/////////////////////////////////////////////////////////////////////////// // BEGIN POP FILE /////////////////////////////////////////////////////////////////////////// //boss_path_1 //pee pee poo poo I am going insane help //Made by wacev //Rafmod Required //Map: mvm_trainyard_rc3d // spawnbot // spawnbot_left // spawnbot_right // spawnbot_middle // spawnbot_boss // gatebot // gatebot_left // gatebot_right // gatebot_middle // gatebot_boss // spawnbot_mission_sniper // spawnbot_mission_sentrybuster // spawnbot_mission_spy // tankpath_same // tankpath_alt // wave_start_endurance_relay // tutorial_wave_relay // upgrade_door_open_midwave_relay // boss_door_open_relay #base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop #base robot_gatebot2.pop #base robot_extras.pop #base robot_homing.pop #base robot_custom_tanks_tuibuse.pop WaveSchedule { StartingCurrency 1200 RespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom no MaxSpectators 2 RobotLimit 24 NoRomevisionCosmetics 1 CustomUpgradesFile "mvm_upgrades_sigsegv_extra_v20.txt" //testing only SentryHintBombForwardRange 1500 // How far in front of the bomb the engineer can teleport in (default: 0) SentryHintBombBackwardRange 1500 // How far behind the bomb the engineer can teleport in (default: 3000) SentryHintMinDistanceFromBomb 250 // How far the engineer spot must be behind the bomb (default: 1300) TextPrintTime 5 WaveStartCountdown 5 SniperAllowHeadshots 1 PrecacheSound "trespasser_v2/music_wait.mp3" ExtraSpawnPoint { Name "spawnbot_teleport" TeamNum 3 X "1619" Y "-27" Z "145" } ///////////////// //TEMPLATES ///////////////// PointTemplates { MissionName { logic_relay { "targetname" "name" "OnTrigger" "tf_objective_resource$SetClientProp$m_iszMvMPopfileName(Kaizo) IRS, Trains, And Pain0-1" } OnSpawnOutput { Target "name" Action "trigger" Delay 0 } } corelogic { NoFixup 1 logic_auto { "targetname" "auto" "OnMapSpawn" "spawnbot_teleport,disable,,0,-1" OnMapSpawn "wave_start_relay,addoutput,OnTrigger music_wait:FadeOut:3:0:-1,0,-1" } OnSpawnOutput { Target bignet Action runscriptcode Param " IncludeScript(`tankextensions_main`, getroottable()) IncludeScript(`tankextensions/combattank`, getroottable()) IncludeScript(`tankextensions/combattank_weapons/railgun`, getroottable()) " } OnSpawnOutput { Target bignet Action runscriptcode Param " TankExt.SetValueOverrides({ COMBATTANK_RAILGUN_FIRE_DELAY = 3 COMBATTANK_RAILGUN_BULLET_DAMAGE = 225 }) " } logic_relay { targetname wave_start_intro_relay OnTrigger "wave_start_relay,trigger,0,0,-1" //OnTrigger "player,SetHUDVisibility,0,0,-1" OnTrigger "player,$PlaySoundToSelf,mvm\mvm_warning.wav,0,-1" OnTrigger "player,$PlaySoundToSelf,music\stingers\industrial_suspense1.wav,6,-1" OnTrigger "player,$PlaySoundToSelf,music\stingers\industrial_suspense2.wav,42,-1" } logic_relay { targetname wave_init_intro_relay OnTrigger "door1_door,lock,,0,-1" OnTrigger "door2_door,lock,,0,-1" } logic_relay { targetname wave_finished_intro_relay //OnTrigger "player,SetHUDVisibility,1,0,-1" OnTrigger "wave_finished_relay,trigger,0,0,-1" OnTrigger "door1_door,unlock,,0,-1" OnTrigger "door2_door,unlock,,0,-1" OnTrigger "music_wait,FadeIn,1,0,-1" } } setup_music { NoFixup 1 ambient_generic { "targetname" "music_wait" "spawnflags" "49" "message" "#trespasser_v2/music_wait.mp3" "health" "10" } } Filter { filter_activator_tfteam { targetname filter_red_backup teamnum 2 negated 0 // anyone who is red passes } } } SpawnTemplate MissionName SpawnTemplate corelogic SpawnTemplate Filter SpawnTemplate setup_music Templates { T_TFbot_Giant_Rapid_Conch_Soldier { ClassIcon soldier_rapid_conch Template T_TFBot_Giant_Soldier_Extended_Concheror Name "Giant Rapid Concheror Soldier" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed increased" 0.65 } } T_TFGateBot_Giant_Rapid_Conch_Soldier { Class Soldier Name "Giant Rapid Concheror Soldier" Health 3800 ClassIcon soldier_rapid_conch 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 Soldier" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Concheror" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed increased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss Attributes SpawnWithFullCharge Item "The Concheror" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.5 "Projectile speed increased" 0.65 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 9.0 } } } } T_TFbot_Giant_Burst_Charged_Soldier { ClassIcon soldier_crit_burstfire Template T_TFBot_Giant_Soldier_Crit Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Original" "faster reload rate" 0.3 "fire rate bonus" 0.2 "clip size upgrade atomic" 9.0 "Projectile speed increased" 0.5 } } T_TFBot_Giant_Burst_DH_Soldier { ClassIcon soldier_burstfire_directhit_yoovy Template T_TFBot_giant_directhit_soldier Name "Giant Burst Fire DH Soldier" ItemAttributes { ItemName "the direct hit" "damage bonus" 1.5 "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 } } T_TFBot_Giant_Soldier_Hyper { ClassIcon soldier_hyper_lite Template T_TFBot_Giant_Soldier Name "Giant Hyper Soldier" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "damage bonus" 2 "clip size upgrade atomic" 1 "blast radius increased" 1.35 "projectile speed increased" 1.2 "faster reload rate" 0.8058 //makes the time to reload 5 rockets the same as the time to reload 4 } } T_TFBot_Giant_Heavyweapons_Fist_Burning { Class Heavyweapons Name "Giant Burning Steel Gauntlet" Skill Expert ClassIcon heavy_steelfist_nys_push Health 5000 Attributes MiniBoss WeaponRestrictions MeleeOnly Item "Fists of Steel" RingOfFire 30 ItemAttributes { ItemName "Fists of Steel" "fire rate bonus" 0.6 "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } T_TFBot_Giant_Scout_Fast_SunStick { ClassIcon scout_sunstick_swordstone_giant Template T_TFBot_Giant_Scout Name "Giant Sun-On-A-Stick Scout" WeaponRestrictions MeleeOnly Item "Sun-on-a-Stick" Action Mobber ItemAttributes { ItemName "Sun-on-a-Stick" "damage bonus" 1.5 "fire rate bonus" 0.75 "move speed bonus" 1.3 } } T_TFBot_Medic_Popper_Armored { Class Medic ClassIcon medic_pop_armored Name "Armored Popper Medic" Attributes SpawnWithFullCharge Health 700 Scale 1.4 ItemAttributes //for balance { ItemName "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 0.5 "uber duration bonus" -3 } CharacterAttributes { "bot medic uber health threshold" 350 "move speed bonus" 0.8 } } T_TFBot_Soldier_Burstfire_Armored { Class Soldier ClassIcon soldier_burstfire_armored_yoovy Name "Armored Burst Soldier" Skill Hard Health 800 Scale 1.4 WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Shogun's Shoulder Guard" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 2.0 "Projectile speed increased" 0.65 } CharacterAttributes { "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "move speed bonus" 0.8 } } T_TFBot_Giant_Burst_Battalion_Soldier { ClassIcon soldier_backup_burstfire_spammer_yoovy_giant Template T_TFBot_Giant_Soldier_Extended_Battalion ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" -0.8 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.65 } } T_TFGateBot_Soldier_Armored_Burst { Class Soldier Name "Armored Burst Soldier" ClassIcon soldier_burstfire_armored_yoovy Health 800 Scale 1.4 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 "The Shogun's Shoulder Guard" Skill Hard Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 2.0 "Projectile speed increased" 0.65 } CharacterAttributes { "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "move speed bonus" 0.8 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" Item "The Shogun's Shoulder Guard" Attributes HoldFireUntilFullReload ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.75 "fire rate bonus" 0.25 "clip size upgrade atomic" 2.0 "Projectile speed increased" 0.65 } CharacterAttributes { "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "move speed bonus" 0.8 } Skill Hard } } } T_TFBot_Giant_Heavyweapons_Deflector_Grapple { ClassIcon heavy_deflector_grapple_giant Template T_TFBot_Giant_Heavyweapons_Deflector Name "Giant Deflector Grapple Heavy" MaxVisionRange 2000 ItemAttributes { ItemName "Deflector" //"damage bonus" 1.5 // copied from base mighty heavy "damage penalty" 0.75 "mult dmg before distance" 2 //only apply dmg bonus at ranges, equal to normal gheavy damage "mult dmg before distance specify" 500 "dmg bonus vs buildings" 2 "attack projectiles" 2 // force ability to shoot down projectiles "stun on hit" 0.25 "stun on hit type" movement "stun on hit slow" 0.9 "apply look velocity on damage" -200 "apply z velocity on damage" -150 "weapon spread bonus" 0.5 "minigun spinup time increased" 1.5 } } T_TFBot_Soldier_Crit { ClassIcon soldier Health 200 Name "Hyper Crit Soldier" Class Soldier Skill Expert Attributes "AlwaysCrit" ItemAttributes { ItemName tf_weapon_rocketlauncher "damage bonus" 2.0 "faster reload rate" -0.8 "fire rate bonus" 0.6 } } T_TFBot_Pyro_Crit { ClassIcon pyro Health 175 Name "Hyper Crit Pyro" Class Pyro Skill Expert ClassIcon pyro_hyper Attributes "AlwaysCrit" ItemAttributes { ItemName tf_weapon_flamethrower "damage bonus" 2.0 } CharacterAttributes { "move speed bonus" 1.5 } } T_TFBot_Demo_Crit { Health 175 Name "Hyper Crit Demo" Class Demoman Skill Expert Attributes "AlwaysCrit" ClassIcon demo_spammer_hyper ItemAttributes { ItemName tf_weapon_grenadelauncher "Projectile speed increased" 2.0 "faster reload rate" -0.8 "damage bonus" 2.0 } } T_TFBot_Heavyweapons_Crit { Health 300 Name "Hyper Crit Heavy" Class HeavyWeapons Skill Expert ClassIcon heavy_penetrate_hyper Attributes "AlwaysCrit" ItemAttributes { ItemName tf_weapon_minigun "damage bonus" 1.5 "projectile penetration" 1 "weapon spread bonus" 0.85 } } T_TFBot_Sniper_Crit { ClassIcon sniper_bow_hyper Health 125 Name "Hyper Crit Bowman" Class Sniper Skill Expert Attributes "AlwaysCrit" ItemAttributes { ItemName "the huntsman" "faster reload rate" 0.2 "damage bonus" 0.5 } Item "the huntsman" } } ///////////////// //MISSIONS ///////////////// /////////////////////////////////////////////////////////////////////////// //SENTRY BUSTER MISSIONS /////////////////////////////////////////////////////////////////////////// Mission // Sentry Busters - all { Objective DestroySentries InitialCooldown 30 Where spawnbot BeginAtWave 2 RunForThisManyWaves 10 CooldownTime 30 TFBot { Template T_TFBot_SentryBuster_Healing } } /////////////////////////////////////////////////////////////////////////// //SNIPER MISSIONS /////////////////////////////////////////////////////////////////////////// Mission { Where spawnbot_mission_sniper Objective Sniper InitialCooldown 40 BeginAtWave 2 RunForThisManyWaves 10 CooldownTime 20 DesiredCount 3 TFBot { Template T_TFBot_Explosive_Sniper } } /////////////////////////////////////////////////////////////////////////// //SPY MISSIONS /////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// //ENGINEER MISSIONS /////////////////////////////////////////////////////////////////////////// ///////////////// //WAVES ///////////////// ///////////////// //START $800 ///////////////// //WAVE 1 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $0 /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_intro_relay Action Trigger } InitWaveOutput { Target wave_init_intro_relay Action Trigger } DoneOutput { Target wave_finished_intro_relay Action trigger } Explanation { Line "{red}Guymouser {}: Gear up men. This person hasn't paid their taxes." } WaveSpawn { WaitBeforeStarting 0 FirstSpawnMessage "{e534eb}Conductor {}: Welcome, IRS. I've been expecting you..." } WaveSpawn { WaitBeforeStarting 5 FirstSpawnMessage "{red}Guymouser {}: Last chance to pay your taxes." } WaveSpawn { WaitBeforeStarting 12 FirstSpawnMessage "{e534eb}Conductor {}: You think I'll just give you my money?" } WaveSpawn { WaitBeforeStarting 15 FirstSpawnMessage "{red}Guymouser {}: Yes." } WaveSpawn { WaitBeforeStarting 18 FirstSpawnMessage "{e534eb}Conductor {}: Foolish..." } WaveSpawn { WaitBeforeStarting 20 FirstSpawnMessage "{red}Guymouser {}: Do." } WaveSpawn { WaitBeforeStarting 20.5 FirstSpawnMessage "{red}Guymouser {}: Them." } WaveSpawn { WaitBeforeStarting 21 FirstSpawnMessage "{red}Guymouser {}: NOW!" } WaveSpawn { WaitBeforeStarting 25 FirstSpawnMessage "{e534eb}Conductor {}: Then you'll have to pry the cash from my cold dead hands..." } WaveSpawn { WaitBeforeStarting 32 FirstSpawnMessage "{red}Guymouser {}: Men, you heard him." } WaveSpawn { WaitBeforeStarting 36.5 FirstSpawnMessage "{e534eb}Conductor {}: You think this is going to be easy!? Foolishness..." } WaveSpawn { WaitBeforeStarting 42 FirstSpawnMessage "{e534eb}Conductor {}: I struck a deal with Gray Mann, and I still have full control over the trains." } WaveSpawn { WaitBeforeStarting 48 FirstSpawnMessage "{e534eb}Conductor {}: Good luck agents. You'll need it..." } WaveSpawn { WaitBeforeStarting 55 } WaveSpawn { WaitBeforeStarting 60 Support 1 TFBot { Class Scout ClassIcon boss_commander } } } //WAVE 2 ///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// // Total cash in this wave is $ /////////////////////////////////////////////////////////////////////////// Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation { Line "{red}Guymouser {}: Don't worry men. If we can get Al Capone, then we can get this moron." } WaveSpawn { TotalCurrency 0 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 1000000 Support 1 Squad { TFBot { Class Scout ClassIcon sign_c } TFBot { Class Scout ClassIcon sign_b } } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_spawnrelay_C Action Trigger } } WaveSpawn { Name Wave2_a2 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 16 TotalCurrency 50 Where spawnbot TFBot { Template T_TFBot_Giant_Burst_DH_Soldier } } WaveSpawn { Name Wave2_a1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 2 TotalCurrency 50 Tank { Health 22000 Speed 150 Name "tankboss" StartingPathTrackNode "tank_path_LU_1" SpawnTemplate SawbladeTank ClassIcon tank_saw_nys OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave2_a1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 2 TotalCurrency 50 Tank { Health 22000 Speed 150 Name "tankboss" StartingPathTrackNode "tank_path_RL_1" SpawnTemplate SawbladeTank ClassIcon tank_saw_nys OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave2_a3 TotalCount 40 MaxActive 20 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 60 Where spawnbot TFBot { Class Scout Skill Normal } } WaveSpawn { Name Wave2_a3 WaitForAllSpawned Wave2_a2 TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 5 TotalCurrency 25 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_FAN } } WaveSpawn { Name Wave2_b1 WaitForAllSpawned Wave2_a2 TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 4 TotalCurrency 35 Where gatebot_right TFBot { Template T_TFGateBot_Heavy_IronFist_Crit Tag bot_left } } WaveSpawn { Name Wave2_c1 WaitForAllSpawned Wave2_a3 TotalCount 60 MaxActive 12 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 1 TotalCurrency 30 Where spawnbot Where spawnbot_left Where spawnbot_right TFBot { Template T_TFBot_engie_pomson } } WaveSpawn { Name Wave2_c2 WaitForAllSpawned Wave2_a3 TotalCount 20 MaxActive 12 SpawnCount 5 WaitBeforeStarting 20 WaitBetweenSpawns 15 TotalCurrency 50 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector } 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 Wave2_d1 WaitForAllSpawned Wave2_c1 TotalCount 42 MaxActive 16 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 1.5 TotalCurrency 20 Where spawnbot Where spawnbot_left TFBot { Template T_TFBot_ScorchShot ClassIcon pyro_scorch_blast } } WaveSpawn { Name Wave2_d1 WaitForAllSpawned Wave2_c2 TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 30 Where spawnbot TFBot { Template T_TFBot_Giant_Pyro_Dragon_Fury } } WaveSpawn { Name Wave2_d2 WaitForAllSpawned Wave2_c2 TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 19 WaitBetweenSpawns 9 TotalCurrency 25 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Fast_SunStick } } WaveSpawn { WaitForAllDead Wave2_d1 WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_spawnrelay_B Action Trigger } } WaveSpawn { Name Wave2_e1 WaitForAllDead Wave2_d1 TotalCount 30 MaxActive 16 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 3 TotalCurrency 45 Where gatebot_right Squad { TFBot { Template T_TFGateBot_Soldier_Armored_Burst Tag bot_left } TFBot { Template T_TFBot_Shield_QFix_Medic } } } WaveSpawn { Name Wave2_e1 WaitForAllDead Wave2_d1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 10 TotalCurrency 30 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_FAN } } WaveSpawn { Name Wave2_f1 WaitForAllSpawned Wave2_e1 TotalCount 100 MaxActive 16 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 TotalCurrency 150 Where spawnbot TFBot { Template T_TFBot_Ambie_Spy Skill Expert } } WaveSpawn { Name Wave2_f2 WaitForAllSpawned Wave2_e1 TotalCount 6 MaxActive 4 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 10 TotalCurrency 120 Where spawnbot_right TFBot { Template T_TFBot_Sniper_Huntsman_Spammer ClassIcon sniper_bow_multi_penetrator_fix Name "Penetrator Rapid Fire Bowman" ItemAttributes { ItemName "The Huntsman" "fire rate bonus" 0.6 "projectile penetration" 1 } } } WaveSpawn { Name Wave2_g1 WaitForAllSpawned Wave2_f2 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 130 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_Hyper Attributes AlwaysCrit } } } 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 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 1000000 Support 1 Squad { TFBot { Class Scout ClassIcon sign_a } TFBot { Class Scout ClassIcon sign_d } } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_spawnrelay_A Action Trigger } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_spawnrelay_D Action Trigger } } WaveSpawn { Name Wave3_a1 TotalCount 35 MaxActive 15 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 TotalCurrency 35 Where Spawnbot TFBot { Class HeavyWeapons Skill Hard } } WaveSpawn { Name Wave3_a2 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 20 WaitBetweenSpawns 1.5 TotalCurrency 25 Where spawnbot_right Squad { TFBot { Template T_TFBot_Soldier_BurstFire ClassIcon soldier_burstfire_hyper_lite } TFBot { Template T_TFBot_Medic_Popper_Armored } } } WaveSpawn { Name Wave3_b1 WaitForAllSpawned Wave3_a1 TotalCount 36 MaxActive 8 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 2 TotalCurrency 36 Where Spawnbot TFBot { Template T_TFBot_demoman_loch_Hyper } } WaveSpawn { Name Wave3_b2 WaitForAllSpawned Wave3_a1 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 20 TotalCurrency 24 Where Spawnbot_left TFBot { Template T_TFBot_Giant_Heavyweapons_Fist_Burning } } WaveSpawn { Name Wave3_b3 WaitForAllSpawned Wave3_a2 TotalCount 40 MaxActive 8 SpawnCount 1 WaitBeforeStarting 32 WaitBetweenSpawns 1 TotalCurrency 20 Where Spawnbot_right TFBot { Template T_TFMoreGateBot_Scout_Bonk Tag bot_left } } WaveSpawn { Name Wave3_b4 WaitForAllSpawned Wave3_a2 TotalCount 24 MaxActive 6 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 1.5 TotalCurrency 20 Where Spawnbot_left TFBot { Template T_TFBot_Soldier_Burstfire_Armored } } } }