//mission by randomguy #base robot_randomguy.pop WaveSchedule { CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 2 StartingCurrency 400 Advanced 1 AddSentryBusterWhenDamageDealtExceeds 3000 AddSentryBusterWhenKillCountExceeds 15 // EventPopFile Halloween Templates { Boss_1 { Class Demoman Name "James" ClassIcon demo_bomber Health 40000 Skill Expert WeaponRestrictions PrimaryOnly Item "The Iron Bomber" Item "The Chargin' Targe" Item "The Cyborg Stunt Helmet" Item "The Juggernaut Jacket" Attributes HoldFireUntilFullReload Attributes UseBossHealthBar Attributes MiniBoss ItemAttributes { ItemName "The Iron Bomber" "damage bonus" 1.2 "faster reload rate" 0.3 "fire rate bonus" 0.1 "clip size upgrade atomic" 16 "projectile spread angle penalty" 5 "Projectile speed increased" 1.25 } CharacterAttributes { "move speed bonus" 0.25 "damage force reduction" 0.0 "airblast vulnerability multiplier" 0.0 "override footstep sound set" 4 "charge recharge rate increased" .0001 } } } Mission { Objective Spy InitialCooldown 5 Where spawnbot BeginAtWave 7 RunForThisManyWaves 1 CooldownTime 120 DesiredCount 10 TFBot { Template T_TFBot_Spy } } Mission { Objective Sniper Where spawnbot_flank2 BeginAtWave 7 RunForThisManyWaves 1 InitialCooldown 5 CooldownTime 30 DesiredCount 10 TFBot { Template T_TFBot_Sniper_Caustic } } Mission { Objective DestroySentries Where spawnbot InitialCooldown 30 CooldownTime 30 BeginAtWave 1 RunForThisManyWaves 10 TFBot { Template T_TFBot_SentryBuster } } //WAVE 1 //////////CURRENCY 400/////////////////////////////////// add support Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name support Where spawnbot TotalCount 22 MaxActive 10 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 3 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Sniper_Huntsman } } WaveSpawn { Name stage1 Where spawnbot TotalCount 4 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 6 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_RocketShotGun } TFBot { Template T_TFBot_Medic_Vaccinator_Bullet_100 } TFBot { Template T_TFBot_Medic_Vaccinator_Blast_100 } TFBot { Template T_TFBot_Medic_Vaccinator_Fire_100 } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 10 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Soldier_RocketPush } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 200 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Crit } } } //WAVE 2 //////////CURRENCY 450/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name giant1 Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Demoman } } WaveSpawn { Name stage1 Where spawnbot_flank_rand TotalCount 15 MaxActive 15 SpawnCount 15 //5 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Sniper_SMG Skill Expert } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_HeavyWeapons_Fist Attributes AlwaysCrit } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 RandomSpawn 1 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" //sound Tank { Health 18000 //hopefully low enough but still hard Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tankpath_alt" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 //Dead stage2 Where spawnbot TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout } } } //WAVE 3 //////////CURRENCY 500/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name giant1 Where spawnbot TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer_Real } } WaveSpawn { Name stage1 Where spawnbot TotalCount 20 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 6 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Pyro_DF } } WaveSpawn { Name stage1 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Steelie_Supreme } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 30 MaxActive 15 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Sniper_Huntsman_Bleed } TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon } TFBot { Template T_TFBot_Medic_QuickUber } } } WaveSpawn { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 2 //1 MaxActive 2 //1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 //0 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_HeavyWeapons_BrassBeast } } WaveSpawn { Name support WaitForAllDead stage2 Where spawnbot TotalCount 10 MaxActive 10 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 0 //1 TotalCurrency 50 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Fishy_Scout } } } //WAVE 4 //////////CURRENCY 500/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name giant1 Where spawnbot TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_Fast } } WaveSpawn { Name stage1 Where spawnbot TotalCount 16 MaxActive 12 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Giant_Soldier_Stun_Spammer } TFBot { Template T_TFBot_HeavyWeapons_ShotGun } TFBot { Template T_TFBot_HeavyWeapons_ShotGun } TFBot { Template T_TFBot_HeavyWeapons_ShotGun } } } WaveSpawn { Name stage1 Where spawnbot TotalCount 6 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Sniper_Huntsman_Spammer Attributes AlwaysCrit } } WaveSpawn { Name tank1 WaitForAllSpawned stage1 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 TotalCurrency 100 RandomSpawn 1 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" //sound Tank { Health 22500 Speed 75 Name "tankboss" Skin 0 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tankpath_alt" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 36 MaxActive 16 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 4 TotalCurrency 100 RandomSpawn 1 TFBot { Class Scout Skill Hard } } WaveSpawn { Name support WaitForAllSpawned stage2 Where spawnbot TotalCount 22 MaxActive 18 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Scout_Sandman Attributes AlwaysCrit } } } //WAVE 5 //////////CURRENCY 550/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name giant1 Where spawnbot TotalCount 6 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_Caustic_Giant_Spammer } FirstSpawnOutput { Target tutorial_wave_relay Action Trigger } } WaveSpawn { Name stage1 Where spawnbot TotalCount 36 MaxActive 18 SpawnCount 6 WaitBeforeStarting 10 WaitBetweenSpawns 7 TotalCurrency 100 RandomSpawn 1 TFBot { Class Demoman Skill Normal } } WaveSpawn { Name stage2 WaitForAllSpawned stage1 Where spawnbot_flank_rand TotalCount 60 MaxActive 20 SpawnCount 10 WaitBeforeStarting 5 WaitBetweenSpawns 8 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Demoman_Knight_Tide Attributes AlwaysCrit Attributes AlwaysFireWeapon ItemAttributes { ItemName "The Tide Turner" "Attack not cancel charge" 1 } } } WaveSpawn { Name tank1 WaitForAllSpawned stage1 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 8 TotalCurrency 100 RandomSpawn 1 FirstSpawnWarningSound "mvm/mvm_tank_start.wav" //sound Tank { Health 20000 Speed 75 Name "tankboss" Skin 1 // 0 - normal skin, 1 - final wave skin StartingPathTrackNode "tankpath_same" // if this is not here have fun with the hatch tank OnKilledOutput // output sent when the Tank is killed (almost never used) { Target tank_died_relay Action Trigger } OnBombDroppedOutput // output sent when the Tank drops its bomb once it reaches the end of its path { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 Where spawnbot TotalCount 30 MaxActive 12 SpawnCount 6 WaitBeforeStarting 5 WaitBetweenSpawns 9 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_Caustic } } WaveSpawn //give support { Name stage4 WaitForAllSpawned stage3 Where spawnbot TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_HeavyWeapons_HealOnAll } } WaveSpawn { Name support WaitForAllSpawned stage3 Where spawnbot_flank2 TotalCount 22 MaxActive 15 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 RandomSpawn 1 Support 1 TFBot { Class Pyro Skill Expert } } } //WAVE 6 //////////CURRENCY 600/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name support Where spawnbot TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 RandomSpawn 1 Support 1 TFBot { Template T_TFBot_Medic_QuickUber_SlowCharge ClassIcon medic_uber_giant WeaponRestrictions SecondaryOnly } } WaveSpawn { Name giant1 Where spawnbot TotalCount 12 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Soldier_Caustic_Giant Attributes AlwaysCrit } } WaveSpawn { Name stage1 Where spawnbot TotalCount 20 MaxActive 14 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 100 RandomSpawn 1 Squad { TFBot { Template T_TFBot_Soldier_Direct_Hit } TFBot { Template T_TFBot_Medic } } } WaveSpawn //swap with heavies AGAIN { Name stage2 WaitForAllDead stage1 Where spawnbot TotalCount 39 MaxActive 16 SpawnCount 13 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Demoman_StickyBomb } } WaveSpawn ///swap with stickies AGAIN { Name stage3 WaitForAllDead stage2 Where spawnbot TotalCount 32 MaxActive 16 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Heavy_Caustic Skill Expert } } WaveSpawn { Name stage3 WaitForAllSpawned stage2 Where spawnbot TotalCount 5 MaxActive 3 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Scout_BaseBall } } } //WAVE 7 //////////CURRENCY 600/////////////////////////////////// Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Where spawnbot_boss TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 TFBot { Template Boss_1 } StartWaveOutput { Target boss_door_open_relay Action Trigger } } } }