#base robot_giant.pop #base robot_standard.pop //Twist in this mission is that all robots don't use guns, explosives, or flame throwers //Mediguns, Arrows, throwables, and maybe the caber are ok //Would lasers count as firearms? i'm gonna go with yeah //gg Freyja = don't use spawnbot_right, as mentioned in seppuku //custom icons: scout_fish, scout_hatchet, scout_stun_burst, scout_stun_blast, soldier_pain_train, pyro_feral, pyro_slap (replaces pyro_glove, demo_armored (replaces demo_shield_strong), WaveSchedule { //TEMPLATES Templates { //Scout T_TFBot_Fishmonger_Scout //regular bat scout with a fish { Name "Fishmonger Scout" ClassIcon scout //should I use scout_fish icon? Class Scout Skill Normal Item "Holy Mackerel" Item "Hong Kong Cone" Item "Southie Shinobi" Item "Flip-Flops" WeaponRestrictions MeleeOnly } T_TFBot_Hatchet_Throwing_Scout { Name "Hatchet Throwing Scout" Class Scout ClassIcon scout_hatchet Skill Hard MaxVisionRange 1000 WeaponRestrictions SecondaryOnly Attributes AlwaysFireWeapon Item "The Flying Guillotine" Item "Hong Kong Cone" ItemAttributes { ItemName "The Flying Guillotine" "explode_on_ignite" 1 "mult_item_meter_charge_rate" 0.25 } } T_TFBot_Burst_Sandman_Scout { Name "Burst Sandman Scout" Class Scout Skill Hard ClassIcon scout_stun_burst Attributes HoldFireUntilFullReload WeaponRestrictions MeleeOnly Item "The Sandman" Item "Batter's Helmet" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.25 //reload rate is 4x faster "fire rate bonus" 0.05 "clip size penalty" 0.5 "projectile spread angle penalty" 3 } } //Soldier T_TFBot_Village_Guard_Soldier //extended batt solly but different name { Class Soldier Name "Village Guard Soldier" Skill Normal ClassIcon soldier_conch Attributes SpawnWithFullCharge Item "The Concheror" Item "Half-Zatoichi" Item "Hero's Hachimaki" WeaponRestrictions MeleeOnly CharacterAttributes { "increase buff duration" 9.0 } } //Pyro T_TFBot_Feral_Inflammable_Pyro // moves really fast, use in groups to rush unprepared players { Name "Feral Inflammable Pyro" Class Pyro ClassIcon pyro_feral Health 300 Skill Expert MaxVisionRange 600 Item "The Head Prize" Item "Sharpened Volcano Fragment" WeaponRestrictions MeleeOnly Attributes AlwaysCrit ItemAttributes { ItemName "Sharpened Volcano Fragment" } CharacterAttributes { "move speed bonus" 2 "increased jump height" 2 } } T_TFBot_Gasoline_Pyro { Name "Gasoline Pyro" Class Pyro ClassIcon pyro_gascann Skill Hard MaxVisionRange 1000 WeaponRestrictions SecondaryOnly Attributes AlwaysFireWeapon Item "The Gas Passer" Item "Person in the Iron Mask" ItemAttributes { ItemName "The Gas Passer" "mult_item_meter_charge_rate" 0.25 } } //Demo T_TFBot_Ali_Baba_Demo //ali baba demos from Hamlet Hostlility { Name "Arabian Knight Demo" Class Demoman ClassIcon demoknight Skill Hard Item "Sultan's Ceremonial" Item "Ali Baba's Wee Booties" Item "The Persian Persuader" Item "The Splendid Screen" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 } WeaponRestrictions MeleeOnly CharacterAttributes { "critboost on kill" 3 } } T_TFBot_Demo_Demokaze //Kill himself and deal heavy damages to the players; this is the same demokaze from program seppuku of TT { Name "Demokaze" Health 100 Class Demoman Skill Expert MaxVisionRange 400 Item "The Tide Turner" Item "The Ullapool Caber" Item "Humanitarian's Hachimaki" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Tide Turner" "Attack not cancel charge" 1 "full charge turn control" 50 "charge time increased" 2.0 } CharacterAttributes { "blast dmg to self increased" 10.0 "damage bonus" 2.0 } } T_TFBot_Riot_Guard_Demo // Slow, Hard to move Demo { Name "Riot Guard Demo" Class Demoman ClassIcon demo_armored Skill Expert Health 1200 Scale 1.4 Attributes SuppressFire Attributes DisableDodge WeaponRestrictions MeleeOnly Item "The Ullapool Caber" Item "The Juggernaut Jacket" Item "Scotch Bonnet" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "no self blast dmg" 1 } } //Heavy T_TFBot_Meat_Heavy //Melee heavy with ham shank { Name "Butcher Heavy" //make an icon for this guy Class Heavyweapons Skill Normal WeaponRestrictions MeleeOnly Item "The Ham Shank" } T_TFBot_Escort_Heavy { Class Heavyweapons Skill Expert Name "Giant Escort Heavy" ClassIcon heavy_chief Health 20000 Scale 1.9 Item "The Killing Gloves of Boxing" Item "The Dread Knot" Attributes MiniBoss Attributes UseBossHealthBar ItemAttributes { ItemName "The Killing Gloves of Boxing" "fire rate bonus" 0.6 "damage bonus" 2 } CharacterAttributes { "move speed bonus" 0.4 "health regen" 250 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } T_TFBot_Baby_Bear_Heavy { Name "Baby Bear" Class Heavy ClassIcon heavy_feral Skill Normal Scale 0.7 Item "The Warrior's Spirit" Item "Bear Necessities" WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 0.8 } } //Engineer T_TFBot_Short_Circuit_Engineer { Name "Short Circuit Engineer" Class Engineer ClassIcon engineer_shortcircuit Skill Hard Attributes AlwaysFireWeapon Item "The Short Circuit" Item "The Virtual Reality Headset" ItemAttributes { ItemName "The Short Circuit" "metal regen" 200 } } //Medic T_TFBot_Shield_Medic // medic with a projectile shield, based off the ones from entertainer's entourage { Name "Shield Medic" Class Medic ClassIcon medic_shield //custom icon Attributes ProjectileShield Item "Field Practice" Item "The Quick-Fix" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Quick-Fix" "heal rate bonus" 200 "generate rage on heal" 1 "increase buff duration" 2 } } T_TFBot_Firewall_Medic // shield medic with fire resis { Name "Firewall Medic" Class Medic ClassIcon medic_shield //customicon,replace with medic_shield_fire Attributes ProjectileShield Item "Field Practice" Item "The Quick-Fix" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Quick-Fix" "heal rate bonus" 200 "generate rage on heal" 1 "increase buff duration" 2 "ubercharge rate bonus" 15 "fire retardant" 1 "dmg taken from fire reduced" 0.8 } } T_TFBot_Giant_Crossbow_Medic { Name "Giant Crossbow Medic" Class Medic ClassIcon medic_giant //replace with medic_arrow_giant Skill Expert Health 4200 Scale 1.9 Attributes MiniBoss WeaponRestrictions PrimaryOnly Item "The Crusader's Crossbow" Item "Practitioner's Processing Mask" ItemAttributes { ItemName "The Crusader's Crossbow" "reload time decreased" 0.8 } } //Sniper T_TFBot_Hemophilic_Sniper //long bleed debuff if hit { Name "Hemophilic Sniper" ClassIcon sniper_bleed Skill Expert Item "Tribalman's Shiv" Item "HazMat Headcase" Item "Ritzy Rick's Hair Fixative" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "Tribalman's Shiv" "bleeding duration" 255 "mark for death" 1 // remove if too OP } } T_TFBot_Multiarrow_Sniper { Name "Multishot Huntsman Sniper" ClassIcon sniper_bow_multi Skill Expert MaxVisionRange 1200 WeaponRestrictions PrimaryOnly Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "faster reload rate" 1.75 "fire rate bonus" 0.05 "clip size penalty" 0.5 "projectile spread angle penalty" 3 } } T_TFBot_Sniper_Jarate_Spammer { Class Sniper Name "Jarate Rapid Fire" Item "Jarate" Item "Wet Works" ClassIcon sniper_jarate Skill Hard Health 1200 Scale 1.5 Attributes AlwaysFireWeapon WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "Jarate" "fire rate bonus" 0.6 "mult_item_meter_charge_rate" 0.01 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 0.85 } } //Spy } //INITIAL CONDITIONS StartingCurrency 400 //maybe a little low for advanced? RespawnWaveTime 7 CanBotsAttackWhileInSpawnRoom no //SENTRY BUSTER MISSIONS Mission // wave 1 to 2 slow spawning busters { Objective DestroySentries InitialCooldown 15 Where spawnbot BeginAtWave 1 RunForThisManyWaves 2 CooldownTime 35 TFBot { Template T_TFBot_SentryBuster } } Mission // wave 3 to 6 faster than normal spawning busters { Objective DestroySentries InitialCooldown 5 Where spawnbot BeginAtWave 3 RunForThisManyWaves 3 CooldownTime 20 TFBot { Template T_TFBot_SentryBuster } } //SPY MISSIONS Mission // wave 2 to 4 Spies { Objective Spy InitialCooldown 40 Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 2 CooldownTime 45 DesiredCount 3 TFBot { Class Spy Skill Hard Name Spy WeaponRestrictions MeleeOnly } } Mission // wave 5 to 6 Spies { Objective Spy InitialCooldown 40 Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 2 CooldownTime 35 DesiredCount 5 TFBot { Class Spy Skill Hard Name Spy WeaponRestrictions MeleeOnly } } //SNIPER MISSIONS ??? (how to do with no guns) //ENGINEER MISSIONS (no sentries, but lots of teleporters) (can't do this) //////WAVES/////////////////////////////////////////////////////// // START: 400 // W1: 600 / W2: 700 / W3: 850 / W4: 1260 / W5: 950 / W6: 650 // // TOTAL CASH 5010 WITH ALL MAX BONUS 5610 ////////////////////////////////////////////////////////////////// Wave //WAVE 1: START 400, CASH 600 (700 WITH BONUS) { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaitWhenDone 65 Checkpoint Yes WaveSpawn //6x Squad 6 Fishscouts + 2 Bulky Conch Samurai Soldiers (100) { Where spawnbot Name "wave1_fishsquad" WaitBeforeStarting 0 TotalCount 48 MaxActive 16 SpawnCount 8 WaitBetweenSpawns 4 TotalCurrency 96 Squad { TFBot { Template T_TFBot_Fishmonger_Scout BehaviorModifiers Mobber } TFBot { Template T_TFBot_Fishmonger_Scout BehaviorModifiers Mobber } TFBot { Template T_TFBot_Fishmonger_Scout BehaviorModifiers Mobber } TFBot { Template T_TFBot_Fishmonger_Scout BehaviorModifiers Mobber } TFBot { Template T_TFBot_Fishmonger_Scout BehaviorModifiers Mobber } TFBot { Template T_TFBot_Fishmonger_Scout BehaviorModifiers Mobber } TFBot { Template T_TFBot_Village_Guard_Soldier BehaviorModifiers Mobber } TFBot { Template T_TFBot_Village_Guard_Soldier BehaviorModifiers Mobber } } } WaveSpawn // 17 Forager Pyros (34) { Name "wave1_woodsquad" Where spawnbot TotalCount 17 MaxActive 8 SpawnCount 1 WaitBeforeStarting 9 WaitBetweenSpawns 2 TotalCurrency 34 TFBot { Name "Forager Pyro" Class Pyro ClassIcon pyro Skill Normal Item "Sweet Smissmas Sweater" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "TF_WEAPON_FIREAXE" "melee attack rate bonus" 0.3 } } } WaveSpawn // 24 Guillotine Scouts (48) { Name "wave1_cookscout" Where spawnbot WaitForAllSpawned "wave1_fishsquad" TotalCount 24 MaxActive 8 SpawnCount 1 WaitBeforeStarting 9 WaitBetweenSpawns 1 TotalCurrency 48 TFBot { Template T_TFBot_Hatchet_Throwing_Scout } } WaveSpawn // 6x Squad of 3 Meat Heavies + 1 Gasoline Pyro (72) { Name "wave1_grill" Where spawnbot_left WaitForAllSpawned "wave1_fishsquad" TotalCount 24 MaxActive 8 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 6 TotalCurrency 72 Squad { TFBot { Template T_TFBot_Meat_Heavy } TFBot { Template T_TFBot_Meat_Heavy } TFBot { Template T_TFBot_Meat_Heavy } TFBot { Template T_TFBot_Gasoline_Pyro } } } WaveSpawn // Support Peasant Bots, all 100 hp { Name "wave1_peasant" WaitForAllDead "wave1_cookscout" Where spawnbot TotalCount 75 MaxActive 12 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 0 TotalCurrency 0 Support 1 RandomChoice { TFBot { Name "Peasant Scout" Class Scout Skill Normal Health 100 Item "The Frying Pan" } TFBot { Name "Peasant Demo" Class Demoman Skill Normal Health 100 Item "The Necro Smasher" } TFBot { Name "Peasant Sniper" Class Sniper Skill Normal Health 100 Item "The Prinny Machete" } } } WaveSpawn // 50 Local Guards, either archer/samurai (200) { Name "wave1_guard" WaitForAllDead "wave1_cookscout" Where spawnbot TotalCount 75 MaxActive 12 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0.5 TotalCurrency 200 RandomChoice { TFBot { Name "Local Archer Sniper" Class Sniper ClassIcon sniper_bow Skill Hard MaxVisionRange 1000 Item "The Huntsman" WeaponRestrictions PrimaryOnly } TFBot { Name "Local Swordsman Demo" Class Demoman ClassIcon demoknight_samurai Skill Hard MaxVisionRange 1000 Item "The Half-Zatoichi" WeaponRestrictions MeleeOnly } } } WaveSpawn //Village Hero, Sidekick, and Idiot { Name "wave1_boss" WaitForAllDead "wave1_guard" Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 150 Squad { TFBot // Nerfed Samurai Demo by another name { Name "Village Hero" Class Demoman ClassIcon demoknight_giant Skill Expert Scale 1.5 Health 2000 Attributes MiniBoss Item "The Half-Zatoichi" Item "The Splendid Screen" Item "Demo Kabuto" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Half-Zatoichi" "critboost on kill" 3 "is_a_sword" 1 } CharacterAttributes { "charge time increased" 6 "charge recharge rate increased" 7 } } TFBot // Nerfed Giant Medic by another name { Name "Village Sidekick" Class Medic ClassIcon medic_giant Skill Expert Scale 1.5 Health 2500 Attributes SpawnWithFullCharge Item "The Quick-Fix" WeaponRestrictions SecondaryOnly Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 // only works on mediguns that have this attribute ie quickfix } } TFBot // Giant Jumping Sandman by another name { Name "Village Idiot" Class Scout Skill Expert Scale 1.5 Health 1200 ClassIcon scout_jumping_g WeaponRestrictions MeleeOnly Item "The Sandman" Item "The Hanger-On Hood" Item "The Flight of the Monarch" Attributes MiniBoss Attributes AutoJump AutoJumpMin 5 AutoJumpMax 5 ItemAttributes { ItemName "The Sandman" "damage bonus" 2 "effect bar recharge rate increased" 0.1 } CharacterAttributes { "increased jump height" 2 //"move speed bonus" 1.5 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 "head scale" 1.5 } } } } } //Starts getting tough, adds non japanese style bots Wave //WAVE 2: CASH 700 (800 with bonus) { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // 20 Steel Gauntlet Pushers { Name "wave2_wall" Where spawnbot TotalCount 30 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 120 TFBot { Template T_TFBot_Heavy_IronFist_Airblast } } WaveSpawn // 8x Burst Sandman Bots + Quick-Fix Medic Combo { Name "wave2_sandman1" Where spawnbot WaitForAllSpawned "wave2_wall" TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 3 TotalCurrency 80 Squad { TFBot { Template T_TFBot_Burst_Sandman_Scout } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn // 40 RandomChoice Eviction Notice Heavies or GRU Heavies { Name "wave2_heavy" Where spawnbot WaitForAllSpawned "wave2_sandman1" TotalCount 40 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 120 RandomChoice { TFBot { Name "Quick Poke Boxing Heavy" Class Heavyweapons ClassIcon heavy_evictionnotice //custom icon, replace with own Skill Normal WeaponRestrictions MeleeOnly Item "The Eviction Notice" ItemAttributes { ItemName "The Eviction Notice" } } TFBot //the GRU heavy bot from robot_standard but faster { Name "Quick Feet Boxing Heavy" Class Heavyweapons Name "Fast" Skill Normal ClassIcon heavy_gru WeaponRestrictions MeleeOnly Item "Gloves of Running Urgently MvM" } } } WaveSpawn // WAVE 2 mini boss, part 1: 6 Giant Runner Scouts { Name "wave2_runner" Where spawnbot WaitForAllDead "wave2_sandman1" TotalCount 6 MaxActive 1 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 10 TotalCurrency 90 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn // 8x Burst Sandman Bots + Quick-Fix Medic Combo { Name "wave2_sandman2" Where spawnbot_left WaitForAllSpawned "wave2_runner" TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 40 Squad { TFBot { Template T_TFBot_Burst_Sandman_Scout } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn // Support Playful Scouts { Name "wave2_sandman2" Where spawnbot_left WaitForAllSpawned "wave2_sandman2" TotalCount 75 MaxActive 16 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 Support 1 TFBot { Name "Playful Scout" Skill Easy MaxVisionRange 1000 Item "The Sandman" Item "The Backwards Ballcap" WeaponRestrictions MeleeOnly } } WaveSpawn // WAVE 2 BOSS: 4x rapid fire bow and rapid throw jarate { Name "wave2_bow" Where spawnbot WaitForAllDead "wave2_heavy" TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 15 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Sniper_Huntsman_Spammer } TFBot { Template T_TFBot_Sniper_Jarate_Spammer } } } WaveSpawn //WAVE 2 BOSS: 2 Giant Demoknights from decoy expert { Name "wave2_knight" Where spawnbot WaitForAllDead "wave2_heavy" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 35 TotalCurrency 50 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish } } } Wave // WAVE 3: CASH 850 (950 with bonus) { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // 40 RandomChoice Upgraded Eviction Notice Heavies or Upgraded GRU Heavies { Name "wave3_heavy" Where spawnbot WaitForAllSpawned "wave2_sandman1" TotalCount 40 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 120 RandomChoice { TFBot { Name "Rapid Tap Boxing Heavy" Class Heavyweapons ClassIcon heavy_evictionnotice_fast Skill Hard Scale 1.3 WeaponRestrictions MeleeOnly Item "The Eviction Notice" ItemAttributes { ItemName "The Eviction Notice" "melee attack rate bonus" 0.85 } } TFBot //the GRU heavy bot from robot_standard but faster { Name "Rapid Dash Boxing Heavy" Class Heavyweapons Name "Fast" Skill Hard ClassIcon heavy_gru_fast Scale 1.3 Attributes AlwaysCrit WeaponRestrictions MeleeOnly Item "Gloves of Running Urgently MvM" CharacterAttributes { "move speed bonus" 1.4 } } } } WaveSpawn //MINIBOSS: 2 x 1 glass cannon Buff solly + 6 Riot Demos { Name "wave3_miniboss" Where spawnbot WaitForAllSpawned "wave3_heavy" TotalCount 14 MaxActive 14 SpawnCount 7 WaitBeforeStarting 5 WaitBetweenSpawns 35 TotalCurrency 70 Squad { TFBot { Name "Glass Cannon Buffer Soldier" Class Soldier ClassIcon soldier_conch_giant Skill Expert Health 3000 Attributes MiniBoss Attributes AlwaysCrit Attributes SpawnWithFullCharge Item "The Freedom Staff" Item "The Concheror" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Freedom Staff" "melee range multiplier" 300 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 3 "increase buff duration" 9.0 } } TFBot { Template T_TFBot_Riot_Guard_Demo } } } WaveSpawn // Limited Support KGB Heavies or Frail Buff Soldier { Name "wave3_support" Where spawnbot_left WaitForAllDead "wave3_miniboss" TotalCount 75 MaxActive 12 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 1 TotalCurrency 0 Support limited RandomChoice { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } TFBot { Name "Frail Buff Banner Soldier" Class Soldier ClassIcon soldier_buff } } } WaveSpawn // 40 Hemophilic Snipers { Name "wave3_bleed" Where spawnbot WaitForAllDead "wave3_miniboss" TotalCount 40 MaxActive 10 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 1.5 TotalCurrency 160 TFBot { Template T_TFBot_Hemophilic_Sniper } } WaveSpawn // first Tank, assuming escort by the support from before { Name "wave3_firsttank" TotalCount 1 MaxActive 1 WaitForAllSpawned "wave3_bleed" WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 150 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 15000 Speed 100 Name "tankboss" StartingPathTrackNode "boss_path_b1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // wave 3 true boss, part 1: slightly meatier tank { Name "wave3_secondtank" TotalCount 1 MaxActive 1 WaitForAllSpawned "wave3_firsttank" WaitBeforeStarting 30 WaitBetweenSpawns 15 TotalCurrency 250 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 23000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // 2 Escort Giants { Name "wave3_escort" Where spawnbot WaitForAllDead "wave3_firsttank" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 22 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Escort_Heavy } TFBot { Template T_TFBot_Escort_Heavy } } } } Wave // WAVE 4: CASH 1260 (this is fine) (no its not) { StartWaveOutput { Target wave_start_relay_classic Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn // 80 RandomChoice Overheat Pyro, Dervish Demo, or Delinquent Scout { Name "wave4_fancy" Where spawnbot TotalCount 80 MaxActive 20 SpawnCount 2 WaitBetweenSpawns 0.75 TotalCurrency 240 RandomChoice { TFBot //Overheat Pyro, sets people on fire with a pan { Name "Flash Fry Pyro" Class Pyro Skill Hard Item "The Frying Pan" Item "The Connoisseur's Cap" WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Frying Pan" "Set DamageType Ignite" 1 } ItemAttributes { ItemName "The Connoisseur's Cap" "attach particle effect" 1 } } TFBot //"bouncy" Demo with high skill in melee { Name "Whirlybird Demo" Class Demoman ClassIcon demoknight Skill Expert Item "The Persian Persuader" Item "The Reggaelator" WeaponRestrictions MeleeOnly Attributes AutoJump AutoJumpMin 8 AutoJumpMax 8 CharacterAttributes { "charge time decreased" 2 "charge recharge rate increased" 9 "increased jump height" 1.4 } } TFBot { Name "Delinquent Scout" Class Scout ClassIcon scout_bostonbasher Skill Hard MaxVisionRange 1000 Item "The Boston Basher" Item "Pomade Prince" Item "Paisley Pro" Item "Argyle Ace" WeaponRestrictions MeleeOnly } } } WaveSpawn { Name "wave4_bear" Where spawnbot TotalCount 36 MaxActive 18 SpawnCount 6 WaitBeforeStarting 50 WaitBetweenSpawns 30 TotalCurrency 180 Squad { TFBot // Captain Punch Heavy Adapted to be more Bear-like { Class Heavyweapons Skill Expert WeaponRestrictions MeleeOnly Name "Mother Bear" ClassIcon heavy__feral_giant Health 40000 Scale 1.9 Item "The Warrior's Spirit" Item "Bear Necessities" Attributes MiniBoss Attributes UseBossHealthBar ItemAttributes { ItemName "The Warrior's Spirit" "fire rate bonus" 0.6 "damage bonus" 5 "bleeding duration" 10 "slow enemy on hit major" 0.2 } CharacterAttributes { "move speed bonus" 0.6 "health regen" 250 "damage bonus" 2 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } } TFBot { Template T_TFBot_Baby_Bear_Heavy } TFBot { Template T_TFBot_Baby_Bear_Heavy } TFBot { Template T_TFBot_Baby_Bear_Heavy } TFBot { Template T_TFBot_Baby_Bear_Heavy } TFBot { Template T_TFBot_Baby_Bear_Heavy } } } WaveSpawn // 8x Groups of 5 Feral Inflammable Pyros { Name "wave4_raptor" Where spawnbot WaitForAllDead "wave4_bear" TotalCount 40 MaxActive 15 SpawnCount 5 WaitBeforeStarting 12 WaitBetweenSpawns 8 TotalCurrency 80 Squad { TFBot { Template T_TFBot_Feral_Inflammable_Pyro BehaviorModifiers Mobber } TFBot { Template T_TFBot_Feral_Inflammable_Pyro BehaviorModifiers Mobber } TFBot { Template T_TFBot_Feral_Inflammable_Pyro BehaviorModifiers Mobber } TFBot { Template T_TFBot_Feral_Inflammable_Pyro BehaviorModifiers Mobber } TFBot { Template T_TFBot_Feral_Inflammable_Pyro BehaviorModifiers Mobber } } } WaveSpawn // 30 Demokazes { Name "wave4_isis" Where spawnbot WaitForAllDead "wave4_bear" TotalCount 30 MaxActive 12 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 TotalCurrency 60 TFBot { Template T_TFBot_Demo_Demokaze } } WaveSpawn // 10 Fast Giant Scouts { Name "wave4_run" Where spawnbot WaitForAllSpawned "wave4_isis" TotalCount 10 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn // 10x 2 Multishot Snipers + 2 Hatchet Scouts + 1 Firewall Medic { Name "wave4_flame" Where spawnbot WaitForAllSpawned "wave4_isis" TotalCount 50 MaxActive 15 SpawnCount 5 WaitBeforeStarting 6 WaitBetweenSpawns 8 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Multiarrow_Sniper } TFBot { Template T_TFBot_Multiarrow_Sniper } TFBot { Template T_TFBot_Hatchet_Throwing_Scout } TFBot { Template T_TFBot_Hatchet_Throwing_Scout } TFBot { Template T_TFBot_Firewall_Medic } } } WaveSpawn // Support Pain Train Soldiers and Candy Cane Scouts { Name "wave4_support2" Where spawnbot WaitForAllDead "wave4_flame" TotalCount 50 MaxActive 10 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0 TotalCurrency 0 Support limited RandomChoice { TFBot { Name "Pain Train Soldier" Class Soldier ClassIcon soldier //should be soldier_pain_train Skill Normal Item "The Pain Train" WeaponRestrictions MeleeOnly } TFBot { Name "Candy Cane Scout" Class Scout ClassIcon scout_bat // should be scout_candy_cane Skill Normal Item "The Candy Cane" WeaponRestrictions MeleeOnly } } } WaveSpawn // 5x Squads of 4 ShortCircuit Engineers + 1 giant demoknight pirate { Name "wave4_antiair" Where spawnbot WaitForAllDead "wave4_flame" TotalCount 20 MaxActive 5 SpawnCount 5 WaitBeforeStarting 12 WaitBetweenSpawns 20 TotalCurrency 100 Squad { TFBot { Name "Crazed Captain Demoknight" Class Demoman ClassIcon demoknight_samurai_giant Skill Expert Health 3600 Scale 1.9 Item "The Persian Persuader" Item "The Buccaneer's Bicorne" Item "The Bootlegger" Attributes MiniBoss Attributes AlwaysCrit WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } TFBot { Template T_TFBot_Short_Circuit_Engineer } TFBot { Template T_TFBot_Short_Circuit_Engineer } TFBot { Template T_TFBot_Short_Circuit_Engineer } TFBot { Template T_TFBot_Short_Circuit_Engineer } } } // 4 Light, Fast Tanks; 2 go one way, 2 go other way WaveSpawn { Name "wave4_tankpatha" TotalCount 2 MaxActive 2 WaitForAllSpawned "wave4_flame" WaitBeforeStarting 12 WaitBetweenSpawns 50 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 12000 Speed 150 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave4_tankpathb" TotalCount 2 MaxActive 2 WaitForAllSpawned "wave4_flame" WaitBeforeStarting 37 WaitBetweenSpawns 50 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 12000 Speed 150 Name "tankboss" StartingPathTrackNode "boss_path_b1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } } }