//Advanced mission made by MIKObscura: https://steamcommunity.com/id/MIKObscura/ #base robot_giant_red.pop #base robot_standard_red.pop #base robot_standard.pop #base robot_giant.pop teien_is_very_cringe { StartingCurrency 2500 CanBotsAttackWhileInSpawnRoom Yes RespawnWaveTime 3 RespawnWaveTimeBlue 5 FixedRespawnWaveTimeBlue 1 Advanced 1 BluHumanFlagCapture 1 //Can blu humans capture the flag BluHumanFlagPickup 1 //Can blu humans pickup flags BluHumanInfiniteAmmo 1 //Enable infinite ammo for blu humans (default: 1) HumansMustJoinTeam blue //Set to blue to force players join the blu team RedPlayersAreRobots 1 //If set, red players use robot models ReverseWinConditions 1 //Player team wins if bots deliver the bomb. Half broken AllowJoinTeamBlue 1 AllowBluPlayerReanimators 1 RemoveBluVelocityLimit 1 SetCreditTeam 3 RobotLimit 26 //CustomUpgradesFile "mvm_upgrades_reverse_miko.txt" FlagCarrierMovementPenalty 1 SniperAllowHeadshots 1 //sniper and amby don't work without this, use AimAt Body if you don't want your snipers headshotting NoRomevisionCosmetics 1 //romevision is ugly, just like your mom DisplayRobotDeathNotice 1 BluPlayersAreRobots 1 SendBotsToSpectatorImmediately 1 MedigunShieldDamage 1 TextPrintTime 0 BotsRandomCrit 1 NoMissionInfo 1 //unnecessary PrecacheModel "models/props_mvm/mvm_upgrade_blu.mdl" PrecacheModel "models/props_mvm/mvm_upgrade_blu_tools.mdl" PrecacheModel "models/bots/boss_bot/boss_tankred.mdl" PrecacheModel "models/bots/boss_bot/boss_blimp.mdl" PrecacheModel "models/props_mvm/reversemvm_redwall_640x300.mdl" PrecacheModel "models/props_mvm/reversemvm_redwall_696x337.mdl" PrecacheModel "models/props_mvm/reversemvm_redwall_512x320.mdl" PrecacheModel "models/props_mvm/reversemvm_redwall_352x256.mdl" //removed because infinite ammo and metal DisallowUpgrade "maxammo primary increased" DisallowUpgrade "maxammo metal increased" DisallowUpgrade "maxammo secondary increased" DisallowUpgrade "metal regen" PlayerAttributes { Engineer { "Construction rate increased" 1.5 "upgrade rate decrease" 1.8 "max health additive bonus" 150 } } ItemAttributes { ItemName "The Short Circuit" "fire rate penalty" 2.5 } PointTemplates { corelogic //all the things we want to automatically run when the popfile loads. Use this the most to avoid spaghetti { NoFixup 1 logic_auto { "origin" "0 0 0" "targetname" "mainrelay" "OnMapSpawn" "item_ammopack*,Kill,,0,-1" //might want to comment this out if players have limited ammo "OnMapSpawn" "item_teamflag,Kill,,0,-1" "OnMapSpawn" "wave_start*,AddOutput,OnTrigger spawnbarrier*:Disable:0:-1,0,-1" "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger spawnbarrier*:Enable:0:-1,0,-1" "OnMapSpawn" "move_rope,Kill,,0,-1" "OnMapSpawn" "keyframe_rope,Kill,,0,-1" "OnMapSpawn" "spawnbot,Kill,,0,-1" "OnMapSpawn" "wave_start*,AddOutput,OnTrigger func_capturezone:Disable:0:-1,0,-1" "OnMapSpawn" "light_spot,Kill,,0,-1" "OnMapSpawn" "spawnbot_mission*,Kill,,0,-1" "OnMapSpawn" "bot_hint_engineer_nest,Kill,,0,-1" "OnMapSpawn" "bot_hint_sentrygun,Kill,,0,-1" "OnMapSpawn" "bot_hint_teleporter_exit,Kill,,0,-1" "OnMapSpawn" "bombpath_arrow*,Kill,,0,-1" } logic_relay //trigger this to kill all players and buildings { "targetname" "kill_relay" "OnTrigger" "obj_dispenser,RemoveHealth,5000,0,-1" "OnTrigger" "obj_sentrygun,RemoveHealth,5000,0,-1" "OnTrigger" "obj_teleporter,RemoveHealth,5000,0,-1" "OnTrigger" "player,SetHealth,-10000,0,-1" } logic_relay //trigger this to lose { "origin" "0 0 0" "targetname" "redwin_relay" "OnTrigger" "bots_win_red,RoundWin,,0,-1" "OnTrigger" "pit_explosion_wav,PlaySound,,0,-1" //map dependent } logic_relay { "targetname" "red_tank_relay" //switches tank to red team "OnTrigger" "tankboss,Setteam,2,0.25,-1" "OnTrigger" "tankboss,AddCaptureDestroyPostfix,destroy_mvm_cactus_valley3,0,-1" //cool explodey effect, doesn't work :( } game_round_win //do not interact with this { "origin" "0 0 0" "TeamNum" "2" "targetname" "bots_win_red" "switch_teams" "0" "force_map_reset" "1" "classname" "game_round_win" } } station { NoFixup 1 func_upgradestation //upgrade station entity { "mins" "-105 -100 0" "maxs" "105 100 242" "solid" "0" } prop_dynamic //blu upgrade station model, can be found on potato servers { "targetname" "upgradestation" "angles" "0 0 0" "DisableBoneFollowers" "0" "disablereceiveshadows" "0" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "-1" "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "model" "models\props_mvm\mvm_upgrade_blu.mdl" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "255" "renderfx" "0" "rendermode" "0" "SetBodyGroup" "0" "skin" "0" "solid" "0" "spawnflags" "0" "origin" "0 0 0" } prop_dynamic //invisible collision prop { "targetname" "shopcollision" "angles" "0 -90 0" "DisableBoneFollowers" "1" "disablereceiveshadows" "1" "model" "models/props_vehicles/train_flatcar_container.mdl" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "-1" "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "modelscale" "1" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "0" "renderfx" "0" "rendermode" "10" "SetBodyGroup" "0" "skin" "0" "CollisionGroup" "5" "solid" "6" "spawnflags" "0" "StartDisabled" "0" "origin" "0 0 0" } } glory_hole //covers holes in the blu spawns { NoFixup 1 prop_dynamic { "model" "models/props_2fort/corrugated_metal006.mdl" "modelscale" "6" "origin" "7238 -6264 384" "solid" "0" } prop_dynamic { "model" "models/props_2fort/corrugated_metal006.mdl" "modelscale" "6" "origin" "7610 -6300 365" "solid" "0" "angles" "0 90 0" } prop_dynamic { "model" "models/props_2fort/corrugated_metal006.mdl" "modelscale" "5" "origin" "7630 -4992 384" "solid" "0" } func_forcefield { "disablereceiveshadows" "0" "origin" "7008 -6720 800" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "solid" "6" "mins" "-224 -384 -160" "maxs" "224 384 160" "StartDisabled" "0" } func_forcefield { "disablereceiveshadows" "0" "origin" "6304 -4608 800" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "solid" "6" "mins" "-224 -384 -160" "maxs" "224 384 160" "StartDisabled" "0" } } barriers //spawn blocker { NoFixup 1 func_forcefield { "disablereceiveshadows" "0" "origin" "0 0 0" "renderamt" "255" "rendercolor" "255 255 255" "renderfx" "0" "rendermode" "10" "TeamNum" "2" "targetname" "spawnbarrierA1" "parentname" "spawnbarrierA" "mins" "-300 -300 -1000" "maxs" "300 300 1000" "StartDisabled" "0" } prop_dynamic //prop for show { "targetname" "spawnbarrierA" "angles" "0 0 0" "DisableBoneFollowers" "1" "disablereceiveshadows" "1" "model" "models/props_vehicles/train_flatcar_container.mdl" "disableshadows" "1" "ExplodeDamage" "0" "ExplodeRadius" "0" "fademaxdist" "0" "fademindist" "-1" "fadescale" "1" "MaxAnimTime" "10" "maxdxlevel" "0" "MinAnimTime" "5" "mindxlevel" "0" "modelscale" "4" "PerformanceMode" "0" "pressuredelay" "0" "RandomAnimation" "0" "renderamt" "0" "renderfx" "16" //hologram effect, see renderfx section on the developer wiki for more "rendermode" "10" "SetBodyGroup" "0" "skin" "0" //set to 1 for red traincar, many props separate different variants through skins "CollisionGroup" "0" "solid" "0" "spawnflags" "0" "StartDisabled" "0" "origin" "0 0 0" } } controlpoint { NoFixup 1 prop_dynamic { "model" "models/props_gameplay/cap_point_base.mdl" "targetname" "cap_base1" "solid" "6" "skin" "1" //set this number to 0 for neutral, 1 for red, 2 for blu "origin" "3904 -5952 172" } trigger_capture_area { "classname" "trigger_capture_area" "area_cap_point" "cap_point1" "area_time_to_cap" "5" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "StartDisabled" "0" "targetname" "cap_area1" "team_cancap_2" "0" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "1" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "mins" "-128 -128 -128" "maxs" "128 128 128" "spawnflags" "1" "origin" "3904 -5952 312" "OnCapTeam1" "cap_base1,Skin,1,0,-1" //set the first number to 0 for neutral, 1 for red, 2 for blu "OnCapTeam2" "cap_base1,Skin,2,0,-1" //set the first number to 0 for neutral, 1 for red, 2 for blu "OnCapTeam2" "minutehand,add,1,0,-1" ////////////////////////////////////////////editable outputs//////////////////////////////////////////// OnStartTeam1,OnBreakTeam1,OnCapTeam1,OnStartTeam2,OnBreakTeam2.OnCapTeam2,OnStartCap,OnBreakCap,OnEndCap,OnNumCappersChanged,OnNumCappersChanged2 //add your outputs here using "OnCapTeam2" for blu team capture, or "OnCapTeam1" for red team capture } team_control_point { "classname" "team_control_point" "angles" "0 0 0" "point_default_owner" "2" //this is the team that the control point will spawn in, set this number to 0 for neutral, 2 for red, 3 for blu "point_group" "0" "point_index" "0" //if you plan on having multiple control points at once, you must give each one a unique "point_index", spawning more than 8 control points on the map will crash the server "point_printname" "crossroad" //this is the name of the control point that will show up in the kill feed "point_start_locked" "0" "point_warn_on_cap" "0" "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" "spawnflags" "4" "targetname" "cap_point1" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" //this is the image shown on the hud icon "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" //this is the model of the hologram that appears above the control point "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_3_0" "cap_point1" //if you want to create a sequence of control points similar to an attack/defense map, this keyvalue determines the order in which they can be captured //it represents the names of the previous control points that must be owned by blu team before this point can be unlocked, if this is the first control point on the map, it must refer to itself or else it will be locked //"team_previouspoint_3_1" "0" //"team_previouspoint_3_2" "0" //"team_previouspoint_2_0" "cap_point" //this allows red to recapture if "team_cancap_2" is set to 1 in the trigger_capture_area //"team_previouspoint_2_1" "0" //"team_previouspoint_2_2" "0" "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "3904 -5952 189" } prop_dynamic { "model" "models/props_gameplay/cap_point_base.mdl" "targetname" "cap_base2" "solid" "6" "skin" "1" //set this number to 0 for neutral, 1 for red, 2 for blu "origin" "1472 -4672 137" } trigger_capture_area { "classname" "trigger_capture_area" "area_cap_point" "cap_point2" "area_time_to_cap" "5" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "StartDisabled" "0" "targetname" "cap_area2" "team_cancap_2" "0" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "1" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "mins" "-128 -128 -128" "maxs" "128 128 128" "origin" "1472 -4672 278" "spawnflags" "1" "OnCapTeam1" "cap_base2,Skin,1,0,-1" //set the first number to 0 for neutral, 1 for red, 2 for blu "OnCapTeam2" "cap_base2,Skin,2,0,-1" //set the first number to 0 for neutral, 1 for red, 2 for blu "OnCapTeam2" "minutehand,add,1,0,-1" ////////////////////////////////////////////editable outputs//////////////////////////////////////////// OnStartTeam1,OnBreakTeam1,OnCapTeam1,OnStartTeam2,OnBreakTeam2.OnCapTeam2,OnStartCap,OnBreakCap,OnEndCap,OnNumCappersChanged,OnNumCappersChanged2 //add your outputs here using "OnCapTeam2" for blu team capture, or "OnCapTeam1" for red team capture } team_control_point { "classname" "team_control_point" "angles" "0 0 0" "point_default_owner" "2" //this is the team that the control point will spawn in, set this number to 0 for neutral, 2 for red, 3 for blu "point_group" "0" "point_index" "1" //if you plan on having multiple control points at once, you must give each one a unique "point_index", spawning more than 8 control points on the map will crash the server "point_printname" "station" //this is the name of the control point that will show up in the kill feed "point_start_locked" "0" "point_warn_on_cap" "0" "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" "spawnflags" "4" "targetname" "cap_point2" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" //this is the image shown on the hud icon "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" //this is the model of the hologram that appears above the control point "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_3_0" "cap_point1" //if you want to create a sequence of control points similar to an attack/defense map, this keyvalue determines the order in which they can be captured //it represents the names of the previous control points that must be owned by blu team before this point can be unlocked, if this is the first control point on the map, it must refer to itself or else it will be locked //"team_previouspoint_3_1" "0" //"team_previouspoint_3_2" "0" //"team_previouspoint_2_0" "cap_point" //this allows red to recapture if "team_cancap_2" is set to 1 in the trigger_capture_area //"team_previouspoint_2_1" "0" //"team_previouspoint_2_2" "0" "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "1472 -4672 154" } prop_dynamic { "model" "models/props_gameplay/cap_point_base.mdl" "targetname" "cap_base3" "solid" "6" "skin" "1" //set this number to 0 for neutral, 1 for red, 2 for blu "origin" "1760 -2156 -130" } trigger_capture_area { "classname" "trigger_capture_area" "area_cap_point" "cap_point3" "area_time_to_cap" "5" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "StartDisabled" "0" "targetname" "cap_area3" "team_cancap_2" "0" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "1" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "mins" "-128 -128 -128" "maxs" "128 128 128" "origin" "1760 -2156 -2" "spawnflags" "1" "OnCapTeam1" "cap_base3,Skin,1,0,-1" //set the first number to 0 for neutral, 1 for red, 2 for blu "OnCapTeam2" "cap_base3,Skin,2,0,-1" //set the first number to 0 for neutral, 1 for red, 2 for blu "OnCapTeam2" "minutehand,add,1,0,-1" ////////////////////////////////////////////editable outputs//////////////////////////////////////////// OnStartTeam1,OnBreakTeam1,OnCapTeam1,OnStartTeam2,OnBreakTeam2.OnCapTeam2,OnStartCap,OnBreakCap,OnEndCap,OnNumCappersChanged,OnNumCappersChanged2 //add your outputs here using "OnCapTeam2" for blu team capture, or "OnCapTeam1" for red team capture } team_control_point { "classname" "team_control_point" "angles" "0 0 0" "point_default_owner" "2" //this is the team that the control point will spawn in, set this number to 0 for neutral, 2 for red, 3 for blu "point_group" "0" "point_index" "2" //if you plan on having multiple control points at once, you must give each one a unique "point_index", spawning more than 8 control points on the map will crash the server "point_printname" "garden" //this is the name of the control point that will show up in the kill feed "point_start_locked" "0" "point_warn_on_cap" "0" "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" "spawnflags" "4" "targetname" "cap_point3" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" //this is the image shown on the hud icon "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" //this is the model of the hologram that appears above the control point "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_3_0" "cap_point2" //if you want to create a sequence of control points similar to an attack/defense map, this keyvalue determines the order in which they can be captured //it represents the names of the previous control points that must be owned by blu team before this point can be unlocked, if this is the first control point on the map, it must refer to itself or else it will be locked //"team_previouspoint_3_1" "0" //"team_previouspoint_3_2" "0" //"team_previouspoint_2_0" "cap_point" //this allows red to recapture if "team_cancap_2" is set to 1 in the trigger_capture_area //"team_previouspoint_2_1" "0" //"team_previouspoint_2_2" "0" "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "1760 -2156 -126" } prop_dynamic { "model" "models/props_gameplay/cap_point_base.mdl" "targetname" "cap_base4" "solid" "6" "skin" "1" //set this number to 0 for neutral, 1 for red, 2 for blu "origin" "-704 2112 147" } trigger_capture_area { "classname" "trigger_capture_area" "area_cap_point" "cap_point4" "area_time_to_cap" "7" //multiply this number by 2 to get the capture duration in seconds, raising "team_numcap_3" and "team_numcap_2" will also increase the time taken by a factor of the value (e.g. raising it to 2 will multiply the duration by 2) "StartDisabled" "0" "targetname" "cap_area4" "team_cancap_2" "0" //setting this number to 0 disables red team from recapturing, 1 enables red team to recapture "team_cancap_3" "1" //1 enables blu team to cap "team_numcap_2" "1" //changing this number will change the number of red players required to stand on the point to finish capturing "team_numcap_3" "1" //changing this number will change the number of blu players required to stand on the point to finish capturing "team_spawn_2" "0" "team_spawn_3" "0" "team_startcap_2" "1" //changing this number will change the number of red players required to stand on the point to begin capturing "team_startcap_3" "1" //changing this number will change the number of blu players required to stand on the point to begin capturing "mins" "-128 -128 -128" "maxs" "128 128 128" "origin" "-704 2112 285" "spawnflags" "1" "OnCapTeam1" "cap_base4,Skin,1,0,-1" //set the first number to 0 for neutral, 1 for red, 2 for blu "OnCapTeam2" "cap_base4,Skin,2,0,-1" //set the first number to 0 for neutral, 1 for red, 2 for blu "OnCapTeam2" "boss_deploy_relay,Trigger,,0,-1" ////////////////////////////////////////////editable outputs//////////////////////////////////////////// OnStartTeam1,OnBreakTeam1,OnCapTeam1,OnStartTeam2,OnBreakTeam2.OnCapTeam2,OnStartCap,OnBreakCap,OnEndCap,OnNumCappersChanged,OnNumCappersChanged2 //add your outputs here using "OnCapTeam2" for blu team capture, or "OnCapTeam1" for red team capture } team_control_point { "classname" "team_control_point" "angles" "0 0 0" "point_default_owner" "2" //this is the team that the control point will spawn in, set this number to 0 for neutral, 2 for red, 3 for blu "point_group" "0" "point_index" "3" //if you plan on having multiple control points at once, you must give each one a unique "point_index", spawning more than 8 control points on the map will crash the server "point_printname" "hatch" //this is the name of the control point that will show up in the kill feed "point_start_locked" "0" "point_warn_on_cap" "0" "point_warn_sound" "ControlPoint.CaptureWarn" "random_owner_on_restart" "0" "spawnflags" "4" "targetname" "cap_point4" "team_bodygroup_0" "3" "team_bodygroup_2" "1" "team_bodygroup_3" "1" "team_icon_0" "sprites/obj_icons/icon_obj_neutral" //this is the image shown on the hud icon "team_icon_2" "sprites/obj_icons/icon_obj_red" "team_icon_3" "sprites/obj_icons/icon_obj_blu" "team_model_0" "models/effects/cappoint_hologram.mdl" //this is the model of the hologram that appears above the control point "team_model_2" "models/effects/cappoint_hologram.mdl" "team_model_3" "models/effects/cappoint_hologram.mdl" "team_previouspoint_3_0" "cap_point3" //if you want to create a sequence of control points similar to an attack/defense map, this keyvalue determines the order in which they can be captured //it represents the names of the previous control points that must be owned by blu team before this point can be unlocked, if this is the first control point on the map, it must refer to itself or else it will be locked //"team_previouspoint_3_1" "0" //"team_previouspoint_3_2" "0" //"team_previouspoint_2_0" "cap_point" //this allows red to recapture if "team_cancap_2" is set to 1 in the trigger_capture_area //"team_previouspoint_2_1" "0" //"team_previouspoint_2_2" "0" "team_timedpoints_2" "0" "team_timedpoints_3" "0" "origin" "-704 2112 161" } team_control_point_master { "classname" "team_control_point_master" "cpm_restrict_team_cap_win" "1" //this makes it so the wave does not end when all the points are owned by a team, set this to 0 for neither team (this will end the wave on capture), 1 to restrict both teams, 2 to restrict red team winning, and 3 to restrict blu team winning "custom_position_x" "0.4" //you can change the number here to move the control points on the hud if something is blocking it, accepted values are from 0 to 1 and is expressed as a percentage of the screen from left to right, 0.5 or "-1" will center the hud "custom_position_y" "-1" "partial_cap_points_rate" "0" //this keyvalue allows money to be gained by capturing points, setting it to a number above 0 will allow players who are capturing to receive money, a higher number results in higher revenue, decimals accepted "play_all_rounds" "0" "score_style" "0" "StartDisabled" "0" "switch_teams" "0" "targetname" "cap_master" "team_base_icon_2" "sprites/obj_icons/icon_base_red" "team_base_icon_3" "sprites/obj_icons/icon_base_blu" } OnSpawnOutput //very important to keep this output otherwise the control point will not function { Target cap_area1 Action SetControlPoint Param cap_point1 } OnSpawnOutput //very important to keep this output otherwise the control point will not function { Target cap_area2 Action SetControlPoint Param cap_point2 } OnSpawnOutput //very important to keep this output otherwise the control point will not function { Target cap_area3 Action SetControlPoint Param cap_point3 } OnSpawnOutput //very important to keep this output otherwise the control point will not function { Target cap_area4 Action SetControlPoint Param cap_point4 } OnSpawnOutput //this output is optional but it is kept here for debugging purposes, if you do not restrict a team from winning and the control point spawned is not neutral, it will automatically end the wave so make sure you set the restriction { Target cap_master Action RoundSpawn } } spawn_indicator { NoFixup 1 entity { "id" "6" "classname" "prop_dynamic" "angles" "0 0 0" "DefaultAnim" "idle" "fademindist" "-1" "fadescale" "1" "MaxAnimTime" "10" "MinAnimTime" "5" "model" "models/props_mvm/robot_spawnpoint.mdl" "modelscale" "1.0" "renderamt" "255" "rendercolor" "255 255 255" "skin" "0" "solid" "0" editor { "color" "220 30 220" "visgroupshown" "1" "visgroupautoshown" "1" "logicalpos" "[0 0]" } } } textualtimer { OnSpawnOutput { Param 7 // change the value for minutes Target minutehand Action SetValue } OnSpawnOutput { Param 60 // change the value for seconds Target secondhand Action SetValue } logic_relay { "targetname" "loserelay" "startdisabled" "1" "ontrigger" "bots_win_red,RoundWin,,2,-1" "ontrigger" "realtimer,cancelpending,,2,-1" "onspawn" "wave_start*,addoutput,ontrigger realtimer:trigger::0:-1,0,-1" "onspawn" "wave_finish*,addoutput,ontrigger realtimer:cancelpending::0:-1,0,-1" "onspawn" "wave_finish*,addoutput,ontrigger loserelay:cancelpending::0:-1,0,-1" } NoFixup 1 math_counter { "targetname" "minutehand" "max" "9999" "outvalue" "timerformat,$setkey$case01,,0,-1" "onhitmin" "loserelay,enable,,1,-1" } math_counter { "targetname" "secondhand" "max" "60" "outvalue" "timerformat,$setkey$case02,,0,-1" "outvalue" "zerocompare,setvaluecompare,,0,-1" "onhitmin" "loserelay,trigger,,0,-1" "onhitmin" "!self,setvalue,60,1,-1" "onhitmin" "minutehand,subtract,1,1,-1" } logic_compare { "targetname" "zerocompare" "comparevalue" "9" "onequalto" "timerformat,$setkey$case16,%:0%,0,-1" "ongreaterthan" "timerformat,$setkey$case16,%:%,0,-1" } logic_case { "targetname" "timerformat" "case16" "%:%" "ondefault" "timertext,$setkey$message,,0,-1" "ondefault" "timertext,display,0,0,-1" } game_text { "targetname" "timertext" "color" "65 155 255" "holdtime" "2" "spawnflags" "1" "x" "0.7" "y" "0.9" } logic_relay { "targetname" "realtimer" "spawnflags" "2" "ontrigger" "timerformat,$format,,0.01,-1" "ontrigger" "secondhand,subtract,1,0,-1" "ontrigger" "!self,trigger,,1,-1" } game_round_win { "teamnum" "2" "targetname" "bots_win_red" "force_map_reset" "1" } } light_spots { NoFixup 1 point_spotlight { "angles" "90 270 0" "HDRColorScale" "1.0" "mindxlevel" "95" "targetname" "light_cabinet" "renderamt" "128" "rendercolor" "221 205 174" "spawnflags" "2" "spotlightlength" "96" "spotlightwidth" "32" } light_dynamic { "_light" "255 249 234 275" "distance" "450" "brightness" "1" } light_spot { "_cone" "60" "_exponent" "1" "_inner_cone" "45" "targetname" "cabinet_lightpots" "_light" "255 249 234 275" "_lightHDR" "-1 -1 -1 1" "_lightscaleHDR" "1" "_quadratic_attn" "1" //"angles" "-90 270 0" //"pitch" "-90" "spawnflags" "0" } logic_auto { "targetname" "let_there_be_light" "OnMapSpawn" "light_cabinet,LightOn,,0,-1" } } no_stuck { NoFixup 1 func_forcefield { "TeamNum" "3" "origin" "2752 -4191 200" "mins" "-64 -96 -120" "maxs" "64 96 120" } } } SpawnTemplate "corelogic" SpawnTemplate "textualtimer" SpawnTemplate "controlpoint" SpawnTemplate "glory_hole" SpawnTemplate "no_stuck" SpawnTemplate { Name "station" "origin" "7437 -6320 350" "angles" "0 270 0" } SpawnTemplate { Name "light_spots" "origin" "7437 -6400 379.573" "angles" "0 90 0" } SpawnTemplate { Name "station" "origin" "7376 -5220 340.95" "angles" "0 90 0" } SpawnTemplate { Name "light_spots" "origin" "7376 -5226 360.95" "angles" "0 0 0" } SpawnTemplate { Name "station" "origin" "7249 -6232 100" "angles" "0 180 0" } SpawnTemplate { Name "light_spots" "origin" "7249 -6232 100" "angles" "0 180 0" } SpawnTemplate { Name "barriers" "origin" "6592 -4992 327.232" "angles" "0 0 0" } SpawnTemplate { Name "barriers" "origin" "6592 -6848 357.4" "angles" "0 0 0" } SpawnTemplate { Name "barriers" "origin" "6520 -6252 216" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "4608 -6400 259" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "4544 -5824 99" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "4352 -6208 259" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "2688 -7168 179" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "3456 -5952 189" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "2432 -5504 263" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "1216 -6208 351" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "1436 -4096 29" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "2496 -2944 27" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "1664 -1536 -125" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "1280 -1664 -124" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "512 -1984 9" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "-128 -1984 9" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "-1280 1536 145" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "10 1725 143" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "-1704 1856 143" "angles" "0 0 0" } SpawnTemplate { Name "spawn_indicator" "origin" "-704 3008 199" "angles" "0 0 0" } ExtraSpawnPoint { Name "spawn_cp1" TeamNum 2 X "3904" Y "-5952" Z "172" } ExtraSpawnPoint { Name "spawn_cp2" TeamNum 2 X "1472" Y "-4672" Z "137" } ExtraSpawnPoint { Name "spawn_cp3" TeamNum 2 X "1760" Y "-2156" Z "0" } ExtraSpawnPoint { Name "spawn_cp4" TeamNum 2 X "-704" Y "2112" Z "200" } ExtraSpawnpoint { Name "spawn_first" TeamNum 2 X "4608" Y "-6400" Z "269" } ExtraSpawnpoint { Name "spawn_first" TeamNum 2 X "4544" Y "-5824" Z "109" } ExtraSpawnpoint { Name "spawn_second" TeamNum 2 X "3456" Y "-5952" Z "189" } ExtraSpawnpoint { Name "spawn_second" TeamNum 2 X "3328" Y "-7104" Z "231" } ExtraSpawnpoint { Name "spawn_third_left" TeamNum 2 X "2880" Y "-5696" Z "273" } ExtraSpawnpoint { Name "spawn_third_right" TeamNum 2 X "2880" Y "-5696" Z "273" } ExtraSpawnpoint { Name "spawn_third_left" TeamNum 2 X "2432" Y "-5504" Z "273" } ExtraSpawnpoint { Name "spawn_third_right" TeamNum 2 X "2432" Y "-5504" Z "273" } ExtraSpawnpoint { Name "spawn_fourth_left" TeamNum 2 X "1216" Y "-6208" Z "361" } ExtraSpawnpoint { Name "spawn_fourth_left" TeamNum 2 X "1536" Y "-4096" Z "42" } ExtraSpawnpoint { Name "spawn_fourth_right" TeamNum 2 X "1536" Y "-4096" Z "42" } ExtraSpawnpoint { Name "spawn_fourth_right" TeamNum 2 X "2496" Y "-2944" Z "37" } ExtraSpawnpoint { Name "spawn_fifth" TeamNum 2 X "1664" Y "-1536" Z "-115" } ExtraSpawnpoint { Name "spawn_fifth" TeamNum 2 X "1280" Y "-1664" Z "-114" } ExtraSpawnpoint { Name "spawn_fifth" TeamNum 2 X "512" Y "-1984" Z "9" } ExtraSpawnpoint { Name "spawn_fifth" TeamNum 2 X "-128" Y "-1984" Z "9" } ExtraSpawnpoint //giants/minigiants can't exit players spawn so they spawn outside instead { Name "spawn_final" TeamNum 2 X "-640" Y "3008" Z "209" } ExtraSpawnpoint { Name "spawn_sixth" TeamNum 2 X "-1280" Y "1536" Z "155" } ExtraSpawnpoint { Name "spawn_sixth" TeamNum 2 X "10" Y "1725" Z "153" } ExtraTankPath { Name "redpath_tank1" Node "-40 -2740 24" Node "-32 -3168 24" Node "184 -3292 184" Node "568 -3636 184" Node "544 -3976 184" Node "564 -4392 184" Node "732 -4840 184" Node "952 -5260 184" Node "1204 -5588 184" Node "1400 -5764 184" Node "1664 -5944 184" Node "2900 -6580 248" Node "3812 -6624 248" Node "4008 -5796 285" Node "4980 -5792 285" Node "5224 -5960 285" Node "5672 -5972 141" Node "5864 -5828 141" Node "6116 -5664 141" Node "6360 -5764 141" Node "6496 -6064 141" Node "6628 -6240 141" Node "7084 -6240 141" } Templates { T_TFBot_Red_Giant_Sniper_Rapidfire { Name "Giant Hipfire Sniper" Class Sniper MaxVisionRange 1000 ClassIcon sniper_alwaysfire Health 2500 AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Attributes MiniBoss Attributes AlwaysFireWeapon Skill Expert WeaponRestrictions PrimaryOnly UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" ItemAttributes { ItemName "TF_WEAPON_SNIPERRIFLE" //"faster reload rate" 0.5 "damage bonus" 1.5 "sniper fires tracer" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 5 // 5=Scout,3=Soldier,6=Pyro,4=Demoman,2=Heavy,7=Buster } } T_TFBot_Red_Giant_Samurai { Class Demoman Name "Giant Samurai Demo" ClassIcon demoknight_samurai Skill Expert Item "The Half-Zatoichi" Item "The Splendid Screen" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } Item "Demo Kabuto" Health 3300 Attributes MiniBoss WeaponRestrictions MeleeOnly AddCond { Name TF_COND_REPROGRAMMED } Action Mobber ItemAttributes { ItemName "The Half-Zatoichi" "honorbound" 0 } CharacterAttributes { "move speed bonus" 0.5 "health from packs decreased" 0.01 "voice pitch scale" 0 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Red_Phlog_Pyro { Class Pyro AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Item "The Phlogistinator" Name "Phlogistinator Pyro" Skill Expert Attributes SpawnWithFullCharge ClassIcon pyro_phlog_ver2 ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 } } T_TFBot_Red_Giant_Soldier_Spammer_Buff { Class Soldier Name "Giant Rapid Fire Buff Soldier" Item "The Buff Banner" ClassIcon soldier_buff_spammer Health 3800 Skill Expert AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Attributes MiniBoss Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 } ItemAttributes { ItemName "The Buff Banner" "increase buff duration" 999 } CharacterAttributes { "move speed bonus" 0.5 "health from packs decreased" 0.01 "voice pitch scale" 0 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.65 } } T_TFBot_Giant_Red_Homing_Huntsman { Template T_TFBot_Red_Sniper_Huntsman Attributes MiniBoss Health 2500 Name "Giant Homing Huntsman Sniper" ClassIcon sniper_bow_homing Action Mobber AddCond { Name TF_COND_REPROGRAMMED } Addcond {Name TF_COND_SODAPOPPER_HYPE} UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" ItemAttributes { ItemName "The Huntsman" "mod projectile heat seek power" 75 "mod projectile heat aim error" 360 "mod projectile heat aim time" 0.75 "Projectile speed increased" 0.5 //"fire rate bonus" 0 //"faster reload rate" 0.4 "projectile trail particle" eyeboss_projectile } CharacterAttributes { "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.01 } } T_TFBot_Red_Burst_Stun { Template T_TFBot_Red_Giant_Soldier_Spammer_Reload Name "Giant Stunburst Soldier" ClassIcon soldier_stun_spammer ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "rocket specialist" 1 } } T_TFBot_Red_Homing_Burst { Template T_TFBot_Red_Giant_Soldier_Spammer_Reload ClassIcon soldier_burstfire_homing_nys Addcond {Name TF_COND_SODAPOPPER_HYPE} Name "Giant Homing Burst Soldier" ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "crit mod disabled" 0 } HomingRockets { IgnoreDisguisedSpies 1 IgnoreStealthedSpies 1 RocketSpeed 0.3 TurnPower 90 MaxAimError 360 } RocketCustomParticle eyeboss_projectile } T_TFBot_Red_Scout_Milk { Class Scout Item "Baby Face's Blaster" Item "Mad Milk" Skill Expert AimTrackingInterval 0.1 AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Name "Milk Blaster Scout" UseBestWeapon 1 ClassIcon scout_milk } T_TFBot_Red_Engineer_Widowmaker { Class Engineer WeaponRestrictions PrimaryOnly Action Mobber ClassIcon engineer_widowmaker_nys AddCond { Name TF_COND_REPROGRAMMED } Item "The Widowmaker" ItemAttributes { ItemName "The Widowmaker" "crit mod disabled" 0 } } T_TFBot_Red_Giant_Scout_Bonk_Spiky { Template T_TFBot_Red_Giant_Scout_Bonk Name "Giant Spiky Bonk! Scout" Item "The Boston Basher" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber ItemAttributes { ItemName "The Boston Basher" "hit self on miss" 0 } ItemAttributes { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" 1.5 } } T_TFBot_Red_Giant_Sniper_Sydney { Class Sniper Health 2500 Attributes MiniBoss Skill Expert MaxVisionRange 1000 Item "The Sydney Sleeper" ClassIcon sniper_sydneysleeper Name "Giant Sydney Sniper" Attributes AlwaysFireWeapon WeaponRestrictions PrimaryOnly Action Mobber AddCond { Name TF_COND_REPROGRAMMED } UseCustomModel "models/bots/sniper_boss/bot_sniper_boss.mdl" DamageAppliesCond //Adds conditions to players on hit { Name "TF_COND_URINE" Duration 10 } ItemAttributes { ItemName "The Sydney Sleeper" "sniper fires tracer" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 5 // 5=Scout,3=Soldier,6=Pyro,4=Demoman,2=Heavy,7=Buster } } T_TFBot_Red_Sniper_Combo { Class Sniper Health 650 Scale 1.4 Action Mobber Name "Bushwacka Sniper" ClassIcon sniper_bushwacka WeaponRestrictions MeleeOnly AddCond { Name TF_COND_REPROGRAMMED } Item "The Bushwacka" CharacterAttributes { "head scale" 0.7 } } T_TFBot_Red_Backup_Spammer { Template T_TFBot_Red_Giant_Soldier_Extended_Battalion Name "Giant Rapid Backup Soldier" ClassIcon soldier_backup_spammer ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "faster reload rate" -0.8 "fire rate bonus" 0.5 "crit mod disabled" 0 } } T_TFBot_Red_Medic_Vac_Bullet { Name "Bullet Vac Medic" Class Medic ClassIcon medic_bullet Skill Expert Attributes SpawnWithFullCharge Attributes IgnoreEnemies AddCond { Name TF_COND_REPROGRAMMED } Item "The Vaccinator" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Vaccinator" "medigun charge is resists" 3 "medigun bullet resist passive" 0.75 "medigun bullet resist deployed" 0.75 "ubercharge rate bonus" 50 "mod weapon blocks healing" 1 } CharacterAttributes { "bot medic uber health threshold" 225 "voice pitch scale" 0 } } T_TFBot_Red_Medic_Vac_Fire { Name "Fire Vac Medic" Class Medic ClassIcon medic_fire AddCond { Name TF_COND_REPROGRAMMED } Skill Expert Attributes SpawnWithFullCharge Attributes IgnoreEnemies Item "The Vaccinator" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Vaccinator" "medigun charge is resists" 5 "medigun fire resist passive" 0.75 "medigun fire resist deployed" 0.75 "ubercharge rate bonus" 50 "mod weapon blocks healing" 1 } CharacterAttributes { "bot medic uber health threshold" 225 "voice pitch scale" 0 } } T_TFBot_Red_Medic_Vac_Blast { Name "Blast Vac Medic" Class Medic AddCond { Name TF_COND_REPROGRAMMED } ClassIcon medic_blast Skill Expert Attributes SpawnWithFullCharge Attributes IgnoreEnemies Item "The Vaccinator" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Vaccinator" "medigun charge is resists" 4 "medigun blast resist passive" 0.75 "medigun blast resist deployed" 0.75 "ubercharge rate bonus" 50 "mod weapon blocks healing" 1 } CharacterAttributes { "bot medic uber health threshold" 225 "voice pitch scale" 0 } } T_TFBot_Red_Heavy_Samurai { Class Heavyweapons Name "Fat Samurai" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber ClassIcon demoknight_samurai Health 900 Scale 1.4 WeaponRestrictions MeleeOnly Item "The Crossing Guard" Item "Demo Kabuto" ItemAttributes { ItemName "The Crossing Guard" "restore health on kill" 50 "custom item model" "models/workshop_partner/weapons/c_models/c_shogun_katana/c_shogun_katana_soldier.mdl" "custom hit sound" "weapons/cleaver_hit_02.wav" "crit mod disabled" 0 "custom kill icon" "demokatana" } } T_TFBot_Red_Giant_Soldier_Spammer_Conch { Class Soldier Name "Giant Rapid Conch Soldier" Item "The Concheror" ClassIcon soldier_conch_spammer Health 3800 Skill Expert AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Attributes MiniBoss Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "crit mod disabled" 0 } ItemAttributes { ItemName "The Concheror" "increase buff duration" 999 } CharacterAttributes { "move speed bonus" 0.5 "health from packs decreased" 0.01 "voice pitch scale" 0 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "Projectile speed increased" 0.65 } } T_TFBot_Red_Giant_Soldier_Nuke { ClassIcon soldier_nuker WeaponRestrictions PrimaryOnly AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Health 4200 Skill Expert Name "Giant Nuker Soldier" Class Soldier Attributes "HoldFireUntilFullReload" Attributes "MiniBoss" Attributes "AlwaysCrit" Item "The Original" ItemAttributes { ItemName "The Original" "damage bonus" 3.0 "fire rate bonus" 2.5 "Projectile speed increased" 0.6 "use large smoke explosion" 1 "Blast radius increased" 1.8 } CharacterAttributes { "override footstep sound set" 3 "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.4 "damage force reduction" 0.4 } } T_TFBot_Red_Soldier_Direct_Hit { Template T_TFBot_Red_Soldier Item "The Direct Hit" Item "The Reserve Shooter" Name "Direct Hit Soldier" ClassIcon soldier_directhit_lite ItemAttributes { ItemName "The Direct Hit" "crit mod disabled" 0 } ItemAttributes { ItemName "The Reserve Shooter" "crit mod disabled" 0 } } T_TFBot_Red_Fist_Heavy { Class Heavyweapons AddCond { Name TF_COND_REPROGRAMMED } Action Mobber WeaponRestrictions MeleeOnly ClassIcon heavy_fist_nys CharacterAttributes { "crit mod disabled" 0 } } } Wave // Wave 1 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } Explanation { Line "------------------------------------------------------------------" Line "{blue}Welcome to Reverse MvM!" Line "{blue}In this mission, your objective will be to capture all the points in time" Line "{blue}You will have 8 minutes to beat each wave, you will automatically lose at the end of the timer" Line "------------------------------------------------------------------" Line "{red}INFO:" //Line "{red}-Engineer Bots will often spawn and build teleporters for you, protect them if they need to!" Line "{red}-You have infinite ammo and metal" Line "{red}-Capturing a point will give you an extra minute to capture the others!" } ////SpawnTemplate "sentries0" //SpawnTemplate "sentries_mini" //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //RED WaveSpawns /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn { Name "wave1a" Where spawn_first TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 8 TotalCurrency 100 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer_Reload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1a" Where spawn_first TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Red_Scout UseBestWeapon 0 Skill Expert AimTrackingInterval 1 Attributes DisableDodge ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "crit mod disabled" 0 } } } WaveSpawn { Name "wave1a" Where spawn_first TotalCount 7 MaxActive 7 SpawnCount 7 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Red_Demoman_Knight //Attributes AlwaysCrit Attributes DisableDodge } } WaveSpawn { Name "wave1a" Where spawn_second TotalCount 21 MaxActive 12 SpawnCount 7 WaitBeforeStarting 11 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Template T_TFBot_Red_Demoman_Knight //Attributes AlwaysCrit Attributes DisableDodge } } WaveSpawn { Name "wave1a" Where spawn_second TotalCount 18 MaxActive 12 SpawnCount 6 WaitBeforeStarting 12 WaitBetweenSpawns 7 TotalCurrency 50 RandomChoice { TFBot { Template T_TFBot_Red_Scout UseBestWeapon 0 Skill Expert AimTrackingInterval 1 Attributes DisableDodge ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "crit mod disabled" 0 } } TFBot { Template T_TFBot_Red_Scout UseBestWeapon 0 Skill Expert AimTrackingInterval 1 Attributes DisableDodge ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "crit mod disabled" 0 } } } } WaveSpawn { Name "wave1a" Where spawn_second TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 14 TotalCurrency 50 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer_Reload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1a" Where spawn_second TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 14 TotalCurrency 50 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer_Reload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1b" WaitForAllSpawned "wave1a" Where spawn_third_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 11 TotalCurrency 50 TFBot { Template T_TFBot_Red_Giant_Sniper_Rapidfire CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1guard" Where spawn_cp2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Soldier ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "crit mod disabled" 0 } CharacterAttributes { "move speed bonus" 0.00001 "airblast vulnerability multiplier" 0.01 "no_jump" 1 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1guard" Where spawn_cp3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Soldier ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "crit mod disabled" 0 } CharacterAttributes { "move speed bonus" 0.00001 "airblast vulnerability multiplier" 0.01 "no_jump" 1 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1guard" Where spawn_cp4 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Soldier ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "crit mod disabled" 0 } CharacterAttributes { "move speed bonus" 0.00001 "airblast vulnerability multiplier" 0.01 "no_jump" 1 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1b" WaitForAllSpawned "wave1a" Where spawn_third_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 4 TotalCurrency 100 TFBot { Template T_TFBot_Red_Giant_Soldier ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1b" WaitForAllSpawned "wave1a" Where spawn_third_right TotalCount 7 MaxActive 7 SpawnCount 7 WaitBeforeStarting 16 WaitBetweenSpawns 6 TotalCurrency 50 TFBot { Template T_TFBot_Red_Demoman_Knight //Attributes AlwaysCrit Attributes DisableDodge } } WaveSpawn { Name "wave1b" WaitForAllSpawned "wave1a" Where spawn_fourth_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 13 TotalCurrency 25 TFBot { Template T_TFBot_Red_Giant_Sniper_Rapidfire InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base2" } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1b" WaitForAllSpawned "wave1a" Where spawn_fourth_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 13 TotalCurrency 50 TFBot { Template T_TFBot_Red_Giant_Sniper_Rapidfire CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1b" WaitForAllSpawned "wave1a" Where spawn_fourth_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 4 TotalCurrency 50 TFBot { Template T_TFBot_Red_Giant_Soldier ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1b" WaitForAllSpawned "wave1a" Where spawn_fourth_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 4 TotalCurrency 25 TFBot { Template T_TFBot_Red_Giant_Soldier InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base2" } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1b" WaitForAllSpawned "wave1a" Where spawn_fourth_right TotalCount 20 MaxActive 9 SpawnCount 5 WaitBeforeStarting 20 WaitBetweenSpawns 6 TotalCurrency 100 TFBot { Template T_TFBot_Red_Demoman_Knight //Attributes AlwaysCrit Attributes DisableDodge } } WaveSpawn { Name "wave1c" WaitForAllSpawned "wave1b" Where spawn_fifth TotalCount 8 MaxActive 8 SpawnCount 8 WaitBeforeStarting 12 WaitBetweenSpawns 14 TotalCurrency 100 //FirstSpawnOutput //{ // Target train_enable // Action Trigger //} Squad { TFBot { Template T_TFBot_Red_Giant_Sniper_Rapidfire InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base3" } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } } } WaveSpawn { Name "wave1c" WaitForAllSpawned "wave1b" Where spawn_fifth TotalCount 16 MaxActive 16 SpawnCount 8 WaitBeforeStarting 25 WaitBetweenSpawns 14 TotalCurrency 100 //FirstSpawnOutput //{ // Target train_enable // Action Trigger //} Squad { TFBot { Template T_TFBot_Red_Giant_Sniper_Rapidfire CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } TFBot { Template T_TFBot_Red_Medic_SlowRecharge Attributes DisableDodge } } } WaveSpawn { Name "wave1c" WaitForAllSpawned "wave1b" Where spawn_fifth TotalCount 12 MaxActive 6 SpawnCount 4 WaitBeforeStarting 14 WaitBetweenSpawns 9 TotalCurrency 50 TFBot { Template T_TFBot_Red_Heavyweapons_Fist Attributes DisableDodge ItemAttributes { ItemName "Fists of Steel" "crit mod disabled" 0 } } } WaveSpawn { Name "wave1c" WaitForAllSpawned "wave1b" Where spawn_fifth TotalCount 25 MaxActive 7 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawns 9 TotalCurrency 50 TFBot { Template T_TFBot_Red_Soldier Attributes DisableDodge ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "crit mod disabled" 0 } } } WaveSpawn { Name "wave1d" WaitForAllSpawned "wave1c" Where spawn_sixth TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base4" } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1d" WaitForAllSpawned "wave1c" Where spawn_sixth TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 13 TotalCurrency 50 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave1d" WaitForAllSpawned "wave1c" Where spawn_sixth TotalCount 20 MaxActive 8 SpawnCount 5 WaitBeforeStarting 12 WaitBetweenSpawns 11 TotalCurrency 100 TFBot { Template T_TFBot_Red_Sniper_Huntsman_Jarate ClassIcon sniper_jarate Name "Jarate Bowman" Attributes DisableDodge ItemAttributes { ItemName "The Huntsman" "mult crit dmg" 0.33 } } } WaveSpawn { Name "wave1d" WaitForAllSpawned "wave1c" Where spawn_sixth TotalCount 20 MaxActive 8 SpawnCount 5 WaitBeforeStarting 16 WaitBetweenSpawns 12 TotalCurrency 100 TFBot { Template T_TFBot_Red_Scout UseBestWeapon 0 Skill Expert AimTrackingInterval 1 Attributes DisableDodge ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "crit mod disabled" 0 } } } WaveSpawn { Name "wave1final" WaitForAllSpawned "wave1d" Where spawn_final RandomSpawn 1 TotalCount 9999 MaxActive 12 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 3 TotalCurrency 0 Squad { TFBot { Template T_TFBot_Red_Sniper_Huntsman Attributes DisableDodge ItemAttributes { ItemName "The Huntsman" "mult crit dmg" 0.33 } InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base4" } } TFBot { Template T_TFBot_Red_Pyro Attributes DisableDodge ItemAttributes { ItemName TF_WEAPON_FLAMETHROWER "airblast disabled" 1 "crit mod disabled" 0 } } } } } Wave // Wave 2 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } ////SpawnTemplate "sentries1" //SpawnTemplate "sentries_lvl1" //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //RED WaveSpawns /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn { Name "wave2guard" Where spawn_cp2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "crit mod disabled" 0 } CharacterAttributes { "move speed bonus" 0.00001 "no_jump" 1 "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave2guard" Where spawn_cp3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "crit mod disabled" 0 } CharacterAttributes { "move speed bonus" 0.00001 "no_jump" 1 "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave2guard" Where spawn_cp4 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "crit mod disabled" 0 } CharacterAttributes { "move speed bonus" 0.00001 "no_jump" 1 "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave2a" Where spawn_second TotalCount 20 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Template T_TFBot_Red_Fist_Heavy } } WaveSpawn { Name "wave2a" Where spawn_first TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Red_Engineer_Widowmaker Skill Expert AimTrackingInterval 0.25 Attributes DisableDodge } } WaveSpawn { Name "wave2a" Where spawn_second TotalCount 25 MaxActive 10 SpawnCount 5 WaitBeforeStarting 16 WaitBetweenSpawns 5 TotalCurrency 50 RandomChoice { TFBot { Template T_TFBot_Red_Engineer_Widowmaker Skill Expert AimTrackingInterval 0.25 Attributes DisableDodge InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base1" } } TFBot { Template T_TFBot_Red_Engineer_Widowmaker Skill Expert AimTrackingInterval 0.25 Attributes DisableDodge } } } WaveSpawn { Name "wave2a" Where spawn_second TotalCount 16 MaxActive 6 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 8 TotalCurrency 0 TFBot { Template T_TFBot_Red_Soldier_Direct_Hit Attributes DisableDodge } } WaveSpawn { Name "wave2a" Where spawn_second TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 14 TotalCurrency 100 TFBot { Template T_TFBot_Red_Giant_Soldier_Extended_Concheror Attributes AlwaysCrit InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base1" } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn // Tank # HP { Name "wave2b" WaitForAllSpawned "wave2a" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 60 TotalCurrency 200 Tank { Name "tankboss" TeamNum 2 StartingPathTrackNode "redpath_tank1_1" ClassIcon tank_red_lite //AlwaysGlow 1 Model "models/bots/boss_bot/boss_tankred.mdl" Health 20000 Speed 75 Skin 0 OnKilledOutput {} OnBombDroppedOutput { Target redwin_relay Action Trigger } } } WaveSpawn { Name "wave2b" WaitForAllSpawned "wave2a" Where spawn_third_left TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 12 TotalCurrency 25 TFBot { Template T_TFBot_Red_Giant_Heavyweapons ItemAttributes { ItemName TF_WEAPON_MINIGUN "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave2b" WaitForAllSpawned "wave2a" Where spawn_third_left TotalCount 8 MaxActive 8 SpawnCount 8 WaitBeforeStarting 14 WaitBetweenSpawns 3 TotalCurrency 25 TFBot { Template T_TFBot_Red_Demoman Attributes DisableDodge ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "crit mod disabled" 0 } } } WaveSpawn { Name "wave2b" WaitForAllSpawned "wave2a" Where spawn_fourth_left TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 12 TotalCurrency 25 TFBot { Template T_TFBot_Red_Giant_Heavyweapons InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base2" } ItemAttributes { ItemName TF_WEAPON_MINIGUN "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave2b" WaitForAllSpawned "wave2a" Where spawn_fourth_left TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 28 WaitBetweenSpawns 12 TotalCurrency 25 TFBot { Template T_TFBot_Red_Giant_Heavyweapons ItemAttributes { ItemName TF_WEAPON_MINIGUN "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave2b" WaitForAllSpawned "wave2a" Where spawn_fourth_left TotalCount 14 MaxActive 10 SpawnCount 2 WaitBeforeStarting 24 WaitBetweenSpawns 3 TotalCurrency 50 TFBot { Template T_TFBot_Red_Demoman Attributes DisableDodge ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "crit mod disabled" 0 } } } WaveSpawn { Name "wave2c" WaitForAllSpawned "wave2b" Where spawn_fifth TotalCount 7 MaxActive 3 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 10 //FirstSpawnOutput //{ // Target train_enable // Action Trigger //} TotalCurrency 50 TFBot { Template T_TFBot_Giant_Red_Homing_Huntsman CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave2c" WaitForAllSpawned "wave2b" Where spawn_fifth TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 16 TotalCurrency 50 TFBot { Template T_TFBot_Red_Giant_Demo_Burst InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base3" } ItemAttributes { ItemName TF_WEAPON_GRENADELAUNCHER "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 } } } WaveSpawn { Name "wave2c" WaitForAllSpawned "wave2b" Where spawn_fifth TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 26 WaitBetweenSpawns 16 TotalCurrency 50 TFBot { Template T_TFBot_Red_Giant_Demo_Burst CharacterAttributes { "airblast vulnerability multiplier" 0.01 } ItemAttributes { ItemName TF_WEAPON_GRENADELAUNCHER "crit mod disabled" 0 } } } WaveSpawn { Name "wave2c" WaitForAllSpawned "wave2b" Where spawn_fifth TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 14 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Class Heavyweapons Skill Easy AddCond { Name TF_COND_REPROGRAMMED } Action Mobber Attributes DisableDodge ItemAttributes { ItemName TF_WEAPON_MINIGUN "crit mod disabled" 0 } } } WaveSpawn { Name "wave2d" WaitForAllSpawned "wave2c" Where spawn_sixth TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 14 TotalCurrency 50 TFBot { Template T_TFBot_Red_Giant_Boxing_Heavy CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } ClassIcon Heavy_champ_red ItemAttributes { ItemName "the killing gloves of boxing" "crit mod disabled" 0 } } } WaveSpawn { Name "wave2d" WaitForAllSpawned "wave2c" Where spawn_sixth TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 14 TotalCurrency 50 TFBot { Template T_TFBot_Red_Giant_Boxing_Heavy CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } ClassIcon Heavy_champ_red ItemAttributes { ItemName "the killing gloves of boxing" "crit mod disabled" 0 } } } WaveSpawn { Name "wave2d" WaitForAllSpawned "wave2c" Where spawn_sixth Where spawn_final RandomSpawn 1 TotalCount 35 MaxActive 13 SpawnCount 5 WaitBeforeStarting 16 WaitBetweenSpawns 9 TotalCurrency 50 TFBot { Template T_TFBot_Red_Soldier UseBestWeapon 0 Attributes DisableDodge ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "crit mod disabled" 0 } } } WaveSpawn { Name "wave2final" WaitForAllSpawned "wave2d" Where spawn_final RandomSpawn 1 TotalCount 9999 MaxActive 8 SpawnCount 5 WaitBeforeStarting 12 WaitBetweenSpawns 12 TotalCurrency 0 TFBot { Template T_TFBot_Red_Scout_Shortstop InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base4" } Attributes DisableDodge //Action Mobber Skill Expert AimTrackingInterval 0.25 tag bot_giant } } } Wave // Wave 3 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } ////SpawnTemplate "sentries2" //SpawnTemplate "sentries_lvl2" //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //RED WaveSpawns /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn { Name "wave3guard" Where spawn_cp2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer_Reload ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "crit mod disabled" 0 } CharacterAttributes { "move speed bonus" 0.00001 "voice pitch scale" 0 "no_jump" 1 "airblast vulnerability multiplier" 0.01 } } } WaveSpawn { Name "wave3guard" Where spawn_cp3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer_Reload ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "crit mod disabled" 0 } CharacterAttributes { "move speed bonus" 0.00001 "voice pitch scale" 0 "no_jump" 1 "airblast vulnerability multiplier" 0.01 } } } WaveSpawn { Name "wave3guard" Where spawn_cp4 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer_Reload ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "crit mod disabled" 0 } CharacterAttributes { "move speed bonus" 0.00001 "voice pitch scale" 0 "no_jump" 1 "airblast vulnerability multiplier" 0.01 } } } WaveSpawn { Name "wave3a" Where spawn_first TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer_Buff ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave3a" Where spawn_second TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 13 TotalCurrency 200 TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer_Buff ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave3a" Where spawn_first TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Red_Demo_Burst Attributes DisableDodge ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "crit mod disabled" 0 } } } WaveSpawn { Name "wave3a" Where spawn_second TotalCount 24 MaxActive 10 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 7 TotalCurrency 100 TFBot { Template T_TFBot_Red_Demo_Burst Attributes DisableDodge ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "crit mod disabled" 0 } } } WaveSpawn { Name "wave3a" Where spawn_second TotalCount 20 MaxActive 12 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 7 TotalCurrency 100 TFBot { Template T_TFBot_Red_Scout Attributes DisableDodge UseBestWeapon 0 AimTrackingInterval 1 ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "crit mod disabled" 0 } } } WaveSpawn { Name "wave3b" WaitForAllSpawned "wave3a" Where spawn_third_right TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heater ItemAttributes { ItemName "The Huo Long Heatmaker" "crit mod disabled" 0 } //Attributes AlwaysCrit Name "Giant Heater Heavy" CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } TFBot { Template T_TFBot_Red_Medic_Vac_Blast ClassIcon medic_vac_trio_nys Attributes DisableDodge Name "Blast Vac Medic" } TFBot { Template T_TFBot_Red_Medic_Vac_Bullet ClassIcon medic_vac_trio_nys Attributes DisableDodge Name "Bullet Vac Medic" } TFBot { Template T_TFBot_Red_Medic_Vac_Fire ClassIcon medic_vac_trio_nys Attributes DisableDodge Name "Fire Vac Medic" } } } WaveSpawn { Name "wave3b" WaitForAllSpawned "wave3a" Where spawn_third_right TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 10 WaitBetweenSpawns 8 TotalCurrency 100 TFBot { Template T_TFBot_Red_Scout Skill Expert AimTrackingInterval 0.25 UseBestWeapon 0 Attributes DisableDodge ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "crit mod disabled" 0 } } } WaveSpawn { Name "wave3b" WaitForAllSpawned "wave3a" Where spawn_third_right TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 12 WaitBetweenSpawns 7 TotalCurrency 100 TFBot { Template T_TFBot_Red_Pyro Attributes DisableDodge ItemAttributes { ItemName TF_WEAPON_FLAMETHROWER "crit mod disabled" 0 "airblast disabled" 1 } } } WaveSpawn { Name "wave3b" WaitForAllSpawned "wave3a" Where spawn_fourth_right TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 18 WaitBetweenSpawns 10 TotalCurrency 125 Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heater CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } ItemAttributes { ItemName "The Huo Long Heatmaker" "crit mod disabled" 0 } //Attributes AlwaysCrit Name "Giant Heater Heavy" InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base2" } } TFBot { Template T_TFBot_Red_Medic_Vac_Blast ClassIcon medic_vac_trio_nys Attributes DisableDodge Name "Blast Vac Medic" } TFBot { Template T_TFBot_Red_Medic_Vac_Bullet ClassIcon medic_vac_trio_nys Attributes DisableDodge Name "Bullet Vac Medic" } TFBot { Template T_TFBot_Red_Medic_Vac_Fire ClassIcon medic_vac_trio_nys Attributes DisableDodge Name "Fire Vac Medic" } } } WaveSpawn { Name "wave3b" WaitForAllSpawned "wave3a" Where spawn_fourth_right TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 34 WaitBetweenSpawns 10 TotalCurrency 125 Squad { TFBot { Template T_TFBot_Red_Heavyweapons_Heater CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } ItemAttributes { ItemName "The Huo Long Heatmaker" "crit mod disabled" 0 } //Attributes AlwaysCrit Name "Giant Heater Heavy" } TFBot { Template T_TFBot_Red_Medic_Vac_Blast ClassIcon medic_vac_trio_nys Attributes DisableDodge Name "Blast Vac Medic" } TFBot { Template T_TFBot_Red_Medic_Vac_Bullet ClassIcon medic_vac_trio_nys Attributes DisableDodge Name "Bullet Vac Medic" } TFBot { Template T_TFBot_Red_Medic_Vac_Fire ClassIcon medic_vac_trio_nys Attributes DisableDodge Name "Fire Vac Medic" } } } WaveSpawn { Name "wave3b" WaitForAllSpawned "wave3a" Where spawn_fourth_right TotalCount 18 MaxActive 10 SpawnCount 6 WaitBeforeStarting 26 WaitBetweenSpawns 8 TotalCurrency 150 TFBot { Template T_TFBot_Red_Scout Attributes DisableDodge Skill Normal UseBestWeapon 0 ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "crit mod disabled" 0 } } } WaveSpawn { Name "wave3b" WaitForAllSpawned "wave3a" Where spawn_fourth_right TotalCount 24 MaxActive 10 SpawnCount 4 WaitBeforeStarting 26 WaitBetweenSpawns 7 TotalCurrency 150 TFBot { Template T_TFBot_Red_Pyro Attributes DisableDodge ItemAttributes { ItemName TF_WEAPON_FLAMETHROWER "crit mod disabled" 0 "airblast disabled" 1 } } } WaveSpawn { Name "wave3c" WaitForAllSpawned "wave3b" Where spawn_fifth TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 14 //FirstSpawnOutput //{ // Target train_enable // Action Trigger //} TotalCurrency 75 TFBot { Template T_TFBot_Red_Giant_Demo_RapidFire ItemAttributes { ItemName TF_WEAPON_GRENADELAUNCHER "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base3" } //Attributes AlwaysCrit } } WaveSpawn { Name "wave3c" WaitForAllSpawned "wave3b" Where spawn_fifth TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 21 WaitBetweenSpawns 14 //FirstSpawnOutput //{ // Target train_enable // Action Trigger //} TotalCurrency 75 TFBot { Template T_TFBot_Red_Giant_Demo_RapidFire ItemAttributes { ItemName TF_WEAPON_GRENADELAUNCHER "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } //Attributes AlwaysCrit } } WaveSpawn { Name "wave3c" WaitForAllSpawned "wave3b" Where spawn_fifth TotalCount 15 MaxActive 10 SpawnCount 5 WaitBeforeStarting 12 WaitBetweenSpawns 11 TotalCurrency 100 TFBot { Template T_TFBot_Red_Heavy_IronFist_Airblast Attributes AlwaysCrit ClassIcon heavy_steelfist_pusher Attributes DisableDodge } } WaveSpawn { Name "wave3c" WaitForAllSpawned "wave3b" Where spawn_fifth TotalCount 24 MaxActive 12 SpawnCount 6 WaitBeforeStarting 12 WaitBetweenSpawns 4 TotalCurrency 150 TFBot { Template T_TFBot_Red_Scout AimTrackingInterval 0.25 Attributes DisableDodge UseBestWeapon 0 ItemAttributes { ItemName TF_WEAPON_SCATTERGUN "crit mod disabled" 0 } } } WaveSpawn { Name "wave3d" WaitForAllspawned "wave3c" Where spawn_sixth TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 20 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Red_Giant_DemoMan_PrinceTavish Attributes AlwaysCrit CharacterAttributes { "voice pitch scale" 0 "airblast vulnerability multiplier" 0.001 } } TFBot { Template T_TFBot_Red_Giant_Medic CharacterAttributes { "voice pitch scale" 0 "airblast vulnerability multiplier" 0.001 } } } } WaveSpawn { Name "wave3d" WaitForAllSpawned "wave3c" Where spawn_sixth TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 14 WaitBetweenSpawns 11 TotalCurrency 100 TFBot { Template T_TFBot_Red_Giant_Scout Attributes DisableDodge ItemAttributes { ItemName TF_WEAPON_SCATTERGUN "crit mod disabled" 0 "damage bonus" 1.5 } CharacterAttributes { "voice pitch scale" 0 "airblast vulnerability multiplier" 0.001 } } } WaveSpawn { Name "wave3d" WaitForAllSpawned "wave3c" Where spawn_final Where spawn_sixth TotalCount 25 MaxActive 8 SpawnCount 5 WaitBeforeStarting 17 WaitBetweenSpawns 8 TotalCurrency 50 TFBot { Template T_TFBot_Red_Demoman Attributes DisableDodge AimTrackingInterval 0.25 //UseBestWeapon 0 ItemAttributes { ItemName TF_WEAPON_GRENADELAUNCHER "crit mod disabled" 0 } } } WaveSpawn { Name "wave3final" WaitForAllSpawned "wave3d" Where spawn_final TotalCount 9999 MaxActive 10 SpawnCount 6 WaitBeforeStarting 13 WaitBetweenSpawns 15 TotalCurrency 0 TFBot { Template T_TFBot_Red_Heavyweapons_Fist Attributes AlwaysCrit Attributes DisableDodge } } } Wave // Wave 4 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } ////SpawnTemplate "sentries3" //SpawnTemplate "sentries_lvl3" //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //RED WaveSpawns /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn { Name "wave4guard" Where spawn_cp2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Homing_Burst Attributes AlwaysCrit CharacterAttributes { "move speed bonus" 0.00001 "no_jump" 1 "voice pitch scale" 0 "airblast vulnerability multiplier" 0.01 } } } WaveSpawn { Name "wave4guard" Where spawn_cp3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Homing_Burst Attributes AlwaysCrit CharacterAttributes { "move speed bonus" 0.00001 "no_jump" 1 "voice pitch scale" 0 "airblast vulnerability multiplier" 0.01 } } } WaveSpawn { Name "wave4guard" Where spawn_cp4 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Homing_Burst Attributes AlwaysCrit CharacterAttributes { "move speed bonus" 0.00001 "no_jump" 1 "voice pitch scale" 0 "airblast vulnerability multiplier" 0.01 } } } WaveSpawn { Name "wave4a" Where spawn_first TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 5 TotalCurrency 25 TFBot { Template T_TFBot_Red_Homing_Burst Attributes AlwaysCrit CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave4a" Where spawn_second TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 12 TotalCurrency 50 TFBot { Template T_TFBot_Red_Homing_Burst Attributes AlwaysCrit CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave4a" Where spawn_second TotalCount 28 MaxActive 12 SpawnCount 7 WaitBeforeStarting 4 WaitBetweenSpawns 8 TotalCurrency 75 TFBot { Template T_TFBot_Red_Scout_Shortstop Attributes DisableDodge AimTrackingInterval 1 } } WaveSpawn { Name "wave4b" WaitForAllSpawned "wave4a" Where spawn_third_left TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 8 TotalCurrency 25 TFBot { Template T_TFBot_Red_Giant_Heavyweapons_Deflector CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave4b" WaitForAllSpawned "wave4a" Where spawn_fourth_left TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 21 WaitBetweenSpawns 14 TotalCurrency 25 TFBot { Template T_TFBot_Red_Giant_Heavyweapons_Deflector CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base2" } } } WaveSpawn { Name "wave4b" WaitForAllSpawned "wave4a" Where spawn_fourth_left TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 32 WaitBetweenSpawns 14 TotalCurrency 25 TFBot { Template T_TFBot_Red_Giant_Heavyweapons_Deflector CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn // Tank # HP { Name "wave4b" WaitForAllSpawned "wave4a" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 50 TotalCurrency 150 Tank { Name "tankboss" TeamNum 2 StartingPathTrackNode "redpath_tank1_1" //AlwaysGlow 1 ClassIcon tank_red_lite Model "models/bots/boss_bot/boss_tankred.mdl" Health 30000 Speed 75 //Skin 1 OnKilledOutput {} OnBombDroppedOutput { Target redwin_relay Action Trigger } } } WaveSpawn // Tank # HP { Name "wave4b" WaitForAllSpawned "wave4a" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 58 WaitBetweenSpawns 50 TotalCurrency 150 Tank { Name "tankboss" TeamNum 2 StartingPathTrackNode "redpath_tank1_1" //AlwaysGlow 1 ClassIcon tank_red_lite Model "models/bots/boss_bot/boss_tankred.mdl" Health 30000 Speed 75 Skin 1 OnKilledOutput {} OnBombDroppedOutput { Target redwin_relay Action Trigger } } } WaveSpawn { Name "wave4b" WaitForAllSpawned "wave4a" Where spawn_third_left TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 14 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Red_Scout_Milk Attributes DisableDodge Skill Hard AimTrackingInterval 0.25 } } WaveSpawn { Name "wave4b" WaitForAllSpawned "wave4a" Where spawn_fourth_left TotalCount 18 MaxActive 10 SpawnCount 6 WaitBeforeStarting 22 WaitBetweenSpawns 4 TotalCurrency 50 TFBot { Template T_TFBot_Red_Scout_Milk Attributes DisableDodge Skill Hard AimTrackingInterval 0.25 } } WaveSpawn { Name "wave4c" WaitForAllSpawned "wave4b" Where spawn_fifth TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 14 WaitBetweenSpawns 12 TotalCurrency 50 //FirstSpawnOutput //{ // Target train_enable // Action Trigger //} TFBot { Template T_TFBot_Red_Burst_Stun CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } Attributes AlwaysCrit InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base3" } } } WaveSpawn { Name "wave4c" WaitForAllSpawned "wave4b" Where spawn_fifth TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 12 TotalCurrency 50 //FirstSpawnOutput //{ // Target train_enable // Action Trigger //} TFBot { Template T_TFBot_Red_Burst_Stun Attributes AlwaysCrit CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave4c" WaitForAllSpawned "wave4b" Where spawn_fifth TotalCount 24 MaxActive 10 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 7 TotalCurrency 75 TFBot { Template T_TFBot_Red_Phlog_Pyro Attributes DisableDodge } } WaveSpawn { Name "wave4c" WaitForAllSpawned "wave4b" Where spawn_fifth TotalCount 18 MaxActive 10 SpawnCount 2 WaitBeforeStarting 16 WaitBetweenSpawns 3 TotalCurrency 100 TFBot { Template T_TFBot_Red_Scout Attributes DisableDodge AimTrackingInterval 0.25 UseBestWeapon 0 Attributes AlwaysCrit } } WaveSpawn { Name "wave4d" WaitForAllSpawned "wave4c" Where spawn_sixth TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 13 TotalCurrency 200 TFBot { Template T_TFBot_Red_Giant_Heavyweapons_Shotgun CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } Attributes AlwaysCrit InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base4" } } } WaveSpawn { Name "wave4d" WaitForAllSpawned "wave4c" Where spawn_sixth TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 28 WaitBetweenSpawns 15 TotalCurrency 200 TFBot { Template T_TFBot_Red_Giant_Heavyweapons_Shotgun CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } Attributes AlwaysCrit } } WaveSpawn { Name "wave4d" WaitForAllSpawned "wave4c" Where spawn_sixth TotalCount 24 MaxActive 12 SpawnCount 6 WaitBeforeStarting 14 WaitBetweenSpawns 7 TotalCurrency 100 TFBot { Template T_TFBot_Red_Scout AimTrackingInterval 0.25 UseBestWeapon 0 Attributes AlwaysCrit Attributes DisableDodge } } WaveSpawn { Name "wave4d" WaitForAllSpawned "wave4c" Where spawn_sixth TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 9 TotalCurrency 100 TFBot { Template T_TFBot_Red_Soldier Attributes DisableDodge ItemAttributes { ItemName TF_WEAPON_ROCKETLAUNCHER "crit mod disabled" 0 } } } WaveSpawn { Name "wave4final" WaitForAllSpawned "wave4d" Where spawn_final TotalCount 9999 MaxActive 2 SpawnCount 2 WaitBeforeStarting 7 WaitBetweenSpawns 12 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Samurai CharacterAttributes { "airblast vulnerability multiplier" 0.001 "voice pitch scale" 0 } } } WaveSpawn { Name "wave4final" WaitForAllSpawned "wave4d" Where spawn_final TotalCount 9999 MaxActive 12 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 0 Squad { TFBot { Template T_TFBot_Red_Scout Attributes DisableDodge Skill Normal UseBestWeapon 0 Attributes AlwaysCrit } TFBot { Template T_TFBot_Red_Medic_QuickUber } } } } Wave // Wave 5 { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } //SpawnTemplate "sentries_lvl3" //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //RED WaveSpawns /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// WaveSpawn { Name "wave5guard" Where spawn_cp2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Heavyweapons_BrassBeast Attributes AlwaysCrit MaxVisionRange 800 ClassIcon heavy_brass_nys Name "Giant Brass Beast Heavy" ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.7 "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "move speed bonus" 0.00001 "no_jump" 1 "voice pitch scale" 0 } } } WaveSpawn { Name "wave5guard" Where spawn_cp3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Heavyweapons_BrassBeast MaxVisionRange 800 Attributes AlwaysCrit ClassIcon heavy_brass_nys Name "Giant Brass Beast Heavy" ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.7 "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "move speed bonus" 0.00001 "no_jump" 1 "voice pitch scale" 0 } } } WaveSpawn { Name "wave5guard" Where spawn_cp4 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Heavyweapons_BrassBeast Attributes AlwaysCrit MaxVisionRange 800 AimTrackingInterval 0.5 ClassIcon heavy_brass_nys Name "Giant Brass Beast Heavy" ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.7 "crit mod disabled" 0 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "move speed bonus" 0.00001 "no_jump" 1 "voice pitch scale" 0 } } } WaveSpawn { Name "wave5a" Where spawn_first TotalCount 2 MaxActive 2 SpawnCount 2 RandomSpawn 1 WaitBeforeStarting 1 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Class Heavyweapons Skill Expert Health 5000 Item "Deflector" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber MaxVisionRange 1200 Attributes MiniBoss ClassIcon heavy_deflector_healonkill Name "Giant HoK Deflector Heavy" //ClassIcon heavy_brass_nys ItemAttributes { ItemName "Deflector" "crit mod disabled" 0 "damage bonus" 1.2 "attack projectiles" 1 "heal on kill" 2000 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 "move speed bonus" 0.5 "health from packs decreased" 0.01 "voice pitch scale" 0 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } WaveSpawn { Name "wave5a" Where spawn_second TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 13 TotalCurrency 100 TFBot { Class Heavyweapons Skill Expert Health 5000 Item "Deflector" AddCond { Name TF_COND_REPROGRAMMED } Action Mobber MaxVisionRange 1200 Attributes MiniBoss ClassIcon heavy_deflector_healonkill Name "Giant HoK Deflector Heavy" //ClassIcon heavy_brass_nys ItemAttributes { ItemName "Deflector" "crit mod disabled" 0 "damage bonus" 1.2 "attack projectiles" 1 "heal on kill" 2000 } CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 "move speed bonus" 0.5 "health from packs decreased" 0.01 "voice pitch scale" 0 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } WaveSpawn { Name "wave5a" Where spawn_second TotalCount 10 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 12 TotalCurrency 200 TFBot { Template T_TFBot_Red_Giant_Soldier Attributes AlwaysCrit CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave5a" Where spawn_second TotalCount 24 MaxActive 8 SpawnCount 6 WaitBeforeStarting 4 WaitBetweenSpawns 11 TotalCurrency 150 TFBot { Template T_TFBot_Red_Scout Attributes DisableDodge //AimTrackingInterval 0.25 UseBestWeapon 0 ItemAttributes { ItemName TF_WEAPON_SCATTERGUN "crit mod disabled" 0 } } } WaveSpawn { Name "wave5a" Where spawn_second TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Template T_TFBot_Red_Soldier Attributes DisableDodge UseBestWeapon 0 Attributes AlwaysCrit Skill Normal } } WaveSpawn { Name "wave5b" WaitForAllSpawned "wave5a" Where spawn_third_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Red_Backup_Spammer CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave5b" WaitForAllSpawned "wave5a" Where spawn_fourth_right TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 14 TotalCurrency 75 TFBot { Template T_TFBot_Red_Backup_Spammer CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base2" } } } WaveSpawn { Name "wave5b" WaitForAllSpawned "wave5a" Where spawn_fourth_right TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 35 WaitBetweenSpawns 14 TotalCurrency 75 TFBot { Template T_TFBot_Red_Backup_Spammer CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave5b" WaitForAllSpawned "wave5a" Where spawn_fourth_right TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFBot_Red_Giant_Scout_Bonk_Spiky Attributes DisableDodge CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave5b" WaitForAllSpawned "wave5a" Where spawn_fourth_right TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 12 WaitBetweenSpawns 10 TotalCurrency 100 TFBot { Template T_TFBot_Red_Heavy_Samurai Attributes DisableDodge } } WaveSpawn { Name "wave5b" WaitForAllSpawned "wave5a" Where spawn_fourth_right TotalCount 20 MaxActive 6 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 11 TotalCurrency 50 TFBot { Class Heavyweapons Skill Normal Attributes DisableDodge AddCond { Name TF_COND_REPROGRAMMED } Action Mobber ItemAttributes { ItemName TF_WEAPON_MINIGUN "crit mod disabled" 0 } } } WaveSpawn { Name "wave5c" WaitForAllSpawned "wave5b" Where spawn_fifth TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 14 WaitBetweenSpawns 18 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer_Conch CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base3" } } TFBot { Template T_TFBot_Red_Giant_Medic CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } } WaveSpawn { Name "wave5c" WaitForAllSpawned "wave5b" Where spawn_fifth TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 35 WaitBetweenSpawns 23 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Red_Giant_Soldier_Spammer_Conch CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } TFBot { Template T_TFBot_Red_Giant_Medic CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } } WaveSpawn { Name "wave5c" WaitForAllSpawned "wave5b" Where spawn_fifth TotalCount 36 MaxActive 8 SpawnCount 6 WaitBeforeStarting 15 WaitBetweenSpawns 12 TotalCurrency 50 TFBot { Template T_TFBot_Red_Sniper_Combo Attributes DisableDodge } } WaveSpawn { Name "wave5c" WaitForAllSpawned "wave5b" Where spawn_fifth TotalCount 24 MaxActive 6 SpawnCount 4 WaitBeforeStarting 12 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Template T_TFBot_Red_Soldier UseBestWeapon 0 Attributes AlwaysCrit Attributes DisableDodge } } WaveSpawn { Name "wave5c" WaitForAllSpawned "wave5b" Where spawn_fifth TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 13 WaitBetweenSpawns 11 TotalCurrency 100 TFBot { Template T_TFBot_Red_Giant_Sniper_Sydney CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } WaveSpawn { Name "wave5d" WaitForAllSpawned "wave5c" Where spawn_sixth TotalCount 9 MaxActive 6 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 35 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Red_Giant_Soldier_Nuke CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } Attributes AlwaysCrit } TFBot { Template T_TFBot_Red_Giant_Medic CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } TFBot { Template T_TFBot_Red_Giant_Medic CharacterAttributes { "airblast vulnerability multiplier" 0.01 "voice pitch scale" 0 } } } } WaveSpawn { Name "wave5d" WaitForAllSpawned "wave5c" Where spawn_sixth TotalCount 36 MaxActive 10 SpawnCount 6 WaitBeforeStarting 11 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Template T_TFBot_Red_Heavy_Samurai } } WaveSpawn { Name "wave5d" WaitForAllSpawned "wave5c" Where spawn_sixth Where spawn_final TotalCount 36 MaxActive 8 SpawnCount 6 WaitBeforeStarting 10 WaitBetweenSpawns 12 TotalCurrency 50 RandomChoice { TFBot { Class Heavyweapons Skill Normal Attributes DisableDodge AddCond { Name TF_COND_REPROGRAMMED } Action Mobber ItemAttributes { ItemName TF_WEAPON_MINIGUN "crit mod disabled" 0 } InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base4" } } TFBot { Class Heavyweapons Skill Normal Attributes DisableDodge AddCond { Name TF_COND_REPROGRAMMED } Action Mobber ItemAttributes { ItemName TF_WEAPON_MINIGUN "crit mod disabled" 0 } } TFBot { Class Heavyweapons Skill Normal AddCond { Name TF_COND_REPROGRAMMED } Action Mobber ItemAttributes { ItemName TF_WEAPON_MINIGUN "crit mod disabled" 0 } } } } WaveSpawn { Name "wave5final" WaitForAllSpawned "wave5d" Where spawn_final RandomSpawn 1 TotalCount 9999 MaxActive 2 SpawnCount 2 WaitBeforeStarting 14 WaitBetweenSpawns 14 TotalCurrency 0 TFBot { Template T_TFBot_Red_Giant_Demoman Attributes AlwaysCrit CharacterAttributes { "airblast vulnerability multiplier" 0.01 } InterruptAction { Delay 1 //Time before the first fire input starts (Default: 10) Repeats 0 //How many times should bot use the fire input in total (Default: 0 - Infinite) Target "cap_base4" } } } WaveSpawn { Name "wave5final" WaitForAllSpawned "wave5d" Where spawn_final Where spawn_final RandomSpawn 1 TotalCount 9999 MaxActive 10 SpawnCount 5 WaitBeforeStarting 18 WaitBetweenSpawns 15 TotalCurrency 0 TFBot { Template T_TFBot_Red_Sniper_Huntsman_Spammer Attributes DisableDodge Attributes AlwaysCrit Action Mobber } } } } #base judge_restricts.pop