List of custom attributes
| Attribute Name | Description | Example Value |
|---|---|---|
| parachute disabled | if set to 1, the user cannot deploy parachutes | 1 |
| fires milk bolt | Secondary attack: crossbow fires milk bolt. Regenerates every x seconds | 1 |
| force distribute currency on death | The bot with the attribute distributes its currency on death, like with sniper kills | 1 |
| melee cleave attack | Melee weapon attacks all enemies in range | 1 |
| extra damage on hit penalty | Special mode for revolver: each hit reduces damage, up to x times. Likely does not work | 1 |
| extra damage on hit | 1 | |
| mod teleporter speed boost | Grants the players speed buff for 4 seconds after leaving teleporter | 1 |
| set turn to ice | Turns the victim ragdoll to ice | 1 |
| can breathe under water | Can player breathe underwater | 1 |
| cannot swim | If set to 1 player cannon swim | 1 |
| swimming mastery | If set to 1 player can swim at full class speed | 1 |
| ability doubletap teleport | If set to 1 player move his teleporter with double tapped movement keys. Does not work | 1 |
| mod ignore resists absorbs | A worse version of damage piercing since it only ignores battalion backup 35% reduction. Does not work? | 1 |
| scoreboard minigame | Players with this attribute are granted more points for kills but lose points after death | 1 |
| wet immunity | Is the player immune to wet statuses like jarate or mad milk | 1 |
| ability master sniper | Huntsman: reduces shoot time 40%/70%, same functionality as faster reload rate but limited to 2 points
Sniper rifle: reduces zoom time 40%/70% (like reload rate does). increases charge rate 50%/200%, but actually 100% due to the cap |
2 |
| last shot crits | Last revolver shot in the clip is critical | 1 |
| keep disguise on attack | Keep disguise after attacking. Revolver only | 1 |
| add give health to teammate on hit | On hit ally: heal your teammate for x health, draining your own health | 75 |
| mod minigun can holster while spinning | Can switch to other weapons while spinning minigun | 1 |
| sapper deploy time | Probably does nothing, otherwise it adds time required for the sapper to activate | 1 |
| kill combo fire rate boost | On kill: gives x% fire rate bonus, stacks up to 3 times. Killing different class clears the combo | 0.1 |
| mult dispenser rate | Healh and ammo dispenser rate | 2 |
| mvm sentry ammo | Sentry max ammo multiplier | 2 |
| build small sentries | Sentry is 20% smaller. 33% less health, 25% less metal required to upgrade | 1 |
| mult teleporter recharge rate | Teleporter recharge duration multiplier | 1 |
| disguise as dispenser on crouch | As spy, disguise as dispenser when crouching | 1 |
| ubercharge transfer | On hit, as a medic, with "ubercharge ammo" syringegun: transfer x% of the used uber to the enemy medic | 34 |
| ubercharge ammo | Uses ubercharge as ammo. 100 for full uber use. Syringegun (not crossbow) only | 10 |
| teleport instead of die | On death: x% chance of being immediately revived at spawn with 1 health | 0.5 |
| mod projectile heat seek power | Flare and rocket homing seek power in degrees per second | 360 |
| mod projectile heat aim error | Rocket max error in aim in degrees | 90 |
| mult dmg vs same class | Damage vs same class multipler | 2 |
| uber on damage taken | On take damage: x% chance of gaining invicibility for 3 seconds | 1 |
| mult dmgtaken from melee | Damage taken from melee multipier | 0.3 |
| mult crit when health is below percent | Player is crit boosted when below x% health. | 0.5 |
| penetration damage penalty | Penetrated players receive only x% damage. Bullets only. Can be damage bonus despite the name | 0.5 |
| firing forward pull | Player is pushed x units and speed boosted when firing flamethrower. Limited by ground move speed | 1000 |
| mod soldier buff range | x% soldier buff range bonus | 1.7 |
| mult rocketjump deploy time | Deploy speed bonus when rocket jumping | 0.4 |
| mul nonrocketjump attackrate | Fire rate multiplier when not rocket jumping | 0.5 |
| aoe heal chance | On hit: refire time * (x/60) % chance for aoe heal for 1s (24 hp healed total). use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s | 80 |
| crits on damage | On hit: refire time * (x/60) % chance for crit boost for 3s. use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s | 80 |
| stun on damage | On hit: refire time * (x/60) % chance for stun for 3s. use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s | 80 |
| aoe blast on damage | On hit: refire time * (x/60) % chance for 100 hu blast that stuns players for 2 seconds and applies bleed. use 60 for 100% chance on 1s refire time weapon, 600 for 0.1s | 80 |
| mult dmg with reduced health | Grants up to x% damage bonus based on current health. Only for melee weapons | 2 |
| mult airblast primary refire time | Multiplier of how fast can pyro use primary fire again after airblasting | 4 |
| mod flamethrower spinup time | Spin up time for flamethrowers in seconds | 2.4 |
| mult airblast cone scale | Player pushback cone scale. Might not work after JI | 1.8 |
| airblast functionality flags | Combination of flamethrower flags, used to limit airblast functionality. You have to add those numbers to enable specific functions (by default all are enabled):
1 - If airblast should push players 2 - If airblast can put out afterburn 4 - If airblast can reflect projectiles 8 - If airblast can stun players 16 - If airblast disrupts player aim |
9 |
| reverse airblast | airblast pushes players towards the pyro. Does not work? | 1 |
| airblast dashes | airblast pushes the pyro himself rather than others | 1 |
| mult sniper charge per sec with enemy under crosshair | Sniper rifle charge rate when looking at the enemy. Still subject to the 200% charge rate limit | 2 |
| sniper beep with enemy under crosshair | Beeps when the sniper is looking at the enemy while charging, if set to 1 | 1 |
| disable buildings on hit | On building hit: Disable for x seconds | 4 |
| regenerate stickbomb | Regenerates caber on use | 1 |
| mult smack time | Melee smack time multiplier (0.2s default) | 4 |
| medic machinery beam | If set to 1, enables healing buildings as medic. increases building healing rate by 10% for each point | 1 |
| arrow mastery | Shoots additional 2 arrows per level | 1 |
| custom item model | Custom item model name | |
| custom weapon fire sound | Custom weapon fire sound. Does not work for the weapon owner | |
| explosive bullets | Bullets explode in x radius on hit (147 is rocket launcher radius) | 100 |
| mult projectile scale | Projectile model scale multipier | 2 |
| mult projectile count | Fire multiple projectiles at once | 4 |
| projectile trail particle | Projectile trail particle name | |
| explosion particle | Explosion particle name | |
| radius sleeper | Restores sydney sleeper explosion on headshot | 1 |
| cannot be sapped | Bot with this attribute cannot be affected by the sapper | 1 |
| item color rgb | Item tint color | 223424 |
| is invisible | Is item invisible | 1 |
| cannot taunt | Cannot taunt | 1 |
| projectile acceleration | Rocket acceleration in hu/s^2 | 500 |
| is miniboss | The player is miniboss | 1 |
| model scale | Player model scale | 1 |
| cannot upgrade | Player upgrade possibility | 1 |
| min respawn time | Minimal respawn time in seconds | 4 |
| always crit | Weapon always crits | 1 |
| mult firerocket rate | Sentry rocket fire rate | 1 |
| building max level | Building max level limit | 1 |
| sentry rapid fire | Allows for faster sentry fire rate, up to 66 shots per second | 1 |
| dont count damage towards crit rate | Dealing damage with weapon does not increase crit rate | 1 |
| reduced damage rampup | Set damage rampup to 20% | 1 |
| no reduced damage rampup | Set damage rampup to 50% | 1 |
| force damage falloff | Force damage rampup and falloff | 1 |
| no damage falloff | No damage rampup and falloff | 1 |
| can headshot | Weapon can headshot. Hitscan only | 1 |
| building color rgb | Building tint color | 23424 |
| building scale | Building scale. Values above 1.17 make it difficult for players to build on uneven ground | 1.54 |
| mult stun resistance | Stun slow multiplier. 0 to be fully stun slow immune | 0 |
| allow friendly fire | Allow to deal friendly fire damage | 1 |
| receive friendly fire | Receive friendly fire from teammates | 1 |
| cannot headshot | Weapon Cannot headshot | 1 |
| mult crit dmg | Crit damage multiplier | 1.54 |
| cannot be headshot | Cannot be headshot. Hitscan only | 1 |
| attachment name | Use this model attachment instead of bonemerging. If the name is empty, it will follow player origin instead.
Common attachments for robot models: head, eye_1, flag. Some bot models also have eye_2, partyhat. Demo & soldier additionally contain foot_L and foot_R Common attachments for player models: head, eyes, flag, partyhat, bread_face, bread_head, effect_hand_L, effect_hand_R, bread_hand_r, bread_hand_l, bread_butt, bread_heel_l, foot_L, foot_R |
head |
| attachment offset | Item offset from the attachment origin | 4 2 44 |
| attachment angles | Rotation for attached items | 25 25 0 |
| attachment scale | Model scale for attached items | 1.5 |
| mod projectile heat aim time | For how long should the projectile home in | 1.75 |
| projectile gravity | Projectile gravity in hu/s^2 | 600 |
| projectile acceleration time | For how long should the projectile accelerate | 2.55 |
| grenade explode on impact | Grenades explode on impact | 1 |
|
projectile lifetime |
Projectile lifetime in seconds | 52 |
| not solid to players | The player is not solid to other players | 1 |
| is suicide counter | If set, the player takes this amount of damage per second, ignores uber, does not apply damage force | 1 |
| always allow taunt | Always allow the player to taunt, even midair | 1 |
| mult reflect velocity | Reflected projectile speed multiplier | 1 |
| custom kill icon | Use custom kill icon. Icons are defined in scripts/mod_textures.txt in tf_misc_dir.vpk | armageddon |
| mod projectile heat follow crosshair | Homing projectiles follow crosshair | 1 |
| cannot be upgraded | Weapon cannot be upgraded | 1 |
| projectile no deflect | Projectile cannot be deflected | 1 |
| projectile acceleration start time | Time before projectile starts accelerating | 1 |
| player gravity ballon head | Player gravity multiplier when ballon head condition (TF_COND_BALLOON_HEAD). 0 is for regular gravity | 12 |
| mult dmg vs giants | Damage multiplier vs giants | 2.5 |
| mult dmg vs tanks | Damage multiplier vs tanks | 2.5 |
| mult dmg vs npc | Damage multiplier vs npc including tanks excluding player bots | 2.5 |
| custom hit sound | Custom sound played when a player victim is hit with the weapon | fdfdf |
| custom impact sound | Custom sound played when a rocket / projectile / bullet hits something | fdfdf |
| custom weapon reload sound | Custom weapon reload sound | fdfdf |
| no explosion particles | No explosion particles and sounds | 1 |
| override projectile type extra | Special version of override projectile type that adds more projectile types:
"mechanicalarmorb" - Short circuit orb |
mechanicalarmorb |
| dmg current health | Deal additional damage based on fraction of target current health | 0.34 |
| dmg max health | Deal additional damage based on fraction of target max health | 0.34 |
| dmg missing health | Deal additional damage based on fraction of target missing health | 0.34 |
| cannot be teleported | Player cannot be teleported | 1 |
| mult medigun range | Medigun range multiplier | 1.5 |
| projectile penetration limit | Penetration limit for projectiles | 3 |
| max aoe targets | Max targets affected by explosives and flamethrowers | 4 |
| add cond on hit | Add condtion to the target on hit | 56 |
| add cond on hit duration | Add condtion on hit duration | 4 |
| remove cond on hit | Remove condtion from target on hit | 57 |
| add damage type | Add damage type to the attack | 1 |
| remove damage type | Remove damage type from the attack | 1 |
| special damage type | Sets a special damage type to a range from 1-3 | 1 |
| dmg taken mult from special damage type 1 | Damage taken multiplier from weapons with special damage type 1 | 4 |
| dmg taken mult from special damage type 2 | Damage taken multiplier from weapons with special damage type 2 | 4 |
| dmg taken mult from special damage type 3 | Damage taken multiplier from weapons with special damage type 3 | 4 |
| mult effect duration | Effect duration multiplier on drinks, jars | 3 |
| effect cond override | Effect condtion override on drinks, jars, ubers and many other effects | 24 |
| self add cond on hit | Add condition to self on hit target | 54 |
| self add cond on hit duration | Add condition to self on hit target duration | 3 |
| add cond on kill | Add condition on kill | 57 |
| add cond on kill | Add condition on kill duration | 10 |
| special item description | Item description | item description |
| mult flag carrier move speed | Flag carrier move speed multipier | 0.66 |
| overheal from heal on kill | On kill healing can overheal | 1 |
| fire input on hit | Fire input on hit targets. The player is the activator. The format is <target>^<input>^<param>. If omitted, default param is damage received | !self^SetHealth^0 |
| fire input on hit name restrict | Restrict input on hit to specified targetname or classname. Wildcards are allowed | player |
| grenade bounce speed | Grenades bounce off walls, retaining x% of speed after each bounce | 0.8 |
| grenade bounce damage | Grenades explode on direct hits even if the grenade already touched a wall, dealing x% additional damage | 0.3 |
| projectile gravity native | Gravity for arrows and flares. 0 is default gravity. For grenades and stickybombs, any value will disable gravity | 0.4 |
| grenade no drag | No drag for grenades and stickybombs | 1 |
| stickybomb stick to enemies | Stickybombs stick to enemies | 1 |
| stickybomb no stick | Stickybombs do not stick to ground | 1 |
| collect currency on kill | Bots killed by the weapon drop red money | 1 |
| stomp player damage | Damage applied to enemies when touching them | 100 |
| reflect keep team | Projectiles reflected by this weapon keep their original team | 1 |
| custom wind up sound | Custom minigun wind up sound. Does not override default sound | sound.wav |
| custom wind down sound | Custom minigun wind down sound. Does not override default sound | sound.wav |
| reflect magnet | If set to 1, reflected projectiles aim towards the pyro | 1 |
| 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 |