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	<id>https://sigwiki.potato.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Claudz</id>
	<title>SigMod - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://sigwiki.potato.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Claudz"/>
	<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php/Special:Contributions/Claudz"/>
	<updated>2026-06-05T14:56:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.0</generator>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7568</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=7568"/>
		<updated>2025-03-10T06:56:10Z</updated>

		<summary type="html">&lt;p&gt;Claudz: Added missing &amp;quot;rage receive scale&amp;quot; and &amp;quot;fire input on hit ally&amp;quot; attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
| parachute disabled&lt;br /&gt;
|If set to 1, the user cannot deploy parachutes&lt;br /&gt;
| 1&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;
|1&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;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee cleave attack&lt;br /&gt;
|Melee weapon attacks all enemies in range&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| extra damage on hit penalty&lt;br /&gt;
|Special mode for revolver: each hit reduces damage, up to x times. Likely does not work&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|extra damage on hit&lt;br /&gt;
|&lt;br /&gt;
|1&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;
|1&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;
| can breathe under water&lt;br /&gt;
|If set to 1, the player can breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1, the player cannot swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1, the player can swim at full class speed&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;
|scoreboard minigame&lt;br /&gt;
|Players with this attribute are granted more points for kills but lose points after death&lt;br /&gt;
|1&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;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ability master sniper&lt;br /&gt;
|Huntsman: reduces shoot time 40%/70%, same functionality as faster reload rate but limited to 2 points&lt;br /&gt;
Sniper rifle: reduces zoom time 40%/70% (like reload rate does). increases charge rate 50%/200%, but actually 100% due to the cap&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|last shot crits&lt;br /&gt;
|Last revolver shot in the clip is critical&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|keep disguise on attack&lt;br /&gt;
|Keep disguise after attacking. Revolver only&lt;br /&gt;
|1&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;
|75 &lt;br /&gt;
|-&lt;br /&gt;
|mod minigun can holster while spinning&lt;br /&gt;
|Can switch to other weapons while spinning minigun&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|sapper deploy time&lt;br /&gt;
|Probably does nothing, otherwise it adds time required for the sapper to activate&lt;br /&gt;
|1&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;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Multiplier for health, ammo, and metal dispenser rate&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| mvm sentry ammo&lt;br /&gt;
|Sentry max ammo multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
| build small sentries&lt;br /&gt;
|Sentry is 20% smaller. 33% less health, 25% less metal required to upgrade &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult teleporter recharge rate&lt;br /&gt;
|Teleporter recharge duration multiplier &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| disguise as dispenser on crouch&lt;br /&gt;
|As spy, disguise as dispenser when crouching&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|ubercharge transfer&lt;br /&gt;
|On hit, as a medic, with &amp;quot;ubercharge ammo&amp;quot; syringegun: transfer x% of the used uber to the enemy medic&lt;br /&gt;
|34&lt;br /&gt;
|-&lt;br /&gt;
|ubercharge ammo&lt;br /&gt;
| Uses ubercharge as ammo. 100 for full uber use. Syringegun (not crossbow) only &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|teleport instead of die&lt;br /&gt;
| On death: x% chance of being immediately revived at spawn with 1 health&lt;br /&gt;
|0.5&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;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multiplier&lt;br /&gt;
|2&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;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multiplier &lt;br /&gt;
| 0.3&lt;br /&gt;
|-&lt;br /&gt;
| mult crit when health is below percent&lt;br /&gt;
|Player is crit boosted when below x% health.&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|penetration damage penalty&lt;br /&gt;
|Penetrated players receive only x% damage. Bullets only. Can be damage bonus despite the name &lt;br /&gt;
| 0.5&lt;br /&gt;
|-&lt;br /&gt;
| firing forward pull&lt;br /&gt;
|Player is pushed x units and speed boosted when firing flamethrower. Limited by ground move speed&lt;br /&gt;
|1000&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;
|1.7&lt;br /&gt;
|-&lt;br /&gt;
|mult rocketjump deploy time&lt;br /&gt;
|Deploy speed bonus when rocket jumping&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|mul nonrocketjump attackrate&lt;br /&gt;
|Fire rate multiplier when not rocket jumping&lt;br /&gt;
|0.5&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;
|80&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;
|80 &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;
| 80&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;
|80&lt;br /&gt;
|-&lt;br /&gt;
| mult dmg with reduced health&lt;br /&gt;
| Grants up to x% damage bonus based on current health&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|mult airblast primary refire time&lt;br /&gt;
|Multiplier of how fast primary fire can be used after airblasting &lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|mod flamethrower spinup time&lt;br /&gt;
|Spin up time for flamethrowers in seconds&lt;br /&gt;
|2.4&lt;br /&gt;
|-&lt;br /&gt;
| mult airblast cone scale&lt;br /&gt;
|Player pushback cone scale. Might not work after JI&lt;br /&gt;
|1.8&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;
|9&lt;br /&gt;
|-&lt;br /&gt;
|reverse airblast&lt;br /&gt;
|airblast pushes players towards the pyro. Does not work? &lt;br /&gt;
|1&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;
|1&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;
|2&lt;br /&gt;
|-&lt;br /&gt;
|sniper beep with enemy under crosshair&lt;br /&gt;
|Beeps when the sniper is looking at the enemy while charging, if set to 1 &lt;br /&gt;
|1&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;
|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;
|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;
|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;
| no damage falloff&lt;br /&gt;
|Forces the weapon to have no 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>Claudz</name></author>
	</entry>
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