Attribute information

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crit vs burning players[edit | edit source]

You can use a value different than 1, In this case, it will make the weapon deal critical damage on a different condition than if the player is burning. You can add the values together if you want to crit on multiple conditions

Condition Value
TF_COND_BURNING 1
TF_COND_AIMING 2
TF_COND_ZOOMED 4
TF_COND_DISGUISING 8
TF_COND_DISGUISED 16
TF_COND_STEALTHED 32
TF_COND_INVULNERABLE 64
TF_COND_TELEPORTED 128
TF_COND_TAUNTING 256
TF_COND_INVULNERABLE_WEARINGOFF 512
TF_COND_STEALTHED_BLINK 1024
TF_COND_SELECTED_TO_TELEPORT 2048
TF_COND_CRITBOOSTED 4096
TF_COND_TMPDAMAGEBONUS 8192
TF_COND_FEIGN_DEATH 16384
TF_COND_PHASE 32768
TF_COND_STUNNED 65536
TF_COND_HEALTH_BUFF 131072
TF_COND_HEALTH_OVERHEALED 262144
TF_COND_URINE 524288
TF_COND_ENERGY_BUFF 1048576

set item tint rgb[edit | edit source]

Credits: Gettysburg

Attribute values for each paint

Name Value Team
Indubitably Green 7511618
Zepheniah's Greed 4345659
Noble Hatter's Violet 5322826
Color No. 216-190-216 14204632
A Deep Commitment to Purple 8208497
Mann Co. Orange 13595446
Muskelmannbraun 10843461
Peculiarly Drab Tincture 12955537
Radigan Conagher Brown 6901050
Ye Olde Rustic Colour 8154199
Australium Gold 15185211
Aged Moustache Grey 8289918
An Abundance of Tinge 15132390
A Distinctive Lack of Hue 1315860
Pink as Hell 16738740
A Color Similar to Slate 3100495
Drably Olive 8421376
Taste of Defeat and Lime 3329330
Gentlemann's Business Pants 15787660
Dark Salmon Injustice 15308410
Mann's Mint 12377523
After Eight 2960676
Team Spirit 12073019 RED
5801378 BLU
Operator's Overalls 4732984 RED
3686984 BLU
Waterlogged Lab Coat 11049612 RED
8626083 BLU
Balaclavas are Forever 3874595 RED
1581885 BLU
An Air of Debonair 6637376 RED
2636109 BLU
The Value of Teamwork 8400928 RED
2452877 BLU
Cream Spirit 12807213 RED
12091445 BLU

Flame attributes[edit | edit source]

Credits: Jaka

"flame_up_speed"         - Changes how fast flames move upwards. Can be negative to move downward

"flame_speed"             - How fast flames move.

"flame_drag"            - How much resistance a flame faces durring flight. Lower values make flames travel further

"flame_gravity"            - Changes how fast flames move upwards, functions similarly to flame_up_speed

"flame_spread_degree"        - Flame angle deviation. Essentially "projectile spread angle penalty" for flamethrowers

"flame_reflect_on_collision"    - how hard a flame bounces off a surface

"redirected_flame_size_mult"    - flame particle size after bouncing off a surface

"flame_ignore_player_velocity"    - Flames no longer inherit the users velocity

"airblast_turn_projectile_to_ammo"     - spawns small ammopack on reflect

"airblast_give_teammate_speed_boost"     - replaces knockback with speed boost effect on teammates

"airblast_deflect_projectiles_disabled" - can not reflect projectiles

"airblast_put_out_teammate_disabled"     - can not extinguish teammates

"airblast_pushback_disabled"        - can not airblast players

"airblast_destroy_projectile"        - destroys projectiles instead of reflecting. Exactly like heavy deflection.

Default Attribute Values[edit | edit source]

"weapon_newflame"

        {

            "static_attrs"

            {

                "flame_gravity"                            "0"

                "flame_drag"                            "8.5"

                "flame_up_speed"                        "50"

                "flame_speed"                            "2450"

                "flame_spread_degree"                    "2.8"

                "flame_lifetime"                        "0.6"

                "flame_random_life_time_offset"            "0.1"

            }

        }

Skins and paintkit_proto_def_index[edit | edit source]

All Warpaint Names And IDs

override projectile type[edit | edit source]

Credits: Braindawg

Can be used to change projectile fired by the weapon. Possible values:

Value Projectile
1 Bullet
2 Rocket ("mini rockets" 1 for air strike, "no self blast dmg" 2 for rocket jumper)
3 Pipebomb
4 Stickybomb
5 Syringe
6 Flare ( "lunchbox adds minicrits" determines flare type)
8 Huntsman Arrow
11 Crusader's Crossbow Bolt
12 Cow Mangler Particle
13 Bison/Pomson ("energy weapon penetration" 1/0 to switch)
14 Stickybomb (Sticky Jumper)
17 Loose Cannon
18 Rescue Ranger Claw
19 Festive Huntsman Arrow
22 Festive Jarate
23 Festive Crusader's Crossbow Bolt
26 Grappling hook

Will only work with their respective non-reskinned versions:

Value Projectile
24 Self Aware Beauty Mark (Jarate)
25 Mutated Milk (Mad Milk)

is_passive_weapon[edit | edit source]

If set to 1, the weapon is worn by the player passiviely, it will be used together with the active weapon. There can be only one passive weapon. The passive weapon is invisible, but it's animations will override the animations of the active weapon

lunchbox adds minicrits[edit | edit source]

Information about "lunchbox adds minicrits" and other set_weapon_mode attributes can be found here