// This is the official campaign .pop file. Don't modify it, unless it's needed. #base point_templates_lunar_miss.pop #base robot_standard.pop #base robot_giant.pop WaveSchedule { //LuaScriptFile "scripts/pea.lua" StartingCurrency 1000 RespawnWaveTimeBlue 3 //PlayerRobotsUsePlayerAnimation 1 HumansMustJoinTeam blue BluPlayersAreRobots 1 ReverseWinConditions 1 //WaveStartCountdown 0 NoRomevisionCosmetics 1 BluHumanInfiniteAmmo 0 BluHumanInfiniteCloak 0 SniperAllowHeadshots 1 SniperHideLasers 1 SpawnTemplate "Filters" SpawnTemplate "Tutorials" SpawnTemplate "BombOverride" SpawnTemplate "LoseCondition" SpawnTemplate "SetupBlockade" //SpawnTemplate "FacilityBlockade" SpawnTemplate "BloodExtractionSound" SpawnTemplate "TankBloodLevel" //SpawnTemplate "NavAreas" SpawnTemplate "BombAlerts" //SpawnTemplate "Gravity_Control" SpawnTemplate "BloodBox_Track" SpawnTemplate "Gravity_Test" //SpawnTemplate "Testant" SpawnTemplate "REDBot_Engineer_Hints" SendBotsToSpectatorImmediately 1 CustomScriptSoundFile "scripts/pea_soundscript.txt" ScriptSoundOverrides "scripts/pea_soundoverrides.txt" AllowBluPlayerReanimators 1 RemoveBluVelocityLimit 1 BluHumanSpawnNoShoot 0 BluHumanSpawnProtection 0 NoRedBotsRandomCrit 1 NoRedSniperBotHeadshots 1 OverrideSounds { "MVM.MoneyPickup" "Slimey.Money" } DisableSound "Announcer.MVM_Robots_Planted" DisableSound "Announcer.MVM_All_Dead" DisableSound "Announcer.MVM_Bomb_Alert_Entered" DisableSound "Announcer.MVM_Bomb_Alert_Near_Hatch" DisableSound "Announcer.MVM_Bomb_Alert_Deploying" DisableSound "Announcer.MVM_General_Destruction" DisableSound "Announcer.MVM_Game_Over_Loss" DisableSound "Announcer.MVM_Tank_Planted" DisableSound "Announcer.MVM_Tank_Alert_Spawn" DisableSound "Announcer.MVM_Tank_Alert_Another" DisableSound "Announcer.MVM_Tank_Alert_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Halfway" DisableSound "Announcer.MVM_Tank_Alert_Halfway_Multiple" DisableSound "Announcer.MVM_Tank_Alert_Near_Hatch" DisableSound "Announcer.MVM_Tank_Alert_Deploying" //CustomWeapon //{ //"TF_WEAPON_WRENCH_REDBOT" //{ //OriginalItemName "TF_WEAPON_WRENCH" //} //} //BuildingSpawnTemplate //{ //Name REDBot_Engineer_DispenserEffect //ItemName "TF_WEAPON_WRENCH_REDBOT" //BuildingType "Dispenser" //AllowBots 1 //} //ClassLimit // testing //{ //Engineer 0 //} ExtraTankPath { Name "bomb_path_a12" Node "3360 -64 -416" // a_12 (-32 y) Node "3360 -500 -416" } ExtraTankPath { Name "bomb_path_a59" Node "4096 1264 -96" // a_59 (-32 y) Node "4096 1000 -96" } ExtraTankPath { Name "bomb_path_a7" Node "1152 -768 -416" // a_7 (+32 y) Node "1152 -168 -416" } ExtraSpawnPoint { Name "spawnbot_cash" TeamNum 2 StartDisabled 1 X "0" Y "0" Z "0" } ExtraSpawnPoint { Name "spawnbot_r_p1_middle_old" // next to pit TeamNum 2 X "2290" Y "-270" Z "-444" } ExtraSpawnPoint { Name "spawnbot_r_p1_middle" // by the wall next to hologram thingy TeamNum 2 X "2430" Y "-1337" Z "-400" } ExtraSpawnPoint { Name "spawnbot_r_p1_flank_old" // in small flank room next to exterior corridor TeamNum 2 X "755" Y "-1372" Z "-277" } ExtraSpawnPoint { Name "spawnbot_r_p1_upper" // next to the giant "02" on the wall, for robots coming from the left exterior door TeamNum 2 X "2910" Y "-287" Z "-60" } ExtraSpawnPoint { Name "spawnbot_r_p1_upper_right" // just next to "upper_left", except placed in a way to make robots choose the right flank TeamNum 2 X "2200" Y "-950" Z "-179" } ExtraSpawnPoint { Name "spawnbot_r_p1_behind" // just slightly behind the stage 3 trigger path point TeamNum 2 X "4000" Y "134" Z "-380" } ExtraSpawnPoint { Name "spawnbot_r_p1_behind_panel" // behind a rectangular wall with 02, next to the area where the tank performs a 180-degree turn TeamNum 2 X "5366" Y "244" Z "-60" } ExtraSpawnPoint { Name "spawnbot_r_p2_upper" // same as p1_upper TeamNum 2 StartDisabled 1 X "2910" Y "-287" Z "-60" } ExtraSpawnPoint { Name "spawnbot_r_p2_upper_back_ramp" // in the back at the end of the right-most ramp leading upward TeamNum 2 StartDisabled 1 X "4333" Y "-1222" Z "-60" } ExtraSpawnPoint { Name "spawnbot_r_p2_upper_flank" // the RED-exclusive flank path leading from hatch area to the middle TeamNum 2 StartDisabled 1 X "2700" Y "561" Z "4" } ExtraSpawnPoint { Name "spawnbot_r_p2_upper_catwalk" // upper at middle, next to barrier, make robots jump down through it on spawn TeamNum 2 StartDisabled 1 X "2650" Y "-641" Z "-108" } ExtraSpawnPoint { Name "spawnbot_r_p2_upper_hologram" // next to hologram, make robots immediately jump down through it on spawn TeamNum 2 StartDisabled 1 X "3465" Y "-1303" Z "-60" } ExtraSpawnPoint { Name "spawnbot_r_p2_behind" // same as p1_behind TeamNum 2 StartDisabled 1 X "4000" Y "134" Z "-380" } ExtraSpawnPoint { Name "spawnbot_r_p2_hatch" // at the hatch TeamNum 2 StartDisabled 1 X "4096" Y "1482" Z "-60" } ExtraSpawnPoint { Name "spawnbot_r_p2_behind_panel" // same as p1_behind_panel TeamNum 2 StartDisabled 1 X "5366" Y "244" Z "-60" } ExtraSpawnPoint { Name "spawnbot_r_p3_redspawn_right" // RED spawn, next to right entrance TeamNum 2 StartDisabled 1 X "4752" Y "1634" Z "68" } ExtraSpawnPoint { Name "spawnbot_r_p3_redspawn_left" // RED spawn, next to left entrance TeamNum 2 StartDisabled 1 X "3500" Y "1656" Z "68" } ExtraSpawnPoint { Name "spawnbot_r_p3_right" // next to a red wall between the right-most ramp and the hatch area TeamNum 2 StartDisabled 1 X "4350" Y "-563" Z "-60" } ExtraSpawnPoint { Name "spawnbot_r_p3_behind" // same as p1_behind_panel TeamNum 2 StartDisabled 1 X "5366" Y "244" Z "-60" } ExtraSpawnPoint { Name "spawnbot_r_p3_hatch" // same as p2_hatch TeamNum 2 StartDisabled 1 X "4096" Y "1482" Z "-60" } ExtraSpawnPoint { Name "spawnbot_r_p3_behind_hatch" // behind the hatch TeamNum 2 StartDisabled 1 X "4096" Y "1920" Z "45" } ExtraSpawnPoint { Name "spawnbot_r_p3_upper_flank" // the same RED-exclusive flank path as in p2, but located further to the front TeamNum 2 StartDisabled 1 X "2300" Y "561" Z "4" } ExtraSpawnPoint { Name "spawnbot_r_p3_middle" // same as p1_middle StartDisabled 1 TeamNum 2 X "2430" Y "-1337" Z "-400" } ExtraSpawnPoint { Name "spawnbot_r_p3_upper_back_ramp" // same as p2_upper_back_ramp TeamNum 2 StartDisabled 1 X "4333" Y "-1222" Z "-60" } ExtraSpawnPoint { Name "spawnbot_r_p3_upper_front_ramp" // at the lower front of the right-most ramp leading upward TeamNum 2 StartDisabled 1 X "3450" Y "-1222" Z "-400" } ExtraSpawnPoint { Name "spawnbot_r_p3_upper" // same as p1_upper TeamNum 2 StartDisabled 1 X "2910" Y "-287" Z "-60" } PlayerSpawnTemplate { Name "PersonalBloodCount_Global" } PlayerSpawnTemplate { Name "PersonalBloodCount_Scout" Class Scout } PlayerSpawnTemplate { Name "PersonalBloodCount_SoldierPyroDemoSpy" Class Soldier } PlayerSpawnTemplate { Name "PersonalBloodCount_SoldierPyroDemoSpy" Class Pyro } PlayerSpawnTemplate { Name "PersonalBloodCount_SoldierPyroDemoSpy" Class Demoman } PlayerSpawnTemplate { Name "PersonalBloodCount_Heavy" Class Heavyweapons } PlayerSpawnTemplate { Name "PersonalBloodCount_EngineerMedicSniper" Class Engineer } PlayerSpawnTemplate { Name "PersonalBloodCount_EngineerMedicSniper" Class Medic } PlayerSpawnTemplate { Name "PersonalBloodCount_EngineerMedicSniper" Class Sniper } PlayerSpawnTemplate { Name "PersonalBloodCount_SoldierPyroDemoSpy" Class Spy } CustomNavFile "mvm_spacepost_rc1_peanav.nav" Templates { T_TFBot_Sniper_SMG { Class Sniper Name "SMG Sniper" Skill Normal ClassIcon sniper_smg WeaponRestrictions SecondaryOnly FireSound "=70|weapons/smg_shoot.wav" // really loud when in groups } T_TFTemplate_REDBot { //ExtAttr IgnoreRealPlayers // testing FireInput { Target !self Action $SetData$m_flGravity Param 1 Delay 0.1 Cooldown 3600 Repeats 0 } AddCond { Name "TF_COND_REPROGRAMMED" } EventChangeAttributes { Default { UseHumanModel 1 InterruptAction { Target "blood_tank*" Delay 0.1 Repeats 1 Cooldown 3600 Duration 0 WaitUntilDone 1 } } WhenNearTank_Behavior { InterruptAction { Target "blood_tank*" AimTarget "blood_tank*" KillAimTarget 1 Delay 0.1 Cooldown 3600 } UseHumanModel 1 ExtAttr IgnoreBuildings ExtAttr IgnorePlayers ExtAttr IgnoreBots ExtAttr IgnoreRealPlayers } } CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFTemplate_REDBot_NoChaseTank { //ExtAttr IgnoreRealPlayers // testing UseHumanModel 1 FireInput { Target !self Action $SetData$m_flGravity Param 1 Delay 0.1 Cooldown 3600 Repeats 0 } AddCond { Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFTemplate_REDBot_MeleeNearTank { //ExtAttr IgnoreRealPlayers // testing InterruptAction { Target "blood_tank*" Delay 0.1 Repeats 1 Cooldown 3600 Duration 0 WaitUntilDone 1 } FireInput { Target !self Action $SetData$m_flGravity Param 1 Delay 0.1 Cooldown 3600 Repeats 0 } AddCond { Name "TF_COND_REPROGRAMMED" } ItemAttributes { ItemName "The Huntsman" "cannot headshot" 1 } EventChangeAttributes { Default { UseHumanModel 1 InterruptAction { Target "blood_tank*" Delay 0.1 Repeats 1 Cooldown 3600 Duration 0 WaitUntilDone 1 } } WhenNearTank_Behavior { InterruptAction { Target "blood_tank*" AimTarget "blood_tank*" KillAimTarget 1 Delay 0.1 Cooldown 3600 } UseHumanModel 1 WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings ExtAttr IgnorePlayers ExtAttr IgnoreBots ExtAttr IgnoreRealPlayers } } CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFTemplate_REDBot_SquadMember { //ExtAttr IgnoreRealPlayers // testing FireInput { Target !self Action $SetData$m_flGravity Param 1 Delay 0.1 Cooldown 3600 Repeats 0 } AddCond { Name "TF_COND_REPROGRAMMED" } ItemAttributes { ItemName "The Huntsman" "cannot headshot" 1 } EventChangeAttributes { Default { UseHumanModel 1 } WhenNearTank_Behavior { InterruptAction { Target "blood_tank*" AimTarget "blood_tank*" KillAimTarget 1 Delay 0.1 Cooldown 3600 } UseHumanModel 1 ExtAttr IgnoreBuildings ExtAttr IgnorePlayers ExtAttr IgnoreBots ExtAttr IgnoreRealPlayers } } CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFTemplate_REDBot_Medic { UseHumanModel 1 FireInput { Target !self Action $SetData$m_flGravity Param 1 Delay 0.1 Cooldown 3600 Repeats 0 } AddCond { Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFTemplate_REDBot_Giant { Tag bot_giant SpawnTemplate CogDrop AlwaysGlow 1 AddCond { Name "TF_COND_REPROGRAMMED" } InterruptAction { Target "blood_tank*" Delay 0.1 Repeats 1 Cooldown 3600 Duration 0 WaitUntilDone 1 } FireInput { Target !self Action $SetData$m_flGravity Param 1 Delay 0.1 Cooldown 3600 Repeats 0 } CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFTemplate_REDBot_GiantMedic { Tag bot_giant SpawnTemplate CogDrop AlwaysGlow 1 FireInput { Target !self Action $SetData$m_flGravity Param 1 Delay 0.1 Cooldown 3600 Repeats 0 } AddCond { Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "cannot pick up intelligence" 1 } } T_TFTemplate_REDBot_GiantScout { Tag bot_giant Tag bot_bomb_carrier AlwaysGlow 1 SpawnTemplate CogDrop SpawnTemplate BombRunner AddCond { Name "TF_COND_REPROGRAMMED" } InterruptAction { Target "blood_tank*" Delay 0.1 Repeats 1 Cooldown 3600 Duration 3600 } FireInput { Target !self Action $SetData$m_flGravity Param 1 Delay 0.1 Cooldown 3600 Repeats 0 } } T_WaveSpawn_BloodBoxes_Roamers { Name "BloodBoxes" Where spawnbot SpawnCount 3 MaxActive 12 TotalCount 75 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 0 Support Limited PointTemplate { SpawnAtEntity Where Name "BloodBox" SpawnCurrencyPack "blood_box" } } T_WaveSpawn_BloodBoxes_MoneyDroppers_PT { Name "BloodBoxes" Where spawnbot_cash SpawnCount 2 MaxActive 150 TotalCount 150 WaitBeforeStarting 0 WaitBetweenSpawns 0.05 TotalCurrency 150 Support Limited PointTemplate { SpawnAtEntity Where Origin "0 0 25" Name "MoneyDrop" SpawnCurrencyPack "money_drop" } } T_WaveSpawn_BloodBoxes_MoneyDroppers { Name "BloodBoxes" Where spawnbot_cash SpawnCount 1 MaxActive 22 TotalCount 100 WaitBeforeStarting 0 WaitBetweenSpawns 0.1 TotalCurrency 100 Support Limited TFBot { Class Scout Name "Blood-Bot" Tag "is_cashbot" SpawnTemplate "CashBot" UseCustomModel "models/empty.mdl" AddCond { Name "TF_COND_REPROGRAMMED" } CharacterAttributes { "voice pitch scale" 0 } } } T_TFTemplate_BackUpperRampTags { Tag bot_prefer_back_lower_right_ramp Tag bot_avoid_middle_upper_hologram_intolower Tag bot_avoid_middle_upper_center_corridor Tag bot_avoid_back_upper_behind_barrier } T_TFTankBoss_BloodTank { Health 30000 // proper //Health 300000 // testing Speed 50 Name "blood_tank" StartingPathTrackNode "tank_path_a_1" SpawnTemplate Tank_BloodSystem NoCrushDamage 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } T_TFTankBoss_Barricade { Speed 0 Model { Default "models/props_td/atom_bomb.mdl" Damage1 "models/props_td/atom_bomb.mdl" Damage2 "models/props_td/atom_bomb.mdl" Damage3 "models/props_td/atom_bomb.mdl" Destruction "models/props_mvm/mann_hatch_destruction_mvm_deathpit.mdl" LeftTrack "models/empty.mdl" RightTrack "models/empty.mdl" Bomb "models/empty.mdl" } TeamNum 2 PingSound "misc/null.wav" StartSound "misc/null.wav" DeploySound "misc/null.wav" EngineLoopSound "pl_hoodoo/alarm_clock_ticking_3.wav" ReplaceModelCollisions 1 ClassIcon scout_bombrunner NoScreenShake 1 DisableSmokestack 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } T_TFBehavior_S1_MainPath { InterruptAction { Target "400 -400 -400" Delay 0.1 Repeats 1 Cooldown 3600 Duration 0 WaitUntilDone 1 } } T_TFBehavior_S1_RightFlankSquad { InterruptAction { Target "364 -1000 -284" Delay 0.1 Repeats 1 Cooldown 3600 Duration 0 WaitUntilDone 1 OnDoneChangeAttributes "GoToTank" } EventChangeAttributes { GoToTank { InterruptAction { Target "blood_tank*" Delay 0.1 Repeats 1 Cooldown 3600 Duration 3600 } } } } T_WaveSpawn_Stage2_Initiator { Name "S2_Begin" Support Limited FirstSpawnOutput { Target test_stage2_branch* Action Toggle } } T_WaveSpawn_Stage2_BeginSpawns { Name "S2_Init" Where spawnbot_r_p2_behind Support Limited WaitBeforeStarting 3 WaitForAllDead "S2_Begin" PointTemplate { SpawnAtEntity Where Name "StageBeginDummy" } } T_WaveSpawn_Stage3_Initiator { Name "S3_Begin" Support Limited FirstSpawnOutput { Target test_stage3_branch* Action Toggle } } T_WaveSpawn_Stage3_BeginSpawns { Name "S3_Init" Where spawnbot_r_p3_hatch Support Limited WaitBeforeStarting 3 WaitForAllDead "S3_Begin" PointTemplate { SpawnAtEntity Where Name "StageBeginDummy" } } T_WaveSpawn_WavePerpetuation // keep wave going until the tank deploys bomb { TotalCurrency 0 Where spawnbot_r_p3_hatch SpawnCount 1 MaxActive 1 TotalCount 1 WaitBeforeStarting 3600 WaitBetweenSpawns 0 } } Mission // WAVE 1 MISSIONS { Objective Sniper InitialCooldown 125 Where spawnbot_r_p1_middle Where spawnbot_r_p1_upper Where spawnbot_r_p3_redspawn_right Where spawnbot_r_p3_upper_back_ramp BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 2 TFBot { Template T_TFBot_Sniper Tag bot_mission_support AddTemplate T_TFTemplate_REDBot_NoChaseTank } } Wave // WAVE 1 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } CustomMaxWaveNumber 3 SpawnTemplate { Name "NavAreas" } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "BloodTank" WaitBeforeStarting 0 TotalCurrency 0 TotalCount 1 Support Limited FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Template "T_TFTankBoss_BloodTank" ClassIcon scout } } WaveSpawn { Name "W1_S1" TotalCurrency 50 Where spawnbot_r_p1_middle SpawnCount 6 MaxActive 18 TotalCount 18 WaitBeforeStarting 0 WaitBetweenSpawns 3 RandomChoice { TFBot { Class Scout Skill Hard AddTemplate T_TFTemplate_REDBot } TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } } } WaveSpawn { Name "W1_S1" TotalCurrency 75 Where spawnbot_r_p1_upper SpawnCount 10 MaxActive 20 TotalCount 20 WaitBeforeStarting 20 WaitBetweenSpawns 8 Squad { TFBot { Class Soldier Skill Easy Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Class Soldier Skill Easy Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Class Soldier Skill Easy Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Class Soldier Skill Easy Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Class Soldier Skill Easy Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } } } WaveSpawn { Name "W1_S1" TotalCurrency 75 Where spawnbot_r_p1_middle SpawnCount 3 MaxActive 9 TotalCount 21 WaitBeforeStarting 40 WaitBetweenSpawns 6 TFBot { Class Soldier Skill Easy AddTemplate T_TFTemplate_REDBot_MeleeNearTank } } WaveSpawn { Name "W1_S1" TotalCurrency 100 Where spawnbot_r_p1_middle SpawnCount 3 MaxActive 12 TotalCount 30 WaitBeforeStarting 40 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Scout_Melee Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_upper_left_door AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Template T_WaveSpawn_Stage2_Initiator WaitForAllDead "W1_S1" } WaveSpawn { Template T_WaveSpawn_Stage2_BeginSpawns } WaveSpawn { Name "W1_S2" TotalCurrency 75 Where spawnbot_r_p2_upper_flank SpawnCount 3 MaxActive 12 TotalCount 24 WaitForAllDead "S2_Init" WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Demoman_Knight AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Name "W1_S2" TotalCurrency 50 Where spawnbot_r_p2_upper_back_ramp SpawnCount 6 MaxActive 6 TotalCount 24 WaitForAllDead "S2_Init" WaitBeforeStarting 5 WaitBetweenSpawns 20 TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon AddTemplate T_TFTemplate_REDBot AddTemplate T_TFTemplate_BackUpperRampTags } } WaveSpawn { Name "W1_S2_1" TotalCurrency 0 Where spawnbot_r_p2_upper_back_ramp SpawnCount 4 MaxActive 4 TotalCount 8 WaitForAllDead "S2_Init" WaitBeforeStarting 40 WaitBetweenSpawns 20 Squad { TFBot { Template T_TFBot_Giant_Soldier AddTemplate T_TFTemplate_REDBot_Giant AddTemplate T_TFTemplate_BackUpperRampTags } TFBot { Template T_TFBot_Pyro_Flaregun AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Pyro_Flaregun AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Pyro_Flaregun AddTemplate T_TFTemplate_REDBot_SquadMember } } } WaveSpawn { Name "W1_S2_2" TotalCurrency 50 Where spawnbot_r_p2_upper_back_ramp SpawnCount 1 MaxActive 12 TotalCount 12 WaitForAllSpawned "W1_S2_1" WaitBeforeStarting 0 WaitBetweenSpawns 2.5 TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon AddTemplate T_TFTemplate_REDBot AddTemplate T_TFTemplate_BackUpperRampTags } } WaveSpawn { Name "W1_S2_FinishCheck" WaitForAllDead "W1_S2" } WaveSpawn { Name "W1_S2_FinishCheck" WaitForAllDead "W1_S2_1" } WaveSpawn { Name "W1_S2_FinishCheck" WaitForAllDead "W1_S2_2" } WaveSpawn { Template T_WaveSpawn_Stage3_Initiator WaitForAllDead "W1_S2_FinishCheck" } WaveSpawn { Template T_WaveSpawn_Stage3_BeginSpawns } WaveSpawn { Name "W1_S3" TotalCurrency 75 Where spawnbot_r_p3_upper_flank SpawnCount 11 MaxActive 11 TotalCount 11 WaitForAllDead "S3_Init" WaitBeforeStarting 0 WaitBetweenSpawns 0 TFBot { Class Soldier Skill Normal Tag bot_avoid_middle_upper_left_corridor AddTemplate T_TFTemplate_REDBot_MeleeNearTank } } WaveSpawn { Name "W1_S3_1" TotalCurrency 50 Where spawnbot_r_p3_redspawn_left Where spawnbot_r_p3_redspawn_right Where spawnbot_r_p3_upper_flank SpawnCount 2 MaxActive 16 TotalCount 22 WaitForAllDead "S3_Init" WaitBeforeStarting 12 WaitBetweenSpawns 2 Squad { TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_avoid_middle_upper_left_corridor AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Template T_TFBot_Demoman_Knight Tag bot_avoid_middle_upper_left_corridor AddTemplate T_TFTemplate_REDBot } } } WaveSpawn { Name "W1_S3_2" TotalCurrency 0 Where spawnbot_r_p3_upper_back_ramp SpawnCount 2 MaxActive 2 TotalCount 2 WaitForAllSpawned "W1_S3_1" WaitBeforeStarting 0 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Giant_Soldier Tag bot_avoid_back_upper_behind_barrier Tag bot_avoid_back_lower_right_ramp AddTemplate T_TFTemplate_REDBot_Giant } } WaveSpawn { Name "W1_Support" TotalCurrency 50 Where spawnbot_r_p3_redspawn_left Where spawnbot_r_p3_redspawn_right SpawnCount 3 MaxActive 15 TotalCount 50 WaitForAllDead "S3_Init" WaitBeforeStarting 45 WaitBetweenSpawns 4 Support Limited TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Template T_WaveSpawn_BloodBoxes_Roamers } WaveSpawn { Template T_WaveSpawn_BloodBoxes_MoneyDroppers_PT } WaveSpawn { Template T_WaveSpawn_WavePerpetuation RandomChoice { Squad { TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } } } } } Mission // WAVE 2 MISSIONS { Objective Spy InitialCooldown 30 Where spawnbot_r_p1_middle BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 75 DesiredCount 2 TFBot { Template T_TFBot_Spy Tag bot_mission_support AddTemplate T_TFTemplate_REDBot_NoChaseTank } } Wave // WAVE 2 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } CustomMaxWaveNumber 3 SpawnTemplate { Name "NavAreas" } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "BloodTank" WaitBeforeStarting 0 TotalCurrency 0 TotalCount 1 Support Limited Tank { Template "T_TFTankBoss_BloodTank" ClassIcon scout } } WaveSpawn { Name "W2_S1_1" TotalCurrency 0 Where spawnbot_r_p1_behind SpawnCount 4 MaxActive 4 TotalCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Pyro Tag bot_avoid_back_upper_infrontof_barrier Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_Giant } TFBot { Template T_TFBot_Medic Tag bot_avoid_back_upper_infrontof_barrier Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_Medic } TFBot { Template T_TFBot_Medic Tag bot_avoid_back_upper_infrontof_barrier Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_Medic } TFBot { Template T_TFBot_Medic Tag bot_avoid_back_upper_infrontof_barrier Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_Medic } } } WaveSpawn { Name "W2_S1_2" TotalCurrency 0 Where spawnbot_r_p1_behind_panel SpawnCount 4 MaxActive 8 TotalCount 8 WaitForAllDead "W2_S1_1" WaitBeforeStarting 3 WaitBetweenSpawns 21 Squad { TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysFireWeapon Tag bot_avoid_back_upper_infrontof_barrier Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_Giant } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_avoid_back_upper_infrontof_barrier Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_Medic } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_avoid_back_upper_infrontof_barrier Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_Medic } TFBot { Template T_TFBot_Medic_QuickUber Tag bot_avoid_back_upper_infrontof_barrier Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_Medic } } } WaveSpawn { Name "W2_S1" TotalCurrency 75 Where spawnbot_r_p1_upper SpawnCount 4 MaxActive 20 TotalCount 20 WaitBeforeStarting 10 WaitBetweenSpawns 2 TFBot { Template T_TFBot_Sniper_Huntsman Tag bot_avoid_front_lower_center_gate Tag bot_avoid_middle_upper_railing_dropdown AddTemplate T_TFTemplate_REDBot_MeleeNearTank } } WaveSpawn { Name "W2_S1" TotalCurrency 50 Where spawnbot_r_p1_flank_old SpawnCount 3 MaxActive 6 TotalCount 18 WaitBeforeStarting 40 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Sniper_Huntsman Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_upper_left_door AddTemplate T_TFTemplate_REDBot_MeleeNearTank } } WaveSpawn { Name "W2_S1" TotalCurrency 75 Where spawnbot_r_p1_flank_old SpawnCount 4 MaxActive 8 TotalCount 24 WaitBeforeStarting 40 WaitBetweenSpawns 8 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_upper_left_door AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Name "W2_S1_FinishCheck" WaitForAllDead "W2_S1" } WaveSpawn { Name "W2_S1_FinishCheck" WaitForAllDead "W2_S1_1" } WaveSpawn { Name "W2_S1_FinishCheck" WaitForAllDead "W2_S1_2" } WaveSpawn { Template T_WaveSpawn_Stage2_Initiator WaitForAllDead "W2_S1_FinishCheck" } WaveSpawn { Template T_WaveSpawn_Stage2_BeginSpawns } WaveSpawn { Name "W2_S2" WaitBeforeStarting 0 TotalCurrency 0 TotalCount 1 WaitForAllDead "S2_Init" FirstSpawnOutput { Target first_bomb_sound* Action PickRandomShuffle } Tank { Template "T_TFTankBoss_Barricade" Name "p12_barricade" Health 8000 StartingPathTrackNode "bomb_path_a12_1" SpawnTemplate P12_Bomb } } WaveSpawn { Name "W2_S2_1" TotalCurrency 0 Where spawnbot_r_p2_upper SpawnCount 1 MaxActive 2 TotalCount 2 WaitForAllDead "S2_Init" WaitBeforeStarting 10 WaitBetweenSpawns 20 TFBot { Template T_TFBot_Giant_Demoman Tag bot_avoid_middle_upper_railing_dropdown Tag bot_avoid_middle_upper_hologram_intolower Tag bot_avoid_back_lower_right_ramp AddTemplate T_TFTemplate_REDBot_Giant } } WaveSpawn { Name "W2_S2" TotalCurrency 50 Where spawnbot_r_p2_upper_hologram Where spawnbot_r_p2_upper_catwalk SpawnCount 3 MaxActive 6 TotalCount 12 WaitForAllDead "S2_Init" WaitBeforeStarting 15 WaitBetweenSpawns 15 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ Tag bot_avoid_back_upper_infrontof_barrier AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Name "W2_S2" TotalCurrency 50 Where spawnbot_r_p2_upper_flank SpawnCount 6 MaxActive 12 TotalCount 18 WaitForAllDead "S2_Init" WaitBeforeStarting 30 WaitBetweenSpawns 20 TFBot { Template T_TFBot_Heavyweapons_Shotgun Tag bot_avoid_back_upper_enterhatchfrom_leftflank Tag bot_avoid_back_upper_infrontof_barrier AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Name "W2_S2" TotalCurrency 0 Where spawnbot_r_p2_upper_back_ramp SpawnCount 4 MaxActive 4 TotalCount 4 WaitForAllDead "W2_S2_1" WaitBeforeStarting 3 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Demoman AddTemplate T_TFTemplate_REDBot_Giant AddTemplate T_TFTemplate_BackUpperRampTags } TFBot { Template T_TFBot_Medic_QuickUber AddTemplate T_TFTemplate_REDBot_Medic AddTemplate T_TFTemplate_BackUpperRampTags } TFBot { Template T_TFBot_Medic_QuickUber AddTemplate T_TFTemplate_REDBot_Medic AddTemplate T_TFTemplate_BackUpperRampTags } TFBot { Template T_TFBot_Medic_QuickUber AddTemplate T_TFTemplate_REDBot_Medic AddTemplate T_TFTemplate_BackUpperRampTags } } } WaveSpawn { Name "W2_S2_FinishCheck" WaitForAllDead "W2_S2" } WaveSpawn { Name "W2_S2_FinishCheck" WaitForAllDead "W2_S2_1" } WaveSpawn { Template T_WaveSpawn_Stage3_Initiator WaitForAllDead "W2_S2_FinishCheck" } WaveSpawn { Template T_WaveSpawn_Stage3_BeginSpawns } WaveSpawn { Name "W2_S3" WaitBeforeStarting 0 TotalCurrency 0 TotalCount 1 WaitForAllDead "S3_Init" FirstSpawnOutput { Target another_bomb_sound* Action PickRandomShuffle } Tank { Template "T_TFTankBoss_Barricade" Name "p59_barricade" Health 10000 StartingPathTrackNode "bomb_path_a59_1" SpawnTemplate Hatch_Bomb } } WaveSpawn { Name "W2_S3" TotalCurrency 75 Where spawnbot_r_p3_redspawn_left Where spawnbot_r_p3_redspawn_right SpawnCount 5 MaxActive 5 TotalCount 24 WaitForAllDead "S3_Init" WaitBeforeStarting 15 WaitBetweenSpawns 15 TFBot { Template T_TFBot_Heavyweapons_Shotgun AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Name "W2_S3" TotalCurrency 75 Where spawnbot_r_p3_redspawn_left Where spawnbot_r_p3_redspawn_right SpawnCount 4 MaxActive 8 TotalCount 16 WaitForAllDead "S3_Init" WaitBeforeStarting 10 WaitBetweenSpawns 10 TFBot { Class Heavyweapons Skill Easy AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Name "W2_S3" TotalCurrency 0 Where spawnbot_r_p3_upper_back_ramp SpawnCount 6 MaxActive 6 TotalCount 6 WaitForAllDead "S3_Init" WaitBeforeStarting 40 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Demoman Tag bot_avoid_back_upper_behind_barrier Tag bot_avoid_back_lower_right_ramp AddTemplate T_TFTemplate_REDBot_Giant } TFBot { Template T_TFBot_Sniper_Huntsman AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Sniper_Huntsman AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Sniper_Huntsman AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Sniper_Huntsman AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Sniper_Huntsman AddTemplate T_TFTemplate_REDBot_SquadMember } } } WaveSpawn { Name "W2_S3" TotalCurrency 0 Where spawnbot_r_p3_upper_back_ramp SpawnCount 6 MaxActive 6 TotalCount 6 WaitForAllDead "S3_Init" WaitBeforeStarting 60 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Pyro Tag bot_avoid_back_upper_behind_barrier Tag bot_avoid_back_lower_right_ramp AddTemplate T_TFTemplate_REDBot_Giant } TFBot { Template T_TFBot_Sniper_Huntsman AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Sniper_Huntsman AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Sniper_Huntsman AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Sniper_Huntsman AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Sniper_Huntsman AddTemplate T_TFTemplate_REDBot_SquadMember } } } WaveSpawn { Template T_WaveSpawn_BloodBoxes_Roamers } WaveSpawn { Template T_WaveSpawn_BloodBoxes_MoneyDroppers_PT } WaveSpawn { Template T_WaveSpawn_WavePerpetuation RandomChoice { Squad { TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } } } } } Mission // WAVE 3 MISSIONS { Objective Engineer InitialCooldown 45 Where spawnbot_r_p1_middle Where spawnbot_r_p1_upper Where spawnbot_r_p3_redspawn_right Where spawnbot_r_p3_upper_back_ramp BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 75 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle Tag bot_mission_support Item "TF_WEAPON_WRENCH_REDBOT" ExtAttr BuildDispenserAsTeleporter AddTemplate T_TFTemplate_REDBot_NoChaseTank } } Wave // WAVE 3 { StartWaveOutput { Target wave_start_relay Action Trigger } CustomMaxWaveNumber 3 SpawnTemplate { Name "NavAreas" } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "BloodTank" WaitBeforeStarting 0 TotalCurrency 0 TotalCount 1 Support Limited Tank { Template "T_TFTankBoss_BloodTank" ClassIcon scout } } WaveSpawn { Name "W3_S1_1" TotalCurrency 50 Where spawnbot_r_p1_upper_right SpawnCount 3 MaxActive 12 TotalCount 12 WaitBeforeStarting 0 WaitBetweenSpawns 2 TFBot { Template T_TFBot_Demo_Burst Tag bot_avoid_middle_upper_hologram_intolower Tag bot_avoid_front_lower_right_flank Tag bot_avoid_front_lower_center_gate Tag bot_prefer_front_upper_left_door Tag bot_avoid_middle_upper_left_corridor AddTemplate T_TFTemplate_REDBot_MeleeNearTank } } WaveSpawn { Name "W3_S1" TotalCurrency 25 Where spawnbot_r_p1_middle SpawnCount 8 MaxActive 8 TotalCount 8 WaitBeforeStarting 10 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Sniper_SMG AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Name "W3_S1" TotalCurrency 100 Where spawnbot_r_p1_upper SpawnCount 5 MaxActive 10 TotalCount 25 WaitBeforeStarting 30 WaitBetweenSpawns 10 TFBot { Class Scout Skill Normal AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Name "W3_S1" WaitBeforeStarting 3 TotalCurrency 0 TotalCount 1 WaitForAllDead "W3_S1_1" FirstSpawnOutput { Target first_bomb_sound* Action PickRandomShuffle } Tank { Template "T_TFTankBoss_Barricade" Name "p7_barricade" Health 8000 StartingPathTrackNode "bomb_path_a7_1" SpawnTemplate P7_Bomb } } WaveSpawn { Name "W3_S1_2" TotalCurrency 0 Where spawnbot_r_p1_upper_right SpawnCount 1 MaxActive 1 TotalCount 1 WaitForAllDead "W3_S1_1" WaitBeforeStarting 8 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_avoid_middle_upper_hologram_intolower Tag bot_avoid_front_lower_right_flank Tag bot_avoid_front_lower_center_gate Tag bot_prefer_front_upper_left_door Tag bot_avoid_middle_upper_left_corridor AddTemplate T_TFTemplate_REDBot_Giant } } WaveSpawn { Name "W3_S1_3" TotalCurrency 0 Where spawnbot_r_p1_upper_right SpawnCount 1 MaxActive 1 TotalCount 1 WaitForAllDead "W3_S1_2" WaitBeforeStarting 3 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_avoid_middle_upper_hologram_intolower Tag bot_avoid_back_upper_infrontof_barrier Tag bot_avoid_front_lower_center_gate AddTemplate T_TFTemplate_REDBot_Giant } } WaveSpawn { Name "W3_S1_3" TotalCurrency 50 Where spawnbot_r_p1_middle SpawnCount 4 MaxActive 8 TotalCount 8 WaitForAllDead "W3_S1_2" WaitBeforeStarting 3 WaitBetweenSpawns 12 TFBot { Template T_TFBot_Demo_Burst AddTemplate T_TFTemplate_REDBot_MeleeNearTank } } WaveSpawn { Name "W3_S1_FinishCheck" WaitForAllDead "W3_S1" } WaveSpawn { Name "W3_S1_FinishCheck" WaitForAllDead "W3_S1_1" } WaveSpawn { Name "W3_S1_FinishCheck" WaitForAllDead "W3_S1_2" } WaveSpawn { Name "W3_S1_FinishCheck" WaitForAllDead "W3_S1_3" } WaveSpawn { Template T_WaveSpawn_Stage2_Initiator WaitForAllDead "W3_S1_FinishCheck" } WaveSpawn { Template T_WaveSpawn_Stage2_BeginSpawns } WaveSpawn { Name "W3_S2_1" TotalCurrency 0 Where spawnbot_r_p2_hatch SpawnCount 1 MaxActive 1 TotalCount 1 WaitForAllDead "S2_Init" WaitBeforeStarting 0 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Giant_Scout_Fast AddTemplate T_TFTemplate_REDBot_GiantScout } } WaveSpawn { Name "W3_S2" TotalCurrency 100 Where spawnbot_r_p2_upper_back_ramp SpawnCount 4 MaxActive 12 TotalCount 32 WaitForAllDead "S2_Init" WaitBeforeStarting 10 WaitBetweenSpawns 10 TFBot { Template T_TFBot_Sniper_SMG AddTemplate T_TFTemplate_REDBot AddTemplate T_TFTemplate_BackUpperRampTags } } WaveSpawn { Name "W3_S2" WaitBeforeStarting 3 TotalCurrency 0 TotalCount 1 WaitForAllDead "S2_Init" FirstSpawnOutput { Target another_bomb_sound* Action PickRandomShuffle } Tank { Template "T_TFTankBoss_Barricade" Name "p12_barricade" Health 8000 StartingPathTrackNode "bomb_path_a12_1" SpawnTemplate P12_Bomb } } WaveSpawn { Name "W3_S2_2" TotalCurrency 0 Where spawnbot_r_p2_hatch SpawnCount 1 MaxActive 2 TotalCount 2 WaitForAllDead "W3_S2_1" WaitBeforeStarting 12 WaitBetweenSpawns 8 TFBot { Template T_TFBot_Giant_Scout_Fast AddTemplate T_TFTemplate_REDBot_GiantScout } } WaveSpawn { Name "W3_S2_3" TotalCurrency 0 Where spawnbot_r_p2_hatch SpawnCount 1 MaxActive 1 TotalCount 1 WaitForAllDead "W3_S2_2" WaitBeforeStarting 8 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Giant_Scout_Baseball AddTemplate T_TFTemplate_REDBot_GiantScout } } WaveSpawn { Name "W3_S2_FinishCheck" WaitForAllDead "W3_S2" } WaveSpawn { Name "W3_S2_FinishCheck" WaitForAllDead "W3_S2_1" } WaveSpawn { Name "W3_S2_FinishCheck" WaitForAllDead "W3_S2_2" } WaveSpawn { Name "W3_S2_FinishCheck" WaitForAllDead "W3_S2_3" } WaveSpawn { Template T_WaveSpawn_Stage3_Initiator WaitForAllDead "W3_S2_FinishCheck" } WaveSpawn { Template T_WaveSpawn_Stage3_BeginSpawns } WaveSpawn { Name "W3_S3" TotalCurrency 0 Where spawnbot_r_p3_upper_back_ramp SpawnCount 6 MaxActive 6 TotalCount 6 WaitForAllDead "S3_Init" WaitBeforeStarting 3 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_prefer_back_upper_behind_barrier Tag bot_avoid_back_lower_right_ramp AddTemplate T_TFTemplate_REDBot_Giant } TFBot { Template T_TFBot_Demo_Burst AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Demo_Burst AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Demo_Burst AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Demo_Burst AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Demo_Burst AddTemplate T_TFTemplate_REDBot_SquadMember } } } WaveSpawn { Name "W3_S3" TotalCurrency 75 Where spawnbot_r_p3_redspawn_left Where spawnbot_r_p3_redspawn_right SpawnCount 3 MaxActive 9 TotalCount 15 WaitForAllDead "S3_Init" WaitBeforeStarting 10 WaitBetweenSpawns 10 TFBot { Class Scout Skill Normal AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Name "W3_S3_1" TotalCurrency 0 Where spawnbot_r_p3_upper SpawnCount 6 MaxActive 6 TotalCount 6 WaitForAllDead "S3_Init" WaitBeforeStarting 30 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_avoid_middle_upper_left_corridor Tag bot_avoid_back_upper_infrontof_barrier Tag bot_avoid_back_upper_behind_barrier AddTemplate T_TFTemplate_REDBot_Giant } TFBot { Template T_TFBot_Demo_Burst AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Demo_Burst AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Demo_Burst AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Demo_Burst AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Demo_Burst AddTemplate T_TFTemplate_REDBot_SquadMember } } } WaveSpawn { Name "W3_S3" TotalCurrency 50 Where spawnbot_r_p3_redspawn_left Where spawnbot_r_p3_redspawn_right SpawnCount 6 MaxActive 12 TotalCount 16 WaitForAllDead "S3_Init" WaitBeforeStarting 30 WaitBetweenSpawns 15 Squad { NoFormation 1 TFBot { Template T_TFBot_Sniper_SMG AddTemplate T_TFTemplate_REDBot } TFBot { Class Scout Skill Normal AddTemplate T_TFTemplate_REDBot } } } WaveSpawn { Name "W3_S3_2" TotalCurrency 0 Where spawnbot_r_p3_upper SpawnCount 1 MaxActive 1 TotalCount 1 WaitForAllDead "W3_S3_1" WaitBeforeStarting 3 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Giant_Scout_Baseball AddTemplate T_TFTemplate_REDBot_GiantScout } } WaveSpawn { Name "W3_Support" TotalCurrency 50 Where spawnbot_r_p3_redspawn_left Where spawnbot_r_p3_redspawn_right SpawnCount 3 MaxActive 12 TotalCount 50 WaitForAllDead "W3_S3_1" WaitBeforeStarting 3 WaitBetweenSpawns 4 Support Limited TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Template T_WaveSpawn_BloodBoxes_Roamers } WaveSpawn { Template T_WaveSpawn_BloodBoxes_MoneyDroppers_PT } WaveSpawn { Template T_WaveSpawn_WavePerpetuation RandomChoice { Squad { TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } } } } } Mission // WAVE 4 MISSIONS { Objective Sniper InitialCooldown 125 Where spawnbot_r_p1_middle Where spawnbot_r_p1_upper Where spawnbot_r_p3_redspawn_right Where spawnbot_r_p3_upper_back_ramp BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 2 TFBot { Template T_TFBot_Sniper Tag bot_mission_support AddTemplate T_TFTemplate_REDBot_NoChaseTank } } Wave // WAVE 4 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } CustomWaveNumber 1 CustomMaxWaveNumber 3 SpawnTemplate { Name "NavAreas" } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "BloodTank" WaitBeforeStarting 0 TotalCurrency 0 TotalCount 1 Support Limited FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Template "T_TFTankBoss_BloodTank" ClassIcon scout } } WaveSpawn { Name "W1_S1" TotalCurrency 50 Where spawnbot_r_p1_middle SpawnCount 6 MaxActive 18 TotalCount 18 WaitBeforeStarting 0 WaitBetweenSpawns 3 RandomChoice { TFBot { Class Scout Skill Hard AddTemplate T_TFTemplate_REDBot } TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } } } WaveSpawn { Name "W1_S1" TotalCurrency 75 Where spawnbot_r_p1_upper SpawnCount 10 MaxActive 20 TotalCount 20 WaitBeforeStarting 20 WaitBetweenSpawns 8 Squad { TFBot { Class Soldier Skill Easy Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Class Soldier Skill Easy Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Class Soldier Skill Easy Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Class Soldier Skill Easy Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Class Soldier Skill Easy Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_lower_right_flank AddTemplate T_TFTemplate_REDBot_MeleeNearTank } } } WaveSpawn { Name "W1_S1" TotalCurrency 50 Where spawnbot_r_p1_middle SpawnCount 3 MaxActive 9 TotalCount 21 WaitBeforeStarting 40 WaitBetweenSpawns 6 TFBot { Class Soldier Skill Easy AddTemplate T_TFTemplate_REDBot_MeleeNearTank } } WaveSpawn { Name "W1_S1" TotalCurrency 100 Where spawnbot_r_p1_middle SpawnCount 3 MaxActive 12 TotalCount 30 WaitBeforeStarting 40 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Scout_Melee Tag bot_avoid_front_lower_center_gate Tag bot_avoid_front_upper_left_door AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Template T_WaveSpawn_Stage2_Initiator WaitForAllDead "W1_S1" } WaveSpawn { Template T_WaveSpawn_Stage2_BeginSpawns } WaveSpawn { Name "W1_S2" TotalCurrency 50 Where spawnbot_r_p2_upper_flank SpawnCount 3 MaxActive 12 TotalCount 24 WaitForAllDead "S2_Init" WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Demoman_Knight Tag bot_avoid_back_upper_enterhatchfrom_leftflank AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Name "W1_S2" TotalCurrency 50 Where spawnbot_r_p2_upper_back_ramp SpawnCount 6 MaxActive 6 TotalCount 24 WaitForAllDead "S2_Init" WaitBeforeStarting 5 WaitBetweenSpawns 20 TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon AddTemplate T_TFTemplate_REDBot AddTemplate T_TFTemplate_BackUpperRampTags } } WaveSpawn { Name "W1_S2_1" TotalCurrency 0 Where spawnbot_r_p2_upper_back_ramp SpawnCount 4 MaxActive 4 TotalCount 8 WaitForAllDead "S2_Init" WaitBeforeStarting 40 WaitBetweenSpawns 20 Squad { TFBot { Template T_TFBot_Giant_Soldier AddTemplate T_TFTemplate_REDBot_Giant AddTemplate T_TFTemplate_BackUpperRampTags } TFBot { Template T_TFBot_Pyro_Flaregun AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Pyro_Flaregun AddTemplate T_TFTemplate_REDBot_SquadMember } TFBot { Template T_TFBot_Pyro_Flaregun AddTemplate T_TFTemplate_REDBot_SquadMember } } } WaveSpawn { Name "W1_S2_2" TotalCurrency 50 Where spawnbot_r_p2_upper_back_ramp SpawnCount 1 MaxActive 12 TotalCount 12 WaitForAllSpawned "W1_S2_1" WaitBeforeStarting 0 WaitBetweenSpawns 2.5 TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon AddTemplate T_TFTemplate_REDBot AddTemplate T_TFTemplate_BackUpperRampTags } } WaveSpawn { Name "W1_S2_FinishCheck" WaitForAllDead "W1_S2" } WaveSpawn { Name "W1_S2_FinishCheck" WaitForAllDead "W1_S2_1" } WaveSpawn { Name "W1_S2_FinishCheck" WaitForAllDead "W1_S2_2" } WaveSpawn { Template T_WaveSpawn_Stage3_Initiator WaitForAllDead "W1_S2_FinishCheck" } WaveSpawn { Template T_WaveSpawn_Stage3_BeginSpawns } WaveSpawn { Name "W1_S3" TotalCurrency 50 Where spawnbot_r_p3_upper_flank SpawnCount 11 MaxActive 11 TotalCount 11 WaitForAllDead "S3_Init" WaitBeforeStarting 0 WaitBetweenSpawns 0 TFBot { Class Soldier Skill Normal Tag bot_avoid_middle_upper_left_corridor AddTemplate T_TFTemplate_REDBot_MeleeNearTank } } WaveSpawn { Name "W1_S3_1" TotalCurrency 75 Where spawnbot_r_p3_redspawn_left Where spawnbot_r_p3_redspawn_right Where spawnbot_r_p3_upper_flank SpawnCount 2 MaxActive 16 TotalCount 22 WaitForAllDead "S3_Init" WaitBeforeStarting 12 WaitBetweenSpawns 2 Squad { TFBot { Template T_TFBot_Pyro_Flaregun Tag bot_avoid_middle_upper_left_corridor AddTemplate T_TFTemplate_REDBot_MeleeNearTank } TFBot { Template T_TFBot_Demoman_Knight Tag bot_avoid_middle_upper_left_corridor AddTemplate T_TFTemplate_REDBot } } } WaveSpawn { Name "W1_S3_2" TotalCurrency 0 Where spawnbot_r_p3_upper_back_ramp SpawnCount 2 MaxActive 2 TotalCount 2 WaitForAllSpawned "W1_S3_1" WaitBeforeStarting 0 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Giant_Soldier Tag bot_avoid_back_upper_behind_barrier Tag bot_avoid_back_lower_right_ramp AddTemplate T_TFTemplate_REDBot_Giant } } WaveSpawn { Name "W1_Support" TotalCurrency 50 Where spawnbot_r_p3_redspawn_left Where spawnbot_r_p3_redspawn_right SpawnCount 3 MaxActive 15 TotalCount 50 WaitForAllDead "S3_Init" WaitBeforeStarting 45 WaitBetweenSpawns 4 Support Limited TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } } WaveSpawn { Template T_WaveSpawn_BloodBoxes_Roamers } WaveSpawn { Template T_WaveSpawn_BloodBoxes_MoneyDroppers_PT } WaveSpawn { Template T_WaveSpawn_WavePerpetuation RandomChoice { Squad { TFBot { Template T_TFBot_Scout_Melee AddTemplate T_TFTemplate_REDBot } } } } } Wave // DEBUG { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } CustomWaveNumber 42 CustomMaxWaveNumber 0 SpawnTemplate { Name "NavAreas" } WaitWhenDone 65 Checkpoint Yes WaveSpawn { Name "BloodTank" WaitBeforeStarting 0 TotalCurrency 0 TotalCount 1 Support Limited Tank { Template "T_TFTankBoss_BloodTank" ClassIcon scout_bonk } } WaveSpawn { Name "W3_S2_1" TotalCurrency 0 Where spawnbot_r_p3_upper SpawnCount 1 MaxActive 1 TotalCount 100 WaitBeforeStarting 0 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_avoid_middle_upper_left_corridor Tag bot_avoid_back_upper_infrontof_barrier Tag bot_avoid_back_upper_behind_barrier AddTemplate T_TFTemplate_REDBot_Giant } } WaveSpawn { Template T_WaveSpawn_BloodBoxes_Roamers } WaveSpawn { Template T_WaveSpawn_BloodBoxes_MoneyDroppers_PT } } }