List of custom attributes: Difference between revisions
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| |ignores other projectiles | |ignores other projectiles | ||
| |Don't collide with other projectiles | |Don't collide with other projectiles | ||
| |1 | |||
| |- | |||
| |weapon always gib | |||
| |This weapon always gibs killed enemies | |||
| |1 | |||
| |- | |||
| |weapon never gib | |||
| |This weapon never gibs killed enemies | |||
| |1 | |||
| |- | |||
| |always gib | |||
| |Always gib on death | |||
| |1 | |||
| |- | |||
| |never gib | |||
| |Never gib on death | |||
| |1 | |||
| |- | |||
| |sapper sap allies | |||
| |Sap ally players instead of enemies | |||
| |1 | |||
| |- | |||
| |Custom sapper model prefix or full model path | |||
| |custom sapper model  | |||
| |models/buildables/sd_sapper | |||
| |- | |||
| |Custom sapper sound | |||
| |custom sapper sound | |||
| |Weapon_Sapper.Timer | |||
| |- | |||
| |no clip  | |||
| |Give noclip. 1 for regular player speed, use any other value to override | |||
| |1 | |||
| |- | |||
| |arrow ignite | |||
| |Ignite arrows | |||
| |1 | |||
| |- | |||
| |use original class weapon animations | |||
| |Use weapon animations of the weapon original class if the weapon is given to unintended class | |||
| |1 | |1 | ||
| |} | |} | ||
| [[Category:Misc Additions]] | [[Category:Misc Additions]] | ||
Revision as of 10:53, 18 April 2023
| 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 | 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 | ||
| 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 duration | 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 | ||
| stay after regenerate | Stay after hitting resupply cabinet or upgrading, if the weapon in the inventory in the slot is different | 1 | ||
| custom minigun spin sound | Custom minigun spin sound. The sound will not loop unless its made to loop | sound.wav | ||
| stomp player time | Time between each stomp damage and push. By default, it happens every tick | 0.1 | ||
| arrow hit kill time | If set to any value other than 0, sets custom arrow kill time after hitting something | 0.3 | ||
| custom projectile size | Custom projectile hitbox size | 30 | ||
| mod sentry cost | Sentry cost multiplier | 1.25 | ||
| mod dispenser cost | Dispenser cost multiplier | 1.25 | ||
| penetrate teammates | Bullets and projectiles penetrate teammates | 1 | ||
| add cond when active | Add condition when weapon is active. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536 | 11 | ||
| mult step height | Step height multiplier (x * 18hu) | 10 | ||
| ignore player clip | Ignore player clip brushes | 1 | ||
| allow bunny hop | Allow bunny hopping. 1 - auto bhop. 2 - manual bhop | 1 | ||
| fire input on kill | Fire input on killed targets. The player is the activator. The format is <target>^<input>^<param>. If omitted, default param is damage received. !projectile is the projectile entity | !self^SetHealth^0 | ||
| fire input on kill name restrict | Restrict input on hit to specified targetname. Wildcards are allowed | player | ||
| fire full clip at once | Fire entire clip at once | 1 | ||
| reload full clip at once | Reload full clip at once | 1 | ||
| projectile sound | Sound played when the projectile is fired | sound.wav | ||
| burst fire count | Fire this many rounds in a burst. If negative, forces to fire this many rounds even if attack button is not pressed | 3 | ||
| burst fire rate mult | Fire rate multiplier between bursts | 2 | ||
| continous accuracy mult | Accuracy multiplier, continous attacking increases/decreases accuracy up to specified value over the duration of "continous accuracy time" attribute. Overwrites "spread penalty" attribute | 3 | ||
| continous accuracy time | How long in seconds should the weapon be fired continously to reach full "continous accuracy mult" value | 1 | ||
| duck accuracy mult | Accuracy multiplier when ducking. Overwrites "spread penalty" attribute | 0.5 | ||
| move accuracy mult | Accuracy multiplier when moving. Overwrites "spread penalty" attribute | 2 | ||
| force fire full clip | Automatically fire full clip | 1 | ||
| special item description 2 | Additional item description line | description | ||
| special item description 3 | Additional item description line | description | ||
| special item description 4 | Additional item description line | description | ||
| allowed build types | Allowed building types, add values together to allow multiple buildings: 1 - dispenser 2 - teleporter 4 - sentry gun 8 - sapper | 6 | ||
| max bullet range | Max bullet range in hu | 10 | ||
| effect add attributes | Make addcond effects to also apply those attributes to the affected player | move speed bonus|2|fire rate bonus|0.1 | ||
| medigun passive attributes | Attributes added passively to the patient | move speed bonus|2|fire rate bonus|0.1 | ||
| medigun passive attributes owner | Attributes added passively to the healing medic | move speed bonus|2|fire rate bonus|0.1 | ||
| mod projectile heat no predict target speed | Disables movement prediction for homing projectiles. Might be useful for very slow projectilesmovement prediction for homing projectiles. Might be useful for very slow projectiles | 1 | ||
| mult dmg vs airborne | Damage multiplier vs airborne players | 3 | ||
| revive rate | Medigun revive speed multiplier | 10 | ||
| taunt attack after end | Taunt attack happens even after taunt ends or is interrupted | 1 | ||
| taunt attack time mult | Taunt attack time multiplier | 2 | ||
| damage returns as health | Returns fraction of damage dealt as health | 0.5 | ||
| no resupply | Cannot resupply from cabinets | 1 | ||
| no damage view flinch | No view flinch from taking damage | 1 | ||
| mult dmg friendly fire | Damage dealt to teammates multiplier. Requires Allow friendly fire | 0.4 | ||
| disable wrangler shield | Disable wrangler shield | 1 | ||
| parachute redeploy | Allow infinite mid-air parachute redeploying | 1 | ||
| mult duck speed | Ducking speed multiplier. 3 is for walking speed. Cannot be faster than walking speed | 3 | ||
| particle color rgb | RGB color for projectile particles that support it (bison) | 765776 | ||
| particle color rainbow | Cycles colors for the projectile particle. Higher values cycle faster | 100 | ||
| ignored by enemy sentries | If enemy sentries should ignore this player | 1 | ||
| melee airblast | Melee reflects projectiles | 1 | ||
| passive reload | Automatically reloads the weapon while not active. Since the reload speed is tied to animations this will make weapons reload faster than usual | 1 | ||
| kb fall min velocity | Knockback, stun and damage nearby enemies when landing. The value specifies the minimum fall velocity before applying knockback | 300 | ||
| kb fall radius | The radius of the fall knockback. 230 by default | 230 | ||
| kb fall stun time | Small robot stun time of the fall knockback. 5 by default | 5 | ||
| kb fall force | Fall knockback force. 300 by default | 300 | ||
| kb fall damage | Fall knockback damage. 50 by default | 50 | ||
| melee grants protection | Melee attacks grant protection from attacks for specified amount of time | 0.6 | ||
| arrow snap to next target radius | Snaps the arrow to the next closest available target within range | 1000 | ||
| mult credit collect range | Credit collection radius multiplier, scouts have 4x bigger collection radiues | 2 | ||
| health from credits | Additional health gained from credits | 50 | ||
| mult bleeding delay | Delay between bleeding damage multiplier | 2 | ||
| mult bleeding dmg | Bleeding damage multiplier | 2 | ||
| grenade bounce speed xy | Grenade bounce speed in xy direction multiplier | 2 | ||
| not solid | Phase though walls | 1 | ||
| dmg taken from self reduced | Self damage multiplier for player | 0.5 | ||
| ignored by bots | Ignored by bots | 1 | ||
| add attributes on hit | Apply attributes to victim on hit with the weapon. Format: attribute|value|duration ... | move speed bonus|0.3|2|head scale|3|2 | ||
| self add attributes on hit | Apply attributes to self on hit with the weapon. Format: attribute|value|duration ... | move speed bonus|0.3|2|head scale|3|2 | ||
| add attributes on kill | Apply attributes to self on kill with the weapon. Format: attribute|value|duration ... | move speed bonus|0.3|2|head scale|3|2 | ||
| mod projectile heat aim start time | How many seconds before the projectile starts homing, if turn power is set | 3 | ||
| move speed as health decreases | Multiply move speed up to x with decreasing health | 2 | ||
| no self effect | Cannot ignite or cause bleeding to the wielder | 1 | ||
| reset arrow hits on bounce | When the arrow bounces, allow it to hit the same target again | 1 | ||
| arrow target bounce speed | Projectiles bounce off hit targets | 1 | ||
| cannot pickup spells | Cannot pickup spells | 1 | ||
| mult max health | Max health multiplier | 2 | ||
| add spread | Bullet spread additive. Does not affect clientside effects | 1 | ||
| projectile spread angle mult | Projectile spread angle multiplier | 3 | ||
| always allow disguise | Always allow the spy to disguise | 1 | ||
| always allow cloak | Always allow the spy to cloak | 1 | ||
| always allow teleport | Always allow the player to teleport | 1 | ||
| destroy buildings on death | Destroy owned buildings on death | 1 | ||
| sentry bullet weapon | Sentry bullet weapon name. Can be a custom weapon name | TF_WEAPON_ROCKETLAUNCHER | ||
| sentry rocket weapon | Sentry rocket weapon name. Can be a custom weapon name | TF_WEAPON_ROCKETLAUNCHER | ||
| custom sentry model | Custom sentry model file name or prefix | models/buildables/sentry | ||
| custom dispenser model | Custom dispenser model file name or prefix | models/buildables/dispenser | ||
| custom teleporter model | Custom teleporter model file name or prefix | models/buildables/teleporter | ||
| mult sentry rocket ammo | Sentry rocket ammo multiplier | 3 | ||
| midair accuracy mult | Midair accuracy multiplier | 2 | ||
| add damage per target | Damage bonus for every target hit by explosion | 0.5 | ||
| projectile detonate time | Projectile self detonation time in seconds | 0.5 | ||
| mult afterburn delay | Delay between afterburn damage multiplier | 2 | ||
| custom view model | Custom view model. This typically affects first person hands and their animations | models/model.mdl | ||
| mult dmg while midair | Damage multiplier while midair | 0.5 | ||
| hidden string attribute 1 | Attribute for storing hidden text in items. 1-4 numbers are available | abc | ||
| medigun keep charged effect | Keep custom medigun uber effect after the beam is disconnected until the uber meter runs out | 1 | ||
| ignores other projectiles | Don't collide with other projectiles | 1 | ||
| weapon always gib | This weapon always gibs killed enemies | 1 | ||
| weapon never gib | This weapon never gibs killed enemies | 1 | ||
| always gib | Always gib on death | 1 | ||
| never gib | Never gib on death | 1 | ||
| sapper sap allies | Sap ally players instead of enemies | 1 | ||
| Custom sapper model prefix or full model path | custom sapper model | models/buildables/sd_sapper | ||
| Custom sapper sound | custom sapper sound | Weapon_Sapper.Timer | ||
| no clip | Give noclip. 1 for regular player speed, use any other value to override | 1 | ||
| arrow ignite | Ignite arrows | 1 | ||
| use original class weapon animations | Use weapon animations of the weapon original class if the weapon is given to unintended class | 1 |