List of custom attributes: Difference between revisions
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|Custom minigun wind down sound. Does not override default sound | |Custom minigun wind down sound. Does not override default sound | ||
|sound.wav | |sound.wav | ||
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|reflect magnet | |||
|If set to 1, reflected projectiles aim towards the pyro | |||
|1 | |||
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[[Category:References]] | [[Category:References]] |
Revision as of 19:50, 28 July 2021
Attribute Name | Description | Example Value |
---|---|---|
parachute disabled | if set to 1, the user cannot deploy parachutes | 1 |
fires milk bolt | Secondary attack: crossbow fires milk bolt. Regenerates every x seconds | 1 |
force distribute currency on death | The bot with the attribute distributes its currency on death, like with sniper kills | 1 |
melee cleave attack | Melee weapon attacks all enemies in range | 1 |
extra damage on hit penalty | Special mode for revolver: each hit reduces damage, up to x times. Likely does not work | 1 |
extra damage on hit | 1 | |
mod teleporter speed boost | Grants the players speed buff for 4 seconds after leaving teleporter | 1 |
set turn to ice | Turns the victim ragdoll to ice | 1 |
can breathe under water | Can player breathe underwater | 1 |
cannot swim | If set to 1 player cannon swim | 1 |
swimming mastery | If set to 1 player can swim at full class speed | 1 |
ability doubletap teleport | If set to 1 player move his teleporter with double tapped movement keys. Does not work | 1 |
mod ignore resists absorbs | A worse version of damage piercing since it only ignores battalion backup 35% reduction. Does not work? | 1 |
scoreboard minigame | Players with this attribute are granted more points for kills but lose points after death | 1 |
wet immunity | Is the player immune to wet statuses like jarate or mad milk | 1 |
ability master sniper | Huntsman: reduces shoot time 40%/70%, same functionality as faster reload rate but limited to 2 points
Sniper rifle: reduces zoom time 40%/70% (like reload rate does). increases charge rate 50%/200%, but actually 100% due to the cap |
2 |
last shot crits | Last revolver shot in the clip is critical | 1 |
keep disguise on attack | Keep disguise after attacking. Revolver only | 1 |
add give health to teammate on hit | On hit ally: heal your teammate for x health, draining your own health | 75 |
mod minigun can holster while spinning | Can switch to other weapons while spinning minigun | 1 |
sapper deploy time | Probably does nothing, otherwise it adds time required for the sapper to activate | 1 |
kill combo fire rate boost | On kill: gives x% fire rate bonus, stacks up to 3 times. Killing different class clears the combo | 0.1 |
mult dispenser rate | Healh and ammo dispenser rate | 2 |
mvm sentry ammo | Sentry max ammo multiplier | 2 |
build small sentries | Sentry is 20% smaller. 33% less health, 25% less metal required to upgrade | 1 |
mult teleporter recharge rate | Teleporter recharge duration multiplier | 1 |
disguise as dispenser on crouch | As spy, disguise as dispenser when crouching | 1 |
ubercharge transfer | On hit, as a medic, with "ubercharge ammo" syringegun: transfer x% of the used uber to the enemy medic | 34 |
ubercharge ammo | Uses ubercharge as ammo. 100 for full uber use. Syringegun (not crossbow) only | 10 |
teleport instead of die | On death: x% chance of being immediately revived at spawn with 1 health | 0.5 |
mod projectile heat seek power | Flare and rocket homing seek power in degrees per second | 360 |
mod projectile heat aim error | Rocket max error in aim in degrees | 90 |
mult dmg vs same class | Damage vs same class multipler | 2 |
uber on damage taken | On take damage: x% chance of gaining invicibility for 3 seconds | 1 |
mult dmgtaken from melee | Damage taken from melee multipier | 0.3 |
mult crit when health is below percent | Player is crit boosted when below x% health. | 0.5 |
penetration damage penalty | Penetrated players receive only x% damage. Bullets only. Can be damage bonus despite the name | 0.5 |
firing forward pull | Player is pushed x units and speed boosted when firing flamethrower. Limited by ground move speed | 1000 |
mod soldier buff range | x% soldier buff range bonus | 1.7 |
mult rocketjump deploy time | Deploy speed bonus when rocket jumping | 0.4 |
mul nonrocketjump attackrate | Fire rate multiplier when not rocket jumping | 0.5 |
aoe heal chance | 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 | 80 |
crits on damage | 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 | 80 |
stun on damage | 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 | 80 |
aoe blast on damage | 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 | 80 |
mult dmg with reduced health | Grants up to x% damage bonus based on current health. Only for melee weapons | 2 |
mult airblast primary refire time | Multiplier of how fast can pyro use primary fire again after airblasting | 4 |
mod flamethrower spinup time | Spin up time for flamethrowers in seconds | 2.4 |
mult airblast cone scale | Player pushback cone scale. Might not work after JI | 1.8 |
airblast functionality flags | Combination of flamethrower flags, used to limit airblast functionality. You have to add those numbers to enable specific functions (by default all are enabled):
1 - If airblast should push players 2 - If airblast can put out afterburn 4 - If airblast can reflect projectiles 8 - If airblast can stun players 16 - If airblast disrupts player aim |
9 |
reverse airblast | airblast pushes players towards the pyro. Does not work? | 1 |
airblast dashes | airblast pushes the pyro himself rather than others | 1 |
mult sniper charge per sec with enemy under crosshair | Sniper rifle charge rate when looking at the enemy. Still subject to the 200% charge rate limit | 2 |
sniper beep with enemy under crosshair | Beeps when the sniper is looking at the enemy while charging, if set to 1 | 1 |
disable buildings on hit | On building hit: Disable for x seconds | 4 |
regenerate stickbomb | Regenerates caber on use | 1 |
mult smack time | Melee smack time multiplier (0.2s default) | 4 |
medic machinery beam | If set to 1, enables healing buildings as medic. increases building healing rate by 10% for each point | 1 |
arrow mastery | Shoots additional 2 arrows per level | 1 |
custom item model | Custom item model name | |
custom weapon fire sound | Custom weapon fire sound. Does not work for the weapon owner | |
explosive bullets | Bullets explode in x radius on hit (147 is rocket launcher radius) | 100 |
mult projectile scale | Projectile model scale multipier | 2 |
mult projectile count | Fire multiple projectiles at once | 4 |
projectile trail particle | Projectile trail particle name | |
explosion particle | Explosion particle name | |
radius sleeper | Restores sydney sleeper explosion on headshot | 1 |
cannot be sapped | Bot with this attribute cannot be affected by the sapper | 1 |
item color rgb | Item tint color | 223424 |
is invisible | Is item invisible | 1 |
cannot taunt | Cannot taunt | 1 |
projectile acceleration | Rocket acceleration in hu/s^2 | 500 |
is miniboss | The player is miniboss | 1 |
model scale | Player model scale | 1 |
cannot upgrade | Player upgrade possibility | 1 |
min respawn time | Minimal respawn time in seconds | 4 |
always crit | Weapon always crits | 1 |
mult firerocket rate | Sentry rocket fire rate | 1 |
building max level | Building max level limit | 1 |
sentry rapid fire | Allows for faster sentry fire rate, up to 66 shots per second | 1 |
dont count damage towards crit rate | Dealing damage with weapon does not increase crit rate | 1 |
reduced damage rampup | Set damage rampup to 20% | 1 |
no reduced damage rampup | Set damage rampup to 50% | 1 |
force damage falloff | Force damage rampup and falloff | 1 |
no damage falloff | No damage rampup and falloff | 1 |
can headshot | Weapon can headshot. Hitscan only | 1 |
building color rgb | Building tint color | 23424 |
building scale | Building scale. Values above 1.17 make it difficult for players to build on uneven ground | 1.54 |
mult stun resistance | Stun slow multiplier. 0 to be fully stun slow immune | 0 |
allow friendly fire | Allow to deal friendly fire damage | 1 |
receive friendly fire | Receive friendly fire from teammates | 1 |
cannot headshot | Weapon Cannot headshot | 1 |
mult crit dmg | Crit damage multiplier | 1.54 |
cannot be headshot | Cannot be headshot. Hitscan only | 1 |
attachment name | Use this model attachment instead of bonemerging. If the name is empty, it will follow player origin instead.
Common attachments for robot models: head, eye_1, flag. Some bot models also have eye_2, partyhat. Demo & soldier additionally contain foot_L and foot_R 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 |
head |
attachment offset | Item offset from the attachment origin | 4 2 44 |
attachment angles | Rotation for attached items | 25 25 0 |
attachment scale | Model scale for attached items | 1.5 |
mod projectile heat aim time | For how long should the projectile home in | 1.75 |
projectile gravity | Projectile gravity in hu/s^2 | 600 |
projectile acceleration time | For how long should the projectile accelerate | 2.55 |
grenade explode on impact | Grenades explode on impact | 1 |
projectile lifetime |
Projectile lifetime in seconds | 52 |
not solid to players | The player is not solid to other players | 1 |
is suicide counter | If set, the player takes this amount of damage per second, ignores uber, does not apply damage force | 1 |
always allow taunt | Always allow the player to taunt, even midair | 1 |
mult reflect velocity | Reflected projectile speed multiplier | 1 |
custom kill icon | Use custom kill icon. Icons are defined in scripts/mod_textures.txt in tf_misc_dir.vpk | armageddon |
mod projectile heat follow crosshair | Homing projectiles follow crosshair | 1 |
cannot be upgraded | Weapon cannot be upgraded | 1 |
projectile no deflect | Projectile cannot be deflected | 1 |
projectile acceleration start time | Time before projectile starts accelerating | 1 |
player gravity ballon head | Player gravity multiplier when ballon head condition (TF_COND_BALLOON_HEAD). 0 is for regular gravity | 12 |
mult dmg vs giants | Damage multiplier vs giants | 2.5 |
mult dmg vs tanks | Damage multiplier vs tanks | 2.5 |
mult dmg vs npc | Damage multiplier vs npc including tanks excluding player bots | 2.5 |
custom hit sound | Custom sound played when a player victim is hit with the weapon | fdfdf |
custom impact sound | Custom sound played when a rocket / projectile / bullet hits something | fdfdf |
custom weapon reload sound | Custom weapon reload sound | fdfdf |
no explosion particles | No explosion particles and sounds | 1 |
override projectile type extra | Special version of override projectile type that adds more projectile types:
"mechanicalarmorb" - Short circuit orb |
mechanicalarmorb |
dmg current health | Deal additional damage based on fraction of target current health | 0.34 |
dmg max health | Deal additional damage based on fraction of target max health | 0.34 |
dmg missing health | Deal additional damage based on fraction of target missing health | 0.34 |
cannot be teleported | Player cannot be teleported | 1 |
mult medigun range | Medigun range multiplier | 1.5 |
projectile penetration limit | Penetration limit for projectiles | 3 |
max aoe targets | Max targets affected by explosives and flamethrowers | 4 |
add cond on hit | Add condtion to the target on hit | 56 |
add cond on hit duration | Add condtion on hit duration | 4 |
remove cond on hit | Remove condtion from target on hit | 57 |
add damage type | Add damage type to the attack | 1 |
remove damage type | Remove damage type from the attack | 1 |
special damage type | Sets a special damage type to a range from 1-3 | 1 |
dmg taken mult from special damage type 1 | Damage taken multiplier from weapons with special damage type 1 | 4 |
dmg taken mult from special damage type 2 | Damage taken multiplier from weapons with special damage type 2 | 4 |
dmg taken mult from special damage type 3 | Damage taken multiplier from weapons with special damage type 3 | 4 |
mult effect duration | Effect duration multiplier on drinks, jars | 3 |
effect cond override | Effect condtion override on drinks, jars, ubers and many other effects | 24 |
self add cond on hit | Add condition to self on hit target | 54 |
self add cond on hit duration | Add condition to self on hit target duration | 3 |
add cond on kill | Add condition on kill | 57 |
add cond on kill | Add condition on kill duration | 10 |
special item description | Item description | item description |
mult flag carrier move speed | Flag carrier move speed multipier | 0.66 |
overheal from heal on kill | On kill healing can overheal | 1 |
fire input on hit | Fire input on hit targets. The player is the activator. The format is <target>^<input>^<param>. If omitted, default param is damage received | !self^SetHealth^0 |
fire input on hit name restrict | Restrict input on hit to specified targetname or classname. Wildcards are allowed | player |
grenade bounce speed | Grenades bounce off walls, retaining x% of speed after each bounce | 0.8 |
grenade bounce damage | Grenades explode on direct hits even if the grenade already touched a wall, dealing x% additional damage | 0.3 |
projectile gravity native | Gravity for arrows and flares. 0 is default gravity. For grenades and stickybombs, any value will disable gravity | 0.4 |
grenade no drag | No drag for grenades and stickybombs | 1 |
stickybomb stick to enemies | Stickybombs stick to enemies | 1 |
stickybomb no stick | Stickybombs do not stick to ground | 1 |
collect currency on kill | Bots killed by the weapon drop red money | 1 |
stomp player damage | Damage applied to enemies when touching them | 100 |
reflect keep team | Projectiles reflected by this weapon keep their original team | 1 |
custom wind up sound | Custom minigun wind up sound. Does not override default sound | sound.wav |
custom wind down sound | Custom minigun wind down sound. Does not override default sound | sound.wav |
reflect magnet | If set to 1, reflected projectiles aim towards the pyro | 1 |