/////////////////////////////////////////////////////////////////////////// // 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" } } train_loop_logic { NoFixup 1 logic_auto { targetname "auto" OnMapSpawn "bomb_timeout_A,addoutput,OnTrigger train_A_respawn:Trigger::1:-1,0,-1" OnMapSpawn "bomb_timeout_B,addoutput,OnTrigger train_B_respawn:Trigger::1:-1,0,-1" OnMapSpawn "bomb_timeout_C,addoutput,OnTrigger train_C_respawn:Trigger::1:-1,0,-1" OnMapSpawn "bomb_timeout_D,addoutput,OnTrigger train_D_respawn:Trigger::1:-1,0,-1" OnMapSpawn "wave_finished_relay,addoutput,OnTrigger train_A_respawn:Disabled::0:-1,0,-1" OnMapSpawn "wave_finished_relay,addoutput,OnTrigger train_B_respawn:Disabled::0:-1,0,-1" OnMapSpawn "wave_finished_relay,addoutput,OnTrigger train_C_respawn:Disabled::0:-1,0,-1" OnMapSpawn "wave_finished_relay,addoutput,OnTrigger train_D_respawn:Disabled::0:-1,0,-1" } logic_relay { targetname "train_A_respawn" StartDisabled 1 OnTrigger "train_resetrelay_A,trigger,,2,-1" OnTrigger "train_spawnrelay_A,trigger,,10,-1" } logic_relay { targetname "train_B_respawn" StartDisabled 1 OnTrigger "train_resetrelay_B,trigger,,2,-1" OnTrigger "train_spawnrelay_B,trigger,,10,-1" } logic_relay { targetname "train_C_respawn" StartDisabled 1 OnTrigger "train_resetrelay_C,trigger,,2,-1" OnTrigger "train_spawnrelay_C,trigger,,10,-1" } logic_relay { targetname "train_D_respawn" StartDisabled 1 OnTrigger "train_resetrelay_D,trigger,,2,-1" OnTrigger "train_spawnrelay_D,trigger,,10,-1" } } setup_music { NoFixup 1 ambient_generic { "targetname" "music_wait" "spawnflags" "49" "message" "#trespasser_v2/music_wait.mp3" "health" "10" } } Filter { NoFixup 1 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 SpawnTemplate train_loop_logic 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_TFBot_Giant_Soldier_SlowBarrage_Buff { ClassIcon soldier_barrage_buff Template T_TFBot_Giant_Soldier_SlowBarrage Item "The Buff Banner" Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 "health regen" 40 "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "Projectile speed increased" 0.4 } } 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_TFGateBot_Burst_Shotgun_Soldier_Flank { ClassIcon heavy_shotgun_burst Health 200 Name "Burst Shotgun Soldier" Class Soldier 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_left Skill Hard WeaponRestrictions SecondaryOnly ItemAttributes { ItemName tf_weapon_shotgun_soldier "auto fires full clip" 1 "auto fires when full" 1 "clip size upgrade atomic" -2 "fire rate bonus" 0.5 "bullets per shot bonus" 2.0 "damage bonus" 0.75 "faster reload rate" 0.75 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard WeaponRestrictions SecondaryOnly ItemAttributes { ItemName tf_weapon_shotgun_soldier "auto fires full clip" 1 "auto fires when full" 1 "clip size upgrade atomic" -2 "fire rate bonus" 0.5 "bullets per shot bonus" 2.0 "damage bonus" 0.75 "faster reload rate" 0.75 } } } } T_TFGateBot_Giant_Soldier_Slowbarrage_AmmoCanteen { Class Soldier Name "Colonel Endless Barrage" Health 4000 ClassIcon soldier_barrage_ammocanteen 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 Tag bot_canteenammo Tag bot_left Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 } CharacterAttributes { "health regen" 40 "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "Projectile speed increased" 0.4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Tag bot_canteenammo Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Attributes MiniBoss ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 26.0 "faster reload rate" 0.22 "fire rate bonus" 0.2 "projectile spread angle penalty" 5 } CharacterAttributes { "health regen" 40 "move speed bonus" 0.5 "damage bonus" 1.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "Projectile speed increased" 0.4 } } } } T_TFGatebotBot_crossbow_medic_milk { ClassIcon medic_crossbow_milk Health 150 Name "Crossbow Medic" Class 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" Skill Hard Item "The Crusader's Crossbow" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Crusader's Crossbow" "damage bonus" 1.5 "add cond on hit" 27 "add cond on hit duration" 4 "Reload time decreased" 0.75 } } RevertGateBotsBehavior { Item "MvM GateBot Light Medic" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard Item "The Crusader's Crossbow" WeaponRestrictions PrimaryOnly ActionOverride FetchFlag ItemAttributes { ItemName "The Crusader's Crossbow" "damage bonus" 1.5 "add cond on hit" 27 "add cond on hit duration" 4 "Reload time decreased" 0.75 } } } } 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_Giant_Sniper_Huntsman_SpreadH { Class Sniper Skill Expert Name "Giant Scatter Bowman" Item "The Soda Popper" ClassIcon sniper_bow_scatter_giant Attributes MiniBoss Attributes HoldFireUntilFullReload Health 2400 AimAt Head ItemAttributes { ItemName "The Soda Popper" "damage bonus hidden" 20 "clip size bonus" 5 "fire rate bonus" 0.1 "reload time increased" 3.5 "spread angle pattern" "-5 10 0|-5 5 0|-5 0 0|-5 -5 0|-5 -10 0" "override projectile type" 8 "projectile speed increased HIDDEN" 2600 "custom weapon fire sound" Weapon_CompoundBow.Single "custom weapon reload sound" Weapon_CompoundBow.SinglePull "custom item model" models/weapons/c_models/c_bow/c_bow.mdl } CharacterAttributes { "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "head scale" 0.7 "move speed bonus" 0.65 "override footstep sound set" 1 } } T_TFMoreGateBot_Soldier_Expert_DirectHit_Flank { Class Soldier Name "Direct Hit Soldier" ClassIcon soldier_directhit_lite 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 Direct Hit" Skill Expert Tag bot_left } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Item "The Direct Hit" Skill Expert } } } T_TFGateBot_Heavy_Normal_Flank { Class Heavy 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 Heavy" Skill Normal Tag bot_left } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Normal } } } T_TFBot_Soldier_Rocketshotgun_Armored_Battalion { Template T_TFBot_Soldier_RocketShotgun AddTemplate Sig_Battalion_Extended Health 800 Scale 1.4 Name "Armored Healing Backup Soldier" ClassIcon soldier_blackbox_armored_backup CharacterAttributes { "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "move speed bonus" 0.8 } } T_TFGateBot_Soldier_Rocketshotgun_Armored_Battalion { Class Soldier ClassIcon soldier_blackbox_armored_backup Name "Armored Healing Backup Soldier" 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" Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Battalion's Backup" Attributes SpawnWithFullCharge Item "The Black Box" ItemAttributes { ItemName "The Black Box" "damage bonus" 0.33 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 0.9 "blast radius increased" 1.25 //"Projectile speed increased" 0.4 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 } CharacterAttributes { "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "move speed bonus" 0.8 "increase buff duration" 9.0 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "The Battalion's Backup" Attributes SpawnWithFullCharge Item "The Black Box" ItemAttributes { ItemName "The Black Box" "damage bonus" 0.33 "fire rate bonus" 0.001 "clip size upgrade atomic" 0 "faster reload rate" 0.9 "blast radius increased" 1.25 //"Projectile speed increased" 0.4 "projectile spread angle penalty" 2 "heal on hit for rapidfire" 60 } CharacterAttributes { "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 "move speed bonus" 0.8 "increase buff duration" 9.0 } } } } T_TFBot_Gas_Passer_Spammer { ClassIcon pyro_gascann Name "Gas Passer Pyro" Class Pyro Skill Hard WeaponRestrictions SecondaryOnly Item "The Gas Passer" ItemAttributes { ItemName "The Gas Passer" "force weapon switch" 1 "item_meter_charge_rate" 1 } } 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_Pyro_Hyper { ClassIcon pyro Health 175 Name "Hyper Pyro" Class Pyro Skill Expert ClassIcon pyro_hyper 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 CustomWaveNumber 0 CustomMaxWaveNumber 8 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 CustomWaveNumber 1 CustomMaxWaveNumber 8 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 CustomWaveNumber 2 CustomMaxWaveNumber 8 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 48 Where spawnbot_left TFBot { Template T_TFBot_Soldier_Burstfire_Armored } } WaveSpawn { Name Wave3_c1 WaitForAllSpawned Wave3_b2 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 24 TotalCurrency 20 Where spawnbot TFBot { Template T_TFBot_Giant_Airblast_Pyro } } WaveSpawn { Name Wave3_c2 WaitForAllSpawned Wave3_b3 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 12 TotalCurrency 12 Where gatebot_left TFBot { Template T_TFGateBot_Giant_Rapid_Conch_Soldier Tag bot_right } } WaveSpawn { Name Wave3_c2 WaitForAllSpawned Wave3_b3 TotalCount 32 MaxActive 14 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 2 TotalCurrency 30 Where spawnbot Where spawnbot_left TFBot { Template T_TFBot_Burst_Shotgun_Soldier } } WaveSpawn { Name Wave3_d1 WaitForAllDead Wave3_c2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 0 TotalCurrency 40 Tank { Health 32000 Speed 75 Name "tankboss" StartingPathTrackNode "tank_path_RU_1" SpawnTemplate GhostTank_Rapid ClassIcon tank_ghost OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave3_d2 WaitForAllDead Wave3_c2 TotalCount 64 MaxActive 16 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 1.25 TotalCurrency 60 Where spawnbot TFBot { Template T_TFBot_Pyro_Crit Attributes AlwaysFireWeapon } } WaveSpawn { Name Wave3_d3 WaitForAllDead Wave3_c2 TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 17 WaitBetweenSpawns 30 TotalCurrency 50 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector_Grapple DesiredAttackRange 1200 Action EscortFlag } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name Wave3_e1 WaitForAllSpawned Wave3_d2 TotalCount 50 MaxActive 16 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 1.5 TotalCurrency 50 Where spawnbot RandomChoice { Shuffle 1 TFBot { Template T_TFBot_crossbow_medic_pierce } TFBot { Template T_TFBot_Sniper_Huntsman ClassIcon sniper_bow_penetrator2 Name "Penetrator Bowman" ItemAttributes { ItemName "The Huntsman" "damage bonus" 0.5 "projectile penetration" 1 } } } } WaveSpawn { Name Wave3_e2 WaitForAllSpawned Wave3_d2 TotalCount 4 MaxActive 3 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 16 TotalCurrency 25 Where spawnbot_left TFBot { Template T_TFBot_Giant_Soldier_RocketPush } } WaveSpawn { Name Wave3_e3 WaitForAllSpawned Wave3_d2 TotalCount 5 MaxActive 4 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 12 TotalCurrency 25 Where spawnbot TFBot { Template T_TFBot_giant_beggars_soldier } } WaveSpawn { Name Wave3_f1 WaitForAllSpawned Wave3_e1 TotalCount 48 MaxActive 16 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2 TotalCurrency 150 Where spawnbot Where spawnbot_left Where spawnbot_right TFBot { Template T_TFBot_Burst_Shotgun_Soldier } } WaveSpawn { Name Wave3_f2 WaitForAllSpawned Wave3_e1 TotalCount 6 MaxActive 6 SpawnCount 6 WaitBeforeStarting 19 WaitBetweenSpawns 2 TotalCurrency 75 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector_Grapple } TFBot { Template T_TFBot_Medic_Popper_Armored } TFBot { Template T_TFBot_Medic_Popper_Armored } TFBot { Template T_TFBot_Medic_Popper_Armored } TFBot { Template T_TFBot_Medic_Popper_Armored } TFBot { Template T_TFBot_Medic_Popper_Armored } } } WaveSpawn { Name Wave3_f1 WaitForAllSpawned Wave3_e1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 24 TotalCurrency 125 Where spawnbot_left TFBot { Template T_TFGateBot_Giant_Rapid_Conch_Soldier Tag bot_right } } } Wave { WaitWhenDone 65 Checkpoint Yes CustomWaveNumber 3 CustomMaxWaveNumber 8 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { TotalCurrency 0 Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 1000000 Support 1 Squad { TFBot { Class Scout ClassIcon sign_b } TFBot { Class Scout ClassIcon sign_a } TFBot { Class Scout ClassIcon sign_d } } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_spawnrelay_B Action Trigger } } WaveSpawn { Name Wave4_a1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 TotalCurrency 20 Tank { Health 40000 Speed 75 Name combattank|railgun|railgun StartingPathTrackNode "tank_path_LU_1" ClassIcon tank_combat_railgun OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave4_b1 WaitForAllDead Wave4_a1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 20 Tank { Health 22500 Speed 75 Name combattank|railgun|railgun StartingPathTrackNode "tank_path_LU_1" ClassIcon tank_combat_railgun OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave4_b1 WaitForAllDead Wave4_a1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 7.5 WaitBetweenSpawns 10 TotalCurrency 20 Tank { Health 22500 Speed 75 Name combattank|railgun|railgun StartingPathTrackNode "tank_path_RU_1" ClassIcon tank_combat_railgun OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave4_b1 WaitForAllDead Wave4_a1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 20 Tank { Health 22500 Speed 75 Name combattank|railgun|railgun StartingPathTrackNode "tank_path_LL_1" ClassIcon tank_combat_railgun OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave4_b1 WaitForAllDead Wave4_a1 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12.5 WaitBetweenSpawns 10 TotalCurrency 20 Tank { Health 22500 Speed 75 Name combattank|railgun|railgun StartingPathTrackNode "tank_path_RL_1" ClassIcon tank_combat_railgun OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave4_c1 WaitForAllDead Wave4_b1 TotalCount 12 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.25 TotalCurrency 20 Where gatebot_right TFBot { Template T_TFMoreGateBot_Scout_Bonk } } WaveSpawn { Name Wave4_c2 WaitForAllDead Wave4_b1 TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.75 TotalCurrency 10 Where gatebot_right TFBot { Template T_TFGateBot_Demo_Burst_Normal_Crit } } WaveSpawn { Name Wave4_d1 WaitForAllSpawned Wave4_c2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 0.75 TotalCurrency 10 Where gatebot_right Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Shotgun_Crit ClassIcon heavy_shotgun_giant } TFBot { Template T_TFBot_Giant_Medic ClassIcon medic_pop_giant } } } WaveSpawn { Name Wave4_d2 WaitForAllSpawned Wave4_c2 TotalCount 24 MaxActive 12 SpawnCount 3 WaitBeforeStarting 6 WaitBetweenSpawns 5 TotalCurrency 24 Where spawnbot TFBot { Template T_TFBot_Demo_Burst Attributes AlwaysCrit } } WaveSpawn { Name Wave4_d3 WaitForAllSpawned Wave4_c2 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 24 TotalCurrency 20 Where spawnbot TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun ClassIcon heavy_shotgun_giant Attributes AlwaysCrit } } WaveSpawn { Name Wave4_e1 WaitForAllSpawned Wave4_d2 TotalCount 16 MaxActive 12 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 2 TotalCurrency 36 Where spawnbot Squad { TFBot { Template T_TFGateBot_Demo_Burst_Normal_Crit Attributes AlwaysCrit } TFBot { Template T_TFBot_Shield_Uber_Medic } } } WaveSpawn { Name Wave4_f2 WaitForAllSpawned Wave4_e1 TotalCount 60 MaxActive 12 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 1 TotalCurrency 40 Where spawnbot RandomChoice { Shuffle 1 TFBot { Template T_TFBot_mad_milk_scout } TFBot { Template T_TFBot_Pyro_Fast } } } WaveSpawn { Name Wave4_f2 WaitForAllSpawned Wave4_e1 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 35 Where spawnbot_left TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector_Grapple } } WaveSpawn { Name Wave4_f2 WaitForAllSpawned Wave4_d3 TotalCount 12 MaxActive 6 SpawnCount 1 WaitBeforeStarting 24 WaitBetweenSpawns 5 TotalCurrency 30 Where spawnbot_right TFBot { Template T_TFBot_Demoman_Samurai Attributes AlwaysCrit } } WaveSpawn { Name Wave4_g1 WaitForAllSpawned Wave4_f2 TotalCount 24 MaxActive 8 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 2 TotalCurrency 40 Where spawnbot FirstSpawnOutput { Target train_spawnrelay_A Action Trigger } TFBot { Template T_TFBot_Gas_Passer_Spammer } } WaveSpawn { Name Wave4_g2 WaitForAllSpawned Wave4_f2 TotalCount 12 MaxActive 9 SpawnCount 3 WaitBeforeStarting 9 WaitBetweenSpawns 9 TotalCurrency 30 Where spawnbot_right Squad { TFBot { Template T_TFBot_Giant_Sniper_Huntsman_SpreadH Tag bot_left } TFBot { Template T_TFBot_Shield_Uber_Medic } TFBot { Template T_TFBot_Shield_Uber_Medic } } } WaveSpawn { Name Wave4_g3 WaitForAllSpawned Wave4_f2 TotalCount 60 MaxActive 12 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 1.5 TotalCurrency 40 Where spawnbot Where spawnbot Where spawnbot_left RandomChoice { Shuffle 1 TFBot { Template T_TFBot_Neon_Pyro Name "Armored Neon Pyro" scale 1.3 Health 525 CharacterAttributes { "damage force reduction" 0.8 "airblast vulnerability multiplier" 0.8 } } TFBot { Template T_TFGateBot_Burst_Shotgun_Soldier_Flank } TFBot { Class Demoman Skill Expert ClassIcon demo_loch_burst_giant // non giant ver isn't correct Name "Burst Loch-N-Load Demo" Item "The Loch-n-Load" ItemAttributes { ItemName "The Loch-n-Load" "Projectile speed increased" 1 //increased proj speed causes misses "faster reload rate" 1.75 "fire rate bonus" 0.05 "clip size penalty" 0.75 "projectile spread angle penalty" 3 } } } } WaveSpawn { Name Wave4_h1 WaitForAllSpawned Wave4_g1 TotalCount 8 MaxActive 4 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 15 TotalCurrency 40 Where gatebot Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Slowbarrage_AmmoCanteen } TFBot { Template T_TFBot_Giant_Medic ClassIcon medic_pop_giant } } } WaveSpawn { Name Wave4_h2 WaitForAllSpawned Wave4_g1 TotalCount 50 MaxActive 12 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 2 TotalCurrency 45 Where spawnbot Where spawnbot Where spawnbot_left FirstSpawnOutput { Target train_spawnrelay_D Action Trigger } RandomChoice { Shuffle 1 TFBot { Template T_TFBot_deflector_heavy_normal } TFBot { Class Demoman Skill Expert ClassIcon demo_loch_burst_giant // non giant ver isn't correct Name "Burst Loch-N-Load Demo" Item "The Loch-n-Load" ItemAttributes { ItemName "The Loch-n-Load" "Projectile speed increased" 1 //increased proj speed causes misses "faster reload rate" 1.75 "fire rate bonus" 0.05 "clip size penalty" 0.75 "projectile spread angle penalty" 3 } } } } WaveSpawn { Name Wave4_h3 WaitForAllSpawned Wave4_g1 TotalCount 36 MaxActive 8 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 4 TotalCurrency 30 Where spawnbot Where spawnbot_right Where spawnbot_right RandomChoice { Shuffle 1 TFBot { Template T_TFBot_Scout_Bonk } TFBot { Template T_TFMoreGateBot_Scout_Bonk } TFBot { Template T_TFMoreGateBot_Scout_Bonk } } } WaveSpawn { Name Wave4_i1 //first time a mission has gotten this deep into this naming scheme WaitForAllSpawned Wave4_h1 TotalCount 15 MaxActive 8 SpawnCount 5 WaitBeforeStarting 20 WaitBetweenSpawns 20 TotalCurrency 75 Where spawnbot Where spawnbot_left Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Shotgun_Crit ClassIcon heavy_shotgun_giant } TFBot { Template T_TFBot_Medic_Popper_Armored } TFBot { Template T_TFBot_Medic_Popper_Armored } TFBot { Template T_TFBot_Medic_Popper_Armored } TFBot { Template T_TFBot_Medic_Popper_Armored } } } WaveSpawn { Name Wave4_i2 WaitForAllSpawned Wave4_h1 TotalCount 10 MaxActive 6 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 15 TotalCurrency 50 Where spawnbot Where spawnbot_left TFBot { Template T_TFBot_Giant_Sniper_Huntsman_SpreadH } } WaveSpawn { Name Wave4_i3 WaitForAllSpawned Wave4_h2 TotalCount 45 MaxActive 15 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 2 TotalCurrency 125 Where spawnbot Where spawnbot_right RandomChoice { Shuffle 1 TFBot { Template T_TFBot_Pyro_Fast } TFBot { Template T_TFBot_mad_milk_scout } TFBot { Template T_TFBot_Demo_Burst Attributes AlwaysCrit } } } } Wave { WaitWhenDone 65 Checkpoint Yes CustomWaveNumber 4 CustomMaxWaveNumber 8 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { TotalCurrency 0 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1000000 Support 1 TFBot { Class Scout ClassIcon sign_abcd } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_spawnrelay_A Action Trigger } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_spawnrelay_B Action Trigger } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_spawnrelay_C Action Trigger } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_spawnrelay_D Action Trigger } } WaveSpawn { Name Wave5_a1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 TotalCurrency 25 Tank { Health 60000 Speed 75 Name tankboss StartingPathTrackNode "tank_path_LU_1" SpawnTemplate StickyTankTuibuse ClassIcon tank_sticky_hellmet OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave5_a2 TotalCount 35 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.75 TotalCurrency 25 Where spawnbot TFBot { Template T_TFMoreGateBot_Soldier_Expert_DirectHit_Flank } } WaveSpawn { Name Wave5_a3 TotalCount 25 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.4 TotalCurrency 20 Where spawnbot_right TFBot { Template T_TFGateBot_Heavy_Normal_Flank } } WaveSpawn { Name Wave5_b1 WaitForAllSpawned Wave5_a2 TotalCount 38 MaxActive 20 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 20 Where spawnbot TFBot { Template T_TFBot_Soldier_Rocketshotgun_Armored_Battalion } } WaveSpawn { Name Wave5_c1 WaitForAllSpawned Wave5_b1 TotalCount 20 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 20 Where spawnbot TFBot { Template T_TFBot_crossbow_medic_burst } } WaveSpawn { Name Wave5_c2 WaitForAllSpawned Wave5_b1 TotalCount 12 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 10 Where spawnbot TFBot { Template T_TFGateBot_Soldier_Rocketshotgun_Armored_Battalion } } WaveSpawn { Name Wave5_b2 WaitForAllSpawned Wave5_a3 TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 12.5 TotalCurrency 20 Where spawnbot Squad { TFBot { Template T_TFBot_giant_slowing_heavy } TFBot { Template T_TFBot_Giant_Shield_QFix_Medic } } } WaveSpawn { Name Wave5_b2 WaitForAllSpawned Wave5_a3 TotalCount 8 MaxActive 8 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 12.5 TotalCurrency 20 Where spawnbot_right Squad { TFBot { Template T_TFBot_giant_slowing_heavy } TFBot { Template T_TFBot_Giant_Shield_QFix_Medic } } } WaveSpawn { Name Wave5_d1 WaitForAllSpawned Wave5_c2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 1.5 TotalCurrency 15 Tank { Health 25000 Speed 75 Name tankboss StartingPathTrackNode "tank_path_RU_1" SpawnTemplate SentryTank ClassIcon tank_sentry OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave5_d1 WaitForAllSpawned Wave5_c2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 7.5 WaitBetweenSpawns 1.5 TotalCurrency 10 Tank { Health 25000 Speed 75 Name tankboss StartingPathTrackNode "tank_path_LL_1" SpawnTemplate SentryTank ClassIcon tank_sentry OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave5_d2 WaitForAllSpawned Wave5_c2 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 16 TotalCurrency 30 Where spawnbot_right TFBot { Template T_TFBot_Giant_Soldier_RocketPush } } WaveSpawn { Name Wave5_d3 WaitForAllSpawned Wave5_c2 TotalCount 40 MaxActive 8 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 1 TotalCurrency 20 Where spawnbot Where spawnbot Where spawnbot_left TFBot { Template T_TFBot_demoman_loch_Hyper } } WaveSpawn { Name Wave5_e1 WaitForAllSpawned Wave5_d3 TotalCount 5 MaxActive 5 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 5 TotalCurrency 15 Where spawnbot_right TFBot { Template T_TFMoreGateBot_Giant_Scout_Bonk } } WaveSpawn { Name Wave5_e2 WaitForAllSpawned Wave5_d3 TotalCount 10 MaxActive 10 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 3 TotalCurrency 50 Where spawnbot_right Squad { TFBot { Template T_TFBot_Armored_Engineer_Sentry_Tele_Battle } TFBot { Template T_TFBot_Soldier_Rocketshotgun_Armored_Battalion } } } WaveSpawn { Name Wave5_f1 WaitForAllSpawned Wave5_e2 TotalCount 12 MaxActive 7 SpawnCount 3 WaitBeforeStarting 15 WaitBetweenSpawns 20 TotalCurrency 50 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Nuke_Homing } TFBot { Template T_TFBot_Giant_Shield_QFix_Medic } TFBot { Template T_TFBot_Giant_Shield_QFix_Medic } } } WaveSpawn { Name Wave5_f2 WaitForAllSpawned Wave5_e2 TotalCount 6 MaxActive 4 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 12 TotalCurrency 60 Where spawnbot TFBot { Template T_TFBot_giant_burst_crossbow_medic_pierce Action EscortFlag } } WaveSpawn { Name Wave5_f3 WaitForAllSpawned Wave5_e2 TotalCount 40 MaxActive 12 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 2 TotalCurrency 40 Where spawnbot Where spawnbot Where spawnbot_left Where spawnbot_right TFBot { Template T_TFBot_Pyro_Hyper } } WaveSpawn { Name Wave5_g1 WaitForAllSpawned Wave5_f1 TotalCount 48 MaxActive 12 SpawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 0.5 TotalCurrency 10 Where spawnbot_left Where spawnbot_right Where spawnbot_right Where spawnbot_right TFBot { Template T_TFGateBot_Scout_FAN } } WaveSpawn { Name Wave5_g2 WaitForAllSpawned Wave5_f1 TotalCount 15 MaxActive 12 SpawnCount 3 WaitBeforeStarting 12 WaitBetweenSpawns 3 TotalCurrency 5 Where spawnbot TFBot { Template T_TFBot_Soldier_Rocketshotgun_Armored_Battalion } } WaveSpawn { Name Wave5_h1 WaitForAllSpawned Wave5_g1 TotalCount 25 MaxActive 12 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 3 TotalCurrency 20 Where spawnbot TFBot { Template T_TFMoreGateBot_Soldier_Expert_DirectHit_Flank } } WaveSpawn { Name Wave5_h2 WaitForAllSpawned Wave5_g1 TotalCount 35 MaxActive 8 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 3 TotalCurrency 25 Where spawnbot TFBot { Template T_TFGateBot_Heavy_Normal_Flank } } WaveSpawn { Name Wave5_h3 WaitForAllSpawned Wave5_g1 TotalCount 9 MaxActive 6 SpawnCount 3 WaitBeforeStarting 16 WaitBetweenSpawns 15 TotalCurrency 40 Where spawnbot_right Squad { NoWaitForFormation 1 TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage_Buff } TFBot { Template T_TFBot_giant_burst_crossbow_medic_pierce FireWeapon { Delay 0.1 Cooldown 0.1 IfSeeTarget 1 Duration 0.1 Type "Primary" } } TFBot { Template T_TFBot_giant_burst_crossbow_medic_pierce FireWeapon { Delay 0.1 Cooldown 0.1 IfSeeTarget 1 Duration 0.1 Type "Primary" } } } } WaveSpawn { Name Wave5_i1 WaitForAllSpawned Wave5_h1 TotalCount 32 MaxActive 12 SpawnCount 2 WaitBeforeStarting 3 WaitBetweenSpawns 3 TotalCurrency 20 Where spawnbot TFBot { Template T_TFBot_Airblast_Pyro } } WaveSpawn { Name Wave5_i2 WaitForAllSpawned Wave5_h2 TotalCount 30 MaxActive 8 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 1.5 TotalCurrency 30 Where spawnbot TFBot { Template T_TFBot_crossbow_medic_burst } } WaveSpawn { Name Wave5_i3 WaitForAllSpawned Wave5_h3 TotalCount 8 MaxActive 6 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 8 TotalCurrency 75 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_RocketShotgun Tag bot_canteenuber ClassIcon soldier_blackbox_ubercan } } WaveSpawn { Name Wave5_i4 WaitForAllSpawned Wave5_h3 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 16 WaitBetweenSpawns 16 TotalCurrency 75 Where spawnbot_right TFBot { Template T_TFBot_Giant_Demo_Scatter Tag bot_canteenammo ClassIcon demo_scatter_ammocanteen } } } }