/////////////////////////////////////////////////////////////////////////// // 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" PrecacheSound "weapons\proxybomblauncher_shoot.wav" PrecacheModel models/props_mvm/indicator/indicator_circle_long.mdl PrecacheModel models/bots/soldier/goliatron2022_v3.mdl PrecacheModel models\weapons\c_models\c_big_man\c_big_man.mdl PrecacheGeneric materials/hud/leaderboard_class_boss_plutia_patriot.vtf PrecacheGeneric materials/hud/leaderboard_class_soldier_rocketrain.vtf PrecacheGeneric materials/hud/leaderboard_class_soldier_bison_spammer_fix.vtf PrecacheGeneric materials/hud/leaderboard_class_soldier_bison_scatter_spammer.vtf PrecacheGeneric materials/hud/leaderboard_class_boss_goliath.vtf PrecacheGeneric materials/hud/leaderboard_class_heavy_shotgun_atmoic_v2.vtf PrecacheGeneric materials/hud/leaderboard_class_boss_titanium_crits.vtf PrecacheGeneric materials/hud/leaderboard_class_soldier_homing_spammer_hyper.vtf PrecacheGeneric materials/hud/leaderboard_class_sniper_machina_deadly.vtf PrecacheGeneric materials/hud/leaderboard_class_ukgr_tumor.vtf PrecacheGeneric materials/hud/leaderboard_class_soldier_mangler_spammer_hyper.vtf PrecacheGeneric materials/hud/leaderboard_class_soldier_mangler_hyper.vtf LuaScriptFile "scripts/kaizo_final_boss_logic.lua" 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 { "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" } logic_relay { targetname wave_start_boss_relay OnTrigger "wave_start_relay,trigger,0,0,-1" OnTrigger "boss_relay_start,trigger,0,0,-1" } logic_relay { targetname wave_init_nocrane_relay OnTrigger "hightower_smoke,Start,0,0,-1" OnTrigger "@f@Crane_Filter@prop_dynamic,kill,,0,-1" OnTrigger "crane_engi,kill,,0,-1" } } train_loop_logic { NoFixup 1 logic_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 } } they_will_never_see_this_coming { NoFixup 1 logic_relay { targetname "Explode_Crane" OnTrigger "@f@Crane_Filter@prop_dynamic,kill,,0,-1" OnTrigger "crane_engi,kill,,0,-1" OnTrigger "Crane_Explosion_Smoke,Start,,0,-1" OnTrigger "Crane_Explosion_Extraplosion,Start,,0,-1" OnTrigger "Crane_Explosion_Flash,Fade,,0,-1" OnTrigger "Crane_Explosion_Flash2,Fade,,0.25,-1" OnTrigger "Crane_Explosion_Sound,PlaySound,,0,-1" OnTrigger "Crane_Explosion_Shake,StartShake,,0,-1" OnTrigger "player,SetHUDVisibility,0,0,-1" OnTrigger "player,SetHUDVisibility,1,5,-1" } $filter_keyvalue { targetname Crane_Filter $name model $value "models/props_construction/crane_top.mdl" } info_particle_system { effect_name hightower_smoke targetname Crane_Explosion_Smoke start_active 0 origin "-2880 3328 832" } info_particle_system { effect_name hightower_explosion targetname Crane_Explosion_Extraplosion parentname crane_engi start_active 0 origin "-3008 3200 832" } info_particle_system { effect_name fluidSmokeExpl_ring_mvm targetname Crane_Explosion_Extraplosion start_active 0 origin "-2880 3328 832" } info_particle_system { effect_name hightower_explosion targetname Crane_Explosion_Extraplosion start_active 0 origin "-2880 3228 768" } env_fade { spawnflags 1 targetname Crane_Explosion_Flash rendercolor "247 232 188" renderamt 150 holdtime 0 duration 2.5 } env_fade { spawnflags 1 targetname Crane_Explosion_Flash2 rendercolor "250 241 212" renderamt 175 holdtime 0 duration 2.5 } ambient_generic { targetname Crane_Explosion_Sound spawnflags 49 message ambient\explosions\explode_2.wav health 10 } ambient_generic { targetname Crane_Explosion_Sound spawnflags 49 message ambient\explosions\explode_2.wav health 10 } ambient_generic { targetname Crane_Explosion_Sound spawnflags 49 message ambient\explosions\explode_6.wav health 10 } ambient_generic { targetname Crane_Explosion_Sound spawnflags 49 message ambient\explosions\explode_6.wav health 10 } ambient_generic { targetname Crane_Explosion_Sound spawnflags 49 message mvm\mvm_bomb_explode.wav health 10 } ambient_generic { targetname Crane_Explosion_Sound spawnflags 49 message misc\rd_robot_explosion01.wav health 10 } env_shake { targetname Crane_Explosion_Shake amplitude 16 duration 5 frequency 1 spawnflags 29 } } W_Vortex_Boss { KeepAlive 1 info_particle_system { targetname "vortex_fx_boss" effect_name eyeboss_tp_vortex start_active 0 } point_hurt { targetname "vortex_hurt_boss" DamageRadius 64 Damage 12 DamageDelay 0.1 DamageType 1 } point_push //not in default FGD { targetname "vortex_pull_boss" magnitude -750 radius 256 spawnflags 8 } logic_relay { targetname vortex_relay_boss OnTrigger "vortex_fx_boss,start,,0,-1" OnTrigger "vortex_hurt_boss,TurnOn,,0,-1" OnTrigger "vortex_pull_boss,enable,,0,-1" OnTrigger "vortex_fx_boss,kill,,9.5,-1" OnTrigger "vortex_hurt_boss,kill,,10,-1" OnTrigger "vortex_pull_boss,kill,,10,-1" OnTrigger "!self,kill,,10,-1" } OnParentKilledOutput { Target "vortex_relay_boss" Action "Trigger" Delay 0 } } } SpawnTemplate MissionName SpawnTemplate corelogic SpawnTemplate Filter SpawnTemplate setup_music SpawnTemplate train_loop_logic SpawnTemplate they_will_never_see_this_coming CustomWeapon { "Orbital Strike Rocket" { OriginalItemName "TF_WEAPON_ROCKETLAUNCHER" "custom weapon fire sound" =80|weapons\mortar\mortar_shell_incomming1.wav "ignores other projectiles" 1 "projectile speed increased" 2 "damage bonus" 2 "blast radius decreased" 0.65 "noclip projectiles" 1 "projectile spread angle penalty" 5 "projectile detonate time" 0.48 } "Boss Vortex Bombs" { OriginalItemName "Upgradeable TF_WEAPON_PIPEBOMBLAUNCHER" "custom item model" models\weapons\c_models\c_big_man\c_big_man.mdl "custom weapon fire sound" "=80|weapons\proxybomblauncher_shoot.wav" "custom impact sound" "=100|ambient\explosions\explode_6.wav" "fire rate penalty" 1.5 "Reload time increased" 1.4 "Projectile range decreased" 0.5 "stickybomb charge rate" 0.01 "damage penalty" 0.001337 "self dmg push force decreased" 0.001337 "clip size penalty" 0.5 } } 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_Pyro_Nuker_Reflect { Class Pyro ClassIcon pyro_atomic Item "Traffic Cone" Skill Expert Name "Atomic Reflect Pyro" ItemAttributes { ItemName "TF_WEAPON_FLAMETHROWER" "blast radius increased" 2 "use large smoke explosion" 1 "projectile speed increased" 1.7 "dmg penalty vs players" 2 "minicrits become crits" 1 } } T_TFBot_Giant_Soldier_Rocketrain { ClassIcon soldier_rocketrain Health 3800 Name "Giant Rocket Rain Soldier" Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Attributes "HoldFireUntilFullReload" Attributes "MiniBoss" AimOffset "0 0 2000" ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 16 "spread angle pattern" "-25 0 0" "faster reload rate" 0.8 "fire rate bonus" 0.1 "fire input on attack" "popscript^$OrbitalRocket^" "noclip projectiles" 1 "projectile lifetime" 5 "force fire full clip" 1 } CharacterAttributes { "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 3 "move speed bonus" 0.5 } } 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_Soldier_Spammer_Hyper { Template T_TFBot_Giant_Soldier_Spammer Attributes AlwaysCrit ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.33 "damage bonus" 2 "Projectile speed increased" 0.9 } } 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_TFGateBot_Giant_Sniper_Huntsman_SpreadH { Class Sniper Name "Giant Scatter Bowman" ClassIcon sniper_bow_scatter_giant Health 2400 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 Sniper" AimAt Head Attributes MiniBoss Attributes HoldFireUntilFullReload Item "The Soda Popper" Skill Expert 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 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } AimAt Head Attributes MiniBoss Attributes HoldFireUntilFullReload Item "The Soda Popper" Skill Expert 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_TFMoreGateBot_Soldier_Expert_DirectHit_Crit_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 Attributes AlwaysCrit } 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 Attributes AlwaysCrit } } } 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_TFGateBot_Heavy_Hard_Crit_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 Hard Tag bot_left Attributes AlwaysCrit } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Hard Attributes AlwaysCrit } } } 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" } T_TFBot_Boss_Wave_6 { Class Soldier ClassIcon boss_plutia_patriot Name "Experiment 1082" Skill Expert Attributes MiniBoss Attributes UseBossHealthBar Health 4000000 Item "warbird_rocketlauncher_warhawk" Action PushToCapturePoint Attributes IgnoreFlag DesiredAttackRange 10 ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mult projectile count" 10 "projectile spread angle penalty" 15 "clip size bonus" 10 "faster reload rate" 0.2 "fire rate bonus" 0.25 "damage bonus" 1.25 "attach particle effect" 702 "projectile speed decreased" 0.25 "projectile acceleration" 500 "hold fire until full reload" 1 } CharacterAttributes { "health regen" 250 "move speed bonus" 0.32 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } ChangeAttributes { Delay 30 Repeats 1 Name "ATK_2" } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "-2917 1367 -191" Delay 1 Repeats 1 WaitUntilDone 1 OnDoneChangeAttributes "Seq" Distance 64 Duration 0.1 AddToQueue 1 } EventChangeAttributes { ATK_1 { Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mult projectile count" 10 "projectile spread angle penalty" 15 "clip size bonus" 10 "faster reload rate" 0.2 "fire rate bonus" 0.25 "damage bonus" 1.25 "attach particle effect" 702 "projectile speed decreased" 0.25 "projectile acceleration" 500 "hold fire until full reload" 1 } ChangeAttributes { Delay 30 Repeats 1 Name "ATK_2" } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "-2917 1367 -191" Delay 1 Repeats 1 WaitUntilDone 1 OnDoneChangeAttributes "Seq" Distance 64 Duration 0.1 AddToQueue 1 } } ATK_2 { Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mod max primary clip override" -1 "fire rate bonus" 0.05 "damage bonus" 2.5 "blast radius decreased" 0.25 "spread angle pattern" "-8 0 0|-8 4 0|-6 6 0|-4 8 0|0 8 0|4 8 0|6 6 0|8 4 0|8 0 0|8 -4 0|6 -6 0|4 -8 0|0 -8 0|-4 -8 0|-6 -6 0|-8 -4 0" "attach particle effect" 702 "mod projectile heat seek power" 90 "mod projectile heat aim error" 720 "mod projectile heat aim time" 1 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "projectile trail particle" eyeboss_projectile "hold fire until full reload" 0 "mult projectile count" 1 "projectile spread angle penalty" 0 "clip size bonus" 1 "faster reload rate" 1 "projectile speed decreased" 1 "projectile acceleration" 0 "hold fire until full reload" 1 } ChangeAttributes { Delay 30 Repeats 1 Name "ATK_3" } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "-2917 1367 -191" Delay 1 Repeats 1 WaitUntilDone 1 OnDoneChangeAttributes "Seq" Distance 64 Duration 0.1 AddToQueue 1 } } ATK_3 { Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "clip size bonus" 25 "fire rate bonus" 0.01 "faster reload rate" 0.05 "damage bonus" 2 "attach particle effect" 702 "projectile gravity" 400 "hold fire until full reload" 1 "projectile speed increased" 1.25 "spread angle pattern" "-25 0 0" "mod projectile heat seek power" 25 "mod projectile heat aim error" 720 "mod projectile heat aim time" 1 "projectile acceleration" 250 "mod projectile heat no predict target speed" 1 "projectile spread angle penalty" 15 "mult projectile count" 1 "projectile speed decreased" 1 "projectile acceleration" 0 } ChangeAttributes { Delay 30 Repeats 1 Name "ATK_1" } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "-2917 1367 -191" Delay 1 Repeats 1 WaitUntilDone 1 OnDoneChangeAttributes "Seq" Distance 64 Duration 0.1 AddToQueue 1 } } Seq { ActionOverride Idle Addcond{ Index 51 } Addcond{ Index 71 Duration 5 Delay 3 } Attributes SuppressFire CharacterAttributes { "ignored by enemy sentries" 1 } FireInput { Target !self Action $SetLocalOrigin Param "-2917 1367 -191" Delay 34 } ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mult projectile count" 1 "projectile spread angle penalty" 0 "clip size bonus" 1 "faster reload rate" 1 "fire rate bonus" 1 "damage bonus" 10 "attach particle effect" 702 "projectile speed decreased" 1 "projectile acceleration" 0 "hold fire until full reload" 0 "use large smoke explosion" 1 "noclip projectiles" 1 "projectile detonate time" 1.9 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "-2917 1367 -191" AimTarget "-2879 3295 812" Delay 1 Repeats 1 StopCurrentInterruptAction 1 Duration 40 } InterruptAction // Stop current bot ai and force the bot to move to a location { Target "-2917 1367 -191" AimTarget ClosestPlayer Delay 42 Repeats 1 StopCurrentInterruptAction 1 Duration 1337 } Message { Name "{e534eb} Conductor {}: I want a spectacle. Let's shift this into high gear!" Delay 0 Repeats 1 } Message { Name "{green} *Error* Control request denied; Restoring to R.O.A.M. behavior." Delay 3 Repeats 1 } Message { Name "{blue} *Experiment 1082* {}: That wouldn't be much of a fair fight. Now would it?" Delay 8 Repeats 1 } Message { Name "{blue} *Experiment 1082* {}: Speaking of fair, you clearly don't want a fair fight!" Delay 14 Repeats 1 } Message { Name "{blue} *Experiment 1082* {}: And I love a fair fight." Delay 19 Repeats 1 } Message { Name "{green} *System* {}: *Scanning*" Delay 24 Repeats 1 } Message { Name "{e534eb} Conductor {}: Oh crap!" Delay 26 Repeats 1 } Message { Name "{blue} *Experiment 1082* {}: Systems have concluded that you need to go for a fair fight." Delay 30 Repeats 1 } Message { Name "{blue} *Experiment 1082* {}: Goodbye, conductor." Delay 34 Repeats 1 } FireWeapon { Delay 36 Repeats 1 Duration 0.1 Type Primary } FireInput { Delay 37.9 Target Explode_Crane Action Trigger Repeats 1 } Message { Name "{red} IRS {}: NOOOOO!" Delay 44 Repeats 1 } Message { Name "{red} IRS {}: THE TAX MONEY!" Delay 45 Repeats 1 } Message { Name "{red} IRS {}: You will pay for this." Delay 48 Repeats 1 } Message { Name "{blue} *Experiment 1082* {}: Well. Since we both want to fight lets make a deal." Delay 52 Repeats 1 } Message { Name "{blue} *Experiment 1082* {}: I go back to the start, and I let you prepare." Delay 57 Repeats 1 } Message { Name "{blue} *Experiment 1082* {}: Fair fight. Hope it sounds good because I'm not doing this any other way." Delay 62 Repeats 1 } FireInput { Target !self Action $SetLocalOrigin Param "981 -1181 320" Delay 67 } Message { Name "{99CCFF} Experiment 1082 {} has used thier {9ec34f}RECALL{} Power Up Canteen!" Delay 67 Repeats 1 } FireInput { Target player Action $PlaySoundToSelf Param MVM.PlayerUsedPowerup Delay 67 } FireInput { Target !self Action $Suicide Delay 70 } } } } T_TFBot_Boss_Wave_7 { Class Soldier ClassIcon boss_plutia_patriot Name "Experiment 1082" Skill Expert Attributes MiniBoss Attributes UseBossHealthBar Health 40000 Action Mobber DesiredAttackRange 10 ShootTemplate { Name W_Vortex_Boss Offset "0 0 16" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Boss Vortex Bombs" } CharacterAttributes { "health regen" 250 "move speed bonus" 0.32 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } FireInput { Target Popscript Action $RandomATK Param !self Delay 0 Repeats 1 } FireInput { Target Popscript Action $IncreaseBossPhase Repeats 1 IfHealthBelow 1001 } RemoveAttribute { Item "Player" // Item name from which remove the attribute, or Player for player attribute, or Active for active weapon Name "health regen" Delay 0 Repeats 0 Cooldown 0.1 IfHealthBelow 1001 } AddAttribute { Item "Player" // Item name from which remove the attribute, or Player for player attribute, or Active for active weapon Name "is suicide counter" Delay 0 Repeats 0 Cooldown 0.1 IfHealthBelow 1001 Value 5 } Addcond{ Index 70 } Addcond{ Index 87 IfHealthBelow 1001 Delay 0} Message { Name "{99CCFF} Experiment 1082 {} has used thier {9ec34f}RECALL{} Power Up Canteen!" Delay 0 Repeats 1 IfHealthBelow 1001 } FireInput { Target player Action $PlaySoundToSelf Param MVM.PlayerUsedPowerup Delay 0 Repeats 1 IfHealthBelow 1001 } FireInput { Target !self Action $SetLocalOrigin Param "981 -1181 320" Delay 0 Repeats 1 IfHealthBelow 1001 } Message { Name "{blue} *Experiment 1082* {}: I'll give you credit, strong than I thought." Delay 5 Repeats 1 IfHealthBelow 1001 } Message { Name "{blue} *Experiment 1082* {}: Clearly I'll need to spice things up a bit!" Delay 9 Repeats 1 IfHealthBelow 1001 } FireInput { Target !self Action $Suicide Delay 15 Repeats 1 IfHealthBelow 1001 } EventChangeAttributes { ATK_1 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mult projectile count" 10 "projectile spread angle penalty" 15 "clip size bonus" 10 "faster reload rate" 0.2 "fire rate bonus" 0.25 "damage bonus" 1.25 "attach particle effect" 702 "projectile speed decreased" 0.25 "projectile acceleration" 500 "hold fire until full reload" 1 } FireInput { Target Popscript Action $RandomATK Param !self Delay 30 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param boss_plutia_patriot Delay 0 Repeats 1 } } ATK_2 { WeaponRestrictions PrimaryOnly AimOffset "0 0 2000" Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mult projectile count" 1 "projectile spread angle penalty" 10 "clip size bonus" 50 "faster reload rate" 0.05 "fire rate bonus" 0.01 "damage bonus" 2 "attach particle effect" 701 "projectile speed decreased" 1 "projectile speed increased" 2 "projectile acceleration" 0 "blast radius decreased" 0.65 "hold fire until full reload" 1 "spread angle pattern" "-25 0 0" "noclip projectiles" 1 "projectile lifetime" 5 "force fire full clip" 1 "fire input on attack" "popscript^$OrbitalRocket^" } FireInput { Target Popscript Action $RandomATK Param !self Delay 30 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_rocketrain Delay 0 Repeats 1 } } ATK_3 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mod max primary clip override" -1 "fire rate bonus" 0.05 "override projectile type" 13 "energy weapon penetration" 1 "attach particle effect" 704 "dmg pierces resists absorbs" 1 "dmg penalty vs players" 3 "projectile speed decreased" 0.5 "custom weapon fire sound" Weapon_Bison.Single "spread angle pattern" "-16 0 0|-16 4 0|-14 6 0|-12 8 0|-8 8 0|-4 8 0|-2 6 0|0 4 0|0 0 0|0 -4 0|-2 -6 0|-4 -8 0|-8 -8 0|-12 -8 0|-14 -6 0|-16 -4 0" } AimAt Feet FireInput { Target Popscript Action $RandomATK Param !self Delay 30 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_bison_spammer_fix Delay 0 Repeats 1 } } ATK_4 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mod max primary clip override" -1 "fire rate bonus" 0.01 "override projectile type" 13 "energy weapon penetration" 1 "attach particle effect" 704 "dmg pierces resists absorbs" 1 "dmg penalty vs players" 2 "projectile speed decreased" 0.35 "projectile trail particle" ~raygun_projectile_blue_crit_trail "noclip projectiles" 1 "projectile hit radius" 16 "projectile lifetime" 10 "custom weapon fire sound" Weapon_Capper.Single "spread angle pattern" "-8 0 0|-8 4 0|-6 6 0|-4 8 0|0 8 0|4 8 0|6 6 0|8 4 0|8 0 0|8 -4 0|6 -6 0|4 -8 0|0 -8 0|-4 -8 0|-6 -6 0|-8 -4 0" } AimAt Feet FireInput { Target Popscript Action $RandomATK Param !self Delay 30 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_bison_scatter_spammer Delay 0 Repeats 1 } } ATK_5 { WeaponRestrictions MeleeOnly Item "warbird_rocketlauncher_warhawk" Item "The Half-Zatoichi" ItemAttributes { ItemName "The Half-Zatoichi" "provide on active" 1 "honorbound" 0 "fire rate bonus" 0.2 "mult smack time" 0 "move speed bonus" 3 "damage penalty" 0.25 "bleeding duration" 10 "dmg missing health" 0.25 "mult bleeding delay" 2 "stun enemies wielding same weapon" 2 "restore health on kill" 5 "dmg taken increased" 0.33 } FireInput { Target Popscript Action $RandomATK Param !self Delay 30 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param boss_goliath Delay 0 Repeats 1 } } } } T_TFBot_Boss_Wave_7_Phase2 { Class Soldier ClassIcon boss_plutia_patriot Name "Overclocked Experiment 1082" Skill Expert Attributes MiniBoss Attributes UseBossHealthBar Health 80000 Action Mobber DesiredAttackRange 10 UseCustomModel models/bots/soldier/goliatron2022_v3.mdl ShootTemplate { Name W_Vortex_Boss Offset "0 0 16" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Boss Vortex Bombs" } CharacterAttributes { "health regen" 500 "move speed bonus" 0.45 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } FireInput { Target Popscript Action $IncreaseBossPhase Repeats 1 IfHealthBelow 1001 } RemoveAttribute { Item "Player" // Item name from which remove the attribute, or Player for player attribute, or Active for active weapon Name "health regen" Delay 0 Repeats 0 Cooldown 0.1 IfHealthBelow 1001 } AddAttribute { Item "Player" // Item name from which remove the attribute, or Player for player attribute, or Active for active weapon Name "is suicide counter" Delay 0 Repeats 0 Cooldown 0.1 IfHealthBelow 1001 Value 5 } Addcond{ Index 70 } Addcond{ Index 87 IfHealthBelow 1001 Delay 0} Message { Name "{blue} *Overclocked Experiment 1082* {}: Behold the power of my full Arsenal (and armor)." Delay 0 Repeats 1 } Message { Name "{99CCFF} Overclocked Experiment 1082 {} has used thier {9ec34f}RECALL{} Power Up Canteen!" Delay 0 Repeats 1 IfHealthBelow 1001 } FireInput { Target player Action $PlaySoundToSelf Param MVM.PlayerUsedPowerup Delay 0 Repeats 1 IfHealthBelow 1001 } FireInput { Target !self Action $SetLocalOrigin Param "981 -1181 320" Delay 0 Repeats 1 IfHealthBelow 1001 } Message { Name "{blue} *Overclocked Experiment 1082* {}: It seems I have underestimated your strength. One moment." Delay 5 Repeats 1 IfHealthBelow 1001 } Message { Name "{blue} *Overclocked Experiment 1082* {}: That's it!" Delay 12 Repeats 1 IfHealthBelow 1001 } FireInput { Target Popscript Action $SoulBind Delay 14 Repeats 1 IfHealthBelow 1001 } Message { Name "{blue} *Overclocked Experiment 1082* {}: Making it so if either of them die, they both die!" Delay 19 Repeats 1 IfHealthBelow 1001 } Message { Name "{blue} *Overclocked Experiment 1082* {}: And lets disable respawns for everyone else..." Delay 25 Repeats 1 IfHealthBelow 1001 } Message { Name "{blue} *Overclocked Experiment 1082* {}: Good luck agents :)" Delay 30 Repeats 1 IfHealthBelow 1001 } FireInput { Target !self Action $Suicide Delay 35 Repeats 1 IfHealthBelow 1001 } FireInput { Target Popscript Action $RandomATK Param !self Delay 5 Repeats 1 } EventChangeAttributes { ATK_1 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mult projectile count" 10 "projectile spread angle penalty" 15 "clip size bonus" 10 "faster reload rate" 0.15 "fire rate bonus" 0.2 "damage bonus" 1.5 "attach particle effect" 702 "projectile speed decreased" 0.25 "projectile acceleration" 500 "hold fire until full reload" 1 } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param boss_plutia_patriot Delay 0 Repeats 1 } } ATK_2 { WeaponRestrictions PrimaryOnly AimOffset "0 0 2000" Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mult projectile count" 1 "projectile spread angle penalty" 10 "clip size bonus" 50 "faster reload rate" 0.05 "fire rate bonus" 0.01 "damage bonus" 2 "attach particle effect" 701 "projectile speed decreased" 1 "projectile speed increased" 2 "projectile acceleration" 0 "blast radius decreased" 0.65 "hold fire until full reload" 1 "spread angle pattern" "-25 0 0" "noclip projectiles" 1 "projectile lifetime" 5 "force fire full clip" 1 "fire input on attack" "popscript^$OrbitalRocket^" } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_rocketrain Delay 0 Repeats 1 } } ATK_3 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mod max primary clip override" -1 "fire rate bonus" 0.05 "override projectile type" 13 "energy weapon penetration" 1 "attach particle effect" 704 "dmg pierces resists absorbs" 1 "dmg penalty vs players" 3 "projectile speed decreased" 0.5 "custom weapon fire sound" Weapon_Bison.Single "spread angle pattern" "-16 0 0|-16 4 0|-14 6 0|-12 8 0|-8 8 0|-4 8 0|-2 6 0|0 4 0|0 0 0|0 -4 0|-2 -6 0|-4 -8 0|-8 -8 0|-12 -8 0|-14 -6 0|-16 -4 0" } AimAt Feet FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_bison_spammer_fix Delay 0 Repeats 1 } } ATK_4 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mod max primary clip override" -1 "fire rate bonus" 0.01 "override projectile type" 13 "energy weapon penetration" 1 "attach particle effect" 704 "dmg pierces resists absorbs" 1 "dmg penalty vs players" 2 "projectile speed decreased" 0.35 "projectile trail particle" ~raygun_projectile_blue_crit_trail "noclip projectiles" 1 "projectile hit radius" 16 "projectile lifetime" 10 "custom weapon fire sound" Weapon_Capper.Single "spread angle pattern" "-8 0 0|-8 4 0|-6 6 0|-4 8 0|0 8 0|4 8 0|6 6 0|8 4 0|8 0 0|8 -4 0|6 -6 0|4 -8 0|0 -8 0|-4 -8 0|-6 -6 0|-8 -4 0" } AimAt Feet FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_bison_scatter_spammer Delay 0 Repeats 1 } } ATK_5 { WeaponRestrictions MeleeOnly Item "warbird_rocketlauncher_warhawk" Item "The Half-Zatoichi" ItemAttributes { ItemName "The Half-Zatoichi" "provide on active" 1 "honorbound" 0 "fire rate bonus" 0.2 "mult smack time" 0 "move speed bonus" 4 "damage penalty" 0.5 "bleeding duration" 10 "dmg missing health" 0.34 "mult bleeding delay" 2 "stun enemies wielding same weapon" 2 "restore health on kill" 5 "dmg taken increased" 0.33 } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param boss_goliath Delay 0 Repeats 1 } } ATK_6 { WeaponRestrictions SecondaryOnly Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "TF_WEAPON_SHOTGUN_SOLDIER" ItemAttributes { "is_passive_weapon" 1 ItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "set_item_texture_wear" 0 "paintkit_proto_def_index" 255 "attach particle effect" 704 "projectile trail particle" ~superrare_purpleenergy "custom projectile model" models/effects/combineball.mdl "custom item model" models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl "explosion particle" merasmus_bomb_explosion_blast "explosion particle on direct hit" merasmus_bomb_explosion_blast "custom weapon fire sound" =80|weapons\physcannon\energy_sing_flyby2.wav "fire rate penalty" 5 "damage bonus" 2.5 "wrench index" 10 "projectile lifetime" 30 "projectile penetration" 1 "centerfire projectile" 1 "override projectile type" 8 "projectile speed increased hidden" 25 "projectile gravity" 0 "mod projectile heat seek power" 80 "mod projectile heat aim error" 120 "mod projectile heat aim time" 30 "mod projectile heat no predict target speed" 1 "fire input on hit" "popscript^$LevitateStun^" "fire input on hit name restrict" player } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "clip size bonus" 2.5 "hold fire until full reload" 1 "sniper fires tracer" 1 "fire rate penalty" 2 "reload time decreased" 0.5 "damage bonus" 1.5 "weapon spread bonus" 0.5 "mult crit dmg" 2.5 } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param heavy_shotgun_atmoic_v2 Delay 0 Repeats 1 } } ATK_7 { WeaponRestrictions SecondaryOnly Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "Boss Vortex Bombs" ItemAttributes { "is_passive_weapon" 1 ItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "set_item_texture_wear" 0 "paintkit_proto_def_index" 255 "attach particle effect" 704 "projectile trail particle" ~superrare_purpleenergy "custom projectile model" models/effects/combineball.mdl "custom item model" models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl "explosion particle" merasmus_bomb_explosion_blast "explosion particle on direct hit" merasmus_bomb_explosion_blast "custom weapon fire sound" =80|weapons\physcannon\energy_sing_flyby2.wav "fire rate penalty" 5 "damage bonus" 2.5 "wrench index" 6 "projectile lifetime" 30 "projectile penetration" 1 "centerfire projectile" 1 "override projectile type" 8 "projectile speed increased hidden" 25 "projectile gravity" 0 "mod projectile heat seek power" 80 "mod projectile heat aim error" 120 "mod projectile heat aim time" 30 "mod projectile heat no predict target speed" 1 "fire input on hit" "popscript^$LevitateStun^" "fire input on hit name restrict" player } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param ukgr_tumor Delay 0 Repeats 1 } } ATK_8 { WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_SNIPERRIFLE" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "provide on active" 1 "sniper fires tracer" 1 "faster reload rate" 0.2 "damage bonus" 3 "headshot damage increase" 2 "SRifle Charge rate increased" 3 "ability master sniper" 2 "bullets per shot bonus" 2 "custom weapon fire sound" Weapon_SniperRailgun.Single "no_jump" 1 } FireWeapon //Periodically fires weapon { Delay 3.5 Cooldown 0.1 Repeats 1 IfSeeTarget 0 Duration 0.1 Type "Secondary" } FireWeapon //Periodically fires weapon { Delay 0 Cooldown 0.1 Repeats 0 IfSeeTarget 1 Duration 0.1 Type "Primary" } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param sniper_machina_deadly Delay 0 Repeats 1 } } ATK_9 { Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mod max primary clip override" -1 "fire rate bonus" 0.05 "damage bonus" 2.5 "blast radius decreased" 0.25 "spread angle pattern" "-8 0 0|-8 4 0|-6 6 0|-4 8 0|0 8 0|4 8 0|6 6 0|8 4 0|8 0 0|8 -4 0|6 -6 0|4 -8 0|0 -8 0|-4 -8 0|-6 -6 0|-8 -4 0" "attach particle effect" 702 "mod projectile heat seek power" 90 "mod projectile heat aim error" 720 "mod projectile heat aim time" 1 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "projectile trail particle" eyeboss_projectile "hold fire until full reload" 0 "mult projectile count" 1 "projectile spread angle penalty" 0 "clip size bonus" 1 "faster reload rate" 1 "projectile speed decreased" 1 "projectile acceleration" 0 "hold fire until full reload" 1 } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_homing_spammer_hyper_giant Delay 0 Repeats 1 } } ATK_10 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "attach particle effect" 703 "fire rate penalty" 2 "blast radius increased" 1.75 "damage bonus" 10 "dmg bonus vs buildings" 2.5 "use large smoke explosion" 1 "mod max primary clip override" -1 "custom impact sound" =80|items\cart_explode.wav } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param boss_titanium_crits Delay 0 Repeats 1 } } ATK_11 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "set_item_texture_wear" 0 "paintkit_proto_def_index" 255 "attach particle effect" 704 "projectile trail particle" ~superrare_purpleenergy "custom projectile model" models/effects/combineball.mdl "custom item model" models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl "explosion particle" merasmus_bomb_explosion_blast "explosion particle on direct hit" merasmus_bomb_explosion_blast "custom weapon fire sound" =80|weapons\physcannon\energy_sing_flyby2.wav "projectile speed decreased" 0.65 "fire input on hit" "popscript^$LevitateStun^" "fire input on hit name restrict" player "wrench index" 2.5 "damage bonus" 2 "fire rate bonus" 0.5 "mod max primary clip override" -1 } AimAt Head FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_mangler_spammer_hyper Delay 0 Repeats 1 } } ATK_12 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "set_item_texture_wear" 0 "paintkit_proto_def_index" 255 "attach particle effect" 704 "projectile trail particle" ~superrare_purpleenergy "custom projectile model" models/effects/combineball.mdl "custom item model" models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl "explosion particle" merasmus_bomb_explosion_blast "explosion particle on direct hit" merasmus_bomb_explosion_blast "custom weapon fire sound" =80|weapons\physcannon\energy_sing_flyby2.wav "projectile speed decreased" 0.35 "fire input on hit" "popscript^$LevitateStun^" "fire input on hit name restrict" player "fire rate penalty" 2 "wrench index" 20 "mod max primary clip override" -1 "add cond on hit" 66 "add cond on hit duration" 20 "mod projectile heat seek power" 60 "mod projectile heat aim error" 120 "mod projectile heat aim time" 30 "mod projectile heat no predict target speed" 1 "add attributes on hit" "is suicide counter|5|20|healing received penalty|0.25|20" } AimAt Head FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_mangler_hyper Delay 0 Repeats 1 } } } } T_TFBot_Boss_Wave_7_Phase3 { Class Soldier ClassIcon boss_plutia_patriot Name "Enraged Experiment 1082" Skill Expert Attributes MiniBoss Attributes UseBossHealthBar Health 80000 Action Mobber DesiredAttackRange 10 UseCustomModel models/bots/soldier/goliatron2022_v3.mdl ShootTemplate { Name W_Vortex_Boss Offset "0 0 16" Angles "0 0 0" Spread 0 AttachToProjectile 1 ItemName "Boss Vortex Bombs" } CharacterAttributes { "health regen" 500 "move speed bonus" 0.45 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.1 } FireInput { Target Popscript Action $RandomATK Param !self Delay 5 Repeats 1 } EventChangeAttributes { ATK_1 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mult projectile count" 10 "projectile spread angle penalty" 15 "clip size bonus" 10 "faster reload rate" 0.15 "fire rate bonus" 0.2 "damage bonus" 1.5 "attach particle effect" 702 "projectile speed decreased" 0.25 "projectile acceleration" 500 "hold fire until full reload" 1 } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param boss_plutia_patriot Delay 0 Repeats 1 } } ATK_2 { WeaponRestrictions PrimaryOnly AimOffset "0 0 2000" Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mult projectile count" 1 "projectile spread angle penalty" 10 "clip size bonus" 75 "faster reload rate" 0.025 "fire rate bonus" 0.01 "damage bonus" 2 "attach particle effect" 701 "projectile speed decreased" 1 "projectile speed increased" 2 "projectile acceleration" 0 "blast radius decreased" 0.65 "hold fire until full reload" 1 "spread angle pattern" "-25 0 0" "noclip projectiles" 1 "projectile lifetime" 5 "force fire full clip" 1 "fire input on attack" "popscript^$OrbitalRocket^" } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_rocketrain Delay 0 Repeats 1 } } ATK_3 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mod max primary clip override" -1 "fire rate bonus" 0.05 "override projectile type" 13 "energy weapon penetration" 1 "attach particle effect" 704 "dmg pierces resists absorbs" 1 "dmg penalty vs players" 3 "projectile speed decreased" 0.5 "custom weapon fire sound" Weapon_Bison.Single "spread angle pattern" "-16 0 0|-16 4 0|-14 6 0|-12 8 0|-8 8 0|-4 8 0|-2 6 0|0 4 0|0 0 0|0 -4 0|-2 -6 0|-4 -8 0|-8 -8 0|-12 -8 0|-14 -6 0|-16 -4 0" } AimAt Feet FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_bison_spammer_fix Delay 0 Repeats 1 } } ATK_4 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mod max primary clip override" -1 "fire rate bonus" 0.01 "override projectile type" 13 "energy weapon penetration" 1 "attach particle effect" 704 "dmg pierces resists absorbs" 1 "dmg penalty vs players" 4 "projectile speed decreased" 0.35 "projectile trail particle" ~raygun_projectile_blue_crit_trail "noclip projectiles" 1 "projectile hit radius" 16 "projectile lifetime" 10 "custom weapon fire sound" Weapon_Capper.Single "spread angle pattern" "-8 0 0|-8 4 0|-6 6 0|-4 8 0|0 8 0|4 8 0|6 6 0|8 4 0|8 0 0|8 -4 0|6 -6 0|4 -8 0|0 -8 0|-4 -8 0|-6 -6 0|-8 -4 0" } AimAt Feet FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_bison_scatter_spammer Delay 0 Repeats 1 } } ATK_5 { WeaponRestrictions MeleeOnly Item "warbird_rocketlauncher_warhawk" Item "The Half-Zatoichi" ItemAttributes { ItemName "The Half-Zatoichi" "provide on active" 1 "honorbound" 0 "fire rate bonus" 0.1 "mult smack time" 0 "move speed bonus" 4 "damage penalty" 1 "bleeding duration" 20 "dmg missing health" 0.5 "mult bleeding delay" 2 "stun enemies wielding same weapon" 2 "restore health on kill" 10 "dmg taken increased" 0.33 } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param boss_goliath Delay 0 Repeats 1 } } ATK_6 { WeaponRestrictions SecondaryOnly Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "TF_WEAPON_SHOTGUN_SOLDIER" ItemAttributes { "is_passive_weapon" 1 ItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "set_item_texture_wear" 0 "paintkit_proto_def_index" 255 "attach particle effect" 704 "projectile trail particle" ~superrare_purpleenergy "custom projectile model" models/effects/combineball.mdl "custom item model" models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl "explosion particle" merasmus_bomb_explosion_blast "explosion particle on direct hit" merasmus_bomb_explosion_blast "custom weapon fire sound" =80|weapons\physcannon\energy_sing_flyby2.wav "fire rate penalty" 5 "damage bonus" 2.5 "wrench index" 12.5 "projectile lifetime" 30 "projectile penetration" 1 "centerfire projectile" 1 "override projectile type" 8 "projectile speed increased hidden" 25 "projectile gravity" 0 "mod projectile heat seek power" 80 "mod projectile heat aim error" 120 "mod projectile heat aim time" 30 "mod projectile heat no predict target speed" 1 "fire input on hit" "popscript^$LevitateStun^" "fire input on hit name restrict" player } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "clip size bonus" 2.5 "hold fire until full reload" 1 "sniper fires tracer" 1 "fire rate penalty" 1.25 "reload time decreased" 0.25 "damage bonus" 1.8 "weapon spread bonus" 0.25 "mult crit dmg" 3 } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param heavy_shotgun_atmoic_v2 Delay 0 Repeats 1 } } ATK_7 { WeaponRestrictions SecondaryOnly Item "Upgradeable TF_WEAPON_SNIPERRIFLE" Item "Boss Vortex Bombs" ItemAttributes { "is_passive_weapon" 1 ItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "set_item_texture_wear" 0 "paintkit_proto_def_index" 255 "attach particle effect" 704 "projectile trail particle" ~superrare_purpleenergy "custom projectile model" models/effects/combineball.mdl "custom item model" models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl "explosion particle" merasmus_bomb_explosion_blast "explosion particle on direct hit" merasmus_bomb_explosion_blast "custom weapon fire sound" =80|weapons\physcannon\energy_sing_flyby2.wav "fire rate penalty" 5 "damage bonus" 2.5 "wrench index" 7.5 "projectile lifetime" 30 "projectile penetration" 1 "centerfire projectile" 1 "override projectile type" 8 "projectile speed increased hidden" 25 "projectile gravity" 0 "mod projectile heat seek power" 80 "mod projectile heat aim error" 120 "mod projectile heat aim time" 30 "mod projectile heat no predict target speed" 1 "fire input on hit" "popscript^$LevitateStun^" "fire input on hit name restrict" player } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param ukgr_tumor Delay 0 Repeats 1 } } ATK_8 { WeaponRestrictions PrimaryOnly Item "Upgradeable TF_WEAPON_SNIPERRIFLE" ItemAttributes { ItemName "Upgradeable TF_WEAPON_SNIPERRIFLE" "provide on active" 1 "sniper fires tracer" 1 "faster reload rate" 0.1 "damage bonus" 3 "headshot damage increase" 2 "SRifle Charge rate increased" 3 "ability master sniper" 2 "bullets per shot bonus" 3 "custom weapon fire sound" Weapon_SniperRailgun.Single "no_jump" 1 } FireWeapon //Periodically fires weapon { Delay 3.5 Cooldown 0.1 Repeats 1 IfSeeTarget 0 Duration 0.1 Type "Secondary" } FireWeapon //Periodically fires weapon { Delay 0 Cooldown 0.1 Repeats 0 IfSeeTarget 1 Duration 0.1 Type "Primary" } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param sniper_machina_deadly Delay 0 Repeats 1 } } ATK_9 { Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "ignores other projectiles" 1 "mod max primary clip override" -1 "fire rate bonus" 0.05 "damage bonus" 2.5 "blast radius decreased" 0.5 "spread angle pattern" "-8 0 0|-8 4 0|-6 6 0|-4 8 0|0 8 0|4 8 0|6 6 0|8 4 0|8 0 0|8 -4 0|6 -6 0|4 -8 0|0 -8 0|-4 -8 0|-6 -6 0|-8 -4 0" "attach particle effect" 702 "mod projectile heat seek power" 90 "mod projectile heat aim error" 720 "mod projectile heat aim time" 2 "mod projectile heat no predict target speed" 1 "mod projectile heat aim start time" 0.5 "projectile trail particle" eyeboss_projectile } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_homing_spammer_hyper_giant Delay 0 Repeats 1 } } ATK_10 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "attach particle effect" 703 "fire rate penalty" 1.75 "blast radius increased" 1.75 "damage bonus" 12.5 "dmg bonus vs buildings" 3 "use large smoke explosion" 1 "mod max primary clip override" -1 "custom impact sound" =80|items\cart_explode.wav } FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param boss_titanium_crits Delay 0 Repeats 1 } } ATK_11 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "set_item_texture_wear" 0 "paintkit_proto_def_index" 255 "attach particle effect" 704 "projectile trail particle" ~superrare_purpleenergy "custom projectile model" models/effects/combineball.mdl "custom item model" models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl "explosion particle" merasmus_bomb_explosion_blast "explosion particle on direct hit" merasmus_bomb_explosion_blast "custom weapon fire sound" =80|weapons\physcannon\energy_sing_flyby2.wav "projectile speed decreased" 0.65 "fire input on hit" "popscript^$LevitateStun^" "fire input on hit name restrict" player "wrench index" 2.5 "damage bonus" 2 "fire rate bonus" 0.35 "mod max primary clip override" -1 } AimAt Head FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_mangler_spammer_hyper Delay 0 Repeats 1 } } ATK_12 { WeaponRestrictions PrimaryOnly Item "warbird_rocketlauncher_warhawk" ItemAttributes { ItemName "warbird_rocketlauncher_warhawk" "set_item_texture_wear" 0 "paintkit_proto_def_index" 255 "attach particle effect" 704 "projectile trail particle" ~superrare_purpleenergy "custom projectile model" models/effects/combineball.mdl "custom item model" models/workshop/weapons/c_models/c_invasion_sniperrifle/c_invasion_sniperrifle.mdl "explosion particle" merasmus_bomb_explosion_blast "explosion particle on direct hit" merasmus_bomb_explosion_blast "custom weapon fire sound" =80|weapons\physcannon\energy_sing_flyby2.wav "projectile speed decreased" 0.35 "fire input on hit" "popscript^$LevitateStun^" "fire input on hit name restrict" player "fire rate penalty" 1.5 "wrench index" 30 "mod max primary clip override" -1 "add cond on hit" 66 "add cond on hit duration" 30 "mod projectile heat seek power" 60 "mod projectile heat aim error" 120 "mod projectile heat aim time" 30 "mod projectile heat no predict target speed" 1 "add attributes on hit" "is suicide counter|5|30|healing received penalty|0.1|30" } AimAt Head FireInput { Target Popscript Action $RandomATK Param !self Delay 15 Repeats 1 } FireInput { Target !self Action $SetProp$m_iszClassIcon Param soldier_mangler_hyper Delay 0 Repeats 1 } } } } } ///////////////// //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 5 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 6 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}IRS {}: 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}IRS {}: 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}IRS {}: Yes." } WaveSpawn { WaitBeforeStarting 18 FirstSpawnMessage "{e534eb}Conductor {}: Foolish..." } WaveSpawn { WaitBeforeStarting 20 FirstSpawnMessage "{red}IRS {}: Do." } WaveSpawn { WaitBeforeStarting 20.5 FirstSpawnMessage "{red}IRS {}: Them." } WaveSpawn { WaitBeforeStarting 21 FirstSpawnMessage "{red}IRS {}: 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}IRS {}: 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 6 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation { Line "{red}IRS {}: 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 6 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 6 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 6 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 Attributes AlwaysCrit } 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 } } } Wave { WaitWhenDone 65 Checkpoint Yes CustomWaveNumber 5 CustomMaxWaveNumber 6 StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } 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 { TotalCurrency 0 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1000000 Support 1 TFBot { Class Scout ClassIcon spammer } } 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 { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_A_respawn Action Enable } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_B_respawn Action Enable } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_C_respawn Action Enable } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_D_respawn Action Enable } } WaveSpawn { Name Wave6_a1 TotalCount 40 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 20 Where spawnbot TFBot { Template T_TFBot_deflector_heavy_normal } } WaveSpawn { Name Wave6_a2 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 15 TotalCurrency 15 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Airblast_Pyro } TFBot { Template T_TFBot_Giant_Shield_QFix_Medic } } } WaveSpawn { Name Wave6_a3 TotalCount 30 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 15 Where spawnbot Where spawnbot_left Where spawnbot_right TFBot { Template T_TFBot_mad_milk_scout_slower } } WaveSpawn { Name Wave6_b1 WaitForAllSpawned Wave6_a1 TotalCount 30 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 20 Where gatebot_right TFBot { Template T_TFMoreGateBot_Soldier_Expert_DirectHit_Crit_Flank } } WaveSpawn { Name Wave6_b1 WaitForAllSpawned Wave6_a1 TotalCount 30 MaxActive 12 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 20 Where gatebot TFBot { Template T_TFGateBot_Heavy_Hard_Crit_Flank } } WaveSpawn { Name Wave6_c1 WaitForAllSpawned Wave6_b1 TotalCount 15 MaxActive 12 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 15 RandomSpawn 1 Where spawnbot Where spawnbot_left Where spawnbot_right TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name Wave6_c2 WaitForAllSpawned Wave6_b1 TotalCount 30 MaxActive 15 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 10 RandomSpawn 1 Where spawnbot Where spawnbot_left TFBot { Template T_TFBot_Soldier_Rocketshotgun_Armored_Battalion } } WaveSpawn { Name Wave6_c3 WaitForAllSpawned Wave6_b1 TotalCount 15 MaxActive 9 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 25 RandomSpawn 1 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector_Grapple } TFBot { Template T_TFBot_Giant_Shield_QFix_Medic } TFBot { Template T_TFBot_Giant_Shield_QFix_Medic } } } WaveSpawn { Name Wave6_d1 WaitForAllSpawned Wave6_c2 TotalCount 48 MaxActive 12 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 3 TotalCurrency 25 Where spawnbot TFBot { Template T_TFBot_Pyro_Nuker_Reflect } } WaveSpawn { Name Wave6_d2 WaitForAllSpawned Wave6_c3 TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 9 TotalCurrency 20 Where spawnbot_right TFBot { Template T_TFBot_Giant_Soldier_Spammer_Hyper } } WaveSpawn { Name Wave6_d3 WaitForAllSpawned Wave6_c3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 10 Tank { Health 30000 Speed 75 Name combattank|railgun|railgun StartingPathTrackNode "tank_path_LU_1" ClassIcon tank_combat_railgun SpawnTemplate SawbladeTank OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave6_e1 WaitForAllSpawned Wave6_d1 TotalCount 30 MaxActive 12 SpawnCount 2 WaitBeforeStarting 8 WaitBetweenSpawns 4 TotalCurrency 15 Where gatebot_right Squad { TFBot { Template T_TFMoreGateBot_Soldier_Expert_DirectHit_Crit_Flank } TFBot { Template T_TFGateBot_Heavy_Hard_Crit_Flank } } } WaveSpawn { Name Wave6_e2 WaitForAllSpawned Wave6_d1 TotalCount 20 MaxActive 8 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 3 TotalCurrency 10 Where gatebot TFBot { Template T_TFGateBot_Soldier_Rocketshotgun_Armored_Battalion } } WaveSpawn { Name Wave6_e3 WaitForAllSpawned Wave6_d2 TotalCount 8 MaxActive 8 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 6 TotalCurrency 20 Where gatebot TFBot { Template T_TFGateBot_Giant_Sniper_Huntsman_SpreadH } } WaveSpawn { Name Wave6_g1 WaitForAllSpawned Wave6_e1 TotalCount 40 MaxActive 6 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 6 TotalCurrency 20 Where gatebot Where gatebot_left Where gatebot_right Support 1 TFBot { Template T_TFGateBot_Scout_FAN_Crit } } WaveSpawn { Name Wave6_g2 WaitForAllSpawned Wave6_e2 TotalCount 30 MaxActive 10 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 3 TotalCurrency 10 Where spawnbot TFBot { Template T_TFBot_mad_milk_scout_slower } } WaveSpawn { Name Wave6_g3 WaitForAllSpawned Wave6_e3 TotalCount 12 MaxActive 9 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 40 Where spawnbot_right Squad { TFBot { Template T_TFBot_Giant_Soldier_Rocketrain } TFBot { Template T_TFBot_Giant_Shield_QFix_Medic } TFBot { Template T_TFBot_Giant_Shield_QFix_Medic } } } WaveSpawn { Name Wave6_g4 WaitForAllSpawned Wave6_e3 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 10 Tank { Health 32000 Speed 75 Name combattank|railgun|railgun StartingPathTrackNode "tank_path_RU_1" ClassIcon tank_combat_railgun SpawnTemplate SawbladeTank OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name Wave6_h1 WaitForAllSpawned Wave6_g2 TotalCount 30 MaxActive 8 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 2 TotalCurrency 20 Where spawnbot TFBot { Template T_TFBot_Soldier_Rocketshotgun_Armored_Battalion } } WaveSpawn { Name Wave6_h2 WaitForAllSpawned Wave6_g3 TotalCount 12 MaxActive 10 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 20 Where spawnbot_left Squad { TFBot { Template T_TFBot_Soldier_BurstFire ClassIcon soldier_burstfire_ammocanteen Tag bot_canteenammo } TFBot { Template T_TFBot_mad_milk_scout_slower } TFBot { Template T_TFBot_mad_milk_scout_slower } TFBot { Template T_TFBot_mad_milk_scout_slower } } } WaveSpawn { Name Wave6_h3 WaitForAllSpawned Wave6_g3 TotalCount 20 MaxActive 10 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 1.5 TotalCurrency 30 Where spawnbot TFBot { Template T_TFBot_deflector_heavy_normal } } WaveSpawn { Name Wave6_i1 WaitForAllSpawned Wave6_h2 TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 60 Where spawnbot TFBot { Template T_TFBot_Giant_Sniper_Huntsman_SpreadH } } WaveSpawn { Name Wave6_i2 WaitForAllSpawned Wave6_h3 TotalCount 24 MaxActive 24 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 2 TotalCurrency 50 Where spawnbot TFBot { Template T_TFBot_Pyro_Nuker_Reflect } } } Wave { WaitWhenDone 65 Checkpoint Yes CustomWaveNumber 6 CustomMaxWaveNumber 6 RedTeamWipeCausesWaveLoss 1 StartWaveOutput { Target wave_start_boss_relay Action Trigger } DoneOutput { Target wave_finished_intro_relay Action trigger } PlayerAttributes //Add attributes to players when the wave is active { "min respawn time" 30 } WaveSpawn { WaitBeforeStarting 133769420 Support 1 TFBot { Class Scout ClassIcon boss_commander } } WaveSpawn { TotalCurrency 0 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1000000 Support 1 TFBot { Class Scout ClassIcon sign_abcd } } WaveSpawn { TotalCurrency 0 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1000000 Support 1 TFBot { Class Scout ClassIcon spammer } } WaveSpawn { WaitBeforeStarting 133769420 Support 1 TFBot { Class Scout ClassIcon random_lite Attributes AlwaysCrit } } WaveSpawn { WaitBeforeStarting 133769420 Support 1 TFBot { Class Scout ClassIcon spy_kunai } } WaveSpawn { WaitBeforeStarting 133769420 Support 1 TFBot { Class Scout ClassIcon sniper_pierce } } 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 { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_A_respawn Action Enable } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_B_respawn Action Enable } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_C_respawn Action Enable } } WaveSpawn { WaitBeforeStarting 0 Support 1 FirstSpawnOutput { Target train_D_respawn Action Enable } } WaveSpawn { Name Wave6_Boss TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 TotalCurrency 0 Where spawnbot TFBot { Template T_TFBot_Boss_Wave_6 } } } Wave { WaitWhenDone 65 Checkpoint Yes CustomWaveNumber 6 CustomMaxWaveNumber 6 RedTeamWipeCausesWaveLoss 1 StartWaveOutput { Target wave_start_boss_relay Action Trigger } InitWaveOutput { Target wave_init_nocrane_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } PlayerAttributes //Add attributes to players when the wave is active { "min respawn time" 30 } WaveSpawn { Name Wave7_Boss_P1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 TotalCurrency 0 Where spawnbot HideIcon 1 TFBot { Template T_TFBot_Boss_Wave_7 } } WaveSpawn { Name Wave7_Boss_P2 WaitForAllDead Wave7_Boss_P1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 TotalCurrency 0 Where spawnbot HideIcon 1 TFBot { Template T_TFBot_Boss_Wave_7_Phase2 } } WaveSpawn { Name Wave7_Boss_P3 WaitForAllDead Wave7_Boss_P2 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 TotalCurrency 0 Where spawnbot TFBot { Template T_TFBot_Boss_Wave_7_Phase3 } } } }