#base robot_giant.pop #base robot_standard.pop #base redemo.pop // WAVE 1 Current Money: 1300$ // WAVE 2 Current Money: 1300$ + 700$ + 100$ Bonus = 2100$ (No Bonus: 2000$) // WAVE 3 Current Money: 2100$ + 700$ + 100$ Bonus = 2900$ (No Bonus: 2700$) // WAVE 4 Current Money: 2900$ + 700$ + 100$ Bonus = 3700$ (No Bonus: 3400$) // WAVE 5 Current Money: 3700$ + 700$ + 100$ Bonus = 4500$ (No Bonus: 4100$) // Total Possible Money: 4500$ + 500$ = 5000$ WaveSchedule { StartingCurrency 1300 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom no MaxRedPlayers 5 // restrict, will remove after pass all 3 DisallowUpgrade "ubercharge" DisallowUpgrade "critboost" BonusRatioHalf 0.85 BonusRatioFull 0.9 //Mission // sentry buster //{ // Objective DestroySentries // InitialCooldown 5 // Where spawnbot // BeginAtWave 1 // RunForThisManyWaves 9 // CooldownTime 45 // TFBot // { // Template T_TFBot_SentryBuster // } //} Mission { Objective Spy InitialCooldown 55 Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 55 DesiredCount 2 TFBot { Class Spy Skill Hard ExtAttr IgnoreBuildings } } Mission { Objective Spy InitialCooldown 10 Where spawnbot_mission_spy BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 2 TFBot { Class Spy Skill Hard ExtAttr IgnoreBuildings } } Mission // Unused Sniper { Objective Sniper InitialCooldown 40 Where spawnbot_mission_sniper BeginAtWave 99 RunForThisManyWaves 1 CooldownTime 50 DesiredCount 2 TFBot { Class Sniper Skill Hard } } PointTemplates { Fence_Big_Long { NoFixup 1 prop_dynamic { "model" "models\props_coalmines\wood_fence_256.mdl" "solid" "6" } } Fence_Big_Med { NoFixup 1 prop_dynamic { "model" "models\props_coalmines\wood_fence_128.mdl" "solid" "6" } } SmallKits { item_healthkit_small { "targetname" "SmallMedKit" "angles" "0 0 0" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "origin" "0 0 0" } } MediumKits { item_healthkit_medium { "targetname" "MediumMedkit" "angles" "0 0 0" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "origin" "0 0 0" } } SmallAmmo { item_ammopack_small { "targetname" "SmallAmmoKit" "angles" "0 0 0" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "origin" "0 0 0" } } MediumAmmo { item_ammopack_medium { "targetname" "MediumAmmoKit" "angles" "0 0 0" "modelscale" "1.0" "rendercolor" "255 255 255" "solid" "0" "origin" "0 0 0" } } SentryKiller { logic_relay // trigger this to kill all players and buildings { targetname kill_sentry_relay OnTrigger obj_sentrygun,RemoveHealth,99999,0,-1 } } SentryAmmo { logic_relay // trigger this to increase ammo { targetname ammo_sentry_relay OnTrigger obj_sentrygun,$attributeoveride,1,0,-1 OnTrigger obj_sentrygun,$ammomult,3,0,-1 } } Dispenser { OnSpawnOutput //set builder to parent entity { Target "dispenser" Action "setbuilder" Delay 0.1 } OnSpawnOutput //set builder to parent entity { Target "dispenser" Action "sethealth" Param 999999 } obj_dispenser { "targetname" "dispenser" "origin" "0 0 0" "teamnum" "2" "SolidToPlayer" "0" "$attributeoverride" 1 } } } //SpawnTemplate //{ // Name "Fence_Big_Long" // Origin "30 -882 601" // Angles "0 0 -42" //} //SpawnTemplate //{ // Name "Fence_Big_Med" // Origin "155 -882 601" // Angles "0 0 -42" //} //SpawnTemplate //{ // Name "Fence_Big_Med" // Origin "205 -852 500" // Angles "42 70 -13.5" //} //SpawnTemplate //{ // Name "Fence_Big_Med" // Origin "-202 -850 500" // Angles "42 100 6.5" //} //SpawnTemplate //{ // Name "Fence_Big_Long" // Origin "-1100 -128.1 587" // Angles "0 90 0" //} ExtraSpawnPoint { Name "spawnbot_middle" TeamNum 3 //2 for red 3 for blu X "163" Y "4044" Z "652" } ExtraSpawnPoint { Name "spawnbot_left" TeamNum 3 //2 for red 3 for blu X "-1132" Y "2468" Z "389" } ExtraSpawnPoint { Name "spawnbot_right" TeamNum 3 //2 for red 3 for blu X "1188" Y "2543" Z "384" } SpawnTemplate SentryKiller SpawnTemplate { Name "Dispenser" "origin" "750 -755 522" "angles" "0 90 0" } SpawnTemplate { Name "Dispenser" "origin" "-699 -550 512" "angles" "0 0 0" } SpawnTemplate { Name "SmallKits" "origin" "-320 1120 426" "angles" "0 0 0" } SpawnTemplate { Name "SmallKits" "origin" "455 1120 426" "angles" "0 0 0" } SpawnTemplate { Name "MediumKits" "origin" "-637 2757 315" "angles" "0 0 0" } SpawnTemplate { Name "MediumKits" "origin" "552 -32 512" "angles" "0 0 0" } SpawnTemplate { Name "SmallAmmo" "origin" "-320 1070 426" "angles" "0 0 0" } SpawnTemplate { Name "SmallAmmo" "origin" "455 1070 426" "angles" "0 0 0" } SpawnTemplate { Name "MediumAmmo" "origin" "602 -32 512" "angles" "0 0 0" } //SpawnTemplate //{ // Name "MediumAmmo" // "origin" "709 -748 523" // "angles" "0 0 0" //} Templates { T_TFBot_Scout_Soda_Popper { Class Scout Name "Soda Popper Scout" ClassIcon scout_popper2 Skill Easy Item "The Soda Popper" Item "Bonk Boy" WeaponRestrictions PrimaryOnly CharacterAttributes { "cancel falling damage" 1 } } T_TFBot_Scout_Bonk_Scatter { Class Scout Skill Easy Name "Scattergun Bonk! Scout" ClassIcon scout_bonk_scatter_nys2 Item "Bonk! Atomic Punch" Item "Bonk Helm" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Bonk! Atomic Punch" "single wep holster time increased" 0.35 "single wep deploy time increased" 0.35 "cancel falling damage" 1 } } T_TFBot_Soldier_DirectHit_Conch { Class Soldier Name "Direct Hit Conch Soldier" ClassIcon soldier_directhit_conch_lite Skill Hard Item "The Direct Hit" Item "The Team Captain" Item "The Concheror" WeaponRestrictions PrimaryOnly Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Concheror" "single wep holster time increased" 0.35 "single wep deploy time increased" 0.35 } CharacterAttributes { "increase buff duration" 99 "cancel falling damage" 1 } } T_TFBot_Soldier_Stun { Class Soldier Name "Stun Soldier" ClassIcon soldier_stun Skill Expert Item "Rocket Jumper" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "Rocket Jumper" "cannot pick up intelligence" 0 "rocket specialist" 1 } CharacterAttributes { "cancel falling damage" 1 } } T_TFBot_Soldier_Bison { Class Soldier ClassIcon soldier_bison_b Name "Bison Soldier" Skill Expert WeaponRestrictions SecondaryOnly Item "The Righteous Bison" Item "Lord Cockswain's Pith Helmet" ItemAttributes { ItemName "The Righteous Bison" "dmg bonus vs buildings" 5 } CharacterAttributes { "cancel falling damage" 1 } } T_TFBot_Soldier_Escape_Plan { Class Soldier Name "Escape Plan Soldier" ClassIcon soldier_escape Skill Expert WeaponRestrictions MeleeOnly Item "The Escape Plan" CharacterAttributes { "cancel falling damage" 1 "blast dmg to self increased" 0 } } T_TFBot_Soldier_Armored { Class Soldier Name "Armored Soldier" Skill Normal ClassIcon soldier_armored Health 800 // 200*4 = 800 Scale 1.4 Tag bot_giant CharacterAttributes { "airblast vulnerability multiplier" 0.7 "damage force reduction" 0.7 "cancel falling damage" 1 "blast dmg to self increased" 0 } } T_TFBot_Soldier_Extended_Buff_Banner_Armored { Template T_TFBot_Soldier_Armored Name "Armored Buff Soldier" Skill Normal ClassIcon soldier_armored_buff Attributes SpawnWithFullCharge Attributes HoldFireUntilFullReload Item "The Buff Banner" Tag bot_giant ItemAttributes { ItemName "The Buff Banner" "single wep holster time increased" 0.35 "single wep deploy time increased" 0.35 } CharacterAttributes { "increase buff duration" 99 "blast dmg to self increased" 0 } } T_TFBot_Pyro_DF { Class Pyro ClassIcon pyro_dragon_fury_swordstone Name "Dragon Fury Pyro" Skill Normal Item "The Dragon's Fury" Item "Burny's Boney Bonnet" Item "The Cauterizer's Caudal Appendage" Item "The Monster's Stompers" Item "Fallen Angel" MaxVisionRange 900 CharacterAttributes { "cancel falling damage" 1 } } T_TFBot_Demoman_Armored { Class Demoman Name "Armored Demoman" Skill Normal ClassIcon demo_armoured Health 700 // 175*4 = 700 Scale 1.4 Tag bot_giant CharacterAttributes { "airblast vulnerability multiplier" 0.7 "damage force reduction" 0.7 "cancel falling damage" 1 "blast dmg to self increased" 0 } } T_TFBot_Demoman_Spammer_Armored { Template T_TFBot_Demoman_Armored Name "Armored Rapid Fire Demo" Skill Normal ClassIcon demo_spammer_armored WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" -0.4 "fire rate bonus" 0.75 } } T_TFBot_Engineer_Widow { Class Engineer ClassIcon engineer_widowmaker_nys Name "Widowmaker Engineer" Skill Hard WeaponRestrictions PrimaryOnly Item "The Widowmaker" ItemAttributes { ItemName "The Widowmaker" } CharacterAttributes { "cancel falling damage" 1 } } T_TFBot_Crossbow_Medic { Class Medic Name "Crossbow Medic" ClassIcon medic_crossbow WeaponRestrictions PrimaryOnly BehaviorModifiers Push Item "The Crusader's Crossbow" Item "Berliner's Bucket Helm" CharacterAttributes { "cancel falling damage" 1 } } T_TFBot_Medic_Blast_VAC { Name "Blast VAC Medic" Health 150 Class Medic Skill Expert ClassIcon medic_blast WeaponRestrictions SecondaryOnly Attributes SpawnWithFullCharge Attributes VaccinatorBlast Item "TF_WEAPON_MEDIGUN" ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "lunchbox adds minicrits" 3 "heal rate bonus" 10 "medigun blast resist deployed" 0.75 "medigun blast resist passive" 0.75 "medigun charge is resists" 4 } CharacterAttributes { "bot medic uber health threshold" 9999 "ubercharge rate bonus" 999 } } T_TFBot_Medic_Armored { Class Medic ClassIcon medic_armored Name "Armored Medic" Skill Normal Health 600 // 150*4 = 600 Scale 1.4 Tag bot_giant CharacterAttributes { "airblast vulnerability multiplier" 0.7 "damage force reduction" 0.7 "cancel falling damage" 1 } } T_TFBot_Medic_BigHeal_Armored { Template T_TFBot_Medic_Armored Name "Armored Big-Heal Medic" Skill Expert ClassIcon medic_armored Tag bot_giant Item "The Surgeon's Stahlhelm" Item "The Quick-Fix" ItemAttributes { ItemName "The Quick-Fix" "ubercharge rate bonus" -1 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "bot medic uber deploy delay duration" 9999 "heal rate bonus" 999 } } T_TFBot_Giant_Scout_Armored { Class Scout Name "Giant Armored Scout" Skill Expert ClassIcon scout_armored_pda_giant Health 3000 Attributes MiniBoss Tag bot_giant CharacterAttributes { "cancel falling damage" 1 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } T_TFBot_Giant_Scout_Spammer_Armored { Template T_TFBot_Giant_Scout_Armored Name "Giant Armored Rapid Scout" ClassIcon scout_burst_armored WeaponRestrictions PrimaryOnly Item "tf_weapon_scattergun" Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "tf_weapon_scattergun" "move speed bonus" 0.5 "faster reload rate" -0.8 "fire rate bonus" 0.64 } } T_TFBot_Giant_Scout_Spammer_Reload_Armored { Template T_TFBot_Giant_Scout_Armored Name "Giant Armored Burst Scout" ClassIcon scout_burst_armored WeaponRestrictions PrimaryOnly Item "tf_weapon_scattergun" Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant ItemAttributes { ItemName "tf_weapon_scattergun" "move speed bonus" 0.5 "fire rate bonus" 0.25 "clip size bonus" 1.5 } } T_TFBot_Giant_Soldier_Extended_Buff_Banner_Bugfixed { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner ItemAttributes { ItemName "The Buff Banner" "single wep holster time increased" 0.35 "single wep deploy time increased" 0.35 } CharacterAttributes { "increase buff duration" 99 "cancel falling damage" 1 "blast dmg to self increased" 0 } } T_TFBot_Giga_Soldier_Spammer { Class Soldier Name "Giga Rapid Fire Soldier" ClassIcon soldier_spammer_hyper_giant Health 4200 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed increased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "cancel falling damage" 1 "blast dmg to self increased" 0 } } T_TFBot_Giant_Pyro_Concheror_AlwaysFireWeapons { Class Pyro Name "Giant Pyro" ClassIcon pyro_conch_yoovy_giant Skill Expert Health 3000 WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes AlwaysFireWeapon Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 "cancel falling damage" 1 } } T_TFBot_Giant_Pyro_Dragon_Fury { Class Pyro ClassIcon pyro_dragon_fury_swordstone_giant Name "Giant Dragon's Fury Pyro" Health 3000 Skill Expert Attributes MiniBoss Tag bot_giant MaxVisionRange 1000 Item "The Dragon's Fury" Item "Burny's Boney Bonnet" Item "The Cauterizer's Caudal Appendage" Item "The Monster's Stompers" Item "Fallen Angel" ItemAttributes { ItemName "The Dragon's Fury" } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 "cancel falling damage" 1 } } T_TFBot_Giant_Demoman_Stickybomb_BurstFire { Class Demoman Name "Giant Burst Sticky Demo" ClassIcon demo_sticky_burst Health 3300 Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant WeaponRestrictions SecondaryOnly Item "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" Item "Bomb Beanie" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "is_passive_weapon" 1 "override projectile type" 27 "fire rate penalty" 99 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "fire rate bonus" 0.1 "faster reload rate" 0.4 "stickybomb charge rate" 0.001 "Projectile speed decreased" 0.35 "projectile spread angle penalty" 3.0 } CharacterAttributes { "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.5 "damage force reduction" 0.5 "override footstep sound set" 4 "cancel falling damage" 1 "blast dmg to self increased" 0 } } T_TFBot_Giant_Engineer_Ranger { Class Engineer ClassIcon engineer_ranger_nys_spammer Name "Giant Rapid Ranger Engineer" Health 3000 Skill Expert Attributes MiniBoss WeaponRestrictions PrimaryOnly Item "The Rescue Ranger" ItemAttributes { ItemName "The Rescue Ranger" "faster reload rate" -0.8 "fire rate bonus" 0.64 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 6 "cancel falling damage" 1 } } T_TFBot_Giant_Medic_Syringe { Class Medic ClassIcon medic_syringe_giant Name "Giant Syringe Gun Medic" Health 4500 Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Tag bot_giant Item "TF_WEAPON_SYRINGEGUN_MEDIC" Item "Prussian Pickelhaube" ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "cancel falling damage" 1 } } T_TFBot_Giant_Medic_Shield { Class Medic ClassIcon medic_shield_lite_giant Name "Giant Shield Medic" Health 4500 Skill Expert Attributes MiniBoss Attributes IgnoreEnemies Attributes SpawnWithFullCharge Attributes ProjectileShield WeaponRestrictions SecondaryOnly Tag bot_giant Item "The Physician's Protector" Item "tf_weapon_medigun" ItemAttributes { ItemName "tf_weapon_medigun" "generate rage on heal" 2 "increase buff duration" 99 "ubercharge rate bonus" -1 "uber duration bonus" -8 "heal rate bonus" 999 } ItemAttributes { ItemName "TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "health from healers increased" 0.005 "bot medic uber deploy delay duration" 9999 "airblast vulnerability multiplier" 0.6 "cancel falling damage" 1 } } } //WAVE 1 (700$) Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Kill`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_right_relay`, `Trigger`) EntFire(`door_deathpits_close_relay`, `Trigger`) //EntFire(`intel`, `SetReturnTime`, `45`) " } Explanation //Dispayed once the wave is initialized { Line "{white}..." Line "{white}..." Line "{white}..." Line "{red}This Mission have some Custom Upgrade" Line "{green}Body Upgrade - Melee Resistance (100$, Max 3)" Line "{yellow}^ +25% Melee Resistance" Line "{green}Body Upgrade - Max Health (150$, Max 5)" Line "{yellow}^ +10 Max HP" Line "{green}B.A.S.E Jumper - Steel Parachute (Price is Free)" Line "{yellow}^ Reduce 60% Damage From Blast Jump" Line "{green}Any Shield - Blast to Bullet (Price is Free)" Line "{yellow}^ Trade Blast Resis to Bullet Resis" Line "{green}Any Shield - +100% Credit Collect Range (150$, Max 4)" Line "{yellow}^ Wider Money Collect Range" Line "{green}Any Shield - +20 Health on Money (150$, Max 4)" Line "{yellow}^ Health From Money" } SentryGun //Spawn sentry gun { TeamNum 2 //Red sentry Delay 0.1 //Delay before spawning, after starting the wave Level 1 //Sentrygun level //IsMini 1 //Is minisentry //BodyGroup 1 //Bodygroup 1 - enable mini sentry cone light //Skin 2 //skin 2, 3 - minisentry skin Health 5000 Position { X -316 Y -1819 Z 355 Pitch 9 Yaw 4 //Roll 100 } } SentryGun //Spawn sentry gun { TeamNum 2 //Red sentry Delay 0.1 //Delay before spawning, after starting the wave Level 1 //Sentrygun level //IsMini 1 //Is minisentry //BodyGroup 1 //Bodygroup 1 - enable mini sentry cone light //Skin 2 //skin 2, 3 - minisentry skin Health 5000 Position { X 316 Y -1819 Z 355 Pitch 9 Yaw 4 //Roll 100 } } WaveSpawn { Name 1a WaitBeforeStarting 1 WaitBetweenSpawns 1 FirstSpawnOutput { Target ammo_sentry_relay Action Trigger } } WaveSpawn { Name 1a Where spawnbot_middle TotalCount 24 MaxActive 8 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 1 TotalCurrency 50 TFBot { Class Scout Skill Easy } } WaveSpawn { Name 1a Where spawnbot_middle TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Soldier CharacterAttributes { "cancel falling damage" 1 "blast dmg to self increased" 0 } } } WaveSpawn { Name 1b WaitForAllSpawned 1a Where spawnbot_middle TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 40 TFBot { Class Pyro Skill Easy } } WaveSpawn { Name 1b WaitForAllSpawned 1a Where spawnbot_left TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 90 Squad { TFBot { Template T_TFBot_Heavyweapons_Fist } TFBot { Template T_TFBot_Medic_BigHeal Name "Big-Heal Medic" } } } WaveSpawn { Name 1c WaitForAllSpawned 1b Where spawnbot_left TotalCount 35 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 40 TFBot { Template T_TFBot_Sniper_Huntsman } } WaveSpawn { Name 1c WaitForAllSpawned 1b Where spawnbot_left TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 18 TotalCurrency 60 TFBot { Template T_TFBot_Giant_Soldier CharacterAttributes { "cancel falling damage" 1 "blast dmg to self increased" 0 } } } WaveSpawn { Name 1d-support WaitForAllSpawned 1c Where spawnbot_middle TotalCount 25 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 50 Support Limited TFBot { Template T_TFBot_Soldier_Escape_Plan } } WaveSpawn { Name 1d-support WaitForAllSpawned 1c Where spawnbot_left TotalCount 20 MaxActive 6 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 60 Support Limited TFBot { Template T_TFBot_Engineer_Widow Action FetchFlag Skill Easy } } WaveSpawn { Name 1d WaitForAllSpawned 1c Where spawnbot_left TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 160 Squad { TFBot { Template T_TFBot_Heavyweapons_Heater Name "Giant Heater Heavy" } TFBot { Template T_TFBot_Pyro_Flaregun Name "Flare Gun Pyro" } TFBot { Template T_TFBot_Pyro_Flaregun Name "Flare Gun Pyro" } TFBot { Template T_TFBot_Pyro_Flaregun Name "Flare Gun Pyro" } } } WaveSpawn { Name 1d-killsentry WaitForAllDead 1d FirstSpawnOutput { Target kill_sentry_relay Action Trigger } } } //WAVE 2 (600$) Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_start_relay Action Trigger } InitWaveOutput { Target wave_start_keep_bombpath_relay Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Kill`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_holograms_left`, `TurnOn`) EntFire(`bombpath_holograms_right`, `TurnOff`) EntFire(`bombpath_left_relay`, `Trigger`) EntFire(`door_deathpits_close_relay`, `Trigger`) //EntFire(`intel`, `SetReturnTime`, `45`) " } SentryGun //Spawn sentry gun { TeamNum 2 //Red sentry Delay 0.1 //Delay before spawning, after starting the wave Level 1 //Sentrygun level //IsMini 1 //Is minisentry //BodyGroup 1 //Bodygroup 1 - enable mini sentry cone light //Skin 2 //skin 2, 3 - minisentry skin Health 5000 Position { X -316 Y -1819 Z 355 Pitch 9 Yaw 4 //Roll 100 } } SentryGun //Spawn sentry gun { TeamNum 2 //Red sentry Delay 0.1 //Delay before spawning, after starting the wave Level 1 //Sentrygun level //IsMini 1 //Is minisentry //BodyGroup 1 //Bodygroup 1 - enable mini sentry cone light //Skin 2 //skin 2, 3 - minisentry skin Health 5000 Position { X 316 Y -1819 Z 355 Pitch 9 Yaw 4 //Roll 100 } } WaveSpawn { Name 2a WaitBeforeStarting 1 WaitBetweenSpawns 1 FirstSpawnOutput { Target ammo_sentry_relay Action Trigger } } WaveSpawn { Name 2a Where spawnbot_left TotalCount 28 MaxActive 8 SpawnCount 4 WaitBeforeStarting 3 WaitBetweenSpawns 7 TotalCurrency 60 TFBot { Class Demoman Skill Normal } } WaveSpawn { Name 2a Where spawnbot_left TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer Name "Giant Detonator Pyro" ClassIcon pyro_detonator_lite_giant } } WaveSpawn { Name 2b WaitForAllSpawned 2a Where spawnbot_left Where spawnbot_middle TotalCount 27 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 50 RandomChoice { TFBot { Template T_TFBot_Heavyweapons_Shotgun Name "Shotgun Heavy" Skill Normal } TFBot { Template T_TFBot_Demoman_Knight } } } WaveSpawn { Name 2b WaitForAllSpawned 2a Where spawnbot_right TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 20 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Demoman ClassIcon demo_spammer CharacterAttributes { "cancel falling damage" 1 "blast dmg to self increased" 0 } } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" } } } WaveSpawn { Name 2c WaitForAllSpawned 2b Where spawnbot TotalCount 20 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 40 TFBot { Template T_TFBot_Soldier_Bison Skill Hard } } WaveSpawn { Name 2c-support WaitForAllSpawned 2c Where spawnbot_left TotalCount 20 MaxActive 6 SpawnCount 4 WaitBeforeStarting 13 WaitBetweenSpawns 8 TotalCurrency 60 Support Limited TFBot { Class Pyro Skill Easy } } WaveSpawn { Name 2c WaitForAllSpawned 2b Where spawnbot_left TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner_Bugfixed } } WaveSpawn { Name 2c WaitForAllSpawned 2b TotalCount 1 WaitBeforeStarting 0 TotalCurrency 120 FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 17000 HP!`) " } Tank { Health 17000 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 2c WaitForAllSpawned 2b Where spawnbot_right TotalCount 6 MaxActive 6 SpawnCount 3 WaitBeforeStarting 45 WaitBetweenSpawns 25 TotalCurrency 120 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload CharacterAttributes { "cancel falling damage" 1 "blast dmg to self increased" 0 } } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" } } } WaveSpawn { Name 2c-killsentry WaitForAllDead 2c FirstSpawnOutput { Target kill_sentry_relay Action Trigger } } } //WAVE 3 (700$) Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Kill`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_holograms_left`, `TurnOff`) EntFire(`bombpath_holograms_right`, `TurnOn`) EntFire(`bombpath_right_relay`, `Trigger`) EntFire(`door_deathpits_close_relay`, `Trigger`) //EntFire(`intel`, `SetReturnTime`, `45`) " } SentryGun //Spawn sentry gun { TeamNum 2 //Red sentry Delay 0.1 //Delay before spawning, after starting the wave Level 1 //Sentrygun level //IsMini 1 //Is minisentry //BodyGroup 1 //Bodygroup 1 - enable mini sentry cone light //Skin 2 //skin 2, 3 - minisentry skin Health 5000 Position { X -316 Y -1819 Z 355 Pitch 9 Yaw 4 //Roll 100 } } SentryGun //Spawn sentry gun { TeamNum 2 //Red sentry Delay 0.1 //Delay before spawning, after starting the wave Level 1 //Sentrygun level //IsMini 1 //Is minisentry //BodyGroup 1 //Bodygroup 1 - enable mini sentry cone light //Skin 2 //skin 2, 3 - minisentry skin Health 5000 Position { X 316 Y -1819 Z 355 Pitch 9 Yaw 4 //Roll 100 } } WaveSpawn { Name 3a WaitBeforeStarting 1 WaitBetweenSpawns 1 FirstSpawnOutput { Target ammo_sentry_relay Action Trigger } } WaveSpawn { Name 3a Where spawnbot_middle TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 Support Limited Squad { Squad { TFBot { Class Scout Skill Easy } } } } WaveSpawn { Name 3a Where spawnbot_middle TotalCount 10 MaxActive 5 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 8 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Demoman_Spammer_Armored } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" } } } WaveSpawn { Name 3a Where spawnbot_right TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 3 TotalCurrency 60 TFBot { Template T_TFBot_Heavyweapons_Shotgun Name "Shotgun Heavy" Skill Normal } } WaveSpawn { Name 3b WaitForAllSpawned 3a Where spawnbot_right TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 17 TotalCurrency 40 TFBot { Template T_TFBot_Giant_Pyro_Dragon_Fury } } WaveSpawn { Name 3b WaitForAllSpawned 3a Where spawnbot_left TotalCount 25 MaxActive 7 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Class Soldier Skill Normal } } WaveSpawn { Name 3c WaitForAllSpawned 3b Where spawnbot_middle TotalCount 28 MaxActive 8 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 6 TotalCurrency 60 TFBot { Template T_TFBot_Crossbow_Medic Action FetchFlag Skill Normal } } WaveSpawn { Name 3c WaitForAllSpawned 3b Where spawnbot_middle TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 18 TotalCurrency 120 Squad { TFBot { Template T_TFBot_Giant_Demoman_Stickybomb_BurstFire } TFBot { Template T_TFBot_Medic_BigHeal_Armored } } } WaveSpawn { Name 3d-support WaitForAllSpawned 3c Where spawnbot_middle TotalCount 30 MaxActive 7 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 150 Support Limited TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { Name 3d WaitForAllSpawned 3c Where spawnbot_left TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 3 WaitBetweenSpawns 18 TotalCurrency 120 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Medic_BigHeal_Armored } TFBot { Template T_TFBot_Soldier_RocketPush } TFBot { Template T_TFBot_Soldier_RocketPush } } } WaveSpawn { Name 3d-killsentry WaitForAllDead 3d FirstSpawnOutput { Target kill_sentry_relay Action Trigger } } } //WAVE 4 (700$) Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Kill`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_holograms_left`, `TurnOn`) EntFire(`bombpath_holograms_right`, `TurnOff`) EntFire(`bombpath_left_relay`, `Trigger`) IncludeScript(`disablesquad`) EntFire(`door_deathpits_close_relay`, `Trigger`) //EntFire(`intel`, `SetReturnTime`, `45`) " } SentryGun //Spawn sentry gun { TeamNum 2 //Red sentry Delay 0.1 //Delay before spawning, after starting the wave Level 1 //Sentrygun level //IsMini 1 //Is minisentry //BodyGroup 1 //Bodygroup 1 - enable mini sentry cone light //Skin 2 //skin 2, 3 - minisentry skin Health 5000 Position { X -316 Y -1819 Z 355 Pitch 9 Yaw 4 //Roll 100 } } SentryGun //Spawn sentry gun { TeamNum 2 //Red sentry Delay 0.1 //Delay before spawning, after starting the wave Level 1 //Sentrygun level //IsMini 1 //Is minisentry //BodyGroup 1 //Bodygroup 1 - enable mini sentry cone light //Skin 2 //skin 2, 3 - minisentry skin Health 5000 Position { X 316 Y -1819 Z 355 Pitch 9 Yaw 4 //Roll 100 } } WaveSpawn { Name 4a WaitBeforeStarting 1 WaitBetweenSpawns 1 FirstSpawnOutput { Target ammo_sentry_relay Action Trigger } } WaveSpawn { Name 4a Where spawnbot_right TotalCount 24 MaxActive 10 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 80 TFBot { Template T_TFBot_Scout_Bonk_Scatter Skill Easy } } WaveSpawn { Name 4a Where spawnbot_middle TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 17 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Engineer_Ranger Action FetchFlag } TFBot { Template T_TFBot_Medic_Blast_VAC } } } //WaveSpawn //{ // Name 4a // Where spawnbot_left // TotalCount 20 // MaxActive 8 // SpawnCount 4 // WaitBeforeStarting 5 // WaitBetweenSpawns 6 // TotalCurrency 40 // TFBot // { // Template T_TFBot_Sniper_Huntsman // } //} WaveSpawn { Name 4b WaitForAllSpawned 4a Where spawnbot_left TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 60 TFBot { Template T_TFBot_Soldier_DirectHit_Conch Skill Hard } } WaveSpawn { Name 4b WaitForAllSpawned 4a Where spawnbot_left TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 19 TotalCurrency 120 TFBot { Template T_TFBot_Giant_Pyro Attributes AlwaysFireWeapon } } WaveSpawn { Name 4c WaitForAllSpawned 4b Where spawnbot_middle TotalCount 21 MaxActive 7 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 TotalCurrency 30 TFBot { Template T_TFBot_Heavyweapons_Shotgun Name "Shotgun Heavy" Skill Normal } } WaveSpawn { Name 4c WaitForAllSpawned 4b Where spawnbot_left TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 3 WaitBetweenSpawns 17 TotalCurrency 60 Squad { TFBot { Template T_TFBot_Giant_Demo_Burst CharacterAttributes { "cancel falling damage" 1 "blast dmg to self increased" 0 } } TFBot { Template T_TFBot_Medic_Blast_VAC } TFBot { Template T_TFBot_Medic_Blast_VAC } TFBot { Template T_TFBot_Medic_Blast_VAC } } } WaveSpawn { Name 4d-support WaitForAllSpawned 4c Where spawnbot_left Where spawnbot_middle Where spawnbot_right TotalCount 30 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 100 Support Limited TFBot { Template T_TFBot_Pyro_Flaregun Tag disband_squad } } WaveSpawn { Name 4d-support WaitForAllSpawned 4c Where spawnbot_left TotalCount 15 MaxActive 6 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 70 Support Limited TFBot { Template T_TFBot_Soldier_Stun } } WaveSpawn { Name 4d WaitForAllSpawned 4c Where spawnbot_left TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 8 WaitBetweenSpawns 17 TotalCurrency 80 Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage CharacterAttributes { "cancel falling damage" 1 "blast dmg to self increased" 0 } } TFBot { Template T_TFBot_Medic_Blast_VAC } TFBot { Template T_TFBot_Medic_Blast_VAC } TFBot { Template T_TFBot_Medic_Blast_VAC } } } WaveSpawn { Name 4d-killsentry WaitForAllDead 4d FirstSpawnOutput { Target kill_sentry_relay Action Trigger } } } //WAVE 5 (500$) Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } InitWaveOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`bombpath_choose_relay`, `Kill`) EntFire(`bombpath_clearall_relay`, `Trigger`) EntFire(`bombpath_holograms_left`, `TurnOn`) EntFire(`bombpath_holograms_right`, `TurnOff`) EntFire(`bombpath_left_relay`, `Trigger`) EntFire(`door_deathpits_close_relay`, `Trigger`) " } SentryGun //Spawn sentry gun { TeamNum 2 //Red sentry Delay 0.1 //Delay before spawning, after starting the wave Level 1 //Sentrygun level //IsMini 1 //Is minisentry //BodyGroup 1 //Bodygroup 1 - enable mini sentry cone light //Skin 2 //skin 2, 3 - minisentry skin Health 5000 Position { X -316 Y -1819 Z 355 Pitch 9 Yaw 4 //Roll 100 } } SentryGun //Spawn sentry gun { TeamNum 2 //Red sentry Delay 0.1 //Delay before spawning, after starting the wave Level 1 //Sentrygun level //IsMini 1 //Is minisentry //BodyGroup 1 //Bodygroup 1 - enable mini sentry cone light //Skin 2 //skin 2, 3 - minisentry skin Health 5000 Position { X 316 Y -1819 Z 355 Pitch 9 Yaw 4 //Roll 100 } } WaveSpawn { Name 5a WaitBeforeStarting 1 WaitBetweenSpawns 1 FirstSpawnOutput { Target ammo_sentry_relay Action Trigger } } WaveSpawn { Name 5a-tank TotalCount 1 WaitBeforeStarting 0 TotalCurrency 110 FirstSpawnOutPut { Target wave_start_keep_bombpath_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 27500 HP!`) " } Tank { Health 27500 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 5a Where spawnbot_middle TotalCount 10 MaxActive 10 SpawnCount 2 WaitBeforeStarting 7 WaitBetweenSpawns 12 TotalCurrency 90 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name bombreset5a WaitForAllDead 5a FirstSpawnWarningSound mvm\mvm_cpoint_klaxon.wav WaitBeforeStarting 3 FirstSpawnOutput { Target wave_start_relay Action RunScriptCode Param " EntFire(`intel`, `ForceReset`) " } } WaveSpawn { Name 5b WaitForAllDead bombreset5a Where spawnbot_left TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 25 TotalCurrency 60 FirstSpawnWarningSound "mvm\mvm_warning.wav" //FirstSpawnOutput //{ // Target wave_start_relay // Action RunScriptCode // Param // " // EntFire(`intel`, `Enable`) // " //} TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } } WaveSpawn { Name 5b WaitForAllDead bombreset5a Where spawnbot_middle TotalCount 28 MaxActive 8 SpawnCount 4 WaitBeforeStarting 7 WaitBetweenSpawns 5 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Pyro_DF } TFBot { Template T_TFBot_Medic_QuickUber Name "Quick-Uber Medic" } } } WaveSpawn { Name 5c WaitForAllSpawned 5b Where spawnbot_right TotalCount 18 MaxActive 8 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 8 TotalCurrency 40 TFBot { Template T_TFBot_Soldier_Armored } } WaveSpawn { Name 5c WaitForAllSpawned 5b Where spawnbot_left TotalCount 28 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 40 TFBot { Template T_TFBot_Scout_Melee ClassIcon scout_bat_nys Attributes AlwaysCrit } } WaveSpawn { Name 5c WaitForAllSpawned 5b Where spawnbot_right TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 19 TotalCurrency 60 TFBot { Template T_TFBot_Giant_Medic_Syringe Action FetchFlag } } WaveSpawn { Name 5d WaitForAllSpawned 5c TotalCount 1 WaitBeforeStarting 0 TotalCurrency 34 FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 22500 HP!`) " } Tank { Health 22500 Speed 75 Name "tankboss" StartingPathTrackNode "boss_path_a1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 5d WaitForAllSpawned 5c Where spawnbot_left TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 8 Squad { TFBot { Template T_TFBot_Giga_Soldier_Spammer } TFBot { Template T_TFBot_Giant_Medic_Shield } TFBot { Template T_TFBot_Demo_Burst } TFBot { Template T_TFBot_Demo_Burst } } } WaveSpawn { Name 5d WaitForAllSpawned 5c Where spawnbot_right TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 32 WaitBetweenSpawns 0 TotalCurrency 8 Squad { TFBot { Template T_TFBot_Giga_Soldier_Spammer } TFBot { Template T_TFBot_Giant_Medic_Shield } TFBot { Template T_TFBot_Demo_Burst } TFBot { Template T_TFBot_Demo_Burst } } } WaveSpawn { Name 5d-killsentry WaitForAllDead 5d FirstSpawnOutput { Target kill_sentry_relay Action Trigger } } } }