Editing List of custom attributes

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|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
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|-
|-
| 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 x projectiles at once. Add "ignores other projectiles" 1 so that Rocket Launcher rockets don't collide with each other.
|4
|4
|-
|-
Line 1,180: Line 1,180:
|Explosion particle on direct hit
|Explosion particle on direct hit
|particle
|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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