//Advanced //created by WizardII/Dylan_is_Legend // 6 waves #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_tank_small_turret.pop #base overclock_cactus_general.pop //Buff // W4 - slowfire scatterguns are now normal skill with 0.65 aimtrackinginterval, Crit Buff soldiers are now large crit buff soldiers. // W5 - soldier squads skills slightly improved, a seperate spawn of 2 maxactive 6 total large crit rapid demos spawn with what was already there. //GBazookas now crit More Crit Burst Demos now spawn after Gbazookas die. WaveSchedule { StartingCurrency 800 CanBotsAttackWhileInSpawnRoom No RespawnWaveTime 3 PrecacheModel "models/bots/boss_bot/boss_tank_color.mdl" PrecacheModel "models\props_mvm\robot_spawnpoint_warning.mdl" PrecacheModel "models/bots/sniper_boss/bot_sniper_boss.mdl" TextPrintTime 0 CustomWeapon { "Belligerent Blaster" // your emergency GL. { OriginalItemName "TF_WEAPON_GRENADELAUNCHER" "passive reload" 1 "fire rate bonus" 0.5 "fire rate bonus with reduced health" 0.7 "damage penalty" 0.85 "reload time increased" 2 "clip size bonus" 1.5 } } PlayerAttributes //Player attributes appied for the whole mission { Spy { "dmg taken mult from special damage type 1" 0.65 } } ItemAttributes { ItemName "The Bootlegger" "dmg taken mult from special damage type 1" 0.8 } ItemAttributes { ItemName "Ali Baba's Wee Booties" "dmg taken mult from special damage type 1" 0.8 } ItemAttributes { ItemName "Festive Targe 2014" "dmg taken mult from special damage type 1" 0.8 } ItemAttributes { ItemName "The Chargin' Targe" "dmg taken mult from special damage type 1" 0.8 } ItemAttributes { ItemName "The Splendid Screen" "dmg taken mult from special damage type 1" 0.8 } ItemAttributes { ItemName "The Tide Turner" "dmg taken mult from special damage type 1" 0.8 } ExtraLoadoutItems { Demoman { Primary { Item "Belligerent Blaster" } } } Templates { T_TFGateBot_Heavy_Easy_That_Does_Not_Get_Perma_Crits_On_Gate_Cap_Why_Is_This_A_Thing { Class Heavy EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Easy } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Easy } } } T_TFBot_Large_Soldier_Hyper { Class Soldier Name "Hyper Large Soldier" ClassIcon soldier_spammer_hyper_lite Health 750 Scale 1.4 CustomEyeGlowColor "255 0 0" // Custom eye glow color Item "The Diplomat" Item "The Team Captain" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.6 "damage bonus" 2.0 "reload time decreased" -1 } CharacterAttributes { "health regen" 1 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "head scale" 0.7 } } T_TFBot_Large_Pyro { Class Pyro Name "Large Pyro" ClassIcon pyro_armored2 Health 650 Scale 1.4 ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "damage bonus" 1.1 } CharacterAttributes { "health regen" 1 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "head scale" 0.7 } } T_TFBot_Large_Pyro_Degree_Spammer { Class Pyro Name "Large Rapid Degree Pyro" ClassIcon pyro_jug_thirddegree Item "The Third Degree" Health 650 Scale 1.4 WeaponRestrictions MeleeOnly Skill Hard Item "The Googol Glass Eyes" ItemAttributes { ItemName "The Third Degree" "fire rate bonus" 0.65 } CharacterAttributes { "health regen" 1 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "head scale" 0.7 } } T_TFBot_Large_Heavyweapons_Gnome { Class Heavyweapons Name "Large Heavy Mittens" ClassIcon heavy_mittens WeaponRestrictions MeleeOnly Health 180 Scale 1.5 Attributes AlwaysCrit Item "The Holiday Punch" ItemAttributes { ItemName "The Holiday Punch" "fire rate bonus" 0.8 } CharacterAttributes { "move speed bonus" 1.3 "health regen" 1 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 } } T_TFBot_Demoman_Persian { Class Demoman ClassIcon demoknight_persian_nys Skill Hard Item "Sultan's Ceremonial" Item "Ali Baba's Wee Booties" Item "The Persian Persuader" Item "The Splendid Screen" Name "Demoknight" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } WeaponRestrictions MeleeOnly CharacterAttributes { "critboost on kill" 3 } } T_TFBot_Pyro_Fury { Class Pyro Name "Fury Pyro" ClassIcon pyro_dragon_fury_swordstone MaxVisionRange 450 Item "The Dragon's Fury" Item "PY-40 Incinibot" ItemColor //Set item color { ItemName "PY-40 Incinibot" Red 50 Green 50 Blue 50 } } T_TFBot_Giant_Spy //replace with Large spy { Class Spy Skill Expert Health 2600 Name "Giant Spy" Attributes MiniBoss Item "The Stealth Steeler" ItemAttributes { ItemName "TF_WEAPON_KNIFE" "damage bonus" 1.2 "fire rate bonus" 0.7 } ItemAttributes { ItemName "TF_WEAPON_REVOLVER" "damage bonus" 1 "fire rate bonus" 0.65 } CharacterAttributes { "move speed bonus" 1.2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "head scale" 0.7 "cannot pick up intelligence" 1 } } T_TFBot_Large_Spy { Class Spy Name "Large Spy" Scale 1.4 ClassIcon spy_armored Health 650 Skill Easy MoveBehindEnemy 1 AimTrackingInterval 0.05 Action Mobber WeaponRestrictions MeleeOnly ExtAttr IgnoreBuildings ItemAttributes { ItemName "TF_WEAPON_REVOLVER" "damage bonus" 1.25 } ItemAttributes { ItemName "TF_WEAPON_KNIFE" "damage bonus" 1.2 "fire rate bonus" 0.65 } CharacterAttributes { "health regen" 1 "move speed bonus" 1.2 "damage force reduction" 0.85 "airblast vulnerability multiplier" 0.85 } } T_TFBot_Large_Demoman_Spammer { Class Demoman Name "Large Rapid Fire Demoman" ClassIcon demo_infinite Health 650 Scale 1.4 WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -1 "fire rate bonus" 0.9 } CharacterAttributes { "health regen" 1 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "head scale" 0.7 } } T_TFBot_Medic_Boost { Class Medic Name "Booster Medic" ClassIcon medic_boost Item "The Quick-fix" Item "Flatliner" Item "The Quadwrangler" AddCond { name TF_COND_SODAPOPPER_HYPE } ItemAttributes { ItemName "The Quick-fix" "heal rate bonus" 0.5 "medigun passive attributes" "fire rate bonus HIDDEN|0.85" // set this attribute manually for varied effect booster medics. format for additional bonuses is //"bonus1|value|bonus2|value" } } T_TFGateBot_Soldier_Bison_Easy { Class Soldier Name "Beam Soldier" ClassIcon soldier_bison EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Item "The Space Bracers" Item "The Jupiter Jumpers" Skill Easy WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Righteous Bison" "faster reload rate" -0.8 "fire rate bonus" 1.15 "Projectile speed increased" 1.15 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Easy Item "The Space Bracers" Item "The Jupiter Jumpers" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Righteous Bison" "faster reload rate" -0.8 "fire rate bonus" 1.15 "Projectile speed increased" 1.15 } } } } T_TFGateBot_Demoman_Knight { Class Demoman Name "Demoknight" ClassIcon demoknight EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The Chargin' Targe" Item "The Eyelander" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } Item "MvM GateBot Light Demoman" Skill Hard } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Item "The Chargin' Targe" Item "The Eyelander" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } Skill Hard } } } T_TFGateBot_Giant_Scout_Pistol { Class Scout ClassIcon scout_pistol_giant Name "Gate Giant Pistol Scout" Health 1600 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Tag bot_giant MaxVisionRange 2200 Skill Expert WeaponRestrictions SecondaryOnly Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_PISTOL" "fire rate bonus" 0.75 "damage penalty" 0.25 "faster reload rate" -0.8 } CharacterAttributes { "damage force reduction" 0.7 "move speed bonus" 0.85 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Tag bot_giant MaxVisionRange 2200 Skill Expert WeaponRestrictions SecondaryOnly Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_PISTOL" "fire rate bonus" 0.75 "damage penalty" 0.25 "faster reload rate" -0.8 } CharacterAttributes { "damage force reduction" 0.7 "move speed bonus" 0.85 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } } T_TFBot_Giant_Soldier_Spammer_Spread { Class Soldier Name "Giant Bazooka Soldier" ClassIcon soldier_bazooka_giant Health 4000 Skill Expert WeaponRestrictions PrimaryOnly Item "The Beggar's Bazooka" Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant Item "The Helmet Without a Home" ItemAttributes { ItemName "The Beggar's Bazooka" "faster reload rate" 0.25 "fire rate bonus" 0.03 "clip size upgrade atomic" 2.0 "projectile spread angle penalty" 8.5 "Projectile speed increased" 0.5 "Blast radius increased" 0.8 "damage penalty" 0.9 } CharacterAttributes { "move speed bonus" 0.5 "can overload" -1 "auto fires full clip" -1 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFGateBot_Scout_Shortstop { Class Scout ClassIcon scout_shortstop Name "Shortstop Scout" Health 650 Scale 1.4 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The Shortstop" Item "MvM GateBot Light Scout" } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" Item "The Shortstop" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 1.25 } } } } T_TFGateBot_Giant_Heavyweapons { Class Heavyweapons Name "Giant Heavy" Health 5000 ClassIcon heavy_giant EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Tag bot_giant Skill Expert MaxVisionRange 1600 WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert Tag bot_giant MaxVisionRange 1600 WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Soldier_Normal_DirectHit { Class Soldier Name "Direct Hit Soldier" EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Item "The Direct Hit" Skill Normal } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Item "The Direct Hit" Skill Normal } } } T_TFBot_Large_Heavyweapons { Class Heavyweapons Name "Large Heavy" ClassIcon heavy_armored Health 900 Scale 1.5 ItemAttributes { ItemName "TF_WEAPON_Minigun" "fire rate bonus" 0.9 } CharacterAttributes { "health regen" 1 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 } } T_TFBot_Large_Soldier_Extended_Buff_Banner { Class Soldier Name "Large Extended Buff Soldier" ClassIcon soldier_buff Health 750 Scale 1.4 Attributes SpawnWithFullCharge Item "The Buff Banner" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "blast radius increased" 1.15 } CharacterAttributes { "health regen" 1 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "head scale" 0.7 "increase buff duration" 9.0 } } } PointTemplates { Yakuza_Title_Card // by royal { OnSpawnOutput { Target "upper_text" Action "Display" Delay 0 } OnSpawnOutput { Target "middle_text" Action "Display" Delay 0.2 } game_text { "origin" "1984 1984 99999" "targetname" "upper_text" "message" "WRETCHED WESTERNER" "x" "-1" "y" "0.4" "spawnflags" "1" "effect" "2" "channel" "2" "color" "255 255 255" "fxtime" "0.2" "fadeout" "1" //"fadein" "0" "holdtime" "5" } game_text { "origin" "1984 1984 99999" "targetname" "middle_text" "message" "SORDID SLINGER" "x" "-1" "y" "0.45" "channel" "1" "spawnflags" "1" "color" "255 255 255" "fadein" "0.2" "fadeout" "1" "holdtime" "4.8" } } SentryShot //This one might be difficult. { NoFixup 1 KeepAlive 1 logic_relay { targetname "jump_props_dynamic_relay" "spawnflags" 2 "OnTrigger" "jump_props_dynamic*,Kill, 0 , 1.2, -1" "OnTrigger" "jump_props_dynamic*,Kill, 0 , 1.2, -1" "OnTrigger" "shot_sentry, $SetLocalAngles, 0 0 0 , 0.1, -1" } OnParentKilledOutput { "Target" "jump_props_dynamic_relay" "Action" "Trigger" } NoFixup 1 obj_sentrygun { "targetname" "shot_sentry" //Entity name. Required if the entity is going to be referenced somewhere "teamnum" "3" // 2 - Red team, 3 - Blu team "SolidToPlayer" "0" "Spawnflags" "8" "defaultupgrade" "1" "health" "350" } NoFixup 1 trigger_push { "targetname" "push1" "pushdir" "0 0 0" "speed" "1000" "origin" "70 0 0" "mins" "-70 -70 -70" "maxs" "70 70 70" } NoFixup 1 trigger_push { "targetname" "push2" "pushdir" "0 180 0" "speed" "1000" "origin" "-70 0 0" "mins" "-70 -70 -70" "maxs" "70 70 70" } OnSpawnOutput { Target "shot_sentry" Action "sethealth" Param "350" } OnSpawnOutput { Target "shot_sentry" Action "SetSolidToPlayer" Param "0" } } RainingRockets { OnSpawnOutput { Target "rainparent" Action "$SetOwner" Param "!activator" } OnSpawnOutput { Target "rainparent" Action "$SetFakeParent" Param "!activator" } OnSpawnOutput { Target "rainparent" Action "SetParent" Param "" } info_target // parent { "targetname" "rainparent" "origin" "0 0 0" "mins" "0" "maxs" "0" "$modules" "fakeparent" "$positiononly" "1" } // Need a parent func_rotating //inner layer and outer. { "targetname" "TargtedStrikeRotate1" "origin" "0 0 0" "mins" "-8 -8 -8" "maxs" "8 8 8" "fanfriction" "100" "maxspeed" "25" "rendermode" "10" "spawnflags" "65" "$modules" "fakeparent" "$positiononly" "1" "parentname" "rainparent" } func_rotating //middle layer. { "targetname" "TargtedStrikeRotate2" "origin" "0 0 0" "mins" "-8 -8 -8" "maxs" "8 8 8" "fanfriction" "100" "maxspeed" "25" "rendermode" "10" "spawnflags" "67" "parentname" "rainparent" "$modules" "fakeparent" "$positiononly" "1" } //A prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" "angles" "0 0 0" "Origin" "120 0 40" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate1" } tf_point_weapon_mimic { "targetname" "rocketA" "startdisabled" "0" "origin" "140 0 220" "angles" "90 0 0" "speedmin" "2250" "speedmax" "2250" "WeaponType" "0" "SplashRadius" "120" "Damage" "160" "teamnum" "3" "parentname" "TargtedStrikeRotate1" "$weaponname" "armaquiet" } prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "120 0 240" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate1" } //B prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "-120 0 40" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate1" } tf_point_weapon_mimic { "targetname" "rocketB" "startdisabled" "0" "origin" "-120 0 220" "angles" "90 0 0" "speedmin" "2250" "speedmax" "2250" "WeaponType" "0" "SplashRadius" "120" "Damage" "160" "teamnum" "3" "parentname" "TargtedStrikeRotate1" "$weaponname" "armaquiet" } prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "-120 0 240" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate1" } //E tf_point_weapon_mimic { "targetname" "rocketE" "startdisabled" "0" "origin" "250 0 220" "angles" "90 0 0" "speedmin" "2250" "speedmax" "2250" "WeaponType" "0" "SplashRadius" "120" "Damage" "110" "teamnum" "3" "parentname" "TargtedStrikeRotate2" "$weaponname" "armaquiet" } prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "250 0 240" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate2" } prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "250 0 40" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate2" } //F prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "-250 0 40" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate2" } tf_point_weapon_mimic { "targetname" "rocketF" "startdisabled" "0" "origin" "-250 0 220" "angles" "90 0 0" "speedmin" "2250" "speedmax" "2250" "WeaponType" "0" "SplashRadius" "120" "Damage" "110" "teamnum" "3" "parentname" "TargtedStrikeRotate2" "$weaponname" "armaquiet" } prop_dynamic { targetname "props_dynamic" Model "models/props_mvm/robot_spawnpoint_warning.mdl" angles "0 0 0" Origin "-250 0 240" "startdisabled" "0" "rendercolor" "255 150 0" "Modelscale" "1.5" "Skin" 2 "parentname" "TargtedStrikeRotate2" } NoFixup 1 logic_timer { "targetname" "rockettimer" "refiretime" "0.55" "OnTimer" "rocket*,fireonce,,0,-1" } } KaboomTank2 { NoFixup 1 OnSpawnOutput { Target "!activator" Action "color" Param "50 50 50" } prop_dynamic { "targetname" "kaboomtank2_helmet" "model" "models/workshop/player/items/demo/sum22_head_banger/sum22_head_banger.mdl" "origin" "-50 0 -15" "skin" "1" "modelscale" "2.2" } prop_dynamic { "targetname" "kaboomtank2_guns" "model" "models/workshop/weapons/c_models/c_quadball/c_quadball.mdl" "origin" "0 45 90" "angles" "-90 0 0" "modelscale" "4" } prop_dynamic { "targetname" "kaboomtank2_guns" "model" "models/workshop/weapons/c_models/c_quadball/c_quadball.mdl" "origin" "0 -45 90" "angles" "-90 0 0" "modelscale" "4" } tf_point_weapon_mimic { "angles" "-90 0 0" "Damage" "250" "SpeedMax" "480" "SpeedMin" "300" "SplashRadius" "200" "SpreadAngle" "20" "modelscale" "1" "targetname" "kaboomtank2_gunfire" "WeaponType" "1" "origin" "90 -45 185" "$weaponname" "volcanoquiet" } tf_point_weapon_mimic { "angles" "-90 0 0" "Damage" "250" "SpeedMax" "480" "SpeedMin" "300" "SplashRadius" "200" "SpreadAngle" "20" "modelscale" "1" "targetname" "kaboomtank2_gunfire" "WeaponType" "1" "origin" "90 45 185" "$weaponname" "volcanoquiet" } ambient_generic { "health" "10" "message" "weapons/airstrike_small_explosion_02.wav" "pitch" "100" "pitchstart" "100" "preset" "0" "radius" "5000" "spawnflags" "48" "targetname" "kaboomtank2_gunfire_sound" "origin" "0 0 80" } ambient_generic { "health" "10" "message" "weapons/airstrike_small_explosion_02.wav" "pitch" "100" "pitchstart" "100" "preset" "0" "radius" "5000" "spawnflags" "48" "targetname" "kaboomtank2_gunfire_sound" "origin" "0 0 80" } logic_timer { "targetname" "kaboomtank2_firetimer" "refiretime" "8" "OnTimer" "kaboomtank2_gunfire,fireonce,,0,-1" "OnTimer" "kaboomtank2_gunfire_sound,playsound,,0,-1" "OnTimer" "kaboomtank2_gunfire,fireonce,,0.05,-1" "OnTimer" "kaboomtank2_gunfire,fireonce,,0.1,-1" "OnTimer" "kaboomtank2_gunfire,fireonce,,0.15,-1" } } } CustomWeapon { homingblimprocketlauncher { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "projectile acceleration" 200 "projectile acceleration start time" 0.1 "projectile speed decreased" 0.5 "mod projectile heat no predict target speed" 1 "mod projectile heat seek power" 20 "mod projectile heat aim error" 120 "damage bonus" 1.25 "projectile trail particle" "eyeboss_projectile" "Blast radius increased" 0.65 } arma { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "projectile speed increased" 0.5 "damage bonus" 1.65 "Blast radius increased" 0.6 "mult projectile scale" 0 "custom projectile size" 0.65 "projectile trail particle" "spell_fireball_small_red" "dmg bonus vs buildings" 1.65 "custom weapon fire sound" "=75|weapons/dragons_fury_shoot.wav" "special damage type" 1 "Set DamageType Ignite" 1 "add damage type" 8 } armaquiet { OriginalItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "projectile speed increased" 0.5 "damage bonus" 1.65 "Blast radius increased" 0.6 "mult projectile scale" 0 "custom projectile size" 0.65 "projectile trail particle" "spell_fireball_small_red" "dmg bonus vs buildings" 1.65 "custom weapon fire sound" "=1|weapons/dragons_fury_shoot.wav" "special damage type" 1 "add damage type" 8 } volcano { OriginalItemName "The Iron Bomber" "projectile speed increased" 1.35 "damage bonus" 1.25 "Blast radius increased" 1.2 "mult projectile scale" 1.2 "custom projectile size" 1.2 "fuse bonus" 8 "projectile spread angle penalty" 25 "mult projectile count" 3 "projectile trail particle" "spell_fireball_small_red" "Set DamageType Ignite" 1 "projectile gravity" 2800 "custom weapon fire sound" "=75|weapons/airstrike_small_explosion_02.wav" "add damage type" 8 } volcanoquiet { OriginalItemName "The Iron Bomber" "projectile speed increased" 1.35 "damage bonus" 1.25 "Blast radius increased" 1.2 "mult projectile scale" 1.2 "custom projectile size" 1.2 "fuse bonus" 8 "projectile spread angle penalty" 25 "mult projectile count" 3 "projectile trail particle" "spell_fireball_small_red" "Set DamageType Ignite" 1 "projectile gravity" 2800 "custom weapon fire sound" "=75|misc/null.wav" "add damage type" 8 } } //SENTRYBUSTER Mission { Objective DestroySentries Where spawnbot_sentrybuster CooldownTime 35 TFBot { Template T_TFBot_SentryBuster } } //SNIPER Mission // Sniper wave 3 { Objective Sniper InitialCooldown 50 Where spawnbot_upper BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 2 TFBot { Template T_TFBot_Sniper Skill Expert } } Mission // Sniper wave 6 { Objective Sniper InitialCooldown 45 Where spawnbot_upper BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Sniper Skill hard CharacterAttributes { "damage bonus" 1.0 } } } //SPY Mission // Spy wave 2 { Objective Spy InitialCooldown 60 Where spawnbot_main BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 1 TFBot { Class Spy Skill Expert Name Spy } } Mission // Spy wave 5 { Objective Spy InitialCooldown 25 Where spawnbot_main BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 1 TFBot { Template T_TFBot_Spy } } Mission // Engineer { Objective Engineer InitialCooldown 85 Where spawnbot_main BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 80 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot_main Attributes TeleportToHint Health 600 } } Mission // Engineer { Objective Engineer InitialCooldown 85 Where spawnbot_main BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 80 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter TeleportWhere spawnbot_main Attributes TeleportToHint Health 600 } } // Wave 1 /////////////////////////////////////////////////// ///////////////////////////////////////////////////////////// // 2 Giant Soldiers (100) // 8 Groups of 3 heavies Mixed gate/non gate (75) // 15 Groups of 2 Bat Scouts Mixed Gate/non gate (75) // ----------------------------------------------- // 3 Groups of 2 Gate Steelfists (75) // 2 Steelfists (25) // 8 Squads of a soldier with a quickuber medic and 2 soldiers (150) // ----------------------------------------------- // 3 Giant Demomen (150) // Support Gnomes (100) ///////////////////////////////////////////////////////////// Total 750 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } Checkpoint Yes Wavespawn { Support Limited FirstSpawnOutput { Target intel_35 Action SetReturnTime Param "35" } } WaveSpawn // 2 Giant Soldiers (100) { Name "A" Where spawnbot_upper TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 22 TotalCurrency 30 TFBot { Template T_TFbot_Giant_Scout_FAN Tag bot_giant } } WaveSpawn // 2 Giant Soldiers (100) { Name "A" Where spawnbot_main TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 22 TotalCurrency 70 TFBot { Template T_TFbot_Giant_Soldier Tag bot_giant } } WaveSpawn // 8 Groups of 3 heavies Mixed gate/non gate (75) { Name "A" Where spawnbot_right TotalCount 21 MaxActive 7 SpawnCount 3 WaitBeforeStarting 1 WaitBetweenSpawns 2 TotalCurrency 100 RandomChoice { TFBot { Class Heavyweapons } TFBot { Class Heavyweapons AimTrackingInterval 0.65 } TFBot { Class Heavyweapons Skill Normal } NextSpawnerClone 2 TFBot { Template T_TFGateBot_Heavy_Easy_That_Does_Not_Get_Perma_Crits_On_Gate_Cap_Why_Is_This_A_Thing } } } WaveSpawn // 15 Groups of 2 Bat Scouts Mixed Gate/non gate (75) { Name "A" Where spawnbot_main TotalCount 30 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0.3 WaitBetweenSpawns 1 TotalCurrency 75 Randomspawn 1 RandomChoice { NextSpawnerClone 3 TFBot { Template T_TFBot_Scout_Melee ClassIcon scout_bat_nys } NextSpawnerClone 2 TFBot { Template T_TFGateBot_Scout_Melee ClassIcon scout_bat_nys } } } WaveSpawn // 3 Groups of 2 Gate Steelfists (75) { Name "BA" Where spawnbot_left TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 7 WaitForAllSpawned "A" TotalCurrency 75 TFBot { Template T_TFGateBot_Heavy_IronFist_Airblast } } WaveSpawn // 2 Steelfists (25) { Name "B" Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 7 WaitBetweenSpawns 7 WaitForAllSpawned "BA" TotalCurrency 25 TFBot { Template T_TFBot_Heavy_IronFist_Airblast Tag bot_giant } } Wavespawn { Support Limited WaitForAllSpawned "B" FirstSpawnOutput { Target intel_35 Action SetReturnTime Param "999" } } WaveSpawn // 8 Squads of a soldier with a quickuber medic and 2 soldiers (150) { Name "BB" Where spawnbot_upper TotalCount 30 MaxActive 12 SpawnCount 6 WaitBeforeStarting 8 WaitBetweenSpawns 3.5 WaitForAllSpawned "A" TotalCurrency 150 Squad { NoWaitForFormation 1 TFBot { Class Soldier Skill Normal } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Class Soldier Skill Normal } TFBot { Class Soldier Skill Normal } TFBot { Class Soldier Skill Normal } TFBot { Class Soldier Skill Normal } } } WaveSpawn // 3 Giant Demomen (150) { Name "C" Where spawnbot_upper TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 7 WaitBetweenSpawns 13.5 WaitForAllDead "B" TotalCurrency 175 Squad { TFBot { Template T_TFBot_Giant_Demoman Tag bot_giant } TFBot { Template T_TFBot_Medic_Bigheal Tag bot_squad_member } } } WaveSpawn // Support Gnomes (100) { Name "C" Where spawnbot_main TotalCount 51 MaxActive 17 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 0.3 WaitForAllSpawned "BB" TotalCurrency 100 Support 1 Randomspawn 1 Squad { NoFormation 1 TFBot { Template T_TFBot_Heavyweapons_Gnome } TFBot { Template T_TFBot_Heavyweapons_Gnome } TFBot { Template T_TFBot_Large_Heavyweapons_Gnome } } } } // Wave 2 /////////////////////////////////////////////////// ///////////////////////////////////////////////////////////// // 4 Super Scouts (75) // 1 Gate Burstfire Soldier (75) // 3 groups of 14 shotgun heavies Gate/NonGate (100) // ----------------------------------------------- // 2 Giant Switch Pyro Gatebots (50) // 2 Giant Switch Pyros (50) // 15 Groups of 2 demomen and 2 demoknights (150) // ----------------------------------------------- // Beam Bravado (200) // Support flare pyros (100) ///////////////////////////////////////////////////////////// Total 800 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } Checkpoint Yes Wavespawn { Support Limited FirstSpawnOutput { Target intel_35 Action SetReturnTime Param "35" } } WaveSpawn // 4 Super Scouts (75) { Name "A" Where spawnbot_left TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 16.5 TotalCurrency 80 TFBot { Template T_TFbot_Giant_Scout_Fast Tag bot_giant } } WaveSpawn // 1 Gate Burstfire Soldier (75) { Name "A" Where spawnbot_right TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 18 TotalCurrency 75 TFBot { Template T_TFGatebot_Giant_Soldier_Spammer_Reload } } WaveSpawn // 3 groups of 14 shotgun heavies Gate/NonGate (100) { Name "A" Where spawnbot_main TotalCount 42 MaxActive 16 SpawnCount 14 WaitBeforeStarting 0.1 WaitBetweenSpawns 9 TotalCurrency 80 Randomspawn 1 Squad { NoFormation 1 TFBot { Template T_TFGatebot_Heavyweapons_Shotgun } TFBot { Template T_TFbot_Heavyweapons_Shotgun } } } WaveSpawn // 3 groups of 14 shotgun heavies Gate/NonGate (100) { Where spawnbot_main TotalCount 7 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 20 TotalCurrency 60 Randomspawn 1 TFBot { Template T_TFBot_Sniper_Huntsman_Spammer Attributes AlwaysCrit Tag bot_giant ClassIcon sniper_bow_multi } } WaveSpawn // 2 Giant Switch Pyro Gatebots (50) { Name "BA" Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 14.5 TotalCurrency 50 WaitForAllSpawned "A" TFBot { Class Pyro Name "Giant Switch Pyro" Health 3000 ClassIcon pyro_dragon_combo WeaponSwitch { Type "Primary" MaxTargetRange 300 MinTargetRange 0 Delay 0.1 Repeats 0 Cooldown 1 IfSeeTarget 1 } WeaponSwitch { Type "Secondary" MaxTargetRange 3000 MinTargetRange 350 Delay 0.1 Repeats 0 Cooldown 1 IfSeeTarget 1 } EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Tag bot_giant Skill Expert Attributes MiniBoss Item "The Flare Gun" Item "The Dragon's Fury" ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.3 } ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 1.5 } CharacterAttributes { "damage force reduction" 0.6 "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light pyro" "item style override" 1 } Tag bot_giant Skill Expert Attributes MiniBoss Item "The Flare Gun" Item "The Dragon's Fury" ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.3 } ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 1.5 } CharacterAttributes { "damage force reduction" 0.6 "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } } } WaveSpawn // 2 Giant Switch Pyro (50) { Name "B" Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 14.5 TotalCurrency 50 WaitForAllDead "BA" TFBot { Class Pyro Name "Giant Switch Pyro" Health 3000 ClassIcon pyro_dragon_combo Tag bot_giant Skill Expert Attributes MiniBoss Item "The Flare Gun" Item "The Dragon's Fury" Item "PY-40 Incinibot" ItemColor //Set item color { ItemName "PY-40 Incinibot" Red 50 Green 50 Blue 50 } WeaponSwitch { Type "Primary" MaxTargetRange 300 MinTargetRange 0 Delay 0.1 Repeats 0 Cooldown 1 IfSeeTarget 1 } WeaponSwitch { Type "Secondary" MaxTargetRange 3000 MinTargetRange 350 Delay 0.1 Repeats 0 Cooldown 1 IfSeeTarget 1 } ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.3 } ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 1.5 } CharacterAttributes { "damage force reduction" 0.6 "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } WaveSpawn // 15 Groups of 2 demomen and 2 demoknights (150) { Name "B" Where spawnbot_main TotalCount 70 MaxActive 16 SpawnCount 5 WaitBeforeStarting 8 WaitBetweenSpawns 1 TotalCurrency 175 WaitForAllSpawned "A" Randomspawn 1 Squad { NoFormation 1 TFBot { Template T_TFGateBot_Demoman_Normal } TFBot { Template T_TFGateBot_Demoman_Normal } TFBot { Template T_TFGateBot_Demoman_Knight } TFBot { Class Demoman Skill Normal } TFBot { Template T_TFBot_Demoman_Knight } } } Wavespawn { Support Limited WaitForAllSpawned "B" FirstSpawnOutput { Target intel_35 Action SetReturnTime Param "999" } } WaveSpawn // Support flare pyros (100) { Name "C" Where spawnbot_main TotalCount 50 MaxActive 8 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 80 WaitForAllSpawned "B" Randomspawn 1 Support 1 Squad { NoFormation 1 TFBot { Class Pyro Skill Normal CharacterAttributes { "airblast disabled" 1 } } TFBot { Class Pyro Skill Normal CharacterAttributes { "airblast disabled" 1 } } TFBot { Class Pyro Attributes AlwaysFireWeapon } TFBot { Class Pyro Attributes AlwaysFireWeapon } } } WaveSpawn // Beam Bravado (200) { Name "C" Where spawnbot_chief TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 1 TotalCurrency 200 WaitForAllDead "B" TFBot { Class Soldier Name "Beam Bravado" Skill Expert Health 14000 Scale 1.9 Attributes UseBossHealthBar ClassIcon soldier_bison_giant WeaponRestrictions SecondaryOnly Attributes MiniBoss Item "The Righteous Bison" Item "The Space Bracers" Item "The Jupiter Jumpers" Item "The Hardium Helm" Tag bot_giant ItemAttributes { ItemName "The Righteous Bison" "fire rate bonus" 0.05 //"dmg penalty vs players" 0.8 "clip size bonus upgrade" 7 "projectile speed increased" 1.25 "reload time increased" 3.6 "reload full clip at once" 1 "dmg bonus vs buildings" 6 } CharacterAttributes { "move speed bonus" 0.7 "override footstep sound set" 3 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "airblast vertical vulnerability multiplier" 0.1 } } } } // Wave 3 /////////////////////////////////////////////////// ///////////////////////////////////////////////////////////// // 1 Tank (150) // 3 Giant Bazooka Soldiers with 2 Ubermedics (150) // 4 Groups of 3 gate shortstop scouts (150) // ------------------------------------------------------- // 3 Giant Heavy Gatebots (150) // 10 groups of 4 direct hit soldiers gate/ non gate (150) // ------------------------------------------------------- // 2 Frontline Tanks (200) // 5 Giant FAN Scouts (150) // Support Heavies (100) // Support Large Heavies (100) ///////////////////////////////////////////////////////////// Total 1300 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } Checkpoint Yes Wavespawn { Support Limited FirstSpawnOutput { Target intel_35 Action SetReturnTime Param "35" } } WaveSpawn // 1 Tank (175) { TotalCurrency 175 TotalCount 1 Tank { Health 23000 Name tank Speed 75 StartingPathTrackNode path_tank_default OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 3 Giant Bazooka Soldiers with 2 Ubermedics (150) { Name "A" Where spawnbot_right TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 22 TotalCurrency 150 Squad { TFBot { Template T_TFbot_Giant_Soldier_Spammer_Spread Tag bot_giant } TFBot { Template T_TFbot_Medic_QuickUber Tag bot_squad_member } TFBot { Template T_TFbot_Medic_QuickUber Tag bot_squad_member } } } WaveSpawn // 4 Groups of 3 gate shortstop scouts (150) { Name "A" Where spawnbot_left TotalCount 8 MaxActive 3 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 100 TFBot { Template T_TFGateBot_Scout_Shortstop } } WaveSpawn // 4 Groups of 3 gate shortstop scouts (150) { Name "A" Where spawnbot_left TotalCount 40 MaxActive 10 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 50 TFBot { Template T_TFGateBot_Scout_Normal } } WaveSpawn // 3 Giant Heavy Gatebots (150) { Name "B" Where spawnbot_left TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 6.5 WaitBetweenSpawns 22.5 TotalCurrency 150 WaitForAllSpawned "A" TFBot { Template T_TFGateBot_Giant_Heavyweapons } } WaveSpawn // 10 groups of 4 direct hit soldiers gate/ non gate (150) { Name "BA" Where spawnbot_main TotalCount 28 MaxActive 10 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 110 WaitForAllSpawned "A" Squad { NoFormation 1 TFBot { Class Soldier Item "The Direct Hit" Skill Normal ClassIcon soldier_directhit_lite } TFBot { Template T_TFGateBot_Soldier_Normal_DirectHit ClassIcon soldier_directhit_lite } } } WaveSpawn // 10 groups of 4 direct hit soldiers gate/ non gate (150) { Name "B" Where spawnbot_main TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 2 TotalCurrency 40 WaitForAllSpawned "BA" TFBot { Class Soldier Item "The Direct Hit" Skill Normal ClassIcon soldier_directhit_lite } } Wavespawn { Support Limited WaitForAllSpawned "B" FirstSpawnOutput { Target intel_35 Action SetReturnTime Param "999" } } WaveSpawn // 2 Frontline Tanks (200) { TotalCurrency 100 TotalCount 1 WaitBetweenSpawns 22 WaitBeforeStarting 0 WaitForAllSpawned "B" Tank { Health 13000 Name tank Speed 100 StartingPathTrackNode "path_tank_default" Template "SmallTankTurret" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 2 Frontline Tanks (200) { TotalCurrency 100 TotalCount 1 WaitBetweenSpawns 22 WaitBeforeStarting 22 WaitForAllSpawned "B" Tank { Health 13000 Name tank Speed 100 StartingPathTrackNode "path_tank_default" Template "SmallTankTurret" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 5 Giant FAN Scouts (150) { Name "C" Where spawnbot_upper TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 12 TotalCurrency 150 WaitForAllSpawned "B" TFBot { Template T_TFBot_Giant_Scout_FAN Tag bot_giant } } WaveSpawn // Support Heavies (100) { Name "C" Where spawnbot_main TotalCount 33 MaxActive 7 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 1 TotalCurrency 100 WaitForAllSpawned "B" Support 1 TFBot { Class heavyweapons } } WaveSpawn // Support Large Heavies (100) { Name "C" Where spawnbot_main TotalCount 9 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 5 TotalCurrency 125 WaitForAllSpawned "B" Support 1 TFBot { Template T_TFBot_Large_Heavyweapons } } } // Wave 4 /////////////////////////////////////////////////// ///////////////////////////////////////////////////////////// // Chief Orbiting Targeted Strike Needs better name gate (200) // 15 Groups of 3 crit scouts (200) // 1 Giant Burstfire Demoman Late (50) // ------------------------------------------------------- // 4 Giant Rapidfire soldiers with 2 Booster Medics (200) // 4 Samurai Demomen (50) // 10 Groups of 3 heavies (100) // ------------------------------------------------------- // 1 Giant Heavy with a giant regen medic (125) // 2 Giant Heavies (125) // Support Demoknights (100) ///////////////////////////////////////////////////////////// Total 1150 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_upper_relay Action Trigger } Wavespawn { Support Limited FirstSpawnOutput { Target intel_35 Action SetReturnTime Param "35" } } Wavespawn { Support Limited FirstSpawnOutput { Target wave_prepare_upper_relay Action Trigger } } Checkpoint Yes WaveSpawn // Chief Orbiting Targeted Strike Needs better name gate (200) { Name "A" Where spawnbot_left TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 13.5 TotalCurrency 200 Squad { TFBot { Class Heavyweapons Name "Hell Rain" Health 35000 Attributes UseBossHealthBar Item "Iron Curtain" ClassIcon spell_meteor_swordstonehel PreferClass Sniper // Prefer those classes over other PreferClass Soldier // Prefer those classes over other PreferClass Demoman // Prefer those classes over other Item "The Bunsen Brave" CustomEyeGlowColor "255 0 0" // Custom eye glow color EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Item "The Huo Long Heatmaker" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 2000 Attributes MiniBoss Tag bot_giant WeaponResist { "TF_WEAPON_KNIFE" 2 } ItemAttributes { ItemName "The Huo Long Heatmaker" "fire rate penalty" 3 "damage bonus" 3 "projectile speed increased" 0.1 "override projectile type" 2 "Blast radius increased" 0.5 "mult projectile scale" 0 "custom projectile size" 0.65 "projectile trail particle" "spell_fireball_small_red" "mod projectile heat seek power" 12 "mod projectile heat aim error" 1000 "projectile acceleration" 500 "mod projectile heat follow crosshair" 1 "special damage type" 1 "Set DamageType Ignite" 1 "add damage type" 8 "remove damage type" 2 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "dmg from melee increased" 1.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Item "The Huo Long Heatmaker" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 2000 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Huo Long Heatmaker" "fire rate penalty" 3 "damage bonus" 3 "projectile speed increased" 0.1 "override projectile type" 2 "Blast radius increased" 0.5 "mult projectile scale" 0 "custom projectile size" 0.65 "projectile trail particle" "spell_fireball_small_red" "mod projectile heat seek power" 12 "mod projectile heat aim error" 1000 "projectile acceleration" 500 "mod projectile heat follow crosshair" 1 "special damage type" 1 "Set DamageType Ignite" 1 "add damage type" 8 "remove damage type" 2 } CharacterAttributes { "move speed bonus" 0.4 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "dmg from melee increased" 1.5 } } } Spawntemplate RainingRockets } } } WaveSpawn // 15 Groups of 3 crit scouts (200) { Name "A" Where spawnbot_main TotalCount 68 MaxActive 14 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 200 Randomspawn 1 TFBot { Template T_TFBot_Scout_Scattergun_Slowfire Attributes AlwaysCrit Skill Normal AimTrackingInterval 0.65 } } WaveSpawn // 1 Giant Burstfire Demoman Late (50) { Where spawnbot_upper TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 40 WaitBetweenSpawns 1 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Demo_Burst Tag bot_giant Item "Scotch Bonnet" } } WaveSpawn // 4 Giant Rapidfire soldiers with 2 Booster Medics (200) { Name "B" Where spawnbot_right TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 14.5 TotalCurrency 50 WaitForAllSpawned "A" Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant Item "The Lucky Shot" } TFBot { Template T_TFBot_Medic_Boost Tag bot_squad_member } TFBot { Template T_TFBot_Medic_Boost Tag bot_squad_member } } } WaveSpawn // 4 Samurai Demomen (50) { Name "B" Where spawnbot_left TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 9 WaitBetweenSpawns 11 TotalCurrency 50 WaitForAllSpawned "A" TFBot { Template T_TFBot_Demoman_Samurai } } Wavespawn { Support Limited WaitForAllSpawned "B" FirstSpawnOutput { Target intel_35 Action SetReturnTime Param "999" } } WaveSpawn // 10 Groups of 3 heavies (100) { Name "BA" Where spawnbot_main TotalCount 18 MaxActive 8 SpawnCount 3 WaitBeforeStarting 9 WaitBetweenSpawns 2 TotalCurrency 70 WaitForAllSpawned "A" Randomspawn 1 RandomChoice { TFBot { Class Heavyweapons Skill Normal } TFBot { Class Heavyweapons } TFBot { Class Heavyweapons } TFBot { Class Heavyweapons } TFBot { Class Heavyweapons } TFBot { Class Heavyweapons } } } WaveSpawn // 10 Groups of 3 heavies (100) { Name "B" Where spawnbot_main TotalCount 9 MaxActive 8 SpawnCount 3 WaitBeforeStarting 2 WaitBetweenSpawns 2 TotalCurrency 30 WaitForAllSpawned "BA" Randomspawn 1 RandomChoice { TFBot { Class Heavyweapons Skill Normal } TFBot { Class Heavyweapons } TFBot { Class Heavyweapons } TFBot { Class Heavyweapons } TFBot { Class Heavyweapons } TFBot { Class Heavyweapons } } } // 1 Giant Heavy with a giant regen medic (125) // 2 Giant Heavies (125) // Support Demoknights (100) WaveSpawn // 1 Giant Heavy with a giant regen medic (125) { Name "C" Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 11 TotalCurrency 125 WaitForAllSpawned "B" Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant } TFBot { Template T_TFBot_Giant_Medic_Regen Tag bot_giant } } } WaveSpawn // 2 Giant Heavies (125) { Name "C" Where spawnbot_right TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 33 WaitBetweenSpawns 17 TotalCurrency 125 WaitForAllSpawned "B" Squad { NoWaitForFormation 1 TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant } TFBot { Template T_TFBot_Large_Soldier_Extended_Buff_Banner Attributes AlwaysCrit Tag bot_squad_member } TFBot { Template T_TFBot_Large_Soldier_Extended_Buff_Banner Attributes AlwaysCrit Tag bot_squad_member } } } WaveSpawn // Support Demoknights (100) { Name "C" Where spawnbot_upper TotalCount 50 MaxActive 14 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 0.5 TotalCurrency 100 WaitForAllSpawned "B" Support 1 Squad { TFBot { Template T_TFBot_Demoman_Knight } TFBot { Template T_TFBot_Demoman_Persian Skill Normal } } } } // Wave 5 /////////////////////////////////////////////////// ///////////////////////////////////////////////////////////// // 5 Giant Spies Throughout wave (200) // 4 Gate Colonel barrages with an uber medic (200) // 10 Groups of 5 soldiers/Buff Soldiers (150) // ------------------------------------------------------- // 4 Groups of 3 Large Crit Rapidfire Demomen (200) // 2 Shotgun Heavies (1st gate) (100) // 10 Groups of 2 DF Pyros (100) // ------------------------------------------------------- // 1 Tank Pipe Fountain (200) // 2 Giant Bazooka Soldiers (100) // 1 Giant Unload Bazooka Soldier with 4 Ubermedics (100) // Support Crit Burst Demomen (100) ///////////////////////////////////////////////////////////// Total 1450 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_upper_relay Action Trigger } Wavespawn { Support Limited FirstSpawnOutput { Target intel_35 Action SetReturnTime Param "35" } } Wavespawn { Support Limited FirstSpawnOutput { Target wave_prepare_upper_relay Action Trigger } } Checkpoint Yes WaveSpawn // 5 Giant Spies Throughout wave (200) { Where spawnbot_main TotalCount 5 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 38 TotalCurrency 200 TFBot { Template T_TFbot_Large_Spy } } WaveSpawn // 4 Gate Colonel barrages with an uber medic (200) { Name "A" Where spawnbot_left TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 14 TotalCurrency 200 Squad { TFBot { Template T_TFGatebot_Giant_Soldier_Slowbarrage Item "Soldier Drill Hat" } TFBot { Template T_TFbot_Medic_BigHeal Tag bot_squad_member } TFBot { Template T_TFbot_Medic_BigHeal Tag bot_squad_member } } } WaveSpawn // 10 Groups of 5 soldiers/Buff Soldiers (150) { Name "A" Where spawnbot_main TotalCount 50 MaxActive 11 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 150 Squad { NoFormation 1 TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner Skill Hard } TFBot { Class Soldier Skill Hard } TFBot { Class Soldier Skill Hard } TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner Skill Hard } TFBot { Class Soldier Skill Hard } } } WaveSpawn // 4 Groups of 3 Large Crit Rapidfire Demomen (200) { Name "B" Where spawnbot_right TotalCount 14 MaxActive 6 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 1.5 TotalCurrency 140 WaitForAllSpawned "A" RandomChoice { NextSpawnerClone 119 TFBot { Template T_TFBot_Large_Demoman_Spammer Attributes AlwaysCrit } TFBot { Template T_TFBot_Large_Demoman_Spammer Name "Large Party Demoman" Item "TF Birthday Hat 2011" Attributes AlwaysCrit } } } WaveSpawn // 4 Groups of 3 Large Crit Rapidfire Demomen (200) { Where spawnbot_chief TotalCount 6 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 4 TotalCurrency 60 WaitForAllSpawned "A" TFBot { Template T_TFBot_Large_Demoman_Spammer Attributes AlwaysCrit } } WaveSpawn // 2 Shotgun Heavies (1st gate) (100) { Name "B" Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 18.5 TotalCurrency 50 WaitForAllSpawned "A" TFBot { Template T_TFGateBot_Giant_Heavyweapons_Shotgun ClassIcon heavy_shotgun } } WaveSpawn // 2 Shotgun Heavies (1st gate) (100) { Name "B" Where spawnbot_main TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 42 WaitBetweenSpawns 2 TotalCurrency 50 WaitForAllSpawned "A" Squad { TFBot { Template T_TFBot_Soldier_burstfire Tag bot_giant Item "The Diplomat" Item "The Team Captain" ClassIcon soldier_burstfire_hyper_lite } TFBot { Template T_TFbot_Medic_BigHeal Tag bot_squad_member } TFBot { Template T_TFbot_Medic_BigHeal Tag bot_squad_member } } } WaveSpawn // 10 groups of 2 DF Pyros (100) { Name "B" Where spawnbot_main TotalCount 30 MaxActive 6 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 100 WaitForAllSpawned "A" Randomspawn 1 TFBot { Template T_TFBot_Pyro_Fury Skill Expert } } Wavespawn { Support Limited WaitForAllSpawned "B" FirstSpawnOutput { Target intel_35 Action SetReturnTime Param "999" } } // 1 Tank Pipe Fountain (200) // 2 Giant Bazooka Soldiers (100) // 1 Giant Unload Bazooka Soldier with 4 Ubermedics (100) // Support Crit Burst Demomen (100) WaveSpawn // 1 Tank Pipe Fountain (200) { TotalCurrency 200 TotalCount 1 WaitForAllSpawned "B" Tank { Health 32500 Name tank Speed 75 StartingPathTrackNode path_tank_default ClassIcon tank_grenade Model "models/bots/boss_bot/boss_tank_color.mdl" SpawnTemplate KaboomTank2 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 2 Giant Bazooka Soldiers (100) { Name "C" Where spawnbot_left TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 13 TotalCurrency 100 WaitForAllSpawned "B" TFBot { Template T_TFBot_Giant_Soldier_Spammer_Spread Tag bot_giant Attributes AlwaysCrit } } WaveSpawn // 1 Giant Unload Bazooka Soldier with 4 Ubermedics (100) { Where spawnbot_left TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 57 WaitBetweenSpawns 19 TotalCurrency 100 WaitForAllSpawned "B" Squad { TFBot { Class Soldier Name "Giant Unload Bazooka Soldier" ClassIcon soldier_rocketrain_homing_nys_giant Health 4000 Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Item "The Beggar's Bazooka" Attributes MiniBoss Attributes HoldFireUntilFullReload Item "The Cross-Comm Crash Helmet" CustomEyeGlowColor "145 0 160" // Custom eye glow color ItemAttributes { ItemName "The Cross-Comm Crash Helmet" "set item tint rgb" 8208497 } ItemAttributes { ItemName "The Beggar's Bazooka" "fire rate bonus" 0.02 "clip size upgrade atomic" 4.0 "projectile spread angle penalty" 20 "Blast radius increased" 1.1 "mult projectile count" 5 "projectile trail particle" eyeboss_projectile "hand scale" 1.4 } HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.4 // Multiplier of rocket speed. 1 for default speed TurnPower 2 //How fast should the rocket rotate to face the target= MaxAimError 360 //Max angle between rocket and the target } AddCond { name TF_COND_SODAPOPPER_HYPE } CharacterAttributes { "move speed bonus" 0.5 "can overload" -1 "auto fires full clip" -1 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } } } WaveSpawn // Support Crit Burst Demomen (100) { Where spawnbot_main TotalCount 60 MaxActive 8 SpawnCount 6 WaitBeforeStarting 8 WaitBetweenSpawns 5 TotalCurrency 70 WaitForAllSpawned "B" Support 1 Randomspawn 1 TFBot { Template T_TFBot_Demo_Burst Item "Scotch Bonnet" Attributes AlwaysCrit } } WaveSpawn // Support Crit Burst Demomen (100) { Where spawnbot_main TotalCount 60 MaxActive 3 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 0 WaitForAllDead "B" Support 1 Randomspawn 1 TFBot { Template T_TFBot_Demo_Burst Item "Scotch Bonnet" Attributes AlwaysCrit } } WaveSpawn // Support Crit Burst Demomen (100) { Where spawnbot_main TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 5 TotalCurrency 30 WaitForAllSpawned "C" Support 1 Randomspawn 1 TFBot { Template T_TFBot_Demoman_samurai } } } // Wave 6 /////////////////////////////////////////////////// ///////////////////////////////////////////////////////////// // 4 Crit Frontline Tanks (250) // 6 Crit Giant Rapidfire Soldiers and burstfires (Rapid Rapid Burst) (200) // Support Brass Heavies (200) // Support Rapidfire Scouts (200) // Support Large Burstfire Demomen (200) // -------------------------------------------- // Boss in Cave (0) // Boss Support Support Large Pyro (150) // Boss Support Large Rapid Third Degree Pyro (150) // Support Rapidbowmen (150) // Late Support Loch-n-Load Demos (100) // Very Late Support Large Hyper Burst Conch Soldiers (100) ///////////////////////////////////////////////////////////// Total 1700 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_upper_relay Action Trigger } Checkpoint Yes Wavespawn { Support Limited FirstSpawnOutput { Target wave_prepare_upper_relay Action Trigger } } Wavespawn { Support Limited FirstSpawnOutput { Target prereq_up_point Action Disable } } Wavespawn { Support Limited FirstSpawnOutput { Target prereq_low_point Action Enable } } Wavespawn { Support Limited FirstSpawnOutput { Target prereq_up_point_stay Action Disable } } Wavespawn { Support Limited FirstSpawnOutput { Target prereq_low_point_stay Action Enable } } Wavespawn { Support Limited FirstSpawnOutput { Target prereq_up_point_stay_2 Action Disable } } Wavespawn { Support Limited FirstSpawnOutput { Target prereq_low_point_stay_2 Action Enable } } Wavespawn { Support Limited FirstSpawnOutput { Target intel_35 Action SetReturnTime Param "999" } } WaveSpawn // 4 Crit Frontline Tanks (250) { TotalCurrency 250 TotalCount 4 WaitBetweenSpawns 6 WaitBeforeStarting 8 Tank { Health 10000 Name tank Speed 100 StartingPathTrackNode "path_tank_default" Template "SmallTankTurretCrit" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 6 Crit Giant Rapidfire Soldiers and burstfires (Rapid Rapid Burst) (200) { Name "A" Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 10 TotalCurrency 70 TFBot { Template T_TFBot_Giant_Soldier_Spammer Attributes AlwaysCrit Item "The Lucky Shot" } } WaveSpawn // 6 Crit Giant Rapidfire Soldiers and burstfires (Rapid Rapid Burst) (200) { Name "A" Where spawnbot_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 28 WaitBetweenSpawns 10 TotalCurrency 30 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Attributes AlwaysCrit Item "The Lucky Shot" } } WaveSpawn // 6 Crit Giant Rapidfire Soldiers and burstfires (Rapid Rapid Burst) (200) { Name "A" Where spawnbot_right TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 38 WaitBetweenSpawns 8.5 TotalCurrency 70 TFBot { Template T_TFBot_Giant_Soldier_Spammer Attributes AlwaysCrit Item "The Lucky Shot" } } WaveSpawn // 6 Crit Giant Rapidfire Soldiers and burstfires (Rapid Rapid Burst) (200) { Name "A" Where spawnbot_left TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 55 WaitBetweenSpawns 8.5 TotalCurrency 30 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Attributes AlwaysCrit Item "The Lucky Shot" } } // Support Brass Heavies (200) // Support Rapidfire Scouts (200) // Support Large Burstfire Demomen (200) WaveSpawn // Support Brass Heavies (200) { Where spawnbot_main TotalCount 80 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 3 TotalCurrency 200 Support 1 TFBot { Class Heavyweapons Skill Normal Name "Brass Heavy" Item "The Brass Beast" ClassIcon heavy_brass MaxVisionRange 1000 } } WaveSpawn // Support Rapidfire Scouts (200) { Where spawnbot_main TotalCount 100 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 200 Support 1 TFBot { Class Scout Skill Normal Name "Rapid Fire Scout" ClassIcon scout_spammer ItemAttributes { ItemName "TF_Weapon_Scattergun" "reload time decreased" -1 "fire rate bonus" 0.95 } } } WaveSpawn // Support Large Burstfire Demomen (200) { Where spawnbot_main TotalCount 20 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 1 TotalCurrency 200 Support 1 TFBot { Class Demoman Name "Large Burstfire Demoman" ClassIcon demo_burst_armored_bin Health 650 Scale 1.4 Attributes HoldFireUntilFullReload WeaponRestrictions PrimaryOnly Item "Scotch Bonnet" ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 1.1 "fire rate bonus" 0.04 "clip size penalty" 0.75 "projectile spread angle penalty" 3.8 } CharacterAttributes { "health regen" 1 "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "head scale" 0.7 } } } WaveSpawn // Boss Gunslinger { Name "Boss" Where spawnbot_chief TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 8.5 TotalCurrency 0 WaitForAllDead "A" TFBot { Class Soldier SpawnTemplate Yakuza_Title_Card Item "The Pomson 6000" Name "Sordid Slinger" Attributes Miniboss Attributes UseBossHealthBar Item "The Gunslinger" Item "TF_WEAPON_PISTOL" Health 65000 Scale 1.9 ClassIcon engineer_pomson AlwaysGlow 1 Attributes IgnoreFlag Skill Hard AimTrackingInterval 0.5 AimLeadProjectileSpeed 1 Attributes HoldFireUntilFullReload UseCustomModel "models/bots/engineer/bot_engineer.mdl" FastUpdate 1 Item "The Sightliner" Item "Aim Assistant" ChangeAttributes // 100% { Delay 0.1 Repeats 1 Name "A" } Action Mobber ShootTemplate { Name SentryShot //Name of the template AttachToProjectile 1 //If set, the template is spawned as a child of the projectile being fired. Incompatible with overrideshoot ItemName "TF_WEAPON_PISTOL" //Can be specified to limit to a specific weapon } WeaponSwitch //Periodically switches weapon { Delay 0.1 Cooldown 10 Type "Primary" } WeaponSwitch //Periodically switches weapon { Delay 16 Cooldown 10 Type "Melee" } WeaponSwitch //Periodically switches weapon { Delay 17 Cooldown 10 Type "Secondary" } ChangeAttributes // 50% { Delay 0.1 Repeats 1 Name "A" } ChangeAttributes // 50% { Delay 0.1 Repeats 1 IfHealthBelow 32500 Name "B" } Message //Displays message in the chat { Name "{blu}Sordid Slinger{FFFFFF} : You ready for THIS Pardner!?!" Delay 1 Cooldown 1 Repeats 1 IfHealthBelow 32500 } Message //Displays message in the chat { Name "{blu}Sordid Slinger{FFFFFF} : Darn." Delay 1 Cooldown 1 Repeats 1 IfHealthBelow 5000 } ItemAttributes //Buildings { Itemname "TF_WEAPON_PISTOL" "fire rate penalty" 20 "override projectile type" 2 "projectile gravity" 2300 "damage causes airblast" 1 "projectile speed" 0.4 "custom projectile size" 1.3 } ItemAttributes //getoffme { Itemname "The Gunslinger" "fire rate bonus" 0.4 "damage causes airblast" 1 "melee range multiplier" 2.2 "melee bounds multiplier" 4 "melee cleave attack" 1 "damage penalty" 0.7 } EventChangeAttributes { "A" { ItemAttributes { ItemName "The Pomson 6000" "fire rate bonus" 0.1 "projectile speed increased" 2 "dmg penalty vs players" 0.7 "reload time increased" 3 "reload full clip at once" 1 "dmg bonus vs buildings" 3.5 "clip size bonus upgrade" 10 "projectile spread angle penalty" 2 "custom projectile size" 1.3 } } "B" { ItemAttributes { ItemName "The Pomson 6000" "fire rate bonus" 0.07 "projectile speed increased" 2 "dmg penalty vs players" 0.7 "reload time increased" 2.6 "reload full clip at once" 1 "dmg bonus vs buildings" 3.5 "clip size bonus upgrade" 13 "projectile spread angle penalty" 2 "custom projectile size" 1.3 "particle color rgb" 7511618 "add attributes on hit" "healing received penalty|0.75|6" } } } CharacterAttributes { "move speed bonus" 0.8 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } } // Boss Support Support Large Pyro (150) // Boss Support Large Rapid Third Degree Pyro (150) // Support Rapidbowmen (150) // Late Support Loch-n-Load Demos (100) // Very Late Support Large Hyper Burst Conch Soldiers (100) WaveSpawn // Boss Support Support Large Pyro (150) { Where spawnbot_main TotalCount 15 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 1 TotalCurrency 150 WaitForAllDead "A" Support 1 TFBot { Template T_TFBot_Large_Pyro } } WaveSpawn // Boss Support Support Large Pyro (150) { Where spawnbot_main TotalCount 15 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 1 TotalCurrency 150 WaitForAllDead "A" Support 1 TFBot { Template T_TFBot_Large_Pyro_Degree_Spammer Action Mobber PreferClass Medic } } WaveSpawn // Support Rapidbowmen (150) { Where spawnbot_main TotalCount 12 MaxActive 1 SpawnCount 1 WaitBeforeStarting 24.1 WaitBetweenSpawns 1 TotalCurrency 150 WaitForAllDead "A" Support 1 TFBot { Template T_TFBot_Sniper_Huntsman_Spammer Skill Expert } } WaveSpawn // Late Support Loch-n-Load Demos (100) { Where spawnbot_main TotalCount 12 MaxActive 1 SpawnCount 1 WaitBeforeStarting 40.1 WaitBetweenSpawns 1 TotalCurrency 100 WaitForAllDead "A" Support 1 TFBot { Class Demoman Item "The Loch-n-Load" Skill Expert ClassIcon demo_loch_nys //demo_loch_spammer_b if spammer } } WaveSpawn // Very Late Support Large Hyper Burst Conch Soldiers (100) { Where spawnbot_main TotalCount 5 MaxActive 1 SpawnCount 1 WaitBeforeStarting 90.1 WaitBetweenSpawns 1 TotalCurrency 100 WaitForAllDead "A" Support 1 TFBot { Template T_TFBot_Large_Soldier_Hyper } } } }