#base robot_giant.pop #base robot_standard.pop #base robot_zombiemountain_templates.pop #base robot_tank_small_turret.pop #base robot_dusk_rafradek.pop WaveSchedule { StartingCurrency 1200 RespawnWaveTime 2 RespawnWaveTimeBlue 2 FixedRespawnWaveTime 1 FixedRespawnWaveTimeBlue 1 CanBotsAttackWhileInSpawnRoom no RobotLimit 54 NoRomevisionCosmetics 1 AutoWeaponStrip 1 WaveStartCountdown 1 ExtraBotSlotsNoDeathcam 1 AllowBotExtraSlots 1 MaxSpectators 3 DefaultMiniBossScale 1.6 SendBotsToSpectatorImmediately 1 NoSapUnownedBuildings 1 // If set, spies will not target unowned buildings (default: 0) ForceHoliday 2 //Enforces Halloween mode, but does not enable wave 666 and zombie bots EventPopfile Halloween ZombiesNoWave666 1 // If set to 1, the game will not display wave 666 when EventPopFile is set (default: 0) BotHumansHaveEyeGlow 1 // If set to 1, bots with human models have eye glow (default: 0) ReverseWinConditions 1 //Player team wins if bots deliver the bomb EnemyTeamForReverse blue //Enemy team for reverse win condition // AllowJoinTeamBlueMax 6 //How many players can join the blue team // AllowJoinTeamBlue 1 //If it is possible to join team blue // HumansMustJoinTeam blue // BluHumanInfiniteAmmo 0 //Enable infinite ammo for blu humans (default: 1) // BluHumanInfiniteCloak 0 //Enable infinite cloak for blu humans (default: 1) // RemoveBluVelocityLimit 1 // BluHumanSpawnNoShoot 0 // BluHumanSpawnProtection 0 // SetCreditTeam 3 //Sets which team can pickup money. Set to 3 to allow blu team to collect money instead. Setting this also allows bots to collect money // ReverseWinConditions 1 //Player team wins if bots deliver the bomb // SniperHideLasers 1 //If set, snipers will not display lasers when aiming // SniperAllowHeadshots 1 // If set, blue snipers can headshot (and amby spy) (default: 0) // NoRedSniperBotHeadshots 1 // If set, red bot snipers cannot headshot (and amby spy) (default: 0) // BotsRandomCrit 1 //If set, blue robots and players will be able to deal random critical damage. Use "crit mod disabled" weapon attribute to control crit chance (default: 0) // NoRedBotsRandomCrit 1 //If set, red robots will not be able to deal random critical damage. (default: 0) // NoBluHumanFootsteps 1 // Disables robot footsteps for BLU humans (default: 0) DisableSound "Announcer.MVM_Tank_Alert_Deploying" DisableSound "Announcer.MVM_Tank_Alert_Halfway" DisableSound "Announcer.MVM_Tank_Alert_Near_Hatch" DisableSound "Announcer.MVM_Tank_Alert_Spawn" DisableSound "Announcer.MVM_Tank_Planted" DisableSound "MVM.TankEngineLoop" DisableSound "MVM.TankDeploy" ItemAttributes { ClassName "TF_WEAPON_SHOTGUN" "CARD: damage bonus" "1.4" } ItemAttributes { ClassName "TF_WEAPON_SCATTERGUN" "CARD: damage bonus" "1.2" } ItemAttributes { ClassName "tf_weapon_pep_brawler_blaster" "CARD: damage bonus" "1.2" } ItemAttributes { ClassName "tf_weapon_handgun_scout_primary" "CARD: damage bonus" "1.2" } ItemAttributes { ClassName "TF_WEAPON_PISTOL" "can headshot" 1 "headshot damage increase" 0.75 } ItemAttributes { ClassName "TF_WEAPON_SMG" "can headshot" 1 "headshot damage increase" 0.75 } ItemAttributes { ItemName "The Ambassador" "headshot damage increase" 1.5 } ItemAttributes { ClassName "TF_WEAPON_REVOLVER" "can headshot" 1 "headshot damage increase" 0.75 } ItemAttributes { ClassName "TF_WEAPON_MINIGUN" "damage bonus HIDDEN" "0.85" } ItemAttributes { ItemName "The Brass Beast" "damage bonus HIDDEN" "0.8" } // ExtendedUpgradesOnly 1 // ExtendedUpgrades // { // MaxUpgradesTier // For tiered upgrades: Specify how many upgrades can be bought per tier. (1 by default) // { // 1 2 // Max 2 upgrades on tier 1 // 2 2 // Max 1 upgrade on tier 2 // 3 1 // Max 1 upgrade on tier 2 // 4 1 // Max 1 upgrade on tier 2 // 5 1 // Max 1 upgrade on tier 2 // } // soldiers1t1u1 // { // Name "Bigger Rockets" // Name of the upgrade displayed on the menu // Description "Rockets deal 25% more damage in 30% bigger radius" // Attribute "damage bonus" // The attribute name // Cap 1.25 Increment 0.25 Cost 600 Tier 1 // AllowPlayerClass Soldier // AllowedWeapons { Slot "Primary" } // SecondaryAttributes // { // "Blast radius increased" 0.3 // } // } // soldiers1t1u2 // { // Name "Faster Rockets" // Name of the upgrade displayed on the menu // Description "Rockets fly 50% faster, cannot be reflected and deal +25% dmg vs airborne" // Attribute "projectile speed increased" // The attribute name // Cap 1.5 Increment 0.5 Cost 600 Tier 1 // AllowPlayerClass Soldier // AllowedWeapons { Slot "Primary" } // SecondaryAttributes // { // "dmg falloff decreased" -0.25 // "projectile no deflect" 1 // "mult dmg vs airborne" 0.25 // } // } // soldiers1t1u3 // { // Name "Fast Firing" // Name of the upgrade displayed on the menu // Description "Rockets fire 33% faster and max ammo is doubled" // Attribute "fire rate bonus" // The attribute name // Cap 0.67 Increment -0.33 Cost 600 Tier 1 // AllowPlayerClass Soldier // AllowedWeapons { Slot "Primary" } // SecondaryAttributes // { // "maxammo primary increased" 1 // } // } // soldiers1t2u1 // { // Name "Heavy Rockets" // Name of the upgrade displayed on the menu // Description "Rockets deal 50% more damage" // Attribute "damage bonus" // The attribute name // Cap 1.75 Increment 0.75 Cost 900 Tier 2 // RequiredUpgrade { Upgrade soldiers1t1u1 Level 1 } // AllowPlayerClass Soldier // AllowedWeapons { Slot "Primary" } // } // soldiers1t2u2 // { // Name "Rocket Specialist" // Name of the upgrade displayed on the menu // Description "Rockets fly 60% faster. Direct hits ignore damage falloff, increase blast radius by 60%" // Attribute "rocket specialist" // The attribute name // Cap 4 Increment 4 Cost 900 Tier 2 // RequiredUpgrade { Upgrade soldiers1t1u2 Level 1 } // AllowPlayerClass Soldier // AllowedWeapons { Slot "Primary" } // } // soldiers1t2u3 // { // Name "Frag Rockets" // Name of the upgrade displayed on the menu // Description "Explosions shoot fragments for more damage. +25% reload speed and clip" // Attribute "reload time decreased" // The attribute name // Cap 0.75 Increment -0.25 Cost 900 Tier 2 // RequiredUpgrade { Upgrade soldiers1t1u3 Level 1 } // AllowPlayerClass Soldier // AllowedWeapons { Slot "Primary" } // SecondaryAttributes // { // "clip size bonus" 0.25 // } // } // soldiers1t3u1 // { // Name "Really Big Rockets" // Name of the upgrade displayed on the menu // Description "Rockets deal 50% more damage in 50% bigger radius" // Attribute "damage penalty" // The attribute name // Cap 1.5 Increment 0.5 Cost 1200 Tier 3 // RequiredUpgrade { Upgrade soldiers1t2u1 Level 1 } // AllowPlayerClass Soldier // AllowedWeapons { Slot "Primary" } // SecondaryAttributes // { // "Blast radius decreased" 0.5 // } // } // soldiers1t3u2 // { // Name "Tank Buster" // Name of the upgrade displayed on the menu // Description "Rockets deal 3x damage to tanks and 2.5x damage to giants" // Attribute "mult dmg vs giants" // The attribute name // Cap 2.5 Increment 1.5 Cost 1200 Tier 3 // RequiredUpgrade { Upgrade soldiers1t2u2 Level 1 } // AllowPlayerClass Soldier // AllowedWeapons { Slot "Primary" } // SecondaryAttributes // { // "Blast radius decreased" 0.5 // } // } // } // Mission // { // Where spawnbot_1_mission // Objective Sniper // BeginAtWave 1 // RunForThisManyWaves 1 // DesiredCount 1 // CooldownTime 20 // InitialCooldown 25 // TFBot // { // Template T_TFBot_Sniper // AddTemplate Enemy // } // } Mission { Where spawnbot_1_mission Objective Spy BeginAtWave 1 RunForThisManyWaves 1 DesiredCount 2 CooldownTime 35 InitialCooldown 25 TFBot { Class Spy Skill Expert AddTemplate Enemy } } SpawnTemplate Delete SpawnTemplate Insert //WAVE 1 //Currency 1200 /////////////////////////////////////////////////////////////////////////////////////////////////////// Wave { Explanation { Line "" //Line "Evil magician cursed local inhabitants into becoming zombies" //Line "" Line "{yellow}Objective: Push the cart" Line "{yellow}Destroy shield generators" Line "{red}{yellow}You only have {red}9 {yellow}minutes to move the cart to the checkpoint" Line "{70E9FF}It is advised to upgrade more defensively" //Line "{red}{yellow}You are limited to only {red}5 {yellow}respawns each wave" } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name "cart" TotalCount 1 MaxActive 1 SpawnCount 1 Support Limited Tank { Health 66666 Speed 0 ClassIcon "payload_red" Name "cart_boss" teamnum 2 MaxTurnRate 90 DisableSmokestack 1 DisableChildModels 1 DisableBomb 1 Scale 0.375 StartingPathTrackNode "cart_path_1" SpawnTemplate "Cart" StartSound "misc/null.wav" PingSound "misc/null.wav" Model "models/empty.mdl" SolidToBrushes 1 NoScreenShake 1 Gravity 0 Immobile 1 } } WaveSpawn { Name "timer" Where spawnbot_timer TotalCount 1 MaxActive 1 SpawnCount 1 Support Limited WaitBeforeStarting 0 WaitBetweenSpawns 0.1 TFBot { ClassIcon vex_mvm_timer Class Soldier Scale 0.00001 Health 540 Action Idle Attributes SuppressFire Attributes IgnoreEnemies Attributes UseBossHealthBar CharacterAttributes { "is suicide counter" 1 "move speed bonus" 0 } } DoneOutput { Target cart_destroy_relay Action Trigger } } WaveSpawn { Name "carrier" Where spawnbot_1_1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.1 HideIcon 1 TFBot { Class Soldier SpawnTemplate Carrier Scale 0.00001 Health 50000 Attributes SuppressFire Attributes IgnoreEnemies CharacterAttributes { "dmg taken increased" 0 "no_jump" 1 "not solid to players" 1 "move speed bonus" 0 } AddTemplate Enemy } } WaveSpawn { Name "wave01a" Where spawnbot_1_b TotalCount 7 MaxActive 7 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 0.01 TotalCurrency 10 RandomChoice { TFBot { Class Pyro WeaponRestrictions MeleeOnly AddTemplate Enemy } TFBot { Class Scout WeaponRestrictions MeleeOnly AddTemplate Enemy } TFBot { Class Heavy WeaponRestrictions MeleeOnly AddTemplate Enemy } } } WaveSpawn { Name "wave01a" Where spawnbot_1_1 Where spawnbot_1_2 Where spawnbot_1_3 Where spawnbot_1_4 TotalCount 200 MaxActive 6 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 6.6 TotalCurrency 200 RandomSpawn 1 RandomChoice { TFBot { Class Pyro WeaponRestrictions MeleeOnly AddTemplate Enemy } TFBot { Class Scout WeaponRestrictions MeleeOnly AddTemplate Enemy } TFBot { Class Heavy WeaponRestrictions MeleeOnly AddTemplate Enemy } } } WaveSpawn { Name "wave01b" Where spawnbot_1_1 Where spawnbot_1_2 Where spawnbot_1_3 Where spawnbot_1_4 TotalCount 150 MaxActive 4 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 9 TotalCurrency 150 RandomSpawn 1 TFBot { Template Pyro_Shotgun AddTemplate Enemy } } WaveSpawn { Name "wave01bI" Where spawnbot_1_2 TotalCount 8 MaxActive 4 SpawnCount 4 RandomSpawn 1 WaitBeforeStarting 2 WaitBetweenSpawns 9 TotalCurrency 50 TFBot { Template Pyro_Shotgun AddTemplate Enemy } } WaveSpawn { Name "wave01bI" Where spawnbot_1_3 RandomSpawn 1 TotalCount 8 MaxActive 4 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 9 TotalCurrency 50 TFBot { Template Pyro_Shotgun AddTemplate Enemy } } WaveSpawn { Name "wave01bI" Where spawnbot_1_4 RandomSpawn 1 TotalCount 8 MaxActive 4 SpawnCount 4 WaitBeforeStarting 2 WaitBetweenSpawns 9 TotalCurrency 50 TFBot { Template Pyro_Shotgun AddTemplate Enemy } } WaveSpawn { Name "wave01c" Where spawnbot_1_1 Where spawnbot_1_2 Where spawnbot_1_3 Where spawnbot_1_4 TotalCount 25 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 25 RandomSpawn 1 TFBot { Template Medic_Syringe_Giant AddTemplate Enemy } } WaveSpawn { Name "wave01cI" Where spawnbot_1_2 RandomSpawn 1 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 30 TotalCurrency 50 TFBot { Template Medic_Syringe_Giant AddTemplate Enemy } } WaveSpawn { Name "wave01cI" Where spawnbot_1_3 RandomSpawn 1 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 30 TotalCurrency 50 TFBot { Template Medic_Syringe_Giant AddTemplate Enemy } } WaveSpawn { Name "wave01cI" Where spawnbot_1_4 RandomSpawn 1 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 4 WaitBetweenSpawns 30 TotalCurrency 50 TFBot { Template Medic_Syringe_Giant AddTemplate Enemy } } WaveSpawn { Name "wave01d" Where spawnbot_1_1 Where spawnbot_1_2 Where spawnbot_1_3 Where spawnbot_1_4 TotalCount 50 MaxActive 2 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 11 TotalCurrency 50 RandomSpawn 1 TFBot { Template Demo_Big_Sword_Big AddTemplate Enemy } } WaveSpawn { Name "WaveWaitPart2" Where spawnbot_1_5 TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 HideIcon 1 // PointTemplate // { // Name "Empty" // } TFBot { Class Soldier Health 1 FireInput { Target "!activator" Action "$Suicide" Delay 0 } } } WaveSpawn { Name "wave02a" Where spawnbot_1_5 Where spawnbot_1_6 Where spawnbot_1_7 WaitForAllDead "WaveWaitPart2" TotalCount 100 MaxActive 3 SpawnCount 3 WaitBeforeStarting 14 WaitBetweenSpawns 16 TotalCurrency 100 RandomSpawn 1 TFBot { Class Soldier WeaponRestrictions MeleeOnly AddTemplate Enemy } } WaveSpawn { Name "wave02aa" Where spawnbot_1_5 Where spawnbot_1_6 Where spawnbot_1_7 WaitForAllDead "WaveWaitPart2" TotalCount 100 MaxActive 4 SpawnCount 4 WaitBeforeStarting 6 WaitBetweenSpawns 18 TotalCurrency 100 RandomSpawn 1 TFBot { Class Demoman Skill Easy AddTemplate Enemy } } WaveSpawn { Name "wave02b" Where spawnbot_1_5 Where spawnbot_1_6 Where spawnbot_1_7 WaitForAllDead "WaveWaitPart2" TotalCount 150 MaxActive 6 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 19 TotalCurrency 150 RandomSpawn 1 TFBot { Class Pyro Skill Easy AddTemplate Enemy } } WaveSpawn { Name "wave02bI" Where spawnbot_1_5 RandomSpawn 1 WaitForAllDead "WaveWaitPart2" TotalCount 6 MaxActive 3 SpawnCount 3 WaitBeforeStarting 3 WaitBetweenSpawns 11 TotalCurrency 50 TFBot { Class Pyro Skill Easy AddTemplate Enemy } } WaveSpawn { Name "wave02bI" Where spawnbot_1_6 RandomSpawn 1 WaitForAllDead "WaveWaitPart2" TotalCount 6 MaxActive 3 SpawnCount 3 WaitBeforeStarting 3 WaitBetweenSpawns 11 TotalCurrency 25 TFBot { Class Pyro Skill Easy AddTemplate Enemy } } WaveSpawn { Name "wave02bI" Where spawnbot_1_7 RandomSpawn 1 WaitForAllDead "WaveWaitPart2" TotalCount 6 MaxActive 3 SpawnCount 3 WaitBeforeStarting 3 WaitBetweenSpawns 11 TotalCurrency 25 TFBot { Class Pyro Skill Easy AddTemplate Enemy } } WaveSpawn { Name "wave02c" Where spawnbot_1_5 Where spawnbot_1_6 Where spawnbot_1_7 WaitForAllDead "WaveWaitPart2" TotalCount 50 MaxActive 1 SpawnCount 1 WaitBeforeStarting 17 WaitBetweenSpawns 15 TotalCurrency 50 RandomSpawn 1 TFBot { Template Pyro_Fury_Big AddTemplate Enemy } } WaveSpawn { Name "wave02d" Where spawnbot_1_5 Where spawnbot_1_6 Where spawnbot_1_7 WaitForAllDead "WaveWaitPart2" TotalCount 25 MaxActive 1 SpawnCount 1 WaitBeforeStarting 18 WaitBetweenSpawns 25 TotalCurrency 25 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Crit AddTemplate Enemy } } WaveSpawn { Name "wave02dI" Where spawnbot_1_5 WaitForAllDead "WaveWaitPart2" TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 25 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Crit AddTemplate Enemy } } WaveSpawn { Name "wave02dI" Where spawnbot_1_6 WaitForAllDead "WaveWaitPart2" TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 25 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Crit AddTemplate Enemy } } WaveSpawn { Name "wave02dI" Where spawnbot_1_7 WaitForAllDead "WaveWaitPart2" TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 3 WaitBetweenSpawns 25 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_Crit AddTemplate Enemy } } WaveSpawn { Name "WaveWaitPart3" Where spawnbot_1_7 WaitForAllDead "WaveWaitPart2" TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 HideIcon 1 TFBot { Class Soldier Health 1 FireInput { Target "!activator" Action "$Suicide" Delay 0 } } } WaveSpawn { Name "wave0s" Where spawnbot_1_5_s WaitForAllDead "WaveWaitPart2" TotalCount 12 MaxActive 12 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 15 TFBot { Class Soldier Action Idle AddTemplate Enemy } } WaveSpawn { Name "wave0s" Where spawnbot_1_5_s_g WaitForAllDead "WaveWaitPart2" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 25 TotalCurrency 10 TFBot { Template T_TFBot_Giant_Soldier_Crit Action Idle AddTemplate Enemy } } WaveSpawn { Name "wave1s" Where spawnbot_1_6_s WaitForAllDead "WaveWaitPart2" TotalCount 120 MaxActive 6 SpawnCount 2 WaitBeforeStarting 12 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Class Heavy AddTemplate Enemy AddTemplate Reveal } } WaveSpawn { Name "wave01a" Where spawnbot_boss_1_1 WaitForAllDead "WaveWaitPart3" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 0.1 TotalCurrency 15 DoneOutput { Target red_win Action RoundWin } TFBot { Name "Rocket Prism" Class Soldier Health 28000 ClassIcon soldier_giant Attributes MiniBoss Scale 1.9 Skill Expert Action Mobber Attributes UseBossHealthBar ExtAttr IgnoreNPC ShootTemplate { Name ScatterRocket AttachToProjectile 1 ItemName "TF_WEAPON_ROCKETLAUNCHER" } FireInput { Target "!activator" Action "$setvar$shootcount" Param 2 Delay 0 Repeats 1 } FireInput { Target "!activator" Action "$setvar$shootcount" Param 3 Delay 0 Repeats 1 IfHealthBelow 21000 } FireInput { Target "!activator" Action "$setvar$shootcount" Param 4 Delay 0 Repeats 1 IfHealthBelow 14000 } FireInput { Target "!activator" Action "$setvar$shootcount" Param 5 Delay 0 Repeats 1 IfHealthBelow 7000 } AddAttribute { Item "TF_WEAPON_ROCKETLAUNCHER" Name "dmg max health" Value "0.4" Delay 0 Repeats 1 IfHealthBelow 21000 } AddAttribute { Item "TF_WEAPON_ROCKETLAUNCHER" Name "dmg max health" Value "0.6" Delay 0 Repeats 1 IfHealthBelow 14000 } AddAttribute { Item "TF_WEAPON_ROCKETLAUNCHER" Name "dmg max health" Value "0.8" Delay 0 Repeats 1 IfHealthBelow 7000 } Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "clip size bonus" 0.5 "dmg max health" 0.2 "mult dmg vs tanks" 0.01 "projectile speed decreased" 0.4 "custom projectile model" "models/buildables/sentry3_rockets.mdl" "projectile no deflect" 1 } ItemAttributes { ItemName "TF_WEAPON_SHOTGUN_SOLDIER" "clip size bonus" 1.5 "fire rate bonus" 0.25 "reload time decreased" 0.2 } WeaponSwitch { Delay 10 //Time before the first weapon switch starts (Default: 10) Cooldown 20 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) Type "Secondary" // Weapon slot, possible values: } WeaponSwitch { Delay 16 //Time before the first weapon switch starts (Default: 10) Cooldown 20 //Time between each weapon switch (Default: 10) Repeats 0 //How many times should bot switch weapons in total (Default: 0 - Infinite) Type "Primary" // Weapon slot, possible values: } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.1 "airblast vulnerability multiplier" 0.1 "override footstep sound set" 4 "dmg taken from self reduced" 0 } AddTemplate Enemy AddTemplate RevealBig } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } Explanation { Line "" Line "{yellow}Objective: Push the cart" Line "{yellow}Destroy shield generators" Line "{red}{yellow}You only have {red}9 {yellow}minutes to move the cart to the checkpoint" Line "{70E9FF}We found signals implying there are still survivors awaiting rescue" //Line "{red}{yellow}You are limited to only {red}5 {yellow}respawns each wave" } StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name "cart" TotalCount 1 MaxActive 1 SpawnCount 1 Support Limited Tank { Health 66666 Speed 0 ClassIcon "payload_red" teamnum 2 Name "cart_boss" MaxTurnRate 90 DisableSmokestack 1 DisableChildModels 1 DisableBomb 1 Scale 0.375 StartingPathTrackNode "cart_path_001" SpawnTemplate "Cart" SpawnTemplate "CartWave2" StartSound "misc/null.wav" PingSound "misc/null.wav" Model "models/empty.mdl" SolidToBrushes 1 NoScreenShake 1 Gravity 0 Immobile 1 } } WaveSpawn { Name "timer" Where spawnbot_2_1 TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0.1 Support Limited TFBot { Class Soldier ClassIcon vex_mvm_timer SpawnTemplate Carrier Scale 0.00001 Health 540 Attributes SuppressFire Attributes IgnoreEnemies Attributes UseBossHealthBar CharacterAttributes { "is suicide counter" 1 "no_jump" 1 "not solid to players" 1 "move speed bonus" 0 } Addcond { Index 57 } AddTemplate Enemy } DoneOutput { Target cart_destroy_relay Action Trigger } } WaveSpawn { Name "wave01a" Where spawnbot_2_b TotalCount 8 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0.1 WaitBetweenSpawns 9 TotalCurrency 10 TFBot { Class Soldier Skill Hard } } WaveSpawn { Name "wave01b" Where spawnbot_2_1 Where spawnbot_2_2 Where spawnbot_2_3 TotalCount 150 MaxActive 6 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 6 TotalCurrency 150 RandomSpawn 1 TFBot { Name "FOS Heavy" ClassIcon heavy_steelfist Class Heavy Skill Expert Item "Fists of Steel" WeaponRestrictions MeleeOnly } } WaveSpawn { Name "wave01c" Where spawnbot_2_1 Where spawnbot_2_2 Where spawnbot_2_3 TotalCount 150 MaxActive 4 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 15 TotalCurrency 150 RandomSpawn 1 TFBot { Template Demo_Bouncer AddTemplate Enemy } } WaveSpawn { Name "wave01cI" Where spawnbot_2_2 TotalCount 8 MaxActive 4 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 50 RandomSpawn 1 TFBot { Template Demo_Bouncer AddTemplate Enemy } } WaveSpawn { Name "wave01cI" Where spawnbot_2_3 TotalCount 8 MaxActive 4 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 10 TotalCurrency 50 RandomSpawn 1 TFBot { Template Demo_Bouncer AddTemplate Enemy } } WaveSpawn { Name "wave01d" Where spawnbot_2_1 Where spawnbot_2_2 Where spawnbot_2_3 TotalCount 50 MaxActive 2 SpawnCount 1 WaitBeforeStarting 6 WaitBetweenSpawns 18 TotalCurrency 50 RandomSpawn 1 TFBot { Template Soldier_Big_Panzer_Pants AddTemplate Enemy } } WaveSpawn { Name "wave01d" Where spawnbot_2_1 Where spawnbot_2_2 Where spawnbot_2_3 TotalCount 25 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 150 RandomSpawn 1 TFBot { Template Heavy_Tomislav_Giant AddTemplate Enemy } } WaveSpawn { Name "wave01dI" Where spawnbot_2_2 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 50 RandomSpawn 1 TFBot { Template Heavy_Tomislav_Giant AddTemplate Enemy } } WaveSpawn { Name "wave01dI" Where spawnbot_2_3 TotalCount 2 MaxActive 1 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 30 TotalCurrency 50 RandomSpawn 1 TFBot { Template Heavy_Tomislav_Giant AddTemplate Enemy } } WaveSpawn { Name "WaveWaitPart2" Where spawnbot_2_4 TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 HideIcon 1 // PointTemplate // { // Name "Empty" // } TFBot { Class Soldier Health 1 FireInput { Target "!activator" Action "$Suicide" Delay 0 } } } WaveSpawn { Name "wave02s" Where spawnbot_2_4_s WaitForAllDead "WaveWaitPart2" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 75 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Heavyweapons Action Idle AddTemplate Enemy } } WaveSpawn { Name "wave02s" Where spawnbot_2_4_s2 WaitForAllDead "WaveWaitPart2" TotalCount 6 MaxActive 6 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 25 RandomSpawn 1 TFBot { Class Soldier Skill Hard Action Idle AddTemplate Enemy } } WaveSpawn { Name "wave02a" Where spawnbot_2_4 Where spawnbot_2_5 Where spawnbot_2_6 Where spawnbot_2_7 WaitForAllDead "WaveWaitPart2" TotalCount 140 MaxActive 6 SpawnCount 2 WaitBeforeStarting 6 WaitBetweenSpawns 6 TotalCurrency 140 RandomSpawn 1 Squad { TFBot { Class Soldier Skill Hard } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name "wave02aI" Where spawnbot_2_4 WaitForAllDead "WaveWaitPart2" TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 6 WaitBetweenSpawns 0 TotalCurrency 25 RandomSpawn 1 Squad { TFBot { Class Soldier Skill Hard } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name "wave02aI" Where spawnbot_2_5 WaitForAllDead "WaveWaitPart2" TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 6 WaitBetweenSpawns 11 TotalCurrency 25 RandomSpawn 1 Squad { TFBot { Class Soldier Skill Hard } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name "wave02aI" Where spawnbot_2_6 WaitForAllDead "WaveWaitPart2" TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 6 WaitBetweenSpawns 11 TotalCurrency 25 RandomSpawn 1 Squad { TFBot { Class Soldier Skill Hard } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name "wave02aI" Where spawnbot_2_7 WaitForAllDead "WaveWaitPart2" TotalCount 12 MaxActive 8 SpawnCount 4 WaitBeforeStarting 6 WaitBetweenSpawns 11 TotalCurrency 25 RandomSpawn 1 Squad { TFBot { Class Soldier Skill Hard } TFBot { Template T_TFBot_Medic_BigHeal } } } WaveSpawn { Name "wave02b" Where spawnbot_2_4 Where spawnbot_2_5 Where spawnbot_2_6_s Where spawnbot_2_7_s WaitForAllDead "WaveWaitPart2" TotalCount 150 MaxActive 6 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 14 TotalCurrency 150 RandomSpawn 1 RandomChoice { TFBot { Class Heavyweapons Skill Easy AddTemplate Reveal } TFBot { Class Heavyweapons Skill Hard AddTemplate Reveal } } } WaveSpawn { Name "wave02c" Where spawnbot_2_4 Where spawnbot_2_5 Where spawnbot_2_6 Where spawnbot_2_7 WaitForAllDead "WaveWaitPart2" TotalCount 50 MaxActive 2 SpawnCount 1 WaitBeforeStarting 13 WaitBetweenSpawns 17 TotalCurrency 100 RandomSpawn 1 TFBot { Template Sniper_Arrow_Master AddTemplate Enemy } } WaveSpawn { Name "wave02d" Where spawnbot_2_4 Where spawnbot_2_5 Where spawnbot_2_6 Where spawnbot_2_7 WaitForAllDead "WaveWaitPart2" TotalCount 25 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 17 TotalCurrency 25 RandomSpawn 1 TFBot { Template Engineer_Rescue_Ranger_Giant_Sig AddTemplate Enemy } } WaveSpawn { Name "wave02dI" Where spawnbot_2_4 WaitForAllDead "WaveWaitPart2" TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 17 TotalCurrency 25 RandomSpawn 1 TFBot { Template Engineer_Rescue_Ranger_Giant_Sig AddTemplate Enemy } } WaveSpawn { Name "wave02dI" Where spawnbot_2_5 WaitForAllDead "WaveWaitPart2" TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 17 TotalCurrency 25 RandomSpawn 1 TFBot { Template Engineer_Rescue_Ranger_Giant_Sig AddTemplate Enemy } } WaveSpawn { Name "wave02dI" Where spawnbot_2_6 WaitForAllDead "WaveWaitPart2" TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 17 TotalCurrency 25 RandomSpawn 1 TFBot { Template Engineer_Rescue_Ranger_Giant_Sig AddTemplate Enemy } } WaveSpawn { Name "wave02dI" Where spawnbot_2_7 WaitForAllDead "WaveWaitPart2" TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 17 TotalCurrency 25 RandomSpawn 1 TFBot { Template Engineer_Rescue_Ranger_Giant_Sig AddTemplate Enemy } } WaveSpawn { Name "WaveWaitPartTank" Where spawnbot_2_6 TotalCount 1 MaxActive 1 SpawnCount 1 RandomSpawn 1 HideIcon 1 TFBot { Class Soldier Health 1 FireInput { Target "!activator" Action "$Suicide" Delay 0 } } } WaveSpawn { Name "wave02t" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 7 WaitForAllDead WaveWaitPartTank TotalCurrency 100 Tank { Template SmallTankTurret Health 7800 Speed 40 TeamNum 3 StartingPathTrackNode path_tank_1 SpawnTemplate TankDestroy } DoneOutput { Target blockade_2_6_killed Action Trigger } LastSpawnOutput { Target blockade_2_6_close Action Trigger } } WaveSpawn { Name "wave02s2" Where spawnbot_2_6_s2 WaitForAllDead "WaveWaitPart2" TotalCount 2 MaxActive 2 SpawnCount 1 WaitBeforeStarting 1 WaitBetweenSpawns 0.1 TotalCurrency 50 RandomSpawn 1 TFBot { Template T_TFBot_Giant_Soldier_SlowBarrage Action Idle AddTemplate Enemy } } WaveSpawn { Name "wave02e" Where spawnbot_boss_2_1 WaitForAllDead "WaveWaitPart2" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 2 WaitBetweenSpawns 0.1 TotalCurrency 25 DoneOutput { Target red_win Action RoundWin } TFBot { Name "Cluster Bomber" Class Demoman Health 36000 ClassIcon demo_giant Attributes MiniBoss Scale 1.9 Skill Expert Attributes UseBossHealthBar ExtAttr IgnoreNPC Action Mobber Item "The Loose Cannon" AimAt Head AimOffset "0 0 10" AimLeadProjectileSpeed 1 FireInput { Target "!activator" Action "$setvar$recurse" Param 1 Delay 0 Repeats 1} FireInput { Target "!activator" Action "$setvar$recurse" Param 2 Delay 0 Repeats 1 IfHealthBelow 24000} FireInput { Target "!activator" Action "$setvar$recurse" Param 3 Delay 0 Repeats 1 IfHealthBelow 10000} AddAttribute { Item "The Loose Cannon" Name "fire rate bonus" Value 6 Delay 0 Repeats 1 IfHealthBelow 24000} AddAttribute { Item "The Loose Cannon" Name "fire rate bonus" Value 8.5 Delay 0 Repeats 1 IfHealthBelow 10000} ShootTemplate { Name ClusterBombInit AttachToProjectile 1 ItemName "The Loose Cannon" } ItemAttributes { ItemName "The Loose Cannon" "grenade launcher mortar mode" -1 "fuse bonus" 1 "grenade no bounce" 1 "damage bonus" 2 "mult projectile scale" 1.5 "fire rate bonus" 3.5 "reload time decreased" 0 "projectile no deflect" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0 "airblast vulnerability multiplier" 0 "override footstep sound set" 4 } AddTemplate Enemy AddTemplate RevealBig } } SpawnTemplate { Name ZombieRescue Origin "-2112 2554 768" Params { Spawner spawnbot_red_2_1 Class soldier } } WaveSpawn { Name "wavesupport1" Where spawnbot_red_2_1 TotalCount 16 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 0 WaitBetweenSpawns 12 TotalCurrency 0 RandomSpawn 1 TFBot { Name "Soldier Survivor" Class Soldier Skill Expert AddTemplate Ally } } SpawnTemplate { Name ZombieRescue Origin "-1396 1390 513" Params { Spawner spawnbot_red_2_2 Class pyro } } WaveSpawn { Name "wavesupport2" Where spawnbot_red_2_2 TotalCount 16 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 0 WaitBetweenSpawns 12 TotalCurrency 0 TFBot { Name "Pyro Survivor" Class Pyro Skill Expert AddTemplate Ally } } SpawnTemplate { Name ZombieRescue Origin "-918 2709 256" Params { Spawner spawnbot_red_2_3 Class heavy } } WaveSpawn { Name "wavesupport3" Where spawnbot_red_2_3 TotalCount 16 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 0 WaitBetweenSpawns 12 TotalCurrency 0 TFBot { Name "Heavy Survivor" Class Heavy Skill Normal AddTemplate Ally } } SpawnTemplate { Name ZombieRescue Origin "-921 1825 282" Params { Spawner spawnbot_red_2_4 Class demo } } WaveSpawn { Name "wavesupport4" Where spawnbot_red_2_4 TotalCount 16 MaxActive 1 SpawnCount 1 Support 1 WaitBeforeStarting 0 WaitBetweenSpawns 12 TotalCurrency 0 TFBot { Name "Demoman Survivor" Class Demoman Skill Expert AddTemplate Ally } } } Wave { StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name "wave01a" Where spawnbot_2_1 TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 2 WaitBetweenSpawns 5 TotalCurrency 200 Squad { TFBot { Class Soldier } TFBot { Template T_TFBot_Medic_Overclock } } } } Templates { T_TFBot_Medic_Overclock { Name "Overclock Medic" Class Medic Skill Hard Item "Platinum Pickelhaube" ClassIcon medic_uber Attributes SpawnWithFullCharge ItemAttributes { ItemName "tf_weapon_medigun" "uber duration bonus" 32 "ubercharge rate bonus" 0.01 "bot medic uber health threshold" 9999 //Spawn uber cancels it out } ItemAttributes { ItemName "Platinum Pickelhaube" "attach particle effect" 66 } } } }