#base robot_standard.pop #base robot_giant.pop #base robot_scroob.pop #base custom_upgrades_scroob.pop // WAVE 1 - 0$ + B(100$) // ------------------- // TOTAL - 0$ + B(100$) WaveSchedule { StartingCurrency 900 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no NoRomevisionCosmetics 1 //AllowBotExtraSlots 1 //RobotLimit 45 //reconfigurer NoRedBotsRandomCrit 1 BotsUsePlayerTeleporters 0 SentryHintBombForwardRange 1000 // How far in front of the bomb the engineer can teleport in (default: 0) SentryHintBombBackwardRange 2000 // How far behind the bomb the engineer can teleport in (default: 3000) SentryHintMinDistanceFromBomb 650 // How far the engineer spot must be behind the bomb (default: 1300) FixWavespawnReserveSlotsOnDisabledSpawnbot 1 // Fix wavespawn reserving slots even when spawnbot is disabled. There isn't much reason to not use this PrecacheSound "metal_popper_giant_mode_active_1.mp3" PrecacheSound "metal_popper_giant_mode_active_2.mp3" PrecacheSound "metal_popper_giant_mode_active_3.mp3" PrecacheSound "metal_popper_giant_mode_active_4.mp3" PrecacheSound "metal_popper_giant_mode_active_5.mp3" PrecacheSound "shrapnelgun_fire.mp3" PrecacheModel "models/bots/sniper_boss/bot_sniper_boss.mdl" //valid spawns: //spawnbot, spawnbot_upper, spawnbot_mission_sentrybuster, spawnbot_mission_spy, spawnbot_mission_sniper //spawnbot places bots in the right spawn, upper goes to the left. Mission spawns for spies and busters place them wherever, //mission sniper is an alias for spawnbot_upper. //spawnbot_boss places bots in a box outside the map that instantly teleports them down into the map, above the front. Mission { Where spawnbot_mission_sentrybuster Objective DestroySentries InitialCooldown 35 BeginAtWave 1 RunForThisManyWaves 7 CooldownTime 40 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster } } Mission { Where spawnbot Objective Spy InitialCooldown 10 BeginAtWave 4 RunForThisManyWaves 2 CooldownTime 25 DesiredCount 3 TFBot { Class Spy Skill Expert } } Mission // Walk in sentry engies - wave 3 { Objective Engineer InitialCooldown 20 Where spawnbot BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 22 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle Attributes IgnoreFlag } } Mission // Walk in sentry engies - wave 3 { Objective Engineer InitialCooldown 20 Where spawnbot_upper BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 22 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle Attributes IgnoreFlag } } Mission // Teleport in sentry engies, w4 { Objective Engineer InitialCooldown 20 Where spawnbot_upper BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 22 DesiredCount 3 TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn Attributes IgnoreFlag } } Mission // Teleport in, teleporter engineers, w6 { Objective Engineer InitialCooldown 45 Where spawnbot_upper BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 35 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot_upper TeleportWhere spawnbot Attributes IgnoreFlag } } Mission { Where spawnbot Objective Sniper InitialCooldown 10 BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 25 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } //credit to whoever made mvm_spacepost_rc1_exp_event_horizon.pop, they did not credit themselves in-popfile. //They fixed something that was really fucking annoying for me, and I am very grateful for that PointTemplates { Custom_Bomb_Path_Controls //allows me to specify which path for which wave //how to use: put InitWaveOutput and as the target put one of the four relays listed //feel free to copy this PT if you want to { logic_auto { OnMapSpawn "bombpath_choose_relay,kill,,0,-1" OnMapSpawn "bombpath_choose_1_case,kill,,0,-1" } logic_relay { targetname "bombpath_choose_lower_left_relay" OnTrigger "bombpath_arrows_clear_relay,trigger,,0.1,-1" OnTrigger "bombpath_clearall_relay,trigger,,0.1,-1" OnTrigger "bombpath_lower_left_relay,trigger,,0.5,-1" } logic_relay { targetname "bombpath_choose_lower_right_relay" OnTrigger "bombpath_arrows_clear_relay,trigger,,0.1,-1" OnTrigger "bombpath_clearall_relay,trigger,,0.1,-1" OnTrigger "bombpath_lower_right_relay,trigger,,0.5,-1" } logic_relay { targetname "bombpath_choose_upper_left_relay" OnTrigger "bombpath_arrows_clear_relay,trigger,,0.1,-1" OnTrigger "bombpath_clearall_relay,trigger,,0.1,-1" OnTrigger "bombpath_upper_left_relay,trigger,,0.5,-1" } logic_relay { targetname "bombpath_choose_upper_right_relay" OnTrigger "bombpath_arrows_clear_relay,trigger,,0.1,-1" OnTrigger "bombpath_clearall_relay,trigger,,0.1,-1" OnTrigger "bombpath_upper_right_relay,trigger,,0.5,-1" } logic_relay { targetname "bombpath_choose_combo_relay" OnTrigger "bombpath_arrows_clear_relay,trigger,,0.1,-1" OnTrigger "bombpath_clearall_relay,trigger,,0.1,-1" OnTrigger "bombpath_upper_right_relay,trigger,,0.5,-1" OnTrigger "bombpath_lower_left_relay,trigger,,0.5,-1" } } EngiNodes // Spawns custom engineer spots for the map. copied from spacepost adv lunar madness, then ripped from event horizon. Its stealing all the way down. { NoFixup 1 // near flank spawn. bot_hint_engineer_nest { "targetname" "engineer_hint1" "origin" "-889 44 -423" "angles" "0 -50 0" } bot_hint_sentrygun { "targetname" "engineer_hint1" "origin" "-725 -205 -415" "angles" "0 -50 0" } bot_hint_teleporter_exit { "targetname" "engineer_hint1" "origin" "-889 44 -423" "angles" "0 -90 0" } // near the gas tanks at front bot_hint_engineer_nest { "targetname" "engineer_hint2" "origin" "459 -697 -479" "angles" "0 65 0" } bot_hint_sentrygun { "targetname" "engineer_hint2" "origin" "580 -401 -481" "angles" "0 65 0" } bot_hint_teleporter_exit { "targetname" "engineer_hint2" "origin" "459 -697 -479" "angles" "0 90 0" } // top path, some kinda observation room. bot_hint_engineer_nest { "targetname" "engineer_hint4" "origin" "1864 -1029 -223" "angles" "0 -40 0" } bot_hint_sentrygun { "targetname" "engineer_hint4" "origin" "1999 -1111 -223" "angles" "0 -40 0" } bot_hint_teleporter_exit { "targetname" "engineer_hint4" "origin" "1864 -1029 -223" "angles" "0 0 0" } // bottom path, below said room. bot_hint_engineer_nest { "targetname" "engineer_hint3" "origin" "1828 -1171 -511" "angles" "0 45 0" } bot_hint_sentrygun { "targetname" "engineer_hint3" "origin" "1975 -1022 -511" "angles" "0 45 0" } bot_hint_teleporter_exit { "targetname" "engineer_hint3" "origin" "1828 -1171 -511" "angles" "0 0 0" } // top path, the lil computer room seen next to hatch. bot_hint_engineer_nest { "targetname" "engineer_hint6" "origin" "4266 -277 -127" "angles" "0 180 0" } bot_hint_sentrygun { "targetname" "engineer_hint6" "origin" "4041 -277 -127" "angles" "0 180 0" } bot_hint_teleporter_exit { "targetname" "engineer_hint6" "origin" "4266 -277 -127" "angles" "0 0 0" } // bottom path, the ramp seen next to hatch. bot_hint_engineer_nest { "targetname" "engineer_hint5" "origin" "3841 -37 -447" "angles" "0 33 0" } bot_hint_sentrygun { "targetname" "engineer_hint5" "origin" "4004 49 -447" "angles" "0 33 0" } bot_hint_teleporter_exit { "targetname" "engineer_hint5" "origin" "3841 -37 -447" "angles" "0 0 0" } // make engineer bots somewhat obey the paths logic_auto { "origin" "0 0 0" "targetname" "engineer_hint_relay_extension" // Top path. "OnMapSpawn" "bombpath_upper_left_relay,AddOutput,OnTrigger engineer_hint5:Disable:0:-1,0,-1" "OnMapSpawn" "bombpath_upper_left_relay,AddOutput,OnTrigger engineer_hint3:Disable:0:-1,0,-1" "OnMapSpawn" "bombpath_upper_right_relay,AddOutput,OnTrigger engineer_hint5:Disable:0:-1,0,-1" "OnMapSpawn" "bombpath_upper_right_relay,AddOutput,OnTrigger engineer_hint3:Disable:0:-1,0,-1" // Bottom path. "OnMapSpawn" "bombpath_lower_left_relay,AddOutput,OnTrigger engineer_hint4:Disable:0:-1,0,-1" "OnMapSpawn" "bombpath_lower_left_relay,AddOutput,OnTrigger engineer_hint6:Disable:0:-1,0,-1" "OnMapSpawn" "bombpath_lower_right_relay,AddOutput,OnTrigger engineer_hint4:Disable:0:-1,0,-1" "OnMapSpawn" "bombpath_lower_right_relay,AddOutput,OnTrigger engineer_hint6:Disable:0:-1,0,-1" // Re-enable hints. "OnMapSpawn" "wave_finished_relay,AddOutput,OnTrigger engineer_hint*:Enable:0:-1,0,-1" } } } SpawnTemplate "Custom_Bomb_Path_Controls" SpawnTemplate "EngiNodes" // WAVE 1 [$400] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_choose_Lower_right_relay Action Trigger } // [$0] WaveSpawn { Name "wave01a1" Where spawnbot_upper Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 1 TotalCurrency 150 WaitBeforeStarting 0 WaitBetweenSpawns 14 //WaitForAllDead "" TFBot { Template T_TFBot_Giant_Demo_Burst } } // [$0] WaveSpawn { Name "wave01a" Where spawnbot_upper Where spawnbot TotalCount 40 MaxActive 10 SpawnCount 4 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 2 //WaitForAllDead "" Squad { TFBot { Template T_TFBot_Fuel_Injected_Pyro } TFBot { Template T_TFBot_Medic_Bigheal CharacterAttributes { "mod weapon blocks healing" 1 } } } } // [$0] WaveSpawn { Name "wave01b1" Where spawnbot_upper Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 2 TotalCurrency 150 WaitBeforeStarting 0 WaitBetweenSpawns 14 WaitForAllDead "wave01a1" Squad { TFBot { Template T_TFBot_Giant_Soldier_Pale_Burst_Laser PreferClass Medic //fuck your shield, and you, in general } TFBot { Template T_TFBot_Medic_Bigheal CharacterAttributes { "mod weapon blocks healing" 1 } } } } // [$0] WaveSpawn { Where spawnbot Where spawnbot_upper TotalCount 100 MaxActive 12 SpawnCount 4 TotalCurrency 100 WaitBeforeStarting 3 WaitBetweenSpawns 1.5 WaitForAllSpawned "wave01a" Support 1 RandomChoice { TFBot { Class Demoman Skill Easy } TFBot { Class Demoman Skill Easy } TFBot { Class Demoman Skill Normal } } } } // WAVE 2 [$400] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_choose_upper_left_relay Action Trigger } WaveSpawn { Name "wave02a1" Where spawnbot_upper Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 1 TotalCurrency 125 WaitBeforeStarting 0 WaitBetweenSpawns 10 //WaitForAllDead "" TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } } // [$0] WaveSpawn { Name "wave02a" Where spawnbot_upper TotalCount 20 MaxActive 5 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 0.6 //WaitForAllDead "" TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit } } // [$0] WaveSpawn { Name "wave02a" Where spawnbot TotalCount 20 MaxActive 5 SpawnCount 2 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 0.6 //WaitForAllDead "" TFBot { Template T_TFBot_Demoman_Knight Attributes AlwaysCrit } } // [$0] WaveSpawn { Name "wave02b1" Where spawnbot_upper TotalCount 12 MaxActive 12 SpawnCount 4 TotalCurrency 150 WaitBeforeStarting 14 WaitBetweenSpawns 16 WaitForAllSpawned "wave02a1" Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Skill Normal } TFBot { Template T_TFBot_Medic_Kritz } TFBot { Template T_TFBot_Medic_Kritz } TFBot { Template T_TFBot_Medic_Kritz } } } WaveSpawn { Name "wave02b" Where spawnbot_upper TotalCount 18 MaxActive 8 SpawnCount 3 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 0.7 Support 1 RandomChoice { TFBot { Class Soldier Skill Normal } TFBot { Class Soldier Skill Easy } } } // [$0] WaveSpawn { Where spawnbot_upper TotalCount 50 MaxActive 8 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 3 WaitBetweenSpawns 0.8 WaitForAllSpawned "wave02a" Support 1 TFBot { Template T_TFBot_Demo_Persian } } } // WAVE 3 [$400] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_choose_lower_left_relay Action Trigger } // [$0] WaveSpawn { Name "wave03a" Where spawnbot_upper TotalCount 28 MaxActive 8 SpawnCount 2 TotalCurrency 125 WaitBeforeStarting 2 WaitBetweenSpawns 0.5 //WaitForAllDead "" TFBot { Template T_TFBot_Soldier_Bison PreferClass Medic //fuck your shield, and you, in general } } // [$0] WaveSpawn { Name "wave03a1" Where spawnbot_upper TotalCount 4 MaxActive 4 SpawnCount 1 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 14 //WaitForAllDead "" TFBot { Template T_TFBot_Giant_Soldier_Spammer } } // [$0] WaveSpawn { //making sure I don't accidentally make something wait on this Name "wave03a4298" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnMessage "{22AAFF}Giant Tank deployed with 45k (45000) HP!{6666FF}" Tank { Health 45000 Name TankBoss Speed 75 Scale 1.5 StartingPathTrackNode tank_path_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } // [$0] WaveSpawn { Name "wave03b1" Where spawnbot_upper TotalCount 5 MaxActive 5 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 10 WaitBetweenSpawns 14 WaitForAllSpawned "wave03a1" TFBot { Template T_TFBot_Giant_Pyro_Fury_Conch } } // [$0] WaveSpawn { Name "wave03b" Where spawnbot_upper TotalCount 25 MaxActive 8 SpawnCount 3 TotalCurrency 50 WaitBeforeStarting 10 WaitBetweenSpawns 3 WaitForAllSpawned "wave03a" Support 1 TFBot { Template T_TFBot_Scout_Shortstop } } // [$0] WaveSpawn { Where spawnbot TotalCount 50 MaxActive 6 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 10 WaitBetweenSpawns 2.5 WaitForAllSpawned "wave03a" Support 1 TFBot { Template T_TFBot_Soldier_RocketPush PreferClass Heavy } } } // WAVE 4 [$400] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_choose_lower_left_relay Action Trigger } // [$0] WaveSpawn { Name "wave04a1" Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 1 TotalCurrency 125 WaitBeforeStarting 0 WaitBetweenSpawns 12 //WaitForAllDead "" TFBot { Template T_TFBot_Giant_Scout_Baseball_Armored } } // [$0] WaveSpawn { Name "wave04a1" Where spawnbot_upper TotalCount 3 MaxActive 3 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 12 //WaitForAllDead "" TFBot { Template T_TFBot_Giant_Soldier_Cowmangler_Charged } } // [$0] WaveSpawn { Name "wave04a" Where spawnbot_upper TotalCount 32 MaxActive 9 SpawnCount 3 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 0.6 //WaitForAllDead "" TFBot { Template T_TFBot_Pyro_DragonsFury Skill Normal } } // [$0] WaveSpawn { Name "wave04b1" Where spawnbot_upper TotalCount 12 MaxActive 12 SpawnCount 3 TotalCurrency 75 WaitBeforeStarting 0 WaitBetweenSpawns 15 WaitForAllDead "wave04a1" Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun Skill Normal } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } // [$0] WaveSpawn { Name "wave04b1" Where spawnbot_upper TotalCount 4 MaxActive 4 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 15 WaitBetweenSpawns 15 WaitForAllDead "wave04a1" TFBot { Template T_TFBot_Giant_Demoman_Arrow } } // [$0] WaveSpawn { Where spawnbot Where spawnbot_upper TotalCount 25 MaxActive 7 SpawnCount 3 TotalCurrency 25 WaitBeforeStarting 3 WaitBetweenSpawns 1.7 WaitForAllSpawned "wave04a" Support 1 TFBot { Template T_TFBot_Soldier_Direct_Hit } } // [$0] WaveSpawn { Where spawnbot_upper TotalCount 25 MaxActive 8 SpawnCount 1 TotalCurrency 25 WaitBeforeStarting 0 WaitBetweenSpawns 3 WaitForAllSpawned "wave04a" Support 1 TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon } } } // WAVE 5 [$400] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_choose_lower_right_relay Action Trigger } // [$0] WaveSpawn { Name "wave05a" Where spawnbot TotalCount 64 MaxActive 8 SpawnCount 4 TotalCurrency 75 WaitBeforeStarting 3 WaitBetweenSpawns 0.8 //WaitForAllDead "" TFBot { Class Scout Skill Normal } } // [$0] WaveSpawn { Name "wave05a1" Where spawnbot_upper TotalCount 16 MaxActive 4 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 2.5 //WaitForAllDead "" TFBot { Template T_TFBot_Sniper_Huntsman_Spammer_Fat } } // [$0] WaveSpawn { Name "wave05a1" Where spawnbot_upper TotalCount 5 MaxActive 5 SpawnCount 1 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 16 //WaitForAllDead "" TFBot { Template T_TFBot_Giant_Soldier_Airstrike_Rapid } } // [$0] WaveSpawn { Name "wave05b1" Where spawnbot TotalCount 12 MaxActive 12 SpawnCount 3 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 12 WaitForAllDead "wave05a1" Squad { TFBot { Template T_TFBot_Giant_Soldier_Gigaburst } TFBot { Template T_TFBot_Medic_Battalion } TFBot { Template T_TFBot_Medic_Battalion } } } // [$0] WaveSpawn { Where spawnbot TotalCount 100 MaxActive 12 SpawnCount 4 TotalCurrency 100 WaitBeforeStarting 3 WaitBetweenSpawns 0.2 WaitForAllSpawned "wave05a" Support 1 TFBot { Template T_TFBot_Scout_Wingman Skill Normal } } } // WAVE 6 [$400] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_choose_lower_left_relay Action Trigger } // [$0] WaveSpawn { Where spawnbot_upper Where spawnbot TotalCount 200 MaxActive 12 SpawnCount 4 TotalCurrency 200 WaitBeforeStarting 0 WaitBetweenSpawns 0.8 Support 1 RandomChoice { TFBot { Template T_TFBot_Demo_Burst } TFBot { Template T_TFBot_Demo_Burst } TFBot { Template T_TFBot_Demo_Burst } TFBot { Template T_TFBot_Demo_Burst } TFBot { Template T_TFBot_Demo_Burst Name "Watch Your Feet" } } } // [$0] WaveSpawn { Name "wave06a1" Where spawnbot_upper TotalCount 12 MaxActive 12 SpawnCount 3 TotalCurrency 125 WaitBeforeStarting 0 WaitBetweenSpawns 18 //WaitForAllDead "" Squad { TFBot { Template T_TFBot_Giant_Demoman_Rapid_Burst } TFBot { Template T_TFBot_Medic_Vaccinator_Bullet_NoStretch ClassIcon medic_bullet } TFBot { Template T_TFBot_Giant_Demoman_Rapid_Burst } } } // [$0] WaveSpawn { Name "wave06a1" Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 5 WaitBetweenSpawns 12 Squad { TFBot { Template T_TFBot_Giant_Scout_FAN } TFBot { Template T_TFBot_Medic_QuickUber Name "Super Quick Uber Medic" Item "Bonk Boy" CharacterAttributes { "move speed bonus" 3 "mult flag carrier move speed" 0.22 } } } } // [$0] WaveSpawn { Name "wave06b1" Where spawnbot TotalCount 8 MaxActive 8 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 5 WaitBetweenSpawns 12 WaitForAllDead "wave06a1" Squad { TFBot { Template T_TFBot_Giant_Scout_FAN } TFBot { Template T_TFBot_Medic_QuickUber Name "Super Quick Uber Medic" Item "Bonk Boy" CharacterAttributes { "move speed bonus" 3 } } } } // [$0] WaveSpawn { Name "wave06b1" Where spawnbot_upper TotalCount 12 MaxActive 12 SpawnCount 3 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 15 WaitForAllDead "wave06a1" Squad { TFBot { Template T_TFBot_Giant_Soldier_Rapid_Burst } TFBot { Template T_TFBot_Medic_Vaccinator_Bullet_NoStretch ClassIcon medic_bullet } TFBot { Template T_TFBot_Giant_Soldier_Rapid_Burst } } } } // WAVE 7 [$400] Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target bombpath_choose_lower_right_relay Action Trigger } // [$0] WaveSpawn { Name "wave07a1" Where spawnbot_upper TotalCount 12 MaxActive 12 SpawnCount 3 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 17 //WaitForAllDead "" Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Skill Hard } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } // [$0] WaveSpawn { Name "wave07a" Where spawnbot_mission_spy TotalCount 25 MaxActive 9 SpawnCount 3 TotalCurrency 0 WaitBeforeStarting 0 WaitBetweenSpawns 1.6 Support Limited //WaitForAllDead "" TFBot { Class Spy Skill Easy CharacterAttributes { "cannot pick up intelligence" 1 } } } // [$0] WaveSpawn { Where spawnbot Where spawnbot_upper TotalCount 100 MaxActive 7 SpawnCount 3 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 0.7 Support 1 TFBot { Template T_TFBot_Fuel_Injected_Pyro Attributes AlwaysFireWeapon } } // [$0] WaveSpawn { Where spawnbot_upper Where spawnbot TotalCount 100 MaxActive 5 SpawnCount 2 TotalCurrency 125 WaitBeforeStarting 2 WaitBetweenSpawns 1.1 Support 1 TFBot { Template T_TFBot_Heavy_Conch Skill Easy } } // [$0] WaveSpawn { //making sure I don't accidentally make something wait on this Name "wave07a4298" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 0 WaitBetweenSpawns 0 WaitForAllDead "wave07a1" FirstSpawnMessage "{22AAFF}Tank deployed with 36k (36000) HP!{6666FF}" Tank { Health 36000 Name TankBoss Speed 75 StartingPathTrackNode tank_path_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } // [$0] WaveSpawn { //making sure I don't accidentally make something wait on this Name "wave07a4298" Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 50 WaitBeforeStarting 20 WaitBetweenSpawns 0 WaitForAllDead "wave07a1" FirstSpawnMessage "{22AAFF}Tank deployed with 36k (36000) HP!{6666FF}" Tank { Health 36000 Name TankBoss Speed 75 Skin 1 StartingPathTrackNode tank_path_a_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } // [$0] WaveSpawn { Where spawnbot Name "wave07c" TotalCount 6 MaxActive 6 SpawnCount 2 TotalCurrency 100 WaitBeforeStarting 0 WaitBetweenSpawns 20 WaitForAllDead "wave07a1" Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Attributes AlwaysCrit } TFBot { Template T_TFBot_Medic } } } // [$0] WaveSpawn { Where spawnbot Name "wave07c1" TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 50 WaitBeforeStarting 20 WaitBetweenSpawns 20 WaitForAllSpawned "wave07c" Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Attributes AlwaysCrit ClassIcon heavy_crit } TFBot { Template T_TFBot_Medic } } } } }