "TF_WEAPON_PIPEBOMBLAUNCHER"
					"stickybomb charge rate" -1
					"sticky arm time bonus" 2
					"max pipebombs increased" -7
					"faster reload rate" 0.25
					"self dmg push force decreased" 0.01
				}
			}
		}
		WaveSpawn
		{
			Name "stage3c"
			Where spawnbot
			TotalCount 8
			MaxActive 8
			SpawnCount 2
			WaitBeforeStarting 16
			WaitBetweenSpawns 16
			WaitForAllDead "stage3b"
			TotalCurrency 250		
		
			TFBot
			{
				Template T_TFBot_Giant_Scout_Baseball_Armored
			}
		}
		WaveSpawn // put the bomb back to spawn while magician comes out	
		{
			WaitForAllDead "stage3c"		
			TotalCount 0
			SpawnCount 0
			Support limited

			StartWaveOutput
			{
				Target intel_event
				Action ForceResetSilent
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // magician lord
		{
			Name "stage3d"
			Where spawnbot_mission_spy // will not teleport via engineer
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 10
			WaitBetweenSpawns 0
			WaitForAllDead "stage3c"
			TotalCurrency 0		
			
			StartWaveWarningSound "misc\halloween\skeletons\skelly_giant_02.wav"
			FirstSpawnWarningSound "ambient\halloween\mysterious_perc_01.wav"
			DoneWarningSound "misc\halloween\strongman_fast_impact_01.wav"
		
			FirstSpawnOutput // now we bring in those things
			{
				Target trap_trigger
				Action Trigger
			}
			DoneOutput
			{
				Target intel_event
				Action ForceResetSilent
			}
			TFBot
			{
				Template T_Graver
				Skin 2 // boss bones
			}
		}
		WaveSpawn // give them a break	
		{
			Name "stagebreak_1"
			WaitForAllDead "stage3d"		
			TotalCount 0
			SpawnCount 0
			Support limited

			FirstSpawnOutput
			{
				Target upgrade_station_forward_enable_logic
				Action Trigger
			}
			FirstSpawnWarningSound "vo\mvm_wave_end02.mp3"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn	
		{
			Name "stagebreak_2"	
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "stage3d"
			WaitBeforeStarting 0.2

			FirstSpawnOutput
			{
				Target bombpath_choose_relay
				Action Trigger
			}

			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // wrap up the break and prepare for next stage
		{
			Name "stagebreak_3"	
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "stage3d"
			WaitBeforeStarting 26

			FirstSpawnWarningSound "vo\mvm_general_wav_start05.mp3"
			
			FirstSpawnOutput
			{
				Target bombpath_arrows_clear_relay
				Action Trigger
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		//STAGE 4 ///1500///////////////////////////////////////////////////////////////////////////////////////////////////////////////

		WaveSpawn
		{
			Name "stage4a"
			Where spawnbot_main
			Where spawnbot_secondary
			Where spawnbot_titan
			TotalCount 64
			MaxActive 14
			SpawnCount 5
			WaitBeforeStarting 30
			WaitBetweenSpawns 6
			WaitForAllDead "stage3d"
			TotalCurrency 300	
			
			FirstSpawnOutput
			{
				Target upgrade_station_forward_disable_logic
				Action Trigger
			}
			RandomSpawn 1
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Engineer_Widower
					Action FetchFlag   // don't you dare build anything
					Item "Binoculus"
					Item "The Law"
					UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"  
					Name "Bone Patrol"
					Skin 1 // proper colored bones
					
				}
				TFBot
				{
					Template T_TFBot_Heavyweapons_Shotgun
					Name "Shotgun Heavy"
					Item "The Law"
					Item "Binoculus"
					UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"  
					Name "Bone Patrol"
					Skin 1 // proper colored bones
					CharacterAttributes
					{
						"voice pitch scale" 0.1
					}
				}
				TFBot
				{
					Template T_TFBot_Soldier_Shotgun
					Item "Binoculus"
					Item "The Law"
					UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"  
					Name "Bone Patrol"
					Skin 1 // proper colored bones
				}
			}
		}
		WaveSpawn
		{
			Name "stage4b"
			Where spawnbot_titan
			TotalCount 12
			MaxActive 4
			SpawnCount 1
			WaitBeforeStarting 6
			WaitBetweenSpawns 10
			WaitForAllSpawned "stage4a"
			TotalCurrency 400	

			RandomSpawn 1
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Giant_Soldier_SlowBarrage
					Item "The Larval Lid"
					ClassIcon soldier_burstfire
					ItemAttributes
					{
						ItemName "TF_WEAPON_ROCKETLAUNCHER"
						"fire rate bonus" -1
						"clip size upgrade atomic" 13.0 // halve the clip
					}
					CharacterAttributes
					{
						"damage bonus" 1
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Soldier_Spammer
					Item "The Magical Mercenary"
					Item "Lollichop Licker"
					ClassIcon soldier_burstfire
					CharacterAttributes
					{
						"fire rate bonus with reduced health" 0.5
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage4b"
			Where spawnbot
			TotalCount 10
			MaxActive 6
			SpawnCount 2
			WaitBeforeStarting 30
			WaitBetweenSpawns 30
			WaitForAllSpawned "stage4a"
			TotalCurrency 500	

			DoneOutput
			{
				Target intel_event
				Action ForceResetSilent
			}
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Heavyweapons
					Item "The Manneater"
					Item "Big Steel Jaw of Summer Fun"
				}
				TFBot
				{
					Template T_TFBot_Giant_Medic
					Item "The Steam Pipe"
					Item "The Gauzed Gaze"
				}
			}
		}
		WaveSpawn // please don't stay in spawn
		{
			Name "stage4c"
			Where spawnbot_main
			Where spawnbot_secondary
			Where spawnbot_titan
			TotalCount 48
			MaxActive 6
			SpawnCount 3
			WaitBeforeStarting 44
			WaitBetweenSpawns 4
			WaitForAllDead "stage3d"
			TotalCurrency 300	

			RandomSpawn 1
			TFBot
			{
				Template T_TFBot_Medic_Kritz_Short
			}
		}
		WaveSpawn // give them a break	
		{
			Name "stagebreak_1"
			WaitForAllDead "stage4b"		
			TotalCount 0
			SpawnCount 0
			Support limited

			FirstSpawnOutput
			{
				Target upgrade_station_forward_enable_logic
				Action Trigger
			}
			FirstSpawnWarningSound "vo\mvm_wave_end06.mp3"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn	
		{
			Name "stagebreak_2"	
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "stage4b"
			WaitBeforeStarting 0.2

			FirstSpawnOutput
			{
				Target bombpath_choose_relay
				Action Trigger
			}

			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // wrap up the break and prepare for next stage
		{
			Name "stagebreak_3"	
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "stage4b"
			WaitBeforeStarting 26

			FirstSpawnWarningSound "vo\mvm_general_wav_start05.mp3"
			
			FirstSpawnOutput
			{
				Target bombpath_arrows_clear_relay
				Action Trigger
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		//STAGE 5 ///2000///////////////////////////////////////////////////////////////////////////////////////////////////////////////

		WaveSpawn
		{
			Name "stage5a"
			Where spawnbot_main
			Where spawnbot_secondary
			Where spawnbot_titan
			TotalCount 56
			MaxActive 12
			SpawnCount 5
			WaitBeforeStarting 30
			WaitBetweenSpawns 3
			WaitForAllDead "stage4b"
			TotalCurrency 200
			
			FirstSpawnOutput
			{
				Target upgrade_station_forward_disable_logic
				Action Trigger
			}
			RandomSpawn 1
			RandomChoice
			{
				TFBot
				{
					Template T_TFBot_Soldier_Extended_Buff_Banner
					Item "Burly Beast"
					Item "The Larval Lid"
					Tag flank_front
					ClassIcon soldier
				}
				TFBot
				{
					Template T_TFBot_Soldier_Extended_Buff_Banner
					Item "Burly Beast"
					Item "Horseless Headless Horseman's Head"
					Skill Expert
					ClassIcon soldier
					CharacterAttributes
					{
						"projectile trail particle" "superrare_ghosts"
						"damage bonus" 1.3
					}
					HomingRockets   
					{
						IgnoreDisguisedSpies 1
						IgnoreStealthedSpies 1
						RocketSpeed 0.5
						TurnPower 40 //How fast should the rocket rotate to face the target=
						MaxAimError 135 //Max angle between rocket and the target
					}
					RocketCustomModel "models\props_mvm\mvm_human_skull.mdl"  
				}
				TFBot
				{
					Template T_TFBot_Soldier_Extended_Buff_Banner
					Item "Burly Beast"
					Item "The Larval Lid"
					Tag flank_back
					ClassIcon soldier
				}
			}
		}
		WaveSpawn
		{
			Name "stage5b"
			Where spawnbot_main
			TotalCount 36
			MaxActive 12
			SpawnCount 6
			WaitBeforeStarting 15
			WaitBetweenSpawns 6
			WaitForAllDead "stage5a"
			TotalCurrency 300
			
			TFBot
			{
				Class Scout
				Skill Normal
				Item "Lollichop Licker"
				Item "Binoculus"
				ItemAttributes
				{
					ItemName "TF_WEAPON_SCATTERGUN"
					"damage bonus" 1.25
					"fire rate bonus" 0.75
				}
			}
		}
		WaveSpawn
		{
			Name "stage5_p3" // named like this to avoid wave break coming too early
			Where spawnbot_main
			TotalCount 15
			MaxActive 9
			SpawnCount 3
			WaitBeforeStarting 10
			WaitBetweenSpawns 12
			WaitForAllSpawned "stage5b"
			TotalCurrency 200
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Pyro
					Item "Old Guadalajara"
					Item "Binoculus"
					Item "Burly Beast"
					ItemAttributes
					{
						ItemName "TF_WEAPON_FLAMETHROWER"
						"damage bonus" 2
						"lunchbox adds minicrits" 2
					}
				}
				TFBot
				{
					Template T_TFBot_Medic
					ItemAttributes
					{
						ItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
						"damage penalty" 1
						"mad milk syringes" 1
					}
				}
				TFBot
				{
					Template T_TFBot_Medic
					ItemAttributes
					{
						ItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
						"damage penalty" 1
						"mad milk syringes" 1
					}
				}
			}
		}
		WaveSpawn
		{
			TotalCount 1
			WaitBeforeStarting 40
			WaitBetweenSpawns 0
			WaitForAllDead "stage4b"
			TotalCurrency 100
			
			FirstSpawnWarningSound "MVM.TankStart"
		
			Tank
			{
				Health 40000
				Speed 70
				Name "tankboss"
				StartingPathTrackNode "tank_path_a_1"
				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
			}
		}
		WaveSpawn
		{
			Name "stage5_p3"
			TotalCount 3
			WaitBeforeStarting 100
			WaitBetweenSpawns 60
			WaitForAllDead "stage4b"
			TotalCurrency 300
			
			FirstSpawnWarningSound "MVM.TankStart"
			LastSpawnWarningSound "MVM.TankStart"
		
			Tank
			{
				Health 40000
				Speed 70
				Name "tankboss"
				StartingPathTrackNode "tank_path_a_1"
				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
			}
		}
		WaveSpawn // use 1 2 4, seem to be decent and hopefully without jank, test later
		{
			Name "stage5_p1"
			Where spawnbot_portal
			TotalCount 24
			MaxActive 7
			SpawnCount 4
			WaitBeforeStarting 40
			WaitBetweenSpawns 5
			WaitForAllDead "stage4b"
			TotalCurrency 300
			
			FirstSpawnOutput
			{
				Target tele_forward_relay_trigger1
				Action Trigger
			}
			DoneOutput
			{
				Target tele_forward_relay_disable1
				Action Trigger
			}
			TFBot
			{
				Class Heavyweapons
				Name "Heavy Mittens"
				Skill Hard
				ClassIcon heavy
				WeaponRestrictions MeleeOnly
				Health 200
				Item "The Holiday Punch"
				ItemAttributes
				{
					ItemName "The Holiday Punch"
					"damage bonus" 1.33
					"critboost on kill" 5
					"move speed bonus"	1.3
				}
			}
		}
		WaveSpawn // use 1 2 4, seem to be decent and hopefully without jank, test later
		{
			Name "stage5_p2"
			Where spawnbot_portal
			TotalCount 36
			MaxActive 9
			SpawnCount 3
			WaitBeforeStarting 20
			WaitBetweenSpawns 4
			WaitForAllDead "stage5_p1"
			TotalCurrency 300
			
			FirstSpawnOutput
			{
				Target tele_forward_relay_trigger2
				Action Trigger
			}
			DoneOutput
			{
				Target tele_forward_relay_disable2
				Action Trigger
			}
			TFBot
			{
				Class Pyro
				WeaponRestrictions SecondaryOnly
				Skill Normal
				Name "Jetpack Pyro"
				Item "The Thermal Thruster"
				Item "Lollichop Licker"
				Item "Binoculus"
				Attributes AlwaysCrit
				Tag flank_front
				ItemAttributes
				{
					ItemName "TF_WEAPON_FLAMETHROWER"
					"is_passive_weapon" 1
				}
				CharacterAttributes
				{
					"move speed bonus" 1.2
				}
			}
		}
		WaveSpawn // use 1 2 4, seem to be decent and hopefully without jank, test later
		{
			Name "stage5_p3"
			Where spawnbot_portal
			TotalCount 36
			MaxActive 16
			SpawnCount 9
			WaitBeforeStarting 20
			WaitBetweenSpawns 8
			WaitForAllDead "stage5_p2"
			TotalCurrency 300
			
			FirstSpawnOutput
			{
				Target tele_forward_relay_trigger4
				Action Trigger
			}
			DoneOutput
			{
				Target tele_forward_relay_disable4
				Action Trigger
			}
			TFBot
			{
				Class Heavy
				Skill Expert
				Tag flank_front
				Attributes AlwaysCrit
				Item "Lollichop Licker"
				Item "Binoculus"
			}
		}
		WaveSpawn // give them a break	
		{
			Name "stagebreak_1"
			WaitForAllDead "stage5_p3"		
			TotalCount 0
			SpawnCount 0
			Support limited

			StartWaveOutput
			{
				Target intel_event
				Action ForceResetSilent
			}
			FirstSpawnOutput
			{
				Target upgrade_station_forward_enable_logic
				Action Trigger
			}
			FirstSpawnWarningSound "vo\mvm_wave_end07.mp3"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn	
		{
			Name "stagebreak_2"	
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "stage5_p3"
			WaitBeforeStarting 0.2

			FirstSpawnOutput
			{
				Target bombpath_choose_relay
				Action Trigger
			}

			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // wrap up the break and prepare for next stage
		{
			Name "stagebreak_3"	
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "stage5_p3"
			WaitBeforeStarting 26

			FirstSpawnWarningSound "vo\mvm_final_wave_start08.mp3"
			
			FirstSpawnOutput
			{
				Target bombpath_arrows_clear_relay
				Action Trigger
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		//STAGE 6 ///1200///////////////////////////////////////////////////////////////////////////////////////////////////////////////

		WaveSpawn
		{
			Name "stage6a"
			Where spawnbot_main
			Where spawnbot_titan
			TotalCount 20
			MaxActive 14
			SpawnCount 2
			WaitBeforeStarting 30
			WaitBetweenSpawns 6
			WaitForAllDead "stage5_p3"
			TotalCurrency 300
			
			RandomSpawn 1
			FirstSpawnOutput
			{
				Target upgrade_station_forward_disable_logic
				Action Trigger
			}
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Pyro
					Name "Giant Jetpack Pyro"
					WeaponRestrictions SecondaryOnly
					Item "The Thermal Thruster"
					Item "Binoculus"
					Item "Burly Beast"
					Item "Old Guadalajara"
					Item "Upgradeable TF_WEAPON_FLAMETHROWER" // can you even see these with passive_weapon
					ItemAttributes
					{
						ItemName "Upgradeable TF_WEAPON_FLAMETHROWER"
						"is_passive_weapon" 1
						"damage bonus" 2
						"lunchbox adds minicrits" 2
					}
				}
				TFBot
				{
					Template T_TFBot_Medic
					ItemAttributes
					{
						ItemName "TF_WEAPON_SYRINGEGUN_MEDIC"
						"damage penalty" 1
						"mad milk syringes" 1
					}
				}
			}
		}
		WaveSpawn
		{
			Name "stage6b"
			Where spawnbot_secondary
			TotalCount 36
			MaxActive 6
			SpawnCount 3
			WaitBeforeStarting 38
			WaitBetweenSpawns 4
			WaitForAllDead "stage5_p3"
			TotalCurrency 300		
		
			TFBot
			{
				Class Demoman
				Skill Hard
				Attributes HoldFireUntilFullReload
				Attributes AlwaysCrit
				Item "The Magical Mercenary"
				WeaponRestrictions PrimaryOnly
				ItemAttributes
				{
					ItemName "TF_WEAPON_GRENADELAUNCHER"
					"damage bonus" 1.5
					"faster reload rate" 0.5
					"fire rate bonus" 0.5
				}
			}
		}
		WaveSpawn
		{
			Name "stage6b"
			Where spawnbot_secondary
			TotalCount 15
			MaxActive 15
			SpawnCount 3
			WaitBeforeStarting 12
			WaitBetweenSpawns 12
			WaitForAllSpawned "stage6a"
			TotalCurrency 300
			
			TFBot
			{
				Template T_TFBot_Giant_Demoman
				Item "Cap'n Calamari"
				Item "The Squid's Lid"
				ItemAttributes
				{
					ItemName "TF_WEAPON_GRENADELAUNCHER"
					"damage bonus" 1.5
				}
			}
		}
		WaveSpawn
		{
			Name "stage6c"
			Where spawnbot_titan
			TotalCount 10
			MaxActive 10
			SpawnCount 2
			WaitBeforeStarting 2
			WaitBetweenSpawns 15
			WaitForAllDead "stage6b"
			TotalCurrency 200
			
			Squad
			{
				TFBot
				{
					Template T_TFBot_Giant_Soldier_Spammer
					Item "The Magical Mercenary"
					Item "Lollichop Licker"
					ClassIcon soldier_burstfire
					CharacterAttributes
					{
						"fire rate bonus with reduced health" 0.5
					}
				}
				TFBot
				{
					Template T_TFBot_Giant_Medic
					Item "The Steam Pipe"
					Item "The Gauzed Gaze"
				}
			}
		}
		WaveSpawn
		{
			Name "stage6d" // named like this to avoid the final boss beginning while they're not done
			Where spawnbot
			TotalCount 48
			MaxActive 10
			SpawnCount 5
			WaitBeforeStarting 7
			WaitBetweenSpawns 4
			WaitForAllDead "stage6b"
			TotalCurrency 200		
		
			TFBot
			{
				Template T_TFBot_Sniper_Huntsman
				Skill Expert
				Name "Graveyard Gang"
				Item "Mo'Horn"
				Item "The Stereoscopic Shades"
				Skin 1 // proper colored bones
				UseCustomModel "models/bots/skeleton_sniper/skeleton_sniper.mdl"  
				UseMeleeThreatPrioritization 1  
				ItemAttributes
				{
					ItemName "The Huntsman"
					"damage bonus" 1.5
					"faster reload rate" 0.2
				}
				CharacterAttributes
				{
					"voice pitch scale" 0.1
				}
			}
		}
		WaveSpawn
		{
			Name "stage6d"
			Where spawnbot
			TotalCount 10
			MaxActive 10
			SpawnCount 2
			WaitBeforeStarting 15
			WaitBetweenSpawns 10
			WaitForAllSpawned "stage6c"
			TotalCurrency 200
			
			TFBot
			{
				Template T_TFBot_Giant_Heavyweapons
				Item "The Manneater"
				Item "Big Steel Jaw of Summer Fun"
				UseMeleeThreatPrioritization 1  
				ItemAttributes
				{
					ItemName "TF_WEAPON_MINIGUN"
					"damage bonus" 1.5
					"bullets per shot bonus" 2
				}
			}
		}
		WaveSpawn // put the bomb back to spawn
		{
			WaitForAllDead "stage6d"	
			TotalCount 0
			SpawnCount 0
			Support limited

			StartWaveOutput
			{
				Target intel_event
				Action ForceResetSilent
			}
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // boneking
		{
			Name "stage6e"
			Where spawnbot_mission_spy
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 10
			WaitBetweenSpawns 0
			WaitForAllDead "stage6d"
			TotalCurrency 0
			
			StartWaveWarningSound "vo\halloween_boss\knight_spawn.mp3"
			FirstSpawnWarningSound "ambient\halloween\mysterious_perc_01.wav"
			DoneWarningSound "vo\halloween_boss\knight_laugh01.mp3"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						Template T_Boneking
						ClassIcon deader
					}
				}
			}
		}
		WaveSpawn // wrap up the break and prepare for next stage
		{
			Name "snd_bk"	
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "stage6e"
			WaitBeforeStarting 3
			
			FirstSpawnWarningSound "misc\halloween\gotohell.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // boneking2
		{
			Name "stage6f"
			Where spawnbot_mission_spy
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 5
			WaitBetweenSpawns 0
			WaitForAllDead "stage6e"
			TotalCurrency 0
			
			FirstSpawnWarningSound "ambient\halloween\mysterious_perc_01.wav"
			DoneWarningSound "vo\halloween_boss\knight_laugh04.mp3"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						Template T_Boneking
						ClassIcon deader
						Tag iamthelord
					}
				}
			}
		}
		WaveSpawn // wrap up the break and prepare for next stage
		{
			Name "snd_bk2"	
			TotalCount 0
			SpawnCount 0
			Support limited
			WaitForAllDead "stage6f"
			WaitBeforeStarting 3
			
			FirstSpawnWarningSound "misc\halloween\gotohell.wav"
			
			RandomChoice
			{
				RandomChoice
				{
					TFBot
					{
						ClassIcon sniper
					}
				}
			}
		}
		WaveSpawn // boneking3
		{
			Name "stage6g"
			Where spawnbot_mission_spy
			TotalCount 1
			MaxActive 1
			SpawnCount 1
			WaitBeforeStarting 5
			WaitBetweenSpawns 0
			WaitForAllDead "stage6f"
			TotalCurrency 0
			
			FirstSpawnWarningSound "ambient\halloween\mysterious_perc_01.wav"
			DoneWarningSound "vo\halloween_boss\knight_death02.mp3"
			
			TFBot
			{
				Template T_Boneking_B
				ClassIcon dead
				Tag iamthelord
			}
		}
		WaveSpawn
		{
			Name "stage6tank"
			TotalCount 1
			WaitBeforeStarting 20
			WaitBetweenSpawns 40
			WaitForAllSpawned "stage6b"
			TotalCurrency 0
			
			FirstSpawnWarningSound "MVM.TankStart"
			LastSpawnWarningSound "MVM.TankStart"
		
			Tank
			{
				Health 27000
				Speed 50
				Name "tankboss"
				StartingPathTrackNode "tank_path_air_1"
				OnKilledOutput                                  
				{
					Target boss_dead_relay
					Action Trigger                         
				}
				OnBombDroppedOutput                             
				{
					Target boss_deploy_relay 
					Action Trigger                         
				}
				SpawnTemplate "PlaneTank"  
				DisableSmokestack 1  
				MaxTurnRate 10
				DisableTracks 1  
				Model "models/empty.mdl"   // bye bye tank
				Gravity -0.001   // does this just crash the game
				PingSound "items\football_manager\vuvezela_14.wav"   // probably wont work or wont stay, just for gags
				EngineLoopSound "vehicles\airboat\fan_blade_idle_loop1.wav"   //does not seem to work
			}
		}
	}
}