// Some keyvalues are removed to reduce file size // Comments will appear rarely // ุ this symbol.... I don't know what it is but it makes your name invisible in tf2.. // disabling sigmods in main popfile to not wasre my time on the parser variant popfiles and ease in parsing #base robot_mc.pop #base robot_mc_gatebot_haven.pop WaveSchedule // BY REMILIA [U:1:123186306] AND ADDICTEDGAMER [U:1:334446556] { StartingCurrency 900 RespawnWaveTime 5 CanBotsAttackWhileInSpawnRoom No // EnableDominations 1 [$SIGSEGV] // ExtraTankPath [$SIGSEGV] // { // Name "sigsegv_uselesstank" // Make a useless and somewhat silly Tank path // Node "-3356.843506 159.372543 -3.886139" // Start on the Truck near the water // Node "-3356.843506 2541.025391 -639.905090" // Ends at the water surface aka deathzone // Node "-4788.730957 2727.968750 -1038.968750" // Go to the corner of the water deathzone if still alive // Node "-5095.968750 472.031250 -1038.968750" // Go to the other corner of the water deathzone if still alive // // First time I've seen a map that can kill Tanks // // } Advanced 1 Templates { //====================================================== A'S WORK ====================================================== T_TFBot_Scout_Bonk_FastCharge { Class Scout Skill Hard Name "Hyped Bonk Scout" Item "Bonk! Atomic Punch" Item "Bonk Helm" Item "The Caffeine Cooler" Item "Upgradeable TF_WEAPON_BAT" WeaponRestrictions MeleeOnly ClassIcon scout_bonk ItemAttributes { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" 0.6 "deploy time increased" 1.34 } ItemAttributes { ItemName "The Caffeine Cooler" "item style override" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_BAT" "single wep deploy time increased" 1.1 "single wep holster time increased" 1.1 "fire rate penalty" 0.9 } CharacterAttributes { "gesture speed increase" 0.9 "voice pitch scale" 0.9 "move speed penalty" 0.9 } } T_TFBot_Addicted_Scout_Cola_Sandman { Class Scout Name "Crit-a-Cola Minor League Scout" Skill Hard Health 110 ClassIcon scout_stun WeaponRestrictions MeleeOnly Item "The Sandman" Item "Crit-a-Cola" Item "Bonk Helm" ItemAttributes { ItemName "Bonk Helm" "set item tint rgb" 10453247 } ItemAttributes { ItemName "The Sandman" "max health additive penalty" -0 } ItemAttributes { ItemName "Crit-a-Cola" "mod_mark_attacker_for_death" 2 "deploy time increased" 1.34 } } T_TFBot_Soldier_Bison { Class Soldier ClassIcon soldier_bison Name "Bison Soldier" Item "The Righteous Bison" Item "Lord Cockswain's Pith Helmet" Skill Normal WeaponRestrictions SecondaryOnly } T_TFBot_Soldier_SlowBarrage { ClassIcon soldier_barrage Name "Army Private Barrage" Health 900 Class Soldier Skill Expert Scale 1.5 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Full Metal Drill Hat" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.4 "faster reload rate" 0.8 "Projectile speed decreased" 0.4 "Blast radius decreased" 0.8 "projectile spread angle penalty" 4 "clip size upgrade atomic" 3 } CharacterAttributes { "head scale" 0.8 "move speed penalty" 0.85 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } T_TFBot_Pyro_FireSpreader_MkII_lol { Class Pyro ClassIcon pyro_firespreader Health 600 Scale 1.35 Skill Normal Name "Super Fire Spreader Pyro" Attributes AlwaysFireWeapon Item "Upgradeable TF_WEAPON_FLAMETHROWER" Item "The Flamboyant Flamenco" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "damage penalty" 0.6 "weapon burn dmg reduced" 0.75 "weapon burn time reduced" 0.5 "flame size bonus" 1.35 "flame_drag" 15 "flame_spread_degree" 75 "flame_speed" 4000 "flame_up_speed" 35 "flame_random_life_time_offset" 0 "airblast disabled" 1 } CharacterAttributes { "move speed penalty" 0.8 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } T_TFBot_Demoman_Samurai_Leaping_Addicted { Name "Leaping Samurai Demo" ClassIcon demoknight_samurai Scale 1.3 Class Demoman Health 650 AutoJumpMin 5 AutoJumpMax 5 Skill Expert Item "The Half-Zatoichi" Item "The Splendid Screen" Item "Demo Kabuto" Item "The Menpo" Tag bot_giant WeaponRestrictions MeleeOnly Attributes AirChargeOnly Attributes AutoJump ItemAttributes { ItemName "The Splendid Screen" "charge time increased" 6 "charge recharge rate increased" 7 } ItemAttributes { ItemName "The Half-Zatoichi" "critboost on kill" 0 "cancel falling damage" 1 } CharacterAttributes { "increased jump height" 2.3 "bot custom jump particle" 1 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } // SuppressTimedFetchFlag 1 [$SIGSEGV] } T_TFBot_Addicted_Heavyweapons_Deflector { Class Heavy Name "Deflector Heavy" Skill Hard ClassIcon heavy_deflector Item "Deflector" Item "The U-clank-a" ItemAttributes { ItemName "Deflector" "attack projectiles" 1 } } T_TFBot_Heavyweapons_Grapple_Addicted_SoloVersion { Class Heavyweapons ClassIcon heavy_grapple Scale 1.5 Health 800 MaxVisionRange 1500 Name "Grapple Heavy" Item "Natascha" Item "Football Helmet" Skill Expert ItemAttributes { ItemName "Natascha" "fire rate bonus" 0.85 "weapon spread bonus" 0.4 "apply z velocity on damage" -40 "apply look velocity on damage" -180 "damage penalty" 0.9 "minigun spinup time increased" 1.4 } CharacterAttributes { "move speed penalty" 0.9 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } T_TFBot_Medic_Megaheal_Inf { Class Medic ClassIcon medic_infpop Name "Infinite Mega-Heal Medic" Skill Normal Tag bot_giant // Because Mega-Heal disable stuns // lettimg them receive cond 71 makes them able to be backstabbed at any angle Attributes SpawnWithFullCharge Tag bot_squad_member Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "The Quick-Fix" Item "Titanium Tyrolean" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 } ItemAttributes { ItemName "The Quick-Fix" "bot medic uber health threshold" 400 "ubercharge rate bonus" 200 "uber duration bonus" -508 "healing received bonus" 1.15 "heal rate bonus" 1.2 } } T_TFBot_Addicted_Sniper_Huntsman_Fire { Class Sniper Name "Fire Arrows Bowman" Skill Hard ClassIcon sniper_bow_ignite WeaponRestrictions PrimaryOnly Item "The Huntsman" Item "Starduster" Item "Upgradeable TF_WEAPON_CLUB" ItemAttributes { ItemName "The Huntsman" "attach particle effect" 13 "damage penalty" 0.25 "Set DamageType Ignite" 1 "weapon burn dmg reduced" 0.75 } } T_TFBot_Spy_YER_Ringer { Class Spy Name "Eternal Reward Spy" //ClassIcon spy_ringer // an icon that looks good and I thought to myself that I should use it to show pity :))) // though I just realised the ringer icon is too small after several playtests...... Skill Expert Item "L'Etranger" // signals the saharan spy set which has YER Item "Upgradeable TF_WEAPON_KNIFE" Item "The Familiar Fez" // signals the saharan spy set which has YER Item "The Dead Ringer" Item "Your Eternal Reward" ItemAttributes { ItemName "The Dead Ringer" // give them inf cloak to make them not dumb "cloak_consume_on_feign_death_activate" 0 "mult cloak meter regen rate" 100000 } ItemAttributes { ItemName "Your Eternal Reward" // don't eat cloak when disguising "mod_disguise_consumes_cloak" 0 "mult cloak meter consume rate" 0.5 // may actually give cloak when cloaking } } T_TFBot_Giant_Scout_Bonk_FastCharge { Class Scout Skill Expert Health 1600 Name "Giant Hyped Bonk Scout" Item "Bonk! Atomic Punch" Item "Upgradeable TF_WEAPON_BAT" Item "Bonk Helm" Item "The Caffeine Cooler" WeaponRestrictions MeleeOnly Attributes MiniBoss ClassIcon scout_bonk_giant ItemAttributes { ItemName "Bonk! Atomic Punch" "effect bar recharge rate increased" 0.47 "deploy time increased" 1.34 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_BAT" "single wep deploy time increased" 1.15 "single wep holster time increased" 1.15 "fire rate penalty" 1.15 "damage penalty" 0.85 } ItemAttributes { ItemName "The Caffeine Cooler" "item style override" 1 } CharacterAttributes { "move speed penalty" 0.85 "gesture speed increase" 0.85 "voice pitch scale" 0.85 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.5 "damage force reduction" 0.7 "override footstep sound set" 5 } } T_TFBot_Addicted_Giant_Soldier_Spammer_Buff_Extended { Class Soldier Name "Giant Rapid Fire Buff Soldier" ClassIcon soldier_buff_spammer_giant Skill Expert Health 4000 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Tag bot_giant Item "The Buff Banner" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Honcho's Headgear" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10000 "fire rate bonus" 0.5 "reload time increased hidden" -0.1 "mod no reload DISPLAY ONLY" 1 "Projectile speed decreased" 0.65 } ItemAttributes { ItemName "The Buff Banner" "deploy time increased" 1.34 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.15 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 "increase buff duration" 9.0 } } T_TFBot_Giant_Medic_Crossbow_Bleed { Class Medic Name "Giant Bleed-on-Hit Medic" Skill Expert ClassIcon medic_crossbow_bleed_v2 Attributes MiniBoss Health 4500 Item "the crusader's crossbow" ItemAttributes { ItemName "the crusader's crossbow" "bleeding duration" 10 "slow enemy on hit" 0.35 // get drugged time } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.25 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 5 } } T_TFBot_Chief_Soldier_Inverted_Airblast // Smokescreen Nuke Soldier that lacks damage bonuses against players, immune to self damage // Airblast direction is the opposite direction of where he is looking { Class Soldier // Name "Giant Black Hole Soldier" Name "Lieutenant Knockback" // I need a better name ClassIcon soldier_libertylauncher Health 30000 Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes UseBossHealthBar Attributes MiniBoss Attributes SpawnWithFullCharge Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" // Item "The Gunboats" // give space for the banner Item "The Whirly Warrior" Item "The Battalion's Backup" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "use large smoke explosion" 1 "reload time increased hidden" -0.1 "mod no reload DISPLAY ONLY" 1 "bleeding duration" 1 // carries over when you reflect his rocket // blast the victim one more time with a single bleed damage // first bleed on 0.5 doesn't hurt anybody // bleed isn't applied when the pyro reflects andonly hits himsel "apply look velocity on damage" -400 // carries over when you reflect his rocket // yes, go reflect his rocket // or even bodyblock "blast radius increased" 1.4 // carries over when you reflect his rocket "dmg falloff decreased" -0.1 // carries over when you reflect his rocket "dmg bonus vs buildings" 3 // carries over when you reflect his rocket? // make him destroy buildings faster // x3 damage against buildings so he doesn't look like a dumb "fire rate penalty" 6 "projectile spread angle penalty" 6 // maybe carries over when you reflect his rocket "Projectile speed decreased" 0.4 // carries over when you reflect his rocket "cancel falling damage" 1 // don't get killed by yourself "rocket jump damage reduction" 0.01 // don't get killed by yourself "no self blast dmg" 2 // don't get killed by yourself // also the rocket becomes a rocket jumper projectile with this // makes the pyro that reflects it not gain self damage from blast jumps and the user too } // ItemAttributes // { // ItemName "The Gunboats" // // // // "mod_air_control_blast_jump" 0.1 // attempts at making him not push himself // // all this does is not allow you to strafe in mid-air and you can't control when you go // } ItemAttributes { ItemName "The Battalion's Backup" // "mod soldier buff type" 5 // set buff type to phlog's // this crashes the game "mod soldier buff type" 4 // set buff type to B.A.S.E. Jumper's // no, doesn't force parachute attribute // it just creates a floating cosmectic parachute "deploy time increased" 1.34 } CharacterAttributes { "increase buff duration" 9.5 "move speed penalty" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0 "health regen" 40 "rage giving scale" 0.1 } } T_TFBot_Chief_Soldier_Extended_Concheror_Spammer_Reload { Class Soldier Name "Chief Conch Burst Fire Soldier" ClassIcon soldier_conch_burstfire Attributes UseBossHealthBar Skill Expert Health 45000 Scale 1.8 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Tag bot_giant Item "The Concheror" Item "The Shellmet" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10000 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "Projectile speed decreased" 0.9 "mod rage damage boost" 1.35 "dmg falloff decreased" 0.9 } ItemAttributes { ItemName "The Concheror" "deploy time increased" 1.34 "health regen" 0 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "increase buff duration" 9.5 "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.1 "health regen" 40 } } T_TFGateBot_Scout_Bonk { Class Scout ClassIcon scout_bonk Name "Bonk Scout" EventChangeAttributes { Default { Skill Hard Tag nav_prefer_gate1_flank Tag bot_gatebot Attributes IgnoreFlag BehaviorModifiers Push WeaponRestrictions MeleeOnly Item "Bonk! Atomic Punch" Item "Bonk Helm" Item "Upgradeable TF_WEAPON_BAT" ItemAttributes { ItemName "Bonk Helm" "set item tint rgb" 15185211 } ItemAttributes { ItemName "Bonk! Atomic Punch" "deploy time increased" 1.34 } } RevertGateBotsBehavior { Skill Hard WeaponRestrictions MeleeOnly Item "Bonk! Atomic Punch" Item "Bonk Helm" Item "Upgradeable TF_WEAPON_BAT" ItemAttributes { ItemName "Bonk Helm" "set item tint rgb" 6773060 } ItemAttributes { ItemName "Bonk! Atomic Punch" "deploy time increased" 1.34 } } } } T_TFGateBot_Scout_Cola_Sandman { Class Scout ClassIcon scout_stun Name "Crit-a-Cola Minor League Scout" Health 110 EventChangeAttributes { Default { Skill Hard Tag nav_prefer_gate1_flank Tag bot_gatebot Attributes IgnoreFlag BehaviorModifiers Push WeaponRestrictions MeleeOnly Item "Crit-a-Cola" Item "MvM Gatebot Light Scout" Item "The Sandman" ItemAttributes { ItemName "The Sandman" "max health additive penalty" -0 } ItemAttributes { ItemName "Crit-a-Cola" "mod_mark_attacker_for_death" 2 "deploy time increased" 1.34 } } RevertGateBotsBehavior { Skill Hard WeaponRestrictions MeleeOnly Item "Crit-a-Cola" Item "MvM Gatebot Light Scout" Item "The Sandman" ItemAttributes { ItemName "MvM Gatebot Light Scout" "item style override" 1 } ItemAttributes { ItemName "The Sandman" "max health additive penalty" -0 } ItemAttributes { ItemName "Crit-a-Cola" "mod_mark_attacker_for_death" 2 "deploy time increased" 1.34 } } } } T_TFGateBot_Scout_Scattergun_SlowFire_Normal { Class Scout EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers Push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Scout" Skill Normal Item "Upgradeable TF_WEAPON_SCATTERGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "fire rate penalty" 1.3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" Item "Upgradeable TF_WEAPON_SCATTERGUN" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "fire rate penalty" 1.3 } Skill Normal } } } T_TFGateBot_Scout_Shortstop_Normal_Crit { Class Scout ClassIcon scout_shortstop Name "Shortstop Scout" Health 650 Scale 1.4 EventChangeAttributes { Default { BehaviorModifiers Push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The Shortstop" Item "MvM GateBot Light Scout" Skill Normal Attributes AlwaysCrit WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Shortstop" "damage force increase text" 0 // this doesn't do anything yeah "airblast vulnerability multiplier" 0.8 "damage force reduction" 0.8 } CharacterAttributes { "head scale" 0.7 "move speed bonus" 1.25 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" Item "The Shortstop" Skill Normal Attributes AlwaysCrit ItemAttributes { ItemName "The Shortstop" "damage force increase text" 0 // this doesn't do anything yeah "airblast vulnerability multiplier" 0.8 "damage force reduction" 0.8 } ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } WeaponRestrictions PrimaryOnly CharacterAttributes { "head scale" 0.7 "move speed bonus" 1.25 "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } } } T_TFGateBot_Soldier_Extended_Battalion_Normal { Class Soldier Name "Extended Backup Soldier" Health 220 ClassIcon soldier_backup EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers Push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "The Battalion's Backup" Item "MvM GateBot Light Soldier" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10000 } ItemAttributes { ItemName "The Battalion's Backup" "deploy time increased" 1.34 } Skill Normal Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "The Battalion's Backup" Item "MvM GateBot Light Soldier" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10000 } ItemAttributes { ItemName "The Battalion's Backup" "deploy time increased" 1.34 } Skill Normal Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 } } } } T_TFGateBot_Soldier_Extended_Buff_Banner_Normal_Right_Flank { Class Soldier Name "Extended Buff Soldier" ClassIcon soldier_buff EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The Buff Banner" Item "MvM GateBot Light Soldier" Tag bot_right Tag bot_flank Skill Normal Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10000 } ItemAttributes { ItemName "The Buff Banner" "deploy time increased" 1.34 } CharacterAttributes { "increase buff duration" 9.5 } } RevertGateBotsBehavior { Item "The Buff Banner" Item "MvM GateBot Light Soldier" Tag bot_right Tag bot_flank ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10000 } ItemAttributes { ItemName "The Buff Banner" "deploy time increased" 1.34 } CharacterAttributes { "increase buff duration" 9.5 } } } } T_TFGateBot_Soldier_Extended_Buff_Banner_Normal_Left { Class Soldier Name "Extended Buff Soldier" ClassIcon soldier_buff EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The Buff Banner" Item "MvM GateBot Light Soldier" Skill Normal Tag bot_left Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10000 } ItemAttributes { ItemName "The Buff Banner" "deploy time increased" 1.34 } CharacterAttributes { "increase buff duration" 9.5 } } RevertGateBotsBehavior { Item "The Buff Banner" Item "MvM GateBot Light Soldier" Tag bot_left ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Normal Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10000 } ItemAttributes { ItemName "The Buff Banner" "deploy time increased" 1.34 } CharacterAttributes { "increase buff duration" 9.5 } } } } T_TFGateBot_Soldier_Extended_Buff_Banner_Hard_Left { Class Soldier Name "Extended Buff Soldier" ClassIcon soldier_buff EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The Buff Banner" Item "MvM GateBot Light Soldier" Tag bot_left Skill Hard Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10000 } ItemAttributes { ItemName "The Buff Banner" "deploy time increased" 1.34 } CharacterAttributes { "increase buff duration" 9.5 } } RevertGateBotsBehavior { Item "The Buff Banner" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_left Skill Hard Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod rage on hit bonus" 10000 } ItemAttributes { ItemName "The Buff Banner" "deploy time increased" 1.34 } CharacterAttributes { "increase buff duration" 9.5 } } } } T_TFGateBot_Pyro_AlwaysFireWeapon_Normal_NoAirblast { Class Pyro EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers Push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Attributes AlwaysFireWeapon Skill Normal Item "Upgradeable TF_WEAPON_FLAMETHROWER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "airblast disabled" 1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_FLAMETHROWER" "airblast disabled" 1 } Attributes AlwaysFireWeapon Skill Normal Item "Upgradeable TF_WEAPON_FLAMETHROWER" } } } T_TFGateBot_Pyro_ScorchShot_Hard { Name "Pusher Pyro" Class Pyro ClassIcon pyro_scorch EventChangeAttributes { Default { Skill Hard Tag nav_prefer_gate1_flank Tag bot_gatebot Attributes IgnoreFlag BehaviorModifiers Push Item "MvM GateBot Light Pyro" Item "The Scorch Shot" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Scorch Shot" "fire rate bonus" 0.75 "reload time increased" 1.25 "projectile speed decreased" 0.35 } } RevertGateBotsBehavior { Skill Hard Item "MvM GateBot Light Pyro" Item "The Scorch Shot" WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Scorch Shot" "fire rate bonus" 0.75 "reload time increased" 1.25 "projectile speed decreased" 0.35 } ItemAttributes { ItemName "MvM GateBot Light Pyro" "item style override" 1 } } } } T_TFGateBot_Giant_Soldier_Trainyard { Class Soldier Name "Giant Soldier" ClassIcon soldier_giant Health 4000 EventChangeAttributes { Default { BehaviorModifiers Push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.15 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "MvM GateBot Light Soldier" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.15 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 } } } } T_TFGateBot_Giant_Soldier_Extended_Buff_Spammer_Left_Trainyard { Class Soldier Name "Giant Rapid Fire Buff Soldier" ClassIcon soldier_buff_spammer_giant Health 4000 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Tag bot_giant Tag bot_left Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Buff Banner" Item "Honcho's Headgear" ItemAttributes { ItemName "Honcho's Headgear" "set item tint rgb" 15185211 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "reload time increased hidden" -0.1 "mod no reload DISPLAY ONLY" 1 "fire rate bonus" 0.5 "mod rage on hit bonus" 10000 "Projectile speed decreased" 0.65 "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } ItemAttributes { ItemName "The Buff Banner" "deploy time increased" 1.34 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.15 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 "increase buff duration" 9.0 } } RevertGateBotsBehavior { Tag bot_giant Tag bot_left Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "The Buff Banner" Item "Honcho's Headgear" ItemAttributes { ItemName "Honcho's Headgear" "set item tint rgb" 6773060 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "reload time increased hidden" -0.1 "mod no reload DISPLAY ONLY" 1 "fire rate bonus" 0.5 "mod rage on hit bonus" 10000 "Projectile speed decreased" 0.65 "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } ItemAttributes { ItemName "The Buff Banner" "deploy time increased" 1.34 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.15 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 "increase buff duration" 9.0 } } } } T_TFGateBot_Giant_Soldier_Spammer_Left_Trainyard { Class Soldier Name "Giant Rapid Fire Soldier" ClassIcon soldier_spammer Health 4000 EventChangeAttributes { Default { Tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers Push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_left Tag bot_giant Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "Honcho's Headgear" ItemAttributes { ItemName "Honcho's Headgear" "set item tint rgb" 15185211 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "reload time increased hidden" -0.1 "mod no reload DISPLAY ONLY" 1 "fire rate bonus" 0.5 "Projectile speed decreased" 0.65 "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.15 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 "Projectile speed increased" 0.65 } } RevertGateBotsBehavior { Item "Honcho's Headgear" ItemAttributes { ItemName "Honcho's Headgear" "set item tint rgb" 6773060 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant Tag bot_left Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "reload time increased hidden" -0.1 "mod no reload DISPLAY ONLY" 1 "fire rate bonus" 0.5 "Projectile speed decreased" 0.65 "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.15 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 "Projectile speed increased" 0.65 } } } } T_TFGateBot_Giant_Demoman_PrinceTavish_Trainyard { Class Demoman Name "Giant Demoknight" ClassIcon demoknight_giant Health 3300 EventChangeAttributes { Default { Skill Expert Item "Ali Baba's Wee Booties" Item "The Chargin' Targe" Item "The Eyelander" Item "MvM Gatebot Light Demoman" Attributes IgnoreFlag Tag bot_giant Tag bot_gatebot Tag nav_prefer_gate1_flank Attributes MiniBoss BehaviorModifiers Push WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 5 } } RevertGateBotsBehavior { Skill Expert Item "Ali Baba's Wee Booties" Item "The Chargin' Targe" Item "The Eyelander" Item "MvM Gatebot Light Demoman" Tag bot_giant Attributes MiniBoss WeaponRestrictions MeleeOnly ItemAttributes { ItemName "MvM Gatebot Light Demoman" "item style override" 1 } ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.2 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 5 } } } } T_TFGateBot_Giant_Heavyweapons_BrassBeast_Trainyard { Class Heavyweapons Name "Giant Brass Beast Heavy" Health 5000 ClassIcon heavy_giant EventChangeAttributes { Default { BehaviorModifiers Push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The Brass Beast" Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss MaxVisionRange 1600 Tag bot_giant ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.7 "minigun spinup time increased" 1.8 "aiming movespeed decreased" 0.18 "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 2 "head scale" 0.665 // make it not look dumb with the heavy gatebot hat // don't worry head hitbox stays the same } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" Item "The Brass Beast" ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert MaxVisionRange 1600 WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.7 "minigun spinup time increased" 1.8 "aiming movespeed decreased" 0.18 "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 2 "airblast vertical vulnerability multiplier" 0.5 "head scale" 0.665 // make it not look dumb with the heavy gatebot hat // don't worry head hitbox stays the same } } } } //================================== B'S WORK ======================================== T_TFBot_inf_krit_Super_Heal { Class Medic Health 4500 Name "Giant Kritzkrieg Medic" ClassIcon medic_kritz_giant Skill Expert Item "The Kritzkrieg" Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "Titanium Tyrolean" Attributes AlwaysCrit Attributes SpawnWithFullCharge Attributes MiniBoss ItemAttributes { ItemName "The Kritzkrieg" "bot medic uber health threshold" 5000 "uber duration bonus" -200 "heal rate bonus" 200 } ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.1 "crits_become_minicrits" 1 "no crit boost" 1 } CharacterAttributes { "move speed penalty" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.25 "airblast vertical vulnerability multiplier" 0.5 } } T_TFBot_heal_on_hit_scout_giant_fast_nonerfs_RR { Class Scout Name "Heal-on-Hit Winger Super Scout" ClassIcon scout_healw_giant Health 1600 Attributes MiniBoss MaxVisionRange 1500 Tag bot_giant Skill Hard WeaponRestrictions SecondaryOnly Item "The Cross-Comm Express" Item "The Winger" ItemAttributes { ItemName "The Winger" "heal on hit for rapidfire" 150 "reload time increased" 2 "fire rate bonus" 0.5 "weapon spread bonus" 0.9 "gesture speed increase" 0.28 // make animation obey slow reload speed and let players know when it'll fire again } CharacterAttributes { "move speed bonus" 1.15 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 5 } } T_TFGateBot_heal_on_hit_scout_giant_fast_nonerfs_RR_Trainyard { Class Scout Name "Heal-on-Hit Winger Super Scout" ClassIcon scout_healw_giant Health 1600 EventChangeAttributes { Default { Tag bot_gatebot Tag nav_prefer_gate1_flank BehaviorModifiers push Attributes IgnoreFlag Attributes MiniBoss MaxVisionRange 1500 Tag bot_giant Skill Hard WeaponRestrictions SecondaryOnly Item "MvM GateBot Light Scout" Item "The Winger" ItemAttributes { ItemName "The Winger" "heal on hit for rapidfire" 150 "reload time increased" 2 "fire rate bonus" 0.5 "weapon spread bonus" 0.9 "gesture speed increase" 0.28 // make animation obey slow reload speed and let players know when it'll fire again "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } CharacterAttributes { "move speed bonus" 1.15 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } Item "The Winger" Skill Hard Tag bot_giant MaxVisionRange 1500 Attributes MiniBoss WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Winger" "heal on hit for rapidfire" 150 "reload time increased" 2 "fire rate bonus" 0.5 "weapon spread bonus" 0.9 "gesture speed increase" 0.28 // make animation obey slow reload speed and let players know when it'll fire again "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } CharacterAttributes { "move speed bonus" 1.15 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 5 } } } } T_TFGateBot_heal_on_hit_scout_giant_fast_nonerfs_RR_Left_Trainyard { Class Scout Name "Heal-on-Hit Winger Super Scout" ClassIcon scout_healw_giant Health 1600 EventChangeAttributes { Default { Tag bot_gatebot Tag nav_prefer_gate1_flank BehaviorModifiers push Attributes IgnoreFlag Attributes MiniBoss MaxVisionRange 1500 Tag bot_giant Tag bot_left Skill Hard WeaponRestrictions SecondaryOnly Item "MvM GateBot Light Scout" Item "The Winger" ItemAttributes { ItemName "The Winger" "heal on hit for rapidfire" 150 "reload time increased" 2 "fire rate bonus" 0.5 "weapon spread bonus" 0.9 "gesture speed increase" 0.28 // make animation obey slow reload speed and let players know when it'll fire again "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } CharacterAttributes { "move speed bonus" 1.15 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } Item "The Winger" Skill Hard Tag bot_giant Tag bot_left MaxVisionRange 1500 Attributes MiniBoss WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Winger" "heal on hit for rapidfire" 150 "reload time increased" 2 "fire rate bonus" 0.5 "weapon spread bonus" 0.9 "gesture speed increase" 0.28 // make animation obey slow reload speed and let players know when it'll fire again "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } CharacterAttributes { "move speed bonus" 1.15 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.3 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 5 } } } } T_TFGateBot_heal_on_hit_dragon_giant_type2_Trainyard { Class Pyro ClassIcon pyro_dragon_fury_heal_giant Name "Giant Heal-on-Hit Dragon Pyro" Health 3300 EventChangeAttributes { Default { BehaviorModifiers Push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "The Dragon's Fury" Item "Pyromancer's Mask" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "The Dragon's Fury" "heal on hit for slowfire" 950 "damage penalty" 0.5 "weapon burn dmg reduced" 0.75 "mult_item_meter_charge_rate" 1.5 "airblast disabled" 1 "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } ItemAttributes { ItemName "Pyromancer's Mask" "item style override" 1 "set item tint rgb" 15185211 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.25 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 6 } } RevertGateBotsBehavior { Item "The Dragon's Fury" Item "Pyromancer's Mask" ItemAttributes { ItemName "The Dragon's Fury" "heal on hit for slowfire" 950 "damage penalty" 0.5 "weapon burn dmg reduced" 0.75 "mult_item_meter_charge_rate" 1.5 "airblast disabled" 1 "crit_dmg_falloff" 1 "crits_become_minicrits" 1 "no crit vs nonburning" 1 // this attribute works when it itself feels like it so idk if it works } ItemAttributes { ItemName "Pyromancer's Mask" "item style override" 1 "set item tint rgb" 6773060 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.25 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 6 } } } } } Mission // Sentry Buster for weak wave 1 { Objective SeekAndDestroy BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 40 CooldownTime 30 DesiredCount 1 Where spawnbot_mission_sentrybuster TFBot { Template T_TFBot_SentryBuster } } Mission { Objective SeekAndDestroy BeginAtWave 2 CooldownTime 30 DesiredCount 1 Where spawnbot_mission_sentrybuster TFBot { Template T_TFBot_SentryBuster } } Mission { Objective Sniper BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 40 CooldownTime 40 DesiredCount 2 Where spawnbot_mission_sniper TFBot { Template T_TFBot_Sniper Name "Razorback Sniper" MaxVisionRange 1800 Item "The Razorback" } } Mission { Objective Sniper BeginAtWave 4 RunForThisManyWaves 1 InitialCooldown 50 CooldownTime 40 DesiredCount 2 Where spawnbot_mission_sniper TFBot { Template T_TFBot_Sniper_Sydney_Sleeper MaxVisionRange 2300 } } Mission // SNIPER SNIPING SPOTS DEBUG / EXPERIMENT SPAWNER { Objective Sniper BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 0 CooldownTime 0 DesiredCount 1 Where spawnbot_mission_sniper TFBot { Template T_TFBot_Sniper MaxVisionRange 1800 } } Mission { Objective Spy BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 120 CooldownTime 55 DesiredCount 2 Where spawnbot_mission_spy TFBot { Template T_TFBot_Spy } } Mission { Objective Spy BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 38 CooldownTime 30 DesiredCount 2 Where spawnbot_mission_spy TFBot { Template T_TFBot_Spy_YER_Ringer } } Mission { Objective Engineer BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 145 CooldownTime 80 DesiredCount 1 Where spawnbot_left TFBot { Template T_TFBot_Engineer_Sentry_Teleporter Tag bot_left Health 225 TeleportWhere spawnbot TeleportWhere spawnbot_left TeleportWhere spawnbot_right TeleportWhere spawnbot_mission_sentrybuster TeleportWhere spawnbot_mission_spy CharacterAttributes { "engineer sentry build rate multiplier" 0.66 "engineer teleporter build rate multiplier" 0.8 } } } Mission { Objective Engineer BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 155 CooldownTime 60 DesiredCount 1 Where spawnbot_right TFBot { Template T_TFBot_Engineer_Sentry_Teleporter Tag bot_right Health 225 TeleportWhere spawnbot TeleportWhere spawnbot_left TeleportWhere spawnbot_right TeleportWhere spawnbot_mission_sentrybuster TeleportWhere spawnbot_mission_spy CharacterAttributes { "engineer sentry build rate multiplier" 0.83 "engineer teleporter build rate multiplier" 0.9 } } } Wave // FIRST WAVE // TOTAL : 1850$ // Support only drops 25$ // Main drops 1825$ // // Bonus is not taken into consideration when I balance stuff, but here's the value with bonus // // A RANK BONUS LOWEST REQUIRED AMOUNT // // 1758$ + 50$ // 1808$ // // A+ RANK // // 1950$ { // Explanation [$SIGSEGV] // { // Line "{yellow}Missing icons for Railroad Ravage? Get them here in this .zip file : https://drive.google.com/file/d/1ZfDmcYCXO2OYuPTBGb5JQRFpy1T2nfZX/view?usp=sharing" // Line "{blue}After downloading the icons, type mat_reloadallmaterials with sv_cheats 1 in tf2's menu to reload all textures used by TF2." // Line "{red}If some icons still appear as missing textures after you downloaded and reconnected to the server or reloaded materials," // Line "{red}then notify one of the creators, {green}what a nerd gamer {red}or {green}Remilia Scarlet." // } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "w1_pointB" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 StartWaveOutput { Target train_spawnrelay_b Action Trigger } TFBot { ClassIcon sign_b } } WaveSpawn { Name "w1_pointD_ICONONLY" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 TFBot { ClassIcon sign_d } } WaveSpawn // SUBWAVE 1 // 589$ { Name "w1_first_giant_attack" TotalCurrency 180 TotalCount 6 MaxActive 3 SpawnCount 3 WaitBeforeStarting 25 WaitBetweenSpawns 20 Where gatebot_left Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Trainyard } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "w1_demoman_lols" TotalCurrency 100 TotalCount 10 MaxActive 4 SpawnCount 2 WaitBetweenSpawns 6 Where gatebot_middle TFBot { Template T_TFGateBot_Demoman_Easy } } WaveSpawn { Name "w1_teamfort2_squad" WaitForAllDead "w1_demoman_lols" TotalCurrency 120 TotalCount 10 MaxActive 4 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 7 Where gatebot_middle TFBot { Template T_TFGateBot_Demoman_Normal } } WaveSpawn { Name "w1_teamfort2_squad" TotalCurrency 189 TotalCount 27 MaxActive 3 SpawnCount 3 WaitBeforeStarting 9 WaitBetweenSpawns 7 Where spawnbot_middle TFBot { Template T_TFBot_Scout_Scattergun_SlowFire Skill Normal ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "fire rate penalty" 1.3 } } } WaveSpawn // SUBWAVE 2 (1.5) // 391$ { Name "w1_first_giant_soldier_gate_attack_CRIT" TotalCurrency 120 TotalCount 3 MaxActive 3 SpawnCount 3 WaitForAllDead "w1_first_giant_attack" WaitForAllSpawned "w1_demoman_lols" WaitBeforeStarting 10 WaitBetweenSpawns 30 Where spawnbot_middle Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "w1_giant_soldier_gate_attack_CRIT" TotalCurrency 120 TotalCount 3 MaxActive 3 SpawnCount 3 WaitForAllDead "w1_first_giant_soldier_gate_attack_CRIT" WaitForAllSpawned "w1_teamfort2_squad" WaitBeforeStarting 5 Where spawnbot_middle Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "w1_giant_soldier_gate_attack_CRIT" TotalCurrency 70 TotalCount 2 MaxActive 1 SpawnCount 1 WaitForAllSpawned "w1_first_giant_attack" WaitForAllDead "w1_teamfort2_squad" WaitBeforeStarting 25 WaitBetweenSpawns 15 Where spawnbot_middle TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name "w1_giant_soldier_gate_attack_CRIT" TotalCurrency 81 TotalCount 9 MaxActive 3 SpawnCount 3 WaitForAllSpawned "w1_first_giant_attack" WaitForAllDead "w1_teamfort2_squad" WaitBeforeStarting 15 WaitBetweenSpawns 6 Where spawnbot_right TFBot { Template T_TFGateBot_Scout_Scattergun_SlowFire_Normal } } WaveSpawn // SUBWAVE 2 UPGRADE BREAK ENTITY WORK // 0$ { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" FirstSpawnOutput { Target upgrade_openrelay Action Trigger } FirstSpawnWarningSound vo/mvm_wave_end08.mp3 Support Limited TFBot { ClassIcon sign_d } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" FirstSpawnOutput { Target pop_interface Action pausebotspawning } Support Limited TFBot { ClassIcon sign_d } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" FirstSpawnOutput { Target train_resetrelay_all Action Trigger } FirstSpawnWarningSound vo/mvm_get_to_upgrade08.mp3 WaitBeforeStarting 5 Support Limited TFBot { ClassIcon sign_d } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" FirstSpawnOutput { Target intel0 Action ForceReset } FirstSpawnWarningSound vo/announcer_begins_20sec.mp3 WaitBeforeStarting 15 Support Limited TFBot { ClassIcon sign_d } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" FirstSpawnOutput { Target intel_B Action ForceReset } FirstSpawnWarningSound vo/announcer_begins_10sec.mp3 WaitBeforeStarting 25 Support Limited TFBot { ClassIcon sign_d } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" FirstSpawnOutput { Target intel2 Action ForceReset } FirstSpawnWarningSound music/mvm_start_tank_wave.wav WaitBeforeStarting 30.6 Support Limited TFBot { ClassIcon sign_d } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" FirstSpawnWarningSound vo/mvm_general_wav_start02.mp3 WaitBeforeStarting 30.6 Support Limited TFBot { ClassIcon sign_d } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" FirstSpawnOutput { Target upgrade_closerelay Action Trigger } WaitBeforeStarting 35 Support Limited TFBot { ClassIcon sign_d } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" FirstSpawnOutput { Target pop_interface Action unpausebotspawning } WaitBeforeStarting 35 Support Limited TFBot { ClassIcon sign_d } } WaveSpawn // SUBWAVE 3 // 845$ { Name "w1_bonk_scout_bomb_nearfinalpush1" TotalCurrency 84 TotalCount 12 MaxActive 4 SpawnCount 2 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" WaitBeforeStarting 40 WaitBetweenSpawns 6 Where spawnbot_middle TFBot { Template T_TFBot_Scout_Bonk } } WaveSpawn { Name "w1_final_gatebot_conch_push" TotalCurrency 96 TotalCount 12 MaxActive 4 SpawnCount 2 WaitForAllDead "w1_bonk_scout_bomb_nearfinalpush1" WaitBeforeStarting 7 WaitBetweenSpawns 7 Where spawnbot_middle TFBot { Template T_TFBot_Scout_Bonk_FastCharge Tag bot_flank } } WaveSpawn { Name "w1_final_gatebot_conch_push" TotalCount 12 MaxActive 2 TotalCurrency 96 SpawnCount 2 FirstSpawnOutput { Target train_spawnrelay_d Action Trigger } WaitBeforeStarting 35 WaitBetweenSpawns 7 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" Where spawnbot_middle TFBot { Template T_TFBot_Addicted_Soldier Skill Normal } } WaveSpawn { Name "w1_final_gatebot_conch_push" TotalCount 12 MaxActive 2 TotalCurrency 84 SpawnCount 2 WaitBeforeStarting 40 WaitBetweenSpawns 6 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" Where gatebot_left TFBot { Template T_TFGateBot_Pyro_Normal } } WaveSpawn { Name "w1_final_gatebot_conch_push" TotalCount 6 MaxActive 3 TotalCurrency 85 SpawnCount 3 WaitBeforeStarting 58 WaitBetweenSpawns 20 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" Where gatebot_middle Squad { TFBot { Template T_TFGateBot_Giant_Demoman_PrinceTavish_Trainyard } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "w1_final_gatebot_backup_push" TotalCount 1 MaxActive 1 TotalCurrency 200 SpawnCount 1 WaitBeforeStarting 90.18394 // tried lots of complicated numbers for them to 100% sync but it ended up being redundant // had same results as some of the simple numbers I tried // the 85% sync - 95% sync is nice I guess WaitBetweenSpawns 0 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" Tank { Health 23000 Speed 58 Name "tankboss" StartingPathTrackNode tank_path_rl_1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "w1_final_gatebot_backup_push" TotalCount 1 MaxActive 1 TotalCurrency 200 SpawnCount 1 WaitBeforeStarting 121.20005 // tried lots of complicated numbers for them to 100% sync but it ended up being redundant // had same results as some of the simple numbers I tried // the 85% sync - 95% sync is nice I guess WaitBetweenSpawns 0 WaitForAllDead "w1_giant_soldier_gate_attack_CRIT" Tank { Health 21000 Speed 70 Name "tankboss" StartingPathTrackNode tank_path_lu_1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // TANK SUPPORT BOTS // 25$ { Name "w1_final_gatebot_backup_push" TotalCount 3 MaxActive 2 TotalCurrency 15 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 2 WaitForAllDead "w1_final_gatebot_conch_push" Where spawnbot_middle Support 1 TFBot { Template T_TFBot_Soldier_Buff_Banner Item "The Direct Hit" } } WaveSpawn { Name "w1_final_gatebot_backup_push" TotalCount 5 MaxActive 10 TotalCurrency 10 SpawnCount 5 WaitBeforeStarting 3 WaitBetweenSpawns 3 WaitForAllDead "w1_final_gatebot_conch_push" Where spawnbot_right Support 1 RandomChoice { TFBot { Template T_TFBot_Heavyweapons_Gnome Tag bot_right Skill Normal Attributes DisableDodge } TFBot { Template T_TFBot_Heavyweapons_Gnome Tag bot_right Skill Normal Attributes DisableDodge } TFBot { Template T_TFBot_Heavyweapons_Gnome Tag bot_left Skill Normal Attributes DisableDodge } } } } Wave // SECOND WAVE // TOTAL : 2000$ // Support drops 306$ intotal // Main : 1694$ // // Bonus is not taken into consideration when I balance stuff, but here's the value with bonus // // A RANK BONUS LOWEST REQUIRED AMOUNT // // 1900$ + 50$ // 1950$ // // A+ RANK // // 2100$ { // Explanation [$SIGSEGV] // { // Line "{yellow}Missing icons for Railroad Ravage? Get them here in this .zip file : https://drive.google.com/file/d/1ZfDmcYCXO2OYuPTBGb5JQRFpy1T2nfZX/view?usp=sharing" // Line "{blue}After downloading the icons, type mat_reloadallmaterials with sv_cheats 1 in tf2's menu to reload all textures used by TF2." // Line "{red}If some icons still appear as missing textures after you downloaded and reconnected to the server or reloaded materials," // Line "{red}then notify one of the creators, {green}what a nerd gamer {red}or {green}Remilia Scarlet." // } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "w2_pointD" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 StartWaveOutput { Target train_spawnrelay_d Action Trigger } TFBot { ClassIcon sign_d } } WaveSpawn { Name "w2_pointC_ICONONLY" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 TFBot { ClassIcon sign_c } } WaveSpawn { Name "w2_pointA_ICONONLY" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 TFBot { ClassIcon sign_a } } WaveSpawn { Name "w2_pointC_ICONONLY" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 TFBot { ClassIcon sign_b } } WaveSpawn // SUBWAVE 1 // 594$ { Name "w2_giant_heavy_huntsman_rapidfire_buff_GATEBOT" TotalCurrency 84 TotalCount 21 SpawnCount 3 MaxActive 3 WaitBetweenSpawns 6 Support Limited Where spawnbot_middle TFBot { Template T_TFBot_Addicted_Scout_Cola_Sandman } } WaveSpawn { Name "w2_giant_heavy_huntsman_rapidfire_buff_GATEBOT" TotalCurrency 140 TotalCount 14 SpawnCount 2 MaxActive 2 WaitBeforeStarting 4 WaitBetweenSpawns 8 Where spawnbot_middle TFBot { Template T_TFBot_Soldier_Extended_Concheror } } WaveSpawn { Name "w2_giant_heavy_huntsman_rapidfire_buff_GATEBOT" TotalCurrency 90 TotalCount 6 SpawnCount 2 MaxActive 2 WaitBeforeStarting 12 WaitBetweenSpawns 12 Where spawnbot_right TFBot { Template T_TFBot_Soldier_Extended_Concheror Tag bot_left } } WaveSpawn { Name "w2_giant_heavy_huntsman_rapidfire_buff_GATEBOT" TotalCurrency 120 TotalCount 8 SpawnCount 2 MaxActive 2 WaitBeforeStarting 20 WaitBetweenSpawnsAfterDeath 3 Where gatebot_middle Squad { TFBot { Template T_TFBot_Demoman_Samurai_Leaping_Addicted Tag bot_flank } TFBot { Template T_TFBot_Medic_Megaheal_Inf } } } WaveSpawn { Name "w2_giant_heavy_huntsman_rapidfire_buff_GATEBOT" TotalCurrency 100 TotalCount 2 SpawnCount 1 MaxActive 1 WaitBeforeStarting 30 WaitBetweenSpawnsAfterDeath 8 Where gatebot_middle TFBot { Template T_TFGateBot_Giant_Heavyweapons_BrassBeast_Trainyard } } WaveSpawn { Name "w2_giant_heavy_huntsman_rapidfire_buff_GATEBOT" TotalCurrency 60 TotalCount 2 SpawnCount 1 MaxActive 1 WaitBeforeStarting 40 WaitBetweenSpawns 25 Where spawnbot_middle TFBot { Template T_TFBot_Giant_Scout_Bonk_FastCharge } } WaveSpawn // SUBWAVE 2 // 382$ { Name "w2_giant_demoknight_supported_bombpush" WaitForAllDead "w2_giant_heavy_huntsman_rapidfire_buff_GATEBOT" TotalCurrency 72 TotalCount 18 SpawnCount 3 MaxActive 3 FirstSpawnOutput { Target train_spawnrelay_c Action Trigger } WaitBeforeStarting 2 WaitBetweenSpawns 6 Support Limited Where spawnbot_middle TFBot { Template T_TFBot_Addicted_Scout_Cola_Sandman } } WaveSpawn { Name "w2_giant_demoknight_supported_bombpush" TotalCurrency 60 TotalCount 6 SpawnCount 2 MaxActive 2 WaitForAllDead "w2_giant_heavy_huntsman_rapidfire_buff_GATEBOT" WaitBeforeStarting 10 WaitBetweenSpawns 9 Where gatebot_left TFBot { Template T_TFGateBot_Soldier_Extended_Buff_Banner_Normal_Right_Flank } } WaveSpawn { Name "w2_giant_demoknight_supported_bombpush" TotalCurrency 60 TotalCount 6 SpawnCount 2 MaxActive 2 WaitForAllDead "w2_giant_heavy_huntsman_rapidfire_buff_GATEBOT" WaitBeforeStarting 6 WaitBetweenSpawns 9 Where gatebot_middle TFBot { Template T_TFGateBot_Soldier_Extended_Buff_Banner_Normal_Left } } WaveSpawn { Name "w2_giant_demoknight_supported_bombpush" WaitForAllDead "w2_giant_heavy_huntsman_rapidfire_buff_GATEBOT" TotalCurrency 150 TotalCount 6 MaxActive 3 SpawnCount 3 WaitBeforeStarting 8 WaitBetweenSpawnsAfterDeath 5 Where spawnbot_middle Squad { ShouldPreserveSquad 1 FormationSize 200 TFBot { Template T_TFBot_Giant_Medic_Crossbow_Bleed } TFBot { Template T_TFBot_Heavyweapons_Grapple_Addicted_SoloVersion } TFBot { Template T_TFBot_Heavyweapons_Grapple_Addicted_SoloVersion } } } WaveSpawn { Name "w2_giant_demoknight_supported_bombpush" WaitForAllDead "w2_giant_heavy_huntsman_rapidfire_buff_GATEBOT" TotalCurrency 40 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawnsAfterDeath 10 Where spawnbot_middle TFBot { Template T_TFGateBot_Giant_Soldier_Extended_Buff_Spammer_Left_Trainyard } } WaveSpawn // SUBWAVE 2 UPGRADE BREAK ENTITY WORK // 0$ { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w2_giant_demoknight_supported_bombpush" FirstSpawnOutput { Target upgrade_openrelay Action Trigger } FirstSpawnWarningSound vo/mvm_wave_end08.mp3 Support Limited TFBot { ClassIcon scout_stun } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w2_giant_demoknight_supported_bombpush" FirstSpawnOutput { Target pop_interface Action pausebotspawning } Support Limited TFBot { ClassIcon scout_stun } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w2_giant_demoknight_supported_bombpush" FirstSpawnOutput { Target train_resetrelay_all Action Trigger } Support Limited TFBot { ClassIcon scout_stun } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w2_giant_demoknight_supported_bombpush" FirstSpawnWarningSound vo/mvm_get_to_upgrade08.mp3 FirstSpawnOutput { Target intel_D Action ForceReset } WaitBeforeStarting 5 Support Limited TFBot { ClassIcon scout_stun } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w2_giant_demoknight_supported_bombpush" FirstSpawnOutput { Target intel_C Action ForceReset } FirstSpawnWarningSound vo/announcer_begins_20sec.mp3 WaitBeforeStarting 15 Support Limited TFBot { Class Sniper ClassIcon scout_stun } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w2_giant_demoknight_supported_bombpush" FirstSpawnOutput { Target intel0 Action ForceReset } FirstSpawnWarningSound vo/announcer_begins_10sec.mp3 WaitBeforeStarting 25 Support Limited TFBot { Class Sniper ClassIcon scout_stun } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w2_giant_demoknight_supported_bombpush" FirstSpawnWarningSound vo/mvm_general_wav_start02.mp3 FirstSpawnOutput { Target intel3 Action ForceReset } WaitBeforeStarting 30.6 Support Limited TFBot { Class Sniper ClassIcon scout_stun } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w2_giant_demoknight_supported_bombpush" FirstSpawnWarningSound music/mvm_start_tank_wave.wav FirstSpawnOutput { Target intel4 Action ForceReset } WaitBeforeStarting 30.6 Support Limited TFBot { Class Sniper ClassIcon scout_stun } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w2_giant_demoknight_supported_bombpush" FirstSpawnOutput { Target pop_interface Action unpausebotspawning } WaitBeforeStarting 35 Support Limited TFBot { Class Sniper ClassIcon scout_stun } } WaveSpawn { Name "w2_upgrade_break" TotalCount 0 WaitForAllDead "w2_giant_demoknight_supported_bombpush" FirstSpawnOutput { Target upgrade_closerelay Action Trigger } WaitBeforeStarting 35 Support Limited TFBot { Class Sniper ClassIcon scout_stun } } WaveSpawn // SUBWAVE 3 // 1024$ { Name "w2_giant_backup_soldier_lastpush_TANK1" WaitForAllDead "w2_giant_demoknight_supported_bombpush" TotalCurrency 175 TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnOutput { Target train_spawnrelay_a Action Trigger } WaitBeforeStarting 35 Tank { Health 27500 Name "tankboss" StartingPathTrackNode tank_path_lu_1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "w2_giant_backup_soldier_lastpush_TANK2" WaitForAllDead "w2_giant_demoknight_supported_bombpush" TotalCurrency 175 TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnOutput { Target train_spawnrelay_a Action Trigger } WaitBeforeStarting 65 Tank { Health 23000 Name "tankboss" StartingPathTrackNode tank_path_ru_1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "w2_do_I_need_a_name?" WaitForAllDead "w2_giant_demoknight_supported_bombpush" TotalCurrency 90 TotalCount 15 SpawnCount 3 MaxActive 3 WaitBeforeStarting 35 WaitBetweenSpawns 6 Support 1 Where spawnbot_middle TFBot { Template T_TFBot_Addicted_Scout_Cola_Sandman } } WaveSpawn { Name "w2_fire_minicrits" WaitForAllDead "w2_giant_demoknight_supported_bombpush" TotalCurrency 144 TotalCount 18 MaxActive 6 SpawnCount 2 WaitBeforeStarting 40 WaitBetweenSpawns 4 Where spawnbot_middle Squad { FormationSize 100 TFBot { Template T_TFBot_Addicted_Sniper_Huntsman_Fire } TFBot { Template T_TFBot_Medic_Bigheal } } } WaveSpawn { Name "w2_giant_backup_soldier_lastpush" WaitForAllDead "w2_giant_demoknight_supported_bombpush" TotalCurrency 50 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 50 WaitBetweenSpawnsAfterDeath 10 Where spawnbot_middle TFBot { Template T_TFGateBot_Giant_Soldier_Spammer_Left_Trainyard } } WaveSpawn { Name "w2_fire_minicrits_giant_scout1" WaitForAllDead "w2_giant_demoknight_supported_bombpush" TotalCurrency 75 TotalCount 1 MaxActive 1 SpawnCount 1 FirstSpawnOutput { Target train_spawnrelay_b Action Trigger } WaitBeforeStarting 51 WaitBetweenSpawns 10 Where spawnbot_left TFBot { Template T_TFGateBot_heal_on_hit_scout_giant_fast_nonerfs_RR_Trainyard } } WaveSpawn { Name "w2_fire_minicrits_giant_scout2" WaitForAllDead "w2_fire_minicrits_giant_scout1" TotalCurrency 75 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 8 Where spawnbot_middle TFBot { Template T_TFGateBot_heal_on_hit_scout_giant_fast_nonerfs_RR_Left_Trainyard } } WaveSpawn { Name "w2_fire_minicrits" WaitForAllDead "w2_giant_demoknight_supported_bombpush" TotalCurrency 80 TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 47 WaitBetweenSpawns 12 Where spawnbot_right TFBot { Template T_TFBot_Soldier_SlowBarrage } } WaveSpawn { Name "w2_giant_rapidfire_soldier_squady_truelastpush" WaitForAllDead "w2_fire_minicrits" WaitForAllSpawned "w2_giant_backup_soldier_lastpush" TotalCurrency 100 TotalCount 10 MaxActive 5 SpawnCount 5 WaitBeforeStarting 15 WaitBetweenSpawnsAfterDeath 10 Where spawnbot_middle Squad { FormationSize 150 ShouldPreserveSquad 1 TFBot { Template T_TFGateBot_Giant_Soldier_Spammer_Left_Trainyard } TFBot { Template T_TFBot_Addicted_Sniper_Huntsman_Fire } TFBot { Template T_TFBot_Medic_Bigheal Skill Hard } TFBot { Template T_TFBot_Addicted_Sniper_Huntsman_Fire } TFBot { Template T_TFBot_Medic_Bigheal Skill Hard } } } WaveSpawn { Name "w2_do_I_need_a_name?" WaitForAllDead "w2_fire_minicrits" TotalCurrency 20 TotalCount 2 SpawnCount 2 MaxActive 2 WaitBeforeStarting 6 WaitBetweenSpawns 6 Support 1 Where spawnbot_left TFBot { Template T_TFBot_Addicted_Scout_Cola_Sandman } } WaveSpawn { Name "w2_do_I_need_a_name?" WaitForAllDead "w2_fire_minicrits" TotalCurrency 40 TotalCount 4 SpawnCount 2 MaxActive 2 WaitBeforeStarting 12 WaitBetweenSpawns 8 Support 1 Where spawnbot_left TFBot { Template T_TFGateBot_Scout_Cola_Sandman } } } Wave // THIRD WAVE // TOTAL : 1800$ // Support drops 350$ intotal // Main : 1450$ // // Bonus is not taken into consideration when I balance stuff, but here's the value with bonus // // A RANK BONUS LOWEST REQUIRED AMOUNT // // 1710$ + 50$ // 1760$ // // A+ RANK // // 1900$ // // WAVE BY REMILIA // EDITS BY ADDICTED { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // Explanation [$SIGSEGV] // { // Line "{yellow}Missing icons for Railroad Ravage? Get them here in this .zip file : https://drive.google.com/file/d/1ZfDmcYCXO2OYuPTBGb5JQRFpy1T2nfZX/view?usp=sharing" // Line "{blue}After downloading the icons, type mat_reloadallmaterials with sv_cheats 1 in tf2's menu to reload all textures used by TF2." // Line "{red}If some icons still appear as missing textures after you downloaded and reconnected to the server or reloaded materials," // Line "{red}then notify one of the creators, {green}what a nerd gamer {red}or {green}Remilia Scarlet." // } WaveSpawn { Name "3pc_ICONONLY" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 StartWaveOutput { Target train_spawnrelay_c Action Trigger } TFBot { ClassIcon sign_c } } WaveSpawn { Name "3pb_ICONONLY" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 TFBot { ClassIcon sign_d } } WaveSpawn { Name "3pa_ICONONLY" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 TFBot { ClassIcon sign_a } } WaveSpawn { Name "3pd_ICONONLY" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 TFBot { ClassIcon sign_b } } WaveSpawn // SUBWAVE 1? // 610$ { Name 3A1 TotalCurrency 252 TotalCount 36 MaxActive 12 SpawnCount 3 WaitBetweenSpawns 4 Where spawnbot_left Where spawnbot_middle Squad { TFBot { Template T_TFBot_Soldier_RocketShotgun Skill Hard } TFBot { Template T_TFBot_Medic Skill Hard } TFBot { Template T_TFBot_Medic Skill Hard } } } WaveSpawn { Name 3A2 TotalCurrency 270 TotalCount 30 MaxActive 6 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 3.5 Where spawnbot_right TFBot { Template T_TFGateBot_Pyro_ScorchShot_Hard } } WaveSpawn { Name 3A2 TotalCurrency 88 TotalCount 8 MaxActive 2 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 6 Where spawnbot_right TFBot { Template T_TFGateBot_Soldier_Extended_Battalion_Normal } } WaveSpawn // SUBWAVE 2? // 333$ { Name 3B1 TotalCurrency 108 TotalCount 12 MaxActive 6 SpawnCount 2 WaitForAllDead 3A1 WaitBeforeStarting 15 WaitBetweenSpawns 5 Where spawnbot_left TFBot { Template T_TFGateBot_Scout_Shortstop_Normal_Crit } } WaveSpawn { Name 3B2 WaitForAllDead 3A1 TotalCurrency 144 TotalCount 8 MaxActive 4 SpawnCount 2 FirstSpawnOutput { Target train_spawnrelay_d Action Trigger } WaitBeforeStarting 5 WaitBetweenSpawns 8 Where spawnbot_middle Squad { TFBot { Template T_TFGateBot_heal_on_hit_dragon_giant_type2_Trainyard } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name 3B2 WaitForAllDead 3B1 TotalCurrency 81 TotalCount 9 MaxActive 6 SpawnCount 3 WaitBeforeStarting 6 WaitBetweenSpawns 10 Where spawnbot_left Where spawnbot_middle TFBot { Template T_TFBot_Scout_Shortstop Attributes AlwaysCrit Skill Normal } } WaveSpawn // SUBWAVE 4? // 857$ { Name 3D1 WaitForAllDead 3B2 TotalCurrency 216 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 30 Where spawnbot_right Squad { TFBot { Template T_TFBot_Chief_Soldier_Inverted_Airblast Tag bot_left Health 9500 ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod medic healed damage bonus" 1.4 } } TFBot { Template T_TFBot_Giant_Medic_Regen Tag bot_left Name "Super Regen Medic" //ClassIcon medic_regeneration_giant CharacterAttributes { "health regen" 60 "medic regen bonus" 5 } } } } WaveSpawn { Name 3D1 WaitForAllDead 3B2 TotalCurrency 214 TotalCount 2 MaxActive 2 SpawnCount 2 FirstSpawnOutput { Target boss_relay_start Action Trigger } WaitBeforeStarting 11 Where spawnbot_left Squad { TFBot { Template T_TFBot_Chief_Soldier_Extended_Concheror_Spammer_Reload Health 8500 Tag bot_right Tag bot_flank } TFBot { Template T_TFBot_inf_krit_Super_Heal Tag bot_right Tag bot_flank } } } WaveSpawn { Name 3D3 WaitForAllSpawned 3D1 WaitForAllDead 3B2 TotalCurrency 70 TotalCount 2 MaxActive 2 SpawnCount 1 FirstSpawnOutput { Target train_spawnrelay_b Action Trigger } WaitBeforeStarting 11 WaitBetweenSpawns 20 Where spawnbot_middle RandomChoice { TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_left } TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_right Tag bot_flank } } } WaveSpawn { Name 3SUPPORT WaitForAllDead 3B2 TotalCurrency 192 TotalCount 24 MaxActive 4 SpawnCount 4 WaitBeforeStarting 6 WaitBetweenSpawns 4 Where spawnbot_right Support 1 Squad { TFBot { Template T_TFGateBot_Soldier_Extended_Buff_Banner_Hard_Left } TFBot { Template T_TFBot_Medic_Bigheal Tag bot_left } } } WaveSpawn { Name 3SUPPORT WaitForAllDead 3B2 TotalCurrency 88 TotalCount 11 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 6 Where spawnbot_middle Support 1 TFBot { Template T_TFBot_Addicted_Heavyweapons_Deflector Tag bot_right Tag bot_flank } } WaveSpawn { Name 3SUPPORT WaitForAllDead 3B2 TotalCurrency 77 TotalCount 11 MaxActive 2 SpawnCount 1 FirstSpawnOutput { Target train_spawnrelay_a Action Trigger } WaitBeforeStarting 6 WaitBetweenSpawns 6 Where spawnbot_left Support 1 TFBot { Template T_TFBot_Demo_Burst Tag bot_right Tag bot_flank } } } Wave // FOURTH WAVE // TOTAL : $1400 // Support drops $180 intotal // Main : 1220$ // // Bonus is not taken into consideration when I balance stuff, but here's the value with bonus // // A RANK BONUS LOWEST REQUIRED AMOUNT // // 1330$ + 50$ // 1380$ // // A+ RANK // // 1500$ // // WAVE BY REMILIA // SMALL EDITS BY ADDICTED { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } // Explanation [$SIGSEGV] // { // Line "{yellow}Missing icons for Railroad Ravage? Get them here in this .zip file : https://drive.google.com/file/d/1ZfDmcYCXO2OYuPTBGb5JQRFpy1T2nfZX/view?usp=sharing" // Line "{blue}After downloading the icons, type mat_reloadallmaterials with sv_cheats 1 in tf2's menu to reload all textures used by TF2." // Line "{red}If some icons still appear as missing textures after you downloaded and reconnected to the server or reloaded materials," // Line "{red}then notify one of the creators, {green}what a nerd gamer {red}or {green}Remilia Scarlet." // } WaveSpawn { Name "4pd_ICONONLY" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 StartWaveOutput { Target train_spawnrelay_c Action Trigger } TFBot { ClassIcon sign_c } } WaveSpawn { Name "4pc_ICONONLY" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 TFBot { ClassIcon sign_d } } WaveSpawn { Name "4pa_ICONONLY" TotalCount 1 SpawnCount 0 MaxActive 1 Support 1 TFBot { ClassIcon sign_a } } WaveSpawn // SUBWAVE 1? // 320$ { Name "w4_demoknight_giantheavy_scout_start" TotalCount 40 SpawnCount 8 MaxActive 8 Where spawnbot_right TotalCurrency 80 WaitBeforeStarting 15 WaitBetweenSpawns 10 RandomChoice { TFBot { Template T_TFBot_Demoman_Knight Tag bot_left } TFBot { Template T_TFBot_Demoman_Knight Tag bot_right } } } WaveSpawn { Name "w4_demoknight_giantheavy_scout_start" TotalCount 4 SpawnCount 2 MaxActive 2 Where spawnbot_middle TotalCurrency 120 WaitBeforeStarting 0.01 WaitBetweenSpawnsAfterDeath 4 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Deflector } TFBot { Template T_TFBot_Giant_Medic CharacterAttributes { "bot medic uber health threshold" 100 } } } } WaveSpawn { Name "w4_demoknight_giantheavy_scout_start" TotalCount 4 SpawnCount 1 MaxActive 4 Where spawnbot_middle TotalCurrency 120 WaitBetweenSpawns 9 WaitBeforeStarting 8 TFBot { Template T_TFGateBot_Giant_Scout_FAN } } WaveSpawn // SUBWAVE 1 TANK? // 200$ { Name "w4_FirstTank" WaitForAllDead "w4_demoknight_giantheavy_scout_start" TotalCount 1 SpawnCount 1 MaxActive 1 TotalCurrency 200 FirstSpawnOutput { Target train_spawnrelay_d Action Trigger } Tank { Health 42000 Name "tankboss" StartingPathTrackNode tank_path_ru_1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // SUBWAVE 2? // 250$ { Name "w4_SecondTank" WaitForAllDead "w4_FirstTank" TotalCount 1 SpawnCount 1 MaxActive 1 TotalCurrency 250 WaitBeforeStarting 20 Tank { Health 43500 Name "tankboss" StartingPathTrackNode tank_path_rl_1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // SUBWAVE 3? // 300$ { Name "w4_FinalTank" WaitForAllSpawned "w4_SecondTank" TotalCount 1 SpawnCount 1 MaxActive 1 TotalCurrency 300 WaitBeforeStarting 40 Tank { Health 45000 Name "tankboss" StartingPathTrackNode tank_path_ll_1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn // SUBWAVE 2? // 390$ { Name "w4_HighHealthTank_subwave" WaitForAllDead "w4_demoknight_giantheavy_scout_start" Where spawnbot_middle Where spawnbot_left WaitBeforeStarting 15 WaitBetweenSpawns 0.5 TotalCount 30 MaxActive 7 SpawnCount 1 TotalCurrency 120 TFBot { Template T_TFGateBot_Scout_Bonk } } WaveSpawn { Name "w4_HighHealthTank_subwave" WaitForAllDead "w4_demoknight_giantheavy_scout_start" TotalCurrency 180 TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 12 WaitBetweenSpawns 14 Where spawnbot_middle Squad { FormationSize 150 ShouldPreserveSquad 1 TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer ClassIcon pyro_flare_rainer_giant Name "Giant Flare Rainer Pyro" ItemAttributes { ItemName "The detonator" "fire rate bonus" 0.1 "faster reload rate" 0.8 } } TFBot { Class Pyro ClassIcon pyro_flare_rainer Name "Flare Rainer Pyro" Item "The Detonator" Item "Old Guadalajara" Skill Normal WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Detonator" "fire rate bonus" 0.4 "faster reload rate" 0.2 } } TFBot { Class Pyro ClassIcon pyro_flare_rainer Name "Flare Rainer Pyro" Item "The Detonator" Item "Old Guadalajara" Skill Normal WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Detonator" "fire rate bonus" 0.4 "faster reload rate" 0.2 } } TFBot { Class Pyro ClassIcon pyro_flare_rainer Name "Flare Rainer Pyro" Item "The Detonator" Item "Old Guadalajara" Skill Normal WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Detonator" "fire rate bonus" 0.4 "faster reload rate" 0.2 } } } } WaveSpawn { Name "w4_HighHealthTank_subwave" WaitForAllDead "w4_demoknight_giantheavy_scout_start" TotalCurrency 90 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 17 WaitBetweenSpawns 14 Where spawnbot_right TFBot { Template T_TFBot_Addicted_Giant_Soldier_Spammer_Buff_Extended } } WaveSpawn // SUBWAVE 3? // 510$ { Name "w4_bowbuff_fire_Huolong_andsome" FirstSpawnOutput { Target train_spawnrelay_a Action Trigger } WaitForAllDead "w4_HighHealthTank_subwave" TotalCurrency 300 TotalCount 60 MaxActive 12 SpawnCount 6 Where spawnbot_middle WaitBeforeStarting 3 WaitBetweenSpawns 5 Squad { ShouldPreserveSquad 1 FormationSize 100 TFBot { Template T_TFGateBot_Soldier_Normal } TFBot { Template T_TFGateBot_Soldier_Normal } TFBot { Template T_TFGateBot_Pyro_AlwaysFireWeapon_Normal_NoAirblast } } } WaveSpawn { Name "w4_bowbuff_fire_Huolong_andsome" WaitForAllDead "w4_HighHealthTank_subwave" TotalCurrency 90 TotalCount 9 MaxActive 3 SpawnCount 3 Where spawnbot_middle WaitBeforeStarting 8 WaitBetweenSpawns 20 Squad { FormationSize 100 ShouldPreserveSquad 1 TFBot { Template T_TFBot_Giant_Heavyweapons_Heater } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "w4_bowbuff_fire_Huolong_andsome" WaitForAllDead "w4_HighHealthTank_subwave" TotalCurrency 120 TotalCount 8 MaxActive 1 SpawnCount 1 Where spawnbot_right WaitBeforeStarting 13 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Pyro_FireSpreader_MkII_lol } } WaveSpawn // SUBWAVE 3.5 TANK SUPPORT // 180$ { Name "w4_LastTank_subwave_of_dumb_robots1" WaitForAllDead "w4_HighHealthTank_subwave" TotalCurrency 80 TotalCount 4 MaxActive 2 SpawnCount 2 Where spawnbot_left WaitBeforeStarting 18 WaitBetweenSpawnsAfterDeath 3 Support Limited Squad { TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle Attributes RetainBuildings Attributes IgnoreFlag TeleportWhere spawnbot TeleportWhere spawnbot_left TeleportWhere spawnbot_right TeleportWhere spawnbot_mission_sentrybuster TeleportWhere spawnbot_mission_spy CharacterAttributes { "engineer sentry build rate multiplier" 0.83 "engineer teleporter build rate multiplier" 0.9 } } TFBot { Template T_TFBot_Medic ClassIcon medic_ubeR } } } WaveSpawn { Name "w4_EMOIRE_ESSAEALITION" WaitForAllDead "w4_bowbuff_fire_Huolong_andsome" TotalCurrency 40 TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot_middle WaitBeforeStarting 13 WaitBetweenSpawnsAfterDeath 4 Support Limited Squad { TFBot { Template T_TFBot_Sniper_Huntsman_Spammer Name "EMPIRE ESCALATION" } TFBot { Template T_TFBot_Medic_QuickUber ClassIcon medic_uber Name "EMPIRE ESCALATION" } } } WaveSpawn { Name "w4_LastTank_subwave_of_dumb_robots" WaitForAllDead "w4_EMOIRE_ESSAEALITION" TotalCurrency 0 TotalCount 6 MaxActive 4 SpawnCount 2 Where spawnbot_middle WaitBeforeStarting 4 Support 1 Squad { TFBot { Template T_TFBot_Sniper_Huntsman_Spammer } TFBot { Template T_TFBot_Medic_QuickUber ClassIcon medic_uber } } } WaveSpawn { Name "w4_LastTank_subwave_of_dumb_robots" WaitForAllDead "w4_bowbuff_fire_Huolong_andsome" TotalCurrency 60 TotalCount 4 MaxActive 4 SpawnCount 4 Where spawnbot_middle Where spawnbot_left WaitBeforeStarting 3 Support 1 TFBot { Template T_TFBot_Soldier_Bison Attributes AlwaysCrit MaxVisionRange 1200 } } WaveSpawn { Name "w4_LastTank_subwave_of_dumb_robots" WaitForAllDead "w4_LastTank_subwave_of_dumb_robots1" TotalCount 10 MaxActive 4 SpawnCount 2 Where spawnbot_left WaitBeforeStarting 18 WaitBetweenSpawns 8 Support 1 Squad { FormationSize 100 TFBot { Template T_TFBot_Engineer_Sentry_Tele_Battle Attributes RetainBuildings Attributes IgnoreFlag TeleportWhere spawnbot TeleportWhere spawnbot_left TeleportWhere spawnbot_right TeleportWhere spawnbot_mission_sentrybuster TeleportWhere spawnbot_mission_spy CharacterAttributes { "engineer sentry build rate multiplier" 0.83 "engineer teleporter build rate multiplier" 0.9 } } TFBot { Template T_TFBot_Soldier_Bison Attributes AlwaysCrit MaxVisionRange 1200 } } } } }