//mvm_trainyard_rc1 //Driving Training //by Remilia The Medic Main and AddictedGamer #base robot_giant_addicted.pop #base robot_standard_addicted.pop #base robot_gatebot_addicted_nocustom.pop #base robot_trainyard.pop population { StartingCurrency 900 AddSentryBusterWhenDamageDealtExceeds 3000 AddSentryBusterWhenKillCountExceeds 20 RespawnWaveTime 7 CanBotsAttackWhileInSpawnRoom No Templates { T_TFBot_heal_on_hit_scout { Class Scout ClassIcon scout_healw Name "Heal-on-Hit Winger Scout" Item "The Winger" Skill Hard Scale 1.4 Health 325 WeaponRestrictions SecondaryOnly Item "The Cross-Comm Express" ItemAttributes { ItemName "The Winger" "heal on hit for rapidfire" 35 "reload time increased" 1.7 "fire rate bonus" 0.5 } CharacterAttributes { "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } T_TFGateBot_Scout_Melee_Easy { Class Scout Name "Bat Scout" ClassIcon scout_bat 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 Easy WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Item "Upgradeable TF_WEAPON_BAT" Skill Easy WeaponRestrictions MeleeOnly } } } T_TFGateBot_Scout_Melee_Expert { Class Scout Name "Bat Scout" ClassIcon scout_bat 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 Expert WeaponRestrictions MeleeOnly Item "Upgradeable TF_WEAPON_BAT" } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Item "Upgradeable TF_WEAPON_BAT" Skill Expert WeaponRestrictions MeleeOnly } } } T_TFGateBot_Scout_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 MaxVisionRange 1000 Item "Upgradeable TF_WEAPON_SCATTERGUN" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } } 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" "damage penalty" 0.5 } Skill Normal MaxVisionRange 1000 } } } //Soldier T_TFGateBot_Soldier_Hard { Class Soldier 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" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Skill Hard } RevertGateBotsBehavior { Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard } } } //Pyro T_TFBot_heal_on_hit_dragon { Class Pyro Name "Heal-on-Hit Dragon's Fury" Item "The Dragon's Fury" Health 175 Skill Normal WeaponRestrictions PrimaryOnly ClassIcon pyro_dragon_fury_heal ItemAttributes { ItemName "The Dragon's Fury" "heal on hit for slowfire" 100 "damage penalty" 0.33 "weapon burn dmg reduced" 0.75 //"fire rate bonus" 0.8 "mult_item_meter_charge_rate" 2 } } T_TFBot_pyro_dragon_fury_conch_v2 { ClassIcon pyro_dragon_fury_conch_v2 Health 175 Skill Expert Name "Extended Conch Dragon's Fury" Class Pyro Item "The Dragon's Fury" Item "The Concheror" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Dragon's Fury" "mod rage on hit bonus" 10000 } ItemAttributes { ItemName "The Concheror" "deploy time increased" 1.34 } CharacterAttributes { "increase buff duration" 9.5 } } T_TFBot_pyro_axtinguisher { ClassIcon pyro_axtinguisher Health 175 Skill Normal Name "Axtinguisher Pyro" Class Pyro WeaponRestrictions MeleeOnly Item "The Axtinguisher" } //Demoman T_TFBot_demo_delay_burstfire { ClassIcon demo_clusterbomb Health 175 Skill Expert Name "Minefield Demoman" Class Demoman Item "The Iron Bomber" Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Iron Bomber" "fuse bonus" 1.5 "clip size penalty" 0.5 "fire rate bonus" 0.1 "projectile spread angle penalty" 10 } } T_TFGateBot_Demoman_Hard { Class Demoman 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 Demoman" Skill Hard Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Skill Hard Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" } } } //Heavy //Medic T_TFBot_medic_bleed_on_hit { Class Medic Name "Bleed-on-Hit Crusader Medic" Skill Hard ClassIcon medic_crossbow_bleed_v2 Health 725 Scale 1.3 Item "the crusader's crossbow" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the crusader's crossbow" "bleeding duration" 10 "damage bonus" 1.3 "Reload time increased" 3 } CharacterAttributes { "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } T_TFGateBot_medic_bleed_on_hit { Class Medic Name "Bleed-on-Hit Crusader Medic" ClassIcon medic_crossbow_bleed_v2 Health 725 Scale 1.3 EventChangeAttributes { Default { Tag bot_gatebot Tag nav_prefer_gate1_flank BehaviorModifiers Push Attributes IgnoreFlag Skill Hard Item "MvM GateBot Light Medic" Item "the crusader's crossbow" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the crusader's crossbow" "bleeding duration" 10 "damage bonus" 1.3 "Reload time increased" 3 } CharacterAttributes { "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } RevertGateBotsBehavior { Item "MvM GateBot Light Medic" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Medic" "item style override" 1 } Item "the crusader's crossbow" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the crusader's crossbow" "bleeding duration" 10 "damage bonus" 1.3 "Reload time increased" 3 } Skill Hard CharacterAttributes { "airblast vulnerability multiplier" 0.5 "airblast vertical vulnerability multiplier" 0.75 } } } } //Sniper T_TFBot_Bleed_on_hit_bow { ClassIcon sniper_huntsman_bleed WeaponRestrictions PrimaryOnly Health 125 Skill Normal Name "Bleed-on-hit Bowman" Class Sniper Item "The Huntsman" ItemAttributes { ItemName "The Huntsman" "bleeding duration" 7 "damage penalty" 0.3 } } //Spy //Giant //Scout T_TFBot_heal_on_hit_scout_giant_fast { Class Scout Name "Heal-on-Hit Winger Super Scout" ClassIcon scout_healw Item "The Winger" Attributes MiniBoss MaxVisionRange 700 Skill Hard Health 1800 WeaponRestrictions SecondaryOnly Item "The Cross-Comm Express" Tag bot_giant ItemAttributes { ItemName "The Winger" "heal on hit for rapidfire" 75 "reload time increased" 1.7 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 1.3 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.25 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 5 } } //Soldier T_TFBot_Giant_Soldier_SlowCritBarrage { Class Soldier Name "Major Crits" ClassIcon soldier_barrage Health 4000 Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload Attributes AlwaysCrit Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 "damage bonus" 1.5 "Projectile speed decreased" 0.35 "health regen" 40 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0 } } T_TFBot_battalion_commander { ClassIcon soldier_backup_blast_heal_spammer_reload Health 15000 Scale 1.9 Tag bot_giant Skill Expert Name "Battalion Blasting Commander" Class Soldier Item "EOTL_soldier_garrison" Item "The Battalion's Backup" Item "concealedkiller_rocketlauncher_woodlandwarrior" Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge ItemAttributes { ItemName "concealedkiller_rocketlauncher_woodlandwarrior" "fire rate bonus" 0.20 "faster reload rate" 0.32 "blast radius increased" 1.3 "damage causes airblast" 1 "clip size upgrade atomic" 8 "projectile spread angle penalty" 4 "Projectile speed decreased" 0.45 "heal on hit for rapidfire" 50 "mod rage on hit bonus" 10000 } ItemAttributes { ItemName "The Battalion's Backup" "deploy time increased" 1.34 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.0 "rage giving scale" 0.1 "increase buff duration" 9.5 "deploy time increased" 0.5 //Fixed by Canteen Crasher Team } } //Pyro //Demoman T_TFBot_demo_delay_burstfire_giant { ClassIcon demo_clusterbomb_giant Health 3300 Skill Expert Tag bot_giant Name "Giant Minefield Demoman" Class Demoman WeaponRestrictions PrimaryOnly Item "The Iron Bomber" Attributes HoldFireUntilFullReload Attributes MiniBoss ItemAttributes { ItemName "The Iron Bomber" "fuse bonus" 1.5 "fire rate bonus" 0.1 "clip size upgrade atomic" 18 "projectile spread angle penalty" 10 "Projectile speed increased" 1.1 "Blast radius increased" 1.5 "faster reload rate" 0.45 } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.15 "airblast vertical vulnerability multiplier" 0.5 "override footstep sound set" 3 "move speed bonus" 0.5 } } //Heavy //Medic } Mission { Objective DestroySentries Where spawnbot_middle CooldownTime 40 DesiredCount 1 BeginAtWave 1 RunForThisManyWaves 6 TFBot { Template T_TFBot_SentryBuster Tag bot_sentrybuster } } Mission //sniper wave 3 { Objective Sniper InitialCooldown 40 Where spawnbot_mission_sniper BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper Skill Expert MaxVisionRange 4000 } } Mission //spy wave 4 { Objective Spy InitialCooldown 30 Where spawnbot_mission_spy BeginAtWave 4 RunForThisManyWaves 1 CooldownTime 25 DesiredCount 2 TFBot { Template T_TFBot_Spy Skill Normal } } Mission //sniper wave 5 { Objective Sniper InitialCooldown 30 Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Sniper Skill Expert MaxVisionRange 4000 } } Mission //sniper wave 6 { Objective Sniper InitialCooldown 23 Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Sniper Skill Expert MaxVisionRange 4000 } } Mission //spy wave 6 { Objective Spy InitialCooldown 3 Where spawnbot_mission_spy BeginAtWave 6 RunForThisManyWaves 1 CooldownTime 20 DesiredCount 2 TFBot { Template T_TFBot_Spy } } //Wave 1 C //WAVE 2 B //WAVE 3 C //Wave 4 D //Wave 5 A //Wave 6 B + C Wave // TOTAL : $800 // Support only drops $0 // Main drops $800 // // A RANK BONUS LOWEST REQUIRED AMOUNT // // 760$ + 50$ // 810$ // // A+ RANK // // 900$ { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 1TRAINC WaitForAllDead 1D TotalCount 1 SpawnCount 0 Support 1 TFBot { ClassIcon sign_c } } WaveSpawn // SUBWAVE 1 // 200$ { Name 1A TotalCurrency 60 TotalCount 12 Where gatebot MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 4 FirstSpawnOutput { Target train_spawnrelay_C Action Trigger } TFBot { Template T_TFGateBot_Scout_Melee_Expert } } WaveSpawn { Name 1A TotalCurrency 60 TotalCount 12 Where gatebot MaxActive 6 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Template T_TFGateBot_Scout_Melee_Easy } } WaveSpawn { Name 1A TotalCurrency 80 TotalCount 8 MaxActive 4 SpawnCount 2 Where spawnbot_middle WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Demoman Skill Normal } } WaveSpawn // SUBWAVE 2 // 150$ { Name 1B WaitForAllDead 1A TotalCurrency 60 TotalCount 15 MaxActive 5 Where spawnbot_middle SpawnCount 5 WaitBeforeStarting 3 WaitBetweenSpawns 5 TFBot { Template T_TFBot_pyro_axtinguisher } } WaveSpawn { Name 1B WaitForAllDead 1A TotalCurrency 42 TotalCount 6 MaxActive 2 SpawnCount 2 Where spawnbot_middle WaitBeforeStarting 3 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Pyro Skill Easy } } WaveSpawn { Name 1B WaitForAllDead 1A TotalCurrency 48 TotalCount 12 MaxActive 4 SpawnCount 4 Where gatebot_left WaitBeforeStarting 3 WaitBetweenSpawns 5 TFBot { Template T_TFGateBot_Demoman_Hard } } WaveSpawn // SUBWAVE 3 // 200$ { Name 1C WaitForAllDead 1B TotalCurrency 96 TotalCount 24 MaxActive 6 SpawnCount 6 Where gatebot WaitBeforeStarting 4 WaitBetweenSpawns 6 TFBot { Template T_TFGateBot_Scout_Melee } } WaveSpawn { Name 1C WaitForAllDead 1B TotalCurrency 32 TotalCount 8 MaxActive 4 SpawnCount 4 Where gatebot WaitBeforeStarting 4 WaitBetweenSpawns 6 TFBot { Template T_TFGateBot_Scout_Normal } } WaveSpawn { Name 1C WaitForAllDead 1B TotalCurrency 72 TotalCount 8 MaxActive 4 SpawnCount 4 Where spawnbot WaitBeforeStarting 10 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Addicted_Soldier Skill Normal } } WaveSpawn // SUBWAVE 4 // 250$ { Name 1D WaitForAllDead 1C TotalCurrency 70 TotalCount 6 MaxActive 3 SpawnCount 1 Where spawnbot WaitBeforeStarting 5 WaitBetweenSpawns 3 TFBot { Template T_TFBot_pyro_dragon_fury_conch_v2 } } WaveSpawn { Name 1D WaitForAllDead 1C TotalCurrency 100 TotalCount 10 MaxActive 6 SpawnCount 2 Where spawnbot_right WaitBeforeStarting 2 WaitBetweenSpawns 7 TFBot { Template T_TFBot_Bleed_on_hit_bow } } WaveSpawn { Name 1D WaitForAllDead 1C TotalCurrency 80 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Giant_Boxing_Heavy Tag bot_giant } } } Wave // TOTAL : $900 // Support only drops $0 // Main drops $900 // // A RANK BONUS LOWEST REQUIRED AMOUNT // // 855$ + 50$ // 905$ // // A+ RANK // // 1000$ { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 2TRAINB TotalCount 1 MaxActive 1 WaitBetweenSpawnsAfterDeath 0 Support 1 TFBot { ClassIcon sign_b } } WaveSpawn // SUBWAVE 1 // 200$ { Name 2A TotalCurrency 60 TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 7 FirstSpawnOutput { Target train_spawnrelay_B Action Trigger } TFBot { Template T_TFGateBot_Sniper_Huntsman_Spammer ClassIcon sniper_bow_multi } } WaveSpawn { Name 2A TotalCurrency 140 TotalCount 28 MaxActive 8 SpawnCount 4 Where spawnbot_right WaitBeforeStarting 0 WaitBetweenSpawns 3 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn // SUBWAVE 2 // 150$ { Name 2B WaitForAllDead 2A TotalCurrency 90 TotalCount 18 MaxActive 6 SpawnCount 6 Where gatebot WaitBeforeStarting 2 WaitBetweenSpawns 4 TFBot { Template T_TFGateBot_Scout_Normal } } WaveSpawn { Name 2B WaitForAllDead 2A TotalCurrency 60 TotalCount 6 MaxActive 3 SpawnCount 3 Where spawnbot_right WaitBeforeStarting 6 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Demoman Skill Hard } } WaveSpawn // SUBWAVE 3 // 330$ { Name 2C WaitForAllDead 2B TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 0 Tank { Health 15000 Name "tankboss" Speed 75 StartingPathTrackNode tank_path_RL_1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 2C WaitForAllDead 2B TotalCurrency 100 TotalCount 20 MaxActive 6 SpawnCount 2 Where spawnbot WaitBeforeStarting 7 WaitBetweenSpawns 6 TFBot { Template T_TFGateBot_Soldier_Hard } } WaveSpawn { Name 2C WaitForAllDead 2B TotalCurrency 80 TotalCount 20 MaxActive 4 SpawnCount 2 Where spawnbot WaitBeforeStarting 7 WaitBetweenSpawns 6 TFBot { Template T_TFBot_Addicted_Scout Skill Normal } } WaveSpawn { Name 2C WaitForAllDead 2B TotalCurrency 50 TotalCount 10 MaxActive 2 SpawnCount 1 Where spawnbot WaitBeforeStarting 7 WaitBetweenSpawns 6 TFBot { Template T_TFGateBot_Scout_Normal } } WaveSpawn // SUBWAVE 4 // 220$ { Name 2D WaitForAllDead 2C TotalCurrency 40 TotalCount 2 MaxActive 2 SpawnCount 1 Where spawnbot WaitBeforeStarting 5 WaitBetweenSpawns 15 TFBot { Template T_TFBot_demo_delay_burstfire_giant } } WaveSpawn { Name 2D2 WaitForAllDead 2C TotalCurrency 180 TotalCount 36 MaxActive 6 SpawnCount 3 Where spawnbot_right WaitBeforeStarting 3 WaitBetweenSpawns 2 TFBot { Template T_TFBot_Scout_FAN } } } Wave // TOTAL : $700 // Support only drops $50 // Main drops $650 // // A RANK BONUS LOWEST REQUIRED AMOUNT // // 665$ + 50$ // 715$ // // A+ RANK // // 800$ { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCount 1 MaxActive 1 Support 1 TFBot { ClassIcon sign_c } } WaveSpawn // SUPPORT // 50$ { Name 3S TotalCurrency 50 TotalCount 8 MaxActive 2 SpawnCount 2 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 4 Support 1 TFBot { Template T_TFBot_Addicted_Scout Skill Normal } } WaveSpawn // SUBWAVE 1 // 150$ { Name 3A TotalCurrency 30 TotalCount 3 MaxActive 1 SpawnCount 1 Where spawnbot_middle WaitBeforeStarting 0 WaitBetweenSpawns 8 FirstSpawnOutput { Target train_spawnrelay_C Action Trigger } TFBot { Template T_TFGateBot_Giant_Scout_FAN } } WaveSpawn { Name 3A2 TotalCurrency 90 TotalCount 18 MaxActive 3 SpawnCount 3 Where spawnbot_right WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { Name 3A2 TotalCurrency 30 TotalCount 3 MaxActive 1 SpawnCount 1 Where spawnbot_right WaitBeforeStarting 5 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Demoman_Samurai } } WaveSpawn // SUBWAVE 2 // 300$ { Name 3B WaitForAllDead 3A TotalCurrency 60 TotalCount 6 MaxActive 2 SpawnCount 2 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Template T_TFBot_pyro_dragon_fury_conch_v2 } } WaveSpawn { Name 3B WaitForAllDead 3A TotalCurrency 72 TotalCount 9 MaxActive 3 SpawnCount 3 Where spawnbot_middle WaitBeforeStarting 3 WaitBetweenSpawns 3 TFBot { Template T_TFBot_heal_on_hit_scout } } WaveSpawn { Name 3B WaitForAllDead 3A TotalCurrency 108 TotalCount 12 MaxActive 4 SpawnCount 4 Where spawnbot_left WaitBeforeStarting 3 WaitBetweenSpawns 3 TFBot { Template T_TFBot_Bleed_on_hit_bow } } WaveSpawn { Name 3B WaitForAllDead 3A TotalCurrency 60 TotalCount 20 MaxActive 5 SpawnCount 5 Where spawnbot_right WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Template T_TFGateBot_Scout_Sandman_FastCharge } } WaveSpawn // SUBWAVE 3 // 200$ { Name 3C WaitForAllDead 3B TotalCurrency 48 TotalCount 3 MaxActive 1 SpawnCount 1 Where spawnbot_middle WaitBeforeStarting 0 WaitBetweenSpawns 8 TFBot { Template T_TFBot_Giant_Scout_FAN } } WaveSpawn { Name 3C WaitForAllDead 3B TotalCurrency 40 TotalCount 2 MaxActive 1 SpawnCount 1 Where spawnbot_right WaitBeforeStarting 0 WaitBetweenSpawns 8 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload } } WaveSpawn { Name 3C WaitForAllDead 3B TotalCurrency 112 TotalCount 16 MaxActive 6 SpawnCount 2 Where spawnbot_middle WaitBeforeStarting 0 WaitBetweenSpawns 4 TFBot { Template T_TFGateBot_Heavyweapons_Shotgun } } } Wave // TOTAL : $800 // Support only drops $0 // Main drops $800 // // A RANK BONUS LOWEST REQUIRED AMOUNT // // 760$ + 50$ // 810$ // // A+ RANK // // 900$ { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 4TRAIND TotalCount 1 MaxActive 1 Support 1 TFBot { ClassIcon sign_d } } WaveSpawn // SUBWAVE 1 // 150$ { Name 4A TotalCurrency 90 TotalCount 30 MaxActive 12 SpawnCount 6 Where spawnbot WaitBetweenSpawns 8 FirstSpawnOutput { Target train_spawnrelay_D Action Trigger } TFBot { Template T_TFGateBot_Scout_FAN } } WaveSpawn { Name 4A TotalCurrency 60 TotalCount 2 MaxActive 1 SpawnCount 1 Where spawnbot WaitBetweenSpawns 3 TFBot { Template T_TFGateBot_Giant_Soldier_Extended_Concheror CharacterAttributes { "deploy time increased" 0.5 //Fixed by Canteen Crasher Team } } } WaveSpawn // SUBWAVE 2 // $370 { Name 4B WaitForAllDead 4A TotalCurrency 90 TotalCount 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 3 Tank { Health 17500 StartingPathTrackNode tank_path_RU_1 Name "tankboss" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 4B WaitForAllDead 4A TotalCurrency 100 TotalCount 20 MaxActive 8 SpawnCount 4 Where spawnbot WaitBeforeStarting 3 WaitBetweenSpawns 7 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } } WaveSpawn { Name 4B WaitForAllDead 4A TotalCurrency 60 TotalCount 6 MaxActive 6 SpawnCount 3 Where spawnbot WaitBeforeStarting 3 WaitBetweenSpawns 7 Squad { ShouldPreserveSquad 1 TFBot { Template T_TFBot_medic_bleed_on_hit } } } WaveSpawn { Name 4B WaitForAllDead 4A TotalCurrency 120 TotalCount 20 MaxActive 10 SpawnCount 5 Where spawnbot_right WaitBeforeStarting 3 WaitBetweenSpawns 7 TFBot { Template T_TFGateBot_Scout_Sandman_FastCharge } } WaveSpawn // SUBWAVE 3 // 280$ { Name 4C WaitForAllDead 4B TotalCurrency 84 TotalCount 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 4 Tank { Health 20000 Name "tankboss" StartingPathTrackNode tank_path_LU_1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 4C WaitForAllDead 4B TotalCurrency 36 TotalCount 12 MaxActive 6 SpawnCount 2 Where spawnbot_right WaitBeforeStarting 9.75 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Demoman_Knight } } WaveSpawn { Name 4C WaitForAllDead 4B TotalCurrency 160 TotalCount 40 MaxActive 16 SpawnCount 8 Where spawnbot_right WaitBeforeStarting 9.75 WaitBetweenSpawns 5 TFBot { Template T_TFBot_Sniper_Huntsman } } } Wave // TOTAL : $800 // Support only drops $0 // Main drops $800 // // A RANK BONUS LOWEST REQUIRED AMOUNT // // 760$ + 50$ // 810$ // // A+ RANK // // 900$ { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 5TRAINA TotalCount 1 MaxActive 1 Support 1 TFBot { ClassIcon sign_a } } WaveSpawn // SUBWAVE 1 // 200$ { Name 5A TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 0 FirstSpawnOutput { Target boss_relay_start Action Trigger } DoneOutput { Target boss_relay_end Action Trigger } TFBot { Template T_TFBot_battalion_commander } } WaveSpawn // SUBWAVE 2 // 200$ { Name 5B WaitForAllDead 5A TotalCurrency 140 TotalCount 28 MaxActive 14 SpawnCount 7 Where spawnbot_middle WaitBeforeStarting 4 WaitBetweenSpawns 7 FirstSpawnOutput { Target train_spawnrelay_A Action Trigger } TFBot { Template T_TFGateBot_Scout_Normal } } WaveSpawn { Name 5B WaitForAllDead 5A TotalCurrency 60 TotalCount 10 MaxActive 4 SpawnCount 2 Where spawnbot_right WaitBeforeStarting 8 WaitBetweenSpawns 7 TFBot { Template T_TFBot_Soldier_RocketPush } } WaveSpawn // SUBWAVE 3 // 400$ { Name 5C WaitForAllDead 5B TotalCurrency 200 TotalCount 40 MaxActive 8 SpawnCount 8 Where spawnbot_right WaitBeforeStarting 7 WaitBetweenSpawns 7 TFBot { Template T_TFBot_demo_delay_burstfire } } WaveSpawn { Name 5C WaitForAllDead 5B TotalCurrency 120 TotalCount 6 MaxActive 6 SpawnCount 6 Where spawnbot WaitBeforeStarting 21 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_demo_delay_burstfire_giant } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name 5C WaitForAllDead 5B TotalCurrency 80 TotalCount 10 MaxActive 5 SpawnCount 5 Where spawnbot WaitBeforeStarting 28 WaitBetweenSpawns 0 TFBot { Template T_TFBot_Addicted_Scout Skill Hard } } } Wave // TOTAL : $850 // Support only drops $80 // Main drops $770 // // A RANK BONUS LOWEST REQUIRED AMOUNT // // 808$ + 50$ // 858$ // // A+ RANK // // 950$ { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 6TRAINC TotalCount 1 MaxActive 1 SpawnCount 0 Support 1 TFBot { ClassIcon sign_c } } WaveSpawn { Name 6TRAINB TotalCount 1 MaxActive 1 Support 1 TFBot { ClassIcon sign_b } } WaveSpawn // SUBWAVE 1 // 306$ { Name 6A TotalCurrency 96 TotalCount 16 MaxActive 8 SpawnCount 4 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 5 FirstSpawnOutput { Target train_spawnrelay_C Action Trigger } TFBot { Template T_TFGateBot_Scout_Normal } } WaveSpawn { Name 6A TotalCurrency 60 TotalCount 3 MaxActive 3 SpawnCount 1 Where spawnbot WaitBeforeStarting 0 WaitBetweenSpawns 6 FirstSpawnOutput { Target train_spawnrelay_B Action Trigger } Squad { ShouldPreserveSquad 1 TFBot { Template T_TFGateBot_medic_bleed_on_hit } } } WaveSpawn { Name 6A TotalCurrency 78 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 2 WaitBetweenSpawns 30 TFBot { Template T_TFGateBot_Giant_Soldier } } WaveSpawn { Name 6A TotalCurrency 72 TotalCount 12 MaxActive 4 SpawnCount 2 Where spawnbot_right WaitBeforeStarting 20 WaitBetweenSpawns 4.5 TFBot { Template T_TFGateBot_Heavy_Hard } } WaveSpawn // SUBWAVE 2 // 210$ { Name 6B WaitForAllDead 6A TotalCurrency 90 TotalCount 18 MaxActive 6 SpawnCount 6 Where spawnbot WaitBeforeStarting 3 WaitBetweenSpawns 7 TFBot { Template T_TFBot_Pyro } } WaveSpawn { Name 6B WaitForAllDead 6A TotalCurrency 60 TotalCount 2 MaxActive 2 SpawnCount 1 Where spawnbot WaitBeforeStarting 9 WaitBetweenSpawns 7 TFBot { Template T_TFGateBot_Giant_Pyro_AlwaysFire } } WaveSpawn { Name 6B WaitForAllDead 6A TotalCurrency 60 TotalCount 2 MaxActive 1 SpawnCount 1 Where spawnbot_right WaitBeforeStarting 14 WaitBetweenSpawns 15 TFBot { Template T_TFGateBot_Giant_Soldier_Extended_Concheror CharacterAttributes { "deploy time increased" 0.5 //Fixed by Canteen Crasher Team } } } WaveSpawn // SUBWAVE 3 // 75$ { Name 6C WaitForAllDead 6B TotalCurrency 75 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 4 WaitBetweenSpawns 8 TFBot { Template T_TFBot_heal_on_hit_scout_giant_fast } } WaveSpawn // SUBWAVE 4 // 255$ { Name 6D WaitForAllSpawned 6C TotalCurrency 75 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot WaitBeforeStarting 8 WaitBetweenSpawns 0 Tank { Health 25000 Name "tankboss" Speed 75 Skin 1 StartingPathTrackNode tank_path_RL_1 OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 6D WaitForAllDead 6C TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 Where spawnbot WaitBeforeStarting 25 WaitBetweenSpawns 0 Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowCritBarrage } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name 6D WaitForAllDead 6C TotalCurrency 80 TotalCount 20 MaxActive 4 SpawnCount 4 Where spawnbot WaitBeforeStarting 4 WaitBetweenSpawns 8 Support 1 TFBot { Template T_TFBot_Addicted_Scout Skill Expert } } } }