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	<title>SigMod - User contributions [en-gb]</title>
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	<updated>2026-06-04T07:21:26Z</updated>
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		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7575</id>
		<title>Additions to existing entities</title>
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		<updated>2025-07-04T21:24:43Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: add prop_vehicle_driveable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
This page lists a number of additions to existing entities, including inputs, outputs, and keyvalues, as well as changes to the Input/Output system as a whole. Not to be confused with [[Custom Entities]], which are entirely new entities.&lt;br /&gt;
&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
== prop_vehicle_driveable ==&lt;br /&gt;
Vehicles are fixed to work properly. Call medic or attack with melee to enter it. Remember to add keyvalues: &amp;quot;actionScale&amp;quot; 1 &amp;quot;spawnflags&amp;quot; 1 &amp;quot;vehiclescript&amp;quot; &amp;quot;vehiclefile&amp;quot; &amp;quot;model&amp;quot; &amp;quot;matchingvehiclescriptmodel&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $playerdoanim &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Force player cart animations (default: 1)&lt;br /&gt;
&lt;br /&gt;
* $ducktoturbo &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Press duck key for turbo (default: 1)&lt;br /&gt;
&lt;br /&gt;
* $callmedictoenter&amp;lt;1/0&amp;gt;&lt;br /&gt;
** Call medic to enter (default: 1)&lt;br /&gt;
&lt;br /&gt;
* $allowweapons &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Allow using weapons in vehicle (default: 0)&lt;br /&gt;
&lt;br /&gt;
* $showcrosshair &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Show crosshair in vehicle (default: 0)&lt;br /&gt;
&lt;br /&gt;
* $passbulletdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Allow driver to be hurt by bullets. Also a multiplier of received bullet damage (default: 1)&lt;br /&gt;
&lt;br /&gt;
* $hidedriver &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Hides the driver (default: 0)&lt;br /&gt;
&lt;br /&gt;
* $meleeforce &amp;lt;float&amp;gt;&lt;br /&gt;
** Force multiplier of melee attacks while vehicle is empty (default: 1)&lt;br /&gt;
&lt;br /&gt;
* $meleetoenter &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Attack an empty vehicle to enter it (default: 1)&lt;br /&gt;
&lt;br /&gt;
* $allowpassengerdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Allows the driver to be attacked (default: 1)&lt;br /&gt;
&lt;br /&gt;
* $impactdamagemult &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Vehicle impact damage multiplier (default: 1)&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnterVehicle &amp;lt;entity&amp;gt;&lt;br /&gt;
**Forces player to enter vehicle&lt;br /&gt;
*$ExitVehicle &amp;lt;entity&amp;gt;&lt;br /&gt;
**Forces player to exit vehicle&lt;br /&gt;
&lt;br /&gt;
===Outputs ===&lt;br /&gt;
&lt;br /&gt;
*$UnpressedAttack&lt;br /&gt;
**Called when attack key is unpressed (Player is !activator)&lt;br /&gt;
&lt;br /&gt;
*$UnpressedAttack2&lt;br /&gt;
**Called when attack2 key is unpressed (Player is !activator)&lt;br /&gt;
&lt;br /&gt;
*$PressedForward&lt;br /&gt;
**Called when forward key is pressed (Player is !activator)&lt;br /&gt;
&lt;br /&gt;
*$UnpressedForward&lt;br /&gt;
**Called when forward key is unpressed (Player is !activator)&lt;br /&gt;
&lt;br /&gt;
*$PressedBack&lt;br /&gt;
**Called when back key is pressed (Player is !activator)&lt;br /&gt;
&lt;br /&gt;
*$UnpressedBack&lt;br /&gt;
**Called when back key is unpressed (Player is !activator)&lt;br /&gt;
&lt;br /&gt;
*$PressedMoveLeft&lt;br /&gt;
**Called when moveleft key is pressed (Player is !activator)&lt;br /&gt;
&lt;br /&gt;
*$UnpressedMoveLeft&lt;br /&gt;
**Called when moveleft key is unpressed (Player is !activator)&lt;br /&gt;
&lt;br /&gt;
*$PressedMoveRight&lt;br /&gt;
**Called when moveright key is pressed (Player is !activator)&lt;br /&gt;
&lt;br /&gt;
*$UnpressedMoveRight&lt;br /&gt;
**Called when moveright key is unpressed (Player is !activator)&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$allowplayerattributes &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Fix for player dependent attributes not working on custom weapon&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Disable fire sounds of custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
*$projspeedmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Sentry rocket speed multiplier&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
*$SetGravity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set tank gravity. Only for wave spawned tanks&lt;br /&gt;
*$SetImmobile &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Set if the tank is immobile. Only for wave spawned tanks&lt;br /&gt;
*$SetOffsetZ &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Set tank offset Z. Only for wave spawned tanks&lt;br /&gt;
*$SetTurnRate &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Set tank turn rate. Only for wave spawned tanks&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***switch_action action&lt;br /&gt;
****switch to different action. Sometimes this may fail (such as when the bot is carrying the bomb):&lt;br /&gt;
*****Default&lt;br /&gt;
*****FetchFlag&lt;br /&gt;
*****EscortFlag&lt;br /&gt;
*****PushToCapturePoint&lt;br /&gt;
*****Mobber&lt;br /&gt;
*****Spy&lt;br /&gt;
*****Sniper&lt;br /&gt;
*****SuicideBomber&lt;br /&gt;
*****Idle&lt;br /&gt;
*****Passive&lt;br /&gt;
*****Medic&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
*$Stun &amp;lt;float&amp;gt;&lt;br /&gt;
**Stun player for specified duration in seconds&lt;br /&gt;
*$Slowdown &amp;lt;string&amp;gt;&lt;br /&gt;
**Slowdowns player by specified amount for specified duration&lt;br /&gt;
**Parameter format: slowdown|duration&lt;br /&gt;
*$SetFOV &amp;lt;int&amp;gt;&lt;br /&gt;
**Sets player FOV to specified amount. 0 FOV restores original fov&lt;br /&gt;
*$SetFOVDuration &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets player FOV with zoom in duration and starting FOV&lt;br /&gt;
**Parameter format: fov|duration|start fov&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
== item_teamflag ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player can pick up the flag&lt;br /&gt;
*$disablebuffs &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If bomb buffs should be disabled&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnPickup&lt;br /&gt;
**OnPickup but with player as activator&lt;br /&gt;
&lt;br /&gt;
*$OnDrop&lt;br /&gt;
**OnDrop but with player as activator&lt;br /&gt;
*$OnBombUpgradeLevel1&lt;br /&gt;
**Called when the bomb is upgraded to level 1&lt;br /&gt;
*$OnBombUpgradeLevel2&lt;br /&gt;
**Called when the bomb is upgraded to level 2&lt;br /&gt;
*$OnBombUpgradeLevel3&lt;br /&gt;
**Called when the bomb is upgraded to level 3&lt;br /&gt;
&lt;br /&gt;
== func_flagdetectionzone ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if flag triggers the zone&lt;br /&gt;
*$filterplayer &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player with flag triggers the zone&lt;br /&gt;
&lt;br /&gt;
== point_push ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if entity should be pushed&lt;br /&gt;
&lt;br /&gt;
== Health kits / ammo packs ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $ratio &amp;lt;float&amp;gt;&lt;br /&gt;
** Custom health/ammo restore ratio, instead of default 0.2/0.5/1&lt;br /&gt;
&lt;br /&gt;
== point_populator_interface ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $CollectCash&lt;br /&gt;
** Collects all dropped cash&lt;br /&gt;
*$FinishWave&lt;br /&gt;
**Finishes current wave immediately&lt;br /&gt;
*$FinishWaveNoUnspawnedMoney&lt;br /&gt;
**Finishes current wave and does not give money for unspawned bots&lt;br /&gt;
*$JumpToWave &amp;lt;int&amp;gt;&lt;br /&gt;
**Jumps to specified wave&lt;br /&gt;
*$JumpToWaveCalculateMoney &amp;lt;int&amp;gt;&lt;br /&gt;
**Jumps to specified wave and calculates wave money, without giving bonuses&lt;br /&gt;
*$PauseWavespawn &amp;lt;string&amp;gt;&lt;br /&gt;
**Pauses WaveSpawns with given name. Paused wave spawns don&#039;t consume bot slots&lt;br /&gt;
*$ResumeWavespawn &amp;lt;string&amp;gt;&lt;br /&gt;
**Resumes WaveSpawns with given name.&lt;br /&gt;
*$ReduceFromWavespawn$(wavespawn name) &amp;lt;int&amp;gt;&lt;br /&gt;
**Reduces specified amount of unspawned bots from given WaveSpawns and distributes its money&lt;br /&gt;
*$FinishWavespawn &amp;lt;string&amp;gt;&lt;br /&gt;
**Removes all unspawned bots from given WaveSpawns and distributes money&lt;br /&gt;
*$KillWavespawn &amp;lt;string&amp;gt;&lt;br /&gt;
**Removes all entities spawned by given WaveSpawns&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a parameter (default value if not found)&lt;br /&gt;
**example: $GetKey$startdisabled&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with custom variable as set with $SetVar as a parameter (default value if not found)&lt;br /&gt;
**example: $GetVar$customvar&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**parameter example: !activator|$DisplayTextCenter|def&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a parameter (default value if not found)&lt;br /&gt;
**example: $GetData$m_szNetname&lt;br /&gt;
***Unlike send props, datamaps do not have arrays.&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**parameter example: !activator|$DisplayTextCenter|def&lt;br /&gt;
***Default value is not required to be defined, but can be useful for debugging.&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with the specified send prop&#039;s value as a parameter (default value if not found)&lt;br /&gt;
**example without array: $GetProp$m_bInUpgradeZone&lt;br /&gt;
**example with an array: $GetProp$m_iAmmo$3&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**parameter example: !activator|$DisplayTextCenter|def&lt;br /&gt;
***Default value is not required to be defined, but can be useful for debugging.&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
*$VScriptFunc$function &amp;lt;string&amp;gt;&lt;br /&gt;
**Executes a VScript function with a single parameter, equivalent to &amp;lt;code&amp;gt;runscriptcode function(param)&amp;lt;/code&amp;gt; input&lt;br /&gt;
*$StopParticleEffects&lt;br /&gt;
**Stops attached particle effects, some effects are not stoppable&lt;br /&gt;
*$SetSolidFlags &amp;lt;int&amp;gt;&lt;br /&gt;
**Set solid flags&lt;br /&gt;
*$SetSolid &amp;lt;int&amp;gt;&lt;br /&gt;
**Set solid type&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7521</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=7521"/>
		<updated>2023-11-23T11:03:21Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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 projectilesmovement 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 attack 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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7520</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=7520"/>
		<updated>2023-11-23T11:00:43Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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 projectilesmovement 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;
|&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 attack 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/weapons/c_models/c_overhealer/c_overhealer.mdl,,33 55 99|models/weapons/c_models/c_claymore/c_claymore.mdl,&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
effect_hand_R,,4 2 0,0 270 90,1.5&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment 2&lt;br /&gt;
|Additional item model attribute&lt;br /&gt;
|models/weapons/c_models/c_claymore/c_claymore.mdl,&lt;br /&gt;
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/weapons/c_models/c_overhealer/c_overhealer.mdl|&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
models/weapons/c_models/c_claymore/c_claymore.mdl,4 2 0,0 270 90,1.5&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/weapons/c_models/c_claymore/c_claymore.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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7519</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=7519"/>
		<updated>2023-11-22T11:54:50Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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 projectilesmovement 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;
|&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 attack 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/weapons/c_models/c_overhealer/c_overhealer.mdl,,33 55 99|models/weapons/c_models/c_claymore/c_claymore.mdl,&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
effect_hand_R,,4 2 0,0 270 90,1.5&lt;br /&gt;
|-&lt;br /&gt;
|custom item model attachment 2&lt;br /&gt;
|Additional item model attribute&lt;br /&gt;
|models/weapons/c_models/c_claymore/c_claymore.mdl,&lt;br /&gt;
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/weapons/c_models/c_overhealer/c_overhealer.mdl|&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
models/weapons/c_models/c_claymore/c_claymore.mdl,4 2 0,0 270 90,1.5&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/weapons/c_models/c_claymore/c_claymore.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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7518</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=7518"/>
		<updated>2023-11-22T11:43:33Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: more 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 projectilesmovement 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;
|&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 attack 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/weapons/c_models/c_overhealer/c_overhealer.mdl,,33 55 99|models/weapons/c_models/c_claymore/c_claymore.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/weapons/c_models/c_claymore/c_claymore.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/weapons/c_models/c_overhealer/c_overhealer.mdl|models/weapons/c_models/c_claymore/c_claymore.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/weapons/c_models/c_claymore/c_claymore.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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7517</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7517"/>
		<updated>2023-11-22T10:19:18Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
This page lists a number of additions to existing entities, including inputs, outputs, and keyvalues, as well as changes to the Input/Output system as a whole. Not to be confused with [[Custom Entities]], which are entirely new entities.&lt;br /&gt;
&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$allowplayerattributes &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Fix for player dependent attributes not working on custom weapon&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Disable fire sounds of custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
*$projspeedmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Sentry rocket speed multiplier&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
*$SetGravity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set tank gravity. Only for wave spawned tanks&lt;br /&gt;
*$SetImmobile &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Set if the tank is immobile. Only for wave spawned tanks&lt;br /&gt;
*$SetOffsetZ &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Set tank offset Z. Only for wave spawned tanks&lt;br /&gt;
*$SetTurnRate &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Set tank turn rate. Only for wave spawned tanks&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***switch_action action&lt;br /&gt;
****switch to different action. Sometimes this may fail (such as when the bot is carrying the bomb):&lt;br /&gt;
*****Default&lt;br /&gt;
*****FetchFlag&lt;br /&gt;
*****EscortFlag&lt;br /&gt;
*****PushToCapturePoint&lt;br /&gt;
*****Mobber&lt;br /&gt;
*****Spy&lt;br /&gt;
*****Sniper&lt;br /&gt;
*****SuicideBomber&lt;br /&gt;
*****Idle&lt;br /&gt;
*****Passive&lt;br /&gt;
*****Medic&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
*$Stun &amp;lt;float&amp;gt;&lt;br /&gt;
**Stun player for specified duration in seconds&lt;br /&gt;
*$Slowdown &amp;lt;string&amp;gt;&lt;br /&gt;
**Slowdowns player by specified amount for specified duration&lt;br /&gt;
**Parameter format: slowdown|duration&lt;br /&gt;
*$SetFOV &amp;lt;int&amp;gt;&lt;br /&gt;
**Sets player FOV to specified amount. 0 FOV restores original fov&lt;br /&gt;
*$SetFOVDuration &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets player FOV with zoom in duration and starting FOV&lt;br /&gt;
**Parameter format: fov|duration|start fov&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
== item_teamflag ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player can pick up the flag&lt;br /&gt;
*$disablebuffs &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If bomb buffs should be disabled&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnPickup&lt;br /&gt;
**OnPickup but with player as activator&lt;br /&gt;
&lt;br /&gt;
*$OnDrop&lt;br /&gt;
**OnDrop but with player as activator&lt;br /&gt;
*$OnBombUpgradeLevel1&lt;br /&gt;
**Called when the bomb is upgraded to level 1&lt;br /&gt;
*$OnBombUpgradeLevel2&lt;br /&gt;
**Called when the bomb is upgraded to level 2&lt;br /&gt;
*$OnBombUpgradeLevel3&lt;br /&gt;
**Called when the bomb is upgraded to level 3&lt;br /&gt;
&lt;br /&gt;
== func_flagdetectionzone ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if flag triggers the zone&lt;br /&gt;
*$filterplayer &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player with flag triggers the zone&lt;br /&gt;
&lt;br /&gt;
== point_push ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if entity should be pushed&lt;br /&gt;
&lt;br /&gt;
== Health kits / ammo packs ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $ratio &amp;lt;float&amp;gt;&lt;br /&gt;
** Custom health/ammo restore ratio, instead of default 0.2/0.5/1&lt;br /&gt;
&lt;br /&gt;
== point_populator_interface ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $CollectCash&lt;br /&gt;
** Collects all dropped cash&lt;br /&gt;
*$FinishWave&lt;br /&gt;
**Finishes current wave immediately&lt;br /&gt;
*$FinishWaveNoUnspawnedMoney&lt;br /&gt;
**Finishes current wave and does not give money for unspawned bots&lt;br /&gt;
*$JumpToWave &amp;lt;int&amp;gt;&lt;br /&gt;
**Jumps to specified wave&lt;br /&gt;
*$JumpToWaveCalculateMoney &amp;lt;int&amp;gt;&lt;br /&gt;
**Jumps to specified wave and calculates wave money, without giving bonuses&lt;br /&gt;
*$PauseWavespawn &amp;lt;string&amp;gt;&lt;br /&gt;
**Pauses WaveSpawns with given name. Paused wave spawns don&#039;t consume bot slots&lt;br /&gt;
*$ResumeWavespawn &amp;lt;string&amp;gt;&lt;br /&gt;
**Resumes WaveSpawns with given name.&lt;br /&gt;
*$ReduceFromWavespawn$(wavespawn name) &amp;lt;int&amp;gt;&lt;br /&gt;
**Reduces specified amount of unspawned bots from given WaveSpawns and distributes its money&lt;br /&gt;
*$FinishWavespawn &amp;lt;string&amp;gt;&lt;br /&gt;
**Removes all unspawned bots from given WaveSpawns and distributes money&lt;br /&gt;
*$KillWavespawn &amp;lt;string&amp;gt;&lt;br /&gt;
**Removes all entities spawned by given WaveSpawns&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a parameter (default value if not found)&lt;br /&gt;
**example: $GetKey$startdisabled&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with custom variable as set with $SetVar as a parameter (default value if not found)&lt;br /&gt;
**example: $GetVar$customvar&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**parameter example: !activator|$DisplayTextCenter|def&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a parameter (default value if not found)&lt;br /&gt;
**example: $GetData$m_szNetname&lt;br /&gt;
***Unlike send props, datamaps do not have arrays.&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**parameter example: !activator|$DisplayTextCenter|def&lt;br /&gt;
***Default value is not required to be defined, but can be useful for debugging.&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with the specified send prop&#039;s value as a parameter (default value if not found)&lt;br /&gt;
**example without array: $GetProp$m_bInUpgradeZone&lt;br /&gt;
**example with an array: $GetProp$m_iAmmo$3&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**parameter example: !activator|$DisplayTextCenter|def&lt;br /&gt;
***Default value is not required to be defined, but can be useful for debugging.&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
*$VScriptFunc$function &amp;lt;string&amp;gt;&lt;br /&gt;
**Executes a VScript function with a single parameter, equivalent to &amp;lt;code&amp;gt;runscriptcode function(param)&amp;lt;/code&amp;gt; input&lt;br /&gt;
*$StopParticleEffects&lt;br /&gt;
**Stops attached particle effects, some effects are not stoppable&lt;br /&gt;
*$SetSolidFlags &amp;lt;int&amp;gt;&lt;br /&gt;
**Set solid flags&lt;br /&gt;
*$SetSolid &amp;lt;int&amp;gt;&lt;br /&gt;
**Set solid type&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Custom_Entities&amp;diff=7516</id>
		<title>Custom Entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Custom_Entities&amp;diff=7516"/>
		<updated>2023-11-22T10:17:07Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: /* Keyvalues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== $tf_bot_spawn ==&lt;br /&gt;
Tries to spawn a tf_bot with given TFBot keyvalues at its location. If spawning succeds, deletes itself, otherwise tries again next tick. Uses the robot player pool, and is affected by RobotLimit keyvalue. The spawned bot inherits this entity targetname, all its custom outputs and variables, teamnum, angles, velocity. If this entity is parented, the spawned player will be [[Entity Modules|fake parented]] to this entity parent.&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $Spawn&lt;br /&gt;
** Spawns a bot, used when manual bot spawning is enabled.&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* =(keyvalue) &amp;lt;value&amp;gt;&lt;br /&gt;
** Sets a TFBot spawner keyvalue. Only simple key value pairs are allowed&lt;br /&gt;
&lt;br /&gt;
*$spawnlimit &amp;lt;int&amp;gt;&lt;br /&gt;
**A maximum number of bots spawned from $tf_bot_spawn entities active at one. By default there is no limit&lt;br /&gt;
*$spawnlimitname &amp;lt;string&amp;gt;&lt;br /&gt;
**If set, $spawnlimit only counts bots spawned by $tf_bot_spawn entities, that also have the same spawn limit name&lt;br /&gt;
*$spawnlimitaction &amp;lt;string&amp;gt;&lt;br /&gt;
**What to do when a $spawnlimit is reached. By default, the additional bot refuses to spawn. Possible values:&lt;br /&gt;
***killoldest - Kills the oldest bot spawned by $tf_bot_spawn&lt;br /&gt;
***specoldest - Send the oldest bot spawned by $tf_bot_spawn to spectator team&lt;br /&gt;
*$disallowspawnstuck &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Prevent the bot from being spawned if there is no room for the spawned bot&lt;br /&gt;
*$nospawnbetwenenwaves &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Prevent the bot from being spawned if the wave is not running&lt;br /&gt;
*$failspawnnoretry &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**If spawning fails, remove itself&lt;br /&gt;
*$manualspawn &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Do not spawn a bot automatically, require $Spawn input to spawn a bot&lt;br /&gt;
&lt;br /&gt;
=== Output ===&lt;br /&gt;
&lt;br /&gt;
* $onbotspawn&lt;br /&gt;
** Called when the bot is spawned. The spawned bot is the !activator&lt;br /&gt;
* $onbotspawnfail&lt;br /&gt;
** Called every time this entity fails to spawn a bot&lt;br /&gt;
&lt;br /&gt;
== $tf_bot ==&lt;br /&gt;
Creates a new tf_bot with given TFBot keyvalues directly, if player limit is not reached. The classname is changed to player after spawning. Inherits all player Inputs/Outputs. The bot is kicked when the entity is removed&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* =(keyvalue) &amp;lt;value&amp;gt;&lt;br /&gt;
** Sets a TFBot spawner keyvalue. Only simple key value pairs are allowed&lt;br /&gt;
&lt;br /&gt;
*$kickafterdeathdelay &amp;lt;float&amp;gt;&lt;br /&gt;
**Kicks the bot after specified delay. If the bot is not kicked after death, it will be send to spectator and used in a robot player pool&lt;br /&gt;
== $func_block_los ==&lt;br /&gt;
Blocks line of sight&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$filter &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of a filter that allows for blocking vision of specific bots&lt;br /&gt;
== $trigger_detector ==&lt;br /&gt;
Checks for entities inside the trigger and the radius (if specified). The closest entity to the origin inside the trigger is marked as target. Shares inputs and outputs with [https://developer.valvesoftware.com/wiki/Trigger_multiple trigger_multiple]&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$checklineofsight &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Should the line of sight between the detector origin and the target be clear.&lt;br /&gt;
*$radius &amp;lt;number&amp;gt; (Default: 65000)&lt;br /&gt;
**Maximum distance between the the detector origin and the target&lt;br /&gt;
*$fov &amp;lt;number&amp;gt; (Default: 180)&lt;br /&gt;
**If set, only detect entities in field of view angle defined in degrees&lt;br /&gt;
*$keeptarget &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Should the detector keep targeting the entity as long as it remains in range, even if there is another closer suitable target&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TargetTest&lt;br /&gt;
** Check if there is a detectable entity inside the the detector&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnNewTarget &lt;br /&gt;
** Fired when a new target is being found. The new target is the !activator&lt;br /&gt;
* $OnLostTarget&lt;br /&gt;
** Fired when the target is no longer in range, or a new target is being choosen. The lost target is the !activator&lt;br /&gt;
* $OnLostTargetAll&lt;br /&gt;
** Fired when there are no more targets in range&lt;br /&gt;
* $TargetTestPass&lt;br /&gt;
** Fired after $TargetTest input if there is an entity in range currently detected by the detector. The detected entity is the !activator&lt;br /&gt;
* $TargetTestFail&lt;br /&gt;
** Fired after $TargetTest input if there are no entities in range detected by the detector&lt;br /&gt;
&lt;br /&gt;
== $weapon_spawner ==&lt;br /&gt;
Spawns dropped weapons&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$item &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the item to spawn&lt;br /&gt;
*$nomotion &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Spawn items without gravity&lt;br /&gt;
*$ammo &amp;lt;number&amp;gt; (Default: -1)&lt;br /&gt;
**Spawn with this much ammo&lt;br /&gt;
*$clip &amp;lt;number&amp;gt; (Default: -1)&lt;br /&gt;
**Spawn with this much ammo in the clip&lt;br /&gt;
*$energy &amp;lt;number&amp;gt;&lt;br /&gt;
**Spawn with custom amount of energy in (0-1) range&lt;br /&gt;
*$charge &amp;lt;number&amp;gt;&lt;br /&gt;
**Spawn with custom medigun charge amount in (0-1) range&lt;br /&gt;
*$lifetime &amp;lt;number&amp;gt; (Default: 30)&lt;br /&gt;
**Lifetime of the dropped weapon in seconds&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $DropWeapon&lt;br /&gt;
** Drop weapon&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnPickup&lt;br /&gt;
** Fired when a player picks up the weapon. The player is the !activator&lt;br /&gt;
&lt;br /&gt;
== $entity_spawn_detector ==&lt;br /&gt;
Detects if an entity with a  specified classname had spawned&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the classname to check&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnEntitySpawned&lt;br /&gt;
** Fired when an entity with the specified classname spawns. The spawned entity is the !activator&lt;br /&gt;
&lt;br /&gt;
==$filter_keyvalue==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the key to compare, example: health&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_variable==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: myvar&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_datamap==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: m_iHealth&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_sendprop==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_proximity ==&lt;br /&gt;
Custom filter that lets you filter entities by proximity to the target entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$target &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the target entity, or coordinates in x y z format&lt;br /&gt;
*$range &amp;lt;number&amp;gt;&lt;br /&gt;
**Maximum distance to pass the filter&lt;br /&gt;
&lt;br /&gt;
== $filter_bbox ==&lt;br /&gt;
Custom filter that lets you filter entities inside a bounding box&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$target &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the target entity or coordinates in x y z format&lt;br /&gt;
*$min &amp;lt;vector&amp;gt;&lt;br /&gt;
**the negative box bounds in x y z format&lt;br /&gt;
*$max &amp;lt;vector&amp;gt;&lt;br /&gt;
**the positive box bounds in x y z format&lt;br /&gt;
&lt;br /&gt;
== $filter_itemname ==&lt;br /&gt;
Custom damage filter that filters damage by the weapon item name and others&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$item &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the weapon to filter against&lt;br /&gt;
*$type &amp;lt;string&amp;gt;&lt;br /&gt;
**What to test against. Possible values:&lt;br /&gt;
***ItemName (default)&lt;br /&gt;
***Classname&lt;br /&gt;
***SimilarToItem&lt;br /&gt;
***ItemSlot&lt;br /&gt;
***DefIndex&lt;br /&gt;
&lt;br /&gt;
== $filter_specialdamagetype ==&lt;br /&gt;
Custom damage filter that filters damage by the existence of &amp;quot;special damage type&amp;quot; attribute of the weapon&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$type &amp;lt;number&amp;gt;&lt;br /&gt;
**Number of the special damage type required to pass the trigger&lt;br /&gt;
== $script_manager ==&lt;br /&gt;
Executes [[lua]] scripts. single $script_manager entity with targetname popscript is created when a mission includes lua code. When created manually, this entity persists after map reset, and executes scripts after spawn&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$scriptfile &amp;lt;string&amp;gt;&lt;br /&gt;
**Script files separated by comma to be executed when this entity spawns&lt;br /&gt;
&lt;br /&gt;
*$scrips &amp;lt;string&amp;gt;&lt;br /&gt;
**Script to be executed when this entity spawns&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $ExecuteScript &amp;lt;string&amp;gt;&lt;br /&gt;
** Executes script provided in the string&lt;br /&gt;
*$ExecuteFile &amp;lt;string&amp;gt;&lt;br /&gt;
** Executes script file &lt;br /&gt;
*$&amp;lt;function name&amp;gt; &amp;lt;any&amp;gt;&lt;br /&gt;
** Calls a named global function with parameters: provided value, activator, caller&lt;br /&gt;
&lt;br /&gt;
== $bot_npc ==&lt;br /&gt;
Customizable npc bot that does not consume bot slots&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$class &amp;lt;string&amp;gt;&lt;br /&gt;
**Mimic a given player class (sniper by default)&lt;br /&gt;
*$movespeed &amp;lt;float&amp;gt;&lt;br /&gt;
*$duckmovespeed &amp;lt;float&amp;gt;&lt;br /&gt;
*$acceleration &amp;lt;float&amp;gt;&lt;br /&gt;
*$deceleration &amp;lt;float&amp;gt;&lt;br /&gt;
*$jumpheight &amp;lt;float&amp;gt;&lt;br /&gt;
*$gravity &amp;lt;float&amp;gt;&lt;br /&gt;
*$skill &amp;lt;easy/normal/hard/expert&amp;gt;&lt;br /&gt;
*$aimtrackinginterval &amp;lt;float&amp;gt;&lt;br /&gt;
*$aimleadtime &amp;lt;float&amp;gt;&lt;br /&gt;
*$headrotatespeed &amp;lt;float&amp;gt;&lt;br /&gt;
*$autojumpmintime &amp;lt;float&amp;gt;&lt;br /&gt;
*$autojumpmaxtime &amp;lt;float&amp;gt;&lt;br /&gt;
*$forceduck &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$forceshoot &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$disableshoot &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$freeze &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$ignoreenemies &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$dodge &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$notsolidtoplayers &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$ignoreclips &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$allowtakefriendlyfire &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$handattackdamage &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattacktime &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattackrange &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattacksize &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattackforce &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattacksmacktime &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattackcleave &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$handattackicon &amp;lt;string&amp;gt;&lt;br /&gt;
*$handattacksound &amp;lt;string&amp;gt;&lt;br /&gt;
*$handattacksoundmiss &amp;lt;string&amp;gt;&lt;br /&gt;
*$crits &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$hurtsound &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$deathsound &amp;lt;string&amp;gt;&lt;br /&gt;
*$nofootsteps &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$footstepsound &amp;lt;string&amp;gt;&lt;br /&gt;
*$waituntilfullreload &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$deatheffecttype &amp;lt;gib/ragdoll/default/none&amp;gt;&lt;br /&gt;
*$robot &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$zombie &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$giant &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$model &amp;lt;string&amp;gt;&lt;br /&gt;
*$useplayercollisionbounds &amp;lt;1/0&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $GiveWeapon &amp;lt;string/entity&amp;gt;&lt;br /&gt;
** Give item with given name, or give item entity directly&lt;br /&gt;
&lt;br /&gt;
* $RemoveWeapon &amp;lt;string/entity&amp;gt;&lt;br /&gt;
** Remove item with given name, or give item entity directly&lt;br /&gt;
*$RemoveAllWeapons&lt;br /&gt;
*$SetHealth&lt;br /&gt;
*$SetMaxHealth&lt;br /&gt;
*$StartActivity &amp;lt;string&amp;gt;&lt;br /&gt;
*$StartSequence &amp;lt;string&amp;gt;&lt;br /&gt;
*$AddGestureActivity &amp;lt;string&amp;gt;&lt;br /&gt;
*$RestartGestureActivity &amp;lt;string&amp;gt;&lt;br /&gt;
*$AddGestureSequence &amp;lt;string&amp;gt;&lt;br /&gt;
*$RemoveGesture &amp;lt;string&amp;gt;&lt;br /&gt;
*$RemoveAllGesture&lt;br /&gt;
*$StopActivityOrSequence&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Custom_Entities&amp;diff=7515</id>
		<title>Custom Entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Custom_Entities&amp;diff=7515"/>
		<updated>2023-11-22T10:16:12Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== $tf_bot_spawn ==&lt;br /&gt;
Tries to spawn a tf_bot with given TFBot keyvalues at its location. If spawning succeds, deletes itself, otherwise tries again next tick. Uses the robot player pool, and is affected by RobotLimit keyvalue. The spawned bot inherits this entity targetname, all its custom outputs and variables, teamnum, angles, velocity. If this entity is parented, the spawned player will be [[Entity Modules|fake parented]] to this entity parent.&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $Spawn&lt;br /&gt;
** Spawns a bot, used when manual bot spawning is enabled.&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* =keyvalue &amp;lt;value&amp;gt;&lt;br /&gt;
** Sets a TFBot spawner keyvalue. Only simple key value pairs are allowed&lt;br /&gt;
&lt;br /&gt;
*$spawnlimit &amp;lt;int&amp;gt;&lt;br /&gt;
**A maximum number of bots spawned from $tf_bot_spawn entities active at one. By default there is no limit&lt;br /&gt;
*$spawnlimitname &amp;lt;string&amp;gt;&lt;br /&gt;
**If set, $spawnlimit only counts bots spawned by $tf_bot_spawn entities, that also have the same spawn limit name&lt;br /&gt;
*$spawnlimitaction &amp;lt;string&amp;gt;&lt;br /&gt;
**What to do when a $spawnlimit is reached. By default, the additional bot refuses to spawn. Possible values:&lt;br /&gt;
***killoldest - Kills the oldest bot spawned by $tf_bot_spawn&lt;br /&gt;
***specoldest - Send the oldest bot spawned by $tf_bot_spawn to spectator team&lt;br /&gt;
*$disallowspawnstuck &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Prevent the bot from being spawned if there is no room for the spawned bot&lt;br /&gt;
*$nospawnbetwenenwaves &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Prevent the bot from being spawned if the wave is not running&lt;br /&gt;
*$failspawnnoretry &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**If spawning fails, remove itself&lt;br /&gt;
*$manualspawn &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Do not spawn a bot automatically, require $Spawn input to spawn a bot&lt;br /&gt;
&lt;br /&gt;
=== Output ===&lt;br /&gt;
&lt;br /&gt;
* $onbotspawn&lt;br /&gt;
** Called when the bot is spawned. The spawned bot is the !activator&lt;br /&gt;
* $onbotspawnfail&lt;br /&gt;
** Called every time this entity fails to spawn a bot&lt;br /&gt;
&lt;br /&gt;
== $tf_bot ==&lt;br /&gt;
Creates a new tf_bot with given TFBot keyvalues directly, if player limit is not reached. The classname is changed to player after spawning. Inherits all player Inputs/Outputs. The bot is kicked when the entity is removed&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* =keyvalue &amp;lt;value&amp;gt;&lt;br /&gt;
** Sets a TFBot spawner keyvalue. Only simple key value pairs are allowed&lt;br /&gt;
&lt;br /&gt;
*$kickafterdeathdelay &amp;lt;float&amp;gt;&lt;br /&gt;
**Kicks the bot after specified delay. If the bot is not kicked after death, it will be send to spectator and used in a robot player pool&lt;br /&gt;
== $func_block_los ==&lt;br /&gt;
Blocks line of sight&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$filter &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of a filter that allows for blocking vision of specific bots&lt;br /&gt;
== $trigger_detector ==&lt;br /&gt;
Checks for entities inside the trigger and the radius (if specified). The closest entity to the origin inside the trigger is marked as target. Shares inputs and outputs with [https://developer.valvesoftware.com/wiki/Trigger_multiple trigger_multiple]&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$checklineofsight &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Should the line of sight between the detector origin and the target be clear.&lt;br /&gt;
*$radius &amp;lt;number&amp;gt; (Default: 65000)&lt;br /&gt;
**Maximum distance between the the detector origin and the target&lt;br /&gt;
*$fov &amp;lt;number&amp;gt; (Default: 180)&lt;br /&gt;
**If set, only detect entities in field of view angle defined in degrees&lt;br /&gt;
*$keeptarget &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Should the detector keep targeting the entity as long as it remains in range, even if there is another closer suitable target&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TargetTest&lt;br /&gt;
** Check if there is a detectable entity inside the the detector&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnNewTarget &lt;br /&gt;
** Fired when a new target is being found. The new target is the !activator&lt;br /&gt;
* $OnLostTarget&lt;br /&gt;
** Fired when the target is no longer in range, or a new target is being choosen. The lost target is the !activator&lt;br /&gt;
* $OnLostTargetAll&lt;br /&gt;
** Fired when there are no more targets in range&lt;br /&gt;
* $TargetTestPass&lt;br /&gt;
** Fired after $TargetTest input if there is an entity in range currently detected by the detector. The detected entity is the !activator&lt;br /&gt;
* $TargetTestFail&lt;br /&gt;
** Fired after $TargetTest input if there are no entities in range detected by the detector&lt;br /&gt;
&lt;br /&gt;
== $weapon_spawner ==&lt;br /&gt;
Spawns dropped weapons&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$item &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the item to spawn&lt;br /&gt;
*$nomotion &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Spawn items without gravity&lt;br /&gt;
*$ammo &amp;lt;number&amp;gt; (Default: -1)&lt;br /&gt;
**Spawn with this much ammo&lt;br /&gt;
*$clip &amp;lt;number&amp;gt; (Default: -1)&lt;br /&gt;
**Spawn with this much ammo in the clip&lt;br /&gt;
*$energy &amp;lt;number&amp;gt;&lt;br /&gt;
**Spawn with custom amount of energy in (0-1) range&lt;br /&gt;
*$charge &amp;lt;number&amp;gt;&lt;br /&gt;
**Spawn with custom medigun charge amount in (0-1) range&lt;br /&gt;
*$lifetime &amp;lt;number&amp;gt; (Default: 30)&lt;br /&gt;
**Lifetime of the dropped weapon in seconds&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $DropWeapon&lt;br /&gt;
** Drop weapon&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnPickup&lt;br /&gt;
** Fired when a player picks up the weapon. The player is the !activator&lt;br /&gt;
&lt;br /&gt;
== $entity_spawn_detector ==&lt;br /&gt;
Detects if an entity with a  specified classname had spawned&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the classname to check&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnEntitySpawned&lt;br /&gt;
** Fired when an entity with the specified classname spawns. The spawned entity is the !activator&lt;br /&gt;
&lt;br /&gt;
==$filter_keyvalue==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the key to compare, example: health&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_variable==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: myvar&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_datamap==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: m_iHealth&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_sendprop==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_proximity ==&lt;br /&gt;
Custom filter that lets you filter entities by proximity to the target entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$target &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the target entity, or coordinates in x y z format&lt;br /&gt;
*$range &amp;lt;number&amp;gt;&lt;br /&gt;
**Maximum distance to pass the filter&lt;br /&gt;
&lt;br /&gt;
== $filter_bbox ==&lt;br /&gt;
Custom filter that lets you filter entities inside a bounding box&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$target &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the target entity or coordinates in x y z format&lt;br /&gt;
*$min &amp;lt;vector&amp;gt;&lt;br /&gt;
**the negative box bounds in x y z format&lt;br /&gt;
*$max &amp;lt;vector&amp;gt;&lt;br /&gt;
**the positive box bounds in x y z format&lt;br /&gt;
&lt;br /&gt;
== $filter_itemname ==&lt;br /&gt;
Custom damage filter that filters damage by the weapon item name and others&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$item &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the weapon to filter against&lt;br /&gt;
*$type &amp;lt;string&amp;gt;&lt;br /&gt;
**What to test against. Possible values:&lt;br /&gt;
***ItemName (default)&lt;br /&gt;
***Classname&lt;br /&gt;
***SimilarToItem&lt;br /&gt;
***ItemSlot&lt;br /&gt;
***DefIndex&lt;br /&gt;
&lt;br /&gt;
== $filter_specialdamagetype ==&lt;br /&gt;
Custom damage filter that filters damage by the existence of &amp;quot;special damage type&amp;quot; attribute of the weapon&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$type &amp;lt;number&amp;gt;&lt;br /&gt;
**Number of the special damage type required to pass the trigger&lt;br /&gt;
== $script_manager ==&lt;br /&gt;
Executes [[lua]] scripts. single $script_manager entity with targetname popscript is created when a mission includes lua code. When created manually, this entity persists after map reset, and executes scripts after spawn&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$scriptfile &amp;lt;string&amp;gt;&lt;br /&gt;
**Script files separated by comma to be executed when this entity spawns&lt;br /&gt;
&lt;br /&gt;
*$scrips &amp;lt;string&amp;gt;&lt;br /&gt;
**Script to be executed when this entity spawns&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $ExecuteScript &amp;lt;string&amp;gt;&lt;br /&gt;
** Executes script provided in the string&lt;br /&gt;
*$ExecuteFile &amp;lt;string&amp;gt;&lt;br /&gt;
** Executes script file &lt;br /&gt;
*$&amp;lt;function name&amp;gt; &amp;lt;any&amp;gt;&lt;br /&gt;
** Calls a named global function with parameters: provided value, activator, caller&lt;br /&gt;
&lt;br /&gt;
== $bot_npc ==&lt;br /&gt;
Customizable npc bot that does not consume bot slots&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$class &amp;lt;string&amp;gt;&lt;br /&gt;
**Mimic a given player class (sniper by default)&lt;br /&gt;
*$movespeed &amp;lt;float&amp;gt;&lt;br /&gt;
*$duckmovespeed &amp;lt;float&amp;gt;&lt;br /&gt;
*$acceleration &amp;lt;float&amp;gt;&lt;br /&gt;
*$deceleration &amp;lt;float&amp;gt;&lt;br /&gt;
*$jumpheight &amp;lt;float&amp;gt;&lt;br /&gt;
*$gravity &amp;lt;float&amp;gt;&lt;br /&gt;
*$skill &amp;lt;easy/normal/hard/expert&amp;gt;&lt;br /&gt;
*$aimtrackinginterval &amp;lt;float&amp;gt;&lt;br /&gt;
*$aimleadtime &amp;lt;float&amp;gt;&lt;br /&gt;
*$headrotatespeed &amp;lt;float&amp;gt;&lt;br /&gt;
*$autojumpmintime &amp;lt;float&amp;gt;&lt;br /&gt;
*$autojumpmaxtime &amp;lt;float&amp;gt;&lt;br /&gt;
*$forceduck &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$forceshoot &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$disableshoot &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$freeze &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$ignoreenemies &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$dodge &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$notsolidtoplayers &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$ignoreclips &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$allowtakefriendlyfire &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$handattackdamage &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattacktime &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattackrange &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattacksize &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattackforce &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattacksmacktime &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattackcleave &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$handattackicon &amp;lt;string&amp;gt;&lt;br /&gt;
*$handattacksound &amp;lt;string&amp;gt;&lt;br /&gt;
*$handattacksoundmiss &amp;lt;string&amp;gt;&lt;br /&gt;
*$crits &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$hurtsound &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$deathsound &amp;lt;string&amp;gt;&lt;br /&gt;
*$nofootsteps &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$footstepsound &amp;lt;string&amp;gt;&lt;br /&gt;
*$waituntilfullreload &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$deatheffecttype &amp;lt;gib/ragdoll/default/none&amp;gt;&lt;br /&gt;
*$robot &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$zombie &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$giant &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$model &amp;lt;string&amp;gt;&lt;br /&gt;
*$useplayercollisionbounds &amp;lt;1/0&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $GiveWeapon &amp;lt;string/entity&amp;gt;&lt;br /&gt;
** Give item with given name, or give item entity directly&lt;br /&gt;
&lt;br /&gt;
* $RemoveWeapon &amp;lt;string/entity&amp;gt;&lt;br /&gt;
** Remove item with given name, or give item entity directly&lt;br /&gt;
*$RemoveAllWeapons&lt;br /&gt;
*$SetHealth&lt;br /&gt;
*$SetMaxHealth&lt;br /&gt;
*$StartActivity &amp;lt;string&amp;gt;&lt;br /&gt;
*$StartSequence &amp;lt;string&amp;gt;&lt;br /&gt;
*$AddGestureActivity &amp;lt;string&amp;gt;&lt;br /&gt;
*$RestartGestureActivity &amp;lt;string&amp;gt;&lt;br /&gt;
*$AddGestureSequence &amp;lt;string&amp;gt;&lt;br /&gt;
*$RemoveGesture &amp;lt;string&amp;gt;&lt;br /&gt;
*$RemoveAllGesture&lt;br /&gt;
*$StopActivityOrSequence&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Custom_Entities&amp;diff=7514</id>
		<title>Custom Entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Custom_Entities&amp;diff=7514"/>
		<updated>2023-11-22T10:13:35Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: new entities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== $tf_bot_spawn ==&lt;br /&gt;
Tries to spawn a tf_bot at its location. If spawning succeds, deletes itself, otherwise tries again next tick. Uses the robot player pool, and is affected by RobotLimit keyvalue. The spawned bot inherits this entity targetname, all its custom outputs and variables, teamnum, angles, velocity. If this entity is parented, the spawned player will be [[Entity Modules|fake parented]] to this entity parent.&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $Spawn&lt;br /&gt;
** Spawns a bot, used when manual bot spawning is enabled.&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$spawnlimit &amp;lt;int&amp;gt;&lt;br /&gt;
**A maximum number of bots spawned from $tf_bot_spawn entities active at one. By default there is no limit&lt;br /&gt;
*$spawnlimitname &amp;lt;string&amp;gt;&lt;br /&gt;
**If set, $spawnlimit only counts bots spawned by $tf_bot_spawn entities, that also have the same spawn limit name&lt;br /&gt;
*$spawnlimitaction &amp;lt;string&amp;gt;&lt;br /&gt;
**What to do when a $spawnlimit is reached. By default, the additional bot refuses to spawn. Possible values:&lt;br /&gt;
***killoldest - Kills the oldest bot spawned by $tf_bot_spawn&lt;br /&gt;
***specoldest - Send the oldest bot spawned by $tf_bot_spawn to spectator team&lt;br /&gt;
*$disallowspawnstuck &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Prevent the bot from being spawned if there is no room for the spawned bot&lt;br /&gt;
*$nospawnbetwenenwaves &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Prevent the bot from being spawned if the wave is not running&lt;br /&gt;
*$failspawnnoretry &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**If spawning fails, remove itself&lt;br /&gt;
*$manualspawn &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Do not spawn a bot automatically, require $Spawn input to spawn a bot&lt;br /&gt;
&lt;br /&gt;
=== Output ===&lt;br /&gt;
&lt;br /&gt;
* $onbotspawn&lt;br /&gt;
** Called when the bot is spawned. The spawned bot is the !activator&lt;br /&gt;
* $onbotspawnfail&lt;br /&gt;
** Called every time this entity fails to spawn a bot&lt;br /&gt;
&lt;br /&gt;
== $tf_bot ==&lt;br /&gt;
Creates a new tf_bot directly, if player limit is not reached. The classname is changed to player after spawning. Inherits all player Inputs/Outputs. The bot is kicked when the entity is removed&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$kickafterdeathdelay &amp;lt;float&amp;gt;&lt;br /&gt;
**Kicks the bot after specified delay. If the bot is not kicked after death, it will be send to spectator and used in a robot player pool&lt;br /&gt;
== $func_block_los ==&lt;br /&gt;
Blocks line of sight&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$filter &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of a filter that allows for blocking vision of specific bots&lt;br /&gt;
== $trigger_detector ==&lt;br /&gt;
Checks for entities inside the trigger and the radius (if specified). The closest entity to the origin inside the trigger is marked as target. Shares inputs and outputs with [https://developer.valvesoftware.com/wiki/Trigger_multiple trigger_multiple]&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$checklineofsight &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Should the line of sight between the detector origin and the target be clear.&lt;br /&gt;
*$radius &amp;lt;number&amp;gt; (Default: 65000)&lt;br /&gt;
**Maximum distance between the the detector origin and the target&lt;br /&gt;
*$fov &amp;lt;number&amp;gt; (Default: 180)&lt;br /&gt;
**If set, only detect entities in field of view angle defined in degrees&lt;br /&gt;
*$keeptarget &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Should the detector keep targeting the entity as long as it remains in range, even if there is another closer suitable target&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TargetTest&lt;br /&gt;
** Check if there is a detectable entity inside the the detector&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnNewTarget &lt;br /&gt;
** Fired when a new target is being found. The new target is the !activator&lt;br /&gt;
* $OnLostTarget&lt;br /&gt;
** Fired when the target is no longer in range, or a new target is being choosen. The lost target is the !activator&lt;br /&gt;
* $OnLostTargetAll&lt;br /&gt;
** Fired when there are no more targets in range&lt;br /&gt;
* $TargetTestPass&lt;br /&gt;
** Fired after $TargetTest input if there is an entity in range currently detected by the detector. The detected entity is the !activator&lt;br /&gt;
* $TargetTestFail&lt;br /&gt;
** Fired after $TargetTest input if there are no entities in range detected by the detector&lt;br /&gt;
&lt;br /&gt;
== $weapon_spawner ==&lt;br /&gt;
Spawns dropped weapons&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$item &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the item to spawn&lt;br /&gt;
*$nomotion &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Spawn items without gravity&lt;br /&gt;
*$ammo &amp;lt;number&amp;gt; (Default: -1)&lt;br /&gt;
**Spawn with this much ammo&lt;br /&gt;
*$clip &amp;lt;number&amp;gt; (Default: -1)&lt;br /&gt;
**Spawn with this much ammo in the clip&lt;br /&gt;
*$energy &amp;lt;number&amp;gt;&lt;br /&gt;
**Spawn with custom amount of energy in (0-1) range&lt;br /&gt;
*$charge &amp;lt;number&amp;gt;&lt;br /&gt;
**Spawn with custom medigun charge amount in (0-1) range&lt;br /&gt;
*$lifetime &amp;lt;number&amp;gt; (Default: 30)&lt;br /&gt;
**Lifetime of the dropped weapon in seconds&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $DropWeapon&lt;br /&gt;
** Drop weapon&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnPickup&lt;br /&gt;
** Fired when a player picks up the weapon. The player is the !activator&lt;br /&gt;
&lt;br /&gt;
== $entity_spawn_detector ==&lt;br /&gt;
Detects if an entity with a  specified classname had spawned&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the classname to check&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnEntitySpawned&lt;br /&gt;
** Fired when an entity with the specified classname spawns. The spawned entity is the !activator&lt;br /&gt;
&lt;br /&gt;
==$filter_keyvalue==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the key to compare, example: health&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_variable==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: myvar&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_datamap==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: m_iHealth&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_sendprop==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_proximity ==&lt;br /&gt;
Custom filter that lets you filter entities by proximity to the target entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$target &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the target entity, or coordinates in x y z format&lt;br /&gt;
*$range &amp;lt;number&amp;gt;&lt;br /&gt;
**Maximum distance to pass the filter&lt;br /&gt;
&lt;br /&gt;
== $filter_bbox ==&lt;br /&gt;
Custom filter that lets you filter entities inside a bounding box&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$target &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the target entity or coordinates in x y z format&lt;br /&gt;
*$min &amp;lt;vector&amp;gt;&lt;br /&gt;
**the negative box bounds in x y z format&lt;br /&gt;
*$max &amp;lt;vector&amp;gt;&lt;br /&gt;
**the positive box bounds in x y z format&lt;br /&gt;
&lt;br /&gt;
== $filter_itemname ==&lt;br /&gt;
Custom damage filter that filters damage by the weapon item name and others&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$item &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the weapon to filter against&lt;br /&gt;
*$type &amp;lt;string&amp;gt;&lt;br /&gt;
**What to test against. Possible values:&lt;br /&gt;
***ItemName (default)&lt;br /&gt;
***Classname&lt;br /&gt;
***SimilarToItem&lt;br /&gt;
***ItemSlot&lt;br /&gt;
***DefIndex&lt;br /&gt;
&lt;br /&gt;
== $filter_specialdamagetype ==&lt;br /&gt;
Custom damage filter that filters damage by the existence of &amp;quot;special damage type&amp;quot; attribute of the weapon&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$type &amp;lt;number&amp;gt;&lt;br /&gt;
**Number of the special damage type required to pass the trigger&lt;br /&gt;
== $script_manager ==&lt;br /&gt;
Executes [[lua]] scripts. single $script_manager entity with targetname popscript is created when a mission includes lua code. When created manually, this entity persists after map reset, and executes scripts after spawn&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$scriptfile &amp;lt;string&amp;gt;&lt;br /&gt;
**Script files separated by comma to be executed when this entity spawns&lt;br /&gt;
&lt;br /&gt;
*$scrips &amp;lt;string&amp;gt;&lt;br /&gt;
**Script to be executed when this entity spawns&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $ExecuteScript &amp;lt;string&amp;gt;&lt;br /&gt;
** Executes script provided in the string&lt;br /&gt;
*$ExecuteFile &amp;lt;string&amp;gt;&lt;br /&gt;
** Executes script file &lt;br /&gt;
*$&amp;lt;function name&amp;gt; &amp;lt;any&amp;gt;&lt;br /&gt;
** Calls a named global function with parameters: provided value, activator, caller&lt;br /&gt;
&lt;br /&gt;
== $bot_npc ==&lt;br /&gt;
Customizable npc bot that does not consume bot slots&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$class &amp;lt;string&amp;gt;&lt;br /&gt;
**Mimic a given player class (sniper by default)&lt;br /&gt;
*$movespeed &amp;lt;float&amp;gt;&lt;br /&gt;
*$duckmovespeed &amp;lt;float&amp;gt;&lt;br /&gt;
*$acceleration &amp;lt;float&amp;gt;&lt;br /&gt;
*$deceleration &amp;lt;float&amp;gt;&lt;br /&gt;
*$jumpheight &amp;lt;float&amp;gt;&lt;br /&gt;
*$gravity &amp;lt;float&amp;gt;&lt;br /&gt;
*$skill &amp;lt;easy/normal/hard/expert&amp;gt;&lt;br /&gt;
*$aimtrackinginterval &amp;lt;float&amp;gt;&lt;br /&gt;
*$aimleadtime &amp;lt;float&amp;gt;&lt;br /&gt;
*$headrotatespeed &amp;lt;float&amp;gt;&lt;br /&gt;
*$autojumpmintime &amp;lt;float&amp;gt;&lt;br /&gt;
*$autojumpmaxtime &amp;lt;float&amp;gt;&lt;br /&gt;
*$forceduck &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$forceshoot &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$disableshoot &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$freeze &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$ignoreenemies &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$dodge &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$notsolidtoplayers &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$ignoreclips &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$allowtakefriendlyfire &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$handattackdamage &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattacktime &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattackrange &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattacksize &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattackforce &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattacksmacktime &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattackcleave &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$handattackicon &amp;lt;string&amp;gt;&lt;br /&gt;
*$handattacksound &amp;lt;string&amp;gt;&lt;br /&gt;
*$handattacksoundmiss &amp;lt;string&amp;gt;&lt;br /&gt;
*$crits &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$hurtsound &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$deathsound &amp;lt;string&amp;gt;&lt;br /&gt;
*$nofootsteps &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$footstepsound &amp;lt;string&amp;gt;&lt;br /&gt;
*$waituntilfullreload &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$deatheffecttype &amp;lt;gib/ragdoll/default/none&amp;gt;&lt;br /&gt;
*$robot &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$zombie &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$giant &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$model &amp;lt;string&amp;gt;&lt;br /&gt;
*$useplayercollisionbounds &amp;lt;1/0&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $GiveWeapon &amp;lt;string/entity&amp;gt;&lt;br /&gt;
** Give item with given name, or give item entity directly&lt;br /&gt;
&lt;br /&gt;
* $RemoveWeapon &amp;lt;string/entity&amp;gt;&lt;br /&gt;
** Remove item with given name, or give item entity directly&lt;br /&gt;
*$RemoveAllWeapons&lt;br /&gt;
*$SetHealth&lt;br /&gt;
*$SetMaxHealth&lt;br /&gt;
*$StartActivity &amp;lt;string&amp;gt;&lt;br /&gt;
*$StartSequence &amp;lt;string&amp;gt;&lt;br /&gt;
*$AddGestureActivity &amp;lt;string&amp;gt;&lt;br /&gt;
*$RestartGestureActivity &amp;lt;string&amp;gt;&lt;br /&gt;
*$AddGestureSequence &amp;lt;string&amp;gt;&lt;br /&gt;
*$RemoveGesture &amp;lt;string&amp;gt;&lt;br /&gt;
*$RemoveAllGesture&lt;br /&gt;
*$StopActivityOrSequence&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7513</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7513"/>
		<updated>2023-11-22T09:34:55Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: more inputs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
This page lists a number of additions to existing entities, including inputs, outputs, and keyvalues, as well as changes to the Input/Output system as a whole. Not to be confused with [[Custom Entities]], which are entirely new entities.&lt;br /&gt;
&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$allowplayerattributes &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Fix for player dependent attributes not working on custom weapon&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Disable fire sounds of custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
*$projspeedmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Sentry rocket speed multiplier&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
*$SetGravity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set tank gravity. Only for wave spawned tanks&lt;br /&gt;
*$SetImmobile &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Set if the tank is immobile. Only for wave spawned tanks&lt;br /&gt;
*$SetOffsetZ &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Set tank offset Z. Only for wave spawned tanks&lt;br /&gt;
*$SetTurnRate &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Set tank turn rate. Only for wave spawned tanks&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***switch_action action&lt;br /&gt;
****switch to different action. Sometimes this may fail (such as when the bot is carrying the bomb):&lt;br /&gt;
*****Default&lt;br /&gt;
*****FetchFlag&lt;br /&gt;
*****EscortFlag&lt;br /&gt;
*****PushToCapturePoint&lt;br /&gt;
*****Mobber&lt;br /&gt;
*****Spy&lt;br /&gt;
*****Sniper&lt;br /&gt;
*****SuicideBomber&lt;br /&gt;
*****Idle&lt;br /&gt;
*****Passive&lt;br /&gt;
*****Medic&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
*$Stun &amp;lt;float&amp;gt;&lt;br /&gt;
**Stun player for specified duration in seconds&lt;br /&gt;
*$Slowdown &amp;lt;string&amp;gt;&lt;br /&gt;
**Slowdowns player by specified amount for specified duration&lt;br /&gt;
**Parameter format: slowdown|duration&lt;br /&gt;
*$SetFOV &amp;lt;int&amp;gt;&lt;br /&gt;
**Sets player FOV to specified amount. 0 FOV restores original fov&lt;br /&gt;
*$SetFOVDuration &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets player FOV with zoom in duration and starting FOV&lt;br /&gt;
**Parameter format: fov|duration|start fov&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
== item_teamflag ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player can pick up the flag&lt;br /&gt;
*$disablebuffs &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If bomb buffs should be disabled&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnPickup&lt;br /&gt;
**OnPickup but with player as activator&lt;br /&gt;
&lt;br /&gt;
*$OnDrop&lt;br /&gt;
**OnDrop but with player as activator&lt;br /&gt;
*$OnBombUpgradeLevel1&lt;br /&gt;
**Called when the bomb is upgraded to level 1&lt;br /&gt;
*$OnBombUpgradeLevel2&lt;br /&gt;
**Called when the bomb is upgraded to level 2&lt;br /&gt;
*$OnBombUpgradeLevel3&lt;br /&gt;
**Called when the bomb is upgraded to level 3&lt;br /&gt;
&lt;br /&gt;
== func_flagdetectionzone ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if flag triggers the zone&lt;br /&gt;
*$filterplayer &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player with flag triggers the zone&lt;br /&gt;
&lt;br /&gt;
== point_push ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if entity should be pushed&lt;br /&gt;
&lt;br /&gt;
== point_populator_interface ==&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $CollectCash&lt;br /&gt;
** Collects all dropped cash&lt;br /&gt;
*$FinishWave&lt;br /&gt;
**Finishes current wave immediately&lt;br /&gt;
*$FinishWaveNoUnspawnedMoney&lt;br /&gt;
**Finishes current wave and does not give money for unspawned bots&lt;br /&gt;
*$JumpToWave &amp;lt;int&amp;gt;&lt;br /&gt;
**Jumps to specified wave&lt;br /&gt;
*$JumpToWaveCalculateMoney &amp;lt;int&amp;gt;&lt;br /&gt;
**Jumps to specified wave and calculates wave money, without giving bonuses&lt;br /&gt;
*$PauseWavespawn &amp;lt;string&amp;gt;&lt;br /&gt;
**Pauses WaveSpawns with given name. Paused wave spawns don&#039;t consume bot slots&lt;br /&gt;
*$ResumeWavespawn &amp;lt;string&amp;gt;&lt;br /&gt;
**Resumes WaveSpawns with given name.&lt;br /&gt;
*$ReduceFromWavespawn$(wavespawn name) &amp;lt;int&amp;gt;&lt;br /&gt;
**Reduces specified amount of unspawned bots from given WaveSpawns and distributes its money&lt;br /&gt;
*$FinishWavespawn &amp;lt;string&amp;gt;&lt;br /&gt;
**Removes all unspawned bots from given WaveSpawns and distributes money&lt;br /&gt;
*$KillWavespawn &amp;lt;string&amp;gt;&lt;br /&gt;
**Removes all entities spawned by given WaveSpawns&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a parameter (default value if not found)&lt;br /&gt;
**example: $GetKey$startdisabled&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with custom variable as set with $SetVar as a parameter (default value if not found)&lt;br /&gt;
**example: $GetVar$customvar&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**parameter example: !activator|$DisplayTextCenter|def&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a parameter (default value if not found)&lt;br /&gt;
**example: $GetData$m_szNetname&lt;br /&gt;
***Unlike send props, datamaps do not have arrays.&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**parameter example: !activator|$DisplayTextCenter|def&lt;br /&gt;
***Default value is not required to be defined, but can be useful for debugging.&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with the specified send prop&#039;s value as a parameter (default value if not found)&lt;br /&gt;
**example without array: $GetProp$m_bInUpgradeZone&lt;br /&gt;
**example with an array: $GetProp$m_iAmmo$3&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**parameter example: !activator|$DisplayTextCenter|def&lt;br /&gt;
***Default value is not required to be defined, but can be useful for debugging.&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
*$VScriptFunc$function &amp;lt;string&amp;gt;&lt;br /&gt;
**Executes a VScript function with a single parameter, equivalent to &amp;lt;code&amp;gt;runscriptcode function(param)&amp;lt;/code&amp;gt; input&lt;br /&gt;
*$StopParticleEffects&lt;br /&gt;
**Stops attached particle effects, some effects are not stoppable&lt;br /&gt;
*$SetSolidFlags &amp;lt;int&amp;gt;&lt;br /&gt;
**Set solid flags&lt;br /&gt;
*$SetSolid &amp;lt;int&amp;gt;&lt;br /&gt;
**Set solid type&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Custom_Entities&amp;diff=7505</id>
		<title>Custom Entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Custom_Entities&amp;diff=7505"/>
		<updated>2023-11-08T11:49:38Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: bot_npc added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== $func_block_los ==&lt;br /&gt;
Blocks line of sight&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$filter &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of a filter that allows for blocking vision of specific bots&lt;br /&gt;
== $trigger_detector ==&lt;br /&gt;
Checks for entities inside the trigger and the radius (if specified). The closest entity to the origin inside the trigger is marked as target. Shares inputs and outputs with [https://developer.valvesoftware.com/wiki/Trigger_multiple trigger_multiple]&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$checklineofsight &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Should the line of sight between the detector origin and the target be clear.&lt;br /&gt;
*$radius &amp;lt;number&amp;gt; (Default: 65000)&lt;br /&gt;
**Maximum distance between the the detector origin and the target&lt;br /&gt;
*$fov &amp;lt;number&amp;gt; (Default: 180)&lt;br /&gt;
**If set, only detect entities in field of view angle defined in degrees&lt;br /&gt;
*$keeptarget &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Should the detector keep targeting the entity as long as it remains in range, even if there is another closer suitable target&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TargetTest&lt;br /&gt;
** Check if there is a detectable entity inside the the detector&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnNewTarget &lt;br /&gt;
** Fired when a new target is being found. The new target is the !activator&lt;br /&gt;
* $OnLostTarget&lt;br /&gt;
** Fired when the target is no longer in range, or a new target is being choosen. The lost target is the !activator&lt;br /&gt;
* $OnLostTargetAll&lt;br /&gt;
** Fired when there are no more targets in range&lt;br /&gt;
* $TargetTestPass&lt;br /&gt;
** Fired after $TargetTest input if there is an entity in range currently detected by the detector. The detected entity is the !activator&lt;br /&gt;
* $TargetTestFail&lt;br /&gt;
** Fired after $TargetTest input if there are no entities in range detected by the detector&lt;br /&gt;
&lt;br /&gt;
== $weapon_spawner ==&lt;br /&gt;
Spawns dropped weapons&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$item &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the item to spawn&lt;br /&gt;
*$nomotion &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Spawn items without gravity&lt;br /&gt;
*$ammo &amp;lt;number&amp;gt; (Default: -1)&lt;br /&gt;
**Spawn with this much ammo&lt;br /&gt;
*$clip &amp;lt;number&amp;gt; (Default: -1)&lt;br /&gt;
**Spawn with this much ammo in the clip&lt;br /&gt;
*$energy &amp;lt;number&amp;gt;&lt;br /&gt;
**Spawn with custom amount of energy in (0-1) range&lt;br /&gt;
*$charge &amp;lt;number&amp;gt;&lt;br /&gt;
**Spawn with custom medigun charge amount in (0-1) range&lt;br /&gt;
*$lifetime &amp;lt;number&amp;gt; (Default: 30)&lt;br /&gt;
**Lifetime of the dropped weapon in seconds&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $DropWeapon&lt;br /&gt;
** Drop weapon&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnPickup&lt;br /&gt;
** Fired when a player picks up the weapon. The player is the !activator&lt;br /&gt;
&lt;br /&gt;
== $entity_spawn_detector ==&lt;br /&gt;
Detects if an entity with a  specified classname had spawned&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the classname to check&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnEntitySpawned&lt;br /&gt;
** Fired when an entity with the specified classname spawns. The spawned entity is the !activator&lt;br /&gt;
&lt;br /&gt;
==$filter_keyvalue==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the key to compare, example: health&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_variable==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: myvar&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_datamap==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: m_iHealth&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_sendprop==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_proximity ==&lt;br /&gt;
Custom filter that lets you filter entities by proximity to the target entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$target &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the target entity, or coordinates in x y z format&lt;br /&gt;
*$range &amp;lt;number&amp;gt;&lt;br /&gt;
**Maximum distance to pass the filter&lt;br /&gt;
&lt;br /&gt;
== $filter_bbox ==&lt;br /&gt;
Custom filter that lets you filter entities inside a bounding box&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$target &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the target entity or coordinates in x y z format&lt;br /&gt;
*$min &amp;lt;vector&amp;gt;&lt;br /&gt;
**the negative box bounds in x y z format&lt;br /&gt;
*$max &amp;lt;vector&amp;gt;&lt;br /&gt;
**the positive box bounds in x y z format&lt;br /&gt;
&lt;br /&gt;
== $filter_itemname ==&lt;br /&gt;
Custom damage filter that filters damage by the weapon item name and others&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$item &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the weapon to filter against&lt;br /&gt;
*$type &amp;lt;string&amp;gt;&lt;br /&gt;
**What to test against. Possible values:&lt;br /&gt;
***ItemName (default)&lt;br /&gt;
***Classname&lt;br /&gt;
***SimilarToItem&lt;br /&gt;
***ItemSlot&lt;br /&gt;
***DefIndex&lt;br /&gt;
&lt;br /&gt;
== $filter_specialdamagetype ==&lt;br /&gt;
Custom damage filter that filters damage by the existence of &amp;quot;special damage type&amp;quot; attribute of the weapon&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$type &amp;lt;number&amp;gt;&lt;br /&gt;
**Number of the special damage type required to pass the trigger&lt;br /&gt;
== $script_manager ==&lt;br /&gt;
Executes [[lua]] scripts. single $script_manager entity with targetname popscript is created when a mission includes lua code. When created manually, this entity persists after map reset, and executes scripts after spawn&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$scriptfile &amp;lt;string&amp;gt;&lt;br /&gt;
**Script files separated by comma to be executed when this entity spawns&lt;br /&gt;
&lt;br /&gt;
*$scrips &amp;lt;string&amp;gt;&lt;br /&gt;
**Script to be executed when this entity spawns&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $ExecuteScript &amp;lt;string&amp;gt;&lt;br /&gt;
** Executes script provided in the string&lt;br /&gt;
*$ExecuteFile &amp;lt;string&amp;gt;&lt;br /&gt;
** Executes script file &lt;br /&gt;
*$&amp;lt;function name&amp;gt; &amp;lt;any&amp;gt;&lt;br /&gt;
** Calls a named global function with parameters: provided value, activator, caller&lt;br /&gt;
&lt;br /&gt;
== $bot_npc ==&lt;br /&gt;
Customizable npc bot that does not consume bot slots&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$class &amp;lt;string&amp;gt;&lt;br /&gt;
**Mimic a given player class (sniper by default)&lt;br /&gt;
*$movespeed &amp;lt;float&amp;gt;&lt;br /&gt;
*$duckmovespeed &amp;lt;float&amp;gt;&lt;br /&gt;
*$acceleration &amp;lt;float&amp;gt;&lt;br /&gt;
*$deceleration &amp;lt;float&amp;gt;&lt;br /&gt;
*$jumpheight &amp;lt;float&amp;gt;&lt;br /&gt;
*$gravity &amp;lt;float&amp;gt;&lt;br /&gt;
*$skill &amp;lt;easy/normal/hard/expert&amp;gt;&lt;br /&gt;
*$aimtrackinginterval &amp;lt;float&amp;gt;&lt;br /&gt;
*$aimleadtime &amp;lt;float&amp;gt;&lt;br /&gt;
*$headrotatespeed &amp;lt;float&amp;gt;&lt;br /&gt;
*$autojumpmintime &amp;lt;float&amp;gt;&lt;br /&gt;
*$autojumpmaxtime &amp;lt;float&amp;gt;&lt;br /&gt;
*$forceduck &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$forceshoot &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$disableshoot &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$freeze &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$ignoreenemies &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$dodge &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$notsolidtoplayers &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$ignoreclips &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$allowtakefriendlyfire &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$handattackdamage &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattacktime &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattackrange &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattacksize &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattackforce &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattacksmacktime &amp;lt;float&amp;gt;&lt;br /&gt;
*$handattackcleave &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$handattackicon &amp;lt;string&amp;gt;&lt;br /&gt;
*$handattacksound &amp;lt;string&amp;gt;&lt;br /&gt;
*$handattacksoundmiss &amp;lt;string&amp;gt;&lt;br /&gt;
*$crits &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$hurtsound &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$deathsound &amp;lt;string&amp;gt;&lt;br /&gt;
*$nofootsteps &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$footstepsound &amp;lt;string&amp;gt;&lt;br /&gt;
*$waituntilfullreload &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$deatheffecttype &amp;lt;gib/ragdoll/default/none&amp;gt;&lt;br /&gt;
*$robot &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$zombie &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$giant &amp;lt;1/0&amp;gt;&lt;br /&gt;
*$model &amp;lt;string&amp;gt;&lt;br /&gt;
*$useplayercollisionbounds &amp;lt;1/0&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $GiveWeapon &amp;lt;string/entity&amp;gt;&lt;br /&gt;
** Give item with given name, or give item entity directly&lt;br /&gt;
&lt;br /&gt;
* $RemoveWeapon &amp;lt;string/entity&amp;gt;&lt;br /&gt;
** Remove item with given name, or give item entity directly&lt;br /&gt;
*$RemoveAllWeapons&lt;br /&gt;
*$SetHealth&lt;br /&gt;
*$SetMaxHealth&lt;br /&gt;
*$StartActivity &amp;lt;string&amp;gt;&lt;br /&gt;
*$StartSequence &amp;lt;string&amp;gt;&lt;br /&gt;
*$AddGestureActivity &amp;lt;string&amp;gt;&lt;br /&gt;
*$RestartGestureActivity &amp;lt;string&amp;gt;&lt;br /&gt;
*$AddGestureSequence &amp;lt;string&amp;gt;&lt;br /&gt;
*$RemoveGesture &amp;lt;string&amp;gt;&lt;br /&gt;
*$RemoveAllGesture&lt;br /&gt;
*$StopActivityOrSequence&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7504</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7504"/>
		<updated>2023-11-08T11:30:55Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: more inputs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$allowplayerattributes &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Fix for player dependent attributes not working on custom weapon&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Disable fire sounds of custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
*$projspeedmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Sentry rocket speed multiplier&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***switch_action action&lt;br /&gt;
****switch to different action. Sometimes this may fail (such as when the bot is carrying the bomb):&lt;br /&gt;
*****Default&lt;br /&gt;
*****FetchFlag&lt;br /&gt;
*****EscortFlag&lt;br /&gt;
*****PushToCapturePoint&lt;br /&gt;
*****Mobber&lt;br /&gt;
*****Spy&lt;br /&gt;
*****Sniper&lt;br /&gt;
*****SuicideBomber&lt;br /&gt;
*****Idle&lt;br /&gt;
*****Passive&lt;br /&gt;
*****Medic&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
*$Stun &amp;lt;float&amp;gt;&lt;br /&gt;
**Stun player for specified duration in seconds&lt;br /&gt;
*$Slowdown &amp;lt;string&amp;gt;&lt;br /&gt;
**Slowdowns player by specified amount for specified duration&lt;br /&gt;
**Parameter format: slowdown|duration&lt;br /&gt;
*$SetFOV &amp;lt;int&amp;gt;&lt;br /&gt;
**Sets player FOV to specified amount. 0 FOV restores original fov&lt;br /&gt;
*$SetFOVDuration &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets player FOV with zoom in duration and starting FOV&lt;br /&gt;
**Parameter format: fov|duration|start fov&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
== item_teamflag ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player can pick up the flag&lt;br /&gt;
*$disablebuffs &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If bomb buffs should be disabled&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnPickup&lt;br /&gt;
**OnPickup but with player as activator&lt;br /&gt;
&lt;br /&gt;
*$OnDrop&lt;br /&gt;
**OnDrop but with player as activator&lt;br /&gt;
*$OnBombUpgradeLevel1&lt;br /&gt;
**Called when the bomb is upgraded to level 1&lt;br /&gt;
*$OnBombUpgradeLevel2&lt;br /&gt;
**Called when the bomb is upgraded to level 2&lt;br /&gt;
*$OnBombUpgradeLevel3&lt;br /&gt;
**Called when the bomb is upgraded to level 3&lt;br /&gt;
&lt;br /&gt;
== func_flagdetectionzone ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if flag triggers the zone&lt;br /&gt;
*$filterplayer &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player with flag triggers the zone&lt;br /&gt;
&lt;br /&gt;
== point_push ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if entity should be pushed&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with keyvalue as a parameter (default value if not found)&lt;br /&gt;
**example: $GetKey$startdisabled&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with custom variable as set with $SetVar as a parameter (default value if not found)&lt;br /&gt;
**example: $GetVar$customvar&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**parameter example: !activator|$DisplayTextCenter|def&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a parameter (default value if not found)&lt;br /&gt;
**example: $GetData$m_szNetname&lt;br /&gt;
***Unlike send props, datamaps do not have arrays.&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**parameter example: !activator|$DisplayTextCenter|def&lt;br /&gt;
***Default value is not required to be defined, but can be useful for debugging.&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Trigger the input of an entity, with the specified send prop&#039;s value as a parameter (default value if not found)&lt;br /&gt;
**example without array: $GetProp$m_bInUpgradeZone&lt;br /&gt;
**example with an array: $GetProp$m_iAmmo$3&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**parameter example: !activator|$DisplayTextCenter|def&lt;br /&gt;
***Default value is not required to be defined, but can be useful for debugging.&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
*$VScriptFunc$function &amp;lt;string&amp;gt;&lt;br /&gt;
**Executes a VScript function with a single parameter, equivalent to &amp;lt;code&amp;gt;runscriptcode function(param)&amp;lt;/code&amp;gt; input&lt;br /&gt;
*$StopParticleEffects&lt;br /&gt;
**Stops attached particle effects, some effects are not stoppable&lt;br /&gt;
*$SetSolidFlags &amp;lt;int&amp;gt;&lt;br /&gt;
**Set solid flags&lt;br /&gt;
*$SetSolid &amp;lt;int&amp;gt;&lt;br /&gt;
**Set solid type&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7344</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=7344"/>
		<updated>2023-10-05T18:36:21Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: more 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 projectilesmovement 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;
|&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 attack 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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Custom_Entities&amp;diff=7343</id>
		<title>Custom Entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Custom_Entities&amp;diff=7343"/>
		<updated>2023-10-05T18:33:09Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== $func_block_los ==&lt;br /&gt;
Blocks line of sight&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$filter &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of a filter that allows for blocking vision of specific bots&lt;br /&gt;
== $trigger_detector ==&lt;br /&gt;
Checks for entities inside the trigger and the radius (if specified). The closest entity to the origin inside the trigger is marked as target. Shares inputs and outputs with [https://developer.valvesoftware.com/wiki/Trigger_multiple trigger_multiple]&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$checklineofsight &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Should the line of sight between the detector origin and the target be clear.&lt;br /&gt;
*$radius &amp;lt;number&amp;gt; (Default: 65000)&lt;br /&gt;
**Maximum distance between the the detector origin and the target&lt;br /&gt;
*$fov &amp;lt;number&amp;gt; (Default: 180)&lt;br /&gt;
**If set, only detect entities in field of view angle defined in degrees&lt;br /&gt;
*$keeptarget &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Should the detector keep targeting the entity as long as it remains in range, even if there is another closer suitable target&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TargetTest&lt;br /&gt;
** Check if there is a detectable entity inside the the detector&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnNewTarget &lt;br /&gt;
** Fired when a new target is being found. The new target is the !activator&lt;br /&gt;
* $OnLostTarget&lt;br /&gt;
** Fired when the target is no longer in range, or a new target is being choosen. The lost target is the !activator&lt;br /&gt;
* $OnLostTargetAll&lt;br /&gt;
** Fired when there are no more targets in range&lt;br /&gt;
* $TargetTestPass&lt;br /&gt;
** Fired after $TargetTest input if there is an entity in range currently detected by the detector. The detected entity is the !activator&lt;br /&gt;
* $TargetTestFail&lt;br /&gt;
** Fired after $TargetTest input if there are no entities in range detected by the detector&lt;br /&gt;
&lt;br /&gt;
== $weapon_spawner ==&lt;br /&gt;
Spawns dropped weapons&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$item &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the item to spawn&lt;br /&gt;
*$nomotion &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Spawn items without gravity&lt;br /&gt;
*$ammo &amp;lt;number&amp;gt; (Default: -1)&lt;br /&gt;
**Spawn with this much ammo&lt;br /&gt;
*$clip &amp;lt;number&amp;gt; (Default: -1)&lt;br /&gt;
**Spawn with this much ammo in the clip&lt;br /&gt;
*$energy &amp;lt;number&amp;gt;&lt;br /&gt;
**Spawn with custom amount of energy in (0-1) range&lt;br /&gt;
*$charge &amp;lt;number&amp;gt;&lt;br /&gt;
**Spawn with custom medigun charge amount in (0-1) range&lt;br /&gt;
*$lifetime &amp;lt;number&amp;gt; (Default: 30)&lt;br /&gt;
**Lifetime of the dropped weapon in seconds&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $DropWeapon&lt;br /&gt;
** Drop weapon&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnPickup&lt;br /&gt;
** Fired when a player picks up the weapon. The player is the !activator&lt;br /&gt;
&lt;br /&gt;
== $entity_spawn_detector ==&lt;br /&gt;
Detects if an entity with a  specified classname had spawned&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the classname to check&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnEntitySpawned&lt;br /&gt;
** Fired when an entity with the specified classname spawns. The spawned entity is the !activator&lt;br /&gt;
&lt;br /&gt;
==$filter_keyvalue==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the key to compare, example: health&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_variable==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: myvar&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_datamap==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: m_iHealth&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_sendprop==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_proximity ==&lt;br /&gt;
Custom filter that lets you filter entities by proximity to the target entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$target &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the target entity, or coordinates in x y z format&lt;br /&gt;
*$range &amp;lt;number&amp;gt;&lt;br /&gt;
**Maximum distance to pass the filter&lt;br /&gt;
&lt;br /&gt;
== $filter_bbox ==&lt;br /&gt;
Custom filter that lets you filter entities inside a bounding box&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$target &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the target entity or coordinates in x y z format&lt;br /&gt;
*$min &amp;lt;vector&amp;gt;&lt;br /&gt;
**the negative box bounds in x y z format&lt;br /&gt;
*$max &amp;lt;vector&amp;gt;&lt;br /&gt;
**the positive box bounds in x y z format&lt;br /&gt;
&lt;br /&gt;
== $filter_itemname ==&lt;br /&gt;
Custom damage filter that filters damage by the weapon item name and others&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$item &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the weapon to filter against&lt;br /&gt;
*$type &amp;lt;string&amp;gt;&lt;br /&gt;
**What to test against. Possible values:&lt;br /&gt;
***ItemName (default)&lt;br /&gt;
***Classname&lt;br /&gt;
***SimilarToItem&lt;br /&gt;
***ItemSlot&lt;br /&gt;
***DefIndex&lt;br /&gt;
&lt;br /&gt;
== $filter_specialdamagetype ==&lt;br /&gt;
Custom damage filter that filters damage by the existence of &amp;quot;special damage type&amp;quot; attribute of the weapon&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$type &amp;lt;number&amp;gt;&lt;br /&gt;
**Number of the special damage type required to pass the trigger&lt;br /&gt;
== $script_manager ==&lt;br /&gt;
Executes [[lua]] scripts. single $script_manager entity with targetname popscript is created when a mission includes lua code. When created manually, this entity persists after map reset, and executes scripts after spawn&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$scriptfile &amp;lt;string&amp;gt;&lt;br /&gt;
**Script files separated by comma to be executed when this entity spawns&lt;br /&gt;
&lt;br /&gt;
*$scrips &amp;lt;string&amp;gt;&lt;br /&gt;
**Script to be executed when this entity spawns&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $ExecuteScript &amp;lt;string&amp;gt;&lt;br /&gt;
** Executes script provided in the string&lt;br /&gt;
*$ExecuteFile &amp;lt;string&amp;gt;&lt;br /&gt;
** Executes script file &lt;br /&gt;
*$&amp;lt;function name&amp;gt; &amp;lt;any&amp;gt;&lt;br /&gt;
** Calls a named global function with parameters: provided value, activator, caller&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7342</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7342"/>
		<updated>2023-10-05T18:29:52Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
*$projspeedmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Sentry rocket speed multiplier&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***switch_action action&lt;br /&gt;
****switch to different action. Sometimes this may fail (such as when the bot is carrying the bomb):&lt;br /&gt;
*****Default&lt;br /&gt;
*****FetchFlag&lt;br /&gt;
*****EscortFlag&lt;br /&gt;
*****PushToCapturePoint&lt;br /&gt;
*****Mobber&lt;br /&gt;
*****Spy&lt;br /&gt;
*****Sniper&lt;br /&gt;
*****SuicideBomber&lt;br /&gt;
*****Idle&lt;br /&gt;
*****Passive&lt;br /&gt;
*****Medic&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
*$Stun &amp;lt;float&amp;gt;&lt;br /&gt;
**Stun player for specified duration in seconds&lt;br /&gt;
*$Slowdown &amp;lt;string&amp;gt;&lt;br /&gt;
**Slowdowns player by specified amount for specified duration&lt;br /&gt;
**Parameter format: slowdown|duration&lt;br /&gt;
*$SetFOV &amp;lt;int&amp;gt;&lt;br /&gt;
**Sets player FOV to specified amount. 0 FOV restores original fov&lt;br /&gt;
*$SetFOVDuration &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets player FOV with zoom in duration and starting FOV&lt;br /&gt;
**Parameter format: fov|duration|start fov&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
== item_teamflag ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player can pick up the flag&lt;br /&gt;
*$disablebuffs &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If bomb buffs should be disabled&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnPickup&lt;br /&gt;
**OnPickup but with player as activator&lt;br /&gt;
&lt;br /&gt;
*$OnDrop&lt;br /&gt;
**OnDrop but with player as activator&lt;br /&gt;
*$OnBombUpgradeLevel1&lt;br /&gt;
**Called when the bomb is upgraded to level 1&lt;br /&gt;
*$OnBombUpgradeLevel2&lt;br /&gt;
**Called when the bomb is upgraded to level 2&lt;br /&gt;
*$OnBombUpgradeLevel3&lt;br /&gt;
**Called when the bomb is upgraded to level 3&lt;br /&gt;
&lt;br /&gt;
== func_flagdetectionzone ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if flag triggers the zone&lt;br /&gt;
*$filterplayer &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player with flag triggers the zone&lt;br /&gt;
&lt;br /&gt;
== point_push ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if entity should be pushed&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
*$VScriptFunc$function&lt;br /&gt;
**Executes a VScript function with a single parameter, equivalent to &amp;lt;code&amp;gt;runscriptcode function(param)&amp;lt;/code&amp;gt; input&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7341</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7341"/>
		<updated>2023-10-04T14:41:24Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: more inputs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
*$projspeedmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Sentry rocket speed multiplier&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***switch_action action&lt;br /&gt;
****switch to different action. Sometimes this may fail (such as when the bot is carrying the bomb):&lt;br /&gt;
*****Default&lt;br /&gt;
*****FetchFlag&lt;br /&gt;
*****EscortFlag&lt;br /&gt;
*****PushToCapturePoint&lt;br /&gt;
*****Mobber&lt;br /&gt;
*****Spy&lt;br /&gt;
*****Sniper&lt;br /&gt;
*****SuicideBomber&lt;br /&gt;
*****Idle&lt;br /&gt;
*****Passive&lt;br /&gt;
*****Medic&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
*$Stun &amp;lt;float&amp;gt;&lt;br /&gt;
**Stun player for specified duration in seconds&lt;br /&gt;
*$Slowdown &amp;lt;string&amp;gt;&lt;br /&gt;
**Slowdowns player by specified amount for specified duration&lt;br /&gt;
**Parameter format: slowdown|duration&lt;br /&gt;
*$SetFOV &amp;lt;int&amp;gt;&lt;br /&gt;
**Sets player FOV to specified amount. 0 FOV restores original fov&lt;br /&gt;
*$SetFOVDuration &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets player FOV with zoom in duration and starting FOV&lt;br /&gt;
**Parameter format: fov|duration|start fov&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
== item_teamflag ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player can pick up the flag&lt;br /&gt;
*$disablebuffs &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If bomb buffs should be disabled&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnPickup&lt;br /&gt;
**OnPickup but with player as activator&lt;br /&gt;
&lt;br /&gt;
*$OnDrop&lt;br /&gt;
**OnDrop but with player as activator&lt;br /&gt;
*$OnBombUpgradeLevel1&lt;br /&gt;
**Called when the bomb is upgraded to level 1&lt;br /&gt;
*$OnBombUpgradeLevel2&lt;br /&gt;
**Called when the bomb is upgraded to level 2&lt;br /&gt;
*$OnBombUpgradeLevel3&lt;br /&gt;
**Called when the bomb is upgraded to level 3&lt;br /&gt;
&lt;br /&gt;
== func_flagdetectionzone ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if flag triggers the zone&lt;br /&gt;
*$filterplayer &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player with flag triggers the zone&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
*$VScriptFunc$function&lt;br /&gt;
**Executes a VScript function with a single parameter, equivalent to &amp;lt;code&amp;gt;runscriptcode function(param)&amp;lt;/code&amp;gt; input&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_modifications_to_vanilla_attributes&amp;diff=7339</id>
		<title>List of modifications to vanilla attributes</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=List_of_modifications_to_vanilla_attributes&amp;diff=7339"/>
		<updated>2023-10-01T22:18:09Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Attribute&lt;br /&gt;
!New behavior&lt;br /&gt;
|-&lt;br /&gt;
|alt-fire disabled&lt;br /&gt;
|Actually blocks alt-fire from the weapon&lt;br /&gt;
|-&lt;br /&gt;
|armor piercing&lt;br /&gt;
|Values above 100 are applied properly&lt;br /&gt;
|-&lt;br /&gt;
|paintkit_proto_def_index&lt;br /&gt;
|Applying value in popfile works&lt;br /&gt;
|-&lt;br /&gt;
|dmg bonus while half dead&lt;br /&gt;
|Works on non-melee weapons&lt;br /&gt;
|-&lt;br /&gt;
|dmg penalty while half alive&lt;br /&gt;
|Works on non-melee weapons&lt;br /&gt;
|-&lt;br /&gt;
|damage bonus (and other mult_dmg attributes)&lt;br /&gt;
|Works on kart impact damage and mantreads fall damage&lt;br /&gt;
|-&lt;br /&gt;
|dmg penalty vs players&lt;br /&gt;
|Works on kart impact damage and mantreads fall damage&lt;br /&gt;
|-&lt;br /&gt;
|restore health on kill&lt;br /&gt;
|Works on mantreads fall damage&lt;br /&gt;
|-&lt;br /&gt;
|fire rate bonus with reduced health&lt;br /&gt;
|Works on melee weapons&lt;br /&gt;
|-&lt;br /&gt;
|explosive sniper shot&lt;br /&gt;
|Works on any headshot capable weapon&lt;br /&gt;
|-&lt;br /&gt;
|attack projectiles&lt;br /&gt;
|Works on any weapon&lt;br /&gt;
|-&lt;br /&gt;
|engy building health bonus&lt;br /&gt;
|Also works on disposable sentries&lt;br /&gt;
|-&lt;br /&gt;
|custom projectile model&lt;br /&gt;
|Works on most projectiles, precached&lt;br /&gt;
|-&lt;br /&gt;
|air dash count&lt;br /&gt;
|Can give air jumps on all classes&lt;br /&gt;
|-&lt;br /&gt;
|crit from behind&lt;br /&gt;
|Works on any weapon&lt;br /&gt;
|-&lt;br /&gt;
|override projectile type&lt;br /&gt;
|Grenades can deal damage on any weapon and are launched with 1 hu/s instead of 0&lt;br /&gt;
|-&lt;br /&gt;
|mod ammo per shot&lt;br /&gt;
|Stops the weapon from being fired when ammo not sufficient&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_modifications_to_vanilla_attributes&amp;diff=7338</id>
		<title>List of modifications to vanilla attributes</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=List_of_modifications_to_vanilla_attributes&amp;diff=7338"/>
		<updated>2023-10-01T22:14:41Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Attribute&lt;br /&gt;
!New behavior&lt;br /&gt;
|-&lt;br /&gt;
|alt-fire disabled&lt;br /&gt;
|Actually blocks alt-fire from the weapon&lt;br /&gt;
|-&lt;br /&gt;
|armor piercing&lt;br /&gt;
|Values above 100 are applied properly&lt;br /&gt;
|-&lt;br /&gt;
|paintkit_proto_def_index&lt;br /&gt;
|Applying value in popfile works&lt;br /&gt;
|-&lt;br /&gt;
|dmg bonus while half dead&lt;br /&gt;
|Works on non-melee weapons&lt;br /&gt;
|-&lt;br /&gt;
|dmg penalty while half alive&lt;br /&gt;
|Works on non-melee weapons&lt;br /&gt;
|-&lt;br /&gt;
|damage bonus (and other mult_dmg attributes)&lt;br /&gt;
|Works on kart impact damage and mantreads fall damage&lt;br /&gt;
|-&lt;br /&gt;
|dmg penalty vs players&lt;br /&gt;
|Works on kart impact damage and mantreads fall damage&lt;br /&gt;
|-&lt;br /&gt;
|restore health on kill&lt;br /&gt;
|Works on mantreads fall damage&lt;br /&gt;
|-&lt;br /&gt;
|fire rate bonus with reduced health&lt;br /&gt;
|Works on melee weapons&lt;br /&gt;
|-&lt;br /&gt;
|explosive sniper shot&lt;br /&gt;
|Works on any headshot capable weapon&lt;br /&gt;
|-&lt;br /&gt;
|attack projectiles&lt;br /&gt;
|Works on any weapon&lt;br /&gt;
|-&lt;br /&gt;
|engy building health bonus&lt;br /&gt;
|Also works on disposable sentries&lt;br /&gt;
|-&lt;br /&gt;
|custom projectile model&lt;br /&gt;
|Works on most projectiles, precached&lt;br /&gt;
|-&lt;br /&gt;
|air dash count&lt;br /&gt;
|Can give air jumps on all classes&lt;br /&gt;
|-&lt;br /&gt;
|crit from behind&lt;br /&gt;
|Works on any weapon&lt;br /&gt;
|-&lt;br /&gt;
|override projectile type&lt;br /&gt;
|Grenades can deal damage on any weapon and are launched with 1 hu/s instead of 0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7337</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=7337"/>
		<updated>2023-10-01T09:01:40Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: new attribute&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 projectilesmovement 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;
|&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 attack 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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7336</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=7336"/>
		<updated>2023-10-01T08:25:31Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: more 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 projectilesmovement 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;
|&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 attack 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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7335</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=7335"/>
		<updated>2023-10-01T08:19:02Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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 projectilesmovement 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;
|&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;
|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 attack 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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7207</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=7207"/>
		<updated>2023-05-06T16:01:58Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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 projectilesmovement 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;
|&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. Rocket Launchers may not work; stacked rockets will explode on eachother.&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;
|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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7206</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7206"/>
		<updated>2023-05-06T13:54:22Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
*$projspeedmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Sentry rocket speed multiplier&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
*$cannotbesapped &amp;lt;1/0&amp;gt;&lt;br /&gt;
**This building cannot be sapped&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***switch_action action&lt;br /&gt;
****switch to different action. Sometimes this may fail (such as when the bot is carrying the bomb):&lt;br /&gt;
*****Default&lt;br /&gt;
*****FetchFlag&lt;br /&gt;
*****EscortFlag&lt;br /&gt;
*****PushToCapturePoint&lt;br /&gt;
*****Mobber&lt;br /&gt;
*****Spy&lt;br /&gt;
*****Sniper&lt;br /&gt;
*****SuicideBomber&lt;br /&gt;
*****Idle&lt;br /&gt;
*****Passive&lt;br /&gt;
*****Medic&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
== item_teamflag ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player can pick up the flag&lt;br /&gt;
*$disablebuffs &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If bomb buffs should be disabled&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnPickup&lt;br /&gt;
**OnPickup but with player as activator&lt;br /&gt;
&lt;br /&gt;
*$OnDrop&lt;br /&gt;
**OnDrop but with player as activator&lt;br /&gt;
*$OnBombUpgradeLevel1&lt;br /&gt;
**Called when the bomb is upgraded to level 1&lt;br /&gt;
*$OnBombUpgradeLevel2&lt;br /&gt;
**Called when the bomb is upgraded to level 2&lt;br /&gt;
*$OnBombUpgradeLevel3&lt;br /&gt;
**Called when the bomb is upgraded to level 3&lt;br /&gt;
&lt;br /&gt;
== func_flagdetectionzone ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if flag triggers the zone&lt;br /&gt;
*$filterplayer &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player with flag triggers the zone&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
*$VScriptFunc$function&lt;br /&gt;
**Executes a VScript function with a single parameter, equivalent to &amp;lt;code&amp;gt;runscriptcode function(param)&amp;lt;/code&amp;gt; input&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7204</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7204"/>
		<updated>2023-05-04T22:09:53Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1.0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***switch_action action&lt;br /&gt;
****switch to different action. Sometimes this may fail (such as when the bot is carrying the bomb):&lt;br /&gt;
*****Default&lt;br /&gt;
*****FetchFlag&lt;br /&gt;
*****EscortFlag&lt;br /&gt;
*****PushToCapturePoint&lt;br /&gt;
*****Mobber&lt;br /&gt;
*****Spy&lt;br /&gt;
*****Sniper&lt;br /&gt;
*****SuicideBomber&lt;br /&gt;
*****Idle&lt;br /&gt;
*****Passive&lt;br /&gt;
*****Medic&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
== item_teamflag ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player can pick up the flag&lt;br /&gt;
&lt;br /&gt;
== func_flagdetectionzone ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if flag triggers the zone&lt;br /&gt;
*$filterplayer &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player with flag triggers the zone&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
*$VScriptFunc$function&lt;br /&gt;
**Executes a VScript function with a single parameter, equivalent to &amp;lt;code&amp;gt;runscriptcode function(param)&amp;lt;/code&amp;gt; input&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7203</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=7203"/>
		<updated>2023-05-04T22:06:10Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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;
| The bot with the attribute distributes its currency on death, like with sniper kills&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;
|Can player breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1 player cannon swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1 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 player move his teleporter 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 battalion backup 35% 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;
|Is the player immune to wet statuses like jarate or 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 different class clears the combo&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Healh and ammo 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;
| Flare and rocket homing seek power in degrees per second &lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|Rocket max error in aim in degrees &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multipler&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On take damage: x% chance of gaining invicibility for 3 seconds&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multipier &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;
| x% soldier buff range bonus &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 can pyro use primary fire again 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 himself rather than others&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 caber on use&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee smack time multiplier (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;
|Shoots additional 2 arrows per level&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|&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 multiple projectiles at once&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name&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 sydney sleeper explosion on headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bot 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;
|Is item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|Cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Rocket acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is miniboss&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player model scale&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|Player upgrade possibility&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 &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|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&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;
|Set damage rampup to 20%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Set damage rampup to 50%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Force damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| no damage falloff&lt;br /&gt;
|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 &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 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;
| Allow to deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| Receive friendly fire from teammates&lt;br /&gt;
|1&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;
|Cannot be headshot. Hitscan only&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;
|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;
|mod projectile heat aim time&lt;br /&gt;
|For how long should the projectile home in&lt;br /&gt;
|1.75&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;
|projectile acceleration time&lt;br /&gt;
|For how long should the projectile accelerate&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds &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 taunt, even midair &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;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles follow crosshair&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|Weapon cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected&lt;br /&gt;
| 1&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;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when ballon 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 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 a player victim 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;&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; &lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; &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;&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 based on fraction of target current health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage based on fraction of target max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage based on fraction of target missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|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;
|add cond on hit &lt;br /&gt;
|Add condtion to the target on hit&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&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack&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 &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, jars&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condtion override on drinks, jars, ubers and many other effects&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Add condition to self on hit target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Add condition to self on hit target duration&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Add condition on kill&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Add condition on kill duration&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Item description&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 multipier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|On kill healing can overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire input on hit targets. The player is the activator. 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 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&lt;br /&gt;
| 0.8&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&lt;br /&gt;
|0.3&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&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs stick to enemies&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 drop 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;
|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;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the pyro&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|Stay after hitting 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;
|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;
|stomp player time&lt;br /&gt;
|Time between each stomp damage and push. By default, it happens every tick&lt;br /&gt;
| 0.1&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 &lt;br /&gt;
| 1&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;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu) &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 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;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on hit 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 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&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 not pressed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts&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;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip&lt;br /&gt;
|1&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 addcond effects to also apply those 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&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;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles&lt;br /&gt;
|1&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&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns fraction of 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;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. Requires Allow friendly fire&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|Disable wrangler shield&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)&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 enemy sentries should ignore this player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|Melee reflects 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&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 specified amount of time&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|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 4x bigger collection radiues&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier&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;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|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 player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|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;
|mod projectile heat aim start time&lt;br /&gt;
|How many seconds before the projectile starts homing, if turn power is set&lt;br /&gt;
|3&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;
|Cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|When the arrow bounces, allow it to hit the same target again&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Projectiles bounce off hit targets&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;
|Delay between afterburn damage multiplier&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 prefix or full model path&lt;br /&gt;
|custom sapper model &lt;br /&gt;
|models/buildables/sd_sapper&lt;br /&gt;
|-&lt;br /&gt;
|Custom sapper sound&lt;br /&gt;
|custom sapper sound&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;
|Ignite 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 original class if the weapon is given to 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 original class if the weapon is given to 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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7202</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=7202"/>
		<updated>2023-04-28T22:43:27Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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;
| The bot with the attribute distributes its currency on death, like with sniper kills&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;
|Can player breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1 player cannon swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1 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 player move his teleporter 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 battalion backup 35% 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;
|Is the player immune to wet statuses like jarate or 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 different class clears the combo&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Healh and ammo 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;
| Flare and rocket homing seek power in degrees per second &lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|Rocket max error in aim in degrees &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multipler&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On take damage: x% chance of gaining invicibility for 3 seconds&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multipier &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;
| x% soldier buff range bonus &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 can pyro use primary fire again 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 himself rather than others&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 caber on use&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee smack time multiplier (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;
|Shoots additional 2 arrows per level&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|&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 multiple projectiles at once&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name&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 sydney sleeper explosion on headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bot 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;
|Is item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|Cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Rocket acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is miniboss&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player model scale&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|Player upgrade possibility&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 &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|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&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;
|Set damage rampup to 20%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Set damage rampup to 50%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Force damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| no damage falloff&lt;br /&gt;
|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 &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 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;
| Allow to deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| Receive friendly fire from teammates&lt;br /&gt;
|1&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;
|Cannot be headshot. Hitscan only&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;
|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;
|mod projectile heat aim time&lt;br /&gt;
|For how long should the projectile home in&lt;br /&gt;
|1.75&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;
|projectile acceleration time&lt;br /&gt;
|For how long should the projectile accelerate&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds &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 taunt, even midair &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;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles follow crosshair&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|Weapon cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected&lt;br /&gt;
| 1&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;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when ballon 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 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 a player victim 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;&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; &lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; &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;&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 based on fraction of target current health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage based on fraction of target max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage based on fraction of target missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|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;
|add cond on hit &lt;br /&gt;
|Add condtion to the target on hit&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&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack&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 &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, jars&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condtion override on drinks, jars, ubers and many other effects&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Add condition to self on hit target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Add condition to self on hit target duration&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Add condition on kill&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Add condition on kill duration&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Item description&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 multipier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|On kill healing can overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire input on hit targets. The player is the activator. 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 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&lt;br /&gt;
| 0.8&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&lt;br /&gt;
|0.3&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&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs stick to enemies&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 drop 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;
|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;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the pyro&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|Stay after hitting 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;
|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;
|stomp player time&lt;br /&gt;
|Time between each stomp damage and push. By default, it happens every tick&lt;br /&gt;
| 0.1&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 &lt;br /&gt;
| 1&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;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu) &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 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;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on hit 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 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&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 not pressed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts&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;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip&lt;br /&gt;
|1&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 addcond effects to also apply those 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&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;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles&lt;br /&gt;
|1&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&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns fraction of 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;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. Requires Allow friendly fire&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|Disable wrangler shield&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)&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 enemy sentries should ignore this player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|Melee reflects 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&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 specified amount of time&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|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 4x bigger collection radiues&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier&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;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|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 player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|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;
|mod projectile heat aim start time&lt;br /&gt;
|How many seconds before the projectile starts homing, if turn power is set&lt;br /&gt;
|3&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;
|Cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|When the arrow bounces, allow it to hit the same target again&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Projectiles bounce off hit targets&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;
|Delay between afterburn damage multiplier&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 prefix or full model path&lt;br /&gt;
|custom sapper model &lt;br /&gt;
|models/buildables/sd_sapper&lt;br /&gt;
|-&lt;br /&gt;
|Custom sapper sound&lt;br /&gt;
|custom sapper sound&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;
|Ignite 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 original class if the weapon is given to 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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7201</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7201"/>
		<updated>2023-04-27T11:33:37Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1.0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***switch_action action&lt;br /&gt;
****switch to different action. Sometimes this may fail (such as when the bot is carrying the bomb):&lt;br /&gt;
*****Default&lt;br /&gt;
*****FetchFlag&lt;br /&gt;
*****EscortFlag&lt;br /&gt;
*****PushToCapturePoint&lt;br /&gt;
*****Mobber&lt;br /&gt;
*****Spy&lt;br /&gt;
*****Sniper&lt;br /&gt;
*****SuicideBomber&lt;br /&gt;
*****Idle&lt;br /&gt;
*****Passive&lt;br /&gt;
*****Medic&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
== item_teamflag ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player can pick up the flag&lt;br /&gt;
&lt;br /&gt;
== func_flagdetectionzone ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if flag triggers the zone&lt;br /&gt;
*$filterplayer &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player with flag triggers the zone&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7200</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=7200"/>
		<updated>2023-04-18T18:37:40Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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;
| The bot with the attribute distributes its currency on death, like with sniper kills&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;
|Can player breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1 player cannon swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1 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 player move his teleporter 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 battalion backup 35% 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;
|Is the player immune to wet statuses like jarate or 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 different class clears the combo&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Healh and ammo 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;
| Flare and rocket homing seek power in degrees per second &lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|Rocket max error in aim in degrees &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multipler&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On take damage: x% chance of gaining invicibility for 3 seconds&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multipier &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;
| x% soldier buff range bonus &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 can pyro use primary fire again 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 himself rather than others&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 caber on use&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee smack time multiplier (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;
|Shoots additional 2 arrows per level&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|&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 multiple projectiles at once&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name&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 sydney sleeper explosion on headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bot 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;
|Is item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|Cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Rocket acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is miniboss&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player model scale&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|Player upgrade possibility&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 &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|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&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;
|Set damage rampup to 20%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Set damage rampup to 50%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Force damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| no damage falloff&lt;br /&gt;
|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 &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 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;
| Allow to deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| Receive friendly fire from teammates&lt;br /&gt;
|1&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;
|Cannot be headshot. Hitscan only&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;
|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;
|mod projectile heat aim time&lt;br /&gt;
|For how long should the projectile home in&lt;br /&gt;
|1.75&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;
|projectile acceleration time&lt;br /&gt;
|For how long should the projectile accelerate&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds &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 taunt, even midair &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;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles follow crosshair&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|Weapon cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected&lt;br /&gt;
| 1&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;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when ballon 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 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 a player victim 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;&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; &lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; &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;&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 based on fraction of target current health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage based on fraction of target max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage based on fraction of target missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|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;
|add cond on hit &lt;br /&gt;
|Add condtion to the target on hit&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&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack&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 &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, jars&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condtion override on drinks, jars, ubers and many other effects&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Add condition to self on hit target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Add condition to self on hit target duration&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Add condition on kill&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Add condition on kill duration&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Item description&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 multipier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|On kill healing can overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire input on hit targets. The player is the activator. 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 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&lt;br /&gt;
| 0.8&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&lt;br /&gt;
|0.3&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&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs stick to enemies&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 drop 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;
|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;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the pyro&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|Stay after hitting 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;
|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;
|stomp player time&lt;br /&gt;
|Time between each stomp damage and push. By default, it happens every tick&lt;br /&gt;
| 0.1&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 &lt;br /&gt;
| 1&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;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu) &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 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;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on hit 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 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&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 not pressed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts&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;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip&lt;br /&gt;
|1&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 addcond effects to also apply those 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&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;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles&lt;br /&gt;
|1&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&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns fraction of 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;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. Requires Allow friendly fire&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|Disable wrangler shield&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)&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 enemy sentries should ignore this player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|Melee reflects 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&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 specified amount of time&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|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 4x bigger collection radiues&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier&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;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|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 player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|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;
|mod projectile heat aim start time&lt;br /&gt;
|How many seconds before the projectile starts homing, if turn power is set&lt;br /&gt;
|3&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;
|Cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|When the arrow bounces, allow it to hit the same target again&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Projectiles bounce off hit targets&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;
|Delay between afterburn damage multiplier&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 prefix or full model path&lt;br /&gt;
|custom sapper model &lt;br /&gt;
|models/buildables/sd_sapper&lt;br /&gt;
|-&lt;br /&gt;
|Custom sapper sound&lt;br /&gt;
|custom sapper sound&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;
|Ignite 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 original class if the weapon is given to 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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7199</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=7199"/>
		<updated>2023-04-18T10:53:40Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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;
| The bot with the attribute distributes its currency on death, like with sniper kills&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;
|Can player breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1 player cannon swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1 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 player move his teleporter 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 battalion backup 35% 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;
|Is the player immune to wet statuses like jarate or 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 different class clears the combo&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Healh and ammo 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;
| Flare and rocket homing seek power in degrees per second &lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|Rocket max error in aim in degrees &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multipler&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On take damage: x% chance of gaining invicibility for 3 seconds&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multipier &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;
| x% soldier buff range bonus &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 can pyro use primary fire again 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 himself rather than others&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 caber on use&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee smack time multiplier (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;
|Shoots additional 2 arrows per level&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|&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 multiple projectiles at once&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name&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 sydney sleeper explosion on headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bot 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;
|Is item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|Cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Rocket acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is miniboss&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player model scale&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|Player upgrade possibility&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 &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|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&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;
|Set damage rampup to 20%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Set damage rampup to 50%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Force damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| no damage falloff&lt;br /&gt;
|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 &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 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;
| Allow to deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| Receive friendly fire from teammates&lt;br /&gt;
|1&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;
|Cannot be headshot. Hitscan only&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;
|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;
|mod projectile heat aim time&lt;br /&gt;
|For how long should the projectile home in&lt;br /&gt;
|1.75&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;
|projectile acceleration time&lt;br /&gt;
|For how long should the projectile accelerate&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds &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 taunt, even midair &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;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles follow crosshair&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|Weapon cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected&lt;br /&gt;
| 1&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;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when ballon 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 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 a player victim 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;&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; &lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; &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;&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 based on fraction of target current health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage based on fraction of target max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage based on fraction of target missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|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;
|add cond on hit &lt;br /&gt;
|Add condtion to the target on hit&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&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack&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 &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, jars&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condtion override on drinks, jars, ubers and many other effects&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Add condition to self on hit target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Add condition to self on hit target duration&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Add condition on kill&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Add condition on kill duration&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Item description&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 multipier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|On kill healing can overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire input on hit targets. The player is the activator. 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 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&lt;br /&gt;
| 0.8&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&lt;br /&gt;
|0.3&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&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs stick to enemies&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 drop 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;
|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;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the pyro&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|Stay after hitting 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;
|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;
|stomp player time&lt;br /&gt;
|Time between each stomp damage and push. By default, it happens every tick&lt;br /&gt;
| 0.1&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 &lt;br /&gt;
| 1&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;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu) &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 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;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on hit 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 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&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 not pressed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts&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;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip&lt;br /&gt;
|1&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 addcond effects to also apply those 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&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;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles&lt;br /&gt;
|1&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&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns fraction of 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;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. Requires Allow friendly fire&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|Disable wrangler shield&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)&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 enemy sentries should ignore this player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|Melee reflects 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&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 specified amount of time&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|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 4x bigger collection radiues&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier&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;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|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 player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|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;
|mod projectile heat aim start time&lt;br /&gt;
|How many seconds before the projectile starts homing, if turn power is set&lt;br /&gt;
|3&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;
|Cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|When the arrow bounces, allow it to hit the same target again&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Projectiles bounce off hit targets&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;
|Delay between afterburn damage multiplier&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 prefix or full model path&lt;br /&gt;
|custom sapper model &lt;br /&gt;
|models/buildables/sd_sapper&lt;br /&gt;
|-&lt;br /&gt;
|Custom sapper sound&lt;br /&gt;
|custom sapper sound&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;
|Ignite 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 original class if the weapon is given to unintended class&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7198</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7198"/>
		<updated>2023-04-01T15:55:51Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1.0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
== item_teamflag ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player can pick up the flag&lt;br /&gt;
&lt;br /&gt;
== func_flagdetectionzone ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if flag triggers the zone&lt;br /&gt;
*$filterplayer &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player with flag triggers the zone&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7197</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=7197"/>
		<updated>2023-03-26T18:16:25Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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;
| The bot with the attribute distributes its currency on death, like with sniper kills&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;
|Can player breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1 player cannon swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1 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 player move his teleporter 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 battalion backup 35% 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;
|Is the player immune to wet statuses like jarate or 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 different class clears the combo&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Healh and ammo 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;
| Flare and rocket homing seek power in degrees per second &lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|Rocket max error in aim in degrees &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multipler&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On take damage: x% chance of gaining invicibility for 3 seconds&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multipier &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;
| x% soldier buff range bonus &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 can pyro use primary fire again 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 himself rather than others&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 caber on use&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee smack time multiplier (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;
|Shoots additional 2 arrows per level&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|&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 multiple projectiles at once&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name&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 sydney sleeper explosion on headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bot 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;
|Is item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|Cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Rocket acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is miniboss&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player model scale&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|Player upgrade possibility&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 &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|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&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;
|Set damage rampup to 20%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Set damage rampup to 50%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Force damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| no damage falloff&lt;br /&gt;
|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 &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 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;
| Allow to deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| Receive friendly fire from teammates&lt;br /&gt;
|1&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;
|Cannot be headshot. Hitscan only&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;
|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;
|mod projectile heat aim time&lt;br /&gt;
|For how long should the projectile home in&lt;br /&gt;
|1.75&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;
|projectile acceleration time&lt;br /&gt;
|For how long should the projectile accelerate&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds &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 taunt, even midair &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;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles follow crosshair&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|Weapon cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected&lt;br /&gt;
| 1&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;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when ballon 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 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 a player victim 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;&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; &lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; &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;&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 based on fraction of target current health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage based on fraction of target max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage based on fraction of target missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|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;
|add cond on hit &lt;br /&gt;
|Add condtion to the target on hit&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&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack&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 &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, jars&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condtion override on drinks, jars, ubers and many other effects&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Add condition to self on hit target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Add condition to self on hit target duration&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Add condition on kill&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Add condition on kill duration&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Item description&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 multipier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|On kill healing can overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire input on hit targets. The player is the activator. 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 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&lt;br /&gt;
| 0.8&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&lt;br /&gt;
|0.3&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&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs stick to enemies&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 drop 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;
|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;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the pyro&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|Stay after hitting 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;
|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;
|stomp player time&lt;br /&gt;
|Time between each stomp damage and push. By default, it happens every tick&lt;br /&gt;
| 0.1&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 &lt;br /&gt;
| 1&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;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu) &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 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;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on hit 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 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&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 not pressed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts&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;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip&lt;br /&gt;
|1&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 addcond effects to also apply those 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&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;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles&lt;br /&gt;
|1&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&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns fraction of 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;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. Requires Allow friendly fire&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|Disable wrangler shield&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)&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 enemy sentries should ignore this player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|Melee reflects 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&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 specified amount of time&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|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 4x bigger collection radiues&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier&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;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|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 player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|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;
|mod projectile heat aim start time&lt;br /&gt;
|How many seconds before the projectile starts homing, if turn power is set&lt;br /&gt;
|3&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;
|Cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|When the arrow bounces, allow it to hit the same target again&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Projectiles bounce off hit targets&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;
|Delay between afterburn damage multiplier&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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7076</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=7076"/>
		<updated>2023-03-07T22:53:38Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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;
| The bot with the attribute distributes its currency on death, like with sniper kills&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;
|Can player breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1 player cannon swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1 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 player move his teleporter 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 battalion backup 35% 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;
|Is the player immune to wet statuses like jarate or 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 different class clears the combo&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Healh and ammo 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;
| Flare and rocket homing seek power in degrees per second &lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|Rocket max error in aim in degrees &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multipler&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On take damage: x% chance of gaining invicibility for 3 seconds&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multipier &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;
| x% soldier buff range bonus &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 can pyro use primary fire again 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 himself rather than others&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 caber on use&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee smack time multiplier (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;
|Shoots additional 2 arrows per level&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|&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 multiple projectiles at once&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name&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 sydney sleeper explosion on headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bot 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;
|Is item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|Cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Rocket acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is miniboss&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player model scale&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|Player upgrade possibility&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 &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|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&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;
|Set damage rampup to 20%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Set damage rampup to 50%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Force damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| no damage falloff&lt;br /&gt;
|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 &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 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;
| Allow to deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| Receive friendly fire from teammates&lt;br /&gt;
|1&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;
|Cannot be headshot. Hitscan only&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;
|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;
|mod projectile heat aim time&lt;br /&gt;
|For how long should the projectile home in&lt;br /&gt;
|1.75&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;
|projectile acceleration time&lt;br /&gt;
|For how long should the projectile accelerate&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds &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 taunt, even midair &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;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles follow crosshair&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|Weapon cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected&lt;br /&gt;
| 1&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;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when ballon 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 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 a player victim 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;&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; &lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; &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;&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 based on fraction of target current health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage based on fraction of target max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage based on fraction of target missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|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;
|add cond on hit &lt;br /&gt;
|Add condtion to the target on hit&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&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack&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 &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, jars&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condtion override on drinks, jars, ubers and many other effects&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Add condition to self on hit target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Add condition to self on hit target duration&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Add condition on kill&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Add condition on kill duration&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Item description&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 multipier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|On kill healing can overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire input on hit targets. The player is the activator. 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 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&lt;br /&gt;
| 0.8&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&lt;br /&gt;
|0.3&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&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs stick to enemies&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 drop 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;
|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;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the pyro&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|Stay after hitting 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;
|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;
|stomp player time&lt;br /&gt;
|Time between each stomp damage and push. By default, it happens every tick&lt;br /&gt;
| 0.1&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 &lt;br /&gt;
| 1&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;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu) &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 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;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on hit 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 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&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 not pressed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts&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;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip&lt;br /&gt;
|1&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 addcond effects to also apply those 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&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;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles&lt;br /&gt;
|1&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&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns fraction of 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;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. Requires Allow friendly fire&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|Disable wrangler shield&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)&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 enemy sentries should ignore this player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|Melee reflects 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&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 specified amount of time&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|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 4x bigger collection radiues&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier&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;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|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 player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|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;
|mod projectile heat aim start time&lt;br /&gt;
|How many seconds before the projectile starts homing, if turn power is set&lt;br /&gt;
|3&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;
|Cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|When the arrow bounces, allow it to hit the same target again&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Projectiles bounce off hit targets&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;
|Delay between afterburn damage multiplier&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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7075</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=7075"/>
		<updated>2023-03-05T15:25:28Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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;
| The bot with the attribute distributes its currency on death, like with sniper kills&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;
|Can player breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1 player cannon swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1 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 player move his teleporter 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 battalion backup 35% 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;
|Is the player immune to wet statuses like jarate or 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 different class clears the combo&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Healh and ammo 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;
| Flare and rocket homing seek power in degrees per second &lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|Rocket max error in aim in degrees &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multipler&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On take damage: x% chance of gaining invicibility for 3 seconds&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multipier &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;
| x% soldier buff range bonus &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 can pyro use primary fire again 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 himself rather than others&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 caber on use&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee smack time multiplier (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;
|Shoots additional 2 arrows per level&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|&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 multiple projectiles at once&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name&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 sydney sleeper explosion on headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bot 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;
|Is item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|Cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Rocket acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is miniboss&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player model scale&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|Player upgrade possibility&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 &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|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&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;
|Set damage rampup to 20%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Set damage rampup to 50%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Force damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| no damage falloff&lt;br /&gt;
|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 &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 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;
| Allow to deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| Receive friendly fire from teammates&lt;br /&gt;
|1&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;
|Cannot be headshot. Hitscan only&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;
|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;
|mod projectile heat aim time&lt;br /&gt;
|For how long should the projectile home in&lt;br /&gt;
|1.75&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;
|projectile acceleration time&lt;br /&gt;
|For how long should the projectile accelerate&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds &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 taunt, even midair &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;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles follow crosshair&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|Weapon cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected&lt;br /&gt;
| 1&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;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when ballon 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 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 a player victim 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;&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; &lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; &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;&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 based on fraction of target current health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage based on fraction of target max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage based on fraction of target missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|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;
|add cond on hit &lt;br /&gt;
|Add condtion to the target on hit&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&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack&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 &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, jars&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condtion override on drinks, jars, ubers and many other effects&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Add condition to self on hit target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Add condition to self on hit target duration&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Add condition on kill&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Add condition on kill duration&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Item description&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 multipier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|On kill healing can overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire input on hit targets. The player is the activator. 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 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&lt;br /&gt;
| 0.8&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&lt;br /&gt;
|0.3&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&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs stick to enemies&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 drop 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;
|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;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the pyro&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|Stay after hitting 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;
|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;
|stomp player time&lt;br /&gt;
|Time between each stomp damage and push. By default, it happens every tick&lt;br /&gt;
| 0.1&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 &lt;br /&gt;
| 1&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;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu) &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 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;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on hit 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 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&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 not pressed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts&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;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip&lt;br /&gt;
|1&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 addcond effects to also apply those 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&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;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles&lt;br /&gt;
|1&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&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns fraction of 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;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. Requires Allow friendly fire&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|Disable wrangler shield&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)&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 enemy sentries should ignore this player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|Melee reflects 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&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 specified amount of time&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|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 4x bigger collection radiues&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier&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;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|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 player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|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;
|mod projectile heat aim start time&lt;br /&gt;
|How many seconds before the projectile starts homing, if turn power is set&lt;br /&gt;
|3&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;
|Cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|When the arrow bounces, allow it to hit the same target again&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Projectiles bounce off hit targets&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;
|Delay between afterburn damage multiplier&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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Installing_on_Windows_with_WSL&amp;diff=7074</id>
		<title>Installing on Windows with WSL</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Installing_on_Windows_with_WSL&amp;diff=7074"/>
		<updated>2023-03-02T17:04:57Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Easy installation script ==&lt;br /&gt;
Right click this link and select save link as:&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/rafradek/sigsegv-mvm/master/windows_install_wsl.bat&lt;br /&gt;
&lt;br /&gt;
Run the downloaded bat file and follow the instructions printed in console&lt;br /&gt;
&lt;br /&gt;
== Manual installation ==&lt;br /&gt;
Run the bat file and follow instructions printed in console&lt;br /&gt;
&lt;br /&gt;
Based on guides: https://docs.microsoft.com/en-us/windows/wsl/install-win10 https://wiki.teamfortress.com/wiki/Linux_dedicated_server&lt;br /&gt;
&lt;br /&gt;
Open PowerShell as administrator, then execute those commands&lt;br /&gt;
 dism.exe /online /enable-feature /featurename:Microsoft-Windows-Subsystem-Linux /all /norestart&lt;br /&gt;
 dism.exe /online /enable-feature /featurename:VirtualMachinePlatform /all /norestart&lt;br /&gt;
&lt;br /&gt;
Now restart your PC. After that, execute another PowerShell command&lt;br /&gt;
 wsl --set-default-version  2&lt;br /&gt;
 echo [wsl2] memory=2GB &amp;gt; $env:USERPROFILE/.wslconfig&lt;br /&gt;
Open Microsoft Store and install Ubuntu. Launch Ubuntu from start menu. Fill in username and password info when asked. Install required packages by entering those commands into the window:&lt;br /&gt;
 sudo dpkg --add-architecture i386&lt;br /&gt;
 sudo apt-get update&lt;br /&gt;
 sudo apt install lib32z1 libncurses5:i386 libbz2-1.0:i386 lib32gcc1 lib32stdc++6 libtinfo5:i386 libcurl3-gnutls:i386&lt;br /&gt;
 sudo ufw disable&lt;br /&gt;
Those Ubuntu commands will install and update server in ~/hlserver/hlserver:&lt;br /&gt;
 mkdir ~/hlserver&lt;br /&gt;
 cd ./hlserver&lt;br /&gt;
 wget https://steamcdn-a.akamaihd.net/client/installer/steamcmd_linux.tar.gz&lt;br /&gt;
 tar zxf steamcmd_linux.tar.gz&lt;br /&gt;
 ./steamcmd.sh +login anonymous +force_install_dir ./hlserver +app_update 232250 +quit&lt;br /&gt;
You can browse server files in windows explorer with this Ubuntu command:&lt;br /&gt;
 explorer.exe ~/hlserver/hlserver&lt;br /&gt;
If you have an existing windows server installation you can copy server files here.&lt;br /&gt;
&lt;br /&gt;
Install a linux version of sourcemod and mm: source in this location&lt;br /&gt;
&lt;br /&gt;
Unpack all sigsegv archive contents into tf directory&lt;br /&gt;
&lt;br /&gt;
Create a server starting file with Ubuntu commands:&lt;br /&gt;
 echo &amp;quot;#!/bin/sh&amp;quot; &amp;gt; ~/startserver.sh&lt;br /&gt;
 echo &amp;quot;~/hlserver/hlserver/srcds_run +map bigrock +maxplayers 32&amp;quot; &amp;gt;&amp;gt; ~/startserver.sh&lt;br /&gt;
 chmod u+x ~/startserver.sh&lt;br /&gt;
Run server with Ubuntu command:&lt;br /&gt;
 ~/startserver.sh&lt;br /&gt;
Or, to run a server from windows CMD / PowerShell:&lt;br /&gt;
 wsl ~/startserver.sh&lt;br /&gt;
You should check your linux server IP with a command executed in PowerShell. You can use this IP to connect to your server from this Windows PC. IP will change with every system reset:&lt;br /&gt;
 wsl hostname -I&lt;br /&gt;
The section below tells how to connect to the server using your LAN or public IP if available&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can make the server autostart by adding a scheduled task in Task Scheduler, on login condition, running wsl as a program with ~/startserver.sh as an argument.&lt;br /&gt;
&lt;br /&gt;
=Make the server accessible from the Internet and the local network=&lt;br /&gt;
Download a program named [http://aluigi.altervista.org/mytoolz/sudppipe.zip sudppipe] (The browser may mark this file as unsafe so you might have to right click and select Save link As)&lt;br /&gt;
&lt;br /&gt;
Unpack the downloaded archive, then create tf2portpipe.bat file in the unpacked directory alongside sudppipe.exe. Replace port value with your own server port. The port should not be in use by any other program (TF2 client often binds to port 27015).&lt;br /&gt;
 @ECHO off&lt;br /&gt;
 &lt;br /&gt;
 SET port=27015&lt;br /&gt;
 &lt;br /&gt;
 FOR /F &amp;quot;tokens=* USEBACKQ&amp;quot; %%F IN (`wsl hostname -I`) DO (&lt;br /&gt;
 SET ip=%%F&lt;br /&gt;
 )&lt;br /&gt;
 %~dp0/sudppipe.exe -q -b 0.0.0.0 %ip% %port% %port%&lt;br /&gt;
Run the bat file. If you wish to get rid of the console window, add a run on system startup scheduled task, with run whether user is logged on or not option, launching this script file as a program.&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_modifications_to_vanilla_attributes&amp;diff=7073</id>
		<title>List of modifications to vanilla attributes</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=List_of_modifications_to_vanilla_attributes&amp;diff=7073"/>
		<updated>2023-03-01T00:15:13Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Attribute&lt;br /&gt;
!New behavior&lt;br /&gt;
|-&lt;br /&gt;
|alt-fire disabled&lt;br /&gt;
|Actually blocks alt-fire from the weapon&lt;br /&gt;
|-&lt;br /&gt;
|armor piercing&lt;br /&gt;
|Values above 100 are applied properly&lt;br /&gt;
|-&lt;br /&gt;
|paintkit_proto_def_index&lt;br /&gt;
|Applying value in popfile works&lt;br /&gt;
|-&lt;br /&gt;
|dmg bonus while half dead&lt;br /&gt;
|Works on non-melee weapons&lt;br /&gt;
|-&lt;br /&gt;
|dmg penalty while half alive&lt;br /&gt;
|Works on non-melee weapons&lt;br /&gt;
|-&lt;br /&gt;
|damage bonus (and other mult_dmg attributes)&lt;br /&gt;
|Works on kart impact damage and mantreads fall damage&lt;br /&gt;
|-&lt;br /&gt;
|dmg penalty vs players&lt;br /&gt;
|Works on kart impact damage and mantreads fall damage&lt;br /&gt;
|-&lt;br /&gt;
|restore health on kill&lt;br /&gt;
|Works on mantreads fall damage&lt;br /&gt;
|-&lt;br /&gt;
|fire rate bonus with reduced health&lt;br /&gt;
|Works on melee weapons&lt;br /&gt;
|-&lt;br /&gt;
|explosive sniper shot&lt;br /&gt;
|Works on any headshot capable weapon&lt;br /&gt;
|-&lt;br /&gt;
|attack projectiles&lt;br /&gt;
|Works on any weapon&lt;br /&gt;
|-&lt;br /&gt;
|engy building health bonus&lt;br /&gt;
|Also works on disposable sentries&lt;br /&gt;
|-&lt;br /&gt;
|custom projectile model&lt;br /&gt;
|Works on most projectiles, precached&lt;br /&gt;
|-&lt;br /&gt;
|air dash count&lt;br /&gt;
|Can give air jumps on all classes&lt;br /&gt;
|-&lt;br /&gt;
|crit from behind&lt;br /&gt;
|Works on any weapon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Custom_Entities&amp;diff=7072</id>
		<title>Custom Entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Custom_Entities&amp;diff=7072"/>
		<updated>2023-02-27T09:41:17Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== $trigger_detector ==&lt;br /&gt;
Checks for entities inside the trigger and the radius (if specified). The closest entity to the origin inside the trigger is marked as target. Shares inputs and outputs with [https://developer.valvesoftware.com/wiki/Trigger_multiple trigger_multiple]&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$checklineofsight &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Should the line of sight between the detector origin and the target be clear.&lt;br /&gt;
*$radius &amp;lt;number&amp;gt; (Default: 65000)&lt;br /&gt;
**Maximum distance between the the detector origin and the target&lt;br /&gt;
*$fov &amp;lt;number&amp;gt; (Default: 180)&lt;br /&gt;
**If set, only detect entities in field of view angle defined in degrees&lt;br /&gt;
*$keeptarget &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Should the detector keep targeting the entity as long as it remains in range, even if there is another closer suitable target&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $TargetTest&lt;br /&gt;
** Check if there is a detectable entity inside the the detector&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnNewTarget &lt;br /&gt;
** Fired when a new target is being found. The new target is the !activator&lt;br /&gt;
* $OnLostTarget&lt;br /&gt;
** Fired when the target is no longer in range, or a new target is being choosen. The lost target is the !activator&lt;br /&gt;
* $OnLostTargetAll&lt;br /&gt;
** Fired when there are no more targets in range&lt;br /&gt;
* $TargetTestPass&lt;br /&gt;
** Fired after $TargetTest input if there is an entity in range currently detected by the detector. The detected entity is the !activator&lt;br /&gt;
* $TargetTestFail&lt;br /&gt;
** Fired after $TargetTest input if there are no entities in range detected by the detector&lt;br /&gt;
&lt;br /&gt;
== $weapon_spawner ==&lt;br /&gt;
Spawns dropped weapons&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$item &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the item to spawn&lt;br /&gt;
*$nomotion &amp;lt;1/0&amp;gt; (Default: 0)&lt;br /&gt;
**Spawn items without gravity&lt;br /&gt;
*$ammo &amp;lt;number&amp;gt; (Default: -1)&lt;br /&gt;
**Spawn with this much ammo&lt;br /&gt;
*$clip &amp;lt;number&amp;gt; (Default: -1)&lt;br /&gt;
**Spawn with this much ammo in the clip&lt;br /&gt;
*$energy &amp;lt;number&amp;gt;&lt;br /&gt;
**Spawn with custom amount of energy in (0-1) range&lt;br /&gt;
*$charge &amp;lt;number&amp;gt;&lt;br /&gt;
**Spawn with custom medigun charge amount in (0-1) range&lt;br /&gt;
*$lifetime &amp;lt;number&amp;gt; (Default: 30)&lt;br /&gt;
**Lifetime of the dropped weapon in seconds&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $DropWeapon&lt;br /&gt;
** Drop weapon&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnPickup&lt;br /&gt;
** Fired when a player picks up the weapon. The player is the !activator&lt;br /&gt;
&lt;br /&gt;
== $entity_spawn_detector ==&lt;br /&gt;
Detects if an entity with a  specified classname had spawned&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the classname to check&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnEntitySpawned&lt;br /&gt;
** Fired when an entity with the specified classname spawns. The spawned entity is the !activator&lt;br /&gt;
&lt;br /&gt;
==$filter_keyvalue==&lt;br /&gt;
Custom filter that lets you filter entities matching the key value. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the key to compare, example: health&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_variable==&lt;br /&gt;
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetVar$variablename input of the entity). Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: myvar&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_datamap==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: m_iHealth&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
==$filter_sendprop==&lt;br /&gt;
Custom filter that lets you filter entities matching the [https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop]. Shares inputs with [https://developer.valvesoftware.com/wiki/Filter_base filter_base] entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$name &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the variable to compare, example: m_nCurrency&lt;br /&gt;
*$value &amp;lt;any&amp;gt;&lt;br /&gt;
**Value to compare against&lt;br /&gt;
*$compare &amp;lt;string&amp;gt;&lt;br /&gt;
**The condition for passing the filter. Should only be set for numeric values.&lt;br /&gt;
**Possible values:&lt;br /&gt;
***equal&lt;br /&gt;
***less than&lt;br /&gt;
***greater than&lt;br /&gt;
***less than or equal&lt;br /&gt;
***greater than or equal&lt;br /&gt;
&lt;br /&gt;
== $filter_proximity ==&lt;br /&gt;
Custom filter that lets you filter entities by proximity to the target entity&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$target &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the target entity, or coordinates in x y z format&lt;br /&gt;
*$range &amp;lt;number&amp;gt;&lt;br /&gt;
**Maximum distance to pass the filter&lt;br /&gt;
&lt;br /&gt;
== $filter_bbox ==&lt;br /&gt;
Custom filter that lets you filter entities inside a bounding box&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$target &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the target entity or coordinates in x y z format&lt;br /&gt;
*$min &amp;lt;vector&amp;gt;&lt;br /&gt;
**the negative box bounds in x y z format&lt;br /&gt;
*$max &amp;lt;vector&amp;gt;&lt;br /&gt;
**the positive box bounds in x y z format&lt;br /&gt;
&lt;br /&gt;
== $filter_itemname ==&lt;br /&gt;
Custom damage filter that filters damage by the weapon item name and others&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$item &amp;lt;string&amp;gt;&lt;br /&gt;
**Name of the weapon to filter against&lt;br /&gt;
*$type &amp;lt;string&amp;gt;&lt;br /&gt;
**What to test against. Possible values:&lt;br /&gt;
***ItemName (default)&lt;br /&gt;
***Classname&lt;br /&gt;
***SimilarToItem&lt;br /&gt;
***ItemSlot&lt;br /&gt;
***DefIndex&lt;br /&gt;
&lt;br /&gt;
== $filter_specialdamagetype ==&lt;br /&gt;
Custom damage filter that filters damage by the existence of &amp;quot;special damage type&amp;quot; attribute of the weapon&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$type &amp;lt;number&amp;gt;&lt;br /&gt;
**Number of the special damage type required to pass the trigger&lt;br /&gt;
== $script_manager ==&lt;br /&gt;
Executes [[lua]] scripts. single $script_manager entity with targetname popscript is created when a mission includes lua code. When created manually, this entity persists after map reset, and executes scripts after spawn&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$scriptfile &amp;lt;string&amp;gt;&lt;br /&gt;
**Script files separated by comma to be executed when this entity spawns&lt;br /&gt;
&lt;br /&gt;
*$scrips &amp;lt;string&amp;gt;&lt;br /&gt;
**Script to be executed when this entity spawns&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
* $ExecuteScript &amp;lt;string&amp;gt;&lt;br /&gt;
** Executes script provided in the string&lt;br /&gt;
*$ExecuteFile &amp;lt;string&amp;gt;&lt;br /&gt;
** Executes script file &lt;br /&gt;
*$&amp;lt;function name&amp;gt; &amp;lt;any&amp;gt;&lt;br /&gt;
** Calls a named global function with parameters: provided value, activator, caller&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7071</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=7071"/>
		<updated>2023-02-22T14:08:31Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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;
| The bot with the attribute distributes its currency on death, like with sniper kills&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;
|Can player breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1 player cannon swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1 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 player move his teleporter 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 battalion backup 35% 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;
|Is the player immune to wet statuses like jarate or 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 different class clears the combo&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Healh and ammo 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;
| Flare and rocket homing seek power in degrees per second &lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|Rocket max error in aim in degrees &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multipler&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On take damage: x% chance of gaining invicibility for 3 seconds&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multipier &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;
| x% soldier buff range bonus &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 can pyro use primary fire again 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 himself rather than others&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 caber on use&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee smack time multiplier (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;
|Shoots additional 2 arrows per level&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|&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 multiple projectiles at once&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name&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 sydney sleeper explosion on headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bot 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;
|Is item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|Cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Rocket acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is miniboss&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player model scale&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|Player upgrade possibility&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 &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|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&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;
|Set damage rampup to 20%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Set damage rampup to 50%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Force damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| no damage falloff&lt;br /&gt;
|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 &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 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;
| Allow to deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| Receive friendly fire from teammates&lt;br /&gt;
|1&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;
|Cannot be headshot. Hitscan only&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;
|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;
|mod projectile heat aim time&lt;br /&gt;
|For how long should the projectile home in&lt;br /&gt;
|1.75&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;
|projectile acceleration time&lt;br /&gt;
|For how long should the projectile accelerate&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds &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 taunt, even midair &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;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles follow crosshair&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|Weapon cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected&lt;br /&gt;
| 1&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;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when ballon 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 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 a player victim 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;&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; &lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; &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;&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 based on fraction of target current health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage based on fraction of target max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage based on fraction of target missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|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;
|add cond on hit &lt;br /&gt;
|Add condtion to the target on hit&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&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack&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 &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, jars&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condtion override on drinks, jars, ubers and many other effects&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Add condition to self on hit target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Add condition to self on hit target duration&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Add condition on kill&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Add condition on kill duration&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Item description&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 multipier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|On kill healing can overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire input on hit targets. The player is the activator. 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 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&lt;br /&gt;
| 0.8&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&lt;br /&gt;
|0.3&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&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs stick to enemies&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 drop 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;
|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;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the pyro&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|Stay after hitting 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;
|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;
|stomp player time&lt;br /&gt;
|Time between each stomp damage and push. By default, it happens every tick&lt;br /&gt;
| 0.1&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 &lt;br /&gt;
| 1&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;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu) &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 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;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on hit 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 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&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 not pressed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts&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;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip&lt;br /&gt;
|1&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 addcond effects to also apply those 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&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;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles&lt;br /&gt;
|1&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&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns fraction of 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;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. Requires Allow friendly fire&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|Disable wrangler shield&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)&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 enemy sentries should ignore this player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|Melee reflects 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&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 specified amount of time&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|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 4x bigger collection radiues&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier&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;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|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 player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|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;
|mod projectile heat aim start time&lt;br /&gt;
|How many seconds before the projectile starts homing, if turn power is set&lt;br /&gt;
|3&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;
|Cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|When the arrow bounces, allow it to hit the same target again&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Projectiles bounce off hit targets&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;
|Delay between afterburn damage multiplier&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7070</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=7070"/>
		<updated>2023-02-04T23:53:20Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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;
| The bot with the attribute distributes its currency on death, like with sniper kills&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;
|Can player breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1 player cannon swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1 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 player move his teleporter 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 battalion backup 35% 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;
|Is the player immune to wet statuses like jarate or 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 different class clears the combo&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Healh and ammo 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;
| Flare and rocket homing seek power in degrees per second &lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|Rocket max error in aim in degrees &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multipler&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On take damage: x% chance of gaining invicibility for 3 seconds&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multipier &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;
| x% soldier buff range bonus &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 can pyro use primary fire again 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 himself rather than others&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 caber on use&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee smack time multiplier (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;
|Shoots additional 2 arrows per level&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|&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 multiple projectiles at once&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name&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 sydney sleeper explosion on headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bot 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;
|Is item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|Cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Rocket acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is miniboss&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player model scale&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|Player upgrade possibility&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 &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|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&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;
|Set damage rampup to 20%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Set damage rampup to 50%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Force damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| no damage falloff&lt;br /&gt;
|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 &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 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;
| Allow to deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| Receive friendly fire from teammates&lt;br /&gt;
|1&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;
|Cannot be headshot. Hitscan only&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;
|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;
|mod projectile heat aim time&lt;br /&gt;
|For how long should the projectile home in&lt;br /&gt;
|1.75&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;
|projectile acceleration time&lt;br /&gt;
|For how long should the projectile accelerate&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds &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 taunt, even midair &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;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles follow crosshair&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|Weapon cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected&lt;br /&gt;
| 1&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;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when ballon 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 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 a player victim 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;&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; &lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; &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;&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 based on fraction of target current health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage based on fraction of target max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage based on fraction of target missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|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;
|add cond on hit &lt;br /&gt;
|Add condtion to the target on hit&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&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack&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 &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, jars&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condtion override on drinks, jars, ubers and many other effects&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Add condition to self on hit target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Add condition to self on hit target duration&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Add condition on kill&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Add condition on kill duration&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Item description&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 multipier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|On kill healing can overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire input on hit targets. The player is the activator. 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 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&lt;br /&gt;
| 0.8&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&lt;br /&gt;
|0.3&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&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs stick to enemies&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 drop 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;
|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;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the pyro&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|Stay after hitting 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;
|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;
|stomp player time&lt;br /&gt;
|Time between each stomp damage and push. By default, it happens every tick&lt;br /&gt;
| 0.1&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 &lt;br /&gt;
| 1&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;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu) &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 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;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on hit 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 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&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 not pressed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts&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;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip&lt;br /&gt;
|1&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 addcond effects to also apply those 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&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;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles&lt;br /&gt;
|1&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&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns fraction of 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;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. Requires Allow friendly fire&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|Disable wrangler shield&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)&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 enemy sentries should ignore this player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|Melee reflects 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&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 specified amount of time&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|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 4x bigger collection radiues&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier&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;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|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 player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|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;
|mod projectile heat aim start time&lt;br /&gt;
|How many seconds before the projectile starts homing, if turn power is set&lt;br /&gt;
|3&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;
|Cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|When the arrow bounces, allow it to hit the same target again&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Projectiles bounce off hit targets&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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7069</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7069"/>
		<updated>2023-01-16T12:11:45Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1.0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
== item_teamflag ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $filter &amp;lt;entity&amp;gt;&lt;br /&gt;
** Targetname of a filter that defines if player can pick up the flag&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7068</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=7068"/>
		<updated>2023-01-11T19:20:19Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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;
| The bot with the attribute distributes its currency on death, like with sniper kills&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;
|Can player breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1 player cannon swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1 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 player move his teleporter 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 battalion backup 35% 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;
|Is the player immune to wet statuses like jarate or 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 different class clears the combo&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Healh and ammo 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;
| Flare and rocket homing seek power in degrees per second &lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|Rocket max error in aim in degrees &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multipler&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On take damage: x% chance of gaining invicibility for 3 seconds&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multipier &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;
| x% soldier buff range bonus &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 can pyro use primary fire again 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 himself rather than others&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 caber on use&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee smack time multiplier (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;
|Shoots additional 2 arrows per level&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|&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 multiple projectiles at once&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name&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 sydney sleeper explosion on headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bot 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;
|Is item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|Cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Rocket acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is miniboss&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player model scale&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|Player upgrade possibility&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 &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|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&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;
|Set damage rampup to 20%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Set damage rampup to 50%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Force damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| no damage falloff&lt;br /&gt;
|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 &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 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;
| Allow to deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| Receive friendly fire from teammates&lt;br /&gt;
|1&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;
|Cannot be headshot. Hitscan only&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;
|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;
|mod projectile heat aim time&lt;br /&gt;
|For how long should the projectile home in&lt;br /&gt;
|1.75&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;
|projectile acceleration time&lt;br /&gt;
|For how long should the projectile accelerate&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds &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 taunt, even midair &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;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles follow crosshair&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|Weapon cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected&lt;br /&gt;
| 1&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;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when ballon 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 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 a player victim 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;&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; &lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; &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;&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 based on fraction of target current health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage based on fraction of target max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage based on fraction of target missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|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;
|add cond on hit &lt;br /&gt;
|Add condtion to the target on hit&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&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack&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 &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, jars&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condtion override on drinks, jars, ubers and many other effects&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Add condition to self on hit target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Add condition to self on hit target duration&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Add condition on kill&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Add condition on kill duration&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Item description&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 multipier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|On kill healing can overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire input on hit targets. The player is the activator. 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 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&lt;br /&gt;
| 0.8&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&lt;br /&gt;
|0.3&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&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs stick to enemies&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 drop 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;
|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;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the pyro&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|Stay after hitting 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;
|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;
|stomp player time&lt;br /&gt;
|Time between each stomp damage and push. By default, it happens every tick&lt;br /&gt;
| 0.1&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 &lt;br /&gt;
| 1&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;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu) &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 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;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on hit 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 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&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 not pressed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts&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;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip&lt;br /&gt;
|1&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 addcond effects to also apply those 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&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;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles&lt;br /&gt;
|1&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&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns fraction of 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;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. Requires Allow friendly fire&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|Disable wrangler shield&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)&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 enemy sentries should ignore this player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|Melee reflects 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&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 specified amount of time&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|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 4x bigger collection radiues&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier&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;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|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 player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|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;
|mod projectile heat aim start time&lt;br /&gt;
|How many seconds before the projectile starts homing, if turn power is set&lt;br /&gt;
|3&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;
|Cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|When the arrow bounces, allow it to hit the same target again&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Projectiles bounce off hit targets&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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7067</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7067"/>
		<updated>2023-01-03T00:20:24Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1.0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Ignores player attributes and uses keyvalues below instead&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7066</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7066"/>
		<updated>2023-01-02T23:00:40Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Overrides player attributes with keyvalues below. If not set, and the building has a builder, keyvalues below are ignored&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1.0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Overrides player attributes with keyvalues below. If not set, and the building has a builder, keyvalues below are ignored&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Overrides player attributes with keyvalues below. If not set, and the building has a builder, keyvalues below are ignored&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7065</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7065"/>
		<updated>2023-01-02T23:00:12Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Overrides player attributes with keyvalues below. If not set, and the building has no builder, keyvalues below are ignored&lt;br /&gt;
&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1.0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Overrides player attributes with keyvalues below. If not set, and the building has no builder, keyvalues below are ignored&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
&lt;br /&gt;
* $attributeoverride &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Overrides player attributes with keyvalues below. If not set, and the building has no builder, keyvalues below are ignored&lt;br /&gt;
&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7064</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=7064"/>
		<updated>2023-01-02T22:50:58Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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;
| The bot with the attribute distributes its currency on death, like with sniper kills&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;
|Can player breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1 player cannon swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1 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 player move his teleporter 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 battalion backup 35% 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;
|Is the player immune to wet statuses like jarate or 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 different class clears the combo&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Healh and ammo 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;
| Flare and rocket homing seek power in degrees per second &lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|Rocket max error in aim in degrees &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multipler&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On take damage: x% chance of gaining invicibility for 3 seconds&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multipier &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;
| x% soldier buff range bonus &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 can pyro use primary fire again 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 himself rather than others&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 caber on use&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee smack time multiplier (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;
|Shoots additional 2 arrows per level&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|&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 multiple projectiles at once&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name&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 sydney sleeper explosion on headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bot 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;
|Is item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|Cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Rocket acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is miniboss&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player model scale&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|Player upgrade possibility&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 &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|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&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;
|Set damage rampup to 20%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Set damage rampup to 50%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Force damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| no damage falloff&lt;br /&gt;
|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 &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 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;
| Allow to deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| Receive friendly fire from teammates&lt;br /&gt;
|1&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;
|Cannot be headshot. Hitscan only&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;
|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;
|mod projectile heat aim time&lt;br /&gt;
|For how long should the projectile home in&lt;br /&gt;
|1.75&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;
|projectile acceleration time&lt;br /&gt;
|For how long should the projectile accelerate&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds &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 taunt, even midair &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;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles follow crosshair&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|Weapon cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected&lt;br /&gt;
| 1&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;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when ballon 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 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 a player victim 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;&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; &lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; &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;&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 based on fraction of target current health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage based on fraction of target max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage based on fraction of target missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|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;
|add cond on hit &lt;br /&gt;
|Add condtion to the target on hit&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&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack&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 &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, jars&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condtion override on drinks, jars, ubers and many other effects&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Add condition to self on hit target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Add condition to self on hit target duration&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Add condition on kill&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Add condition on kill duration&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Item description&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 multipier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|On kill healing can overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire input on hit targets. The player is the activator. 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 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&lt;br /&gt;
| 0.8&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&lt;br /&gt;
|0.3&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&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs stick to enemies&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 drop 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;
|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;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the pyro&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|Stay after hitting 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;
|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;
|stomp player time&lt;br /&gt;
|Time between each stomp damage and push. By default, it happens every tick&lt;br /&gt;
| 0.1&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 &lt;br /&gt;
| 1&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;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu) &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 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;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on hit 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 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&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 not pressed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts&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;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip&lt;br /&gt;
|1&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 addcond effects to also apply those 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&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;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles&lt;br /&gt;
|1&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&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns fraction of 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;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. Requires Allow friendly fire&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|Disable wrangler shield&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)&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 enemy sentries should ignore this player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|Melee reflects 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&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 specified amount of time&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|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 4x bigger collection radiues&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier&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;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|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 player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|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;
|mod projectile heat aim start time&lt;br /&gt;
|How many seconds before the projectile starts homing, if turn power is set&lt;br /&gt;
|3&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;
|Cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|When the arrow bounces, allow it to hit the same target again&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Projectiles bounce off hit targets&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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7063</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7063"/>
		<updated>2023-01-02T22:48:11Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: Keyvalues for objects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
*$fireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Bullet fire rate multiplier&lt;br /&gt;
&lt;br /&gt;
*$rangemult &amp;lt;float&amp;gt;&lt;br /&gt;
**range multiplier&lt;br /&gt;
*$damagemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Damage multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rapidfire &amp;lt;1.0&amp;gt;&lt;br /&gt;
**Allow firing every tick, rather than after every 3rd tick&lt;br /&gt;
*$ammomult &amp;lt;float&amp;gt;&lt;br /&gt;
**Ammo multiplier&lt;br /&gt;
*$rocketfireratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Rocket fire rate multiplier&lt;br /&gt;
*$bulletweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as bullet attack, can be a custom weapon&lt;br /&gt;
*$rocketweapon &amp;lt;string&amp;gt;&lt;br /&gt;
**Use a specific weapon name as rocket attack, can be a custom weapon&lt;br /&gt;
*$sentrymodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Sentry model prefix&lt;br /&gt;
**Example: models/buildables/sentry&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnShootBullet&lt;br /&gt;
**Called when the sentry shoots a bullet, the sentry is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootRocket&lt;br /&gt;
**Called when the sentry shoots a rocket, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponBullet&lt;br /&gt;
**Called when the sentry shoots a bullet weapon, the projectile is &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
*$OnShootWeaponRocket&lt;br /&gt;
**Called when the sentry shoots a rocket weapon, the projectile is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
*$bidirectional &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If the teleport can be used in both directions&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$rechargeratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Recharge rate multiplier&lt;br /&gt;
*$speedboost &amp;lt;1/0&amp;gt;&lt;br /&gt;
**Apply 4s speed boost after exiting teleporter&lt;br /&gt;
*$teleportermodelprefix &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleporter model prefix&lt;br /&gt;
**Example: models/buildables/teleporter&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
*$OnTeleportReceive&lt;br /&gt;
**Teleport exit calls this when it receives a player, the player is  &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dispenser (obj_dispenser) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$radiusmult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser radius multiplier&lt;br /&gt;
*$maxlevel &amp;lt;int&amp;gt;&lt;br /&gt;
**Maximum level&lt;br /&gt;
*$ratemult &amp;lt;float&amp;gt;&lt;br /&gt;
**Dispenser provided health/ammo multiplier&lt;br /&gt;
*$dispensermodelprefix&amp;lt;string&amp;gt;&lt;br /&gt;
**Dispenser model prefix&lt;br /&gt;
**Example: models/buildables/dispenser&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Create_custom_item_decals&amp;diff=7062</id>
		<title>Create custom item decals</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Create_custom_item_decals&amp;diff=7062"/>
		<updated>2022-12-29T12:47:27Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will explain how to create custom decals for items like the Conscientious Objector.  These decals can also be used on vanilla servers  &lt;br /&gt;
[[File:Signs2.png|thumb|Example use of the item decal]]&lt;br /&gt;
&lt;br /&gt;
==How To Use==&lt;br /&gt;
#Prepare a 128x128 PNG images you want to use for the decals&lt;br /&gt;
#Create a new TF2 Guide with this link (do not publish it): https://steamcommunity.com/sharedfiles/editguide/?appid=440&lt;br /&gt;
#Put one of your decal images as a thumbnail, type whatever you want in text boxes (they are not published anyway)&lt;br /&gt;
#In the next step, put additional decal images, if any.&lt;br /&gt;
#Right click the uploaded images and copy the image URL.&lt;br /&gt;
#Visit https://testing.potato.tf/generateattr.html&lt;br /&gt;
#Paste the image URL and copy the result into your TFBot of choice&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Create_custom_item_decals&amp;diff=7061</id>
		<title>Create custom item decals</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Create_custom_item_decals&amp;diff=7061"/>
		<updated>2022-12-29T12:33:38Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: /* How to use in Vanilla MvM (cosmetics only) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide will explain how to create custom decals for items like the Conscientious Objector.  These decals can also be used on vanilla servers with a few extra steps.  &lt;br /&gt;
[[File:Signs2.png|thumb|Example use of the item decal]]&lt;br /&gt;
&lt;br /&gt;
==How To Use==&lt;br /&gt;
#Prepare a 128x128 PNG images you want to use for the decals&lt;br /&gt;
#Create a new TF2 Guide with this link (do not publish it): https://steamcommunity.com/sharedfiles/editguide/?appid=440&lt;br /&gt;
#Put one of your decal images as a thumbnail, type whatever you want in text boxes (they are not published anyway)&lt;br /&gt;
#In the next step, put additional decal images, if any.&lt;br /&gt;
#Right click the uploaded images and copy the image URL.&lt;br /&gt;
#Visit https://testing.potato.tf/generateattr.html&lt;br /&gt;
#Paste the image URL and copy the result into your TFBot of choice&lt;br /&gt;
&lt;br /&gt;
== How to use in Vanilla MvM ==&lt;br /&gt;
Equip the item with this command on our testing servers, replacing the numbers with your own attribute numbers:&lt;br /&gt;
 sig_makeitem @me &amp;quot;The Conscientious Objector&amp;quot; &amp;quot;custom texture lo&amp;quot; &amp;quot;x05ECED38&amp;quot; &amp;quot;custom texture hi&amp;quot; &amp;quot;x17A1F0CA&amp;quot;&lt;br /&gt;
. Then execute another command:&lt;br /&gt;
 sig_listitemattr @me&lt;br /&gt;
From console, copy values marked in red, without parentheses, and use those as attribute value for custom texture lo and custom texture hi respectively&lt;br /&gt;
[[File:Command to get attributes.png|left|thumb]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=List_of_custom_attributes&amp;diff=7060</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=7060"/>
		<updated>2022-12-24T22:51:57Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &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;
| The bot with the attribute distributes its currency on death, like with sniper kills&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;
|Can player breathe underwater&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot swim&lt;br /&gt;
|If set to 1 player cannon swim &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|swimming mastery&lt;br /&gt;
|If set to 1 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 player move his teleporter 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 battalion backup 35% 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;
|Is the player immune to wet statuses like jarate or 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 different class clears the combo&lt;br /&gt;
|0.1&lt;br /&gt;
|-&lt;br /&gt;
|mult dispenser rate&lt;br /&gt;
|Healh and ammo 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;
| Flare and rocket homing seek power in degrees per second &lt;br /&gt;
|360&lt;br /&gt;
|-&lt;br /&gt;
| mod projectile heat aim error&lt;br /&gt;
|Rocket max error in aim in degrees &lt;br /&gt;
|90&lt;br /&gt;
|-&lt;br /&gt;
|mult dmg vs same class&lt;br /&gt;
|Damage vs same class multipler&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|uber on damage taken&lt;br /&gt;
|On take damage: x% chance of gaining invicibility for 3 seconds&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult dmgtaken from melee&lt;br /&gt;
|Damage taken from melee multipier &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;
| x% soldier buff range bonus &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 can pyro use primary fire again 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 himself rather than others&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 caber on use&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|mult smack time&lt;br /&gt;
|Melee smack time multiplier (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;
|Shoots additional 2 arrows per level&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|custom item model&lt;br /&gt;
|Custom item model name&lt;br /&gt;
|&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 multiple projectiles at once&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| projectile trail particle&lt;br /&gt;
|Projectile trail particle name&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 sydney sleeper explosion on headshot&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot be sapped&lt;br /&gt;
|Bot 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;
|Is item invisible &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| cannot taunt&lt;br /&gt;
|Cannot taunt&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile acceleration&lt;br /&gt;
|Rocket acceleration in hu/s^2 &lt;br /&gt;
|500&lt;br /&gt;
|-&lt;br /&gt;
|is miniboss&lt;br /&gt;
|The player is miniboss&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|model scale&lt;br /&gt;
| Player model scale&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|cannot upgrade&lt;br /&gt;
|Player upgrade possibility&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 &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|mult firerocket rate&lt;br /&gt;
|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&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;
|Set damage rampup to 20%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|no reduced damage rampup&lt;br /&gt;
|Set damage rampup to 50%&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|force damage falloff&lt;br /&gt;
|Force damage rampup and falloff&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| no damage falloff&lt;br /&gt;
|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 &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 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;
| Allow to deal friendly fire damage&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|receive friendly fire&lt;br /&gt;
| Receive friendly fire from teammates&lt;br /&gt;
|1&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;
|Cannot be headshot. Hitscan only&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;
|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;
|mod projectile heat aim time&lt;br /&gt;
|For how long should the projectile home in&lt;br /&gt;
|1.75&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;
|projectile acceleration time&lt;br /&gt;
|For how long should the projectile accelerate&lt;br /&gt;
|2.55&lt;br /&gt;
|-&lt;br /&gt;
| grenade explode on impact&lt;br /&gt;
|Grenades explode on impact&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
projectile lifetime&lt;br /&gt;
|Projectile lifetime in seconds &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 taunt, even midair &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;
|mod projectile heat follow crosshair&lt;br /&gt;
|Homing projectiles follow crosshair&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| cannot be upgraded&lt;br /&gt;
|Weapon cannot be upgraded&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|projectile no deflect&lt;br /&gt;
|Projectile cannot be deflected&lt;br /&gt;
| 1&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;
| player gravity ballon head&lt;br /&gt;
|Player gravity multiplier when ballon 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 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 a player victim 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;&lt;br /&gt;
*&amp;quot;repel&amp;quot;&lt;br /&gt;
*&amp;quot;breadmonster&amp;quot;&lt;br /&gt;
*&amp;quot;spellfireball&amp;quot; &lt;br /&gt;
*&amp;quot;spelllightningorb&amp;quot; &lt;br /&gt;
*&amp;quot;spellkartorb&amp;quot; &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;&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 based on fraction of target current health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg max health&lt;br /&gt;
|Deal additional damage based on fraction of target max health &lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
|dmg missing health&lt;br /&gt;
|Deal additional damage based on fraction of target missing health&lt;br /&gt;
|0.34&lt;br /&gt;
|-&lt;br /&gt;
| cannot be teleported&lt;br /&gt;
|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;
|add cond on hit &lt;br /&gt;
|Add condtion to the target on hit&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&lt;br /&gt;
| 57&lt;br /&gt;
|-&lt;br /&gt;
|add damage type&lt;br /&gt;
|Add damage type to the attack&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 &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, jars&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|effect cond override&lt;br /&gt;
|Effect condtion override on drinks, jars, ubers and many other effects&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| self add cond on hit&lt;br /&gt;
|Add condition to self on hit target&lt;br /&gt;
|54&lt;br /&gt;
|-&lt;br /&gt;
|self add cond on hit duration&lt;br /&gt;
| Add condition to self on hit target duration&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill &lt;br /&gt;
|Add condition on kill&lt;br /&gt;
|57&lt;br /&gt;
|-&lt;br /&gt;
|add cond on kill duration&lt;br /&gt;
|Add condition on kill duration&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|special item description&lt;br /&gt;
|Item description&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 multipier&lt;br /&gt;
|0.66&lt;br /&gt;
|-&lt;br /&gt;
|overheal from heal on kill&lt;br /&gt;
|On kill healing can overheal&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| fire input on hit&lt;br /&gt;
|Fire input on hit targets. The player is the activator. 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 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&lt;br /&gt;
| 0.8&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&lt;br /&gt;
|0.3&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&lt;br /&gt;
|&lt;br /&gt;
1&lt;br /&gt;
|-&lt;br /&gt;
|stickybomb stick to enemies&lt;br /&gt;
|Stickybombs stick to enemies&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 drop 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;
|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;
|reflect magnet&lt;br /&gt;
|If set to 1, reflected projectiles aim towards the pyro&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|stay after regenerate&lt;br /&gt;
|Stay after hitting 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;
|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;
|stomp player time&lt;br /&gt;
|Time between each stomp damage and push. By default, it happens every tick&lt;br /&gt;
| 0.1&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 &lt;br /&gt;
| 1&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;
|mult step height&lt;br /&gt;
|Step height multiplier (x * 18hu) &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 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;
|fire input on kill name restrict&lt;br /&gt;
|Restrict input on hit 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 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&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 not pressed&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|burst fire rate mult&lt;br /&gt;
|Fire rate multiplier between bursts&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;
|force fire full clip&lt;br /&gt;
| Automatically fire full clip&lt;br /&gt;
|1&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 addcond effects to also apply those 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&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;
|mod projectile heat no predict target speed&lt;br /&gt;
|Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles&lt;br /&gt;
|1&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&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|damage returns as health &lt;br /&gt;
|Returns fraction of 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;
|mult dmg friendly fire&lt;br /&gt;
|Damage dealt to teammates multiplier. Requires Allow friendly fire&lt;br /&gt;
|0.4&lt;br /&gt;
|-&lt;br /&gt;
|disable wrangler shield&lt;br /&gt;
|Disable wrangler shield&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)&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 enemy sentries should ignore this player&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|melee airblast&lt;br /&gt;
|Melee reflects 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&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 specified amount of time&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|arrow snap to next target radius&lt;br /&gt;
|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 4x bigger collection radiues&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|health from credits&lt;br /&gt;
|Additional health gained from credits&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|mult bleeding delay&lt;br /&gt;
|Delay between bleeding damage multiplier&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;
|grenade bounce speed xy&lt;br /&gt;
|Grenade bounce speed in xy direction multiplier&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|not solid&lt;br /&gt;
|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 player&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|ignored by bots&lt;br /&gt;
|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;
|mod projectile heat aim start time&lt;br /&gt;
|How many seconds before the projectile starts homing, if turn power is set&lt;br /&gt;
|3&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;
|Cannot ignite or cause bleeding to the wielder&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|reset arrow hits on bounce&lt;br /&gt;
|When the arrow bounces, allow it to hit the same target again&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|arrow target bounce speed&lt;br /&gt;
|Projectiles bounce off hit targets&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;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Installing_on_Windows_with_WSL&amp;diff=7059</id>
		<title>Installing on Windows with WSL</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Installing_on_Windows_with_WSL&amp;diff=7059"/>
		<updated>2022-12-22T23:24:58Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Easy installation script ==&lt;br /&gt;
Right click this link and select save link as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;https://raw.githubusercontent.com/rafradek/sigsegv-mvm/master/windows_install_wsl.bat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Run the downloaded bat file and follow the instructions printed in console&lt;br /&gt;
&lt;br /&gt;
== Manual installation ==&lt;br /&gt;
Run the bat file and follow instructions printed in console&lt;br /&gt;
&lt;br /&gt;
Based on guides: https://docs.microsoft.com/en-us/windows/wsl/install-win10 https://wiki.teamfortress.com/wiki/Linux_dedicated_server&lt;br /&gt;
&lt;br /&gt;
Open PowerShell as administrator, then execute those commands&lt;br /&gt;
 dism.exe /online /enable-feature /featurename:Microsoft-Windows-Subsystem-Linux /all /norestart&lt;br /&gt;
 dism.exe /online /enable-feature /featurename:VirtualMachinePlatform /all /norestart&lt;br /&gt;
&lt;br /&gt;
Now restart your PC. After that, execute another PowerShell command&lt;br /&gt;
 wsl --set-default-version  2&lt;br /&gt;
 echo [wsl2] memory=2GB &amp;gt; $env:USERPROFILE/.wslconfig&lt;br /&gt;
Open Microsoft Store and install Ubuntu. Launch Ubuntu from start menu. Fill in username and password info when asked. Install required packages by entering those commands into the window:&lt;br /&gt;
 sudo dpkg --add-architecture i386&lt;br /&gt;
 sudo apt-get update&lt;br /&gt;
 sudo apt install lib32z1 libncurses5:i386 libbz2-1.0:i386 lib32gcc1 lib32stdc++6 libtinfo5:i386 libcurl3-gnutls:i386&lt;br /&gt;
 sudo ufw disable&lt;br /&gt;
Those Ubuntu commands will install and update server in ~/hlserver/hlserver:&lt;br /&gt;
 mkdir ~/hlserver&lt;br /&gt;
 cd ./hlserver&lt;br /&gt;
 wget https://steamcdn-a.akamaihd.net/client/installer/steamcmd_linux.tar.gz&lt;br /&gt;
 tar zxf steamcmd_linux.tar.gz&lt;br /&gt;
 ./steamcmd.sh +login anonymous +force_install_dir ./hlserver +app_update 232250 +quit&lt;br /&gt;
You can browse server files in windows explorer with this Ubuntu command:&lt;br /&gt;
 explorer.exe ~/hlserver/hlserver&lt;br /&gt;
If you have an existing windows server installation you can copy server files here.&lt;br /&gt;
&lt;br /&gt;
Install a linux version of sourcemod and mm: source in this location&lt;br /&gt;
&lt;br /&gt;
Unpack all sigsegv archive contents into tf directory&lt;br /&gt;
&lt;br /&gt;
Create a server starting file with Ubuntu commands:&lt;br /&gt;
 echo &amp;quot;#!/bin/sh&amp;quot; &amp;gt; ~/startserver.sh&lt;br /&gt;
 echo &amp;quot;~/hlserver/hlserver/srcds_run +map bigrock +maxplayers 32&amp;quot; &amp;gt;&amp;gt; ~/startserver.sh&lt;br /&gt;
 chmod u+x ~/startserver.sh&lt;br /&gt;
Run server with Ubuntu command:&lt;br /&gt;
 ~/startserver.sh&lt;br /&gt;
Or, to run a server from windows CMD / PowerShell:&lt;br /&gt;
 wsl ~/startserver.sh&lt;br /&gt;
You should check your linux server IP with a command executed in PowerShell. You can use this IP to connect to your server from this Windows PC. IP will change with every system reset:&lt;br /&gt;
 wsl hostname -I&lt;br /&gt;
The section below tells how to connect to the server using your LAN or public IP if available&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can make the server autostart by adding a scheduled task in Task Scheduler, on login condition, running wsl as a program with ~/startserver.sh as an argument.&lt;br /&gt;
&lt;br /&gt;
=Make the server accessible from the Internet and the local network=&lt;br /&gt;
Download a program named [http://aluigi.altervista.org/mytoolz/sudppipe.zip sudppipe] (The browser may mark this file as unsafe so you might have to right click and select Save link As)&lt;br /&gt;
&lt;br /&gt;
Unpack the downloaded archive, then create tf2portpipe.bat file in the unpacked directory alongside sudppipe.exe. Replace port value with your own server port. The port should not be in use by any other program (TF2 client often binds to port 27015).&lt;br /&gt;
 @ECHO off&lt;br /&gt;
 &lt;br /&gt;
 SET port=27015&lt;br /&gt;
 &lt;br /&gt;
 FOR /F &amp;quot;tokens=* USEBACKQ&amp;quot; %%F IN (`wsl hostname -I`) DO (&lt;br /&gt;
 SET ip=%%F&lt;br /&gt;
 )&lt;br /&gt;
 %~dp0/sudppipe.exe -q -b 0.0.0.0 %ip% %port% %port%&lt;br /&gt;
Run the bat file. If you wish to get rid of the console window, add a run on system startup scheduled task, with run whether user is logged on or not option, launching this script file as a program.&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
	<entry>
		<id>https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7057</id>
		<title>Additions to existing entities</title>
		<link rel="alternate" type="text/html" href="https://sigwiki.potato.tf/index.php?title=Additions_to_existing_entities&amp;diff=7057"/>
		<updated>2022-12-13T11:05:16Z</updated>

		<summary type="html">&lt;p&gt;Rafradek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Targeting ==&lt;br /&gt;
&lt;br /&gt;
* You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity&lt;br /&gt;
* You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity&lt;br /&gt;
*Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 world coordinates box&lt;br /&gt;
*Target entities matching the filter by adding @f@ prefix. @f@filtername@entityname would target all entityname that pass the filtername filter&lt;br /&gt;
*Target entity from datamap/sendprop by adding @e@ prefix. @e@m_hOwnerEntity@!activator would target the owner entity of !activator. You can also target in array with $. @e@m_hMyWeapons$1@!activator would target secondary weapon of !activator.&lt;br /&gt;
&lt;br /&gt;
==Various==&lt;br /&gt;
&lt;br /&gt;
*You can execute an input immediately rather than with at least 1 tick delay by setting input delay to -1. This allows you to access !activator of $OnKilled entity&lt;br /&gt;
&lt;br /&gt;
== [[Expressions]] ==&lt;br /&gt;
[[Expressions]] can be used to calculate input parameters without the need of extra logic entities&lt;br /&gt;
&lt;br /&gt;
==point_viewcontrol==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $allowdamage &amp;lt;1/0&amp;gt;&lt;br /&gt;
** Should the player/s operating the camera receive damage. 0 by default&lt;br /&gt;
&lt;br /&gt;
===Inputs ===&lt;br /&gt;
&lt;br /&gt;
*$EnableAll&lt;br /&gt;
**Enable the camera for all players on the map. Spawnflag [512] may not work properly. (&#039;&#039;Start At Player, Interruptable by Player&#039;&#039;)&lt;br /&gt;
*$DisableAll&lt;br /&gt;
**Disable the camera for all players on the map&lt;br /&gt;
*$SetTarget &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set current target to entity&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun (obj_sentrygun)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[64]&#039;&#039;&#039; - Spawn as mini-sentry&lt;br /&gt;
&lt;br /&gt;
== Teleporter (obj_teleporter) ==&lt;br /&gt;
&lt;br /&gt;
===Keyvalues===&lt;br /&gt;
*$TeleportWhere &amp;lt;string&amp;gt;&lt;br /&gt;
**Teleport bots from specified botspawn name. It is possible to add multiple TeleportWhere keys. &amp;quot;all&amp;quot; name will teleport all bots, &amp;quot;small&amp;quot; will teleport all small bots, &amp;quot;giants&amp;quot; will teleport giants and their squad&lt;br /&gt;
&lt;br /&gt;
==Weapon Mimic (tf_point_weapon_mimic)==&lt;br /&gt;
*Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team&lt;br /&gt;
*If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner&lt;br /&gt;
* Fired stickybombs are automatically removed if the mimic is removed&lt;br /&gt;
*Added projectile type 4 - Bullet.  SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force&lt;br /&gt;
*It is possible to mimic a specific weapon. Setting owner might be required for the weapon to function properly. Setting a mimic weapon disables all other mimic properties except crits&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues===&lt;br /&gt;
&lt;br /&gt;
*$preventshootparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, bullets fired from the mimic cannot hit the parent entity&lt;br /&gt;
*$dmgtype &amp;lt;int&amp;gt; &lt;br /&gt;
**Set custom damage type&lt;br /&gt;
*$killicon &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom kill icon&lt;br /&gt;
*$weaponname &amp;lt;string&amp;gt;&lt;br /&gt;
**Set mimic weapon name, custom weapon names are allowed. &lt;br /&gt;
**Example: The Righteous Bison&lt;br /&gt;
**Some weapons (flamethrowers) will not work.&lt;br /&gt;
**If the mimic owner is not set, some weapons (The Dragon&#039;s Fury) will crash the game, or break in other ways&lt;br /&gt;
*$firetime &amp;lt;float&amp;gt;&lt;br /&gt;
**Delay between shots for $StartFiring input&lt;br /&gt;
*$weaponnosound &amp;lt;1/0&amp;gt;&lt;br /&gt;
**If set, disables weapon fire sound&lt;br /&gt;
&lt;br /&gt;
=== Inputs ===&lt;br /&gt;
&lt;br /&gt;
* $AddWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Adds attribute to the mimic weapon, example: projectile speed increased|2&lt;br /&gt;
*$RemoveWeaponAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from the mimic weapon, example: projectile speed increased&lt;br /&gt;
*$StartFiring &amp;lt;int&amp;gt;&lt;br /&gt;
**Starts firing automatically specified number of projectiles, 1 minimum, with $firetime delay between shots&lt;br /&gt;
*$StopFiring&lt;br /&gt;
**Stops firing automatically&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnFire&lt;br /&gt;
**Called when the projectile is being fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
* &#039;&#039;&#039;[4]&#039;&#039;&#039; - Fire &amp;quot;OnUser4&amp;quot; output when projectile is fired, with the projectile as &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Tank (tank_boss)== &lt;br /&gt;
&lt;br /&gt;
*When tank starts deploying, and there is at least one PointTemplate assigned to it, &amp;quot;OnUser4&amp;quot; output is activated&lt;br /&gt;
&lt;br /&gt;
=== Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnStartDeploy&lt;br /&gt;
**Fired when the tank is deploying the bomb&lt;br /&gt;
&lt;br /&gt;
==Medic shield (entity_medigun_shield)==&lt;br /&gt;
===Spawnflags===&lt;br /&gt;
*&#039;&#039;&#039;[1]&#039;&#039;&#039; - Don&#039;t expire and don&#039;t block LOS&lt;br /&gt;
*&#039;&#039;&#039;[2]&#039;&#039;&#039; - Use the LV2 Shield model&lt;br /&gt;
&lt;br /&gt;
==logic_case==&lt;br /&gt;
&lt;br /&gt;
===Text formatter===&lt;br /&gt;
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters. &lt;br /&gt;
&lt;br /&gt;
Example point template usage:&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Formatter&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;formattest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$Format&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;formattest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;You have % out of % coins left. % %% done&amp;quot; // Formatter string&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;6&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;12&amp;quot; //Second argument&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;50&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,,0,-1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;This would display &amp;quot;You have 6 out of 12 coins left. 50 % done&amp;quot; to all players&lt;br /&gt;
&lt;br /&gt;
=== Menu===&lt;br /&gt;
You can use $DisplayMenu input to display a menu for the player, up to 15 entries&amp;lt;syntaxhighlight lang=&amp;quot;php&amp;quot;&amp;gt;&lt;br /&gt;
Menu&lt;br /&gt;
{&lt;br /&gt;
	OnSpawnOutput&lt;br /&gt;
	{&lt;br /&gt;
		Target &amp;quot;menutest&amp;quot;&lt;br /&gt;
		Action &amp;quot;$DisplayMenu&amp;quot;&lt;br /&gt;
		Delay 1&lt;br /&gt;
		Param &amp;quot;player&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	logic_case&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;targetname&amp;quot; &amp;quot;menutest&amp;quot;&lt;br /&gt;
		&amp;quot;case16&amp;quot; &amp;quot;Menu title|30|Cancel&amp;quot; // Title, menu duration (0 for infinite), display optional cancel button&lt;br /&gt;
		&amp;quot;case01&amp;quot; &amp;quot;option1&amp;quot; //First argument&lt;br /&gt;
		&amp;quot;case02&amp;quot; &amp;quot;!disabled option&amp;quot; //Second argument, disabled&lt;br /&gt;
		&amp;quot;case03&amp;quot; &amp;quot;suicide&amp;quot; //Third argument&lt;br /&gt;
		&amp;quot;oncase03&amp;quot; &amp;quot;!activator,sethealth,0,0,-1&amp;quot; // Selected 3rd option&lt;br /&gt;
		&amp;quot;ondefault&amp;quot; &amp;quot;player,$DisplayTextCenter,he,0,-1&amp;quot; // No option selected&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FormatString &amp;lt;string&amp;gt; &lt;br /&gt;
**Sets formatting string, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatStringNoFire &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting string&lt;br /&gt;
*$FormatInput1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInput2-15 &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$FormatInputNoFire1 &amp;lt;string&amp;gt;&lt;br /&gt;
**Sets formatting input argument 1&lt;br /&gt;
*$Format &lt;br /&gt;
**Fires OnDefault output, with formatted string as parameter&lt;br /&gt;
*$TestSigsegv&lt;br /&gt;
**Fires OnUser1 output. Can be used to test if sigsegv extension is active&lt;br /&gt;
*$ToInt &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts parameter value from string/float to integer&lt;br /&gt;
*$ToFloat &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, converts value from string/int to real number&lt;br /&gt;
*$CallerToActivator &amp;lt;any&amp;gt;&lt;br /&gt;
**Fires OnDefault output, but the !caller entity is converted to !activator&lt;br /&gt;
* $GetKeyValueFromActivator &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the key value from the !activator entity is the parameter&lt;br /&gt;
*$GetConVar &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) number value is the parameter&lt;br /&gt;
*$GetConVarString &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires OnDefault output, the convar (console variable) string value is the parameter&lt;br /&gt;
*$DisplayMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Display menu at player&lt;br /&gt;
*$HideMenu &amp;lt;entity&amp;gt;&lt;br /&gt;
**Hide menu at player&lt;br /&gt;
*$BitTest &amp;lt;number&amp;gt;&lt;br /&gt;
**Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is not 0&lt;br /&gt;
&lt;br /&gt;
* $BitTestAll &amp;lt;number&amp;gt;&lt;br /&gt;
** Fires all cases where after the bitwise AND operation between the parameter and the case value, the result is same as the parameter&lt;br /&gt;
&lt;br /&gt;
==tf_gamerules ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StopVO &amp;lt;string&amp;gt;&lt;br /&gt;
** Stops sound that was started with PlayVO input&lt;br /&gt;
&lt;br /&gt;
*$StopVORed &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVORed input&lt;br /&gt;
&lt;br /&gt;
*$StopVOBlue &amp;lt;string&amp;gt;&lt;br /&gt;
**Stops sound that was started with PlayVOBlue input&lt;br /&gt;
*$SetBossHealthPercentage &amp;lt;float&amp;gt;&lt;br /&gt;
**Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear&lt;br /&gt;
*$SetBossState &amp;lt;int&amp;gt;&lt;br /&gt;
**If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal&lt;br /&gt;
*$AddCurrencyGlobal &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to all players&lt;br /&gt;
*$ChangeLevel &amp;lt;string&amp;gt;&lt;br /&gt;
**Changes level. To set a specific mission, type the mission name after | . Example: mvm_bigrock|advanced1&lt;br /&gt;
&lt;br /&gt;
== player ==&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
* $AllowClassAnimations &amp;lt;0|1&amp;gt; &lt;br /&gt;
**Allow class animations instead of using refpose when UseCustomModel input is fired to change player model&lt;br /&gt;
*$SwitchClass &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$SwitchClassInPlace &amp;lt;string&amp;gt;&lt;br /&gt;
**Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index&lt;br /&gt;
*$ForceRespawn&lt;br /&gt;
** The player instantly respawns&lt;br /&gt;
*$ForceRespawnDead&lt;br /&gt;
**The player instantly respawns, but only if they are dead&lt;br /&gt;
*$DisplayTextCenter &amp;lt;string&amp;gt; &lt;br /&gt;
** Display text in the middle of the screen&lt;br /&gt;
*$DisplayTextChat &amp;lt;string&amp;gt;&lt;br /&gt;
** Display text to the player&#039;s chat&lt;br /&gt;
*$DisplayTextHint &amp;lt;string&amp;gt;&lt;br /&gt;
** Display yellow text in the bottom part of the screen and play a sound cue&lt;br /&gt;
*$Suicide&lt;br /&gt;
**Kill the player&lt;br /&gt;
*$ChangeAttributes &amp;lt;string&amp;gt;&lt;br /&gt;
** If the player is a bot, this can be used to change active EventChangeAttributes&lt;br /&gt;
*$RollCommonSpell&lt;br /&gt;
**Roll common spell&lt;br /&gt;
*$SetSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Set player current spell to one of the following:&lt;br /&gt;
***Fireball&lt;br /&gt;
***Ball O&#039; Bats&lt;br /&gt;
***Healing Aura&lt;br /&gt;
***Pumpkin MIRV&lt;br /&gt;
*** Superjump&lt;br /&gt;
***Invisibility&lt;br /&gt;
***Teleport&lt;br /&gt;
***Tesla Bolt&lt;br /&gt;
***Minify&lt;br /&gt;
***Meteor Shower&lt;br /&gt;
***Summon Monoculus&lt;br /&gt;
***Summon Skeletons&lt;br /&gt;
*$AddSpell &amp;lt;string&amp;gt;&lt;br /&gt;
**Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell&lt;br /&gt;
*$AddCond &amp;lt;int&amp;gt; [int]&lt;br /&gt;
** Add condition to player. If a second argument is present, the condition will only run for a specified duration&lt;br /&gt;
*$RemoveCond &amp;lt;int&amp;gt;&lt;br /&gt;
**Remove condition from player&lt;br /&gt;
*$AddPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to player, the parameter should be passed in this way: attribute|value. Example: &amp;quot;move speed bonus|1.2&amp;quot;&lt;br /&gt;
*$RemovePlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove attribute from player. Example: &amp;quot;move speed bonus&amp;quot;&lt;br /&gt;
*$GetPlayerAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends attribute from player as the parameter.&lt;br /&gt;
**parameter format: attribute|entity|input|default value&lt;br /&gt;
**example: fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
*$AddItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot or item name. Example &amp;quot;damage bonus|2|0&amp;quot; adds 100% damage bonus to primary weapon, &amp;quot;damage penalty|0.5&amp;quot; adds 50% damage penalty to active weapon&lt;br /&gt;
*$RemoveItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot or item name. Example &amp;quot;damage bonus&amp;quot; removes damage bonus from primary weapon, &amp;quot;damage penalty&amp;quot; removes damage penalty from active weapon&lt;br /&gt;
*$GetItemAttribute &amp;lt;string&amp;gt;&lt;br /&gt;
**Sends item attribute value as the parameter.&lt;br /&gt;
** parameter format: slot or item name|attribute|entity|input|default value&lt;br /&gt;
**example to grab primary slot item&#039;s fire rate bonus value: 0|fire rate bonus|!activator|$DisplayTextChat|0&lt;br /&gt;
**You can also type -1 for active weapon or the item name.&lt;br /&gt;
*$PlaySoundToSelf &amp;lt;string&amp;gt;&lt;br /&gt;
** Play sound to the player&lt;br /&gt;
*$IgnitePlayerDuration &amp;lt;float&amp;gt; &lt;br /&gt;
**Ignite the player for a specified duration in seconds&lt;br /&gt;
*$WeaponSwitchSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Forcibly switches to weapon in slot&lt;br /&gt;
* $WeaponStripSlot &amp;lt;int&amp;gt;&lt;br /&gt;
**Removes weapon from a slot (-1 = current slot)&lt;br /&gt;
*$GiveItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Gives an item to the player&lt;br /&gt;
*$AddCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
**Add currency to the player&lt;br /&gt;
*$RemoveCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Remove currency from the player&lt;br /&gt;
*$SetCurrency &amp;lt;int&amp;gt;&lt;br /&gt;
** Set currency to specified value&lt;br /&gt;
* $CurrencyOutputX &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.&lt;br /&gt;
*$CurrencyInvertOutputX&amp;lt;string&amp;gt;&lt;br /&gt;
**Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter&lt;br /&gt;
*$DropItem &amp;lt;int&amp;gt;&lt;br /&gt;
**Drop item in slot (-1 = current slot)&lt;br /&gt;
* $RemoveItem &amp;lt;string&amp;gt;&lt;br /&gt;
** Remove item with a name&lt;br /&gt;
*$Regenerate&lt;br /&gt;
**Regenerate the player, as if touching resupply cabinet&lt;br /&gt;
*$RefillAmmo&lt;br /&gt;
** Restore player ammo&lt;br /&gt;
*$PlaySequence &amp;lt;string&amp;gt;&lt;br /&gt;
**Play animation sequence with specified name&lt;br /&gt;
*$ResetInventory&lt;br /&gt;
**Reset loadout items, as if touching the resupply cabinet&lt;br /&gt;
*$BotCommand &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the bot to perform an action. Examples:&lt;br /&gt;
***interrupt_action -posent targetmove -lookposent targetlook -duration 10 -waituntildone -ondoneattributes AfterDone -name myname&lt;br /&gt;
****Move to entity targetmove, while looking at entity targetlook. Wait 10 seconds after moving to the target entity, then ChangeAttributes to AfterDone, and fire $onactiondone output with myname as parameter&lt;br /&gt;
***interrupt_action -posent targetkill -lookposent targetkill -killlook -waituntildone -alwayslook -distance 500&lt;br /&gt;
****Move to entity targetkill and try to destroy it. Always look at the target even if not in sight. Only move up to 500 units away from the target&lt;br /&gt;
***interrupt_action -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Move to position 0 0 0 while looking at position 100 100 100 for the next 10 seconds&lt;br /&gt;
***interrupt_action_queue -pos 0 0 0 -lookpos 100 100 100 -duration 10&lt;br /&gt;
****Same as above, but add the action to the queue so it is only done when the previous interrupt action finishes&lt;br /&gt;
***clear_interrupt_action_queue&lt;br /&gt;
****Clears interrupt action queue added by above command&lt;br /&gt;
***remove_interrupt_action_queue_name name&lt;br /&gt;
****Delete from interrupt action queue if name matches&lt;br /&gt;
***stop interrupt action&lt;br /&gt;
****Stops current interrupt action&lt;br /&gt;
***despawn&lt;br /&gt;
****Forces to bot to despawn&lt;br /&gt;
***taunt&lt;br /&gt;
****Forces the bot to taunt&lt;br /&gt;
***cloak&lt;br /&gt;
****Forces the spy bot to cloak&lt;br /&gt;
***uncloak&lt;br /&gt;
****Forces the spy bot to uncloak&lt;br /&gt;
***disguise&lt;br /&gt;
****Forces the spy bot to disguise as something&lt;br /&gt;
***build sentry at nearest sentry hint&lt;br /&gt;
*$Taunt&lt;br /&gt;
**Forces the player to taunt&lt;br /&gt;
*$TauntFromItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item name. Also allows to insert attributes separated by |. Example: Conga Taunt|taunt move speed|1000&lt;br /&gt;
*$TauntIndexConcept &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified index and concept. Example: 0|0&lt;br /&gt;
*$TauntFromItem2 &amp;lt;string&amp;gt;&lt;br /&gt;
**Forces the player to taunt with specified item index. Also allows to modify attack time for &amp;quot;taunt attack&amp;quot;. Example: 1179|-0.5&lt;br /&gt;
*$AwardExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player&lt;br /&gt;
*$AwardAndGiveExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Awards extra loadout item with specified name to the player, and equips it&lt;br /&gt;
*$StripExtraItem &amp;lt;string&amp;gt;&lt;br /&gt;
**Strips extra loadout item with specified name from the player&lt;br /&gt;
*$ResetExtraItems&lt;br /&gt;
**Strips all extra loadout items from the player&lt;br /&gt;
&lt;br /&gt;
=== Outputs ===&lt;br /&gt;
&lt;br /&gt;
* $OnActionDone &amp;lt;string&amp;gt;&lt;br /&gt;
** Called when interrupt action finishes, the string parameter is a name of the interrupt action&lt;br /&gt;
&lt;br /&gt;
==trigger_hurt==&lt;br /&gt;
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor&lt;br /&gt;
&lt;br /&gt;
==Filter entities==&lt;br /&gt;
The server will no longer crash if the activator entity got removed the time TestActivator is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$TestEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**Test any entity, rather than only the !activator&lt;br /&gt;
&lt;br /&gt;
==Trigger entities==&lt;br /&gt;
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$StartTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**StartTouch any entity, rather than only the !caller&lt;br /&gt;
*$EndTouchEntity &amp;lt;entity&amp;gt; &lt;br /&gt;
**EndTouch any entity, rather than only the !caller&lt;br /&gt;
&lt;br /&gt;
==game_ui==&lt;br /&gt;
The server will no longer crash if the player using the entity disconnected from the server&lt;br /&gt;
&lt;br /&gt;
== env_entity_maker ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $autoparent &amp;lt;1/0&amp;gt;&lt;br /&gt;
** When the PointTemplate template is spawned via ForceSpawnAtEntityOrigin, the template entities will be automatically parented&lt;br /&gt;
* $Param(name) &amp;lt;string&amp;gt;&lt;br /&gt;
** Sets PointTemplate template param to a specified value&lt;br /&gt;
&lt;br /&gt;
==All entities ==&lt;br /&gt;
&lt;br /&gt;
=== Keyvalues ===&lt;br /&gt;
&lt;br /&gt;
* $modules &amp;lt;string&amp;gt;&lt;br /&gt;
** Comma separated list of [[Entity Modules|modules]] to attach to the entity&lt;br /&gt;
&lt;br /&gt;
===Inputs===&lt;br /&gt;
&lt;br /&gt;
*$FireUserAsActivator1-4 &amp;lt;string&amp;gt;&lt;br /&gt;
** Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output&lt;br /&gt;
*$FireUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Fires custom $onuser5-8 output&lt;br /&gt;
*$TakeDamage &amp;lt;int&amp;gt;&lt;br /&gt;
**Take specified amount of damage. Does not support negative values.&lt;br /&gt;
*$TakeDamageFromActivator &amp;lt;int&amp;gt;&lt;br /&gt;
** Take specified amount of damage, the !activator is the damage inflictor&lt;br /&gt;
*$SetModel &amp;lt;string&amp;gt;&lt;br /&gt;
** Set custom model&lt;br /&gt;
*$SetModelOverride &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model for all vision modes at once. Doesn&#039;t change the original model.&lt;br /&gt;
*$SetModelSpecial &amp;lt;string&amp;gt;&lt;br /&gt;
**Set custom model, in a special way, it does less additional changes to the entity&lt;br /&gt;
*$SetOwner &amp;lt;entity&amp;gt;&lt;br /&gt;
** Set entity owner&lt;br /&gt;
*$ClearOwner&lt;br /&gt;
** Remove entity owner&lt;br /&gt;
*$InheritOwner &amp;lt;entity&amp;gt; &lt;br /&gt;
**Set entity owner to the passed entity owner&lt;br /&gt;
*$InheritParent &amp;lt;entity&amp;gt;&lt;br /&gt;
**Set entity parent to the passed entity parent&lt;br /&gt;
*$GetKeyValue &amp;lt;string&amp;gt; &lt;br /&gt;
**Fire OnUser1 output, with key value as a parameter&lt;br /&gt;
*$MoveType &amp;lt;int&amp;gt;,&amp;lt;int&amp;gt;&lt;br /&gt;
**Set move type&lt;br /&gt;
*$PlaySound &amp;lt;string&amp;gt;&lt;br /&gt;
**Play sound from this entity&lt;br /&gt;
*$StopSound &amp;lt;string&amp;gt;&lt;br /&gt;
**Stop playing sound from this entity&lt;br /&gt;
*$SetLocalOrigin &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set origin relative to parent&lt;br /&gt;
*$SetLocalAngles &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set angles relative to parent&lt;br /&gt;
*$SetLocalVelocity &amp;lt;vector&amp;gt;&lt;br /&gt;
**Set velocity relative to parent&lt;br /&gt;
*$TeleportToEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Teleport to specified entity&lt;br /&gt;
*$MoveRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Move relative to parent (world)&lt;br /&gt;
*$RotateRelative &amp;lt;vector&amp;gt;&lt;br /&gt;
**Rotate relative to parent (world)&lt;br /&gt;
*$GetEntIndex &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input&lt;br /&gt;
**example: !activator|$DisplayTextCenter&lt;br /&gt;
**Triggers the input of an entity, with entity index as parameter&lt;br /&gt;
*$RemoveOutput &amp;lt;string&amp;gt;&lt;br /&gt;
**remove outputs with given name&lt;br /&gt;
*$CancelPending&lt;br /&gt;
**Remove all pending inputs this entity is going to fire&lt;br /&gt;
*$SetForwardVelocity &amp;lt;float&amp;gt;&lt;br /&gt;
**Set forward velocity of an entity, does not work on every entity&lt;br /&gt;
*$FaceEntity &amp;lt;entity&amp;gt;&lt;br /&gt;
**Rotate the entity so that it faces the target entity&lt;br /&gt;
*$SetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set keyvalue to specified value&lt;br /&gt;
*$GetKey$(keyvalue name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
** Trigger the input of an entity, with keyvalue as a paramer (default value if not found)&lt;br /&gt;
*$SetVar$(variable name) &amp;lt;string&amp;gt; &lt;br /&gt;
**Set custom entity variable&lt;br /&gt;
*$GetVar$(variable name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with variable as a paramer (default value if not found)&lt;br /&gt;
*$SetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**Set datamap property to specified value&lt;br /&gt;
*$GetData$([https://raw.githubusercontent.com/powerlord/tf2-data/master/datamaps.txt datamap] prop name) &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with datamap prop as a paramer (default value if not found)&lt;br /&gt;
*$SetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set send property to specified value. Can also set arrays.&lt;br /&gt;
**example without array: $SetProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$GetProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**parameter format: entity|input|default value&lt;br /&gt;
**example: !activator|$DisplayTextCenter|def&lt;br /&gt;
**Trigger the input of an entity, with send prop as a paramer (default value if not found)&lt;br /&gt;
*$SetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)] &amp;lt;string&amp;gt;&lt;br /&gt;
**Set fake send prop value only seen by players. Can also set arrays. Useful for setting fake mission name or wave number, as $SetProp would trigger unwanted behavior &lt;br /&gt;
**example without array: $SetClientProp$m_bInUpgradeZone&lt;br /&gt;
***sets player state if player is visiting an upgrade station&lt;br /&gt;
**example with array: $SetClientProp$m_iAmmo$3&lt;br /&gt;
***sets player ammo type array to 3, which is metal carried&lt;br /&gt;
*$ResetClientProp$([https://raw.githubusercontent.com/powerlord/tf2-data/master/netprops.txt send prop] name)[$(array)]&lt;br /&gt;
**Reset fake prop value set by $SetClientProp&lt;br /&gt;
*$AddModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Add entity [[Entity Modules|module]] by name&lt;br /&gt;
*$RemoveModule &amp;lt;string&amp;gt;&lt;br /&gt;
**Remove entity [[Entity Modules|module]] by name&lt;br /&gt;
*$SetCollisionFilter &amp;lt;entity&amp;gt;&lt;br /&gt;
**Sets custom collision filter entity. If the filter passes, the entity collides as usual, otherwise the colliding entities pass through&lt;br /&gt;
*$HideTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Hides this entity to specific player&lt;br /&gt;
*$ShowTo &amp;lt;player&amp;gt;&lt;br /&gt;
**Shows previously hidden entity to specific player&lt;br /&gt;
*$HideToAll&lt;br /&gt;
**Hides this entity to all players by default&lt;br /&gt;
*$ShowToAll&lt;br /&gt;
**Shows previously hidden entity to all players&lt;br /&gt;
&lt;br /&gt;
===Outputs===&lt;br /&gt;
&lt;br /&gt;
*$OnUser5-8 &amp;lt;string&amp;gt;&lt;br /&gt;
**Called when $FireUser5-8 input is used&lt;br /&gt;
*$OnKilled&lt;br /&gt;
**Fired when the entity is killed (removed from the world). The calling entity no longer exist and cannot be accessed unless input delay is set to -1&lt;br /&gt;
*$OnDamageReceived &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity is damaged. Parameter is the damage received by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDamageBlocked &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when damage was blocked by the entity. Parameter is the amount of damage blocked by the entity. !activator is the damage inflictor&lt;br /&gt;
*$OnDeath &amp;lt;int&amp;gt;&lt;br /&gt;
**Fired when the entity died. Parameter is the damage of the fatal blow. !activator is the damage inflictor&lt;br /&gt;
&lt;br /&gt;
[[Category:Misc Additions]]&lt;/div&gt;</summary>
		<author><name>Rafradek</name></author>
	</entry>
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