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		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7586</id>
		<title>List of custom attributes</title>
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		<updated>2026-07-23T15:47:22Z</updated>

		<summary type="html">&lt;p&gt;ABadHaiku: Make some descriptions more descriptive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Preface: Type Hierarchy ==&lt;br /&gt;
All weapons and entities inherit from other things in the code, and as such can use any attributes from anything they inherit from.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BaseEntity&#039;&#039;&#039; (All weapons and cosmetics)&lt;br /&gt;
** &#039;&#039;&#039;Wearable&#039;&#039;&#039;&lt;br /&gt;
*** Cosmetics&lt;br /&gt;
*** Demo Shields&lt;br /&gt;
*** Wearable Weapons (Boots, Booties, Sniperbacks)&lt;br /&gt;
** &#039;&#039;&#039;WeaponBase&#039;&#039;&#039; (All weapons)&lt;br /&gt;
*** &#039;&#039;&#039;BaseMelee&#039;&#039;&#039; (All melee weapons)&lt;br /&gt;
**** Swords&lt;br /&gt;
**** Banners&lt;br /&gt;
***** BASE Jumper (Parachute comes from attribute not weapon)&lt;br /&gt;
**** Thermal Thruster&lt;br /&gt;
*** &#039;&#039;&#039;Flamethrower&#039;&#039;&#039;&lt;br /&gt;
**** Dragon&#039;s Fury&lt;br /&gt;
*** Lunchbox items&lt;br /&gt;
*** Invis watches&lt;br /&gt;
*** Builders&lt;br /&gt;
**** &#039;&#039;&#039;Sapper&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;BaseGun&#039;&#039;&#039; (Anything that has projectiles/bullets)&lt;br /&gt;
**** &#039;&#039;&#039;Minigun&#039;&#039;&#039;&lt;br /&gt;
**** &#039;&#039;&#039;Revolver&#039;&#039;&#039;&lt;br /&gt;
**** &#039;&#039;&#039;SyringeGun&#039;&#039;&#039;&lt;br /&gt;
**** &#039;&#039;&#039;Medigun&#039;&#039;&#039;&lt;br /&gt;
**** Shotgun&lt;br /&gt;
***** Scattergun&lt;br /&gt;
***** Frontier Justice&lt;br /&gt;
**** Stock Pistol&lt;br /&gt;
***** Scout-specific pistols&lt;br /&gt;
**** Rocket Launchers&lt;br /&gt;
***** &#039;&#039;&#039;Crossbow&#039;&#039;&#039; (Crusader&#039;s Crossbow)&lt;br /&gt;
***** Righteous Bison + Pomson&lt;br /&gt;
**** Flare Guns&lt;br /&gt;
**** &#039;&#039;&#039;Sniper Rifles&#039;&#039;&#039;&lt;br /&gt;
**** Grenade Launchers&lt;br /&gt;
**** Stickybomb Launchers&lt;br /&gt;
***** &#039;&#039;&#039;CompoundBow&#039;&#039;&#039; (Huntsman/Fortified Compound)&lt;br /&gt;
**** Jars + Throwables&lt;br /&gt;
***** Halloween Spells&lt;br /&gt;
**** The Wrangler&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Entity&#039;&#039;&#039; (In the &amp;quot;Hammer&amp;quot; sense. Anything in the world with &amp;quot;state&amp;quot;.)&lt;br /&gt;
** &#039;&#039;&#039;Player&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;MvMBot&#039;&#039;&#039;&lt;br /&gt;
** All other NPCs, buildings, etc&lt;br /&gt;
&lt;br /&gt;
* BaseProjectile&lt;br /&gt;
** BaseRocket&lt;br /&gt;
** Flare&lt;br /&gt;
** Grenades + Cannonballs&lt;br /&gt;
** Bison + Pomson&lt;br /&gt;
** Arrows&lt;br /&gt;
** Stickies&lt;br /&gt;
&lt;br /&gt;
== Unused Vanilla Attributes Made Accessible ==&lt;br /&gt;
These attributes exist in the base game&#039;s code, but since there&#039;s no &amp;quot;named attribute&amp;quot; for them in the item schema, there was no way to trigger them without a mod.&lt;br /&gt;
&lt;br /&gt;
Since these are part of the base game, they&#039;re only checked for on certain weapon/entity types.&lt;br /&gt;
&lt;br /&gt;
===== Types: =====&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;0/1&amp;lt;/code&amp;gt;: A true or false value: either &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;Int&amp;lt;/code&amp;gt;: A number without a decimal point. (e.g. &amp;lt;code&amp;gt;42&amp;lt;/code&amp;gt;)&lt;br /&gt;
* &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt;: A number that may have a decimal point. (e.g. &amp;lt;code&amp;gt;6.7&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Attribute Name&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
!Applicable To&lt;br /&gt;
|-&lt;br /&gt;
| parachute disabled&lt;br /&gt;
|If set to 1, the user cannot deploy parachutes, but can still retract them.&lt;br /&gt;
| 0/1&lt;br /&gt;
|Entity&lt;br /&gt;
|-&lt;br /&gt;
|fires milk bolt&lt;br /&gt;
|Alt-Fire fires a bolt that Mad-Milks enemies.&lt;br /&gt;
|0/1&lt;br /&gt;
|Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|melee cleave attack&lt;br /&gt;
|Melee weapon hits all entities the raycast intersects with instead of just the first one.&lt;br /&gt;
|0/1&lt;br /&gt;
|BaseMelee&lt;br /&gt;
|-&lt;br /&gt;
|extra damage on hit&lt;br /&gt;
|Adds this number of heads on hitting an enemy.  &lt;br /&gt;
On the Revolver specifically, increases damage dealt by 1% per head collected.&lt;br /&gt;
|Int&lt;br /&gt;
|WeaponBase/Revolver&lt;br /&gt;
|-&lt;br /&gt;
| extra damage on hit penalty&lt;br /&gt;
|Reduces your head count by this amount every time a shot is fired.&lt;br /&gt;
|Int&lt;br /&gt;
|Revolver&lt;br /&gt;
|-&lt;br /&gt;
|mod teleporter speed boost&lt;br /&gt;
|Grants the players speed buff for 4 seconds after leaving teleporter&lt;br /&gt;
|0/1&lt;br /&gt;
|Entity&lt;br /&gt;
|-&lt;br /&gt;
| can breathe under water&lt;br /&gt;
|If set to 1, the player can breathe underwater&lt;br /&gt;
|0/1&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1, the player cannot swim &lt;br /&gt;
|0/1&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1, the player is not slowed down by 20% in water.&lt;br /&gt;
|0/1&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|scoreboard minigame&lt;br /&gt;
|Players with this attribute are granted more points for kills, but lose points after death.&lt;br /&gt;
Specifically, adds &amp;lt;code&amp;gt;kills + captures + defenses + buildingsdestroyed - (3 * deaths)&amp;lt;/code&amp;gt; to the player&#039;s score, on top of the default scoring algorithm.&lt;br /&gt;
|0/1&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|wet immunity&lt;br /&gt;
|Makes the player immune to wet statuses, like Jarate and Mad Milk&lt;br /&gt;
|0/1&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|ability master sniper&lt;br /&gt;
|Unused Sniper upgrade with two levels.  Multipliers are applied multiplicatively on top of other buffs.&lt;br /&gt;
On Sniper Rifles: Applies 0.6x/0.3x multiplier to zoom/unzoom delay, and multiplies charge rate by 1.5x/3x.&lt;br /&gt;
On Bows: Applies 0.6x/0.3x multiplier to reload time.  Notably, does not stack with the Haste powerup.&lt;br /&gt;
|Int (0-2)&lt;br /&gt;
|SniperRifle/CompoundBow&lt;br /&gt;
|-&lt;br /&gt;
|last shot crits&lt;br /&gt;
|Become crit-boosted when only one shot is left in your clip.&lt;br /&gt;
|0/1&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|keep disguise on attack&lt;br /&gt;
|If 1, spies will keep their disguise when attacking with this weapon.&lt;br /&gt;
|0/1&lt;br /&gt;
|BaseGun&lt;br /&gt;
|-&lt;br /&gt;
|add give health to teammate on hit&lt;br /&gt;
| On hit ally: heal your teammate for x health, draining your own health.&lt;br /&gt;
|Int &lt;br /&gt;
|BaseMelee&lt;br /&gt;
|-&lt;br /&gt;
|mod minigun can holster while spinning&lt;br /&gt;
|Can switch to other weapons while aiming (revved-up) with the minigun.&lt;br /&gt;
|0/1&lt;br /&gt;
|Minigun&lt;br /&gt;
|-&lt;br /&gt;
|sapper deploy time&lt;br /&gt;
|Unimplemented.  Makes the sapper take this amount of time to place on a building/robot.&lt;br /&gt;
|Float&lt;br /&gt;
|Sapper&lt;br /&gt;
|-&lt;br /&gt;
|kill combo fire rate boost&lt;br /&gt;
|On kill: gives x% fire rate bonus, stacks up to 3 times. Killing a different class clears the combo.&lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Multiplier for health, ammo, and metal dispenser rate. Queried on the builder.&lt;br /&gt;
| Float&lt;br /&gt;
|Entity&lt;br /&gt;
|-&lt;br /&gt;
| mvm sentry ammo&lt;br /&gt;
|Sentry max ammo multiplier. Queried on the builder.&lt;br /&gt;
|Float&lt;br /&gt;
|Entity&lt;br /&gt;
|-&lt;br /&gt;
| build small sentries&lt;br /&gt;
|Sentry is 20% smaller with 33% less health, and requires 25% less metal to upgrade. Queried on the builder. &lt;br /&gt;
|0/1&lt;br /&gt;
|Entity&lt;br /&gt;
|-&lt;br /&gt;
|mult teleporter recharge rate&lt;br /&gt;
|Teleporter recharge duration multiplier. Queried on the builder. &lt;br /&gt;
|Float&lt;br /&gt;
|Entity&lt;br /&gt;
|-&lt;br /&gt;
| disguise as dispenser on crouch&lt;br /&gt;
|As spy, disguise as a dispenser when crouching.&lt;br /&gt;
|0/1&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|ubercharge ammo&lt;br /&gt;
| Uses this much ubercharge % per shot instead of normal ammunition. &lt;br /&gt;
|Float&lt;br /&gt;
|SyringeGun&lt;br /&gt;
|-&lt;br /&gt;
|ubercharge transfer&lt;br /&gt;
|If &amp;lt;code&amp;gt;ubercharge_ammo&amp;lt;/code&amp;gt; is set, hitting any other medic with the weapon will transfer this much ubercharge % to them.&lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|teleport instead of die&lt;br /&gt;
| On receiving fatal damage: x% chance of being immediately revived at spawn with 1 health.&lt;br /&gt;
|Float&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multiplier&lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On taking damage: x% chance of being ubercharged for 3 seconds&lt;br /&gt;
| Float&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multiplier &lt;br /&gt;
| Float&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
| mult crit when health is below percent&lt;br /&gt;
|Gain crit boost when below this proportion of health. (e.g. 0.6 = 60%)&lt;br /&gt;
|Float&lt;br /&gt;
|BaseEntity&lt;br /&gt;
|-&lt;br /&gt;
|penetration damage penalty&lt;br /&gt;
|Multiplier applied to a bullet&#039;s damage after each successive player it penetrates.  Can also be used as a damage bonus applied exponentially per player penetrated. &lt;br /&gt;
| Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
| firing forward pull&lt;br /&gt;
|On all weapons, pulls the user forward with x velocity while firing the weapon.  Limited by ground move speed cap.&lt;br /&gt;
Additionally on the flamethrower: applies &amp;quot;speed boost&amp;quot; condition while firing.&lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase/Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|mod soldier buff range&lt;br /&gt;
| Multiplier for Soldier&#039;s banner buff range. Base is 450 HU. &lt;br /&gt;
|Float&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|mult rocketjump deploy time&lt;br /&gt;
|Deploy speed bonus when rocket jumping&lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|mul nonrocketjump attackrate&lt;br /&gt;
|Fire rate multiplier when not rocket jumping.&lt;br /&gt;
|Float&lt;br /&gt;
|BaseGun&lt;br /&gt;
|-&lt;br /&gt;
|aoe heal chance&lt;br /&gt;
|On hit: refire time * (x/60) % chance for aoe heal for 1s (24 hp healed total). use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s&lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
| crits on damage&lt;br /&gt;
| On hit: refire time * (x/60) % chance for crit boost for 3s.  use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s&lt;br /&gt;
|Float &lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|stun on damage&lt;br /&gt;
|On hit: refire time * (x/60) % chance for stun for 3s. use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s&lt;br /&gt;
| Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|aoe blast on damage&lt;br /&gt;
| On hit: refire time * (x/60) % chance for 100 hu blast that stuns players for 2 seconds and applies bleed. use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s &lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
| mult dmg with reduced health&lt;br /&gt;
| Multiplier applied to damage proportion that is multiplied by &amp;quot;player maximum health&amp;quot; / &amp;quot;player current health&amp;quot;.&lt;br /&gt;
|Float&lt;br /&gt;
|BaseMelee&lt;br /&gt;
|-&lt;br /&gt;
|mult airblast refire time&lt;br /&gt;
|Multiplier applied to the cooldown after airblasting before you can either fire or alt-fire again.&lt;br /&gt;
|Float&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|mult airblast primary refire time&lt;br /&gt;
|Multiplier of how fast primary fire specifically can be used after airblasting.&lt;br /&gt;
Primary attack delay = this * refire_time * base &lt;br /&gt;
| Float&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|mod flamethrower spinup time&lt;br /&gt;
|Spin up time for flamethrowers in seconds, like the delay between starting to rev up a minigun and being able to fire.&lt;br /&gt;
|Float&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
| mult airblast cone scale&lt;br /&gt;
|Scales the cone used to push players by this amount.&lt;br /&gt;
|Float&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|airblast functionality flags&lt;br /&gt;
|Combination of flamethrower flags, used to limit airblast functionality. You have to add those numbers to enable specific functions (by default all are enabled):&lt;br /&gt;
1 - If airblast should push players&lt;br /&gt;
&lt;br /&gt;
2 - If airblast can put out afterburn&lt;br /&gt;
&lt;br /&gt;
4 - If airblast can reflect projectiles&lt;br /&gt;
&lt;br /&gt;
8 - If airblast can stun players&lt;br /&gt;
&lt;br /&gt;
16 - If airblast disrupts player aim&lt;br /&gt;
|Int&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|reverse airblast&lt;br /&gt;
|If the airblast can push players (see &amp;quot;airblast functionality flags&amp;quot;), airblast pushes players towards the pyro. &lt;br /&gt;
|0/1&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|airblast dashes&lt;br /&gt;
|Airblast pushes the pyro instead of enemies. Affected by airblast push force.  &lt;br /&gt;
Flamethrowers with this attribute cannot reflect projectiles.&lt;br /&gt;
|0/1&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|mult sniper charge per sec with enemy under crosshair&lt;br /&gt;
|Sniper rifle charge rate when looking at the enemy. Still subject to the 200% charge rate limit&lt;br /&gt;
|Float&lt;br /&gt;
|SniperRifle&lt;br /&gt;
|-&lt;br /&gt;
|sniper beep with enemy under crosshair&lt;br /&gt;
|Plays &amp;lt;code&amp;gt;doomsday.warhead&amp;lt;/code&amp;gt; sound when an enemy appears under your crosshair. &lt;br /&gt;
|0/1&lt;br /&gt;
|SniperRifle&lt;br /&gt;
|-&lt;br /&gt;
|medic machinery beam&lt;br /&gt;
|If set to 1, enables healing buildings as medic. increases building healing rate by 10% for each point&lt;br /&gt;
|Int&lt;br /&gt;
|Medigun&lt;br /&gt;
|-&lt;br /&gt;
|force distribute currency on death&lt;br /&gt;
|Bots with this attribute distribute their currency on death, like with sniper kills (red money)&lt;br /&gt;
|0/1&lt;br /&gt;
|MvMBot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Attributes ==&lt;br /&gt;
These attributes are fully custom, implemented with modded logic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Attribute Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example Value&lt;br /&gt;
|-&lt;br /&gt;
|set turn to ice&lt;br /&gt;
|Turns the victim ragdoll to ice&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow mastery&lt;br /&gt;
|Lets the Huntsman shoot 2 additional arrows per level, 25 base damage each. Can headshot.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ability doubletap teleport&lt;br /&gt;
|If set to 1, the player can move teleporters with double tapped movement keys. Does not work&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mod ignore resists absorbs&lt;br /&gt;
| A worse version of damage piercing since it only ignores the Battalion&#039;s Backup&#039;s 35% damage reduction. Does not work?&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mod projectile heat seek power&lt;br /&gt;
| The weapon&#039;s homing seek power, in degrees per second.&lt;br /&gt;
This attribute is &#039;&#039;&#039;required&#039;&#039;&#039; for the other &amp;quot;mod projectile heat&amp;quot; attributes to work!&lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|The weapon&#039;s max error in aim in degrees. If no target is within this degree, the projectile will not home. &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mod projectile heat aim time&lt;br /&gt;
|Time in seconds that the projectile is homing for&lt;br /&gt;
|1.75&lt;br /&gt;
|-&lt;br /&gt;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectiles.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles will follow the crosshair instead of enemies.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mod projectile heat aim start time&lt;br /&gt;
|Time in seconds before the projectile starts homing.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|disable buildings on hit&lt;br /&gt;
|On building hit: Disable for x seconds&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| regenerate stickbomb&lt;br /&gt;
|Regenerates Ullapool Caber after a hit.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee &amp;quot;smack time&amp;quot; multiplier; time between pressing the fire button and the attack being dealt (0.2s default)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|models/model.mdl&lt;br /&gt;
|-&lt;br /&gt;
|custom weapon fire sound&lt;br /&gt;
| Custom weapon fire sound. Does not work for the weapon owner&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|explosive bullets&lt;br /&gt;
| Bullets explode in x radius on hit (147 is rocket launcher radius)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|mult projectile scale&lt;br /&gt;
| Projectile model scale multipier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
| mult projectile count&lt;br /&gt;
|Fire x projectiles at once. Add &amp;quot;ignores other projectiles&amp;quot; 1 to Rocket Launchers so that rockets don&#039;t collide with each other.&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name. Prefix the particle name with ~ to remove the original particle.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|explosion particle&lt;br /&gt;
|Explosion particle name&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|radius sleeper&lt;br /&gt;
|Restores the Sydney Sleeper&#039;s old &amp;quot;Jarate explosion&amp;quot; on headshot and fully-charged bodyshot.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bots with this attribute cannot be affected by the Sapper&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|item color rgb&lt;br /&gt;
|Item tint color&lt;br /&gt;
|223424&lt;br /&gt;
|-&lt;br /&gt;
| is invisible&lt;br /&gt;
|Turns item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|If set to 1, cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Projectile acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration time&lt;br /&gt;
|TIme in seconds that the projectile should accelerate for&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration start time&lt;br /&gt;
|Time before projectile starts accelerating&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is counted as a miniboss. Sappers will not fully stun, backstabs deal set damage, will not receive bomb buffs.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player&#039;s model scale. 1.75 is used for giant bots.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|If set to 1, the player cannot use upgrade stations&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|min respawn time&lt;br /&gt;
|Minimal respawn time in seconds &lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|always crit&lt;br /&gt;
|Weapon always crits. Less reliable with higher ping. &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|Level 3 Sentry rocket fire rate&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|building max level&lt;br /&gt;
|Building max level limit &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|sentry rapid fire&lt;br /&gt;
|Allows for faster sentry fire rate, up to 66 shots per second. Effectively fixes sentry fire rate upgrades by not simulating it every 3 ticks, but every tick.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|dont count damage towards crit rate&lt;br /&gt;
| Dealing damage with weapon does not increase crit rate&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reduced damage rampup&lt;br /&gt;
|Sets the weapon&#039;s maximum damage rampup to 20% (similar to Stickybomb Launchers)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Sets the weapon&#039;s maximum damage rampup to 50% (similar to Shotguns)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Forces the weapon to have damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|can headshot&lt;br /&gt;
|Weapon can headshot. Hitscan only; inconsistent on multi-pellet weapons such as Shotguns. &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|building color rgb&lt;br /&gt;
|Building tint color&lt;br /&gt;
|23424&lt;br /&gt;
|-&lt;br /&gt;
|building scale&lt;br /&gt;
|Building scale. Values above 1.17 make it difficult for players to build on uneven ground&lt;br /&gt;
|1.54 &lt;br /&gt;
|-&lt;br /&gt;
|mult stun resistance&lt;br /&gt;
|Stun and slow multiplier. 0 to be fully stun/slow immune &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|allow friendly fire&lt;br /&gt;
| If set to 1, the player can deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| If set to 1, the player can receive friendly fire from teammates&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. &#039;&#039;&#039;Requires&#039;&#039;&#039; &amp;quot;allow friendly fire&amp;quot; to be set to 1.&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|cannot headshot&lt;br /&gt;
|Weapon cannot headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult crit dmg&lt;br /&gt;
|Crit damage multiplier&lt;br /&gt;
|1.54&lt;br /&gt;
|-&lt;br /&gt;
| cannot be headshot&lt;br /&gt;
|If set to 1, the player cannot be headshot. Only blocks hitscan headshots&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|attachment name&lt;br /&gt;
| Use this model attachment instead of bonemerging. If the name is empty, it will follow player origin instead.&lt;br /&gt;
Common attachments for robot models: head, eye_1, flag. Some bot models also have eye_2, partyhat. Demo &amp;amp;amp; Soldier additionally contain foot_L and foot_R&lt;br /&gt;
&lt;br /&gt;
Common attachments for player models: head, eyes, flag, partyhat, bread_face, bread_head, effect_hand_L, effect_hand_R, bread_hand_r, bread_hand_l, bread_butt, bread_heel_l, foot_L, foot_R&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This attribute is &#039;&#039;&#039;required&#039;&#039;&#039; to make other &amp;quot;attachment&amp;quot; attributes work!&lt;br /&gt;
|head&lt;br /&gt;
|-&lt;br /&gt;
|attachment offset&lt;br /&gt;
| Item offset from the attachment origin &lt;br /&gt;
|4 2 44&lt;br /&gt;
|-&lt;br /&gt;
|attachment angles&lt;br /&gt;
|Rotation for attached items&lt;br /&gt;
|25 25 0&lt;br /&gt;
|-&lt;br /&gt;
| attachment scale&lt;br /&gt;
|Model scale for attached items&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|projectile gravity&lt;br /&gt;
|Projectile gravity in hu/s^2&lt;br /&gt;
|600 &lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact with the world, similar to rockets&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds; deletes projectiles, does not cause explosions for explosive projectiles. &lt;br /&gt;
| 52&lt;br /&gt;
|-&lt;br /&gt;
|not solid to players&lt;br /&gt;
| The player is not solid to other players&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|is suicide counter&lt;br /&gt;
|If set, the player takes this amount of damage per second, ignores uber, does not apply damage force&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|always allow taunt&lt;br /&gt;
|Always allow the player to continue taunting, even midair. The player cannot start a taunt in midair, but their taunts will not be interrupted by being launched or falling off a bot. &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult reflect velocity&lt;br /&gt;
| Reflected projectile speed multiplier&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom kill icon&lt;br /&gt;
|Use custom kill icon. Icons are defined in scripts/mod_textures.txt in tf_misc_dir.vpk&lt;br /&gt;
|armageddon&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|If set to 1, the weapon cannot be upgraded, but the player can still use the upgrade station&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected (such as by miniguns) or reflected (such as by flamethrowers). Short Circuit orb will still delete the projectile.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when affected by the balloon head condition (TF_COND_BALLOON_HEAD). 0 is for regular gravity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
| mult dmg vs giants&lt;br /&gt;
|Damage multiplier vs giants&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
| mult dmg vs tanks&lt;br /&gt;
| Damage multiplier vs tanks&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
| mult dmg vs npc&lt;br /&gt;
|Damage multiplier vs npc - including Halloween bosses and tanks, excluding player bots &lt;br /&gt;
| 2.5&lt;br /&gt;
|-&lt;br /&gt;
| custom hit sound&lt;br /&gt;
|Custom sound played when an enemy is hit with the weapon&lt;br /&gt;
|fdfdf&lt;br /&gt;
|-&lt;br /&gt;
| custom impact sound&lt;br /&gt;
|Custom sound played when a rocket / projectile / bullet hits something&lt;br /&gt;
|fdfdf&lt;br /&gt;
|-&lt;br /&gt;
|custom weapon reload sound&lt;br /&gt;
|Custom weapon reload sound&lt;br /&gt;
|fdfdf &lt;br /&gt;
|-&lt;br /&gt;
|no explosion particles&lt;br /&gt;
| No explosion particles and sounds&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| override projectile type extra&lt;br /&gt;
|Special version of override projectile type that adds more projectile types:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; |Possible values&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &amp;quot;mechanicalarmorb&amp;quot; - Short circuit orb&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;stunball&amp;quot; - Sandman ball&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;ornament&amp;quot; - Wrap Assassin projectile&lt;br /&gt;
*&amp;quot;jarate&amp;quot;&lt;br /&gt;
*&amp;quot;madmilk&amp;quot;&lt;br /&gt;
*&amp;quot;cleaver&amp;quot;&lt;br /&gt;
*&amp;quot;gas&amp;quot;&lt;br /&gt;
*&amp;quot;brick&amp;quot; - Uses bread model. Deals 40 damage on hit.&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; - Fireball spell. &#039;&#039;Only this spells will trigger ShootTemplate blocks; others will not!&#039;&#039;&lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; - Explosive KGB Glove from the Carnival of Carnage kart minigames.&lt;br /&gt;
*&amp;quot;spellbats&amp;quot; &lt;br /&gt;
*&amp;quot;spellmirv&amp;quot; - Pumpkin bombs, only works if the owner has spellbook equipped&lt;br /&gt;
*&amp;quot;spelltransposeteleport&amp;quot;&lt;br /&gt;
*&amp;quot;spellmeteorshower&amp;quot;&lt;br /&gt;
*&amp;quot;spellspawnboss&amp;quot; - Summons spectral MONOCULUS.&lt;br /&gt;
*&amp;quot;spellspawnhorde&amp;quot; - Summon skeletons, only works if the owner has spellbook equipped&lt;br /&gt;
|}&lt;br /&gt;
|mechanicalarmorb&lt;br /&gt;
|-&lt;br /&gt;
|dmg current health &lt;br /&gt;
|Deal additional damage; x * target&#039;s current health.&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage; x * target&#039;s max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage; x * target&#039;s missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|If set to 1, the player cannot be teleported&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| mult medigun range&lt;br /&gt;
|Medigun range multiplier&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|projectile penetration limit&lt;br /&gt;
|Penetration limit for projectiles&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
| max aoe targets&lt;br /&gt;
|Max targets affected by explosives and flamethrowers&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condition override on drinks, jars, medigun ubercharges, and many other effect-causing weapons&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
|add cond on hit &lt;br /&gt;
|Adds condition to the target on hit. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536.&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|add cond on hit duration&lt;br /&gt;
|Add condtion on hit duration&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| remove cond on hit&lt;br /&gt;
|Remove condtion from target on hit. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536.&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Adds condition to self when hitting a target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Duration of the condition added to self when hitting a target. Requires &amp;quot;self add cond on hit&amp;quot;.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Adds condition to self when killing a target&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Duration of the condition added to self when killing a target. Requires &amp;quot;add cond on kill&amp;quot;.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|add cond when active&lt;br /&gt;
|Add condition when weapon is active. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack. See [https://developer.valvesoftware.com/wiki/Half-Life_2/Damage_types here] for a list of damage types.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|remove damage type&lt;br /&gt;
|Remove damage type from the attack&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|special damage type&lt;br /&gt;
| Sets a special damage type to a range from 1-3, to interact with the attributes listed below. Has no effect otherwise. &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dmg taken mult from special damage type 1&lt;br /&gt;
|&lt;br /&gt;
Damage taken multiplier from weapons with special damage type 1&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|dmg taken mult from special damage type 2&lt;br /&gt;
|Damage taken multiplier from weapons with special damage type 2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|dmg taken mult from special damage type 3 &lt;br /&gt;
|Damage taken multiplier from weapons with special damage type 3 &lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|mult effect duration&lt;br /&gt;
|Effect duration multiplier on drinks and jars (Crit-a-Cola, Jarate, etc.)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Shows text as an attribute if the weapon is inspected or shown as a custom weapon.&lt;br /&gt;
&lt;br /&gt;
|item description&lt;br /&gt;
|-&lt;br /&gt;
|mult flag carrier move speed&lt;br /&gt;
|Flag carrier move speed multiplier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|If set to 1 and the weapon heals on kill, it can provide overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire an input on hit targets. The player with the attribute is considered the !activator, the target hit is considered the !self. The format is &amp;amp;lt;target&amp;amp;gt;^&amp;amp;lt;input&amp;amp;gt;^&amp;amp;lt;param&amp;amp;gt;. If omitted, default param is damage received&lt;br /&gt;
|!self^SetHealth^0&lt;br /&gt;
|-&lt;br /&gt;
|fire input on hit name restrict&lt;br /&gt;
|Restrict input on hit to the specified targetname or classname. Wildcards are allowed. &lt;br /&gt;
|player&lt;br /&gt;
|-&lt;br /&gt;
|grenade bounce speed&lt;br /&gt;
|Grenades bounce off walls, retaining x% of speed after each bounce. Also works on arrows.&lt;br /&gt;
| 0.8&lt;br /&gt;
|-&lt;br /&gt;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|grenade bounce damage&lt;br /&gt;
|Grenades explode on direct hits even if the grenade already touched a wall, dealing x% additional damage. Values below 1 will make the grenade deal less damage.&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|If set to 1 on the Huntsman, when the arrow bounces, allow it to hit the same target again. Requires &amp;quot;grenade bounce speed&amp;quot; or &amp;quot;arrow target bounce speed&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Proj+ectiles bounce off hit targets, retaining x% of speed after each bounce.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile gravity native&lt;br /&gt;
|&lt;br /&gt;
Gravity for arrows and flares. 0 is default gravity. For grenades and stickybombs, any value will disable gravity&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|grenade no drag&lt;br /&gt;
|No drag for grenades and stickybombs, slightly changes projectile arc.&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs can stick to enemies on hit. If already stuck to the world, they will not get stuck on players.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb no stick&lt;br /&gt;
|Stickybombs do not stick to ground&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|collect currency on kill&lt;br /&gt;
|Bots killed by the weapon distribute their currency, like with sniper kills (red money)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stomp player damage&lt;br /&gt;
|Damage applied to enemies when touching them&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|stomp player time&lt;br /&gt;
|Time between each instance of stomp damage and push. By default, it happens every tick&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|stomp player force&lt;br /&gt;
|Force applied to enemies when touching them. 260 is the minimum amount to knock players up.&lt;br /&gt;
|270&lt;br /&gt;
|-&lt;br /&gt;
|stomp building damage&lt;br /&gt;
|Damage dealt to enemy buildings on touch&lt;br /&gt;
|125&lt;br /&gt;
|-&lt;br /&gt;
|reflect keep team&lt;br /&gt;
|Projectiles reflected by this weapon keep their original team&lt;br /&gt;
&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| custom wind up sound&lt;br /&gt;
|Custom minigun wind up sound. Does not override default sound &lt;br /&gt;
|sound.wav&lt;br /&gt;
|-&lt;br /&gt;
| custom wind down sound&lt;br /&gt;
|Custom minigun wind down sound. Does not override default sound&lt;br /&gt;
|sound.wav&lt;br /&gt;
|-&lt;br /&gt;
|custom minigun spin sound&lt;br /&gt;
|Custom minigun spin sound. The sound will not loop unless its made to loop&lt;br /&gt;
|sound.wav&lt;br /&gt;
|-&lt;br /&gt;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the reflector&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|If set to 1, the weapon will stay after touching a resupply cabinet or upgrading, if the weapon in the inventory in the slot is different&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow hit kill time&lt;br /&gt;
|If set to any value other than 0, sets custom arrow kill time after hitting something&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|custom projectile size&lt;br /&gt;
|Custom projectile hitbox size&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|mod sentry cost&lt;br /&gt;
|Sentry cost multiplier&lt;br /&gt;
|1.25&lt;br /&gt;
|-&lt;br /&gt;
| mod dispenser cost&lt;br /&gt;
| Dispenser cost multiplier&lt;br /&gt;
|1.25 &lt;br /&gt;
|-&lt;br /&gt;
|penetrate teammates&lt;br /&gt;
|Bullets and projectiles penetrate teammates, like sniper rifles. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu); allows the player to not need to jump for greater heights &lt;br /&gt;
|10 &lt;br /&gt;
|-&lt;br /&gt;
|ignore player clip&lt;br /&gt;
|Ignore player clip brushes&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|allow bunny hop&lt;br /&gt;
|Allow bunny hopping. 1 - auto bhop. 2 - manual bhop&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fire input on kill &lt;br /&gt;
| Fire input on killed targets. The player with the attribute is considered the !activator, the target killed is considered the !self. The format is &amp;lt;target&amp;gt;^&amp;lt;input&amp;gt;^&amp;lt;param&amp;gt;. If omitted, default param is damage received. !projectile is the projectile entity&lt;br /&gt;
|!self^SetHealth^0&lt;br /&gt;
|-&lt;br /&gt;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on kill to specified targetname. Wildcards are allowed&lt;br /&gt;
&lt;br /&gt;
|player&lt;br /&gt;
|-&lt;br /&gt;
|fire full clip at once &lt;br /&gt;
|Fire the weapon&#039;s entire clip at once&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reload full clip at once&lt;br /&gt;
|Reload full clip at once, like pistols&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip, one shot at a time. Not to be confused with &amp;quot;fire full clip at once&amp;quot;.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile sound&lt;br /&gt;
| Sound played when the projectile is fired&lt;br /&gt;
|sound.wav&lt;br /&gt;
|-&lt;br /&gt;
|burst fire count&lt;br /&gt;
|Fire this many rounds in a burst. If negative, forces to fire this many rounds even if attack button is only pressed once&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts. Regular fire rate is used for the time between shots in a burst.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|continous accuracy mult&lt;br /&gt;
|Accuracy multiplier, continous attacking increases/decreases accuracy up to specified value over the duration of &amp;quot;continous accuracy time&amp;quot; attribute. Overwrites &amp;quot;spread penalty&amp;quot; attribute &lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|continous accuracy time&lt;br /&gt;
|How long in seconds should the weapon be fired continously to reach full &amp;quot;continous accuracy mult&amp;quot; value&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|duck accuracy mult&lt;br /&gt;
|Accuracy multiplier when ducking. Overwrites &amp;quot;spread penalty&amp;quot; attribute&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|move accuracy mult&lt;br /&gt;
|Accuracy multiplier when moving. Overwrites &amp;quot;spread penalty&amp;quot; attribute &lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|special item description 2&lt;br /&gt;
|Additional item description line &lt;br /&gt;
|description&lt;br /&gt;
|-&lt;br /&gt;
|special item description 3&lt;br /&gt;
|Additional item description line&lt;br /&gt;
|description&lt;br /&gt;
|-&lt;br /&gt;
|special item description 4&lt;br /&gt;
|Additional item description line &lt;br /&gt;
|description&lt;br /&gt;
|-&lt;br /&gt;
|allowed build types &lt;br /&gt;
| Allowed building types, add values together to allow multiple buildings:&lt;br /&gt;
1 - dispenser&lt;br /&gt;
&lt;br /&gt;
2 - teleporter&lt;br /&gt;
&lt;br /&gt;
4 - sentry gun&lt;br /&gt;
&lt;br /&gt;
8 - sapper&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|max bullet range&lt;br /&gt;
|Max bullet range in hu&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|effect add attributes&lt;br /&gt;
|Make weapons that apply addcond effects, such as banners, jars, etc., also apply attributes to the affected player&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|2|fire rate bonus|0.1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|medigun passive attributes&lt;br /&gt;
|Attributes added passively to the patient being healed&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|2|fire rate bonus|0.1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|medigun passive attributes owner&lt;br /&gt;
|Attributes added passively to the healing medic&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|2|fire rate bonus|0.1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs airborne&lt;br /&gt;
|Damage multiplier vs airborne players&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|revive rate&lt;br /&gt;
|Medigun revive speed multiplier&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|taunt attack after end&lt;br /&gt;
|Taunt attack happens even after taunt ends or is interrupted &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|taunt attack time mult &lt;br /&gt;
|Taunt attack time multiplier, making it happen earlier/later&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns x * damage dealt as health&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|no resupply&lt;br /&gt;
|Cannot resupply from cabinets&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no damage view flinch&lt;br /&gt;
|No view flinch from taking damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|If set to 1, the Wrangler&#039;s sentry shield is disabled&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|parachute redeploy&lt;br /&gt;
|Allow infinite mid-air parachute redeploying&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult duck speed&lt;br /&gt;
|Ducking speed multiplier. 3 is for walking speed. Cannot be faster than walking speed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|particle color rgb&lt;br /&gt;
|RGB color for projectile particles that support it (Bison, Pomson)&lt;br /&gt;
|765776&lt;br /&gt;
|-&lt;br /&gt;
|particle color rainbow&lt;br /&gt;
|Cycles colors for the projectile particle. Higher values cycle faster&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|ignored by enemy sentries&lt;br /&gt;
|If set to 1, enemy sentries ignore the player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|If set to 1 on a melee weapon, its attacks will reflect projectiles&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|passive reload&lt;br /&gt;
|Automatically reloads the weapon while not active. Since the reload speed is tied to animations this will make weapons reload faster than usual&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|kb fall min velocity&lt;br /&gt;
|Knockback, stun and damage nearby enemies when landing. The value specifies the minimum fall velocity before applying knockback. This attribute is &#039;&#039;&#039;required&#039;&#039;&#039; for the other &amp;quot;kb fall&amp;quot; attributes to work!&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|kb fall radius&lt;br /&gt;
|The radius of the fall knockback. 230 by default&lt;br /&gt;
|230&lt;br /&gt;
|-&lt;br /&gt;
|kb fall stun time&lt;br /&gt;
|Small robot stun time of the fall knockback. 5 by default&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|kb fall force&lt;br /&gt;
|Fall knockback force. 300 by default&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|kb fall damage&lt;br /&gt;
|Fall knockback damage. 50 by default&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|melee grants protection&lt;br /&gt;
|Melee attacks grant protection from attacks for x seconds&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|If set on the Huntsman, snaps the arrow to the next closest available target within range&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|mult credit collect range&lt;br /&gt;
|Credit collection radius multiplier. Scouts have a 4x bigger collection radius&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from collecting credits. Scouts usually gain 50 health on collecting credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier. Lower values causes bleed damage to happen more times per second.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding dmg&lt;br /&gt;
|Bleeding damage multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|If set to 1, the player can phase though walls&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dmg taken from self reduced&lt;br /&gt;
|Self damage multiplier for the player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|If set to 1, the player is ignored by bots.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|add attributes on hit&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Apply attributes to victim on hit with the weapon. Format: attribute|value|duration ...&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|0.3|2|head scale|3|2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|self add attributes on hit&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Apply attributes to self on hit with the weapon. Format: attribute|value|duration ...&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|0.3|2|head scale|3|2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|add attributes on kill&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Apply attributes to self on kill with the weapon. Format: attribute|value|duration ...&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|0.3|2|head scale|3|2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|move speed as health decreases&lt;br /&gt;
|Multiply move speed up to x with decreasing health&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|no self effect&lt;br /&gt;
|If set to 1, the weapon cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot pickup spells&lt;br /&gt;
|Cannot pickup spells&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult max health&lt;br /&gt;
|Max health multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|add spread&lt;br /&gt;
|Bullet spread additive. Does not affect clientside effects&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile spread angle mult&lt;br /&gt;
|Projectile spread angle multiplier&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|always allow disguise&lt;br /&gt;
|Always allow the spy to disguise&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|always allow cloak&lt;br /&gt;
|Always allow the spy to cloak&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|always allow teleport&lt;br /&gt;
|Always allow the player to teleport&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|destroy buildings on death&lt;br /&gt;
|Destroy owned buildings on death&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|sentry bullet weapon&lt;br /&gt;
|Sentry bullet weapon name. Can be a custom weapon name&lt;br /&gt;
|TF_WEAPON_ROCKETLAUNCHER&lt;br /&gt;
|-&lt;br /&gt;
|sentry rocket weapon&lt;br /&gt;
|Sentry rocket weapon name. Can be a custom weapon name&lt;br /&gt;
|TF_WEAPON_ROCKETLAUNCHER&lt;br /&gt;
|-&lt;br /&gt;
|custom sentry model&lt;br /&gt;
|Custom sentry model file name or prefix&lt;br /&gt;
|models/buildables/sentry&lt;br /&gt;
|-&lt;br /&gt;
|custom dispenser model&lt;br /&gt;
|Custom dispenser model file name or prefix&lt;br /&gt;
|models/buildables/dispenser&lt;br /&gt;
|-&lt;br /&gt;
|custom teleporter model&lt;br /&gt;
|Custom teleporter model file name or prefix&lt;br /&gt;
|models/buildables/teleporter&lt;br /&gt;
|-&lt;br /&gt;
|mult sentry rocket ammo&lt;br /&gt;
|Sentry rocket ammo multiplier&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|midair accuracy mult&lt;br /&gt;
|Midair accuracy multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|add damage per target&lt;br /&gt;
|Damage bonus for every target hit by explosion&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|projectile detonate time&lt;br /&gt;
|Projectile self detonation time in seconds&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|mult afterburn delay&lt;br /&gt;
|Multiplier for the delay between afterburn damage ticks, similar to &amp;quot;mult bleeding delay&amp;quot;. Lower values result in more damage per second.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|custom view model&lt;br /&gt;
|Custom view model. This typically affects first person hands and their animations&lt;br /&gt;
|models/model.mdl&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg while midair&lt;br /&gt;
|Damage multiplier while midair&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|hidden string attribute 1&lt;br /&gt;
|Attribute for storing hidden text in items. 1-4 numbers are available&lt;br /&gt;
|abc&lt;br /&gt;
|-&lt;br /&gt;
|medigun keep charged effect&lt;br /&gt;
|Keep custom medigun uber effect after the beam is disconnected until the uber meter runs out&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ignores other projectiles&lt;br /&gt;
|Don&#039;t collide with other projectiles&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|weapon always gib&lt;br /&gt;
|This weapon always gibs killed enemies&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|weapon never gib&lt;br /&gt;
|This weapon never gibs killed enemies&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|always gib&lt;br /&gt;
|Always gib on death&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|never gib&lt;br /&gt;
|Never gib on death&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|sapper sap allies&lt;br /&gt;
|Sap ally players instead of enemies&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|custom sapper model&lt;br /&gt;
|Custom sapper model; accept either a prefix or full model path &lt;br /&gt;
|models/buildables/sd_sapper&lt;br /&gt;
|-&lt;br /&gt;
|custom sapper sound&lt;br /&gt;
|Custom sapper sound. See example value.&lt;br /&gt;
|Weapon_Sapper.Timer&lt;br /&gt;
|-&lt;br /&gt;
|no clip &lt;br /&gt;
|Give noclip. 1 for regular player speed, use any other value to override&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow ignite&lt;br /&gt;
|If set to 1 on the Huntsman, automatically ignites arrows&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|use original class weapon animations&lt;br /&gt;
|Use weapon animations of the weapon&#039;s original class if the weapon is given to an unintended class&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg before distance&lt;br /&gt;
|Deals up to x damage depending on distance (2048 hu by default)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg before distance specify&lt;br /&gt;
|Custom distance for &amp;quot;mult dmg before distance&amp;quot;&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|minigun full movement&lt;br /&gt;
|Can move while ducking when shooting. Bots can also jump&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|use original class player animations&lt;br /&gt;
|Use player animations of the weapon&#039;s original class if the weapon is given to an unintended class&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult sentry rocket projectile speed&lt;br /&gt;
|Sentry rocket projectile speed multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|crit on cond&lt;br /&gt;
|Critical hit when the enemy has specified cond&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|minicrit on cond&lt;br /&gt;
|Mini crit hit when the enemy has specified cond&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|add attributes when active&lt;br /&gt;
|Add attributes when the weapon is active&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|2|damage bonus|2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|radial cond&lt;br /&gt;
|Add conditions and attributes on hit in a radius&lt;br /&gt;
|400&lt;br /&gt;
|-&lt;br /&gt;
|mult explosion radius direct hit&lt;br /&gt;
|Explosion radius multiplier on direct hit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|buildings cannot be sapped&lt;br /&gt;
|Buldings cannot be sapped&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg direct hit&lt;br /&gt;
|Damage multiplier on direct hit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|explosion particle on direct hit&lt;br /&gt;
|Explosion particle on direct hit&lt;br /&gt;
|particle&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade bomb&lt;br /&gt;
|Bomb cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|sentry toolbox model&lt;br /&gt;
|Custom carried by player sentry toolbox model&lt;br /&gt;
|models/weapons/c_models/c_toolbox/c_toolbox.mdl&lt;br /&gt;
|-&lt;br /&gt;
|dispenser toolbox model&lt;br /&gt;
|Custom carried by player dispenser toolbox model&lt;br /&gt;
|models/weapons/c_models/c_toolbox/c_toolbox.mdl&lt;br /&gt;
|-&lt;br /&gt;
|teleporter toolbox model&lt;br /&gt;
|Custom carried by player teleporter toolbox model&lt;br /&gt;
|models/weapons/c_models/c_toolbox/c_toolbox.mdl&lt;br /&gt;
|-&lt;br /&gt;
|medigun attack enemy&lt;br /&gt;
|Can attack enemies, dealing damage equal to % heal rate&lt;br /&gt;
|1.1&lt;br /&gt;
|-&lt;br /&gt;
|medigun self drain&lt;br /&gt;
|Drain health equal to % heal rate from the user when healin&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|fire input on attack&lt;br /&gt;
|Fire input on attack. Player is !activator, projectile is !projectile (must be input target), weapon is !self&lt;br /&gt;
|!activator^SetHealth^0&lt;br /&gt;
|-&lt;br /&gt;
|stun on hit&lt;br /&gt;
|Stun target on hit duration&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|stun on hit no giants&lt;br /&gt;
|Giant robots cannot be stunned&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stun on hit type&lt;br /&gt;
|Stun on hit type:&lt;br /&gt;
movement&lt;br /&gt;
panic&lt;br /&gt;
bonk&lt;br /&gt;
ghost&lt;br /&gt;
bigbonk&lt;br /&gt;
|movement&lt;br /&gt;
|-&lt;br /&gt;
|stun on hit slow&lt;br /&gt;
|Movement penalty applied with &amp;quot;movement&amp;quot; stun on hit type&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|medigun attack enemy heal mult&lt;br /&gt;
|Multiplier of health gained from attacking enemies&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|medigun particle&lt;br /&gt;
|Medigun custom particle. Automatically uses _red and _blue particles when not specified. Sometimes ~ has to be added so that the particle disappears when needed&lt;br /&gt;
|passtime_beam&lt;br /&gt;
|-&lt;br /&gt;
|medigun particle enemy&lt;br /&gt;
|Medigun custom particle when attacking enemies. Sometimes ~ has to be added so that the particle disappears when needed&lt;br /&gt;
|~dxhr_arm_muzzleflash2&lt;br /&gt;
|-&lt;br /&gt;
|medigun particle release&lt;br /&gt;
|Medigun custom particle when uber is released. Sometimes ~ has to be added so that the particle disappears when needed&lt;br /&gt;
|~dxhr_arm_muzzleflash2&lt;br /&gt;
|-&lt;br /&gt;
|medigun particle spark&lt;br /&gt;
|Medigun custom particle for full charge sparks&lt;br /&gt;
|medicgun_invulnstatus_fullcharge&lt;br /&gt;
|-&lt;br /&gt;
|effect immunity&lt;br /&gt;
|Immune to effects applied by other players&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|use robot voice&lt;br /&gt;
|Use robot voicelines&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|use human voice&lt;br /&gt;
|Use human voicelines&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|alt fire attack&lt;br /&gt;
|Alt fire fires an attack. Value higher than 1 specifies fire rate multipler when using secondary attack&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|alt fire attributes&lt;br /&gt;
|Attributes to apply when alt fire button is pressed&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;fire rate bonus|2|damage bonus|2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|no revive&lt;br /&gt;
|No revive marker on death&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fire input on effect&lt;br /&gt;
|Fire input when an addcond effect is applied by this weapon. Provider is !activator. The receiver is !caller&lt;br /&gt;
|!activator^SetHealth^0&lt;br /&gt;
|-&lt;br /&gt;
|additional step sound&lt;br /&gt;
|Additional step sound&lt;br /&gt;
|MVM.BotStep&lt;br /&gt;
|-&lt;br /&gt;
|fov override&lt;br /&gt;
|Field of view override. Sniper rifles reset this&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|hud overlay&lt;br /&gt;
|Overlay material&lt;br /&gt;
|effects/jarate_overlay&lt;br /&gt;
|-&lt;br /&gt;
|fire input on taunt&lt;br /&gt;
|Fire input when taunting&lt;br /&gt;
|!activator^SetHealth^0&lt;br /&gt;
|-&lt;br /&gt;
|displace touched enemies&lt;br /&gt;
|Move enemies out of the way. Deal x damage per tick to stuck enemies&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|addcond immunity&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Immune to specific addconds, separated by |&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;1|3&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|attribute immunity&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Player immune to specific attributes, separated by |&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|damage bonus&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|hold fire until full reload&lt;br /&gt;
|Hold fire until full reload. Set to 2 to disable weapon switch if weapon is not fully loaded, even if not currently reloading&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile hit radius&lt;br /&gt;
|Projectile hit radius for damageable entities only&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|noclip projectiles&lt;br /&gt;
|Projectiles penetrate walls. Cannot hit anything unless &amp;quot;projectile hit radius&amp;quot; is set&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile health&lt;br /&gt;
|Projectiles have specified amount of health. Not every projectile is compatible, the owner cannot shoot his own non grenade projectiles. &amp;quot;custom projectile size&amp;quot; might be required to hit some projectiles with bullets&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|projectile take damage type&lt;br /&gt;
|Damage taken by projectile restrictions:&lt;br /&gt;
0 - no restrictions&lt;br /&gt;
&lt;br /&gt;
1 - only owner can damage&lt;br /&gt;
&lt;br /&gt;
2 - own team only&lt;br /&gt;
&lt;br /&gt;
3 - enemies only&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile take damage time&lt;br /&gt;
|Time in seconds before projectile can take damage&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|projectile explode on destroy&lt;br /&gt;
|Projectiles explode when destroyed. Can be one of those values:&lt;br /&gt;
0 - do not explode&lt;br /&gt;
1 - explode&lt;br /&gt;
2 - explode, the damage belongs to the attacker&lt;br /&gt;
3 - explode only if destroyed by the same team&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile explode time&lt;br /&gt;
|Projectiles detonate after delay in seconds&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|shoot view punch angle&lt;br /&gt;
|View punch angle when shooting&lt;br /&gt;
| -3 0 0&lt;br /&gt;
|-&lt;br /&gt;
|shoot view punch angle random&lt;br /&gt;
|View punch angle random variance when shooting&lt;br /&gt;
|3 0 0&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom additional item models, parameters in order: model path, player attachment name (leave empty for bonemerge, type &amp;quot;none&amp;quot; for no attachment), R G B color (leave empty for normal), offset, rotation, scale. Offset, rotation, scale only works if attachment name is not empty. Separate attachments with |&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;models/model.mdl,,33 55 99|models/model.mdl,effect_hand_R,,4 2 0,0 270 90,1.5&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment 2&lt;br /&gt;
|Additional item model attribute&lt;br /&gt;
|models/model.mdl,none,255 255 0,0 0 100,0 0 0,1.5&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment 3&lt;br /&gt;
|Additional item model attribute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment viewmodel&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom additional item models in view model, parameters in order: model path, offset, rotation, scale. Offset, rotation, scale detach the model from main view model. Separate attachments with |&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;models/model.mdl|models/model.mdl,4 2 0,0 270 90,1.5&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment viewmodel 2&lt;br /&gt;
|Additional item model attribute in view model&lt;br /&gt;
|models/model.mdl,0 0 100,0 0 0,1.5&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment viewmodel 3&lt;br /&gt;
|Additional item model attribute in view model&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|custom weapon deploy sound&lt;br /&gt;
|Custom deploy sound&lt;br /&gt;
|sound.wav&lt;br /&gt;
|-&lt;br /&gt;
|spread angle pattern&lt;br /&gt;
|Spread angle (pitch, yaw, roll) pattern, the pattern cycles with each projectile fired&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;10 0 0|0 0 0|-10 0 0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|spread offset pattern&lt;br /&gt;
|Spread offset (front, left, up) pattern, the pattern cycles with each projectile fired&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;0 10 0|0 0 0|0 -10 0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|proj attribute pattern&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Attribute pattern, cycles with each projectile fired. Attributes separated with |, cycles separated with &amp;amp;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;projectile speed increased|2|damage bonus|0.5&amp;amp;projectile speed decreased|0.5&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|shoot pattern reset time&lt;br /&gt;
|Reset the pattern this many seconds after last attack. By default, pattern is reset as soon as the player stops firing&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|shoot pattern no rollback&lt;br /&gt;
|Set to 1 to not rollback the pattern when reaching the last cycle&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|custom damage type override&lt;br /&gt;
|Change custom damage type to something else. Usually it only changes kill icon but sometimes it applies some effects. Available custom damage types: https://developer.valvesoftware.com/wiki/Team_Fortress_2/Scripting/Script_Functions/Constants#ETFDmgCustom&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|flare no crit burning&lt;br /&gt;
|Disable crit on burning players for flares&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|rage receive scale&lt;br /&gt;
|Scale for damage being received&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fire input on hit ally&lt;br /&gt;
|Fire input on hit allied players. May require allow friendly fire to work. The player is the activator. The format is &amp;lt;target&amp;gt;^&amp;lt;input&amp;gt;^&amp;lt;param&amp;gt;. If omitted, default param is damage received. !projectile is the projectile entity&lt;br /&gt;
|!self^SetHealth^0&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>ABadHaiku</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7585</id>
		<title>List of custom attributes</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7585"/>
		<updated>2026-07-23T00:44:23Z</updated>

		<summary type="html">&lt;p&gt;ABadHaiku: Separate fully-custom attributes from formerly-inaccessible vanilla ones, add &amp;quot;applicable to&amp;quot; information for vanilla attributes and clarify type hierarchy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Type Hierarchy ==&lt;br /&gt;
All weapons and entities inherit from other things in the code, and as such can use any attributes from anything they inherit from.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BaseEntity&#039;&#039;&#039; (All weapons and cosmetics)&lt;br /&gt;
** &#039;&#039;&#039;Wearable&#039;&#039;&#039;&lt;br /&gt;
*** Cosmetics&lt;br /&gt;
*** Demo Shields&lt;br /&gt;
*** Wearable Weapons (Boots, Booties, Sniperbacks)&lt;br /&gt;
** &#039;&#039;&#039;WeaponBase&#039;&#039;&#039; (All weapons)&lt;br /&gt;
*** &#039;&#039;&#039;BaseMelee&#039;&#039;&#039; (All melee weapons)&lt;br /&gt;
**** Swords&lt;br /&gt;
**** Banners&lt;br /&gt;
***** BASE Jumper (Parachute comes from attribute not weapon)&lt;br /&gt;
**** Thermal Thruster&lt;br /&gt;
*** &#039;&#039;&#039;Flamethrower&#039;&#039;&#039;&lt;br /&gt;
**** Dragon&#039;s Fury&lt;br /&gt;
*** Lunchbox items&lt;br /&gt;
*** Invis watches&lt;br /&gt;
*** Builders&lt;br /&gt;
**** &#039;&#039;&#039;Sapper&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;BaseGun&#039;&#039;&#039; (Anything that has projectiles/bullets)&lt;br /&gt;
**** &#039;&#039;&#039;Minigun&#039;&#039;&#039;&lt;br /&gt;
**** &#039;&#039;&#039;Revolver&#039;&#039;&#039;&lt;br /&gt;
**** &#039;&#039;&#039;SyringeGun&#039;&#039;&#039;&lt;br /&gt;
**** &#039;&#039;&#039;Medigun&#039;&#039;&#039;&lt;br /&gt;
**** Shotgun&lt;br /&gt;
***** Scattergun&lt;br /&gt;
***** Frontier Justice&lt;br /&gt;
**** Stock Pistol&lt;br /&gt;
***** Scout-specific pistols&lt;br /&gt;
**** Rocket Launchers&lt;br /&gt;
***** &#039;&#039;&#039;Crossbow&#039;&#039;&#039; (Crusader&#039;s Crossbow)&lt;br /&gt;
***** Righteous Bison + Pomson&lt;br /&gt;
**** Flare Guns&lt;br /&gt;
**** &#039;&#039;&#039;Sniper Rifles&#039;&#039;&#039;&lt;br /&gt;
**** Grenade Launchers&lt;br /&gt;
**** Stickybomb Launchers&lt;br /&gt;
***** &#039;&#039;&#039;CompoundBow&#039;&#039;&#039; (Huntsman/Fortified Compound)&lt;br /&gt;
**** Jars + Throwables&lt;br /&gt;
***** Halloween Spells&lt;br /&gt;
**** The Wrangler&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Entity&#039;&#039;&#039; (In the &amp;quot;Hammer&amp;quot; sense. Anything in the world with &amp;quot;state&amp;quot;.)&lt;br /&gt;
** &#039;&#039;&#039;Player&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;MvMBot&#039;&#039;&#039;&lt;br /&gt;
** All other NPCs, buildings, etc&lt;br /&gt;
&lt;br /&gt;
* BaseProjectile&lt;br /&gt;
** BaseRocket&lt;br /&gt;
** Flare&lt;br /&gt;
** Grenades + Cannonballs&lt;br /&gt;
** Bison + Pomson&lt;br /&gt;
** Arrows&lt;br /&gt;
** Stickies&lt;br /&gt;
&lt;br /&gt;
== Unused Vanilla Attributes ==&lt;br /&gt;
These attributes exist in the base game&#039;s code, but since there&#039;s no &amp;quot;named attribute&amp;quot; for them in the item schema, there was no way to trigger them without a mod.&lt;br /&gt;
&lt;br /&gt;
Since these are part of the base game, they&#039;re only checked for on certain weapon/entity types.&lt;br /&gt;
&lt;br /&gt;
===== Types: =====&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;0/1&amp;lt;/code&amp;gt;: A true or false value: either &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;Int&amp;lt;/code&amp;gt;: A number without a decimal point. (e.g. &amp;lt;code&amp;gt;42&amp;lt;/code&amp;gt;)&lt;br /&gt;
* &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt;: A number that may have a decimal point. (e.g. &amp;lt;code&amp;gt;6.7&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Attribute Name&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
!Applicable To&lt;br /&gt;
|-&lt;br /&gt;
| parachute disabled&lt;br /&gt;
|If set to 1, the user cannot deploy parachutes&lt;br /&gt;
| 0/1&lt;br /&gt;
|Entity&lt;br /&gt;
|-&lt;br /&gt;
|fires milk bolt&lt;br /&gt;
|Secondary attack: crossbow fires milk bolt. Regenerates every x seconds&lt;br /&gt;
|0/1&lt;br /&gt;
|Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|melee cleave attack&lt;br /&gt;
|Melee weapon attacks all enemies in range&lt;br /&gt;
|0/1&lt;br /&gt;
|BaseMelee&lt;br /&gt;
|-&lt;br /&gt;
|extra damage on hit&lt;br /&gt;
|Adds this number of heads on hitting an enemy.  &lt;br /&gt;
On the Revolver specifically, increases damage dealt by 1% per head collected.&lt;br /&gt;
|Int&lt;br /&gt;
|WeaponBase/Revolver&lt;br /&gt;
|-&lt;br /&gt;
| extra damage on hit penalty&lt;br /&gt;
|Reduces your head count by this amount every time a shot is fired.&lt;br /&gt;
|Int&lt;br /&gt;
|Revolver&lt;br /&gt;
|-&lt;br /&gt;
|mod teleporter speed boost&lt;br /&gt;
|Grants the players speed buff for 4 seconds after leaving teleporter&lt;br /&gt;
|0/1&lt;br /&gt;
|Entity&lt;br /&gt;
|-&lt;br /&gt;
| can breathe under water&lt;br /&gt;
|If set to 1, the player can breathe underwater&lt;br /&gt;
|0/1&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1, the player cannot swim &lt;br /&gt;
|0/1&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1, the player is not slowed down by 20% in water.&lt;br /&gt;
|0/1&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|scoreboard minigame&lt;br /&gt;
|Players with this attribute are granted more points for kills, but lose points after death.&lt;br /&gt;
Specifically, adds &amp;lt;code&amp;gt;kills + captures + defenses + buildingsdestroyed - (3 * deaths)&amp;lt;/code&amp;gt; to the player&#039;s score, on top of the default scoring algorithm.&lt;br /&gt;
|0/1&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|wet immunity&lt;br /&gt;
|Makes the player immune to wet statuses, like Jarate and Mad Milk&lt;br /&gt;
|0/1&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|ability master sniper&lt;br /&gt;
|Unused Sniper upgrade with two levels.  Multipliers are applied multiplicatively on top of other buffs.&lt;br /&gt;
On Sniper Rifles: Applies 0.6x/0.3x multiplier to zoom/unzoom delay, and multiplies charge rate by 1.5x/3x.&lt;br /&gt;
On Bows: Applies 0.6x/0.3x multiplier to reload time.  Notably, does not stack with the Haste powerup.&lt;br /&gt;
|Int (0-2)&lt;br /&gt;
|SniperRifle/CompoundBow&lt;br /&gt;
|-&lt;br /&gt;
|last shot crits&lt;br /&gt;
|Become crit-boosted when only one shot is left in your clip.&lt;br /&gt;
|0/1&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|keep disguise on attack&lt;br /&gt;
|If 1, spies will keep their disguise when attacking with this weapon.&lt;br /&gt;
|0/1&lt;br /&gt;
|BaseGun&lt;br /&gt;
|-&lt;br /&gt;
|add give health to teammate on hit&lt;br /&gt;
| On hit ally: heal your teammate for x health, draining your own health.&lt;br /&gt;
|Int &lt;br /&gt;
|BaseMelee&lt;br /&gt;
|-&lt;br /&gt;
|mod minigun can holster while spinning&lt;br /&gt;
|Can switch to other weapons while aiming with the minigun.&lt;br /&gt;
|0/1&lt;br /&gt;
|Minigun&lt;br /&gt;
|-&lt;br /&gt;
|sapper deploy time&lt;br /&gt;
|Unimplemented.  Makes the sapper take this amount of time to place on a building/robot.&lt;br /&gt;
|Float&lt;br /&gt;
|Sapper&lt;br /&gt;
|-&lt;br /&gt;
|kill combo fire rate boost&lt;br /&gt;
|On kill: gives x% fire rate bonus, stacks up to 3 times. Killing a different class clears the combo.&lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Multiplier for health, ammo, and metal dispenser rate. Queried on the builder.&lt;br /&gt;
| Float&lt;br /&gt;
|Entity&lt;br /&gt;
|-&lt;br /&gt;
| mvm sentry ammo&lt;br /&gt;
|Sentry max ammo multiplier. Queried on the builder.&lt;br /&gt;
|Float&lt;br /&gt;
|Entity&lt;br /&gt;
|-&lt;br /&gt;
| build small sentries&lt;br /&gt;
|Sentry is 20% smaller with 33% less health, and requires 25% less metal to upgrade. Queried on the builder. &lt;br /&gt;
|0/1&lt;br /&gt;
|Entity&lt;br /&gt;
|-&lt;br /&gt;
|mult teleporter recharge rate&lt;br /&gt;
|Teleporter recharge duration multiplier. Queried on the builder. &lt;br /&gt;
|Float&lt;br /&gt;
|Entity&lt;br /&gt;
|-&lt;br /&gt;
| disguise as dispenser on crouch&lt;br /&gt;
|As spy, disguise as a dispenser when crouching.&lt;br /&gt;
|0/1&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|ubercharge ammo&lt;br /&gt;
| Uses this much ubercharge % per shot instead of normal ammunition. &lt;br /&gt;
|Float&lt;br /&gt;
|SyringeGun&lt;br /&gt;
|-&lt;br /&gt;
|ubercharge transfer&lt;br /&gt;
|If &amp;lt;code&amp;gt;ubercharge_ammo&amp;lt;/code&amp;gt; is set, hitting any other medic with the weapon will transfer this much ubercharge % to them.&lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|teleport instead of die&lt;br /&gt;
| On receiving fatal damage: x% chance of being immediately revived at spawn with 1 health.&lt;br /&gt;
|Float&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multiplier&lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On taking damage: x% chance of being ubercharged for 3 seconds&lt;br /&gt;
| Float&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multiplier &lt;br /&gt;
| Float&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
| mult crit when health is below percent&lt;br /&gt;
|Gain crit boost when below this proportion of health. (e.g. 0.6 = 60%)&lt;br /&gt;
|Float&lt;br /&gt;
|BaseEntity&lt;br /&gt;
|-&lt;br /&gt;
|penetration damage penalty&lt;br /&gt;
|Multiplier applied to a bullet&#039;s damage after each successive player it penetrates.  Can also be used as a damage bonus applied exponentially per player penetrated. &lt;br /&gt;
| Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
| firing forward pull&lt;br /&gt;
|On all weapons, pulls the user forward with x velocity while firing the weapon.  Limited by ground move speed cap.&lt;br /&gt;
Additionally on the flamethrower: applies &amp;quot;speed boost&amp;quot; condition while firing.&lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase/Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|mod soldier buff range&lt;br /&gt;
| Multiplier for Soldier&#039;s banner buff range. Base is 450 HU. &lt;br /&gt;
|Float&lt;br /&gt;
|Player&lt;br /&gt;
|-&lt;br /&gt;
|mult rocketjump deploy time&lt;br /&gt;
|Deploy speed bonus when rocket jumping&lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|mul nonrocketjump attackrate&lt;br /&gt;
|Fire rate multiplier when not rocket jumping.&lt;br /&gt;
|Float&lt;br /&gt;
|BaseGun&lt;br /&gt;
|-&lt;br /&gt;
|aoe heal chance&lt;br /&gt;
|On hit: refire time * (x/60) % chance for aoe heal for 1s (24 hp healed total). use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s&lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
| crits on damage&lt;br /&gt;
| On hit: refire time * (x/60) % chance for crit boost for 3s.  use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s&lt;br /&gt;
|Float &lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|stun on damage&lt;br /&gt;
|On hit: refire time * (x/60) % chance for stun for 3s. use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s&lt;br /&gt;
| Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
|aoe blast on damage&lt;br /&gt;
| On hit: refire time * (x/60) % chance for 100 hu blast that stuns players for 2 seconds and applies bleed. use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s &lt;br /&gt;
|Float&lt;br /&gt;
|WeaponBase&lt;br /&gt;
|-&lt;br /&gt;
| mult dmg with reduced health&lt;br /&gt;
| Multiplier applied to damage proportion that is multiplied by &amp;quot;player maximum health&amp;quot; / &amp;quot;player current health&amp;quot;.&lt;br /&gt;
|Float&lt;br /&gt;
|BaseMelee&lt;br /&gt;
|-&lt;br /&gt;
|mult airblast refire time&lt;br /&gt;
|Multiplier applied to the cooldown after airblasting before you can either fire or alt-fire again.&lt;br /&gt;
|Float&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|mult airblast primary refire time&lt;br /&gt;
|Multiplier of how fast primary fire specifically can be used after airblasting.&lt;br /&gt;
Primary attack delay = this * refire_time * base &lt;br /&gt;
| Float&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|mod flamethrower spinup time&lt;br /&gt;
|Spin up time for flamethrowers in seconds&lt;br /&gt;
|Float&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
| mult airblast cone scale&lt;br /&gt;
|Scales the cone used to push players by this amount.&lt;br /&gt;
|Float&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|airblast functionality flags&lt;br /&gt;
|Combination of flamethrower flags, used to limit airblast functionality. You have to add those numbers to enable specific functions (by default all are enabled):&lt;br /&gt;
1 - If airblast should push players&lt;br /&gt;
&lt;br /&gt;
2 - If airblast can put out afterburn&lt;br /&gt;
&lt;br /&gt;
4 - If airblast can reflect projectiles&lt;br /&gt;
&lt;br /&gt;
8 - If airblast can stun players&lt;br /&gt;
&lt;br /&gt;
16 - If airblast disrupts player aim&lt;br /&gt;
|Int&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|reverse airblast&lt;br /&gt;
|If the airblast can push players (see &amp;quot;airblast functionality flags&amp;quot;), airblast pushes players towards the pyro. &lt;br /&gt;
|0/1&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|airblast dashes&lt;br /&gt;
|Airblast pushes the pyro instead of enemies. Affected by airblast push force.  &lt;br /&gt;
Flamethrowers with this attribute cannot reflect projectiles.&lt;br /&gt;
|0/1&lt;br /&gt;
|Flamethrower&lt;br /&gt;
|-&lt;br /&gt;
|mult sniper charge per sec with enemy under crosshair&lt;br /&gt;
|Sniper rifle charge rate when looking at the enemy. Still subject to the 200% charge rate limit&lt;br /&gt;
|Float&lt;br /&gt;
|SniperRifle&lt;br /&gt;
|-&lt;br /&gt;
|sniper beep with enemy under crosshair&lt;br /&gt;
|Plays &amp;lt;code&amp;gt;doomsday.warhead&amp;lt;/code&amp;gt; sound when an enemy appears under your crosshair. &lt;br /&gt;
|0/1&lt;br /&gt;
|SniperRifle&lt;br /&gt;
|-&lt;br /&gt;
|medic machinery beam&lt;br /&gt;
|If set to 1, enables healing buildings as medic. increases building healing rate by 10% for each point&lt;br /&gt;
|Int&lt;br /&gt;
|Medigun&lt;br /&gt;
|-&lt;br /&gt;
|force distribute currency on death&lt;br /&gt;
|Bots with this attribute distribute their currency on death, like with sniper kills (red money)&lt;br /&gt;
|0/1&lt;br /&gt;
|MvMBot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Attributes ==&lt;br /&gt;
These attributes are fully custom, implemented with modded logic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Attribute Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example Value&lt;br /&gt;
|-&lt;br /&gt;
|set turn to ice&lt;br /&gt;
|Turns the victim ragdoll to ice&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow mastery&lt;br /&gt;
|Lets the Huntsman shoot 2 additional arrows per level, 25 base damage each. Can headshot.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ability doubletap teleport&lt;br /&gt;
|If set to 1, the player can move teleporters with double tapped movement keys. Does not work&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mod ignore resists absorbs&lt;br /&gt;
| A worse version of damage piercing since it only ignores the Battalion&#039;s Backup&#039;s 35% damage reduction. Does not work?&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mod projectile heat seek power&lt;br /&gt;
| The weapon&#039;s homing seek power, in degrees per second.&lt;br /&gt;
This attribute is &#039;&#039;&#039;required&#039;&#039;&#039; for the other &amp;quot;mod projectile heat&amp;quot; attributes to work!&lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|The weapon&#039;s max error in aim in degrees. If no target is within this degree, the projectile will not home. &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mod projectile heat aim time&lt;br /&gt;
|Time in seconds that the projectile is homing for&lt;br /&gt;
|1.75&lt;br /&gt;
|-&lt;br /&gt;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectiles.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles will follow the crosshair instead of enemies.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mod projectile heat aim start time&lt;br /&gt;
|Time in seconds before the projectile starts homing.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|disable buildings on hit&lt;br /&gt;
|On building hit: Disable for x seconds&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| regenerate stickbomb&lt;br /&gt;
|Regenerates Ullapool Caber after a hit.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee &amp;quot;smack time&amp;quot; multiplier; time between pressing the fire button and the attack being dealt (0.2s default)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|models/model.mdl&lt;br /&gt;
|-&lt;br /&gt;
|custom weapon fire sound&lt;br /&gt;
| Custom weapon fire sound. Does not work for the weapon owner&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|explosive bullets&lt;br /&gt;
| Bullets explode in x radius on hit (147 is rocket launcher radius)&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|mult projectile scale&lt;br /&gt;
| Projectile model scale multipier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
| mult projectile count&lt;br /&gt;
|Fire x projectiles at once. Add &amp;quot;ignores other projectiles&amp;quot; 1 to Rocket Launchers so that rockets don&#039;t collide with each other.&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name. Prefix the particle name with ~ to remove the original particle.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|explosion particle&lt;br /&gt;
|Explosion particle name&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|radius sleeper&lt;br /&gt;
|Restores the Sydney Sleeper&#039;s old &amp;quot;Jarate explosion&amp;quot; on headshot and fully-charged bodyshot.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bots with this attribute cannot be affected by the Sapper&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|item color rgb&lt;br /&gt;
|Item tint color&lt;br /&gt;
|223424&lt;br /&gt;
|-&lt;br /&gt;
| is invisible&lt;br /&gt;
|Turns item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|If set to 1, cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Projectile acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration time&lt;br /&gt;
|TIme in seconds that the projectile should accelerate for&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration start time&lt;br /&gt;
|Time before projectile starts accelerating&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is counted as a miniboss. Sappers will not fully stun, backstabs deal set damage, will not receive bomb buffs.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player&#039;s model scale. 1.75 is used for giant bots.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|If set to 1, the player cannot use upgrade stations&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|min respawn time&lt;br /&gt;
|Minimal respawn time in seconds &lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|always crit&lt;br /&gt;
|Weapon always crits. Less reliable with higher ping. &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|Level 3 Sentry rocket fire rate&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|building max level&lt;br /&gt;
|Building max level limit &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|sentry rapid fire&lt;br /&gt;
|Allows for faster sentry fire rate, up to 66 shots per second. Effectively fixes sentry fire rate upgrades by not simulating it every 3 ticks, but every tick.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|dont count damage towards crit rate&lt;br /&gt;
| Dealing damage with weapon does not increase crit rate&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reduced damage rampup&lt;br /&gt;
|Sets the weapon&#039;s maximum damage rampup to 20% (similar to Stickybomb Launchers)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Sets the weapon&#039;s maximum damage rampup to 50% (similar to Shotguns)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Forces the weapon to have damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|can headshot&lt;br /&gt;
|Weapon can headshot. Hitscan only; inconsistent on multi-pellet weapons such as Shotguns. &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|building color rgb&lt;br /&gt;
|Building tint color&lt;br /&gt;
|23424&lt;br /&gt;
|-&lt;br /&gt;
|building scale&lt;br /&gt;
|Building scale. Values above 1.17 make it difficult for players to build on uneven ground&lt;br /&gt;
|1.54 &lt;br /&gt;
|-&lt;br /&gt;
|mult stun resistance&lt;br /&gt;
|Stun and slow multiplier. 0 to be fully stun/slow immune &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|allow friendly fire&lt;br /&gt;
| If set to 1, the player can deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| If set to 1, the player can receive friendly fire from teammates&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. &#039;&#039;&#039;Requires&#039;&#039;&#039; &amp;quot;allow friendly fire&amp;quot; to be set to 1.&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|cannot headshot&lt;br /&gt;
|Weapon cannot headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult crit dmg&lt;br /&gt;
|Crit damage multiplier&lt;br /&gt;
|1.54&lt;br /&gt;
|-&lt;br /&gt;
| cannot be headshot&lt;br /&gt;
|If set to 1, the player cannot be headshot. Only blocks hitscan headshots&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|attachment name&lt;br /&gt;
| Use this model attachment instead of bonemerging. If the name is empty, it will follow player origin instead.&lt;br /&gt;
Common attachments for robot models: head, eye_1, flag. Some bot models also have eye_2, partyhat. Demo &amp;amp;amp; Soldier additionally contain foot_L and foot_R&lt;br /&gt;
&lt;br /&gt;
Common attachments for player models: head, eyes, flag, partyhat, bread_face, bread_head, effect_hand_L, effect_hand_R, bread_hand_r, bread_hand_l, bread_butt, bread_heel_l, foot_L, foot_R&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This attribute is &#039;&#039;&#039;required&#039;&#039;&#039; to make other &amp;quot;attachment&amp;quot; attributes work!&lt;br /&gt;
|head&lt;br /&gt;
|-&lt;br /&gt;
|attachment offset&lt;br /&gt;
| Item offset from the attachment origin &lt;br /&gt;
|4 2 44&lt;br /&gt;
|-&lt;br /&gt;
|attachment angles&lt;br /&gt;
|Rotation for attached items&lt;br /&gt;
|25 25 0&lt;br /&gt;
|-&lt;br /&gt;
| attachment scale&lt;br /&gt;
|Model scale for attached items&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|projectile gravity&lt;br /&gt;
|Projectile gravity in hu/s^2&lt;br /&gt;
|600 &lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact with the world, similar to rockets&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds; deletes projectiles, does not cause explosions for explosive projectiles. &lt;br /&gt;
| 52&lt;br /&gt;
|-&lt;br /&gt;
|not solid to players&lt;br /&gt;
| The player is not solid to other players&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|is suicide counter&lt;br /&gt;
|If set, the player takes this amount of damage per second, ignores uber, does not apply damage force&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|always allow taunt&lt;br /&gt;
|Always allow the player to continue taunting, even midair. The player cannot start a taunt in midair, but their taunts will not be interrupted by being launched or falling off a bot. &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult reflect velocity&lt;br /&gt;
| Reflected projectile speed multiplier&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom kill icon&lt;br /&gt;
|Use custom kill icon. Icons are defined in scripts/mod_textures.txt in tf_misc_dir.vpk&lt;br /&gt;
|armageddon&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|If set to 1, the weapon cannot be upgraded, but the player can still use the upgrade station&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected (such as by miniguns) or reflected (such as by flamethrowers). Short Circuit orb will still delete the projectile.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when affected by the balloon head condition (TF_COND_BALLOON_HEAD). 0 is for regular gravity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
| mult dmg vs giants&lt;br /&gt;
|Damage multiplier vs giants&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
| mult dmg vs tanks&lt;br /&gt;
| Damage multiplier vs tanks&lt;br /&gt;
|2.5&lt;br /&gt;
|-&lt;br /&gt;
| mult dmg vs npc&lt;br /&gt;
|Damage multiplier vs npc - including Halloween bosses and tanks, excluding player bots &lt;br /&gt;
| 2.5&lt;br /&gt;
|-&lt;br /&gt;
| custom hit sound&lt;br /&gt;
|Custom sound played when an enemy is hit with the weapon&lt;br /&gt;
|fdfdf&lt;br /&gt;
|-&lt;br /&gt;
| custom impact sound&lt;br /&gt;
|Custom sound played when a rocket / projectile / bullet hits something&lt;br /&gt;
|fdfdf&lt;br /&gt;
|-&lt;br /&gt;
|custom weapon reload sound&lt;br /&gt;
|Custom weapon reload sound&lt;br /&gt;
|fdfdf &lt;br /&gt;
|-&lt;br /&gt;
|no explosion particles&lt;br /&gt;
| No explosion particles and sounds&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| override projectile type extra&lt;br /&gt;
|Special version of override projectile type that adds more projectile types:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin: 0 auto; width: 100%; padding: 0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; |Possible values&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &amp;quot;mechanicalarmorb&amp;quot; - Short circuit orb&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;stunball&amp;quot; - Sandman ball&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;ornament&amp;quot; - Wrap Assassin projectile&lt;br /&gt;
*&amp;quot;jarate&amp;quot;&lt;br /&gt;
*&amp;quot;madmilk&amp;quot;&lt;br /&gt;
*&amp;quot;cleaver&amp;quot;&lt;br /&gt;
*&amp;quot;gas&amp;quot;&lt;br /&gt;
*&amp;quot;brick&amp;quot; - Uses bread model. Deals 40 damage on hit.&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; - Fireball spell. &#039;&#039;Only this spells will trigger ShootTemplate blocks; others will not!&#039;&#039;&lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; - Explosive KGB Glove from the Carnival of Carnage kart minigames.&lt;br /&gt;
*&amp;quot;spellbats&amp;quot; &lt;br /&gt;
*&amp;quot;spellmirv&amp;quot; - Pumpkin bombs, only works if the owner has spellbook equipped&lt;br /&gt;
*&amp;quot;spelltransposeteleport&amp;quot;&lt;br /&gt;
*&amp;quot;spellmeteorshower&amp;quot;&lt;br /&gt;
*&amp;quot;spellspawnboss&amp;quot; - Summons spectral MONOCULUS.&lt;br /&gt;
*&amp;quot;spellspawnhorde&amp;quot; - Summon skeletons, only works if the owner has spellbook equipped&lt;br /&gt;
|}&lt;br /&gt;
|mechanicalarmorb&lt;br /&gt;
|-&lt;br /&gt;
|dmg current health &lt;br /&gt;
|Deal additional damage; x * target&#039;s current health.&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage; x * target&#039;s max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage; x * target&#039;s missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|If set to 1, the player cannot be teleported&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| mult medigun range&lt;br /&gt;
|Medigun range multiplier&lt;br /&gt;
|1.5&lt;br /&gt;
|-&lt;br /&gt;
|projectile penetration limit&lt;br /&gt;
|Penetration limit for projectiles&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
| max aoe targets&lt;br /&gt;
|Max targets affected by explosives and flamethrowers&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condition override on drinks, jars, medigun ubercharges, and many other effect-causing weapons&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
|add cond on hit &lt;br /&gt;
|Adds condition to the target on hit. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536.&lt;br /&gt;
|56&lt;br /&gt;
|-&lt;br /&gt;
|add cond on hit duration&lt;br /&gt;
|Add condtion on hit duration&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| remove cond on hit&lt;br /&gt;
|Remove condtion from target on hit. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536.&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Adds condition to self when hitting a target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Duration of the condition added to self when hitting a target. Requires &amp;quot;self add cond on hit&amp;quot;.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Adds condition to self when killing a target&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Duration of the condition added to self when killing a target. Requires &amp;quot;add cond on kill&amp;quot;.&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|add cond when active&lt;br /&gt;
|Add condition when weapon is active. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack. See [https://developer.valvesoftware.com/wiki/Half-Life_2/Damage_types here] for a list of damage types.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|remove damage type&lt;br /&gt;
|Remove damage type from the attack&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|special damage type&lt;br /&gt;
| Sets a special damage type to a range from 1-3, to interact with the attributes listed below. Has no effect otherwise. &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dmg taken mult from special damage type 1&lt;br /&gt;
|&lt;br /&gt;
Damage taken multiplier from weapons with special damage type 1&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|dmg taken mult from special damage type 2&lt;br /&gt;
|Damage taken multiplier from weapons with special damage type 2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|dmg taken mult from special damage type 3 &lt;br /&gt;
|Damage taken multiplier from weapons with special damage type 3 &lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|mult effect duration&lt;br /&gt;
|Effect duration multiplier on drinks and jars (Crit-a-Cola, Jarate, etc.)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Shows text as an attribute if the weapon is inspected or shown as a custom weapon.&lt;br /&gt;
&lt;br /&gt;
|item description&lt;br /&gt;
|-&lt;br /&gt;
|mult flag carrier move speed&lt;br /&gt;
|Flag carrier move speed multiplier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|If set to 1 and the weapon heals on kill, it can provide overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire an input on hit targets. The player with the attribute is considered the !activator, the target hit is considered the !self. The format is &amp;amp;lt;target&amp;amp;gt;^&amp;amp;lt;input&amp;amp;gt;^&amp;amp;lt;param&amp;amp;gt;. If omitted, default param is damage received&lt;br /&gt;
|!self^SetHealth^0&lt;br /&gt;
|-&lt;br /&gt;
|fire input on hit name restrict&lt;br /&gt;
|Restrict input on hit to the specified targetname or classname. Wildcards are allowed. &lt;br /&gt;
|player&lt;br /&gt;
|-&lt;br /&gt;
|grenade bounce speed&lt;br /&gt;
|Grenades bounce off walls, retaining x% of speed after each bounce. Also works on arrows.&lt;br /&gt;
| 0.8&lt;br /&gt;
|-&lt;br /&gt;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|grenade bounce damage&lt;br /&gt;
|Grenades explode on direct hits even if the grenade already touched a wall, dealing x% additional damage. Values below 1 will make the grenade deal less damage.&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|If set to 1 on the Huntsman, when the arrow bounces, allow it to hit the same target again. Requires &amp;quot;grenade bounce speed&amp;quot; or &amp;quot;arrow target bounce speed&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Proj+ectiles bounce off hit targets, retaining x% of speed after each bounce.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile gravity native&lt;br /&gt;
|&lt;br /&gt;
Gravity for arrows and flares. 0 is default gravity. For grenades and stickybombs, any value will disable gravity&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|grenade no drag&lt;br /&gt;
|No drag for grenades and stickybombs, slightly changes projectile arc.&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs can stick to enemies on hit. If already stuck to the world, they will not get stuck on players.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb no stick&lt;br /&gt;
|Stickybombs do not stick to ground&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|collect currency on kill&lt;br /&gt;
|Bots killed by the weapon distribute their currency, like with sniper kills (red money)&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stomp player damage&lt;br /&gt;
|Damage applied to enemies when touching them&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|stomp player time&lt;br /&gt;
|Time between each instance of stomp damage and push. By default, it happens every tick&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|stomp player force&lt;br /&gt;
|Force applied to enemies when touching them. 260 is the minimum amount to knock players up.&lt;br /&gt;
|270&lt;br /&gt;
|-&lt;br /&gt;
|stomp building damage&lt;br /&gt;
|Damage dealt to enemy buildings on touch&lt;br /&gt;
|125&lt;br /&gt;
|-&lt;br /&gt;
|reflect keep team&lt;br /&gt;
|Projectiles reflected by this weapon keep their original team&lt;br /&gt;
&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| custom wind up sound&lt;br /&gt;
|Custom minigun wind up sound. Does not override default sound &lt;br /&gt;
|sound.wav&lt;br /&gt;
|-&lt;br /&gt;
| custom wind down sound&lt;br /&gt;
|Custom minigun wind down sound. Does not override default sound&lt;br /&gt;
|sound.wav&lt;br /&gt;
|-&lt;br /&gt;
|custom minigun spin sound&lt;br /&gt;
|Custom minigun spin sound. The sound will not loop unless its made to loop&lt;br /&gt;
|sound.wav&lt;br /&gt;
|-&lt;br /&gt;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the reflector&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|If set to 1, the weapon will stay after touching a resupply cabinet or upgrading, if the weapon in the inventory in the slot is different&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow hit kill time&lt;br /&gt;
|If set to any value other than 0, sets custom arrow kill time after hitting something&lt;br /&gt;
|0.3&lt;br /&gt;
|-&lt;br /&gt;
|custom projectile size&lt;br /&gt;
|Custom projectile hitbox size&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|mod sentry cost&lt;br /&gt;
|Sentry cost multiplier&lt;br /&gt;
|1.25&lt;br /&gt;
|-&lt;br /&gt;
| mod dispenser cost&lt;br /&gt;
| Dispenser cost multiplier&lt;br /&gt;
|1.25 &lt;br /&gt;
|-&lt;br /&gt;
|penetrate teammates&lt;br /&gt;
|Bullets and projectiles penetrate teammates, like sniper rifles. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu); allows the player to not need to jump for greater heights &lt;br /&gt;
|10 &lt;br /&gt;
|-&lt;br /&gt;
|ignore player clip&lt;br /&gt;
|Ignore player clip brushes&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|allow bunny hop&lt;br /&gt;
|Allow bunny hopping. 1 - auto bhop. 2 - manual bhop&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fire input on kill &lt;br /&gt;
| Fire input on killed targets. The player with the attribute is considered the !activator, the target killed is considered the !self. The format is &amp;lt;target&amp;gt;^&amp;lt;input&amp;gt;^&amp;lt;param&amp;gt;. If omitted, default param is damage received. !projectile is the projectile entity&lt;br /&gt;
|!self^SetHealth^0&lt;br /&gt;
|-&lt;br /&gt;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on kill to specified targetname. Wildcards are allowed&lt;br /&gt;
&lt;br /&gt;
|player&lt;br /&gt;
|-&lt;br /&gt;
|fire full clip at once &lt;br /&gt;
|Fire the weapon&#039;s entire clip at once&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reload full clip at once&lt;br /&gt;
|Reload full clip at once, like pistols&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip, one shot at a time. Not to be confused with &amp;quot;fire full clip at once&amp;quot;.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile sound&lt;br /&gt;
| Sound played when the projectile is fired&lt;br /&gt;
|sound.wav&lt;br /&gt;
|-&lt;br /&gt;
|burst fire count&lt;br /&gt;
|Fire this many rounds in a burst. If negative, forces to fire this many rounds even if attack button is only pressed once&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts. Regular fire rate is used for the time between shots in a burst.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|continous accuracy mult&lt;br /&gt;
|Accuracy multiplier, continous attacking increases/decreases accuracy up to specified value over the duration of &amp;quot;continous accuracy time&amp;quot; attribute. Overwrites &amp;quot;spread penalty&amp;quot; attribute &lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|continous accuracy time&lt;br /&gt;
|How long in seconds should the weapon be fired continously to reach full &amp;quot;continous accuracy mult&amp;quot; value&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|duck accuracy mult&lt;br /&gt;
|Accuracy multiplier when ducking. Overwrites &amp;quot;spread penalty&amp;quot; attribute&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|move accuracy mult&lt;br /&gt;
|Accuracy multiplier when moving. Overwrites &amp;quot;spread penalty&amp;quot; attribute &lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|special item description 2&lt;br /&gt;
|Additional item description line &lt;br /&gt;
|description&lt;br /&gt;
|-&lt;br /&gt;
|special item description 3&lt;br /&gt;
|Additional item description line&lt;br /&gt;
|description&lt;br /&gt;
|-&lt;br /&gt;
|special item description 4&lt;br /&gt;
|Additional item description line &lt;br /&gt;
|description&lt;br /&gt;
|-&lt;br /&gt;
|allowed build types &lt;br /&gt;
| Allowed building types, add values together to allow multiple buildings:&lt;br /&gt;
1 - dispenser&lt;br /&gt;
&lt;br /&gt;
2 - teleporter&lt;br /&gt;
&lt;br /&gt;
4 - sentry gun&lt;br /&gt;
&lt;br /&gt;
8 - sapper&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|max bullet range&lt;br /&gt;
|Max bullet range in hu&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|effect add attributes&lt;br /&gt;
|Make weapons that apply addcond effects, such as banners, jars, etc., also apply attributes to the affected player&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|2|fire rate bonus|0.1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|medigun passive attributes&lt;br /&gt;
|Attributes added passively to the patient being healed&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|2|fire rate bonus|0.1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|medigun passive attributes owner&lt;br /&gt;
|Attributes added passively to the healing medic&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|2|fire rate bonus|0.1&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs airborne&lt;br /&gt;
|Damage multiplier vs airborne players&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|revive rate&lt;br /&gt;
|Medigun revive speed multiplier&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|taunt attack after end&lt;br /&gt;
|Taunt attack happens even after taunt ends or is interrupted &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|taunt attack time mult &lt;br /&gt;
|Taunt attack time multiplier, making it happen earlier/later&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns x * damage dealt as health&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|no resupply&lt;br /&gt;
|Cannot resupply from cabinets&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no damage view flinch&lt;br /&gt;
|No view flinch from taking damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|If set to 1, the Wrangler&#039;s sentry shield is disabled&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|parachute redeploy&lt;br /&gt;
|Allow infinite mid-air parachute redeploying&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult duck speed&lt;br /&gt;
|Ducking speed multiplier. 3 is for walking speed. Cannot be faster than walking speed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|particle color rgb&lt;br /&gt;
|RGB color for projectile particles that support it (Bison, Pomson)&lt;br /&gt;
|765776&lt;br /&gt;
|-&lt;br /&gt;
|particle color rainbow&lt;br /&gt;
|Cycles colors for the projectile particle. Higher values cycle faster&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|ignored by enemy sentries&lt;br /&gt;
|If set to 1, enemy sentries ignore the player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|If set to 1 on a melee weapon, its attacks will reflect projectiles&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|passive reload&lt;br /&gt;
|Automatically reloads the weapon while not active. Since the reload speed is tied to animations this will make weapons reload faster than usual&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|kb fall min velocity&lt;br /&gt;
|Knockback, stun and damage nearby enemies when landing. The value specifies the minimum fall velocity before applying knockback. This attribute is &#039;&#039;&#039;required&#039;&#039;&#039; for the other &amp;quot;kb fall&amp;quot; attributes to work!&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|kb fall radius&lt;br /&gt;
|The radius of the fall knockback. 230 by default&lt;br /&gt;
|230&lt;br /&gt;
|-&lt;br /&gt;
|kb fall stun time&lt;br /&gt;
|Small robot stun time of the fall knockback. 5 by default&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|kb fall force&lt;br /&gt;
|Fall knockback force. 300 by default&lt;br /&gt;
|300&lt;br /&gt;
|-&lt;br /&gt;
|kb fall damage&lt;br /&gt;
|Fall knockback damage. 50 by default&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|melee grants protection&lt;br /&gt;
|Melee attacks grant protection from attacks for x seconds&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|If set on the Huntsman, snaps the arrow to the next closest available target within range&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|mult credit collect range&lt;br /&gt;
|Credit collection radius multiplier. Scouts have a 4x bigger collection radius&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from collecting credits. Scouts usually gain 50 health on collecting credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier. Lower values causes bleed damage to happen more times per second.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding dmg&lt;br /&gt;
|Bleeding damage multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|If set to 1, the player can phase though walls&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|dmg taken from self reduced&lt;br /&gt;
|Self damage multiplier for the player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|If set to 1, the player is ignored by bots.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|add attributes on hit&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Apply attributes to victim on hit with the weapon. Format: attribute|value|duration ...&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|0.3|2|head scale|3|2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|self add attributes on hit&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Apply attributes to self on hit with the weapon. Format: attribute|value|duration ...&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|0.3|2|head scale|3|2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|add attributes on kill&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Apply attributes to self on kill with the weapon. Format: attribute|value|duration ...&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|0.3|2|head scale|3|2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|move speed as health decreases&lt;br /&gt;
|Multiply move speed up to x with decreasing health&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|no self effect&lt;br /&gt;
|If set to 1, the weapon cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot pickup spells&lt;br /&gt;
|Cannot pickup spells&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult max health&lt;br /&gt;
|Max health multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|add spread&lt;br /&gt;
|Bullet spread additive. Does not affect clientside effects&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile spread angle mult&lt;br /&gt;
|Projectile spread angle multiplier&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|always allow disguise&lt;br /&gt;
|Always allow the spy to disguise&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|always allow cloak&lt;br /&gt;
|Always allow the spy to cloak&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|always allow teleport&lt;br /&gt;
|Always allow the player to teleport&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|destroy buildings on death&lt;br /&gt;
|Destroy owned buildings on death&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|sentry bullet weapon&lt;br /&gt;
|Sentry bullet weapon name. Can be a custom weapon name&lt;br /&gt;
|TF_WEAPON_ROCKETLAUNCHER&lt;br /&gt;
|-&lt;br /&gt;
|sentry rocket weapon&lt;br /&gt;
|Sentry rocket weapon name. Can be a custom weapon name&lt;br /&gt;
|TF_WEAPON_ROCKETLAUNCHER&lt;br /&gt;
|-&lt;br /&gt;
|custom sentry model&lt;br /&gt;
|Custom sentry model file name or prefix&lt;br /&gt;
|models/buildables/sentry&lt;br /&gt;
|-&lt;br /&gt;
|custom dispenser model&lt;br /&gt;
|Custom dispenser model file name or prefix&lt;br /&gt;
|models/buildables/dispenser&lt;br /&gt;
|-&lt;br /&gt;
|custom teleporter model&lt;br /&gt;
|Custom teleporter model file name or prefix&lt;br /&gt;
|models/buildables/teleporter&lt;br /&gt;
|-&lt;br /&gt;
|mult sentry rocket ammo&lt;br /&gt;
|Sentry rocket ammo multiplier&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|midair accuracy mult&lt;br /&gt;
|Midair accuracy multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|add damage per target&lt;br /&gt;
|Damage bonus for every target hit by explosion&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|projectile detonate time&lt;br /&gt;
|Projectile self detonation time in seconds&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|mult afterburn delay&lt;br /&gt;
|Multiplier for the delay between afterburn damage ticks, similar to &amp;quot;mult bleeding delay&amp;quot;. Lower values result in more damage per second.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|custom view model&lt;br /&gt;
|Custom view model. This typically affects first person hands and their animations&lt;br /&gt;
|models/model.mdl&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg while midair&lt;br /&gt;
|Damage multiplier while midair&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|hidden string attribute 1&lt;br /&gt;
|Attribute for storing hidden text in items. 1-4 numbers are available&lt;br /&gt;
|abc&lt;br /&gt;
|-&lt;br /&gt;
|medigun keep charged effect&lt;br /&gt;
|Keep custom medigun uber effect after the beam is disconnected until the uber meter runs out&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ignores other projectiles&lt;br /&gt;
|Don&#039;t collide with other projectiles&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|weapon always gib&lt;br /&gt;
|This weapon always gibs killed enemies&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|weapon never gib&lt;br /&gt;
|This weapon never gibs killed enemies&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|always gib&lt;br /&gt;
|Always gib on death&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|never gib&lt;br /&gt;
|Never gib on death&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|sapper sap allies&lt;br /&gt;
|Sap ally players instead of enemies&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|custom sapper model&lt;br /&gt;
|Custom sapper model; accept either a prefix or full model path &lt;br /&gt;
|models/buildables/sd_sapper&lt;br /&gt;
|-&lt;br /&gt;
|custom sapper sound&lt;br /&gt;
|Custom sapper sound. See example value.&lt;br /&gt;
|Weapon_Sapper.Timer&lt;br /&gt;
|-&lt;br /&gt;
|no clip &lt;br /&gt;
|Give noclip. 1 for regular player speed, use any other value to override&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow ignite&lt;br /&gt;
|If set to 1 on the Huntsman, automatically ignites arrows&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|use original class weapon animations&lt;br /&gt;
|Use weapon animations of the weapon&#039;s original class if the weapon is given to an unintended class&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg before distance&lt;br /&gt;
|Deals up to x damage depending on distance (2048 hu by default)&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg before distance specify&lt;br /&gt;
|Custom distance for &amp;quot;mult dmg before distance&amp;quot;&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|minigun full movement&lt;br /&gt;
|Can move while ducking when shooting. Bots can also jump&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|use original class player animations&lt;br /&gt;
|Use player animations of the weapon&#039;s original class if the weapon is given to an unintended class&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult sentry rocket projectile speed&lt;br /&gt;
|Sentry rocket projectile speed multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|crit on cond&lt;br /&gt;
|Critical hit when the enemy has specified cond&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|minicrit on cond&lt;br /&gt;
|Mini crit hit when the enemy has specified cond&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|add attributes when active&lt;br /&gt;
|Add attributes when the weapon is active&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|2|damage bonus|2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|radial cond&lt;br /&gt;
|Add conditions and attributes on hit in a radius&lt;br /&gt;
|400&lt;br /&gt;
|-&lt;br /&gt;
|mult explosion radius direct hit&lt;br /&gt;
|Explosion radius multiplier on direct hit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|buildings cannot be sapped&lt;br /&gt;
|Buldings cannot be sapped&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg direct hit&lt;br /&gt;
|Damage multiplier on direct hit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|explosion particle on direct hit&lt;br /&gt;
|Explosion particle on direct hit&lt;br /&gt;
|particle&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade bomb&lt;br /&gt;
|Bomb cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|sentry toolbox model&lt;br /&gt;
|Custom carried by player sentry toolbox model&lt;br /&gt;
|models/weapons/c_models/c_toolbox/c_toolbox.mdl&lt;br /&gt;
|-&lt;br /&gt;
|dispenser toolbox model&lt;br /&gt;
|Custom carried by player dispenser toolbox model&lt;br /&gt;
|models/weapons/c_models/c_toolbox/c_toolbox.mdl&lt;br /&gt;
|-&lt;br /&gt;
|teleporter toolbox model&lt;br /&gt;
|Custom carried by player teleporter toolbox model&lt;br /&gt;
|models/weapons/c_models/c_toolbox/c_toolbox.mdl&lt;br /&gt;
|-&lt;br /&gt;
|medigun attack enemy&lt;br /&gt;
|Can attack enemies, dealing damage equal to % heal rate&lt;br /&gt;
|1.1&lt;br /&gt;
|-&lt;br /&gt;
|medigun self drain&lt;br /&gt;
|Drain health equal to % heal rate from the user when healin&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|fire input on attack&lt;br /&gt;
|Fire input on attack. Player is !activator, projectile is !projectile (must be input target), weapon is !self&lt;br /&gt;
|!activator^SetHealth^0&lt;br /&gt;
|-&lt;br /&gt;
|stun on hit&lt;br /&gt;
|Stun target on hit duration&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|stun on hit no giants&lt;br /&gt;
|Giant robots cannot be stunned&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stun on hit type&lt;br /&gt;
|Stun on hit type:&lt;br /&gt;
movement&lt;br /&gt;
panic&lt;br /&gt;
bonk&lt;br /&gt;
ghost&lt;br /&gt;
bigbonk&lt;br /&gt;
|movement&lt;br /&gt;
|-&lt;br /&gt;
|stun on hit slow&lt;br /&gt;
|Movement penalty applied with &amp;quot;movement&amp;quot; stun on hit type&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|medigun attack enemy heal mult&lt;br /&gt;
|Multiplier of health gained from attacking enemies&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|medigun particle&lt;br /&gt;
|Medigun custom particle. Automatically uses _red and _blue particles when not specified. Sometimes ~ has to be added so that the particle disappears when needed&lt;br /&gt;
|passtime_beam&lt;br /&gt;
|-&lt;br /&gt;
|medigun particle enemy&lt;br /&gt;
|Medigun custom particle when attacking enemies. Sometimes ~ has to be added so that the particle disappears when needed&lt;br /&gt;
|~dxhr_arm_muzzleflash2&lt;br /&gt;
|-&lt;br /&gt;
|medigun particle release&lt;br /&gt;
|Medigun custom particle when uber is released. Sometimes ~ has to be added so that the particle disappears when needed&lt;br /&gt;
|~dxhr_arm_muzzleflash2&lt;br /&gt;
|-&lt;br /&gt;
|medigun particle spark&lt;br /&gt;
|Medigun custom particle for full charge sparks&lt;br /&gt;
|medicgun_invulnstatus_fullcharge&lt;br /&gt;
|-&lt;br /&gt;
|effect immunity&lt;br /&gt;
|Immune to effects applied by other players&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|use robot voice&lt;br /&gt;
|Use robot voicelines&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|use human voice&lt;br /&gt;
|Use human voicelines&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|alt fire attack&lt;br /&gt;
|Alt fire fires an attack. Value higher than 1 specifies fire rate multipler when using secondary attack&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|alt fire attributes&lt;br /&gt;
|Attributes to apply when alt fire button is pressed&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;fire rate bonus|2|damage bonus|2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|no revive&lt;br /&gt;
|No revive marker on death&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|fire input on effect&lt;br /&gt;
|Fire input when an addcond effect is applied by this weapon. Provider is !activator. The receiver is !caller&lt;br /&gt;
|!activator^SetHealth^0&lt;br /&gt;
|-&lt;br /&gt;
|additional step sound&lt;br /&gt;
|Additional step sound&lt;br /&gt;
|MVM.BotStep&lt;br /&gt;
|-&lt;br /&gt;
|fov override&lt;br /&gt;
|Field of view override. Sniper rifles reset this&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|hud overlay&lt;br /&gt;
|Overlay material&lt;br /&gt;
|effects/jarate_overlay&lt;br /&gt;
|-&lt;br /&gt;
|fire input on taunt&lt;br /&gt;
|Fire input when taunting&lt;br /&gt;
|!activator^SetHealth^0&lt;br /&gt;
|-&lt;br /&gt;
|displace touched enemies&lt;br /&gt;
|Move enemies out of the way. Deal x damage per tick to stuck enemies&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|addcond immunity&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Immune to specific addconds, separated by |&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;1|3&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|attribute immunity&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Player immune to specific attributes, separated by |&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;move speed bonus|damage bonus&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|hold fire until full reload&lt;br /&gt;
|Hold fire until full reload. Set to 2 to disable weapon switch if weapon is not fully loaded, even if not currently reloading&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile hit radius&lt;br /&gt;
|Projectile hit radius for damageable entities only&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|noclip projectiles&lt;br /&gt;
|Projectiles penetrate walls. Cannot hit anything unless &amp;quot;projectile hit radius&amp;quot; is set&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile health&lt;br /&gt;
|Projectiles have specified amount of health. Not every projectile is compatible, the owner cannot shoot his own non grenade projectiles. &amp;quot;custom projectile size&amp;quot; might be required to hit some projectiles with bullets&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|projectile take damage type&lt;br /&gt;
|Damage taken by projectile restrictions:&lt;br /&gt;
0 - no restrictions&lt;br /&gt;
&lt;br /&gt;
1 - only owner can damage&lt;br /&gt;
&lt;br /&gt;
2 - own team only&lt;br /&gt;
&lt;br /&gt;
3 - enemies only&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile take damage time&lt;br /&gt;
|Time in seconds before projectile can take damage&lt;br /&gt;
|0.25&lt;br /&gt;
|-&lt;br /&gt;
|projectile explode on destroy&lt;br /&gt;
|Projectiles explode when destroyed. Can be one of those values:&lt;br /&gt;
0 - do not explode&lt;br /&gt;
1 - explode&lt;br /&gt;
2 - explode, the damage belongs to the attacker&lt;br /&gt;
3 - explode only if destroyed by the same team&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile explode time&lt;br /&gt;
|Projectiles detonate after delay in seconds&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|shoot view punch angle&lt;br /&gt;
|View punch angle when shooting&lt;br /&gt;
| -3 0 0&lt;br /&gt;
|-&lt;br /&gt;
|shoot view punch angle random&lt;br /&gt;
|View punch angle random variance when shooting&lt;br /&gt;
|3 0 0&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom additional item models, parameters in order: model path, player attachment name (leave empty for bonemerge, type &amp;quot;none&amp;quot; for no attachment), R G B color (leave empty for normal), offset, rotation, scale. Offset, rotation, scale only works if attachment name is not empty. Separate attachments with |&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;models/model.mdl,,33 55 99|models/model.mdl,effect_hand_R,,4 2 0,0 270 90,1.5&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment 2&lt;br /&gt;
|Additional item model attribute&lt;br /&gt;
|models/model.mdl,none,255 255 0,0 0 100,0 0 0,1.5&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment 3&lt;br /&gt;
|Additional item model attribute&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment viewmodel&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom additional item models in view model, parameters in order: model path, offset, rotation, scale. Offset, rotation, scale detach the model from main view model. Separate attachments with |&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;models/model.mdl|models/model.mdl,4 2 0,0 270 90,1.5&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment viewmodel 2&lt;br /&gt;
|Additional item model attribute in view model&lt;br /&gt;
|models/model.mdl,0 0 100,0 0 0,1.5&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment viewmodel 3&lt;br /&gt;
|Additional item model attribute in view model&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|custom weapon deploy sound&lt;br /&gt;
|Custom deploy sound&lt;br /&gt;
|sound.wav&lt;br /&gt;
|-&lt;br /&gt;
|spread angle pattern&lt;br /&gt;
|Spread angle (pitch, yaw, roll) pattern, the pattern cycles with each projectile fired&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;10 0 0|0 0 0|-10 0 0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|spread offset pattern&lt;br /&gt;
|Spread offset (front, left, up) pattern, the pattern cycles with each projectile fired&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;0 10 0|0 0 0|0 -10 0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|proj attribute pattern&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Attribute pattern, cycles with each projectile fired. Attributes separated with |, cycles separated with &amp;amp;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;projectile speed increased|2|damage bonus|0.5&amp;amp;projectile speed decreased|0.5&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|shoot pattern reset time&lt;br /&gt;
|Reset the pattern this many seconds after last attack. By default, pattern is reset as soon as the player stops firing&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|shoot pattern no rollback&lt;br /&gt;
|Set to 1 to not rollback the pattern when reaching the last cycle&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|custom damage type override&lt;br /&gt;
|Change custom damage type to something else. Usually it only changes kill icon but sometimes it applies some effects. Available custom damage types: https://developer.valvesoftware.com/wiki/Team_Fortress_2/Scripting/Script_Functions/Constants#ETFDmgCustom&lt;br /&gt;
|47&lt;br /&gt;
|-&lt;br /&gt;
|flare no crit burning&lt;br /&gt;
|Disable crit on burning players for flares&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|rage receive scale&lt;br /&gt;
|Scale for damage being received&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|fire input on hit ally&lt;br /&gt;
|Fire input on hit allied players. May require allow friendly fire to work. The player is the activator. The format is &amp;lt;target&amp;gt;^&amp;lt;input&amp;gt;^&amp;lt;param&amp;gt;. If omitted, default param is damage received. !projectile is the projectile entity&lt;br /&gt;
|!self^SetHealth^0&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>ABadHaiku</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=TFBot&amp;diff=7584</id>
		<title>TFBot</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=TFBot&amp;diff=7584"/>
		<updated>2026-07-20T20:16:22Z</updated>

		<summary type="html">&lt;p&gt;ABadHaiku: Move AddCond out of Periodic Tasks block, as it only implements a SUBSET of the keyvalues.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Listed below are all of the custom keyvalues accepted in the &#039;&#039;&#039;TFBot{}&#039;&#039;&#039; block by our server mods. Examples of these additions can be found in the [https://testing.potato.tf/mvm_bigrock_sigdemo.pop demonstrative SigMod popfile].&lt;br /&gt;
&lt;br /&gt;
= Periodic Tasks =&lt;br /&gt;
The blocks in this section are actions that can occur multiple times, using either a delay or condition for activating them. The keyvalues here can be used to configure any of these &amp;quot;periodic tasks&amp;quot;:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Delay 10				//Time before the task starts (Default: 10)&lt;br /&gt;
Cooldown 1				//Time between each execution of the task (Default: 10)&lt;br /&gt;
Repeats 1				//How many times the bot should perform the task in total (Default: 0 - Infinite)&lt;br /&gt;
IfSeeTarget 1			//When set to 1, this task activates only when the bot can see a target (Default: 0 - Always activate)&lt;br /&gt;
IfNoTarget 1			//When set to 1, this task activates only when the bot does not have a target (Default: 0 - Always activate)&lt;br /&gt;
IfHealthBelow 100		//When set, the task activates only when the bot health is below specified value&lt;br /&gt;
IfHealthAbove 100		//When set, the task activates only when the bot health is above specified value&lt;br /&gt;
MaxTargetRange 150		//If set, the task activates only when the target is within specified units away&lt;br /&gt;
MinTargetRange 50		//If set, the task activates only when the target is more than specified units away&lt;br /&gt;
IfLeftSpawn 1		    //If set, the task activates only after the target has left its spawn.&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SpawnTemplate ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
SpawnTemplate [$SIGSEGV] //Spawn custom player template&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;Sentry&amp;quot;&lt;br /&gt;
	Bone &amp;quot;bip_head&amp;quot; //Bone name where the template should be attached to&lt;br /&gt;
	//Some bone names are listed here:&lt;br /&gt;
	//bip_head&lt;br /&gt;
	//bip_spine_2 - used by flag&lt;br /&gt;
	//bip_hand_L&lt;br /&gt;
	//bip_hand_R&lt;br /&gt;
	//weapon_bone_R&lt;br /&gt;
	//weapon_bone_L&lt;br /&gt;
	//bip_foot_L&lt;br /&gt;
	//bip_foot_R&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Allows you to spawn [https://steamcommunity.com/sharedfiles/filedetails/?id=2289315026 PointTemplates], which will automatically be parented on the bot this block is on. Does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; support global keyvalues. Bone names can also be found using HLMV, which is available by default in your Team Fortress 2/bin folder (which is &amp;quot;above&amp;quot; your tf/ folder).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Taunt ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Taunt [$SIGSEGV]  //Taunt periodically&lt;br /&gt;
{&lt;br /&gt;
	Duration 5					//Duration of a looping taunt (Default: 0.1)&lt;br /&gt;
	Name &amp;quot;Taunt: Kazotsky Kick&amp;quot; //If set, uses this item taunt instead of default&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Note that &amp;quot;Name&amp;quot; requires the &#039;&#039;name of the item that you equip to use the taunt&#039;&#039;. This name can be found in &amp;lt;code&amp;gt;items_game.txt&amp;lt;/code&amp;gt;, with most newer taunts being prefixed with &amp;quot;Taunt: &amp;quot;, or having &amp;quot;Taunt&amp;quot; elsewhere in their name. Weapon-specific taunts can only be done if the bot is currently holding that weapon.&lt;br /&gt;
&lt;br /&gt;
== Voice Command ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
VoiceCommand [$SIGSEGV]  //Periodically uses voice commands&lt;br /&gt;
{&lt;br /&gt;
	Type &amp;quot;Medic&amp;quot;	//Type of voice command. Possible values:&lt;br /&gt;
		//Medic&lt;br /&gt;
		//Help&lt;br /&gt;
		//Go&lt;br /&gt;
		//Move up&lt;br /&gt;
		//Left&lt;br /&gt;
		//Right&lt;br /&gt;
		//Yes&lt;br /&gt;
		//No&lt;br /&gt;
		//Activate Charge&lt;br /&gt;
		//Charge Ready&lt;br /&gt;
		//Incoming&lt;br /&gt;
		//Spy&lt;br /&gt;
		//Thanks&lt;br /&gt;
		//Jeers&lt;br /&gt;
		//Battle cry&lt;br /&gt;
		//Cheers&lt;br /&gt;
		//Sentry here&lt;br /&gt;
		//Dispenser here&lt;br /&gt;
		//Teleporter here&lt;br /&gt;
		//Good job&lt;br /&gt;
		//Sentry ahead&lt;br /&gt;
		//Positive&lt;br /&gt;
		//Negative&lt;br /&gt;
		//Nice shot&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== ChangeAttributes ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
ChangeAttributes [$SIGSEGV]  //Periodically changes bot attributes, defined in EventChangeAttributes{}&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;Attr1&amp;quot;	//Name of the bot attributes block listed in EventChangeAttributes{}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Note that bots will automatically start out in any attributes block named &amp;quot;Default&amp;quot;. Maps with a gate will force bots to change to their &amp;quot;RevertGateBotsBehavior&amp;quot; block, if they have one.&lt;br /&gt;
&lt;br /&gt;
== ClientCommand ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
ClientCommand [$SIGSEGV] // Executes client commands, also known as console commands&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;build 0&amp;quot; 	// Name of the client command, notable examples:&lt;br /&gt;
						// &amp;quot;build 0/1/2/3&amp;quot; - Build dispenser / teleporter entrance / sentry / teleporter exit&lt;br /&gt;
						// &amp;quot;destroy 0/1/2/3&amp;quot; - Destroy dispenser / teleporter entrance / sentry / teleporter exit&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
== FireWeapon ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
FireWeapon [$SIGSEGV]  //Periodically fires weapon&lt;br /&gt;
{&lt;br /&gt;
	Duration 0.5 //How long should the button be pressed (Default: 0.1)&lt;br /&gt;
	Type &amp;quot;Secondary&amp;quot; // Type of fire input, Possible values:&lt;br /&gt;
		//Primary&lt;br /&gt;
		//Secondary&lt;br /&gt;
		//Special - MOUSE3&lt;br /&gt;
		//Reload&lt;br /&gt;
		//Jump&lt;br /&gt;
		//Crouch - requires NoCrouchButtonRelease 1 in TFBot&lt;br /&gt;
		//Action&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;A FireWeapon{} block with &amp;lt;code&amp;gt;Type &amp;quot;Action&amp;quot;&amp;lt;/code&amp;gt; can be paired with &amp;lt;code&amp;gt;ExtAttr SuppressCanteenUse&amp;lt;/code&amp;gt; to time canteen usage.&lt;br /&gt;
&lt;br /&gt;
A FireWeapon{} block with &amp;lt;code&amp;gt;Type &amp;quot;Primary&amp;quot;&amp;lt;/code&amp;gt; can be paired with &amp;lt;code&amp;gt;Attributes SuppressFire&amp;lt;/code&amp;gt; to control when a bot attacks.&lt;br /&gt;
&lt;br /&gt;
== FireInput ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
FireInput [$SIGSEGV] // Fires an input to an entity. Target !self and !activator refer to target the bot this block is on.&lt;br /&gt;
{&lt;br /&gt;
	Target &amp;quot;random_color_case*&amp;quot; //Entity name to use&lt;br /&gt;
	Action &amp;quot;PickRandom&amp;quot; //Input to fire&lt;br /&gt;
	Param &amp;quot;&amp;quot; //Parameter to use&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Keep in mind that &amp;lt;code&amp;gt;Repeats&amp;lt;/code&amp;gt; defaults to 0, infinite. Specify it as 1 to only fire an input once. The bot will be considered the !activator.&lt;br /&gt;
&lt;br /&gt;
== Add- &amp;amp; RemoveAttribute ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
AddAttribute [$SIGSEGV] &lt;br /&gt;
{&lt;br /&gt;
	Item &amp;quot;TF_WEAPON_KNIFE&amp;quot; // Item name to which add the attribute, or Player for player attribute, or Active for active weapon&lt;br /&gt;
	Name &amp;quot;damage bonus&amp;quot; // Attribute name&lt;br /&gt;
	Value 2 // Attribute value&lt;br /&gt;
}&lt;br /&gt;
RemoveAttribute [$SIGSEGV] &lt;br /&gt;
{&lt;br /&gt;
	Item &amp;quot;TF_WEAPON_KNIFE&amp;quot; // Item name from which remove the attribute, or Player for player attribute, or Active for active weapon&lt;br /&gt;
	Name &amp;quot;damage bonus&amp;quot; // Attribute name&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;If multiple attributes should be added or removed at once, it may be preferable to use &amp;lt;code&amp;gt;EventChangeAttributes{}&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;ChangeAttributes{}&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
== Message ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Message //Displays message in the chat&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;{red}Hello!&amp;quot; //Message in the chat displayed&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Text colour can also accept hex codes without #, such as &amp;lt;code&amp;gt;FF0000&amp;lt;/code&amp;gt; for red.&lt;br /&gt;
&lt;br /&gt;
== Sequence ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Sequence [$SIGSEGV]  // Display a sequence animation with a name. Not every animation is supported&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;Run_MELEE&amp;quot; // Name of the sequence&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Sequence names can be found using HLMV, which is available by default in your Team Fortress 2/bin folder (which is &amp;quot;above&amp;quot; your tf/ folder), or in the Hammer++ Model Browser tool.&lt;br /&gt;
&lt;br /&gt;
== WeaponSwitch ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
WeaponSwitch [$SIGSEGV]  //Periodically switches weapon&lt;br /&gt;
{&lt;br /&gt;
	Type &amp;quot;Primary&amp;quot; // Weapon slot, possible values:&lt;br /&gt;
		//Primary&lt;br /&gt;
		//Secondary&lt;br /&gt;
		//Melee&lt;br /&gt;
		//PDA&lt;br /&gt;
		//Building&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Non-Periodic =&lt;br /&gt;
&lt;br /&gt;
== AddCond ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
AddCond [$SIGSEGV] //Adds conditions to bots&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;TF_COND_REPROGRAMMED&amp;quot; // Condition to apply.&lt;br /&gt;
	//Index 43 //Condition index can be used instead&lt;br /&gt;
	Delay 3 // Delay before the condition activates (Default: 0)&lt;br /&gt;
	Duration 99 // Duration of the condition effect (Default: -1 - infinite duration)&lt;br /&gt;
	IfHealthBelow 100 //When set, the condition is applied only when the bot health is below specified value&lt;br /&gt;
	IfHealthAbove 100 //When set, the condition is applied only when the bot health is above specified value&lt;br /&gt;
	IfLeftSpawn 1 //If set to 1, the condition is applied only after the target has left its spawn.&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Note that the default Delay value is 0.&lt;br /&gt;
&lt;br /&gt;
Available condition values and names can be found on the [https://wiki.teamfortress.com/wiki/Cheats#addcond TF2 wiki].&lt;br /&gt;
&lt;br /&gt;
To note: this is not a periodic task.  Only these keyvalues will be recognized.&lt;br /&gt;
&lt;br /&gt;
== WeaponResist ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
WeaponResist [$SIGSEGV] //Multiplies damage received from weapons listed below&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;TF_WEAPON_KNIFE&amp;quot; 0.1&lt;br /&gt;
	&amp;quot;TF_WEAPON_MINIGUN&amp;quot; 10&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Accepts both weapon classnames (such as &amp;lt;code&amp;gt;tf_weapon_flamethrower&amp;lt;/code&amp;gt;applying to all regular flamethrowers) and individual weapon names.&lt;br /&gt;
&lt;br /&gt;
== ExtAttr ==&lt;br /&gt;
&lt;br /&gt;
Extra Attributes that can be applied to bots, akin to the vanilla Attributes keyvalue.&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
// Aim behavior.&lt;br /&gt;
MedicLookAtThreats		//If the bot is a Medic: can turn around to look at threats&lt;br /&gt;
TargetStickies			//Target and destroy stickies&lt;br /&gt;
IgnoreBuildings			//Ignore buildings&lt;br /&gt;
IgnorePlayers			//Ignore players (including bots)&lt;br /&gt;
IgnoreBots				//Ignore bots&lt;br /&gt;
IgnoreRealPlayers		//Ignore non-bot players&lt;br /&gt;
IgnoreNPC				//Ignore NPCs such as Tanks, skeletons, and halloween bosses&lt;br /&gt;
&lt;br /&gt;
// Attacking behavior.&lt;br /&gt;
AlwaysFireWeaponAlt		//Always use secondary fire&lt;br /&gt;
SuppressCanteenUse		//If set, the bot will not automatically activate canteens when looking at an enemy&lt;br /&gt;
JumpStomp				//Try to jump over and stomp obstracles&lt;br /&gt;
&lt;br /&gt;
// Engineer-only.&lt;br /&gt;
BuildDispenserAsTeleporter	//Builds dispenser instead of teleporter&lt;br /&gt;
BuildDispenserAsSentryGun	//Builds dispenser instead of sentry gun&lt;br /&gt;
&lt;br /&gt;
// Misc.&lt;br /&gt;
DisableSpawnProtectionFix	//Disables a fix where a medic activating ubercharge inside spawn will not be invulnerable when exiting spawn&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Homing Rockets ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
HomingRockets [$SIGSEGV]&lt;br /&gt;
{&lt;br /&gt;
	IgnoreDisguisedSpies 1	//Ignore Spies that are disguised?&lt;br /&gt;
	IgnoreStealthedSpies 1	//Ignore Spies that are cloaked?&lt;br /&gt;
	RocketSpeed 0.25	//Multiplier of rocket speed. 1 for default speed&lt;br /&gt;
	TurnPower 90		//How fast should the rocket rotate to face the target&lt;br /&gt;
	MaxAimError 360		//Max angle between rocket and the target&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Allows rockets (&#039;&#039;but no other projectiles&#039;&#039;) to home in on enemies. For making most projectiles home in on enemies, use the &amp;quot;mod projectile heat&amp;quot; set of [[List of custom attributes|custom attributes]].&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
A defunct keyvalue in vanilla. Works correctly on servers with our mods.&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Action FetchFlag [$SIGSEGV] //Overrides default bot AI. Possible values:&lt;br /&gt;
	//Default			- Default action&lt;br /&gt;
	//FetchFlag			- Uses generic bomb fetching AI, default action for most bots except Spy, Medic, Engineer or Mission bots&lt;br /&gt;
	//EscortFlag		- As above, but ignores bot escort limit&lt;br /&gt;
	//PushToCapturePoint - Pushes to capture point (or hatch in MvM). Similar to BehaviorModfiers Push and its aliases.&lt;br /&gt;
	//Mobber			- Chases down random player targets&lt;br /&gt;
	//Spy				- Uses spy AI, teleports behind players, but does not use disguises or cloak.&lt;br /&gt;
	//Sniper			- Uses mission sniper AI&lt;br /&gt;
	//SuicideBomber		- Uses sentry buster AI, but targets players instead. Might crash servers&lt;br /&gt;
	//Idle				- Sit in spawn and wait&lt;br /&gt;
	//Passive			- Sit at spawn position, until an active threat is in vision&lt;br /&gt;
	//Medic				- Use medic AI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Custom weapon model ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
CustomWeaponModel [$SIGSEGV] //Sets custom weapon model&lt;br /&gt;
{&lt;br /&gt;
	Slot 1 //Valid loadout positions:&lt;br /&gt;
		//0 - LOADOUT_POSITION_PRIMARY&lt;br /&gt;
		//1 - LOADOUT_POSITION_SECONDARY&lt;br /&gt;
		//2 - LOADOUT_POSITION_MELEE&lt;br /&gt;
		//3 - LOADOUT_POSITION_UTILITY&lt;br /&gt;
		//4 - LOADOUT_POSITION_BUILDING&lt;br /&gt;
		//5 - LOADOUT_POSITION_PDA&lt;br /&gt;
		//6 - LOADOUT_POSITION_PDA2&lt;br /&gt;
	Model &amp;quot;models/weapons/w_models/w_minigun.mdl&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Alternatively, use &amp;quot;custom item model&amp;quot; as a [[List of custom attributes|custom attribute]]. The model has to be precached if it isn&#039;t part of the current map. Double-check this if you end up with ERROR models.&lt;br /&gt;
&lt;br /&gt;
== ItemColor ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
ItemColor [$SIGSEGV] //Set item color&lt;br /&gt;
{&lt;br /&gt;
	ItemName &amp;quot;The Gunboats&amp;quot;&lt;br /&gt;
	Red 255&lt;br /&gt;
	Green 0&lt;br /&gt;
	Blue 0&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DamageAppliesCond ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
DamageAppliesCond [$SIGSEGV] //Adds conditions to players on hit&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;TF_COND_URINE&amp;quot; // Condition to apply.&lt;br /&gt;
	//Index 43 //Condition index can be used instead&lt;br /&gt;
	Duration 3 // Duration of the condition effect (Default: -1 - infinite duration)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Available condition values and names can be found on the [https://wiki.teamfortress.com/wiki/Cheats#addcond TF2 wiki]. Alternatively, use the &amp;quot;add cond on hit&amp;quot; set of [[List of custom attributes|custom attributes]], which can be specified per weapon.&lt;br /&gt;
&lt;br /&gt;
== Stripping items ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
StripItemSlot 1 [$SIGSEGV] //If set, weapon in specified slot is stripped&lt;br /&gt;
//Valid loadout positions:&lt;br /&gt;
		//0 - LOADOUT_POSITION_PRIMARY&lt;br /&gt;
		//1 - LOADOUT_POSITION_SECONDARY&lt;br /&gt;
		//2 - LOADOUT_POSITION_MELEE&lt;br /&gt;
		//3 - LOADOUT_POSITION_UTILITY&lt;br /&gt;
		//4 - LOADOUT_POSITION_BUILDING&lt;br /&gt;
		//5 - LOADOUT_POSITION_PDA&lt;br /&gt;
		//6 - LOADOUT_POSITION_PDA2&lt;br /&gt;
StripItem &amp;quot;Zombie Spy&amp;quot; [$SIGSEGV] // Remove item by name. This can be used to remove cosmetics including zombie cosmetics&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Visual changes ==&lt;br /&gt;
UseBusterModel 1 [$SIGSEGV] //Use buster model&lt;br /&gt;
&lt;br /&gt;
Skin 4 [$SIGSEGV] // Force the bot to use specified model skin&lt;br /&gt;
&lt;br /&gt;
== Misc. keyvalues ==&lt;br /&gt;
NoBombUpgrades 1 [$SIGSEGV] //If set, the bomb carrier will not upgrade over time&lt;br /&gt;
&lt;br /&gt;
PainSound &amp;quot;=70|GoldPipe_MissionIntro.mp3&amp;quot; [$SIGSEGV] //Override pain sound. The value after = is sound level in DB, applicable for all custom mission sounds&lt;br /&gt;
&lt;br /&gt;
DeathSound &amp;quot;GoldPipe_MissionIntro.mp3&amp;quot; [$SIGSEGV] //Override death sound.&lt;br /&gt;
&lt;br /&gt;
DesiredAttackRange 100 [$SIGSEGV] // How close to the target the bot should want to move when trying to attack. For melee weapons, default is 100. For other weapons except sniper rifles, default is 500&lt;br /&gt;
&lt;br /&gt;
MoveBehindEnemy 1 [$SIGSEGV] // Should the bot try to get behind the target, similar to how the Spy bot behaves. Instead of 1 you can also specify custom distance at which the bot will start strafing around the target (default: 0) &lt;br /&gt;
&lt;br /&gt;
== Additions to existing keyvalues ==&lt;br /&gt;
WeaponRestrictions now also supports &#039;&#039;&#039;PDAOnly&#039;&#039;&#039; and &#039;&#039;&#039;BuildingOnly&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>ABadHaiku</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=TFBot&amp;diff=7583</id>
		<title>TFBot</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=TFBot&amp;diff=7583"/>
		<updated>2026-07-20T20:10:42Z</updated>

		<summary type="html">&lt;p&gt;ABadHaiku: Change &amp;quot;global keyvalues&amp;quot; into what they actually are: periodic tasks.  Using source code, sort all periodic tasks into their own section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Listed below are all of the custom keyvalues accepted in the &#039;&#039;&#039;TFBot{}&#039;&#039;&#039; block by our server mods. Examples of these additions can be found in the [https://testing.potato.tf/mvm_bigrock_sigdemo.pop demonstrative SigMod popfile].&lt;br /&gt;
&lt;br /&gt;
= Periodic Tasks =&lt;br /&gt;
The blocks in this section are actions that can occur multiple times, using either a delay or condition for activating them. The keyvalues here can be used to configure any of these &amp;quot;periodic tasks&amp;quot;:&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Delay 10				//Time before the task starts (Default: 10)&lt;br /&gt;
Cooldown 1				//Time between each execution of the task (Default: 10)&lt;br /&gt;
Repeats 1				//How many times the bot should perform the task in total (Default: 0 - Infinite)&lt;br /&gt;
IfSeeTarget 1			//When set to 1, this task activates only when the bot can see a target (Default: 0 - Always activate)&lt;br /&gt;
IfNoTarget 1			//When set to 1, this task activates only when the bot does not have a target (Default: 0 - Always activate)&lt;br /&gt;
IfHealthBelow 100		//When set, the task activates only when the bot health is below specified value&lt;br /&gt;
IfHealthAbove 100		//When set, the task activates only when the bot health is above specified value&lt;br /&gt;
MaxTargetRange 150		//If set, the task activates only when the target is within specified units away&lt;br /&gt;
MinTargetRange 50		//If set, the task activates only when the target is more than specified units away&lt;br /&gt;
IfLeftSpawn 1		    //If set, the task activates only after the target has left its spawn.&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SpawnTemplate ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
SpawnTemplate [$SIGSEGV] //Spawn custom player template&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;Sentry&amp;quot;&lt;br /&gt;
	Bone &amp;quot;bip_head&amp;quot; //Bone name where the template should be attached to&lt;br /&gt;
	//Some bone names are listed here:&lt;br /&gt;
	//bip_head&lt;br /&gt;
	//bip_spine_2 - used by flag&lt;br /&gt;
	//bip_hand_L&lt;br /&gt;
	//bip_hand_R&lt;br /&gt;
	//weapon_bone_R&lt;br /&gt;
	//weapon_bone_L&lt;br /&gt;
	//bip_foot_L&lt;br /&gt;
	//bip_foot_R&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Allows you to spawn [https://steamcommunity.com/sharedfiles/filedetails/?id=2289315026 PointTemplates], which will automatically be parented on the bot this block is on. Does &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; support global keyvalues. Bone names can also be found using HLMV, which is available by default in your Team Fortress 2/bin folder (which is &amp;quot;above&amp;quot; your tf/ folder).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Taunt ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Taunt [$SIGSEGV]  //Taunt periodically&lt;br /&gt;
{&lt;br /&gt;
	Duration 5					//Duration of a looping taunt (Default: 0.1)&lt;br /&gt;
	Name &amp;quot;Taunt: Kazotsky Kick&amp;quot; //If set, uses this item taunt instead of default&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Note that &amp;quot;Name&amp;quot; requires the &#039;&#039;name of the item that you equip to use the taunt&#039;&#039;. This name can be found in &amp;lt;code&amp;gt;items_game.txt&amp;lt;/code&amp;gt;, with most newer taunts being prefixed with &amp;quot;Taunt: &amp;quot;, or having &amp;quot;Taunt&amp;quot; elsewhere in their name. Weapon-specific taunts can only be done if the bot is currently holding that weapon.&lt;br /&gt;
&lt;br /&gt;
== Voice Command ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
VoiceCommand [$SIGSEGV]  //Periodically uses voice commands&lt;br /&gt;
{&lt;br /&gt;
	Type &amp;quot;Medic&amp;quot;	//Type of voice command. Possible values:&lt;br /&gt;
		//Medic&lt;br /&gt;
		//Help&lt;br /&gt;
		//Go&lt;br /&gt;
		//Move up&lt;br /&gt;
		//Left&lt;br /&gt;
		//Right&lt;br /&gt;
		//Yes&lt;br /&gt;
		//No&lt;br /&gt;
		//Activate Charge&lt;br /&gt;
		//Charge Ready&lt;br /&gt;
		//Incoming&lt;br /&gt;
		//Spy&lt;br /&gt;
		//Thanks&lt;br /&gt;
		//Jeers&lt;br /&gt;
		//Battle cry&lt;br /&gt;
		//Cheers&lt;br /&gt;
		//Sentry here&lt;br /&gt;
		//Dispenser here&lt;br /&gt;
		//Teleporter here&lt;br /&gt;
		//Good job&lt;br /&gt;
		//Sentry ahead&lt;br /&gt;
		//Positive&lt;br /&gt;
		//Negative&lt;br /&gt;
		//Nice shot&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== ChangeAttributes ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
ChangeAttributes [$SIGSEGV]  //Periodically changes bot attributes, defined in EventChangeAttributes{}&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;Attr1&amp;quot;	//Name of the bot attributes block listed in EventChangeAttributes{}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Note that bots will automatically start out in any attributes block named &amp;quot;Default&amp;quot;. Maps with a gate will force bots to change to their &amp;quot;RevertGateBotsBehavior&amp;quot; block, if they have one.&lt;br /&gt;
&lt;br /&gt;
== ClientCommand ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
ClientCommand [$SIGSEGV] // Executes client commands, also known as console commands&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;build 0&amp;quot; 	// Name of the client command, notable examples:&lt;br /&gt;
						// &amp;quot;build 0/1/2/3&amp;quot; - Build dispenser / teleporter entrance / sentry / teleporter exit&lt;br /&gt;
						// &amp;quot;destroy 0/1/2/3&amp;quot; - Destroy dispenser / teleporter entrance / sentry / teleporter exit&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FireWeapon ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
FireWeapon [$SIGSEGV]  //Periodically fires weapon&lt;br /&gt;
{&lt;br /&gt;
	Duration 0.5 //How long should the button be pressed (Default: 0.1)&lt;br /&gt;
	Type &amp;quot;Secondary&amp;quot; // Type of fire input, Possible values:&lt;br /&gt;
		//Primary&lt;br /&gt;
		//Secondary&lt;br /&gt;
		//Special - MOUSE3&lt;br /&gt;
		//Reload&lt;br /&gt;
		//Jump&lt;br /&gt;
		//Crouch - requires NoCrouchButtonRelease 1 in TFBot&lt;br /&gt;
		//Action&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;A FireWeapon{} block with &amp;lt;code&amp;gt;Type &amp;quot;Action&amp;quot;&amp;lt;/code&amp;gt; can be paired with &amp;lt;code&amp;gt;ExtAttr SuppressCanteenUse&amp;lt;/code&amp;gt; to time canteen usage.&lt;br /&gt;
&lt;br /&gt;
A FireWeapon{} block with &amp;lt;code&amp;gt;Type &amp;quot;Primary&amp;quot;&amp;lt;/code&amp;gt; can be paired with &amp;lt;code&amp;gt;Attributes SuppressFire&amp;lt;/code&amp;gt; to control when a bot attacks.&lt;br /&gt;
&lt;br /&gt;
== AddCond ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
AddCond [$SIGSEGV] //Adds conditions to bots&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;TF_COND_REPROGRAMMED&amp;quot; // Condition to apply.&lt;br /&gt;
	//Index 43 //Condition index can be used instead&lt;br /&gt;
	Delay 3 // Delay before the condition activates (Default: 0)&lt;br /&gt;
	Duration 99 // Duration of the condition effect (Default: -1 - infinite duration)&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Note that the default Delay value is 0.&lt;br /&gt;
&lt;br /&gt;
Available condition values and names can be found on the [https://wiki.teamfortress.com/wiki/Cheats#addcond TF2 wiki].&lt;br /&gt;
&lt;br /&gt;
== FireInput ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
FireInput [$SIGSEGV] // Fires an input to an entity. Target !self and !activator refer to target the bot this block is on.&lt;br /&gt;
{&lt;br /&gt;
	Target &amp;quot;random_color_case*&amp;quot; //Entity name to use&lt;br /&gt;
	Action &amp;quot;PickRandom&amp;quot; //Input to fire&lt;br /&gt;
	Param &amp;quot;&amp;quot; //Parameter to use&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Keep in mind that &amp;lt;code&amp;gt;Repeats&amp;lt;/code&amp;gt; defaults to 0, infinite. Specify it as 1 to only fire an input once. The bot will be considered the !activator.&lt;br /&gt;
&lt;br /&gt;
== Add- &amp;amp; RemoveAttribute ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
AddAttribute [$SIGSEGV] &lt;br /&gt;
{&lt;br /&gt;
	Item &amp;quot;TF_WEAPON_KNIFE&amp;quot; // Item name to which add the attribute, or Player for player attribute, or Active for active weapon&lt;br /&gt;
	Name &amp;quot;damage bonus&amp;quot; // Attribute name&lt;br /&gt;
	Value 2 // Attribute value&lt;br /&gt;
}&lt;br /&gt;
RemoveAttribute [$SIGSEGV] &lt;br /&gt;
{&lt;br /&gt;
	Item &amp;quot;TF_WEAPON_KNIFE&amp;quot; // Item name from which remove the attribute, or Player for player attribute, or Active for active weapon&lt;br /&gt;
	Name &amp;quot;damage bonus&amp;quot; // Attribute name&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;If multiple attributes should be added or removed at once, it may be preferable to use &amp;lt;code&amp;gt;EventChangeAttributes{}&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;ChangeAttributes{}&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
== Message ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Message //Displays message in the chat&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;{red}Hello!&amp;quot; //Message in the chat displayed&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Text colour can also accept hex codes without #, such as &amp;lt;code&amp;gt;FF0000&amp;lt;/code&amp;gt; for red.&lt;br /&gt;
&lt;br /&gt;
== Sequence ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Sequence [$SIGSEGV]  // Display a sequence animation with a name. Not every animation is supported&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;Run_MELEE&amp;quot; // Name of the sequence&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Sequence names can be found using HLMV, which is available by default in your Team Fortress 2/bin folder (which is &amp;quot;above&amp;quot; your tf/ folder), or in the Hammer++ Model Browser tool.&lt;br /&gt;
&lt;br /&gt;
== WeaponSwitch ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
WeaponSwitch [$SIGSEGV]  //Periodically switches weapon&lt;br /&gt;
{&lt;br /&gt;
	Type &amp;quot;Primary&amp;quot; // Weapon slot, possible values:&lt;br /&gt;
		//Primary&lt;br /&gt;
		//Secondary&lt;br /&gt;
		//Melee&lt;br /&gt;
		//PDA&lt;br /&gt;
		//Building&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Non-Periodic =&lt;br /&gt;
&lt;br /&gt;
== WeaponResist ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
WeaponResist [$SIGSEGV] //Multiplies damage received from weapons listed below&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;TF_WEAPON_KNIFE&amp;quot; 0.1&lt;br /&gt;
	&amp;quot;TF_WEAPON_MINIGUN&amp;quot; 10&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Accepts both weapon classnames (such as &amp;lt;code&amp;gt;tf_weapon_flamethrower&amp;lt;/code&amp;gt;applying to all regular flamethrowers) and individual weapon names.&lt;br /&gt;
&lt;br /&gt;
== ExtAttr ==&lt;br /&gt;
&lt;br /&gt;
Extra Attributes that can be applied to bots, akin to the vanilla Attributes keyvalue.&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
// Aim behavior.&lt;br /&gt;
MedicLookAtThreats		//If the bot is a Medic: can turn around to look at threats&lt;br /&gt;
TargetStickies			//Target and destroy stickies&lt;br /&gt;
IgnoreBuildings			//Ignore buildings&lt;br /&gt;
IgnorePlayers			//Ignore players (including bots)&lt;br /&gt;
IgnoreBots				//Ignore bots&lt;br /&gt;
IgnoreRealPlayers		//Ignore non-bot players&lt;br /&gt;
IgnoreNPC				//Ignore NPCs such as Tanks, skeletons, and halloween bosses&lt;br /&gt;
&lt;br /&gt;
// Attacking behavior.&lt;br /&gt;
AlwaysFireWeaponAlt		//Always use secondary fire&lt;br /&gt;
SuppressCanteenUse		//If set, the bot will not automatically activate canteens when looking at an enemy&lt;br /&gt;
JumpStomp				//Try to jump over and stomp obstracles&lt;br /&gt;
&lt;br /&gt;
// Engineer-only.&lt;br /&gt;
BuildDispenserAsTeleporter	//Builds dispenser instead of teleporter&lt;br /&gt;
BuildDispenserAsSentryGun	//Builds dispenser instead of sentry gun&lt;br /&gt;
&lt;br /&gt;
// Misc.&lt;br /&gt;
DisableSpawnProtectionFix	//Disables a fix where a medic activating ubercharge inside spawn will not be invulnerable when exiting spawn&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Homing Rockets ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
HomingRockets [$SIGSEGV]&lt;br /&gt;
{&lt;br /&gt;
	IgnoreDisguisedSpies 1	//Ignore Spies that are disguised?&lt;br /&gt;
	IgnoreStealthedSpies 1	//Ignore Spies that are cloaked?&lt;br /&gt;
	RocketSpeed 0.25	//Multiplier of rocket speed. 1 for default speed&lt;br /&gt;
	TurnPower 90		//How fast should the rocket rotate to face the target&lt;br /&gt;
	MaxAimError 360		//Max angle between rocket and the target&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Allows rockets (&#039;&#039;but no other projectiles&#039;&#039;) to home in on enemies. For making most projectiles home in on enemies, use the &amp;quot;mod projectile heat&amp;quot; set of [[List of custom attributes|custom attributes]].&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
A defunct keyvalue in vanilla. Works correctly on servers with our mods.&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
Action FetchFlag [$SIGSEGV] //Overrides default bot AI. Possible values:&lt;br /&gt;
	//Default			- Default action&lt;br /&gt;
	//FetchFlag			- Uses generic bomb fetching AI, default action for most bots except Spy, Medic, Engineer or Mission bots&lt;br /&gt;
	//EscortFlag		- As above, but ignores bot escort limit&lt;br /&gt;
	//PushToCapturePoint - Pushes to capture point (or hatch in MvM). Similar to BehaviorModfiers Push and its aliases.&lt;br /&gt;
	//Mobber			- Chases down random player targets&lt;br /&gt;
	//Spy				- Uses spy AI, teleports behind players, but does not use disguises or cloak.&lt;br /&gt;
	//Sniper			- Uses mission sniper AI&lt;br /&gt;
	//SuicideBomber		- Uses sentry buster AI, but targets players instead. Might crash servers&lt;br /&gt;
	//Idle				- Sit in spawn and wait&lt;br /&gt;
	//Passive			- Sit at spawn position, until an active threat is in vision&lt;br /&gt;
	//Medic				- Use medic AI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Custom weapon model ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
CustomWeaponModel [$SIGSEGV] //Sets custom weapon model&lt;br /&gt;
{&lt;br /&gt;
	Slot 1 //Valid loadout positions:&lt;br /&gt;
		//0 - LOADOUT_POSITION_PRIMARY&lt;br /&gt;
		//1 - LOADOUT_POSITION_SECONDARY&lt;br /&gt;
		//2 - LOADOUT_POSITION_MELEE&lt;br /&gt;
		//3 - LOADOUT_POSITION_UTILITY&lt;br /&gt;
		//4 - LOADOUT_POSITION_BUILDING&lt;br /&gt;
		//5 - LOADOUT_POSITION_PDA&lt;br /&gt;
		//6 - LOADOUT_POSITION_PDA2&lt;br /&gt;
	Model &amp;quot;models/weapons/w_models/w_minigun.mdl&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Alternatively, use &amp;quot;custom item model&amp;quot; as a [[List of custom attributes|custom attribute]]. The model has to be precached if it isn&#039;t part of the current map. Double-check this if you end up with ERROR models.&lt;br /&gt;
&lt;br /&gt;
== ItemColor ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
ItemColor [$SIGSEGV] //Set item color&lt;br /&gt;
{&lt;br /&gt;
	ItemName &amp;quot;The Gunboats&amp;quot;&lt;br /&gt;
	Red 255&lt;br /&gt;
	Green 0&lt;br /&gt;
	Blue 0&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DamageAppliesCond ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
DamageAppliesCond [$SIGSEGV] //Adds conditions to players on hit&lt;br /&gt;
{&lt;br /&gt;
	Name &amp;quot;TF_COND_URINE&amp;quot; // Condition to apply.&lt;br /&gt;
	//Index 43 //Condition index can be used instead&lt;br /&gt;
	Duration 3 // Duration of the condition effect (Default: -1 - infinite duration)&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;Available condition values and names can be found on the [https://wiki.teamfortress.com/wiki/Cheats#addcond TF2 wiki]. Alternatively, use the &amp;quot;add cond on hit&amp;quot; set of [[List of custom attributes|custom attributes]], which can be specified per weapon.&lt;br /&gt;
&lt;br /&gt;
== Stripping items ==&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
StripItemSlot 1 [$SIGSEGV] //If set, weapon in specified slot is stripped&lt;br /&gt;
//Valid loadout positions:&lt;br /&gt;
		//0 - LOADOUT_POSITION_PRIMARY&lt;br /&gt;
		//1 - LOADOUT_POSITION_SECONDARY&lt;br /&gt;
		//2 - LOADOUT_POSITION_MELEE&lt;br /&gt;
		//3 - LOADOUT_POSITION_UTILITY&lt;br /&gt;
		//4 - LOADOUT_POSITION_BUILDING&lt;br /&gt;
		//5 - LOADOUT_POSITION_PDA&lt;br /&gt;
		//6 - LOADOUT_POSITION_PDA2&lt;br /&gt;
StripItem &amp;quot;Zombie Spy&amp;quot; [$SIGSEGV] // Remove item by name. This can be used to remove cosmetics including zombie cosmetics&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Visual changes ==&lt;br /&gt;
UseBusterModel 1 [$SIGSEGV] //Use buster model&lt;br /&gt;
&lt;br /&gt;
Skin 4 [$SIGSEGV] // Force the bot to use specified model skin&lt;br /&gt;
&lt;br /&gt;
== Misc. keyvalues ==&lt;br /&gt;
NoBombUpgrades 1 [$SIGSEGV] //If set, the bomb carrier will not upgrade over time&lt;br /&gt;
&lt;br /&gt;
PainSound &amp;quot;=70|GoldPipe_MissionIntro.mp3&amp;quot; [$SIGSEGV] //Override pain sound. The value after = is sound level in DB, applicable for all custom mission sounds&lt;br /&gt;
&lt;br /&gt;
DeathSound &amp;quot;GoldPipe_MissionIntro.mp3&amp;quot; [$SIGSEGV] //Override death sound.&lt;br /&gt;
&lt;br /&gt;
DesiredAttackRange 100 [$SIGSEGV] // How close to the target the bot should want to move when trying to attack. For melee weapons, default is 100. For other weapons except sniper rifles, default is 500&lt;br /&gt;
&lt;br /&gt;
MoveBehindEnemy 1 [$SIGSEGV] // Should the bot try to get behind the target, similar to how the Spy bot behaves. Instead of 1 you can also specify custom distance at which the bot will start strafing around the target (default: 0) &lt;br /&gt;
&lt;br /&gt;
== Additions to existing keyvalues ==&lt;br /&gt;
WeaponRestrictions now also supports &#039;&#039;&#039;PDAOnly&#039;&#039;&#039; and &#039;&#039;&#039;BuildingOnly&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>ABadHaiku</name></author>
	</entry>
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