// mvm_wharf by Takyaki and Jakapoa // Illegal Packages made by FaN Scout and A+drew (Tecnacally I made the entire thing myself.) #base robot_standard.pop #base robot_giant.pop #base robot_gatebot.pop WaveSchedule { StartingCurrency 800 CanBotsAttackWhileInSpawnRoom no RespawnWaveTime 5 AddSentryBusterWhenDamageDealtExceeds 3000 AddSentryBusterWhenKillCountExceeds 15 Advanced 1 Templates { T_TFGateBot_Scout_Easy { Class Scout EventChangeAttributes { Default { Tag bot_gatebot Tag nav_prefer_gate1_flank BehaviorModifiers push Attributes IgnoreFlag Item "MvM GateBot Light Scout" Skill Easy MaxVisionRange 1000 ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } ItemAttributes { ItemName "TF_WEAPON_SCATTERGUN" "damage penalty" 0.5 } Skill Easy MaxVisionRange 1000 } } } T_TFGateBot_Scout_Sandman { Class Scout Name "Minor League Scout" ClassIcon scout_stun EventChangeAttributes { Default { Tag nav_prefer_gate1_flank Tag bot_gatebot BehaviorModifiers push Attributes IgnoreFlag Item "MvM GateBot Light Scout" Item "The Sandman" //Item "Batter's Helmet" // Fucking hat overrides gate hat Skill Hard WeaponRestrictions MeleeOnly } RevertGateBotsBehavior { Item "The Sandman" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.75 } //Item "Batter's Helmet" // Fucking hat overrides gate hat Skill Hard WeaponRestrictions MeleeOnly Item "MvM GateBot Light Scout" ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } } } } T_TFGateBot_Scout_FAN_Fixed // Thanks Yoovy { Class Scout ClassIcon scout_fan Name "Force-A-Nature Scout" EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Item "MvM GateBot Light Scout" Skill Expert Item "The Force-a-Nature" MaxVisionRange 500 } RevertGateBotsBehavior { Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Skill Expert Item "The Force-a-Nature" MaxVisionRange 500 } } } T_TFGateBot_Scout_Sandman_FastCharge_Fix { Class Scout Name "Hyper League Scout" ClassIcon scout_stun EventChangeAttributes { Default { Tag nav_prefer_gate1_flank Tag bot_gatebot BehaviorModifiers push Attributes IgnoreFlag Item "MvM GateBot Light Scout" Item "The Sandman" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.25 } ItemAttributes { ItemName "Batter's Helmet" "set item tint rgb" 15185211 } Item "Batter's Helmet" Skill Hard WeaponRestrictions MeleeOnly } RevertGateBotsBehavior { Item "The Sandman" ItemAttributes { ItemName "The Sandman" "effect bar recharge rate increased" 0.25 } Item "Batter's Helmet" Skill Hard WeaponRestrictions MeleeOnly Item "MvM GateBot Light Scout" ItemAttributes { ItemName "MvM GateBot Light Scout" "item style override" 1 } ItemAttributes { ItemName "Batter's Helmet" "set item tint rgb" 8289918 } } } } T_TFBot_Heavy_Easy { Class Heavyweapons ClassIcon heavy Skill Easy } } Mission { Where spawnbot Objective DestroySentries BeginAtWave 1 RunForThisManyWaves 6 DesiredCount 1 InitialCooldown 30 CooldownTime 30 TFBot { Template T_TFBot_SentryBuster Tag bot_giant } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 2 InitialCooldown 15 CooldownTime 15 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 5 RunForThisManyWaves 2 InitialCooldown 15 CooldownTime 15 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 15 CooldownTime 15 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Wave // Wave 1 // 2 giant flare pyros, 4 giant soldiers, 20 soldiers, 20 scout, 20 pyros, and 20 flare pyros. // Gatebots: soldiers and scouts { InitWaveOutput { Target wave_setup_relay Action Trigger } StartWaveOutput { Target wave_start_relay_666 Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "1a" Where spawnbot_mid Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 50 MaxActive 12 SpawnCount 6 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Soldier_Easy } TFBot { Template T_TFGateBot_Scout_Easy } } } WaveSpawn { Name "1a" Where spawnbot_mid Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer Tag bot_giant } } WaveSpawn { Name "1b" WaitForAllSpawned "1a" Where spawnbot_top_left Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 28 MaxActive 12 SpawnCount 6 WaitBeforeStarting 1 WaitBetweenSpawns 5 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Pyro CharacterAttributes { "airblast disabled" 1 } Item "Brigade Helm" } TFBot { Template T_TFBot_Pyro_Flaregun Item "Old Guadalajara" } } } WaveSpawn { Name "1b" WaitForAllDead "1a" Where spawnbot_right Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Soldier Tag bot_giant } } WaveSpawn { Where spawnbot Where spawnbot_top Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 10 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 Support 1 RandomSpawn 1 TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } } } Wave // Wave 2 // 3 giant soliers, 2 giant demomen, 15 sandman scouts, 10 heavies, and 10 flare pyros. // Gatebots: Sandman scouts // Support: Shotgun heavies and shortstop scouts. { InitWaveOutput { Target wave_setup_relay Action Trigger } StartWaveOutput { Target wave_start_relay_666 Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "2aA" Where spawnbot_mid Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 3 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 150 TFBot { Template T_TFBot_Giant_Demo_RapidFire Tag bot_giant } } WaveSpawn { Name "2aB" Where spawnbot_left Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 45 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 150 TFBot { Template T_TFGateBot_Scout_Sandman_FastCharge_Fix } } WaveSpawn { Name "2b" WaitForAllDead "2aA" Where spawnbot Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 20 MaxActive 8 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 200 Squad { TFBot { Name "Heavy" Class HeavyWeapons Skill Easy } TFBot { Template T_TFBot_Pyro_Flaregun } } } WaveSpawn { Name "2b" WaitForAllSpawned "2aB" Where spawnbot_left Where spawnbot_right Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 10 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Demoman Tag bot_giant } } WaveSpawn { Name "2c" Where spawnbot Where spawnbot_top Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 30 MaxActive 2 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 10 TotalCurrency 100 Support 1 RandomSpawn 1 RandomChoice { TFBot { Class Scout Name "Shortstop Scout" Skill Easy ClassIcon scout_shortstop WeaponRestrictions PrimaryOnly Item "The Shortstop" Item "The Milkman" } TFBot { Template T_TFBot_Heavyweapons_Shotgun Skill Normal Item "Dealer's Visor" } } } } Wave // Wave 3 // 4 giant detonator pyros, 2 giant demomen, 2 giant soldiers, 40 shotguns, and 20 bowmen. { InitWaveOutput { Target wave_setup_relay Action Trigger } StartWaveOutput { Target wave_start_relay_666 Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "3a" Where spawnbot Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 40 MaxActive 10 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 2 TotalCurrency 200 RandomChoice { TFBot { Name "Shotgun Soldier" Class Soldier ClassIcon heavy_shotgun Health 200 Skill Normal WeaponRestrictions SecondaryOnly Item "Steel Shako" Item "gentlemanne_shotgun_dressedtokill" ItemAttributes { ItemName "gentlemanne_shotgun_dressedtokill" "faster reload rate" 0.1 "fire rate bonus" 2.5 "bullets per shot bonus" 3 "damage bonus" 0.33 } } TFBot { Name "Shotgun Pyro" Class Pyro ClassIcon heavy_shotgun Health 175 Skill Normal WeaponRestrictions SecondaryOnly Item "The Scrap Sack" Item "gentlemanne_shotgun_dressedtokill" ItemAttributes { ItemName "gentlemanne_shotgun_dressedtokill" "faster reload rate" 0.1 "fire rate bonus" 2.5 "bullets per shot bonus" 3 "damage bonus" 0.33 } } } } WaveSpawn { Name "3a" Where spawnbot_mid Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Pyro_Flare_Spammer Tag bot_giant } } WaveSpawn { Name "3bTank" TotalCurrency 150 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 0 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 20000 Speed 75 Name "tankboss" StartingPathTrackNode boss_path_a1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "3b" Where spawnbot Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 25 MaxActive 5 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFGateBot_Scout_FAN_Fixed } } WaveSpawn { Name "3c" WaitForAllDead "3a" Where spawnbot_left Where spawnbot_right Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 4 MaxActive 2 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 10 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Demoman Tag bot_giant Item "The War Eagle" } TFBot { Template T_TFBot_Giant_Soldier Tag bot_giant Item "The War Eagle" } } } WaveSpawn { Name "3c" WaitForAllDead "3a" Where spawnbot Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 30 MaxActive 10 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 2 TotalCurrency 50 TFBot { Template T_TFBot_Sniper_Huntsman } } WaveSpawn { Name "3c" WaitForAllDead "3a" Where spawnbot_left Where spawnbot_right Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 10 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Sniper_Huntsman_Spammer ClassIcon sniper_bow_multi } } WaveSpawn { Where spawnbot Where spawnbot_top Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 10 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 Support 1 RandomSpawn 1 TFBot { Template T_TFBot_Scout_Sandman } } } Wave // Wave 4 // 30 heavyweight champs, 20 demoknights, 5 giant pyros, 3 giant boxing heavies, and 2 giant demonkights // Gatebots: Giant pyros // Support: Flare pyros { InitWaveOutput { Target wave_setup_relay Action Trigger } StartWaveOutput { Target wave_start_relay_666 Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "4aGateBot" Where spawnbot_mid Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 6 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Pyro_AlwaysFire Item "Firewall Helmet" } } WaveSpawn { Name "4a" Where spawnbot Where spawnbot_top Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 30 MaxActive 6 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 1 TotalCurrency 150 TFBot { Class Soldier ClassIcon soldier_spammer Name "Rapid Fire Soldier" Item "harvest_rocketlauncher_autumn" ItemAttributes { ItemName "harvest_rocketlauncher_autumn" "faster reload rate" -1 "fire rate bonus" 0.7 "clip size penalty" 0.25 } } } WaveSpawn { Name "4b" WaitForAllDead "4a" Where spawnbot_top Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 20 MaxActive 4 SpawnCount 4 WaitBetweenSpawns 10 TotalCurrency 150 Support 1 RandomChoice { TFBot { Class Demoman Skill Hard Item "Modest Metal Pile of Scrap" } TFBot { Class Scout Skill Normal Item "California Cap" } } } WaveSpawn { Name "4c" Where spawnbot_giant Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Template T_TFBot_Giant_Demoman Item "The Cyborg Stunt Helmet" Tag bot_giant } } WaveSpawn // Tank 25000 HP { Name "4cTank" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0 TotalCurrency 100 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Name "tankboss" StartingPathTrackNode "boss_path_1" Health 25000 Speed 75 Skin 1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name "4d" WaitForAllDead "4a" Where spawnbot_mid Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Class Scout Name "Giant Shortstop Scout" ClassIcon scout_shortstop_giant Skill Hard Health 2600 Tag bot_giant WeaponRestrictions PrimaryOnly Item "The Shortstop" Item "The Milkman" Item "Das Metalmeatencasen" Attributes MiniBoss ItemAttributes { ItemName "The Shortstop" "fire rate bonus" 0.75 "damage bonus" 1.25 } CharacterAttributes { "move speed bonus" 0.65 "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } WaveSpawn { Name "4e" Where spawnbot Where spawnbot_top Where spawnbot_gate_1 Where spawnbot_gate_2 WaitForAllDead "4a" TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 100 Support 1 RandomSpawn 1 TFBot { Template T_TFBot_Pyro_Flaregun } } } Wave // Wave 5 // 4 giant heavies, 20 heavies, 20 shotguns heavies and 15 bonk scouts // Support: Steel gauntlet { InitWaveOutput { Target wave_setup_relay Action Trigger } StartWaveOutput { Target wave_start_relay_666 Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "5a" Where spawnbot_mid Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 15 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant } } } WaveSpawn { Name "5a" Where spawnbot Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 4 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Soldier_Crit } } WaveSpawn { Name "5a" Where spawnbot_mid Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 20 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 200 TFBot { Template T_TFGateBot_Heavy_Normal } } WaveSpawn { Name "5a" Where spawnbot Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 20 MaxActive 6 SpawnCount 3 WaitBeforeStarting 5 WaitBetweenSpawns 3 TotalCurrency 100 TFBot { Template T_TFGateBot_Demoman_Normal } } WaveSpawn { Name "5b" Where spawnbot_mid Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 25 MaxActive 10 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFBot_Scout_Bonk } } WaveSpawn { Name "5b" Where spawnbot Where spawnbot_top Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 12 MaxActive 4 SpawnCount 4 WaitBeforeStarting 45 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFBot_Soldier_Extended_Concheror Scale 1.4 Health 650 } } WaveSpawn { Name "5c" Where spawnbot Where spawnbot_top Where spawnbot_gate_1 Where spawnbot_gate_2 TotalCount 10 MaxActive 1 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 10 TotalCurrency 100 Support 1 RandomSpawn 1 TFBot { Template T_TFBot_Heavyweapons_Fist Tag bot_giant } } } Wave // Wave 6 // 1 boss robot // Support: Snipers and spies. { InitWaveOutput { Target wave_setup_relay Action Trigger } StartWaveOutput { Target wave_start_boss_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name "6aBoss" Where spawnbot_mid TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 0 TotalCurrency 100 FirstSpawnWarningSound "vo/mvm/mght/taunts/soldier_mvm_m_taunts15.mp3" DoneWarningSound "vo/mvm/mght/soldier_mvm_m_paincrticialdeath03.mp3" TFBot { Class Soldier Skill Expert WeaponRestrictions PrimaryOnly Name "Major Gold" //Boss name by A+drew Item "The Team Captain" Item "The Black Box" Item "Fancy Dress Uniform" Item "The Gunboats" ClassIcon soldier_atomic_golden_lite Health 40000 Scale 2 Attributes MiniBoss Attributes UseBossHealthBar Attributes HoldFireUntilFullReload Attributes SpawnWithFullCharge ItemAttributes { ItemName "The Black Box" "killstreak idleeffect" 1 "is australium item" 1 "item style override" 1 "turn to gold" 1 "damage bonus" 2.5 "damage causes airblast" 1 // This might be an issue this this was on. Too bad! I'm turning this on! "faster reload rate" 1.5 "fire rate penalty" 1.5 "projectile spread angle penalty" 1 //"use large smoke explosion" 1 // Yall can't see if this was enabled. "blast radius increased" 2.5 //"Projectile speed increased" 2.5 // Direct hit scan! "dmg falloff decreased" 0.25 //"mod weapon blocks healing" 1 //"mod medic killed marked for death" 1 // Attribute not working. Valve you dum dum //"mod medic healed damage bonus" 1.25 //"reload time decreased while healed" 0.5 "fire rate bonus with reduced health" 1 "heal on hit for rapidfire" 50 "health on radius damage" 100 } CharacterAttributes { "health regen" 50 "move speed bonus" 0.4 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "airblast vertical vulnerability multiplier" 0.1 } Item "lord cockswain's novelty mutton chops and pipe" Item "duel medal gold" } } //WaveSpawn //{ //Name "6b" //Where spawnbot //TotalCount 10 //MaxActive 5 //SpawnCount 1 //WaitBeforeStarting 5 //WaitBetweenSpawns 0 //TotalCurrency 100 //Support 1 //TFBot //{ //Template T_TFBot_Medic_QuickFix //} //} } } /////////////// // Version 1: // Release /////////////// // Version 2: // Fixed sandman scouts' hats /////////////// // Version 3: // Wave 1: Giant Rapid Fire -> Giant Soldier // Some pacing fixes // -$50 on wave 5 // Buffed the boss on wave 6. Deal with it. /////////////// // Version 4: // Reduced the ammount of snipers from 3 to 2 // Made bomb resetable. // Wave 1: Pyro's airblast removed + Pacing // Wave 3: 1/5 chance it will be a sub giant + 1/5 chance to be a demoman // Wave 4: Overhauled the wave to remove most melee bots from the wave + scout Support // Wave 5: Changes the heavies skill to be normal + Heavy shotguns -> demomen (Won't give crits horray!) /////////////// // Version 5: (If this ends up as Spy Sheriff, I'm gonna be fucking pissed) // Giving waves 1, 3, and 4 support because the bomb resets. // Wave 2: Changed the skill of the heavies from normal to easy + Support shotgun heavies to easy skill + Giant soldiers -> giant demomen // Wave 3: Made the rapid fire bowmen their own sub-wave. // Wave 5: Toned town the heavies and demomen. Added another giant and common robot. /////////////// // Version 6: // Made the support spawn from all sides, even gates. Cope :) // Tanks spawn with a warning // A few small changes to some of the later waves /////////////// // Version 7: // Wave 2: Heavies and pyros now spawn more often. // Buffing the boss on wave 7 /////////////// // Version 8: // Fixed rapid fire bowmen spawns // Removed gate flank spawns // Fixed rapid fire soldier's names ///////////////