#base robot_giant.pop #base robot_standard.pop #base robot_gatebot.pop population { StartingCurrency 900 RespawnWaveTime 3.5 CanBotsAttackWhileInSpawnRoom no Advanced 1 NoRomevisionCosmetics 1 //If set, robots will not wear romevision cosmetics unless forced to (default: 0) PointTemplates { Distortion_Effect { OnSpawnOutput { Target "!activator" Action "addoutput" Param "renderfx 15" } } } Templates { T_TFBot_Giant_Medic_Shield { Name "Giant Shield Medic" ClassIcon medic_shield_ala_giant Health 4500 Class Medic Skill Expert Item "das naggenvatcher" WeaponRestrictions SecondaryOnly Attributes "IgnoreEnemies" Attributes "ProjectileShield" Attributes "MiniBoss" Attributes "SpawnWithFullCharge" ItemAttributes { ItemName "tf_weapon_medigun" "generate rage on heal" 2 // Level 2 Projectile Shield "increase buff duration" 3 "ubercharge rate bonus" 25 "heal rate bonus" 200 "uber duration bonus" -7 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "bot medic uber deploy delay duration" 360 } } } Mission { Objective DestroySentries Where spawnbot BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 15 CooldownTime 25 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster } } Mission { Objective DestroySentries Where spawnbot BeginAtWave 2 RunForThisManyWaves 6 InitialCooldown 30 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster } } Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 15 CooldownTime 25 DesiredCount 1 TFBot { Template T_TFBot_Spy } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 1a TotalCurrency 200 TotalCount 52 MaxActive 8 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 4.5 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Demoman_Knight } TFBot { Name "Golfer Knight" Template T_TFBot_Demoman_Knight Item "Nessie's Nine Iron" Item "The Gaelic Golf Bag" Item "Tam O'Shanter" } TFBot { Name "Golfer Knight" Template T_TFBot_Demoman_Knight Item "Nessie's Nine Iron" Item "The Gaelic Golf Bag" Item "Tam O'Shanter" } TFBot { Template T_TFBot_Demoman_Knight } Shuffle 1 // Ensure that every bot type rolls in even amount (Default: 0) } } WaveSpawn { Name 1 TotalCurrency 200 TotalCount 30 MaxActive 8 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 6 Where spawnbot RandomChoice { TFBot { Name "Loch-N-Load Demoman" ClassIcon demo_loch_nys Template T_TFBot_Demoman Item "the loch-n-load" } TFBot { ClassIcon demo_loch_nys Template T_TFBot_Demoman Name "Loch-N-Load Demoman" //Skill Normal Item "the loch-n-load" //Item "the chargin' targe" } Shuffle 1 // Ensure that every bot type rolls in even amount (Default: 0) } } WaveSpawn { Name 1b TotalCurrency 200 TotalCount 6 MaxActive 4 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_giant Where spawnbot_giant_side Squad { TFBot { ClassIcon demoknight_giant Template T_TFBot_Giant_DemoMan_PrinceTavish Item "The Splendid Screen" } TFBot { Name "Buff Demoman" Class Heavyweapons Skill Easy Item "The FR-0" Item "Alcoholic Automaton" } TFBot { Name "Buff Demoman" Class Heavyweapons Skill Easy Item "The FR-0" Item "Alcoholic Automaton" } } } WaveSpawn { Name 1c WaitForAllSpawned 1b TotalCurrency 200 TotalCount 6 MaxActive 5 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 20 Where spawnbot_giant Where spawnbot_giant_side Squad { TFBot { Name "Giant Golfer Knight" //ClassIcon demo_nine ClassIcon demoknight_giant Template T_TFBot_Giant_DemoMan_PrinceTavish Item "nessie's nine iron" Item "The Gaelic Golf Bag" Item "Tam o'shanter" Item "The Splendid Screen" } TFBot { Name "Buff Demoman" Class Heavyweapons Skill Easy Item "The FR-0" Item "Alcoholic Automaton" } TFBot { Name "Buff Demoman" Class Heavyweapons Skill Easy Item "The FR-0" Item "Alcoholic Automaton" } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_giant TFBot { Template T_TFBot_Giant_Scout_FAN } } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 3.25 Where spawnbot Where spawnbot_side RandomChoice { TFBot { Action FetchFlag ClassIcon spy_revolver_lite Health 125 Name "Spy has a Gun?" Class Spy Skill Easy AimTrackingInterval 1 //Override aim tracking time. 0.05 - expert 1.0 - easy CharacterAttributes { "cannot disguise" 1 } ItemAttributes { ItemName "TF_WEAPON_REVOLVER" "damage penalty" 0.75 } } TFBot { Action FetchFlag ClassIcon spy_revolver_lite Health 125 Name "Spy has a Gun?" Class Spy Skill Easy AimTrackingInterval 1 //Override aim tracking time. 0.05 - expert 1.0 - easy CharacterAttributes { "cannot disguise" 1 } ItemAttributes { ItemName "TF_WEAPON_REVOLVER" "damage penalty" 0.75 } } TFBot { Action FetchFlag ClassIcon spy_revolver_lite Health 125 Name "Spy has a Gun?" Class Spy Skill Easy AimTrackingInterval 1 //Override aim tracking time. 0.05 - expert 1.0 - easy CharacterAttributes { "cannot disguise" 1 } ItemAttributes { ItemName "TF_WEAPON_REVOLVER" "damage penalty" 0.75 } } } } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 24 MaxActive 9 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 4 Where spawnbot TFBot { Template T_TFBot_Demoman } } WaveSpawn { Name 2 WaitForAllSpawned 1a TotalCurrency 200 TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_giant TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn { Name 2 WaitForAllSpawned 1 TotalCurrency 100 TotalCount 24 MaxActive 9 SpawnCount 3 WaitBeforeStarting 7.5 WaitBetweenSpawns 5 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Soldier_RocketShotgun } TFBot { Template T_TFBot_Soldier_RocketShotgun } TFBot { Template T_TFBot_Soldier_RocketShotgun } TFBot { Template T_TFBot_Soldier_RocketPush } TFBot { Skill Easy Template T_TFBot_Pyro } TFBot { Skill Easy Template T_TFBot_Pyro Attributes "AlwaysFireWeapon" } Shuffle 1 // Ensure that every bot type rolls in even amount (Default: 0) } } WaveSpawn { Name 2 WaitForAllSpawned 1 TotalCurrency 100 TotalCount 32 MaxActive 7 SpawnCount 2 WaitBeforeStarting 12.5 WaitBetweenSpawns 2.25 Support 1 Where spawnbot Where spawnbot_side RandomChoice { TFBot { Name "Flare Gun Pyro" Template T_TFBot_Pyro_Flaregun Item "old guadalajara" } TFBot { Name "Flare Gun Pyro" Template T_TFBot_Pyro_Flaregun Item "old guadalajara" } Shuffle 1 // Ensure that every bot type rolls in even amount (Default: 0) } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot_giant Squad { TFBot { Template T_TFBot_Giant_Demoman ClassIcon demo_spammer_giant //Template T_TFBot_Giant_Demo_RapidFire } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 36 MaxActive 12 SpawnCount 4 WaitBeforeStarting 3 WaitBetweenSpawns 4.5 Where spawnbot TFBot { ClassIcon scout Health 125 Name "Scout" Class Scout Skill Easy } } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 6.5 WaitBetweenSpawns 6.5 Where spawnbot RandomChoice { TFBot { ClassIcon soldier_banner_trio_lite Template T_TFBot_Soldier_Extended_Concheror } TFBot { ClassIcon soldier_banner_trio_lite Template T_TFBot_Soldier_Extended_Battalion } TFBot { ClassIcon soldier_banner_trio_lite Template T_TFBot_Soldier_Extended_Buff_Banner } Shuffle 1 // Ensure that every bot type rolls in even amount (Default: 0) } } WaveSpawn { Name 2ab WaitForAllDead 1 TotalCurrency 100 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 5 Where spawnbot_invasion TFBot { Item "Soldier Samurai Hat" ClassIcon soldier_burstfire_armored_yoovy Health 650 Name "Working Program Seppuku Warrior" Class Soldier Skill Normal Scale 1.45 Attributes "HoldFireUntilFullReload" WeaponRestrictions PrimaryOnly ItemAttributes { ItemName tf_weapon_rocketlauncher "clip size bonus" 1.25 "fire rate bonus" 0.1 "faster reload rate" 1.25 "Projectile speed decreased" 0.65 } CharacterAttributes { "move speed penalty" 0.75 } } } WaveSpawn { Name 2a WaitForAllDead 1 TotalCurrency 100 TotalCount 25 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.5 Where spawnbot RandomChoice { TFBot { Skill Easy Template T_TFBot_Pyro } TFBot { ClassIcon pyro_reflect_daan Skill Hard Template T_TFBot_Pyro Item "traffic cone" } TFBot { Skill Easy Template T_TFBot_Pyro } TFBot { Skill Hard Template T_TFBot_Pyro Name "Dragon's Fury Pyro" Item "The Dragon's Fury" Item "The Centurion" Item "The Steel Sixpack" ClassIcon pyro_dragon_fury_swordstone } Shuffle 1 // Ensure that every bot type rolls in even amount (Default: 0) } } WaveSpawn { Name 2a WaitForAllDead 1 TotalCurrency 100 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 Where spawnbot_giant TFBot { Template T_TFBot_Giant_Scout_FAN } } WaveSpawn { Name 3 WaitForAllSpawned 1 TotalCurrency 100 TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 14 WaitBetweenSpawns 5 Where spawnbot RandomChoice { TFBot { Class HeavyWeapons Skill Easy } TFBot { Class HeavyWeapons Skill Easy } Shuffle 1 // Ensure that every bot type rolls in even amount (Default: 0) } } WaveSpawn { Name 3 WaitForAllDead 2a TotalCurrency 100 TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2.25 Where spawnbot_invasion RandomChoice { TFBot { Attributes "AlwaysCrit" ClassIcon scout_shortstop Health 125 Name "Small Shortstop Scout" Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the shortstop" } TFBot { Attributes "AlwaysCrit" ClassIcon scout_shortstop Health 125 Name "Small Shortstop Scout" Class Scout Skill Normal WeaponRestrictions PrimaryOnly Item "the shortstop" } } } WaveSpawn { Name 3 WaitForAllSpawned 2a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 11.25 WaitBetweenSpawns 15 Where spawnbot Squad { TFBot { ClassIcon demo_spammer_giant Template T_TFBot_Giant_Demoman } TFBot { Template T_TFBot_Giant_Medic_Regen } } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 12 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 20 Where spawnbot_giant Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Demo_Burst Item "scotch bonnet" } TFBot { Template T_TFBot_Demo_Burst Item "scotch bonnet" } TFBot { Template T_TFBot_Demo_Burst Item "scotch bonnet" } TFBot { Template T_TFBot_Demo_Burst Item "scotch bonnet" } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 30 MaxActive 9 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 3.25 Where spawnbot TFBot { Name "Soldier" Class Soldier Skill Easy } } WaveSpawn { Name 2a WaitForAllDead 1 TotalCurrency 100 TotalCount 6 MaxActive 4 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 20 RandomSpawn 1 Where spawnbot_giant Where spawnbot_giant_side TFBot { Template T_TFBot_Giant_Pyro_Pusher Attributes "AlwaysCrit" ClassIcon pyro_reflect_daan } } WaveSpawn { Name 2a WaitForAllDead 1 TotalCurrency 100 TotalCount 24 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot TFBot { Class HeavyWeapons Skill Easy } } WaveSpawn { Name 2a WaitForAllDead 1 TotalCurrency 100 TotalCount 30 MaxActive 8 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 3 Where spawnbot TFBot { Template T_TFBot_Demoman } } WaveSpawn { Name 3 WaitForAllDead 2a TotalCurrency 150 TotalCount 10 MaxActive 10 SpawnCount 5 WaitBeforeStarting 5 WaitBetweenSpawns 20 Where spawnbot_giant Squad { TFBot { Name "Giant Conch Rapid Fire Soldier" ClassIcon soldier_conch_spammer Template T_TFBot_Giant_Soldier_Spammer Item "The Concheror" Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9 } } 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 WaitForAllDead 2a TotalCurrency 75 TotalCount 16 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1 Support 1 Where spawnbot_invasion TFBot { Template T_TFBot_Demo_Burst Item "scotch bonnet" } } WaveSpawn { Name support WaitForAllDead 2a TotalCurrency 75 TotalCount 25 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 2.5 Support 1 Where spawnbot_invasion TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn { Name Tankboss TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 105 WaitBetweenSpawns 1 Where spawnbot Tank { Health 22500 Name Tankboss Speed 75 StartingPathTrackNode "boss_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 22.5k (22500) HP!`) " } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 17.5 Where spawnbot_giant TFBot { ClassIcon pyro_dragon_fury_swordstone Item "The Dragon's Fury" Template T_TFBot_Giant_Pyro Name "Giant Dragon's Fury Pyro" //Attributes "AlwaysCrit" Item "The Centurion" Item "The Steel Sixpack" } } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 24 MaxActive 6 SpawnCount 6 WaitBeforeStarting 10 WaitBetweenSpawns 0 Where spawnbot TFBot { Class HeavyWeapons Skill Easy } } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 5.5 Where spawnbot TFBot { Name "Extended Conch DH Soldier" ClassIcon soldier_directhit_conch_lite Template T_TFBot_Soldier_Extended_Concheror Item "the direct hit" Item "soldier drill hat" Attributes "AlwaysCrit" } } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 32 MaxActive 12 SpawnCount 4 WaitBeforeStarting 4 WaitBetweenSpawns 5 Where spawnbot TFBot { ClassIcon soldier_directhit_lite Health 200 Name "Direct Hit Soldier" Class Soldier Skill Easy Item "the direct hit" Item "loyalty reward" } } WaveSpawn { Name 2a WaitForAllDead 1 TotalCurrency 100 TotalCount 4 MaxActive 3 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 15 Where spawnbot_side Where spawnbot RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Spammer_Reload Item "the war pig" } } WaveSpawn { Name 3a WaitForAllDead 2a TotalCurrency 100 TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 25 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Demo_Burst //Item "the warsworn helmet" Item "Scotch Bonnet" } TFBot { Template T_TFBot_Giant_Medic_Regen } } } WaveSpawn { Name 3support WaitForAllDead 1 TotalCurrency 50 TotalCount 30 MaxActive 12 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 1 Where spawnbot //Support Limited TFBot { Template T_TFBot_Demoman_Knight //Attributes "SpawnWithFullCharge" Attributes "AlwaysCrit" Item "the gentle munitionne of leisure" } } WaveSpawn { Name 4 WaitForAllDead 1 TotalCurrency 50 TotalCount 8 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 8 Where spawnbot_side TFBot { Template T_TFBot_Demoman_Samurai } } WaveSpawn { Name 4 WaitForAllDead 2a TotalCurrency 25 TotalCount 24 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2.25 Where spawnbot_invasion Support 1 RandomChoice { TFBot { Action FetchFlag ClassIcon engineer_frontier_justice_nys Health 125 Name "Frontier Justice Engineer" Class Engineer Skill Easy Attributes "HoldFireUntilFullReload" Item "the frontier justice" Item "mining light" } TFBot { Action FetchFlag ClassIcon engineer_frontier_justice_nys Health 125 Name "Frontier Justice Engineer" Class Engineer Skill Easy Attributes "HoldFireUntilFullReload" Item "the frontier justice" Item "mining light" } TFBot { Action FetchFlag ClassIcon engineer_frontier_justice_nys Health 125 Name "Frontier Justice Engineer" Class Engineer Skill Easy Attributes "HoldFireUntilFullReload" Item "the frontier justice" Item "mining light" } TFBot { Action FetchFlag ClassIcon engineer_frontier_justice_nys Health 125 Name "Frontier Justice Engineer" Class Engineer Skill Easy Attributes "HoldFireUntilFullReload" Item "the frontier justice" Item "mining light" } TFBot { Action FetchFlag ClassIcon engineer_frontier_justice_nys Health 125 Name "Frontier Justice Engineer" Class Engineer Skill Easy Attributes "HoldFireUntilFullReload" Item "the frontier justice" Item "mining light" } TFBot { Action FetchFlag ClassIcon engineer_frontier_justice_nys Health 125 Name "I escaped the Spybase" Class Engineer Skill Easy Attributes "HoldFireUntilFullReload" Item "the frontier justice" Item "mining light" } } } WaveSpawn { Name 4 WaitForAllDead 3a TotalCurrency 25 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 7.5 WaitBetweenSpawns 5 Where spawnbot_giant_side TFBot { Name "Giant HoH Burst Fire Soldier" Health 10000 ClassIcon soldier_burstfire_heal Template T_TFBot_Giant_Soldier_Spammer_Reload Attributes "UseBossHealthBar" Item "warbird_rocketlauncher_warhawk" Item "the cross-comm crash helmet" //Item "the classified coif" //Item "The Killer's Kit" ItemAttributes { ItemName warbird_rocketlauncher_warhawk "move speed bonus" 0.5 "faster reload rate" 0.55 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.65 "heal on hit for rapidfire" 600 } } } WaveSpawn { Name 4 WaitForAllDead 3a TotalCurrency 25 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 7.5 WaitBetweenSpawns 1 Where spawnbot_giant TFBot { Name "Giant HoK Burst Fire Soldier" Health 10000 ClassIcon soldier_burstfire_heal Template T_TFBot_Giant_Soldier_Spammer_Reload Attributes "UseBossHealthBar" Item "powerhouse_rocketlauncher_shellshocker" Item "the warsworn helmet" //Item "The Classified Coif" //Item "The Killer's Kit" ItemAttributes { ItemName powerhouse_rocketlauncher_shellshocker "move speed bonus" 0.5 "faster reload rate" 0.45 "fire rate bonus" 0.1 "clip size upgrade atomic" 6.0 "Projectile speed increased" 0.75 "heal on kill" 1250 } } } WaveSpawn { Name 4 WaitForAllDead 2a TotalCurrency 75 TotalCount 28 MaxActive 7 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 1.125 Support 1 Where spawnbot TFBot { Name "Scout" Class Scout Skill Easy } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 1a TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 Where spawnbot_giant Squad { TFBot { Name "Giant Giga Burst Fire Soldier" ClassIcon soldier_burstfire_hyper Template T_TFBot_Soldier_BurstFire Item "Scotch Bonnet" } TFBot { Template T_TFBot_Giant_Medic_Regen //ClassIcon uber_quickfix_medic_nys_giant } } } WaveSpawn { Name 1b TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 45 WaitBetweenSpawns 1 Where spawnbot_giant Squad { TFBot { Name "Giant Giga Burst Fire Soldier" ClassIcon soldier_burstfire_hyper Template T_TFBot_Soldier_BurstFire Item "Scotch Bonnet" } TFBot { //ClassIcon medic_pop_giant Template T_TFBot_Giant_Medic_Shield //ClassIcon uber_quickfix_medic_nys_giant } } } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 40 MaxActive 16 SpawnCount 2 WaitBeforeStarting 7.5 WaitBetweenSpawns 2 Where spawnbot RandomChoice { TFBot { Name "Scout" Class Scout Skill Easy } TFBot { Skill Normal Template T_TFBot_Scout_Scattergun_SlowFire Name "Scout" } TFBot { Class Soldier Skill Easy } TFBot { ClassIcon heavy_shotgun Health 200 Name "Shotgun Soldier" Class Soldier Skill Hard WeaponRestrictions SecondaryOnly ItemAttributes { ItemName tf_weapon_shotgun_soldier "faster reload rate" 0.1 "fire rate bonus" 2.5 "bullets per shot bonus" 3 "damage bonus" 0.33 } Item "the grenadier's softcap" } Shuffle 1 // Ensure that every bot type rolls in even amount (Default: 0) } } WaveSpawn { Name 2c WaitForAllDead 1a TotalCurrency 100 TotalCount 15 MaxActive 5 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 Where spawnbot_side TFBot { ClassIcon heavy_shotgun_armored Health 700 Scale 1.45 Name "Armored Heavy Shotgun" Template T_TFBot_Heavyweapons_Shotgun CharacterAttributes { "move speed bonus" 0.75 } Item "tw_heavybot_helmet" Item "tw_heavybot_armor" } } WaveSpawn { Name 2c WaitForAllDead 1 TotalCurrency 100 TotalCount 9 MaxActive 6 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 15 Where spawnbot_giant Squad { TFBot { Template T_TFBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name 2/3 WaitForAllDead 1 TotalCurrency 100 TotalCount 60 MaxActive 12 SpawnCount 2 WaitBeforeStarting 2.5 WaitBetweenSpawns 2 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Demoman } TFBot { Class Soldier Skill Easy } TFBot { Name "Scout" Class Scout Skill Easy } TFBot { ClassIcon heavy_shotgun Health 200 Name "Shotgun Soldier" Class Soldier Skill Hard WeaponRestrictions SecondaryOnly ItemAttributes { ItemName tf_weapon_shotgun_soldier "faster reload rate" 0.1 "fire rate bonus" 2.5 "bullets per shot bonus" 3 "damage bonus" 0.33 } Item "the grenadier's softcap" } Shuffle 1 // Ensure that every bot type rolls in even amount (Default: 0) } } WaveSpawn { Name 2a WaitForAllDead 1 TotalCurrency 50 TotalCount 6 MaxActive 3 SpawnCount 2 WaitBeforeStarting 15 WaitBetweenSpawns 15 Where spawnbot_giant TFBot { Template T_TFBot_Giant_Demo_RapidFire } } WaveSpawn { Name 3 WaitForAllDead 2c TotalCurrency 100 TotalCount 24 MaxActive 15 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 1.25 Support 1 Where spawnbot TFBot { Class HeavyWeapons Skill Easy } } WaveSpawn { Name 3 WaitForAllDead 2c TotalCurrency 50 TotalCount 6 MaxActive 6 SpawnCount 2 WaitBeforeStarting 1 WaitBetweenSpawns 12 Where spawnbot_giant Squad { TFBot { Template T_TFBot_Giant_Demoman ClassIcon demo_spammer_giant Attributes "AlwaysCrit" //Template T_TFBot_Giant_Demo_RapidFire } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name Tankboss WaitForAllSpawned 1b TotalCurrency 50 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 1 Where spawnbot Tank { Health 22500 Name Tankboss Speed 75 StartingPathTrackNode "boss_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 22.5k (22500) HP!`) " } } WaveSpawn { Name Tankboss WaitForAllSpawned 2/3 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 1 Where spawnbot Tank { Health 25000 Name Tankboss Speed 75 StartingPathTrackNode "boss_path_1" OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } FirstSpawnOutPut { Target wave_start_relay Action RunScriptCode Param " ClientPrint(null,3,`\x0799CCFFTank deployed with 25k (25000) HP!`) " } } } Wave { WaitWhenDone 65 Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } //InitWaveOutput //{ //Target //Target bombpath_left_relay //Action RunScriptCode //Param "IncludeScript(`miningop.nut`,getroottable())" //} InitWaveOutPut { Target bombpath_right_relay Action RunScriptCode Param " IncludeScript (`miningop.nut`,getroottable()) IncludeScript (`buddhamode.nut`,getroottable()) EntityOutputs.RemoveOutput(Entities.FindByName(null, `bombpath_choose_1_case`), `OnCase02`,`bombpath_right_relay`,`Trigger`, null) //remove right path, forcing left path ClientPrint(null,3,`\x07FF3F3FLook out for an Sound Cue. The Mining Supervisor will switch his Weapon shortly after it starts playing. The Sound Cue will play 3 times!`) " } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "Bomb Bringer" TotalCurrency 69 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot Support Limited HideIcon 1 // Hides icons from the wave bar. Should use a ClassIcon dHideifferent from visible ones TFBot { Template T_TFBot_Giant_Scout_Fast //ClassIcon scout } } WaveSpawn { Name "Complex" WaitForAllDead "Bomb Bringer" TotalCurrency 400 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 Where spawnbot TFBot { Class Soldier Name "Mining Supervisor" ClassIcon soldier_boss_visor SpawnTemplate "Distortion_Effect" Health 67500 Attributes "MiniBoss" ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 55500 Name "Soldier_Boss_Phase_2" } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 43000 Name "Soldier_Boss_Phase_3" } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 33500 Name "Soldier_Boss_Phase_4" } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 23000 Name "Soldier_Boss_Phase_5" } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 11500 Name "Soldier_Boss_Phase_6" } ChangeAttributes { Delay 0 Repeats 1 IfHealthBelow 2 Name "Soldier_Boss_Phase_7" } EventChangeAttributes { Default // Equalizer Soldier { Item "Scotch Bonnet" Item "The Equalizer" //Item "Veterans Attire" //UseCustomModel "models/player/demo.mdl" Attributes MiniBoss Attributes UseBossHealthBar Skill Expert CustomEyeGlowColor "255 0 0" //Attributes AlwaysCrit WeaponRestrictions MeleeOnly //Attributes HoldFireUntilFullReload Tag boss_death ItemAttributes { ItemName "The Equalizer" "damage bonus" 3 "fire rate bonus" 0.6 //IsCrit 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.25 "cannot pick up intelligence" 1 "cancel falling damage" 1 } } Soldier_Boss_Phase_2 // Burst Fire Shotgun Soldier { Item "Scotch Bonnet" //Item "Veterans Attire" Item "teufort_shotgun_civicduty" Attributes MiniBoss Attributes UseBossHealthBar Skill Expert WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Tag boss_death ItemAttributes { ItemName "teufort_shotgun_civicduty" "damage bonus" 1.5 "clip size bonus" 3 "fire rate bonus" 0.125 "faster reload rate" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.25 "cannot pick up intelligence" 1 "cancel falling damage" 1 } } Soldier_Boss_Phase_3 // Nuke Rocket Launcher { Item "Scotch Bonnet" //Item "Veterans Attire" Item "The Original" Attributes UseBossHealthBar Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Tag boss_death //Attributes "AlwaysCrit" ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate penalty" 2 "Projectile speed decreased" 0.5 "Blast radius increased" 2.25 "damage bonus" 2 "use large smoke explosion" 1 "damage causes airblast" 1 //IsCrit 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.25 "cannot pick up intelligence" 1 "cancel falling damage" 1 } } Soldier_Boss_Phase_4 //Rapid Fire Homing Soldier { Item "Scotch Bonnet" //Item "Veterans Attire" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Attributes UseBossHealthBar Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload //Attributes AlwaysFireWeapon //may change this one and the attribute above later again Tag boss_death AddCond "TF_COND_SODAPOPPER_HYPE" RocketCustomParticle eyeboss_projectile HomingRockets { IgnoreDisguisedSpies 1 // Default: 1 IgnoreStealthedSpies 1 // Default: 1 RocketSpeed 0.5 // Multiplier of rocket speed. (Default: 1) TurnPower 75 //How fast should the rocket rotate to face the target (Default: 10) MaxAimError 90 //Max angle between rocket and the target (Default: 105) AimTime 9999 //How long should the rocket be aiming (Default: 9999) AimStartTime 0 //How many seconds before the rocket should be aiming (Default: 0) Acceleration 0 //Acceleration in hu (Default: 0) AccelerationTime 9999 //How long should the rocket accelerate (Default: 9999) AccelerationStartTime 0 //Time before rockets start accelerating (Default: 0) Gravity 0 // Gravity of the rocket (Default: 0) FollowCrosshair 0 // Follow crosshair instead of enemies (Default: 0) } ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "mod max primary clip override" -1 "damage bonus" 1.5 //"heal on hit for rapidfire" 250 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.25 "cannot pick up intelligence" 1 "cancel falling damage" 1 } } Soldier_Boss_Phase_5 //Laser Wall (Oil Overflow Wave 6 Obstacle) Soldier (fixed) { Item "Scotch Bonnet" //Item "Veterans Attire" Attributes UseBossHealthBar Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Item "TF_WEAPON_ROCKETLAUNCHER" Tag boss_death ItemAttributes { ItemName "tf_weapon_rocketlauncher" "centerfire projectile" 1 "override projectile type" 13 "energy weapon penetration" 1 "dmg bonus vs buildings" 5 "set item tint RGB" 8394603 "damage bonus" 2 "fire rate bonus" 0.1 "faster reload rate" 0.125 "clip size bonus" 8 "attach particle effect" 3045 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.25 "cannot pick up intelligence" 1 "cancel falling damage" 1 } } Soldier_Boss_Phase_6 // Barrage Spammer Soldier { Item "Scotch Bonnet" //Item "Veterans Attire" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Attributes UseBossHealthBar Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Tag boss_death AddCond "TF_COND_PREVENT_DEATH" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 29 "faster reload rate" 0.125 "fire rate bonus" 0.1.25 "projectile spread angle penalty" 10 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.25 "cannot pick up intelligence" 1 "cancel falling damage" 1 "Projectile speed decreased" 0.4 } } Soldier_Boss_Phase_7 // For the Taunt Death { Item "Scotch Bonnet" //Item "Veterans Attire" Item "Upgradeable TF_WEAPON_ROCKETLAUNCHER" Attributes UseBossHealthBar Skill Expert WeaponRestrictions PrimaryOnly Attributes HoldFireUntilFullReload Tag boss_death UseHumanAnimations 1 AddCond "TF_COND_PREVENT_DEATH" ItemAttributes { ItemName "Upgradeable TF_WEAPON_ROCKETLAUNCHER" "clip size upgrade atomic" 29 "faster reload rate" 0.125 "fire rate bonus" 0.1.25 "projectile spread angle penalty" 10 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.2 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 "rage giving scale" 0.25 "cannot pick up intelligence" 1 "cancel falling damage" 1 "Projectile speed decreased" 0.4 } } } FireInput { Target !self Action $removecond Param "36" Delay 0 Repeats 1 IfHealthBelow 23000 //IfHealthAbove x //IfSeeTarget x //TargetMinRange x //TargetMaxRange x } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 0 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 56000 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 1 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 56000 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 2 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 56000 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 0 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 43500 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 1 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 43500 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 2 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 43500 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 0 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 34000 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 1 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 34000 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 2 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 34000 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 0 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 23500 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 1 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 23500 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 2 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 23500 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 0 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 12000 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 1 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 12000 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target "tf_gamerules" //Entity name to use Action "playvo" //Input to fire Param "misc\doomsday_lift_warning.wav" //Parameter to use Delay 2 //Delay before firing the input Cooldown 0 //Cooldown between firing the input Repeats 1 //How many times should the input be fired IfHealthBelow 12000 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 0 //When set, the task activates only when the bot health is above specified value } FireInput { Target !self //Entity name to use Action "RunScriptCode" //Input to fire Param "self.TakeDamage(999999, 0, self)" //Parameter to use Delay 0.1 //Delay before firing the input Cooldown 0.1 //Cooldown between firing the input Repeats 100000 //How many times should the input be fired IfHealthBelow 2 //When set, the task activates only when the bot health is below specified value } FireInput //Enable buddha mode. { Target !self Action RunScriptCode Param "self.EnableBuddha()" Repeats 1 Delay 0.1 } FireInput //Disable buddhamode. { Target !self Action RunScriptCode Param "self.DisableBuddha()" Repeats 1 Delay 4.5 IfHealthBelow 2 } FireInput { Target player Action $SetProp$m_iszClassIcon Param heavy_shotgun_burst_lite Delay 0.1 Cooldown 1 Repeats 1 IfHealthBelow 55500 } FireInput { Target player Action $SetProp$m_iszClassIcon Param soldier_nuke2_giant Delay 0.1 Cooldown 1 Repeats 1 IfHealthBelow 43000 } FireInput { Target player Action $SetProp$m_iszClassIcon Param soldier_homing_spammer_nys_giant Delay 0.1 Cooldown 1 Repeats 1 IfHealthBelow 33500 } FireInput { Target player Action $SetProp$m_iszClassIcon Param soldier_bison_b Delay 0.1 Cooldown 1 Repeats 1 IfHealthBelow 23000 } FireInput { Target player Action $SetProp$m_iszClassIcon Param barrage_infinity Delay 0.1 Cooldown 1 Repeats 1 IfHealthBelow 11500 } FireInput { Target "bignet" Action "RunScriptCode" Param "MiningOp.BossDeath(`boss_death`)" Repeats 10 Delay 0 Cooldown 1 IfHealthBelow 2 } Taunt //Taunt periodically { Delay 0 //Time before the first taunt starts (Default: 10) Cooldown 1 //Time between each taunt (Default: 10) Repeats 1 //How many times the bot should taunt in total (Default: 0 - Infinite) Duration 6 //Duration of a looping taunt (Default: 0.1) Name "Taunt: Soldier's Requiem" //If set, uses this item taunt instead of default //IfSeeTarget 1 //When set to 1, this task activates only when the bot can see the target player (Default 0 - Always activate) // IfNoTarget 1 //When set to 1, this task activates only when the bot does not have a target (Default 0 - Always activate) IfHealthBelow 2 //When set, the task activates only when the bot health is below specified value //IfHealthAbove 100 //When set, the task activates only when the bot health is above specified value // MaxTargetRange 150 // If set, the task activates only when the target is within specified units away // MinTargetRange 50 // If set, the task activates only when the target is more than specified units away } } } WaveSpawn { Name "Boss Supporter" //WaitForAllDead Complex TotalCurrency 300 TotalCount 45 MaxActive 12 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 3 Where spawnbot Support 1 RandomChoice { TFBot { Class Heavyweapons Skill Easy } TFBot { Template T_TFBot_Demoman_Knight Attributes "AlwaysCrit" } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Item "The Holy Mackerel" Item "Bonk Boy" WeaponRestrictions MeleeOnly //Attributes "AlwaysCrit" ClassIcon scout_fast_armored Class Scout Name "Armored Fast Scout" Skill Easy Scale 1.35 Health 501 CharacterAttributes { "move speed bonus" 1.1 } } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Demoman_Knight Attributes "AlwaysCrit" } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Class Heavyweapons Skill Easy } TFBot { Template T_TFBot_Demoman_Knight Attributes "AlwaysCrit" } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Item "The Holy Mackerel" Item "Bonk Boy" WeaponRestrictions MeleeOnly //Attributes "AlwaysCrit" ClassIcon scout_fast_armored Class Scout Name "Armored Fast Scout" Skill Easy Scale 1.35 Health 501 CharacterAttributes { "move speed bonus" 1.1 } } TFBot { Class Heavyweapons Skill Normal } TFBot { Template T_TFBot_Demoman_Knight Attributes "AlwaysCrit" } TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Name "Conch Detonator Pyro" Template T_TFBot_Pyro_Flaregun ClassIcon pyro_detonator_conch Item "The Concheror" Item "The Detonator" Item "Old Guadalajara" Attributes "SpawnWithFullCharge" CharacterAttributes { "increase buff duration" 9 } } Shuffle 1 // Ensure that every bot type rolls in even amount (Default: 0) } } WaveSpawn { Name "Boss Supporter" //WaitForAllDead Complex TotalCurrency 125 TotalCount 48 MaxActive 4 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 7.25 Where spawnbot_side Support 1 TFBot { Template T_TFBot_Pyro Skill Easy //Attributes "AlwaysCrit" Attributes "AlwaysFireWeapon" } } WaveSpawn { Name "Boss Supporter" //WaitForAllDead Complex TotalCurrency 125 TotalCount 45 MaxActive 4 SpawnCount 1 WaitBeforeStarting 8 WaitBetweenSpawns 8 Where spawnbot_invasion Support 1 RandomChoice { TFBot { //Attributes "AlwaysCrit" Template T_TFBot_Heavyweapons_Fist } TFBot { //Attributes "AlwaysCrit" Template T_TFBot_Heavy_IronFist_Airblast ClassIcon heavy_steelfist_pusher } } } } }