//Transmission - White Noise //Advanced difficulty //Mission by Seelpit //Map by Herple Nerp //File updated: 9-08-'20 #base robot_standard.pop #base robot_giant.pop #base robot_transmission.pop //yayzers, first pass, basically already in there //might as well give the judges their way for a tad and follow their orders //mineral masher vibes uwu //w1: more big shotties at once //w2: gatebot conches: increase spawn rate (by like 1-2?) //w3: deflector supp -> norm heavy supp (which is fine tbh) //w4: strags :breee: //w6: apparently they like conches more than me, they want charged conches lol //which uh might be okay I guess? //also stragglers....again.....might as well make final conches supp lel //or do tind's suggestion and remove them entirely? #base robot_radiobot_lower.pop //Valve gatebots with some improvements and // shorter template name, includes valve gatebots that never had a template // and custom gatebots as well. #base robot_radiobot_upper.pop //Same as robot_radiobot_lower but now every robot // has _U at the end of their template name, to take upper gatebot path. //Red Spawn: //red_spawn //Front spawns: //spawnbot_main0 -tank carrier spawn //spawnbot_flank0 -cargo crate spawn //spawnbot_upper0 -upper spawn //spawnbot_invasion0 -spawnbot_main0, spawnbot_upper0, spawnbot_flank0 all in one. //spawnbot_boss_flank -spawns from the tank door, this doesn't get disabled by gate cap //spawnbot_teletank -for bots that want to be spawned from the teletank //Gate A spawn: //spawnbot_main1 -spawns from gate A //spawnbot_upper1 -spawns from the upper door with lift. //spawnbot_invasion1 -spawnbot_main1 and spawnbot_upper1 combined. //spawnbot_chief1 -spawnbot_main1, it's meant to be used for bots/bosses //you don't want to get teled in by engies with teles. //Tags: //Tag "bot_gatebot" -tag to give to Gatebots //Tag "nav_prefer_gate1_flank" -Makes gatebots take the ground gate path. //Tag "nav_prefer_gate1_upper" -Makes gatebots take the upper gate path. //NOTE: //"nav_prefer_gate1_flank" is mean for spawnbot_main0 and spawnbot_flank0 //while "nav_prefer_gate1_upper" is meant for spawnbot_upper0. //However, this doesn't mean you can't make upper gatebots spawn on the floor, //and lower gatebots spawn in the upper spawn, they can be used interchangeably //for different results. //Wave Relays //wave_start_relay //wave_start_relay_bomb //starts wave with a non resettable bomb rather than a resettable bomb. Give every first bot that spawns in the wave atleast a 1 second spawn delay. //wave_finished_relay //Resets everything, no need to manually disable relays you trigger WaveSchedule { StartingCurrency 600 RespawnWaveTime 3 CanBotsAttackWhileInSpawnRoom Yes //As per a "standard" of sorts Templates { //A demo that instantly blows itself up, leaving just ash. //Useful for making bots' ragdolls not appear! T_TFBot_Demo_Delete { Name "King Crimson'd" Class Demoman ClassIcon demoman //Change as fit ^u^ Health 5 //so p3 doesn't yell at me Scale 0.2 Skill Expert Item "The Loose Cannon" Attributes AlwaysFireWeapon Attributes MiniBoss Attributes IgnoreFlag CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } ItemAttributes { ItemName "The Loose Cannon" "ragdolls become ash" 1 "fuse bonus" 0.01 "single wep deploy time decreased" 0.1 "blast radius increased" 0.5 "damage bonus" -0.05 "blast dmg to self increased" 1 } } /////////////////////////////////////////////////////////////////////// //Bee designs //- Fast Killer Bee (normal KBS) //- Explosive Stinger Bee (Soldier w "mini rockets") //- Multi Stinger Bee (Warrior's Spirit Heavy w bleed) //- Protective Honeycomb Bee (Shield Medic, Uber Medic) //- Healy Honey Bee (Quick-Fix Medic) //- Stinger Spammer Bee (Syringe Medic) //- Super Stinger Bee (Super Scout w strong Basher) //- Giant Burst Stinger Bee (Giant Burst Solly w "mini rockets") //- Giant Multi Stinger Bee (Giant WS Heavy w crit-on-kill+bleed) /////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////// /////////////////////// Bee-bots /////////////////////// /////////////////////////////////////////////////////////////////// //A Speedy Scatter Scout! //Fast fire rate, but slower reload; "semi"-burst Beebot_KillerBee { Class Scout Name "Fast Killer Bee" Skill Hard Item "warbird_scattergun_killerbee" Item "The Flight of the Monarch" Item "Bumble Beenie" ClassIcon scout_killerbee_nys Attributes HoldFireUntilFullReload ItemAttributes { ItemName "warbird_scattergun_killerbee" "fire rate bonus" 0.5 "faster reload rate" 1.25 "move speed bonus" 1.125 //450 HU/s } } //Just a solly. Beebot_ExploStinger { Class Soldier Name "Explosive Stinger Bee" Skill Hard Item "Bumble Beenie" Item "harvest_rocketlauncher_autumn" ItemAttributes { ItemName "harvest_rocketlauncher_autumn" "mini rockets" 1 } } //Big, beefy melee Heavy //Takes normal damage and can heal a lot Beebot_MultStinger { Class Heavyweapons Name "Beehemoth" Health 900 Scale 1.5 Skill Expert WeaponRestrictions MeleeOnly ClassIcon heavy_champ Item "Warrior's Spirit" Item "Bumble Beenie" Tag bot_giant ItemAttributes { ItemName "Warrior's Spirit" "dmg taken increased" 1 "heal on kill" 500 } } //Normal Uber Medic crossed with a QuickUber Medic! Beebot_Protcomb_Uber { Class Medic Name "Protective Honeycomb Bee" ClassIcon medic_uber Skill Expert Attributes SpawnWithFullCharge Item "The Crusader's Crossbow" Item "Bumble Beenie" ItemAttributes { ItemName "TF_WEAPON_MEDIGUN" "heal rate bonus" 5 "ubercharge rate bonus" 5 } ItemAttributes { ItemName "The Crusader's Crossbow" "damage penalty" 0.5 } } //Shield Medic Beebot_Protcomb_Shield { Class Medic Name "Protective Honeycomb Bee" ClassIcon medic_shield_qf Skill Expert Attributes SpawnWithFullCharge Attributes IgnoreEnemies Attributes ProjectileShield Item "powerhouse_medigun_sparkoflife" Item "Bumble Beenie" ItemAttributes { ItemName "powerhouse_medigun_sparkoflife" "ubercharge rate bonus" -1 //No uber for you "heal rate bonus" 5 "generate rage on heal" 2 //thicc shield } CharacterAttributes { "increase buff duration" 9 //looooooooooooong shield "bot medic uber health threshold" 151 } } //Stronk BigHeal Medic Beebot_HealyHoney { Class Medic Name "Healy Honey Bee" Skill Expert Attributes SpawnWithFullCharge Item "The Crusader's Crossbow" Item "The Quick-Fix" Item "Bumble Beenie" ItemAttributes { ItemName "The Quick-Fix" "heal rate bonus" 15 "ubercharge rate bonus" 2 "bot medic uber health threshold" 81 } ItemAttributes { ItemName "The Crusader's Crossbow" "damage penalty" 0.5 } } //Mini-giant: Syringe spamming bee that spreads honey (milk) Beebot_StingerSpam { Class Medic Name "Stinger Spammer Bee" Skill Expert Item "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" Item "Bumble Beenie" WeaponRestrictions PrimaryOnly Attributes AlwaysCrit ClassIcon medic_syringe Scale 1.3 Health 500 Tag bot_giant ItemAttributes { ItemName "Upgradeable TF_WEAPON_SYRINGEGUN_MEDIC" "damage penalty" 0.5 "mad milk syringes" 1 "move speed penalty" 0.8 } } //Big bees! //speed. Beebot_Giant_SuperStinger { Class Scout Name "Super Stinger Bee" Health 1200 Skill Expert Attributes MiniBoss WeaponRestrictions MeleeOnly ClassIcon scout_giant_fast Item "Bumble Beenie" Item "The Flight of the Monarch" Item "The Boston Basher" Tag bot_giant ItemAttributes { ItemName "The Boston Basher" "hit self on miss" 0 } CharacterAttributes { "move speed bonus" 2 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } Beebot_Giant_BurstStinger { Class Soldier Name "Giant Burst Stinger Bee" Health 3800 Skill Expert Attributes MiniBoss Attributes HoldFireUntilFullReload ClassIcon soldier_burstfire Item "Bumble Beenie" Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.1 "faster reload rate" 0.4 "clip size upgrade atomic" 5 "projectile speed decreased" 0.8 "mini rockets" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } //Big momma Beehemoth //Again, no more bleed, just healing and normal damage //But more range and faster swing speed! //Make sure to use multiple, just near the start! Beebot_Giant_MultiStinger { Class Heavyweapons Name "Giant Beehemoth" Health 5000 Skill Expert Attributes MiniBoss WeaponRestrictions MeleeOnly ClassIcon heavy_champ_giant Item "Warrior's Spirit" Item "Bumble Beenie" Tag bot_giant ItemAttributes { ItemName "Warrior's Spirit" "dmg taken increased" 1 "melee attack rate bonus" 0.75 "heal on kill" 3000 "melee range multiplier" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } //And of course...GateBeeBots! GateBeebot_ExploStinger { Name "Explosive Stinger Bee" Class Soldier EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Tag bot_gatebot Tag nav_prefer_gate1_upper Item "MvM GateBot Light Soldier" Item "harvest_rocketlauncher_autumn" ItemAttributes { ItemName "harvest_rocketlauncher_autumn" "mini rockets" 1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" Item "Bumble Beenie" Item "harvest_rocketlauncher_autumn" ItemAttributes { ItemName "harvest_rocketlauncher_autumn" "mini rockets" 1 } ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } } } } GateBeebot_ExploStinger_Crit { Name "Explosive Stinger Bee" Class Soldier ClassIcon soldier_crit_norm EventChangeAttributes { Default { Attributes IgnoreFlag BehaviorModifiers Push Tag bot_gatebot Tag nav_prefer_gate1_upper Item "MvM GateBot Light Soldier" Item "harvest_rocketlauncher_autumn" Attributes AlwaysCrit ItemAttributes { ItemName "harvest_rocketlauncher_autumn" "mini rockets" 1 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" Item "Bumble Beenie" Item "harvest_rocketlauncher_autumn" Attributes AlwaysCrit ItemAttributes { ItemName "harvest_rocketlauncher_autumn" "mini rockets" 1 } ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } } } } GateBeebot_MultStinger { ClassIcon heavy_champ Health 900 Scale 1.5 Name "Beehemoth" Class Heavyweapons EventChangeAttributes { Default { BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank Skill Expert WeaponRestrictions MeleeOnly Item "Warrior's Spirit" Item "Bumble Beenie" Item "MvM Gatebot Light Heavy" Tag bot_giant ItemAttributes { ItemName "Warrior's Spirit" "dmg taken increased" 1 "heal on kill" 500 } } RevertGateBotsBehavior { Skill Expert WeaponRestrictions MeleeOnly Item "Warrior's Spirit" Item "Bumble Beenie" Item "MvM Gatebot Light Spy" ItemAttributes { ItemName "Warrior's Spirit" "dmg taken increased" 1 "heal on kill" 500 } ItemAttributes { ItemName "MvM Gatebot Light Spy" "item style override" 1 } } } } GateBeebot_Giant_MultiStinger { ClassIcon heavy_champ_giant Class Heavyweapons Name "Giant Beehemoth" Health 5000 EventChangeAttributes { Default { BehaviorModifiers Push Attributes IgnoreFlag Tag bot_gatebot Tag nav_prefer_gate1_flank Tag bot_giant Skill Expert Attributes MiniBoss WeaponRestrictions MeleeOnly Item "Warrior's Spirit" Item "Bumble Beenie" Item "MvM Gatebot Light Heavy" ItemAttributes { ItemName "Warrior's Spirit" "dmg taken increased" 1 "melee attack rate bonus" 0.75 "heal on kill" 3000 "melee range multiplier" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Tag bot_giant Skill Expert Attributes MiniBoss WeaponRestrictions MeleeOnly Item "Warrior's Spirit" Item "Bumble Beenie" Item "MvM GateBot Light Spy" ItemAttributes { ItemName "Warrior's Spirit" "dmg taken increased" 1 "melee attack rate bonus" 0.75 "heal on kill" 3000 "melee range multiplier" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } ItemAttributes { ItemName "MvM GateBot Light Spy" "item style override" 1 } } } } /////////////////////////////////////////////////////////////////// /////////////////////// Gatebots /////////////////////// /////////////////////////////////////////////////////////////////// //I wanted these to have a helmet. //Modifying the base template is too fucky. GateBot_Scout_Sandman_FastCharge_Crit_Batter { ClassIcon scout_stun_crit Health 125 Name "Hyper League Scout" Class Scout EventChangeAttributes { Default { Skill Hard BehaviorModifiers Push WeaponRestrictions MeleeOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes IgnoreFlag Attributes AlwaysCrit Item "The Sandman" Item "MvM Gatebot Light Scout" Item "Batter's Helmet" ItemAttributes { ItemName "Batter's Helmet" "set item tint rgb" 15185211 //aussie gold } ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.25 } } RevertGateBotsBehavior { Skill Hard WeaponRestrictions MeleeOnly Item "The Sandman" Item "MvM Gatebot Light Scout" Item "Batter's Helmet" Attributes AlwaysCrit ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.25 } ItemAttributes { ItemName "MvM Gatebot Light Scout" "item style override" 1 } } } } //I wanted these to have a helmet as well. //Modifying the base template is too fucky. GateBot_Scout_Sandman_FastCharge_Batter { ClassIcon scout_stun Health 125 Name "Hyper League Scout" Class Scout EventChangeAttributes { Default { Skill Hard BehaviorModifiers Push WeaponRestrictions MeleeOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes IgnoreFlag Item "The Sandman" Item "MvM Gatebot Light Scout" Item "Batter's Helmet" ItemAttributes { ItemName "Batter's Helmet" "set item tint rgb" 15185211 //aussie gold } ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.25 } } RevertGateBotsBehavior { Skill Hard WeaponRestrictions MeleeOnly Item "The Sandman" Item "MvM Gatebot Light Scout" Item "Batter's Helmet" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.25 } ItemAttributes { ItemName "MvM Gatebot Light Scout" "item style override" 1 } } } } GateBot_Scout_Sandman_FastCharge_Batter_U { ClassIcon scout_stun Health 125 Name "Hyper League Scout" Class Scout EventChangeAttributes { Default { Skill Hard BehaviorModifiers Push WeaponRestrictions MeleeOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_upper" Attributes IgnoreFlag Item "The Sandman" Item "MvM Gatebot Light Scout" Item "Batter's Helmet" ItemAttributes { ItemName "Batter's Helmet" "set item tint rgb" 15185211 //aussie gold } ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.25 } } RevertGateBotsBehavior { Skill Hard WeaponRestrictions MeleeOnly Item "The Sandman" Item "MvM Gatebot Light Scout" Item "Batter's Helmet" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.25 } ItemAttributes { ItemName "MvM Gatebot Light Scout" "item style override" 1 } } } } //Gatebot version of a Burst Soldier. Ain't complicated. GateBot_Soldier_Burst { Name "Burst Fire Soldier" Class Soldier ClassIcon soldier_burstfire EventChangeAttributes { Default { BehaviorModifiers Push Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes IgnoreFlag Attributes HoldFireUntilFullReload Skill Normal Item "MvM Gatebot Light Soldier" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.05 "Projectile spread angle penalty" 2 "projectile speed increased" 0.8 "faster reload rate" 1.4 //3.5 second reload, more or less "clip size upgrade atomic" -1 "damage penalty" 0.55 //Cause they're stronk as fuck } } RevertGateBotsBehavior { Attributes HoldFireUntilFullReload Skill Normal Item "MvM Gatebot Light Soldier" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.05 "Projectile spread angle penalty" 2 "projectile speed increased" 0.8 "faster reload rate" 1.4 //3.5 second reload, more or less "clip size upgrade atomic" -1 "damage penalty" 0.55 //Cause they're stronk as fuck } ItemAttributes { ItemName "MvM Gatebot Light Soldier" "item style override" 1 } } } } GateBot_Soldier_Burst_U { Name "Burst Fire Soldier" Class Soldier ClassIcon soldier_burstfire EventChangeAttributes { Default { BehaviorModifiers Push Tag "bot_gatebot" Tag "nav_prefer_gate1_upper" Attributes IgnoreFlag Attributes HoldFireUntilFullReload Skill Normal Item "MvM Gatebot Light Soldier" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.05 "Projectile spread angle penalty" 2 "projectile speed increased" 0.8 "faster reload rate" 1.4 //3.5 second reload, more or less "clip size upgrade atomic" -1 "damage penalty" 0.55 //Cause they're stronk as fuck } } RevertGateBotsBehavior { Attributes HoldFireUntilFullReload Skill Normal Item "MvM Gatebot Light Soldier" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.05 "Projectile spread angle penalty" 2 "projectile speed increased" 0.8 "faster reload rate" 1.4 //3.5 second reload, more or less "clip size upgrade atomic" -1 "damage penalty" 0.55 //Cause they're stronk as fuck } ItemAttributes { ItemName "MvM Gatebot Light Soldier" "item style override" 1 } } } } //A Flare Gun gatebot. Cause it didn't exist. GateBot_Pyro_Flaregun { Class Pyro ClassIcon pyro_flare Name "Flare Pyro" EventChangeAttributes { Default { Tag nav_prefer_gate1_flank Tag bot_gatebot BehaviorModifiers push Attributes IgnoreFlag Item "MvM GateBot Light Pyro" Item "The Flare Gun" Skill Normal WeaponRestrictions SecondaryOnly } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" Item "The Flare Gun" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Normal WeaponRestrictions SecondaryOnly } } } //A Pyro with a Conch! GateBot_Pyro_Conch { Class Pyro ClassIcon pyro_conch Name "Extended Conch Pyro" EventChangeAttributes { Default { Tag nav_prefer_gate1_flank Tag bot_gatebot BehaviorModifiers push Attributes IgnoreFlag Attributes SpawnWithFullCharge Skill Normal Item "MvM GateBot Light Pyro" Item "The Concheror" WeaponRestrictions PrimaryOnly CharacterAttributes { "increase buff duration" 9 "deploy time decreased" 0.5 "move speed bonus" 0.8 //2fast2quick otherwise } } RevertGateBotsBehavior { Skill Normal WeaponRestrictions PrimaryOnly Attributes SpawnWithFullCharge Item "MvM GateBot Light Pyro" Item "The Concheror" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } CharacterAttributes { "increase buff duration" 9 "deploy time decreased" 0.5 "move speed bonus" 0.8 } } } } //A pyro that activates a Conch on Phlog taunt! GateBot_Pyro_PhlogConch_U { Class Pyro Name "Phlog Concheror Pyro" Health 175 ClassIcon pyro_conch EventChangeAttributes { Default { Skill Hard WeaponRestrictions PrimaryOnly BehaviorModifiers Push Tag bot_gatebot Tag nav_prefer_gate1_upper Attributes IgnoreFlag Attributes SpawnWithFullCharge Item "The Phlogistinator" Item "MvM Gatebot Light Pyro" ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 "mod soldier buff type" 3 "increase buff duration" 9 } } RevertGateBotsBehavior { Skill Hard WeaponRestrictions PrimaryOnly Item "The Phlogistinator" Item "MvM Gatebot Light Pyro" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 "mod soldier buff type" 3 "increase buff duration" 9 } ItemAttributes { ItemName "MvM Gatebot Light Scout" "item style override" 1 } } } } //Just a Heater Heavy. GateBot_Heavy_Heater { ClassIcon heavy_heater //_nys Fiiine, Herp Health 300 Name "Heater Heavy" Class HeavyWeapons EventChangeAttributes { Default { Skill Normal BehaviorModifiers Push WeaponRestrictions PrimaryOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" Item "The Huo Long Heatmaker" Item "MvM GateBot Light Heavy" } RevertGateBotsBehavior { Skill Normal WeaponRestrictions PrimaryOnly Item "The Huo Long Heatmaker" Item "MvM GateBot Light Spy" ItemAttributes { ItemName "MvM GateBot Light Spy" "item style override" 1 } } } } //A Heavy with a regular shotgun, that takes the upper path. GateBot_Heavyweapons_Shotgun_SP { ClassIcon heavy_shotgun Health 300 Name "Shotgun Heavy" Class HeavyWeapons EventChangeAttributes { Default { Skill Hard BehaviorModifiers Push WeaponRestrictions SecondaryOnly Tag "nav_prefer_gate1_upper" Tag "bot_gatebot" Attributes "IgnoreFlag" Item "MvM GateBot Light Heavy" } RevertGateBotsBehavior { Skill Hard WeaponRestrictions SecondaryOnly Item "MvM GateBot Light Heavy" ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } //A better hatty Deflector Gatebot. GateBot_Heavy_Deflector_Hat { ClassIcon heavy_deflector Health 300 Name "Deflector Heavy" Class HeavyWeapons EventChangeAttributes { Default { Skill Hard MaxVisionRange 1200 BehaviorModifiers Push WeaponRestrictions PrimaryOnly Tag "bot_gatebot" Tag "nav_prefer_gate1_flank" Attributes "IgnoreFlag" Item "Deflector" Item "The U-clank-a" Item "MvM GateBot Light Spy" //Might look better? ItemAttributes { ItemName "Deflector" "attack projectiles" 1 } } RevertGateBotsBehavior { Skill Hard MaxVisionRange 1200 WeaponRestrictions PrimaryOnly Item "Deflector" Item "The U-clank-a" Item "MvM GateBot Light Spy" ItemAttributes { ItemName "Deflector" "attack projectiles" 1 } ItemAttributes { ItemName "MvM GateBot Light Spy" "item style override" 1 } } } } /////////////////////////////////////////////////////////////////// /////////////////////// Normal Bots /////////////////////// /////////////////////////////////////////////////////////////////// //Some of these are from the referenced template files //Just here so I can easily remember their name :3 T_TFBot_Scout_Herp_Popper { Class Scout Skill Expert Health 125 MaxVisionRange 900 ClassIcon scout_pop Name "Soda Popper Scout" Item "the soda popper" Item "The Lightning Lid" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "the soda popper" "damage bonus" 0.45 "bullets per shot bonus" 3 "faster reload rate" 1.5 "fire rate bonus" 1.5 } } //A burst fire soldier. Simple as that. T_TFBot_Soldier_Burst { Name "Burst Fire Soldier" Class Soldier Attributes HoldFireUntilFullReload Skill Normal Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ClassIcon soldier_burstfire ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.05 "Projectile spread angle penalty" 2 "projectile speed increased" 0.8 "faster reload rate" 1.4 //3.5 second reload, more or less "clip size upgrade atomic" -1 "damage penalty" 0.65 //Cause they're stronk as fuck } } //Rapid Fire Solly w/ a Conch! T_TFBot_Soldier_Spammer_Conch { Class Soldier ClassIcon soldier_rapid_conch Name "Rapid Concheror Soldier" Item "The Concheror" Skill Hard Attributes SpawnWithFullCharge ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.01 "fire rate bonus" 0.625 "projectile speed decreased" 0.83 } CharacterAttributes { "increase buff duration" 19 } } //Clover's mini-barrage template :3 T_TFBot_Soldier_Barrage { Name "Lieutenant Barrage" Class Soldier Skill Hard Health 650 Scale 1.4 Attributes HoldFireUntilFullReload ClassIcon soldier_barrage Item "The Grenadier's Softcap" Tag bot_giant ItemAttributes { ItemName "tf_weapon_rocketlauncher" "faster reload rate" 0.2 "fire rate bonus" 0.25 "clip size upgrade atomic" 8.0 "Projectile speed increased" 0.7 "projectile spread angle penalty" 5 } CharacterAttributes { "move speed bonus" 0.8 } } //A smaller version of the Giant Flare Pyro! T_TFBot_Pyro_Flare_Infinite { Name "Rapid Fire Flare Pyro" Class Pyro Skill Normal MaxVisionRange 2500 ClassIcon pyro_flare //_infinite WeaponRestrictions SecondaryOnly Item "The Flare Gun" Item "Old Guadalajara" ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.3 //"damage penalty" 0.5 Nah. } } //A minigiant pyro that rains down flares! T_TFBot_Pyro_Flare_Rain { Class Pyro Name "Flare Rain Pyro" Health 600 Scale 1.4 MaxVisionRange 1200 Skill Hard WeaponRestrictions SecondaryOnly Item "The Flare Gun" Item "The Firefly" ClassIcon pyro_flare_rain_nys Tag bot_giant ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.3 "projectile spread angle penalty" 5 "projectile speed decreased" 0.3 } CharacterAttributes { "move speed bonus" 0.8 } } //A slowing pyro with crits! T_TFBot_Pyro_Slowdown { Class Pyro Name "Slowing Pyro" Skill Hard Attributes AlwaysFireWeapon Attributes AlwaysCrit ClassIcon pyro_slowdown Item "powerhouse_flamethrower_turbinetorcher" ItemAttributes { ItemName "powerhouse_flamethrower_turbinetorcher" "slow enemy on hit major" 2 } } //A Phlog Pyro that, on taunt, blows a Conch! T_TFBot_Pyro_Conch { Class Pyro Name "Phlog Concheror Pyro" Skill Hard Item "The Phlogistinator" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Phlogistinator" "airblast disabled" 0 "mod soldier buff type" 3 //Conch! } } //Specially for Hellmet: Burst Fire Demos that don't //instantly deal 400 damage on spawn :3 T_TFBot_Demo_BurstFix { Name "Burst Fire Demo" Class Demoman Skill Normal ClassIcon demo_burst Item "Upgradeable TF_WEAPON_GRENADELAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_GRENADELAUNCHER" "auto fires full clip" 1 "auto fires when full" 1 "clip size penalty" 0.5 "Reload time increased" 1.75 "fire rate bonus" 0.05 "projectile spread angle penalty" 2 } } //A Demo variant of the standard Blast Soldier. T_TFBot_Demo_Blast_SP { Name "Burst Blast Demo" Class Demoman Skill Hard Item "warbird_grenadelauncher_butcherbird" ClassIcon demo_blast Attributes HoldFireUntilFullReload ItemAttributes { ItemName "warbird_grenadelauncher_butcherbird" "fire rate bonus" 0.05 "projectile spread angle penalty" 2 "faster reload rate" 1.5 "clip size upgrade atomic" -1 "damage blast push" 6 } } //A Deflector. T_TFBot_Heavyweapons_Deflector { Class Heavyweapons Name "Deflector Heavy" ClassIcon heavy_deflector Skill Hard Item "The U-clank-a" Item "Deflector" WeaponRestrictions PrimaryOnly MaxVisionRange 1200 ItemAttributes { ItemName "Deflector" "attack projectiles" 1 } } //Based on the Giant Regen Heavy. //Lotsa health regen going on here T_TFBot_Heavyweapons_Regen { Class Heavyweapons Name "Regen Heavy" Skill Hard Item "Iron Curtain" Item "The Tungsten Toque" ClassIcon heavy_healonkill ItemAttributes { ItemName "Iron Curtain" "health regen" 10 "heal on hit for rapidfire" 2 "heal on kill" 150 } } //Just a Kritzkrieg Medic. Pretty standard. T_TFBot_Medic_Krit { Class Medic Name "Kritz Medic" ClassIcon medic_kritz Skill Expert Attributes SpawnWithFullCharge Item "The Kritzkrieg" ItemAttributes { ItemName "The Kritzkrieg" "bot medic uber health threshold" 153 "uber duration bonus" -9 "ubercharge rate bonus" 80 "heal rate bonus" 5 } } //Standard 75% resist Vaxx meds. Their bubbles disappear after a second. //Use these for giants that come on their own! T_TFBot_Medic_Vacc_Bullet { Class Medic Skill Expert Name "Bullet Vaccinator Medic" ClassIcon medic_bullet Attributes SpawnWithFullCharge Item "gentlemanne_medigun_coffinnail" Item "Commando Elite" ItemAttributes { ItemName "gentlemanne_medigun_coffinnail" "heal rate bonus" 5 "medigun charge is resists" 3 "lunchbox adds minicrits" 3 //Fixes permabubbles "medigun bullet resist passive" 0.75 "medigun bullet resist deployed" 0.75 "ubercharge rate bonus" 200 "uber duration bonus" -7 "bot medic uber health threshold" 333 } } //Same as above, but for blasts. Use for giants that come with small bots! T_TFBot_Medic_Vacc_Blast { Class Medic Skill Expert Name "Blast Vaccinator Medic" ClassIcon medic_blast Attributes SpawnWithFullCharge Item "gentlemanne_medigun_coffinnail" Item "The Cloud Crasher" ItemAttributes { ItemName "gentlemanne_medigun_coffinnail" "heal rate bonus" 5 "medigun charge is resists" 4 "lunchbox adds minicrits" 3 //Fixes permabubbles "medigun blast resist passive" 0.75 "medigun blast resist deployed" 0.75 "ubercharge rate bonus" 200 "uber duration bonus" -7 "bot medic uber health threshold" 444 } } /////////////////////////////////////////////////////////////////// /////////////////////// Giant Bots /////////////////////// /////////////////////////////////////////////////////////////////// //A DH Burst Fire with a Buff Banner! T_TFBot_Giant_Soldier_Burst_Banner { Name "Giant Buff Burst Soldier" Class Soldier Health 3800 Attributes MiniBoss Skill Expert ClassIcon soldier_burstfire Item "The Direct Hit" Item "The Buff Banner" Attributes SpawnWithFullCharge Tag bot_giant ItemAttributes { ItemName "The Direct Hit" "fire rate bonus" 0.1 "faster reload rate" 0.4 "clip size upgrade atomic" 5 "projectile spread angle penalty" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "increase buff duration" 19 } } //Colonel Barrage taken a step down. T_TFBot_Giant_Soldier_Barrage { Name "Giant Barrage Soldier" Class Soldier Skill Expert Health 4000 Attributes MiniBoss Attributes HoldFireUntilFullReload ClassIcon soldier_barrage Tag bot_giant ItemAttributes { ItemName "tf_weapon_rocketlauncher" "faster reload rate" 0.3 "clip size upgrade atomic" 11 "fire rate bonus" 0.2 "Projectile speed increased" 0.6 "projectile spread angle penalty" 5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } //Basically the Beekeeper, except as a non-boss! T_TFBot_Giant_Pyro_Slowdown { Name "Giant Slowing Pyro" Class Pyro Health 3000 Skill Expert Attributes AlwaysFireWeapon Attributes MiniBoss WeaponRestrictions PrimaryOnly Item "The Hive Minder" Item "powerhouse_flamethrower_turbinetorcher" ClassIcon pyro_slowdown Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 6 "damage force reduction" 0.5 } ItemAttributes { ItemName "powerhouse_flamethrower_turbinetorcher" "slow enemy on hit major" 1 //Only a lasting slow } } //A big, bad Flare-raining Pyro. T_TFBot_Giant_Pyro_Flare_Rain { Class Pyro Name "Flare Rain Pyro" Health 3000 MaxVisionRange 1200 ClassIcon pyro_flare_rain_nys Skill Hard Attributes MiniBoss WeaponRestrictions SecondaryOnly Item "The Flare Gun" Item "The Firefly" Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 6 "damage force reduction" 0.5 } ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.1 "projectile spread angle penalty" 5 "projectile speed decreased" 0.4 } } //A big, bad Samurai Demo! //Doesn't leap, how'd you expect it to? T_TFBot_Giant_Demoman_Samurai { Class Demoman Name "Giant Samurai Demo" Health 3300 ClassIcon demoknight_samurai Skill Expert Item "The Splendid Screen" Item "The Half-Zatoichi" Item "Demo Kabuto" Attributes MiniBoss WeaponRestrictions MeleeOnly Tag bot_giant ItemAttributes { ItemName "The Splendid Screen" "attack not cancel charge" 1 "charge time increased" 2 } ItemAttributes { ItemName "The Half-Zatoichi" "honorbound" 0 } CharacterAttributes { "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "move speed bonus" 0.5 } } //A bigger, badder Uber Medic. Not as tough as a Giant Medic, //but you can't take it down even with 14 crit stickies during its ubercharge! //Doubled uber rate, halved wait, hp regen compared to the Wringout version. //Also, a cool hat! T_TFBot_Giant_Medic_Uber { Name "Giant Uber Medic" Class Medic Skill Expert Health 4500 Attributes MiniBoss Attributes SpawnWithFullCharge ClassIcon medic_uber_giant Item "dec2014 Surgeon's Shako" Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "bot medic uber health threshold" 2700 "bot medic uber deploy delay duration" 2 "health regen" 30 } ItemAttributes { ItemName "tf_weapon_medigun" "heal rate bonus" 75 "ubercharge rate bonus" 8 "uber duration bonus" -2 } } T_TFBot_Giant_Sniper_Huntsman_RapidFire { Name "Giant Rapid Fire Bowman" Class Sniper Item "The Huntsman" Health 3000 Skill Expert Attributes MiniBoss ClassIcon sniper_bow_multi Tag bot_giant ItemAttributes { ItemName "The Huntsman" "faster reload rate" 0.3 "fire rate bonus" 0.3 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 6 } } //Recycled Bomboss, from old Waterway Wringout //Re-balanced to befit the difficulty; it's between a giant and a final boss! T_TFBot_Chief_Demo_Blast { Name "Chief Burst Blast Demo" Class Demoman Health 12000 Scale 1.8 MaxVisionRange 1300 Skill Expert ClassIcon demo_blast Item "The Loose Cannon" Item "Spirit of the Bombing Past" Item "Madness vs Machines Grandiose Garnet 2019" Attributes MiniBoss Attributes UseBossHealthBar Tag bot_giant CharacterAttributes { "move speed bonus" 0.45 "damage force reduction" 0.25 "airblast vulnerability multiplier" 0.15 "rage giving scale" 0.6 "health regen" 50 "override footstep sound set" 4 } ItemAttributes { ItemName "The Loose Cannon" "damage blast push" 8 "dmg bonus vs buildings" 2 //Prevents sentryblocking better "fire rate bonus" 0.1 "clip size upgrade atomic" 11 "faster reload rate" 0.3 "Projectile speed increased" 1.5 "auto fires full clip" 1 "auto fires when full" 1 //Essentially HoldFireUntilFullReload "grenade damage reduction on world contact" 1 "grenade launcher mortar mode" 0 //Fixes selfsplosions "Projectile spread angle penalty" 4 "fuse bonus" 0.5 } } } //Spies wave 1 Mission { Objective Spy RunForThisManyWaves 1 BeginAtWave 1 CooldownTime 55 InitialCooldown 25 DesiredCount 2 Where spawnbot_invasion0 Where spawnbot_invasion1 TFBot { Template T_TFBot_Spy } } //Spies wave 3 Mission { Objective Spy RunForThisManyWaves 1 BeginAtWave 3 CooldownTime 50 InitialCooldown 18 DesiredCount 2 Where spawnbot_invasion0 Where spawnbot_invasion1 TFBot { Template T_TFBot_Spy } } //Spies wave 6 Mission { Objective Spy RunForThisManyWaves 1 BeginAtWave 6 CooldownTime 25 InitialCooldown 12 DesiredCount 3 Where spawnbot_invasion0 Where spawnbot_invasion1 TFBot { Template T_TFBot_Spy } } //Snipers wave 2 Mission { Objective Sniper RunForThisManyWaves 1 BeginAtWave 2 CooldownTime 55 InitialCooldown 15 DesiredCount 2 Where spawnbot_upper0 Where spawnbot_main1 TFBot { Template T_TFBot_Sniper } } //Snipers wave 4 Mission { Objective Sniper RunForThisManyWaves 1 BeginAtWave 4 CooldownTime 45 InitialCooldown 15 DesiredCount 3 Where spawnbot_upper0 Where spawnbot_main1 RandomChoice { TFBot { Template T_TFBot_Sniper_Sydney_Sleeper Item "The Razorback" Name "Razorback Sydney Sniper" } TFBot { Template T_TFBot_Sniper Item "The Machina" Item "The Razorback" Name "Razorback Machina Sniper" MaxVisionRange 1800 } } } //Busters wave 1-2 Mission { Objective DestroySentries RunForThisManyWaves 2 BeginAtWave 1 CooldownTime 65 InitialCooldown 20 DesiredCount 1 Where spawnbot_main0 Where spawnbot_upper1 TFBot { Template T_TFBot_Giant_Demoman_Buster_Improved } } //Busters wave 3 Mission { Objective DestroySentries RunForThisManyWaves 1 BeginAtWave 3 CooldownTime 60 InitialCooldown 15 DesiredCount 1 Where spawnbot_main0 Where spawnbot_upper1 TFBot { Template T_TFBot_Giant_Demoman_Buster_Improved } } //Busters wave 4 Mission { Objective DestroySentries RunForThisManyWaves 1 BeginAtWave 4 CooldownTime 50 InitialCooldown 10 DesiredCount 1 Where spawnbot_main0 Where spawnbot_upper1 TFBot { Template T_TFBot_Giant_Demoman_Buster_Improved } } //Busters wave 5 Mission { Objective DestroySentries RunForThisManyWaves 1 BeginAtWave 5 CooldownTime 50 InitialCooldown 10 DesiredCount 1 Where spawnbot_flank0 Where spawnbot_upper1 TFBot { Template T_TFBot_Giant_Demoman_Buster_Improved Item "Bumble Beenie" Name "Sentry Beester" CharacterAttributes { "head scale" 1.6 } } } //Busters wave 6 Mission { Objective DestroySentries RunForThisManyWaves 1 BeginAtWave 6 CooldownTime 40 InitialCooldown 15 DesiredCount 1 Where spawnbot_main0 Where spawnbot_upper1 TFBot { Template T_TFBot_Giant_Demoman_Buster_Improved } } //////////////////////////////////////////////////////////////////////////////// Wave //Wave 1 - Payout: $750 + $100 bonus { //welp //still back here it seems //Technically dropped support but then I ended up deciding against it lol //k so, technical plan //- scrap everything the judges found unfun or whatever is probably too borked to function // - includes most of w4, entirety of w7 // - and a handful of subwaves for the other waves // - specific targets are the slowing pyros (find a use for them) // - and the rf flare pyros // - keep an eye on the flankers as well //- then once that's done add new subwaves //- final product: new mission StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave1a" //these were generally fine since they were hunky and stuff //but maybe make them not have meds? //reduces survivability thus their time on the field is lower WaitBeforeStarting 10 WaitBetweenSpawns 10 Where spawnbot_main0 Where spawnbot_upper1 TotalCount 6 MaxActive 6 SpawnCount 3 TotalCurrency 120 Squad { TFBot { Template T_TFBot_Giant_Pyro_Slowdown } TFBot { Template T_TFBot_Medic_QuickFix_Normal Item "Das Naggenvatcher" Name "Charged Quick-Fix Medic" } TFBot { Template T_TFBot_Medic_QuickFix_Normal Item "Das Naggenvatcher" Name "Charged Quick-Fix Medic" } } } WaveSpawn { Name "wave1a2" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 5 TotalCount 15 MaxActive 3 SpawnCount 3 TotalCurrency 60 TFBot { Template T_TFBot_Soldier_Burst } } WaveSpawn { Name "wave1a2" Where spawnbot_upper0 Where spawnbot_main0 Where spawnbot_main1 WaitBeforeStarting 2 WaitBetweenSpawns 3 TotalCount 16 MaxActive 4 SpawnCount 4 TotalCurrency 40 TFBot { Template GateBot_Scout_Sandman_FastCharge_U } } WaveSpawn { Name "wave1b" WaitForAllDead "wave1a" Where spawnbot_main0 Where spawnbot_upper1 TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 45 Squad { TFBot { Template T_TFBot_Giant_Demoman_Samurai Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name "wave1b2" Where spawnbot_main0 Where spawnbot_main1 WaitForAllDead "wave1b" TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 75 Squad { TFBot { Template T_TFBot_Giant_Demo_Burst Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name "wave1b2" Where spawnbot_main0 Where spawnbot_main1 WaitForAllDead "wave1b" WaitBeforeStarting 12 TotalCount 4 MaxActive 4 SpawnCount 4 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Demo_Burst Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name "wave1b3" //these below need some totalcount reductions probs WaitForAllDead "wave1a2" Where spawnbot_main0 Where spawnbot_upper1 WaitBetweenSpawns 3 TotalCount 12 MaxActive 3 SpawnCount 1 TotalCurrency 60 TFBot { Template T_TFBot_Soldier_Burst } } WaveSpawn { Name "wave1b3" WaitForAllDead "wave1a2" WaitBetweenSpawns 2 Where spawnbot_main0 Where spawnbot_main1 TotalCount 16 MaxActive 4 SpawnCount 2 TotalCurrency 80 TFBot { Template T_TFBot_Scout_Sandman_FastCharge } } WaveSpawn { Name "wave1c" WaitForAllDead "wave1b2" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 16 TotalCount 15 MaxActive 10 SpawnCount 5 TotalCurrency 60 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun Tag bot_giant } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name "Support" WaitForAllSpawned "wave1b3" Where spawnbot_main0 Where spawnbot_upper1 WaitBeforeStarting 2 WaitBetweenSpawns 3 TotalCount 11 MaxActive 2 SpawnCount 1 TotalCurrency 55 Support 1 TFBot { Template T_TFBot_Sniper_Huntsman ItemAttributes { ItemName "The Huntsman" "damage bonus" 1 } } } WaveSpawn { Name "Support" WaitForAllSpawned "wave1b3" Where spawnbot_main0 Where spawnbot_main1 TotalCount 11 MaxActive 2 SpawnCount 2 TotalCurrency 55 Support 1 TFBot { Class Scout Item "The Fan O'War" ClassIcon scout_fanowar Name "Marky Scout" WeaponRestrictions MeleeOnly Skill Hard } } } //////////////////////////////////////////////////////////////////////////////// Wave //Wave 2 - Payout: $800 + $100 bonus { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave2a" WaitBetweenSpawns 15 Where spawnbot_main0 Where spawnbot_main1 TotalCount 2 MaxActive 2 SpawnCount 1 TotalCurrency 100 TFBot { Template T_TFBot_Giant_DemoMan_PrinceTavish Attributes AlwaysCrit Tag bot_giant CharacterAttributes { "attack not cancel charge" 1 } } } WaveSpawn { Name "wave2a2" WaitBeforeStarting 1 WaitBetweenSpawns 2 Where spawnbot_main0 Where spawnbot_main1 TotalCount 12 MaxActive 6 SpawnCount 2 TotalCurrency 60 TFBot { Class Heavy Name "Shotgun Heavy" WeaponRestrictions SecondaryOnly Skill Hard ClassIcon heavy_shotgun } } WaveSpawn { Name "wave2a2" WaitBeforeStarting 8 WaitBetweenSpawns 3 Where spawnbot_flank0 Where spawnbot_main1 TotalCount 16 MaxActive 4 SpawnCount 4 TotalCurrency 80 TFBot { Template T_TFBot_Heavyweapons_Comfy Attributes AlwaysCrit } } WaveSpawn { Name "wave2a2" Where spawnbot_main0 Where spawnbot_flank0 Where spawnbot_main1 WaitBeforeStarting 6 WaitBetweenSpawns 1 TotalCount 12 MaxActive 3 SpawnCount 1 TotalCurrency 60 TFBot { Template GateBot_Soldier_Extended_Concheror } } WaveSpawn { Name "wave2b" WaitForAllDead "wave2a2" WaitBetweenSpawnsAfterDeath 2 Where spawnbot_main0 Where spawnbot_main1 TotalCount 2 MaxActive 1 SpawnCount 1 TotalCurrency 40 TFBot { Template T_TFBot_Giant_Soldier_Extended_Concheror Name "Giant Upgraded Conch Soldier" Tag bot_giant ClassIcon soldier_conch_upgraded Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "is australium item" 1 "item style override" 1 "fire rate bonus" 0.75 "faster reload rate" 0.75 "damage bonus" 1.25 "projectile speed decreased" 0.75 } } } WaveSpawn { Name "wave2b3" WaitForAllSpawned "wave2b" WaitBeforeStarting 8 Where spawnbot_upper0 Where spawnbot_main1 TotalCount 1 MaxActive 1 SpawnCount 1 TotalCurrency 20 TFBot { Template T_TFBot_Giant_Soldier_Extended_Concheror Name "Giant Rapid Conch Soldier" Tag bot_giant ClassIcon soldier_rapid_conch ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "fire rate bonus" 0.5 "faster reload rate" 0.0001 "projectile speed decreased" 0.65 } } } WaveSpawn { Name "wave2b2" WaitForAllDead "wave2a2" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 4 TotalCount 12 MaxActive 6 SpawnCount 2 TotalCurrency 60 TFBot { Class Heavy Name "Shotgun Heavy" WeaponRestrictions SecondaryOnly Skill Hard ClassIcon heavy_shotgun } } WaveSpawn { Name "wave2b2" WaitForAllDead "wave2a2" WaitBetweenSpawns 4 Where spawnbot_upper0 Where spawnbot_upper1 TotalCount 8 MaxActive 4 SpawnCount 2 TotalCurrency 80 TFBot { Template GateBot_Heavyweapons_Shotgun_SP } } WaveSpawn { Name "Support for wave2b" WaitForAllDead "wave2a2" Where spawnbot_main0 Where spawnbot_upper1 WaitBeforeStarting 2 WaitBetweenSpawns 4 TotalCount 14 MaxActive 2 SpawnCount 2 TotalCurrency 70 Support 1 TFBot { Class Scout Skill Normal Item "The Shortstop" Name "Shortstop Scout" ClassIcon scout_shortstop } } WaveSpawn { Name "wave2c" WaitForAllDead "wave2b3" WaitBeforeStarting 9 WaitBetweenSpawns 15 Where spawnbot_main0 Where spawnbot_main1 TotalCount 6 MaxActive 6 SpawnCount 3 TotalCurrency 120 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Name "Giant Brass Beast Heavy" ClassIcon heavy_brass_nys Tag bot_giant Item "The Brass Beast" Item "The Team Captain" ItemAttributes { ItemName "The Brass Beast" "damage bonus" 1.7 } } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name "wave2c2" WaitForAllDead "wave2b2" Where spawnbot_main0 Where spawnbot_upper1 WaitBetweenSpawns 3 TotalCount 16 MaxActive 4 SpawnCount 2 TotalCurrency 80 TFBot { Class Pyro Skill Hard } } WaveSpawn { Name "wave2c3" WaitForAllDead "wave2b2" Where spawnbot_main0 Where spawnbot_upper1 WaitBetweenSpawns 2 TotalCount 15 MaxActive 3 SpawnCount 1 TotalCurrency 30 TFBot { Class Demoman Skill Hard } } } //////////////////////////////////////////////////////////////////////////////// Wave //Wave 3 - Payout: $550 + $100 bonus { //apparently this one was "not challenging enough" //but I love the general idea so I'm sticking with it, dammit //now instead of 1 at a time let's do 2 at a time //should probably help in making it more difficult //ex. a -> wait for none //b -> w4as a //c -> w4as b, w4ad a //d -> w4as c, w4ad b //etc //and nerf the final one so it's not as oppressive //ooh, maybe giant kritz? //unique support per giant then has to go tho //so try to stick with 2 supp per 2 giants at once instead //should help in creating less of a mess (hopefully) StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave3a" Where spawnbot_main0 Where spawnbot_main1 TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 30 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer //ClassIcon soldier_infinite_blast Name "Giant Rapid Blast Soldier" Tag bot_giant Item "The Liberty Launcher" Item "Jumper's Jeepcap" Item "The Buff Banner" Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Liberty Launcher" "fire rate bonus" 0.5 "faster reload rate" 0.001 "damage blast push" 6 "blast radius decreased" 0.8 "damage penalty" 1 } CharacterAttributes { "increase buff duration" 9 } } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "wave3ab" WaitBeforeStarting 4 WaitBetweenSpawns 5 Where spawnbot_main0 Where spawnbot_main1 TotalCount 12 MaxActive 6 SpawnCount 3 TotalCurrency 60 TFBot { Template GateBot_Heavy_Heater } } WaveSpawn { Name "wave3ab" WaitBeforeStarting 1 WaitBetweenSpawns 3 Where spawnbot_main0 Where spawnbot_upper1 TotalCount 16 MaxActive 4 SpawnCount 2 TotalCurrency 80 TFBot { Template GateBot_Soldier_DirectHit_U } } WaveSpawn { Name "wave3b" WaitForAllSpawned "wave3a" WaitBeforeStarting 16 Where spawnbot_main0 Where spawnbot_main1 TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 30 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer //ClassIcon soldier_infinite_mangler Name "Giant Rapid Mangler Soldier" Tag bot_giant Item "The Cow Mangler 5000" Item "Lord Cockswain's Pith Helmet" Item "Lord Cockswain's Novelty Mutton Chops and Pipe" ItemAttributes { ItemName "The Cow Mangler 5000" "fire rate bonus" 0.5 "faster reload rate" 0.001 "set damagetype ignite" 1 "dmg bonus vs buildings" 5 } } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "wave3c" WaitForAllSpawned "wave3b" WaitForAllDead "wave3a" WaitBeforeStarting 3 Where spawnbot_main0 Where spawnbot_main1 TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 30 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Tag bot_giant Name "Giant Rapid Direct Soldier" Item "The Direct Hit" Item "Tyrantium Helmet" ItemAttributes { ItemName "The Direct Hit" "fire rate bonus" 0.5 "damage bonus" 1.5 "faster reload rate" 0.001 } CharacterAttributes { "projectile speed increased" 1 } } TFBot { Template T_TFBot_Medic_Krit } TFBot { Template T_TFBot_Medic_Krit } } } WaveSpawn { Name "wave3cd" WaitForAllDead "wave3ab" Where spawnbot_main0 Where spawnbot_flank0 Where spawnbot_main1 WaitBetweenSpawns 5 TotalCount 12 MaxActive 6 SpawnCount 3 TotalCurrency 60 TFBot { Template GateBot_Heavy_Deflector_Hat } } WaveSpawn { Name "wave3cd" WaitForAllDead "wave3ab" WaitBetweenSpawns 4 Where spawnbot_main0 Where spawnbot_main1 TotalCount 8 MaxActive 4 SpawnCount 2 TotalCurrency 80 TFBot { Template T_TFBot_Soldier_Extended_Battalion } } WaveSpawn { Name "wave3d" WaitForAllSpawned "wave3c" WaitForAllDead "wave3b" WaitBeforeStarting 3 Where spawnbot_main0 Where spawnbot_main1 TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 30 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer //ClassIcon soldier_infinite_heal Name "Giant Rapid Healing Soldier" Health 4000 Tag bot_giant Item "The Black Box" Item "The Grenadier's Softcap" ItemAttributes { ItemName "The Black Box" "fire rate bonus" 0.5 "faster reload rate" 0.001 "heal on hit for rapidfire" 400 } } TFBot { Template T_TFBot_Medic_BigHeal_Uber } TFBot { Template T_TFBot_Medic_BigHeal_Uber } } } WaveSpawn { Name "wave3e" //no more silly jumpiness WaitForAllSpawned "wave3d" WaitForAllDead "wave3c" WaitBeforeStarting 2 Where spawnbot_main0 Where spawnbot_main1 TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 30 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer Name "Giant Rapid Striker Soldier" //ClassIcon soldier_infinite_para Tag bot_giant Health 4000 Item "The Air Strike" Item "The Whirly Warrior" ItemAttributes { ItemName "The Air Strike" "faster reload rate" 0.001 "fire rate bonus" 0.5 "fire rate bonus with reduced health" 0.3 //end rate is 0.15 "damage penalty" 1 "blast radius decreased" 1 } } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "wave3f" WaitForAllSpawned "wave3e" WaitForAllDead "wave3d" WaitBeforeStarting 2 Where spawnbot_main0 Where spawnbot_main1 TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 90 Squad { TFBot { Template T_TFBot_Giant_Soldier_Spammer //ClassIcon soldier_infinite_bazooka Tag bot_giant Health 4000 Name "Giant Rapid Bazooka Soldier" Item "The Beggar's Bazooka" Item "The Helmet Without A Home" Item "The Captain's Cocktails" ItemAttributes { ItemName "The Beggar's Bazooka" "auto fires when full" 0 "auto fires full clip" 0 "can overload" 0 "faster reload rate" 0.001 "reload time increased hidden" 1 "fire rate bonus HIDDEN" 0.3 } } TFBot { Template T_TFBot_Giant_Medic_Regen Tag bot_giant } } } WaveSpawn { Name "wave3ef" WaitForAllDead "wave3cd" Where spawnbot_main0 Where spawnbot_upper1 TotalCount 15 MaxActive 3 SpawnCount 3 Support 1 TFBot { Class Heavyweapons Skill Normal } } WaveSpawn { Name "Support" WaitForAllSpawned "wave3cd" WaitBetweenSpawns 7 Where spawnbot_main0 Where spawnbot_upper0 Where spawnbot_upper1 TotalCount 6 MaxActive 2 SpawnCount 1 TotalCurrency 30 Support Limited TFBot { Class Scout Item "Bonk Boy" Item "The Holy Mackerel" WeaponRestrictions MeleeOnly Name "Speedy Scout" ClassIcon scout_giant_fast Health 350 Scale 1.3 CharacterAttributes { "move speed bonus" 1.3 } } } } //////////////////////////////////////////////////////////////////////////////// Wave //Wave 4 - Payout: $800 + $100 bonus { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave4a" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 10 WaitBeforeStarting 8 TotalCount 4 MaxActive 2 SpawnCount 2 TotalCurrency 100 Squad { TFBot { Template GateBot_Giant_Soldier_Extended_Buff_Banner } TFBot { Template GateBot_Giant_Soldier_SlowBarrage } } } WaveSpawn { Name "wave4a2" Where spawnbot_main0 Where spawnbot_main1 WaitBeforeStarting 2 WaitBetweenSpawns 4 TotalCount 16 MaxActive 4 SpawnCount 2 TotalCurrency 80 TFBot { Template T_TFBot_Heavyweapons_Regen } } WaveSpawn { Name "wave4a2" WaitBeforeStarting 4 Where spawnbot_upper0 Where spawnbot_main1 TotalCount 15 MaxActive 3 SpawnCount 3 TotalCurrency 60 TFBot { Class Sniper Name "Rapid Fire Bowman" Item "The Huntsman" ClassIcon sniper_bow_multi ItemAttributes { ItemName "The Huntsman" "faster reload rate" 0.4 } } } WaveSpawn { Name "wave4a2" WaitBetweenSpawns 6 Where spawnbot_main0 Where spawnbot_upper1 TotalCount 16 MaxActive 4 SpawnCount 2 TotalCurrency 80 Squad { TFBot { Template T_TFBot_Demo_BurstFix } TFBot { Template T_TFBot_Medic_Herp_Overheal } } } WaveSpawn { Name "wave4b" WaitForAllDead "wave4a" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 9 TotalCount 12 MaxActive 6 SpawnCount 3 TotalCurrency 60 Squad { TFBot { Template T_TFBot_Giant_Pyro_Flare_Rain } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name "wave4b" WaitForAllDead "wave4a" WaitBetweenSpawnsAfterDeath 8 Where spawnbot_flank0 Where spawnbot_upper1 TotalCount 2 MaxActive 1 SpawnCount 1 TotalCurrency 90 TFBot { Template T_TFBot_Giant_Scout_Jumping_Sandman_Improved } } WaveSpawn { Name "wave4b2" WaitForAllDead "wave4a2" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 4 TotalCount 9 MaxActive 3 SpawnCount 3 TotalCurrency 36 TFBot { Template GateBot_Soldier_RocketShotgun } } WaveSpawn { Name "wave4b2" WaitForAllDead "wave4a2" Where spawnbot_upper0 Where spawnbot_main1 WaitBetweenSpawns 4 TotalCount 6 MaxActive 2 SpawnCount 2 TotalCurrency 24 TFBot { Template GateBot_Soldier_RocketShotgun_U } } WaveSpawn { Name "wave4b2" WaitForAllDead "wave4a2" WaitBeforeStarting 1 WaitBetweenSpawns 3 Where spawnbot_flank0 Where spawnbot_main0 Where spawnbot_main1 TotalCount 12 MaxActive 3 SpawnCount 1 TotalCurrency 60 TFBot { Template T_TFBot_Heavyweapons_Fist Tag bot_giant //prevent gate stun } } WaveSpawn { Name "wave4c" Where spawnbot_main0 Where spawnbot_main1 WaitForAllDead "wave4b" WaitBeforeStarting 2 TotalCount 2 MaxActive 2 SpawnCount 2 TotalCurrency 50 Squad { TFBot { Template T_TFBot_Giant_Soldier_Barrage ClassIcon soldier_barrage_crit Attributes AlwaysCrit } TFBot { Template T_TFBot_Giant_Medic_Uber } } } WaveSpawn { Name "wave4a3" WaitForAllSpawned "wave4a" FirstSpawnWarningSound "vo\announcer_mvm_engbot_arrive01.mp3" DoneWarningSound "vo\announcer_mvm_engbots_dead_notele01.mp3" Where spawnbot_upper0 Where spawnbot_main1 WaitBeforeStarting 5 WaitBetweenSpawns 30 TotalCount 6 MaxActive 2 SpawnCount 2 TotalCurrency 60 Support Limited FirstSpawnOutput { Target gateengie_activate Action Trigger } TFBot { Template GateBot_Engineer_Battle_Type2 } } WaveSpawn { Name "Support" WaitForAllSpawned "wave4b2" Where spawnbot_main0 Where spawnbot_main1 Where spawnbot_upper1 TotalCount 10 MaxActive 2 SpawnCount 2 TotalCurrency 50 Support 1 TFBot { Template T_TFBot_Demo_Blast_SP } } WaveSpawn { Name "Support" WaitForAllDead "wave4b" WaitBeforeStarting 9 WaitBetweenSpawns 9 Where spawnbot_main0 Where spawnbot_main1 TotalCount 10 MaxActive 3 SpawnCount 3 TotalCurrency 50 Support 1 TFBot { Class Sniper Name "Rapid Fire Bowman" Item "The Huntsman" ClassIcon sniper_bow_multi ItemAttributes { ItemName "The Huntsman" "faster reload rate" 0.4 } } } } //////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////// //Bee designs //- Fast Killer Bee (normal KBS) //- Super Stinger Bee (Super Scout w strong Basher) //- Beehemoth (Warrior's Spirit Heavy w bleed) //- Explosive Stinger Bee (Soldier w "mini rockets") //- Protective Honeycomb Bee (Shield Medic, Uber Medic) //- Healy Honey Bee (Quick-Fix Medic) //- Giant Burst Stinger Bee (Giant Burst Solly w "mini rockets") //- Giant Beehemoth (Warrior's Spirit Heavy w crit on kill+bleed) ///////////////////////////////////////////// //Wave 5 - Payout: $750 + $100 bonus Wave { //oh boy the bee wave //time to remove bleed on a fair number things //gotta limit it to just the melee bots! //okie new plan bc this has become a bit of a mess //let's stick with 3 subwaves //Subwave 1: //- Beekeepers w Healy Honey meds //- Giant Beehemoths (gate) //- Explo Stingers (~1/2 gate) //Subwave 2: //- Giant Burst Stingers w mixed Protcomb meds //- Super Stinger Bees //- Killer Bees //- Beehemoths w Protcomb uber meds (gate) //Subwave 3: //- Queen Bee w Healy Honey/Protcomb meds //- Stinger Spammers w Killer Bees/Explo Stingers //- SUPPORT: Killer Bees StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave5a" WaitBetweenSpawns 18 WaitBeforeStarting 2 Where spawnbot_main0 Where spawnbot_main1 TotalCount 9 MaxActive 3 SpawnCount 3 TotalCurrency 90 Squad { TFBot { Template T_TFBot_Giant_Pyro_Slowdown Name "Beekeeper" Attributes AlwaysCrit } TFBot { Template Beebot_HealyHoney } TFBot { Template Beebot_HealyHoney } } } WaveSpawn { Name "wave5a" Where spawnbot_main0 Where spawnbot_upper1 WaitBetweenSpawns 12 WaitBeforeStarting 2 TotalCount 4 MaxActive 2 SpawnCount 1 TotalCurrency 80 TFBot { Template GateBeebot_Giant_MultiStinger } } WaveSpawn { Name "wave5a2" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 4 TotalCount 12 MaxActive 4 SpawnCount 2 TotalCurrency 16 TFBot { Template GateBeebot_ExploStinger } } WaveSpawn { Name "wave5a2" Where spawnbot_main0 Where spawnbot_upper0 Where spawnbot_main1 WaitBetweenSpawns 4 TotalCount 12 MaxActive 4 SpawnCount 2 TotalCurrency 24 TFBot { Template Beebot_ExploStinger } } WaveSpawn { Name "wave5b1" WaitForAllDead "wave5a" Where spawnbot_main0 Where spawnbot_main1 TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 60 Squad { TFBot { Template Beebot_Giant_BurstStinger } TFBot { Template Beebot_Protcomb_Uber } TFBot { Template Beebot_Protcomb_Uber } } } WaveSpawn { Name "wave5b" WaitForAllSpawned "wave5b1" WaitBeforeStarting 15 Where spawnbot_main0 Where spawnbot_upper1 TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 60 Squad { TFBot { Template Beebot_Giant_BurstStinger } TFBot { Template Beebot_Protcomb_Shield } TFBot { Template Beebot_Protcomb_Shield } } } WaveSpawn { Name "wave5b" WaitForAllDead "wave5b1" WaitBeforeStarting 2 WaitBetweenSpawns 12 Where spawnbot_main0 Where spawnbot_main1 TotalCount 5 MaxActive 5 SpawnCount 5 TotalCurrency 60 Squad { TFBot { Template Beebot_Giant_BurstStinger } TFBot { Template Beebot_Protcomb_Shield } TFBot { Template Beebot_Protcomb_Shield } TFBot { Template Beebot_Protcomb_Uber } TFBot { Template Beebot_Protcomb_Uber } } } WaveSpawn { Name "wave5b" WaitForAllDead "wave5a2" Where spawnbot_flank0 Where spawnbot_upper1 WaitBetweenSpawnsAfterDeath 12 TotalCount 4 MaxActive 1 SpawnCount 1 TotalCurrency 40 TFBot { Template Beebot_Giant_SuperStinger } } WaveSpawn { Name "wave5b2" WaitForAllDead "wave5a2" WaitBeforeStarting 4 Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 8 TotalCount 16 MaxActive 8 SpawnCount 4 TotalCurrency 60 Squad { TFBot { Template GateBeebot_MultStinger } TFBot { Template Beebot_Protcomb_Uber } } } WaveSpawn { Name "wave5b2" WaitForAllDead "wave5a2" Where spawnbot_upper0 Where spawnbot_main0 Where spawnbot_main1 TotalCount 20 MaxActive 5 SpawnCount 5 TotalCurrency 20 TFBot { Template Beebot_KillerBee } } WaveSpawn { Name "wave5c" WaitForAllDead "wave5b" Where spawnbot_main0 Where spawnbot_main1 TotalCount 7 MaxActive 7 SpawnCount 7 TotalCurrency 70 Squad { TFBot { Name "Queen Bee Soldier" Class Soldier Health 24000 Scale 1.8 Skill Expert ClassIcon soldier_crit Attributes MiniBoss Attributes AlwaysCrit Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Item "harvest_rocketlauncher_autumn" ItemAttributes { ItemName "harvest_rocketlauncher_autumn" "dmg bonus vs buildings" 1.5 "dmg penalty vs players" 1.5 //6 dmg bleed "bleeding duration" 3 //36 bonus damage "projectile speed increased" 0.75 "faster reload rate" 0.4 "fire rate penalty" 1.25 } CharacterAttributes { "attach particle effect" 3025 //"Enchanted" taunt particle "health regen" 80 "rage giving scale" 0.1 "move speed bonus" 0.45 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "airblast vertical vulnerability multiplier" 0.1 } } TFBot { Template Beebot_HealyHoney } TFBot { Template Beebot_Protcomb_Shield } TFBot { Template Beebot_Protcomb_Uber } TFBot { Template Beebot_HealyHoney } TFBot { Template Beebot_Protcomb_Shield } TFBot { Template Beebot_Protcomb_Uber } } } WaveSpawn { Name "wave5c2" WaitForAllDead "wave5b2" Where spawnbot_flank0 Where spawnbot_upper1 WaitBetweenSpawns 5 TotalCount 18 MaxActive 6 SpawnCount 3 TotalCurrency 90 Squad { TFBot { Template Beebot_StingerSpam CharacterAttributes { "cancel falling damage" 1 } } TFBot { Template Beebot_KillerBee } TFBot { Template Beebot_KillerBee } } } WaveSpawn { Name "wave5c2" WaitForAllDead "wave5b2" WaitBeforeStarting 2 Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 4 TotalCount 8 MaxActive 4 SpawnCount 2 TotalCurrency 80 Squad { TFBot { Template Beebot_StingerSpam } TFBot { Template Beebot_ExploStinger } } } WaveSpawn { Name "Support beeeeeees!" WaitForAllDead "wave5b2" Where spawnbot_main0 Where spawnbot_flank0 Where spawnbot_main1 Where spawnbot_upper1 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCount 20 MaxActive 2 SpawnCount 1 Support 1 TFBot { Template Beebot_KillerBee ClassIcon scout_killerbee_nys_supp } } } //////////////////////////////////////////////////////////////////////////////// //Giants used in earlier waves: //- Giant Slowing Pyro //- Giant Samurai Demo //- Giant Burst Fire Demo //- Giant Shotgun Heavy //- Giant Demoknight //- Giant Rapid Conch Soldier //- Giant Upgraded Conch Soldier //- Giant Heavy //- Giant Rapid Fire Soldier variants (could re-use one specifically?) //- Giant Barrage Soldier (Colonel Barrage) //- Giant Buff Banner Soldier //- Giant Flare Rain Pyro //- Monarch League Scout //- Super Stinger Bee (Super Scout) //- Giant Beehemoth (Giant Warrior's Spirit Heavy) //- Giant Burst Stinger Soldier (Burst Fire) //- Queen Bee Soldier (Giant Charged (Bleed) Soldier) //////////////////////////////////////////////////////////////////////////////// //Normbots: //- Lieutenant Barrage [minigiant] //- Rapid Conch Soldier //- Upgraded Conch Soldier //- Buff Banner Soldier //- Heavyweapons //- //- Flare Rain Pyro [minigiant] //- Herp Scout >:3 //////////////////////////////////////////////////////////////////////////////// //Giants: //- Major League Scout 1st //- Giant Soda Popper Scout 2nd //- Giant FaN Scout 3rd //- Giant Regen Heavy 1st/4th //- Giant Rapid Fire Bowman 1st //- Giant Shotgun Heavy 2nd //- Giant DH Soldier (burst?) 2nd (last) //- Giant Heater Deflector Heavy 3rd //////////////////////////////////////////////////////////////////////////////// Wave //Wave 6, final wave - Payout: $751 (+ $100 bonus) Obvs the final bot gives $1! { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "wave6a" Where spawnbot_main0 Where spawnbot_main1 TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 60 Squad { TFBot { Class Heavyweapons Health 5500 Name "Giant Multi-Regen Heavy" ClassIcon heavy_healonkill Skill Expert Attributes MiniBoss Attributes UseBossHealthBar Attributes AlwaysCrit Item "The Tungsten Toque" Item "Iron Curtain" Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 2 "rage giving scale" 0.4 } ItemAttributes { ItemName "Iron Curtain" "heal on hit for rapidfire" 10 "restore health on kill" 40 //2200 hok, overheals "health regen" 50 "damage bonus" 1.2 } } TFBot { Template T_TFBot_Medic_BigHeal_Uber } TFBot { Template T_TFBot_Medic_BigHeal_Uber } } } WaveSpawn { Name "wave6a2" Where spawnbot_main0 Where spawnbot_main1 WaitBeforeStarting 6 WaitBetweenSpawns 3 TotalCount 12 MaxActive 6 SpawnCount 2 TotalCurrency 60 TFBot { Template T_TFBot_Soldier_Extended_Concheror Name "Upgraded Conch Soldier" ClassIcon soldier_conch_upgraded Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "is australium item" 1 "item style override" 1 "fire rate bonus" 0.75 "faster reload rate" 0.75 "damage bonus" 1.25 "projectile speed decreased" 0.75 } } } WaveSpawn { Name "wave6b" WaitForAllDead "wave6a" Where spawnbot_flank0 Where spawnbot_upper1 WaitBeforeStarting 4 WaitBetweenSpawnsAfterDeath 5 TotalCount 3 MaxActive 1 SpawnCount 1 TotalCurrency 45 TFBot { Template GateBot_Giant_Scout_Baseball_Crit } } WaveSpawn { Name "wave6b" WaitForAllDead "wave6a" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 18 TotalCount 6 MaxActive 4 SpawnCount 2 TotalCurrency 120 Squad { TFBot { Template T_TFBot_Giant_Sniper_Huntsman_RapidFire } TFBot { Template T_TFBot_Medic_BigHeal_Uber } } } WaveSpawn { Name "wave6b2" WaitForAllDead "wave6a2" Where spawnbot_flank0 Where spawnbot_main1 WaitBetweenSpawns 6 TotalCount 12 MaxActive 3 SpawnCount 1 TotalCurrency 60 TFBot { Template T_TFBot_Soldier_Barrage } } WaveSpawn { Name "wave6b2" WaitForAllDead "wave6a2" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 5 TotalCount 12 MaxActive 4 SpawnCount 2 TotalCurrency 80 TFBot { Class Heavy Skill Hard } } WaveSpawn { Name "wave6c" WaitForAllDead "wave6b" Where spawnbot_flank0 Where spawnbot_main1 WaitBetweenSpawnsAfterDeath 6 WaitBeforeStarting 4 TotalCount 3 MaxActive 1 SpawnCount 1 TotalCurrency 30 TFBot { Template GateBot_Giant_Scout_Herp_Popper } } WaveSpawn { Name "wave6c" WaitForAllDead "wave6b" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 18 TotalCount 3 MaxActive 2 SpawnCount 1 TotalCurrency 60 TFBot { Template T_TFBot_Giant_Heavyweapons Name "Giant Heater Deflector Heavy" Item "The Huo Long Heatmaker" Item "The U-clank-a" ClassIcon heavy_deflector //ClassIcon heavy_deflector_heater Tag bot_giant ItemAttributes { ItemName "The Huo Long Heatmaker" "damage penalty" 1 "damage bonus" 1.5 "attack projectiles" 2 "attach particle effect" 701 //hot. } ItemAttributes { ItemName "The U-clank-a" "attach particle effect" 13 //Burning Flames } } } WaveSpawn { Name "wave6c2" WaitForAllDead "wave6b2" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 5 TotalCount 12 MaxActive 4 SpawnCount 2 TotalCurrency 60 TFBot { Template T_TFBot_Pyro_Flare_Rain } } WaveSpawn { Name "wave6c2" WaitForAllDead "wave6b2" Where spawnbot_main0 Where spawnbot_flank0 WaitBeforeStarting 2 WaitBetweenSpawns 4 TotalCount 16 MaxActive 4 SpawnCount 2 TotalCurrency 80 TFBot { Class Soldier Name "Charged Soldier" Item "The Original" ClassIcon soldier_crit Skill Expert Attributes HoldFireUntilFullReload Attributes AlwaysCrit ItemAttributes { ItemName "The Original" "damage bonus" 1.5 "faster reload rate" 0.2 "fire rate bonus" 2 "projectile speed decreased" 0.5 } } } WaveSpawn { Name "wave6d" WaitForAllDead "wave6c" Where spawnbot_flank0 Where spawnbot_main1 WaitBetweenSpawnsAfterDeath 6 TotalCount 3 MaxActive 1 SpawnCount 1 TotalCurrency 45 TFBot { Template T_TFBot_Giant_Scout_FaN Tag bot_giant } } WaveSpawn { Name "wave6d" Where spawnbot_main0 Where spawnbot_main1 WaitForAllDead "wave6c" WaitBeforeStarting 6 TotalCount 3 MaxActive 3 SpawnCount 3 TotalCurrency 1 Squad { TFBot { Class Heavyweapons Health 5500 Name "Giant Multi-Regen Heavy" ClassIcon heavy_healonkill Skill Expert Attributes MiniBoss Attributes UseBossHealthBar Attributes AlwaysCrit Item "The Tungsten Toque" Item "Iron Curtain" Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.2 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 2 "rage giving scale" 0.4 } ItemAttributes { ItemName "Iron Curtain" "heal on hit for rapidfire" 10 "restore health on kill" 40 //2200 hok, overheals "health regen" 50 "damage bonus" 1.2 } } TFBot { Template T_TFBot_Giant_Medic_Uber } TFBot { Template T_TFBot_Giant_Medic_Uber } } } WaveSpawn { Name "Support" WaitForAllSpawned "wave6c2" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 4 TotalCount 4 MaxActive 2 SpawnCount 1 TotalCurrency 40 Support 1 TFBot { Template T_TFBot_Soldier_Spammer_Conch } } WaveSpawn { Name "engies" WaitForAllDead "wave6a" FirstSpawnWarningSound "vo\announcer_mvm_engbot_arrive01.mp3" DoneWarningSound "vo\announcer_mvm_engbots_dead_notele01.mp3" Where spawnbot_main0 Where spawnbot_main1 WaitBetweenSpawns 24 TotalCount 4 MaxActive 1 SpawnCount 1 Support Limited FirstSpawnOutput { Target gateengie_activate Action Trigger } TFBot { Template GateBot_Engineer_Battle } } WaveSpawn { Name "herple is cute" //and so are you seel .3. Where spawnbot_flank0 Where spawnbot_main0 Where spawnbot_main1 WaitForAllDead "wave6b2" WaitBetweenSpawns 9 TotalCount 10 MaxActive 2 SpawnCount 2 Support 1 TotalCurrency 10 TFBot { Template T_TFBot_Scout_Jumping_Sandman_Marker } } } //////////////////////////////////////////////////////////////////////////////// // :crab: Emergent White Noise is gone :crab: // herple_is_cute //and so are you seel .3. }