// Tiny Town by Flurbury // // NEW FROM COAL TOWN: // // FOR MISSION MAKERS: // // wave_start_relay_boss Closes the deathpits on wave start // // wave_start_keep_bombpath_relay Forces robots to stick to their bombpath and not // spread out as the bomb nears the hatch, also disables // the nav_avoids tagged with bomb_carrier when the bomb // reaches the hatch // // wave_start_keep_bombpath_relay_boss Combines the two above // // wave_finished_relay_boss Opens the deathpits on wave finish // // spawnbot_left Spawn robots on the left // spawnbot_right Spawn robots on the right // // boss_path_right_1 Tank uses alt path and goes right. // This is quite a bit shorter than the regular path. // Use wisely! // // Note: Everything is labelled from RED's POV *EXCEPT* the flanking tags // that Coal Town already has (nav_prefer_flank_left and _right) // // // // NEWLY ADDED ENTITIES: // if you wish to interact with them with popfile I/O: // // door_deathpits_close_relay Closes the deathpits // door_deathpits_open_relay Opens the deathpits // // The deathpits start open by default. // If you're used to Big Rock's deathpit relays, the ones on // Tiny Town have open/close correctly labelled. // // engi_nest_front_left Engineer bot hints // engi_nest_high_left_back // engi_nest_high_left_front // engi_nest_front_right // engi_nest_high_right_back // engi_nest_high_right_front // engi_nest_roof // // avoid_keep_bombpath_left Nav_avoids used by keep_bombpath relays // avoid_keep_bombpath_left_high // avoid_keep_bombpath_right // avoid_keep_bombpath_right_mid // avoid_keep_bombpath_mid // avoid_keep_bombpath_hatch_left // avoid_keep_bombpath_hatch_right // // falldmg_trigger Stops bots taking fall damage near hatch high bombpaths WaveSchedule { StartingCurrency 1650 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } WaveSpawn { Name w1_s1_scout TotalCount 1 TotalCurrency 0 Where spawnbot TFBot { Class Scout } } } }