// Swirl : Highland Mountaineering // (advanced2) // V3 : now back to hard mission // Map by Asd417 (https://steamcommunity.com/id/417hahahaha) // TF2Maps : https://tf2maps.net/downloads/mvm_swirl.8913/ // Mission by Clickin (https://steamcommunity.com/id/clickin/) // ========== Spawnbot list ========== // spawnbot_upper // spawnbot_right // spawnbot_left // spawnbot_main // spawnbot_chief // spawnbot_sentrybuster // // spawnbot_flank: stays at the initial spawn after gate capture // spawnbot_dud_kill: Instantly dies. Useful for firing relays // spawnbot_dud: Traps the bot. Useful for Icon and relays // spawnbot_ambush_upper: Must be used with relay_open_ambush to open the spawn doors. // spawnbot_ambush_lower: Must be used with relay_open_ambush to open the spawn doors. // ========== Tank Path List ========== // path_tank_upper // path_tank_lower // path_tank_default // path_tank_reverse // ========== Relays ========== // wave_start_relay // wave_start_boss_relay // wave_init_relay // wave_init_lower_relay // wave_init_upper_relay // relay_add_bomb // relay_bomb_timer // relay_bomb_no_timer // relay_open_ambush // relay_close_ambush #base robot_standard.pop #base ex_upgrade_click.pop #base robot_giant.pop #base robot_gatebot.pop #base robot_click.pop #base robot_click_giant.pop WaveSchedule { StartingCurrency 700 RespawnWaveTime 2 CanBotsAttackWhileInSpawnRoom no Advanced 1 ////////////// // TEMPLATES ////////////// Templates { //////////// // GATEBOT //////////// // Standard Robots // Scout T_TFGateBot_Scout_Expert { Class Scout 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" Skill Expert } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Expert } } } // Soldier T_TFGateBot_Soldier_Extended_Battalion_Normal { Class Soldier Name "Extended Backup Soldier" ClassIcon soldier_backup 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 Battalion's Backup" Item "MvM GateBot Light Soldier" Skill Normal Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" 0.5 } } RevertGateBotsBehavior { Item "The Battalion's Backup" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" 0.5 } } } } T_TFGateBot_Soldier_Crit_Slow { ClassIcon soldier_freeze_atomic Name "Frost Nuke Soldier" Class 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" Skill Expert WeaponRestrictions PrimaryOnly Attributes "AlwaysCrit" ItemAttributes { ItemName "the original" "Projectile speed increased" 0.5 "attach particle effect" 30 "fire rate bonus" 2 "faster reload rate" 0.5 "Blast radius increased" 2.0 "slow enemy on hit major" 5 } Item "the original" RocketCustomParticle flare_glow } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes "AlwaysCrit" ItemAttributes { ItemName "the original" "Projectile speed increased" 0.5 "attach particle effect" 30 "fire rate bonus" 2 "faster reload rate" 0.5 "Blast radius increased" 2.0 "slow enemy on hit major" 5 } Item "the original" RocketCustomParticle flare_glow } } } // Pyro T_TFGateBot_Pyro_Slow { ClassIcon pyro_freeze Name "Freeze Flame Pyro" Class Pyro 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 Pyro" Skill Expert WeaponRestrictions PrimaryOnly Attributes "AlwaysFireWeapon" ItemAttributes { ItemName "festive flamethrower 2011" "lunchbox adds minicrits" 1 "SPELL: Halloween green flames" 1 "slow enemy on hit major" 3 } Item "festive flamethrower 2011" Item "the ornament armament" } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes "AlwaysFireWeapon" ItemAttributes { ItemName "festive flamethrower 2011" "lunchbox adds minicrits" 1 "SPELL: Halloween green flames" 1 "slow enemy on hit major" 3 } Item "festive flamethrower 2011" Item "the ornament armament" } } } // Demoman T_TFGateBot_Demoknight_Persian { ClassIcon demoknight_persian_nys Name "Persian Demoknight" Class Demoman 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 Demoman" Skill Expert WeaponRestrictions MeleeOnly ItemAttributes { ItemName "the persian persuader" "critboost on kill" 5 } ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } Item "ali baba's wee booties" Item "the splendid screen" Item "the persian persuader" Item "aladdin's private reserve" } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Expert WeaponRestrictions MeleeOnly ItemAttributes { ItemName "the persian persuader" "critboost on kill" 5 } ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } Item "ali baba's wee booties" Item "the splendid screen" Item "the persian persuader" Item "aladdin's private reserve" } } } // Heavy T_TFGateBot_Heavy_Flame { ClassIcon heavy_heater Name "Flame Heavy" Class HeavyWeapons EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Skill Hard MaxVisionRange 1200 ItemAttributes { ItemName "the huo long heatmaker" "ring of fire while aiming" 50 "ragdolls become ash" 1 "set damagetype ignite" 1 } Item "the huo long heatmaker" Item "MvM GateBot Light Heavy" } RevertGateBotsBehavior { Skill Hard MaxVisionRange 1200 Item "the huo long heatmaker" Item "MvM GateBot Light Heavy" ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } ItemAttributes { ItemName "the huo long heatmaker" "ring of fire while aiming" 50 "ragdolls become ash" 1 "set damagetype ignite" 1 } } } } T_TFGateBot_Heavy_Deflector { ClassIcon heavy_deflector_normal Name "Deflector Heavy" Class HeavyWeapons EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Item "MvM GateBot Light Heavy" Skill Hard MaxVisionRange 1200 ItemAttributes { ItemName deflector "attack projectiles" 1 } Item "deflector" } RevertGateBotsBehavior { Skill Hard MaxVisionRange 1200 ItemAttributes { ItemName deflector "attack projectiles" 1 } Item "deflector" Item "MvM GateBot Light Heavy" ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } T_TFGateBot_Heavy_Deflector_Crit { ClassIcon heavy_deflector_normal Name "Crit Deflector Heavy" Class HeavyWeapons EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Item "MvM GateBot Light Heavy" Skill Expert MaxVisionRange 1200 Attributes "AlwaysCrit" ItemAttributes { ItemName deflector "attack projectiles" 1 "damage bonus" 1.5 } Item "deflector" } RevertGateBotsBehavior { Skill Expert MaxVisionRange 1200 Attributes "AlwaysCrit" ItemAttributes { ItemName deflector "attack projectiles" 1 "damage bonus" 1.5 } Item "deflector" Item "MvM GateBot Light Heavy" ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } // Sniper T_TFGateBot_Sniper_SMG_Hard { Class Sniper Name "SMGman" ClassIcon sniper_smg EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Item "MvM GateBot Light Sniper" Skill Hard WeaponRestrictions SecondaryOnly } RevertGateBotsBehavior { Skill Hard WeaponRestrictions SecondaryOnly Item "MvM GateBot Light Sniper" ItemAttributes { ItemName "MvM GateBot Light Sniper" "item style override" 1 } } } } T_TFGateBot_Sniper_Huntsman_Penetration_Crit { ClassIcon sniper_bow_penetrator Name "Penetrator Bowman" Class Sniper EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Item "MvM GateBot Light Sniper" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Item "The Huntsman" Skill Expert ItemAttributes { ItemName "the huntsman" "projectile penetration" 1 } } RevertGateBotsBehavior { WeaponRestrictions PrimaryOnly Item "The Huntsman" Item "MvM GateBot Light Sniper" Attributes AlwaysCrit Skill Expert ItemAttributes { ItemName "the huntsman" "projectile penetration" 1 } ItemAttributes { ItemName "MvM GateBot Light Sniper" "item style override" 1 } } } } // Giant Robots // Scout T_TFGateBot_Giant_Scout { Class Scout Name "Giant Scout" ClassIcon scout_giant 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 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } } } } // Soldier T_TFGateBot_Giant_Soldier_Crit_Slow { Class Soldier Name "Giant Frost Nuke Soldier" ClassIcon soldier_freeze_atomic_giant Health 3800 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" Skill Expert Tag bot_giant Item "The Original" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Original" "attach particle effect" 30 "faster reload rate" 0.2 "fire rate bonus" 2 "damage bonus" 2 "Blast radius increased" 2 "Projectile speed increased" 0.5 "slow enemy on hit major" 10 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } RocketCustomParticle flare_glow } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" Skill Expert Tag bot_giant ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Item "The Original" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "The Original" "attach particle effect" 30 "faster reload rate" 0.2 "fire rate bonus" 2 "damage bonus" 2 "Blast radius increased" 2 "Projectile speed increased" 0.5 "slow enemy on hit major" 10 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } RocketCustomParticle flare_glow } } } // Pyro T_TFGateBot_Giant_Pyro_Slow { Class Pyro Name "Giant Freeze Flame Pyro" ClassIcon pyro_freeze_giant Health 3000 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 Pyro" Item "festive flamethrower 2011" Item "the ornament armament" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysFireWeapon Tag bot_giant ItemAttributes { ItemName "festive flamethrower 2011" "lunchbox adds minicrits" 1 "SPELL: Halloween green flames" 1 "slow enemy on hit major" 3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" Item "festive flamethrower 2011" Item "the ornament armament" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysFireWeapon Tag bot_giant ItemAttributes { ItemName "festive flamethrower 2011" "lunchbox adds minicrits" 1 "SPELL: Halloween green flames" 1 "slow enemy on hit major" 3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } } T_TFGateBot_Giant_Pyro_Dragon_Heal { Class Pyro Name "Giant Heal-on-Hit Dragon Pyro" ClassIcon pyro_dragon_fury_heal_giant Health 3800 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 Pyro" Skill Expert Tag bot_giant WeaponRestrictions PrimaryOnly Attributes MiniBoss MaxVisionRange 800 ItemAttributes { ItemName "The Dragon's Fury" "mult_item_meter_charge_rate" 0.7 "damage bonus" 1.5 "heal on hit for rapidfire" 750 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } Item "The Dragon's Fury" } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert Tag bot_giant WeaponRestrictions PrimaryOnly Attributes MiniBoss MaxVisionRange 800 ItemAttributes { ItemName "The Dragon's Fury" "mult_item_meter_charge_rate" 0.7 "damage bonus" 1.5 "heal on hit for rapidfire" 750 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } Item "The Dragon's Fury" } } } T_TFGateBot_Giant_Pyro_Crit { Class Pyro Name "Giant Crit Pyro" ClassIcon pyro_bigcrit_giant Health 3000 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 Pyro" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName tf_weapon_flamethrower "damage bonus" 2.0 } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.6 "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 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName tf_weapon_flamethrower "damage bonus" 2.0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } } // Heavy T_TFGateBot_Giant_Heavy_Booster { Name "Giant Booster Heavy" Class Heavyweapons Health 5000 ClassIcon heavy_booster_giant 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" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.2 "critboost on kill" 5 "speed_boost_on_kill" 5 "heal on kill" 1000 } CharacterAttributes { "airblast vulnerability multiplier" 0.3 "damage force reduction" 0.3 "move speed bonus" 0.5 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.2 "critboost on kill" 5 "speed_boost_on_kill" 5 "heal on kill" 1000 } CharacterAttributes { "airblast vulnerability multiplier" 0.3 "damage force reduction" 0.3 "move speed bonus" 0.5 "override footstep sound set" 2 } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } T_TFGateBot_Giant_Heavyweapons { Class Heavyweapons Name "Giant Heavy" ClassIcon heavy_giant Health 5000 EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Tag bot_giant Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 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 { Skill Expert Tag bot_giant WeaponRestrictions PrimaryOnly MaxVisionRange 1200 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 } Item "MvM GateBot Light Heavy" ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } } ////////////// // MISSIONS ////////////// // Sentry Buster Mission { Objective DestroySentries Where spawnbot_sentrybuster BeginAtWave 1 InitialCooldown 40 CooldownTime 30 TFBot { Template T_TFBot_SentryBuster } } // WAVE 1 // Sniper Mission { Objective Sniper Where spawnbot_upper BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 60 DesiredCount 3 TFBot { Template T_TFBot_Sniper } } // Spy Mission { Objective Spy Where spawnbot_main BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 45 CooldownTime 60 DesiredCount 3 TFBot { Template T_TFBot_Spy } } // WAVE 3 // Sniper Mission { Objective Sniper Where spawnbot_upper BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 25 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } // WAVE 5 // Spy Mission { Objective Spy Where spawnbot_main BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 20 CooldownTime 30 DesiredCount 4 TFBot { Template T_TFBot_Spy } } // WAVE 6 // Sydney Sniper Mission { Objective Sniper Where spawnbot_upper BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 40 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } // Spy Mission { Objective Spy Where spawnbot_main BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 50 CooldownTime 45 DesiredCount 2 TFBot { Template T_TFBot_Spy } } ////////// // WAVES ////////// /////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 1/7 // Total $ in this wave : 700$ // Total $ when wave starts : 600$ (Starting money) // Total $ when wave ends : 600$ (Starting money) + 700$ (Collected money) + 100$ (Bonus) = 1400$ /////////////////////////////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } Explanation { Line "{blue}미션 원제: Highland Mountaineering" Line "{green}맵에 동봉된 원래 미션에 비해 난이도가 높습니다." } // Stage 1 WaveSpawn { Where spawnbot_left Where spawnbot_right RandomSpawn 1 Name "W1_wave01" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 20 WaitBeforeStarting 0 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Heavyweapons } } WaveSpawn { Where spawnbot_left Where spawnbot_right RandomSpawn 1 Name "W1_wave01" TotalCount 30 MaxActive 15 SpawnCount 5 WaitBetweenSpawns 5 WaitBeforeStarting 10 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Melee ClassIcon scout_bat } } // Stage 2 WaveSpawn { Where spawnbot_left Name "W1_wave02" WaitForAllSpawned "W1_wave01" TotalCount 16 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 100 TFBot { Template T_TFGateBot_Heavy_Normal } } WaveSpawn { Where spawnbot_main Name "W1_support01" WaitForAllDead "W1_wave01" TotalCount 20 MaxActive 10 SpawnCount 5 WaitBetweenSpawns 7 WaitBeforeStarting 10 TotalCurrency 100 TFBot { Class Pyro Skill Hard } } // Stage 3 WaveSpawn { Where spawnbot_right Name "W1_wave03" WaitForAllSpawned "W1_wave02" TotalCount 20 MaxActive 10 SpawnCount 5 WaitBetweenSpawns 5 WaitBeforeStarting 10 TotalCurrency 100 TFBot { Template T_TFGateBot_Demoman_Normal } } WaveSpawn { Where spawnbot_left Name "W1_support02" WaitForAllSpawned "W1_wave02" TotalCount 32 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 5 WaitBeforeStarting 0 TotalCurrency 100 RandomChoice { TFBot { Template T_TFGateBot_Scout_FAN } TFBot { Template T_TFBot_Scout_FAN } TFBot { Template T_TFBot_Scout_FAN } TFBot { Template T_TFBot_Scout_FAN } } } // Stage 4 WaveSpawn { Where spawnbot_left Name "W1_wave04" WaitForAllSpawned "W1_wave03" TotalCount 24 MaxActive 12 SpawnCount 6 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 100 TFBot { Class Soldier Skill Expert } } } /////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 2/7 // Total $ in this wave : 700$ // Total $ when wave starts : 600$ (Starting money) + 700$ (Collected money) + 100$ (Bonus) = 1400$ // Total $ when wave ends : 600$ (Starting money) + 1400$ (Collected money) + 200$ (Bonus) = 2200$ /////////////////////////////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } // Main Stage WaveSpawn { Where spawnbot_upper Name "W2_giantpyro" TotalCount 25 MaxActive 5 SpawnCount 5 WaitBetweenSpawns 25 WaitBeforeStarting 10 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Pyro_Slow } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFGateBot_Soldier_Normal Tag bot_squad_member } TFBot { Template T_TFGateBot_Soldier_Normal Tag bot_squad_member } } } // Stage 1 WaveSpawn { Where spawnbot_left Name "W2_wave01" TotalCount 18 MaxActive 6 SpawnCount 6 WaitBetweenSpawns 4 WaitBeforeStarting 0 TotalCurrency 90 TFBot { Template T_TFGateBot_Heavyweapons_Shotgun } } WaveSpawn { Where spawnbot_right Name "W2_wave01" TotalCount 30 MaxActive 12 SpawnCount 3 WaitBetweenSpawns 2 WaitBeforeStarting 0 TotalCurrency 60 TFBot { Template T_TFBot_Pyro_Detonator } } // Stage 2 WaveSpawn { Where spawnbot_left Where spawnbot_right RandomSpawn 1 Name "W2_giantsolly" WaitForAllSpawned "W2_wave01" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 22 WaitBeforeStarting 20 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Soldier_Crit_Slow } } WaveSpawn { Where spawnbot_left Where spawnbot_right RandomSpawn 1 Name "W2_wave02" WaitForAllSpawned "W2_wave01" TotalCount 25 MaxActive 15 SpawnCount 5 WaitBetweenSpawns 10 WaitBeforeStarting 10 TotalCurrency 100 RandomChoice { TFBot { Class Pyro Skill Normal } TFBot { Class Pyro Skill Normal } TFBot { Class Pyro Skill Normal } TFBot { Class Pyro Skill Normal ExtAttr AlwaysFireWeaponAlt } TFBot { Class Pyro Skill Normal ExtAttr AlwaysFireWeaponAlt } } } // Stage 3 WaveSpawn { Where spawnbot_upper Name "W2_wave03a" WaitForAllSpawned "W2_wave02" TotalCount 15 MaxActive 15 SpawnCount 15 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 75 TFBot { Template T_TFGateBot_Soldier_Extended_Battalion_Normal } } WaveSpawn { Where spawnbot_right Where spawnbot_left RandomSpawn 1 Name "W2_wave03b" WaitForAllDead "W2_wave03a" TotalCount 15 MaxActive 15 SpawnCount 1 WaitBetweenSpawns 2 WaitBeforeStarting 0 TotalCurrency 75 TFBot { Template T_TFGateBot_Soldier_Extended_Battalion_Normal } } // Stage 4 WaveSpawn { Where spawnbot_right Name "W2_wave04" WaitForAllSpawned "W2_wave03b" TotalCount 4 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 15 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Giant_Soldier_Freeze_Nuker Tag bot_giant } 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 { Where spawnbot_left Name "W2_wave04" WaitForAllSpawned "W2_wave03b" TotalCount 4 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 25 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Giant_Soldier_Freeze_Nuker Tag bot_giant } 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 } } } } /////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 3/7 // Total $ in this wave : 700$ // Total $ when wave starts : 600$ (Starting money) + 1400$ (Collected money) + 200$ (Bonus) = 2200$ // Total $ when wave ends : 600$ (Starting money) + 2100$ (Collected money) + 300$ (Bonus) = 3000$ /////////////////////////////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } // Stage 1 WaveSpawn { Name "W3_tank" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Tank { Health 30000 Name TankBoss Speed 75 StartingPathTrackNode path_tank_reverse OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot_upper Name "W3_wave01" TotalCount 6 MaxActive 6 SpawnCount 1 WaitBetweenSpawns 8 WaitBeforeStarting 10 TotalCurrency 60 TFBot { Template T_TFGateBot_Giant_Scout } } // Stage 2 WaveSpawn { Where spawnbot_left Name "W3_wave02" WaitForAllSpawned "W3_wave01" TotalCount 24 MaxActive 12 SpawnCount 6 WaitBetweenSpawns 5 WaitBeforeStarting 15 TotalCurrency 100 TFBot { Template T_TFGateBot_Demo_Burst_Normal } } WaveSpawn { Where spawnbot_right Name "W3_wave02" WaitForAllSpawned "W3_wave01" TotalCount 16 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 5 WaitBeforeStarting 15 TotalCurrency 100 TFBot { Template T_TFBot_Heavy_Deflector } } // Stage 3 WaveSpawn { Where spawnbot_upper Name "W3_giantdemo" WaitForAllSpawned "W3_wave02" TotalCount 4 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 20 WaitBeforeStarting 15 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Demo_Burst Tag bot_giant } } WaveSpawn { Where spawnbot_right Where spawnbot_left RandomSpawn 1 Name "W3_wave03" WaitForAllSpawned "W3_wave02" TotalCount 32 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 10 TotalCurrency 100 TFBot { Template T_TFGateBot_Sniper_SMG_Hard } } WaveSpawn { Where spawnbot_main Name "W3_wave03" WaitForAllSpawned "W3_wave02" TotalCount 32 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 15 TotalCurrency 100 RandomChoice { TFBot { Template T_TFBot_Demoknight_Persian } TFBot { Template T_TFGateBot_Demoknight_Persian } } } // Stage 4 WaveSpawn { Where spawnbot_right Where spawnbot_left Name "W3_wave03" WaitForAllSpawned "W3_wave02" TotalCount 6 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 20 WaitBeforeStarting 30 TotalCurrency 60 TFBot { Template T_TFBot_Giant_Scout } } // Support WaveSpawn { Where spawnbot_right Where spawnbot_left RandomSpawn 1 Name "W3_support" WaitForAllSpawned "W3_wave01" TotalCount 10 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 10 WaitBeforeStarting 10 TotalCurrency 30 Support 1 TFBot { Template T_TFBot_Pyro_Powerjack_Armored Tag bot_giant } } } /////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 4/7 // Total $ in this wave : 600$ // Total $ when wave starts : 600$ (Starting money) + 2100$ (Collected money) + 300$ (Bonus) = 3000$ // Total $ when wave ends : 600$ (Starting money) + 2700$ (Collected money) + 400$ (Bonus) = 3700$ /////////////////////////////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } // Stage 1 WaveSpawn { Where spawnbot_right Name "W4_wave01" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 90 Squad { TFBot { Template T_TFGateBot_Giant_Heavy_Booster } TFBot { Template T_TFBot_Giant_Medic_Uber_Extended Tag bot_squad_member Tag bot_giant } } } // Stage 2 WaveSpawn { Where spawnbot_upper Name "W4_wave02_soldier" WaitForAllSpawned "W4_wave01" TotalCount 20 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 8 WaitBeforeStarting 20 TotalCurrency 100 Squad { TFBot { Class Soldier Skill Hard } TFBot { Template T_TFBot_Medic_Kritzkrieg Tag bot_squad_member } } } WaveSpawn { Where spawnbot_right Where spawnbot_left RandomSpawn 1 Name "W4_wave02_heavy" WaitForAllSpawned "W4_wave01" TotalCount 24 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 10 WaitBeforeStarting 20 TotalCurrency 100 TFBot { Template T_TFGateBot_Heavy_Flame } } // Stage 3 WaveSpawn { Where spawnbot_upper Name "W4_wave03" WaitForAllSpawned "W4_wave02_soldier" TotalCount 20 MaxActive 8 SpawnCount 2 WaitBetweenSpawns 4 WaitBeforeStarting 10 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Soldier_Hard } TFBot { Template T_TFBot_Medic_Kritzkrieg Tag bot_squad_member } } } WaveSpawn { Where spawnbot_right Where spawnbot_left RandomSpawn 1 Name "W4_fanscout" WaitForAllSpawned "W4_wave02_heavy" TotalCount 36 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 15 TotalCurrency 100 TFBot { Template T_TFBot_Scout_FAN } } // Stage 4 WaveSpawn { Where spawnbot_left Name "W4_wave04" WaitForAllSpawned "W4_wave03" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 90 Squad { TFBot { Template T_TFBot_Giant_Heavy_Booster Tag bot_giant } TFBot { Template T_TFBot_Giant_Medic_Uber_Extended Tag bot_squad_member Tag bot_giant } } } // Support WaveSpawn { Where spawnbot_chief Name "W4_support" TotalCount 20 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 20 Support 1 TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit } } } /////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 5/7 // Total $ in this wave : 800$ // Total $ when wave starts : 600$ (Starting money) + 2700$ (Collected money) + 400$ (Bonus) = 3700$ // Total $ when wave ends : 600$ (Starting money) + 3500$ (Collected money) + 500$ (Bonus) = 4600$ /////////////////////////////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } // Stage 1-a WaveSpawn { Name "W5_tank01" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Tank { Health 20000 Name TankBoss Speed 75 StartingPathTrackNode path_tank_upper OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot_right Name "W5_wave01" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 0 WaitBeforeStarting 5 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Spammer } TFBot { Template T_TFBot_Giant_Medic_Shield_QuickHeal Tag bot_squad_member Tag bot_giant } } } // Stage 1-b WaveSpawn { Where spawnbot_left Name "W5_wave01" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 0 WaitBeforeStarting 30 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Spammer } TFBot { Template T_TFBot_Giant_Medic_Shield_Kritzkrieg_QuickHeal Tag bot_squad_member Tag bot_giant } } } // Stage 2-a WaveSpawn { Name "W5_tank02" WaitForAllDead "W5_wave01" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Tank { Health 20000 Name TankBoss Speed 75 StartingPathTrackNode path_tank_lower OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot_right Name "W5_wave02" WaitForAllDead "W5_wave01" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant } TFBot { Template T_TFBot_Giant_Medic Tag bot_squad_member Tag bot_giant } } } // Stage 2-b WaveSpawn { Where spawnbot_left Name "W5_wave02" WaitForAllDead "W5_wave01" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 0 WaitBeforeStarting 25 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant } TFBot { Template T_TFBot_Giant_Medic_Kritzkrieg_Quickheal Tag bot_squad_member Tag bot_giant } } } // Support WaveSpawn { Where spawnbot_right Where spawnbot_left RandomSpawn 1 Name "W5_gatepush" TotalCount 24 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 25 WaitBeforeStarting 25 TotalCurrency 100 Support 1 TFBot { Template T_TFGateBot_Pyro_Slow } } WaveSpawn { Where spawnbot_upper Name "W5_support01" TotalCount 24 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 20 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { Where spawnbot_main Name "W5_support02" WaitForAllDead "W5_wave01" TotalCount 24 MaxActive 6 SpawnCount 6 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 50 Support 1 TFBot { Class Scout Skill Hard } } } /////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 6/7 // Total $ in this wave : 800$ // Total $ when wave starts : 600$ (Starting money) + 3500$ (Collected money) + 500$ (Bonus) = 4600$ // Total $ when wave ends : 600$ (Starting money) + 4300$ (Collected money) + 600$ (Bonus) = 5500$ /////////////////////////////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } // Stage 1 WaveSpawn { Where spawnbot_right Where spawnbot_left RandomSpawn 1 Name "W6_wave01" TotalCount 16 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 25 WaitBeforeStarting 10 TotalCurrency 80 Squad { TFBot { Template T_TFGateBot_Giant_Pyro_Dragon_Heal } 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 { Where spawnbot_main Name "W6_wave01" TotalCount 48 MaxActive 12 SpawnCount 6 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 120 TFBot { Template T_TFBot_Soldier_DirectHit_Buff } } // Stage 2 WaveSpawn { Where spawnbot_chief Name "W6_superscout" WaitForAllSpawned "W6_wave01" TotalCount 8 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 20 WaitBeforeStarting 35 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant } } WaveSpawn { Where spawnbot_right Where spawnbot_left RandomSpawn 1 Name "W6_wave02" WaitForAllSpawned "W6_wave01" TotalCount 32 MaxActive 16 SpawnCount 4 WaitBetweenSpawns 4 WaitBeforeStarting 20 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Sniper_Huntsman_Penetration_Crit } TFBot { Template T_TFBot_Medic Tag bot_squad_member } TFBot { Template T_TFGateBot_Heavy_Deflector Tag bot_squad_member } TFBot { Template T_TFGateBot_Heavy_Deflector Tag bot_squad_member } } } // Stage 3 WaveSpawn { Where spawnbot_right Where spawnbot_left RandomSpawn 1 Name "W6_wave03" WaitForAllSpawned "W6_wave02" TotalCount 40 MaxActive 20 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 0 TotalCurrency 200 RandomChoice { TFBot { Template T_TFBot_Heavy_Deflector_Crit ClassIcon heavy_deflector } TFBot { Template T_TFBot_Heavy_Deflector_Crit ClassIcon heavy_deflector Tag bot_flank_l } TFBot { Template T_TFBot_Heavy_Deflector_Crit ClassIcon heavy_deflector Tag bot_flank_r } TFBot { Template T_TFGateBot_Heavy_Deflector_Crit ClassIcon heavy_deflector } TFBot { Template T_TFGateBot_Heavy_Deflector_Crit ClassIcon heavy_deflector } TFBot { Template T_TFGateBot_Heavy_Deflector_Crit ClassIcon heavy_deflector } } } // Stage 4 WaveSpawn { Where spawnbot_right Name "W6_wave04" WaitForAllDead "W6_wave03" TotalCount 4 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 7 WaitBeforeStarting 7 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Demo_Scatter Tag bot_giant } } WaveSpawn { Where spawnbot_left Name "W6_wave04" WaitForAllDead "W6_wave03" TotalCount 32 MaxActive 12 SpawnCount 4 WaitBetweenSpawns 0 WaitBeforeStarting 7 TotalCurrency 100 TFBot { Template T_TFBot_Sniper_Huntsman_Penetration Attributes AlwaysCrit } } } /////////////////////////////////////////////////////////////////////////////////////////////////// // Wave 7/7 // Total $ in this wave : 700$ // Total $ when wave starts : 600$ (Starting money) + 4300$ (Collected money) + 600$ (Bonus) = 5500$ // Total $ when wave ends : 600$ (Starting money) + 5000$ (Collected money) + 600$ (Bonus) = 6200$ /////////////////////////////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_init_relay Action Trigger } // Main Stage WaveSpawn { Where spawnbot_chief Name "W7_giantsolly" TotalCount 12 MaxActive 2 SpawnCount 1 WaitBetweenSpawns 15 WaitBeforeStarting 15 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Soldier_Crit_Slow } } // Stage 1 WaveSpawn { Name "W7_tank01" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Tank { Health 30000 Name TankBoss Speed 75 StartingPathTrackNode path_tank_reverse OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot_left Where spawnbot_right RandomSpawn 1 Name "W7_wave01" TotalCount 32 MaxActive 20 SpawnCount 4 WaitBetweenSpawns 2 WaitBeforeStarting 10 TotalCurrency 100 RandomChoice { TFBot { Template T_TFBot_Soldier_Freeze_Nuker } TFBot { Template T_TFGateBot_Soldier_Crit_Slow } } } // Stage 2 WaveSpawn { Where spawnbot_right Name "W7_wave02" WaitForAllSpawned "W7_wave01" TotalCount 16 MaxActive 8 SpawnCount 4 WaitBetweenSpawns 7 WaitBeforeStarting 15 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Pyro_Slow } TFBot { Template T_TFBot_Medic_Shield_Quickfix Tag bot_squad_member } } } WaveSpawn { Where spawnbot_left Name "W7_wave02" WaitForAllSpawned "W7_wave01" TotalCount 48 MaxActive 12 SpawnCount 4 WaitBetweenSpawns 3 WaitBeforeStarting 10 TotalCurrency 100 RandomChoice { TFBot { Class Scout Skill Expert } TFBot { Template T_TFGateBot_Scout_Expert } } } // Stage 3 WaveSpawn { Name "W7_tank02" WaitForAllDead "W7_wave02" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Tank { Health 30000 Name TankBoss Speed 75 Skin 1 StartingPathTrackNode path_tank_default OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot_right Where spawnbot_left RandomSpawn 1 Name "W7_wave03" WaitForAllDead "W7_wave02" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 15 WaitBeforeStarting 15 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Pyro_Crit } } // Stage 4 WaveSpawn { Where spawnbot_right Where spawnbot_left RandomSpawn 1 Name "W7_wave04" WaitForAllSpawned "W7_wave03" TotalCount 8 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 17 WaitBeforeStarting 20 TotalCurrency 0 Squad { TFBot { Template T_TFBot_Giant_Pyro_Crit Tag bot_giant } TFBot { Template T_TFBot_Medic_Shield_Quickfix Tag bot_squad_member } } } // Support WaveSpawn { Where spawnbot_main Name "W7_bombpush" WaitForAllDead "W7_wave02" TotalCount 50 MaxActive 10 SpawnCount 5 WaitBetweenSpawns 10 WaitBeforeStarting 0 TotalCurrency 0 Support 1 TFBot { Class Demoman Skill Hard } } WaveSpawn { Where spawnbot_main Name "W7_gatepush" WaitForAllDead "W7_wave02" TotalCount 30 MaxActive 6 SpawnCount 6 WaitBetweenSpawns 20 WaitBeforeStarting 10 TotalCurrency 0 Support 1 TFBot { Template T_TFGateBot_Heavy_Hard } } } }