List of custom attributes: Difference between revisions
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{| class="wikitable" | {| class="wikitable" | ||
| parachute disabled | | parachute disabled | ||
|if set to 1, the user cannot deploy parachutes | |||
| 1 | |||
|- | |- | ||
| fires milk bolt | |fires milk bolt | ||
|Secondary attack: crossbow fires milk bolt. Regenerates every x seconds | |||
|1 | |||
|- | |- | ||
| force distribute currency on death | |force distribute currency on death | ||
| The bot with the attribute distributes its currency on death, like with sniper kills | |||
|1 | |||
|- | |- | ||
| melee cleave attack | |melee cleave attack | ||
|Melee weapon attacks all enemies in range | |||
|1 | |||
|- | |- | ||
| extra damage on hit penalty | | 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 | | |extra damage on hit | ||
| | |||
|1 | |||
|- | |- | ||
| mod teleporter speed boost | |mod teleporter speed boost | ||
|Grants the players speed buff for 4 seconds after leaving teleporter | |||
|1 | |||
|- | |- | ||
| set turn to ice | |set turn to ice | ||
| Turns the victim ragdoll to ice | |||
|1 | |||
|- | |- | ||
| can breathe under water | | can breathe under water | ||
|Can player breathe underwater | |||
|1 | |||
|- | |- | ||
| cannot swim | | cannot swim | ||
|If set to 1 player cannon swim | |||
|1 | |||
|- | |- | ||
| swimming mastery | |swimming mastery | ||
|If set to 1 player can swim at full class speed | |||
|1 | |||
|- | |- | ||
| ability doubletap teleport | |ability doubletap teleport | ||
|If set to 1 player move his teleporter with double tapped movement keys. Does not work | |||
|1 | |||
|- | |- | ||
| mod ignore resists absorbs | |mod ignore resists absorbs | ||
| A worse version of damage piercing since it only ignores battalion backup 35% reduction. Does not work? | |||
|1 | |||
|- | |- | ||
| scoreboard minigame | |scoreboard minigame | ||
|Players with this attribute are granted more points for kills but lose points after death | |||
|1 | |||
|- | |- | ||
| wet immunity | |wet immunity | ||
|Is the player immune to wet statuses like jarate or mad milk | |||
|1 | |||
|- | |- | ||
| ability master sniper | |ability master sniper | ||
Sniper rifle: reduces zoom time 40%/70% (like reload rate does). increases charge rate 50%/200%, but actually 100% due to the cap | |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 shot crits | ||
|Last revolver shot in the clip is critical | |||
|1 | |||
|- | |- | ||
| keep disguise on attack | |keep disguise on attack | ||
|Keep disguise after attacking. Revolver only | |||
|1 | |||
|- | |- | ||
| add give health to teammate on hit | |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 | |mod minigun can holster while spinning | ||
|Can switch to other weapons while spinning minigun | |||
|1 | |||
|- | |- | ||
| sapper deploy time | |sapper deploy time | ||
|Probably does nothing, otherwise it adds time required for the sapper to activate | |||
|1 | |||
|- | |- | ||
| kill combo fire rate boost | |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 | |mult dispenser rate | ||
|Healh and ammo dispenser rate | |||
| 2 | |||
|- | |- | ||
| mvm sentry ammo | | mvm sentry ammo | ||
|Sentry max ammo multiplier | |||
|2 | |||
|- | |- | ||
| build small sentries | | build small sentries | ||
|Sentry is 20% smaller. 33% less health, 25% less metal required to upgrade | |||
|1 | |||
|- | |- | ||
| mult teleporter recharge rate | |mult teleporter recharge rate | ||
|Teleporter recharge duration multiplier | |||
|1 | |||
|- | |- | ||
| disguise as dispenser on crouch | | disguise as dispenser on crouch | ||
|As spy, disguise as dispenser when crouching | |||
|1 | |||
|- | |- | ||
| ubercharge transfer | |ubercharge transfer | ||
|On hit, as a medic, with "ubercharge ammo" syringegun: transfer x% of the used uber to the enemy medic | |||
|34 | |||
|- | |- | ||
| ubercharge ammo | |ubercharge ammo | ||
| Uses ubercharge as ammo. 100 for full uber use. Syringegun (not crossbow) only | |||
|10 | |||
|- | |- | ||
| teleport instead of die | |teleport instead of die | ||
| On death: x% chance of being immediately revived at spawn with 1 health | |||
|0.5 | |||
|- | |- | ||
| mod projectile heat seek power | |mod projectile heat seek power | ||
| Flare and rocket homing seek power in degrees per second | |||
|360 | |||
|- | |- | ||
| mod projectile heat aim error | | mod projectile heat aim error | ||
|Rocket max error in aim in degrees | |||
|90 | |||
|- | |- | ||
| mult dmg vs same class | |mult dmg vs same class | ||
|Damage vs same class multipler | |||
|2 | |||
|- | |- | ||
| uber on damage taken | |uber on damage taken | ||
|On take damage: x% chance of gaining invicibility for 3 seconds | |||
| 1 | |||
|- | |- | ||
| mult dmgtaken from melee | |mult dmgtaken from melee | ||
|Damage taken from melee multipier | |||
| 0.3 | |||
|- | |- | ||
| mult crit when health is below percent | | mult crit when health is below percent | ||
|Player is crit boosted when below x% health. | |||
|0.5 | |||
|- | |- | ||
| penetration damage penalty | |penetration damage penalty | ||
|Penetrated players receive only x% damage. Bullets only. Can be damage bonus despite the name | |||
| 0.5 | |||
|- | |- | ||
| firing forward pull | | firing forward pull | ||
|Player is pushed x units and speed boosted when firing flamethrower. Limited by ground move speed | |||
|1000 | |||
|- | |- | ||
| mod soldier buff range | |mod soldier buff range | ||
| x% soldier buff range bonus | |||
|1.7 | |||
|- | |- | ||
| mult rocketjump deploy time | |mult rocketjump deploy time | ||
|Deploy speed bonus when rocket jumping | |||
|0.4 | |||
|- | |- | ||
| mul nonrocketjump attackrate | |mul nonrocketjump attackrate | ||
|Fire rate multiplier when not rocket jumping | |||
|0.5 | |||
|- | |- | ||
| aoe heal chance | |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 | | 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 | |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 | |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 | | 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 | |mult airblast primary refire time | ||
|Multiplier of how fast can pyro use primary fire again after airblasting | |||
| 4 | |||
|- | |- | ||
| mod flamethrower spinup time | |mod flamethrower spinup time | ||
|Spin up time for flamethrowers in seconds | |||
|2.4 | |||
|- | |- | ||
| mult airblast cone scale | | mult airblast cone scale | ||
|Player pushback cone scale. Might not work after JI | |||
|1.8 | |||
|- | |- | ||
| airblast functionality flags | |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 | |reverse airblast | ||
|airblast pushes players towards the pyro. Does not work? | |||
|1 | |||
|- | |- | ||
| airblast dashes | |airblast dashes | ||
|airblast pushes the pyro himself rather than others | |||
|1 | |||
|- | |- | ||
| mult sniper charge per sec with enemy under crosshair | |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 | |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 | |disable buildings on hit | ||
|On building hit: Disable for x seconds | |||
|4 | |||
|- | |- | ||
| regenerate stickbomb | | regenerate stickbomb | ||
|Regenerates caber on use | |||
| 1 | |||
|- | |- | ||
| mult smack time | |mult smack time | ||
|Melee smack time multiplier (0.2s default) | |||
|4 | |||
|- | |- | ||
| medic machinery beam | |medic machinery beam | ||
|If set to 1, enables healing buildings as medic. increases building healing rate by 10% for each point | |||
|1 | |||
|- | |- | ||
| arrow mastery | |arrow mastery | ||
|Shoots additional 2 arrows per level | |||
| 1 | |||
|- | |- | ||
| custom item model | |custom item model | ||
|Custom item model name | |||
| | |||
|- | |- | ||
| custom weapon fire sound | |custom weapon fire sound | ||
| Custom weapon fire sound. Does not work for the weapon owner | |||
| | |||
|- | |- | ||
| explosive bullets | |explosive bullets | ||
| Bullets explode in x radius on hit (147 is rocket launcher radius) | |||
|100 | |||
|- | |- | ||
| mult projectile scale | |mult projectile scale | ||
| Projectile model scale multipier | |||
|2 | |||
|- | |- | ||
| mult projectile count | | mult projectile count | ||
|Fire multiple projectiles at once | |||
|4 | |||
|- | |- | ||
| projectile trail particle | | projectile trail particle | ||
|Projectile trail particle name | |||
| | |||
|- | |- | ||
| explosion particle | |explosion particle | ||
|Explosion particle name | |||
| | |||
|- | |- | ||
| radius sleeper | |radius sleeper | ||
|Restores sydney sleeper explosion on headshot | |||
|1 | |||
|- | |- | ||
| cannot be sapped | |cannot be sapped | ||
|Bot with this attribute cannot be affected by the sapper | |||
|1 | |||
|- | |- | ||
| item color rgb | |item color rgb | ||
|Item tint color | |||
|223424 | |||
|- | |- | ||
| is invisible | | is invisible | ||
|Is item invisible | |||
| 1 | |||
|- | |- | ||
| cannot taunt | | cannot taunt | ||
|Cannot taunt | |||
|1 | |||
|- | |- | ||
| projectile acceleration | |projectile acceleration | ||
|Rocket acceleration in hu/s^2 | |||
|500 | |||
|- | |- | ||
| is miniboss | |is miniboss | ||
|The player is miniboss | |||
|1 | |||
|- | |- | ||
| model scale | |model scale | ||
| Player model scale | |||
|1 | |||
|- | |- | ||
| cannot upgrade | |cannot upgrade | ||
|Player upgrade possibility | |||
|1 | |||
|- | |- | ||
| min respawn time | |min respawn time | ||
|Minimal respawn time in seconds | |||
|4 | |||
|- | |- | ||
| always crit | |always crit | ||
|Weapon always crits | |||
|1 | |||
|- | |- | ||
| mult firerocket rate | |mult firerocket rate | ||
|Sentry rocket fire rate | |||
| 1 | |||
|- | |- | ||
| building max level | |building max level | ||
|Building max level limit | |||
|1 | |||
|- | |- | ||
| sentry rapid fire | |sentry rapid fire | ||
|Allows for faster sentry fire rate, up to 66 shots per second | |||
| 1 | |||
|- | |- | ||
| dont count damage towards crit rate | |dont count damage towards crit rate | ||
| Dealing damage with weapon does not increase crit rate | |||
|1 | |||
|- | |- | ||
| reduced damage rampup | |reduced damage rampup | ||
|Set damage rampup to 20% | |||
|1 | |||
|- | |- | ||
| no reduced damage rampup | |no reduced damage rampup | ||
|Set damage rampup to 50% | |||
|1 | |||
|- | |- | ||
| force damage falloff | |force damage falloff | ||
|Force damage rampup and falloff | |||
|1 | |||
|- | |- | ||
| no damage falloff | | no damage falloff | ||
|No damage rampup and falloff | |||
|1 | |||
|- | |- | ||
| can headshot | |can headshot | ||
|Weapon can headshot. Hitscan only | |||
|1 | |||
|- | |- | ||
| building color rgb | |building color rgb | ||
|Building tint color | |||
|23424 | |||
|- | |- | ||
| building scale | |building scale | ||
|Building scale. Values above 1.17 make it difficult for players to build on uneven ground | |||
|1.54 | |||
|- | |- | ||
| mult stun resistance | |mult stun resistance | ||
|Stun slow multiplier. 0 to be fully stun slow immune | |||
| 0 | |||
|- | |- | ||
| allow friendly fire | |allow friendly fire | ||
| Allow to deal friendly fire damage | |||
|1 | |||
|- | |- | ||
| receive friendly fire | |receive friendly fire | ||
| Receive friendly fire from teammates | |||
|1 | |||
|- | |- | ||
| cannot headshot | |cannot headshot | ||
|Weapon Cannot headshot | |||
|1 | |||
|- | |- | ||
| mult crit dmg | |mult crit dmg | ||
|Crit damage multiplier | |||
|1.54 | |||
|- | |- | ||
| cannot be headshot | | cannot be headshot | ||
|Cannot be headshot. Hitscan only | |||
|1 | |||
|- | |- | ||
| attachment name | |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 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 | |||
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 | |attachment offset | ||
| Item offset from the attachment origin | |||
|4 2 44 | |||
|- | |- | ||
| attachment angles | |attachment angles | ||
|Rotation for attached items | |||
|25 25 0 | |||
|- | |- | ||
| attachment scale | | attachment scale | ||
|Model scale for attached items | |||
|1.5 | |||
|- | |- | ||
| mod projectile heat aim time | |mod projectile heat aim time | ||
|For how long should the projectile home in | |||
|1.75 | |||
|- | |- | ||
| projectile gravity | |projectile gravity | ||
|Projectile gravity in hu/s^2 | |||
|600 | |||
|- | |- | ||
| projectile acceleration time | |projectile acceleration time | ||
|For how long should the projectile accelerate | |||
|2.55 | |||
|- | |- | ||
| grenade explode on impact | | grenade explode on impact | ||
|Grenades explode on impact | |||
| 1 | |||
|- | |- | ||
| projectile lifetime | | | ||
projectile lifetime | |||
|Projectile lifetime in seconds | |||
| 52 | |||
|- | |- | ||
| not solid to players | |not solid to players | ||
| The player is not solid to other players | |||
|1 | |||
|- | |- | ||
| is suicide counter | |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 taunt | ||
|Always allow the player to taunt, even midair | |||
|1 | |||
|- | |- | ||
| mult reflect velocity | |mult reflect velocity | ||
| Reflected projectile speed multiplier | |||
| 1 | |||
|- | |- | ||
| custom kill icon | |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 | |mod projectile heat follow crosshair | ||
|Homing projectiles follow crosshair | |||
|1 | |||
|- | |- | ||
| cannot be upgraded | | cannot be upgraded | ||
|Weapon cannot be upgraded | |||
|1 | |||
|- | |- | ||
| projectile no deflect | |projectile no deflect | ||
|Projectile cannot be deflected | |||
| 1 | |||
|- | |- | ||
| projectile acceleration start time | | projectile acceleration start time | ||
|Time before projectile starts accelerating | |||
|1 | |||
|- | |- | ||
| player gravity ballon head | | 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 | | mult dmg vs giants | ||
|Damage multiplier vs giants | |||
|2.5 | |||
|- | |- | ||
| mult dmg vs tanks | | mult dmg vs tanks | ||
| Damage multiplier vs tanks | |||
|2.5 | |||
|- | |- | ||
| mult dmg vs npc | | mult dmg vs npc | ||
|Damage multiplier vs npc including tanks excluding player bots | |||
| 2.5 | |||
|- | |- | ||
| custom hit sound | | custom hit sound | ||
|Custom sound played when a player victim is hit with the weapon | |||
|fdfdf | |||
|- | |- | ||
| custom impact sound | | custom impact sound | ||
|Custom sound played when a rocket / projectile / bullet hits something | |||
|fdfdf | |||
|- | |- | ||
| custom weapon reload sound | |custom weapon reload sound | ||
|Custom weapon reload sound | |||
|fdfdf | |||
|- | |- | ||
| no explosion particles | |no explosion particles | ||
| No explosion particles and sounds | |||
|1 | |||
|- | |- | ||
| override projectile type extra | | override projectile type extra | ||
"mechanicalarmorb" - Short circuit orb | |Special version of override projectile type that adds more projectile types: | ||
"mechanicalarmorb" - Short circuit orb | |||
|mechanicalarmorb | |||
|- | |- | ||
| dmg current health | |dmg current health | ||
|Deal additional damage based on fraction of target current health | |||
|0.34 | |||
|- | |- | ||
| dmg max health | |dmg max health | ||
| Deal additional damage based on fraction of target max health | |||
|0.34 | |||
|- | |- | ||
| dmg missing health | |dmg missing health | ||
|Deal additional damage based on fraction of target missing health | |||
|0.34 | |||
|- | |- | ||
| cannot be teleported | |cannot be teleported | ||
|Player cannot be teleported | |||
|1 | |||
|- | |- | ||
| mult medigun range | | mult medigun range | ||
|Medigun range multiplier | |||
|1.5 | |||
|- | |- | ||
| projectile penetration limit | |projectile penetration limit | ||
|Penetration limit for projectiles | |||
|3 | |||
|- | |- | ||
| max aoe targets | |max aoe targets | ||
|Max targets affected by explosives and flamethrowers | |||
|4 | |||
|- | |- | ||
| add cond on hit | |add cond on hit | ||
| Add condtion to the target on hit | |||
| 56 | |||
|- | |- | ||
| add cond on hit duration | |add cond on hit duration | ||
|Add condtion on hit duration | |||
|4 | |||
|- | |- | ||
| remove cond on hit | |remove cond on hit | ||
|Remove condtion from target on hit | |||
|57 | |||
|- | |- | ||
| add damage type | |add damage type | ||
|Add damage type to the attack | |||
|1 | |||
|- | |- | ||
| remove damage type | |remove damage type | ||
|Remove damage type from the attack | |||
| 1 | |||
|- | |- | ||
| special damage type | |special damage type | ||
| Sets a special damage type to a range from 1-3 | |||
|1 | |||
|- | |- | ||
| dmg taken mult from special damage type 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 | |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 | |dmg taken mult from special damage type 3 | ||
|Damage taken multiplier from weapons with special damage type 3 | |||
|4 | |||
|- | |- | ||
| mult effect duration | |mult effect duration | ||
|Effect duration multiplier on drinks, jars | |||
|3 | |||
|- | |- | ||
| effect cond override | |effect cond override | ||
|Effect condtion override on drinks, jars, ubers and many other effects | |||
| 24 | |||
|- | |- | ||
| self add cond on hit | |self add cond on hit | ||
| Add condition to self on hit target | |||
|54 | |||
|- | |- | ||
| self add cond on hit duration | |self add cond on hit duration | ||
|Add condition to self on hit target duration | |||
| 3 | |||
|- | |- | ||
| add cond on kill | |add cond on kill | ||
| Add condition on kill | |||
|57 | |||
|- | |- | ||
| add cond on kill | |add cond on kill | ||
| Add condition on kill duration | |||
| 10 | |||
|- | |- | ||
| special item description | |special item description | ||
|Item description | |||
|item description | |||
|- | |- | ||
| mult flag carrier move speed | | mult flag carrier move speed | ||
|Flag carrier move speed multipier | |||
|0.66 | |||
|- | |- | ||
| overheal from heal on kill | |overheal from heal on kill | ||
|On kill healing can overheal | |||
|1 | |||
|- | |- | ||
| fire input on hit | |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 | |fire input on hit name restrict | ||
|Restrict input on hit to specified targetname or classname. Wildcards are allowed | |||
|player | |||
|- | |- | ||
| grenade bounce speed | | grenade bounce speed | ||
|Grenades bounce off walls, retaining x% of speed after each bounce | |||
| 0.8 | |||
|- | |- | ||
| grenade bounce damage | |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 | |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 | |grenade no drag | ||
|No drag for grenades and stickybombs | |||
|1 | |||
|- | |- | ||
| stickybomb stick to enemies | |stickybomb stick to enemies | ||
|Stickybombs stick to enemies | |||
|1 | |||
|- | |- | ||
| stickybomb no stick | | stickybomb no stick | ||
|Stickybombs do not stick to ground | |||
|1 | |||
|- | |- | ||
| collect currency on kill | |collect currency on kill | ||
| Bots killed by the weapon drop red money | |||
| 1 | |||
|} | |} | ||
Revision as of 20:26, 2 July 2021
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 |