#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_giant_custom.pop #base robot_standard_custom.pop #base robot_gatebot_custom.pop WaveSchedule { StartingCurrency 500 RespawnWaveTime 6 CanBotsAttackWhileInSpawnRoom no // Templates Templates { } Mission // sentry buster { Objective DestroySentries InitialCooldown 120 Where spawnbot_main BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 120 TFBot { Template T_TFBot_SentryBuster } } Mission // Spy - wave 1 { Objective Spy InitialCooldown 120 Where spawnbot_upper BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 120 DesiredCount 4 TFBot { Template T_TFBot_Spy_Ringer } } Mission // Spy - wave 3-6 { Objective Spy InitialCooldown 180 Where spawnbot_upper BeginAtWave 3 RunForThisManyWaves 3 CooldownTime 180 DesiredCount 2 TFBot { Class Spy Skill Expert Name Spy } } Mission // Bat Scout - wave 1 { InitialCooldown 80 Where spawnbot_upper BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 45 DesiredCount 5 TFBot { Template T_TFBot_Scout_Melee ClassIcon scout_bat BehaviorModifiers Mobber } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Checkpoint Yes //STAGE 01 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 01a: 28 total, 2 active, Pyro (Dragon's Fury) + Scout (Sun-On-A-Stick) { Name "wave01a" Where spawnbot_main TotalCount 28 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 100 Squad { FormationSize 200 ShouldPreserveSquad 1 TFBot { Template T_TFBot_Pyro_Fury } TFBot { Template T_TFBot_Scout_SunMelee } TFBot { Template T_TFBot_Scout_SunMelee } TFBot { Template T_TFBot_Scout_SunMelee } } } WaveSpawn //WAVE 01a-deadwave01a: 8 total, 2 active, Soldier (Direct Hit) { Name "wave01a-deadwave01a" Where spawnbot_main TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 15 WaitForAllDead "wave01a" TotalCurrency 10 Squad { TFBot { Template T_TFBot_Soldier_DirectHit } TFBot { Template T_TFBot_Soldier_DirectHit } } } WaveSpawn //WAVE 01a-deadwave02a: 6 total, 2 active, Heavy (Fists Of Steel) { Name "wave01a-deadwave02a" Where spawnbot_left TotalCount 6 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 WaitForAllDead "wave01a" TotalCurrency 10 Squad { TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Heavyweapons_Fist } } } WaveSpawn //WAVE 01a-deadwave02b: 6 total, 2 active, Heavy (Fists Of Steel) { Name "wave01a-deadwave02b" Where spawnbot_right TotalCount 6 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 WaitForAllDead "wave01a" TotalCurrency 10 Squad { TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Heavyweapons_Fist } } } WaveSpawn //WAVE 01b: 6 total, 2 active, Engineer (Pomson 6000) + Scout (Full stock) + Soldier (Black Box Shotgun) { Name "wave01b" Where spawnbot_main TotalCount 15 MaxActive 5 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 15 TotalCurrency 250 Squad { ShouldPreserveSquad 1 TFBot { Template T_TFGateBot_Scout_Normal } TFBot { Template T_TFGateBot_Soldier_RocketShotgun_Expert } TFBot { Template T_TFGateBot_Soldier_RocketShotgun_Expert } TFBot { Template T_TFGateBot_Soldier_RocketShotgun_Expert } TFBot { Template T_TFGateBot_Giant_Pomson } } } WaveSpawn //WAVE 01a-deadwave02a: 6 total, 3 active, Sniper (Cleaner's Carbine) { Name "wave01b-deadwave02a" Where spawnbot_right TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 5 WaitForAllDead "wave01b" TotalCurrency 10 Squad { TFBot { Template T_TFBot_Sniper_Carbine } TFBot { Template T_TFBot_Sniper_Carbine } TFBot { Template T_TFBot_Sniper_Carbine } } } WaveSpawn //WAVE 01b-deadwave02b: 4 total, 2 active, Demoman (Scotsman's Skullcutter) { Name "wave01b-deadwave02b" Where spawnbot_upper TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 WaitForAllDead "wave01b" TotalCurrency 10 Squad { TFBot { Template T_TFBot_Demoman_Executioner } TFBot { Template T_TFBot_Demoman_Executioner } } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Checkpoint Yes //STAGE 01 //Currency 700 /////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn //WAVE 02a: 60 total, 10 active, Scout (bonk) { Name "wave02a" Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 300 TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit Item "Point and Shoot" } } WaveSpawn //WAVE 02b: 60 total, 10 active, Scout (bonk) { Name "wave02b" Where spawnbot TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 300 TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit Item "Point and Shoot" } } } }