// SpySheriff - Made by :ThomasHerOffical/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_typicalcolors_weapons.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_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_quadfire_rapid 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 { 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_abcd } } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 36 MaxActive 8 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot 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 ClassIcon soldier_and_demo_giant } } WaveSpawn { Name 1b TotalCurrency 200 TotalCount 20 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 Where gatebot_middle FirstSpawnOutput { Target train_spawnrelay_D Action Trigger } DoneOutput { Target train_resetrelay_D Action Trigger } Squad { TFBot { Template T_TFGateBot_Scout_SemiGiant } TFBot { Template T_TFGateBot_Pyro_Easy } } } 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 ClassIcon soldier_and_demo_giant 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 ClassIcon soldier_and_demo } TFBot { Template T_TFBot_Pyro_Flaregun ClassIcon pyro Item "rail spikes" ItemAttributes { ItemName "The Flare Gun" "faster reload rate" 0.75 "damage bonus" 1.5 } } } } WaveSpawn { Name 2a WaitForAllDead 1c TotalCurrency 150 TotalCount 40 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where gatebot_right FirstSpawnOutput { Target train_spawnrelay_B Action Trigger } DoneOutput { Target train_resetrelay_B Action Trigger } Squad { TFBot { Template T_TFGateBot_Soldier_Normal ClassIcon soldier_and_demo } TFBot { Template T_TFGateBot_Heavyweapons_Heavyweight_Champ } } } WaveSpawn { Name 2a WaitForAllDead 1c TotalCurrency 150 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 15 Where spawnbot_middle TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun ClassIcon heavy_shotgun_giant } } WaveSpawn { Name 2b WaitForAllDead 2a 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 ClassIcon soldier_and_demo_giant } TFBot { Template T_TFBot_Giant_Pyro } } } WaveSpawn { WaitForAllDead 2a TotalCurrency 200 TotalCount 20 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_right Support 1 Squad { TFBot { Template T_TFBot_Scout_Sandman_FastCharge } } } WaveSpawn { Name 3a WaitForAllDead 2b TotalCurrency 100 TotalCount 24 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where gatebot_left FirstSpawnOutput { Target train_spawnrelay_C Action Trigger } LastSpawnOutput { Target train_resetrelay_C Action Trigger } Squad { TFBot { Template T_TFGateBot_Soldier_Hard ClassIcon soldier_and_demo } TFBot { Template T_TFGateBot_Demoman_Hard ClassIcon soldier_and_demo } } } WaveSpawn { Name 3a WaitForAllDead 2b TotalCurrency 100 TotalCount 16 MaxActive 4 SpawnCount 4 WaitBeforeStarting 30 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { Template T_TFBot_Scout_Bonk Attributes AlwaysCrit ClassIcon scout } } } WaveSpawn { Name 3a WaitForAllDead 2b 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_giant 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 3b WaitForAllDead 3a TotalCurrency 100 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot_middle Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer ClassIcon soldier_and_demo_giant } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name 3b WaitForAllDead 3a TotalCurrency 200 TotalCount 22 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot_right TFBot { Class Scout Skill Normal } } WaveSpawn { Name 4a WaitForAllDead 3b 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 } } WaveSpawn { Name 4a WaitForAllDead 3b 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 4b 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 ClassIcon soldier_and_demo_giant } TFBot { Template T_TFBot_Medic_QuickUber ClassIcon medic } } } WaveSpawn { Name 4b 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 ClassIcon soldier_and_demo_giant } TFBot { Template T_TFBot_Medic_QuickUber ClassIcon medic } } } WaveSpawn { WaitForAllDead 4a TotalCurrency 150 TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 6 Where spawnbot_middle TFBot { Template T_TFBot_Heavyweapons_Shotgun } } WaveSpawn { Name 5a WaitForAllDead 4b TotalCurrency 100 TotalCount 6 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_left TFBot { Template T_TFBot_Giant_Pyro Item "Firewall Helmet" } } WaveSpawn { Name 5a WaitForAllDead 4b TotalCurrency 100 TotalCount 30 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 30 Where spawnbot_right Squad { TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner ClassIcon soldier_and_demo } TFBot { Template T_TFBot_Soldier_Extended_Concheror ClassIcon soldier_and_demo } } } WaveSpawn { Name 5a WaitForAllDead 4b TotalCurrency 150 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_middle TFBot { Template T_TFBot_Giant_Soldier_Spammer ClassIcon soldier_and_demo_giant } } WaveSpawn { Name 5a WaitForAllDead 4b TotalCurrency 100 TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_right TFBot { Template T_TFBot_Sniper_Huntsman } } WaveSpawn { 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 5b WaitForAllDead 5a Where spawnbot TotalCount 8 MaxActive 4 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout } } WaveSpawn { WaitForAllDead 4b TotalCurrency 100 TotalCount 10 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 30 Where spawnbot Support Limited FirstSpawnOutput { Target engi_relay_enable Action Trigger } DoneOutput { Target engi_relay_disable Action Trigger } TFBot { Template T_TFBot_Engineer_Sentry_Teleporter ClassIcon engineer_telein Attributes IgnoreFlag } } WaveSpawn { Name 6a WaitForAllDead 5b TotalCurrency 150 TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 10 Where spawnbot_right TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun ClassIcon heavy_shotgun_giant } } WaveSpawn { Name 6a WaitForAllDead 5b Where spawnbot_left TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 10 TotalCurrency 150 TFBot { Name "Giant Directhit Soldier" Class Soldier ClassIcon soldier_and_demo_giant 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 WaitForAllDead 5b 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 ClassIcon soldier_and_demo_giant } TFbot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name 6b WaitForAllDead 6a TotalCurrency 150 TotalCount 16 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner ClassIcon soldier_and_demo } } WaveSpawn { Name 6b 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 6b WaitForAllDead 6a TotalCurrency 100 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot TFBot { Template T_TFBot_Demoman_Samurai } } WaveSpawn { Name 7a WaitForAllDead 6b Where spawnbot TotalCount 22 MaxActive 11 SpawnCount 11 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Class Soldier Item "The Direct Hit" Skill Easy ClassIcon soldier_and_demo } TFBot { Class Demoman Item "The Loch-n-Load" Skill Normal ClassIcon soldier_and_demo ItemAttributes { ItemName "The Loch-n-Load" "dmg bonus vs buildings" 1 "damage bonus" 1.2 } } } } WaveSpawn { Name 7a WaitForAllDead 6b 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 ClassIcon scout_giant } } WaveSpawn // Dummy { TotalCount 0 SpawnCount 0 WaitBeforeStarting 5 FirstSpawnOutput { Target train_spawnrelay_A Action Trigger } } WaveSpawn // Dummy { TotalCount 0 SpawnCount 0 WaitBeforeStarting 5 FirstSpawnOutput { Target train_spawnrelay_B Action Trigger } } WaveSpawn // Dummy { TotalCount 0 SpawnCount 0 WaitBeforeStarting 5 FirstSpawnOutput { Target train_spawnrelay_D Action Trigger } } WaveSpawn { Name 7a WaitForAllDead 6b Where spawnbot_right TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_BrassBeast } TFBot { Template T_TFBot_Giant_Pyro_Pusher ClassIcon pyro_giant Attributes AlwaysCrit } } } WaveSpawn { Name 7b WaitForAllDead 6b 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 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 { WaitForAllDead 6b 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 { WaitForAllDead 6b TotalCurrency 50 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 Where spawnbot_right Support 1 FirstSpawnOutput { Target engi_relay_enable Action Trigger } DoneOutput { Target engi_relay_disable Action Trigger } TFBot { Template T_TFBot_Engineer_Sentry_Battle Attributes IgnoreFlag } } } } /////////////// // Version 1: // Realease ///////////////