List of custom attributes: Difference between revisions
No edit summary |
(Fixed up some descriptions to be clearer. Moved related attributes closer to each other (mod projectile heat, projectile acceleration). Some edits may be incorrect, please make sure to double-check.) |
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|- | |- | ||
| parachute disabled | | parachute disabled | ||
| | |If set to 1, the user cannot deploy parachutes | ||
| 1 | | 1 | ||
|- | |- | ||
Line 13: | Line 13: | ||
|- | |- | ||
|force distribute currency on death | |force distribute currency on death | ||
| | | Bots with this attribute distribute their currency on death, like with sniper kills (red money) | ||
|1 | |1 | ||
|- | |- | ||
Line 37: | Line 37: | ||
|- | |- | ||
| can breathe under water | | can breathe under water | ||
| | |If set to 1, the player can breathe underwater | ||
|1 | |1 | ||
|- | |- | ||
| cannot swim | | cannot swim | ||
|If set to 1 player | |If set to 1, the player cannot swim | ||
|1 | |1 | ||
|- | |- | ||
|swimming mastery | |swimming mastery | ||
|If set to 1 player can swim at full class speed | |If set to 1, the player can swim at full class speed | ||
|1 | |1 | ||
|- | |- | ||
|ability doubletap teleport | |ability doubletap teleport | ||
|If set to 1 player move | |If set to 1, the player can move teleporters with double tapped movement keys. Does not work | ||
|1 | |1 | ||
|- | |- | ||
|mod ignore resists absorbs | |mod ignore resists absorbs | ||
| A worse version of damage piercing since it only ignores | | A worse version of damage piercing since it only ignores the Battalion's Backup's 35% damage reduction. Does not work? | ||
|1 | |1 | ||
|- | |- | ||
Line 61: | Line 61: | ||
|- | |- | ||
|wet immunity | |wet immunity | ||
| | |Makes the player immune to wet statuses, like Jarate and Mad Milk | ||
|1 | |1 | ||
|- | |- | ||
Line 90: | Line 90: | ||
|- | |- | ||
|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 | |On kill: gives x% fire rate bonus, stacks up to 3 times. Killing a different class clears the combo | ||
|0.1 | |0.1 | ||
|- | |- | ||
|mult dispenser rate | |mult dispenser rate | ||
| | |Multiplier for health, ammo, and metal dispenser rate | ||
| 2 | | 2 | ||
|- | |- | ||
Line 126: | Line 126: | ||
|- | |- | ||
|mod projectile heat seek power | |mod projectile heat seek power | ||
| | | The weapon's homing seek power, in degrees per second. | ||
This attribute is '''required''' for the other "mod projectile heat" attributes to work! | |||
|360 | |360 | ||
|- | |- | ||
| mod projectile heat aim error | | mod projectile heat aim error | ||
| | |The weapon's max error in aim in degrees. If no target is within this degree, the projectile will not home. | ||
|90 | |90 | ||
|- | |||
|mod projectile heat aim time | |||
|Time in seconds that the projectile is homing for | |||
|1.75 | |||
|- | |||
|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 | |||
|- | |||
|mod projectile heat follow crosshair | |||
|Homing projectiles will follow the crosshair instead of enemies. | |||
|1 | |||
|- | |||
|mod projectile heat aim start time | |||
|Time in seconds before the projectile starts homing. | |||
|3 | |||
|- | |- | ||
|mult dmg vs same class | |mult dmg vs same class | ||
|Damage vs same class | |Damage vs same class multiplier | ||
|2 | |2 | ||
|- | |- | ||
|uber on damage taken | |uber on damage taken | ||
|On | |On taking damage: x% chance of being ubercharged for 3 seconds | ||
| 1 | | 1 | ||
|- | |- | ||
|mult dmgtaken from melee | |mult dmgtaken from melee | ||
|Damage taken from melee | |Damage taken from melee multiplier | ||
| 0.3 | | 0.3 | ||
|- | |- | ||
Line 158: | Line 175: | ||
|- | |- | ||
|mod soldier buff range | |mod soldier buff range | ||
| | | Multiplier for Soldier's banner buff range. Base is 450 HU. | ||
|1.7 | |1.7 | ||
|- | |- | ||
Line 190: | Line 207: | ||
|- | |- | ||
|mult airblast primary refire time | |mult airblast primary refire time | ||
|Multiplier of how fast | |Multiplier of how fast primary fire can be used after airblasting | ||
| 4 | | 4 | ||
|- | |- | ||
Line 219: | Line 236: | ||
|- | |- | ||
|airblast dashes | |airblast dashes | ||
|airblast pushes the pyro | |airblast pushes the pyro instead of enemies. Affected by airblast push force. | ||
|1 | |1 | ||
|- | |- | ||
Line 235: | Line 252: | ||
|- | |- | ||
| regenerate stickbomb | | regenerate stickbomb | ||
|Regenerates | |Regenerates Ullapool Caber after a hit. | ||
| 1 | | 1 | ||
|- | |- | ||
|mult smack time | |mult smack time | ||
|Melee smack time multiplier (0.2s default) | |Melee "smack time" multiplier; time between pressing the fire button and the attack being dealt (0.2s default) | ||
|4 | |4 | ||
|- | |- | ||
Line 247: | Line 264: | ||
|- | |- | ||
|arrow mastery | |arrow mastery | ||
| | |Lets the Huntsman shoot 2 additional arrows per level, 25 base damage each. Can headshot. | ||
| 1 | | 1 | ||
|- | |- | ||
Line 267: | Line 284: | ||
|- | |- | ||
| mult projectile count | | mult projectile count | ||
|Fire | |Fire x projectiles at once. Rocket Launchers may not work; stacked rockets will explode on eachother. | ||
|4 | |4 | ||
|- | |- | ||
| projectile trail particle | | projectile trail particle | ||
|Projectile trail particle name | |Projectile trail particle name. Prefix the particle name with ~ to remove the original particle. | ||
| | | | ||
|- | |- | ||
Line 279: | Line 296: | ||
|- | |- | ||
|radius sleeper | |radius sleeper | ||
|Restores | |Restores the Sydney Sleeper's old "Jarate explosion" on headshot and fully-charged bodyshot. | ||
|1 | |1 | ||
|- | |- | ||
|cannot be sapped | |cannot be sapped | ||
| | |Bots with this attribute cannot be affected by the Sapper | ||
|1 | |1 | ||
|- | |- | ||
Line 291: | Line 308: | ||
|- | |- | ||
| is invisible | | is invisible | ||
| | |Turns item invisible | ||
| 1 | | 1 | ||
|- | |- | ||
| cannot taunt | | cannot taunt | ||
| | |If set to 1, cannot taunt | ||
|1 | |1 | ||
|- | |- | ||
|projectile acceleration | |projectile acceleration | ||
| | |Projectile acceleration in hu/s^2 | ||
|500 | |500 | ||
|- | |||
|projectile acceleration time | |||
|TIme in seconds that the projectile should accelerate for | |||
|2.55 | |||
|- | |||
|projectile acceleration start time | |||
|Time before projectile starts accelerating | |||
|1 | |||
|- | |- | ||
|is miniboss | |is miniboss | ||
|The player is miniboss | |The player is counted as a miniboss. Sappers will not fully stun, backstabs deal set damage, will not receive bomb buffs. | ||
|1 | |1 | ||
|- | |- | ||
|model scale | |model scale | ||
| Player model scale | | Player's model scale. 1.75 is used for giant bots. | ||
|1 | |1 | ||
|- | |- | ||
|cannot upgrade | |cannot upgrade | ||
| | |If set to 1, the player cannot use upgrade stations | ||
|1 | |1 | ||
|- | |- | ||
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|- | |- | ||
|always crit | |always crit | ||
|Weapon always crits | |Weapon always crits. Less reliable with higher ping. | ||
|1 | |1 | ||
|- | |- | ||
|mult firerocket rate | |mult firerocket rate | ||
|Sentry rocket fire rate | |Level 3 Sentry rocket fire rate | ||
| 1 | | 1 | ||
|- | |- | ||
Line 331: | Line 356: | ||
|- | |- | ||
|sentry rapid fire | |sentry rapid fire | ||
|Allows for faster sentry fire rate, up to 66 shots per second | |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. | ||
| 1 | | 1 | ||
|- | |- | ||
Line 339: | Line 364: | ||
|- | |- | ||
|reduced damage rampup | |reduced damage rampup | ||
| | |Sets the weapon's maximum damage rampup to 20% (similar to Stickybomb Launchers) | ||
|1 | |1 | ||
|- | |- | ||
|no reduced damage rampup | |no reduced damage rampup | ||
| | |Sets the weapon's maximum damage rampup to 50% (similar to Shotguns) | ||
|1 | |1 | ||
|- | |- | ||
|force damage falloff | |force damage falloff | ||
| | |Forces the weapon to have damage rampup and falloff | ||
|1 | |1 | ||
|- | |- | ||
| no damage falloff | | no damage falloff | ||
| | |Forces the weapon to have no damage rampup and falloff | ||
|1 | |1 | ||
|- | |- | ||
|can headshot | |can headshot | ||
|Weapon can headshot. Hitscan only | |Weapon can headshot. Hitscan only; inconsistent on multi-pellet weapons such as Shotguns. | ||
|1 | |1 | ||
|- | |- | ||
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|- | |- | ||
|mult stun resistance | |mult stun resistance | ||
|Stun slow multiplier. 0 to be fully stun slow immune | |Stun and slow multiplier. 0 to be fully stun/slow immune | ||
| 0 | | 0 | ||
|- | |- | ||
|allow friendly fire | |allow friendly fire | ||
| | | If set to 1, the player can deal friendly fire damage | ||
|1 | |1 | ||
|- | |- | ||
|receive friendly fire | |receive friendly fire | ||
| | | If set to 1, the player can receive friendly fire from teammates | ||
|1 | |1 | ||
|- | |||
|mult dmg friendly fire | |||
|Damage dealt to teammates multiplier. '''Requires''' "allow friendly fire" to be set to 1. | |||
|0.4 | |||
|- | |- | ||
|cannot headshot | |cannot headshot | ||
|Weapon | |Weapon cannot headshot | ||
|1 | |1 | ||
|- | |- | ||
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|- | |- | ||
| cannot be headshot | | cannot be headshot | ||
| | |If set to 1, the player cannot be headshot. Only blocks hitscan headshots | ||
|1 | |1 | ||
|- | |- | ||
|attachment name | |attachment name | ||
| Use this model attachment instead of bonemerging. If the name is empty, it will follow player origin instead. | | 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 & | 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 | ||
This attribute is '''required''' to make other "attachment" attributes work! | |||
|head | |head | ||
|- | |- | ||
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|Model scale for attached items | |Model scale for attached items | ||
|1.5 | |1.5 | ||
|- | |- | ||
|projectile gravity | |projectile gravity | ||
|Projectile gravity in hu/s^2 | |Projectile gravity in hu/s^2 | ||
|600 | |600 | ||
|- | |- | ||
| grenade explode on impact | | grenade explode on impact | ||
|Grenades explode on impact | |Grenades explode on impact with the world, similar to rockets | ||
| 1 | | 1 | ||
|- | |- | ||
| | | | ||
projectile lifetime | projectile lifetime | ||
|Projectile lifetime in seconds | |Projectile lifetime in seconds; deletes projectiles, does not cause explosions for explosive projectiles. | ||
| 52 | | 52 | ||
|- | |- | ||
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|- | |- | ||
|always allow taunt | |always allow taunt | ||
|Always allow the player to | |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. | ||
|1 | |1 | ||
|- | |- | ||
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|Use custom kill icon. Icons are defined in scripts/mod_textures.txt in tf_misc_dir.vpk | |Use custom kill icon. Icons are defined in scripts/mod_textures.txt in tf_misc_dir.vpk | ||
|armageddon | |armageddon | ||
|- | |- | ||
| cannot be upgraded | | cannot be upgraded | ||
| | |If set to 1, the weapon cannot be upgraded, but the player can still use the upgrade station | ||
|1 | |1 | ||
|- | |- | ||
|projectile no deflect | |projectile no deflect | ||
|Projectile cannot be deflected | |Projectile cannot be deflected (such as by miniguns) or reflected (such as by flamethrowers). Short Circuit orb will still delete the projectile. | ||
| 1 | | 1 | ||
|- | |- | ||
| player gravity ballon head | | player gravity ballon head | ||
|Player gravity multiplier when | |Player gravity multiplier when affected by the balloon head condition (TF_COND_BALLOON_HEAD). 0 is for regular gravity | ||
|12 | |12 | ||
|- | |- | ||
Line 479: | Line 495: | ||
|- | |- | ||
| mult dmg vs npc | | mult dmg vs npc | ||
|Damage multiplier vs npc including tanks excluding player bots | |Damage multiplier vs npc - including Halloween bosses and tanks, excluding player bots | ||
| 2.5 | | 2.5 | ||
|- | |- | ||
| custom hit sound | | custom hit sound | ||
|Custom sound played when | |Custom sound played when an enemy is hit with the weapon | ||
|fdfdf | |fdfdf | ||
|- | |- | ||
Line 513: | Line 529: | ||
*"cleaver" | *"cleaver" | ||
*"gas" | *"gas" | ||
*"brick" | *"brick" - Uses bread model. Deals 40 damage on hit. | ||
*"repel" | *"repel" | ||
*"breadmonster" | *"breadmonster" | ||
*"spellfireball" | *"spellfireball" - Fireball spell. ''Only this spells will trigger ShootTemplate blocks; others will not!'' | ||
*"spelllightningorb" | *"spelllightningorb" | ||
*"spellkartorb" | *"spellkartorb" - Explosive KGB Glove from the Carnival of Carnage kart minigames. | ||
*"spellbats" | *"spellbats" | ||
*"spellmirv" - Pumpkin bombs, only works if the owner has spellbook equipped | *"spellmirv" - Pumpkin bombs, only works if the owner has spellbook equipped | ||
*"spelltransposeteleport" | *"spelltransposeteleport" | ||
*"spellmeteorshower" | *"spellmeteorshower" | ||
*"spellspawnboss" | *"spellspawnboss" - Summons spectral MONOCULUS. | ||
*"spellspawnhorde" - Summon skeletons, only works if the owner has spellbook equipped | *"spellspawnhorde" - Summon skeletons, only works if the owner has spellbook equipped | ||
|} | |} | ||
Line 529: | Line 545: | ||
|- | |- | ||
|dmg current health | |dmg current health | ||
|Deal additional damage | |Deal additional damage; x * target's current health. | ||
|0.34 | |0.34 | ||
|- | |- | ||
|dmg max health | |dmg max health | ||
|Deal additional damage | |Deal additional damage; x * target's max health | ||
|0.34 | |0.34 | ||
|- | |- | ||
|dmg missing health | |dmg missing health | ||
|Deal additional damage | |Deal additional damage; x * target's missing health | ||
|0.34 | |0.34 | ||
|- | |- | ||
| cannot be teleported | | cannot be teleported | ||
| | |If set to 1, the player cannot be teleported | ||
|1 | |1 | ||
|- | |- | ||
Line 555: | Line 571: | ||
|Max targets affected by explosives and flamethrowers | |Max targets affected by explosives and flamethrowers | ||
|4 | |4 | ||
|- | |||
|effect cond override | |||
|Effect condition override on drinks, jars, medigun ubercharges, and many other effect-causing weapons | |||
| 24 | |||
|- | |- | ||
|add cond on hit | |add cond on hit | ||
| | |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. | ||
|56 | |56 | ||
|- | |- | ||
Line 565: | Line 585: | ||
|- | |- | ||
| remove cond on hit | | remove cond on hit | ||
|Remove condtion from target on hit | |Remove condtion from target on hit. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536. | ||
| 57 | | 57 | ||
|- | |||
| self add cond on hit | |||
|Adds condition to self when hitting a target | |||
|54 | |||
|- | |||
|self add cond on hit duration | |||
| Duration of the condition added to self when hitting a target. Requires "self add cond on hit". | |||
|3 | |||
|- | |||
|add cond on kill | |||
|Adds condition to self when killing a target | |||
|57 | |||
|- | |||
|add cond on kill duration | |||
|Duration of the condition added to self when killing a target. Requires "add cond on kill". | |||
|10 | |||
|- | |||
|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 | |||
|- | |- | ||
|add damage type | |add damage type | ||
|Add damage type to the attack | |Add damage type to the attack. See [https://developer.valvesoftware.com/wiki/Half-Life_2/Damage_types here] for a list of damage types. | ||
|1 | |1 | ||
|- | |- | ||
Line 577: | Line 617: | ||
|- | |- | ||
|special damage type | |special damage type | ||
| Sets a special damage type to a range from 1-3 | | Sets a special damage type to a range from 1-3, to interact with the attributes listed below. Has no effect otherwise. | ||
|1 | |1 | ||
|- | |- | ||
Line 594: | Line 634: | ||
|- | |- | ||
|mult effect duration | |mult effect duration | ||
|Effect duration multiplier on drinks | |Effect duration multiplier on drinks and jars (Crit-a-Cola, Jarate, etc.) | ||
|3 | |3 | ||
|- | |- | ||
|special item description | |special item description | ||
| | |Shows text as an attribute if the weapon is inspected or shown as a custom weapon. | ||
|item description | |item description | ||
|- | |- | ||
|mult flag carrier move speed | |mult flag carrier move speed | ||
|Flag carrier move speed | |Flag carrier move speed multiplier | ||
|0.66 | |0.66 | ||
|- | |- | ||
|overheal from heal on kill | |overheal from heal on kill | ||
| | |If set to 1 and the weapon heals on kill, it can provide overheal | ||
|1 | |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 | |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 <target>^<input>^<param>. If omitted, default param is damage received | ||
|!self^SetHealth^0 | |!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 | |Restrict input on hit to the specified targetname or classname. Wildcards are allowed. | ||
|player | |player | ||
|- | |- | ||
|grenade bounce speed | |grenade bounce speed | ||
|Grenades bounce off walls, retaining x% of speed after each bounce | |Grenades bounce off walls, retaining x% of speed after each bounce. Also works on arrows. | ||
| 0.8 | | 0.8 | ||
|- | |||
|grenade bounce speed xy | |||
|Grenade bounce speed in xy direction multiplier | |||
|2 | |||
|- | |- | ||
|grenade bounce damage | |grenade bounce damage | ||
|Grenades explode on direct hits even if the grenade already touched a wall, dealing x% additional damage | |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. | ||
|0.3 | |0.3 | ||
|- | |||
|reset arrow hits on bounce | |||
|If set to 1 on the Huntsman, when the arrow bounces, allow it to hit the same target again. Requires "grenade bounce speed" or "arrow target bounce speed" | |||
|1 | |||
|- | |||
|arrow target bounce speed | |||
|Proj+ectiles bounce off hit targets, retaining x% of speed after each bounce. | |||
|1 | |||
|- | |- | ||
|projectile gravity native | |projectile gravity native | ||
Line 652: | Line 684: | ||
|- | |- | ||
|grenade no drag | |grenade no drag | ||
|No drag for grenades and stickybombs | |No drag for grenades and stickybombs, slightly changes projectile arc. | ||
| | | | ||
1 | 1 | ||
|- | |- | ||
|stickybomb stick to enemies | |stickybomb stick to enemies | ||
|Stickybombs stick to enemies | |Stickybombs can stick to enemies on hit. If already stuck to the world, they will not get stuck on players. | ||
|1 | |1 | ||
|- | |- | ||
Line 665: | Line 697: | ||
|- | |- | ||
|collect currency on kill | |collect currency on kill | ||
|Bots killed by the weapon | |Bots killed by the weapon distribute their currency, like with sniper kills (red money) | ||
|1 | |1 | ||
|- | |- | ||
Line 671: | Line 703: | ||
|Damage applied to enemies when touching them | |Damage applied to enemies when touching them | ||
|100 | |100 | ||
|- | |||
|stomp player time | |||
|Time between each instance of stomp damage and push. By default, it happens every tick | |||
|0.1 | |||
|- | |||
|stomp player force | |||
|Force applied to enemies when touching them. 260 is the minimum amount to knock players up. | |||
|270 | |||
|- | |- | ||
|reflect keep team | |reflect keep team | ||
Line 683: | Line 723: | ||
| custom wind down sound | | custom wind down sound | ||
|Custom minigun wind down sound. Does not override default sound | |Custom minigun wind down sound. Does not override default sound | ||
|sound.wav | |||
|- | |||
|custom minigun spin sound | |||
|Custom minigun spin sound. The sound will not loop unless its made to loop | |||
|sound.wav | |sound.wav | ||
|- | |- | ||
|reflect magnet | |reflect magnet | ||
|If set to 1, reflected projectiles aim towards the | |If set to 1, reflected projectiles aim towards the reflector | ||
|1 | |1 | ||
|- | |- | ||
|stay after regenerate | |stay after regenerate | ||
| | |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 | ||
|1 | |1 | ||
|- | |- | ||
|arrow hit kill time | |arrow hit kill time | ||
Line 718: | Line 754: | ||
|- | |- | ||
|penetrate teammates | |penetrate teammates | ||
|Bullets and projectiles penetrate teammates | |Bullets and projectiles penetrate teammates, like sniper rifles. | ||
| 1 | | 1 | ||
|- | |- | ||
|mult step height | |mult step height | ||
|Step height multiplier (x * 18hu) | |Step height multiplier (x * 18hu); allows the player to not need to jump for greater heights | ||
|10 | |10 | ||
|- | |- | ||
Line 738: | Line 770: | ||
|- | |- | ||
|fire input on kill | |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 | | Fire input on killed targets. The player with the attribute is considered the !activator, the target killed is considered the !self. The format is <target>^<input>^<param>. If omitted, default param is damage received. !projectile is the projectile entity | ||
|!self^SetHealth^0 | |!self^SetHealth^0 | ||
|- | |- | ||
|fire input on kill name restrict | |fire input on kill name restrict | ||
|Restrict input on | |Restrict input on kill to specified targetname. Wildcards are allowed | ||
|player | |player | ||
|- | |- | ||
|fire full clip at once | |fire full clip at once | ||
|Fire entire clip at once | |Fire the weapon's entire clip at once | ||
|1 | |1 | ||
|- | |- | ||
|reload full clip at once | |reload full clip at once | ||
|Reload full clip at once | |Reload full clip at once, like pistols | ||
|1 | |||
|- | |||
|force fire full clip | |||
| Automatically fire full clip, one shot at a time. Not to be confused with "fire full clip at once". | |||
|1 | |1 | ||
|- | |- | ||
Line 759: | Line 795: | ||
|- | |- | ||
|burst fire count | |burst fire count | ||
|Fire this many rounds in a burst. If negative, forces to fire this many rounds even if attack button is | |Fire this many rounds in a burst. If negative, forces to fire this many rounds even if attack button is only pressed once | ||
|3 | |3 | ||
|- | |- | ||
|burst fire rate mult | |burst fire rate mult | ||
|Fire rate multiplier between bursts | |Fire rate multiplier between bursts. Regular fire rate is used for the time between shots in a burst. | ||
|2 | |2 | ||
|- | |- | ||
Line 781: | Line 817: | ||
|Accuracy multiplier when moving. Overwrites "spread penalty" attribute | |Accuracy multiplier when moving. Overwrites "spread penalty" attribute | ||
|2 | |2 | ||
|- | |- | ||
|special item description 2 | |special item description 2 | ||
Line 814: | Line 846: | ||
|- | |- | ||
|effect add attributes | |effect add attributes | ||
|Make addcond effects | |Make weapons that apply addcond effects, such as banners, jars, etc., also apply attributes to the affected player | ||
|<nowiki>move speed bonus|2|fire rate bonus|0.1</nowiki> | |<nowiki>move speed bonus|2|fire rate bonus|0.1</nowiki> | ||
|- | |- | ||
|medigun passive attributes | |medigun passive attributes | ||
|Attributes added passively to the patient | |Attributes added passively to the patient being healed | ||
|<nowiki>move speed bonus|2|fire rate bonus|0.1</nowiki> | |<nowiki>move speed bonus|2|fire rate bonus|0.1</nowiki> | ||
|- | |- | ||
Line 824: | Line 856: | ||
|Attributes added passively to the healing medic | |Attributes added passively to the healing medic | ||
|<nowiki>move speed bonus|2|fire rate bonus|0.1</nowiki> | |<nowiki>move speed bonus|2|fire rate bonus|0.1</nowiki> | ||
|- | |- | ||
|mult dmg vs airborne | |mult dmg vs airborne | ||
Line 842: | Line 870: | ||
|- | |- | ||
|taunt attack time mult | |taunt attack time mult | ||
|Taunt attack time multiplier | |Taunt attack time multiplier, making it happen earlier/later | ||
|2 | |2 | ||
|- | |- | ||
|damage returns as health | |damage returns as health | ||
|Returns | |Returns x * damage dealt as health | ||
|0.5 | |0.5 | ||
|- | |- | ||
Line 856: | Line 884: | ||
|No view flinch from taking damage | |No view flinch from taking damage | ||
|1 | |1 | ||
|- | |- | ||
|disable wrangler shield | |disable wrangler shield | ||
| | |If set to 1, the Wrangler's sentry shield is disabled | ||
|1 | |1 | ||
|- | |- | ||
Line 874: | Line 898: | ||
|- | |- | ||
|particle color rgb | |particle color rgb | ||
|RGB color for projectile particles that support it ( | |RGB color for projectile particles that support it (Bison, Pomson) | ||
|765776 | |765776 | ||
|- | |- | ||
Line 882: | Line 906: | ||
|- | |- | ||
|ignored by enemy sentries | |ignored by enemy sentries | ||
|If enemy sentries | |If set to 1, enemy sentries ignore the player | ||
|1 | |1 | ||
|- | |- | ||
|melee airblast | |melee airblast | ||
| | |If set to 1 on a melee weapon, its attacks will reflect projectiles | ||
|1 | |1 | ||
|- | |- | ||
Line 894: | Line 918: | ||
|- | |- | ||
|kb fall min velocity | |kb fall min velocity | ||
|Knockback, stun and damage nearby enemies when landing. The value specifies the minimum fall velocity before applying knockback | |Knockback, stun and damage nearby enemies when landing. The value specifies the minimum fall velocity before applying knockback. This attribute is '''required''' for the other "kb fall" attributes to work! | ||
|300 | |300 | ||
|- | |- | ||
Line 914: | Line 938: | ||
|- | |- | ||
|melee grants protection | |melee grants protection | ||
|Melee attacks grant protection from attacks for | |Melee attacks grant protection from attacks for x seconds | ||
|0.6 | |0.6 | ||
|- | |- | ||
|arrow snap to next target radius | |arrow snap to next target radius | ||
| | |If set on the Huntsman, snaps the arrow to the next closest available target within range | ||
|1000 | |1000 | ||
|- | |- | ||
|mult credit collect range | |mult credit collect range | ||
|Credit collection radius multiplier | |Credit collection radius multiplier. Scouts have a 4x bigger collection radius | ||
|2 | |2 | ||
|- | |- | ||
|health from credits | |health from credits | ||
|Additional health gained from credits | |Additional health gained from collecting credits. Scouts usually gain 50 health on collecting credits | ||
|50 | |50 | ||
|- | |- | ||
|mult bleeding delay | |mult bleeding delay | ||
|Delay between bleeding damage multiplier | |Delay between bleeding damage multiplier. Lower values causes bleed damage to happen more times per second. | ||
|2 | |2 | ||
|- | |- | ||
|mult bleeding dmg | |mult bleeding dmg | ||
|Bleeding damage multiplier | |Bleeding damage multiplier | ||
|2 | |2 | ||
|- | |- | ||
|not solid | |not solid | ||
| | |If set to 1, the player can phase though walls | ||
|1 | |1 | ||
|- | |- | ||
|dmg taken from self reduced | |dmg taken from self reduced | ||
|Self damage multiplier for player | |Self damage multiplier for the player | ||
|0.5 | |0.5 | ||
|- | |- | ||
|ignored by bots | |ignored by bots | ||
| | |If set to 1, the player is ignored by bots. | ||
|1 | |1 | ||
|- | |- | ||
Line 964: | Line 984: | ||
|<nowiki>Apply attributes to self on kill with the weapon. Format: attribute|value|duration ...</nowiki> | |<nowiki>Apply attributes to self on kill with the weapon. Format: attribute|value|duration ...</nowiki> | ||
|<nowiki>move speed bonus|0.3|2|head scale|3|2</nowiki> | |<nowiki>move speed bonus|0.3|2|head scale|3|2</nowiki> | ||
|- | |- | ||
|move speed as health decreases | |move speed as health decreases | ||
Line 974: | Line 990: | ||
|- | |- | ||
|no self effect | |no self effect | ||
| | |If set to 1, the weapon cannot ignite or cause bleeding to the wielder | ||
|1 | |1 | ||
|- | |- | ||
Line 1,054: | Line 1,062: | ||
|- | |- | ||
|mult afterburn delay | |mult afterburn delay | ||
| | |Multiplier for the delay between afterburn damage ticks, similar to "mult bleeding delay". Lower values result in more damage per second. | ||
|2 | |2 | ||
|- | |- | ||
Line 1,097: | Line 1,105: | ||
|1 | |1 | ||
|- | |- | ||
|Custom sapper model prefix or full model path | |custom sapper model | ||
|Custom sapper model; accept either a prefix or full model path | |||
|models/buildables/sd_sapper | |models/buildables/sd_sapper | ||
|- | |- | ||
|custom sapper sound | |custom sapper sound | ||
|Custom sapper sound. See example value. | |||
|Weapon_Sapper.Timer | |Weapon_Sapper.Timer | ||
|- | |- | ||
Line 1,110: | Line 1,118: | ||
|- | |- | ||
|arrow ignite | |arrow ignite | ||
| | |If set to 1 on the Huntsman, automatically ignites arrows | ||
|1 | |1 | ||
|- | |- | ||
|use original class weapon animations | |use original class weapon animations | ||
|Use weapon animations of the weapon original class if the weapon is given to unintended class | |Use weapon animations of the weapon's original class if the weapon is given to an unintended class | ||
|1 | |1 | ||
|- | |- | ||
Line 1,130: | Line 1,138: | ||
|- | |- | ||
|use original class player animations | |use original class player animations | ||
|Use player animations of the weapon original class if the weapon is given to unintended class | |Use player animations of the weapon's original class if the weapon is given to an unintended class | ||
|1 | |1 | ||
|- | |- |
Revision as of 20:36, 5 May 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 | Bots with this attribute distribute their currency on death, like with sniper kills (red money) | 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 | If set to 1, the player can breathe underwater | 1 | ||
cannot swim | If set to 1, the player cannot swim | 1 | ||
swimming mastery | If set to 1, the player can swim at full class speed | 1 | ||
ability doubletap teleport | If set to 1, the player can move teleporters with double tapped movement keys. Does not work | 1 | ||
mod ignore resists absorbs | A worse version of damage piercing since it only ignores the Battalion's Backup's 35% damage 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 | Makes the player immune to wet statuses, like Jarate and 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 a different class clears the combo | 0.1 | ||
mult dispenser rate | Multiplier for health, ammo, and metal 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 | The weapon's homing seek power, in degrees per second.
This attribute is required for the other "mod projectile heat" attributes to work! |
360 | ||
mod projectile heat aim error | The weapon's max error in aim in degrees. If no target is within this degree, the projectile will not home. | 90 | ||
mod projectile heat aim time | Time in seconds that the projectile is homing for | 1.75 | ||
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 | ||
mod projectile heat follow crosshair | Homing projectiles will follow the crosshair instead of enemies. | 1 | ||
mod projectile heat aim start time | Time in seconds before the projectile starts homing. | 3 | ||
mult dmg vs same class | Damage vs same class multiplier | 2 | ||
uber on damage taken | On taking damage: x% chance of being ubercharged for 3 seconds | 1 | ||
mult dmgtaken from melee | Damage taken from melee multiplier | 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 | Multiplier for Soldier's banner buff range. Base is 450 HU. | 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 primary fire can be used 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 instead of enemies. Affected by airblast push force. | 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 Ullapool Caber after a hit. | 1 | ||
mult smack time | Melee "smack time" multiplier; time between pressing the fire button and the attack being dealt (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 | Lets the Huntsman shoot 2 additional arrows per level, 25 base damage each. Can headshot. | 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 x projectiles at once. Rocket Launchers may not work; stacked rockets will explode on eachother. | 4 | ||
projectile trail particle | Projectile trail particle name. Prefix the particle name with ~ to remove the original particle. | |||
explosion particle | Explosion particle name | |||
radius sleeper | Restores the Sydney Sleeper's old "Jarate explosion" on headshot and fully-charged bodyshot. | 1 | ||
cannot be sapped | Bots with this attribute cannot be affected by the Sapper | 1 | ||
item color rgb | Item tint color | 223424 | ||
is invisible | Turns item invisible | 1 | ||
cannot taunt | If set to 1, cannot taunt | 1 | ||
projectile acceleration | Projectile acceleration in hu/s^2 | 500 | ||
projectile acceleration time | TIme in seconds that the projectile should accelerate for | 2.55 | ||
projectile acceleration start time | Time before projectile starts accelerating | 1 | ||
is miniboss | The player is counted as a miniboss. Sappers will not fully stun, backstabs deal set damage, will not receive bomb buffs. | 1 | ||
model scale | Player's model scale. 1.75 is used for giant bots. | 1 | ||
cannot upgrade | If set to 1, the player cannot use upgrade stations | 1 | ||
min respawn time | Minimal respawn time in seconds | 4 | ||
always crit | Weapon always crits. Less reliable with higher ping. | 1 | ||
mult firerocket rate | Level 3 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. Effectively fixes sentry fire rate upgrades by not simulating it every 3 ticks, but every tick. | 1 | ||
dont count damage towards crit rate | Dealing damage with weapon does not increase crit rate | 1 | ||
reduced damage rampup | Sets the weapon's maximum damage rampup to 20% (similar to Stickybomb Launchers) | 1 | ||
no reduced damage rampup | Sets the weapon's maximum damage rampup to 50% (similar to Shotguns) | 1 | ||
force damage falloff | Forces the weapon to have damage rampup and falloff | 1 | ||
no damage falloff | Forces the weapon to have no damage rampup and falloff | 1 | ||
can headshot | Weapon can headshot. Hitscan only; inconsistent on multi-pellet weapons such as Shotguns. | 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 and slow multiplier. 0 to be fully stun/slow immune | 0 | ||
allow friendly fire | If set to 1, the player can deal friendly fire damage | 1 | ||
receive friendly fire | If set to 1, the player can receive friendly fire from teammates | 1 | ||
mult dmg friendly fire | Damage dealt to teammates multiplier. Requires "allow friendly fire" to be set to 1. | 0.4 | ||
cannot headshot | Weapon cannot headshot | 1 | ||
mult crit dmg | Crit damage multiplier | 1.54 | ||
cannot be headshot | If set to 1, the player cannot be headshot. Only blocks hitscan headshots | 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 | ||
projectile gravity | Projectile gravity in hu/s^2 | 600 | ||
grenade explode on impact | Grenades explode on impact with the world, similar to rockets | 1 | ||
projectile lifetime |
Projectile lifetime in seconds; deletes projectiles, does not cause explosions for explosive projectiles. | 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 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. | 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 | ||
cannot be upgraded | If set to 1, the weapon cannot be upgraded, but the player can still use the upgrade station | 1 | ||
projectile no deflect | Projectile cannot be deflected (such as by miniguns) or reflected (such as by flamethrowers). Short Circuit orb will still delete the projectile. | 1 | ||
player gravity ballon head | Player gravity multiplier when affected by the balloon 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 Halloween bosses and tanks, excluding player bots | 2.5 | ||
custom hit sound | Custom sound played when an enemy 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; x * target's current health. | 0.34 | ||
dmg max health | Deal additional damage; x * target's max health | 0.34 | ||
dmg missing health | Deal additional damage; x * target's missing health | 0.34 | ||
cannot be teleported | If set to 1, the 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 | ||
effect cond override | Effect condition override on drinks, jars, medigun ubercharges, and many other effect-causing weapons | 24 | ||
add cond on hit | 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. | 56 | ||
add cond on hit duration | Add condtion on hit duration | 4 | ||
remove cond on hit | Remove condtion from target on hit. To provide a second condition, multiply it by 256. To provide a third condition, multiply it by 65536. | 57 | ||
self add cond on hit | Adds condition to self when hitting a target | 54 | ||
self add cond on hit duration | Duration of the condition added to self when hitting a target. Requires "self add cond on hit". | 3 | ||
add cond on kill | Adds condition to self when killing a target | 57 | ||
add cond on kill duration | Duration of the condition added to self when killing a target. Requires "add cond on kill". | 10 | ||
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 | ||
add damage type | Add damage type to the attack. See here for a list of damage types. | 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, to interact with the attributes listed below. Has no effect otherwise. | 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 and jars (Crit-a-Cola, Jarate, etc.) | 3 | ||
special item description | Shows text as an attribute if the weapon is inspected or shown as a custom weapon. | item description | ||
mult flag carrier move speed | Flag carrier move speed multiplier | 0.66 | ||
overheal from heal on kill | If set to 1 and the weapon heals on kill, it can provide overheal | 1 | ||
fire input on hit | 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 <target>^<input>^<param>. If omitted, default param is damage received | !self^SetHealth^0 | ||
fire input on hit name restrict | Restrict input on hit to the specified targetname or classname. Wildcards are allowed. | player | ||
grenade bounce speed | Grenades bounce off walls, retaining x% of speed after each bounce. Also works on arrows. | 0.8 | ||
grenade bounce speed xy | Grenade bounce speed in xy direction multiplier | 2 | ||
grenade bounce damage | 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. | 0.3 | ||
reset arrow hits on bounce | If set to 1 on the Huntsman, when the arrow bounces, allow it to hit the same target again. Requires "grenade bounce speed" or "arrow target bounce speed" | 1 | ||
arrow target bounce speed | Proj+ectiles bounce off hit targets, retaining x% of speed after each bounce. | 1 | ||
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, slightly changes projectile arc. |
1 | ||
stickybomb stick to enemies | Stickybombs can stick to enemies on hit. If already stuck to the world, they will not get stuck on players. | 1 | ||
stickybomb no stick | Stickybombs do not stick to ground | 1 | ||
collect currency on kill | Bots killed by the weapon distribute their currency, like with sniper kills (red money) | 1 | ||
stomp player damage | Damage applied to enemies when touching them | 100 | ||
stomp player time | Time between each instance of stomp damage and push. By default, it happens every tick | 0.1 | ||
stomp player force | Force applied to enemies when touching them. 260 is the minimum amount to knock players up. | 270 | ||
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 | ||
custom minigun spin sound | Custom minigun spin sound. The sound will not loop unless its made to loop | sound.wav | ||
reflect magnet | If set to 1, reflected projectiles aim towards the reflector | 1 | ||
stay after regenerate | 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 | 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, like sniper rifles. | 1 | ||
mult step height | Step height multiplier (x * 18hu); allows the player to not need to jump for greater heights | 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 with the attribute is considered the !activator, the target killed is considered the !self. 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 kill to specified targetname. Wildcards are allowed | player | ||
fire full clip at once | Fire the weapon's entire clip at once | 1 | ||
reload full clip at once | Reload full clip at once, like pistols | 1 | ||
force fire full clip | Automatically fire full clip, one shot at a time. Not to be confused with "fire 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 only pressed once | 3 | ||
burst fire rate mult | Fire rate multiplier between bursts. Regular fire rate is used for the time between shots in a burst. | 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 | ||
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 weapons that apply addcond effects, such as banners, jars, etc., also apply attributes to the affected player | move speed bonus|2|fire rate bonus|0.1 | ||
medigun passive attributes | Attributes added passively to the patient being healed | 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 | ||
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, making it happen earlier/later | 2 | ||
damage returns as health | Returns x * damage dealt as health | 0.5 | ||
no resupply | Cannot resupply from cabinets | 1 | ||
no damage view flinch | No view flinch from taking damage | 1 | ||
disable wrangler shield | If set to 1, the Wrangler's sentry shield is disabled | 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, Pomson) | 765776 | ||
particle color rainbow | Cycles colors for the projectile particle. Higher values cycle faster | 100 | ||
ignored by enemy sentries | If set to 1, enemy sentries ignore the player | 1 | ||
melee airblast | If set to 1 on a melee weapon, its attacks will reflect 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. This attribute is required for the other "kb fall" attributes to work! | 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 x seconds | 0.6 | ||
arrow snap to next target radius | If set on the Huntsman, snaps the arrow to the next closest available target within range | 1000 | ||
mult credit collect range | Credit collection radius multiplier. Scouts have a 4x bigger collection radius | 2 | ||
health from credits | Additional health gained from collecting credits. Scouts usually gain 50 health on collecting credits | 50 | ||
mult bleeding delay | Delay between bleeding damage multiplier. Lower values causes bleed damage to happen more times per second. | 2 | ||
mult bleeding dmg | Bleeding damage multiplier | 2 | ||
not solid | If set to 1, the player can phase though walls | 1 | ||
dmg taken from self reduced | Self damage multiplier for the player | 0.5 | ||
ignored by bots | If set to 1, the player is 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 | ||
move speed as health decreases | Multiply move speed up to x with decreasing health | 2 | ||
no self effect | If set to 1, the weapon cannot ignite or cause bleeding to the wielder | 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 | Multiplier for the delay between afterburn damage ticks, similar to "mult bleeding delay". Lower values result in more damage per second. | 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 | Custom sapper model; accept either a prefix or full model path | models/buildables/sd_sapper | ||
custom sapper sound | Custom sapper sound. See example value. | Weapon_Sapper.Timer | ||
no clip | Give noclip. 1 for regular player speed, use any other value to override | 1 | ||
arrow ignite | If set to 1 on the Huntsman, automatically ignites arrows | 1 | ||
use original class weapon animations | Use weapon animations of the weapon's original class if the weapon is given to an unintended class | 1 | ||
mult dmg before distance | Deals up to x damage depending on distance (2048 hu by default) | 2 | ||
mult dmg before distance specify | Custom distance for "mult dmg before distance" | 1000 | ||
minigun full movement | Can move while ducking when shooting. Bots can also jump | 1 | ||
use original class player animations | Use player animations of the weapon's original class if the weapon is given to an unintended class | 1 | ||
mult sentry rocket projectile speed | Sentry rocket projectile speed multiplier | 2 |