// SpySheriff - Made by: FaN Scout (https://steamcommunity.com/profiles/76561198089243988/) // File lost due to steam being uninstalled. File has been remade so that I don't lose this again. // If you played the old version, then you know that there used to be 20 spies every wave. Well that's removed. // Changelog is at the bottom. #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_trainyard.pop WaveSchedule { StartingCurrency 800 RespawnWaveTime 6 CanBotsAttackWhileInSpawnRoom No AddSentryBusterWhenDamageDealtExceeds 3500 AddSentryBusterWhenKillCountExceeds 20 Advanced 1 Templates { T_TFBot_TeleBuster //TeleportToHint only works if the bomb has traveled a certain distance. This is to prevent sentry guns camping at the bomb. { ClassIcon telebuster Health 2000 Name Tele-Buster Class Demoman Skill Expert WeaponRestrictions MeleeOnly Attributes "TeleportToHint" //Used to teleport near the bomb Attributes "MiniBoss" CharacterAttributes { "move speed bonus" 1.75 "damage force reduction" 0.66 "airblast vulnerability multiplier" 0.66 "override footstep sound set" 7 "cannot be backstabbed" 1 } Item "the ullapool caber" Item "the cool breeze" Item "antlers" } T_TFBot_Giant_Demo_Barrage { ClassIcon demo_scatter_giant Health 4000 Name "Giant Scatter Demoman" Scale 1.7 Class Demoman Skill Expert WeaponRestrictions PrimaryOnly Attributes "MiniBoss" Tag "bot_giant" Attributes "HoldFireUntilFullReload" ItemAttributes { ItemName tf_weapon_grenadelauncher "clip size upgrade atomic" 16.0 "fire rate bonus" 0.2 "projectile spread angle penalty" 4 "faster reload rate" 0.44 "Projectile speed increased" 1.3 "damage bonus" 1.3 } CharacterAttributes { "override footstep sound set" 4 "move speed bonus" 0.4 "airblast vulnerability multiplier" 0.4 "health regen" 40 } Item "summer shades" Item "the cockfighter" } //T_TFBot_Chief_Heavyweapons_HealOnKill_NoDeflect // Cut boss. Didn't want to make this more dragged out. //{ //Class Heavyweapons //Name "Chief Heavy" //ClassIcon heavy //Skill Expert //Item "wild west whiskers" //Item "eliminator's safeguard" //Item "Upgradeable TF_WEAPON_MINIGUN" //Health 30000 //Scale 1.8 //MaxVisionRange 1750 //Attributes UseBossHealthBar //WeaponRestrictions PrimaryOnly //Attributes MiniBoss //ItemAttributes //{ //ItemName "Upgradeable TF_WEAPON_MINIGUN" //"damage bonus" 1.3 //"heal on kill" 1500 //Healing reduced to prevent incompitent teams from rage quiting. //"paintkit_proto_def_index" 228 //"Set_item_texture_wear" 1 //"attach particle effect" 704 //} //CharacterAttributes //{ //"move speed bonus" 0.3 //"damage force reduction" 0.4 //"airblast vulnerability multiplier" 0.45 //"airblast vertical vulnerability multiplier" 0.2 //"rage giving scale" 0.7 //"override footstep sound set" 2 //} //} T_TFGateBot_Scout_SemiGiant //I had to make a gatebot variant of the Shortstop scout. At least. It used to. The normal one with a gatebot pyro make's it weird. { Class Scout Skill Normal ClassIcon scout //Item "The Shortstop" //Doesn't even appear. Item "The Milkman" Name "Semi-Giant Scout" Health 300 Scale 1.2 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" } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Normal } } CharacterAttributes { "head scale" 0.65 "move speed bonus" 1.15 } } T_TFGateBot_Medic_QuickFix //I had to make a gatebot variant of the QuickFix Medic. The normal one with a gatebot heavyweapons make's it weird. { Class Medic Name "Quick-Fix Medic" Skill Hard Item "The Quick-Fix" ClassIcon medic 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 Medic" } RevertGateBotsBehavior { Item "MvM GateBot Light Medic" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Medic" "item style override" 1 } } } } T_TFGateBot_Scout_Fast //I had to make a gatebot variant of the Super Scout. { Class Scout Name "Super Scout" ClassIcon scout_giant_fast Health 1200 Attributes MiniBoss EventChangeAttributes { Default { Skill Normal WeaponRestrictions MeleeOnly Attributes IgnoreFlag BehaviorModifiers Push Tag nav_prefer_gate1_flank Tag bot_gatebot Item "MvM GateBot Light Scout" Item "Bonk Boy" Item "The Holy Mackerel" CharacterAttributes { "move speed bonus" 1.75 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } RevertGateBotsBehavior { Skill Normal WeaponRestrictions MeleeOnly Item "MvM GateBot Light Scout" Item "Bonk Boy" Item "The Holy Mackerel" ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } } T_TFGateBot_Heavyweapons_Heavyweight_Champ //I had to make a gatebot variant of the Heavyweight Champ. The normal one with a gatebot heavy shotgun make's it weird. { Class Heavyweapons Name "Heavyweight Champ" Skill Normal ClassIcon heavy_champ WeaponRestrictions MeleeOnly Item "the killing gloves of boxing" Item "Pugilist's Protector" 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 Heavy" } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } //T_TFGateBot_Giant_Heavyweapons_Shotgun //Cut from the mission because it was showing up as a normal robot when really it's a giant. //{ //Class Heavyweapons //Name "Giant Shotgun Heavy" //ClassIcon heavy_shotgun_giant //Skill Expert //Health 5000 //Scale 1.7 //WeaponRestrictions SecondaryOnly //MaxVisionRange 1350 //Attributes MiniBoss //Attributes HoldFireUntilFullReload //Tag "bot_giant" //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 Heavy" //} //RevertGateBotsBehavior //{ //Item "MvM GateBot Light Heavy" //ItemAttributes // turn off light hat //{ //ItemName "MvM GateBot Light Heavy" //"item style override" 1 //} //} //} //ItemAttributes //{ //ItemName "TF_WEAPON_SHOTGUN_HWG" //"fire rate bonus" 2.5 //"bullets per shot bonus" 10 //"damage penalty" 0.5 //"faster reload rate" 0.1 //} //CharacterAttributes //{ //"move speed bonus" 0.7 //"damage force reduction" 0.3 //"airblast vulnerability multiplier" 0.3 //"attack projectiles" 1 // That's stuff doen't even work on shotguns. Too bad! //"override footstep sound set" 2 //} //} T_TFGateBot_Pyro_Easy { Class Pyro EventChangeAttributes { Default { Tag bot_gatebot Tag nav_prefer_gate1_flank BehaviorModifiers push Attributes IgnoreFlag Item "MvM GateBot Light Pyro" Skill Easy } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Easy } } } T_TFBot_Spy_Malware //It's called "SpySheriff" after all. I'll give this spy better equipment. { Class Spy Skill Expert Name "SpySheriff Copy" ClassIcon spy_armored //Couldn't find a decent icon that doesn't lie. So I'll use this instead. Item "The Dapper Disguise" Item "The Stealth Steeler" Item "your eternal reward" Health 400 //Malware is a pain in the ass to remove. Why not make it a pain in the ass to kill? ItemAttributes { ItemName "your eternal reward" "damage bonus" 2.5 "fire rate bonus" 0.75 } CharacterAttributes { "move speed bonus" 1.12 "sapper damage bonus" 1.5 "sapper health bonus" 1.5 } } T_TFBot_Soldier_Quadfire // Scrapped robot. { ClassIcon soldier_burstfire Health 200 Name "Burstfire Soldier" Class Soldier Skill Normal WeaponRestrictions PrimaryOnly Item "the conquistador" Attributes HoldFireUntilFullReload ItemAttributes { ItemName tf_weapon_rocketlauncher "damage penalty" 0.8 "fire rate bonus" 0.001 "projectile spread angle penalty" 2 "faster reload rate" 0.75 } } T_TFBot_Giant_Soldier_Quadfire_Chief { ClassIcon soldier_burstfire Health 30000 Name "GreyGravel Station Master" Class Soldier Skill Hard WeaponRestrictions PrimaryOnly Item "grenadier's softcap" Item "public speaker" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes UseBossHealthBar ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.05 "projectile spread angle penalty" 3 "faster reload rate" 0.3 "paintkit_proto_def_index" 210 "Set_item_texture_wear" 1 "attach particle effect" 704 } CharacterAttributes { "move speed bonus" 0.45 "damage force reduction" 0.25 "airblast vulnerability multiplier" 0.25 "override footstep sound set" 3 } } T_TFBot_Chief_Demo_Atomic_NoAutoFire { Class Demoman Name "Sir Nukesalot" ClassIcon demo_chief_loosecannon Health 25000 Scale 1.9 Skill Expert WeaponRestrictions PrimaryOnly Item "The Loose Cannon" Item "The Bolted Bicorne" Item "A Whiff of the Old Brimstone" Attributes MiniBoss Attributes UseBossHealthBar Attributes AlwaysCrit ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" 0 "faster reload rate" 1.8 "fire rate bonus" 2 "clip size penalty" 0.5 "Projectile speed increased" 0.8 "projectile spread angle penalty" 5 "damage bonus" 6 "damage causes airblast" 1 "blast radius increased" 1.2 "paintkit_proto_def_index" 226 "Set_item_texture_wear" 1 "attach particle effect" 704 } CharacterAttributes { "move speed bonus" 0.35 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } } } Mission { Objective DestroySentries Where spawnbot_mission_sentrybuster InitialCooldown 30 CooldownTime 30 DesiredCount 1 BeginAtWave 1 RunForThisManyWaves 7 TFBot { Template T_TFBot_SentryBuster } } Mission //It's called "SpySheriff" after all. I'll give this spy some better equipment. { Objective Spy Where spawnbot_mission_spy InitialCoolDown 120 CooldownTime 120 DesiredCount 1 BeginAtWave 2 RunForThisManyWaves 1 TFBot { Template T_TFBot_Spy_Malware } } Mission { Objective Spy Where spawnbot_mission_spy InitialCoolDown 120 CooldownTime 120 DesiredCount 1 BeginAtWave 5 RunForThisManyWaves 2 TFBot { Template T_TFBot_Spy_Malware } } Wave //Wave 1: 2 Giant buff Soldiers, 2 Giant Conch Soldiers, 18 pyros, 18 bowmen, 16 flare pyros, 16 quadfire solders. //Support: Track D, 20 pyros, 20 semi-giant Scouts. Gatebots are the pyros and semi-giants. Only 2 of them will spawn at a time. { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 0 Where spawnbot TotalCount 1 MaxActive 0 SpawnCount 0 Support 1 TFBot { ClassIcon sign_d } } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 36 MaxActive 8 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot FirstSpawnOutput { Target train_spawnrelay_D Action Trigger } Squad { TFBot { Class Pyro Skill Easy Item "Rail Spikes" } TFBot { Template T_TFBot_Sniper_Huntsman } } } WaveSpawn { Name 1a Where spawnbot TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier } } WaveSpawn { Name 1b TotalCurrency 200 TotalCount 20 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 Where gatebot_middle Support Limited Squad { TFBot { Template T_TFGateBot_Scout_SemiGiant } TFBot { Template T_TFGateBot_Pyro_Easy ClassIcon pyro_giant } } } WaveSpawn { Name 1c WaitForAllSpawned 1a TotalCurrency 200 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner Tag bot_giant } } WaveSpawn { Name 1c WaitForAllSpawned 1a TotalCurrency 100 TotalCount 32 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot Squad { TFBot { Class Soldier Name Soldier Health 200 Skill Normal } TFBot { Template T_TFBot_Pyro_Flaregun Item "rail spikes" ItemAttributes { ItemName "The Flare Gun" "faster reload rate" 0.75 "damage bonus" 1.5 } } } } } Wave //Wave 2: 20 soldiers, 20 heavyweapons, 2 giant shotgun heavies, (2 giant medics,) 2 giant buff soldiers, and 2 push soldiers. //Supports: Track B, sandman scouts, normal scouts, pyros. Gatebots are heavyweapons and the soldiers. //I forgot the uber medics. FUCK { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 0 Where spawnbot TotalCount 1 MaxActive 0 SpawnCount 0 Support 1 TFBot { ClassIcon sign_b } } WaveSpawn { Name 2a TotalCurrency 150 TotalCount 40 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where gatebot_right FirstSpawnOutput { Target train_spawnrelay_B Action Trigger } Squad { TFBot { Template T_TFGateBot_Soldier_Normal } TFBot { Template T_TFGateBot_Heavyweapons_Heavyweight_Champ } } } WaveSpawn { Name 2b TotalCurrency 150 TotalCount 2 //Reduced giant medics to 2 to prevent this from becoming too hard. MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 15 Where spawnbot_middle TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun } // TFBot // { // Template T_TFBot_Giant_Medic_Regen // } } WaveSpawn { Name 2c WaitForAllDead 2b TotalCurrency 200 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_left Squad { TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner } TFBot { Template T_TFBot_Giant_Pyro } } } WaveSpawn { Name 2d WaitForAllDead 2b TotalCurrency 200 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_right Support 1 Squad { TFBot { Template T_TFBot_Scout_Sandman_FastCharge } } } } Wave //Wave 3: 12 soldiers, 12 demomen, 16 bonk scouts, 10 bowmen, 10 shotgun heavies, 4 giant flare pyros, 4 giant pyros, 2 giant demoknights, and 2 giant medics //Supports: Track B, Track C, fan scouts, (buff soldiers). Gatebots are the demomen and soldiers. //WARNING: Bonk scouts crit boosted! { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 0 Where spawnbot TotalCount 1 MaxActive 0 SpawnCount 0 Support 1 TFBot { ClassIcon sign_b } } WaveSpawn { TotalCurrency 0 Where spawnbot TotalCount 1 MaxActive 0 SpawnCount 0 Support 1 TFBot { ClassIcon sign_c } } WaveSpawn { Name 3a TotalCurrency 100 TotalCount 24 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where gatebot_left FirstSpawnOutput { Target train_spawnrelay_C Action Trigger } Squad { TFBot { Template T_TFGateBot_Soldier_Hard } TFBot { Template T_TFGateBot_Demoman_Hard } } } WaveSpawn { Name 3b TotalCurrency 100 TotalCount 16 MaxActive 4 SpawnCount 4 WaitBeforeStarting 30 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit } } } WaveSpawn { Name 3c TotalCurrency 200 TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot_left Squad { TFBot { Name "Giant Bowman" Class Sniper ClassIcon sniper_bow Health 2400 Attributes MiniBoss Skill Expert WeaponRestrictions PrimaryOnly Tag bot_giant Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "damage bonus" 1.25 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 4 } } TFBot { Template T_TFBot_Giant_Pyro Item "Firewall Helmet" Attributes AlwaysFireWeapon } } } WaveSpawn { Name 3d WaitForAllDead 3c TotalCurrency 100 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot_middle Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name 3e WaitForAllDead 3a TotalCurrency 200 TotalCount 22 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot_right Support 1 TFBot { Class Scout Skill Normal } } // WaveSpawn // { // Name 3f // WaitForAllDead 3b // TotalCurrency 50 // TotalCount 2 // MaxActive 2 // SpawnCount 2 // WaitBeforeStarting 5 // WaitBetweenSpawns 10 // Where spawnbot_right // Support 1 // FirstSpawnOutput // { // Target train_resetrelay_C // Action Trigger // } // TFBot // { // Template T_TFBot_Soldier_Extended_Buff_Banner // } // } } Wave //Wave 4: 4 giant brass beast heavies, 4 giant soldiers, 4 giant burst demomen, 20 heavyweapons, 20 quick fix medics, 8 uber medics //Supports: Track A, Track D, and shotgun heavies. Gatebots are heavyweapons and medics. //WARNING: Giant Soldiers are crit boosted! { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 0 Where spawnbot TotalCount 1 MaxActive 0 SpawnCount 0 Support 1 TFBot { ClassIcon sign_a } } WaveSpawn { TotalCurrency 0 Where spawnbot TotalCount 1 MaxActive 0 SpawnCount 0 Support 1 TFBot { ClassIcon sign_d } } WaveSpawn { Name 4a TotalCurrency 150 TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 20 Where spawnbot_middle FirstSpawnOutput { Target train_spawnrelay_A Action Trigger } TFBot { Template T_TFBot_Giant_Heavyweapons // ClassIcon heavy_brass_nys_giant } } WaveSpawn { Name 4b TotalCurrency 150 TotalCount 20 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where gatebot_left FirstSpawnOutput { Target train_spawnrelay_D Action Trigger } Squad { TFBot { Template T_TFGateBot_Heavy_Normal } TFBot { Template T_TFGateBot_Medic_QuickFix } } } WaveSpawn { Name 4c WaitForAllDead 4a TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_middle Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name 4c WaitForAllDead 4a TotalCurrency 150 TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot_left Squad { TFBot { Template T_TFBot_Giant_Demo_RapidFire } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { WaitForAllDead 4a TotalCurrency 150 TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 6 Where spawnbot_middle Support 1 TFBot { Template T_TFBot_Heavyweapons_Shotgun } } } Wave //Wave 5: 3 giant pyros, 3 giant soldiers spammers, (6 giant medics), 14 buff soldiers, 14 conch soldiers, and 12 bowmen //Supports: Heavyweight chapms. //WARNING: Engineers appear in this wave! They can build a teleporter to help advance the robots to the bombs! { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 5a TotalCurrency 100 TotalCount 6 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_left // Squad // { TFBot { Template T_TFBot_Giant_Pyro Item "Firewall Helmet" } // TFBot // { // Template T_TFBot_Giant_Medic // } // } } WaveSpawn { Name 5b TotalCurrency 100 TotalCount 30 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 30 Where spawnbot_right Squad { TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } TFBot { Template T_TFBot_Soldier_Extended_Concheror } } } WaveSpawn { Name 5c TotalCurrency 150 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_middle // Squad // { TFBot { Template T_TFBot_Giant_Soldier_Spammer } // TFBot // { // Template T_TFBot_Giant_Medic // } // } } WaveSpawn { Name 5d TotalCurrency 100 TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_right TFBot { Template T_TFBot_Sniper_Huntsman } } WaveSpawn { Name 5e WaitForAllDead 5a TotalCurrency 150 TotalCount 40 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Support Limited TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } } WaveSpawn { Name 5f WaitForAllDead 5a Where spawnbot TotalCount 8 MaxActive 4 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout } } WaveSpawn { Name 5g TotalCurrency 100 TotalCount 10 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 30 Where spawnbot Support 1 FirstSpawnOutput { Target engi_relay_enable Action Trigger } TFBot { Template T_TFBot_Engineer_Sentry_Teleporter ClassIcon engineer_telein Attributes IgnoreFlag } } } Wave //Wave 6: 6 giant shotgun heavies, 4 giant barrage demomen, 4 giant medics, 4 samurai demos, 16 buff soldiers, 20 steel gauntlets //Supports: None. { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 6a TotalCurrency 150 TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 10 Where spawnbot_right TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun } } WaveSpawn { Name 6a Where spawnbot_left TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 10 TotalCurrency 150 TFBot { Name "Giant Directhit Soldier" Class Soldier ClassIcon soldier Health 3800 Attributes MiniBoss Skill Expert WeaponRestrictions PrimaryOnly Tag bot_giant Item "The Direct Hit" Item "War Pig" ItemAttributes { ItemName "The Direct Hit" "fire rate penalty" 1.2 "faster reload rate" 0.001 "clip size bonus" 2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 } } } WaveSpawn { Name 6a1 Where spawnbot_middle TotalCount 40 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 RandomChoice { TFBot { Class Pyro Skill Normal Item "Rail Spikes" } TFBot { Class Pyro Skill Normal Item "The Degreaser" Item "The Attendant" } } } WaveSpawn { Name 6b WaitForAllDead 6a TotalCurrency 150 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 20 Where spawnbot_middle Squad { TFBot { Template T_TFBot_Giant_Demo_Barrage } TFbot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name 6c WaitForAllDead 6a TotalCurrency 150 TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } } WaveSpawn { Name 6d WaitForAllDead 6a TotalCurrency 100 TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_left TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn { Name 6e WaitForAllDead 6c TotalCurrency 100 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot TFBot { Template T_TFBot_Demoman_Samurai } } } Wave //Final Wave: // { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target boss_relay_start Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Where spawnbot TotalCount 1 MaxActive 0 SpawnCount 0 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 Support 1 TFBot { ClassIcon sign_c } } WaveSpawn { Name 7a Where spawnbot TotalCount 22 MaxActive 11 SpawnCount 11 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Class Soldier Item "The Direct Hit" Skill Easy } TFBot { Class Demoman Item "The Loch-n-Load" Skill Normal ItemAttributes { ItemName "The Loch-n-Load" "dmg bonus vs buildings" 1 "damage bonus" 1.2 } } } } WaveSpawn { Name 7a Where spawnbot_middle Where spawnbot_left TotalCount 6 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 100 FirstSpawnOutput { Target train_spawnrelay_C Action Trigger } TFBot { Template T_TFGateBot_Scout_Fast } } WaveSpawn { Name 7a Where spawnbot_right TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_BrassBeast ClassIcon heavy_brass_nys_giant } TFBot { Template T_TFBot_Giant_Pyro_Pusher ClassIcon pyro_reflect_daan Attributes AlwaysCrit } } } WaveSpawn { Name 7b TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Where spawnbot_left FirstSpawnWarningSound "vo/mvm/mght/taunts/demoman_mvm_m_taunts09.mp3" DoneWarningSound "vo/mvm/mght/demoman_mvm_m_paincrticialdeath01.mp3" TFBot { Template T_TFBot_Chief_Demo_Atomic_NoAutoFire } } WaveSpawn { Name 7c WaitForAllDead 7b Where spawnbot_right TotalCount 30 MaxActive 15 SpawnCount 15 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Class Heavyweapons Skill Normal } } WaveSpawn { Name 7c WaitForAllDead 7b Where spawnbot_middle TotalCount 12 MaxActive 6 SpawnCount 6 WaitBeforeStarting 6 WaitBetweenSpawns 5 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Sniper_Huntsman_Spammer ClassIcon sniper_bow_multi Item "Professional's Panama" Item "Crocodile Smile" } TFBot { Template T_TFBot_Medic_QuickFix Item "The Surgeon's Stahlhelm" } } } WaveSpawn { Name 7c WaitForAllDead 7b Where spawnbot TotalCount 10 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Shortstop } } WaveSpawn { Name 7d WaitForAllSpawned 7c TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot_right FirstSpawnWarningSound "vo/mvm/mght/taunts/soldier_mvm_m_taunts14.mp3" DoneWarningSound "vo/mvm/mght/soldier_mvm_m_paincrticialdeath02.mp3" TFBot { Template T_TFBot_Giant_Soldier_Quadfire_Chief } } WaveSpawn { Where spawnbot_middle TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 120 WaitBetweenSpawns 5 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Scout_Bonk WeaponRestrictions PrimaryOnly } } WaveSpawn { TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 Where spawnbot_right Support 1 FirstSpawnOutput { Target engi_relay_enable Action Trigger } TFBot { Template T_TFBot_Engineer_Sentry_Battle Attributes IgnoreFlag } } // WaveSpawn // Cut boss // { // Name 7 // WaitForAllDead 7 // TotalCurrency 200 // TotalCount 1 // MaxActive 1 // SpawnCount 1 // WaitBeforeStarting 20 // WaitBetweenSpawns 20 // Where spawnbot_middle // FirstSpawnWarningSound "vo/mvm/mght/taunts/heavy_mvm_m_taunts16.mp3" // DoneWarningSound "vo/mvm/mght/heavy_mvm_m_paincrticialdeath03.mp3" // TFBot // { // Template T_TFBot_Chief_Heavyweapons_HealOnKill_NoDeflect // } // } } } /////////////// // Version 1: // Realease /////////////// // Version 2: // Removed Blast Soldiers because I found out that knockback spam is no fun. // Replaced them with a custom robot. /////////////// // Version 3: // WAVE OVERHAUL // Wave 1: Removed bat scouts. // Wave 3: Removed the giant scouts, bowmen, and shotgun heavies. // Wave 4: Removed scouts and demos. // Wave 5: Removed shotgun heavies, jumping scouts, and backup soldiers. Back ups replaced by buff soldiers. // Wave 6: Changed the steel gauntlet pushers to normal steel gauntlets. Reduced samuri demos by 4 // Wave 7: Added another tank. Replaced the chief blast with a custom robot. //////////////// // Version: 4: // Telebusters and spies don't appear on the last wave. // Nerfed chief heavy on wave 7 // Removed "TeleportToHint" from the spy. // Increased the number of robots spawned. (Waves effected: 1, 3, and 4) // Buffed the flare pyro on wave 1. // Chief robots have war paints now. // Changed some of Sir nukesaot attributes. //////////////// // Version 5: // Changed quadfire icons to normal soldiers // Nerfed the spy and it's deploy time. // Nerfed gatebot heavies and soldiers on wave 2. // Changed giant demo_barrage to demo_scatter // Telebuster icon keeps breaking. Gutted from the misson entierly. (The real reason why it was removed: Gimmick Sentry Buster) //////////////// // Version 6: // Wave 1 changes: // Added 4 giant demomen. 2 spawn in the first sub wave, 2 of them later on. //////////////// // Version 6b: // Nerfed the respawn time and time to spawn by 60 seconds // Gave the boss robots some voice lines. //////////////// // Version 6c: // Removed giant dmeomen // Gave SrNukes hats //////////////// // Version 7: // Removed some of the giant medics. (16 giant medics in total. wtf) // Spies appear on wave 2. 5, and 6. // Inf gatebot support gone. // Wave 2's burst fires into rapid fire. Heavies made into pyros. (Too early for that) // Wave 3 support reduced to just the FaN. Buffed money by 100 // There is now way I'm gonna let players fight 2 giant heavy shotguns at once! // Sir Nukes does not crit anymore. // No more heal on kill. // Wave 4 does not have any burst demomen anymore. //////////////// // Version 8: // Wave overhaul AGAIN. // Wave 1: Removed giant conch soldiers (Makes the giants more faster) // Added a giant soldier first subwave. // Fixed a bug with the pyro icons. // Wave 2: Removed the rapid fire soldiers. // Wave 3: Changed giant demoknight to rapid fire soldier // Giant Medics -> Giant Regen Medics // FaN Scouts -> Scattergun Scouts // Wave 4: Giant charged and giant demos with regen medics changes // MaxActive 2 -> 4 WaitBetweenSpawns 10 -> 15 // Medics are quickuber // Added heavy shotgun support // Wave 5: Engineers now have Attributes IgnoreFlag // Buff and conch are support limited // Wave 6: Added some commons durring the first subwave // Steel Gauntlets have their WaitBetweenSpawns 10 changed into WaitBetweenSpawns 20 // Overhauled wave 7. Not gonna explain this one. Cutted out the boss heavy. //////////////// // Version 9: // Reduced the ammount of credits robots drop. // Wave 2: // Wave 2: Giant KGB -> Giant pyro // Pyro -> KGB // Wave 3: // Giant pyro -> AlwaysFire // Giant flare -> Giant Bowmen // Wave 4: // Giant heavy/Crit Soldier 4 -> 2 // Wave 5: // Buff/Conch Soldier Support Limited -> Main wave // Wave 6: // Giant demo/medic 4 -> 2 // Add giant direct hit on the left. // Wave 7: // Giant airblast -> AlwaysCrit // Giant scout -> Giant gate bot // Giant demoknight -> Giant heavies // Add Engineers and bonk scout as support //////////////// // This version will no longer recive updates. ////////////////