WaveSchedule { StartingCurrency 500 RespawnWaveTime 300 FixedRespawnWaveTime 1 CanBotsAttackWhileInSpawnRoom yes Wave { InitWaveOutput { Target bignet Action RunScriptCode Param " // Load popextensions script IncludeScript(`popextensions_main`, getroottable()) MissionAttrs({ `WaveStartCountdown`: 3 `AllMobber`: 1 `NoBuybacks`: 1 `WaveNum`: 0 `MaxWaveNum`: 0 `HideRespawnText`: 1 `LoadoutControl` : { `tf_weapon_scattergun` : null `tf_weapon_soda_popper` : null `tf_weapon_jar_milk` : null `Bonk! Atomic Punch` : null `tf_weapon_rocketlauncher` : null `tf_weapon_rocketlauncher_airstrike` : null `tf_weapon_rocketlauncher_directhit` : null `tf_weapon_particle_cannon` : null `tf_weapon_raygun` : null `tf_weapon_flamethrower` : null `tf_weapon_flaregun` : null `tf_weapon_flaregun_revenge` : null `tf_weapon_rocketlauncher_fireball` : null `tf_weapon_jar_gas` : null `tf_weapon_grenadelauncher` : null `tf_weapon_cannon` : null `tf_weapon_pipebomblauncher` : null `tf_weapon_syringegun_medic` : null `tf_weapon_crossbow` : null `tf_weapon_minigun` : null `The Sandvich` : null `The Buffalo Steak Sandvich` : null `The Second Banana` : null `tf_weapon_shotgun_primary` : null `tf_weapon_sentry_revenge` : null `tf_weapon_shotgun_building_rescue` : null `tf_weapon_robot_arm` : `Upgradeable TF_WEAPON_WRENCH` `tf_weapon_shotgun` : null `tf_weapon_laser_pointer` : null `tf_weapon_mechanical_arm` : null `tf_weapon_sniperrifle` : null `tf_weapon_compound_bow` : null `tf_weapon_jar` : null // replacing with smg errors } `SoundOverrides` : { //overrides teamplay_broadcast_audio sounds `music.mvm_lost_wave`: null `music.mvm_end_last_wave`: null `Game.YourTeamWon`: null `Announcer.MVM_Get_To_Upgrade`: null // `MVM.PlayerDied`: null } `ItemAttributes`: // seems like the custom attributes only work here? { `tf_weapon_sword` : { `max health additive penalty`: -50, }, `The Eureka Effect` : { `alt fire teleport to spawn`: 0 } `The Sandman` : { `old sandman stun`: 1 } } }) " } WaveSpawn // doesnt do anything because we circumvent the populator entirely { Name "yeap" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0.1 WaitBetweenSpawns 0 Where spawnbot_goodhouse FirstSpawnOutput { Target stage_start Action Trigger } TFBot { Class Scout ClassIcon heavy_zombie_lite Tag Cooldude // this is your built-in nuke shield } } } }