// 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_trainyard.pop WaveSchedule { StartingCurrency 1200 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 "Drunkish Barrage" 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" 1.2 } 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 //Used this giant heavy robot instead of the deflector heavy robot. Apparently people don't like deflecotr heavies. So be greatful that I didn't use the cheif deflecotr heavy. { Class Heavyweapons Name "Chief Heal-on-Kill 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_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_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 "dapper disguise" Item "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" 0.5 } CharacterAttributes { "move speed bonus" 1.12 "sapper damage bonus" 1.5 "sapper health bonus" 1.5 } } T_TFBot_Soldier_Quadfire { 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 "Chief Burst Soldier" 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" "damage penalty" 0.8 "fire rate bonus" 0.05 "projectile spread angle penalty" 3 "faster reload rate" 0.25 "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 6 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 150 TotalCount 36 MaxActive 8 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot FirstSpawnOutput { Target train_spawnrelay_D Action Trigger } Squad { TFBot { Template T_TFBot_Pyro Item "rail spikes" //Rail Spikes given to this robot to prevent confusion. } TFBot { Template T_TFBot_Sniper_Huntsman } } } WaveSpawn { Name 1b TotalCurrency 200 TotalCount 4 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_Hard } } } WaveSpawn { Name 1c WaitForAllSpawned 1a TotalCurrency 250 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner Tag bot_giant } TFBot { Template T_TFBot_Giant_Soldier_Extended_Concheror Tag bot_giant } } } WaveSpawn { Name 1c WaitForAllSpawned 1a TotalCurrency 200 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 200 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_Pyro_Normal } } } WaveSpawn { Name 2b TotalCurrency 250 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_Soldier_Spammer } } } WaveSpawn { Name 2d WaitForAllDead 2b TotalCurrency 250 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 } DoneOutput { Target train_resetrelay_C Action Trigger } Squad { TFBot { Template T_TFGateBot_Soldier_Hard } TFBot { Template T_TFGateBot_Demoman_Hard } } } WaveSpawn { Name 3b TotalCurrency 150 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 250 TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot_left Squad { TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer } TFBot { Template T_TFBot_Giant_Pyro } } } WaveSpawn { Name 3d WaitForAllDead 3c TotalCurrency 150 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot_middle Squad { TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish } TFBot { Template T_TFBot_Giant_Medic } } } WaveSpawn { Name 3e WaitForAllDead 3a TotalCurrency 250 TotalCount 22 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 Where spawnbot_right Support 1 FirstSpawnOutput { Target train_resetrelay_B Action Trigger } TFBot { Template T_TFBot_Scout_FAN } } // 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 200 TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 20 Where spawnbot_middle FirstSpawnOutput { Target train_spawnrelay_A Action Trigger } DoneOutput { Target train_resetrelay_A Action Trigger } TFBot { Template T_TFBot_Giant_Heavyweapons //This heavy used to use the deflector. Not any more! // It's just a normal giant heavy now. // ClassIcon heavy_brass_nys_giant } } WaveSpawn { Name 4b TotalCurrency 100 TotalCount 20 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where gatebot_left FirstSpawnOutput { Target train_spawnrelay_D Action Trigger } DoneOutput { Target train_resetrelay_D Action Trigger } Squad { TFBot { Template T_TFGateBot_Heavy_Normal } TFBot { Template T_TFGateBot_Medic_QuickFix ClassIcon medic_quickfix } } } WaveSpawn { Name 4c WaitForAllDead 4a TotalCurrency 200 TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot_middle Squad { TFBot { Template T_TFBot_Giant_Soldier_Crit } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name 4d WaitForAllDead 4c TotalCurrency 200 TotalCount 8 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_left Squad { TFBot { Template T_TFBot_Giant_Demo_RapidFire } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name 4e TotalCurrency 100 TotalCount 20 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_right 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: Track B, Track C, heavyweight chapms. Gatebots are the heavyweight champs. //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 { 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 5a TotalCurrency 200 TotalCount 6 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_left FirstSpawnOutput { Target train_spawnrelay_B Action Trigger } // Squad // { TFBot { Template T_TFBot_Giant_Pyro } // TFBot // { // Template T_TFBot_Giant_Medic // } // } } WaveSpawn { Name 5b TotalCurrency 200 TotalCount 28 MaxActive 8 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 30 Where spawnbot_right FirstSpawnOutput { Target train_spawnrelay_C Action Trigger } Squad { TFBot { Template T_TFBot_Soldier_Extended_Buff_Banner } TFBot { Template T_TFBot_Soldier_Extended_Concheror } } } WaveSpawn { Name 5c TotalCurrency 200 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_TFGateBot_Heavyweapons_Heavyweight_Champ } } WaveSpawn { Name 5f TotalCurrency 150 TotalCount 1 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 } } } 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 250 TotalCount 6 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 15 Where spawnbot_right TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun } } WaveSpawn { Name 6b WaitForAllDead 6a TotalCurrency 200 TotalCount 8 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 150 TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot_left TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn { Name 6e WaitForAllDead 6c TotalCurrency 150 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot TFBot { Template T_TFBot_Demoman_Samurai } } } Wave //Final Wave: 1 tank, 1 giant heavy, 1 giant soldier, 1 giant demoman. //Supports: None. //WARNING: Cheif robots! //Since you all have to fight them at the same time, their health will be reduced by half. { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target boss_relay_start Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 7a TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 Tank //DPS test { Health 25000 Name Tank Speed 70 StartingPathTrackNode tank_path_RU_1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 7a TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 Tank { Health 30000 Name Tank Speed 70 Skin 1 StartingPathTrackNode tank_path_LL_1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 7b WaitForAllDead 7a 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 7d WaitForAllDead 7a TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot_left 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 { Name 7e WaitForAllDead 7a TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot_left 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 } } } } /////////////// // This is an archive. // Please don't critisize this version. ///////////////