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mvm_rottenburg_advanced2.pop
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///////////////////////////////////////////////////////////////////////////
// BEGIN POP FILE
///////////////////////////////////////////////////////////////////////////
#base robot_giant.pop
#base robot_standard.pop
WaveSchedule
{
StartingCurrency 1200
RespawnWaveTime 6
CanBotsAttackWhileInSpawnRoom no
Advanced 1
/////////////////
//MISSIONS
/////////////////
///////////////////////////////////////////////////////////////////////////
//SENTRY BUSTER MISSIONS
///////////////////////////////////////////////////////////////////////////
Mission // Sentry Busters - 1, 2, 3, 4
{
Objective DestroySentries
InitialCooldown 30
Where spawnbot_mission_sentry_buster
BeginAtWave 1
RunForThisManyWaves 4
CooldownTime 45
TFBot
{
Template T_TFBot_SentryBuster
}
}
Mission // Sentry Busters - 5, 6, 7
{
Objective DestroySentries
InitialCooldown 15
Where spawnbot_mission_sentry_buster
BeginAtWave 5
RunForThisManyWaves 3
CooldownTime 30
TFBot
{
Template T_TFBot_SentryBuster
}
}
///////////////////////////////////////////////////////////////////////////
//SNIPER MISSIONS
///////////////////////////////////////////////////////////////////////////
Mission // Sniper wave 2
{
Objective Sniper
InitialCooldown 45
Where spawnbot_mission_sniper
BeginAtWave 2
RunForThisManyWaves 1
CooldownTime 60
DesiredCount 2
TFBot
{
Template T_TFBot_Sniper
Skill Hard
CharacterAttributes
{
"damage bonus" 1.0
}
}
}
Mission // Sniper wave 4
{
Objective Sniper
InitialCooldown 45
Where spawnbot_mission_sniper
BeginAtWave 4
RunForThisManyWaves 1
CooldownTime 60
DesiredCount 1
TFBot
{
Template T_TFBot_Sniper
Skill Hard
CharacterAttributes
{
"damage bonus" 1.0
}
}
}
Mission // Sniper wave 5, 6
{
Objective Sniper
InitialCooldown 45
Where spawnbot_mission_sniper
BeginAtWave 5
RunForThisManyWaves 2
CooldownTime 45
DesiredCount 2
TFBot
{
Template T_TFBot_Sniper
Skill Hard
CharacterAttributes
{
"damage bonus" 1.0
}
}
}
Mission // Sniper wave 7
{
Objective Sniper
InitialCooldown 15
Where spawnbot_mission_sniper
BeginAtWave 7
RunForThisManyWaves 1
CooldownTime 20
DesiredCount 3
TFBot
{
Template T_TFBot_Sniper
Skill Expert
CharacterAttributes
{
"damage bonus" 1.0
}
}
}
///////////////////////////////////////////////////////////////////////////
//SPY MISSIONS
///////////////////////////////////////////////////////////////////////////
Mission // Spy wave 4, 5
{
Objective Spy
InitialCooldown 30
Where spawnbot_mission_spy
BeginAtWave 4
RunForThisManyWaves 2
CooldownTime 45
DesiredCount 2
TFBot
{
Class Spy
Skill Expert
Name Spy
}
}
Mission // Spy wave 7
{
Objective Spy
InitialCooldown 15
Where spawnbot_mission_spy
BeginAtWave 7
RunForThisManyWaves 1
CooldownTime 15
DesiredCount 2
TFBot
{
Class Spy
Skill Expert
Name Spy
}
}
///////////////////////////////////////////////////////////////////////////
//ENGINEER MISSIONS
///////////////////////////////////////////////////////////////////////////
Mission // Engineer wave 6
{
Objective Engineer
InitialCooldown 45
Where spawnbot
BeginAtWave 6
RunForThisManyWaves 1
CooldownTime 45
DesiredCount 1
TFBot
{
Template T_TFBot_Engineer_Sentry_Teleporter
TeleportWhere spawnbot
TeleportWhere flankers
Attributes TeleportToHint
Health 600
}
}
/////////////////
//WAVES
//POPFILE PAYOUT
//START $1200
//DROP W1 $1100 /W2 $1100 /W3 $1100 /W4 $1000 /W5 $1000 /W6 $900 /W7 $800
//START: $1200 / DROP: $7000 / TOTAL: $8200 / TOTAL PLUS BONUS: $8800
/////////////////
//WAVE 1 /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// 32 Soldiers (160)
// 2 Super Scouts (140)
// 20 Demoknight flood (100)
// 50 Scouts (250)
// 20 Heavies (100)
// 1 Squad 1 Giant RapidFire Soldier, 1 Giant Medic (250)
// 10 Demomen (100)
// Missions: Sentries 1/45,
// Cash at start is $1200
// Total cash in this wave is $1100
// Running Total cash is $2300
///////////////////////////////////////////////////////////////////////////
Wave
{
StartWaveOutput
{
Target wave_start_relay_classic
Action Trigger
}
DoneOutput
{
Target wave_finished_relay
Action trigger
}
Checkpoint Yes
WaveSpawn // 32 Soldiers (160)
{
Where spawnbot
Name "W1_01"
TotalCount 32
MaxActive 16
SpawnCount 8
WaitBetweenSpawns 8
TotalCurrency 160
TFBot
{
Class Soldier
Skill Easy
}
}
WaveSpawn // 2 Super Scouts (140)
{
Where spawnbot
WaitForAllSpawned "W1_01"
WaitBetweenSpawns 15
TotalCount 2
MaxActive 2
SpawnCount 1
TotalCurrency 140
TFBot
{
Template T_TFBot_Giant_Scout_Fast
}
}
WaveSpawn // 20 Demoknight flood (100) flank spawners
{
Where flankers
Name "W1_02"
WaitForAllDead "W1_01"
TotalCount 20
MaxActive 20
SpawnCount 4
WaitBetweenSpawns 1
TotalCurrency 100
TFBot
{
Template T_TFBot_Demoman_Knight
}
}
WaveSpawn // 50 Scouts (250)
{
Where spawnbot
WaitForAllDead "W1_02"
TotalCount 50
MaxActive 12
SpawnCount 5
WaitBetweenSpawns 10
TotalCurrency 250
TFBot
{
Class Scout
Skill Easy
}
}
WaveSpawn // 20 Heavies (100)
{
Where flankers
Name "W1_03"
WaitForAllDead "W1_02"
TotalCount 20
MaxActive 6
SpawnCount 4
WaitBetweenSpawns 2
TotalCurrency 100
TFBot
{
Class HeavyWeapons
Skill Easy
}
}
WaveSpawn // 1 Squad 1 Giant RapidFire Soldier, 1 Giant Medic (270)
{
Where flankers
Name "W1_04"
WaitForAllDead "W1_03"
WaitBeforeStarting 10
TotalCount 2
MaxActive 2
SpawnCount 2
TotalCurrency 270
Squad
{
TFBot
{
Template T_TFBot_Giant_Soldier_Spammer
}
TFBot
{
Template T_TFBot_Giant_Medic
}
}
}
WaveSpawn // 16 Demomen (80)
{
Where spawnbot
WaitForAllDead "W1_03"
WaitBeforeStarting 20
TotalCount 16
MaxActive 16
SpawnCount 4
WaitBetweenSpawns 12
TotalCurrency 80
TFBot
{
Class Demoman
Skill Easy
}
}
}
//WAVE 2 /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// 5 Squads 1 Giant Crit Pyro 4 FastShot Scorchshot Pyros (200)
// 20 Scout flood (100)
// 1 Tank (200)
// 60 Soldier Squads (300)
// 3 Giant TripleBuff Soldiers Squad (300)
// Missions: Sentries 1/45, Snipers 2/60
// Cash at start is $2300
// Total cash in this wave is $1100
// Running Total cash is $3400
///////////////////////////////////////////////////////////////////////////
Wave
{
StartWaveOutput
{
Target wave_start_relay_classic
Action Trigger
}
DoneOutput
{
Target wave_finished_relay
Action trigger
}
Checkpoint Yes
WaveSpawn // 5 Squads 1 Giant Crit Pyro 4 fastShot Scorchshot Pyros (200)
{
Where spawnbot
Name "W2_01"
TotalCount 25
MaxActive 15
SpawnCount 5
WaitBetweenSpawns 10
TotalCurrency 200
Squad
{
TFBot
{
Template T_TFBot_Giant_Pyro
Attributes AlwaysCrit
Attributes AlwaysFireWeapon
}
TFBot
{
Template T_TFBot_ScorchShot_FastShot
}
TFBot
{
Template T_TFBot_ScorchShot_FastShot
}
TFBot
{
Template T_TFBot_ScorchShot_FastShot
}
TFBot
{
Template T_TFBot_ScorchShot_FastShot
}
}
}
WaveSpawn // 20 Scouts (100)
{
Where spawnbot
Name "W2_01"
WaitBeforeStarting 15
TotalCount 20
MaxActive 5
SpawnCount 5
WaitBetweenSpawns 5
TotalCurrency 100
TFBot
{
Class Scout
Skill Normal
}
}
WaveSpawn // Tank (200)
{
Name "W2_02"
WaitForAllSpawned "W2_01"
WaitBeforeStarting 20
TotalCount 1
TotalCurrency 200
FirstSpawnOutput
{
Target boss_spawn_relay
Action Trigger
}
Tank
{
Health 35000
Speed 75
Name "TankBossA"
StartingPathTrackNode "tank_path_a_10"
OnKilledOutput
{
Target boss_dead_relay
Action Trigger
}
OnBombDroppedOutput
{
Target boss_deploy_relay
Action Trigger
}
}
}
WaveSpawn // 60 Soldier Squads(300)
{
Where spawnbot
WaitForAllSpawned "W2_02"
WaitBeforeStarting 30
TotalCount 60
MaxActive 18
SpawnCount 6
WaitBetweenSpawns 8
TotalCurrency 300
Support 1
Squad
{
TFBot
{
Class Soldier
Skill Normal
}
TFBot
{
Class Soldier
Skill Normal
}
TFBot
{
Class Soldier
Skill Normal
}
TFBot
{
Class Soldier
Skill Normal
}
TFBot
{
Class Soldier
Skill Normal
}
TFBot
{
Class Soldier
Skill Normal
}
}
}
WaveSpawn // 3 Giant TripleBuff Soldiers Squad (300)
{
Where spawnbot
Name "W2_03"
WaitForAllSpawned "W2_02"
WaitBeforeStarting 90
TotalCount 3
MaxActive 3
SpawnCount 3
TotalCurrency 300
Squad
{
FormationSize 250
TFBot
{
Template T_TFBot_Giant_Soldier_Extended_Buff_Banner
}
TFBot
{
Template T_TFBot_Giant_Soldier_Extended_Concheror
}
TFBot
{
Template T_TFBot_Giant_Soldier_Extended_Battalion
}
}
}
}
//WAVE 3 /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// 40 Shotgun Heavies (200)
// 30 Fastcharge Baseball Scouts (150)
// 3 FAN Super Scouts (30)
// 1 Squad 1 Giant Crit Heavy with 2 Giant Medics Squad (120)
// 12 Spy Flood (120)
// 30 Heavies (150)
// 60 Scouts (300)
// 3 FAN Super Scouts (30)
// Missions: Sentries 1/45, Snipers 2/60
// Cash at start is $3400
// Total cash in this wave is $1100
// Running Total cash is $4500
///////////////////////////////////////////////////////////////////////////
Wave
{
StartWaveOutput
{
Target wave_start_relay_classic
Action Trigger
}
DoneOutput
{
Target wave_finished_relay
Action trigger
}
Checkpoint Yes
WaveSpawn // 40 shotgun Heavies (200)
{
Where spawnbot
Name "W3_01"
TotalCount 40
MaxActive 12
SpawnCount 4
WaitBetweenSpawns 3
TotalCurrency 200
TFBot
{
Template T_TFBot_Heavyweapons_Shotgun
}
}
WaveSpawn // 30 Baseball Scouts (150)
{
Where flankers
Name "W3_01"
WaitBeforeStarting 8
TotalCount 30
MaxActive 9
SpawnCount 3
WaitBetweenSpawns 3
TotalCurrency 150
TFBot
{
Template T_TFBot_Scout_Sandman_FastCharge
Skill Expert
}
}
WaveSpawn // 3 FAN Super Scouts (30)
{
Where spawnbot
WaitBeforeStarting 10
TotalCount 3
MaxActive 1
SpawnCount 1
WaitBetweenSpawns 20
TotalCurrency 30
TFBot
{
Template T_TFBot_Giant_Scout_FAN
}
}
WaveSpawn // 1 Squad 1 Giant Crit Heavy with 2 Giant Medics Squad (120)
{
Where spawnbot
Name "W3_02"
WaitForAllDead "W3_01"
TotalCount 3
MaxActive 3
SpawnCount 3
TotalCurrency 120
Squad
{
TFBot
{
Template T_TFBot_Giant_Heavyweapons
Attributes AlwaysCrit
}
TFBot
{
Template T_TFBot_Giant_Medic
}
TFBot
{
Template T_TFBot_Giant_Medic
}
}
}
WaveSpawn // 12 Spy Flood (120)
{
Where spawnbot
Name "W3_03"
WaitForAllSpawned "W3_02"
WaitBeforeStarting 10
TotalCount 12
MaxActive 12
SpawnCount 3
WaitBetweenSpawns 6
TotalCurrency 120
Support limited
TFBot
{
Template T_TFBot_Spy
}
}
WaveSpawn // 30 Heavies (150)
{
Where flankers
Name "W3_04"
WaitForAllSpawned "W3_03"
WaitBeforeStarting 30
TotalCount 30
MaxActive 10
SpawnCount 5
WaitBetweenSpawns 10
TotalCurrency 150
TFBot
{
Class HeavyWeapons
Skill Normal
}
}
WaveSpawn // 60 Scouts (300)
{
Where flankers
Name "W3_04"
WaitForAllSpawned "W3_03"
WaitBeforeStarting 30
TotalCount 60
MaxActive 12
SpawnCount 6
WaitBetweenSpawns 5
TotalCurrency 300
TFBot
{
Class Scout
Skill Normal
}
}
WaveSpawn // 3 FAN Super Scouts (30)
{
Where spawnbot
WaitForAllSpawned "W3_04"
TotalCount 3
MaxActive 3
SpawnCount 1
WaitBetweenSpawns 3
TotalCurrency 30
TFBot
{
Template T_TFBot_Giant_Scout_FAN
}
}
}
//WAVE 4 /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// 30 Demoknight flood (150)
// 8 Giant Rapidfire Crit Demos(400)
// 1 Tank (170)
// 24 Cow Mangler Soldiers (120)
// 32 Ali Babas (160)
// Missions: Sentries 1/45, Snipers 1/60, Spies 2/45,
// Cash at start is $4500
// Total cash in this wave is $1000
// Running Total cash is $5500
///////////////////////////////////////////////////////////////////////////
Wave
{
StartWaveOutput
{
Target wave_start_relay_classic
Action Trigger
}
DoneOutput
{
Target wave_finished_relay
Action trigger
}
Checkpoint Yes
WaveSpawn // 30 Demoknight flood (150)
{
Where spawnbot
Name "W4_01"
TotalCount 30
MaxActive 20
SpawnCount 5
WaitBetweenSpawns 2
TotalCurrency 150
TFBot
{
Template T_TFBot_Demoman_Knight
}
}
WaveSpawn // 8 Giant Rapidfire Crit Demos(400)
{
Where flankers
Name "W4_02"
WaitBeforeStarting 10
TotalCount 8
MaxActive 6
SpawnCount 2
WaitBetweenSpawns 35
TotalCurrency 400
Squad
{
FormationSize 250
TFBot
{
Template T_TFBot_Giant_Demo_Burst
Attributes AlwaysCrit
}
TFBot
{
Template T_TFBot_Giant_Demo_Burst
Attributes AlwaysCrit
}
}
}
WaveSpawn // Tank (170)
{
Name "W4_03"
WaitForAllSpawned "W4_01"
TotalCount 1
TotalCurrency 170
FirstSpawnOutput
{
Target boss_spawn_relay
Action Trigger
}
Tank
{
Health 35000
Speed 75
Name "TankBossB"
StartingPathTrackNode "tank_path_b_10"
OnKilledOutput
{
Target boss_dead_relay
Action Trigger
}
OnBombDroppedOutput
{
Target boss_deploy_relay
Action Trigger
}
}
}
WaveSpawn // 32 Ali Babas (160)
{
Where spawnbot
WaitForAllSpawned "W4_03"
WaitBeforeStarting 20
TotalCount 32
MaxActive 12
SpawnCount 4
WaitBetweenSpawns 10
TotalCurrency 160
TFBot
{
Class Demoman
ClassIcon demoknight
Skill Hard
Item "Sultan's Ceremonial"
Item "Ali Baba's Wee Booties"
Item "The Persian Persuader"
Item "The Splendid Screen"
ItemAttributes
{
ItemName "The Splendid Screen"
"Attack not cancel charge" 1
}
WeaponRestrictions MeleeOnly
CharacterAttributes
{
"critboost on kill" 3
}
}
}
WaveSpawn // 24 Cow Mangler Soldiers (120)
{
Where spawnbot
WaitForAllSpawned "W4_03"
WaitBeforeStarting 40
TotalCount 24
MaxActive 12
SpawnCount 4
WaitBetweenSpawns 10
TotalCurrency 120
TFBot
{
Class Soldier
Skill Hard
Item "The Cow Mangler 5000"
}
}
}
//WAVE 5 /////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// 40 Crit Scouts and Critbat Scouts mixed (200)
// 2 Squads: Squad: 1 Giant HuoLong, 3 FastScorch Pyros, 1 Giant Medic (120)
// (the above 2 squads spawn in separately to enforce pop and timing)
// 30 Scouts (120)
// 5 Squads: 4 Heavies, (100)
// 40 Demos (200)
// 5 Battle Engies (75)
// 20 Crit Soldiers (100)
// 15 Huntsmen Snipers (75)
// Missions: Sentries 1/30, Snipers 2/45, Spies 2/45,
// Cash at start is $5500
// Total cash in this wave is $1000
// Running Total cash is $6500
///////////////////////////////////////////////////////////////////////////
Wave
{
StartWaveOutput
{
Target wave_start_relay_classic
Action Trigger
}
DoneOutput
{
Target wave_finished_relay
Action trigger
}
Checkpoint Yes
WaveSpawn // 40 Crit Scouts and Critbat Scouts mixed (200)
{
FirstSpawnOutput // activating all engineer hints for this wave only
{
Target w3_engie_hints
Action trigger
}
Where spawnbot
Name "W5_01"
TotalCount 40
MaxActive 20
SpawnCount 5
WaitBetweenSpawns 4
TotalCurrency 200
RandomChoice
{
TFBot
{
Class Scout
Attributes AlwaysCrit
Skill Hard
}
TFBot
{
Class Scout
Attributes AlwaysCrit
Skill Hard
}
TFBot
{
Class Scout
Skill Hard
WeaponRestrictions MeleeOnly
Attributes AlwaysCrit
}
}