// Hourglass: Factory Flight // Advanced Mission By Clickin (https://steamcommunity.com/id/clickin) // ========== Spawnbot list ========== // spawnbot_dynamic // spawnbot_side // ========== Tank Path List ========== // boss_path_1 // blimp_path_1 // ========== Relays ========== // wave_start_relay : called when wave starts // wave_finished_relay : called when wave ends // boss_spawn_relay : called when tank spawns // blimp_spawn_relay : called when blimp spawns. more then one blimp in map is not working. #base robot_standard.pop #base robot_giant.pop #base robot_gatebot.pop #base robot_click.pop #base robot_click_giant.pop #base robot_click_gatebot.pop #base ex_upgrade_click.pop #base robot_mvm_hourglass.pop WaveSchedule { StartingCurrency 400 RespawnWaveTime 8 CanBotsAttackWhileInSpawnRoom no Templates { T_TFBot_Scout_Blaster { ClassIcon scout_blaster_nys Name "Blaster Scout" Class Scout Skill Normal Item "baby face's blaster" Item "pretty boy's pocket pistol" Item "ye olde baker boy" } T_TFBot_Soldier_DirectHit { ClassIcon soldier_directhit_lite Name "Direct Hit Soldier" Class Soldier Skill Hard Item "the direct hit" } T_TFBot_Soldier_Equalizer { ClassIcon soldier_equalizer Name "Equalizer Soldier" Class Soldier Skill Hard WeaponRestrictions MeleeOnly CharacterAttributes { "no self blast dmg" 1 } Item "the equalizer" Item "stainless pot" } T_TFBot_Pyro_Dragon { ClassIcon pyro_dragon_fury_swordstone Name "Dragon Pyro" Class Pyro Skill Normal WeaponRestrictions PrimaryOnly MaxVisionRange 800 Item "The Dragon's Fury" } T_TFBot_Pyro_Gaspasser_Explove { ClassIcon pyro_gascann_explode Name "Explosive Gas Thrower" Class Pyro Skill Expert WeaponRestrictions SecondaryOnly ItemAttributes { ItemName "The Gas Passer" "mult_item_meter_charge_rate" 0.05 "explode_on_ignite" 1 "fire rate penalty" 5 } Item "The Gas Passer" Item "neptune's nightmare" } T_TFBot_Pyro_Melee { ClassIcon pyro_fireaxe_lite Name "Axe Pyro" Class Pyro Skill Hard WeaponRestrictions MeleeOnly } T_TFBot_Pyro_Axtinguisher { ClassIcon pyro_axtinguisher Name "Axtinguisher Pyro" Class Pyro Skill Hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName "the axtinguisher" "damage penalty" 1 "minicrits become crits" 1 } Item "the axtinguisher" Item "Firewall Helmet" Item "Trickster's Turnout Gear" Item "Fireman's Essentials" } T_TFBot_Demoknight_Bottle { ClassIcon demoknight_bottle_lite Name "Bottleknight" Class Demoman Skill Hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName tf_weapon_bottle "critboost on kill" 5 } Item "the chargin' targe" } T_TFBot_Demoknight_Armored { ClassIcon demoknight_armored Name "Armored Demoknight" Health 650 Scale 1.3 Class Demoman Skill Expert WeaponRestrictions MeleeOnly ItemAttributes { ItemName "The Eyelander" "critboost on kill" 3 } ItemAttributes { ItemName "the chargin' targe" "Attack not cancel charge" 1 } Item "ali baba's wee booties" Item "the chargin' targe" Item "The Eyelander" } T_TFBot_Heavy_Tomislav { ClassIcon heavy_accurate_lite Name "Tomislav Heavy" Class HeavyWeapons Skill Normal ItemAttributes { ItemName "tomislav" "weapon spread bonus" 0.75 } Item "tomislav" Item "capone's capper" } T_TFBot_Heavy_Flame { ClassIcon heavy_heater Name "Flame Heavy" Class HeavyWeapons Skill Hard MaxVisionRange 1200 ItemAttributes { ItemName "the huo long heatmaker" "ring of fire while aiming" 50 "ragdolls become ash" 1 "set damagetype ignite" 1 } Item "the huo long heatmaker" Item "the bunsen brave" } T_TFBot_Medic_Kritzkrieg { ClassIcon medic_kritz Name "Kritzkrieg Medic" Class Medic Skill Expert Attributes "SpawnWithFullCharge" Attributes "AlwaysCrit" ItemAttributes { ItemName tf_weapon_syringegun_medic "damage penalty" 0.1 } ItemAttributes { ItemName "the kritzkrieg" "ubercharge rate bonus" 200 "uber duration bonus" 200 } CharacterAttributes { "bot medic uber health threshold" 500 } Item "the kritzkrieg" Item "vintage tyrolean" } T_TFBot_Sniper_SMG { ClassIcon sniper_smg_tind Name SMGman Class Sniper Skill Normal WeaponRestrictions SecondaryOnly } T_TFBot_Spy_Revolver { ClassIcon spy_revolver_lite Name "Revolver Spy" Class Spy Skill Expert ItemAttributes { ItemName "Upgradeable TF_WEAPON_REVOLVER" "auto fires when full" 1 "auto fires full clip" 1 } Item "Upgradeable TF_WEAPON_REVOLVER" } T_TFBot_Giant_Scout_Blaster { ClassIcon scout_blaster_nys_giant Health 1600 Name "Giant Blaster Scout" Class Scout Skill Expert WeaponRestrictions PrimaryOnly Attributes "MiniBoss" CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } Item "baby face's blaster" Item "pretty boy's pocket pistol" Item "ye olde baker boy" } T_TFBot_Giant_Soldier_Charged_Burst { Class Soldier Name "Giant Charged Burst Soldier" ClassIcon soldier_crit_burstfire_hyper_giant Skill Expert Health 3800 Item "The Original" Attributes AlwaysCrit Attributes HoldFireUntilFullReload Attributes MiniBoss WeaponRestrictions PrimaryOnly ItemAttributes { ItemName "The Original" "Projectile speed increased" 0.5 "damage bonus" 2.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } T_TFBot_Giant_Pyro_Dragon { Class Pyro Name "Giant Dragon Pyro" ClassIcon pyro_dragon_fury_swordstone_giant Skill Expert Health 3000 WeaponRestrictions PrimaryOnly Attributes MiniBoss MaxVisionRange 800 CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } Item "The Dragon's Fury" } T_TFBot_Giant_Demo_Spammer { ClassIcon demo_spammer_giant Health 3800 Name "Giant Rapid Fire Demoman" Class Demoman Skill Expert WeaponRestrictions PrimaryOnly Attributes "MiniBoss" ItemAttributes { ItemName tf_weapon_grenadelauncher "faster reload rate" -0.8 "fire rate bonus" 0.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "override footstep sound set" 4 } } T_TFBot_Giant_DemoKnight_Samurai { Class Demoman Name "Giant Samurai Demo" ClassIcon demoknight_samurai_giant Skill Expert Health 4000 WeaponRestrictions MeleeOnly Tag bot_giant Attributes "MiniBoss" Attributes "AirChargeOnly" Attributes "AutoJump" AutoJumpMin 5 AutoJumpMax 10 Item "The Splendid Screen" Item "The Half-Zatoichi" Item "Demo Kabuto" ItemAttributes { ItemName "The Splendid Screen" "Attack not cancel charge" 1 "charge time increased" 2 "charge recharge rate increased" 10 "lose demo charge on damage when charging" 1 } ItemAttributes { ItemName "The Half-Zatoichi" "damage bonus" 1.5 "critboost on kill" 3 "honorbound" 0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "increased jump height" 1.5 "bot custom jump particle" 1 "override footstep sound set" 4 } } T_TFBot_Giant_Heavy_Flame { ClassIcon heavy_heater_giant Health 5000 Name "Giant Flame Heavy" Class HeavyWeapons Skill Expert MaxVisionRange 1200 WeaponRestrictions PrimaryOnly Attributes "MiniBoss" ItemAttributes { ItemName "the huo long heatmaker" "damage bonus" 1.5 "ragdolls become ash" 1 "ring of fire while aiming" 50 "set damagetype ignite" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } Item "the huo long heatmaker" Item "the bunsen brave" } T_TFBot_Giant_Medic_Uber { ClassIcon medic_uber_giant Health 3000 Name "Giant Uber Medic" Class Medic Skill Expert WeaponRestrictions SecondaryOnly Attributes "SpawnWithFullCharge" Attributes "MiniBoss" ItemAttributes { ItemName tf_weapon_syringegun_medic "damage penalty" 0.1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "heal rate bonus" 200 "ubercharge rate bonus" 2 } } T_TFBot_Giant_Sniper_SMG { ClassIcon sniper_smg_tind_giant Health 3000 Name "Giant SMGman" Class Sniper Skill Expert WeaponRestrictions SecondaryOnly Attributes "MiniBoss" CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 7 "head scale" 0.8 } } T_TFBot_Giant_Sniper_Huntsman_Penetration { ClassIcon sniper_bow_penetrator_giant Health 3000 Name "Giant Penetrator Bowman" Class Sniper Skill Expert Attributes "MiniBoss" ItemAttributes { ItemName "the huntsman" "fire rate bonus" 0.5 "faster reload rate" 0.2 "projectile penetration" 1 } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 7 "head scale" 0.8 } Item "the huntsman" } T_TFGateBot_Soldier_Charged { Class Soldier ClassIcon soldier_crit Name "Charged Soldier" EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Item "the original" Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes AlwaysCrit ItemAttributes { ItemName "the original" "Projectile speed increased" 0.5 "fire rate bonus" 2 "faster reload rate" 0.5 } } RevertGateBotsBehavior { Item "the original" Item "MvM GateBot Light Soldier" Skill Expert WeaponRestrictions PrimaryOnly Attributes AlwaysCrit ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } ItemAttributes { ItemName "the original" "Projectile speed increased" 0.5 "fire rate bonus" 2 "faster reload rate" 0.5 } } } } T_TFGateBot_Soldier_Extended_Buff_Banner_Hard { Class Soldier Name "Extended Buff Soldier" ClassIcon soldier_buff 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 Item "The Buff Banner" Item "MvM GateBot Light Soldier" Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" 0.5 } } RevertGateBotsBehavior { Item "The Buff Banner" Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Skill Hard Attributes SpawnWithFullCharge CharacterAttributes { "increase buff duration" 9.0 "deploy time increased" 0.5 } } } } T_TFGateBot_Soldier_Escapeplan { Class Soldier ClassIcon soldier_escape Name "Escape Plan Soldier" EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Item "the escape plan" Item "MvM GateBot Light Soldier" Skill Hard WeaponRestrictions MeleeOnly CharacterAttributes { "no self blast dmg" 1 } } RevertGateBotsBehavior { Item "the escape plan" Item "MvM GateBot Light Soldier" Skill Hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName "MvM GateBot Light Soldier" "item style override" 1 } CharacterAttributes { "no self blast dmg" 1 } } } } T_TFGateBot_Pyro_Thirddegree { ClassIcon pyro_thirddegree Name "Third Degree Pyro" Class Pyro 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 Item "MvM GateBot Light Pyro" Item "the third degree" Item "the moonman backpack" Skill Expert WeaponRestrictions MeleeOnly } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" Item "the third degree" Item "the moonman backpack" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert WeaponRestrictions MeleeOnly } } } T_TFGateBot_Demo_Loosecannon { Class Demoman ClassIcon demo_cannon Name "Loose Cannon Demo" EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Item "the loose cannon" Item "MvM GateBot Light Demoman" Skill Hard CharacterAttributes { "grenade launcher mortar mode" -2 "damage causes airblast" 1 "fire rate bonus" 0.8 } } RevertGateBotsBehavior { Item "the loose cannon" Item "MvM GateBot Light Demoman" Skill Hard ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } CharacterAttributes { "grenade launcher mortar mode" -2 "damage causes airblast" 1 "fire rate bonus" 0.8 } } } } T_TFGateBot_Demo_Paintrain { ClassIcon demoknight_paintrain Name "Pain Train Demo" Class Demoman EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Item "MvM GateBot Light Demoman" Item "the pain train" Item "The Chargin' Targe" Skill Hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName "the pain train" "critboost on kill" 3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Item "the pain train" Item "The Chargin' Targe" Skill Hard WeaponRestrictions MeleeOnly ItemAttributes { ItemName "the pain train" "critboost on kill" 3 } } } } T_TFGateBot_Demo_Paintrain_Armored { ClassIcon demoknight_paintrain_armored Name "Pain Train Demo" Class Demoman Scale 1.5 Health 900 EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot WeaponRestrictions MeleeOnly Tag bot_giant Item "MvM GateBot Light Demoman" Item "the pain train" Item "The Chargin' Targe" Skill Expert ItemAttributes { ItemName "the pain train" "critboost on kill" 3 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Tag bot_giant WeaponRestrictions MeleeOnly Item "the pain train" Item "The Chargin' Targe" Skill Expert ItemAttributes { ItemName "the pain train" "critboost on kill" 3 } } } } T_TFGateBot_Heavy_Tomislav { ClassIcon heavy_accurate_lite Name "Tomislav Heavy" Class HeavyWeapons EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Item "tomislav" Item "MvM GateBot Light Heavy" Skill Normal ItemAttributes { ItemName "tomislav" "weapon spread bonus" 0.75 } } RevertGateBotsBehavior { Item "tomislav" Item "MvM GateBot Light Heavy" Skill Normal ItemAttributes { ItemName "tomislav" "weapon spread bonus" 0.75 } ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } T_TFGateBot_Heavy_Flame { ClassIcon heavy_heater Name "Flame Heavy" Class HeavyWeapons EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Item "the huo long heatmaker" Item "MvM GateBot Light Heavy" Skill Hard MaxVisionRange 1200 ItemAttributes { ItemName "the huo long heatmaker" "ring of fire while aiming" 50 "ragdolls become ash" 1 "set damagetype ignite" 1 } } RevertGateBotsBehavior { Item "the huo long heatmaker" Item "MvM GateBot Light Heavy" Skill Hard MaxVisionRange 1200 ItemAttributes { ItemName "the huo long heatmaker" "ring of fire while aiming" 50 "ragdolls become ash" 1 "set damagetype ignite" 1 } ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } T_TFGateBot_Heavy_Armored { Class HeavyWeapons ClassIcon heavy_armored Name "Armored Heavy" Health 900 Scale 1.5 EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Tag bot_giant Item "MvM GateBot Light Heavy" Skill Hard } RevertGateBotsBehavior { Tag bot_giant Item "MvM GateBot Light Heavy" Skill Hard ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } T_TFGateBot_Heavy_Heavyweight_Armored { Class HeavyWeapons ClassIcon heavy_apocofist Name "Armored Heavyweight Champ" Health 900 Scale 1.5 EventChangeAttributes { Default { BehaviorModifiers push Attributes IgnoreFlag Tag nav_prefer_gate1_flank Tag bot_gatebot Tag bot_giant Item "apoco-fists" Item "MvM GateBot Light Heavy" Item "the heavy-weight champ" Skill Expert WeaponRestrictions MeleeOnly ItemAttributes { ItemName apoco-fists "critboost on kill" 5 } } RevertGateBotsBehavior { Tag bot_giant Item "apoco-fists" Item "MvM GateBot Light Heavy" Item "the heavy-weight champ" Skill Expert WeaponRestrictions MeleeOnly ItemAttributes { ItemName apoco-fists "critboost on kill" 5 } ItemAttributes { ItemName "MvM GateBot Light Heavy" "item style override" 1 } } } } T_TFGateBot_Giant_Scout_Blaster { ClassIcon scout_blaster_nys_giant Health 1600 Name "Giant Blaster Scout" Class Scout EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "baby face's blaster" Item "MvM GateBot Light Scout" Tag bot_giant Skill Expert Attributes MiniBoss WeaponRestrictions PrimaryOnly CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } RevertGateBotsBehavior { Item "baby face's blaster" Item "MvM GateBot Light Scout" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Scout" "item style override" 1 } Tag bot_giant Skill Expert Attributes MiniBoss WeaponRestrictions PrimaryOnly CharacterAttributes { "damage force reduction" 0.7 "airblast vulnerability multiplier" 0.7 "override footstep sound set" 5 } } } } T_TFGateBot_Giant_Soldier_Scatter { ClassIcon soldier_rocketrain_giant Health 3800 Name "Giant Scatter Soldier" Class Soldier EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.8 "fire rate bonus" 0.001 "clip size upgrade atomic" 8.0 "projectile spread angle penalty" 5 } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "move speed bonus" 0.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_ROCKETLAUNCHER" "faster reload rate" 0.8 "fire rate bonus" 0.001 "clip size upgrade atomic" 8.0 "projectile spread angle penalty" 5 } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "move speed bonus" 0.5 } } } } T_TFGateBot_Giant_Soldier_Charged_Burst { Class Soldier Name "Giant Charged Burst Soldier" ClassIcon soldier_crit_burstfire_hyper_giant Health 3800 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Soldier" Item "The Original" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Original" "Projectile speed increased" 0.5 "damage bonus" 2.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "move speed bonus" 0.5 } } RevertGateBotsBehavior { Item "MvM GateBot Light Soldier" Item "The Original" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Soldier" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes AlwaysCrit Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "The Original" "Projectile speed increased" 0.5 "damage bonus" 2.0 "faster reload rate" 0.4 "fire rate bonus" 0.2 "clip size upgrade atomic" 5.0 } CharacterAttributes { "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 "move speed bonus" 0.5 } } } } T_TFGateBot_Giant_Pyro { Class Pyro Name "Giant Pyro" ClassIcon pyro_giant Health 3000 EventChangeAttributes { Default { Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // 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 Item "MvM GateBot Light Pyro" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Tag bot_giant CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } } T_TFGateBot_Giant_Pyro_Phlog { Class Pyro ClassIcon pyro_giant Name "Giant Phlog Pyro" Health 3000 EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Pyro" Item "the phlogistinator" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes SpawnWithFullCharge Tag bot_giant ItemAttributes { ItemName "the phlogistinator" "airblast disabled" 0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } RevertGateBotsBehavior { Item "MvM GateBot Light Pyro" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Pyro" "item style override" 1 } Item "the phlogistinator" Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes SpawnWithFullCharge Tag bot_giant ItemAttributes { ItemName "the phlogistinator" "airblast disabled" 0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } } T_TFGateBot_Giant_Demo_Scatter { ClassIcon demo_scatter_giant Health 3300 Name "Giant Scatter Demo" Class Demoman EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Demoman" Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.65 "fire rate bonus" 0.001 "projectile spread angle penalty" 5 "Projectile speed increased" 1.1 "clip size upgrade atomic" 8.0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } } RevertGateBotsBehavior { Item "MvM GateBot Light Demoman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Demoman" "item style override" 1 } Tag bot_giant Skill Expert WeaponRestrictions PrimaryOnly Attributes MiniBoss Attributes HoldFireUntilFullReload ItemAttributes { ItemName "TF_WEAPON_GRENADELAUNCHER" "faster reload rate" 0.65 "fire rate bonus" 0.001 "projectile spread angle penalty" 5 "Projectile speed increased" 1.1 "clip size upgrade atomic" 8.0 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 4 } } } } T_TFGateBot_Giant_Heavyweapons { Class Heavyweapons Name "Giant Heavy" Health 5000 ClassIcon heavy_giant EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Heavy_Flame_Crit { ClassIcon heavy_heater_giant Health 5000 Name "Giant Flame Heavy" Class HeavyWeapons EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Item "the huo long heatmaker" Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "the huo long heatmaker" "damage bonus" 1.5 "ragdolls become ash" 1 "ring of fire while aiming" 50 "set damagetype ignite" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" Item "the huo long heatmaker" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Skill Expert WeaponRestrictions PrimaryOnly MaxVisionRange 1200 Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "the huo long heatmaker" "damage bonus" 1.5 "ragdolls become ash" 1 "ring of fire while aiming" 50 "set damagetype ignite" 1 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Heavy_Steelfist { ClassIcon heavy_steelfist_giant Health 6000 Name "Giant Steel Gauntlet" Class HeavyWeapons EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Heavy" Item "fists of steel" Skill Expert WeaponRestrictions MeleeOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "fists of steel" "fire rate bonus" 0.6 "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } RevertGateBotsBehavior { Item "MvM GateBot Light Heavy" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Heavy" "item style override" 1 } Item "fists of steel" Skill Expert WeaponRestrictions MeleeOnly Attributes MiniBoss Tag bot_giant ItemAttributes { ItemName "fists of steel" "fire rate bonus" 0.6 "damage bonus" 1.2 } CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "override footstep sound set" 2 } } } } T_TFGateBot_Giant_Sniper_Huntsman_Penetration_Crit { ClassIcon sniper_bow_penetrator_giant Health 3000 Name "Giant Penetrator Bowman" Class Sniper EventChangeAttributes { Default { BehaviorModifiers push // having these will cause bots to run towards gates Attributes IgnoreFlag // having these will cause bots to run towards gates Tag nav_prefer_gate1_flank // having these will cause bots to run towards gates Tag bot_gatebot // having these will cause bots to run towards gates Item "MvM GateBot Light Sniper" Item "the huntsman" Skill Expert Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "the huntsman" "fire rate bonus" 0.5 "faster reload rate" 0.2 "projectile penetration" 1 } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 7 "head scale" 0.8 } } RevertGateBotsBehavior { Item "MvM GateBot Light Sniper" Item "the huntsman" ItemAttributes // turn off light hat { ItemName "MvM GateBot Light Sniper" "item style override" 1 } Skill Expert Attributes MiniBoss Attributes AlwaysCrit Tag bot_giant ItemAttributes { ItemName "the huntsman" "fire rate bonus" 0.5 "faster reload rate" 0.2 "projectile penetration" 1 } CharacterAttributes { "move speed bonus" 0.6 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 7 "head scale" 0.8 } } } } } // Mission: Sentry Buster Mission { Objective DestroySentries Where spawnbot_dynamic BeginAtWave 1 RunForThisManyWaves 6 CooldownTime 30 TFBot { Template T_TFBot_SentryBuster } } // Wave 1/6 // Total $ in this wave : 1000$ // Total $ when wave starts : 400$ (Starting money) // Total $ when wave ends : 400$ (Starting money) + 1000$ (Collected money) + 100$ (Bonus) = 1500$ // 1. Armored Demoknight + 4 Heavy (Easy), Scout (Easy) // 2. Armored Heavyweight Champ [Gatebot], Loose Cannon Demo [Gatebot], Demoman (Easy) // 3. Pyro (Hard) [Gatebot], Escape Plan Soldier [Gatebot, Support], Equalizer Soldier [Support] // 4. Soldier (Normal) // Support. Escape Plan Soldier [Gatebot], Equalizer Soldier Wave { Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Where spawnbot_dynamic Name "stage01" TotalCount 20 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Demoknight_Armored Tag bot_giant } TFBot { Class HeavyWeapons Skill Easy Tag bot_squad_member } TFBot { Class HeavyWeapons Skill Easy Tag bot_squad_member } TFBot { Class HeavyWeapons Skill Easy Tag bot_squad_member } TFBot { Class HeavyWeapons Skill Easy Tag bot_squad_member } } } WaveSpawn { Where spawnbot_dynamic Name "stage01" TotalCount 32 MaxActive 8 SpawnCount 4 WaitBeforeStarting 5 WaitBetweenSpawns 5 TotalCurrency 100 TFBot { Class Scout Skill Easy } } WaveSpawn { Where spawnbot_side Name "stage02_side" WaitForAllSpawned "stage01" TotalCount 8 MaxActive 2 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 10 TotalCurrency 120 TFBot { Template T_TFGateBot_Heavy_Heavyweight_Armored } } WaveSpawn { Where spawnbot_dynamic Name "stage02" WaitForAllSpawned "stage01" TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 10 WaitBetweenSpawns 8 TotalCurrency 40 TFBot { Class Demoman Skill Easy } } WaveSpawn { Where spawnbot_side Name "stage02" WaitForAllSpawned "stage01" TotalCount 20 MaxActive 8 SpawnCount 4 WaitBeforeStarting 14 WaitBetweenSpawns 8 TotalCurrency 40 TFBot { Template T_TFGateBot_Demo_Loosecannon } } WaveSpawn { Where spawnbot_dynamic Name "stage03" WaitForAllSpawned "stage02" TotalCount 16 MaxActive 14 SpawnCount 2 WaitBeforeStarting 17 WaitBetweenSpawns 6 TotalCurrency 160 TFBot { Template T_TFGateBot_Pyro_Hard } } WaveSpawn { Where spawnbot_dynamic Name "stage03_support" WaitForAllDead "stage02" Support 1 TotalCount 10 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 20 TFBot { Template T_TFGateBot_Soldier_Escapeplan } } WaveSpawn { Where spawnbot_dynamic Name "stage03_support" WaitForAllDead "stage02" Support 1 TotalCount 10 MaxActive 2 SpawnCount 2 WaitBeforeStarting 10 WaitBetweenSpawns 5 TotalCurrency 20 TFBot { Template T_TFBot_Soldier_Equalizer } } WaveSpawn { Where spawnbot_dynamic Name "stage04" WaitForAllDead "stage03" TotalCount 30 MaxActive 14 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 150 TFBot { Class Soldier Skill Normal } } WaveSpawn { Where spawnbot_dynamic Name "support" Support 1 TotalCount 25 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 75 TFBot { Template T_TFGateBot_Soldier_Escapeplan } } WaveSpawn { Where spawnbot_dynamic Name "support" Support 1 TotalCount 25 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 5 TotalCurrency 75 TFBot { Template T_TFBot_Soldier_Equalizer } } } // Wave 2/6 // Total $ in this wave : 800$ // Total $ when wave starts : 400$ (Starting money) + 1000$ (Collected money) + 100$ (Bonus) = 1500$ // Total $ when wave ends : 400$ (Starting money) + 1800$ (Collected money) + 200$ (Bonus) = 2400$ // 1. Giant Heavy [Gatebot] + 4 Uber Medic, Pyro (Easy, AlwaysFireWeapon) // 2. Pyro (Easy, AlwaysFireWeapon), Axtinguisher Pyro, Flare Pyro [Gatebot] // 3. Giant Shotgun Heavy [Gatebot] + 4 Uber Medic, Axe Pyro // 4. Giant Phlog Pyro [Gatebot] + 5 Charged Soldier [Gatebot] // 5. Scout (Melee) [Support] // 5-a. Giant Shotgun Heavy + 4 Uber Medic // 5-b. Giant Heavy + 4 Uber Medic // Support. Scout (Melee) // Mission. Sniper, Spy Mission { Objective Sniper Where spawnbot_side BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 50 CooldownTime 60 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } Mission { Objective Spy Where spawnbot_side BeginAtWave 2 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 60 DesiredCount 2 TFBot { Template T_TFBot_Spy } } Wave { Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Where spawnbot_dynamic Name "stage01" TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Where spawnbot_dynamic Name "stage01" TotalCount 20 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 40 TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon } } WaveSpawn { Where spawnbot_dynamic Name "stage02" WaitForAllDead "stage01" TotalCount 30 MaxActive 10 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 60 RandomChoice { TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon } TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon } TFBot { Class Pyro Skill Easy Attributes AlwaysFireWeapon } TFBot { Template T_TFBot_Pyro_Axtinguisher } TFBot { Template T_TFBot_Pyro_Axtinguisher } } } WaveSpawn { Where spawnbot_side Name "stage02" WaitForAllDead "stage01" TotalCount 15 MaxActive 6 SpawnCount 3 WaitBeforeStarting 10 WaitBetweenSpawns 3 TotalCurrency 60 TFBot { Template T_TFGateBot_Pyro_Flaregun } } WaveSpawn { Where spawnbot_dynamic Name "stage03" WaitForAllSpawned "stage02" TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Heavyweapons_Shotgun } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Where spawnbot_dynamic Name "stage03" WaitForAllSpawned "stage02" TotalCount 20 MaxActive 12 SpawnCount 4 WaitBeforeStarting 25 WaitBetweenSpawns 5 TotalCurrency 40 TFBot { Template T_TFBot_Pyro_Melee } } WaveSpawn { Where spawnbot_dynamic Name "stage04" WaitForAllSpawned "stage03" TotalCount 12 MaxActive 12 SpawnCount 6 WaitBeforeStarting 30 WaitBetweenSpawns 20 TotalCurrency 120 Squad { TFBot { Template T_TFGateBot_Giant_Pyro_Phlog } TFBot { Template T_TFGateBot_Soldier_Charged Tag bot_squad_member } TFBot { Template T_TFGateBot_Soldier_Charged Tag bot_squad_member } TFBot { Template T_TFGateBot_Soldier_Charged Tag bot_squad_member } TFBot { Template T_TFGateBot_Soldier_Charged Tag bot_squad_member } TFBot { Template T_TFGateBot_Soldier_Charged Tag bot_squad_member } } } WaveSpawn { Where spawnbot_dynamic Name "stage05a" WaitForAllDead "stage04" TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons_Shotgun ClassIcon heavy_shotgun_giant Tag bot_giant } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Where spawnbot_dynamic Name "stage05b" WaitForAllDead "stage04" TotalCount 5 MaxActive 5 SpawnCount 5 WaitBeforeStarting 30 WaitBetweenSpawns 0 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Giant_Heavyweapons Tag bot_giant } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Where spawnbot_dynamic Name "stage05_support" WaitForAllDead "stage04" Support 1 TotalCount 20 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 40 TFBot { Template T_TFBot_Scout_Melee } } WaveSpawn { Where spawnbot_dynamic Name "support" Support 1 TotalCount 20 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 40 TFBot { Template T_TFBot_Scout_Melee } } } // Wave 3/6 // Total $ in this wave : 1200$ // Total $ when wave starts : 400$ (Starting money) + 1800$ (Collected money) + 200$ (Bonus) = 2400$ // Total $ when wave ends : 400$ (Starting money) + 3000$ (Collected money) + 300$ (Bonus) = 3700$ // 1. Blimp (20000), Dragon Pyro (Hard), Burst Fire Demo [Gatebot] // 2. Giant Scatter Demo [Gatebot], Bowman + 2 SMGman // 3. Giant Scatter Soldier [Gatebot] + Giant Medic (Regen), Third Degree Pyro [Gatebot] // 4. Giant Dragon Pyro, Super Scout, Heavyweight Champ [Support], Engineer (Battle) [Support] // Support. Heavyweight Champ // Mission. Revolver Spy Mission { Objective Spy Where spawnbot_side BeginAtWave 3 RunForThisManyWaves 1 InitialCooldown 15 CooldownTime 60 DesiredCount 4 TFBot { Template T_TFBot_Spy_Revolver } } Wave { Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Name "stage01_blimp" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 0 FirstSpawnOutput { Target blimp_spawn_relay Action Trigger } Tank { Health 20000 Name BlimpBoss Speed 75 StartingPathTrackNode blimp_path_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot_dynamic Name "stage01" TotalCount 16 MaxActive 8 SpawnCount 8 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 100 TFBot { Template T_TFBot_Pyro_Dragon Skill Hard } } WaveSpawn { Where spawnbot_side Name "stage01" TotalCount 16 MaxActive 8 SpawnCount 8 WaitBeforeStarting 15 WaitBetweenSpawns 30 TotalCurrency 100 TFBot { Template T_TFGateBot_Demo_Burst_Normal } } WaveSpawn { Where spawnbot_dynamic Name "stage02" WaitForAllSpawned "stage01" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 30 WaitBetweenSpawns 20 TotalCurrency 150 TFBot { Template T_TFGateBot_Giant_Demo_Scatter } } WaveSpawn { Where spawnbot_dynamic Name "stage02" WaitForAllSpawned "stage01" TotalCount 30 MaxActive 12 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 3 TotalCurrency 150 Squad { TFBot { Template T_TFBot_Sniper_Huntsman } TFBot { Template T_TFBot_Sniper_SMG Tag bot_squad_member } TFBot { Template T_TFBot_Sniper_SMG Tag bot_squad_member } } } WaveSpawn { Where spawnbot_dynamic Name "stage03" WaitForAllDead "stage02" TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 30 TotalCurrency 200 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Scatter } TFBot { Template T_TFBot_Giant_Medic_Regen Tag bot_giant } } } WaveSpawn { Where spawnbot_dynamic Name "stage03" WaitForAllDead "stage02" TotalCount 48 MaxActive 12 SpawnCount 2 WaitBeforeStarting 5 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFGateBot_Pyro_Thirddegree } } WaveSpawn { Where spawnbot_dynamic Name "stage04" WaitForAllDead "stage03" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Pyro_Dragon Tag bot_giant } } WaveSpawn { Where spawnbot_dynamic Name "stage04" WaitForAllDead "stage03" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 20 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Scout_Fast Tag bot_giant } } WaveSpawn { Where spawnbot_dynamic Name "stage04_support" WaitForAllDead "stage03" Support 1 TotalCount 30 MaxActive 8 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 60 RandomChoice { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast } } } WaveSpawn { Where spawnbot_side Name "stage04_support" WaitForAllDead "stage03" Support 1 TotalCount 10 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 20 TotalCurrency 40 TFBot { Template T_TFBot_Engineer_Sentry_Battle CharacterAttributes { "cannot pick up intelligence" 1 } } } WaveSpawn { Where spawnbot_side Name "support" Support 1 TotalCount 20 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 100 RandomChoice { TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ } TFBot { Template T_TFBot_Heavyweapons_Heavyweight_Champ_Fast } } } } // Wave 4/6 // Total $ in this wave : 900$ // Total $ when wave starts : 400$ (Starting money) + 3000$ (Collected money) + 300$ (Bonus) = 3700$ // Total $ when wave ends : 400$ (Starting money) + 3900$ (Collected money) + 400$ (Bonus) = 4700$ // 1. Giant Steel Gauntlet [Gatebot], Bottleknight, Explosive Gas Pyro // 2. Direct Hit Soldier + Uber Medic + Kritzkrieg Medic + 2 Direct Hit Soldier, Giant Blaster Scout [Gatebot] // 3. Giant Blaster Scout, Tomislav Heavy + Kritzkrieg Medic, Pain Train Demo (Armored) [Gatebot], Tomislav Heavy [Gatebot] // 4. Giant SMGman (Crit), Blaster Scout [Support] // Support: Pain Train Demo [Gatebot] Wave { Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Where spawnbot_dynamic Name "stage01" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 20 TotalCurrency 30 TFBot { Template T_TFGateBot_Giant_Heavy_Steelfist } } WaveSpawn { Where spawnbot_dynamic Name "stage01" TotalCount 48 MaxActive 15 SpawnCount 3 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 100 RandomChoice { TFBot { Template T_TFBot_Demoknight_Bottle } TFBot { Template T_TFBot_Demoknight_Bottle } TFBot { Template T_TFBot_Demoknight_Bottle } TFBot { Template T_TFBot_Pyro_Gaspasser_Explove } } } WaveSpawn { Where spawnbot_dynamic Name "stage02" WaitForAllDead "stage01" TotalCount 30 MaxActive 15 SpawnCount 5 WaitBeforeStarting 0 WaitBetweenSpawns 7 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Soldier_DirectHit } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFBot_Medic_Kritzkrieg } TFBot { Template T_TFBot_Soldier_DirectHit Tag bot_squad_member } TFBot { Template T_TFBot_Soldier_DirectHit Tag bot_squad_member } } } WaveSpawn { Where spawnbot_side Name "stage02_superscout" WaitForAllDead "stage01" TotalCount 3 MaxActive 3 SpawnCount 1 WaitBeforeStarting 15 WaitBetweenSpawns 20 TotalCurrency 60 TFBot { Template T_TFGateBot_Giant_Scout_Blaster } } WaveSpawn { Where spawnbot_dynamic Name "stage03" WaitForAllSpawned "stage02" TotalCount 16 MaxActive 4 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 160 Squad { TFBot { Template T_TFBot_Heavy_Tomislav } TFBot { Template T_TFBot_Medic_Kritzkrieg } } } WaveSpawn { Where spawnbot_side Name "stage03_superscout" WaitForAllSpawned "stage02" TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 40 WaitBetweenSpawns 25 TotalCurrency 60 TFBot { Template T_TFBot_Giant_Scout_Blaster Tag bot_giant } } WaveSpawn { Where spawnbot_side Name "stage03" WaitForAllSpawned "stage02" TotalCount 24 MaxActive 8 SpawnCount 4 WaitBeforeStarting 30 WaitBetweenSpawns 4 TotalCurrency 100 TFBot { Template T_TFGateBot_Heavy_Tomislav } } WaveSpawn { Where spawnbot_side Name "stage03" WaitForAllSpawned "stage02" TotalCount 16 MaxActive 4 SpawnCount 4 WaitBeforeStarting 30 WaitBetweenSpawns 8 TotalCurrency 100 TFBot { Template T_TFGateBot_Demo_Paintrain_Armored } } WaveSpawn { Where spawnbot_side Name "stage04" WaitForAllSpawned "stage03" TotalCount 4 MaxActive 4 SpawnCount 2 WaitBeforeStarting 25 WaitBetweenSpawns 20 TotalCurrency 120 TFBot { Template T_TFBot_Giant_Sniper_SMG Tag bot_giant Attributes AlwaysCrit } } WaveSpawn { Where spawnbot_side Name "stage04_support" WaitForAllSpawned "stage03" Support 1 TotalCount 20 MaxActive 12 SpawnCount 4 WaitBeforeStarting 20 WaitBetweenSpawns 5 TotalCurrency 20 TFBot { Template T_TFBot_Scout_Blaster } } WaveSpawn { Where spawnbot_side Name "support" Support 1 TotalCount 20 MaxActive 4 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 10 TotalCurrency 50 TFBot { Template T_TFGateBot_Demo_Paintrain } } } // Wave 5/6 // Total $ in this wave : 1100$ // Total $ when wave starts : 400$ (Starting money) + 3900$ (Collected money) + 400$ (Bonus) = 4700$ // Total $ when wave ends : 400$ (Starting money) + 5000$ (Collected money) + 500$ (Bonus) = 5900$ // 1. Giant Charged Burst Soldier (Hyper) [Gatebot] + Giant Medic (Regen), Bonk Scout (Melee) // 2. Extended Buff Soldier (Hard) [Gatebot] // 2-a. Giant Rapid Fire Demo + 3 Uber Medic, Scout (Hard), Scout (Hard) [Gatebot] // 2-b. Giant Pyro [Gatebot] + Uber Medic + 4 Armored Heavy [Gatebot] // 3. Giant Charged Burst Soldier (Hyper) + 4 Uber Medic, Hyper League Scout [Support], Bonk Scout (Melee) [Support] // Support. Hyper League Scout // Mission. Sydney Sniper Mission { Objective Sniper Where spawnbot_side BeginAtWave 5 RunForThisManyWaves 1 InitialCooldown 30 CooldownTime 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Sydney_Sleeper } } Wave { Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Where spawnbot_dynamic Name "stage01" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 70 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Charged_Burst } TFBot { Template T_TFBot_Giant_Medic_Regen Tag bot_giant } } } WaveSpawn { Where spawnbot_side Name "stage01" TotalCount 30 MaxActive 14 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 15 TotalCurrency 60 TFBot { Template T_TFBot_Scout_Bonk } } WaveSpawn { Where spawnbot_side Name "stage01" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 25 WaitBetweenSpawns 0 TotalCurrency 70 Squad { TFBot { Template T_TFGateBot_Giant_Soldier_Charged_Burst } TFBot { Template T_TFBot_Giant_Medic_Regen Tag bot_giant } } } WaveSpawn { Where spawnbot_dynamic Name "stage02" WaitForAllDead "stage01" TotalCount 42 MaxActive 6 SpawnCount 6 WaitBeforeStarting 10 WaitBetweenSpawns 0 TotalCurrency 100 TFBot { Template T_TFGateBot_Soldier_Extended_Buff_Banner_Hard } } WaveSpawn { Where spawnbot_side Name "stage02a_giant" WaitForAllDead "stage01" TotalCount 12 MaxActive 4 SpawnCount 4 WaitBeforeStarting 15 WaitBetweenSpawns 20 TotalCurrency 120 Squad { TFBot { Template T_TFBot_Giant_Demo_Spammer Tag bot_giant } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Where spawnbot_dynamic Name "stage02a" WaitForAllDead "stage01" TotalCount 40 MaxActive 8 SpawnCount 4 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 80 RandomChoice { TFBot { Class Scout Skill Hard } TFBot { Class Scout Skill Hard } TFBot { Template T_TFGateBot_Scout_Hard } } } WaveSpawn { Where spawnbot_dynamic Name "stage02b" WaitForAllSpawned "stage02a" TotalCount 12 MaxActive 6 SpawnCount 6 WaitBeforeStarting 15 WaitBetweenSpawns 20 TotalCurrency 120 Squad { TFBot { Template T_TFGateBot_Giant_Pyro } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFGateBot_Heavy_Armored Tag bot_squad_member } TFBot { Template T_TFGateBot_Heavy_Armored Tag bot_squad_member } TFBot { Template T_TFGateBot_Heavy_Armored Tag bot_squad_member } TFBot { Template T_TFGateBot_Heavy_Armored Tag bot_squad_member } } } WaveSpawn { Where spawnbot_side Name "stage02b" WaitForAllSpawned "stage02a" TotalCount 12 MaxActive 6 SpawnCount 6 WaitBeforeStarting 15 WaitBetweenSpawns 20 TotalCurrency 120 Squad { TFBot { Template T_TFGateBot_Giant_Pyro } TFBot { Template T_TFBot_Medic_QuickUber } TFBot { Template T_TFGateBot_Heavy_Armored Tag bot_squad_member } TFBot { Template T_TFGateBot_Heavy_Armored Tag bot_squad_member } TFBot { Template T_TFGateBot_Heavy_Armored Tag bot_squad_member } TFBot { Template T_TFGateBot_Heavy_Armored Tag bot_squad_member } } } WaveSpawn { Where spawnbot_dynamic Name "stage03" WaitForAllDead "stage02b" TotalCount 10 MaxActive 10 SpawnCount 5 WaitBeforeStarting 20 WaitBetweenSpawns 20 TotalCurrency 200 Squad { TFBot { Template T_TFBot_Giant_Soldier_Charged_Burst Tag bot_giant } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } TFBot { Template T_TFBot_Medic } } } WaveSpawn { Where spawnbot_dynamic Name "stage03_support" WaitForAllDead "stage02b" Support 1 TotalCount 24 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Scout_Bonk ClassIcon scout_bonk_giant } } WaveSpawn { Where spawnbot_side Name "stage03_support" WaitForAllDead "stage02b" Support 1 TotalCount 24 MaxActive 4 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 50 TFBot { Template T_TFBot_Scout_Sandman_FastCharge } } WaveSpawn { Where spawnbot_dynamic Name "support" Support 1 TotalCount 30 MaxActive 2 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 60 TFBot { Template T_TFBot_Scout_Sandman_FastCharge } } } // Wave 6/6 // Total $ in this wave : 1000$ // Total $ when wave starts : 400$ (Starting money) + 5000$ (Collected money) + 500$ (Bonus) = 5900$ // Total $ when wave ends : 400$ (Starting money) + 6000$ (Collected money) + 500$ (Bonus) = 6900$ // 1. Flame Heavy [Gatebot], Flame Heavy // 2. Tank (25000), Giant Flame Heavy (Crit) [Gatebot] + Giant Uber Medic, Giant Penetrator Bowman (Crit), Pyro (Hard) [Gatebot] // 3. Giant Flame Heavy (Crit) [Gatebot] + 2 Pyro (Hard) [Gatebot], Giant Penetrator Bowman (Crit) [Gatebot], Burst Fire Demo + 2 Demoman (Expert) // 4. Tank (25000), Giant Samurai Demo (Crit), Flame Heavy // Support. Pyro (Hard) // Mission. Spy, Engineer (Battle, Telein) Mission { Objective Spy Where spawnbot_side BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 60 CooldownTime 40 DesiredCount 2 TFBot { Template T_TFBot_Spy Skill Easy } } Mission { Objective Sniper Where spawnbot_dynamic BeginAtWave 6 RunForThisManyWaves 1 InitialCooldown 50 CooldownTime 30 DesiredCount 1 TFBot { Template T_TFBot_Engineer_Sentry_Battle_TeleIn } } Wave { Checkpoint Yes StartWaveOutput { Target wave_start_relay Action Trigger } DoneOutput { Target wave_finished_relay Action trigger } WaveSpawn { Where spawnbot_dynamic Name "stage01" TotalCount 32 MaxActive 18 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 40 RandomChoice { TFBot { Template T_TFBot_Heavy_Flame } TFBot { Template T_TFGateBot_Heavy_Flame } } } WaveSpawn { Name "stage02_tank" WaitForAllSpawned "stage01" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 25000 Name TankBoss Speed 75 StartingPathTrackNode boss_path_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot_dynamic Name "stage02" WaitForAllSpawned "stage01" TotalCount 2 MaxActive 2 SpawnCount 2 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 200 Squad { TFBot { Template T_TFGateBot_Giant_Heavy_Flame_Crit } TFBot { Template T_TFBot_Giant_Medic_Uber Tag bot_giant } } } WaveSpawn { Where spawnbot_dynamic Name "stage02" WaitForAllSpawned "stage01" TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 10 WaitBetweenSpawns 12 TotalCurrency 100 TFBot { Template T_TFBot_Giant_Sniper_Huntsman_Penetration Tag bot_giant Attributes AlwaysCrit } } WaveSpawn { Where spawnbot_side Name "stage02" WaitForAllDead "stage01" TotalCount 30 MaxActive 10 SpawnCount 10 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 60 TFBot { Template T_TFGateBot_Pyro_Hard } } WaveSpawn { Where spawnbot_dynamic Name "stage03" WaitForAllSpawned "stage02" TotalCount 4 MaxActive 2 SpawnCount 1 WaitBeforeStarting 25 WaitBetweenSpawns 15 TotalCurrency 100 TFBot { Template T_TFGateBot_Giant_Sniper_Huntsman_Penetration_Crit } } WaveSpawn { Where spawnbot_side Name "stage03" WaitForAllSpawned "stage02" TotalCount 12 MaxActive 6 SpawnCount 3 WaitBeforeStarting 35 WaitBetweenSpawns 15 TotalCurrency 100 Squad { TFBot { Template T_TFGateBot_Giant_Heavy_Flame_Crit } TFBot { Template T_TFGateBot_Pyro_Hard Tag bot_squad_member } TFBot { Template T_TFGateBot_Pyro_Hard Tag bot_squad_member } } } WaveSpawn { Where spawnbot_dynamic Name "stage03" WaitForAllSpawned "stage02" TotalCount 48 MaxActive 9 SpawnCount 3 WaitBeforeStarting 20 WaitBetweenSpawns 2 TotalCurrency 100 Squad { TFBot { Template T_TFBot_Demo_Burst } TFBot { Class Demoman Skill Expert } TFBot { Class Demoman Skill Expert } } } WaveSpawn { Name "stage04_tank" WaitForAllSpawned "stage03" TotalCount 1 MaxActive 1 SpawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 0 TotalCurrency 0 FirstSpawnOutput { Target boss_spawn_relay Action Trigger } Tank { Health 25000 Name TankBoss Speed 75 Skin 1 StartingPathTrackNode boss_path_1 OnKilledOutput { Target boss_dead_relay Action Trigger } OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { Where spawnbot_side Name "stage04" WaitForAllSpawned "stage03" TotalCount 4 MaxActive 4 SpawnCount 1 WaitBeforeStarting 50 WaitBetweenSpawns 10 TotalCurrency 40 TFBot { Template T_TFBot_Giant_DemoKnight_Samurai Tag bot_giant Attributes AlwaysCrit } } WaveSpawn { Where spawnbot_side Name "stage04" WaitForAllSpawned "stage03" TotalCount 32 MaxActive 14 SpawnCount 2 WaitBeforeStarting 30 WaitBetweenSpawns 0 TotalCurrency 40 TFBot { Template T_TFBot_Heavy_Flame } } WaveSpawn { Where spawnbot_dynamic Name "support" Support 1 TotalCount 20 MaxActive 1 SpawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 20 TFBot { Class Pyro Skill Expert ClassIcon pyro_giant } } } }