// Trying out how to make an EXPERT // -- less money // -- less gimmicks and variety to not fry up the braincells of gamers of what to prepare and such. // -- early waves should really only have one damage type cuz resistances are expensive! // -- mid to late game can have multiple damage types but rule of thumb should be more of two and less of three (35% each of bullets and fire so 70% so 15% of fire and anything else) // -- Giants in subwaves shouldn't be the star of the subwave but to complement the normal minions (lets say a Giant Heavy to lead the scout rush! the heavy provides protection and area control while the scouts rush in) // -- USE ENGINEER BOTS THIS TIME BOB! THESE THINGS CAN BE DETRIMENTAL! // lets see how it goes // Initiate The Pessimission Tour #base robot_standard.pop #base robot_giant.pop #base robot_moonlight.pop #base robot_gatebot_modular.pop //ONLY WHEN x4 WaveSchedule { StartingCurrency 800 CanBotsAttackWhileInSpawnRoom No RespawnWaveTime 7 FlagEscortCountOffset -3 Advanced 1 //ONLY WHEN x4 // AllowBotExtraSlots 1 // RobotLimit 47 SendBotsToSpectatorImmediately 1 NoRomevisionCosmetics 1 PrecacheModel "models/bots/boss_bot/boss_tank_gate.mdl" PrecacheModel "models/bots/boss_bot/boss_tank_gate_damage1.mdl" PrecacheModel "models/bots/boss_bot/boss_tank_gate_damage2.mdl" PrecacheModel "models/bots/boss_bot/boss_tank_gate_damage3.mdl" PrecacheModel "models\bots\soldier_boss\bot_soldier_boss_gibby.mdl" PointTemplates { antipowerup { KeepAlive 1 logic_relay { "targetname" "nomorepowers" "spawnflags" "2" "onspawn" "repeater,trigger,,0.14,1" "ontrigger" "item_powerup_rune*,Kill,,0.04,-1" "ontrigger" "repeater,trigger,,0.08,-1" } KeepAlive 1 logic_relay { "targetname" "repeater" "spawnflags" "2" "ontrigger" "nomorepowers,trigger,,0.04,-1" } } crackboxdefeat // i just took this from an old mission i made :3 (NOTE: Unusable until CrackBox is fully developed) { //Shenanigans right here OnSpawnOutput { Target "lightbossdown" Action SetPlaybackRate Param 0 } OnSpawnOutput{Target "lbcosmetic*" Action "TurnOff"} OnParentKilledOutput{Target "lbcosmetic*" Action "TurnOn"} OnParentKilledOutput { Target "lightbossdown" Action "Enable" } //DEALING WITH THE DEFEAT ANIM OnParentKilledOutput { Target "lightbossdown" Action "SetPlaybackRate" Param "0.3" Delay 0.02 } OnParentKilledOutput { Target "lightbossdown" Action "SetPlaybackRate" Param "1" Delay 2.2 } OnParentKilledOutput { Target "lightbossdown" Action "SetPlaybackRate" Param "0.00001" Delay 3 } //SFX OnParentKilledOutput{Target sfx Action PlaySound} OnParentKilledOutput{Target vocal Action PlaySound Delay 2} OnParentKilledOutput{Target "kaboom*" Action PlaySound Delay 4}OnParentKilledOutput{Target "kaboom*" Action Start Delay 4} OnParentKilledOutput{Target damnitshake Action StartShake Delay 3.9} OnParentKilledOutput{Target lightbossdown Action Kill Delay 4} OnParentKilledOutput{Target "lbcosmetic*" Action Kill Delay 4} //Thanks to Sergeant's SPYBASED for the study info //Models here KeepAlive 1 prop_dynamic { "targetname" "lightbossdown" "origin" "0 0 0" "angles" "0 0 0" "color" "255 255 255" "solid" "0" "modelscale" "2" "defaultanim" "primary_death_burning" "disablebonefollowers" "1" "model" "models\bots\soldier_boss\bot_soldier_boss_gibby.mdl" "OnAnimationDone" "!self,Kill,,0,-1" "startdisabled" "1" "skin" "1" } //Soldierdrip KeepAlive 1 prop_dynamic_ornament { "targetname" "lbcosmetic1" "model" "models\workshop\player\items\soldier\short2014_man_in_slacks\short2014_man_in_slacks.mdl" "solid" "0" "disablebonefollowers" "1" "disableshadows" "1" "skin" "1" "initialowner" "lightbossdown" "startdisabled" "1" } KeepAlive 1 prop_dynamic_ornament { "targetname" "lbcosmetic2" "model" "models\workshop\player\items\all_class\sum19_bobby_bonnet\sum19_bobby_bonnet_soldier.mdl" "solid" "0" "disablebonefollowers" "1" "disableshadows" "1" "skin" "1" "initialowner" "lightbossdown" "startdisabled" "1" } //Sounds here ambient_generic { "targetname" "sfx" "message" "weapons\sentry_damage4.wav" "health" "10" "pitch" "100" "spawnflags" "17" } ambient_generic { "targetname" "vocal" "message" "vo\mvm\norm\soldier_mvm_negativevocalization01.mp3" "health" "10" "pitch" "100" "spawnflags" "17" } ambient_generic { "targetname" "vocal" "message" "vo\mvm\norm\soldier_mvm_negativevocalization01.mp3" "health" "10" "pitch" "100" "spawnflags" "17" } ambient_generic { "targetname" "kaboom" "message" "mvm\mvm_tank_explode.wav" "health" "10" "pitch" "100" "spawnflags" "17" } KeepAlive 1 info_particle_system { "targetname" "kaboomfx" "origin" "0 0 0" "angles" "-90 0 0" "effect_name" "mvm_tank_destroy" } KeepAlive 1 env_shake { "targetname" "damnitshake" "spawnflags" "5" "amplitude" "16" "radius" "2500" "frequency" "40" "duration" "2" } } crackboxkit { logic_case { "targetname" "crackboxgoesnuts" "OnCase01" "!activator,$ChangeAttributes,attack1,0,-1" "OnCase02" "!activator,$ChangeAttributes,attack2,0,-1" "OnCase03" "!activator,$ChangeAttributes,attack3,0,-1" "OnCase04" "!activator,$ChangeAttributes,attack4,0,-1" } } switcheroo //Thanks to Yuugi's point template { logic_relay { "targetname" "combotime" "spawnflags" "2" "OnTrigger" "!self,EnableRefire,,0,-1" "OnTrigger" "!activator,$RemoveItemAttribute,fire input on hit|0,0,-1" "OnTrigger" "!activator,$WeaponSwitchSlot,1,0,-1" "OnTrigger" "!activator,$AddPlayerAttribute,disable weapon switch|1,0.01,-1" "OnTrigger" "!activator,$RemovePlayerAttribute,disable weapon switch,1.5,-1" "OnTrigger" "!activator,$WeaponSwitchSlot,0,1.51,-1" "OnTrigger" "!activator,$AddItemAttribute,fire input on hit|combotime^Trigger^|0,1.52,-1" } } } ExtraSpawnPoint { Name "funny_heavy" Teamnum 3 X 709 Y -4973 Z 300 } //for the drip Templates { scoutdrip { Item "Flipped Trilby" Item "Weight Room Warmer" Item "The Boston Boom-Bringer" } scoutdrip2 { Item "The Scout Shako" Item "The Ticket Boy" } soldierdrip { Item "The Man in Slacks" Item "Bobby Bonnet" } demodrip { Item "Scotsman's Stove Pipe" Item "TTG Glasses" Item "EOTL_demopants" } demodrip2 { Item "Bobby Bonnet" Item "The Tartantaloons" } engineerdrip { Item "Sleuth Suit" Item "Buckaroos Hat" } heavydrip { Item "Bigger Mann on Campus" Item "The Mann of the House" } pyrodrip { Item "Masked Loyalty" Item "The Flamboyant Flamenco" Item "Soho Sleuth" } medicdrip { Item "Mecha-Medes" Item "Grimm Hatte" Item "Angel of Death" UseHumanAnimations 1 } sniperdrip { Item "The Missing Piece" Item "The Mislaid Sweater" } spydrip { Item "L'Inspecteur" } // // //Okay now actual Enemies GiantDemoSamurai { //removed the shield to prevent softlock of the guy if he were to be a gatebot Class Demoman Name "Crit On Kill Giant Demorai" Tag bot_giant Skill Expert Health 3300 ClassIcon demoknight_samurai WeaponRestrictions MeleeOnly Attributes Miniboss Attributes DisableDodge Item "The Cool Breeze" Item "Bushi-Dou" Item "The Half-Zatoichi" Item "The Shogun's Shoulder Guard" ItemAttributes { ItemName "The Half-Zatoichi" "heal on kill" 2000 "critboost on kill" 6 } CharacterAttributes { "move speed bonus" 0.5 "charge recharge rate increased" 3 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } giant_combo_pyro { Class Pyro Spawntemplate switcheroo AddTemplate pyrodrip ClassIcon pyro_degreaser_flare Skill Expert Health 3000 Attributes MiniBoss Item "The Degreaser" Item "The Flare Gun" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } ItemAttributes { ItemName"The Degreaser" "fire input on hit" "combotime^Trigger" } } addBuffBanner { Item "Bombard Brigadier" Item "The Buff Banner" Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 10 } } addconcheror { Item "Soldier Samurai Hat" Item "The Concheror" Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 2 } } addBattalions { Item "Bombard Brigadier" Item "The Battalion's Backup" Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 10 } } //to fix the gatebot thingy GatebotModule { EventChangeAttributes { Default { tag bot_gatebot // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates } RevertGateBotsBehavior { AddCond { Index 71 Duration 0.9 } } } } } SpawnTemplate antipowerup //Missions! -- Include Engi Damnit Mission { Objective Engineer InitialCooldown 20 Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 25 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Teleporter ClassIcon engineer_backup_lite AddTemplate engineerdrip AddTemplate addconcheror } } Mission { Where spawnbot_mission_sentry_buster Objective DestroySentries InitialCooldown 0 BeginAtWave 1 RunForThisManyWaves 9 CooldownTime 40 DesiredCount 1 TFBot { Template T_TFBot_SentryBuster AddTemplate demodrip CharacterAttributes { "head scale" 4.5 } } } Mission { Where spawnbot_mission_spy Objective Spy InitialCooldown 38 BeginAtWave 3 RunForThisManyWaves 2 CooldownTime 45 DesiredCount 4 TFBot { Template T_TFBot_Spy AddTemplate spydrip } } Mission { Where spawnbot_mission_sniper Objective Sniper BeginAtWave 1 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 60 DesiredCount 2 TFBot { Template T_TFBot_Sniper AddTemplate sniperdrip Skill Normal } } //WAVE 1 -- 800$ payout Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 1 TotalCurrency 150 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 5 WaitBetweenSpawns 15 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Giant_Demo_Burst AddTemplate demodrip } TFBot { Template T_TFBot_Giant_Demo_Burst AddTemplate demodrip2 } } } WaveSpawn { WaitForAllSpawned 1 TotalCurrency 150 TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 15 Where spawnbot RandomChoice { TFBot { Template T_TFBot_Giant_Soldier_Crit AddTemplate soldierdrip Skill Hard } } } WaveSpawn { WaitForAllSpawned 1 TotalCount 24 MaxActive 6 SpawnCount 1 WaitBeforeStarting 8 Where spawnbot TFBot {Template T_TFBot_Soldier_Extended_Concheror Skill Easy AddTemplate soldierdrip} } WaveSpawn { TotalCurrency 200 TotalCount 30 MaxActive 6 SpawnCount 3 WaitBeforeStarting 3 Where flankers Where spawnbot RandomChoice { TFBot {Class Demoman AddTemplate demodrip Skill Expert} TFBot {Class Demoman AddTemplate demodrip2 Skill Expert} } } WaveSpawn { TotalCurrency 100 TotalCount 30 MaxActive 6 SpawnCount 2 WaitBeforeStarting 4 WaitBetweenSpawns 3 Where flankers Where spawnbot TFBot {Class Pyro Skill Easy Attributes AlwaysCrit AddTemplate pyrodrip} } //Support WaveSpawn { TotalCount 4 MaxActive 4 SpawnCount 4 Support 1 WaitBeforeStarting 15 WaitBetweenSpawns 10 Where spawnbot TFBot {Template T_TFBot_Sniper_Huntsman Skill Hard AddTemplate sniperdrip Item "MvM GateBot Light Sniper" AddTemplate GatebotModule } } } // Wave 2 -- 800$ Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 1 TotalCurrency 300 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 1.2 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_Extended_Battalion AddTemplate soldierdrip Item "MvM GateBot Light Soldier" AddTemplate GatebotModule Tag nav_prefer_gate1_flank Skill Expert } TFBot { Template T_TFBot_Giant_Soldier_Extended_Buff_Banner AddTemplate soldierdrip Item "MvM GateBot Light Soldier" AddTemplate GatebotModule Tag nav_prefer_gate1_flank Skill Expert } TFBot { Template T_TFBot_Giant_Soldier_Extended_Concheror AddTemplate soldierdrip Item "MvM GateBot Light Soldier" AddTemplate GatebotModule Tag nav_prefer_gate1_flank Skill Expert } } } WaveSpawn { Name 2 WaitForAllDead 1 TotalCurrency 200 TotalCount 6 MaxActive 2 WaitBetweenSpawns 5 Where spawnbot Where flankers RandomChoice { TFBot { Template T_TFBot_Giant_Scout AddTemplate scoutdrip Skill Expert } TFBot { Template T_TFBot_Giant_Scout AddTemplate scoutdrip2 Skill Expert } } } WaveSpawn { WaitForAllDead 1 TotalCurrency 100 TotalCount 2 MaxActive 1 WaitBeforeStarting 8 Where spawnbot Where flankers TFBot { Template T_TFBot_Giant_Soldier_Spammer_Backup Skill Hard AddTemplate soldierdrip } } WaveSpawn { WaitForAllSpawned 2 TotalCurrency 100 TotalCount 2 MaxActive 2 WaitBeforeStarting 9 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Deflector Name "Giant Heavy of Mass Destruction" Attributes AlwaysCrit AddTemplate heavydrip Skill Expert } TFBot{Template T_TFBot_Medic AddTemplate medicdrip} } } WaveSpawn { WaitForAllDead 1 TotalCurrency 100 TotalCount 40 MaxActive 6 Support Limited SpawnCount 2 WaitBetweenSpawns 2.1 Where spawnbot Where flankers TFBot { Template T_TFBot_Heavyweapons_Tomislav Skill Easy AddTemplate heavydrip } } WaveSpawn { WaitForAllDead 1 TotalCurrency 200 TotalCount 32 MaxActive 6 SpawnCount 2 WaitBetweenSpawns 2.1 Support Limited Where spawnbot Where flankers TFBot { Class Soldier WeaponRestrictions SecondaryOnly ClassIcon soldier_bison Name "Joe Bison" Item "The Righteous Bison" Attributes HoldFireUntilFullReload Skill Expert AddTemplate soldierdrip } } //SUPPORT WaveSpawn { Support 1 TotalCount 2 MaxActive 2 WaitBetweenSpawns 4 Where spawnbot Where flankers RandomChoice { TFBot { Template T_TFBot_Demoknight_Zatoichi Attributes AlwaysCrit Item "MvM GateBot Light Demoman" AddTemplate demodrip AddTemplate GatebotModule Skill Normal } TFBot { Template T_TFBot_Demoknight_Zatoichi Attributes AlwaysCrit Item "MvM GateBot Light Demoman" AddTemplate scoutdrip2 AddTemplate GatebotModule Skill Normal } } } WaveSpawn { Support 1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 8 Where spawnbot Where flankers TFBot { Class Heavyweapons WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload ClassIcon heavy_shotgun AddTemplate heavydrip Skill Expert } } } //Wave 3 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { TotalCurrency 100 TotalCount 24 MaxActive 8 SpawnCount 2 WaitBetweenSpawns 1.2 Where spawnbot Where flankers TFBot { Template T_TFBot_Pyro_Phlog AddTemplate pyrodrip } } WaveSpawn { TotalCurrency 100 TotalCount 20 MaxActive 8 SpawnCount 2 WaitBetweenSpawns 1.2 Where spawnbot Where flankers TFBot { Class Engineer ClassIcon engineer_pomson Action FetchFlag Item "The Pomson 6000" Attributes AlwaysCrit Skill Expert AddTemplate engineerdrip ItemAttributes { ItemName "The Pomson 6000" "faster reload rate" 0.4 } } } WaveSpawn { Name 1 TotalCurrency 100 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 28 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Pyro_DF Attributes AlwaysCrit Attributes AlwaysFireWeapon AddTemplate GatebotModule Item "MvM Gatebot Light Pyro" Skill Normal AddTemplate pyrodrip } TFBot { Template T_TFBot_Giant_Medic_Shield AddTemplate medicdrip } } } WaveSpawn { TotalCurrency 100 TotalCount 16 MaxActive 8 SpawnCount 2 WaitBeforeStarting 9 WaitBetweenSpawns 1.2 Where spawnbot Where flankers TFBot { Template T_TFBot_Soldier_DirectHit Skill Normal AddTemplate soldierdrip } } WaveSpawn { WaitForAllSpawned 1 TotalCurrency 200 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 6.3 Where spawnbot TFBot { Template T_TFBot_Giant_Scout_Bonk ClassIcon scout_bonk_nys Skill Expert AddTemplate scoutdrip2 Item "MvM GateBot Light Scout" AddTemplate GatebotModule } } WaveSpawn { WaitForAllDead 1 TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 Tank { Health 25000 Speed 75 StartingPathTrackNode "tank_path_1" Model { Default "models/bots/boss_bot/boss_tank_gate.mdl" Damage1 "models/bots/boss_bot/boss_tank_gate_damage1.mdl" Damage2 "models/bots/boss_bot/boss_tank_gate_damage2.mdl" Damage3 "models/bots/boss_bot/boss_tank_gate_damage3.mdl" } OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { WaitForAllDead 1 TotalCurrency 250 TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 9 WaitBetweenSpawns 7 Where spawnbot TFBot { Template T_TFBot_Giant_Soldier_BurstFire_Spammer Name "Giant Burst-Fire Soldier" ClassIcon soldier_burstfire Skill Hard AddTemplate soldierdrip ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.6 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.65 } } } WaveSpawn { WaitForAllDead 1 TotalCurrency 150 TotalCount 40 MaxActive 7 SpawnCount 1 Support limited WaitBeforeStarting 3 WaitBetweenSpawns 1.2 Where spawnbot Where flankers RandomChoice { TFBot { Class Demoman Skill Easy Attributes HoldFireUntilFullReload Attributes DisableDodge AddTemplate demodrip Item "MvM GateBot Light Demoman" AddTemplate GatebotModule } TFBot { Class Demoman Skill Expert Attributes HoldFireUntilFullReload Attributes DisableDodge AddTemplate demodrip2 Item "MvM GateBot Light Demoman" AddTemplate GatebotModule } } } } //wave 4 Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action Trigger } WaveSpawn { Name 1a TotalCurrency 200 TotalCount 1 MaxActive 1 SpawnCount 1 Tank { Health 21000 Speed 95 StartingPathTrackNode "tank_path_1" Model { Default "models/bots/boss_bot/boss_tank_gate.mdl" Damage1 "models/bots/boss_bot/boss_tank_gate_damage1.mdl" Damage2 "models/bots/boss_bot/boss_tank_gate_damage2.mdl" Damage3 "models/bots/boss_bot/boss_tank_gate_damage3.mdl" } OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 100 TotalCount 8 MaxActive 8 SpawnCount 2 WaitBetweenSpawns 13 Where flankers Squad { NoFormation 1 NoWaitForFormation 1 TFBot { Template T_TFBot_Giant_Scout_Fast AddTemplate scoutdrip } TFBot { Template T_TFBot_Giant_Scout_Fast AddTemplate scoutdrip2 AddTemplate GatebotModule Item "MvM Gatebot Light Scout" } } } WaveSpawn { TotalCurrency 50 TotalCount 24 MaxActive 8 SpawnCount 2 WaitBeforeStarting 13 WaitBetweenSpawns 0.5 Where flankers TFBot { Class Soldier Skill Easy Attributes AlwaysCrit Attributes HoldFireUntilFullReload AddTemplate soldierdrip } } WaveSpawn { Name 2 WaitForAllDead 1a TotalCurrency 150 TotalCount 3 MaxActive 3 SpawnCount 1 WaitBetweenSpawns 6 Where spawnbot TFBot { Template giant_combo_pyro Name "Giant Competitve Pyro" Skill Expert } } WaveSpawn { WaitForAllDead 1a TotalCurrency 50 TotalCount 30 MaxActive 10 SpawnCount 2 WaitBeforeStarting 3 Where spawnbot TFBot { Template T_TFBot_Scout_Bonk AddTemplate scoutdrip } } WaveSpawn { Name 3 WaitForAllDead 2 TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 Tank { Health 35000 Speed 69 StartingPathTrackNode "tank_path_1" Model { Default "models/bots/boss_bot/boss_tank_gate.mdl" Damage1 "models/bots/boss_bot/boss_tank_gate_damage1.mdl" Damage2 "models/bots/boss_bot/boss_tank_gate_damage2.mdl" Damage3 "models/bots/boss_bot/boss_tank_gate_damage3.mdl" } OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Name 3a WaitForAllDead 2 TotalCount 1 MaxActive 1 SpawnCount 1 Where spawnbot TFBot { //BOSS TIME WHAT DA FUCK?!?!?! Template T_TFBot_Giant_Soldier SpawnTemplate crackboxkit Health 23000 ClassIcon soldier_gib_lite UseCustomModel "models\bots\soldier_boss\bot_soldier_boss_gibby.mdl" Attributes UseBossHealthBar Name "The Crack-Box" AddTemplate soldierdrip FireInput { Target "crackboxgoesnuts" Action PickRandomShuffle Delay 1 Repeats 9999 Cooldown 10 IfHealthAbove 1 } EventChangeAttributes { attack1 { Item "The Black Box" Skill Expert Attributes HoldFireUntilFullReload UseMeleeThreatPrioritization 1 ItemAttributes { ItemName "The Black Box" "heal on hit for rapidfire" 500 "faster reload rate" 0.3 "Projectile speed increased" 0.8 } } attack2 { Item "The Original" Skill Easy AddCond{Index 11 Duration 8} ItemAttributes { ItemName "The Original" "clip size upgrade atomic" 30.0 "fire rate bonus" 0.02 "projectile spread angle penalty" 9 "faster reload rate" 0.3 "Projectile speed increased" 0.5 } } attack3 { Item "TF_WEAPON_SHOTGUN" WeaponRestrictions SecondaryOnly Attributes HoldFireUntilFullReload Skill Hard AddCond{Index 96 Duration 8} ItemAttributes { ItemName "TF_WEAPON_SHOTGUN" "damage causes airblast" 1 "bullets per shot bonus" 2 "damage penalty" 0.5 } } attack4 { AddCond { Index 5 Delay 0.5 Duration 0.5 } AddCond { Index 16 Duration 12 } AddCond { Index 26 Duration 7 } Taunt { Delay 0.5 } } } } } WaveSpawn { WaitForAllDead 2 TotalCount 24 MaxActive 7 SpawnCount 1 WaitBetweenSpawns 1 Where spawnbot TFBot { Template T_TFBot_Demoknight_Zatoichi Attributes AlwaysCrit AddTemplate demodrip } } WaveSpawn { Name 3b WaitForAllDead 3a TotalCount 2 MaxActive 2 SpawnCount 2 WaitBetweenSpawns 1 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Heavyweapons AddTemplate heavydrip } TFBot { Template T_TFBot_Giant_Medic AddTemplate medicdrip } } } WaveSpawn { WaitForAllDead 3b TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 35 Where spawnbot Squad { TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage AddTemplate soldierdrip } TFBot { Template T_TFBot_Giant_Medic AddTemplate medicdrip } } } WaveSpawn { WaitForAllDead 3b TotalCurrency 100 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 Tank { Health 32000 Speed 70 StartingPathTrackNode "tank_path_1" Model { Default "models/bots/boss_bot/boss_tank_gate.mdl" Damage1 "models/bots/boss_bot/boss_tank_gate_damage1.mdl" Damage2 "models/bots/boss_bot/boss_tank_gate_damage2.mdl" Damage3 "models/bots/boss_bot/boss_tank_gate_damage3.mdl" } OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { WaitForAllDead 3b TotalCount 40 MaxActive 10 SpawnCount 1 WaitBetweenSpawns 0.3 Where spawnbot Where flankers TFBot { Template T_TFBot_Soldier_Extended_Battalion Attributes SpawnWithFullCharge AddTemplate soldierdrip } } WaveSpawn { TotalCount 3 MaxActive 3 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 9 Support 1 Where spawnbot Where flankers TFBot { Class Pyro Skill Easy AddTemplate pyrodrip } } WaveSpawn { WaitForAllDead 3a TotalCount 4 MaxActive 4 SpawnCount 1 WaitBetweenSpawns 6 Support 1 Where spawnbot Where flankers TFBot { Class Soldier Name "Critical Soldier" Skill Expert ClassIcon soldier_crit AddTemplate soldierdrip Item "The Original" Attributes AlwaysCrit WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Original" "faster reload rate" 0.2 "fire rate bonus" 2 "Projectile speed increased" 0.5 } } } } }