Attribute information
crit vs burning players
You can use a value different than 1, In this case, it will make the weapon deal critical damage on a different condition than if the player is burning. You can add the values together if you want to crit on multiple conditions
Condition | Value |
---|---|
TF_COND_BURNING | 1 |
TF_COND_AIMING | 2 |
TF_COND_ZOOMED | 4 |
TF_COND_DISGUISING | 8 |
TF_COND_DISGUISED | 16 |
TF_COND_STEALTHED | 32 |
TF_COND_INVULNERABLE | 64 |
TF_COND_TELEPORTED | 128 |
TF_COND_TAUNTING | 256 |
TF_COND_INVULNERABLE_WEARINGOFF | 512 |
TF_COND_STEALTHED_BLINK | 1024 |
TF_COND_SELECTED_TO_TELEPORT | 2048 |
TF_COND_CRITBOOSTED | 4096 |
TF_COND_TMPDAMAGEBONUS | 8192 |
TF_COND_FEIGN_DEATH | 16384 |
TF_COND_PHASE | 32768 |
TF_COND_STUNNED | 65536 |
TF_COND_HEALTH_BUFF | 131072 |
TF_COND_HEALTH_OVERHEALED | 262144 |
TF_COND_URINE | 524288 |
TF_COND_ENERGY_BUFF | 1048576 |
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Flame attributes
"flame_up_speed" - Changes how fast flames move upwards. Can be negative to move downward
"flame_speed" - How fast flames move.
"flame_drag" - How much resistance a flame faces durring flight. Lower values make flames travel further
"flame_gravity" - Changes how fast flames move upwards, functions similarly to flame_up_speed
"flame_spread_degree" - Flame angle deviation. Essentially "projectile spread angle penalty" for flamethrowers
"flame_reflect_on_collision" - how hard a flame bounces off a surface
"redirected_flame_size_mult" - flame particle size after bouncing off a surface
"flame_ignore_player_velocity" - Flames no longer inherit the users velocity
"airblast_turn_projectile_to_ammo" - spawns small ammopack on reflect
"airblast_give_teammate_speed_boost" - replaces knockback with speed boost effect on teammates
"airblast_deflect_projectiles_disabled" - can not reflect projectiles
"airblast_put_out_teammate_disabled" - can not extinguish teammates
"airblast_pushback_disabled" - can not airblast players
"airblast_destroy_projectile" - destroys projectiles instead of reflecting. Exactly like heavy deflection.
Default Attribute Values
"static_attrs" { "flame_gravity" "0" "flame_drag" "8.5" "flame_up_speed" "50" "flame_speed" "2450" "flame_spread_degree" "2.8" "flame_lifetime" "0.6" "flame_random_life_time_offset" "0.1" }
Skins and paintkit_proto_def_index
override projectile type
Can be used to change projectile fired by the weapon. Possible values:
Value | Projectile |
---|---|
1 | Bullet |
2 | Rocket ("mini rockets" 1 for air strike, "no self blast dmg" 2 for rocket jumper) |
3 | Pipebomb |
4 | Stickybomb |
5 | Syringe |
6 | Flare ( "lunchbox adds minicrits" determines flare type) |
8 | Huntsman Arrow |
11 | Crusader's Crossbow Bolt |
12 | Cow Mangler Particle |
13 | Bison/Pomson ("energy weapon penetration" 1/0 to switch) |
14 | Stickybomb (Sticky Jumper) |
17 | Loose Cannon |
18 | Rescue Ranger Claw |
19 | Festive Huntsman Arrow |
22 | Festive Jarate |
23 | Festive Crusader's Crossbow Bolt |
26 | Grappling hook |
Will only work with their respective non-reskinned versions:
Value | Projectile |
---|---|
24 | Self Aware Beauty Mark (Jarate) |
25 | Mutated Milk (Mad Milk) |
is_passive_weapon
If set to 1, the weapon is worn by the player passiviely, it will be used together with the active weapon. There can be only one passive weapon. The passive weapon is invisible, but it's animations will override the animations of the active weapon
lunchbox adds minicrits
Information about "lunchbox adds minicrits" and other set_weapon_mode attributes can be found here