List of custom attributes: Difference between revisions
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{| class="wikitable" | {| class="wikitable sortable" | ||
!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 | | | 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 | |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 | |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 | |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 | | 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 can pyro use primary fire again after airblasting | |||
| 4 | |||
|- | |- | ||
| | |mod flamethrower spinup time | ||
|Spin up time for flamethrowers in seconds | |||
|2.4 | |||
|- | |- | ||
| airblast functionality flags | | 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 | 1 - If airblast should push players | ||
Line 108: | Line 211: | ||
8 - If airblast can stun players | 8 - If airblast can stun players | ||
16 - If airblast disrupts player aim | 16 - If airblast disrupts player aim | ||
|9 | |||
|- | |- | ||
| reverse airblast | |reverse airblast | ||
|airblast pushes players towards the pyro. Does not work? | |||
|1 | |||
|- | |- | ||
| airblast dashes | |airblast dashes | ||
|airblast pushes the pyro himself rather than others | |||
|1 | |||
|- | |- | ||
| mult sniper charge per sec with enemy under crosshair | |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 | |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 | |disable buildings on hit | ||
|On building hit: Disable for x seconds | |||
|4 | |||
|- | |- | ||
| regenerate stickbomb | | regenerate stickbomb | ||
|Regenerates caber on use | |||
| 1 | |||
|- | |- | ||
| mult smack time | |mult smack time | ||
|Melee smack time multiplier (0.2s default) | |||
|4 | |||
|- | |- | ||
| medic machinery beam | |medic machinery beam | ||
|If set to 1, enables healing buildings as medic. increases building healing rate by 10% for each point | |||
|1 | |||
|- | |- | ||
| arrow mastery | |arrow mastery | ||
|Shoots additional 2 arrows per level | |||
| 1 | |||
|- | |- | ||
| custom item model | |custom item model | ||
|Custom item model name | |||
| | |||
|- | |- | ||
| custom weapon fire sound | |custom weapon fire sound | ||
| Custom weapon fire sound. Does not work for the weapon owner | |||
| | |||
|- | |- | ||
| explosive bullets | |explosive bullets | ||
| Bullets explode in x radius on hit (147 is rocket launcher radius) | |||
|100 | |||
|- | |- | ||
| mult projectile scale | |mult projectile scale | ||
| Projectile model scale multipier | |||
|2 | |||
|- | |- | ||
| mult projectile count | | mult projectile count | ||
|Fire multiple projectiles at once | |||
|4 | |||
|- | |- | ||
| projectile trail particle | | projectile trail particle | ||
|Projectile trail particle name | |||
| | |||
|- | |- | ||
| explosion particle | |explosion particle | ||
|Explosion particle name | |||
| | |||
|- | |- | ||
| radius sleeper | |radius sleeper | ||
|Restores sydney sleeper explosion on headshot | |||
|1 | |||
|- | |- | ||
| cannot be sapped | |cannot be sapped | ||
|Bot with this attribute cannot be affected by the sapper | |||
|1 | |||
|- | |- | ||
| item color rgb | |item color rgb | ||
|Item tint color | |||
|223424 | |||
|- | |- | ||
| is invisible | | is invisible | ||
|Is item invisible | |||
| 1 | |||
|- | |- | ||
| cannot taunt | | cannot taunt | ||
|Cannot taunt | |||
|1 | |||
|- | |- | ||
| projectile acceleration | |projectile acceleration | ||
|Rocket acceleration in hu/s^2 | |||
|500 | |||
|- | |- | ||
| is miniboss | |is miniboss | ||
|The player is miniboss | |||
|1 | |||
|- | |- | ||
| model scale | |model scale | ||
| Player model scale | |||
|1 | |||
|- | |- | ||
| cannot upgrade | |cannot upgrade | ||
|Player upgrade possibility | |||
|1 | |||
|- | |- | ||
| min respawn time | |min respawn time | ||
|Minimal respawn time in seconds | |||
|4 | |||
|- | |- | ||
| always crit | |always crit | ||
|Weapon always crits | |||
|1 | |||
|- | |- | ||
| mult firerocket rate | |mult firerocket rate | ||
|Sentry rocket fire rate | |||
| 1 | |||
|- | |- | ||
| building max level | |building max level | ||
|Building max level limit | |||
|1 | |||
|- | |- | ||
| sentry rapid fire | |sentry rapid fire | ||
|Allows for faster sentry fire rate, up to 66 shots per second | |||
| 1 | |||
|- | |- | ||
| dont count damage towards crit rate | |dont count damage towards crit rate | ||
| Dealing damage with weapon does not increase crit rate | |||
|1 | |||
|- | |- | ||
| reduced damage rampup | |reduced damage rampup | ||
|Set damage rampup to 20% | |||
|1 | |||
|- | |- | ||
| no reduced damage rampup | |no reduced damage rampup | ||
|Set damage rampup to 50% | |||
|1 | |||
|- | |- | ||
| force damage falloff | |force damage falloff | ||
|Force damage rampup and falloff | |||
|1 | |||
|- | |- | ||
| no damage falloff | | no damage falloff | ||
|No damage rampup and falloff | |||
|1 | |||
|- | |- | ||
| can headshot | |can headshot | ||
|Weapon can headshot. Hitscan only | |||
|1 | |||
|- | |- | ||
| building color rgb | |building color rgb | ||
|Building tint color | |||
|23424 | |||
|- | |- | ||
| building scale | |building scale | ||
|Building scale. Values above 1.17 make it difficult for players to build on uneven ground | |||
|1.54 | |||
|- | |- | ||
| mult stun resistance | |mult stun resistance | ||
|Stun slow multiplier. 0 to be fully stun slow immune | |||
| 0 | |||
|- | |- | ||
| allow friendly fire | |allow friendly fire | ||
| Allow to deal friendly fire damage | |||
|1 | |||
|- | |- | ||
| receive friendly fire | |receive friendly fire | ||
| Receive friendly fire from teammates | |||
|1 | |||
|- | |- | ||
| cannot headshot | |cannot headshot | ||
|Weapon Cannot headshot | |||
|1 | |||
|- | |- | ||
| mult crit dmg | |mult crit dmg | ||
|Crit damage multiplier | |||
|1.54 | |||
|- | |- | ||
| cannot be headshot | | cannot be headshot | ||
|Cannot be headshot. Hitscan only | |||
|1 | |||
|- | |- | ||
| attachment name | |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 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 | 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: | |||
{| class="wikitable sortable mw-collapsible mw-collapsed" style="margin: 0 auto; width: 100%; padding: 0;" | |||
! colspan="1" |Possible values | |||
|- | |||
| | |||
* "mechanicalarmorb" - Short circuit orb | |||
* "stunball" - Sandman ball | |||
* "ornament" - Wrap Assassin projectile | |||
*"jarate" | |||
*"madmilk" | |||
*"cleaver" | |||
*"gas" | |||
*"brick" | |||
*"repel" | |||
*"breadmonster" | |||
*"spellfireball" | |||
*"spelllightningorb" | |||
*"spellkartorb" | |||
*"spellbats" | |||
*"spellmirv" - Pumpkin bombs, only works if the owner has spellbook equipped | |||
*"spelltransposeteleport" | |||
*"spellmeteorshower" | |||
*"spellspawnboss" | |||
*"spellspawnhorde" - Summon skeletons, only works if the owner has spellbook equipped | |||
|} | |||
|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 duration | |||
|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 | |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 | |||
|- | |- | ||
| projectile | |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 | |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 | |||
|- | |- | ||
| | |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 not pressed | |||
|3 | |||
|- | |- | ||
| | |burst fire rate mult | ||
|Fire rate multiplier between bursts | |||
|2 | |||
|- | |- | ||
| mult | |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 | |||
|- | |- | ||
| | |force fire full clip | ||
| Automatically fire full clip | |||
|1 | |||
|- | |- | ||
| | |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 addcond effects to also apply those attributes to the affected player | |||
|<nowiki>move speed bonus|2|fire rate bonus|0.1</nowiki> | |||
|- | |- | ||
| | |medigun passive attributes | ||
|Attributes added passively to the patient | |||
|<nowiki>move speed bonus|2|fire rate bonus|0.1</nowiki> | |||
|- | |- | ||
| | |medigun passive attributes owner | ||
|Attributes added passively to the healing medic | |||
|<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 | ||
|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 | |||
|2 | |||
|- | |- | ||
| | |damage returns as health | ||
|Returns fraction of damage dealt as health | |||
|0.5 | |||
|- | |- | ||
| | |no resupply | ||
|Cannot resupply from cabinets | |||
|1 | |||
|- | |- | ||
| | |no damage view flinch | ||
|No view flinch from taking damage | |||
|1 | |||
|- | |- | ||
| fire | |mult dmg friendly fire | ||
|Damage dealt to teammates multiplier. Requires Allow friendly fire | |||
|0.4 | |||
|- | |- | ||
| | |disable wrangler shield | ||
|Disable wrangler shield | |||
|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) | |||
|765776 | |||
|- | |- | ||
| | |particle color rainbow | ||
|Cycles colors for the projectile particle. Higher values cycle faster | |||
|100 | |||
|- | |- | ||
| | |ignored by enemy sentries | ||
|If enemy sentries should ignore this player | |||
|1 | |||
|- | |- | ||
| | |melee airblast | ||
|Melee reflects projectiles | |||
|1 | |||
|- | |- | ||
| collect | |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 | |||
|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 specified amount of time | |||
|0.6 | |||
|- | |||
|arrow snap to next target radius | |||
|Snaps the arrow to the next closest available target within range | |||
|1000 | |||
|- | |||
|mult credit collect range | |||
|Credit collection radius multiplier, scouts have 4x bigger collection radiues | |||
|2 | |||
|- | |||
|health from credits | |||
|Additional health gained from credits | |||
|50 | |||
|- | |||
|mult bleeding delay | |||
|Delay between bleeding damage multiplier | |||
|2 | |||
|- | |||
|mult bleeding dmg | |||
|Bleeding damage multiplier | |||
|2 | |||
|- | |||
|grenade bounce speed xy | |||
|Grenade bounce speed in xy direction multiplier | |||
|2 | |||
|- | |||
|not solid | |||
|Phase though walls | |||
|1 | |||
|- | |||
|dmg taken from self reduced | |||
|Self damage multiplier for player | |||
|0.5 | |||
|- | |||
|ignored by bots | |||
|Ignored by bots | |||
|1 | |||
|- | |||
|add attributes on hit | |||
|<nowiki>Apply attributes to victim on hit with the weapon. Format: attribute|value|duration ...</nowiki> | |||
|<nowiki>move speed bonus|0.3|2|head scale|3|2</nowiki> | |||
|- | |||
|self add attributes on hit | |||
|<nowiki>Apply attributes to self on hit with the weapon. Format: attribute|value|duration ...</nowiki> | |||
|<nowiki>move speed bonus|0.3|2|head scale|3|2</nowiki> | |||
|- | |||
|add attributes on kill | |||
|<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> | |||
|- | |||
|mod projectile heat aim start time | |||
|How many seconds before the projectile starts homing, if turn power is set | |||
|3 | |||
|- | |||
|move speed as health decreases | |||
|Multiply move speed up to x with decreasing health | |||
|2 | |||
|- | |||
|no self effect | |||
|Cannot ignite or cause bleeding to the wielder | |||
|1 | |||
|- | |||
|reset arrow hits on bounce | |||
|When the arrow bounces, allow it to hit the same target again | |||
|1 | |||
|- | |||
|arrow target bounce speed | |||
|Projectiles bounce off hit targets | |||
|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 | |||
|} | |} | ||
[[Category:Misc Additions]] | |||
[[Category: |
Revision as of 23:53, 4 February 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 | 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 | 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 | ||
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 duration | 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 | ||
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 not pressed | 3 | ||
burst fire rate mult | Fire rate multiplier between bursts | 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 | ||
force fire full clip | Automatically fire full clip | 1 | ||
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 addcond effects to also apply those attributes to the affected player | move speed bonus|2|fire rate bonus|0.1 | ||
medigun passive attributes | Attributes added passively to the patient | 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 | ||
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 | 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 | 2 | ||
damage returns as health | Returns fraction of damage dealt as health | 0.5 | ||
no resupply | Cannot resupply from cabinets | 1 | ||
no damage view flinch | No view flinch from taking damage | 1 | ||
mult dmg friendly fire | Damage dealt to teammates multiplier. Requires Allow friendly fire | 0.4 | ||
disable wrangler shield | Disable wrangler shield | 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) | 765776 | ||
particle color rainbow | Cycles colors for the projectile particle. Higher values cycle faster | 100 | ||
ignored by enemy sentries | If enemy sentries should ignore this player | 1 | ||
melee airblast | Melee reflects 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 | 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 specified amount of time | 0.6 | ||
arrow snap to next target radius | Snaps the arrow to the next closest available target within range | 1000 | ||
mult credit collect range | Credit collection radius multiplier, scouts have 4x bigger collection radiues | 2 | ||
health from credits | Additional health gained from credits | 50 | ||
mult bleeding delay | Delay between bleeding damage multiplier | 2 | ||
mult bleeding dmg | Bleeding damage multiplier | 2 | ||
grenade bounce speed xy | Grenade bounce speed in xy direction multiplier | 2 | ||
not solid | Phase though walls | 1 | ||
dmg taken from self reduced | Self damage multiplier for player | 0.5 | ||
ignored by bots | 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 | ||
mod projectile heat aim start time | How many seconds before the projectile starts homing, if turn power is set | 3 | ||
move speed as health decreases | Multiply move speed up to x with decreasing health | 2 | ||
no self effect | Cannot ignite or cause bleeding to the wielder | 1 | ||
reset arrow hits on bounce | When the arrow bounces, allow it to hit the same target again | 1 | ||
arrow target bounce speed | Projectiles bounce off hit targets | 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 |