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mvm_mannworks.pop
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mvm_mannworks.pop
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// 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 60
InitialCooldown 15
DesiredCount 3
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 60
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 60
InitialCooldown 30
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 12
SpawnCount 6
MaxActive 10
WaitBetweenSpawns 45
WaitBeforeStarting 0
TFBot
{
Class Soldier
Skill Easy
WeaponRestrictions PrimaryOnly
}
}
WaveSpawn // Soldier Left
{
TotalCurrency 100
Name "waveSoldierLeft"
Where spawnbot_left
TotalCount 12
SpawnCount 6
MaxActive 10
WaitBetweenSpawns 45
WaitBeforeStarting 30
TFBot
{
Class Soldier
Skill Easy
WeaponRestrictions PrimaryOnly
}
}
WaveSpawn // Scout
{
TotalCurrency 100
Name "waveScout1"
WaitForAllSpawned "waveSoldierLeft"
Where spawnbot
TotalCount 24
SpawnCount 8
MaxActive 12
WaitBetweenSpawns 15
WaitBeforeStarting 15
TFBot
{
Class Scout
Skill Easy
WeaponRestrictions MeleeOnly
}
}
WaveSpawn // Soldier
{
TotalCurrency 100
WaitForAllSpawned "waveScout1"
Where spawnbot
TotalCount 24
SpawnCount 6
MaxActive 16
WaitBetweenSpawns 30
WaitBeforeStarting 0
TFBot
{
Class Soldier
Skill Easy
WeaponRestrictions PrimaryOnly
}
}
WaveSpawn // Scout
{
TotalCurrency 100
WaitForAllSpawned "waveScout1"
Where spawnbot
TotalCount 16
SpawnCount 4
MaxActive 8
WaitBetweenSpawns 15
WaitBeforeStarting 30
TFBot
{
Class Scout
Skill Easy
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 20000
Speed 75
Name "tankboss_left"
StartingPathTrackNode "boss_path_1"
OnBombDroppedOutput
{
Target boss_deploy_relay
Action Trigger
}
}
}
WaveSpawn
{
TotalCurrency 100
Where spawnbot_lower
TotalCount 16
SpawnCount 4
MaxActive 16
WaitBetweenSpawns 15
WaitBeforeStarting 30
TFBot
{
Class Pyro
Skill Easy
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 22
SpawnCount 11
MaxActive 22
WaitBetweenSpawns 30
WaitBeforeStarting 0
TFBot
{
Class Demoman
Skill Easy
WeaponRestrictions PrimaryOnly
}
}
WaveSpawn // Demoman
{
TotalCurrency 100
WaitForAllSpawned "wave3_rush"
Where spawnbot_right
TotalCount 16
SpawnCount 2
MaxActive 8
WaitBetweenSpawns 15
WaitBeforeStarting 30
TFBot
{
Class Demoman
Skill Easy
WeaponRestrictions PrimaryOnly
}
}
WaveSpawn // Demoman
{
TotalCurrency 100
WaitForAllSpawned "wave3_rush"
Where spawnbot_left
TotalCount 24
SpawnCount 2
MaxActive 8
WaitBetweenSpawns 15
WaitBeforeStarting 30
TFBot
{
Class Demoman
Skill Easy
WeaponRestrictions PrimaryOnly
}
}
WaveSpawn // Heavyweapons Bullet Sponge
{
TotalCurrency 200
WaitForAllSpawned "wave3_rush"
Where spawnbot
TotalCount 12
SpawnCount 2
MaxActive 6
WaitBetweenSpawns 20
WaitBeforeStarting 60
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 3
SpawnCount 1
MaxActive 3
WaitBetweenSpawns 60
WaitBeforeStarting 0
TFBot
{
Template T_TFBot_Giant_Soldier
}
}
WaveSpawn // Giant Soldier
{
TotalCurrency 300
Where spawnbot_right
TotalCount 3
SpawnCount 1
MaxActive 3
WaitBetweenSpawns 60
WaitBeforeStarting 0
TFBot
{
Template T_TFBot_Giant_Soldier
}
}
WaveSpawn // Pyro
{
TotalCurrency 100
Where spawnbot_lower
TotalCount 27
SpawnCount 3
MaxActive 12
WaitBetweenSpawns 20
WaitBeforeStarting 5
TFBot
{
Class Pyro
Skill Normal
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 3
SpawnCount 1
MaxActive 3
WaitBetweenSpawns 30
WaitBeforeStarting 15
TFBot
{
Template T_TFBot_Giant_Scout_Baseball
}
}
WaveSpawn
{
TotalCurrency 200
Where spawnbot
TotalCount 18
SpawnCount 8
MaxActive 16
WaitBetweenSpawns 20
WaitBeforeStarting 0
TFBot
{
Template T_TFBot_Heavyweapons_Fist
}
}
WaveSpawn
{
TotalCurrency 100
Where spawnbot
TotalCount 32
SpawnCount 6
MaxActive 12
WaitBetweenSpawns 30
WaitBeforeStarting 60
TFBot
{
Class Soldier
Skill Easy
WeaponRestrictions PrimaryOnly
}
}
}
// 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 400
Where spawnbot
TotalCount 6
SpawnCount 2
MaxActive 4
WaitBetweenSpawns 45
Squad // Soldier + Medic
{
TFBot
{
Template T_TFBot_Giant_Soldier_Crit
}
TFBot
{
Template T_TFBot_Medic
}
}
}
WaveSpawn
{
TotalCurrency 200
Where spawnbot_lower
TotalCount 24
SpawnCount 2
MaxActive 6
WaitBetweenSpawns 6
WaitBeforeStarting 10
TFBot
{
Class Pyro
Skill Easy
}
}
}
// 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 22500
Speed 75
Name "tankboss_left"
StartingPathTrackNode "boss_path_1"
OnBombDroppedOutput
{
Target boss_deploy_relay
Action Trigger
}
}
}
WaveSpawn
{
TotalCurrency 300
TotalCount 1
WaitBeforeStarting 30
Tank
{
Health 22500
Speed 75
Name "tankboss_right"
StartingPathTrackNode "boss_path2_1"
OnBombDroppedOutput
{
Target boss_deploy_relay
Action Trigger
}
}
}
WaveSpawn
{
TotalCurrency 0
Where spawnbot_lower
TotalCount 27
SpawnCount 3
MaxActive 12
WaitBetweenSpawns 20
WaitBeforeStarting 10
Support 1
TFBot
{
Class Pyro
Skill Hard
WeaponRestrictions PrimaryOnly
}
}
}
}