Editing List of custom attributes

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|-
|-
| parachute disabled
| parachute disabled
|If set to 1, the user cannot deploy parachutes
|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)
| The bot with the attribute distributes its currency on death, like with sniper kills
|1
|1
|-
|-
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|-
|-
| can breathe under water
| can breathe under water
|If set to 1, the player can breathe underwater
|Can player breathe underwater
|1
|1
|-
|-
| cannot swim
| cannot swim
|If set to 1, the player cannot swim  
|If set to 1 player cannon swim  
|1
|1
|-
|-
|swimming mastery
|swimming mastery
|If set to 1, the player can swim at full class speed
|If set to 1 player can swim at full class speed
|1
|1
|-
|-
|ability doubletap teleport
|ability doubletap teleport
|If set to 1, the player can move teleporters with double tapped movement keys. Does not work
|If set to 1 player move his teleporter 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 the Battalion's Backup's 35% damage reduction. Does not work?
| A worse version of damage piercing since it only ignores battalion backup 35% reduction. Does not work?
|1
|1
|-
|-
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|-
|-
|wet immunity
|wet immunity
|Makes the player immune to wet statuses, like Jarate and Mad Milk
|Is the player immune to wet statuses like jarate or mad milk
|1
|1
|-
|-
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|-
|-
|kill combo fire rate boost
|kill combo fire rate boost
|On kill: gives x% fire rate bonus, stacks up to 3 times. Killing a different class clears the combo
|On kill: gives x% fire rate bonus, stacks up to 3 times. Killing different class clears the combo
|0.1
|0.1
|-
|-
|mult dispenser rate
|mult dispenser rate
|Multiplier for health, ammo, and metal dispenser rate
|Healh and ammo dispenser rate
| 2
| 2
|-
|-
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|-
|-
|mod projectile heat seek power
|mod projectile heat seek power
| The weapon's homing seek power, in degrees per second.
| Flare and rocket 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.
|Rocket max error in aim in degrees  
|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 multiplier
|Damage vs same class multipler
|2
|2
|-
|-
|uber on damage taken
|uber on damage taken
|On taking damage: x% chance of being ubercharged for 3 seconds
|On take damage: x% chance of gaining invicibility for 3 seconds
| 1
| 1
|-
|-
|mult dmgtaken from melee
|mult dmgtaken from melee
|Damage taken from melee multiplier
|Damage taken from melee multipier
| 0.3
| 0.3
|-
|-
Line 175: Line 158:
|-
|-
|mod soldier buff range
|mod soldier buff range
| Multiplier for Soldier's banner buff range. Base is 450 HU.
| x% soldier buff range bonus
|1.7
|1.7
|-
|-
Line 207: Line 190:
|-
|-
|mult airblast primary refire time
|mult airblast primary refire time
|Multiplier of how fast primary fire can be used after airblasting  
|Multiplier of how fast can pyro use primary fire again after airblasting  
| 4
| 4
|-
|-
Line 236: Line 219:
|-
|-
|airblast dashes
|airblast dashes
|airblast pushes the pyro instead of enemies. Affected by airblast push force.
|airblast pushes the pyro himself rather than others
|1
|1
|-
|-
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|-
|-
| regenerate stickbomb
| regenerate stickbomb
|Regenerates Ullapool Caber after a hit.
|Regenerates caber on use
| 1
| 1
|-
|-
|mult smack time
|mult smack time
|Melee "smack time" multiplier; time between pressing the fire button and the attack being dealt (0.2s default)
|Melee smack time multiplier (0.2s default)
|4
|4
|-
|-
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|-
|-
|arrow mastery
|arrow mastery
|Lets the Huntsman shoot 2 additional arrows per level, 25 base damage each. Can headshot.
|Shoots additional 2 arrows per level
| 1
| 1
|-
|-
|custom item model
|custom item model
|Custom item model name
|Custom item model name
|models/model.mdl
|
|-
|-
|custom weapon fire sound
|custom weapon fire sound
Line 284: Line 267:
|-
|-
| mult projectile count
| mult projectile count
|Fire x projectiles at once. Add "ignores other projectiles" 1 to Rocket Launchers so that rockets don't collide with each other.
|Fire multiple projectiles at once
|4
|4
|-
|-
| projectile trail particle
| projectile trail particle
|Projectile trail particle name. Prefix the particle name with ~ to remove the original particle.
|Projectile trail particle name
|
|
|-
|-
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|-
|-
|radius sleeper
|radius sleeper
|Restores the Sydney Sleeper's old "Jarate explosion" on headshot and fully-charged bodyshot.
|Restores sydney sleeper explosion on headshot
|1
|1
|-
|-
|cannot be sapped
|cannot be sapped
|Bots with this attribute cannot be affected by the Sapper
|Bot with this attribute cannot be affected by the sapper
|1
|1
|-
|-
Line 308: Line 291:
|-
|-
| is invisible
| is invisible
|Turns item invisible  
|Is item invisible  
| 1
| 1
|-
|-
| cannot taunt
| cannot taunt
|If set to 1, cannot taunt
|Cannot taunt
|1
|1
|-
|-
|projectile acceleration
|projectile acceleration
|Projectile acceleration in hu/s^2  
|Rocket 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 counted as a miniboss. Sappers will not fully stun, backstabs deal set damage, will not receive bomb buffs.
|The player is miniboss
|1
|1
|-
|-
|model scale
|model scale
| Player's model scale. 1.75 is used for giant bots.
| Player model scale
|1
|1
|-
|-
|cannot upgrade
|cannot upgrade
|If set to 1, the player cannot use upgrade stations
|Player upgrade possibility
|1
|1
|-
|-
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|-
|-
|always crit
|always crit
|Weapon always crits. Less reliable with higher ping.
|Weapon always crits  
|1
|1
|-
|-
|mult firerocket rate
|mult firerocket rate
|Level 3 Sentry rocket fire rate
|Sentry rocket fire rate
| 1
| 1
|-
|-
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|-
|-
|sentry rapid fire
|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.
|Allows for faster sentry fire rate, up to 66 shots per second
| 1
| 1
|-
|-
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|-
|-
|reduced damage rampup
|reduced damage rampup
|Sets the weapon's maximum damage rampup to 20% (similar to Stickybomb Launchers)
|Set damage rampup to 20%
|1
|1
|-
|-
|no reduced damage rampup
|no reduced damage rampup
|Sets the weapon's maximum damage rampup to 50% (similar to Shotguns)
|Set damage rampup to 50%
|1
|1
|-
|-
|force damage falloff
|force damage falloff
|Forces the weapon to have damage rampup and falloff
|Force damage rampup and falloff
|1
|1
|-
|-
| no damage falloff
| no damage falloff
|Forces the weapon to have no damage rampup and falloff
|No damage rampup and falloff
|1
|1
|-
|-
|can headshot
|can headshot
|Weapon can headshot. Hitscan only; inconsistent on multi-pellet weapons such as Shotguns.
|Weapon can headshot. Hitscan only  
|1
|1
|-
|-
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|-
|-
|mult stun resistance
|mult stun resistance
|Stun and slow multiplier. 0 to be fully stun/slow immune  
|Stun 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
| Allow to deal friendly fire damage
|1
|1
|-
|-
|receive friendly fire
|receive friendly fire
| If set to 1, the player can receive friendly fire from teammates
| 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 cannot headshot
|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
|Cannot be headshot. Hitscan only
|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 & Soldier additionally contain foot_L and foot_R
Common attachments for robot models: head, eye_1, flag. Some bot models also have eye_2, partyhat. Demo & soldier additionally contain foot_L and foot_R


Common attachments for player models: head, eyes, flag, partyhat, bread_face, bread_head, effect_hand_L, effect_hand_R, bread_hand_r, bread_hand_l, bread_butt, bread_heel_l, foot_L, foot_R
Common attachments for player models: head, eyes, flag, partyhat, bread_face, bread_head, effect_hand_L, effect_hand_R, bread_hand_r, bread_hand_l, bread_butt, bread_heel_l, foot_L, foot_R
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
|-
|mod projectile heat aim time
|For how long should the projectile home in
|1.75
|-
|-
|projectile gravity
|projectile gravity
|Projectile gravity in hu/s^2
|Projectile gravity in hu/s^2
|600  
|600  
|-
|projectile acceleration time
|For how long should the projectile accelerate
|2.55
|-
|-
| grenade explode on impact
| grenade explode on impact
|Grenades explode on impact with the world, similar to rockets
|Grenades explode on impact
| 1
| 1
|-
|-
|
|
projectile lifetime
projectile lifetime
|Projectile lifetime in seconds; deletes projectiles, does not cause explosions for explosive projectiles.
|Projectile lifetime in seconds  
| 52
| 52
|-
|-
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|-
|-
|always allow taunt
|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.
|Always allow the player to taunt, even midair  
|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
|-
|mod projectile heat follow crosshair
|Homing projectiles follow crosshair
|1
|-
|-
| cannot be upgraded
| cannot be upgraded
|If set to 1, the weapon cannot be upgraded, but the player can still use the upgrade station
|Weapon cannot be upgraded
|1
|1
|-
|-
|projectile no deflect
|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.
|Projectile cannot be deflected
| 1
| 1
|-
| projectile acceleration start time
|Time before projectile starts accelerating
|1
|-
|-
| player gravity ballon head
| player gravity ballon head
|Player gravity multiplier when affected by the balloon head condition (TF_COND_BALLOON_HEAD). 0 is for regular gravity
|Player gravity multiplier when ballon head condition (TF_COND_BALLOON_HEAD). 0 is for regular gravity
|12
|12
|-
|-
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|-
|-
| mult dmg vs npc
| mult dmg vs npc
|Damage multiplier vs npc - including Halloween bosses and tanks, excluding player bots  
|Damage multiplier vs npc including tanks excluding player bots  
| 2.5
| 2.5
|-
|-
| custom hit sound
| custom hit sound
|Custom sound played when an enemy is hit with the weapon
|Custom sound played when a player victim is hit with the weapon
|fdfdf
|fdfdf
|-
|-
Line 529: Line 513:
*"cleaver"
*"cleaver"
*"gas"
*"gas"
*"brick" - Uses bread model. Deals 40 damage on hit.
*"brick"
*"repel"
*"repel"
*"breadmonster"
*"breadmonster"
*"spellfireball" - Fireball spell. ''Only this spells will trigger ShootTemplate blocks; others will not!''
*"spelllightningorb"
*"spellkartorb" - Explosive KGB Glove from the Carnival of Carnage kart minigames.
*"spellbats"
*"spellmirv" - Pumpkin bombs, only works if the owner has spellbook equipped
*"spelltransposeteleport"
*"spellmeteorshower"
*"spellspawnboss" - Summons spectral MONOCULUS.
*"spellspawnhorde" - Summon skeletons, only works if the owner has spellbook equipped
|}
|}
|mechanicalarmorb
|mechanicalarmorb
|-
|-
|dmg current health  
|dmg current health  
|Deal additional damage; x * target's current health.
|Deal additional damage based on fraction of target current health
|0.34
|0.34
|-
|-
|dmg max health
|dmg max health
|Deal additional damage; x * target's max health  
|Deal additional damage based on fraction of target max health  
|0.34
|0.34
|-
|-
|dmg missing health
|dmg missing health
|Deal additional damage; x * target's missing health
|Deal additional damage based on fraction of target missing health
|0.34
|0.34
|-
|-
| cannot be teleported
| cannot be teleported
|If set to 1, the player cannot be teleported
|Player cannot be teleported
|1
|1
|-
|-
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|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.
|Add condtion to the target on hit
|56
|56
|-
|-
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|-
|-
| remove cond on hit
| 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.
|Remove condtion from target on hit
| 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. See [https://developer.valvesoftware.com/wiki/Half-Life_2/Damage_types here] for a list of damage types.
|Add damage type to the attack
|1
|1
|-
|-
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|-
|-
|special damage type
|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.
| Sets a special damage type to a range from 1-3  
|1
|1
|-
|-
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|-
|-
|mult effect duration
|mult effect duration
|Effect duration multiplier on drinks and jars (Crit-a-Cola, Jarate, etc.)
|Effect duration multiplier on drinks, jars
|3
|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
|special item description
|Shows text as an attribute if the weapon is inspected or shown as a custom weapon.
|Item description


|item description
|item description
|-
|-
|mult flag carrier move speed
|mult flag carrier move speed
|Flag carrier move speed multiplier
|Flag carrier move speed multipier
|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
|On kill healing can overheal
|1
|1
|-
|-
| fire input on hit
| 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
|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
|!self^SetHealth^0
|-
|-
|fire input on hit name restrict
|fire input on hit name restrict
|Restrict input on hit to the specified targetname or classname. Wildcards are allowed.
|Restrict input on hit to 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. Also works on arrows.
|Grenades bounce off walls, retaining x% of speed after each bounce
| 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. Values below 1 will make the grenade deal less damage.
|Grenades explode on direct hits even if the grenade already touched a wall, dealing x% additional 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
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|-
|-
|grenade no drag
|grenade no drag
|No drag for grenades and stickybombs, slightly changes projectile arc.
|No drag for grenades and stickybombs
|
|
1
1
|-
|-
|stickybomb stick to enemies
|stickybomb stick to enemies
|Stickybombs can stick to enemies on hit. If already stuck to the world, they will not get stuck on players.
|Stickybombs stick to enemies
|1
|1
|-
|-
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|-
|-
|collect currency on kill
|collect currency on kill
|Bots killed by the weapon distribute their currency, like with sniper kills (red money)
|Bots killed by the weapon drop red money
|1
|1
|-
|-
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|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
|-
|stomp building damage
|Damage dealt to enemy buildings on touch
|125
|-
|-
|reflect keep team
|reflect keep team
Line 727: Line 674:
| 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 reflector
|If set to 1, reflected projectiles aim towards the pyro
|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
|Stay after hitting resupply cabinet or upgrading, if the weapon in the inventory in the slot is different
|1
|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
|arrow hit kill time
Line 758: Line 709:
|-
|-
|penetrate teammates
|penetrate teammates
|Bullets and projectiles penetrate teammates, like sniper rifles.
|Bullets and projectiles penetrate teammates  
| 1
| 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
|mult step height
|Step height multiplier (x * 18hu); allows the player to not need to jump for greater heights
|Step height multiplier (x * 18hu)  
|10  
|10  
|-
|-
Line 774: Line 729:
|-
|-
|fire input on kill  
|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
| 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
|!self^SetHealth^0
|-
|-
|fire input on kill name restrict
|fire input on kill name restrict
|Restrict input on kill to specified targetname. Wildcards are allowed
|Restrict input on hit to specified targetname. Wildcards are allowed


|player
|player
|-
|-
|fire full clip at once  
|fire full clip at once  
|Fire the weapon's entire clip at once
|Fire entire clip at once
|1
|1
|-
|-
|reload full clip at once
|reload full clip at once
|Reload full clip at once, like pistols
|Reload full clip at once
|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
|-
|-
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|-
|-
|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 only pressed once
|Fire this many rounds in a burst. If negative, forces to fire this many rounds even if attack button is not pressed
|3
|3
|-
|-
|burst fire rate mult
|burst fire rate mult
|Fire rate multiplier between bursts. Regular fire rate is used for the time between shots in a burst.
|Fire rate multiplier between bursts
|2
|2
|-
|-
Line 821: Line 772:
|Accuracy multiplier when moving. Overwrites "spread penalty" attribute  
|Accuracy multiplier when moving. Overwrites "spread penalty" attribute  
|2
|2
|-
|force fire full clip
| Automatically fire full clip
|1
|-
|-
|special item description 2
|special item description 2
Line 850: Line 805:
|-
|-
|effect add attributes
|effect add attributes
|Make weapons that apply addcond effects, such as banners, jars, etc., also apply attributes to the affected player
|Make addcond effects to also apply those 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 being healed
|Attributes added passively to the patient
|<nowiki>move speed bonus|2|fire rate bonus|0.1</nowiki>
|<nowiki>move speed bonus|2|fire rate bonus|0.1</nowiki>
|-
|-
Line 860: Line 815:
|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>
|-
|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
|mult dmg vs airborne
Line 874: Line 833:
|-
|-
|taunt attack time mult  
|taunt attack time mult  
|Taunt attack time multiplier, making it happen earlier/later
|Taunt attack time multiplier
|2
|2
|-
|-
|damage returns as health  
|damage returns as health  
|Returns x * damage dealt as health
|Returns fraction of damage dealt as health
|0.5
|0.5
|-
|-
Line 888: Line 847:
|No view flinch from taking damage
|No view flinch from taking damage
|1
|1
|-
|mult dmg friendly fire
|Damage dealt to teammates multiplier. Requires Allow friendly fire
|0.4
|-
|-
|disable wrangler shield
|disable wrangler shield
|If set to 1, the Wrangler's sentry shield is disabled
|Disable wrangler shield
|1
|1
|-
|-
Line 902: Line 865:
|-
|-
|particle color rgb
|particle color rgb
|RGB color for projectile particles that support it (Bison, Pomson)
|RGB color for projectile particles that support it (bison)
|765776
|765776
|-
|-
Line 910: Line 873:
|-
|-
|ignored by enemy sentries
|ignored by enemy sentries
|If set to 1, enemy sentries ignore the player
|If enemy sentries should ignore this player
|1
|1
|-
|-
|melee airblast
|melee airblast
|If set to 1 on a melee weapon, its attacks will reflect projectiles
|Melee reflects projectiles
|1
|1
|-
|-
Line 922: Line 885:
|-
|-
|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. This attribute is '''required''' for the other "kb fall" attributes to work!
|Knockback, stun and damage nearby enemies when landing. The value specifies the minimum fall velocity before applying knockback
|300
|300
|-
|-
Line 942: Line 905:
|-
|-
|melee grants protection
|melee grants protection
|Melee attacks grant protection from attacks for x seconds
|Melee attacks grant protection from attacks for specified amount of time
|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
|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. Scouts have a 4x bigger collection radius
|Credit collection radius multiplier, scouts have 4x bigger collection radiues
|2
|2
|-
|-
|health from credits
|health from credits
|Additional health gained from collecting credits. Scouts usually gain 50 health on collecting credits
|Additional health gained from credits
|50
|50
|-
|-
|mult bleeding delay
|mult bleeding delay
|Delay between bleeding damage multiplier. Lower values causes bleed damage to happen more times per second.
|Delay between bleeding damage multiplier
|2
|2
|-
|-
|mult bleeding dmg
|mult bleeding dmg
|Bleeding damage multiplier
|Bleeding damage multiplier
|2
|-
|grenade bounce speed xy
|Grenade bounce speed in xy direction multiplier
|2
|2
|-
|-
|not solid
|not solid
|If set to 1, the player can phase though walls
|Phase though walls
|1
|1
|-
|-
|dmg taken from self reduced
|dmg taken from self reduced
|Self damage multiplier for the player
|Self damage multiplier for player
|0.5
|0.5
|-
|-
|ignored by bots
|ignored by bots
|If set to 1, the player is ignored by bots.
|Ignored by bots
|1
|1
|-
|-
Line 988: Line 955:
|<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
|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
|-
|crit on cond
|Critical hit when the enemy has specified cond
|13
|-
|minicrit on cond
|Mini crit hit when the enemy has specified cond
|13
|-
|add attributes when active
|Add attributes when the weapon is active
|<nowiki>move speed bonus|2|damage bonus|2</nowiki>
|-
|radial cond
|Add conditions and attributes on hit in a radius
|400
|-
|mult explosion radius direct hit
|Explosion radius multiplier on direct hit
|2
|-
|buildings cannot be sapped
|Buldings cannot be sapped
|1
|-
|mult dmg direct hit
|Damage multiplier on direct hit
|2
|-
|explosion particle on direct hit
|Explosion particle on direct hit
|particle
|-
|cannot upgrade bomb
|Bomb cannot be upgraded
|1
|-
|sentry toolbox model
|Custom carried by player sentry toolbox model
|models/weapons/c_models/c_toolbox/c_toolbox.mdl
|-
|dispenser toolbox model
|Custom carried by player dispenser toolbox model
|models/weapons/c_models/c_toolbox/c_toolbox.mdl
|-
|teleporter toolbox model
|Custom carried by player teleporter toolbox model
|models/weapons/c_models/c_toolbox/c_toolbox.mdl
|-
|medigun attack enemy
|Can attack enemies, dealing damage equal to % heal rate
|1.1
|-
|medigun self drain
|Drain health equal to % heal rate from the user when healin
|0.6
|-
|fire input on attack
|Fire input on attack. Player is !activator, projectile is !projectile (must be input target), weapon is !self
|!activator^SetHealth^0
|-
|stun on hit
|Stun target on hit duration
|4
|-
|stun on hit no giants
|Giant robots cannot be stunned
|1
|-
|stun on hit type
|Stun on hit type:
movement
panic
bonk
ghost
bigbonk
|movement
|-
|stun on hit slow
|Movement penalty applied with "movement" stun on hit type
|0.4
|-
|medigun attack enemy heal mult
|Multiplier of health gained from attacking enemies
|3
|-
|medigun particle
|Medigun custom particle. Automatically uses _red and _blue particles when not specified. Sometimes ~ has to be added so that the particle disappears when needed
|passtime_beam
|-
|medigun particle enemy
|Medigun custom particle when attacking enemies. Sometimes ~ has to be added so that the particle disappears when needed
|~dxhr_arm_muzzleflash2
|-
|medigun particle release
|Medigun custom particle when uber is released. Sometimes ~ has to be added so that the particle disappears when needed
|~dxhr_arm_muzzleflash2
|-
|medigun particle spark
|Medigun custom particle for full charge sparks
|medicgun_invulnstatus_fullcharge
|-
|effect immunity
|Immune to effects applied by other players
|1
|-
|use robot voice
|Use robot voicelines
|1
|-
|use human voice
|Use human voicelines
|1
|-
|alt fire attack
|Alt fire fires an attack. Value higher than 1 specifies fire rate multipler when using secondary attack
|1
|-
|alt fire attack attributes
|Attributes to apply when alt fire button is pressed
|<nowiki>fire rate bonus|2|damage bonus|2</nowiki>
|-
|no revive
|No revive marker on death
|1
|-
|fire input on effect
|Fire input when an addcond effect is applied by this weapon. Provider is !activator. The receiver is !caller
|!activator^SetHealth^0
|-
|additional step sound
|Additional step sound
|MVM.BotStep
|-
|fov override
|Field of view override. Sniper rifles reset this
|33
|-
|hud overlay
|Overlay material
|effects/jarate_overlay
|-
|fire input on taunt
|Fire input when taunting
|!activator^SetHealth^0
|-
|displace touched enemies
|Move enemies out of the way. Deal x damage per tick to stuck enemies
|1
|-
|addcond immunity
|<nowiki>Immune to specific addconds, separated by |</nowiki>
|<nowiki>1|3</nowiki>
|-
|attribute immunity
|<nowiki>Player immune to specific attributes, separated by |</nowiki>
|<nowiki>move speed bonus|damage bonus</nowiki>
|-
|hold fire until full reload
|Hold fire until full reload. Set to 2 to disable weapon switch if weapon is not fully loaded, even if not currently reloading
|1
|-
|projectile hit radius
|Projectile hit radius for damageable entities only
|100
|-
|noclip projectiles
|Projectiles penetrate walls. Cannot hit anything unless "projectile hit radius" is set
|1
|-
|projectile health
|Projectiles have specified amount of health. Not every projectile is compatible, the owner cannot shoot his own non grenade projectiles. "custom projectile size" might be required to hit some projectiles with bullets
|100
|-
|projectile take damage type
|Damage taken by projectile restrictions:
0 - no restrictions
1 - only owner can damage
2 - own team only
3 - enemies only
|1
|-
|projectile take damage time
|Time in seconds before projectile can take damage
|0.25
|-
|projectile explode on destroy
|Projectiles explode when destroyed. Can be one of those values:
0 - do not explode
1 - explode
2 - explode, the damage belongs to the attacker
3 - explode only if destroyed by the same team
|1
|-
|projectile explode time
|Projectiles detonate after delay in seconds
|1
|-
|shoot view punch angle
|View punch angle when shooting
| -3 0 0
|-
|shoot view punch angle random
|View punch angle random variance when shooting
|3 0 0
|-
|custom item model attachment
|<nowiki>Custom additional item models, parameters in order: model path, player attachment name (leave empty for bonemerge, type "none" for no attachment), R G B color (leave empty for normal), offset, rotation, scale. Offset, rotation, scale only works if attachment name is not empty. Separate attachments with |</nowiki>
|<nowiki>models/model.mdl,,33 55 99|models/model.mdl,effect_hand_R,,4 2 0,0 270 90,1.5</nowiki>
|-
|custom item model attachment 2
|Additional item model attribute
|models/model.mdl,none,255 255 0,0 0 100,0 0 0,1.5
|-
|custom item model attachment 3
|Additional item model attribute
|
|-
|custom item model attachment viewmodel
|<nowiki>Custom additional item models in view model, parameters in order: model path, offset, rotation, scale. Offset, rotation, scale detach the model from main view model. Separate attachments with |</nowiki>
|<nowiki>models/model.mdl|models/model.mdl,4 2 0,0 270 90,1.5</nowiki>
|-
|custom item model attachment viewmodel 2
|Additional item model attribute in view model
|models/model.mdl,0 0 100,0 0 0,1.5
|-
|custom item model attachment viewmodel 3
|Additional item model attribute in view model
|
|-
|custom weapon deploy sound
|Custom deploy sound
|sound.wav
|-
|spread angle pattern
|Spread angle (pitch, yaw, roll) pattern, the pattern cycles with each projectile fired
|<nowiki>10 0 0|0 0 0|-10 0 0</nowiki>
|-
|spread offset pattern
|Spread offset (front, left, up) pattern, the pattern cycles with each projectile fired
|<nowiki>0 10 0|0 0 0|0 -10 0</nowiki>
|-
|proj attribute pattern
|<nowiki>Attribute pattern, cycles with each projectile fired. Attributes separated with |, cycles separated with &</nowiki>
|<nowiki>projectile speed increased|2|damage bonus|0.5&projectile speed decreased|0.5</nowiki>
|-
|shoot pattern reset time
|Reset the pattern this many seconds after last attack. By default, pattern is reset as soon as the player stops firing
|1
|-
|shoot pattern no rollback
|Set to 1 to not rollback the pattern when reaching the last cycle
|1
|-
|custom damage type override
|Change custom damage type to something else. Usually it only changes kill icon but sometimes it applies some effects. Available custom damage types: https://developer.valvesoftware.com/wiki/Team_Fortress_2/Scripting/Script_Functions/Constants#ETFDmgCustom
|47
|-
|flare no crit burning
|Disable crit on burning players for flares
|1
|}
|}
[[Category:Misc Additions]]
[[Category:Misc Additions]]
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