//mvm Coaltown //Advanced skill /////////////////////////////////////////////////////////////////////////// // BEGIN POP FILE /////////////////////////////////////////////////////////////////////////// #base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 3000 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no ItemAttributes //Adds it's own use case { ItemName "The Liberty Launcher" "blast radius increased" 1.35 } ItemAttributes //Still broken, but it tones it down a little. { ItemName "The Gas Passer" "explode_on_ignite" 1 "dmg penalty vs players" 0.45 "afterburn duration penalty" 0.25 } ItemAttributes //Grants nicheless weapon a niche in killing tanks { ItemName "The Loch-n-Load" "mult dmg vs tanks" 1.35 } ItemAttributes //makes weapon considerably less broken with a pocket medic or crit cans { ItemName "The Scottish Resistance" "crits_become_minicrits" 1 } ItemAttributes //more strongly enables it's KGB combo { ItemName "Tomislav" "minigun spinup time decreased" 0.6 } ItemAttributes { ItemName "The Hitman's Heatmaker" "dmg penalty vs players" 0.6 "damage bonus hidden" 1.7 } ItemAttributes { ItemName "The Classic" "dmg penalty vs players" 1.25 "damage bonus hidden" 0.8 } ExtendedUpgrades { ScoutCleaver // More damage, makes it actually useable but the oportunity cost over the general options is still too great. { Name "Cleaver Damage +100%" Attribute "dmg penalty vs players" Cap 5 Increment 1 Cost 250 Description "Increases the damage and bleed damage of your cleaver by 100%" AllowedWeapons { ItemName "The Flying Guillotine" } } EngiMetalHandSentryDamage // More damage, Makes it a high damage fragile alternative to lvl 3 sentries { Name "Sentry Damage +25%" Attribute "engy sentry damage bonus" Cap 2 Increment 0.25 Cost 400 Description "Increases the damage of your Minisentry by 25%" AllowedWeapons { ItemName "The Gunslinger" } } SpyGunDamage // More damage, makes crit on kill on knife synergise with revolvers more. { Name "Revolver Damage +20%" Attribute "damage bonus" Cap 1.8 Increment 0.2 Cost 250 Description "Increases the damage of your Revolver by 20%" AllowedWeapons { ClassName "TF_WEAPON_REVOLVER" } } } ///////////////// //MISSIONS ///////////////// // WAVE 1 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // /////////////////////////////////////////////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Commons { Where spawnbot TotalCount 42 MaxActive 7 SpawnCount 3 WaitBetweenSpawns 2 WaitBeforeStarting 0 Randomspawn 1 TotalCurrency 2000 RandomChoice { Shuffle 1 TFBot { Class Scout } TFBot { Class Soldier } TFBot { Class Pyro } TFBot { Class Demoman } TFBot { Class Heavyweapons } TFBot { Template T_TFBot_Sniper_Huntsman Skill Normal } TFBot { Template T_TFBot_Medic_Quickfix } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Commons { Where spawnbot TotalCount 84 MaxActive 15 SpawnCount 7 WaitBetweenSpawns 2 WaitBeforeStarting 0 Randomspawn 1 TotalCurrency 200 RandomChoice { Shuffle 1 TFBot { Class Scout } TFBot { Class Soldier } TFBot { Class Pyro } TFBot { Class Demoman } TFBot { Class Heavyweapons } TFBot { Template T_TFBot_Sniper_Huntsman Skill Normal } TFBot { Template T_TFBot_Medic_Quickfix } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Commons { Where spawnbot TotalCount 3 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 19 WaitBeforeStarting 0 Randomspawn 1 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // Commons { Where spawnbot TotalCount 3 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 19 WaitBeforeStarting 0 Randomspawn 1 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } } WaveSpawn // Commons { Where spawnbot TotalCount 84 MaxActive 15 SpawnCount 7 WaitBetweenSpawns 2 WaitBeforeStarting 1 Randomspawn 1 TotalCurrency 200 RandomChoice { Shuffle 1 TFBot { Class Scout } TFBot { Class Soldier } TFBot { Class Pyro } TFBot { Class Demoman } TFBot { Class Heavyweapons } TFBot { Template T_TFBot_Sniper_Huntsman Skill Normal } TFBot { Template T_TFBot_Medic_Quickfix } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn { TotalCurrency 200 TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Tank { Health 16000 Name tank Speed 75 StartingPathTrackNode tank_middle_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } }