// mvm_trainyard_rc3d Extra mission: Jack5 and DoMess' Convoy Catastrophe // Version 1 // Authors: DoMess (concept and testing), Jack5 (concept, programming and testing) // Difficulty: Intermediate // ---------------------------------------------------------------------- // Version 1 to Version 2 Changelog: // Bullet, Blast and Fire vaccinators have been exchanged to Medigun weps // with equal attributes to a vaccinator // Vaccinator Medics skill level increased from Hard to Expert #base robot_giant.pop WaveSchedule { StartingCurrency 700 RespawnWaveTime 0 FixedRespawnWaveTime Yes CanBotsAttackWhileInSpawnRoom No Advanced 1 // Required to display beside other difficulties Templates { T_Trainyard_Demoman { Name "Intoxicated Attendant" Class Demoman Skill Normal Item "The Strontium Stove Pipe" } T_Trainyard_DemomanGiant { Name "Alcoholic Attendant" Class Demoman ClassIcon demo_giant Skill Expert Tag bot_giant Health 40000 MaxVisionRange 1500 Scale 1.75 Item "Blind Justice" Item "The King of Scotland Cape" Item "The Strontium Stove Pipe" WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes UseBossHealthBar ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "damage bonus" 1.5 "damage force reduction" 0.5 "faster reload rate" -0.6 "fire rate bonus" 0.5 } ItemAttributes { ItemName "The Strontium Stove Pipe" "attach particle effect" 79 } CharacterAttributes { "airblast vulnerability multiplier" 0.5 "damage force reduction" 0.5 "move speed bonus" 0.35 "override footstep sound set" 4 } } T_Trainyard_Engineer { Name "Engine Driver" Class Engineer Skill Expert Item "Head Mounted Double Observatory" Attributes IgnoreFlag } T_Trainyard_EngineerJag { Name "Modern Engine Driver" Class Engineer ClassIcon engineer_quickbuild Skill Expert Health 175 Item "The Jag" Item "Head Mounted Double Observatory" Attributes IgnoreFlag ItemAttributes { ItemName "The Jag" "fire rate bonus" 0.5 } ItemAttributes { ItemName "Head Mounted Double Observatory" "attach particle effect" 13 } } T_Trainyard_EngineerJagTeleport { Name "Modern Teleporting Engine Driver" Class Engineer ClassIcon engineer_quickbuild Skill Expert Health 175 Item "The Jag" Item "Head Mounted Double Observatory" Attributes IgnoreFlag Attributes TeleportToHint ItemAttributes { ItemName "The Jag" "fire rate bonus" 0.5 } ItemAttributes { ItemName "Head Mounted Double Observatory" "attach particle effect" 13 } } T_Trainyard_EngineerTeleport { Name "Teleporting Engine Driver" Class Engineer Skill Expert Item "Head Mounted Double Observatory" Attributes IgnoreFlag Attributes TeleportToHint } T_Trainyard_GateIconA { Class Scout ClassIcon sign_a } T_Trainyard_GateIconB { Class Scout ClassIcon sign_b } T_Trainyard_GateIconC { Class Scout ClassIcon sign_c } T_Trainyard_GateIconD { Class Scout ClassIcon sign_d } T_Trainyard_Heavy { Name "Maintenance Man" Class Heavy Skill Hard Item "The Tomislav" Item "Fat Man's Field Cap" } T_Trainyard_HeavyGiant { Name "Mega Maintenance Man" Class Heavy ClassIcon heavy_giant Skill Expert Health 4000 MaxVisionRange 1500 Tag bot_giant Item "The Tomislav" Item "Fat Man's Field Cap" Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_Trainyard_HeavySteel { Name "Heavy Lifter" Class Heavy ClassIcon heavy_steelfist Skill Hard Item "Fists of Steel" WeaponRestrictions MeleeOnly } T_Trainyard_HeavySteelGate { Name "Heavy Switcher" Class Heavy ClassIcon heavy_steelfist Skill Hard Item "Fists of Steel" EventChangeAttributes { Default { Tag bot_gatebot Tag nav_prefer_gate1_flank Item "MvM GateBot Light Heavy" WeaponRestrictions MeleeOnly Attributes IgnoreFlag BehaviorModifiers Push } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } WeaponRestrictions MeleeOnly } } } T_Trainyard_Medic { Name "Standard-Issue Bodyguard" Class Medic Skill Hard CharacterAttributes { "ubercharge rate bonus" 0 } } T_Trainyard_MedicVaccinatorBlast { Name "Explosive Bodyguard" Class Medic Skill Expert ClassIcon medic_blast // custom icon Item "Das Maddendoktor" WeaponRestrictions SecondaryOnly Attributes SpawnWithFullCharge Attributes VaccinatorBlast Attributes BlastImmune ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "lunchbox adds minicrits" 3 "heal rate bonus" 10 "medigun blast resist deployed" 2 "medigun blast resist passive" 2 "medigun charge is resists" 4 "uber duration bonus" 444 "ubercharge rate bonus" 200 } CharacterAttributes { "bot medic uber health threshold" 444 } } T_Trainyard_MedicVaccinatorBullets { Name "Ballistic Bodyguard" Class Medic Skill Expert ClassIcon medic_bullet // custom icon Item "Das Maddendoktor" WeaponRestrictions SecondaryOnly Attributes SpawnWithFullCharge Attributes VaccinatorBullets Attributes BulletImmune ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "lunchbox adds minicrits" 3 "heal rate bonus" 10 "medigun bullet resist deployed" 2 "medigun bullet resist passive" 2 "medigun charge is resists" 3 "uber duration bonus" 444 "ubercharge rate bonus" 200 } CharacterAttributes { "bot medic uber health threshold" 444 } } T_Trainyard_MedicVaccinatorFire { Name "Retardant Bodyguard" Class Medic Skill Expert ClassIcon medic_fire // custom icon Item "Das Maddendoktor" WeaponRestrictions SecondaryOnly Attributes SpawnWithFullCharge Attributes VaccinatorFire Attributes FireImmune ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "lunchbox adds minicrits" 3 "heal rate bonus" 10 "medigun fire resist deployed" 2 "medigun fire resist passive" 2 "medigun charge is resists" 5 "uber duration bonus" 444 "ubercharge rate bonus" 200 } CharacterAttributes { "bot medic uber health threshold" 444 } } T_Trainyard_PyroFlare { Name "Signalman" Class Pyro ClassIcon pyro_flare Skill Hard Item "The Flare Gun" Item "Little Buddy" WeaponRestrictions SecondaryOnly } T_Trainyard_PyroPowerjack { Name "Burning Rubber" Class Pyro ClassIcon pyro_fast Skill Hard Item "The Powerjack" WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 1.25 } } T_Trainyard_PyroPowerjackGate { Name "Burning Switcher" Class Pyro ClassIcon pyro_fast Skill Hard EventChangeAttributes { Default { Tag bot_gatebot Tag nav_prefer_gate1_flank WeaponRestrictions MeleeOnly Attributes IgnoreFlag BehaviorModifiers Push Item "The Powerjack" Item "MvM GateBot Light Pyro" CharacterAttributes { "move speed bonus" 1.25 } } RevertGateBotsBehavior { Item "The Powerjack" Item "MvM GateBot Light Pyro" ItemAttributes { ItemName "MvM GateBot Light Pyro" "item style override" 1 } WeaponRestrictions MeleeOnly CharacterAttributes { "move speed bonus" 1.25 } } } } T_Trainyard_ScoutGate { Name "Quick Switcher" Class Scout Skill Hard EventChangeAttributes { Default { Tag bot_gatebot Tag nav_prefer_gate1_flank Item "MvM GateBot Light Scout" WeaponRestrictions MeleeOnly Attributes IgnoreFlag BehaviorModifiers Push } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } WeaponRestrictions MeleeOnly } } } T_Trainyard_ScoutForce { Name "Social Distancer" Class Scout ClassIcon scout_fan Skill Normal Item "The Force-A-Nature" Item "Bonk Leadwear" } T_Trainyard_ScoutForceGiant { Name "Anti-Social Distancer" Class Scout ClassIcon scout_fan_giant Skill Hard Health 2500 MaxVisionRange 1500 Tag bot_giant Item "The Force-A-Nature" Item "Bonk Leadwear" Attributes HoldFireUntilFullReload Attributes MiniBoss ItemAttributes { ItemName "The Force-a-Nature" "bullets per shot bonus" 2 "fire rate bonus" 0.5 "faster reload rate" 1.75 "scattergun knockback mult" 6 "damage penalty" 0.5 "weapon spread bonus" 0.4 } ItemAttributes { ItemName "Bonk Leadwear" "attach particle effect" 72 } CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } T_Trainyard_SniperSMG { Name "Messenger" Class Sniper ClassIcon sniper_smg_tind Skill Easy Tag bot_flank WeaponRestrictions SecondaryOnly } T_Trainyard_Soldier { Name "American Dreamer" Class Soldier Skill Hard } } Mission { // Sentry Buster Objective DestroySentries InitialCooldown 20 Where spawnbot_mission_sentrybuster BeginAtWave 1 RunForThisManyWaves 6 CooldownTime 30 TFBot { Template T_TFBot_SentryBuster Tag bot_sentrybuster } } Mission { // Wave 3 Teleporting Engineers Objective Engineer InitialCooldown 45 Where spawnbot BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 1 TFBot { Template T_Trainyard_EngineerTeleport } } Mission { // Wave 5 Teleporting Jag Engineers Objective Engineer InitialCooldown 45 Where spawnbot BeginAtWave 5 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 1 TFBot { Template T_Trainyard_EngineerJagTeleport } } Mission { // Wave 2 Snipers Objective Sniper InitialCooldown 15 Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 60 DesiredCount 2 TFBot { Name "Security Camera" Class Sniper Skill Expert Item "Sniper's Snipin' Glass" MaxVisionRange 3000 } } Mission { // Wave 4-6 Snipers Objective Sniper InitialCooldown 15 Where spawnbot_mission_sniper BeginAtWave 4 RunForThisManyWaves 3 CooldownTime 60 DesiredCount 2 TFBot { Name "Security Camera" Class Sniper Skill Expert Item "Sniper's Snipin' Glass" MaxVisionRange 3000 } } // ---------------------------------------------------------------------- // Wave 1 ($700 + $800 (this wave) + $100 (bonus) = $1600) // Soldiers, Melee Heavies // Demomen, Gate Melee Heavies // Soldiers + Medics, Force-A-Nature Scouts // Gates: A Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn { Name "wave1-gate-icon" Support 1 TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 1000000 TotalCurrency 0 Where spawnbot TFBot { Template T_Trainyard_GateIconA } } WaveSpawn { Name "wave1-group1-squad1" TotalCount 8 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 10 TotalCurrency 100 Where spawnbot TFBot { Template T_Trainyard_Soldier } } WaveSpawn { Name "wave1-group1-squad2" TotalCount 25 SpawnCount 5 MaxActive 8 WaitBeforeStarting 6 WaitBetweenSpawns 8 TotalCurrency 125 Where spawnbot TFBot { Template T_Trainyard_HeavySteel } } WaveSpawn { Name "wave1-group2-squad1" TotalCount 14 SpawnCount 3 MaxActive 9 WaitBetweenSpawns 10 TotalCurrency 170 Where spawnbot WaitForAllDead "wave1-group1-squad1" TFBot { Template T_Trainyard_Demoman } FirstSpawnOutput { // Enable gate A to be captured Target train_spawnrelay_A Action Trigger } } WaveSpawn { Name "wave1-group2-squad2" TotalCount 25 SpawnCount 5 MaxActive 10 WaitBeforeStarting 6 WaitBetweenSpawns 8 TotalCurrency 125 Where spawnbot WaitForAllDead "wave1-group1-squad1" TFBot { Template T_Trainyard_HeavySteelGate } } WaveSpawn { Name "wave1-group3-squad1" TotalCount 10 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 6 TotalCurrency 100 Where spawnbot WaitForAllDead "wave1-group2-squad1" TFBot { Template T_Trainyard_ScoutForce } } WaveSpawn { Name "wave1-group3-squad2" TotalCount 12 SpawnCount 6 MaxActive 10 WaitBeforeStarting 3 WaitBetweenSpawns 12 TotalCurrency 180 Where spawnbot WaitForAllDead "wave1-group2-squad1" Squad { TFBot { Template T_Trainyard_Soldier } TFBot { Template T_Trainyard_Medic } } } } // ---------------------------------------------------------------------- // Wave 2 ($1600 + $800 (this wave) + $100 (bonus) = $2500) // Flare Pyros, Gate Melee Scouts // Demomen, Gate Melee Scouts // Heavies, Flare Pyros // Support: Snipers | Gates: B, C Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn { Name "wave2-gate-icon1" Support 1 TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 1000000 TotalCurrency 0 Where spawnbot TFBot { Template T_Trainyard_GateIconB } } WaveSpawn { Name "wave2-gate-icon2" Support 1 TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 1000000 TotalCurrency 0 Where spawnbot TFBot { Template T_Trainyard_GateIconC } } WaveSpawn { Name "wave2-group1-squad1" TotalCount 20 SpawnCount 5 MaxActive 7 WaitBetweenSpawns 10 TotalCurrency 200 Where spawnbot TFBot { Template T_Trainyard_PyroFlare } FirstSpawnOutput { // Enable gate B to be captured Target train_spawnrelay_B Action Trigger } } WaveSpawn { Name "wave2-group1-squad2" TotalCount 16 SpawnCount 4 MaxActive 8 WaitBeforeStarting 6 WaitBetweenSpawns 8 TotalCurrency 60 Where spawnbot TFBot { Template T_Trainyard_ScoutGate } } WaveSpawn { Name "wave2-group2-squad1" TotalCount 16 SpawnCount 4 MaxActive 8 WaitBetweenSpawns 8 TotalCurrency 160 Where spawnbot WaitForAllDead "wave2-group1-squad1" TFBot { Template T_Trainyard_Demoman } FirstSpawnOutput { // Enable gate C to be captured Target train_spawnrelay_C Action Trigger } } WaveSpawn { Name "wave2-group2-squad2" TotalCount 16 SpawnCount 4 MaxActive 8 WaitBeforeStarting 6 WaitBetweenSpawns 8 TotalCurrency 60 Where spawnbot WaitForAllDead "wave2-group1-squad1" TFBot { Template T_Trainyard_ScoutGate } } WaveSpawn { Name "wave2-group3-squad1" TotalCount 20 SpawnCount 4 MaxActive 9 WaitBetweenSpawns 8 TotalCurrency 200 Where spawnbot WaitForAllDead "wave2-group2-squad1" TFBot { Template T_Trainyard_PyroFlare } } WaveSpawn { Name "wave2-group3-squad2" TotalCount 8 SpawnCount 2 MaxActive 5 WaitBeforeStarting 4 WaitBetweenSpawns 10 TotalCurrency 120 Where spawnbot WaitForAllDead "wave2-group2-squad1" TFBot { Template T_Trainyard_Heavy } } } // ---------------------------------------------------------------------- // Wave 3 ($2500 + $900 (this wave) + $100 (bonus) = $3500) // Soldiers, SMG Snipers // Force-A-Nature Scouts + Medics, Gate Melee Pyros // 30000HP Tank, Flare Pyros + Medics, Melee Pyros // Support: Engineers | Gates: C Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn { Name "wave3-gate-icon" Support 1 TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 1000000 TotalCurrency 0 Where spawnbot TFBot { Template T_Trainyard_GateIconC } } WaveSpawn { Name "wave3-group3-tank" TotalCount 1 TotalCurrency 100 WaitBeforeStarting 10 WaitForAllDead "wave3-group2-squad1" FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 30000 Speed 85 Name "tankboss" StartingPathTrackNode "tank_path_RL_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave3-group1-squad1" TotalCount 30 SpawnCount 5 MaxActive 8 TotalCurrency 160 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_Trainyard_Soldier } } WaveSpawn { Name "wave3-group1-squad2" TotalCount 40 SpawnCount 5 MaxActive 10 TotalCurrency 160 WaitBeforeStarting 8 WaitBetweenSpawns 8 Where spawnbot TFBot { Template T_Trainyard_SniperSMG } } WaveSpawn { Name "wave3-group2-squad1" TotalCount 24 SpawnCount 6 MaxActive 12 TotalCurrency 120 WaitBetweenSpawns 10 Where spawnbot WaitForAllDead "wave3-group1-squad1" Squad { TFBot { Template T_Trainyard_ScoutForce } TFBot { Template T_Trainyard_Medic } } FirstSpawnOutput { // Enable gate C to be captured Target train_spawnrelay_C Action Trigger } } WaveSpawn { Name "wave3-group2-squad2" TotalCount 24 SpawnCount 6 MaxActive 12 TotalCurrency 50 WaitBeforeStarting 6 WaitBetweenSpawns 8 Where spawnbot WaitForAllDead "wave3-group1-squad1" TFBot { Template T_Trainyard_PyroPowerjackGate } } WaveSpawn { Name "wave3-group3-squad1" TotalCount 36 SpawnCount 6 MaxActive 12 TotalCurrency 70 WaitBeforeStarting 13 WaitBetweenSpawns 8 Where spawnbot WaitForAllDead "wave3-group2-squad1" TFBot { Template T_Trainyard_PyroPowerjack } } WaveSpawn { Name "wave3-group3-squad2" TotalCount 48 SpawnCount 6 MaxActive 12 TotalCurrency 240 WaitBeforeStarting 16 WaitBetweenSpawns 6 Where spawnbot WaitForAllDead "wave3-group2-squad1" Squad { TFBot { Template T_Trainyard_PyroFlare } TFBot { Template T_Trainyard_Medic } } } } // ---------------------------------------------------------------------- // Wave 4 ($3500 + $900 (this wave) + $100 (bonus) = $4500) // Giant Heavies, Flare Pyros, Gate Melee Heavies // Soldiers, Engineers, Gate Melee Heavies // Giant Heavies, Flare Pyros, SMG Snipers // Support: Snipers | Gates: B, D Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn { Name "wave4-gate-icon1" Support 1 TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 1000000 TotalCurrency 0 Where spawnbot TFBot { Template T_Trainyard_GateIconB } } WaveSpawn { Name "wave4-gate-icon2" Support 1 TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 1000000 TotalCurrency 0 Where spawnbot TFBot { Template T_Trainyard_GateIconD } } WaveSpawn { Name "wave4-group1-squad1" TotalCount 6 SpawnCount 2 MaxActive 2 TotalCurrency 60 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_Trainyard_HeavyGiant } FirstSpawnOutput { // Enable gate B to be captured Target train_spawnrelay_B Action Trigger } } WaveSpawn { Name "wave4-group1-squad2" TotalCount 28 SpawnCount 7 MaxActive 10 TotalCurrency 170 WaitBeforeStarting 2 WaitBetweenSpawns 6 Where spawnbot TFBot { Template T_Trainyard_PyroFlare } } WaveSpawn { Name "wave4-group1-squad3" TotalCount 35 SpawnCount 7 MaxActive 10 TotalCurrency 140 WaitBeforeStarting 4 WaitBetweenSpawns 6 Where spawnbot TFBot { Template T_Trainyard_HeavySteelGate } } WaveSpawn { Name "wave4-group2-squad1" TotalCount 24 SpawnCount 6 MaxActive 10 TotalCurrency 140 WaitBetweenSpawns 8 Where spawnbot WaitForAllDead "wave4-group1-squad1" WaitForAllDead "wave4-group1-squad2" TFBot { Template T_Trainyard_Soldier } FirstSpawnOutput { // Enable gate D to be captured Target train_spawnrelay_D Action Trigger } } WaveSpawn { Name "wave4-group2-squad2" TotalCount 20 SpawnCount 4 MaxActive 8 TotalCurrency 80 WaitBeforeStarting 2 WaitBetweenSpawns 8 Where spawnbot WaitForAllDead "wave4-group1-squad1" WaitForAllDead "wave4-group1-squad2" TFBot { Template T_Trainyard_HeavySteelGate } } WaveSpawn { Name "wave4-group2-squad3" TotalCount 10 SpawnCount 2 MaxActive 2 TotalCurrency 0 WaitBeforeStarting 6 WaitBetweenSpawns 12 Where spawnbot_right WaitForAllDead "wave4-group1-squad1" WaitForAllDead "wave4-group1-squad2" TFBot { Template T_Trainyard_Engineer } } WaveSpawn { Name "wave4-group3-squad1" TotalCount 9 SpawnCount 3 MaxActive 3 TotalCurrency 90 WaitBeforeStarting 10 WaitBetweenSpawns 5 Where spawnbot WaitForAllDead "wave4-group2-squad1" TFBot { Template T_Trainyard_HeavyGiant } } WaveSpawn { Name "wave4-group3-squad2" TotalCount 12 SpawnCount 4 MaxActive 6 TotalCurrency 70 WaitBeforeStarting 12 WaitBetweenSpawns 8 Where spawnbot WaitForAllDead "wave4-group2-squad1" TFBot { Template T_Trainyard_PyroFlare } } WaveSpawn { Name "wave4-group3-squad3" TotalCount 24 SpawnCount 8 MaxActive 12 TotalCurrency 150 WaitBeforeStarting 22 WaitBetweenSpawns 4 Where spawnbot WaitForAllDead "wave4-group2-squad1" TFBot { Template T_Trainyard_SniperSMG } } } // ---------------------------------------------------------------------- // Wave 5 ($4500 + $1100 (this wave) + $100 (bonus) = $5700) // Demomen + Vaccinator Medics, Gate Melee Pyros // Giant Force-A-Nature Scouts, Force-A-Nature Scouts, Gate Melee Pyros // Giant Demoman + Vaccinator Medics, Demomen // Support: Teleporting Jag Engineers, Snipers | Gates: A, C Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn { Name "wave5-gate-icon1" Support 1 TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 1000000 TotalCurrency 0 Where spawnbot TFBot { Template T_Trainyard_GateIconA } } WaveSpawn { Name "wave5-gate-icon2" Support 1 TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 1000000 TotalCurrency 0 Where spawnbot TFBot { Template T_Trainyard_GateIconC } } WaveSpawn { Name "wave5-group1-squad1" TotalCount 6 SpawnCount 2 MaxActive 2 TotalCurrency 100 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { Template T_Trainyard_Demoman } TFBot { Template T_Trainyard_MedicVaccinatorBlast } } FirstSpawnOutput { // Enable gate A to be captured Target train_spawnrelay_A Action Trigger } } WaveSpawn { Name "wave5-group1-squad2" TotalCount 6 SpawnCount 2 MaxActive 2 TotalCurrency 100 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { Template T_Trainyard_Demoman } TFBot { Template T_Trainyard_MedicVaccinatorBullets } } } WaveSpawn { Name "wave5-group1-squad3" TotalCount 6 SpawnCount 2 MaxActive 2 TotalCurrency 100 WaitBetweenSpawns 6 Where spawnbot Squad { TFBot { Template T_Trainyard_Demoman } TFBot { Template T_Trainyard_MedicVaccinatorFire } } } WaveSpawn { Name "wave5-group1-squad4" TotalCount 20 SpawnCount 2 MaxActive 3 TotalCurrency 120 WaitBeforeStarting 4 WaitBetweenSpawns 4 Where spawnbot TFBot { Template T_Trainyard_PyroPowerjackGate } } WaveSpawn { Name "wave5-group2-squad1" TotalCount 6 SpawnCount 2 MaxActive 3 TotalCurrency 90 WaitBeforeStarting 10 WaitBetweenSpawns 12 Where spawnbot WaitForAllDead "wave5-group1-squad1" WaitForAllDead "wave5-group1-squad2" WaitForAllDead "wave5-group1-squad3" TFBot { Template T_Trainyard_ScoutForceGiant } FirstSpawnOutput { // Enable gate C to be captured Target train_spawnrelay_C Action Trigger } } WaveSpawn { Name "wave5-group2-squad2" TotalCount 20 SpawnCount 4 MaxActive 6 TotalCurrency 120 WaitBeforeStarting 18 WaitBetweenSpawns 4 Where spawnbot WaitForAllDead "wave5-group1-squad1" WaitForAllDead "wave5-group1-squad2" WaitForAllDead "wave5-group1-squad3" TFBot { Template T_Trainyard_PyroPowerjackGate } } WaveSpawn { Name "wave5-group2-squad3" TotalCount 20 SpawnCount 10 MaxActive 12 TotalCurrency 90 WaitBeforeStarting 22 WaitBetweenSpawns 12 Where spawnbot WaitForAllDead "wave5-group1-squad1" WaitForAllDead "wave5-group1-squad2" WaitForAllDead "wave5-group1-squad3" TFBot { Template T_Trainyard_ScoutForce } } WaveSpawn { Name "wave5-group3-squad1" TotalCount 7 SpawnCount 7 MaxActive 7 TotalCurrency 100 WaitBeforeStarting 10 Where spawnbot WaitForAllDead "wave5-group2-squad1" WaitForAllDead "wave5-group2-squad3" Squad { TFBot { Template T_Trainyard_DemomanGiant } TFBot { Template T_Trainyard_MedicVaccinatorBlast } TFBot { Template T_Trainyard_MedicVaccinatorBlast } TFBot { Template T_Trainyard_MedicVaccinatorBullets } TFBot { Template T_Trainyard_MedicVaccinatorBullets } TFBot { Template T_Trainyard_MedicVaccinatorFire } TFBot { Template T_Trainyard_MedicVaccinatorFire } } } WaveSpawn { Name "wave5-group3-squad2" TotalCount 36 SpawnCount 6 MaxActive 8 TotalCurrency 280 WaitBeforeStarting 16 WaitBetweenSpawns 8 Where spawnbot WaitForAllDead "wave5-group2-squad1" WaitForAllDead "wave5-group2-squad3" TFBot { Template T_Trainyard_Demoman } } } // ---------------------------------------------------------------------- // Wave 6 ($5700 + $1300 (this wave) = $7000) // 2 30000HP Tanks, Heavies, Jag Engineers // Giant Heavies + Vaccinator Medics, Jag Engineers // Giant Heavies + Vaccinator Medics, SMG Snipers, Powerjack Pyros // Support: Gate Melee Scouts, Snipers | Gates: B, C, D Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Checkpoint Yes WaveSpawn { Name "wave6-gate-icon1" Support 1 TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 1000000 TotalCurrency 0 Where spawnbot TFBot { Template T_Trainyard_GateIconB } } WaveSpawn { Name "wave6-gate-icon2" Support 1 TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 1000000 TotalCurrency 0 Where spawnbot TFBot { Template T_Trainyard_GateIconC } } WaveSpawn { Name "wave6-gate-icon3" Support 1 TotalCount 1 SpawnCount 1 MaxActive 1 WaitBeforeStarting 1000000 TotalCurrency 0 Where spawnbot TFBot { Template T_Trainyard_GateIconD } } WaveSpawn { Name "wave6-group1-tank1" TotalCount 1 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 30000 Speed 85 Name "tankboss" StartingPathTrackNode "tank_path_RU_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave6-group1-tank2" TotalCount 1 WaitBeforeStarting 8 TotalCurrency 100 Tank { Health 30000 Speed 85 Name "tankboss" StartingPathTrackNode "tank_path_LL_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "wave6-group1-squad1" TotalCount 50 SpawnCount 10 MaxActive 12 TotalCurrency 240 WaitBeforeStarting 8 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_Trainyard_Heavy } FirstSpawnOutput { // Enable gate B to be captured Target train_spawnrelay_B Action Trigger } } WaveSpawn { Name "wave6-group1-squad2" TotalCount 10 SpawnCount 2 MaxActive 2 TotalCurrency 0 WaitBeforeStarting 10 WaitBetweenSpawns 3 Where spawnbot_right TFBot { Template T_Trainyard_EngineerJag } } WaveSpawn { Name "wave6-group2-squad1" TotalCount 8 SpawnCount 2 MaxActive 2 TotalCurrency 80 WaitBeforeStarting 20 WaitBetweenSpawns 8 Where spawnbot WaitForAllDead "wave6-group1-tank1" WaitForAllDead "wave6-group1-tank2" WaitForAllDead "wave6-group1-squad1" WaitForAllDead "wave6-group1-squad2" Squad { TFBot { Template T_Trainyard_HeavyGiant } TFBot { Template T_Trainyard_MedicVaccinatorBlast } } FirstSpawnOutput { // Enable gate C to be captured Target train_spawnrelay_C Action Trigger } } WaveSpawn { Name "wave6-group2-squad2" TotalCount 8 SpawnCount 2 MaxActive 2 TotalCurrency 80 WaitBeforeStarting 20 WaitBetweenSpawns 8 Where spawnbot WaitForAllDead "wave6-group1-tank1" WaitForAllDead "wave6-group1-tank2" WaitForAllDead "wave6-group1-squad1" WaitForAllDead "wave6-group1-squad2" Squad { TFBot { Template T_Trainyard_HeavyGiant } TFBot { Template T_Trainyard_MedicVaccinatorBullets } } } WaveSpawn { Name "wave6-group2-squad3" TotalCount 6 SpawnCount 2 MaxActive 2 TotalCurrency 60 WaitBeforeStarting 20 WaitBetweenSpawns 8 Where spawnbot WaitForAllDead "wave6-group1-tank1" WaitForAllDead "wave6-group1-tank2" WaitForAllDead "wave6-group1-squad1" WaitForAllDead "wave6-group1-squad2" Squad { TFBot { Template T_Trainyard_HeavyGiant } TFBot { Template T_Trainyard_MedicVaccinatorFire } } } WaveSpawn { Name "wave6-group2-squad4" TotalCount 40 SpawnCount 4 MaxActive 5 TotalCurrency 0 WaitBeforeStarting 30 WaitBetweenSpawns 3 Where spawnbot_right WaitForAllDead "wave6-group1-tank1" WaitForAllDead "wave6-group1-tank2" WaitForAllDead "wave6-group1-squad1" WaitForAllDead "wave6-group1-squad2" TFBot { Template T_Trainyard_EngineerJag } } WaveSpawn { Name "wave6-group3-squad1" TotalCount 48 SpawnCount 12 MaxActive 12 TotalCurrency 480 WaitBetweenSpawns 6 Where spawnbot WaitForAllDead "wave6-group2-squad1" WaitForAllDead "wave6-group2-squad2" WaitForAllDead "wave6-group2-squad3" Squad { TFBot { Template T_Trainyard_HeavyGiant } TFBot { Template T_Trainyard_MedicVaccinatorBlast } TFBot { Template T_Trainyard_MedicVaccinatorBullets } TFBot { Template T_Trainyard_MedicVaccinatorFire } } FirstSpawnOutput { // Enable gate D to be captured Target train_spawnrelay_D Action Trigger } } WaveSpawn { Name "wave6-group3-squad2" TotalCount 30 SpawnCount 3 MaxActive 4 TotalCurrency 60 WaitBeforeStarting 15 WaitBetweenSpawns 5 Where spawnbot WaitForAllDead "wave6-group2-squad1" WaitForAllDead "wave6-group2-squad2" WaitForAllDead "wave6-group2-squad3" TFBot { Template T_Trainyard_PyroPowerjack } } WaveSpawn { Name "wave6-group3-squad3" TotalCount 20 SpawnCount 2 MaxActive 3 TotalCurrency 100 WaitBeforeStarting 24 WaitBetweenSpawns 6 Where spawnbot WaitForAllDead "wave6-group2-squad1" WaitForAllDead "wave6-group2-squad2" WaitForAllDead "wave6-group2-squad3" TFBot { Template T_Trainyard_SniperSMG } } WaveSpawn { Name "wave6-support" Support 1 TotalCount 1000000 SpawnCount 5 MaxActive 5 TotalCurrency 0 WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot TFBot { Template T_Trainyard_ScoutGate } } } }