// mvm_mannworks // normal skill #base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 400 RespawnWaveTime 5 CanBotsAttackWhileInSpawnRoom No // MISSION: Sentry Buster Mission { Objective DestroySentries Where spawnbot CooldownTime 30 TFBot { Template T_TFBot_SentryBuster } } // MISSION: Sniper 02 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 1 CooldownTime 30 InitialCooldown 15 DesiredCount 4 TFBot { Template T_TFBot_Sniper } } // MISSION: Sniper 03-04 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 2 RunForThisManyWaves 2 CooldownTime 60 InitialCooldown 15 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } // MISSION: Sniper 06-07 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 6 RunForThisManyWaves 2 CooldownTime 30 InitialCooldown 15 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } // MISSION: Spy 05-07 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 5 RunForThisManyWaves 3 CooldownTime 40 InitialCooldown 20 DesiredCount 2 TFBot { Template T_TFBot_Spy } } // WAVE 01 400 // Introduction Wave { WaitWhenDone 60 Sound "Announcer.IncomingMob" //Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn // Soldier Right { TotalCurrency 100 Name "waveSoldierRight" Where spawnbot_right TotalCount 20 SpawnCount 10 MaxActive 10 WaitBetweenSpawns 20 WaitBeforeStarting 0 TFBot { Class Soldier Skill Hard WeaponRestrictions PrimaryOnly } } WaveSpawn // Soldier Left { TotalCurrency 100 Name "waveSoldierLeft" Where spawnbot_left TotalCount 20 SpawnCount 10 MaxActive 10 WaitBetweenSpawns 20 WaitBeforeStarting 10 TFBot { Class Soldier Skill Hard WeaponRestrictions PrimaryOnly } } WaveSpawn // Scout { TotalCurrency 100 Name "waveScout1" WaitForAllSpawned "waveSoldierLeft" Where spawnbot TotalCount 24 SpawnCount 8 MaxActive 16 WaitBetweenSpawns 10 WaitBeforeStarting 0 TFBot { Class Scout Skill Hard } } WaveSpawn // Soldier { TotalCurrency 100 WaitForAllSpawned "waveScout1" Where spawnbot TotalCount 8 SpawnCount 1 MaxActive 8 WaitBetweenSpawns 5 WaitBeforeStarting 0 TFBot { Template T_TFBot_Giant_Soldier } } WaveSpawn // Scout { TotalCurrency 100 WaitForAllSpawned "waveScout1" Where spawnbot TotalCount 20 SpawnCount 4 MaxActive 12 WaitBetweenSpawns 7 WaitBeforeStarting 0 TFBot { Class Scout Skill Hard WeaponRestrictions MeleeOnly } } } // WAVE 02 400 // Tank Wave { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { TotalCurrency 300 TotalCount 1 Name "Tank1" Tank { Health 50000 Speed 75 Name "tankboss_left" StartingPathTrackNode "boss_path_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 100 Where spawnbot_lower TotalCount 40 SpawnCount 4 MaxActive 16 WaitBetweenSpawns 5 WaitBeforeStarting 7 TFBot { Class Pyro Skill Hard WeaponRestrictions PrimaryOnly } } } // WAVE 03 500 // Demoman Wave { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn // Demoman { TotalCurrency 100 Name "wave3_rush" Where spawnbot_left TotalCount 40 SpawnCount 5 MaxActive 20 WaitBetweenSpawns 0 WaitBeforeStarting 0 TFBot { Class Demoman Skill Expert WeaponRestrictions PrimaryOnly } } WaveSpawn // Demoman { TotalCurrency 100 WaitForAllSpawned "wave3_rush" Where spawnbot_right TotalCount 32 SpawnCount 4 MaxActive 8 WaitBetweenSpawns 1 WaitBeforeStarting 5 TFBot { Class Demoman Skill Expert WeaponRestrictions PrimaryOnly } } WaveSpawn // Demoman { TotalCurrency 100 WaitForAllSpawned "wave3_rush" Where spawnbot_left TotalCount 32 SpawnCount 4 MaxActive 8 WaitBetweenSpawns 1 WaitBeforeStarting 10 TFBot { Class Demoman Skill Expert WeaponRestrictions PrimaryOnly } } WaveSpawn // Heavyweapons Bullet Sponge { TotalCurrency 200 WaitForAllSpawned "wave3_rush" Where spawnbot TotalCount 24 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 1 WaitBeforeStarting 15 TFBot { Template T_TFBot_Heavyweapons_Fist } } } // WAVE 04 500 // Giant Soldier Wave { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn // Giant Soldier { TotalCurrency 100 Where spawnbot_left TotalCount 8 SpawnCount 1 MaxActive 4 WaitBetweenSpawns 12 WaitBeforeStarting 0 TFBot { Template T_TFBot_Giant_Soldier } } WaveSpawn // Giant Soldier { TotalCurrency 300 Where spawnbot_right TotalCount 8 SpawnCount 1 MaxActive 4 WaitBetweenSpawns 12 WaitBeforeStarting 0 TFBot { Template T_TFBot_Giant_Soldier } } WaveSpawn // Pyro { TotalCurrency 100 Where spawnbot_lower TotalCount 40 SpawnCount 4 MaxActive 12 WaitBetweenSpawns 5 WaitBeforeStarting 5 TFBot { Class Pyro Skill Expert WeaponRestrictions PrimaryOnly } } } // WAVE 05 500 // Baseball Scout Wave { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { TotalCurrency 200 Where spawnbot TotalCount 10 SpawnCount 1 MaxActive 2 WaitBetweenSpawns 12 WaitBeforeStarting 15 TFBot { Template T_TFBot_Giant_Scout_Baseball } } WaveSpawn { TotalCurrency 200 Where spawnbot TotalCount 32 SpawnCount 2 MaxActive 10 WaitBetweenSpawns 0 WaitBeforeStarting 0 TFBot { Template T_TFBot_Heavyweapons_Fist } } WaveSpawn { TotalCurrency 100 Where spawnbot TotalCount 40 SpawnCount 4 MaxActive 8 WaitBetweenSpawns 2 WaitBeforeStarting 30 TFBot { Class Soldier Skill Expert Attributes AlwaysCrit } } } // WAVE 06 600 // Giant CritSoldier Wave { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn // MiniBoss CritSoldier { TotalCurrency 200 Where spawnbot_left TotalCount 10 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 10 Squad // Soldier + Medic { TFBot { Template T_TFBot_Giant_Soldier_Crit } TFBot { Template T_TFBot_Medic } } } WaveSpawn // MiniBoss CritSoldier { TotalCurrency 200 Where spawnbot_right TotalCount 10 SpawnCount 2 MaxActive 4 WaitBetweenSpawns 10 Squad // Soldier + Medic { TFBot { Template T_TFBot_Giant_Soldier_Crit } TFBot { Template T_TFBot_Medic } } } WaveSpawn { TotalCurrency 200 Where spawnbot_lower TotalCount 50 SpawnCount 5 MaxActive 10 WaitBetweenSpawns 2 WaitBeforeStarting 10 TFBot { Template T_TFBot_ScorchShot_FastShot Skill Hard Attributes AlwaysCrit } } } // WAVE 07 600 // Finale Wave { //WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { TotalCurrency 300 TotalCount 1 Tank { Health 30000 Speed 75 Name "tankboss_left" StartingPathTrackNode "boss_path_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 300 TotalCount 1 WaitBeforeStarting 0 Tank { Health 30000 Speed 75 Name "tankboss_right" StartingPathTrackNode "boss_path2_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } WaveSpawn { TotalCurrency 0 Where spawnbot_lower TotalCount 45 SpawnCount 9 MaxActive 18 WaitBetweenSpawns 7 WaitBeforeStarting 10 Support 1 TFBot { Template T_TFBot_ScorchShot_FastShot Skill Expert Attributes AlwaysCrit } } } }