// mvm_mannworks // - bomb can reset mid wave via timeout (controled via trigger_relay in map) #base robot_giant.pop #base robot_standard.pop WaveSchedule { StartingCurrency 1600 CanBotsAttackWhileInSpawnRoom No RespawnWaveTime 1 FixedRespawnWaveTime Yes // normal respawn time scaling is supressed for ironman Advanced 3 // 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 60 InitialCooldown 100 DesiredCount 2 TFBot { Template T_TFBot_Sniper } } // MISSION: Sniper 03 Mission { Objective Sniper Where spawnbot_mission_sniper BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 60 InitialCooldown 30 DesiredCount 2 TFBot { Template T_TFBot_Sniper_Razorback } } // MISSION: Spy 01 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 1 RunForThisManyWaves 1 CooldownTime 80 InitialCooldown 30 DesiredCount 1 TFBot { Template T_TFBot_Spy } } // MISSION: Spy 03 Mission { Objective Spy Where spawnbot_mission_spy BeginAtWave 3 RunForThisManyWaves 1 CooldownTime 50 InitialCooldown 45 DesiredCount 2 TFBot { Template T_TFBot_Spy } } // WAVE 01 Wave { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay_ironman Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { Name "Wave01a" Where spawnbot TotalCount 2 MaxActive 1 spawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 3 TotalCurrency 0 TFBot { Class Demoman ClassIcon demoknight Name "Demoknight" WeaponRestrictions Meleeonly Item "ali baba's wee booties" Item "the chargin' targe" Item "the eyelander" Skill Normal } } WaveSpawn { Name "Wave01a" Where spawnbot_lower TotalCount 2 MaxActive 1 spawnCount 1 WaitBeforeStarting 12 WaitBetweenSpawns 3 TotalCurrency 0 TFBot { Class Scout ClassIcon scout_bat WeaponRestrictions Meleeonly Skill Normal } } WaveSpawn { Name "Wave01b" Where spawnbot TotalCount 2 MaxActive 1 spawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 4 WaitForAllDead "Wave01a" TotalCurrency 0 TFBot { Class Heavyweapons ClassIcon heavy_steelfist Name "Steel Gauntlet" WeaponRestrictions Meleeonly Item "fists of steel" Skill Normal Scale 1.25 Health 450 } } ////////////// WaveSpawn { Name "Wave01c" Where spawnbot_left TotalCount 2 MaxActive 1 spawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 7 WaitForAllDead "Wave01b" TotalCurrency 0 TFBot { Class Heavyweapons Skill Normal } } WaveSpawn { Name "Wave01c" Where spawnbot_lower TotalCount 2 MaxActive 1 spawnCount 1 WaitBeforeStarting 20 WaitBetweenSpawns 5 WaitForAllDead "Wave01b" TotalCurrency 400 TFBot { Class Pyro Skill Normal } } WaveSpawn { Name "Wave01c" Where spawnbot_right TotalCount 2 MaxActive 1 spawnCount 1 WaitBeforeStarting 40 WaitBetweenSpawns 7 WaitForAllDead "Wave01b" TotalCurrency 0 TFBot { Class Demoman Skill Normal } } WaveSpawn { Name "Wave01c" Where spawnbot_right TotalCount 2 MaxActive 1 spawnCount 1 WaitBeforeStarting 60 WaitBetweenSpawns 7 WaitForAllDead "Wave01b" TotalCurrency 0 TFBot { Class Scout Skill Normal } } WaveSpawn { Name "Wave01c" Where spawnbot_right TotalCount 2 MaxActive 1 spawnCount 1 WaitBeforeStarting 80 WaitBetweenSpawns 7 WaitForAllDead "Wave01b" TotalCurrency 0 TFBot { Class Soldier Skill Normal } } WaveSpawn { Name "Wave01d" Where spawnbot TotalCount 1 MaxActive 1 spawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 5 WaitForAllDead "Wave01c" TotalCurrency 2000 TFBot { Class Demoman ClassIcon demoknight_samurai Name "Samurai Demo" Item "the splendid screen" Item "the half-zatoichi" Item "demo kabuto" WeaponRestrictions Meleeonly Health 325 Attributes "AutoJump" AutoJumpMin 10 AutoJumpMax 10 Scale 1.2 CharacterAttributes { "charge time increased" 2 "charge recharge rate increased" 7 "increased jump height" 2.3 "bot custom jump particle" 1 "damage bonus" 1.5 } } } } // WAVE 02 Wave { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay_ironman Action Trigger } DoneOutput { Target bombpath_wavefinished Action Trigger } WaveSpawn { Name "Wave02a" Where spawnbot_left TotalCount 1 MaxActive 1 spawnCount 1 WaitBeforeStarting 0 WaitBetweenSpawns 0 TotalCurrency 1000 TFBot { Class Demoman Name "Giant Demoman" Health 1750 Scale 1.8 Skill Expert Attributes "MiniBoss" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } WaveSpawn { Name "Wave02a" Where spawnbot_right TotalCount 1 MaxActive 1 spawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 0 TotalCurrency 0 TFBot { Class Pyro ClassIcon Pyro Name "Giant Pyro" Health 1750 Scale 1.8 Skill Expert Attributes "MiniBoss" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "override footstep sound set" 6 } } } WaveSpawn { Name "Wave02a" Where spawnbot_lower TotalCount 4 MaxActive 2 spawnCount 1 WaitBeforeStarting 45 WaitBetweenSpawns 7 TotalCurrency 0 TFBot { Class Soldier Skill Normal } } /////////////////////////////////// WaveSpawn { Name "Wave02b" TotalCurrency 1000 TotalCount 3 MaxActive 2 SpawnCount 1 WaitBeforeStarting 7 WaitBetweenSpawns 25 WaitForAllDead "Wave02a" Where spawnbot_right TFBot { ClassIcon Soldier Health 2000 Name "Giant Soldier" Class Soldier Skill Expert Attributes "MiniBoss" CharacterAttributes { "move speed bonus" 0.5 "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "override footstep sound set" 3 } } } WaveSpawn { TotalCurrency 1000 TotalCount 1 WaitBeforeStarting 7 Name "Wave03b" WaitForAllDead "Wave02b" Tank { Health 9000 Speed 75 Name "tankboss_left" StartingPathTrackNode "boss_path_1" OnBombDroppedOutput { Target boss_deploy_relay Action Trigger } } } //////////////////////////////////////////////////////////////// } // WAVE 03 Wave { WaitWhenDone 60 Sound "Announcer.IncomingMob" Checkpoint Yes StartWaveOutput { Target bombpath_arrows_clear_relay_ironman Action Trigger } // DoneOutput // { // Target bombpath_wavefinished // Action Trigger // } ///////////////////////////////////////////////////////// } }