// spawnbots: // spawnbot - spawn bots in carrier // spawnbot_mission_sentrybuster - main carrier // spawnbot_mission_spy - main carrier // spawnbot_mission_engineer - side thing // spawnbot_mission_sniper - one spawn near carrier and another on side thing. // spawnbot_side - spawns bots in side thing // spawnbot_alt - spawn bots on main spawn, near carrier // spawnbot_airdrop0 // spawnbot_airdrop1 // spawnbot_airdrop2 // spawnbot_invasion - uses every available land spawn // infinite limited spawns - controlled by relays // spawnbot_alt_limited_a // spawnbot_alt_limited_b // spawnbot_alt_limited_c // spawnbot_alt_limited_d // spawnbot_side_limited_a // spawnbot_side_limited_b // spawnbot_side_limited_c // spawnbot_side_limited_d // spawnbot_airdrop0_limited_a // spawnbot_airdrop0_limited_b // spawnbot_airdrop0_limited_c // spawnbot_airdrop0_limited_d // spawnbot_airdrop1_limited_a // spawnbot_airdrop1_limited_b // spawnbot_airdrop1_limited_c // spawnbot_airdrop1_limited_d // spawnbot_airdrop2_limited_a // spawnbot_airdrop2_limited_b // spawnbot_airdrop2_limited_c // spawnbot_airdrop2_limited_d // relays: // wave_start_relay; // wave_finished_relay; // boss_deploy_relay; // air_warning_relay - notify players of the Airdrop feature. // air_warning_notxt_relay - just play the air siren // drop_bomb0_relay - Call this relay with StartWaveOutput for tank_air_bomb_start, use WaitBeforeStarting as the ones used in the mission (those relays spawn a plane, mostly an aesthetic thing, // buuuut it would be kind of not pretty if tanks would just pop outta thin air, m?) // drop_bomb0_relay - Call this relay with StartWaveOutput for tank_air_bomb1_start / tank_path_drop0_b / tank_path_drop0_a, use WaitBeforeStarting as the ones used in the mission. (If you wanna drop bomb and bomb1 in 1 drop, then call the relay for the only for one tank. Eh, that was a bad explanation. Just go check out the mission.) // drop_bomb1_relay - Call this relay with StartWaveOutput for tank_air_bomb2_start / tank_path_drop1, use WaitBeforeStarting as the ones used in the mission (call in with the tanks that use tank_air_bomb_start and like for more dem immersion.) // droptank1_killed_relay - use this with tanks spawned from tank_path_drop1, that's kind of essential so map won't screw up. // droptank0_killed_relay - use this on OnKilledOutput with tanks spawned from tank_path_drop0_a / from tank_path_drop0_b, that's kind of essential so map won't screw up. // break_start_relay - Shows "break" message, opens up forward upgrade station, resets bomb and pauses bot spawning // break_end_relay - Shows "10 seconds" message, after 10 seconds pass "break end" message shows and bot spawning is resumed // drop_bomb0_l10_relay drop_bomb0_l20_relay drop_bomb0_l30_relay - repeats plane spawn each 10/20/30 seconds*. // drop_bomb0_lstop_relay - stops repeating. // drop_bomb1_l10_relay drop_bomb1_l20_relay drop_bomb1_l30_relay - repeats plane spawn each 10/20/30 seconds*. // drop_bomb1_lstop_relay - stops repeating. // limited_spawns_enable_relay - turn on all spawns for "infinite" support bots. // limited_spawns_disable_a_relay - disable a spawns // limited_spawns_disable_b_relay - disable b spawns // limited_spawns_disable_c_relay - disable c spawns // limited_spawns_disable_d_relay - disable d spawns // * Planes stop looping spawns after wave_finished_relay is fired as well. And it also stops timers for bot_attributes_random10_relay / bot_setdefault_attributes_random10_relay. Also sets Default as the default bot attribute. // Also enables all "infinite limited" spawns back on. // prefer tags: // nav_prefer_flank_middle // nav_prefer_flank_left // nav_right // nav_flank_routeother (will take the currently "not active" main route.) // avoid tags // nav_spawn_left // nav_spawn_right //please tag giant bots with "giant" tag so they'll pay attention to some nav_avoids so they won't get stuck in some places. // suggested tank name: "tank" - otherwise they won't blow up on bomb deployment. ("droptank0" for tank_path_drop0_a / tank_path_drop0_b and "droptank1" for tank_path_drop1) // tank pathes: tank_path_a; tank_path_b; // tank_path_air_bomb; tank_path_air_bomb1; tank_path_air_bomb2 - tank drops down from the sky, when landing causes 20k damage around it and to itself, then stops. // Yup, so I guess it's best to have health of those tanks below 20k so they won't just idle on the map without reason. // tank_path_drop0_a; tank_path_drop0_b; - spawns parachuting tanks that go down on ground, land after ~18 seconds and go on a/b path for usual tanks. // tank_path_drop1; - spawns parachuting tank close to hatch, that lands in ~16 seconds and proceeds to go towards the hatch. // It's best to have only 1 tank parachuting at the same time on drop0 or drop1. For reference, check the mission. // there's also 5 nests for engineer bots with sentry and teleporter hints. //notes: //when spawning tanks from the sky, put 3.9 in WaitBeforeStarting #base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 900 RespawnWaveTime 4 CanBotsAttackWhileInSpawnRoom No ForceHoliday 2 EventPopfile Halloween ZombiesNoWave666 1 Advanced 1 //stuff that makes the map look ok, thanks hellblade PointTemplates { Vortex { NoFixUp 1 hightower_teleport_vortex { targetname "vortex" StartDisabled 1 Lifetime 10 } } UnuVortex { info_particle_system { "effect_name" "unusual_universe_swirl" "start_active" "1" "origin" "0 0 0" "angles" "0 0 0" } } SwirlyFull { NoFixUp 1 info_particle_system { "targetname" "swirly" "effect_name" "utaunt_portalswirl_purple_parent" "start_active" "1" "lifetime" "6" "origin" "0 0 0" "angles" "0 0 0" } } SwirlyPortal { info_particle_system { "effect_name" "utaunt_portalswirl_purple_vortex" "start_active" "1" "lifetime" "6" "origin" "0 0 0" "angles" "0 0 0" } } SwirlyAlt { info_particle_system { "effect_name" "utaunt_hellswirl" "start_active" "1" "origin" "0 0 0" "angles" "0 0 0" } } VortexSky { prop_dynamic { "model" "models/props_lakeside_event/vortex_lakeside.mdl" "solid" "0" "disableshadows" "1" "modelscale" "5" "rendercolor" "134 80 172" //Unusual | color! R G B A, and Alpha defaults to 255 :> } } GhostsSky { prop_dynamic { "model" "models/props_viaduct_event/ghost_cards01.mdl" "solid" "0" "disableshadows" "1" "modelscale" "5" "rendercolor" "134 80 172" //Unusual | color! R G B A, and Alpha defaults to 255 :> } } VortexSkyPortal { prop_dynamic { "model" "models/props_lakeside_event/wof_plane2.mdl" "solid" "0" "disableshadows" "1" } } tanktp //teleporting tank { NoFixup 1 point_teleport { "targetname" "teleporty" "origin" "-3936 -1792 328" //locate where to teleport to; this is node 43 "angles" "0 -90 0" "spawnflags" "0" "target" "tank" //What entity to teleport } } VortexBloodStart //red vortex for teleporting tank - start location { prop_dynamic { "targetname" "bloodvortexStartA" "model" "models/props_lakeside_event/wof_plane2.mdl" "angles" "0 0 90" "solid" "0" "disableshadows" "1" "modelscale" "0.65" "rendercolor" "170 0 0" //Collector's } prop_dynamic { "targetname" "bloodvortexStartB" "model" "models/props_lakeside_event/wof_plane2.mdl" "angles" "0 0 270" "solid" "0" "disableshadows" "1" "modelscale" "0.65" "rendercolor" "170 0 0" //Collector's } } VortexBloodEnd //red vortex for teleporting tank - target location { prop_dynamic { "targetname" "bloodvortexEndA" "model" "models/props_lakeside_event/wof_plane2.mdl" "angles" "0 0 90" "solid" "0" "disableshadows" "1" "modelscale" "0.65" "rendercolor" "170 0 0" //Collector's } prop_dynamic { "targetname" "bloodvortexEndB" "model" "models/props_lakeside_event/wof_plane2.mdl" "angles" "0 0 270" "solid" "0" "disableshadows" "1" "modelscale" "0.65" "rendercolor" "170 0 0" //Collector's } } //Props 'n stuff spookeyes { prop_dynamic { "model" "models/props_manor/spooky_eyes_01.mdl" "DefaultAnim" "look" "maxanimtime" "10" "minanimtime" "5" "renderamt" "255" "solid" "0" "disableshadows" "1" } } pumpkin1 { prop_dynamic { "origin" "0 0 -15" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mixdxlevel" "0" "model" "models\props_halloween\pumpkin_01.mdl" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" "StartDisabled" "0" } } pumpkin2 { prop_dynamic { "origin" "0 0 -15" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mixdxlevel" "0" "model" "models\props_halloween\pumpkin_02.mdl" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" "StartDisabled" "0" } } pumpkin3 { prop_dynamic { "origin" "0 0 -20" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mixdxlevel" "0" "model" "models\props_halloween\pumpkin_03.mdl" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" "StartDisabled" "0" } } //Pumpkin w light jackolantern { prop_dynamic { "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mixdxlevel" "0" "model" "models\props_halloween\jackolantern_01.mdl" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" "StartDisabled" "0" } } jackolantern2 { prop_dynamic { "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "0" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mixdxlevel" "0" "model" "models\props_halloween\jackolantern_02.mdl" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "6" "spawnflags" "0" "StartDisabled" "0" } } //Candles halloween_candle { prop_dynamic { "model" "models/props_halloween/candle.mdl" "fadescale" "1" "lightmapresolutionx" "32" "lightmapresolutiony" "32" "maxdxlevel" "0" "mindxlevel" "0" "solid" "0" "disableshadows" "1" } } halloween_candle2 { prop_dynamic { "model" "models/props_halloween/candle_cluster.mdl" "fadescale" "1" "lightmapresolutionx" "32" "lightmapresolutiony" "32" "maxdxlevel" "0" "mindxlevel" "0" "solid" "0" "disableshadows" "1" } } //Coffin coffin { prop_dynamic { "model" "models/props_viaduct_event/coffin_simple_closed.mdl" "fadescale" "1" "lightmapresolutionx" "32" "lightmapresolutiony" "32" "maxdxlevel" "0" "mindxlevel" "0" "solid" "6" "disableshadows" "0" } } //Easter egg EngineerProp { prop_dynamic { "model" "models/props_training/target_engineer.mdl" "solid" "0" "disableshadows" "1" } } DemoEyeHat { prop_dynamic { "model" "models/player/items/all_class/haunted_eyeball_hat_demo.mdl" "solid" 0 "disableshadows" 1 } } } //Vortex SpawnTemplate { Name "VortexSky" Origin "2020 3880 2200" } SpawnTemplate { Name "spookeyes" Origin "-5646 -271 -34" Angles "0 -90 0" } SpawnTemplate { Name "spookeyes" Origin "-5191 -1777 -26" Angles "0 90 0" } //Pumpkin SpawnTemplate { Name "pumpkin1" Origin "-4952 -1100 148" Angles "0 -150 0" } //Pumpkin w light SpawnTemplate { Name "jackolantern" Origin "-2054 -3960 666" Angles "0 60 0" } SpawnTemplate //outside house, left of hatch { Name "jackolantern" Origin "-3302 -4045 512" Angles "0 45 0" } SpawnTemplate //under rising platform { Name "jackolantern" Origin "-4458 -1900 148" Angles "0 -134 0" } SpawnTemplate { Name "jackolantern2" //upper stairwell, right house Origin "-3610 -1374 544" Angles "0 -125 0" } //Candles SpawnTemplate //grate out of spawn { Name "halloween_candle" Origin "-1940 -3975 670" } SpawnTemplate //spawnroom { Name "halloween_candle2" Origin "-1322 -2768 746" Angles "0 0 0" } SpawnTemplate //middle triple kit room { Name "halloween_candle2" Origin "-4174 -3216 485" Angles "0 0 0" } SpawnTemplate //room left of hatch { Name "halloween_candle" Origin "-3375 -4047 612" } SpawnTemplate //scaffold { Name "halloween_candle" Origin "-4125 -3800 342" Angles "0 0 15" } SpawnTemplate //door @ entrance left building { Name "halloween_candle" Origin "-4580 -3723 135" Angles "0 0 -15" } SpawnTemplate //roof @ exit left path { Name "halloween_candle2" Origin "-3742 -4468 367" Angles "-28 0 0" } SpawnTemplate //right house kits { Name "halloween_candle" Origin "-4208 -2240 320" Angles "0 0 0" } SpawnTemplate //right house entrance { Name "halloween_candle2" Origin "-4234 -1377 320" Angles "0 0 0" } //Coffin SpawnTemplate //spawnroom { Name "coffin" Origin "-1695 -2016 678" Angles "-28 -5 0" } //eng-ineer SpawnTemplate { Name "EngineerProp" Origin "-5075 -4450 410" Angles "0 103 -22" } //eye see SpawnTemplate { Name "DemoEyeHat" Origin "-6784 -1151 204" Angles "-1 0 0" } Templates { //Aerial Support Bots T_TFBot_Carpet_Bomber_Air //suicides after 2 seconds, sprays pills everywhere, immune to all damage to prevent cheesing { Class Demoman Health 5 ClassIcon demo_ibomber Scale 0.01 Name "Carpet Bombing Battery" Attributes HoldFireUntilFullReload Attributes DisableDodge Attributes AlwaysFireWeapon Item "The Iron Bomber" ItemAttributes //all of this makes the demo fire 25 balls in ~2s, then he'll die from the health regen attrib { ItemName "The Iron Bomber" "fuse bonus" 2.3 "clip size upgrade atomic" 16 "damage bonus" 0.75 "fire rate bonus" 0.16 "projectile spread angle penalty" 360 "faster reload rate" 0.001 "energy weapon no deflect" 1 } CharacterAttributes { "health regen" -3 //gives demo 2s of life at most "dmg taken from bullets increased" 0 "dmg taken from blast increased" 0 "dmg taken from fire increased" 0 "dmg from melee increased" 0 "damage force reduction" 0.001 "airblast vulnerability multiplier" 0.001 } } T_TFBot_Nuke_Warhead_Stairs { Class Demoman Skill Expert Health 5 ClassIcon boss_atomic_admiral_centered Name "Nuclear Warhead Battery" Attributes DisableDodge Attributes AlwaysFireWeapon Attributes IgnoreFlag Item "The Iron Bomber" ItemAttributes { ItemName "The Iron Bomber" "Blast radius increased" 12 "damage bonus" 20 "projectile speed increased" 0.7 "fire rate bonus" 2 "faster reload rate" 4 "bleeding duration" 5 "fuse bonus" 1.71 "use large smoke explosion" 1 "airblast_deflect_projectiles_disabled" 1 "energy weapon no deflect" 1 } CharacterAttributes { "health regen" -2 //gives soldier 3 sec of life "dmg taken from bullets increased" 0 "dmg taken from blast increased" 0 "dmg taken from fire increased" 0 "dmg from melee increased" 0 "damage force reduction" 0.001 "airblast vulnerability multiplier" 0.001 } } T_TFBot_Nuke_Warhead_Ice_Sheet { Class Demoman Skill Expert Health 5 ClassIcon boss_atomic_admiral_centered Name "Nuclear Warhead Battery" Attributes DisableDodge Attributes AlwaysFireWeapon Attributes IgnoreFlag Item "The Iron Bomber" ItemAttributes { ItemName "The Iron Bomber" "Blast radius increased" 8 "damage bonus" 20 "projectile speed increased" 0.3 "fire rate bonus" 2 "faster reload rate" 4 "bleeding duration" 5 "fuse bonus" 1.85 "use large smoke explosion" 1 "airblast_deflect_projectiles_disabled" 1 "energy weapon no deflect" 1 } CharacterAttributes { "health regen" -2 //gives soldier 3 sec of life "dmg taken from bullets increased" 0 "dmg taken from blast increased" 0 "dmg taken from fire increased" 0 "dmg from melee increased" 0 "damage force reduction" 0.001 "airblast vulnerability multiplier" 0.001 } } T_TFBot_Nuke_Warhead_Random { Class Demoman Skill Expert Health 5 ClassIcon boss_atomic_admiral_centered Name "Nuclear Warhead Battery" Attributes DisableDodge Attributes AlwaysFireWeapon Attributes IgnoreFlag Item "The Iron Bomber" ItemAttributes { ItemName "The Iron Bomber" "Blast radius increased" 8 "damage bonus" 20 "projectile spread angle penalty" 360 "projectile speed increased" 0.7 "fire rate bonus" 2 "faster reload rate" 4 "bleeding duration" 5 "fuse bonus" 1.85 "use large smoke explosion" 1 "airblast_deflect_projectiles_disabled" 1 "energy weapon no deflect" 1 } CharacterAttributes { "health regen" -2 //gives soldier 3 sec of life "dmg taken from bullets increased" 0 "dmg taken from blast increased" 0 "dmg taken from fire increased" 0 "dmg from melee increased" 0 "damage force reduction" 0.001 "airblast vulnerability multiplier" 0.001 } } //Small Robots T_TFBot_Sniper_Machina { Class Sniper Name "Black Ops Sniper" Skill Hard Item "The Razorback" Item "The Machina" Item "The Doublecross-Comm" Item "Letch's LED" MaxVisionRange 2500 } T_TFBot_Spy_YER { Class Spy Skill Expert Item "Your Eternal Reward" Name "Special Agent Spy" Item "Belltower Spec Ops" ItemAttributes { ItemName "Your Eternal Reward" "mod_disguise_consumes_cloak" 0 } } T_TFBot_Pyro_Flaregun_Fast { Class Pyro Name "Flaregun Pyro" Skill Normal ClassIcon pyro_flare Item "The Flare Gun" Item "The Flamboyant Flamenco" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Flare Gun" "projectile speed increased" 1.5 } } T_TFBot_Medic_Kritz { Class Medic Skill Expert ClassIcon medic_kritz Name "Kritz Medic" Attributes SpawnWithFullCharge Item "The Kritzkrieg" Item "Titanium Tyrolean" ItemAttributes { ItemName "The Kritzkrieg" "ubercharge rate bonus" 100 "uber duration bonus" 200 } CharacterAttributes { "bot medic uber health threshold" 200 } } T_TFBot_Heavyweapons_Shotgun_Elite { Class Heavyweapons Health 900 ClassIcon heavy_shotgun_burst Name "Elite Shotgun Heavy" Item "The Purity Fist" Item "The Eliminators Safeguard" Skill Normal Scale 1.5 WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_HWG" "faster reload rate" 0.5 "fire rate bonus" 0.75 "clip size bonus" 2 "auto fires full clip" 1 "auto fires when full" 1 "bullets per shot bonus" 1.5 "damage bonus" 0.65 } ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } CharacterAttributes { "move speed bonus" 0.9 "health regen" 10 "damage force reduction" 0.7 "airblast vertical vulnerability multiplier" 0.6 "airblast vulnerability multiplier" 0.6 "cancel falling damage" 1 } } T_TFBot_Medic_Shield { Class Medic Name "Shield Medic" Skill Expert Item "The Quick-Fix" ClassIcon medic_shield_lite WeaponRestrictions SecondaryOnly Attributes SpawnWithFullCharge Attributes ProjectileShield Attributes IgnoreEnemies CharacterAttributes { "generate rage on heal" 2 "increase buff duration" 9 "health from healers increased" 0 } } T_TFBot_Sniper_Huntsman_Spammer_Flame { Class Sniper Name "Rapid Fire Flame Bowman" Item "The Huntsman" Item "The Doublecross-Comm" Item "Letch's LED" ClassIcon sniper_bow_multi_fire Skill Hard Health 1200 Scale 1.5 ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 "Set DamageType Ignite" 1 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 "damage force reduction" 0.7 "airblast vertical vulnerability multiplier" 0.6 "airblast vulnerability multiplier" 0.6 "cancel falling damage" 1 } } T_TFBot_Demoman_Knight_Axe { Class Demoman Name "Axe Demoknight" ClassIcon demo_skullcutter Skill Expert Item "The Chargin' Targe" Item "The Battery Bandolier" Item "The Bearded Bombardier" Item "The Scotsman's Skullcutter" Item "Ali Baba's Wee Booties" WeaponRestrictions MeleeOnly Attributes AlwaysCrit CharacterAttributes { "charge recharge rate increased" 2.5 } } T_TFBot_Heavyweapons_Deflector_Small { Class Heavyweapons Name "Deflector Heavy" ClassIcon heavy_deflector Skill Normal Item "The U-clank-a" Item "Deflector" WeaponRestrictions PrimaryOnly MaxVisionRange 1200 ItemAttributes { ItemName "Deflector" "attack projectiles" 1 } } T_TFBot_Pyro_Airblast { Name "Airblast Pyro" Skill Expert Class Pyro ClassIcon pyro_reflect_daan Item "The Degreaser" Item "Traffic Cone" } T_TFBot_Scout_Bonk_Primary { Class Scout Skill Normal ClassIcon scout_bonk_nys Name "Bonk! Scout" Item "Bonk! Atomic Punch" Item "Bonk Helm" WeaponRestrictions PrimaryOnly } T_TFBot_Soldier_Extended_Battalion_DH { Class Soldier Name "Extended Battalion Soldier" Skill Normal Item "The Direct Hit" ClassIcon soldier_backup Item "Honcho's Headgear" Attributes SpawnWithFullCharge Item "The Battalion's Backup" CharacterAttributes { "increase buff duration" 100.0 } } T_TFBot_Heavyweapons_Flare_GatlingGun { Class Heavyweapons Name "Flare Gatling Gun Heavy" Skill Hard ClassIcon pyro_flare_rain_nys Item "The Eliminators Safeguard" ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } ItemAttributes { ItemName "tf_weapon_minigun" "override projectile type" 6 "centerfire projectile" 1 "Set DamageType Ignite" 1 "fire rate bonus" 1.3 "crit vs burning players" 1 "minicrits become crits" 1 } } //Giants T_TFBot_Giant_Pyro_Flaregun_RapidFire { Class Pyro Name "Giant Flaregun Pyro" ClassIcon pyro_flare_giant Skill Expert Tag bot_giant Health 3000 Item "The Flare Gun" Item "The Last Breath" Item "The Flamboyant Flamenco" WeaponRestrictions SecondaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.3 "faster reload rate" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } T_TFBot_Giant_Scout_FAN_Armored { Class Scout Name "Giant Armored FAN Scout" ClassIcon scout_fan_armored Skill Expert Health 3000 Item "The Bolt Boy" Item "The Force-a-Nature" Attributes MiniBoss Tag bot_giant Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Force-a-Nature" "bullets per shot bonus" 2 "fire rate bonus" 0.5 "faster reload rate" 1.7 // 70% slower reload "scattergun knockback mult" 6 "damage penalty" 0.35 // 55% damage reduction "weapon spread bonus" 0.4 } CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "move speed penalty" 0.75 } } T_TFBot_Giant_Demo_Burst_C { Class Demoman Name "Giant Burst Fire Demo" Item "Scotch Bonnet" ClassIcon demo_burst_giant Health 3300 Skill Expert Tag bot_giant WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Item "The Iron Bomber" ItemAttributes { ItemName "The Iron Bomber" "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 8 "projectile spread angle penalty" 5 "Projectile speed increased" 1.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 "cancel falling damage" 1 } } T_TFBot_Giant_Pyro_DF_Spammer { Health 3000 Name "Giant Rapid Fire Dragon Pyro" Class Pyro Skill Hard item "the dragon's fury" Item "The Triclops" Item "The Flamboyant Flamenco" classicon pyro_dragon_fury_rapidfire MaxVisionRange 500 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "the dragon's fury" "item_meter_charge_rate" 0.4 "damage bonus" 0.75 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 3 "cancel falling damage" 1 } } T_TFBot_Giant_Soldier_Extended_Concheror_Burst { Class Soldier Name "Giant Burst Fire Conch Soldier" ClassIcon soldier_conch_burstfire Item "The Shogun's Shoulder Guard" Item "Honcho's Headgear" Item "The Concheror" Health 3800 Skill Expert Tag bot_giant WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "move speed bonus" 0.5 "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 100.0 } } T_TFBot_Giant_Soldier_Barrage_Ignite { Class Soldier Name "Giant Fire Barrage Soldier" ClassIcon soldier_barrage_ignite Health 4000 Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "attach particle effect" 701 "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "Set DamageType Ignite" 1 } CharacterAttributes { "health regen" 40 "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "Projectile speed increased" 0.4 } } T_TFBot_Giant_Demo_Atomic { Class Demoman Name "Giant Atomic Demoman" ClassIcon demo_atomic_mort Item "Scotch Bonnet" Health 3300 Skill Expert Item "The Loose Cannon" Tag bot_giant WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" 0 "faster reload rate" 1.5 "fire rate bonus" 0.1 "auto fires full clip" 1 "auto fires when full" 1 "Projectile speed increased" 1.2 "projectile spread angle penalty" 5 "damage bonus" 3 "fuse bonus" 1.2 "damage causes airblast" 1 "blast radius increased" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "cancel falling damage" 1 } } T_TFBot_Giant_Heavyweapons_BrassBeast_Deflector { Class Heavyweapons Name "Giant Brass Deflector Heavy" ClassIcon heavy_deflector Item "The Brass Beast" Skill Expert Health 5000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Item "The Eliminators Safeguard" ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.8 "attack projectiles" 2 "spunup_damage_resistance" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Giant_Soldier_Bison_Ray { Class Soldier Skill Hard Health 3800 Name "Giant Bison Ray Soldier" ClassIcon soldier_bison WeaponRestrictions SecondaryOnly Attributes MiniBoss Item "The Righteous Bison" Item "Lo-Fi Longwave" ItemAttributes { ItemName "The Righteous Bison" "fire rate bonus" 0.2 "energy weapon no hurt building" 0 "faster reload rate" -0.4 "dmg bonus vs buildings" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.01 "airblast vulnerability multiplier" 0.01 "override footstep sound set" 2 } } } //Sniper Missions Mission { Objective Sniper BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 25 CooldownTime 35 DesiredCount 2 Where spawnbot_mission_sniper TFBot { Template T_TFBot_Sniper_Machina } } //Spy Missions Mission { Where spawnbot_mission_spy Objective Spy BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 40 CooldownTime 55 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Mission { Where spawnbot_mission_spy Objective Spy BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 40 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Spy_YER } } //Sentry Buster Mission { Where spawnbot_mission_sentrybuster Objective DestroySentries BeginAtWave 1 RunForThisManyWaves 5 CooldownTime 35 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name wave1a SpawnCount 1 MaxActive 6 TotalCount 20 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 75 Where spawnbot_alt TFBot { Class Demoman Item "Scotch Bonnet" Tag nav_flank_routeother } } WaveSpawn { Name wave1a SpawnCount 1 MaxActive 6 TotalCount 18 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 TotalCurrency 75 Where spawnbot TFBot { Template T_TFBot_Pyro_Flaregun_Fast } } WaveSpawn { Name wave1a SpawnCount 3 MaxActive 3 TotalCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 10 TotalCurrency 100 Where spawnbot Squad { TFBot { Template T_TFBot_Heavyweapons_Heater Name "Giant Heater Heavy" ClassIcon heavy_heater_nys Item "The Eliminators Safeguard" ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } } TFBot { Template T_TFBot_Medic_Shield } TFBot { Template T_TFBot_Medic_Shield } } } WaveSpawn { Name wave1b-1 WaitForAllDead wave1a SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 100 Where spawnbot TFBot { Template T_TFBot_Giant_Pyro_Flaregun_RapidFire } } WaveSpawn { Name wave1b-1 WaitForAllDead wave1a SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 100 Where spawnbot_side TFBot { Template T_TFBot_Giant_Pyro_Flaregun_RapidFire } } WaveSpawn { Name wave1b WaitForAllDead wave1b-1 SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 100 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_RocketShotgun Item "Honcho's Headgear" } } WaveSpawn { Name wave1b WaitForAllDead wave1a SpawnCount 1 MaxActive 5 TotalCount 16 WaitBeforeStarting 0 WaitBetweenSpawns 2.5 TotalCurrency 75 Where spawnbot TFBot { Class Heavyweapons Skill Normal Item "The Eliminators Safeguard" ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } } } WaveSpawn { Name wave1b WaitForAllDead wave1b-1 SpawnCount 1 MaxActive 6 TotalCount 16 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 75 Where spawnbot_invasion TFBot { Class Demoman Item "Scotch Bonnet" Skill Normal } } WaveSpawn { Name wave1c-1 WaitForAllDead wave1b SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.5 TotalCurrency 75 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner Item "Honcho's Headgear" } } WaveSpawn { Name wave1c WaitForAllSpawned wave1c-1 SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0.5 TotalCurrency 75 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Extended_Battalion Item "Honcho's Headgear" } } WaveSpawn { Name wave1c WaitForAllDead wave1b SpawnCount 2 MaxActive 8 TotalCount 20 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 50 Where spawnbot Squad { TFBot { Template T_TFBot_Heavyweapons_Shotgun_Elite } TFBot { Template T_TFBot_Medic_Quickfix } } } WaveSpawn { Name wave1c WaitForAllDead wave1b SpawnCount 1 MaxActive 6 TotalCount 24 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 100 Where spawnbot_invasion TFBot { Template T_TFBot_Pyro_Flaregun_Fast } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name wave2a SpawnCount 1 MaxActive 8 TotalCount 24 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 100 Where spawnbot_invasion TFBot { Template T_TFBot_Demoman_Knight_Axe } } WaveSpawn { Name wave2pyro SpawnCount 3 MaxActive 6 TotalCount 30 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 100 Where spawnbot_airdrop0 StartWaveOutput { Target air_warning_relay Action Trigger } TFBot { Class Pyro Attributes Parachute Item "The Flamboyant Flamenco" Tag nav_flank_routeother ClassIcon pyro_para Item "The B.A.S.E. Jumper" CharacterAttributes { "cancel falling damage" 1 } } } WaveSpawn { Name wave2a SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 TotalCurrency 100 Where spawnbot_airdrop1 FirstSpawnOutput { Target air_warning_notxt_relay Action Trigger } TFBot { Template T_TFBot_Giant_Soldier_Spammer Item "Honcho's Headgear" Attributes Parachute Item "The B.A.S.E. Jumper" CharacterAttributes { "cancel falling damage" 1 } } } WaveSpawn { Name wave2a SpawnCount 1 MaxActive 2 TotalCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 12 TotalCurrency 100 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Spammer Item "Honcho's Headgear" } } WaveSpawn { Name wave2tank WaitForAllDead wave2a TotalCount 1 SpawnCount 1 TotalCurrency 100 WaitBetweenSpawns 0 WaitBeforeStarting 0 Tank { Health 20000 Name "tank" Speed 75 StartingPathTrackNode "tank_path_b" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name wave2b WaitForAllDead wave2a SpawnCount 2 MaxActive 12 TotalCount 24 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 100 Where spawnbot Squad { TFBot { Class Soldier Skill Normal Item "Honcho's Headgear" } TFBot { Template T_TFBot_Medic_Bigheal Item "Berliner's Bucket Helm" } } } WaveSpawn { Name wave2b WaitForAllDead wave2a SpawnCount 1 MaxActive 1 TotalCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 100 Where spawnbot_side TFBot { Template T_TFBot_Giant_Scout_FAN_Armored } } WaveSpawn { Name wave2c-1 WaitForAllDead wave2b SpawnCount 3 MaxActive 3 TotalCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 100 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun Item "The Eliminators Safeguard" ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name wave2c-1 WaitForAllDead wave2b SpawnCount 3 MaxActive 3 TotalCount 3 WaitBeforeStarting 18 WaitBetweenSpawns 0 TotalCurrency 100 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Item "Honcho's Headgear" } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name wave2c WaitForAllDead wave2b SpawnCount 1 MaxActive 4 TotalCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 50 Where spawnbot_invasion TFBot { Template T_TFBot_Sniper_Huntsman_Spammer_Flame } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name wave3a TotalCurrency 50 SpawnCount 1 MaxActive 2 TotalCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 14 Where spawnbot_alt TFBot { Template T_TFBot_Giant_Demo_Burst_C Attributes AlwaysCrit } } WaveSpawn { Name wave3a TotalCurrency 50 SpawnCount 2 MaxActive 6 TotalCount 14 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_invasion TFBot { Template T_TFBot_Heavyweapons_Deflector_Small } } WaveSpawn { Name wave3sniper TotalCurrency 50 SpawnCount 6 MaxActive 6 TotalCount 24 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 Where spawnbot_invasion TFBot { Class Soldier Skill Normal } } WaveSpawn { Name wave3b-tank WaitForAllDead wave3a TotalCount 1 SpawnCount 1 TotalCurrency 150 WaitBetweenSpawns 0 WaitBeforeStarting 3.9 StartWaveOutput { Target drop_bomb0_relay Action Trigger } Tank { Health 15000 Name "droptank0" Speed 75 StartingPathTrackNode "tank_path_drop0_a" OnKilledOutput // safety measure to remove the 'chute { Target droptank0_killed_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name wave3shotgunman WaitForAllDead wave3a TotalCurrency 75 SpawnCount 1 MaxActive 4 TotalCount 14 WaitBeforeStarting 0 WaitBetweenSpawns 6 Where spawnbot TFBot { Template T_TFBot_Heavyweapons_Shotgun_Elite } } WaveSpawn { Name wave3b WaitForAllDead wave3a TotalCurrency 75 SpawnCount 1 MaxActive 4 TotalCount 12 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot_invasion TFBot { Class Heavy Skill Normal } } WaveSpawn { Name wave3b WaitForAllDead wave3a TotalCurrency 250 SpawnCount 2 MaxActive 4 TotalCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 23 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Pyro_DF_Spammer } TFBot { Template T_TFBot_Giant_Soldier_Extended_Concheror_Burst } } } WaveSpawn { Name wave3c WaitForAllDead wave3b SpawnCount 5 MaxActive 5 TotalCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Demo_Burst_C Attributes AlwaysCrit } TFBot { Template T_TFBot_Heavyweapons_Deflector_Small } TFBot { Template T_TFBot_Heavyweapons_Deflector_Small } TFBot { Template T_TFBot_Heavyweapons_Deflector_Small } TFBot { Template T_TFBot_Heavyweapons_Deflector_Small } } } WaveSpawn { Name wave3c WaitForAllDead wave3b SpawnCount 2 MaxActive 2 TotalCount 2 WaitBeforeStarting 16 WaitBetweenSpawns 0 TotalCurrency 100 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Demo_Burst_C Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Medic_Regen Name "Giant Regen Medic" } } } WaveSpawn { Name wave3c-heavy WaitForAllDead wave3b TotalCurrency 50 SpawnCount 1 MaxActive 10 TotalCount 20 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 Where spawnbot_invasion TFBot { Class Heavy Skill Normal } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "{BF40BF}Detecting an unindentified enemy aircraft heading towards the base." Line "{BF40BF}Scanners show that the aircraft is armed with 4 pocket type nuclear warheads." } WaveSpawn { Name wave4a-1 SpawnCount 3 MaxActive 3 TotalCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_Medic Item "The Byte'd Beak" } TFBot { Template T_TFBot_Medic Item "The Byte'd Beak" } } } WaveSpawn { Name wave4a WaitForAllSpawned wave4a-1 SpawnCount 3 MaxActive 3 TotalCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 100 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Barrage_Ignite } TFBot { Template T_TFBot_Medic Item "The Byte'd Beak" } TFBot { Template T_TFBot_Medic Item "The Byte'd Beak" } } } WaveSpawn { Name wave4a TotalCurrency 100 SpawnCount 4 MaxActive 8 TotalCount 24 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot_invasion TFBot { Template T_TFBot_Demo_Burst Item "Scotch Bonnet" } } WaveSpawn { Name wave4a TotalCurrency 50 SpawnCount 1 MaxActive 5 TotalCount 20 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_invasion TFBot { Class Scout Skill Normal Attributes AlwaysCrit } } WaveSpawn { Name nuclearwarning WaitForAllSpawned wave4a WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnMessage "{FF0000}The aircraft is getting closer to the base." } WaveSpawn { Name nuclearwarning WaitForAllDead wave4a WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnMessage "{FF0000}THE AIRCRAFT ENTERED THE BASE'S AIRSPACE." } WaveSpawn { Name nuclearwarning WaitForAllDead wave4a WaitBeforeStarting 1 WaitBetweenSpawns 0 FirstSpawnMessage "{FF0000}EVACUATE NOW." } WaveSpawn { Name dummy WaitForAllDead wave4a TotalCount 0 SpawnCount 0 MaxActive 0 WaitBeforeStarting 3 FirstSpawnWarningSound "vo\announcer_security_alert.mp3" } WaveSpawn { WaitBeforeStarting 4 Name nuke10s WaitForAllDead wave4a FirstSpawnWarningSound "nuclearbomb.mp3" } WaveSpawn { Name wave4nuke WaitForAllDead wave4a SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 0 Support Limited Where spawnbot_airdrop0 TFBot { Template T_TFBot_Nuke_Warhead_Ice_Sheet } } WaveSpawn { Name wave4nuke WaitForAllDead wave4a SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 0 Support Limited Where spawnbot_airdrop0 TFBot { Template T_TFBot_Nuke_Warhead_Stairs } } WaveSpawn { Name wave4nuke WaitForAllDead wave4a SpawnCount 2 MaxActive 2 TotalCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 0 Support Limited Where spawnbot_airdrop0 TFBot { Template T_TFBot_Nuke_Warhead_Random } } WaveSpawn { Name wave4b-1 WaitForAllDead wave4a TotalCurrency 75 SpawnCount 1 MaxActive 2 TotalCount 2 WaitBeforeStarting 21 WaitBetweenSpawns 17 Where spawnbot_side TFBot { Template T_TFBot_Giant_Demo_Atomic } } WaveSpawn { Name wave4b WaitForAllDead wave4b-1 SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 0 TotalCurrency 75 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Barrage_Ignite } } } WaveSpawn { Name wave4b WaitForAllDead wave4a SpawnCount 2 MaxActive 4 TotalCount 12 WaitBeforeStarting 21 WaitBetweenSpawns 5 TotalCurrency 75 Where spawnbot Squad { TFBot { Template T_TFBot_Soldier_Extended_Battalion_DH } TFBot { Template T_TFBot_Medic_Bigheal Item "Berliner's Bucket Helm" } } } WaveSpawn { Name wave4b WaitForAllDead wave4a SpawnCount 2 MaxActive 4 TotalCount 12 WaitBeforeStarting 21 WaitBetweenSpawns 5 TotalCurrency 75 Where spawnbot Squad { TFBot { Template T_TFBot_Demo_Burst Item "Scotch Bonnet" } TFBot { Template T_TFBot_Medic_QuickUber Item "The Byte'd Beak" } } } WaveSpawn { Name wave4heavy WaitForAllDead wave4b SpawnCount 2 MaxActive 2 TotalCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 Where spawnbot_invasion Squad { TFBot { Class Heavyweapons Skill Normal Item "The Eliminators Safeguard" ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } } TFBot { Template T_TFBot_Medic_Kritz } } } WaveSpawn { Name wave4b WaitForAllDead wave4a TotalCurrency 50 SpawnCount 1 MaxActive 4 TotalCount 18 WaitBeforeStarting 21 WaitBetweenSpawns 2 Where spawnbot_invasion TFBot { Template T_TFBot_Pyro_Airblast } } WaveSpawn { Name wave4c-1 WaitForAllDead wave4b TotalCurrency 50 SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 Where spawnbot TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } } WaveSpawn { Name wave4c WaitForAllDead wave4b TotalCurrency 50 SpawnCount 1 MaxActive 1 TotalCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot TFBot { Template T_TFBot_Giant_Demo_Atomic } } WaveSpawn { Name wave4c WaitForAllDead wave4c-1 SpawnCount 5 MaxActive 5 TotalCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 50 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Barrage_Ignite } TFBot { Template T_TFBot_Medic Item "The Byte'd Beak" } TFBot { Template T_TFBot_Medic Item "The Byte'd Beak" } TFBot { Template T_TFBot_Medic Item "The Byte'd Beak" } TFBot { Template T_TFBot_Medic Item "The Byte'd Beak" } } } WaveSpawn { Name wave4c WaitForAllDead wave4b TotalCurrency 50 SpawnCount 1 MaxActive 5 TotalCount 24 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot TFBot { Template T_TFBot_Scout_Bonk_Primary } } WaveSpawn { Name wave4c WaitForAllDead wave4b TotalCurrency 50 SpawnCount 1 MaxActive 5 TotalCount 15 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot TFBot { Class Heavyweapons Skill Hard Item "The Eliminators Safeguard" ItemAttributes { ItemName "The Eliminators Safeguard" "item style override" 1 } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name wave5a TotalCount 1 SpawnCount 1 TotalCurrency 100 WaitBetweenSpawns 0 WaitBeforeStarting 0 Tank { Health 25000 Name "tank" Speed 75 StartingPathTrackNode "tank_path_a" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name wave5a TotalCurrency 100 SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 0 Where spawnbot_side TFBot { Template T_TFBot_Giant_Heavyweapons_BrassBeast_Deflector Tag nav_flank_routeother CharacterAttributes { "cancel falling damage" 1 } } } WaveSpawn { Name wave5a TotalCurrency 100 SpawnCount 1 MaxActive 2 TotalCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot_side TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name wave5a TotalCurrency 50 SpawnCount 6 MaxActive 6 TotalCount 18 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot TFBot { Class Demoman Item "Scotch Bonnet" Attributes AlwaysCrit } } WaveSpawn { Name wave5a TotalCurrency 50 SpawnCount 1 MaxActive 6 TotalCount 20 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 Where spawnbot_invasion TFBot { Template T_TFBot_Heavyweapons_Flare_GatlingGun } } WaveSpawn { Name wave5b-1 WaitForAllDead wave5a SpawnCount 3 MaxActive 3 TotalCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 16 TotalCurrency 50 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Bison_Ray } TFBot { Template T_TFBot_Medic Item "The Byte'd Beak" } TFBot { Template T_TFBot_Medic Item "The Byte'd Beak" } } } WaveSpawn { Name wave5b WaitForAllDead wave5b-1 SpawnCount 2 MaxActive 2 TotalCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 16 TotalCurrency 100 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Bison_Ray } TFBot { Template T_TFBot_Giant_Medic_Regen Name "Giant Regen Medic" } } } WaveSpawn { Name wave5b WaitForAllDead wave5a TotalCurrency 50 SpawnCount 1 MaxActive 7 TotalCount 22 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 Where spawnbot_invasion RandomChoice { TFBot { Template T_TFBot_Soldier_Extended_Concheror Item "Honcho's Headgear" ClassIcon soldier_banner_trio } TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner Item "Honcho's Headgear" ClassIcon soldier_banner_trio } TFBot { Template T_TFBot_Soldier_Extended_Battalion_DH Item "Honcho's Headgear" ClassIcon soldier_banner_trio } } } WaveSpawn { Name wave5b WaitForAllDead wave5a TotalCurrency 50 SpawnCount 1 MaxActive 7 TotalCount 19 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 Where spawnbot_invasion TFBot { Template T_TFBot_Heavyweapons_Flare_GatlingGun } } WaveSpawn { Name wave5c WaitForAllDead wave5b TotalCount 1 SpawnCount 1 TotalCurrency 100 WaitBetweenSpawns 0 WaitBeforeStarting 3.9 StartWaveOutput { Target drop_bomb0_relay Action Trigger } Tank { Health 25000 Name "droptank0" Speed 75 Skin 1 StartingPathTrackNode "tank_path_drop0_b" OnKilledOutput // safety measure to remove the 'chute { Target droptank0_killed_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name wave5c WaitForAllDead wave5b SpawnCount 2 MaxActive 2 TotalCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 16 TotalCurrency 50 Where spawnbot_alt Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_BrassBeast_Deflector } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn { Name wave5c WaitForAllDead wave5b TotalCurrency 25 SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 1.5 Where spawnbot_invasion TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name wave5c-robot WaitForAllDead wave5b TotalCurrency 25 SpawnCount 1 MaxActive 6 TotalCount 16 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 Where spawnbot_invasion TFBot { Class Demoman Item "Scotch Bonnet" Attributes AlwaysCrit } } WaveSpawn { Name wave5support WaitForAllDead wave5b Where spawnbot_alt MaxActive 6 SpawnCount 1 Support 1 WaitBeforeStarting 5 WaitBetweenSpawns 1 TFBot { Class Pyro Skill Easy Attributes AlwaysCrit } } } } //Changelog (rev1) // //Wave 2: //-Replaced all Giant Charged Soldiers with Giant Burst Fire Soldiers and made the ground ones MaxActive 2 //-Airdrop Giant Burst Fire Soldier comes in faster //-Increased Axe Demoknight MaxActive to 8 //-Replaced all Quick-Fix Medics with Bigheal Medics //Wave 3 //-Replaced Bowmen with Soldiers //-Deflector Heavies spawn in groups //-Added a Giant Burst Fire Demo with 4 Deflector Heavies before the Giant Demo with the Giant Medic comes //-Made Heavies have a stronger presence //Wave 4 //-Removed strag issues //-Nuke doesn't give you deaf